Vampire Breeds


Not all vampires are identical.  In some sources (the TV series Forever Knight and Anne Rice's novels are the best examples), vampires all have the potential to learn a broad range of powers but only the most ancient ones are proficient at using all of them.  Perhaps the best, most creative idea featured in the mass-marketed vampire RPG is the idea of vampire "clans" or unique breeds that share common traits.  In addition to possessing a common set of "clan" powers (Disciplines), every clan also suffers from a common weakness (a drawback mutation, in Alternity game terms).

If a Gamemaster wishes to have different breeds of vampires featured in his campaign, he will need to create them specifically to fit his own vision of vampire society.  However, the following examples listed below may be of use.  These example breeds are designed to recreate the major "clans" (listed in parentheses) of the other vampire RPG using Alternity game mechanics.  See Vampire Powers for more information on each breed's special advantages.  Vampire characters automatically suffer the weaknesses listed for their breed and do not gain any extra skill points for them.
 

Breed:  Dominion ("Ventrue")


Breed:  Seducer ("Toreador")


Breed:  Hunter ("Gangrel")


Breed:  Warrior ("Brujah")


Breed:  Manipulator ("Malkavian")


Breed:  Infiltrator ("Nosferatu")


Breed:  Sorcerer ("Tremere")

Vampire Generations

This chart is designed to be used in conjuction with the above Vamipre Breeds in a setting adapted from the other vampire RPG.  New vampire characters begin at 13th Generation; beginning at a better Generation is a Perk which must be purchased.
 
Generation
Maximum "Blood Points"
Points Usable Per Turn
Perk Cost
13th
5
1
0
12th
6
1
2
11th
7
1
3
10th
8
1
4
9th
9
2
6
8th
10
3
8
7th
11
4
10
6th
12
5
12
5th
13
6
not for player-characters
4th
14
7
not for player-characters
3rd
15
8
not for player-characters

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