Kindred
Introduction
New Section
Inherent Vampire Abilities
Blood
Healing
●
Vampires
can only heal injuries by spending blood points.
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Bashing or
lethal damage heals with 1 blood point per level.
●
Aggravated
requires one night of rest and 5 blood points per level.
●
Can
reattach limbs if done in the same scene with 5 blood points but not regrow them from
nothing. However, some disciplines like Vicissitude can.
The Blood Bond
●
Drinking a
vampire’s blood creates an addictive and emotional bond to that vampire.
●
The more
nights someone drinks the stronger the attachment, after an average of three
separate nights the drinker becomes devoted.
●
In some people it can create obsessive behaviour like that of a drug addict
The Embrace
●
Create
other vampires by draining a mortal of their blood and then feeding them some of their own blood. The process
is not guaranteed to succeed, however.
Enhanced Senses
- All vampires can see in darkness, even pitch black.
- Only supernatural darkness or blocking their sight (blindfold) can blind them.
- Their atonement to blood lets them easily detect fresh blood in a room or area.
No Need to
Breathe
●
Vampires do
not need to breathe to survive, and they normally do
not, the reflex to breath is gone with the embrace.
●
But they
can do so to speak or pretend to be alive.
Immortality
●
Vampires do
not age or die of high age.
●
Usually
dies if the head is separated from the body.
●
Cannot die
from normal disease and are generally less affected by them.
●
Takes
damage as normal from both lethal and bashing damage.
●
Need to spend 1 blood point to
wake up every night, or they will go into torpor.
Vulnerability to
Sunlight, Fire and staking
●
They take
aggravated damage from sunlight and fire.
●
A wooden stake in the heart
does not kill, but immobilizes the kindred completely
Soulless Beast
●
A vampire’s
soul has left the body and the only thing that remains is its shadow in what is
called the Beast. It can take
control in cases of strong hunger, rage or
fear.
●
Sight of
blood when hungry requires roll for self-control.
●
Sunlight,
Fire or symbols of faith can induce Rötschreck causing the kindred to flee.
●
Hunger,
insults, threats or fear for loved ones induces Frenzy check.
●
Surrounded
with no escape, can induce either depending on the character.
New Section
Disciplines by Clan
Clan Name Unique Physical Common
Banu
Haqim Quietus Celerity Obfuscate
Brujha Acumen Might Celerity
Cappadosian Mortis Fortitude Auspex
Followers
of Set Serpentis Celerity Obfuscate
Gangrel Protean Fortitude Animalism
Giovanni Necromancy Might Dominate
Lasombra Obtenebration Might Dominate
Malkavian Dementation Auspex Obfuscate
Nosferatu Latet Might Animalism
Ravnos Chimerstry Celerity Obfuscate
Salubri
Obeah Fortitude Auspex
Toreador Presence Celerity Auspex
Tremere Thaumaturgy Auspex Dominate
Tzimisce
Vicissitude Auspex Dominate
Ventrue Hegemony Fortitude Dominate
Catiff
/ Clanless
A
Caitiff doesn't have access to any unique clan disciplines but can select any 3
of the physical or common disciplines as their “clan” disciplines regarding
character creation and costs.
Physical: Celerity, Fortitude, Might
Common: Auspex, Animalism, Dominate, Obfuscate