Created by Silverkhan
Last modified on 02/01/2001
Attributes: IQ: 3D6 ME: 3D6 MA: 3D6 PS: 3D6 PP:
3D6 PE: 4D6 PB: 3D6 SPD: 3D6
HP: PEx4 +1D10 per level PPE: PEx2 unless they have
Thaumaturgy power.
Races: Humans
90% and Elves/Dwarfs 10%. Supernatural creatures can not become Kindred, nor can any other
race not mention above. If the Human/Elf/Dwarf in question is supernatural in anyway it
cannot become a Kindred.
Alignment: Any
Natural Abilities: Starting abilities depends on the clan the vampire. All
abilities/powers and vulnerabilities are listed below. Also any natural abilities from
Race that apply.
Life span: Immortal
Habitat: They prefer to live in or near civilized areas.
They come from all walks of life.
Size: As normal Human, Elf, Dwarf
Weight: As normal Human, Elf, Dwarf
Standard Equipment: Set of clothing, a set of fashionable clothes, light MDC
body armor, vibro knife, energy pistol of choice with 4 e-clips, flashlight, MDC survival
tent (no sunlight, locked from the inside MDC 10), backpack, a couple of sacks, pen-light,
utility/ammo belt, sunglasses, personal items, non-magical/military vehicle of choice.
Starting Money: Starts with 1D4X100 in credits and 1D4X1000 in Black Market
goods.
RCC Skills
Speak Native Language: (98%)
Read/Write Native Language: (+20%)
Basic Math: (+15%)
Lore - Clan: (+15%)
Lore - Kindred: (+15%)
Streetwise: (+10%)
Pilot: (+5%)
WP Energy Pistol
Two Technical or Rogue Skills of Choice: (+20%)
Two Science, Physical, or Wilderness Survival skills of choice: (+5%)
Hand to Hand: Basic (Can change to Expert for one skill or Martial Arts for two skills.)
RCC Related Skills
Select 8 plus two more at levels 4,8,12,15
Communications: Any
Cowboy: Any
Domestic: Any
Electrical: Any
Espionage: Any
Medical: Any
Mechanical: Any
Military: Any
Physical: Any
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Any
Technical: Any
WP: Any
Wilderness: Any
Secondary Skills
5 at level 1 plus one more at levels
4,8,10,12,15
Clan Powers
The vampire has 4 levels
that they can spread between their clan powers only. No power can be higher than 3 in the
beginning. Example - if the character is a Brujah, they can divide their 4 levels between
Celerity, Potence, and Presence. So they could have a Celerity 2, Potence 1, and Presence
1, or any other combination, but only with the clan powers. After that is set they will
follow the experience chart below to raise them. The Kindred can learn the other Kindred
powers only during game play, and if they find one willing to teach it.
Experience:
Use the Nightbane experience table.
To raise powers, the GM should give 1-3 points per game session (+1 more if it is at the
end of the story). The GM can award more if they want.
Costs for the Kindred powers:
Kindred In Clan - 5 times current level
Kindred Out of Clan 7 times current level
New Kindred power First level costs 10 points, then use in-clan or out of clan
progression.
Ghoul to raise a power - 15 times the current level.
Ghoul to get a new power First level costs 20 points, then use the ghoul
progression.
Clans:
Brujah Warriors - Starting Powers: Celerity, Potence, and Presence
Gangrel Explorers - Starting Powers: Animalism, Fortitude, and Protean
Malkavians Deceivers - Starting Powers: Auspex, Dominate, and Obfuscate
Nosferatu Keepers - Starting Powers: Animalism, Obfuscate, and Potence
Toreador Craftsman - Starting Powers: Auspex, Celerity, and Presence
Tremere Sorcerers - Starting Powers: Auspex, Dominate, and Thaumaturgy
Ventrue Ruling - Starting Powers: Dominate, Fortitude, and Presence
Common Abilities and
Vulnerabilities:
Bonuses: +8 vs Horror Factor (except when
confronted with fire or sunlight, see frenzy.), Vampire does not need to breathe, Vampire
does not bleed, Vampire does not radiate heat, Impervious to knockout/stun attacks, Not
affected by artificial light, and eyes glow when angry and when they use some of their
powers. (At character creation the player choose the color of the vampires
"Glowing" eyes. The color can be Red, Blue, Green, Orange, Yellow, Purple, or
White.)
Blood Pool: 10 +1 per level (including 1st
level) Blood Points are what power the abilities of the vampire. Each power may
have its own Blood Point cost.
- Blood Healing
: The vampire can spend 1 blood
point to heal 15hps. This ability can be done as many times as the vampire has blood
points to spend. Vampire's with Fortitude have regeneration that is automatic and does not
require blood to use.
- Blood Bonding
: A vampire can give some of its
blood to a mortal, animal, or another vampire. For mortals and animals it has some
advantages, for vampires it allows them control over the other. The term used for mortals
and animals that drink vampire blood is ghoul.
The Advantages.
- The Ghoul does not age as long as it has vampire
blood in them (atleast one point of blood). Ghouls can only hold up to 10 blood points
max.
- The mortal or animal gets Potence level 1. Over time
they can learn higher levels of Potence or even another powers, but they will have to have
a vampire willing teach it to them.
- The mortal or animal can do blood healing as a
vampire, but can only spend up to 4 blood points of their blood pool. They will be very
weak, but they might survive. (This is a last ditch effort to survive.)
- The vampire that has bonded another to itself (be it
mortal, animal, or vampire), they can feel the bond. Know what they are feeling (i.e.
happy, sad, in danger, etc..). Also they can call the bonded to them. The bonded will come
at the fastest possible speed they can to the summoner.
The Disadvantages.
- After drinking from the same vampire for three nights
in a row the mortal, animal, or vampire is blood bonded to that vampire. What this means
is that they cant not hurt/betray the vampire in anyway. Mortals, Animals, and
Vampires are devoted to the vampire and will try and serve them to the best of their
ability, even if it means that they will die in the effort.
- Mortals and Animals lose one point of vampire blood
per month. After they run out of vampire blood lose all the advantages, plus they return
to their true age. Example - If the mortal or animal is several hundred years old then
they will turn to dust within 1 minute.
- The maximum amount of vampire blood that a ghoul can
hold is 10 blood points.
- Breaking a blood bond There are only a few
ways that a bond can be broken.
- The vampire controller dies
- Become blood bonded to another vampire
- For mortal and animals let the vampire blood run out
and survive the aging process. Which they can do if it is within their normal life span.
They will age to that point.
- Vulnerabilities - Damage:
All damage done to
the vampire is converted into hit-points "as is" and subtracted from the
vampires current total. If the vampire loses all of it hps, then it goes into a coma
like trance as their body spend blood and/or Fortitude (automatic regeneration) to heal
the damage. If they run out of blood while in a coma/trance then they remain in that state
until someone comes by and gives them blood to finish healing. Fire, Sunlight, Magic,
Magic Weapons, Psionics, Holy Water (True only), and the Claws/Teeth of the Supernatural
always does damage that can only be healed through Fortitude or 10 hps per day, after
spending 5 blood points. Should the vampire be out of hps and blood then it can suffer
final death. This is done by receiving damage from either Fire, Sunlight, Magic, Magic
Weapons, Psionics, Holy Water (True only), and the Claws/Teeth of the Supernatural while
it is in the coma/trance. They never can have Cyberware or Bionics.
Damage Table
Sunlight |
1D6x10 hps per
melee rd that the vampire is exposed. |
Vial of Holy
Water (6 ounces) |
3D6 hps from
true Holy Water. |
Fire |
3D6 hps per
melee rd that the vampire is in the fire |
Wooden stake
in heart |
Puts to
Vampire into a coma like state. The Vampire is completely powerless. To stake a vampire in
the heart is very difficult. Only on a Natural 20 will stake it in the heart. |
Globe of
Daylight spell |
Damage none,
but keeps them from enter the lighted area |
- Vulnerabilities - Feeding
: Vampires lose 1
blood point every evening when they wake up. If they get below 3 blood points the
vampires hunger trys to take control. The lower the blood pool, the stronger
the hunger. When the hunger takes control the vampire will go to the nearest place, or
first person it comes across to feed. The hunger will release only after consuming 7 blood
points, and only then will the vampire regain its senses. The vampire will not remember
much, only that everything was outlined in red. Note** To add up the damage done by
drinking/over-drinking, just take the amount taken and put it into a percentage that is
taken directly out of the targets hit-points. (Example of the percentage of damage
done; 1 Blood Point is 10% of hps, 2 Blood Points is 20% of hps, etc..)
- Vulnerabilities Supernatural Aura
:
Vampires have a unique and distinctive aura. Any Psychic who has seen a vampires
aura will recognize other vampires by their aura. Dogboys and Psy-stalkers can detect them
normally unless the vampire is using Obfuscate, in which case it is -20% per Level of
Obfuscate, to their roll.
Blood Loss Table:
1 Blood Point |
Causes no ill effects,
damage, or impairment |
2-3 Blood Points |
Still is reasonable limit
before a person experiences serious negative effects. |
4 Blood Points |
This is getting to the
danger zone. There is a 1-80% chance of passing out for 1D6 hours. Victim is extremely
weak, can barely move, needs to drink fluids to avoid dehydration and sleeps 12 to 18
hours a day. |
5-6 Blood Points |
Victim is in great
jeopardy. The victim falls into a light coma. Medical or magic/psionic treatment is
required! Without treatment, the victim will never regain consciousness and will die
within 4D6 hours. |
7-8 Blood Points |
At this point unless
magic/psionic is used or a transfusion to add blood is started within 20 minutes or the
victim will die. |
9+ Blood Points |
Only extensive and
immediate (within 5 minutes) medical or magic/psionic treatment has any chance for
survival. But even this is a remote possibility; -40% to save versus coma/death. |
Blood Pools:
Humans 10 |
Elves/Dwarf 10 |
Wolfen 12 |
Other Humanoids 5-12 |
Animals 3-8 |
All Supernatural Creatures
15 |
- Vulnerabilities - Clan Weaknesses
:
Brujah |
Frenzy easier
Must roll a 15 or better not to Frenzy |
Gangrel |
Gain
animalistic feature every 5 Frenzy's |
Malkavian |
Starts with
one derangement that the character chooses at the time of the embrace |
Nosferatu |
Their PB is
always 0, it can never be raised. |
Toreador |
Must make a
save versus their ME at 6 to the roll when presented with an Artistic item or place.
People with a PB of 24 or higher also have this effect on the clan. |
Tremere |
One step
closer to a blood bond to the clan. |
Ventrue |
Feeding
Restriction May only have a certain type of mortal blood. Example: A Ventrue might
feed exclusively from only virgins or blond men or clergy. |
- Vulnerabilities Frenzy
: They are
vulnerable to frenzy, especially the Brujah. When insulted, humiliated, stress/pressured,
fire, Sunlight (after they have reached level 3 in Fortitude they do not have to roll for
sunlight), or angered, they can go into a frenzy. The vampire needs to roll a 10 or better
not to frenzy (for a Brujah it is a 15 or better). During frenzy the vampire will attack
anything around it. (Example Vampire frenzies, it does not care who or what is
around. It has two options, run or destroy everything within sight. The GM makes the
decision.) The vampire will be in frenzy for 1D20 rds, after that time the vampire will
feel drained and weak (even tho the vampire isnt). Note** When a vampire is either
under the control of hunger or in a frenzy not even friends or loved ones are safe.
- Vulnerabilities - Sleeping: Vampires
are nocturnal creatures and find it difficult to awaken during the day. From levels 1-4
the vampire needs to sleep the full day, if they are awaken, during there sleep, consider
all of their abilities halved. (ie - All skills, attacks, etc...) As they grow stronger
(ie. higher level), they don't have the need to sleep as much. Starting at fifth level the
vampire's need for sleep starts to lessen. At fifth level the vampire will get up one hour
earlier, and at each of the following levels 7,9,11,13,15,17,19 it will lessen one more
hour. When the vampire reaches 20th level they do not feel the need to sleep during the
day.
Powers:
Animalism: The vampire has the ability to control animals. (The
vampires eyes glow slightly when this power is used.)
Level 1) The vampire can give one
animal a simple command.
Flaw - Eye contact must be made for
the animal to carry out the command.
- Level 2)
At this level the
vampire can summon a specific type of animal. The vampire has to call out in the voice of
the type of animal summoned. Only animals within earshot are summoned, but they can choose
whether or not to respond. This power cost 1 blood point to activate.
At this level the
vampire can give a group of animals a command. Only animals within a 1 mile radius are
summoned and all the animals need to be present to carry out the command. This power cost
2 blood points to activate.
Tiny Animals - Like frogs, mice, etc.. - 15 per Level
Medium Animals - Like dogs, cats, etc.. (up to 100lbs) - 8 per Level
Large Animals - Like horses, tigers, Etc.. - 4 per Level
Level 4) At this level the
vampire can psychically possess an animal. The vampire can use all 5 senses of that animal
while possessing it. This power cost 3 blood points to activate and the Animal needs to
save vs Mind Control at 16 or better to resist. This power last for 10min per level of the
Kindred.
Level 5) At this level the
vampire can psychically possess an animal. The vampire can use all 5 senses and some
powers while possessing the animal. Powers that can be used are Presence, Auspex, and
Obfuscate. This power cost 3 blood points to activate and 1 blood point for every power
the Kindred is trying to use through the animal. The animal needs to save vs Mind Control
at 16 or better to resist. This power last for 5min per level of the Kindred.
Auspex:
The vampire has increased sensory abilities.
Note** When a vampire tries to
use her heightened perceptions to notice someone hidden with obfuscate, the vampire
detects the subjects presence if its Auspex rating is higher than the
subjects obfuscate rating. Conversely, if the targets obfuscate outranks the
others Auspex, the target remains hidden. If the two scores are equal, then both
characters need to make a save vs magic minus the rating to see if the target remains
hidden. The one with the higher score wins.
Level 1) Heighten Senses: The
Vampire can heighten one of the 5 senses to the level of the minor super ability. The
vampire automatically gets sixth sense with this power. (ie. To heighten Hearing the
vampire would get the minor super ability of heighten hearing. If the vampire enhances
sight, it makes it about equal to an eagles sight. It does not let the vampire to
see in pitch darkness, but it does reduce the penalties to act in pitch darkness by half.)
Flaw - Heighten senses comes with a
price. Bright lights, loud noises and strong smells present a hazard while the vampires
uses this ability. In addition to the possibility for distraction, an especially sudden
stimulus like the glare of a spotlight or a clap of thunder can blind or
deafen the vampire for an hour or more.
Level 2) At this level the
vampire has the ability of See Aura, See Evil/Good, Alter Aura, and See the Invisible.
This power cost 1 blood point to activate and will stay active until the vampire wishes
differently.
Level 3) At this level the
vampire has the ability of Object Read, See Spirits, and Presence Sense. This power cost 1
blood point to activate and will stay active until the vampire wishes differently.
Level 4) At this level the
vampire has the ability of Telepathy and Mind Block. This power cost 1 blood point to
activate and will stay active until the vampire wishes differently.
Level 5) At this level the
vampire has the ability of Psychic Projection. Also the Vampire can see through Invisible:
Superior, Psionic/Super power: Cloaking, or other Magical/Psionic/Super masking
power/ability. This power cost 1 blood point to activate and will stay active until the
vampire wishes differently.
Celerity: The vampire has increased attacks, speed, and dodge.
The vampire gets +1attack per
level of Celerity (max of 5) and triples his SPD. This ability cost one blood point to
active per round. At Level 3 in Celerity, the vampire gets the ability of Automatic
Dodge/Parry.
Dominate: The vampire has
the ability to control others. Vampires cannot dominate other vampires that are of higher
experience level. Note** Range: Line of Sight, must have eye contact
(The vampires eyes glow slightly)
Level 1) The vampire can give a
one-word command, which must be obeyed instantly. For the Subject to resist the command
they need to save vs Mind Control at 17 or better.
- Level 2)
The vampire can verbally
implant false thoughts or suggestions in the subjects mind. For the Subject to
resist the suggestion they need to save vs Mind Control at 17 or better. This power cost 1
blood point per suggestion/implant in the subjects mind.
The vampire at this
level can delves into the subjects memories, stealing or recreating them at his
whim. This power cost 1 blood point per stealing/recreating memories in the subjects
mind. If the subject is aware they can resist with a save vs Mind Control at 17 better.
Level 4) The vampire at this
level can the same ability as the Rifts Vampires Super Hypnotic Suggestion. This power
cost 2 blood points to activate.
Level 5) The vampire at this
level can possess others using all 5 senses and some of their powers through their
"Host". Powers that can be used are Presence, Dominate, Auspex, and Obfuscate.
This power cost 3 blood points to activate and the subject needs to save vs Mind Control
at 17 or better to resist.
Fortitude: The vampire has greater ability
in healing and soaking damage.
Level 1) With this power the
vampire has regeneration. Regeneration 2D6 per rd. PE becomes Supernatural.
Level 2) At this level the
vampire gets +1D6 to regeneration.
Level 3) At this level the
vampire can stay in Direct Sunlight for up to 1hr (This power cost 1 blood point to
activate). Regeneration:+1D6
Level 4) At this level the
vampire can stay in Direct Sunlight for up to 2hrs (This power cost 2 blood points
to activate). Regeneration: +1D6 The vampire only takes damage from Supernatural
Creatures (ie teeth and claws), Magic, Magic weapons, Psionics, Fire, and Sunlight.
Level 5) At this level the
vampire can stay in Direct Sunlight for up to 4hrs (This power cost 3 blood points
to activate). Regeneration: +1D6 The vampire now only takes ½ damage from
Supernatural Creatures (ie teeth and claws), Magic, Magic weapons, Psionics, Fire, and
Sunlight.
Obfuscate: The vampire has
the ability to cloak/hide in the shadows.
Note** When a vampire tries to
use her heightened perceptions to notice someone hidden with obfuscate, the vampire
detects the subjects presence if its Auspex rating is higher than the
subjects obfuscate rating. Conversely, if the targets obfuscate outranks the
others Auspex, the target remains hidden. If the two scores are equal, then both
characters need to make a save vs magic minus the rating to see if the target remains
hidden.
Level 1) The vampire can hide in
the shadows, as long the he stays silent, still, under some degree of cover and out of
direct lighting. The vampire has a base hide in shadows of 70% +5% per level of Obfuscate.
Level 2) The vampire at this
level can turn invisible. This power cost 1 blood point to activate and will stay active
until the vampire wishes differently.
Level 3) The vampire at this
level can change the way he looks to others. This power cost 1 blood point to activate and
will stay active until the vampire wishes differently.
Level 4) The vampire at this
level can turn himself invisible (Superior). This power costs 2 blood points to activate
and will stay active until the vampire wishes differently.
Level 5) The vampire at this
level can turn not only itself invisible (Superior), but can turn others invisible
(Superior). This power costs 2 blood points and 1 blood point extra for every 2 people to
activate and will stay active until the vampire wishes differently.
Potence: The vampire has increased strength and damage.
For every level of Potence the
vampire gets +10 to PS and it becomes Supernatural.
Presence: The vampire has the ability to
charm others.
Level 1) Awe - Same as the spell
Charismatic Aura. Duration: The power stays in effect for the remainder of the scene or
until the vampire chooses to drop it.
Level 2) Dread Gaze -
Same as the spell Fear. Duration: 1min per level (Horror Factor:16)
Level 3)
Entrancement - Same as the spell Complusion. Duration: 24hrs The Kindred that used this
power can always stop this power with a thought.
Level 4) Summon
- This impressive power enables the Kindred to call to herself any person whom she has
ever met. For the person to resist the suggestion they need to save vs Mind Control. If
the person is well known to the Kindred the save is 16. If the person is virtually a
stranger then the save is only a 13. This power only last until the person either makes
the save or get in the present of the Kindred. The Kindred that used this power can always
stop this power with a thought.
Level 5) Majesty
- This power inspires universal respect, devotion, fear - or all those emotions at once -
in those around the Kindred. The weak scramble to obey her every whim, and even the most
dauntless find it almost impossible to dent the Kindred. Those few who shake off the
kindred's potent mystique enough to oppose the Kindred are shouted down by the many
under the Kindred's thrall, before the immortal need even respond. Wise Kindred use this
power with great caution against mortal, supernatural, and Kindred alike. While Majesty
can cow influential politicians, supernatural creatures and Kindred, the Kindred must be
careful that doing so doesn't come back to haunt the Kindred later. For the
Kindred/mortal/supernatural creature to resist Majesty they need to save vs Mind Control
at 20 or better just to be rude or simply contrary to the Kindred. This power last for
10min per level of the Kindred after they are out of it presents. The Kindred that used
this power can always stop this power with a thought. **Note if another Vampire also has
Majesty then they are immune to the effects.
Protean: The vampire has the ability to shapemorph.
Level 1) The vampire
has the ability to see perfectly in pitch darkness. This power cost 1 blood point to
activate and will stay active until the vampire wishes differently. Flaw The
vampires eyes glow.
Level 2) The vampire can grow
claws to defend themselves or use for climbing. (Dam: 3D6MD + Str Dam) The claws will
damage any supernatural creature directly to their HPs. This power cost 1 blood point to
activate and will stay active until the vampire wishes differently.
Level 3) At this level the
vampire is able to meld into the earth to sleep during the day. Though the vampire can
immerse itself fully into the ground, but cannot move within it. Also the vampire
cant go through another substance into the earth. This power cost 1 blood point to
activate and will stay active until the vampire wishes differently.
Level 4) The vampire can shape
change into a bat or a wolf with the abilities of the animal. This power cost 3 blood
points to activate and will stay active until the vampire wishes differently.
Bat Form
Fly: 50 (35mph)
Other Natural Abilities:
Sonar/echolocation: Enables
the vampire to see/maneuver/fly in total darkness at full speed and see the invisible.
Ultrasonic Hearing: Hears high and low frequencies: very acute. Enhanced Hearing
Minor Super power.
Thermo-Imaging Optics: Close Range -10ft: for sensing and seeing the heat
emanations of warm blood coursing through the veins. But cannot see infrared light.
Combat: +2 to strike, +3 to
parry and dodge, +8 dodge in flight, +5% on prowl ability.
Attacks per melee: Half normal (plus those from Celerity if activated.) Bite: 2D6
SDC (or MD if the vampire has Potence), Claws: 1D6 SDC (or MDC if the vampire has
Potence). Also this will damage other supernatural beings reguardless if it is SDC/MDC
dam.
Note: The vampire can drink blood while in bat form.
Wolf Form
Run: Spd 58 (40mph)
Other Natural Abilities: Track by scent 70%, Low-light vision, and leap 20ft (plus
10ft per level of Potence) across and 6ft (plus 5ft per level of Potence) high.
Combat: +2 to strike, +1 to parry, +4 to dodge, +1 on initiative, +15% on prowl
ability.
Attacks per melee: add one to the normal number of attacks (plus those from Celerity
if activated.) Bite: 5D6 SDC (or MDC if the vampire has Potence) Also this will damage
other supernatural beings reguardless if it is SDC/MDC dam.
Note: The vampire can drink blood while in wolf form.
Level 5) The vampire is able to
change into Mist. This power cost 5 blood points to activate and will stay active until
the vampire wishes differently.
Mist Form
Spd: 11 (7.5mph)
Other Natural Abilities: Impervious to all physical attacks, including attacks made by
wood, fire and most magic. Can slide under doors, through cracks and crevices, keyholes,
etc. and rematerialize on the other side.
Combat: None - Cannot attack in mist form. Can only perform movement actions, +30% on
prowl.
Note: The vampire cannot use other powers while in mist form. They are vulnerable to
Sunlight and if they are moving through fire, they will have to make a frenzy check. Also
vampire can not drink blood while in mist form.
Thaumaturgy: The vampire has spell casting
ability.
The vampire has all of the abilities
of a Line Walker, but they do not get any of the OCC Skills. If the vampire wants some of
the skills they have to be selected when they have a slot for them. These abilities cost
¼ the spell level (minimum of 1 blood point) in blood points and any PPE cost per
spell/ability. They have the following Line Walker abilities;
Sense ley line and magic energy
Read Ley Lines
Ley Line Transmission
Ley Line Phasing
Line Drifting
Ley Line Rejuvenation
Ley Line Observation Ball
Starting PPE 1D6x10+20, plus
the PEx2 that all vampires get at character creation. They get 3D6 PPE per each additional
level of experience. Also the Vampire can draw PPE from ley lines, nexus points, and other
people whenever available.
Magic Bonuses: Same as Line Walker
Magic Attacks per Melee: Same as Line
Walker
Spell Knowledge:
At level 1 Thaumaturgy The
vampire starts with 3 spells from each level 1thru 3 for a total of nine spells.
At level 2 Thaumaturgy the vampire
can also learn spells from 4-6 level.
At level 3 Thaumaturgy the vampire
can also learn spells from 7-9 level.
At level 4 Thaumaturgy the vampire
can also learn spells from 10-12 level.
At level 5 Thaumaturgy the vampire
can also learn spells from 13+ level.
Learning new spells Same as a
Line Walker, but the additional spells can be learned only within the level limit. Example
a 1st level vampire with level 1 Thaumaturgy can learn only from the spell
levels 1-3. The Thaumaturgy level defines the highest spell level that the vampire can
learn.
New Skills:
Kindred Lore: This skill knowledge is about
the Kindred in general. Like the difference in the types of clans, Kindred society, and
the Traditions.
Clan Lore: This skill knowledge is about the
history, power structure, and functions within the characters clan.