Category:Shepherds

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General Information

 Parent Clan/Covenant:Gangrel

 Nicknames: Watchers, Herders

 Source: Ancient Bloodlines, p. 36

 Disciplines: Animalism, Protean, Resilience and Obfuscate

Bloodline Gift

As the keepers of the mortal flock, Shepherds need to know the health and strength of people. Add the Shepherd's dots in Animalism to any rolls to determine the physical, spiritual or emotional state of a human.

Bloodline Bane

As the keepers of mortals, Shepherds find that increasing their vampiric prowess shatters their Humanity. Any time a Shepherd raises their Blood Potency, whether via experience or time, they suffer a breaking point with two dice.

Devotions

Circle the Wagons (Animalism ••, Resilience ••)

Sometimes, humans are stupid and need protection, for they are weak. This Devotion allows the Shepherd to reduce the harm that befalls a group. Spend a vitae and roll Presence + Survival + Animalism. Upon success, all individuals aside from the Shepherd within 10 yards per dot of Blood Potency reduce damage dealt by one level - (aggravated becomes lethal, lethal becomes bashing, bashing remains bashing). This applies to damage taken, damage can still increase through overflow. Additionally, all combatants add the user's Resilience to their defense.

This power costs 2 Experiences.

Sheep's Clothing (Obfuscate ••)

When necessary, the wolf must walk among the sheep. With this Devotion, a Shepherd may blend in with the kine for a time. Whenever a Shepherd feigns life, for the remainder of the scene they are considered to have a Humanity of 8 for the purposes of interacting with mortals.

This power costs 1 Experience.

Face of Man (Protean •••)

Even the least observant crowds will eventually catch on to that one creepy pale guy who is always hanging around. With Face of Man, a Shepherd can look like someone else, if only for a short while. When feigning life the Shepherd may spend a Willpower point and roll Stamina + Streetwise + Protean. The Kindred may change one minor physical detail per success - height, eye color, hair color, age, ethnicity, etcetera. These are not completely within the Kindred's control, however, and they can never fully recreate another Face.

This power costs 2 Experiences.

Culling (Resilience •••)

Not all members of the herd are a benefit. Those who are sick or ill, or whose blood is tainted by disease or poison, are a danger to the Kindred. Whenever a Shepherd with this Devotion kills a mortal for the sole purpose of improving their food supply, without any direct gain (IE no feeding), they may add their Resilience dots to the Breaking Point roll.

This power costs 2 Experiences.

Pages in category "Shepherds"

The following 2 pages are in this category, out of 2 total.