Disciplines
Animalism
Supernatural affinity with and control of animals
Clans: Gangrel, Nosferatu, Ravnos, Tzimisce
Type: Mental
Masquerade threat: Low to medium. While talking to animals might seem eccentric, only the most violent applications of the Discipline elicit more than a few raised eyebrows.
Blood Resonance: Animal blood, preferably feral.
Auspex
Extrasensory perception, awareness, and premonitions
Clans: Hecata, Malkavian, Salubri, Toreador, Tremere
Type: Mental
Masquerade threat: Low. Auspex never by itself manifests in a way visible to the naked eye or causes effects that can’t be rationalized, if only as dumb luck.
Blood Resonance: Phlegmatic. Artists (especially photographers) and visionaries, certain schizophrenics, users of psychoactive substances, detectives.
Blood sorcery
The use of the Blood to perform magic
Clans: Banu Hakim, Tremere
Type: Sorcery
Masquerade threat: Low-High. The individual appearance of the powers and Rituals in Blood Sorcery varies as widely as their effects.
Blood Resonance: Sanguine. Although not inherent in the Blood itself, Blood Sorcery responds eagerly to blood from human occultists, sorcerers, and cult leaders, as well as hemophiles and bibliophiles.
Celerity
Supernatural quickness and reflexes
Clans: Banu Hakim, Brujah, Toreador
Type: Physical
Masquerade threat: Medium- High. Most Celerity powers are clearly inhuman, the only saving grace being that they’re very hard to catch on film or photograph.
Blood Resonance: Choleric. Fear and utter terror, runners, athletes, amphetamine and alkaloid users, habitual players of first-person shooters and other twitch games.
Dominate
Mind control practiced through one’s piercing gaze
Clans: Lasombra, Malkavian, Salubri, Tremere, Tzimisce, Ventrue
Type: Mental
Masquerade threat: Low. Barring someone Dominating an entire auditorium to jump off the cliffs of Dover, it remains one of the more subtle vampiric powers.
Blood Resonance: Phlegmatic. The blood of the submissive or the dominant, masters and slaves, captains of industry, power trippers, cult leaders and followers.
Fortitude
Unearthly toughness, even to the point of resisting fire and sunlight
Clans: Gangrel, Hecata, Salubri, Ventrue
Type: Physical
Masquerade threat: Medium. Eyewitnesses undoubtedly react upon someone taking a terminal beating or a hail of bullets and getting back up seemingly unhurt. Favorite cover-up explanations include erroneous recollection in the excitement (the bullets only seemed to hit), special effects (YouTube prank), or the triedand- tested “must have been on PCP” rationale.
Blood Resonance: Melancholic. Survivors of war, abuse, or misfortune; endurance runners; mountain climbers; infantry and special forces; those with very powerful immune systems.
Obfuscate
The ability to remain obscure and unseen, even in crowds
Clans: Banu Hakim, Malkavian, Nosferatu, Ravnos, The Ministry
Type: Mental
Masquerade threat: Low. Avoiding detection is the whole point of this Discipline.
Blood Resonance: Melancholic. The ignored and unseen, the homeless, forgotten, and depressed; spies, pickpockets, excellent servants, roadies and stagehands, and all the background people.
Oblivion
The ability to manipulate darkness as a weapon or tool.
Type: Mental
Masquerade threat: Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.
Blood Resonance: Psychopaths and the emotionally detached. Blood empty of Resonance.
When making a Rouse check for an Oblivion power, a result of “1” or “10” results in a Stain, in addition to any Hunger gained. If the user’s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.
Potence
The Discipline of physical vigor and strength
Clans: Brujah, Lasombra, Nosferatu
Type: Physical
Masquerade threat: Medium to high. Lesser exercises of the Discipline might be passed off as “hysterical strength,” but once pavement cracks and buildings start to crumble that explanation loses what little credibility it had.
Blood Resonance: Choleric. The strong and healthy; athletes and young men and women in their prime, gym rats, wrestlers, construction workers and lumberjacks, longshoremen.
Presence
The ability to attract, sway, and control emotions
Clans: Brujah, Ravnos, The Ministry, Toreador, Ventrue
Type: Mental
Masquerade threat: Low-Medium. A subtle power, people seldom realize Presence has affected them at all. As with most Disciplines, its higher powers can leave puzzled witnesses behind, especially once the effects wear off.
Blood Resonance: Sanguine.
The beautiful and lustful, those completely infatuated with the vampire, models and actors and movie stars, compelling public and private speakers from politicians to car salesmen, YouTube sensations and Instagram influencers.
Protean
Shape-changing, from growing claws to melding with the earth
Clans: Gangrel, The Ministry, Tzimisce
Type: Physical
Masquerade threat: High. One of the most overt Disciplines available to vampires, more or less all Protean powers can breach the Masquerade on their own.
Blood Resonance: Animal blood, especially animals matching shapeshifted forms; the blood of werewolves, changelings, and other supernatural chimeras of man and beast.
Thin-blood alchemy
Mixing blood, emotion, and other ingredients to create powerful effects
Clans: Thin-blooded
Type: Sorcery
Masquerade threat: Varies as widely as the powers it counterfeits and the method used.
Blood Resonance: Required for each formula and varies accordingly.