Vampires
Hunger
Whenever vampires use their powers they consume the vitality of their blood to do so causing them to Hunger. Vampires need blood to sustain themselves and quench their hunger.
This is represented by hunger dice.
Vampires make rouse checks when they use many of their powers. To do so, make a roll of a single die, if it fails you gain a hunger die.
If a power would cause a vampire to make 2 rouse checks they take a hunger die directly instead
A Vampire can have up to 5 hunger dice.
1: The vampire feel the hunger.
2: The vampire crave blood.
3: The vampire constantly think of blood.
4: It requires mental effort to think of anything other than the hunger.
5: The Vampire loses control to the hunger.
A Vampire quenches their hunger by consuming blood. They may do so off screen when transitioning to a new night. Feeding on blood is dangerous for the victim, they might easily die if the vampire drinks to greedily.
Dinking blood from a human or vampire removes all hunger dice and restores 1 willpower.
If a Vampire reaches 5 hunger they must roll a single hunger roll when they feed, if it is successful they control themselves, if it fails they kill their victim in the process.
A Vampire can feed from other sources than human, such as from animals, bags of blood or nightwater. Doing so costs a willpower rather than replenishing it and it only restores 1 hunger die.
Vampire powers
Undeath
Vampires are undead and therefore do not age or breathe and their hearts don't beat.
In combat vampires have one lower risk from normal firearms.
If a vampire would die or become incapacitated, instead they enter a frenzy. In a frenzy they increase resistance by 1, ignore wounds, lose control and they use night rolls for all actions.
Frenzy can only be circumvented by excessive damage or piercing the vampires heart with a stake which puts them in torpor.
Blood
Vampires drink blood to survive, it is the only nourishment they need. Drinking blood resets them to their original state, healing any wounds over time.
A vampire's blood is addictive. Through prolonged exposure the blood of a vampire will create a dependence called a blood bond.
Blush of Life
A vampire can with effort make their own heart beat again, making their body seem alive. This makes them indistinguishable from a human and makes them able to use bodily processes like eating. However their other powers cease to function in this state.
Disciplines
Costs
Free - The ability can be used at will without a cost
Rouse - make a rouse roll to activate the ability.
Hunger - Take a hunger die without making a roll.
Feeding - This ability can only be used while feeding instead of resetting hunger
Resistance
When an ability is used on targets with resistance two upgrade effects or one upgrade effect with a cost are negated for each point of resistance.
If an upgrade grants more targets then it must instead only target the person with resistance for it to work on them.
(Does not apply to upgrades which interact with resistance)
Vigor
Vampire strength and endurance.
- Heal a scrape or minor wound - Rouse
Upgrades
- Increase resistance by 1
- Always count as being armored (normal armor won't have any additional effects)
- Heal a medium wound - Rouse
- Heal a major wound - Feeding
- You no longer take scrapes
- You no longer take minor wounds
- Operate strength level 2 for an hour - Feeding
- Operate on strength level 2 for a minute - Rouse
Capstone: Always be one strength level higher
Strength levels:
1: Lift a human, throw a rock, destroy wood
2: Lift a car, throw a human, destroy stone, wield large rank 4 weapons
3: Lift a truck, throw a car, destroy metal
Mastery
Vampiric speed, grace and self control.
- Your speed and agility is improved
Upgrades
- Increase resistance by 1
- Jump higher and further enabling otherwise impossible feats of parkour
- Make a Night roll for an action which your disciplines could help with - Rouse
- Make an action instant, reduces risk by 1 - Rouse
- Instantly take an additional action (without edges or advantages) - Hunger
- Move imperceptibly fast to anywhere in the same room (~10m) - Rouse
- Move imperceptibly fast to any place you can see (~500m) - Hunger
Capstone: All Mastery rouse costs are free and all hunger costs are reduced to a rouse
Beast
Vampiric senses and aura.
- Sense any other vampires around you who do not conceal their aura or use blush of life.
Upgrades
- Increase your resistance by 1
- You can extend your resistance to your vicinity (1m)
- End supernatural effects which your resistance overpowers within your vicinity - Rouse
- Your senses are improved (Sense smell like a dog, hear as well as a bat, see in darkness)
- Get a supernatural sense for approaching danger
- Sense supernatural powers and beings around you for a minute, your resistance counts as 1 higher against subtle powers - Rouse
- Sense what a supernatural power is or does - Rouse
Capstone: Your senses are massively improved. Hear conversations across the room, see a fly hundreds of meters away, smell, identify and track with any traces of blood.
Bloodlines
Ventrue
Known Ventrue bloodlines: Phobos
Curse: Etiquette
A Ventrue's curse is that they are compelled to follow certain rules of propriety. They cannot enter a home without invitation, they cannot hurt a guest if they have offered food.
The rules in question may differ between Ventrues but some tend to always apply
Charm: Holy symbols
By wearing a holy symbol blessed by a speaker of that faith one may get resistance against the powers of the Venture.
Mesmerize
Mesmerize lets you hypnotize a creature by meeting their gaze, making them unable to think or look away. They remain in such a state for ~1 minute afterwards.
Upgrades
- The targets memories become fuzzy about the event afterwards
- Give instructions on what parts the creature should remember - Rouse
- The creature remain mesmerized for up to ~1 hour - Rouse
- The creature can remain mesmerized until dawn - Rouse
- Give a simple command, the target will follow the instructions - Rouse
- Give a complex command, the target will follow the instruction - Hunger
- Mesmerize everyone looking at you - Hunger
Capstone: Creatures remain mesmerized for weeks, the effect is less obvious
Daeva
Known Daeva bloodlines: -
Curse: Obsessions
A Daeva's curse is that they become obsessed with some people. Majesty stops working against subjects of their obsession.
Charm: Garlic
By wearing or eating raw garlic one can gain resistance from the powers of the daeva.
Majesty
Become likable and draw attention from people in your direct vicinity (~3m).
Upgrades
- You can make any affected targets memories selectively fuzzy after the effect ends
- Control the surface emotions of everyone affected - Rouse
- Inspire a deep emotional reaction in people affected - Hunger
- The effect lasts until dawn on people affected - Rouse
- Extend the effect to anyone in the room (~10m)
- Extend the effect to everyone who can see you (~500m) - Rouse
- Focus the effect on one target who becomes unable to focus on anything other than you - Rouse
- Resistance of targets counts as one lower
Capstone: Affected creatures are unable to suspect the use of an ability
Mekhet
Known Mekhet bloodlines: Sot
Curse: Hunger for secrets
A Mekhet need to know secrets of the victims they feed from. The more secrets they know, the more nourishing and pleasant is the feeding. Blood from victims the Mekhet knows nothing about does nothing for them and knowing nothing might starve them.
Charm: Broken mirrors
By wearing mirror shards or looking at them through a cracked mirror a person may increase their resistance to see through a Mekhet’s obfuscation.
Obfuscate
Become anonymous and forgettable.
Upgrades
- Become as if invisible when standing still
- The effect extends to far away and past observers (such as viewing through cameras)
- Extend the effect to people around you - Rouse
- Extend the effect to an object or ally - Rouse
- Focus the effect on one target to whom you become unnoticeable - Rouse
- Focus the effect on an area (~10x10m), you become unnoticeable to everyone within - Rouse
- Resistance of those affected counts as one lower
Capstone: Your powers undo memories, make people forget any interaction with you within the last minute
Gangrel
Known Gangrel bloodlines: Seraph
Curse: Frenzy
A Gangrels beast is particularly aggressive. It demands aggression from its host in response to challanges or damage. A gangrel risks frenzy from such more than a normal vampire and tends to be more violent.
Charm: Silver
A Gangrel is burnt by silver. Possibly even as much as by fire or sunlight if the silver is pure enough.
Protean
Take on features of predators, grow fangs, claws, fins or tail at will
Upgrades
- Fully turn into a predator of your approximate size - Rouse
- Fully turn into a predator of any size - Hunger
- Your natural weapons count as tier 3 melee weapons
- Your natural weapons count as tier 4 melee weapons for an hour - Rouse
- Your natural weapons count as tier 5 melee weapons for a minute - Hunger
- Your natural weapons count as tier 4 melee weapons for an hour - Rouse
- Your claws can grab onto any material, letting you move freely across walls and ceilings
- Grow something unnatural like wings for an hour - Rouse
- You can make your skin almost impenetrable, reduces all risk by 1 for an hour - Rouse
Capstone: Gain the ability to turn into living night, decrease all challenge and risk by 1
Nosferatu
Known Nosferatu bloodlines: Constantine, Ti
Curse: Horror
The curse of the Nosferatu is that of their ugly and terrifying appearance. Their beast twists them into something a bit less human, making it hard for them to interact with normal society.
Charm: Toys
The toys and games of children grants resistance to the Nightmares a Nosferatu would inflict on people.
Nightmare
Make anyone in the same room (~10m) become paranoid and uncomfortable
Upgrades
- Know what people around you fears
- Influence common nightmarish creatures like rats, ravens or cockroaches
- Command nightmarish creatures for ~1 hour - Rouse
- Extend the effect to anyone who can see you (~500m) for an hour - Rouse
- Intensify affected people’s fears making them hallucinate, you have some control of what they experience - Rouse
- Materialize someone's fear making it real - Hunger
- Resistance of targets counts as one lower
Capstone: Merge with someone’s fear
Silk
Known Silk bloodlines: Jayce
Curse and Charm: Light sensitivity
The Silk are not only vulnerable to sunlight but to all light. A Silk vampire is uncomfortable in normal room light and takes damage from strong light such as from spotlights. The shadows created from their powers fare even worse, they start to degrade from only normal electric lights.
Weave
Manifest shadows into three-dimensional material up to ~1 kg which you can physically shape.
Shadows last as long as you’re in the same room (~10 m).
Upgrades
- Shadows last as long as you’re in the same house (~100 m)
- A shadow lasts as long as you are in the same city block (~1000 m) -Rouse
- Shadows can have more weight (~10 kg)
- A Shadow can have a lot of weight (~100 kg) - Rouse
- Shadows can have reactive properties, such as being combustible or corrosive - Rouse
- Form a shadow into a shape instantly with your mind - Rouse
- See and hear through a shadow you have shaped - Rouse
- Command a shadow with your mind - Rouse
Capstone: Your shadows are indestructible by natural means
Amareth
Known Amareth bloodlines: Mabel
Curse: Inevitable patterns
The Amareth's powers give them unique powers over fate, but they are also vulnerable to it. Amareths will find themselves victims to patterns and stories in which they are unable to affect the result. If a hero rises to slay them, they cannot defeat that person.
Charm: Unknown
Foresight
Glimpse forward in time for just a few seconds based on your current planned actions.
Upgrades
- Have perfect memory of everything you see with foresight
- Creatures count as having -1 to resistance when you try to predict them
- Grant a glimpse to someone else who drinks your blood - Rouse
- Let an ally reroll a dice pool for any quick action that you can affect - Rouse
- Make several repeated glimpses, lets you estimate more about people or listen through doors - Rouse
- Glimpse 15 seconds forward, choose if you keep the result - Rouse
- Glimpse a minute forward - Rouse
Capstone: Get a glimpse of a potential further future - Feeding
Vampire faction Disciplines
Blood Alchemy - Carthian Movement
Make a serum from vampire blood which can grant base effects of a discipline for an hour.
Upgrades
- Serum lasts for the night.
- A serum can grant a use of a discipline, requiring blood of a vampire with that discipline.
- The serum can include a discipline upgrade
- The serum can include an additional upgrade
- Can make a serum that lets you cast a sorcerer spell out of the blood of a sorcerer
- The serum can include a delve effect that the sorcerer has access to.
- You can create serums which combine multiple powers
Capstone: The serum can include a capstone
Vampire surgery - Ordo Dracul
Deface, alter and stitch together life and unlife.
Upgrades
- Heal wounds
- Reversibly remove a subject's higher brain functions
- Change the appearance of a subject.
- Alter normal functionality of a subject. Let them digest poison, fix permanent injuries or replace their nails with claws. Create a ghoul.
- Add or remove major things from a subject, add arms, let them detach their legs, add an eye in their hand. - weekly maintenance
- Add a supernatural trait to a subject - daily maintenance
- Incorporate a power source into a subject, reducing need for maintenance
Vampire sorcery - Lancea et Sanctum, Circle of the Crone
Vampires are capable of learning sorcery. The known ways are from joining either the Circle of the Crone or Lancea et Sanctum.
Duration
Vampire spells are bound to blood seals. They last until dawn unless the seal is broken. The vampire cannot undo their own spell at will, they also need to break the seal to cancel a spell.
Cost
Vampires need to make a rouse roll to cast a spell and make an additional rouse roll for each time they delve.