Every Kindred has heard a ghost story. Not everyone has seen a ghost, but after finding out vampires are real, is it really such a reach to assume spectres are too? Curiosity and hunger drive some vampires to track down ghosts. They commune with specters through seances or offering them blood sacrifices in return for favours. Ghost bats were first created by Acolytes to help their regnants track the Deathly Twilight’s inhabitants for ritual purposes. Several stolen secrets later and other covenants have adopted the practice for their own use. Dragons seek ghosts to further their understanding of death. A few Sanctified minister to all the deceased, be they physical or ephemeral. There are even fringe Firebrands working to integrate ghosts into Kindred society as equals.
Except for their large teeth and bloodshot eyes, ghost bats are indistinguishable from wild specimens. They are roughly as intelligent as a well-trained dog, although it comes with a decidedly feline ferocity. Most Kindred who keep these ghouls meddle in spectral affairs, although they also make useful security or spies over short distances. While they will never admit it, some vampires keep them around simply because they are suckers for pop culture stereotypes.
Ghost Bat
Mask: Flying vermin
Dirge: Unseen observer
Attributes: Intelligence 1, Wits 3, Resolve 2, Strength 1, Dexterity 4, Stamina 3, Presence 1, Manipulation 1, Composure 2
Skills: Athletics (Flight) 4, Brawl 1, Intimidation 1, Stealth 2 (In Plain Sight), Survival 3
Blood Potency: 0
Vitae: 3
Disciplines: Celerity 2
Willpower: 4
Initiative: +6
Defense: 9
Speed: 3 (land), 15 (flight)
Size: 1
Health: 4
Weapons/Attacks:
Type Damage Dice Pool
Bite +2 B 2
Echolocation: As long as they can hear, ghost bats see and maneuver in total darkness without penalty.
Ghost Sense: Ghost bats perceive and communicate with entities in Death Twilight as though they were Materialized. The ghost bat can grant any vampire in the Scene the same abilities by spending 1 Vitae
Shared Senses: The ghoul’s regnant may spend 2 Vitae to perceive the world through the ghost bat’s senses for a scene. The ghoul and regnant must be in the same scene for this to function. The regnant is entirely unaware of her own surroundings while peering through the ghost bat, but may flip between senses as a reflexive action without paying any additional costs once the power is activated.
Except for their large teeth and bloodshot eyes, ghost bats are indistinguishable from wild specimens. They are roughly as intelligent as a well-trained dog, although it comes with a decidedly feline ferocity. Most Kindred who keep these ghouls meddle in spectral affairs, although they also make useful security or spies over short distances. While they will never admit it, some vampires keep them around simply because they are suckers for pop culture stereotypes.
Ghost Bat
Mask: Flying vermin
Dirge: Unseen observer
Attributes: Intelligence 1, Wits 3, Resolve 2, Strength 1, Dexterity 4, Stamina 3, Presence 1, Manipulation 1, Composure 2
Skills: Athletics (Flight) 4, Brawl 1, Intimidation 1, Stealth 2 (In Plain Sight), Survival 3
Blood Potency: 0
Vitae: 3
Disciplines: Celerity 2
Willpower: 4
Initiative: +6
Defense: 9
Speed: 3 (land), 15 (flight)
Size: 1
Health: 4
Weapons/Attacks:
Type Damage Dice Pool
Bite +2 B 2
Echolocation: As long as they can hear, ghost bats see and maneuver in total darkness without penalty.
Ghost Sense: Ghost bats perceive and communicate with entities in Death Twilight as though they were Materialized. The ghost bat can grant any vampire in the Scene the same abilities by spending 1 Vitae
Shared Senses: The ghoul’s regnant may spend 2 Vitae to perceive the world through the ghost bat’s senses for a scene. The ghoul and regnant must be in the same scene for this to function. The regnant is entirely unaware of her own surroundings while peering through the ghost bat, but may flip between senses as a reflexive action without paying any additional costs once the power is activated.
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