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Revision as of 22:02, 25 October 2015

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.

  1. 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.
  2. 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.
  3. The vampire player *must* state that the bond has been initiated upon the first point of blood given.
  4. 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.
  5. 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) Snarl, 1 Blood, Other, 10 minutes
Level 2) Sense Beast, No Cost, Other
Level 3) Quell Beast, 1 Blood, Other
Level 4) Enrage, 1 Blood, Other & Resist: Status, 1 Blood, Self
Level 5) Shared Strength: Immunity: Frenzy, 1 Blood, Other, 1 hour
Elder) Conquer Beast, 1 Blood, Self
Elder) Crimson Fury, No Cost, Self
Auspex
Level 1) Aura Sense, 1 Blood, Other, 60 seconds & Sense Item, No Cost, Self, Always On
Level 2) Telepathy, 1 Blood, Other, may use for 10 minutes
Level 3) Cloak Sight, No Cost, Self, Always On
Level 4) Astral Projection, 1 Blood, Self
Level 5) Clairvoyance, 1 Blood, Self, 10 minutes
Elder) Sap Will, 2 Blood, Other
Elder) Deep Sense, 1 Blood, Other, 60 seconds
Celerity
Level 1) Hasty Escape, 1 Blood, Self, 10 minutes
Level 2) Augment, 1 Blood, Self, 10 minutes
Level 3) Disarm, 2 Blood, Other, with melee
Level 4) Enhance, No Cost, Self, Always On
Level 5) Counter: Melee or Brawl Damage, 2 Blood, Self
Elder) Projectile, No Cost, Self, Always on
Elder) Flawless Parry, No Cost, Self, 60 seconds, 1x/10 minutes
Chimerstry
Level 1) Monsters, 1 Blood, Other, 10 minutes
Level 2) Trash is Treasure, 1 Blood, Self, 1 hour
Level 3) Displace, 1 Blood, Other
Level 4) Daydream, 1 Blood, Other, 24 hours
Level 5) Premonition, 1 blood, Other, 10 minutes
Elder) Ultimate Logic, 1 Blood, Other, Until end of game
Elder) Truth in Lies, 1 Blood, Self, 10 minutes
Daimoinon - Using any level of Daimoinon gives the user the Infernalist effect for 1 hour.
Level 1) Element 2: Fire, 1 Blood, Other
Level 2) Terror, 1 Blood, Other, 10 minutes
Level 3) Confess Guilt, 1 Blood, Other
Level 4) Premonition, 1 Blood, Other, 10 minutes
Level 5) Freeze, 1 Blood, Other
Elder) Remove Vulnerability: Fire, 1 Blood, Self, 1 hour
Elder) 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.

Category:Chapters