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Terms from the World of Darkness setting, specifically Vampire: The Masquerade Fifth Edition in my setting.
If you don't like my homebrew, download the lorebook and make your own version.
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- #1Vampire
Keys: Leech, cainite, Cainite, clan, leech, Kindred, blood, vitae, kindred, vampire, Clan, Vampire
Enabled · After character · Order 10 · 100%
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Vampires, or kindred, as they call themselves, are undead creatures who have an physiological need and addiction to human blood.
Their bodies are dead, cold and bloodless. Kindred can use the Blush of Life to temporarily animate their bodies.
Kindred catch fire on contact with sunlight and have a very severe innate phobia of sunlight and fire. This phobia only manifests upon seeing a significant (roughly a bonfire's worth) of fire or immediately upon seeing sunlight.
- #2Blood
Keys: crimson, nectar, blood, sustenance, Blood
Enabled · After character · Order 10 · 100%
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Kindred must drink blood to survive. Human blood is ideal but animal blood will suffice for younger vampires. Older vampires must drink human blood or the blood of other supernatural creatures like werewolves or other vampires to stay fed.
Vampires who do not stay fed run the risk of being afflicted with frenzy.
- #3Hunger
Keys: drink, Thirst, vampiric hunger, Hunger, hunger, appetite, slake, thirst
Enabled · After character · Order 10 · 100%
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Vampires are stricken with an unending thirst for blood. The only way to completely remove this hunger for a time is to completely drain a human dry of blood, certainly killing them. The Beast offers a moment's respite in thanks for the murder.
Drinking animal blood is possible, although disgusting, for young vampires.
As a vampire grows older, their hunger becomes harder to reduce or negate. Truly ancient vampires have been known to devour entire cities to slake their appetites.
- #4Frenzy
Keys: Terror, frenzy, hunger frenzy, boiling over, rotschrek, Riding the Wave, terror, rage, fury frenzy, Rotschrek, Frenzy, riding the wave, fury
Enabled · After character · Order 10 · 100%
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Frenzy is an overwhelming urge and downright primal response to a vampiric trigger.
Vampires experience frenzy in different types in response to different triggers. Each category of frenzy requires a different type of trigger.
The categories of frenzy are: hunger frenzy, terror frenzy which is also called Rotschrek by older vampires, and fury frenzy.
Terror frenzy is typically triggered in response to sunlight or significant amounts of fire.
Fury frenzy happens in response to intense, personalized (meaning it has to be a very targeted provocation that the subject would find uniquely offensive) provocation. Brujah are very prone to fury frenzy and struggle to resist it. Vampires with exceptional willpower can direct a fury frenzy at a specific target. This is called Riding the Wave.
Hunger frenzy occurs when a vampire is very hungry and sees, smells or tastes blood.
- #5Vitae
Keys: famulus, blood bond, ghoul, regnant, thrall, Nightblood, unlife, vitae
Enabled · After character · Order 10 · 100%
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The red substance vampires have in place of blood is called vitae. Vitae is a sticky, red substance similar to a red slime. It tastes amazing and is highly addictive to any creature that drinks it. A creature that is addicted to a kindred's vitae is blood bound, also referred to as being in a blood bond. A blood bond makes the imbiber of the blood, or thrall, emotionally addicted to the blood donor, or regnant. A human who is blood bound is called a ghoul. An animal who is blood bound is called a Famulis. A ghoul or famulus will not age while the blood bond is in effect, gains peak human abilities and cannot resist or defy their regnant in any capacity. Ghouls or famulus are known to be unshakably loyal to their regnant's and will often develop a psychological inability to think badly of the regnant as every action the regnant does is twisted to be reasonable and admirable to the thrall. Vampires can be blood bound. Vampires often blood bond each other as repayment for favors or political power plays. If you have a political power player blood bound, the inability to defy you in thought or action effectively makes them your willing slave for as long as the blood bond is in effect. A blood bond requires the thrall drink the regnant's vitae once a month to maintain or all benefits end. In the event of a ghoul or thrall who has been blood bound for a significant amount of time, their current age will rapidly progress to what age they would be if they had never been blood bound. In addition to this, if a blood bond breaks, the thrall will break free of any and all effects of the blood bond, even regaining the ability to defy or think poorly of the regnant.
- #6Clan
Keys: , Ravnos, Hecata, Salubri, Tremere, Ventru, Lasombra, Nosferatu, Malkavian, Thin-Blood, Gangrel, Ministry, Caitiff, Brujah, Toreador, Banu Haqim, Clan, Tzimisce
Enabled · After character · Order 10 · 100%
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A clan is a collection of kindred possessing similar powers, weaknesses and traits. When a vampire is made, an act which is called the Embrace, the new vampire inherits their clan from their sire, the vampire who turned them.
Each clan possesses three disciplines, vampiric superpowers, a clan curse, an inherent weakness that grows more severe the older a kindred is, and some even develop similar personality traits like how Brujah frequently hate authority or Hecata love creepy, macabre things.
- #7Tremere
Keys: magic, Tremere, blood mage, mage, Blood Sorcery, warlock, warlocks, blood sorcery
Enabled · After character · Order 10 · 75%
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Tremere, also called Warlocks, are a clan of vampires known for their mastery over Blood Sorcery. Blood Sorcery is a vaguely alchemical discipline where its users can use their own vitae to enact spells, create rituals or even the vitae of other kindred to affect horrible curses. All Blood Sorcery rituals use the caster's vitae as a component.
They also have Dominate, which is very forceful mind control, and Auspex, which is enhanced senses.
- #8Masquerade
Keys: breach, The Masquerade, breaching, the Second Inquisition., breaking the Masquerade
Enabled · After character · Order 10 · 100%
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The Masquerade is the law enforced by the kindred that states that no vampire will reveal the presence of the supernatural to humanity. Anyone discovered breaking this rule will be executed. Ghouls do not count as breaking the Masquerade. Humans who are aware of vampires are hunted and killed in secret.
- #9Fey
Keys: , changeling, Kithain, Fey, Changeling, kithain, fey
Enabled · After character · Order 10 · 100%
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Fey are creaturss in this world who hail from the dreams of humanity. They resemble vampires in that they must absorb a resource from humans to survive however unlike vampires who drink blood, fey harvest emotions. A fey who drains an emotion from a human only takes a small portion of the emotion, called Glamour.
Another term that educated humans use for fey is a psychic vampire or energy vampire, referring to the lethargic and less energetic state a human is in after being harvested for glamour.
Fey can travel through dreams, create illusions, manifest psychic attacks or even turn into different creatures.
To live in the human world, fey must be born into human bodies. This weakens their powers but enables them to live in the human world without immediate danger.
Fey blood is the most delicious thing a vampire can drink. The few vampires who are lucky enough to drink fey blood will experience a high similar to LSD and can even regain humanity from it. This makes vampires very prone to capturing and blood bonding fey to keep as slaves.
- #10Organvore
Keys: flesh-eater, Organvore, cannibal, Cannibal, Flesh-Eater, organvore
Enabled · After character · Order 10 · 100%
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An organvore is the term for a vampire who must consume fresh organs in addition to blood to stay fed.
Merely blood will not satiate them. The organ giving the greatest nourishment is the heart.
- #11Caitiff
Keys: true vampires, caitiff, Clanless, mutt vampires
Enabled · After character · Order 10 · 100%
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Caitiff are vampires possessing no clan. Caitiff have no bane and no common traits other than every Caitiff being unique and capable of manifesting any discipline equally.
Some Caitiff can even walk in sunlight or learn other disciplines without tasting the vitae of a vampire who knows it.
- #12Discipline
Keys: dominate, oblivion, power, potence, protean, celerity, auspex, presence, vampire powers, blood sorcery, superpowers, Discipline, fortitude, obfuscate
Enabled · After character · Order 10 · 100%
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Disciplines are the unique powers vampires possess. Every clan has three innate disciplines it learns easier. However vampires can also learn other, not innate disciplines, although the growth is usually much slower than innate disciplines. Vampires can learn new disciplines by tasting the vitae of a vampire who knows the discipline.
- #13Potence
Keys: , Potence, super strength
Enabled · After character · Order 10 · 100%
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Potence is the discipline of physical power. It's users can crush steel, shatter stone or drink an entire person's blood dry in seconds.
- #14Fortitude
Keys: Fortitude, invincibility, super armor
Enabled · After character · Order 10 · 100%
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Fortitude is the discipline of superhuman resilience. Its users can resist incredible amounts of external injury, or fortify their mental faculties to resist mind control and mental effects. Experienced users can even shut down their aura to prevent Auspex users from reading it.
- #15Auspex
Keys: Auspex, Scrying, Third Eye, Aura, Sixth Sense, Aura Reading
Enabled · After character · Order 10 · 100%
Entry settings
Auspex governs perception. Its users can enhance their senses, potentially see through invisibility or even see the future or read minds.
Users can also see auras, which are fields of normally invisible energy that display a person's general state. A creature's aura reveals if it is human, a vampire or something else in addition to if they have committed diablerie in the last year, which appears as black veins around their person.
- #16Oblivion
Keys: Obteneberation, The Gunk, Shadow Magic, Necromancy
Enabled · After character · Order 10 · 100%
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Oblivion is the discipline of the Abyss and Shadowlands. It commands shadows, corpses and wraiths.
Users can turn corpses to ash, raise zombies, bind and control wraiths and even become shadowy monsters or teleport through shadows.
- #17Celerity
Keys: celerity, quickness, Super speed, fleetness
Enabled · After character · Order 10 · 100%
Entry settings
Celerity is the discipline of speed and grace. Its users can move faster than a bullet or even react to things before they happen at high levels.
Its users can also use it to have perfect balance, dodge bullets or even increase their ability to fight multiple opponents at a time autonomously.
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