Bradford By Night

Therefore with the same necessity with which the stone falls to the earth, the hungry wolf buries its fangs in the flesh of its prey, without the possibility of the knowledge that it is itself the destroyed as well as the destroyer. - Schopenhauer
THE WORLD OF BRADFORD BY NIGHT
PART TWO: CREATING YOUR CHARACTER
STEP ONE
STEP TWO
STEP THREE
STEP FOUR
STEP FIVE
STEP SIX
DESCRIPTION OF SKILLS
PHYSICAL STRENGTH BASED SKILLS
UNARMED COMBAT
KNIVES
SWORDS
THROWN WEAPON
CLIMBING
PHYSICAL DEXTERITY BASED SKILLS.
FIRE-ARMS
EXPLOSIVES
FILCHING
LOCKPICKING
SPRINTING
DODGE
MENTAL INTELLIGENCE BASED SKILLS
COMPUTERS
FORENSICS
LORE (SPECIFY)
MEDICINE
FIRST AID
EMPATHY
SEDUCTION
PERSUASION
AUTHORITY
MENTAL PERCEPTION BASED SKILLS
DISGUISE
HIDE
LIP READING
SECTION FIVE: MERITS AND FLAWS
PART THREE: THINGS THAT YOUR CHARACTER NEEDS TO KNOW.
THE WORLD OF THE VAMPIRE
THE CAMARILLA AND THE SABBAT
Vampire Status (lowest to highest)
THE PRINCE
THE PRIMOGEN
ANARCHS
NON ALIGNED CLANS
COTERIES
PROTAGONISTS
TRUE FAITH
PART FOUR: THINGS THAT THE PLAYER NEEDS TO KNOW
SECTION ONE: EXPERIENCE POINTS.
SECTION TWO: VISUAL REPRESENTATIONS
SECTION THREE: REACTING TO WHATS HAPPENING
SECTION FOUR: IN CHARACTER/ OUT OF CHARACTER SITUATIONS
Time In
Time Out
Time Freeze
In Character Information
Out of Character Information
NPCs
Make-up
CHARACTER CARDS/EQUIPMENT CARDS /BLOOD CARDS.
Character cards
Equipment cards
Blood cards
THINGS TO NOTE ABOUT REFS
LIST OF TABLES

" .. Come freely, go safely; and leave something of the happiness you bring!.
- Dracula.
Welcome to Bradford By Night (BBN). A live role-playing game for the slightly unhinged.
Only joking, this is a live role playing game (LRPG) based on an existing tabletop vampire role-playing game.
We recommend that you read the White Wolf "Vampire the Masquerade" books to give you a general idea of what the game is about.
Live role-playing is very much like improvised drama meets the "X. Files," with a bit of "Gladiators" thrown in.
These rules are aimed at people who have joined the system and know a little bit about what it entails, if you do not know, ask a friend who plays, or a ref. If it's still confusing and vaguely weird, do not play.
Basically the game involves a group of vampire characters running around solving fiendish plots (or not). Pitting their wits against the refs and each other, and generally having an entertaining and fun time, that is a little out of the ordinary.
The game of BBN can be quite physical, involving running around streets, clubs, graveyards, etc.. Diving to the floor and having people fall on you. If you have any special physical needs please think carefully before joining. We would not want you to feel disappointed if the club we hire for the night has five hundred flights of stairs and no wheel chair access (which happens). So if you are on crutches, use a wheelchair, have asthma, etc. please consider the above.
Having said that if you want to role-play and you make the effort we will try our best to accommodate your needs.
BBN operates a policy of equality we welcome any Race, religious persuasion, gender, sexual orientation, subculture (You do not have to be a Goth. to play) and those with special, physical needs, as mentioned above, all we ask is that you want to role-play.
The game is set in Bradford and its environs, (because were here, it sort of makes sense). Your character will go to nightclubs, graveyards and other "interesting" locations. Seeking out information, prey, items of power and the like. Along the way you will encounter other players and people who inhabit the world of Bradford By Night. Some of these people will be friendly and helpful and some....won't.
THE WORLD OF BRADFORD BY NIGHT
The game is set in the present. (For obvious reasons.) It is an evil and sinister world where your darkest fears (or fantasies) are real. Werewolves stalk the remains of the great forests that once covered the land. Sinister cults summon demons in darkened cellars. All of those creatures that have haunted the dreams of men for centuries lurk in darkness waiting for unwary, desperate mortals.
Those mortals that believe "The truth is out there," fight against the denizens of the night. These humans use whatever tools they can lay their hands on. Magic is real and vampires hunt the city streets in search of prey. You of course know this, you are one.........
........Well almost.
There are a few things to sort out first, so put the fangs down and read on......

PART TWO: CREATING YOUR CHARACTER
To play BBN you will need the following:
A brain
An imagination
A character
We are assuming (hoping) you have the first two, so we will skip straight to number three.
CHARACTER CREATION POINTS (CCP's)
You have as a starting character a number of points to spend on developing your character.
You will be allocated 20 points to create your character.
As the game progresses and your character does things, they will gain "Experience Points" these are like CCPs and will be discussed in a section of their own.
(See Part Four, Section One: Experience Points.)
Below is a list of costs that you will need to use when creating your character. It is best not to spend as you go through each step. Instead make a list of roughly what areas you want to develop after you have read each relevant section. Then work out the actual costs, when you are sure of exactly what you want. A Ref. will check that your character is acceptable then create a character card for you.
Costs for, Disciplines: 3 CCPS per level.
Costs for Stats: 2 CCPS per level. (+ 1 point in each Stat to start with, +5 points to distribute amongst Stats where you want).
Costs for Skills: 1 CCP per level.
Costs for Merits and Flaws: *Special* (See Section 5: Merits and Flaws).
The first thing you must do to create your character doesnt cost any points.
THINK OF A BACKGROUND AND WRITE IT DOWN
This means decide on who your vampire is, what they look like, what they enjoy doing, whom they enjoy doing it to. You may have an idea for a character that is based on one that you have seen in a film, or read in a book, or one from your imagination. Any of these options is fine and employed regularly. The character will change and develop as you play the game but the above are good points to start from.
Decide such things as who they were before they became a vampire, how they became a vampire, what they dress like, how they talk and what their goals and aims are.
NB: GOALS AND AIMS are very, very important if you just want your vampire to have a quiet life at home with a few good books, then do not even bother wasting your time (or ours). A quiet life does not make for great role-playing moments. Give your character something they want to achieve, no matter how impossible (or implausible) even if you never reach your goal, it will be fun trying.
Brief example of a background idea:
In the real world "Bill" is an office clerk. His vampire character, however, was an Egyptologist. Whilst he was on a dig in Egypt, (back in the 1920s) he came across a lost tomb that had a vampire in it. When Bill, (or rather his character Dr. Luther Rathbone) opened it, the fiend struck and killed the Dr.'s spouse and turned Luther into an undead creature of the night (for a laugh), before fleeing into the night. With the horror of what he had become and the loss of his beloved still fresh in his mind, Luther vows to track the fiend down and destroy him. Luther may then find peace eternal with his loving wife.
That is where Luther enters the dark world of Bradford by Night, with the name of the fiend his only lead.
Simple and effective and that is a VERY brief idea. Please, do not write a novel. If your character is killed on the first night that you play it, that would be a bit of a waste wouldnt it (it does happen). Just stick to the salient points that define your character and how they got to where they start the game. The object of playing a Live role-play game is to develop a character through playing it and interacting with other characters not writing about it.
As stated our live role-playing system is based on a table-top RPG that is rather good and well worth a bash. (They have a live role-play version that is pretty crap hence some clever fellows thinking this one up, which believe us, is much better.)
Basically all vampires belong to a family, or as they are known amongst themselves, a "Clan." The clan your vampire comes from, the blood-line of the vampire who created you, determines what kind of vampire you are. This is in as much as what powers and abilities, strengths and weaknesses you will start off with.
White Wolf, have written some excellent source books and for a more rounded view of each clan. DO look at them but .. bear in mind that the contents of this book are the definitive rules for BBN, not what is written in the White Wolf books. Items, people, skills and general rules are different in BBN.
(See Section 1: The Clans for a list of clans and descriptions and Section 2: Disciplines, for a description of the set abilities that each clan has.) NB Each clan has a set of 3 Disciplines. You may want to develop all three of your clan disciplines or specialise in one or two. It's up to you.
It is to be hoped that you have now decided on a background and a Clan that suits your character, if not, give it up and go watch television.
The next step is to decide the character's Statistics. (Stats.) These are not optional. You will get free points to spend, (see above list of costs), on your Stats. To reflect the fact you have had everyday experiences, like walking and talking, etc. If you chose to increase them further this will cost CCPs. What skills (if any) that you desire your character to have, is up to you, but every creature, human, vampire werewolf, cat etc, has Stats.
(See Section 3: Statistics)
You have now decided your background, clan and what Stats you want to develop. Now you must decide what skills (if any) you want your character to have. Bear in mind skills also cost CCP s, so initially pencil in the skills that you think your character would have.
Having some skills is usually a good idea. Hopefully they will be ones that fit in with the type of person your character is, do not choose skills just because they appear "useful." The more that the different aspects of your character tie into your background, the easier it will be to role-play it.
(See Section 4: Skills)
Merits and flaws are advantages or drawbacks to your character that you neither learn nor develop. They are for all intents and purposes innate. Some people are exceptionally lucky, others may be excessively clumsy, some people may be unshakeable in the face of danger whereas some, would run screaming at the sight of a mouse.
During the course of the game you can buy more skills and increase Stats and disciplines by spending points earned through experience (see Part Four, Section One: Experience Points). Merits and Flaws are only available to buy using your CCPS at the creation of your character, although you can choose not to have any Flaws or Merits.
Now its pretty obvious that a merit is a good thing but why take a flaw, that will be detrimental to your character? There are a few reasons for doing this;
Flaws are indeed drawbacks but they do present interesting role-playing challenges. If you chose to take any Flaws you will gain CCPs to compensate for having disadvantages, that will most definitely effect your character for as long as it exists.
(See Section 5: Merits and Flaws)
Almost there
The "Generation" of your character determines how potent your vampire blood is. If you are an 8th generation, (8th gen.) vampire you can do more than, say a 12th gen. Vampire.
It is up to you whether you choose to spend any CCPs to increase your generation but, if you do not do it now, when creating your character, it is highly unlikely that you will EVER be able to do it. You will be able to increase your Stats, gain more skill and disciplines or increase the ones you have. You will not be able to increase your Generation, or gain any more Flaws or Merits.
(See Section 6: Generation)
If you have followed each step you will now have your character jotted down. Now is the time to sit down with a ref and add up the relevant costs, and then the Ref. will make you a character card.

Nickname: Rabble.
These vampires are the archetypal "Lost Boys." Bikers, rebels, punks the disaffected.
They see themselves as being good fighters. Thankfully they get on quite well with the "Gangrel" clan, who are also "physically orientated."
Brujah tend to be quick tempered and go into frenzy easily.
European Brujah tend to be more staid than their American counterparts, they tend to channel their excess energy into wild debate and rabble rousing speeches or bitter reflection on what a dull old place the world has become. They usually support any Anarch movement that starts (if they themselves have not started it).
Clan weakness: They frenzy on 5 blood (see, Part Three, Section Five: Frenzy)
Organisation: The clan is poorly organised and rarely meet formally.
Concepts: Anarchist, Hippie, philosopher, biker, dissident, rock musician.
Nickname: Mongrels
Caitiff are different to other vampires in that they are not part of a recognised clan. Somehow, something went wrong and they were created bastards of no true lineage.
For this reason those who belong to recognised clans generally do not trust, or respect those who are Caitiff, they are regarded as outsiders due to their rarity, and unknown abilities. Caitiff have no set disciplines.
Caitiff generally do not attain positions of power within vampire society, due to their lack of "pedigree"
They also tend to be used as scapegoats when things go wrong, as they do not have the "backup" of a clan.
They are also vulnerable to attack due to this.
N.B If you chose to play a Caitiff you choose your mortal background but the refs. will decide the disciplines you get to start off with.
Caitiff frenzy on 4 blood.
Concepts?
Nickname: Outlanders
This clan is composed of loners and travellers, but they have very close relations with the true gypsies (Romany)
Gangrel are shape-shifters. They are the only clan who will not be attacked on sight by Werewolves. (They will be given one warning and one warning only.)
They see themselves as the champions of the wild, Eco-Warriors out to protect the planet.
Gangrel are mostly an honourable lot and will support the" Camarilla" to their utmost (usually)
They tend not to be politically motivated and generally avoid the spotlight.
Gangrel Frenzy on 4 blood.
Clan weakness: When they frenzy they gain an animal aspect e g a tail, bushy eyebrows, permanent fangs, etc.
Organisation: The Gangrel do not really act like a clan and rarely have clan meetings. Rarely will more than two Gangrel attend a Camarilla* gathering any one time.
Concepts: Eco-warrior, shaman, new age traveller, naturalist.
(See Part Three: The world of The Vampire)
Nickname: Necromancers
The members of this clan are all of Italian descent, due to the fact that all belong to one human family, (The Giovanni family) who happen to be Italian.
They choose only those of their own blood to make into vampires, perversely seeing it as a gift, rather than a curse. The Giovanni clan is not really trusted by other vampires due to their closely guarded discipline of Necromancy (see, Part Two, Section Two: Disciplines)
The Giovanni are obsessed with power and wealth, and have interests in many mortal companies and business ventures, which leads them into conflict with clan "Ventrue" who also have strong interests in mortal business affairs. The Giovanni are the Mafia of the vampire world. They dress expensively and maintain a high-powered corporate image, if a little on the flashy side.
Note: Giovanni MUST purchase at least one point in resources.
(See Part Two, Section: Merits and Flaws).
Giovanni frenzy on 4 blood
Clan weakness: They cause damage to their victims when feeding.
Organisation: They are very loyal and well organised due to their mortal family ties.
Concepts: Mob enforcer, Voodoo priest/priestess, medium, God-father.
Nickname: Keepers
Lasombra are talented strategists. If there is a power behind a vampire throne, look deeply into the shadows. There will probably be a Lasombra there. This clan works better in the background. Manipulators and tacticians, they are trusted by few. Lasombra make excellent spies. They tend to be cool-headed and quick thinking. If you cross a Lasombra you should be prepared for trouble. It will come from where you least expect it. It may take a long time but Lasombra are very patient and strike from the shadows.
Clan weakness: They cast no reflection (so they dislike mirrors and reflective surfaces intensely) They do not appear on film or video cameras.
Organisation: Lasombra tend to be well organised
Concepts: Manipulator, Gambler, Trouble-shooter.
Nickname: Kooks.
Every member of this clan has some form of derangement, or insanity, to varying degrees.
Clan Malkavian consists of Kooks, weirdoes and crazies. These vampires are out to lunch, dinner, and tea, not in for a single meal! Having said that some hold them to be the wisest of vampires, believing that they must have had an insight into the world that drove them insane. Do not mistake insane for stupid or incompetent. Malkavians are extremely complex creatures. Underestimate them at your peril.
They also love practical jokes, though not everyone finds their jokes very funny.
Clan weakness: They all have some kind of derangement, which MUST be taken as a flaw when creating your character.
Organisation: What do you think!
Concepts: Psycho, Kook, Megalomaniac, Jester, Madman, Prophet.
Nickname: Sewer rats
The members of this clan are all hideously ugly (see film "Nosferatu, 1922/1979 and film," Salem's Lot"1979). They are twisted creatures. Pitied by some, loathed by others, they are the pariahs of vampire society, and they smell as bad as they look.
They are however, the best information gatherers in a city, seemingly with eyes and ears everywhere.
They tend to distrust all other vampires but they do respect the Gangrel for being loners like themselves.
Nosferatu tend to make their lairs in the dank and squalid places where not even creatures of the night would want to go (sewers and the like).
Nosferatu are very secretive and rarely make friends outside of their clan, though they will deal with other vampires.... for a price. They understand the meaning of the phrase, "knowledge is power," swapping secret for secret. Any vampire who wants to find something out, will (if they are smart) go to the Nosferatu. They will probably know. Just the sight of a Nosferatu will terrify a mortal. These vampires do not blend into a crowd.
Clan weakness: Nosferatu are deformed and must choose a deformity as a flaw. In order to go out in public they must adopt heavy coverings or disguises.
Organisation: As far as people know they are highly organised, hoarding information about the goings on in any and all cities where vampires are to be found, and then some.
Concepts: Phantom of the Opera, Hacker, Bag Lady, The Bogey Man.
Nickname: Gypsies
These wild looking vampires are sometimes mistaken for Gangrel. They are however totally opposite in demeanour. They love to party and hate all forms of violent conflict. They are tricksters and rogues and like Malkavians, they enjoy a good practical joke.
To a Ravnos lying is an art form to be developed in one's self and admired in others. They tend to associate with circus folk. They are usually the first ones to be blamed if anything is stolen and they are around, for good reason, they are thieves as well as liars.
Ravnos will specialise in a particular type of crime, (cat burglary, pick pocketing, etc.)
To accuse a Ravnos of a crime they did not commit is liable to cause great offence.
To become a great criminal is the goal of many of this clan.
Clan weakness: Ravnos must choose a particular crime that they will commit whenever the opportunity arises, e. g, pick-pocketing, bank robbery, etc.
Organisation: They tend to travel together in caravans and enjoy each other's company and friendship.
Concepts: Roving Gypsy, Magician, Vagabond, Tinker, Rogue.
Nickname: Zombies
A possible off- shoot of either, the Nosferatu or the Giovanni, it is unknown, as both clans deny anything to do with these, the most hideous of vampires. Warped beyond even the visage of a Nosferatu the Samedi are the vilest of vampires to behold. Samedi are fascinated by death and decay. They themselves seem to drip and ooze but somehow manage to keep their physical form. They are very secretive, although few vampires have ever really tried to engage a Samedi in conversation.
The members of this clan tend to fulfil the role of assassin or spy. They have a very mercenary outlook and appear to be as cold and calculating as they are monstrous to behold. If they have their own agenda they keep it to themselves. These vampires are extremely rare. You will never see more than one at a time anywhere. If you are lucky you won't even see that many.
Clan weakness: Hideous appearance.
Organisation: None known.
Concept Monstrous Accomplice, Bounty Hunter, Hired Killer.
Nickname: The Unclean
Vampires are, to all intents and purposes, evil creatures, of all vampires there are none more evil than the Setites. This unaligned clan are dedicated to causing the creator of their clan, (Set) to return from whatever hell he resides in.
Setites are evil through and through. Base and decadent they seek to corrupt everything and everyone. They enjoy nothing more than slowly destroying any who they perceive to be good, by turning then into creatures as sick and perverse as themselves.
Setites have adapted many of the symbols and myths of the ancient Egyptian civilisation to their own purposes, often wearing cloths and jewellery in that style.
They are very cult orientated. They set up temples, where they meet and practice their diabolic traditions.
Often a Setite will be behind a cult that has human followers. They see these as a way of furthering their corruption to humankind. Setites are hated by most other clans, and tend to be destroyed on sight.
Clan weakness: They are highly sensitive to bright light and are paralysed in sunlight as well as taking double damage from it.
Organisation: They operate from well organised temples and have many dealings in the mortal underworld
Concepts: Svengali, Cultist, Drug dealer, Pimp.
Nickname: Fops
This clan consists of the beautiful people, artists, musicians, performers, etc.
They are passionate, sensitive creatures, who pursue their art beyond the grave with absolute dedication. To a Toreador everything has some merit, some fascination unique to whatever it is. They will often lose themselves in contemplation of an object or concept for hours, even days. This can be dangerous; many a young Toreador has met their doom gazing at the sun rise, said to be the most beautiful thing a vampire can behold, (if only once).
Though they tend to show a blissfully united front the clan is divided in to two main groups, poseurs and artists. Artists are chosen to become Toreadors to keep their art alive. Poseurs tend to be created on the whim of a love sick sire. The poseurs tend to gain prestige by becoming hosts of great parties and patrons of the arts, whilst the true artists amongst their clan are rather introverted and obsessive creatures.
Clan weakness: Toreador's Bane. Occasionally a Toreador will behold or hear something or someone of such great beauty to them, that they will be held utterly spellbound by it, almost paralysed. It could be anything a mortal, a song, or more dangerously the sun.
Organisation: They have close social connections and spend much time mixing with each other at parties and other social functions. They are the socialites of the vampire world.
Concepts: Musician, Socialite, Artist, Poet.
Nickname: Warlocks
The Tremere clan came into being by their own hands. A group of power hungry Magi caught a vampire and forced him to make them undead, to increase not only their life spans, but their arcane powers. This happened and their power has grown steadily since that time. Feared and disliked by most vampires they also demand a certain respect for the magic they wield, which is called Thaumaturgy,(see Part Four Section Thaumaturgy) it has saved many vampires in times of trouble. It is a magic that they guard jealously. The Tremere believe that the end justifies the means. In the pursuit of their goals, (power, magic, prestige) they are ruthless. There are few female Tremere though in this modern age more women are being recruited. Powerful and manipulative the Tremere are rivals of clan Ventrue for the positions of power within the Camarilla. These two clans are usually waging a surreptitious war against each other, one that occasionally breaks out into open warfare. Cross the Tremere at your peril. They are as dangerous as they are ruthless, (and they are very ruthless). The Tremere avidly pursue all things arcane.
Clan weakness: All Tremere are one step Blood Bound (see, Part Three, Section three: Blood) to the council of seven. The council of Seven rule clan Tremere, so they cannot take the Merit of un-bondable (see sec... merits and flaws)
Organisation: Is the pope Catholic? are the Tremere organised? The Tremere take their orders directly from "The Council of Seven" immensely powerful magi, who dwell in Vienna.
Concepts: Mage, Evil Genius, Spy master, King maker.
Nickname: Fiends
A proud and extremely evil clan, (even by vampire standards) the Tzimisce are infamous for their poor treatment of both mortal and kindred (vampires) alike.
Tzimisce are second only to the Tremere in arcane knowledge. (They despise the Tremere with a passion.) They spend a great deal of their time researching forbidden knowledge. Delving into things that most vampires and sane creatures leave well alone.
They are the fiends who steal children in the night and who have become the stuff of legend in the folk tales of Eastern European countries, where this clan originates from.
Tzimisce are quick to anger, due to their great pride and have a gift for all that is cruel and perverse. They are hated and/or feared by most other vampires. Yet these diabolic creatures are not totally without honour and have a strict set of rules which they strictly abide by;
1) A Tzimisce will never enter a home without being given permission.
2) They will protect guests to their havens, be they friend or foe.
Clan weakness: They must sleep on a bed of earth from their homeland, otherwise they lose one blood per night (that cannot be regained through feeding) until they enter torpor. (See sec. torpor.)
Organisation: Since few other vampires like hanging around with these gruesome creatures they tend to stick close to their own kind or with those as evil and base as they are.
Concepts: The Count, Torturer, Arch-fiend, Black Magician.
Nickname: Suits
These vampires are very tradition orientated chaps. They are usually the leaders of vampire kind, well organised, and generally very honourable. They may be disdainful of other "lesser" clans but they will generally help those in trouble. They see themselves as born leaders and in truth it tends to be the most charismatic and forceful people who are chosen to be in this most noble of clans.
Ventrue are the aristocracy of the vampire world, always proper, always correct they dress impeccably (in whatever style they chose, but mostly suits). They are generally respected by elder vampires although the younger kindred tend to think of them as a bit pompous. Most Ventrue are elegant and well spoken but beneath their charm lies a core of steel. Not as ruthless as the Tremere they are just as driven, if not more so and will fight to maintain the Status Quo and old fashioned vampire values. Ventrue make shrewd business people and often move in high-powered circles in the mortal world.
Clan weakness: Selective prey (i. e each Ventrue will only feed from a certain type of prey, e.g. women, students, etc).
Organisation: The Ventrue are highly organised very much like a global corporation.
Concepts: Corporate Executive, Military Intelligence Officer, Born Leader.
The above is a brief guide to the clans used in the game. For a more in-depth look at the clans, check out the White Wolf books. Note: the concepts and descriptions given are very general. You can and hopefully will, tailor your character to your own ideas.
Now it would be a good idea to read, Section 2: Disciplines, to see what each clan's vampiric powers are.

CLAN DISCIPLINES POSSESSED
Brujah Celerity, Presence, Potence.
Caitiff ???
Gangrel Animalism, Fortitude, Protean.
Giovanni Dominate, Necromancy, Potence.
Malkavian Auspex, Dominate, Obfuscate.
Nosferatu Animalism, Obfuscate, Potence.
Lasombra Dominate, Obtenebration, Potence.
Ravnos Animalism, Fortitude, Chimestry.
Samedi Necromancy, Obfuscate, Vicissitude.
Setite Serpentis, Presence, Obfuscate.
Toreador Auspex, Celerity, Presence.
Tremere Auspex, Dominate, Thaumaturgy.
Tzimisce Auspex, Animalism, Dominate.
Ventrue Fortitude, Presence, Dominate.
The above are the powers that each vampire clan can use, they are the terrifying supernatural abilities that have made vampires feared throughout history.
N.B You will have to buy (using CCPs) each separate discipline that your chosen clan can wield.
Dealing primarily with animals. This discipline allows a vampire to commune with the animal world, control is members, and later, wield some power over their own beast.
Level 1. Call of the Wild. Blood Cost 0
The acting Vampire chooses a type of animal. All animals of this type are summoned to the Vampire from the surrounding area. The acting Vampire may now feed from the animals that have been summoned. This action must always be cleared with a referee!
NB Obviously you can only summon creatures that live within your current habitat.
E.G, Jason Freintz (a Gangrel of some repute) finds himself in a situation where he needs to feed and quickly.
He calls out to the wilds around him (an inner city housing estate) for all panthers in the surrounding area. Rather unsurprisingly no creature will come to answer his call (not even an over zealous cat).
Pondering the problem again Jason calls to the wild again, this time to all cats within the area. Those that are prowling the night that are not otherwise engaged come to his summons. Within a short period of time enough felines answer the summons to allow Jason to feed and regain his full strength.
Level 2. Mimicry. Blood cost 0
You have the ability to mimic the sound of an animal exactly, (if you have studied the animal).
NB this ability will mimic the sounds made by a natural animal a wolf, not a werewolf. You will be able to fool another species but not the same species as the animal you are mimicking.
For example: Jason is sneaking around an old scrap yard. A security guard is patrolling the yard.
Jason trips over a piece of metal which crashes to the ground making an awful racket and alerting the watchman. Jason hides in the shadows, as the torch beam of the watchman searches the darkness he makes the noise of an angry tomcat. This saves his bacon as the watchman moves away, satisfied as to the cause of the ruckus.
Level 3. Scent Marking. Blood cost 1/per item
With this level of Animalism you can impart your scent to an item, on a very subtle level that only you can detect.
You must touch the item to be scent marked. When you are in proximity to the scent marked item (to the range of your smell) you will recognise the object again.
The scent mark will last for your level of animalism in weeks.
This discipline will not work on people, but will work on the clothes they wear the scent mark cannot be washed out but will fade gradually see the above for duration.
For example: Jason is alone in an unfamiliar house, there are many doors, many passageways as he walks the silent halls he scent marks the route as he goes, just in-case he gets lost.
Level 4. Beast Mastery. Blood Cost 2 to initiate and 2 to conclude.
This allows the acting Vampire to exert his mental superiority over a lifelong animal/ ghoul companion. The Vampire passes his mental essence into the animal host, controlling its actions and experiencing its senses. While he controls the animals senses, the acting Vampires body remains motionless as if in torpor. While the Vampire is in control of the animal he is vaguely aware of his bodies surroundings and will know if it is in any way damaged or moved. Likewise if the animal host is damaged while the Vampire is within it he will be very aware of it. In cases like this, the acting Vampire will take damage as his familiar is damaged.
NB A Vampire may only have one host at any time and may not bring about the death of the current ghoul companion. Their bonding is so great that to break it would bring great mental harm to the Vampire.
For example Jason Freintz finds his investigation into the seedy drug culture of Cleckheaton stopped by a heavy steel door. Realising he will bring attention to himself (and probably fail) if he tries to break the door down he removes himself into a dark alleyway and hides in a shady corner. From his coat pocket he produces 'Ratsy' after exerting control over 'Ratsy' he searches the area. Jason's player speaks to a referee who informs him that he eventually finds a hole he can crawl through to enter the room. From here he can listen in on the conversation. His investigation continues.
Level 5. Transferring the Beast. Blood Cost 2.
A Vampire uses this ability when they are on the point of frenzy. Instead of letting the beast take control of them they pass their beast into another. The target is infused with the other Vampires beast and is now affected by frenzy. This saves the acting Vampire from the negative effects of frenzy (see section on frenzy).
NB The acting Vampire must be present when the target vampire calms from its frenzy. Only then can he retake his beast and continue his existence. Without his beast a Vampire can no longer gain sustenance from blood and so cannot continue to survive.
For example: After fighting with the drug barons in Cleckheaton, Jason Freintz is wounded badly and low on blood. He feels the age- old rage build within him. As he waits for the frenzy to overtake him he notices Cynthia of clan toreador, agent of the Prince . the perfect target. As she rushes over towards him he transfers his beast into her. Jason's player informs Cynthia's player of what he is doing and she reacts accordingly. Cynthia instantly frenzies and rips apart a Drug Baron trying to pick himself off the floor. Jason watches waiting for her frenzy to subside so he can once again retake his beast, when to his surprise Cynthia spies another target and runs down the street. Jason breathes a heavy sigh and chases after Cynthia, and his beast.
Auspex is mainly concerned with the heightening of the five senses and the vampires hidden sixth sense. Through the correct use of Auspex a vampire can become far more aware of the world that he resides in.
Level 1. Heightened Senses. Blood Cost 0.
This allows the acting Vampire to sharpen all of her five senses at will. Thus giving the Vampire better sight, hearing, scent, etc. Thus they might overhear a conversation or smell petrol before an explosion, or track a shadowy figure from the sound of their footsteps in the dark.
This may allow the vampire to spot Obfuscated Vampires. (Provided her Auspex level is greater than their Obfuscate level. (See Obfuscate.)
For example: Cynthia is in the *Elysium. She notices Jason Freintz talking to Rachel. Cynthia is suspicious of Rachel at the best of times and decides to listen in on the conversation. She turns on heightened senses and Cynthia's player walks over to the people playing Jason and Rachel. She informs them that she is using heightened senses to listen to them talk and stands in on the rest of the conversation.
"You see the game last night? Man what about them Bears!!!"
*Elysium = meeting place of vampires.
NB While using heightened senses a Vampire is susceptible to loud noises and bright lights in their local area. These can over-run their senses and cause temporary damage.
Level 2. Aura Perception. Blood Cost 0.
Using this skill a Vampire can examine a person nearby. Instead of looking at their
clothing, and general features the Vampire gazes into the aura around the target. Through experience the Vampire picks out the colours of the target's aura, the shades and textures. Thus the Vampire can recognise familiar combinations and ascertain the targets emotional state.
For example: Cynthia sees Rachel later in the night talking secretly to a strange man she does not recognise. The man is smoking a cigarette. She uses aura perception and Cynthia's player asks the player of the strange man what his emotions are and whether he is mortal or not, explaining that she is using Aura Perception. Cynthia reads the colours of the mans aura. She can tell by the subtle shades that the man is nervous and by the hue of the colours that he is mortal. The man puts out his cigarette.
Level 3. Spirits Touch. Blood Cost 3.
This allows a vampire to gain information from an inanimate object, concerning the last person to come into contact with it. The information that the Vampire obtains depends on their skill in Auspex and can be anything from their basic thoughts when they last touched the object, to their full name address and favorite colour.
For example: Cynthia moves over to the table as Rachel and the Man part company. She pulls the mans stubbed cigarette from the ashtray and uses her Auspex to spirits touch the item. Cynthia's player calls upon the services of a referee and waits patiently for one to arrive. The referee informs her of the mans basic thoughts (money transfer) and the street he lives on. Cynthia is quite skilled in spirits touch but not as skilled as she would like.
Level 4. Telepathy. Blood Cost 1-mortal 2-kindred.
This allows the acting Vampire to read another persons surface thoughts.
For example Cynthia turns her attention back to Rachel and uses her telepathy on him. Cynthia's player moves over to Rachel's player and informs her that she is using telepathy to read her surface thoughts. Slightly irritated Rachel's player informs Cynthia's player that Rachel is thinking about an exchange of some sort in the city-square at 3am.
Level 5. Astral Project. Blood Cost 1/Min - 2/Min to materialize.
This causes the Vampires spirit to leave her body. Whilst projecting the Vampire may travel at speed from her motionless body. She may not however use any other disciplines and must return before her blood runs out or she will snap back to her body and enter torpor.
While in spirit form the acting Vampire may materialise as a ghostly image and communicate with the material world.
For example: Cynthia wants to be at the meeting but dare not turn up in person lest she come to some harm. So she returns to her haven and Projects herself. Her spirit moves quickly to the meeting place in time to see both parties arrive carrying briefcases. Cynthia's player turns up in person to the meeting and holds her hand in the air (showing that she is not visible) she sees the exchange on behalf of Cynthia's spirit. Cynthia wants to follow the man to see where he goes. Alas her blood is running out and she must return to her body.
This is the ability that some Vampires have to move faster than their brethren. When using this enhanced 'Dead Speed' (as it is known) the acting Vampire appears blurred as they complete actions so fast that those around them cannot move fast enough to respond. Alas the 'Dead Speed' is only a short burst of speed and cannot be maintained for a long period of time so it must be used carefully.
The acting Vampire spends a blood point to activate Celerity, giving him as many seconds dead speed as he has in Celerity. While using this he calls Celerity 'X' where X is the number of seconds 'Dead Speed' (points in Celerity) that the Vampire has. From this point onwards until the end of his Celerity 'Dead Speed Period' no-one else should move. The nearest referee (or unaffected player) should then count down (aloud) the remaining seconds of his Celerity. If no referee or unaffected player is available then the active Vampire must call his own celerity seconds.
For example: Alex Smith is a Brujah and is currently acting as a bodyguard for the Prince. On his way to the Elysium he hears the sound of a gun being cocked. He spies a shadowy figure at the end of the street he is on, with a very large silhouette of a gun. Alex has 3 points in Celerity and decides that they would be well used now so Alex's player instantly calls "Celerity Dead Speed 3." The person at the top of the street stands motionless as Alex leaps to one side and into an alleyway, running into a disused warehouse and behind a stack of crates. All the while the referee calls "3." "2" . "1" . One second after the "1" is called the man at the top of the street can move again. He looks confused as his intended target has disappeared and warily makes his way down the street. He may find Alex, or he may not. Whatever the outcome Alex's chances are vastly improved due to his short burst of speed.
Other rules pertaining to Celerity
1. You may only call Celerity once per encounter (fight), Alex could not call Celerity again to get further away in the above example.
2. Characters are limited by the amount of blood that they can spend in a combat. This is due to their generation (see section on blood). Activating Celerity counts as the use of one blood point for the combat.
3. A character who can spend more than one blood at a time may add an extra second of 'Dead Speed' for each additional blood point that they use when calling Celerity (bearing in mind that if they put all their points into Celerity then they will not be able to spend blood on other abilities during the combat)
4. When using Celerity to attack a player may make one attack every two seconds. If one attack is made every second then damage must be halved (and so on).
For example: Later that night the man catches up with Alex again, or rather Alex spots the man again and sets up and an ambush. As the man walks passed Alex calls Celerity. Alex is a 9th Generation Vampire and can therefore spend two blood per turn. Alex's player spends one blood to activate Celerity, then he spends another blood to give an extra second of dead speed. This time Alex's player calls out "Celerity Dead Speed 4." The countdown now begins "4" Alex leaps forwards and connects a heavy fist with the Mans jaw throwing his head backwards. "3" Alex readies himself again. "2" Alex again strikes the Man, this time in the left arm, making him drop a rather large gun. "1" Alex pulls back ready to strike again.
The man can now move. He has been hit twice and is going to be off balance and without his weapon with Alex poised to strike again . The fight continues.
NB If more than one person calls Celerity then the 'Dead Speed' starts at the highest number called. The countdown begins, with each Vampire using Celerity able to move when the number reaches the 'Dead Speed' that they called.
For example: Later Alex is confronted by another dark man with a gun (will his night ever end). Alex's player calls "Celerity Dead Speed 4." The other man calls "Celerity Dead Speed 3." "4" Alex punches the man, "3" Alex pulls back for another strike. The man activates and rolls to the right controlling the momentum of the hit and leaps back aiming his gun. "2" Alex leaps towards the man with another punch but is met by a spray of bullet fire as the man fires his gun.
Held mainly by clan Ravnos this discipline allows a vampire to create illusions (minor to begin with and later major). It must be stated now that Chimestry is a difficult skill to work with within the system. Therefore players wishing to use Chimestry must go through a referee whenever necessary. This obviously requires some common sense so please use the examples below as a guideline as to when a referee must be present. When using a referee you must give them fair warning, in case any props are required. (More warning the more extravagant the effect is to be.) Please remember this when choosing and using this discipline.
Level 1. Ignis Fatuus. Blood Cost 2.
The vampire can create a minor static illusion that affects one sense only. Touch illusions for example can be felt but may still be passed through. The illusion will last until the affected party uncovers the illusion for what it is. Or until the acting Vampire ends the illusion. The illusion will also end if the acting vampire loses line of sight with it.
For example: Jherad is a Ravnos attempting to create an Ignis Fatuus illusion to allow him entry into a secret societies' club. As he opens his wallet he creates an illusion of a membership card (he has seen someone else's as they showed it at the door) behind the plastic screen in his wallet. Jherad's player informs the doorman that he has created an illusion of a membership card behind the plastic screen (preferably with a referee to verify it). The doorman looks at the illusionary pass and lets him in.
Level 2. Fata Morgana. Blood Cost 3.
This creates a minor static Illusion that affects any or all of the senses. Again this is ended by the affected party uncovering the illusion, (e.g, walking through the wall that isn't there). Again the acting vampire must retain line of sight with his illusion at all times.
For example: Jherad moves within the club. After surreptitiously feeding to regain his strength from his first illusion he spies the ominous door he wanted, the one marked private. A few steps before the door is a guard. Jherad recognises him as Jason Freintz. Jason and Jherad have never seen eye to eye so Jherad would like to avoid him if at all possible. Looking around the room he notices that there are a number of large plants in urns. Jherad's player calls a referee over. He informs them of his intention to find a spot near the door marked private and create an illusion of a large plant in an urn between himself and Jason. The referee then informs Jason that he cannot see Jherad, only a large plant. Jason is somewhat confused, as there wasnt a plant there before. He decides that someone has probably moved it there while he wasn't looking (rather odd for such a large plant and urn, but there is no accounting for intelligence. If he had gone to look at the 'new' and tried to move it, he would have broken the illusion making it disappear leaving Jherad exposed behind it).
Level 3. Apparition. Blood Cost, Fata Morgana or Ignis Fatuus +1
Using this ability the acting vampire is able to apply motion to a Fata Morgana illusion or an Ignis Fatuus illusion. This can take the form of an illusion moving around a room, or simply an illusion that shows its own movement (for example rippling flames in a fire). As this is a more advanced Illusion referee involvement is always essential. As above, the illusion must stay within line of sight of the casting vampire.
For example: Jherad now wants to move Jason from in front of the door marked private. He decides to use a Fata Morgana illusion with movement. He notices that Jason holds a walking stick with a carved wolf's head on it. Jherad's player calls for a referee and waits patiently for one to arrive. When one is available he informs them that he wishes to make the carved head on Jason's stick bite him continuously. The referee breathes a sad sigh and goes to tell Jason's player.
The illusion begins. Jason looks shocked when his staff bites him. Then he realises that staffs don't bite people (no-one could be that stupid). The illusion disappears and a very angry Gangrel is looking for a Ravnos trickster. Jherad has to think fast so his player calls the referee again informing her that he wishes to create an illusion of himself blowing a raspberry at Jason from the other end of the club. The referee breathes another heavy sigh and tells Jason. The angry Gangrel immediately walks towards the illusion and Jherad sneaks inside the door marked private.
Level 4. Permanency. Blood Cost 4.
This is used with illusions' one and two (perhaps even three) to create an illusion that continues out of the casting vampire's line of sight. The illusion can go on until it is ended by the caster or uncovered by another. However the casting vampire must spend one blood at the start of each night to maintain the illusion. The final cost for the illusion (with or without apparition movement is 4). Note, once out of line of sight with the caster the illusion can only display self movement and may not move around the location it is held within (i.e, an illusionary mouse would have to stay in the same location although its nose would keep twitching).
For example: Upon passing through the door marked private Jherad forces the lock, because he must be so quick he damages it quite badly. Cursing he pauses and casts an illusion of an unforced undamaged lock over the door. He calls the poor exhausted referee again who makes a mental note of the illusion (and to kill Jherad's player later on).
Level 5. Horrid Reality. Blood cost 1/Min for Mortals 2/Min for Kindred.
This is used on an illusion that has already been created. It affects the minds of the people who see the illusion, making them believe it can hurt them. Thus they will feel fire burn them and a sword will wound them. All the damage is illusionary and can only knock out a character as they faint, believing their selves to be dead. To the target at the time the damage is very real. They can feel and see the cuts and believe that they are being physically damaged.
For example: Once past the door Jherad comes across another door into a room where there are two security guards watching monitors of the club inside. Jherad wishes to knock these out while he finishes his business, but knows he cannot do this himself. He calls a referee over and tells them of his intention. He wants to create and illusionary gunman who will walk into the room and fire a hail of bullets over the guards with horrid reality in effect. The referee tells Jherad that as he has not asked for such an elaborate illusion in advance of the night, he cannot have it. Then the referee points out to Jherad's player that this illusion would cost Jherad 6 blood to cast. After the night's illusion making Jherad's player realises he has only 1 blood left (even though he is an eight Generation (see blood rules) and Jherad frenzies on the spot. He bursts out through the other door back into the arms of Jason who has returned to his post.
This hopefully shows what a double-edged sword Chimestry is and how it must be used carefully and pre-planned with a referee in most cases (to avoid disappointment). It also reiterates the need to keep track of your blood (see blood rules).
Dominate is the ability to command a target, eventually learning to overcome their natural barriers to gain a more permanent hold on their mind.
Dominate is a powerful ability but can only be used on those of the same or a weaker generation than yourself. Dominate requires eye contact to be established between the acting Vampire and the target.
Level 1. Command. Blood Cost 1.
Using this discipline the acting Vampire can give a one word command to another vampire. This must be in the form of a verb and one that the player can easily enact, without embarrassment (masturbate is right out)!
For example: Johnny the Weasel, a rather loopy Malkavian is in a small park near the University area in Bradford, taking a short cut through to his haven. All of a sudden, a Werewolf leaps out of the nearby bushes and runs towards him. As their eyes meet Johnny realises that the wolf means to rip him limb from limb. Johnny's player calls out "Dominate 1 collapse!" The Werewolf sprawls forwards on the floor as the subconscious message is sent through his body. Meanwhile Johnny is doing some running of his own. Out of the park and as far away as possible.
Level 2. Mesmerize. Blood Cost 1.
This is a more powerful version of Command. The active Vampire can give a command to his target, to be carried out immediately or after some form of stimuli triggers the command.
The command however cannot tell the target to do something against their innate nature and the target will unconsciously try to pervert the spirit of the mental suggestion as far as is possible.
For example: Upon arriving at the Elysium Johnny is frisked at the door by a ghoul of the Prince's. Taking offence to this Johnny mesmerises the ghoul with several commands, each costing 1 blood point. "Go to the Prince, blow a raspberry at her and call her a 'pudding' when she opens her mouth to speak." The ghoul duly goes to the Prince but he doesn't blow a raspberry at her because he is her servant and it is against his innate nature and when the Prince opens her mouth to speak he rushes to the nearest phone. The extent to the perversion of the command is seen when, five minutes later the Prince is delivered a Chocolate Fudge Cake from the nearby take away.
Level 3. Forgetful Mind. Blood Cost Variable.
Using this ability a Vampire can cause his target to forget the events that happened over a time period that can be from the last five minutes through to the last 24 hours. The blood cost for a five minute memory loss is 1. For a 24 hour memory loss is 5. It is up to the player to estimate a suitable loss for the period required.
For example: Johnny can see the Prince's ghoul thinking carefully about the events of the last half hour. Johnny is worried that the ghoul might realise that he was dominated and tell the Prince. The only way to make this right is for Johnny to commit another wrong. So he goes to the ghoul and catches his gaze. Johnny's player informs the ghoul's player that he is removing his memory for the last hour, he then spends 3 blood and the ghoul loses all recollection of the events of the last hour. The ghoul looks confused for a while and then continues with the nights' activities.
Level 4. Conditioning. Blood Cost 4.
Conditioning is achieved by the acting vampire slowly exerting control over the target. This is not instantaneous but occurs over a period of time. It is achieved during intense contact between the target and the acting vampire.
The acting vampire must choose their approach carefully and role-play it to the best of their ability.
A conditioned target will treat the acting vampire as a servant would his master. They will perform tasks for the dominating vampire (even if they go against their natural instincts) and will always try to follow the spirit of commands. To have a target dominated thus is a great advantage to any vampire.
This takes hours not minutes.
For example: Having dealt with the Ghoul, Johnny moves over to Jason Freintz. He speaks slowly and in a low voice to Jason. Jason makes eye contact with Johnny. Johnny's player informs Jasons player that he is beginning to condition him. The conversation continues, Johnny suggests they go somewhere a bit more private, Jason reluctantly complies.
Level 5. Possession. Blood Cost 5.
With this skill the acting Vampire can take full control of a target's mind and body. The target will then continue to obey the acting Vampire even when he is not present. This ability can only be used upon a mortal, or a *kindred who is blood bound to the acting Vampire. In any case the victim must first be conditioned as above.
*Kindred = vampire.
For example: After the busy start to the evening Johnny moves over to his conditioned subject, Elouise (one of the Princes Blood Dolls). Elouise greets his appearance in a friendly manner. When Johnny instructs her to tell him all the information she has gathered concerning the activities of the Prince her face becomes expressionless as she reels off the information he requires. Johnny listens to what he is told and then asks her to keep an eye on Jherad.
In this situation both of the players know the situation their characters hold within the conditioning chain and the possession that has been created from it. All they need do is role-play the situation.
Fortitude is the resistance that certain vampires have to being physically damaged. A vampire that has a high fortitude is very difficult to damage significantly. While a younger vampire, with a small amount of Fortitude is more likely to survive to be an old vampire with very high Fortitude. Fortitude can be taken to a maximum level of 5 unless the Vampire is of seventh generation or lower.
For each point a Vampire has in Fortitude they can heal 1 point of damage incurred by one blow. This ability costs 1 blood point to activate. The damaged healed can be either normal or aggravated with no extra blood cost.
Thus a Vampire with 4 Fortitude can spend one point to heal four points of damage.
NB It is not possible to heal damage down to a negative and gain health back.
Neither can you use Fortitude more than once per set of damage incurred.
Neither is it possible to spend two blood to heal double your Fortitude.
For example: Frederick Mansburg is the recognised head of Clan Ventrue. During a heated discussion with Alex of clan Brujah, the Brujah loses his temper and punches the Ventrue with all his might. This is a rib smashing 8 points of damage which Alexs character calls out as he strikes. Frederick however has Fortitude to the level of 5 and spends one blood point to cancel five of the damage, with his player calling Fortitude as this happens. (The use of Fortitude is an instant decision, not one taken after the event.)
Frederick only takes 3 points of damage from the hit (still enough to knock him to the ground). From here the encounter continues .
Necromancy (as the name suggests) is a skill that primarily deals with the spirits of the dead
Level 1. Insight. Blood Cost 1.
With this skill the acting Vampire can gaze into a corpses eyes (for at least five seconds) and experience their final moments through them. What they see as they gaze into the targets' eyes is the last thing that the target saw as they died.
For example: Michael creeps into the chapel of rest late at night. He moves over to the coffin and lifts the lid to reveal his mortal brother. A pang of lost companionship is felt as he holds his brothers face to his own and lifts the eyelids. He begins to gaze into the eyes of the body and Michaels player goes to call for a referee, the referee however is already there and tells him of all that he sees.
A tall man carries his son in one arm, deathly pale eyes look into his and a voice speaks, "Andrew you will take a message to Michael." A knife rips into his ribs and his heart is pierced, as the light fades the voice continues. "Stop your helping of Jason and you may save the rest of your old family."
Then a childs voice, "Where are we going" the vision fades.
Michael breaks the eye contact screaming
Level 2. Summon Spirit. Blood Cost 2.
With this ability the acting Vampire may summon a spirit. Once the spirit is summoned the Vampire may ask it as many questions as he has points in Necromancy, all of which it will answer (in one form or another).
For example: Michael moves through the house. It has been many years since he has last been here. There is still blood on the walls and the smell of death .that smell. He concentrates his mind and summons the spirit of the house, of the life that once moved within it. The referee informs Michaels Player that the spirit answers the summons and appears in front of him. Michael has Necromancy 5 and can therefore ask five questions of the spirit.
Michaels player asks the referee as Michael asks the spirit, "Who killed my mortal brother?"
The referee replies for the spirit, "A man named David Lear,
"Who does he serve?"
"He serves the dark lord."
"Where can I find David Lear"
"In the World of Darkness." The last two questions gain no further information and with that the spirit disappears, leaving Michael with more questions than he had when he started.
Level 3. Compel. Blood Cost 2.
Using this skill the acting Vampire can summon a spirit and ask it to perform a task for him. The spirit will do so, although as with Summon Spirit the task should be clearly defined in order to get the desired result.
For example: Michael enters the Underworld (as the spirit described, "World of Darkness"). Once inside he finds a quiet corner and Michaels player calls for a referee. After explaining that he wants to summon a spirit and ask it to lead him through the club to the man whom is named David Lear. The referee explains that the spirit leads him to a shady figure in the opposite end of the club. Michael sees the man who killed his brother.
Level 4. Haunting. Blood Cost 3/Day.
By spending three blood at the start of each day the acting Vampire can prevent a summoned spirit from returning to the spirit world, thus trapping it in the land of the living.
For example Michael decides he doesnt trust the spirit and will keep it trapped in this dimension until he is sure that he has been lead to the right man. Michaels player informs the referee who makes a note of this and informs him of the displeasure of the spirit.
Level 5.Soul Stealing. Blood Cost 3 + targets willpower.
This particularly unsavoury skill allows the acting Vampire to rip the spirit from a living body. The Vampire must spend additional blood points equal to the target's willpower to accomplish this. Once the target spirit is removed from its body the Vampire may use Haunting to prevent it returning to its body. Compel to force it to perform a task, or Summon Spirit to force answers out of it.
While the spirit is away from the body, the body falls into a coma and will deteriorate at the rate of one point of physical damage per hour, until dead. To return to its body the spirit (the target) must permanently lose one point of willpower.
For example: Michael manages to drag David Lear back to a safe location he has. After several beatings David still refuses to tell Michael whom he works for. Michael loses his patience and decides to use Soul Stealing.' He informs Davids player and asks him his willpower. David has willpower 2 so the act will cost Michael 5 blood. Once the spirit is removed from the body Michael quickly "Haunts" it so that it cannot return. He could have sent it on a task, or asked it questions but his patience is running thin.
Once he realises his predicament, David is more than happy to inform Michael of who the Dark Lord is and patiently waits for Michael to place him back in his body . Michael smiles at the spirit as he leaves the room. Davids spirit wails as it watches its body decay.
This discipline is held by the members of clan Lasombra. It allows them to manipulate darkness and force it to serve them.
NB There must be shadows in the local of the acting Vampire for discipline levels 1, 3 & 4. Therefore these can not be cast in a room fully lit by halogen lamps so that there are no shadows.
Level 1. Shadow Play. Blood Cost 1.
The acting Vampire can manipulate lighting effects and shadows, making them stretch further or writhe. Thus he can make the shadows around a house look more scary, or deepen a shadow to hide within.
For example: Michael enters the Dark Lords haven. Rachel the Caitiff, (truly a Lasombra) is there. It is she that has been causing all the cities' ills. Little does he know he is expected. As he enters the house a referee informs him that the shadows fall and writhe around him and that he sees the shadow of a figure run from a far door. Rachel watches as Michael chases the shadow. It is all an illusion of Shadow Play that Rachel pre-arranged with the referee.
Level 2. Shroud the Night. Blood Cost 2.
This creates an area approximately 20ft square around the creator that obscures vision completely. The creator may move within the darkness but may not take any further actions, as it requires all of his concentration to maintain the shroud. The shroud does not move with its creator.
All other people within the shroud are unable to move freely as they cannot see where they are going. Only vampires with Gleam of Red Eyes can see in any way in the darkness. They can move at half speed through the darkness but can take no action as they are fully concentrating on peering into the blackness of the shroud. Vampires with heightened senses cannot necessarily see through the shroud but their hearing is enhanced such that they can hear all that goes on around them and move through the darkness using their enhanced sense.
For example: Michael realizes quickly that the shadow was an illusion and after hearing a noise from the floor above he races up there. Rachel is busy shoving some personal effects into a handbag. She isnt surprised as Michael charges into the room. Rachels player calls Shroud the Night as he comes towards her and Rachel carefully walks around him and leaves the room. Michael fumbles in the darkness until the shroud is broken as Rachels concentration turns to the long run out of her homes' grounds.
Level 3. Arms of the Abyss. Blood Cost 2 per arm.
Using this ability the acting Vampire causes tendrils of darkness to form from the shadows. These tendrils reach out and grapple a chosen target, (or targets) that are within range. The target that is held by the tendrils must have strength 4 to break free of the tendrils grasp. Although two people (one trapped, one free) with a combined strength of 4 can help the trapped target escape. The casting Vampire can move but make no other action whilst this is active.
The maximum range from themselves that the casting vampire can cause the tendrils to appear is twenty feet.
The length of the tendrils is up to the casting vampires Obtenebration level in meters.
NB You dont have to be absolutely exact with the above ranges they are just a guide.
For example: Rachel starts to run out of her long drive when as she nears the gates she sees Michael by one of the gate columns. "Damn he moves fast" she curses to herself and her player calls Arms of the Abyss. Michaels player now knows that Michael is trapped by a long tendril and role-plays it. He also knows that Michael has Strength 4. Rachel doesnt and fails to see him break free as she runs past.
Level 4. Nightshades. Blood Cost 3.
As this skill is activated, a host of dark humanoid shaped shadow creatures rise from the dark corners of the current location. They will assail those who the caster chooses. Those attacked will be hit at least three times (for no damage) slowing their progress to such an extent that they are kept busy for 10 seconds + an extra 10 seconds per extra blood spent. The only way to avoid the effects of this is to call a dodge (see combat and skill sections).
For example: Rachel manages to throw Michael off her as he leaps towards her. As they both roll to standing positions Rachels character calls Nightshades 20 seconds spending 4 blood in the process. The Nightshades keep Michael busy as Rachel escapes.
Level 5. Shadow Body. Blood Cost 2 to change either way.
A Lasombra with this ability can change their form from a physical one to that of an insubstantial shadow. While in this form the Lasombra can take no physical damage. However if the Lasombra comes within 10ft of naked flames she will instantly spend the blood to reform to her physical state, and Frenzy on regaining this (see rules on frenzy).
N.B if you use your blood up to the point where you would frenzy, to change into a shadow body you will immediately reform and be in a state of frenzy
For example: "We have to move fast, the Prince has gone haywire. He has blood hunted us within the city. It must have been the work of that bitch Cynthia." Jherad looks up at Rachel as she spouts the words while bursting through his front door. She looks at the cuts and slashes across his arms and face. "You look as if you had a run in with a train."
"Not a train, a Gangrel" mutters Jherad "whats this about a blood hunt?"
"He must have been offended by our moves into the coffee market. One way or another though he has gone mad."
Jherad moves carefully to the floor and opens the back entrance to see Jason, eyes glowing. Rachel turns to see Michael at the front door.
"No Rachel, the blood hunt is due to your drug trafficking in Cleckheaton. Cynthia told us of the meeting you had. We figured it was you who tried to have Alex killed, and I know it was you who had my mortal brother killed" scowls Michael.
Jherads jaw drops to the floor in disbelief as Rachels character calls "Shadow Body" starts to become insubstantial, shimmering gently before disappearing through the wall. His mouth manages to shape the words "Oh s " as Jason's hand closes around his throat crushing his neck bones.
Obfuscate is the ability to affect the minds of those around you so that they are fooled into thinking that they cannot see you, or see you differently. This mind haze follows the Vampire as he moves around, affecting all those that would look upon him. While using Obfuscate the player must hold their arm in the air with as many fingers held up as they have points in Obfuscate.
Level 1. Cloak of Shadows. Blood Cost 0.
If the acting Vampire is standing perfectly still and quiet, behind an object or in a very dark room, side street, etc. then they can render themselves effectively invisible.
For example: Jeremy (Nosferatu), is walking through the streets of Bradford late at night. He hears the sound of footsteps, coming towards him. Jeremy has a rather hideous appearance, so he doesnt want whoever it is to see him. He therefore moves into a shady corner and puts his hand in the air. As it happens it is Rachel walking up the street. Rachels player turns to look at Jeremy then sees Jeremys hand in the air he says "Cloak of Shadows" Rachel turns away and ignores him. Jeremy has successfully eluded someone by using his Obfuscate.
NB If Jeremy moves his cloak of shadows will vanish and he will once again be visible.
Level 2. Vanish. Blood Cost variable.
The active Vampire may disappear completely from view (For 10 seconds). He can do this provided he keeps a low profile. This costs 1 blood point. If the player wishes to disappear and for no one to remember he was there in the first place then he must spend 2 blood points.
For example: Jeremy is having a clandestine meeting with one of his shady contacts, (neither wants to be seen together). From down the alleyway Jeremy hears a familiar voice getting closer, there is only one way out of the alley, past where the noise is coming from. Two figures round the corner. They peer into the shadows where Jeremy and his informant are standing. Jeremy gathers his ragged cloak around his skinny frame and spends 2 blood to vanish and also to make the newcomers forget that he was there, just in case they had seen him.
NB Jeremys informant will not forget Jeremy was there, as he had been talking to him for quite sometime prior to Jeremy disappearing
Level 3. Mask of a Thousand Faces. Blood cost Variable.
You are again using your power to cloud peoples minds. This level of obfuscate will allow you to fool other people into believing you are not you, by altering the way others perceive your face.
Blood cost 1: You still look vaguely familiar to the target.
Blood cost 2: Everyone who sees you, (not just a single person as above) will not recognise you for who you actually are. You do not however look like anyone else specifically.
Blood cost 3: You can make yourself look like another person.
NB you do not sound or smell like them, nor does this level of discipline give you the skill of mimicry. It is a purely visual con trick. If you interact with people who know the one you are pretending to be they may be able to spot that you are not them, depending on their perception, (above 3)
Blood cost 4: You can pass yourself off for another person, mannerisms expressions that kind of thing.
NB If you use this masquerade for longer than 30 minutes people with a perception over 4 will be able to spot the deception. You must have studied the one you are masquerading as for at least an hour.
Blood cost 5: You can pass as a mortal, you appear to breathe and sweat your skin appears warm and fleshy. You do not have to look like yourself but may take on the guise of a mortal you have studied with the rules applied for level 4 mask of a thousand faces.
For example: Jeremy is in a night club. A friend comes up and asks for his help. After negotiating a suitable remuneration Jeremy agrees to help him. He has been asked to make himself look like his friend then leave the club, as a couple of "goons" have been following said person all night. They both slip into the toilets and Jeremy spends 3 blood and takes on the guise of his friend who remains in the toilet.
Jeremy then leaves the club (without stopping to talk to anyone) and as guessed the two "goons" follow him out.
By taking time if you are a high gen. character you can achieve all of the above by spending your blood every 10 seconds to build up to the level you want.
Level 4. Unseen Presence. Blood cost 1 to vanish 2 to communicate.
This level of Obfuscate allows you to vanish. (If you are not under scrutiny) You can effectively vanish for an indefinite period of time, as long as you do not make any aggressive actions. You can move, (discretely) and if you spend 2 blood you can vanish and communicate (quietly) with a person.
For example: Jeremy leaves the club with the two "goons" following close behind. He turns a corner and stands in the shadow of a hedge. Using Unseen Presence he spends one blood and disappears. The two "goons" round the corner they look confused, as their target has vanished. Jeremy cannot resist spending another blood and whilst the hapless duo are searching the undergrowth he whispers in the ear of one of them, "Boo!" before leaving the area.
Level 5. Cloak the Gathering. Blood cost +1 per person.
This discipline can be used to make people, (other than yourself) vanish. You must spend 1 blood per person. They must not be being watched whilst they vanish or it will not work. They must also be within 5 feet of you when this discipline is activated. If you do something to break the cloak (like punching someone) then the whole of the cloaked group will become instantly visible. If one of the members of the group other than your self does something to break the cloak only they become visible.
NB You may not communicate whilst cloaking the gathering, neither can any of your group.
For example: Jeremy returns to the club, and tells his friend that he has lost the two "goons."
His friend however has some bad new. A few more have turned up and are watching the exits to the club. Jeremys friend tell s him that he must get to a meeting, (without anyone knowing). Jeremy agrees to smuggle his friend out.
Jeremy spends 1 blood to cause himself to vanish and then another 1 blood to make his friend vanish. The two then slip quietly out of the backdoor and by using the dark shadows in the dimly lit back street they pass the people watching the exits without being spotted.
NB If a person with a higher Auspex level than your obfuscate level is witness to you using Your obfuscate abilities they will spot your deception.
Potence works in two ways:
(I) Potence may be used to increase a Vampires strength to perform strength oriented feats: jumping, barging down doors, lifting heavy weights, etc..
For Example: Rawson is a 9th Generation Brujah with Strength 3 and Potence 2. At a Brujah party he finds himself challenged to a battle of strength against a rival in his Clan. The challenge is an arm wrestle over bowls of Holy water. The competition begins with both opponents straining against each other using brute force. Both call "Strength 3" and strain for a few seconds, assessing each other's potential. The challenger, Lilly, also a Brujah uses her blood to activate her Potence, gaining the upper hand, calling a strength of 5. Rawson Then spends one point of blood to activate his Potence. His Potence level of 2 is then added to his Strength of 3, allowing him to also increase his effective strength of 5. The Brujah are locked.
Potence also works in a similar way to Celerity when using additional blood points.
For example: Rawson is locked in his wrestle with Lilly, both calling their effective Strength of 5. Rawson, however is 9th Generation that means he can spend 2 blood per round whereas Lilly is only 11th and thus can only spend 1 blood per round. Rawson is therefore able to spend his extra point of blood available per round to add it to his Potence, giving him a total of 3 instead of 2. This increases his effective strength to 6, weighting the struggle in his favour. Rawson forces his opponents hand into the bowl of Holy water, and howls in triumph as the upstart 11th Gen. throws herself away in agony.
N.B. Potence may also be used for jumping purposes, where the total Potence allows the Vampire to leap that number of metres vertically, or horizontally.
(ii) Potence may also be used in a combat situation to increase a Vampires offensive ESR.
For example: Seth, a 12th Gen. Nosferatu while out of the relative safety of his Haven is followed and attacked by a mortal enemy. Not a particularly combat oriented Character, Seth only has a Strength of 2, and Knife skill of 2. Thus having a knife ESR of 2. Luckily his Clan is gifted with Potence, and he has seen it prudent to learn this Discipline to level 2. Seth uses his blood point to activate his Potence. In a combat situation, Potence is added to the ESR of the attack, allowing him to call 4 (damage) when striking at his opponent.
When used in combat Potence is still used in the same manner as Celerity, where an initial point of blood is spent to activate it, but then may be increased with any extra blood being spent, each point adding an additional point of Potence.
Potence lasts for the duration of the combat-encounter taking place.
NB In a combat situation, it should be noted that Potence is added directly to the ESR of the skill, not to a Vampires Strength before generating the ESR for that combat.
Note: All effects of Presence are broken if the user acts in an aggressive or harmful way towards the target.
Level 1. Awe. Blood cost 1.
Awe enables the user to intensify the emotion being felt by one other person.
Daniel, a Toreador, has been threatened by Jason, (a hot headed Gangrel) in the Elysium. He brings this to the attention of the Prince who expresses her annoyance. Not satisfied with the Princes reaction, Daniel's player tells her he is using awe to intensify her annoyance to anger. (The Gangrel is subsequently threatened with exile from the City by a very angry Prince).
Level 2. Make Friends. Blood cost 2.
To use this Discipline the Vampire must hold a friendly five minute conversation with the intended target. After the five minute period the Vampire informs the target that they have been using Make Friends. From this point forward the target must treat the acting Vampire as a friend.
For example: Kevin, the Slaughtering Avenging Angel of Doom (Brujah) has always looked down upon clan Toreador. Vivienne, Flower Fairy of the West Bowling, decides to 'Make Friends' with him. After the conversation, Kevin still looks down on Clan Toreador - apart from his friend Vivienne. In time, perhaps Vivienne may change his opinions ... as a friend.
NB This is not a permanent effect, friendships may end after the smallest of arguments.
Level 3. Enthuse the Crowd. Blood cost 2.
This allows the user to stimulate a desired emotion in a small group of Vampires, up to 3, +1 per extra blood spent.
For example: Joshua, a Ventrue Elder, is petitioning the Primogen for the right to inherit 'The Underworld' (site of the *Elysium) from a recently deceased owner. He makes some very pertinent points, and believes by the end of his speech that he has the Primogen in his hands. Unfortunately the Tremere Primogen doesnt seem to want this transaction to take place (surprise, surprise) and argues against the decision. During the Tremere's speech, Joshua (who has realised the potential threat to his plans) informs the rest of the Primogen that he is inducing boredom in them all. They then seem to lose interest in the Tremeres arguments, and the rest of his oration goes unheeded. The Ventrue gains control of the Elysium to the bewilderment of the Tremere, who thought he had made some pretty good points.
*Elysium- place where vampires can meet arranged by the prince of a city, no fighting allowed.
Level 4. Summon: Blood cost 4
The user of this Discipline may compel a person, mortal or Vampire, to come to them. The target does not know why, but feels a compulsion to go to wherever the summoner is, nor does the target know who has summoned them.
Targets known to the summoner may be summoned from any distance, but unknown targets may only be summoned within your line of sight. (LOS).
The cost of this Discipline is relative to the distance of the target. 1 point being line of sight, 2 within the general area (city block), 3 anywhere in the same city, 4 the same country, and 5 the world.
For example: Joshua finds himself, for some reason, as an unwilling guest in the Tremere *Chantry. Realising he is unable to cope with the situation on his own, he calls in the troops (well, a troop anyway). Calling on his old friend the Robert Death Bringer the Gangrel Primogen. (Joshua tells a Ref. that he is summoning Robert to his aid. He then arranges a Vampire night for this to take place, with himself, Robert, a Ref. and Clan Tremere.) Robert feels a compulsion to go somewhere, and sets out. He finds himself approaching the Tremere Chantry, and feeling the need to enter, knocks on the door. The Tremere invite him into their audience chamber where they appear concerned over his restlessness, they discuss a minor Primogen matter, and Robert leaves, his restlessness (and summons) satisfied. Joshua lies in a lead box in the audience chamber fantasising over the things they'll do to the Tremere when his mate Robert rescues him.
*Chantry - Tremere stronghold.
Level 5. Majesty: Blood cost variable.
All in the presence of the user become enthralled with them. They become respected and feared and remain the absolute centre of attention for everyone present for the duration of the Discipline, being up to five minutes for each blood point spent, or until it is cancelled by the user.
For example: Joshua manages to prise open the lid on the lead lined box only to find three very grim looking ghouls glaring at him as if he was tasty morsel. Realising that they probably want to have more than a "polite chat" Joshua draws himself up to his full height, and in his bestist big voice he calls "Majesty". Joshua proceeds to tell the Ghouls, "The need sometimes to let bygones be bygones, to forgive and forget ." (Whilst edging towards the door.) The ghouls are very impressed by Joshua, and so it comes as a great surprise to them when he leaps towards the door and pelts down the corridor at high speed.
Level 1. Gleam of Red Eyes: Blood Cost 0
The eyes of the user glow bright red, and they are able to see clearly in complete darkness (natural or unnatural).
For example: Deathbringer, the Gangrel (Bob to his mates) is enjoying a peaceful Elysium. 'Shroud the Night' is called and suddenly the room is plunged into an unnatural darkness. After stumbling from the initial shock, Bob calls Gleam of Red Eyes, in time to see someone dropping a parcel and carefully leaving the building. Putting two and two together, Bob realises that it is time he was not there. He stumbles (at half speed) to the relative cover behind the Pool table. (Whilst everyone else in the Elysium fumbles around in the darkness.) Just in time, he plunges to the floor as an explosion rocks the room, damaging all exposed to the blast.
Level 2: Earth Meld: Blood cost 2
Using this you may descend into any natural earth or stone that is large enough in volume to contain you. You cannot move and all clothes, etc. Must stay on the surface.
This Discipline costs one point of blood to meld and one to rise.
For example: While recovering from the shock of the blast, Bob hears the pounding of many feet entering the Elysium, accompanied by shouts of, "Kill the Damned!". Trusting his instincts that this is not an invasion of Gothic revellers, but a large-scale attack by vampire hunters, he bravely decides it prudent to sink unnoticed into the natural stone floor. (Kindly fitted by his strangely absent friend Joshua.) Hoping his pile of clothes will go unnoticed. (Bobs player lays immobile on the ground with his fist in the air to indicate that he is not visible or present.) He prepares to wait it out until the excitement has died down.
Level 3. Wolf Claws: Blood cost 3
Wolf Claws allows the possessor to spend a point of blood and grow a 1 inch long claw on each finger. Wolf Claws can be used to afflict aggravated damage, cannot be broken by normal means and remain indefinitely (until retracted).
For example: Bob has Strength 4 and Unarmed Combat skill 5, which gives him an ESR of 6. Were he to "pump" one point of blood into his Protean to activate his Wolf Claws this ESR of 6 would become 6 Agg. Why he feels the need to hide behind pool tables we may never know. (See section on Aggravated Damage to realise how formidable this type of damage is.)
NB Vis-Reps are required for Wolf Claws. An easy way of doing this is having a pair of gloves with Role-Playing safe (e g rubber) claws protruding from the fingertips. These are very quick to put on and take off.
Level 4. Shadow of the Beast: Blood cost 3.
Shadow of the beast allows the possessor to transform (indefinitely if desired) into a transitional form between man and wolf. When in this form, you are part man/part wolf, with all the desires of a wolf but with a mans mind to guide it, somewhat. This does not mean changing purely for the statistical benefits. It means becoming part wolf, i e, A Wolf-man walks hunched nearly on all fours, runs with the aid (but not dependence) of the upper as well as lower limbs, and communicates purely in snarls, grunts and gestures, Although they do receive a bonus of +2 to all their physical Stats.
NB when in this form a vampire will frenzy on one more blood.
NB Gangrel do not change into Wolves if they drink Werewolf blood, whether it's pasteurised, homogenised, semi-skimmed, or even full fat.
Level 5. Mist Form: Blood cost 4.
This is the ability to transform one's body into an unnatural cloud of mist, at the cost of one point of blood to enter mist form, and an additional one to regain solidity. When in mist form one is invulnerable to physical attacks and can drift through any gas permeable barrier or small opening. To the casual onlooker the Mist Form appears as a strange cloud, full of unnatural ebbs and flows.
For example: Rowan the Gangrel arranges a meeting with Marco Giovanni a particularly dangerous adversary for peace talks. Half way through the talks it becomes evident that the location of their meeting has been leaked to a local werewolf contingent, As the place is surrounded with snarling beasts with no apparent escape route. "Oh my!" Says Rowan. "What foul work is this?" Laughing as he changes into to a mist and drifts away unharmed. (Rowan's player says "Mist Form," raises his arm into the air and walks slowly in the direction he wishes to leave.) Marco is left to face the music of the werewolves and what sweet music they make
NB If there were a strong wind, a person in mist form would be compelled to move in the direction it was blowing.
NB The transformation is a gradual drift into insubstantiality. It cannot be used to dodge attacks. Unless of course the attacker has both legs broken and opts to attempt the momentum school of attack. (Where wandering away is usually the simplest solution.)
(Yawn) NB When in Mist Form, the player is only partially aware of their surroundings. They cannot see clearly, hear clearly, or communicate in any way. The will not however, materialise in the middle of a road, over a river, etc..
This discipline is possessed by Setites and deals with all things reptilian as the name suggests.
Level 1. Eyes of the Serpent: Blood cost 1
At the cost of 1 point of blood, the user of this Discipline is able to transfix their target. This needs 5 seconds of eye contact, after which the target is unable to do anything whilst eye contact remains and they are only vaguely aware of what is going on around them.
The target must be within the range of the users discipline level in meters. If eye contact is broken then the link will end, say, someone walking between the user and the target if the lock was being made across a room.
For example: Shiva is a Setite spy sent by the Sabbat to infiltrate the Camarilla. She believes that Arthur, (a Ventrue), has some information she could use, written in his personal journal that he keeps with him at all times. She invites Arthur to her table at the Elysium for a chat. When she believes they will not be disturbed she makes continuous eye contact and then informs the player that she has used Eyes of the Serpent so that he can't break from her gaze. As she speaks intently to him her accomplice filches the book from his pocket. The accomplice then photographs and replaces the book. She then makes her excuses, and leaves with the information, her deception completely unknown to Arthur.
Level 2. Tongue of the Serpent: Blood cost 2
This is a ranged attack, where the tongue of the user, lashes out and strikes the target. This requires no blood to activate, will strike up to 1 meter and does the users Serpentis level in damage.
For example Shiva has been found out by "Count Zharbo", a Camarilla Malkavian, who decides to take matters into his own hands. Fortunately for Shiva the Malkavian believes himself to be an arch villain, and in true arch-villain style has devised a complicated manner of death for her.
She finds her self in the compromising position of being chained to a large barrel of gunpowder. (Over zealous, but then theres no accounting for Malkavians.) There is a trail of gunpowder leading from the barrel to the base of a candle that is set up to topple and ignite the trail after a period of time.
After explaining the manner of death (with much manic cackling involved) the Count leaves the room to retire to a safe distance from the impending explosion. Shiva then informs the ref. present that she is using her Tongue of the Serpent to strike the candle, hoping to knock it away from the black powder. The ref considers the result of this action, and to the relief of Shivas player decides that the candle is within her reach and doesn't fall into the powder but away when her tongue strikes it. Shiva then waits, hoping her allies will arrive before Count Zharbo returns.
Level 3. Mummify: Blood cost 0
This Discipline enables the user to transform into a mummified, desiccated state. Whilst in this state, the user can only be harmed by fire or sunlight. They will remain in this form, unable to do anything until they taste blood, where they will revive.
For example: The Elysium is attacked by hunters. Three people storm through the front door carrying automatic weapons. As the first volley of gunfire sprays the room, Shiva falls to the ground. She is not killed, but merely in mummy form. The gun-battle continues around her. When the hunters leave after causing much damage, the remaining vampires find Shiva, feed her some blood and she revives, unharmed.
Level 4. Form of the Serpent: Blood cost 1 to transform either way
This level allows the user to transform themselves into the form of a Serpent-man or woman (in 20 seconds). This costs one point of blood to transform into this state, and then one point to transform back. When in this form, the user becomes deaf, but is very sensitive to vibrations around them. This doesn't mean that they are harmed by strong vibrations, but that they may sense someone approaching from behind, or a door closing in another room, etc All other senses are heightened (as in Auspex heightened senses) and the players Perception increases by 2.
If a Serpent-man bites someone the target takes damage equal to the Serpent-mans strength, and then one point of damage per minute until they are able to feed on the blood of the Serpent-man.
For example: The information Shiva has stolen from the Ventrue Arthur is written in code. She needs that information fast, or her cover could be blown (again). She has kidnapped Arthur who is now chained to a chair in a room bear except for a table. Shiva is attempting to persuade him to be reasonable and simply tell her how to break the code. Arthur refuses. Shiva takes a couple of steps away, says "Form of the Serpent" and begins to change. (This process takes 20 seconds, and with a ref. present Shivas player takes full advantage of the role-play opportunity and experience gaining opportunity.)
When fully transformed, She paces around the helpless Ventrue (for effect) then leaps to the attack. Instead of ripping him to the shreds as poor Arthur expected her to, she bites him once, then retreats. After returning to her natural form, she calmly sits across from Arthur. She informs him that without the use of her blood, he will deteriorate at the rate of one point of damage per minute. A slow and excruciatingly painful death.
After a few minutes Arthur spills his guts. Shiva gets the information and leaves him to his painful fate.
Level 5. Heart of Darkness: Blood cost 5. Time: 1 hour others, 2 hours self
On the night of the full moon this level of Serpentis allows the Vampire to remove their own (or someone elses) heart, and transfer it to a specially made clay urn. This makes the target impossible to stake, and also makes it harder for them to frenzy, (their frenzy level is reduced by 1) and increases their willpower by 1. The link still remains between the heart and body however, so if the heart is staked or burnt for example, the owner will react as if this were happening directly to them.
For example: When Shiva offers to remove Bobs heart and therefore make him unstakeable, he thinks this is a wonderful idea, and accompanies Shiva to her Dark Temple of Set (damp cellar with drapes). After the ritual Bob is pleased he can no longer be staked by anyone ... except Shiva who now holds his heart in one hand and a stake in another and is wanting to discuss certain feeding rights.
Level 1. Changeling: Blood cost 1 per change.
This allows the vampire to change their appearance by moulding their flesh, and is effective as Disguise skill at level 5. To mould flesh costs 1 point of blood each time it is done.
For example: Shiva's Sabbat allies find out that there is a conspiracy to kill her. None of them are able to enter the Elysium to warn her, as they are all known enemies of the Camarilla. Fortunately for Shiva one of the pack, Vlad is a Tzimisce. Vlad possesses the discipline of Vicissitude and thus uses changeling to alter his features. He then is able to enter the Elysium claiming to be a wandering Vampire and after a short time gets close enough to Shiva to warn her of the danger she is in.
Level 2. Flesh-craft: Blood cost as per changeling.
This discipline level can seriously alter the appearance of another. It is the same as the Changeling level in effect and blood cost, but may be used on someone else.
For example: After Shiva escapes to safety the Sabbat perform a hostile take-over of the city. The Camarilla fall before them. While the Bishop of the pack is giving his traditional 'Sabbat are ace, Camarilla is crap' speech, a plucky (if foolhardy) listener makes a derisive comment. He is dragged to the front of the crowd where Vlad throws him to the ground and hunches over his body appearing (from behind) to knead his face. Vlad returns to his position, and the distraught Vampire rises to his feet, unchanged except for the removal of his mouth from his face.
Level 3. Bone-craft: Blood cost 1 +1 per additional point of damage
This level of the discipline is used to permanently reshape a bone of the target's body.
To use this Discipline the Vampire is able to spend 1 point of blood to reshape a bone causing 3 damage. They may spend additional blood available to them per round to make it a particularly nasty affliction. In order to heal the twisted bones to their original form the target must re-break the bone with equivalent damage to that done, before it will reform in its original shape. Then to reform the bone they must heal the damage they have done themselves as well as that done through Vicissitude.
For example: Daniel uses Bone-craft on Lee's leg. He is an 8th Generation Vampire able to spend 3 blood per round and so may spend an additional 2 points of blood over the 1 point it takes to use the Discipline, calling Bone-craft 5. Lee must then do 5 points of damage to her leg to break the bone sufficiently for it to re-set in its original form. In order to be able to use her leg she must then heal both the 5 points of damage she caused to herself, on of top of the 5 points of damage caused by the Bone-craft.
Level 4. Zulo Form: Blood cost 4
With this ability the user is able to transform their entire body into a 7 feet tall monstrous form. In this form a Vampire's Physical Stats are increased by 2 and any damage done is Aggravated damage.
For example: Daniel is surrounded by a group of Lees friends who are a little put out that he turned her leg round backwards. They express their desire to do likewise, and a bit more to Daniel. He can see no escape and so transforms (20 seconds of bone crunching ugliness) into his Zulo form. The group of avenging angels stand aghast, as where once stood Daniel the Tzimisce there is now a seven feet tall slavering monster, with an evil glint in its eye and rather nasty looking claws on its fingers.
Level 5. Blood Form. Blood cost 2 to transform, 2 to transform back.
This ability allows the vampire to turn their physical form into one of blood, they can then ooze down cracks in floors seep through porous surfaces and then reform.
In this form the vampire can move (amorphously) quickly.
The vampire in blood form cannot be hurt by any physical attack forms, except fire.
For example: Daniel finds himself trapped (again) this time by a pack of angry Gangrel who wouldnt be that impressed by his zulo form. He notices the floor is made of wooden planks, so he decides to turn into Blood and literally slip away.
It takes 10 seconds to turn into blood form.
Daniel summons up his powers, and before the Gangrel can react, he splashes to the floor as a pool of blood and drips through the gaps in the floorboards.

Statistics are basically your character defined by a number that relates to a set level of power within the game.
The different statistics that go to making your character are as follows:
STRENGTH: (STR), Determines how strong you are and the strength of material object.
DEXTERITY: (DEX), How quick and nimble your character is, (used for such actions as dodging.)
PERCEPTION: (PER), How good you are spotting things.
INTELLIGENCE : (INT), How intelligent you are.
WILLPOWER : (WIL), the strength of your resolve.
Statistics are the basic you. Without any skills or disciplines you have basic abilities that are your Stats, walking talking breathing, etc.
For example: If you have a high strength you may be able to "muscle" the lid off of a locked box, not as neat as if you had the Skill of Lockpicking, but if you have sufficient strength you will get the job done, in most cases.
Just as a very intelligent person might be able to work out a way of making a bomb, (given enough time and the right equipment) without necessarily having the Skill of Explosives.
(See table 1 for relative Stat power levels)
As well as giving a character a chance at doing something that they have little or no understanding of, Stats effect skills that your character will have, either positively, (by increasing the level of that skill) or negatively, (by taking away from your skill in that area.)
For example: You have the skill of arm wrestling but only strength 1. (Strength being the relevant Stat, as arm wrestling is a physical thing.) Your skill at arm wrestling is 3. (Pretty good.) So you have good technique, but your weakness will let you down against some no neck bruiser with a huge amount of strength even if they have a lesser skill rank than you in arm wrestling.
(See table 2 for statistic modifiers for skills.)
For the purposes of deciding what Stat affects what skill, Stats are divided into two categories physical, (Strength and Dexterity) and mental, (Perception, Intelligence and Willpower.)
When using skills in a game situation you will have to calculate all the plusses and minuses to get to a final number, this number is your EFFECTIVE STRIKE RANK, (or ESR), which is your ability to effect your intentions.
Example 1 You have strength 3 and Unarmed combat 2. Strength 3, if you look on the table has neither a plus, or minus therefore, it will not increase your skill (or detract from it) so your ESR for Unarmed combat, (punching someone's puddings in) is 2.(ESR 2)
Example 2 You have Intelligence 4 (professor) and a computer skill of 3 lets say you want to hack someone's hard drive. The referee has given this task a difficulty level (based on the person who's hard drive it is computer skill), lets say level 4. Your intelligence of 4 gives you a skill modifier of +1. 1 (Stat modifier) + 3 (skill rank) = 4. So your ESR is 4, which in this case gives you the required level of skill to succeed in your efforts.
Example 3 You have 1 dexterity and a firearms skill rank of 1. You want to shoot someone sitting across the room from you. (It happens.) Your dexterity level gives you a -1 (which takes away from you skill)-1 (Stat modifier) + (skill rank) 1= ESR= 0 you couldn't hit a barn door if you tried.
If you still don't get the idea after these very simple examples, then it is a miracle you can actually read this book, go away and die.
Skills are abilities that are learnt rather than innate. Skills are used heavily in the game to achieve various results (its O.K being super strong and very smart but without skills you're like a gun without a firing pin).
Skills are divided into two categories, PHYSICAL and MENTAL. They are further divided into groups affected by different Stats.
For example: The skill of Medicine is a mental skill, (you don't have to be strong to be a brain surgeon) and the mental Stat that will affect your medicine skill is your Intelligence Stat.
Opposing a skill.
When you use a skill it can be opposed by the relevant Skill or Stat, of the person or target you are trying to affect.
For example: You are trying to steal a book from off of a table using your filching skill. If no one is around fair enough you do it, no problems. (After all this is a live role-playing game and using your innate cunning and guile is most important.) However, if someone is watching you then your skill comes into play, i.e, you will have to tell them your Filching skill ESR and then they will check, (in this instance their Perception Stat) to see if they spot you.
Remember you are not your character. What you can do they may not be able to do, and vice versa. This is why we have skills and Stats, etc. to demonstrate the difference between various characters, be they vampires or mortals, and to separate your CHARACTER from YOU the player.
(See table below for lists of skill and relevant governing STAT and STAT area.)
SKILL STAT STAT TYPE
Unarmed combat Strength Physical
Knives * *
Swords * *
Thrown weapon * *
Climbing * *
Firearms * *
Explosives * *
Filching * *
Lock picking * *
Sprinting * *
Dodging * *
Computer Intelligence Mental
Forensics * *
Lore * *
Medicine * *
First Aid * *
Persuasion Willpower Mental
Seduction * *
Authority * *
Empathy * *
Disguise Perception Mental
Hide * *
Lip Reading * *
DESCRIPTION OF SKILLS
PHYSICAL STRENGTH BASED SKILLS
This is the umbrella term for various forms of fighting without the use of actual weapons.
The style you chose for your character's skill in unarmed combat is up to you. You may be a brawler, a boxer, a martial artist, whatever the aim is still the same to beat the crap out of someone.
Your unarmed combat ESR is for any part of your body that you use in any given fight head, fist, leg etc,
It also covers the use of everyday objects that are not regarded as arms, e.g chairs, lumps of wood, bottles and the like, if in doubt ask a ref.
NB Your unarmed combat ESR is the DAMAGE you cause to your opponent. You can choose not to use lethal damage and instead opt for subduing your opponent. Which means if you deliver a lot of damage that would kill your opponent you can choose just to knock them out temporarily, which means they will recover very quickly.
Notes on subdual damage:
You MUST decide as you call out your damage (or ESR) whether it is subdual or actual.
If you do over 20 points of damage consecutively (calling subdual) your opponent is considered stunned for 5 seconds. They are unable to perform any action whilst stunned except heal the subdual damage they have sustained.
Your opponent can heal 10 points of subdual damage for the cost of 1 blood.
For example: John has an Unarmed combat skill of 4 and a strength of 4 giving him an ESR of 5, which = 5 damage but he quite likes Bill who he is fighting and doesn't really want to hurt him. So, instead of just calling "five!" he shouts out, "five sub!"
NB Due to the live role-playing nature of our game you will engage in actual combat. With these few absolute exceptions;
You will not make actual contact with your opponents, nor will you swing wildly at someone and hope that you miss. You will pull every blow and you will keep a cool head at all times. If you don't think you can do this, do not get involved in any fights. If you do get involved in our pretend fights and fail to pay due care and attention you will be asked to leave the system. Hot heads need not apply.
This skill covers all short bladed weapons.
The damage you cause with a knife IS your ESR (unless the weapon is special in some way and has a bonus unto itself). This reflects you skill in using a knife effectively, knowing where to strike, what grip to use, etc.
You cannot cause subdual damage with a knife or any short bladed weapon
NB With BBN being a Live Role-playing game you will actually engage in combat (though stylised) to some degree but you WILL NOT use a REAL knife or ANYTHING that has not been cleared by a REF as role-playing safe (see sec. VISUAL REPRESENTATIONS).
Like knives only longer. The same rules apply for swords as for knives with the following exception;
You can IMPALE an opponent with a sword. To do this the target must be; distracted, held down, or a complete idiot. If you pull off an impale you do double your ESR for damage.
NB: You CAN do subdual damage with a sword if you use the FLAT of the blade and call subdual type of damage. You cannot use subdual damage for an impale, if you impale someone it is going to smart.
With this skill you may throw a knife, throwing star, axe, etc. for a distance of your ESR times 2 in metres.
Damage is your thrown weapon skill.
NB You can only use this skill to THROW a weapon. You will not have an ESR for fighting hand to hand with it, unless you have the relevant weapon skill as a separate thing.
You cannot cause subdual damage whilst throwing a weapon,
For example: Marcie has thrown weapon, ESR 5 (she has a very nice set of throwing knives just for this purpose) but she gets attacked at close quarters and cannot throw her knives. Unfortunately she is a bit of a specialist and has not chosen KNIVES as a separate skill. She cannot use her ESR 5 for thrown weapons against her opponent at hand to hand range. Luckily for her she is a fast runner
Damage for a thrown weapon is your ESR -1 unless the weapon is specifically designed for throwing.
If it is designed for throwing the damage is your ESR
NB Anyone can throw anything, but with less skill than one who specialises in it This is based on your strength Stat as range and damage. E. g strength 4 means you can lob a chair at someone up to 4 meters away and do four damage, due to impact rather than skill.
Your character can climb vertically for her ESR times 10 in meters, Without the aid of equipment.
NB This may vary depending on the surface, a brick wall no problem. A cliff, easy. A glass wall however may have a difficulty assigned by a ref. which you must match or beat with your ESR in order for you to get up it.
PHYSICAL DEXTERITY BASED SKILLS.
As with Unarmed combat the aim of all people who use a gun is to inflict damage irrespective of the weapon used. General firearms covers all weapons with the following rules applied;
FIRE-ARMS skill level: 1 and 2, allow the character to use BASIC pistols and revolvers. You can clean it and point it, load it and fire it.
Damage = ESR +1
FIRE -ARMS skill level: 3 and 4, allow the character to use the above but they can fix jams and have a knowledge of exotic types of bullets (like dumb- dumb bullets for example)
They can also use automatic and semi-automatic weapons and shot guns.
Damage = ESR +2
FIRE-ARMS skill level:5 allows the character to use specialist weapons like, heavy assault cannons, rocket launchers, sniper rifles. As well as the above skills the character can also affect Slight customisations to their weapon, like filing down a sight for that extra 8th of a second off their draw. They can also repair MINOR damage, (that is not an engineering job), if in doubt see a ref.
They can also choose to AIM for a specific location or object but this requires concentration upon the target for at LEAST 20 seconds.
Damage = ESR +3
NB The skill levels given above are your ACTUAL skill NOT your ESR.
Your ESR IS the damage you do, (see above) this can end up being quite a lot but it reflects several things;
1: Your deftness and familiarity with a gun
2: The fact that this is a live role-playing game and we are not anal enough to write out huge lists of the numerous different damages for hundreds of different types of guns.
3: Guns are very scary things that really mess you up, whether you are a vampire or a mortal.
Damage bonus of each level is not cumulative.
IF the above skill makes you go white with terror don't worry just check out the skill DODGE and the discipline FORTITUDE. If they do not appeal stay out of trouble and buy a bullet-proof jacket, (see RESOURCES).
Work pretty much along the same lines as fire-arms, pretty much...
Explosives skill level 1: You have a basic knowledge of common types of explosives and their ingredients and how to assemble them. You CANNOT make detonators or complex explosives, stick to nail bombs and fun things to do with weed killer, other than kill weeds, or poison next door's dog.
NB Your ESR +1 is your damage and radius of effect in meters.
For example Your explosive skill is level 1, your Dex. is 3 (no plus or minus to the skill) +1 for the type of explosives you are using (weed killer and moth balls) = ESR 2 you can do, 2 damage to any one within a two meter radius.
Explosives skill level 2 and 3: You have an excellent working knowledge of general explosives and you can construct detonators from basic materials and timers.
Damage/radius = ESR + 3
Explosives skill level 4: You know just about all there is to know about explosives from weed killer to cemtex. You can make Nitro -Glycerin in the bath and use mercury switches, etc.
Damage/radius = ESR +4
For example: Henry has Explosives level 4, so he can make up a very fine parcel bomb from stuff he has bought in a D.I.Y shop. He can also rig a radio detonator at minimal cost and without having to go to Guns Are Us. (Just his underworld friend, Frankie Fingers for a few bits and pieces.)
Henry's Dex is 4 so he has, 4 (for the skill level) +1 (Stat modifier) +4 for the power level of the explosives he is using. His ESR therefore is, ESR = 9 which mean's he can do 9 damage to anyone within a nine meter radius, Henry is a dangerous fellow.
Explosive skill level 5: You have the skill to blow up entire buildings, real demolition work. You can examine the aftermath of a bomb and work out (probably) how it was done, by what and any M. O there maybe. You have an in-depth knowledge of just about everything that goes bang.
Damage and radius = ESR +5
NB damage is not cumulative. So if you have explosives 5 do not add +5 +4 +3 +1!
NB: There may appear to be a parity between the damage caused by firearms and the damage caused by explosives but there isn't really, for the following reasons;
Guns don't have a radius effect, explosives do
You do not have to be near something/one to blow it/them up.
Thus highlighting the fact that explosives are even more dangerous to continued existence upon this mortal plane than guns are.
Another thing to note is; If you try to over-reach your skill, i.e. you have explosives 1, but you bung a ton and a half of dynamite in a dust bin and try to rig up a military grade radio detonator that your dodgy mate sold you at a bargain price, with the idea that you will be able to take out the entire city in one fell swoop and become overlord of the post apocalyptic wasteland that will remain. YOU personally, (not your character YOU), will be shot and wall mounted in the Referee's trophy room, even if you have 5 dexterity. Got it? Good.
Picking pockets surreptitiously swiping something from a table/bag/shelf, this is what you can do with filching. The skill really works if you have potential witnesses or you're not actually that good at picking pockets. Of course it is possible to get noticed doing it, (this skill is opposed by the perception of any one who expresses an interest).
The picking of locks of doors, safes and the ability to "hot wire" a car. The difficulty of the lock to be picked will be decided upon by a REF.
This skill represents a burst of speed to gain distance from a pursuer. It is useable only once per tactical situation.
For example: Scott is being chased by Laura and she is catching him up. Scott shouts out his sprinting skill (4) that gives Scott a four seconds head start to leg it before Laura can continue the chase.
This skill represents you ability to get out of the way of something/one hitting you, a chair, a fist, a bullet. Your ESR is the amount of dodges you may perform in a night, so if your ESR is 3 you can dodge three incoming things.
When employing this skill you must go through the motions of dodging as well as calling out the skill
i. e, dive to the ground, side step a blow, that kind of thing.
NB you cannot dodge an attack that you are not aware of, like getting hit from behind, unless someone warns you of it.
MENTAL INTELLIGENCE BASED SKILLS
This skill covers all aspects of computing, depending on level, hacking, programming, hardware, etc.
Skill level guide:
Computers skill level 1: basic computer literacy
Computers skill level 2: the ability to program, and the above.
Computers skill level 3: You can do the above perform basic hacking and repair/customise hardware for specific jobs.
Computers skill level 4: As above plus, you can perform advanced hacking and write virus programs
Computers skill level 5: As above plus constructing designer software packages, e. g surveillance programs, networks, etc. You have the ability to get into almost anywhere, you can even retrieve lost files from windows!
This skill doesnt quite fall under the category of medicine, (hence it being here) you are able to find out information from material evidence left, generally at the scene of a crime. The higher your skill/ESR the more information you can find out from even small amounts of physical evidence.
You have a wide and varied knowledge of myths, legends, folk-tales, etc. These can be relating to human myths, or the legends of the supernatural, the higher your skill, the more likely you are to know about a given topic. Chose what lore you specialise in e. g. Vampire lore etc.
This skill encompasses the research and analysis of drugs/chemical substances, and relevant aspects of Biology. You can also construct drugs/compounds whose potencies are equivalent to your ESR.
Given the relevant equipment, made or improvised you can heal damage sustained by a mortal up to half of your ESR. E. g first aid ESR 5 = you can heal a person of 3 points of damage.
MENTAL - WILLPOWER BASED SKILLS
This skill allows you to empathise with another sentient being, to understand what they are feeling, You know what they are going through. In a tactical situation it would tell you if someone were feeling murderous, ecstatic, suicidal, afraid and the like. This will only work if the target of your scrutiny has less willpower than your ESR.
The best way to employ this skill, if in doubt, is to go through a ref.
For example: Angel has an Empathy ESR of 6. She wants to find out how Carl feels about a certain person. After questioning him about it she quietly gets a REF to check on two things
1) Whether her Empathy ESR is higher than Carl' s willpower
2) What feelings Carl has towards the person in question, hatred, love, etc.
The ref asks Carl (without telling him why) what his willpower is Carl gets out his character card and checks, he has will 4 (lower than Angel's Empathy ESR)
The ref then asks him what he feels about the person in question. In this case Carl feels great enmity towards the individual. The REF then quietly informs Angel that she has succeeded in the use of her skill and what Carl feels about the person in question (not what he thinks about them or what he is going to do with them) Angel then plans her next move.
This skill allows a person to turn on their natural charm. The person who uses seduction will be charming alluring and very attractive to the opposite sex.
NB Gender preferences apply. If you try to seduce someone of the same sex but they are definitely Hetro -sexual then it will not work.
You must also try your best to role-play seducing someone it will definitely improve your chances of it working. If you merely say, "Hey Luv fancy a .etc." then you are not going to succeed.
Your ESR for seduction must be greater than the target`s willpower for this skill to work.
With this skill you can persuade people to do things for you, let you into somewhere youre not supposed to be, tell you information, etc. You must engage in a conversation for this skill to work.
Your skill ESR must overcome the target`s will power, you can only effect one person at a time
You cannot make someone do anything that is against their nature, e.g. you cannot make a devout Buddhist eat meat.
This skill illustrates your natural leadership qualities. With Authority you can command instant attention and if you succeed compliance with your commands.
You must overcome the targets willpower to succeed.
NB you cannot make someone go against their innate nature as with persuasion.
Authority is used in command situations to get an instant response not a long and complex series of commands, to be carried out over an extended period of time.
For example: John has an Authority ESR of 4. He wants to get into a private meeting. The guard on the door has orders not to let anyone in, John glares at the man and in a quiet, yet commanding tone says, "move aside (Authority 4)". The guard checks his willpower (it is 3). The guard gulps, and shuffles out of Johns way.
MENTAL PERCEPTION BASED SKILLS
With this skill you can alter your appearance to fool people.
You will need costume and make-up to use this skill.
Your ESR in disguise must be higher than a person, (or group of peoples) perception to fool them.
This skill must be prepared in advance and every effort must be made to effect a convincing disguise.
This skill allows a person to hide from another, provided the location you are in will allow for this.
You would find it hard to hide from someone on a football pitch, or if you and the person you are attempting to hide from are in an empty well-lit room.
Your skill at hide must be higher that the perception of those who you are attempting to hide from.
This skill gives you the ability to lip read, the higher your skill the greater the distance, provided you are in line of sight.
Your lip reading ESR is the maximum distance that you can lip read up to (effectively) in meters
NB you must make sure you are in a position to see the target of your lip reading clearly for this skill to work. If in doubt, before attempting to lip read consult a REF as to the feasibility of the action.

SECTION FIVE: MERITS AND FLAWS
Merits and Flaws as their name suggests are both good for and detrimental to your character. If you chose them they are yours forever, so do decide carefully
You may chose up to 7 points worth of merits just so long as you have the points for them, you can only chose merits and flaws at the creation of your character.
Ambidextrous: 1 point merit
With this merit you can use both hands with equal dexterity, very handy if one hand gets hurt.
Concentration: 1 point merit
You have the ability to focus your mind and ignore distractions.
Inoffensive to Animals: 1 point merit
Animals do not fear you for the filthy undead creature that you are.
Light Sleeper: 1 point merit
You awake at twilight instead of true dark.
Herd: 1 point merit
A herd is a group of mortals who a vampire feeds on, if a vampire doesnt have a herd then feeding takes up a lot of time and can lead to confrontations with other vampires.
This merit means you have one without having to resort to scavenge the streets you know just where to get sustenance all times.
Fairy Affinity: 2 point merit
You have knowledge and friends within the realms of the fey.
Ghoul Family: 2 point merit
You support up to 3 semi- undead servants who dwell within or near to your haven (specify).
These NPCs may be used to help you in given situations, please clear the use of Ghouls with a ref.
Fortress Haven: 2 point merit *
You must buy the merit Resources up to at least level 3 and there are only a finite number of locations within a city that can be converted into a Fortress Haven at any one time ( *see a Ref).
Calm Heart: 2 point merit
You will frenzy on one less blood than you would normally.
Ties: 2 point merit
You have ties with a member of a particular group e. g the police, an occult group, the media, the church (specify).
Your ties can help you with certain things but they may also ask your aid.
Resources: *cost variable*
You can buy a resource level that is the equivalent to a characters material wealth. If you do not buy a resource level you are considered to be very poor.
(see table 3 resources)
Misplaced Heart: 3 point merit
Your heart isnt where it should be, it can be up to 1ft from the normal position for a heart in a human body.
Medium: 3 point merit
You can converse with the dead and see spirits.
They however may not want to converse with you!
Baby Face: 3 point merit
You can pass for a mortal, you breathe, cry real tears, you are warm to the touch etc..
Unbondable: 4 point merit
You cannot be bound by another vampire by means of a blood bond.
N.B Tremere cannot take this merit.
Guardian Angel: 5 point merit
You will survive one fatal encounter due to this merit. You can only use this merit once per year.
Iron Will: 3 point merit
If you have a definite purpose in mind (a task to complete, a debt to discharge, a goal to attain) you cannot be effected by the discipline of Dominate.
NB a spurious example of a "purpose" will not be accepted.
Brujah merits
Bloody Minded: 7 point merit
You can ignore all damage for a period in minutes equal to your willpower twice per year, but then you will go into torpor irrespective of what blood you may have left, and lose 1 humanity for doing so.
Gangrel merits
Gift of Proteus: 2 point merit
A Gangrel with this merit can customise the discipline of protean e.g. make their gleam of red eyes, gleam of green eyes, or grow claws from their knuckles instead of their finger-tips, etc. (see a ref.)
Malkavian merits
Inspired: 4 point merit
Occasionally you get flashes of inspiration, but only very rarely and when you are sorely pressed (see a ref.) This merit allows you an inspired guess (ref. Hint) as to what is going on, or how to get out of a tricky situation, but do remember to be very pleased with yourself!
Nosferatu merits
Tough Hide: 3 point merit
Your skin is as hard as old leather reduce damage to a specific location by 1.
N.B This will not reduce aggravated damage.
Toreador merits
Controllable Thirst: 1 point merit
You frenzy on one less blood if you possess this merit.
Blasé: 4 point merit
You are cool and not easily impressed by others.
You can resist the effects of the presence discipline up to level 2 with no cost to yourself.
Any use of Presence 3 against you requires you to expend 2 blood to resist the effect
+2 per additional level above 3.
Setite merits
Snake Scales 3 point merit
As per the Nosferatu merit "Tough Hide" but the appearance of your skin is that of greenish yellow scales.
Samedi Merits
Lizard limbs: 2 point merit
The Samedi with this merit may lose a limb at the cost of 2 blood points but take no damage from it they may re-grow the limb for the cost of 5 blood it takes 5 hours to re-grow the limb.
You may take up to 7 points worth of flaws. They must all be different .I. e you cannot have 7 points worth of Prey Exclusions.
Only flaws that can potentially be detrimental to your character during a role-playing session are included in this list.
Deep Sleeper: 1 point flaw
You do not wake up as soon as it gets dark but an hour after, if you are disturbed before this time, tough you dont wake up, so if your haven sets on fire at around sunset, well invest in a sprinkler system just in case.
Phobia (Mild): 1 point flaw
You have a fear of something, spiders, mirrors, beards, etc. you will avoid these at all costs to the point of panic if confronted with them/it.
Odour (mild): 1 point flaw
You have strong body odour, that may not be unpleasant but is definitely noticeable by anyone with a sense of smell, it will also make you very easy to track by someone with heightened senses.
NB This must be role-played so buy some cheap perfume.
Odour (severe): 2 point flaw
You stink. You smell worse than a Nosferatus laundry basket. Humans will vomit if you go near them.
All the above for Odour (mild) apply plus the fact that your odour is very, very unpleasant. You can try to disguise the smell, but that only makes it worse.
Prey exclusion: 2 point flaw
Only one prey exclusion may be taken
1) You cannot chose prey exclusion, of any cold-blooded creature, fish etc.
2) Any mammal (except humans) will be counted as prey exclusion animals.
3) Any small discrimination for humans will not be accepted by the refs. As a viable prey exclusion , e.g. people with odd coloured eyes (no) bearded men (no) etc.
4) Race and gender exclusions will count.
If perchance you feed on a prey you are excluding you will vomit the blood up and be helpless whilst doing so for 1 minute.
Will not kill: 2 point flaw
You may engage in combat but if you kill someone you will immediately enter frenzy.
"Oh the horror of it all! What have I done!! ROAR!!"
Phobia (severe): 2 point flaw
As Phobia (mild) but if confronted by said object you will enter frenzy.
Permanent Wounds: 2 point flaw
You start each night on -2 blood pool due to an injury sustained when you were created.
Wanted: 2 point flaw
Someone or group of some-ones is hunting you (specify in background)
One day they will find you
Deformity: 3 point flaw
You are missing a limb or the limb is so mangled as to be unusable. This limb must not be used at all during a vampire session whilst your character is timed in.
Pacifist: 3 point flaw
You will not harm anyone vampire, human or animal, in anyway. Feeding can be especially difficult for you. If you do harm (or cause) someone to be harmed then you will lose 1 point of humanity.
Deaf: 3 point Flaw
You are deaf. (If this is not role-played well the refs. Will eat you and put your bones in the trophy room).
Hollywooditis: 3 point flaw
You are psychologically effected by the classic flaws of a movie vampire, afraid of crosses, repelled by garlic, mirrors, crossing running water, entering a house uninvited etc. you sleep in a coffin and tend to wear big flowing cloaks. If you are forced into confronting any of the above and cannot get away you will enter frenzy.
Weak Willed: 3 point flaw
You are a pushover, highly susceptible to suggestion. Dominate and Authority work automatically on you.
Mute: 4 point flaw
You cannot communicate by vocalisation. You must not speak at all whilst your character is timed in. You will not be able to use any ability or discipline that relies on vocal commands, or conversation.

The generation of your character is how powerful your blood is.
Generation is not dictated by your clan but by the one who sired, (created) you. Your generation is always one less than the one who sired you, if you embrace (create) a childe (a vampire of your making) then it will be of a lesser generation than you by one.
For example: Your creator (sire) was 10th gen., which makes you 11th gen. You in turn create (sire) a childe, this new vampire will be 12th gen.
Generation is important for three things
You can chose to start the game as a 13th generation vampire who will have a blood pool of 10, and who can spend 1 blood roughly every 10 seconds.
The above option will not cost you any CCPs
You can chose to spend CCPs to lower your generation (1 per generation lowered) thus giving you a bigger blood pool and potentially more blood to spend per turn
N.B You will not be able to lower your generation passed 10th gen. unless the refs. Agree.
The benefits to being a lower generation (and thus having a bigger blood pool and being able to spend more blood per 10 seconds (or phase) are:
You can heal more damage done to you by having a bigger blood pool
You can perform more tasks or increase the effect of disciplines etc. if you can expend more than 1 blood per 10 seconds.
You will also be afforded more respect the lower your generation is, in some ways for potential age of your character, but mostly because lower generation vampires are much tougher than higher ones.
The lower your generation is the more chance you have of gaining political power in vampire society.
NB You do not have to be hundreds of years old to be a low generation vampire. You could have been created yesterday by an 8th gen. which would still make you 9th. Conversely, you could have been embraced 2oo years ago by an 11th gen. and thus you would be 12th, though you would probably know a bit more about vampires and the world than a newly created *kindred (vampire).
(See table 4 generation blood pool/points per encounter)
PART THREE: THINGS THAT YOUR CHARACTER NEEDS TO KNOW.
The next two parts (3 and 4) of the rule book should hopefully explain everything you as a player should know and also everything your character should know when you start the game.
Your character has 10 health points. This represents the structural integrity of your vampires body.
If you get into a fight or sustain damage you can spend blood to repair it at the time it occurs. (Depending on the situation).
If your body sustains more than 10 damage in two blows/shots etc. that are in within 10 seconds (ish) you are stunned. (unconscious) due to the fact you can only spend blood every 10 seconds (ish).
To get out of the stun, you must then heal the excess damage to below 10.
If you have enough blood to heal yourself and you are unconscious this healing process happens automatically at the next available time that you can spend blood (approx. 10 seconds after the last time you spent any).
You can then carry on as you were, before losing consciousness, minus the blood you have just spent.
If you have not got enough blood to bring your health level to a positive then you are in a torpor.
You will remain in torpor until someone else feeds you blood as potent as your own or more potent (same gen. or lower).
Delia has sustained more damage than her 10 health levels in two consecutive blows that are in close succession, Delia falls to the floor stunned. Whilst lying on the floor Delias player counts how much blood she has in her blood pool (7). She has taken (14) points of damage, (4 above her 10 health levels) to come round she must spend 5 of her blood to cancel out the damage above her health level that she has sustained. 14 - 5 = 9.
NB Delia may be able to function again, but she is still very damaged, and she is in frenzy*
*See section Frenzy below.
This kind of damage is very, deadly. The kind of creatures who can deal out aggravated damage are, other vampires, werewolves, sunlight, certain special weapons or items and divine force. Aggravated damage cannot be healed in the normal way.
1 point of aggravated damage may be healed per week at the cost of 1 point of blood.
You can heal aggravated damage if you posses the discipline of Fortitude.
Certain Tremere are believed to be able to heal aggravated damage.
If you sustain any aggravated damage whilst in torpor you are dead, permanently.
For some reason, stakes (sharpened spikes of wood) really do effect vampires, and this is how. The damage they cause is equal to the unarmed combat ESR of the wielder.
If a stake is driven through the heart of a vampire it renders the vampire totally paralysed.
You must use a role-play safe VIS. REP. stake, not just any old lump of wood.
In order to stake someone they must be either;
Prone (lying on the ground not moving)
Held down or restrained so that they cannot move at all.
You cannot stake anyone if they are moving around, or if they are stood up
and unhampered, even if they have their backs to you.
If your body is destroyed by sunlight, fire, the wrath of God or by being torn apart by aggravated damage you are really, really dead. Time to create a new character.
Blood is everything to a vampire, you can push it to the back of your mind but it will always be there, the pulse of life running through your undead body.
It is the thing that created you, the powerful blood of an undead creature, it is what sustains you, what gives you superhuman power. It is the thing that heals you, it is the thing you crave above heaven
As a vampire you will have a blood pool determined by what generation you are.
E g, You are a thirteenth generation vampire which give you a blood pool of 10 and you can spend 1 blood per action phase/turn/encounter (roughly about every ten seconds).
Your Blood Pool is the total amount of blood (life energy) you can store at maximum. The lower gen. You are the greater will be your capacity.
You can spend blood at the rate accorded to you due to your generation every 10 seconds
e. g You are an 8th gen. vampire you can spend 3 blood every 10 seconds.
You spend Blood Points to achieve certain things, (using disciplines, healing damage) these blood points come directly from your blood pool, if you run out totally, you go into torpor.
If you get close to running out of blood, (as per your clan) you will frenzy.
This is when one vampire drinks the blood of another on three separate occasions, (at least 24 hours apart), if this occurs the vampire who drinks the blood is bound to the vampire who they have fed from.
This causes the bound vampire to be totally in love with the one they are bound to, they are not mindless slaves by any means, just devoted to the one that they are bound to. This will not stop them from disagreeing with the one they are bound to, but they will fight to the death, (if necessary) to protect them.
A blood bond can be forced upon an unwilling victim by various means.
If once a vampire is blood bound they cannot be blood bound by another.
A bound vampire cannot be ordered to kill themselves due to a blood bond.
A blood bond must be maintained by the binding vampire.
Though on the surface vampires can appear cool and civilised, beneath is the constant and obsessive desire for blood, the beast trying to get out.
Generally you must feed every night. When in a city it is a good idea to find out who feeds where and on what kind of prey. More than one fight between vampires has resulted from a kindred encroaching on another vampires hunting ground. These battles usually end up with the Prince banishing one or all of the feuding parties from the city.
When you feed you can heal the marks made by your fangs by licking the wound, unless you are a Giovanni in which case you cant.
If you drain a human/animal of all of their blood they will die. They will not come back from the dead as a vampire due to this happening, that only happens in films.
After sustaining more damage than they have blood to heal a vampire will go into a Torpor.
A torpor is a deathlike state.
You go to torpor if you run out of blood.
If you are fed blood by another vampire who is the same gen. as yourself or lower you will come out of torpor.
Unless you are fed enough blood to bring you above your frenzy level you will immediately go into frenzy.
Whilst in torpor you are unaware of anything, you are in a deathlike state.
If you are in torpor for more than one week you will lose 1 humanity point.
The vampire part of you is a wild preternatural beast, it is without reason, without thought, save one.
The desire to drink blood.
The beast will fight to stay alive, (so that it can keep on drinking blood)
If you are in danger of running out of blood, and thus dying the beast that is the vampire within takes over. This state is called frenzy.
You will frenzy when you reach a low blood pool total, each clan has a level at which they frenzy.
When in frenzy you have one desire, to drink blood
When frenzied you will fall on the nearest thing that has blood in it, irrespective of who/what it is.
You will only revert to your normal self when you have drunk enough to bring your blood pool above your frenzy level.
Whilst in frenzy you will not pay attention to anyone, irrespective of who they are or what they do.
If you sustain damage whilst in frenzy the rules for damage (as stated in the relevant section) apply.
Each time you frenzy you will lose 1 humanity.
If you are exposed to a large volume of blood and you are within 1 point of your frenzy level and have less than 3 willpower you must leave the area, with all speed, or go into frenzy.
NB All merits/disciplines that reduce the likely hood of frenzy apply.
All Clans frenzy on 4 Blood except for Brujah who Frenzy on 5 blood and Nosferatu who Frenzy on 3.
Humanity is the thing that stops both humans and vampires from turning into ravening monsters, humanity is reason, and understanding, without humanity, You are a beast.
The maximum humanity for any character is 10
The lowest is two, if you go to one humanity, you are no longer in control of yourself, all that was you is gone all that remains is a monster intent upon drinking blood. (New character time)
Humanity can be gained by various means, such as making a supreme sacrifice (offering yourself in the place of another) or giving love/aid to someone on more than a superficial level etc.
Humanity can be lost more easily than it is gained. If you have a high humanity then very minor transgressions can lose you humanity, though by having a high humanity you are less likely to transgress.
E.g. if you have 10 humanity then WATCHING someone get their head bashed in, and not TRYING to do something about it will probably lose you humanity (Ref. Discretion). If you have 3 humanity then ripping someones head off and playing football with it will probably lose you humanity, though watching such a thing might be mildly amusing and not humanity losing for you. (Ref. Discretion)
(See Section 5 Frenzy and Section 4 Torpor for other potential humanity loss situations)
Do remember Refs. have the final say on humanity loss or gain.
The vampire has been a part of the myths of mortals since time began, humans have only the slightest inkling of the dark and sinister world that the vampire inhabits. It is complex and treacherous world, ancient and terrible powers fight constantly with each other for control over both vampires and mortals, alike, it is a world where quite often the predator becomes the prey.
Since vampires came into existence they have evolved complex rules and traditions, in order to preserve the secret of their existence, different clans of vampires with different ideologies have waged war on each other for centuries. As time passed the clans split into mainly two, ideologically opposed groups.
The Camarilla is the largest faction of kindred in existence today. They have their own laws and traditions, which stretch back to the dawn of time. The Camarilla rules most of the major cities where vampires exist and exerts great influence not only over vampires but over many mortal affairs.
Of the vampire world those belonging to the Camarilla believe in maintaining the status quo, quietly creeping through the centuries unnoticed by humankind, clinging desperately to their humanity.
Camarilla clans; Brujah, Gangrel, Toreador, Ventrue, Tremere, Malkavian, Nosferatu.
( see tables section for a list of the traditions of the Camarilla)
This is the second largest group of vampires, the views that they hold are very different to those of the Camarilla. The Sabbat vampires revel in their power and have cast aside all pretensions of humanity, they are cruel and overtly evil, they flaunt their powers and kill indiscriminately believing themselves to be the superior species on the planet. The Sabbat do not have humanity, they instead have something called a path, (see a ref.)
Sabbat clans; Tzimisce, Lasombra,
NB The above are a list of the "hard core" clans belonging to each faction. Members of all clans can be found in both groups. Those who swap sides are known as the anti-tribu of whatever clan they belong to. They are reviled by their former allies as traitors and not trusted to any great extent by their new "friends"
The Sabbat and The Camarilla are in many ways the opposite sides of the same coin. They are engaged in a bloody war with each other that has raged for centuries, and will probably continue until the end of time.
NB For a more in depth look at the Camarilla and the Sabbat please read "Vampire the Masquerade" Role-playing books, by White Wolf.
In the game Bradford like most of Britain is a Camarilla city, therefore we will take a brief look at the ruling structure of The Camarilla.
NB In vampire society to begin with you will be accorded status, due mainly to your generation, (as you play your character this will change).
Below is a rough guide to status.
Vampire Status (lowest to highest)
Childe The recently embraced
Caitiff The clanless.
Neonate Young vampires
Ancilla Young Vampires who have proven themselves
Elder Respected "known" vampires
Prince Ruler of a particular cities kindred
There are other levels in the hierarchy of vampires but the above is all that will be relevant to your character to begin with.
By fair means or foul one who is a prince (either male or female) has risen to the position of overall ruler of the vampires in a particular city. They are generally the most powerful vampire in the city and have great resources at their disposal. It is the job of the Prince to make sure the Masquerade is upheld and the traditions pertaining to it are kept, if they are not kept then the Prince will mete out punishment to the transgressors. A prince answers to the Camarilla Council, a group consisting of some of the most powerful active vampires in existence.
The Prince tends to be a distant figure who has few dealings with higher generation vampires.
This group of vampires "advise" the Prince and help rule the city. It consists mainly of elders and clan leaders.
Powerful vampires in their own right, they deal mainly with the night to night running of vampire affairs.
The Primogen answers to the Prince.
The society of vampires is a complex web of intrigue and deceit. Your vampire must learn quickly who controls whom within the city, be assured everyone answers to someone from the Prince down to the lowest neonate. Many games are played on many levels, be wary lest you become a pawn in one.
Anarchs are the rebels of the vampire, world not content to serve those older than themselves. They seek their own path, they subvert and fight against the doctrines of both the Camarilla and the Sabbat, and they are therefore hated (and feared) by both groups. The Anarchs represent freedom, and thus, tend to attract younger vampires unused to the political machinations of their elders.
There are clans that, "W hen in Rome do as the Romans" by this we mean clans that will bow before whichever group, (Camarilla or Sabbat) is in power, but generally follow their own agendas.
Because of this they are greatly distrusted by both The Camarilla and The Sabbat.
Non aligned clans; Giovanni, Setites, Samedi, Caitiff, Ravnos.
There are rumoured to be other lesser-known clans who do not belong to either the Sabbat or the Camarilla.
Within Vampire society there are many even smaller factions, it is up to you whether you seek them out.
A coterie is a group of vampires who stick together though friendship and/or mutual protection, the world of the vampire is very dangerous, a coterie is sometimes the only group of people who you can trust.
Coteries can be made up of members of different clans.
Many vampires who still long for the human companionship that death has denied them will create children, others create children by accident, some do it out of malicious spite. The reasons may vary but the process is still terribly traumatic and fraught with danger for both sire and childe (for an excellent example of someone getting embraced watch the film "Interview with the Vampire")
Once a childe is created it is totally dependant upon their sire for many years, vulnerable to the predatory nature of other vampires, and confused by the powers that darkness has gifted them with. For some it can be too much and insanity or death is the only release.
(If this sad fate befalls the childe of a Toreador the trauma can destroy the sire as well as the childe.)
When siring great care must be taken to lessen the shock, taking time is a good way of avoiding the embrace failing.
The vampire must drain the blood of the mortal, almost unto the point of death
Then the dying mortal must be fed the blood of the vampire, a few drops only will quicken the beast within. The childe must then drink more blood, they are in a frenzy like state at this point more than one would-be sire has died in the frenzied embrace of their newly created childe.
Ghouls are neither mortal nor kindred, but something in between.
Ghouls are humans who are fed, or drink the blood of a vampire. From this point on they must continue to drink the blood of a vampire regularly, if not they will sicken and most probably die.
Ghouls can gain disciplines. Though usually not as powerful as vampires, ghouls can be more than a match for even the strongest of humans.
Some ghouls live for centuries, sustained by the blood of the vampire they serve. Ghouls are technically blood bound to the vampire who sustains them, though in most cases it is through choice.
Ghouls have the advantage that they can live in human society, sunlight is no bar to them, for this reason they make excellent guardians.
Animals can be made into ghouls
Vampires have enemies, amongst their own kind, mortals and other supernatural creatures, below are some that you may come across, if you are unlucky.
Werewolves hate vampires as well as fear them, they believe vampires to be utterly vile, an anathema to everything natural and alive. Werewolves will almost certainly try to kill any vampire that stray into their territory. (The wild undeveloped lands that exist beyond the city limits.) There have been occasions where werewolves have sent raiding parties into cities to hunt vampires, due to a perceived slight (real or imagined), when this has happened the streets have run red with both werewolf and vampire blood (and that of any unlucky mortal who happened to get in the way).
Werewolves live slightly longer than humans, but they are not immortal. They tend to live in large family groups, or "packs". Werewolves are fiercely loyal to their pack and will die to protect any member of it or to avenge any harm done to one of their own. This has been the reason for several large scale feuds between kindred and Were.
They are formidable fighters. It is virtually impossible for a werewolf to become a vampire, though it has been rumoured to have happened.
A vampire is one of the deadliest creatures to walk the earth, yet most mortals could (and do) walk past these unnatural killers without ever realising it, ask any human and they will tell you vampires dont exist. This non-belief is the greatest weapon in a vampires considerable arsenal. The only time your average human believes is usually when it is far to late.
There are however, a few mortals who know the truth and have sworn to destroy those who feed off of humankind, these brave (or foolish) souls are known amongst themselves and their dangerous prey as Hunters.
There are many types of hunter but most are regarded by their fellow humans as crackpots and weirdos, and indeed some are. Some however, are incredibly cunning and intelligent individuals who have devoted their lives to ridding the world of vampires. Some of these hunters are modern day holy warriors, fighting the forces of darkness. These particular hunters are greatly feared by those wise vampires who understand the power that these mortals wield, it is called True Faith.
True Faith is simply, the power of God. It doesnt matter if the person with True Faith is a Hindu a Christian or a Buddhist, they have the power of the creator of the world within them, The True Faith, they have seen the light and want to show it to as many vampires as they can.
A lowly shop assistant can gain True Faith, whereas a priest who has prayed everyday might hold a cross up before a vampire only to see the creature laugh in their face. You have to be a true believer to have True Faith not just be a member of a religious organisation.
NB True Faith is like a discipline for mortals, they can end up with having a very high skill rank in it.
If True Faith is called then vampires must back off to a minimum of 10 feet from the mortal calling it, the vampire can end up getting trapped this way. There are other results from a mortal using True Faith, but not many vampires have lived to pass this information on.
NB The power of the Divine is real in BBN and for simplicitys sake we use the term "God" to define it, this is in no way indicative of any religious bias, because BBN doesnt have one.
There are also the professional hunters of vampires, and these people can be as ruthless as the prey they stalk, (in some cases, more so). These types of hunters work for many reasons, money, the thrill, research purposes and revenge. Whatever the reason, they study their prey and use all the state of the art equipment they can lay their hands on to catch or kill a vampire.
A mention must be made of the real crackpots and lunatics who try to tell the world vampires exist, in most cases they are completely harmless but more than once an arrogant vampire has underestimated a doddering old fool and ended up dead, just look at what happened to Dracula.
There are creatures that reach beyond the pale into the realm of the mortals, they have many forms and even more names, we shall just use the one, Demons.
Demons and vampires occasionally cross paths, when this happens the odds are definitely in the demons favour. These otherworldly creatures tend to get summoned by foolish mortals who lust after power, some are summoned by vampires themselves (Tzimisce have been known to do this), with dire consequences for both kindred and mortal alike. In these thankfully, rare situations it has been known for humans to ally themselves with vampires to rid the world of the greater evil that is a demon.
Demons are far superior in physical strength to even a vampire, and they can wield powerful magic, this makes them terrifying adversaries. Thankfully there are said to be items of power that are proof against such beings, as not much can get rid of a demon once it has been summoned.
The above is just a short list of the kinds of enemies your vampire may come up against.
As well as infinite variations on the above, there are many that we have not covered.

PART FOUR: THINGS THAT THE PLAYER NEEDS TO KNOW
We will now look at everything else that you will need to know before you play BBN.
What else is there? Quite a bit.
SECTION ONE: EXPERIENCE POINTS.
As you play your character you will get involved in various plots and schemes, you will either succeed or fail, live or die. To reflect your character learning from their experiences you will gain, "Experience Points".
Experience points are very much like Character Creation Points, in the fact that you can use them to increase your characters abilities as explained in previous sections.
Experience points are given out once every two months, it pertains to the previous two months role-playing.
The amount of experience awarded varies.
WAYS THAT YOU CAN GAIN EXPERIENCE POINTS
Your character will gain experience, and therefore become more powerful, by doing many things: below are a few examples of exp. Gaining opportunities.
NB Alcohol has been noted for its role-play inducing effects and thus has gained the Nickname of, "Role-play Juice". (In moderation of course)
NB there are some excellent second hand shops in Bradford.
WAYS NOT TO GET EXPERIENCE POINTS
Just a few examples of the many, many ways people can completely fail to progress within the game.
1) Popcorn Role-playing The popcorn role-player, is a person that for some unknown reason has joined the vampire system. They manage to drag their sorry carcasses down to a vampire night, go to the bar, then they sit in a corner and do .nothing, they just sit there, doing nothing, oh sometimes they wander around doing nothing (fume) Not only is this extremely annoying to both the refs. and other players, but it is a total waste of their time and our space.
2) Not Making An Effort With Costume e.g. Bill the student wears combat trousers and a Nine Inch Nail sweat shirt and Bills vampire character, "killer" also wears a NIN sweat shirt and combats. Not good, dont do it. Remember this is a role-playing game, not just a social club.
3)Bad Role-playing. By this we do not mean that the person cant role-play we mean that this person does many deeply annoying things like, (points 1 and 2 above), cheating, dropping out of character for no real reason, and forcing other people to do this, arguing with the refs. for no good reason, not reacting to what happens around them or to them and damaging the atmosphere by constantly going on about non game related things and whinging if they dont get their own way. The technical term for such people is "sad w ****r"
There is a time and a place for everything, if you want to talk about football or what happened in last nights episode of neighbours then don t come to a vampire night.
Experience points must be spent if your character teaches another character one of their disciplines, this action must be discussed with a ref.
Your characters can teach vampires disciplines that they do not have. This is frowned upon by members of any clan. If you are caught you will be in trouble.
The cost for teaching disciplines is 3 exp. It will be subtracted from both the teacher and the students next experience points.
The student must spend points for learning a non clan discipline (5) per level as well as the 3 points to learn it.
It take two months to teach a discipline to a vampire. If the study isnt at least twice a week you will not learn it within that 2 month period.

SECTION TWO: VISUAL REPRESENTATIONS
A VIS .REP is a fake prop like a stake, a dagger, a bomb etc. and it also refers to wounds your character may have. Also special effects like firebombs, smoke that kind of thing. All VIS. REPS. must be role-playing safe, e. g items must be made out of rubber/latex, be soft and squishy. They must be checked by a ref. Before you use them.
Fake guns. Due to the gun laws in this country we do not allow realistic looking guns, blank-firing weapons catapults crossbows air rifles and the like, as we do not want to get arrested or shot.
If your character has a gun then the one you use must look fake i.e. bright green/yellow/blue and look like a toy.
If you have in mind a special effect you want to achieve but your not sure how to do it, ask a ref. They will probably be able to help you out or point you in the direction of someone who can.
SECTION THREE: REACTING TO WHATS HAPPENING
As previously stated actually hitting someone is frowned upon, some very experienced players do make contact when they role-play fights out, but even with experienced people accidents can happen, if you are not sure weather you can pull a blow, then please, please, please dont attempt it.
When/if you are involved in a fight remember to role-play the blows, react as though they are real (this is an excellent way of gaining Exp.).
Reacting when using disciplines/skills
If you are using a discipline/skill that has some form of outward expression role-play it. (VIS. REP it where possible).
E. g If your character is good at picking locks, make a set of pretend lock picks.
e. g If you are using Majesty, then orate, stand on a chair and make people listen, this is virtually a given for using any discipline that will effect another player as night-clubs full of vampires tend to be very loud, dark and smoky and if there are a bunch of Brujah brawling, you have to work hard at getting heard.
Reacting when disciplines/skills are used on you please react when someone locks eyes with you and tells you they are mesmerising you, things like this really enhance role-play.
SECTION FOUR: IN CHARACTER/ OUT OF CHARACTER SITUATIONS
When the refs. call "Time in!" you will be expected to "drop" into character. You will be addressed by fellow players by your characters name and you will be expected to react to what is going on around you as your character, not you.
If you want to do something like go to the toilet, have a cigarette, get a pint etc. something that your vampire wouldnt really do, then put your hand in the air and make it obvious that you are not in character. We do not ask this because we are control freaks (we are but thats not the reason) it is simply to avoid confusion after all no-body is really psychic, are they?
If you just cant be bothered to stay in character, for whatever reason, then go away. We are not trying to be rude but the object of a vampire night is to role-play. If you dont feel like it once you get there then go home, youll feel better and people who want to play can get on with it.
Occasionally "Time out!" will be called if; Something needs sorting out urgently, like first aid getting administered, or someone losing a contact lens, or a fire alarm has gone off. Please be patient this only happens on very rare occasions.
When the ref. Calls "Time out!" very late on, in a night then you can be you again, Hurrah! The night is done.
Players shouldnt call a time out unless its for something very important.
If "Time freeze!" is called stop exactly where you are, mid sentence, mid fight, it doesnt matter a time freeze is often used to represent something happening instantaneously that cannot actually occur that way, i.e., A creature "materialising" out of the floor. To end a time freeze the ref. Will call "Time in".
Your character will get to know many things, do remember that some of what you are told will be lies, or genuine mistakes, (due to someone else lying usually), this is the way with plotting and scheming types like vampires.
Dont waste your time asking a ref. if what you just got told by Billy was true, because we wont tell you unless you are using a skill, or a discipline that may be able to tell you.
Do not take anything you have read in the White Wolf books as gospel, as previously stated it may not apply within BBN.
If you are sitting in the pub with other players, try not to discuss what your characters are doing etc., unless you have the opportunity to do so in character. This really does spoil things for you in the long run (and earn you a place in the trophy room). A lot of what you will hear about what is going on will be incorrect or deliberate misinformation.
Definitely do not try to listen in on other players conversations, even if they are dumb enough to discuss how they are going to over throw the Prince in ear shot of you.
These non-player characters are everyone else in the world who are important to the story lines. They are generated along the same lines as your character and will react as their characters would, do not treat NPCs any differently to PCs (player characters). NPCs have their own goals and aims, do not be mistaken into thinking they will foils for your character.
Vampires are generally paler than your average, non-gothic human, unless of course you happen to be black, lucky you, black vampires dont get bleached. If you are Caucasian then it is a good idea to make your self a bit paler than you are normally (unless, of course you are a Goth.)
If your character has any visible wounds scars etc. then please have a go at using makeup to show them, if you need a hand ask a ref. for a few pointers on how to achieve this.
CHARACTER CARDS/EQUIPMENT CARDS /BLOOD CARDS.
You will get a character card with all information about your character on it, except for your background. Bring it with you to all Role-playing sessions . If you dont, then dont expect to use any skills etc. as we cannot verify that what you say is correct without a card. Genuine mistakes can happen, people do forget things and the easiest way to avoid mistakes is to have your card on you.
If you have a piece of equipment, sword, gun, that kind of thing you will get a card for it. If someone steals/takes the piece of equipment that the card pertains to, you must give them the card.
These represent your blood pool. As you use blood, tear them up accordingly. If you feed from another vampire, get the right amount of cards from them. If you feed from an NPC get the relevant number of blood cards from a ref. or that particular NPC.
Referees (refs.) are the people who run the game, organise venues, plan story-lines, provide NPCs and generally run around like mad things on a Role-playing night. The role of a ref. is to facilitate the smooth running of a game of BBN, to answer questions and help the story that your characters are creating to flow.
Refs. aim to make the game as stimulating, as exiting and as fun as they possibly can.
Refs. tend to have a broader view of the game so please accept that in most cases the ref.s word is final.
1 Refs are not out to "get" players, or kill their characters. This would be counter-productive, refs make things hard for players, to provide a challenge. If you have to work for something its much more of a victory when you finally achieve it.
2 If a ref withholds information about something, or they will not explain why your super plot to kill Frankie didnt work its not because they are "cheating", its because something that another player has dont has effected the out come.
3 There are only about 3 refs available on an average vampire role-playing night., If other things are happening simultaneously elsewhere, there may be less. This can work out to 1 ref per 10 players. If all 10 players are doing things at the same time, in different parts of the location, the ref as you can imagine will have their hands full. Try to remember this when asking for assistance, be patient.
4 BBN is a non profit making organisation, nobody gets paid to run vampire, so please bear this in mind when you ask for the moon on a stick, and get a less than polite response.
5 We have a lovely trophy room where we keep the Valium, and emergency bottles of wine .We also keep the souls of those who have displeased us in jars on the shelf above where we keep the bones.
6 Refs are only human and make mistakes sometimes.
7 Please remember that the people who run BBN are not full time employees (slaves) to the role-playing game. If you see a ref outside of a pre-arranged role-playing session or a specific meeting to discuss vampire they may not have the time or inclination to talk about the game, do respect their right to say no.
Hopefully the rules have given you a comprehensive guide to BBN. We have tried to cover everything that you need to know in order to play the game. We hope that you will take the intended spirit of the rules to heart, and not try to find loopholes, this is a pointless exercise. Rules are a necessary evil when live role-playing or indeed playing any game. The important thing is to have a challenging and fun experience. If you cheat, you are cheating your self out of enjoyment, if you have a propensity to do this then BBN is not the game for you, go away or we will eat you.

Level of Stat |
Description |
1 |
Weak |
2 |
Average |
3 |
Good |
4 |
Exceptional (The highest level that a human can obtain) |
5 |
Superhuman (Very difficult to obtain even for a vampire) |
Stat Value |
1 |
2 |
3 |
4 |
5 |
Modification to skill. (Due to Stat Value.) |
-1 |
- |
- |
+1 |
+2 |
Level |
Lifestyle |
Income (per month) |
Total assets |
0 |
Streets |
£20 |
£50 |
1 |
Low |
£150 |
£1000 |
2 |
Working Class |
£500 |
£3000 |
3 |
Rich |
£1000 |
£20,000 |
4 |
Very Wealthy |
£5000 |
£50,000 |
Cost |
Generation |
Blood pool |
Amount per 10 seconds. |
0 |
13th |
10 |
1 |
1 |
12th |
11 |
1 |
2 |
11th |
12 |
1 |
3 |
10th |
13 |
1 |
*See ref. |
9th |
14 |
2 |
*See ref. |
8th |
15 |
3 |
Table 5: The Traditions of the Camarilla.

grandest of the angels, and most wise,
O fallen god, fate driven from the skies - Baudelaire.
Thaumaturgy is the blood magic wielded by the Tremere, they are in effect "spells" that the Tremere can use, depending on the blood that the Tremere has available.
RULES ON THE USE OF THAUMATURGY
If a casting time isnt stipulated that means the spell takes as long to cast as it takes you to muster up the blood for it.
For example: Ethan can only spend 1 blood every 10 seconds due to him being 12th gen. he wants to cast Taste of Vitae (which costs 2 blood points) he therefore takes 20 seconds to muster up the blood to spend in order to then cast the spell.
For example: Jocasta is 9th gen. and thus can spend 2 blood every 10 seconds so she has less time to wait before she can activate the spell Taste of Vitae.
The cost to buy Thaumaturgy is the same as for any discipline (3 for a clan discipline and 5 if it is a non-clan discipline).
Each spell also must be bought, after creating your character spells take one week to learn, two spells cannot be learnt simultaneously. The cost to learn a spell is 2 exp.
You cannot learn more spells of a higher level than you currently have in a lower level e g 3 level one, 2 level 2, 1 level 3, 0 level 4, 0 level 5.
You may only learn Thaumaturgy levels up to and including your intelligence Stat.
Candle Light. Blood cost 1
This causes a small candle like flame to appear, instantaneously in the casters palm. It cannot cause damage but will give off illumination equal to that of a candle.
Component: A piece of candle wax.
Purity of the Flesh. Blood cost 2
The Tremere in question must be naked and sit within a circle made out of pre prepared stones. (The stones must be washed in the blood of the caster). They expend the blood required. It takes 10 minutes to work. All objects that are not of the caster's body will be expelled during this time.
Component: Ten palm sized stones prepared as above.
Taste of Vitae. Blood cost 2
To use this spell you must taste the blood of the target vampire.
It will tell you the following;
How much blood they currently have.
Roughly what generation they are.
What they last fed from, i e, mortal, kindred, animal.
Component: Blood of the target, not more than a week old.
Levitate. Blood cost: 2
The caster can slowly lift an object up to 1 pound in weight up to a height of 6 feet from the floor. They can move it slowly in a given direction. The object cannot be any further than 20 feet away. It cannot be moved more than20 feet and must be in line of sight of the caster. The caster may bring the object to within their reach. If the caster is distracted in any way the object will drop and the caster must recast to try again.
Component: A hawks feather.
Silent passage: Blood cost 3
The caster can walk or run silently for up to 3 minutes. They must not make any aggressive actions or speak, if they do, they make noise again. This affects the caster only.
Component: A cats whisker.
Breeze call. Blood cost 3
This spell will create a breeze with the strength to blow out candles and ruffle paper.
The breeze can be created in a room or outside.
Component: Dust from a tomb.
Incantation of the Shepherd. Blood cost 1
This spell once cast will impart the knowledge of where the nearest member of the casters herd is, within a city. This spell takes five minutes to cast.
Component: A small piece of cloth.
Blood from a stone. Blood cost 1
This spell enables the caster to literally squeeze blood from stone.
The stone must be at least the size of an adult human head and no bigger than large pumpkin.
It may even be a worked piece of stone.
The caster will gain 4 blood from it.
This spell can only be used once every 24 hours.
Component: A small piece of rose quartz.
Ward vs. Ghouls. Blood cost 5
This spell takes an hour to prepare and can be cast on objects no smaller than a chicken's egg. The effect of the spell is to repel a ghoul from an item thus prepared. The ghoul cannot go within 20 feet of the item.
The effects of this spell last for 2 days. The item is then consumed and turns into dust.
Component: Blood from a ghoul.
Engaging the Vessel of Transference. Blood cost 1
With this spell the caster must first prepare a small vessel made from an organic material, (clay, glass, wood). The vessel can be as small as a test tube and no larger than a pint glass.
The caster must put 1 point of their blood in the vessel, then seal it with red wax. The next person, (other than the caster) that touches the vessel will lose 1 point of their blood. (This will be transferred to the vessel.) The point of the caster's blood (that was in the vessel) will be transferred to the person who touched it.
Component: The above materials.
Fiery Touch. Blood cost 3
The caster must concentrate for 60 seconds whilst clenching a handful of ash in their fist. After this period the caster's hand is unbearably hot, so hot that it will cause 1 point of aggravated damage if it comes into contact with someone else, and will cause flammable materials to burn.
If the caster punches someone with their fiery hand then the damage is separate.
E g Alexandra the Tremere has cast fiery touch she then punches Trevor the Malkavian with the hand she has made hot. Alexandras unarmed combat ESR is 3 so she does 3 normal damage +1 agg. If Alexandra had only touched Trevor with her hot hand she would have still done 1 aggravated damage to him.
This spell lasts for 1 minute.
Component: Ash from a fire
Recur of the homeland. Blood cost 1
This spell will heal 1 point of aggravated damage. The caster must have a handful of soil from their homeland after spending 10 minutes in total meditation the caster must smear the soil over an aggravated wound, which will heal1point of aggravated damage.
NB This spell can only be cast once every 24 hours. This spell affects the caster only.
Pavis of Foul Presence. Blood cost 1
This spell will cause any Presence disciplines directed at the caster to be thrown back on the person using Presence against them. The Pavis is a blue silk scarf soaked in the blood of the caster. This scarf must be worn around the neck of the caster. The Pavis is proof against 3 directed "attacks"
of Presence.
It takes 20 minutes to cast and lasts until sunrise. Effects the caster only.
Component: A blue silk scarf and some of the caster's blood.
Blood Walk. Blood cost 0
The caster must have a sample of blood from the target. The sample must be no older than one month. By tasting the blood the caster can tell certain things about the target.
What clan they belong to.
What their generation is.
The name of their Sire.
Who they are blood bound to, (if anyone at all)?
Component: Blood of the target
Ward vs. Lupine. Blood cost 5
This spell creates a ward that will repulse werewolves from the object it is cast upon (see ward vs. Ghouls)
Component: A piece of werewolf and an item to cast the spell upon.
Splinters of Truth. Blood cost 1 per splinter.
With this spell you can "encourage" a target to tell the truth.
You may prepare up to 10 splinters that will keep for 28 days.
The splinters must be made from the bones of a dead person. The splinters must be carved to be no thicker than a finger and approximately eight inches long and they must be pointed. A target must be prone, (by this we mean not moving).
The caster inserts a splinter into the flesh of the target,(this does not cause any damage) then the caster asks a question. The target must answer the question truthfully. If the target lies or fails to answer the splinter cannot be removed from the targets body. The splinter may be wrenched out by someone using strength 5 or more. This will cause 1 point of aggravated damage and intense pain (this should go without saying). If the target answers truthfully then the splinter will fall out without causing any damage.
NB Once a splinter has been used it cannot be used again. This spell will not brake any conditioning that the target may be under. If the target does not know the answer to a particular question and says so then no harm will befall them from the splinter. Only the creator of the splinters can use them.
The use of this spell must be witnessed by a ref.
Component: Bones of a dead person.
Face of the Beast Blood cost 1
The effect of this spell is to reveal the face of the "beast" within. This terrifying visage will cause fear in anyone who is within the casters line of sight. It will cause those seeing it to run from the caster until they are no longer in line of sight.
This will not work on anyone who has willpower higher than the caster's level of Thaumaturgy.
This spell may only be used once per night. It lasts 30 seconds.
NB the caster must role-play this very well by grimacing, snarling and the like if they do not then it will not work.
Component: The fang of a vampire. (Not their own fang.) It must be worn around the caster's neck.
Theft of Vitae. Blood cost 1 per point stolen
By spending 1 blood the caster can steal 2 points of blood from a target, by touching them (effectively gaining one blood point). The theft can be felt by the target. (It feels like an insect bite). The caster can only steal blood until they are up to their blood pool level.
Component: A silver needle.
Ward vs. Kindred. Blood cost 5
As ward vs. Lupine/ghoul.
Innocence of the Heart. Blood cost 1
This spell causes the aura of the caster to appear like that of an innocent, calm person. The caster must keep a small childs toy* upon their person for the spell to work.
The caster must spend 1 blood point each night to keep the item charged. If the caster loses the doll then their aura will revert to its true colours instantly.
Components: *A Poppet soaked in the blood of a lamb.
Heart of Stone. Blood cost 1
This spell causes the casters heart to be like stone. It therefore cannot be staked. The caster cannot use Presence whilst this spell is active. The caster must spend 1 point of blood every night to maintain this spell. The caster cannot dispel the effect of this spell they must let it wane.
Components: A Heart shaped pendent carved from stone (any type) that the caster must wear.
Bleed. Blood cost 1*
This spell causes a target to bleed from their eyes, ears, nose and mouth. It causes the target to lose 1 point of blood per 1 point of blood that the caster spends every ten seconds. (Up to a maximum of 5 blood.)
The target must be within 30 feet of the caster and in their line of sight.
The caster must clench in their fist a lock of the target's hair and a piece of broken glass.
If the caster loses concentration, or the components the spell is then broken. The caster must decide before they cast the spell how much blood they are going to spend. If the spell is broken the caster will still lose the blood.
Components: (As stated above)
For example: Daniel the Tremere has managed to get hold of a lock of hair from his arch- enemy, Levi the Brujah. Daniel tells a ref. he intends to use Bleed on Levi and spend 5 blood (Daniel has a blood pool of 12) which will leave him on 7 blood points. This will cause Levi to lose 5 blood. The ref tells Daniel this will take 50 seconds to happen. Daniel nods.
The Tremere stands next to the railing above the dance floor, (where Levi is dancing with his blood doll).
Daniel has a piece of broken glass that he clenches in his palm along with the lock of the Brujahs' hair.
As the Tremere feels the blood begin to well from his cut palm he whispers the word "bleed" whilst watching Levi. The Brujah begins to bleed from his nose, and ears and mouth.
NB If Daniel is disturbed,(punched jostled shot, etc.), before the 50 seconds are up he will still lose the 5 blood but Levi will stop taking damage.
Even if Daniel could spend more than 1 blood every 10 seconds it will not alter the time it takes for this spell to work.
Blood Oath. Blood cost 3
This spell creates a binding Pact between two willing parties. The agreement can be about anything and have any parameters.
E.g. The pact could be that both parties will not take hostile actions against each other or that only one party will take no hostile action, or that one party will leave the city never to return or that both parties will not harm any member of each others clan. The pact can be about anything.
The wording of the oath must be thought about carefully but once agreed upon and the oath sealed then it is final.
To seal the oath both parties,(and the caster, if they are not part of the oath) must spend 3 blood. They must slash their palms and clasp each other's hand. The actual words of the oath are read out whilst they do this. If either party breaks the Pact they will suffer 5 aggravated damage. The innocent party will know the oath has been broken.
Components: Two slivers of wood from a coffin lid.(One piece being kept by each party)
NB The oath must be witnessed by a ref. A ref will decide if the oath is broken. A person must enter into the oath willingly.
Touch of Death. Blood cost 4
With this spell the caster can effectively paralyse a limb of a target. For a short while this spell negates the Power of vampire blood in said limb. The limb will be as dead as though it belonged to a corpse. (Recently dead though not putrescent.)
Once the spell is cast the casting vampire must touch the limb of a target in order to paralyse it, (the head and torso are not counted as limbs). The limb will then feel icy cold to the touch. The paralysis will last until the target vampire feeds, irrespective of the amount of blood they drink. Once a limb is touched the spell is over. If the vampire touches a limb of their own they will paralyse it. The spell remains active until the casting vampire touches a limb, or for half an hour, whichever comes first. It is instantaneous to cast. It will work though clothes.
Components: Powdered heart from a human corpse.
Invigorate Vitae. Blood cost 3.
This powerful spell will do either one of two things; (Once cast the next person only who drinks the caster's blood will be affected by the spell)
If the caster uses this spell they can either break an existing blood bond in another person, be they lupine, vampire mortal or ghoul. Or they can create a blood bond between them and the target. A blood bond cannot be chosen over breaking an existing bond, if a blood bond is in existence then this spell will break that bond first. The spell may be re-cast to forge a new bond. Once cast this spell will remain active for 2 minutes or until the caster's blood is drunk whichever comes first. The target must drink the blood of the caster (thus gaining 1 point of the three blood the caster expends). This spell may not be used in conjunction with the "Vessel of Transference" spell.
Invisible Chains of Bonding. Blood cost 3
Once cast this spell will hold immobile as many targets as the caster has willpower points. In order to break free the target(s) must have a strength greater than 4.
The caster may not perform any other actions whilst using this spell. This includes walking, talking, waving their arms in the air, etc. The targets must be in line of sight of the caster and not more than 30 feet away.
Components: A 1ft. length of steel Chain.
Burn Vitae. Blood cost 3
This spell allows the caster to burn the blood of a target,(whilst the blood is still in the target).
The target must be in line of sight of the caster and not more than 30 feet away. The caster must concentrate for the duration of the spell upon the target. The caster cannot perform any other actions whilst the spell is active. The spell takes 20 seconds to complete, whilst the spell is active the target takes 3 damage per 10 seconds for a total damage of 6. If the caster is disturbed whilst the spell is active the target will not take any damage, but they will be in quite some pain, even if the spell was broken very early on.
The caster will still lose the blood points if the spell is broken.
Components: A small piece of blood smeared coal.
Chain of Blood. Blood cost 1
With this spell the caster, can instantly transfer any one set of damage done to themselves to anyone they chose who is bound to them. The bound pair must be within a mile of each other. The recipient of the damage will feel exactly as if the damage was being dealt directly to them.
The caster cannot pass on damage caused by themselves to the target. If the caster is destroyed the target of the transference will not be destroyed. (Unless they are human or a ghoul in which case they will appear to have a heart attack and die.) They will go into a torpor.
This spell can only be used once per night on any one bound target i. e If the caster has more than one person bound to them they may use this spell that amount of times in a night (three people bound three times in a night). The caster may lose humanity points due to using this spell. The damage can be aggravated but not damage caused by True Faith.
Components: A viper's fang.
Ward vs. Mortal
This ward works differently to the other wards in that the repulsion is not so overt. The mortal(s), will just not want to get close to the item, but they will not really know why and they will wander off confused.
Unless they have willpower 4 or more in which case they will know they are being repulsed. If the mortal(s) have willpower 5 they will be able to pass the ward, but the caster will be aware that the ward has been passed.
"All we see, and all we seem, are but a dream, a dream, within a dream."
DISCLAIMER
ENTRY TO THE GAME IS GIVEN ON THE PROVISION THAT THE ABOVE RULES ARE UNDERSTOOD AND ABIDED BY AT ALL TIMES. THE ORGANIZERS CANNOT AND WILL NOT ACCEPT ANY RESPONSABILITY FOR INJURY, FINES, IMPRISONMENT OR LOSS OF PROPERTY. ANYONE FOUND IN BREACH OF THESE RULES WILL BE ASKED TO LEAVE THE SYSTEM.
Written by Karen "Scarey ref" Reay with invaluable, help, ideas, assistance, sympathy from:
Ewan "Dodgy goth" Davies, Nick "Moon on a stick" Gage, Alexander "Easy Jedi" Holdsworth, Anthony "Bones" Barker.
Co-conspirators:
Tatiana "Get your corset on!" Pergle Wilson, Simon "Spanial boy" Manby.
Special thanks to Adam "Ive got this god idea" Hart.
And of course, to everyone who has played this rather peculiar game.
Thankyou.
On-Line Rules formatted by Simon Cranswick 1997
