Classification: Union // Open

Disciplines

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Name ▲ Kind Clan Requires Source
AnimalismDisciplineAhrimanes, Anda, Brahman +12V20
Assamite SorceryDisciplineAssamite SorcerersV20
AuspexDisciplineAssamite Viziers, Brahman, Cappadocians +16V20
Awakening of the SteelDisciplineV20
BardoDisciplineV20
CelerityDisciplineAssamite, Assamite Antitribu, Assamite Viziers +5V20
ChimerstryDisciplineBrahman, Ravnos, Ravnos AntitribuV20
DaimoinonDisciplineBaaliV20
DementationDisciplineMalkavian, Malkavian AntitribuV20
DominateDisciplineDominate Malkavians, Giovanni, Kiasyd +8V20
Elemental MasteryDisciplineV20
FlightDisciplineGargoylesV20
FortitudeDisciplineAnda, Blood Brothers, Cappadocians +15V20
Hands of DestructionDisciplineV20
Koldunic SorceryDisciplineV20
MelpomineeDisciplineDaughters of CacophonyV20
Movement of the MindDisciplineV20
MytherceriaDisciplineKiasydV20
NecromancyDisciplineCappadocians, Giovanni, Harbingers of Skulls +2V20
Neptune’s MightDisciplineV20
ObeahDisciplineSalubriV20
ObfuscateDisciplineAssamite, Assamite Antitribu, Assamite Sorcerers +11V20
ObtenebrationDisciplineKiasyd, Lasombra, Lasombra AntitribuV20
OghamDisciplineLhiannanV20
Path of the Four HumorsDisciplineV20
PotenceDisciplineBlood Brothers, Brujah, Brujah Antitribu +9V20
PresenceDisciplineAhrimanes, Baali, Brujah +13V20
ProteanDisciplineAnda, City Gangrel, Country Gangrel +4V20
QuietusDisciplineAssamite, Assamite Antitribu, Assamite Sorcerers +1V20
SanguinusDisciplineBlood BrothersV20
SerpentisDisciplineDaitya, Followers of Set, Serpents of the Light +1V20
SpiritusDisciplineAhrimanesV20
TemporisDisciplineTrue BrujahV20
ThanatosisDisciplineSamediV20
Thaumaturgical CountermagicDisciplineV20
ThaumaturgyDisciplineTelyavelic Tremere, Tremere, Tremere AntitribuV20
The Ash PathDisciplineV20
The Bone PathDisciplineV20
The Cenotaph PathDisciplineV20
The Corpse in the MonsterDisciplineV20
The Grave’s DecayDisciplineV20
The Green PathDisciplineV20
The Lure of FlamesDisciplineV20
The Path of BloodDisciplineV20
The Path of ConjuringDisciplineV20
The Path of CorruptionDisciplineV20
The Path of MarsDisciplineV20
The Path of TechnomancyDisciplineV20
The Path of the Father’s VengeanceDisciplineV20
The Sepulchre PathDisciplineV20
The Way of EarthDisciplineV20
The Way of FireDisciplineV20
The Way of WaterDisciplineV20
The Way of WindDisciplineV20
ValerenDisciplineSalubri AntitribuV20
VicissitudeDisciplineTzimisceV20
VisceratikaDisciplineGargoylesV20
Vitreous PathDisciplineV20
Weather ControlDisciplineV20
Classification: Union // Open Ref vampire/power/combo_discipline/the-humberside-panic-celerity-thamuaturgy

The Humberside Panic

Combination Discipline · Vampire · “The Humberside Panic (Celerity •, Thamuaturgy •)”

Vampire
Prerequisites
Celerity •, Thamuaturgy •

This combination Discipline allows a Kindred to grant other vampires a brief and limited access to his own mastery of Celerity. The Kindred who possesses Thaumaturgy and Celerity spends one blood point, plus one blood point per member of his coterie to whom he wishes to grant Celerity. For one turn, each indicated member of the coterie may use that Celerity to run or take another action as if she possessed Celerity herself. Thereafter, the Thaumaturge may spend an additional point per character per turn to continue granting the benefit. The Thaumaturge can communicate any degree of mastery of Celerity she possesses using this power, but must pay all related costs for it for each Kindred to whom she extends it.

The drawbacks of this combination Discipline are fairly limiting, however. The vampire using this Discipline must have tasted the vitae of any individual to whom she wishes to extend the benefits, and she must pay the vitae cost for each turn extending the Celerity benefits to other Kindred. Note that the per-turn blood point expenditures dictated by the character’s generation apply to spending blood in this way. Those benefiting from the power must be within sight of the Kindred invoking the power, and must be vampires (not mortals, ghouls, or other supernatural creatures).

This Discipline was originally developed to allow a pack of English Anarchs to flee the site after ambushing a Malkavian Primogen, but it has also been used by other packs to more aggressive ends. Because of its utility, it’s one of the most popular and widely used combination Disciplines among Anarch coteries.

It costs six experience points to learn this power.

See also 3

Clans & Bloodlines

Disciplines

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