The Blood: Difference between revisions
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==Dangers to the Blood== | ==Dangers to the Blood== | ||
==Blood Bonds== | ==Blood Bonds== | ||
Revision as of 09:42, 19 January 2019
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Generation
All vampires gain their unholy prowess from the Blood, but not all Blood is equal. The closer a vampire is to their mythic progenitor Caine, the greater the potential of their vitae. Vampires talk of generation, with Caine (and perhaps Lilith) as the mythic progenitor of the First Generation. Following a vampire’s Embrace, they rise from death one generation higher – one generation weaker – than their sire. Thus the Antediluvians, childer of childer of Caine, comprise the Third Generation, their childer becoming the Fourth Generation. A vampire’s Embrace sets their generation. Only through the forbidden act of diablerie, by consuming the Blood and very spirit of another vampire, can it be changed.
A vampire’s generation does not necessarily indicate their age. An elder might have sired a vampire of the 10th Generation when Columbus sailed; a methuselah could have begotten a vampire of the Sixth Generation last year.
Caine and the Second Generation: Myths
The first vampires remain almost entirely the province of legend and theological speculation. Perhaps most vampires who believe in this myth identify Caine with the Cain of the Bible, but anything might have happened under the cover of the first nights.
Third Generation: Antediluvians
The founders of the 13 vampire clans, the Antediluvians, somehow brought about the biblical flood – or were its target. Their bloodlines continue to shape the Kindred to this night, even as the plots they set into motion millennia ago still drive the endless Jyhad of vampire-kind. For the last thousand years, many Kindred assumed the Antediluvians were asleep; only a few believed they continued their struggle in subterfuge, conspiracy, and guile deep behind the scenes even of secret history. The Camarilla insisted the Antediluvians were long-dead, or even mythical, until the Sabbat forced their hand. The Sabbat at least seeks to end the Jyhad. The Sword of Caine declared war on the Antediluvians in the name of the frst vampire, unleashing Gehenna and slowly rousing the Third Generation from their torpid retreat in primordial labyrinths and passage-tombs. The Antediluvians now call their descendants to their defense, sounding a clamor in the Blood that younger vampires term the Beckoning.
Fourth and Fifth Generations: Methuselahs
Nearly as powerful as the Antediluvians, the methuselahs withdrew from the Jyhad in its earliest millennia – their power made them favored tools and chosen targets. Many methuselahs remain asleep beneath older human cities, tended by devoted cults or forgotten entirely. Others become Inconnu, withdrawing completely from vampire society and from the Jyhad.
Sixth through Ninth Generations: Elders
Mostly Embraced before the modern age, vampires of these generations long-held the ruling places in both the Camarilla and the Anarch Movement, continuing squabbles old when the Renaissance began. The Beckoning calls them from their towers and nests, toward the front lines of the Gehenna War. A few elders hold out or claim not to hear the call of their Blood, gripping their cities ever-tighter. Ironically, after centuries of condescension, the Ninth Generation finds itself accounted true elders: they, too, hear the Beckoning.
10th and 11th Generations: Ancillae
Typically, older ancillae eventually convince the hierarchy to include them, or they anger the hierarchy into eliminating them. Between this winnowing effect and the boom in global population, most vampires of these generations can mark less than 250 years of age. Long-excluded from elder status, thus acting as intermediaries between court and street, ancillae have nevertheless cut their teeth (so to speak) in the World of Darkness. The lowest-generation player characters in this game book come from the ranks of the ancillae.
12th and 13th Generations: Neonates
Even more than the generations just below them, the 12th and 13th Generations dwindled slowly for centuries before exploding in modern nights. Most members of these generations have relatively little experience of the curse of vampirism, but slightly more understanding of technological and social change. Stodgy Camarilla elders blame the renewed Anarch Revolt on the influx of these generation.
14th through 16th Generations: Thin-bloods
Many Kindred scholars look with fear on the flood of these generations, so far from Caine that both curse and gifts weaken into nothingness. The Book of Nod speaks of the “Time of Thin Blood†as precursor to Gehenna, the rising of the Antediluvians, and the end of vampire-kind.
Blood Potency
Gifts of the Blood
Blush of Life
Unless intentionally brought to a semblance of life, the body of a vampire is functionally dead. Undeath signifies its presence in pale or ashy skin, cold flesh, and lack of breath (except to speak) or a heartbeat. By sending their Blood through the dead capillaries of their skin and into their shrivelled heart, a vampire can appear completely human for a night, including but not limited to a heartbeat, body temperature, and breath. The vampire can even pass a cursory medical examination, though they still fail more intrusive screenings for minute tells such as the absence of intestinal flora.
Non thin-blooded vampires must use Blush of Life to use touch screens – such as those on smart phones – unaided, which don’t work without the skin moisture and conductivity of the living.
Blush of Life generally allows a vampire to consume food and drink without vomiting for up to an hour. Without it, vampires must make an immediate Composure + Stamina test (Difficulty 3) to be able to get outside or to a bathroom in time.
Depending on their Humanity, vampires can fake or sometimes even enjoy sexual intercourse while Blush of Life is active (see p. 236.)
At Humanity 9 or higher, vampires appear ill or “heroin chic†rather than dead; their heartbeat, pulse, and breath seem thready but detectable. They do not need to use Blush of Life for other than cosmetic purposes.
Bringing on the Blush of Life requires a Rouse Check.
Blood Surge
Any vampire can call upon their Blood to temporarily augment their Attributes, whether Physical, Social, or Mental. When the character wills a Blood Surge, the player can add a number of dice to a dice pool incorporating an Attribute. The number of dice a Blood Surge adds depends on the character’s Blood Potency; characters can only use Blood Surge once per roll.
A Blood Surge requires a Rouse Check.
Blood Surge applies only to a single roll of the dice. (Dice added in a Blood Surge remain throughout any Willpower re-rolls.) Characters cannot use a Blood Surge for Willpower or Humanity rolls, for rolls that apply to more than one scene, in One-Roll Combat (p. 296), or whenever else the Storyteller disallows them. Do not apply automatic wins (p. 120) or “Take Half†to rolls augmented by a Blood Surge.
Vampiric Mending
Being dead, vampires do not heal naturally. Their unliving frames can still knit themselves together, given enough effort.
Mending Superficial Health Damage
Depending on their Blood Potency, a vampire can mend one or more points of Superficial Health damage with a single Rouse Check. Vampires can make one Rouse Check per turn to mend Superficial Health damage.
Mending Aggravated Health Damage
To mend Aggravated Damage, a vampire must wait until the next nightfall and make three Rouse Checks, in addition to the regular Rouse Check made when rising.
This process removes one point of Aggravated damage as well as one Crippling Injury or similar impairment. A vampire can only mend one point of Aggravated damage per night.
As with awakening, if these Rouse Checks raise the vampire’s Hunger above Hunger 5, they fall into torpor rather than testing for hunger frenzy.
Disciplines
The raw power of the Blood fuels all but the most basic Discipline powers, many of which require multiple Rouse Checks. Every turn, a vampire can activate one Discipline power, regardless of that power’s duration.
There is no limit to the number of Discipline powers a vampire can have active simultaneously.
At higher levels of Blood Potency, the player rolls two dice for each Rouse Check to activate some Discipline powers, keeping the higher die result. As noted in the table (p. 216), the greater the vampire’s Blood Potency, the higher the levels of power they can activate this way.
In a single turn, a vampire could activate one power of a discipline, take on the Blush of Life, increase an Attribute pool with a Blood Surge, and mend Superficial damage. This process would, however, require at least three Rouse Checks in addition to the cost of the discipline power.
Prices of the Blood
Despite all of the gifts bestowed by their condition, the Blood extracts a heavy toll. A number of terrible curses afflict a vampire, each one an enemy waiting just beneath the skin.
Awakening
Every night a vampire rises from day-sleep they must make a Rouse Check. If failing this Rouse Check would raise the vampire’s Hunger above 5, a failure sends the vampire into torpor instead of forcing a test for hunger frenzy.
During the day, vampire Blood becomes quiescent, even gelid. Awakening during the day requires a Humanity roll at a Difficulty depending on the level of crisis. A fire or other life-threatening situation is Difficulty 3; an urgent message or decision is Difficulty 4; an inconvenience to deal with is Difficulty 5 or higher.
Once awakened from day-sleep, a vampire can only act for a single scene. At the end of that period, to remain awake longer, they must make a Humanity roll at Difficulty 3; a win permits an additional scene. A critical win lets them stay awake for as long as needed. If a Kindred acts during daylight hours, the maximum dice pool they can roll equals their Humanity rating.
Frenzy
(for the new players to find out during the game)