top of page
b6ea51358faeb6c3e8886f48b84b01e1_edited.jpg

: Vampires : Lineages :
: Dionysia : Bearers of Enlightened Madness :

vampire 1.jpg

Originator:  Mircea aka the Dionysus

Lineage Established:  1870 A.D.

Originating Lineage:  Nameless Ones

Nicknames: Pixie Junkie, Madness Reverie

 

"Come, cast off your chains of sanity y see the world as it truly is."  ~ The Dionysus to a fledgling Vampire

​

Behind their warm smiles and welcoming embraces, the Dionysia harbor complexities that would drive lesser minds to ruin. They gather the broken, the outcast, and the forgotten, offering them purpose and belonging. Yet their gift of "enlightenment" comes at a terrible price—for in their wake follows madness, hysteria, and the collapse of order itself.

​

Lineage Traits:

  • Supernatural charisma that draws in outcasts and misfits

  • Ability to induce hysteria and mass panic

  • Natural witch-like intuition and cunning

  • Irresistible compulsion to "enlighten" other

​

Playing a Dionysia: You genuinely believe you're helping people by showing them "truth," even as that truth destroys them. Your character might struggle with the consequences of their good intentions, or embrace their role as an agent of necessary chaos. Consider how your need to gather outcasts shapes your relationships.

​

Lineage Passive Advantage

  • Vampiric Sorcery:  Primal origins allowed this Lineage to retain their ability to wield Magics where other lineages are unable to do so. 

    • The Dionysia gains the ability to wield Vampiric Sorcery.

    • For Dice Rolls and EP costs, Refer to the Sorcery Page for the Book of Blood and the Book of Contracts.

 

  • Mental Resistances:  Dionysia have a tie to magic and the mind in terms of their natural resistances.  When it comes to powers of the mind, as in from Psychics and Mind based Primal, they have a leg up in being charmed or fooled.  However, this inherent deterrent from being charmed makes them weaker to physical charms and carry with them a weakness of having their own addictions they cannot ignore. (Passive Benefits. Bonuses as follows)

    • Dionysia possess an immunity to Psychic attacks.

    • Magic Spells that deal Mental Damage are made at disadvantage vs Dionysia.

 

Lineage Disadvantage 

Primal Addiction:  Dionysia were created out of a dependency on Primal power and blending into their society.  With this came the ease of feeding upon other Primals and the consequential addiction to Primal blood all Dionysia carry.  When in a scene where a Primal is bleeding, all Dionsyia will be drawn to that Primal’s blood source.  In turn for addiction to the Primals, as Dionysia's power grows, so do their looks change into that of a more Primal look.   

  • Gains an irresistible pull towards all Primals. As the Dionysia becomes more powerful,  so too does their hunger for Primal Blood. When a Primal is wounded or bleeding in their presence, the Vampire must make a Frenzy Check with disadvantage.  If the vampire fails this check, they immediately enter a state of Vampiric Frenzy, until their thirst is sated, or the condition is removed.

  • As Dionysia gain power, they started to appear more primal in appearance only.  This does -not- grant the Dionysia the Advantages of the Primal Race.

 

Lineage Powers

 

Touch of Madness:   The members of the Dionysia feed on the energy of a crowd.  They incite mobs to act, be it in a positive or negative form to a perceived feeling.  At its higher levels, the Dionysia will be able to hone the madness to an individual and their bite will give a sense of delirium to their Target.  It should be noted that ‘moon madness’ is indeed a type of madness and that the Dionysia can aid or hinder in calming those not in control of their animal. [Roll: Willpower vs Target’s Willpower]

  • Civilian (1 EP): Project a sense of euphoria or delirium on an individual which makes them lose their will to attack the vampire and instead focus on other enemies.  This essentially causes the target to stop viewing the Vampire as an enemy.  The same does not go for the vampire’s allies. 

    • On Success:  The Vampire becomes Untargetable for the Target until the effect is dismissed, or the target takes additional damage.

      • Target takes +1 Mental Damage upon success.

      • If the target is damaged by any other source, the effect wears off.

    • On Fail: Nothing happens.

  • Moderate (2 EP):  Raise Level of euphoria or delirium in an individual.  Essentially this causes the vampire to vanish from the Target’s sight.  Additionally, the Vampire can choose to quell the euphoria or delirium in the target, essentially calming them from their unstable state.

    • On Success:  Vampire becomes Untargetable and chooses to Raise or Quell the Target’s Delirium or Euphoria.

      • The Target takes +1 Mental Damage.

      • If Euphoria is chosen, the Target ceases attacking until the effect wears off.  Euphoria may quell Frenzy upon success.

      • If Delirium is chosen, the Target must make a Frenzy Check. [Willpower vs DC 10]. Failing this Check immediately causes frenzy. (Delirium condition causes the Target to attack their allies.)

    • On Fail:  Nothing Happens.

  • Master (3 EP):  Fully control an individual’s euphoria or delirium and Feed their euphoria or delirium.  At this level of Mastery, the target’s delirium empowers the Vampire.  While the feeding does not sate Hunger, it will restore Essence as though Fully Fed.

    • On Success:  The Vampire becomes Untargetable and Target takes +2 Mental Damage. Vampire gains +2 EP then chooses to Syphon Euphoria or Delirium.

      • If Delirium is chosen, the Target immediately goes into Frenzy and targets only their allies. Each successful Hit against the enemy from this effect restores +1 EP to the Vampire.

      • If Euphoria is chosen, the Target is Paralyzed, allowing the Vampire to feed normally, and others to feed from the target should they desire it.  The Target takes +1 Physical Damage from each feeding, and the Vampire(s) gain +1 EP.

    • On Fail:  Nothing Happen.


Masks of Reality: To help ease minds or to scare and fight off oppressors, the Dionysia will utilize various illusions to aid them.  These are a mix of incorporeal apparitions that are weaved and manifested into reality by the Dionysia.  These illusions are powerful enough to do physical harm, and when used efficiently, they become one of the deadliest weapons in the Dionysia’s arsenal.  [Roll: Willpower vs Target’s Intelligence]
NOTE:  All damage from this ability is resolved as Mental Damage.

  • Civilian (1 EP): The Vampire is able to weave an illusion so real that they can do real damage to the Target. These Illusions will trick all the senses, making them real to the target.  At this level, the Illusions are the weakest, and need to be Sustained in order to remain active.  

    • On Success:  The Target takes +1 Mental Damage, and +1 Mental Damage every subsequent round thereafter.

      • If the Vampire makes any other action, the effect ends.

      • If the Target takes Damage from any other source, the effect ends.

      • The Effect may end if an Ally spends an Edge Action to end the effect.

    • On Fail:  The Illusion Fails, and nothing happens.

  • Moderate (2 EP): The Vampire is able to weave an illusion so real that they can do real damage to the Target. These Illusions will trick all the senses, making them real to the target.  A Sustain Action is no longer needed to keep the Spell active.  The Illusion will last for a full scene before needing to be recast.

    • On Success:  The Target takes +1 Mental Damage, and +1 Mental Damage every subsequent round thereafter.

      • If the Target takes Damage from any other source, the effect ends.

      • The Effect may end if an Ally spends an Edge Action to end the effect.

    • On Fail:  The Illusion Fails, and nothing happens.

  • Master (3 EP):  The Mastery Level of this ability essentially creates a pocket dimension around the target, making them untargetable by anyone on the encounter.  Only targets with the strongest of wills may stand to hope to break free of this trap.

    • On Success:  The Target takes +2 Mental Damage, and +1 Mental Damage every subsequent round thereafter.

      • The Target becomes untargetable by Ally and Enemy alike.

      • The Target must roll a Willpower save to break the effect. [Roll:  Willpower vs Caster’s Willpower]

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

    • On Fail:  The Illusion Fails, and nothing happens.


Charmer’s Compulsion: Much like the stories of the Primal or the mer, the Dionysia have an ethereal and downright enchanting presence.  This presence manifests its own aura into an external type of lure to draw others to them. [Roll:  Willpower vs 6 + #Number of targets (max.4)]

  • Civilian (1 EP): The created aura can draw others within range to focus their attention upon the Dionysia.

    • On Success: For one round, all targets caught in the aura lose focus on all others but the Dionysia. Targets immediately lose their actions until their next turns.

    • Failure:  Nothing happens.

  • Moderate (2 EP):  The vampire may focus their aura onto a single target within their line of sight.  The vampire’s focus is strong enough to deal damage.  The vampire may choose to Sustain this ability, which will deal the associated damage every subsequent round. [Roll: Willpower vs Target’s Intelligence.]

    • Critical Success: The Vampire deals +2 Mental Damage to the Target and gains +1 Edge points to spend on a Compulsion.  

      • This Compulsion forces the Target to attack their nearest Ally.  All Movement and Attack actions are taken normally.  The Compulsion ends after this action.  Targets may not use abilities during this compulsion.

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

      • This Condition may not be countered with an Edge Action.

    • On Success: The Vampire deals +1 Mental Damage to the Target.  The Vampire Compels the target to Approach, Retreat, Kneel, or Surrender.

      • Approach:  The Target spends their entire turn moving toward the Vampire.

      • Retreat:  The Target spends their entire turn moving away from the Vampire.

      • Kneel:  The target gains Prone condition.

      • Surrender:  The Target gains Disarmed condition.

      • The Target may take no other actions until the condition is removed.

      • If the vampire takes any other action, other than Sustain, all conditions are removed.  

      • Only one compulsion may be active at a time. To apply a different compulsion, a Roll again (No Additional EP is necessary to be spent.)  If the Roll fails, the condition is lost.

    • On Failure:  Nothing happens.

    • On Botch: The individual becomes extremely hostile toward the Dionysia.  This action may not be used on the same target again.

  • Master (3 EP):  At this level of Mastery,  the vampire is able to apply the power of Veteran level to a larger number of targets.  The Vampire is powerful enough to essentially control the flow of a battle with a force of will.  [Roll: Willpower vs 6 + # of targets (max.4)]

    • Critical Success: The Vampire deals +2 Mental Damage to all Targets and gains +1 Edge points to spend on a Mass Compulsion.  

      • This Compulsion forces the all targets to attack their nearest Allies on their turn.  All Movement and Attack actions are taken normally.  The Compulsion ends after this action.  Targets may not use abilities during this compulsion.

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

      • This Condition may not be countered with an Edge action.

    • On Success: The Vampire deals +2 Mental Damage to all Targets.  The Vampire Compels the targets to Approach, Retreat, Kneel, or Surrender.

      • Approach:  The Targets spend their entire turn moving toward the Vampire.

      • Retreat:  The Targets spend their entire turn moving away from the Vampire.

      • Kneel:  The targets gain Prone condition.

      • Surrender:  The Targets gain Disarmed condition.

      • The Targets may take no other actions until the condition is removed.

      • If the vampire takes any other action, other than Sustain, all conditions are removed.  

      • Only one compulsion may be active at a time. To apply a different compulsion, a Roll again (No Additional EP is necessary to be spent.)  If the Roll fails, the condition is lost.

    • On Failure:  Nothing happens.

    • On Botch: The targets become extremely hostile toward Dionysia.  This action may not be used again during the encounter.

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

bottom of page