By Lance McComber (a-lancem@microsoft.com)
Yes, that's what we call ourselves boy, Abelites, after Caine's brother in the Bible. These creatures believe themselves the "children of Caine," so we are his brother's revenge. Yes, the strength is part of it, so is the resistance to injury, by now, the powers or disciplines that Kindred had are flowing into you; these are now yours for the rest of your life. And a long life it shall be boy, for now that your true nature is out, you'll age very slowly. We take some of their power, their energy, and use it to power our revenge. But it has a price, your old life, your friends, even loved ones, they'll become -- old -- even unexciting. Now that you've had the taste of the kill, you must hunt, or these desires and urges will turn on to ordinary folk, then we are no better than they are. Come boy, you've got a lot to learn.
Named after the brother of Caine, these humans seem to be normal in most respects, until a Kindred first attacks them. Then their bloodline asserts itself, and the "hunted" transforms into the perfect hunter. The Abelite instantly gains the Potence and Fortitude; as well his body fills with a mystical energy that makes all of his blows Aggravated. This only happens on the first kill. After the battle, which usually ends with dead Kindred and a very surprised Abelite, the Abelite absorbs 2 of the disciplines the Kindred had, plus he absorbs the knowledge of the Kindred society that the Kindred had.
Each Abelite can trace his family tree back to a Kindred attack survivor. Usually the family tree is full of Kindred influences, attacks, and sightings, etc. As if in response to this threat, some members of these families have changed into Abelites.
Taking from the Kindred nature, the Abelite mimics many of the Kindred's powers, and even can steal disciplines from Kindred they destroy. Every time an Abelite destroys a Kindred, one of three things can happen. He may choose one of the kindred's disciplines and gains it as a captured discipline at level one. Alternately, he gains half of the Kindred's remaining blood pool in his vitae pool. Finally, he may absorb the memories and knowledge the Kindred had, granting one point in a skill the Abelite did not have. Also, the Abelites develop an instinctual detection sense of Kindred. They can't pinpoint to a person, but know the general direction and strength of Kindred on a roll of Perception + Alertness. This is only usable for about 100 ft.
Abelites function as normal humans, except they only need 1 hour of sleep a night and age 1/10th the speed. They produce Abelous at a rate of 1 point per day. These points feed their natural powers, used instead of blood points. They also have a Vitae Pool, which feeds their captured disciplines. The only way they can replenish their Vitae pool is by absorbing blood points from defeated Kindred.
They heal by spending their Abelous, just as Kindred use their blood. The only exception is that Abelites can truly die. They do not sink into Torpor, nor do they regenerate naturally.
Brujah: The character's resistance to frenzy is 2 worse, as they've absorbed the frenzied nature of the clan.
Cappadocian: The character takes on a pale visage, any social roll is increased by one, but the Abelite can pass as a kindred if careful.
Abilities: 13/9/5 No ability higher than 3
Disciplines: Automatically have Potence 1 and Fortitude 1 Also choose two other disciplines; these are learned at clan rates.
Backgrounds: 5
Virtues: 7
Also the instincts of the Abelite focus on one task: killing Kindred. Should the Abelite sense a Kindred, he must make a Self-Control roll vs the Kindred's Humanity. Failure means he instantly attacks the Kindred.