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"The strength of a hundred men, the speed of a falling star, dominion over the night and all it's creatures - to see and hear through their senses; even heal grevious wounds."

This page is concerned with the vampiric powers - known as disciplines in both WoD and CoD. Certain powers are more common among certain families, faiths, or factions. A vampire may use any power, even those he or she is not learned or skilled in, by making an exertion (paying two pool, plus one pool for each rank required by the particular power.)

Each power has three ranks, Basic, Advanced, and Master, denoted 1, 2, and 3, respectively. While this list contains all the powers, it doesn't contain all instances of each power. Rather, each power is given four instances of its use.

Auspex

Inhuman perception, aura awareness, sight beyond sight. At extreme levels, Auspex lets the user glimpse the future and read minds.

  • Heightened Senses - 1
  • Discern Intentions - 1
  • Overwatch - 1
  • Detect Deceit - 1
  • An Ear to the Ground - 1
  • Lucky Find - 2
  • Deep Analysis - 2
  • Spy Camera - 2
  • Wire Tap - 2
  • Reconissance - 2
  • Aura Perception - 2
  • Clairvoyance - 3 - You can see a remote location for a scene. Your opponent must reveal a setting from his or her hand; if he or she can't, they reveal cards from the top of their library until they reveal a setting.
  • Precognition - 3
  • Omniscience - 3

Animalism

The vampire with animalism has an affinity for animals, often drawing them to his location without conscious effort. Normally, the presence of vampires would spook or alarm animals.

  • Black Cat - 1
  • The Fly on the Wall - 1
  • Hollow Dogs - 2
  • Chittering Swarm - 3
  • Cauldron Brume - 3
  • Howl of the Night Pack - 3
  • Murder of Crows - 3

Celerity

Supernatural speed and agility. Some vampires' celerity is so powerful that they appear to teleport or everything else appears to move in slow motion by comparison.

  • Acrobatics - 1
  • Flash - 2
  • Lightning Reflexes - 2
  • Bullet Time - 3

Contagion

Vampires with this power are hosts to terrible viruses and can cause infection in others, kine and kindred alike.

  • Malaise - 1
  • Fester - 1
  • Black Bile - 2
  • Pestilence - 3

Dementation

The power to drive others to insanity; disorient and create paranoia with those they interact with. It is the premier power of the Malkavians.

  • Babble - 1
  • Dazzed & Confused - 1
  • Wrong & Crosswise - 2
  • Bedlam - 2
  • The Call - 2
  • Mayhem - 3
  • Pandemonium - 3

Dominate

Mental and physical control over another, against their will. Ranges from trapping another in a dungeon, to giving them irresistible commands, and even outright possessing them.

  • Conditioning - 1
  • Cruel Edict - 2
  • Adamantine Chains - 3
  • Possession - 3

Ferocity

Vampires with this power display tremendous wrath and aggression, and possess physical strength beyond mortal bounds.

  • Castrate - 1
  • Hack & Slash - 1
  • Tear Away - 2
  • Eviscerate - 2
  • Decapitate - 3
  • Dismember - 3

Lamentation

Powers of the voice, song, and dance. It is an unusual power, often used in tandem with Presence or Seduction for maximum effect.

  • Bemoaned Fate - 1
  • Banshee Wail - 2
  • Dirge of Cerberus - 2
  • The Requiem - 3

Mortify

The power to terrify, horrify, and induce deathly fear in others. The more aged and powerful kindred, as well as particulary frightening ones, hold this ability.

  • Haunting Guise - 1
  • Ghastly Visage - 2
  • Wither - 2
  • Dust to Dust - 3

Obfuscate

Psychic shrouding and clouding the minds of the weak, rendering the user capable of passing by unseen and unheard. It is also related to a vampire's natural aptitude for stealth.

  • Lost in the Crowd - 1
  • In Plain Sight - 1
  • Cloak the Gathering - 2
  • Fade from Memory - 2
  • Obliviate - 3

Obtenebration

The vampiric ability to manifest shadows, extinguish light, and control darkness. It is particularly common among the Ventrue.

  • Far Reach - 1
  • Tendrils of Corruption - 1
  • Snuff Out - 2
  • Eclipse - 3

Presence

An intangible quality that permeates the space around the vampire, seemingly radiating from him or her. Typically used with Mortification and Seduction to frighten or entrance, respectively.

  • Dramatic Entrance - 1
  • Captivating Performance - 1
  • Personal Magnetism - 1
  • High Profile - 2
  • Awe - 2
  • Majesty - 2
  • Private Invitation - 2
  • Exclusive Party - 3
  • Pulse of the City - 3
  • Paparazzi - 3
  • Voice of Reason - 3

Protean

Shapeshifting and transmogrification; includes growing talons and fangs, turning skin rough and stone-like, and bursting into a cloud of red mist.

  • Eyeshine - 1
  • Tooth & Nail - 1
  • Chiroptera - 2 -
  • Dissipate - 3

Seduction

Having the ability to arouse desire in others; others lose their inhibitions quickly around you. It is the primary trait of the Daeva.

  • Pheromones - 1
  • Quality Time - 2
  • Cunning Linguist - 2
  • Last Kiss - 3
  • The Embrace - 3

Tenacity

Endurance and physical toughness, including the ability to heal grevious wounds, and, with exceptional fortitude, even the ability to withstand sunlight.

  • Freak Drive - 1
  • Shrug Off - 1
  • Relentless Pursuit - 2
  • Vigor Mortis - 2
  • Immovable Object - 3
  • Unstoppable Force - 3

Thaumaturgy

The powers of ritual, sacrifice, and ceremony to influence others and shape events to come. The Brujah are the primary practitioners of this power.

  • Brittle Effigy - 1
  • Stuffy Doll - 1
  • Jinx - 1
  • Garden of Thorns - 2
  • Unspeakable Word - 2
  • Curse
  • Hex
  • Mute
  • Ignite - 2
  • The Coming Storm - 3
  • Planatary Alignment - 3

Vicissitude

The vampiric ability to manipulate and shape blood, bone, and flesh. The Xzimisci are masters of this discipline.

  • Transfusion - 1
  • Bone Spurs - 1
  • Gut Wrench - 1
  • Reknit - 1
  • Lobotomy - 2
  • Flay - 2
  • Spine Whip - 2
  • Exsanguinate - 3
  • Remake - 3
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