Discipline Notes
This section gives you the general idea of how Disciplines of Vampire the Masquerade work and how to resist them.
Any other Disciplines that are in question, ask an op (@) and they will point you in the general direction.
Animalism: Characters are to role-play their own animals unless directed by the st. If their Animal summoned and is involved directly in the storyline the ST may take control of it to keep things sympol. Commands by Animalism are directly to the beast and cannot be blocked by Iron Will. Also eye contact needs to be made.
A Willpower vs. Willpower roll done succesfully can make it where the animal ignores the commands unless stated otherwise.
Auspex: Unless guarded by certain Blood Magic rituals cannot be blocked or guarded. Telepathy can be ignored if the character is focusing to not accept anything from outside influences.
Auspex is able to penetrate the disciplines of Obfuscate, Chimistry, and like powers as long as the character holds a greater Auspex level has to be the same as the opposing Obfuscate/Chimistry/Etc power..
Celerity: All uses of Celerity mentioned in the Core Rule book(s) and those in other books are used, as for Fortitude and Potence.
Dominate: Iron Will does not negate Dominate. Iron Will gives you the ability to shake off Dominate with the spending of a Willpower point.
To resist a normal Dominate maneuver requires a Willpower roll against the opposing characters willpower. It is impossible to Dominate a stronger Kindred that is of higher blood. (A 7th Generation cannot dominate a 6th Generation) Unless stated otherwise.
Obfuscate: The art of concealing and hiding can be done in by powers such as Auspex and the sight of Dhampyres, as well as the like effects.
Obtenebration: The Abyss fore mentioned in this power is The Abyss of the Near Umbra; one lost in the Abyss is lost in The Abyss. Those hiding in the shadows can be found out just as Obfuscate via Auspex or higher powers than the character currently has rank in Obtenebration.
Presence: Presence is not effected by Iron Will to resist Presence requires a spent Willpower point and a Willpower roll difficulty 8, but the character must there after continue spending willpower till they no longer see the vampire.
Vicissitude does go by the "Tainted Blood" rules of 3rd edition located in the Sabbat Players Guide. For more in-depth rules I suggest buying the book from <http://www.white-wolf.com>
Tainted Blood
When the use of the Discipline are used a few roles are to be made to determine the relationship with the disease.
First Roll: This roll is for those that taste or are in contact with the blood of one infected with the disease. Roll Stamina difficulty 6; failure indicates the character is infected, botch indicates infection and a derangement
Second Roll: how strong the disease is. It is not possible to learn Vicissitude without being infected.
Third Roll: How receptive the character's body and mind are to the corruption in her veins. When a character learns a new level this is the price they pay in Experience.
Fourth Roll: signifies how destructive to the character's mind the disease is. Whenever the character a new level in the disease of Vicissitude - even the first - they must make a willpower roll against the difficulty indicated by the chart (or by an ST at the time). Failure on the roll yields a derangement. A failure indicates a lost point in a random virtue or empathy.
Players are encouraged to play the character out as being more emotional detached as they lose themselves to the Disease. The disease is a withdraw from all that is human.
Roll Initial Cost Cost Per Level Chance of Derangement
1 10 Current x 8 difficulty 8
2 10 Current x 7 difficulty 7
3 9 Current x 7 difficulty 7
4 9 Current x 7 difficulty 6
5 8 Current x 6 difficulty 6
6 8 Current x 6 difficulty 6
7 7 Current x 6 difficulty 5
8 7 Current x 5 difficulty 5
9 6 Current x 5 difficulty 4
10 5 Current x4 difficulty 4