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Prologue: A Gathering of Beasts
Chapter One: Kindred
Vampire Template
Details of Unlife
Chapter Two: Bloodlines
Mythology and History
Sects and Clans
Feats
Chapter Three: Disciplines
Animalism Talent Tree
Auspex Talent Tree
Celerity Talent Tree
Chimerstry Talent Tree
Dementation Talent Tree
Dominate Talent Tree
Fortitude Talent Tree
Necromancy Skills
Obfuscate Talent Tree
Obtenebration Talent Tree
Potence Talent Tree
Presence Talent Tree
Protean Talent Tree
Quietus Talent Tree
Serpentis Talent Tree
Thaumaturgy Skills
Vicissitude Skill
Appendix I: Arcane Rituals
Appendix II: Creatures and NPCs
Appendix III: Glossary
PROLOGUE: A Gathering of Beasts
Bela Lugosi's dead, and so am I. But what's left of Bela is rotting in a pine coffin
somewhere, while I have the opportunity to sit here on the balcony, enjoy my drink
and look at you. Correct me if I'm being presumptuous, but I suspect that I have the
better end of the deal.
I can tell by looking at you that you do not comprehend. Of course, you're not these
are cynical, rational times, and you're not going to believe that I'm a dead man just
because I say so. A century ago, it would have been different well, it was quite
different the last time I had this little talk with someone but this is the age of facts.
And the facts are that corpses don't move, don't walk, don't talk. I'm terribly sorry,
my dear, but I have a surprise for you: This corpse does.
So sit down. Please, I insist that you make yourself comfortable. Pour yourself
something to drink, preferably from the bottle on the left; the stuff on the right is for
an acquired taste. It's going to be a long evening, and you're going to need a stiff
drink or two, I suspect. After all, in the next few hours I'm going to explain to you in
excruciating detail why everything you think you know about life and death is wrong.
In other words, you don't know a blessed thing about the way the world really
works, and I'm going to open your eyes.
But I'm afraid, my dear, that you're not going to like what you see.
What I Am
Before we go any further, allow me to tell you that you're getting an unprecedented
opportunity here. My kind doesn't talk about itself to your kind - not now, and for the
most part, not ever. We've spent five centuries wearing a stage curtain that we call
the Masquerade to hide the real show for you, but the end it comes down to one
simple fact: We vampires don't want you mortals knowing we're out there. It's for
the same reason the wolf doesn't want the sheep knowing he's around. It makes our
work so much easier. And so, for example, though we do indeed posses the
sharpened teeth which dime novels and the cinema have branded us, you mortals
will not see them unless we choose to reveal them. Like so.
You're looking pale, my dear. That will never do - allow me to take care of looking
pale for both of us. Still, I must admit I'm disappointed that you seem so disturbed
by the notion of my being a vampire. Take a moment and compose yourself, if you
can. Truth be told, I'm afraid that's the least of the shocks waiting for you tonight.
Please, don't waste time trying to come up with a rational, scientific explanation,
because there isn't one. It's just what I am. What many, many of us are - too many,
by some accounts.
Damnation, are you truly that much of a fool? Sit back down. I said sit. Now watch.
Hush, stop screaming. No one will come to rescue you, and no one will call the police
- not in this building. Discreet neighbors are a blessing to one in my condition. It's
positively Victorian the way they ignore anything not directly in front of them.
So, at last you have your proof. Now do you believe me? Yes, it is blood in the other
decanter; served cold like that, of course, the stuff loses much of its taste. You can
try it if you like, but I don't recommend it, no. You're not set up to enjoy such
things, at least not as presently configured.
Don't get ahead of yourself guessing my intention, my dear. If I were going to act
according to your beloved clichés, you would be dead right now. I am a predator,
after all, and you and your entire species are my prey.
Beginnings
I suppose we should begin with the basic of the whole thing. I am in fact a vampire,
brought into this state of existence in the Year of Our Lord 1796 by woman who was
introduced to me as a, quote unquote, lady of evening. The gentleman who
introduced us - one of her servants, I later discovered - had an odd sense of humor.
But I digress. Yes, I do drink human blood. Without the nourishment it provides, I
will wither away; with it, I will live forever. Yes, forever. Unless destroyed - and
destroying one of the Damned is no mean feat, I can assure you - we vampires are
every bit as immortal as the legends say. Only the sun, and the emotions it
engenders, remains forever foreign to us: we Kindred can drink in the night of
countless ages, can remain unchanging while all that we see crumbles to dust around
us and is replaced by another stage-set that in turn crumbles to dust, and so on...
Ah, once again, I lose the way. Blood, yes, blood. I can get by on the blood of
animals - most of us can, except the true elders of our kind - but such a diet is
unpleasant… unpalatable. No, we all want to feed on the best vintages, otherwise
one goes around all the time with a dull ache in one's gut that just never goes away.
It gets worse the hungrier one gets, I might add; a vampire who goes too long
without feeding is liable to demonstrate a regrettable lack of self-control.
There are other telltale physiological sings of my condition. My heart does not beat;
the strength of my will alone suffices to force blood through my body. My internal
organs, by all accounts, have long since atrophied into vestigial husk, but that won't
matter to a coroner, as once I am truly killed I will rapidly decompose into dust. In
the meantime, however, I'm not troubled by such trifles as breathing, extremes of
temperature and the like. My skin is cold, unless I take effort to warm it.
Doing so takes effort, though, and the expenditure of precious blood. Regular food is
an abomination unto me, and it doesn't sit for more that a few second in that remain
of my stomach. Even with eternity stretching before me, my dear, I have better
things to do with my time than to crouch over toilets, heaving ashes and gobbets
into the bowl.
In layman's terms, then, I am no longer human. For all intents and purposes, I am
simply a blood-drinking, ambulatory cadaver, indistinguishable from any body in a
morgue unless I am moving about. I save the niceties like warming my flesh and
remembering to blink for company, such as you.
So thank you, dear. Keeping myself fresh and rosy looking for you is costing me
more than you know.
Ah, we return to the drinking of blood, the defining act, as it were, of my state. Yes,
I am afraid it is a necessity, though one can leave one's prey alive. All that requires
is a little self-control and a touch of effort to close the wound - and no, we don't all
drink from neck. You can cross another cliché off your list. The problem with leaving
one's prey alive, however, is that unless one has certain... protection, she
remembers. Such breaches of the Masquerade are not looked upon kindly by the
vampiric powers that be. Oftentimes, it makes more sense simply to kill.
My Drinking Problem
The crux of the matter, really, is that drinking blood not only allows me to
perpetuate my existence, but also provides a sensation unlike anything else this
world has to offer. What is it like? My dear, words cannot describe it. Imagine
drinking the finest champagne and the sensation of the most sensual lovemaking
you've ever experienced. Overlay that that with the rush the opium fiend feels as he
takes that first breath on the pipe, and you begin to have some sense, some tiny,
infinitesimal sense of what it feels like to drink the blood of a kine - excuse me, a
living human being. Your modern-day addict will lie, steal, cheat and kill for their
little tickets to Heaven. Mine is better, and it makes me immortal besides. Can you
imagine the deeds I might commit to feed that hunger? Don't bother speaking
possibilities; the truth is more than you can imagine. And I am considered to be a
gentleman of my kind. Now imagine, if you will, some of my relatives, the ones who
aren't as nice as I am.
They can - and do - commit acts that even I don't wish to consider.
And here you are, poor little mortal, learning how fragile your whole existence is.
Are you starting to be afraid yet? You should be.
CHAPTER ONE: THE KINDRED
“What are we? The Damned childer of Caine? The grotesque lords of humanity? The
pitiful wretches of eternal hell? We are vampires, and that is enough. I am vampire,
and that is far more than enough. I am that which must be feared, worshipped and
adored. The world is mine - now and forever.
“No one holds command over me. No man. No god. No prince.
“What is a claim of age for ones who are immortal? What is a claim of power for
ones who defy death? Call your damnable hunt. We shall see whom I drag screaming
to hell with me.”
VAMPIRE TEMPLATE
Hit Dice: All current and future Hit Dice are increased to d12; since vampires have
no Constitution scores, no bonus hit points are gained.
Allegiances: All previous allegiances are lost, often replaced by some of the
following – “chaos”, “clan”, “coterie”, “evil”, “sect”, or “sire”.
Humanity: A vampire gains a Humanity rating, a new trait that determines how far
it has degraded from a human being toward a ravenous beast. Most vampires start
with Humanity 5 or 6. The Humanity trait is explained below.
Ability Scores: Change from the base creature as follows: Str +6, Dex +4, Con (no
score), Int +2, Wis +2, Cha +4.
Skills: A vampire gains a +4 racial bonus on Balance, Bluff, Hide, Listen, Move
Silently, Search, and Spot checks; these skills are always considered class skills for
the vampire. After becoming a vampire, the character gains one less skill point per
level than a human would.
Feats: A vampire gains the Improved Grapple feat and one Bloodline feat as bonus
feats. The bloodline feat is always shared with the vampire’s sire (parent vampire).
DETAILS OF UNLIFE
Sustenance
Vampires feed by drawing blood from living beings. They are able to sustain
themselves on the blood of animals, but most find this greatly dissatisfying. When
feeding, a vampire need not kill the victim by draining its blood. In fact, a healthy
human is able to survive the process if the vampire restrains himself from gluttonous
feasting; even humans of a weaker constitution can be left alive if the vampire
chooses to drain several small portions of blood from multiple victims. However,
most vampires do kill their victims to maintain their existence a secret; some prefer
to acquire trustworthy thralls to use on a regular basis.
The feeding can be made as painful or as pleasurable as one desires – for many
mortals it is as much of an ecstatic experience as for the feeding vampire. The
victims usually do not put up a struggle if they are taken unaware, or in non-combat
situations. Such victims, if left alive, are often woozy and confused, and can thus be
easily manipulated by the charismatic Kindred into forgetting the event ever took
place, or remembering it as merely a strange dream.
Embrace
Vampires sire their progeny with caution and deliberation. Those who look for
potential childer seek out the perfect combination of personal qualities that warrant
immortality – in their opinion, of course. The reasons and justifications for Embracing
new Kindred vary from vampire to vampire, but most embrace out of loneliness,
desire, or ambition. Within the Camarilla, the right to Embrace a childe must be
obtained by superiors – either within a clan or from rulers of an area – otherwise the
Embrace is a criminal act, usually punishable by death.
The act itself is relatively simple: the vampire drains a mortal to the point of death,
and then feeds it a portion of its own blood This amount varies, as some vampires
literally suckle their childer at their own wrists while other Kindred place the tiniest
drop on the lips of the childe. Some rare mortals manage to resist this, and refuse to
drink, but most do not. The childe then dies a mortal and spiritual death, only to rise
unnaturally afterward. Most of the time, dying is a period of great pain and anguish;
the childe suffers spasms and shock as her body sloughs off the mortal coil. The
instant of rebirth, by comparison, is perhaps the greatest pleasure a Kindred may
ever feel. The senses also hone to an uncanny level, revealing sounds the childe has
never before heard or heeded, tactile stimuli never appreciated with touch, panoplies
of color imperceptible to the human eye, and myriad individually distinguishable
smells. The vampire's sense of taste heightens as well, though toward a single,
terrible flavor. Only one substance suffices: human blood. From the moment he
rises, the vampire is a slave to the passion of his Hunger, and every night from
Embrace to eternity, he will experience a starvation that can be sated only by
preying upon members of its former species.
After the Embrace, the childe is known as a fledgling, typically under the protection
and guidance of her sire until that sire deems her ready to face the night alone.
Within the Camarilla, it is the sire's responsibility to educate the childe in the ways of
the Kindred, though such education is rarely formal, often spotty, and always tainted
by the sire's jealousies and prejudices. Many sires, desiring conspirators, sycophants
or outright dupes, poison the minds of their childer against their enemies or
intentionally leave out important bits of information, the better to rein in the childe
later.
Humanity
The Humanity rating represents an unwritten moral code that allows Kindred to
retain their mortal sensibilities in the face of their transformation into parasitic
monsters. In essence, it is what keeps a vampire from becoming a mindless animal,
enslaved by her thirst for vitae.
It is important to remember that a high Humanity rating doesn't mean a vampire is a
friendly, congenial saint. Vampires are predators by nature, and Humanity only gifts
them with the ability to pretend they're not. It is an inward charade that protects a
vampire from herself, much as the Masquerade protects from the mortals outside.
Unfortunately, the very nature of existence as a vampire is anathema to one's
Humanity - as the centuries wear on, the Kindred become less and less concerned
with the well-being of mortal "kine" (after all, they'll die eventually, anyway).
Humanity is rated on a scale of 1 to 10, and a typical human would register at about
seven. The GM decides when a vampire's Humanity score is increased or decreased;
level-ups are a handy place for such an evaluation. The degrees can be summarized
as follows: 10 - saintly; 9 - compassionate; 8 - caring; 7 - normal; 6 - removed; 5 -
distant; 4 - unfeeling; 3 - cold; 2 - bestial; 1 - horrific. The in-game effects of
Humanity are few and not too firmly defined, since the trait's purpose is mostly to
generally describe the vampire's demeanor:
Some feats have high (or low) Humanity requirements, so players are
encouraged to choose their paths wisely.
Vampires with higher humanity scores have less need for sleep; they rise
earlier in the evening and go to bed later in the morning. This is somewhat
offset by age, since old vampires do not need as much daily sleep as the
young ones, even though they usually have lower Humanity.
Similarly, vampires with higher Humanity scores tend to wake earlier from
torpor (see below).
Vampires with very low Humanity scores look less and less human-like. The
GM could start calling for Disguise checks as soon as Humanity 3.
If a vampire's Humanity score ever drops to zero (what kind of game are you
playing?), that character is no longer suitable for use as a PC. Completely
controlled by his beastly urges, the character is a mindless force of un-nature,
and falls under the GM's control.
Torpor
The deathlike sleep of the undead, torpor is particularly common among ancient
vampires. Torpor may be entered voluntarily or involuntarily. Once in torpor, a
vampire remains dormant for a period of time during which it appears dead to any
outside observer, although possibly a little too well-preserved.
When a vampire is heavily wounded in combat (zero hp) or when it suffers heavy
blood loss (GM’s discretion), it enters torpor involuntarily. There it will remain until
fed an amount of blood by someone else. If this happens, she may rise (at 1 hp).
The required amount of blood depends on time spent in torpor – the longer a
vampire in torpor, the more blood it takes to rise.
Certain Kindred, weary of the current age, enter torpor voluntarily in hopes if
reawakening in a more hospitable time. They spontaneously rise after a certain
period, usually no less then several decades (high-Humanity vampires tend to spend
less time in torpor). They can be forced out of torpor by being fed blood as explained
above, but most vampires that enter torpor voluntarily choose to do this in secret,
remote, or well-guarded locations.
CHAPTER TWO: BLOODLINES
According to the most widely accepted history of the Kindred, the race of vampires
issued from the progenitor vampire, Caine. Banished into the land of Nod after killing
his brother Abel, Caine was cursed by God and thereby became the first vampire.
Thereafter, Caine sired three childer, who in turn sired their own childer, and on and
on.
An oft-referenced collection of Kindred lore known as “The Book of Nod” contains
numerous illustrations of the Kindred's creation myth. Unfortunately for those who
wish to know it all, the book engenders more questions than it answers, and even
forms the basis for one of the other theories of Kindred origin, the Lilith Cycle (which
is decried and suppressed as heresy by the Camarilla). In the end, there are no
immediately forthcoming answers. Indeed, there may be no answer to the mystery
at all.
In these first nights, so sires tell their childer, Cain beget three childer, who in turn
begot thirteen of their own. They lived in the First City, the city of Enoch, until God
sent the Great Flood to wash away their wickedness. What became of Cain and his
three childer is not known. The thirteen grand-childer however, survived. These
Antediluvians (for they predate the Flood) begot progeny in their own images,
passing on their mystic arts and magical curses. Thus were founded the thirteen
great clans of Kindred that haunt the world to this very night.
Century followed century, and each clan developed its own history, traditions and
lore. The Antediluvians retreated into the wastelands, still playing the Jyhad, an
ancient and terrible game of war predicated upon the thwarting of the other
members of the Third Generation. The childer of the clans assumed lordship of the
night for themselves, but most believe that all Kindred are still subtly manipulated by
the absent Antediluvians.
Central to Kindred myth is the idea of Gehenna. The Kindred believe that this
approaching apocalypse bears down ever more each night upon the world. When
Gehenna arrives, the Antediluvians shall arise and make a wasteland of the world,
consuming Kindred and mortal alike in the culmination of their horrendous Jyhad.
Although few Camarilla Kindred would admit it, many vampires see the world on a
downward plummet and believe that Gehenna will occur soon. Frantically piecing
together the signs from whatever Cainite histories and mythological fragments they
can compile, the Kindred seek to learn the true nature of Gehenna, and possibly
avert it. Elder vampires know, however, of the implacable wills of the Antediluvians.
Should they so will it, Gehenna shall come and overwhelm the world, destroying
every mortal and vampire in a tide of blood and fire.
Presented below are the thirteen great clans - each claiming descent from a mythical
Antediluvian – that comprise the majority the Children of Caine. Because the clans
align themselves by sect, they are grouped under the descriptions of the sects to
which they adhere. First is covered the Camarilla, keeper of tradition, along with the
seven clans that pay it real or fatuous homage. Next is presented the Camarilla's
archenemy, the monstrous Sabbat, followed by the independent clans. Finally, a
short description is given of clan renegades, clanless vampires, and a breed of non-
Kindred vampires.
The Camarilla is the largest group of vampire clans. It was created as a united front
against the Inquisition that threatened to exterminate vampire society. The Camarilla
also enforces a set of traditions on Kindred society to keep the Kindred hidden from
humankind. Vampires walk among the mortals in secrecy by using an elaborate
Masquerade - enabled by the mortals' endless capacity for denial of frightening facts.
Clan Brujah is largely composed of rebels, both with and without causes.
Individualistic, outspoken and turbulent, Brujah hold social change near to their
undead hearts and the clan's ranks contain some of the most violent of the Camarilla
Kindred. Most other vampires perceive the Brujah as nothing more than punks and
miscreants, but the truth of the matter is that genuine passion lies behind their
polemics.
Of all vampires, the Gangrel are perhaps closest to their inner nature. These
nomadic loners spurn the constraints of society, preferring the comfort of the
wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has
something to do with the fact that the Gangrel are shape-shifters themselves. When
a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking
of a Gangrel.
Even the other Damned fear the Malkavians. The cursed blood of their clan has
polluted their minds, with the result that every last Malkavian across the world is
incurably insane. What's worse, a Malkavian's madness can take nearly any form,
from overpowering homicidal tendencies to near-catatonia. In many cases, there's
no way to tell a Malkavian apart from the “sane” members of other clans. Those few
whose psychoses are immediately obvious are among the most terrifying vampires to
stalk the streets.
Caine's childer are called “The Damned”, and no vampires embody this more fully
than the wretches of Clan Nosferatu. While other vampires still look human and
may travel in mortal society, Nosferatu are twisted and deformed by the curse of
vampirism. Other Kindred speak with shuddering of Caine placing a mark upon the
entire clan for the monstrous deeds of its Antediluvian founder. As such, Nosferatu
find themselves loathed and ostracized by the other Children of Caine, who consider
them disgusting and interact with them only when they must.
The Toreador are called many things - degenerates, artistes, poseurs, and
hedonists being but a few. But any such categorization does the clan a disservice.
Depending on the individual and her mood, Toreador are alternately elegant and
flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism
that can be applied to the clan is its members' aesthetic zeal. Whatever a Toreador
does, she does with passion. Whatever a Toreador is, she is with passion.
Whether dreaded, mistrusted, feared or reviled, the insular vampires of Clan
Tremere are anything but ignored. Those who have heard of the clan's doings are
typically suspicious of the Tremere, and with good reason - for the Warlocks are
aptly named. Through their own artifice, they have mastered a form of vampiric
sorcery, complete with rituals and spells, which is as potent - if not more so - than
any other power of the Blood. Paired with the clan's rigid hierarchy and the
smoldering ambition so common among Warlocks, this power is an unsettling thing
indeed to those who know what the Tremere are capable of doing.
The Kindred of Clan Ventrue have a reputation for being honorable, genteel and of
impeccable taste. From time out of mind, Ventrue has been the clan of leadership,
enforcing the ancient traditions and seeking to shape the destiny of the Kindred. In
nights of old, Ventrue were chosen from nobles, merchant princes or other wielders
of power. In modern times the clan recruits from wealthy "old money" families,
ruthless corporate climbers, and politicians. Whatever their origin, Ventrue vampires
preserve stability and maintain order for the Camarilla. Other Kindred often mistake
this for arrogance or avarice, but to the Ventrue, their shepherd's role is more
burden than honor.
The Sabbat is composed of the fiendish Tzimisce, the shadowy Lasombra and many
traitorous members of the Camarilla clans. They seek to overthrow the Camarilla,
breed out of control, destroy the slumbering Antediluvians, and enslave the human
race.
The Lasombra clan has fallen from grace - and its members enjoy it.
Simultaneously graceful and predatory, the Lasombra guide - and, when necessary,
whip - the Sabbat into an implacable force. Turning their backs upon the humans
they once were, Lasombra give themselves wholly over to the dark majesty of the
Embrace. Murder, frenzy, predation: Why fear these things, many Lasombra ask, if
one is meant to be a vampire? In contrast to the Tzimisce, though, Lasombra
generally seek not to reject all things mortal, but to shape them for their own
pleasure.
If Clan Lasombra is the heart of the Sabbat, Clan Tzimisce is the soul. Even other
vampires grow uneasy around these flesh-crafting Kindred, and the clan's nickname
of "Fiends" was given to it in nights past by horrified Kindred of other lines. The
Tzimisce's signature Discipline of Vicissitude is the subject of particular dread; tales
speak of crippling disfigurements inflicted on a whim, of ghastly "experiments" and
tortures refined beyond human - or vampiric - comprehension or endurance.
The Independent Clans serve none but their own ends. While not part of a
common agenda, each of the independents has unique and devastating abilities that
make them respected - or feared - by the other clans.
From the desert wastes of the East come the Assamites, and they bring with them
a miasma of terror. The Assamites are known throughout vampire society as a clan
of murderous assassins, working for whoever can pay their price. The price they
charge for their work is the vitae of other Kindred; for the Assamites, diablerie is the
greatest sacrament.
The Followers of Set are mistrusted perhaps more than any other clan. Their ties
with the archetypal Serpent of myth are well-known, and bolstered by their
disturbing powers. They are custodians of knowledge that, according to their claims,
predates even the First City. When they enter a city, the Cainite power structure
almost inevitably erodes. But most unnerving of all, they share a dark and powerful
faith as a clan - a faith that the blood of gods pulses in their cold veins
The Giovanni are respectful, genteel and well-mannered. Affluent beyond
imagination, Clan Giovanni traces its roots back to before the Renaissance, to a
family of merchant princes. The clan still maintains its original home in Venice, in a
thousand-year-old loggia just outside the heart of the city. No other clan makes such
a spectacle of humility and propriety as does the Giovanni. And no other clan hides
its blasphemous secrets as well.
If ever a clan were renowned for a wickedly black sense of humor, the Ravnos
would be that clan. These Cainites are deceivers of the first order, weaving illusion
and lies into elaborate schemes to part the foolish from whatever it is the Ravnos
might fancy - be it wealth, blood or even their victims' freedom. Like Mephistopheles
or Old Scratch, the Ravnos ply their devil's deals with whomever they choose, be it
human or Kindred, and woe to those who wind up unable to pay the hidden costs.
Anarchs are vampires who reject the Traditions of Caine and the dictates of the
elders who enforce them. Ironically, elders grudgingly afford anarchs some degree of
status, due to the anarchs' ability to obtain power in spite of the elders' opposition.
Anarchs are also respected for their passion and drive, which few elder Kindred,
mired as they are in their age and dissatisfaction, can muster. Ultimately, however,
most Kindred see anarchs as jackals, scavenging their unlives from what slips
through the elders' fingers.
The Caitiff are the clanless vampires, outcast by other Kindred and despised by
those who bother to notice them at all. Vampires may become clanless either by
having no idea of their sires' identities (and thus having no sense of lineage) or by
being of such a weak generation that no identifying clan characteristics are
discernible. Caitiff are almost universally regarded as bastard children and orphans,
though some rise to a degree of prominence among the anarchs. Once there were
few Caitiff, but the post-WWII period has seen a sharp increase in their numbers.
Some elders whisper direfully of the "Time of Thin Blood" that signifies the
imminence of Gehenna.
The Cathayans, or "Kindred" of the East, seem to have very little in common with
their Western brethren. The Cainites of the West find themselves thwarted in the Far
East by these mysterious beings. Rumors of demonic powers surround the
Cathayans, or Kuei-Jin, as they call themselves. Their enigmatic behavior and foreign
mindset leave many Cainites ill at ease. The only extended contact that the Western
Kindred have had with the Kuei-Jin was in San Francisco, where the easterners have
pushed back the Camarilla with disturbing ease.
FEATS
The feats presented below represent some of the abilities available to vampires.
Bloodline feats are granted to newly-Embraced characters as bonus feats, while the
other feats are selected normally.
Note that these feats represent only the powers of young, high-generation Kindred,
which include all PCs by default. Many (but not all) clan Elders have powers far
surpassing these, which should remain unavailable to the PCs in most cases. If the
GM wishes to translate such powers into game statistics (not recommended), they
should be represented as feats that require blood of a certain generation.
Table: Followers
Leadership Followers by Level
Score* 1st 2nd 3rd 4th 5th
1-9 — — — — —
10 5 — — — —
11 6 — — — —
12 8 — — — —
13 10 1 — — —
14 15 1 — — —
15 20 2 1 — —
16 25 2 1 — —
17 30 3 1 — —
18 35 3 1 1 —
19 40 4 2 1 1
20 50 5 3 2 1
* your Leadership score is equal to 3/4 your level + your Humanity rating
MONSTROUS [Kindred]
Prerequisite: Humanity 3 or lower
Benefit: You relish your bestial nature. You can willingly induce frenzy in yourself.
You still don't have control over your actions, but neither do you have to feed when
you attack - you attack simply to destroy. The frenzy lasts 1d4 minutes, and you
cannot end it voluntarily.
MULTIATTACK [General]
Prerequisite: Three or more natural attacks.
Benefit: Your secondary attacks with natural weapons take only a -2 penalty.
Normal: Without this feat, your secondary attacks with natural weapons take a -5
penalty.
PENITENT [Kindred]
Prerequisite: Wis 11, Humanity 8
Benefit: You loath your vampiric nature and seek absolution. You have a +4 morale
bonus on saving throws against all vampiric Disciplines (whether talents, skills, or
feats).
PERMANENCY [Kindred]
Prerequisite: Thaumaturgy (Conjuring) 12 ranks
Benefit: You can greatly extend the duration of the object you conjure using your
Thaumaturgy (Conjuring) skill. You can pay 500 XP to have the object last one year
or 2,000 XP to make it permanent.
Special: Regardless of durations, your creations can still be "dispelled" by a
successful Thaumaturgy (Conjuring) check against the same DC that was used to
conjure them in the first place.
QUENCH [Kindred]
Prerequisite: Int 15, Thaumaturgy (Flames) 9 ranks
Benefit: By making a DC 20 Thaumaturgy (Flames) check as a full-round action,
you cause all flames in a 60-ft. radius around you to instantly die out. If a fire still
rages beyond that circle, the area around you may catch fire again very soon, but
the quench effect should buy you some time to get to safety.
TORMENTOR [Kindred]
Requirement: Listen 4 ranks, Necromancy (Sepulchre) 9 ranks, Spot 4 ranks
Benefit: While on the Material Plane, you are able to see and hear umbral
creatures normally. Your natural weapons can strike umbral creatures as if you were
on Umbra yourself. You are not, however, so the umbral creatures cannot strike back
at you unless they manifest.
CHAPTER THREE: DISCIPLINES
All vampires have access to special talents (they refer to them as Disciplines), access
to supernatural powers granted by the Embrace. These powers separate the undead
from mortals, providing vast physical and spiritual might. With these Disciplines, a
vampire can display the strength of ten men, bend another being to her will, or
transform into an animal.
Under certain circumstances, vampires can choose to learn Disciplines not listed in
their clan entries, but these can never be exclusive disciplines – unless the GM is
willing to make a special exception.
Note that the talents listed below represent only the powers of young, high-
generation Kindred, which include all PCs by default. Many (but not all) clan Elders
have powers far surpassing these, which should remain unavailable to the PCs in
most cases. If the GM wishes to translate such powers into game statistics (not
recommended), they should be represented as talents that require blood of a certain
generation.
The Beast resides within all creatures, from lice-ridden rats to powerful Kindred
elders. The Discipline of Animalism allows the vampire to develop a close, intense
connection with his primordial nature. He not only communicates empathically with
the lower beasts, but also projects his own force of will upon them, directing the
animals to do his bidding. Additionally, as the vampire grows in power, he can use
Animalism to control the Beast within mortals or even Kindred. A vampire who lacks
this Discipline is usually repellent to animals. In contrast, Kindred with Animalism
present a soothing aspect to lower creatures - indeed, animals are often attracted to
them.
The Gangrel are especially renowned as the masters of Animalism, although the
Nosferatu, Ravnos and Tzimisce clans show a talent for the Discipline as well.
- Feral Whispers: You can comprehend and communicate with all animals that
you can make eye contact with. You are able to ask questions of and receive
answers from animals, although they are not necessarily any more friendly or
cooperative than normal. Furthermore, wary and cunning animals are likely to
be terse and evasive, while the more stupid ones make inane comments. If
an animal is friendly toward you, it may do some favor or service for you.
- Beckoning: A number of times per night equal to your Wisdom modifier, you
can call out in the voice of a specific type of animal – howling like a wolf,
cawing like a raven, etc. This call mystically summons animals of the chosen
type to you. Since each type of animal has a different call, Beckoning works
for only a single species at a time. All such animals within earshot arrive and
serve you to the best of their abilities. The effect of Beckoning ends at dawn
or when you choose to dismiss the animals.
Required: Feral Whispers.
- Subsume the Spirit: A number of times per night equal to your Wisdom
modifier, you can possess one animal; it does not get a Will save to avoid the
possession. While in the animal's body, you do not retain any special qualities
of your own except Feed, but you do retain your mental ability scores,
talents, feats, and skill ranks. You can communicate with other animals of
your type (and all called animals), but you lose the ability to communicate
verbally. Your own body is in a trance-like state, and appears dead. The rest
of the called animals still recognize and serve you. The possession lasts until
dawn or until you choose to end it.
Required: Feral Whispers, Beckoning.
- Quell the Beast: You can use calm emotions as a spell-like ability a number
of times per night equal to your Wisdom modifier (minimum one). Your
effective caster level equals your character level. In addition, using Quell the
Beast on a vampire under the effect of Drawing Out the Beast (see below)
automatically ends the rage.
Required: One other talent from the Animalism talent tree.
- Drawing Out the Beast: Once per night per point of your Charisma
modifier, you can force one creature into a rage. The target is allowed a Will
saving throw to avoid the effect if it is unwilling to be enraged. During the
rage, it has a +3 morale bonus on melee attack and damage rolls, but a –2
penalty to Defense. The enraged creature drops all current activities and
immediately engages its foes in melee. If no foes are present, it engages the
nearest creature. The enraged creature is allowed a new Will saving throw to
end the rage (same DC) every minute. If it does not make any of the saves,
the rage ends at dawn. This talent is a mind-affecting spell-like ability.
Note that Quell the Beast (see above) automatically ends the effects of
Drawing Out the Beast.
Required: Quell the Beast, one other talent from the Animalism talent tree.
This Discipline bestows uncanny sensory abilities upon the vampire. While Auspex
initially heightens all of the Kindred's senses significantly, that is merely the
beginning. As she grows in power, the vampire can perceive the psychic auras that
flow around her and even project her mind into another being's thoughts.
Furthermore, Auspex can pierce the disguises that Obfuscate creates.
Malkavians and Toreador are most inclined to this Discipline, but the Tremere and
Tzimisce clans also often develop it.
- Heightened Senses: You gain a +4 insight bonus on all Listen, Search, and
Spot checks.
- Spirit's Touch: You can use object reading as a spell-like ability a number of
times per night equal to your Wisdom modifier (minimum one). Your effective
caster level equals your character level.
Required: Heightened Senses
- Aura Perception: You can use empathy as a spell-like ability at will. Your
effective caster level equals your character level. In addition, having this
talent enables you to automatically make saves against effects from the
Obfuscate discipline (see below).
Required: Heightened Senses.
The Embrace gifts some vampires with startling speed and reflexes. They can use
Celerity to move with amazing swiftness in times of stress. Mortals, and even
Kindred lacking this Discipline, move as if in slow motion compared to the
astonishing blur the vampire becomes.
Celerity is common among the Assamite, Brujah and Toreador clans. The Assamites
use this ability to strike down their foes before the victims are even aware of the
attack, Brujah delight in the advantage this Discipline gives them against superior
numbers of opponents, and Toreador are more likely to use Celerity to lend
preternatural grace to live dance performances.
- Celerity: You have a +2 bonus on all initiative rolls. Additionally, you can
haste yourself in order to act and move more quickly than normal. This grants
you a +1 bonus on attack rolls, a +1 dodge bonus to Defense and Reflex
saves, and a speed enhancement bonus of +30 ft. (which in turn adds a +12
bonus on your Jump checks made after a running start). You can use Celerity
for a total time of 2 rounds per point of your Dexterity modifier per night
(minimum 2 rounds). It is a free action to activate or suspend Celerity.
- Improved Celerity: Celerity can now be used for a total of one minute per
point of your Dexterity modifier per night. Also, the attack, defense, and save
bonuses are improved to +2.
Required: Celerity.
- Advanced Celerity: Celerity can now be used for a total of ten minutes per
point of your Dexterity modifier per night (minimum 10 minutes). Also, while
using Celerity you gain one additional attack action per round.
Required: Celerity, Improved Celerity.
The Ravnos are heirs to a legacy of illusion, and none can say exactly why. The
elders of their clan, when properly approached, speak cryptically of ghouls and
rakshasa, and the shape-shifting antics of their Antediluvian founder are the subject
of many a dark campfire tale among the clan.
Chimerstry is an art of conjuration; the vampire may draw upon her inner reserves
to bring phantoms to life. These false images can confound mortal senses and
sensory equipment alike. The Ravnos are fond of using this power to seduce, swindle
or enslave mortals.
- Ignis Fatuus: You can use silent image as a spell-like ability at will. Your
effective caster level equals your character level.
- Fata Morgana: You can use minor image as a spell-like ability a number of
times per night equal to your Charisma modifier (minimum one). Your
effective caster level equals your character level.
Required: Ignis Fatuus.
- Apparition: You can use major image as a spell-like ability a number of
times per night equal to your Charisma modifier (minimum one). Your
effective caster level equals your character level.
Required: Ignis Fatuus, Fata Morgana.
- Horrid Reality: You can use phantasmal killer as a spell-like ability a number
of times per night equal to your Charisma modifier (minimum one). Your
effective caster level equals your character level.
This is a mind-affecting fear effect.
Required: Ignis Fatuus, Fata Morgana, Apparition.
The special legacy of the Malkavian clan, Dementation allows the vampire to channel
madness, focus it, and pour it into the minds of those around him. The practitioner of
Dementation need not actually be mad himself – at least initially – although madness
seems to grant a certain insight into the key tenets of this Discipline. Few vampires
would ask the Malkavians to teach them this Discipline, although the Lunatics are
almost always eager to "enlighten" others. The Malkavians claim that insanity is the
next step in the evolution of the mind, evident only in the more highly evolved
specimens of human or vampiric thought. Other Kindred pray the Malkavians are
wrong, but find it difficult to dismiss such thoughts out offhand, particularly because
Dementation sometimes works almost as well on vampires as it does on mortals…
- Passion: You gain a spell-like ability that can inflame or blunt existing
emotions. Any creature within 60 ft. from you can be affected. The selected
target must make a Will saving throw or become liable to your influence – you
can then either improve its attitude towards someone by two steps or worsen
it by two steps. Passion cannot alter an attitude of "indifferent" in any way.
The attitude normally remains changed until dawn, but if the affected
creature had failed its save by ten or more, the effect lasts for 1d4 nights
(and days) per point of your Charisma modifier. You can use this ability at
will.
This is a mind-affecting effect.
- Voice of Madness: You can use lesser confusion as a spell-like ability at will.
This ability functions as the spell with two exceptions: first, the effect is
delivered by voice, so those that cannot hear you cannot be affected; and
second, the effect typically lasts until dawn, but if the affected creature had
failed its save by 10 or more, the effect lasts for 1d4 nights (and days) per
point of your Wisdom modifier. Your effective caster level equals your
character level.
This is a sonic mind-affecting effect, but not a language-dependant one.
Required: Passion, Haunting.
- Total Insanity: Once per night, you can make a melee touch attack against
a helpless target to inflict 1d4+1 points of temporary ability damage on one
of the three mental ability scores (Int, Wis, or Cha, randomly determined).
Additionally, the target becomes permanently confused, but it is allowed a
Will saving throw every 24 hours to end the confusion effect. Making the Will
save does not negate the ability damage, however.
The confusion is a mind-affecting effect.
Required: Passion, Haunting, Voice of Madness.
This Discipline involves influencing the very thoughts and actions of others through
the vampire's own force of will. Commands must be issued verbally; direct mind-to-
mind contact is the purview of Auspex.
Not surprisingly, Kindred who use Dominate were often willful, controlling individuals
in mortal life. Indeed, it's quite possible that this is what drew the vampires' sires to
them in the first place. After all, the Giovanni, Lasombra, Tremere and Ventrue clans
who specialize in this Discipline consider strong will a definite benefit.
- Command: You can use command as a spell-like ability at will. Your effective
caster level equals your character level.
This is a compulsion, language-dependant, mind-affecting effect.
- Forgetful Mind: You can use tailor memory as a spell-like ability a number
of times per night equal to your Charisma modifier (minimum one). Your
effective caster level equals your character level.
This is a compulsion, language-dependant, mind-affecting effect.
Required: Command.
- Possession: You can use dominate person as a spell-like ability once per
night. This ability functions as the spell, with one exception: There is no
telepathic link between you and the target. Your effective caster level equals
your character level.
This is a compulsion, language-dependant, mind-affecting effect.
Required: Command, Mesmerize, Forgetful Mind.
All vampires possess a preternatural constitution that makes most normal damage
inconsequential. Fortitude bestows a resilience and vigor far beyond even normal
vampiric toughness. Kindred with this power ignore the mightiest punches and barely
feel hails of bullets. This Discipline also helps protect against sources of damage
even vampires fear, such as sunlight and fire.
Gangrel, Ravnos and Ventrue possess this potent ability. Gangrel enjoy the benefit of
Fortitude as a matter of course, but Ravnos and especially Ventrue delight in the
power's psychological effects. It's not unusual for a Ventrue to take a "fatal" blow,
giving his opponent just enough time to register the vampire's smile before the
Ventrue finishes off the shocked victim.
- Lifeless Tongues: You become able to hear umbral creatures normally, and you can
also make yourself heard, if you want. The effect lasts for a number of minutes equal
to the result of your Necromancy (Ash) check.
- Shroudsight: You become able to see umbral creatures normally. The effect lasts
for a number of minutes equal to the result of your Necromancy (Ash) check.
- Ex Nihilo: By performing a short ritual (1d6 minutes) during which you draw a
doorway with chalk or blood on any available surface, you turn your body umbral
and pass through the doorway, physically entering the Shadowlands. This process
takes a tremendous toll on you: you suffer 5d6 points of damage, and your Strength
and Charisma ability scores are lowered by -4 for 1d4+1 nights.
You can remain in the perilous Shadowlands for as long as you like; since there is no
blood to be found there, you will probably be forced to return through the same
doorway (or another, if you can't find that one) within several nights. Most
necromancers arrange for fresh supplies of food to await their return.
- Tremens: By touching a corpse and making the Necromancy (Bone) check, you
imbue it with a semblance of life. You can animate the dead body by maintaining
concentration (an attack action spent each round). The muscle tissue of the
animated corpse must be relatively preserved; the creature has all the statistics and
abilities of a zombie, but when you stop concentrating, it falls to the ground
motionless.
- Tremens Automaton: As Tremens above, but you do not have to maintain
concentration; the zombie moves and acts by itself, obeying your orders (for an in
-depth description of zombie behavior, see the animate dead spell in the d20 Modern
Core Rulebook). It takes a full round to animate a body in this manner. At dawn, the
zombie becomes a lifeless corpse once again. You cannot have more than one
tremens automaton zombie active at any one time.
- Shambling Hordes: As Tremens Automaton above, except you can animate a total
of 3d6 corpses. Even corpses with no muscle tissue left can be animated, but as
skeletons instead of zombies. A full round is required to animate each body in this
manner. You cannot have more than 20 tremens automaton skeletons/zombies
active at any one time.
- Soul Exile: By touching a creature and making the Necromancy (Bone) check, you
are able to temporarily sever the connection between its body and soul. The target of
your melee touch attack must make a Will saving throw (DC equal to the result of
your Necromancy [bone] check), or have its soul forced out of its body, temporarily
becoming a wraith; the body falls to the ground apparently lifeless. The soul can act
as any other Wraith, but is unable to repossess its body for 1d4 hours. By then, a
typical Giovanni necromancer has either slain the body, compelled the soul to his
will, or “inserted” another soul into the body (see below).
- Body Theft: By performing a short ritual (3d6 minutes), you are able to prepare a
freshly dead body for possession by a soul.
The soul must be either a willing wraith or another willing free-floating soul (such as,
for example, the soul of a vampire using Psychic Projection).
The body must be either a zombie animated through Tremens Automaton (dead for
up to 30 minutes), or a non-quite-dead body gained from Soul Exile (see above).
The newly formed union uses the physical abilities of the body, and all the other
statistics and abilities of the soul. If the body was a zombie, it still decays after a
week or so; if it was gained from Soul Exile however, it becomes a permanent home
for the soul, although odds are its previous owner will eventually show up to
complain.
- Death Insight: After gazing into the eyes of a corpse, concentrating for one full
round, and making the Necromancy (Sepulchre) check, you are able to see the last
sight that the dead man witnessed. The corpse must be relatively intact (at least the
face and eyes); for example, a vampire destroyed by sunlight is not an appropriate
choice.
- Summon Soul: By performing a short ritual (1 minute) and making the
Necromancy (Sepulchre) check, you are able to call a ghost from the Shadowlands
and compel it to answer no 1d4+1 questions. The wraith can attempt an opposed
Charisma check against you to resist the summons. You must know the name of the
wraith and have in your possession some material object with which the wraith had
some contact in life. If the object is of some personal importance to the ghost, you
gain a +4 bonus on the Necromancy (Sepulchre) check (and the opposed Charisma
check, if any), and the number of questions you can ask is 2d4+1. The wraith
usually answers to questions to the best of its ability, although some try to distort or
conceal the truth.
The wraith is unable to take action against the summoner; it returns to the
Shadowlands when dismissed or endangered by the summoner, when all the
questions have been asked, or after 1 hour, whichever comes first. The summoner is
not aware of the exact number of questions allowed.
- Compel Soul: As Summon Soul above, except the ritual takes 3d6 minutes and you
can attempt to compel the wraith to perform a service by describing the service and
perhaps offering some sort of reward. You make a Charisma check opposed by the
wraith’s Charisma check. The check is assigned a bonus of +0 to +6 based on the
nature of the service and the reward. If the wraith wins the opposed check, it refuses
service. New offers, bribes, and the like can be made or the old ones reoffered every
24 hours. This process can be repeated until the wraith promises to serve, until it
breaks free, or until you decide to get rid of it by means of some other spell.
Impossible demands or unreasonable commands are never agreed to. If you roll a 1
on the Charisma check, the wraith breaks free of the binding and can escape or
attack you.
Once the requested service is completed, the wraith must inform you, at which point
it is instantly sent back to the Shadowlands. If you assign some open-ended task
that the wraith cannot complete though its own actions, the compulsion remains in
effect for a maximum of one month. Note that a clever recipient can subvert some
instructions.
- Haunting: As Summon Soul above, except the ritual takes 6d6 minutes and you
can attempt to bind the summoned wraith to a particular location. Alternatively, by
taking a -5 penalty on the check, you can bind it to an object.
The bound wraith cannot leave the area (or vicinity of the object) to which it has
been bound to without risking destruction. Each round it spends away from the area
it must make a DC 30 Will save or suffer 3d6 points of damage. A wraith reduced to
0 hit points by this damage is permanently destroyed.
This uncanny power enables Kindred to conceal themselves from others' sight. By
simply wishing to remain unseen, a vampire can disappear, even if he stands in full
view of a crowd. The immortal doesn't actually become invisible; he simply deludes
any observers into thinking he has vanished. Additional uses of Obfuscate include
changing the Kindred's features and concealing other people or objects. Since
Obfuscate affects the viewer's mind, Kindred cannot use this Discipline to cloak their
presence from mechanical devices. Video recordings and photographs capture the
vampire's image faithfully.
Several clans - Assamites, Followers of Set, Malkavians, Nosferatu - use this power,
but it stands as the hallmark of the Nosferatu. A number of elder Kindred believe
Caine, or perhaps Lilith, bestowed the clan with this Discipline to compensate for the
hideous physical deformities its members suffer.
- Cloak of Shadows: You gain a +6 insight bonus to Hide checks, and become
able to use the Hide skill even while being observed.
- Mask of Faces: You can use disguise self as a spell-like ability a number of
times per night equal to your Charisma modifier. Your effective caster level
equals your character level.
Note that the Aura Perception talent (see the Auspex discipline above)
enables observers to automatically make their saving throws against Mask of
Faces.
Required: Cloak of Shadows.
- Unseen Presence: You can use cloud mind as a spell-like ability a number of
times per night equal to your Charisma modifier. Your effective caster level
equals your character level.
Note that the Aura Perception talent (see the Auspex discipline above)
enables observers to automatically make their saving throws against Unseen
Presence.
Required: Cloak of Shadows.
- Vanish from Mind's Eye: You can use mass cloud mind as a spell-like ability
a number of times per night equal to your Charisma modifier. Your effective
caster level equals your character level.
Note that the Aura Perception talent (see the Auspex discipline above)
enables observers to automatically make their saving throws against Vanish
From Mind’s Eye.
Required: Cloak of Shadows, Unseen Presence.
The exclusive Lasombra discipline, Obtenebration grants its users power over
darkness. The precise nature of the "darkness" invoked is a matter of debate among
the Keepers. Some believe it to be shadows, while others, perhaps more correctly,
believe the power grants a Kindred control over the stuff of her soul, allowing her to
coax it tangibly forth.
- Shadow Play: You are able to manipulate normal shadows cast by objects or
creatures in any way you desire; this has no in-game mechanical effect. In
addition, you can bring into being a pair of semi-transparent hands made of
congealed shadow, and have them coil around a creature’s throat, strangling
it. You can keep the hands in existence for up to 1 round per character level.
The hands cannot be attacked or damaged in any way. The target is unable to
breathe and takes 1 points of bludgeoning damage per round; all dice rolls
the target makes while being choked suffer a -2 circumstance penalty (–4 if
the check involves speaking). Kindred are also affected, although they do not
need to breathe and thus cannot be strangled by Shadow Play.
Required: Shroud of Shadow.
- Arms of the Abyss: You can use black tentacles as a spell-like ability a
number of times per night equal to your Charisma modifier. Your effective
caster level equals your character level.
Required: Shroud of Shadow, Shadow Play.
- Tenebrous Form: By taking a full-round action, you change your entire body
into a living shadow. You become incorporeal (see below) and gain a melee
touch attack that inflicts no physical damage, but deals 1d6 points of Strength
damage. You can spend a total of one minute per point of your Charisma
modifier per night in Tenebrous Form, but this time can be distributed any
way you want.
While incorporeal, you can be harmed only by other incorporeal creatures, by
magic weapons, or by spells, spell-like effects, or supernatural effects; you
are immune to all nonmagical attack forms, and are not burned by normal
fires, affected by natural cold, or harmed by mundane acids. Even when
struck by magic or magic weapons, you have a 50% chance to ignore any
damage from a corporeal source. You move in any direction (including up or
down) at will. You do not need to walk on the ground. You can pass through
solid objects at will, although you cannot see when your eyes are within solid
matter. You are inaudible unless you decide to make noise. Your physical
attacks ignore material armor, even magic armor. You pass through and
operate in water as easily as they do in air. You cannot fall or take falling
damage, nor can you trip or grapple corporeal creatures (and vice versa). You
have no weight or scent, do not leave footprints, and make no noise unless
you want to.
Required: Shroud of Shadow, Shadow Play, Black Metamorphosis
- Potence: You gain a +1 racial bonus on melee damage rolls, grapple checks,
Climb checks, Jump checks, and Strength checks.
This is the Discipline of supernatural attraction. Kindred who develop Presence can
inspire zealous fervor, devoted passion or unspeakable terror in mortal and immortal
alike. This subtle power is one of the most useful Disciplines a vampire can have. It
causes others to feel a certain way toward the vampire, but does not give her
outright control over them. Suicidal or ridiculous directives don't sound any more
sensible just because the person giving them is unusually fascinating. Still, inspired
eloquence or significant wealth used in combination with this Discipline can enable
the vampire to urge others along a desired course.
The Brujah, Followers of Set, Toreador and Ventrue clans are all adept in this
Discipline. The Ventrue are arguably the most skilled with its application, however,
due to their ability to use Presence and Dominate in efficient combination.
- Awe: You can add your character level to all Charisma checks and Charisma-
based skill checks, as an insight bonus.
- Dread Gaze: You have a gaze attack that causes the target to become
shaken if it fails its Will saving throw. If the save is failed by 10 or more, the
target becomes panicked instead. If the Will save succeeds, the target
becomes immune to your Dread Gaze until the next night.
This is a mind-affecting fear effect.
Required: Awe, Entrancement.
- Summon: You can use demand as a spell-like ability a number of times per
night equal to your Charisma modifier (minimum one).
This is a mind-affecting compulsion effect.
Required: Awe, Entrancement.
- Majesty: The saving throw DCs of Dread Gaze, Entrancement, and Summon
become 10 + your HD + your Charisma modifier, instead of 10 + ½ your HD
+ your Charisma modifier. Also, when you use your Entrancement talent, the
target can be dominated instead of charmed.
Required: Any three other talents from the Presence talent tree.
This Discipline allows the vampire to manipulate his physical form. Vampires who
develop this Discipline can grow bestial claws, assume the forms of wolves and bats,
transform into mist and meld into the earth.
Vampires can generally use other Disciplines while transformed - Kindred in wolf
form can still read auras and communicate with other animals. However, there are
some situations in which the GM may decide that the immortal cannot use a certain
Discipline.
The vampire's clothes and personal items also change when he transforms,
presumably absorbed within his very substance. Kindred cannot transfigure large
objects or other beings; Protean is a very personal expression of undead power.
Clan Gangrel lays claim to this Discipline, although other individual vampires have
attempted to learn some of Protean secrets from these bestial Kindred.
- Eyes of the Beast: You gain low-light vision and your racial bonuses to
Search and Spot checks become +8 (instead of +4).
- Feral Claws: You develop two sets of retractable, curved claws. You have
two natural claw attack, each dealing 1d4 (+ Strength modifier) points of
slashing damage per hit.
You can attack with both claws in one round at full attack bonus, or make one
claw attack and a secondary weapon attack at the standard -5 penalty.
Required: Eyes of the Beast.
- Feral Fangs: Your fangs grow long and wickedly sharp. Your natural bite
attack inflicts 1d6 (+ Strength modifier) points of piercing and slashing
damage per hit. You automatically deal this damage whenever you drain
blood, although you can choose to deal an equal amount of nonlethal damage
instead, if you want.
You can attack with both your bite and another weapon following the standard
rules for fighting with multiple weapons.
If you have both Feral Fangs and Feral Claws, you can make two claw attacks
at your full attack bonus and a secondary bite attack at the standard -5
penalty.
Required: Eyes of the Beast.
- Earth Meld: You can quickly dig yourself in inside the earth to enter a state
of suspended animation. For you, time ceases to flow and its condition
becomes fixed. Your body functions virtually cease, and no spell-like effect
can detect, reach, or harm you. This state persists until you subconsciously
“decide” that it is time for you to surface. It generally takes 2d6 round of
digging to reach a safe depth.
Required: Eyes of the Beast, Feral Claws.
- Shape of the Beast: You can use polymorph as a spell-like ability a number
of times per night equal to your Wisdom modifier (minimum one). This ability
functions as the spell with several exceptions: You can only polymorph
yourself, the only shapes allowed are dire bat or wolf, and the change lasts
until dawn or until you choose to end it. Your effective caster level equals
your character level.
Note that other animal shapes may be assumed if the GM decides they are
appropriate to a particular setting – for example, South American vampires
may be able to assume the shape of a jaguar instead of a wolf.
Required: Eyes of the Beast, either Feral Claws of Feral Fangs.
- Mist Form: You can use gaseous form as a spell-like ability a number of
times per night equal to your Wisdom modifier (minimum one). This ability
functions as the spell, with one exception: You can only use it on yourself.
Your effective caster level equals your character level.
Required: Eyes of the Beast, either Feral Claws of Feral Fangs, Shape of the
Beast.
Quietus, the Discipline of silent death, is practiced by the assassins of Clan Assamite.
Using the principles of poison, vitae control and pestilence, this blood-based
Discipline focuses on the destruction of its target through varying means. Quietus
does not always cause a quick death; the Assassins rely upon its secret lethality to
hide their involvement with their victims.
- Baal's Caress: When you poison your blood using Scorpion’s Touch above,
you can choose to have this venom deal Strength damage instead of
Constitution damage. This can affect even other vampires, as a special
exception to the undead immunity to poison and ability damage.
Required: Silence of Death, Scorpion’s Touch.
- Taste of Death: When you poison your blood using Scorpion’s Touch or
Baal’s Caress above, you gain a spit attack with a range increment of 10 feet.
This is a ranged touch attack that inflicts 1d4 acid damage and delivers the
poison.
Required: Silence of Death, Scorpion’s Touch.
- Dagon's Call: You can use finger of death as a spell-like ability once per
night. This ability functions as the spell, with one exception: Since it actually
causes the blood to burst and rupture the target from within, it can also affect
vampires, but they have a +4 bonus on their saving throws. Your effective
caster level equals your character level.
Required: Any three talents from the Quietus talent tree.
SERPENTIS TALENT TREE (exclusive discipline)
Serpentis is the legacy of Set, his gift to his children. The Followers of Set carefully
guard this Discipline's secrets, teaching the reptilian art only to those they deem
worthy (almost never outsiders). Serpentis can evoke an almost primordial fear in
others, particularly those who recall the tale of Eden. After all, hiss the Setites, the
serpent was an evil older than even Caine himself.
- Eye of the Serpent: You have a gaze attack that causes the target to
become fascinated by you if it fails its Will saving throw. If the Will save
succeeds, the target becomes immune to your gaze until the next night.
Fascinated creatures stop and stare blankly at you for 2d4 rounds, and their
attitude toward you improves by two steps. This allows you to make a single
request of the fascinated creature. The request must be brief and reasonable.
Even after the effect ends, the creature retains its new attitude toward you,
but only with respect to that particular request. A creature that fails its saving
throw does not remember that you hypnotized it.
This is a mind-affecting charm effect.
- Skin of the Adder: Once per night per point of your Strength modifier, you
can alter portions of your skin as a full round action, changing it into scales.
Your natural armor bonus increases by +2, and you gain a +10 racial bonus
on Escape Artist checks. The change lasts for up to one hour.
- Tongue of the Asp: You tongue becomes a vicious weapon. You can use it to
grapple at a distance of 5 ft., draining blood as if you had used your Feed
ability. You do not provoke an attack of opportunity when you initiate a
grapple this way.
- Form of the Cobra: You can use polymorph as a spell-like ability a number
of times per night equal to your Charisma modifier. This ability functions as
the spell with several exceptions: You can only polymorph yourself, the only
shapes allowed are small, medium, or large viper snake, and the change lasts
until dawn or until you choose to end it. Your effective caster level equals
your character level.
Required: Any two other talents from the Serpentis talent tree.
The Discipline of Thaumaturgy encompasses blood magic and other sorcerous arts.
Thaumaturgy is the unique possession of the Tremere and one of its most jealously
guarded secrets. Certain Kindred rumors even speak of mystic cabals of Tremere
that hunt down those thaumaturges who are not members of the Warlocks' clan.
Clan Tremere created this Discipline by combining mortal wizardry with the power of
vampiric vitae. Though its existence is not widely known by mortal mages, it is seen
as a disreputable aberration of true magic by those familiar with it.
Thaumaturgy is a versatile and powerful Discipline. Like Necromancy, its practice is
divided into several paths: Thaumaturgical paths are applications of the vampire's
knowledge of blood magic, allowing her to create effects at her whim. Similar to the
Craft, Knowledge, and Profession skills, the Thaumaturgy skill is a subset of five
separate skills - Thaumaturgy (Blood), Thaumaturgy (Conjuring), Thaumaturgy
(Dissolve), Thaumaturgy (Flames), and Thaumaturgy (Move of Mind).
Characters with the Tremere Blood feat treat these skills as if they were class skills,
regardless of which class they are advancing in. The GM should disallow gaining
ranks in the Thaumaturgy skills for most non-Tremere vampires.
- Blood Rage: By touching a Kindred or a living human, you cause it to enter a blood
rage, driving it to frenzy (+4 Str, +4 Dex, -4 Wis; attacks all warm-blooded
creatures and attempts to feed). The target is allowed a DC 15 Will save to negate
the effect.
- Taste of Blood: By tasting the blood of a Kindred, you can determine how much
how recently it has fed (within +/- 2 hours), his approximate generation (within +/-
2) and, if you beat the DC by 5 or more, whether he has recently committed
diablerie (within the past 1d4 years). The target is not allowed a save against these
effects (but see Blood of Potency below). A failed check means either no information,
or, at the GM's discretion, false information was gained.
- Blood Potency: By concentrating for a full round, you are able to “enhance” your
blood, making it register as if it were of a higher generation. Any effect that detects
your generation (such as Taste of Blood above) registers you as a Kindred of a
generation 1d4+1 lower than your actual generation.
- Theft of Vitae: You are able to drain blood at a distance of up to 50 ft. Your target
is allowed a DC 25 Fortitude saving throw to negate your feeding attempt, and if it
fails, its blood literally streams out in a physical torrent and is absorbed by your
body. The target is considered helpless, but it is allowed a new saving throw each
round to stop the blood drain. All the standard effects of blood drain apply
(Constitution damage, healing, etc.). This power is obviously quite spectacular, and
Camarilla princes justifiably consider its public use a breach of the Masquerade.
- Cauldron of Blood: To produce any substantial effect, this check must be combined
with a DC 30 Thaumaturgy (Flames) check. Both checks are made at the same time,
as a single full-round action. If successful, you target a creature within range and
excite its blood to boiling point. The creature must make a DC 30 Fortitude save or
die instantly; even if the save is successful, the creature still takes 3d6+6 points of
fire damage.
Since this power actually causes the blood to boil and immolate the target from
within, it can also affect vampires despite the undead immunity to most effects that
allow Fortitude saves.
- Summon Simple Form: If you concentrate for 1d4 rounds and make the
Thaumaturgy (Conjuring) check, you can create a nonmagical, unattended object of
nonliving, vegetable matter. The object remains in existence as long as you maintain
concentration. The volume of the item created cannot exceed 1 cubic foot per point
of difference by which you beat the DC. You must succeed on an appropriate Craft
skill check to make a complex item.
- Summon Lasting Form: As Summon Simple Form above, except you do not need to
maintain concentration; the object remains in existence until dawn.
- Summon Complex Form: As Summon Lasting Form above, except that you can
also create an object of mineral nature: stone, crystal, metal, or the like.
- Decay: If you maintain contact with an object or creature for 1 full minute and
make the Thaumaturgy (Dissolve) check, you can cause it to age 10 years. The
target is allowed a DC 15 Fortitude saving throw.
- Gnarl: By touching a wooden object and making the Thaumaturgy (Dissolve)
check, you can cause the wood to bend and warp, permanently destroying its form,
and strength. The target is allowed a DC 15 Fortitude saving throw to negate the
effect. A warped door springs open (or becomes stuck, requiring a Strength check to
open, at your option). A boat or ship springs a leak. Warped ranged wooden
weapons are useless. A warped wooden melee weapon causes a –4 penalty on attack
rolls.
A successful check allows you to warp one Small or smaller object or its equivalent.
Warping a Medium object increases the DC by +5, warping a Large object increases
the DC by +10, etc.
- Acid Touch: By concentrating for 1 full round and making the Thaumaturgy
(Dissolve) check, you begin to secrete a bilious, acidic fluid from any portion of your
body. The acid causes your natural and unarmed attacks to deal an extra 2d4 points
of acid damage. You stop secreting the acid after 1d4 minutes.
- Atrophy: By making a melee touch attack and the Thaumaturgy (Dissolve) check,
you can wither a victim's limb, leaving only a desiccated, almost mummified husk of
bone and skin. The target is allowed a DC 25 Fortitude save to negate the effect.
An atrophied arm causes a -4 penalty on Grapple checks and all skill checks modified
by Strength or Dexterity; the creature becomes unable to use two-handed weapons
and other items that require two hands to operate.
An atrophied leg reduces the creature's base speed to 1/3, and causes a -4 penalty
on all skill checks modified by Strength or Dexterity.
Creatures with regeneration (such as werewolves) regain the use of the limb within
2d4 days, but mundane living beings can only be restored magically, possibly by a
Life sphere effect.
- Disintegrate: By making a melee touch attack and the Thaumaturgy (Dissolve)
check, you can disintegrate a creature or object entirely so that it leaves behind only
a trace of fine dust. The target is allowed a DC 30 Fortitude save to negate the
effect, but even if the save succeeds, it takes 3d6 points of damage and ages 10
years.
Special: In addition to the damage, the flames set the target body or clothes on fire
unless it makes a DC 15 Reflex save. If the target catches fire, he must make
another Reflex saving throw in each subsequent round. Failure means he takes 1d6
points of fire damage that round. Success means that the fire has gone out.
A character on fire may automatically extinguish the flames by jumping into enough
water to douse himself. If no body of water is at hand, rolling on the ground or
smothering the fire with cloaks or the like permits the character another save with a
+4 bonus.
Those unlucky enough to have their clothes or equipment catch fire must make DC
15 Reflex saves for each item. Flammable items that fail take the same amount of
damage as the character.
Vicissitude is the signature power of the Tzimisce and is almost unknown outside the
clan. Similar in some respects to Protean, Vicissitude allows the Tzimisce to shape
and sculpt their own or others' flesh and bone.
Note that while this Discipline permits powerful and horrific effects, the wielder must
obtain skin-to-skin contact and must often physically sculpt the desired result. This
even applies to the use of the power on oneself. Tzimisce skilled in Vicissitude are
often inhumanly beautiful; those less skilled are simply inhuman.
Table: Vicissitude
DC Alteration
15 Add two claw attacks (1d4) or one bite attack (1d6)
15 Add horns; subject gains a gore attack (-2 to attack, damage 2d4 +Str
modifier) in addition to its normal attacks
20 Grant darkvision (60 ft.)
20 -2 penalty on Will saves to resist your commands
20 Add +10 ft. to speed (max twice base speed)
20 Add +2 to Defense (natural armor)*; imposes a -10 ft. speed reduction
20 Increase damage of one natural weapon by one die size; imposes a -1
penalty on attack rolls with that weapon*
25 Increase or decrease size by one category*
25 +1 Str/-1 Dex, Int, and Cha
25 +1 Str/-1 Int, Wis, and Cha
25 +1 Dex/-1 Str, Con, and Wis
25 +1 Dex/-1 Con, Int, and Cha
25 +1 Con/-1 Dex, Int, and Wis
25 +1 Con/-1 Dex, Wis, and Cha
25 +1 Int/-1 Str or -1 Con
25 +1 Wis/-1 Str or -1 Con
25 +1 Cha/-1 Int or -1 Wis
*Each additional alteration increases the DC by 5
Try Again: Yes, but each failed attempt expends the XP. In addition, the subject
may perish as a result of the mutation (see below).
Synergy: If you have 5 ranks in Vicissitude, you gain a +2 bonus on Treat Injury
checks.
Special: Using the Vicissitude skill requires unusual and expensive alchemical
equipment and raw materials (in addition to a subject). The purchase DC for
obtaining the required items to use the skill on a particular subject is 26; each
additional use of the skill on that same subject consumes an additional raw material
(purchase DC 15). Also, the metamorphosis is extremely physically taxing - perhaps
even fatal. Each alteration deals 3d6 damage to the subject. In addition, a living
subject must attempt a Fortitude saving throw, with the same DC as the DC for the
alteration. If the Fortitude save fails, the living subject must make a Massive
Damage check or die.
Note: Nosferatu always “heal” back Vicissitude alterations within a few nights, at
least the ones that make them better-looking. The ancient curse of the clan may not
be circumvented through Vicissitude.
APPENDIX I: ARCANE RITUALS
Blood Bond
Enchantment (Compulsion)
Skill Check: Knowledge (arcane lore) DC 27 or Thaumaturgy (Blood) DC 27, 3
successes; Failure: Two consecutive failed skill checks; Components: V, S, M;
Casting Time: 30 minutes (minimum); Range: Touch; Target: the caster and
another Kindred; Duration: Instantaneous; Saving Throw: Will negates (see text);
Spell Resistance: No.
This fairly simple ritual is known among virtually all Camarilla clans. It consists of
mystic “sharing of blood”, where the caster feeds his blood three times to the
subject. The subject then gains a permanent allegiance toward the caster, and is
compelled not to willingly act against him. An unwilling subject is allowed a Will
saving throw to negate the compulsion (DC 17 + caster’s Charisma modifier), but
the caster is aware of the subject’s resistance; usually when a blood bond is
performed, the subject is not left much choice, and should not show reluctance.
Some anarchs and Sabbat have rituals of their own that can break a blood bond.
Material Components: The transferred blood.
Failure: Delusion. The caster believes the incantation had the desired effect, but in
fact it had no effect, which becomes evident only when the “bonded” Kindred acts
against his “master”.
Wary Tremere arcanists developed this contingency ritual to protect themselves from
the minions of vengeful rivals. It has saved many un-lives since the House became
the Clan. This complex incantation has several effects, all designed to provide
maximum protection during a vampire’s daily rest.
First, a darkness effect covers the area, blocking out the suns harmful rays. Sunlight
reflects off windows or magically fails to pass through doors or other portals.
Second, the entire location emanates magical vibrations that repel humans and
ghouls. This is a mind-affecting compulsion effect. These creatures feel an
overpowering urge to leave the area and never willingly returning to it while the
effect lasts. A creature that makes a successful Will saving throw (DC 17 + caster’s
Charisma modifier) can enter and stay in the area but feels uncomfortable doing so.
This distracting discomfort reduces the creature’s effective Dexterity score by 4
points.
Third, all wooden weapons (such as stakes, for example) are weakened within the
area, and will shatter the first time they are used. There is no saving throw against
this effect.
Finally, any vampire sleeping within the area awakens instantly whenever a creature
with hostile intents comes within 10 ft. of him.
Material Components: Alchemical supplies mixed with the primary caster’s blood
used to draw sigils and mark the invisible borders of the warded area (purchase DC
25).
Secondary Casters: 6 required (not including the primary caster).
Failure: Delusion. The casters believe the incantation had the desired effect, but in
fact it had no effect, which becomes evident only when the sun comes up and
disperses all the wards.
Create Undead
Necromancy
Skill Check: Knowledge (arcane lore) DC 31 and Necromancy (Bone) DC 31, 3
successes each; Failure: Two consecutive failed skill checks; Components: V, S, M,
XP; Casting Time: 6 hours (minimum); Range: Touch; Target: One corpse or
skeleton; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No
A carefully guarded secret of the Giovanni clan and much more potent than the
various Tremens effects, this incantation allows you to create a powerful undead
creature from a creature’s dead remains. The incantation raises a corpse as a
liquefied zombie or mummy. It turns a skeleton into an ash wraith or a corrupted
spirit, and the bones turn to dust upon completion of the incantation.
You can create an undead creature up to 20 Hit Dice, and you may control up to 20
Hit Dice of undead at a time. If you create new undead in excess of this amount,
older undead slip from your control.
Material Components: A clay pot filled with grave dirt and another filled with brackish
water. The ritual requires a creature’s corpse or complete skeletal remains. You must
place a black onyx gem (purchase DC 20) into the mouth of the corpse or skeleton.
The magic of the spell turns the gem into a worthless shell.
Experience Point Cost: 100 XP.
Failure: Betrayal and attack. The undead creature rises and attacks the caster
immediately, fighting until slain.
Heart of Darkness
Transmutation
Skill Check: Knowledge (arcane lore) DC 33, 7 successes; Failure: Two consecutive
failed skill checks; Components: V, S, M, XP; Casting Time: 7 hours (minimum);
Range: Personal; Target: The caster; Duration: Instantaneous; Saving Throw:
None; Spell Resistance: No
A Setite master can perform this ritual to pull his own heart from his body and hide it
in a safe location. Upon removing the heart, it is typically placed in a small clay urn,
which is then hidden or buried. A vampire with his heart so removed functions at full
capacity. He cannot be staked by a wooden weapon piercing his breast; he also finds
it easier to resist frenzy - the heart is the seat of emotion, after all - the DCs of all
saving throws against Frenzy are lowered by –10.
The Setite always takes great precaution to keep his heart safe from danger, and
with good reason: If someone seizes his heart, he would be completely at that
person's mercy. The heart can be destroyed only by casting it into a fire or exposing
it to sunlight. If this happens, the Setite dies where he stands, boiling away into a
blistering heap of ash and blackened bone. Plunging a wooden stake into an exposed
heart paralyzes the Setite instantly.
It is possible to perform this ritual on other vampires, although this raises the
Knowledge (arcane lore) check DC by +4 and requires several hours of gruesome
surgery (some whisper that the elders of the clan often hold their underlings' hearts,
the better to control the errant hatchlings).
Special: Only the new moon, the invisible moon, may grant success. If performed
under any other moon, the ritual fails.
Experience Point Cost: 650 XP.
Focus: A clay urn or similar receptacle treated with various alchemical substances
(purchase DC 29)
Failure: Torpor. The caster falls to -1 HP and enters torpor. To restore him, one must
return to heart to its proper position by performing surgery (Treat Injury DC 20
check), and then feeding the caster blood as normal.
APPENDIX II: CREATURES AND NPCs
GHOULS
“Yeth, mathter?”
- Igor
A vampire's blood has great power, power that can be passed on. Long ago, the
Kindred discovered that mortals who drank vampiric blood would become possessed
of supernatural abilities and dark appetites. Soon it became common practice for
vampires to keep certain favored servants, battening them on vitae - and blood
bonding them in the process - all the better to have undying, hellishly loyal servitors.
Most ghouls exist at the whim of their domitors, serving loyally in exchange for
vitae; they appear much as they did before their change, but they have some minor
resemblance to their undead masters. It’s usually pale skin and weak, raspy
breathing, but may vary according to the vampire’s bloodline. For example, a
Nosferatu’s ghoul may develop ugly warts and boils, while a Gangrel’s may appear
more animalistic than before. Sometimes even personality traits resemble those of
the domitor.
Creating a Ghoul:
"Ghoul" is an acquired template added to those mortal humans who regularly drink
the blood of a vampire in order to gain certain benefits, thereby becoming his loyal
servants. The following changes are applied to the base creature:
Allegiances: The ghoul gains “domitor” as his primary allegiance (refers to the
master vampire that the ghoul serves and feeds off).
Talents: The rare ghouls with levels in a Hero class can select talents from any
Discipline tree that their domitor has already selected from, but only those that do
not have other talents as requirements (for example, a ghoul can select Celerity, but
not Improved Celerity).
THE INQUISITION
The public at large, historians in general and even some of the Church's highest
officials - including the Pope - know nothing of the Inquisition's current activities, due
to the organization's intense secrecy. The Society of Leopold, as it's properly called
nowadays, comprises Catholics primarily but no longer exclusively. The Inquisition's
“interfaith” membership devotes itself to the eradication of vampires and other
supernatural entities, an agenda the Society pursued vigorously for many years, and
especially in the last few, under their latest leader: Austrian Ingrid Bauer, known
behind her back as “The Original Iron Maiden.”
Knight of Leopold
Advanced Class
Hit Dice: d8
Requirements:
- Base Attack Bonus: +2
- Skills: Concentration 2 ranks, Knowledge (arcane lore) 6 ranks, Knowledge
(theology and philosophy) 4 ranks
- Feats: Archaic Weapon Proficiency
- Allegiance: Society of Leopold
- Special: Must have survived a violent encounter with an undead creature.
Class Skills: Bluff (Cha), Concentration (Con), Decipher Script (Int), Escape Artist
(Dex), Gather Information (Int), Intimidate (Cha), Investigate (Int), Knowledge
(arcane lore, earth and life sciences, history, streetwise, theology and philosophy)
(Int), Research (Int), Search (Int), Sense Motive (Wis), Treat Injury (Wis).
Skill points per Level: 5 + Int modifier.
Lore of Undeath (Ex): A Knight of Leopold adds his class level to all Knowledge
(arcane lore) and Knowledge (history) checks that relate to undeath or the undead.
Resilience (Ex): A Knight of Leopold gains a +4 morale bonus on all saving throws
against spell-like and supernatural abilities of undead creatures.
Undead Foe (Ex): At 2nd level, the Knight gains a +2 competence bonus on Listen,
Sense Motive, and Spot checks when using these skills against undead creatures.
Likewise, he gets a +2 competence bonus on attack and damage rolls against the
undead.
At 5th level these bonuses increase to +3, and at 9th level to +4.
Bonus Feat: At 3rd, 6th, and 9th level the Knight of Leopold gains a bonus feat from
the following list. He must meet the feat's prerequisites, if any: Attentive, Cautious,
Trustworthy, Confident, Dodge, Defensive Combat Martial Arts, Educated, Great
Fortitude, Iron Will, Mobility, and Surgery.
Channel Faith (Hold): At 4th level, the Knight of Leopold gains the ability to
channel his faith into an imperceptible field of positive energy that holds undead
creatures at bay. If he succeeds at a DC 15 Concentration check, all undead
creatures within 60 ft. must make a Will save (DC 10 + ½ the Knight's HD + the
Knight's Charisma modifier) or become unable to move toward him for 1 minute. If
the Knight moves toward the undead, they must make a new Will save (against the
same DC) or be forced to retreat, keeping their distance in any way possible.
Channel Faith is a supernatural ability; the Knight of Leopold can attempt to use it a
number of times per day equal to his Charisma modifier plus 3.
Channel Faith (Banish): At 7th level, the ability is improved so that every undead
creature that fails its Will save flees for 1d4 minutes by the best and fastest means
available. If it cannot flee, it cowers.
Channel Faith (Cleanse): At 10th level, this ability is improved so that every
undead creature with a Hit Dice total lesser than the Knight's total must also attempt
a Fortitude save (against the same DC) or be utterly destroyed, as if through
spontaneous combustion; if the save succeeds, it still takes 2d6 points of fire
damage.
LUPINES
Vampires are urban creatures, and have always been. However, it is more than easy
access to prey that keeps them sequestered in their city domains. Many vampires
that try to cross the open land perish without seeing their destinations.
They die at the claws of the Cainites' ancient enemies: the Lupines - the werewolves.
Even the eldest Cainite historians cannot say when the war between the vampires
and the Lupines began. As far as anyone can tell, the hatred between the two
species has lasted for as long as both have existed. And like any feud, each death
fuels the fire into an inferno.
No vampire can emerge from a battle with a pack of werewolves unscathed; legend
has it that even Methuselah have fallen to Lupine claws (or to the fangs of their own
kind soon after, weakened as they were after even a victory).
To date, the war between Kindred and Lupine continues. The vampires hate, resent,
even fear the werewolves and their berserk attacks. As for the werewolves'
perspective on the war - few can say. Some scholars of occult lore postulate that the
werewolves strive to tear down modern civilization, reducing humanity to primitive
tribalism so that they can rule the uncivilized world once more. If this were true, the
vampires, as lords of the urban territories, would seem to be "in the way". Other
scholars counter that Lupines seem to be able to "scent" vampires, and that they
hunt the Kindred as part of some religious Jyhad of their own. For their part, the
Lupines have refused to explain their actions - and the Kindred would rather see the
Lupines extinct than reach any belated peace, so the bloodshed continues.
For the werewolves' perspective on things, as well as an in-depth look at their
society and capabilities, see “Werewolf: The Apocalypse d20 Modern”.
- Sample Lupine (Metis Garou): Strong Hero 3/Tough Hero 3; CR 9; Medium
Monstrous Humanoid (Shapechanger); HD 3d8+3d10+30; hp 63; Mas 21; Init +1;
Spd 40 ft.; Def 19, touch 15, flat-footed 18 (+1 Dex, +4 natural, +4 class); BAB +5;
Grap +10; Atk +10 melee (1d6+7, bite) or +10 melee (1d4+7, claw); Full Atk +10
melee (1d6+7, bite) and +5/+5 melee (1d4+4, claw); SQ DR 10/silver, human
form, low-light vision, scent, silver vulnerability, wolf empathy, wolf form; SV Fort
+9, Ref +3, Will +6; AL Gaia, pack; AP 3; Rep +1; Str 21, Dex 13, Con 21, Int 8,
Wis 14, Cha 6.
Occupation: Rural (class skills: Handle Animal (+1), Survival; bonus feat: Brawl)
Skills: Climb +7, Diplomacy +1, Handle Animal +2, Listen +11, Spot +8, Survival
+5 (+9 tracking by scent), Swim +7.
Feats: Ahroun, Alertness, Animal Affinity, Athletic, Brawl, Iron Will, Power Attack,
Silver Fangs, Track, Weapon Proficiency (simple), Wyld Metabolism.
Talents: Hardness, Improved Hardness, Improved Melee Smash, Melee Smash.
Possessions: Falcon totem.
MAGES
The Kindred have their own dialect of specialized words and phrases. Vampires have
a tremendous capacity for double-talk; what they say often means something other
than its literal interpretation, or something in addition to its simple meaning.
Certain words have evolved new connotations among the Kindred, while others are
unique to vampires and their society. The Kindred, set in their ways as they are, are
loath to adopt new manners of speech or slang, and one can often determine a
rough estimation of a vampire's age by listening to the individual words she chooses.
The following words are in common use among all echelons of Kindred society. There
are also numerous other expressions - archaic, vulgar, etc. - which are not listed
here.
Anarch: A Kindred rebel who opposes the tyranny of elders. Anarchs wish to
redistribute the wealth and resources of a city equitably among the vampires therein.
Naturally, the elders oppose this, having cultivated their influence for centuries.
Barrens, The: The areas of a city unfit for life, including graveyards, abandoned
buildings, industrial wastelands and areas of irreversible urban blight.
Becoming, The: The moment one passes from being a fledgling into "full" vampire
status. One may not Become until her sire deems her ready and gains the prince's
approval.
Book of Nod, The: A loose collection of Kindred legendry and history. The Book of
Nod chronicles the origin of the Kindred, though it has never been published in its
entirety. Fragments of the document and its many partial transcriptions circulate
among certain strata of Kindred society.
Beast, The: The inchoate drives and urges that threaten to turn a vampire into a
mindless, ravening monster.
Blood: A vampire's heritage; that which makes a vampire a vampire. Usage: I doubt
her claims to such esteemed Blood.
Caitiff: A vampire of unknown clan, or of no clan at all. Caitiff are typically of high
generation, where Caine's blood dilutes too greatly to pass any consistent
characteristics.
Childe: A vampire created through the Embrace - the childe is the progeny of her
sire. This term is often used derogatorily, indicating inexperience. Plural childer.
Clan: A group of vampires who share common characteristics passed on by the
Blood. There are thirteen known clans, all of which were reputedly founded by
members of the Third Generation.
Coterie: A small group or “pack” of Kindred, united by the need for support and
sometimes common interests.
Diablerie: The consumption of another Kindred's blood, to the point of the victim's
Final Death. Vampires of high generation may lower their generation through this
practice; particularly old Kindred have such rarefied tastes that mortal blood no
longer sustains them, and they must consume vampire blood.
Elder: A vampire who has experienced three or more centuries of unlife. Elders are
the most active participants in the Jyhad.
Elysium: A place where vampires may gather and discourse without fear of harm.
Elysium is commonly established in opera houses, theaters, museums and other
locations of culture.
Embrace, The: The act of transforming a mortal into a vampire. The Embrace
requires the vampire to drain her victim and then replace that victim's blood with a
bit of her own.
Generation: The number of "steps" between a vampire and the mythical Caine; how
far descended from the First Vampire a given vampire is.
Gehenna: The imminent Armageddon when the Antediluvians will rise from their
torpor and devour the race of Kindred and the world.
Haven: A vampire's "home"; where she finds sanctuary from the sun.
Hunger, The: The urge to feed, as with any living creature. For vampires, however,
the Hunger replaces all other drives with its own powerful call.
Inconnu: A sect of vampires who have removed themselves from Kindred concerns
and, largely, the Jyhad. Many Methuselah are rumored to exist among the Inconnu.
Jyhad, The: The secret, self-destructive war waged between the generations. Elder
vampires manipulate their lesser, using them as pawns in a terrible game whose
rules defy comprehension.
Lupine: A werewolf, the natural and mortal enemy of the vampire race.
Lush: A vampire who typically feeds from drugged or drunk mortals in order to
experience their inebriation.
Life, The: A euphemism for mortal blood. Many Kindred regard this term as affected
and effete.
Man, The: The mote of humanity that a vampire maintains; the spark of mortality
that distinguishes him from the Beast.
Masquerade, The: The habit (or tradition) of hiding the existence of vampires from
humanity. Designed to protect the Kindred from destruction at the hands of
mankind, the Masquerade was adopted after the Inquisition claimed many Kindred
unlives.
Prince: A vampire who has claimed a given expanse of domain as her own,
particularly a city, and supports that claim against all others. The term can refer to a
Kindred of either sex.
Rogue: A vampire who feeds upon the vitae of other Kindred, out of necessity or
depravity.
Sabbat, The: A sect of vampires that rejects humanity, embracing their monstrous
natures. The Sabbat is bestial and violent, preferring to lord over mortals rather than
hide from them.
Sect: A group of Kindred arguably united under a common philosophy. The three
most widely known sects currently populating the night are the Camarilla, the
Inconnu and the Sabbat.