Campaign of the Month: October 2017
Blood and Bourbon
Vampire Character Rules
Part appetite, part lust, and part addiction, Hunger gives voice to the Blood and claws to the Beast. It calls to vampires constantly, whispering and screaming of needs, urges, and desires. Every vampire awakens to Hunger and must kill to silence it. The Kindred pay for their immortality and their powers in Hunger, and the bill is always coming due.
Vampires have a unique trait, Hunger, which measures how hungry they are.
Hunger 0: The vampire is full. They take Advantage on frenzy rolls from their Beast’s quietude.
Hunger 1-5: The vampire is sated. This level of Hunger has no game effect.
Hunger 6-7: The vampire is hungry. They must roll against frenzy whenever they are exposed to the sight, smell, or taste of blood. Anger and fear frenzies are at +1 DC.
Hunger 8-9: The vampire is starving and can barely think of anything besides their next drink. They must roll against frenzy whenever they are around other people. Frenzies from the sight, smell, and taste of blood are at +1 DC. Anger and fear frenzies are at +2 DC.
Hunger 10: The vampire is all but empty of blood. In addition to the above, they must make a frenzy roll whenever they make a Rouse check (DC = their own Blood Potency + 1). If a Hunger 10 vampire enters daysleep and gets a botch or setback on their Rouse check when they wake up, they enter starvation-induced torpor.
Starting Hunger: When a PC first enters play, and after any significant time skip, roll a 10-sided die. The vampire has Hunger equal to the roll result, minus their Domain dots. A vampire’s starting Hunger is never lower than their Blood Potency.
Every time a vampire rises from daysleep, calls upon certain vampiric powers, or stirs their Blood some other way, they make a Rouse check to see if their Hunger increases.
To make a Rouse check, the player rolls a single die.
• On a result of 1, the vampire’s Hunger increases by 2.
• On a result of 2-5, the vampire’s Hunger increases by 1.
• On a result of 6-9, the vampire’s Hunger remains unchanged.
• On a result of 10, the vampire’s Hunger decreases by 1.
Vampires don’t make Rouse checks (or pay a reduced cost) to use Disciplines with a dot rating lower than their Blood Potency. This is one of the primary benefits of high Blood Potency, as elder vampires can draw upon many of their powers freely.
Drinking blood reduces a vampire’s Hunger level by a fixed amount. As a vampire’s blood thickens, so does their resting Hunger level. Vampires cannot reduce their Hunger below (5 or their Blood Potency, whichever is less) from mortals except through dangerous feedings. Only fatal feedings from mortals can reduce their Hunger to 0. Other vampires and true night-folk, who have much more potent blood, can reduce Hunger to 0 through any type of feeding.
It takes time to drink blood and care to do it properly. The bite of a vampire can seem downright euphoric to the victim; vampire fangs produce a supernatural intoxicating effect while opening up a blood vessel. Assuming the vampire takes the time to hit a vein or artery correctly and licks the wound closed afterward, the victim may only remember the encounter as a drug trip, an interlude of weird rough sex, or just a delirious fog of drunken intimacy. Even a closed wound and happy hallucination for the victim might still leave behind an air embolism, to say nothing of long-term anemia. Vampires call this phenomenon “the kiss.”
As a general rule, attempting to preserve the victim’s life, health, or blissed-out screen memory (all of which of course also preserve the Masquerade) takes longer than simply ripping open an artery and slurping down the red stuff. On the other hand, a victim who fights back slows things down and endangers the Masquerade. A vampire can drain and kill a helpless or otherwise unresisting human in roughly half a minute.
• Light Feeding: -1 Hunger. Mortal victims look slightly pale and woozy, taking Injured -1. They recover after 24 hours.
• Deep Feeding: -3 Hunger. Mortal victims look notably pale and woozy, taking Injured -2. They recover after 48 hours.
• Dangerous Feeding: Choose the new Hunger level you want to have (minimum = Blood Potency) and roll Resolve + Composure (DC = current Hunger – desired Hunger – 1). On a success, the victim survives and takes Injured at a penalty equal to half the Hunger slaked, rounding down. On a setback, your Hunger falls to (0 + Blood Potency) but mortal victims take Injured -5 and pass out. They’ll die without prompt medical attention, and take a while to recover even if they get it. On a botch, your Hunger falls to 0 and mortal victims die on the spot.
• Fatal Feeding: Hunger falls to 0. Mortal victims automatically die.
More Blood Sources
Frail Victims: Some victims suffer worse effects from vampiric feeding than others. A vessel who’s already been lightly fed from, for example, counts as being deeply fed from if the vampire drains them again during the same night. Children, elderly, and people with certain medical conditions may also suffer this effect.
Kindred Victims: Vampires don’t ever take Injured from being fed on. Instead, every Hunger you slake increases the other vampire’s Hunger by an equal amount. (Lovers traditionally leave each other at their initial Hunger after mutual feeding.) The GM usually doesn’t track Hunger for NPCs, but a setback on a dangerous feeding will often cause a frenzy in other vampires, and a fatal feeding will almost always do so.
Feeding directly from another vampire also causes a blood bond unless the drinker waits several seconds for freshly-spilled blood (usually left to run down the other vampire’s skin) to “cool.” This is less pleasurable than drinking straight from the source.
Elder Vitae: A vampire at Blood Potency 1-5 who feeds on an elder vampire with Blood Potency 6+ slakes an amount of Hunger equal to (elder vampire’s Blood Potency – 4) for every point of Hunger they inflict on the elder vampire. Elder vampires who feed on other elder vampires slake an amount of Hunger equal to (donor’s Blood Potency – drinker’s Blood Potency, minimum 1).
Lower-Quality Blood: Cold blood, bagged or stored blood, and blood from animals decrease their “grade” by one step per vampire’s Blood Potency. Vampires gain the benefits of a light feeding from a deep feeding at Blood Potency 1, a dangerous feeding at Blood Potency 2, and a fatal feeding at Blood Potency 3. Vampires with Blood Potency 4+ gain no sustenance from such paltry fare. Stored vampire blood counts as only one “grade” worse, regardless of the drinker’s Blood Potency. Blood from vampires who immediately bleed themselves after feeding from a mortal still counts as mortal blood for purposes of how filling it remains.
The Very Last Drop: Vampiric feeding is extremely efficient at its job, but even it cannot drain 100% of a victim’s total blood volume. Vampires who extract their victims’ blood through even more efficient means (meat processing equipment, tying them up and butchering them like livestock, the Vicissitude line of Devotions for Protean, some forms of Blood Sorcery, etc.) can extract up to several feedings worth of blood for later use, depending on the methods used. This behavior is obviously not conductive to maintaining one’s humanity and can incur Stains.
The Blood seethes at the core of every vampire. Not quite sentient, but far from mindless, it prods and cajoles its host into actions unthinkable to mortals. It can yield immense power, but sooner or later, someone always pays a price.
Full article: Age, Generation, and Blood Potency.
The Embrace comes with many drawbacks. However, it also comes with numerous advantages. Every vampire has access to the following abilities.
By making a Rouse check, a vampire can increase a Physical Attribute by 1 dot, up to a maximum of (5 + Blood Potency + any dots in relevant physical Discipline). This lasts for a single dice roll. The vampire can use this power before or after a roll is made, but before the GM describes the result.
This power is generally not usable against NPC vampires and other true night-folk, as they are assumed to spend blood or other “supernatural fuel” to counter it.
Vampires can feel strong sensations and emotions from their relatives, though this awareness is vague and imprecise. When something happens to preempt sympathy from a relative (entering torpor, meeting final death, entering frenzy or a third stage blood bond, feeling an intense emotion), the GM may choose to call for a sympathy roll. This is less a foolproof detection tool and more a dramatic device. A sympathy roll uses Wits + Blood Potency, with a variable modifier depending on the relative’s familial and physical closeness.
• Once Removed: Sires and childer only. Advantage everywhere.
• Twice Removed: Grandsires, grandchilder, broodmates. No bonus or penalty on the same continent. Disadvantage on another continent.
• Thrice Removed: Great-grandsires, great-grandchilder, sire’s broodmates, broodmate’s childer. Disadvantage in the same city. Major Disadvantage in another city. No roll possible on another continent.
• Four Times Removed: Clanmates. Major Disadvantage in the same city. No roll possible outside the same city.
• Non-clanmate: No roll possible.
On a success, you receive a daymare, hallucination, knot in your stomach, or similar psychophysiological clue as to your relative’s current state. You can spend successes on a one-for-one basis to make out a single detail or hear a single, psychically transmitted word.
You can also make a Rouse check to force a sympathetic connection when there isn’t one: some Kindred use blood sympathy in this way to keep track of relatives. You can spend successes on a one-for-one basis to make out a single detail or psychically communicate a single word.
Vampires’ dead bodies are vastly more resilient than ordinary mortals’.
• Damage Resistance: Rolls to harm vampires with guns and ‘nonlethal’ sources of trauma like fists, stun guns, pepper spray, and extreme temperatures take Disadvantage. Rolls by PC vampires to resist being harmed by those sources of trauma take Advantage. For this reason, swords and bladed weapons remain in vogue among vampires and those who hunt them.
• Deathless Vigor: Vampires don’t need to eat or breathe, never get sick or physically tired, and are immune to many weaknesses and ailments that plague the living.
• Hard to Kill: A vampire who is reduced to Injured −6 doesn’t die. Instead, they enter a hibernation-like state known as torpor. A vampire can only be destroyed through banes (sunlight, fire, etc.), decapitation, or the total destruction of their entire bodily volume. Simply stabbing or shooting a vampire after they’re down has no effect.
• Blood Sense: Vampires have Advantage on all mundane rolls involving a creature’s blood: e.g., Survival rolls to track a bleeding target or Investigation rolls to notice blood around a crime scene. Vampires can smell even the faintest traces of blood in the air and don’t need to make Perception rolls to perceive blood except under extenuating circumstances.
• Night Vision: Vampires have excellent night vision and do not take Disadvantage on Perception rolls to see in the dark. They take Disadvantage instead of Major Disadvantage in total darkness.
• Sense Kindred: Kindred instinctively perceive other vampires as their own kind. If they can smell the vampire, they know it’s a vampire. If they touch a vampire, they know it’s a vampire. It’s not just the aura, it’s all the right cues. Kindred notice the shallow or nonexistent breathing of their kind. They notice the subtle, predatory tones in a voice. They hear the lack of heartbeat. Some supernatural powers can fool this ability. Ghouls are not detectable in this manner, but can be identified through Taste for Blood.
• Taste for Blood: By tasting someone’s blood, a vampire can make a DC 2 Perception roll (Wits + Composure; remember Auspex also adds to Perception rolls) to discern details such as clan, Blood Potency (characters with Blood Potency scores of 0 are ghouls or thin-bloods), emotional state, blood type, degree of blood sympathy (mortal or vampiric) to another individual whose blood they’ve tasted, the presence of diseases, drugs, and poisons, what they ate recently, and similar details the GM approves. Diablerie is not detectable in this manner.
Every success lets the vampire discern one detail. On a setback, they can discern as many details as they like, but there is a 50% chance that whatever answer the GM provides about each one will be a lie. The GM rolls secretly to determine this.
This power can be fooled: if the vampire has recently (within the past few hours or so) drunk from another vessel, the GM answers the player’s first (Hunger slaked + vessel’s Blood Potency – vampire’s Blood Potency) questions as they pertain to the vessel, rather than the vampire.
Vampires do not appear normally in reflective surfaces or visual recording media (photos, videos, etc.) unless they consciously choose to. The lighting comes out too dark, the shot’s angle doesn’t catch the vampire’s face, the image quality is poor, or something else goes wrong. Some individuals can recognize a vampire’s Lost Visage for what it is, however, so this power can be a double-edged sword. Audio recording media still captures vampires normally.
Being dead, vampires do not heal naturally. Their unliving frames can still knit themselves together, given enough effort. By making 1 Rouse check, a vampire can reduce the penalties from the Injured Condition by 1 (to a minimum of 0). Vampires cannot, however, reduce Injured’s penalties through bed rest and medical attention.
Vampires automatically use Mending to heal any injuries they’ve suffered during daysleep. This also restores the vampire’s body to its original appearance at the time of death: hair grows out, blemishes and disfigurements disappear, and so on. A vampire can spend (6 – Resolve) Story Point to forestall this process for a single uninterrupted daysleep.
By hissing and baring their fangs, a vampire can lash out with their Beast and make a victim give in to an immediate impulse: e.g., shutting up, backing down from a fight, giving in to a sexual advance, or just looking obviously weaker.
Dice Pool: (Charisma or Resolve) + Blood Potency
DC: (1/2 victim’s Charisma or Resolve + Supernatural Tolerance) + 1.
Roll Modifiers: If you’re in your territory, add your Domain dots as a bonus to your roll. If you’re in the victim’s territory, the DC becomes (1/2 Attribute + Blood Potency + Domain) + 1. Home ground has its advantages.
Vampires traditionally use predatory aura to establish dominance among their kind without bloodshed, though it’s considered poor behavior in Elysium. It’s also an effective way to quickly put mortals and ghouls in their place, as they don’t benefit from Blood Potency scores, so long as the vampire is willing to reveal what they are.
One of the most wondrous and terrible properties of Kindred vitae is its ability to enslave nearly any being who drinks of it three times. Each sip of a particular Kindred’s blood gives the Kindred in question a greater emotional hold over the drinker. If someone drinks three times, on three separate nights, from the same Kindred, they fall victim to a state known as the blood bond.
Full article: Blood Bonds.
A soon as a mortal receives the Embrace, they receive access to the powers colloquially known as Disciplines. Developed from the temperaments of victims consumed and refined to devastating potential, vampires bring these blood-borne gifts to bear against foes and prey.
Full article: Disciplines.
While Kindred carry many gifts and advantages, their Requiems are far from blessed. Vampires suffer numerous banes.
Sunlight burns the undead, incinerating their unholy blood and flesh under the eye of heaven. A vampire exposed to direct sunlight takes the Injured Condition (-1) and must roll (11 – Blood Potency) dice after every narratively significant dice roll or other interval they spend under the sun, at a -1 penalty per previous sunlight roll. On a setback, Injured’s penalties increase by -1. On a botch, they increase by -2. On an exceptional success, the vampire automatically passes their next sunlight roll.
Weaker sunlight, such as during twilight or on a heavily overcast day, provides Advantage on this roll. Protective clothing (i.e., a heavy coat, gloves, mask, wide-brimmed hat, sunglasses, and boots) also provides Advantage. Wearing no or minimal clothing imposes Disadvantage.
Wounds inflicted by sunlight are grievous and long-lasting even to the undead. Every level of Injured costs 5 Rouse checks and requires a full day of daysleep to heal. The vampire can heal additional wounds in the same day by spending 1 Story Point per extra Injured level to be healed. This still costs 5 Rouse checks per wound.
Vampires with Fortitude can instantly heal a number of Injured levels from fire or sunlight equal to their Fortitude dots per night. This still costs 5 Rouse checks per Injured level.
Sometimes, the Beast grows impatient. When the vampire faces danger, hunger, or threat, the Beast goads them to immediate and extreme response, usually meaning a blood-soaked frenzy. Frenzy comes from many sources, but always shares the same response: End the problem by any means necessary.
Dice Pool: Resolve + Composure
• Hunger frenzies: Sight or smell of blood when hungry (6-7 Hunger) is DC 3. Sight and smell is DC 4. Taste of blood is DC 5. Being starving (8-10 Hunger) is +1 DC. Starving vampires must make DC 3 frenzy rolls just for being around other people, even without any spilled blood.
• Other frenzies: Varies by provocation. Being hungry is +1 DC. Being starving is +2 DC.
Roll Modifiers: Vampire is sated (Hunger 0; Advantage)
Botch: Your character frenzies, as per Setback, but something else goes wrong: they might cause even more damage than their Beast initially wanted to (e.g., killing several victims instead of one), spending Story Point may be impossible, or they might incur an additional Stain.
Setback: Your character succumbs to their Beast. Frenzy lasts for the rest of the scene or until the Beast gets what it wants: killing the source of its rage, draining a vessel until they’re empty, escaping the source of its fear, etc. Physical dice rolls take Advantage (Physical rolls against frenzying NPCs take Disadvantage) and your character is immune to all mundane and supernatural attempts to sway their behavior. Your character also doesn’t take dice penalties from the Injured Condition, although they still enter torpor at Injured -6.
Success: Your character resists the Beast… for now. Your next roll to resist frenzy takes Disadvantage, or increases to Major Disadvantage if you’re already rolling at Disadvantage. You can eliminate this penalty or decrease Major Disadvantage to Disadvantage by indulging the Beast with a Dark Deed that incurs a Stain.
Extra Successes: Your character resists the Beast without taking Disadvantage on their next frenzy roll. Further successes may grant Advantage or reduce Hunger from the moment of catharsis.
Riding the Wave: A vampire can intentionally succumb to frenzy without a dice roll. This incurs a Stain for vampires at Corruption 3 or above, but lets the vampire choose how they act on the Beast’s impulse: for example, they could choose what target they attack (if angry) or what vessel they feed from (if hungry), but they couldn’t ignore the Beast’s impulse to attack or feed.
All vampires fear fire. A lit cigarette makes them nervous and agitated: open flames trigger frenzy rolls (DC varies by size, heat, and proximity of the fire) to resist fleeing in terror. All rolls to attack vampires with fire take Advantage. Rolls to fight characters employing fire take Disadvantage.
Whenever a vampire takes the Injured Condition from fire, they must make a Dexterity + Wits roll at Disadvantage (DC = Injured level received + 2). On a setback, the vampire catches fire and suffers an extra Injured level every several seconds thereafter. Vampires who get doused with water or who drop everything they’re doing to stop, drop and roll can make a second dice roll to quench the flames. Total bodily immersion in water automatically quenches the flames.
Fire-inflicted wounds are also much harder to recover from. Every level of Injured costs 5 Rouse checks and requires a full day of daysleep to heal. The vampire can heal additional wounds in the same day by spending 1 Story Point per extra Injured level to be healed.
Vampires with Fortitude can instantly heal a number of Injured levels from fire or sunlight equal to their Fortitude dots per night. This still costs 5 Rouse checks per Injured level.
While all vampires suffer from the great curses of fire, sunlight, frenzy, and so forth, banes are folkloric supernatural curses and compulsions that individual vampires suffer from. One vampire might be nauseated by garlic, while another might be repelled by holy symbols.
Full article: Banes.
Staking a vampire through the heart leaves them conscious but paralyzed and near-helpless. A staked vampire cannot take physical actions (including speech), use Disciplines, or make Rouse checks for any purpose except to awaken each evening. By spending 1 Story Point, the vampire can perform minute movements, such as twitching a finger or opening their eyes. PCs gain 1 Story Point if an NPC vampire does this to significant effect. Without fresh blood, a staked vampire inevitably succumbs to starvation-induced torpor.
Staking a vampire takes combat rolls as normal. The winning character can declare they stake the vampire at the end. Driving a stake through a human sternum is much harder than Hollywood makes it look and is physically impossible for ordinary mortals. Wood, however, pierces vampiric bone as easily as steel pierces flesh. (Wood is anathema to the Kindred due to photosynthesis: the trees that produce wooden stakes are symbolic reservoirs of sunlight.)
A popular tactic among hunters is to stake a sleeping vampire during the day and then decapitate them or drag them into the sun. For PCs, this takes a Stealth roll to see whether they wake up the vampire, with the DCs as detailed under Daysleep. On a success, PCs can stake the sleeping vampire without an additional roll. On a setback, it takes a combat roll as normal to stake the awake and struggling vampire.
Daysleep is the death-like slumber of the undead. While the sun shines overhead, they become like the corpses they truly are. Vampiric sleep is much deeper than mortal sleep and leaves the vampire vulnerable to threats.
Falling Asleep: Vampires enter daysleep as soon as the sun rises if they’re not in a position of imminent peril. There is no stage of “twilight sleep” like there is with mortals—the vampire instantly collapses into death-like slumber. Staying awake outside of a life-threatening situation requires a Rouse check and Resolve + Stamina – Blood Potency roll (DC 4 + 1 per previous roll to stay up) every scene.
Effects of Daysleep: A slumbering vampire is almost completely insensate to their surroundings. The vampire’s blood becomes quiescent, even gelid, and weighs them down. Noticing nearby disturbances takes a Perception roll (that is, Wits + Composure) at a penalty equal to the vampire’s Blood Potency.
• Life-threatening disturbances from fire and sunlight are DC 2. Other life-threatening disturbances are DC 3. Lesser disturbances, like a ringing phone, may be DC 6 or higher.
• Attackers are a DC of (1/2 Dexterity + Stealth of attacker with the lowest dice pool) + 1.
• PCs attacking a sleeping vampire must succeed on a Dexterity + Stealth roll with a bonus equal to the vampire’s Blood Potency.
On a success, the vampire instantly snaps awake and can act for the rest of the scene. A sleeping vampire automatically wakes up if they’re staked or take the Injured Condition—though by then it may be too late.
Waking Early: A vampire woken during the day makes a Rouse check and can act for the remainder of the scene. They take their Blood Potency as a penalty on all dice rolls. Once the immediate crisis is resolved, the vampire collapses asleep as detailed under “Falling Asleep”, though they can attempt to remain awake longer.
Waking Nightly: Vampires make a Rouse check every night they wake up. The closer the vampire’s connection to humanity, the earlier they wake. This is nautical twilight at Beast 1, nightfall at Beast 2, half an hour later at Beast 3, an hour later at Beast 4, 1.5 hours later at Beast 5, and 2 hours later for wights.
Torpor: Whenever a vampire fails the Rouse check to wake from daysleep, a setback or botch that would rise their Hunger above 10 makes them fall into starvation-induced torpor. For this reason, few vampires go to bed starving if they can help it.
Torpor is a state of death-like hibernation common to the undead. Vampires can enter it through injury, starvation, and ennui.
Full article: Torpor.
Humanity is the measure of how well a vampire can still pass for human: their personal Masquerade. The higher a vampire’s Beast, the lower their humanity.
• Animals: Animals respond to you as if human.
• Daysleep: You rise for the evening around nautical twilight.
• Food: You can savor the taste of food and drink, but must regurgitate it by dawn.
• Mortality: You have a healthy, vibrant complexion. You unconsciously keep blood circulating through your body to give yourself a pulse, heartbeat, and warm body temperature. You automatically pass basic medical tests to appear alive. Take Advantage on other rolls to pass for human.
• Sex: You can engage in sexual activity and even enjoy it.
• Animals: Animals are nervous and skittish around you. Cornered animals grow aggressive. Take Disadvantage on many Animal Ken rolls.
• Daysleep: You rise for the evening around nightfall.
• Food: You can hold down food and drink, but it’s tasteless and you must regurgitate it within the scene.
• Mortality: You have a pallid but passably human appearance. Your body temperature is cooler than normal and you have an irregular pulse and heartbeat. Basic medical tests show you are in ill health.
• Sex: You can engage in sexual activity, but it carries no pleasure.
• Animals: Animals are significantly distressed by you and may attack. Take Major Disadvantage on many Animal Ken rolls.
• Daysleep: You rise for the evening around half an hour after nightfall.
• Food: You can’t abide the foul taste of food and must immediately regurgitate it.
• Mortality: You start to look sick or disturbed, which mortals may remark on. You have no pulse or heartbeat and appear clinically dead to medical tests. Your body is room temperature.
• Sex: You can no longer engage in sexual activity.
• Animals: Animals either flee from you or attack on sight. Many Animal Ken rolls are impossible.
• Daysleep: You rise for the evening around an hour after nightfall.
• Mortality: You look seriously ill, disturbingly predatory, or both. Mortals try to ignore their instincts about you, but those instincts are starting to win out. Take Disadvantage on many Social rolls to relate to humans. Intimidation is never penalized. Intimidation, though, takes Advantage against mortals that don’t know what you are.
• Other humanity facets as Beast 3.
• Daysleep: You rise for the evening around 1.5 hours after nightfall.
• Mortality: You look barely more alive than a corpse. Mortals’ polite facades around you start to crack as their instincts scream how wrong you are. Take Major Disadvantage on many Social rolls to relate to humans. Intimidation takes Major Advantage against mortals that don’t know what you are.
• Other humanity facets as Beast 4.
Beast 6: Vampires this far gone are wights and no longer suitable as PCs.
• Daysleep: Wights for the evening around 2 hours after nightfall.
• Mortality: Wights are unmistakably monsters. Mortals don’t know exactly what they are, but instinctively sense something is horribly wrong. Social rolls to do anything but terrify mortals are impossible. Rolling for Intimidation is also largely superfluous.
• Other humanity facets as Beast 4.
Blush of Life: Vampires can pump blood through dead veins to briefly make their bodies look alive again. By making a Rouse check, you can treat one humanity facet as one “step” higher. For example, a Beast 5 vampire could hold down food like a Beast 2 vampire by making three Rouse checks. This lasts for a scene. The vampire can’t use Blush of Life on animals or daysleep.
Food and sex never carry pleasure for vampires with Beast 2+, no matter how many Rouse checks they make.
A mortal who drinks a vampire’s blood becomes something both more and less than human, for a time. Derisively called a ghoul by western vampires, the mortal gains a smidgeon of the power of a true vampire.
Full article: Ghoul Character Rules.
Index of Sub-Pages
and Blood Potency
|How power is reckoned among the Kindred.|
|Mythological weaknesses vampires are cursed by.|
|The enslaving properties of Kindred vitae.|
|“Sub-clans” Kindred can belong to beyond the great thirteen.|
|Supernatural powers wielded by the Kindred.|
|The rewards and perils of the Kindred’s greatest crime.|
|The Kindred’s half-damned thralls and daytime guardians.|
|The hunting strategies Kindred use to obtain blood.|
|Death-like hibernation induced by injury, starvation, and ennui.|
|Mortals who keep the Kindred connected to their humanity.|