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Todos os vampiros ganham sua proeza profana do Sangue, mas nem todo Sangue é igual. Quanto mais
próximo um vampiro estiver de seu ancestral progenitor Caine, maior será o potencial de seu vitae.
Vampiros falam de geração, com Caine (e talvez Lilith) como o progenitor mítico da Primeira Geração.
Após o Abraço de um vampiro, eles surgem da morte uma geração mais alta - uma geração mais fraca -
do que seu pai. Assim, os Antediluvianos, crias de crias de Caim, compõem a Terceira Geração, e suas
crias se tornam a Quarta Geração. Abraço de um vampiro define sua geração. Somente através do ato
proibido de diablerie, consumindo o Sangue e muito espírito de outro vampiro, pode ser mudado.
Um ancião pode ter criado um vampiro da 10ª Geração quando Colombo navegou; uma methuselah
poderia ter gerado um vampiro da Sexta Geração no ano passado.
Caim e a Segunda Geração: Mitos Os primeiros vampiros permanecem quase inteiramente na província
de lendas e especulações teológicas. Talvez a maioria dos vampiros que acreditam nesse mito
identifique Caim com os Caim da Bíblia, mas qualquer coisa poderia ter acontecido sob o disfarce das
primeiras noites.
Os Antediluvianos agora chamam seus descendentes para sua defesa, soando um clamor no Sangue que
os vampiros mais jovens chamam de Beckoning.
Quarta e Quinta Gerações: Methuselahs Quase tão poderosos quanto os Antediluvianos, as methuselahs
se retiraram da Jyhad em seus primeiros milênios - seu poder as tornou ferramentas favoritas e alvos
escolhidos. Muitas methuselahs permanecem adormecidas sob cidades humanas mais antigas,
atendidas por cultos dedicados ou totalmente esquecidas. Outros se tornam Inconnu, se retirando
completamente da sociedade de vampiros e da Jyhad.
4° 5 10
5° 4 9
6° 3 8
7° 3 7
8° 2 6
9° 2 5
10° - 11° 1 4
12° - 13° 1 3
14° - 15° 0 0
Generations: Elders Mostly Embraced before the modern age, vampires of these genera-tions long-held
the ruling places in both the Camarilla and the Anarch Movement, continuing squabbles old when the
Renaissance began.
The Beckoning calls them from their towers and nests, toward the front lines of the Gehenna War.
A few elders hold out or claim not to hear the call of their Blood, gripping their cities ever-tighter.
Ironically, after centuries of condescension, the Ninth Generation finds itself accounted true elders:
they, too, hear the Beckoning.
Typically, older ancillae eventually convince the hierarchy to include them, or they anger the hierarchy
into eliminating them. Between this winnowing effect and the boom in global population, most
vampires of these generations can mark less than 250 years of age. Long-excluded from elder status,
thus acting as intermediaries between court and street, ancillae have nevertheless cut their teeth (so to
speak) in the World of Darkness.
The lowest-generation player characters in this game book come from the ranks of the ancillae.
Even more than the generations just below them, the 12th and 13th Generations dwindled slowly for
centuries before exploding in modern nights. Most members of these generations have relatively little
experience of the curse of vampirism, but slightly more understanding of technological and social
change.
Stodgy Camarilla elders blame the renewed Anarch Revolt on the influx of these generation.
Thin-bloods Many Kindred scholars look with fear on the flood of these generations, so far from Caine
that both curse and gifts weaken into nothingness. The Book of Nod speaks of the “Time of Thin Blood”
as precursor to Gehenna, the rising of the Antediluvians, and the end of vampire-kind.
Blood Potency
Even within a generation, the potency of the Blood varies. As the years pass by, the Blood thickens and
matures within the limits of a vampire’s generation. Being Embraced by a powerful sire or braving the
foul amaranth provide shortcuts to this power. But with increased potency comes also a price – you
require more blood to sustain you, and the curse of your lineage also becomes more evident.
Blood Potency increases as a vampire ages. As a general rule, a vampire gains a dot of Blood Potency
every 100 years while active, but especially intense experiences or exposure to extremely potent Blood
can speed the process. A vampire in torpor loses Blood Potency at the rate of one level per 50 years. The
Blood Potency of a vampire can never fall below the minimum for their generation, nor be increased
above the maximum. Thin-bloods can never increase their Blood Potency unless they diablerize their
way to 13th Generation or above.
Blood Potency yields the following effects at each level. For a complete breakdown of the effects of
Blood Potency, see the table on p. 216. The bullet points below each level here describe only the effects
that change along with your character’s Blood Potency.
Blood Potency 0 (zero): Thin-blood You are a thin-blood, scorned and dismissed by true vampires.
■ You take damage like mortals. When Mending Damage (p. 218) you can remove one point of
Superficial damage per Rouse Check. Your Bane Severity is 0 since you lack a clan, and thus also lack a
clan bane.
■ You cannot create Blood Bonds (p. 233), perform the Embrace with certainty, or create ghouls (p.
234).
■ You take only one point of Superficial damage per turn in direct sunlight.For more details on the
restrictions on and abilities of thin-bloods, see p. 109.