The Beckoning

[ HOUSE RULE ] The books mention elders are disappearing to the East. They liken it to a blood bond, a power Summons, or perhaps a mingling of the two. It comes from within, from the blood, and like other powers of Presence its insidious whispers twist in your mind till you reason it is something you want to do. The reason behind the Beckoning is different for everyone but always warped to fit your personal convictions, beliefs, and concept. An honourable soldier will feel it is their duty to answer an oath they can't remember making except that it feels like it was the deal they made to cheat death and continue their existence as a vampire. Meanwhile someone obsessed with growing their own personal strength knows the greatest prize, their greatest achievement, is calling to them and hesitation might cause them to miss out.

 

We have re-wound the clock a bit from the books. We are in the early stages and the highest blood potency are feeling the irresistible pull. Some key events such as the attack on the Vienna Chantry have happened more recently than the books describe. Future events will trigger an increase in the strength of the Beckoning. The following are guidelines for players and npcs a like. Because the Beckoning affects everyone differently and there are many variables in play, npcs may be adjusted +/- a stage or two for story reasons not accounted for in the modifier table below.

Beginning at Stage 3, resisting the Beckoning will be a constant drain on your willpower. Effectively this will reduce your Max Willpower by 1 for each stage. This Willpower cannot be restored while you continue to resist the Beckoning. If at any time this would set your willpower to 0, you may no longer resist the Beckoning and your character will depart for the East unless stopped. In most cases this will render your character unplayable.

If during play your character reaches 0 Willpower due to superficial or aggravated willpower damage, your character will start heading East providing doing so would not risk their survival or will make plans to do so at next nightfall.

At Stage 5 or more your Beast is growing more restless as you continue to resist. Make 2 Rouse checks as you rise from Day Sleep at the start of each night.

 

StagePotencyEffect
1 4 Each night you rise you wake up with these someone is calling you, or you are needed. It's coming from the East, and it feels familiar but you cant put your finger on it. As the activities of the night begin the feeling drifts far from your mind until next sundown.
2 The feeling of the call is ever present in your mind now, though it is strongest when you are alone with your thoughts. If you can keep yourself busy, you can ignore it with no penalty.
3 The pull is stronger now. Even when you are busy there is an underlaying anxiety clawing at you from the insides that you need to be doing something else. 
Resist Cost: 1 Permanent Willpower
4 By now the Beckoning is a distraction, drawing your thoughts to the East and filling your mind with reasons why you need to go, yesterday. Others will notice you are often distracted even mid conversation and you might start talking about wanting to head East.
Resist Cost: 2 Permanent Willpower
5 You start to question why you are even resisting anymore. You feel a need to make plans for travel and get your affairs in order. During your day sleep the Beast is getting restless and you often wake feeling more hungry than usual. 
Resist Cost: 3 Permanent Willpower, make an additional Rouse check upon waking (2 total)
6 The call is so strong its like there is a constant argument in your thoughts. You are having trouble focusing and starting to snap angrily at those around you. You find yourself being more reclusive because there area too many distractions otherwise.
Resist Cost: 4 Permanent Willpower, make an additional Rouse check upon waking (2 total)

 

How strongly your character feels the Beckoning will depend initially on your Blood Potency and then might potentially be modified by additional variables. If you need to ignore the Beckoning to uphold your convictions you will feel the effects of the call as one stage lower. High Morality characters are further from their Beast and also offered a reprieve. See the chart below for how much of a reduction this will be. There is also a Merit and Flaw which will affect how strongly you feel the Beckoning as well. The merit may be purchased with XP after creation and the flaw may be assigned by an ST with appropriate story to explain this change. Lastly Caitiff and Thinbloods will not feel the Beckoning. 

Modifiers
Morality 7 Stage reduced by 1
Morality 8 Stage reduced by 2
Morality 9 Stage reduced by 3
Morality 10 Stage reduced by 4
To uphold your Convictions
you must resist the Beckoning
Stage reduced by 1
Caitiff or Thinblood Stage remains at 0