Updated discipline

In an effort to expand the world of darkness, Disciplines will be updated here. First will be Celerity, Fortitude and Potence.

Celerity
The ability to strike fast, dodge blows, and escape pursuers allows Kindred to become extremely effective predators. Celerity enables vampires to move faster than any natural creature, though it does more than grant a supernatural speed, with vampires employing it actually appearing to think almost as fast as they act. While some vampires use to slice and stab at enemies without fear of riposte, others simply use it to get from A to B faster than any other person on foot.

Level 1
Cat's Grace

The vampire gains a balance and grace equal to and surpassing world-class trapeze artists. They can walk and even run across ledges and wires effortlessly and an keep their balance on the slimmest of supports. Rapid Reflexes
 * Cost: Free
 * System: The user automatically passes any Dexterity- or Athletics-based roll needed to keep their balance. Note that this power does not allow them to balance on support that cannot take their weight.
 * Duration: Passive

While their bodies still can’t defy the laws of nature, vampires with this power perceive events instantly and can react to them with superhuman alacrity. They can observe incoming projectiles to the extent that they can attempt to dodge arrows and even bullets without available cover.
 * Cost: Free
 * System: With this power, vampires suffer no penalty to their defense pools for lack of cover against Firearms or similar attacks. They can also take a minor action worth up to two dice per turn, such as readying or reloading a weapon, for free.
 * Duration: Passive

Level 2
Fleetness

Their mastery of Celerity now allows the vampire to move and react with dizzying speed.
 * Cost: One Rouse Check
 * System: Add the Celerity rating to user's dice pool for non-combat Dexterity tests. Once per turn the user may also do this when defending with Dexterity + Athletics.
 * Duration: One scene

Level 3
Blink

The vampire swiftly closes in on a foe, engaging or escaping in the blink of an eye. To an unprepared observer the user almost appears to teleport, a rush of wind the only sign of their passing. Traversal
 * Cost: One Rouse Check
 * Dice Pools: Dexterity + Athletics, or as needed.
 * System: The vampire moves in a straight line toward a target, covering any distance under 50 meters while still having enough time to perform an action, such as an attack, during the turn. If the terrain is in any way hazardous, the character needs to make a Dexterity + Athletics roll to avoid stumbling and coming to a halt on the way. The Storyteller may call for other contests as desired, especially if the vampire races a distant foe to an object or an action. Vampires engaging a foe with this power act as if already engaged when the turn begins.
 * Duration: One turn

With blurring speed the vampire can run or climb along any surface, including vertical and even liquid mediums. While Traversal does not grant insect-like supernatural traction, running up or along walls present little problem. Walking on water remains impossible, but the vampire can run on water for a limited distance given a run-up.
 * Cost: One Rouse Check
 * Dice Pools: Dexterity + Athletics
 * System: Make a Dexterity + Athletics roll with a Difficulty of 3 (inclined surface with traction) to 6 (slick vertical surface, open water), depending on the surface and angle. Each point of margin gets the vampire further up or out; a margin of 0 gets to a close target, a margin of 1 to one farther than that, and so forth. The Storyteller should inform the player beforehand if a target is too distant to even attempt Traversal; as a rule of thumb, anything over water farther than 60 meters (or more than 30 stories up a building) probably exceeds this power’s range.
 * Duration: On turn

Level 4
Draught of Elegance 

The Blood of the vampire becomes saturated with the power of Celerity, conveying a part of that power to anyone who drinks of it. While this is also a first step towards a blood Bond, already bound thralls or servants have little use for such worries, and even non-bound allies might decide to brave a sip for the sake of temporary power. Unerring Aim The world around them slowing to a crawl, the vampire can aim and throw or fire any weapon at a target as if the target were stationary.
 * Cost: One Rouse check
 * System: Drinking a Rouse Checks worth of Blood directly from the user gifts the drinker with temporary Celerity equal to half the Celerity dots (rounded down) of the donor. The drinker gains the same non-Amalgam powers as the donor’s, up to that level.
 * Duration: One night; for vampires, until the next feeding or the vampire reaches Hunger 5
 * Amalgam: Auspex 2
 * Cost: One Rouse Check
 * System: Use before making a ranged attack. The target makes no roll to dodge or defend; make the attack at Difficulty 1. An opponent possessing Celerity can nullify this power by making their own Rouse Check, defending at the same speed.
 * Duration: A single attack

Level 5
Lightning Strike

Faster than the eye can follow, the vampire can strike with fist or melee weapon at such speed that the opponent is unable to defend or take evasive action. Split Second
 * Cost: One Rouse Check
 * System: Use before making a Brawl or Melee attack. The opponent makes no roll to dodge or defend; make the attack at Difficulty 1. An opponent possessing Celerity 5 can nullify this power by making their own Rouse Check, defending at the same speed.
 * Duration: A single attack

The speed at which the vampire moves catches up with their supercharged perception, allowing them to react to events around them at a moment’s notice. Ambushers find their prey already standing behind them, and favors asked are completed before the words leave the supplicants mouth.
 * Cost: One Rouse check
 * System: The player can supersede the Storyteller’s narration of events, within reason. They can choose to have their character move through a door before it closes, circumvent an ambush after it has been triggered, roll out of the way of an explosion, and so forth. The action taken must be reasonable and should not take more than a few seconds in real time. The Storyteller decides what Skills, if any, need to be checked to successfully accomplish an action begun using this power.
 * Duration: Roughly one action, as determined by the Storyteller.

Fortitude
Much prized by immortals, Fortitude grants the ability to resist physical and mental assault. Few vampires survive longer than a century without at least a mote of Fortitude, especially in a world where violence is common and not even Kindred are safe. In these nights, fewer vampires use Fortitude to resist the sun than they do to withstand violent harm, fire, and supernatural coercion. Those possessing Fortitude exemplify the stolid pillars of Kindred society, able to withstand blows and charms without movement or sign of dilapidation. Few vampires feel as secure in their immortality as do elder Blue Bloods and Ferals.

Level 1
Resilience 

Endowed with supernatural endurance, the user can strengthen their physical resolve. Unswayable Mind
 * Cost: Free
 * System: The user adds their Fortitude rating to their Health track.
 * Duration: Passive

The user gains a mystical ability to resist any attempts to sway them through mundane charms, coercion, and wiles. Some exhibit Unswayable Mind as zen-like calm, others as supernatural stubbornness.
 * Cost: Free
 * System: The user adds their dots in Fortitude as extra dice in any roll made to resist coercion, intimidation, seduction, or any other attempt to sway the user’s mind against their will. This power also works against supernatural abilities such as Dominate and Presence.
 * Duration: Passive

Level 2
Toughness

All vampires with this power exhibit an innate ability to ignore damage that would otherwise inconvenience and even disable others of their kind. While this power alone gives no protection against banes and other aggravated damage, the protection it confers adds up in the long run. Enduring beast The user shares a small portion of their unnatural toughness with the animals they influence. Teeming swarms and great beasts alike exhibit a resistance to fleeting injuries almost equal to the vampire themself.
 * Cost: One Rouse check
 * System: Subtract the Fortitude of the defender from all Superficial damage sustained. This occurs before halving the damage, and cannot reduce the damage below one.
 * Duration: One Scene
 * Amalgam: Animalism 1
 * Cost: Free (For Famulus); One Rouse Check (for other animals)
 * Dice Pools: Stamina + Animalism (for non-famulus animals)
 * System: The vampire can choose to extend some of their Fortitude powers to animals affected by their Animalism. Any animal thus imbued gains additional Health levels equal to the Fortitude dots of the vampire. Using this power on their famulus is free and automatic. To imbue other animals besides their famulus, the user must make a Rouse Check and roll a test of Stamina + Animalism (Difficulty 3). The user can fortify one animal per point of margin. When the effect ends, remove unmarked Health first; this may result in the animal expiring.
 * Duration: One Scene.

Level 3
Defy Bane

By preparing themselves with an expenditure of power, the vampire can make themselves temporarily resistant to fire and sunlight as well as other grievous wounds that would threaten them with Final Death. Fortify the inner facade
 * Cost: One Rouse Check
 * Dice Pools: Wits + Survival (to activate reflexively)
 * System: The user can convert a number of Aggravated damage equal to their Fortitude rating to Superficial damage when sustained. They may not heal that Superficial damage for the  rest of the scene. This power converts a number of damage per scene, not per wound or per attack.The user can renew this power once expired by making another Rouse Check. If endangered unexpectedly, the user can activate this power reflexively with a Wits + Survival roll (Difficulty 3) upon receiving Aggravated damage. If the user fails the test, the power does not activate; if they win the test, they must make a Rouse Check to pay for the power.
 * Duration: One Scene or until expired, whichever comes first.

Instead of hardening the vampire’s physical frame, this power allows the user to protect their thoughts and emotions from supernatural prying. Their mind appears completely blank while their aura is, for lack of better words, flat.
 * Cost: Free
 * System: Increases the Difficulty of using Scry Soul (Auspex 3), Telepathy (Auspex 5), and similar powers on the user by half their Fortitude rating round up). If the rules allow the user to resist these powers, they add their Fortitude rating to their dice pool instead.
 * Duration: One scene

Level 4
Draught of Endurance

The Blood of the vampire becomes saturated with the power of Fortitude, conveying a part of that power to anyone who drinks of it. This is the Fortitude equivalent of Draught of Elegance.
 * Cost: One Rouse Check
 * System: Drinking a Rouse Check's worth of Blood directly from the user gifts the drinker with temporary Fortitude equal to half the Fortitude dots (rounded down) of the donor. The drinker gains the same powers as the donor’s, up to that level.
 * Duration: One night, for vampires, untill the next feeding or if the vampire reaches 5 hunger.

Level 5
Flesh of Marble

The power of the Blood causes the skin of the vampire to harden, taking on a marble-like sheen that is still supple but stops almost any blow before momentarily breaking and reforming. A vampire using this power is almost impossible to destroy outright, barring a lucky blow or physical restraint. Prowess from Pain
 * Cost: Two Rouse Checks
 * System: With this power active, the vampire ignores the first source of physical damage each turn, including fire but not sunlight. If confusion arises about which source is “first,” the Storyteller either decides based on the narrative, or the vampire ignores the most damaging single source that turn. A critical win on an attack roll bypasses this power.
 * Duration: One scene

Injuries and impairments now only fuel the powers of the vampire, who grows stronger and faster from each blow, rend, or tear received. Only utter destruction can stop one who calls upon this Fortitude power.
 * Cost: One Rouse Check
 * System: Upon activating the power the vampire no longer suffers any dice penalties from Health damage sustained, such as physical Impairment. Additionally, they can increase one Physical Attribute by one dot (derived stats are unaffected) for each level of damage on their Health track, aggravated or superficial. The user’s Attributes cannot exceed a value equal to their Blood Surge + 6 through this ability.
 * Duration: One scene