By Carl Patane (kilroy@stackers.org)
Abilities: 4
Disciplines: 2
Willpower: 1 or 2*
Backgrounds*: 5
Virtues*: 7
Freebie Traits: 3
*2nd edition
Generation | Blood Traits | Abilities | Willpower | Attributes | Disciplines |
14th | |||||
1st edition | 2 (3) | 5 | 3 | 10 | Intermediate |
2nd edition | 8 (10) | 5 | 6 | 10 | 4 |
15th | |||||
1st edition | 1 (3) | 5 | 3 | 9 | Basic |
2nd edition | 6 (10) | 5 | 6 | 9 | 3 |
For first edition rules, 14th generation vampires may only use 2 of the 3 blood points for Disciplines, raising Attributes or healing wounds. For second edition rules, only 8 of the 10 blood points may be so used. The remaining blood may only be used for waking, sustaining ghouls, giving the Embrace or creating a blood bond.
For first edition rules, 15th generation vampires, may only use 1 blood point for Disciplines, raising Attributes, or healing wounds. For second edition rules, only 6 of the 10 may be so used. The remaining points may only be used for waking. 15th generation vampires, being naturally thin-blooded, cannot create ghouls, a blood bond, or sire childer.
15th generation vampires, being Thin Blooded, have a double cost penalty when healing, raising Attributes, and using vitae powered Disciplines. Waking does not incur a double cost.
A 14th generation vampire with the Thin Blood flaw has a 20% chance of success in the Embrace [difficult test, lose ties]. 15th generation vampires are Caitiffs, no exceptions. They cannot sire childer, create ghouls or blood bond. They are naturally thin blooded.
Should a 13th or 14th generation vampire try to Embrace, there is a chance of a delayed Embrace, where the nascent childe may remain a corpse for minutes, hours, and sometimes a full day before its undead rebirth.
15th generation vampires can never learn Intermediate or Advanced level discipline powers or if you are using second edition rules, 3 dots in a discipline.
Both 14th and 15th generation vampires have the potential to be an Inceptor, meaning that they can create new Disciplines with relative ease. [Requires Storyteller approval.]
15th generation vampires receive two bonus traits to resist Rötschreck from sunlight.
For the cost of 1 Will and 3 (1st) or 5 (2nd) Blood, 15th generation vampires may reactivate one mortal biological function for a night. Although food still provides no real sustenance. Double vitae cost does not apply here.
Insight, is an ability if you are using 1st edition rules or a background if you are using 2nd edition rules. Either way, it can be bought up to 5, and only at character creation. Purchase of Insight during a chronicle requires Storyteller approval. For each point in Insight the character has, the player may use it once per session. Example: A character with Insight x5 may use Insight 5 times in one session.
Insight can only be used on Kindred and does not work on other supernaturals.
Insight cannot be used to pinpoint non-Kindred.
Insight cannot be used by the same Seer on the same Kindred more than once per session.
You may not spend Willpower to gain successes or re-tests with Insight [group Insight being the exception to this rule].
Once per session a Seer's player may approach a Storyteller and attempt to use Insight to glean insight into the Jyhad or overall metaplot. The main difference being that the player does not ask a question. The Storyteller will feed them any vision she wishes and may be as cryptic as she likes. Also, should the challenge be lost, the player is then subject to any vicious vision the Storyteller deems appropriate. Group Insight may be used for this.
System: [This all occurs OOC] The player with Insight engages another player in a static test. The player loses ties. Should the player succeed he may then ask the target's player one question which must be answered truthfully to the best of his knowledge. The only stipulation is that the question must involve the target's character in some fashion. Play resumes and the player may then use the knowledge gained from the question IC as it was gleaned from Insight.
Insight challenges can be re-tested with Auspex and Dementation once per session equal to their level in that Discipline. Insight challenges may only be re-tested once [group Insight being the exception to this rule].
Example: A character engages another in an Insight challenge and loses. Having Auspex 3, the Seer's player decides to re-test. This time she wins, but she also knows that for the rest of the session she may only re-test 2 more times. Had she lost the re-test she could not have re-tested that challenge again.
Group Insight occurs when two or more Seers gather and pool their powers. Each Seer participating in the group Insight must spend 1 Willpower. Even though all participating Seers will glean the Insight, only one Seer is chosen as the focus, meaning that one player is chosen to perform the challenge. 2 Seers participating in the group Insight allows the focus to win ties. Every Seer above the 2nd participating allows for one re-test each in the challenge.
Example: 3 Seers, Joe, Bob, and Sandy gather together to perform a group Insight. Sandy is chosen as the focus. Each Seer spends a point of Willpower. Sandy performs the Insight challenge against the target and loses. Sandy declares Joe and re-tests. She loses again. Sandy declares Bob and re-tests. It's a tie. Sandy wins and the three Seers glean Insight.
Insight can also happen spontaneously and during daymares, thus it gives the Storyteller a perfect in for furthering the plot, dropping hints, etc. Any character with the Insight ability may be targeted by the Storyteller for such spontaneous visions, which have a tendency to be vague, obscure and symbolic.
The weakness of your Beast renders you less susceptible to blind panic when faced with fire. You receive 2 bonus traits to resist fire-induced Rötschreck.
You were sired just a few years ago by a member of the 13th generation. Many 14th Generation vampires also have other Flaws related to their thin blood, especially the Thin Blood Flaw itself.
15th Generation (4-pt. Physical Flaw)
You were sired just a few years ago by a member of the 14th generation. 15th Generation vampires are inherently Thin Blooded, thus they cannot take the other Thin Blood Flaw.
Thin Blood (4-pt. Physical Flaw)
The Curse of Caine runs weakly in your blood. While you suffer all the ill effects of vampirism, from the need for blood to taking aggravated damage from sunlight, you do not receive all the compensating supernatural powers.
You may only use half (round down for first edition, up for second) of your blood pool to heal wounds, raise Attributes or fuel those Disciplines that require vitae. You can use the remaining half of your blood pool to survive through the day and wake up each night, nothing more. What's more, you cannot create or sustain ghouls or create a blood bond. When you try to sire childer, the Embrace only has a 20% chance to succeed (test, lose ties). Otherwise, it leaves you with an inconvenient corpse.
Clan Weakness (2-pt. Supernatural Flaw)
This one is for Caitiff. You suffer from one of the 13 clans natural weakness. You (or the Storyteller) choose a clan weakness for your character. You cannot choose the Tremere clan weakness.
This may be taken multiple times with Storyteller approval.