Chronicles of the Dark Metropolis

: Vampires : Lineages :
: Lanetli : Shadows of the Ancient Dark :


Originators: Carlotta and Francesca Kayyali (Carlotta presumed Deceased.)
Lineage Established: 1100 a.d.
Originating Lineage: Lilu
Nicknames: Curse Bringer, The Dark Heirs
"We are what remains when the light dies." ~Carlotta Kayyali
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Born from primal magic and shadow itself, the Lanetli carry the weight of ancient darkness in their veins. These vampires move through the world with calculating precision, their every action measured and purposeful. Though the elder bloodlines view them with suspicion, the younger City Hearts recognize their value as harbingers of a new age of power.
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Lineage Traits:
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Connection to primal shadow magic
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Supernatural cunning and tactical thinking
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Cold, emotionally detached demeanor
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Respected by progressive vampire society
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Playing a Lanetli: Your character represents the future of vampire kind, even as they're haunted by ancient darkness. You might struggle between embracing your cold nature and connecting with others, or serve as the group's strategic thinker who makes the hard decisions others cannot.
Lineage Passive Advantage
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Vampiric Sorcery: Primal origins allowed this Lineage to retain their ability to wield Magics where other lineages are unable to do so.
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The Lanetli gains the ability to wield Vampiric Sorcery.
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For Dice Rolls and EP costs, Refer to the Sorcery Page for the Book of Blood and the Book of Contracts.
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Magical Resistance: Lanetli lineage has resistance to magical forces. This means that they can drink from Primal blood without negative consequences suffered by other vampires.. However, as a result, other vampires can feed from Lanetli, as though they were Primal, and received a passive benefit from it. (Passive Benefits. No Rolls needed.)
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The Lanetli gains immunity to the Hallucinogenic effects from drinking Primal blood.
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Magic Spells that deal Spiritual Damage are made at disadvantage vs Lanetli.
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Lineage Passive Disadvantage
Cold Iron Allergy: The Lanetli share an allergy with the Primals. As they were part of an Ancient line with close relation to Primals, this evolution stayed with them over the centuries. Generation after generation caused this allergy to mutate, which now causes the blood of the Lanetli to smell (and taste) quite similarly to Primal blood. They cannot turn this off. It is ALWAYS there.
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The Lanetli are detectable to others and are prone to being attacked by other vampires, due to this. The more powerful the Vampire becomes, the more potent their scent, which causes others to mistake them for primals. The smell makes their Cold Iron Allergy apparent, even if others question how it is possible.
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Cold Iron is a bane material. Which means that the Lanetli are vulnerable to this material. Vulnerable doubles the damage from the source. This does not ignore resistance.
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Lineage Powers
Web of Empathy: Each member of the Lanetli lineage is inherently connected to one another via empathy, which allows them to know where each member is at any time. This means that Lanetli with this ability now communicates silently via empathy alone. Communication cannot be detected via Telepathy. [Roll: Willpower vs Target’s Charisma]
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Civilian (1 EP): The Lanetli are Able to Project an emotion on a target through touch. This projection deals +1 Spiritual Damage.
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Success: Project an Emotion and raise intensity to Lvl.1
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The target becomes Stunned for 1 Round.
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Failure: Nothing happens. Target is aware of your attempted Manipulation.
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Moderate (2 EP): Able to completely control the emotions of a target through line of sight. This ability deals +1 Spiritual Damage.
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Success: May project and amplify an Emotion, or Quell it in a Target, by at intensity Lvl.2.
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Lanetli must choose to Amplify, Project, or Quell the chosen Emotional state.
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Failure: Nothing Happens.
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Botch: Target becomes aware of your mental Tampering.
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Master (3 EP): Able to completely control the emotions of others within a 20m radius of themselves.
NOTE: This ability may only be used at this level once per encounter.-
The Lanetli may opt to target multiple enemies instead of just one. (Limited to targets in chat range only.) [Roll: Willpower vs 6 + # of Targets (Max.4)]
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Crit. Success: All affected targets become Incapacitated due to Sensory Overload.
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Success: May project and amplify an emotion in a group within the area of influence (20m Max). Emotional Intensity is always Max Lvl at this mastery, and the deals +2 Spiritual Damage.
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Failure: Nothing happens, and Targets remain unaware of your tampering.
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Botch: Received +1 Mental Damage due to Mental Feedback. This feedback ignores resistance.
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Shadowweaver: This power allows the Caster to summon and shape dream energy into Primal Fire. The energy takes the form of bluish flames that burn cold instead of hot. At lower ranks the casters learn to manipulate an existing source of fire, but masters of this power are able to summon and shape these flames at will. Unlike normal Fire, this fire ignores physical resistance, but Magic Resistances can protect others normally. [No Roll Necessary for Activation]
NOTE: Even though this is a buff to physical attacks, the Damage dealt is Spiritual Damage and counts as Cold.
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Civilian (1 EP): Caster is able to summon Primal Flame onto a melee weapon, essentially making the weapon Magical and ignores physical Resistances.
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Must have a Melee Weapon Equipped.
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All Damage from Magical Weapons ignores physical armor.
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Power lasts until dismissed, or until the caster is incapacitated.
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Moderate (2 EP): Caster may summon the Primal Flames without the need for a weapon or a source of fire at will. At this level, the Caster is able to project the fire as a ranged weapon versus a target. All Damage from these Flames Ignore Physical Resistance.
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On Crit. Success, the Lanteli gain +1 Edge to spend on a Immolate action. This Edge may not be pooled and is lost at the end of turn if not used. [Roll: Willpower vs Target’s Body]
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Immolated grants the Burning status to the target.
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If the target is vulnerable to Cold Damage the double the damage.
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Others may spend their turn to smother the fire. (Cost: 1 Edge Point)
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Master (3 EP): The caster’s very body becomes the conduit for the Primal Flames. At this level the Flames can be shaped into melee weapons that cut beyond physical limits. Unarmed strikes now also become magical as flames burn on the caster.
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All Damage from these Flames Ignore Physical Resistance.
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Close Combat Skills can now be rolled with Willpower instead of Strength.
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Crit. Success: The Target takes +2 Spiritual Damage and gains Immolated.
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On Success: the Lanteli gain +1 Edge to spend on a Immolate action. [Roll: Willpower vs Target’s Body]
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This Edge may not be pooled and is lost at the end of turn if not used.
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Immolated grants the Burning status to the target.
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If the target is vulnerable to Cold Damage the double the damage.
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Others may spend their turn to smother the fire. (Cost: 1 Edge Point)
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Night-Walking: Similar to Dream walking, Night walking allows the vampire to manifest waking dreams into reality of their intended Target. Night Walking does not require the Target to be sleeping. [Roll: Willpower vs Target’s Body].
NOTE: This ability applies Soul-Flayed to the Target, effectively preventing them from using Abilities until the effect ends. Soul-Flayed targets take +1 Essence Damage (-1 EP) until the effect is removed.
NOTE: This Effect lasts for the Entire Scene/Encounter or until Broken by outside force.
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Civilian (1 EP): Able to project the dream of another into reality, causes the Target to cease attacking, but take +1 spiritual damage/round until effect is broken.
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Crit. Success: Gain +1 Edge to Apply Soul-Flayed Condition to the Target.
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This Edge may not be pooled and is lost at the end of turn if not used.
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On Success: Target takes +1 spiritual damage/round while power is active.
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Failure: Target takes no damage and projection fails.
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Botch: The Vampire takes +1 Mental damage.
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Moderate (2 EP): Able to project the dreams of another into reality, this causes the Target to see allies as enemies and will attack their teammates until effect is broken.
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Crit. Success: Same as Success. Additionally gain +1 Edge to apply Immobilize condition to the Target.
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This Edge may not be pooled and is lost at the end of turn if not used.
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On Success: Target takes +1 Spiritual Damage and applies Soul-Flayed condition.
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Failure: Target takes no damage and projection fails.
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Botch: The Vampire takes +1 Mental damage.
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Master (3 EP): Forces the nightmares of the intended Target into their reality. This essentially paralyzes the Target, forcing them to live their nightmares as reality. The Target may not attack or defend on their turn, but may roll a [Willpower] check vs the caster to break the effect. [Resistance Roll: Willpower vs Target’s Willpower]
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Crit. Success: Incapacitates the target.
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On Success: Target takes +1 Spiritual Damage and applies Soul-Flayed condition.
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Every Failed Willpower Save deals an additional +1 Spiritual Damage.
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Failure: Target takes no damage and projection fails.
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Botch: The Vampire takes +1 Mental damage.
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