Satanic Black Kindred

Vampirism is a curse that attacks the nervous system of the human body, keeping the body animated after its death, and the mind ever more in control of its senses, especially the vampire's instincts and hearing. Vampires, for centuries, have been one of the biggest myths to mankind. These creatures were of myth in the society of the real world in which we live. A plague swamped the lands in the early years of role-playing, the case of vampirism began to grow. Now, the plague known as vampirism has conquered the lands and the face of role-playing, leaving little mortals left in the realms. The Creatures of the night represent that yes the vampire rests during in the daylight hours, and is out to mingle and hunt at night. .

In order for a vampire to stay alive, the vampire must drink blood of a mortal (preferrably), but now role-playing has changed and they have a thing called bloodwyne. It is three-fourths blood to one-fourth alcohol. It makes drinking better for the vampire, and quite entertaining to watch a vampire's behaviour after downing abundant amounts of this fine thick red liquid..


Vampire Origin is dated back to the Dark Father Caine and his Cainites whom opened the first seven original vampiric clans, which later on evolved into the thirteen clans after the deadly vampire wars. These clans can be recreated in realm role-playing not V:tM.

Myth vs. Truth


Vampires of the centuries have had to live by so many rules, so many strengths and weaknesses written out that its hard to determine which one is right and which one is wrong. What is about to be covered will clear up any confusion and offer a clearer understanding, and how the Vampires may be played in Satanic Black.

Sun

Sunlight will most assuredly kill a vampire. If the Vampire is hit with a direct excessive amount of sunlight, the vampire will instantly combust into flames and turn to ash and bones. If a small ray of sunlight momentarily hits a vampire, it will burn the flesh on contact, the equivalent of a third-degree burn to a human. The only way a vampire can even remotely tolerate sunlight for a brief elapse of time, is for the vampire to have recently fed within the previous hour, but the duration under direct sunlight would not be for long. There is no such thing as these "Day walkers" seen roaming in daylight; this is role-play, not Blade.

Vampiric Disciplines


Auspex

Extra sensory perception, awareness and premonitions Any vampire can use this skill, and its best used as a perception enhancement many times over should a vampire ever have an assassination attempt on his/her person.

Celerity

Supernatural quickness and reflexes, Celerity, as best as it can be explained, is a series of movements and gestures too fast for the human eye to percieve. This skill gives a Vampire the use of an additional attack in battle, due Celerity is best used as a stealth enhancement among the Kindred.

Fortitude

Unusual toughness, even to the point of resisting fire and sunlight if used correctly. This discipline is often used as a defense enhancement; i.e. vampiric regen. Vampires must role-play the defense being used in battle and the effect.

Potence

The discipline of physical vigor and strength. This one is a dangerous ability and not one to be taken very lightly. Not so much for the vampire, but for the person that may have likely angered the vampire at the time of battle. This form of discipline is often used as a damage enhancement, sometimes even for death delay.


Sirings

Siring is done by extensive role-play. Due to its powers and gifts, it has a good side and the bad side. Lets start with the good side. Each person or people whom are mortal may obviously be sired into a clan, since they are mortal and not of any immortal-halfbreed bloodlines.

When a siring has gone sour, the vampire will more than likely go into "torpor" or die from rejection of the sire's blood. Sometimes vampires that are the victims of bad sirings fall into a rare category of a voracious flesh-eating creature resembling a zombie. This rare class of down-sided sirings must be destroyed at once, for they consume anything and everything in their reach; i.e. bones, human flesh, vital organs.

The basics of siring is to bite somewhere on the victims body and drain them of almost all their blood. Then they are weak, they are to feed off of you. More then likely the best option will be the sire's wrist, due to the extent the sire can push the chylde away with his/her other hand.

Vampiric Feeding

As stated in the introduction of this charter, a vampire survives off of blood, and if not that, they drink bloodwyne due to it's high blood percentage ratio to alcohol. In Satanic Black, when a vampire feeds off another being, a 1d100 must be rolled to determine if the person the vampire fed from is suffering from unusual blood loss (meaning the vampire drained too much to feed). A 1-50 roll, the person walks away a little worse for wear and two annoying bitemarks. A 51-100 roll indicates the person is suffering from major blood loss and will need a healing done immediately. If the heal fails and the person dies from blood loss, a Satanic Black rezz will be needed and a bounty may likely be put up for capture of the vampire responsible, and brought to trial.

Example

End of Satanic Black Kindred