Disciplines

Animalism
This is the ability to communicate, affect and control animals. Some vampires find a way to become one with the animals. These are the true Masters. When this discipline is used, it can often be followed by howling, growling, barking or other sounds belonging to the animal the user is communicating with.
Clans: Gangrel, Noferatu, Ravnos, Tzimisce.
Basic
With the basic level, a vampire can calm the Beast in other vampires.
Advanced
Advanced level gives the vampire the ability to rouse the Beast in other vampires.
Mechanics
Place your hand on someone’s shoulder and command their beast
Example #1: “Animalism: Calm yourself”
Examble #2: “Animalism: Rouse your anger!”

Auspex
This is among the biggest gifts and worst curses for a vampire. It makes the user able to sift truth from lies, to examine the mind of those around them, and experience reality at another level than most other beings. This power of knowledge and seeing through lies might also give too much information.
Clans: Hecata, Malkavians, Toreador, Tremere.
Basic
By seeing through another's facade, the vampire can perceive hidden traits within them. Such as your clan or current emotions.
Advanced
In a conversation with others, a vampire can sense the truthfulness of what is being said. It is a vague feeling and cannot pinpoint a specific statement as true or false, but rather gives an impression of the conversation as a whole.
Mechanics
Place your hand on someones shoulder and ask your question.
Example #1: “Auspex: What is your clan?”
Example #2: “Auspex: Are you lying?”

Celerity
This is the ability to strike swiftly, avoid being hit, and to dodge away from attacks. Celerity allows a vampire to move faster than any other natural being. This Discipline is not only used to give supernatural speed in itself, but also to think almost as fast as they act, or simply to travel distances faster.
Clans: Assimite, Brujah, Toreador.
Basic
This level of Celerity gives the vampire a supernatural edge in combat
Advanced
Advanced Celerity gives the vampire the ability to move so fast, they're flee most things.
Mechanics
For Celerity, the vampire needs to calibrate the confrontations in advance with their opponents. The players can decide how the scene will be played out.

Dominate
Dominate allows a vampire to control the actions of another, manipulate their memories, and force living creatures to perform actions they wouldn't do of their own free will. This Discipline requires eye contact with the target, and once this is established, it must be held for the entire time the command is uttered.
Clans: Lasombra, Malkavian, Tzimitce, Ventrue.
Basic
Vampires using Dominate can command others using ONE word.
Advanced
While practicing advanced Dominate, the vampire can reconstruct someone’s memories.
Mechanics
Place your hand on someones shoulder and command them.
Example #1: “Dominate: Sit ”
Example #2: “Dominate: You will not remember us talking about puppies.”

Fortitude
A valued discipline by the unliving. Fortitude grants the user the ability to withstand physical and mental attacks. This Discipline helps the user withstand the sun, aggravated damage, fire and other supernatural effects.
This often leads to the user becoming careless, because they might feel invulnearble.
Klaner: Gangrel, Hecata, Ventrue.
Basic
This level of Fortitude gives the vampire 1 extra enduranc for the night when activated.
Advanced
Advanced Fortitude gives the vampire a total of 2 extra endurance for the night
The vampire is not affected at all by firearms unless the caliber is high.
Mechanics
For Fortitude, the vampire needs to calibrate the confrontations in advance with their opponents. The players can decide how the scene will be played out.

Obfuscate
To any hunter, the ability to hide, move undetected, and using camouflage, is completely necessary. This discipline grants the user the ability to completely disappear from plain sight.
Clans: Banu Haqim, Ministry, Malakavian, Nosferatu, Ravnos,
Basic
The vampire can conceal itself by altering the perceptions of surrounding individuals.
Advanced
At advanced levels the vampire can conceal up to two other individuals in addition to itself.
Mechanics
The player indicates the use of Obfuscate by placing a veil over the head of those concealed. Auspex of the same level sees through the stealth.

Potence
Potence is the Discipline for fighters and survivalists. It grants the user superhuman strength, far above any other vampire's abilities. It is more powerful than any medicament to enchance abilities, and more unnatural than the build of a larger body builder. Potence is the Beast unleashed in every nerve, foot, limb and body part.
Clans: Brujah, Lasombra, Nosferatu,
Basic
This level of Potence gives the vampire 1 endurance for the night
Advanced
Advanced Potence gives the vampire a total of 2 extra endurance for the night
The vampire can pin someone in place with an unbreakable grip.
Mechanics
For Potence, the vampire needs to calibrate the confrontations in advance with their opponents. The players can decide how the scene will be played out.

Presence
Most vampires are beings of grace and immortality. Associated with incredible violence and destructive beauty, Presence is the expression of this two-sided existence. It is used to attract, repulse, insert fear, emotionally manipulate, and force devotion.
Clans: Brujah, Ministry, Ravnos, Toreador, Ventrue.
Basic
The vampire choose to exude an unnatural level of charm towards another individual.
Advanced
This level of Presence gives the vampire an unnatural allure that inspires loyalty and sometimes love from those around them.
Mechanics
Place your hand on someones shoulder and manipulate them.
Example #1: “Presence: Why don’t we retreat to a more secluded room and continue our discussions?”
Example: #2: “Presence: Listen everyone! I just wanted to tell you all how beautiful you look, vote for me.”

Protean
Werewolves despise the vampires for their possession of this ability. They view it as a mockery of their own nature, since the undead using this Discipline can become wolves, bats, carry claws, have large fangs, or any other feature as if it were their own. This Discipline empowers the vampire's instinct, and creates a closer bond to their Beast.
Clans: Gangrel, Ministry, Tzimitce
Basic
The vampire’s beast can reach out through their red eyes, causing unease and even fear in others.
Advanced
When fighting unarmed, the vampire deals aggravated/lethal damage that wont heal until the next night.
The vampire has permanently heightened senses at the cost of physical alterations.
Mechanics
Players with Gangrel or Ministry characters need to have red contact lenses to use their natural fear. Other characters find holding eye contact very difficult.
The permanent heightened senses will leave some alterations in the vampire’s appearance. A more animalistic snout or ears indicates that the vampire is augmented.

Blood Sorcery
This Discipline's origins are hard to find, but it is all the more feared. This is the ability to manipulate the energy in their veins, and makes blood into venom. This Discipline, unlike the others, must be taught and mastered. Masters of Blood Socery develop their own rituals, and revel in the mystique surrounding their unknown abilities.
Clans: Tremere, Banu Haqim.
Basic
The vampire can perform Blood sorcery rituals.
Advanced
The advanced pratitioners can boil the blood of others.
Mechanics
Place your hand on someones shoulder and tell them the effect of the Blood sorcery.
Example #1: “Blood sorcery: Your blood is boiling!”
With regards to rituals, In general, when the wanted effect is great, the cost of the ritual is equally great. If in doubt, calibrate with an organizer.

Thin-blood Alchemy
The recent generations' thin blood barely holds any power, however some thin-blood vampires have learned to harness their blood as a catalyst. Born from the street-drug and cocktail culture, it is mostly instinct driven. By mixing strong human blood with other ingredients, they can create their own version of other Disciplines' abilities.
Clans: Alle om de er tynnblods
Basic
The Thin-Blood can mix concoctions with temporary effects and often equally severe side effects.
Advanced
With more finesse and focus, side effects can be limited or the duration increased.
Sometimes a particularly well mixed potion can have permanent results.
Mechanics
With regards to Thin-Blood alchemy, the effect is up to the players mixing them within a frame of common sense. In general, when the wanted effect is great, the cost of the ingredients is equally great. If in doubt, calibrate with an organizer.

Oblivion
This Discipline allows its users to harness something utterly unnatural; to call forth supernatural darkness from the "downstairs", and enslave spirits. Those who use this Discipline are flirting with Death itself, but the risk doesn't come without power. The vampires who master this ability can enslave spireits and strangle them with their own shadows.
Clans: Hecata, Lasombra.
Basic
The vampire can make someone temporarily blind.
Advanced
The vampire can perform an endurance-drain. You temporarily remove 1 point of endurance from your target.
Mechanics
Place your hand on someones shoulder and tell them the effect of Oblivion.
Example #1: “Oblivion: You are blinded for a minute”
Examble #2: “Oblivion: You lose 1 endurance”