Vampire The Masquerade Bloodlines 2: All Disciplines, Explained

Vampires in Vampire: The Masquerade descend from powerful bloodlines that have unique abilities, called Disciplines. Moreover, these Disciplines give Vampires of the TTRPG a unique edge – a way to come at the top against even the most powerful of Kindred. Additionally, Bloodlines 2 appears to use Disciplines in a similar fashion. Thankfully, the open-world nature of the game becomes a perfect setting for players to maximize the gifts their Vampires possess.

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However, folks from Hardsuit Labs and Paradox Interactive only give players access to a few Clans to create a Vampire with. Essentially, this caveat gives players a limited set of Disciplines they can possess and play around with. Thankfully, these Disciplines seem simple enough to explain that Kindred might find unique uses for them as they navigate Kindred Society in 21st Century Seattle. However, just what do these Disciplines entail?

11 Auspex (Tremere, Malkavian)

Vampires have a unique view of the world, courtesy of their immortality. However, Kindred such as the mysterious Tremere and the deranged Malkavian have their unique views – perhaps literally, courtesy of Auspex. This Discipline allows Kindred to have a stronger perception of reality, letting them see auras and even project their psychic presences into the world beyond.

Aura Sense (Rank 1) allows Kindred to see auras of various beings – living or undead. At first, Aura Sense lets Kindred with Auspex read crowds or partially see through walls. However, more powerful ranks allow them to mark targets, spot weaknesses and even track people from a distance. Meanwhile, Psychic Projection (Rank 3) makes use of Auspex to separate the Kindred’s mind from their body, letting them travel in an astral form to mark people and even overwhelm enemies via telepathy.

10 Celerity (Brujah, Toreador)

Vampires easily become terrifying creatures due to their sheer superhuman reflexes. In turn, Vampires end up being agile and nimble blood hunters. With Celerity, Vampires from the Brujah and Toreador Clans gain more terrifying control over this speed. This Discipline allows them to achieve superhuman speeds, letting them react faster, dodge better, and strike quicker should the need arise.

Unseen Storm (Rank 1) taps into a Vampire’s blood reserves to give them a boost of speed. In turn, they vanish from view as they dash in a particular direction. This ability not only lets Brujah and Toreador attack faster. Rather, this lets them dodge attacks and even knock down enemies on their path. Meanwhile, Accelerate (Rank 5) lets Vampires speed up to such an extent that everything else slows down around them, letting Vampires make pinpoint strikes without risking any misses.

9 Chiropteran (Thinblood)

As fledgling Kindred, Thinbloods have access to Disciplines commonly associated with Vampire tropes. In turn, Chiropteran manifests the Vampire’s strong affinity to bats. Essentially, Chiropteran allows Vampires to manipulate some physical properties, summon swarms of bats, and even manifest wings.

For instance, Rank 1 Chiropteran allows Vampires to lower their skeletal weight and muscle mass, letting them float on updrafts or swoop down to knock out NPCs. Meanwhile, higher ranks allow Vampires to call on bat swarms (Rank 3), while ultimate Chiropteran endows Vampires with deadly wings (Rank 5).

8 Dementation (Malkavian)

Of all Kindred Clans, the Malkavian made a mark among Caine’s Children courtesy of their madness. However, their madness actually represents their gift – the Discipline called Dementation. With this Discipline, Malkavians have the ability to share their worldview with others temporarily. Unfortunately, in normal terms, Dementation causes various degrees of psychosis in others.

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Malkavians can initially Haunt (Rank 1) others, taking the form of an unseen spectre that haunts their victims. This causes affected people to scream in fear and panic. Meanwhile, Berserk (Rank 4) bestows uncontrollable anger and rage to targets, forcing them to lash out in violence.

7 Dominate (Ventrue)

Nothing speaks truly of leadership other than the will to dominate others. For the bluebloods of Clan Ventrue, they prove their bloodline of power through Domination, their signature Discipline. When a Ventrue uses Dominate, they bestow various degrees of allure to others, enticing them to get mesmerized by the Ventrue or feel compelled to obey them.

Mesmerize (Rank 1) lets the Ventrue place others in a hypnotic trance, making them oblivious to everything around them. Stronger versions of Mesmerize let targets ignore everything – from their sense to even pain. This ability can grow into Command (Rank 3), the very epitome of a Ventrue’s power to order others around.

6 Fortitude (Ventrue)

Vampire games talk of the mightiest of vampires enduring the harshest of injuries. For the Ventrue, they assert their dominance through the manifestation of this very ability. Fortitude allows Ventrue to absorb impact as though nothing hit them, to the point where attacks seem like air to them.

Absorb (Rank 1) allows the Ventrue to deflect attacks they see, courtesy of a defensive stance. When activated, Ventrue can heal wounds much quicker than other Kindred. Meanwhile, Personal Armor (Rank 3) lets Ventrue reinforce their skin to become like stone, protecting them from attacks. At maximum power, Ventrue can trade their blood to ensure their Personal Armor staggers anyone who dares attack them.

5 Mentalism (Thinblood)

Mentalism plays into the more subtle aspects of Vampire lore, this time reflecting more paranormal abilities and traits. With Mentalism, Thinbloods receive a partial form of telekinesis. In turn, Kindred with Mentalism has a limited ability to push and pull objects – and soon, other people – around them.

In the adaptation, Rank 1 Mentalism allows Thinbloods to pull objects, with its next rank further strengthening the telekinesis. Meanwhile, Levitate (Rank 3) allows the Vampire to suspend other NPCs in the air. Mentalism at its maximum rank can even let Thinbloods unleash a telekinetic blast, throwing suspended objects and enemies around them.

4 Nebulation (Thinblood)

Aside from bats, Vampire settings often associate vampires with myths. Thanks to Nebulation, Thinbloods can manipulate supernatural mists to their whim. In turn, Nebulation lets Vampires manipulate and even become mist for a short while. Likewise, those strong in Nebulation may even use these mists against their opponents.

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Mist Shroud (Rank 1) enables Vampires to use the mist to mask their footsteps. If a Vampire focuses, this ability even allows to partially become mist to pass through tight spaces and choke enemies. Meanwhile, the stronger Envelop (Rank 3) ability lets Vampires manipulate mists to surround and blind opponents. In fact, a more potent Envelop allows Vampires to choke NPCs by forcing mist into their lungs.

3 Potency (Brujah)

Vampires often express themselves through words and charm – but the Brujah share their feelings with their strength. Potency, their signature Discipline, allows Brujah to display the best of strength amongst Caine’s Children. In turn, their displays of force can crush walls and throw the heaviest of objects.

With Fist of Caine (Rank 1), a Brujah’s punch can throw enemies and objects with such force that it damages things around them. However, an angry Brujah can go pull off Earthshock (Rank 3), a devastating attack towards the ground that generates a miniature earthquake – its shockwaves damaging everything around the Brujah.

2 Presence (Toreador)

Whereas the Brujah expresses their strength through fists, the Toreador’s Presence allows them to display the best of charms the Kindred has to offer. As the most passionate of Caine’s Children, a Toreador forces everyone in the room to turn at them. However, a Toreador can improve their allure further with Presence, with their blood commanding attention and adoration from others.

Awe (Rank 1) allows people to ignore everything but the Toreador, posing for their amusement. Meanwhile, Entrance (Rank 3) lets the Toreador charm a much larger crowd, now forcing others to follow the Toreador wherever they go.

1 Thaumaturgy (Tremere)

Of all Caine’s Children, the Tremere has a reputation of being the most dangerous. After all, the Tremere have become Vampires virtue of forbidden blood magic, not through Caine’s original Kiss. Therefore, all Tremere have inherited their keen talent for blood sorcery – the Discipline of Thaumaturgy. With their spells, Tremere can use blood to attack opponents – or even make their opponents’ blood turn against them.

Skewer (Rank 1) uses the Tremere’s own blood to form physical objects such as spikes that can attack opponents. Meanwhile, Purge (Rank 3) forces a Tremere’s victims to cough up their own blood. Tremere can worsen this condition with Blood Boil (Rank 5) to literally boil the blood of their opponents from the inside out – resulting in an explosion.

NEXT: The Elder Scrolls: 10 Surprising Things To Know About Vampires

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