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  1. Abilities

Lord of the Land •••••

Discipline

The vampire marks her territory with Vitae, in much the same way that animals use urine or feces. She must encircle her territory in a ring of Vitae, claiming it as her own — assuming she has driven off any prior residents. When encircling the territory, she must walk the whole border. Some Kindred open wounds on their hands and arms and walk at a stately pace, dripping a slow stream of thick blood behind them. Others run wild, smearing blood and bodily fluids on surfaces like a feral beast.

Once she has established her territory, the vampire is privy to everything that happens within it. She can command animals, summon or banish people, and provoke other vampires to leave her lair. Most vampires establish their territory in small places, like a brownstone or small public garden. A powerful vampire might claim a whole public park or castle, but he must make sure that nothing interrupts his claim — more than one vampire has discovered that his territory is already claimed by an angry pack of werewolves halfway through claiming it.

Cost: 3-9 Vitae and 1 Willpower

Requirement: The vampire must walk a circuit around his new territory while marking it with Vitae. Three Vitae is enough to secure a small house or garden, six can secure a city block, while nine is enough to claim a castle. She must make sure that the area contains no other vampires; many Kindred prefer to evict all supernatural denizens. While the Discipline will still function if her territory contains werewolves or other monsters, they will suffer the effects — and will deduce that the vampire is to blame.

Dice Pool: None

Action: Instant

Duration: One week per dot of Blood Potency, longer if the vampire remains in his territory.

The vampire marks her territory. It remains empowered for at least one week per dot of Blood Potency, though the effects of this Discipline only end when the vampire leaves her territory after the duration. Rumors speak of ancient vampires lying in torpor whose territories remain active to this day.

A vampire’s territory scares off most creatures. Animals and wild beasts won’t enter, and will fight to escape if forced inside, unless otherwise affected by the vampire’s powers. Humans and supernatural creatures, including other vampires, must succeed at a reflexive Composure + Blood Potency roll to enter — or to stay in the area once it is created. Unless they roll an exceptional success, the feeling of overwhelming dread inflicts a –3 die penalty on all actions. For Kindred, simply being in another vampire’s territory is provocation to frenzy, and rolls to resist suffer a –2 die penalty. If a vampire explicitly invites someone into his territory — or uses Feral Whispers or Summon the Hunt in the case of animals — they do not suffer these penalties. Ghoul animals are also exempt.

When the vampire is within her territory, she can feel when a person or animal crosses into her territory; if an invader is a vampire, she knows his general Blood Potency. She always has a rough idea of where everyone is within her domain, and only supernatural means such as Disciplines can cut through her awareness — triggering a Clash of Wills. As the undisputed master of her territory, a frenzying creature cannot attack the vampire, nor may they spend Willpower to resist her commands delivered through Feral Infection. Any commands given by Feral Whispers last indefinitely, or until the animal leaves the vampire’s territory. Finally, the vampire can snatch the senses of any animal she has raised with Raise the Familiar within her territory, and use that animal to deliver commands using Feral Whispers to other creatures.