# [[86 Antagonists|Antagonists]]
> [!div|grid-m]
> > [!blank|span-3]
> > [[10 Lexicon of the Damned#^Kindred|Kindred]] like to imagine themselves as predators feared by all; unmoved by mortals wielding guns or blades, immune to the vagaries of aging, and capable of bringing down any beast, no matter how feral they might be. For the most part, [[39 Vampires|vampires]] are correct in their assessment. They are hunters, blood drinkers, and in many cases, killers. They are the antagonists in the stories of others.
> > $\quad$Yet, Kindred do not just coast through their [[73 The Feudal System#Domains|domains]], [[45 Slaking Hunger|feeding]] without meeting resistance, hunting without finding challenge, or existing without threats to their hollow lives. There exist many who would do harm to vampires, no matter their [[10 Lexicon of the Damned#^Sect|sect]], [[11 Clans|clan]], or apparent moral standing. Understandably, [[86 Antagonists#Mortals|mortal hunters]] such as those within the Inquisition pose a great threat to Kindred, but other creatures, such as [[86 Antagonists#Werewolf|werewolves]], [[86 Antagonists#Spectre|ghosts]], the [[86 Antagonists#Faerie|fae]], and even [[86 Antagonists#Magician|mortal magic users]] stand in the way of vampires claiming the role of uncontested apex predator.
> > $\quad$Some of the greatest threats to vampires come from within their own ranks. An upstart [[46 The Blood#12th and 13th Generations Neonates|neonate]] may attempt to topple a [[10 Lexicon of the Damned#^Prince|Prince]] from their throne, an [[06 The Camarilla#The Anarch Movement|Anarch]] may sabotage a [[06 The Camarilla|Camarilla]] [[10 Lexicon of the Damned#^Elysium|Elysium]] with explosives and inferno, or a [[10 Lexicon of the Damned#^TheSabbat|Sabbat]] savage might roll into town with nothing but blood and destruction on their mind.
>
> > [!recite|span-3] Simple Antagonists
> > Just like with scenes, the [[02 Roleplaying and Storytelling#The Storyteller|Storyteller]] can zoom in and out on the mechanical details of antagonists and other supporting [[29 Characters|characters]] At their very simplest, foes just need a description and a difficulty level, for example “Thug ••• ”. This makes defeating this antagonist a [[23 Simple Tests#Difficulties|Difficulty]] 3 roll with the appropriate ability. In a conflict, falling short of this difficulty can cause damage.
> > $\quad$Example: Zoë goes up against the aforementioned thug, but only gets one success on a [[32 Core Traits#Strength|Strength]] + [[32 Core Traits#Brawl|Brawl]] roll. She suffers two points of [[25 Conflicts#Damage|damage]] (perhaps +1 or more if the thug is armed) and the thug remains a threat.
> > $\quad$If you need to roll a [[23 Simple Tests#Pools|pool]] for the antagonist, roll twice the Difficulty, but note that this is rarely necessary. You can also, as an option, roll a single die every time the antagonist’s Difficulty comes into play - on a 0 they are considered to have rolled a critical, adding +2 to their Difficulty for that [[23 Simple Tests|test]].
>
## Mortals
Mortals serve a manifold purpose to [[10 Lexicon of the Damned#^Kindred|Kindred]]. They ground a [[39 Vampires|vampire]], allowing the dead to maintain contact with life. They act as food, their blood infinitely more nourishing than that of any beast. But sometimes, they act as surprising predators. Mortals are not content to be pushed around, fed from, and discarded. They fight back. Some discover the existence of Kindred and resolve to burn them from their [[35 Advantages#Haven|havens]]. Others simply wish to maintain order, go about their lives, or lead other [[10 Lexicon of the Damned#^Kine|kine]] as teachers, leaders, and spiritual guides. Any of them might pose a threat to an individual vampire, or group of [[46 The Blood#12th and 13th Generations Neonates|neonates]].
$\quad$Minor characters such as mortals and animals have generic [[23 Simple Tests#Pools|dice pools]] for physical, social, and mental actions are concerned. The exception to this rule comes where their Secondary Attributes and profession or role-specific challenges come into play, such as a cop’s aim or an inquisitor’s perception of danger being higher than their typical physical pool. These exceptions are stated where relevant and should be rolled as a complete dice pool, but in all cases, the [[02 Roleplaying and Storytelling#The Storyteller|Storyteller]] should adjust dice pools to reflect an exceptional or weaker version of the [[29 Characters|character]] specified.
$\quad$For creating your own mortals, see Mortal Templates on [[35 Advantages#Allies|p. 185]].
### Police Detective
An officer of the law is unlikely to investigate a vampire for being a vampire. After all, most Kindred keep their undead nature a secret under the Tradition of the Masquerade. However, a vampire who goes around breaking the law, assaulting kine, breaking and entering, or committing fraud to furnish their haven may well fall afoul of mortal law enforcement.
**Standard Dice Pools**: Physical 4, Social 3, Mental 4
**Secondary Attributes**: Health 6, [[32 Core Traits#Willpower|Willpower]] 5
**Exceptional Dice Pools**: [[32 Core Traits#Athletics|Athletics]] 5, [[32 Core Traits#Firearms|Firearms]] 5, [[32 Core Traits#Investigation|Investigation]] 6, [[32 Core Traits#Streetwise|Streetwise]] 5
### Gangster
Kindred oftentimes find themselves in the company of villains and rogues, simply due to their inability to earn money honestly, and occasional need for daytime protection, assassinations, or information. Gangsters cover a broad spectrum, from the street drug dealer to the mob boss operating from a penthouse apartment.
**Standard Dice Pools**: Physical 4, Social 3, Mental 3
**Secondary Attributes**: Health 6, Willpower 4
**Exceptional Dice Pools**: [[32 Core Traits#Brawl|Brawl]] 5, Firearms 5, [[32 Core Traits#Intimidation|Intimidation]] 5, [[32 Core Traits#Larceny|Larceny]] 5, Streetwise 7
### Clergy
Clergy comprise a varied group, spanning multiple faiths and each posing a danger to the Kindred. At their weakest, they are capable of rallying the kine in worship, hope, and resilience against undead predation. At their strongest, they wield their faith like a weapon, burning the flesh from vampires by holding aloft their religious icons and rebuking the dead.
**Standard Dice Pools**: Physical 3, Social 5, Mental 4
**Secondary Attributes**: Health 5, Willpower 7
**Exceptional Dice Pools**: [[32 Core Traits#Academics|Academics]] 6, [[32 Core Traits#Insight|Insight]] 7, [[32 Core Traits#Occult|Occult]] 5, [[32 Core Traits#Leadership|Leadership]] 6
**Special**: Some clergy – and some other mortals – possess True Faith ([[50 True Faith|p. 222]]).
### Faith Hunter
Perhaps hailing from the enigmatic Society of St. Leopold, perhaps a local imam assisting an investigative team, this old-school inquisitor believes in faith and fire. Likely with extensive contacts among the churches of the world, and comparably great insight into the foe, this antagonist is as cunning as it is relentless.
**Standard Dice Pools**: Physical 4, Social 4, Mental 5
**Secondary Attributes**: Health 6, Willpower 8
**Exceptional Dice Pools**: Academics 7, [[32 Core Traits#Awareness|Awareness]] 7, [[32 Core Traits#Melee|Melee]] 6, Investigation 7, Occult 8
**Special**: Some hunters carry chemical or mystic imbuements in their blood, giving them exceptional abilities to find and confront the undead. They add four dice to any pool to resist or contest a vampiric [[52 Disciplines|Discipline]]. Drinking their blood inflicts 4 points of aggravated damage unless the vampire can win a [[32 Core Traits#Stamina|Stamina]] + [[32 Core Traits#Resolve|Resolve]] test at [[23 Simple Tests#Difficulties|Difficulty]] 5.
### Inquisitor Investigator
[[01 A World of Darkness#The Second Inquisition|The Second Inquisition]] knows the broad details of Kindred society, thanks to the penetration of SchreckNET and a decade of successful interrogations and surveillance missions. It dispatches its agents into the field with set missions: spy, research, capture, or kill. They are each equipped appropriately to best handle their assigned role.
**Standard Dice Pools**: Physical 5, Social 4, Mental 5
**Secondary Attributes**: Health 7, Willpower 7
**Exceptional Dice Pools**: Academics 6, Awareness 7, Firearms 6, Investigation 7
### Inquisitor Delta
Part of a Second Inquisition assault team, the standard SI Delta is no mere rank and file foot soldier. Often recruited from mortal intelligence and/or special operations operatives, they are skilled and capable operators well versed in the quirks and foibles of their quarry.
**Standard Dice Pools**: Physical 6, Social 4, Mental 4
**Secondary Attributes**: Health 8, Willpower 7
**Exceptional Dice Pools**: Athletics 8, Awareness 7, Brawl 8, Firearms 9, Melee 8, One Expert Skill 9
**Special**: Inquisition operatives are often festooned with kit as befits their mission, such as body armor, specialized ammunition, breaching tools, and the like. They are also smart enough to only engage foes when they are at an advantage.
### Ghoul
Ghouls form the stock of retainers, servants, and slaves of many Kindred. Addicted to the vitae in their masters’ and mistresses’ dead veins, ghouls will obey their creators in any way they can, even to the point of injury, and in some cases, death. [[48 States of Damnation#Ghouls|Ghouls]] may be stoic butlers, steady bodyguards, or blood-crazed savages, depending on their regnant.
**Standard Dice Pools**: Physical 4, Social 4, Mental 4
**Secondary Attributes**: Health 6, Willpower 5
**Exceptional Dice Pools**: Awareness 6, Intimidation 5, Occult 6, [[32 Core Traits#Stealth|Stealth]] 5
**Disciplines**: One Discipline at 1
$\quad$See [[48 States of Damnation#Ghouls|p. 234]] for more on Ghouls
## Animals
Whether or not they like to admit it, [[10 Lexicon of the Damned#^Kindred|Kindred]] share a kinship with primal creatures. In their cold dead hearts, all [[39 Vampires|vampires]] simply crave the hunt and the blood that follows.
$\quad$Many animals rear or shy away in the proximity of the undead, though a few are drawn to the blood-drinking predator, recognizing a new alpha to follow. By and large, vampires use animals for scouting in the city or surprise attacks in the wilderness, courtesy of the [[54 Animalism|Animalism]] [[52 Disciplines|Discipline]]. It is not unknown, however, for a vampire to own a loyal pet or animal companion.
### Bat (Large)
Commonly associated with vampires, perhaps in part due to the forms Kindred with Protean often adopt, the bat is far from a predator, but benefits hugely from an impressive sonar ability.
**Standard Dice Pools**: Physical 3, Social 1, Mental 1
**Secondary Attributes**: Health 2, [[32 Core Traits#Willpower|Willpower]] 1
**Exceptional Dice Pools**: [[32 Core Traits#Awareness|Awareness]] 7, [[32 Core Traits#Stealth|Stealth]] 5
### Bear
Impressive in size, lethality, and speed, the bear is a surprisingly dexterous creature capable of ripping flesh to ribbons with one single flex.
**Standard Dice Pools**: Physical 7, Social 1, Mental 1
**Secondary Attributes**: Health 8, Willpower 3
**Exceptional Dice Pools**: Awareness 3, [[32 Core Traits#Intimidation|Intimidation]] 6
**Special**: Add +2 to [[25 Conflicts#Damage|damage]] done by bear attacks.
### Bird of Prey
Though many birds of prey exist, the hawk, eagle, vulture, and owl are among the more likely to keep company with a vampire, lurking around its haven for staggering, blood-drained morsels.
Standard Dice Pools: Physical 4, Social 1, Mental 1
Secondary Attributes: Health 3, Willpower 2
Exceptional Dice Pools: Awareness 6, [[32 Core Traits#Brawl|Brawl]] 5, Stealth 6
### Guard Dog
A man’s best friend is his dog. Many Kindred agree with the sentiment, retaining vicious yet obedient hounds to guard their properties or set loose on intruders.
**Standard Dice Pools**: Physical 5, Social 1, Mental 1
**Secondary Attributes**: Health 5, Willpower 2
**Exceptional Dice Pools**: Awareness 4, Brawl 6, Intimidation 4, Stealth 4
**Special**: Add +1 to damage done by guard dog bites.
### Horse
Horses tend to shy from vampires, unless in a rural Kindred’s stable for the purposes of quick, unexpected escape or as a stock of copious, if unpleasant, blood.
**Standard Dice Pools**: Physical 6, Social 1, Mental 1
**Secondary Attributes**: Health 7, Willpower 2
**Exceptional Dice Pools**: Awareness 4
**Special**: Horses do +2 damage when trampling prone opponents.
### Rat
The Nosferatu’s favored creature, the rat, or swarm of rats, make for ideal messengers or spies when using the Animalism Discipline. When utilizing a swarm, add 3 to Health and all physical-based rolls.
**Standard Dice Pools**: Physical 3, Social 1, Mental 1
**Secondary Attributes**: Health 1, Willpower 1
**Exceptional Dice Pools**: Awareness 5, Brawl 4, Stealth 7
### Wolf
For the vampire who wants to make a statement, using a wolf as guardian or attack creature is certain to revolt local Gangrel and werewolves. Wolves often respect vampires as pack alphas.
**Standard Dice Pools**: Physical 6, Social 1, Mental 1
**Secondary Attributes**: Health 6, Willpower 3
**Exceptional Dice Pools**: Awareness 3, Intimidation 5, Stealth 5
**Special**: Add +1 to damage done by wolf attacks.
## Vampires
[[06 The Camarilla|Camarilla]] [[39 Vampires|vampires]] enjoy telling each other about the harmony within their sect, just as the [[06 The Camarilla#The Anarch Movement|Anarchs]] like to act as if the Movement is a united fight against tyranny and abuse. Vampires imagine they are free from the [[05 Jyhad|Jyhad]], but [[46 The Blood#Sixth through Ninth Generations Elders|elders]] pit [[46 The Blood#10th and 11th Generations Ancillae|ancillae]] against [[46 The Blood#12th and 13th Generations Neonates|neonates]], while [[10 Lexicon of the Damned#^Fledgling|fledglings]] conspire to take down [[10 Lexicon of the Damned#^Prince|Princes]].
$\quad$As vampires require a range of Attributes and Skills to use their [[52 Disciplines|Disciplines]], they possess full lists of both unlike other minor [[02 Roleplaying and Storytelling#The Storyteller|Storyteller]] characters.
### Elysium Harpy
Sometimes, the sharpest weapon is the tongue. The domain Herald, or Harpy, knows everyone and all their secrets. This [[10 Lexicon of the Damned#^Kindred|Kindred]] will share them with others, for the right price. “Harpy” is an originally negative epithet, but some wear it with pride, knowing the role of information broker is valued in any court, at least until another vampire decides the loose-lipped Kindred requires destruction.
**Attributes**: [[32 Core Traits#Strength|Strength]] 2, [[32 Core Traits#Dexterity|Dexterity]] 3, [[32 Core Traits#Stamina|Stamina]] 2; [[32 Core Traits#Charisma|Charisma]] 3, [[32 Core Traits#Manipulation|Manipulation]] 4, [[32 Core Traits#Composure|Composure]] 3; [[32 Core Traits#Intelligence|Intelligence]] 2, [[32 Core Traits#Wits|Wits]] 3, [[32 Core Traits#Resolve|Resolve]] 3
**Secondary Attributes**: Health 5, [[32 Core Traits#Willpower|Willpower]] 6
**Skills**: [[32 Core Traits#Academics|Academics]] 2, [[32 Core Traits#Awareness|Awareness]] 4, [[32 Core Traits#Finance|Finance]] 2, [[32 Core Traits#Investigation|Investigation]] 3, [[32 Core Traits#Politics|Politics]] 4, [[32 Core Traits#Occult|Occult]] 1; [[32 Core Traits#Athletics|Athletics]] 1, [[32 Core Traits#Brawl|Brawl]] 1, [[32 Core Traits#Craft|Craft]] 1, [[32 Core Traits#Drive|Drive]] 2; [[32 Core Traits#Etiquette|Etiquette]] 5, [[32 Core Traits#Insight|Insight]] 4, [[32 Core Traits#Intimidation|Intimidation]] 3, [[32 Core Traits#Leadership|Leadership]] 1, [[32 Core Traits#Performance|Performance]] 3, [[32 Core Traits#Persuasion|Persuasion]] 4, [[32 Core Traits#Streetwise|Streetwise]] 3, [[32 Core Traits#Subterfuge|Subterfuge]] 4
**Disciplines**: [[55 Auspex|Auspex]] 3, [[56 Celerity|Celerity]] 2, [[58 Fortitude|Fortitude]] 1, [[61 Presence|Presence]] 3
**Humanity**: [[49 Humanity#Humanity 6|6]]
**Blood Potency**: [[46 The Blood#Blood Potency 3|3]]
### Anarch Revolutionary
Anarchs talk a big game, threatening to tear down the establishment to replace it with something fresh and lead Kindred into a brave new world. Most members of the Anarch Movement in fact concentrate on their personal domains, reasoning that as long as they’re left alone, they’re good. This revolutionary Kindred spits on such “[[07 The Autarkis|Autarchs]],” lighting a Molotov before charging into [[10 Lexicon of the Damned#^Elysium|Elysium]].
**Attributes**: Strength 4, Dexterity 3, Stamina 3; Charisma 3, Manipulation 3, Composure 2; Intelligence 2, Wits 4, Resolve 4
**Secondary Attributes**: Health 6, Willpower 6
**Skills**: Academics 1, Awareness 3, Investigation 1, Occult 1, Politics 3, Science 2, Technology 3; Athletics 4, Brawl 4, Drive 3, Firearms 3, Larceny 4, Melee 3, Stealth 2, Survival 3; Animal Ken 2, Etiquette 1, Insight 2, Intimidation 2, Leadership 3, Persuasion 1, Streetwise 4, Subterfuge 1
**Disciplines**: [[54 Animalism|Animalism]] 2, Celerity 2, Fortitude 3, [[60 Potence|Potence]] 2, [[62 Protean|Protean]] 1
**Humanity**: [[49 Humanity#Humanity 7|7]]
**Blood Potency**: [[46 The Blood#Blood Potency 2|2]]
### Noddist Bishop
> [!div|grid-m]
> > [!blank|span-6]
> > Membership in the Church of Caine has surged within the Camarilla, though the sect hates to admit it. To some, the Noddists represent hope, spirituality, and guidance on a tormented path. Others see the Church as just another means of oppressing the Kindred masses. “Not content to take our bodies, they take our souls as well.” The Noddists preach that loyalty and belief in Caine’s precepts will see all Kindred to their just rewards.
> > **Attributes**: Strength 2, Dexterity 2, Stamina 5; Charisma 5, Manipulation 3, Composure 4; Intelligence 5, Wits 3, Resolve 5
> > **Secondary Attributes**: Health 8, Willpower 9 Skills: Academics 4, Awareness 2, Finance 1, Investigation 2, Medicine 2, Politics 4, Occult 5, Science 1; Larceny 1, Melee 2, Stealth 2; Animal Ken 1, Etiquette 4, Insight 3, Intimidation 3, Leadership 4, Performance 2, Persuasion 5, Subterfuge 4
> > **Disciplines**: Auspex 2, [[57 Dominate|Dominate]] 2, Fortitude 3, Presence 4
> > **Humanity**: [[49 Humanity#Humanity 5|5]]
> > **Blood Potency**: 3
>
> > [!recite|span-5] Antagonist Expenditures
> > For Storytellers who desire less bookkeeping, keeping track of [[41 Hunger|Hunger]] and Willpower levels for several antagonists can be a chore. One solution is to dispense of it altogether, but raise the appropriate antagonist dice pools somewhat to compensate, another to keep a general tally of expenditures per scene, such as “in this scene the antagonists may use a maximum of five Rouses of Blood and three Willpower between them.” A third option is to have a general pool of bonus dice to throw in when appropriate.
>
### Bloodthirsty Sheriff
It seems every [[72 Cities|city’s]] heard of an especially bloodthirsty Sheriff, keen to destroy other vampires for the slightest infractions, call [[10 Lexicon of the Damned#^BloodHunt|Blood Hunts]] for looking at the Prince the wrong way, or lead the charge against Sabbat on the domain’s outskirts. The Sheriff is a formidable warlord, but may enjoy the taste of vampire Blood a little too much.
**Attributes**: Strength 4, Dexterity 5, Stamina 4; Charisma 2, Manipulation 1, Composure 3; Intelligence 3, Wits 4, Resolve 4
**Secondary Attributes**: Health 7, Willpower 7
**Skills**: Academics 1, Awareness 3, Finance 1, Investigation 4, Politics 2, Technology 2; Athletics 4, Brawl 3, Drive 2, Firearms 4, Larceny 3, Melee 3, Stealth 4, Survival 3; Animal Ken 2, Etiquette 1, Insight 1, Intimidation 5, Leadership 1, Persuasion 1, Streetwise 3
**Disciplines**: Animalism 2, Celerity 3, [[59 Obfuscate|Obfuscate]] 3, Potence 4
**Humanity**: 5
**Blood Potency**: [[46 The Blood#Blood Potency 4|4]]
### Wight
This is a vampire completely consumed by their [[10 Lexicon of the Damned#^TheBeast|Beast]]. All human personality disappears as primal cunning and aggression dominate, the persona of the Beast now and forever more at the forefront. Few vampires exist for long as wights, for the Beast compels them to savage violence each night. Those rare wights that do exist for longer than a few months learn how to hide, ration their hunts, and inflict awful torturous torments on their prey.
**Attributes**: Strength 3, Dexterity 5, Stamina 5; Charisma 1, Manipulation 1, Composure 1; Intelligence 1, Wits 4, Resolve 2
**Secondary Attributes**: Health 8, Willpower 3
Skills: Awareness 5, Investigation 4; Athletics 4, Brawl 4, Firearms 1, Melee 3, Larceny 2, Stealth 4, Survival 5; Animal Ken 4, Intimidation 4, Subterfuge 2
**Disciplines**: Animalism 3, Celerity 4, Fortitude 3, Potence 4
**Humanity**: [[49 Humanity#Humanity 0|0]]
**Blood Potency**: 3
## Creatures of Horror
[[39 Vampires|Vampires]] are far from the only monsters dwelling in the night. From shapeshifters that despise the undead to mortals capable of creative and destructive magics in equal measure, vampires share the night with potential allies and likely enemies.
$\quad$**Note**: While non-vampires and non-ghouls cannot possess [[52 Disciplines|Disciplines]], they do tend to have access to their own range of supernatural powers. For troupes using this book alone to detail their antagonists, treat their powers the same as the Disciplines provided for each creature entry. If they fail their “[[44 Rousing the Blood|Rouse Check]],” rather than gaining Hunger they suffer a point of Superficial [[25 Conflicts#Damage|damage]] to either [[32 Core Traits#Willpower|Willpower]] or Health.
### Werewolf
> [!div|grid-m]
> > [!blank|span-5]
> > Dubbed “the Great Enemy” by elder members of [[11 Clans|Clans]] [[13 Gangrel|Gangrel]] and Ravnos, the lupines stop at nothing to destroy vampires whenever they cross paths. Some even track [[10 Lexicon of the Damned#^Kindred|Kindred]] from afar, encouraging all vampires to ensure their havens are safe and secure from werewolf attacks. These creatures are at their best in the wilderness. As vampires control the cities, lupines control the wild.
> > **Attributes**: [[32 Core Traits#Strength|Strength]] 3, [[32 Core Traits#Dexterity|Dexterity]] 3, [[32 Core Traits#Stamina|Stamina]] 4; [[32 Core Traits#Charisma|Charisma]] 3, [[32 Core Traits#Manipulation|Manipulation]] 3, [[32 Core Traits#Composure|Composure]] 2; [[32 Core Traits#Intelligence|Intelligence]] 3, [[32 Core Traits#Wits|Wits]] 4, [[32 Core Traits#Resolve|Resolve]] 4
> > **Secondary Attributes**: Health 7, Willpower 6
> > **Skills**: [[32 Core Traits#Academics|Academics]] 2, [[32 Core Traits#Awareness|Awareness]] 4, [[32 Core Traits#Investigation|Investigation]] 1, [[32 Core Traits#Medicine|Medicine]] 1, [[32 Core Traits#Politics|Politics]] 1, [[32 Core Traits#Occult|Occult]] 3, [[32 Core Traits#Science|Science]] 2; [[32 Core Traits#Athletics|Athletics]] 4, [[32 Core Traits#Brawl|Brawl]] 5, [[32 Core Traits#Drive|Drive]] 1, [[32 Core Traits#Firearms|Firearms]] 1, [[32 Core Traits#Melee|Melee]] 4, [[32 Core Traits#Larceny|Larceny]] 2, [[32 Core Traits#Stealth|Stealth]] 4, [[32 Core Traits#Survival|Survival]] 5; [[32 Core Traits#Animal Ken|Animal Ken]] 5, [[32 Core Traits#Etiquette|Etiquette]] 1, [[32 Core Traits#Insight|Insight]] 2, [[32 Core Traits#Intimidation|Intimidation]] 5, [[32 Core Traits#Leadership|Leadership]] 1, [[32 Core Traits#Streetwise|Streetwise]] 3
> > **Disciplines**: [[54 Animalism|Animalism]] 5, [[55 Auspex|Auspex]] 2, [[56 Celerity|Celerity]] 4, [[58 Fortitude|Fortitude]] 5, [[59 Obfuscate|Obfuscate]] 1, [[60 Potence|Potence]] 5
> > **Special**: Werewolves suffer Aggravated [[25 Conflicts#Damage|damage]] from silver weapons and fire only. They recover 1 Superficial Health per turn. Werewolves gain claws and teeth, that deal non-halved Superficial damage (+3 damage modifier) to vampires, as well as +3 to all physical attributes when they shift to their half-wolf war form.
>
> > [!recite|span-6] Werewolf Blood
> > Lupine blood is potent stuff and a powerful allure to the [[10 Lexicon of the Damned#^Kindred|Kindred]]. A werewolf’s blood is so rich that every drink from its veins [[45 Slaking Hunger|slakes]] twice the normal amount of [[41 Hunger|Hunger]]: a sip slakes 2 Hunger, for example. Draining a werewolf dry can reduce Hunger to 0 for two vampires if they share the kill. However, the supernatural power of werewolf blood can also be a dangerous wine.
> > $\quad$A vampire who feasts on werewolf blood is far more susceptible to frenzy while the lupine blood remains in their system. Every point of Hunger slaked with werewolf blood increases the [[23 Simple Tests#Difficulties|Difficulty]] to resist [[46 The Blood#Frenzy|frenzy]] by one. Even if the vampire successfully staves off their Beast, they become paranoid and short-tempered for as long as the blood remains in their system. In some cases, vampires gain temporary [[43 Compulsions|Compulsions]] from feasting on particularly volatile werebeasts.
> > $\quad$Lupine blood mixes Animal with Choleric [[47 You Are What You Eat#Resonance|resonances]], usually Intensely. Alchemists prize it for its high miscibility with other ingredients: it adds two successes to any distillation roll for a formula including it.
>
### Magician
Mortal will-workers possess the ability to craft rituals, incantate complex spells, and live for longer than their unawakened kin. However, they are punished by Paradox – some believe from divine forces, while others maintain reality intercedes - when they practice vulgar, unbelievable magic. Some mage Traditions harbor a fascination regarding Kindred, and especially the properties of vitae.
**Attributes**: Strength 2, Dexterity 3, Stamina 2; Charisma 3, Manipulation 4, Composure 5; Intelligence 5, Wits 4, Resolve 5
**Secondary Attributes**: Health 5, Willpower 10
**Skills**: Academics 5, Awareness 3, Finance 1, Investigation 2, Medicine 2, Politics 1, Occult 5, Science 2, Technology 1; Athletics 1, Craft 3, Drive 1, Firearms 1, Melee 1; Etiquette 3, Insight 4, Intimidation 4, Leadership 4, Performance 3, Persuasion 4, Streetwise 1, Subterfuge 3
**Disciplines**: Auspex 4, [[63 Blood Sorcery|Blood Sorcery]] 5, [[57 Dominate|Dominate]] 4, Obfuscate 3, [[61 Presence|Presence]] 2
**Special**: Magicians are as vulnerable as normal mortals, but can erect ad-hoc defenses using 1 Willpower point per incantation.
### Faerie
The Fair Folk come in a dizzying variety of forms and shift their seeming into still more. This particular sidhe enters the city on their own uncanny errand, they suffer no interference from mere blood-lappers.
**Attributes**: Strength 2, Dexterity 4, Stamina 3; Charisma 7, Manipulation 5, Composure 3; Intelligence 3, Wits 4, Resolve 4
**Secondary Attributes**: Health 6, Willpower 7
**Skills**: Awareness 2, Occult 4; Athletics 2, Melee 4; Insight 3, Etiquette 4, Intimidation 3, Leadership 4, Performance 4, Subterfuge 2
**Disciplines**: Celerity 1, Dominate 4, Obfuscate 4, Presence 5
**Special**: This faerie takes Aggravated damage only from fire and cold iron. They can create powerful illusions that even Auspex must labor to pierce (Wits or Resolve + Auspex vs. the faerie’s Manipulation + Wits).
### Spectre
Spectres are otherwise known as angry ghosts. These dead beings possess a fiery rage, embodying their anger through destructive acts, including possession of the living to make them vessels of their wrath. Spectres have all lost something dear to them, with it often being their link to the world of the living. They have nothing left to lose, and so take out their anger on all other beings.
**Attributes**: Strength 4, Dexterity 4, Stamina 4; Charisma 1, Manipulation 3, Composure 2; Intelligence 3, Wits 3, Resolve 2
**Secondary Attributes**: Health 7, Willpower 4
**Skills**: Academics 1, Awareness 5, Investigation 1, Medicine 2, Occult 4; Athletics 3, Brawl 3, Drive 4, Larceny 2, Stealth 5, Survival 2; Insight 2, Intimidation 3, Persuasion 1, Subterfuge 2
**Disciplines**: Auspex 4, Celerity 2, Dominate 2, Obfuscate 2
**Special**: It is not possible to strike a spectre unless it takes solid form. Only dark magic or an exorcism performed by a priest or inquisitor can banish, destroy, or enslave a spectre. A spectre possesses a mortal using a power equivalent mechanically to the Possession (Auspex-Dominate) power. Spectres use Manipulation + Drive to control a possessed human into performing functions they would normally avoid. Spectres use Dexterity + Brawl to hurl objects telekinetically.
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