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
Sabbat 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 much 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 Type
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.
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
Cool + Resist Hunger (a special vampire cool 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) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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 .
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 2 |
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
(round nearest .25) |
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 the most recent blood taken is always the last
blood to be spent by the vampire. A blood volume point are spent
in .25 segments. However, all .25 segements must be spent for the
blood to have left the vampire's system. (when considering the effects
of supernatural blood upon the vampire who drank it)
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. 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 type 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 reroll
1-5 minor 6-9 major 10 very powerful |
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 1d10
+ 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 Embrace of a Sabbat vampire is different than
the Embrace of those Awakened within the Camarilla. The Sabbat feel
that there must be put into the earth and the newly created must have the
power and fortitude to escape from the earth. Therefore, immediately
after being given 1 blood volume point they are konked on the head, dropped
into the earth, and buried.
The vampire spends one day dead within the Earth.
The next night is spent digging their way out. While involved in
this task the human life they had known is played before them as confusing
images and dreams usually from an entirely different point of view.
The newly emerged vampire will tend to be quite different from the human
who entered the hole in the Earth.
For this reason Sabbat vampires begin the game with
3 points of Beastial but only lose one point of Temporary Beastial for
a controlled frenzy (see the document on Beastial)
Diablerie
The power of diablerie is probably the power that
scares most low generation vampires.In the Sabbat society it is considered
perfectly reasonable for a vampire to diablerized a vampire from outside
the Sabbat or one who has been accused of a crime within the Sabbat and
in fact that is a respected way to gain power
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 sabbat vampire has 4 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 Sabbat
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 Sabbat 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.
Black Hand Status/Membership
This is the vampire's status within
the Sabbat Inquisition. The higher one's rating in Blackhand status
the higher one's ability to control others within the sect. A character
with Black Hand status has the power to question any who are not a member
of the sect. (though the other can still attempt to use their own power
and status to make the character uncomfortable). Most character's
start with no points in Black Hand Status. Level 0 is no status within
the Hand Level 1 is a beginning Black Hand member who is still being
tested. Level 4 and up may be put in charge of missions (though usually
the most dangerous) Level 5 may be in charge of the inquisition in
a maintained city. Level 10 is the Black Hand master.
The Black hand are the movers
and the shakers within the sabbat community. They have enormous power.
Black hand members must answer when called by the leaders and must obey
the leaders of the black hand
Dots | Effect |
-- | You fear them like everyone else |
O | Lowly grunt you run errands |
OO | You've done your training and accounted for yourself |
OOO | You have rank essentially sargent |
OOOO | You may lead a small force of black hand members on specific missions |
OOOOO | You may have a permanent assignment with a small force |
5 + O | You have permanent assignment in an important and only moderately dangerous assignment |
5 + OO | You have permanent assignment in a well established pack |
5 + OOO | You make decisions for an area made up of several packs |
5 + OOOO | You make decisions for a large area with many packs |
5 + OOOOO | You are one of the inner circle of the black hand (sharing power equally with 3 others) |
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.
Demonkin are generally second class citizens within the Sabbat due to their
inability to take part in many of the rituals of the sabbat.
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 |
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. Vampires of higher than 10th generation very rarely
survive the Embrace within the Sabbat
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. The herd background is quite
rare among the Sabbat.
Herd are assumed to be average healthy 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 Sabbat.
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 (city cardinal) 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.
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.
Sabbat Society
The society commonly called the Sabbat began in
1400 CE. During the first 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.
Some left but others refused to join the Camarilla
or move to the orient and moved to the holy land of Romania under the protection
(and blood bond) of Dracule the sect had its humble beginnings. For
100 years the sect lived under Dracule's control until they made an accidental
discovery. By partaking on one another's blood regularly they could
reduce the power of the blood bond. However, this created a new bond
to one another This bond is commonly called the Vinculum.
After this occurred the 12 (those vampires unliving with Dracule plus John
Smith the Demonkin) began to plot a way to kill Dracule. It took
almost 25 years to kill and replace Dracule but in the end they won out.
The Sabbat became obsessed with the idea of avoiding
control and exploring their new superiority both over mortals and over
all other vampires.
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 Sabbat Ideology
The Sabbat hold several ideals as most important
to their sect. It is, infact, what separates them from all other
groups of vampires.
Superiority
The Sabbat consider themselves to be superior to
all. They are better than the mortals for they have been given immortality.
They are better than the Camarilla for they don't spend all their time
trying to be mortal and pretending they are. Instead they spend their
time finding and reveling in what they are and the morals they should hold.
Loyalty
The Sabbat are fanatically loyal to their sect.
No Sabbat vampire would betray the sect and many would die to protect it.
This is their greatest strength. The Vinculum prevents the Sabbat
from becoming easily bound to any beings from outside the sect. The
Sabbat always put the sect first and this is the expectation. Only
by remaining loyal can they remain strong.
Freedom
Beside the ideal of loyalty is the ideal of freedom.
The Sabbat's entire purpose is to allow the members to remain free.
All the rules, paradoxically, are designed for this purpose. There
are splinter sects within the Sabbat that carry the ideal to extremes.
They believe that they remain most loyal to the Sabbat by not obeying any
leaders.
Gehenna
The Sabbat believe that Gehenna is coming and they
are the only vampires that have the chance of saving all vampires.
The Sabbat are in a war against the Eldest vampires. Gehenna is a
prophesied time in the future when all the eldest vampires will come forth
and attempt to destroy or control directly all vampirekind.
The Sabbat believe that the Camarilla are tools
of the Gehenna. However, the Sabbat believe that they are free from
Gehenna since they alone value freedom from the eldest. The Sabbat
wage attempts to kill and take power from the oldest vampires.
The Holy Crusades
The Sabbat fight a holy war against the Camarilla.
Since they are tools of the Gehenna they are to be treated with no mercy.
For only through taking their power can you weaken the Gehenna. The
Sabbat have crusades designed to weaken the Camarilla's hold on cities.
They use the Camarilla's respect for the Masquarade to destroy their hold
on cities.
The Pack
The Sabbat have one primary social unit that is
their strongest strength. This social unit is called the Pack.
A Sabbat has 3 to 15 pack mates. All members of a pack were Embraced
at the same time. When they first were brought out of the ground
they were forced to engage in the Vinculum with one another. However, very
rarely a new member will join a pack or a new pack will form. However,
a packmember never leaves a pack except by final death.
The pack is responsible for and to one another.
They have a strong loyalty to one another. If one member of a pack
commits a crime then all members of that pack are colored by it.
Unlife with the Sabbat
All members of the Sabbat are given freedom and
protection within the sect. However, this is balanced with responsibilities
for the furthering of the Sabbat's holy purposes.
Fun and Games
The Sabbat engage in games that range from relatively
mean to sickening. These games take advantage of their superior powers
over mortals.
Vinculum
The Vinculum is the most sacred rite among the Sabbat.
However, it is also the bond that holds the sect together. All members
of a pack must engage in the Vinculum with one another on a regular basis
(1/week under normal standards). They also must regularly recite
the oath of loyalty to the sect while drinking the blood of all vampires
present in the City (usually 1/month).
All Black Hand members also trade blood with one
another while reciting the Black Hand Oath (1/week with those they are
on mission with and 1/year with the entire membership). Treat the
mission members as an additional pack.
All Sabbat have two additional ratings called Vinculum
(Black hand members have three). There is a pack and a city rating
in Vinculum. To gain the Vinculum rating roll a d10 each time a Vinculum
is engaged in. Consult the chart below for the effects of the Vinculum
ratings. This rating is considered to be accurate for all members
of the target group The chart below is from the point of view of
one who is experiencing the Vinculum. The highest rating always takes
presidence. Use the Effective rating as the number when deciding the highest
rating.
Rating | Effects Pack | Effects City (effective rating) | Effects Black Hand (effective rating) |
1 | Virtually no bond. Normal rules for fondness exist | Virtually no bond. Normal rules for fondness exist (0) | Virtually no bond. Normal rules for fondness exist. (0) |
2 | You feel a sense of kinship is felt for the individual, but not strong enough for you to go out of your way for the individual | Virtually no bond. Normal rules for fondness exist (1) | Virtually no bond. Normal rules for fondness exist (1) |
3 | You feel a sense of loyalty for the individual as long as it does not interfere with your plans. | Virtually no bond. Normal rules for fondness exist (1) | A feeling of kinship is felt for the individual, but not strong enough for one to go out of their way for the individual (2) |
4 | You will aid the individual if your are asked to do so and there is no personal danger involved. | You feel a sense of kinship is felt for the individual, but not strong enough for you to go out of your way for the individual (2) | You feel a sense of loyalty for the individual as long as it does not interfere with your plans. (3) |
5 | You respect the individual and help her when you can even if it involves minor risks. | You feel a sense of loyalty for the individual as long as it does not interfere with your plans. (3) | You will aid the individual if your are asked to do so and there is no personal danger involved. (4) |
6 | You have strong feelings for the individual and help him even at costs to yourself. You will gladly fight for the individual. | You will aid the individual if your are asked to do so and there is no personal danger involved. (4) | You respect the individual and help her when you can even if it involves minor risks. (5) |
7 | You are willing to put yourself in danger for the individual and will kill for the individual. | You respect the individual and help her when you can even if it involves minor risks. (5) | You have strong feelings for the individual and help him even at costs to yourself. You will gladly fight for the individual. (6) |
8 | You will gladly donate any resources or influence you might have to aid the individual. | You have strong feelings for the individual and help him even at costs to yourself. You will gladly fight for the individual. (6) | You are willing to put yourself in danger for the individual and will kill for the individual. (7) |
9 | You will do virtually anything for the individual even put yourself in great danger. | You are willing to put yourself in danger for the individual and will kill for the individual. (7) | You will gladly donate any resources or influence you might have to aid the individual. (8) |
10 | You will readily give your unlife for the individual. | You will gladly donate any resources or influence you might have to aid the individual. (8) | You will do virtually anything for the individual even put yourself in great danger. (9) |
Sabbat Rituals
The Rules of the Sabbat
The original twelve formed the basis of Sabbat society;
the pack. Each Sabbat belongs to a pack and their emotional loyalty
to the pack is very strong. The original 12 form what is called the
Counsel. The Counsel very seldom meets but on those dates they can
change to course of the Sabbat.
There are two seperate controls of the Sabbat.
The Sabbat Inquisition and the Secular control. The Cardinals are
the master's of a city while the Inquisition is charged with justice within
the clan. The representatives of the Sabbat Inquisition are called
the Black Hand.
The Hierarchy of Power
The highest control within the Sect rests in the
hands of the Pope. The Pope acts as the representative of the Counsel
and in fact can be replaced at anytime with a majority vote among the Counsel.
The Master of Counsel is considered to be the overall leader of the Sabbat
and can in fact affect the entire policy of the sect. The Pope always
has his face and body altered for his tenure as Pope. The Counsel
itself has very little power except through its emmisary. In fact
most members of the Counsel have alternative identities that allow them
to move freely among their kind.
The Next level of power is among the Regents.
The regents are the masters of gigantic geographical areas. They
control the overall policies of that area. They are in charge of
coordinating the Sabbat wars with the Camarilla and negotiating difficulties
between cities within an area.
The Next Rank is called the Prisci. The Prisci
have a duty to watch the Cardinals of individual cities. The move
around regularly and make sure the Cardinal is doing his job.
The next rank but almost equal to the Prisci is
the Cardinal. The Cardinal's rule each individual city or particularly
large nomadic group.
Under each Cardinal is the clan representative.
They have authority over the individual clans.
The Hierachy of the Black Hand
The Hierachy of the Hand works along side and Hierachy
of the Sect. There are 4 ranks among the Hand. The first is
the Head Inquisitor. The Head Inquisitor is also chosen from among
the Counsel and is altered for her tenure as Head Inquisitor.
The Head Inquisitor has the power to do whatever
they deem necessary for stamping out demonology among the sect. The
Head Inquisitor is alway appointed for 5 year tenures and may only be removed
after that time is past.
The next level of power is the Archbishops.
The Archbishops run the large geographic areas and may question anyone
in that area. (In fact they have permission to torture many of lower rank).
Under the Archbishop is the Bishop. Each Bishop
acts as spiritual advisor and inquisitor within individual cities.
Technically any member of the Hand may question
anyone who is not a member and any higher rank Hand member may question
any Hand member of higher rank. However, the lowest members of the
hand may find themselves paying a high price from using this power on those
of highest rank.
All members of the Black Hand are chosen by other
members of the Hand. Once chosen the canidates are rigorously tested.
If they pass these tests they are branded with a brand of a blackened crescent
moon on their right hand and begin working as a foot soldier for the Hand.
Black Hand members are considered to have sacrificed their rights to personal
freedom so that all others may have theirs. A Black Hand member is
expected to obey a superior completely.
The Cardinal
The Cardinal rules an individual
city. He and his pack are normally the most powerful and ruthless
vampires in the city. The Cardinal holds power only as long as he
can keep the respect (or fear) of other vampires within the city.
The Sabbat are quite obsessed with personal power and a Cardinal who wants
to keep rule will minimize the areas that his use of power touches while
keeping those that are essential. Technically it is the Cardinal's
duty to see that the other vampire's freedoms are respected while protecting
the city from harm.
The Cardinal the technical right to order
any member of the sect to do anything they desire and punish as he sees
fit any who do not obey him. However, he must answer to the Prisci
and the Bishops of the Area. The Cardinal may freely appoint others
to any post he deems fit.
However, though technically a Cardinal may do whatever
they wish they must be able to back up any play they make. The Bishop
has the power to countermand any order when she believes that it involves
the Inquisition.
The Bishop
The Bishop has the power to question any member
of the Sabbat. In fact, most members of the sect may be tortured
to obtain confessions. However, the Bishop who annoys his Cardinal
does not long stay in power. Any Cardinal may at any time call in
the Archbishop before any questioning is done while the Bishop may call
in the Prisci of the area against any decision.
The Elders
The Bishop and the Cardinal must listen to the elders
of the city. They form a counsel of advisers to the Cardinal though
only when the Cardinal calls them.
Combat Trials
Any vampire within the Sabbat may question any order
given to them by a superior. If neither the superior nor the questioner
will give way then a trial by combat will occur. A trial by combat
involves superior and the questioner facing one another in a ring with
several weapons placed around the circle. The winner has complete
control over the losers fate for one month. He can order the loser
tortured to death over that month or simply let him go and order him back
to work. He can kill the loser during the combat. The combat
trial lasts until one or the other combatant cannot move (usually death
but perhaps unconsciousness). The winner may also take the loser's
rank and in fact must chose the successor if he kills the loser.
An agreement among the Cardinal and the Archbishop
can declare that no combat trials may take place for one month. However,
both are asked to justify their actions. This may occur during any
Camarilla attacks or attacks from outside but very little else will justify
the action.
Sabbat Justice
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:
Sabbat (what we've been looking at), the Anarchs, the Celestial Court,
and the Camarilla.
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.
The Sabbat have a mutual exchange pact with the
Celestial Court. It is not all that unusual to see a Cardinal, Bishop
or other elder with contacts within the Celestial Court. However,
all the exchanges are with individuals there are no written treaties.
Camarilla
The Sabbat and the Camarilla constantly fight over
territory. The Camarilla is considerably larger than the Sabbat
but grows and changes very little. Camarilla follow a complicated
set of rules called the Masquarade which among other things requires hiding
their nature from humans. 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 Camarilla 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 Settites
and
Giovanni-Andrise
and
Demonkin. The Samedi-Antitribu
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.
Sabbat vampires use very harshly their Ghouls. 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 Dracules,
Giovanni-Andrise,
Settites
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 Sabbat consider themselves vastly superior to
mortals and use then for complicated games involving torture. However,
while claiming they don't care about mortals they go to some effort to
hide their existence.
The Sabbat in a city control their numbers by constant
warfare on the Camarilla. However the number of vampires that it
is safe to have is listed below.
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 number exceeds the number above 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 Vampire | Sabbat Vampire | Anarch Vampire |
![]() |