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Vampire

From World of Darkness XIII
Revision as of 22:33, 18 January 2025 by HomuHomu (talk | contribs)

Vampires are one of the most numerous of the various supernatural beings in the World of Darkness. Feeding off of the blood of the living, they spend their undead eternities scheming for more power - whatever their motivation for it.

Related Guides: Clans | Disciplines | Masquerade | Humanity | Torpor | Blood Bond

Supernatural Abilities

Vampires have the ability to drink blood from any living human, animal, or prepackaged blood packs, converting that into vitae which fuels their vampiric abilities.

Vampires are immortal, constantly returning every dusk to the original state and appearance of their transformation into an undead. They do not need to eat food, nor have any bodily functions, and neither do their wounds bleed without a functioning heart to pump blood.

Using vitae, a vampire can use Blood Heal, Blood Power, and Disciplines.

Blood Heal allows a Vampire to regenerate wounds and reattach missing limbs, working at reduced effectiveness against burns and sources of aggravated (generally considered Clone) damage.

Blood Power slightly increases Physicality and Dexterity, along with removing the movement slowdown suffered when dragging an object or injured.

Disciplines are a vast variety of mystical abilities inherent to the cursed vitae of Vampires.

The Blood Bond

A Vampire's vitae is a source of extremely potent mystical power.

When imbibed, its addictive nature means that virtually anyone can be enthrally by it, making the blood bond one of the most powerful vampiric tools. Taking someone in an aggressive grab and pressing the Feed Vitae button to give them your vitae. This will blood bond them and convert them to your faction if you are Camarilla, Anarch, or Sabbat.

Feeding a living human vitae will create a Ghoul, an empowered servant that holds the closest thing to love (in a protective sense) towards the vampire.

Feeding a dead human vitae will Embrace them, creating a new vampire of the same Clan, albeit one Generation higher as they are a step further removed from Caine.

Generation

Every vampire has a Generation, numbered from 1 (Caine) to 13. Players can currently only reach Generation 7 at the lowest. A vampire is always one generation higher than his Sire, thus farther removed from Caine. Generation has a variety of effects - it increases total health, Dominiate does not work on vampires of lower generation, and Presence and Dementation do not work on vampires 3 or more generations lower than the user. When increasing Generation with EXP, you will get a new button saying 'Create new character with generation bonus', go ahead and click that to refresh your sheet with your new generation.

Weaknesses

Vampires are cursed to be unable to to walk into sunlight and are terribly vulnerable and fear of flames. Many of them have a variety of other more esoteric weaknesses specific to their nature. A stake to the heart will paralyze a vampire for a period of time. Without sufficient vitae, a vampire is at-risk of losing control of themselves and acting out the more bestial side of their nature - while a vampire without blood is far easier to subdue, they are also far less reasonable until sated on blood.

A greviously wounded vampire is forced to recover in a period of statis known as Torpor; in which one can only be killed by decapitation, getting their heart cut out, or being dealt 100 extra damage past the normal death threshold.

History

Cainite's history begins with a homicidal farmer: Caine of the Biblical story. According to Vampiric mythology, Caine killed his brother Abel and was exiled by God to Nod, East of Eden. Outside of Nod he met Lilith, who taught him the basics of vampiric power. At this time, he was also cursed by God's Angels to be vulnerable to fire, sunlight and the treachery of his descendants.

Caine then traveled to Enoch, the First City of the human race. There he embraced its ruler and became the God-King of the city, embracing three childer as the Second Generation. These three childer in turn embraced the thirteen Antediluvians, the founders of the clans.

Organization

Nominally, every vampire is Embraced into a Clan, which is a line of vampires tracing their ancestry back to a common Antediluvian. Each Clan has specific strengths and weaknesses, as well as their own distinct history. A vampire without a Clan is Caitiff, generally a second-class citizen in vampiric society.

Most vampires belong to one of two major sects: the Camarilla and the Sabbat. In addition to these two Sects, several lesser divisions exist. Vampires who reject both Sects in favor of more indepedence are grouped into a loose community called Anarch. Several Clans are loyal primarily to their Clans, and are independent of the major Sects, such as the Giovanni and Gangrel.