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Vampires must feed on living blood to survive, and only the weakest of the Kindred can draw sustenance from the blood of animals. The Coil of Blood seeks to lift this requirement, allowing the Kindred to feed on their own terms, rather than forever be slaves to their hunger. First Tier: Blood Seeps Slowly The Dragons undead body doesnt demand as much Vitae to animate itself as do those of other, less enlightened Kindred. The player need spend only one Vitae for his character to wake for a number of nights equal to the vampires Resolve. So, a Kindred with a Resolve of 2 loses a Vitae every other night for rising. Masquerade version: The vampire loses a blood point to wake for a number of nights equal to his Intelligence. Second Tier: Blood of Beasts No matter what the vampires Blood Potency is, she can take sustenance from animals and humans. Masquerade version: Animals are considered to have five additional blood points than they usually would. Third Tier: Perspicacious Blood The character gains three Vitae for every two Vitae she takes from a human, and receives double the Vitae consumed from Kindred or other supernatural vessels. Fourth Tier: Orphaned Blood The Kindred becomes immune to the effects of blood ties. No vampire receives bonuses based on blood ties to affect the character with Disciplines, though she retains the bonus when affecting kin with her own powers. She can choose to have her blood read as related to any Clan whose blood she has tasted, or no Clan at all. The character can still discern the tastes of anothers blood, as usual.
Masquerade version: The player spends a Willpower point. The character can stay awake all day with no penalties.
Third Tier: Suns Forgotten Kiss Sunlight at twilight and dawn causes only bashing damage to the Dragon, rather than aggravated. After the sun has fully risen, however, its rays cause aggravated damage as usual. At sea or on a mountaintop, the sun might fully rise within a mere five minutes and take some time to set (10 minutes). In a dense forest or deep in a city, the sun might rise slowly (10 minutes) and set quickly (five minutes). Masquerade version: Sunlight at twilight and dawn causes lethal damage, but the vampire can soak it with his full Stamina + Fortitude pool. Fourth Tier: Mortal Burns Fire causes lethal, not aggravated, damage to the Dragon. Note that, for a Dragon with Resilience, this means that fire damage can no longer be downgraded by that Discipline. The character still suffers aggravated damage from sunlight.
ANOUSHKAS LADDER
The Sworn of the Ladder believe the mystic changes wrought on a vampire by Anoushkas Ladder are the first steps towards divine forgiveness. If any rungs exist beyond the known three, they may lead a practitioner back to a mortal existence or the eternal freedom of a guiltless death. According to Rites of the Dragon, however, it was not the purpose of the Ordo Dracul to regain its lost mortality, but to transcend the curse of vampirism. Dracula did not seek forgiveness, but to overcome his damnation through an understanding of the forces of change and a profound strength of will. In the eyes of many within the Ordo Dracul, the course towards a divine pardon requires many steps backward. Reversing damnation is folly; the way out is through. Thus the changes manifested in a vampire through these rare and difficult powers are considered contrary to the aims of the covenant. That is, if Anoushkas Ladder is even real. Many, even among the Sworn of the Ladder, suppose that tales of the Upright who learned the so-called rungs of Anoushkas Ladder are, in fact, tales of blessed flukes and unrepeatable circumstances. Its possible for a Ladder-Sworn vampire to do everything necessary and still be unable to learn these secrets. To learn a rung of Anoushkas Ladder, a character must have at least nine dots in other coils. To enjoy the benefits of any of these rungs, the character must have a Humanity of 8 or higher. Should a characters Humanity fall below the threshold necessary for a rung she knows, she gains no benefit from that rung until her Humanity is raised again. First Rung: Rise Above Thirst As long as the characters Humanity is 8 or higher, she spends just one Vitae to rise each week. If the character has also mastered the first tier of the Coil of Blood, this expenditure of Vitae enables her to stay awake for seven days plus her Resolve. The character suffers no penalty for actions undertaken during the daytime, though she is still burned by sunlight. Second Rung: Divorce the Clan As long as the characters Humanity is 9 or higher, she is not affected by her clan or bloodline weakness if she has gone at least one day and one night without using a Discipline, whether that Discipline is associated with her clan or not. As soon as the character uses one of her Discipline powers, the effects of her clan and bloodline weakness return. Third Rung: The Open Cage As long as the characters Humanity is 10, she is not subject to the Beast. The character no longer experiences frenzy of any sort. She cannot ride the wave and is not subject to frenzy under any circumstances.