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VAMPIRES

THE CHILDREN OF CAINE

     -DISCIPLINES-     

                                                                

Necromancy

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The power to control the dead, communicate and even bend wraith to your whim, as well as to look past the shroud is what is commonly known as necromancy. This goes beyond it however, as many other magics either borrow from it or made up of it, such as some voodoo practices. ​

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LEVEL 1

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â—‰ Ashes to Ashes

Destroying evidence of feeding is a common necessity among vampires who leave screaming, resisting vessels, especially when those same vessels end up dead. This power enables a vampire to destroy a corpse — fresh or long dead — by introducing their vitae to its body. This power does not work on vampires, but does work on animated cadavers.

System:

Normal Action

Costs 1 Blood Point

By pouring 1 blood point on a corpse vampire disintegrates it over 3 turns. 

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â—‰ Eyes of the Dead

An essential power for any vampire that wishes to deal with ghosts. Not only it allows to see ghosts but also to feel the level of a shroud in the world around them as well, showing where the veil between worlds is thick and thin. This power also used by necromancer to recognize fetters (Objects important to ghosts) and objects that ghosts are bind to. 

System:

Free Action

Allows vampire to see ghosts and feel level of a shroud around them, as well as see fetters and haunted objects (both will emit glowing gold light).

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LEVEL 2

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◉◉ Witness Of Death 

This power allows a necromancer to stare into the eyes of a corpse and see reflected there the last thing the dead man witnessed. The vision appears only in the eyes of the cadaver and is visible to no one except the necromancer. 

System:

Normal Action

ROLL Perception + Necromancy, Difficulty 12

This allows to see how person died and with 3+ successes it shows entire last hour of someone's life. This also passively allows vampire to feel any death that occurs in the area. 

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◉◉ Passion Feast

The relationship between vampires and their need for blood as sustenance is well known, but when a vampire needs to spend an extended period in the Shadowlands, or wishes to torment a spirit, this Oblivion power allows them to subsist on the passions of wraiths.

System:

Prerequisite: Eyes of the Dead

Normal Action

ROLL Resolve + Necromancy vs Resolve + Composure

Replenish 1 Blood Point per success. Wraith takes equal amount of damage. 

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LEVEL 3

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◉◉◉ Aura of Decay 

Kindred with a strong connection to Oblivion find the Discipline affecting the world around them, making plants wilt, animals and humans grow sick, and food go bad. Some harness this aura as a power, polluting vitality with rot, and speeding up the erosion of life. This power does not speed up the decay of dead bodies.

System:

Free Action

Costs 1 blood point

Duration: A Scene or till turned off

When aura is on it affects all organic and inorganic objects within a chosen by vampire radius around them (1-10 meters). Plants turn black and die, food rots in its packaging, and even bricks start crumbling. Material affected in this way can become toxic to ingest. This will break down plastic and wood  or rust the metal within 5 turns. This also effects living and undead tissue, anyone in range of the aura take 1 damage per turn.

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◉◉◉ Wither (Identical to Obtenebration â—‰â—‰â—‰ Touch Of Oblivion) 

Wither allows a vampire to cripple an opponent’s limb. Whether the foe is living or undead, muscle shrivels away, skin peels, and bone becomes brittle. The target is unable to exert any noteworthy strength in the crippled limb.

System:

Normal Action

Costs 1 Blood Point

Roll: Strength + Brawl vs Dexterity + Athletics

Upon grapple the victim suffers 3 aggravated damage and cripples whatever limb they touch. 

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LEVEL 4

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◉◉◉◉ Necrotic Plague

With a touch vampire might poison a victim’s blood, imbuing them with a disease that wracks and ravages their body.

System:​

Resisted Action

Costs 1 blood point

ROLL Strength + Brawl vs Dexterity + Athletics

Duration: 1 day per success

Victim takes 1 damage every day for the duration of the power that may not be healed till the plague runs out. Mean the victim will accumulate damage over several days that they may not heal as long as the Necrotic Plague is active. The victim appears very sickly, also suffering penalty to charisma equal to successes scored. Upon 5 successes the sickness is contagious on touch and will affect anyone touched for same duration of time as the host have been. 

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◉◉◉◉ Withering Spirit

This power channels raw entropy via rapid spiritual decay, affecting vampires as well as kine by targeting the victim’s spirit.

System:

Resisted Action

Costs 1 blood points

ROLL Resolve + Necromancy vs Resolve + Composure

Duration: 1 Day

Every success lowers victims Resolve by 1 for duration of the day. 

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LEVEL 5

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◉◉◉◉◉ Gift of the Corpse

This power, one of the most potent on the Corpse in the Monster path, enables a necromancer to ignore most of her race’s inherent weaknesses for a short time. A dead body is not particularly vulnerable to sunlight, holy artifacts, frenzy, or being staked through the heart, after all, and so it is with a vampire using the Gift of the Corpse.

System:

Free Action

Costs 2 blood points

Duration: 1 turn per vampire's blood potency level.

Holy artifacts and sanctified ground have no effect, and the character is immune to frenzy and Rötschreck. Fire and sun deal only lethal damage. 

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◉◉◉◉◉ Breath Of Thanatos 

The Breath of Thanatos allows the necromancer to draw out entropic energy and focus it upon an area or person by taking a deep breath and then forcefully exhaling a fog of necrotic energy. 

System:

Resisted Action

Costs 1 blood points

ROLL Resolve + Necromancy vs Athletics + Dexterity

Range: 20 Meters

Damage is applied as usually, 1 per success + 1 more for the damage being aggravated. This power may hit everyone in front of the vampire. 

Roll Resolve + Composure, Difficulty 10, then everyone in front of the blast rolls Dexterity + Athletics, Difficulty 10. 

Then each defender compares their successes to that of an attacker individually.

Attacker's Successes - Defender's Successes = Damage Taken.

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Alternatively, instead of doing damage the vampire may apply Necrotic Plague this way. 

 

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