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Predator Types

Every vampire is a predator. They are inherently carnivorous (almost entirely hematophagous), but as in nature, their exact methods differ vastly from vamp to vamp. They can be broadly broken down into the categories below, though there will always be outliers. Older vampires almost never stray from their established hunting and feeding rituals, while younger ones may experiment with various methods until they find one that feels right for them. Often, this is a messy and distressing process for everyone involved, so the sooner you figure this out, the better.

Your Predator Type dictates what stat you roll with when you Hunt and grants access to a Discipline. It does not unlock any Powers other than the associated Discipline Perk, unless the Discipline overlaps with one you select in your Playbook, in which case you receive a free Power of your choice from that Discipline of any level you can access.

Additionally, each one comes with a Merit and a Flaw, some of which are more impactful than others by design. They may also include a Humanity modifier, which applies only to your base/starting Humanity level (e.g., an Elder Alleycat would start at Humanity 2 instead of 3). Some come with Feeding Rules or restrictions; you'll notice Ventrue cannot select several of them. They're a bit snobby.

Abductor

You prowl the night for vulnerable prey: the late-night jogger, the tipsy bargoer stumbling home alone, the gas station attendant on the graveyard shift. You follow them for a while, make sure nobody is watching, grab them, drag them somewhere private, and drink at your leisure. It's messy, it's terrifying for everyone involved, and you wouldn't have it any other way.

  • Hunting Stat: +Shadow
  • Discipline: Potence
  • Merit: Scouted Exit. You always case a location before you grab anyone. When you Slip Away after subduing prey, roll with Advantage.
  • Flaw: Missing Persons. Your victims disappear, and people occasionally notice. You start with 1 Debt owed to someone who helped you cover up a botched abduction.
  • Humanity: −1

Alleycat

You are an opportunistic feeder, lunging for prey in back alleys, empty parking lots, or any other convenient location that suits your immediate needs. You might disguise your method of hunting as some other street activity such as drug sales, muggings, or simply starting fights with passersby.

  • Hunting Stat: +Blood
  • Discipline: Celerity
  • Merit: I Know a Guy. You have connections in the criminal underworld. When you Influence criminals, dealers, fences, or street-level operatives, take +1 Ongoing until your problem is resolved.
  • Flaw: Catching Heat. Your violent feeding style attracts attention. When you attempt to Influence law enforcement or anyone investigating violent crimes in your territory, you have −1 Ongoing.
  • Humanity: −1

Alu

You are the shadow that falls over sleeping victims, the weight on their chest when they wake up breathless, the shape in the corner of their eye that vanishes when they try to look directly at it. Named for the faceless Sumerian Spirit that draped itself over the vulnerable and sapped their health, you paralyze your prey with dread and drink while they lie frozen in terror. Unlike the Sandman, you don't sneak, you haunt.

  • Hunting Stat: +Shadow
  • Discipline: Oblivion
  • Merit: Paralytic Dread. Your presence induces supernatural terror in the vulnerable. When you Feed from a sleeping or resting target, they cannot cry out or resist, and they remember the experience only as a vivid nightmare.
  • Flaw: Night Terrors. Your victims develop persistent sleep disorders and worsening paranoia. If you Feed from the same mortal more than twice, they become a Masquerade risk at the Storyteller's discretion.
  • Humanity: −1

Bagger

You avoid fresh blood at all costs, preferring the taste, sensation, and/or ethical ramifications of drinking from refrigerated blood bags. You might know someone at a blood bank who needs cash and doesn't ask questions, still work night shifts at the local hospital, or make a habit of breaking into ambulances.

  • Hunting Stat: +Shadow
  • Discipline: Obfuscate
  • Merit: Cold Indifference. You can easily stomach cold blood. When you Feed from blood bags, you reduce Hunger by 2 instead of 1.
  • Flaw: Won't Happen Again. Your blood procurement creates complications. You start with 1 Debt owed to someone connected to your blood source (a supplier, a hospital administrator, a fence, or similar).
  • Feeding Rules: Ventrue cannot select this Predator Type.

Blood Leech

You are a peculiar type of parasite who drinks only from other vampires, which seems the only truly moral method of blood consumption you can conceive of, despite its complications. This practice is generally forbidden by vampiric society, so you probably are a risk-taker, someone in a position of notable influence, or someone who believes the act of Diablerie is justified by your Convictions.

  • Hunting Stat: +Shadow
  • Discipline: Protean
  • Merit: Kindred Sense. You can identify most other vampires on sight, even if they're using Blush of Life. When you Catch the Scent to detect vampires or their activities, take +1 Forward.
  • Flaw: Marked & Made. Your feeding habits are known or suspected. Start with 1 Debt owed to someone who knows your secret and could expose you at any time.
  • Feeding Rules: You can only slake Hunger by Feeding from other vampires. If you Feed from a mortal, you gain no benefits and mark 1 Stain.

Cardillac

You are an artist of uncommon talent, and your patrons pay for your work in more ways than they realize. You cultivate a following of collectors and admirers, track down those who possess your art, and Feed from them, sometimes killing them to reclaim the piece. The art is the lure, the gallery is your hunting ground, and every sale is an invitation.

  • Hunting Stat: +Wits
  • Discipline: Presence
  • Merit: Collector's Eye. When you Hunt by tracking a collector or buyer, you automatically locate them without rolling. You always know who currently possesses your artwork. The hard part is getting inside.
  • Flaw: The One That Got Away. A former collector escaped you and suspects what you are. You start with 1 Debt owed to someone helping you manage this loose end, or you have a persistent mortal enemy who knows your face.

Catfish

The internet is full of lonely hearts looking for connection in all the wrong places, and in your arms is exactly the right wrong place. You maintain carefully crafted personas across dating apps and social media platforms, arranging nocturnal meetups with victims who never suspect that the charming stranger they've been texting has fangs. The unlimited supply of marks is the reward; the digital footprint is the risk.

  • Hunting Stat: +Wits
  • Discipline: Obfuscate
  • Merit: Burner Accounts. You always have a fresh digital persona ready to deploy. When you Hunt using dating apps or social platforms, treat a roll of 6- as a 7–9.
  • Flaw: Digital Breadcrumbs. Your online activity creates a traceable pattern. When you attempt to Influence anyone who investigates digital crimes or missing persons cases in your area, you have −1 Ongoing.

Cazador

You Hunt the Hunters. While most Kindred flee from mortals who know too much, you seek them out, infiltrate their circles, bait their traps, and turn the predator/prey relationship on its head. It's incredibly dangerous, tremendously satisfying, certainly reckless, and earns you equal parts admiration and scorn from other vampires... But damn, nothing else tastes quite like victory blood.

  • Hunting Stat: +Resolve
  • Discipline: Potence
  • Merit: Know Thine Enemy. You've studied Hunter tactics extensively. When you Catch the Scent or Discern Vibes to locate or assess Hunters, take +1 Forward.
  • Flaw: On the List. A Hunter has your description and is actively looking for you. You have a persistent mortal enemy with the training and resources to be a genuine threat.
  • Feeding Rules: You can only slake Hunger by Feeding from mortal Hunters. If you Feed from someone who isn't devoted to trying to slay your kind, you gain no benefit. It's just not worth it.

C.H.U.D.

Cannibalistic Humanoid Underground Dweller. You lurk in the sewers, tunnels, and forgotten sub-basements beneath the city, Feeding on whatever (and whoever) wanders too deep. The surface world is someone else's problem. Down here, in the concrete dark, you are fast, you are patient, and you are hungry.

  • Hunting Stat: +Shadow
  • Discipline: Celerity
  • Merit: Tunnel Rat. You know every sewer, service tunnel, and sub-basement in your territory. When you Slip Away underground, roll with Advantage. Given enough time, you can travel between almost any two locations in the city without surfacing (Storyteller's discretion).
  • Flaw: Surface Sickness. The aboveground world feels hostile and overwhelming. You have −1 Ongoing to Influence mortals in well-lit or open environments.
  • Feeding Rules: You can only comfortably Feed underground (sewers, tunnels, basements, warrens). If you try to Hunt or Feed while aboveground, you have Disadvantage on the rolls and can only ever slake a maximum of 1 Hunger this way.

Civic Disservant

Every municipal system has a critical employee: the postal worker, the subway engineer, the overnight security guard, the dog walker, the cops. You find them, Feed on them, and enjoy the satisfaction knowing that a dozen people's days are about to fall apart. It's not really about the blood (though that's nice too), it's about knowing that one missing piece can grind the whole machine to a halt. Now to find the right cog...

  • Hunting Stat: +Wits
  • Discipline: Auspex
  • Merit: Load-Bearing Lunch. You can spot the most critical person in any system. When you successfully Discern Vibes about a workplace, business, company, or service, you may ask the Storyteller "Who here would cause the most disruption if they went missing?"
  • Flaw: Collateral Damage. The disruptions you cause draw investigation. You have −1 Ongoing to Influence anyone looking into service failures or missing workers in your area. You fear OSHA almost as much as fire.
  • Humanity: −1

Cleaver

You are an anomaly among Kindred who feeds covertly from your own or another vampire's mortal family and friends. They may or may not know about your nocturnal activities. The most extreme Cleavers may try to maintain a human family, even marrying or adopting children, but this is a massive risk for all involved — a clear Masquerade breach teetering on a knife's edge between tragedy and even worse tragedy.

  • Hunting Stat: +Demeanor
  • Discipline: Dominate
  • Merit: Trusted Circle. You maintain relationships with mortals who provide regular access to blood. When you Hunt within your established circle (family, close friends, dependents), you automatically find suitable prey without rolling.
  • Flaw: Catastrophic Secret. Your feeding method is a Masquerade breach waiting to happen. If your family or friends discover the full truth of what you are and what you've done, they become a 2-Debt liability until the situation is resolved (through memory manipulation, death, or turning them into Touchstones who accept it).

Confessor

You wear the guise of clergy, or perhaps you genuinely are (or were) a person of faith. Either way, you Feed behind the closed doors of confessionals, rectories, and prayer meetings, drawing in sinners and desperate people who come seeking absolution and leave a little lighter in more ways than one. Whether you believe the penance you offer is real is between you and whatever's listening.

  • Hunting Stat: +Resolve
  • Discipline: Dominate
  • Merit: Secrets of the Flock. People confess things to you they've never told anyone else (and probably never will). When you Hunt through confession or pastoral counsel, you may ask the Storyteller "What are they most guilty about?" or "Which secret would destroy them?"
  • Flaw: Sacred Ground. Your hunting ground is your sanctuary. If your true nature is discovered by anyone in your congregation, you will lose access to it entirely until you establish a new flock.

Consensualist

You never take blood without informed consent. You might have a blood-related cover story for your activities or you may simply be open with your donors about who and what you are in order to get their permission to feed. Many would call that a clear Masquerade breach, but it's often considered an acceptable risk; sometimes it really is better to ask permission than forgiveness.

  • Hunting Stat: +Demeanor
  • Discipline: Auspex
  • Merit: Willing Donors. You maintain relationships with mortals who knowingly consent to being fed upon; one or more of these must be one of your Touchstones. When you Feed from a willing, consenting vessel, choose 1 additional option from the 10+ list (even on a 7–9).
  • Flaw: Ethical Spiral. You feel wildly uncomfortable feeding from non-consenting victims. If you Feed from someone who hasn't given genuine consent (except in self-defense), mark 2 Stains and take −1 Ongoing until your next consensual feeding due to the guilt and self-loathing. If you violate your own rule more than once in a row, the Ongoing penalty stacks.
  • Humanity: +1

Cucuy

You are the thing the neighborhood whispers about. A folktale that happens to be real, a local legend with actual literal teeth. Blood is left on doorsteps, stoops, porches, and at shrines, offered by frightened locals or semi-willing cultists who'd rather Feed the devil they know than risk what happens if the offerings stop. You reap the rewards that a healthy dose of fear can inject into a community.

  • Hunting Stat: +Shadow
  • Discipline: Oblivion
  • Merit: Tithe & Tribute. Your community leaves regular blood offerings out of fear. When you Hunt by collecting tribute, treat a roll of 6- as a 7–9. Something is always waiting for you, and sometimes it's even pretty good.
  • Flaw: Legend Maintenance. If you go more than a few nights without reinforcing the folklore (leaving signs, punishing doubters, making your presence felt), the offerings dry up until your legendary status is restored.
  • Feeding Rules: You must select a Folkloric Bane worth 2 or more XP at character creation. This Bane represents the folklore your community fears and is the reason they leave offerings in the first place. They believe that if you're appeased, they won't be harmed. Are they right?

Extortionist

You are either highly manipulative or sincerely concerned with the welfare of your vessels. You acquire blood through an exchange of services such as surveillance, security, or the safekeeping of secrets. This could be for entirely legitimate reasons or a convenient story told to spook them into ponying up the good stuff whenever you're hungry.

  • Hunting Stat: +Demeanor
  • Discipline: Dominate
  • Merit: Protection Racket. You maintain a network of "clients" who owe you for services rendered (real or fabricated). You start with 3 Debts owed to you, distributed among your clients as you see fit.
  • Flaw: Vengeful Mark. Someone escaped your extortion scheme and either wants revenge or has gone to the authorities. You start with 1 Debt owed to someone helping you manage this problem, or you have a persistent enemy actively working against you (your choice).

Extravagant

Drinking blood must be an event. You surround yourself with vessels, transform every meal into a lavish and drawn-out indulgence, and drink until the ecstasy of the Kiss drowns out everything else. Restraint is for vampires who don't know how to unlive properly. The only trouble is that it often takes ages to set it all up, and your Ghouls are probably a little annoyed at how much cleaning they have to do afterwards.

  • Hunting Stat: +Demeanor
  • Discipline: Blood Sorcery
  • Merit: Savoring the Kill. When you complete a full feast (meeting your Blood Potency scene and vessel requirements), choose any Intense Blood Resonance from among your vessels and gain the associated Advantages for free.
  • Flaw: Crime Scene. Your feasts are enormous and conspicuous. Unless you have help and at least two hours to clean up, your Feeding always leaves unmistakable evidence. You start with 1 Debt owed to whoever cleaned up after your last one.
  • Humanity: −1
  • Feeding Rules: Feeding always requires a minimum number of scenes equal to your Blood Potency and the same number of vessels. Every meal is a multi-course feast, just as you deserve.

Farmer

You exclusively Feed from animals. You have learned to tolerate the constant gnawing of Hunger, but you haven't killed any humans so far (except maybe that one time) and you intend to stay the course. This choice is normally only made by those who were obsessed with or deeply affected by morality in life, such as an activist, social worker, or member of the clergy. Most other vampires who learn of your "veganism" will likely think you are varying degrees of foolish, insane, or masochistic.

  • Hunting Stat: +Blood
  • Discipline: Animalism
  • Merit: Dastardly Doolittle. You can call nearby animals to you. When you Hunt for animal prey in an area where animals are present, treat a roll of 6- as a 7–9.
  • Flaw: Scorned Diet. Other vampires view your nutritionary habits with pity and contempt. When you Influence vampires who know about and judge your diet, take −1 Ongoing until you exit the scene.
  • Humanity: +1
  • Feeding Rules: You can only Feed from animals. If you Feed from a human, mark 2 Stains. Ventrue and vampires with Blood Potency 3+ (Ancillae and Elders) cannot select this Predator Type.

Gehenna Prepper

The ancients are stirring, the end of the world is coming, and you intend to be the last one standing when it does. You've stockpiled blood, weapons, and supplies in a fortified bunker you call home, and you venture out only to tranquilize or subdue fresh victims and drag them back for draining. You acquired a gun, learned how to use it, and you can't wait for shit to hit the fan.

  • Hunting Stat: +Resolve
  • Discipline: Fortitude
  • Merit: Second Amendment. You have an untraceable firearm "just in case". No serial numbers, no paper trail, and plenty of ammunition. Choose any gun you like that deals 3-Harm or less, and give it the Concealed and Reliable tags.
  • Flaw: Bunker Mentality. Your paranoia is palpable and off-putting. You have −1 Ongoing to Influence anyone you've known for less than a month. Trust is earned, never given.

Graverobber

You find the scent of a fresh corpse just as appealing as a human might find the aroma of a freshly-opened bottle of good red wine. You're not too picky, though, and there are often plenty of potential meals (living or not) in and around graveyards, cemeteries, morgues, and hospitals who fit the bill. The sadder they are, the sweeter they taste.

  • Hunting Stat: +Resolve
  • Discipline: Fortitude
  • Merit: Iron Gullet. When you Feed from fresh human corpses as if they were blood bags (dead less than 48 hours), they reduce Hunger by 2 instead of 1. You suffer no ill effects or Aggravated Harm from the consumption of diseased, drugged, or tainted blood.
  • Flaw: Unsettling Presence. Your intimate association with death makes mortals instinctively uneasy. When you Influence healthy, happy humans who don't know you well, take −1 Ongoing.
  • Feeding Rules: When you Feed from someone who isn't Melancholic, sad, grieving, dying, or dead, reduce Hunger by a maximum of 1.

Grim Reaper

You crave the fine flavors that arise in a body when it is on its last legs, and drink almost exclusively on those who are about to die. You might hang around shelters, ambulances, assisted living homes, or hospice care facilities listening for the weakest or most irregular heartbeats. You may even speak frankly to your prey, offering them the serenity of a planned, peaceful, and euphoric death whenever they are ready (possibly under the guise of a large dose of morphine). You must be cautious, though, because too many unexplained exsanguinations in one spot often brings fanged trouble.

  • Hunting Stat: +Wits
  • Discipline: Oblivion
  • Merit: Grave Sense. You can identify mortals approaching death. When you Hunt or Catch the Scent to locate dying prey, roll with Advantage.
  • Flaw: Under Scrutiny. Your pattern of appearing near deaths draws attention. When you Influence medical staff, hospice workers, or investigators in your hunting grounds, take −1 Ongoing.
  • Humanity: +1
  • Feeding Rules: You can only slake Hunger by Feeding from those who are dying, terminally ill, or critically injured. If you Feed from a healthy person, mark 2 Stains.

Harvester

You cultivate swarms of arthropods that nest in corpses and carrion, producing Vitae-infused larvae or byproduct that you consume as your primary source of sustenance. It is, by any measure, one of the most repulsive Feeding methods ever conceived by Kindred or mortals alike. It is also remarkably effective and nearly untraceable. If your Coterie watches you eat, there's a non-zero chance they puke.

  • Hunting Stat: +Resolve
  • Discipline: Animalism
  • Merit: Untraceable. Your feeding method creates no victims, no witnesses, and no bite marks. When you Hunt, you never risk a Masquerade breach from the act of Feeding itself.
  • Flaw: Stomach-Turning. Any Kindred or mortal unfamiliar with you who witnesses your feeding method is (understandably) revolted. You have −3 Ongoing to Influence anyone who has watched you eat until at least a full week has passed.
  • Humanity: −1
  • Feeding Rules: You can only slake Hunger by consuming uncomfortably large quantities of bugs swollen with partially-digested blood. This is horrific to watch, and anybody unused to your Feeding habits who witnesses it will want to leave at once, even Elders who thought they'd seen it all.

Kerubut

You enter your day-sleep or just stay very, very still with your mouth wide open, exuding a corpse-like scent that draws curious animals close enough to investigate. When something brushes your lips, your body snaps shut in a sudden spasm that would impress a bear trap. It's passive, it's disgusting, and it often works quite well. Just be sure to leave your coffin lid cracked open so the critters can get in.

  • Hunting Stat: +Resolve
  • Discipline: Fortitude
  • Merit: Cadaveric Snap. Your body reacts even in deathly sleep. When you Hunt via your cadaveric spasm, no roll is needed; if an animal wanders close enough, you catch it. Instead of Feeding, you can roll 1d6 every time you slumber and decrease your Hunger by half that amount (rounded down).
  • Flaw: Stench of Death. You permanently exude a faint odor of decomposition. You have −2 Ongoing to Influence mortals in close proximity unless you've taken extensive measures to mask the smell.
  • Feeding Rules: When you Hunt, you must remain completely motionless. Your Coterie or other allies can help drive prey towards you, but until you Feed or give up, you just stay right where you are, stinking up the place.

Lurking Lure

You are the monster people imagine when they stare into the dark mouth of a cave, the dusty space beneath the bed, or the black swirling water of a storm drain. You bait your prey with cries for help, promises of riches, or simple curiosity, then strike when they wander close enough. Unlike the Trapdoor, you don't need a fixed location. Anywhere sufficiently dark and private will do.

  • Hunting Stat: +Shadow
  • Discipline: Protean
  • Merit: Come Closer. Your bait is supernaturally convincing. When you Hunt by luring prey into a dark or isolated location, treat a roll of 6- as a 7–9.
  • Flaw: Creature of Darkness. You struggle in the light. You have −1 Ongoing to Hunt and Feed in well-lit or crowded areas where your methods simply don't work.

Mean Girl

With a tongue even sharper than your fangs, you not only drain your victims' blood, you drain their self-worth first. You target the insecure, the grieving, and the already-broken, sharpening their misery with cutting remarks, public embarrassment, and psychological manipulation before you move in for the Kiss. Everything tastes better when it's been properly seasoned with despair.

  • Hunting Stat: +Demeanor
  • Discipline: Presence
  • Merit: Right Where It Hurts. You instinctively know how to break someone down. When you Influence someone by insulting, belittling, or humiliating them, take +1 Forward.
  • Flaw: Taste for Tears. You struggle to feed on the emotionally healthy. When you Feed from someone who isn't already Choleric, Melancholic, upset, frightened, humiliated, or grieving, take −1 Forward.
  • Humanity: −1

Mephistopheles

You are the smiling devil people shake hands with and rarely think twice about. You offer favors, secrets, protection, and earthly pleasures to anyone desperate enough to make a deal, and the price is always paid in blood. A pact is a pact. You collect what you're owed, and what happens when someone tries to break the bargain is between them and your Beast.

  • Hunting Stat: +Wits
  • Discipline: Blood Sorcery
  • Merit: Devil's Due. Your pacts hold weight. You start with 2 Debts owed to you by mortals or Kindred who have entered into agreements with you. One of these may be a Blood Bond, if your Storyteller agrees and it makes sense.
  • Flaw: Breach of Contract. A former client broke your pact and escaped the consequences. You have a persistent enemy who knows your methods and has warned others about making deals with you.

Montero

You are a hunter in the most aristocratic sense — you would rather have other people do the hard work of rounding up your prey while you take the gory glory for yourself. Your Coterie or any of your subordinates herd your victims towards you so that you may strike the all-important final blow, though the hunt itself can take many forms. You're part of the reason nobody trusts flash mobs.

  • Hunting Stat: None
  • Discipline: Dominate
  • Merit: Jolly Cooperation. When someone else successfully uses Hunt to find prey for you, you have +1 Forward when you Feed from that vessel. When the Coterie uses Sate Your Hunger, treat your own roll of 6- as a 7–9, or a 7–9 as a 10+.
  • Flaw: Dependent. You cannot use the Hunt Move yourself at all. You must rely on others (Coterie members, Touchstones, subordinates, contacts) to locate and deliver prey to you.
  • Humanity: −1

Mutualist

You have a partner in crime, and they have four legs and a tail (or two legs & wings, or any number of legs & scales or chiton). Your trained or Ghouled animals scout ahead, lure prey into position, or pin them down while you move in for the kill. It's a mutually beneficial arrangement: you get dinner, they get treats. If you have a Familiar, they're probably your best employee. Who's a good little hunter? You both are!

  • Hunting Stat: +Blood
  • Discipline: Animalism
  • Merit: Fetch! Your trained or Ghouled animal is an excellent hunting partner. When you Hunt with your animal's assistance, roll with Advantage.
  • Flaw: Codependency. You've grown reliant on your partner. When you Hunt without your animal companion, take −2 Forward.

Opportunistic Host

You are the host everyone wants an invitation from. Art openings, charity galas, VIP lounges in clubs you own, exclusive soirées. You curate the guest list, control the venue, and Feed on attendees who are too dazzled or distracted to notice a little blood loss between cocktails. The event is your Hunting ground, and you run the whole damn show.

  • Hunting Stat: +Demeanor
  • Discipline: Dominate
  • Merit: Guest List. You control who enters and who doesn't. When you Hunt at an event you organized or are hosting, treat a roll of 6- as a 7–9. Additionally, if your Coterie is in attendance, their connection to the host gives them +1 Ongoing to Influence any first-time guests of yours.
  • Flaw: High Maintenance. Your events require resources and connections to pull off. You start with 3 Debts owed to suppliers, venue owners, or associates who help you maintain your rigorous social calendar. At least one of them is doggedly pursuing you for repayment at this very moment.

Orbiter

There is one person in the world who occupies your every waking thought. You watch them from the dark, memorize their routines, follow them home, and Feed near them, or on rare and exquisite occasions, from them. No other blood fully sates you. You are hopelessly, irrevocably, and terrifyingly fixated... until they die, of course. There's always more mortals.

  • Hunting Stat: +Shadow
  • Discipline: Obfuscate
  • Merit: Devoted Watcher. You know your obsession's routines almost better than they do. When you Hunt or Catch the Scent in the vicinity of your obsession target, roll with Advantage.
  • Flaw: Fixation. Your obsession controls you more than you control it. If your obsession target dies, moves away, or becomes permanently inaccessible, mark 2 Stains and take −1 Ongoing to all rolls until you designate a new target (requires a number of observation-only nights equal to your Blood Potency, minimum 1).
  • Feeding Rules: You can only reach 0 Hunger by Feeding from your obsession target. Nothing and no one else fully satisfies your Beast.

Organovore

You are a monster among monsters. Human blood does little to satiate your hunger; you can only survive on human flesh and organs. You are especially fond of those rich in blood, such as the heart, brain, lungs, liver, placenta, spleen... and of course, the fresher the better. This method of feeding, while not unheard of, is viewed with disdain by many blood-only vampires. It's messy, time consuming, and almost invariably lethal, but at least you can make yourself nice pink smoothies to go. So what if you like a little pulp in your juice?

  • Hunting Stat: +Blood
  • Discipline: Potence
  • Merit: 2-for-1 Special. When you successfully subdue fresh prey and bring them to your location of choice to Feed, one other vampire (usually a Coterie member) can drink the runoff blood and reduce their Hunger by 2 without rolling or receiving extra benefits.
  • Flaw: Monstrous Appetite. Your mealtime rituals require privacy, time, and tools. When you Feed, you always leave unmistakable evidence unless you have at least an hour and a secure location to clean up. Additionally, when you interact with other vampires who know of your diet but don't know you personally, they find you off-putting; you take −1 Ongoing to Influence them until relations improve.
  • Feeding Rules: You can only reduce Hunger by consuming human flesh and organs; blood alone is insufficient. Unfortunately, this requires your prey to be dead or totally incapacitated in all cases, and you must eat multiple pounds (often several organs) each time you Feed. If another vampire has Fed from your prey in the last 24 hours, you only reduce your Hunger by 1 no matter how much you eat.

Osiris

You are kind of a big deal, and your flock are your food. You might be a celebrity, TV/radio/podcast personality, religious/cult leader, popular artist or writer, LARP organizer, or the face of a well-known brand. You feed mainly from your fans or devotees, and almost always have easy access to willingly-given blood. The troublesome part is getting them to keep their damn mouths shut about your snacking preferences.

  • Hunting Stat: +Demeanor
  • Discipline: Presence
  • Merit: Adoring Fans. You have a dedicated following of excitable, devoted mortals. When you Hunt among your established herd, treat a roll of 6- as a 7–9, or a 7–9 as a 10+.
  • Flaw: Public Figure. Your fame makes you recognizable and creates complications. When you attempt to Slip Away or operate unnoticed in public spaces, take −1 Forward. Additionally, your fans may spread rumors or become obsessive problems at the Storyteller's discretion.

Party Crasher

You weren't invited and you don't care. Weddings, birthday parties, gallery openings, corporate mixers. If there's a crowd, there's a meal, and you have a supernatural talent for blending in where you don't belong. The thrill of Feeding somewhere you absolutely should not be is half the appeal, even if it keeps the Sheriff's phone ringing. What do you care? You're in the bathroom creating a nightmare for the custodial staff.

  • Hunting Stat: +Demeanor
  • Discipline: Dominate
  • Merit: Plus One. You have a supernatural talent for getting into places uninvited. When you Slip Away into or out of a social gathering you weren't invited to, roll with Advantage. If you bring an ally, they also get this Advantage as long as you both make an effort to meet the dress code.
  • Flaw: Usual Suspect. You're becoming recognizable at events where things go horribly, TikTok-ably wrong. You have −1 Ongoing to Influence event security, bouncers, or anyone responsible for guest management in your city. You did this to yourself.

Patron of the Arts

You provide resources, connections, and patronage to artists who depend on your generosity for their careers and livelihoods. In exchange, they provide something far more personal: your favorite food, just about whenever you want it. The art world has always been built on the patronage of monsters. You're just more literal about it than most.

  • Hunting Stat: +Wits
  • Discipline: Presence
  • Merit: Starving Artists. Your herd relies on you for their livelihoods. When you Hunt among artists or creatives you patronize, you automatically find a willing (if reluctant) meal without rolling.
  • Flaw: Aristocratic Rivalry. Another Kindred is courting your artists. You have a persistent Kindred enemy who is actively poaching your herd and, unfortunately, is richer/stronger than you. For now.

Piscator

You Feed through strange rites, channeling the darkness itself to draw sustenance from beyond the Veil. What was once a simple method practiced by sailors at sea has evolved over the centuries into the preferred Feeding style of Abyss mystics and occult-minded Kindred who treat every meal as a ceremony and every shadow as a potential vessel. At character creation (or the first time you go out for a bite), decide what your rites look like and stick to them as closely as you can until something meaningfully changes them.

  • Hunting Stat: +Shadow
  • Discipline: Oblivion
  • Merit: Abyssal Sustenance. You draw nourishment from darkness itself. When you successfully Hunt while completely concealed in deep shadow, you may slake 1 Hunger before you even Feed.
  • Flaw: Just A Sec! Your methods demand preparation and focus that your allies don't usually share. When you and your Coterie Sate Your Hunger, take −1 Forward.
  • Feeding Rules: Whenever possible, you must perform your rites for 1 full scene before Feeding. If you Feed without this preparation, you can never slake more than 1 Hunger regardless of the roll.

Poacher

You Hunt in other Kindred's territory, and you're not even a little bit sorry about it, you rascal. Maybe you just can't find a good spot of your own, maybe you live a nomadic existence, or maybe you've simply decided that the concept of "someone else's hunting ground" is actually a personal challenge. You get in, you grab a meal, you get out, and if the local constabulary learns about it, that's a problem for future you.

  • Hunting Stat: +Shadow
  • Discipline: Celerity
  • Merit: Just a Wee B&E. You've gotten very good at being where you shouldn't be. When you Hunt in another Kindred's territory, take +1 Forward.
  • Flaw: Known Trespasser. Your reputation (and scent) precedes you. You have −2 Ongoing to Influence any Kindred who manages or controls a Domain you've previously poached in.

Pursuer

You enjoy the thrill of the hunt perhaps even more than actually getting your fangs wet. You stalk and study your intended victim, observing them carefully to memorize their routines and determine whether they can disappear without too much of a fuss. You are usually cautious and careful, striking only when your efforts and cravings have reached their delicious climactic peak.

  • Hunting Stat: +Wits
  • Discipline: Auspex
  • Merit: Unnatural Selection. When you Hunt carefully, you must spend extra time (at least one scene) observing potential prey. When you do, ask the Storyteller one question: "Are they dangerous?", "Will anyone miss them?", or "Are they being watched by anyone else?"
  • Flaw: Mega-Methodical. You struggle to feed impulsively. When you Hunt or Sate Your Hunger without having observed your prey for at least 1 full scene beforehand, take −1 Forward.
  • Humanity: −1

Rat in the Walls

You have moved into someone's home without their knowledge, and you live there still. In the walls, the ceiling, the crawlspace, the air ducts. At night, while they toss and turn with a nameless anxiety they can't explain, you creep out and take a little drink. You don't need them to be asleep. You just need them not to look behind that weird patch of drywall.

  • Hunting Stat: +Shadow
  • Discipline: Obfuscate
  • Merit: Squatter's Rights. You know every crack, hole, creaky bit, and blind spot of your current nest. When you Hunt or Feed inside a structure you've been nesting in for at least a week, roll with Advantage.
  • Flaw: Parasitic Bond. You become attached to your nest and its occupants. If you are forced to abandon your current nesting site, mark 1 Stain and take −1 Ongoing to Hunt and Feed until you've established a new nest (at least one week in a new location).

Rival

Blood tastes sweeter when flavored by competition. You have a rival (maybe friendly, maybe not) and the two of you choose a target and race to see who Feeds first. Winning is intoxicating. Losing is motivating. Cheating is dangerous. The whole arrangement is precisely one bad night away from becoming an actual problem for you and your entire Coterie. They should just give up already!

  • Hunting Stat: +Blood
  • Discipline: Presence
  • Merit: Competitive Edge. The thrill of competition sharpens your instincts. When you Hunt in direct competition with your rival, take +2 Forward. If you Feed before they do, slake an extra 1 Hunger. GG!
  • Flaw: Sore Loser. Losing stings more than it should, though you might never admit it. If your rival Feeds from your co-target before you do, take −1 Ongoing to Feed until your next successful Hunt.

Roadside Killer

You are constantly driving, always watching the shoulder of the road. Rest areas, truck stops, highway on-ramps, rural bus stations — these are your hunting grounds. You look for the vulnerable ones: hitchhikers with their thumbs out, motorists with flat tires, travelers sleeping in their cars at 3 AM. You pull over, offer help, and the night does the rest. Maybe you were a trucker or a traveling salesperson once, or maybe you met your own fate along the road and decided to pay it forward in the worst possible way.

  • Hunting Stat: +Shadow
  • Discipline: Protean
  • Merit: Long Haul. You maintain a reliable vehicle and know every back road, rest stop, and dead zone within a night's drive. When you Hunt along roads, highways, or rest areas, roll with Advantage. You somehow always have enough money for gas.
  • Flaw: Mile Markers. Your feeding method creates a geographic trail of disappearances. You start with 1 Debt owed to someone who's helped you cover your tracks along your route; a corrupt cop, a fellow Kindred with a cleanup crew, or a mortal who saw too much and was paid off.
  • Humanity: −1

Romanticist

You can't just Feed from any old mortal, you have to fall for them first. Unlike the Siren, your interest isn't performative; you genuinely pursue romantic connection with your prey, court them properly, and treat them with care (or at least the best approximation of care that a vampire can manage). The problem, of course, is that every relationship you build has a coffin-shaped expiration date.

  • Hunting Stat: +Demeanor
  • Discipline: Auspex
  • Merit: Pillow Talk. Your genuine emotional connection makes your victims more forthcoming. When you Discern Vibes about someone you're romantically pursuing, take +1 Forward and +1 extra Hold on a success.
  • Flaw: Bleeding Heart. You can't help getting attached. If a mortal you've been romantically Feeding from is harmed, endangered, or killed (by you or anyone else), mark 1 Stain and gain +1 Hunger.
  • Feeding Rules: You gain no sustenance from animals, blood bags, or Blood Dolls. Feeding from anyone you aren't romantically pursuing can never slake more than 1 Hunger. Ugh, it's so dull.

Sacred Harlot

You seek out the devout, the pious, and the faithful, and you test every last ounce of their belief by seducing them away from it. If their god is real, why did it allow you to happen to them? You Feed on the crisis of faith that follows, and the blood of the righteous tastes utterly divine. That, or they splash you with holy water and run screaming through the cloisters. That's fun too.

  • Hunting Stat: +Demeanor
  • Discipline: Presence
  • Merit: Crisis of Faith. The pious are especially vulnerable to your allegedly god-fearing charms. When you Influence or Hunt someone who is devoutly religious, take +1 Forward.
  • Flaw: Playing with Holy Fire. The deeply faithful can be dangerously unpredictable when challenged. You start with 1 Debt owed to a religious figure who suspects what you are, or you have a number of persistent enemies among the clergy equal to your Blood Potency (minimum 1).

Sandman

You are the thing that tries not to go bump in the night. You prey on sleeping humans whenever possible, especially the ones that snore loudly. If they never even know you were there, it's like you barely did anything wrong. Perhaps you don't feel cut out for the intensity of chasing your prey around all night, or maybe you just prefer to take your meals in silence. Hopefully nobody minds.

  • Hunting Stat: +Shadow
  • Discipline: Obfuscate
  • Merit: Bring Me a Dream. When you Slip Away to approach sleeping prey with intent to Hunt or Feed and when leaving the area afterwards, roll with Advantage.
  • Flaw: Non-Confrontational. When you Feed from someone who is awake and/or aware of you, take −1 Forward.

Scene Queen

You are a common sight amongst a particular group of people, and you love how they taste. Your involvement with a specific subculture (likely one you enjoyed in your mortal life) grants you access to all their hangouts. You might run or ride with a gang, regularly visit a meeting space or Something Anonymous group, attend conventions or galas, or even just dance at the same nightclub a few times every week. Everyone knows your face, but few know your secret.

  • Hunting Stat: +Demeanor
  • Discipline: Presence
  • Merit: Hot Tea. You know everyone and everything in your scene. When you successfully Discern Vibes or Catch the Scent within your subculture, you gain 1 extra Hold.
  • Flaw: Tied to the Scene. Your feeding pattern is dependent on your subculture. When you Hunt outside your established scene, take −1 Forward.

Sin-Eater

You have a burning thirst for the blood of sinners and those who would do others harm. You watch people from a distance, read them like a menu, and move in to Feed exclusively from those whose moral character falls short of your standards. Whether this makes you a vigilante or just a picky eater is a question you'd rather not examine too closely. Either way, you're doing everyone else a favor, or so you believe.

  • Hunting Stat: +Blood
  • Discipline: Blood Sorcery
  • Merit: Moral Compass. You can sense the weight of someone's sins. When you Catch the Scent or Discern Vibes to read a mortal's character, you automatically know whether they've committed a serious crime or act of cruelty within the last month.
  • Flaw: Sensitive Stomach. You struggle to keep down the blood of the innocent. When you Feed from someone who is genuinely virtuous or has done no harm, mark 1 Stain and roll +Resolve. On a 6-, you vomit their blood back up and regain any slaked Hunger.
  • Humanity: +1

Siren

You feed almost exclusively during sex or other intimate activities. You try to find humans that can almost match your appetites, and are a master of one-night-stands and/or a regular at the local kink club — you might even have a Touchstone who's into your whole freaky meal deal. In your moments of darkness, you may worry if you're a problematic lover (or worse), but after all, unlife is for unliving, so you might as well enjoy the ride (and the riding crop).

  • Hunting Stat: +Demeanor
  • Discipline: Presence
  • Merit: Touch-Starving. When you Feed during or immediately after sex or intimate physical contact, you can choose to also heal 1 additional Superficial Harm. People you Feed from experience your bite as intensely pleasurable, much more so than the average vampire's bite.
  • Flaw: Tangled Sheets & Hearts. Your feeding creates complicated emotional bonds, even unintentionally. Each time you Feed from the same person more than once, they become increasingly attached to you. The Storyteller may introduce romantic complications, jealous exes, or obsessive behavior at their discretion.

Spawn Farmer

Somewhere in a dark corner of whatever municipality you inhabit, you maintain a wretched pool of tainted Vitae and chemical runoff that produces malformed, blood-bloated creatures. You Feed exclusively on these abominations, partly because you've developed a taste for it, and partly because you're not entirely sure what would happen if you stopped tending the pool. Sometimes it ripples for some reason. Hmmm.

  • Hunting Stat: +Resolve
  • Discipline: Animalism
  • Merit: Self-Sustaining. Your pool provides a reliable food source that nobody else seems to want to snack from. When you Hunt by harvesting from your spawning pool, treat a roll of 6- as a 7–9. The pool always has something ready for you.
  • Flaw: Feed Me, Seymour. Your pool demands constant attention. If you go more than 3 nights without tending it, one of your creatures escapes, dies, or mutates further, and the pool's output decreases until you restore it (Storyteller's discretion).
  • Humanity: −1
  • Feeding Rules: You can only slake Hunger by consuming creatures from your spawning pool. Feeding from anything else provides no sustenance, and tastes awful to your, um, refined palate.

Suliformes

Named for the order of seabirds that regurgitate food for their young, your Feeding method is exactly as charming as that comparison suggests. You send Ghouled animals out into the night to gorge on blood and flesh, then collect their haul when they waddle home and deposit it (wetly, warmly, and willingly) directly into your waiting mouth. It's nearly untraceable. It's also the reason nobody sits next to you at Elysium.

  • Hunting Stat: +Blood
  • Discipline: Animalism
  • Merit: Plausible Deniability. Your animals do the dirty work. When you Hunt by sending your animals out to feed, you never need to be present at the scene and your prey never sees your face.
  • Flaw: Delayed Delivery. Your feeding method takes ages. It takes at least six hours for your animals to return with enough blood to slake 1 Hunger, and you can never slake more than 2 Hunger per night this way.

Teardown

You prey upon the powerful, the proud, and the accomplished, but only after you've demolished their confidence first. Corporate climbers, gang lieutenants, petty lords, and self-styled sovereigns: you find their weaknesses, strip away their illusions of control, and make sure they know exactly where they rank on the food chain before you sink your fangs into their perfumed necks.

  • Hunting Stat: +Wits
  • Discipline: Presence
  • Merit: Power Dynamics. You know what makes powerful people tick. When you Discern Vibes about someone in a position of authority or influence, you may ask the Storyteller "What is the foundation of their confidence?" or "What would humiliate them most?"
  • Flaw: Punching Up. You can't be bothered with the meek. When you Hunt or Feed from someone who is humble, powerless, or already broken, take −1 Forward and slake 1 less Hunger than usual.

Tithe Collector

You don't have to hunt. You receive. Through intimidation, political maneuvering, or a position of authority among the local Kindred, you've arranged for other vampires to deliver carefully selected vessels directly to you on a regular basis. The mortals arrive fed, watered, and mostly unharmed; they're returned afterward in roughly the same condition. How they're acquired is everyone else's problem. You just eat.

  • Hunting Stat: +Demeanor
  • Discipline: Dominate
  • Merit: Regular Deliveries. Other Kindred supply you with vessels as tribute. When you Hunt from your established position of authority, treat a roll of 6- as a 7–9; someone always manages to scrounge up a meal for you, even if it's not your first choice.
  • Flaw: Resented Authority. Your arrangement breeds quiet resentment. You start with 1 Debt owed to a Kindred or faction who delivers your tribute but deeply resents the obligation. They will look for any opportunity to renegotiate the terms or get you killed.

Tourist Hunter

You know your territory better than you know yourself, and you can tell when something's different. A new face at the diner, an unfamiliar car parked overnight, a backpacker asking for directions at the wrong hour... you always notice. You prey exclusively on travelers, drifters, tourists, and transients; people passing through who won't be missed by anyone nearby. Your hunting ground is your home, and you never soil it by feeding from the locals. That's how patterns form, and patterns get you staked, baked, and swept into the trash.

  • Hunting Stat: +Wits
  • Discipline: Obfuscate
  • Merit: New in Town. You can identify outsiders, travelers, and newcomers in your territory without rolling; they stand out to you like a wrong note in a familiar song. When you Hunt within your established territory, you always know whether viable transient prey is present before committing to the effort.
  • Flaw: Invisible Locals. Your predatory instincts are calibrated for outsiders. You have −1 Ongoing to Hunt anyone who lives in your territory; they just don't register as viable prey.

Trapdoor

You have a special spot that you'd just love to show someone. Like the inimitable trapdoor spider, you build a nest and lure your prey to you, then strike when the moment is right. You might lurk in the shadows of a local park, lounge around in a jazz club, haunt a house, or even just bring people back to your Haven for a quick chill & spill. It's up to you how you treat your victims; maybe you like to make them squirm or scream, maybe you hang onto them for a while and get a few meals out of the same one, or maybe you just drink deep and send them away in a daze.

  • Hunting Stat: +Shadow
  • Discipline: Obfuscate
  • Merit: I Don't Bite. When you Hunt by luring prey to your established location, you can ask the Storyteller "What would make them feel safest here?" or "How can I get them to trust me?" before you roll. If you incorporate the answer, take +1 Ongoing until you've Fed.
  • Flaw: Homebody. You struggle to tackle prey effectively away from your established location. When you Hunt outside your chosen spot, take −1 Forward.

Vandewalt

Named for a particularly vicious art critic, you (and parasites like you) Feed exclusively on artists whose work you find talentless, derivative, or otherwise unworthy of existing. You have extremely strong opinions about what constitutes real art, and an even stronger belief that bad artists serve the world better as juice boxes than as contributors to the cultural landscape. Someone should fetch you a golden straw.

  • Hunting Stat: +Demeanor
  • Discipline: Dominate
  • Merit: Scathing Review. Your critical eye is devastatingly accurate. When you Influence someone or Discern Vibes about them by critiquing their work, talent, or creative output, take +1 Forward.
  • Flaw: Insufferable Snob. Your opinions are well-known and widely unpopular. You have −1 Ongoing to Influence anyone in the local arts community who disagrees with your assessments (which is most of them, through no fault of your own whatsoever).

Welch

You don't Hunt. You can't Hunt. You might wish you could or you might find it abhorrent, but it's causing a problem and you're all too aware of how big an issue it is. What you can do is beg, borrow, wheedle, promise, and guilt other Kindred into sharing their meals with you. You make deals you may have no intention of keeping, promise boons you'll probably never deliver, and survive entirely on the charity and gullibility of others. It's a sad way to exist, but at least nobody gets hurt except the people who trusted you.

  • Hunting Stat: None
  • Discipline: Blood Sorcery
  • Merit: One More Favor. You have an uncanny ability to talk people into helping you. When you Influence a Kindred to share their meal or provide you with a vessel, take +1 Forward.
  • Flaw: Bad Credit. Your reputation for unpaid debts precedes you. You start with 2 Debts owed to Kindred who have helped you before and are growing impatient. You have −1 Ongoing to Influence any Kindred who has been burned by you in the past.
  • Humanity: +1
  • Feeding Rules: You cannot use the Hunt Move yourself at all. You must rely on others (Coterie members, Touchstones, Ghouls, subordinates, contacts) to locate and deliver prey to you.