New vampires are created by a process called the Embrace. This is not common. The very dangerous combination of overpopulation and mortal Hunters makes the decision to create a vampire a significant consideration. After all, it takes a good reason to add another hungry mouth for the limited food supply.
To Embrace a new vampire, a sire drains their victim of blood. When the victim is on the edge of death, the sire places a small amount of their Blood in their would-be childe’s mouth. New vampires cannot be created accidentally; a would-be sire must choose it. The Blood rips the victim back from death into unlife. The body changes to accommodate its new state of being, and the fledgling awakens into the World of Darkness.
The first seconds of a young vampire’s unlife are defined by overwhelming hunger, absolute terror, and vengeful rage as the monstrous nature of the Blood transforms them. These raw, supernatural drives are referred to as the Beast, and, as the young vampire learns how to tap into the powers of the Blood and control their horrifying urges, they realize that the struggle against their Beast will be a defining feature of their unlives. Some young vampires are fortunate (or unfortunate) enough to have the benefit of their sire’s tutelage. Whether their sire is cruel or benevolent, it is certainly easier to face a fledgling’s existence with guidance. However, some find themselves abandoned, left to figure it out and – if they are lucky – survive.
Vampires play at humanity in an endless Masquerade, trying to blend in to survive in a world ever-shrinking under the gaze of security cameras and the watchful government. However, the Embrace is not “life.” The beauty of life is gone. Pleasure, joy, and love fade, leaving behind a stark world in which emotion grays as the color of life fades. Many young vampires experiment, seeking whatever experience, thrill, or drug will give them the facsimile of human emotion again. It is never enough. Only the taste of blood brings that level of joy as the Beast is sated for a time.
Still, if the fledgling has the mental fortitude and will to survive, there is a world beyond chasing blood and trying not to die. Whether through a sire’s tutelage and introduction to their society, or a cold encounter with another vampire in an alleyway, new vampires rarely stay alone for long.
In most cases, only a mortal or ghoul can be Embraced. There are rare exceptions to this guideline that may be detailed in future releases.
Mechanics of the Embrace
If a mortal (not a ghoul) is Embraced during play, you should convert your character to a vampire using the following steps:
1) Your Generation is one less than your sire’s.
2) Gain one Blood Potency unless your Generation is 14th, 15th or 16th then it is 0 (zero). 3) Gain the first two dots in one of your new clan’s in-clan Disciplines, the first dot in another in-clan Discipline, and the first dot in any Discipline of your choosing. 4) Add a Hunger and Humanity (starting at 7) track to your character sheet. 5) Select a Predator Type. If you already possess any of the benefits, and you have spent XP on them, these points are refunded.
If a ghoul is Embraced during play, convert your character to a vampire using the following steps:
1) Gain one Blood Potency.
2) Remove all level 1 Discipline powers from your sheet and refund the XP that was spent on them.
3) Gain the first two dots in one of your new clan’s in-clan Disciplines, the first dot in another in-clan Discipline, and the first dot in any Discipline of your choosing; add these to your character sheet.
4) Add a Hunger track and Humanity (starting at 7) to your character sheet. 5) At any point after the Embrace, you may select a Predator Type and add its benefits and drawbacks to your character. If you already possess any of the benefits, and you have spent XP on them, these points are refunded.