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VAMPIRES

VAMPIRE CLANS AND SUB-CASTES

Select from these links below to learn more about the available vampire Player-Characters in Dominions of Darkness. Clicking these links will take you to the clan-specific pages or the Clan's sub-castes, which will give you details on their specific clan curses, and lists of special Abilities.


1) Vampire Ages for Player-Characters in Dominions of Darkness
Unless a Player wishes to bring in an existing character from another Second Life World of Darkness roleplay sim, all vampires start off somewhere between the ages of 18-150. The age choice does not give you any additional benefits but does allow Players to roleplay a Vampire of another era. 


2) Vampire Generation — Power and Legacy 
Because all Vampires are made by other Vampires,  the "Generation" of a newly sired vampire depends on the generation of the vampire who made him. And there are certain abilities & benefits of having a Sire who is closer in generation to Caine, the original Vampire (the lower the generation, the more powerful the Vampire). 

  • Creating a Vampire At Startup: 
    A Player at startup who creates a Vampire Character is automatically a 13th Generation Vampire, BUT may "buy down" his/her/their generation at the time of character creation by spending their initial Character Creation Points. This is the ONLY time in which a Player may "buy down" his Character's Generation.

  • Becoming a Vampire Via Roleplay: 
    Those who wish to experience the roleplay of "being Embraced" will start with a human-type character (human/gifted/hunter/kinfolk) and then become a Vampire through the course of roleplay. These new vampires are automatically a generation more than their Sires. For example, a Player who has a 10th generation Vampire will automatically Sire 11th generation vampire offspring.

    (For more information on this and the benefits of becoming a Vampire via Roleplay, see section "19) The Embrace - Humans Becoming Kindred" located on this page below.

3) Buying Down Your Generation
The closer in blood generation a Vampire is to Caine (the original Vampire) the more powerful he is. The opportunity to "buy down" a character's generation can only be done at the time of character creation, which is available as an option on the Character Sheet within your Dominions of Darkness Player's HUD. 

These abilities may not be purchased with XP after character generation. However, there are rare opportunities within roleplay to lower your Vampire Character's generation, such as diablerie or special items. 

The lower your generation, the more points it will cost you at character creation. It is not required to purchase the previous levels. For example, you may pay no additional points and start your character as a 13th level Vampire. Or, you may pay 6 points to start play as a 10th generation vampire (or 4 points to be 11th gen), acquiring the added skills that are now your character's legacy.   

  • 13th Generation = Free
    • Receives additional five points to spend on vampire in-clan disciplines (max level 3) 
    • Receives +10 to Physical Defense modifier.
  • 12th Generation = 2 points
    • Receives additional five points on vampire in-clan disciplines (max level 3) and 
    • +10 to Physical Defense modifier
    • + 5 Physical Attack modifier.
  • 11th Generation = 4 Points
    • Receives five additional points on vampire in-clan disciplines (max level 3) and 
    • +10 to defense modifier
    • +5 attack modifier
    • Able to sense other Kindred (you can't tell what clan of Kindred they are, just that they are one.)
  • 10th Generation = 6 Points
    • Receives five additional points on vampire in-clan disciplines (max level 3) and
    • +10 to defense modifier
    • +5 attack modifier
    • Able to sense other Kindred in close quarters (you can't tell what type of Kindred they are, just that they are one.)
    • +1 point in willpower

9th or 8th Generation, and Less
Ninth and Eighth generation levels can only be achieved by Player-Characters via diablerie of a much lower gen Vampire (8th Gen or lower). However, do remember diablerie only decreases your generation by just 1 level, no matter how low in generation the vampire is that you diablerize, unless determined otherwise by extenuating circumstances by the DOD Admins. (SEE DIABLERY BELOW)

9th through 7th generation may be earned during rare special events held by City-Sim Owners and authorized by DOD Admins. 

Generations of 6th, 5th, 4th, 3rd are reserved for NPC or for ST to control for an event, and will not be available as Player-Characters.

  • 9th Generation: 
    • Adds 25 Points of Health
    • Adds +5 Mod Physical Attack
    • Adds +5 Mod Mental Attack

  • 8th Generation: 
    • Adds 50 Points of Health
    • Adds +5 Mod Physical Attack
    • Adds +5 Mod Mental Attack
    • Adds +5 Mod Physical Defense
    • Adds +5 Mod Mental Defense

  • 7th Generation:
  • Adds 100 Points of Health
  • Adds +5 Mod Physical Attack
  • Adds +5 Mod Mental Attack
  • Adds +5 Mod Physical Defense
  • Adds +5 Mod Mental Defense

4) Lower Generation Rules
In tie breaks between vampires, the lowest generation always wins against higher gen vampires. The lower generation can always resist a blood bond of a higher (later) generation. The blood of a lower generation vampire can break the blood bond of a higher (later) generation vampire has on their subject. The blood of lower generation vampires is just more potent and stronger than later generation vampires. Legacy has its rewards.  


5) Choosing Special Abilities and General Skills
The Character Sheet in your HUD will display all the special Abilities available to your specific Character, as well as all the General Skills available to all character types. At this point, these are the only Skills and Abilities from which you may select. 

While you may choose not to use all of your Character Generation Points at Character Creation, its advisable to do so and simply earn the additional XP you need during normal roleplay or through special events. If you choose not to use all of your initial Character Generation Points, they will remain in your XP bank until you wish to use them.


6) Learning "Out Of Clan" or Subcaste Skills - (Post Character Creation)
After Character Creation, you may have the opportunity in Roleplay to learn other skills that are originally outside your Character's subcaste or clan. Under certain conditions skill sets and gifts can be taught and learned in roleplay. While the learning process is identical, there are rules for acquiring skills that are within the purview of your own Clan that your Sub-Caste does not have, and for learning the skills of other Clans:

  • Between Members of the Same Clan:
    Some clans have two or more subcastes within them, each having a slightly different set of skills. If you wish to learn a new skill from a member of your own clan's subcastes, there are no caveats or limitations to do so. No specific permission is required since you are all members of the same Clan and you merely need to find a mentor willing to go through the process of teaching you. 
    • For example: Your character is a Tremere Telyavelic vampire. While your skills are Auspex, Presence and Seilanic Thaumaturgy, you wish to learn the skill of Conjuring as well. You will need to find a capable and willing mentor to spend three hours of roleplay with your Character to teach you the first three levels of that skill. (See Learning New Skillsets below.)
  • Between Members of Different Clans:
    Learning a skillset that it outside your Clan is a little more of a challenge, though certainly not impossible. Some, if not most, Vampire Clans are very protective of their clan's special skills. While the process for learning a skill outside your own clan is the same as in-clan skills(3 hours of RP to learn the first three levels), there is some important In-Character things to consider. The main criteria is to have In-Character permission to do so.

    A Giovanni teaching a Toreador Necromancy without specific permission from his Clan's Primogen is most certainly going to result in the death of the Toreador and a Blood Hunt for the Giovanni who taught it to her. This is one of those in-world consequences that can result in death of a Player's Character. Be Warned.

    However, if your Character is a rogue or one that likes to challenge authority, then you better hope your student has the presence of mind to keep their new abilities secret. This is most certainly a roleplay choice for both the Mentor and the Student.

7) Learning New "In-Clan" Abilities/Skill Sets:
This is for learning any ability set not within your caste or sub-caste, but known within your own Clan. All Vampires can automatically learn abilities designated for their Character's specific role and listed on the associated web page.

  1. There must be a documented (notecarded) 1 hour of roleplay per level of the Ability to effectively teach/learn any new skill, as described below.

  2. The Mentor must have achieved Level 8 within that desired skillset in order to teach any part of that skillset.
    • The first three abilities within the skillset must be taught individually, after which the Vampire learning the skill can now teach himself the remaining levels within that Ability, level 4-8.

      (This notecarded RP must be sent to the DOD Admins so that the Ability of Presence may be opened up on the student's Character Sheet. After which, he/she/they may spend XP points to purchase points in the new skill.)

    • For Example: Traditional Gangral Vampire A has obtained Level 8 in Animalism. City Gangral Vampire B has approached her in roleplay to request that she teach him that skill. IF Vampire A is agreeable, then the lessons may begin.

      In Roleplay, Vampire A spends a minimum of 1 hour teaching Player B the nuances of Animalism Level 1: Feral Speech. This must be done before continuing on with another hour of roleplay to teach Presence Level 2: Beckoning, followed by another hour of roleplay to teach Animalism Level 3: Song of Serenity.

      Roleplay can be done all in one day, or it can be broken up over multiple days, or even weeks. However the roleplay must be notecarded and provided to the DOD Admins.

  3. After Level 3 skills in an Ability have been learned in roleplay, the Admins will open up that skillset in the student's Character Sheet and the Player can now purchase those skills if they have enough XP to do so. Learned Abilities must still be purchased with Experience Points.

8) Blush of Life
(Vampires Only - only available during Character Creation) = 2 points 

Allows a vampires flesh to warm to the touch and makes the vampire appear to breathe. The vampire is capable of blushing and their skin does not appear "too" pale. Powers/abilities (apart from Auspex) that allow a character to detect vampires by continued observation suffer a -20 penalty to their dice roll.



9) Vampire Weaknesses

  • Fire and Other Physical Threats: Vampires are vulnerable to physical threats, and are highly combustible. They burn easily when exposed to an open fire. While it is unlikely they will ignite into a fiery ball with a simple lighter or candle flame, they can be physically damaged and are extremely careful around any type of fire. However, Vampires will burn up almost instantly in direct sunlight. The older the Vampire, the quicker the light of the Sun will incinerate them. However, even newborn Vampires will burn within minutes. (See #4 below, Vampire Fear Reaction/Rötschreck)

  • Feeding: Vampire's can only consume blood. If a Vampire attempts to consume any sort of human food or drinks they will become visibly ill and shortly after vomit the entire contents of their stomachs. 

    The only exception to this is that Vampires can consume blood mixed with wine. However, this does nothing to raise their health or Energy points, and Alcohol has no effect on them.

  • Sleep: From the first amber rays of dawn till the last fading hues of dusk, all Vampires enter a state of supernatural sleep, a condition which makes them extremely vulnerable. They may awaken in case of emergency or even not falling asleep at all if their will is strong enough, but during the day they are very weak. Many Vampires employ human or animal Ghouls to watch over and protect their vampiric masters.

  • Wooden Stakes: Thanks to the horror movie industry for propagating this erroneous myth, it is not true that driving a stake through a vampire's heart will kill him. However, it will paralyze him and send him into a state called Torpor. Damage done to other parts of the vampire's body, with any kind of weapon, is not significant: it may incapacitate the vampire, but he will heal fast if allowed to do so, provided the damage does not deprive him of all his blood.  While in Torpor, the Vampire will be indistinguishable from a dead corpse.

  • True: Surprisingly, the movie industry did get one thing right. Vampires are vulnerable to those mortals who possess the so-called "True Faith." This human has the strength of true religious conviction (which is, fortunately for vampires, very rare). 
    • Vampires subjected to True Faith suffer:
      • -10 Willpower
      • -5 Physical Defense
      • This only applies for as long as the wielder of True Faith is:
        • Holding or wearing a symbol of their faith (must be a prim)
        • Physically visible to the vampire (within sight)
        • Alive and Conscious

  • Torpor: Arguably both a strength and a weakness, when a Vampire has sustained enough damage until their HP is brought down to Zero, they enter a state called "torpor." This is a deathlike stasis called torpor, which allows them to heal more extreme damage. Torpor can last for centuries depending on the circumstances. However, it leaves them completely vulnerable. It is not uncommon for a Torpored Vampire to be mistaken for a dead human and sent to the city morgue. For Vampires of extreme age, Torpor becomes a more attractive option. Some vampires have been in Torpor for millennia.

  • Hunger: Vampires require great Willpower to keep their hunger from ruling their every action. Feeding is extremely important to keep their Beast at bay and takes priority over everything else. if a vampire is hungry, and if the vampire does not adequately feed when they rise, they could go into hunger frenzy or eventually succumb to Torpor (see above).

  • FRENZY: Vampires are susceptible to Frenzy, a condition they can enter when they have been deprived of blood and hunger, are enraged, or in imminent danger. If a Storyteller sees a character in these conditions, they can make the character roll for Frenzy. In this state the unfortunate Vampire loses control over themselves and unleashes The Beast. When this Happens, the Beast will use every opportunity at its disposal to satisfy the immediate urge that brought it to the surface. The Beast is incapable of distinguishing friends, lovers, foes or allies. If threatened, it will attack people indiscriminately with no concern for their own safety and seek to extricate themselves from the threatening situation. If The Beast emerged from hunger, it will feed on the nearest source of blood without hesitation and will not stop until its powerful blood lust is satisfied.

10) Vampire Strengths

  • Difficult To Kill: Excluding Fire and Sunlight, vampires are very hard to kill due to their supernatural constitution and their ability to heal quickly. For example, bullets do little to slow them down and do not cause much damage. Their superior strength and speed make them hard to hit, let alone incapacitate them in combat.

  • Clan-Specific Strengths: Vampires from every bloodline have superhuman attributes. Each Clan has special skills that are the hallmarks of their bloodline. In certain clans may be superior to other clans in certain situations, or even possess magic such as Tremere.
    Vampires are highly vulnerable to some physical threats, most importantly sunlight and fire.

  • Physical Appearance: Upon turning, the vampire gets refined in their physical appearance, becoming more beautiful than they were in life. This only works in reverse for Nosferatu clan whose members are cursed with deformities.

  • Generation: The term "Generation" refers to how close (or removed) a vampire is from the original progenitor of the Vampire Race (usually the first Vampire is considered to be the biblical Caine, who was cursed by God for the murder of his brother Abel). The closer a Vampire's generation is to the original progenitor, the more powerful they are upon creation.

    In today's modern world, Vampires created are no closer than 10th Generation. Embraced Vampires who are 13th generation or less become more physically durable on embrace, gaining +10 in defense rolls. The lower generations provide even more bonuses.

    Physical Attributes: A Vampire's senses also become vastly improved over their previous Human condition, allowing them to see, hear, and feel everything better. It should be noted that the most improved sense is that of taste. The taste of blood is intense, vibrant, and extremely difficult to resist. It is the only substance that sustains them. For a Vampire, it is literally a million times better than sex, drugs, alcohol or chocolate when they were living mortals.

    Self-Healing: Vampire's have great natural ability to heal, which makes them able to quickly regenerate from minor wounds, cuts, gashes, and even gunshots to the head in the matter of day. Feeding on blood will also heal them.

    Self-Healing Using The Dominions of Darkness HUD: Your DOD HUD has a "Feeding" feature that allows Vampires to roleplay drinking the blood of victims. This roleplay must be agreed upon and cannot be forced on other Player Characters (they must accept the "invitation" in order for it to work. However, suck all the NPCs you can find whenever you like for the same results.) When using the HUD to feed, your Energy/Blood Meter and/or your Health Points Meter must not be full. Use the HUD to target your victim and begin feeding. Your meters will begin to fill as your victim's Health Point Meter will start to fall.

  • Healing Others: Vampires have very minor abilities to heal others using their blood. A Vampire can only heal the wounds the size of puncture wounds made by their own fangs, or the fangs of another vampire. This extends to small cuts, abrasions and small minor injuries. A Vampire can never heal another's Health Points using their blood.


11) Playing a Vampire

A vampire is an undead creature that was formally a living, breathing human being. This process of turning a human into one of the undead is call The Embrace, which is described in the section of that name below. 

Vampires are among the main supernatural races found in Dominions of Darkness. Commonly called Kindred or Cainite, vampires are embraced into one of thirteen tribes of varying abilities and supernatural powers. Exhibiting a wide range of supernatural abilities, they are very difficult to kill...but certainly not impossible. 

Everything about a Vampire revolves around Blood (which they call vitae) in order to sustain their undead bodies. It can be human, animal or vampiric blood (but animal blood is not as satisfying, and vampiric blood has potentially troublesome supernatural properties — such as the ability to create a blood bond - see below for more information on blood bonds).

 Most Vampires prefer to live hidden in cities where hunting is plentiful, and disposing of the bodies is fairly easy. These creatures are highly territorial and Vampire Clans will fight for and claim sections of a city as their own hunting grounds. Those who are actively hunting uninvited in another Clan's territory will likely be confronted and attacked.


12) What are the Vampire Traditions?
The vampire traditions are the codes upon which all vampires must adhere. Breaking any of these Traditions is often responded to with severe punishment, up to and including death. (See Death in Dominions of Darkness.) The following content is per Vampires: The Masquerade and reprinted with permission from White Wolf.

  • First Tradition: The Masquerade
    Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.

  • Second Tradition: The Domain
    Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.

  • The Third Tradition: The Progeny
    Thou shall only Sire another with the permission of thine Elder. If thou createst another without thine Elder's leave, both thou and thy Progeny shall be slain.

  • Fourth Tradition: The Accounting
    Those thou create are thine own children. Until thy Progeny shall be Released, thou shall command them in all things. Their sins are thine to endure.

  • Fifth Tradition: The Hospitality
    Honor one another's domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.

  • Sixth Tradition: The Destruction
    Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine Elder. Only the Eldest among thee shall call the Blood Hunt.

References: Vampire: The Masquerade 20th Anniversary Edition, p. 22-24

13) What is The Masquerade?
The Masquerade is the most important, Tradition observed by the race of Vampires. It states that Vampires must not allow mortals to know about the existence of Vampires, what supernatural powers they command, how many Vampires there are in a particular city, not "out" any other Vampires as being of a supernatural nature. Vampires are to remain hidden in the shadows, and humans must remain blissfully unaware of the monsters that are among them. Any Vampire who allows a human to witness their abilities without killing them or having their minds selectively wiped, will be accused of breaking the Masquerade and put before the city's Prince or Elder for punishment. For more information on the Masquerade, CLICK HERE.

14) Vampire Sects

  • The Camarilla
    In Dominions of Darkness, the Camarilla is the official group of all vampire Player Characters and is made up of 13 clans. It is a sect ruled much like a principality and even in this modern age, they hold on to their medieval past. Known as the "Ivory Tower," the Camarilla is ruled by a strict set of ancient laws known as the Traditions. They are the keepers and the enforcers of "The Masquerade," which is the code of secrecy that ensures the survival of all Kindred.

    Each major city ruled by the Camarilla is the jurisdiction of a reigning Prince who is responsible for enforcing the Traditions and protecting The Masquerade. (Minor Cities are ruled by a Duke. Dukes are usually sponsored by a Prince of their closest major city, but not always.)

    He/She/They act as judge, jury, and executioner. The Camarilla describes itself as a genteel society of undead peers. However, it is made up of a vast, complex, and rigid hierarchy that breeds ancient rivalries and vicious political maneuverings.

    The Camarilla holds up the Traditions as the highest authority, with the Prince acting as the ultimate authority to both interpret and enforce those laws in his/her/their own domain. First and foremost, the Camarilla sees its role as maintaining the Masquerade, but in domains with accomplished Kindred, the conflicts between them regularly bring the rest of the Traditions into consideration as well.

    The Camarilla considers itself a well-heeled Sect of modern genteel vampires, and the term Kindred originates with it, in the idea that all members of the Camarilla are peers in the same august organization. Of course, the social hierarchy of the Camarilla is an elaborate construct, and vicious interpersonal politics and ancient grudges shape the nightly affairs of the “Ivory Tower.”

    • The Prince
      • The Prince of a city may be of any gender. In Dominions of Darkness, Princes rule over larger cities and metropolitan areas (full sims built and named after large cities of 500K+ population).

        While it is typically an office filled by a vote of the seated Primogens, it is not uncommon for it to be taken by a show of force and the bending of the knee by the Primogens. In Dominions of Darkness, the Vampire Princes of each city meet once or twice a month to discuss their city's business, share advice on any problems, or discuss any number of important matters. This is called the Conclave of Authority, discussed further down on this page. 

        A Prince is the absolute power and authority within a given city and their rule typically extends to that city's boundaries and outlying towns, but can extend to any non-declared territory as well. It is not unheard of for cities to war over the claim to unofficial adjoining territories outside a cities formal borders. However, the Conclave of Authority will attempt to remediate any issues that will cause discord between rival cities and possibly breaks in the Masquerade.

    • The Duke
      • Dukes In Dominions of Darkness are Camarilla leaders of smaller cities (Homesteads) and are called Dukes or Thanes (Homestead sims built and named after cities or towns of less than of 499K in population). Dukes perform all the functions of a Prince for their city (also known as a Dukedom) but are usually the sworn Vassal of the Prince of a nearby larger city.

        Dukedoms do not recognize state or country borders. The most powerful Prince closest to the Duke's city is most commonly the one they approach (or accept) the protection and alliance with. While it is not unheard of for a Duke to be independent, these situations have been known to cause friction and turf wars amongst the Princes of the larger nearby cities.

    • Primogen's of a city make up the Prince's court and serve as advisors, as well as have an equal vote on matters of importance. A Primogen is a Vampire Clan's representative to the Prince. They may be voted into that office by their clan's constituency, or it may be taken by a show of force. While the city's Prince has absolute authority and may veto any vote, a Primogen's main responsibility is typically to his/her/their clan. However they may only remain a Primogen if the city's Prince accepts them into the his/her/their court. A Prince can reject a Primogen candidate and demand a new Primogen be named if they are not happy with the one they have been sent. So while a Primogen serves his/her/their clan, they must also remain in good standing with their Prince.

    • The Conclave of Authority is an elite council made up of each city's Prince. This is a fairly recent democratic form that was started in the late colonial period of the Americas. However, it is a reformed version of those systems dating back tens of centuries earlier in Europe, the Middle East, and Asia where Princes ruled over other Princes from whom they demanded fealty. As you can imagine this system, while effective, caused quite a bit of chaffing by more ambitious Princes who did not care to swear fealty to others. Hence, there were many wars, skirmishes and assassinations.

      While the Conclave of Authority likes to represent itself as a more modern and civilized assembly of equal rulers, it is certainly not without it's problems of ego, ambition, and discord. Like most rulers, each has an agenda and seeks allies to accomplish them. But on the whole, the Conclave is an effectively organized institution where the wheels of politics are well oiled with the currencies of money, boons and blood.

      The Conclave of Authority meets every once or twice a month, each Prince taking a turn at hosting the event in his/her/their own city. The hosting Princes try to outdo each other for the impressiveness of the venue with blood fountains, entertainment, gifts and other ostentatious displays of wealth and hedonism.
      For more information on the Camarilla, CLICK HERE.

  • The Anarchs
    In Dominions of Darkness, Anarchs are Non Player Characters (NPCs) and are known as the rebels of vampire society. They resent the power and prestige of the Camarilla elders, seeking to tear down their Ivory Tower of outdated governing that puts the rest of the Kindred beneath their well-heeled boot. Most Anarchs understand the importance of upholding the Masquerade respect it. While some of the other traditions are treated more like suggestions than punishable laws. , even if they do not respect the vampires who enforce them or the system that benefits from them. For more information on the Anarchs, CLICK HERE.

  • The Sabbat
    In Dominions of Darkness, the Sabbat are the villians of many storylines and are always Non Player Characters (NPCs). Nicknamed the "Sword of Cain," the Sabbat was formed during the Anarch Revolt in response to the oppressive rule of the Elder vampires. The Sabbat do not feel bound by the Traditions, but believe in a system of self-rule, freedom, and interdependence. In practice, this has made them radical loose cannons who ultimately believe they should rule over the human world rather than hide from it. Many have a flagrant disregard for human life which is evinced in the brutal tactics they use in the Jyhad. While anyone may ostensibly claim membership in the Camarilla, the Sabbat have brutal initiation rites where characters must prove their loyalty. They also practice cult-like rituals and a form of ceremonial group Blood Bonding, called Vaulderie, to ensure loyalty. The Sabbat scorn the Camarilla and actively seek its end whenever it is to their obvious advantage. For more information on the The Sabbat, CLICK HERE.

15) Vampire Fear Reflex (aka RÖTSCHRECK - roll 90+, Mod Willpower)
 Rötschreck is a Vampire's base animal instinct to flee in blind fear when presented with or attacked by Fire or direct Sunlight. For Fire to cause this reaction it must be a hand-sized ball of flame or larger. A candle or lighter does not present a big enough threat to cause this reaction. However a Vampire will be wary of any flame, and will consciously avoid standing or walking within close proximity to fireplaces and fire pits.

In these situations the Vampire must roll an 90+, modified by their Willpower or hysterically flee from the threat. In the worst case scenario, a vampire who fails their Willpower roll is completely controlled by their inner Beast, instinctively driven to a flight-or-fight mentality and forced to flee blindly from the source, plowing through any obstacle or person in their way to find safety. If they cannot flee, or the fire/sunlight is blocking their path, they will cower offensively with bestial anger in the darkest corner they can find. The fear makes them incapable of approaching or attacking the source of that fire. They will attack anyone or anything that blocks their speedy retreat, regardless of their personal attachments to them. 

A willpower check must be made when the these situation are uncomfortably close to the vampire (under 10 meters).


16) Frenzy: mod Willpower

  • To activate Frenzy - Roll Dif. 60, Mod Willpower.
  • To end Frenzy - Roll Dif. 80, Mod Willpower at the beginning of EVERY TURN, using your normal Willpower Mod. If your roll is at or higher than the number you rolled to activate the frenzy, your frenzy state will immediately end.
  • While in Frenzy - 
    • Mental Control rolls by others directed at the Vampire are at -20
    • All Willpower rolls by the Vampire in Frenzy are at a +30

How to Roleplay Frenzy
During a frenzy, a character literally gives into the darkest instincts of the vampiric nature. The character is consumed with rage or hunger, unable — and unwilling — to consider the effects of any action. The vampire is running purely on bestial instinct and the instant satisfaction of fulfilling his immediate needs. Friends, foes, lovers, ethics: None of these things matter to a vampire in frenzy. 

If a vampire in frenzy is hungry, he will feed from whoever is closest without regard for the vessel's well-being or race. If the vampire is angry, he will do everything in his power to destroy the cause of his anger. A vampire struck by fear (Rötschreck) will commit any atrocity to remove himself from the source of his terror, regardless of the consequences.  He will take the shortest route to escape. And if that's through his human friend, so be it. He is, in short, an uncontrollable Beast until the frenzy ends.  

  • NOTE: The frenzied Vampire will always attack the person or being closest to them. They do not have the mental capacity to pick and choose their target(s).

While frenzied all difficulties to resist a mental control powers are reduced by 20. The character automatically succeeds all Willpower rolls to accomplish a feat, because the rage fueling the vampire's actions is both a catalyst to heightened state of mind and a barrier against unwanted intrusions.   However, a vampire may CHOOSE to Flee instead of fight. This is especially important if the Masquerade may be broken.   

Situations that Induce Frenzy
Two rolls are required; one to avoid/induce the initial Frenzy when the situation warrants it. The second to end the Frenzy. Both rolls are the same difficulty. A Frenzy will last the length of the scene. BUT, the Vampire must roll  willpower roll to -end- the frenzy. Gangrel gain a physical feature characteristic of an animal as a sign of their closeness to the Beast when they frenzy.

  • Smell of Blood - Within 20 Meters
    From an open and actively bleeding wound or spilled blood:
    • Haven't fed for two days: -30 Willpower
    • Haven't fed in over two days: -50 Willpower (or higher in extreme cases) / difficulty 40 to break frenzy. Sight of blood (when hungry)40+ (or higher in extreme cases) / difficulty 40 to break frenzy. Being harassed 40+ / difficulty 40 to break frenzy. 
  • Life-threatening situation 40+ / difficulty 40 to break frenzy. 
  • Taste of blood (when hungry)60+ (or higher in extreme cases) / difficulty 50 to break frenzy. Loved one in danger 70+ / difficulty 60 to break frenzy.  

17) The Kiss (Aka, Drinking Blood Directly From the Vessel)

In Dominions of Darkness, Vampires may choose to drink the blood of another, but it is assumed that a Vampire is drinking blood to sustain himself between scenes or when the Player is "offline." Energy/Blood levels automatically gain points.

  1. Vampires can also increase their Energy/Blood levels (as well as their Health Points) by drinking the blood of other characters (NPCs, NPC Prim People and Player-Characters).

  2. Vampires cannot drink more blood than will fill their Energy/Blood OR Health Points meters. If both of your meters are at max, you cannot drink blood. Just push yourself away from the table and loosen your belt. You couldn't eat another bite.

  3. Drinking blood is a risky proposition. Taking half of a vessel’s blood necessitates hospitalization for that vessel. Taking all a vessel’s blood will kill it. A vampire may take up to 10 Blood/Energy and 10 Health Points from a given vessel in a turn. The shorter the turn, the more forcefully the Kindred steals the vitae.

  4. Most vampires drink their victim’s blood slowly, allowing the vessel's heart to do all the work as it pumps spirts of blood into the Vampire's mouth. This also lets the Vampire savor the luscious fluid and draw as much pleasure as possible out of the experience.

  5. Once the Kindred breaks her vessel’s skin with her fangs, that vessel no longer resists the vampire (if he did in the first place). Indeed, the ecstasy caused by the vampire’s bite is called The Kiss, and it engenders as much exquisite, subtly painful pleasure in vampires as it does in mortals.

  6. Exceptionally strong-willed mortals (5+ Willpower) may continue to resist, but even these vessels eventually succumb to the pleasure. Some Kindred even develop lusts for the Kiss and actively seek out those who will drink their blood.

    Note: While Kindred find the Kiss pleasurable, they may resist it more readily than mortals can. Any Kindred, regardless of Willpower, may make a Self-Control/Instinct roll (difficulty 8) to avoid succumbing to the Kiss of another Vampire - even those of higher Generation. This enables vampiric victims of diablerie to have a chance at fighting back.

  7. Old blood is never as nourishing as fresh blood. (Think of it as drinking milk that is on the verge of going sour or has already soured.) In fact, many vampires refuse to drink old blood, whether it comes from human corpses, blood banks, or a vampire’s private reserve. However, the blood of other vampires, particularly elders, is quite potent and exceptionally delicious.

  8. When drinking from elder vampires, each blood point taken may be so concentrated that it is actually worth two — or more! — normal blood points in use. Thus it is possible to obtain a vast amount of blood points by partaking of elder blood, though such prized vitae is rarely available to neonates or even older Kindred. Essentially, elders have greater blood pools not because they are bodily larger than younger vampires, but because the blood they ingest is more concentrated in their ancient veins.

  9. Drinking Werewolf Blood (or the blood of other supernaturals)
    Werewolf blood and the blood of other supernatural creatures is drinkable by Vampires, though it has a more gamey flavor, and is less enjoyable. (Much like chewing on beef jerky as opposed to a juicy filet mignon.) While it does sustain a Vampire like the blood of any other mortal being, drinking it can easily cause a Vampire to Frenzy due to its magical nature. Any Vampire drinking the blood of a Garou must make a roll for Frenzy.

18) Blood Bonds
A Blood Bond is the mystical power over another individual engendered by partaking of a particular vampire’s blood thrice; accepting blood from a vampire is an acknowledgment of her mastery. A Blood Bond, also known as a Blood Oath, is a supernatural link of fidelity and dependency of one individual (the thrall) on a Vampire (the regent), created and maintained by the repeated consumption of the Vampire's vitae. 

Those who are Blood Bonded are filled with love and adoration, and an intense sense of loyalty and obligation for their liege. (It should be noted that this love is twisted, obsessive and commonly not reciprocated by the Vampire.) The Thrall will crave the Vampire's blood, giving his Regent even greater power over him.

  • How Much Blood is Required? The amount of blood is very small, only a drop or two. Or it can be much more. The amount the victim drinks does not influence the overall effect. The critical element is that the blood is taken voluntarily on three separate occasions. It cannot be slipped into a drink or food, or forced upon the lips of a victim. A Blood Bond is as much a psychological domination as it is a physical addiction.
  • Who Can Be Blood Bonded: Virtually anyone can be enthralled through it, making the blood bond one of the most powerful vampiric tools. The exception to this is that a lower-level generation Vampire cannot be blood bonded to a Vampire of a higher generation. All Blood Bonds are incredibly difficult to break and likely will have many lasting effects on the thrall.
  • How Many Times Must Blood Be Consumed to Create a Blood Bond?
    • First Sip: After the first sip of blood, the thrall begins to develop strong feelings for the regnant, whether love or hate, though they are still free to act as they choose. Those in a one-drink bond may unconsciously seek out the regnant, seemingly accidentally running into them on a frequent basis.
    • Second Sip: After the second sip, the regnant becomes a very important person to the thrall, who may go out of their way to seek the regent's attention or please them. It becomes difficult for the thrall to do anything that would harm the regnant, and the regnant likewise finds it easier to convince the thrall of things. Though the thrall's craving for the regent's blood increases, they still retain their free-will.
    • Third Sip: After the third sip, the blood bond is complete. The thrall is now subject to the regnant completely and loves them as much as they are capable of loving anyone. The regnant is the most important person in the thrall's life and takes priority over all else; sufficiently weak-willed individuals will commit any act the regnant asks of them. Furthermore, the regnant may command the thrall with Dominate via voice alone. It may still be possible for the thrall to act against the regnant, but only temporarily and after an extreme effort of will.
  • The strength of the blood bond is not influenced by the generation of the vampire, but continual drinks do reinforce it. The bond will become weaker over time if the thrall does not drink the regent's blood or see the regent for an extended period of time, equal to 12 months minus the thrall's Willpower. 
  • However, due to the very nature of the bond, such avoidance may be extremely difficult for the thrall. The blood bond can be broken by the death of the regnant, however, the effect on the thrall is variable: some feel relieved or even joyful; others experience pain and desolation; others yet fear their independence and look for a new bond. A few may even kill themselves.
  • All childer begin at least one step bound to their sire, and it's normal for those that were ghouls to already be fully bound or for a fledgling vampire to be fully bound to their sire shortly after the Embrace.  

19) The Embrace - Humans Becoming Kindred

Vampires, being dead creatures, cannot reproduce like natural living creatures. They instead must select the most beautiful, talented and/or desirable from the Human herd to create new vampires (called a Childe *(or the plural Childer) through a morbid process they call The Embrace. (See 20. Performing the Embrace below.)

Human Characters Being Embraced in Dominions of Darkness
In Dominions of Darkness, undergoing an Embrace in character is an excellent roleplay opportunity that allows those playing Human characters to experience what it really means to become a Vampire. This has several benefits over simply rolling a Vampire character:

  1. It allows the Player to explore the many different types of Vampire characters available, select the clan most suited to the Player's interests, and become part of an actual family of characters.
  2. It allows the Player to build up their Human experience points while they decide which Vampire clan they wish to be embraced into.
  3. Once Embraced, it allows the Player to take all their Human Experience Points and use them to create a more powerful Vampire character than they would had they simply created a Vampire Character. You do not lose any of the XP you have earned previously in becoming Embraced.
  4. And, it gives the Player's Character an actual in-world Sire played by another Player Character, not the typical NPC Sire. This is the heart of creating community in Dominions of Darkness.

I'm Embraced. Now what? 
When a Human is Embraced and has become fully Vampire, their internal organs wither away, and almost all their body fluids are replaced by their Sire's own blood. Vampires use blood (also called Vitae) for a variety of purposes; blood replaces most bodily fluids, so vampires will sweat blood and cry blood under certain circumstances. Blood is used to Embrace, as noted above, and also to create Ghouls. Finally, vampires can use blood to heal damage. (See HEALING, below.)

Once Embraced, vampires are locked into a form of stasis. Apart from wounds (healed with blood), vampires are restored to their exact condition at the time of Embrace every time they rise up for the night. This physical condition eventually extends to their mindsets - old vampires find it very hard to learn new things. 

Newly Embraced Humans who have old scars, tattoos, beards, long hair or other physical attributes will always have the exact same attributes upon rising every morning. Cutting your hair or having tattoos, new ones inked or old ones removed, only last until the Vampire arises again the next night. Upon rising, the Vampire's hair will have again grown to the length it was when they were embraced, and the tattoos will have reappeared or new ones disappeared.

Exception: The only exception to this is if the human was recently injured before their embrace, such as recently had a tattoo placed on their body, or if the human was suffering from any type of disease or illness. These are all completely healed by their Sire's blood during the Embrace. The newly Embraced will not regrow limbs or other body parts.

Embraced Players' Note: When a Human character has been turned into a Vampire (hence called their Sire), the Player must contact an Admin who will return all of their earned Experience Points and clear their Human Character's HUD. The full amount of their earned XP will then be available to create a new Vampire character and purchase those skills associated with their Sire's clan - as well as any applicable general skills and abilities the Player wishes to select (reselect).

Controlling the Beast
In addition to the physical changes, vampires experience extreme intellectual and emotional changes. The vampire is now a predator, and has a raging Id called the Beast. The Beast reacts to a variety of stimuli, notably hunger, anger, fear. 

The Beast continuously assaults the character, and if the Beast's demands exceed the character's own capacity to control it, will react in a Frenzy or Rötschreck. Vampires can permanently lose control to the Beast, entering Wassail, a state of permanent Frenzy. In this condition, all humanity is lost and the vampire becomes a mindless killing machine. Newly Embraced Vampires are notorious for having difficulty in controlling their Beast.


20) Vampires - Performing the Embrace
As mentioned above, Vampires are created through the Embrace. This is only done when a Vampire has acquired the permission of their Elder. In the Camarilla, that would be the Prince of the City. Failure to gain the approval of the Prince is grounds for the forfeiture of the offending Vampire's life, as well as the life of the Childe he/she/they created.

During The Embrace, a vampire drains their chosen Human's blood to nearly the last drop. The heart will begin to beat faster and faster, attempting to supply the body with what little blood remains. At the moment the heart stops completely, the Vampire replaces the Human's blood with a token amount of their own blood, typically by opening their wrist or throat and force-feeding it to the Human. 

Once the blood touches the lips of the drained Human, the body will convulse and mindlessly begin sucking in and drinking the Vampire's blood. This causes the corpse to quickly rise as a very hungry newborn vampire. The vampire who initiates the Embrace is the Sire; the new vampire is the Sire's Childe. Until the Childe has been released by the Sire, the Sire is fully responsible for the Childe's actions. A Vampire is wise to consider who they Embrace or suffer the consequences of that Childe's misadventures.


21) Vampire Physiology
Vampire bodies do not function like the bodies of living, breathing creatures of the natural world. They are (more or less) immortal and preserved in a life-like state. They do not breathe or require oxygen, consume food that is not blood, age or die from illness. Wounds heal quickly and their bodies do not change. For example, a vampire may get a tattoo or piercing, but it will be gone without a trace when they awake the next day. However, if a human with tattoos and piercings is made Vampire, those alterations are permanent, no matter what methods of removal or surgery are done on them.


22) Vampiric Feeding - The Kiss
The feeding process is highly pleasurable (arguably the highest pleasure) for both vampires and their victims. Humans who are fed on more than once can become highly addicted to the experience, oftentimes seeking out Vampires to get their "fix."  

Vampires change considerably after the Embrace. Physically, they are incapable of digesting food, vomiting it up almost instantly. As a result of these processes, the vampire is paler and generally thinner than they were before the Embrace. Certain clans have more extreme physical changes, (See Vampire Clans).

Blood is necessary for Vampires. It animates them, allows them to appear as if living, allows them to use their Disciplines. Blood must be replaced nightly by sucking it out of humans. While vampires can feed on animals, they do not enjoy the taste of it, and older vampires will acquire no sustenance from it. The process of taking blood is euphemistically called the Kiss or feeding. Vampires do not have to completely drain a victim to acquire adequate nourishment, although frenzying vampires are likely to do so. 

  • NOTE: Vampires can heal the puncture marks of their feeding by licking the wounds, making the fang marks extremely difficult to detect. This only works on small wounds or scratches.

Feeding as an Attack
Vampires can use their bite as an attack and feed on their foes in combat. Unlike other bite attacks, the Vampire must first successfully grapple their opponent, and then feed on their foe for as long as they can hold on and their opponent fails to resist the grapple. For each turn the Target Foe fails to resist the Grapple Hold:

  • The Target loses 5 Health Points to the Vampire, who gains this in their HUD
  • The Target loses 5 Energy Points to the Vampire, who gains this in their HUD
  • -5 Mod to both Physical and Mental Defense
  • The Target is unable to attack and can only attempt to defend while in the Grapple Hold.

23) Diablerie
There is one thing that elder Kindred dread even more than fire or the light of the sun. This is the sin known as diablerie. Among Camarilla society, diablerie is the ultimate crime; those who practice it are subject to the harshest punishments imaginable, including a blood hunt. It is as loathed and feared as cannibalism is among mortal society. 

The vampires of the Sabbat are said to indulge in diablerie freely, which is yet another reason why Camarilla elders hate them so. Quite simply, diablerie is the act of feeding on a vampire in the way that a vampire feeds on a mortal. In so doing, not only does the murderer consume the victim’s blood (and vampire blood is far, far sweeter than even the tastiest mortal’s), but the victim’s power as well. 

By stealing the life of a vampire closer to Caine, the vampire can permanently enrich his own vitae. In this manner even the youngest vampire can gain the power of the elders.

Elders know the crime as the Amaranth; in olden nights, it is said, an amaranth flower was presented to the victim a week before he was to be hunted. Kindred legend tells many dark tales of murderous childer betraying and cannibalizing their own sires, and it is for this reason more than any other that elder Kindred harbor such distrust for the neonates among them. Indeed, the great Jyhad itself may well have its roots in this eternal and savage struggle for power.

Committing Diablerie
A vampire seeking to commit diablerie must drain all the blood from his Kindred victim. Following this act, the vampire must continue to suck, for (according to Kindred legend) the very soul is withdrawn from the victim’s body and taken into the diablerist’s. The effort involved in diablerie is monumental, for the vampiric soul is a greedy thing and clings tenaciously to unlife, hoping to regenerate its body and rise once again.

  • Once a Vampire drains all the blood from the body of another Vampire, the true struggle begins. The diablerist’s player makes five (5) Willpower rolls (difficulty 90, Modified by their level of Willpower, Mental Skill and Mental Defense). 
    • Failure:If the Diablerist fails to make 3 successful rolls out of 5, the Vampire they consumed takes over as the predominate personality. The Player must assume at least one personality trait into their character. This is determined by the Storyteller.
      • The diablerist loses two of their skill sets (determined by the Storyteller) and takes one of the skill sets of the Vampire they just consumed (also determined by the Storyteller). The XP of the skill sets is lost and cannot be returned. The Player will need to re-earn the XP in order to repurchase the lost skill sets
      • For example: The diablerist loses all points purchased in Willpower and all points purchased in Fortitude. He gains all points earned by the Vampire he just diablerized in Serpentis.
    • Success:If the Diablerist makes at least three out of the five Willpower rolls, they have succeeded in exerting their own personality and dominating the Vampire they just consumed.
      • If the Vampire they just diablerized was of a lower generation, the diablerist lowers his Generation by 1, and all the benefits that entails.
      • The Vampire Diablerist picks up one entire skillset of the of the vampire he just drained, and one other skill set populated with the first point. (Typically these are the predominate skills of the Vampire.)
      • If the Vampire they just diablerized was of equal or higher generation, no additional benefits are received. However, if the diablerist fails their Willpower rolls, they still suffer the loss of two skillsets.
      • For example: The diablerist is level 9. The vampire he drained was level 10. There is no benefit in draining and defeating a younger generation vampire, yet the diablerist takes all the risks of failing to dominate the personality of the vampire he just drained (see FAILURE above).
  • The Aura Stain: Those who commit the atrocity soon learn that diablerists wear the evidence of their crime on their very souls. Vampires with the Auspex Discipline can detect a diablerist by using Aura Perception. The stolen energies of the victim mingle with the energies of the diablerist, leaving thick black marks running through the diablerist’s aura. These marks stand out as clearly as motor oil on a crystal-clear pond, covering the softer colors of the vampire’s own aura and betraying the crime.

When all the victim’s health levels have been drained, the victim’s essence is taken into the attacker and the emptied body begins decaying immediately. If the vampire who was drained was 100 years or older, the body simply turns to dust.

The Rewards of Diablerie
Upon successful completion of diablerie, the diablerist is overwhelmed by euphoria. The sensation is akin to orgasm, but much more powerful— so powerful, in fact, that certain Kindred are addicted to the sensation. 

All benefits of the lowered Generation— a larger and more potent blood pool, the ability to Dominate more Kindred and, in some cases, the ability to increase specific Vampire Disciplines above 8 — are bestowed upon the vampire. 

If the victim was of far greater power (five or more Generation levels) than the diablerist, the DOD Admins may rule that the predator lowers her Generation by more than one step. This is particularly likely if the victim was ancient (two millennia or more). It would not be unreasonable for a Twelfth-Generation neonate who drank the blood of a 3000-year-old member of the Fifth Generation to advance three or even more Generation steps. Ultimately, this decision rests with the DOD Admins.

NOTE: To commit diablerie, the diablerist must take blood directly and immediately from the victim; the blood may not be stored and used later. Moreover, only one diablerist may commit the act on a given victim; a pack of neonates cannot swarm around an elder like hungry sharks, no matter how potent the victim’s blood.

The Perils of Diablerie
Committing diablerie seems like the perfect crime to many power-hungry neonates. There is no body left when the deed is done, as most vampires over a decade old quickly rot into unrecognizable mounds of carrion. Without solid evidence, it’s difficult for even the most despotic Prince to make an outright accusation of murder. But those who commit the atrocity soon learn that diablerists wear the evidence of their crime on their very souls. Vampires with the Auspex Discipline can detect a diablerist by using Aura Perception. The stolen energies of the victim mingle with the energies of the diablerist, leaving thick black marks running through the diablerist’s aura. These marks stand out as clearly as motor oil on a crystal-clear pond, covering the softer colors of the vampire’s own aura and betraying the crime.

Not all vampires know of diablerie or the stains it leaves behind. Many younger Kindred might simply question the odd discoloration on the vampire’s aura. Most elder vampires understand what the stains mean, though, and could well call for the diablerist’s immediate punishment or use the information as blackmail at a later date. These marks remain in evidence for a number of years equal to the difference between the victim’s Generation and the diablerist’s original Generation (minimum one year, even if the victim was of higher Generation). In example, if a Twelfth-Generation vampire drinks the blood of a Ninth-Generation vampire (becoming Eleventh Generation in the process), the evidence remains on his aura for three years. 

Even those without special perceptions often sense a “taint” about the diablerist. The Kindred in question may not actually know what the diablerist did, but they’ll feel uncomfortable around him just the same. 

A few rumors speak of diablerists displaying certain mannerisms of their late victims, particularly if the victims were of great psychic fortitude (Willpower 10) and of much stronger Blood than their murderers. 

If this is true, and the soul of a particularly mighty undead can manifest in the body of its killer, the implications are frightening, particularly in light of the Jyhad. Such is the horror of diablerie that, according to most elders, even a blood hunt is no grounds for its practice. 

Hunters may drink a victim’s blood, even to the last drop, but may not continue the process of diablerie once the victim is drained. In ancient times, only a sire is permitted to diablerize her childe, and then only during a blood hunt. 

24) Diablerie in Modern Times - Dominions of Darkness
While Diablerie is most certainly still looked down upon, in practice it is not considered the great sin that it once was. Perhaps it is the vast acceptance of violence in these modern times, or simply that a very real threat of it as punishment has been found beneficial in keeping younger Kindred in line. 

Needless to say,  Kindred take every opportunity that these blood hunt’s afford, and Princes may look the other way if the criminal was heinous enough or if the victim had lost his favor. Since the Prince or Duke is the only recognizable law in a given city, it is really up to him/her/them to determine whether a crime has truly been committed or not.