- Sunday: None scheduled, but contact us if you want us to be somewhere
- Monday: at Norris Board Games (7PM)
- Tuesday through Thursday: at Evanston Games & Cafe (mid-late evening)
- Friday: Nothing in public, but will respond immediately if emailed
- Saturday: at Parkes Hall 2nd floor (the game location) ~3PM
- Anytime: As always, we’ll respond pretty quickly if emailed at storytellers@deadcityproductio
Welcome to Dead City Productions! We’ve been Northwestern’s LARP organization since 1994, and we also do tabletop and board gaming. We welcome not only current students but alumni and friends to our events.
If you are unfamiliar with roleplaying in general or Vampire LARPs in specific, you may want to read our guide to them. LARPing is ideal for people who consider themselves gamers as well as actors who enjoy the more improvisational side of acting.
If you’re interested in our primary LARP offering, the Mainstage Chronicle, there is a menu with setting information at the top of the page. If you create an account and log in, you will see a rules menu next to that. Each chronicle takes place over the course of 10 games spread throughout the school year, with a new setting and new characters each year. New players are welcome at any time. This year’s chronicle is We Built This City on Our Parent’s Bones. If, after reading all of this, you have any more questions—or (hopefully!) any ideas for a character—please send an email to the ST team.
But wait, there’s more!
Besides the yearly “mainstage” LARP, DCP also schedules occasional self-contained one-off LARPs, schedules days for playing tabletop RPGs, and gets together for board games every week. For more information on all of our other programming, please send an email to the Executive Board.
—Team Original Series (2017–2018)
LARP dates for the fall quarter are as follows:
Newbie Game: October 14th
Game 1: October 21st
Game 2: November 4th
Game 3: November 18th
The following games are scheduled:
Game 7: March 11th
Game 8: April 8th
Easter Game (egg): April 29th
Game 9: May 6th
Game 10: May 20th
As a quick reminder, we’re planning to have Game 9 be the climax of the chronicle, as well as the 50th anniversary of the Masquerade Drop. Game 10 will be more of an epilogue (taking place a few months after Game 9) to play out some of the long-term consequences of events. Game 10 will also be Secrets Night, where we’ll have a chance to share secrets and motivations, as well as paper plates!
Additionally, dues for this year ($1 per game) must be paid at Game 10. If you are concerned about your ability to pay those dues for whatever reason, just reach out to the ST team and we’re happy to make arrangements for you.
Lastly, if you have any ideas or designs for a T-shirt for this year’s chronicle, please let us know! We’d love to see them!
As always, if you have any questions or concerns, please send them to us at firstname.lastname@example.org.
~Team Heavenly Superpeople
Welcome to 2017! We hope you’ve had a wonderful holiday break! As we start winter quarter, we want to give you a reminder of a couple of important dates for the LARP chronicle!
The game dates for winter quarter are as follows:
Game 4: January 14th
Game 5: January 28th
Game 6: February 18th
Game 7: March 11th
Additionally, due to unavailability in Parkes hall, all four of these games will take place in Annenberg Hall! The OOC room will be room G21 (a lecture hall)! Game on will be at 5, so please be ready for pre-game announcements by 4:45, but don’t show up any earlier than 3:30!
We look forward to seeing you again soon! If you have any questions, please email them to email@example.com
~Team Heavenly Superpeople
We’ll have Fall Quarter’s games for the Mainstage Chronicle on the following days:
Game 1: October 29th
Game 2: November 12th
Game 3: December 3rd
If you have any questions about any part of our Mainstage LARP Chronicle for the 16-17 academic year, please send an email to firstname.lastname@example.org
~The ST team, Team Heavenly Superpeople
Like last quarter, Games 8 and 9 will start game at 4:30 PM sharp and end game at 9:30 PM so that we can get out of Parkes Hall by10:00 PM. Game 10 will start earlier and run shorter to make time for Secrets Night. An email with Game 10 specifics will be coming later.
The dates of game will be:
Here are a few questions we have received on how the rules have functioned. Please know that this is not an exhaustive list of all of the changes and we highly recommend a close reading of all of the rules. If you have more questions, do not hesitate to ask us. Depending on what we respond to you, we may choose to send your answers out to the game at large.
Vampires seem to have a bit more innate powers. Can they really sense heartbeats across a room?
Yes, that is correct. The innate nature of the vampiric condition has changed a bit this year. Vampires can taste blood for information on its sources, automatically recognize one another without Frenzying, hear heart beats, and even have a regular ordinary reflection. Vampire also cannot be talked down from Frenzy normally, and have a very different Humanity system that is no longer pinned to outdated victorian ideals of morality and mental illness.
How has Combat changed?
Combat has been streamlined. At the beginning of combat, each character should declare their intention for the fight. This allows everybody to adequately tell if combat even needs to go to rounds, or can be arbitrated (possibly with a few general draws).
As far as nitty gritty rules, Defense now adds in your character’s skill in Athletics (but not their specialties). Weapons do not need to be drawn with an action, but instead just penalize your initiative as long as you have them out. Lethal damage is much harder to do to Kindred, and a variety of other small factors. We highly recommend you read those rules.
How does Status work?
Each vampire character is given a block of 7 extra Merit points that can only be spent on improving their Kindred statuses, which all start at 0. They may also spend their other starting Merit dots or XP to purchase more dots of Status. They may also place more Status on their wish list, just like any other item. For non-vampires, please reference their specific character creation rules.
During game, Status will need to be improved by the Harpies/through consensus of your Clan or Covenant mates, depending on the type of status. Those specific rules have yet to be posted, but will be clearly laid out before game begins.
What about Black Market Connections? Or other Merits I am looking for?
There a few merits you might notice are missing from previous years chronicles. Some of these are intentional, some of them are unneeded (like Quick Draw), and others are rolled into other merits. For instance, Black Market Connections could now be represented by having Status (Criminal Underworld), Status (Abramovich Mob), or Contacts (“Import/Export” Specialists). If these is a specific thing you want your character to be able to do, but are unsure as to how to represent it mechanically, please send us an email and we will be glad to help you out.
Obfuscate is kind of confusing. How does it work? Are there really almost no draws?
You are correct that Obfuscate has changed a fair amount. Most powers of Obfuscate do not require a draw to be enacted, and it is on the onus of the observers to break the power. Obfuscate particularly relies on the Clash of Wills system, which is outlined on the main Discipline page of the Vampire Rules. Whenever two Disciplines come into conflict, such as Dominate and Majesty fighting over a victim or Auspex piercing through Obfuscate, both parties involved draw their Discipline dots + Blood Potency.
If you have any questions on how certain Disciplines act during game, do not hesitate to ask the STs. All vampires know how their powers function innately, so new rules should not hamper your abilities as a player.
How much XP am I spending on Merits? What about Style Merits?
For each Merit, you are only spending 1 XP per dot. This means that a 3 dot merit, such as Night Doctor Surgery, would cost 3 XP. A scaling merit, such as Allies, costs 1 XP at 1 dot, and 1 XP each to improve from 1 to 2, 2 to 3, 3 to 4, and 4 to 5. This includes Style merits such as Firefight or Riding the Wave. The only thing specific about Style merits is that you can only use one specific maneuver per round (unless otherwise stated like Kindred Dueling 3).
What about other kinds of XP? Is it all just a flat cost? Can I buy a fifth level of a Discipline at character creation? Does it cost double points to buy the fifth dot of an attribute or skill at character creation?
Yes, that is correct! The fifth and first dot of a discipline are the same cost of 3 XP, and you do have enough starting Discipline dots and XP to have an entire Discipline, fifth dot and all, at character creation. You also do not need to spend a second of your starting dots to buy the fifth level of a skill or attribute, unlike previous years. Take a look at the XP rules on the website, they are a game changer.
What Cryptids, or kinds of Cryptids, do we know about already as a city? What should we expect when dealing with them?
There are many sorts of cryptids that are out and about in the world. When you think of specific creatures your character may have encountered, don’t only think of the other typical World of Darkness splat types who make up the majority of the “Human-like” category. Think also of more unique things like malevolent building-ghosts and giant monsters sheathed in roiling lightning. Most of the cryptids do not have readily apparent categories or boxes for the vampires to place them in, and seem to often be unique creatures or of fairly small broods. Human-like cryptids are the exception, with organizations and helpful names. The main type of them that the player characters will have interacted with in the past are the Sin-Eaters.
How bad is it to be Unaligned?
Being Unaligned is a thing that some people are fairly enchanted with, but we do not recommend for our chronicle for most Kindred. Remember, being a member of the Unaligned is considered to be being against the integrity of Kindred Society. When pitching an Unaligned character, the Storytellers will have increased scrutiny as to reasons for being covenentless. Ask yourself, why do you wish to be Unaligned? What story am I telling? For reference, it is the rare cases of being a very newly embraced vampire or someone who has recently left a covenant to find a new community that are the most acceptable in our eyes. We recommend for all characters to be in a Covenant if possible.
When making a character using the character system with Vigor or Resilience, should I add in bonus dots equal to my levels in the Discipline?
No, please just state your unmodified levels of Strength and Stamina. While Vigor or Resilience allow your character to have more than 5 total dots in Strength and Stamina, you should still denote the separate “normal” Attribute dots. Just don’t forget to add them in when they come up.
The website has been updated with the rules. We highly recommend that even those who feel they are already familiar with the rules should still read the entire website, as many things have changed drastically from previous years’ chronicles.
Full Pitches are due September 9th, and must follow the character creation guidelines on the website. For a Vampire character, please go to the Vampire Rules. For all other characters, please go to their specific rules on the site. Failure to follow our pitch guidelines, such as submitting your character late without talking to us or having not sent in a mini-pitch before your full pitch, will result in your character starting with less things off their wish list than other characters.
The Character System is still in the process of being updated, and you should not use the old Character System. While we hoped to have it running for you guys to make characters with by this point, it is still taking some time. All characters will still need to be submitted through this Character System, and we will alert everyone when it is active.
If you have any questions on the rules, or anything about the setting, we will be releasing a FAQ. Send us these questions by August 30th, and we will include them on the FAQ. It will be sent out shortly after that (and before Full Pitches are due on the 9th).
Team Next Generation
We are announcing our official deadline for mini-pitches! They are due midnight August 12th! Full pitches will be due midnight September 9th!
We have already been in contact with many of you regarding your character concepts, and as such we do not need you to resend what we have already approved. We will be sending emails to those individuals letting them know that we feel that they have adequately communicated their mini-pitch. If you wish to send us more information, that is always fine.
The full rules for the game, as well as the information about our setting that have been released in Dev Diaries, will be on the website within the next few weeks and should be before the mini-pitch deadline. In the meantime, we want to let you know about how you will need to create your mini-pitches.
First, we would like to know what your character is. Are they a Vampire, a Ghoul, a Mortal, or something different? If they are not a Vampire or a Ghoul, you will need to submit a second mini-pitch that outlines a character that is one of those two types of creatures, so that you have a backup in mind in case it turns out your creature type does not work in our setting.
Second, we would like to know some of the vital characteristics of your character. What is their Clan/Covenant? If you are playing a Ghoul, who is their Regnant? If they are a Mortal, what is their Job?
Third, we would like a no more than 10 word concept of your character. Distill their vital description down to just a few words. Something shorter than 10 words is fine, but no more than 10.
As far as age for characters, the only hard limit on age will be based on having a Blood Potency no higher than 4 at character creation (with characters gaining at least 1 Blood Potency every 50 years). That really only relates to how long the Vampire has been awake since their last torpor, as some of you know. What is more important is why an older character would be in such a new city and why they would have submitted to the King’s rule.
Fourth, we would like an out of character goal that you have for this character. No longer than 1 sentence, but it should state why you wish to play this character or what you wish to experience in the game as them. We want to know how you have fun as a player, and not what your character would wish to do. Getting in over your head and dealing with the consequences can be fun!
When thinking of your character, please keep in mind the main themes of our Chronicle:
- Humanity versus the Beast
- Engaging in Vice versus Resistance
- What is Morality and Immorality?
- The Consequences of Violence
Most importantly, this should be a game about Vampires. So anyone who isn’t a vampire should have a reason to interact with Kindred beyond empowering them – it should play off of one of the above themes. Maybe they want to study the way the demon at the core of a vampire interacts with the human being it wears. Maybe they want to save Las Vegas and see the Kindred as a “toughest case” example, and they recognize their power. Maybe they want to use Kindred, or help Kindred be more Human, or study Kindred. They need to interact with Kindred for more than just mercenary reasons, but they can still have mercenary attitudes about it.
- Name: (Optional)
- Creature Type: (Vampire/Ghoul/Space Octopus)
- Vital Characteristics: (Clan/Covenant/Regnant/Job)
- Concept: (No more than 10 words.)
- Player Goal: (No more than 1 sentence)
A note about full pitches and backstories. We are doing those very differently this year. There will be a questionnaire released after mini-pitches are done of 10-12 questions that will contain all of the backstory and current life of your character. While you are more than welcome to send us a longer backstory writeup, we make no guarantee that we will read it.
The Second Edition Vampire the Requiem rules have changed some things about how Vampires function and how Humanity works. We wanted everybody to be aware of those at this stage, so that you all will be able to keep those in mind for your characters.
BEING A VAMPIRE
Left to their own devices, Kindred persist eternally. Unfed, they’ll fall to torpor, but without outside intervention they are unending. As well, vampires can easily withstand grievous wounds that would easily kill even the hardiest of humans. Kindred take only bashing damage from many sources that would normally cause lethal damage to humans. This includes most non-supernatural weapons. On Kindred bodies, bashing and lethal wounds look the way one might imagine the same injuries to a corpse. Gashes, contusions, and lacerations all still happen, but bruises appear blacker and blistered, cuts expose raw tissue but do not bleed. If the vampire invokes the blush of life (below), she bruises and bleeds like the living. Note that even with the blush of life, bleeding does not equate with a loss of Vitae. The lost blood is fully inert.
Those few terrible things that cause aggravated wounds to mortals cause only lethal harm to vampires. This mostly includes terrible harm from chemicals, certain supernatural punishment, and the skills of utmost masters in certain fighting styles meant to maximize debilitating bodily harm. Few rare perversions of nature — Disciplines, Devotions, and sorceries — cause aggravated wounds to Kindred. Some masters of the Protean Discipline hone their claws and fangs to such vicious ends; this breeds a healthy fear and respect of clan Gangrel within most courts. Aggravated wounds look completely unnatural. They are perversions of nature that tax the Masquerade. Each vampire wounds differently. Flesh may become brittle and burn like paper. Tissue may bubble and stink. Blackened veins may streak across the victim’s body. Foamy pustules may taint the area around the injury. Whatever the method, aggravated wounds appear as manifestations of the natural world violently eliminating something that does not belong.
Torpor and Final Death
Kindred have little to fear from bashing wounds. A vampire remains conscious when her last box is full of bashing damage. She still suffers wound penalties. However, when her last box is marked with lethal wounds, she falls to torpor. When her last box is marked with aggravated damage, she suffers Final Death.
Within a minute, her body reverts to its true age. For younger Kindred, this means decomposition, with a collapse of skeletal structure and soft tissues turning to liquids, ash, and minerals. For the oldest Kindred, this means a full disintegration into a pile of dust and ash, with only the tiniest fragments of bone remaining.
Tricks of the Damned
The Embrace comes with numerous advantages. Every vampire can use the following edges. Many of these advantages require Vitae. These expenditures are reflexive, and are subject to the vampire’s Vitae per turn limit as determined by her Blood Potency.
Blush of Life
Normally, a vampire looks like a corpse. He’s pale. He registers no pulse. He exists at slightly below room temperature. Food and drink taste terrible, and immediately cause violent, bloody vomiting. However, with a bit of Vitae, he can fake life temporarily. By spending a point of Vitae, Kindred may invoke the blush of life for a scene. This makes them functionally human. They become warm to the touch, with a full, hearty pulse. They produce natural bodily fluids. They function sexually in the way a human can. They can keep food and drink down, ejecting it later in the night. They’ll pass medical inspection while the blush remains active.
Kindred exist in the dark. Not only can they see better than humans in the dark, their other senses are sharper to facilitate their predatory needs. Kindred do not suffer normal vision penalties for being in the dark, and can compensate with hearing. In full darkness, they only suffer a –2 penalty to draws that require vision. If they encounter traces of blood, even if dried or hidden (in a carpet, for example), they immediately see even very small quantities. Vampire hearing becomes similarly enhanced. They can hear heartbeats at three yards per dot of Blood Potency. A vampire can smell the presence of blood from about ten yards per dot of Blood Potency without rolling. Multiply this range by her Auspex dots. If she’s tasted a particular human’s blood, she can add her Blood Potency to any draws to track him by scent. Kindred blood does not offer this advantage, since it’s mostly old, dead, and its smell is a blend of all the vampire’s recent victims. If any of her Kindred senses apply, add her Blood Potency to any draws to detect hidden people or details by the traces of blood.
Kindred also automatically detect the predatory aura of their kind. The pale skin and yellowing eyes, the smell of a fresh kill, and the knowledge of the Beast straining to be free allows Vampires to recognize each other for what they are immediately upon meeting. It is still polite to exchange names.
Vampire tales speak of creatures stronger and faster than anything human. With Vitae, any Kindred can accomplish massive bursts of physical prowess. By spending a point of Vitae, she may add two to draws involving her choice of Strength, Dexterity, or Stamina for the turn. This does not increase traits derived from these Attributes. However, it will increase relevant resistances.
Kindred blood seeks to return a vampire to the state of her Embrace. Her hair and fingernails regrow as she sleeps. More importantly, Vitae can force her injured body to reconstruct. In dramatic instances, severed limbs regenerate or even simply reattach (if she’s able to heal the entire injury in a turn). A single point of Vitae heals two points of bashing damage, or one point of lethal damage. A single aggravated wound requires five Vitae and a full day’s sleep. Aggravated damage is the only type of wound that leaves a scar on Kindred. The scar appears natural, unlike the original damage.
While Kindred sleep, they return to the time of their Embrace. Anything that wouldn’t constitute a Health level of damage heals automatically and returns to its original state. For this reason, many sires recommend their childer groom for the Embrace, as part of the ritual of entering the Danse. If an injury would require Vitae to heal (represented by Health levels), the vampire will unconsciously heal it during daysleep. Sometimes, this means the vampire will not have the Vitae necessary to wake. As she falls to slumber, she may spend Willpower points to “preserve” wounds through her rest, to keep herself from healing them and spending excessive Vitae. This cost is one Willpower per wound, and makes the wound permanent.
Sometimes, Kindred force other marks to remain. For example, vampires often keep scars, tattoos, and piercings for spiritual reasons or just to fit in with the flock. Many Kindred remove long hair, in favor of wigs or cleaner, more modern styles. The vampire spends Willpower to fight the healing process while she sleeps. After a day’s rest, any damage heals as normal, but her body remains changed.
The Embrace is the process of becoming a vampire, and entering the Requiem. On the surface, it’s quite easy. The sire drains a mortal completely of his lifeblood, then feeds him a bit of her own Vitae to rouse him back to the land of the living. However, with all things in the Requiem, it’s not always straightforward.
The act of the Embrace is a willful action; Vitae alone is not enough to wake the victim, a sire must choose to commit the Embrace. This choice comes at the price of a Humanity dot. This means that the traditional Embrace is never accidental.
Vampires can also perform the embrace posthumously, or accidentally. If a mortal has fed from a vampire in at any point in her lifetime, she is a candidate for the posthumous Embrace regardless of her cause of death. Within a week of her death, before significant decomposition sets in, contact with Kindred Vitae could mean she awakens as Kindred. The donor rolls his Blood Potency. If the roll is successful, the corpse rises in seven nights, minus one for every success on the Blood Potency roll. This costs the donor a Humanity dot only if he makes a deliberate choice to attempt an Embrace.
Generally, Kindred deride and mock the posthumous Embrace. Known posthumous sires are branded “grave robbers,” and their childer are seen as dirty and incomplete. Functionally, they’re identical to any other Kindred. Some Mekhet favor the posthumous method for spiritual reasons; they believe it helps the vampire transition into the Requiem quicker.
Sometimes, those contaminated by the Kindred bite or Kindred blood die, but don’t stay dead. Victims of violent feedings and ghouls will sometimes rise as Revenants shortly after their deaths. The possibility of revenants, like other mutations of the Embrace, is widely rumored but not widely known or understood. The action of creating a revenant from a corpse is more likely when the vampire themselves has a lower Humanity score.
Vampires have two traditional avenues of feeding. They can feed aggressively, or subtly. Each has its advantages and disadvantages. Normally, a vampire’s fangs retract, only looking barely sharper than normal canines. At will, a vampire can unsheathe them to bite, and to feed.
When feeding violently, a vampire’s fangs act as 0L weapons that use the Brawl Skill. On a successful attack, they cause lethal damage equal to their successes, even to Kindred. The attacker also takes one Vitae (which causes an additional point of lethal damage to mortals). The drawback is that a bite must be performed as a Damage move in part of a grapple. This is referred to as The Assault.
The Kiss is a more subtle way to feed and the vampire’s fangs cause an enticing, invigorating sensation that distracts the victim, to draw attention away from the reality of the feeding. Many Kindred use this method as part of a seduction. A mortal bitten subtly goes limp with ecstasy, ignoring anything else around them. With a subtle bite, the vampire can take one Vitae per turn, and may lick the wound afterwards, leaving no trace of her feeding.
Humanity no longer represents how moral of a person you are. It now represents how well you have remained in contact with your humanity and resisted giving in to the Beast. Below is a list of breaking points for each level of humanity, and the bonus for Detachment rolls is listed in parenthesis. When you experience a breaking point, you must test for Detachment or take a Bane (see below Humanity). If you fail the draw, you lose one point of Humanity as you become more comfortable with your Beast. If you succeed the draw, you are reminded of your Human-self and strive to do better with self-control in the future. There is nothing special to having an exceptional success or failure on a Detachment draw.
Watching someone else do an action that would be a breaking point for you, but not necessarily for the person responsible, is considered to be at 2 levels higher. There is no mitigation for attempting to stop them, only successfully stopping them will prevent the breaking point.
Below is the list of Humanity breaking points.
Humanity 10 (+5)
- One night without human contact.
- Lying in defense of the Masquerade.
- Spending more than one Vitae in a night.
Humanity 9 (+5)
- Watching humans eat a meal.
- Committing a superhuman feat of physical prowess.
- Feeding from the unwilling or unknowing.
- Urging another’s behavior with a Discipline.
- Spending an hour in the sun.
Humanity 8 (+4)
- Rejected by a human.
- Depriving another of consent with a Discipline or the Vinculum.
- Spending most of a day in the sun.
- Watching someone experience Final Death
Humanity 7 (+4)
- Creating a Ghoul.
- One week active without human contact.
- Surviving something that would hospitalize a human.
- Injuring someone over blood.
Humanity 6 (+3)
- Falling into torpor.
- Feeding from a child or the elderly.
- Reading your own obituary or seeing your own gravestone.
- Experiencing a car crash or other immense physical trauma.
Humanity 5 (+3)
- Two weeks active without human contact.
- Reaching Blood Potency 3.
- Death of a mortal family member or close friend.
- Joining a covenant to the point of gaining Status in it.
- Impassioned violence.
Humanity 4 (+2)
- Learning a dot of Crúac.
- Riding the wave of frenzy.
- Spending a year or more in torpor.
- Surviving a century.
- Killing for blood or through feeding.
Humanity 3 (+2)
- One month active without human contact.
- Reaching Blood Potency 6.
- Death of a mortal partner or child.
- Killing in defense of the Masquerade.
Humanity 2 (+1)
- One year active without human contact.
- Premeditated killing of a mortal.
- Seeing a culture that didn’t exist when you were alive.
- Surviving 500 years.
- Creating a revenant.
Humanity 1 (+0)
- One decade active without human contact.
- Heinous, spree, or mass murder of mortals.
When Kindred hit certain points in their Detachment, they can turn their monstrosity inward, growing spiritual scars over their emotional wounds. Instead of testing for Detachment, a character can take a Bane. If they do so, they become unable to lose Humanity from that particular breaking point again for the rest of the life of that character. However, each Bane causes a –1 penalty to further Detachment draws, which hastens the Requiem’s downward spiral.
A character may only have three Banes. You may choose from the Banes below, or petition to create your own. As a rule, most Banes use Humanity as part of their mechanics, and can affect Vitae or cause aggravated damage. Sometimes, they use the inverse of Humanity, expressed as (10 – Humanity). Many Banes provoke frenzy. To resist a Bane-provoked frenzy, a vampire cannot use a pool larger than she has Humanity dots. Banes are a player choice, but vampire characters themselves do not choose them or the transgressions they affect. Vampires can start the game with some Banes, which will be explained in the full character creation rules.
Arithmomania: Your character is compelled to count the objects in their path, forcing you to take more time in all of your actions as you mentally catalogue the world around you. Your Speed is penalized by an amount equal to (10-Humanity) if there are small objects in your vicinity.
Beast in the Mirror: Your character’s reflection in mirrors appears to you as that of a contorted beastly version of themselves, as your inner Beast strains to look you in the eye. If you are forced to look at your reflection for more than a fleeting glance, you take a number of aggravated damage equal to (10-Humanity).
Bells: Your character cannot stand the sound of bells, and it causes intense pain. This only happens in the presence of actual bells; recordings will not cause pain. Each minute she’s exposed to the sound of bells, she takes (10 – Humanity) worth of aggravated damage, and is provoked to frenzy. Some vampires manifest this Bane in response to hymns instead of bells.
Blood of the Unwilling: Your character takes no sustenance from the blood of the unwilling or the unknowing. When feeding from an unwilling vessel, she gains no nourishment from the first few Vitae taken. This amount is equal to (10 – Humanity).
Crossroads: Your character is confused when she knowingly passes through a crossroads or major transportation hub (such as an airport or bus station, not an intersection of side-streets). For the remainder of the scene, all her pools are capped by her Humanity dots.
Face of Hunger: When your character finds herself hungry, it shows on her face and on her skin. Her eyes grow red, and her skin pulled tight over her visage. She looks every bit the corpse. When she has less than five Vitae, her Humanity dots act as a cap on all her Social actions. Humanity also caps all pools to resist frenzy inspired by hunger.
Grave Soil: Your character is tied to the soil of her place of death. If she does not sleep with at least a handful of dirt from her region of death, all her pools are capped by her Humanity for the next night.
Hated by Beasts: Animals despise your character. They’ll put their backs up defensively, growl, hiss, or boast. Any attempts to deal with animals through Animal Ken or Animalism suffer a (10 – Humanity) penalty.
Invitation: Your character cannot enter a private dwelling uninvited. If she does, she suffers aggravated damage equal to (10 – Humanity). She cannot heal the damage as long as she remains inside.
Open Wounds: Your character’s wounds stay open until she sleeps. She can heal Health levels with Vitae, but the wounds do not close until she’s undergone daysleep.
Plague of Purity: Your character finds the pure of heart to be utterly repulsive. Any touch by a human with Integrity 8 or higher causes (10 – Humanity) aggravated damage.
Rat King/Queen: Your character attracts vermin. She’s always surrounded by rats, flies, cockroaches, or other creatures of plague. This causes discomfort and disgust in most mortals, causing her to fail any Social roll not related to the Intimidation Skill. She can send the vermin away for a number of minutes equal to her Humanity score with a Willpower point.
Repulsion: Your character finds a certain substance abhorrent. Choose this when taking the bane, but it should be something that is likely to appear in many homes. For example, garlic, salt, roses, or silver are all valid repulsions. She cannot come closer than (10 – Humanity) feet from the item without spending a point of Willpower. As well, the object of repulsion is treated as a weapon of +(10 – Humanity)A damage.
Running Water: Your character is unable to cross the metaphysical barrier of streams and rivers. She cannot come closer than (10 – Humanity) feet from running water without spending a point of Willpower. Being forced to cross the threshold created by running water robs the vampire of some of her spiritual power, losing (10-Humanity) vitae.
Symbol of the Divine: Your character feels judgement through a certain religion. Choose this when taking the bane, but it should be a modern faith. For example, Islam, Christianity, or Wicca are all valid repulsions. She cannot come closer than (10 – Humanity) feet from an earnest symbol of that faith without spending a point of Willpower. As well, if an object of repulsion is used as a weapon, it is treated as a weapon of +(10 – Humanity)A damage.
While Kindred carry many gifts and advantages, their Requiems are far from blessed. Collectively, Kindred all suffer from the “great Banes”: fire, sunlight, and stakes through the heart. Vampires also suffer the Banes of their clans.
Sunlight, while it isn’t always immediately deadly, burns Kindred flesh to a crisp. Damage inflicted by the wrath of day quickly looks like a normal burn; the flesh chars, sears, and smokes. The Lancea et Sanctum attributes this to the judgment of God, as potent Kindred and particularly monstrous vampires burn hotter and faster than young, humane vampires. When sunlight strikes Kindred, the rays begin to decay and burn their flesh. Their Humanity dots determine the intensity of the damage, and their Blood Potency dots determine how quickly they disintegrate. See the tables below for details. Find where the vampire falls on the Humanity scale to determine what type and how much damage they take, and use their Blood Potency to determine at what interval they suffer the damage. For example, a Humanity 5, Blood Potency 3 vampire suffers three levels of lethal damage every minute of exposure. Resilience does not affect sunlight damage.
|7 – 10||1 lethal|
|Blood Potency||Damage Frequency|
|1 – 2||Ten minutes|
|4 – 5||One Turn|
|6 – 7||Twice Per Turn|
|8 – 9||Three Times Per Turn|
|10||Five Time Per Turn|
Fire destroys Kindred flesh like nothing else. The Circle of the Crone believes fire burns as a lesson to Kindred, reminding them from whence they came, and can never return. Most Kindred just acknowledge that it could mean Final Death within moments, and avoid it at all costs.
Fire automatically inflicts aggravated damage per turn of exposure (no attack roll is required). The larger the flame, the more harm that’s inflicted. The hotter the flame, the greater the injury. Non-Vampires take only lethal damage. Each turn, a vampire may turn a number of aggravated damage levels to lethal levels equal to his dots in Resilience.
The size of a fire correlates to the amount of damage it deals. A handheld Torch deals 1 per round, while small bonfires and large infernos deal 2 and 3 damage respectively. Hotter fires can inflict more damage, and many chemicals burn much hotter than wood.
Below are the five clan banes.
Daeva: The Wanton Curse
Daeva immerse themselves in the mortal world; it not only feeds them, it compels them. When Daeva choose vessels, they must choose ones that have experienced sin. Each Daeva chooses a Vice. When they drink from a mortal the vice must be present. They must either be in the act of experiencing the Vice themselves or the mortal be an exemplar of the Vice themselves.
Gangrel: The Feral Curse
Gangrel Beasts boil close to the surface. A Gangrel can run with the devil inside her, but has difficulty fighting it. All her pools to resist frenzy are limited by her Humanity dots. This weakness does not affect pools to ride the wave.
Mekhet: The Tenebrous Curse
Mekhet blood is the blood of shadows. Their Requiem is one of secrecy and symbolism. For this reason, Mekhet each suffer a single Bane that is not tied to a breaking point. This Bane counts toward the three Banes a vampire is allowed, so a Mekhet is less able to mitigate detachment. It still gives them a -1 penalty to detachment rolls, and incurs all of the penalties it usually would.
Nosferatu: The Lonely Curse
Nosferatu embody fear, disgust, and all manner of uncomfortable feelings. Some are inhumanly ugly. Some have a gaze that makes a person feel violated. Every Nosferatu has something that stands in the way of normal relationships. When dealing with humans, treat the Nosferatu’s Humanity as two dots lower for the purpose of Social penalties, and treat any Presence and Manipulation failures as dramatic failures. This bane does not apply to interactions with other supernatural creatures.
Ventrue: The Prideful Curse
The Ventrue are confident. Why wouldn’t they be? They’re clearly superior. This attitude frequently causes Lords conflict, as they treat all those around them as lesser beings. When a Ventrue is faced with a true challenge of their abilities, they must spend a Willpower in order to back down from showing just how good they truly are. If they do not they are forced to act, humbling those who would challenge their authority.