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Predatory Aura (Vampire)

Every step she takes, every corner she turns, a Kindred’s Beast stands ready to face threats, to defend territory, and most importantly, to feed. To the Beast, everything is a challenge, a potential conquest, a meal, or a combination of the three. To other predators, the Beast is a palpable thing, something that identifies another monster.

This presence, the predatory aura, builds a paradox in Kindred society. On one hand, it guarantees vampires will never truly be civil, as all remain one misstep away from each other’s throats. On the other hand, it forces Kindred to hold tight to traditions and propriety, in order to keep the Beast at bay and force a modicum of nicety.

Without a Discipline or other ability to mask or suppress the predatory aura, Kindred perceive other vampires as their own kind. If they can smell the vampire, they know it’s a vampire. If they touch a vampire, they know it’s a vampire. Note that this is one-sided: One character may not notice the other. It’s not just the aura, it’s all the right cues. Kindred notice the shallow or nonexistent breathing of their kind. They notice the subtle, predatory tones in a voice. They smell multiple victims’ blood on another.

Further, a vampire can voluntarily intensify her predatory aura to elicit a reaction. Against other Kindred, this escalates the encounter, forcing fight or flight instincts. Against mortals, this asserts power and cows the lesser creatures. Lashing out with the Beast takes an instant action, and against Kindred (or other supernatural beings) costs a point of Willpower. It’s free to use against a mortal.

The Bestial Triad

Every vampire can evoke three aspects of the Beast; the monstrous, the seductive, and the competitive. The aura chosen reflects the way the vampire approaches the confrontation. It also determines the Conditions given during the clash.

  • The Monstrous Beast: This represents the Beast-As-Destroyer. Its every instinct is to rip asunder. The monstrous aura inspires a witness to fight or flee. It evokes the most primitive survival instincts in its victims, and causes the Bestial Condition.
  • The Seductive Beast: This is the Beast-As-Tempter. It needs hot abandon, and a temporary escape from reality. It inspires the need for immediate, throwaway coupling. It evokes the primal need for instant gratification, and causes the Wanton Condition.
  • The Competitive Beast: This is the Beast-As-Alpha. It needs to come out on top, to command, to control. It inspires power plays and dominance games. It evokes the need for a rigid hierarchy, a food chain, and causes the Competitive Condition.

Lashing Out

To lash out, the vampire must take a simple action appropriate to the aspect of predator used. A monstrous Beast growls, threatens, gnashes teeth, or calls to action. A seductive Beast sidles up to the prey, whispers beautiful lies, or gives a telling gaze from across the crowd. A competitive Beast draws a line in the sand, announces terms, or takes the role of mouse in a chase.

Roll Blood Potency, plus a Power Attribute. Use Strength for monstrous, Presence for seductive, and Intelligence for competitive. The modifiers below apply to all rolls for predatory aura. Both sides may use whatever modifiers apply. Note that Disciplines do not add to predatory aura rolls unless specifically mentioned. For example, Vigor does not add to the monstrous Beast, and Majesty does not add to the seductive Beast.

The opposition has two choices; fight or flight.

Fight: This represents a counter-challenge. One Beast flares, and is met with equal aggression. This requires a point of Willpower if the responding character’s Blood Potency is lower than that of the vampire who lashed out.

Roll an appropriate Power Attribute + Blood Potency to contest. This does not have to be the same aspect of the Beast. For example, if a vampire confronts another with the seductive Beast, the opposition may opt to respond with greater implied violence, and oppose with the monstrous Beast.

If the aggressor scores more successes, the victim gains the Condition associated with the aggressor’s Beast. As well, the aggressor gains a +2 die bonus on any rolls to pursue her aspect’s interests for the remainder of the scene.

If the opposition scores more successes, he turns the confrontation on the aggressor. The opposition imposes the Condition associated with his Beast, and gains a +2 die bonus on any rolls to pursue his Beast’s compulsions for the remainder of the scene.

Mortals can fight the Beast, but they cannot impose a Condition on the vampire. They do gain the +2 die bonus to attack, flee, or otherwise neutralize the risk.

If both characters achieve the same number of successes, they both impose their Conditions, but neither gets the +2 die bonus.

Flight: This represents a stark withdrawal. It costs nothing, and allows for a reasonable out from the challenge. This usually means a convenient escape or excuse to pull away. It typically makes the character look inferior or foolish. The aggressor may pursue. The victim gains the Condition associated with the initiating vampire’s aspect of the Beast.

Others and the Predatory Aura

Other denizens of the World of Darkness may have similar auras. Most well-known is the feral mien of the werewolves. When Kindred notice werewolves, they feel physiological responses they never otherwise experience, such as goose pimples along their arms, and chills down their backs. They feel the adrenaline surge in the pit of the stomach that humans associate with danger and tense excitement.

Other creatures in the World of Darkness may exhibit predatory auras with Storyteller discretion.

Predatory Aura Modifiers: On your territory (+ dots in Feeding Grounds merit), hungry (+1), starving (+2), victim has already been targeted by Predatory Aura in the scene (-1 cumulative)