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The Vampires

In this section you will find information about the vampires within the world of Stockholm by Night.

The Clans

In almost every instance a vampire is created into a clan. That clans powers and weaknesses flows in the vampires blood, it is a part of it. Below you can find information about the different clans that can be played in SBN. Click on the links below.

Brujah

Klan Brujah består av nytänkare, punkare, rebeller och revolutionärer av alla slag. Fast klanen utgörs av en brokig skara utan gemensam agenda bakom sina rebelliska handlingar, fullföljer de sina ideal med en brinnande glöd som få andra klaner kan matcha. Deras Äldre är filosofer och akademiker, generaler och erövrande regenter, skickliga i argumentation och debatt såväl som i strategi och taktik. De unga är ofta passionerade idealister, allt från hårdnackade gängmedlemmar som hatar snuten och lagar, till sluga datahackers och desperata socialarbetare. Oavsett vilket mål den har, kommer en Brujah att slåss för detta till helvetets portar.

I moderna dagar försöker vissa Brujah att sluta sig samman bakom karismatiska talare och ledare av sin klan, i hopp om att återskapa den forna glansen. Andra följer den som ger bäst chans att få vältra sig i sporadiskt våld. Slagskämparna kan ofta samla sig i grupp när det gäller att störta det korrupta samhället, men de kan sällan enas om vad som bör ersätta det. När dammet lägger sig återgår de allt som oftast till sina respektive livsstilar.

Då de är en mycket stridsduglig klan utgör klan Brujah en stor del av huvudstyrkan som Camarillan kan samla för att försvara en stad. Stereotypen av en Brujah är en läderklädd buse med färgat hår och alltför många kroppsutsmyckningar, utrustad med fler vapen än hen kan bära. Sanningen är att en Brujah kan se ut hur fan de än vill - från tweedklädd akademiker, till gatu-grunge och allt däremellan. Eftersom en Brujah förväntas vara rebellisk kan många komma undan med grovt uppförande som inte skulle tolereras från andra klaner. Många Brujah utnyttjar sådan underskattning till sin fördel och kan på så vis främja sina egna mål och överraska mer trångsynta klaner.

Rollspelstips:

Revolution är ditt mål, passion är din styrka. Du hänger dig med kropp och själ åt allting som kan störta de gamla stela lärorna och ge plats åt de nya. Fastän du kanske bara längtar efter att kaosa eller att slå sönder saker, har du några ideal som du vill se realiserade och denna vision driver dig framåt. Du använder dig av de färdigheter du har, oavsett om du subtilt manipulerar prinsens hov och de Besläktades samhälle, eller om du hellre brutalt slår ner oppositionen med våld. När du och din klan samlas lägger ni allt annat åt sidan och hänger er helhjärtat åt er gemensamma sak - att initiera förändring. När revolutionen väl är över, slåss du för dina egna specifika ideal, vilket kan ställa dig mot andra Brujah vars mål inte matchar dina egna. Det hela handlar om att förändra världen till något som du anser är bättre - kanske bara för dig själv, men kanske även för hela mänskligheten.

Nackdel:

Klan Brujah bär ärr efter många förolämpningar och förtryck från det förflutna. Därför är dess medlemmar snabba att ta till vapen samt övergå i Raseri. Till och med en passionerad debatt kan orsaka ett raseriutbrott hos en modern Brujah. Alla Brujah lider av minus ett (-1) på sina Kontrollutmaningar. OBS! Detta betyder inte nödvändigtvis att alla Brujahs reagerar med ilska på allting, utan att de har svårare att hålla Besten borta när provokationen väl blir för svår.

fördel:

Alla i klan Brujah har 1 poäng i Background: Arsenal

Brujah Clan Disciplines

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Potence

A vampire power that gives your character superhuman strenght. Veary good for fighting or utility.

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Celerity

A vampire power that gives your character superhuman speed. A power that demands a lot of blood from your character but lets you do more actions during fights.

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Presence

A vampire power that makes the user the center of attention. Either be faschinating, seducing or intimidating.


The Beast

Beast, The: The primal drives of a vampire that threaten to turn him into an uncontrollably ravenous and/or zombie-like being. The drives and urges which prompt a vampire to become entirely a monster, forsaking all humanity.

The Beast is an innate demonic predator that awakens within each and every vampire upon their Embrace. It stands in direct opposition to a vampire’s Humanity (and in some cases the Paths of Enlightenment) and is responsible for many of the debased urges Cainites feel on a nightly basis. In times of extreme distress the Beast can overwhelm a vampire forcing them into a state of pure animalistic fight or flight, which is referred to as Frenzy or Rötschreck.


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The Humanity

Humanity is a character value used to determine how well a kindred has managed to hold on to their sense of morality from their life as a mortal. The higher humanity a kindred have the greater are their ability to resist the urges of the beast. 

A kindred’s humanity strongly affects their development as an undead; those who give in to the beast, and thereby losing touch with one's humanity, will have difficulties interacting with mortals, remaining active during the day and waking up from extended periods of torpor. 

In Stockholm by Night your character’s humanity also determines how many actions you receive for each round. As a new round begins you may not have more active actions in play than the value of your humanity.


Humanity 5

Your benevolence and good morals are exceptional even by mortal standards. There isn't an ounce of evil in you and causing harm to another is for you unthinkable. 

Risks for Humanity loss:

Selfish thoughts.

Minor selfish acts.

Mechanics/play:

The vast majority of mortals have this level of humanity and as kindred you will pass for human without much difficulty. Threats of violence are for you unthinkable and you hesitate to drink off unwilling or unknowing victims. 


Humanity 4

You are considerate of others and care about people around you. You’d never hurt anyone and you are well aware that stealing is wrong.

Risks for Humanity loss:

Causing harm to another (knowingly or unknowingly)

Stealing.

Mechanics/play:

The vast majority of mortals have this level of humanity and as kindred you will pass for human without much difficulty. Threats of violence are for you unthinkable and you hesitate to drink off unwilling or unknowing victims.


Humanity 3

Your morality is beginning to falter and violence and threats of violence comes more easily to you. Murder or manslaughter are still not acceptable even if your values on human life have deteriorated to some degree. The beast makes itself more known in your behavior and mortals can react wearily towards you. 

Risks for Humanity loss:

Unintentionally killing or seriously hurting someone (ex: sucking someone dry due to extreme hunger).

Intentionally damaging someone property.

Mechanics/play:

Most neonates of the camarilla manages this level of humanity. You still experience human needs and whims even if the beast gets more leeway than before and will occasionally make itself known. You may very well hit someone but perhaps not without due provocation or knowledge that your opponent is capable of responding in kind. 


Humanity 2

You are a selfish individual that places yourself and your needs above everyone else. You can be perceived as cold and calculating, which isn't very far from the truth, you often have hidden motives to much of what you do.

Risks for Humanity loss:

Manslaughter/killing in frenzy.

Premeditated murder/intentionally sucking someone dry.

Mechanics/play:

You are more and more losing touch with what it means to be human, human instincts and reflexes no longer comes naturally to you (ex. Blinking and breathing), interactions with mortals therefore becomes more difficult for you since they will experience deep discomfort in your presence. Since you no longer instinctively spend blood to achieve a more lifelike visage, you are encouraged to use makeup to make yourself pale and more corpselike. (of course with the exception of characters with the ‘Healthy Blush’ merit, or that actively uses  the discipline ‘Obfuscate 3: Mask of a thousand faces’)


Humanity 1

Hunt, eat, sleep. Hunt, eat, sleep. You have lost yourself to the beast, not even a trace of your past humanity still exists.  This is no longer a playable character and will be taken out of play or be considered to be a NPC* if your character ever falls to this level. 

*none played character


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The Blood

Vitae is the primal essence and energy of the Cainites, and also, their source of immeasurable pleasure. The amount of Blood a vampire can absorb into his body, as well as the power he can drain from it in short notice, is determined by the vampire's generation. However, one thing is true to them all: their undead bodies use a little amount of Blood each and every night to animate itself - when the Blood becomes scarce, a vampire becomes more inhumane and more prone to Frenzy, giving way to their inner Beast. Vitae is not blood itself, but the vampire's body transsubstiantes ingested blood automatically into vitae. During a Gehenna scenario, the Wormwood creates a fog that shuts off this ability, meaning a vampire can drink as much blood as he can but gain no nourishment from it.

A vampire wouldn't die if starved of Blood. Should a vampire run completely out of Vitae in his system by any means, it would fall in a state of mental and physical inactivity known as Torpor. The blood of animals is not as nourishing as the blood of humans. Though an animal may physically have a greater volume of blood than a man, vampires draw less sustenance from it. Old blood is never as nourishing as fresh blood. In fact, many vampires refuse to drink old blood, whether it comes from human corpses, blood banks, or a vampire’s private reserve.

The blood of other vampires, particularly Elders, is quite potent. Essentially, elders have greater blood pools not because they are bodily larger than younger vampires, but because the blood they ingest is more concentrated in their ancient veins. Werewolf blood is similarly potent.