Disciplines

The powers of the Blood, each on its own page with powers by level. The conversion mechanics — costs, progression, activation, and resistance — live below.

Animalism

One with every Beast

Auspex

Senses beyond the veil

Blood Sorcery

Vitae as venom, ward, and rite

Celerity

Speed no eye can follow

Dominate

Command over mortal minds

Fortitude

Stone flesh, unbowed mind

Obfuscate

Unseen, unheard, unremembered

Potence

The Blood's raw might

Presence

Devotion and dread on command

Protean

The shape of the Beast

DP Costs

Clan: 5/7/7

Other: 7/10/10

Blood Sorcery Rituals: 4 x Ritual level. Rituals take time to learn: the rating squared in weeks.

Rank to Level Progression

The next VTM "Level" of a Discipline power unlocks upon reaching specific RMU skill rank thresholds:

Level 1: Ranks 1-5, Level 2: Ranks 6-12, Level 3: Ranks 13-23, Level 4: Ranks 24-41, Level 5: Ranks 42+

Char. LevelRankSkill(3,2,2,1)Discipline level
1131
26
39
2412
515
6182
3721
824
927
41030
1132
1234
513363
1438
1540
61642
1744
1846
71948
2050
2152
82254
2356
24584
92560
2662
2764
102866
2968
3070
113171
3272
3373
123474
3575
3676
133777
3878
3979
144080
4181
42825
154383
4484
4585

Blood Potency (BP) Modifiers

Power Bonus

Add \({5}\times{Blood Potency}\) to Discipline power activation attacks, and to rolls to resist a Discipline attack. This is the BP term of every discipline formula — a smoothed version of the VTM power-bonus ladder that matches it exactly at each step VTMDiscipline power bonus, VTM p. 216: one die at BP 2-3, two at 4-5, three at 6-7 — ours interpolates +5 per point, meeting the table's +10/+20/+30 at BP 2, 4, and 6. The same term appears on the vampire's other supernatural exertions of the Blood — tearing a stake free, the diablerie chain, holding a power's overload in check: wherever a formula writes BP, add it. Plain skill maneuvers (an Athletics reaction, a Perception check) never take it. V5 grants the bonus only to the user's own power rolls; extending it to resistance and the other exertions is this conversion's symmetry — equal Blood cancels out in a contest.

Cost of Activation

Add \({(1 + floor(\frac{Blood Potency}{2}))}\) dice to use for the Rouse CheckVTM concept to make a single d10 check whether hunger is gained (roll multiple and keep the best) for Discipline powers under or equal to level \(round(\frac{Blood Potency}{2})\).

Activating Disciplines

Activating a power is a maneuver built from the power's VTM dice pool, converted at one die = +10:

\(d100_{OE} + DisciplineSkill + (20 + {2}\times{StatBonus}) + BP + Modifiers\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.

Discipline skill: the skill bonus of the Discipline list, on the (3,2,2,1) rank progression (the table above). Stat: the power names its attribute (converted via the attribute mapping) — unlike RMU spell casting, the stat varies per power; the 20-point base is the ordinary human's two dots, and each +5 of stat bonus is one more dot. BP: the Blood PotencyVTM tracked score for how potent the characters vampire blood is power bonus above. Powers with no roll (such as passive buffs) simply pay their cost. Powers rolled against a fixed difficulty take a standard difficulty modifier instead of a resistance term.

Attribute Mapping

Power pools name VTM attributes; convert them — both for activation stats and resistance pools — with the attribute mapping on the Attributes & Skills page, the canonical conversion reference.

Resisting Disciplines

A contested power resolves as conflicting skills RMUConflicting Skills, RMU Core Law p. 86. The target rolls first, as the passive side, using the power's resistance pool — two attributes, no skill:

\(Resistance = d100_{OE} + 40 + {2}\times{(StatBonus_A + StatBonus_B)} + BP\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.

The activating vampire then makes the activation roll with \(100 - Resistance\)as an additional modifier, and reads the result on the Discipline Contest table below. The resistance stats come from the power's VTM pool via the attribute mapping (for example Intelligence + Resolve becomes Reasoning + Memory). Mortals resist with the same formula — without Blood Potency, and usually without hope. WillpowerVTM tracked value may be spent on either roll per the normal boost rules.

Some pools carry a skill instead of a second attribute (Composure + Occult and the like). Those resist in the activation's shape — the skill plus the named attribute's term, e.g. \(Resistance = d100_{OE} + LoreOccult + (20 + {2}\times{SD_{bonus}}) + BP\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.. In every discipline and ritual formula, a named skill contributes its rank bonus— the stats ride in the explicit 20 + 2×bonus term, never twice. Only a plain skill maneuver (an Athletics reaction, a Perception check) uses the skill's full RMU bonus, stats included.

Discipline Contest
\(d100_{OE} + DisciplineSkill + (20 + {2}\times{StatBonus}) + BP + (100 - Resistance) + Modifiers\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.
RollResult
< 1Absolute Failure
The Blood rebels against your will. The power fails, its cost is spent, and the backlash leaves you open: -20 to your next maneuver, and the Storyteller may let the Beast stir.
1 - 75Failure
The power gutters out against the target’s will. Any Rouse cost is spent.
UM 66Unusual Event
The Blood surges strangely. On a success the power manifests beyond your intent — the Storyteller adds a flourish and treats the margin one band higher. On a failure the target feels the cold touch of your attempt and knows exactly what you tried.
76 - 100Partial Success
The power takes hold imperfectly: the effect lands weakened — a command obeyed with a loophole, a glimpse instead of a vision. You may press the attempt next round at +10.
101 - 175Success
The power takes effect as described.
176 +Absolute Success
The power takes hold utterly. The effect runs deeper or longer than usual, and the target does not realize what touched them.
Modifiers
Circumstances
-30Mental Discipline against a frenzied target (the frenzy resists for them)
-40Mental Discipline with no resistance roll used against a frenzied target
Unopposed powers drop the resistance term and take a standard difficulty modifier instead.