Discipline Revisions

Disciplines are the manifestations of the supernatural powers of the vampire. Some disciplines are classified by a type which refers to a general set of guidelines on how the disciplines function. Those types are outlined below and noted under each respective discipline. Discipline activation rolls never suffer from the vampire’s clan weakness.

Physical Disciplines
Physical disciplines are personal augmentations of the vampire’s body and allow him to perform supernatural physical feats. All physical disciplines have two functions. First, the vampire adds his discipline rating to rolls using the corresponding attribute indefinitely. Vampires cannot use the augmented attribute rating to activate Disciplines. Second, each dot the vampire has in a physical discipline grants a special ability known as a Technique. Techniques are typically special applications of the discipline that manifest as the vampire becomes more adept with the discipline and the vampire selects a new Technique each time they gain a dot in a physical discipline. A vampire may only select each Technique once and may not stack the benefits of a Technique with itself under any circumstance. This does not prevent separate Techniques from synergizing each other, however. Each Technique lists an activation cost, the time required to activate the Technique, and the duration of the technique. Techniques that augment attacks must have their cost paid before the attack is rolled. Techniques that prevent damage have their cost paid immediately after damage is determined but before it is applied to the Kindred. Players and Storytellers are encouraged to come up with their own techniques using the ones listed below as guidelines for power balance.

Celerity

Type: Physical Discipline
Attribute: Dexterity
Clan Favored: Daeva, Mehket

Celerity is the vampire’s propensity for supernatural speed and reflexes. A vampire with a high Celerity can do things like dodge bullets or outrun a car on foot.

Quickened Defense
Cost: 1 Vitae
Activation: Reflexive
Duration: Scene
The vampire levies his supernatural speed to dodge incoming attacks, moving so fast he can even avoid some gunfire. The vampire adds his Celerity to his Defense against all incoming attacks he is aware of, even if those attacks are from Firearms.

Heightened Speed
Cost: None
Activation: None
Duration: Permanent
Using his supernatural speed to counteract hindrances hampering him or respond to attacks he normally could not, the vampire that knows this Technique has a knack for avoiding impossible harm. With this technique the vampire gains two benefits. First, he ignores up to his Celerity in penalties to his Defense provided they’re penalties that are accrued from physical hindrances of the vampires own ability to respond to attacks. Valid penalties to ignore include penalties to Defense from multiple attacks. Additionally, the vampire can apply his full Defense against his Celerity + 1 opponents before he starts accruing penalties from multiple attacks.

Blinding Movement
Cost: 1 Vitae
Activation: Reflexive
Duration: 1 Turn
Upon activating this technique, the vampire multiplies his movement by his Celerity Rating + 1. This multiplier is calculated after all other modifiers, such as the augment to a vampire’s base speed running provides. Anyone attempting to attack the vampire during a turn this Technique is active suffers a penalty equal to his Celerity Rating as a result of his supernatural speed.

Lightning Synapses
Cost: 1 Vitae
Activation: Reflexive
Duration: One Extended Task
This technique allows the vampire to divide the time required for extended actions by his Celerity + 1. Each Vitae spent enhances one extended task the vampire performs. This technique can only speed up actions that depend entirely on the vampire, whether entirely physical or mental, such as reading a book or repairing a car. This Technique ends prematurely if the vampire is distracted from the task at hand, such as being attacked or stopping to engage in conversation. This Technique does not confer benefits in combat and cannot be used in situations where supernatural speed provides no benefit, such as speaking with supernatural speed to a human when attempting to open doors, subject to ST discretion.

Quicksilver Reflexes
Cost: None
Activation: None
Duration: Permanent
With this technique, the vampire can add his Celerity rating to his initiative for the duration of the scene. By spending a single Vitae as a Reflexive action, the vampire can levy his full supernatural speed for a single turn to act before anyone else. If multiple creatures have this Technique or other abilities that allow them to go first, the contended contest with a Clash of Wills as normal.

Agility Surge
Cost: 1 Vitae
Activation: Reflexive
Duration: One Turn
For the duration, the vampire gains the 9-again quality on all Dexterity-based rolls. This bonus does not apply on Discipline activation rolls. The vampire can spend additional Vitae to increase the potency of this Technique (2 Vitae for 8-again, for instance) but this Technique cannot lower the threshold to grant the vampires successes when he otherwise would not receive them.

Swift Strike
Cost: 1 Vitae
Activation: Reflexive
Duration: Instant
Bringing his supernatural speed to augment his already impressive combat abilities, a vampire using this Technique rarely misses his mark. Using this Technique allows the vampire to add his Celerity in dice to a single attack roll. The cost of this Technique must be paid when the attack is declared.

Quicksilver Intervention
Cost: 1 Vitae
Activation: Reflexive
Duration: Instant
With this Technique the vampire gains the ability to take an Instant action as a Reflexive action in response to an Instant action that directly affects him. This Technique can interrupt other actions, such as allowing the Vampire to move away from a melee attack or make an attack before an opponent has the chance to strike. If the vampire does choose to attack, he can only attack the opponent that triggered the activation of this Technique. A vampire cannot make an attack if she’s already chosen to Dodge for the turn or otherwise used an ability that would prevent her from attacking her turn. The vampire may not activate this Technique more times in a single scene than his Celerity rating. Quicksilver Intervention cannot interrupt Reflexive actions.

Unique Clan Ability
A vampire with Celerity as a Clan favored Discipline is considered to have a Celerity rating of one higher for all calculations, rolls and effects when utilizing a single Technique from this Discipline.

Protean

Type: Clan Discipline
Clan Favored: Gangrel
Protean is the vampire’s mastery of his own body. With the Protean Discipline, the vampire’s own body becomes as malleable as his Vitae. Masters of this discipline are adept shape changers capable of manipulating their own form as easily as they can take others.

Unmarked Grave (•)
Cost: Varies
Activation Time: Instant
Duration: Indefinite
Activation Roll: None
Target: Self

This Discipline is unchanged from the Blood and Smoke version with the exception of the Unique Clan Discipline outlined below.

Unique Clan Ability
Vampires that favor the Protean Discipline subtract their Protean rating from the Durability of their chosen surface to determine the Vitae cost to meld into the substance (minimum 0 Vitae).

Predatory Aspect (••)
Cost: Varies
Activation Time: Instant
Duration: Scene
Activation Roll: None
Target: Self

With this level of mastery, the vampire can manipulate her body to grant herself animalistic traits. Each trait requires the vampire spend vitae within a single turn so the vampire is prevented from assuming a trait with a Vitae cost higher than the number of Vitae she can spend in a single turn, as determined by her blood potency. Beyond that, the vampire may activate as many traits as she has Vitae. Players are encouraged to come up with additional applications of this discipline through the basic manipulation of a single feature on the vampire, but all applications should be approved by the Storyteller and reference the original discipline for balance.

1 Vitae
The vampire may grant himself a trait to increase the severity of damage dealt by a single natural attack, such as dealing lethal damage with his fists by growing claws. When the vampire uses this trait on his bite, the vampire removes the need to grapple a target before using his bite attack. Multiple activations on the same feature over multiple rounds are not cumulative.

The vampire may add one to the damage rating of any natural attack by manifesting an animalistic augmentation. Multiple activations on the same feature over multiple rounds are not cumulative, but a vampire with sufficient blood potency could spend any number of Vitae to add to the damage of a single attack for the scene.

The vampire can grant himself an animalistic feature of some sort, such as enhanced senses, by altering a portion of his body to resemble that of the animal he seeks to mimic. Examples include the ability to see heat, scent, or extraordinary hearing. This manifestation grants the vampire (Protean) additional dice on corresponding rolls and ensures all checks made with the augmented trait are supernatural, but any additional abilities (such as tracking someone or locating an invisible target by scent) are subject to Storyteller discretion. This application of Protean can also grant a (Protean) die bonus on skill uses not related to combat, such as growing webbing between the vampire’s fingers and toes for a bonus to Athletics rolls while swim. As a general rule, the application of these features should have the same scope as a skill specialty.

2 Vitae
The vampire can grant himself an additional feature, such as a third arm or a tail. The limb should have similar functionality to an existing appendage, such as a tail that can grip weapons. Limbs grown this way cannot grant the vampire an additional action, but a vampire could use this discipline to circumvent penalties (such as a vampire growing a tail to wield a sword when his hands are bound). Should the vampire’s body be bound to prevent him from gaining an additional feature, the vampire should make a Strength + Stamina + Protean roll to break free of the bonds with a difficulty of the binding’s Durability. The vampire cannot use this feature to alter her own size. Alternate modes of transportation granted by this application, such as flight or tunneling, have a movement speed equal to the vampire’s base movement speed but can be augmented by other disciplines (such as Celerity) as normal.

3 Vitae
The vampire can alter her body in a way to that benefits one of her derived physical characteristics. A vampire using this application of the Protean discipline typically adds her Protean rating to the trait in question. Examples include hardening her skin to grant her Protean rating in armor or augmenting her legs to grant her Protean rating as a bonus to her movement speed. This discipline cannot grant the vampire cumulative bonuses to the same statistics and cannot alter attributes (and, by proxy, Defense) or skills directly. Alternatively, the vampire can use this application of Protean to assume a similar humanoid form of the same size. This application only alters the vampires physical body so clothes and any other possessions remain unchanged. Vampires with supernatural sight, such as Auspex, engage in a clash of wills as normal to determine the vampire is not who she appears to be and can discern her true form. Otherwise if the vampire does something uncharacteristic of the form she’s assuming opposed rolls are used as normal.

Features augmented with Protean are always obvious. More radical augmentations might be available at higher Vitae expenditures, subject to Storyteller discretion. Multiple augmentations cannot affect the same feature, so a Blood Potency 2 Kindred could not spend 2 Vitae one turn to grant himself a 2 damage rating with his fists then spend 2 Vitae the next to deal aggravated damage.

Unique Clan Ability
A vampire with Protean as a favored discipline chooses a unique manifestation of Predatory Aspect. Henceforth, the vampire receives a 1 Vitae discount (minimum 0) when activating that unique feature. The vampire may change this manifestation with the expenditure of a single experience point at any time.

Beast’s Skin (•••)
Cost: 1 Vitae
Activation Time: Instant
Duration: One scene
Activation Roll: See Text
Target: Self

The vampire may assume the shape of any creature that has a Size equal to his give or take his Blood Potency (for instance, a Size 5 Blood Potency 3 Kindred can change into any creature with a Size as low as 2 or as high as 8) for the expenditure of a single Vitae. If he has consumed at least 1 Vitae of the target creature the change is completely flawless in every physical sense and the disguise can only be seen through via supernatural perception (prompting a Clash of Wills) although breaking character may arouse suspicions as normal. While transformed the Kindred gains the physical attributes and traits of the creature but may still use Disciplines as normal. Assuming the form of another creature does not offer the Kindred any resistance to harm from sunlight or other supernatural effects. Kindred with this level of Protean can turn into people but this Discipline does not confer any memories or mannerisms of the target creature or any non-biological alterations (such as tattoos and piercings).

The Kindred can also attempt to take the form of a creature he has never tasted by simply willing it so. Doing so requires the Kindred make a Disguise roll as normal, although he can substitute his Protean rating for Subterfuge (making the roll a Wits + Protean) against any actively scrutinizing him. This ability also allows the Kindred to make cosmetic changes to existing creatures he has tasted the Vitae of upon transforming into them although the disguise check is still necessary for any onlookers scrutinizing him. Such effects may include basic changes such as eye/hair/fur color but can be as complex as altering skin pigment to mimic a tattoo.

Unique Clan Ability
A vampire that favors the Protean discipline may choose one form from his library to be a “favored form.” Henceforth when assuming that form, the vampire reduces the cost to do so to 0 Vitae and may always assume that form reflexively. The vampire may change a favored form with the expenditure of a single experience point at any time.

Shaping Mastery (••••)
Cost: None
Activation Time: None
Duration: Permanent
Activation Roll: None
Target: Self

Kindred that have reached this level of skill in Protean become the undisputed masters of shaping their bodies with their own Vitae. The Kindred can take an Instant action to make any minor change to his appearance he desires, such as changing his eye or hair color or even the length of his hair, for a single Vitae. This base ability cannot alter the Kindred in a way that would make him unrecognizable, such as completely changing his face to look like someone else. This change endures indefinitely and alters the actual appearance of the Kindred. Additionally, the Kindred can remain blushing for an entire evening for the expenditure of a single Vitae and has perfect control of all body functions while so invigorated. Lastly, the Kindred can grant himself any Physical merit (not including style or supernatural merits) he meets the prerequisites of for a scene by spending the rating in Vitae. If the Kindred has the appropriate experiences, he can choose to make this change permanent at the end of the scene. This level of mastery in Protean augments existing Protean abilities in the following ways:

Predatory Aspect: The Kindred can manipulate his own flesh to form biological versions of mundane manufactured devices. Doing so requires the expenditure of a single Vitae and a Wits + (Relevant Skill) + Protean with a difficulty equal to the Resources cost of the item in question. Failure still expends the Vitae and creates a “broken” version of item (subject to Storyteller discretion). If the player botches the activation roll, he doesn’t realize the item is defective until he first attempts to use it. The Kindred can mimic most devices without moving parts subject to Storyteller discretion and the item provides an equipment bonus equal to the Kindred’s rating in Protean. For instance, a Kindred with a Protean of 4 could form his hand into a sharpened bone blade would deal +4L damage or shape his finger nails into lock picks providing a +4 equipment bonus on any attempts to pick locks. Using the created item requires the same mundane skill the Kindred would otherwise need with a mundane version of the item. These creations may also be augmented with Protean as normal provided they do not further enhance the equipment bonus provided. For example, a Blood Potency 2, Protean 4 Kindred could create a set of knuckle spikes for 2 Vitae that deal +4A damage. Learning Shaping Mastery also allows the Kindred to activate Predatory Aspects with ease and he receives a Vitae cost discount equal to his Blood Potency (minimum 1). This level of mastery also allows the Kindred to come up with more advanced Protean manipulations subject to Storyteller discretion. Typically Kindred are limited to 3 (including the discount from their Blood Potency) as a maximum cost of what they can accomplish with Predatory Aspect.

Beast’s Skin: Without this level of mastery, any supernatural creature the Kindred attempts to mimic may look the same but is human by all other accounts. If the Kindred has tasted the Vitae of the supernatural creature he transforms into he appears to be that supernatural creature to all forms of scrutiny and prompts a Clash of Wills against supernatural perception. Further, any form the Kindred takes endures as long as the Kindred desires without needing to spend additional Vitae. The Kindred may spend a single Vitae to attempt to mimic any intrinsic supernatural ability of the creature he has transformed into. For instance, while masquerading as a Werewolf the Kindred may spend a single Vitae to transform into a different form (since this trait is inherent in all Werewolves) but cannot attempt to mimic the effects of a Gift (since Gifts are taught and not intrinsically understood).

Unique Clan Ability
A Kindred with Protean as a Clan ability can attempt to mimic any physical supernatural ability he has witnessed his assume form enact. Doing so requires some study of the ability in question, expending a single Vitae (or more subject to Storyteller discretion, especially if the ability consumes hefty resources from the native creature), and an amount of time similar to the time needed to activate the ability (provided it requires an Instant or Reflexive action, Extended actions cannot be mimicked with this ability). Anyone scrutinizing this ability with supernatural senses prompts a Clash of Wills with the Kindred to determine the effect is something other than a native ability. This ability cannot confer bonuses that stack with existing Discipline bonuses.

Primeval Miasma (•••••)
Cost: 3 Vitae
Activation Time: Instant
Duration: Indefinite
Activation Roll: None
Target: Self

With this Discipline the vampire is able to assume a smoky, insubstantial spirit form. The vampire appears as mist that is a roughly humanoid shape but she can change her shape at will. She can change her size from anything as small as her humanoid form to as large as (Protean + Blood Potency) yards in diameter. While she’s unable to spend any Vitae in her incorporeal form, the vampire can spend a single point of willpower to become incorporeal or to cross the Gauntlet as an instant action which lasts indefinitely. Crossing back over or becoming corporeal again is also an instant action with no cost. Otherwise she is free to move in any direction and adds her Protean to her speed when calculating her movement speed. She can also pass through just about anything that isn’t air tight while corporeal or through any solid object while incorporeal.

While incorporeal the vampire is immune to all physical harm except damage from fire, sunlight and other banes that deal damage. She also cannot harm others while incorporeal. Even while tangible she gains her Protean rating as armor against incoming physical attacks. If her new form is completely exposed to sunlight she reflexively changes back to her corporeal body. Otherwise returning to her true form is an instant action with no cost. She gains the Attributes of a spirit using her highest Might, Finesse and Resistance attributes for their corresponding traits.

Provided she isn’t incorporeal the vampire is free to feed using the normal grappling rules. If her victim is suffering from lethal damage she can extract 1 Vitae per turn reflexively after a successful grapple. Otherwise feeding requires an overpowering maneuver as normal in which the vampire typically permeates her victim in some manner with smoky tendrils of her misty form.

Unique Clan Ability
A vampire with Protean as a favored Discipline can choose to reflexively cross the gauntlet upon activating this ability.

Resilience

Type: Physical Discipline
Attribute: Stamina
Clan Favored: Gangrel, Ventrue

Resilience is a measure of the vampire’s supernatural fortitude. Vampires that hone their skill in this discipline are capable of extraordinary feats of almost superhuman Stamina, including surviving in the harshest environments and even toughening their skin to stop bullets.

Thickened Skin
Cost: None
Activation: None
Duration: Permanent
With this technique the vampire gains an armor rating equal to his Resilience rating. This supernatural armor applies against any effects that damage the vampire, including environmental damage, but do not protect the Vampire from daylight.

Marble Hardness
Cost: 1 Vitae
Activation: Reflexive
Duration: Instant
The vampire reduces the number of health levels of damage he takes from a single source by his Resilience rating. Against aggravated damage, the vampire may only ignore half his Resilience rating (rounded up). This Technique stacks with the damage negation provided by armor.

Resilient Flesh
Cost: None
Activation: None
Duration: Permanent
While this Technique, the vampire may downgrade a number of health levels of damage equal to his Resilience rating from any successful attack. Aggravated damage becomes lethal and lethal damage becomes bashing. Bashing damage cannot be downgraded further. The vampire may even downgrade damage dealt from environmental sources.

Flesh Stitch
Cost: None
Activation: None
Duration: Permanent
Unlike most Techniques, Flesh Stitch permanently alters the vampire’s natural healing ability. For a single Vitae, the vampire can heal a number of bashing health levels equal to 2 + his Resilience rating or a number of lethal health levels equal to 1 + half his Resilience rating, rounded up. Further, each Vitae spent healing aggravated damage counts as a number of Vitae equal to his Resilience rating and the vampire may spent Vitae to heal aggravated damage instantly (instead of the standard 2 days per level).

Regeneration
Cost: None
Activation: None
Duration: Permanent
Developing this Technique allows the vampire to regenerate his flesh naturally in much the same way living creatures do. In reality this Discipline does not allow the vampire’s flesh the same characteristics of living creatures, it simply utilizes the existing Vitae in the vampires provided he has at least 1 Vitae left (this also applies for ghouls). Every turn on his action the vampire reflexively heals his right most health box if it’s filled with bashing or lethal damage. In addition, every turn in which the vampire spends Vitae any wounds he has also regenerate at a faster rate instead of the usual one health level. Regardless of what the vampire spends Vitae for, each point spent each turn, up to the Vampires Resilience rating, regenerates 2 bashing health levels or one lethal health level. This healing replaces the standard one health level per turn. For example, a Vampire with a Resilience of 2 that spends 2 Vitae to augment his Strength for the turn can also choose to heal 4 bashing health levels of damage, 2 lethal health levels of damage, or 2 bashing health levels and 1 lethal health level of damage. The vampire cannot use this Technique to regenerate aggravated health levels of damage though he could regenerate one type of damage and spend Vitae to heal another type of damage as normal. The vampire always heals the least severe damage first and this healing ceases if the vampire falls into torpor or meets true death. Otherwise, even while resting during the day, the vampire continues to regenerate damage at the values listed above. Vampires cannot regenerate damage from sunlight with this Technique. Lastly if the vampire is suffering from a Tilt or Condition that is directly the result of damage he has suffered, that effect is removed when the vampire regenerates all of the corresponding damage.

Vitality Surge
Cost: 1 Vitae
Activation: Reflexive
Duration: One turn
For the duration, the vampire gains the 9-again quality on all Stamina-based rolls. This bonus does not apply on Discipline activation rolls. The vampire can spend additional Vitae to increase the range of this Technique (2 Vitae for 8-again, for instance) but this Technique cannot lower the threshold to grant the vampires successes when he otherwise would not receive them.

Resist Torpor
Cost: None
Activation: None
Duration: Permanent
Vampires typically fall into torpor when every health level has been filled with lethal damage. Learning this Technique allows the vampire to resist the lure of torpor and continue on. Should the vampire fill all health levels with lethal damage, each turn on his turn he rolls his Stamina + Resilience. This roll cannot be augmented and must use the vampire’s natural trait ratings. The vampire suffers a penalty to this roll equal to the number of health levels of aggravated damage he currently suffers from. Success allows the vampire to stay conscious and continue functioning as normal. Every time the vampire takes additional health levels of damage (whether resulting in additional aggravated damage or filling up again in lethal after healing some damage), the vampire must make another roll to remain conscious.

Stalwart Resolve
Cost: 1 Vitae
Activation: Reflexive
Duration: instant
Using this Technique the vampire can attempt to remove Conditions and Tilts he has succumb to. If resisting a Tilt, the Vampire spends a single Vitae and rolls his unmodified Resilience + Blood Potency. Success removes the tilt and any associated penalties. If resisting a Condition, the vampire spends a single Vitae and initiates a “Clash of Wills” with the source of the Condition. Non-sentient sources of Conditions require only a single success on the roll to overcome. If the vampire is unsuccessful, he cannot attempt to resolve the Condition or Tilt for the remainder of the evening. If the vampire botches the Resilience or Clash of Wills roll, the vampire must allow the Condition and Tilt to run its course naturally. A vampire that successfully resits a Condition or Tilt remains immune to the the same Condition or Tilt from the resisted source for a number of nights equal to his Resilience.

Unique Clan Ability
A vampire with Resilience as a Clan favored Discipline is considered to have a Resilience rating of one higher for all calculations, rolls and effects when utilizing a single Technique from this Discipline.

Vigor

Type: Physical Discipline
Attribute: Strength
Clan Favored: Daeva, Nosferatu

Vigor is the measure of the vampire’s supernatural strength. Vampires that practice the Vigor discipline are capable of legendary feats of strength such as hurling a car or kicking through a solid stone wall.

Heavy Handed
Cost: None
Activation: None
Duration: Permanent
With a single crushing blow, the vampire making melee attack with this Technique ignores a number of points of mundane armor or durability equal to his Vigor rating. In addition, unarmed attacks deal lethal damage and he can use his Vigor rating as a weapon damage bonus when fighting unarmed or with a brawl aid. Weapons also consider their damage rating to be equal to the Vampire’s Vigor rating, if higher than the weapons actual rating.

Crushing Blow
Cost: 1 Vitae
Activation: Reflexive
Duration: Instant
A vampire that knows this Technique has a propensity for destruction. By spending a single Vitae, the vampire augments a single attack. If the attack is successful, the vampire deals an additional number of health levels of damage equal to his Vigor rating. The vampire must elect whether or not to use this Technique when the attack is declared.

Impossible Feat
Cost: None
Activation: None
Duration: Permanent
This technique augments the vampires ability to perform feats of strength, including (but not limited to) feats such as breaking down doors or lifting heavy objects. The vampire adds his Vigor rating in dice to the attempt. The vampire can also spend a single Vitae to convert the dice to automatic successes for an Instant action. In the event that the feat of strength is maintained, such as hefting a car into the air and carrying across the street, the vampire must spends an additional Vitae every turn the feat is maintained.

Blinding Movement
Cost: 1 Vitae
Activation: Reflexive
Duration: 1 Turn
Upon activating this technique, the vampire multiplies his movement by his Vigor Rating + 1. This multiplier is calculated after all other modifiers, such as the augment to a vampire’s base speed running provides. Further, any leap the vampire takes in the same turn this Technique is activated does not suffer a penalty due to lack of distance run prior to the leap.

Strength Surge
Cost: 1 Vitae
Activation: Reflexive
Duration: One Turn
For the duration, the vampire gains the 9-again quality on all Strength-based rolls. This bonus does not apply on Discipline activation rolls. The vampire can spend additional Vitae to increase the range of this Technique (2 Vitae for 8-again, for instance) but this Technique cannot lower the threshold to grant the vampires successes when he otherwise would not receive them.

Titanic Hurling
Cost: None
Activation: None
Duration: Permanent
Channeling his supernatural strength into deadly precision, a vampire with this Technique is deadly regardless of what weapon is placed in his hand. The vampire multiplies the range for all thrown weapons by his Vigor + 1 and every thrown weapon has a damage rating equal to his Vigor (if higher).

Impactful Scaling
Cost: None
Activation: None
Duration: Permanent
Channeling his supernatural strength into his hands, the vampire becomes an expert at scaling up even the most difficult surfaces. The vampire multiples the distance he can climb by his Vigor + 1. Further, if the surface the vampire is climbing has a Durability less than or equal to his Vigor rating, he can make handholds in the material as he climbs which also allows him to ignore an amount of environmental penalties from the surface he’s scaling equal to his Vigor rating. Of course doing so often leaves very obvious marks in the Vampire’s wake, such as finger indentions in brick buildings. Especially brittle material, such as glass, may break under the pressure of the vampire’s strength subject to Storyteller discretion but Kindred can exercise enough control over this Technique so that materials that could normally support their weight despite a a few holes don’t instantly burst.

Ten Ton Punch
Cost: 1 Vitae
Activation: Reflexive
Duration: Instant
The vampire’s melee attacks strike so hard their targets are sent flying with each punch. The vampire can choose to inflict knockdown (if knocking the target down) or knockback (if sending the target in any other direction), whichever he prefers. On a successful attack, the target is either knocked prone (if the vampire chooses knockdown) or is sent flying (if the vampire chooses knockback) in a direction of the vampire’s choosing equal to his Vigor x the number of health levels inflicted in yards. If the target slams into a solid object from knockback, he suffers an additional amount of bashing damage equal to 1 health level per 3 yards remaining (rounded down). The object the target collides with suffers an equal number of damage on impact to a maximum of its Structure. If the object is destroyed, the target’s movement continues subtracting 3 yards per health level of damage dealt to the object to determine the remaining distance traveled. Damage could be lethal subject to Storyteller discretion in the event the vampire knocks the target into something particularly fatal, such as a wall of spikes.

Unique Clan Ability
A vampire with Vigor as a Clan favored Discipline is considered to have a Vigor rating of one higher for all calculations, rolls and effects when utilizing a single Technique from this Discipline.

Discipline Revisions

Bulgarian Hit Jonathonathon