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Kindred, almost as a rule, must come into conflict with one-another. There is only so much blood in the world, only so much domain, only so many worthwhile ghouls and potential childer, and far too many different clans and ideologies to promote ensure a peaceful existence for the Kindred. Even ignoring all of these factors, there is the pure, simple fact that the Kindred are no longer human, but are now inhuman predators, who must struggle with The Beast on a nightly basis. If one considers all these factors, it becomes clear that conflict is an inescapable reality for all but the rarest of Kindred. So, how do vampires fight, then?


The thing all Kindred have to keep in mind, at all times, is that they can live forever. Barring actual, final death, they’ll always be around. What happens when a vampire dies? Nobody knows. Some say the soul goes straight to Hell, others say that there is simply nothing at all, and some imagine a fate worse than this. Why chance it? If a Kindred can live forever, and never have to confront whatever brutal reality is waiting for them if they finally pass from the world, why risk it? Why confront it? Why throw away forever? Certainly, some Kindred find reasons to – be it for faith, ideology, hatred, madness, or a host of other reasons… but it is not a risk that Kindred flirt with frivolously.


By and large, the Kindred are social creatures, so they often fight their battles socially. The right words in Elysium, or whispered in the VIP room of some trendy Goth club, can bring social ruin to another Kindred. Vampires can live forever, and they will have to live with failure, shame, and rumors forever. As such, many Kindred attack the standing of other Kindred via rumor-mongering or direct attacks.


Another means by which Kindred can battle each other, socially, is through their proxies. A Kindred’s allies can make life difficult for another Kindred… or they can attack and destroy that same other Kindred’s hold on the nightlife of Atlanta, ruining all their hard work and removing some of their power without permanently killing another Kindred. Herd can be killed, lured away, poisoned against their “sugar daddy.” Retainers can battle one-another, and whoever dies… the Kindred still live, or perhaps a prized Ghoul can be captured and held for ransom. By fighting a war through proxies, Kindred can still make their point, and hurt other Kindred without killing them.


All Kindred must sleep during the day, so attacking another Kindred’s Haven is a surefire means of making their unlife difficult – depriving them of a safe and secure place to sleep until they find a new one, displacing them and all their retainers, making them fear the approach of dawn, and ruining whatever careful ruses let them mingle among the mortals for as long as they did. An attack on a Kindred’s Haven can be lethal, but that all depends on the timing of the attack. Similarly, an attack on a Kindred’s Resources can deprive them of the money they need to afford servants, luxuries, and necessities – a slow bleed, instead of the fast danger caused by an attack on a Kindred’s Haven.


Kindred often have Childer, Sires, or Allied Kindred in their clan or covenant that help make their unlives more comfortable. Striking at them – poisoning them against a Kindred, converting them to a rival covenant or bloodline, or making their unlives difficult until they betray their “friend” is another perfectly valid means of attack, and one that can result in years of distrust and bad feelings.


Many Kindred have things they value. Some have libraries full or rare books, some have Havens full of rare ghouls from exotic ghoul families, some have books of rare, period poetry, some have lovingly-maintained cars… the sky’s the limit, and a Kindred could collect or value just about anything. Striking at the things a Kindred values – sneaking into a Kindred’s haven and marking up a rare painting, or stealing a signed novel, could grievously injure a rival Kindred without harming a hair on their head.


Boons can be collected, and held over a rival Kindred, forcing them to behave a certain way, and lording one’s superiority over a lesser. The blood bond can be employed to create a clear demonstration of superiority, and can ensure perpetual loyalty, gaining a Kindred a servant in the place of a rival.


If all else fails, there’s violence. Often, Retainers can be sent in to do the dirty work quickly and efficiently. A daytime raid can easily result in an unprotected Kindred being captured and set on fire. Violence doesn’t have to be fatal, of course. A prolonged torpor can teach a Kindred an important lesson, as their mortal connections wither away and they realize that their life was, literally, in their enemy’s hands. If a rival must be confronted at night, or personally, most Kindred choose to stack the deck. A numerical advantage, weapons, and a lack of escape routes for one’s quarry are all unfair, dishonorable tools that ensure that victory will come quickly and violently, and with minimal risk. The Kindred would have it no other way, and attempting to be “fair” to one’s target is a poor reason to risk eternal life.

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