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: Vampires : Lineages :
: Leannan Sidhe : Lovers Scorned :

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Originator:  Nikul Solis

Lineage Established: 1700 A.D.

Originating Lineage:  Asmodai

Nicknames: Lover Boy/Girl, The Gentle Fury

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"Love me, and know paradise. Betray me, and know hell."

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Descended from the Asmodai yet gentler in their approach, the Leannan Sidhe embody the duality of love itself. They nurture and protect those within their sphere of caring with tender devotion, offering healing and comfort to wounded souls. Yet beneath this gentle exterior lies the terrible fury of love betrayed—for no wrath burns hotter than that of a lover scorned.

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Lineage Traits:

  • Supernatural empathy and healing abilities

  • Gentle, nurturing nature toward loved ones

  • Devastating retribution when betrayed or angered

  • Natural ability to inspire deep devotion

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Playing a Leannan Sidhe:  Your character loves deeply and completely, making you both the group's emotional anchor and its potential destroyer if that love is threatened. Consider how your need to care for others might conflict with their independence, and what happens when your protective instincts become possessive.

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Lineage Passive Advantage

 

Musing:  The Leannan Sidhe works like a mythological muse in that their Power can raise the artistic or creative inspiration within another. Nowadays, creativity has gone beyond the arts into vast other fields and with it, so has the guiding presence of the Leannan Sidhe.  This presence gives off an ethereal aura to make the Leannan Sidhe feel welcoming and a  comfort to be near by their allies.  This allows allies to feel emboldened when on their team with the Leannan Sidhe.  However, the enemy of the Leannan Sidhe will feel the opposite when near them, and it will adversely affect the enemy of the Leannan Sidhe as though they were scorned by the Leannan Sidhe’s musing.

  • When an ally or enemy enters the Melee Range of the Leannan Sidhe, the Aura takes effect. [Roll: Ally or Enemy Attack Action]

    • Allies within Melee Range make all Attack Actions with Advantage.

    • Enemies within Melee Range make all Attack Actions with Disadvantage.


 

Lineage Passive Disadvantage

 

Separation Anxiety:  The Leannan Sidhe are traditionally very obsessive creatures over things they claim as their own.  This is doubly so in the people they have marked as their own.  As such, separation from such a thing, whether it be a person, an object, or a particular location, the Leannan Sidhe must always find a way to their bound obsession, less Anxiety take hold.

  • The Leannan Sidhe marks one Person, Object or Location as their obsession… While Separated from said obsession, the Leannan Sidhe must roll a Willpower Check, otherwise be stricken with Anxiety Lvl.2 for the remainder of a scene or Encounter[Roll: Willpower vs DC 10]

    • The Leannan must choose one obsession as an Object, a Place, or a Location.

      • This Choice is Permanent, and will be marked on the HUD.

      • All Obsessions can be stolen or legitimately owned by others, including Locations.

      • This disadvantage cannot be turned off or countered with Edge Actions.

    • On Success:  The Leannan retains their composure and may function normally while separate from their obsession.

    • On Fail:  The Leannan gains Anxiety Lvl.2 Emotional State, and makes all checks at Disadvantage for the remainder of the scene or encounter

    • On Botch:  The Leannan gains Frenzied condition and must spend their actions seeking to locate or return to the obsession.  

      • If the Obsession is Possessed by another, this will cause the Leannan to lash out violently at the one who holds the obsession. 

      • If the Obsession is a Person not present in the scene, the Leannan will spend all their actions trying to return to that person, and violently lash out at any in their path. 

      • If the Obsession is a Place, then the Leannan will spend their actions attempting to flee back to said location… on a failed Flee Attempt, they will lash out violently at any in their path. 

 

Lineage Powers

 

Blood In/Blood Out:  This ability draws the blood out of a Target and into an open wound of themselves for a quick heal as well as an attack on the other.  

  • Civilian (1 EP):  The Vampire opens a wound in a target, and siphons the blood from the wound.  So long as the Vampire is concentrating, they are able to feed from a distance, and weaken the target overtime. [Roll: Willpower vs Target’s Body]

    • On Success:  The Target gains the Wounded condition and takes +1 Physical Damage

      • Each round after the target takes +1 Physical Damage, and the Vampire gains +1 Edge point to remove 1 mark of Physical, Mental, or Spiritual Damage.

      • This Edge may not be pooled and is lost upon end of turn if not used.

      • Taking any other action breaks the concentration and the Siphon is lost. 

    • Failure:  Nothing happens. 

  • Moderate (2 EP):  The Siphon is strong enough to replenish Essence as though the Vampire had naturally fed.

    • On Success:  The Target gains the Wounded condition and takes +1 Physical Damage.  The Vampire gains +1 EP.

      • Each round after the target takes +1 Physical Damage, and the Vampire gains +1 Edge point to remove 1 mark of Physical, Mental, or Spiritual Damage.

      • This Edge may not be pooled and is lost upon end of turn if not used.

      • Taking any other action breaks the concentration and the Siphon is lost. 

    • Failure:  Nothing happens.

  • Master (3 EP): The Siphon is strong enough to replenish Essence as though the Vampire had naturally fed.  Each subsequent round the vampire maintains this ability restores +1 Essence.  This may not exceed Maximum Essence Pool.

    • Crit. Success:  The target is incapacitated, and the Vampire's marks are fully restored.  Regain +2 EP, and gain +1 Edge to apply the Siphon to a second target in the line of sight.

      • This Edge may not be pooled and is lost upon end of turn if not used.

    • On Success:  The Target gains the Wounded condition and takes +1 Physical Damage.  The Vampire gains +1 EP.

      • Each round after the target takes +1 Physical Damage, and the Vampire gains +1 Edge point to remove 1 mark of Physical, Mental, or Spiritual Damage.

      • Taking any other action breaks the concentration and the Siphon is lost. 

    • Failure:  Nothing happens.

 

Blood Craft:  With this power, the Vampire uses their Essence to coagulate their blood into a lethal weapon or to mend the wounds suffered by their allies.  When used as a weapon, the vampire extends a tendril of blood, be it their own or another’s, then wields it like a melee weapon.  The tendril is razor sharp, capable of slicing through flesh and metal with equal ease. When used to mend disrepair, the wounds of others seal and repair as though the wound did not exist.  [No Roll needed for Activation.]

Note:  Take +1 Physical damage to create the Tendril.  If using this power against a Bleeding Opponent, or if the Vampire is already suffering from Bleed or Wounded conditions, then No Damage needs be taken.  

  • Civilian (1 EP):  The Vampire chooses whether to heal an ally or to wield their weapon.   

    • Healing:  When choosing this option, the vampire removes 1 Mark of any Damage Type (Choose Physical, Mental or Spiritual) from the target Ally.  If there are no Marks present, then restore +1 Resistance.

      • This Ability may not exceed maximum Resistance Rating.

    • Wielding:  The Weapon becomes part of the Vampire and may not be Disarmed

      • On Critical Hit, the vampire gains +1 Edge point to apply Bleeding to the target.

      • Damage Dealt by this weapon is +1 Physical Damage.

      • This Edge may not be pooled and is lost at the end of turn if not used.

  • Moderate (2 EP):  The Vampire chooses whether to heal an ally or to wield their weapon.

    • Healing:  When choosing this option, the vampire removes 2 Marks of any Damage Type (Choose Physical, Mental or Spiritual) from the target Ally.  If there are no Marks present, then restore +2 Resistance.

      • This Healing removes 1 Condition from the target ally.

      • This Ability may not exceed maximum Resistance Rating.

    • Wielding:  The Weapon becomes part of the Vampire and may not be Disarmed

      • On Critical Hit, the vampire gains +1 Edge point to apply Wounded to the target.

        • Physical Damage to Wounded targets Ignore Resistance.

        • Wounded conditions may not be removed with Edge Actions.

      • On successful Hit this weapon deals +2 Physical Damage and applies Bleeding Condition.

      • This Edge may not be pooled and is lost at the end of turn if not used.

  • Master (3 EP): The Vampire chooses whether to heal an ally or to wield their weapon.

    • Healing:  When choosing this option, the vampire removes All Marks of any Damage Type (Choose Physical, Mental or Spiritual) from the target Ally.  If there are no Marks present, then restore +3 Resistance.

      • This Healing removes 1 Condition from the target ally.

      • This Healing may revive one Ally from Incapacitated condition once per encounter.

      • This Ability may not exceed maximum Resistance Rating.

    • Wielding:  The Weapon becomes part of the Vampire and may not be Disarmed

      • On Critical Hit, the vampire gains +1 Edge point to incapacitate one Target.

      • On successful Hit this weapon deals +2 Physical Damage and applies Wounded Condition.

        • Physical Damage to Wounded targets Ignore Resistance.

        • Wounded conditions may not be removed with Edge Actions.

 

Heartmender:  Unlike the Asmodai, who revel in turning one’s sins against them, the Leannan Sidhe takes a gentler approach of Love the Sinner.  With this ability, the Vampire dedicates themselves to repairing the body rather than destroying it.  As a surgeon with a scalpel saves lives, the vampire is the surgeon, the scalpel, the operating table, and the life support. [Rolls vary based on Rank].

  • Civilian (1 EP):  At this level, the vampire may heal +2 Marks of Damage from any source to a select target or ally. [No Roll Necessary for this Level.]

  • Moderate (2 EP):  At this level, the Vampire may cure 1 Condition from an ally or enemy.  This level does not stack with Civilian Level.  Must choose between healing Marks or Curing Condition. [No Roll Necessary for this Level.]

  • Master (3 EP):  At this level, the vampire may fully cure a target ally or enemy of All Marks and Condition.   

    • The Vampire may raise one target from Incapacitated condition.

    • The Vampire may instead choose to heal +1 Mark or 1 Condition from Multiple Targets. (Choose one or the other).

      • The vampire must choose between Allies or Enemies.

      • [Roll:  Willpower vs 6 + # of Targets] Only for AoE Heals.

      • The Condition must be the same Condition for all chosen targets.

Requiem by Night
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