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  • V:tM

    Can Camarilla Members Follow Paths of Enlightenment?
    Not every vampire in the Camarilla follows the {ath of Humanity. Some Camarilla vampires predate the Camarilla itself, and some of those holdovers retain their old moral codes. Others might be spies or turncoats for the Sabbat.

    Those within the Camarilla who retain paths from the days before they joined the sect need to walk carefully. They must still obey the six traditional laws of Caine. In many cities, if they wish to remain on the prince’s good side, they must at least pay lip service to the ideals of Humanity. Vampires who must follow a non-Humanity path in a Camarilla-influenced town must avoid situations in which their own moral codes conflict with Humanity. A Camarilla vampire who follows the Path of the Beast should avoid a city’s Elysium, for example, lest he be drawn into politics that he can’t handle. One on the Path of Blood needs to avoid all other vampires except when absolutely necessary, lest his calling drive him to kill in a fashion that violates Kindred laws.

    Camarilla princes deal with this issue individually. Factors weighing in their decisions include their age, their own morality, and the political standing and utility of any offenders. Princes old enough to remember the days before the Camarilla may see path followers as less objectionable than young rulers, who have spent their whole unlives with nothing but Humanity. Very conservative, ancient princes, however, could see a path follower as a threat, even if that Kindred is loyal to the sect and the prince himself. The rare leader with a high level of Humanity may see nothing wrong with letting another vampire find his own way, while a prince with low Humanity might consider a path follower’s presence too much of a reminder of his own temptation to succumb to the Beast. And given that many successful princes are pragmatists, any of the above guidelines can be discarded for an old friend, an old enemy, or a Kindred who’s proven himself trustworthy and useful. For these reasons alone, followers of the Path of Honourable Accord can sometimes find shelter among the Camarilla. In all cases, very conservative Camarilla leaders who preside on the border with Sabbat territory may find it simplest to just declare a blood hunt on path followers and let the chips fall where they may.

    The majority of Kindred who follows paths in Camarilla society are old Gangrel who honour the Beast (and they must remain on the outskirts of their cities), and cunning political vampires on the Path of Power and the Inner Voice. Some Cainites on the Path of Honourable Accord or Typhon can blend in with Camarilla society without too much work - the corruptors because their way encourages subtlety in action, and the knights because the Code of Milan does not wildly deviate from the Traditions of Caine. The Ashirra have few problems blending in Muslim Camarilla cities. Few others can manage to function in Camarilla society. For instance, those on the Paths of Blood and Paradox have a difficult time avoiding Camarilla laws against destruction or diablerie, while those on the Path of Metamorphosis cannot help but violate the Camarilla’s Masquerade if they wish to answer their calling.

    No known Camarilla vampires turn to Paths of Enlightenment and remain wholly and comfortably in the sect. They are surely unable to find a mentor, and the Sabbat trusts naught but its own with such secrets.


    Can Vampires Have Sex?
    Despite being undead... vampires are quite capable of having sex.

    Although the process of the, uh... necessities for sex are solved by the Kindred simply calling upon the blood and sending it to the right places.

    In tabletop terms, this would simply require spending one blood point and... well, whatever happens after that is academic.

    Though the question of humanity (or absence therefore of) may affect the Kindred's desire for sexual pursuits as they grow older and the lingering hormones in their system start to dwindle down to nothing.


    Blood Bond & Supernaturals
    Shapeshifters

    Most Shapeshifters would immediately vomit up vampire blood upon it touching their tongues, but some are able to digest it and become Blood Bound.

    Mages

    Some Mages can become Blood-Bonded... though some awakened Mages adept in the use of the Mind, Life or Matter Spheres of magic can negate the effects of the Blood-Bond.

    Changelings

    Changelings can be blood-bound... though Changeling Ghouls don't last long as they tend to become more and more Banal until they subcome to the Undoing and become simple mortal Ghouls with no recollection of their time as a faerie.

    Imbued

    Several key things to remember... Imbued have been irreversably changed for good. They cannot become monsters at all.

    So, if the Imbued don't already vomit it up as too as it touched their tongue, they wouldn't become Ghouls... even if the blood was forced down their throat or injected into their system.

    Kuei-jin

    Kuei-jin cannot be Blood-Bonded... but they can regain Chi threw Kindred blood, and suffer no ill-effects of the Blood Bond from it.

    Fomori

    The Bane inside each Fomori will actively resist the Blood-Bond and may even compell the Fomor to attack the vampire using the Blood-Bond on them.

    Fallen

    As long as the Fallen retains at least a tiny bit of Faith in it's system, the Blood Bond will have no effect on them. Though if they have no Faith in them, they will be succeptable to the Blood Bond... but as soon as the regain that Faith, they will be able to shrug off the Blood-Bond.


    How Do Animals React To Kindred?
    For the most part, animals can smell there is something wrong about vampires... they are effectively walking corpses, which makes them very nervous and, quite often, they will show this distrust in no uncertain terms by being on-guard at all times around the vampire in question and sometimes even might bark/hiss/roar to ward them away.

    However, there are some very rare vampires who seemingly animals show no interest or fear over.


    What is in Vampire Blood?

    Due to the supernatural quality of vitae, nothing can be found through modern science that identifies vampire blood as anything other than being normal blood.
  • Kindred vs Others

    Though vampires mostly keep to themselves, in Salem it is to be expected that there will be a certain amount of crossover involved. Unfortunately for us, oWoD is not built to seamlessly crossover into one another, and most books have very little if any information on other supernaturals. Thankfully, I have set up a system of house rules for each crossover, which should make things easier to deal with.
  • Kindred vs Garou

    How can Kindred detect werewolves? And how can the Garou detect vampires?


    Many wise vampires use Auspex 2 (Aura Perception) to detect supernatural beings. The auras of werewolves are often noticeably bright, vibrant and frantic. The few Kindred in existence who know enough about Lupines often wonder if this could be attributed to the combination of Rage and Gnosis in werewolves.

    Malkavians and others with the Discipline of Dementation could use the Level-Three power of Eyes of Chaos to discern a Lupine’s nature.

    Any vampire with a Humanity rating lower than 7 is considered a creature of the Wyrm from a Garou standpoint and is affected as such by the appropriate Gifts (eg: Sense Wyrm). A vampire on most modern Paths of Enlightenment is automatically considered Wyrm-tainted, regardless of his Path score. The Path of the Feral Heart is the only exception to this, and it is treated as Humanity for purposes of Wyrm-taint detection.

    Sense The Unnatural detects vampires and ghouls as smelling of old blood, of fear, of rotten flesh, of fresh meat or of whatever else the player finds appropriate. Interpreting the information properly is a matter of roleplaying.


    What happens when a vampire feeds off Garou blood?


    The Rage of a werewolf permeates her entire being... including her blood. A vampire who feeds from a werewolf may find himself on the verge of frenzy until the potent vitae is purged from his system. Every point of Lupine blood in a vampire's blood pools increases his difficulty to resist frenzy.

    However, werewolves provide much more sustenance than do mortals - an uninjured werewolf has the equivalent of 25 blood points in its system. Lupines are much hardier than mortals, too: A werewolf's life is in no danger from blood loss until it is completely drained, at which point it falls and will die within ten minutes if not aided. A werewolf regains one blood point per hour (which becomes important, say, if one is kept chained in a vampire's haven as a supply of sustenance). Werewolf blood's very potency makes it psychologically addictive, which should be roleplayed.

    It is rumoured that Lupine blood can provided benefits similar to the effects of Celerity or Potence. In truth - and no Kindred know this - the additional benefit is a factor of the werewolf's Pure Breed Background. On the turn after the vampire spends one or more blood points that came from a werewolf with a Pure Breed rating, he gains extra actions and/or additional automatic successes on all Strength rolls, as per the following chart:

    Pure Breed: 1
    Effect: 1 additional action

    Pure Breed: 2
    Effect: 1 additional action and 1 automatic success on all Strength rolls

    Pure Breed: 3
    Effect: 2 additional action and 1 automatic success on all Strength rolls

    Pure Breed: 4
    Effect: 2 additional action and 2 automatic success on all Strength rolls

    Pure Breed: 5
    Effect: 3 additional action and 3 automatic success on all Strength rolls

    The effects are not cumulative (although they do add to existing Celerity or Potence benefits), and only the highest Pure Breed rating applies. For example, if Mandy Malkavian, in one turn, spends two blood points from an werewolf with Pure Breed 2 and one blood point from a werewolf with Pure Breed 3, he will gain 2 additional full actions and 1 automatic success on all Strength rolls made during the next turn only.


    Can Kindred learn Gifts? Or can Garou learn Disciplines?


    Vampires, by their nature of being undead, can never learn Gifts. The only way a werewolf could learn Disciplines is through being made into a ghoul or an Abomination (see below), neither of which are even remotely common.


    Can Kindred ghoul or Embrace Garou?

    Eternal enemies though vampires and werewolves may be, occasionally some foolish Leech tries to make a pet of a Garou, usually by means of the Embrace. Because almost all werewolves are violently allergic to vitae, they are accordingly hard to ghoul. By the grace of Gaia, they are just as difficult to Embrace: Most werewolves die upon the attempt. Sadly, the Embrace works in a few rare, rare instances — and the miserable results are the rightly named Abominations.

    Vampiric werewolves are literally things that should not be. Shapeshifters are the purest form of primal life on the face of the planet — vampirism is living death. The Embrace disconnects Garou from the world's soul, their very reason for existing. As a result, the leading cause of Final Death among the dozen or so Abominations that exist at any given time is suicide. An Embraced Garou has lost far, far more than the average once-mortal childe.

    Abominations are created in mostly the same manner as all vampires, save that even the most depraved Black Spiral Dancer isn't inclined to sacrifice willingly his higher spiritual being for the power of the grave. Virtually all Abominations were taken prisoner as living beings, then Embraced to enslave them to sires.

    Gaia grants Her favored children one final chance to escape the living death. A Garou can make a Gnosis roll, difficulty 6, to die quietly. If the roll succeeds, he dies without pain and his spirit travels to its destined place. If the roll fails, he dies in torturous agony, but his spirit is free. If the roll botches, the Garou becomes an Abomination and cannot hope ever to see his Tribal Homeland. No Discipline, Gift, magick or any other sort of power short of direct intervention by a Celestine can affect this roll, save one — the werewolf can spend a Willpower point to gain an automatic success as usual (and is almost certain to do so).

    A newly Embraced Abomination takes on the clan of his sire, learns three dots of clan Disciplines and gains the clan weakness as does any other neonate. He may spend Blood Points to increase his attributes or heal himself like any other vampire.

    The advantages of the Embrace end there. Becoming an Abomination results in the immediate loss of two permanent points of Glory, three permanent Honor and three permanent Wisdom. The Embrace usually causes even mighty Garou elders to fall at least two places in rank; indeed, a newly-turned Abomination can even fall below Rank One. Unless the werewolf was previously a Black Spiral Dancer, he cannot gain Renown or rise in rank again. Only the depraved Dancers acknowledge their undead relatives, and even then the Dancer gains only one-quarter of the standard Renown awards for her deeds. Abominations also cannot spend experience to raise their Gnosis Trait. Upon death, the Garou's connection with the spiritual whole of Gaia is irreparably severed. This loss means that Abominations cannot regenerate their wounds as do Garou; Abominations may heal themselves only by spending Blood Points.

    This severing from the wellspring of life also has severe repercussions on the Abomination's relationship with the spirit world. Although Abominations retain knowledge of the Gifts and rites they possessed before their Embrace, they cannot make any rites other than Wyrm-rites work; only the most corrupt spirits ever answer a call made by a dead thing. Abominations also cannot learn new Gifts from any spirits other than Banes, and these spirits are spiteful, devious teachers. At the time of the Embrace (or, more precisely, of death), any dedicated items or attuned fetishes lose their connection to the once-Garou. Gaian spirits, even those bound in fetishes, chafe at the presence of the undead. To attune himself to a Gaian fetish after the Embrace, the Abomination may still roll Gnosis as usual — but at difficulty 10, and a botch results in the Abomination losing a permanent Gnosis point.

    Abominations may not spend Blood Points for any purpose in the same turn that they spend Gnosis, make Gnosis rolls, spend Rage or make Rage rolls. Rage, Gnosis and the Blood all interfere with one another's use, and an undead Garou can draw on only one of the three at any given time. Abominations have Blood Pools according to their Generation, as usual — their doubly potent Garou blood was drained during the Embrace, and they must make do with normal vitae.

    Abominations exist in a state of perpetual Harano. They cannot escape this state with Willpower rolls, however, and cannot lift the curse while they "live." In effect, an Abomination must spend a Willpower point to spend a scene with his Dice Pool at full.

    What's more, the spiritless Abominations may not spend Willpower points to gain automatic successes on any dice rolls.

    Having been something other than human, Abominations don't use Humanity as a system of morality. They have a far greater stake at risk — their Gnosis. It is the only thing keeping them from acting on the vile impulses that grow within them after undeath: not natural urges, but seeds planted by the Wyrm during their Embrace. An Abomination's Gnosis Trait determines how soundly he sleeps during the day and in most cases acts as Humanity would. (Of course, the Abomination still checks for frenzy by rolling Rage.)

    Whenever an Abomination transgresses against the ways of the Gaian Garou, whether deliberately or unconsciously (such as in a frenzy), he risks degeneration. The higher the Abomination's Gnosis, the more likely that even a minor transgression can tear more of his spirit from him.

    The chart below is a rough guide for what actions force an Abomination to check for Gnosis loss.

    Hierarchy of Wyrm Taint

    Gnosis: 10
    Minimum Wrongdoing for Gnosis Check:
    Accidentally breaking a Litany law

    Gnosis: 9
    Minimum Wrongdoing for Gnosis Check:
    Purposefully breaking a Litany law; refusing a rightful challenge; cannibalism (drinking the blood of humans or wolves)

    Gnosis: 8
    Minimum Wrongdoing for Gnosis Check:
    Refusing to acknowledge loss of a challenge (lack of instinct); teaching Garou lore to Wyrm minions (including vampires)

    Gnosis: 7
    Minimum Wrongdoing for Gnosis Check:
    Unjustly killing a Garou; using vampiric mind control powers (Dominate, Presence) against a Garou; betraying a Garou to Wyrm minions

    Gnosis: 6
    Minimum Wrongdoing for Gnosis Check:
    Trafficking with or binding spirits to evil purposes

    Gnosis: 5
    Minimum Wrongdoing for Gnosis Check:
    Destroying a natural place (harming Gaia); causing a Blight to grow or fester

    Gnosis: 4
    Minimum Wrongdoing for Gnosis Check:
    Allying with Wyrm minions (including vampires)


    Gnosis: 3
    Minimum Wrongdoing for Gnosis Check:
    Cannibalism (drinking Garou blood); sadism and perversion (Black Spiral virtues)

    Gnosis: 2
    Minimum Wrongdoing for Gnosis Check:
    Warring against any of the tribes

    Gnosis: 1
    Minimum Wrongdoing for Gnosis Check:
    Destroying or helping destroy a caern

    If the vampiric Garou takes an action that requires a check, he rolls his Gnosis. Failure means that he loses a point of Gnosis irrevocably. A botch grants the hapless creature a Derangement. When all the Abomination's Gnosis is gone, he can no longer step sideways nor use any Gifts or fetishes.

    There is only one way to prevent this degeneration — the Abomination can fully offer what's left of his soul to the Wyrm. After making this black pact, his Gnosis is no longer at risk; the Wyrm sees to fueling his spiritual energy. However, the Abomination no longer has any free will whatsoever and cannot so much as tie his shoe of his own accord.

    Other Changing Breeds are, if anything, even less suited to vampiric life.

    A Bastet, for example, begins losing permanent Gnosis upon the Embrace and can never recover her loss. Eventually, the undead cat is cut off from the spirit world entirely, unable to do so much as activate Gifts.

    Nuwisha, by comparison, cannot undergo the Embrace — individuals who try to force vampirism on the coyotes find that the Nuwisha die quietly, one and all.

    Mokole and Corax have it even worse, with their ties to the sun — both die the Final Death within one day of the Embrace, their loss of connection with Helios killing them irrevocably by the next sunset. Unfortunately for everyone around him (including the vampire parent), a Mokole Abomination spends the rest of his existence in a brutal, mindless frenzy, which almost always results in the would-be sire ending up as so much reddish goo spread across the ground, a Kitsune explodes into a pillar of flame the moment the would-be sire's blood touches its lips.

    Although it's hard to say exactly how the Embrace affects the other Changing Breeds (it's unlikely that a single vampire has even seen a Gurahl for the past 2,000 years), it's certain that undeath is just as debilitating to all other shapeshifters. Thankfully, all shapeshifters at least receive the standard Gnosis roll to avoid the Embrace and die quietly.


    What about Kinfolk?

    Kinfolk, being both human in body and soul, can be ghouled or Embraced just the same as any other normal human being. They gain no special benefits from this.


    Disciplines

    Animalism

    - No Animalism power that specifically affects only animals (e.g. Beckoning) will have any effect on a shapeshifter, even one of the Lupus breed.

    - Garou do have Beasts (as expressed through their Rage Traits) and these can be manipulated with the appropriate Animalism powers.

    The sole exception is communication - a vampire employing Feral Whispers, for example, could carry on a conversation with a Lupine through the language of wolves.

    Auspex

    - Most Gifts that complicate detection can be seen through with sufficient Auspex. Scent of Running Water can be broken with Auspex if the vampire attempts to track the werewolf by scent.

    - Kindred using Astral Projection can be “physically” affected by Garou who sidestep into the Penumbra whilst in their presence.

    Chimerstry

    - Horrid Reality can create a semblance to silver; a werewolf “killed” with illusionary silver weapons from such a source fall unconscious until revived (whether through their Breed form’s natural healing, their supernatural regeneration, through Gifts or through other supernatural means).

    Daimoninon

    - Conflagration inflicts aggravated damage.

    Dementation

    - Voice of Madness can cause a werewolf to frenzy or fox frenzy.

    Dominate

    - Kindred who succeed in using Possession on a werewolf cannot use the Garou’s Gifts, spend Rage or Gnosis, cause them to shapeshift or side-step into the Umbra. They can, however, make use of the advantages of their victim’s current form (eg: claws and fangs if in Glabro or Crinos, for example.)

    Obeah

    - Mens Sana could be used to remove or mitigate Derangements imposed on Garou (the mental ailments suffered by the Silver Fang tribe or those suffered by some of the Metis Breed, for example).

    - Unburdening the Bestial Soul theoretically could be use to help treat a Garou in the throes of Harano.

    Obfuscate

    - All enhanced-senses Gifts can be used to pierce a Kindred's Obfuscate.
    Obtenebration
    - Arms of the Abyss inflict aggravated damage.
    Protean
    - Feral Claws cause aggravated damage.
  • Kindred vs Changelings

    What happens when Kindred feed on Changelings?

    Vampires are typically not mentally equipped to deal with Chimerical Reality, and ingesting the blood of a being with a Chimerical nature has some rather unpleasant effects.

    Whenever a vampire feeds from a changeling, she gains the ability to see chimera and the Chimerical aspects of the world around her for as long as she has at least one blood point from a changeling in her blood pool. In tabletop terms, she must also immediately roll Courage.

    Failure indicates that she enters the second threshold of Bedlam: she cannot distinguish chimera from reality, and she gained a temporary derangement related to the Changeling's Kith or Legacies (handler's choice).

    A botch on the Courage roll throws the vampire into the third threshold of Bedlam: all of the above, with the added "benefit" of a new permanent Derangement of the handler's choice, usually related to the Changeling's Unseelie Legacy.


    Can Kindred give the Embrace to Changelings?

    Several attempts have been made to Embrace Changelings. This almost always fails: the subjects die, screaming in agony. If a Changeling is Embraced before her Saining, she becomes a vampire with absolutely no special benefits or powers whatsoever, just like any other mortal who undergoes the Embrace (although such characters may have rather... unique... personalities, and many display one or more Supernatural Merits or Flaws).


    Can Changelings be made into ghouls or Blood Bound?

    Changelings can be ghouled and Blood Bound. A Changeling Ghoul gains two permanent points of Banality that last as long as she has Kindred blood in her system.


    Can Kindred be Enchanted?

    Kindred can be Enchanted in much the same way as mortals. Feeding them Changeling blood can also Enchant them, but at the aforementioned risks.


    How Banal are Kindred and are they affected by the Mists?

    Most Kindred are inherently Banal creatures to Changelings and are, subsequently, susceptible to the Mists (see here for more details on the Mists and their effects). Although, having said this, some (notably young) Kindred still hold onto that essence of Glamour and are granted a degree of resistance to the Mists.

    Examples of this include Toreador, Brujah, Ravnos, and Kiasyd vampires.

    Finally, one of the least known facts about Malkavians (and they prefer to keep it that way) is that they are completely unaffected by the Mists. Though they must still be enchanted to be able to see a changeling's fae mien and to interact with chimera, they remember absolutely everything once the enchantment wears off.


    Disciplines

    Auspex

    - Aura Perception will reveal a Changeling for what she is. Fae auras usually appear as bright flickering colours (almost like a rainbow), which makes identification of specific emotions a great deal more difficult.

    - Auspex can be used to counteracts Chicanery powers that create illusions, conceal objects or individuals from sight.

    Chimerstry

    - This Discipline may inflict Chimercal Damage upon Changelings. Sluagh using Sharpened Senses may see through Chimerstry-generated illusions.

    - Horrid Reality can create the semblance of cold iron; a Changeling "killed" with illusionary cold iron from such a source gains a permanent point of Banality and falls unconscious until he is revived with an infusion of Glamour.

    Mytherceria

    - Fae Sight allows a vampire to see (and recognise as such) a Changeling's Faerie Mein. This also allows the vampire to see the chimerical nature of Freeholds and notice Chimera.

    Obsfucate

    - Most Changelings are affected by this Discipline as if they were mortals. Sluagh can see through it by using Sharpened Senses.

    Protean

    - Feral Claws cause Aggravated Damage on Changelings.

    Vicissitude

    - Fleshcraft and Bone Craft affects a Changeling's Mortal Mein, but not their Faerie Mein.
  • Kindred vs Fallen

    How do Fallen and Kindred normally interact?

    The War of Wrath changed the world in ways that not even the minds of the Neberu could predict. Many blasphemous creatures were created, by accident or design, and in the depths of their anger and hatred, the rebels experimented on uncounted humans in the depths of their fortress, spawning abominations whose ultimate fate no one knows. Such could be the origin of the creatures haunting the earth in its present nights, feeding on the blood of mortals while spinning webs of influence and deceit across the entire globe.

    Though not old by infernal standards, vampires have lurked among the human race for thousands of years. In times past, they ruled vast territories from night-haunted castles like mortal kings, but internecine conflict and the dreaded fires of the Inquisition forced the vampires into hiding, where they remain in the 21st century. These undead creatures (they “kindred,” as they call themselves) have a well-developed society with strict laws forbidding direct action that would reveal their existence to mankind. Meanwhile, the kindred use their powers to prey upon the unknowing human populace, fighting the ennui of centuries of unchanging existence with savage intrigues equal to any pursued by the fallen.

    The true origin of the kindred is unknown, though the fallen have many theories. Some believe the vampires to be debased descendants of the nephilim, forced to sustain their superhuman powers through consumption of human blood. Others have learned of the vampires’ own beliefs, that point to themselves as descendants of the First Murderer, none other than Caine himself.

    Those fallen who have heard the legend have no trouble believing such a thing is possible - they know all too well how cruel a vengeful Creator can be.

    Encounters

    A demon could cross paths with a vampire in any number of ways. At the street level, a string of gruesome deaths in an area that a demon claims for her own could lead her to a hungry, bestial vampire preying on the locals. (This is especially serious if one or more of the intended victims are the demon’s thralls or mortal acquaintances.) At the corporate/political level, demons and vampires are likely to cross swords over control of any number of institutions and powerful individuals, from government to corporate boardrooms. Demons, particularly Faustians, seek the same sources of power and influence that the kindred do, for similar reasons, and the vampires have something of a home-field advantage. The kindred have a means of enthralling mortals as well as the fallen, sharing their blood with an individual and granting them a limited degree of physical power and immortality. What is more, this blood bond eventually causes the mortal to become unswervingly loyal to the vampire, something that even the greatest demon cannot force a man or a woman to be.

    Some vampires see the fallen as a source of power and knowledge that they believe will give them an advantage over their rivals, and they are equally capable of using blood-bound mortals to ritually summon and bind demons for their own purposes. Even without access to arcane lore, these creatures are capable of influencing the fallen in more subtle ways. A powerful kindred’s sway over mortal agencies such as the IRS and the police can make a demon’s mortal life a living hell, not to mention seriously threatening the health and welfare of her thralls. As immortal as demons and infinitely more patient, the kindred can be formidable adversaries to any fallen - and vice versa.

    Relations

    Demons and the kindred are competitors for the same prize - mankind and all it has to offer. Both groups are highly territorial, prideful and more than willing to resort to violence if threatened. It’s not surprising, then, that most demon-vampire relations tend to be highly confrontational. This is especially true when a fallen and one of the kindred find themselves vying for a hold over a particular mortal or mortal institution. Both sides will spare no effort to protect what they see as theirs. So far, any attempts at détente between a kindred court and an infernal court in a given town or city have broken down into outright conflict, continuing until one side or another is destroyed or leaves for safer climes.

    This is not to say that all demon-vampire relations are ultimately destructive. Some of the fallen, particularly of the Reconciler faction, have forged ties with individual vampires, hoping to use their lore to restore the kindred’s humanity in exchange for knowledge and support as the demons try to further their agenda worldwide.


    How can Kindred detect Fallen?

    Despite the subtle nature of their possessing of human hosts, the Fallen can be detected in a variety of different ways by the Children of Caine…

    Auspex 2 (Aura Perception) shows something clearly different about demons. Fallen tend to be inconsistent under such supernatural scrutiny, presented as having kind of a rainbow-like aura, as if the demon is rapidly flashing through multiple states of mood, which can result in them being easily mistaken for one of the Fair Folk by an unwitting vampire. The only subtle difference to their auras compared to Changelings is the Fallen aura’s tendency to flicker like the flame of a candle, which becomes more and more prominent as the demon’s Torment rises.

    Dementation 3 (Eyes of Chaos) reveals some particularly interesting things about the Fallen. The information revealed to the vampire using this power usually hints that the demon residing within is a usurper or a parasitic entity, and often a handful of scattered hints about the individual demon‘s House, Faction, and overall purpose (however corrupted) in Creation.

    This power does not, however, provide hints about the Fallen’s Celestial or True Name. The only exception to this rule are Elder vampires who have had centuries to perfect the use of this Discipline, but even then they are restricted to the first few syllables or even just the first few letters, of either Name.

    Certain Thaumaturgic Rituals can also prove useful in discerning a demonic presence…


    How can Fallen detect the Kindred?

    Outside of the expected use of Supernatural Awareness to detect the use of Kindred Disciplines and/or use of Blood (for healing, ghouling, etc), there are several ways Fallen can detect the presence of vampires.

    Lore of Celestials 1 (Lamp of Faith) reveals some information about vampires, particularly about their potential strength and, arguably, how they are able to mystically generate Faith from the blood they drink. The brightness of the Lamp of Faith evocation differs on two factors; firstly, the actual amount of blood in the vampire’s system (a “full” vampire who had only just recently fed would be much brighter than one who was on the brink of starvation) and secondly, the strength of the vampire’s blood (ie: their Generation).

    Certain Apocalyptic Form Traits can also be useful for detecting the presence of a vampire…


    Can Fallen be Embraced, Blood Bound or fed from?

    Owing to the fact they are ancient spirits possessing a human host, Fallen cannot be Embraced. Any attempt to do so will kill the demon’s host body, forcing the demonic spirit to find another host to shelter them from the Abyss.

    As long as the Fallen has a single point of Faith, they cannot become Blood Bound. Regardless of whether they have Faith points or not, Fallen cannot become ghouls… thus, they can never receive any of the expected benefits or drawbacks of being a Ghoul.

    The mortal host of the Fallen contains just as much blood as a normal human does and can provide sustenance to the vampire that feeds from it. The Fallen are immune to the typical paralysing rush of pleasure the Kiss grants and can regain their stolen blood at the same rate as a human would (unless they use Faith or Lores to heal themselves otherwise).

    Unless the demon has used Lores to alter their blood somehow, the blood itself provides Kindred with no special benefits or drawbacks whatsoever.


    Can Kindred become Thralls of Fallen?

    Because of their undead nature, Kindred lack the necessary “godspark” needed to create a Pact. Thus, vampires cannot benefit from pacts of faith nor can they be possessed by a demon. A Ghoul can be enthralled by a demon (and vice versa!), however, and she may be possessed like any other human under the right conditions.


    Can Kindred have Faith reaped from them?

    Due to the lack of “godspark” the Kindred cannot even have Faith reaped from them by the Fallen. Though this isn’t to say they aren’t completely without their uses… some vampires are rumoured to have worshipped demons for centuries. They do not provide Faith, but they are more powerful than anything other than an infernal servant, and there is the chance that lore and memories from the war itself have been passed down incalculable ages through their bloodline.


    Can Kindred use Celestial and True Names?

    Yes, they can. Though like all such Names, however, Kindred still have to learn them before they can use them.


    Can Kindred use summoning/binding rituals against Fallen?

    Yes. Even though they are undead, the lack of “godspark” does not prevent them from using or participating in summoning/binding rituals against the Fallen.


    Can Kindred use Relics?

    Again due to their lack of “godspark” vampires are usually unable to “attune” themselves to Relics, unless the Relic has been specifically tailored to be used by vampires. The only exception to this are the few Kindred out there that can utilise the blood magicks of Thaumaturgy to try and unlock the latent abilities tailored into the Relic.


    Is there any way for Fallen to use their Lores to remove the Curse of Caine?

    So far, efforts to return the undead to life have failed, but both parties have time on their side, if nothing else.


    To What Disciplines are Fallen immune?

    As long as Fallen have reserves of Faith, they are immune to the following Disciplines and/or powers; Animalism (3 and 5), Auspex 4, Chimerstry, Daimoninon (2 and 4), Dominate, Dementation (1, 2, 4, and 5), Melpominee, Mytherceria (4 and 5), Obfuscate, Quietus 1, Presence, and Serpentis 1.


    Can Fortitude or certain Apocalyptic Form Traits or Relics be used to soak Aggravated Damage?

    Unless stated otherwise, yes, they can.


    Disciplines

    Daimoninon

    - Conflagration inflicts Aggravated Damage

    Obeah

    - Sense Vitality, Anesthetic Touch, and Corpore Sano can only affect the demon’s mortal host

    - Mens Sana, as well as alleviating Derangements, can also help reduce a demon’s temporary Torment

    - Unburdening the Bestial Soul cannot be used on Fallen

    Obtenebration

    - Arms of the Abyss inflicts Aggravated Damage

    Protean

    - Feral Claws inflict Aggravated Damage

    Quietus

    - All uses of this Discipline only affect the demon’s mortal host

    Valeren

    - Ending The Watch slowly saps the vitality from the Fallen’s mortal host instead of killing them straight away

    Vicissitude

    - Alterations made by this Discipline can only affect the mortal host