Kindred 101

Wild Cards
Vampires are special people and are all, without exception, Wild Cards.

On Becoming
Every Kindred House comes to undeath through very different means. Ventrue are born undead, to Vampire parents. Daeva are reanimated from the grave after dying too soon. Gangrel are possessed by ancient primal spirits, Nosferatu are so vile and hateful in life that some karmic force or energy damns them for eternity in warped and twisted shells, and the Spectri were once Mortals who, through forbidden knowledge, managed to contact a dark being from the Abyss and make a pact for immortality.  

Each Kindred has their own supernatural Glyph, or symbol that represents them. This mystical mark appears on the flesh of Ghouls that serve the Kindred in question, acting as a brand of ownership.

Call of the Blood
The first nights of a new Kindred are indeed perilous, as there is no “Vampire rule book” to brush up on. Luckily, blood calls to blood and newly spawned Kindred are rarely left to their own devices very long.

A wandering Kindred with no concept of what is happening to them is a dangerous being, and it is the duty of a Kindred’s peers to rein them in and teach them the ways of the Darkness. Whenever a new Kindred is Spawned, experienced members of the same House (Ancillae or Elders) feel a supernatural pull towards the new Kindred’s location. It doesn’t take long before the newly spawned Kindred finds themselves confronted by another member of the damned, offering their own dark tutelage.

A Kindred who indoctrinates a newly spawned Kindred is called a Regnant, and the learning Kindred is known as the Thrall. Often times, the first Kindred who finds a Thrall claims Regnancy over them, taking responsibility for the Thrall’s actions and learning of Kindred custom and tradition. The bond formed by a Regnant and Thrall is a supernatural one, and can last decades or even centuries.

Some Thralls are lucky enough to find Regnants who are wise and patient, while others are treated harshly for every mis-step and infraction. Others are abused and tormented by their Regnants, who use the Thrall as a minion and lackey, dispensing information in small doses and keeping their charge on a short leash.

Whatever the type of indoctrination a Thrall has, once they are prepared to sustain themselves, they are presented to the local Prince, where they are tested on the Traditions of the Kindred in a formal ceremony. If the Thrall is found capable, they are granted the rank of Neonate, and are freed from the yolk of their Regnant.

Only Ancillae and Elders can become Regnants, as Neonates lack the experience and power to act as capable mentors. In some rare instances where a Kindred is spawned and cannot find a Regnant of their Clan, the Prince might take the responsible upon themselves to formally educate the Thrall. It is not uncommon for the lure of Regnancy to draw a Kindred from far and wide, such is the lure of the blood of ones House.

Unholy Predators
All Vampires can form or retract a set of sharp fangs at will for the purpose of feeding from prey. They can also spend a point of Blood to form a set of sharp claws to rend foes.

The Kiss
The bite of a Vampire for the purpose of feeding is known as the Kiss, and it carries with it a mystical power of amplifying the emotions of those who fall under its spell. A Mortal who is being seduced and is then bitten feels bliss that compares to the finest sensations of the world, yet a Mortal who is in the grips of fear and terror find the Kiss to be an agonizing ordeal.

Whatever the case, the results are always the same-The Mortal victim faints from sheer bliss or extreme anguish, waking up light-headed and with hazy memories of what transpired beforehand. In game terms a Mortal who wishes to resist the Kiss rolls a Spirit check at -2 difficulty. Success is the only way to resist the effects of a Vampire’s feeding. Mortal Wild Cards make this roll without the penalty, and some special Mortals (those with True Faith, for instance), are immune to the rapture of the kiss.

The blood of prey is often flavored with their emotion, and Kindred often times become quite fond of the taste of a vessel’s blood in the throes of passion, or salivate at the thought of blood drenched in the white-knuckled fear of its owner. Some Vampires provide a tranquil, meditative environment from which to feed from their vessels, and find that Mortals in these extremely relaxed states offer a sort of tranquil buzz to the taste of their blood.

Dead Tongues
Despite coming from distinct Houses with their own origins, all Vampires are undead predators that share a common language and tongue. All Vampires can innately read, write and speak this language of the Dead, which, to the eyes of the living, appears as unreadable, hazy gibberish. Through their shared tongue, the undead can further maintain their predatory existence away from the inspection of Mortals. This ancient and dead language of the Kindred is called Enochian.

Blood Pool
The Power of a Kindred is in their ability to use their blood to achieve spectacular supernatural effects. Starting Kindred (Neonates) begin play with a Blood Pool of 10. Ancillae have blood pools of 15, and Elders have Blood Pools of 20. A Kindred may only regain Blood Pool from feasting on the blood of mortals (More on this later).

The amount of Blood you can spend per turn corresponds directly to your Age. Neonates (Those who have been less than 50 years or less Undead) can spend 1 Blood Point per turn. Ancillae (Those who have been 50-199 years Undead) can spend 2 Blood Points per turn. Elders (Those who have been 200+ years Undead) can spend 3 Blood Points per turn.

When you have 3 Blood Points or less in your Blood Pool, you are considered Hungry. A Vampire reduced to 0 Blood points immediately frenzies.

Using Blood
Nightly Activity: One blood point is burned every Nite upon waking. This Blood Point fuels the Vampire’s undead animation.

Physical Augmentation: A Vampire may spend one blood point to raise their Strength, Agility or Vigor score by one for a scene. For example, if you have d6 Strength, you may spend one blood point to enhance your strength to d8 for one scene. This can bring an Attribute beyond D12, but decreases by one point three turns after you stop spending Blood.

Absorbing Damage: Kindred can attempt to Soak damage by spending either a point of Blood or Willpower. Vampires automatically make Soak rolls against Bashing damage without spending Blood or Willpower. Firearms deal Bashing damage to the resilient Kindred.

Healing: A Vampire may spend 1 Blood Point to heal two Wound levels of Bashing Damage, or one level of Lethal damage. The Vampire must be calm and at rest to do so (Healing wounds during battle is not normally possible). Aggravated wounds are healed by spending 5 Blood Points per wound. You may only heal one Aggravated wound per evening. Note that you may not spend a blood point to eliminate the shaken condition.

Claws: All Vampires may spend one blood to form their fingernails into razor fine claws that deal Strength +d4 Lethal damage. The claws last for one scene.

Regrowing Limbs: Vampires may spend blood to regrow lost limbs. Small limbs like Fingers cost one Blood to regrow, while a whole hand would cost 3 Blood Points, and an arm or a leg would cost 5 Blood Points. This regeneration takes place over a 24 hour period. No, you may not regrow your head, silly.

Disciplines: Blood fuels the eldritch powers of the damned. Certain disciplines cost blood to activate, while other Disciplines are always active.

Masquerade: A Hunter sometimes is required to mingle freely with their prey, and Masquerading allows this. By spending a Blood Point, any Kindred may mimic life functions such as breathing, warm skin. During this time, a Kindred could pass any physical exam and would appear human. This lasts for one scene.

Ghouling Mortals: The Undead often have mortal blood slaves who act as guardians or stewards. Ghouls are addicted to Vampire blood, and must have a steady source of the stuff. This mystical bond is represented by Investing a PERMANENT Blood Point into the mortal in question, which symbolizes regular feedings.

This Blood Point is off limits and may be spent on nothing but keeping the Ghoul fed. A Vampire can maintain no more ghouls than half their Spirit Die. For example, a Vampire with d6 Spirit wishes to have 3 Ghouls. That Vampire must mark off 3 Blood Points as Invested to sustain those ghouls. These Blood Points are unavailable for use. Ghouls act as Henchmen (Though Ghoul adversaries and NPC’s may be Wild Cards).

A Ghoul and Master have a special relationship, and a Ghoul always knows when her Master is wounded or in danger. A Vampire knows when their ghoul is injured or in danger, as well as the general location of the Ghoul. They can track a Ghoul’s location, following the call of their own blood in the Ghoul’s system. Ghouls can sense the presence of other vampires. As long as the Vampire chooses to invest their blood in a ghoul, that Mortal does not age and is immune to disease.

A Ghoul is also physically marked by the change from Mortal to Ghoul, and their Master's symbol appears as a red and black brand on their flesh, a mark of ownership to their dark liege.

It is worth noting that a Mortal who drinks vampire blood is not immediately turned into a ghoul. This is a conscious act on the part of the Vampire donating the blood, symbolized by the blood investiture. Vampiric blood is delicious and addictive, but imparts no other benefits besides a heady rush unless the Vampire in question chooses to Ghoul the imbiber.

Cool Ghoul Rules: Ghouls gain a small portion of a Kindred’s unholy power, gaining +1 Toughness. A Ghoul ceases to age as long as they have their Master’s blood coursing through their veins.

Important: Ghouls grow exceedingly possessive and obsessed with their Masters. Someone who has a cadre of Ghouls serving them can expect bickering, jealousy, and even violence when Ghouls begin competing for Master’s affection. Keep in mind that a Kindred can only have as many Ghouls as half their Spirit die.

Increasing Permanent Blood Pool
Kindred increase their Blood Pools exclusively through age. A Neonate has a Blood pool of 10, an Ancillae has a Blood Pool of 15, and an Elder has a Blood Pool of 20.

Feeding and Proper care of your Vampire
Your average person has 10 Blood Points in them, and can be safely drained of 3 blood points. This leaves them a bit dizzy, but none the worse for wear. Any more than this amount may have serious health risks, especially in Dark Ages or Victorian settings where healthcare wasn’t top notch. Most Vampires who don’t want to risk the complications of ditching a body take 2 Blood from their vessels.

Vampires preferred source of nourishment is from Living, Human Blood. However, in a bind, feeding from animals will do, but the taste of the stuff is truly wretched, and requires the Vampire to make a Vigor roll in order to choke the stuff down. The same goes with the blood of corpses, or stale blood from blood bags or the like. Note that some disciplines nullify these drawbacks.

Disciplines
Vampires have access to supernatural Powers called Disciplines. Each House of Vampire favors one particular discipline which is only knowable by members of that House. You begin play with one Power from your House discipline, and have two other powers to choose from. The powers you choose from may be in your House Discipline, or any of the Universal disciplines that any vampire may learn.

A Kindred’s age has a direct impact on how many Powers they can learn from a chosen discipline. Neonates can learn a maximum of 3 Powers from a chosen discipline. Ancillae can learn a maximum of 4 Powers per Discipline, and Elders can learn a maximum of 5 Powers.

Gaining New Disciplines
You may purchase a new Universal Discipline by selecting the “Disciplined” Edge. This allows you to gain one new Power in either your House Discipline, or any of the Universal Kindred Disciplines.

Frenzy
Vampires are subject to great fits of unholy rage. This is known as Frenzy. Whenever a Vampire undergoes severe emotional stress or lets themselves get too hungry, there is a chance that they will Frenzy. Frenzy is resisted by a Spirit check. Failure indicates that the Vampire attacks the source of their ire, bloodlust and rage consuming them. A Frenzy lasts for one scene, and a Vampire normally awakens bathed in blood of friend and foe alike.

A Kindred who fails a Frenzy check may spend a point of Willpower to hold off the Frenzy for a number of turns equal to their Spirit die type. This may be just enough time to lock themselves in a room or warn those around them to flee. 

MATTERS OF AGE
Kindred increase in potency and potential as they age. Your age has a direct correlation on certain aspects of your character, as described below.

Thrall
Newly spawned Kindred are known as Thralls. They are still learning how to cope with their undead condition and learning the ropes of Vampiric society. Thralls learn under Regnants of their same House, who teach them how to swim in the shark infested waters of the damned. Thralls have less than a decade of Unlife under their belts. It is worth noting that since Ventrue are actually born Vampires rather than turned through other means, their state of Thralldom can last far, far longer than other Houses.

-Thralls are less than a decade Undead
-Thralls are under the tutelage and control of a Regnant, an older, more experienced Kindred of the same House, that acts as Mentor until the Thrall can fend for themselves.
-Thralls are unsuitable for play.

Neonate
Once a Thrall is presented to the Prince and tested on a variety of questions about Kindred history and proves that she can be trusted, they are released from the command of their Regnant and awarded the rank of Neonate. Neonates are often times ambitious and eager to jump head first into the dizzying politics of the Kindred, and are the ideal pawn for Elders and their schemes…

-Neonates are between 10 and 49 years undead
-Neonates have a maximum Blood pool of 10
-Neonates can spend 1 Blood Point per turn
-Neonates have a maximum Trait score of d12
-Neonates have one Bane (Their House Bane)
-Neonates may learn a maximum of 3 Powers from each Discipline they know

Ancillae
Proving themselves capable and efficient, Ancillae hold a place as valued members of Kindred society. They have made a name for themselves amongst the damned in their city, and are building the foundations for an impressive base of power.

-Ancillae are between 50 and 199 years undead
-Ancillae have a maximum Blood pool of 15
- Ancillae can spend 2 Blood Points per turn
- Ancillae have a maximum Trait score of d12+1
- Ancillae have two Banes (Their House Bane and one other)
-Ancillae may learn a maximum of 4 Powers from each Discipline they know
-If you are playing an Ancillae, reduce your Humanity score by 1

Elder
Those cagey enough to survive to their second century are granted the title of Elder. They have spent centuries cultivated and cementing their power, and they are the oldest active participants in nightly affairs of the Kindred. They play Neonates and Ancillae like great chess pieces against their rivals, and hold vast temporal and supernatural powers.

Astonishingly, Elder Vampires have the ability to travel about in daylight, but are at their weakest during this time. When traveling in daylight, an Elder cannot spend blood in any fashion (Even to heal wounds or grow their claws) other than to keep active each hour. Each hour of daylight activity costs an Elder Vampire 5 blood points. This Edge may only be taken at Character Creation. An Elder Vampire who loses their last Health Level while in contact with Sunlight immediately meets Final Death.

-Elders are between 200 and 499 years undead
-Elders have a maximum Blood pool of 20
-Elders can spend 3 Blood Points per turn
-Elders have a maximum Trait score of d12+2
-Elders have three Banes (Their House Bane and two others)
-Elders may learn a maximum of 5 Powers from each Discipline they know
-Elders are so potent that they can travel about in daylight
-If you are playing an Elder, reduce your Humanity score by 2
-If you are playing an Elder, choose one Derangement

Methuselah
Something horrid happens to a Vampire who lives into their fifth century of undeath, as the weight of the centuries drags them into a horrific spiral of madness and increased slumber. Paranoia and insanity are the hallmarks of the Methuselah, who trusts no one and questions everything. The world around them becomes a strange and alien place, and soon the weight of their blood drags them into endless slumbers, where dreams and visions meld with real time events. Most Methuselah are inactive in the nightly affairs of the Kindred. They are either deep in Torpor, or retreated long ago to the Underworld, Astral Plane, or even the Abyss…

Antediluvian
These are the boogeymen and true devils among the Damned. It is said that the Antediluvians knew Undeath long before the flood of Noah, and possess god-like powers. They may or may not have founded the Great Houses of the Damned, and rumors abound that someday, these undead forces of nature will arise from their eternal slumbers and devour the world of Kindred and Kine alike.

Humanity
All Kindred are Undead predators, long ago shedding the mortal coil, but their Humanity score is a measure of their moral code and how deep they have slid into the clutches of their own personal Beast. As a rule, whenever you commit a truly vile act, you must roll a Humanity die (as detailed by your current Humanity score). If your Humanity die rolls a 4 or better, you feel remorse for your actions and do not lose a point of Humanity. If you fail this roll, you couldn’t give a crap about the small child you just decapitated, and slide further into your bestial nature, losing a point of Humanity. Some actions are so heinous that a Humanity loss is automatic. Note that Humanity dice do NOT get Wild Die.

Your Humanity score directly affects how late into each evening you sleep, as well. Those with Higher Humanity awake earlier than those bogged down by their nocturnal beast. Also, your Humanity determines how long you slumber when forced into Torpor through damage.  Your initial Humanity rating is determined by your House.

-Daeva delight in Mortal culture and company. (7 Humanity)
-Ventrue are born of the Underworld, and suffer an inherent disconnect with the Kine. (6 Humanity)
-Gangrel are of two spirits, one man, and one beast. (6 Humanity)
-Spectri have sold their souls for the dark gift of immortality (5 Humanity)
-Nosferatu were black-hearted in life, and more so in death. (5 Humanity)

Similarly, when you commit an act that is truly selfless (a rare feat for the Kindred, for certain…), the Storyteller may increase your Humanity score by 1.

Humanity 1-2 (Callous)
-Your Humanity die is d4
-You awake from slumber each evening at the stroke of Midnight like the monsters of legend
-You arise from Torpor after 10 years

Humanity 3-4 (Perverse)
-Your Humanity die is d6
-You awake from slumber each evening at around 9pm
-You arise from Torpor after 1 Year

Humanity 5-6 (Detached)
-Your Humanity die is d8
-You awake from slumber each evening at around 8pm
-You arise from Torpor after 1 month

Humanity 7-8 (Humane)
-Your Humanity die is d10
-You awake from slumber each evening at around 7pm
-You arise from Torpor after 1 week

Humanity 9-10 (Saintly)
-Your Humanity die is d12
-You awake from slumber each evening at around 6pm
-You arise from Torpor after 1 day

0 Humanity (Bestial): A Vampire who totally loses all moral code devolves into a slavering and rabid creature themselves. These unfortunate souls are called Wights, and live to feed, maim and kill. Losing all Humanity forfeits your character, who will most likely be hunted down and destroyed like a rabid dog.

Advantages of Low Humanity: The Lower your Humanity, the more it takes to violate your moral code. For instance, a Vampire with Humanity 9 might have terrible difficulty killing a mortal in self defense, but for you, even wanton murder doesn’t register as a moral offense. Higher Humanities are very difficult to maintain for long as a member of the damned, and low codes of moral conduct require truly shocking behaviors to degrade further.

Torpor and Death
It is exceedingly difficult to kill a Vampire permanently. When a Vampire loses their last Health Level to Bashing or Lethal damage, they enter a coma like state called Torpor. A Torpid Vampire awakens in a matter of time depending on their Humanity score, as noted above. A Kindred that loses their last Health Level to Aggravated damage meets the Final Death.

Vampires who awake with zero blood pool Frenzy as per normal.

Some disciplines and magic items can bring a Vampire out of Torpor as well. Some Vampires enter Torpor voluntarily, the weight of centuries dragging them to slumber. A stake through the heart also immediately puts a Vampire in Torpor.

Only a Torpid Vampire can be slain truly. Once Torpid, beheading a Vampire or dealing further aggravated damage to a Vampire will destroy it. Fire and other supernatural sources deal aggravated damage.

Hunger
When a Vampire is reduced to 3 blood or less, they are considered Hungry. Hungry Vampires must roll a Spirit check when they feed in order to control themselves. Failing this spirit check means that the Vampire takes one more blood point than they wanted to, and must roll yet another Spirit check. More than one hungry Kindred has awoken to find a prized vessel nearly drained dry due to their inability to control their dark appetite! For this reason, it is wise to always maintain a Blood Pool of 4+. A Hungry Vampire may spend a point of Willpower to retain control of when they cease feeding.

A Vampire reduced to zero blood immediately frenzies.

A starved Vampire goes torpid if they go more than their Vigor die type in hours with zero blood. Torpor by starvation lasts until the Vampire is fed at least one blood point. At which time they immediately awake. Frightening tales abound of Vampires starved into an eternal torpor with little chance of ever waking.

Fire
Open flame is a source of aggravated damage that warrants special mention. Vampires are naturally afraid of fire, and must roll a Spirit test to get near any source of fire equal to a torch in brightness and intensity. Failure indicates that the Vampire cannot enter a five foot radius of the source of the flame. Yes, a torch wielding opponent cannot be attacked in close combat without a spirit test before each attack. As noted above, sources of Fire damage deal +4 aggravated damage to Kindred.

The Hunt
Hunting is essential for Vampires, and is handled via roleplaying or making use of a Hunting check. Every roll made to hunt takes an hour of time searching for prey. The skill rolled can be Persuasion, Streetwise, Stealth, or even a fighting check. Success indicates that you procure one vessel for feeding, and a raise indicates that you manage to wrangle enough prey to completely fill up your blood pool. Rolling a 1 on the skill die (Regardless of the wild die) indicates that the hunt goes terribly wrong in some fashion. Maybe your prey is a Werewolf, there are witnesses to the event, or maybe you catch a blood borne disease from the incident. Feeding in the Rack adds a +2 bonus to all hunting rolls.

Amaranth
Devouring a Vampiric soul is the sin known as Amaranth. A Vampire who cannibalizes another Kindred gains a hint of their power as well as their memories. When performed, the acting Vampire gets an immediate Clan Power that the victim possessed and their orn Kindred abilities might strengthen if the victim was sufficiently older than the Diablerist. The feeling is addictive, and once indulged in, the Vampire forever hunts their own kind in hopes of consuming ever more souls.

Note that Amaranth is the only means by which a vampire can ever have knowledge of a Clan discipline from a Clan in which they do not belong. Some fearsome (and undoubtedly insane) diabolists have knowledge of numerous sacred Clan discipline powers. These enemies are some of the most fearsome among the undead.

Rumors abound that there are even a few exotic and terrible disciplines that only those who have consumed the soul of their fellow Kindred have access to…

A World of Darkness
The World is filled with supernatural things. Werewolves, Gargoyles, Mortal sorcerers, Voodoo Hougans and the like. Most blatantly supernatural creatures do not even register to most Mortals, and they will try to rationalize or discount any openly supernatural experiences as hallucinations or dreams.

In game terms, Brutes and Sidekicks will do anything in their power to ignore the supernatural unless it is openly trying to attack them. Someone seeing a Werewolf raging through the wilderness on a camping trip will discount it the next morning as a beer induced vision or the like. Mortal Wild Cards, however, are immune to this delirium, and see these creatures for what they are.

In short, Vampires are not the only supernatural beings roaming the cities, and Vampire: The Darkness adventures will often focus on other types of strangeness as well as heavy politics and similar themes.

The Underworld
Also known as the Nether Realm, the Underworld is a physical realm where the dead roam the winding streets. The Ventrue claim this dread realm as their home, and it is widely believed that the Darkness, whatever it might be, is spawned from the Underworld itself.

In olden times, there were numerous gates that directly connected the Underworld to the living world. In recent times, with the rise of science and the general disbelief of anything supernatural, those gates have closed and a thick veil now separates the two realms. Vampires residing in the Underworld could one time simply enter the lands of the living and steal mortal victims, ferrying them like cattle into the Nether Realm, but those days are long gone, and now only the mightiest of Vampires can navigate between worlds. In some places, the veil between worlds is thin, and restless spirits or other undead denizens can roam into the mortal world.

Traveling to the Underworld is possible through artifacts, Blood Magic ritual, or (rarely) pure force of will. While in the Underworld, you do not spend blood to wake from slumber. In fact, in the Underworld, Vampires do not require sleep.

It should be noted that there is no living blood in the Underworld. Vampires should be thrifty when spending their blood there, as vessels are few and far between, and Mortals carried over from the living world have a low life expectancy in the lands of the dead.

The Blood Bond
Blood Bonds I got rid of, for the most part. A Vampire Ghouls a mortal by investing blood (symbolizing regular feedings) to acquire the eternal service of the Ghoul, who ceases to age and gains a deep emotional link with their Vampiric master. Vampires do not drink Vampiric blood, as this is a slippery slope to Amaranth. It is also considered terrible form to feed on Vampiric blood, and it is seen as nigh-cannibalism to the effete Kindred.
__________________________________________________

KINDRED SOCIETY
Cities are the vast domains of the Kindred, and since time long ago, there has been a social structure among the Damned that has helped preserve the Masquerade, as well as advance the agendas of the Great Houses.

Prince
The Prince of a city is the final word in Kindred affairs, and is the only Kindred who can override a ruling by the Primogen. A wise Prince generally does not make a habit of this, as constantly overriding the authority of the Primogen is a sure fire way to gain a reputation as a tyrant. A good Prince will know when to cater to the Primogen to gain support, but it can be tricky to maintain a balance between keeping the Primogen happy while not being seen as a mere puppet ruler.

The Prince of a City has a mystical bond within their territory, and a Prince inwardly knows when a new Vampire is Spawned within their fiefdom. Details are often sketchy, but a Prince definitely knows when the numbers of the Kindred are bolstered in their domain. Every Prince wields a cane like scepter with their mark on the handle. This artifact is said to have been crafted in the Underworld itself and bestows the authority of the Prince on whomever wields it.

The Primogen Council
High status Vampires in a city form the city’s Primogen Council, a sort of judiciary body of the Vampiric race. The Primogen are a pool of Vampires that advise the Prince and act as a sort of jury, voting on the fates of issues and matters brought before them. The Primogen hear the argument, and vote accordingly. Primogen councils vary in size from 3 members to as much as 10 in larger cities. On most occasions the will of the Primogen is law, but the Prince can override its authority.

Every member of the Primogen council wears a silver signet ring with their Kindred Mark inscribed in the center to signify their position. In most cities, there is at least one member of each House sitting on the Primogen council.

Archons
A Prince’s agents are known as Archons. Normally consisting of groups of anywhere from 1 Vampire to 3, Archons deliver important messages, investigate situations and act as a Prince’s eyes and ears in their domain. Archons act on the Prince’s authority and are akin to an undead police force that aids in the Prince’s rule. Archons are also the Prince’s muscle, dispensing the justice of a Domain’s ruler with brutal efficiency.

The agents of a Prince receive a mystical red brand on their palm that only those touched by the Darkness (Vampires and Ghouls) can recognize. This mark grows warm when the Prince requires the Presence of an Archon, growing in intensity depending on the urgency of the situation.

A wise Prince keeps only a small handful of Archons under her service, between one and three. A Prince with a legion of foot soldiers can have a difficult time denying tyranny…

The Keeper
The Prince’s court (known as Elysium) is designated as a place of non-violence and non-discipline usage. Elysium is a place for debate and discussion, as well as where the Primogen have their trials and sentence their punishments. Keepers are in charge of making certain that Elysium events run smoothly.

A city’s Keeper wears a silver broach to denote their position. This broach is said to increase the memory of the Keeper to razor sharp fineness, to better keep order in the Prince’s Elysium and aid in record keeping. These claims are largely unfounded as it is rarely an unorganized Kindred who attains the position of Keeper.

In some very formal Domains, a Keeper is akin to a royal announcer, heralding the arrival of Kindred that wish to seek an audience with the Primogen or Prince.

The Keeper of Elysium is, as one would expect, the Kindred most intensely entwined with the runnings of the Prince’s Court. The Keeper knows all the latest Kindred gossip and is the ultimate judge when it comes to the complex Kindred social structure of any given city. To deal with so many vastly different personalities, a Keeper is usually quite personable and socially adept, as well as very well versed in Kindred tradition and laws.

Socially speaking, the Keeper of Elysium holds the most important position, and most do their very best to impress at Court when the Keeper’s eyes are on them (and they always are).

Dave Note: The “position” of Harpy  and Keeper of the Elysium have been mashed together in Vampire: The Darkness.

The Augur
This ancient position has gone somewhat out of fashion in modern times, but some Princes still employ such additions to their court. The Augur is the Prince’s occult specialist and advisor on all things magical. Augurs are always trained Blood Mages (So Augurs would need both the Blood Magic and Status edges to assume the position). In ancient days the Augur held a fearsome post as mystic and sage, with Princes often employing learned Wizards or wild-eyed shamans to deal with the more arcane matters of Vampiric unlife.

The Augur’s symbol of office is a palm-sized crystal ball that is said to impart the gift of sight to the Augur over the Prince’s domain. In game terms, an Augur’s crystal ball can be used to scry on any location within the Prince’s authority by making a Spirit roll. Success indicates the Augur can scry for one scene. This scrying only provides a bird’s eye view of the area in question and cannot penetrate walls or surfaces. For example, an Augur could scry over a battlefield and safely watch events below, but could not spy on an enemy General planning an attack inside a camp tent.

A city’s Augur is most times the most skilled Blood Mage in the Domain, and the Augur is the head of the local Chantry, where Blood Mages of good standing can congregate to share ideas and trade knowledge. An Augor is responsible for monitoring the behavior of the Blood Mages in their Prince’s City, and making sure that no Kindred practice the forbidden mystical arts of Infernalism, which has claimed more than a few curious and power hungry Kindred.

The Traditions
The Kindred follow a codified table of laws that they call the Traditions. Breaching any of these is a serious transgression and can get one hauled before the Primogen Council for trial.

The First Tradition: The Masquerade
“Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.”

Translation: All the Great Houses wish to keep the existence of vampires a secret, and so do their best to interact and blend in with humanity (or outright ignore them outside of feeding). With the advent of high technological devices and weaponry, secrecy is as important to Vampiric survival as anything, and most sane Vampires follow this tradition if only because it makes their unlives far easier than to openly advertise their immortality. Infractions of the Masquerade are brutally punished, and many believe it to be the most important Tradition.

The Second Tradition: Domain
“Thy Domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy Domain. The Prince holds Domain over the Kingdom, and the Kindred hold Domain over their Haven. In this, the natural order is unbroken. The Prince’s court is shall be known as Elysium, and shall be free from powers of the blood and rending claws of rivals.”

Translation: This Tradition reinforces the power of the Prince, but also empowers all Kindred within their own Havens, making each Kindred Master over the territory they claim as their own. In short, all Kindred, regardless of House or status, can expect to be treated with respect within the walls of their Domains. The second part of the Tradition covers Elysium, granting the Prince’s court the status of being truly neutral ground, free from Discipline use as well as violence. The Prince’s can also declare other areas of his Domain as Elysium as well.

The Third Tradition: Regnancy
“Blood calls to blood, and it is the duty of the Regnant to answer the call of the Thrall. Only under the fair and wise tutelage of another may the Kindred thrive. While holding Regnancy over a Thrall, their sins are thine to endure.”

Translation: When a new Kindred is spawned, Ancillae and Elders of the same House in the area get a supernatural pull towards the newcomer. Those who answer this call of blood may claim responsibility for the new Kindred, teaching them the ways of their kind. Regnancy is a great responsibility, but is one of the duties the damned feel necessary to insure the survival of their race. The second part of this Tradition simply states that if you are Regnant over a Thrall, it is your duty to teach them properly. While some Regnants are far crueler in their tutelage than others, it is only a fool who does not take the task of Regnancy seriously. Those who purposely mislead a Thrall and teach them improperly lose great face amongst their peers, and may even suffer harsher justice on order of the Prince.

The Fourth Tradition: Recompense
“A Boon performed shall be a Boon repaid.”

Translation: Vampires have an intricate favor system in which Boons are openly traded and repaid. It is considered the height of rudeness to not repay a favor, and Boons come in three types-Minor, Major, and Life Boons. Put simply, if someone saves your unlife, you owe them yours. Smaller favors are repaid with smaller favors, and Boons can be traded to others, making for truly complex political situations. A Minor Boon is easily repaid, while a Major Boon requires some sacrifice or inconvenience to repay. A Life Boon is, naturally, when one saves the Unlife of another Kindred. Life Boons can take several decades or even centuries to properly pay off.

The Fifth Tradition: Hospitality
“Honor one another’s Domain. When thou comest to a foreign kingdom, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.”

Translation: When entering another Kindred’s Domain, seeking out the authority and presenting yourself formally is expected. Violations may be excused if the traveler is simply passing through the city, but a wise Kindred makes certain to not offend the local ruler by breaching etiquette. 

The Sixth Tradition: Destruction
“Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine elder. Only the eldest among thee shall call the Blood Hunt.”

Translation: The Prince is said to have final word over all Vampires slain in his domain, and none may bring end to a Kindred without permission. Defending ones own life is warranted, but there had better be substantial proof that self defense to this extreme was necessary. In essence, this Tradition cements the authority of the Prince in a region. Destruction also forbids the practice of drinking Kindred Blood. The Sin of Amaranth is drinking the very soul (If one exists) of a Vampire and consuming the Vampire's power forever. This dangerous practice leads a Vampire towards inevitable madness.
_______________________________________________________

Banes
No matter what Clan a Vampire hails from, every Vampire has at least one Bane. Banes are the legendary weaknesses of Vampires. When you create your character, you begin play with one Bane, which is the Bane of your House. As a Vampire ages, they gain additional Banes from the list below. Upon becoming an Ancillae (over 50 years Undead), you gain a second Bane. Upon becoming an Elder (200+ years Undead), you gain a third Bane. 

When you gain a Bane for any reason, roll a d10 and compare it to the chart below to see which Bane you are now afflicted with.

Cast no Reflection
You do not appear in reflective surfaces, nor do you appear in photographs or on video.

Mask of the Dead
The touch of death hangs over you, chilling your skin and making your features sunken and startlingly pale. You may not spend blood to Masquerade and your presence withers flowers.

Restrictive Sleep
You must sleep in a coffin or covered in at least two handfuls of soil from your homeland (You choose). Failure to do so instills a Fatigue level per night that you ignore this restriction. This may lead to Torpor. Fatigue levels only heal by properly resting.

Unholy Presence
You may not enter sacred grounds such as churches. Furthermore, when within 5 feet of a holy symbol of any faith, you must make a Spirit roll or immediately be forced to leave the area.

Allergy
You suffer from a severe allergy to garlic and silver. When in contact with your skin, Garlic imposes a -4 penalty to most rolls. Even the strong smell of Garlic imposes a -2 penalty. Silver weapons deal +4 aggravated damage to you as well.

Curse of Hospitality
You may not enter a residence without first attaining permission from someone who lives in the home. You may enter public places as normal, and this Bane only protects homes with Mortal residents. Willfully entering a home without permission immediately drains you of d10 Blood Points and imposes a -4 penalty to all rolls till you vacate the area.

Can’t Cross Running Water
You have a great aversion to natural sources of water. Rainwater and snowfall greatly irritate your flesh on contact, and if you are ever submerged in a natural body of water then you must make a Vigor roll each turn you are submerged, with failure indicating you enter Torpor. Travel over water is possible via ship, but while at sea you suffer a -4 penalty to all rolls. Rain and snowfall do not wound you, but you will take any measure possible to not expose yourself to contact.

Hex of the Wooden Doom
If your heart is pierced by a wooden stake or any pointed object, you are not rendered immediately Torpid. Instead, you meet the Final Death.

Luna’s Madness
When the Moon is full, you are far more likely to Frenzy than normal. Roll all Frenzy checks twice and use the lowest result whenever the Moon is full.

Grip of the Damned: No matter the circumstances, your bite always inflicts horrid agony to those who must endure it. If you take more than 2 blood points from a vessel, they must roll an immediate Vigor check. Failure indicates they die of shock. This roll must be made for each blood point beyond the second drained. 

No comments:

Post a Comment