By Javier Loustaunau (lugaru@yahoo.com)
This is not a minor bloodline so you'll probably have to find a way to introduce them into the story in a way that say's "they have been around for ever, you were just the last to know."
But then something woke him up, something quite insulting no less, a hard tapping on his head... his eyes popped open to see a tall dark woman holding the wires from his alarm in one hand and a stake in the other. "Morning!" her cheery voice rang. He immediately raked out with his claw's slicing the stake and pushing the intruder back. "Oh, a Gangrel, how fun." Christoff lunged towards the intruder only to receive a hard kick in the jaw sending him against the wall. "That couldn't of been human strength," he thought. The vampire moved in again with more caution this time, and exchanged a few blow's with the intruder, sending her flying with a few ribs broken and her neck pretty badly wounded. "There, I will let you live until you tell me who sent you. If you tell me I'll make your death quick."
The intruder coughed up some blood and said "Clichés," and having removed her hand from her neck the wound was gone. Then is when it got unreal. The hair on her head stood up like quills and her fingers started growing until they where almost a foot long ending in long, hooked claws. Her jaw snapped out of place, revealing a huge mouth filled with sharp teeth and finally bat wings sprouted on her back. Christoff just stared in disbelief. He stared at the creature while it pounced him. He stared at his arm as it hit the wall. He even got to see his heart as it was held before his eyes. Then he saw nothing.
"One down, a few thousand left to go," said the intruder who was back in her normal form.
In the beginning, they where supposed to be hideous beings with bat-like wings and bestial fangs and claws, but evolution (who has served these beings well) has given them the shape of their favorite prey: the human. Still, they can revert to the true vampyre shape when it is necessary (although doing this risks frenzy and leaves a very bad impression on anyone who didn't know about there existence) or they can use an intermediate shape (small claw's, no wings, big fangs, and a nice strength boost) which is usually the best for fighting.
Now, the main difference between these vampyres and the kindred is that these are living, breathing beings, born from two vampyres. This has its advantages, like for instance how could you be more comfortable with what you are than being born as one? I mean, the vampyres usually start sucking blood on their own when they are 5 years old (meaning mom doesn't have to regurgitate it for them any more). Oh, the living breathing part also means they are not immortal. Nope. Most vampyres live until the ripe age of 200, and some rare ones have lived up to 300 years. As for killing them? Well, running out of blood, lowering their health enough, running anything into their hearts or brains, etc. should be enough.
So where do they come from? Basically there are 3 theories:
Now, in the chronicle that I run there's a pretty complicated mythology behind them, but I'd rather leave it vague so the Storyteller can think of a way to incorporate them into his game.
Healing: In theeir normal form they may heal one wound per day, even aggravated. When in the intermediate form they heal one wound per turn and in true form they heal one wound per turn. They may also spend one blood point and focus for a turn to heal 3 wounds. They may also regenerate lost limbs this way by placing it back on and using one blood point. If the limb is not present they may use 3 blood points to regain a functional but unsightly version of it. It will take a week before it looks normal again. Vampire powers: Most vampyres can pick from Fortitude, Celerity, Potence, Presence, Auspex, and Dominate. Now, with them it's not that much like disciplines but more like genetic gifts so I suggest a starting four to pick from and an extra selected by the player that may viewed as perhaps a gift that his family possesses, maybe as a mutation or perhaps some "neat trick he does. I suppose the Storyteller can pick which are appropriate and to what level. They also love disciplines such as Thaumaturgy and hedge magic and often specialize in skills that will aid their clans interests best. Also check out the special disciplines that are altered for vampyres.
Intermediate form: A vampyre spends one blood point passing from this form to the human form and back. In this shape the vampyre gains the advantages of claw's (+1 to damage), extra sharp fangs (no advantage) and has a +1 on all intimidation rolls. It also gains the healing bonus mentioned above (one wound per turn). Frenzy is difficulty +1 in this shape but the vampyre can act normally and spend as much time as it wants in this shape.
True vampyre form: In this form the vampyre gains the ability to soak all damage except fire, silver and the usual claws/fangs. It also gains the healing bonus (one wound per turn). The main bonus comes in the form of one extra health level, a +1 damage to hand to hand combat strength bonus, claws doing +2 damage (aggravated), fangs doing +2 (6 difficulty). They have a +2 difficulty resisting frenzy and sprout wings that allow flight at speeds of about 30 mph (yeah, you can add to it with Celerity, Athletics and similar advantages). Takes 3 blood points to pass from human to this form or 1 to return, and one to pass from intermediate and back. Also add two to Intimidation rolls (Because a huge fanged mouth, long hair standing up, glowing eyes, claw's and wings somehow bother us normal folk).
Disciplines: Force (vampyre), Fortitude, Dominate, Presence.
Advantages: They are more resistant to sun light and to the lack of blood. They only take 1 point of damage every 10 minutes (none if well protected by sheet's) and lose only one blood point every five day's (every two if there is no other form of nourishment). This is how they maintain such a nomadic life in desertic regions. They also have one extra die on social rolls that involve convincing, conning, selling, seducing and similar rolls.
Weaknesses: For some reason they are very sensitive to large quantities of salt and if in contact with (oh, let's say about half a pound) they lose one blood point each turn (by some form of osmosis) and are uneasy by the sight of it. They are often repulsed by a line of it set at a door way.
Variants: A few bloodlines of the Obayifo have Celerity and Potence to reflect their warrior natures. These replace Dominate and Presence.
Character concepts: Traveling salesman, con man, mage's assistant, assassin, explorer, bounty hunter, traveling entertainer, etc.
Disciplines: Celerity, Dominate, Auspex, Shadow skill (vampyre).
Advantages: Blur: By spending one blood point they can gain one level of Celerity and also become -1 to be detected. They also have a natural +1 when it comes to Athletics that do not involve combat (such as running and acrobatics).
Weakness: They are even more sensitive to sunlight and will easily frenzy when in presence of it.
Variants: The gaki breed of the kasha loses blood twice as fast as normal vampyres and has an incessant hunger for normal food, and blood frenzy at +1 difficulty. In exchange they are very corpulent and have +1 level in combat and strength checks. They also have a +1 to soak damage in general.
Character concepts: Business man, yakuza leader, ninja, doctor in alternative medicine, occultist, assassin, monster hunter, monk, warrior, philosopher, etc.
Disciplines: Biomance (vampyre), Auspex, Fortitude, Potence.
Advantages: They have a +1 to Perception in general. They also are very resistant, adding 1 to soak dice, and reduce one pain penalty. They may also call on their claws when in "human" form to do strength +1 damage.
Weakness: Being of a passionate nature they usually don't have more than one or two people in their flock at once, being very loyal to them and trying to keep them alive at all costs. Of course they will still hunt and kill people who do not belong to their regular flock. They also have -1 to frenzy because of they're violent natures.
Variants: The Masani are of dark black skin and have the advantage of being almost immune (2 more soak dice) to fire and love to be in presence of it. On the other hand they are superterritorial and will frenzy +2 difficulty when some one intrudes or bothers them in their havens. They also have Animalism in stead of Auspex.
Character concepts: Priest (priestess), dancer or artist, magician, alchemist, musician, soldier, entertainer (of a more exotic style like fire walker or snake charmer), thief, etc.
Disciplines: Biomance, Force, Mindcraft (all vampyre), Potence.
Advantages: They have a +1 on all social rolls involving commanding, seducing, manipulating and tricking. Their Mindcrat is -1 difficulty vs. vampyres (which is why they often rule over the other races). Weakness: To maintain their vampyric powers intact they have inbred for centuries which, much like Silver Fangs of the Garou, have spurn forth several malformations. On creation you must select at least one deformity/derangement. Secondly, other vampyres find the varacolaci hard to miss. They can usually pick one out of a crowd with ease, which is why the Varacolaci tend to alter their shape so much using Biomance.
Variants: The Strigoii are often like the normal breed but they trade in Potence and Force for Faunian and Celerity. They are real tricksters and are willing to spread their sense of "humor" among the humans where they live in the form of cruel practical jokes. They also are very associated with witches and are often members of some cult.
Character concepts: Count, noble, scientist, mercenary, occultist, monster hunter, business man, pimp, killer (serial or hired).
Disciplines: Faunian (vampyre), Auspex, Animalism, Potence.
Advantages: Not only do they have a +1 to all rolls that involve stalking, hunting and surprise, but they also have a +1 on seduction rolls. In animal form they can feed off blood normally and they can remain in that form indefinitely without ill effects.
Weakness: They usually stand clear from very technical skills (such as computers, mechanics and the like) and cannot start with more than 2 dot's in any of them. They also prone to frenzy if they remain in a big city for more than 3 days.
Variants: The lugaru are like the Alp but they have extraordinary strength, giving them +1 in all combat rolls, but in exchange they are very savage and not only will they frenzy at +1 difficulty but they will almost always abandon their human form in combat preferring that of the true Vampyre or a wolven form brought forth through Faunian.
Character concepts: Game hunter, explorer, trapper, bounty killer, outlaw, biker, survivalist, mercenary, etc.
Disciplines: Confound (vampyre), fortitude, presence, potence.
Advantages: They have a +1 on all athletics and stamina related rolls because of their vitality. They also can select fae and changing breeds as contacts in their advantages.
Weakness: Because of their strong humanity they rarely transform themselves into their true vampyre form unless they are frenzied for some reason. They find that form vulgar and awful. They also have a hard time killing one of their own family/clan/bloodline and will be hunted down if they actually pull it off.
Variants: Dearg-due or the "red bloodsucker" are a kind of vampyre that often live in burrows or caves and come out to drink blood at night. They are less attached to humanity in general and are quite capable of kidnapping and torturing their victims in their caves, giving them a +1 on related rolls and also that they don't suffer from "fear of their true vampire form", actually being quite fond of it (giving them the nickname of "harpies") and using one blood point to switch back and forth from human to vampyre form. On the other hand the fae and changing breeds aren't fond of them and they are quite vulnerable to having the entrance of their lair covered up with stones or other hard to move objects trapping them, so they must be quite careful to not be discovered.
Character concepts: Dancers, musicians, hired killers, brewers, sailors, smugglers, writers, actors, etc.
Disciplines: Biomance (vampyre), Presence, Auspex, Celerity.
Advantages: They have an extra dot in Willpower and humanity when they begin the game. They also resist mental attacks and mind control with +1 die and may start the game with gypsy, Ravnos, changing breed and mage contacts.
Weakness: They cannot kill humans indiscriminately without risking loss of humanity, usually praying on humans they deem evil, creatures of the night and other vampyres for food.
Variant: The Nelapsi is the other side of the coin, representing the most evil of vampires. In exchange for starting with a maximum of 3 in humanity, they gain +1 in Strength, Dexterity and Stamina. They often slaughter entire villages in one visit. They are also cursed with a burning hunger and lose one blood point per night.
Character concepts: Vampire hunter, gypsy, artist, astrologer, vigilante, occultist, researcher, doctor, surgeon.
Disciplines: Force (vampyre), Celerity, Potence, Fortitude.
Advantages: They are incredibly pain tolerant, gives them one extra health level. They also gain +1 die both in combat situations and those that involve creativity.
Weakness: In exchange for their power they suffer from the weakness of both having strong honor codes (often killing themselves for failing a mission and rarely using surprise on victims) and have a very alien way of thinking when it comes to life and death. They try to honor their enemies using savage torture techniques that in their belief system assures that they will have an easy, honorable passing to the land of the dead.
Variants: The Nahual are incredibly savage and diabolical variations that use the discipline Faunian to change into the shapes of many animals. They are often rapists, murderers and defilers of all that is held holy. They have no honor but neither do they have the patience of creative work, only searching destruction.
Character concepts: Traditionalist warrior, writer/poet, crime lord, guerrilla, assassin, astrologer, mathematician, brujo (magician), healer, etc.
Disciplines: Mindcraft (vampyre), Presence, Auspex and Celerity.
Advantages: They live amongst humanity and can take any background and skill option a normal mortal can. They are immune to sunlight and they do not lose blood for any action except the use of their disciplines (which if they wish to keep using they must feed on blood). They gain a +1 on social rolls and feel comfortable in positions of organized crime and politics.
Weakness: They can not convert into their true vampire form and they can't use blood to regenerate more than one health level at a time.
Variants: None really, except that some are a little sensitive to light (-1 combat rolls in sunlight) in exchange of having their full regenerative powers.
Character concepts: Politician, crime boss, judge, teacher, noble, serial killer, celebrity, actor, musician, maybe even your next door neighbor (heh heh).
* Mix in: The vampyre can turn his flesh to a dark gray color and gains a +2 to all stealth rolls.
** Hide: The vampyre's skin reflects the shadows of the room so that he has a +3 to all stealth rolls and will remain invisible until he decides to make an action against who he is hiding from.
*** Disappear: At this level a vampire can "sidestep" into a shadow and enter the wall. They can remain in there until danger has passed. They also now gain +4 stealth in any action.
**** Travel: Using one blood point they may pass through a wall using a shadow as a door way. They may also steal the light from a room for 4 + Shadowskill successes (difficulty 6, 8 in daylight) turns making a globe of darkness. This costs 2 blood points.
***** Shadowskin: At this level the vampyre gains the ability to turn into a being of shadow by spending 3 blood points. All normal attacks simply pass through without doing any damage, but on the other hand all sun related damage is x2 and bright light does 1 damage per turn.
* Transfer: The vampyre can transfer one health point per turn while grappling an opponent. This can be used both to steal health levels from a victim or to heal them at the expense of your own health.
** Alter: You may make small changes in your own looks such as: height, build, voice, facial features and skin tone, among other things. These changes usually last about a day. You may also alter your body functions so that you can last twice as long without blood but with a -1 to all combat or athletic rolls.
***: You can alter the flesh, giving it any look you want. Bones are also subject to these changes. Many popular alterations give angelic looks to make hunting more easy, but others pick alterations such as barbed skin, bone spikes, body armor and the like.
****: You may extend your alteration powers to others, creating monsters that follow your lead or grateful "perfect" servants. This does not alter the mind and take in mind that not all are willing to become what you intend to be, and may act ungrateful after being converted.
*****: This allows the creation of life on a small scale. One can create airborne bacteria that do 2 points of damage per each blood point spent to all living things in 10 feet around you. These diseases usually take one turn in acting, and its non-contagious. One can also spend 3 blood points and several days to create living dead zombies (use Risen rules) that obey their every command.
* Alter: You may give yourself up to two animal alterations such as claws (damage), animal eyes (sense and alert rolls), improve your speed, athletics or any other relatable skill in one point (be imaginative, how about eagle eyes for shooting targets that are far off?).
** Become: You may now become an animal of up to half your own weight by expending one blood point. Difficulties and advantages are up to the Storyteller.
*** Shift: You may now become an animal up to your own weight using one blood point.
****: You can now become animals larger than your self (up to a ton). That includes variants of regular "small" animals such as a giant spider or rat.
***** Merge: You can now become composite or multiple animals at once and also half-human versions of those animals. Or half-Vampyre (just imagine that 1/2 tiger vampyre form raging toward you on bat wings).
* Move: You can move objects with Strength 1 in your line of view. You have limited control over this object and it mostly just floats around slowly.
** Move Medium: You now have Strength 2 to move objects and you can add 1 to it by spending a blood point or concentrating one turn, or both if necessary. The effects of boosting to it end as soon as you start a different non-mental action.
*** Move Large and Pyro: Your normal strength to move objects is now 4 and you can raise that with both blood/meditating. You have excellent control over small objects also. You may also create 1 point of fire damage by concentrating on the victim (+1 per blood level used). The most scary aspect is using t.k. for internal damage. You may do one level aggravated +1 per blood level used.
**** Lethal: Strength becomes level 5, fire becomes 2 and internal becomes 2. The range for all these powers is now in your range of sight. You may now also fly at about ten miles an hour or add ten to any method you may use to fly plus ten per blood point used.
***** Total: Strength becomes 6, fire and internal is now 3 base. You may fly at 15 mph plus another 15 per blood level spent.
* Alter Perception: Per each success (Confound + Perception) you can alter an enemy's perception for one turn, giving him -1 on his Dexterity, Doge, etc. rolls.
** Personal Illusion: One can change his own face, hair, etc. to look like someone else of the same height, weight and sex.
*** Change Self: You may now look like any person you wish or create one minor non-personal illusion (like a coin or cup or something).
**** Large Illusion: You may now make yourself look like anything (how about a table, or a 10 foot demon). You may also make human sized external illusions. You may also create small ones ones that affect up to 3 senses at once (for instance a gun that is visible, audible and causes pain/impact even thought it's an illusion and can't do real damage).
***** Mastery: You can now create pretty much any illusion in a room. You may create human sized ones of up to 3 senses and small ones that practically exist in all five senses.
* Command: The vampyre can give the person a one word command (make appropriate mental contest to resist) such as sleep, run, and even die (this will not kill the target but he will pretend to die as well as he can act out his part).
** Dominate: You can now issue a 3 word command if you win the mental contest. Those would be such as "kill him now" or "bring my slippers."
***: You can now use the previous powers at range of sight and if you have a few hours alone with a character you can (forcefully) meld a target's mind to change some key mental traits (such as his nature, demeanor and block out use of some knowledges).
**** Chainsaw Lobotomy: You can do a messy job of suppressing the character's traits, humanity, etc to make him into a mindless vegetable under your command. This process takes up to several days to complete. This counts as killing the character unless someone with a better Mindcraft rating can free the blocked out pieces of his memory.
***** Persona: This is the most feared of all powers. It allows you to re-create the character's personality, traits, derangements, etc. This is not very beneficial, for you can only take away or replace, but not add to the character. This process may take up to several weeks and the end result is a perfectly stable character under your command. Again this process can be reversed but it takes often a month or two.
They can only reproduce amongst themselves, so don't get exited about garou/human/vampyre crossbreeds.
They cannot embrace and if embraced or drink vampire blood in any way they become the dreaded Dempyre. They can now soak like vampires and gain one dot in a discipline the vampire had, but must drink blood daily like vampires, gain the other weaknesses, can't eat food and can't take the true vampyre form. Chances are there is also a pissed off Prince and a dozen vampyres after your head too.
Being born vampyres one should try to take advantage of the fact that unlike the V:tM vampires, you aren't chosen or altered to fit in. You are free to create your personality and so forth without being a "rebel punk" or "gothic socialite" against your will.
They interact nicely with the other WoD characters. Looked for by mages, often contracted by Sabbat and Camarilla, allies of the wolf and the wyrm, use them as your NPC wild cards or a new challenge for you characters.
Any other question can be sent to lugaru@yahoo.com besides any comment, chronicle, character, clan, variant or idea. You can add on to this race of characters and all, but please make some reference to this work.
Have a good time and bye!