Cyberware
Vampires cannot use Cyberware at all without the
added benefit of the fusion discipline. If a vampire were to add
a cybernetic arm the arm would not function at all until they used the
abilities inherent in fusion. However, with the discipline if the
vampire can change shape the cyberware can change as well and will continue
to function.
Index
Cainite Basic
Abilities
Blood
Summary
A vampire is dependent on blood for their very existence
and in many ways it affects their powers. For this reason I'm going
to spend a little time talking about blood and the feeding on blood.
There are two aspects of blood. Blood Volume
and Blood Strength. Both of these ratings combine to create a rating
called the vampiric Blood Pool. An average mortal adult contains
6 points of blood volume and with a blood strength of 1.5 giving them 9
blood points. If you wish to ignore these rules both all the time
or at specific times assume all mortals have 9 blood points that immortals,
werecreatures and demonkin have 15 blood points (note this is generally
lower than the number you will get if you use the system).
Vampires can hold a number of Blood Volume points
equal to 3 + Body damage
taken modifier (as a positive). Processed Blood (explained below) is beaten
down to its essential components and stored in the vampire's body. How
efficiently this is done is affected by the vampire's generation. The rating
for the amount of power in the Blood stored as a total is called the Blood
Pool. Blood Pool powers the vampire's body and is what is spent to
power almost all vampiric abilities.
A vampire when his Blood Volume is full cannot have
less blood points than listed on his generation background. However,
depending on the strength of the blood drunk he can have many more blood
points. A vampire may willingly not process blood to prevent
The Hunger.
The Kiss
Any victim of the vampire's feeding experiences
an incredible pleasure. In fact it is so pleasurable that the victim
must spend willpower to move or break free. This effect lasts until
the vampire releases the Kiss.
The Hunger
A vampire must make rolls versus The Hunger is a
consideration anytime his number of blood volume points is below 2 he must
roll each minute. The actual number of blood points the vampire has is
irrelevant.
To roll to resist Hunger frenzy the vampire rolls
Will + Resist Hunger (a special vampire Will skill) with a difficulty equal
to the target number defined below plus any Beastial
modifiers.
The vampire may spend willpower to resist the effects though this only
lasts for one turn. The vampire must reroll each minute and anytime
more blood points are spent. When in Hunger frenzy the vampire will
not spend blood points unless a target seems nearby. The only exception
to this is if the Vampire has plenty of blood points but less than .25
blood volume in his blood. Under this situation the vampire will
spend blood in the most visible way to get to food.
When in Hunger frenzy the vampire may not engage
in any strategy his only goal is food.
Blood Volume |
(resist frenzy) |
Blood Volume |
(resist frenzy) |
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
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Drinking Blood
A vampire can hold two points of blood volume
in his stomach. These points of blood volume take 1 minute to be
processed by the vampire's body. If the vampire wishes to speed up
the processing of blood he can immediately (1 combat turn) process the
blood in his stomach for a cost of 1 willpower point . Processed
blood is enhanced down to its essential element and turned into blood of
the strength of the vampires blood strength. A vampire may willingly
process it less completely but then they are stuck with that blood until
it is spent. (Can't imagine doing that imagine traveling through
the jungle slowly going hungry with your beloved ghoul as the only snack.
By willingly not pocessing it more powerfully you can prevent Hunger more
easily).
Once processed they count as blood points in the
vampire's blood pool. Explained above. A vampire can drink
1 blood point per combat turn (about 3 seconds). The vampire holds
the blood in his stomach until it is processed it cannot be spent for any
purpose. Drinking blood of weaker strength does not lessen the amount
of blood a vampire can hold though drinking more powerful blood does increase
the number of blood points the vampire can hold temporarily.
Blood Volume regenerates fairly easily.
Blood Volume Chart of examples:
Being |
Volume (in points) |
(in lbs) |
Being
|
Volume (in points) |
(in lbs) |
rat, mouse |
|
|
average adult, deer |
|
|
cat, baby 0-1), small dog |
|
|
very large adult |
|
|
midsized dog, child (2-6) |
|
|
horse |
|
|
large dog, child (7-11) |
|
|
cow |
|
|
small human (12-15) |
|
|
elephant |
|
|
small adult human |
|
|
blood bag |
|
|
Effect | Modifier | Effect | Modifier |
Young and Very Healthy | x 2.5 | Reptile/Fish | x 1/10 |
Young | x 2 | Mammal/Bird | x 1/5 |
Very Healthy | x 2 | Human | x 1 |
Average | x 1.5 | Immortal (assumed young and very healthy) | x 3 |
Sickly | x 1 | Werecreature (1) | x 2 |
Deathbed (or dead) | x 1/2 | Demonkin (2) | x 2 |
Blood Bag | x 1 | Vampire (3) | as per blood pool |
Easy to read chart of examples (for those who simply don't want to figure
it out).
Creature | Blood
Points |
Blood
points/minute |
Medical
Treatment After |
Death
After |
Young Very Healthy Mouse | 1/4 | 1/4 | NA | dead |
Young Very Healthy Cat | 1/2 | 1/2 | NA | dead |
Average Cat | 1/4 | 1/4 | NA | dead |
baby | 2 1/2 | 2 1/2 | 1 | 1.5 |
small child (very healthy) | 5 | 5 | 2 | 3 |
small child (avg) | 4 | 4 | 1.5 | 2 |
small child (sickly) | 1 | 1 | 1/4 | 1/2 |
Adult human (young,very healthy) | 15 | 6 | 3 | 6 |
adult human (young or healthy) | 12 | 4 | 3 | 6 |
Adult Human (average) | 9 | 4 | 3 | 5 |
Sickly adult human | 6 | 3 | 2 | 3 |
Adult human deathbed | 3 | 1/2 | 1 | 2 |
Young very healthy cow | 25 | 2 | 10 | 15 |
Avg cow | 15 | 15 | 5 | 10 |
Sickly cow | 10 | 1 | 3 | 5 |
Young healthy horse | 15 | 2 | 4 | 7 |
avg horse | 9 | 1.5 | 3 | 6 |
Immortal | 30 | 12 | NA | unconsiousness |
Blood Pool and Blood Points
The vampire has a rating called Blood Points and
Blood Pool. The number of Blood Points a vampire has comes from the
amount of blood volume he can hold and the blood strength of that blood.
The Blood Pool is literally the amount of blood a vampire can hold in his
body. Both ratings must be kept up with. Blood volume is only kept
up with to the nearest .25 of a blood volume point for simplicity.
The most recent blood taken is always the last blood
to be spent by the vampire. A blood volume points are spent in .25
segments. However, all .25 segements must be spent for the blood
to have left the vampire's system.
The minimum blood strength of processed blood is
always equal to the character's generation blood strength multiplier (given
by the generation background always round numbers to nearest .25)
the vampire simply makes it more powerful during processing while getting
rid of all the extra blood volume. If the blood is more powerful
than his multiplier that strength is not lost (it is added as is to the
vampire's blood pool).
A vampire can hold an amount of blood equal to his
body modifier (as a positive) +3. When his Blood Pool is full the
stomach cannot hold but 1 point of blood volume.
This number is not guaranteed and can be subtracted
from for large amounts of cyberware (though alterations that do not subtract
a lot of body mass has little effect). Subtract 1/2 point of blood
volume per cyberlimb. Linear frames do not add to the character's
total blood volume pool take the body type modifer from his natural Body.
Bleeding
A vampire does not bleed normally but if enough
damage is done they do lose blood from their blood volume pool (always
the last taken first). For each full block of damage after the first
remove .25 blood volume from the vampire's spendable total. After
the initial damage the vampire does not take any additional blood loss.
Getting Blood
There are two system methods for getting blood.One
is done anytime there is a time skip while the other is done during game
time.
The D6 system
The storyteller at the beginning of the game rolls
2d6 for every blood volume point the character has. Each roll of
4 or 5 add .5 blood volume points to the vampire's blood volume (minimum
multiplier for that generation) For each six the character rolls
assume that some of the blood rolled was more powerful blood. Roll
an additional d6 for the multiplier on the powerful blood if you roll a
6 reroll and add. If the character does not roll high enough to be
more powerful blood for one of their generation then use their minimum
multiplier. Roll a d6 for the placement of more powerful blood in
the blood volume pool. Roll one d10 to decide whether the blood in
their system is supernatural and has side effects. If you roll a
10 reroll on the following effects chart.
d10 roll | supernatural creature | d10 roll | supernatural creature |
1 | vampire (your breed Lillanite or Cainite) | 7-8 | demonkin |
2-4 | psychic | 9 | immortal |
5-6 | werecreature | 10 | vampire opposite breed (Lillanite or Cainite) |
The Hunting system
The character says they are going hunting and describes the method.
The hunting may be roleplayed out or the storyteller may simply roll 1
d10 + 3 points per hour spent hunting (the number cannot exceed the character's
attribute + appropriate ability decided by the method). Difficulty
decided by situation. Each success made on the roll gives the character
1 victim to feed from.
Embrace
The vampire is created by taking a mortal human
and draining all their blood from them. As the lifeessence fades
away from the victim the Embracer takes some of their blood and feeds it
to the one they wish to make.
The newly created vampire spends 1 night dead and
awakens a vampire. The Embrace is described by most vampires as an
incredibly in fact sinfully pleasurable bonding with another though at
the same time it is the most frightening experience any vampire who is
not seen the true death can experience. In short the Embrace is one
of the most memorable experiences of a vampires life.
The new childe truly only needs 1 full blood point
of the sire's blood to become a vampire (and as much blood volume as necessary
to create that to the nearest .25). Though kind vampiric progenators
give to the child several blood points to ease the experience of first
feeding.
Diablerie
The power of diablerie is probably the power that
scares most low generation vampires. In fact many of the rules of the camarilla
society are created to prevent the younger vampires from setting his sights
upon the blood and soul of the more powerful vampire.
Diablerie is the ability that vampires have to absorb
the soul and power of other vampires ( diablerie
file).
The Disciplines
A vampire has access to special powers called disciplines.
A beginning vampire has 3 dots to place in any of their four clan disciplines.
The disciplines list is quite long and is described in a document on disciplines.
No vampire 8th generation or higher may learn disciplines over 5.
See generation background for additional discipline limitations.
See the file on disciplines.
Vampiric Clans
Each vampiric clans possess special disciplines
that they are best at as well as a clan flaw that travels down the line
of vampires. See the list of clans
within the Camarilla
The list of clans up to the year 2006 CE are:
These traits describe the
backgrounds reserved for vampirics. It also includes societal backgrounds
for those within the Camarilla and the Demonkin specific backgrounds.
Any background that is society specific is valid only in that society.
As a storyteller I limit
the backgrounds to level five for most games unless the extra background
is gained through roleplay.
Bloodline is only purchased
by demonkin. Bloodline is how strong the character's tie is to their demonic
parentage. As a standard this is how many generations from the character's
demonic ancestor the character is. However, the character's demonic nature
would be stronger if any of his ancestors were the child of two demonkin.
Dots | Generation | First Aging rolls | Vitae Max Pool | Magic Affect |
- | sixth generation
(great great great great) |
85 years | vitae pool 10 | magically susceptable (-2 difficulty to have magic cast on) |
O | fifth generation
(great great great) |
100 years | vitae pool 11 | magically sensitive, magical
susceptable
(can detect magic within 5 feet more powerful magics possibly futher) |
OO | fourth generation
(great great) |
125 years | vitae pool 12 | magically sensitive, magically susceptable (-1 difficulty to cast magic on) |
OOO | third generation
(greatgrand) |
150 years | vitae pool 13 | magically sensitive |
OOOO | second generation
(grandfather) |
200 years | vitae pool 14 | +1 difficulty to cast magic on, magically sensitive |
OOOOO | first generation
(father) |
250 years | vitae pool 15 | +2 difficulty to cast magic on, magically sensitive |
Clan Status
The character is well known and respected among his clan within the Camarilla. The more points in status the more control they have. Level 0 is the base level for any member of a clan. Level 5 gives you control of the clan within the city, level 8 is the clan Justicar while level 10 is the clan master (may be the progenator or not)
Generation
This trait is only taken
by vampires. This trait describes how far the vampire is from Caine or
his vampiric brothers. The further you are from them the less powerful
your blood is.
Dots | Generation | Minimum full
Blood Pool BTM 2 (1) |
Blood
Strength (2) |
Blood
Spendable / Turn |
Discipline
Limit |
Discipline Cost |
- | 13th | 10 | x 2 | 1/turn | 5 | normal |
O | 12th | 11.25 | x 2.25 | 1/turn | 5 | normal |
OO | 11th | 12.5 | x 2.5 | 1/turn | 5 | normal |
OOO | 10th | 13.75 | x 2.75 | 2/turn | 5 | normal |
OOOO | 9th | 15 | x 3 | 2/turn | 5 | normal |
OOOOO | 8th | 16.25 | x 3.25 | 3/turn | 5 | normal |
5 + O | 7th * | 20 | x 4 | 5/turn | 6 | normal |
5 + OO | 6th * | 30 | x 6 | 6/turn | 7 | normal |
5 + OOO | 5th * | 40 | x 8 | 8/turn | 8 | normal |
5 + OOOO | 4th ** | 50 | x 10 | 10/turn | 9 | -2 IP/level less to buy disciplines |
5 + OOOOO | 3rd ** | 75 | x 15 | 12/turn | 10 | -4 IP/level less to buy disciplines |
10 + O | 2nd *** | 100 | x 20 | 15/turn | 10 | -6 IP/level less to buy disciplines |
10 + OO | 1st **** | 200 | x 40 | 20/turn | 10 | all disciplines cost 8 x level to buy |
* these generations must
be bought with the generation merit under kindred ties
** these generations are
unavailable for pcs
*** this generation is only
obtained by the originator of a clan, any vampire who reaches thisgeneration
gains and loses a new clan flaw based on his personality. Any childer createdfrom
that vampire later and his childer will share the new clan flaw.
**** this generation is
posessed only by Caine and the originator of the different Lillanite vampires.
As far as is known all the Lillanite originators are no longer in existence.
Caine, however, is never seen except when
he creates a new childer which forms a new clan He
is rumored to have complete control over the physical forms of all vampires
(though in actuality this is only from that are his progeny).
(1) This assumes a character with a Body between 5 and
7. After multipliers are taken into account this is the minimum blood
points the vampire can have. If a character has a body type that
is different this chart must be altered.
(2) This is the minimum blood strength multiplier that
a character from that generation has on any blood processed by the vampire.
Herd
You have built up a number
of normals that you can feed freely upon but they may not know what is
happening. They are not useful for any other purpose but they also do not
call upon you for assistance. Example the hooker who feeds upon her customers.
The Herd must be defined as a group.
Herd are assumed to be average health humans 1/10 very
healthy 1/10 sickly. The character may raise the actual number of beings
within your herd if this is not so.
Dots | Effect | Effect on D6 system cumulative |
- | You feed by your own devices good luck. | +1 die |
O | 4 people readily availible when needed | +1 die |
OO | 8 people readily availible when needed | 3 and above gives blood point |
OOO | 16 people readily availible when needed | +1 die |
OOOO | 24 people readily availible when needed | +1 die |
OOOOO | 32 people readily availible when needed | 2 or above gives blood point |
5 + O | 48 people readily availible when needed | +1 die |
5 + OO | 65 people readily availible when needed | +1 die |
5 + OOO | 85 people readily availible when needed | +1 die |
5 + OOOO | 110 people readily availible when needed | +1 die |
5 + OOOOO | 150 people readily availible when needed | you have blood unless you are gone from your area |
Status
The character has status within the Camarilla.
Level 0 is the starting status. Level 1 is for
those who are starting to make a good name for themselves. Level
5 has the ear of the leader (prince) whenever he wants it. Level
6 is one of the leader's chosen in the city. Level 7 leads an area.
Level 10 is a well respected methuselah.
Specific Skills For Camarilla Vampires
Discipline Skills
Most disciplines have a skill related to the use
of its power. The discipline can function without the skill but not
as well. The discipline skills are listed individually. See
disciplines
list for a full list of discipline skills All discipline skills have
a multiplier of x2.
Will/Willpower Skills
Hunger Resistance (3) -- Characters with this skill have toughened themselves against The Hunger. This skill adds to all rolls to resist. This skill does not help the character prevent going hungry but does prevent them from going wild while doing so.
Hunting (1) -- This is the character's basic ability to find food (ie blood). This roll is only used when feeding is roleplayed out during the game. Otherwise use the normal hunting system for deciding blood level and add 1d6 per three levels in this skill (round down).
Empathy Skills
Masquerade (2) -- This is the character's basic ability to hide her vampiric nature. This skill is rolled 1/week to see if there were any accidental gaffs which hinted at their nature. Masquerade includes the ability to pretend to eat (or at least get away long enough to regurgitate) the ability to explain away your lack of daylight hours and anything else that might require explaining.
Intelligence Skills
Camarilla Lore (1) -- This is the character's knowledge of the Camarilla and its rules, regulations and history.
Character Creation
Character creation involves several steps but very
few that are any different than those involved with creating a normal mortal
character in Talorian.
Game Concept
What are the limitations set by the game?
The Storyteller will set the point limits for the game as well as any character
limitations. From these limitations and your own imagination you
will create a Character concept.
Character Concept
Who were you born as? When were you born?
When were you Embraced? Who Embraced you? How do you survive?
How involved in vampiric society are you? How involved in mortal
society are you? What are you good at? What do you like to
do? These are just a few of the questions you should ask yourself.
Make sure to keep the answers reasonable for the game concept.
The Points
When creating a vampire character you will have
a number of statistic and skill points (see talorian basic system).
All vampires' games automatically include all ten attributes. The chart
below includes a list of guidelines for character points. The storyteller
may ignore or modify these charts at will.
Character's Place |
Discipline Dots |
|
|
Points * |
special skills |
regular skills |
special skills |
Ancient Elder |
|
|
|
|
|
|
|
Elder |
|
|
|
|
|
|
|
Experienced |
|
|
|
|
|
|
|
Neonate |
|
|
|
|
|
|
|
Newly created |
|
|
|
|
|
|
|
Freebie points are assigned at the beginning of the game as well. A beginning game should include 15 freebie points. Follow the rules outlined under the Basic Talorian System for the spending of all points.
Camarilla Society
The society commonly called the Masquerade or the
Camarilla began in 1400 CE. During the last 10 years of the Camarilla
all the Children of Caine were called to Egypt by a powerful work of magic.
At this meeting the vampires discussed the necessity for the vampires to
go into hiding. For almost 2 years they argued about the rules that
they should live by and in the end there was a schism among the groups.
The Vampires of the Celestial Court sent representatives and offered those
that wished to join neither group asylum. Due to the Demonkin's loyal
service to the formation of the Camarilla they were given clan status within
the Camarilla.
The Camarilla believes that the best course is to
hide among the humans not showing our power and harming them as little
as possible.
The Sabbat believe that vampires are a higher form
of being and we should embrace that superiority and worship nothing. The
Sabbat declared war upon the Camarilla and held Transylvania. From
this point they used the inquisition and the exploration of the other worlds
to gain more power.
The Camarilla still controls much of the European
world while the American Continent, the African Continent and the Australian
Continent are pretty evenly spaced between the two groups.
The Rules of the Camarilla
The Prince
The Prince rules an individual
city. He is normally the most powerful and ruthless vampire in the
city. In formal terms the prince holds the right of domain over an
entire area. In actuality the prince seldom interfers in another's
personal domain even if it is within their space. As time passed
the different cities created rules for the making and keeping of a city.
The prince remains a prince only as long as he holds this power. Most new
princes are officially voted on in the Conclave.
The prince has several rights over a city that they
hold:
Elysium
An Elysium is a location within a city that is free
from violence of any sort among the vampires of the city. The Elysium
is usually a public location (art museum, library, etc). Usually
a special location within the building is dedicated to vampiric activities
and is separated from the mortal activities..
The Traditions
The Traditions of the Camarilla are the ultimate
laws of the Camarilla. Each tradition is in order of priority.
The Prince's primary responsibility is to uphold the Traditions.
The First Tradition: The Masquerade
Thou shall not reveal thy true nature to those
not of the Blood. Doing such shall renounce any claims of the blood.
No mortal man may know of the true existance of
vampires. To violate this command is the worst crime a vampire can
commit. In truth many vampires throughout history have admitted to
their vampiric nature though they didn't tell anyone.
The Second Tradition: The Domain
Thy domain is thine own concern. All others
owe thee respect while in it. None may challenge thy word in thy
domain.
Most vampires leave the running of the city to the
prince. He is considered to hold domain over an entire city.
However, in modern times (since the growth of cities) many vampires claim
a smaller property (house, bar) as their domain. In that small domain
she has control. This has become known as the Right of Haven
The Third Tradition: The Progeny
Thou shall only Sire another with the permission
of thine elder. If though createst another without thine Elder's
leave, both thou and thy Progeny shall be slain.
Only one with domain rights over a domain has the
right to create childer within it. They may give the right to produce
a childe to others. In truth many vampires when they wish to create
childer simply change cities creating one as they go.
The Fourth Tradition: The Accounting
Those thou create are thine own children.
Until thy Progeny shall be released, thou shall command them in all things.
Their sins are thine to endure.
The sire of a childe has incredible rights and responsibilities
towards it until he is officially introduced to the prince as a neonate
(usually about 5 years). The prince or the sire may at will extend
this the time of accounting. The childe has no say in the matter.
Until the childe is introduced the prince is under no obligation to accept
the child as a vampire. The prince may technically kill the childe
upon being introduced to her. This rule has also been extended to include
any servants of the vampire. A vampire is responsible for any constructs,
ghouls, or revenants that owe their allegence to him.
The Fifth Tradition: Hospitality
Honor one another's domain. When thou comest
to a foreign city, thou shall present thyself to the one who ruleth there.
Without the word of acceptance, thou art nothing.
There are several aspects to this rule. First
whenever you are within a prince's domain you must introduce yourself to
them. Second you must respect the rights of haven of the one whose
haven you are in.
However, there is a two edged sword to the right
of haven. If you offer one haven you are both responsible for their
actions and responsible for their safety while they are in your haven.
Also most clans expect the right to dwell in your house when they are in
your area.
The Sixth Tradition: Destruction
Thou art forbidden to destroy another of thy
kind. The right of distruction belongeth only to thine Elder.
Only the Eldest among thee shall call the Blood Hunt.
The original meaning of this tradition probably
referred to the elders of each clan. However, in modern times it
is reserved to the prince's right to destroy those within his domain.
The Lexicon
The Lexicon holds all the rules of the Camarilla.
It is incredibly long and drawn out and ignored by most except when it
suits them. The specific Lexicon is different in each city.
Conclaves
Conclaves are called within a city anytime there
is a decision of common interest to all. These conclaves may only
be called by the permission of either the Prince or the Primogen (though
certain others can exert much pressure to agree to one ie a Justicar).
A conclave is usually called to: vote a new prince (officially) or discuss
a dispute between the Prince and the Primogen (as a whole).
Conclaves can last a day or a week depending on
the matter at hand. Any may leave at any time though any consequences
arising from that decision are often extreme.
Inner Circle
The Inner circle meets
once every twenty years (or upon an agreed upon extra meeting). The
Inner circle is made up of the acting head of each clan and occurs through
the use of Katelavehno so the Elder does not even have to leave their lair.
Inner Circle meetings are held primarily to vote on new Justicars. Each
clan is allowed one representative. Inner circle meetings may take literally
years to decide since a majority is required to vote upon a justicar.
The Justicars
The Justicars and their servants the Arcons are
a law unto themselves within the Camarilla. The alone hold the right
to be judge jury and executioner to any they consider to have done wrong.
A justicar may judge as he sees fit any matter where the six traditions
have been broken. A justicars decision may only countermanded by
another justicar. A justicar remains a justicar unless there is some
specific transgression of the Traditions or he dies.
There is one justicar for each clan within the Camarilla.
Each justicar has a small group of promising candidates called Arcons.
Arcons have considerably less authority but may act in most manners as
a justicar.
The Arcons
Each justicar appoints his own Arcons (who appoints
their own servants who appoints their own) Anyone who serves a justicar
is considered to be an Arcon The Arcons status may vary quite a bit
depending on the Justicar and their time working with him.
Index
Other Vampiric Groups
Vampiric society has four primary social groups.
Three of which control most of the occidental world while the other has
very little dealing with the occidental world. These groups are the:
Camarilla (what we've been thinking about), the Anarchs, the Celestial
Court, and the Sabbat.
Anarchs
The Anarchs are those vampires that do not follow
any of the rules of any of the clans. They follow only the right
of power and individuality. Technically any vampire who lives in
this way is an Anarch. This by definition includes any of the free
Lillanite clans who wander the occidental world as well. Few large
cities are controlled by the Anarchs though many of the smaller cities
are (simply because it is too much trouble for any of the other groups
to hold from each other)
Anarch controlled cities may accept a vampire from
any group the controller of the city desires. Anarch cities tend
to be incedibly violent and dangerous for vampires as well as any mortals
who finds themselves in the way.
Celestial Court
The Celestial Court controls much of the oriental
and eastern world. They originally come from China but have expanded
outward since that time. The Celestial Court sided with the Sabbat
vampires during the choosing of the original Masquerade and formed a cold
war that continues until this day. No Camarilla vampire found in
Celestial Court territory is safe and no Celestial Court vampire is safe
within the Camarilla. Most Camarilla vampires know nothing about
the Celestial Court. The Celestial Court can cause fear in most Camarilla
vampires with any sense.
Sabbat
The Sabbat and the Camarilla constantly fight over
territory. They are considerably smaller than the Camarilla
but are expanding at a phenomenal rate. Sabbat vampires enspouse
primarily personal freedom. They also hold a limited blood bond called
the Valderie that makes them immune to most Blood Bonds. The Sabbat
are a constant source of threat to the Camarilla control of most cities.
They are constantly waiting for a moment of weakness so they can take over.
One of the Sabbat's favorite tactics to cause difficulty
to the Camarilla is to produce many new vampires in Camarilla territory
and leave the Camarilla to deal with the problems. Members of the
Sabbat are called Antitribu by any within the Camarilla. Therefore,
a Bathory would be a Bathory-Antitribu
The Clans of the Sabbat are essentially the same
though some clans are more common in the Camarilla and some are more common
in the Sabbat. The clans that are most common in the Sabbat are:
Bathory, Dracaens, Followers of Set, Giovanni, Samedi and Wanderers.
There are no Tuhadan are Virtualite vampires within the Sabbat before 2200
CE all others can find representation among the Sabbat though some may
be quite rare..
Index
The Servants
See the file on the servant groups for the abilities
of these groups. The following are common servants to vampires: Constructs,
Ghouls, Ghoul Families (Revenants) and Spirits.
Constructs
The most common possessors of constructs are Followers
of Set , Giovanni and
Demonkin.
The Samedi have a great number
of Construct monsters to protect their clan havens. To possess a
construct requires either sufficient magic to create the creature on your
own or paying a merit cost for a powerful ghoul (the catchall for all powerful
servants)
Constructs are spirits who have been taken
from the spirit world and placed in a physical form created by the use
of powerful magics. Constucts may look like anything though the humanoid
constructs are more successful.
Ghouls
A Ghoul is a mortal who drinks vampiric
blood regularly. Due to this they have several advantages. Most vampires
use them as servants and the blood bond tends to keep them loyal.
All clans have their ghouls except for the Demonkin
who cannot produce ghouls.
Ghoul Families
(Revenants)
A ghoul family is a group of humans who
are the progeny of two persons who were ghouls. The ghoul cannot bear or
sire children while drinking vampiric blood however, the ghoul may allow
the blood to fade from their system and produce children normally. The
first child does not have the special abilities of a ghoul family member.
But if that person mates with a ghoul as well then their child is a ghoul
family member (or revanant). Ghoul families are common among all
the vampiric clans except Samedi
To have a revenant as a personal servant requires paying merit points
or paying extra background points depending on the power of the ghoul.
Spirits
Spirits are most commonly the servants
and slaves of the Dracaen,
Giovanni,
Followers
of Set or Demonkin that
specializes in spirits. Rare individuals also have spirit friends so they
are included here.
There are two primary types of spirits.
There are spirits that are some sort of elemental force (called elementals)
and their are spirits of deceased beings (called ghosts). The difference
in these two types of creature is shown by the type of psychic gifts the
character has, the physical form they hold, and the type of skills they
possess.
Index
The mortals
The Camarilla vampires are scared of mortals as
a group. For this reason they often pretend to lord over individual
mortals whenever possible. Mortals are called such hearwarming things
as licksticks and bloodbags.
The number of vampires is strictly controlled in
modern times due to several different factors.
Timeperiod | Safe number of
vampires / mortals |
Reasoning | Timeperiod | Safe number of
vampires / mortals |
Reasoning |
dark ages | 1 / 1,000 | no reason to hide | 2000 to 2020 | 1 / 15,000 | psychics and werecreatures public |
1400 to 1600 | 1 / 20,000 | deep hiding no infrastructure | 2020 to 2075 | 1 / 15,000 | ditto |
1600 to 1800 | 1 / 10,000 | hiding but scientific age begins | 2075 to 2200 | 1 / 10,000 | ditto but more so. Concentration on space travel |
1800 to 1900 | 1 / 10,000 | ditto | 2200 onward | 1/ 10,000 | seemingly impossible things happen regularly |
1900 to 1950 | 1 / 10,000 | ditto | |||
1950 to 1975 | 1 / 15,000 | cameras | |||
1975 to 2000 | 1 / 20,000 | advanced cameras |
Anytime the ratio of vampires to mortals exceeds the number above in
a given area roll 1 d10 once / week per doubling of the desired vampiric
population. If a one is rolled there was an accidental discovery
that must be covered up quickly. There was no hiding of identities
within the smaller communities before the 1400's.
Index
Their Origins
The fairykin are any fairy
that was Embraced and any of his progeny. Despite the fact that the
Fairykin do not owe their origin to any second generation vampire the curse
(or blessing) that is part of their fairy nature continues down their line.
The oldest known Fairykin
line had its origin in the Dark Ages (the vampire was Embraced by a Hataerae
in the year 1098).
Nickname: Kooks
Appearance
Fairykin's primary appearance affect comes from
their clan. However, fairykin will tend to appear to be slightly
odd ducks even among their clan. Many of the Fairykin have altered
appearance.
Character Creation
Many of the Fairykin who are not true fairy themselves
tend to have character histories very like their counterparts within the
clans. The primary difference is once the change has taken place
the character is slightly different. One should keep in mind when
creating a Fairykin that they do not think as we do. Most other vampires
consider them to be cursed with Fairy Logic.
Discipline
All fairykin have access to the Mytherceria
discipline as if it were a clan discipline.
Their History
The fairykin have a unique relationship in the World
of Dimness. Since the first Fairykin quite a few lines have had their
blood altered by the presence of fairy nature. Fairykin can be found
among any of the clans though they feel some tie to one another as well
as their clan.
After 2005 when the Tuhadan came into existence
many fairykin joined their ranks. Making them probably one of the
most unusual clans.
Fairy Logic
Fairy Logic is a system of logic that does not use
the normal rules for logic. In our system of logic A + B = C then
C - B = A. In fairy logic this is not necessarily so. C - B
= D or H or J.
Alterations
of the Blood
It is unknown exactly why this is so but Fairkin
are mishmashes of traits of many of the Fairy types. This is created
in game system by a special set of merits
and flaws reserved to them (or the Tuhadan).
Fairykin also have some difficulty with Iron
so are required to take Iron Sensitivity worth at least 1 point (though
they do get the points for it)
Index
Demonkin possess an additional virtue called passion. Passion begins at zero and rises and falls during game play anytime the demons passions are stretched. (Things like strong sexual desire, and anger raise passion. Quiet and rest lowers passion.)
Demonkin may possess vampiric disciplines (Except Mythceria), any primary path of Thaumaturgy (except blood Thaumaturgy) and gain 3 beginning dots that they can place into these. Demonkin may also be psychics but must pay freebie points for psychic gifts (must purchase merit to be psychic).
All Vampiric Disciplines are purchased as if it was a clan Discipline. However, Demonkin cannot learn a discipline over 5 dots.
Demonkin have several advantages and disadvantages gained from their demonic heritage.
Beastial | Lillanite Vampire | Camarilla Clans | Sabbat Vampire | Anarch Vampire |
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