KindredRCC.jpg (8028 bytes)

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:

    The Disadvantages.

  1. 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 can’t 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.
  2. 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.
  3. The maximum amount of vampire blood that a ghoul can hold is 10 blood points.
  4. Breaking a blood bond – There are only a few ways that a bond can be broken.
    1. The vampire controller dies
    2. Become blood bonded to another vampire
    3. 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.

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

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
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.

Powers:

Animalism: The vampire has the ability to control animals. (The vampire’s eyes glow slightly when this power is used.)

Flaw - Eye contact must be made for the animal to carry out the command.

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 subject’s presence if it’s Auspex rating is higher than the subject’s obfuscate rating. Conversely, if the targets obfuscate outranks the other’s 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.

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.

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 vampire’s eyes glow slightly)

Fortitude: The vampire has greater ability in healing and soaking damage.

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 subject’s presence if it’s Auspex rating is higher than the subject’s obfuscate rating. Conversely, if the targets obfuscate outranks the other’s 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.

Potence: The vampire has increased strength and damage.

Presence: The vampire has the ability to charm others.

Protean: The vampire has the ability to shapemorph.

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.

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.

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 character’s clan.