Fallout 4

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Krystian Hamilton

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christopher4684

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About this mod

Sanguinaire is a Vampire Survival Experience of Personal Horror. Experience the wasteland as an immortal suffering the curse of vampirism. Play as one of 10 different bloodlines each with their own unique perks and detriments (the bloodline curse), maintain your humanity or fall to the beast within.

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Sanguinaire (Revised Edition R2 - The Ultimate Fallout 4 Vampire Experience)

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Important Update for Sanguinaire Mod Users

Please be advised that comments and messages are currently disabled. If you need to contact me regarding a possible issue, please do so through the Nexus Mods PM System. The current iteration of Sanguinaire for Fallout 4 will not be receiving further updates or development. However, we are excited to announce plans for a reboot of Sanguinaire, following the successful reboot of the Skyrim Sanguinaire version.

I wish to address an issue that has arisen due to inappropriate messages received via my various platforms. The pause in Sanguinaire’s development was a direct result of the COVID-19 pandemic, which had a profound impact on my personal life, including the loss of loved ones and significant mental health challenges. Rudeness is not only unproductive but also unacceptable, and will likely result in my refusal to assist you with your issues if you have one. Please ensure respectful interaction across all platforms.

I will not respond to "possible bug" reports on other platforms from today, because it these platforms are not a mod forum, so I strongly encourage using the private messaging system available on Nexus Mods for any communication. This will ensure your messages are received and addressed in a timely manner and that your query is not ignored.

Work on the Sanguinaire reboot will commence when I am ready to do so, with a focus on quality and innovation.

Before reporting an issue with the mod, please thoroughly check your mod setup. Based on my experience, the majority of "recent" reported problems are unrelated to Sanguinaire itself. On most occasions, the issue was directly related to the user's mod configuration and Vortex setup. The mod was developed for the vanilla game. Any issues with other mods you may or may not use are not my responsibility to solve.

To summarize, I am happy to help with queries should they arise, if the message is sent in an acceptable and polite manner. Even if these means helping to diagnose an incompatibility with another mod so you can decide how you wish to proceed, but I will not respond to rudeness, and I will not respond to possible bug queries outside of the Nexus Mods site.

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Welcome to Sanguinaire, the ultimate vampire mod for Fallout 4. 
Find me on youtube: Krystian's Corner
We are a let's play channel, and often showcase our own and other user's mods.

Sanguinaire is a Vampire Survival Experience of Personal Horror. Experience the wasteland as an immortal suffering the curse of vampirism. Play as one of 10 different bloodlines each with their own unique perks and detriments (the bloodline curse), maintain your humanity or fall to the beast within.

Mod Inspirations
This mod has many inspirations including the World of Darkness, Vampyr and real world mythology. You will while playing notice various aspects of these three inspirations manifesting within the game-play. This mod is extremely in-depth in relation to game mechanics and will continue to evolve as time goes on.

The Sanguinaire Concept
In defining thematic element of the inspirations for this mod, In roleplaying games, horror is traditionally invasive. Horror games depend on a fair degree of contrast: the characters are decidedly heroic defenders against incursions from the unknown. Horror comes from recognizing that the universe is hostile, or that evil exists outside of the characters. In contrast, The Sanguinaire mod's focus is on the character's own capacity to become a monster. A Vampire is a character who is fundamentally unable to control himself under specific circumstances, whether due to specific events (such as frenzy) or the constant degradation of the character's humanity as the story progresses. This is a concept known as "Personal Horror".

Sanguinaire is not just a horror experience, but a tragic personal horror experience - the characters own inner capacity to become a monster, become progressively more so, and are aware that these are conscious choices that they have made. The vampire is damned. The vampire is cursed. The vampire suffers possibly the worst curse to ever be bestowed on a being. They burn in the sun, and they suffer a bloodline curse to balance their abilities. In the concept of personal horror, Sanguinaire is not designed to be configured to the player's liking. It is designed to be endured rather than modified to the player's whims. Sanguinaire does not and will never use MCM menus, and an option to remove bloodline curses or sun damage will NEVER be implemented. Those who ask will be ignored, and blocked if they continue to do so.

Sanguinaire is not just about "being a vampire", it is about how vampirism changes you as a person. Discovering what you are capable of if you were in fact immortal with a blood-lusting beast inside you, and the curse that comes attached to each bloodline and how you do or do not manage it, or survive with it. Power comes at a cost, and the more extreme the power, the more powerful the bloodline curse attached to it is. Their power is limited by the detriments that come with it. Ultimately vampires are, relatively speaking from the mortal perspective not natural beings. Their power comes from something that is not understood, cannot be understood by mortals. The bloodline curse is attached directly to that power, which is why the clanless do not suffer a bloodline curse (See bloodlines section).

Sanguinaire Presentation
This module adds a hidden world of darkness to the already existing game world. Sanguinaire is not designed to immediately present itself to you when you start the game. You must seek this world out, but sometimes it may find you first, and catch you off guard. Discover the hidden world, the hidden metaplot, and how much influence some vampires hold in society. If I had to give one word of advice to players it is this; In the Sanguinaire world you can very rarely go anywhere, or do anything without a some vampire somewhere foreseeing your arrival and finding a way to profit from it. To hide in plain sight is the best form of camouflage. At the same time, walking around at night as a mortal can be dangerous. Vampires are exceptionally rare and it is unlikely to come across a group of these creatures in the wilds unless you are unfortunate enough to stumble across a nest.. but as rare as they are, there is a considerable physical margin between vampires and mortals. Encountering one unprepared is something anyone should fear if they are not prepared. Good Luck.

Functionality Prerequisites:
1) If you are using mods that affect blood packs, please ensure Sanguinaire has priority to prevent feed failure. 
2) If you are using mods that affect survival mode, please ensure Sanguinaire has priority as vampirism uses a different system in survival mode.
3) If you are using any mods that modify locations, please ensure Sanguinaire has priority for fixed vampire placements.
4) Sanguinaire is not compatible with mods that affect the cannibal perk as it uses this to allow vampires to gain nourishment if they eat a corpse.

Enable loose Files:
If you are new to modding and are downloading Sanguinaire from the Nexus and not through Bethesda.Net, please ensure you have loose files enabled. If you do not, the module scripting will not function. Please review Bethesda's guide to enabling loose files here: 
https://www.creationkit.com/fallout4/index.php?title=Enable_Loose_Files

DLC Dependencies:
Sanguinaire uses functions and features from Official Bethesda DLCs which must be installed for the module to work properly. The Nexus will notify on this when downloading. Please find below the DLCs that Sanguinaire requires to function. This was required to create the best experience possible, and explore content possibilities that were otherwise not implementable:

Required DLC Expansions:
1) AutoMatron
2) Contraptions Workshop
3) Far Harbor
4) Nuka-World
5) Vault-Tec Workshop
6) Wasteland Workshop

Planned Sanguinaire Expansions:
For purposes of bringing the player the best possible experience, not all intended features are present in the core module of Sanguinaire at this time such as the sire perk from the original. At a later date in the coming year of 2021 we will be releasing planned updates of which we will be able to wholly focus on while in development to provide the best qaulity content.

Current Planned Updates:
Corruption of the Blood; Will allow turning NPCs and Bloodline specific effects will be applied by Vampire Serums when the player uses them. This update will also add a new bloodline to Sanguinaire centred around blood sorcery.

Recommendations:
1) I would strongly suggest using the Darker Nights mod with Sanguinaire as it creates a very fitting atmosphere from both the human perspective and the vampire perspective. It certainly helps the player appreciate the difference in vision sensitivity.
You can find it here: https://www.nexusmods.com/fallout4/mods/191.

2) If the player wishes to roleplayer a character from a different background not related to the vanilla main story I would strongly suggest using Start Me Up. This is an alternative start mod and is 100% compatible with Sanguinaire. I am using this myself.
You can find it here: https://www.nexusmods.com/fallout4/mods/18946.

Accreditations:
I would like to extend my thanks to all members of the testing team for the extortionate amounts of time they have put into bug testing and development with me on this project. I would also like to extend my thanks to @smugbug who allows his teeth model, which we have used for the female Navita Sanguine found here: https://www.nexusmods.com/fallout4/mods/44894 to be used as a Modder Resource as on the condition that he is accredited as per the rules set out on his mod page. In addition, we are using the same original teeth model used in the previous version of Sanguinaire for other vampires. The model asset for these teeth were created by @MontyMolusk and his mod can be found here:
https://www.nexusmods.com/fallout4/mods/40090

Player Interaction:
We would love to see player's roleplay their characters as they progress! We are going to enable player picture uploads when the mod is released. Here's going out to all you playing Oculus... But seriously we would be very interested to see the characters role-players create while using this mod. The only rule I will insist on is please do not upload any images of a distasteful nature i.e, nude character images and related material.

Becoming a Vampire:
The player must encounter a vampire and contract FEV-Sanguinaireus in order to become a vampire. If the player wishes to become a vampire of a specific bloodline they will need to search for vampires of that bloodline to become infected with their strain. I have provided clues to the random encounter spawn locations for each bloodline in the bloodlines section of this page. Alternatively the player can leave it to chance and go with whatever strain infects them. Vampires are a rare encounter in the wild, however some vampire bloodlines have hidden havens in the regions they are known to be seen in. Alternatively, the player can discover the locations of some of the havens by playing the vampire hunter quest line. The player must be playing as human. Custom races are not supported for technical reasons.

Becoming a Vampire Hunter:
The player can trigger the vampire hunter questline by finding the corpse of a dead vampire hunter near the old Vault Tec Regional HQ in Boston. The note the player can find on the body will trigger the start of the questline when it is read. The player will receive their tasks through a series of dead drops which will lead them on a path to destroy the structure of vampire society in the Commonwealth.

FEV-Sanguinaireus (Disease):
This disease is an experimental form of FEV (Forced Evolutionary Virus) created by the institute. Some believe the vampires of mythology were very real, and that this virus was derived from the blood of pure-blooded vampires, creating infectious forms of vampirism. The disease can be contracted from other vampires, contaminated blood packs, or blood-bugs carrying the disease. The chance of contraction from vampires is 15%, while it is 1% from other sources. There are multiple strains of the disease carrying unique bloodline traits, but many will be unfortunate enough to contract the lesser strain. How the additional strains came about is subject to rumour and conjecture of vampires created through FEV. While some believe this was a result of mutation of the disease, other's speculate pure-blooded vampires from before a time of the great war may have created the additional strains through experimentation. The truth is known only to a few if anyone at all. The disease must be cured within 72 hours to avoid becoming a vampire. Visit a doctor or use a certain herb that is toxic to vampires to cure the disease. If the victim does not cure the virus within 3 days, the victim will die, and the beast will be born. The victim then becomes a new vampire. The player must be playing as human. Custom races are not supported for technical reasons.

FEV-Sanguinaireus (Experimental Serum):
This serum is the only way to cure the disease once it has completed it's incubation period and progressed the player to a state of vampirism. The serum can be located in the Virgil's old FEV research lab inside the institute. This serum would return the player to a human state and remove the disease. It should be noted that this serum can only cure vampirism caused by FEV. The institute also kept meticulous records of their research on the disease.

Vampire Psychology:
The Sanguinaire Vampires are not soulless monsters as fiction would teach us. In fact it is the opposite. When a human becomes a vampire their personality, emotions and drives are magnified 10 fold. This however is the reason many become dangerous. Imagine your entire personality, desires, feeling and drives magnified many times with no inhibitions to get in your way. Imagine what you would be capable of. The constant psychological battle against the beast is to resist behaviours that allow the beast to gain power over it's host. The less human a vampire becomes, the more ground the beast takes. Vampire drives such as blood-lust and survival instinct blended with the human desire to satiate desire can be a deadly combination. Humanity loss occurs over time as the vampire gives ground to the beast, and begins to care less for their once fellow mortals.

Vampire Biology:
The vampire's biology is altered after transition. The vampire's new body is technically dead, and reanimated by a force unknown. These changes affect every aspect of the former human body and even cause the vampire to become sensitive to certain substances that can be found in certain foods. Vampires do not look human, and to avoid issues with social disposition often must hide these traits. A vampire's eyes are dead, hungry, change with humanity loss, and they possess sharp teeth designed to tear the flesh of their victims. A vampire's blood chemistry is very different to that of a mortal.

Cardiac Function:
The vampire's heart beats about 1 beat per minute, pushing his or her vitae around the body sluggishly. The vitae itself power's everything in the body.
Vampire's suffer a harsh aversion to sunlight. Some speculate this to be a supernatural curse of the vitae itself, but the truth of why exactly this is the case nobody is entirely sure. Vampires always experience slow health loss in sunlight but this worsens with hunger.

Age Related Changes:
Although vampires do not age like mortals, they do change. All vampires will gain +1 to physical STATS for each year of their survival as a vampire but it is not clearly understood why. All vampires are far more powerful than humans but elder vampires are very powerful and extremely difficult to defeat in combat. Toxins such as garlic essence, or exploiting weaknesses such as fire may aid in killing such a creature should one be unlucky enough to encounter it. Garlic and related vegetation is highly toxic to vampires. An affliction of such a toxin can result in higher sunlight sensitivity and temporarily weakens the body.

Physiology:
Living blood will increase all physical STATS over time (see ranking). The condition appears to stimulates enzymes known as Telomerase, causing over-production Telomeres, protecting DNA from damage and unravelling with age and therefore is effectively immortal, or at least scientific study would suggest this to be the case, but they are not invulnerable. More superstitious mortals assume this to be a more unnatural phenomenon. Vampires can be killed by damaging vital organs but they are far more resistant to physical damage than mortals. It is wise to be prepared if one is hunting vampires.

Circadian Rhythm:
The vampire's internal body clock will instinctually attempt to adjust to a night time wake cycle, and a day time sleep cycle. Most vampires will become sluggish and tired if they try to stay awake during the day for too long. Vampires are not day time creatures and will generally only go out in daylight wearing protection if absolutely essential. If a vampire remains awake for too long, the vitae will become sluggish in their veins and cause detriments to the vampire in the form of tiredness, inhibiting the vampire and encouraging rest.

Sensory Enhancement:
Vampire's possess heightened senses as a result of their condition. This can be beneficial, but it can also be detrimental. During the day, a vampire must cover his or her eyes to prevent overwhelming damage to their vision unless they are indoors. This includes sunglasses, goggles or full-face masks. Failing to do so will causes blinding light to interfere with the vampires vision due to the sensitivity to their sight. At night vampires benefit from enhanced night vision, but will need to remove their daylight eye protection to allow more light to the eyes. Vampires see in a slightly different contrast to humans and everything at night is much sharper unless protective headgear blocks the light. Vampires can smell the blood of those around them while in hunger. While this effect is active, their mind will create a visual interpretation of a potential feeding source, allowing the vampire to see and sense mortals within approximately 200 yards of their location.

Blood Hunger:
Everything in the vampire body runs on vitae, blood from feed victims or other sources, super charged by the vampire body. If the vampire does not feed, the body will weaken physically. Eventually If the vampire has starved for approximately 5 days their body can no longer sustain and they will die. Vampires must not allow themselves to starve for more than 4 days to avoid starvation death.

Vampire Origin:
Although many vampire are certain their condition relates to a pure-blood source, no vampire in the Commonwealth has admitted to verifying this. Since FEV is an institute virus, it is easy for one to speculate that they are responsible entirely for the existence of vampires, yet many vampires themselves will reject this idea, as the characteristics of vampires although varied, are too similar to that of vampires in mythology prior to the Great War. Some vampires speculate the Ambitiose Sanguine may know of the existence of Pure-Bloods but are keeping it a secret. Some have even speculated the Ambitiose Leader is a pure-blood himself yet none have ever proved this to be the case. Most vampires are certain that the vampiric institute FEV strains were created during experimentation with vampire vitae and somehow escaped the institute at some stage in history. The truth may never be known.

Developer Note: If you the player note any head gear that should protect against vision impairment in sunlight that I have missed, send me a PM to pitch this to me and I will take a look and see what I think.

Transition:
Most vampires would feed their blood to mortals and then kill them if they intended to create a new vampire. However, the condition can be transferred accidentally. When a mortal first becomes a vampire, they will immediately frenzy as the beast is born. If the turning is properly planned, members of the bloodline would control this frenzy until the beast calms, however unplanned turnings often occur when the condition is transferred unintentionally. This initial frenzy can cost the vampire humanity right from the start if they are not careful. New vampires will receive only the very basic vampire related perks that relate to the vampire's appearance and biology itself. The mortal must feed on human blood (bagged or living) to complete their transition. All vampire powers will remain dormant until the mortal has completed their transition by feeding on human blood. The vampire cannot complete their transition through animal blood. There is a considerable margin between the physical capabilities of a vampire in comparison to a mortal man or woman. The player will be added to the vampire class after turning, bolstering Strength, Endurance and Agility by +3 at base as well as +30 Damage Resistance and +100 Poison Resistance.

Vampire Mythology:
Some vampires believe their condition, or the disease that causes their condition has roots in pure-blooded vampires from before the war. A virus containing vampire blood properties. It is uncertain within vampire communities if these "pure-bloods" exist, but those who believe they do, or claim to have met one say that have power beyond any FEV-Sanguinaireus vampire. It is also said that pure-blooded vampires take far more damage in sunlight. This speculation has not been verified with solid evidence. Believers suggest this is because pre-war vampires are few in numbers and many did not survive The Great War. Rumours suggest that consuming the blood of a pure-blooded vampire will make one into a pure-blood themselves. Many consider this a difficult quest as most pure-blooded vampires would not only be ancient, but incomprehensibly powerful.

Difficulty Settings:
The player's chosen difficulty setting will govern many of the vampire mechanics. At higher difficulty settings, the player will experience a more frequent need to feed, and slower ranking progression.

Hunger:
The player can feed on living enemies activating them in sneak, on staggered combat targets, or Alternatively they can drink from a blood pack or a vial of blood. You can also feed on targets you have successfully pacified with the intimidation perk. The frequency of hunger is determined by the player's difficulty settings. Each hunger stage will damage all physical S.P.E.C.I.A.L stats at a magnitude of -1, accumulating to -3 in total starvation. Hunger also increases the potency of your vampire weaknesses such as sunlight, fire and energy weapon damage.
[Stage 1] Satiated (No detriment to stats).
[Stage 2] Mild Hunger (-1 to all physical S.P.E.C.I.A.L stats / +25 to all vampire weaknesses).
[Stage 3] Moderate Hunger (-2 to all physical S.P.E.C.I.A.L stats / +50 to all vampire weaknesses).
[Stage 4] Severe Hunger (-3 to all physical S.P.E.C.I.A.L stats / +75 to all vampire weaknesses).
[Stage 5] Death.

Feeding:
A perk entry point will activate labelled "FEED" when in range of an acceptable target while sneaking, or the player has successfully pacified the target with the intimidation perk. In addition the player can feed on staggered combat targets. The prompt will not show if the NPC is marked as essential or is in scene dialogue. On using the feed option the player will tackle the target to the ground and feed, tearing flesh from their body to take blood from. Blood will increase the player's vampire rank over time (see ranking) but killing innocent (non-hostile) victims leads to humanity loss and consequences. Enemies can resist feed attempts, depending on armour they wear or their character level in comparison to your own. Feeding will remove hunger detriments and restore all stats to normal. Enemies can sometimes resist your attempt to feed on them if they are awake.

Disposition with mortals:
A vampire shows physical characteristics of their condition (eyes & teeth) which will put other's around them ill at ease. Therefore while the player's eyes and teeth are visible to those around them they will suffer a hit to their social disposition with mortals decreasing charisma success, increasing intimidation success and affecting bartering prices. The player can cover their less human features to go undetected in the mortal world which will remove these effects.

Blood Quality:
The total HP capacity of a feed victim determines how many blood points you receive toward your next rank. A strong and capable warrior will have much more powerful blood and will aid ranking much faster than a weak civilian. Choose your targets carefully. However, if feeding on innocent non-hostile victim you will receive additional points towards rank, but this will contribute to humanity loss.

Vampire Ranking:
Feeding on living blood will progress the player's vampire rank over time, increasing strength, agility and endurance. This has beneficial effects in combat and opens up perks in the perk tree. The player's difficulty settings will affect the progression rate of vampire rank. These ranks include Vampire Fledgling, Full-Fledged Vampire, Blooded Vampire, Vampire Skirmisher, Vampire Reaver and Vampire Master. A message will be displayed after feeding stating the number of blood points required to achieve the next rank. Rank based STAT increments will be treated as a permanent stat change, only removed if cured of vampirism. Therefore they will not show a + symbol next to the stat.

Bloodlines:
A bloodline is a group of vampires that share specific unique traits inherited by the blood of their sire, and his from theirs that may not be present in other vampiric bloodlines. It is said by some that those who do are in some way connected to a pure-blooded bloodline progenitor. Rumour has it a group of pure-bloods managed to obtain a sample of FEV-Sanguinaireus and experimented with it. Myth has it that their immortal bodies warped the virus, creating several strains that related to their own pure-blood clan traits. Other vampires believe this to be a bogus hypothesis and believe it is a result of evolution and natural selection. This leads believers to the conclusion that these bloodlines existed pre-war, and the virus has simply been manipulated by the pure-bloods for whatever reason. These virus strains are able to pass these traits to the next generation. Additionally others believe the institute created all strains of FEV-Sanguinaireus. However if this is true the reason behind this is a mystery.

The Clanless Vampires:
As the name would suggest, the clanless vampires have no inherent traits from a pure-blooded progenitor, and link their bloodline back only to the clanless pure-blood who created their FEV-Sanguinaireus strain. These vampires are considered weak by the clan bloodlines and are seen as nothing more than a nuisance. The clanless themselves are not overly fond of their more powerful cousins. Rumour has it that there is a hidden refuge bar for clanless vampires in the Boston Common area. Be warned, reputation insists that bloodline vampires and mortals are not welcome.

The Curse of the Clanless:
Some quests in-game that have vampire involvement will not be available to the player if they are are clanless. This is because bloodline vampires detest clanless and usually persecute them on sight. If a particular quest or location has bloodline vampire involvement the player can expect those vampires to smite them. This means clanless are in a way restricted in some of the quests they can take part in within the world.

Navita Sanguine:
The Navita Sanguine bloodline inhabit the south east coast of the commonwealth and the Farharbor region. The name means "mariner blood". It is said the bloodline progenitor was an ocean soul who adapted to the conditions of his environment over time. In addition to standard vampire abilities the Navita Sanguine have a preternatural ability to absorb oxygen through the skin under water and therefore do not need to breathe while swimming. They also do not take radiation damage while submerged and can take refuge from the sun while in water also. The Navita Sanguine also benefit from increase energy levels in the water and in wet weather. The female Navita have shark like teeth and are known to be far more aggressive than the males. Why this is, nobody knows exactly. The Navita Sanguine are aquatic vampires that love the ocean but are natural loners that prefer their own company and that of marine animals rather than humans or other vampires. They also have a nasty habit of injecting vampiric vitae into Mirelurks to use as acolytes. This created the Blood Rage Mirelurks. They are most commonly encountered in the Quincy region of the commonwealth, as well as the surrounding suburbs including: Spectacle Island, Hyde Park, Neponset Park, University Point, Jamaica Plain but most notably in the Far Harbor region. Marine life has become accustomed to the presence of these vampires in Commonwealth waters and they share a respectful relationship. The Navita are the Bestia Sanguinem of the ocean. They can feed on living creatures and are supreme oceanic predators.



Bloodline Perks:
Perk: Celerity (Vampiric speed increases VATS melee range.)
Perk: The Mariner (No sunlight detriments while submerged in water. Marine animals will not attack you.)
Perk: Hydrodynamic (Swim 50% faster than other vampires.)
Gain ranks 1 & 2 to the aqua boy & aqua girl perks.

Bloodline Curse: Call of the Ocean
Members of this bloodline have skin that is adapted to aquatic living. Too much time out of the water can cause their skin to dry out, and causes a mental urge to find water resulting in irritability, and mental distraction. Members of this bloodline must submerge themselves in water once every 24 hours to prevent detrimental effects. Submerging brings them mental clarity and restores their delicate skin. Each 24 hour period without submerging in water will cause -1 to all mental stats and increased risk of frenzy amounting to 4 stages in total. In addition, each of these stages provides increased AP rate in wet weather and while swimming.

Sanguinem Incremento:
These vampires are known for their brute strength and aggressive nature. The name means "aggressive blood". It is said the progenitor of this bloodline was an anarchistic brute, and possessed an unusual level of physical strength. Many vampires will avoid getting involved with members of this bloodline due to their aggressive nature, and superior physical strength. This bloodline are fueled by emotion which in turn feeds the beast within. Many vampires of this bloodline will quickly wind up on the path of the beast enslaved by their lusts and passions. This group of vampires dislike those who claim dominion over them and will not hesitate to push back against those who try, but prefer to maintain a clan infrastructure within their own ranks. Sanguinem Incremento vampires occupy the Lexington region of the commonwealth and the surrounding areas. They can be occasionally encountered at night, or in their hidden haven.



Bloodline Perks:
Perk: Celerity (Vampiric speed increases VATS melee range.)
Perk: Potence (Increased Unarmed & Melee Damage. This is a ranked ability.)
Perk: Gain +10 damage resistance in addition to normal vampire damage resistance.

Bloodline Curse: Due to the nature of this bloodline, it's members are 20% more likely to enter frenzy.

Sanguinem Mortiferum:
Highly organised, and preternaturally inclined towards carnage, the Sanguinem Mortiferum are the deadliest vampires in the Commonwealth. The name means "deadly blood". In addition to all normal vampire perks, this bloodline of bloodthirsty mercenaries preternaturally excels in pistol and rifle combat. These vampires serve an interesting role in vampire society. When they are not looting smaller settlements or raiding medical facilities they are often called upon to take care of undesirables by higher standing clans, in a way serving as a private police force within vampire society. The Mortiferum Alastors are ruthless trained killers and will take out any mortals that stand in the way of their target if necessary. They also take private contracts for those who have the blood packs to pay them. There is a darker side to the nature of this vampire bloodline however. It's members have an innate susceptibility to feeding on their own kind, committing the act of Amaranth. Each time the vampire feeds on another vampire their maximum health increases by a percentage of the target's health but with grave consequences. One taste is all it takes to develop a detrimental addiction that affects their mental state harshly. Because of this many members of this bloodline are addicted to vampire blood and it is speculated this is the true nature behind their services as "vampire police", as it allows them to facilitate their addiction. The addiction can be defeated through a week of abstinence. These vampires operate in the Boston area, and will sometimes be encountered in this region at night, or they can be found in their hidden haven. They have also been seen in the Boston area, particularly near the old Vault Tec regional headquarters. There are rumours that one member of this bloodline has infiltrated a commander position within the ranks of Jack Cabbot's private military force charged with guarding the old Parsons State Asylum for the purpose of protecting some sort of ancient power from the Oculus Sanguinis, who have been seen in the area. 



Bloodline Perks:
Perk: Celerity (Vampiric speed increases VATS melee range.)
Perk: Undead Crackshot (Your vampire bloodline gives you +20% damage to non automatic pistols and rifles.)
Perk: Gain +10 damage resistance in addition to normal vampire damage resistance.
Perk: Feed on other vampires.

Bloodline Curse:
Call of the Vitae: If the player indulges on vampire blood they will develop an addiction to it instantly. Each day without vampire blood from that point will cause -1 to all mental STATS for up to 6 days (6 stage addiction). While the addiction is present the addiction will always present at least -1 detriment to all mental STATS if the player has indulged the addiction. The player can only remove the addiction by abstaining for 7 in-game days, and suffering the STAT debuff for this this period of time.

Bestia Sanguinem:
Bestial, animistic and the most in tune with their inner beast, vampires of the Bestia Sanguinem bloodline are very different from their cousins. The name means "beast blood". Members of this bloodline start on the path of the humane with a -4 penalty to humanity, cannot ever gain more than 6 humanity points.
These vampires have very different characteristics to their cousins, featuring the eyes of the beast immediately after being embraced. In addition these vampires can use the power of the blood to pacify and control some animals, or even have them follow them. In addition, most predators will not attack them, seeing them as an unnatural predator need be feared. While some vampires would write them off as nothing more than animals themselves, they have a delicate relationship with nature and it's creatures. The Bestia vampires can feed on live animals, a trait which has developed over time as part of their bestial lineage. The Bestia Sanguinem are ferocious in combat. When the beast within senses danger, the vampire becomes pumped with charged vitae, gaining additional strength in a fight or flight response as well as a heightened sense of smell, able to detect all lifeforms with a certain radius. Vampires of the Bestia Sanguinem bloodline prefer to make their living space underground, and are a very rare breed of vampire. Vampire hunter testimonies suggest they have been seen hunting in the general area of Concord and Sanctuary Hills, but most notably in the general area of the Safari Adventure area of Nuka-World.



Bloodline Perks:
Perk: Celerity (Vampiric speed increases VATS melee range.)
Perk: Blood of the Beast; +3 Strength, Endurance & Agility in combat as well as Detect Life.
Gain ranks 1, 2 & 3 to the Animal Friend perk.

Bloodline Curse: Members of this bloodline can never raise their humanity above 6.

Ambitiose Sanguine:
These ambitious bloodsuckers always find themselves at the top of the chain of command. The name means "ambitious blood". These vampires assume the right to enforce vampire society's rules and regulations on the other vampiric inhabitants of the Commonwealth. This assumed right to rule is heavily secured by their alliance with the Sanguinem Mortiferum, who act as their private police force in exchange for blood. The Ambitiose Sanguine rarely hunt in the wild, and instead rely on blood taken by needle and bag from their acolytes. The Ambitiose are manipulative, and where they cannot manipulate they dominate. They can use the power of the blood to pacify their targets and force them to do their bidding. In addition dominate grants the 100% success rate to speech checks in dialogue, as well as receiving a discount from all vendors. Their bureaucratic and prejudice nature often results in these vampires occupying old dilapidated corporate pre-war buildings. These vampires have been seen operating in the general area of Boston, particularly around the old Vault Tec regional headquarters and the Harbormaster hotel. Over time their inherent nature has caused these vampires to develop a refined palate, resulting in an inability to use the animal sustenance perk.



Bloodline Perks:

Perk: Dominate
Dominate has six ranks but two tiers. The first 4 ranks allow the player to mesmerise targets and then feed on them in their pacified state. However in the last two ranks, the ability to pacify and feed is switched out for the ability to control the target's mind. The player can still feed on them in the normal ways however.

Dominate (1): 100% speech challenge success rate and ability to mesmerize in combat if the target is level 20 or below.
Dominate (2): 100% speech challenge success rate and ability to mesmerize in combat if the target is level 25 or below.
Dominate (3): 100% speech challenge success rate and ability to mesmerize in combat if the target is level 30 or below.
Dominate (4): 100% speech challenge success rate and ability to mesmerize in combat if the target is level 35 or below.
Dominate (5): 100% speech challenge success rate and ability to take command of the combat target if they are level 40 or below.
Dominate (6): 100% speech challenge success rate and ability to take command of the combat target regardless of level.

Perk: Celerity (Vampiric speed increases VATS melee range.)
Gain ranks 1 & 2 to the Public Leader perk. 
Gain ranks 1, 2 & 3 to the Intimidation perk.

Bloodline Curse: The Ambitiose Sanguine cannot use the animal sustenance perk and are unable to feed from low grade blood packs.

Deformis Sanguine:
Hideously disfigured and often mistaken for ghouls due to their appearance, these vampires often choose to live in the glowing sea away from vampire hunters who may seek to kill them. The Brotherhood of Steel will always regard the Deformis as hostile, due to their ghoul like appearance. The Deformis Sanguine are masters of obfuscation, and can use the power of the blood to affect the perceptions of those around them to appear invisible while sneaking. The Deformis are unable to use sunblock in daylight due to the condition of their skin, which is constantly rotting and regenerating. However, The Deformis possess the power of Thanatosos, which is charged by irradiated blood. Thanatosis when fully charged will release a blast of radiation and necrotic decay that will eat away at the flesh of targets in range of the blast. If the effect is severe enough to kill the target they will often rot into a disgusting pile of rotten goo. Obfuscation also decreases detectability by 20%, however it is but manipulation of the mortal mind and does not affect machines. In addition, these sneaky bloodsuckers have also learned to use telecommunications to their advantage. The Ambitiose Sanguine often call upon them for help obtaining data to help them with problems in vampire society. These vampires gain more health when consuming irradiated blood than regular blood, and are immune to most sources of radiation. The clans largest weakness is their terrible physical appearance. They look as ugly as ghouls, and have deep dark red ringed black eyes. Their appearance does not change when they lose humanity, but instead they are permanently cursed with this terrible complexion. This causes a permanent -25% disposition with humans which cannot be prevented by covering the eyes. Vampire hunters know they are using an abandoned factory inside the glowing sea as their haven, but most are not brave enough to venture after them. Members of the Deformis bloodline are not seen as hostile by feral ghouls due to the properties of their blood.

Bloodline Perks:
Perk: RAD Soaker.
Perk: Obfuscation (Manipulate the minds of mortals in sneak to appear invisible. Machines can still detect you.)
Perk: Celerity (Vampiric speed increases VATS melee range.)
Perk: Thanatosis (Feeding on ghouls and irradiated blood will charge this ability. When charged, the player will release a blast of radiation and necrosis, which breaks down the flesh of enemies which can sometimes result in a disgusting pile of rotten goo.
Gain rank 1 to the Locksmith perk.
Gain rank 1 to the Hacker perk.

Bloodline Curse: Due to their appearance, this bloodline suffers a permanent -25% disposition loss with humans and cannot benefit from sunblock. The player can never change their facial appearance as the bloodline curse prevents this. The Deformis take an extra -1 to Endurance in all hunger stages except satiated.

Oculus Sanguinis:
Please read the following disclaimer before playing this bloodline.

---Disclaimer---
Please take the following warning seriously. I am dead serious in what I am saying here, this is not an attempt to make the clan seem more "edgy" as so many young people call it today. The Oculus Sanguinis bloodline is a very intense PERSONAL HORROR experience. The player will experience auditory and visual hallucination and emulated mental illness while playing as this bloodline and this may cause you to feel disorientated or unsettled. Before you play as Oculus Sanguinis, ask yourself "Why do I want to play this bloodline?" If the answer is, "it is edgy", or "ooh it's a bit dark..." this bloodline is not for you. You will experience the intensity of mental illness and the extreme of broken vampirism. If you suffer from a mental disposition in real life such as depression, severe anxiety, schizophrenia, or any related medical condition that is likely to create a negative experience I would strongly suggest avoiding this bloodline while playing Sanguinaire. Player discretion is strongly advised. Not suitable for players who suffer from related mental illness. You have been warned.

Bloodline Description:
Probably one of the most feared bloodlines in vampire society, Oculus Sanguinis posses a form of inherited psychosis. These vampires regularly hear voices of an abrupt and disturbing nature. Some say this is simply an immortal form of insanity and nothing more while others believe these vampires have the gift of insight. Those who believe this suggest the voices and insanity is at least partly a psychic phenomenon, where the vampire in question will hear predictive information about their immediate environment amongst the stellar noise that is their insanity. This would allow them to sense unknown truths and read enemy weaknesses as a result. There is no doubt however that these vampires suffer a form of insanity whatever the case, and while many new fledglings of this bloodline are in-tact mentally to begin with, their experience with this detriment often slowly erodes away their sanity. The voices are less intense while fed, and more intense while underfed. The Oculus Sanguinis suffer episodic psychotic episodes that cause visual and audible hallucinations. These can be very intense and occur randomly but usually experience them at least once per week. Loss of humanity increases the frequency of these events. Vampires of this bloodline sometimes even have psychological personifications of their own subconscious that manifest as imaginary friends. The Oculus Sanguinis are also known for developing extremely peculiar, but psychologically dire derangements that can manifest in the form of obsessive behaviour. This is a niche clan and your experience of the world will be distorted and sometimes disturbing. Not for players who are not familiar with the concept of personal horror or lack of ability to accept the cards they are dealt. According to vampire hunter records these vampires have been seen inhabiting the general locale of the old Parson's State Insane Asylum, Coastal Cottage and in the Lynn Woods area. Rumour and conjecture states that these psychotic vampires are not appearing around this old asylum out of coincidence of some sort of dramatic irony, more that they are trying to access some sort of ancient power below the surface. If quests related to the asylum are completed in a certain way, the Oculus will establish a haven in a related location.



For the best experience, I suggest playing as Oculus Sanguinis with headphones.

Bloodline Perks:
Perk: Detect Life: This perk could also be considered a detriment. While other vampires only experience detect life in hunger, the Oculus experience it as a constant, which goes hand in hand with their insight. This allows them to sense enemies and living beings within a large radius.
Perk: Awareness (Read enemy weaknesses in VATS.)
Perk: Obfuscation (Manipulate the minds of mortals in sneak to appear invisible. Machines can still detect you.)
Perk: Dementation When below 35% HP, cast dementation, suffer a psychosis episode and channel it into your enemies, causing them to flee.
Perk / Detriment (You decide!!):
The voices in your head will often reveal hidden secrets but at times will mislead you, however the ambient noise that is your insanity will often prove distracting and can even create the illusion that a creature or entity is present when untrue.

Bloodline Curse: Members of this bloodline suffer never ending mental psychosis and random psychotic episodes. When low on health in combat, the Oculus Sanguinis will be induced into such an episode but will also channel this potent insanity into their foes, causing them to flee for their lives. The victim will experience a full blown Oculus psychotic episode. For NPCs, this is triggered when the player injures them until HP is below 35%. For the player, this will trigger if an enemies injures them until HP falls below 35% but will have to also experience the psychosis they are channelling into their foes for the duration of the effect. To recharge the effect the player must allow themselves to drop at least 1 hunger stage.

Umbra Sanguine:
The Umbra Sanguine, otherwise known as the shadow blood are creatures of extreme. While they suffer the same sunlight and weakness detriments as all other bloodlines, they cannot tolerate bright artificial light. Bright light (non-sunlight) will reduce physical STATS and cause sensory disruption. This manifests as synaesthesia (sensory overload), disrupting vision not through light irritation but causing internal overload, as well as tinnitus. These vampires also have the ability to use the power of their blood to push through the boundaries of reality itself, becoming ethereal in the umbra, an unstable lower dimension of existence. When in the Umbra these vampires can still perceive the physical world through the cloudy dark veil but are unable to interact with it.  At higher ranks they can summon shades in their place for a limited time to attack their enemies. These vampires can absorb the ephemeral death energy whilst in the Umbra, allowing them to regenerate health whilst they are there. The healing rate in the Umbra increases with their vampire rank. This ability grants temporary invulnerability until they return to physical form. The Umbra Sanguine also regenerate stamina faster than other vampires when not exposed to light, take double damage in sunlight in comparison to other vampires, can dominate the minds of mortals, often using the very worst examples of humanity to guard their havens, and even at times feral ghouls. The Umbra  benefit from more sensitive vision than other vampires giving them an advantage in the darkness of the night, sneaking up on unwary prey before sweeping in for the kill. The dark forces surrounding the Umbra Sanguine cause an immediate disconnection from their former humanity on transition. Members of this bloodline can never raise their humanity above 4, and are inherently nihilistic and borderline psychopathic as a consequence. It is speculated by vampire hunters that the Umbra Sanguine, and the Ambitiose Sanguine may have once been the same bloodline, and that a sub faction of Ambitiose practicing dark forces to try and achieve access to the dark umbra dimension may have accidentally cursed their vitae, warped and twisted by the dark umbra itself. The Umbra Sanguine are a rare bloodline, and vampire hunter rumour suggests the only location these vampires have ever been seen in the Commonwealth is in the general locale of the Dunwich Borers site.



Bloodline Perks:
Perk: Regenerate AP faster when character's light level is below 40.

Perk: Dominate
Dominate has six ranks but two tiers. The first 4 ranks allow the player to mesmerise targets and then feed on them in their pacified state. However in the last two ranks, the ability to pacify and feed is switched out for the ability to control the target's mind. The player can still feed on them in the normal ways however.

Dominate (1): 100% speech challenge success rate and ability to mesmerize in combat if the target is level 20 or below.
Dominate (2): 100% speech challenge success rate and ability to mesmerize in combat if the target is level 25 or below.
Dominate (3): 100% speech challenge success rate and ability to mesmerize in combat if the target is level 30 or below.
Dominate (4): 100% speech challenge success rate and ability to mesmerize in combat if the target is level 35 or below.
Dominate (5): 100% speech challenge success rate and ability to take command of the combat target if they are level 40 or below.
Dominate (6): 100% speech challenge success rate and ability to take command of the combat target regardless of level.

Perk: Enhanced Vampire Vision.
Perk: Umbra Shift: Once per day, if near death (lower than 35% health) the player will become ethereal in the umbra for 40 seconds, allowing them to flee the combat zone. Each rank will increase healing in the Umbra dimension, and eventually the vampire will be able to summon shades to their aide and cause enemies to flee from them in ethereal form. Master rank vampires of this bloodline absorb so much ephemeral death energy that it gets violently discharged on their return to the physical plane, reanimating dead bodies in it's wake. Each activation of this perk costs 1 hunger stage.

Bloodline Curse: The Umbra Sanguine have no control over their Umbra Shift ability as it is a fight or flight response and suffer a STAT loss in bright artificial light as well as sensory disruption in addition to their sunlight detriment. Members of this bloodline can never raise their humanity above 4 due to their innate nihilistic and borderline psychopathic nature.

Carnes Sanguinem:
Outcasts shunned by vampire society, these vicious monsters suffer a severe bloodline curse far worse, or better than most depending on the perspective of the sufferer. Vampires of the Carnes Sanguinem bloodline require human flesh as well as blood in order to survive. If their flesh requirements are not met, they cannot gain nourishment from blood. If the Carnes Vampire consumes flesh from a fresh corpse this will satisfy both their bloodlust and flesh hunger, however if the Carnes Vampire has harvested flesh to consume later (dead flesh), this will allow blood satiation again, but the vampire will need to consume blood in addition. This phenomenon is not understood by other vampires but ultimately other vampires consider them disgusting abominations and a broken bloodline. It is the shared view of most vampires something is fundamentally wrong with the vitae running in the veins of these peculiar creatures. This is further facilitated by a unique trait. It has been observed that vampires of this bloodline seem to, after consuming large amounts of human flesh, purge some sort of unknown property in extreme amounts, blowing their enemies apart in it's wake. Vampires of this bloodline can remain satiated on blood in stage 1 hunger, but if they drop into stage 2 hunger or below they must feed on a corpse's meat as well as blood to regain satiation. While in this state the vampire cannot gain any effect from blood. If the vampire cannot find human flesh in time they will fall sharply to stage 4 hunger. The Carnes bloodline can also benefit from human meat stew and blood laced human meat stew that can be crafted at a cooking station. This provides a similar effect to blood buff as well as charging the Power of the Flesh ability and increases AP regeneration. Rumour has it that a vampire in the Boston area calling himself "The Gourmet" is serving up the finest human cuts in the Commonwealth.



Perk: Vampires of this bloodline start with 4 ranks of bloody mess.
Perk: These vampires start with 1 rank in cannibal to facilitate their need for flesh in addition to blood.
Perk: Power of the Flesh; This power can be viewed in the pip boy active effects and charges with each cannibal feed. On reaching 100% capacity the vampire's body will purge a build up of an unknown force, blasting all surrounding mortal enemies to pieces, tearing their flesh and bone like paper.

Bloodline Curse: Vampires of this bloodline require human flesh in addition to blood to survive. Failure to do so will result in becoming unable to satiate with blood and will cause them to crash to ravenous hunger if human flesh is not consumed within 24 hours of stage 2 hunger beginning. Like the Clanless, these vampires are under constant persecution from the other bloodlines.

Rank Rewards:
Each rank achievement will increase the following:
[STATS] Strength: +1, Endurance: +1, Agility: +1, Increased Jump Height
[PERK] The effect of all ranked vampire perks will increase on each rank. (See unlockable perks section for details.)
Rank awarded stat increases do not just increase the base stat, but also add the associated stars to the perk tree. This means the payer can access perks associated with those stats. Beware however, if you cure yourself your vampire stat buffs will be subtracted. If you unlocked perks relying on these stats, you'll have to level up to earn them again. All actions have consequences.

Humanity:
The player's humanity rating is a measure of how much the vampire relates and empathise with humans after becoming a non-human, and the moral values they held as human. To a vampire, humanity is more of a relative concept than an actual preternatural sense of care to other humans, or non-feral ghouls. Each player will start with 10 humanity points when they turn unless they are of the Bestia Sanguinem or Umbra Sanguine bloodlines, who begin with a negative humanity disposition. The humanity score can be viewed in the PIP-Boy active effects menu. Humanity can be lost when committing certain offences towards innocent or non-hostile humans and ghouls. Higher levels of humanity can be lost extremely easily if one does not take care, which has consequences such as increased blood lust and frenzy frequency. (See articles).

The Silence of the Bloodlines:
If the player is seen feeding as a vampire, or using certain vampiric abilities and fails to "deal" with the witnesses, vampire society will hunt them down and have them killed if necessary. Vampire society has extremely strict rules on maintaining the façade that they are merely a myth and do not actually exist. Vampire society sees exposure as endangerment to their survival, and those who step out of line will be punished harshly.

Nightmares:
Vampires suffer recurring nightmares when sleeping. This is a subconscious manifestation of the beast. When fully fed, the player will have a 50% chance of experiencing one of these nightmares before waking. Each stage of hunger will increase the chance of a nightmare being experienced. The details of the nightmares will change with loss of humanity over time. In addition each bloodline will occasionally experience unique nightmares not experienced by others which also become slowly more twisted by humanity loss. Curiously, Vampires on the Path of Purity do not experience nightmares.

Playing in Survival Mode:
In survival mode, the rules change after becoming a vampire. Human requirements such as food and water will no longer have any impact as vampires do not benefit from mortal nourishment. Instead - the blood-lust, and lack of rest will cause fatigue. In Survival mode, blood-lust will be far more frequent and it will be harder increase rank. In Survival Mode, sunlight will cause aggravated damage. Blood will heal aggravated damage in SM Mode. Blood packs will gradually heal the effects of aggravated damage but feeding on a living mortal will heal most if not all of it instantly, as well as healing radiation. If you really want a challenge as a vampire role-play, survival mode will cater to this. The system has been completed overhauled when playing as a vampire. This works by shutting down the human version on transformation and replaces it with a vampire equivalent. Players will also benefit from the Vitae Surge ability which is the vampire equivalent of Adrenaline. The rules of Vitae Surge differ however. Vitae Surge is charged when feeding. Every 5 feeds increases the rank of Vitae Surge. Sleeping will reset the perk. The ability will be inactive during daylight hours.

Inherent Abilities and Weaknesses:
As a vampire, the player will have access to unique abilities and weaknesses.
Resist Disease: Vampires are 100% resistant to diseases.
Regenerative Blood: Vampires have regenerative blood. Heals accumulated RADS. Rank based ability. (See Ranking)
Resist Poison: As a vampire the player is 100% naturally resistant to toxins.
Vampiric Jump: Allows the player to jump higher than a mortal. This is a rank based ability. (See Ranking)
Intimidation: All vampires start with the Intimidation Perk (Rank 1) as standard due to their vampiric appearance.
Animal Sustenance: Vampires can feed on animal carcasses, but animal blood only restores 30% HP in addition to satiating hunger.
Weakness to Fire: Vampires suffer a 20% weakness to fire damage, increased by a further +10% in each hunger stage.
Weakness to Energy Damage: Vampires suffer a 20% weakness to energy damage, increased by a further +10% in each hunger stage.
Weakness to Sunlight:  Vampires suffer a weakness to sunlight, resulting in -20 HP, -20 AP, and HP / AP regeneration loss. In hunger these damages are increased further and the player but will always take HP damage when exposed to sunlight which will become more serious with each hunger progression. Vampires can protect themselves from visual impairment in sunlight by wearing sunglasses, welding goggles or full-face masks. The clothing items will need to be removed at night to regain the effects of oversensitive vision and see better than mortals in the darkness. The player can also wear sunblock to help prevent UV damage in hunger which can be purchased from most traders.
Cannibalism Update: When using the cannibalism perk, if you are a vampire this will also sate blood-lust and activate the Blood Buff perk if you are in combat due to small amounts of blood being ingested while eating the flesh of the victim. It should be noted however that humanity rules still apply if you use the cannibal perk as a vampire.

Unlockable Perks:
Intimidation: This perk will be available at rank 1 as standard for the player as a vampire regardless of bloodline. This is due to the very nature and appearance of vampires and how this would affect those perceiving you. You can use this to your advantage as the option to feed will appear on any humanoid NPC you successfully pacify while using the Intimidation perk.

Vampire Vision: Vampires can only benefit from the enhanced night vision effect of this perk when not wearing sunglasses, goggles or full-face masks. I have recently updated the mod to include power amour helmets. This was done to create the ability to toggle the effect of night vision as desired while keeping within the realism theme of the module. Vampires cannot simply turn off their over-sensitivity to light, but the effects of night vision can be toggled if desired by applying clothing to obscure light to the eyes. Any item of clothing used to protect against the vision effects of the sun can be used to toggle night vision on/off. Each vampire rank will increase this perk's effects, increasing VATS accuracy at night.

Shadow Veil: Vampires are stronger than your average mortal. As a result they find it much easier to tread lightly the ground they stand. Vampires have an uncanny ability to sneak up on their prey and take it unawares. Shadow veil is a measure of how effectively a vampire can sneak in addition to their mortal abilities from the perk chart. Each vampire rank increases the effectiveness of this perk by 10%.

Kindred Souls: Vampires in society look out for each other. The kindred souls perk is a measure of how effectively a vampire can persuade or charm another vampire in dialogue. Non-hostile vampire's consider each other kin, and are more likely to help each other out than they would mortals. Each vampire rank increases the effect of this perk by 10%.

Bloodline Specific Traits:
Blood Buff:  Feeding from a living person or blood pack in combat will provide a +3 increase to strength, endurance and agility for 20 seconds. 

Potence: This power is only accessible to select vampire bloodlines. Vampire bloodlines with this ability can exert supernatural strength, dealing additional damage when power attacking with melee weapons or in unarmed combat. Each vampire rank increases the effect of this perk by 20%.

Fortitude: This power is available to all bloodlines. The vampire is immune to crippling and receives a damage resistance bonus. Each vampire rank will increase the vampire's damage resistance by +1 point.

Blood of the Beast: This power is only accessible to the Bestia Sanguinem bloodline. Similar to a fight or flight response, when vampires of this bloodline are faced with danger the beast within emerges due to their close relationship with it. On activation, the vampire's physical stats will all rise by +3 for the duration of combat as well as detect life vision. You will see temporary vampire vision effects and hear the beast growl on activation.

Undead Crackshot: This power is only available to select vampire bloodlines. Undead Crackshot increases the effectiveness of non-automatic pistols and rifles by 20%.  The effect of this perk is unaffected by rank.

Obfuscate: This power is only available to select vampire bloodlines. This ability allows a vampire to manipulate the minds of mortals and is effectively a hypnotic sub-form of domination. When the vampire goes into sneak they will use the power of the blood to appear invisible to living beings. Machines and non-biological creatures will still be able to detect the vampire as they do not have a mind that can be manipulated by the vampire.

Umbra Shift: Possessed by the rarest of vampires, the Umbra Shift is a truly terrifying ability. Umbra Shift allows the vampire to pass through the veil of reality itself, into the Umbra - a dark, unstable lower level of existence., for a limited time when close to death. The vampire will heal in the Umbra, absorbing ephemeral death energy within. The vampire cannot interact with the physical plane while in the umbra but as they increase in rank they can summon shades to their aid while in this form to attack their enemies and even cause enemies to flee in absolute terror. Each time this perk is activated it will cost the player one hunger stage on ending.

Food and Chems: Vampires cannot regain health from food or chems (excluding Stimpaks, Blood-bug meat and Blood-leaf). Vampires survive solely on blood and it is their only form of nourishment. Stimpaks will still heal a vampire, but are 50% less effective. All addictive substances are 50% less effective and last 50% of the base duration, with the exception of drugs that contain blood properties which are excluded from this rule. Blood-bug and Blood Worm meat risks infection of FEV-Sanguinaireus to mortals. Vampires can create blood laced foods in the cooking station menu, creating unique foods they can regain some HP from. These foods will not satisfy blood-lust. Garlic essence is extremely toxic to vampires, and if consumed will damage health as a duration effect as well as reduce all physical stats to -1 for the effect duration. Garlic can be obtained from caravan vendors, Diamond City Surplus, and is dropped by vampire hunters on death. If the player is role-playing the vampire hunter, garlic essence syringes can be crafted at a chem station but the player will need to find a Syringer to fire them. 

Sleeping & Rest:
Due to their lack of a life force of their own, vampires cannot regain HP from sleeping. Vampires rely on blood or what little effect they can get from Stimpaks or Blood-Laced foods for regaining HP. Vampires can still gain rested bonuses after sleeping however. Vampires are night time creatures and therefore their internal body clock maintains a shorter waking cycle to account for the length of the night time period in survival mode. After transition the vampire's body clock will try to adjust to a night time routine instinctually. Staying awake too long in survival mode as a vampire will cause tiredness.

Blood Packs and Vials:
Empty blood packs can be crafted with plastic at a chem station. Low-Grade blood packs can be crafted with plastic and filled (red) Blood-bug Blood-Sacs. Drinking low-grade blood packs carries risk of infection if the player is mortal. The player can also purchase blood packs and vials of blood, although vendors rarely stock them. Vials of blood are cheaper than blood packs,  but heal less HP. Glowing blood packs will provide vampires with extra RAD resistance. Vampire blood packs can be obtained as a rare drop from dead vampires and can be extracted using the extract blood perk from a sleeping vampire. You can also use a bleed-out needle on yourself while playing as a vampire if you have an empty blood pack.

Human Meat Recipes:
The player can occasionally find human meat in gore bags. In addition while playing as a vampire sometimes human meat can be salvaged from corpses. This meat can be used to craft Human Meat Stew, which Cannibals and The Carnes Sanguinem bloodline can gain additional buffs from.

Vampire's Acolytes:
Acolytes are mortals that inject the blood of their vampire masters or mistresses to enhance their physical condition. Acolytes will remain at the age they were indefinitely while under the influence of their master's blood and feel a sense of loyalty to their new master. Acolytes possess limited vampiric stats, making them tougher than ordinary mortals. Vampires will often use these acolytes as daylight guardians or to protect them in combat. Acolytes will age rapidly if they enter blood withdrawal after many years of age free living, should their master revoke access to it. This tends to keep acolytes loyal to their masters. Older acolytes who lose access to vampire blood will often die from rapid age progression. The Serum derived from FEV Vampires will have no affect on other FEV vampires, as it is merely injecting properties they already posses.

NPC Vampires:
Vampires will occasionally be encountered in the wild at night. If the player becomes a vampire, vampire attacks in the wild will greatly decrease as the player's blood would become useless to them, but vampire hunters will start to be encountered at low frequency. Vampires can often be found searching abandoned medical facilities for blood packs and sometimes make themselves a home in abandoned buildings. Encountering vampires is generally a rarity, unless the player has knowledge on where to hunt for them, however some factors increase the encounter chance. Vampires can smell the player's blood (low health), which will draw them out. Sprinting will also attract a higher encounter rate. Sprinting while injured will have the highest encounter rate. The player will occasionally come across more humane vampires hiding in society, masquerading as human.

NPC Vampire Followers:
If the player is mortal it can be risky having a vampire follower along for the ride. If the player sleeps while a vampire is in their service there is a small risk that the vampire companion may give in to their blood-lust, and take blood from the player in their sleep. If the player is bitten by their companion while sleeping they also risk infection. If the player was bitten a message will display and 20% health will be missing from the player's health bar on waking.

Vampire Hunters:
Encountering vampire hunters as a vampire is linked directly to humanity. Vampire hunters will rarely show up if the player have never killed an innocent person, but that doesn't mean they won't. Killing innocent citizens will catch the attention of vampire hunters. Some vampire hunters will use garlic essence filled syringes, fired from syringer rifles in an attempt to weaken a vampire so they can move in and kill it. If the player is hit by one of these garlic darts as a vampire it will cause a duration health damage effect for 25 seconds, as well as reducing all physical stats to 1 for the duration. The player can enjoy a full vampire hunter quest line also. To unlock the quest, find the dead vampire hunter near the old Vault Tec HQ and read the orders on his body.

Nemrod Vampire Hunters:
A very rare encounter, the Nemrod is a vampire, who has taken to hunting vampires. This can be for many reasons. This can be a revenge vendetta, or out of spite for becoming cursed with vampirism by another. The reasons that vampires become vampires vary greatly. The vampire, vampire hunter is to be feared. They possess all the strengths of the vampire with all the lethality of an organised vampire hunter.