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: Vampires : Lineages :
: Asmodai : Children of Desire :

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Originator:  Lucian Valerius Cicero

Lineage Established:  1 BC.

Originating Lineage:  Unknown

Nicknames: Defilers, The Beautiful Damned

 

"Beauty is power, and power is everything."

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The Asmodai walk among mortals as living embodiments of temptation itself. Blessed with supernatural allure and cursed with insatiable appetites, these vampires understand that desire moves the world more surely than any army.  Whether chosen for their breathtaking beauty or embraced in cruel mockery of their plainness, all Asmodai learn to wield seduction as both weapon and shield.

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Lineage Traits:

  • Masters of manipulation through vice and desire

  • Enhanced physical beauty or terrifying presence

  • Natural understanding of mortal weaknesses

  • Tendency toward passionate, possessive relationships

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Playing an Asmodai: Your character views love as conquest and relationships as games of power. You might desperately seek true affection while simultaneously destroying it through your possessive nature. Remember that your beauty (or lack thereof) shapes how you interact with the world—are you the spider or the fly in the web of desire?

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Lineage Passive Advantage

  • Passion Project:  The Asmodai are Masters of manipulation.  They excel in sensing and turning the sins and desires of others into their power.  With this ability, they are able to temporarily bond with another.  This can either turn one ally into a bonded soul, or one enemy into an ally temporarily. Regardless of which target is chosen, this passive may only be activated ONCE per encounter. 

    • Targeting Ally: The Vampire creates a tether between themselves and one ally.  When this tether is created, the target Ally is temporarily bonded to the Vampire.  This tether empowers the Ally, allowing them to deal More damage and take none.  Any damage the Ally would take, is sent to the Vampire in return. [No Roll Necessary.]

      • Target Ally deals +1 Additional Damage to any attack, but the Vampire takes any damage the ally would take.​

      • The effect ends when the Vampire dismisses the effect or either the target or vampire are incapacitated.

      • The Vampire is free to use attack actions only while this tether is active, but not other vampiric abilities.

    • Targeting Enemy: The Vampire creates a tether between themselves and one enemy.  Then this tether is created, the target Enemy is temporarily bonded to the vampire.. This Tether makes the Enemy, temporarily an Ally, and the vampire becomes untargetable by the target enemy.  This causes the target to view all their allies as enemies and prevents them from using abilities.  [Roll: Charisma vs Target’s Willpower]

      • On Success:  The tethered enemy takes +1 Mental Damage and must attack the closest ally to them.​

        • The effect ends when the Vampire takes any other action or either the target or the vampire are incapacitated.

        • Allies of the Tethered enemy may spend 1 Edge point to roll against the vampire to break the Tether. [Roll: Willpower vs Vampire’s Charisma]

      • On Fail:  Nothing Happens and this ability may not be used again for the duration of the encounter.

 

Lineage Disadvantage 

Enthralled by their own reflections:  The Vampire’s power can actually be turned on itself.  Just as their gaze can influence allies and enemies alike,  the Vampire looking at their reflection will find themselves affected by their own power, and become Enthralled, preventing them from taking any actions except movement.   

  • The Vampire may make a Willpower check to end the effect upon themselves.  [Roll: Willpower vs DC 10]

    • On Success:  The Vampire loses the Enthralled condition, and may act freely.  They may not be enthralled in this manner again.​

    • On Fail:  The Vampire remains Enthralled and gains Vulnerable condition.

  • The Vampire is Vulnerable while Enthralled, but taking damage will end the effect.

  • They may not be Enthralled in this manner more than once per encounter.

  • This is mostly an environmental effect.  There are specific items that will be used on a normal basis. 

    • Players may not exploit this by pulling from their pockets or purses, small mirrors.​

    • The Reflection must be a Full Body Reflection. (Consult a Storyteller for specifics.)

 

Lineage Powers

 

Aura of Lust:   This ability empowers the vampire’s natural seductive aura.  The Vampire released metaphysical Pheromones of varying potency, which affect their targets in different ways.  The more powerful the vampire, the more potent these pheromones become which impose different conditions upon those caught in the area of effect. While those allied with the vampire have little to fear, those who are not allies suffer penalties to their actions.

  • Civilian (1 EP): At this level, the Vampire has little control over their power, and the Pheromones affect the area. [Roll:  Willpower vs 6 + # of targets. (Max. 4)] 

    • On Critical:  The Vampire gains +1 Edge Point to deal +1 Mental Damage to all enemies.  All Opponents take -3 Penalty to their next action.

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

    • On Success:  All opponents take -3 penalty to their next action.

      • The Vampire may choose to sustain this ability with Additional rolls. [No Additional EP Cost]

      • Additional rolls may Crit.

    • On Fail: Nothing happens.

    • On Botch:  Vampire Takes +1 Mental Damage, and this ability may not be used again for the rest of the encounter.

  • Moderate (2 EP):  At this level, the Vampire gains the ability to empower their pheromones to cause their enemies to lower their guard.  [Roll:  Willpower vs 6 + # of targets. (Max. 4)]

    • On Critical:  All Enemies gain Vulnerable condition.  The Vampire gains +1 Edge Point to deal +2 Mental Damage to all enemies.  All Opponents take -3 Penalty to their next action.

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

    • On Success:  All enemies gain Vulnerable condition and take +1 Mental Damage. Additionally all enemies take -3 penalty to their next actions.

      • The Vampire may choose to sustain this ability with Additional rolls. [No Additional EP Cost]

      • Additional rolls may Crit and deal damage as described above.

    • On Fail:  Nothing Happens.

    • On Botch:  Vampire Takes +1 Mental Damage, and this ability may not be used again for the rest of the encounter.

  • Master (3 EP):  At this level, the Vampire no longer needs to actively sustain the effects posed by their Pheromones.  They are capable of overloading the senses of the most sensitive targets.  This ability may not be used a second time after rolling a success or a failure. [Roll:  Willpower vs 6 + # of targets. (Max. 4)]

    • On Critical:  All Enemies gain Paralyzed condition for one round.  The Vampire gains +1 Edge Point to Incapacitate ONE ENEMY.  All Opponents take -3 Penalty to all actions until the end of the encounter.

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

    • On Success:  All enemies gain Paralyzed condition for one around and take +2 Mental Damage. Additionally all enemies take -3 penalty to all actions until the end of the encounter.

      • Upon taking damage, Paralyzed condition ends.

    • On Fail:  Nothing Happens.

    • On Botch:  Vampire Takes +1 Mental Damage, and this ability may not be used again for the rest of the encounter.


Sin Eater: If the eyes are the windows to the soul, the Asmodai tendencies to exploit the gaze of their victims can be translated into one of their most dangerous abilities.  With this power, the Asmodai can bury into the mind of the target to bring their deepest sins to light, and turn them against them.
: NOTE :  This power does not  need direct eye contact.  The Target however MUST  be visible and within the line of sight of the Vampire.

  • Exploitable Sins and Effected Attributes:

    • Pride (Willpower)​

    • Greed (Agility)

    • Wrath (Strength)

    • Envy (Essence)

    • Sloth (Intelligence)

    • Lust (Body)

    • Vanity (Charisma)

  • Civilian (1 EP): The Vampire is able to take one sin, and turn it against the target. Though this is a minor detriment, it is enough to demoralize an enemy to a certain degree. [No roll Necessary for activation.]  

    • The Chosen Target suffers a -3 penalty to an attribute based on the chosen sin.  The Sin must be declared BEFORE activation of the power.

      • This penalty CAN stack with Aura of Lust ONE TIME. (Total of -6 Penalty).

      • Multiple Uses of this power Do not stack upon each other.

    • The Sin may not be changed while the effect is active.

    • The Effect ends once the vampire deactivates the ability, or the vampire or target is incapacitated.

    • Only Aura of Lust may be used with this power. Using any other ability cancels this effect.

  • Moderate (2 EP): The sins of the target become more difficult to bear.  Sins exploited at this level become wounds in the soul which manifest physically in the target.  Each sin now bears a different Penance, which is paid by the Sinner. [Roll:  Charisma vs Target’s Willpower].

    • On Success:  Targets take +1 Spiritual Damage upon success and apply the associated condition.

      • Exploitable Sins and Associated Penance:

        • Pride:  Vulnerable Condition

        • Greed:  Stun Condition

        • Wrath:  Frenzy Condition

        • Envy:  Poison Condition

        • Sloth:  Terrified Condition

        • Lust:  Wounded Condition

        • Vanity:  Blinded Condition

    • On Failure:  Nothing Happens.

  • Master (3 EP):  The most heinous of sins beget the most terrible of punishments.  The sin at this level becomes a weapon of its own, capable of destroying the sinner from the inside, long before any weapon finds their hearts.  [Roll:  Charisma vs Target’s Willpower]

    • Critical Success:  The vampire gains +1 Edge to Apply this ability to a second target.

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

    • On Success:  Target takes +2 Spiritual Damage and applies the associated condition.

      • Allies of the Target may spend 1 Edge Point to roll against the Vampire to end the effect. [Roll: Willpower vs Vampire’s Willpower].

      • Exploitable Sins and Associated Penance:

        • Pride:  Soul-flayed Condition​

        • Greed:  Paralyzed Condition

        • Wrath:  Burning Condition

        • Envy:  Bleeding Condition

        • Sloth:  Electrified Condition

        • Lust:  Crippled Condition

        • Vanity:  Frozen Condition

      • The Vampire may act freely while this power is active, but may use no other abilities.

    • On Failure:  Nothing happens.


Mark of the Damned: Everyone knows the phrase, “You Reap what you sow.”  This ability is the embodiment of that very saying.  With the ability to sense the sins and turn them against others, the Asmodai have developed a curse that dooms the sinner.  [No Roll needed for Activation.]

  • Civilian (1 EP): The Vampire marks one target and applies the vulnerable condition to them.

    • Every Round for 3 Rounds, the Mark Counts down by 1.

    • Vulnerable targets take double damage from any source.

    • If the target is not incapacitated at the end of the countdown, the effect ends.

    • If the target is incapacitated while the mark is active, the vampire gains +1 Edge to apply +1 Spiritual Damage to the remaining enemies in the encounter.

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

  • Moderate (2 EP):  The Mark now burns into the Target’s soul, wreaking havoc on their body from the inside.  [No Roll Necessary for activation of this power.]

    • Every Round for 3 Rounds, the Mark Counts down and deals +1 Spiritual Damage to the target.

    • Vulnerable targets take double damage from any source.

    • If the target is not incapacitated at the end of the countdown, the mark explodes.

      • ​Remaining enemies and the target must roll a Willpower check or take +1 Spiritual damage. [Roll:  Willpower vs DC 10]

        • ​If the target is incapacitated while the mark is active, the vampire gains +1 Edge to apply +1 Spiritual Damage to the remaining enemies in the encounter.

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

  • Master (3 EP):  The Sins of the fallen continue to torment them even beyond death.  At this level of Mastery, the Mark can be applied to the fallen, causing an explosion of necrotic energy which affects all enemies as the energy seeks their sins.

    • Every Turn for 3 Turns, the Mark Counts down and deals +1 Spiritual Damage to the target.

      • If the Target is an Active Combatant, the target gains the Vulnerable Condition.

      • If the Target is Incapacitated or a Corpse, the mark explodes.  Active enemies must roll a Willpower check or take +1 Spiritual damage. [Roll:  Willpower vs DC 10]

    • ​Vulnerable targets take double damage from any source.

    • If the target is not incapacitated at the end of the countdown, the mark explodes and immediately incapacitates the target.

      • ​Remaining enemies and the target must roll a Willpower check or take +1 Spiritual damage. [Roll:  Willpower vs DC 10]

    • If the target is incapacitated while the mark is active, the vampire gains +1 Edge to apply +2 Spiritual Damage to all remaining enemies in the encounter.

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

Requiem by Night
An original chronicle set in the alternate Earth.  Proudly created with Wix.com.

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