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V20+, Curse Severity

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  • V20+, Curse Severity

    I'm creating a homebrew system for V20 which gives each of the Vampiric curses (Clan/Bloodline, burning in sunlight, vulnerability to fire, vulnerability to faith etc.) a severity rating from 1 to 5.

    The general idea is that a Tzimisce with a severity of 2 in their Clan curse will be much less reliant on their two handfuls of soil than a Tzimisce with 5 in the curse.

    As a general rule:

    1: Minor drawback; the Vampire unusually resistant to the Curse. Most common in Fledgelings and Neonates.
    2: Significant Drawback; the most common form the Curse takes.
    3: A worse version of 2.
    4: A worse version of 3.
    5: A truly debilitating curse which must be carefully managed. This usually comes with new downsides and a marginal benefit.

    So, for example:

    1: If you sleep without your two handfuls, you'll lose 1 die from your dicepools over the following night. This is an unpleasant experience, but not a painful one. This penalty will not accumulate.

    2: Each night you go without your two handfuls of soil, you will lose 1 die from all of your dicepools. These will accumulate over time up to a maximum of -5 dice. The experience is painful and leaves you in a bad mood.

    3: Each night you go without your two handfuls of soil, you will lose 1 die from all of your dicepools, and take an unsoakable level of Lethal damage. The damage can be healed, but the dice accumulate up to -5. The experience is excruciating.

    4: Same as before, but the Lethal damage becomes Aggravated. The pain is similar to being branded with a white iron or exposed to the sun's rays.

    5: If you rest without access to your native soil, you will rise in the evening having taken 3 points of Aggravated damage. On top of the cumulative loss of dice (1 each evening), you will perform all actions at +2 difficulty. If you were to somehow survive 5 nights without access to your native soil, you would fall into a deep Torpor which would last until you were returned to the soil. The curse is so intense at this stage that the Tzimisce develops a stronger bond with the soil; if they sleep with their two handfuls of soil they will recover one lost point of Willpower every time they awaken.

    How is Severity determined at character creation? For most curses, the default severity is 2. Severity can be decreased at character creation by spending freebie points in most cases. Some curses are only reduced to severity 1 in thin-bloods, the 14th and 15th Generations. Two specific curses have severity which is determined by your Humanity or Path rating.

    How does Severity change over time? When a Vampire commits diablerie, one of their curses may become more intense. Since there are usually 6 or more, this intensification is typically minor at first (a one-time diablerist might be slightly more prone to Rotschrek than other Kindred), but the increase in severity becomes more obvious in repeat offenders. Botching certain Virtue rolls may also intensify a curse; the Brujah and Gangrel curse may be made more intense by a particularly extreme Frenzy for example. I'll post detailed rules for this development process in time.

    Furthermore, simply aging can cause curses to become more intense. This ties in nicely with the Lore, and goes partway to explain the behaviour of Elders and Methuselahs; their solitary lifestyles are perfect for avoiding the worst aspects of their curses. This doesn't apply to most Player Characters, but will effect many NPCs and helps to reinforce the fluff surrounding elders with some crunch.

    More intense versions of curses may be taken in exchange for freebie points, with a strict cap on the number of freebies that can be gained this way of course! Naturally an ST must approve all of these changes.

    The incredible Mr Gone has created a V20-style sheet which will work with this system. I've developed the outline of the system already and I'll release the full system by mid October at the latest.

    Here's a rough outline of the major clan curses.

    Brujah: intensity will sum with the intensity of the normal "Frenzy" curse. This will be stepwise, and gradually will make frenzies more likely and more damaging. At its peak, this curse makes all actions taken in Frenzy -1 difficulty, as your beast channels some of your Antedeluvian's powerful rage. This is a blessing and a curse.

    Toreador: intensity will effect the degree to which you are paralyzed by your favoured type of "art". A Toreador might be partial to paintings, music, dance or torture, but at 5 they'll be far more transfixed than at 2, for example. At the peak of the curse you are at -1 difficulty to create and perform your chosen form of art.

    Malkavian: severity measures how badly your Derangement has taken hold of you, and how much Willpower it takes to suppress your Derangement (if you even can at all). Greater severity does give you a stronger connection to the Malkavian Madness Network, however, so seers with a severity of 4 are more likely to know something hidden and important than a seer with a severity of 2. This means that the most prescient Malkavians are also the ones who see and hear loads of things that aren't actually there in many cases.

    Tremere: severity measures how intensely you have become bound to Clan Tremere. At 1 you have somehow escaped notice, or the ritual didn't hold, so you are unbound. This is still a "curse" since this simply isn't allowed, and could get you into trouble if it were discovered. At 2 you are bound at level 1, at 3 you are bound at level 2, at 4 you are bound at level 3 and at 5 you cannot resist the bond at all; your priorities and will are the will of House Tremere. Severity also impacts how badly you are harmed by the Vaulderie rite (how much Aggravated damage it inflicts), should you take part in it and become a traitor. The degree of your blood bond will effect how easily your superiors within the clan can control you with Dominate.

    At severity 5, advancing the goals of the Tremere becomes a second Nature. You regain Willpower every time you help the Clan to advance its goals.

    Ventrue: severity measures how refined your tastes have become. At first you might prefer the blood of the rich. Then you develop a taste for those who have inherited their wealth. Ultimately your tastes might be so refined that you can only stomach the blood of heiresses of a certain "stock", who have attended the right schools and are engaged to the right sort of family. At the peak of this curse Ventrue can only stomach their chosen type of human blood, and the blood of other Ventrue; all other supernatural blood and vitae is disgusting to them. And this might go part-way to explaining why the Ventrue are so very terrified of their Methuselahs...

    At 1 Ventrue have a preference, but can stomach other types of blood. At 5 their refined tastes mean that every fitting meal restores a point of Willpower.

    Tzimisce: as explained earlier, the severity shapes how the curse manifests if they fail to sleep with their soil.

    Because of this curse, many Elder Tzimisce stay within their native homelands, and send out their childer to fight their battles. This, indeed, was the cause of the Anarch revolt, and the birth of the Sabbat!

    Giovanni: severity effects how painful their Kiss is, and how much damage it does to normal mortals. At the peak of the curse the kiss is the most horrifying torture, and will even inflict some harm on ghouls and various supernaturals (but not other Undead), making the worst form of the curse a mixed blessing.

    Lasombra: at first, the curse is simply losing your reflection. Beyond the first point of Severity, it impacts how uncanny and inhuman you seem to mortals. At the peak of the curse you are terrifying even to Ghouls and most night-folk, straining relations further. This is part of the reason why Lasombra Elders despise humans and ghouls; the curse has shaped the culture of the clan. Terror is not always a bad thing though, and this curse can make intimidation of mortals (and some night-folk) easier.

    Because of this curse, many Lasombra Elders only work through their childer and Sabbat allies.

    Gangrel: effects how badly animal features impact you, and at the highest Severity some of the features can become permanent. At Severity 5 you man manifest permanent features like Claws and overgrown fangs with mechanical bonuses (climbing and Aggravated damage); this saves on blood but they can be inconvenient and socially debilitating.

    Nosferatu: this is determined at the embrace, and rarely changes. Some claim that consuming other Nosferatu will lead to the curse getting worse, and some even claim that this is the origin of the legendary Nictuku. It's possible that this rumour was spread to put other Kindred off of diablerizing Nosferatu during the dark ages. At 1, you can pass for human even under harsh visual inspection. You look like you have some terrible congenital disease, or have been the victim of some horrible accident with fire or acid or a skin-eating pathogen. At 2 you are hideous at a glance, but not an immediate Masquerade breach. At 3 and higher you are increasingly monstrous, having a shape which is hideous even by Nosferatu standards. Those who have a severity of 5 are so horrifying and disgusting that they are at -2 difficulty to all Intimidation rolls, but often terrify others without even trying, earning a lonely existence.

    Setite: determines how badly light effects them, ranging from discomfort in the brightest lights to taking lethal damage from moonlight. Those with the most extreme version of the curse gain 1 die to all dicepools while working in the darkness. This weakness also contributes to damage taken from sunlight; an expression of Ra's hatred.

    Assamite: either determines how badly addicted they are to Vitae (and eventually Diablerie), or how much drinking Vitae harms them, depending on the state of the metaplot. At severity 5 of the addiction curse they regain Willpower when committing diablerie; a small compensation for the fact that they find resisting an opportunity to commit diablerie incredibly difficult. At severity 5 of the allergy curse they become immune to all blood bonds, as their body rejects any vitae which is fed to them.

    I'd welcome any ideas or critiques. The intention is to tie the mechanical downsides of being a Vampire into the VtM lore, and help to make Elders more vulnerable to careful exploitation of their Curses. It's a great opportunity to get creative with the curses of the clans and bloodlines.
    Last edited by 11twiggins; 09-05-2018, 07:45 AM.

  • #2
    Cappadocian: Determines how corpse-like their appearance has become.

    Samedi: Determines the intensity of their putrefaction; this curse is objectively worse than the Nosferatu curse, with even Severity 1 being a Masquerade breach. Severity can be increased through "botching" soak rolls against significant attacks, with the body becoming more and more of a mess over time. This only impacts the difficulty of social rolls. At Severity 5 one eyeball may hang loose, and one cheek may have opened up entirely, with the Samedi emitting the most putrid odour imaginable.

    Nagaraja: Determines how badly they are effected by going without human flesh. Also effects the stringency of the curse; at Severity 5 only flesh taken "fresh" will ever count as sustenance! At severity 5 a Nagaraja can gain an extra 5 points of "blood" from a living or freshly killed corpse, representing the value of the marrow and the less edible viscera.

    Salubri (Healers): The Salubri can only comfortably feed from those who are "willing". The severity determines how strict the curse is, and how badly they are effected by taking blood against someone's will. At low severity feeding from someone during a passionate embrace at a nightclub won't trigger the curse. At high severity doing this would cost Willpower.

    Salubri (Warriors): The Salubri can only comfortably feed during the heat of "battle". The severity determines how strict the curse is, and how badly they are effected by taking blood with a person's permission. Feeding on someone you've bitten during open conflict will always be okay, but ambushing a person to feed on them violently will only satisfy the Salubri if their curse severity is low.

    Baali: The Baali curse's severity is simply added to the severity of the curse of vulnerability to Faith. This will effect how badly True Faith harms them, and also adds a vulnerability to simple religious symbols.

    True Brujah: Severity measures how detached and cold the Brujah has become. This effects the difficulty of Empathy rolls, and increases the cost of raising Empathy and Conscience. The most extreme version of the curse reduces Self-Control difficulty by 1, as even the Beast is calmed slightly by the intensity of their detachment.

    Gargoyles: Gargoyles have several curses, which have independent intensity and descriptions. Gargoyles are cursed with a vulnerability to Dominate (severity impacts how easily they are Dominated), with an inhuman appearance like a Nosferatu (severity measures how monstrous they seem at a glance, with high severity gargoyles not looking like Kindred and more like stone beasts), and in some cases they will also manifest the flaws of their originating clans (the Gangrel and Tzimisce).

    Kiasyd: The Kiasyd have two curses. One measures how inhuman and "fae" they seem at a glance (the intensity of their blue skin, the blackness of their eyes, the strange thinness of their features, their otherworldly ambiance), and the other measures their vulnerability to cold iron, determining how much damage they take from contact. The iron weakness has no benefit whatsoever, but Kiasyd who have a severity of 5 in their appearance curse gain an air of supernatural awe, becoming inhumanly beautiful in some cases.

    Ahrimanes: Their curse severity determines what they can blood bond (other Kindred, mortals, various supernaturals), and to what extent, and ultimately whether they can create ghouls at all. If they have Severity 5, they become immune to the blood bond themselves. Thematically this ties into the fact that Ahrimane was fiercely independent and fought for her own freedom.

    Daughters of Cacophony: Severity determines how badly the song within their mind distracts them and ultimately effects their sanity. At severity 5 their singing skills and mastery of Melpominee are greater.

    Blood Brothers: Well this is going to be a huge mess. TBA.
    Last edited by 11twiggins; 09-04-2018, 12:50 PM.


    • #3
      This post is inspiring me.I like all of them with the exception of the ventrue one I think that the bane should take dices from the hunting roll from the beginning or similar , being able to kill by famine a ventrue is a very pleasing sensation that all players deserve to taste.

      I did something similar by making clans get a secondary clan weakness if your humanity get so low.For example some clans like the tzimisce (and tremere ) would get vulnerability from faith symbols to symbolice the posibility of Kupala being an Earthbond Demon instead of an spirit whose bane is faith.Toreador get a split (A poetic way to say depresion) and cannot spend WP etc...

      I also give clan advantajes for example the Gangrel being tought and powerful hard to kill monsters have 10 levels of health instead of seven yeah it´s a huge advantaje but there are toughter stuff out there and gangrel is about survive plus it still doesnt compensate non having social disciplines.Other clans like brujah get a bonus of strengh when they frenzy that makes them very dangerous , the toreador have permanent blush of life to influence mortals and also can get more blood if they have seduced their victim first with make feeding easier etc...

      pd:Care to share the modified character sheet? I cannot find it
      Last edited by Leandro16; 09-04-2018, 12:22 PM.


      • #4
        I've tried uploading the PDF to a forum post/reply, but the site says it's invalid.

        I like the idea of Clan Advantages. Brujah start with a bonus dot of Strength, Gangrel start with a bonus Health Level, Tremere start with a bonus dot of Intelligence... that sort of thing? At my table Fortitude gives bonus health levels regardless, so giving Gangrel another 3 wouldn't really work ;-)

        As for the Ventrue one, it would make the Hunting mechanic more difficult of course! At severity 2 you're looking for a "poor person" and at severity 5 you're looking for a homeless old man who is a veteran of an armed conflict; furthermore as the severity rises you respond more and more negatively to blood which is "wrong" or "not quite right".

        So if you wanted to starve a Ventrue, it would be easier with a higher severity. Simply wipe out all of the kine who meet their exact preference; if they stoop to eating something "similar but wrong" there's a chance they'll frenzy or vomit up most of their blood. Torpor or fleeing the city are likely results.

        Since the Cappadocian weakness is sort of weak-sauce (and the same goes for the Harbingers really), I was thinking about including another aspect which worsens as their appearance becomes more corpse-like... perhaps at greater severity the "death" of torpor lasts much longer, so even with high Humanity or Path they will slumber for a very long time (part-way explaining why there weren't many Cappadocians emerging from torpor after the genocide; Cappadocians tended to avoid torpor where possible and were mostly active during the Giovanni's purge).
        Last edited by 11twiggins; 09-04-2018, 12:57 PM.


        • #5
          Question: Would the clan weakness severity be tied to generation as it is in V5?


          • #6
            Originally posted by Gangrel44 View Post
            Question: Would the clan weakness severity be tied to generation as it is in V5?
            Curse severity in general would be higher at embrace in those of lower generation. For example, someone embraced at 7th Generation or lower would start with extra curse dots, however how those would be distributed across the curses would be the choice of the player. Since Generation is cheap, I think it would be good if 13th Generation had some marginal benefits compared to 8th Generation.


            • #7
              Originally posted by 11twiggins View Post
              The incredible Mr Gone has created a V20-style sheet which will work with this system. I've developed the outline of the system already and I'll release the full system by mid October at the latest.
              Glad I could help.

              Originally posted by Leandro16 View Post
              pd:Care to share the modified character sheet? I cannot find it
              I'll upload it to my site if 11twiggins is ok with it.

              MrGone's Character Sheets
              For all your WoD Character Sheet Needs
              Buy books & pdfs from DTRPG and support my web site! Click Here
              Support my site on Patreon! Click Here


              • #8
                Originally posted by Mr Gone View Post
                I'll upload it to my site if 11twiggins is ok with it.
                Oh definitely do! Thanks again :-)


                • #9
                  Caitiff are notable for the fact that they are uncursed. They do have plenty of problems to deal with, however. Caitiff status leads to greater difficulty of social rolls in certain contexts, and completely bars the clanless from certain opportunities. There are niches for Caitiff and thin-bloods within Kindred society, but these are very niche indeed. The prince's pet seer. The Elder's blood doll. The ironic Caitiff Scourge, who is tasked with hunting down their own kind. While in theory the Camarilla extends rights to all Kindred, in application most Caitiff are seen as being pre-existing Masquerade breaches, since no Primogen can vouch for them. There is no benefit to be found in including them in the city's power struggles (even altruistic Kindred in the ivory tower tend to look out for their own clan or brood of relatives), so they are typically excluded, hiding on the edges of Kindred society.

                  There are two major exceptions.

                  Among the Anarchs, Caitiff are accepted and protected. Of course the "protection" of some Anarchs means being used as cannon fodder or mascots. Some Barons and Anarch communities are truly egalitarian, and have made Clan a taboo subject, and Caitiff who live long enough to gather their senses and master the requirements of unlife often travel toward these domains.

                  Among the Sabbat, Caitiff are soldiers of the Sword of Caine. The Panders are low in the pecking order, and while some exceptional Caitiff rise through the ranks and become leaders (and even Bishops), most die young. The Sabbat justifies the baptism of fire by pointing to the few exceptions, who are hardened and fierce warriors and cunning strategists. Those Panders who prove themselves worthy will distinguish themselves. The major difference between the average Pander and other Shovelheads is a lack of true kinship; shovelheads are not true Cainites until they go through the initiation rites, but there is limited sympathy for them from other members of their Clan. Panders receive much less support, and are more disposable in the eyes of their commanders.

                  Naturally any Player Characters who are clanless won't have been murdered on a Prince's orders or burnt to ash in a crusade, so the worst aspects of the social "curse" of being Caitiff won't apply. STs should simply remember that for the vast majority of Kindred and Cainites, Caitiff are outsiders, and will be treated as second class citizens. You might not trust the average Nosferatu, and you might not want them to sit on any of your good furniture in many cases, but you can trust the reputation of the Nosferatu in your city (up to a point). Who could possibly know what a Caitiff whelp wants?

                  The stereotypes of Caitiff, among others, include:

                  - Naive; Caitiff are seen as useful idiots, since they haven't been educated in the workings of society as a Fledgeling. This makes them paradoxically untrustworthy; after all, anyone could have tricked them into doing their dirty work, and anyone could pressure them to extract secrets.

                  - Weak; Caitiff are seen as scrappy survivors, and not fighters. Of course some Caitiff are exceptions...

                  - Dangerous; Some Caitiff are just too strong and militant! In order to have survived this long, they must be dangerous. And since they have no respect for our society, they'll happily commit diablerie or create a panic among the kine...

                  - Human; Caitiff are too attached to their old lives. They don't realize that things are more complicated after the embrace. A disordered and poorly managed beginning means lots of loose ends, and those create problems...

                  - A threat to the Traditions; Caitiff are Masquerade risks, since they lack proper education. If they don't respect the Traditions, then they cannot exist within our society, and that means they cannot exist at all.

                  - A threat to all Cainites; the Book of Nod predicted it after all. Most Kindred disregard these superstitions publicly, but those who fear Gehenna often fear the Caitiff. And the rising numbers of Caitiff and thin-bloods do make these fears more pressing...

                  Because of these stereotypes, and others, those who are known as Caitiff can have a tough time surviving in the Camarilla and Sabbat, and even among Anarchs. It's certainly an uphill battle.


                  • #10

                    The Cappadocians bore a curse which reflected their interest in death and decay. With age they developed a semblance of death, gradually becoming pale and corpse-like. At the curse developed, they became more vulnerable to the "Death" of Torpor, which for them lasted much longer.

                    In modern nights, the Harbingers of the Skull bare the same curse.

                    1: You're slightly pale, but a bit of blood can fix that. You easily pass as human.

                    2: You could pass for a fresh corpse if you were to stop moving. You simply look like a sick or wasting mortal most of the time. Your Appearance rating is limited to 2. If you fall into Torpor, its duration is determined as though your Humanity (or Road/Path) were 1 lower (with a minimum of 1). From this Severity onward you cannot spend blood to make your appearance more human.

                    3: You look like a walking corpse; you're not rotting or revolting, but without a shroud or darkness to cover your face, you will frighten or perturb most mortals, risking the Secrecy of the Blood. Your Appearance rating is limited to 1. In Torpor, your Humanity (or Road/Path) is treated as though it were 2 lower (with a minimum of 1).

                    4: Your face is a vision of death; your skin is still relatively smooth, but you look like a preserved cadaver. Your Appearance is 0 and in Torpor your Humanity (or Road/Path) is treated as though it were 3 lower (with a minimum of 1).

                    5: Your skin has become wrinkled and its complexion no longer resembles that of a human. Your Appearance is 0, and should you fall into Torpor it will last permanently unless you are roused using supernatural means such as powerful Blood Magic. Your withered form is incredibly tough, however, and you soak all damage apart from Sunlight, Faith and Fire at -1 difficulty.


                    • #11
                      Originally posted by 11twiggins View Post
                      Oh definitely do! Thanks again :-)
                      You're very welcome!

                      They can be found on the V20 page, under the add-on sheet section.

                      Here are some direct links:

                      MrGone's Character Sheets
                      For all your WoD Character Sheet Needs
                      Buy books & pdfs from DTRPG and support my web site! Click Here
                      Support my site on Patreon! Click Here


                      • #12
                        So What Is The Blank Sheet For?

                        Most Vampires have got their typical curses, and also suffer from a clan or bloodline curse. But some Bloodlines have multiple curses. Some Kindred are "apostates" and have developed the Setite or Baali weakness on top of their own. Some serial diablerists have inherited curses from other Clans.

                        Example in Play:

                        - James is playing a Neonate Brujah of the 12th Generation. He explains to the ST that an important moment in his Vampire's development was the night that Hunters murdered his Sire, where he was traumatized by flame and faith. The ST tells him to note down Hunters as something that is likely to trigger the Frenzy curse, and to take 3 dots of Severity in The Red Fear instead of 2 in exchange for 3 freebie points. James then decides to spend those freebies on reducing his Clan Curse severity to 1.

                        Because James's Vampire has high Humanity (for now) he starts with a Predatory Taint of 1 and a vulnerability to Faith of 1. His Red Fear has Severity 3. His Brujah Curse of Rage has Severity 1. All of the other curses have the default Severity of 2. All of these taken together means that James finds it easier to pass for a mundane and harmless human (making it easier to blend in and avoid hunters) and takes little damage from True Faith, but falls into Frenzy and Rotschrek more easily than most Neonates.

                        Alternatively, if James's Brujah were of the 14th Generation, he would have the Severity of several curses reduced to 1; Fire, Sunlight, Food & Drink. If he were a Caitiff of the 15th Generation then his Frenzy and Red Fear ratings would also have a base value of 1, and he would lack a Clan Curse (unless he were to purchase one in exchange for Freebies). This would allow him to swallow and enjoy a lot of food and drink, holding it inside him for hours, stay awake during the day and only take Lethal damage from direct sunlight, soak Fire as lethal damage and avoid Frenzy and Rotschrek more easily.

                        - Phoebe is playing an Elder Giovanni of the 7th Generation. Due to her age and generation, she takes additional dots in various curses without compensation in Freebie points. Since her Humanity is only 2, she has a Predatory Taint and Faith severity of 5, meaning that she radiates cannibalistic/predatory menace around ordinary mortals and seems more unnatural, and that she is much more vulnerable to True Faith than most Kindred. Her Clan Curse, the Lamia's Kiss, has intensified until the pain effects all she drinks from.

                        Unfortunately Phoebe will also be getting some use out of that additional sheet, since the ST thinks that it's appropriate that she take the Methuselah's Thirst curse; with a Severity of 3 her feeding is practically limited to killing humans outright in one sitting (consuming all of their blood for mild sustenance) or feeding from supernatural beings such as her childer and grandchilder.

                        The net result of this is that there is a Giovanni Neonate in the setting who has frayed nerves and is constantly on edge. Jumping at loud noises, randomly bursting into tears, talking with a certain depressed quivering morbidity. "I'll get out of your way, sorry". The idea is that these curses add to the horror of the setting by layering in further monstrosity as a mechanical necessity for those monsters who have lived long enough. The Elder LOVES her grandchilde, and constantly dotes on them, but the blood bond doesn't stop them from feeding on them and hurting them, it just makes them very keen to bring them everywhere and involve them with everything, and treat them to nice things to "make up for it", all textbook abusive dynamics.


                        • #13
                          Methuselah's Thirst:

                          With age, some Elders develop a taste for Kindred blood, and gradually lose the ability to draw sustenance from the blood of kine. This can be accelerated by certain habits. Tremere and Kiasyd who consistently sup on vitae and the blood of supernatural creatures will develop this curse more rapidly than those who only drink from kine.

                          1: Animal blood gives you no sustenance whatsoever. The blood of mortals is beginning to lose its charm; feeding now feels like a chore rather than a delight.

                          2: The blood of mortals only gives you half as much sustenance; for every two points you remove, you only gain one point of vitae. The taste has become bland and uninspiring.

                          3: All charm has been lost; you only gain one point of vitae for every three points of blood you consume, meaning that even an unsatisfactory feeding will leave your prey dead or hospitalized.

                          4: Consuming five points of human blood restores one point of vitae. You have either taken to drinking from blood packs delivered by a trusted childe or ghoul, or you are committing serial acts of homicide to feed. Or you have found sustenance elsewhere... thin-bloods, revenants, magi, kinfolk and other supernatural creatures are desirable blood dolls, but naturally come with considerable risks. However you are likely old enough to face these.

                          5: The blood consumes all, and is in turn consumed. Only precious vitae will do. The blood of revenants may satisfy you for a time (granting one point of vitae for every three consumed), but you crave the blood of your fellow Kindred. If you are a Ventrue, you have likely developed an exclusive taste for your own clan (or even only your own descendants!) by this point as well. You have no special immunity to the blood bond unfortunately, however your diet has strengthened you immensely. Filled with potent intensified vitae, you can blood pump and heal with twice the normal efficiency.

                          Note: Storytellers are encouraged to outright ban this curse from Player Characters who are looking to create a munchkin Vampire-eating super-Gangrel*. This isn't so much of a curse as an interesting play condition if someone is committed to being a "Murder Hobo".

                          *or Brujah, or Gargoyle, or Tremere, or Setite honestly, and Caitiff could also work well, as could Lasombra or Tzimisce... The point is that this curse shouldn't be given to someone who intends to "game" the story and om-nom-nom as many NPCs as they can.


                          • #14
                            So, the other curses...

                            - Predatory Taint is a measure of how menacing you seem to mortals, and how easily you pass as one of them. Cainites could be classified as solitary apex predators by nature (if not always by habit), and a low humanity score means that this curse comes to the fore. The mask slips, and prey get a sense that they should run. Generally speaking those of the blood (Vampires and their Ghouls) are not privy to this sense, but it does play a role in how other night-folk perceive you. A lower severity is associated with high Humanity (or path).

                            High Severity makes it easier for others to determine whether or not you are Kindred, a "Vampire", undead or "a creature of hell" based on superficial information; this curse does not effect the difficulty of sensing this based purely on physiological data like a lack of heartbeat, regular breathing or pulse.

                            High Severity also makes it easier for supernatural beings with mystical senses (such as Magi, Werewolves and beings with True Faith) to determine your nature. With a high severity you "reek of the wyrm" to Garou, and with a low severity you might successfully slip past them without them realizing you are a leech.

                            - Food & Drink measures your ability to enjoy the mortal pleasures of food and drink. At the highest severity food turns to bitter ash and drink into brine (some Noddists refer to the Book of Nod, and use this manifestation of the curse as flimsy "proof" of its authenticity; of course the text is made no more authentic by noting that Caine was harmed by fire...). At the lowest severity food and drink are not only tolerated, they are enjoyed.

                            This curse not only effects how well Kindred can disguise themselves as mortals, but also how well they can connect with mortals in social settings; there's something awkward about a person accepting no drinks and not touching their food after all.

                            - Faith measures how badly a Vampire is effected by True Faith. The severity of this curse is determined by Humanity or Path rating.

                            Greater severity means that you are more easily pushed back with Faith, and that you take more damage from Faith.

                            The severity of this curse does not impact the innate benefits True Faith has for mortals; even if a Cainite has Humanity 10, paragons of faith will see through their Obfuscate and resist their Dominate.