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==Resonance and Disciplines== Why should a lick care about Hippocrates? Because Resonance gives blood more than flavor and savor – intense Resonance gives it power. And a Dyscrasia, well, that gives the best hit of all. Resonances don’t just give flavor to the victim’s blood and personality, but also blend with vampiric Blood to energize Disciplines. {| class="wikitable" |- ! Resonance !! Disciplines |- | Choleric || Celerity, Potence |- | Melancholic || Fortitude, Obfuscate |- | Phlegmatic || Auspex, Dominate |- | Sanguine || Blood Sorcery, Presence |- | Animal Blood || Animalism, Protean |} People all taste and kick different, and certain people make certain powers easier while a vampire is drunk on them. After hundreds of victims, patterns begin to emerge to any feeder. The sad kills help you fade from sight, the horny kills boost the pull, and the angry ones fuel the punching. Blood accretes though time, combining and subliming through the strange alchemies that generate the supernatural effects of the gifts of Caine. This is the way the Kindred overtly learn and develop disciplines: with a combination of feeding from a teacher and practicing conscious and often learned feeding habits. Vampires complement this process with undead biofeedback, pushing vitae through the vampiric system, revivifying Kindred organs, chakras, or nerve clusters at just the right moment. What you eat lays the foundation of what you can do. And that goes for your enemies as well. Smart fangs study feeding habits and figure out the strengths and weaknesses of other Kindred. Every drinker in the world has their own pattern of feeding: changing or static over time. Perhaps all vampires, irrespective of age, generation, skill, and learning, intuitively look for the kind of blood that hones their curse and their disciplines to perfection. ===Effects of Temperament=== Fleeting temperament provides storytelling juice and savor to the hunt, but it has no immediate mechanical effect except as Thin-blood Alchemy ingredients. Tat said, even fleeting temperaments flavor the blood sufficiently to justify buying dots in their associated disciplines (see Resonance and Experience, p. 231). Drinking blood with intense temperament gives the drinker one additional die for dice pools involving a discipline that corresponds to that Resonance. This bonus lasts until the vampire’s next drink of blood dilutes it, or until the vampire’s system empties of blood when their Hunger reaches 5. ===Tapping a Dyscrasia=== Vessels with an acute temperament provide the same Discipline bonus as an intense Resonance. They also incorporate a Dyscrasia, which conveys a more sublime or powerful benefit to the drinker. The requirements to gain its effect varies between different Dyscrasias, but unless otherwise stated the vampire must kill and drain the vessel or feed from them over the course of three nights. Some Dyscrasias can only be tapped once before leaving the blood of the victim, others linger and can be gained on repeated occasions. The effects of a Dyscrasia usually lasts until the Kindred feeds again or reaches Hunger 5.
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