Riastarthae

By Catharine Prickett, for the DeDanu bloodline.

The warping of the DeDanu has caused many changes in their lifestyle. The Warp-Frenzy is only a small part of it.

* Sense the Presence: The DeDanu can sense when someone has entered their Haven with intent to harm either the land inside the Haven, or them. They know which direction the Hunter is coming from, and roughly how far away the Hunter is. The DeDanu will recognize the person if they know who it is.

System: The DeDanu can create a Haven if the Kindred has lived in the region for more than a year. Creating a Haven requires a Charisma+ Survival (6) test and the expenditure of a Blood Point. The Haven will extend for 10 meters (33 feet) in radius per success, from the location the DeDanu stood when the Haven was made. The Haven can be expanded once per month from the same point, and the successes can be added up. (Note: 100 successes creates a Haven a Kilometre in radius, but usually takes two years to make). The Storyteller will tell the DeDanu if the Hunter is far (more than half the Haven's radius away), near (equal to or less than half the Haven's radius away), or near (within a quarter of the Haven's radius away). The DeDanu does not have to be inside the Haven to sense Hunters inside it.

** Blood of the Warrior: The Blood of the DeDanu becomes slightly hotter than normal human temperature, and causes anyone who drinks it to become more prone to Frenzy. The good point is that those who Frenzy while the Blood is in their System can control the direction of the Frenzy.

System: The DeDanu, and anyone who has DeDanu blood in them, (spend DeDanu blood before any other), will Frenzy similar to the Sabbat Kindred. (Morale and Instincts replace Courage and Self- Control), while this makes it more likely for the Kindred to Frenzy, the Sabbat 'ride the wave' more often when they do.

*** Walls of Wood: The DeDanu are capable of Earth Melding into trees.

System: as the Protean ability.

**** Dance with Death: The DeDanu can resist the effects of aggravated damage better than most.

System: DeDanu may add Stamina to any Soak rolls for aggravated wounds, at the cost of a Blood Point. The Blood Point must be spent before the attack is made, and lasts an entire scene.

***** Warp Frenzy: The DeDanu may change into a creature made for battle. The DeDanu changes into a furry, feral animal with the mind of a vampire. The DeDanu immediately Frenzies.

System: The DeDanu may spend three blood points to change in three turns, or one Blood Point to change immediately. The DeDanu Frenzies, but gains 4 strength, 1 dexterity, and 3 stamina. The appearance, manipulation, and charisma of the DeDanu drops to 1. The Frenzy is not conrotrolled! The Storyteller gets to have great fun with the character at this point. The DeDanu will not attack allies if an enemy is nearer, and may spend a point of Willpower to change any given action. The De Danu must also pay Blood to change back.

****** Fruits of the Earth: The Gift the Faeries gave to Danu. The Kindred may drink the sap and nectar from plants as well as drink blood. The DeDanu's blood will be closer to the olive-tanned look of most older DeDanu.

System: Simple rules of feeding.

ObjectBlood points in object
Grass, Flowers1/100th per
Small Fruit (apple)1/2 per
Medium Fruit (grapefruit)1 per
Large Fruit (pumpkin)2 per
Small Tree3-5 per
Medium Tree5-10 per
Large Tree10-50
Really Huge Tree50+

Incidentally, if a DeDanu actually kills a tree from feeding, they may have to make a test for Humanity loss, due to what could be considered deliberate destruction. A DeDanu can not commit diablerie on a plant, nor can they turn a plant into a Ghoul.

Level Seven and Beyond: only rumours of these abilities.