How your vampire hunts and feeds on mortals.
Blood Leech
Enemies of the NightAs a Blood Leech, you either think feeding on mortals is merely disgusting or inherently wrong, or you have developed an uncontrollable addiction to feeding from vampiric Blood only. There are 3 ways you can get Blood from other vampires: hunting down those weaker than you, coercing them to give it to you, or taking their blood as payment for service. Unfortunately, this practice is at best shunned and often forbidden in polite Kindred society. Some successful Blood Leeches conceal their activities through the power granted by positions of authority. Others take risks that lead down a dangerous path.
Traits
- Gain the second dot of Blood Potency. If your Generation is 9 during Step 3 of character creation you no longer have to pay 20 experience points for the second dot of Blood Potency since you receive it for free from this Predator type.
- Lose one dot of Humanity.
- Gain the Dark Secret: Diablerist (●) Flaw. You are an active diablerist. Your aura is stained with the black veins of diablerie.
- Gain the Insatiable (●) Feeding Flaw.
- Gain the Prey Exclusion (Non-Supernaturals) (●) Feeding Flaw.
Hunting Pool: Special. Since you feed from vampires and do not feed from non-supernatural sources, you must work with your Storyteller to determine how your feeding is conducted. For example, they may require you to convince other characters to willingly feed you from the vein, or take their blood by force. Storytellers should exercise their discretion and determine if this Predator Type is appropriate for their game style.
Article view →Montero
Enemies of the NightThe montería, or deer hunt, has been a tradition among aristocratic Spanish families since the Middle Ages. During a montería, teams of beaters (rehalas) drove game onto the waiting weapons of the Montero (or Montera). Using ghouls to herd your victims to you for the kill, you carry on this tradition. Modern monterías may take the form of a flash mob, a protest march, or a seemingly senseless gang pursuit.
Traits
- Lose one dot of Humanity.
- Gain a one-dot Ally and attach the ●● Retainer Advantage to this Ally.
- Gain an additional one-dot Ally and attach the ●● Retainer Advantage to this Ally.
- Gain the Enemy (●●) Flaw: Your ghouls have angered someone, or crossed into the wrong turf to get your supply. Even if you rid yourself of this Enemy, a new one will emerge within 1 month or two games, whichever is shorter. Your Storyteller will provide the details of this Enemy.
Hunting Pool: Intelligence + Stealth. You and your team of ghouls have a well-practiced plan to hunt down blood. You work together to herd victims to remote locations where you can feed safely.
Article view →Trapdoor
Enemies of the NightInstead of wandering the dark streets or breaking into homes, you build yourself a nest to lure prey into it. You may haunt the abandoned grounds of an amusement park, manage an underground fight club, or lurk in the shadows of a supposedly "haunted house." Once your prey wanders into your trap, you may drain them slowly and carefully, take a quick sip and send them on their way, or terrorize and imprison them.
Traits
- Gain three dots in the Haven Background or its associated Advantages.
- Gain two dots in the Herd Background or its associated Advantages.
- You have built your house in a bad part of town or employed disreputable contractors. Gain two dots of Haven Flaws.
Hunting Pool: Dexterity + Stealth. You sneak through your traps and feed on trespassers or urban explorers.
Article view →Alleycat
Enemies of the NightAn opportunistic feeder, you ambush and exploit the weak and unsuspecting. You stalk, threaten, overpower, and leave your victims dazed or dead, disguising the encounter as a robbery or mugging.
Traits
- Lose one dot of Humanity.
- Gain two dots of Contacts representing criminals in your feeding territory; assign them to the Underworld or Street Sphere of Influence.
- Gain one dot of Resources and one dot of the Cash Money Advantage.
Hunting Pool: Wits + Streetwise. Knowing when and how to threaten, stalk, and overpower prey matters more than physical strength or command of personality.
Article view →Bagger
Enemies of the NightYou prefer your blood cold, bland, and without much taste. You procure bags of blood from black-market ambulance drivers or steal them from hospitals when your supply runs dry.
Traits
- Special: You may only choose this Predator Type if your Blood Potency is 2 or lower. If it rises above 2, you must choose a new Predator Type.
- Gain the Feeding Merit: Iron Gullet (•••).
- Gain two dots of Contacts representing black-market sellers of bagged blood; assign them to the Underworld Sphere of Influence.
- Gain the Enemy (••) Flaw. Your stolen blood supply or trespass into the wrong turf created an enemy; your Storyteller provides the details.
Hunting Pool: Intelligence + Larceny. When your stash runs out, you know who is holding out on you and must steal what you need before they catch you.
Article view →Cleaver
Enemies of the NightYou feed from a family and their closest friends, perhaps mortals you knew before the Embrace or relationships developed afterward. You maintain a friendly, ethical relationship with them while concealing your undead condition.
Traits
- Gain the Dark Secret: Cleaver (•) Flaw.
- Gain two dots of the Herd Background.
- Gain a two-dot Mask.
Hunting Pool: Manipulation + Subterfuge. Your family and friends know your schedule and make room for you without understanding why you disappear before dawn.
Article view →Consentualist
Enemies of the NightYou always feed from people who consent to share their blood. You walk a dangerous line with the Masquerade, relying on the right people to accept your unusual nighttime charity or your claim that you need to drink blood to survive.
Traits
- Gain one dot of Humanity.
- Gain three dots of Herd and one dot in any Herd Advantage.
- Gain the Dark Secret: Masquerade Breacher (•) Flaw.
- Gain the Prey Exclusion: non-consenting (•) Feeding Flaw.
Hunting Pool: Manipulation + Persuasion. You rely on friends who keep your secret or do not ask too many questions about the lies you tell them.
Article view →Extortionist
Enemies of the NightEveryone has something they want and a price they will pay. You insert yourself into lives by offering deals, then turn those deals into back-alley bargains and payment in blood.
Traits
- Gain one dot of Resources and one dot in any Resources Advantage.
- Gain three dots to spend on Contacts or Allies in any Spheres of Influence.
- Gain the Enemy (••) Flaw representing a victim who escaped and wants revenge; choose the Sphere of Influence.
Hunting Pool: Manipulation + Intimidation. You create leverage through illegal deals, raise the price, and keep victims dependent on you.
Article view →Farmer
Enemies of the NightYou never feed from mortals, or at least never admit it. You cultivate a literal herd of animals through a ranch, pet-store chain, zoo, or similar operation and feed from them in small amounts.
Traits
- Special: You may only choose this Predator Type if your Blood Potency is 2 or lower. If it rises above 2, you must choose a new Predator Type.
- Gain two dots of Haven and two dots of the Haven Advantage: Zoo.
- Gain one dot of Humanity.
- Gain the Farmer (••) Feeding Flaw.
Hunting Pool: Composure + Animal Ken. You feed in small amounts from many animals so you do not exhaust your stock or leave dead animals behind.
Article view →Ferryman
Enemies of the NightFIRSTLIGHT and the city’s dangers make hunting personally unwise, so you send someone else to obtain your food. Your trained ghoul brings home bagged blood or an unsuspecting meal and gets the victim out before the Kiss wears off.
Traits
- Gain a two-dot Ally and attach the Retainer (••) Advantage to that Ally.
- Gain two dots of Haven.
- Gain three dots worth of Mythical Flaws.
Hunting Pool: Special. Your ghoul finds blood according to her skills and your feeding limitations. The Storyteller handles feeding challenges in secret; losing the retainer forces you to hunt or train a replacement.
Article view →Graverobber
Enemies of the NightYou have always been close to death, perhaps through a family mortuary, medical work, or grave digging. You feed on fresh blood from mourners and visitors, and preserve bodies when you cannot feed from the living.
Traits
- Gain the Feeding Merit: Iron Gullet (•••).
- Gain one dot of Haven and the Haven Advantage: Walk-In Freezer.
- Gain the Obvious Predator (••) Feeding Flaw.
Hunting Pool: Wits + Medicine. You use access to morgues, hospitals, and funeral sites to feed or appropriate a body before the blood spoils.
Article view →Hitcher
Enemies of the NightThe world is your feeding niche. You avoid locals and hunt at rest stops, late-night roadside diners, and among solo travelers who are unlikely to be found if they go missing.
Traits
- Gain one dot of Haven and attach one dot of the Haven Advantage: Garage to it.
- Gain one dot of Resources and the Resources Advantage: Liquidity.
- Gain a Prey Exclusion (•) Feeding Flaw of your choice.
Hunting Pool: Wits + Etiquette. You pose as a helpful stranger, isolate a traveler, and feed quietly before sending them on their way—or disposing of their car at your garage.
Article view →Osiris
Enemies of the NightYou have developed a group of fans who worship your public persona or a flock of followers you cultivated. They do not know your supernatural nature, but they provide for you as though you were a god among mortals.
Traits
- Gain a two-dot Mask Background.
- Gain three dots to spend on any combination of Herd or Fame.
- Gain the Enemy (••) Flaw representing someone who does not worship the ground you walk on; choose the Sphere of Influence.
Hunting Pool: Manipulation + Subterfuge. Your followers answer your calls because they fear losing your attention and feel ecstatic when you feed from them.
Article view →Sandman
Enemies of the NightYou feed from sleeping mortals, using access to late-night workplaces and Masks such as a security guard, hotel attendant, or graveyard-shift nurse to move unnoticed.
Traits
- Gain four points in the Mask Background; you may create multiple Masks with these points.
- Gain the Prey Exclusion: Conscious Mortals (•) Feeding Flaw.
Hunting Pool: Dexterity + Stealth. Sneak in, act like you belong there, feed, and get out before anyone notices.
Article view →Scene Queen
Enemies of the NightYou belong to a subculture or close-knit community where you are established, adored, and respected. Your reputation gives you easy access to feeding opportunities among your peers and fans.
Traits
- Gain a two-dot Mask Background.
- Gain one dot of Fame applying to that Mask.
- Gain two dots of Herd.
- Gain two dots of the Enemy Flaw or two dots of Mythical Flaws.
Hunting Pool: Charisma + Etiquette. Your persona grants access to adoring fans who are happy to receive your attention and the Kiss.
Article view →Siren
Enemies of the NightThrough supernatural charisma or personal qualities, you charm, beguile, and seduce victims. Once you have privacy, you feed while masking the Kiss as part of an intimate encounter, leaving broken hearts behind.
Traits
- Gain five dots to spend on Herd, Fame, and/or Advantages.
- Gain the Enemy (••) Flaw representing a spurned lover or jealous stalker; choose the Sphere of Influence.
Hunting Pool: Charisma + Subterfuge. You isolate prey through seduction, make them feel desired, and leave them fulfilled when you finish feeding.
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