Vampire Rules
Contents
Vampires have been part of a secret society for a very long time. They have their own legal system with laws that supersede the mortal legal system amongst them (since it’s a secret society mortals don’t necessarily know about this). There are two major factions within Vampiric society: The Camarilla, and the Sabbat. A second type of organization exists in that Vampires separate themselves into Clans. You can find significantly more information on Vampiric society in both the source material from White Wolf and on our website.
Advantages to playing a vampire:
- Fast access to your energy source - Blood. The Kiss covers up your feeding.
- Once you have the first level of a power tree you may purchase all the way up the tree without a teacher.
- May create supernatural blood bonds and create Ghouls
- May convert blood into health for self and others
- May reach significantly higher health levels than mortals
- Native Realm: Realm
Disadvantages to playing a vampire:
- Costume requirements - you must cover your head (hat or better) and hands (gloves) and as much skin as possible.
- You have a supernatural beast and are thus able to frenzy, losing control.
- If you become less human your beast gains control.
- You cannot be healed by mundane means. Healing potions still affect you.
Building a Vampire
- Start by following the Universal Character Creation section in the Universal Character Information chapter and then…
- You may (but do not need to) take the Merit Static Nature for no XP cost at character creation.
- Choose a Clan (listed below)
- Choose a Morality (listed below) - most characters should start on Humanity. Fill in 7 dots in that Morality.
- If you wish to improve your Generation, as per the chart above, locate the Generation merit. Choose a Generation, and then fill in an appropriate amount of Blood Pool on your character sheet.
- Spend 18 points on Backgrounds. (Mortal Rules)
- Spend 12 points on Powers (called Disciplines.)
- Spend 10 points (freebies) anywhere you like on your sheet.
- Elder Powers cost the same as Level 5 Powers.
When purchasing powers as a vampire, you must purchase them in order. In order to purchase a level 2 power, you must have purchased the level 1 of the same tree. To purchase a level 3 power, you must purchase the level 2 power from the same tree, etc…
Built-In Powers
Vampires come with a set of built-in powers, many of which are detailed below.
- Blood Bond, 1 or more blood per day, Other, enforced
- Blood Feeding, No Cost, Other
- Blood Healing, 1 Blood Per Health, Other
- Energy to Health, Variable, Self, 1x/60 seconds
- Diablerie, No Cost, Other
- Enrage, 1 Willpower, Self
- Grapple, No Cost/1 Blood, Other, No Cost when used out of Combat, 1 Blood when used in combat
- The Kiss, No Cost, Other, after "Biting 3"
- After 10 minutes in the Dying state you may spend 1 Blood to regain 1 Health.
Vampire Pools
Blood' - This is the Vampire Energy pool - use this to power your Disciplines.
Ritual Access
Vampires with Thaumaturgy, Necromancy, or Ritemaster of the Sabbat have access to Rituals. Other Vampires do not.
Learning Non-Innate Disciplines
You may learn the first level of a Discipline Tree using the rules found in the section: “teaching and learning non-innate powers, skills, abilities, and techniques”. Once a Vampire has the first level of a Discipline they may learn all remaining levels without a teacher up to Level 5. Elder Powers require a teacher for each level.
Power Interaction: Maximum Health Gains
When purchasing powers, whenever an Innate Tree reaches Level 5, you gain 1 maximum health.
Frenzy
Vampires have two types of Frenzy: Rage and Hunger. Rage Frenzies are generally caused by the Enrage power or through other powers in the Animalism discipline. When a character enters a Rage Frenzy they gain an instant level of Augment, and become immune to Mentals except for Quell Beast. You may not use active resists, Mental or Status powers, but can use any other powers on your character sheet. While in Frenzy you may not choose the targets of your wrath, you simply attack your nearest possible target. If you do not have a weapon or fist boffers you may instead choose to behave like an aggressive beast. This effect lasts 60 seconds.
Hunger Frenzies are caused by reaching 0 blood. Once this occurs, you will attempt to obtain blood at all costs. You may not use Mental or Status powers while in this state. You will defend yourself, and may attack any character who contains blood or health. If you are able to feed from a willing target you may do so. You will attempt to feed from the target until your blood pool is full, regardless of the target’s state of health. If you are unable to find a willing target, you must attack until you reduce a target to 0 health. A dying target still has blood in their body, even if they have no remaining health (note, they do not necessarily have a Blood Pool) and only a Hunger Frenzying Vampire can draw this out. You will attempt to feed from that target. As soon as you complete the ‘biting 3’ count, you will gain a single point of blood and the Frenzy effect will end. You may also attempt to grapple-feed, as described later in this chapter.
Costume Requirements and Exposure to Sunlight
Vampires are creatures of the night and outside of our bizarre little town cannot walk in sunlight. Here, for whatever reason, daylight will not kill them instantly - it can, however, cause damage and agonizing pain. Unless you are wearing something that covers as much of the head as a wide brimmed hat, a long sleeve shirt (thin materials are fine), full length pants, and gloves or other covering that at least covers the palm and top of the hand, being in direct sunlight will cause Exposure Damage. This damage is considered aggravated. For purposes of costuming, you may have a gap of no greater than 2 inches between any two pieces of clothing without burning to death in sunlight (for example, between gloves and sleeves.)
Blood Feeding
When vampires feed from targets that do not have blood pools of their own, they feed from the health pool of those targets - after all, blood is health for humans and Garou. On the other hand, feeding from a target that uses blood as its energy pool will drain the blood energy type, not health. When feeding, the return is always 1 blood drained to 1 blood regained except when feeding from Shifters or Ghouls (see below).
Shifters with rage pools feed at double density - 1 blood drained becomes 2 blood in system, however vampires will automatically frenzy from this feeding. The frenzy can be resisted with willpower. Similarly, ghouls feed you at a double density rate but do not cause the frenzy effect. The downside to feeding on ghouls is that you cannot feed blood to and from the same ghoul target in a 2 hour period. Ghouls also receive 2 effective blood for every 1 point of blood you feed them.
Without a specific power you cannot drain blood while in Astral. Additionally, you can never drain Wraiths or Gaian Spirits in the Umbra of blood; they don't have any, they're non-substantial. Once a Wraith or Gaian Spirit materializes in the Realm, they have a corporeal body, blood and all.
The Kiss
While feeding from a target, that target may be placed in a state of bliss where they forget the feeding. Be sure to call “Invoking Kiss” while feeding.
Vampires and Grapple
A vampire grappling another character may make the biting call. The Kiss will make the target forget the duration of the grapple as well as the normal feeding time.
Blood Healing
Vampires may also choose to restore health to another target by using blood. To do so, you must cut yourself - you may use a thrown weapon prop or a bladed weapon to cut; (call “cutting 1, cutting 2, cutting 3”) you will take no damage from this process. Then touch a target, spend one blood, and say "giving blood 1". Although conscious targets may choose to reject this health, unconscious targets must accept it. Successfully giving health this way incurs a Blood Bond (see below). Health is recovered at a rate of 1 health per 1 blood spent this way. A target in the Dying state may have life restored to them through this mechanic. If they do, they remain Unconscious until awakened by any player (no damage required, roleplay shaking or otherwise trying to awaken them) or for 10 minutes, whichever comes first. You may give blood above someone's maximum health, though they will not receive health above their maximum.
Blood Bond
Blood bonds are a type of supernatural bond between a vampire (called a regnant) and another being (called a thrall). Even a vampire may be blood bonded to another vampire.
- Taking a vampire's energy, even a single point, initiates a blood bond - the one giving blood is the regnant, the one receiving blood is the thrall.
- Being given health by the call "giving blood", even a single point, initiates a blood bond. A target must either be unconscious or willing in order to be given health this way.
- The vampire player *must* state that the bond has been initiated upon the first point of blood given.
- There are 3 levels of Blood Bond. All last until the end of the following game unless otherwise broken, and at that point they decrease one level. Only one step may be added per game day.
- The first level is a minor, or "1-step," bond. A minorly bound character should be mildly infatuated with their regnant and will not refuse blood given by them again.If they were conscious when they were originally given blood, they will remember the event, and there is nothing to prevent them from talking about it. If they have reason to believe that their regnant may be harmed they may act to protect the regnant.
- The second level is a major, or "2-step," bond. A majorly bound character should be in love with their regnant and will not refuse blood given by them again. A major bond is incurred by giving blood to the target on a different day,while the minor bond is still in effect. If they were conscious when they were given blood they will remember the event. They will do as asked, but unless asked/told specifically not to by their regnant they may talk about the feeding - they might not realize there is a problem with doing so. If the bound character has reason to believe that their regnant may be harmed in any way, they must attempt to protect the regnant unless ordered not to.
- The third level is a full, or "3-step," bond. A fully bound character should be absolutely in love with their regnant and may be jealous of attention that their regnant gives to other characters. They will obey orders to the best of their abilities and understanding. A full bond is incurred by giving blood to the target yet again, on a separate day, after they are already majorly bound, and while the major bond is still in effect. A fully bound character will do anything their regnant asks and will easily sacrifice their life to save their regnant's, though they will follow orders to the best of their ability and knowledge.
- A full blood bond may be refreshed by the regnant feeding a single point of blood to the thrall. The effects last until the end of the following game.
Diablerie
Immortal souls are tasty. So tasty, in fact, that there’s a mechanic for eating them. Among Vampires, the act of devouring another Vampire’s soul is called Diablerie. To commit this heinous act, one must reduce their target vampire to 0 health and 0 blood. At this point you need to start sucking out the soul (remember, it’s tasty!) - use the call “Devouring Soul 1, Devouring soul 2 … Devouring Soul 10” - at the end of this 10-count the target immediately dies - they should head to ST camp to NPC or build a new character. You should head down there soon afterward (finish any scenes that you must on the way) - you get some stuff for eating a tasty soul. If the target was a lower generation than you then you get two options - you may either improve your generation by 1 or you may choose to take a level in one of their innate disciplines without finding a teacher and for the innate cost. You cannot exceed your Generational Power capacities. If they are not a lower Generation, you only have the power option. You can choose to take neither benefit. In case I hadn’t mentioned it already though, souls are tasty. Note down the Diablerie on your character sheet, and pay attention to your morality… you may have just lost some. Ask the deceased what their Maximum Willpower was - if it was equal to or higher than yours, gain a permanent Derangement flaw.
Morality Paths
Vampires constantly struggle with their Beast - the side of themselves that comes out during a Frenzy. A monster with no control and nothing but the instinct to feed, kill, repeat, driving it. In order to retain control, they choose a path of morality to help tie them to their conscious selves.
Losing Morality
When a character commits a sin against their Path they have 1 hour to spend 1 willpower and begin to roleplay contrition, or they lose 1 Path. Path can only be lost in this way once per game, however, for every act that a character commits below his new sin level the character must feel contrition for the remainder of the game. At game down, players who lost Morality are expected to leave a 3x5 in the check-out box stating their name, the date, their character's name, the name of their Path, and the new Path value. Once your Morality goes below 3 you gain an uncleansable subtle wyrm taint. If your Morality reaches 0, you become a Wight and enter a Rage Frenzy that cannot be ended in any way, even due to time. If you manage to get out of combat, head down to ST camp and trade your character sheet in. Be ready to change to another character should your vampire become a wight - the character becomes unplayable and will likely not live much longer.
Gaining Morality
A player may purchase morality back for 3 XP per morality point, however we expect players to only do this if they feel they have played up higher morality than their current level. You may only purchase one point of morality per game.
Switching Morality Paths
A character may change paths once they reach a path rating of 2 on their current path. They must find a teacher for the new path and spend 2 games learning the new path. For each game, the teacher must submit a 3x5 card at end of game stating their name, the date, their character’s name, “Teaching” and the name of their Path, the name of the learning player, and the name of the learning character. Check-in must receive two of these on separate dates in order to complete a path change. Paths aside from humanity all come with an uncleansable subtle taint. The type is defined next to the description of each path below.
- Sins of the Path of Humanity
- 10 - Selfish Thoughts
- 09 - Minor selfish acts
- 08 - Injury to another, including in self defense.
- 07 - Theft
- 06 - Accidentally drinking a vessel dry
- 05 - Intentional property damage
- 04 - Manslaughter, killing a vessel in hunger frenzy
- 03 - Murder, savored exsanguination
- 02 - Casual murder, overfeeding, etc...
- 01 - Utter perversion or heinous acts
Other Moralities
- Path of Blood - +1 permanent wyrm taint - Usually taken by the Assamite clan, this path is about honor, obligation, and Caine.
- Path of Bones - +1 permanent wyrm taint - Converts are nearly religious in their behavior, they believe death is something to respect and study, rather than a punishment. They do not seek their own death, but to learn from the deaths of others, and when death comes they must not hide from it.
- Path of Cathari - +1 permanent wyrm taint - Converts to this path live life to the fullest, ignoring obligation and going to extremes. They operate on instinct and should not behave like normal humans.
- Path of the Feral Heart - +1 permanent wyrm taint - Converts believe you need to work with your Beast rather than against it in order to truly progress as a Vampire. They operate on Instinct and should not behave like normal humans.
- Path of Honorable Accord - +1 permanent weaver taint - Duty and Honor are major elements in this path.
- Path of Night - +1 permanent wyrm taint - This path is about being a superior hunter. One must never feel guilty or weak when one is the greatest hunter of all.
- Path of Paradox - +1 permanent wyrm taint and +1 permanent wyld taint - A path dedicated to serving the self and denying others their realities.
- Path of Power and the Inner Voice - +1 permanent weaver taint - A path dedicated to gaining and maintaining power as well as respecting order.
- Path of Typhon - +1 permanent wyrm taint - Usually taken by the Setite clan, this path is dedicated to corrupting others and thus bringing about the resurrection of their Patron, the god Set.
Generation
The default Generation at Dark Prospects is 12. The 11-13th Generation flaws, the 13th Generation Technique benefit, and the 8th Generation Techniques flaw apply to your character creation points and XP spent. All other benefits and flaws apply only to XP spent, not to free character creation points.
Generation | Benefit | Flaw |
---|---|---|
13th | Prices for all Abilities and Skills are reduced by 1. You may start with the first level of 1 Technique for free. Starting Blood Pool: 10 | You may only have 2 of your clan’s innate disciplines and start with only 8 points for powers.. May not access Elder Powers. |
11th-12th | Standard prices for Abilities, Techniques, Skills, and Powers. Starting Blood Pool: 10 | May not access Elder Powers. |
9th-10th | You may access one Innate Elder Power in each tree. Starting Blood Pool: 11 | Costs for Rank 4 and 5 Skills and Techniques increase by 1. Cost for all Abilities increase by 1. |
8th | You may access both Innate Elder Powers in each tree. You may additionally access one Non-Innate Elder Power in each tree. Starting Blood Pool: 12 | May not purchase Techniques. Costs for all Skills and Abilities are increased by 1. If you become this Generation during gameplay then you may receive a refund for Techniques you had previously. |
The Clans
The Common Clans
- Brujah
- Disciplines: Celerity, Potence, Presence
- Weakness: Short Fuse - You must take the Short Fuse flaw for no cost benefit.
- Clan Brujah are known for philosophy, grace, and quick tempers. They go back and forth between being referred to as “scholars” and “brawlers” as a clan, and can often be both.
- Gangrel
- Disciplines: Animalism, Fortitude, Protean
- Weakness: Beastial Traits - Every third frenzy Gangrel must add a new animal trait to their game makeup
- Clan Gangrel are closer to their Beasts than most clans, they are famous for their unique Discipline of Protean and often act as soldiers for their sect.
- Lasombra
- Disciplines: Obtenebration, Dominate, Potence
- Weakness: Light averse - Exposure damage from sun sets in after 10 seconds.
- Clan Lasombra is known for their love of darkness and thus their Obtenebration discipline. They often aim for positions of leadership among other Kindred, which causes conflict between them and the Ventrue.
- Malkavian
- Disciplines: Auspex, Obfuscate, one of Dementation or Dominate
- Weakness: Cracked - All Malkavians must take at least one Derangement Flaw for no cost benefit. This derangement can never be bought off.
- Clan Malkavian are collectively insane. They can take advantage of this through the Dementation discipline, but for the most part they are known to be ‘pranksters’ - often with rather dark pranks.
- Nosferatu
- Disciplines: Animalism, Obfuscate, Potence
- Weakness: Hideous - Nosferatu are expected to wear makeup that makes them either look diseased or disfigured. This is considered a costume requirement.
- The Nosferatu are horribly cursed by their appearance. That doesn’t stop them from being known as some of the best spies in Kindred society.
- Toreador
- Disciplines: Auspex, Celerity, Presence
- Weakness: Artistic Trance - The first time a Toreador experiences a new piece of art they become Frozen (unable to move or act) for 60 seconds while they study it. Being attacked or physically moved will break this effect.
- The Toreador are usually beautiful and seductive. They also tend toward making and maintaining art and will latch onto other artists.
- Tremere
- Disciplines: Auspex, Dominate, Thaumaturgy: Path of Blood
- Weakness: Initiation - One-step bound to Clan Tremere. Tremere override the Unbondable Merit.
- Clan Tremere are the wizards of Kindred society - they have an odd internal structure that is very rigid, involving rank and magic and blood… it’s all very interesting.
- Tzimisce
- Disciplines: Animalism, Auspex, Vicissitude
- Weakness: Tied to the Land - must keep 2 “Earth Fetter” jars with them. If they are without either of them for 24 hours their health pool halves. Without both, their health pool is reduced to one quarter.
- The Tzimisce are an atrocity - their unique discipline, Vicissitude is based around the concept of modifying the physical form, molding it into whatever they like. Beneath a pleasant exterior, they are usually cold and lifeless.
- Ventrue
- Disciplines: Dominate, Fortitude, Presence
- Weakness: Prey Exclusion - You must take the Prey Exclusion flaw for no cost benefit.
- They call themselves the Clan of Kings - and their disciplines are pretty obviously aimed in this direction. The Ventrue tend toward natural leaders and perform that role somewhat regularly.
- The Rare Clans
- Assamite (Warrior)
- Disciplines: Celerity, Obfuscate, Quietus
- Weakness: Blood Addiction - Must ingest 1 point of blood from another vampire every game. If they fail to do so, they may not spend blood or willpower until they do. If a power would reveal diablerie they must answer yes even if they have never committed that sin.
- Historically the Warriors were defenders of their Clan’s homeland. As the Assamites have pushed their way out into the world, they tend toward the heavy lifting of assassinations.
- Assamite (Sorcerer)
- Disciplines: Obfuscate, Quietus, Thaumaturgy: Elemental Path
- Weakness: Blood Addiction - Must ingest 1 point of blood from another vampire every game. If they fail to do so, they may not spend blood or willpower until they do. If a power would reveal diablerie they must answer yes even if they have never committed that sin.
- The Sorcerers are seekers and keepers of mystery - always looking for the next mystical secret. They are also quite secretive themselves - they will not admit to their existence.
- Assamite (Vizier)
- Disciplines: Auspex, Celerity, Quietus
- Weakness: Blood Addiction - Must ingest 1 point of blood from another vampire every game. If they fail to do so, they may not spend blood or willpower until they do. If a power would reveal diablerie they must answer yes even if they have never committed that sin.
- Viziers tend to the mortal herd, caring for them, teaching, and learning. They are fairly rare outside of their homeland and will not admit to their existence.
- Daughters of Cacophony
- Disciplines: Fortitude, Melpominee, Presence
- Prerequisite: Female Only - There are no male members of the Daughters of Cacophony.
- Weakness: Schizophrenic - Must take the schizophrenia derangement for no cost benefit.
- Suspected to be a bloodline of either the Toreador or the Malkavians, the Daughters tend toward song and beauty, but with that they bring madness.
- Giovanni
- Disciplines: Dominate, Necromancy, Potence
- Weakness: Painful Feeding - The Giovanni may not induce The Kiss while feeding.
- The Giovanni are a family as much as a Clan - they are the usurpers who stole the gifts of the blood from Clan Cappadocian and are obsessed with death.
- Ravnos
- Disciplines: Animalism, Chimerstry, Fortitude
- Weakness: Derangement: Compulsion for a specific criminal activity
- Clan Ravnos are known as tricksters and criminals - for a reason. More often than not though they look to introduce others to their deepest desires.
- Salubri
- Disciplines: Auspex, Fortitude, Obeah OR Valeren
- Weakness: Bad Blood - Feeding from an unwilling target causes 1 damage to the Salubri per blood taken.
- Clan Salubri are mostly extinct, thanks to the Tremere. You see, the Tremere diablerized their clan’s progenitor and made it worse by claiming the entire clan were demons and must be murdered. Not true, of course.
- Samedi
- Disciplines:Fortitude, Obfuscate, Thanatosis
- Weakness: Rotting Flesh - You are expected to wear makeup that represents your body decaying, greenish gray with patches of red. This is a costume requirement.
- The Samedi are a group of vampires in a constant state of decay. They resemble zombies and have a much closer relationship to death than other vampires.
- Setite / Follower of Set
- Disciplines: Obfuscate, Presence, Serpentis
- Weakness: Light averse - Exposure damage from sun sets in after 10 seconds.
- Setites are corrupters and looking to do whatever they can to bring their clan’s Patron, the god Set, back to this world from wherever he is.
Other Vampires
- Caitiff
- Disciplines: Any 3 of the following; Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence
- Weakness: Hard Learners - Innate Power Trees cost 1 more than normal
- Caitiff are the riffraff - for whatever reason their blood did not correctly tie itself to a parent clan and they are not technically part of any because of this.
- Gargoyles
- Disciplines: Fortitude, Potence, Visceratika
- Weakness: Stony Flesh - You are expected to wear visibly gray or grayish makeup. This is considered a costume requirement.
- Gargoyles were created by Clan Tremere to act as guardians of their weird magical lairs. Most Gargoyles remain slaves to the Tremere, but some few have escaped to become free.
Vampire Powers: Disciplines
- Animalism
- Level 1) SnarlSnarl: Mental, Signaled, Disable. Hold your arm straight toward a target with your index finger pointed straight down and use the sig call "Snarl: Kneel before me." The target must kneel in place, is unable to attack in any way, and cannot speak louder than a quiet voice unless prompted by the power user. This power additionally ends if the user steps away., 1 Blood, Other, 10 minutes
- Level 2) Sense BeastSense Beast: Mental, Instant, Sensory. Use the sig call "Sense Beast, do you possess a Frenzy mechanic?". Yes answers by the target would include vampires, ghouls, and anyone with a Rage pool (even temporarily). Impostor and other deceptive powers allow a "no"., No Cost, Other
- Level 3) Quell BeastQuell Beast: Mental, Instant. Use the sig call "Quell Beast, calm your Frenzy" and designate your target. The Frenzy effect is removed from that target., 1 Blood, Other
- Level 4) EnrageEnrage: Mental, Instant. If the target is capable of Rage Frenzy, causes the target to enter Rage Frenzy - you will be the first target of their Beast’s onslaught., 1 Blood, Other & Resist: Status, 1 Blood, Self
- Level 5) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible.: ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: Frenzy, 1 Blood, Other, 1 hour
- Elder) Conquer BeastConquer Beast: You may expend energy to resist the Frenzy effect, to exit any Frenzy, or to voluntarily enter Frenzy. If you voluntarily enter Frenzy, you may exit at any time without needing to expend further energy., 1 Blood, Self
- Elder) Crimson FuryCrimson Fury: Physical. Upon having your energy drained you may immediately respond with the "Enrage, Frenzy" call to your attacker. The Enrage effect is a Mental, Instant. You may make this call even if you could not otherwise make signature calls (for example, due to The Kiss)., No Cost, Self
- Auspex
- Level 1) Aura SenseAura Sense: Mental, Instant, Sensory. Use the sig call "Sense Aura", you may ask the target their current strongest emotion, if they are supernatural, if they are your Type, if they are under a ritual effect, or if they have any magic items on them., 1 Blood, Other, 60 seconds & Sense Item, No Cost, Self, Always On
- Level 2) TelepathyTelepathy: Mental, Special. Use the telepathy hand sign, hand with first 3 fingers closed, thumb and pinky spread. Look into the eyes of your target - the target may refuse Telepathy by simply not returning the gesture for no cost. Speak in a whisper or very soft voice - your target will hear your voice in their mind. Others who see this should ignore your communication., 1 Blood, Other, may use for 10 minutes
- Level 3) Cloak SightCloak Sight: Buff, Sight. You may see any individual with the cloak hand sign up who is in a realm you can see; you are are aware they are cloaked, and can target them normally., No Cost, Self, Always On
- Level 4) Astral ProjectionAstral Projection: Drop a 3x5 card that states “All who see this card may read it”, [Your name], [Your character's name], and "Astral Projection". Then equip a white headband and travel as normal. While in Astral Projection, you may use any Mental or Status powers against targets in the Umbra but may not attack anyone physically, you also effectively have the Gauntlet Sight power active. If you would take damage from any source, lose 1 willpower instead. If your willpower reaches 0, go out of game, return to your body, then remove any headbands you may have on. You return to consciousness with 0 willpower. You may return to your native realm instantly at any time - there is no energy cost for this. When returning to your native realm, regardless of the reason, go out of game and return to where you left your body card, then remove any headbands you may have on and return to game. While in Astral Projection you may open doors as if in the Realm., 1 Blood, Self
- Level 5) ClairvoyanceClairvoyance: Other, Irresistible. As Astral Projection, except that you equip an orange headband and may only visit a character who you believe is friendly to you, a target who you can currently see, or the thing defined on the power descriptor line. You may follow the target, listening and seeing what they do for up to 10 minutes at which point you must return to your body. While traveling to or from the target you may not overhear or oversee events. While this power is active you may not use any powers except for Possessing Heal - you are only able to follow, listen, and watch. This power is not usable in combat., 1 Blood, Self, 10 minutes
- Elder) Sap WillSap Will: Status, Instant. Throw a packet with the sig call "Sap 1 Will" - if your packet hits the target the target immediately loses 1 willpower if they have any. This power can be used while in Astral Projection., 2 Blood, Other
- Elder) Deep SenseDeep Sense: Mental, Instant, Sensory. Use the sig call "Deep Sense" - you may ask the target three of the following questions: their current Willpower rating, if they are under a Mental Effect, how many ritual effects they are under, if they have Magic Susceptibility, If they have the Infernalist effect on them, or if they are under a Blood Bond, Charm, Love, or Obsession. Shifters, Gaian Spirits, and Kinfolk may ask if the target is Kinfolk. Vampires and Ghouls may ask the target's Path, Path rating, if they have committed Diablerie, or if they are a Ghoul. You may use this power multiple times on a single target to ask 3 questions for each expenditure., 1 Blood, Other, 60 seconds
- Celerity
- Level 1) Hasty EscapeHasty Escape: Cross your arms over your chest in an “X”. As long as you take no action other than moving away from enemy targets as quickly as you safely can you will take no damage. This power has a 1 minute cooldown., 1 Blood, Self, 10 minutes
- Level 2) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Blood, Self, 10 minutes
- Level 3) DisarmDisarm: Physical. Use the sig call: "Disarm, drop your gear", while attacking. You must make a successful attack with this sig call to cause the Disarm. Targets struck with Disarm drop one weapon that is held in hand. If they have a second weapon and are struck with a second Disarm, they drop the second weapon. The same holds true for shields or magical weapons. If specified on the command line, you may call "Disarm, give me your weapon", instead of dropping, the target should pass their weapon to you., 2 Blood, Other, with melee
- Level 4) EnhanceEnhance: Increases your damage with bows, firearms, and thrown weapons by 1 to a maximum of 4. This ability stacks with other instances of Enhance, but you cannot use the same source of Enhance twice (each use must come from a different power tree location.), No Cost, Self, Always On
- Level 5) CounterCounter: When you are struck by the damage type described you may spend energy to call "Resist, counter [resisted call]", where number is the amount of damage you would have been dealt. Your attacker takes that damage instead of you. This damage cannot be modified and can also be countered back.: Melee or Brawl Damage, 2 Blood, Self
- Elder) ProjectileProjectile: Thrown weapons receive all Augment and Enhance bonuses. You must have a thrown weapon or projectile dart/arrow to use this ability. As with both Augment and Enhance, you may not deal more than 4 damage in a single attack., No Cost, Self, Always on
- Elder) Flawless ParryFlawless Parry: Hold 2 weapons up in an "X" - you may call "resist" to any damaging attack directed at you. This effect can last no longer than defined on your power descriptor line. You may not attack as long as you are in Flawless Parry. You must have 2 weapons to use this ability., No Cost, Self, 60 seconds, 1x/10 minutes
- Chimerstry
- Level 1) MonstersMonsters: Mental. Call out "Monsters". The target believes they are surrounded by monsters. They may choose to react by attacking or hiding from them, but will do so indiscriminately.(This power has been replaced by Induce Mistrust), 1 Blood, Other, 10 minutes
- Level 2) Trash is TreasureTrash is Treasure: Target may use any single untagged weapon as if it were a basic tagged version of the same item. If another player asks to see or use the item they should note that it lacks a tag and is thus unusable. Gaian Spirits may use any item they bring back with Trash is Treasure in any realm. Firearms still do not work in the Umbra. You may only use any given untagged item once per weekend this way, though it can be used by another person when you’re done. We won’t hold it against you if you accidentally use the same weapon twice because someone hands you something you already used but didn’t realize. Just try to keep it in mind. You may extend the duration of this power to 6 hours with the expenditure of 1 Willpower., 1 Blood, Self, 1 hour
- Level 3) DisplaceDisplace: Mental, Instant. After using a power or causing damage to a target, point at a second target and use the sig call: "Displace: They did it" - the target of the original power is affected as though the power or damage came from the second target, even if they might not otherwise be able to sense that a power was used. Any resource or answer is returned to the caster., 1 Blood, Other
- Level 4) DaydreamDaydream: Mental. Hand the target a 3x5 card. The first line on both sides should be the word: “Daydream” - this does not count as a word for determining word counts. On one side, describe a dream that character would have. On the other, give a 10 word command. For the duration, the target should attempt to follow that command as long as it does not directly counter their nature. Someone is not likely to attack individuals they consider trusted allies, but they might be unable to attack when they would otherwise be aggressive. If the target is asleep, they may not resist this ability., 1 Blood, Other, 24 hours
- Level 5) PremonitionPremonition: Mental. Disable. Call "Paralyze; Premonition." The target is affected by the Paralyze power. Hand the target a 3x5 containing the text: “Premonition” followed by descriptions of ways the character may die - these should be quite grisly. These are the images pouring through the character's mind while Paralyzed. The Paralyze power cannot be used this way without the 3x5 card., 1 blood, Other, 10 minutes
- Elder) Ultimate LogicUltimate Logic: Mental, Persistent. After 10 minutes of conversation with a target, use the sig call: "Ultimate Logic: [10 word statement]" - the target believes this statement is true until end of game, or until significant evidence is presented to them otherwise. This effect can be broken by Clarity., 1 Blood, Other, Until end of game
- Elder) Truth in LiesTruth in Lies: This power provides a foil to Honesty. When commanded to give an Honest answer through powers or rituals you may answer with a falsehood., 1 Blood, Self, 10 minutes
- Daimoinon
- Using any level of Daimoinon gives the user the Infernalist effect for 1 hour.
- Level 1) ElementElement: Physical. Throw a packet with the sig call: “[name of element] [amount of damage]” (Example: Fire 3). If the element is not defined, you may use any of the 4 Western elements (Earth, Air, Fire, Water) or the five Eastern elements (Fire, Earth, Water, Wood, Metal) - you must choose which elemental system you intend to use before ever using this ability and should not switch between them. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2: Fire, 1 Blood, Other
- Level 2) TerrorTerror: Mental. Use the sig call "Terror: Run from me." The target must flee from you and must attempt to remain away from your presence for the duration., 1 Blood, Other, 10 minutes
- Level 3) Confess GuiltConfess Guilt: Mental, Instant. Use the sig call: “Confess Guilt”. The target must tell you what their character feels the greatest guilt over in-game., 1 Blood, Other
- Level 4) PremonitionPremonition: Mental. Disable. Call "Paralyze; Premonition." The target is affected by the Paralyze power. Hand the target a 3x5 containing the text: “Premonition” followed by descriptions of ways the character may die - these should be quite grisly. These are the images pouring through the character's mind while Paralyzed. The Paralyze power cannot be used this way without the 3x5 card., 1 Blood, Other, 10 minutes
- Level 5) FreezeFreeze: Status, Disable. Use the signature call “Freeze” and throw a packet. If successful the target may not move their body for the duration of this power. Characters under this effect may move their head and speak, as well as use mental effects, self powers, and resist powers. Resisted effects will not end this power., 1 Blood, Other
- Elder) Remove VulnerabilityRemove Vulnerability: The damage type on the Power Descriptor Line may deal no more than 1 damage to you, and no longer applies the Aggravated Damage effect.: Fire, 1 Blood, Self, 1 hour
- Elder) InfectionInfection: Power: Infection, 3 Blood, Other
- Dementation
- Level 1) Instill Emotion, 1 Blood, Other, 10 minutes, Things you can feel passionate about
- Level 2) Haunting, 1 Blood, Touch, Other, 10 minutes
- Level 3) Instill Desire, 1 Blood, Other, 10 minutes
- Level 4) Terror, 2 Blood, Other (mass), 10 minutes, “All who hear me: Terror”
- Level 5) Total Insanity, 1 Blood, Other, Touch, 10 minutes
- Elder) Derange, 1 will, Other, 10 minutes
- Elder) Sap Will, 2 Blood, Other
- Dominate
- Level 1) Command, No Cost, Other, 10 minutes, only one target at a time
- Level 2) Obedience, 1 Blood, Other, 10 minutes
- Level 3) Forgetful Mind, 1 Blood, Other
- Level 4) Extend, No Cost, Other, +10 minutes, Dominate powers
- Level 5) Possession - 2 Blood, Other, Touch, 10 minutes, Realm target
- Elder) Trigger: Body Wrack, 2 Blood, Other, "If you break my [Dominate Power] Irresistable Body Wrack"
- Elder) Vitalsigns, 1 Blood, Self/Other, Touch, 10 minutes
- Fortitude
- Each level of Fortitude purchased increases your maximum Health by 1.
- Level 1) Hard-to-kill, free, Self, 20 minutes
- Level 2) Resist: (Physical,Damage), 1 blood, Self, next 2 hits
- Level 3) Health Increase 2 + Resilience, No cost, Self, Always On
- Level 4) Hardened Flesh, 1 Blood, Self, 1 hour
- Level 5) Aegis, 2 willpower, Self, 60 seconds
- Elder) Remove Agg, No Cost, Self, 1x/5m, usable while unconscious
- Elder) Shared Strength, 1 Blood, Other, 10 minutes, this tree
- Melpominee
- Level 1) One Way Telepathy, No Cost, 1 other
- Level 2) Silent Voice, No Cost, Other, 1 card
- Level 3) Instill Emotion, 1 Blood, Other, duration: "While I sing: Instill Emotion"
- Level 4) Paralyze, 1 Blood, Other, duration: "While I sing: Paralyze"
- Level 5) Mass Power: Paralyze or Instill Emotion, 1 Blood, Self, duration: unmodified, “All who hear me”
- Elder) Shattering Crescendo, 2 Blood, Other, 60 seconds
- Elder) Persistent Echo, 1 Blood, Other, 1 hour or less
Necromancy - You must reach Level 3 in your primary Path before you can purchase a second path. You must reach Level 3 in your second path to take a third. If other paths come into game they may be purchased in this same fashion. You must have a teacher for every level of Necromancy unless Necromancy is innate. This discipline cannot be stolen with Diablerie. Additional paths are purchased for non-innate costs.
- The Sepulchre Path (Necromancy)
- Level 1) Gauntlet Sight, No Cost, Self, Always On
- Level 2) Obedience, 1 Blood, Other, Cross-gauntlet only, Umbra-only
- Level 3) Gauntlet Strike, 1 Blood, Self, freely usable next 30 seconds
- Level 4) Summon Spirit, 1 Blood, all nearby Wraiths & Induce Catharsis, 1 Blood, Other
- Level 5) Soulbind, 1 Will, Other, 1 hour, 15 feet, Cross-Gauntlet
- The Ash Path (Necromancy)
- Level 1) Cloak Sight, No Cost, Self, Always On
- Level 2) Ventriloquism, No Cost, Other, Unconscious/Dead/Dying target
- Level 3) Soul Walk, 1 Will, Self, 10 count
- Level 4) Umbral Body, 1 Will, Self & Break Catharsis, 1 Blood, Other
- Level 5) Gauntlet Lock, 1 Blood, Other & Shunt, 1 Blood, Other, Cross-gauntlet
- The Bone Path (Necromancy)
- Level 1) Tremens, No Cost, Other, 60 seconds, Unconscious/Dead/Dying target
- Level 2) Zombie, 1 Blood, Other, 10 minutes, single Unconscious/Dead/Dying target
- Level 3) Zombie, 1 Blood, Other, 10 minutes, multiple Unconscious/Dead/Dying targets
- Level 4) Shared Strength: Possession, 2 Will, Other, 10 minutes
- Level 5) Shared Strength: Astral Projection, 1 Will, Other, 1 hour, Enforced
- Obeah
- Level 1) Healer, No Cost, Self
- Level 2) Remove Agg, No Cost, Other, 1x/1m
- Level 3) Healing Touch 2, 1 Blood, Other, Levels & Third Eye, No Cost, Self
- Level 4) Guardian, 1 Will per target, Other, Touch, 10 minutes
- Level 5) Clarity, 1 Blood, Other, Touch, 30 second activation & Merciful Sleep, 1 Blood, Other
- Elder) Revitalize + Cleanse Taint, 1 Will, Other, Silent 30 count, Touch
- Elder) Rebuild Soul, 1 Will, Other (vampire target w/ 2+ humanity), 2 hours, 1 use/game
- Obfuscate
- Level 1) Cloak, No Cost, Self
- Level 2) Visage, 1 Blood, Self, minimum 10 minutes
- Level 3) Conceal, No Cost, Self, 2 items
- Level 4) Unseen, 1 Blood, Self
- Level 5) Mass Cloak, 1 Blood, 1-2 others
- Elder) Resist: Mental, 2 Blood, Self
- Elder) Reminisce, 1 Blood, Other, 10 minutes
- Obtenebration
- Level 1) Tentacles, 1 Blood, Self, 10 minutes
- Level 2) Blindness, 1 Blood, Other, 60 seconds
- Level 3) Monsters, 1 Blood, Other, 10 minutes
- Level 4) War Form, 1 Blood, Self, no duration, black mask, 2 tentacles, augment
- Level 5) Incorporeal Body, 1 Blood, Self, 10 minutes
- Elder) Shadowstep, No Cost, Self
- Elder) Aegis, 2 Will, Self, 60 seconds
- Potence
- Level 1) Immunity: Disarm, No Cost, Self, Always On
- Level 2) Bypass 1, No Cost, Self, Always On, Levels
- Level 3) Augment, 1 Blood, Self, 10 minutes
- Level 4) Augment, No Cost, Self, Always On
- Level 5) Shatter, 3 Blood, Other (item)
- Elder) Force 3, 1 Blood, Self
- Elder) Imprint, No Cost, Self, Fist boffers, Always On
- Presence
- Level 1) Fascination, 1 Blood, Other, 10 minutes
- Level 2) Terror, 1 Blood, Other, 10 minutes
- Level 3) Unforgettable, No Cost, Other, 1 hour
- Level 4) Love, 1 Blood, Other, 10 minutes
- Level 5) Majesty, 1 Blood, Self, 1 minute
- Elder) Paralyze, 1 Blood, Other, 10 minutes
- Elder) Short Temper, 1 Blood, Other, 10 minutes
- Protean
- Level 1) Immunity: Blindness, No Cost, Self, Always on & Avert, 1 Blood, Other, 10 minutes
- Level 2) Claws, 1 Blood, Self, 10 minutes, 2 claws
- Level 3) Meld, 1 Blood, Self, 4+ hours
- Level 4) War Form, 1 Blood, Self, no duration, wolf mask, 2 claws
- Level 5) Vaporous Body, 1 Blood, Self, 10 minutes
- Elder) Stone Body, 1 Blood, Self, 10 minutes
- Elder) Incorporeal Body, 1 Blood, Self, 10 minutes
- Quietus
- Level 1) Toxicity, No Cost, Self, Always On
- Level 2) Weaken, 1 Blood, Other, 60 seconds
- Level 3) Boiling Blood, 1 Blood, Other
- Level 4) Deadly Strike, 1 Blood, Other, you must have not have left combat since the last damage taken.
- Level 5) Element 4: Toxic, 1 Blood, must have dealt damage to yourself within the last 10 minutes.
- Elder) Clarity, 1 Blood, Other, Touch & Break Bond, 1 Blood, Other, Touch
- Elder) Shared Strength: Toxicity, 1 Blood, Other (non-vampire), 24 hours
- Serpentis
- Level 1) Freeze, 1 Blood, Other, 60 seconds
- Level 2) Aggravated Damage, 1 Blood, Other, “1 agg” packet
- Level 3) Hardened Flesh, 2 Blood, Self, 1 hour
- Level 4) Beast Form, 1 Blood, 1 tentacle, green reptilian mask
- Level 5) Heart of Darkness, 2 Will, Other, willing target
- Elder) War Form, 1 Blood, Self, green or black reptilian mask, 2 claw boffers
- Elder) Augment, No Cost, Always On, Natural Weapons only
- Thanatosis
- Level 1) Conceal, No Cost, Self, 1 item
- Level 2) Aggravated Damage, 1 Blood, Other, “1 agg” touch
- Level 3) Meld, 1 Blood, Self, 4+ hour
- Level 4) Wither Limb, 1 Blood, Other, 60 seconds
- Level 5) Vaporous Body, 1 Blood, Self, 10 minutes
- Elder) Zombie, 1 Blood, dying target, 10 minutes
- Elder) Infection, 1 Blood, Other, Touch, 10 cards
Thaumaturgy - You must reach Level 3 in your primary Path before you can purchase a second path. You must reach Level 3 in your second path to take a third. If other paths come into game they may be purchased in this same fashion. You must have a teacher for every level in Thaumaturgy unless Thaumaturgy is innate. This discipline cannot be stolen via Diablerie. Additional paths are purchased for non-innate costs.
- Path of Blood (Thaumaturgy)
- Level 1) Blood Sense, Drain 1 Blood, Other
- Level 2) Sap Blood, 1 Blood, Other
- Level 3) Boiling Blood, 1 Blood, Other
- Level 4) Blood of Potency, No Cost, Self, Always On
- Level 5) Subtle Blood Theft, No Cost, Other, Touch
- Path of Corruption (Thaumaturgy)
- Level 1) Instill Emotion, 1 Blood, Other, 10 minutes
- Level 2) Instill Goal, 1 Blood, Other, 24 hours
- Level 3) Dispassionate, 1 Blood, Other, 10 minutes
- Level 4) Confess Guilt, 1 Blood, Other
- Level 5) Displace, 1 Blood, Other & Disguise Taint, 1 Blood, Self, 1 Hour
- Elemental Path (Thaumaturgy)
- Level 1) Element 1: Fire, 1 Blood, Other, Levels
- Level 2) Bind Foot, 1 Blood, Other
- Level 3) Shatter, 2 Blood, Other
- Level 4) Body Wrack, 1 Blood, Other
- Level 5) Elemental Form, 3 Blood, Self, 60 seconds, 1x/10 minutes
- Path of Mars (Thaumaturgy)
- Level 1) Resist: (Physical,Damage), 1 Blood, Self
- Level 2) Augment, 1 Blood, Self, 10 minutes
- Level 3) Punch Through, 1 Blood, Other
- Level 4) Resist: Mental, 3 Blood, Self
- Level 5) Shared Strength, 1 Blood, Other, 10 minutes, this tree
- Valeren
- Level 1) Healer, No Cost, Self
- Level 2) Sense Liability, 1 Blood, Other
- Level 3) Body Wrack, 1 Blood, Other,60 seconds & Third Eye, No Cost, Self
- Level 4) Armor, 1 Blood, Self
- Level 5) Punch Through + Imprint, 1 Blood, Other
- Elder) Cleansing Blow, 1 Will, Other
- Elder) Elemental Weapons: Fire, 1 Will, Self, 60 seconds, Melee Damage
- Vicissitude
- Level 1) Shared Strength: Claws, 1 Blood, Self/Other, 30 count, 10 minutes
- Level 2) Visage, 1 Blood, Self/Other, minimum 10 minutes
- Level 3) Frozen Fo: rm, 2 Blood, Other, 10 minutes
- Level 4) Stone Body, 2 Blood, Self, 10 minutes
- Level 5) Vaporous Body, 1 Blood, Self, 10 minutes
- Elder) Toxicity, No Cost, Self, Always On & Element 2: Toxic, 1 Blood, Other, requires Vaporous Body & Terror, 1 Blood, Other, requires Vaporous Body
- Elder) Element 4: Fire, 1 Blood, Other, requires Stone Body & Remove Vulnerability: Fire, No Cost, Self, requires Stone Body
- Visceratika
- Level 1) Cloak, No Cost, Self
- Level 2) Immunity: Staking mechanics, 1 Blood, Self, 6 hour
- Level 3) Meld, 1 Blood, Self, 4+ hours
- Level 4) Remove Vulnerability: Fire, 1 Blood, Self, 1 hour
- Level 5) Stone Body, 1 Blood, Self, 10 minutes
- Elder) Remove Vulnerability: Sunlight, No Cost, Self, up to 1 hour, may not move, 1x/1 minute
- Elder) Elemental Form: Earth, 1 Willpower, Self, 60 seconds, 1x/10 minutes
Vampire Merits and Flaws
- Vampire Merits
- Extra Discipline - 7 Point Merit - You may purchase an extra Power Tree at Innate costs. You may choose from the list: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence
- Generation - 5 Point Merit - May be taken twice. Taking Generation once reduces your generation to 10th or 9th (your choice). Taking it a second time reduces your generation to 8th.
- Hidden Diablerie - 5 Point Merit - If a power would reveal your Diablerie you may answer “no”, even if you have committed the act. Assamites may not take this Merit.
- Ritemaster of the Sabbat* - 6 point Merit - As a member of the Sabbat you can use Thaumaturgy Rituals (you do not have access to Thaumaturgy itself unless you have it by other means.)
- Setite Sorcery* - 5 Point Merit - As a Setite, you may purchase Thaumaturgy: Path of Corruption.
- Unbondable - 4 Point Merit - You cannot be effected by a blood bond.
- Vestiges of Greatness - 10 Point Merit - As a Caitiff, you may purchase an extra Power Tree at Innate costs. You may choose from the list: Chimerstry, Dementation, Melpominee, Obeah, Obtenebration, Protean, Quietus, Serpentis, Thanatosis, Vicissitude
- Gift of Proteus - 2 Point Merit - You may use an animal mask other than Wolf in your Protean War Form. Protean must be innate to take this Merit.
- Vampire Flaws
- 13th Generation - 4 Point Flaw - You are 13th generation - see the chart above. You may not create childer.
- Conspicuous Consumption - 5 Point Flaw - You feed at half the normal vampire rate. You must drain 2 blood to receive 1 blood.
- Diablerist - 0 Point - you have committed Diablerie. This flaw provides a single extra Innate Discipline. Decrease your starting Morality by 1 and increase your Generation by 1. When asked if you have committed Diablerie by a power, the answer is yes.
- Disrupted Generation - 0 point Flaw - You receive the flaws of your Generation but not its benefits. You may not buy this Flaw off, however buying up to your proper generation automatically removes this flaw. You may not take this flaw at character creation.
- Permanent Fangs - 2 Point Flaw - You must wear fang prosthetics at game. This is a costume requirement.
- Prey Exclusion - 3 Point Flaw - Choose a type of person that represents between approximately ⅓ and ½ of the player base - you may only feed from this type of person - example: men or women. Feeding from any other character does not grant Blood, but can still result in other effects, such as Blood Bonds.
- Vulnerability to Silver - 2 Point Flaw - You take aggravated damage from silver.
- Weak Blood - 3 Point Flaw - You may not create childer, maintain a blood bond, or heal others with your blood.