related to the ability (EX: Completely draining a Supernal Athletics Solar with speed
charms to gain the Celerity discipline)
○ As a note, disciplines do not stack, rather you only get the higher of the two. For
example, Dominate 2 and Majesty 2 does not give +4 total Charisma, but rather
only +2). This DOES however stack with Physical Intensity.
● Drink Blood - Vampires can drink the blood of a person they have grappled or seduced
and can drain their blood. The bite isn’t painful, in fact it is quite pleasurable for the
subject until too much blood is drained. Each turn the vampire does one lethal level of
damage as he drains the blood from a victim, regaining 4 motes of essence per health
level drained. Blood is also the only substance a vampire can eat, attempting to
consume anything else means the rest will be vomited rather violently. Lastly, unless
consent is given, vampires cannot drain blood from any creature with an active hardness
score.
○ As a note, vampires do not spread by simply biting others. New Vampires can
only be made by taking an intact body which has been deceased within the
scene, then the vampire cutting themselves and pouring at least one lethal health
level of blood into the would be vampire’s mouth, then lastly paying a single
willpower dot
.
● Essence Regeneration - Vampires *do not* recover the 5 motes per hour people
normally do, forcing them to drink blood to do so. In fact without drinking blood, vampires
cannot respire Essence at all!
○ EX-Mode: In combat Vampires regenerate at the normal 5m per action.
● FIRE HOT! - Fire based hazards and attacks deal aggravated damage to vampires.
● Frenzy - Occasionally when overwhelmed, starving, stressed, or under severe mental
trauma the beast inside of the vampire may last out. This plays out as a unique form of
limit break that only ends when the vampire’s reason for entering a frenzy is resolved or
becomes impossible to resolve (EX: If hungry, it ends when feeding. If gone berserk over
the death of a lover, the vampire goes back to normal). In exchange the vampire adds
their Essence to Strength, Dexterity, and Stamina for the rest of the scene, those who
have Vigor/Celerity/Resilience still use either the higher of their frenzy bonus or their dot
total and do not add them together. Vampires can be snapped out of a frenzy with a
successful persuade roll, but the Vampire’s resolve is treated as being boosted by a
defining intimacy. Lastly the Vampire cannot make any social or mental actions during a
Frenzy, they’re too consumed by bloodlust!
○ Alternatively a vampire may do something called “Riding the Wave”, in where she
just barely brings the Beast to the surface by invoking its power but still retaining
(mostly) full control. To do this the Vampire rolls Wits + Integrity without doubling
10s as a simple action costing one willpower, and keeps rolling until five
successes are gained (Total across all rolls, not at once). The vampire must still
have a reason for Riding the Wave, but things such as “Killing that bastard” are
acceptable. If a Vampire botches any roll in this they immediately enter a normal
frenzy instead.