Upyri - the Vampires of Europe

Blood Potency

Though the Upyri do not have Generation like Cainites do, their blood can reach the same strength. The older an Upyr becomes, the more powerful their blood is. A truly ancient Upyr can rival the Methuselahs of Cainite Clans, possibly even their Antediluvians. Since they lack Generation, upyri gain no benefit from Diablerie and cannot be Diablerized.

  • Blood Potency 1 - Equivalent of 8th Generation. Earned after 5 years of undeath.
  • Blood Potency 2 - Equivalent of 7th Generation. Earned after 250 years of undeath.
  • Blood Potency 3 - Equivalent of 6th Generation. Earned after 500 years of undeath.
  • Blood Potency 4 - Equivalent of 5th Generation. Earned after 2000 years of undeath.
  • Blood Potency 5 - Equivalent of 4th Generation. Earned after 4000 years of undeath.
  • Blood Potency 6 - Equivalent of 3rd Generation. Earned after 8000+ years of undeath.

Weaknesses

Garlic

  • The smell of Garlic repulses an upyr, forcing him to flee the vicinity unless he succeeds on a difficulty 8 Willpower roll. A botch means the upyr cannot return to the location he was driven from for a full day, even if the garlic is removed.

Stakes

  • Final Death occurs if an upyr is pierced through the heart with a wooden stake.

Water

  • An upyr can be truly killed if immersed in running water while in torpor. Oceans, rivers, lakes and streams all count as running water. A bathtub does not, even with the faucet left on.
  • Though they do not need to breathe, it is still possible for upyri to drown. If immersed in water, even standing water, for more minutes than they have dots of Stamina, upyri begin to take 1 level of bashing damage per turn which can only be soaked with Fortitude. To prevent further damage, the upyr must get his head above water.
  • Because of the dangers of drowning and immersion, any upyr immersed in water must resist Rostchreck, difficulty depending on the length and circumstances of the immersion. A casual swim is not terribly frightening, being thrown into the ocean, bound and weighted down, is.

Sunlight

  • During the daylight hours, upyri can remain active by succeeding on a willpower roll every hour. Failure causes them to immediately fall into dormancy, a botch will force them to sleep for two full days.
  • The willpower and blood costs of any Disciplines used during daylight hours are tripled and, further, require a willpower roll, difficulty 8, to invoke. Botches forbid further use of that Discipline until the next sunset.
  • Sunlight does only one bashing damage per turn to upyri, who soak it at difficulty 6 with their full Stamina + Fortitude pool. It is, however, uncomfortable and extended exposure will often provoke Rotschreck.

Bloodlines and Clans

  • Byzantines - competitors of the Tzimisce, masters of the urban jungle.
    • Disciplines: Animalism, Obfuscate and Visceratika.
    • Weakness: Byzantines must respect the laws of hospitality, they cannot enter a mortal's private dwelling without invitation.
  • Laibon - a bloodline of shamans, hunters and storytellers.
    • Disciplines: Abombwe, Animalism, Fortitude.
    • Weakness: The Beast of a Laibon consumes a point of blood every time blood is spent or gained.
  • Lhiannan - spiritual leaders from Celtic the areas of Western Europe.
    • Disciplines: Animalism, Presence and Koldunic Sorcery.
    • Weakness: Lhiannan are easily marked as unnatural creatures (a simple Occult roll, diff 6) and they attract malevolent spirits easily. All Lhiannan are Haunted.
  • Noiad - seers and nomads, mostly native to Scandinavia and northern Russia.
  • Gangrel - as on House Rules
  • Nosferatu - as on House Rules
  • Tzimisce - as on House Rules