Combat - Discipline Effects
Disciplines with specific combat effects are listed here, other Discipline effects will vary. The length of any effect that has a duration is limited to ‘this combat’.
No Discipline effect with a duration can be activated more than once in a single combat.
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Passive: No keyword or activation required. Allows one token to be redrawn, a number of times equal to the level of the Discipline, per combat (not per round). Player chooses when to use these.
Active: Effect based on keyword (each keyword requires individual activation)
Swift - One additional metre per dot to max movement
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Passive: No keyword or activation required. Soaks one damage from an attack, a number of times equal to the level of the Discipline, per combat (not per round) Player chooses when to use these.
Active: Effect based on keyword (each keyword requires individual activation)
Defence - add half Fortitude rating (rounded up) to defence checks
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Passive: No keyword or activation required. Adds one damage to a successful brawl or melee attack, a number of times equal to the level of the Discipline, per combat (not per round) Player chooses when to use this extra damage. A max of two extra damage can be applied per attack
Active: Effect based on keyword (each keyword requires individual activation)
Attack - add half Potence rating (rounded up) to attacking and combat feeding checks
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Passive: No Effect
Active: Effect based on keyword
Claws/Fangs/Horns etc - if your character does at least one damage (after any are soaked with Fortitude) with a brawl attack, the defender needs to make a hunger test and drops one level on their hunger track if they fail.
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Passive: No Effect
Active: Effect based on keyword
Poison - if fed from, your character deals one damage to the feeder. If your character attacks with a bite or spit and does at least one damage (after any are soaked with Fortitude), they deal one extra damage
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Passive: No Effect
Active: Effect based on keyword
Armoured - add half Serpentis rating (round up) to defence checks. Does not stack with Fortitude.
Poison - if fed from, your character deals one damage to the feeder. If your character attacks with a bite or spit and does at least one damage (after any are soaked with Fortitude), they deal one extra damage
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Passive: No Effect
Active: Effect based on keyword
Armoured - add half Valeran to defence checks. Does not stack with Fortitude.
Pain - While in physical contact with an opponent, the opponent takes a -2 penalty to combat tests due to the burning pain.
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Passive: No Effect
Active: Effect based on keyword
Claws/Fangs/Horns etc - if your character does at least one damage (after any are soaked with Fortitude) with a brawl attack, the defender needs to make a hunger test and drops one level on their hunger track if they fail.
Warforms
Certain Disciplines such as Serpentis and Vicissitude allow users to transform into a creature that is larger and more powerful than their natural form. While the forms granted by each of these Disciplines might appear vastly different, they all grant the user +3 Physical and a single specialised keyword appropriate to the Discipline that is selected the first time the user adopts the form, and remains the same each time the user adopts the form.
These forms cannot willingly be altered using Disciplines other than the one used to create them; thus, even if a character knows more than one, they cannot be in more than one of them at any point.
Transforming into a Warform requires expending blood, requiring three hunger tests. For characters in combat with no blood efficiency, this will be done over three consecutive combat rounds. For those who do, this time (and the number of checks) required may be reduced using blood efficiency on a one-for-one basis.