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Coils of the Dragon

Coil of Blood
Coil of Banes
Coil of the Beast

The Coil of Blood

Vampires must feed on living blood to survive, and only the weakest of the Kindred can draw sustenance from the blood of animals. The Coil of Blood seeks to lift this requirement, allowing the Kindred to feed on their own terms, rather than forever be slaves to their hunger.

First Tier: Blood Seeps Slowly

The Dragon’s undead body doesn’t demand as much Vitae to animate itself as do those of other, less enlightened Kindred. Kindred with this power ignore the normal rules for starting blood. Instead, roll 1D10. On an even roll you are at full blood for the night, and on an odd roll, you start the night at 1/2 capacity rounded up. If you start play at half capacity, you will still get to add your Herd to your total. If you spent blood during your DT, that will still be subtracted from your total as per usual.

Second Tier: Blood of Beasts

No matter what the vampire’s Blood Potency is, she can take sustenance from animals and humans.

Third Tier: Perspicacious Blood

The character gains three Vitae for every two Vitae she takes from a human, and receives double the Vitae consumed from Kindred or other supernatural vessels.

The Coil of Banes

The two major banes of the Requiem are fire and sunlight. Any attempt to conquer the curse of vampirism must overcome these two obstacles. While no vampire has yet managed to truly surmount them, the Coil of Banes provides a place to start.

First Tier: Conquer the Red Fear

The character gains a +2 bonus to resist fear frenzy triggered by fire or sunlight. Fear frenzies triggered by other stimuli occur as normal.

Second Tier: Surmounting the Daysleep

The player can spend a Willpower point for the character to remain awake for an entire day without penalty (though the character must still take precautions to remain out of the sunlight and “waking” the next night still costs a Vitae). Dice pools during the day are still limited by Humanity (see p. 184). If the character does sleep and is disturbed, add three dice to the player’s wake-up roll.

Third Tier: Sun’s Forgotten Kiss

Sunlight at twilight and dawn causes only bashing damage to the Dragon, rather than aggravated. After the sun has fully risen, however, its rays cause aggravated damage as usual. At sea or on a mountaintop, the sun might fully rise within a mere five minutes and take some time to set (10 minutes). In a dense forest or deep in a city, the sun might rise slowly (10 minutes) and set quickly (five minutes).

The Coil of the Beast

The Beast seeks always to subsume the Man, which is probably the most serious impairment on the Coils of the Dragon. If legends are true, the order’s founder struggled with his Beast even before his Embrace, and so it only makes sense that he would have pioneered a means to control it.

First Tier: Chastise the Beast

The player spends a Willpower point for his character to resist a frenzy of any kind automatically. The player may choose to roll Resolve + Composure as usual for his character to resist frenzy, spending the Willpower only if the roll fails.

Second Tier: Lure the Beast

“Riding the wave” does not cost a Willpower point, and it requires a base of only three successes, not five. All other rules still apply (see p. 181).

Third Tier: Exhaust the Beast

The character may spend an hour per night in frenzy (usually doing so under controlled conditions such as in a locked room or far from mortals). For the rest of the night, the character does not enter frenzy unless she wishes to do so, no matter how strong the trigger is.