Revised Physical Disciplines

Physical Disciplines
Physical disciplines augment the vampire’s body and allow him to perform supernatural physical feats. All physical disciplines have two functions. First, for a single Vitae, the vampire can reflexively add his discipline rating to the corresponding attribute for the duration of the scene. This ability can only be used once per scene per discipline and can be activated at any time during any round provided the vampire is still within the vitae expenditure limits dictated by his blood potency. Second, each dot the vampire has in a physical discipline grants a special ability known as a Technique. Techniques are typically special applications of the discipline that manifest as the vampire becomes more adept with the discipline and the vampire selects a new Technique each time they gain a dot in a physical discipline. A vampire may only select each Technique once and may not stack the benefits of a Technique with itself under any circumstance. This does not prevent separate Techniques from synergizing each other, however. Each Technique lists an activation cost, the time required to activate the Technique, the duration, and the condition which triggers the technique. Triggers typically define the intended use of the Technique but need not be the only circumstance in which the technique is applicable, subject to Storyteller discretion. Players and Storytellers are encouraged to come up with their own techniques using the ones listed below as guidelines for power balance.

Celerity

Type: Physical Discipline
Attribute: Dexterity
Clan Favored: Daeva, Mehket

Celerity is the vampire’s propensity for supernatural speed. A vampire with a high Celerity can do things like dodge bullets or outrun a car on foot.

Quickened Defense
Cost: 1 Vitae
Activation: Reflexive
Duration: One Action
Trigger: A single attack with a physical component
The vampire may use this technique in response to an attack reflexively at any time in the initiative. Doing so allows the vampire to subtract his Celerity rating in dice from the oncoming attack as the vampire responds with a burst of supernaturally augmented movement. The vampire must be aware of the attack to activate this technique.

Heightened Speed
Cost: 1 Vitae
Activation: Reflexive
Duration: Celerity Rating Turns
Trigger: A single attack that normally ignores Defense due to speed
This technique allows the vampire to supernaturally augment his own speed and apply his defense against attacks he normally could not, such as gunfire. The vampire must be aware of the attack to activate this technique.

Blinding Movement
Cost: 1 Vitae
Activation: Reflexive
Duration: Celerity Rating Turns
Trigger: Any
Upon activating this technique, the vampire multiplies his movement by his Celerity Rating + 1. This multiplier is calculated after all other modifiers, such as the augment to a vampire’s base speed running provides.

Lightning Synapses
Cost: 1 Vitae
Activation: Instant
Duration: One Hour
Trigger: Any
This technique allows the vampire to accomplish his Celerity Rating + 1 hours worth of work in a single hour. This technique can only speed up actions that depend entirely on the vampire, whether entirely physical or mental, such as reading a book or repairing a car.

Quicksilver Reflexes
Cost: 1 Vitae
Activation: Reflexive
Duration: One scene
Trigger: Any
By activating this technique, the vampire can add his Celerity rating to his initiative for the duration of the scene. This technique can be activated at any time during the turn and could potentially allow the vampire to act before others when he normally would not be able to.

Agility Surge
Cost: 1 Vitae
Activation: Reflexive
Duration: Celerity Rating Turns
Trigger: Any
For the duration of this technique, the vampire gains the 9 again quality on all Dexterity-based rolls.

Unique Clan Ability
When not using any disciplines other than Celerity in a single round, the vampire may spend one additional Vitae per turn provided the Vitae is used to activate a Celerity Technique.

Resilience

Type: Physical Discipline
Attribute: Stamina
Clan Favored: Gangrel, Ventrue

Resilience is a measure of the vampire’s supernatural fortitude. Vampires that hone their skill in this discipline are capable of extraordinary feats of almost superhuman Stamina, including surviving in the harshest environments and even toughening their skin to stop bullets.

Thickened Skin
Cost: 1 Vitae
Activation: Reflexive
Duration: One scene
Trigger: Any
For this technique’s duration, the vampire grants himself an armor rating equal to his Resilience discipline rating. This armor functions against all physical attacks that deal bashing and lethal damage but offers no protection from sunlight.

Marble Hardness
Cost: 1 Vitae
Activation: Reflexive
Duration: Instant
Trigger: Taking damage from a single attack
By activating this technique, the vampire can reduce the final damage of an attack that successfully struck him by his Resilience rating. This technique functions against aggravated damage, but the vampire only reduces the damage by half his Resilience rating (rounded up, minimum 1).

Resilient Flesh
Cost: 1 Vitae
Activation: Reflexive
Duration: Instant
Trigger: Taking damage from a single attack
This technique can be used in response to an attack that deals damage to downgrade the severity of a number of points of damage equal to his Resilience rating by one “step.” Aggravated damage becomes lethal and lethal damage becomes bashing. Against bashing damage, this technique halves the final damage taken (rounded down, minimum 1 damage) but cannot subtract more damage than the vampire’s Resilience rating.

Enduring Hardship
Cost: 1 Vitae
Activation: Instant
Duration: Resilience Rating Hours
Trigger: Any
Even though the vampire’s undead body is incredibly resistant to environmental extremes, developing this discipline grants the vampire true immunity over the natural world. Activating this technique prevents the vampire from taking any damage from naturally occurring events with the exception of fire and sunlight. This technique does not prevent damage from any environmental effect created by a sentient being, such as a Mage’s lightning bolt, or any damage the vampire inflicts to himself, such as grabbing a power transformer with his bare hands. In the event such instances occur, the vampire instead adds his Resilience rating as an armor rating against such attacks. As a general rule, any environmental effect that was caused directly by a sentient being bypasses this technique.

Perfect Immunity
Cost: 1 Vitae
Activation: Instant
Duration: Resilience Rating Hours
Trigger: Any
While most vampires are immune to things like airborne toxins by virtue of their undead state, this discipline covers the remaining dangers of the natural world. Activating this discipline grants the vampire perfect immunity to all natural diseases and poisons for its duration. Unnatural diseases and poisons include anything created using supernatural or magical means, in which case the vampire adds his Resilience rating to the resistance roll (or half this value to the resistance trait, rounded down) if applicable. This discipline is primarily used before feeding to ignore diseases carried in the blood when the vampire feeds. Diseases and poisons the vampire is exposed to while this technique is active make contact with the vampires blood but are instantly destroyed, which means the having this discipline active does not risk the vampire to contracting a disease he was exposed to after Perfect Immunity wears off.

Vitality Surge
Cost: 1 Vitae
Activation: Reflexive
Duration: Resilience Rating Turns
Trigger: Any
While this technique is active, the vampire gains the 9 again rule on all Stamina-based rolls.

Unique Clan Ability
When not using any disciplines other than Resilience in a single round, the vampire may spend one additional Vitae per turn provided the Vitae is used to activate a Resilience Technique.

Vigor

Type: Physical Discipline
Attribute: Strength
Clan Favored: Daeva, Nosferatu

Vigor is the measure of the vampire’s supernatural strength. Vampires that practice the Vigor discipline are capable of legendary feats of strength such as hurling a car or kicking through a solid stone wall.

Crushing Blow
Cost: 1 Vitae
Activation: Instant
Duration: Instant
Trigger: Striking a target with a melee attack
This technique accompanies a single melee attack by the vampire. After the targets Defense and armor are taken into account, the converts the remaining dice to successes on a one for one basis up to a maximum of the vampire’s Vigor rating or the remaining dice, whichever is less.

Heavy Handed
Cost: 1 Vitae
Activation: Reflexive
Duration: One Action
Trigger: Any
With a single crushing blow, the vampire making a melee attack augmented by this ability ignores a number of points of armor equal to his Vigor rating. In addition, unarmed attacks deal lethal damage.

Splintering Force
Cost: 1 Vitae
Activation: Instant
Duration: Instant
Trigger: Breaking an object (WoD p.136)
This technique augments an instant action to break an object with direct physical force. When activated, the vampire adds his Vigor rating in successes to the attempt.

Flying Leap
Cost: 1 Vitae
Activation: Instant
Duration: One Scene
Trigger: Any
A vampire with this technique can literally leap across streets and up buildings in a single bound. Using this technique multiplies the distance leapt horizontally or vertically by the vampires Vigor rating + 1.

Impossible Feat
Cost: 1 Vitae
Activation: Instant
Duration: Instant
Trigger: Lifting an object
When attempted to lift an object, the vampire adds his Vigor rating to his Strength for purposes of determining what he can lift and carry. This technique functions even if the vampire has already spent a Vitae to add his Vigor rating to his Strength for the scene. The vampire may maintain the feat of strength for a number of turns equal to his Vigor rating.

Strength Surge
Cost: 1 Vitae
Activation: Reflexive
Duration: Vigor Rating Turns
Trigger: Any
When this technique is active, the vampire gains the 9 again rule on all Strength-based rolls.

Unique Clan Ability
When not using any disciplines other than Vigor in a single round, the vampire may spend one additional Vitae per turn provided the Vitae is used to activate a Vigor Technique.


Revised Physical Disciplines

Is This What Hell Is Like Jonathonathon