Vampire Powers

Spending Vitae

Spending Vitae is always a reflexive action. The action for which a vampire is spending the Vitae may not be (such as activating a Discipline), but spending the Vitae remains reflexive. A player may spend Vitae and Willpower in the same turn, if he wishes. (See Vampire: The Requiem, p. 156.)

Waking Up

A vampire expends one Vitae to awaken from sleep. Should she fall asleep with no remaining Vitae, she slips into torpor. (See Vampire: The Requiem, p. 156.)

Flush of Life

A player may spend one Vitae as a reflexive action to make her vampire character seem like a living person(warm and flush skin, forced breathing, blinking) for one scene. A player may also spend one Vitae to allow her character to eat and drink normal food for one scene. (See Vampire: The Requiem, pp. 156–157.)

Strength of the Undead

As a reflexive action, a player may spend Vitae to boost a single Strength, Dexterity or Stamina-based dice pool by two dice per Vitae spent. (See Vampire: The Requiem, p. 157.)

Blood Addiction and Vinculums

Each time a vampire who has previously tasted Vitae is in a position to do so again, a single success on a Resolve + Composure roll is necessary to resist the temptation. Failure, and the subsequent drink, increases the character’s addiction, making future resistance more difficult, while success can decrease and eventually eliminate the Vitae addiction. (See Vampire: The Requiem, p. 158.)

For the details on the rules for Vinculums, see pp. 161–162 of Vampire: The Requiem.

Relationships of the Blood

Whenever a character attempts to use Auspex, Dominate, Nightmare or Majesty directly against another vampire who is no more than two “steps” removed from the character by blood — his sire, grandsire, childer and grandchilder — the player gains a +2 bonus to his dice pool. (See Vampire: The Requiem, p. 162.)

A single success on an Intelligence + Occult roll enables a character to determine either if the Vitae he is tasting is that of his own clan or, instead, if it comes from his own sire or his childer. Two successes can precisely determine what clan the Vitae comes from or, if preferred, whether the Vitae comes from the character’s grandsire or grandchilde. The use of Heightened Senses provides a +2 dice bonus to this roll. Finally, the same dice pool can be used when tasting mortal blood to learn whether it comes from any close mortal relations.

A successful Wits + Occult roll enables a character to gain a degree of knowledge about the current feelings, location and possibly even activities of a close blood relative; using Heightened Senses provides a +2 dice bonus to this roll. If this roll is not called for by the Storyteller, a player may still make it by fi rst spending one point of Willpower, which adds nothing to the roll. A point of Willpower may also be spent to alert a particular blood relative to the character’s goings-on, which allows that character’s player to make the above roll to perceive the transmitted psychic impressions. (See Vampire: The Requiem, p. 163–164.)


The player describes how her character will hunt, and the Storyteller determines the appropriate Attribute and Skill to use for a dice pool, modified by the locale and type of prey sought. Success indicates one or more suitable vessels are found and their blood taken. (See Vampire: The Requiem, p. 164.)

After a successful grapple on a victim, the character may choose to either solely inflict damage with her fangs as a normal attack or to inflict a single point of lethal damage and simultaneously gain one point of Vitae by drinking an equal quantity of the victim’s blood. Willing or helpless prey can be bitten without a grapple hold. Once the vampire successfully bites the victim for any purpose, the victim many only resist and retain the ability to fight back if his player makes at least three successes on a Resolve + Composure roll. Vampires can always resist the bite of another vampire. (See Vampire: The Requiem, p. 165.)

Each health level taken from a victim typically provides the vampire with one dot of Vitae; therefore, mortals can provide a maximum of seven dots of Vitae. (See Vampire: The Requiem, p. 164.)

Predator’s Taint

Whenever a vampire character sees another vampire for the first time, the character’s player must make an immediate check for frenzy if her character’s Blood Potency is equal to or greater than the other vampire’s or Rötschreck if it is lower. (See Vampire: The Requiem, p. 168.)


Reflections of vampires as well as images of them captured by technological means appear distorted so that the vampire’s identity is not clearly discernable. This effect can be nullified for a scene by the expenditure of one Willpower point or permanently eliminated for a single image by sacrificing a dot of Willpower. (See Vampire: The Requiem, p. 170.)

Wounds and Healing

Anything that inflicts bashing damage on mortals also inflicts bashing damage on Kindred. Ordinary firearms and electricity also inflict bashing damage. In addition, vampires are not knocked unconscious when the rightmost Health box is filled with bashing damage. Further points of bashing damage upgrade the least severe of the Kindred’s remaining wounds.

Melee weapons that inflict lethal damage on mortals also inflict lethal damage on Kindred. When a vampire character’s rightmost Health box is filled with lethal damage, he falls into torpor instead of bleeding to death. Further points of lethal damage upgrade the least severe of his remaining wounds.

Fire, sunlight, and certain supernatural effects inflict aggravated damage on Kindred. When a vampire character’s rightmost Health box is filled with aggravated damage, he suffers Final Death.

Flames inflict aggravated damage on Kindred. A fire’s size and heat determine how much damage a vampire suffers per turn.

Sunlight burns vampires, inflicting aggravated damage. The intensity of the sunlight and total amount of the vampire’s flesh exposed to it determine how much damage the vampire suffers per turn.

Kindred do not heal wounds naturally, as mortals do. Kindred must expend Vitae to repair damage to their bodies. A player may spend Vitae to heal wounds as a reflexive action. (See Vampire: The Requiem, p. 157 & 173.)

If a vampire’s rightmost Health box is filled with a lethal wound, she goes into torpor instead of dying. Alternately, a wooden stake penetrating the heart will immediately induce torpor.


Anger Frustration, irritation, provocation and betrayal can lead to rage frenzy, unleashing the Beast in a burst of uncontrollable violence (See Vampire: The Requiem, p. 178 – 181.)

Wassail – Whenever a hungry vampire encounters blood, she risks entering Wassail, greedily attacking any nearby vessel with wild abandon.

Rötschreck – Sunlight, fire, and certain Kindred Disciplines may provoke Rötschreck, forcing an otherwise rational vampire to unthinking flight.

A frenzying vampire ignores wound penalties to dice pools, until wounds become severe enough to render her torpid.

A vampire may choose to frenzy on purpose (Riding the Wave), attempting to consciously guide the conditions of the outburst. A frenzied character ignores all morals or loyalties in her blind compulsion to satisfy the demands of the Beast (See Vampire: The Requiem, p. 181.)


The Kindred have difficulty staying awake during the day. The lower the character’s Humanity score, the harder it is to be active (see Vampire: The Requiem, p. 184.)

The more human a vampire feels, the more human a vampire can act. When a Kindred interacts with people other than vampires, a player may use no more dice in Empathy, Persuasion or Socialize pools than his character has Humanity dots. This limitation does not apply to Discipline powers that uses these skills (see Vampire: The Requiem, p. 184.)

Vampire Powers

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