Bradford By Night

Therefore with the same necessity with which the stone falls to the earth, the hungry wolf buries it’s fangs in the flesh of it’s prey, without the possibility of the knowledge that it is itself the destroyed as well as the destroyer. - Schopenhauer

 

 

BRADFORD BY NIGHT

PART ONE: INTRODUCTION

WELCOME

WHAT THE GAME INVOLVES

IMPORTANT NOTICE

WHERE THE GAME IS SET

THE WORLD OF BRADFORD BY NIGHT


PART TWO: CREATING YOUR CHARACTER

WHERE TO START

CHARACTER CREATION POINTS (CCP's)

STEP ONE

THINK OF A BACKGROUND AND WRITE IT DOWN

STEP TWO

CHOOSING A CLAN

STEP THREE

STATS

STEP FOUR

SKILLS

STEP FIVE

MERITS AND FLAWS

STEP SIX

GENERATION


SECTION 1. THE CLANS

BRUJAH

CAITIFF

GANGREL

GIOVANNI

LASOMBRA

MALKAVIAN

NOSFERATU

RAVNOS

SAMEDI

SETITE

TOREADOR

TREMERE

TZIMISCE

VENTRUE


SECTION 2: DISCIPLINES

ANIMALISM

AUSPEX

CELERITY

CHIMESTRY

DOMINATE

FORTITUDE

NECROMANCY

OBTENEBRATION

OBFUSCATE

POTENCE

PRESENCE

PROTEAN

SERPENTIS

VICISSITUDE


SECTION 3: STATISTICS (STATS)


SECTION 4: SKILLS

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

MENTAL WILLPOWER BASED SKILLS

EMPATHY

SEDUCTION

PERSUASION

AUTHORITY

MENTAL PERCEPTION BASED SKILLS

DISGUISE

HIDE

LIP READING


SECTION FIVE: MERITS AND FLAWS

MERITS

SPECIFIC CLAN MERITS

FLAWS


SECTION SIX: GENERATION


PART THREE: THINGS THAT YOUR CHARACTER NEEDS TO KNOW.

SECTION ONE: HEALTH

SECTION TWO: DAMAGE

AGGRAVATED DAMAGE

GETTING STAKED

RULES ON STAKING

FINAL DEATH


SECTION THREE BLOOD.

THE BLOOD BOND

HUNTING AND FEEDING


SECTION FOUR: TORPOR


SECTION FIVE: FRENZY


SECTION SIX: HUMANITY


THE WORLD OF THE VAMPIRE

THE CAMARILLA AND THE SABBAT

The Camarilla

The Sabbat

Vampire Status (lowest to highest)

THE PRINCE

THE PRIMOGEN

OTHER GROUPS

ANARCHS

NON ALIGNED CLANS

COTERIES

A CHILDE

GHOULS

PROTAGONISTS

WEREWOLVES (shape-shifters)

HUNTERS

TRUE FAITH

DEMONS


PART FOUR: THINGS THAT THE PLAYER NEEDS TO KNOW

SECTION ONE: EXPERIENCE POINTS.

WAYS THAT YOU CAN GAIN EXPERIENCE POINTS

WAYS NOT TO GET 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

NPC’s

Make-up

CHARACTER CARDS/EQUIPMENT CARDS /BLOOD CARDS.

Character cards

Equipment cards

Blood cards

REFEREES

THINGS TO NOTE ABOUT REFS


LIST OF TABLES

Table 1: Stat Ranges

Table 2: Stat Modifiers

Table 3: Resources

Table 4: Generation

Table 5: The Traditions of the Camarilla.


THAUMATURGY

Level 1

Level 2

Level 3

Level 4

Level 5


Acknowledgements


PART ONE: INTRODUCTION

"…….. Come freely, go safely; and leave something of the happiness you bring!.

- Dracula.

 

WELCOME

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.

 

WHAT THE GAME INVOLVES

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.

 

IMPORTANT NOTICE

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.

 

WHERE THE GAME IS SET

The game is set in Bradford and its environs, (because we’re 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.

 

WHERE TO START

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 CCP’s 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 CCP’S per level.

Costs for Stats: 2 CCP’S 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 doesn’t cost any points.

 

STEP ONE

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 1920’s) 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 wouldn’t 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.

 

STEP TWO

CHOOSING A CLAN

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.

 

STEP THREE

STATS

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 CCP’s. 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)

 

STEP FOUR

SKILLS

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)

 

STEP FIVE

MERITS AND FLAWS

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 CCP’S at the creation of your character, although you can choose not to have any Flaws or Merits.

Now it’s 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 CCP’s 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……

 

 

STEP SIX

GENERATION

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 CCP’s 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.

 

SECTION 1. THE CLANS

BRUJAH

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.

 

CAITIFF

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?

 

GANGREL

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)

 

GIOVANNI

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.

 

LASOMBRA

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.

 

MALKAVIAN

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.

 

NOSFERATU

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.

 

RAVNOS

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.

 

SAMEDI

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.

 

SETITE

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.

 

TOREADOR

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.

TREMERE

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.

 

TZIMISCE

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.

 

VENTRUE

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.

SECTION 2: DISCIPLINES

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 CCP’s) each separate discipline that your chosen clan can wield.

 

 

ANIMALISM

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 animal’s senses, the acting Vampire’s 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

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 man’s 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 man’s 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 man’s 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.

 

 

CELERITY

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.

 

CHIMESTRY

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 wasn’t 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

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 Jason’s 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

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 Alex’s 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

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 corpse’s 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 Michael’s 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 child’s 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 Michael’s 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.

Michael’s 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 Michael’s 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 doesn’t trust the spirit and will keep it trapped in this dimension until he is sure that he has been lead to the right man. Michael’s 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 David’s 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. David’s spirit wails as it watches its body decay.

 

 

OBTENEBRATION

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' ill’s. 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 isn’t surprised as Michael charges into the room. Rachel’s 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 Rachel’s 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 tendril’s 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 don’t 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’. Michael’s player now knows that Michael is trapped by a long tendril and role-plays it. He also knows that Michael has Strength 4. Rachel doesn’t 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 Rachel’s 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 "what’s 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.

Jherad’s jaw drops to the floor in disbelief as Rachel’s 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

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 doesn’t 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. Rachel’s player turns to look at Jeremy then sees Jeremy’s 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 Jeremy’s 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 people’s 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. Jeremy’s 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

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 Vampire’s Strength before generating the ESR for that combat.

 

PRESENCE

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 doesn’t 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 Tremere’s 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.

 

 

PROTEAN

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. (Bob’s 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 man’s 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..

 

 

SERPENTIS

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 there’s 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 Shiva’s 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…