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“Come, all you children, all you angels.

Dance in circles and sing


of dangers. Scream at the sun, summon the night. Run through
the fires with restless intention. Why am I the monster?
Why am I a monster?”
— echo Dade, Toreador
By Night Studios, LLC
‡ President: Ryan Aughtry ‡ Director of Club Relations:
‡ Director of Content & Art: Chris Angell Holly Houtekier

‡ Director of Events: Rion Bergquist


‡ Director of Operations: Allen Levy

‡ Director of Marketing Research


‡ Special Advisor for Technology:
& Innovation: Matthew Grace Pete Houtekier

‡ Director of Community & Marketing:


‡ Special Advisor for Business:
Elyse Haws Bernard “B.J.” McManus

Publication Team
Developers Artists
Jason Herman, Jimmy Reckitt Marlena Zoe “Mars” Howard, James Johnson,
Kamila “Louve” Maślak (@SewingCidal & @_How_

Editors Official), Natalie “Kera Now” Balle (https://kera_now.


artstation.com)
‡ Chief Editor: Chris Angell

‡ Copy Editors: Rion Bergquist, Nicole “Nycci” Photographers


Daniels, Juhanna Pettersson, Silja Sample Sabina “Yami” Andersson, Cinemagic - Film &
‡ Story Editor: Annie Blitzen Fotografia, Marcin Chabior, Marek Cybulski, Dariusz
Siadak Fotoamator, Marcin Chabior Fotografia,

Writers Kamil Kaniuka, Adam Karcz, Joanna Kowalewska,


Marek Cybulski, Marta Michalak, Marta Machej
Jason Andrew, Andrea Barr, Victoria Boyd, JN Childs, Photography, Josefina Runnquist, Dariusz Siadak,
Nicole “Nycci” Daniels, April Douglas, Jeffrey Fowler, Studio na Piętrze, Tobias Svensson, WikingArt -
Jason Herman, Colleen Kaster, Jimmy Reckitt, Fotografia
Renee Ritchie, Jen “Loopy” Smith-Pulsipher,
Brendan Whaley Models
CAA, Ben Bailey, Natalia Caffrey, Tara Deenihan,
Layout Artist Heather Mac Donald, Łukasz Robert Gawłowski,
Anna Urbanek | Double Proficiency Szymon “Krucek” Gozdecki, H.O.W., Joanna Maja
Kaczmarek, Elizabeth Malm, Kamila “Louve” Maślak
(@SewingCidal & @_How_Official), Kuba “Kostaki”
Cover Art & Design Maślak, Łukasz “Black” Maślak, Sonia Mrzygłocka
James Johnson, Kamila “Louve” Maślak - Pyć, JP Pelletier, John N. Perkins, Jr., Courtney
(@SewingCidal & @_How_Official), Rindone, Robby Rindone, Michał Rożek, Anna Shtorm,
Cinemagic - Film & Fotografia Urszula Siejakowska, Bartosz ‘Gaxen’ Śledzikowski,
Niéllé Sobolewska-Diarra, Szczecin by Night - Inne
Oblicze Miasta, Adrian “ad-x” Szymkowski, Paula “Yu”
Szymkowska, Anna Uran, Agness Valenstran, Piotr
“Pzolo” Żołądek
Benedictions, Dedications,
and Appreciations
“Yesterday created memories and learnings. Dhaunae Devir, Karim Muammar), Ted
Tomorrow will bring hope and a chance to Pertzborn, Aubrey Picket, Daphne Ridder, Annie
try again. Today is the day we have to live, Reckitt, Silja Sample, Southampton by Night
live in the moment and never give up.” (https://youtube.com/channel/UCVUbVawC3t
— Anastasia ‘Sasha’ Holtz, Ventrue WEz1uoOChVMGQ, Scott Anderson,
Christopher Bishop, Theresa Boshier, Stuart
Boshier, Chrissie Clark, Katie White, Mark
You, the Mind’s Eye Theatre community, made
White, Sam Wildridge), Lena Tudor
this book possible. We are eternally grateful for
your support and look forward to partaking in
the stories you tell! Here are but a few names
of the many people who have stood with us and BNS Content Developmental
carried us through: Review Thinktank
Corrigan E. Cassidy, Travis Clark, Karl Fox,
David Fuller, Ian Gibson, Daniel Hicks,
Vampire: The Masquerade™ Adam Kuuspalu
Creators
Mark Rein•Hagen with Steven C. Brown, Tom
Dowd, Andrew Greenburg, Chris McDonough, BNS Thinktank Pre-2019
Lisa Stevens, Josh Timbrook, and Stewart Wieck Jon Catron, Sam Bashline, Erykah Fassett,
Emma Fondren, Jennifer Fuss, Josh Heath, Pete
Houtekier, Jason Hughes, James G King, Paul
Special Thanks Marchant, Nick Riley

Black Chantry Productions (https://www. BNS dedicates this book to Rocky Batton,
blackchantry.com), Desert of Shadows (http:// Chole French, Andy Lambert, Heather Mac
desertofshadows.com, Lauren Johnson, Keelin Donald, Eric Patterson, Nathanial Dimitri
Poulopoulos, Alex Shydler), Nikki Fox, Mike Poulopoulos, and all the other members of
Letsch, Errol Logan, Elizabeth Malm (go:night, our community that passed away over the
Gothenburg Sweden), Charles Morton, Paradox last few years. We are all better for having
Interactive (https://www.paradoxinteractive.com/ known them and are grateful for the stories
en/, Justin Achilli, Tomas Arfert, Jason Carl, we were able to cultivate and share.

World of Darkness; Vampire: The Masquerade; Vampire: The Dark Ages; Victorian Age: Vampire; Werewolf: The Apocalypse;
Werewolf: The Wild West; Mage: The Ascension; Mage: The Sorcerers Crusade; Wraith: The Oblivion; Wraith: The Great War;
Changeling: The Dreaming; Hunter: The Reckoning; Demon: The Fallen; Mummy: The Resurrection; Orpheus; Exalted; Chronicles
of Darkness; Vampire: The Requiem; Werewolf: The Forsaken; Mage: The Awakening; Changeling: The Lost; Hunter: The Vigil;
Giest: The Sin Eaters; Demon: The Descent; Mummy: The Curse; Beast: The Primordial; Promethean: The Created; White Wolf;
Storyteller System™; Storytelling System™; and their respective logos, icons, and symbols are trademarks or registered trademarks of
White Wolf Entertainment AB. All rights reserved.
This work contains material that is copyright of White Wolf Entertainment and owned in whole or in part by Paradox Interactive.
Such material is used with permission and under license between By Night Studios, LLC, and Paradox Interactive.
©2021 White Wolf Entertainment AB, Västgötagatan 5, SE-118 27 Stockholm, Sweden.
This book uses the supernatural for settings, characters, and themes. All mystical and supernatural elements are fiction and intended
for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Check out White Wolf online at: http://www.white-wolf.com/
Check out By Night Studios online at: http://www.bynightstudios.com/
CONTENTS
Introduction . . . . . . . . . 6 Chapter II: Chapter III:
Additional New Disciplines
The Art of Bloodlines . . . . . . . . . . 30 & Techniques . . . . . . . . 70
Social Warfare. . . . . . . . . . . 8
Anda, Kineticism. . . . . . . . . . . . . . 71
a Gangrel Bloodline. . . . . . 31
Chapter I: Spiritus . . . . . . . . . . . . . . . . 77
Settings Update: Bratovich,
a Tzimisce Bloodline. . . . . 36 New Techniques. . . . . . . . . 86
The Modern Nights . . 14
Corsairs, Piracy and Politics. . . . . . 93
But First, Be Advised. . . . . 14
a Lasombra Bloodline. . . . 40
The Camarilla . . . . . . . . . . 15
Creeps, Chapter IV:
The Conclave of Prague. . . . . 16 a Nosferatu Bloodline . . . . 45 Expanded
The Schismatic Assamites. . . 16 Blood Magic. . . . . . . . . 98
Lhiannan,
The Thin-Blooded. . . . . . . . . 17 an Independent Bloodline.50
Abyss Mysticism. . . . . . . . . 98
The Justicariate . . . . . . . . . . . 17
Nagaraja, Rituals . . . . . . . . . . . . . . . . . 100
The Anarch Movement. . . 18 an Independent Bloodline. 57
Necromancy . . . . . . . . . . . . 116
The Sabbat. . . . . . . . . . . . . 19 Down the Chute. . . . . . . . . 64 Path of the Graveborn. . . . . 116
The Independent Path of Grief. . . . . . . . . . . . . 120
Alliance . . . . . . . . . . . . . . . . 20 Path of Soul Binding. . . . . . 126
The Clans of Death . . . . . . . 20 Rituals . . . . . . . . . . . . . . . . . . 132
The Followers of Set . . . . . . . 21
Thaumaturgy . . . . . . . . . . 148
Clan Tremere. . . . . . . . . . . 22 Green Path. . . . . . . . . . . . . . . 148

Strike Team Alpha . . . . . . 24 Path of Caelestikinesis. . . . . 153


Path of Neptune’s Might. . . . 157
Rituals . . . . . . . . . . . . . . . . . . 162

Audaces Fortuna Iuvat. . 186

4 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Chapter V:
Additional Elder Chapter VII:
& Luminary Powers. . 192 Core Rules & Dramatic
System Updates. . . . . . 292
Animalism. . . . . . . . . . . . . 193 Chapter VI:
Alternative Aerial Combat
Auspex. . . . . . . . . . . . . . . . 195 Maneuvers. . . . . . . . . . . . . 292
Merits & Flaws. . . . . . 258
Celerity . . . . . . . . . . . . . . . 198 Blood Resonance
Baali Merits. . . . . . . . . . . . 258
Chimerstry . . . . . . . . . . . . 201 (Optional Rules). . . . . . . . 294
Morality Merits . . . . . . . . 261 Humors. . . . . . . . . . . . . . . . . 295
Daimonion. . . . . . . . . . . . . 204 Additional Merits . . . . . . . . 262 Dyscrasia. . . . . . . . . . . . . . . 296
Dementation. . . . . . . . . . . 207 Vampire Sects and the
Advanced Feeding
Paths of Enlightenment . . . 265
Dominate. . . . . . . . . . . . . . 210 (Optional Rules). . . . . . . . 298
Expanded Path Mechanics.266
Feeding Vessels. . . . . . . . . . 298
Fortitude . . . . . . . . . . . . . . 213 Clan Specific Flaws. . . . . 268
The Rack. . . . . . . . . . . . . . . 298
Melpominee. . . . . . . . . . . . 215 Greater Clans . . . . . . . . . . . 268
Feeding Cards. . . . . . . . . . . 299
Assamite. . . . . . . . . . . . . . 269
Mytherceria. . . . . . . . . . . . . 217 Brujah . . . . . . . . . . . . . . . 270 Feeding Restrictions. . . . . . . 301
Obeah. . . . . . . . . . . . . . . . . 219 Followers of Set. . . . . . . . . 271 Feeding Outside of Rack. . 303
Gangrel. . . . . . . . . . . . . . . . 271
Obfuscate. . . . . . . . . . . . . . . 221 Giovanni. . . . . . . . . . . . . . . 272 Feeding Territories
Lasombra. . . . . . . . . . . . . 273 (Optional Rules). . . . . . . . 304
Obtenebration . . . . . . . . . 224 Malkavian . . . . . . . . . . . . 274
Potence. . . . . . . . . . . . . . . . 227 Nosferatu . . . . . . . . . . . . . 275 The Decision . . . . . . . . . 308
Toreador. . . . . . . . . . . . . . 276
Presence. . . . . . . . . . . . . . . 230 Tremere. . . . . . . . . . . . . . . 277
Tzimisce. . . . . . . . . . . . . . 278 Chapter VIII:
Protean. . . . . . . . . . . . . . . . 232 Venture. . . . . . . . . . . . . . . 280 Antagonists:
Quietus. . . . . . . . . . . . . . . . 235 Caitiff . . . . . . . . . . . . . . . . 280 Hunters Expanded. . . 314
Lesser Clans . . . . . . . . . . . . . 281
Serpentis. . . . . . . . . . . . . . 238 Hunter Groups,
Baali. . . . . . . . . . . . . . . . . . 281
Individual Hunters,
Temporis. . . . . . . . . . . . . . 240 Cappadocian . . . . . . . . . . 282
& Hunters Cells. . . . . . . . 316
Ravnos. . . . . . . . . . . . . . . . 282
Thanatosis. . . . . . . . . . . . . 242 Salubri . . . . . . . . . . . . . . . 283 Hunters: Those of Faith. . . . 316

Rare Bloodlines. . . . . . . . . . . 284 Hunters: Arcanum . . . . . . . 320


Valeren. . . . . . . . . . . . . . . . 244
Daughters Hunters: Project Twilight. . 323
Vicissitude. . . . . . . . . . . . . 246 of Cacophony. . . . . . . . . . 284
Gargoyles. . . . . . . . . . . . . 285 Backers. . . . . . . . . . . . . 326
Visceratika . . . . . . . . . . . . 250
Something for
A Matter of Debate. . . . . 252 Everyone. . . . . . . . . . . . . . 286 Index. . . . . . . . . . . . . . . 334

5
INTRODUCTION

“I read a lot of fantasy novels in my youth and, you know, I thought that the embrace
and the whole ‘Life after Death’ thing would be so much more . . . romantic . . . .”
— Theodora Cartier, neonate, Toreador

W We at By Night Studios are excited to bring you


this much-awaited supplement to Mind’s Eye
Theatre Vampire: The Masquerade (“MET
VTM”). Due to logistical and contractual
obligations, this book is not an omnibus and
The New By Night Studios
Before we dig into the content, we would like
to take a step back and tell you who we are.
We are By Night Studios, but we are not the By
is not a reprint of MET VTM or MET VTM Night Studios of old. We purchased the name
Volume 2 Issue 1. Instead, this book contains “By Night Studios” and its prior products in
all new material and provides the promised 2019; however, we are a new company with new
material alluded to in Volume 2 Issue 1, such as directors and a new vision. That vision is simple:
Kineticism, luminary powers, and so much more!
We are eternally grateful to the community To usher in a renaissance for the World of
for backing this project and making this Darkness Mind’s Eye Theatre experience.
book possible.
We are proud to be the official licensed
NOTE: Although there are some nods publisher of MET products for White Wolf’s
in this book to the tabletop role-playing World of Darkness setting and our directors,
writers, developers, editors, and marketing and
game Vampire: The Masquerade 5th
business team are all die-hard fans. At present,
Edition (“V5”), nothing in this book every one of us plays our games in some fashion.
exists in the V5 continuity.

6 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


How to Use This Book The Future
When MET VTM Volume 2 Issue 1 was What does the future hold? The short answer:
released, you were told you would be sold more content and more tools to spark your
a slow release of content in a serialized format imagination and to fuel your stories! This
with each installment containing a mechanical book is just the first of many Vampire: The
offering, updated systems, essays, and fiction and Masquerade books; but that is not all. As
that there would be enough content for at least the official licensed publisher of Mind’s Eye
three installments. We, however, decided not to Theatre products for White Wolf’s World of
make you wait. Instead, we are staying true to Darkness setting, our intent is to ensure we
our vision and have combined all the promised give the entire World of Darkness the attention
material into this one book! Like all books, this it deserves. Rest assured, we are just getting
has been a labor of love and passion project. started! Of course our exact plans depend on
how this book and future products are received.
The material provided in this book is an To that end, we thank you for supporting us by
exciting addition to any game and nothing in purchasing this content.
it is designed to upend a game’s continuity.
With the blessing of your Storyteller, this
material can be incorporated into any ongoing
chronicle. Remember, from a characters’
We Want to Hear from You!
perspective, the content in this book has always
By Night Studios welcomes your feedback!
existed. Ultimately it is the Storyteller’s right to
We will read every single email and every single
determine what content works for her game.
post. While it may be difficult for us to respond
Primarily, the new content consists of to every communication, we compile your
additional disciplines, bloodlines, techniques, opinions and gauge the overall feedback when
elder powers, luminary powers, clan specific creating new products. While we enjoy reading
flaws, expanded morality merits, and expanded your thoughts and comments on social media
blood magic. All these materials support (and may occasionally respond), the best way for
additional character creation and development you to contact us is via email to:
options. This expansion also provides setting
[email protected]
updates for those Storyteller’s that want to
inject some changes to the static world of We look forward to hearing from you!
vampires. We also offer additional rules to
round out both core and dramatic systems, such
as aerial combat maneuvers and a new and
exciting optional feeding system. Many of our
updates and added materials come from player
and Storyteller feedback.

Introduction 7
THE ART OF
SOCIAL WARFARE

F From his penthouse balcony Maximilian Hardcastle surveyed the world below. Even
from this height he could sense the lifeblood of the city flowing beneath him. It had been
many years since he had been part of that pulse of humanity, yet he still felt the desire to
protect and shelter it. As he continued to gaze at the streets below his reverie was broken
by the pungent scent of fresh blood and desperation; the source was a figure trying to
hide within the shadows of the monolithic skyscraper.

His night was about to be interrupted by urgent matters.

A few minutes later, the distinct rat-tat of military dress boots against a well-polished
marble floor echoed toward him to then abruptly cease. Maximillian turned to see
Sergeant Dresher, his longtime ally, waiting patiently. The two shared a look of
annoyance, and Maximillian nodded his head, indicating that the sergeant should show
the individual in. Without a single word, the old soldier did an about-turn, something left
over from their shared days in Vietnam, and disappeared into the recesses of the building.
Maximilian took one last look out over his city, thankful for the few moments of quiet
that he had experienced before business reared its bloody head.

8 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


It didn’t surprise him that the message was someone needing his help. Afterall,
Maximillian had made a small fortune in boons and favors by being able to successfully
navigate mortal society when it came to fixing the various missteps of vampire affairs.
He had prided himself on being a notable name called on by powers of his sect, not just
his own clan, but Princes and even an Archon. In his mind, he was like the Midas of
the Masquerade; everything he touched was fixed and the Masquerade secured. What
surprised him was his midnight caller, a young and promising Neonate of clan Brujah
who also happened to be the childe of the prestigious Brujah Primogen. If they were
seeking help from a Ventrue, the situation must be dire enough that they could not turn
to their own clan for assistance.

It was the scent that hit him first; the smell of unwashed clothing and dried blood
mixed with sewage. Maximillian scowled as he turned to face the individual who was
dripping blood and waste on his carpet. Sergeant Dresher shook his head as he led the
Neonate Brujah into the area that Maximillian referred to as his “discussion chamber.”
The chamber was a special room
where he preferred to conduct all
Camarilla business and dealings,
especially matters involving messy
Masquerade cleanups. Judging from
the state of the individual before
him, a breech scenario was likely
to be the reason for the Neonate’s
late-night arrival.

Maximilian didn’t even have


a chance to speak before the
disheveled Neonate Brujah
began his rather vocal plea,
nearly tripping over their words
as terror and fear illuminated
the desperation.

“I . . . I don’t know what happened!


I was out in the Rack, there was this
delicious morsel with the sweetest
blood you ever tasted, and these guys
jumped me with fucking tasers and
these light guns. I ran like a bitch
into the sewers, and they followed
me! They knew where I lived and
burnt down my Haven in the middle
of the day, and I barely escaped!
I think they got me on that video
thing feeding on that girl. It was
a setup I tell you! You can help me,
right? I can pay you . . . please . . . .”

The Art of Social Warfare 9


E

10 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Maximillian stared at the creature before him, his features unreadable for a moment as
he tapped his pen against his table. There was a certain symbolism in that action. Some
scoffed at the idea that the pen could be mightier than the sword. Those individuals
did not believe that with a single stroke of such a delicate instrument, entire livelihoods
and cities could be destroyed. Maximilian had several pens, in fact. One to sign off on
financial expenditures, one to sign casual correspondence, one for addressing Masquerade
breaches, and his favorite one, the one he used to sign the death warrants that often
followed the Masquerade breaches. The urge to retrieve that pen was increasing with
every syllable uttered by the hapless Neonate.

He assessed the value of the vampire and what worth this individual could bring to his
cache of boons and favors. Mentally weighing the pros and cons, Max nodded, standing
so that he was purposely looming over the young Brujah.

“I can help you, but it is going to cost you. My aid is neither free, nor cheap. You are
aware, I am certain, of the punishment for breaching the Masquerade? The last individual
who was foolish enough to get caught for a similar infraction was left immobilized in the
shadow of this building and had their eyelids held open so that they could watch the rays
of dawn slowly approach, their flesh burning away as the sun took the sky and stole away
the protection of the shadows.”

Maximilian watched in amusement as his quarry squirmed beneath his gaze, letting the
images of being immolated at high noon terrorize his thoughts.

“Fortunately for you, you are smarter than that individual and have come to me for
assistance. You are already decades ahead in intelligence from this other unfortunate and
quite dead soul. As I said, I can help you, but it is going to cost you as my aid is neither
free, nor is it cheap. You do understand what that means, yes?”

The terrified Neonate breathed a sigh of relief and slowly nodded their head, the full
weight of the implication finally beginning to break through the shroud of fear.

“I can pay you. What do you want, a minor boon? A major? Done!”

In response, Maximilian Hardcastle just stared back, letting several ticks of the clock on
his mantle pass before he cast a deadpan look toward the Brujah that only had a hint
of annoyance.

“You assume this is a negotiation. My price is non-negotiable. You screwed up and


were caught.”

Maximilian let his words hang in the air as he slid the contract across the table, inwardly
smiling as the realization of what this document meant for the Neonate became evident.
Enclosed in the contract was the basic agreement, a well-covered-up Masquerade breach
in exchange for boons. In addition, the young Brujah would provide information on their
clan, specifically their sire, who was the Primogen of Clan Brujah. Third, the Neonate
would drink from his wrist not once, but twice, and if they ever betrayed Maximillian,
their life would be forfeit. It was a harsh consequence to one so young, but one that could
be overcome in time and perhaps even profited from.

The Art of Social Warfare 11


There was an internal moment of glee as he watched the realization wash over the face of
the Neonate. The cost of silence was steep, but they were clearly an individual who valued
survival. Maximilian handed them his special pure gold Masquerade pen. The Neonate
hesitated, reading and rereading the contract, perhaps even trying to find loopholes or
hidden meanings in the stark words on the page.

“While you are reading, let’s see exactly how badly you managed to mess things up.”

No sooner had those words left his mouth, Maximilian’s phone started ringing. He gave
a pointed glance to the Neonate as Maximillian answered and listened to the voice on
the other line. Reaching into his desk, he retrieved a slim black remote. With the press
of a button, he turned on a television that adorned the wall by the door to play a video
that he projected from his phone. Playing on the screen was news footage about a clip
that was uploaded to the internet showing an unedited scene of the same Neonate feeding
from an attractive blonde-haired woman, her glittery pink dress muted with the blood
that coated her neck and shoulders.

Maximilian glanced at the Neonate, who looked like they wanted to sink into the floor.
On the screen, two individuals jumped from the shadows, attacking the vampire with
flash grenades and tasers. Maximilian paused the video and turned his attention back
to the voice on the other end of the phone, all the while watching the Neonate who was
nearly giving themselves whiplash from looking between the television and Maximillian.

“My apologies, Your Majesty. I have the video; thank you for sending it over. I am quite
certain that whoever is responsible for this will be located. I completely understand how
important the Masquerade is.”

He turned to look at the Neonate, purposefully placing his hand over the receiver as he
addressed the young vampire

“I would make your choice quickly. This call can go two different ways. Which way will
it be?”

Maximilian watched as the Neonate pierced their hand with the sharpened end of
the pen, dragging the cold metal through their vitae and letting it drip onto the page.
With a shaking hand, they scrawled their name across the page, sealing their fate to
Maximillian’s. Once the document was signed and dried, Maximillian handed it over to
the sergeant, who departed the room quickly to add it to his small treasury of boons.

“I wouldn’t worry, Your Majesty. I have the situation well in hand. I will see that this issue
is cleaned up right away.”

He hung up the phone with Prince, staring at the Neonate for a moment.

12 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


“First, you have terrible taste. Second, you might want to start praying to whatever god
you believe in, Neonate. You have just managed to find your way into the heart of politics.
I hope that you know how to swim among the sharks.”

If vampires could pale, the Neonate would have turned ghost white. There would be no
turning back now. Their future was in the hands and the whim of ancient vampires who
were more than happy to toss them out like yesterday’s garbage.

Maximilian watched resignation sink in and allowed himself a small smile. Perhaps this
young vampire could be useful to him after all. Never let it be said that there was no
potential in failure. He could use this pawn to strengthen his own power base among the
younger vampires and even find a way to undercut the Brujah dealings within the city.
The neonate might not even realize how valuable of a chess piece they had become.

With a wave of his hand, Maximilian dismissed the young Brujah, waiting until they
could no longer hear the distinct sounds of the neonate’s sneakers shuffling on the
marbled floors. He turned to stand before the full windows that showed a vibrant
moonlit skyscape of his beloved city, admiring the view before him. He considered the
potential of this new agreement, wondering if this had been a wise choice or a waste of
valuable resources.

Living in the city had made him appreciate the concept of investments. Like a stock or
commodity, this penny stock could graduate into a valuable investment, increasing in
value and worth. It required cultivation and careful assessment, as well as knowing when
to invest and when to cut losses. He was a patient man, willing to wait for the perfect
moment to make his move. He understood the fundamental concept that if you were to
strike too soon, you might run the risk of missing perfect opportunities. If you waited too
long, you let existing opportunities slip away. It was essentially an elaborate game of chess
on a much larger scale, though with similar principles.

Maximilian Hardcastle was a man who understood the important principles of


winning. You didn’t win by striking first. You win by knowing how to invest in potential
opportunities and play the game several moves ahead of your opponents. This chance
meeting had been an inconvenience that had the potential to move him into the perfect
position to strike at the most opportune moment.

Turning from the window, he glanced back at the television and reached down to pick
up his phone to put his plan into motion. He had little doubt that this oversight by the
Neonate could be cleared up quite quickly. This is what he did, and he was good at it.

The long game, however, you could say was just beginning.

The Art of Social Warfare 13


— Chapter I —

SETTINGS UPDATE:
MODERN NIGHTS
“You speak of Antediluvians and Methuselah as myth; the truth is they do exist.
You should be terrified of their power. Even elders’ quake at the thought of
their return. One has even walked among us since the nights of the Revolution
but has yet to decide to wipe us out. One must wonder if we are just
an experiment to be studied . . . .”
— Lucian Dragos, Tzimisce

But First, Be Advised


The past few decades
have resulted in the most
significant changes in
vampire society since “I’ve seen too many vampires, Neonates to Luminaries,
the formation of the who don’t consult with their Harpy and get locked into bad boon
Camarilla. In these deals. Maybe they get caught up in the moment and don’t think
modern nights centuries about it; maybe they want to keep all their dealings hush-hush;
old alliances have shifted maybe they just think they’re so smart they don’t need a Harpy’s
as both clans and sects help? Whichever reason doesn’t matter; it’s their mistake and
struggle to come to grips I’ll laugh at them every time.”
with the rise of the — Moses Means, Nosferatu Harpy of Kansas City, Missouri
hunters, the machinations
of the ancients, and the
dangers that come with Although this Chapter contains some nods to the tabletop role-playing
technological advances. game Vampire: The Masquerade 5th Edition (“V5”), nothing in this book
While no one has been affects the V5 continuity. Your Storyteller will decide if the material
left untouched by the present here will be included in her chronicle. Just as any Camarilla
ravages of time, below vampire should consult their Harpy in matters of prestation, players
are some of the more should be sure to consult their Storyteller before incorporating the below
meaningful impacts. content into a character’s history or motivations.

14 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


The Camarilla These nights, the Camarilla is preoccupied
with survival and stability, and to that end the
sect has severely limited the use of technology
“Camarilla politics and steering a galleon in order to better shield itself from the hunter
during heavy seas; either way be prepared threat. Any vampire caught contacting another
for a sudden change of course.” online shall be cast out, or worse; the subject
— Pau Lamarca Du Val, Ventrue Crusader of a Blood Hunt. No one can deny that the
Camarilla still holds power, and despite its
recent setbacks, the Camarilla continues to
Battered but not broken, the Ivory Tower
define vampire life for many across the world.
remains a source of strength, solace,
and inspiration for those at the top as it
casts a long and dark shadow over those
outside its social fortifications. Yet some
within the centuries old institution
argue that its flaws are starting to
show and that there are cracks in the
foundation that will inevitably lead
to its collapse. As signs of the sect’s
“impending doom,” these naysayers
point to the shifting of resources from
elders to their childer and to how many
loyal domains have been left to fend
for themselves against modern threats.
Others counter these allegations by
asserting that this retrenching of power
is simply a result of the Camarilla
having closed its ranks. Despite the
disagreements and speculation as to
its sustainability, one undeniable truth
remains: the Camarilla continues to
exist as a formidable and elite union
of clans bound by tradition and
common purpose.

These modern nights have seen the


Camarilla beset by both religion and
technology – two unlikely allies that
combined pose a formidable threat.
However, due to its centuries of strict
enforcement of the Masquerade, the
Camarilla is perhaps the best positioned
of any sect to endure. With the rise
of the hunters, the ability to hide and
to manipulate mortal society is much

E
more essential and, in that regard, the
Camarilla has not lost its edge.

Settings Update: Modern Nights 15


The Conclave of Prague The Schismatic Assamites
“You got any honor for sale off the back of “My brother shall always be my brother, and
that truck? Because I’m fresh out.” my sister shall always be my sister. We may
— Silence Weaver, Brujah Idealist have our differences, but once we meet final
death we will reconcile them.”

Many assert that the Camarilla’s retrenching


— Jacob Elghinn, Assamite antitribu
of power is a result of the Conclave of Prague.
Planned as a show of support and strength, For decades, the Camarilla had bolstered
Princes, elders, and luminaries from throughout relations with the Schismatic Assamites; a group
the world gathered for what was supposed to be consisting mainly of Assamite Viziers with
the Camarilla in its full splendor. Instead, it was a growing number of Warriors and Sorcerers,
an assassination. Theo Bell, formerly a staunch all of whom found themselves outcast after
defender of the Camarilla, openly slew the a powerful Methuselah awoke and claimed
Ventrue Hardestadt as the Brujah attacked and leadership of the clan. This past courting
destroyed his clansmen. The Conclave abruptly granted them another opportunity: access to
ended as disorder ensued and vampires fled the the Ashirra. Known as a confederation of rulers
violence and confusion. throughout the Middle East, North Africa,
and portions of West Asia, the Ashirra were
In the nights following the massacre, a large originally unified by their devotion to Islam. As
number of Brujah formally declared their many considered the Ashirra a precursor to the
secession from the Camarilla and their full Camarilla, the Inner Circle saw a potential ally
support of the Anarch Movement. Throughout that was suffering from similar threats.
the world Camarilla officers resigned, leaving
power vacuums and crippled cities as they left While the Camarilla tackled internal turmoil
for Anarch territory. Some vengeful Brujah and the rise of the hunters, the Ashirra faced an
offered parting shots as they departed, setting incursion by the Sabbat which threatened the
fires to havens and enacting revenge against stability of its rule in the Middle East. When the
vampires they despised. Other Brujah attempted Camarilla approached the Ashirra, the alliance
coups, seeking to claim dominion over their seemed a perfect marriage. The Camarilla
cities for the Anarch Movement. While many sought to expand its reach and project strength,
of the Brujah defected, a small group chose and the Ashirra welcomed the aid against the
to remain loyal to the Ivory Tower. In many Sabbat invaders. Their union was symbolically
cases, these were the clan’s elite—Princes and sealed as part of the Vermillion Wedding;
holders of high office who benefitted from the a marriage between Toreador elder Victoria Ash
Camarilla’s hierarchy—though some remained of the Camarilla and Assamite elder Tegyrius.
out of fierce loyalty. The ceremony featured elders and luminaries of
both groups who gathered to watch the couple
For the second time in two decades, a Pillar exchange vows and share blood.
clan had departed the Camarilla, leaving the
sect with only 5 of the original 7 founding clans; Although this new partnership has done much
and yet, despite this setback, the Ivory Tower did to assure Camarilla loyalists that the Ivory
not topple. Tower remains a growing and formidable sect,
the union was not without its detractors. The
Tremere bristled at the thought of an alliance
that involved a centuries-old enemy, but
ultimately accepted the union.

16 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


The Thin-Blooded The Justicariate
“The Prince says you’ve “Good Prince, I fear you
become a liability to the misunderstand; that was
continued peace efforts. not a request.”
Meet me tomorrow at the — Coulter Roland
clubhouse and we can work Wainwright III, Ventrue
out a solution to this Archon in service to
problem together.” Nosferatu Justicar MacDonald
— Ibrahim Kemal al-Omari,
Elder Nosferatu When the Gangrel defected
from the Camarilla, clan
While bound together by Assamite replaced clan Gangrel
common ideals and tradition, on the Justicariate. In these
the acceptance of Thin-Blooded modern nights the Camarilla
vampires remains a subject Inner Circle continues to choose
of individual choice. While the Justicars who hold global
a Prince may decide to “accept” power, with each serving for
Thin-Blooded vampires in her a 13-year term. While the sect
domain, and may even elect to maintained seven Justicars for
abolish the position of Scourge, the bulk of its existence, the
most Thin-Blooded vampires Inner Circle has chosen not to
understand the hypocrisy such fill the vacancies caused by the
actions bring as the acceptance defection of the Brujah to the
of the Thin-Blooded is far Anarch Movement. These nights
from universal. While many there are five Justicars.
Thin-Blood have found solace
in the Anarch Movement, in
THE JUSTICARS
these modern nights the politics
of each individual Camarilla As of 2018, the Inner Circle
domain determines how they has chosen a new group of
will be received. Justicars. For unknown reasons,
they have not yet appointed an
Assamite Justicar. The current
Justicars are:

‡ Malkavian: Juliet
Parr, former Sheriff of
North London;
‡ Nosferatu: Molly MacDonald;
‡ Toreador: Diana Iadanza,
Bane of Clan Gangrel;
‡ Tremere: Ian Carfax, former
Archon to Karl Schrekt; and
‡ Ventrue: Lucinde, named
“Justicar for Unlife” in 2018.

Settings Update: Modern Nights 17


E The Anarch
Movement
“The Anarch movement has always
stayed true to its name; constantly changing
and always in motion. However, we have
never lost our core: we are and will
always be free.”
— Liz Morrow, Brujah

Following the Convention of Prague, Anarchs


worldwide were emboldened as their ranks
surged and the Gangrel welcomed their
former Brujah allies to the Movement. With
the additional influx of numerous Followers
of the Set, in these modern nights there is no
single Anarch Movement united by ideology
or leadership. Instead, the global Anarch
revolution has become a spontaneous force, born
out of centuries of Camarilla repression and
embodying the various ideologies and agendas
of whoever happens to have their boots on the
ground at the time. Although the Camarilla’s
closing of its ranks has resulted in the
Movement no longer being considered part of
the Ivory Tower and has caused many a Prince
to view the Movement as an unacceptable threat
to be forced out of her domain, these attempts
at expulsion coupled with the rise of the hunters
has revealed an unparalleled opportunity for an
Anarch vampire to make their mark.

In these modern nights, all vampires are


welcome in the Movement as new blood feeds
new collectives and new baronies. Let the
Camarilla hide behind the crumbling walls of
its Tower; while they do, the Movement will tear
down the neglected parts of their establishment
and replace it with something fresh that will
lead vampires into a brave new night.

18 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


The Sabbat
“I hold unchallenged status
within the Sword of Caine,
and yet as your Archbishop
I rebuke you for kneeling
before me. Stand proudly as
my Brothers and Sisters! I am
not a Prince or Justicar who
holds you down and enforces
the Tower’s oppression; I fight
with you all on the battlefield
against such corruption.
I espouse freedom from
tyranny for all of you who are
Initiated are my equal. This is
the way of the Sabbat.”
— Archbishop Ivo Bratovitch,
Tzimisce Bratovitch

Once the Sabbat held hundreds


of domains worldwide, but
when the hunters rose it was
the Sabbat’s unbridled ways that
caused them to take the brunt of
the ensuing attacks. As a result,
many Sabbat domains were
purged, causing some packs to
masquerade as Anarch gangs
and forcing other members of
the sect to tentatively offer their
knowledge and allegiance to the
Camarilla in exchange for shelter
from the unrelenting storm.
Yet as the Sword of Caine loses
physical ground, it re-emerges
as a shadowy force seemingly
everywhere and nowhere. In
truth, this un-anchoring has
permitted the Sabbat to focus
on what they do best: striking
fast and hard. In these modern
nights, the Sabbat are the
vampire bogeyman and woe
betide the vampire who steps
into their path.

Settings Update: Modern Nights 19


The Independent Alliance
“There is no such thing as a permanent enemy when mutual benefits are involved.
Sometimes you must tactically withdraw and give up something trivial before you advance
and take what you really want.”
— Ismail Iywaz, Follower of Set

The alliance between the Giovanni clan and the Followers of Set has all but dissolved in modern nights,
as each of the clans shifts their focus inward. While there is still some utility in collaboration between
individual clan members and small groups, many suspect the ideological differences between the Giovanni
and the Followers of Set will ultimately bring an end to this tentative alliance.

The Clans of Death


“A fool will either learn or die, and the
rest of us will be better for it.”
— Hedwig Plast Putanesca di Espiare,
Master Elder of clan Giovanni

With the destruction of Augustus Giovanni


and the rise of the hunters, these modern
nights have birthed a union of the clans
of death. Despite past grievances, through
oaths, blood bonds, and — as is rumored —
ancient necromantic rituals, the Harbingers
of Skulls, Samedi, Cappadocians, Lamia,
and even a handful of Nagaraja united. The
road to unification was not an easy path,
particularly in the early nights. Age-old
grievances are difficult bridges to cross, and
diverse approaches to both the necromantic
arts and social interactions threatened to
undermine newly forged relationships.
Although the ideologies of a union born
from necessity often differ, the need to
function as one united family has instilled
an absolute devotion to do what must be
done to ensure their unadulterated control
over both the living and the dead, whether
that involves putting aside ancient grudges
or diving deep into diabolical necromantic
arts. Electing to remain independent of any
formalized sect, the collective now turns its
focus to the future and the opportunities that
only unity can bring.

20 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


The Followers of Set a spark of Set’s divinity within them and that
only by breaking the shackles of belief and
“Here in the Hub, we play by Set’s rules, convention can liberation be achieved. When the
you don’t like it? Bang A Uey.” modern nights saw their holy places sundered
by hunters, the Followers of Set rededicated
— Paddy Murphy, Follower of Set themselves to Set’s cause and found new purpose
as the spiritual core of many gangs and coteries
The Followers of Set have always been dedicated where they serve as suppliers and providers
to the reverence and worship of the clan’s of liberation. Though the Ivory Tower refuses
founder. It is that faith — which permeates the to accept them as members, many Followers
clan and gives them a unified purpose — that of Set have found a new home in the Anarch
birthed the revelation that every creature has Movement where they have thrived.

Settings Update: Modern Nights 21


Clan Tremere
“Due to yesterday’s incident, access to the attic is
restricted to Apprentices of the 6th Circle or higher
who have completed the requisite coursework and
who can demonstrate a thorough competence in the
E
use of airtight clothing. No further modifications
shall be made.”
— By order of Tremere Regent North Aurum,
Sanguinem, et Magia

Birthed from ambition and pride, the Tremere clan was NEW CLAN WEAKNESS
known for its strict governance, secretiveness, obsessive The fracturing of clan Tremere
nature, and a highly adaptable skill in Thaumaturgy. For into multiple Houses has had more
centuries the clan appeared united by promises of untold than just an ideological impact; it
magical powers and blood rituals; however, in these has impacted the very nature of
modern nights the clan is fractured as multiple Houses their blood. Some claim that this is
vie for the clan’s legacy. a direct result of the attacks on the
Prime Chantry while others claim it
With House Tremere, House Goratrix, and House Carna was caused by the severance of the
emerging as the main factions, it was the destruction of bonds between members of the clan.
the Prime Chantry by hunters, coupled with the refusal Whatever the cause, the blood of
of House Goratrix and House Carna to blindly follow clan Tremere has been altered. The
centuries of tradition, that led to the Tremere schism. Now, following Clan Weakness replaces the
each faction maintains its own ideology, hierarchy, and Clan Weakness in the core BNS V:TM
perspective, viewing the others with suspicion and distrust. 2013 core rulebook.
Although the traditionalists argue that the changing nature
of the Camarilla and the rise of the hunters demands that CLAN WEAKNESS: Members of clan
the clan come back together, members of House Goratrix, Tremere can no longer fully Blood
House Carna, and other minor Houses insist that the clan Bond other vampires. No matter how
will not endure under House Tremere’s leadership. The many times another vampire consumes
mending of this schism has only been made more unlikely the blood of a Tremere they only
due to Carna’s repeated use of Thaumaturgy to break the suffer from a stage one Blood Bond;
Blood Bonds that once tied the Tremere together. however, Tremere are still able to
create ghouls and bind them. Should
Clan Tremere struggles to maintain the hierarchy that a Tremere Embrace a bound ghoul, the
once defined it. For the first time in its long history, it clan weakness immediately takes effect
must face the possibility of a prolonged internal conflict. with regard to the new childe and any
At present, each House pursues its own agenda. News of existing Blood Bond the childe has to
the clan’s fracture has spread throughout the sects, and its sire fades by one stage per month.
the clan struggles to avoid a loss of stature in response
to its loss of face. With no clear and immediate means STORYTELLER NOTE: If you
of resolving the current schism, each House is free to have characters in your troupe with
pursue its own objectives; however, their actions are often a stage two or higher Blood Bond to
tempered by the knowledge that, given the expansive a Tremere, that Bond fades by one
powers of Thaumaturgy, the balance of power can shift at stage per month until it is a stage
any given time. one Blood Bond.

22 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


E

Settings Update: Modern Nights 23


STRIKE TEAM
ALPHA

T The smell of smoke permeated the woods around the old farmhouse long before the lick
of flames became visible over the trees. This had to be the spot, though; they’d pursued
too many false trails for this last one to not be the answer.

A racoon raced through the woods with a giant German Shepherd close on its tail, like
the two creatures were in a perfectly natural game of chase . . . except both were picking
up speed as they ran toward the fire, not away. When the animals broke the line of trees
into the clearing, the leaves rustled around a larger space — they weren’t alone.

“Well... fuck.”

A tall man, no longer a racoon, put a hand to his forehead as he tried to hide the
exasperation that had slipped out with his words. He was Jimmy Kincaid, an Archon of
the Ivory Tower, and the thought of finally finding his quarry on fire was — for a brief
moment — almost too much. But he was Jimmy Kincaid, and he’d get past this obstacle
just as he had done with everything this existence had thrown at him thus far.

He had a team, after all. A good one, with leaders picked specifically for this task.
Jimmy glanced back to his companions as they flickered into visibility; both shared his
frustration and his determination. All three fought down the instinctive reaction to fire as
they watched the building burn; they had a job to do.

Carrick Driscol, an Irishman with a well-lauded history as a warmaster against the


Sabbat, knew the enemy’s tactics like the back of his hand. He had planned operations
against Cardinals, so a few Archbishops would be no matter. Carrick knew the
underground shortcuts just as well — hell, he had built half of the warrens in this town
and fixed up the other half. Stone was just as much a home to the freemason as war.

The dog whined at the fire in the distance. Rex, the Goodest Boy, looked over to his
master and constant companion as he vocalized his impatience and eagerness. Moses
Means had dropped his Obfuscate enough that his golden, reptilian eyes were visible
along with a sheen of scales across his skin. While Moses was a Harpy who could trade
boons with the best of them, for this task he was here for his sheer physical prowess.

When given the assignment to root out the army of Sabbat causing havoc in the city,
Jimmy’s first thoughts had gone to Carrick and Moses. Of course, they had more backup,
all ready for when they caught up to the elusive sect, but these three men formed the

24 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


core of the team. The team was not an Archon and his lackeys; rather, they were three
Nosferatu who generally trusted each other and really knew their shit.

The three men and the dog stared at the inferno that the distant farmhouse had become
in the short span of time between smelling the smoke and reaching the edge of the
woods, each of them recalculating with a sense of synchronicity that one would only see
in a well-meshed team.

Before Rex could take three breaths, Jimmy and Moses were already on their phones to
influences, allies, and the team waiting in the wings.

Get the area locked down — check.

Tell backup to hold, that the plan has changed — check.

Get a giant hose here, stat — check.

Put out that goddamn fire — working on it . . . .

For his part, Carrick wasn’t on his phone; he didn’t need to be. He had taken out
a notebook to map out what he knew of the area and visualize the next steps. Jimmy
and Moses’s calls had quickly confirmed that hunters had not been around here yet; the
Sabbat had set this fire.

“It’s a diversion tactic, but . . . the closest sewers block up and reroute around the
woods a few miles back.” Carrick frowned. Even as he said the words, he didn’t like the
blindness they implied. “But it’s a good sign for us if they’re already burning down their
own houses.”

Moses gave a nod to Rex, his silent command: track which way they went. Without
hesitation, the dog bolted off to do a lap around the burning barn, checking for any sign
of the targets’ trail.

Fires that burned so hot and bright also tended to burn fast, and by the time Rex
returned the inferno had taken most of the flammable old farmhouse to the ground.
The hose a few of the ghouls brought simple helped the flames along, making a pile of
smoking embers.

There would be no evidence here they thought, or at least until the dog came back from
his tracking expedition, looking confused and shaking his head.

No tracks leading away from the building.

If the quarry had not escaped through the wood there must be another way out. Jimmy,
Carrick, and Moses looked to have been struck by the same thought at the same time,
and with the same synchronicity that they had moved with before, the trio of Nosferatu
rushed toward the charred patch of former farmhouse. The chase was not over yet, not by
a long shot.

They approached the ruined structure with caution, wary for traps but finding none.

“All clear. I don’t think they had much of a heads up, either. Seems like a rush job, so we
must be close. But if they didn’t leave through the woods . . . .”

Strike Team Alpha 25


Jimmy’s sentence trailed off, and Moses picked it up. “There’s gotta be something in
the wreckage.”

Carrick had already begun to examine the foundation and had followed a set of stone
steps to the basement. “Something like a well?” he called up. He sounded curious, even
a little excited; the enemy would not have trapped themselves like this, which meant there
may yet be a piece of the city still waiting to be discovered.

Jimmy and Moses found Carrick pointing at an ancient-looking stone well, buried under
a pile of smoldering rubble from the first floor. The team shared a look, a nod, and
a matching thought: Exactly like a well . . . if it has a tunnel leading elsewhere.

Moses needed no further encouragement to clear the passageway. He paused before


yanking the heat-sealed cover open, waiting for Carrick’s acknowledgement that the
rest of the foundation was sound enough to not collapse on itself. Working long fingers
around the cracks, with one hard yank he pulled the top off in a cloud of smoke and ash.

“That’s one way to open a well,” Carrick noted with a raised eyebrow.

Jimmy peered down the narrow passageway. Unconventional or not, it had worked. The
method had even seemed to loosen some of the stones blocking the way down, making
it a bit easier to squeeze to the ground. He tossed a coin down, and only a few seconds
later heard the satisfying clink of it hitting the stone below, along with a soft splash of
shallow water.

“It’s a short drop, and water means it’s gotta connect to something, right?”

By the time Carrick nodded his affirmation, Jimmy had already jumped down, and the
expert stonemason was quick to follow. Rex whined, but with Moses’s encouragement the
dog and the scaled Nosferatu both followed the others into the subterranean tunnel.

The temperature was colder below, with stale air that signaled this place had not been
used in ages, possibly even centuries, until that night. Roots grew through the cracks in
the stonework, barely managing to hold the tunnel together. The flames had not reached
here, but when Rex stiffened at a familiar scent, they knew they were on the right trail.

“See what you notice on the way. I’m gonna take a peek at the end,” Jimmy advised the
others before shrinking back to the more agile and compact form of a racoon to then dart
off into the darkness of the tunnel.

Carrick’s hand brushed along the stone wall, feeling for anything out of place as he took
careful steps. “This . . . . I haven’t seen stonework like this around the city. To have held
up down here as well as it did . . . .” He sounded impressed and then added “Let’s try not
to break it.”

Moses chuckled as he mimicked the motion on the other side of the passageway. Rex
continued his sniffing along the center, and the group moved at a comfortable speed down
the passageway. Eventually, though, it started to tighten, becoming so narrow that the
German Shepherd would soon no longer be able to progress.

26 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


E
Strike Team Alpha 27
As they paused, Jimmy came running back out of
the narrow section of the tunnel to meet them. His
head shook with annoyance as he shifted back,
looking at each member of his team as he gave
the rundown. “There’s a complete cave-in ahead.
Layers and layers of stone. On the plus side, we’ve
got a really strong idea of where they got out. They
definitely went through it, probably even caused the
cave-in. Downside, if we have to circle back, that
more than doubles their lead.”

A heavy silence hung over the group for a moment


as they weighed their options. Moses, with Rex’s
help, could likely hit his way through the stone but
they risked collapsing it even more. Carrick could
mist through, but if there was a trap on the other
side he would be in trouble. Their best chance
was to call the backup team and give them the exit
location; while they still risked a trap, they had the
advantage of distance and surprise.

“The warrens had been blocked, rerouted, meaning


that maybe this did connect once . . . .” Carrick
mused, and stepped into the narrow section of the
tunnel to examine it further as Jimmy worked on
getting the coordinates back to the team on the
surface. Leaving Rex with Jimmy for the moment,
Moses followed Carrick.

A loud cracking noise heralded the crumbling of


more stone and Jimmy jumped. “This was it!” he
whispered to himself. “Wait, the tunnel wasn’t
collapsing . . . .”

“Hey boss, get in here, there’s another way! Big


enough for Rex, too!” Moses called, gesturing from
the darkness.

They found themselves staring down the pitch-


dark passageway of an ancient crypt with air staler
than death itself. There was the slightest hint of
movement far in the distance, and a quiet, creaking
sigh carried through the air. Their quarry certainly
had not gone this way, but the motion and noise
meant one of two things: either they should be
ready for something to creep up on them in the
dark or they were on the verge of finding another
exit; or more likely, both.

28 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Senses on high alert for any signs of danger, the team progressed into the abandoned
tunnels. It was almost disappointing how calm the journey was, but the space at least was
large enough for them to spread out. Carrick noted the artistry — these were built far
more intentionally than the haphazard stonework after the well, but not like any warrens
he had seen.

A bit ahead of the others, Jimmy saw the door first. It was a curious steel thing warped
by neglect and water. They had not reached the end of the tunnel yet, but something told
him to pause there. While it wasn’t their mission, something about it just felt important.
Carrick and Moses slowed to a stop as well, staring.

It was stuck tightly enough that it needed more than even Moses’s strength to pry it open.
All three worked together, pulling with all their strength, until there was finally a creak
of movement. That nudge seemed to have unsealed the last bit of force holding it shut,
and before the trio could react the door it had flown off its hinges in a crash of noise and
a cloud of dust.

As the air settled, the three Nosferatu found themselves once again in silence; only
now they gazed into the open doorway of what seemed to be a small prison. Inside, six
emaciated vampires lay in torpor. Noticeably starved, each one clearly displayed the
telltale beauty that only blessed the Nosferatu.

These were clanmates . . . but something felt different about them.

Jimmy, Carrick, and Moses looked at each other, glanced back to the far end of the
tunnel, and then finally let their gazes settle on the bodies. The team on the surface had
the location and instructions to continue the never-ending game of chase with the Sabbat
— their own part could wait. Besides, they knew better than to turn down an opportunity
to make new allies.

The decision was easy enough, and they didn’t even have to speak. The Archon could not
help but smile. They would help these lost clanmates. They would all make it out, and
they would keep their targets in sight and still get their job done.

He really did assemble a great team.

Strike Team Alpha 29


— Chapter II —

ADDITIONAL
BLOODLINES
“Esteemed Prince and Blood of my Blood. You spend too much time trying to be Ventrue.
Power and the thirst for battle courses through your veins. Throw off your trappings of
civility, and embrace that which you were born to do. If they deserve death, do not give
them quarter. If they can learn, set them on that path.
Stop pretending and just be a Crusader.”
— James Maximillian, Ventrue Crusader

B
Bloodlines represent only a small portion of
their original clan. In general, they are a lineage
within a clan whose blood has been altered, and
with that alteration comes differences; some
subtle and some severe. Whatever their cause,
bloodlines do not spontaneously appear or
themselves to be part of their parent clan.
However, some bloodlines may hold a grudge
against their parent clan or vice versa, and some
may claim no parent clan at all, such as the
Daughters of Cacophony and the Gargoyles.

disappear. If you are a member of a bloodline, In this Chapter you find six new playable
you are Embraced into the bloodline by your bloodlines. They are: the Gangrel Anda; the
sire who must also be a member of the same Lasombra Corsairs; the Lhiannans; the Nagaraja;
bloodline. If you Embrace another, she will also the Nosferatu Creeps; and the Tzimisce
be a member of your same bloodline, unless Bratovich. Your Storyteller is the final arbiter
her blood is so thin that she becomes a Caitiff. of what bloodlines are represented in her
Usually, members of a bloodline consider chronicle’s setting and their cost, if any.

30 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


— BLOODLINE —

I Anda

“We govern ourselves by a code: Honor; Loyalty; Dignity.


Morality is not included.”
— Royce Kingston, Ancilla and Gangrel Primogen of Tampa

DISCIPLINES: Animalism, Potence, Protean


RARITY: Your setting's Gangrel Rarity Cost + 2 merit points

Spanning from the Pacific Ocean to Eastern Europe, the Mongol Empire remains one of
the most expansive in history. Under the leadership of Genghis Khan, the Mongols rose
in the 13th century to become the most feared army of their time. With the Great Horde
rode the Anda, outmaneuvering their enemies with cunning and ferocity and laying
waste to defiant cities ruled by elders who refused to bend a knee. Their rapid conquest
brought terror to the courts of Europe, as decadent vampires cowered in fear.

Popular accounts maintain that the Anda disappeared with the Mongol Empire. As
Genghis’s descendants struggled to keep his empire together, so too did the Anda struggle
as their founder, Dobrul the Brave, fell into torpor. By the late 15th century, there were
no known active Anda. For several centuries vampire society believed the bloodline had
faded away into history. That belief was dispelled in 1974 when, in a field outside the city
of Samarkand, the elder known as Kuthulun awoke from a centuries-long sleep.

A powerful warrior in her time, as a mortal Kuthulun demanded her suitors bet her
100 horses and defeat her at wrestling to win her hand. At the time of her embrace, she
owned a herd of 10,000 horses. As her success and holdings grew, so did the jealousy
of her court who betrayed her. Kuthulun was ambushed and severely wounded. After
barely escaping, she took refuge in the earth. Her intention was to sleep only for as long
as needed for her wounds to heal, but instead she awoke 650 years later. Though she
scarcely understood the era in which she woke, her ambition remained sharp. She soon
set out on a journey to learn more about the world and to lay claim to the rulership of
the Anda.

Additional Bloodlines 31
32 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE
E
Decades later, she has succeeded in reviving
her bloodline and returned to Samarkand to
rule. Like her, her childer are cunning, sharp,
and strong. They are unbound by convention,
and readily embrace innovation. Kuthulun
and her city are formally independent, but her
lineage stretches all over the world and in each
of the great sects. They are her eyes and ears,
monitoring the strength of each region. Some
close to her believe that when the time is right
she will join a sect and assume a leadership role; Organization
others believe she will prey upon the weakest
sect and grow her ranks with their numbers as The Anda appreciate a leader with ambition
she had centuries past. and drive and will happily pledge their services
to a strong ruler. Therefore, while Anda can
Meanwhile, the Gangrel clan as a whole
belong to any sect, their choice is often driven
has accepted the return of the Anda and
by opportunistic concerns. Internally, each Anda
acknowledged their legitimacy. While they often
is accountable to her sire and her progenitors
bring a dissenting opinion to clan politics, the
unless she has defeated them in combat. This
Anda have proven their loyalty through their
means that all are accountable to Kuthulun,
strong support and formidable skills. Karsh
who no one has defeated. This loyalty is
himself is believed to have a trio of Anda
expected to supersede sect lines, though it is
among his elite warriors, and the first Anda was
infrequently tested.
recently admitted to the Black Hand. But while
their heritage affords the Anda a great deal of
clout, they are eager to establish a new legacy for
themselves. Whether this will be done through Alternative Weakness
conquest and strategy or through diplomacy and
alliances remains to be seen. In addition to the standard Gangrel weakness,
Anda are cursed not to remain in the same
ROLEPLAYING NOTES: Unlike most Gangrel, place for very long. For every day that she sleeps
the Anda are perfectly fine with hierarchy. within five miles of where she woke, she must
They see how their listless cousins cling to spend 1 additional point of Blood to reawaken.
their individuality and note how they lack the This penalty is cumulative, so if an Anda has
power that comes with organization. The Anda slept three days within five miles of the same
understand the power of collective action and area she had previously slept, she must spend
seek to build or be a part of a strong coalition. 4 points of Blood to wake (the standard 1 point
They appreciate luxury and the trappings of + 3 additional points for the three days spent
wealth but avoid decadence for its own sake. sleeping within five miles of the same area).
Further, Anda do not abandon their childer as This count resets once she sleeps a single day
many Gangrel do; instead, they mentor them more than five miles from where she slept the
closely and adhere to ancient tradition that day before. If she cannot spend enough Blood to

E
dictates that childer are not to be released until reawaken, she falls into torpor. She will remain
they have learned the Protean power Earth in torpor for a number of weeks equal to the
Meld. And yet, similar to other Gangrel, they number of days she spent sleeping in the same
enjoy the wilds and never forget their origins as area, after which she may spend 1 point of Blood
a warrior bloodline. to reawaken.

Additional Bloodlines 33
X
Bloodline: Anda Merits

DUST IN THE WIND (1-POINT MERIT) ALL THE BEST TOYS (2-POINT MERIT)
The Anda were known for their ability to In centuries past, the Anda were masters of
control vast swaths of open territory, striking mounted combat, overpowering their foes with
with incredible force before moving on. As heir superior horsemanship and advanced logistics.
to this legacy, you gain the Strength attribute You continue that tradition through your own
focus for free.

E
In addition, whenever you discorporate via Earth
Meld, Mist From, Earth Control, or Ghost Body,
you can cause either a single ghouled animal
or a vehicle to discorporate and accompany
you. Any animal must be the size of a horse
or smaller and if you have a vehicle, it can be
no larger than a motorcycle. If you are able to
move in these forms, the animal will move with
you unless you command it to do otherwise.
mastery of modern vehicles. You gain 5 dots of
the Drive skill. If you have any dots in the Drive
skill when you purchase this merit, those dots
are removed and you receive an XP refund equal
to what you paid for them. If you gained those
levels as free dots during character creation, you
may reassign them.

You also have a knack for vehicle procurement.


You may spend a downtime action to acquire
a single vehicle valued at $30,000 or less. This
Should the ghouled animal or vehicle separate includes aircraft and boats in addition to land
more than 3 steps from you, it will immediately vehicles. You may combine multiple downtime
become corporeal and remain solid until you actions as well as any additional funds you
activate this effect with it again through the have from the Resources background to acquire
use of a proper power. If you are immersed in a more expensive vehicle. In addition, you may
the earth when the separation happens, your overtax your Resources to buy vehicles without
animal or vehicle will immediately be expelled incurring a penalty.
to the surface.
Any vehicles acquired cannot be unique; you
cannot acquire the Prince’s car or a specific
targeted vehicle through this merit. These
vehicles are acquired through a variety of
questionable sources and will also lack any
supporting paperwork or documentation unless
you paid 50% of its cost using cash or the
Resources background. These vehicles must
be commercially available; you cannot acquire
tanks or military vehicles which could not
normally be purchased by civilians.

34 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


E
THE BEAST WITHIN (3-POINT MERIT)
Since their early days, Anda have embraced
new technology and innovation, incorporating
these advances into their fighting styles. For
most Gangrel, the advantages of weaponry rarely
outweigh the benefits of Shapeshifting; however,
you get the best of both worlds. Whenever you
activate the fight form of Shape of the Beast or
another Major Transformation power, you may
choose to instead assume a bestial but near-
human form. This gives you the benefits of the
transformation power, but you retain the ability
to use tools and weapons. Any benefit that you
would receive toward your Brawl-based attack
test pools may also be applied to your Melee and
Athletics-based attack test pools.

Your appearance when using this benefit bears


the distinct characteristics of the form you use.
For example, if your Shape of the Beast animal
form is a bull, your Beast Within Form will
have horns and a bovine snout. These forms are
distinctly masquerade-breaking in nature. You
cannot appear normal through uses of Mask of
1000 Faces or creative applications of Vicissitude
or prosthetics, but you may still hide by using
Unseen Presence. If you meet shapeshifters who
assume a similar animal form, and you possess
the proper lore, you may be able to pass this
off as a Glabro form. Speaking in this form is
difficult, but still possible.

While you are capable of maintaining this form


for long periods, many groups of vampires,
including the Anda, view remaining this way
a sign of insecurity or weakness.

Additional Bloodlines 35
— BLOODLINE —

Bratovitch
I
“Well, sheriff, I’m not sure what happened to those teenagers neither, but you
know how those out of town folks tend to get into all kinds of trouble. And there’s
no need to poke around my barn – you’ve been there a hundred times at least.
Now you take care now – Mama says hi, and she’ll see y’all at midnight mass . . .”
— Jack J. Bratovitch, Tzimisce Bratovitch and
former suspect in the Haig County Massacre

DISCIPLINES: Animalism, Potence, Vicissitude


RARITY: Your setting's Tzimisce Rarity Cost + 2 merit points

The Tzimisce pride themselves on breeding revenant families, though sometimes even
their own twisted experiments get away from them. The Bratovitch are a perfect example
of Tzimsce experimentation gone horribly awry. Elder Tzimisce only grudgingly admit
their role in creating the Bratovitch, a revenant family which has managed to “earn’ the
Embrace in large enough numbers to coalesce into its own bloodline. These twisted,
often horrific, and crass vampires make some of the most fervent Loyalists in the
Sabbat look highbrow. Often regarded as freaks of circumstance, the Bratovitch are no
strangers to cannibalism, squalor, violence, and other vices often spurred on by their
merciless tempers.

As a revenant family, the Bratovitch existed well before the first Anarch Revolt as
terrifying hunters of Lupines and other denizens of the night. To assist in their hunts,
the Bratovitch prided themselves on mastering the creation of hellhounds; ghastly and
horrific creatures with vicious jaws, knotted muscle covered only by a seemingly thin
layer of taunt flesh, and other vile modifications. They are the stuff of nightmares, with
no concept of mercy or restraint; but to the Bratovitch, they are creations of art that
would make a Toreador weep tears of blood. In modern nights, most Bratovitch keep
several hellhounds as guardians of person and property with simple instructions –
protect and destroy any who trespass.

At the start of the Anarch Revolt, the Bratovitch fought to protect their ancestral masters,
but then betrayed the elder Tzimisce when the tide of war turned against the clan. After
the Convention of Thorns, the Bratovitch chose to throw their lot in with the newly

36 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


formed Sabbat sect, joining younger Tzimisce
who were determined to throw off the shackles
of the ancients. It was a fitting choice as the
newly formed sect welcomed the bloodthirsty
Bratovitch and their hellhounds, giving them
free reign to hunt their enemies.

Quietly some Tzimisce hoped that, with the


Embrace of the Bratovitch family, the bloodline
would temper itself and focus on survival instead
of bloodshed. Instead, the twisted legacy of
the family became more profound, manifesting
itself as insatiable rage and bloodlust fueled by
horrific feats of strength and the ability to rend
and sculpt flesh. The Tzimisce downplayed the Organization
difference in blood for some time, but with the
introduction of the Beast and the insular nature The Bratovitch frequently organize themselves
of the family line, the Bratovitch more clearly in extended family units or communes, with the
defined themselves as their own entity. most powerful of them acting as the head of the
brood. These familial units frequently operate as
In modern nights, nearly all Bratovitch are
Sabbat packs and often share strong Viniculums
members of the Sabbat sect, as other sects
to each other. In the rare instance that a member
tend to reject their inhumane nature. It is not
of the family is not a member of the Sabbat,
surprising, however, that with the inclusion of
they instead opt for several mutual blood bonds.
the Order of Saint Blaise, even the Sabbat are
One thing remains common: they put family and
beginning to find the bloodline’s tendencies
violence first.
towards violence and depravity to be dangerous
and unnerving.

ROLEPLAYING NOTES: The Bratovitch are Alternative Weakness


monsters among monsters. While most are
reclusive, Bratovitch neonates are frequently The Bratovitch are monsters at their very
forced to interact with other vampires, keeping core, spurred on by hot tempers and lacking
their broods up to speed on what is going on in a concept of self-control. For the purposes of
the outside world. These neonates are frequently determining the need to test for frenzy or powers
the only members of the bloodline with that interact with Beast traits (such as Quell
a shadow of Humanity left in them; any others the Beast), they are always considered to have
would send sane people fleeing for their lives 1 Beast trait higher than their current total. For
(assuming they could outrun the hellhounds). example, a Bratovitch with 2 Beast traits must
Bratovitch Embrace solely from the family, and test for frenzy as if she had 3 Beast traits. As
most Bratovitch revenants rarely encounter this is a penalty and not an actual Beast trait,
other human beings. To play a Bratovitch it cannot be reduced or eliminated by powers
vampire is to play to the nature of the Beast, or effects such as spending time with someone
as the temper of the family is notorious to the who has the Animal Ken skill. This penalty has
point that Brujah antitribu pause at the rage of no effect on Morality loss; a Bratovitch who
a Bratovitch on a bender. Instead of seeing it as accumulates 4 Beast traits is not considered to
a weakness, the Bratovitch use this rage to their have 5 through this penalty. Instead, she will
advantage, focusing it to fuel their horrific acts lose a point of Morality when she normally
and terrifying feats of strength. accumulates a 5th Beast trait.

Additional Bloodlines 37
E

38 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Bloodline: Bratovitch Merits

LOCAL LEGEND (1-POINT MERIT) BECOME THE SLASHER (3-POINT MERIT)


Whether due to a skeptical local sheriff’s Due to an insulated upbringing, years of
department, deep community ties, or general trauma, or an inhumane worldview, there is
acceptance as part of the mythos of a region, a particular activity that you perceive as a sin
local law enforcement is either extremely inept that you cannot tolerate and seek to punish.
or very skeptical when it comes to you and your Upon purchasing this merit, you may select an
transgressions. Your murder victims are likely appropriate activity that cannot be changed. The
to be assigned alternate manners of death, and sin chosen must be an activity such as theft or
sheriff’s deputies are distrustful when it comes public displays of affection, and should not be
to witness accounts of you actions making it next one of the more classical sins; choosing “wrath”
to impossible to use mortal resources against is too vague, but “animal abuse” is specific
you. This benefit applies in urban as well as enough. Players and Storytellers must exercise
rural settings. You cannot be targeted by Indirect proper respect when determining the sinful
Influence Attacks (see MET VTM, Chapter activity. Selecting an activity with the intent of
Thirteen: Influence and Equipment, page 512), targeting or discriminating against a specific
and nothing short of a flagrant Masquerade real-life protected class is never acceptable and
breach in front of numerous witnesses will should never be permitted. The Storyteller is the
generate consequence from mortals or hunters. final arbiter of what is an acceptable activity for
This benefit applies only to your home area; you the purposes of this merit.
lose this benefit if you travel outside your region.
When you witness someone commit the selected
sin, you have two minutes to identify them
MASTER OF THE HOUNDS as a sinner by making an audible declaration
(2-POINT MERIT) toward them. This does not require an action;
You are a prominent hellhound keeper. If you however, you must personally witness the
purchase the Retainer background you may sinful act as it occurs, and recordings or staged
designate that retainer as a hellhound animal situations by your allies are not sufficient
retainer. Additionally, you gain two hellhound to activate this merit. In addition, whenever
retainers instead of one. This is an exception you enter a state of frenzy you may label any
to the rule which requires each Retainer to target a sinner regardless of whether you
have its own background. If you spend XP to have witnessed them commit a sin, by audibly
raise the level of that Retainer, the increase declaring them as such.
applies to both hellhounds. In addition, thanks
to your family’s widespread breeding, if you Once you declare the person a sinner, whenever
lose a hellhound Retainer, you regain it one you spend an action to move toward them you
week later. may take one additional step. Further, any
physical attacks you make against the sinner
gain the Accurate and Brutal Qualities (see
MET VTM, Chapter Thirteen: Influences and
Equipment, page 516). These benefits last for
the remainder of the night.

Additional Bloodlines 39
— BLOODLINE —

Corsairs
I
“The night rests now; the evening calms before another maelstrom rounds
the corner. The call is upon you. You must decide for yourself what you are
fighting for. Remember, you get this one life, however long or short it is.
Live it with conviction and demand the freedom that is your birth-right—even
if you only hold it for a few short moments.”
— Valerie Evans, Lasombra Corsair

DISCIPLINES: Celerity, Obtenebration, Presence


RARITY: Your setting's Lasombra Rarity Cost + 2 merit points

Known for their mastery of darkness, the Lasombra often bristle when standing in
another’s shadow. The Corsairs understand this sentiment all too well. Having grown
tired of tyrannical rule by distant courts and ancient autocrats, the bloodline chose to
leave it all behind, amassing power, wealth, and the ire of their parent Clan during the
nights of the Spanish Conquista. Unlike conventional Lasombra, the Corsairs show
little interest in weaving tangled and manipulative shadow webs. Instead, they choose
to embrace strife through violence, treachery, and guile as a means to ascension. For the
Corsairs, the shadows are not just an entity to master; they are a strategic place to evade
pursuit and to strike against their enemies.

With the conquest of the New World, many neonates and ancilla of the Lasombra clan
sought to escape the stifling rule of Europe, often turning to the irresistible lure of the
sea. Upon arriving in the New World, they found the Spanish Empire uncovering riches
by the boatload, returning their loot back across the ocean in well-armed Galleons.
The siren’s allure of riches and spoils was insatiable to the privateers and pirates who
controlled much of the Spanish galleon routes, most of whom were Lasombra. The thefts
were small at first but as success and bodies began to pile up, word found its way back
to the elder Lasombra of the Old World. These elder Lasombra had deep ties to both
the crowns of Europe and the Catholic Church, and held a significant amount of wealth
as patronage. Upon discovering the role of other Lasombra in these thefts, the elders
petitioned the Blood Courts of the Les Amis Noir who in turn ruled that all Lasombra
were forbidden from interfering with the Spanish Armada upon pain of final death.

40 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


While the decision was satisfactory to the in such a quintessential Lasombra manner. Still,
Lasombra elders, it was considered unacceptable the Corsairs remained persona non grata in
to the younger Lasombra who were still coming most of the Camarilla and Lasombra circles, as
into their own. Like many of the humans who both the Lasombra and their antitribu refused
left Europe for the New World, they had craved to openly accept them. This distancing from the
new opportunity and freedom from the stifling bloodline meant that lines of communication
presence of European elders who hoarded were practically non-existent, which served
power and influence. A secret cabal formed, as both a blessing and a curse as it gave them
composed of capable yet disenfranchised autonomy but little to no clan identity.
Lasombra who chose to act in open defiance of
the Blood Court’s ruling. They seized Spanish The relative anonymity of the bloodline lasted
cargo and raided the Spanish-controlled until the early 21st century when a rash of raids
settlements. The Les Amis Noir and its agents and kidnappings off the coast Africa drew
attempted to intervene, killing or torporing as attention to piracy as a global issue. Investigation
many offenders as they could find, but word by the Lasombra elders of the clan uncovered
of the egregious reaction spread like wildfire that the Corsairs had been active, and even
as more neonate Lasombra joined the cause. flourished, in the era of global trade. Soon it
With resources already spread thin due to war was discovered that the Corsairs had amassed
and colonial uprisings, the Les Amis Noir was a small but powerful fleet of armed vessels
forced to retreat. The remaining rebels were including several decommissioned but seaworthy
dubbed “Corsairs” after the guerre de course military ships.
eluded capture.
This reveal prompted the Blood Courts
By the end of the Age of Sail, the Corsairs to reconvene, narrowly voting to lift the
had amassed significant wealth and influence, Corsair prohibition and absolve them of past
becoming pirate kings and governors of wrongdoing in exchange for a sizable portion of
settlements that had declared independence from their earnings. While many of the sects began
Europe. Many were content to remain within to court the Corsairs, most Lasombra continued
the Caribbean nations, while others spread their to view them as reckless and untrustworthy;
operations through the Spanish, Portguese, and tools with dulled edges who had shunned
West Indian trade routes. Though many of the vampire society. Elders of the Lasombra refused
European Lasombra were still bitter over the their company in public, quietly seething at
earlier defiance of the Corsairs, a few appreciated the thought of a Lasombra bloodline and the
the audacity of how they were able to seize power defiance of the Corsairs.

Additional Bloodlines 41
42 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE
E Organization
Corsairs are opportunists. They lack a formal
structure and can belong to any sect, or to
none at all. They prefer to go with whatever
institution can afford them the most opportunity
and power, be that a dominating political
group or a well-planned resistance. This lust
for power means that Corsairs are unlikely
to wholly buy into a sect’s ideology, as they
refuse to buy into propaganda that is not their
own. They may participate, share some ideals,
and even espouse the benefits of a sect, but if
the situation becomes too taxing, they are not
beyond switching sides. In the recent nights, the
Les Amis Noir lifted the prohibitions placed on
the Corsairs even further, permitting a select few
Corsairs to quietly join the Blood Courts.

In modern nights, the Corsairs are intrigued by


the potential opportunities afforded them by
sect membership and the access to new cities
Alternative Weakness
that were previously off limits. A number of
Corsairs are thrill-seekers by nature; a dangerous
Princes and Archbishops desire the power and
characteristic when mixed with Lasombra pride.
influence that this bloodline offers, which has
In addition to the standard Lasombra clan
opened more than a few doors. Others, however,

X
weakness, all Corsairs suffer the Overconfident
realize that the Corsairs’ eagerness to seek power
flaw, which may never be removed with XP.
through any means is a possible powder keg that
is waiting to explode.

ROLEPLAYING NOTES: True to their name, Bloodline: Corsair Merits


Corsairs are bold, often to the point of reckless.
Many have backgrounds or history as pirates,
smugglers and privateers. Like their parent RUSH OF BATTLE (1-POINT MERIT)
clan, the Corsairs aspire to power and authority; There’s nothing quite as fulfilling as the thrill
but unlike the Lasombra, they prefer to stand of danger; the excitement of taking destiny
outside of the shadows instead of in them. into your hands and making it your own. The
A Corsair is never afraid to settle issues on first point of Blood you spend each turn on
their own, whether that involves charging Celerity, including elder powers or techniques,
into a battle to snatch victory from the jaws of does not count toward your maximum Blood
defeat or demanding Monomacy at gunpoint expenditure per turn. In addition, whenever you
over a perceived slight. Despite their reckless activate a Celerity power or technique, you may
behavior, they are not without strategy. They immediately heal a single health level of normal
enjoy well-articulated plans as much as the damage. You receive this benefit whenever
next Lasombra; however, they prefer to see the you activate a Celerity power, even if you are
outcome of their handiwork in person. Corsairs not spending a point of Blood to do so (due
make powerful enemies and loyal allies, and they to powers such as Quickened Blood). Finally,
take particular pride in both the accolades and once per hour you may use a combat maneuver
notoriety they can acquire. without spending a point of Willpower.

Additional Bloodlines 43
PARLEY (2-POINT MERIT) ABYSSAL HORROR (3-POINT MERIT)
Honor among thieves is often secondary to Whether by extensive journeying through
profit, but you know how to use the former in forgotten fathoms of the seas, or from having
service to the latter. You have access to a variety made contact with the denizens of the Abyss,
of loose acquaintances and ne’er-do-wells across you have gained the power to assume the form
various sects and factions, including Autarkis and of an ancient and forgotten entity. Whenever
independent vampires, who might do you a favor you activate the power Black Metamorphosis,
or two. Your associates may even include non- you may instead assume a different form –
vampires. Once per month you may utilize this the Abyssal Horror. The Abyssal Horror is
network to obtain one of the following services: a hybridized form which resembles the mythical
Kraken. The number of tentacles which
‡ You Didn’t Hear It From Me: You may protrude from your body increase several-fold
receive one rumor or piece of information and are much longer.
from a different sect of your choice, possibly
a non-vampire sect or faction. The Storyteller In this form, you retain all the benefits of Black
may choose a piece of information relative to Metamorphosis, and your unarmed attacks gain
a current plot to provide to you, or she may the Reach quality (see MET VTM, Chapter:
simply say nothing interesting is happening. Thirteen: Influence and Equipment page 517).
If the latter is the case, and if this is the first In addition, your form is adept at swimming,
time you have used this ability this month, you allowing you to move through water at your
may use it a second time. normal movement speed. Should you somehow
‡ Shady Dealings: You may request and enter the Abyss while in this form, you may fly,
receive a service equal to a minor boon from hover, or float as if you were in water.
a member of a different sect or faction, subject In addition, once per turn you may spend both
to Storyteller approval. However, this favor your standard and simple actions in a single
is “off the record.” Your contact will require round to make an unarmed attack with the
a favor of similar value in exchange or may be Grapple combat maneuver against up to 3 targets
content with payment in some other form at within your range which includes any applicable
the Storyteller’s discretion. bonus from the Reach quality. Should you spend
‡ Sit Down: You can request an informal “off a point of Willpower to retest any of these
the record” meeting with another powerful challenges, you may retest all challenges made
(and likely unscrupulous) figure. Provided you without spending additional Willpower. These
and anyone you bring to the meeting conduct attacks do count against a target’s maximum
themselves properly, you can reasonably expect number of attacks per round. You may maintain
to leave the meeting intact. If you attack or are a grapple on up to 3 individuals at a given
caught using powers against the other party time and attack either them or others; this is
during the meeting, you lose access to this merit an exception to the rule preventing you from
for 2 months while you repair your reputation. targeting other characters while maintaining
When you utilize this merit, your Storyteller a Grapple. Characters grappled in this manner
will work with you to determine who, if may attempt to escape the Grapple normally.
anyone, you might know in a sect or area, and
what she might be willing to do for you; this
determination is all subject to your position and
status. For example, if you are a Sabbat Ductus,
it is unlikely you would know the neighboring
Prince or a Seelie Duke, but a Scourge or an
Unseelie Redcap may be an appropriate contact.

44 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


— BLOODLINE —

I Creeps

[Menacing screams and gurgling] “Ahem, what my sibling is saying is . . . run!”


— Tooth & Jaws, Nosferatu

DISCIPLINES: Animalism, Auspex, Obfuscate


RARITY: Your setting's Nosferatu Rarity Cost + 2 merit points

Suffering is often relative, and while the Nosferatu have experienced their fair share,
the recent discovery of the previously unknown “Creeps” bloodline has given the parent
clan a new perspective. A collective of downtrodden outcasts, the Creeps were seized and
embraced against their will and imprisoned in subterranean depths unknown to even
the most ancient of Nosferatu Tunnel Rats. Sealed away by dark and shadowy monsters,
those of this bloodline were conscripted in a plot against their parent clan. They spent
the centuries being used as feeding stock, shock troops, and eventually spies – all to
serve in a war they scarcely understood. The recent liberation of one of their warrens by
a coterie of Nosferatu has changed the bloodline’s fortunes. The Nosferatu now recognize
them as victims of their age-old enemies. The Creeps have endured centuries of endless
anguish and adversity, and in these modern nights they are finally taking their place in
vampiric society.

The origin of the Creeps lies deep in the history of the Nosferatu. Clan Nosferatu traces
its lineage to two divergent ancestries: one descended from the mythical Baba Yaga,
and the other from the blood bound offspring of her sire and clan founder. Lore speaks
of a war between Baba Yaga and her sire which spanned centuries as he hunted her
throughout the world. If the stories are true, she is believed to have escaped his clutches
to birth the Nosferatu Clan. For her defiance, the other offspring of the founder hunted
her, but yet no tangible evidence of these hunters were ever discovered. Over time, these
pursuers became little more than ghost stories and boogeymen; myths told to scare
ancillae and neonates. To the Creeps, however, these horrific monsters were very real –
they were their jailors and known to them only as the “Hungry”.

For centuries the Creeps sole purpose was to stalk the subterranean world for blood to
feed the Hungry; monsters who could only draw sustenance from vampiric blood.

Additional Bloodlines 45
46 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE
This proved a difficult and dangerous task as the that they had not experienced before. Guilt
blood bonds the Creeps developed to the Hungry brought on by centuries of acting as feeding
required them to hunt vampires and the rare vessels and shock troops for the Hungry began
animals that inhabited the depths. Because prey to weigh heavily on the Creeps who walked
was scarce in the subterranean lairs, to ensure the surface world. They began to see their
the survival of the Hungry the Creeps were cousins not as prey, but as cursed individuals
forced to embrace generation after generation like themselves who were forced to hide from
in a depraved attempt to cultivate and control humanity because of their appearance.
a vampire herd from which to feed. These
generations never saw the surface world and These experiences coupled with long periods
survived trapped in massive underground cave of separation from the Hungry allowed the
systems they call the Depths. Many remained occasional Creep to resist her blood bonds and
in a blood-starved torpor, forgotten and ignored avoid returning to the nightmare that awaited
until they were woken to hunt, feed, or to be fed them back in the Depths. The arrogant and
on. If a Creep ever became a risk of becoming inhumane Hungry simply assumed their pawns
strong enough to fight back, the Hungry would had been destroyed, failing to contemplate that
destroy her. their offspring could rebel against them. As
time passed, and more Nosferatu warrens were
As humanity spread over the globe, so too did uncovered, the number of infiltrations grew as
the Nosferatu, oblivious to the vampires in the did the number of Creeps who chose to quietly
Depths. As the Nosferatu fortified their warrens, abandon their old masters.
the Hungry adapted, conscripting the Creeps
to a new purpose as spies and clandestine Then, without warning, the Hungry inexplicably
operatives. Bound by blood, the Creeps carried turned on the Creeps that served them in the
out their hunt even though they did not Depths, devouring them with a ravenous and
understand its purpose or intent. Whenever unknown purpose. Many died and those few who
a Creep discovered and reported the location of survived were either above ground or locked in
a Nosferatu warren, the Hungry would awaken hidden catacombs, drained of blood and helpless
other Creeps in droves and drive them toward to escape. When those surviving Creeps emerged
its location. The Hungry followed in their from hiding and returned to the Depths, they
wake, finishing off any surviving Nosferatu and found that the Hungry had disappeared. Those
preventing any warning from reaching other who survived the horror of the culling claim to
warrens. Though effective, few Creeps survived have heard whispers about a journey ahead as
more than one of these assaults, and those who the screams of the fallen echoed through the
did often fell victim to wassail. dark tunnels. Where the ancient Hungry went
and what event could compel the attendance of
As these tactics proved successful, the Hungry them all en masse remains unknown.
adapted further and chose a select group of
Creeps to infiltrate Clan Nosferatu by posing as In late 2013, a group of Nosferatu tunnel rats
unaligned Sewer Rats. The Nosferatu’s loyalty followed a heretofore unexplored path within
to those of their blood regardless of sect made the Paris sewer system which led them to the
infiltration easy for these undercover agents. upper layer of the Depths. It was there that they
Such open acceptance was foreign to the Creeps discovered a dormant cell of Creeps, starved,
and while they hid among the Nosferatu with torpid, and abandoned. Believing them to be of
reprehensible intentions, a small number began the same clan and recognizing their need for
to remember their humanity. Though they were help, they awakened them from slumber and
conditioned to hate their parent clan, once granted them their freedom, only to learn the
among them the Creeps were shown a kindness horrific story of their existence.

Additional Bloodlines 47
In the ensuing years, the Creeps have exposed Organization
the truth of their origins and have been
mostly accepted into the clan. However, not all Creeps are solitary and cautious creatures.
Nosferatu are willing to forgive them for their They rarely organize in the modern nights and
role in the atrocities of the past. Many Nosferatu hold no inclination toward one sect or another.
remember the warrens lost, and openly wonder Though colonies of Creeps exist, their goal is
how many of their clan fell to the fangs of these always to continue to work toward the discovery
refugees. Some even suspect that this discovery and rehabilitation of those left abandoned by
is just the latest in the series of plots by the the Hungry. Often rescued Creeps join with
Hungry. As for the Creeps, they remain vigilant their liberators, having no basis of experience to
out of concern for the return of the Hungry as make a decision as to sect allegiance. Those who
they work to find their remaining torpid siblings become educated about sects choose what they
to free them from the nightmare of their past. think is best for them. Some find the freedom of
Though riddled with guilt from the centuries depravity in the Sabbat to be a familiar bedfellow;
of aiding the Hungry, the Creeps are grateful some find the rigid structure of the Camarilla
to Clan Nosferatu. They hope one day to fully comforting and even forgiving in comparison to
prove themselves in gratitude for their liberation. their past; many exist in the Anarch Movement
However, some Creeps note that circumstances where they are allowed what they believe to be
remain similar for them; rather than seeking true freedom; some even remain Autarkis, unable
to appease the Hungry with their loyalty and to develop relationships with other vampires.
submission, they instead seek to ingratiate the
Nosferatu with their allegiance.
Alternative Weakness
ROLEPLAYING NOTES: Regardless of sect,
Creeps are patient and contemplative. For In addition to the Nosferatu clan weakness,
some it is a necessity as they simply do not Creeps suffer from an inability to gain sustenance
understand vampire or mortal society. Others from human blood. The cause of this is unknown;
still try to regain the humanity that was slowly, perhaps it is a curse from their creators or simply
systematically, and excruciatingly torn from an evolutionary flaw caused by centuries of near
them by the Hungry. For others it is the fear total separation from humanity. If a Creep were
that if they truly embrace hope the Hungry will to draw blood from a human, they would have
return to destroy them; for unlike the Nosferatu to drain the human dry to gain a single point of
who were punished for the sin of a methuselah’s Blood. This prevents Creeps from purchasing
disobedience, the Creeps who survive today do the Herd background. However, both animal and
so only because of their own rebellion. vampire vitae nourish them normally.

48 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Bloodline: Creep Merits

EXTRASENSORY PERCEPTIONS only fear frenzy for the duration of the power.
(1-POINT MERIT) If you choose to do so, any power, effect, or
For most of their existence, the Creeps existed in circumstance that would cause the target to rage
complete darkness, forced to rely on hearing and or hunger frenzy results in a fear frenzy for the
smell to navigate the Depths. This merit grants duration of the Quell the Beast power. Effects on
the benefits of both the merits Acute Sense: Willpower remain the same.
Hearing and Acute Sense: Smell without the Finally, because Creeps often fight in a frenzied
need to purchase those merits separately. You state in order to gain the upper hand in
also gain the Perception Focus. aggressive altercations, you gain a +2 bonus
to dodge pools whenever you are in a state of
FEAR FACTOR (2-POINT MERIT) frenzy, and you do not suffer a -2 penalty to
The horrific upbringing that the Creeps have dodge pools when in a rage frenzy.
endured has altered their powers of Animalism.
Due to an existence of knowing only fear and SHRINKING VIOLET (3-POINT MERIT)
clinging to the small hope of survival, Creeps The centuries of blood starvation and frequent
have developed an intimate relationship with periods of torpor your bloodline has endured
frenzy and can exercise greater influence over it. has created anomalies in your blood potency. As
When you use Quell the Beast on a target, your a result, you may purchase a single Obfuscate
victim’s Beast shares in the nightmare that you technique or elder power that would otherwise
have experienced for most of your existence. be restricted by your generation. For example,
Your target’s Beast is frightened and terrified a Neonate with this merit is able to purchase
instead of calmed and docile. If the target was a single Obfuscate elder power; Pretender Elders
in frenzy when Quell the Beast was successfully may purchase a second Obfuscate elder power;
used, you may elect to force her into a fear and Master Elders and Luminary Elders may
frenzy instead of removing her from frenzy as purchase a technique that requires Obfuscate.
your presence grips her with terror. Effects on Elder powers purchased with this merit cost 20
Willpower remain the same. XP, and techniques cost 12 XP. Any additional
discipline requirements for techniques must
If the target was not in frenzy when Quell still be met. Similarly, a character must possess
the Beast was successfully used, you instead the necessary precursors in order to purchase
make her unable to enter a rage or hunger Obfuscate elder powers. This merit cannot be
frenzy. Instead, she remains susceptible to used to purchase an Obfuscate luminary power.

Additional Bloodlines 49
— BLOODLINE —

Lhiannan
I
“I remember the old days, centuries ago . . . when the wolves, badgers,
penguins, and all creatures could move undisturbed and nature was
untouched by human filth.”
— Siljample, elder Lhiannan

DISCIPLINES: Animalism, Presence, Thaumaturgy: Green Path


RARITY: Rare Independent Bloodline with a cost of 4 merit points

In the ancient days, a powerful spirit known as the Crone infused a portion of its essence
into the body of a vampire known as the Witch of Connaught. The Crone was ancient
and powerful and had noted the progress of civilization as the ages passed. It foresaw
that humans, in their greed and recklessness, would eventually destroy and burn all
the wild areas of the world. Joining some of her essence with an undying predator of
humanity, the Crone resolved to thwart this prophecy. The Witch of Connaught then
set out to amass followers who could help prevent this disaster. Her bloodline became
the Lhiannan; a group of reclusive protectors of the wild places composed primarily of
women. Together, they worked to safeguard the wilds with powerful magics, watching
humanity with a wary eye.

Existing in small numbers, the Lhiannan were content to exist in solitude; almost
forgotten by other vampires. On the rare occasions when the Embrace was given, the
childe would leave their sire’s territory to find their own sanctuary. Scholars familiar with
the bloodline speculate that the Lhiannan rarely Embraced others due to an internal
myth that suggests each embrace imparts her progeny with a portion of the essence that
the Crone used to Embrace the Witch of Connaught, rendering the sire extremely weak
for a period of time.

For centuries the Lhiannan existed in the forgotten places of the world, dutifully guarding
their territories with ferocity. Those few vampires who encountered the Lhiannan
recounted them as feral savages, unworthy of civilized vampire company. Some Gangrel
even described them as spiritual abominations that should be destroyed, fearing that
werewolves would blame civilized vampires for their existence. As time passed, the

50 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Lhiannan saw their premonition begin to
take shape. They retreated even further
into solitude, performing ancient magic that
they referred to as “Ogham” to aid them
in protecting their lands from interlopers.
These magics tied them to their territories
but made them powerful foes. Despite their
potent magics, they were always few in
number and humanity’s ability to destroy
the wilds was quickly advancing.

By the 18th century the Idea of Progress


emerged as the Age of Enlightenment
took hold. Advances in technology and
economics changed the moral and cultural
values of humanity. As the world grew and
spread into the wilderness, the Lhiannan
realized that they could no longer survive
simply as defenders, hoping modernization
would pass them by. Instead, they had
to begin to actively combat humanity’s
aggression which meant they must come to
understand it. Reluctantly, the Lhiannan
approached the cities they loathed,
engaging with local vampire residents to
establish relations.

In the modern night, the Lhiannan are ROLEPLAYING NOTES: All Lhiannan are closely
fully mobilized against globalization. They tied to a pagan ethos akin to Celtic Druidism of
fight the great corporations of the human old. Many pay particular homage to the myths of
world in furtherance of their duty to the the Crone and Lilith, believing them to be aspects
natural one, working with a variety of of the same spiritual being. Through blood ritual
allies including humans, vampires and and sacrifice, they commune with nature and act in
— if rumors are to be believed — even vengeance against the forces of modernization that
werewolves and fae. Though they are would destroy the natural world. Lhiannan have never
cautious of capitalistic excess, the younger been numerous and choose their childer carefully.
Lhiannan have embraced technology as Only those mortals who have renounced capitalistic
a means to further their cause, using it greed are ever considered. When they deem someone
to spread awareness, to coordinate, and capable and motivated to fight against urbanization,
to identify threats. Where they once the gift of the Embrace is described to the candidate
were solitary, in modern nights they and only given to the willing. Particularly cautious
are more willing to organize in groups Lhiannan have been known to kill mortals who refuse
and to Embrace progeny of all genders the gift of the Embrace, halting any chance that they
and identities. might become part of the problem.

Additional Bloodlines 51
52 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE
Organization
The Lhiannan are wary of large gatherings,
assembling in only small groups when necessary for
survival. All Lhiannan find unity against modern
concepts such as capitalist excess, globalization,
and urbanization. They have historically made
their homes as deep in the wilderness as possible,
preferring small and simple dwellings away from
urban sprawls. In modern nights, the Lhiannan
make forays into urban society to halt the progress
of humans and the destruction of the wild places
of the world. However, extended trips away from
wilderness make Lhiannan physically ill and
extremely agitated.

The Lhiannan have long understood that


urbanization and capitalistic expansion are the
biggest threats to the natural places from which
they draw their power and safety. They too
understand that capitalism is sustained through
patriarchy. Seeking to combat this, during the
Industrial Revolution younger and more radical
members of the clan began to Embrace men with
higher frequency. Often referred to as Athrú, these
men were sympathetic to the cause of nature and
the desire for gender equality, and fought against
the expansion of capitalism. While some older
Lhiannan remained distrustful of male progeny, the
Athrú were effective at infiltrating and sabotaging
the bastions of traditional masculine power.

Clan Weakness
The Lhiannan are infused with the essence
of a nature spirit. So marked, a strong sense
of inhumanity runs strong within them. All
difficulties to detect their nature via Auspex and
similar powers are reduced by 2, and even humans
feel vaguely uncomfortable in their presence. In
addition, the Lhiannan become agitated in an
urban setting. After each night a Lhiannan spends
E
in a primarily urban environment they gain
a cumulative -1 penalty to all test pools until they
rest in the wilderness for one night.
X
Bloodline: Lhiannan Merits
As an independent bloodline without access to a parent clan’s merits, the Lhiannan are presented with
a broader suite of merit options as well as their own unique flaws. As a reminder, you cannot purchase
multiple Lhianna specific merits of the same point cost.

RUNIC WOADS (1-POINT MERIT) ‡ Judgement Woad: By inscribing the name


During the Dark Ages, the Lhiannan practiced of an enemy on your body and displaying it
a limited form of Blood Magic that they called for all to see, baleful spirits become bound to
Ogham. Ogham involved the use of runic your essence. When in the target’s presence,
magic to tap into the spirit realm known as the those spirits aid you against your enemy.
Umbra. By inscribing these runes in blood on Choose a single target with which you have
your body, you awaken some of the forgotten familiarity when inscribing this Woad. Once
magics of Ogham. You may only benefit from the Judgement Woad is enacted, you maintain
a single Runic Woad at a time which lasts familiarity with your chosen target until you
indefinitely or until you change your Runic enact a new Woad. In addition, twice per game
Woad. Changing your Runic Woad requires session you may utilize a free retest against
an extensive ceremony and the expenditure of a power that your chosen enemy attempts
a downtime in your personal territory as you to use on you. These retests can be used in
prepare and inscribe the Woad. You may create addition to any other appropriate retests, such
the following Woads: as Willpower, but only one retest can be used
in a single challenge. You may only inscribe one
‡ Crimson Woad: Inscribing yourself with this name on yourself at a time; changing the name
Woad invites the spirits of war and rage to requires spending a downtime action as though
fuse with you, mastering the curse of the Beast you are creating a new Judgement Woad.
and turning it into a powerful ally. While
benefiting from this Woad you may always NATURE WALK (1-POINT MERIT)
choose your frenzy type regardless of the
Lhiannan are bound to nature and the shrinking
source of your frenzy, including supernatural
wilderness areas of the world. By spending
powers that direct your rage such as the
a Blood and a simple action, a Lhiannan can
Technique: Control the Savage Beast. In
meld with any natural substance at least as large
addition, while in frenzy you gain a wild card
as their person as if they possessed the Protean
bonus to your offensive and defensive Physical
power Earth Meld. This includes unprocessed
test pools equal to the number of Beast traits
wood such as trees and large plants, natural
you currently possess.
stone such as caves or boulders, and natural soil
‡ Woad of Helios: Inscribing this Woad requires which has not been worked by modern practices
you to perform a ceremony an hour before such as farmland. While melded with a natural
dawn. As the Beast riles under the threat of substance, if you do not possess the Perception
the rising sun you inscribe the Woad of Helios focus you are considered to have it for the
into your chest with a burning ember. When benefits of the Earth Meld power.
completed, and for as long as you benefit from
this Woad, you are immune to Rötschreck and In addition, by spending 1 point of Blood and
take normal damage from fire and sunlight. your standard action to make contact with

54 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


a natural substance, you may exit from another CONSECRATED GROVE (2-POINT MERIT)
natural substance up to 15 steps in any direction. While all Lhiannan are bound to nature and
To Nature Walk you must physically touch make their homes in the untouched wilds that
a natural substance roughly the size of your still exist in the world, your bond with your
body. You immediately exit from the other territory is even more powerful than that of
natural substance within your line of sight, as your sisters. You gain 5 free dots of the Haven
though it were your next step. Nature Walk background representing your Consecrated
cannot be used if you are grappled and you Grove. The location must be remote and outside
cannot bring other individuals or large objects or isolated from any city. You may choose the
with you. Nature Walk cannot be used during specializations for this background normally.
Celerity rounds. Your Storyteller is the final arbiter of whether
your selected location is proper.
MOON BOUND (2-POINT MERIT)
While in your Consecrated Grove you may spend
While you suffer the same banes that all a simple action to call on the nature spirits
vampires do, your spiritual nature manifests inhabiting the plants and wildlife to aid you
a connection to Luna strikingly similar to that of against interlopers. This grants you a +5 wild
a werewolf. Prior to each game session consult card bonus to your Physical defense test pool
the Storyteller to determine the current phase as the plants animate to defend you and animal
of the moon. You gain the following benefits spirits come to your aid. This bonus lasts for as
dependent on its phase: long as you remain in your Consecrated Grove.
‡ New Moon: Your spirit is infused with Finally, once a month you can spend 10 minutes
a deception and trickery. You gain the in uninterrupted spiritual communion with
Dexterity focus and a +2 wild card bonus to all nature to refill your Willpower pool and remove
pools involving your Stealth skill. all damage you have suffered.

‡ Crescent Moon: You become a powerful font If your Consecrated Grove is destroyed, you may
of spiritual energy. You gain the Wits focus find and consecrate another by succeeding in
and a +2 wild card bonus to all pools involving difficulty 2 Complex Quest.
your Occult skill.
‡ Half Moon: Your eyes are open to things CHOSEN OF THE CRONE (3-POINT MERIT)
hidden from notice. You gain the Perception While the true magic of Ogham has been lost to
focus and +2 wild card bonus to all pools the modern world, your affinity to Blood Magic
involving your Awareness skill. remains potent and strong. With this merit you
‡ Gibbous Moon: You exude a powerful aura gain the ability to purchase all of the following
of guidance and social acumen. You gain an paths of Thaumaturgy: Neptune’s Might,
additional Social focus of your choosing and Weather Control, and Elemental Mastery. These
a +2 wild card bonus to all pools involving additional paths of Thaumaturgy can be learned
your Leadership skill. without a teacher and are purchased at in-clan
‡ Full Moon: You are at your most dangerous. costs but are not considered in-clan disciplines.
You gain the Strength focus and two additional In addition, you may purchase the Path of
Healthy wound levels. If you lose these health Feral Heart or the Path of Lilith or the Path of
levels as the moon changes, any wounds Harmony merits at zero cost.
assigned to them disappear.

Additional Bloodlines 55
SOUL OF THE WYLD (3-POINT MERIT) are limited to purchasing only level 1 and level
All Lhiannan believe that their embrace imparts 2 gifts. When employing these gifts, you spend
a childe with a portion of the essence of the Blood instead of any other required costs. These
spirit infused with the Witch of Connaught. You gifts are taught to you by willing spirits of the
received an especially potent shard, marking Umbra and are purchased at out-of-clan costs.
you as forever connected to the spirit world. This merit must be purchased at character
Spirits recognize this attunement and treat creation and, if removed, you lose all purchased
you favorably. In addition, you may purchase werewolf Gifts. You may not purchase the Awaken
gifts from the auspice of the moon phase of the Minor Spirit gift through this merit. While the
moon you were embraced under (see Mind’s spirits recognize you as an ally, they do not trust
Eye Theatre Werewolf: The Apocalypse). You you enough to give you dominion of their kind.
X

Bloodline: Lhiannan Flaws


ESSENCE OF CONNAUGHT TECHNOPHOBE (2-POINT FLAW)
(1-POINT FLAW) You are uncomfortable around human
You hold faithful to the ancient embrace inventions, retaining an animalistic distrust
rituals of the eldest Lhiannan. For you, the of most tools. Machinery and technological
embrace should be a long and painful process devices make you nervous, fearful, or angry.
of bloodletting and ritualized ceremony. This This disdain generally encompasses anything
ceremony is meant to pay homage to the built from moving parts or invented within the
Crones gift of spiritual essence to the Witch of last 100 years, but it also includes any device or
Connaught. Myths of old say that the Embrace weapon that cannot be crafted with handheld
weakens the sire herself as she shares this tools. You cannot possess any dots in the
limited essence with her new childe. Computer, Drive, Firearms, Science, or Security
For the six months after you Embrace another, skills, and automatically fail any challenges
your blood pool, maximum attribute traits, and using these skills.
the amount of blood you may spend per turn
are determined as if you had one less generation DEER IN HEADLIGHTS (3-POINT FLAW)
than your dots in the generation Background.
While modern Lhiannan can manage to make
In addition, you may not embrace again during
brief forays into the urbanized world, you
these six months.
are extremely uncomfortable being outside of
For example, a 7th generation Lhiannan natural areas. While in an urban environment,
embraces a new childer. For six months she has you are distracted, edgy, and easily startled. You
only 3 bonus attribute dots, her blood pool is suffer a -1 penalty to Investigation and Awareness
reduced to 15, and she may only spend 3 blood skill challenges and a -3 penalty to resist
per turn just as an 8th generation vampire would any powers that cause you to flee or become
be limited to. frightened, such as Presence: Dread Gaze.

56 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


— BLOODLINE —

Nagaraja
I
“The organ meats are full of nutrients, and are often pound-for-pound more
sustaining than muscle meats. With the notable exceptions of tripe and brains,
most organ meats are good sources of numerous vitamins and minerals. Now the
liver is of especial interest, for it is a good source of vitamin D. Since you can no
longer walk in the sun my childe, I recommend you start there.”
— Vysyn Hauq, Nagaraja

DISCIPLINES: Auspex, Dominate, Necromancy: Ash Path


RARITY: Uncommon Independent Bloodline with a cost of 2 merit points

Since their creation, the origins and existence of the Nagaraja have been obscured by lies,
misunderstanding, and fear. Most vampires believe that the Nagaraja are a foul bloodline
of flesh-eaters who practice primitive and abhorrent magics. The Nagaraja themselves
have never had the numbers, ability, or the inclination to change the perceptions of
their rumored origins and have remained mysterious and dangerous bogeymen for most
of history.

Unknown to most modern vampires, the Nagaraja began as a Tradition of mages called
the Chakravanti who studied death magics and embraced the Metaphysic Trinity:
the concepts of dynamism, static, and entropy. They believed that these forces, when
balanced, turn the Wheel of Fate and are governed by Brahma the Producer, Vishnu the
Preserver, and Shiva the Purifier, traditional Hindu gods responsible for the creation,
upkeep, and destruction of the world.

The origins of the Nagaraja can be traced back thousands of years to a centuries-long
conflict between a group of ancient mages in the Himalayan region. Back then, a small
band of Chakravanti mages experimented with vampire blood and the energies of the
Underworld. These experiments infused them with the potent energy of death itself and
led to their expulsion from the Chakravanti Tradition out of fear of where their studies
would lead them. Embattled and at odds with their former brethren, the outcasts fled to
Egypt. It was there that they discovered a mysterious creature who promised them the
answers to death that they so desperately wanted. An ancient bargain was struck; the
specifics of which are long forgotten.

Additional Bloodlines 57
58 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE
Their benefactor provided them with a potent ROLEPLAYING NOTES: The Nagaraja prefer
spell which promised everlasting power, but it candidates who have some relationship with
was incomplete. To perfect the ritual, the mages death before the embrace. They are known to
sought vampire blood, hoping to amass enough favor priests, spiritualists, morticians, exorcists,
power to enact the spell. They preyed upon and even ghost hunters. They are also known
their benefactor’s enemies, the Followers of Set, to consider those who have had a brush with
subduing them with their magics and collecting death, believing them to have caught a glimpse
their vitae. The mages hoped that by utilizing of the afterlife which may offer them a special
vampire blood to complete the spell they could insight. Very few embrace mortals who are
purify the embrace, but they were unable to violent criminals or murderers, as poorly chosen
avoid the karmic results of their actions. When candidates sometimes fall victim to bad habits.
the ritual was enacted the mages emerged as the The Nagaraja are very wary of their clan’s
vampiric Nagaraja, but it was to be a flawed and limitation and attempt to select candidates who
tortured existence, driven by an undying hunger can mitigate it accordingly.
for the flesh of the living and beset by enemies
on all sides. They were horrified by their All Nagaraja develop a metaphysical attachment
transformation. to consuming flesh; however, the act itself is
deeply ritualized and never a trivial undertaking.
Having learned of their transgressions, the They believe that to consume a living person’s
Followers of Set were quick to decry the upstart flesh is to take a portion of the being’s soul. A
bloodline of flesh-eaters with knife-like teeth, Nagaraja forced to consume dead or recently
and the other clans of vampires remained their deceased flesh feels empty and unfulfilled, yet
enemies. Though the embrace had heightened many embrace this way of feeding for moral or
their necromantic powers, it was not enough to spiritual reasons.
enable the Nagaraja to fight a war on all fronts.
To ensure their survival, they scattered in all
directions, avoiding the great vampire sects and
operating in secrecy. Some sought refuge in
the Shadowlands, seeking to create an enclave
where their enemies could not follow; however,
their efforts were fraught with peril as many of
the eldest Nagaraja were destroyed in a great
Maelstrom during the 15th century. Other
complications followed, including conflict with
the various empires of wraiths and the eventual
destruction of their primary base of operations.

These nights the surviving Nagaraja are without


allies. Burdened by the misinformation and
narratives that condemn them as bogeyman
and merciless cannibals, most Nagaraja have
abandoned the Shadowlands and have begun to
repopulate their numbers. These nights, rumors
abound that the Nagaraja are working towards
an alliance with the other necromantic clans.

Additional Bloodlines 59
Organization
The Nagaraja have suffered from both
persecution and calamities that have
left them scattered throughout the
world. Many of them have spent time
as refugees, living in back alleys, slums,
and in some cases the Shadowlands.
However, with the rise of the hunters
occupying the attention of the major
vampire sects, the bloodline has begun
to repopulate itself, giving way to more
structure. These nights, the newly
embraced members of the bloodline
often act as agents for older Nagaraja
who in turn lead the bloodline to
organize and strengthen its position.
With few elders left in the clan, many
Nagaraja are ignorant as to the truth
of their bloodline’s beginnings. They
are acutely aware that most, if not all,
other vampires consider the Nagaraja
a dangerous and vile bloodline of
nefarious origin and are aware that
their elders are seeking to change that
narrative. The elders believe their best
way to forge a path forward is to strike
an accord with the other necromantic
clans and bloodlines. However, they
are adamant in their stance against the
Followers of Set; a position which makes
the Nagaraja a potentially polarizing ally.

Clan Weakness
In addition to blood, the Nagaraja must
consume raw living human flesh or
the flesh of the very recently deceased.
Whether a karmic punishment for the
flawed ritual used to create themselves
or as retribution from the Followers
of Set, for every night a Nagaraja goes
without consuming human flesh, she
suffers a -1 penalty to all test pools.
A Nagaraja may not benefit from the
Herd background.

60 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Bloodline: Nagaraja Merits
As an independent bloodline without access to a parent clan’s merits,
the Nagaraja are presented with a broader suite of merit options as
well as their own unique flaws. As a reminder, you cannot purchase
multiple Nagaraja specific merits of the same point cost unless
otherwise stated. For example, you could purchase Lichborne and
Necrosynthesis but you could not purchase both Necrosynthesis and
To Catch a Killer.

NECROMANTIC PROWESS (1-POINT MERIT)


In addition to the Ash Path, you can purchase another path of
Necromancy. This additional path is learned without a teacher and is
purchased at in-clan costs but is not considered an in-clan discipline.
You can purchase this merit multiple times, allowing you to learn
multiple paths of Necromancy.

LICHBORNE (1-POINT MERIT)


The taint of the spell used to create the Nagaraja is particularly
strong within you. Not only does it stain your aura, but it has also
warped your beast. For the purposes of Aura Perception and similar
powers, you display an empty aura similar to a dead body. Your
vampiric state, emotions, and even the stains of diablerie, do not
color your aura. In addition, you may choose to purchase the Path
of Death and the Soul merit at zero cost. Finally, the consumption
of any flesh, including that of a living human, does not cause you to
gain Beast traits. However, the death of your meal source would still
be considered a sin.

You may purchase this merit along with Necromantic Prowess. This
is an exception to the rule preventing you from purchasing more than
one clan-specific merit of the same cost.

NECROSYNTHESIS (2-POINT MERIT)


The creation of the Nagaraja involved perverted magics that forever
link the Nagaraja to the realm of the dead. Although many clans
claim to be powerful necromancers, avid scholars of all things
deathly, and wielders of dark magics, your essence is especially
imbued by the entropic magics used to create the Nagaraja bloodline.
Whenever you employ a Necromancy power that does not require an
opposed challenge, you can apply that power’s focus benefit even if
you do not possess the appropriate attribute focus. For example, you
may benefit from the focus effect of the Path of Soul Bonding’s Dark
Vessel power, but you may not gain the focus benefit for the Path of
Soul Bonding’s Assimilate power if the target wraith is unwilling.

Additional Bloodlines 61
TO CATCH A KILLER (2-POINT MERIT) FAVORED OF INAUHATEN (3-POINT MERIT)
The Nagaraja are experts at studying murder Through a dark bargain struck long ago, the
scenes and tracking down the perpetrators of creation of the Nagaraja bloodline was aided
the crimes they investigate. By spending three by a powerful enemy of the Followers of Set.
standard actions studying a murder scene, That bargain manifests as a supernatural
you may utilize a special Tracking ability to protection from the powers innate to the
hunt and pursue the killer (or killers) without benefactor’s enemies. If you are targeted by Path
the requirement of Heightened Senses, the of Corruption or any non-elder or non-luminary
abilities of Shape of the Beast, or the need to Serpentis powers or techniques that require
sniff or track by scent. Your skill in tracking Serpentis, these powers automatically fail with
killers is innate and involves a complex and no effect unless you consciously allow them
a supernatural affinity akin to forensic science. to affect you. You also receive a +3 wild card
To track a target murderer, you may employ bonus when defending against elder or luminary
your Mental attribute + Occult skill instead of Serpentis powers.
the normal Mental attribute + Survival skill
for any tracking challenges. You may utilize BLIGHT OF THE EVER-HUNGRY
this specialized tracking skill only against the (3-POINT MERIT)
murderer or murderers of your discovered crime
scene. Unlike normal tracking challenges, you The Nagaraja were hunted for centuries,
are not limited to tracking killers travelling accused of being monstrous serial killers and
by foot and do not lose the trail if your target ravenous flesh eaters. Whether due to seeing
crosses water or gets into a vehicle, nor can so many of your line fall to cowardly mobs, or
your target utilize the Streetwise skill to evade due to a flawed Embrace from the karma of
pursuit. The Storyteller is the final arbiter of your sire, you have come to embody a monster
whether or not a character can be tracked by of fear. When you purchase this merit, your
your knowledge of forensics. in-clan disciplines are Auspex, Potence, and
Necromancy: Path of the Graveborne. In
In addition, your skills in the mundane sciences addition, you gain an oversized maw of serrated
involving murder scenes and forensics are teeth with the Brutal and Deadly qualities and
unparalleled in the vampire community. You can the ability to bite without first establishing
assign 9 total dots between the following skills a grapple. You may only purchase this merit at
and backgrounds: Allies, Contacts, Influence character creation. If you lose this merit, you
(Underworld or Elite), Medicine, Science lose all dots of Potence and Necromancy: Path of
(Forensics). This is done by assigning 4 dots to the Graveborne you have purchased without an
one choice, 3 dots to the next, and 2 dots to the XP refund.
final choice.

If you choose Allies, Contacts, or Influence, you


must choose specializations involving people
or groups involved with murder investigations
such as police officers, medical examiners, etc.
The dots granted by this merit do not require
you to spend XP to purchase. If you previously
purchased dots in an applicable background,
the XP is refunded. If you assigned dots during
character creation to an applicable background,
you may move those dots to another background
in which you currently have no points.

62 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Bloodline: Nagaraja Flaws
RITUALLY INEPT (1-POINT FLAW)
Your skills at Necromancy are tenuous at best.
When it comes to rituals you get confused and
have a hard time performing the intricacies
of ritual magic. You cannot learn more
necromantic rituals than half the number
of dots of Necromancy you currently possess
(rounded down).

OFFAL APPETITE (2-POINT FLAW)


Your appetites are very peculiar; any random
human flesh will not sustain your hunger.
Instead, you crave a specific organ of the human
body and you can only gain sustenance from
this organ. This most likely means you feed
from recently dead corpses or you kill your food
source to survive. Choose one major human
organ such as the brain, stomach, liver, kidney,
or small intestine. You must consume the entire
organ to feed successfully. Your Storyteller will
adjudicate the additional difficulty for your
feeding attempts.

SNAKE CHARMED (3-POINT FLAW)


The Setite blood used in the ritual to create the
Nagaraja warped and twisted your soul, making
you easier to manipulate. If you are targeted
by Path of Corruption or any Serpentis powers
ranging from 1 to 5 dots, including techniques
that require Serpentis, you may not retest any
failed challenges. In addition, you may never
purchase the Serpentis Discipline. You may not
purchase this flaw if you have purchased the
Favored of Inauhaten merit.

Additional Bloodlines 63
DOWN
THE
CHUTE

O On a dark night like any other, miles from the dangers of civilization, a cool autumn
wind whistled through the loose boards of the abandoned farmhouse. Inside a dozen
figures whispered to each other in small groups. At the center of them stood Archbishop
Constantin Odobleja, who looked out over the crowd. Most of these Cainites were
young. He wondered to himself how long they would last. Would any of them achieve
glory, or would they perish to the rising tide of hunters and the continuing efforts of the
Camarilla? His eyes lingered on those he was less familiar with, not out of paranoia but
rather a clinical curiosity. The Seeker scrutinized everything; each Cainite before him was
a window into another existence; a gateway into infinite possibilities. Pulling himself from
rumination, the seasoned Archbishop turned his attention forward. Finally, the one he
had come to see had emerged.

The decrepit inner walls of the farmhouse had been torn down to make room for
a makeshift stage. Purple curtains hung from the rafters, obscuring the view of the
Cainites. From behind the curtain, Lucian Zantosa, the Sideshow Geek, began his
opening monologue:

“Brothers and Sisters of the Sword, tonight we bring you a treat in the form of sights you
will never be able to unsee: the stomach-turning and eye-averting performances of the
Bacchanal Carnival!”

The curtains parted to reveal him. The left arm of the Sideshow Geek snapped as he
dislocated his shoulder. Then came the crack of his breaking elbow. Eventually, the arm
hung like a strange scorpion tail over Zantosa’s face. The misshapen hand grasped a six-
inch railroad spike. He shifted his weight to his right leg as the left thickened at its base,
the bones of the right foot and shin pulling in on themselves to form a club-like shape.
After a dramatic pause, the leg swung upward, shattering the kneecap and driving the
appendage into the railroad spike that plunged through Lucian’s skull with a wet thud.

64 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


A handful of the assembled Cainites began moving toward the exit in revulsion as Lucian
Zantosa grinned, blood oozing from his mouth.

Constantin smiled and settled in, having heard of the performance and knowing the
trick behind it. It was not often in these dangerous nights that the Sabbat could pause
and enjoy their existence. The rest of the Cainites emerged to perform as those present
were delighted by one performance and perhaps disgusted at the next. Constantin rose to
applaud as the final performance drew to a close.

Just then, the doors to the farmhouse crashed open. Those still inside jerked about
at the noise, many readying for a fight. Constantin’s gaze fell on a familiar face: Dane
Halvarsdottir. Clad from head to toe in animal skins and feathers, she stood in the
doorway snarling at the nearest figures.

Only a couple of the young Cainites recognized her as a former Archbishop. Before
anyone could react, Constantin stood and spoke as the woman as she marched forward.
“Archbishop Dane, your presence is always a delight, if unexpected.”

“Just Dane. This isn’t the time for formalities. An Archon and his lackeys’ approach.”

“How? We took every precaution” spoke Lucian as he and his pack rushed down from the
stage area.

“Nosferatu have their ways.” Dane responded as she turned to the crowd. “We must move
quickly. I have set them on a different scent, but it will not distract them for long. The city
is unsafe and riddled with hunters, probably tipped off by the Tower. We’ve seen this all
across North America. We must find a way to disappear.”

The young crowd, ever anxious for a fight, began to raise their voices in protest. The
Archbishop spoke in even tones. “Countless times I have trusted Dane with my existence,
and so should all of you. We have seen this in recent nights: the Camarilla will bait us into
the open, they will expect us to fight, and no doubt we will be victorious; but then come
dawn we will find ourselves staring at the sun as hunters descend on us. Your instincts say
to fight, and we shall, but on our own terms. For now, we survive.”

Down the Chute 65


“How many of you can hide yourselves or others?” inquired Dane. Only one Cainite
raised his hand. “Can any of you fly?” No one responded. Dane looked at them, not
in disappointment but in the realization that this was the Sword of Caine now:
inexperienced, freshly initiated, and still wet behind the ears.

She smiled as a few declared their intent to rend the Archons limb from limb.
At least they had heart.

“I have an idea. Follow me,” interrupted Lucian. He turned toward a set of stone
steps that led down into the basement of the farmhouse.

Dane, lingering behind, watched as a few of the assembly moved outside.


She hoped they did so out of sacrifice and not stupidity, but she would probably
never know. Dane descended the stairs to find the remaining Cainites in close
quarters, surrounding the opening of a well.

“You expect everyone to be able to fit through that?” Dane examined.


“This guy is pushing 400 pounds of pure muscle,” she said, motioning to
the Brujah antitribu chuckling behind her.

“Think of it as audience participation,” replied Zantosa. Without waiting


for a response, he whipped around to face his fledgling packmate,
sinking his hands into pliable flesh. Within moments Lucian had
shattered the shoulder bones and rib cage of his brother, but
somehow left him ambulatory. Adjusting to the new unfamiliar
placement of joints and tendons, the Cainite shimmied down
the narrow passage.

Lucian returned his attention to Constantin and Dane.


“I remember hearing about you; they called you
Deliverance. It’s commendable that you willingly
gave up power for the benefit of the Sabbat.”
Before she could respond he continued.

66 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Down the Chute 67
“You are right, not the time. This comes out at a stream about a mile away and
doesn’t connect to any sewers as far we know. By the time we get there, we will have
vehicles waiting. Archbishop, with your assistance I believe we can make the necessary
modifications so that everyone can make it down fast enough.”

“Lucian, if you can get us out of the city, my ally Astraea can transport us the rest of the
way. Dane, could you buy us some more time?”

“Certainly, just make it quick. You aren’t going to like this.” Dane stepped sideways
and ducked into the space beneath the stairs. On her way down, she had smelled the
kerosene leaking out of the canisters stored there. Hauling two of them out, she yelled at
the large Brujah antitribu, “Hey big man, give me a hand with the others.”

The two of them moved the kerosene containers up to the first floor. With a flick of her
wrist, Dane sheared off the tops and allowed the kerosene to flow out. Pulling a wooden
match from the folds of her animal skins, she struck it on the Brujah’s jacket and tossed
it to the distant edge of the expanding pool. As the kerosene caught fire, they descended
back to the basement.

The two Tzimisce performed the last of the necessary body modifications to the hulking
antitribu before following him into the narrow pipe. Dane gazed at the stairs leading up
to the farmhouse proper, listening to the fire burn. She spat in defiance as the fire flowed
down the stairs, “Not tonight, Camarilla. Not on my watch. The Sword will endure.”
Shifting into an ivory-hued owl, she descended into the darkness of the well.

The trek was arduous, as the structure of the well was likely more than a century old and
held together by the roots growing through the stone masonry. Only halfway to the exit,
word travelled Cainite by Cainite down the line that the way was completely blocked
by a cave-in. When word of the cave-in reached Dane, she shifted to a cloud of mist and
flowed past compatriots to reach the front of the line. Assessing the situation, she moved
back to the Archbishop, reforming between him and Lucius.

“I’ve got a solution to the problem ahead, but it’s not foolproof. I don’t see another way
and we can’t go back. The farmhouse will be an inferno by now. I need one or both of you
to assist. Water is getting through, so I can seep through in Mist Form and reform in the
middle of the rock fall. I’m hoping I will be able to push them back into place.”

68 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


“Oh, shit. I see where this is going.” Lucius grinned ear to ear as Dane outlined the rest of
the plan. Nodding in agreement, the two Tzimsce dissolved into flowing pools of blood
as the Gangrel dissipated back into mist. Dane braced herself as she let herself pour into
the miniscule cracks between the stone masonry of the collapsed tunnel. She had never
attempted something like this before. Ending her blood power, she felt the crushing
weight of hundreds of pounds of rocks, very content in their current positions, attempting
to resist the sudden displacing force of her body. As the stones shifted out of the way, the
two bloody streams flowed over the Gangrel form like a gelatinous carapace. With one
of the Tzimisce in front and one behind, they began to reform, creating additional bony
appendages to hold the tunnel in place.

With the crushing weight of the tunnel shifted to the Tzimisce, Dane was able to tear
herself free and navigate through the supporting limbs of her brothers to the other side
of the rock fall. Spitting broken teeth and blood from her mouth, she shouted back to the
trailing Cainites, “Move it! They won’t be able to hold this up forever.”

Even as the remaining Cainites slithered and squirmed through the supporting limbs of
the Tzimisce, the stone blocks began to crack and break, threatening to cave in again.
As the tunnel collapsed fully, Zantosa wrapped his elongated arms around the distorted
figure of Constantin. “Can’t be having a crushed Archbishop mentioned in our online
review. We’ll never perform again.”

“Caine tested us, and we have succeeded,” replied the Archbishop “He has rewarded our
faith by slowing down the Nosferatu. We should continue.”

With a wall of stone between them and their pursuers, the two Tzimisce progressed to
the exit of the drainage pipe to find their allies waiting. Dane leaned against one of the
SUVs idling on the dirt road. “We should regroup with Astraea and plan our next move,
Archbishop.”

“Agreed. Lucius, lead us out of here.”

Lucius smiled as he got into the driver seat. “Wait till that fucking Archon sees our
encore . . . .”

Down the Chute 69


— Chapter III —

NEW DISCIPLINES
& TECHNIQUES
“The Seeker’s road to Azhi Dahaka is long and torturous. An Agent’s road to the
Black Hand’s enemies is swift and bloody. It is we that will ensure you find pleasure
in neither, for that way lies the teeth of the Beast.”
— The Basilisk, Malkavian Metamorphosist and Dominion of the Black Hand

D
Disciplines are supernatural powers granted
by the Embrace that vampires cultivate for
their uses. Fueled by blood and will, disciplines
provide a mystical edge and are the hallmarks
of a vampire’s clan or bloodline. Techniques on
the other hand, are learned methodologies that
integrate the use of two or more disciplines at
once in order to create a unique effect. In this
Chapter you find two new disciplines: Kineticism
and Spiritus as well as new Techniques.

For more information on disciplines, see MET


VTM, Chapter Four: Disciplines, page 111.
For more information on techniques, see MET
VTM, Chapter Four: Disciplines, page 224.

70 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Kineticism
“Just because we are monsters does not and most vampires have no knowledge of the
mean we must act monstrously.” discipline or its applications. To those who do
— Elias Stone, Caitiff not condescend to associate with the clanless, it
is mere superstition; the fabric of excuses spun
by inept Scourges who failed to apprehend their
The study of physics teaches that motion and quarry. Regardless of sect, the few elders who
energy are transmutable; the application of force have witnessed Kineticism view it with fear and
over a distance. While the gifts of Caine enable jealousy, its users aberrant and unpredictable. As
vampires to move fast, hit hard, and absorb such, they often seek to bind its practitioners into
damage, the Caitiff have been gifted with the useful service or see them quietly eliminated.
ability to absorb and channel kinetic energy
into these activities through their own unique To the Caitiff, Kineticism is both a useful tool
discipline. Kineticism draws power from motion and a sign of their legitimacy. It offers some
and force, storing it to augment the abilities of means of defense against Camarilla Scourges
its practitioner. Caitiff use Kineticism to achieve and those who regard them as thin-blooded
a variety of physical feats beyond what most pushovers. It also validates their position as
clans are capable of. legitimate heirs to the curse of Caine. Many
of the clanless assert that because the vampire
As a discipline, Kineticism is something of clans give respect and consideration to the
a paradox: a proprietary tool for a “clan” which bloodlines who have their own disciplines,
is clanless, somehow learned but not exactly surely the Caitiff are due the same consideration.
taught. Its advent is relatively recent, with no Others argue that Kineticism is sent from Caine
confirmed accounts of its use older than 25 to 30 himself as a gift to aid his blameless children
years. Its use today is still relatively uncommon, whom he has freed from his curse.

New Disciplines & Techniques 71


X
Learning Kineticism The practice of accumulating and holding
a charge of Kineticism is always overt.
This discipline may only be learned by Caitiff Onlookers will notice the practitioner briefly
who take the Caitiff merit Inceptor (see VTM vibrate or oscillate. Thereafter, her form
Volume 2 Issue 1, page 46). However, as an will flicker with intermittent crackles that
exception to the rule which limits purchasing are clearly supernatural, increasing as more
that merit to character creation only, Caitiff charges accumulate. As a result, a Kineticism
may purchase the Inceptor merit for Kineticism practitioner cannot benefit from supernatural
if they spend sufficient time with a Kineticism concealment such as Unseen Presence while she
practitioner. The amount of time and the level has at least one stored charge but may still use
of interaction necessary is at the Storyteller’s other effects which do not hide her presence
discretion, typically a Complex Quest (see such as Conceal or Mask of A Thousand Faces.
VTM: Volume 2 Issue 1, page 98). Finding and These effects do not disguise the manifestations
observing its effects once may be sufficient for of stored charges. Anyone who has knowledge
some Caitiff, while others might only learn of this power and possesses the skill Science:
the power from drinking the blood or sharing Physics or who possesses at least one level of
Vaulderie from an established practitioner. Kineticism will be able to determine how many
Indeed, many Caitiff and Panders claim (with charges a practitioner is holding based on her
varying levels of credibility) that Joseph Pander appearance. This observation does not require
or the Stoneman himself “hooked them up”. an action.

Caitiff who wish to purchase the Inceptor merit


after character creation must pay the difference Maximum Number
in the out-of-clan XP costs for the discipline that of Charges
they are losing as in-clan discipline.

Kineticism cannot be learned through diablerie Upon being taught her first level of Kineticism,
as part of the Sabbat setting rules on Diablerie a practitioner can store up to one charge.
(see VTM, page 452). As Caitiff cannot teach A kineticist can hold a total number of charges
disciplines, it is impossible for a non-Caitiff to equal to her total levels in Kineticism and
possess Kineticism. number of Kineticism techniques.

Kineticism and Charges Kineticism and Celerity


Kineticism involves accumulating kinetic Kineticism can be used during Celerity rounds.
energy during combat which becomes a charge.
A practitioner of Kineticism accumulates and
spends charges in a variety of ways. Kineticism Kineticism Test Pool
charges do not last outside of combat. During
combat there is no effective time limit; however, The Kineticism wielder uses her Physical
all charges will dissipate rapidly once combat attribute + Athletics skill versus target’s Physical
ends. Even with careful preparation or the attribute + Dodge skill.
engineering of effects intended to build charges,
the fleeting nature of these energies make it
impossible to enter combat with more than
a single stored charge.

72 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


● ACCUMULATE ●● KINETIC DISCHARGE
You have begun to learn the Your body is akin to a coiling spring,
fundamentals of Kineticism and with capable of discharging its stored
it have gained an understanding that, energies to move objects. Even the
through the power of the blood, energy lightest touch from you is sufficient
and motion are interchangeable. With to transfer this energy, driving back
a moment’s concentration, you can focus your attackers or sending your foes
your energies into an accumulated careening into danger.
kinetic charge, which you can then
channel into a flurry of movement. You have gained the ability to discharge
energy at your foes, propelling them
You have the power to accumulate in the direction of your choice. You
kinetic energy to discharge it later in may use this power whenever you
a burst of speed. Spend a simple action successfully touch your target or
to accumulate 1 charge of Kineticism. succeed in a physical attack against
Whenever you spend a simple action her, which must be an unarmed or
for Movement, you can also spend melee attack. Spend a single charge of
a charge. If you do, you may take an Kineticism to move your target up to 4
additional 3 steps. You may only spend steps in the direction of your choice. If
one charge per simple action spent this would cause your target to collide
on movement. with anything the size of a table or
larger, she takes 1 point of damage, as
FOCUS [WITS]: Whenever you do any characters she collides with.
expend a charge using this power, This damage is considered separate
you may use all of your steps to from your initial attack for the
briefly run up or along walls. purposes of damage reduction. You may
However, to avoid falling you must only spend one charge per action in
end your movement on a horizontal this manner.
surface. If the nature of the surface
allows for it, your storyteller may FOCUS [INTELLIGENCE]: Your
allow a static Athletics challenge Discharge moves your target up
to remain in place or climb on to 6 steps and causes 2 points of
subsequent actions. damage if she collides with an
object of sufficient size. You may
also knock the target prone if
you choose.

New Disciplines & Techniques 73


●●● KINETIC DAMPENING ●●●● REDIRECTION
You have the power to turn kinetic energy into Your mastery of Kineticism has expanded to
stored energy, later using it to protect yourself objects beyond your own body. By applying a mix
from harm. Should you receive a forceful blow, of inertia and acceleration to an object, you can
you can absorb a portion of its energy, thereby redefine its path, sending it on whatever course
reducing its effectiveness and recharging you desire.
your stores.
Whenever you succeed in defending against
Whenever an opponent achieves an exceptional a firearm or a thrown weapon attack, or whenever
success in a physical attack where you are the you successfully defend against a power which
defender, you may spend 2 charges of Kineticism involves a projectile such as Taste of Death,
to reduce the exceptional success to a normal Conflagration, or Flame Bolt, you may spend
success. If your opponent has a power which 2 charges to activate this power. If you do, you
gives her an automatic exceptional success, may redirect the failed attack to a new target of
activating this power causes them to instead your choice. Make an opposed challenge against
check for an exceptional success normally. that target using the Kineticism test pool. If you
succeed, you may apply the effects of the original
In addition, you may gain a charge of Kineticism power to the new target. This attack counts
whenever a physical attack would harm you for towards, and must abide by, the maximum attacks
2 or more points of damage. You may determine per round limitation (see MET VTM, Chapter
if this benefit applies before applying the Six: Core Systems, page 282). You may only use
effects of Fortitude or other powers. If you gain this power during Celerity rounds if you are able
a charge of Kineticism in this way, you may not to act during that same round. Powers which do not
spend it to apply Kinetic Dampening toward the involve an actual projectile, such as Force Bolt or
same attack. Engulf, cannot be redirected with this power. Any
qualities that applied to the original attack, such as
At its base level, this power does not function
from a gun with Accurate or Deadly, a shotgun with
against the Chimerstry power Horrid Reality. the Spray quality, or a bonus from a power such as
Further, your inability to absorb energy from the Projectile, do not carry over into the new attack.
effects of Horrid Reality does not constitute you
successfully disbelieving the illusion. FOCUS [WITS]: You may also redirect
attacks that meet this power’s criteria
FOCUS [INTELLIGENCE]: You have the which fail against other individuals. If two
ability to absorb and buffer non-kinetic Kineticism practitioners with the focus both
energies with this power. You may gain seek to redirect the same attack, the one
a charge whenever any effect would cause with the highest initiative order has the
you to suffer two or more points of damage, opportunity to do so first. If this still results
determined before any damage reduction. in a tie and both parties wish to spend
Likewise, whenever you are the target of charges to redirect the attack, then both
a power or effect that scores an exceptional parties spend their charges, and the forces
success and would also cause you to take cancel; the attack is not redirected. You also
at least 1 point of damage, you may expend may redirect your own failed attacks against
2 charges of Kineticism to reduce it to a specific target or a different one, subject to
a normal success. the above rules for redirection.

Exceptional Success
Your redirected attack does 1 additional point
of damage of its type. This effect replaces any
exceptional success bonus the original attack
against you would have done.

74 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
●●●●● VENGEFUL STRIKE New Techniques
With this power, your kinetic abilities and
physical strength are united, crushing your
foes with terrible strength. You can discharge ENSNARING FORCE
your accumulated energies in a powerful blow, Prerequisites: Kineticism ●●●● and Celerity ●●
punishing those who stand before you.
While lesser predators hunt by chasing their
Whenever you succeed in a Melee or Brawl prey, you are beyond such petty exertions. By
attack against a target, for each point of projecting kinetic energy, you can position your
damage you would inflict (determined before target within your grasp, allowing you to disable
damage reduction), you may spend 1 charge of her with ease. Sabbat Panders are known to use
Kineticism. For each charge you spend, one of this technique to great delight during Games of
the points of damage becomes unsoakable and Instinct, most notably the Rat Race.
cannot be reduced or negated. If your attack
does both normal and aggravated damage, you Test Pool
may apply this to the aggravated damage first. Physical attribute + Athletics skill versus target’s
Physical attribute + Dodge skill
In addition, you may gain a charge of Kineticism
whenever you achieve an exceptional success Spend your standard action and 1 or more
against someone in an unarmed or melee attack. charges of Kineticism, and engage a target in
If you do, you may not spend those charges to your line of sight in an opposed challenge. If you
activate Vengeful Strike on the same attack, but succeed, you may move your target 2 steps in
you may spend other charges that you have. any direction, plus 2 additional steps in the same
You may not use this power in conjunction with direction for each additional charge of Kineticism
combat maneuvers or other powers such as you spent to activate this power. If this would
Fearful Blow or Earthshock. However, you may cause your target to collide with a wall, door, or
use this with powers that enhance your range, any other solid object that is at least the size of
such as Flick or Kinetic Wave. a kitchen table, she takes 1 point of damage, as do
any characters she collides with.
FOCUS [INTELLIGENCE]: You may gain
two charges whenever you achieve an
exceptional success against someone in an
unarmed or melee attack.

New Disciplines & Techniques 75


PREVAILING FORCE WALL OF FORCE
Prerequisites: Kineticism ●●●●● and Potence ●● Prerequisites: Kineticism ●●● and Fortitude ●●

The margin between victory and defeat is often An object which is to remain stationary must
a narrow one that comes down to a variety exert sufficient force to negate whatever seeks to
of small factors such as a little extra effort, move it. Similarly, an outward projecting force
whose will is stronger, or a matter of inches. In could behave like a stationary object. You have
situations where defeat looms, you can channel the power to focus your energies into a localized
your kinetic energies to bolster your physical phenomenon; a virtual wall of force. This wall
efforts, allowing you to overcome with brute force can protect you or others from physical harm,
where strength of will may be lacking. delay pursuers, or cut off escape routes.

Whenever you have the opportunity to spend Spend 2 charges of Kineticism and a standard
a point of Willpower to retest a Physical action to create a visible wall of crackling kinetic
challenge, you may instead spend a charge of force in a location and position within your
Kineticism. Any modifiers which would raise the line of sight. For the next 10 minutes or until
Willpower cost to retest, or eliminate the ability it’s destroyed, the wall blocks any movement or
to retest with Willpower such as Quell the Beast attacks that could be negated through physical
or Hobbling Strike, still apply. force (such as a Firearms attack, Repulse, or
Force Bolt, but not effects such as Firestorm),
KINETIC WAVE instead taking that damage itself. The Wall of
Force does not impede line of sight or Gaze and
Prerequisites: Kineticism ●● and Potence ●● Focus. The wall is up to 5 steps long, 5 steps
Martial arts masters often demonstrate their high, and 1 foot thick, and behaves as a solid
abilities by extinguishing candles without object. It has 4 health levels and can be attacked
directly striking them, a feat accomplished by by two attackers per round per side. If all of its
waves of air pressure. Similar to them, your health levels take damage, it dissipates.
strikes generate waves of pressure, albeit of You may use this power outside of combat by
a more deadly variety. With this technique, you spending two full turns instead of 2 charges. This
can project kinetic energy with your strikes, is an exception to the rules governing Kineticism
increasing your effective range. outside of combat. You may only have a single
You have the power to channel your energies Wall of Force in existence at a given time.
into kinetic waves which enhance your
range. Spend a simple action and 1 charge of
Kineticism. Your unarmed and melee attacks this
turn may now strike at a range equal to 1 plus
your number of Kineticism powers (including
techniques) in steps. However, you may not use
the Grapple combat maneuver in conjunction
with this enhanced range or other powers that
require touch such as Fleshcraft, Hand of Flame,
Feral Claws, or Withering.

76 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Spiritus
“This place is open to all who come seeking While the shamanistic practices of Spiritus do
a higher path. But I know your heart and not grant an Ahrimane direct knowledge of
your intentions. You will leave, quickly, spirits or the realms they inhabit, it does allow
or my companions and I will teach you them to undergo a spiritual awakening that
a lesson on ignorance.” bestows the practitioner with an awareness of
— Muricia, Gangrel Ahrimane the umbral realms. As a practitioner advances
in her mastery of Spiritus she becomes unable
to view her surroundings in quite the same way.
As she becomes enlightened to other worlds and
Wielding enigmatic and secret shamanistic spiritual creatures, an Ahrimane feels burdened
magics, Ahrimanes transcend the limitations by how the mundane world appears banal
of their thaumaturgical powers, giving them by comparison. This awakening has caused
a greater connection and control over the world those rare Ahrimanes who interact with other
of spirits. As an Ahrimane learns Spiritus, she vampires to serve as guides or teachers, acting
can not only interact with the spirit world, as intermediaries to the world beyond the dark
but she can harness its power to aid her own and lonely existence of most vampires. While the
physical form. The most powerful practitioners Ahrimanes find comfort and solace in the insight
of Spiritus are said to have been able to use granted by this power, most other vampires find
spirits as conduits to cross fully into the realm the knowledge disturbing and unsettling as they
the werewolves referred to as the Umbra. realize how limiting and stale their reality is.

New Disciplines & Techniques 77


X
Learning Spiritus
This discipline may only be learned by
Ahrimanes who take the Ahrimane merit
Seekers of the Hidden (see VTM Volume 2
Issue 1, page 32). This is due to the extraordinary
amount of spiritual journeying involved which
requires having undergone the Ahrimane ‡ Beast Spirits do not have access to Garou Gifts;
creation rites. As an addendum to the original they instead employ bestial spiritual powers
text of the Seekers of the Hidden merit, you more similar to Disciplines (see the Types of
may only teach Spiritus to other Ahrimanes Beast Spirits on the next page.)
who purchase this merit. This discipline may ‡ Beast Spirits are immune to Subsume the
not be learned through the Sabbat setting rules Spirit and all other powers intended to act
for diablerie. solely on animals; however, they are treated
like animals for the purposes of Feral
Whispers or similar communication powers.
Beast Spirits ‡ Beast Spirits cannot see across the Gauntlet,
but instinctually remain near you in the
Spiritus often refers to Beast Spirits. These Umbra. Beast Spirits can understand you
spirits have some similarities to Umbral spirits without assistance but cannot understand
but are different in several ways. Thematically, others unless the speaker is using Wild Eyes,
Beast Spirits are the spirits of animals that have Feral Whispers, or a similar power. As such,
been magically awakened by the Spiritus power their ability to relay information as spies is
Tame Spirit. Once an Ahrimane learns Tame limited. The Storyteller will portray your Beast
Spirit, she obtains a Beast Spirit. Beast Spirits Spirit if it is employed as a spy.
have some commonalities with traditional spirits
but have several notable differences. Beast
‡ Beast Spirits utilize Gnosis to fuel disciplines
Spirits are created using the Animal Retainer and may spend Gnosis to heal in the same
rules with the following additions that represent way a vampire uses Blood. Beast Spirits have
their spiritual nature: a Gnosis pool equal to twice their Stock NPC
rating. Beast Spirits begin each night with
Beast Spirits have the following properties: their Gnosis pool refreshed.

‡ Beast Spirits are considered supernatural


‡ Unless they have manifested, Beast Spirits are
creatures, not mortals. Powers that have invisible to anyone that does not possess the
an increased effect on mortals do not have ability to see into the Umbra.
those increased effects when used on a Beast ‡ Beast Spirits can manifest in the physical
Spirit. Powers that affect Umbral spirits affect world by spending a point of Gnosis as
Beast Spirits. a simple action. While manifested they appear
‡ Beast Spirits are the same size as the animals as normal specimens of the animal their spirit
they represent. Their habitat is most often form represents and can interact with others
limited to that of their counterparts in the and can be attacked and killed.
real-world, but this is not a strict rule. It ‡ If a Beast Spirit dies while manifested or
is perfectly feasible for an Ahrimane in is destroyed in the Umbra, it reforms in
North America to have a tiger, pangolin, or one month. If a Beast Spirit is dismissed by
narwhal follower. a Spiritus user, it cannot be summoned again.

78 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Types of Beast Spirits POLAR BEAR
— AGGRESSIVE BEAST SPIRIT —
There are three types of Beast Spirits. They are: Stock NPC: Rating 3
‡ Aggressive Animals: These animals are Specialties: Potence, Dodge, Brawl
strong and formidable, typically predators. For
example, the Beast Spirits of alligators and Effective Health: ●●●
grizzly bears would be considered Aggressive
Gnosis: ●●●●● ●
Animals. When building an Aggressive Animal
Beast Spirit, you may purchase one discipline The test pool for the Polar Bear Beast Spirit
specialization for the Beast Spirit in either is normally 6, but the test pool becomes 11
Celerity or Potence and the Beast Spirit for challenges involving Brawl and Dodge.
gains the Strength attribute focus. This is an Beast Spirits are supernatural creatures,
exception to the rule preventing Stock NPCs giving them powers that resemble vampiric
from possessing attribute focuses. disciplines. This Beast Spirit has Potence.
‡ Curious Animals: These animals are clever As an Aggressive Beast Spirit, this Beast
and perceptive. They are often smaller, but Spirit gains the Strength Focus.
not necessarily so. Some examples are a fox
Qualities: Brawny, Huge, Imposing
or a pigeon. When building a Curious Animal
Beast Spirit, you may purchase one discipline
specialization for the Beast Spirit in either
Auspex or Obfuscate and the Beast Spirit
gains the Perception attribute focus. This is an
exception to the rule preventing Stock NPCs
from possessing attribute focuses.
‡ Defensive Animals: Stalwart, brave, and FALCON
resolute are some of the qualities of defensive — CURIOUS BEAST SPIRIT —
animals. These creatures do not need to be Stock NPC: Rating 6
robust but are often animals known for their
loyalty. A turtle or a dog are some examples Specialties: Auspex, Dodge, Brawl,
of Defensive Animals. When building this Investigation, Awareness, Security
Beast Spirit, you may purchase one discipline
Effective Health: ●●●●● ●
specialization for the Beast Spirit in either
Celerity or Fortitude and the Beast Spirit Gnosis: ●●●●● ●●●●● ●●
gains the Stamina attribute focus. This is an
exception to the rule preventing Stock NPCs The test pool for the Falcon Beast Spirit
from possessing attribute focuses. In addition, is normally 12, but the test pool becomes
Defensive Animals may utilize the Assist 17 for challenges involving Dodge, Brawl,
Defender mass combat tactic as an exception to Auspex, Investigation, and Awareness.
the rules prohibiting Stock NPCs from doing so. Beast Spirits are supernatural creatures,
giving them powers that resemble vampiric
disciplines. This Beast Spirit has Auspex.
Spiritus Test Pool As a Curious Beast Spirit, this Beast Spirit
gains the Perception Focus.
The Spiritus practitioner uses her Social
attribute + Occult skill versus the target’s Social Qualities: Fleet, Elusive, Ferocious,
attribute + Willpower. Natural Weapons

New Disciplines & Techniques 79


● WYLD EYES
The natural world extends beyond the limits
of what most vampires can perceive. Through FOCUS [MANIPULATION]: Your skill and
your studies you have developed the ability demeanor when interacting with spirits
to see things that even the most mystical and puts them in a more favorable disposition.
potent elders cannot. By chanting in shamanistic By spending a simple action to converse
tongues and smearing your own vitae over with a spirit and succeeding on an opposed
your eyes, you can extend your senses into the challenge, you can automatically learn the
spiritual realm of the Umbra. You can see to the spirit’s name, stock rating, and its native
other side of the gauntlet and even converse with affinity (Weaver, Wyld, or Wyrm). For more
willing spirits and Beast Spirits. information on affinities see Mind’s Eye
Theater: Werewolf the Apocalypse.
Spend 1 point of Blood and use your simple
action to open your eyes to the spirits and the ●● TAME SPIRIT
Umbra. You can now see and converse with
any spirit that happens to be active near you All things, especially the living, have spirits;
within the Penumbra. However, if they realize however, not all spirits find a home in a creature
that you can see them the spirits can attempt to or object of the physical world. Whether
supernaturally hide from you by using gifts such a Beast Spirit is bound in the physical world
as Blur of the Milky Eye. With concentration or roaming the Umbra, you have the ability
this power also gives you the ability to see fully to coax it out. By performing a series of
into the Umbra from the Material Realm. shamanistic rituals, you can form a bond with
a Beast Spirit. If successful, the Beast Spirit
Wyld Eyes lasts 1 hour, although it may be becomes your companion; a constant and often
reactivated at the conclusion of its duration formidable reminder of the unique existence of
by spending an additional point of Blood and the Ahrimanes.
a simple action. This power allows you to
see spirits, but not wraiths or other types of By spending a downtime action, you can draw
supernatural creatures. Wyld Eyes does not out a Beast Spirit, converse with it, and begin
pierce supernatural powers of concealment, the bonding process to form a companionship.
such as Obfuscate or Blur of the Milky Eye, but The Beast Spirit companion you gain can either
it may be combined with other sensory powers be the spirit of a real animal that exists within
such as Heightened Senses. your line of sight or a roaming Beast Spirit
from the Umbra that is not native to your lands.
While most spirits will hide from or ignore The Beast Spirit manifests within one step of
a Vampire, Beast Spirits are generally interested you in either the physical realm or the Umbra,
in those that practice Spiritus, having rarely and it is willingly bound to you. The spirit is
encountered a vampire that can truly interact your ally and is built using the Animal Retainer
with spirits and their world. As such, Beast rules. The stock level of this Animal Retainer
Spirits are the most receptive to attempts at is equal to the number of Spiritus powers the
communication, often choosing to speak in Ahrimane possesses, including techniques and
a tongue akin to feral whispers. In this manner elder powers. The spirit can understand you and
an Ahrimane can communicate with a willing will attempt to fulfill your verbal requests. You
Beast Spirit. Other spirits rarely communicate or may only have one active Beast Spirit at a time
interact with the undead. through the use of this power.

80 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


●●● UMBRAL HUNTRESS
As an Ahrimane advances in her study of
Spiritus, she learns that the Umbra is home to
more hostile and terrifying things than Beast
Spirits. Your knowledge of such creatures
coupled with your spiritual evolution has
granted you predatorial dominance over two
worlds. No longer limited to mundane prey, you
may hunt the creatures of the Umbra, feeding
Alternatively, you may spend a point of blood from your supernatural quarry just as you would
and your standard action to give an order to any a mortal.
Gaffling spirit within your line of sight. If you Once purchased the following benefits are
succeed in an opposed challenge, you can force always active: your brawl and melee attacks can
the spirit to answer one question or perform damage spirits in the umbra even if they have
a singular simple task. The spirit answers basic not manifested (though you must still be able to
questions truthfully, but unfamiliar concepts see them through powers such as Wyld Eyes);
may confuse it. You can reasonably expect and you may feed on the Gnosis of spirits in the
answers to the following types of questions: same way you can feed on the blood of humans.
‡ What is your purpose? For every Gnosis drained you gain a Blood point.

‡ Has anything interesting happened around In addition, you may spend 1 Blood and a simple
you? action to imbue your brawl attacks with spiritual
‡ What did the person who ran by moments ago energies. This manifests as a set of spiritual
look like? claws made of brilliant glowing moonlight.
These claws do aggravated damage and stack
‡ Has anyone been fighting here recently? with the Feral Claws’ Wits focus if you have that
Exceptional Success Protean power. When striking spirits, the claws
If you achieve an exceptional success to compel do one additional level of damage. This ability
a Gaffling spirit, the spirit must answer all your lasts for one hour or until you end its effects.
questions for the next 5 minutes; however, it
cannot be compelled to perform more than one FOCUS [MANIPULATION]: You can
simple task. imbue your weapons with spiritual power
causing them to glow with the brilliance of
FOCUS [CHARISMA]: If your Beast Spirit is moonlight. While Umbral Huntress is active,
destroyed while manifested or while in the your throwing, firearms, and melee attacks
Umbra, and you still require its services, it inflict aggravated damage, and cause one
reforms in one hour instead of a month. additional level of damage to spirits.

New Disciplines & Techniques 81


●●●● MANTLE OF ATIRA ●●●●● SPIRITWALKER
At this level of power, an Ahrimane’s bond to An Ahrimane with this level of expertise fully
the spirit world is very strong, enabling her to understands the spiritual limitations and
draw life and strength from the Umbra and its capabilities of her own vampiric vessel and her
denizens. You have the ability to draw from the companion’s spiritual form. You can now join in
essence of a Beast Spirit, giving you a portion of symbiosis with your Beast Spirit, gaining both
its power. the benefits of a corporeal and spiritual entity.
You can also traverse the Gauntlet and travel in
Spend 1 Blood and a simple action to attune the Umbra for a limited time, hunting your prey
yourself to the Umbra. Doing so allows you to no matter where it flees.
touch the spirit realm and call upon a Beast
Spirit and the life of the Umbra to enhance Spend a Blood and a standard action to wholly
your physical form. Select two of the following bond with your Beast Spirit. Your physical form
qualities when activating this power: merges with the Beast Spirit into a singular
spiritual entity. Thereafter, you appear as an
‡ Bear Strength: You receive an additional +1 anthropomorphic version of your Beast Spirit
bonus to Brawl-based attack test pools. and you have a faint glowing aura displaying
‡ Stride of the Gazelle: Increase your movement your spiritual symbiosis. While in this form
by 1 step for each action spent on movement. you gain 3 Healthy wound levels, the benefits of
‡ Falcon’s Eye: Gain a +1 bonus on all challenges any Animal Retainer qualities your Beast Spirit
involving your Investigation Skill. possesses, and the Attribute focus it possesses.
You may continue to spend your blood to power
‡ Speed of the Hare: Gain a +1 bonus to your your disciplines and techniques. While bonded
initiative. with your Beast Spirit you are still considered
‡ Agility of the Fox: You gain a +1 bonus to a vampire (and not a spirit or animal), but you
Dodge-based defensive test pools. only take lethal damage from sunlight.
‡ Chameleon Camouflage: Gain +1 bonus on all In addition, while bonded with your Beast Spirit
challenges involving your Stealth Skill. you may spend 5 full turns in chant and spend
In addition, as long as your Beast Spirit remains one of your Beast Spirit’s Gnosis to cross the
within 10 steps of you, she also benefits from the Gauntlet travelling into or out of the Umbra.
qualities you selected. This power can only be maintained for one hour.
When the power ends the vampire is ejected into
Mantle of Atira is a major transformative the physical world and the Beast Spirit coalesces
power and cannot be combined with other back into the umbra.
transformative powers. However, you may
combine it with Spiritwalker as an exception Spiritwalker is a major transformative power and
to the rules governing major transformations. cannot be combined with other transformative
You may end this transformation at any time by powers. However, you may combine it with
spending a simple action. Mantle with Atira as an exception to the rules
governing major transformations. You may end
FOCUS [MANIPULATION]: You may double this transformation at any time by spending
the bonus of your chosen qualities. For a simple action.
example, if you choose the qualities Bear
Strength and Stride of the Gazelle, you gain FOCUS [CHARISMA]: You can spend the
+2 to your Brawl based attack pools and Gnosis of your Beast Spirit to fuel any of
increase your movement by up to 2 steps for your disciplines instead of spending blood,
each action spent on movement. subject to your normal limit per turn.

82 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
New Techniques

PERFECTED INSTINCTS ‡ Rancorous: Your Beast Spirit may utilize the


Prerequisites: Spiritus ●● and Animalism ●●●● Fearful Blow, Fenrir’s Boon, and Relentless
Pursuit techniques. Only Aggressive Animals
Having spent considerable time with your Beast may purchase this quality.
Spirit companion, you have learned from it as ‡ Watchful: Your Beast Spirit may utilize the
much as it has learned from you. Your shared Predatory Senses, Guardian Vigil, and Pulse
knowledge gives your companion the ability to of Undeath techniques. Only Curious Animals
learn spiritual versions of a select number of may purchase this quality.
vampire techniques, enhancing your ability to
work together. ‡ Indefatigable: Your Beast Spirit may utilize
the Savage Provocation, Will to Survive, and
Test Pool Second Wind techniques. Only Defensive
Physical attribute + Athletics skill versus target’s Animals may purchase this quality.
Physical attribute + Dodge skill
ALPHA OF THE PACK
By combining your disciplines and your
Beast Spirit’s powers, it now has the ability to Prerequisites: Spiritus ●● and Presence ●●●
purchase a special quality that grants it access When it comes to spiritual allies, one is never
to certain techniques. To do so, you must enough. Your expertise in summoning and
purchase the Perfected Instincts technique and bonding with Beast Spirits allows you to add
your Beast Spirit must spend one of its Animal a second companion to your pack. Together the
Retainer Specializations on one of the qualities three of you can communicate through your
listed below. Once purchased, the Beast Spirit spiritual bond allowing true pack tactics to be
gains access to the techniques described in levied against your prey.
the selected special quality so long as she
meets the discipline requirements. The Spirit You may now use the Tame Spirit power to
Beast need not meet the requirements to summon an additional Beast Spirit. This spirit
purchase the technique alone; any disciplines has a stock rating equal to half the number
you possess can be used to fulfill those of Spiritus powers you possess, including
requirements. For example, if you have techniques and elder powers, rounded up. This
purchased Presence ●● and your Aggressive second Beast Spirit may be of a different type
Beast Spirit (having a stock rating of 2+) than your primary Beast Spirit. In addition,
possesses the Potence discipline specialization, you and your Beast Spirits can spiritually
it is eligible to utilize the Fearful Blow communicate with each other across great
technique if it purchases the Rancorous quality. distances, provided you are in the same plane of
If the technique requires Blood to activate, the existence and within five miles of one another.
Beast Spirit must spend Gnosis instead. The For example, if you are in the physical world
special qualities that grant techniques that are attempting to communicate with one of your
available to the Beast Spirit are: Beast Spirits, it must be manifested.

New Disciplines & Techniques 83


X
New Elder Powers

KILLER INSTINCTS ●●●●● ● cannot benefit from concealment in total


For some, hunting a mundane is a sport; for darkness or from supernatural sources, such as
others, it is a spiritual experience. An Ahrimane Shroud of Night, as the flames give away her
who hunts does so for two reasons: either in location to any who can see them. In such cases,
search of sustenance or to destroy her prey. she may be targeted without the need for the
With intense focus, you can fixate on your target Fighting Blind combat maneuver. If she escapes
thereby diminishing its ability to flee with every the combat, you receive a +3 wild card bonus to
strike you land. Those lucky enough to survive any challenge to track her down. This benefit
your assault would do well to escape before lasts until the next sunset or sunrise, whichever
succumbing to the weight of impending death. is longer.
After all, an Ahrimane rarely loses track of
her prey. PRIMAL STRENGTH ●●●●● ●

Spend your simple action and 1 point of Blood While shared blood is typically insufficient to
as you ritualistically prepare yourself for grant the use of elder powers, the potency of
a hunt. For the next hour your Physical attacks spiritual abilities mixed with your elder Blood
against that target gain the Accurate and Brutal allows you to evolve your Beast Spirit into the
qualities. In addition, you may choose to employ ultimate predator. Not only do its spiritual
either the Harrying or Encumbering Fetish energies and stamina increase, but it can also
Quality to all unarmed attacks. learn a second discipline for its type and can
unlock its own version of an elder power.
‡ Encumbering: When you successfully strike
a target, she receives a -2 penalty to her next You have unlocked the full potential of your
turn’s initiative for each point of blood you Beast Spirit companion. Your Beast Spirit
spend. Multiple applications of this effect are companion gains 3 Healthy wound levels,
not cumulative. 5 additional Gnosis, and it may choose an
additional discipline specialization from its
‡ Harrying: A target successfully struck takes available choices. In addition, if your stock
one fewer step the next time she uses an rating 6 or higher Beast Spirit companion has
action to move per point of Blood you spend. a discipline specialization, it may gain a single
Multiple applications of this effect are not elder power from that discipline. The elder
cumulative; a target can move again normally power available depends on the type of Beast
after she spends one penalized action for Spirit as set forth below.
movement.
If you succeed in striking a target while under
‡ Aggressive Animals: Potence: Force; Potence:
the effects of Killer Instincts, that target becomes Flick; or Potence: Reckless Fury.
supernaturally marked by fiery blue vengeance ‡ Curious Animals: Obfuscate: Phantom
spirits. Only you and those who can see across Hunter; Auspex: Psychic Drain; or Auspex:
the Gauntlet can see these vengeance spirits. Clairvoyance.
While so marked, she cannot hide from you ‡ Defensive Animals: Fortitude: Personal
using mundane or supernatural means nor Armor; Fortitude: Repair the Undead
can she hide from others who can see across Flesh; or Fortitude: King of the Mountain.
the Gauntlet. As part of this effect, your target

84 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Luminary Powers

BECOME THE HUNTED ●●●●● ●● As you activate this power, you must designate
Your hunting and spiritual prowess are the area the target is to withdraw from. You
legendary and are regarded highly even among may designate an area as small as the room or
the spirits. When you call for a hunt, your howl the building you are in, an area up to 4 square
echoes into the Umbra and all spirits who hear blocks in an urban setting, or an area up to
it answer. Nearby Beast Spirits big and small 1 square mile in a wilderness setting. Once your
manifest in a swarm of spiritual wrath that your target successfully leaves the area, the effects of
prey has no hope of overcoming. Like the foolish this power cease. However, if your target returns
Actaeon from legend, your quarry is hounded to the designated area within the duration of
as it flees; weakened and rendered unable the power, the effects take hold once again,
to communicate. persisting until she either leaves or the power’s
duration ends.
Spend 3 Blood and your standard action to call
out to all nearby spirits as you command your Finally, you may give the target some amount of
quarry to flee, designating up to 3 targets. Make time to leave, choosing to deliberately delay the
an opposed challenge using the Spiritus test onset of this power. For example, you may wish
pool. Should you spend 1 point of Willpower to give your target to the count of 10. If you do,
to retest any of these opposed challenges, the power’s duration begins immediately, but has
you also gain that retest for the remainder no effect until you may spend a simple action to
of the opposed challenges, without the need enact its effects; this applies even if your target is
to spend further Willpower. If you spend the not within your line of sight.
Willpower to retest after some challenges Exceptional Success
are already resolved, you cannot go back to This power lasts for the next hour instead of
previous challenges that you lost and apply the 15 minutes.
Willpower retest retroactively. If you succeed,
your targets become marked by the spirits of the
hunt. Those marked immediately lose the ability
to communicate, which includes the ability to
speak or produce sound, send text messages, or
use sign language, and any telepathic links they
are a part of immediately sever. They cannot
initiate or relent to Telepathy or similar powers
of communication for as long as this power is
in effect. Further, they cannot benefit from any
beneficial powers from others, such as Cloak
the Gathering, Corpore Sano, or Madrigal, and
may only use their own powers until they have
successfully fled the area. In addition, your
opponents are unable to be targeted by the
Assist Defender or Assist Attacker mass combat
tactics. These effects last for 15 minutes or until
the target successfully fair escapes.

New Disciplines & Techniques 85


New Techniques
“My opinion? We haven’t reached a consensus about our opinion on the matter.”
— Legion, Ancilla Malkavian of Nuremberg

Techniques and their development continue to remain a mystery to vampire scholars, but once
a vampire masters a new technique, knowledge of its creation spreads across the vampire society and
sects like wildfire. Theoretically, any vampire capable of learning a technique can discover and create
a new technique, but scholars have only been able to trace the creation of new techniques to Neonates.
Luminary and Master Elders cannot purchase techniques. Techniques have no attribute focus and
typically do not bestow an additional benefit if you achieve an exceptional success. For more information
about techniques, see MET VTM Chapter Four: Disciplines, page 224.

86 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


E
CATCH A WHIFF OF MADNESS
To the discerning vampire skilled in
Dementation, emotions are a kaleidoscope
of colors, scents, sensations, and patterns. As Whenever you create a physical work of art
such, simple conversations can often reveal such as a painting, sculpture, or even a written
the deeper complexities of someone’s altered piece of literature, you can empower it to evoke
emotional state. You have the ability to intuit a psychological response. Choose Passion,
the emotional manipulations of others by Haunting, or Voice of Madness when you create
observing a target’s aura. your piece of art. Notify the Storyteller which
power you are utilizing, your Dementation test
Prerequisites pool, and the specific qualities of your chosen
Dementation ●●● and Auspex ●● power that you wish to instill in your art. Focus
benefits do not apply.
Once learned, this power is always active. In
addition to the standard questions for Aura Anyone who views the art for at least 1 full turn
Perception, if you succeed in the opposed challenge triggers your chosen Dementation power and
you may ask your target if she is affected by must test against your Dementation pool to resist
any thought or emotion-altering powers. This the chosen effect. If they fail, they suffer the
includes Presence powers such as Entrancement, normal effects of the chosen Dementation power.
Merits such as Absent Sway, Dementation, Path You may not achieve an exceptional success or
of Corruption, and Dominate powers. The use of benefit from any powers that alter Passion, the
this power does not reveal who used the power on Haunting, or Voice of Madness.
your target or other information. For example, in
the case of Dominate, this power will not reveal The madness in your art fades over time. After
what command was given. Instead, this power 60 days your artwork is rendered mundane
simply reveals that your target is currently under and no longer carries any of your Dementation
the effects of a mind or emotion-altering power. powers. You may only have an active number
Passive effects that do not directly come from of art pieces empowered this way equal to the
powers, such as the Blood Bond or infernal ties, dots you have dots of Empathy. If you create any
cannot be identified through this technique, as additional items beyond your dots in Empathy,
they are too subtle to notice. The Storyteller is the oldest item loses its power. You are immune
the final arbiter of what is considered an emotion to any effects from observing your own works
altering power. of art.

For example, you have painted a portrait of Axle,


MADMAN’S QUILL the local Anarch Brujah. In the portrait, Axle
True artists evoke deep emotional and is standing over the incapacitated body of the
psychological responses with their artwork. current Prince of the city. You choose Passion,
While the melody of a song inspires melancholy with the intent to heighten the emotions of
and sadness, swirls of paint, abstract shapes, your audience with this provocative image. You
and detailed patterns ensnare the viewer with notify the Storyteller of your Dementation test
hypnotic grace. Through the use of Madman’s pool and then display your art in-character
Quill, your art becomes more than just an at the local vampire gathering. Later in the
inspiration; it becomes a vessel that sways game, the Prince stands before the piece of art,
the passions of observers, infusing them with directly observing it for at least 1 full turn. The

E
a deeply specific psychological response. Storyteller will then challenge the Prince’s player
on your behalf using the Passion power. If the
Prerequisites Prince fails the challenge, she suffers the effects
Dementation ●●●● and Auspex ●●● of Passion for the next hour.

New Disciplines & Techniques 87


QUICKSILVER CONTEMPLATION and Mesmerism, and for the Presence powers of
Knowing when to draw a weapon is often more Dread Gaze or Entrancement. Your target must
important than who you shoot. An opportune have been present when you made your display
step can completely alter the flow of battle, of strength for you to use this benefit against
confounding attackers and limiting their options. them. You may claim this benefit even if they
Your mastery over time and your supernatural were otherwise engaged when the display took
senses allows you to exploit small moments of place or not directly paying attention.
opportunity in what would otherwise be a chaotic
flurry of events. These subtle time dilations allow MEMORY RIFT
you to act in brief and advantageous moments, The ability to vanish from sight leaves your
greatly benefiting your true actions. enemies with valuable information. Through
Prerequisites Memory Rift, you may now disappear not
Temporis ●●● and Auspex ●● only from their sight, but from their very
memory, taking with you the knowledge of your
Once learned, this power is always active. presence during the encounter and leaving
You may activate Split Second outside of your your enemies confused and unable to recollect
initiative order, immediately taking your bonus your involvement.
actions or holding them for later use. As an
exception to the rule limiting Split Second Prerequisites
actions to mundane actions, you may use these Obfuscate ●●●● and Dominate ●●●
actions to activate powers. You may also hold After successfully using Vanish from the
any actions gained for use during that turn’s Mind’s Eye, you can spend a simple action
Celerity rounds as an exception to the rule to immediately use Forgetful Mind on the
which prohibits held actions from carrying over; same target. This is an exception to the rule
however, you must spend these actions during requiring you to have your target’s Gaze and
the same turn or forfeit them. Focus to use Dominate. If this challenge involves
multiple targets, spending Willpower to retest
THE IRON GLARE against a single target allows you to also use
You do not always have the luxury of being a Willpower retest against any parties you have
subtle or relying on just your words to carry the yet to test against.
weight of your commands. Sometimes a display This use of Forgetful Mind may only be used
of your physical strength is necessary to ensure to erase or alter memories of your presence
your subjects obey with less hesitation. and actions from your target’s mind that took
Prerequisites place within the past 10 minutes; no other
Potence ●●● and Presence ●●● memory alterations may be performed. The use
of Memory Rift does not break your Unseen
By spending a simple action to make an overt Presence. This is an exception to the rule that
display of physical strength, such as pounding states that if you interact with the environment,
the table, breaking a nearby object, or leveling speak with another character, or draw attention
a weapon at someone, you can bolster your to yourself, your Unseen Presence will break
powers of persuasion. For the next 10 minutes, and you will become visible. Memory Rift cannot
you may add either your dots of Brawl or Melee be used during Celerity rounds. Memory Rift
(if you are visibly armed) to your test pool for cannot be combined with other powers or merits
the purpose of determining an exceptional that augment Forgetful Mind or Vanish From the
success for the Dominate powers of Command Mind’s Eye.

88 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


SUCK IT UP supernatural stimuli such as fire. This retest can
Vampires often draw parallels between feeding be used before or after the normal Willpower
and fine dining. Sometimes, however, time is retest and is an exception to the rule limiting
of the essence and drive-thru or takeout will retests to one per challenge. You may also give
have to suffice. With Suck It Up, you can ingest this benefit to another visible target who’s on the
larger quantities of blood faster than ordinary verge of frenzy. This does not cost an action and
vampires. If necessary, you can even intake blood may be done outside of your initiative order. You
osmotically through your hands, absorbing pools may only have a single active instance of this
of blood with just a touch. power at a time. The effects of Bliss last until
sunrise or until you spend the free retest.
Prerequisites
Protean ●● and Animalism ● UNLOCK THE HIDDEN TALENT
Once purchased, when you drain Blood through You cannot accomplish everything yourself;
a bite attack you drain 2 points of Blood per sometimes you have to rely on others. By projecting
standard action instead of the standard 1 point. your charisma directly onto an ally’s psyche, you
In addition, as a simple action you can touch can motivate her to success beyond her normal
a pool of blood to consume up to 3 Blood points abilities. By doing so, your beneficiary unlocks
and completely absorb it, adding it to your potential she did not know she possessed yielding
current Blood pool; however, doing so risks dramatic results over short periods of time.
breaking the Masquerade. Blood consumed by
touch has all of its normal properties; ingesting Prerequisites
blood spilled from a vampire creates a blood Presence ●●● and Auspex ●●●●
bond, poisoned blood still sickens you, diseased Once you have successfully engaged a willing
blood passes on its infection, etc. target in a Telepathy challenge, you may spend
1 point of Blood and a standard action to
BLISS utilize Unlock the Hidden Talent. While you
Many Toreador claim their clan has escaped the or your target undertake a specified task, you
curses that afflict the other clans, and that the communicate and receive telepathic hints, pieces
trance they experience when observing artistic of advice, and messages of encouragement. This
expression is the antithesis of the Beast’s rage and allows you to both provide and receive aid in
fury. You can recall the beauty and happiness of static challenges.
artistic experience to bolster your defenses against Whenever a character is involved in a static
the irrational influences of your Beast. challenge for the purpose of utilizing a skill,
Prerequisites that character is considered skilled so long as
Presence ●●● and Dominate ●● at least one party in the telepathic link has the
appropriate skill. In addition, if a character
Spend 5 standard actions and enter a trance-like who has the appropriate skill spends an equal
state while observing, listening to, or otherwise number of actions as the task requires, she may
experiencing, a work of art or performance of offer telepathic assistance and grant a single
at least Crafts 3 or Performance 3. Provided you target character a +3 wild card bonus to the
are not interrupted during your trance, upon its static challenge. A character may only receive
conclusion you gain a supernatural resistance to a single bonus in this way. Unlock the Hidden
your next frenzy trigger. You gain a free retest Talent can only be used to enhance mundane
when resisting the effects of any power that related tasks and cannot be used to increase
would cause you to immediately enter a frenzy discipline pools or other power related pools,
or to stave off a frenzy brought about by non- nor can it be used in combat.

New Disciplines & Techniques 89


SANGUINARY EXPULSION DISTANT FRIEND
Rumored to have been created by ancillae You have learned to delay the effects of your
Archons, this technique allows you to ingest Presence on others. As a result, your enemies find
small amounts of blood without absorbing them themselves surprised to hear the scathing words
into your system, albeit for only a small period they had planned to say about you come out as
of time. After ingesting the blood, you must glowing declarations of support despite being far
regurgitate it within a few minutes to prevent it away from your entrancing personage.
from affecting you.
Prerequisites
Prerequisites Presence ●●●● and Dominate ●●
Potence ● and Fortitude ●●
After successfully using Entrancement on
Immediately upon consuming 1 or more points a target, you may spend an additional point of
of Blood (and before they are added to your Blood within 1 turn to enact Distant Friend.
existing Blood pool) you may spend 1 point For 1 month, whenever your target speaks of
of your Blood to keep the foreign blood from you or refers to a situation involving you, she
entering your system. You may hold this blood is automatically affected by the Presence power
for up to 10 minutes. During this time, you are Entrancement as if you had just successfully
not affected by any supernatural properties, used it on her. Note this applies to all means
poisons, drugs, diseases, or effects of the blood. of communication including email, text, or
You will not gain vinculum from blood during telepathic communication. This will make it
a Vaulderie, you will not take damage from very difficult for her to plot or scheme against
ingesting blood from a Tzimisce employing Acid you as she can only make favorable references
Blood, nor will you become Blood Bound to about you.
the source of the blood. If you have not spent
a standard action to regurgitate the blood before INSTANTANEOUS TRANSFORMATION
the 10-minute duration expires, the blood enters
your system, and you suffer the normal effects Battlefields are inherently disorderly; shifting
as if you had ingested the blood normally. If masses of blood and violence which transform
you regurgitate the blood before the expiration at a moment’s notice. You have adapted your
of the 10-minutes, you may choose to preserve metamorphic capabilities such that you can
its effects. While using Sanguinary Expulsion, alter your form to accommodate the chaos of the
if you spend Blood for any reason, the effects of battlefield as it shifts, thereby allowing for near
the technique end, causing you to immediately spontaneous alterations.
absorb any stored foreign blood and suffer any Prerequisites
effects from consuming it. Celerity ●● and Fortitude ●

Once per hour when you spend Blood to activate


Celerity or whenever you have Celerity active
you may also spend a simple action to instantly
activate this power. When you do, you may
choose one of your major transformative powers,
such as Shape of the Beast, Form of the Cobra,
Horrid Form, or Tenebrous Form which you
instantly assume. You may do this in lieu of
paying the blood and action costs for the power.

90 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


POISONOUS THOUGHTS beyond 10 dots in this way. Using this power
Through your mastery of the workings of the on a Stock NPC raises that NPC’s level by 1, up
mind, you have the ability to turn your victim’s to a maximum of level 5. Characters who have
own thoughts against them, causing them pain already purchased the maximum number of
and distress through nerve twinges, thoughtless attribute dots or who are Stock 5 NPCs receive
scratching, or even a momentary compulsion to no bonus from this power.
beat themselves bloody. Finding the will to purge The effects of this power last for up to 7 days,
this mental poison is emotionally draining and as decided by you at the time of the power’s
exhausting, not just for the victim, but also for activation, after which the benefits fade. You
those who witness it. may declare the duration of the power to the
Prerequisites Storyteller so that your target will not know;
Dementation ●●●● and Auspex ●●●● however, your target will know once the power
ends. When the power ends, the loss of the
Whenever you succeed in an opposed challenge benefits feels natural to your target, albeit
to inflict Voice of Madness, you may also frustrating. Your target will intuitively feel as
apply the effects of this power to your target. if she would benefit from your advice again,
If applied, whenever your target gains one or whether or not it actually helped her own goals,
more Derangement points, she also takes that and is very likely to seek you out.
many points as unsoakable aggravated damage.
If the target has a psychotic break, she loses 3 As you activate this power, you may make
Willpower points. Poisonous Thoughts lasts a “recommendation” to the target such as
throughout the duration of Voice of Madness or “make 10 sales calls next week,” or “break up
until the target suffers a psychotic break. with your partner,” and choose an additional
duration of up to another 7 days. Subject
to the Storyteller’s approval, if your target
CUNNING COUNSELOR performs your “recommendation” the duration
Prerequisites of the power extends by the chosen number
Serpentis ●● and Presence ●●● of days. A character may only benefit from
a single application of this power, with recent
In Greek mythology, the healer Asclepius gained applications replacing earlier ones. You may
extraordinary abilities when serpents licked have a number of applications of this power
his ears clean and whispered secrets of healing, active equal to your dots in the Subterfuge skill,
wisdom, and immortality. The serpents remained with recent applications replacing older ones.
with him, coiled upon his rod, and continued to You may not use this power on yourself.
provide him guidance and counsel. Similarly, you
have the power to help others realize their latent
potential should they heed your advice.

After spending at least 5 minutes listening


to your target’s goals and aspirations, you
may spend 1 point of Blood and 3 consecutive
standard actions giving your target advice. If
your target is willing, she feels inspired and may
gain up to 3 attribute dots that she may apply
to one or more categories in which she has
fewer than 10 dots. You may not raise a category

New Disciplines & Techniques 91


92 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE
PIRACY
AND
POLITICS

G
Gentle waves rolled against the hull of the yacht, and the mist of seawater carried by
the wind felt better than air as Gabriella breathed it in. She didn’t have to, of course; she
hadn’t needed air in centuries. But this water and the memories it carried — she needed
those, thoroughly. With every breath of that salty wet air stirred a memory of what she
was losing, and a new determination of what she would gain from the loss.

Quiet noises from the celebration in the cabin drifted out to the deck; the sounds of her
allies inside discussing politics over drinks at varying volume levels. She couldn’t though,
not right now. Maybe it was being on the water or the discussion’s constant underlying
reminder that the “good old nights” were really over, but every one of them sent a sharp
pain through her chest causing her to seek out solace.

She didn’t want to let her smile falter. Not in front of anyone ever. She had her image to
maintain, after all. Fortunately, these allies were more respectful of personal space than
some of her former crewmates. They left her be and she had claimed the ship’s prow
like a figurehead. It wasn’t really the right kind of ship, but she could pretend for a few
fleeting seconds.

Those times felt so far away. Would this rush of memory and pain happen every time
she was on a ship from now on? It certainly was not something she welcomed, but at the
same time she could not forget. That life was a part of her as much as any clan.

Strands of dark blonde hair blew freely in the wind as she leaned out over the gunwale,
her eyes taking in the endless sea as if she owned it, because she did. She had never been
merely a pirate Captain. That was never enough. She was a pirate Queen. The water had
called to her since before she could remember, and it had been her kingdom since she
had managed to wrangle enough independence to steal her own ships — although, she
couldn’t steal those anymore. Legally obtaining ships was just not the same.

She sighed, shaking her head with a bitter murmur. “Fucking submarines.”

Piracy and Politics 93


The world had chaged and no amount of clinging to the remnants of how things were
before could change it back — modernization was not nearly as easy to control as the
dead. She had always been more pirate than Giovanni she thought as she took another
deep long breath of the sea.

When you were on the open water, clan politics meant nothing. What mattered was
knowing who would stab you in the back versus in the front. The backstabbers were easy
to handle. The front, though . . . that thought brought a fond smile to her face. Over the
course of her long existence, she had found that the ones who would stab you from the
front are the ones who have potential to make the best allies.

Almost every interaction she had with her Lamia partner-in-crime involved some sort
of stabbing, but also adventure and excitement and romance and — oh but God, the
Famiglia would disown her if they knew. She had so many flings over the years, but
somehow, she kept coming back to this woman.

Gabriella tilted her head back to take in the


open sky. Somehow.

The idea that she didn’t know was almost


laughable. She loved the danger, that sense
of impending mortality that came with
every insane scheme — the inherent sense
of life in knowing that even an immortal
could die and that any night may be her last
as she threw caution to the wind and just
existed. Of course, she studied death; she
was a master over it. Wraiths bowed to her
every command without hesitation . . . but
there was something beautiful in studying it
through her own experiences.

Not only did being with Teuta remind her


of all of those things and tirelessly help
provide new experiences, but the Lamia
was also a constant source of curiosity.
Teuta should hate her, but instead of killing
her, she started teaching her — or at least
something Teuta considered to be teaching.

Gabriella did not always recognize every


lesson for what it was, especially at first.
They were never easy, not like the studies
she had done to master Necromancy and
most definitely not like sitting at a desk to
read a book. These lessons were of loss,
death, and hardship. They are so much
worse, but so much more fulfilling. She felt
like a stronger person coming out of them.

94 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Perhaps that was the real goal: do not kill the enemy but make them learn. Make them
better and eventually, just maybe, they won’t be an enemy but an ally. It was a strange
thing to think about, but it had worked well enough out on the water. Could it work on
land where there was more than just mystery and drama and adventure? A sigh escaped
as she shook her head. Politics were so daunting, an entirely different world. More than
five centuries of existence had not fully prepared her and she worried that she would
never feel entirely ready.

But over many years and many lessons, she had learned that the world never waited for
someone to be ready. When some twisted mind had invented submarines and destroyed
her whole livelihood, no one had bothered to ask if she was on board. Of course, that
answer would have been “no”, but she had to carry on as the abominations took over
her ocean.

A sudden droplet of water splashed on her upturned face and Gabriella shook her head
as she was pulled out of her thoughts and back to reality. It was starting to rain and the
soft waves from earlier had begun to churn. The storm seemed to be blowing in quickly,
but the water was moving more than it should have been.

Odd . . . .

She glanced inside. The party was thriving, most of them oblivious to the ship’s
intensifying rocking. Of course, they were. After all, most of the allies at this table were
by blood rather than by choice, and most did not have a fraction of her experience on
the sea. Yet she trusted them and of course she would protect them. They were family,
after all.

A bubbling noise from below quickly shifted her attention back out to the open sea.
Cautiously, she peered out over the gunwale to get a better look at the water below. The
churning of the waves had grown to become downright violent, crashing onto the deck in
a rush of salty foam.

Gabriella ignored the steady increase of wind and rain, tying her hair out of the way in
one fluid motion as she scanned the surface. Unbidden, a smile crept to her face; this
wasn’t terrifying, it was exciting.

This was her element.

That — she thought as she glimpsed something just below the surface — oh, that was not
water. A tentacle? Yes . . . and another . . . . She squinted, leaning in for a closer look as
she instinctively began to lower the Shroud between life and death. There was no doubt
that this was something supernatural as the options flashed through her mind as to the
source of the attack. Someone she had left heartbroken after a drunken night out? Maybe
a Corsair or a Noiad, or maybe Simon?

As another tentacle lashed out to strike the water dangerously near the yacht, she cleared
her head with a rough shake. Now was not the time to figure out who she had wronged or
how, but rather the time to handle the problem. If she was lucky, she might even be able
to clean up the mess before the other Giovanni even realized something was amiss.

Piracy and Politics 95


Fortunately, countless encounters had taught
her to stack the deck. Someone less attuned to
ghosts may have been uncomfortable as she
pulled aside the Shroud, but Gabriella’s smile
simply broadened as she watched the two
worlds begin to overlap.

The thing in the water had flailed itself far


enough to the surface to be recognizable as
some sort of monstrous type of squid, oversized
and frenzied. Beyond it, now that the Shroud
had faded the rest of the way, the sails of
a massive ghost ship billowed as it sailed forth
on an ephemeral wind.

Her ship, La Misteriosa Nave, docked in the


Shadowlands now, where no submarine could
ruin its livelihood by being frustratingly
underwater. But she could always find her
allies, and while she could easily take one squid
on her own, it never hurt to be prepared in the
case that one turned into an army.

Or — as she realized as another of the


monster’s tentacles crashed down in a blow that
could have cracked the yacht in half had it not
missed — one squid that happened to have the
strength of an army. Gabriella knew she would
have to work fast.

A crackle of necrotic energy began to form


around her outstretched palm like lightning.
This storm was hers just as much as the sea
was, and with a joyous laugh she shaped the
ball of plasm into a harpoon that glows with
death’s own tempest.

She aimed.

96 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Distracted by the appearance of the spectral ship and the ghostly crew attacks from its
crew, the kraken thrashed its limbs in sweeping arcs across the otherworldly vessel,
destroying one of the yardarms supporting the sails and flinging a handful of the wraiths
into the depths below.

Gabriella narrowed her eyes as she took in the damage to her beloved craft, assessing the
gravity of the repairs. Revenge made her aim true, though, as the Stygian Lance took its
spectral flight straight to the monster’s core. Where the beast had shrugged off the lesser
attacks from the wraiths, this one struck deep and true.

Furious, the kraken shrieked and turned its attention back towards Gabriella and the
yacht of Giovanni. Gabriella stood ready, vaulting another Stygian Lance in a perfectly
precise arc.

For the second time the creature shrieked in agony.

Thrashing limbs slowly ceased their flailing to relax in the finality of death. As the body
of the cephalopod began to sink into the dark waters below, Gabriella watched its soul
begin to separate, preparing to move on to whatever afterlife awaits dead sea monsters.
As she watched she knew not to let this one go. While one such creature was barely
a challenge, its appearance had to be more than a coincidence. Afterall, normal squids are
not so large, strong, or sturdy.

From her pocket she retrieved a small pendant of spherical glass, perfect for holding
a stray soul. The newborn wraith came to her call with barely an effort, like it wasn’t
quite ready for the unknown next step and wanted to remain in some earthly prison.
Since flesh was no longer an option, glass would do.

She heard the words just before it slipped into the confines of the Vessel, whispered so
faintly that Gabriella could easily have written them off to her own imagination.

“I love you; I’ll kill you last . . . .”

That was Teuta’s voice but Teuta was not here. It had to be her imagination. Gabriella
took another deep breath of ocean air as she let the rain pour over her already-soaked
clothing. As placed the trapped soul back into her packet the realization hit her like
a tsunami: this was never an attack, this was a warning.

This threat would not come to pass, not if she had anything to say about it.

And she did have something to say about it. Her jaw set in firm decision, and with her
trademark smile plastered confidently on her face, Gabriella L. Teresa Giovanni di
Espiare strode back inside to join her clanmates’ discussion. She had a goal now — peace
— and she finally felt ready.

Piracy and Politics 97


— Chapter IV —

EXPANDED
BLOOD MAGIC
“Blood magic only increases the percentage chance of success—no magic
can make anything certain.”
— Frieda Blattner, Tremere Regent

Abyss Mysticism
“Infinite in depth and power is the sightless sea of the Abyss . . .
and infinite too are the nightmares it holds for the unwary.”
— Astraea, Luminary Elder Lasombra

Abyss Mysticism is a series of rituals that create powerful magical effects.


In this Chapter you will
They make use of unusual and rare ingredients and take significantly
find the long awaited
more time to cast than the manifestations of Obtenebration. Under most
Abyss Mysticism
circumstances, to be an Abyss Mystic and practice Abyss Mysticism
mechanics. In addition,
a character must have the Lasombra merit Walk the Abyss. Contrary to
this Chapter expands
MET VTM, Chapter Five: Merits and Flaws, page 241, Abyss Mysticism
on the unwholesome
is considered blood magic and effects which affect blood magic in general
practice of Necromancy
also affect Abyss Mysticism; however, it is considered separate from both
by providing three new
Necromancy and Thaumaturgy, and is not affected by powers which
paths and dozens of
specifically affect those individual paradigms, such as Countermagic.
new rituals. Finally,
you will find expanded Abyss Mysticism rituals must be learned and purchased separately and
Thaumaturgy with three cost the same as Thaumaturgy or Necromancy rituals. They are rated from
new paths and expanded levels 1 through 5, and a caster can have several rituals corresponding to
rituals, including some each level of the progression. An Abyss Mystic must purchase one ritual of
that are clan specific. each level before she is able to purchase a ritual at the next-higher level.

98 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


For example, in order to purchase a level 2 ritual,
an Abyss Mystic must already possess at least
one level 1 ritual; or in order to purchase a level 3
ritual, she must already possess at least one level
1 ritual and 1 level 2 ritual, and so forth. An Abyss
Mystic may not have a ritual whose level is higher
than her dots in the Obtenebration discipline.
Unlike Thaumaturgy and Necromancy, an Abyss
Mystic is not limited in the number of rituals she
may purchase.

Unless otherwise stated, all rituals cost 1 point


of Blood to activate. In addition, each ritual
requires five minutes of casting time per level
of the ritual.

Ritual Ingredients
and Targeting
If a ritual requires a focus and you possess that
focus, the ritual can be used at range beyond line
of sight. Otherwise, unless specifically stated,
the ritual requires line of sight. Ingredients that
are specifically listed in the ritual’s description
must be used to cast the ritual, or the ritual fails.
Unless otherwise specified in the description,
a ritual’s ingredients are consumed during
the ritual.

Test Pool
Abyss Mysticism rituals use the caster’s Social
attribute + Occult skill versus the target’s Social
attribute + Willpower.

Expanded Blood Magic 99


X
Level 1 Rituals You may only create 5 vials per downtime action
spent but may have any number of these vials
in existence as you like as they are often traded
ABYSSAL ICHOR for trivial boons or favors. The transmutation
Cephalopods are one of the few creatures in the process of the ritual removes any trace of your
animal kingdom that produce ink. They are revered vitae from the ink. It cannot create ghouls or
by Lasombra as capable predators, utilizing blood bonds, does not create familiarity with
camouflage and ambush to their advantage. With you, and it does not enable any magic to be
this ritual, you are able to enhance a quantity of directed against you simply because the caster
cephalopod ink to suit your purposes. has possession of it.

To create an Abyssal Ichor, you must harvest the CLASP OF SHADOW


ink of a cephalopod with a ceramic blade made
from jet or obsidian. The blade is not consumed As the saying goes, nothing sticks like a shadow.
by the ritual. The ink is then combined with one As an Abyss Mystic, your grasp is even more
point of your Blood and stored in crystal vials tenacious. At your command, a powerful shade
away from any sunlight. This ritual allows you springs to life, keeping your foes bound as you
to create a single vial of Abyssal Ichor, that can maneuver to your advantage.
be used as follows: To cast this ritual, you must summon up to
‡ As an ink: If used as ink for a pen, 3 Arms of the Abyss which you ceremonially
a calligrapher will find it remarkably suitable. sever and consume. Each Arm of the Abyss you
However, once the ink dries any writing consume in this way lowers your maximum
produced with it cannot be seen by non- number of Arms of the Abyss by one. For
supernatural creatures. This makes it a coveted the remainder of the night, you may activate
substance for archaic harpies who prefer this ritual once per each Arm of the Abyss
written records. If used for regular writing, previously consumed.
a vial contains enough ink to last for 1 month. Thereafter, whenever you are Grappling another
Any writing produced is permanent, as is the character, you may spend a simple action to
ink’s magical effects. activate this ritual. If you do, you may disengage
‡ As an oil: If the ichor is applied as an oil to from the Grapple and take up to one step,
an item, the item becomes less noticeable and leaving behind a shadow copy of yourself which
gains the Nondescript quality (see MET VTM will continue to restrain the target. The shadow
Chapter 13: Influences and Equipment, page has 3 health levels, and it can only maintain
520). A single vial has enough substance to the Grapple; it cannot attack, and if the target
coat a single automobile or numerous smaller gets free the shadow disappears. Its pools
objects as determined by the Storyteller. The are identical to your own current test pools,
effects are not permanent and with concerted including any modifiers or bonuses. Whenever
effort it can be washed or worn off. a shadow used for Clap of Shadow is destroyed
‡ As poison: The ichor itself is also a potent or its Grapple ends, your maximum number of
poison that has no taste or odor. Treat it Arms of the Abyss increases by one.
as a virility 20 toxin (see Chapter 6: Core
Systems, Drug and Poison Types). A single
vial contains enough for 3 doses. It dissolves
into any liquid it is added to without altering
that liquid’s taste and color.

100 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


COAGULATED DARKNESS DARK HAND THAT FEEDS
Those who face masters of Obtenebration quickly This ritual lures out the smallest creatures and
learn that the Abyss is a tangible and powerful abominations that exist within the catacombs
force. Novice mystics learn to explore this property of the Abyss through the searing of flesh and
through this simple ritual which allows her to the offering of the quintessence of fresh blood.
absorb a small connection to the Abyss and, Abyss Mystics have attempted to catalog the
through it, channel strength into her own form. differing appearances and characteristics of
these disfigured and horrid figures that are
To cast Coagulated Darkness, you must spend lured by this ritual; however, each one has been
1 downtime and a number of Blood points unique. The only thread that remains common
up to a maximum equal to the number of between these creatures is the absence of light,
Obtenebration powers you possess, including the primality of the Oblivion and its fusion
elder powers and techniques. After resting with a bestial nature, and a fierce loyalty to the
undisturbed in a lightless room for a minimum ritualist who summons them.
of three nights, the Blood points congeal into
a number of small, black, gelatinous blood clots Spend 5 minutes to heat a sigil of metal over
equal to the number of Blood points expended. a fire and then squelch its flames by dousing it
Then, on the third night, you must consume with a point of your Blood. As the blood collects
the clots, or they will lose their power. Once on the floor, it creates a momentary gateway
consumed, your blood will visibly darken, causing to the Abyss. You can then reach through the
your veins to be visible through your skin, gateway, and the lure of your essence will call
appearing gray or black in color. For each point a creature from the Abyss. After allowing the
of Blood left out to coagulate and then ingested, creature to latch on to you, you then feed it one
your Blood Pool temporarily rises by that same point of your Blood and pull the Shadow Fiend
amount for one game session. This blood does not into your realm. This Shadow Fiend is bound to
count toward your maximum blood pool. you and obeys all of your commands, even to the
detriment of its own well-being.
These temporary Blood points can only be spent
in two ways: to boost your Physical attribute for A Shadow Fiend is considered a level 3
the duration of one challenge as per the rules for Stock NPC. It may choose from the following
spending Blood (see MET VTM, Chapter Seven: specializations (only one of which may be
Dramatic Systems, page 294), or to heal damage a discipline specialization): Obtenebration,
while in damage-induced torpor (see MET VTM, Potence, Dominate, Brawl, Dodge, Stealth, and
Chapter Seven: Dramatic Systems, page 287). Intimidation. This fiend will be your ally and
Blood points from this ritual are exempt from the attempt to fulfill your verbal requests for the
maximum amount of Blood points you may spend rest of the night. The fiend has the equivalent
per turn; however, you cannot spend more points of a 5-point Blood pool, but it cannot feed.
of Blood using this ritual than the number of The Shadow Fiend can spy for you, ferry small
points initially ingested when the ritual was cast. objects, and send telepathic reports consisting
of images and brief descriptions of events; it
You may only have Blood from a single will even fight for you. You may only control
application of Coagulated Darkness ingested at one Shadow Fiend at a time. If you summon an
a time, and you may only have a single casting additional one while another is already under
active at a given time. If partway through the your control, the first one is destroyed.
night you wish to cast this ritual again, you must
first vomit any ingested yet unspent Blood from
this ritual’s previous casting. At the start of each
night, all characters will regurgitate any unspent
Blood from the night before.

Expanded Blood Magic 101


FILAMENTS OF CATHARSIS MAPPING THE ABYSSAL PATHWAY
Navigating through the Abyss is a harrowing The treacherous plane of the Abyss is home
experience that can shake even the most to an untold number of deadly threats, and
dedicated Abyss Mystic to the core. The Abyss any journey within is fraught with peril. For
is seldom willingly traversed and navigating centuries, Mystics have studied ways to make
between realms is difficult. With skilled intuition their travels even the slightest bit safer. With this
and dedication, the ritualist can dissect the ritual, you can ward yourself against some of the
filaments connecting the Abyss to the mortal many hazards associated with Abyssal travel,
realm and bind those together through use of allowing you to journey safely in large groups.
shadows and energy, speeding her arrival.
Before stepping into the Abyss using Walk
With proper preparation, the time spent the Abyss, spend one point of Blood to paint
navigating the Abyss can be somewhat mitigated. a sigil on yourself and each of your intended
When employing Walk the Abyss you may companions. Warding yourselves in such a way
choose to perform this ritual instead of chanting will reduce any damage you or your companions
for 5 full turns. In addition, if you win the test take from spending time in the Abyss by half
for Walk the Abyss you spend 15 minutes in the rounded down. In addition, your warding
Abyss before arriving at your destination. If you increases the number of companions you can
tie you spend 30 minutes in the Abyss, and if safely take with you to six instead of three.
you lose you spend one hour in the Abyss.

Finally, if your intended destination is within


a 5-mile radius of your current location in the
physical world, and if you are travelling alone,
you may force yourself through the Abyss with
reckless abandon taking 2 levels of aggravated
damage that cannot be reduced or negated.
Doing so causes you to arrive at your destination
in one minute, without having to perform the
normal Walk the Abyss test.

102 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


SHADOW TEMPERING SMOTHERING DARKNESS
Abyss Mystics find it curious that “light” is the Light is both a friend and an enemy of natural
word ascribed to denote a lack of weight, yet shadow; without it a shadow would not exist,
darkness and shadow are equally weightless. but too much of it and the shadow is banished.
Rather than reducing a weapon’s weight by The Abyss, however, is not a natural shadow and
altering its physical form, you can achieve the does not need light to exist. Using this ritual, you
desired effect by tinkering with its shadow. are able to extinguish sources of light in your
presence, making a room far more hospitable to
Cast this ritual by spending one point of an Abyssal shadow.
Blood to heat, cool, and reforge the shadow of
a weapon that you possess by using a hammer Begin this ritual by lighting a ring of candles
made of silver. Thereafter, the weapon itself in an otherwise dark room. Coat your hand in
becomes considerably lighter and easier to shadow, spend one point of Blood, and pinch
wield. If the weapon has a quality that requires each flame out to complete the preparation.
two hands to use, such as Brutal or Long Range, For the rest of the night, whenever you spend
it no longer requires two hands to wield. If a simple action to activate Shadow Play, you may
the weapon did not require two hands to use, use it to snuff out light sources within your line
it gains the Balanced quality. This does not of sight, including those that are electronic. The
count against the object’s maximum number of light source may be no larger than a campfire.
qualities. Once completed, this ritual lasts for If these lights are entirely mundane, there is
a year. Casting this ritual does not consume the no challenge. If the light source is supernatural
silver hammer used to forge the shadow. in nature, you must succeed in an opposed
challenge using your Social attribute + Occult
skill versus the test pool of the power the target
used to create the effect. This ritual cannot be
used to snuff out the glow caused by the third
eye of a Salubri.

Expanded Blood Magic 103


X

Level 2 Rituals

ECHOES IN DARKNESS
The sounds of the Abyss are always nearby,
deafening and silent at the same time.
Maddening whispers dwell at the edge of
consciousness, lurking within a dark room. With FEASTS OF FAMINE
this ritual, you control those whispers, and you
Although the entities that reside in the Abyss take
may both speak and hear through them. This
a myriad of forms, very little is known about the
often serves as a useful method for spies and
Abyss itself. Some believe that the entire place is
infiltrators to relay information.
conscious, while others believe that it is host to
This ritual may only be used on willing targets. a primary consciousness but can discern little
To cast it, you must conjure a tiny shadow by beyond that. All parties base their suppositions
using Shadow Play. That tiny shadow then seeps off of one common factor: the unceasing hunger
into one of the ears of your target making her that emanates from the Abyss’s furthest reaches.
capable of hearing the strange noises in the dark With this power, your Arms of the Abyss serve
in addition to your voice. Whenever your target as conduits for that hunger, allowing you to feed
is alone in a completely dark room and speaks through them.
your name, she may establish a brief two-way
Cast this ritual by spending 10 minutes in
communication in which to relay information.
concentration, superficially slitting each of your
During this time, you may hear her clearly and
fingertips with a ritual dagger, staining your
speak in a whisper back to her. You may break
wounds with the ash of black locust wood, and
off communication as desired, or your target may
spending one point of Blood. For the remainder
end it by leaving the dark room or turning on
of the night, the ends of your Arms of the Abyss
the lights.
gain vicious mouths with shadowy canines and
The ritual lasts up to 30 days, though you may incisors. By successfully Grappling a target with
choose to end it at any point in time. You may your Arms of the Abyss, you gain the ability to
have as many applications of this power active feed through them. See MET VTM, Chapter
as you have dots in the Occult skill. Should you Seven: Dramatic Systems, pg. 294. Consuming
have a number of applications active as you blood through the arms is treated as if you
have dots in the Occult skill and then attempt to had directly consumed the blood, potentially
activate the ritual on another target, the oldest exposing you to the effects of blood bonds,
instance of the ritual immediately ends. poisoning, disease, or other effects.

104 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


SHADOW TRANSGRESSOR
A common expression suggests that to
understand someone, you must walk a mile
in her shoes. For most, this is an exercise in
empathy, but for you it is a source of power.
This ritual allows you to switch places with one
of your Arms of the Abyss, stepping out of your
current circumstances and forcing it to assume
PALACE OF TENEBRAE your role.

The halls in which a master of the Abyss To cast this ritual, you must obtain a pair of
practices their rituals is sacrosanct. Such stolen shoes and spend a point of Blood as you
a chamber and space that holds the tools of symbolically place a drop on the inside of each.
an adept ritualist always carries a lingering You must have stolen the shoes yourself within
connection to the power it channels. In order to the past week; the ritual will fail if they were
further protect one’s own study and hallowed stolen by another. Obtaining the shoes through
haven from the depths and darkness of what can coercion or duress works equally as well as
be conjured from the Abyss, the ritualist channels simple theft.
the dark energy to merge the planes as one.
Once cast, while wearing the shoes you may
Spend 10 minutes and a point of Blood as you spend a simple action to click your heels
smear ancient runes on the floor, causing the together thereby spending the magic and causing
flora and fauna of the Abyss to grow throughout you to immediately switch physical places with
your haven. As a result, for one night your haven one of your visible Arms of the Abyss. You may
becomes a refuge for the Abyss, concealing not activate this ritual if you or the arm you seek
it from anyone who is not an Abyss Mystic. to switch places with are Grappled. If activated
Onlookers will simply disregard the building, while the arm you want to switch places with is
similar to the effects of the Obfuscate discipline. Grappling another character, you will assume
This ritual will only function on non-unique the Grapple upon changing places. Similarly, if
buildings and locations. A building that is you cause the switch while you are Grappling
also a public space, such as a landmark or an a target, the arm will assume the Grapple. You
Elysium, will not be affected. may not bring other characters with you when
you make this switch. You may only have a single
In addition, whenever you use Walk the Abyss active casting of this ritual at a time; additional
you may choose to travel to the location where casting will invalidate the previous instance.
your Palace of Tenebrae is active and can travel
to and arrive there in half the required time. You Each pair of stolen shoes will only function
may only have a single active instance of this a single time. Once you have expended the ritual,
ritual active at a time. you must steal a new pair.

Expanded Blood Magic 105


SIN COLLECTOR acts of sin; your allies cannot kick a puppy or
There are those that argue that sin is necessary scandalize a nun to knowingly grant you power.
in this world, for without the capacity to sin The Storyteller shall be the final arbiter of what
all acts of virtue are meaningless. Sinners, is acceptable.
therefore, do the world a service as they allow
the virtuous to shine. Whether or not you believe VOID’S VESICLE
that to be true, sinners serve you in a different Creatures who dwell in the light often evolve
capacity. So long as they act freely, you can draw camouflage, seeking to develop the right
power from their ignoble actions, turning it into coloration and pattern to confuse the eye. This
useful sustenance. concealment pales in comparison to darkness,
which hides horrors far more terrifying. This
To cast this ritual, you must recite a prayer to an
ritual allows you to draw upon the power of the
icon of a virtuous figure, then smash and discard
Abyss to augment your powers of stealth.
it in a body of water as you spend one Blood
point. For the remainder of the night, whenever This power requires you to spend one point of
you are in the presence of someone who commits Blood as you sacrifice a small creature which
a sin that requires them to willingly gain a Beast has never seen the light, such as blind species
trait based on their morality (i.e., Humanity or of fish, salamander, or a creature that was
their chosen path), this ritual transmutes their raised in total darkness. For the remainder
energies and fills you with sustenance. In the of the night, the Abyss grants you the power
case of non-vampires, you may benefit when they to use the total of your Obtenebration dots
commit an action which would incur a Beast (including techniques and elder powers) in
trait in an ordinary vampire (one not on a Path; place of your Stealth skill. Using this ritual
see MET VTM, Chapter Seven: Dramatic is a breach of the Masquerade as your body
Systems, page 300). If this condition is met, you becomes incredibly pale and your eyes flash
may choose to instantly regain up to 1 point of stark white when exposed to light. Because of
spent Blood and recover up to 1 point of spent this, you gain the Eerie Presence flaw for the
Willpower. You may gain this benefit even if duration of the ritual’s effects. (See MET VTM,
the Beast traits would be applied later, such as Chapter Five: Merits and Flaws, page 262.)
during combat. After you have regained 5 points
of Blood and Willpower in this way, this ritual
WHAT ONCE WAS LOST
ends. You cannot gain more Blood or Willpower
than that allowed by your maximum pool. The Abyss is often rumored to be a place where
items go to never be found again. Mystics who
Alternatively, whenever a vampire in your have studied this aspect understand some of
line of sight loses a point of their morality or the truth in that rumor, and more importantly
a mortal in your line of sight commits an action learn how to use it to their advantage. Using
that would cause an ordinary human to lose this ritual, you are able to search for something
a point of Humanity, you may instantly gain specific within the Abyss. If it is lost, you will
5 points of spent Blood and fully replenish likely find it.
your spent Willpower. If this occurs, the ritual
immediately ends. Cast this ritual from within the Abyss while you
are standing completely still. Focus on a specific
Individuals must be acting of their own free lost item, envisioning it clearly as you spend
will to trigger this power. They cannot be one point of Blood to form a replica from the
supernaturally coerced, though they may be nearby shadows. Although you do not have to be
coerced through threats or intimidation. Any currently familiar with it, either you or someone
instances must also be legitimate and deliberate with you must have had familiarity with it

106 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


sometime in the past, and have been in direct Your Storyteller makes the ultimate decision as
possession of this object for at least 30 days to whether an item is recoverable via this ritual,
sometime prior to the activation of this ritual as well as the details of any replacement. Objects
and the item must still be lost. which have been lost to fires or at sea are often
candidates for recovery; an object that at least one
Once your shadow replica is formed, you must person knows of the object’s location is not. Should
chant over the replica as your mind searches the the item or a similar item be deemed recoverable,
Abyss to find the object. If it is determined that you must complete a quest to retrieve it. The
an item has been destroyed or is in another’s difficulty is based on the length of time the item
possession, you cannot find the item. However, has been lost, beginning at 1 and increasing by
items which have been forgotten or lost to history 1 level for every 20 years (to a maximum of 5), and
can be recovered, such as an old painting sitting the quest category is based on the type of item:
in an attic or an arrowhead from a centuries-old
battle now buried beneath the dirt. ‡ Simple Quest: Mundane item or keepsake
(0 to 1 item qualities).
In those cases where you cannot find the item, ‡ Complex Quest: Unique or complex item
you may still find a similar item. For example,
(2 or more item qualities).

E
if your Masterwork sabre with Accurate and
Deadly qualities was stolen rather than lost,
‡ Epic Quest: Legendary items or magical
you may instead recover a regular sabre with artifacts, truly one-of-a-kind objects.
Accurate and Deadly qualities; the replacement When undertaking a quest to recover an object,
will never be quite as good as the original. You you will not know what you will find until
may not arrange for the theft of an item in order you reach the end of the quest. Therefore,
to use this ritual to get a second version of it – most Abyss Mystics will research any possible
the Abyss somehow senses such trickery causing locations for the item and, if working on behalf
the ritual to fail. of others, get paid in advance.

Expanded Blood Magic 107


X
Level 3 Rituals ENSNARED MIND
Manipulating external shadows is a simple trick,
but a true master of the Abyss can find and
ADORNMENT OF ASHES manipulate even the inside of the mind. Using
Shroud of Night calls on a small portion of the this ritual, you are able to create an effective
Abyss to manifest in the physical world. Using barrier within your target’s head, choosing
the properties of smoke and ash, practitioners what they see, and affecting what they believe.
of Abyss Mysticism can draw on their deep Friend and foe merge into one, creating a haze
connection to the Abyss to bolster a Shroud’s of confusion.
power causing it to turn back even the fiercest of
opponents with its impenetrable defense. To enact this ritual, focus on your target while
spending a point of Blood and burning a piece
In order to cast Adornment of Ashes, you must of paper with her name written on it, storing
first burn a small quantity of black hardwood, the embers in a container that does not allow
such as ebony or African blackwood, to ash. light inside. Initiate an opposed challenge
Thereafter, you may spend 1 point of Blood to against your target. If you succeed, you create
infuse the ash with supernatural power, and use an object imbued with the power of Ensnared
the ash to draw a visible rune, openly displayed Mind. Later, you may open the container and
somewhere on your body. Lasombra familiar scatter the embers to the winds by spending
with Catholicism often choose the forehead for a simple action. If your target is within 1 mile,
this sigil, displaying their strength to all who she becomes disoriented and fleetingly trapped
view them. within her darkest memories causing her to
overlay her past with her present and making it
After casting this ritual, and for the remainder difficult for her to determine which is which. For
of the night, whenever you use Shroud of Night the next hour, your target is unable to determine
and remain in its area of effect you cannot friend versus foe and she cannot relent to the
be targeted by powers that require Gaze and powers of others and others cannot relent to the
Focus, even if your opponents’ attempt to use power that she employs. In addition, if a power
the Blind Fighting combat maneuver or employ requires her to designate allies, she may not do.
supernaturally enhanced vision, such as that She may still benefit from the Assist Defender
provided by Heightened Senses or Eyes of the combat maneuver, but she cannot benefit from
Beast. You, however, can still target others with Assist Attacker, and is unable to use either Assist
your own powers that require Gaze and Focus. Attacker or Defender combat maneuvers herself.
If the ashen rune drawn is significantly marred, The embers will last for one night. You may
the effects of Adornment of Ashes immediately only have a single active instance of this ritual
end. An opponent in combat may attempt to at a time.
disrupt the rune by successfully using the
Disarm combat maneuver to target it.

108 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


GLOOM SENTINEL MEMORIES LOST
The manipulation of shadow is a cornerstone Friedrich Nietzsche once said, “If you gaze
ability of the Magisters, passed down from sire long enough into an abyss, the abyss will gaze
to childer for millennia. By meditating on the back into you.” To those who dabble in Abyss
nature of the Abyss, Abyss Mystics have unlocked Mysticism, the truth of this statement is often
the intersection between the energy of life and painfully obvious as they realize that the Abyss
the absence of it in darkness. By doing so, they is a dark reflection of the best and worst parts
have gained the power to awaken that spark of the world. As a Mystic of Abyssal magics, you
and manifest the living shadow in the physical must often tap into that darkness, fueling the
realm. Through this power, the Mystic taps into Abyss with the very thing that Nietzsche claimed
the intrinsic bond creating a shadow to aid and to separate humanity from animals: memories.
protect her as if its existence depends on the life
that it clings to. By spending 15 minutes staring into a darkened
reflective surface (such as a pool of water or
To cast this ritual, you must spend a point a mirror) and coating the edge of the surface
of Blood to ritually cut away a small portion with a point of your Blood, you are able to
of a large shadow and mold it like clay into cast one of your memories into the Abyss. The
a semblance of life. Once done, this Sentinel memory can be up to 15 minutes in length and
will disappear back into the darkness but is completely lost and may not be retrieved even
remain ready to serve you should you require its with Telepathy. In exchange, the Abyss may
protection. For the remainder of the night, you give you a random memory which bears some
may spend a simple action to pull this Sentinel meaning. Often these are memories that involve
from any nearby shadow. pain and suffering; the sort that people wish
they could forget. The Storyteller will determine
Once summoned to action, the Gloom Sentinel what memory, if any, you receive. Frequent use
can utilize the Assist Defender combat maneuver of this ritual may leave you with the Nightmares
and carries traits equal to twice your dots of flaw (See VTM page 264).
Obtenebration (including elder powers and
techniques). In addition, the Gloom Sentinel has You may also use this ritual to attempt to
3 health levels. The being will use the Assist uncover memories lost to the Abyss. The
Defender until its health levels expire. Once it retrieval of your own lost memories requires
loses its health levels, the sentinel perishes and a Complex quest into the Abyss while the
cannot be summoned again. You may only use memories of others require an Epic quest and
this ritual once per night. Storyteller approval. This ritual only removes
the memory; it does not remove any effects such
as Diablerie, Soul Shards, Vinculums, or the
implanted memories of others.

Expanded Blood Magic 109


SHADOWY SANCTUM WHISPERS IN THE DARK
Most ritualists have a favored place where The Abyss is a source of knowledge that can
their magic just feels right. For some, it may be only be gained through the understanding that
a simple altar. For you, it is a chamber so deeply stems from suffering. You have learned how to
blended with darkness that it can touch even the pull answers from the darkness through your
most forgotten spaces within. From inside your own pain.
own Shadowy Sanctum, your link to the Abyss
knows no bounds. Spend an hour in total darkness while flogging
yourself enough to make your back bleed one
This ritual can be cast on a single room within point of Blood and causing 1 point of unsoakable
your haven by spending one point of Blood normal damage. Afterwards, use this blood to
to coat the walls with thick layers of shadow write a question for the Abyss. The Abyss will
resulting in a chamber specifically attuned to use the remaining blood to write an answer
the Abyss and devoid of all light. This Abyss to your question. The question you pose must
insulated and comforting room allows you to be about a general subject as the Abyss does
recover up to 1 point of spent Willpower for not possess the knowledge to reveal personal
every 5 minutes that you spend within it while secrets or specific details about another player
meditating. In addition, whenever you use Walk character. For example, you could ask “is there
the Abyss to travel to your Shadowy Sanctum, a True Brujah in Fresno County?”, but you
the journey takes only 10 minutes and causes no cannot ask “who is a True Brujah in Fresno
damage to the party. County?’ The Storyteller will determine the
limits of the Abyss’s knowledge, if any.
You may only have one Shadowy Sanctum
in existence at any point in time; should you
create a new one, the connection to the previous
chamber fades.

110 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Level 4 Rituals You may only perform this ritual on an
incapacitated, restrained, or willing target.
To cast it, you must prepare a set of silver
AFFLICTION OF THE VOID instruments by ritually cleaning and polishing
It is established knowledge amongst the Abyss them before spending 1 point of your Blood to
Mystics that the heart of Oblivion, known as the coat them. Once done, you may begin to cut
Void, craves the essence of light and life. It seeks away the target’s shadow. At the will of the
to feast on all of the energy that life and light ritualist, this process can be painful to the target.
brings, consuming it until only darkness remains. Abyss Mystics who revel in cruelty will prolong
With this ritual, the Abyss Mystics who have this shadowy surgery or use dull instruments.
a taste for power and darkness lend themselves At the ritual’s conclusion, the target’s shadow
as a carrier to do the will of the Abyss, and is detached and materializes in the form of
to make its presence known amongst vampire a translucent fabric.
society. Only the most skilled Mystics dare to cast As long as you have this item in your possession,
this ritual, as the inept often find their humanity you gain a +3 bonus to use any Dominate and
and morality consumed by their Abyssal beast. Abyss Mysticism powers against your target. In
To cast this ritual, you must forcibly remove one addition, she cannot use or be affected by any
of your own teeth and spend a point of Blood power which requires her to have a shadow, such
as you cast it into the Abyss as an offering. As as Shadow Twin or Shadowy Betrayal.
the tooth is consumed, the power of the Abyss After a year-and-a-day have passed, the
fills you with an Abyssal hunger for the life translucent shadow fabric unravels, and the
energies of others, as it bends and distorts victim grows a new normal shadow. A victim of
your jaw into a horrific maw allowing you to this power may prematurely end this ritual and
bite without a Grapple; however, this fearsome reattach her shadow by wrapping herself in her
transformation makes you a walking breach of shadow as she goes to sleep.
the Masquerade. For the remainder of the night,
whenever you would drink a point of Blood,
the Abyss claims it as its own. This eliminates CASSANDRA’S FOLLY
any possibility of a blood bond. If the blood In Greek mythology, Cassandra seduced the
consumed is vampire blood, the Abyss will heal god Apollo for prophetic powers, and when
you up to 1 point of normal damage. You may not she scorned his advances, he cursed her such
end this ritual normally. Instead, spend a simple that her prophecies would never be believed.
action to pull out one of your maw teeth while In a permutation of that curse, this ritual
spending a point of Willpower to end its effects. has the power to temporarily steal prophetic
powers from the god of light, gaining the light
BIND THE SHADOW of prophecy while snuffing out the light of
truth. The subject is thereafter only able to tell
Most consider their shadow a superfluous believable falsehoods.
accompaniment, the byproduct of a strong
light source against a canvas of shade. Few To perform this ritual, you must cast a musical
understand what it truly represents – repressed instrument into a flame produced from ethylene
impulses, rage, and desires. While it may seem gas while reciting a story of the sun-god’s folly.
a repository for the undesired aspects of the At its conclusion, you must spend 1 point of
psyche, it remains a necessary component of Blood as you or your target deeply inhale fumes
the soul. You have the power to sever a victim’s to be seized by prophetic visions. You may use
shadow, gaining a measure of power over this ritual on yourself or on one other willing
your target. participant. However, you may only perform

Expanded Blood Magic 111


Cassandra’s Folly once per month. For the PSYCHIC VOID
remainder of the night, the beneficiary of this Psychologists dating back to Freud believed
ritual gains the merit Oracular Ability, which that the greater part of the mind is shrouded in
does not count toward her limitations on merit darkness. This darker region, often likened to
points. If she already has this merit, she may the hidden portion of an iceberg, is home to the
use the merit’s effects one additional time that impulses and directives that guide the psyche
evening. However, for the reminder of the night in its motives. Through this ritual, you gain the
the beneficiary of this ritual is robbed of the power to immerse your own psyche in darkness.
ability to speak the truth. They cannot say
or communicate anything truthful, whether To cast this ritual, you must spend 1 point of
willingly or through supernatural means; Blood and 20 minutes completely submerged
any attempt at the latter will only produce in a body of saltwater (a tub will do) as you
silence. This limitation includes all forms of meditate upon the darkness within. When
communication including, but not limited to, you emerge, your psychic aura is flooded with
sign language, pointing, writing, Telepathy, darkness that has the power to confound
and texting. psychic phenomena. Until the end of the night,
you do not leave a psychic impression that can
HELPING HANDS be detected through Spirit’s Touch or similar
powers. In addition, any spirit that might reside
The secrets contained in the deepest reaches of in the object will be unable to recall or identify
the ocean are nearly as great a mystery as the you, thwarting powers such as Wooden Tongues;
Abyss itself. Perhaps this is why the Lasombra however, objects brought to life by Animate
have often gravitated toward the sea? Indeed, the Unmoving will still be able to perceive and
both are populated by shadowy hunters who interact with you.
seize upon their prey and drag it into darkness.
This ritual allows you to employ your Arms of In addition, your darkened aura offers you some
the Abyss with the deftness of a cephalopod, defense against intrusive psychic powers. You
working in tandem to ensnare your victim. receive a +3 wild card bonus against Auspex
powers or similar mental powers that require
Spending 1 point of Blood as you simultaneously psychic contact. You may still relent to Auspex
submerge your entire body in water and shadow powers targeted at you.
while you strangle a living creature in offering
to the Abyss. The next time you summon your
Arms of the Abyss, they appear huge and dense,
like the arms of some ancient cryptid from the
depths soaked in glistening, liquid shadow.

Whenever your Arms of the Abyss use the


Assist Attacker mass combat tactic, these arms
grant a +3 bonus instead of the standard +1.
An individual attacker may only be assisted by
a single Arm of the Abyss at once.

112 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Level 5 Rituals INCARNATION OF MADNESS
While the landscape of the Abyss is vast and
empty, it remains full of despair, peril, and
AVATAR OF SCREAMS madness. It is home to many things that have
The Abyss is an endless expanse which serves been misplaced, including sunken hopes,
as the final destination for all that is truly abandoned dreams, and lost minds. Through
gone, whether it is forgotten treasures, buried your extensive travels, you have entered into
memories, or lost sanity. Those who scream into a state of communion with the Abyss that allows
the void do so out of immense agony, irate over you to wield its madness against your foes. By
being ignored or tortured in hopes of release. making an offering of supplication, you can
You can wield this power, inflicting madness and receive its blessing.
pain upon those who resist your will.
To cast this ritual, you must spend 1 point of
To cast this ritual, you must spend 1 point of Blood and journey to a dark and secret portion
Blood as you sever your own tongue which of the Abyss where you must present an offering
you replace with a tiny Arm of the Abyss. This to an ancient and unspeakable horror. This
change will be imperceptible to onlookers, journey does not come without cost – you gain
but when using the Dominate discipline your the Nightmares Flaw for the next 30 days.
words carry the maddening power of the void.
Whenever you succeed in an opposed challenge Once the ritual is complete, for the next 30
using a Dominate power, you may choose to also days, whenever someone initiates combat by
inflict 1 point of unsoakable aggravated damage attacking you, she is assailed by premonitions
as madness and headaches assail your target. If of foreboding madness and dread. She does not
this benefit is used with Forgetful Mind, it does gain the benefit of a surprise action and instead
not break the target’s trance. If you achieved an must begin combat and attack normally on her
exceptional success on the challenge, she takes 2 initiative.
points of unsoakable aggravated damage instead In addition, for 30 days following the casting
of 1. Note that your target can avoid this damage of this ritual, when you activate Black
by relenting to the challenge. Metamorphosis or Tenebrous Form your
appearance is a nightmarish amalgam of
forgotten creatures, indescribable and madness-
inducing. Whenever someone targets you with
a power that requires your Gaze and Focus,
resolve the power normally; however, once the
challenge is resolved your attacker is struck
blind as if she was affected by the Blinding
Attack combat maneuver (MET VTM, Chapter:
Six, Core Systems, page 280). This blindness
grants her no escape as your horrifying image
will remain seared in her mind. In addition, as
long as she remains in your line-of-sight you
gain and retain her Gaze and Focus even though
she cannot see you.

Expanded Blood Magic 113


MAELJIN URGE blood mixes into the cracks of the mirror, spend
Stories tell of the Abyss as a gateway, bridging 1 point of Blood to trap the Urge within yourself.
the gap between different realms. Many Mystics
You may only hold a single Urge at a time.
spend decades searching for these secret
Should you choose, you may hold it throughout
passageways, while others simply make the
the night but if unused the Urge dissipates
ones they need. This ritual allows you to create
at sunrise. While holding it trapped within
a tiny crack into the Malfean realm, pulling out
yourself, you suffer from a mild derangement
and trapping an Urge from one of the Maeljin
attached to your chosen Urge. Create an item
Incarna within. You may use these embodiments
of raw corruption for your own purposes, though card using the chart below as a representation
such powers come with a price. of the effects of this ritual.

This ritual allows you to summon, trap, and At any time, you may choose to spend 1 point
unleash an otherworldly entity, spreading chaos of Blood to release the Urge. The next time
and division. While staring into a mirror, focus you successfully touch a character, pass the
your emotions around one of the Urges listed item card to their player as the Urge and the
below while repeating its name. Once you truly derangement passes to their character. You
feel the manifestation of your desired emotion, may pass the Urge through casual or incidental
shatter the mirror with your bare hand. As your touch, such as a handshake, or it may require

Compulsion/Urge Table
COMPULSION/ DERANGEMENT
RESPONSE ROLEPLAYING AID
URGE TRIGGER

Greed An unattended item that That is not mine. But it


Steal the item
(Kleptomania) is not yours. should be. I need to fix this.

Violence Any minor/perceived act Break the offending Was that an insult? Yes.
(Destruction) of rudeness object or person You cannot stand for that!

If someone familiar Nothing is right, and nothing


Despair Emotional Breakdown
leaves your presence will ever be again.

Everything is just dreadfully


Someone tries to involve
Apathy Disengage and avoid pointless . . . . What
you in conversation
even matters?

You may not know how,


Any audible sound Get away from whoever
Paranoia but you are definitely being
without a visual source is watching you
followed

Consumption The scent of food, Devour anything that You are starving; you could eat
(Hunger) blood or flesh could possibly be edible for days and not feel full . . . .

Someone asks you You may not They will use the truth
Lies
a question communicate a full truth against you. Bury it in lies.

114 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


an opposed challenge if your target is clearly OUBLIETTE
avoiding touch. Gloves or ordinary clothing do Rarely does a Mystic wish to sour her haven
not stop the transfer (note: while a character can with prisoners, but sometimes confinement is
touch other characters without consent, do not necessary. This ritual allows you to create a far
touch other players without their permission). more efficient shell for any torpid victim you
Once transferred, your target’s player must take may come across. Some Mystics even go so far as
the item card and her character suffers the to use this ritual to transport allies to safety.
full effects of the derangement for the next 10
minutes, after which she gains 1 Derangement To prepare this ritual, soak a crystal that is at
trait. After this time, the Urge (and the item least 6 inches in diameter in shadow and a point
card) must pass to the next person touched by of your Blood for at least a full day. When
the character of the card holding player. If she someone is unconscious or in torpor within your
does not pass the Urge, she continues to gain Shroud of Night, you may activate this ritual by
1 Derangement trait for every 5 minutes she using your simple and standard action to etch
retains it. a sigil onto the glass of the crystal and touch her
with it. The torpid body is instantly transported
When the Urge is passed to the next character, to an Abyssal realm within the crystal. Inside,
the prior character loses the Derangement the victim will remain unconscious and stable
caused by the Urge. When a player has the even if she is wounded; she will be unaware
item card, her character is fully aware of when of the passage of time. Characters within
she can pass the Urge to another as it whispers an Oubliette cannot be contacted through
encouragingly to her, wanting to spread. Telepathy or similar powers.
A character may only be the host of a single
Urge at a time, and she cannot pass the Urge This crystal has only 2 health levels, and if it
back to the same character who gave it to her. shatters the body within is instantly freed. You
In these cases, the character hosting the Urge may choose to release the body voluntarily at
will understand that the transmission has failed. any point in time, so long as the Oubliette is
within a Shroud of Night.
If you (the player of the ritualist) are handed
the item card, your character is immune to its After 30 days, the victim’s allies may attempt an
effects and may pass it along at any time. This Epic Quest (difficulty 3 or higher) to find the
cycle continues for the remainder of the night, victim within the Abyss, so long as they have
at which point the Urge returns to Malfeas. another Abyss Mystic or another individual
capable of traversing the Abyss with them. As
At any point in the chain, someone may a person is not an object, What Once Was Lost
attempt to kill the Urge by spending 3 points of may not be used to assist your search and the
Willpower and immediately suffering a psychotic quest is entirely up to the overseeing Storyteller.
break. As the ritualist who unleashed it, you are
immune to this effect. You may have a number of crystals prepared
up to your dots in Occult. Once used, a crystal
When selecting an Urge, you may choose from may not be reused for another body; you must
the Compulsion/Urge Table. prepare a new one.

Expanded Blood Magic 115


Expanded Necromancy
“I’ve witnessed the reaper’s passing. I know where I will go when I die, and I am ready; are you?”
— Charlotte, Harbinger of Skulls, pack Priest of Noctis Aeternae

The unwholesome practice of Necromancy continues to foster suspicion and fear. Nonetheless, the
vampires who study its repugnant practices know the power that necromantic magic can yield. In this
section you will find three new paths of Necronmany: The Path of the Graveborn, the Path of Grief,
and the Path of Soul Binding. In addition, you will find numerous new Necromancy rituals to add to
your repertoire. As with all Necromancy, to purchase a path or rituals a character must have access to
Necromancy as an in clan discipline or must possess a specific merit that allows her to do so, such as the
Necromantic Training merit, or a similar clan-specific merit. For more about Necromancy, see MET VTM,
Chapter Four: Disciplines, page 172.
X

The Path of the Graveborn

“You think you can cheat death? You think it wouldn’t seek its due?
Guess again, for I am it’s reaper.”
— Josephine “Joey the Butcher” Torchelli, Ancilla Giovanni

The Path of the Graveborn taps into the living or studying near cemeteries, crypts,
necromantic energies surrounding the processes and mausoleums. They care little for Noddist
of death and decay. Unlike the Bone Path which theories as to why Caine rejected God’s grace,
focuses merely on creating and controlling instead fixating on how the vampiric condition
zombies, practitioners of the Path of the holds power over death. While the Tzimisce clan
Graveborn recognize that the vampiric form seeks to perfect their bodies through the mastery
is that of a walking corpse and they have thus of flesh, practitioners of this Path view that as
learned to draw from the power of Necromancy a flawed approach. To a student of the Path of
to augment the user in a variety of ways the Graveborn, only by studying the process
and provide a greater state of synthesis with of death and spark of unlife can perfection be
death itself. unlocked. They believe that the flesh is merely
the vessel for a stronger source of power.
Masters of the Path of the Graveborn are Unsurprisingly, more than a few practitioners of
scholars of death, entropy, and decay, often this Path also follow the Path of Metamorphosis.

116 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


● LORD OF THE FLIES
STUDIOS
From the moment of death,
vermin are attracted to a corpse.
By expelling necromantic
energies from your body, you
beckon a thick black swarm
of blowflies. These are quickly
followed by flesh flies, dung
beetles, and moths that surround
you in a thick cloud of carrion
insects hungry for dead flesh.

Spend 1 point of Blood and


a simple action to summon
a swarm of carrion insects
that envelop you until the end
of the next turn, obscuring
you from your enemies and
making it impossible for you
to be targeted by a Firearms,
Throwing Attacks, or power
that requires Gaze and Focus.
However, you may make ranged
attacks and use Gaze and Focus
powers normally. You may
choose which types of insects
you summon; practitioners with
Egyptian ties are known to favor
scarabs while South American
practitioners often employ bot
flies. When this power expires,
the insects withdraw inside you
and are consumed, healing you
for 1 point of normal damage.

FOCUS [CHARISMA]:
When you activate this
power, you may extend
its effects to a number of
zombies under your control
up to your dots in the
Occult skill.

E Expanded Blood Magic 117


●● DEATH’S SCYTHE ●●● REAPER’S DUE
The iconography of Death carrying a scythe is Archetypal concepts of death and money are
derived from the Greek god Chronos and Cronus, often intertwined, with deities such as Hades and
a lesser god of the harvest who carried a sickle Baron Samedi having jurisdiction over wealth
used to cut grain. In mythology, Chronos eating in addition to the afterlife. To these figures, the
his children was an allegory for time devouring souls of the departed are theirs to claim, pledged
all things. The scythe becomes an image that either through willful agreement or ancient laws.
reminds us that death reaps the souls of the By leveraging these debts, you exert power over
living like a farmer who harvests crops from those who drift closer to death, assailing them
the field. Manifesting your power over death, with necrotic energies.
you call forth terrible necromantic energies
and shape them into the visage of Death’s most Spend a simple action to visibly point to your
terrifying weapon. target as you make her mortality the subject
of your attention. Thereafter, whenever she
Spend a Blood and a simple action to summon spends or loses a point of Willpower in your
an ethereal scythe bathed in a cold blue flame. presence you gain a +1 wild card bonus in
If you have access to it, you may use the Quick offensive challenges against her for each point
Draw combat maneuver to quickly produce the of Willpower she has spent or lost over the
weapon instead of spending a simple action, but next 10 minutes, up to a maximum of 5 points.
you must pay the cost to activate the maneuver. In addition, she retains your Gaze and Focus
This weapon is an extension of your necromantic throughout this period of time.
powers and cannot be given to another character
nor enhanced by other powers such as Quietus. You may only have one designated target at
You may make a successful Melee attack with a time. If you choose an additional target, any
the weapon it does 1 point of aggravated damage. effects against your previous target fade and the
The weapon possesses the traits Deadly and count of how many times she spent Willpower
Brutal. The scythe functions with any Potence in your presence resets.
powers you have. FOCUS [APPEARANCE]: In addition to the
Once created, this weapon cannot be broken above benefit, if your target spends a point
even with elder levels of potence, nor removed of Willpower for a retest in a challenge
from your hands with the Disarm combat where you are the attacker or the defender,
maneuver, nor can it be handed to another you may regain a single point of spent
character, picked up or used by anyone else. Willpower. You may only benefit from this
Once conjured, the scythe remains material for effect once per turn.
1 hour.
●●●● CORPULENT DISCHARGE
FOCUS [APPEARANCE]: The energy of
your Scythe grows to a truly terrifying There are five stages to the process of
countenance, gaining the Reach weapon decomposition. The second stage, bloat, causes
quality. In addition, as an icon of death it a corpse to fill with an accumulation of gases as
imbues a number of zombies under your the body continues to decay. By wielding dominion
control up to your dots in the Occult skill over death, you fill your body with necrotic gases
with necrotic energies allowing them to causing you to bloat and swell. When struck by
do aggravated damage with their unarmed enemies, the wounds burst releasing the draining
Brawl attacks. energies of decay in a disgusting eruption of foul-
smelling air and ectoplasmic carnage.

118 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Spend 1 Blood and a simple action to assume ●●●●● DEATH PERFECTED
a bloated and decaying form, imbuing your To live as a vampire is to deny one’s mortality,
innards with a pustulant mixture of blood and holding onto life by drinking the blood of the
ash. Anyone within 2 steps of you who succeeds living. By wrapping yourself in energies from
in a Brawl or Melee attack against you takes 2 the Shadowlands, you transcend the vampiric
points of normal damage as pus and gore sprays state and fully embrace the inevitability of death
out of the resultant wound, showering them and the power it brings. To confront you is to
in viscera. The necrotic magics present in this oppose mortality itself, a terrifying ordeal even
secretion prevent the target from benefiting for the so-called Undead. This transformation is
from supernatural concealment, such as Unseen a dramatic one as you emerge as an unrelenting
Presence, until they have removed the viscera. force of entropy that is devoid of life.
Victims may spend a standard action hastily
wiping off the ectoplasm to relieve themselves of Spend 1 Blood and a simple action to channel
its negative effects. necromantic energies throughout your body,
flooding you with the power of entropy and
In addition, you may imbue a number of nearby transforming you into an unmistakable yet
zombies equal to your dots in the Occult skill undeniably powerful figure of perfect death.
that you control with a lesser effect that causes
them to explode when they have lost all health In this form, the finality and single-mindedness
levels. An exploding Zombie dealings 2 normal of death drives your actions and purpose making
damage to all characters within 2 steps. This you much harder to control or influence. You
utterly destroys the zombie’s form, leaving may substitute your Physical attribute for your
rotted parts and scattered gore throughout the Mental or Social attribute when defending
immediate area. Both you and any zombies against Mental or Social challenges. You also
you control are immune to the damage from have the ability to stoke the necrotic energies to
this explosion. Treat any exploding zombies restore your form. Whenever you spend a point
as individual sources of damage, such as when of Willpower to retest a challenge, you may
triggered by a bomb explosion or Firestorm. immediately heal up to 3 health levels, normal
or aggravated. This ability does not require an
Corpulent Discharge lasts for 15 minutes. You action to activate and can be activated during
may only have a single application of this power Celerity rounds and outside of your turn in
active at a given time. This power counts as the initiative order. You must spend Willpower
a minor transformation. to gain this benefit; abilities that allow you to
FOCUS [CHARISMA]: Anyone who hits forego the actual spending of Willpower such
you with a Brawl or Melee attack takes as Clear Sighted or Iron Will cannot be used in
an additional point of normal damage conjunction with this ability.
for a total of 3 and your affected zombie This power is a major transformative
allies explode for 3 points normal damage power and cannot be combined with other
when destroyed. major transformations.

FOCUS [APPEARANCE]: Whenever


you spend a point of Willpower to retest
a challenge, you gain a +2 bonus to your trait
pool for that retest attempt.

Expanded Blood Magic 119


X
The Path of Grief

“Grief is a weapon and a tool. With this act, I am allowing you to decide.”
— Judson Morton, clan Giovanni

Having taken note of the advances over


the past decades in the Thaumaturgical
arts, the Giovanni have likewise spent
years seeking to expand the powers of
Necromancy to embrace modern science
and technology. Based on the model
of grief studies pioneered by Elisabeth
Kübler-Ross, The Path of Grief draws
on the psyche’s connection to death
and uses necromantic energies to bring
those emotions to the surface. Just
as the departure of a family member
can elicit a variety of reactions from
sadness to relief to anger, so too can
grief serve as a gateway to a variety of
complex responses.

Immensely popular with Giovanni advisors


and negotiators who use The Path of
Grief to their advantage in business and
social settings, this path invokes the fear
of death in a variety of ways, from mild
distress to crushing depression. A person
affected by this power finds these feelings
to be overwhelming to such an extent
that they cannot help but exhibit outward
signs. While the character retains their
agency with regard to the specifics of their
behavior, their motivations become greatly
skewed and their resulting actions should
adhere to the templates described below.

Path of Grief Test Pool


Social attribute + Occult skill versus
target’s Social attribute + Willpower.

120 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


● DENY DEATH’S IMMINENCE ●● LASH OUT
Denial is a common first-stage response to The second stage of grief is anger; the most
grief, where the terminal or bereaved actively primordial response to the danger of external
rejects the reality of her circumstances. This threats. The surge of adrenaline it provides
early coping mechanism is theorized to exist, helps the body defend itself from attackers and
in part, to allow the psyche to accumulate the bends the psyche toward aggression. In other
emotional energy needed to face the crisis. You circumstances, rage is a hindrance, causing one
have the power to induce this state, bewildering to lash out in the absence of an actual threat and
your victims. alienating oneself from others. With respect to
grief, anger has a masking effect, used to protect
Spend a point of Blood and your simple action the psyche from feelings of vulnerability and
to project necrotic energies, extending 15 steps sadness that it lacks the strength to process.
from you in every direction. Those within this
area lose the ability to comprehend and process Spend 1 point of Blood, your standard action,
mortal threats and instead resort to denial. and make a contested challenge as you make
Supernatural creatures can sense this effect and a remark to your target about her mortality. For
are immune; however, most ordinary humans example, you may say “Your temper’s going to
cannot resist this power. As a result, Stock NPCs get you into trouble someday,” “Your rashness
of rating 3 or lower will ignore any threats to will be the death of you,” or simply “Memento
their well being provided they and others are Mori” if you have a flare for the dramatic. You
not directly harmed, continuing to act as if must have your target’s gaze and focus to use
nothing is happening. If they are attacked, they this power. If successful, for the next hour, your
will react fearfully. For example, if a Tzimisce in target is susceptible to rage frenzy as if she
Horrid Form lumbers past an affected Stock 3 had 3 Beast traits more than her current total.
NPC while this power is active, the NPC will be Therefore, even if she has zero Beast Traits, she
unable to process the imminent threat and will is susceptible to additional triggers for frenzy,
ignore it entirely. This power has no effect on including the need to test for frenzy if she
Stock NPCs rated 4 or higher. takes 2 points of damage from a single source
(see MET VTM, Chapter Seven: Dramatic
The use of this power can effectively preserve Systems, page 301). This penalty only applies
the Masquerade as bystanders will ignore acts of to determining frenzy; it is not applied to
violence and other Masquerade breeching effects determine if degeneration occurs. This penalty
carried out in their presence. These observers is cumulative with other modifiers that give
will mentally classify the events as non- a penalty to Beast traits, such as the Brujah clan
remarkable, even if they might otherwise regard weakness and the Short Fuse flaw.
them as extraordinary. They will not act on these
events and will quickly forget any details over In addition, if your target is on the receiving
the span of 24 hours as their recollection blurs. end of any action which could be construed
as moderately disrespectful, she must spend
FOCUS [MANIPULATION]: This power a point of Willpower or immediately act out in
affects Stock NPCs of rating 5 or lower. a noticeable fashion. Appropriate actions include
attacking, yelling, breaking something, or
storming out. If she spends a point of Willpower,
she may ignore the source of disrespect and all
other similar affronts for 5 minutes.

Expanded Blood Magic 121


This power affects supernatural creatures ●●● COMPELLING OFFER
and non-vampires equally. Werewolves are The bargaining stage is the psyche’s attempt
considered to have 3 additional levels of rage to cope with mortality and grief – the product
for determining frenzy. Even if your target does of realization giving way to desperation.
not have a Beast, she will enter a mental state Individuals in this state are immensely pliable,
identical in all ways to a vampire’s rage frenzy, eager to explore any option to avert catastrophe.
attacking the source of her rage. With this power, your target gains a sense of
Exceptional Success mortal anxiety that becomes a state of mind that
Your target must test for rage frenzy as if she you can exploit to your advantage.
had 4 additional Beast traits; therefore, she must This power allows you to make an offer which
test whenever she takes a single point of damage. weighs on your target’s mind until she makes
FOCUS [CHARISMA]: You may target up a decision. Spend 1 point of Blood and three or
to 3 individuals with this power if you have more standard actions as you make an offer to
their Gaze and Focus. Should you expend your target. You must have your target’s Gaze
a point of Willpower to retest any of these and Focus to use this power, and you must be
opposed challenges, you also gain that retest able to communicate with her (telepathically is
for the remainder of the opposed challenges fine). Thereafter, the choice presented lingers
without spending further Willpower. If you in the target’s mind, always at the edge of
spend the Willpower to retest after some her thinking.
challenges are already resolved, you cannot Once the offer is made and until your target
go back to previous challenges you lost to makes her choice, she may not take any
apply that Willpower retest retroactively. antagonistic action toward you, which includes
targeting you with hostile powers or attacking
you. She may, however, seek to negotiate. You
may act against her normally during this time,
and she must continue to consider the offer. If
you withdraw the offer by spending a simple
action, this power’s effects end.

122 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


The target may exercise one of the following
options at any time:

‡ Reject the Offer: Your target may spend


2 points of Willpower at any time to reject
the offer. The power ends and she may act
normally without restriction from this power. FOCUS [CHARISMA]: You may instead have
a number of active offers equal to your dots
‡ Accept the Offer: Your target can accept in Occult plus one. Any additional offers
either the initial offer or the negotiated terms require you to choose an active offer to end.
of one mutually agreed upon. Once accepted, When using Compelling Offer, you may
she remains unable to take hostile action make the same offer to multiple parties at
toward you until the end of the night or until once, provided you have each target’s Gaze
the terms are fulfilled, whichever comes first. and Focus and can communicate with them.
If you take hostile action against the target These targets count individually toward your
or if you fail to uphold the arrangement, the maximum number of active offers.
effects of the power end. The target cannot
violate the agreement without spending Example: In the early evening, Mariella arrives
2 points of Willpower. If she does, the effects in a small town that a roving group of Anarchs
of the power end. is occupying. Their presence is making work
Offers may not be designed to be life threatening difficult at the local quarry that provides
to your target. You are free to describe an offer materials to a variety of her construction
in shorter or longer terms, making an offer that projects. She wants to convince them to leave.
either ends sooner than the end of the night, She finds the bar where the Baron spends her
or a more open offer that would seemingly last time. Outside, she sees a pair of rough looking
beyond the current night. However, when the thugs. She chats them up and decides to offer
offer expires or the night ends (whichever is them a deal: they should leave the gang and
first), the effects of this power fade. come and work for her. She uses Compelling
A target may only be affected by a single use Offer and has the Charisma focus, allowing
of this power per night. Any additional use of her to affect both thugs. The two say they will
this power from you or from anyone else upon think it over. She enters the bar and engages
the same target will fail. You may not use this in negotiations with the Baron. Mariella offers
power on friendly targets purely with the intent her $50,000 if she and her gang will leave town
of triggering this limitation; the Storyteller may that night and uses Compelling Offer once again.
intervene in instances where she believes this is She tells the Baron if she does not accept, her
the case. next offer won’t be so nice. The Baron is angered
and spends 2 points of Willpower to reject the
You may only have a single active offer at a given offer. She stands and yells for her thugs to grab
time. Any additional offers end the effects of the Mariella. The thugs enter; however, they cannot
current one. This power does not work if the attack Mariella as her earlier offer lingers in
offer is farcical or clearly intended to insult or their minds. The Baron is incensed but does
ridicule, the determination of which is subject to not want to fight Mariella one on one. Mariella
the Storyteller’s discretion. This includes offers smiles and tells the thugs to leave. To the Baron’s
involving vulgarity or demeaning acts. surprise, they oblige.

Expanded Blood Magic 123


●●●● HARVEST DESPAIR FOCUS [MANIPULATION]: By activating
The depression that follows grief brings with it this power you take a -3 penalty instead of
a sense of futility and despair. In this state, the a -5 penalty.
mind expends energy yet accomplishes nothing,
sabotaged by its own efforts. With this power, ●●●●● ACCEPT DEATH’S EMBRACE
you can harvest this energy, turning it into useful For every living and unliving being, death is
sustenance. A number of Giovanni have come to an inevitable truth. As the final stage of grief,
appreciate the vitae created through this magic, acceptance is the realization of that truth –
noting its flavorful salty notes. a state of release where the psyche is freed from
Spend 1 point of Blood and a simple action to the ego and prepares itself for what lies beyond.
activate this power. For the next 10 minutes, Some have described this state of mind as
whenever you are involved in an opposed immensely liberating; a blissful window of clarity
challenge against a visible target, you may wherein they were finally able to find themselves.
announce the use of Harvest Despair before Spend a point of Blood and your standard action
any tests are thrown. If you do, you receive as you inform your target of her imminent
a -5 penalty to your test pool for the challenge. demise. You must have your target’s Gaze and
However, if you win despite the penalty your Focus to use this power. If you succeed in an
opponent feels a sense of futility and despair opposed challenge, for the next 10 minutes your
as she is assailed by entropic forces. She loses target’s psyche is overcome with the certainty
a point of Willpower and up to 2 points of that her life is about to end and must choose
Blood, both of which you may absorb to restore the circumstances as to how she will perish.
any of your own spent points. If your target is She must select from one of the following
not a vampire, she instead loses the type of fuel restrictions and inform the Storyteller privately
appropriate to her creature type (such as Gnosis of her choice (inform her she should not tell you
for werewolves or Glamour for changelings), which restriction she has chosen). Should she
which you absorb as blood. If instead your target be attacked or become threatened, the chosen
has no Willpower to lose or if she’s a Stock NPC restriction will apply.
without Willpower, she must immediately cease
attacking you, and cannot do so again until this ‡ Desperate Escape: The target will seek to
power’s duration is over. You may only benefit escape as a means of prolonging her life. Until
from this power once per turn, but you may she either dies or escapes all pursuers, she
announce its use during Celerity rounds if you must devote every action to fleeing the scene
have already activated it. If you use this power or taking actions in support of that effort,
but fail in the challenge, you may still use it including evading her pursuers. She may only
again on subsequent challenges in the same turn initiate opposed challenges to facilitate her
until you succeed. escape, such as the use of Mesmerism to order
a guard out of her way. In the event escape is
You may only benefit from this power when physically impossible, she may choose to fight
used against a target who wishes you genuine until another option presents itself.
harm. It will not work if you activate it and then
invite allies or otherwise friendly people to hit
‡ Last Stand: The target seeks a valiant demise,
you, nor will the power function in contrived choosing to confront death head on. Until her
scenarios. The blood generated from this power attackers are either all dead or have fled, she
is considered inert and does not create a blood may not attempt to withdraw or flee. She must
bond. This power is not considered hostile for spend every action attempting to incapacitate
the purposes of powers such as Entrancement her attackers and, if they are within sight but
or Majesty. not within her range to attack, she must move

124 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


toward them. She may still maneuver to obtain
a more advantageous position, making use of
cover or choke points, activate combat powers,
or calling for help. Should her attackers
surrender or flee, she is not obliged to pursue
them. Once all attackers are incapacitated,
have surrendered, or are no longer visible, she
may act normally.
‡ Stoic Resolve: The target embraces her
end with dignity, choosing to offer a token
resistance. She may fight or flee as she prefers,
but she may not spend Blood to heal, will not
accept the Assist Defender combat maneuver
or call for help, and cannot consent to the use
of powers by allies to aid her.
While the player may choose freely, this is
not a conscious choice for her character.
Therefore, she cannot be coerced into a specific
option through the use of Dominate or other
powers. However, once she has chosen, she will
immediately suspect her life is at risk. She will
know what her restriction is, and may act in
advance of being directly threatened to preserve
her life.

A character under the effects of this power may


not relent to powers which might compel her
to act against her restriction, such as Dominate
or Dread Gaze, but she is affected by them
normally. In the event of a stalemate, such as
if the target wishes to fight but her opponents
remain out of reach and visible, she is not
obliged to take any action and can act freely
until circumstances change.

Exceptional Success
You may eliminate one of the three options as
a choice for your target. She may only choose
from the remaining two options.

FOCUS [MANIPULATION]: The Storyteller


will inform you which of the options
your target has chosen. You may inquire
discreetly through the Storyteller so that
your target does not know that you are
aware of her choice.

Expanded Blood Magic 125


X
The Path of Soul Bonding

“What separates us from the Ventrue and Lasombra? I’d be happy to explain.
While the Ventrue were born to rule and the Lasombra rule the born, we Giovanni
lord over the dead and there are far more dead than either could ever rule combined.”
— Enzo Giovanni

For centuries, improving their skills and Most necromancers elect to store their Dark
mastering the arts of the dead drove the more Vessels in a safe location until they are needed,
magically minded of the Giovanni family. although more than one has surreptitiously
Over time, they came to understand that, if given a Dark Vessel to an unwitting victim in
manipulated properly, wraiths are more than hopes that it will drive them mad.
just tortured souls; they are sources of nearly
unlimited knowledge and power. Of course, this Bound wraiths can sense the immediate
knowledge was fiercely guarded and taught only surroundings of the object they occupy but
to the most talented of necromancers. With the cannot communicate with the mundane world.
knowledge found in the Path of Soul Bonding, They may not use any skills or powers unless
you have learned how to manipulate and utilize freed. These bindings persist for 6 months,
wraiths, drawing on them to power Necromantic minus the Stock NPC or Retainer level of the
rituals, to gain knowledge, and even to alter wraith. You may elect to renew the binding by
weapons and other objects. spending the Blood cost once more. Renewing
the effect in this manner does not require
Dark Vessels and Deathly Devices: The Path of possession of the item. If the binding is allowed
Soul Bonding allows a Necromancer to create to naturally fade, you must begin the process
Dark Vessels and Deathly Devices. Dark Vessels anew by gaining control of a wraith and
are small, fist-sized trinkets or jewelry (non- having the item in question in your possession.
equipment items) that contain the trapped soul Necromancers who possess at least 1 dot in
of a wraith. With a simple action a Dark Vessel this Path can safely release a bound wraith
can be broken to release a variety of effects as by spending a simple action. While bound to
described below. Deathly Devices are pieces a Dark Vessel or Deathly Device the wraith is
of equipment, armor, or weapons that are considered a controlled wraith for the purposes
augmented by the trapped soul of a wraith. The of the Sepulchre Path power Summon Soul.
augmentations a necromancer can utilize are Because the wraith is already bound to a Dark
described below. In addition, and as explained Vessel or Deathly Device, the wraith cannot be
below, there are a number of base characteristics bound to a different location with the Sepulchre
that are always true of Dark Vessels and Path power Bind Soul. Unless explicitly stated,
Deathly Devices. other powers or rituals such as Spirit Beacon
that affect wraiths do not affect wraiths bound to
Although the wraith is trapped when placed in Dark Vessels or Deathly devices.
a Dark Vessel or Deathly Device, her presence
still permeates the area 1 step around the item. When a wraith is released, it is immediately
Characters unfamiliar with Necromancy often returned to the Shadowlands. Wraiths who are
feel unease and dread when within 1 step of the not generously compensated for their time and
Dark Vessel or Deadly Device or when touching emotional energy tend to hold a grudge against
it. Characters who possess the Medium merit can the necromancer who bound them. If the object
hear the wraith in her captivity, often wailing, housing the wraith is destroyed, the wraith
asking for mercy, or trying to negotiate freedom. immediately enters a Harrowing.

126 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


E
— THE HARROWING —
A wraith finds herself sucked into a Harrowing whenever she loses all her corpus (health levels), has
a fetter destroyed, or is sacrificed to fuel a Necromantic ritual. A Harrowing is an intense battle deep
within the psyche of the wraith that forces her to relive important moments of her time among the
breathing. This might be an act of defiance or forgiveness in the face of cruelty, an act of heroism to
prevent a devastating loss, or anything else of significant emotional impact to the wraith in her mortal
days. The exact details of the Harrowing differ from wraith to wraith, but it is always an emotionally
excruciating and exhausting experience.

Each Harrowing has a task that the wraith must first discover and then attempt to complete, though this
path is typically obscured. For example, a Harrowing may show a scene with a robber poised to harm
a parent while the wraith looks on in fear as a reflection of her mortal child self. A firearm in the wraith’s
hand gives her an easy solution to the problem — kill the robber before they can harm the parent; or she
can attempt to stop the robber without violence and end the cycle of loss and pain. Success or failure is
based entirely on the individual wraith’s history and the lesson found within the Harrowing.

Once the wraith has completed the task set out in her Harrowing — be that to succeed or not — she is
ejected near one of her fetters with 1 Pathos and 1 Corpus. A wraith’s Harrowing lasts at least one month;
however, they can be much longer than that based on the severity of the situation. Should a wraith fail too
many Harrowings, she will find herself sucked into Oblivion and transformed into a Spectre.

Expanded Blood Magic 127


● DARK VESSEL inside to a Harrowing while gaining one of the
Wraiths are creatures of pure entropic energy; following effects:
entities that exist trapped in the Shadowlands. ‡ Dark Offering: By consuming a vessel, you can
A talented necromancer can harness this energy use the last of its life force to settle the ravages
to power blood magic and wreak havoc in the of your Beast before sending its inhabitant to
living world. With this power, you manipulate the beyond, removing one of your Beast traits.
the energy of wraiths, binding them into objects
to store for future use.
‡ Mnemosyne’s Grasp: You can access a wraith’s
memories, briefly gaining the ability to speak,
Once you have learned this power you may read, and understand a single language
create Dark Vessels by imprisoning the soul she once spoke. This must be a language
of a wraith into a small trinket or object commonly spoken in the time and place where
approximately the size of a fist. Spend 1 point she lived or the place of her birth. This effect
of Blood and your standard action as you lasts for 1 hour.
target a nearby wraith of Stock NPC level 4 or ‡ Soul Food: You can destroy a vessel to extract
lower. If you succeed in an opposed challenge, the spiritual essence from a captive wraith,
the wraith becomes bound to the object as its mystically transforming it into vitae. You
corpus is absorbed. Only Stock NPCs level 4 gain 2 points of Blood which cannot exceed
or lower can be bound within a Dark Vessel. If your maximum.
a wraith’s Stock NPC level somehow increases
beyond level 4 while the wraith is bound within
‡ Wisdom of Death: A wraith’s spirit contains
a Dark Vessel, the wraith is immediately released a lifetime of carefully cultivated skills and
and the Dark Vessel is rendered inert. The talents. You can take a portion of these
Storyteller may also rule that this power does energies to gain a +1 wild card bonus to
not work on specific wraiths of her choosing. a single skill of your choice for the next 10
minutes. You may only benefit from a single
For the power to function normally, the object instance of this application at a time.
must be breakable. If it cannot be broken with Unless you have the focus, you may only create
a simple action, the wraith will remain bound, a total number of Dark Vessels equal to your
but other functions of this power cannot be used. rating in this Path, (so a maximum of 5).
By spending a simple action, you may break Creating new vessels beyond your rating in
a single Dark Vessel and send the Wraith this Path will free the wraith contained in the

— GATHERING WRAITHS —
Players will undeniably want to have steady access to wraiths to maximize their use of this power.
To spare Storytellers the difficulty of running scenes where characters go hunting to replenish their
supplies of Dark Vessels and Deathly Devices, practitioners of this Path may obtain a single wraith by
spending a downtime action. These wraiths are 2-point Stock NPCs of no special significance and with no
discipline specializations. When the player arrives at the game, the Storyteller will make her an item card.

If the PC wants to find a wraith with somewhat uncommon characteristics, such as one who speaks
Romanian or who has a certain non-discipline specialization, when the player arrives at the game she may
engage in a simple test with the Storyteller. If the player wins or ties, she can find the desired quality in
a wraith. If not, she obtains a standard 2-point Stock NPC wraith.

If the PC wants a more powerful wraith or one with a rare characteristic, such as one who speaks
Old French, has a specific discipline specialization, or who died in an overly specific way, the Storyteller
may employ the quest system.
128 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE
oldest one. You may use Dark Vessels created stop. For the duration of the wraiths binding,
either by you or by another necromancer with the device will not function. Computers
this Path. If someone without the Dark Vessel will not turn on, cars will not start, and
power attempts to use a Dark Vessel, they do pacemakers will shut down.
not receive any benefits conveyed by Path of ‡ Conscription: Wraiths bound to this item
Soul Bonding. must seek to fulfill set orders before she
FOCUS [MANIPULATION]: You may can gain her freedom. While the wraith can
create a total number of Dark Vessels up control the object and act independently,
to twice your number of dots in this Path, it may act in ways that would compromise
to a maximum of 10. the item in order to fulfill the instructions.
For example, a wraith bound to a gun and
commanded to shoot a specific vampire will
●● DEATHLY DEVICE attempt to do so when the opportunity arises
As a skilled necromancer you can manipulate — whether the user wants it to or not. Once
the energy found in a wraith to alter mundane she does, she is released. The Storyteller will
objects within the waking world. Once bound determine how any wraiths bound in this
within its new prison, the wraith has no choice manner behave.
but to perform the desired function. With ‡ Enduring: The item is magically enhanced by
this ability, you can punish or award wraiths the wraith making it more difficult to destroy.
while using their innate energy to further your As a result, the item can only be destroyed
own agenda. by supernaturally means — magical items or
Once you have learned this power you can characters using an appropriate Discipline.
create Deathly Devices, imprisoning the soul ‡ Symbiote: The item is magically enhanced by
of a wraith into a piece of equipment. Spend a wraith who is familiar with its usage. The
1 point of Blood and your standard action as item grants a +1 bonus to your test pool when
you target a nearby wraith. If you succeed in an used for its intended purpose. This bonus
opposed challenge, the wraith becomes bound to cannot be used during combat. For example,
the object as its corpus is absorbed. Only Stock a set of lock-picks gives you a +1 bonus when
NPCs of level 4 or lower can be bound within using the Security skill to pick a lock, but
a Deathly Device. The Storyteller may also a sword that imprisons a wraith does not grant
rule that this power does not work on specific any Melee skill bonus.
wraiths of her choosing. Unless you have the focus, you may only create
Choose one of the following effects: a total number of Deathly Devices equal to
your rating in this Path (so a maximum of 5).
‡ Powered: Wraiths bound to this item imbue it Creating new devices beyond this will free the
with their own ghostly energy, bringing it to wraith contained in the oldest one. You may
life without any external force. The item does use Deathly Devices created either by you or by
not require batteries, gasoline, electricity, or another necromancer with this Path. If someone
any other source of power to function. The without the Deathly Device power attempts to
wraiths energy can power small devices like use a Deathly Device, they do not receive any
remote controlled cars or music boxes, or large benefits conveyed by Path of Soul Bonding.
devices such as windmills or vehicles.
FOCUS [CHARISMA]: You may create
‡ Dysfunctional: Wraiths bound to this item a total number of Deathly Devices up to
squeeze into the crevices, causing it to twice your number of dots in this path, to
malfunction and stutter to an inexplicable a maximum of 10.

Expanded Blood Magic 129


●●● TWISTED METAL ●●●● SOUL DETONATION
Wraiths have more knowledge than the living The process of creating a Dark Vessel twists and
credit them with. They are more than just tools distorts the Corpus of a Wraith, leaving it on
to be manipulated by necromancers — they the verge of a Harrowing. Shattering a Dark
are creatures with their own experiences and Vessel in just the right way allows the energy of
insight to draw from. You have mastered the a Harrowing to be released in a chaotic blast
art of forcing a wraith to break the limitations of entropy.
of earthly equipment. Your Deathly Devices
are imbued with the entropic energies of the Once learned this power can always be used to
Underworld that allows them to function in augment your Dark Vessels, turning them into
unexplainable and twisted ways. potent projectiles. Spend your standard action
to imbue the object with dark energies and
Once learned, Twisted Metal can be used throw it at an individual within 10 steps. To
to augment your Deathly Devices. Spend an do so, initiate an opposed challenge using your
additional point of Blood and a simple action Physical attribute + Athletics skill versus your
to augment a Deathly Device. The item gains target’s Physical attribute + Dodge skill. If you
an additional item quality of your choice. The succeed in the challenge your target is struck by
object must meet the requirements to bear that the vessel. Upon impact, a small nihil opens that
quality. For example, a one-handed sword may pulls the object and the wraith to Oblivion. The
only gain melee weapon qualities appropriate to target takes 3 points of normal damage and loses
a one-handed weapon. This quality may exceed 1 point of Willpower.
the object’s maximum number of qualities but,
as a reminder, you cannot benefit from the same You may use this power during Celerity rounds.
quality twice. Using this power destroys the Dark Vessel,
regardless of whether or not you succeed in
Objects imbued in this way take on a noticeable the opposed challenge. Objects destroyed in
twisted and abnormal appearance signifying this way cannot confer the benefits of the Dark
its augmentation. You may determine its Vessel’s power.
appearance, subject to Storyteller approval.
Exceptional Success
This power lasts indefinitely, but you may Your target loses 1 point of Willpower and takes
only have a single application of this power 4 points of normal damage instead of 3.
in operation at a time, with a new application
replacing an old one. FOCUS [MANIPULATION]: If you fail the
opposed challenge when throwing a Dark
FOCUS [CHARISMA]: The Deathly Device Vessel at your target but manage to win or
augmented by Twisted Metal can gain an tie one of the tests, your target is grazed by
additional item quality of any type even if it the vessel. She takes no damage, but still
is not appropriate for the item. For example, loses 1 point of Willpower.
a sword could gain Staking, or a claymore
could gain Balanced. You could even imbue
a ranged weapon with the Hardened Quality
as the wraith inside supernaturally deflects
incoming attacks.

130 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


●●●●● ASSIMILATE You may only use this power once per evening,
Souls and wraiths are vital to the Giovanni and you may only have a single wraith within
economy, but they are useful for more than just your body at a given time. While assimilated, the
powering Dark Vessels and Deathly Devices. wraith cannot escape or use the Possession power.
For a talented necromancer, wraiths can be FOCUS [MANIPULATION]: You can utilize
consumed utterly, turning their pathos into blood Assimilate twice in the course of a single
and absorbing their corpus into your own flesh. evening. However, you cannot benefit
You may bind a wraith within you instead from two uses of Assimilate at the same
of within an object. This is a special form of time. If you utilize Assimilate a second
possession which you maintain control over, time the benefits of the first usage are
despite being the host. Spend a point of Blood immediately lost.
and your standard action to initiate the bond,
targeting either a visible wraith or one you have
imprisoned in a Dark Vessel or Deathly Device.
If the wraith is unwilling, you must succeed
in an opposed challenge. If you succeed, the
wraith possesses your body rendering any Dark
Vessel or Deathly Device it previously possessed
inert, and you may choose one of the wraith’s
discipline specializations (if the wraith does
not have additional discipline specializations,
all wraiths have access to the first 2 dots of
Dementation). You may utilize any level of the
chosen discipline specialization for the next
hour, after which the power ends and the wraith
is freed. You must still adhere to any restrictions
or conditions of that power, such as requiring
Gaze and Focus when using Dread Gaze and
cannot use it during Celerity rounds. Both you
and the wraith must pay any costs in Blood and
Pathos associated with the power. If one of you
is unable to spend Blood or Pathos, you cannot
use the power.

If you enter into torpor while this power is


active, both you and the wraith are drawn into
a Harrowing. The Storyteller will construct
and run this scene based on your background.
This may involve you remaining torpid beyond
the current game session. During this time, you
lose all awareness of your body, including that
granted by the Awareness skill, and cannot
reawaken until you have resolved the scene.
However, your body can still be moved or
destroyed. Once the scene is resolved, you enter
a normal state of torpor.

Expanded Blood Magic 131


X
Necromancy Rituals

“Death has many fascinating aspects, and all are useful. The body, to study rot and disease, test
poisons and from which to call forth draugr -- the substance of Death itself, to draw
into us and become what you younglings call the Horseman -- and the hugr, soul, or wraith
to bind and command. Of the valiantly slain, Freya gets one half and Odin the other.
All other dead are mine to command.
— Rurik Raveneye, elder Cappadocian, instructing his childer, Jack Geth

Practitioners of the arts of


Necromancy gain access
to rituals; formulaic spells
that require a significant
amount of time and
specialized implements and
ingredients. Like paths,
they are rated from levels
1 through 5, and a caster
can have several rituals
corresponding to each level.
Learning a ritual requires
you to already possess the
same level of dots in your
primary Necromancy path.

For example, if a Giovanni


character’s highest level
in a Necromancy path is
2, the character cannot
learn a level 3 or higher
ritual until she advances in
her path. A necromancer
cannot learn more rituals
than the combined dots
of all the Necromancy
Paths that she currently
possesses. A necromancer
must purchase one ritual of
each level before she is able
to purchase a ritual at the
next-higher level. You do
not acquire rituals simply
by purchasing a path of
Necromancy.

132 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Z
level 1 rituals you wish. Further, if you possess them you
may use the first 2 dots of Auspex through the
zombie’s senses. Afterward, your senses return
ANCESTRAL TIES to your body, but you may use this power again
In Aztec mythology, Quetzalcoatl stole the if desired.
bones of the other gods from Mictlantecuhtli, While connected with your zombie, you may
the lord of the underworld, and used them to not utilize any powers and you lose your ability
create humanity. This ritual draws upon the to sense or react to anything happening around
power of one’s lineage, connecting descendants your body; however, you retain your normal
to ancestors through a bone infused with test pools. Any zombie created by you may be
necromantic energies. enhanced in such a manner. You may have this
ritual active on a number of zombies equal to
To prepare this ritual, you must spend a point
your Occult skill. If you exceed this number, you
of Blood as you decorate a bone from a corpse
must choose to end the earliest use.
by ritually adorning it with owl feathers, paper
streamers, bits of shoe leather, and an eye. Any
bone will suffice, though those with a flair for FUNERAL FEAST
the dramatic prefer to use a skull. Once cast, Throughout history, many cultures have infused
when the item is held by a biological descendant their funerary traditions with food. From modest
of the corpse from which the bone was taken, funeral biscuits to lavish potluck offerings,
it will glow a distinctive blue color; however, the living celebrate those they have lost by
because the prepared bone is something of nourishing the grieving people left behind. This
a ghastly sight, it may require some coercion on ritual draws on the emotional power of such
your part. offerings, allowing them to nurture the spirits of
the dead in lieu of the living.
ETERNAL VIGILANCE
This ritual requires you to obtain food or drink
While many necromancers prefer the subtlety that was recently gifted to those grieving the loss
of wraiths, no one can deny the effectiveness of of a loved one as a gesture of sympathy. The food
a powerful zombie. With Eternal Vigilance, the must be sufficiently fresh that a normal mortal
necromancer creates a salve granting her the would find it edible, and you cannot prepare
ability to experience the world through the eyes the food yourself – you must obtain it from
of a creature. Although her senses are limited to a grieving mortal. Leftovers are fine in this case.
sight and sound, this knowledge can offer her the
edge she needs in a conflict. Spend 1 point of Blood while ritually intoning
an invitation for spirits of the dead to come and
To perform this ritual, you must take a drop of feast on the offered food. Any wraith capable
your vitae and combine it with a drop of blood of hearing your invitation may choose to heed
from the zombie you wish to enhance. The your call; for this reason, many necromancers
blood must first be boiled and then added to carefully select and prepare the site at which
a mixture of lanolin, fennel, and ground Rose of this ritual is cast. Once the ritual is cast, for the
Jericho. Once cooled, the substance is smeared next hour the food’s presence is duplicated in the
on the face of the zombie. For the next 30 days, Shadowlands and wraiths may interact with it,
you may spend 1 point of Blood and a simple typically by eating and drinking it – relishing in
action to temporarily see through the eyes of sensory pleasures typically denied to the dead. In
your zombie. For three turns, you may see and the material realm, the ritual food wastes away
hear where your minion is and what it is doing, as the wraiths consume its nourishing qualities
as well as issue any additional commands as in the form of spiritual energy. If the target food

Expanded Blood Magic 133


is moved more than six steps from the location GRAVE ROBBER’S BOON
at which the ritual was cast, the ritual fails, and Historically, ceremonial burial involved
its effects immediately end. internment of the dead with objects that were
From the participating ghosts, you may target either dear to the deceased or that were deemed
a number of wraiths equal to your dots in the useful in the life beyond. Even in modern times,
Occult skill. Each wraith that spends at least the dead are often adorned with jewelry or
five minutes consuming the ritually empowered other baubles. This ritual spares you hours of
food regains a number of points of Pathos equal digging in vain, instead directing you to the most
to twice the number of dots you possess in the lucrative opportunities.
Occult skill. The regained Pathos cannot exceed Spend one point of Blood and 5 minutes in
the maximum amount of Pathos the wraith can devout prayer as you scatter a handful of
hold in its Pathos pool. pomegranate seeds in offering to Persephone. At
For example, if the necromancer has an Occult this ritual’s conclusion, you gain knowledge of
skill of 4, each of the selected participating wraiths any dead bodies buried or interred within a 100-
can regain up to 8 points of Pathos. A participating yard area and a general sense of the value of
wraith that already had 3 points of Pathos in its whatever they are buried with. This ritual does
pool can regain 7 points of Pathos from this ritual, not detect any undead bodies within the earth,
up to its maximum Pathos pool of 10. such as vampires using Earth Meld.

GHOST IN THE SYSTEM GUIDING SPIRITS

Hidden from mortal perception, ghosts make the The phrase “dead men tell no tales” is amusing to
greatest saboteurs in a bureaucracy. They can many necromancers as the dead see a great deal
make paperwork disappear, remove signatures, and can easily be convinced to talk. Casting this
and make simple tasks take days. By casting ritual allows you to commune with wraiths along
this ritual over a location, the necromancer a specific route, using the dead’s insight to help
marks the territory and can prevent others find the safest and quickest path.
from attacking or attempting to steal something Once per night, you may use this ritual to call
from within. upon a network of wraiths while focusing on
You must spend an evening blessing the Stock a location you have familiarity with. From
Location and ensuring that the ghosts consider this network, you are able to learn the best
it their new residence. Increase the difficulty path to that location, unimpeded by obstacles.
of any quest against this location by +3. If this This functions as a single use of a Safe Travel
would take the difficulty above 5, subtract 5 from (Underworld Level 1) Influence action and grants
the total rating and the Quest becomes the next you safe passage on your desired route. Unless
highest difficulty level. This ritual lasts a year- cancelled, the effect lasts until sunrise.
and-a-day.

134 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


SILVER THREAD SIP OF DEATH
The Shadowlands are treacherous and unknown, This sweet, viscous concoction is a favorite at
even for the most experienced necromancers. family dinners and is often served when the
Time and space twists and folds, and things are Giovanni clan comes together for business
rarely where they should be. This lifeline allows or pleasure. The mixture of honey, vitae, and
visitors to the Shadowlands to find what they anemones grown over a grave produces a heady,
seek, and if they are very lucky, it will also guide euphoric feeling and a heightened defense
them home. against the creatures of the Shadowlands.

To perform this ritual, you must stir a lock To create the Sip of Death, you must spend 5
of hair from a newborn child and 1 point of minutes cooking your concoction in a cast-iron
her Blood in a cauldron made of pewter. To pot over an open flame. You may create up to
complete the ritual, you drop a ball of wool yarn 5 draughts in each batch; however, you must
into the vat, binding the thread to you. Upon include 1 point of Blood for each serving. Once
entering the Shadowlands, you may unwind imbibed, the drinker gains one free retest to be
the ball of yarn and attach the end to her right used in any test against a wraith or specter. A
wrist. This tether grounds you, allowing you to vampire may only benefit from one use of Sip
traverse the Shadowlands with some measure of of Death per night. The potion’s magic fades at
reliability. You may use the ball of yarn to return sunrise if unused; unconsumed potions lose their
to your original location, even if you should find potency at the end of the night. The blood used
yourself in the Labyrinth. in the draught creation process is rendered inert
by this ritual. As such, by ingesting a draught
Once you have tethered yourself to the the imbiber does not gain a blood trait or suffer
Shadowlands, you may utilize your Silver Thread from any mundane or supernatural effects or
to assist with a quest (for more information taints of the blood used nor will they be at risk
on quests, see MET VTM Volume 2 Issue 1, of the blood bond.
Chapter: Five, Core Rules & Dramatic Systems,
page 98.). Use of a Silver Thread allows you to
lower the difficulty rating of any quest within
the Shadowlands by one level, to a minimum
of one. This cannot be used to downgrade the
type of quest a level and, as such, 1 Heroic Quest
would not be affected by the Silver Thread.
Once you have bound yourself to a quest, you
are fully invested in the outcome. However,
binding yourself to a quest can be dangerous
and any quest bolstered by a Silver Thread
that fails results in one additional consequence
for the necromancer. Once a Silver Thread has
been created, it remains active until the quest
is fulfilled. A necromancer may only create one
Silver Thread at a time.

Expanded Blood Magic 135


Z
Level 2 Rituals DAY OF REMEMBRANCE
Those who suffer the loss of a family member are
often reassured that the departed still watch over
CHARON’S OBOL them from beyond. It’s therefore unsurprising
The practice of placing coins in the mouth of the that when someone experiences a brush with
dearly departed is primarily associated with the death, they often attribute their good fortune to
ancient Greeks and Romans. These bronze or otherworldly intervention. With a large enough
copper coins were payment for the psychopomp celebration, you can make this phenomenon
Charon, the ferryman who transported souls a reality, granting the dead a means to render
across the River Styx that separated the aid to the living.
lands of the living from the lands of the dead.
Necromancers skilled in the Ash Path can cross To cast this ritual, you must spend a point of
this boundary on their own. By creating and Blood and publicly recite a prayer or invoke
gifting the Charon’s Obol to their allies, they too a blessing at an event dedicated to the dead. The
can sojourn into the Shadowlands. gathering can be as large as a village festival or
as small as a family meal. Over the next 7 days,
To create a Charon’s Obol, you must journey those present when the blessing was given will
into the Shadowlands using Ex Nihilo and feel a stir of faith as to the presence of their
submerge a bronze or copper coin into the fetid ancestor in the afterlife resulting in a bout of
and murky waters that exist there while adding good luck. This takes the form of the affected
1 point of Blood to the water. Once completed, character being able to reduce an exceptional
you can return to the land of the living and gift success in a challenge they lost to a regular
these coins to your allies. An ally who possesses success. When this happens, the participant will
a Charon’s Obol can willingly accompany you feel that things could have gone much worse,
when you use the power of Ex Nihilo. This is an wondering if perhaps they were saved by one of
exception to the rule that prevents the user of Ex the departed watching over for her. A character
Nihilo from bringing others to the Shadowlands. may have no more than a single instance of this
ritual active at a given time.
Once in the Shadowlands, those gifted with
a coin need not follow you, but can follow
any necromancer wishing to lead the journey DEMENSE MACABRE
across the Shroud. To do so the recipient must The time-consuming nature of magical pursuits
simply place the small coin in her mouth and often makes the rigors of maintaining a staff
follow her guide. If at any time the coin is far too tedious. Necromancy, however, has
broken, destroyed, or spit out, the recipient is an easy solution. It is believed that when St.
immediately ejected from the Shadowlands at Zita, the patron saint of servants, left her
a location determined by the Storyteller. This house to attend to the poor, angels appeared
shared usage of Ex Nihilo does convey the ability to bake bread for her. This ritual allows you to
for allies to participate in the focus effect version summon otherworldly servants to attend to your
of Ex Nihilo. own household.

A necromancer may have a number of Charon’s This ritual attracts and binds a number of
Obols equal to her Occult skill at a given ghostly servitors to your haven or a location
time. Crafting a new one in excess of this limit you control, granting it the Guards and the
destroys the first one created. Staff qualities. If the location already possesses
the Guard quality these ghostly servitors are in
addition to the five levels of corporeal guardians.
If the location already possesses the Staff quality,

136 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


this ritual grants an additional set of workers In addition, if the body is raised or commanded
to provide for you and your guests. To enact by Necromancy or similar powers, the corpse
this ritual, you must create a shrine to St. Zita becomes immune to control and enters a rage,
within your house, which you must bless with attacking the necromancer attempting to control
1 point of your Blood and then maintain by it. Treat this zombie as a 4-point Stock NPC
presenting an offering of fresh homemade bread with the Athletics, Brawl, Dodge, and Potence
every two weeks. After the initial casting, over specializations. Once triggered the zombie will
the next seven days your servants will appear; remain active for 10 minutes.
this happens even if the location has the Occult
quality. These servants are nonspecific stock You may use this ritual to protect a number of
1 NPC wraiths who will obey you or anyone you graves up to your dots in the Occult skill.
designate, manifesting if necessary to carry out
your instructions. For as long as you maintain HONORED EPITAPH
this ritual, you may fire or destroy wraith The inscriptions commonly found on tombstones
servants that displease you, and others will take remind the living about a deceased’s memorable
their place within a week. Revealing the nature qualities. For the dead, however, such statements
of your servants to humans has the potential can empower – and even reshape – their sense
to break the Masquerade. You may only have of self as it is battered by time and the trials of
a single active instance of this ritual at a time. undeath. By collecting stone dust, metal shavings,
or other detritus from a memorial marker,
GRAVE WARD a necromancer can cause spirits to feel the
Many cultures leave gifts on the graves of their significance of these words, allowing them to recall
loved ones out of respect and remembrance. their past skills and accomplishments with clarity.
These are meant to signify the hope that their To cast Epitaph, you must collect small
afterlife remains peaceful and uninterrupted shavings or scrapings from a memorial
and that they are remembered fondly. As marker that contains text describing a skill
a necromancer, your gifts serve as powerful such as “brave soldier,” “loving spouse,” or
wards. In the event an interloper seeks to disturb “generous benefactor.” The memorial marker –
the peaceful existence of the soul within, you will a tombstone, urn, plaque, etc. – need not be the
immediately become aware. specific one used during a wraith’s funeral rites.
You must first locate a coin that was minted in Many necromancers will craft replica markers
the same year as the death of the departed you for such a purpose, and honorarium plaques
wish to protect. You must anoint that coin with from parks and museums are equally suitable
1 point of your Blood and then wrap the coin so long as the marker includes the target
in a small amount of cloth and bury it in the wraith’s name.
dirt above your interred target. If the corpse is Spend 1 point of Blood and sprinkle a pinch of
entombed above ground, the coin can be placed the detritus over the target wraith while reciting
within the coffin or urn. While this coin remains the epitaph found on the marker from which
hidden in the soil, coffin, or urn, if the resting the detritus was collected. The ritual caster then
place of your deceased target is disturbed or if chooses a specific skill specialization for the
the wraith of the person buried there is attacked target wraith, empowering the ghost.
or targeted by Necromancy, you receive an
immediate psychic notification as the voice of For a year-and-a-day the target wraith gains an
the dead calls for help. These coins retain their additional skill specialization related to the one
enchantment for 1 year, after which they must described on the memorial marker. For example,
be replaced. a wraith reminded of their qualities as a “brave

Expanded Blood Magic 137


soldier” may gain the Melee skill specialization In addition to these effects, attaching at least
while empowered by Honored Epitaph. one of these body parts imparts a semblance of
Alternatively, a “loving spouse” may receive the memory consisting of the deceased’s passwords
Empathy skill specialization. This additional and the location of their data and accounts. You
skill specialization can exceed the wraith’s may choose to retain the stolen body parts, but
typical maximum number of skill specializations. they will continue to decay over time, granting
you a truly horrific appearance.
Epitaph cannot be used to grant wraiths
additional disciplines or skill specializations
in Lore or Linguistics. A wraith may only be WAIL OF THE DEPARTED
affected by one use of Honored Epitaph at Where Death walks, the wails of the weeping
a time; if another necromancer targets the follow. Some cultures believe that the dead
wraith with Honored Epitaph, the effects of the cannot progress to the afterlife unless they
earlier ritual casting immediately ends. are sufficiently mourned, while others believe
that too much grief can invite harmful spirits.
THEFT OF IDENTITY This ritual allows you to hear the wails of the
Banshee in an area of your choosing; the spirits
When it was discovered that thaumaturges whose cries accompany the dead.
had ways to harness the power of technology
through their blood, necromancers realized To perform this ritual, you must collect
they were behind the technological curve. a piece of art that depicts a weeping woman.
While Thaumaturgy focuses on manipulating While older ritualists commonly use religious
technology, necromancers have found a way iconography, more modern artistic depictions
to obtain and exploit the information of the may be used as well. The art must be wrapped
recently dead for their own means. By obtaining in silk that has been soaked in 1 point of your
a recently dead corpse, you can use their remains blood and placed outside during a new moon as
to gain access to personal information and files this ritual is a cast. Thereafter, the art may be
that otherwise might be lost to the grave. placed in any building. Should any death occur
within the building, you are struck with a brief
For this ritual to work, you must have access to yet violent pain as your mind is wracked with
a corpse that has key portions of its anatomy the echoing wails of the banshee, rendering you
preserved. You must remove one (or all) of unable to hear for a turn.
the following items from the corpse that
must be mostly intact: its eyes, tongue, or You may sever your link to the icon at any time
fingers. This requires at least one dot of the by burning the silk the art was wrapped in. This
Medicine skill. You may then spend 1 point of immediately ends the ritual and destroys the
Blood to swap the severed part with your own icon. The piece of art will retain its potency for
corresponding part. Doing this causes 1 point of 90 days unless it is brushed with your blood.
unsoakable aggravated damage per item, but the Doing so renews the item for another 90 days.
replacement parts will function normally. A necromancer may have a number of these
objects equal to her Occult skill at a given time.
‡ Eyes: You can successfully impersonate the
target at any retinal scan.
‡ Tongue: You may successfully impersonate the
target’s voice, avoiding any electronic detection.
‡ Fingers: You can successfully replicate the
target’s fingerprints for the purposes of
electronic detection.

138 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Z
Level 3 Rituals destroyed, you must spill 1 point of Blood on the
ground, causing the wraith to manifest. You must
then immediately begin to siphon the angst from
BATHORY’S BLESSING the wraith. Each wraith has an angst level equal
For some, the study of the dead is a lesson in to its Stock NPC Level. For each point of angst
knowledge; for others, it is a lesson in pain drained this way, you gain one Beast trait as the
and sadistic glee. Legends claim that Elizabeth wraith approaches Transcendence, a higher state
Báthory de Ecsed was a notorious serial killer where her mortal issues are resolved and the
who murdered her innocent victims and bathed soul journeys onward. Multiple necromancers
in their blood to retain eternal youth. Legends may work together to drain the wraith’s angst if
called her the Blood Countess; a savage ruler each knows this ritual. If you are unable to drain
who prized earthly beauty over any heavenly all levels of angst from the wraith in one session,
reward. Giovanni who studied her work the wraith will return to the Shadowlands where
considered her a genius, adapting her practices her angst will be replenished. When a wraith
to suit their own needs. By following her has no angst remaining, she transcends.
teachings and utilizing Necromancy, you can
call upon the Blood Countess to fuel your own EXPLOITATION OF WEAKNESS
necromantic abilities. The rivalry between the Giovanni and the Ventrue
To enact Bathory’s Blessing, you must gather is not a secret as the two clans often compete for
a number of the nearly or recently dead mortal the same resources. Over time, the Giovanni have
bodies equal to your dots in Generation and observed the difficulties the Ventrue have with
bleed all their blood into a large tub. You must their clan weakness and have found a way to
then add 1 point of your Blood to the tub and weaponize it against their other rivals.
submerge yourself in the mixture. Your body Obtain a personal object from your target and
must remain in the pool of blood throughout the burn it. Then, mix the ashes of the item with
casting. Once complete, you emerge with flawless 1 point of Blood and smear the mixture over
skin and an invigorated feeling. You may choose an effigy of your target. By succeeding in an
an additional Social focus which you gain for opposed challenge, you can give your target the
the evening. Killing victims for the sake of this Prey Exclusion flaw (see MET VTM, Chapter:
ritual unavoidably results in the gain of 4 Beast Five, Merits and Flaws, page 265), prohibiting
traits, even if you did not directly take part in her from feeding on a type of mortal of your
the killing. choice. If the target already has the Prey
Exclusion flaw, these effects temporarily replace
DARK ABSOLUTION it. While this ritual is active, the target gains
Necromancers use and manipulate wraiths, no nourishment from the specific restriction.
wielding them like pawns in a cosmic chess- You must declare to the Storyteller what the
match. For the lonely souls who seek absolution, restriction is as the target character is not
this existence can be worse than any afterlife immediately aware and may be required to
could offer. For those wraiths who prove their spend a feeding downtime to discover it. A
loyalty, this is the ultimate gift: final release from character can only be the target of a single
her existence and a chance for peace. instance of this ritual at a given time and if your
target is already affected by Greater Exploitation
To perform this ritual, you must destroy of Weakness or the Ventrue clan weakness, this
representations of the wraith’s remaining fetters. ritual’s effects do not apply. This ritual lasts 30
Once the representation of the final fetter is nights after it is cast.

Expanded Blood Magic 139


GHOSTLY ENFORCER The Usurer collects this as interest on the debt,
The rise of globalization has transformed though she will not take any Blood (or Gnosis
nearly every industry, including that of money or Glamour) if the debtor has 3 or fewer points
lending. While loan sharking was once localized remaining. If the debtor is a mortal, the mortal
in neighborhoods, enterprising Giovanni have will not lose blood, but instead will receive no
adapted with the times, combining ancient rest from that night.
rites with modern needs. As the god of the After the notice is delivered to the debtor, or
underworld, Dis Pater presides over all wealth if the debtor is dead or in torpor, the wraith
and debt, and looks unfavorably upon any who disappears. It cannot be found or summoned
would rob him of his due. This ritual grants again, nor compelled to give information on the
you the power to employ the dead in your debtor (including her location or true identity).
collection efforts, denying rest to those who shirk
their obligations. For a debt to be considered legitimate, it must
meet all of the basic terms that a court of law
This ritual allows you to summon a Usurer; would require; agreement between parties, an
a special type of wraith with the unique power exchange of something of value, and no duress.
to provide notice to someone in your debt In addition, the marker cannot have been given
that their payment is due. To cast this ritual, fraudulently (such as by someone impersonating
you require a contract, IOU, or some token or the debtor). This ritual will function on debts
marker exchanged as part of the agreement. This that have been traded or acquired, provided such
object must originate directly from the debtor; terms were not explicitly forbidden. It must also
a Harpy’s record will not suffice. By covering be somewhat significant; at least a minor boon
the item in 1 point of Blood, the Usurer will or a non-trivial amount of money.
appear and inspect the marker. If the debt is
legitimately owed, the wraith will approve and This sort of collection method is viewed
deliver a message of your making to the debtor. as scandalous by some, but most would
This message is typically a reminder of the debt, view someone who defaults on a debt to
the payment owed, and how to arrange payment. a necromancer as foolish. Unfortunately, the
The wraith will then disappear and pursue the nature of boons does not indemnify the debtor
debtor, wherever she may be, living or dead. As from such extreme means. No individual may be
part of the ritual’s magic, the wraith cannot be affected by this power more than once a month.
followed or affected by powers. The ritual will simply fail if your target has
already been affected by it. Subsequent uses of
The amount of time it takes for the wraith to this ritual will summon a different spirit.
find the debtor is up to the Storyteller, but it will
never take more than 7 days. The wraith will The wraith that is summoned is brought
always find the debtor due to the ritual’s magic forth by specific magical means. It cannot be
and the connection generated by the marker. compelled, coerced, affected by Necromancy,
The wraith is not fooled by the Alternate or summoned again. Any attempt to do so
Identity background or supernatural means of violates the ritual’s magic, and the wraith will
deception or concealment. immediately disappear, unable to be affected.

Once found, the next time the debtor sleeps the


wraith will enter her dream and deliver your
message in a terrifying fashion. The debtor
will begin her next game session missing
3 points of her Blood (or Gnosis or Glamour,
as is appropriate) and 1 point of Willpower.

140 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


STYGIAN FORTRESS — STYGIAN FORTRESS —
No one knows exactly how the Shadowlands
is shaped, only that it is affected by the intense The massive estate juts out of the twisting
emotions of the mortal world. Talented ephemera of the Shadowlands, offering
necromancers harness this power to shape a safe haven to those who dare enter the
small pockets of the Shadowlands into Stygian land of the dead. Though the aesthetics
Fortresses. These locations offer heightened are always slightly different, the heart of
privacy and security, even if they come with an the building is the same — a sprawling
added bit of danger. villa reminiscent of Ancient Rome. Ivy and
turrets might be added by the necromancer,
While in the Shadowlands, you must combine but the building is always recognizable.
1 point of your Blood with the ashes of white
heather, gladiola, and churchyard dirt in Prestige Stock Location
a copper bowl, and then paint the exterior
of a door with the mixture. As you do, the Stock Location Rating: 5
Shadowlands surrounding you ripple and shift,
Qualities: Dead Zone, Haunt, Isolated,
mutating and changing. This continues for 15
Location, Off the Grid, plus one additional
minutes at which time she can open a door
quality of the necromancer’s choice.
directly into a Stygian Fortress; a structure that
exists in the Shadowlands.

Although each Stygian Fortress differs


aesthetically, they are nearly mechanically
identical. Each Stygian Fortress is a Prestige
Stock Location with a rating of 5. The qualities
of the location are: Dead Zone, Haunt, Isolated,
Location, Off the Grid, and one additional
quality of the necromancer’s choice. See MET
VTM Volume 2 Issue 1, Chapter: Five, Core
Rules & Dramatic Systems, page 117.

A necromancer may only have one Stygian


Fortress in existence at any given time. The door
to the Stygian Fortress can only be opened by
the necromancer who cast this ritual, though
others may attempt to gain access to the fortress
through a difficulty 5 Complex Quest into the
Shadowlands. Should anyone exit the fortress,
rather than exiting to the Shadowlands, they will
return to the last location this ritual was cast.
The door and the fortress will retain its potency
for 30 days, though the ritual may be refreshed
once per month by expending a downtime
action. If the ritual lapses, you may cast it again
to gain access to the same fortress with all its
previous belongings. Others may attempt to find
a lapsed Stygian Fortress as described above.

Expanded Blood Magic 141


Z THORN OF THE UNDEAD HEART Level 4 Rituals
Life and death are two sides of the same coin; an
unending cycle that powers itself. The curse of
vampirism preserves life somewhere in between. BALEFUL DOLL
By manipulating and harnessing the energy Fairytales warn of unsuspecting travelers who
released by the dead, the necromancer crafts stumble upon magicians and forest witches only
a powerful weapon hungry for the lifeblood to trade away parts of themselves in exchange
of vampires. for momentary aid. These cautionary tales exist
for a reason, as the hapless travelers soon find
To cast this ritual, you must first unearth a body that what seems to be an innocent request can
that was buried within the past lunar cycle. Nine make them vulnerable to powerful magic. With
white oak tree seeds and 1 point of your Blood this ritual, you can create an effigy of your target
must be forced into the throat of the body, which that carries a powerful curse.
is then buried in the light of a full moon at its
apex. The tree grows with supernatural rapidity, To prepare this ritual, you must first create an
and on the next full moon, it has matured into effigy of a target. You must either have familiarity
what seems to be a twisted sapling. You may with the target or a personal object of hers and
cut a number of stakes from the roots of the have a piece of you target (i.e., hair, nail clippings,
tree equal to your Morality rating. Rather than blood, etc.). The doll can be made of any material
suffering a -3 penalty when attempting to stake but must include a piece of the target worked into
another, wielding a stake made from the roots its construction. This preparation may be stored
only imposes a -1 penalty to your attack pool. for up to a maximum of 30 days, but the target
All other conditions must be met in order to must still be familiar to you at the time of use. To
successfully stake another vampire. cast the ritual, place the doll next to a candle and
light it while visualizing the target. As the candle
Once the stake has been cut and infused with begins to melt, pour the hot wax onto the doll and
power, anyone can use it. Any stakes enhanced let it harden. To complete the ritual, while still
by this ritual must be used within one month, visualizing your target, break the doll into at least
or the power within them fades. Once this stake two pieces, pour 1 point of your Blood over the
pierces a heart, it reverts to a normal stake. pieces, and make an opposed challenge against
your target.

If you succeed in an opposed challenge, the


target gains the Fragile Bones flaw. The effect
lasts for the next hour, unless the effigy used to
cast the ritual is destroyed first. Each doll may
only be used once; to use this ritual a second
time on the same person, a new effigy must be
created. Multiple uses of this ritual on the same
target do not stack, but a second successful
application extends the time of the flaw.

142 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


BODY AND SOUL BROKEN HEART
The dead must put some effort into possessing Some believe death is all violence and blood
a body, and it is a far cry from feeling real life and fire, but it is so much more than that. It
again. Through their studies, some necromancers is the creeping dread of mortality; a reminder
have found ways to attach these lost souls that nothing lasts forever. That is the death you
to bodies, albeit dead ones. With this ritual, reserve for your true enemies — the kind of
you may bind a wraith’s soul into a zombie’s death that slowly suffocates them and drags them
body, and for a year-and-a-day you give the into oblivion.
spirit some aspect of life. This is different
from ordinary possession; the two parts make To enact this ritual, you must obtain an item
a new whole. belonging to your intended victim. This item
must be of some significance to the victim —
Use this ritual to permanently bind a wraith a picture of a deceased loved one, a well-loved
to a zombie by using 1 point of your Blood to stuffed animal from childhood, or a family relic
carve mystic sigils into the undead flesh as your carried from her homeland. Alternately, you
wraith is possessing it. Any willing wraith may may utilize a point of the intended victim’s vitae.
be bound in such a way; should you try to bind The item or vitae must be burned on a bonfire
an unwilling soul or one controlled by another made of weeping willow branches, yew tree,
necromancer, you must first make an opposed and morning glory petals that have been soaked
challenge using your Necromancy test pool to in 1 point of your Blood. Upon completion of
attempt to gain control of the wraith. the ritual, initiate an opposed challenge with
your target, who must be within 10 miles of
Once bound, the resulting creature gains the your location.
Physical abilities of the zombie with the Mental
and Social powers of the wraith, powered by A human affected by the Broken Heart is cursed.
its Pathos. The wraith is not considered to be Within 48 hours, any naturally occurring event
in possession but is in full control of the body. or interaction that causes the victim excessive
Powers that are effective against either zombies excitement, sorrow, or joy, will also trigger
or wraiths, such as the Sepulchre Path, will her immediate death. Although a victim may
be able to affect this creature. These creatures’ be revived if medical services are swift, she
function as Stock NPC Retainers, using the will be trapped in a coma and will only regain
lower stock level of the wraith or the zombie for consciousness if she ingests 1 trait of vitae. Only
the new entity. supernatural investigation will offer evidence
of the suspicious circumstances surrounding
You may create any number of these creatures the death.
up to your levels of Occult skill; should you go
above this number, the first soul you bound If the target is a supernatural creature or
is forced free of its body, wherever it may be. awakened mortal, she finds herself filled
This ritual lasts for 30 days, or until the zombie with sorrow and longing for things lost, and
is destroyed. immediately loses all Social focuses until the
following sunrise. Any attempt to gain a Social
focus fails immediately unless the victim spends
1 point of Willpower to temporarily ignore
the effects of the curse. Although the vampire
cannot identify who attacked her, she knows
without a doubt that someone or something has
supernaturally affected her.

Expanded Blood Magic 143


FELL FAMILIAR
Stories of ghostly possession are not limited
to human vessels. Horror is rife with tales of
animals filled with a touch of the otherworldly;
once gentile souls who turn on their masters with
feral savagery. You have the power to imbue
an animal with a ghostly soul, filing it with the HAND OF GLORY
rage of the undying. To do so, you must feed the
A Hand of Glory is one of the more infamous
animal a quantity of human flesh from a victim
and gruesome creations that accompanied the
who died in an animal attack.
spread of magic and superstition. By ritually
This ritual prepares a living animal to serve as severing and preparing the hand of a murder,
a vessel for a wraith. You may force a retainer you can create a powerful object with the ability
of yours to possess it, or may use a nearby to paralyze the occupants of a home.
Stock NPC wraith. The now-possessed animal
To create a Hand of Glory, you must prepare the
is controlled by the wraith, who retains its
item in the traditional manner. First, a severed
human intelligence and is bound in this form
hand of a condemned murderer is wrapped in
for a year-and-a-day or until the animal’s body is
a linen funeral shroud, before being placed in
destroyed. The wraith possesses the full faculties
an earthenware jar with spices. After a fortnight,
of the animal and may use its own powers as
the hand must be removed from the jar and
well. For the purpose of determining test pools,
smeared with a mixture consisting of 1 point
the Fell Familiar uses the higher stock rating of
of your Blood, fern, and vervain, before being
the two, though it may use specializations from
dried in a wood-burning oven. Once a Hand of
either. It may be affected by both Animalism and
Glory has been created, it requires a monthly
Necromancy, and by similar powers that affect
sacrifice of 1 point of Blood to preserve its magic.
animals and wraiths.
Anyone may activate a Hand of Glory once it has
Most wraiths are loathed to possess animals, been crafted.
considering the practice demoralizing. They are
To activate the Hand of Glory, the vampire must
known to lash out, which is why such animals
place a candle in the fist of the mummified
are typically considered poor-tempered. They
hand and light it. Once the candle has been lit,
have few qualms about attacking humans or
all mortals within a building no larger than
putting the lives of their hosts at risk for should
a 3-story residence or medium-sized office
the animal die, the wraith will be freed from
building fall into a deep sleep and cannot be
captivity. If you choose, you may assign a task
roused. Occupants who are supernatural in any
to the wraith which will end the ritual’s effects
way, including ghouls, kinfolk or fae-touched,
should the wraith complete the task.
are not affected by the Hand of Glory. This
You may have only a single active instance of effect lasts for one hour, unless the candle is
this ritual at a time. If you cast it again, your extinguished prior. You may use a Hand of Glory
previous wraith is released. five times before it ceases to function.

144 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Z
Level 5 Rituals Each person within this area who should have
died immediately knows that their very existence
is unnatural. Often these victims are left in
BIND DEATH’S SICKLE excruciating pain, begging for a death that is
While the coming of death brings sadness and not forthcoming despite obviously fatal wounds.
grief, most can acknowledge its necessity in the This phenomenon persists until the following
cycle of life. For if death ever ceased, the pain sunrise, when every victim screams out at the
and misery resulting from a life prolonged would same time before dying. Needless to say, this
carry its own cruelty. This ritual allows you ritual is a profound breach of the Masquerade.
to temporarily ward an area from death itself, Wraiths created in this fashion are often volatile
trapping the dying in their earthly shells and and unstable, adding further chaos to the event.
denying them release.
This ritual is rarely used in modern days in
This powerful ritual requires at least 2 but no order to protect the Masquerade. However,
more than 6 participants, though only one must it remains an extremely powerful tool for
possess the ritual. Participants must either have terrorizing Camarilla members who refuse
Necromancy or 3 dots of the Occult skill (Stock reasonable discourse.
NPCs cannot meet this requirement). This ritual
must be performed on consecrated ground. Each GREATER EXPLOITATION OF WEAKNESS
participant must donate 1 point of Blood into
Sometimes it is not enough to simply deny
an ornate silver box. The lead ritualist must
someone the ability to find sustenance – desperate
then add crushed nightshade berries and 1 point
of her own Blood. The box is then sealed and times call for desperate measures and even the
set on a pedestal surrounded by white irises. greatest of enemies must be brought to heel. The
In the Shadowlands surrounding the area, necromancer intent on revenge can do more than
all wraiths immediately become agitated and troll their target’s weakness; they can make her
instantly aware that something is not right. unlife literally hell. By calling forth this curse
They gain a +1 wild card bonus to any challenges on an unsuspecting target, you can force her to
when manifested. crave the vitae of whatever you choose, even if she
previously has a feeding preference.
The effects of this ritual impact an area the size
of one mile per level of Necromancy possessed This ritual is similar to Exploitation of
by each ritual participant. Until the following Weakness, except you can remove all feeding
sunrise, no natural deaths can occur within this options, save one. You must possess the specific
area. Instead, each soul that should have died is blood type of the new feeding restriction, which
immediately marked and chained to the location may require downtime actions to obtain, but
to ensure the creation of a wraith upon their may choose the defining characteristic from
eventual death. At some point before sunrise, the qualities possessed by the donor. When
the necromancer must open the box, triggering the ritual is enacted, you must spend 1 point
the delayed death of the victims and releasing of Blood and engage in an opposed challenge
powerful necrotic energies. The ritual participants against your target. If successful, the target
must spend 10 Willpower points between them to immediately is aware of the new feeding
mitigate the powerful energies that spring forth. restriction as they develop a mild craving for the
This Willpower cannot be regained for 30 days new blood type. The Storyteller has the final
or the next game session, whichever is longer. If say on the appropriateness and availability of
the Willpower is not spent or if the box is not the feeding restriction (for example “red head
opened at sunrise, death lashes out and renders people who have been to the moon” would not
all participants torpid. be appropriate). The characteristics of the

Expanded Blood Magic 145


blood requirement cannot include disease, the wraith will review and return subject to the
blood alcohol content, or drugs. This ritual will same limitations (the return fee is included in
override the Ventrue clan weakness and the Prey the initial payment).
Exclusion flaw. If the target attempts to feed
The amount of time this takes is indeterminate.
from anything except what the necromancer
In game terms, the Storyteller will facilitate the
declares, the blood immediately turns to ash in
process, reviewing and approving the content of
her mouth. A target may not be affected by both
each message. If the recipient is a deceased PC,
the lesser and greater versions of this ritual.
the Storyteller may choose to contact her player.
This ritual lasts for 30 days.
While in game terms the wraith is capable of
finding anyone, it may refuse a request which
LETTERS FROM BEYOND the Storyteller deems unfit for her chronicle.
Grief is by its very nature intertwined
The message sent must be to a person of
with regret. Final separation brings with it
significance to the writer of the message.
a torrent of unexpressed thoughts and feelings,
Writing a letter to an admired person who
conversations lost, and words unspoken. Some
the writer never met will not meet the ritual’s
pursue Necromancy in an attempt to alleviate
requirements. In addition, in the event the
these regrets, reliving a cherished relationship
recipient is or might be dead, neither of the
and thwarting death itself. This ritual allows you
messages may seek or disclose any information
to write a letter to anyone, living or dead, and
about the circumstances of the departed’s death.
receive a reply.
The Harbingers are uninterested in involving
This ritual lets you summon a special type themselves in affairs beyond the shroud and
of wraith called a Harbinger who will take will refuse any such requests. The message must
a prepared message to a dead individual. This also not seek or disclose any information as
must be a handwritten note prepared on 3 or few to the disposition of the departed soul, or any
information that might inform the living about
sheets of paper using ink mixed with 1 point of
the nature of death and the afterlife. It is simply
your Blood. When the ritual is cast, the wraith
a personal letter; the kind she may have written
will appear and review the message and the
before her death.
information concerning the intended recipient
to determine if it meets its approval. If it does, You may only cast this ritual once every 6
the wraith must then be paid to carry out its months, though the Harbinger denying your
services. If the recipient lived a truly virtuous request does not count as a casting. Those rare
life the fee could be as low as a few common few who have mastered this ritual are known to
coins, while less virtuous souls require greater demand exorbitant prices for its performance.
payment such as gold or other precious materials There are no known instances of this ritual
or stones. The typical vampire requires the successfully contacting an Antediluvian or other
equivalent of an expenditure of Resources x3 or being of extraordinary power; the Harbingers
greater. The Harbinger may raise or reduce its will simply refuse any such request.
fee at the Storyteller’s discretion.
The wraith that is summoned is brought
Through the power of the ritual, the Harbinger forth by specific magical means. It cannot be
will be able to locate its recipient, wherever she compelled, coerced, followed, affected by powers,
may be, living or dead, and deliver the letter. or summoned again. Any attempt to do so
The recipient will then have 24 hours to write violates the ritual’s magic and the wraith will
a reply (writing materials are provided), which immediately disappear, unable to be affected.

146 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


WE ARE LEGION
Few things are more capable of striking fear into
the heart of the enemy as a legion of undead
bearing down on them. Though this ancient
ritual was once commonly used as a final option
in times of discord, it has rarely seen use in
modern nights due to the severe damage to the
Masquerade that it inevitably inflicts.

This ritual draws the discarded remnants of


dead bodies that decomposed in the nearby area
to provide a supply of vessels for reanimation.
To perform this ritual, you must prepare a true
corpse by force feeding it food from a funeral
repast until its stomach is full. The corpse must
then be reanimated using Shambling Hordes
(see MET VTM, Chapter Four: Disciplines,
page 175). The zombie is then buried as 3 points
of your Blood is spread around the area.

One hour later, a number of zombies equal to


three times your Occult score will erupt from
the consecrated earth. This legion of creatures is
composed of 3-point Stock NPCs that act with one
mind. The horde will follow simple commands,
and functions as a group. For example, you cannot
command half of your horde to follow one enemy
and half to follow the other. If powers are used
to enhance the legion, it may only have a single
instance of a power in effect as if the legion were
a single target; the legion may not have multiple
applications of the same effect or have effects that
only target some of the zombies.

All of the zombies are created by summoning


remnants of decomposed corpses from the area.
This results in a wave of creatures that are
unclothed, patchworked together from multiple
parts, and appear to be utterly nondescript
people. Should one be killed, the creature
crumbles to the ground and turns to ash.

The legion does not count against your limit


of zombies based on your Occult skill level.
A necromancer may only summon one legion
within a lunar cycle. At sunrise, any zombies
created by this power immediately crumble
into dust.

Expanded Blood Magic 147


Thaumaturgy
X

The Green Path

“Learn from the wilds of the rainforests. Appear to bend from above
when the harsh winds blow, but from below… grow and conquer the masses.”
— Aithne Frigg, the Professor of Perennials, Regent of Clan Tremere

The Green Path draws upon the metaphysical Green Path thaumaturgists have studied
connection to earth, plants, and organic the success of nocturnal plants and organic
materials. A craft as old and arcane as magic materials at such lengths that the plants they
itself, the practitioners of the Green Path are grow thrive and survive under the moon’s soft
as diversified in their magics as plants are in glow. The success of a cultivated garden by
their species. Used for healing, self-progression, a Master of the Green Path stems from the key
protection, and destruction, plants give ingredients of blood, moonlight, and the power
thaumaturgists new knowledge of the potential of the occult.
of the world around them; empowering insights
beyond the archaic methods of herbalism that
enable them to communicate in a transcendent Green Path Test Pool
and symbolic language that reflects the inner
workings of the natural world. Mental attribute + Occult skill versus target’s
Physical attribute + Dodge skill
Masters of the Green Path can be found in
a botany lab experimenting on seedlings
and in massive greenhouses. Rumors have
persisted throughout the centuries of isolated
bioarcanists, so consumed by the pursuit of
their dedicated practice that they lost touch with
vampire society.

148 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


● SANGUINE HARVEST and strong. You may maintain any number
As immortals, vampires do not need water or of ghouled plants, creating lush gardens and
food to exist, but that does not mean they do not exquisite greenhouses for your enjoyment.
long for a taste of what they once craved in their You may also cultivate a small number of
breathing days, a connection to their lost human your plants to generate twisted fruit, seeds,
life. Through centuries of study in alchemy vegetables, or legumes with mysterious or
and botany, the bioarcanists have perfected the enhanced properties. You may spend a single
means of infusing plants with vampiric life, downtime action to cultivate your plants. If you
causing them to produce food, beverage, healing do, at the start of the next game session you
salves, herbal supplements, and even poisons may harvest a single plant, plus a number of
all fit for vampire consumption and use. This additional ghouled plants equal to your dots in
creation of vampire life within plants is the basis the Science: Botany skill. Bioarcanists are often
for mastery and understanding of the Green particular about which plants they imbue with
Path of thaumaturgy. various effects and certain fairytale enthusiasts
Spend a point of Blood and use your standard are known to deal exclusively in apples, while
action to feed your Blood to a single plant. As others maintain the pomegranate is the superior
a result, the plant becomes a ghouled version vessel. Regardless of their form, these items can
of itself; however, it does not become a Stock be consumed by vampires, but do not provide
NPC nor can it acquire disciplines. Instead, it is them with a nutritional benefit unless otherwise
infused with life and vitality, growing healthy stated. Choose one of the following benefits:

Expanded Blood Magic 149


‡ Aesthetic: The specimen you create is Consuming or using one of these items requires
especially beautiful or otherwise captivating a standard action. Once harvested, these items
to the senses. It has a special appearance, are perishable and will lose all potency after
taste, fragrance, or any combination thereof 1 month. This duration cannot be extended
which you may choose. You create 5 of these through mundane or magical means. Items
items per harvest. These items can trigger the created in this way cannot serve as a sympathetic
Toreador clan weakness. For example, flowers link to their creator and do not create a blood
can trigger the Toreador clan weakness with bond when consumed nor do they turn mortals
their appearance, while other items may need into ghouls.
to be consumed or processed into oils or
perfumes to captivate a Degenerate. FOCUS [INTELLIGENCE]: Your specimens
are especially abundant. You gain an
‡ Blood Sack: Your plants are able to create additional 2 items per harvest.
a fruit capable of providing sustenance to
vampires. Biting into it and consuming its
juices restores 1 Blood point. If you have ●● BOUGHS BELOW
the personal Masquerade Merit you can eat The strength of a plant, like the strength
the fruit instead to gain its benefits, though of a thaumaturge, draws power from the
you must still vomit it later. However, due foundations and roots of its existence. By
to vampiric physiology, a vampire cannot channeling the essence of the plant, the
stomach consuming more than 3 items with bioarcanist frees it from its confines of dirt and
this quality in a single night and will vomit mud and compels its growth to hinder and trap
any additional Blood Sacks beyond the third her foes.
receiving no benefit from the consumption.
You can create 3 of these items per harvest. Spend a point of Blood and use your simple
action to activate Boughs Below. For the next
‡ Bountiful: You cultivate edible foods in 30 minutes you gain the ability to spend your
a substantial volume. Each unit supplies one standard action to ensnare a single foe as you
night’s worth of food for up to four humans cause roots to spring from beneath her. This
or human-sized herbivores. Each harvest has effect is magical in nature and will function as
7 items. capably on the 3rd floor of a hotel constructed
‡ Hallucinogenic: Ingesting such an item causes from glass and steel as it would outdoors. If you
potent hallucinations in humans and vampires. succeed in an opposed challenge, your target
See MET VTM, Chapter 7: Core Systems, becomes Grappled (see MET VTM, Chapter 7:
page 286. Each harvest has 3 items. Core Mechanics, page 280). Unlike a standard
‡ Knock Out: Ingesting this item causes application of Grapple, you can move and act
a temporary loss of consciousness. This does as normal without ending the effects. If an
not affect vampires. See MET VTM, Chapter individual Grappled by this power attempts to
7: Core Systems, page 286. Each harvest has escape, she must succeed in a static challenge
3 items. using her Physical attribute + Brawl or Melee
skill versus your Mental attribute + Occult
‡ Restorative: This item can be made into skill. If the individual succeeds in the contested
a salve that cures 1 point of damage regardless challenge to escape the Grapple, you may not
of type. It can be used on both vampires and retest using Willpower. You may ensnare any
mortals. Each harvest yields 1 use. target within your line of sight, provided she is
‡ Toxin: This item is poisonous (Virility 10) no more than 10 feet off the ground or floor.
and harmful when ingested by mortals or
vampires. See MET: VTM, Chapter 7: Core
Systems, page 286. Each harvest has 3 doses.

150 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Exceptional Success However, you can be affected by another
Your vines ensnare and move your target. You character’s use of this power. Multiple
may move your target up to 2 steps in any applications of this power do not generate
direction if you choose. a cumulative penalty.

FOCUS [WITS]: Targets who are Grappled FOCUS [WITS]: When you activate this
by your use of this power are also Disarmed. power, you may exempt a number of allies
If you are within 3 steps of your target, have equal to your dots in the Occult skill from
a free hand, and spend a simple action, your this power’s effect.
summoned vines will hand you the item
your target once held. ●●●● CHLOROKINESIS
Plants are living and breathing organisms
●●● NIGHTSHADE’S REPOSE capable of communicating in ways scientists
By channeling the pollination and mystical have only recently come to realize. Through
properties of one of the deadliest plants known to complex root structures, plants can share
man, you can harness the destructive properties information about invasive species, basic needs,
of Nightshade causing it to burst forth from and even share nutrients among connected
your pores. Those who remain close to you are species. Well ahead of the pace of science, ages
subject to its power, rendering them in a state of ago bioarcanists adapted their Thaumaturgy to
thaumaturgical vulnerability. exploit these networks. To that end, you have the
power to elicit a variety of helpful effects from
Spend a point of Blood and use your simple nearby flora, enlisting them as your servants or
action to release a magical plume of atropine directing their growth.
and scopolamine from your pores that emanates
in the air around you, 5 steps in every direction. Spend a point of Blood and your standard action
All characters within this area become more to channel your connection with the botanical
vulnerable to blood magic, receiving a -3 world to create one of the following effects:
penalty to defend against any direct attacks by
Thaumaturgy, Necromancy, or Abyss Mysticism
‡ Green Thumb: You can create, shape, and
powers or rituals. This applies to your powers manipulate plants, including wood, vines,
and to powers used by others on the affected moss, or specific parts of a plant, such as
characters. This penalty only applies to blood leaves, seeds, roots, fruit, and flowers. You can
magic that causes an immediate effect on your cause a single plant to grow up to its full size
target; if a power or ritual augments your ability and can revive withered or dead plants.
to strike a target, such as Hand of Flame, this ‡ Leave Only Footprints: You can call upon the
bonus does not apply. carrion power of nature to cleanse a natural
outdoor area 30 feet in diameter of any signs
When this power is active, targets within 10 of foreign disturbance. This power requires
steps will notice the distinctive smell of the the area to be covered in soil or natural rock;
scented flowers of the perennial Nightshade, a suburban lawn is fine, but an outdoor
with you as its source. Having this power actively parking lot is not. Over the next 5 minutes,
precludes you from benefiting from supernatural any bodies instantly decompose as biomass
concealment, such as Unseen Presence. Further, is absorbed into the earth. This includes
Mask of 1000 Faces cannot disguise this odor. corpses, ash, pools of blood, clothing, and
As the source of this effect, you do not suffer the small inorganic personal items. Powers such as
-3 penalty to defend against Blood Magic. Spirit’s Touch and Wooden Tongues will not
reveal any information about the body.

Expanded Blood Magic 151


‡ One With the Forest: You form an empathic ●●●●● CARNIVOROUS ROOTS
connection with the nearby flora. You Mortals forget the destructive power of a tree’s
understand the relative health and needs of all roots until it is too late, unaware as they spread
nearby plants. While they are not intelligent deep underground, wrapping around gas lines,
enough to communicate, they can sense and uplifting and cracking cement, and shifting
confirm the presence of other parties. While buildings in their wake. The bioarcanists have
this power is active, you may use it to track turned the destructive power of roots to their
targets in a rural or wilderness setting. You advantage, imbuing them with the ability to
may also use your Occult skill in place of the syphon life energies.
Survival skill if you choose. See MET VTM
Volume 2 Issue 1, Chapter: Core Rules & Once learned this power is always active. When
Dramatic Systems, page 111. This effect lasts using Boughs Below, you may target up to 3
for 30 minutes. individuals, making a separate challenge against
‡ Sylvan Sentry: You can designate a single each. If you spend a point of Willpower to retest
plant as a sentry. The plant must be at least against any of them, you may also retest against
as large as a shrub or hedge. Should anyone any remaining targets who you have not tested
besides you come within 3 steps of your against without spending additional Willpower.
designated plant, you will receive a psychic In addition, at the end of the turn, if you have
notification. However, you will not know the a target Grappled by Boughs Below, you may
identity of the trespasser or the number of drain her of a single point of Blood which you
people. As plants do not have minds, they may then absorb. Traits of Blood absorbed in
cannot be affected by the Obfuscate power; this way are purified through a complex system
however, your plant sentry cannot see across of roots and do not convey any harmful effects,
the Shroud or the Gauntlet and cannot detect such as the blood bond.
Wraiths or Spirits. You may only have a single
sentry designated at a time, and this power FOCUS [INTELLIGENCE]: Targets who are
lasts only a single night. Grappled by Boughs Below are considered
‡ Terra Form: You can awaken a single plant, valid targets for your powers that require
causing it to uproot from the soil and “walk” you to directly Grapple your target, such as
for a short time. Plants animated in this way Cauldron of Blood, Withering, or Necrosis.
may move at 1 step per turn and can take no Only disciplines and Thaumaturgy powers
other actions. You may command it to root may be used in this way; techniques and
itself in the ground as you like, or it will do elder powers cannot. Any activation costs for
so on its own when this power ends. If no soil those powers must be paid separately from
is immediately available, it will seek out the those required for Boughs Below. Note: This
nearest patch. This effect lasts for 30 minutes. effect does not allow a subsequent single
target power to be used to affect all targets
FOCUS [INTELLIGENCE]: You can compel Grappled by Boughs Below; however, you
various microflora and tiny organisms to may choose which target is affected.
serve your will as effectively as a standard
plant. You may use One With the Forest
and Leave Only Footprints indoors and in
primarily urban settings as if they were an
outdoor setting.

152 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
The Path of Caelestikinesis

“Intellego Astra Rego Fatum!”


— Payton Kincaid, Apprentice of clan Tremere

Since time immemorial, humans and vampires While science holds dominion over the world
alike have gazed at the night sky, wondering of mortals, astrology maintains its hold over the
about their place in the universe. In the early psyche. Humanity may fully understand that
history of astronomy, Earth was regarded as stars are burning spheres of plasma millions
the center of all things. By the 16th century, of miles away, yet people still look to their
Copernicus proposed that Earth and other astrological signs for guidance.
planets orbited the sun. A century later, Newton
discovered measurable forces between objects. Ancient thaumaturges embraced the stars
By the 20th century, Einstein had formulated as a source of power, aligning their magics
his General Theory of Relativity. Each of these with the turning of the seasons and the
advancements caused a profound shift in the movement of the cosmos. While known by
understanding of the cosmos. many names throughout the years, the modern
Caelestikenesis implies that users can create,
Alongside the scientific endeavors of cosmology shape, and manipulate the cosmos. This
are the religious implications of this knowledge. reflects a modern understanding of astronomy,
The profound nature of religious cosmology combining inherent spiritual beliefs with
delves into the spiritual aspects of the cosmos scientific understanding. Through the powers
and is not limited to experimental observation of Caelestikenesis, a thaumaturge can alter the
or theories and hypothesis. Instead, it concerns physical and spiritual attunement of the cosmos.
the myth, meaning, and stories that surround
the religious implications of this knowledge.

Expanded Blood Magic 153


● PERFECT CENTER
In ancient times, ships navigated by attuning
their movements to a lodestar; a star chosen for ●● GRAVITY WELL
its constancy, visibility, and reliability. For many Objects exert gravitational force upon each other
sailors this was Polaris, but in the Southern relative to their size and the distance between
Hemisphere the Southern Cross was the point them. Even distant and lonely objects exert some
of reference. Regardless of where you are, you pull, while nearby objects maintain an orbit.
are attuned to movement of the heavens and By invoking Gravity Well, you can magnify the
can discern your location with practically no gravitational pull that your physical form has on
effort. This attunement is strong enough to aid other living objects, forcing them closer to you.
you in the face of powers that seek to disrupt
your bearings. Spend one point of Blood and your simple
action to surround yourself with a significant
Once learned, this power is always active. You gravitational pull. Once activated, and at the
are aligned with the stars, the seasons, and beginning of the everyman round, all characters
the celestial flow of the universe. You always within 10 steps of you must take one step directly
know where you are geographically and can toward you. This step does not count toward
find your current or previous location on their movement rate or actions and is done
a map or give fairly approximate coordinates. outside of initiative. If a character is affected
You have this ability even if you are indoors by multiple Gravity Wells, she takes a direct
or underground. In addition, unless you are step toward each in the order the Gravity Wells
influenced by a supernatural power, you cannot were created.
become lost as long as you are in the physical
realm, or in another plane where you have This movement is considered involuntary.
an applicable Lore specialization. If you are Therefore, a creature who has been ordered
involved in any challenges that affect your sense through the use of Dominate to remain in place
of location or your ability to locate something or will still move; however, a character with the
someone, such as the elder power Mental Maze, elder power King of the Mountain does not have
the werewolf gift Trackless Wastes, tracking to move. Environmental effects that regulate
challenges, or the ritual Illuminate the Trail of movement still apply, such as if a character is
Prey, you gain a +3 bonus to these challenges. chained to a wall; such characters cannot move
beyond the limits of their confinement. Effects
In addition, you may spend 1 point of Blood that rely on voluntary movement, such as Rigor
and your standard action to immediately gain Mortis, are not influenced by this movement.
familiarity with your current location. Characters involved in a Grapple move together.

FOCUS [PERCEPTION]: When you lose Gravity Well lasts for 10 minutes and only
a test against a power that involves your affects living or unliving creatures; inanimate
sense of direction or location, such as objects and non-ambulatory life such as
tracking challenges or the above examples, plants or dead creatures are not affected.
you gain a retest without having to spend A character may only conjure one Gravity Well
Willpower. This retest acts in all ways like at a time. If she conjures a second, the first one
a Willpower retest. immediately ends.

154 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


FOCUS [WITS]: Your Gravity Well extends to challenges where it may not normally be
an additional 5 steps. In addition, you can used. You must make your target aware of this
invoke Gravity Well on a static location power such that she can modify her test pools
rather than having the power’s effect accordingly. This applies only to the initial
centered on you. Once you have created challenge; a power such as Countermagic that
a static Gravity Well, the effect remains removes magical effects could end this power but
stationary even if you centered the Gravity not a non-magical lasting effect such as Dominate.
Well on an object that is then moved. If the
origination of a Gravity Well is not centered FOCUS [WITS]: A character remains
on you, you may choose whether you are Disrupted until the end of the next turn.
subject to its pull. In addition, while Disrupted, characters with
the Deep Sleeper flaw have their skills capped
at 2 and characters with the Light Sleeper
●●● CIRCADIAN DISRUPTION merit have their skills capped at 3. Multiple
Tied to the cycle of day and night, a circadian applications of this effect are not cumulative. If
rhythm is the natural internal process that a character is subjected to both the focus effect
regulates the sleep-wake cycle of all living of this power and the standard effect, apply
creatures, down to the smallest bacteria. Even whichever penalty would last the longest.
unliving vampires are supernaturally compelled
to sleep during the day, and when disturbed ●●●● SYZYGY
or forced awake, they are sluggish to act. By
disrupting the circadian rhythm of a creature, Syzygy is the alignment of astronomical objects
you limit her ability to concentrate and perform that occurs during an eclipse or an occultation.
to the best of her ability. The act of two celestial bodies joined in cosmic
dance bears special meaning in astrology,
Spend 1 point of Blood and a simple action to symbolizing a rare union of special significance.
activate Circadian Disruption. You immediately You can create a temporary union between
emanate a noticeable aura of lethargy. For the yourself and another, intertwining your fates for
next 10 minutes, whenever you succeed in an a brief period of time.
offensive challenge using your Mental or Social
attribute, any targets you succeed against also Spend 1 point of Blood and your standard
become Disrupted in addition to the power’s action to make an opposed challenge as you
standard effects. While Disrupted, a character seek to magically splice two fates together.
experiences momentary lethargy. This limits If you succeed, you and your target become
her skills to a maximum of 3 for the purposes Attuned to each other. While you and your
of forming offensive and defensive test pools. A target are Attuned, any negative supernatural
character remains Disrupted until the end of her power currently affecting you also affects her.
next action. Multiple applications of this effect For example, if you are suffering from the
are not cumulative. Dementation power The Haunting, your target
likewise suffers from it. If your target is the
While Disrupted, characters with the Light source of the negative power, she may choose to
Sleeper merit have their skills limited to 4 end the effects normally.
instead of 3. Creatures who do not sleep, such as
zombies, are immune to this power. This power only deals with active powers
that have a duration of one day or less and
Using this power in conjunction with another not lingering effects such as the blood bond,
power makes the challenge magical in nature. Conditioning, or rituals such as Blood Contract.
Therefore, merits such as Magic Resistance, In addition, it only transfers status-related
Countermagic, or certain flaws may apply effects of powers and not physical effects or

Expanded Blood Magic 155


damage. For example, the damaging effects of ●●●●● ECHOES OF ANTHELIOS
Psychic Assault, Withering, or Engulf are not The Red Star is a mysterious heavenly body
transferred, but if you are subjected to Dagon’s which appeared on July 15, 1999, heralding a time
Call and an Attuned target spends Blood, she of great trouble and turmoil. Known by many
would take damage from Dagon’s Call. names — Wormwood to the vampires, Anthelios
If the target of this power uses or has used any to the werewolves, and the Eye of Balor to the fae
powers that are affecting you, you are considered — the phenomenon was universally believed to
the originator of powers that affect her through be a sign of the End Times, specifically Gehenna
Syzygy. For example, if another character uses for vampires. The final power of Caelestikinesis
Dread Gaze on you and (once cornered) you allows you to manipulate the residual energies
use Syzygy on her, you must avoid her, and she of this event, focusing them on an individual and
must avoid you. If you are affected by a power incapacitating her will through visions of her
from a third party, that third party remains the own doom.
originator. For example, if another character Spend 1 point of Blood and your standard action
uses Entrancement on you and you use Syzygy to make an opposed challenge. If you succeed,
on another target, both you and your target are your target’s fate becomes intertwined with
Entranced to the third character. As the conduit, the star of destruction and calamity. While
the effects are one way; you are not affected by affected by Echoes of Anthelios, your target
any powers affecting your target. cannot spend Willpower to retest challenges or
If an effect you are under expires or ends, it achieve exceptional successes. However, if she
immediately ends for any target you are Attuned has an ability that allows her to retest without
to. You may only have a single instance of spending Willpower, such as Iron Will or
this power active at a given time with a new Magic Resistance, she may use those abilities to
application replacing your previous instance. retest normally. If your target has an effect that
automatically grants her an exceptional success,
This power lasts for 1 hour or until you have lost determine an exceptional success normally.
sight of your target for 5 turns.
Echoes of Anthelios lasts for 5 turns. During
FOCUS [PERCEPTION]: While Attuned, this time, your target feels a foreboding sense of
you may gain the positive benefit of one existential dread.
supernatural power from which your target is
currently benefiting. This must be a standard FOCUS [WITS]: Instead of losing the ability
power from levels 1 through 5 or a technique; to spend Willpower for a retest, your target
you may not gain the benefits of elder or loses the ability to retest challenges. Merits
Luminary powers in this way. You do not need such as Iron Will or Magic Resistance do not
to know the precise name of the power, but grant her the ability to retest.
you do need to be aware of it. This positive
benefit lasts until your chosen target no longer
benefits from it or no longer has it active.
Bonuses that do not originate from powers,
such as a werewolf’s innate shapeshifting or
merits, cannot be duplicated. Note that each
level of Celerity, Potence, and Fortitude are
counted as separate powers, and you may
not benefit from the same power twice. If the
chosen power’s duration ends, you may spend
a simple action to choose a new power.

156 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
The Path of Neptune’s Might

“Water holds many secrets. Waves and currents ensure that such things remain hidden.
I suggest you reconsider your position and alter course, else you too many be lost at sea
like so many before you.”
—Judson Hare, Tremere

Water is a fundamental component of life. For long before the burning of the Alexandrian
most creatures, water ranks as one of their Library. Greek historians claim that this power
greatest needs, second only to air. For humanity, originated from the tributaries of the River Styx.
access to water has shaped the growth of Even more ancient Mesopotamian scholars claim
civilizations, carried the ships of war, and served this power was even older, originating from the
as a barrier to distant and mysterious shores. It banks of the Tigris and Euphrates in the Fertile
is no wonder that ancient miracle workers and Crescent. Whatever its origins, during the Age
modern thaumaturges alike have sought to exert of Discovery thaumaturgists popularized it,
mastery over water, harnessing its power for
renaming it after the ancient Roman god of the
a variety of effects.
Oceans. It is said that this path was particularly
Many thaumaturge historians have argued over popular amongst the great powers seeking to
the origin of this ancient path. The Followers of conquer the New World. It is no secret, however,
Set claim that magicians of the pharaohs used that the Sorcerers among the Setites and
the mystical properties of the blood and the Assamites blanch just a little when they hear the
power of the Nile to fertilize the lands of Kemet modern name of this particular path.

Expanded Blood Magic 157


NEPTUNE’S MIGHT ● WATER MASTERY
AND SUCCESSIVE APPLICATIONS Some say the sea is the memory of the world,
The powers of this path are like the sea as the preserving her secrets and treasures for a future
storm rises – slow at first, but substantial at age. Many cultures hold reverence for bodies of
its peak. As such, successive applications of water that sustain life and grant reprieve to the
the same power to a target will cause either weary. You have the talent for communing with
a new effect or cumulative effects. If an effect the seas, lakes, streams, and even small ponds;
is titled “Cumulative Application” it stacks peering into them as you would another’s soul,
with the effects of the prior or subsequent use learning their secrets and the truth of what is
of the power on the same target. If the word hidden within the depths, and causing them to
“cumulative” is not in the title, the effects do not react to your will.
stack; instead, the effects of the new application
apply. The effects of successive applications You can commune with a pool of water, causing
apply regardless of whether you or a different it to obey your commands. Spend your standard
practitioner select the same target who is action and 1 point of Blood. You may choose to
already under the effect of that same specific pour the blood into the water in an offering to
Neptune’s Might power. However, successive and the spirits, though this is not required. The pool
cumulative effects do not last indefinitely; after of water will respond to you as follows:
10 minutes have passed since the last application, ‡ First Cumulative Application: You may
any successive uses are once again considered choose to influence the composition of the
a first application. Choosing to end a power’s water, raising or lower its temperature. In
effects prematurely does not reset the application large bodies of water, you can only alter
counter but instead begins the 10-minute period. the temperature up to one square mile in
Example: Tacy the Tremere targets Brittnie radius around you by a few degrees. In small
the Brujah for the first time that night with ponds or bodies of water no larger than an
Prison of Water. Tacy is successful and Brittnie olympic swimming pool you can change the
suffers the effects of the first application of the temperature to a deep freeze or just below
power. While Brittnie is suffering the effects of a boil or anywhere in between. This effect
the first application of Prison of Water, Tyrone lasts for 1 hour. During this time, you may
the Tremere successfully targets Brittnie with alter the temperature within the permissible
Prison of Water and, because the effects of range by spending another standard action.
this power are successive and not cumulative, The temperature change occurs over the span
Brtitnie now suffers only the effects of the of one turn. A character trapped in a body of
second application of the power. Tacy and water frozen with this effect must succeed in
Tyrone then leave the area. Thirty minutes a static challenge using her Physical attribute
later, Brittnie encounters Tacy again, and + Brawl test pool against a difficulty of 10
once more Tacy successfully targets Brittnie to escape.
with Prison of Water. Because so much time ‡ Second Cumulative Application: You can
has passed since Brittnie was last under the now enter into a communion with the pool of
effects of an application of the power, she now water. You may ask the pool of water to reveal
suffers only the effects of the first application an event which took place within the past 24
of Prison of Water. hours which will be replayed in the reflection

158 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


of its depths, visible to all. Alternatively, you Spend 1 point of Blood and your standard
may ask it to reveal the location of any item action to make an opposed challenge using
which may be immersed or submerged within your Mental attribute + Occult skill versus
it. In larger bodies, this ability is limited to the target’s Physical attribute + Dodge skill
objects and events within a single square mile targeting a character within your line of sight. If
of your current location. you succeed, watery chains manifest and wrap
‡ Third and Subsequent Cumulative themselves around your target. She is affected
Applications: To a limited extent you may as follows:
command the water to animate. You may ‡ First Application: Your target receives a -5
ask it to part up to 100 yards so that you and penalty to her initiative score. In addition, she
any allies may pass. Alternatively, you may is reduced to a maximum of 3 steps per each
direct it to surge against a vessel no larger simple action spent on movement.
than a fishing boat or living target that is in
the water or against a living target within ‡ Second Application: Your target’s total penalty
5 steps of it. Initiate an opposed challenge is increased to a -10 penalty to her initiative.
using your Mental attribute + Occult skill In addition, her movement is now limited to
versus the target’s Physical attribute + Dodge a maximum of 2 steps per each simple action
or Drive skill, as appropriate. If you succeed spent on movement.
against a vessel it becomes capsized, and if ‡ Third and Subsequent Applications: The
you succeed against a living target, they are tendrils freeze, and your target’s initiative is
knocked prone. limited to a maximum of 3. Her movement is
This power only functions on inanimate bodies limited to a maximum of 1 step per each simple
of water. Animated bodies of water such as action spent on movement. Bonuses to either
water spirits or elementals or water under movement or initiative do not apply, including
magical applications such as Flowing Wall are supernatural bonuses.
not affected. Similarly, holy water blessed by This power can affect vampires in Mist Form,
individuals with True Faith cannot be affected. slowing them as the vapid form presses against
the watery tentacles, and freezing them as if they
FOCUS [PERCEPTION]: When you activate were solid. All applications from this power fade
this power, you may choose from any of the 10 minutes after its most recent application.
power’s 3 applications, without the need to
activate them in order. FOCUS [PERCEPTION]: If you or your
target is within 5 steps of a 3 gallon or
●● PRISON OF WATER greater body of water, you may draw upon it
to shape your chains. If you do, you may add
Water grants buoyancy and allows for fluidity a +3 wild card bonus to your test pool. This
of movement within itself, yet when it comes body of water must be visible and open;
to walking, being wet becomes harrying and visible pipes or a sprinkler head does not
cumbersome. You can conjure tendrils of water count unless water is flowing from them.
that attach themselves to your target, limiting
her movement. If applied in sufficient numbers, Exceptional Success
you can cause them to harden and freeze. You may choose to apply the effects of the
next highest application instead of the
current application.

Expanded Blood Magic 159


●●● MOMENT OF REFLECTION ●●●● FLOWING WALL
Drawing upon the tranquil properties of water, Water, while inherently formless, has the
you can immerse yourself in a sense of calm. capacity to resist force. It does so in part through
In this meditative state, thoughts flow freely, both its mass and fluidity, which ceaselessly
and the body’s energies work rapidly. With shifts and evades. You can conjure a watery
enough concentration you may experience vortex that remains suspended in the air around
a breakthrough as the reflective property of you. This flowing barrier deflects blows and
water opens the mind to infinite possibilities. redirects harmful forces, ultimately freezing into
a protective shell.
Spend 1 point of Blood and your simple action
to activate this power as you enter a momentary Spend 1 point of Blood and your simple action
state of deep thought and reflection. In this to conjure a swirling vortex of water. The water
state, the body’s energies align, and healing appears even in the absence of a nearby source
occurs at a rapid pace. The use of this power and is clearly supernatural in origin. Once
does not require the presence of water, though conjured, the Flowing Wall (and the subsequent
thaumaturges often find it useful as a meditative icy barrier) is stationary and does not move. You
focus. You receive benefits according to may activate this power again over subsequent
the following: actions to achieve the following effects:
‡ First Application: You immediately heal up to ‡ First Application: You create a watery vortex
2 points of normal damage. that surrounds you and disorients attackers.
‡ Second Application: You immediately heal up While standing in the vortex you receive a +2
to 2 points of normal damage. wild card bonus to your test pools involving
‡ Third Application: You immediately heal up your Dodge skill.
to 2 points of aggravated or normal damage. ‡ Second Application: The vortex intensifies.
‡ Subsequent Applications: You immediately While standing in it, you receive a +4 wild
heal up to 2 points of normal damage. card bonus to your test pools involving your
Dodge skill.
You may only use this power on yourself and
you can use this power in combat. Unlike ‡ Third Application: The vortex hardens and
other Neptune’s Might powers, this power’s freezes, turning into an icy barrier (see below).
applications do not reset after 10 minutes, ‡ Subsequent Applications: The icy barrier
instead resetting at the end of the night. recovers 1 health level.
Therefore, you may only benefit from the third
After 3 applications the vortex hardens and turns
application once per game session.
into an icy barrier. It no longer provides a bonus
FOCUS [INTELLIGENCE]: Upon the to Dodge, but instead limits your vulnerability
third activation of this power, you may also to attacks. The barrier has 4 health levels, it is
recover up to 2 points of spent Willpower. affected by attacks and powers that cause physical

160 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


●●●●● DEHYDRATE
The average human body is over 60% water
and contains 5 liters of blood, making it reliant
on the flow of liquids in order to maintain its
function. Like the unrelenting sun, you have the
power to extract the moisture from your target’s
body, leaving her weathered and debilitated. This
process accelerates through reverse osmosis; but
draining a target of moisture becomes difficult
damage, and it has a defense pool of 10. For as once moisture becomes scarce.
long as it has any health levels remaining, you Spend 1 point of Blood and your standard
cannot be affected by Physical challenges. The action to make an opposed challenge using
barrier is translucent, allowing for you to use and your Mental attribute + Occult skill versus the
be targeted by powers that require line of sight. target’s Physical attribute + Dodge skill, targeting
You may target others with Thaumaturgy powers a character within your line of sight. If you
such as Firebolt or Lightning Bolt; your magical succeed, your target’s blood evaporates from her
projectiles pass through the barrier. However, body and disappears. She is affected as follows:
you cannot shoot a gun through the barrier nor
can you be affected by incoming uses of Firebolt ‡ First Application: Your target loses 4 points
or Lightning Bolt while the barrier still stands. of Blood.
You may not initiate Melee or Unarmed attacks ‡ Second Application: Your target loses half her
against targets outside the barrier. remaining Blood, rounded down.
Upon losing all of its health levels, the barrier ‡ Third Application: Your target loses all but
shatters and you can be targeted normally. Any her last 3 points of Blood. This application has
damage from the final blow in excess of the no effect if the target has 3 points of Blood or
barrier’s health levels does not harm you. If your fewer remaining.
icy barrier shatters, you may activate Flowing ‡ Subsequent Applications: Your target loses
Wall once again to create a new vortex, starting 1 point of Blood.
over with the first application. The effects of this
power end after 10 minutes, when the barrier is If your target is a living creature, she loses
destroyed, or until you leave the center of the health levels in addition to points of Blood.
vortex or freely exit the barrier. Wraiths, certain types of spirits, and other
creatures that do not have liquid anatomical
FOCUS [INTELLIGENCE]: You can create components are unaffected by this power, subject
a broader vortex and barrier capable of to the Storyteller’s discretion.
encompassing up to 2 additional people. FOCUS [PERCEPTION]: Your target must
If, due to the focus, you are shielded by instead defend with her Physical attribute
another’s barrier or if you shield another + Willpower if you so choose but you
practitioner through the focus with your must declare that intent when you activate
vortex or barrier, you and any other shielded the power.
practitioner cannot not surround yourselves
with, or claim the benefits from, multiple Exceptional Success
vortexes or barriers. Instead, an additional You may choose to apply the effects of the next
practitioner shielded by the focus who uses highest application. For example, if you achieve
this power augments the already existing an exceptional success on the first application,
vortex or barrier by adding to the number of you may apply the effects of the second
applications in effect. application instead.

Expanded Blood Magic 161


X
Thaumaturgy Rituals

“They can spit my name out of their mouth or their teeth. The choice is theirs.”
— Keeley “Banks” Melamed, Ancilla Tremere & Bahari

Rituals are magical formulas that create


powerful magical effects. Rituals must be
learned and purchased separately from
paths; you do not acquire them simply
by purchasing a path of Thaumaturgy.
Like paths, they are rated from levels 1
through 5, and a caster can have several
rituals corresponding to each level. All
practitioners of Thaumaturgy have the
capacity to perform rituals equivalent
to their mastery of Thaumaturgy. For
example, if a Tremere character’s highest
level in a Thaumaturgy path is 2, the
character cannot learn a level 3 or higher
ritual until she advances in her path.
A thaumaturge must purchase one ritual
of each level before she is able to purchase
a ritual at the next-higher level. No
character can learn more thaumaturgical
rituals than she possesses dots in all of her
paths of Thaumaturgy.

Unless otherwise stated, all rituals cost


1 point of Blood to activate. All rituals also
require five minutes of casting time per
level of the ritual unless otherwise stated.
If a ritual requires you to have a focus,
then it can be used at range. Otherwise,
it requires line of sight, unless otherwise
stated. Ingredients that are specifically
called out in the ritual’s description must
be used when casting the ritual. A ritual’s
ingredients are always consumed in the use
of the ritual, unless otherwise specified in
the description.

162 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Z
Level 1 Rituals DIGITAL SENTRY
Technology defines the modern world, leaving
its imprint in even the most far-flung places. In
BLOOD WINE modern nights, as vampires seek to secure their
Some elders jokingly claim that the very secrets via electronic means, it is important that
existence of this rite saved the Followers of they know they are safe. With this ritual, you can
Set during the time of the Crusades. Known imbue an electronic device with a magical watcher
to have existed since the dawn of antiquity, it who will alert you whenever it is accessed.
said that this ritual was used by the Priests of
Set who would trade entire barrels of Blood Whenever you use a Path of Technomancy
Wine across the known world, sating the thirst power on a device, you can leave behind a digital
of those that were tired of mortal blood or who sentry. By spending 3 standard actions during or
were unable to consume it. The mild intoxication after the use of any Path of Technomancy power
that Blood Wine causes in vampires has caused (instead of the normal 5 minutes of ritual casting
only the brave to drink it in public; however, time), you automatically gain familiarity with the
when imbibed during a gathering the mood can device for the next 30 days. In addition, you will
become quite capricious. receive a psychic notification each time someone
attempts to use it during that time period,
The caster must spend thirty days casting though you will not know who that person is.
this ritual over a gallon of red wine, spending
a single point of Blood every five days. You can have a number of active Digital Sentries
Thereafter, the blood and wine infuse to equal to the number of dots you possess of the
become a wholly new substance. A vampire Computer skill. If you make a Digital Sentry
that drinks a full glass of Blood Wine receives that would take you above this limit, the oldest
the equivalent of a point of Blood. Drinking Digital Sentry you have active is rendered inert
additional glasses of Blood Wine does indeed and you immediately lose familiarity with the
grant more points of Blood, but also grants object that contained it.
a Beast Trait for every two glasses consumed.
In addition, the vampire feels a grand sense of ENCRYPT MISSIVE
euphoria from the mystical libations. An obsession with secrecy comes naturally to
Each casting yields 16 traits worth of Blood. The Blood Magicians. Although some may trust in
newly created Blood Wine is free of any traces of technology to safeguard their communications,
the creator’s vitae. Indeed, any traces of vampire traditionally minded thaumaturges rely upon
blood added after will create a noticeably more conventional means. By casting this ritual
different aroma that any consumers will readily on her research notes or the messages to her
notice. This blood cannot be combined with food apprentices, the information is protected from
or mixed beyond its completed form. that outside of her cabal.

The caster writes the message on whatever


medium she deems appropriate, be it spray-
painting on a wall, writing out a message in
calligraphy, or typing an email. Then she must
press a bloody thumbprint on to the writing
(be it a page, a wall, or an electronic device).
If anyone but the intended audience sees the
message, it will appear as a mundane writing,
like a grocery list, a gang tag, or a spam email.

Expanded Blood Magic 163


GREATER BOND OF SERVITUDE HUMANITY’S FOLLY
While the human form is traditionally limited in One of humanity’s greatest weaknesses is the
the quantity of vitae it can carry, practitioners desire to be immortal. Indeed, the fear of death
of Thaumaturgy refuse to be bound by mundane is a powerful motivator for the mundane to
limitations. By deepening the bond between seek out the supernatural. As an immortal
ghoul and domitor, your servants can carry more practitioner of blood magic, you have the
of your blood inside them, making them more unnatural ability to grant insight into the realm
effective and resilient. To cast Greater Bond of of immortality, giving a mortal a taste of the
Servitude, you must ritually restrain your target very thing they crave, along with all of the
and trace blood sigils on her skin. Your target downsides that come with it.
must have had nothing to eat for the past 7 days,
or the ritual will fail. To use this ritual, you must have a lock of hair
or the blood or your mortal or ghoul target and
Once complete, this power lets a single ghoul successfully win an opposed challenge. If your
hold 3 additional points of your Blood beyond target is within a one-mile range of you, you
their normal maximum for the next calendar may inflict her with one of the common curses
year; however, the ghoul cannot use the blood of associated with vampirism. As a result, your
other donors to surpass her maximum. If your target gains one of the following flaws for the
ghoul ingests vitae from a different vampire, duration of the evening (see MET VTM, Chapter
a ghoul may choose to spend your blood last Five: Merits and Flaws, pages. 259-266): Cannot
in order to retain this benefit for as long as Cross Running Water, Cursed (must be tied to
possible. For humans, this increases their vampire mythology), Death Sight, Eerie Presence
capacity from 5 to 8, but other animals may not (must be tied to vampire mythology), Haunted,
be able to hold that much. A ghoul may only Obvious Predator, Pied Piper, or Repelled by
be under the effects of this power from a single Religion. A target may only be affected by a single
domitor. Any additional applications of this instance of this ritual at a time.
ritual invalidates any previous applications.

164 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


MILK OF SET To cast this ritual, you must freeze a point of
(SETITE SORCERER ONLY) your Blood that, before melting, you crush into
Milk of Set is a colloquialism for a ritual cantrip shards of ice that you then dust upon an object
often referred to by esoteric names through the you wish to preserve. This object can be no
history of its usage. The common quality of the larger than a car or small truck and cannot be
ritual is the creation of a salve, paste, or unguent living or unliving. Once complete, the icy blood
with magical properties. When smeared on an is mystically absorbed into the object and the
object the salve causes the object to malfunction. item is protected from any wear and tear due
As Set is the liberator, how that malfunction to age, the elements, water, etc. This ritual does
will occur is not known to the caster beforehand. not protect against deliberate vandalism, fire, or
Therefore, it is common for users of this ritual to blunt force trauma. Preservation of the Perfect
recite an invocation to Set before they apply the Form lasts for 50 years but can be cast again on
paste, even though it is not strictly necessary. the same object to extend this time period by an
additional 50 years.
There is no set list of ingredients for creating the
magical paste. Often the sorcerer tries to find You can preserve a number of objects equal to
ingredients she believes will produce a desired the number of dots you possess of the Occult
effect on a specific target, but often it is left over skill. If you attempt to preserve an object that
reagents from other thaumaturgical projects. would take you above this limit, the oldest
When the salve is smeared on an object, the object preserved item begins to age normally. If you
will malfunction in some way. The Storyteller will cast the ritual twice on the same object, the
determine the precise effect, but it will never be one object counts as two for the purpose of the
in a way that the Setite directly and immediately Occult skill limit.
benefits from. For example, it might alter the
lock of a door so it cannot be unlocked with its REAWAKEN THE DEAD WATER
original key. However, it will not suddenly be able (KOLDUN ONLY)
to be opened by a key the Setite holds. Whatever All Tzimisce have an attachment to the soil
the effect, it will end after 1 day has passed. The of their ancestral homelands. Members of the
paste does not have any effect when applied to Koldun bloodline have learned to use it as
a living, once living, or undead creature. A Setite a reagent in their rituals. By filtering blood
can only have three applications of this paste active and water through soil from their ancestral
at a time. If she creates another batch, the oldest homeland, practitioners of Koldunism can
batch is rendered inert. Each batch has one use. create a vial of imbued water that they refer to
as Reawakened Dead Water. When consumed it
PRESERVATION OF THE PERFECT FORM revitalizes their spirit.
Although vampires are eternal, their belongings The caster must saturate some of her ancestral
are subject to the ravages of time and the harsh soil with a point of her Blood. Thereafter, she
conditions of the environment. As thaumaturgists must pour a small amount of natural water
are well known for their occult collections, many through the mixture, straining it into a small
use this ritual to keep important objects in peak vial or container. Until the next sunrise, she
condition. This ritual keeps ancient books and may consume the contents of the vial as
scrolls intact even if subjected to rain, moisture, a simple action to regain 3 points of Willpower.
or other hazards. Modern thaumaturgists can Anyone else consuming the contents gains no
even employ this spell on electronics, allowing benefit. A Koldun can only possess one Vial
their functionality to remain longer than of Reawakened Dead Water; any new casting
designed. It is rumored the continued existence of renders previous vials inert.
eight track players is the result of this ritual.

Expanded Blood Magic 165


RITE OF INTRODUCTION These nights, it is just as effective at throwing
(TREMERE ONLY) off vampires who can track by scent, or
This dated ritual was among the first pieces of even werewolves.
magic a Tremere was taught after her release, Upon successfully completing this ritual, for
allowing her to communicate her arrival across the next hour you can no longer be tracked by
a distance. In modern times this ritual has fallen your scent (see MET VTM, Volume 2 Issue 1,
out of practice, especially among the Tremere of Chapter: Five, Core Rules & Dramatic Systems,
House Carna and House Goratrix who view it as page 114). This will also thwart powers which
obsolete thanks to the advances in technology. involve tracking, such as the ritual Illuminate
Nonetheless, many Tremere who wish to hold the Trail of Prey. Alternatively, you can spend
true to the clan’s old habits still utilize this ritual a downtime action while performing a more
to announce their arrival to a foreign chantry. complex but highly subtle version of this ritual
To cast this ritual, the caster must drop a point that allows you to alter your scent to lead to that
of her Blood into a cast-iron cauldron and chant of a specific place or person that you are familiar
her name, rank, and purpose for being in the with. If employed in this manner, if someone
territory. Initially, the rite sends out a notification uses scent to track you, the tracker will be led to
to the nearest chantry within a claimed domain. that different person or location.
If the area is outside of a claimed domain, the
message is sent to any chantry within a 50-mile WHISPERS OF THE GHOST
radius. Any Tremere within the chantry at the The freedom afforded by the ability to project
time of the ritual’s casting are immediately aware one’s consciousness is offset by a new limitation:
of this introduction and are psychically aware of the traveler can only see and perceive her
the location of the caster. They may respond with surroundings unless she reveals herself. This
a brief message giving the caster the knowledge ritual allows you to communicate in a limited
of the location of the chantry and permission to fashion, speaking in a barely audible whisper.
arrive. If no chantry is located within the radius This allows you to speak to a single party while
the caster becomes aware of the absence of others remain unaware.
a chantry.
To cast this ritual, you must meditate in
SCENT OF DECEPTION complete silence, uninterrupted, and sever the
(ASSAMITE SORCERER ONLY) ear of a still-living creature that you hold in
your left hand as you enter Psychic Projection.
By employing this ritual, the user can mask In most cases, this will result in the gaining of
or completely alter her scent. The original a Beast trait. For the remainder of the night,
purpose for this ability was to avoid the whenever you utilize Psychic Projection you may
animal companions of hunters and crusaders. communicate in a whisper without manifesting.

166 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Z
Level 2 Rituals Spend 1 point of Blood and five minutes burning
incense and reciting a ritual chant above a small,
watertight earthenware vessel – one capable of
BLOOD WALK holding no more than one cubic liter of material.
The bonds between sire and childe are imprinted Followers of Set traditionally choose Egyptian
on the vitae of future generations. By taking canopic jars for this purpose, but any clay or
a point of Blood from a target vampire, dropping ceramic vessel of the correct size is suitable.
it into a bubbling cauldron, and chanting over Objects can be placed in or removed from
it, the caster sees the faces and names of the the Canopic Jar normally, as long as they can
generations of vampires that preceded the target fit inside.
vampire starting with the subject’s sire. Once the ritual is complete, the vessel and any
You must possess a point of the subject’s inanimate object it contains becomes immune
vitae which you slowly pour into a cast-iron to all powers that could view it remotely,
cauldron that is bubbling over with distilled such as the Scry ritual or the Auspex power
water. The ritual takes 3 hours to complete Clairvoyance. Supernatural powers operating
during which you must remain in a deep under the user’s direct gaze, such as Heightened
trance. Afterwards, you gain knowledge of Senses or Spirit’s Touch, are unaffected by
the subject’s lineage going back 3 generations Canopic Jar.
(i.e., her sire, grandsire, and great-grandsire) In addition, the vessel becomes supernaturally
as their images appear in the water of the resistant to damage, especially from fire. The
cauldron along with their most recognized object can sustain 6 points of damage before
name. With this information, it is possible that breaking and takes no damage from sources of
you can determine the subject’s clan, though fire. Animate objects and creatures, such as small
doing so may require a Lore Specialization at animals (or supernatural creatures transformed
the Storyteller’s discretion if the members of into small animals) destroy a Canopic Jar’s
the subject’s lineage are not sufficiently well supernatural power if they enter it, and
known. This ritual does not reveal the potency attempting to do so causes the object to revert
of generation or diablerie unless you know for to a mundane item. You may have a number
certain the generation of the target’s forebears. of these objects equal to twice your dots in the
This ritual does not grant familiarity with the Occult skill. If you create additional objects,
target or her predecessors. you must choose which of your current objects
become inert.
CANOPIC JAR
(SETITE SORCERY ONLY) IMBUED OFFERING
The blood magicians of the Followers of Set The tradition of gift-giving is much more
often begin studying sorcery by preparing complicated when done as part of a diplomatic
simple earthenware vessels with a purpose that relationship. In such circumstances, a gift can
belies their humble nature. The Canopic Jar is be an offering of supplication, a not-so-subtle
one such traditional icon – historically used rebuke, or even a show of strength. For this
to symbolically store organs for one’s afterlife. reason, when one sends a gift with the utmost
When infused with vampiric power, however, sincerity, it is important that the sender’s
such vessels become ideal containers for precious intent is not mistaken. This ritual allows you
items. As such, they are also useful for the to augment a small trinket with a measure of
exchange of hidden messages or protecting beneficial energy in the hopes that your gift will
valuable information. be better received.

Expanded Blood Magic 167


This ritual allows you to create minor gifts MNEMOSYNE CRYSTAL
or trinkets that are more likely to be received (TREMERE ONLY)
positively by non-vampires. Your recipient is not Some information is dangerous to know but too
obligated to receive the gift and she is under important to forget. Using this carefully guarded
no compulsion to think highly of you, but in ritual in combination with the Dominate power
matters of diplomacy, every little bit helps. Forgetful Mind, a thaumaturge can remove
Spend 1 point of Blood and recite an incantation a target’s memories and transfer them to
over your chosen object and choose a non-vampire a ritually prepared quartz crystal where they
creature type. The object can restore 1 spent unit remain until the crystal is broken. Tremere often
of fuel to the creature type chosen, such as Gnosis, use this ritual as collateral for boons and favors,
Glamour, or Blood. If you have the appropriate or to protect themselves from incrimination.
Lore for the creature type you have chosen, the However, vampire tribunals are known to find
gift can restore up to 3 spent units of fuel. Energy the absence of a key memory as its own form of
may be withdrawn from the gift by interacting incrimination.
with it in a meaningful way that is appropriate to To prepare a Mnemosyne Crystal you obtain
the object and that takes at least 1 standard action. a perfectly clear quartz crystal roughly the
The imbuing lasts 30 days and the energy may size of a golf ball and submerge it in a point
be withdrawn 1 point at a time or all at once. You of Blood. Once complete, the crystal takes
may have a number of these objects equal to your on a reddish hue denoting it is ready to store
Occult skill. Any creations beyond this limit cause memories. To use a Mnemosyne Crystal, you
your oldest creation to become inert. must spend a point of Blood and hold the
Crystal to the forehead of the target of your
KISS OF THE ASP Forgetful Mind. If your use of Forgetful Mind is
(ASSAMITE SORCERER ONLY) successful, the memories that you have removed
Hundreds of years ago it was rumored that are stored in the crystal and cannot be recovered
this ritual was used for a far different purpose. through further uses of Forgetful Mind.
Today, modern practitioners ingest the blood To restore the memories to their original target,
and venom of a poisonous snake, preferably an you must simply break the crystal. A character
Egyptian viper; thereafter, the venom in their with Spirit’s Touch or a comparable power may
blood can blind opponents. activate the crystal to view the memory within.
After ritually preparing a poisonous snake, drain You can maintain a number of Mnemosyne
it of all its blood and ingests its venom. The Crystals equal to the number of dots you possess
toxicity of the venom must be at least 10. Most of the Occult skill. If you attempt to create
Loyalist Assamites of the Sorcerer caste prefer to a Mnemosyne Crystals that would take you
use Egyptian Vipers or other spitting serpents, above this limit, the oldest Mnemosyne Crystals
though Anarch Assamite Sorcerers’ swear by the is immediately destroyed, restoring the saved
rattlesnake. Once cast, and for the remainder memories to its owner.
of the night, whenever you employ either of the
attack options for Taste of Death, the attack also
counts as a Blinding Attack without the need to
spend a point of Willpower. In addition, this does
not result in a reduction of damage or a penalty
to your test pool. Unfortunately, the venomous
magic is not so powerful as to survive outside of
the body long enough to be used to coat weapons.

168 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


PLAUSIBLE DENIABILITY may hide it from sight. For this reason, these
Serpents spend their lives crawling in the dirt wards are often concealed above doorways,
and dust; better to escape notice and strike in books, or as part of a work of art. If the
their prey. The shedding of skin is a chance for ward is visible, individuals with the Occult
renewal, the opportunity to emerge anew despite skill who scrutinize the area can detect it. The
its surroundings. Emulating the snake, you have ward will detect only humanoids. Animals,
the power to shed your notoriety, keeping your even supernatural ones or vampires using
reputation intact. Subsume the Spirit, will not activate it; however,
werewolves or similar shapeshifters will trigger
To cast this ritual, recite an incantation as you the ward, even in their animal form. Once cast,
burn a piece of snakeskin over an open flame. a ward may not be moved or it will activate
For the next 24 hours, whenever you fail in an and lose its power, even if the object itself is
opposed challenge using a power from the Path portable. If your ward is somehow moved and
of Corruption, you may expend the effect of then activated, you will not be aware of its new
this ritual. If you do, your failed use of the Path location. You may have a number of these wards
of Corruption cannot be detected by anyone, in existence equal to your Occult skill. Creating
including the target or by any parties attempting additional wards requires you to relinquish your
to use the Awareness skill. You may only cast connection to an existing ward.
this ritual once per night.
PURITY OF FLESH
PROXIMITY WARD The flesh may be tainted but the spirit is always
The accumulation of magical knowledge carries pure, or so the Gnostics would have you believe.
with it a desire for privacy; a correlation that Even mundane doctors have come to recognize
is universal throughout various times and the healing effects the mind has upon the body
traditions. This basic ward is one of the earlier and seek to align the efforts of both. By focusing
rituals most thaumaturges learn, alerting its your psychic and magical energies on the flesh,
caster to any intruders. Carve or create a sigil you can restore it to the platonic ideal.
that contains symbols denoting ownership,
protection, and solitude, and then trace it with To cast this ritual, you must sit in a circle of
your blood. 13 candles in a state of deep meditation. Any
disturbances to this meditation will abort the
This ritual lets you create a small ward that will casting and cause you to have to begin again.
alert you when someone moves within one step Once completed all mystical or mundane taints
of it. Once this happens, the ward becomes inert to your body (i.e., mystical poisons, diseases,
and will not give you further alerts. You will taint from contact with the infernal, etc.), as
not gain any knowledge of who this individual well as unwanted foreign objects (such as Shaft
might be, or the number of people present, of Belated Quiescence or Indelible Mark), are
though you are free to investigate through removed. This ritual does not affect blood bonds
other supernatural means. In addition, you will or magical effects; it only affects things that are
receive this notification even if you are removed poisonous, foreign, or toxic in nature. This ritual
from your body, such as if you are using Psychic can remove Fleshcraft or Bonecraft alterations
Projection or utilizing Possession. You may but cannot remove the effects of Severed Hand,
reactivate an inert ward of yours by spending as its magic is external. Should you suffer from
3 standard actions retracing the sigils. a persistent flaw such as Disease Carrier or
Beacon of the Unholy, the effects will return
The ward you create must be at roughly the size 30 minutes after the casting.
of a standard 81/2” by 11”sheet of paper, but you

Expanded Blood Magic 169


TELEKINETIC ATTUNEMENT 1 point of aggravated damage. This power has no
The power of mind over matter is a central effect on Hand of Flame and does not set your
theme of the Path of Movement of the Mind. target on fire if you fail an opposed challenge
While its effects require some incantation, using Engulf.
to its most devout followers it’s exertions are
NOTE: This ritual does not grant you the ability
second nature. This ritual grants you a lasting
to exceed the maximum number of attackers or
telekinetic ability, allowing you to manipulate
hit otherwise untargetable targets; you must still
objects with ease. To cast it, you must create
be able to initiate a challenge normally. This
a balance sculpture from unrefined lodestones
ritual lasts until the end of the night.
that must remain standing as you recite
an incantation.
WAY OF FLAME
Once you spend a point of Blood to activate (KOLDUN ONLY)
the Movement of the Mind power Manipulate,
Kolduns of old were accustomed to being
the effects of the power last the entire night.
undisturbed in their havens as no human would
Thereafter, you do not have to activate it an
ever dare trespass. The modern world, however,
additional time to move additional objects,
is full of interlopers and thieves. To protect their
enabling you to use your abilities to perform
secrets, a Koldun must be willing to destroy them.
even mundane or arbitrary tasks. You retain full
Eternal life allows enough time to track down
telekinetic ability to lift and maneuver objects,
any trespassers and to rebuild somewhere safe.
subject to your standard weight limit as per
Manipulate. You remain unable to exert control This ritual requires you to start a small,
over objects that you can no longer see. Making controlled fire in the center of a room or haven
use of your telekinetic abilities in combat still you wish to protect. Once the fire is lit, you must
requires the same action cost to perform the fan the flames and fill the room with smoke.
task unaided and is subject to the standard Once properly extinguished, the smoke turns to
limitations of Manipulate.
a fine layer of ash, coating everything in the area.
Any homunculi, spirit servants, or creatures
UNERRING COMBUSTION created by you through Thaumaturgy may be
Thaumaturges scoff at the notion that their exempted from this ritual at your discretion.
mastery of the fiery arts bears any resemblance
For the next lunar month, if anyone aside from
to mundane projectiles. While ordinary
you disturbs the ash, it ignites and burns for
marksmen are confined to limitations such as
one round, immediately destroying everything
angle and trajectory, your magic suffers no such
inside the warded room. Anyone caught in the
constraints and can even surpass them. Pluck
blaze immediately suffers 3 points of aggravated
3 feathers from a living bird and burn them in
damage in the ensuing conflagration. With
a stone brazier as you recite an incantation. As
the exception of the Koldun’s ancestral soil
a result, your Lure of Flames power gains the
as explained below, all objects caught in the
ability to strike as surely as a bird of prey.
blaze are immediately destroyed and rendered
Whenever you use the Lure of Flames powers unrecognizable. If a Koldun has kept her
of Flame Bolt or Engulf, you never miss. Make ancestral soil in the protected area, it remains
the opposed challenge as usual. If you succeed, unharmed, disguised among burning embers for
resolve the challenge normally. If you fail, your its owner to collect when it is safe. This ritual
power still impacts your target and instead deals may only be cast once per room.

170 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Z
Level 3 Rituals electricity. At the completion of this
arduous experience, spend one point of
Blood to trap the electrical energy within
FIREWALKER you. For the remainder of the night, any
Fire is one of the major banes to machine within 100 feet that could expose
a vampire’s existence, and vampire hunters your vampiric nature will be fooled into
and thaumaturgists alike now specialize in registering you as having life signs. For
wielding it against their enemies. Rumored example, heat cameras will show normal
to have originated in the Sabbat, the human temperatures and EKG machines
Firewalker ritual allows the caster to be will register a heartbeat.
magically protected from fire.
HAND OF PTAH
You must build a small fire, let it burn (FOLLOWER OF SET ONLY)
down to smoldering coals, and then
swallow one of those coals. By swallowing Centuries ago, it was believed that this
one of these coals and taking one level simple ritual was actually the beginning
of unsoakable aggravated damage, you of a lost Sorcery path called the Divine
become protected against further sources Hand. By calling on the Egyptian artisan-
of fire. You ignore the next 5 points god Ptah, and through a sympathetic
of damage you take from fire sources, connection to a specific object, you can
suffering no harm. In addition, if all of the destroy the object from the comfort of
damage from a particular fire is ignored, your own haven. While this ritual cannot
as long as you remain within the same completely destroy a magical item, it
fire you will continue to ignore damage will render them inert for a short period
from that same source. This applies of time.
to mundane and mystical sources. For You must either have familiarity with
example, if a character under the effects of the target object, which can be no
this ritual stood in a bonfire or s targeted larger than a passenger van, or be able
by Engulf or Firestorm, she would be to create a close facsimile of the object
immune to both the initial and ongoing using an appropriate Craft skill of level
damage; however, if she was targeted by 2 or higher or other blood magic meant
a second instance of Engulf, she would to create simulacrum such as Path of
not be immune. Once the caster leaves the Conjuring. Once enacted, you can either
fire or the fire is extinguished the effects whisper a phrase akin to the target item’s
of this ritual end. true name (if you have familiarity with
it) or destroy the simulacrum of the
FOOL THE FUTURE object. Either way, if the target object is
The modern age has introduced a mundane item with no magical effects
technology that makes detecting on it, the object is destroyed. If the object
vampires incredibly easy and, sometimes, has magical effects on it, those effects are
even accidental. A properly prepared dispelled for 24 hours. This ritual can only
thaumaturgist can mitigate this threat by be used on the same object once per night.
causing machines to perceive the signs of This ritual can only be used on a single
life within herself. target item that you are aware of. You may
not craft a generic facsimile of a silver
To enact this ritual, you must subject weapon and then hope to render a nearby
yourself to 15 minutes of low amperage klaive inert.

Expanded Blood Magic 171


INDELIBLE MARK surgical processes such as laser tattoo removal,
Vampires descend into stagnancy as they move or by supernatural means such as vampiric
through their undead existence. A thaumaturge, healing or use of Vicissitude. For the same year-
however, is capable of drawing on practices and-a-day duration, the character possessing the
of alchemy to enact some lasting changes. By body modification is considered to be Familiar
infusing her own blood with crushed berries and to you, even if more than 30 nights have passed
flower petals from a belladonna plant, a vampire since your last interaction.
creates supernaturally imbued ink. Although
In addition, the character possessing the body
this ink is traditionally used to apply tattoos
by hand, some have been known to pour the modification can be targeted by any of your
decoction over a fresh brand, piercing, or other powers that would normally require line of
bodily augmentation. The augmentations made sight, even if the target is not currently within
or bathed with this ink becomes semi-permanent, your line of sight. Powers requiring Gaze and
leaving a small connection between the Focus function normally – you must still have
thaumaturge and the marked until the vampire’s the target’s Gaze and Focus if a power requires it.
stagnant nature resumes control.
An Indelible Mark cannot be removed through
This ritual can only be cast upon a willing non-magical means, but the modification can
target; supernatural coercion, such as Dominate, be covered up. For example, if the modification
cannot be used to force a subject to become is a tattoo, the target can get another tattoo
willing for the purpose of this ritual. over the Indelible Mark in order to disguise;
however, doing so does not cause the ritual’s
To enact the ritual, you must spend 1 point
power to prematurely end. One cannot remove
of Blood to infuse the prepared ink with
an Indelible Mark by itself. Instead, the target
supernatural qualities. Afterward, while you
can sacrifice the entire limb to which it is
are within six steps of a willing target currently
attached in order to temporarily cease the
undergoing a body modification process, such
ritual’s supernatural effects. If the limb is
as tattooing, branding, or piercing, you can
spend another point of Blood to activate the somehow restored, such as by supernatural
ink’s magical properties. You need not be the healing, the Indelible Mark will also be restored,
person administering the body modification to magically reappearing at the next sunrise. Such
your target, but you must be within line of sight a temporary cessation of effect does not change
during or shortly after its application. If more the ritual’s initial duration.
than 15 minutes pass after the completion of the
You can create a number of Indelible Marks equal
body modification, the ritual can no longer be
to the number of dots you possess of the Occult
used on the target.
skill. If you make an Indelible Mark that would
For a year-and-a-day after activation, the target’s take you above this limit, the oldest Indelible
body modification cannot be removed, either by Mark you have active immediately ends.

172 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


JINUN’S BANE the properties of a mirror, reflecting unwanted
(ASSAMITE SORCERER ONLY) magical influence back upon its wielder.
Although stealth and patience are often the You must melt down and ingest a small amount
greatest tool an Assamite possesses, many are of mirror that contains either a back or front
willing to go to desperate lengths to fulfill layering of silver. Consuming the mixture
a purpose. This ritual seeks to unite those of molten glass and silver causes 1 point
approaches by allowing for discretion and of unsoakable aggravated damage. For the
clarity amidst the throes of frenzy. The sorcerer remainder of the evening you may attempt to
gathers the participants and over the course of achieve an exceptional success whenever you
15 minutes leads them in ritual chant in a closed are targeted by a blood magic ritual. This is
room filled with kalif smoke. While anyone may an exception to the rule stating that you may
participate in this ritual, sorcerers found sharing only score an exceptional success if you are
its powers outside those loyal to the clan are the attacker in a challenge. You must meet
quickly and harshly punished. all of the other qualifications to achieve the
exceptional success, according to the rules for
Once complete, the next time a participant
exceptional successes.
enters a rage or hunger frenzy, she may continue
to choose the targets of her attacks while still If you achieve an exceptional success, you may
maintaining any bonuses she might have for choose to not only be unaffected by the ritual,
being in frenzy. This applies even if those benefits but to also redirect the effects of the ritual back
require a natural frenzy. In addition, when on to the original caster. To do so you must
a character who suffers from a rage frenzy and expend your simple action and make a contested
is reduced to the Incapacitated wound track, she Thaumaturgy roll against the character who
does not automatically transition to a fear frenzy. originally targeted you. If you succeed, your
opponent suffers the normal result of the power
REVERSE PROTOCOL as if you were the originator. You may not apply
the focus effect of the power, nor any bonuses
From Vulcan’s mirror that showed the past,
from an exceptional success.
present, and future, to the phrase “mirror, mirror
on the wall,” mirrors have played an important Reverse Protocol can only be used on blood
role in many facets of the occult world. While magic rituals that use an opposed challenge to
the Tremere developed Countermagic to nullify deliver their effect; it will not reflect powers that
magical effects, other thaumaturgists have augment brawl or melee attacks such as Shaft of
devised a more insidious countermeasure. By Belated Quiescence or Bastone Diabolico. Once
ingesting the two components of a mirror — you have successfully reflected a ritual back onto
silver and glass — you may temporarily take on its caster the effects of this ritual end.

Expanded Blood Magic 173


RITE OF CHANTRY DEDICATION
(TREMERE ONLY)
To a cabal of Tremere, a chantry is not just a home; it is
a fortress that contains all of the clan’s occult learnings,
thaumaturgical experiments, and secrets. Allowing
a chantry fall to the enemies of clan Tremere would be
catastrophic. This reality is why the Rite of Chantry
Dedication is one of the oldest Tremere rituals. With this
ritual, any Tremere within the confines of the chantry
enjoys enhanced magical abilities, giving them a greater
edge in defending it against trespassers.

To cast this ritual, pour 1 point of Blood into a cast-iron


cauldron and chant your name, rank, and solemn oath
to protect the chantry at all costs. Multiple participants
may cast this ritual at the same time. If they do not cast
the ritual themselves, they may still participate and give
their oath, but they do not gain its benefits.

At the completion of this ritual, you and any other


casters are considered dedicated to that chantry and gain
a +5 wild card bonus to blood magic test pools while
within the walls of that chantry. A Tremere remains
dedicated to a chantry for a year-and-a-day and may
only be dedicated to a single chantry at a time. If she
dedicates herself to another chantry, the dedication to
the previous chantry ends.

174 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


THAUMATURGIC METABOLISM
The Path of Blood is synergy of body and
magic – a practice that unifies a thaumaturge’s
awakening magical ability with her vampiric
form. This ritual aligns your healing ability with
your magical powers, granting you supernatural
healing as magic courses through you. To
activate this ritual, you must embed a series of
small magnetized needles throughout your body
to focus your energies.

You must have at least one dot in the Medicine


skill to learn this ritual. Spend 15 minutes
embedding a set of tiny magnetic needles in
various pressure point locations of your body WAY OF THE WIND
(this does not inflict any damage). For the (KOLDUN ONLY)
remainder of the night, whenever you spend
The destructive power of fire is a danger to both
a point of Blood to activate a power from the
the living and the undead, a truly dangerous
Path of Blood, you may choose to instantly heal
tool in the hands of an enemy. By tapping into
1 point of normal damage (note that this does
the soil of her ancestral homeland, a Koldun
not apply to A Taste for Blood as that power
can bottle the cold and cutting wind that blows
does not have an activation cost). If you use
through the Carpathian Mountains. When
a qualifying power but have not suffered any
uncorked, this chill air will extinguish all but the
damage, this ritual has no effect. The needles
strongest of fires.
from this ritual will remain in your body when
you heal damage (so long as you desire) but will To cast this ritual, spend 15 minutes outdoors
be expelled overnight as you sleep. letting the wind of the natural air pass over
your ancestral soil. European Tzimisce claim
TRAITOR’S DECEPTION it reminds them faintly of the air currents
of the Carpathian Mountains. You must
The subtle art of infiltration is exceptionally
then take a small pinch of the soil and place
challenging when the goal is to infiltrate the
it in a container with a lid, cork, or some
Sword of Caine. Developed by Archons tasked
means of creating an air-tight seal. For the
with Sabbat infiltration, this ritual is a closely
next lunar month, you may spend a simple
guarded secret among thaumaturges. By
action to open this container while speaking
enacting this ritual, you can participate in the
a mystical Koldunic phrase and target any one
ritae of the Sabbat while still maintaining your
fire no larger than a family home. At the end
guise of deception.
of the turn, the targeted fire is immediately
As you recite an incantation, you must swallow extinguished by a massive gust of wind. This
a handful poisonous berries such as nightshade, gust ends the lingering effects of powers such
yew, or juniper. Unlike most food, the berries as Wall of Fire, Engulf, and Firestorm. The
will not cause you to vomit. While this ritual winds linger for 5 minutes, extinguishing any
is active, if you participate in Sabbat ritae such new fires at the end of each turn. Once opened,
as the Vaulderie, you will not cause the ritae the container is rendered inert as the ritual
to fail because of your lack of faith. At sunrise, is expended. You may only have 3 of these
the ritual will end, and your body will violently bottles in existence at a time with new castings
reject the berries, inducing vomiting. rendering the oldest inert.

Expanded Blood Magic 175


Z
Level 4 Rituals BROKEN EYE OF ANUBIS
(SETITE SORCERY ONLY)
Often it is nearly impossible to acquire the
BATTLE WARD necessary ritual ingredients sympathetic to
Thaumaturgy requires patience, skill, and focus an individual to enact certain magics on
– qualities often difficult to maintain in battle. them. Instead, a clever practitioner can create
The truly clever and paranoid may inscribe a magical effigy of an Eye of Anubis. By allowing
a hermetic circle with her own blood to create this item to “see”’ the sorcerer’s target, she
a battle ward to enhance one’s magical prowess. can later break the effigy to gain temporary
While within this circle of magic, the caster familiarity with the individual.
is more powerful and more difficult to attack.
Some believe the Tremere based their tradition To create an Eye of Anubis, sculpt an eye out
of Certamen upon some of the magical principles of stone and anoint it with honey and 1 point
established in this ritual. of your Blood. Later, and while in the presence
of your target, complete the ritual by tightly
To create a Battle Ward, you must inscribe grasping the Eye of Anubis as you gaze upon
a circle of magic three steps in radius with your your target to imprint the essence of your target
own blood. The circle must be inscribed into on it, holding it for at least 2 continuous minutes.
a hard fixed surface; a carpet, drop cloth, or Thereafter, you may break the Eye of Anubis to
a portable object will not suffice. Afterwards, gain a mystical familiarity with the target that
and while inside of the Battle Ward, the will last for one night. Once broken you may use
thaumaturgist gains a +1 wild card bonus to one application of any one power that requires
her Dodge pool for every level of Thaumaturgy familiarity or an item of sympathetic connection
she possesses in her primary path. In addition, to the target, such as a personal object, her birth
she gains a +3 wild card bonus to all test pools name, or a sample of her hair, even if you do
involving thaumaturgical powers and rituals not have familiarity or possess such an item.
for as long as she remains inside the circle. The Note that you do not actually receive these
paranoid blood magician only uses this ritual items. Once you use that one application of
with great need, and when she is certain it a power (whether it succeeds or fails), the effects
cannot be taken over by another. Should another of this ritual end. Once the Eye of Anubis has
thaumaturge capture this circle, which is defined the essence of a target, until it is broken or its
as her standing within the circle while you are potency expires, the target will have a faint sense
outside of it, she gains the +3 bonus over all of someone watching her.
attacks against you but does not gain the circle’s
other benefits. Once created, these objects retain their potency
for 90 days. You may have a number of these
objects equal to your dots in the Occult skill,
whether they are pre-cast or completed. If you
create a new item, you must choose an existing
item to become inert.

176 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


CONJOINED PSYCHE DEAD ZONE
The more magic a thaumaturge learns, the The paranoia elders feel toward technology
more paranoid she becomes as she begins to was not merely a product of the information
comprehend her own vulnerability to powerful age; throughout history, vampires have met
spells. However, the rare occasion arises where technological progress with suspicion and fear.
the benefits of vulnerability may outweigh the This ritual is the product of their insecurities,
risks. Using two ritually prepared identical rendering most forms of technology inert within
pieces of jewelry, you and your ally bond your a confined space.
souls together allowing each other to share your
combined strength. To cast this ritual, you must draw magical runes
in animal blood on each wall of a room no larger
To prepare this ritual you and a single willing than 10 square feet for each dot of the Occult
ally must ritually prepare two crystal necklaces, skill you possess. Thereafter, any item brought
rings, or similar jewelry. Your ally does not into the room (or that was in the room when
need to know this ritual in order to participate. this ritual was cast) that is more technologically
The ritual begins as the jewelry is submerged complex than a crossbow ceases to function.
in a mixture of the two participants’ blood Any object powered by electricity temporarily
consisting of one point of Blood from each becomes useless and complex weapons such as
participant. The caster then chants the ritual guns will not fire. The Storyteller is the final
incantations while both participants hold the arbiter of what is affected by a Dead Zone.
jewelry in the container of shared blood. At
the end of the ritual the blood is drawn into A Dead Zone lasts for a-year-and-a-day. The
the jewelry. blood used to create a Dead Zone does not fade
until the ritual’s duration ends or the magical
For the rest of the night the two participants runes are destroyed.
of the ritual may spend Willpower from their
combined Willpower pool provided they are INDUCE BLOODTHIRST
within 1 mile of one another. Such accessible
additional Willpower may only be spent and Newly embraced vampires are taught that, while
does not add to any test pool. If one character vampire blood is much more potent and far more
spends the other person’s Willpower, the satisfying than human blood, they must take
Storyteller will immediately notify the other care to avoid it. Yet for some, the allure is strong
character of her reduced Willpower. This gift enough to tempt the occasional indulgence.
does not override effects that forbid a target With this ritual, you can draw greater strength
from making a Willpower retest or increase its from vampire blood, using it to bring the Beast’s
cost even if the other participant is not similarly power to the surface as it hungers for more. It is
affected by such a power. Either character may believed that the original curse levied against the
end the effects of the ritual by spending a simple Assamites used a modified form of this ritual.
action to remove or break their piece of jewelry. This ritual allows you to enter a frenzied state,
A character may only be affected by one instance harnessing the Beast’s hunger to bolster your
of this ritual at a time. Physical abilities. To prepare it, you incite the
Beast’s hunger by feeding solely on animal blood
for 3 nights prior to its casting on the third
night. Thereafter, once you have consumed 3
points of Blood from a single target, you may
activate this ritual within 3 turns by spending

Expanded Blood Magic 177


a simple action. If you do, you immediately enter POWER OF THE PYRAMID
into an elevated state of frenzy. In this state, (TREMERE ONLY)
you are subject to the standard effects of frenzy There is strength in dogmatic zeal. Every
and may also use the Strength focus against any Tremere is taught Thaumaturgy via the same
target whose blood you have consumed 3 or principles and is subject to the same oath.
more points of during that night. You also gain The very concept of the pyramid gives them
a +2 wild card bonus in any challenges related strength and the ability to work together in
to Grappling these targets. If you already have ways unknown to other clans. Some say that
the Strength focus, you may use the Disarm, a variant of this ritual is what allowed the
Grapple, Knock Down, or Pierce the Heart Tremere to curse the Assamites, though no public
combat maneuvers against those targets without account remains of the spell that could allow for
spending a point of Willpower. a gathering of sufficient numbers to curse an
You may still claim this bonus even if you have entire clan.
consumed their blood in a way that does not This ritual allows a group of Tremere to channel
provoke a blood bond, such as the focus benefit power to bolster a single target. To cast this
of Path of Blood: Theft of Vitae or Green Path: ritual, all parties must know the ritual and spend
Boughs Below. If unused, this ritual expires at a point of Blood. They must form a symbolic
the end of the night. triangle, designate a champion, and then spend
20 minutes in ritual chant. After this time has
PERFECT FORGERY ended, the champion may then leave the ritual
Students of various disciplines learn their pyramid and perform magic with the strength of
craft by seeking to emulate the works of great the other Tremere involved (the supporters) who
masters. In rare cases when the imitations of continue to chant to lend their power. For each
the student are upheld as equal or superior supporter that continues to chant, the champion
to the studied piece, the student goes on to receives a +2 wild card bonus to all challenges
become a master herself. With this ritual you that utilize the champions Occult skill in the
can create a fully functional and identical copy formation of the challenge test pools. For this
of an object. It is said the originator of this ritual to remain in effect, the supporters of the
ritual was an apprentice who used it in secret to ritual must concentrate and spend their standard
avoid homework. action to maintain the ritual by audibly chanting
the champion’s name. All participants may rise
To perform this ritual you must grind a small and walk but must remain one step away from
mirror into dust and mix it with liquid silver to each other and continue to chant in order to
create a thick paste that you then coat one of continue to grant their power. Clever foes fighting
your hands with. For the remainder of the night, against this ritual will often try to knock out at
you may touch a single object and use Path least one supporter to weaken the champion. Any
of Conjuration: Magic of the Smith to create participant who is unable or unwilling to chant
a perfect copy of the object you are touching. ceases to be counted but may rejoin as soon as
If the object is an item or piece of equipment she is able to meet the requirements.
it retains all of its qualities, including magical
ones. Objects that are attuned or coded to others Effects which remove the ability to speak or
retain those characteristics. The forgery lasts that cause silence such as Silence of Death will
until sunrise. Once you create one forgery the remove the benefits of any supporter so affected.
silver coating on your hand disappears. There must be at least three Tremere consisting

178 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


of 2 supporters and 1 champion who all know WAY OF THE EARTH
the ritual to cast this spell, but no more than (KOLDUN ONLY)
10 Tremere in total can participate. The ritual As all Tzimisce are tied to the earth, as they are
ends when the last supporter ceases to chant, their lords, so too is the soil of their homeland
the champion leaves the view of the supporters, bound to them. A Koldun invoking this power
or when there are no two supporters within one temporarily borrows strength from her ancestral
step of each other. homeland through the spiritual link from the soil
she possesses.
SHAKARI’S SHROUD
(ASSAMITE SORCERER ONLY) Take a small sample of your ancestral soil and
mix it with fresh rainwater and a point of your
Once closely guarded by the Assamite antitribu Blood to create a paste. Thereafter, you may
of the Sabbat’s Black Hand, this ritual was spend a standard action to trace an arcane sigil
nearly lost when they left the Sword of Caine. onto your body, granting you the Rugged merit
The clan’s recent need to infiltrate the other sects for the next hour. Any wounds assigned to those
has led to its rediscovery. Once successfully used, health levels disappear at the end of the hour. If
the sorcerer can hide the visual and emotional you already possess the Rugged merit, this ritual
tells of being on a Path of Enlightenment. This has no effect.
magic is fleeting and only works for one night.
This ritual and the paste created by it may only
This ritual requires a ritual chant wherein you be used on you. A Koldun may only have a single
admonish and judge a venomous animal for application of this paste in existence at a time;
the sins of your Path, then ritually slays the creating a new application will render an older
animal and ingests its venom. This ritualistic one inert.
approximation of judgement and diablerie
realigns you with your higher purpose. Drinking
the venom does not harm you. Scorpions are
often chosen, but poisonous toads function just
as well. Upon completion, if you are on a Path,
you will cease to appear as if you are on a Path
for the remainder of the night, instead appearing
as a vampire on Humanity.

You may use this ritual upon yourself or others.


While this ritual is fundamentally aligned with
the Path of Blood, it will function just as well on
those who follow other Paths. However, many
Sorcerers believe this ritual should only be for
the benefit of those following the Path of Blood
and are known to severely punish those who use
this ritual to benefit practitioners of other Paths
of Enlightenment.

Expanded Blood Magic 179


Z
Level 5 Rituals its creation you may soak it in a point of your
Blood to extend its enchantment by another
30 days. If a Blade of Eternal Thirst loses its
BLADE OF ETERNAL THIRST enchantment for any reason, or the weapon is
Scholars debate if the hazards of vampirism broken, any blood stored within it is destroyed
are a product of the condition itself, or an and cannot be recovered. Finally if a Blade of
Eternal Thirst is targeted by the thaumaturgical
additional curse levied as consequence for an
ritual Perfect Forgery or similar powers, only the
age-old sin. It has thus far proven impossible to
Blade is copied; any blood contained within is
sate vampirism without some degree of peril but
not duplicated. All other limitations of Perfect
experiments have been met with some success.
Forgery apply as normal, including only the
By ritually carving and enchanting a weapon
creator of the original Blade of Eternal Thirst
made of bone, you can imbue it with a portion
being able to utilize the effects of a forgery.
of your hunger. The blade will seek to consume
any blood it comes into contact with, but as its
master, you can claim it as your own. CERTAMEN
(TREMERE ONLY)
To create a Blade of Eternal Thirst, you must
In spite of their erudite reputation, clan Tremere
carve a bladed weapon out of bone and immerse
maintains an ancient tradition of magical dueling
it in 3 points of your own Blood. This requires
to settle disputes. The secretive practice, called
you to have 2 or more dots of the skill Craft:
Certamen, pits two magicians against one another
Weaponsmithing. Once the ritual is complete the
in a contest of the arcane arts. Many a Tremere
weapon does aggravated damage. In addition, when
has made her career by mastering the intricacies
the weapon successfully strikes an enemy resulting
of this form of magical combat which uses
in at least one point of damage (determined after
unconventional rules. By strict tradition, these
the target’s Fortitude or similar defensive abilities),
duels are never discussed outside of the clan, nor
the blade consumes 1 point of Blood which is
are non-Tremere ever challenged in this manner.
magically preserved inside the weapon.
Certamen is the formal magical duel practiced
A Blade of Eternal Thirst can store up to
by members of clan Tremere involving runic
3 points of Blood which will retain its mundane
circles and impressive displays of Thaumaturgy.
and magical properties. While wielding the
It is traditionally used to resolve deep disputes
sword and by spending a simple action, you can
between clanmates when negotiation has failed,
magically absorb the points of Blood, drawing
but a superior may also order her subordinates
from the oldest point first. However, you are
to Certamen if she feels it is appropriate.
subject to any effects the blood has such as
drugs or toxins, the blood bond, or powers such Certamen involves two duelists and a judge.
as Acid Blood. Finally, by spending a standard No other parties are allowed to participate.
action you may force a single point of Blood out A participant does not need to know the ritual
of the blade and into a container if so desired. to participate, as it is typically the judge who
performs the ritual.
You may only create one Blade of Eternal
Thirst. If you create another the previous one is A typical Certamen usually proceeds as follows:
destroyed along with any blood it contains. Only an aggrieved party will challenge another
the creator of a Blade can utilize its benefits, to Certamen and ask for terms that reflect
including the ability to do aggravated damage; the level of her grievance. The challenged
in the hands of anyone else it is a mundane party may accept or insist on different terms;
weapon. A Blade of Eternal Thirst remains however, seeking to downplay the level of
enchanted for one month but each month after a slight is viewed as cowardly. The challenged

180 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


party traditionally selects the judge, which the feature two circles in an outdoor setting to take
challenger should accept within reason. When place in the last minutes before sunrise, and
the judge is determined and agrees to oversee more politicized duels may involve wide spaces
the Certamen, she will set the terms of the duel. with ample room for spectators and multiple
Most often these terms may have already been runic circles. The judge will determine the
agreed to by the participants, but the judge has specifics of the arena, including its size, number
final say. One or both of the participants may of runic circles, and how far apart they are set.
still withdraw, though to do so once a judge has
been chosen carries significant shame. Next is the construction of the runic circles.
A single runic circle is 2 steps across. A Certamen
The terms of the Certamen set forth the victory has at least 2 runic circles, one for each
conditions. The parties should agree amongst participant. However, it is common enough for
themselves on the victory condition. If the parties a Certamen to feature multiple runic circles for
cannot agree, the judge decides the victory either side. Typically, this is an equal number
condition. The duel ends immediately when the of circles for each side, as a participant who has
victory condition is met. The following list outlines fewer is seen as having a disadvantage. Once
the various victory conditions to select from: this number is chosen, each participant may
take turns constructing a runic circle with the
‡ Judge’s Decision: Under this condition, the challenger going first. Note that other rituals
Certamen ends under some event of the judge’s that modify the arena space, including those that
choosing and the judge will choose a winner. construct defensive measures, are not allowed
For example, the duel will last for 7 turns, as part of Certamen. To receive the benefits of
after which the judge will determine a winner. a runic circle, a participant must be the only
Other terms may also have a judge’s decision one standing within it, and she must be entirely
clause for the sake of length. Alternatively, the within it. Circles are never created concentrically,
judge may rule the contest will last until one and participants cannot receive benefits from
participant successfully uses three different multiple circles by attempting to straddle two or
Thaumaturgy powers or three different more. The types of runic circles are:
Thaumaturgy paths on her opponent.
‡ Capture the Runic Circle: The Certamen ends
‡ Enhancing: The participant chooses a path
when one participant captures her opponent’s of Thaumaturgy when she creates this runic
runic circle. This condition is considered met circle. She receives a +2 wild card bonus when
when a participant is the only one standing in using her primary path of Thaumaturgy while
her opponent’s circle and takes no damage for standing within the circle.
an entire turn. ‡ Regenerating: A participant standing in this
‡ Incapacitate Opponent: More serious matters circle recovers 1 point of normal or aggravated
call for the incapacitation of one of the damage at the end of each turn.
participants. The judge will end the match ‡ Rejuvenating: A participant standing in this
before final death can occur. circle recovers 2 points of Blood at the end of
‡ Death of Opponent: Reserved to settle only each turn.
the most serious accusations such as treason, ‡ Stoic: A participant standing within this
the Certamen ends when one party has killed circle receives a +2 wild card bonus to her
the other. defensive pools.
The judge will prepare the Certamen area. ‡ Quicksilver: If a participant is standing within
Depending on the mood of the judge, the space this runic circle, she may use the Burst of
available, or the nature of the challenge, it can Speed combat maneuver for free and apply
take one of many forms. Solemn duels may a +5 bonus to her initiative score.

Expanded Blood Magic 181


It is believed that there may exist other types of CONDUIT OF FATE
runic circles which function within Certamen With careful practice and manipulation, the
but that have been forbidden or lost over time. threads of one fate may be intertwined with
Certain secret societies and even members of another in a solemn act of binding. In this
the Tremere hierarchy are believed to have ritual, the fate of one becomes the fate of the
their own secret runes that they jealously guard, other, ensuring mutual destruction or survival.
should anyone be foolish enough to challenge While this is rarely a choice one would make for
them. Runic circles are part of the Certamen combat, a thaumaturge may invoke this binding
ritual and do not function outside of a proper over a pair of distrusting vampires to ensure
Certamen duel. peaceful negotiations.
Once the runic circles are constructed, the judge To learn this ritual you must be skilled in the
will set any additional terms. Traditionally, Path of Caelestinikenesis. To cast this ritual,
all Thaumaturgy is allowed, as are Celerity, you must first ritually bind the hands of two
Potence, and Fortitude. Usually, participants are willing vampires together, one of which can be
allowed time in advance for ritual preparation, yours. The two participants must each spend 1
though this may be measured, limited, or even point of their own Blood to spill on the binding
forbidden depending on the contest. In contests as you speak the words and finalize the magic
where the aim is to capture the opponent’s runic with a point of your own Blood. From the
circle, the disciplines of Dominate and Presence moment you untie their hands, the pair remains
are traditionally forbidden. Use of Possession mystically connected, each sharing the other’s
or other powers where the participant does not condition. As the caster of the ritual, unless
compete in her own body are always forbidden. you participate in the binding as one of the two
Other clans’ disciplines such as Dementation, ritual participants, you remain unaffected.
Protean, and Obtenebration are not allowed
without prior agreement, as the duel is intended Any post-Fortitude damage, healing, or effects
to be a contest of magic. Vicissitude is not that happen to one party will also manifest on
permitted under any circumstances nor is Obeah the other party who cannot mitigate or negate
or Valeren. the damage. Should one party enter torpor,
the other does as well. Similarly, any positive
At the appointed time, each participant will take effects applied after the casting are mirrored,
their place in one of her runic circles which will but existing conditions from before the ritual
serve as her primary runic circle. The combat was enacted do not transfer across. In addition,
begins at the judge’s signal, and each party may a character’s pre-existing derangement will not
act on their initiative. The ritual prevents any be mirrored, but a new derangement caused by
magical effects from leaving the designated area, Dementation inflicted on one party will affect
such as a stray Flame Bolt or uses of Firestorm. the other party in the same way.
Any magic used within the dueling area also
takes on a more pronounced aesthetic; Force You may choose to end the effects of this ritual
Bolts visibly ripple the air and Lightning Bolts early, but not instantaneously. Both parties must
surge with dramatic effect. agree to end it, just as they agreed to start it. To
do so, you must re-tie the pair’s hands with the
Certamen ends once the chosen victory same binding you used to enact the ritual and
condition is met or if the judge calls for a halt sever the cord. No one can be under the effects
in the contest, in which case the judge will then of more than one application of Conduit of Fate;
determine a winner or a draw. if they attempt to participate in a second ritual
casting while the first is active, the second will
fail and the original will remain active. If not
voluntarily severed, this ritual ends in 30 days.

182 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


FELL INCANTATION LIGHTNING ROD
There exist magics that seem to operate in In ancient history, the effects of lighting were
conjunction with the natural world, and seen as so devastating yet seemingly so random
there are some that are distinctly vulgar and that they must surely be the work of the gods.
otherworldly. The latter are much more difficult It is no wonder that early thaumaturges sought
to control, and much more harmful and chaotic to harness its power for their own. This ritual
in nature. This ritual imbues your magic with allows you to create a powerful tool to enhance
these energies, making them more destructive your abilities, channeling electricity with even
in nature. To do so, you must ritually burn greater effect.
a page from an established magical tome or
treatise as you recite an incantation appealing To cast this ritual, you must obtain a piece
to chaotic forces. of wood from a tree struck by lightning that
must then be fashioned into a rod. Thereafter,
Upon the completion of this ritual, for the whenever you hold the rod and use it with the
remainder of the evening your magic takes on Path of Weather Control: Lightning, your bolt
a powerful and destructive quality. Whenever does aggravated damage.
your Thaumaturgy powers deal damage, the first
point dealt cannot be reduced or negated. The In addition, if you have successfully struck
type of the damage does not change (aggravated a character with your lightning bolt, you may
or normal), and any damage reduction powers cause it to arc and attack a second character
are applied to any additional points of damage within 3 steps of the first. This does not require
beyond the first, if any. If your power does both any additional Blood or actions. To do so, you
aggravated and normal damage, apply this effect must immediately initiate a second opposed
to the aggravated damage. challenge with your new target. If you succeed,
apply the regular effects of Path of Weather
For example, if you have this ritual active and Control: Lightning, but your target will take
successfully use the Thaumaturgy power Engulf 1 fewer point of damage. You may use this ability
on a target with Aegis, the first point of damage only once per turn.
is unsoakable. Your target’s Fortitude is then
applied to the second point, ignoring it. If you Only you may use your own Lightning Rod
scored an exceptional success to inflict 3 points and you may only have one at a time. Creating
of damage, the first point is unsoakable, but your an additional rod causes the previous rod to
target’s Fortitude would apply to the second and become inert.
third point of damage, ignoring those.

However, use of this ritual causes your magic to


become distinctly unnatural, and as a result any
magical effect you use is overtly Masquerade-
breaking. Any phenomenon you conjure such as
flames or fog may have an unnatural color, and
otherwise surreptitious magics are accompanied
by eldritch effects, such as ghostly runes, sparks,
or bizarre rays of light. This power is not
infernal in nature, but rather a more violent and
disruptive form of magic.

Expanded Blood Magic 183


RITE OF MARDUK SLAIN AND RISEN
(ASSAMITE SORCERER ONLY)
The myth of Marduk, the ancient Mesopotamian
god, is among the oldest myths recorded. It holds
special reverence among the Assamites who
believe it is an ancient story of one of their elders
delivering justice to one of Ventrue’s wicked
childer. They created this ritual in honor of
this epic story, intended to caution a wayward SEVERING SANDS
bloodline from following in the example of (SETITE SORCERY ONLY)
the condemned. A handful of pure and consecrated sand
(preferably imported directly from the Nile) can
This ritual requires the Sorcerer, a would-be force spirits and creatures back to where they
diablierist, and three other participants who came. While often used to banish spirits from
must be either Assamites or Path of Blood an area, the power of this ritual has limited
adherents. However, only the Sorcerer needs effects over all manner of creatures by simply
to know the ritual. The diablerist then names invoking an appropriate Egyptian god counter
a victim she intends to diablerize and leads the to whatever spirit or supernatural creature he
group in a 30-minute ceremony during which faces. A wise magician studies all manner of
she dons a robe and mask, and ritually enacts creatures to make the best use of this ritual,
the myth of Marduk, taking the part of the though even the most ignorant sorcerer knows
god. The other participants take the parts of to call upon Anubis to take ghosts back to the
Marduk’s mother, Ea, his consort, Sarpanitu, and Underworld.
the chaos dragon, Tiamat. Tiamat “kills” Marduk
as his mother and consort mourn, but Marduk You must gather a handful of pure sand, wash it
“resurrects” himself and “slays” her, symbolically clean, and allow it to dry in the sun undisturbed
making her into the body of the world. for one day. Then, gathering the sand, you mix it
with perfumes, natron (a salt mixture from dry
Upon completion of this 30-minute ceremony, lake beds), and one point of your own Blood,
the beneficiary of this ritual has 24 hours to reciting a prayer to the life-giving Nile.
diablerize her named target. It is not uncommon
to perform this ritual with the target already When you next encounter a supernatural
present and captive. When the diablerie is creature, you may blow the sand at it while
complete, the victim’s sire, her sire’s childer, reciting a prayer to a god within your
all of the target’s childer, and anyone in a full religion who has dominion over that type of
blood bond with the victim share her final supernatural. Most Followers of Set use their
sensations as she perishes. Furthermore, all of respective pantheons, with of Egyptian gods
the aforementioned suffer horrific flashbacks Dionysian or Hall of Jörmungandr being the
of this event when they are in the presence of most commonly invoked. Blowing the sand
the diablierist. Those affected by these waking requires a standard action and success in an
nightmares suffer a -3 penalty to their offensive opposed challenge using your Mental attribute +
pools against the diablerist as long as the Occult skill versus the target’s Mental attribute
diablerist is in their presence. This effect lasts + Willpower. You may only target a single
for 3 months but can be ended early if the caster visible character within 3 steps and the sand is
chooses to spend a simple action. expended regardless of if you succeed.

184 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


WAY OF THE SUPREME
(KOLDUN ONLY)

Koldunic beliefs say there is a single force and


essence that encompasses all in nature. While
most hermetic thaumaturgists seek to dominate
and enslave that force, Koldun seek to unlock its
potential. As a result, the elementals summoned
by a Koldun have greater potential than those
summoned by any other blood magician. In order
to enhance an elemental a Koldun must prepare
herself during a spiritual ceremony, attuning to
the four elements.

You must spend 4 hours performing an


elemental ceremony recognizing the four
supreme elements. Each Koldun performs this
ritual differently. Upon its completion, and for
If you succeed in the opposed challenge, the next lunar month, the elemental summoned
creatures not native to the current plane, such when you use Elemental Mastery 5: Elemental
as wraiths, spirits, and summoned elementals, Summoning gains the following effects based on
are banished to their home realms and cannot elemental type:
return for 24 hours. The Storyteller may ‡ Fire Elemental: It gains a +3 bonus to
determine that spirits of sufficient power, such initiative and the ability to act during the first
as Incarna or higher, are immune to this effect. Celerity round where it may use its Ranged
If used on a vampire in Psychic Projection or Attack.
a character who has been Soul Stolen, this ritual
returns her to her body. However, these targets
‡ Earth Elemental: It gains 2 additional health
must be somehow visible to you to be targeted. levels, and its unarmed attacks deal 2 points of
normal damage, or 3 points on an exceptional
Supernatural creatures’ native to this plane success.
that are successfully targeted with the sand ‡ Water Elemental: While in its presence, you
(including other vampires, changelings, gain a free retest against any frenzy test using
werewolves, and earthbound demons) lose the energies of the water to calm yourself. In
their ability to heal or be healed for 3 turns. addition, while you are in a state of frenzy you
This does not interfere with effects which feel the power of the ocean’s rage, gaining a +1
reduce or prevent damage, such as Fortitude. to Physical attack test pools, in addition to any
Multiple applications of Severing Sands to the bonuses you receive for frenzy.
same native supernatural creature do not stack;
however, once the 3 turns have lapsed, a new
‡ Air Elemental: It may now make a ranged
successful application will result in the loss of attack (instead of an unarmed attack) that does
their ability to heal or be healed for another no damage but knocks the target prone. The
3 turns. air elemental can also spend a standard action
to target its summoner with a gentler gust of
This sand only works in your hands as only you wind, allowing you to take one additional step
can invoke the required blessing. You may have the next time you spend a simple action on
up to 3 applications of it in existence at a time movement. This second effect does not count
with newer creations rendering the oldest inert. towards your maximum number of attackers.

Expanded Blood Magic 185


AUDACES
FORTUNA
IUVAT

Benjamin Vogt was tired. He was tired of watching his clan fall to the manipulations of
the dirty Anarchs. He was tired of hearing their endless droning for rights and freedoms.
Most of all, he was tired of others wanting to take what was rightfully his. Turning
towards the lovely woman at his side, he ran his hand over her pale arm, admiring
her beauty. In life, Mia had been both a perfect wife and companion; in death, she was
competent, hungry, and willing to go to whatever lengths necessary to obtain power for
herself and those who were worthy of her notice. Despite the unfortunate circumstances
surrounding her death, she had risen like a phoenix from the ashes and claimed her
rightful place among vampire society.

Across the room, a Gangrel Anarch watched the display of possessiveness by the Ventrue.
They were always like this, petting their trophies as if they were phallic symbols of power
and respect. Even those Ventrue who claimed membership in the Anarchs were barely
tolerable. This one, though, was one of the most obnoxious assholes that he had ever met,
and given that he had dealt with tons of stuck up Camarilla assholes, this guy was setting
a pretty high bar.

Unlike the Ventrue, who was watching him like he was a piece of trash left on his
precious pearly steps, David “Dee Dubya” Wallace was a true patriot and man of the
people. He had climbed his way through the ranks of vampire society and led his people
with the ferocity and fire of the Gangrel clan and the Anarch Movement. He didn’t have
a fancy title or a big haven that he could call his own. Instead, he had his people, his
gang, and his close allies who had his back whenever there was trouble.

Dee Dubya sauntered across the carpet, mentally cackling in glee that his boots left tracks
of brown mud and whatever else he had managed to wipe his feet in across the pristine
white carpet of the Ventrue’s mansion. Given the scent that wafted from around him, he
was pretty sure he had managed to find wherever the royal dogs liked to hang out.

186 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Benjamin looked down his elegantly slanted nose at the dirty
Anarch who smelled like feces and rebellion. He had little
time for self-made prophets of anarchy who claimed they
were “of the people.” Much like the murderous Sabbat, the
Anarchs were little better, choosing violence and claiming
it was politics. He supposed in some manner, it made sense.
His personal motto had always been “Aut Viam Inveniam Aut
Faciam’’ — “I will either find a way, or I will make one”. The
difference was, he had carved his way on his own, proving
he was worthy of his blood. They simply resorted to the
inelegant solution of violence.

Dee Dubya made a point of looking the Ventrue in the eye


as he slowly dragged his feet across the carpet, smirking as
he watched Benjamin Vogt try to hide a cringe. He figured
it was fair, given that he had been imperiously summoned
before “King George”, which was his favorite nickname for
the Ventrue, who was slightly (or maybe more than slightly)
upset because he had deigned to set foot near Benjamin’s
precious territory.

“So I hear ya got some issues with me, your Highness. I’m
here, presentin’ myself. How can I not serve your every whim
today?” Dee Dubya mocked him with a half-curtsy, smirking
at the Ventrue who was clearly trying not to roll his eyes at
the clear show of disrespect.

Benjamin forced his mouth into a scowl as he looked down at


the Anarch. His appearance was laughable. His clothing was
clearly bought at a thrift store, and the gaudy golden dollar
sign adorning his neck was an obvious symbol of his value.
In short, worthless.

“Yes, I have, Mr. Wallace. I understand that you have been


misled to believe that you can claim land. Specifically,
that you can claim my land as your own. In the spirit of
cooperation, I asked you here to grant an opportunity to
retract your mistake and apologize for your confusion.”

There was a brief moment of silence before Dee Dubya


doubled over in laughter, even going so far as to feign
catching his breath in between bouts of laughter.

“Oh holy shit, that was some seriously funny stuff. You are
almost as good as those comedians on that TV show. Wow,
that was amazing. I need to sit down after that!”

Moving to the closest seat, Dee Dubya draped himself over an


ornate wooden chair, tossing his muddied shoes over the side
before making eye contact again with the Ventrue.

Audaces Fortuna Iuvat 187


E

188 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


“So look your Ventrue-ness, Mister high and mighty; y’know that spot Golden Corral?
Yeah, that place with the bomb cheeseburgers and that super phat salad bar? Everyone
gets to go to the salad bar, right? So when you got a plate full of some fried chicken,
burgers, and maybe some salad, and y’know, ya gotta have some greens for that heart
health — we ‘Narchs gotta keep our hearts healthy and all — but one o’dem cherry
tomatoes falls off and hits the floor. You look at that tomato and you wonder, ‘who really
owns the salad bar?’”

Benjamin watched the Gangrel with a look of superiority, perhaps even some amusement
as he met the eyes of the Gangrel.

“I own the salad bar.”

Dee Dubya looked surprised at the simple response and was about to start a new rant
when Benjamin held up his hand to stop any further words by the Gangrel.

“I don’t think you understand how economics work. The people do not own the salad bar.
I allow you to go to the salad bar. I allow you to get your burgers and your plates full of
food, and at the end of the night, I close down the salad bar and decide when I want to
reopen the salad bar. You are there because I allow it, not because it is your right.”

Dee Dubya sat up straight, letting his carefully crafted ensemble that was made up of
baggy jeans, a zip up hoodie, and an oversized sports jersey fall aside.

“So that’s how it is going to be? I came here to offer you a deal Mr. Vogt, one that I think
will be mutually beneficial to both of us.”

Benjamin Vogt looked at the Anarch with annoyance. There was absolutely nothing
that this creature could offer him that he needed, yet the Gangrel was determined to
keep talking.

“I know your secret. You know, that one you don’t want getting out? I know it, and if
you think of harming me or trying to get it out of my head through your Ventrue woogie
powers, some other people know it as well. So I would think long and hard about how
much your salad bar is worth to you before you consider answering, especially when that
main course’s name happens to be Mia.”

Benjamin Vogt was speechless for perhaps the first time in his entire unlife. He glanced
over to the woman beside him, knowing full well what the Gangrel Anarch was speaking
of. If he did indeed know the secret behind Mia’s presence, he had valuable information.
It could only mean that Dee Dubya must have known the individual responsible for
this secret.

It had not been that long ago, not that time mattered much when you are a vampire.
Mia had been his mortal wife and companion. She had been vibrant, beautiful, possessed
of a grace unlike anyone else he had ever known. She had been granted temporary
immortality as a ghoul, but she was never a slave like others. She was far too headstrong
to ever be someone’s servant.

Audaces Fortuna Iuvat 189


One night, while members of his Court were fighting against the Sabbat, Mia had been
kidnapped by a pack who were causing no end of frustration to the vampires of the
domain. Benjamin’s sire had been a powerful force against the Sabbat, so they had been
looking for any opportunity to strike a blow against the Camarilla. Benjamin had been
the perfect target of opportunity. They had kidnapped Mia, holding her hostage and
nearly killing her. When he had found her, she had lost so much blood that her skin was
already paler than most vampires. The Archbishop had taunted him, gleefully giving him
the option of ridding the Camarilla of an enemy, or saving his precious ghoul through
the embrace.

He had chosen the latter. He had taken her broken body into his arms and drained what
little vitae remained in her body and fed her his own blood. In a single act, he had broken
the Traditions and violated his oath to his Sire and Grandsire. He had saved her, though.
He did not regret that act, but he did not exactly announce to the world what he had done,
either. Instead, he had withdrawn from the battleground, ignoring the look of triumph on
the face of the Ventrue antitribu Archbishop, and returned to the fold of the Camarilla,
vowing never to speak of what had happened that night.

Dee Dubya watched the realization of the predicament hit the Ventrue. Benjamin knew
that Dee Dubya had important information that would be detrimental to his existence,
yet he didn’t want to lose territory or face. On the other hand, Benjamin could easily have
the local Movement eradicated for buying and selling secrets to Camarilla enemies. Given
the Gangrel’s ties to some of the most notorious members of the Anarch Movement, it was
a risky move that could end up backfiring.

Dee Dubya smiled a big, toothy grin as he casually went back to draping his legs over the
side of the chair.

“So, here is what I have in mind. You are going to give me your salad bar, or you can keep
it open and I can go get my plate of chicken whenever I feel like it and bring my friends,
or I tell your Prince-ness exactly how naughty you were. Capiche? It’s like that movie ya
know? That one with the blue pill and the red pill? You decide which pill you are going to
take, Neo.”

While the pop culture reference was lost on Benjamin, the concept was not. The Gangrel
had made his intent quite clear. Looking over at the woman at his side, he knew that he
could not allow anything to happen to her. He had sacrificed his own Traditions once
before, knowing the cost of his indiscretion. He was not the type to go down without
a fight, however, and he had one important card that he could play.

Sitting back in his chair, Benjamin looked at his adversary and nodded once, making
certain that he mained a calm, composed smile as he measured his words with perfect
accuracy. He had almost been beaten, had it not been for a casual slip, he might have
almost missed the gang emblem on the inside of Dee Dubya’s jacket marking him as
a member of a dangerous gang of Anarchs who had been hunted by the Camarilla.

190 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


“Very well. You can have your Golden Corral. However, in exchange I will have your
silence and the ashes of the leader of the Sabbat pack who is also attempting to claim
this land. If you should ever tell of this to anyone, I will make sure everyone knows how
you attempted to blackmail me, how you attempted to spread lies, and most of all, how
you intend to use this territory that you have stolen to provide sanctuary to your allies
who are hiding from the Camarilla. Don’t think I am not aware of your associations with
individuals hunted by the Justicariate. One word of this, and I will have every Archon and
Camarilla bounty hunter in your salad bar, eating your salad, and making sure there are
no scraps for even your dog to feed on. Do you understand?”

Dee Dubya stood up and offered his hand to Benjamin, who placed a smile that spoke
of victory on his face. He did not take the hand of the Anarch, but simply offered a nod
to the Gangrel. Dee Dubya had an awkward moment where he was waiting for the
handshake before pulling his hand back.

“Okay then. Secrets it is. You get to keep your secret, I get to keep mine.”

Benjamin Vogt hid his look of disgust at having to make this deal, but he was not going
to give this Anarch the satisfaction of seeing how close his Beast had been to the surface.
For now, his secret and his precious Mia were safe. Despite the high cost of silence, the
resolution was clearly in his favor.

As Dee Dubya was escorted from the building, he smiled in triumph. He had both gotten
under Benjamin’s skin and successfully obtained a prime piece of territory. Pulling out his
phone, he dialed the familiar number of his “questionable” associates . He spoke quickly,
then hung up, humming a victorious tune as he sauntered down the gilded steps of
the estate.

“The deal is good, let the others know we are moving to phase two.”

After delivering the message to the leaders of his gang, Dee Dubya laughed to himself.
The fool Ventrue had played perfectly into his hands. Not only had he lost precious land,
but he had given his Anarch gang the perfect reason to go after the annoying Sabbat
who kept hunting the members of his gang. Not only would he get the rep for stealing
territory, he would get boasting privileges for years to come.

Sitting with Mia at his side, Benjamin could not help but smile at his clear success.
His gamble had been well-played. He had lost some land, but what he had gained was
immeasurable. By agreeing to destroy the Sabbat who had forced him to embrace his
beloved Mia, Dee Dubya had presented the perfect opportunity to ensure that Benjamin’s
secret would never get out. In return, he would conveniently forget that Dee Dubya would
probably bring members of his gang on his former territory who were hunted by the
Camarilla. It was a risk, but as his sire was so fond of saying, “Audaces fortuna iuvat”:
fortune favors the bold.

Audaces Fortuna Iuvat 191


— Chapter V —

ADDITIONAL ELDER POWERS


& LUMINARY POWERS
“My childe, alway remember this most important lesson:
sanguis pretium amissis ludum. Blood is the price of losing the game.”
— Alain Martel, Luminary Elder, Clan Ventrue

I
In this chapter you will find additional elder
powers and luminary powers. Player characters
with the correct generation (8th, 7th, or 6th) can
learn elder powers by going through the same
steps to learn other powers of that discipline.
For more information on elder powers, see MET
trump card in an elder’s arsenal. Player
characters must be 6th generation to purchase
a luminary power. NPC and PC Luminary Elders
may purchase a single luminary power from
their in-clan disciplines. NPC vampires who are
of the 5th generation or lower may purchase
VTM, Chapter Four: Disciplines, page 113. multiple luminary powers from their in-clan
disciplines. Luminary powers cost 24 XP, and
Beyond the scope of elder powers lie another may only be purchased if a character has at least
terrifying threshold of abilities: luminary 1 elder power of the same discipline.
powers. Luminary powers are superior
expressions of disciplines practiced by those Elder powers and luminary powers are
of ancient and potent blood. These powers distinguished from each other by the number
represent the supreme mastery of a discipline of dots that follows the name of the parent
and the product of countless nights of study and discipline. Six dots denotes and elder power;
insight. Luminary powers function as a daunting seven dots denotes a luminary power.

192 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Animalism
“Childe, a Toreador like that one be all smiles and gilding; they only pretend to listen.
Truth is, they be jealous ‘cause we be prettier than they are and have abilities they never will.”
— Carrick Driscol, Nosferatu Elder & Warlord, Red Deer Alberta

Animalism Elder Powers addition, a Stock NPC’s blood bond to another


or supernatural compulsion caused by another
through powers such as Dominate or Majesty
MASTER OF THE HUNT cannot be overcome by your orders.
Animalism ●●●●● ● You may only affect a number of vampires and
The communion you have with your Beast has Stock NPCs equal to your dots in the Animal
Ken skill. This power lasts for up to 1 hour;
given insight into the base instincts of other
however, targets must remain within eyesight
vampires, allowing you to grant them a keen
of you for this power to remain active. Any
understanding of their Beasts. Gangrel elders
time before the hour expires you may end the
are known to use this power when leading
benefits of Master of the Hunt and your vampire
blood hunts, permitting their allies to achieve
allies may end the effects upon themselves if
a singular primal focus against their targets.
so desired.
Spend 1 point of Blood and a simple action to
allow a number of vampire allies to benefit QUELL THE HERD
from Drawing Out the Beast, if they choose.
Animalism ●●●●● ●
The selected allies receive the power’s benefits
as though they had just activated Drawing Out The most dangerous and fearsome creations in
the Beast without paying its costs and gain the all of nature are the apex predators; powerful
benefit from your Attribute focus for this power, hunters that other species have come to
if applicable. If an ally targeted by Master of the instinctively fear. Such is the power of your
Hunt already possesses the power Drawing Out the Beast that even in a room filled with other
Beast, they do not suffer the standard -2 penalties predators, its hunger and strength is palpable,
to Physical defense pools while in frenzy; however, threatening dominance over all who challenge it.
you still suffer the -2 penalty to Physical defense
pools while in frenzy unless another vampire has When you attempt to use Quell the Beast, you
used Master of the Hunt on you. may choose to spend 1 additional Blood point
to activate Quell the Herd and affect multiple
In addition, you may use this power on Stock targets. Choose a number of vampires or
NPCs of level 3 or lower, which automatically supernatural creatures capable of frenzy within
succeeds. If you do, they immediately enter your line of sight up to the number of dots you
frenzy even if they otherwise cannot. So long have in Animal Ken. You must have their Gaze
as the Stock NPCs are physical and aggressive and Focus. When targeting multiple vampires
in nature, they will obey your orders in combat or creatures, you must make a separate opposed
such as orders to follow you, to attack a specific challenge against each of the defenders. Should
target, or to hold their action. These orders must you spend Willpower to retest one of these
be simple and basic. More complex orders, such opposed challenges, you also gain the ability
as disarm the security system, cannot be given to retest all the remaining opposed challenges
as your subjects are in the thrall of frenzy. In without spending further Willpower.

Additional Elder Powers & Luminary Powers 193


Animalism Luminary Powers SUPREME RESOLVE
Animalism ●●●●● ●●

EMBRACE THE BEAST Neonates and lesser predators are taught that
Animalism ●●●●● ●● the Beast is a liability, a tireless hunter that
will inevitably overtake them. While you have
The Beast lies within all vampires, a constant not made peace with your bestial side, you have
threat to control. You have mastered the ability entered a greater communion with your Beast
to embrace the Beast within you instead of just and can draw upon its full potency to resist any
caging it, allowing you to steel yourself from who would seek to overcome your will.
certain attacks as you hunt your prey. While not
without risks, the power granted by the Beast’s Once learned, this power is always active.
embrace is horrific yet beautiful. Whenever someone attempts a Willpower
retest against you, she must spend 1 additional
Spend 3 points of Blood and your simple action Willpower for the retest. If she cannot or is
to activate Embrace the Beast and immediately unwilling to spend the extra Willpower, she
enter a rage frenzy. While embracing your Beast may not retest, though she does not lose any
you maintain enough control over yourself to Willpower. This penalty is cumulative with any
determine friend from foe. In addition to the other penalties that cause your target to spend
benefits of Drawing out the Beast, you are additional Willpower, such as Quell the Beast.
immune to hostile Mental and Social powers If your target has a power, merit, or effect that
that do not cause physical damage; however, you allows her a Willpower retest without spending
cannot initiate Mental or Social powers while in a point of Willpower, the effects of Supreme
this berserk state. If a Mental or Social power Resolve do not affect her.
causes an effect that includes damage, such as
a Soul Steal attempt in conjunction with the In addition, whenever you are in a state of
Appearance focus, you are susceptible to it. frenzy, once per everyman round and once
per Celerity round you do not have to spend
This power remains active until either all Willpower to retest, provided you are able to
threats are incapacitated, all threats escape, or do so. This power does not grant an exception
you choose to deactivate it. If you deactivate the to the rule restricting Willpower retests to one
power prior to incapacitating at least a single per challenge.
threat with your own hands, you immediately
take 3 points of aggravated damage that may not
be reduced or negated. A threat declaring her
surrender or ceasing hostilities without a show
of submission is not sufficient; you must either
incapacitate her or end this power yourself
unless she meaningfully submits.

194 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Auspex
“Auspex? Got to admit, I’m not much of a fan.”
— Mr. Rat, Nosferatu, Southampton Warren

Auspex Elder Powers activating other disciplines or powers. Enemies


perceived through the use of this power appear
distorted and shrouded in symbolism although
FOG OF WAR you can identify those with whom you have
Auspex ●●●●● ● familiarity. You also know exactly when and
where new foes enter the battle or if current
War is hell and few can gaze upon it without ones leave. If any enemies are obscured by
flinching. By use of this power you can see supernatural concealment, you still know their
the terrain of a battlefield, along with the total number, but this power does not reveal
placement of allies and enemies. You perceive their locations. If you choose, you may share
this information in shadowy, dream-like detail: the tactical information gleaned through your
a top-down view of the battlefield, rich with battlefield perspective, either verbally or through
symbolism. This information is invaluable from powers such as Telepathy; however, you must
a tactical standpoint. It also lets you chronicle actively communicate such knowledge and
the details of a battle with great precision. other parties cannot passively share your vision,
even telepathically.
Spend Blood and a simple action to activate
this power. Fog of War lasts for 10 minutes In addition, if this power is used to observe
per point of Blood spent to fuel this power. By any challenge within your normal line of sight,
activating the power, you gain a hazy top-down you are able to recognize the nature of the
view of a battlefield at which you are present. challenge, including any powers used, as long
The area perceived will appear superimposed as you possess the appropriate knowledge or
over your normal vision. The area can vary Lore skill specialization. You also understand
in size, covering the entire space involved in the nature of the outcome, including damage
the current combat scenario, whether that is dealt. When observing a challenge, once per turn
a small room with only a couple of combatants you may choose to offer a participant of your
or an area that is miles across and populated choice the opportunity to spend your Willpower
by opposing armies. You can only activate this instead of her own to perform a retest. This
power when you have already detected enemies retest is handled like any other Willpower retest,
nearby and a battle must be imminent or have except you pay the cost instead of the selected
already begun. This power does not work across participant. In addition, this retest successfully
the Shroud or other mystical realms, even if the works in tandem with any other defensive
battlefield extends to those areas. powers your recipient may possess, such as
Dancer’s Grace, and any effects that apply to
While this power is active, you automatically your spending of Willpower in challenges, such
know the numbers and locations of enemy as Supreme Resolve or Duty of Kings. This
forces, even seeing through intervening barriers power does not override effects that forbid
such as walls or ceilings. This power does not the target from making a Willpower retest or
extend your field of vision for the purpose of increase its cost.

Additional Elder Powers & Luminary Powers 195


PSYCHIC DRAIN
Auspex ●●●●● ●

Legends speak of psychic vampires who feed


on the energy of their targets, devouring it
as hungrily as vitae, leaving their targets
empty shells of their former selves. With
this ability, you can harvest the will of your
victims and use it to fuel your supernatural
powers. Some vampires who possess Psychic
Drain claim that, immediately upon using
the power, they taste the blood of their prey.

Spend 1 point of Blood and a standard


action to attack your opponent’s mind. Make
an opposed challenge against your target
using the Auspex test pool. If you succeed,
your victim loses 2 points of Willpower;
however, her Willpower cannot be reduced
below zero. For the remainder of the turn,
you may spend the points of Willpower
you removed from your opponent as if they
were your own, though they do not count
toward your defensive pools. If you do not
use these Willpower points before the turn
expires, you lose them at the end of the
turn. A character attacked by a Psychic
Drain immediately knows where the attack
originated from and who the attacker was
if there is more than one individual in that
location. You can use Psychic Drain on
subsequent actions against the same target
even if you lose the opposed challenge; this
is an exception to the rule that prohibits
a character from using a power on the same
target immediately after failing.

Exceptional Success
The Willpower points you gain from Psychic
Drain are lost at the end of the scene instead
of at the end of the turn. In addition, your
target may not regain Willpower for the
next hour.

196 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Auspex Luminary Powers

COLLECTIVE COGNIZANCE
Auspex ●●●●● ●●

Your mastery of Auspex allows you to perceive MIRROR REFLEXES


the twisting paths of thought and memory that Auspex ●●●●● ●●
are laid before you like a roadmap, enabling you
to influence others subtly and without drawing By invoking your supernaturally enhanced
their attention. awareness you can anticipate your opponents’
moves and subconsciously track them even
Once purchased this power is always active. So if they are no longer in your line of sight. In
long as your target is within your line of sight, addition, you can anticipate attacks before they
you no longer need your target’s Gaze and Focus are launched enabling you to perform seemingly
to use other powers on them. This power cannot uncanny defensive actions based not on your
be used with elder powers or luminary powers. physical capabilities but on the superiority of
your mind.
In addition, other characters are not immediately
aware when you fail a Mental or Social You may activate this power at any time, even
challenge, nor can they attempt to notice outside your initiative order. Spend 3 points of
the successful use of your powers with the Blood and designate a number of targets that
Awareness skill. Further, you may elect to use are within your line of sight up to your dots
your Subterfuge skill to make it seem as though in the Awareness skill. For the duration of the
another character of your choosing within combat — including rounds that you do not have
three steps of you used the power you activated an action — whenever you engage in an opposed
so long as the Social or Mental power is not Physical challenge against the designated targets
obvious, such as Dread Gaze (see MET VTM, and you spend one or more points of Willpower
Chapter Four: Disciplines, page 97). You may to retest, you immediately regain a single point
use the Subterfuge skill benefit granted by this of Willpower. Once Mirror Reflexes is activated,
power any number of times per night. This is an you do not need to maintain line of sight
exception to the rule governing maximum uses against your designated targets to benefit from
of the Subterfuge skill. this power.

Additional Elder Powers & Luminary Powers 197


X
Celerity
“Vampires tend to get the wrong idea when I tell them I’m an Assamite. Their minds jump
to the stereotypical, skulking knife in the dark. What I am is a scholar and a judge,
and I am most assuredly judging you right this moment.”
— Roshan Farzaneh, Assamite Vizier

Celerity Elder Powers Spend 2 points of Blood to activate Nimble


Departure for the turn and announce your
attempt to fair escape (see MET VTM, Chapter
NIMBLE DEPARTURE Six: Core systems, page 277). You may activate
Celerity ●●●●● ● this power outside of your initiative order,
similar to other Celerity activations. While
Discretion is often the better part of valor, this power is active your Dodge pool increases
and you have learned to fully embrace that by the sum of all Celerity powers you possess,
ancient adage. Rather than hitting your enemies including Celerity elder powers and luminary
repeatedly, you funnel your extraordinary speed powers and Celerity-based techniques; however,
into protecting yourself by swiftly disengaging you may not initiate an opposed challenge
from even the most dangerous situations. unless that challenge’s purpose is to elude or
escape those who would bar you from leaving. In
addition, while Nimble Departure is active your
fair escape is not negated if you are involved
in a Physical challenge so long as you win all
Physical challenges you are involved in. If you
are the target of any Mental or Social challenges
that might inhibit your fair escape, you must win
those as well. You may not activate this power
if you have already initiated opposed challenges
during the current round.

If you meet the criteria for a fair escape you


may exercise it immediately without spending
an action or you can retain the option until the
end of the next turn. If you choose to retain
the option, you may later exercise your fair
escape by spending a standard action. If you
lose an opposed challenge prior to exercising
the retained fair escape, you lose the benefit and
must activate this power again.

198 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


ZEPHYR Celerity Luminary Powers
Celerity ●●●●● ●

While not flight, your mastery of Celerity BETWEEN THE TICKS


gives you the ability to perform certain aerial Celerity ●●●●● ●●
acrobatics. Like the Greek god Hermes, you
can run on water, up walls, upside down across Sometimes the best offense is an impenetrable
ceilings and even very briefly on the air itself. defense. When your allies engage in offensive
maneuvers, you handle their defenses by moving
Spend 1 point of Blood to double your standard at a speed so fast you are scarcely visible. As you
movement and to gain the ability to unerringly disappear and reappear just in time to deflect
run on any tangible surface. Other effects or or parry an incoming attack, you can confound
powers that increase your speed are added after your attackers while protecting the allies in
this doubling effect. Once Zephyr is activated your vicinity.
you must spend at least your simple or standard
action on movement or the effects of Zephyr Spend 2 points of Blood to activate Between the
end. Provided you end your movement on Ticks for the turn. While active you may take
a solid surface, you may traverse intervening no offensive Physical actions. Instead, during
empty spaces such as over alleyways between each round of combat you may declare the assist
the rooftops of buildings. While Zephyr is active defender mass combat tactic (see MET VTM,
you can utilize the Elude and Strafe Aerial Chapter Six: Core Systems, page 282) to aid
Combat Maneuvers. any ally within six steps of you. You may do
this up to the number of dots you possess of the
If you end a round and you are not standing Athletics skill each round without spending an
upright on a solid surface, or if you did not take action. Doing this may subject you to more than
a movement action in the round, Zephyr ends. If 2 Physical attacks per round; for the purpose
Zephyr ends while you are on a vertical surface, of this power, this is an exception to the rule
upside down, or in midair, you immediately limiting the maximum number of attackers.
begin to fall to the ground. While falling, if the While Between the Ticks is active and you are
nature of any nearby surface is conducive, your using the assist defender mass combat tactic, you
Storyteller may allow a static Athletics challenge may attempt to achieve an exceptional success.
to permit you to grab a handhold to end the This is an exception to the rule stating that you
freefall. Once you are back on a solid surface may only score an exceptional success if you are
you may spend 1 point of Blood to enact Zephyr the attacker in a challenge. You must meet all
again and begin moving as normally dictated by of the other rules qualifications to achieve the
this power. exceptional success.

Additional Elder Powers & Luminary Powers 199


MOMENTUM SWING
Celerity ●●●●● ●●

You possess an unthinkable quickness that allows


you to not just dodge incoming attacks, but to
redirect them. By unleashing your power can
throw and parry opponents by using your own
speed and the momentum of your attacker. You
can even deflect bullets and redirect thrown
If you achieve an exceptional success, you may weapons, changing the course of a battle without
choose to not only dodge the attack but to also having to go on the offensive.
redirect any damage that would have been dealt Once learned, this power automatically activates
back to the attacker. Include all modifiers to at no additional cost when you activate any
the damage, such as Potence or Rage, as well as other Celerity power. Whenever you successfully
the type of damage and any harmful weapon defend against a non-ranged Physical attack,
effects, such as those caused by Quietus. If you may move your opponent up to six steps
the attack involved a combat maneuver, apply in any direction. If this movement causes your
the damage dealt but not the effects of the opponent to collide with a solid object, your
maneuver. If the attack is intended to convey the opponent takes 2 points of normal damage and
effects of a power, such as Cauldron of Blood is Knocked Down. If this movement causes your
or Hobbling Strike, apply the damage from the opponent to collide with another character, both
attack but not the effects of the power. Powers characters take 2 points of normal damage and
that do not involve a physical projectile, such both are Knocked Down.
as Force Bolt or Engulf, cannot be redirected
with this power. Any qualities that applied Whenever you successfully defend against
to the original attack do not carry over into a ranged Physical attack that has a tangible
the new attack such as those from a gun with projectile, you may deflect that attack to anyone
Accurate or Deadly qualities, a shotgun with the within 6 steps of you. In order to successfully
Spray quality, or a bonus from a power such as transfer the attack, you must succeed in an
Projectile. If your opponent has already been opposed challenge using your Physical attribute
targeted by the maximum number of Physical + Dodge skill versus your target’s Physical
attacks possible for the round, you dodge the attribute + Dodge skill. If you succeed on the
attack; however, the attack is not redirected, and challenge your target takes the damage from the
you do not deal damage back to your attacker. If ranged Physical attack that was meant for you.
you choose to redirect an attack in this manner, If another party also seeks to redirect the attack
your opponent’s attack does not count against through another means, such as the Kineticism
the number of Physical attacks you can receive power Redirect, all attempts immediately fail,
during the round. and the attack cannot be redirected.

200 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Chimerstry
“What’s the difference between my reality and yours?
Trick question; there is no difference. I control both.”
— Finn Wheeler, Ravnos

Chimerstry Elder Powers Cantrips, as detailed below. As these weapons


are not technically real, they may not be further
augmented by powers such as Quietus.
HORRID BLADE OF THE DEMONS
Each Cantrip costs a number of points equal to
Chimerstry ●●●●● ● its level and, unless otherwise noted, may only
Reality is constantly in flux, shifting and moving be purchased once. In addition, you may give the
with the ebb and flow of the universe. You weapon any number of non-mechanical aesthetic
understand the impermanence of reality and characteristics pertaining to things like style,
how to create and destroy with little more than appearance, or apparent composition.
a thought and the power of your blood. Through
such understanding, you have learned to create Level 1 Cantrips – 1 Point
weapons from little more than thin air, imbuing ‡ Aggravated: All damage dealt by this weapon
them with mystical properties that only you is aggravated damage.
can control. ‡ Draining: Once per turn, after successfully
Spend 2 points of Blood and your standard damaging a target, the weapon heals you for
action to create a magical melee weapon that 1 point of normal damage.
only you can wield. For the next hour, the ‡ Encumbering: This Cantrip can be purchased
illusion cannot be disbelieved. At the end of multiple times. For each time this Cantrip
the hour, the item immediately disappears is purchased, when you successfully strike
unless you spend 2 additional points of Blood a target, she receives a cumulative -2 penalty to
to maintain the illusion. This weapon must her next turn’s initiative. Multiple applications
always remain in your hands or it will cease to of this effect are not cumulative from
exist. If you are disarmed the item immediately different sources.
disappears unless you spend 1 additional point ‡ Forceful: The application of this Cantrip
of Blood to immediately return it to your hand. generates a powerful wave of force allowing
This power cannot be used in conjunction the melee weapon to harm enemies from
with Horrid Reality. Unlike Horrid Reality, the a distance, conveying its full effects and
damage inflicted by this illusionary weapon does qualities. You can purchase this Cantrip
not fade when the illusion ceases to exist though multiple times. For each time you purchase
any damage inflicted by the weapon may be this Cantrip, your weapon’s range increases
healed as normal. by 2 additional steps. This weapon quality is
Weapons created in this manner are considered cumulative with the Reach quality (see MET
level 5 magical weapons. In addition to applying VTM, Chapter Thirteen: Influences and
two standard qualities to the weapon (see Equipment, page 517).
MET VTM, Chapter Thirteen: Influences ‡ Harrying: A target struck by this weapon
and Equipment, page 516), weapons created takes one fewer step the next time she spends
by this power may have up to 5 points of an action to move. She can move normally

Additional Elder Powers & Luminary Powers 201


again after she spends one penalized action for point of impact. In addition, targets that are
movement. Multiple applications of this effect not Stamina-focused are knocked prone.
are not cumulative. ‡ Sundering: If you achieve an exceptional
‡ Skillful: Choose a single combat maneuver success while using this weapon, you may
during creation. Once per hour, you can choose to render inoperable either the weapon
perform that combat maneuver without your opponent is carrying or the armor she is
spending Willpower. wearing. Anyone seeking to repair the object
‡ Unbreakable: Mundane and supernatural must spend a downtime action and succeed in
effects are unable to break this item or a static challenge using her Physical attribute
compromise its physical integrity. + Crafts skill versus the attacker’s Physical
attribute to make the repair. If the weapon or
Level 2 Cantrips –2 Points piece of armor selected has the Unbreakable
‡ Disruptive: During creation choose a single quality, this Cantrip has no effect.
attribute (i.e., Physical, Mental, or Social).
Targets struck by this weapon suffer a -1 TRUTH’S ESSENCE
penalty to test pools that involve the chosen Chimerstry ●●●●● ●
attribute until the end of their next turn. This
Cantrip can be purchased multiple times; In every deception there lurks some truth. Truth’s
however, the same attribute cannot be selected Essence exposes the seed of truth upon which
more than once. the lie is built by enabling you to unmake the
illusions and deceptions of others. The effects
‡ Exceptional: The weapon gains one of the of this power are not limited to Chimeristry
following additional qualities at creation: and can affect other forms of trickery such
Accurate, Armor Piercing, Brutal, or Deadly. as Obfuscate.
The quality chosen cannot be one that the
weapon already possesses. If you are aware or suspect the use of Chimerstry,
‡ Painful: This weapon always inflicts 2 points Obfuscate, or other similar powers that trick
of normal damage when it successfully hits the mind such as a werewolf’s Blur of the Milky
its target. This damage cannot be increased Eye or Coyote’s Mantle, you may attempt to
by bonuses such as an exceptional success or dispel the power much like you would end your
reduced by powers such as Fortitude. This own illusions. Spend a standard action and 1
quality has no effect if the weapon is being point of Blood to target an individual or area no
utilized as part of a combat maneuver. The larger than 15 square feet and attempt to dispel
Rugged quality functions normally against this active powers as described above. If you target
quality, incurring 2 points of damage against an individual, you must succeed in an opposed
the bonus Rugged health levels when struck. challenge using your Chimerstry test pool versus
the test pool used to create the deception. If the
Level 3 Cantrips – 3 Points targeted individual has multiple effects active,
‡ Devouring: Targets struck by this weapon lose she uses whichever is the highest test pool for
1 point of Blood, Gnosis, Glamour, Mana, or those effects. If the active power on the targeted
another point of fuel appropriate to creature individual originated from another character,
type. Should a target possess multiple types of such as the effects of Cloak the Gathering, use the
fuel, she loses 1 point of each. test pool of the character that created the effect.
If successful, all active illusionary powers that are
‡ Knockback: This weapon inflicts a serious affecting your target end.
impact on its target. On a successful attack
with this weapon, the attacker may choose to NOTE: This power does not grant you the ability
move her target up to 2 steps away from the to target individuals you cannot see; you must

202 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


first be able to perceive your target with Auspex Spend 3 points of Blood and 3 full turns to
or similar abilities. craft an illusion that engulfs the world around
you. This illusion must be centered on your
If you target an area with Truth’s Essence, make immediate location and affects an area no larger
an opposed challenge against the illusionary than a small warehouse, mansion, or an outdoor
effect’s creator. However, if the effect’s creator area up 2000 square feet. At the end of your
is not present, the challenge becomes a static third turn you have created a solid illusion, filled
challenge with a difficulty equal to the creator’s with inanimate objects that can be touched or
appropriate discipline pool and the effect’s moved by anyone within the effect.
creator may not retest the challenge using
Willpower or other effects that grant retests. Use When crafting your Passion Play you may
of Truth’s Essence to target an area can only be change any details of the physical location
used against a single area-wide effect; if there that you would like. For example, rooms grow
are multiple effects active on the area you must smaller, buildings shrink, gardens fill with the
target each effect individually. If successful, scent of fresh cut flowers, and stairs appear
you end the effect of any active illusions in the from thin air. Passion Play can only be used to
area; however, their creators may activate them craft inanimate objects such as a building or
once again. furniture. Manifestations of sentient entities
must be created separately. The details of
The Storyteller is the final arbiter on when the area created through this ability are at
a character has reason to suspect the use of the discretion of the user. For example, the
illusionary powers, such as the appearance of space may become an opulent art gallery or
a chainsaw from someone’s pocket or a dragon a terrifying den of horror.
swooping in from the sky. The use of Truth’s
Essence is not considered an attempt to Once your Passion Play is active, it cannot be
disbelieve illusionary effects, and therefore changed. You may only have one use of Passion
works against Horrid Reality. Truth’s Essence Play active at any given time. You may move
has no effect on illusionary effects created by through the illusion or even leave the area, and
elder powers or luminary powers. the effect will continue. Your Passion Play will
persist until dawn unless you elect to end the
power earlier by spending a simple action or
Chimerstry you die.
Luminary Powers A character caught within your Passion Play
cannot disbelieve any non-harmful Chimerical
PASSION PLAY creations within. Here, a chimerical table looks
and feels as real as the rest of the world. Damage
Chimerstry ●●●●● ●● caused by Chimerstry powers such as Horrid
Reality is temporary; a toy easily manipulated Reality do not fade (even if the area is left or this
and changed to suit your purposes. By invoking power ends) and have the potential to kill if they
the power of your blood, you control the world cause sufficient damage. In addition, any attempt
around you, shaping illusions to your liking. by you to use the first four levels of Chimerstry
From a dilapidated warehouse springs forth in the Passion Play area of effect does not
an elaborate manse fit for a king; a garden of require an opposed challenge and automatically
simple rose bushes erupts into a labyrinthine succeeds without an additional cost. This benefit
forest of vicious, thorny vines. To others, your only applies within the Passion Play; illusions
manipulations become a solid irrefutable reality. that leave the area lose this benefit.

Additional Elder Powers & Luminary Powers 203


X
Daimonion
“So let me get this straight: you were so convinced that the individual before you was a fae,
and that when they offered you a deal in exchange for your soul you thought you could
somehow manipulate the bargain in your favor? Well Judge Evans, there is no need for a trial,
we can just kill this one now . . . .”
— William “Bloody Bill” Carver, Ventrue Crusader and
Knight Inquisitor of the Sabbat Inquisition

Daimonion Elder Powers

BRING FORTH THE PLAGUE


Daimonion ●●●●● ● During combat, individuals that physically
History is rife with tales of malicious creatures attack you through use of the Brawl skill, or who
who possessed the power to summon plagues and Grapple or are Grappled by you, are considered
pestilence. Your dark gods have seen fit to bless to have made contact with you and are affected
you with this ability, enabling you to bring your by this power. Further, if you succeed in striking
enemies to their knees by using the maladies that your victim with a Brawl attack you inflict your
run rampant among the herd. By invoking the normal damage in addition to the effects of this
power of your demon master, with a single touch power. Multiple victims may be infected during
you can infect others, exposing them to the true combat so long as physical contact has been
power of your maleficent gods. made with the victims prior to the expiration of
the activation period.
Spend 2 points of Blood and use your standard
action to manifest a powerful and deadly plague. Victims who meet the physical contact and time
If you are not in combat, you must be in physical requirements as set forth above must resist
contact with your target at the time of activation a virility 20 toxin. However, the plague takes
or make physical contact with your victim effect at the end of the turn in which the contact
within the next 5 minutes. Non-combat physical was made with the victim rather than in 3 turns.
contact with your victim must last 3 seconds; Unlike standard toxins, infected victims who
failure to break contact within 3 seconds inflicts are engaged in combat with you must test again
your target with the plague. You may infect any at the end of every turn. Outside of combat,
number of targets during the 5-minute period, victims of your plague must test every 2 minutes.
who will not immediately realize they have This disease damages all creatures regardless of
been infected. type, including vampires. For more information
on toxins, see MET VTM, Chapter Six: Core
NOTE: While it is okay for characters to touch Systems, page 286. Finally, when you activate
characters, it is never appropriate for players to this power you may choose one additional
touch players without consent. quality for your plague from the following list:

204 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


WALKING ATROCITY

‡ Infectious: For the duration of the disease Daimonion ●●●●● ●


the victim cannot use any bonus traits from You have paid a terrible price for power, and
disciplines, techniques, merits, or powers. while others may think you a slave to your
‡ Parasitic: Every failed test to resist the toxin unholy master, you can lord over all who oppose
does 2 additional points of damage. you. By calling upon your own inhumanity you
‡ Resistant: The plague’s virility is 30 instead can become the manifestation of all your evil
of 20. deeds, causing your Beast and the infernal to
join forces.
‡ Metabolic: For the duration of the disease the
victim’s ability to spend fuel (Blood, Gnosis, Once learned, this power is always active. When
Glamour, etc.) is reduced by 1 per turn. you learn this power, you gain a bonus attribute
‡ Contagious: This disease is transferred to dot in the category of your choice for each dot
additional parties by any physical contact that your Morality score is below 5. You also gain
breaks the skin. For example, a bite or claw a bonus attribute dot each time your Morality
attack that does at least 1 point of damage score drops. You do not need to purchase these
after any damage reduction is applied. You bonus attribute dots with XP. This power
are immune to any effects of this power that does not allow you to have more than 5 bonus
originated from you. attribute dots in any category, including any
Once a victim has made the first test for this bonus attribute dots from the Generation or
power, she will realize she has been infected. She similar backgrounds. Should you somehow
may then attempt a static Awareness challenge improve your Morality score, even temporarily,
at a difficulty equal to your number of Mental you must choose a bonus attribute dot to forfeit.
traits plus your Subterfuge skill to realize she Once chosen, you may not reassign the forfeited
contracted the infection from you. bonus dot unless you permanently raise and
then permanently lower your Morality score.
This disease can be treated through the
Medicine skill, subject to the rules governing Despite being always active this power is
toxins provided at least an ambulance an exception to the rule that says your aura
worth of medical supplies are available. shows signs of infernal taint while utilizing
Using the Medicine skill in this way takes demonic powers.
5 uninterrupted turns.

Additional Elder Powers & Luminary Powers 205


Daimonion Luminary Powers Subjects that can draw line of sight to you
immediately respond based on your selected
emotional state your aura emanates as set
REVELRY OF THE GREAT BEAST forth below:
Daimonion ●●●●● ●● ‡ Gluttonous: Mortals will attempt to satiate
By speaking in ancient and profane tongues an unending hunger. They will feed until
you exude a dark aura of perverse and wicked they pass out, possibly consuming material
evil that draws the attention of all who bear that is not considered edible, and they will
witness to your infernal blessing. The power drink alcohol until they fall unconscious and
of your infernal connection causes humans to possibly die. Supernatural creatures who enter
become overwhelmed by Gluttony, Fear, or Rage frenzy enter a hunger frenzy.
and causes supernatural entities that behold ‡ Fearful: Mortals are overcome with fear and
your depravity to fall to the Revelry of the panic and will attempt to flee at all costs,
Great Beast. stopping only if they are physically prevented
from escaping. If someone or something
To enact Revelry of the Great Beast, spend 1 attempts to physically stop a fleeing mortal,
point of Blood and a simple action as a visibly the mortal will try with all their might to
black aura surrounds you. Choose one of the escape, even injuring themselves by working
following emotional states: Gluttonous, Fearful, to break down barriers and other obstacles.
or Enraged. People in the nearby area will feel Supernatural creatures who frenzy enter
the growing influence of the Great Beast which a fear renzy.
grows stronger as they approach you, and they
can identify a slight inclination toward the
‡ Enraged: Overcome with blind rage, mortals
emotional state you have chosen even if they begin attacking anything in sight including
do not understand what is happening or do not animals, other humans, and supernatural
have the appropriate lore. creatures. Supernatural creatures who frenzy
enter a rage frenzy.
This power affects everyone who can draw line In addition, whenever anyone attacks you, she
of sight to you, even if they can not necessarily must immediately test for frenzy even if she is
see you. Unawakened mortals erupt into base not normally susceptible to frenzy. She must
behavior as their emotions are overcome. make a frenzy check each time she initiates an
Awakened mortals and supernatural creatures opposed challenge against you until she fails
can resist these initial compulsions but should the frenzy test. If your attacker is a vampire, she
one of them enter frenzy it will be the type also gains a temporary Beast trait that fades at
according to the aura you choose. Revelry of the the end of combat and cannot cause Humanity
Great Beast lasts 15 minutes. The Storyteller loss. If she fails the frenzy challenge, she is
is the final arbiter of how mortals react to this immediately affected by the above chosen frenzy
power, and any creatures with True Faith are type and, in addition, may not attack you as
immune to it. part of her frenzy. If she succeeds in the frenzy
challenge, she may resolve her attack on you
normally but must test once more if she initiates
an opposed challenge against you again.

206 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Dementation
“Sanity is but a veil of layered cheesecloth blinding one from the truth of reality.
Move it around enough and you can get a glimpse of what lies on the other side.”
— Saren Driscol, Malkavian Whip

Dementation Elder Powers

LA LLORONA’S LAMENT
Dementation ●●●●● ●

The power of grief, though all but forgotten doing will result in harm. A character receives
in modern times, was once widely respected. a -3 penalty to her initiative score for each point
Among some cultures it was believed that if no of Despair she has. If a character accumulates
one wept for a fallen soul it could not find its 3 points of Despair, she is overcome with grief
way to the afterlife. The expression of grief was and must spend her next simple and standard
an outpouring of emotion, unburdening the soul action openly and violently sobbing as she cries
of its sorrow and the pain of regret. With this tears of blood in great quantity. As she cries
power, your sorrow is infectious, as your tears she loses 3 points of Blood and her Despair
prompt outpourings of grief in others. The use traits revert to zero; however, if you possess the
of this power in modern times is attributed to Dementation elder power Lingering Malaise,
Manuela Bolivar, the Malkavian Justicar, whose your target reverts to 1 point of Despair instead.
dissent over an action taken at the Sao Paulo
conclave of 2011 is reported to have reduced the If this power is activated outside of combat, you
assembly to open wailing. must spend 1 point of Blood every 5 minutes
to maintain it. Once combat begins, this power
Spend 1 point of Blood and your simple action lasts until your next action on the everyman
to emanate feelings of despair, angst, and round, and you must spend 1 point of Blood and
anguish. You must then issue a prohibition of a simple action every turn you wish to maintain
your choosing to everyone in your vicinity. For it. In combat you can change the prohibition on
example, you might say “do not disturb my roses” your action by speaking a new one aloud. Doing
to someone about to trample your garden, or “do so does not cost an action. Despair traits fade
not defile the sanctuary” to a group of burglars away at a rate equal to one every 5 minutes.
who broke into your property. Regardless of
their affiliation with you, whenever a character The prohibition given must be simple and direct.
within your line of sight spends an action to Prohibitions that are roundabout commands
violate your prohibition, she gains a point of or that require inferences to be drawn from
Despair. She gains this point whether or not a statement, such as “don’t allow him to live
she succeeds in the action. For example, if a second longer” which implies that someone
you proclaimed “don’t hurt me” to a character should be killed, are invalid. This power cannot
and that character attempts to attack you but be used to gain information through specific
fails, that character gains a point of Despair. wording such as “any diablerists shall not
Characters who have one or more points of remain silent”. Non-vampires affected by this
Despair feel a growing sadness within them power are able to cry actual tears and do not
and understand intuitively that what they are lose blood when they are overcome with grief.

Additional Elder Powers & Luminary Powers 207


RESTRUCTURE spend a point of Willpower to make the change
Dementation ●●●●● ● permanent. Characters affected by this power
feel as if their motivations and purpose have
Much of a person’s identity is a product of their been realigned. This may be a relief for some,
nature; a set of defining characteristics and or disconcerting for others.
principles that influence her decisions. While
some view nature as immutable, you have the If your target is a Stock NPC, you may grant her
power to fundamentally redesign a person’s core an Archetype and the benefits that come with
personality. You can remove or change not only it, including an Archetype retest. Stock NPCs
your subject’s Archetype but the very foundations affected by this power feel a surge of inspiration
of what makes her who she is. For some this is and direction, as if they have been given
a boon, giving them the ability to live a night a new purpose.
as someone new. Your victims, however, are Alternatively, you may use this power to strip
condemned to an evening of languor and apathy your opponent of her identity leaving her
as they no longer understand their purpose directionless, dispassionate, and overwhelmed
in the world, nor do they have the desire to by an identity crisis. Using Restructure in this
find one. way causes your target to lose access to her
Spend 2 points of Blood and 3 standard actions Archetype (if she has one) as well as any focuses.
to use Restructure. If the target is unwilling, you A use of Restructure in this way lasts for the
must win an opposed challenge. If you succeed, next hour. Removing a character’s Archetype
you may affect her with this power. If your in this way affects only her permanent
target has an Archetype, you may immediately Archetype and focuses, and not those obtained
change her Archetype and any of her focuses from bonuses. However, this use does affect
to other focuses in the same category. These permanent focuses obtained from merits such
changes last for the remainder of the night. You as Versatile or Expanded Consciousness.
may only affect a character’s base permanent Exceptional Success
Archetype and focuses; bonus focuses or a bonus If you have chosen to strip your target of her
Archetype, such as from the merit Versatile or identity, she loses her Archetype and focuses for
the Dominate power Fealty cannot be changed. the remainder of the night.
Willing participants affected by this power may

208 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Dementation WAVE OF INSANITY

Luminary Powers Dementation ●●●●● ●●

The onset of insanity is sometimes described as


FRACTALINE EPIPHANY a flood; a slow but ruinous onslaught of emotion
that is both inescapable and devastating. Your
Dementation ●●●●● ●●
supreme mastery of Dementation allows you to
A broken mind is not unlike a broken mirror create a veritable torrent of madness, assailing
– a collection of reflections, angles, and edges. the minds of any who provoke you.
Some of them are pretty, insightful, or wise, and
When attempting to use the Dementation
some are sharp and jagged. To such a mind,
power Total Insanity, you may choose to spend
the distinctions of identity and consciousness
4 additional Blood points to activate Wave
are arbitrary constructs, and defeat is a label
of Insanity. If you do, you may target up to
borne by struggling fools who fail to see the
2 additional individuals within your line of
entire forest through the trees. Where others
sight. All 3 targets must meet the criteria to be
are burdened by setbacks, you do not falter, for
targeted by Total Insanity and you must choose
you are privy to a secret truth: the only real
a singular effect to apply to all of them. When
limitation is one of perspective, and by staring
using this power, you must make a separate
into the world through the pane of your mind’s
opposed challenge using the Dementation test
eye you see infinite possibilities.
pool against each defender. Should you spend
Once learned, this power is always active. Willpower to retest any of these opposed
Whenever you fail an opposed Mental or Social challenges, you also gain that retest for the
challenge, your target does not gain immunity to remainder of the opposed challenges without
your power or action for the next ten minutes. spending further points of Willpower. Unlike
Should a power like Majesty prevent you from a standard application of Total Insanity, the
attempting to resist its effects after an initial effects will end after 10 minutes.
failure to resist, you may instead try again on
your next available action.

Additional Elder Powers & Luminary Powers 209


X
Dominate
“Courts are a dangerous game to be a part of. It is where battles are won or lost
by either the bite of your words or a whisper in the right ear.”
— Jericho Gunn, Luminary of Clan Ventrue

Dominate Elder Powers will repeat the order you gave her to the letter
and will say it comes from you. If your messenger
does not know your identity, she may refer to
CHAIN OF COMMAND you as “my master”, or simply “I am bidden to
Dominate ●●●●● ● tell you . . . .” If your messenger succeeds in an
opposed challenge using your Dominate test
The nature of hierarchy means that you do not pool, the recipient of your order must abide by
always have the luxury of delivering your orders the Mesmerism as if it had come from you. If the
to your subordinates directly or in person. While Messenger loses the challenge and fails to impart
your disappointment and the retribution it could the Mesmerism on the recipient, she may make
bring may be feared, this power ensures that your a Willpower retest if she so chooses.
commands will be relayed to the letter. You have
the power to invest a messenger with a directive Your messenger will remain invested with your
that, when delivered, will convey your authority. residual Mesmerism for 30 days. The use of this
power does not count against the number of
You have the power to invest a messenger with Mesmerisms your messenger may be susceptible
a residual Mesmerism that she can deliver on to at a given time, though she may only carry
your behalf to a specific person. To do so, spend one application of Chain of Command. As
1 point of Blood and your standard action to give such, you may use Chain of Command on your
the order to your messenger. You must have her messenger and then use Mesmerism on her to
Gaze and Focus (see MET VTM, Chapter Four: cause her to immediately convey the message.
Disciplines, page 113) and you must speak aloud Should you wish to employ Forgetful Mind on
the name of the party to whom the order is to the messenger, you may cause her to forget the
be delivered, as well as the specific order. If your circumstances of her dispatch as well as the
messenger is unwilling to relay your message, contents of the message, though she will still
you must defeat her in an opposed challenge deliver the message normally and to the letter
using the Dominate test pool. If you succeed, when she encounters the recipient.
or if she is willing, the player of the targeted
messenger will make a note of the order, the
recipient, your Generation (in the event of any FEALTY
Generation effects such as Primacy of the Blood), Dominate ●●●●● ●
and your Dominate test pool.
Nothing draws people together like power. The
As soon as the messenger encounters the power of your blood is so great that it enables
individual that is to receive your message, or you to seal oaths of service while granting some
someone the messenger sincerely believes to of your strength to those loyal to you.
be that individual, the messenger will take the
necessary steps to establish that person’s Gaze Whenever a target makes an oath of fealty
and Focus and use her standard action to convey to you, you may spend 1 point of Blood and
the Mesmerism. When doing this, your messenger a standard action to accept it and activate this

210 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


power. The oath of fealty must be given freely orders. If she is in an opposed challenge and
and without supernatural influence. If your is able to spend a point of Willpower to retest
target is a supernatural or awakened creature, in a Mental or Social challenge, she may do so
she will understand that the oath carries without paying the required Willpower cost.
supernatural significance. While Fealty is active, She may only use this benefit provided her
it has the following effects: actions involve carrying out your direct orders.
She may use this benefit up to 3 times per hour.
‡ Loyalty: For as long as this power is active, you
gain familiarity to your target that does not fade You may release any servant from Fealty at any
for as long as she is a vassal. Any blood bonds time by spending a simple action, even if she is
or vinculum rating your target has toward you not within your line of sight. Anyone released
do not fade due to time or magical effects, such from their Fealty will immediately know that
as the Vaulderie. Should this power end, time their oath has been terminated. If someone
that might count toward the familiarity or the who has sworn Fealty to you wishes to break
bond fading will begin from that moment. their oath of Fealty, she may do so by spending
3 standard actions and 3 points of Willpower.
‡ Servitude: You are always considered to have If she does, you will immediately know. Breaking
your target’s Gaze and Focus for the purposes your Fealty against your will is a painful process
of using Dominate powers. In addition, and those that do so immediately suffer 3 points
provided you are able to spend Willpower to of aggravated damage that may not be reduced
retest an opposed Mental or Social challenge or negated. Alternatively, you may release vassals
involving your target, you can do so without from their oaths by spending a simple action.
paying the required Willpower cost. At any given time, you may have a number of
‡ Devotion: Your target can draw upon a portion active Fealty oaths equal to your dots in the
of your power while she carries out your Leadership skill.

Additional Elder Powers & Luminary Powers 211


Dominate Luminary Powers If a member of the mob deviates from your
directive, is incapacitated, or killed, she no
longer has the benefits of this power, her
MOB RULE Willpower is no longer shareable, and the mob
Dominate ●●●●● ●● must reduce their wild card bonus by one.
If the objective of your order is complete or no
Good help is hard to find, and often that help is longer viable, the benefits of this power end for
easily distracted and turned against you. With everyone in the mob.
your mastery of Dominate, you no longer have
to worry. When commanding a group, your allies This power lasts for 1 hour. You may only have
no longer have to rely just on their own mental a single instance of this power active at a given
faculties to stay on task and follow orders. time. Likewise, a character may only be part of
Instead, your commands create a hive mind a single mob at a given time. You may not use
allowing the group to resist distractions and this power on yourself.
enemy orders, and to share Willpower.
EMPOWERING THE PUPPET KING
Spend 3 points of Blood and a standard action
giving an order to a number of willing allies up Dominate ●●●●● ●●
to your dots in the Leadership skill. The order While others risk exposure by openly vying
given must be specific and direct, such as “fan for authority, you can exert influence from the
out and find him,” or “protect me at all costs.” shadows. Your will carries power, emanated by
Intentionally vague commands such as “resist the voices of those beneath you whilst you remain
anyone who tries to influence you” do not work comfortably able to deny any involvement. You
with this power. While this power is in effect can impart your Dominate commands on others,
each ally affected by Mob Rule gets a +1 wild card spontaneously turning a desperate plea into
bonus per participant in the mob to resist any a powerful order.
Mental or Social challenge that would reasonably
prevent her from following your order. You can imbue others with your power of
Mesmerism. Whenever you hear someone make
In addition, members of your mob gain access to an imperative statement, you may activate
a bonus pool of Willpower equal to your dots in Mesmerism lending the weight of your Dominate
the Leadership skill. Participants may spend from to the words spoken. The Storyteller will
this pool instead of using their own Willpower then perform a contested Dominate challenge
provided it is in support of the group’s directive. against the person your target is speaking to.
This access to additional Willpower does not add If successful, the target must perform the action
to any test pool. Spending bonus Willpower does as if under the effects of your Mesmerism. While
not require an action and may take place outside using this power, you cannot be identified as its
initiative order. source through any means, such as through the
In order to benefit from these bonuses Awareness skill. Should the power fail, any use
a character must be actively following the order of the Awareness skill will identify the speaker
you gave. as the source.

212 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Fortitude
“Many think that they are an enemy of a Ventrue, but to be our enemy, we have to care.
The fact of the matter is, most of the riff raff out there is not worth that level of effort.”
— Sean O’Malley, Ventrue Seneschal of Miami

Fortitude Elder Powers RESILIENT MIND


Fortitude ●●●●● ●

KING OF THE MOUNTAIN Your physical resilience has evolved to protect


Fortitude ●●●●● ● your mental faculties. You may temporarily
shrug off any non-physical ailments accumulated
With your mastery of Fortitude, no threat is throughout the centuries and can resist Mental
unstoppable. Attackers bounce off you as if you attacks with ease. With this power, your mind is
are a brick wall, and the sheer force of attacks as hard to rupture as your flesh.
that would move you are turned back upon
your assailant. Spend 1 point of Blood and a simple action to
protect your mind from attack. For the duration
You do not move unless you want to move. of Resilient Mind, none of your derangements,
Any outside influence, effect, power, combat including temporary derangements gained from
maneuver, or weapon trait that would cause powers, animal quirks (such as the Gangrel clan
you to move from your current spot by taking weakness), or psychological based flaws (such
steps (Knock Back), falling prone (Knock Down as Repelled by Garlic or Can’t Cross Running
or Knock Out), or disarming you (Disarm), Water) affects you. In addition, whenever you
automatically fails. King of the Mountain spend a point of Willpower to retest a Mental
only affects powers that directly seek to inflict or Social power that attacks your sanity, such
these effects. For example, a vampire using the as Dementation or the Mytherceria power
Movement of the Mind power Repulse to move Fiddlesticks, you immediately regain one
you would automatically fail, but the use of point of Willpower. Resilient Mind lasts for
a Dominate power to compel you to lie down 30 minutes.
or surrender your weapon functions normally.
In addition, if an opponent unsuccessfully uses
a melee or unarmed attack against you, she
moves 2 steps back from the point of impact.
Characters whose backward trajectory causes
them to collide with a solid object take 1 point
of normal damage. Once learned, this power is
always active unless you choose not to use it.

Additional Elder Powers & Luminary Powers 213


Fortitude Luminary Powers Once purchased, this power is always active.
Whenever an opponent achieves an exceptional
success against you in a challenge where you
INSURMOUNTABLE are defending with your Physical or Social
Fortitude ●●●●● ●● attribute, she instead achieves a normal success.
All effects that would trigger as the result of
Neither the ancient oak nor the looming the exceptional success, such as additional
mountain is easily overcome. Their strength must damage, exceptional success bonuses, or powers
be respected, met with patience and restraint. that trigger when an exceptional success is
Like these mighty icons, you are enduring achieved, are cancelled. If your attacker has
and proud, lasting and solid. Even the most a power or effect that automatically converts
powerful of foes can only chip away at your a normal success into an exceptional one,
resilient form, hoping to fell you only through determine an exceptional success normally and
aggregated efforts. only if she succeeds in obtaining an exceptional
success does she get the benefits of the
exceptional success.

INDESTRUCTIBLE
Fortitude ●●●●● ●●

As the adage goes, if it bleeds you can kill it.


While that is true for just about everything, you
are the exception. For as long as you have blood
in your body, you are essentially impervious. By
sacrificing a quantity of blood, you can shrug off
potentially fatal damage from your attackers.

You may activate this power at any time, even


outside your initiative order and even if you
do not have an action this round. Further, you
may use this power if you are dead, dying,
immobilized, or torpid, but only if you have
entered such a state in the same round. Upon
activation, you lose a quantity of blood equal
to half your blood pool, rounded down, which
negates all damage that you have received during
the current turn of combat, including harmful
physical effects such as Withering. Any external
lasting physical effects, such as those caused by
Engulf, persist. Although the power heals you,
you suffer damage normally for the remainder of
the turn.

You may activate this power multiple times in


a combat turn. Blood spent to activate this power
does not count against your blood expenditure
turn limit. You must have at least 2 points of
Blood in your pool to use this power.
X
Melpominee
“As one-third Ventrue, I have to bring three times the style just to keep up.
As one-third Malkavian, I have to be three times as flashy just to keep up. And as one-third
Toreador, I have to bring all of the talent, because we all know they won’t bring any.”
— Gideon Elijah Hawthorne, Son of Discord

Melpominee Elder Powers


action and target someone who has just failed
a challenge involving the use of their voice.
REVERBERATION This could be a power that requires a target to
Melpominee ●●●●● ● hear words such as Mesmerism or Command,
or powers that simply require one to speak,
While demands for an encore are typically such as Thaumaturgy. Regardless of whether
directed at solo performers, your skills as an you understand the words spoken or understand
accompanist are such that you often steal the the power itself, you copy the target with
show. Through skillful mimicry you can elevate perfect mimicry.
even a failed performance to exceptional acclaim.
Your voice becomes a perfect duplicate, capable of When using Reverberation in one of these
picking up dropped beats and flat notes, leaving instances, the user of the power gains a free
no doubt as to who carried the show. retest. This retest can be used before or after
the normal Willpower retest and is an exception
You can duplicate another character’s voice to the rule limiting retests to one per challenge.
so perfectly that it enhances any power or You may use this power on yourself, creating an
discipline they use. You may activate this power immediate echo of your own power giving you
outside of your initiative order but only if you an additional retest for any powers involving
have a simple action remaining in the round. your voice. Any retests use the trait pool of the
To do so spend 1 point of Blood and your simple power’s original user.

Additional Elder Powers & Luminary Powers 215


SOUND WAVE Melpominee
Melpominee ●●●●● ● Luminary Powers
Your voice is a force of nature, capable
of sounds that crash over your enemies CHOIR OF THE DAMNED
like a sonic tidal wave. Like the mythical
Melpominee ●●●●● ●●
banshee, your song is beautiful and deadly;
capable of moving your listeners to tears The Musica Universalis is more widely
through emotions or force. known as the Music of the Spheres; a song
that flows through every being, both living
Your voice is capable of resonating at
and unliving; governing the rhythms of the
a pitch and frequency that damages
heart, the cycle of day and night, and the
objects and people by imbuing it with
turning of the stars. You have the power to
kinetic energy. Once purchased, you
summon manifestations of the divine song,
may declare the use of Sound Wave by
who join you in chorus. In some cases,
spending 1 additional point of Blood when
these singers appear as divine angels, and
using Death of the Drum. If you chose,
in others as ghostly mourners.
your attack may now use your Social
attribute + Subterfuge skill against your Spend 2 points of Blood and use
opponent’s Physical attribute + Willpower. your simple action to summon two
otherworldly entities who join you in song.
Your voice also gains the power to project
These singers take whatever appearance
a terrible force. The sheer power of your
you choose, such as choir members, angels,
voice shatters windows, knocks glasses
or backup singers dressed similarly to you.
off tables, and has a tangible “push” that
The singers are intangible and cannot be
can be felt by nearby targets. Any opposed
harmed or targeted by hostile powers and
challenges won by you while using this
will follow you at your walking pace. The
power push your opponent back 3 steps
singers may use your Melpominee powers
in the direction of your choice regardless
from levels from 1 through 5 as well as the
of the defense pool used by your target.
elder power Sound Wave. They may use
If this would cause your target to collide
these powers without cost, and act on your
with anything the size of a table or
initiative (which includes the benefits of
larger, she takes 1 point of damage, as do
the merit Rhythm of Battle if you have it).
any characters she collides with. This
damage is considered separate from In addition, the three of you may combine
your initial attack for the purposes of the group’s efforts to destroy objects
damage reduction. of significant size up to 100 feet away
from the furthest singer and within
This power can be used in conjunction
your collective line of sight. By spending
with other elder Melpominee powers
2 points of Blood and 3 uninterrupted
when appropriate. The Storyteller will
turns singing as a group, you can destroy
determine how inanimate objects are
an object less than or equal to the size of
affected by this power.
a car. If you spend a total of 6 turns, you
Exceptional Success can cause the collapse of a single floor or
Your target or targets are pushed back the ceiling of a structure.
six steps.

216 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Mytherceria
“The Kyasid lurk beyond our shadowy playground. They don’t even pretend to be
what mortals would consider as ‘normal’. No, the Kiasyd are content to be the breath
that crawls across the nape of one’s neck.”
— Christopher Fletcher, Lasombra & Abyss Mystic

Mytherceria Elder Powers PROMISES LIKE STEEL


Mytherceria ●●●●● ●

FIDDLESTICKS Contracts and oaths are the backbone of faerie


Mytherceria ●●●●● ● culture, and more than one person has found
themselves bound tight in a poorly worded
Changelings are masters of trickery; they befuddle promise or a thoughtless vow. Through your
the minds of those who cross them, reducing mastery of Mytherceria you can take the
them to little more than babbling fools. You promises of others and weave them into an
have mastered this arcane trickery of the faeries ironclad vow, calling upon nearby Piskies to
and are able to steal away the talents of those punish your target should she fail to honor it.
who raise your ire, turning them into bumbling
caricatures of their once powerful selves. Whenever someone makes a declaration,
promise, or commitment within your
Spend 3 points of Blood and your standard earshot, you can bolster it with supernatural
action to engage your opponent in an opposed reinforcement. Spend between 1 and 3 points
challenge using the Mytherceria test pool. To use of Blood and your standard action to engage
this power, you must have your target’s Gaze and your target with the Mytherceria test pool. If
Focus. If your challenge is successful, you reduce you succeed in the opposed challenge, you may
one of your opponent’s skills of your choosing choose up to two flaws for a total of 3 points
to 1 for 30 minutes. If your target has a limited worth that will be afflicted on the target should
number of items they can control based on the she fail to uphold the promise. You must then
targeted skill, such as Digital Sentries or other acknowledge the target’s promise, declaring it
items created or controlled by blood magic or to any forces that might be listening, describe
blood magic rituals, these items are rendered what will afflict your target, and tell her how
inert until the duration of Fiddlesticks expires. long she has to fulfill the commitment as
If less than all the items would be rendered inert, described below.
the creator of the items chooses which items are
rendered inert. In addition, your victim cannot The flaws assigned cannot alter a character’s
achieve an exceptional success in test pools Generation, Rank, or Seeming. Any flaw chosen
involving the chosen skill. A target may only must be appropriate to her creature type
suffer from a single application of this power at (vampire, werewolf, etc.), social group (sect,
a time. A subsequent use of this power on a target court, etc.), and her clan, bloodline, tribe or
already suffering from its effects results in the similarly appropriate “family”. You must have
active application of the power being replaced the appropriate Lore skill specialties to give her
with the new application of the power. a non-vampire, non-general flaw. Your Storyteller
is the final arbiter of what flaws you have
Exceptional Success knowledge of and which are appropriate to levy
This power lasts for one hour instead. against your target.

Additional Elder Powers & Luminary Powers 217


Thereafter, nearby piskies will take note of the Exceptional Success
target’s commitment and punish her should Should your target fail to uphold her promise, in
she fail to uphold the vow within the allotted addition to the standard success that allows you
time. If you spent only 1 point of Blood as you to assign up to a total of 3 points of flaws, you
activated this power, your target has one month may also assign one additional flaw that costs
to fulfill the promise. If you spent 2 points between 1 and 3 points.
of Blood, she has one week; and if you spent
3 points of Blood, she has one night.

Between game sessions, if your target has not


Mytherceria
attempted to fulfill her promises, her dreams are Luminary Powers
haunted by nightmares of misfortune and tragedy
and she is unable to regain Willpower. Should THE GRANDEST TRICK
the time expire before your target can complete
the task, the piskies will curse the target, causing Mytherceria ●●●●● ●●
her to experience grave misfortune. These tiny The greatest trick the Devil ever pulled was
tormentors are wholly unavoidable and can apply convincing the world he did not exist. In
the curse regardless of her efforts to hide. The a similar vein, The Grandest Trick allows you to
magic of the sworn oath even grants these Piskies fool your body into believing you are no longer
access to areas they would not normally be able a vampire. Once activated, this trick only lasts
to enter such as a Haven with the Occult benefit. until the next sunset, but during that time you
The misfortune inflected will be the flaw(s) you are completely human, losing all advantages and
selected and will afflict her for two game sessions disadvantages of being a vampire yet retaining
or two months, whichever is longer. The first all memories. This power has allowed the eldest
session in which the flaws take effect counts as of the bloodline to meet in private, throw off the
one of these game sessions. trail of those hunting the Weirdling, or obtain
Example: Stephen Branton, an overzealous items or information otherwise difficult to
Brujah, threatens Sebastian by saying he is acquire at night.
going to pull out Sebastian’s fangs and make Spend 5 points of blood to enact The Grandest
them into a necklace if he does not get out Trick. At the next sunrise you become mortal
of his way. Suspecting that the Brujah is all until the sun sets. During this time, you lose
bluster, Sebastian decides to test Branton’s all vampiric abilities. Your traits are capped at
resolve. Sebastian spends 3 points of Blood 10 and your skills are capped at 5. You lose the
and declares the use of Promises Like Steel, ability to spend Blood for any reason and cannot
succeeding in the opposed challenge with activate any disciplines. Any blood removed from
a normal success. He says to Branton, “Let you is human and non-supernatural in nature.
it be done then, and let all who bear witness While you are under the effect of The Grandest
hold thee to account. You have until the end Trick you appear generic and unobtrusive. You
of the night to do exactly that, lest your fit into your surroundings and do not appear to
wits reflect the softness of your mettle.” be anything other than an average person. For
The player of Sebastian then informs the the duration of the power, you are considered
Storyteller that if Stephen Branton does not to be using an Alternate Identity of 5. If this
succeed in removing Sebastian’s fangs and Alternate Identity is somehow broken, any
making a necklace of them by the end of parties investigating you only learn that you are
the night, he will gain the Slow Reactions not who you claim to be and do not discern your
flaw for two game sessions or two months, true identity.
whichever is longer.

218 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Obeah
“Sorry, Mister; the threads of life and death require three eyes to see clearly. I only have two.”
— Joanna, Malkavian Neonate and Oracle of Las Vegas

Obeah Elder Powers

RAYZEEL’S GRACE Example: Cassandra spends


Obeah ●●●●● ● 2 points of Blood and her
Standard action to activate
Your healing skills are no longer limited by Rayzeel’s Grace and has
a singular touch to a lone ally. You can now 6 total Obeah powers. She
summon and channel healing energies as gains 6 points of Grace.
you move about the battlefield tending to She then spends her simple
your flock. With the slightest concentration, action and 3 points of Grace.
you can heal your allies from afar, while still She uses 2 of the spent points
reacting to the ebb and flow of combat. of Grace to heal her ally
Victoria for one point of
Spend 2 points of Blood and your standard
aggravated damage by using
action to imbue yourself with healing
1 of those points to convert
energies. As you do, your third eye opens
the aggravated point of
and glows with holy light. You temporarily
damage to normal damage
gain a number of Grace points equal
and the other point to heal
to your total number of Obeah powers,
it completely. She uses the
including elder powers, luminary powers,
other 1 point of Grace she
and techniques. You may spend a simple
spent to heal her ally Giorgio
action and one point of Grace to cause
of 1 point of normal damage.
any target within your line of sight to
Cassandra has 3 points of
heal a point of normal damage or convert
Grace remaining. During her
a point of aggravated damage to normal.
action on the first Celerity
You may spend multiple points of Grace per
round, Cassandra uses
simple action in this way, targeting multiple
a simple action and 2 points
individuals, and possibly healing them for
of Grace to heal Victoria for
more than one point of damage.
another two points of normal
You may only have a single instance of damage. The turn ends
Rayzeel’s Grace active at a time; if you with Cassandra retaining
activate this power while you have points 1 point of Grace. During her
of Grace remaining, you do not retain any next action, she activates
of those points of Grace. Once activated, Rayzeel’s Grace again. She
points of Grace fade after 5 minutes. You forfeits the remaining point
may use your simple action to spend points of Grace, and her Grace total
of Grace even during Celerity rounds. becomes 6 once more.

Additional Elder Powers & Luminary Powers 219


REVOCATION OF CAINE’S GRACE Obeah Luminary Powers
Obeah ●●●●● ●

The Salubri believe that of all of the clans who HEALER’S EMINENCE
bore Caine’s judgment for the crimes of the Obeah ●●●●● ●●
Antediluvians, only theirs chose to repent their
prideful and wayward ways, devoting themselves Your temperance and affinity with the healing
to the healing and protection of others from arts is such that you can reduce injuries before
that moment forward. In line with this belief, they even occur. By exerting your will upon the
you have the power to call forth a measure of battlefield, you can diminish harm by the force
the residual scorn within all Caine’s wayward of your presence alone, granting aid and relief to
children, temporarily revoking his gifts. During the wounded.
the period of their eradication, the Salubri were
horrified to find this power had no effect on the Spend 3 points Blood and your standard action
magic of the Tremere, causing some to believe to invoke a powerful aura of healing and grace.
the Warlocks’ power was infernal in nature. Any aggravated damage that would be done to
you and a number of allies within your line of
Spend 3 points of Blood and your standard sight up to your dots in the Medicine skill is
actions to speak ancient words of condemnation reduced to normal damage. In addition, the first
against your target. If you succeed in an opposed time each turn that an ally within your line of
challenge using the Obeah test pool, you may sight heals one or more points of damage, she
choose 2 disciplines to revoke for the next 10 heals one additional point of the same type
minutes. Your target loses access to her highest- beyond the normal total. While this power is
level discipline power in each of the disciplines active, your countenance becomes tranquil and
chosen. You may only choose to revoke gifts impressive, and all will recognize you as the
from the cardinal 8 disciplines (Animalism, source of these effects.
Auspex, Celerity, Dominate, Fortitude, Obfuscate,
Potence, Presence), including elder powers and This effect negates any power that would
luminary powers. If your target has more than upgrade damage to aggravated, except Warrior’s
one luminary power or elder power in a targeted Eminence. If one or more parties to the battle
discipline, she may choose which power have both Healer’s Eminence and Warrior’s
to forfeit. Eminence active, the effects negate one another,
and damage and healing is handled normally.
This power has no effect on Thaumaturgy,
Necromancy, or any disciplines outside of
the cardinal 8 disciplines. Should your target
lose access to any of the required disciplines
for a technique, she loses access to that
technique for the duration of the power’s effect.
Losing a power causes any active use of it to
immediately end.

Exceptional Success
You may choose to revoke 3 disciplines with
a successful application of this power instead
of 2.

220 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Obfuscate
“Most believe the Ventrue or the Tremere are the most powerful clans in the Camarilla
but remember, childe: all clans come to us when they need intel, for we hold the true power.”
— Keeper of Secrets, Elder Nosferatu

Obfuscate Elder Powers MENTAL MAZE


Obfuscate ●●●●● ●

SOUL MASK Your abilities can aggressively cloud a victim’s


Obfuscate ●●●●● ● sense of direction, tricking them into seeing
things that are not there or ignoring things
Like a sleight of hand magician, you can distract that are. You effectively trap your opponents
someone from your true aura with that of in an area by preventing them from correctly
another. While not foolproof, you can paint your perceiving their environment. Hopelessly lost,
aura any way you desire, even removing it by your victims are doomed in an ever-shifting
closing your mind from intruders. prison until you free them.

Once purchased this power is always active. This power alters and confuses a victim’s
Your mind is a fortress hidden behind your sense of direction, leaving her mind unable to
Obfuscate. Any attempt to read your mind perceive an exit or the path to her destination.
through Telepathy or other means automatically Spend 1 point of Blood and a standard action
fails as they are unable to pinpoint your mind. to target a number of individuals up to your
In addition, you may alter your aura in any way dots in the Stealth skill. If you succeed in an
you choose. For example, you can appear to be opposed challenge using the Obfuscate test
mortal, you can hide diablerie streaks, or you pool, for the next 10 minutes you inflict your
can appear to be another supernatural creature target with a mental haze that confounds her
if you have the appropriate Lore specialization. sense of direction. Should you expend a point
To alter your aura, you must spend 1 point of Willpower to retest any of these opposed
of Blood and a simple action. Once altered, challenges, you also gain that retest for the
your aura remains that way unless changed remainder of the opposed challenges without
again. This power can be extended to other spending further Willpower. If you spend the
willing targets through Cloak the Gathering Willpower to retest after some challenges have
but its effects on others end when Cloak the been resolved, you cannot go back to previous
Gathering ends. challenges you lost and apply that Willpower
retest retroactively.
If others suspect deception in your aura, they
may attempt to pierce Soul Mask using the Affected individuals become hopelessly lost and
powers of Auspex if they have at least one are unable to navigate out of the structure they
Auspex elder power (see MET VTM, Chapter are in or to navigate out of an outdoor area up
Four: Disciplines, page 212). If they succeed, to the size of 4 square blocks, and cannot find
they may use their chosen power normally or a specific location within their area such as
receive the results for their power if they have an exit door, a side room, or where a specific
already tested and won. vehicle is parked. No matter what efforts the

Additional Elder Powers & Luminary Powers 221


affected target makes to change location, their Obfuscate Luminary Powers
mind creates obstacles that keep them trapped.
Mental Maze prevents a target from declaring
fair escape from a combat scenario while under CREATE NAME
the effects of this power. Once applied, the effect Obfuscate ●●●●● ●●
is continuous until the duration ends; the target
cannot seek to escape through a clash of wills. Like a great novelist inventing a featured
protagonist for her next great story, you have
If someone not affected by this power seeks to the power to create an entirely new identity that
help someone that is affected , by guiding them you can wrap yourself in like a trusty cloak. No
out of the area or picking them up and carrying longer limited to visual trickery, your powers of
them, the duration of the power is halved Obfuscate come with a false familiarity, vague
allowing the affected target to leave the area memories, and shared experiences that your
after 5 minutes as opposed to 10 minutes as the observers fall prey to.
affected character fights, argues, struggles, and
resists the assistance, believing they are being The penultimate power of Obfuscate, Create
led into danger. Contrived actions to reduce this Name allows you to create a completely new
time, such as victims allowing themselves to be persona. You must spend a total of 3 downtime
willingly carried or staked, are not allowed. actions in focused concentration to create an

222 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


identity complete with a new face and body, RAMPART OF THE MIND
speech pattern, aura, thought processes and Obfuscate ●●●●● ●●
supporting memories. Once created you gain
a special 5 dot Alternate Identity Background. Usually, vampires who master Obfuscate are
the personification of “out of sight, out of
This power can be used to impersonate another mind”; however, in modern nights one must
individual; however, doing so requires you keep appearances up at court functions or
to spend 2 downtimes and for you to have esbats. Through practiced skill, you have
familiarity with the individual you seek to the ability to selectively focus the powers of
impersonate. This most likely necessitates Obfuscate to cloud your mind from others.
continued contact with your target; otherwise, After all, being visible doesn’t necessarily mean
the familiarity may fade (see MET VTM, being vulnerable.
Chapter Four: Disciplines, page 114). Once the
downtime actions are spent, you gain a special You have learned to shield your mind from
5 dot Alternate Identity Background as the hostile powers, wrapping your psyche in
individual you are impersonating. protective concealment. Provided you are
conscious, this power is always active. Anyone
Finally, this power can be used on others if given who wishes to target you with a Mental or Social
enough time. You and your target must each power must first defeat you in an additional
spend 2 downtime actions as you systematically opposed challenge using her Mental attribute
train your target to be their new identity. A + Willpower or Investigation skill versus your
user of Create Name can maintain a number of Mental attribute + Stealth skill. This does not
Alternate Identities up to their dots in Stealth. apply to passive effects, such as Awe or Majesty.
If you choose to deactivate the power, or if you If the aggressor fails the challenge, for the next
are killed or placed in torpor, the effects of the 10 minutes she may not attempt to target you
power end and any Alternate Identities that you with another Mental or Social power.
have created are lost.
Although you must have purchased the
Creating an Alternate Identity in this way does Obfuscate power Vanish from the Mind’s Eye
not cost XP. An Alternate Identity created by this and other successive Obfuscate powers to be
power behaves just like the background with the able to purchase the Luminary power Rampart
following exceptions: of the Mind, your attacker does not need to
‡ In order to pierce an Alternate Identity created possess the 5th dot of Auspex to attempt to
by this power the Auspex user must possess an attack you with a Mental or Social power,
elder Auspex power; and though they must still defeat you in the above
opposed challenge. If you are targeted by
‡ Any methods of investigation utilized to test an a friendly power, such as Telepathy from an ally,
Alternate Identity created by this power do not you may choose to relent to that power without
work unless the user does so in conjunction penalty even if you were not forewarned of the
with elder Auspex, as this power clouds the power’s use.
perceptions of the investigator.
In all cases, should an Alternate Identity created
by this power be compromised, it only reveals that
the identity is false and not the character’s true
identity. If you die or choose to retract any granted
identities, those Alternate Identities fade after
24 hours. The characters using those identities
will intuitively know their identity is fading.

Additional Elder Powers & Luminary Powers 223


X
Obtenebration
“Put your anger for one another aside. If you hold animosity towards your Camarilla
brethren, cast it away until the Sabbat and their Lasombra masters are nothing
but a footnote in the history of the great Tower we have built.”
— Warden Alareiks Ashdelmar, Luminary Elder of clan Gangrel
and Architect of the Tower

Obtenebration Elder Powers to cause the shadow to attack, the combined


damage is considered a single source for the
purposes of damage reduction. The effects of this
SHADOWY BETRAYAL power end after you have spent 3 simple actions
Obtenebration ●●●●● ● in this way, or once 10 minutes have passed. Your
target’s shadow can only attack the target herself
Ever since humans first took notice of their and cannot be used to attack other characters.
shadows, they have suspected them of duplicity.
Like a disingenuous friend, the shadow follows If affected by this power, a target’s shadow is
you in the light but abandons you in the dark. considered invulnerable and cannot be targeted
This power allows you to facilitate the most or affected by other powers. For the duration of
intimate of betrayals, causing your target’s own this power your target’s shadow is considered
shadow to strike out against her. hostile and she cannot use powers that require
her shadow to provide assistance, such as
Spend 1 point of Blood and your standard action Shadow Twin or Tenebrous Ally. This power
as you entice your target’s shadow to attack her. has no effect on targets that have lost or are
If you succeed in an opposed challenge using separated from their shadow due to mystical
your Social attribute + Occult skill versus your means. If you fail an attempt of Shadowy
target’s Social attribute + Willpower, your target Betrayal against an opponent, you can try again
is assaulted by her shadow. The shadow will against that same opponent (or someone else)
immediately strike her for 2 points of normal on the next turn as an exception to the rule
damage. The attacking shadow does not count disallowing repeated Social challenges after
toward the maximum number of physical failure. A target may only be affected by a single
attackers per round. On successive turns, you application of this power, with new instances
may spend simple actions during the everyman replacing older ones.
round to cause the target’s shadow to strike her
again, causing an additional 2 points of damage Exceptional Success
for each simple action spent this way. If multiple The effects of this power end after you have
simple actions are spent in a single round spent 5 simple actions instead of 3.

224 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


TENEBROUS ALLY
Obtenebration ●●●●● ●

Your studies of Obtenebration have directed


you to ponder the shadow within. While most
are victims to their darker impulses, you have
learned the secret of making the unconscious
your ally, relying on your inherent drive to
rise and overcome even when struck down or
unable to act. Some Lasombra speculate that
the Tenebrous Ally is actually a vampire’s own
missing reflection returned.

Whenever you are unconscious due to sleep or


torpor, or your consciousness is separated from
your body due to Possession, Psychic Projection,
or similar powers, you may allow your shadow
to take control of your physical body. This is an
exception to the rules limiting which powers can
be used while in torpor or during Possession
and Psychic Projection. By spending 2 points of
Blood to activate this power, your consciousness
will remain separated or dormant, but your body
will be fully animate under the control of your
shadow; however, because you consciousness
remains separated or dormant, you are unable to
directly observe the actions of your body unless
you have at least one dot in the Awareness
skill. To all onlookers, your body will appear
to immediately wake and will be able to act
at the beginning of the next turn. While this
power is active, your eyes become dark pools of
shadow, fully black, and somewhat disconcerting
to behold. sake. Once you regain consciousness you will
remember what your shadow did, and you gain
Your Storyteller will control your shadow while up to 5 Beast traits for its actions as if you had
it is active. Your shadow shares some of your committed them yourself. Any modifiers such
motivations but will act on its own. It will defend as those from paths still apply, and you may
your physical body if threatened and will feed if attempt a degeneration challenge to reduce 1 of
your body is low on blood. However, it will not the points. Your shadow can spend your Blood
risk itself for your allies nor will it place itself in and Willpower and can use your powers and test
danger for your cause. Instead, your shadow will pools. If you activate this power when you are
seek to preserve its own life and kill anything in torpor due to damage suffered, your shadow
that threatens it. Your shadow will avoid lengthy will awaken your body with a number of health
conversation, but when it speaks its voice sounds levels equal to the number of levels you have in
hollow and otherworldly. It may act in ways Obtenebration. Once activated, this power lasts
that you find reprehensible to achieve its ends, for 1 hour, or until the effect that keeps your
although it does not indulge in chaos for chaos’ consciousness separated from your body ends.

Additional Elder Powers & Luminary Powers 225


Obtenebration A victim who succeeds in breaking free or that
you willingly release from The Darkness Within
Luminary Powers must immediately test for fear frenzy. Characters
affected by this power gain Beast traits and
THE DARKNESS WITHIN test for frenzy even if they are not normally
Obtenebration ●●●●● ●● susceptible to those effects. The Beast traits
gained through this power fade at the end of
Tendrils of shadow pour forth from your mouth, combat and cannot cause Morality loss.
eyes, ears, and even open wounds, enveloping
your enemies in clouds of thick, inky, darkness Exceptional Success
like a more sinister Shroud of Night. Within the Should your target escape The Darkness Within,
darkness your enemies are assaulted by horrors she may not spend a point of Willpower to
they cannot comprehend as you feed on their avoid the effects of a frenzy caused by The
very essence. Darkness Within.

Spend a standard action and 3 points of Blood OBLIVION ORB


and designate a number of targets up to your
dots in the Occult skill that are within your line Obtenebration ●●●●● ●●
of sight. Inky black tendrils of the abyss erupt Your Shroud of Night now opens a gateway to
from nearby shadows to envelop your targets. true Oblivion. The sheer emptiness of the Abyss
Initiate an opposed challenge against your destroys most creatures, sending some wraiths
targets using your Social attribute + Occult skill screaming back to the Maelstrom, and testing the
versus your targets Physical attribute + Dodge resolve of vampires who cannot survive in such
skill. Should you expend a point of Willpower to an environment for long.
retest any of these opposed challenges, you also
gain that retest for the remainder of the opposed When activating Shroud of Night, you may
challenges without spending further Willpower. spend 2 additional points of Blood to summon
If you spend the Willpower to retest after some an Oblivion Orb within the area of effect of your
challenges have been resolved, you cannot go Shroud of Night. This creates a terrifying storm
back to previous challenges you have lost and of entropy within the shroud that is harmful to
apply that Willpower retest retroactively. those who remain within it. Non-Supernatural
Stock NPC creatures in the Oblivion Orb are
Characters who are successfully targeted by The instantly killed. Stock NPC Wraiths of rating
Darkness Within are considered Grappled and 4 or below are dragged into Oblivion and
immediately gain 1 Beast trait and lose 1 Blood. destroyed. At the end of each turn any remaining
You may choose to ingest the blood drained, creatures suffer 2 levels of aggravated damage
without risk of blood bonds, or you may feed the that cannot be reduced or negated. This replaces
blood to the Abyss, consigning it to Oblivion. any damage Shroud of Night would cause to
However, any harmful effects such as Acid a living creature.
Blood, still affect you. At the beginning of each
everyman action that she remains Grappled While within the Oblivion Orb, movement is
she gains an additional Beast trait and loses an reduced by one step to a minimum of one. As
additional point of Blood. with Shroud of Night, you are immune to the
effects of your own Oblivion Orb. Being able to
If an individual Grappled by this power attempts see through a Shroud of Night does not prevent
to escape, she must succeed in an opposed the effects of an Oblivion Orb. The effects of
challenge using her Physical attribute + Brawl Oblivion Orb are not cumulative if two Oblivion
skill versus your Social attribute + Occult skill. Orbs are created in the same space.

226 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Potence
“Members of my family tend to specialize in what we deal in, whether it manifests
as necromantic power, mortal influence, favors, or knowledge.
My coin, if you will, is respect, and in that I settle all accounts.”
— L’occhio “the Eye”, Giovanni

Potence Elder Powers Spend 2 points of Blood and strike the ground
with your fist or heel to cause the ground around
you to burst upward. You must then make an
EARTH SHOCK unarmed attack challenge against all characters
Potence ●●●●● ● within 2 steps of you, using your Physical
attribute + Brawl skill versus their Physical
In a moment of unbridled rage, you smash the attribute + Dodge skill. Earth Shock can be
ground in front of you causing the earth and augmented by Potence, but not by any other
everything around you to explode upward. Your powers. Should you expend a point of Willpower
terrifying strength is conveyed through the very to retest any of these opposed challenges, you
ground you stand on, leaving behind a crater in also gain that retest for the remainder of the
a broken street or partially collapsing a house. opposed challenges without spending further
This attack does not discriminate between friend Willpower. If you spend the Willpower to
or foe and is often employed when the user is retest after some challenges have been resolved,
overwhelmed and surrounded. you cannot go back to previous challenges
you have lost and apply that Willpower
retest retroactively.

Additional Elder Powers & Luminary Powers 227


You cannot use weapons of any sort while using RELENTLESS FURY
Earth Shock. Earth Shock is always normal Potence ●●●●● ●
damage and cannot be converted to aggravated
damage by any means. Opponents who take You are a creature of sheer fury and might,
damage (after applying any damage reduction) your body a finely honed weapon. As such, you
are Knocked Down unless they possess the understand that at times precision is required
Stamina focus or a power that prevents them over sheer strength. With focus and dedication,
from being moved. This attack does not allow you have learned to control your power, striking
you to supersede the attacker limit against your foes with deadly accuracy.
your targets.
When you make a successful Brawl or Melee
After you make your attack the Storyteller attack, you may elect to use the powers of
will determine the effects of this power on Relentless Fury instead of any other elder
any inanimate objects or structures. Even if Potence power to inflict 3 points of normal
they are not destroyed, any inanimate objects damage. This damage cannot be increased by
or structures that are in the area of effect other bonuses, such as from other Potence
of your Earth Shock will require extensive powers, nor can it be utilized during a combat
repairs. Repeated use of Earth Shock can cause maneuver; however, it may be converted to
catastrophic structural failure. aggravated damage through other means such
as Feral Claws or Burning Wrath. This damage
Exceptional Success cannot be reduced by Fortitude or armor, but
Ignore the Stamina focus when determining it can be healed through normal means. The
if a character is knocked prone. This effect unsoakable quality of this attack only applies
is cumulative with any additional damage to the target of your attack or another target
a character’s exceptional success would cause. using the assist defender mass combat tactic.
If somehow the attack is redirected such as
through Between the Ticks, or if the target has
Personal Armor, damage reduction effects may
be applied normally.

Exceptional Success
On an exceptional success, Relentless Fury deals
4 points of damage that cannot be reduced by
Fortitude or armor.

228 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Potence Luminary Powers

JUGGERNAUT
Potence ●●●●● ●●

Once in motion you cannot be stopped. Like


a runaway train, you crash through any physical
impediments. Anyone in your path is pushed out
of the way as they feel the terrifying impact of
your incredible strength. Unfortunate mortals
that are in your way are reduced to a pile of
blood and broken bones. Although reinforced
structures can slow you down, even they cannot
hold you back forever.
STRENGTH OF THE TITANS
Spend 3 points of Blood and one or more actions
in a round to move in a straight line. If your Potence ●●●●● ●●
movement would move you through another Your strength is unmatched, surpassing that of
individual or put you in range of an unarmed the Greek gods of old. In a display of physical
attack, you may pause your movement to make dominance, you beat your chest, stomp the
an unarmed attack without spending an action. ground, or yell out a distinctive war cry before
You may not use these attacks to facilitate you rain down truly destructive blows on
other powers such as Thanatosis or use combat your enemy. Your strength is so great that you
maneuvers. However, your modifiers to unarmed can even use the environment around you as
attacks, such as Feral Claws or Burning Wrath, a weapon in a truly impressive show of force.
still apply. If you succeed, in addition to any
damage caused your target is pushed one step Spend 3 points of Blood as you make an overt
away from you. Once you have completed the display of physical dominance to gather your
unarmed attack challenge you can continue to power. For the next 10 minutes, if you succeed
take steps, resuming your movement and pausing in a Brawl or Melee attack you automatically
to challenge other impending characters until achieve an exceptional success. If your target
your steps have been exhausted. If someone you has one or more effects in place that would
seek to move through has an effect that renders prevent you from achieving an exceptional
her immovable, she is not pushed one step away success, instead determine an exceptional
and you may not move past her. You may only hit success normally.
a target once per each application of this power.
In addition, you have the option to spend
Mortals in your way are instantly killed. a simple action to pick up and use an oversized
Likewise, any objects or walls cannot hinder object as a weapon. You can pick up or tear free
you, though a solid metal or stone barrier can from its mooring any object up to the size of
reduce your movement to a single step as you a car. You can even rip off bank vault doors or
plod or tear through it. You may use this power break out a massive chunk of a concrete wall.
over successive rounds, boring through even These improvised weapons always possess the
the thickest of fortifications and leaving a hole Deadly and Reach qualities and are of sufficient
behind you. The Storyteller will determine mass such that if used in conjunction with Force,
the rate that you are able to move through these objects do not break until after damage
these barriers. is applied.

Additional Elder Powers & Luminary Powers 229


X
Presence
“Leading vampires is not like herding cats. Cats will purr and cuddle you if you
scratch their backs just right. The most you can expect from a vampire is for them
to lengthen the plot against you until after your next Salon.”
— Puck, Toreador Primogen of Miami

Presence Elder Powers

CAPRICIOUS VISAGE Joan of Arc to Alexander the Great to Oda


Nobunaga, some of the most powerful and
Presence ●●●●● ● inspirational leaders have led their battles from
The world’s a stage, and you are its amaranthine the front lines, driving them to incredible success
star, capable of bringing teeming throngs to despite overwhelming odds. Through bold action
their knees with little more than a look and and deft skill, you have the power to inspire
a word. This ability allows you to command others to persist in the face of adversity.
a crowd, cowing them into submission or Spend one point of Blood and your simple action
kindling their adoration as all eyes focus on your as you rally a group to your cause designating
overwhelming countenance. a number of targets up to the number of
When attempting to use the Presence powers of dots you have in the Leadership skill as your
Dread Gaze or Entrancement, you may choose comrades. You may only activate this power
to spend 1 additional point of Blood to activate during combat. Whenever you achieve an
Capricious Visage and target a number of exceptional success, your designated comrades
individuals within your line of sight for each dot become Inspired by your exceptional feat and
you possess of the Leadership skill. When using are motivated to redouble their efforts. Likewise,
this elder power against multiple targets, you whenever one of your designated comrades
must make a separate opposed challenge using scores an exceptional success, you become
the Presence test pool against each defender. Inspired. While a character is Inspired, the
Should you expend a point of Willpower to next time she spends a point of Willpower for
retest any of these opposed challenges, you also a retest, she regains a point of Willpower, and is
gain that retest for the remainder of the opposed no longer Inspired. Being Inspired lasts only the
challenges without spending further Willpower. duration of the current combat; if combat ends,
If you spend the Willpower to retest after some you will no longer be Inspired.
challenges have been resolved, you cannot go In order to activate this benefit, the exceptional
back to previous challenges you have lost and success must be earned through normal means;
apply that Willpower retest retroactively. powers or effects that convert a success into an
exceptional success such as Bull’s Eye, Strength
COMRADES IN ARMS of the Titans, or the merit Breaking Point do
Presence ●●●●● ● not activate this power. You may be subject to
multiple applications of this power, able to grant
When victory seems uncertain, the presence of and receive benefits to and from multiple people.
a confident figure stills wavering hearts and However, you cannot carry more than a single
refocuses efforts toward victory. Indeed, from application of Inspired at any one time.

230 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


SCOURGE OF ARIKEL
Presence ●●●●● ●●

The pomp and grandeur that surrounds


royalty serves to signal not only their wealth
but also their power, enabling them to call
for silence or obedience with only a few sharp
words. Those who gaze upon such resplendence
Presence Luminary Powers understand the terrible danger that comes with
disfavor and know that their place is to obey.
With this power, your ire becomes a threat, as
COOPERATION even a darting glare or an angry look carries
Presence ●●●●● ●● crushing emotional weight. While this power is
commonly credited to the Toreador Antediluvian,
While the vampire sects are nominally based members of other clans with Presence are known
on cooperation, it is often painfully difficult to to attribute it to their own founder.
get allies to actually work together. Rivalries,
ambition, and intrigue stand in the way of Spend 1 point of Blood and your simple action
a willingness to play nice with each other. as an overwhelming and baleful aura surrounds
Luminary elders can change that by compelling you. Any who look upon you will intuitively
those that might deviate from the elder’s goals understand that crossing you is likely to carry
through a contest of wills. harmful consequences. For the next 10 minutes,
anyone who loses to you in a Social challenge
When activating Majesty, you may spend 3 who is within your line of sight suffers 3 points
additional points of Blood to enact Cooperation. of aggravated damage if you choose. The other
As a result, those affected by your Majesty must party suffers this damage regardless of whether
cooperate with your intended efforts to the you are the aggressor or defender. If the other
best of their ability. This could mean stopping party relents to you, they do not suffer this
combat, building a bridge, leaving a location, etc. damage. This damage does not constitute an
Until a character breaks your Majesty or spends attack or damage for the purpose of powers
a point of Willpower she must go along with where such actions could cause them to end,
your wishes. For each turn a character that has such as Majesty or Eyes of the Cobra.
not broken your Majesty wants to take an action
that does not directly conform to your wishes, If you are engaging in a mass challenge,
she must spend a point of Willpower. Once each defender who loses to you suffers the
spent, she may proceed with her desired action; damage individually. If you are the aggressor
however, a character cannot attack you or be in a challenge where the outcome would cause
rude to you without first breaking your Majesty. the defender damage, such as Horrid Reality,
A character cannot be made to spend more than calculate the damage from this power as
a single point of Willpower per turn in this separate for the purpose of damage reduction
way. When a character breaks your Majesty the effects such as Fortitude. Note that the category
effects of Cooperation end against that character. of a challenge is tied to the defender’s test pool;
Characters with the Appearance focus for you may use this power only if you are defending
Majesty do not ignore Cooperation unless they with your Social attribute or if the defender is
also possess Cooperation. defending with her Social attribute.

Additional Elder Powers & Luminary Powers 231


X
Protean
“Tooth and claw are not the strength of our clan. It is our instinct; our inherent knowing.
Tapping into the primordial tendencies of our beasts and darker natures provides insight
into a multitude of paths before us. That is how we know which path to take and
which to avoid, whether in a battle of wit or one of survival.
We always chart our route to end up where we desire.”
— Dane Halvarsdottir, Clan Gangrel, Former Archbishop

Protean Elder Powers

FLESH OF MARBLE
Protean ●●●●● ●

Legends of the Gangrel and their ability to


adapt to virtually any environment permeate
vampire lore. Some ignorant fools believe the
stories of swords shattering and bullets flattening
against immortal skin to be exaggerated reports
of the effects of Fortitude. The truth is far more
insidious. With your mastery of Protean, you
can adapt your very skin and flesh to become
a flexible armor mirroring stone, marble, or
whatever you need to survive.

To activate Flesh of Marble, spend 1 point of


Blood and a simple action. Your skin changes
texture and color as it transforms into unnatural
armor. You may select any two Protective Gear
qualities and apply them to your skin (see
MET VTM, Chapter Thirteen: Influences
and Equipment, page 519). As a reminder, you
may not benefit from the same quality twice.
Once these qualities are applied to your Flesh
of Marble, they are not affected by the Armor
Piercing quality. Flesh of Marble is considered
a minor transformation power. The effects of
this power lasts for 15 minutes. If you wish to
change the Protective Gear qualities, you must
reactivate Flesh of Marble. The use of Flesh of
Marble is considered a Masquerade breach if
witnessed by mortals.

232 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


SHATTERED FOG Protean Luminary Powers
Protean ●●●●● ●

Cunning and opportune timing often trump GHOST BODY


brute strength and limitless speed. Your Protean ●●●●● ●●
knowledge of Protean allows you to rapidly
diffuse into a cloud of fog allowing swords and Your mastery of shape-changing has reached its
bullets to harmlessly pass through you. When apex: the assumption of a form which is formless.
you reform seconds later to strike back your You possess the ability to become completely
opponents are left befuddled and off balance. incorporeal, enabling you to walk through walls,
avoid physical attacks, or even take flight as you
When successfully attacked by a power that does ignore the bounds of physics.
damage to you, you can reflexively spend 2 Blood
to temporarily shift into Form of Mist thereby Spend 3 points of Blood and your standard
negating the damage done to you (see MET action to transform into an incorporeal, though
VTM, Chapter Four: Disciplines, page 156). visible, being. This effect persists for one hour
Once the damage is negated you immediately unless you elect to end it early. You may extend
revert to your previous form. You cannot use this effect by spending 2 additional points of
this power to avoid damaging attacks that are Blood each hour. While in Ghost Body, you
fire-based, such as Lure of Flames or weapons cannot initiate or be the target of any Physical
with the Flaming quality, Mental effects like challenges, though you may still initiate or be
Psychic Assault, or Social powers that cause targeted by Social or Mental powers. You are also
damage. In addition, while you have avoided the immune to any powers that damage your body,
damage, the attacking character is considered to such as Death of the Drum and Horrid Reality
have touched you for the purposes of activating (as you are aware your body cannot be damaged);
other powers. however, you can be harmed by powers that
damage your mind, such as Psychic Assault. You
cannot physically interact with the world, spirits,
ghosts, or even another vampire utilizing Ghost
Body; however, you may still speak and be heard
by others. While in Ghost Body, you can pass
through solid items such as walls or floors. You
may ignore gravity though you continue to move
at your normal walking speed.

Additional Elder Powers & Luminary Powers 233


MYTHIC FORM ‡ Defensive Spikes: You are covered with
Protean ●●●●● ●● spikes or barbs. Anyone who succeeds against
you with a Brawl attack takes 3 points of
Elders of clan Gangrel have been known to normal damage.
express their cultural roots by adopting mythical ‡ Poisonous: Mortals struck by your Brawl
beast forms from their homelands and testing attacks are immediately wracked with pain.
their destructive limits. Although a distinct This agony prevents any form of activity other
violation of the Camarilla’s Masquerade and the than screaming helplessly. Mortals will die
Sabbat’s Silence of the Blood, few who witness within 3 turns unless they receive medical
your transformation into a creature of myth or attention. Supernatural creatures affected
legend live long enough to report you. by your poison suffer a -2 penalty to their
When using Shape of the Beast you have the Physical attribute for the next hour. Penalties
ability to transform into a more powerful from the Poisonous quality are not cumulative.
Mythic Form. When you activate Shape of the ‡ Slick: Your body is slick and hairless. You
Beast you may spend 2 additional points of can spend a simple action to automatically
Blood to assume a stronger and larger version escape from a Grapple.
of your standard fight form or flight form or ‡ Tough: Your skin becomes mutated into tough
you may select a new one altogether. Your scaly armor with extra bulk that grants you 4
Mythic Form can be a creature that has become additional Healthy wound levels.
extinct or a creature out of legend. For example,
a Megafauna or Cryptid form (such as a Giant
‡ Vicious: You receive an additional +3 bonus to
Sloth or Chimera) is a viable option for Mythic Brawl-based attack test pools.
Form. When you activate Mythic Form, select As with Shape of the Beast, when in your Mythic
two of the following qualities that combine with Form you may only make Brawl attacks, unless
your bonuses from Shape of the Beast: you have chosen the Breath Attack quality. If you
have the merit Shape of the Beast’s Wrath, you
‡ Agile: Your muscles and joints shift in must choose to either receive the benefits of that
awkward and extraordinary ways. You merit or use this power. Mythic Form is a major
gain a +3 bonus to Dodge-based defensive transformative power and cannot be combined
test pools. with other major transformative powers.
‡ Avian: You can fly at your normal
movement speed.
‡ Breath Attack: Choose a harmful or caustic
substance such as fire or acid. Once per turn,
you may project this substance as if it were
a Thrown attack to inflict 2 points of aggravated
damage or 3 points of aggravated damage on
an exceptional success. You may target up to 2
additional targets with this attack provided they
are within 1 step of one another. If you spend
a point of Willpower to retest one of these
challenges, you may also gain a retest on any
other challenges against other targets which
have yet to be resolved. If a challenge has been
resolved, you may not retroactively retest it by
using a Willpower challenge later on.

234 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Quietus
“I too felt the pull of the Levant, although I still found it resistible. I would not again cross
the Bosporus into those dusty dunes of my childhood. This was to be my sending off
for my fellows, leaving Europe and fleeing to the original lands of Caine.”
— Matek Khaldun, Elder Assamite & Sheriff of Tampa

Quietus Elder Powers REVELATIONS OF BLOOD ESSENCE


Quietus ●●●●● ●
PURIFICATION
For Assamites, the consumption of blood is
Quietus ●●●●● ● no mere act of sustenance – it is an act of
The Children of Haqim — known in the western deliberation, judgment, and conviction. This
world by the sobriquet Assamites — believe that power grants you a greater suite of abilities in
they were chosen by their founder to be the judges serving your sacred role as a judge of Haqim,
of all vampires and the protectors of humanity. allowing you to extract hidden truths or even
By using the power of vitae to cleanse and restore a portion of the soul.
mortals and vampires alike, your mastery of Whenever you taste blood, you may spend
Quietus allows you to clean other individuals’ a simple action to activate this power. Small
minds and souls of stains, including those left by quantities of blood are sufficient, such as blood
the mind control of other vampires. The vampire dripping from an open wound, or licking the
using this power expels his own blood through the sides of a knife that successfully damaged your
skin of her hands and allows it to soak through target; however, blood splatter and dried blood
her subject, slowly dissipating. As it does, it carries is not sufficient. When you activate this power
away spiritual impurities and outside influences. choose one of the following effects:
To activate this power, you must have a willing ‡ Blood Familiarity: You receive a psychic
target, or you must succeed in a Physical impression of your target that grants you
challenge. Spend one point of Blood and your familiarity with her (see MET VTM, Chapter
standard action to lay your hands on your Four: Disciplines, page 114). However,
target as you concentrate to expel her spiritual your familiarity will last for 90 days as
impurities. This bloody anointment creates opposed to 30 days, unless ended through
a spiritual bond between you and your target, supernatural means.
granting each of you familiarity with the other
(see MET VTM, Chapter Four: Disciplines,
‡ Songs of Distant Vitae: You experience
page 114). Once completed, Purification removes a vision of a time your target fed in the past
any harmful targeted Mental, Physical, or Social 30 days from her vessel’s point of view. The
effects, such as those originating from the Storyteller will provide the vision. Visions are
powers of Dementation, Dominate, Presence, or to be provided in the following priority order:
Thaumaturgy. This power can cure mundane acts of diablerie, acts of feeding that resulted
toxins or poisons but cannot cure mundane in the gaining of a Beast trait, and any other
diseases. Mystical effects borne through the act of feeding.
blood, such as blood bonds or flaws (including ‡ Scent of the Accused: You attune yourself to
clan or inherent weaknesses) are not affected. the olfactory sensations that arise from your
You cannot use Purification on yourself. target’s blood, making it easier for you to

Additional Elder Powers & Luminary Powers 235


track her. For the remainder of the night, you Quietus Luminary Powers
receive a +5 bonus in any tracking challenge
against her and a +2 wild card bonus against
any supernatural concealment she may use. AWAKEN THE HEARTSBLOOD
In addition, whenever you are in the process of Quietus ●●●●● ●●
committing diablerie you may spend a simple
action to share its benefits with up to 2 The Heartsblood is a great magical well situated
additional targets. These targets must be present in the Assamite fortress of Alamut that is filled
and must join you in physically drinking the with vitae from all Assamites that have ever
target’s soul, but they do not need to possess this visited the mountain fortress. You are able to
power. These targets also receive the penalties tap into this magical well, calling upon the
of diablerie, including the potential loss of collective might of the clan, though not without
Humanity, subject to your game’s setting (see cost. Some speculate the overuse of this power is
MET VTM, Chapter Seven: Dramatic Systems, responsible for the zealotry shown by so many
page 306). Among Loyalist Assamites, the Assamite elders.
inclusion of vampires in this act who are neither Once this power is learned, you are able to extract
Assamites nor Path of Blood devotees is viewed blood through a mystic connection to a seemingly
as heretical; however, Assamite antitribu are endless source of vitae. You may spend up to
much more liberal in its applications. 2 additional points of Blood per turn in excess
of your generational limits, drawing from the
Heartsblood rather than from your own body.
Doing so preserves your own Blood pool and
draws upon the ancestral blood of your clan. You
must actively spend this Blood; it cannot be used
to restore your Blood pool or to feed others.

— THE LAWS OF HAQIM — However, this process is not without cost.


The first time each night you Awaken the
Heartsblood you immediately gain a compulsion
The Law of Leadership
derangement with the trigger of the Laws of
Honor the Eldest among you, for he is to rule Haqim that lasts the remainder of the night.
my House when I am absent. You feel compelled to both act and advocate
that others act in accordance with the laws as
The Law of Protection described below. Consuming the Heartsblood
Ward the mortals from Caine’s descendants and in this way does not create a blood bond nor
treat them with honor in all things. does it count as drinking vampiric blood for
the purpose of the Assamite clan weakness as
The Law of Destruction it has been magically purified (see MET VTM,
Chapter Two: Introduction to the World of
Slay not those of the Blood, for that judgment is
Darkness, page 44).
for the Eldest alone.
Although you have access to a vast supply of
The Law of the Word blood, you still experience hunger in the same
Deceive not those of the Blood, for my house is manner and receive no relief from the effects
founded on truth. of hunger and hunger frenzies by invoking
this power.
The Law of Judgment
Judge those of Caine’s blood and punish them
should they be found wanting.
EROSION Track any applications of the penalty inflicted by
Quietus ●●●●● ●● Erosion separately from any normal applications
of Scorpion’s Touch for both penalty and
The potency of toxins and venoms created duration. For example, if you strike someone
throughout the animal kingdom vary in strength who is already afflicted by Scorpion’s Touch,
and intensity. Some are used to discourage your target now has a -2 penalty to her Physical
attackers and others to weaken otherwise attribute and a -2 penalty to her Physical attack
powerful prey. By calling upon the potency pools. Both the effects of Scorpion’s Touch and
of vitae and invoking your clan’s mandate to Erosion have a 5-minute duration.
punish the wicked, you purify your vitae into
a deadly weapon to overwhelm a target’s resolve, You may utilize this power when using
diminishing her strength and crippling her Scorpion’s Touch through the Quietus power
attacks against you and your allies. Taste of Death.

When activating Scorpion’s Touch, you may


spend an additional point of Blood to enact
Erosion. The poisons you generate with Erosion
are extremely potent and capable of devastating
harm over time. Whenever your target is struck
by your application of Erosion, she receives
a -2 penalty to her Physical attribute instead of
just her Physical attack pools. A character’s test
pool cannot be reduced below 1 in this way. In
addition, your applications of this power are now
cumulative with other applications of this power,
either by you or from another vampire. For
example, if after striking your opponent once
with a weapon coated by your Scorpion’s Touch
you strike her a second time, your opponent’s
penalty to her Physical attribute changes
from -2 to -4.

Additional Elder Powers & Luminary Powers 237


X
Serpentis
“Because I refuse to conform to expectations, everyone casts me as the villain in their story.
But what is a villain, really, other than a misunderstood protagonist.”
— E.H. Carrington, Follower of Set

Serpentis Elder Powers You may also spend a simple action to disperse
the storm in an intense burst of wind and sand
to aid in your escape. If you do, anyone 3 or
DUST DEVIL more steps from you cannot be considered an
Serpentis ●●●●● ● observer if you also activate Unseen Presence
during the round. If you do not disperse the
While often upheld as dishonorable, throwing storm in this way, it lasts 10 minutes before
sand in an opponent’s eyes has always been quietly fading.
effective. In ancient times, even the proudest
of gladiators could be brought low with only SPEWING VENOM
a handful of dirt, rendering them vulnerable
during a crucial moment. As Set also holds Serpentis ●●●●● ●
authority as the god of storms, his influence As one of the deadliest predators, the cobra is
grants you the ability to call upon the desert not known to hide in the face of threats. When
winds, and as the god of war and chaos, he likely challenged, it rises and remains poised, ready to
would not object to fighting dirty. strike or retaliate when its foes draw too close.
Spend 1 point of Blood and your simple action Like the serpent, you too retain poise in the face
to conjure a swirling vortex of blistering hot of threats, reacting quickly with a deadly barb or
sand that envelops you. The storm can project a biting remark.
gusts of wind and sand that have the potential to Whenever you win an opposed challenge where
blind your opponents. For as long as this power you are the defender, you may immediately
is active, your Brawl and Melee attacks, as well activate Spewing Venom (even outside of your
as any attacks using Thaumaturgy where your normal initiative) for no additional cost. As
target defends with her Physical attribute, are a result, you may then immediately activate
considered Blinding Attacks (see MET VTM, one of your Social powers without spending
Chapter Seven: Core Systems, page 280). For a simple or standard action; however, the Social
example, powers such as Force Bolt, Firestorm, power must exclusively target the character
and Lightning Bolt are now considered Blinding you defeated in the opposed challenge. You
Attacks in addition to their standard effects. may not use powers that add additional targets,
Targets struck by a Blinding Attack in this way such as Capricious Visage. This action happens
do not suffer 3 fewer points of damage, and you immediately and is resolved before proceeding
do not have to spend Willpower to make these to the next character in the initiative order. You
attacks. Blinded opponents may still spend 2 must still pay any Blood point cost to activate
simple actions to clear out their eyes, but until the chosen Social power, and are still subject to
they have done so, they cannot be considered your maximum blood spend per turn.
observers for the purposes of Unseen Presence,
even if they are using the Flighting Blind combat
maneuver (see MET VTM, Chapter Four:
Disciplines, page 145).

238 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


You may only activate Spewing Venom once per to armor with the Chest Plate quality or other
turn; however, you may activate it (and your effects are likewise immune to this power unless
chosen Social power) during Celerity rounds you have the Armor Piercing quality. Characters
as an exception to the rules preventing you with the Bonecraft Modification Transformed
from activating Social powers during Celerity Biology are not immune to this power, as this
rounds. The use of this power is subject to rules power intuitively guides your hand to the correct
governing the maximum number of attackers. area. Creatures aside from mortals, ghouls,
and vampires cannot be affected by this power.
Characters whose hearts have already been
Serpentis Luminary Powers removed are not affected by this power.

MANTLE OF SUTEKH
HEART THIEF
Serpentis ●●●●● ●●
Serpentis ●●●●● ●●
Those who know the secrets of Set’s undead kin
Some believe that the heart is the seat of the
understand that the clan believes its discipline is
soul and that in death, when material wealth is
validation of divine heritage. His most prominent
claimed by the state and the earth reclaims the
worshippers developed the Mantle of Sutekh
body, it is the heart that remains the last bastion
as proof of their direct ties to godhood and
of human memory. Your power supersedes these
assuming the mantle of power allows Set’s priests
mortal trappings, giving you the ability to seize
and priestesses to not only lay claim to divinity,
the most precious of organs. With an invocation
but also to bestow blessings on those who support
and a twist of the wrist you can extract the heart
them in their beliefs. Invoking the Mantle of
from a victim’s chest, bypassing the need for
Setekh can be used to punish even the most
ritual or lunar timing.
stalwart of skeptics.
Upon learning this power, you gain the ability
Spend 1 point of Blood and a standard action
to remove the hearts of your victims. To do so,
while speaking aloud and making a claim to
your target must be on the Incapacitated wound
your connection to Set’s divine power. Once
track and you must succeed in a Brawl attack. If
done, you assume a radiant aura of powerful
you succeed in the opposed challenge, you may
magnificence. For example, you may appear to
spend 2 points of Blood to reach into the body of
shine with divine light, or storm clouds may
your victim for their heart. This power instantly
shroud you in darkness. Your supernatural
kills mortals and ghouls but can remove the
nature becomes obvious to everyone within
hearts of vampires. Thereafter, the removed
your line of sight and they are overcome with
heart functions as if it had been removed
a palpable, discomforting weakness, similar to
through the Serpentis power Heart of Darkness
tremors of the heart.
(see MET VTM, Chapter Four: Disciplines,
page 161), and can be likewise damaged,
destroyed, or replaced. This power may be used
during Celerity rounds. Targets who are immune
to the Pierce the Heart combat maneuver due

Additional Elder Powers & Luminary Powers 239


X For the next five minutes, anytime anyone within
your line of sight spends fuel such as Blood, Temporis
Gnosis, or Glamour, you may choose to demand
a tithe for that expenditure. Tithed expenditures “Hey! What do you mean by not ‘True’
require the target to spend 1 additional point Brujah? I’ve been Brujah since I was
of their fuel in order for their desired power Embraced! You sayin’ I’m lying or
to take effect. For example, if your target is something? Say it again, and I’ll show you
a vampire, she must spend 2 points of Blood to how a true Brujah hits!”
activate Celerity instead of the usual 1 point of — Tails, Neonate Brujah
Blood, and if your target is a werewolf, she must
expend an additional 1 point of Gnosis to fuel
her supernatural gifts. Extracting a tithe through Temporis Elder Powers
Mantle of Sutekh does not affect the number of
Blood points your targets can spend per turn.
TEMPORAL ANOMALY
The tithed fuel is transferred to you. Regardless Temporis ●●●●● ●
of the type of fuel, you gain 1 point of Blood
for each tithed point. For the remainder of the For centuries, the Sages have fumed over their
power’s five-minute duration, you can retain usurper kin and the Celerity they created to
the points of Blood you gain through Mantle of compensate for their failure to master Temporis.
Sutekh even if they exceed the normal maximum This obsession drove the Sages to pursue time’s
limit of your Blood pool. Once the duration greater mysteries through theoretical studies
ends, any points of Blood you retain in excess of far outstripping the pace of mortal science. The
your Blood pool immediately dissipate without product is a power that not only punishes Celerity,
expenditure, restoring you to your normal Blood but any who bend the rules of space and time.
pool maximum.
Spend 1 one point of Blood and a simple action
In addition, while Mantle of Sutekh is active, to summon a localized space-time disturbance.
you may spend a simple action to make a visible This disturbance manifests as a glowing ball of
gesture of blessing towards a target within your swirling particles floating above your hand. The
line of sight and within 30 steps of your location. disturbance remains for 10 minutes or until you
You may do this during Celerity rounds if you end the power. While active, you may use the
have an action. If that target is a supernatural Temporal Anomaly to attack in one or two ways:
creature and a willing recipient, you immediately ‡ Chronoton Strike: You may concentrate the
transfer up to 5 points of Blood from you to
particles around your hands or melee weapon,
that target resulting in her gaining a unit of fuel
converting the attack damage to aggravated. In
appropriate to her (Blood for vampires, Gnosis
addition, whenever you attack, the disturbance
for werewolves, etc.). Points of Blood transferred
caused by your attack nullifies any bonus to
in this manner cannot allow a target to retain
your target’s Dodge pool provided by Celerity
units of fuel in excess of her maximum pool. If
or similar powers, including the focus benefit.
she does not have space in her pool at the time
of the transfer, the transferred fuel is lost. All ‡ Chronoton Bolt: You may initiate an opposed
transferred points of blood are of neutral origin challenge to discharge some of the particles
and do not create or increase blood bonds, nor as a projectile, attacking a target in your
do recipients suffer any ill effects from the blood line of sight using the Temporis test pool.
they receive through Mantle of Sutekh. If you succeed in an opposed challenge your
target suffers 2 points of aggravated damage.
However, if she has activated a Celerity or
Temporis power this turn, she suffers 3 points
of aggravated damage instead.

240 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


This power affects non-vampire Temporis
characters that have active powers
or abilities that allow them to take
Luminary Powers
actions during Celerity rounds, such
as werewolves with sufficient levels OUTSIDE THE HOURGLASS
of Rage, or changelings with the
Temporis ●●●●● ●●
Quicksilver art active.
For a clan with power over time, the
Exceptional Success
Sages so often seem to lack it. Since
If you are using Chronoton Bolt,
the rift in their clan first formed,
your attack causes 3 points of
they have feared the pretenders
aggravated damage or 4 points of
and their Celerity, terrified at
aggravated damage if your target
the effortless speed they came to
has activated a Celerity or Temporis
manifest without study of the forces
power this turn.
they manipulate. Although this
power is the height of Temporis and
STITCH IN TIME the greatest expression of speed it
Temporis ●●●●● ● can muster, the Sages fear Celerity
will find a way to be faster still.
When you can control time itself, Practitioners who have attempted
you become the master of your to push beyond the bounds of this
own fate. Where before you may power have reported seeing bizarre
have been able to pause or stop visions and mysterious figures
time, your mastery of Temporis has silently warning them to stop. Those
become so great that you are able rumored to have ignored such
briefly turn back the hands of time warnings have never returned to tell
itself. Your skill allows you to even their tale.
undo damage inflicted upon you as
if it never existed. Whenever you activate Clotho’s
Gift, you gain one additional round
Immediately upon losing of actions to be resolved during the
a challenge that would result in third Celerity round. In addition,
your taking one or more points of you may use an additional one of
damage, or a physical challenge that your actions granted by Clotho’s
causes you to be Grappled, moved, Gift to activate a Mental or Social
or harmed, you may spend 2 points power. For example, if you have the
of Blood to negate the attack as if Stamina focus, you may use a total
it never happened. You may use of 2 of your additional actions on
this power outside your initiative Mental or Social powers. If you do
order and even if you do not have not have the Stamina focus, you
an action this round. This discipline may use one of your additional
works even on damage that may not actions in this way. This is an
be resisted or negated. exception to the rule that states you
cannot use Mental or Social powers
during Celerity rounds.

Additional Elder Powers & Luminary Powers 241


X
Thanatosis
“Have you heard about our lord and savior? No?
Well then, allow me to introduce you to the power of the Baron.”
— Castor Crane, Samedi

Thanatosis Elder Powers to activate this power, if you do, your retainer
becomes both a ghoul and a zombie. These
retainers remain valid targets for powers that
ONE FOOT IN THE GRAVE affect the living but are also considered valid
Thanatosis ●●●●● ● targets for the Bone Path of Necromancy and
other powers that affect zombies. However, the
The Baron delights in those who seek his power, Bone Path power Destroy Husk will not function
for the aid he grants them comes at the expense against them as they are still alive. In addition,
of their lifeforce. He realizes that all power is giving blood to a ghoul in this manner raises its
temporal and that as lord of the dead, all will NPC rating by 1 point to a maximum of 6.
return to the earth. With this ability, you can
bestow the power of the grave upon your servants, Ghouls made into zombies are considered
granting them greater strength while dragging valid targets for the Bone Path power Death’s
them closer to their demise. Puppetry but retain the ability to spend Blood.
If a ghoul goes 3 months without an application
Your blood carries a portion of deathly energy of this power, but still consumes vampire blood,
that, when imbibed by the living, grants them it ceases to be a zombie and loses the benefits
a portion of the power of death. Whenever you of this power and any zombie effects placed
feed your blood to a retainer, you may choose upon it.
Thanatosis Luminary Powers

FALLOWED GROUND
Thanatosis ●●●●● ●●

You stand upon the earth like a discarded and


decaying scarecrow of undeath. A conduit to
Oblivion, you radiate an aura of decay that
denies the restorative effects of any supernatural
RIGOR MORTIS powers. Your cadaverous affinity to death calls
Thanatosis ●●●●● ● out to the forgotten spirits that rest hidden
beyond as you channel your powers through the
Before the rotting process begins, a corpse exists befouled earth.
in a state of rigidity caused by hydrolysis in
the muscles. Through your purview over death Spend 3 points of Blood and your simple action
and decay, you can inflict a paralysis like rigor as you cause necrotic energies to gather around
mortis on a creature. Once targeted, your victim you. Ghostly spirits coalesce from the other side
must literally break bones and tear cartilage of the Shroud as the barrier between the living
before she can move normally. and the dead thins. Any healing or regeneration
effects that are used within 5 steps of you or
Spend 2 points of Blood, use your standard that would heal anyone within 5 steps of you
action, and make an opposed challenge using such as healing by spending Blood, are negated
the Thanatosis test pool. If you succeed in the regardless of their source. Note this does not
opposed challenge you inflict a supernatural affect damage reduction powers or equipment
rigor mortis on your opponent, locking up her such as Fortitude or armor. You are immune to
joints and muscles preventing her from moving. this effect, but should another character have
Thereafter, she takes 1 normal damage for every this power active within 5 steps of you, you will
movement step she takes. This damage cannot be affected.
be reduced or negated. Once the opponent has
taken a total of 6 steps and 6 points of damage In addition, anyone standing within this area
in this way the power ends. A character can only is considered a valid target for your Thanatosis
be affected by one use of Rigor Mortis at a time. powers without the need of establishing
If a character decides not to move, this power’s a Grapple. Instead of the normal Blood and
effects end in 5 minutes. action cost or Grapple requirement, spend
1 point of Blood and standard action. If you
Exceptional Success succeed in a challenge using the Thanatosis test
Your target’s paralysis undermines her balance, pool, you may choose the effects of one of the
immediately knocking her prone (see MET Thanatosis powers you possess and apply it to
VTM, Chapter Six: Core Systems, page 277). your target.

Additional Elder Powers & Luminary Powers 243


X
Valeren
“Look into my eyes and I will show you the righteousness of my fury.”
— Ulla of Andorra, Salubri Warrior

Valeren Elder Powers

RAMPART OF FAITH
Valeren ●●●●● ●

The concept of faith as a shield is found in many


religions, as believers seek protection through
devotion to a higher power. Regardless of what
faith guides your actions, you have found strength
in your beliefs and can channel your devotion
to help ward off evil forces. Those who learn
this power become obsessed with maintaining
their spiritual purity and often seek council or
confession to ease their burdens.

Whenever you are defending in an opposed


challenge with your Willpower as part of
your test pool, you may activate this power
immediately without spending an action. Spend
1 point of Blood as you call for divine protection,
shouting your entreaty to the divine. Once done,
you may add your current Morality score to your
defensive pool, minus your current number of
Beast traits.

When determining your current Beast traits, you


must subtract for any temporary Beast traits you
might gain, such as from the power Revelry of
the Great Beast.

244 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


PERFECT STANCE Valeren Luminary Powers
Valeren ●●●●● ●

A true martial artist recognizes that success or WARRIOR’S EMINENCE


failure is often the product of angles, positioning, Valeren ●●●●● ●●
posturing, and balance. With the right
alignment of factors, a defense that is seemingly Your zeal and affinity for the combative arts is
impenetrable is overcome. Through your faith such that any who would fight in your name
and intuition you can devise a combat style that carry a portion of your power. By exerting your
overcomes your foes while protecting yourself will upon the battlefield, you can cause grievous
from harm. injury by the force of your presence alone and
hinder any aid and relief to your enemies.
Spend your simple action and up to 3 points of
Blood to activate this power. For each point of To activate this power, spend 3 points of Blood
Blood spent you may choose a single combat and your standard action to invoke a powerful
maneuver or equipment quality to guard aura of righteousness and valor. Any damage
yourself against. (see MET VTM, Chapter done to your enemies by you or by any number
Thirteen: Influence and Equipment, page 515). of allies within your line of sight up to your
While this power is active, any attempt to dots in the Medicine skill is considered
employ the selected quality or combat maneuver aggravated damage. Additionally, the cost of any
against you is simply ineffective – your stance, powers or effects that would result in a healing
posturing, and movement effectively nullifies are increased by 1 point of Blood, Gnosis,
them by targeting weak spots or protecting vital Glamour, or appropriate fuel type. For example,
areas. You may not choose qualities or combat a vampire must now spend 2 points of Blood to
maneuvers that do not directly affect you, such heal 1 point of normal damage, and the Obeah
as Rapid Reload or Burst of Speed. power King’s Blessing requires 4 points of Blood.
Passive regenerative effects, such as a werewolf’s
In addition to weapon qualities and combat regeneration, are rendered inert unless the
maneuvers, you may choose supernatural subject spends a point of Gnosis or comparable
qualities from fetishes or treasures granting fuel to allow her regeneration to function
you immunity from them. However, you must for the turn. While this power is active your
possess at least 3 dots in the Occult skill or an countenance becomes menacing and impressive
appropriate Lore specialization for the item used and all will recognize you as the source of
against you. these effects.
While this power is active, anyone with at This effect negates any power that would reduce
least 1 dot in the Brawl, Melee, or Athletics damage to non-aggravated damage, except
skills will be aware of which qualities and Healer’s Eminence. If one or more parties on
combat maneuvers are ineffective against you. opposite sides of a battle have both Healer’s
However, your opponents will not know which Eminence and Warrior’s Eminence active, the
supernatural qualities, if any, you are immune effects negate one another, and damage and
to unless they possess 3 dots in the Occult skill. healing is handled normally.
Your immunity to the qualities chosen applies
regardless of whether your opponent has access
to them from equipment, through powers,
or even from magic items such as fetishes or
treasures. You may switch one or more of the
qualities or combat maneuvers you are immune
to by activating this power again.

Additional Elder Powers & Luminary Powers 245


X
Vicissitude
“GATHER ROUND! GATHER ROUND! WE ARE THE BACCHANAL CARNIVAL!
Experience sights never seen or unseen! Sounds never heard or unheard!
Smells you’ll . . . probably wish you’ve never smelled . . . ?
Enter our tents with an open mind, an open heart, and maybe . . .
just maybe . . . you’ll leave changed by the experience . . . .”
— Lucian “Spike” Zantosa, Tzimisce

Vicissitude Elder Powers see or hear, you will sense if anyone approaches
within 3 steps, or if the Cocoon takes damage.

COCOON Once crafted, the Cocoon has a number of


health levels equal to your total number of
Vicissitude ●●●●● ●
Vicissitude powers, including elder powers,
Given enough time and privacy you can spin your luminary powers, and techniques. If a Cocoon
own protective cocoon by secreting a jelly-like loses all of its health levels, its benefits end and
substance from your skin composed of liquefied you can be attacked as normal. You may choose
bone and congealed blood. The revolting enclosure to affix a Cocoon to its surroundings as you
hides you from the outside world allowing you create it. If you do, it cannot be moved for as
to repair yourself at an accelerated rate. Like long as it has health levels remaining.
a caterpillar transforming into a butterfly, you
emerge as a new creature, completely healed. VIRTUOSO DEL CORPO
Spend 3 points of Blood and 3 standard actions Vicissitude ●●●●● ●
to excrete a supernatural cocoon that covers
your entire body and protects you from attack. Although some vampires decry the notion
While within the Cocoon you gain a number of that Vicissitude is an art, the Tzimisce say
restorative and protective powers. Every minute such closed-minded critics are held back by
spent in the Cocoon converts 1 level of aggravated a perspective rooted in humanity or a weak
damage you have incurred to normal damage. stomach; both of which they can fix. For you,
If you have no aggravated damage, you instead your mastery of the body sculpting powers of
heal 1 level of normal damage every minute. Vicissitude has reached a truly elite level. Indeed,
For every 30 minutes in the Cocoon, you regain Tzimisce of such skill are highly sought after,
1 spent Willpower point. While within the both by supplicating clients and as artists whose
Cocoon you cannot be supernaturally observed by creations never fail to amaze and entertain.
powers such as Clairvoyance. In addition, upon Interesting, creative or especially ironic
leaving the cocoon any previous familiarity others applications of Virtuoso del Corpo have been
have established with you are reset (see MET known to bring macabre artists great acclaim.
VTM, Chapter Four: Disciplines, page 114).
Once learned, these powers are added to your
From the inside of the Cocoon, you have limited list of Boncraft effects and are considered
visibility to your surroundings. While you cannot Bonecraft powers for all purposes.

246 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Additional Elder Powers & Luminary Powers 247
‡ Living Weapon: You can craft a series of
horns and bone spurs which protrude from
‡ Bauble: You can reduce your subject to an your body, honing it into a capable and
object no smaller than half her original effective weapon. Your Brawl attacks gain the
size, such as an ottoman or a lamp. While Reach quality plus one other Melee weapon
in this form she maintains awareness of her quality that you choose when you apply
surroundings but is unable to move unless this modification.
you specifically granted her limbs for that ‡ Simplified: You have selected a single
purpose. Similarly, unless you crafted your purpose for your subject and liberated her of
subject in such a way as to permit her to any cumbersome structure or musculature
spend Blood, you subject cannot spend Blood that you deem unnecessary for her chosen
or use Physical or Social disciplines while task. This task must be non-combat in nature,
in this form. Further, your subject cannot such as doing your laundry, driving your car,
speak unless you sculpt them a mouth. If your or holding a mirror while showering you in
subject was not given a mouth, limbs to move, obsequious praise. The application of this
or the ability to spend Blood, she cannot use modification causes your target to take on
powers that require those things. However, she an exaggerated and grotesque form, with
retains any Fortitude powers she may have. awkward limbs and unnatural proportions.
Any specimens must be incapacitated in order She receives a -5 penalty to her Physical
to be sculpted into a Bauble. attribute when not performing the task you
‡ Chiropteran Marauder: By connecting have chosen, or a +2 bonus to her Physical
the subject’s limbs to her body with thin attribute when she is performing that task, or
membranes you or your target can achieve something that effectively uses the same set of
flight in a limited fashion. If someone with motions. Any specimens must be incapacitated
Chiropteran Marauder falls from height, in order to undergo this application of
they can spread their arms and use these Virtuoso del Corpo.
proto-wings to glide safely to the ground. In ‡ Skin Trap: By altering the composition of the
addition, they may fly three steps per turn by skin, it becomes severely adhesive, similar to
spending both a simple and standard action. the inside of a Venus Flytrap. You do not need
‡ Kraken’s Kiss: By applying this modification to spend Willpower to perform the Grapple
to yourself or another you can alter a mouth combat maneuver, and you receive a +2 bonus
to become oversized and alien, possibly when attempting to Grapple.
with a cephalopod’s beak or an insect-like ‡ Skittering Legs: Though versatile, human
proboscis. Surprisingly, it does not impair musculature is often outclassed by lesser
speech. When someone with Kraken’s Kiss animals. By applying Virtuoso del Corpo to
drinks blood, it allows her to drain 2 points yourself or another, you modify their form
of Blood as a simple action after a Grapple in such a way as to increase the movement
has been established. If desired, Kraken’s Kiss rate by up to 5 steps per action; however, the
can also be used to force a Blood trait into movement must always be in a straight line
a victim. without turns or side steps.

248 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Vicissitude Luminary Powers Most who look upon the form of a Ravenous
Conglomeration find it terrifying in the extreme;
the fuel for nightmares and horror films. You,
AZHI DAHAKA however, see it for what it is — the very essence
Vicissitude ●●●●● ●● of Vicissitude made manifest.

The ultimate goal of a Seeker is Azhi Dahaka – Once learned, this power is always active. You
the penultimate state of shape mastery named are no longer bound by the rule limiting you to
after a Persian god. While some conjecture a single major transformation power at a single
that this state is philosophical in nature akin time. Instead, you may assume up to 2 major
to a state of mind similar to Golconda, others transformations simultaneously, becoming
believe that it is an achievable state of physical a horrifying gestalt of monstrous features.
preeminence and mental impermanence gained You may also choose to combine the effects of
through a deeper understanding of Vicissitude. your Bonecraft alterations with another major
The Seekers who practice this power have transformation, though retaining your Bonecraft
declared it the highest expression of their effects in this way counts as one of your major
art, believing it capable of granting spiritual transformations. You may not activate the same
communion with the Eldest. power twice.

Once learned, this power is always active. You You may also spend 4 points of Blood and
gain every attribute focus. Any powers or flaws a simple action to activate any number of your
that remove focuses, such as Total Insanity or transformation powers instead of paying their
the Stolen Potential flaw, still apply. individual blood and action costs. This activation
is subject to your limits above.
Once per night, you may also spend
3 uninterrupted standard actions to reassign If one of your assumed forms renders you
your bonus attribute dots from one attribute immaterial or unable to attack, such as Blood
category to another. For example, if you had Form, Mist Form, or Tenebrous Form, your
4 bonus attribute dots in the Physical category, combined form is unable to attack.
you could reassign 2 to the Mental category and Example: Roscoe, Paladin to Regent Temoch,
2 to the Social category. When you do this, you is challenged to monomacy by the head
may also change your Archetype. However, you of the Ultraconservatives. As the contest
may still only gain a benefit from your Archetype begins, Roscoe spends 4 points of Blood
once per hour. Changing your Archetype does and his simple action to activate Ravenous
not reset this effect. Each night upon waking you Conglomeration. Roscoe may choose to
will revert to the original attribute and bonus activate up to 2 major transformation
attribute dots recorded on your character sheet, powers, or he may activate one major
along with your recorded Archetype. transformative power and substitute
a number of Bonecraft alterations up to his
RAVENOUS CONGLOMERATION maximum in exchange for another major
Vicissitude ●●●●● ●● transformation. He may also activate any
number of minor transformations as well.
By loosening the cohesion of your own muscles In addition to his Vicissitude powers, Roscoe
and skin you can defy the natural boundaries also has 4 dots of Protean. He chooses to
of shape, evolving into a superior hybrid activate Horrid Form, Shape of the Beast,
composition of multiple forms. You may alter Feral Claws, and Eyes of the Beast, erupting
this form to suit your needs, choosing among into a terrifying amalgamation of fur,
the various shapes within your repertoire. muscle, and claws with burning red eyes.

Additional Elder Powers & Luminary Powers 249


X
Visceratika
“They brought us into the world to fight and die for them. They put us in chains and destroyed
us when we refused to obey. They made us fear-invoking to behold so that no one would have us.
But we refused to be ashamed. We refused to be slaves. We refused to be broken.
We survived. We endure. We will never go back; never again.”
— Azrael, Anarch Gargoyle Warlord

Visceratika Elder Powers Exceptional Success


Targets against whom you achieve an exceptional
success suffer an additional point of normal
CATACLYSMIC UPHEAVAL damage that cannot be reduced or negated. In
Visceratika ●●●●● ● addition, they are knocked prone (see MET VTM,
Chapter Six: Core Systems, page 277).
Your affinity for stone has granted you
a devastating control over the earth and
everything that stands upon it. Simply by METEOR
touching the ground you can generate powerful
Visceratika ●●●●● ●
tremors and terrible havoc. The ground, the
rocks within the Earth, ancient foundations, and While airborne combat is usually about speed,
newly planted steel supports all bend to your will, grace, and mobility, for you it is simply about one
crushing your enemies. thing: momentum. Your stony physique gives you
additional advantages over fleshy combatants,
Spend 2 points of Blood and your standard action
allowing you to fly faster and hit harder.
to touch the ground, calling the earth to rise to
you as it carries boulders, pipes, and foundational Once purchased this power is always active and
beams in a crushing attack against your foes. You gives you several advantages when using Aerial
may make an opposed challenge against everyone Combat Maneuvers.
within 10 steps. You may exempt a number of
allies from the challenge equal to your dots of ‡ You may use the Dive Bomb or Plummet
the Survival skill. Any who lose the challenge Aerial Combat Maneuvers without
suffer 3 points of damage that cannot be reduced spending Willpower.
or negated as the ground on which they stand ‡ When using Plummet your test pool is not
crushes them. Should you desire, those affected reduced by 2 and you may affect opponents
are dragged and must take up to 5 steps in your that have the Stamina focus.
direction. You may ignore previous immovable
‡ When using Dive Bomb your attack does an
obstacles, such as boulders and support beams
additional level of damage. Further, you may
when moving your opponents. Should you
use this power without being able to fly but
spend 1 point of Willpower to retest any of these
you must be 6 steps vertically higher than
opposed challenges, you also gain that retest
your opponent.
for the remainder of the opposed challenges
without spending further Willpower. If you spend ‡ When using Elude or Dive Bomb you may use
the Willpower to retest after some challenges up to 3 movement steps to pass through or
are already resolved, you cannot go back to into substances you can affect with Bond With
previous challenges you have lost and apply that the Mountain without paying an additional
Willpower retest retroactively. standard action cost to activate that power.

250 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


In addition, if you wish to use
an Aerial Combat maneuver but
do not possess a means of flight
(such as the 1-point Gargoyle merit
Flight), you may spend a point of
Blood to briefly manifest stony
wings which grant you the needed
propulsion for the turn.

Visceratika
Luminary Powers

ROCKHEART
Visceratika ●●●●● ●●

You are one of the Created – more


stone than vampire. Your heart
no longer beats but rests in its
stony chamber inside your chest.
Stronger than any wood that could
pierce it, it has dulled you to the
emotional and mental influences
of others, including the Beast that
sleeps inside you.

Once purchased this power is


always active. Your heart becomes
solid stone, making you immune
to the Pierce Heart Combat
Maneuver for as long as your
heart remains in your body. Any
time you test for frenzy you may
spend 1 Blood to automatically win
the challenge. Additionally, you
may choose to resist any mental
or social challenges using your
Physical Traits + Survival instead
of the normal test pool required.
Further whenever you spend
a point of Willpower to retest
a Social power, you immediately
regain the Willpower spent for
that challenge. If your heart is
removed from your body, this
power and all of its benefits end.

Additional Elder Powers & Luminary Powers 251


A MATTER
OF DEBATE

W While a city may earn its reputation through extravagant Elysium gatherings, a salon
gives the individual the opportunity to shine. The relaxed atmosphere, the freedom from
official court responsibilities, and the carefully manicured guest list all give rise to the
opportunity for guests to engage with their fellow kindred unburdened by formality. As
such, any kindred worth her salt never misses a salon.

Elder Viscardi had amassed a considerable following as a result of his extravagant salons.
The Toreador was known for hosting them throughout the world at various cities where
he enjoyed Hospitality. News of one of his events would cause the elite to clamor for an
invitation; however, Viscardi maintained his own selection process. His typical guest
list could include figures of notoriety or members of rival sects just as easily as locals,
Camarilla luminaries, or city officers. Few kindred truly understood that the salons were
a means to an end, a way for the elder to maintain a thumb on the pulse of the modern
world by learning from the young.

His talent for parties was only one of the elder’s many tools. When not hosting salons,
Viscardi was the leader of a league of elders known to wield incredible sway and resources.
While Ventrue preferred more direct means of control, this Toreador wielded power by
informing the members of his inner circle of what he deemed trendy or worthwhile.

As Viscardi looked across the room at his vernal salon, he was not surprised to see
uninvited guests mixed with his many invitees. The main room was lavishly decorated, an
appealing palette of vivid colors and rich textures amidst an expansive backdrop of city
lights. A ghoul piano player in a corner dais provided the evening’s ambiance. Live music
was a rarity in Elysium as kine musicians were considered too risky for large gatherings,
but Viscardi knew that keeping one as a ghoul was a demonstration of wealth and
abundance; especially when one could scarcely feature the same entertainment more than
once in a season.

The splendor was all too familiar for many of the city’s residents — another exclusive
party, held in another tall building, with another nighttime city view. This left the
vampire residents with a tendency to seize on whatever incidental amusements presented
themselves, and Viscardi was known to enjoy unorthodox forms of entertainment. This
occasion did not disappoint.

The evening’s reverie was disrupted as two voices began to rise, the conversation between
them intensifying. Heads began to turn throughout the room, curious at the provocation,
though not so quickly as to infer concern or a genuine interest.

252 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


At a cluster of standing tables in the corner of the room, Alexander Morgan (formerly
known as Miguel Jimenez) and Ibrahim Kemal al-Omari stood facing one another.
Their raised voices prompted the musician to cease playing, which only prompted more
attention toward the pair.

Morgan was a capable Ventrue known for keeping company with both politicians and
underworld figures. He maintained an active voice in city affairs and frequently used his
influence for the betterment of the Camarilla. He stood confidently, yet not aggressively,
with a bold voice and a pose that might have harkened back to a Roman orator.

His Nosferatu counterpart, al-Omari, stood before him unphased. He was known
as the Janissary, after the Ottoman soldiers famed for their bravery and dedication.
Many assumed he belonged to this order in his mortal days, but the Nosferatu offered
no confirmation. His demeanor and attire were appropriate for the evening, albeit
unremarkable. He was known for being direct and precise, and it was rare to see him
engaged in any sort of spectacle.

The pair’s exchange quickly drew the attention of the evening’s host who approached
nonchalantly. While a lesser and younger host might be aghast at the disruption,
Viscardi’s love for verbal exchange had lingered since the time of his Embrace. He
regarded the two evenly.

“Might I enquire as to the nature of your disagreement?”

Morgan was the first to answer. “We are discussing the Masquerade and how it is best
maintained. To preserve all kindred, I insist we must wholly remove ourselves from any
communication via modern technology. We simply cannot trust that . . . .”

The Nosferatu chose this moment to interject. “I feel differently,” he said simply and with
confidence, offering no elaboration.

Viscardi saw an opportunity before him and was never one to let such an occasion for
amusement pass. “Perhaps you two would care to debate this more formally? Surely
a topic as vital to our survival as the Masquerade merits our greater attention. Since the
disagreement involves how to better serve it, surely no fault or scandal could be found
regardless of the outcome.”

The unlikely pair each turned to face one another and regarding the other before
returning their attention to the host. The Nosferatu was the first to answer. “I agree.
However, while it is customary to wager a measure of status on the outcome, I propose
that the winner receive a major boon from the loser.”

It was Morgan’s turn to answer. He paused a moment before responding as if measuring


his opponent, nothing the soldier’s resolve behind his steely gaze. He knew better than to
underestimate the Nosferatu, but this debate was exactly what he wanted. “I accept,” he
said with a nod, “and let the Harpies find fault with the loser, should he not make good
on the offered boon.” He turned to Viscardi. “Will you judge for us?”

The Toreador was happy to oblige.

A Matter of Debate 253


***
“. . . SchreckNet was a profound failure.” Morgan paused momentarily for emphasis.
“Imagine the hubris of putting all our sensitive information in a single place and
guaranteeing its safety. It was akin to erecting a giant granary and expecting rats not to
show up.”

The debate was nearing its end. Viscardi had given each participant five minutes to make
his case. Each of the two stated their case with reason; however, at the conclusion, the
Toreador stated that he was undecided. At his direction, the pair was to freely engage
with the other until the elder reached his decision.

“. . . In retrospect, SchreckNet was conceptually flawed, yes,” responded al-Omari.


“Housing everything within a single network meant that a breach could expose it all. Yet
severing our relationship with technology is foolhardy. It is a reality that we must find
a way to use technology to our advantage or it will be wielded against us.”

Morgan saw an opening and pressed. “What guarantee can you give, then, that the next
iteration will be completely safe? Such a guarantee is impossible!”

The Nosferatu, veteran of a thousand battles, was unshaken. “Tell me,” he countered,
“if you built a house but found a rodent in it, would you blame its architect? Vermin are
pervasive because it is in their nature, and we have not abandoned living in houses simply
because we cannot guarantee their exclusion.”

“What, then, would you suggest as a means of preserving our safety?”

The Nosferatu thought for a moment. “It is the same with any pest. First you must accept
that you can never eradicate them. Instead, we must also learn to build better houses, and
to keep anything sensitive out of reach.”

This simplification earned Viscardi’s satisfaction who nodded in support. “I agree with
this reasoning. While previous attempts have been ill-fated, it is too early to make the
determination that we must communicate entirely outside of modern technology. Surely,
we can learn to do better, and we must.

“Mister al-Omari, I declare you the winner. Please accept my congratulations for your
victory, but I congratulate both you and Mister Morgan for your performances.” The
Toreador began to applaud, and the room quickly followed suit.

As the applause trailed, Alexander Morgan wasted no time in formally offering the agreed
upon boon. The crowd soon dispersed in search of other distractions.

254 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


A Matter of Debate 255
***
The two met later at their prearranged time. Alexander Morgan had chosen a nearby
office building for their follow-up discussion, selecting a floor under renovation. Al-Omari
exited the stairwell to find the Ventrue already waiting for him, alone, with a bright look
in his eye. His client was pleased, it seemed. He returned to the stairwell before revealing
his presence to give the appearance of entering naturally.

“That went wonderfully,” said the Ventrue. “Are you certain you don’t do this often?”

“Let’s just say it’s been a while. Your suggestions were helpful, but I hope you don’t mind
that I took a different tack with my argument.”

“Not at all. I think it played well in front of the group. Your performance was admirable
and any loss of face on my part was incidental. All went exactly as arranged.”

Al-Omari nodded and took in his surroundings a bit more. Construction materials were
staged throughout the floor in preparation of a new tenant. A sign, still covered in plastic,
was mounted on the wall: “UTION CYBERSECURITY.” He gestured toward it.

“Is this your company?”

The Ventrue nodded. “Yes, it’s one of them. It’s working on the communication security
protocols we discussed. Thanks to our exchange, I expect it’s one of many local tech
firms throughout the city that’s going to receive an influx of capital from Viscardi and
his allies.”

Morgan knew enough about the Toreador to know an investment was all but guaranteed.
He had taken steps to conceal his position in the various tech companies he had
chosen, working through intermediaries. Many were owned through an alias of his,
Miguel Jimenez.

“Then all is satisfactory?” asked al-Omari.

“Yes, it is. Please also accept my compliments on your suggestion to ‘bet’ the agreed upon
boon as payment during the performance. That maneuver ensured the Harpy will record
the transaction but won’t suspect the nature of our exchange.”

The Nosferatu smiled. “Now that, I have some practice at.”

He had reason to be pleased. In addition to obtaining the boon, al-Omari’s performance


had helped reshape the narrative surrounding his clan after their touted network was
compromised. If Morgan’s scheme worked and the elder’s interest could reignite a demand
for network security throughout the Camarilla, his allies who were on the outs would
once again find their services in demand.

The two surveyed the city together for a few more minutes, discussing their next steps
before separating to return to the salon.

256 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


A Matter of Debate 257
— Chapter VI —

ALTERNATIVE
MERITS & FLAWS
“Wait, what? You’re going to do what . . . ? No, stop . . . . ahhhhh!!!!”
— Peter Smith, traveling vacuum cleaner salesman and future Lasombra
who found himself on the wrong bus during a Sabbat mass embrace event.

Expanded Clan Merits: Baali


Clan merits and flaws “A Baali is a phantom; something you tell your childer about to
can be found in MET keep them from associating with Autarkis. Of course, they’re all the
VTM, Chapter Five: more scarier because they are real.”
Merits & Flaws, page
— Aela the Dread Wolf Kord,
238. Additional clan
Elder of clan Gangrel and Prince of Las Vegas
merits can be found in
MET VTM Volume 2
Issue 1, Chapter
Three, page 25. In this Here, we present limited additional clan merits for clan Baali. The merits
Chapter we provide listed below under “Baali” can be purchased by characters that are Baali
expanded merits specific or a Baali bloodline. The merits listed below under “Bloodline: Angellis
to clan Baali as well Ater” may only be purchased by members of that bloodline. These merits
as updated Morality are alternatives that may be purchased with Storyteller permission. These
merits. In addition, we merits are not available to adopted members, allies, revenants, or ghouls,
have included new clan even if the ghoul’s domitor is a member of the Baali. Unless otherwise
specific flaws. stated, you can only purchase a single merit of each price point.

258 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Baali your Mental attribute as part of your test pool,
you can utilize the power’s focus benefit even
if you do not possess the appropriate attribute
ATHENAEUM OF THE HIVE (2-POINT focus. For example, you may use Athenaeum of
MERIT) the Hive to gain the focus benefit for the Auspex
Throughout the centuries, innumerous souls power Telepathy, but do not gain the focus
have fallen prey to the temptations of the Baali, benefit for Psychic Projection since it does not
selling off portions of their souls in exchange require a challenge.
for power. As souls are in essence collections of
memories and life experiences, a claimant with DARK MAGICS (3-POINT MERIT)
access to an individual’s soul has a claim to these
You have made a Faustian pact with a demon to
memories as well. As a member of the Baali clan,
learn the secrets of blood magic. With this merit,
you have access to these troves of information,
you may learn a single path of Thaumaturgy and
and can assign two Academic specializations for
you can purchase its powers at out-of-clan costs.
each dot of the Academics skill you purchase,
Whenever you use any of the powers of your
rather than one.
chosen thaumaturgical path, an infernal taint
In addition, whenever you initiate an opposed washes over your aura and then disappears in the
discipline challenge that calls for you to use same way the use of Daimonion alters your aura.

Alternative Merits & Flaws 259


Bloodline: Angellis Ater hidden entities, you hear a soft and ominous
harmony. While you do not know the specifics of
this deal, you know that the person or persons
FAVORED OF THE DECANI have, or are likely willing, to be aided by the
(1-POINT MERIT) infernal. Consult your Storyteller prior to the
game to be notified of any characters present
Your demonic patron is one of the Decani
who are infernal. In addition, your Storyteller
Council, the powerful ruling body of the
will notify you if during play you encounter an
infernal. Once per game session, before you
NPC who is or may be willing to enter into an
attempt a challenge using your Daimonion test
infernal arrangement.
pool you can call upon your patron to manifest
in your soul, aiding your efforts. By doing so, you This merit, if used against the clan’s interests,
automatically succeed at the challenge, achieving can expose infernalists; however, although some
a normal success. Alternatively, after winning backstabbing or blackmail is expected among
a challenge using the Daimonion test pool, the Baali, those who defect or who flagrantly
you can use this merit to convert your normal expose others in ways that do not advance the
success to an exceptional success. However, clan’s interests are deemed traitors to the Baali.
because your demonic patron has aided your The Storyteller, playing the part of Hell, will
efforts, for the next hour your aura remains adjudicate if a demonic response is warranted.
stained with their infernal influence. In addition to any retribution imposed by the
Storyteller, an offending character shall lose this
SONG OF THE FIFTH TRUMPET merit and shall not receive an XP refund.
(2-POINT MERIT)
The demonic powers of the Baali are despised SHADOWS OF THE PAST
by all vampires. To humanity, they are proof (3-POINT MERIT)
that heaven and hell exist; a revelation that most You are one of the original Black Angels or
humans are incapable of processing. Whenever a direct descendant of those that Azaneal
you use a Daimonion power in front of mortals, converted. As such, your Lasombra heritage
the observers assume you are a lesser figure remains intact and your in-clan disciplines are
associated with Hell or the equivalent afterlife Daemonion, Obtenebration, and Dominate.
from their chosen faith. As a result, mortal In addition, when you select this merit, you
witnesses are scared out of their mind and enter may select up to 3 points of Lasombra-specific
into a catatonic state. Afterwards they refuse merits which you receive at no cost. This is
to talk about what happened and are unable an exception to the rule prohibiting you from
to recall specifics of the event. In the case of taking multiple clan merits at the same cost. You
secular or atheistic witnesses, they refuse to cannot select a merit that makes you a member
acknowledge what they saw as anything more of a bloodline nor can you select merits that are
than an elaborate hoax thereby preserving typically only able to be purchased by a member
the Masquerade. of a bloodline. Finally, you are considered
a Lasombra for discounts that would apply
In addition, while in the presence of anyone to purchasing Paths of Enlightenment merits.
who has made an infernal pact, a deal with the Shadows of the Past may only be purchased
devil, or even an unfulfilled promise to dark and during character creation.

260 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Updated Morality Merits
““Hypocrisy? I never claimed that my nature is a better adaptation.
Humanity is supreme in its purpose; empathy with prey as to cloak one’s nature.
Better hunting. Safer results. But the ideals are so anemic.”
— The Acadian, Ventrue Harpy of Vancouver

Addendum to Morality Merits


The Morality Merits found
in MET VTM, Chapter Five: PATH OF HARMONY
Merits and Flaws, page Alteration: Members of the Ahrimanes bloodline may purchase
253, represent a vampire’s the Path of Harmony merit for 2 points, rather than 3.
departure from traditional
morality and adoption of an
PATH OF LILITH
inhuman ethos. This process
represents a tremendous change Alteration: Members of the Lhiannan bloodline may purchase the
in a character’s outlook and Path of Lilith merit for 2 points, rather than 3.
perspective as she seeks not
only escape from ravages of SABBAT RARITY ADJUSTMENT
the Beast, but also pursues FOR PATHS OF ENLIGHTENMENT
enlightenment through devotion
Alteration: The discount provided by this adjustment is cumulative
to her new path. The material
with any discounts provided to clans or bloodlines. Therefore,
presented here is intended
a Sabbat Lasombra may purchase the Morality Merit Path of
to work in conjunction with
Night for 1 XP, or she may purchase the Path Adherent merit (see
the existing Morality Merits
below) for the Path of Night for free.
material by offering additional
benefits for path adherents and Addition to the paths for the Sabbat Setting:
new ways to access the paths at
a reduced cost. ‡ Uncommon Paths: Path of Nocturnal Redemption

Alternative Merits & Flaws 261


Z
Additional Merits considered a level 1 sin by your Morality path, it
counts as a level 2 sin instead. If you commit an
“Why tell a lie when the truth is usually action considered a level 4 sin by your Morality
a more vicious weapon?” path, it counts as a level 5 sin instead.

— Bastien Sprski, Tzimisce In addition, when you purchase the Path


and part-time “Toreador” Harpy Adherent merit you apply any path discount to
that purchase that you would have received due
to your clan, bloodline, or setting adjustment
MORALITY MERITS for your sect, as if you had purchased the actual
Path of Enlightenment Mortality merit that you
PATH ADHERENT
benefit from. For example, in the Sabbat setting
(2-POINT MERIT)
you may purchase the Path of Caine as a 1 point
You have begun the process of a major merit. Applying that discount to the purchase of
transformation, taking your first steps on a Path Path Adherent, you may purchase Path Adherent
of Enlightenment. By purchasing the Path for the Path of Caine at no cost.
Adherent merit you receive the benefits of a Path
of Enlightenment Morality merit, as well as the After purchasing this merit, you may change
appearance of someone who is on a Path, but you it to the full Path of Enlightenment merit for
do not receive the benefits from the Expanded your chosen path by paying the difference in XP
Path Mechanics section below. However, costs, provided the purchase would not surpass
because you have just begun on the Path of the maximum of seven merit points. You must
Enlightenment, your Beast is not as subdued as also spend 6 downtime actions, or 3 downtime
that of a master. If you commit an action that is actions if you are learning from a teacher.

262 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


PATH OF ENTELECHY PATH OF NOCTURNAL REDEMPTION
(3 POINT MERIT) (3-POINT MERIT)
The Path of Entelechy embraces the ancient ideal Primarily a Sabbat path, followers of the Path
of the Brujah clan, namely the need to protect of Nocturnal Redemption believe that there must
what is left of the humanity of every vampire. be a higher power and that humanity has failed
The path acknowledges three truths: Enkratia it. They find evidence to support this belief in the
the Inner Strength; Reie the Courage; and sin and degradation flourishing throughout the
Saphrosyne the Self-Control. By mastering each world. Vampires are the divine answer to this
of these truths, a Philosopher seeks to achieve failure; the dark angels who exist in a state of
Entelechy; a state of self-perfection. Lust, hunger, purgatory on earth as a scourge upon sin.
and passion all feed the Beast and draw forth
a frenzied state of uncontrol. The Beast is not As children of Caine, vampires must seek
part of one’s true nature and must not be allowed redemption; not only for the sins of their creator,
to influence a vampire’s actions. but also for their own failings. While adherents
to this path no longer concern themselves with
Adherents to this path constantly seek to test human morality, they do believe the vampiric
themselves and others to resist the urges that condition is represented by the seven cardinal
would rile their Beast to action. Helping others sins. As part of their quest to experience both sin
control their impulses allows adherents to and virtue, adherents follow a cycle of bestial
learn more about controlling their own. Those indulgence and redemption that they refer to as
who cause harm or succumb to the desires of the Divine Tide. By embracing the ebb and flow
the Beast should be disciplined. To allow such of sin followed by introspection and meditation
behaviors to go unpunished is to allow the Beast on the act of sin, a follower of the Divine Tide
to flourish, and to do nothing is the same as if can gain a deeper, more spiritual understanding
the adherent herself had committed the crime. of the vampiric condition. Through this
understanding she can redeem herself, and
You do not gain Beast traits when performing in turn her creator, by guiding and taking
a sin so long as you commit that sin in order confession from those who have lost their faith
to learn about yourself or to drive yourself or and succumbed to sin.
others to seek higher accomplishment. If you act
on impulse, commit theft, robbery, or vandalism, You do not gain Beast traits when performing
or cause deliberate harm to a mortal, you gain a sin so long as you submit to the Divine Tide
Beast traits as though you committed a level by embracing it and seeking forgiveness in order
1 sin. If you allow others to fall to the Beast, to understand the Beast and find redemption.
murder an innocent, or allow a crime to go If you resist the Divine Tide by refusing to
unpunished, you gain Beast traits as if you had indulge, or if you fail to seek knowledge of the
committed a level 4 sin. Followers of this path Curse when there is little or no risk to yourself,
are called Philosophers. you gain Beast traits as though you committed
a level 1 sin. If you refuse to learn from those
Members of the Brujah clan and its bloodlines with greater understanding, kill a mortal
can purchase this merit for 2 points, rather touched by the divine without first offering
than 3. her the Embrace, or refuse to seek confession
and redemption, you gain Beast traits as if
committing a level 4 sin. Followers of this path
are called Martyrs.

Alternative Merits & Flaws 263


PATH OF THE HIVE — THE ABELENE HERESY —
(3-POINT MERIT)
Caine, unable to sate God with offerings
An ancient path originally followed by Clan
of terrestrial gifts, went to his brother for
Baali, the Abelenes act as shepherds guiding
help. Abel sacrificed his most prized goat
and protecting Creation from their true enemy:
in a blood offering to God and was blessed.
demons, devils, and fallen angels, all trapped
Caine, having seen this, sacrificed the first
in slumber by the One Above. The children of
part of his joy: his brother. For this murder,
these slumbering horrors give them power and
Caine and his children were cursed to gain
risk their awakening with every mention of
no sustenance without sacrificing joy for toil.
their name.
The Abelene Heresy continues that story and
Followers believe that Abel was resurrected as teaches that following his death at the hands
an immortal angel of vengeance, charged to be of his brother, Abel was revived as an angel of
his brother’s shepherd and to cull from Caine’s vengeance. An enraged Lucifer cursed Abel,
flock to reclaim the blood his brother had stolen making the sun anathema to him. In turn,
from him. Abelenes believe that all vampires vampires were born of Abel not of Caine,
are children of the light and blessed by the One and they exist to protect humanity from
Above, guiding humanity and shielding them the forces of Hell.
against the Children of the Sleepers.

The swarm needs to endure, and to that end the


Children must remain imprisoned. Disciples
of Moloch study demonology as a means to
an end, collecting vast amounts of forbidden
knowledge to learn the obscured True Names
of the Sleepers so they may better supplicate
them into perpetual dreaming. Abelenes are
renowned occultists and incredibly skilled blood of the Swarm and are disloyal to other Abelenes,
sorcerers who congregate in Nests, with no you gain Beast traits as if you had committed
central authority. The path itself was rebuilt to a level 1 sin. If you refuse to commit atrocities to
espouse the precepts of the Order of Moloch and keep the Sleepers dormant or if you selfishly use
all followers of the path are, without exception, your knowledge and prowess to amass personal
members of the Order. power you gain Beast traits as if you had
committed a level 4 sin. Followers of this path
You do not gain Beast traits when performing are called Abelenes or the Children of Moloch.
a sin so long as you commit that sin in an effort
to thwart the machinations of the Sleepers and Members of the Baali clan can purchase this
their children, including other Baali. If you merit for 2 points, rather than 3. Baali who
swear fealty to the Fallen, the Sleepers, or other purchase the Moloch’s Heir Merit may purchase
demonic forces, or if you fail to heed the counsel this merit for free.

264 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Z
Vampire Sects ACCEPTED PATHS

and the Paths A path considered Accepted by a sect is


viewed as meritorious or praiseworthy.
of Enlightenment This may be because the path is favored
by the sect’s rulers, or because its views
“Maintaining your humanity is of are generally in line with the sect’s goals
the utmost importance, though most and objectives. Practitioners of these
elders seem to have forgotten this. We paths are accepted and welcomed, and
were all once mortal, even the most
those known as masters of their paths
monstrous of us. Never let your beast
are given special privilege for their
destroy that last shred of who you
wisdom and perspective.
once were, or else you may
find yourself on a dark and
dangerous path . . . .” HERETICAL PATHS
— Lillian Tyler, Elder Toreador Paths considered Heretical by a sect are
viewed as threatening and antithetical to
a sect’s mission or beliefs. Practitioners
Each of the major vampire sects
of these paths are shunned and may find
maintains its own stance with regards
themselves subject to poor treatment
to the paths and their tolerance of
or investigation by authorities. In some
them. While the Anarch Movement is
sects, practitioners of these paths are
permissive with regard to expression
subject to Status Bans.
of thought, it takes a firm stance
against Paths of Enlightenment for
fear of Sabbat ideology infiltrating OTHER PATHS
their ranks. Similarly, the Camarilla There exists a third category of paths
takes a conservative stance toward that are neither accepted nor heretical.
paths, treating any path followers with These paths may be relatively new such
suspicion. While the Sabbat is relatively that a sect’s ruling body has yet to make
liberal, it still forbids paths which it a determination about them, or paths
feels run contradictory to the Code which are established but not sufficiently
of Milan and has at one time banned in alignment with a sect’s goals to earn
Paths practiced by groups that have formal sanction. Practitioners of these
fallen out of favor. Leaders of every sect paths are generally left alone and allowed
have no qualms about forbidding those to teach their path in small numbers.
paths which might encourage deviant However, any widespread adoption of
behavior, while tolerating those that these paths may draw attention. For that
make its members easier to manage. reason, practitioners of paths not yet
Still, exceptions to these rules may occur accepted are often eager to have their
on a case-by-case basis. A sect’s list of paths officially sanctioned.
accepted and heretical paths can change
as part of a significant assembly or
legislative event.

Alternative Merits & Flaws 265


HERETICAL
AND ACCEPTED PATHS
The following is a list of the major vampire sects and Expanded Path Mechanics
their positions on some of the common paths. Chronicles
may use this list as a starting point when they begin, “Your position is perfectly reasonable.
making any adjustments to suit their story. Storytellers That said, loyalty is a higher virtue than
may choose to offer players the option of changing a sect’s reason or morality.”
position on a path at a major event, such as a Conclave. — Kasper Towarzek, Tremere
Adding a path to the list of Accepted Paths is likely to
take a great deal of political backing, as vampires are
skeptical by nature. Declaring a Path Heretical may prove Characters who purchase Path of
easier if a significant number of its practitioners are Enlightenment merits are capable of
caught in a major scandal. instructing others in their path in a much
shorter time than it would take to learn
the path independently. They may
CAMARILLA grant instruction in either the Path of
Accepted Paths: None. Enlightenment merit for their same path,
or the Path Adherent merit for their same
Heretical Paths: The Camarilla considers all paths path. Instructing a character in a path
Heretical. Should it change its stance to consider any requires that both the instructor and
paths non-Heretical, practitioners of those paths will student spend 3 downtime actions each in
no longer suffer from a Lesser Ban. study. A student who wishes to go from
being Path Adherent to having the full Path
SABBAT of Enlightenment may spend 3 downtime
Accepted Paths: Path of Caine, Path of Cathari, Path of actions in conjunction with a teacher or
Chivalry, Path of Death and the Soul, Path of the Feral 6 downtime actions in self-study. Indeed,
Heart, Path of Heaven, Path of Honorable Accord, learning a Path of Enlightenment from
Path of Metamorphosis, Path of Night, Path of Orion, a renowned master is a frequent boast
and Path of Power & the Inner Voice. among path devotees.

Heretical Paths: Path of Evil Revelations. The Path of A vampire on a path can gain additional
Harmony and the Path of Lilith were once considered benefits or face additional consequences
Heretical, but as of 2006 are no longer Heretical. The depending on whether her Path is
Sabbat has not added them to the list of Accepted paths. considered Accepted or Heretical in
her sect. If a path is neither Accepted
INDEPENDENT ALLIANCE or Heretical, the character receives no
Accepted Paths: Path of Ecstasy, Path of Death and the additional benefit.
Soul, Path of Scorched Heart, Path of Night, and Path If a vampire’s path is among the Accepted
of Typhon-Set. paths in her sect, she gains the innate
Heretical Paths: Path of Caine and the Path of status Enlightened if she has purchased the
Evil Revelations. corresponding Path of Enlightenment merit.
If instead her path is among the Heretical
ANARCH MOVEMENT Paths, she may have been given special
dispensation by a ranking authority to
Accepted Paths: None. practice per path, subject to the Storyteller.
Heretical Paths: The Anarch Movement considers all paths This may be because of favors owed, as
Heretical based on its paranoia of establishment thinking. an experiment, or as an act of charity.
However, a growing movement of Gangrel and Brujah The authority granting permission and
are petitioning to change this stance. Should the Anarch the means through which it was obtained
Movement change its position to consider any paths
non-Heretical, practitioners of those paths will no longer
suffer from a Major Ban.

266 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


should be worked on with your Storyteller.
Some authorities will never grant permission
for certain paths.

One exception to this is the Path of Evil


Revelations, for which no sect and no
authority will grant dispensation. Instead,
Corruptors are considered to have the
Enlightened status with regard to the forces
of Hell and may employ it in their dealings
with the infernally aligned.

ENLIGHTENED (INNATE)
GOLCONDA SEEKERS
Through countless hours of study and AND ENLIGHTENED
reflection, you have reached the pinnacle of
understanding as part of your path. While As an optional rule, Storytellers may decide
others may disagree with your beliefs, that a sect has recognized the pursuit
they must still accept the mastery you of Golconda, granting players with the
have attained through your philosophical Golconda Seeker the Enlightened status.
rigor. You can provide guidance and Characters who have both the Golconda
perspective to others to help them find peace Seeker merit and the Enlightened status
with themselves. are accorded great respect for their
mastery of the Beast. They may apply the
‡ Passive Bonus: While you hold the status passive benefit of the Enlightened status of
Enlightened, you are regarded as someone alleviating one additional Beast trait when
who has reached a state of mastery in her reducing the Beast traits of any vampire,
path. When you use the Animal Ken skill regardless of how they were earned.
to reduce a character’s Beast traits, and if
one or more of those Beast traits would not At present, the Camarilla and Anarch
have been gained by someone on your path, Movement are the most likely to consider
you alleviate one additional Beast trait. such a measure but have not yet formally
recognized Golconda. However, the Sabbat
‡ Spend Bonus: You may spend the
maintains several ideologies that make
Enlightened status to abstain from a single
it unlikely to acknowledge Golconda, as
activity which might run contradictory
well as a general belief that the pursuit of
to the tenets of your path. You must give
Humanity constitutes weakness.
a short explanation as to why this action
conflicts with your path, but once you do
everyone must respect your choice not to
participate provided that decision does not
allow you to skirt to your sect’s primary
set of laws (i.e., the Traditions or the
Code of Milan). In such a case, reasonable
accommodation should be made for you.
Vampires on paths are, of course, free
to ask for accommodations outside of
spending this status, but others are under
no obligation to grant it.

Alternative Merits & Flaws 267


X

Alternative Clan Specific Flaws


“It is hubris to believe in our own infallibility. I have lived as countless individuals in my lifetime,
Cainite and mortal alike; it is how it came to be that I am said to have ‘a thousand faces.’
In all that time, I have never attained the perfection that is Astraea;
she is beyond even my skill as a Tzimisce.”
— Constantin Odobleja, Tzimisce

The alternative flaws


listed in this chapter Greater Clans
present clan-specific
flaws that may be “On so many nights I would have wished for a more docile
purchased with Storyteller child, a more willing servant, a more blameless scion. But to
permission. Clan-specific the Camarilla I could not have given a more beautiful gift than
flaws are only available the admission of true dominion into nightly society. So may my
to vampires Embraced failed claims to a legitimate childe take a back seat
into that clan or any of to the weighty task that undoubtedly awaits you.”
its bloodlines unless — Elisabeth Stromer, Ventrue and former Prince of Nuremberg
otherwise noted. These in a letter to her childe Benjamin Vogt
flaws are not available and
can never be applied to
“adopted” clan members, The alternative flaws listed below are clan-specific flaws for the greater
allies, revenants, or ghouls clans. The greater clans include clan Assamite, Brujah, Followers of
even if the ghoul’s domitor Set, Gangrel, Giovanni, Lasombra, Malkavian, Nosferatu, Toreador,
is a member of the clan. Tremere, Tzimisce, and Ventrue. Although not a clan per se, the
For more information, see Caitiff are also counted as a greater clan for this purpose. For more
MET VTM, Chapter Five: information on the greater clans see MET VTM, Chapter Three:
Merits & Flaws, page 238. Character Creation, page 88.

268 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Assamite

DUAL CASTE (1-POINT FLAW)


You have manifested the blood-borne weakness
of another caste in addition to that of your own,
effectively giving you two clan weaknesses. By
purchasing this flaw, a Warrior receives the UNBROKEN (3-POINT FLAW)
Sorcerer’s limited concealment; a Sorcerer is
cursed with the Vizier’s obsessive dementia; or For whatever reason, the Tremere curse is
a Vizier gains the vitae addiction of a Warrior. stronger in you than in most of your clanmates.
This was no great liability while all Assamites
were so afflicted; however, when ur-Shulgi
DILUTED BLOOD (2-POINT FLAW) cast the Breaking, the great ritual’s power did
Somehow your vitae is not suited for the toxic not fully cleanse you. You now suffer from
effects of the Quietus discipline requiring you a thirst for Cainite blood – but for you, the very
to make more effort to transform your Blood substance you crave is a poison. You take 1 point
into poisons and other caustic substances. All of aggravated damage when you ingest any non-
of your Blood point costs for Quietus powers Assamite vampire blood. This damage cannot
are increased by one. In addition, you may not be reduced or negated. In addition, you cannot
purchase the technique Retain the Quick Blood. commit or benefit from diablerie.

Alternative Merits & Flaws 269


Brujah COWARDLY BEAST (2-POINT FLAW)
In modern nights, the Brujah are a fiery group
of warriors, individualists, and rebels, driven to
COLDLY LOGICAL (1-POINT FLAW) both success and failure by their tempestuous
Unlike most modern Brujah, you are particularly nature. While you share their blood, you lack
devoid of emotional capacity in a manner the fire of their convictions. Your Beast is
similar to the True Brujah bloodline. You have a coward, and while other Brujah often frenzy
no emotional understanding of others and lack in rage, your Beast always frenzies out of fear.
the ability to feel the passions that the rest of Whenever you would suffer a rage frenzy you
the clan typically exhibits. Although you are suffer a fear frenzy instead.
still quick to anger like other Brujah, until your
Beast rises to the surface you remain cold and UNCONTROLLABLE (3-POINT FLAW)
emotionless. In addition to the normal Brujah
weakness you also suffer the True Brujah Your Beast is never quiet; it is always at the
bloodline weakness. Members of the True surface, picking at your psyche, begging you
Brujah bloodline cannot take flaw. to make rash and dangerous decisions. If you
have fewer than 2 Beast traits, you always test to
resist frenzy as if you had 2 Beast traits. Should
this cause you to test for frenzy, the standard
Brujah clan weakness applies to the difficulty
of the challenge; the only exception is if you are
of a bloodline that does not have the standard
Brujah clan weakness.

270 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Gangrel

Follower of Set ROADKILL (1-POINT FLAW)


While most Gangrel can blend into the animal
kingdom by involving their Shape of the Beast,
LOW DOWN AND DIRTY (1-POINT FLAW) your animal form appears to be very, very dead.
You are the epitome of scum and villainy, Whenever you choose to invoke your Shape of
carrying a vile air that inspires parents to clutch the Beast you appear as a zombified version of
their children as you walk past and creates your animal forms. Your skin is rotting away,
suspicion in upstanding people. As a result, you your entrails drag behind you, your skull is
cannot purchase the Elite influence background. cracked open, etc. It is readily apparent to all
In addition, any contacts and allies you possess observers that an animal in your condition
are always of an unsavory nature, and you should not be able to function. You are a breach
cannot choose a contact or ally specialization of the Masquerade when you are in your Shape
who is an upstanding member of society. of the Beast unless you utilize Obfuscate or
a similar power to alter your appearance or hide
TEMPERAMENT OF STORMS outright. Fleshcraft cannot negate the effects
(2-POINT FLAW) of this flaw. You may not take this flaw if you
are a Gangrel bloodline without Protean as an
Long before his incarnation as a liberator, Set in-clan discipline.
was the god of darkness and storm. As a result
of your Embrace, your Beast is constantly on
edge during calm weather and normal indoor SPECIES SPEECH (2-POINT FLAW)
illumination. Unless there is a storm brewing in You identify with a specific type of animal so
your area or the brightness of your surroundings strongly that your Animalism is limited to
is near dark, your difficulty to resist frenzy is summoning, speaking to, and commanding
increased by 2. animals only of that type. Other animals do
not respond to your uses of Animalism at
SERPENTINE PHYSIOLOGY all. Consult your Storyteller for what types
(3-POINT FLAW) of animals are appropriate for this flaw; the
choice should be fairly limiting. You may not
Your embrace did more than just turn you into an take this flaw if you are a member of a Gangrel
undead creature of the night; it left you twisted bloodline that does not have Animalism as an
into a human serpent hybrid. Your tongue is in-clan discipline.
always forked, and your eyes resemble those of
a real snake. Even your skeletal structure has
changed, and you move in an awkward and RAT IN A CAGE (3-POINT FLAW)
strange manner as if you are uncomfortable on You abhor being restrained or caged. Any time
two legs. Abnormally alien in appearance, you are your movement is restricted you gain a Beast
an obvious breach of the Masquerade. Even if you trait and must test for a rage frenzy. Your
use the powers of Obfuscate to conceal your true movement is considered restricted if you are
appearance, your mannerisms are still seen as being prevented from leaving a room, if you
particularly alien, especially to humans. You may become restrained with handcuffs, if you are
not purchase the merits Personal Masquerade or subject to a Grapple, or if you are affected by
Whisper of Life and you cannot spend Blood to a power that lowers your movement. You may
appear more lifelike. not incur this penalty more than once per hour.

Alternative Merits & Flaws 271


Giovanni SHADOW WALKER (3-POINT FLAW)
By its nature the Giovanni clan is inexorably
tied to the realm beyond the physical. Giovanni
ALL MY FRIENDS ARE DEAD suffering from this flaw are so tied to the
(1-POINT FLAW) Shadowlands that even in the lands of the living
You are not comfortable among the living and they are forced to interact with the world of
avoid interacting with them. You prefer the the dead. To shadow walkers, objects in the
company of the undead, especially zombies Shadowlands are as real as anything to be found
and ghosts. Vampires are at best tolerable. in the physical world. Such vampires find that
You may not purchase more than 2 dots in any the ghosts of walls may impede their flight. This
background category relating to the mortal flaw is similar to the Ash Path power Dead Hand
world. This includes the Influence, Contacts, except that Shadow Walker is always on and it
Allies, and Herd backgrounds. in no way allows the character possessing the
flaw to perceive beyond the Shroud. Giovanni
SHROUD INEPT (2-POINT FLAW) suffering from this flaw take 1 fewer step per
action (simple and standard) as they navigate
You have trouble affecting the land of the dead, around ghostly impediments.
making many uses of Necromancy particularly
costly. Whenever you try to affect the Shroud
or anything on the other side of it, including
most uses of Path of Sepulchre and Ash Path,
you must spend an additional simple action in
addition to any action cost.

272 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


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Lasombra

DEATH’S REFLECTION (1-POINT FLAW)


You cast a reflection normally, which would
cancel out your clan weakness, except that your
reflection always shows the state you would be
in if you were dead. Any Lasombra older than
a few decades appear to be skeletal, and younger
vampires appear as rotting corpses.

INSUBORDINATE (2-POINT FLAW)


Your need to be in charge is so strong, you have
a hard time following anyone else’s orders. When
given a task or told to actively do something,
you tend to do the opposite on principle or find
some other way to undermine the results. Orders
that compel passivity, such as “don’t move”, or
“don’t Dread Gaze the Archbishop”, do not incite
a contradictory reaction. If you willingly choose
to follow the orders given or if you are forced to
follow those orders, your Beast rebels and you
gain a Beast trait. Any Beast traits gained from
this flaw are cumulative with any that you might
incur from violating your path.

MÅNGHA’S DISDAIN (3-POINT FLAW)


While your clan’s shadowy powers are dispelled
by sunlight, your Obtenebration is also dispelled
by moonlight, severely limiting your ability
to use these powers. Unless the moon is in its

E
New Moon or Crescent phases, your powers of
Obtenebration are dispelled when used outdoors
(even if it is cloudy). Consult your Storyteller
on the phase of the moon prior to starting each
game session.

Alternative Merits & Flaws 273


Malkavian person may seek to inject themselves into your
life until you finally find a way to deal with or
dispose of them. Your Storyteller will portray
FEEDING FETISH (1-POINT FLAW) your fan and is the final arbiter on how this flaw
You have a particular ritual when it comes troubles you. Fortunately, you cannot have more
to feeding. Perhaps you only bite your prey than one fan at any given time, but if you kill or
in a certain spot, or perhaps you only feed in somehow cut ties with your fan you will attract
a certain location or at a certain time. This another for as long as you have this flaw.
obsession inconveniences you on a nightly basis
as hunting becomes a tedious task. You must OVERSTIMULATED (3-POINT FLAW)
spend an additional downtime action to avoid
Malkavians notice things that many others do
entering the next game at half your normal Blood
not, sometimes neglecting their surroundings.
pool (round up). If you use the Herd background
That means keeping their eyes and ears open far
to feed, you must spend an additional 5 minutes
longer than anyone else, and in this case more
outside of game to satisfy your fetish.
often than they want to. Your attentiveness to
everything around you causes you to become
NUMBER ONE FAN (2-POINT FLAW) overstimulated and makes you easily distracted
Every so often, the effects of the Kiss do not when trying to focus. You suffer a -2 penalty
work quite right, and you become the subject to all test pools involving your Awareness and
of someone’s adoration or even obsession. This Investigation skills.

274 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Nosferatu

ANOSMIA (1-POINT FLAW)


You have no sense of smell or taste. The vilest
odors and flavors imaginable cannot affect you;
in fact, you do not even recognize their presence.
You automatically lose any challenges based on
these senses and any powers that rely on your
ability to taste or smell something always fails
(such as A Taste for Blood). You cannot purchase
the Acute Sense merit for smell or taste.

FOUL BLOOD (2-POINT FLAW)


The vitae flowing through your veins tastes
truly awful. Due to the wrenching, retching, and
discomfort your blood causes and the difficulty
it has staying down, you must spend twice the
amount of Blood points as normal to create
a ghoul, embrace a childe, or to teach someone
a discipline. Anyone who you seek to blood bond
must drink an additional trait of your Blood
within the same night as well for the next stage
to take hold. Those who ingest points of your
Blood for sustenance receive full nourishment;
however, they will note it tastes particularly bad.

PARASITIC INFESTATION (3-POINT FLAW)


Living in the dark has made your body
a home to all manner of creepy crawlies and
bloodsuckers. Your skin is infested with ticks,
lice, and leeches of all descriptions. They
constantly bite and burrow, and having fed on
your vitae, they have become very hard to kill.
Not only are you unable to command them, you
have also tried everything to get rid of them and
still they persist. Whatever the reason, they find
you so succulent that upon waking you find your
Blood pool has been reduced by their constant
feeding. If you have 3 or fewer dots of the
Generation background, reduce your maximum
Blood pool by 3 points. If you have 4 or more
dots of the Generation background, reduce your
maximum Blood pool by 6 points. In addition,
the constant itch keeps you on edge, increasing
the difficulty of any frenzy tests by 2.

Alternative Merits & Flaws 275


OBSESSION (2-POINT FLAW)
While all Toreador are entranced by the
beauty of art and performances, your obsession
is ingrained in your Beast. You must spend
Toreador 2 Willpower to resist the urge of giving a new
or particularly interesting piece of art or
ARTLESS (1-POINT FLAW) performance your undivided attention. If you are
interrupted during an enraptured state, you gain
You never developed an artistic skill. You have a Beast trait.
tried and failed at everything. You are forever
a Poseur, and you have no ability to judge
a masterpiece from trash. In fact, if you had the LIVING ART (3-POINT FLAW)
choice, you would choose the trash. You cannot Some Toreador believe the human form is
purchase the Performance or Crafts skills. unrivaled in its beauty, diversity, and allure. You
Your lack of artistic talent translates into your must spend an additional point of Willpower to
other skills as well. For example, even if you resist the effects of the Presence power of Awe,
were to master the higher levels of Brawl or cumulative with any other increased costs such
Dodge, observants would find your movements as that from the Appearance focus. In addition,
lacking in grace, albeit effective. Similarly, if when interacting with characters with the
you produced a paper using Academics, your Appearance focus you suffer a -2 penalty to your
arguments would be inelegant, but accurate. defensive pools to resist their Social powers.

276 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Tremere you an unpaid source of facts and information.
Unless you spend a Willpower, you find it
impossible to hold back information on a subject
SPELL COMPONENTS (1-POINT FLAW) you are being directly questioned about. If you
You fancy yourself a wizard from fantastical spend a point of Willpower in this way, you
literature. Your Haven (or dormitory in the can refrain from offering your expertise for 10
Chantry) is a warehouse of occult items and minutes. Luckily, you have learned not to insert
ingredients, all of which you believe are your expertise into every conversation you
necessary to successfully use your powers overhear. This compulsion only extends to facts
of Thaumaturgy. This causes some of your and information; you do not feel compelled to
colleagues to raise their eyebrows at you. While share sensitive material such as clan secrets and
your habit is not technically necessary, it is incriminating information when questioned.
a deep-rooted compulsion causing you to collect This flaw does not apply in combat or in
and incorporate these components into your situations where injury is imminent.
casting. You must spend 1 downtime action each
month to gather spell components, but you may TWICE BOUND TO THE COUNCIL
delegate this task to another character. The (3-POINT FLAW)
perishable nature of these spell components
In a bygone era, newly embraced Tremere were
makes stockpiling useless. If at any time you
made to drink the blood of the Council of Seven
do not have access to your spell components,
in an arcane ritual. Although this has worn off
you must spend 1 point of Willpower to
in nearly all Tremere, you somehow still bear
use Thaumaturgy. If you do, you may use
residual effects. You are considered to have
Thaumaturgy for the next hour. You are free
drunk twice the blood of each of the Tremere
to invent your own ingredients and mixology
Council of Seven (consider the Tremere clan
as appropriate. Using spell components during
weakness already applied), and you seek to carry
combat does not require additional actions.
out their will as best as possible. Consequently,
you suffer the effects of having drunk the blood
PEDANTIC (2-POINT FLAW) of your direct superior, and any higher ranking
You cannot help yourself – you simply know Tremere in your chain of command, even if you
more about most topics than others, and you have not. Even if you disagree with your superior
feel the need to share it. You are not trying this effect persists and will continue until such
to make others feel stupid; you are trying to a time that she is removed from your chain of
educate them, and you cannot abide leaving any command, whereupon, unless you buy off the
information out. This is particularly annoying flaw, she will likely be replaced with another for
to your peers and your loquaciousness can make whom you have the same level of devotion.

Alternative Merits & Flaws 277


‡ Obertus: This family’s weakness is an
obsessive search for information. Once an
Obertus has been exposed to a puzzle or trail
of knowledge she does not possess, she will
ignore all other responsibilities. You gain
the Impatient flaw when prevented from
Tzimisce continuing your search for information and
the Intolerance flaw toward anyone trying to
HUMBLE GARDENER (1-POINT FLAW) distract you from your goals.

Your unbreakable need to be close to your


‡ Grimaldi: All Grimaldi intrinsically fixate
homeland goes beyond the need to rest in the on a particular member of their pack. You
proximity of your ancestral soil. Instead, you must choose a member of your pack to whom
must also cultivate and tend to flora from the you shall treat as having a Vinculum rating
region. You must spend 1 downtime between of 5. Should this individual die or if you are
game sessions to keep these plants healthy. separated from her at length, you will fixate
If you fail to spend the downtime action as on a different pack member. If you are not
required, the plants will wither and die causing a member of the Sabbat sect and do not have
you to begin the next game with 1 Beast trait. a pack, you must select another vampire in
your proximity. Once selected, you will treat
that vampire as if you had a 3 point blood
REVENANT FAMILY WEAKNESS bond to her. Should this individual die or if
(2-POINT FLAW) you are separated from her for 2 months, you
You were once part of a revenant family. will fixate on a different vampire.
Following the Embrace, you suffered the ‡ Zantosa: This revenant’s family weakness
double whammy of your clan’s weakness and is obsession with pleasure and sensation,
an additional weakness akin to your revenant becoming easily addicted to any sort of
family’s limitation. Choose the flaw from the hedonistic good time. If you fail to engage in
Revenant family you came from. Members of a pleasurable sensation or ignore any of your
a Tzimisce bloodline that come from a Revenant other addictions and vices, your maximum
family, such as Bratovich, cannot take this flaw. Willpower is reduced by 1 for the remainder
‡ Bratovitch: The Bratovitch are monsters at of the evening.
their very core, spurred on by hot tempers
and lacking a concept of self-control. For the SCAR TISSUE (3-POINT FLAW)
purposes of determining the need to test for You are a walking mess of scars. Although you
frenzy or powers that interact with Beast traits heal damage with uncanny efficiency, your
(such as Quell the Beast), they are always body does not respond well to the effects of
considered to have 1 Beast trait higher than Vicissitude alterations. You may still practice
their current total. For example, a Bratovitch Vicissitude freely, including using transformation
with 2 Beast traits must test for frenzy as if powers such as Horrid Form and Blood Form,
she had 3 Beast traits. As this is a penalty and but your body cannot utilize any beneficial
not an actual Beast trait, it cannot be reduced alterations from Bonecraft, and any comparable
or eliminated by powers or effects such as Vicissitude techniques or elder powers. In
spending time with someone who has the addition, you cannot use Malleable Visage on
Animal Ken skill. This penalty has no effect on yourself. Carpathians and Kolduns may not take
Morality loss. this flaw.

278 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


E
Alternative Merits & Flaws 279
Ventrue

STUFFED SHIRT (1-POINT FLAW)


You have an antiquated worldview, one based
upon regressive norms and outdated customs.
While this might simply be awkward for some,
you have a bluntness about it that rubs people
the wrong way. Anyone who spends status to give
you the Vulgar negative status trait immediately
regains any spent status. While this flaw does
not compel your character to act poorly, it does
reflect a reputation for poor behavior.
Caitiff
NON-SERVIAM (2-POINT FLAW)
Whether due to an isolated upbringing or DISCIPLINE ILLITERATE (1-POINT FLAW)
a deep resentment for the working class, you
It’s hard for your blood to adapt to powers not
cannot perform servile or menial tasks. You
native to it. It takes you an additional downtime
cannot work a job as part of your background
action to learn an out-of-clan discipline. In
and, unless you are compelled to do so through
addition, you may not benefit from the Efficient
Dominate, you are unable to perform any task
Learner merit.
a servant should, such as driving a car, taking
notes at a meeting, or running your own errands.
You very likely make it a point to keep servants BAD LUCK (2-POINT FLAW)
or retainers on hand but will be nearly helpless Some vampires have all the luck; you are not one
should they abandon you. In addition, you of them. Once a night your Storyteller may turn
suffer a –2 penalty to all test pools for tasks that a successful non-combat related challenge into
a servant should perform. a failure as long as it would not result in you
suffering serious harm.
COWARDLY BLOOD (3-POINT FLAW)
You have never been good at asserting BLACKENED AURA (3-POINT FLAW)
yourself and commanding others. While this In addition to bearing the stigma of your Caitiff
can manifest in any number of ways in your blood, your aura has been permanently stained
personality and in how you interact with others, with black veins. Anyone looking at your aura
it is so deeply ingrained into your being that you will see this as a sign that you have committed
must spend Blood to successfully use Dominate diablerie. Good luck explaining your way out of
on others. Any Dominate power that normally this. This aura may not be modified or hidden
costs no Blood requires you to spend 1 Blood through powers such as Soul Mask or Innocence
to activate. of the Child’s Heart.

280 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


X
Lesser Clans
“I fear you misunderstand my intentions. I am here to help you, not harm you.
I can show the path to the power you seek. All you need to do is simply sign here.”
— Talon the Reaper, clan Baali

The alternative flaws listed below are clan-specific flaws for the lesser clans. The lesser clans include
clan Baali, Cappadocians, Ravnos, and Salubri. For more information on the lesser clans see MET VTM,
Chapter Three: Character Creation, page 89.

Baali

DEVIL’S MARK (1-POINT FLAW)


You possess an anatomical aberration commonly associated
with those that traffic with the infernal and demonic. Possible
deformities include malformed teeth, a horrid stench, horrific
excretions, tough and warty hide, and vestigial wings. While
you can hide these through Obfuscate you cannot erase them
with Vicissitude. Those with Lore specializations in the infernal
will recognize them as indicators of infernal taint.

CARRION COMFORT (2-POINT FLAW)


Certain Baali associate too closely with spirits of corruption
and plague to take pleasure from normal feeding. You are
one such Baali and must consume either the cold blood of
the dead or the carrion that feeds on rotting corpses. This
hardship prevents you from purchasing the Herd background.
In addition, you cannot feed on the living and must spend an
additional downtime action feeding or you enter the game at
half your normal Blood pool (round up).

INFERNAL THRALL (3-POINT FLAW)


You knew it was a bad idea at the time, but you have gotten
yourself indebted to infernal forces. Even worse – you have
gained nothing of lasting value for it. You are indebted to
a demon master as if you had taken the Infernal Power merit,
however, you do not receive an Infernal Power or any benefits.
You may not receive or use an Infernal Power through any
means, such as the Infernal Heritage merit, until this flaw is
removed. Additionally, if you fail to obey any of your demonic
master’s orders, you immediately take 5 points of aggravated
damage that cannot be reduced or negated by any means.

Alternative Merits & Flaws 281


Cappadocian

SELECTIVE MEMORY (1-POINT FLAW)


Despite your studious nature (or in lieu of it)
you have trouble remembering the finer details Ravnos
of esoteric knowledge. You suffer a -3 penalty to
all Lore checks. Should you fail to make a Lore
check, you will recall incorrect facts believing DEAD GIVEAWAY (1-POINT FLAW)
them to be true. Your illusions always contain a notable flaw
and, as such, are easier to disbelieve. Characters
SPECTERS OF THE PAST (2-POINT FLAW) trying to pierce your illusions gain a +1 wild
card bonus. The manifestation of this flaw
While some Cappadocians are gifted with
within your illusions is often the same, allowing
prescience, you are cursed with apocalyptic
anyone who is aware of the flaw to tie you to
visions, walking nightmares, and tormenting
your handiwork.
trances. When you suspect the presence of
a Giovanni or are knowingly in the presence of
one, your subconscious is filled with disturbing LOST SVADHARMA (2-POINT FLAW)
visions, sensations, and sounds reminiscent of You once knew your role in the social and
the past crimes committed against your clan. cosmic order, but when the time came to fulfill it
You suffer a –2 penalty to all offensive test pools you failed. Now that duty and responsibility have
for 2 turns. After 2 turns you can overcome your passed you by, leaving you with an unknown
fears and no longer suffer the penalty. purpose to your existence. The Week of
Nightmares did you no favors either. You are one
FALLING APART (3-POINT FLAW) of the few surviving members of your clan and
you have no understanding why you survived.
Your physical form is barely holding together.
You find it hard to focus on difficult tasks,
You leave small bits of you behind when moving
unable to assure yourself that the feat ahead is
too fast or exerting yourself. These pieces
within your capabilities. You cannot use your
quickly fall apart to tiny piles of ash, and while
Archetype to retest.
they provide no mechanical benefit such as
familiarity and cannot be used for any Blood
magic rituals, a discerning tracker might be able CONFUSING REALITIES (3-POINT FLAW)
to follow you. In addition, when contacted with What is real? What is illusion? You have trouble
extreme force you lose much larger chunks of telling the two apart and, in most cases, you
yourself. Any time you take 3 or more damage would rather live in a world of illusions than
from a physical attack (before Fortitude) you the real world. You must spend a point of
automatically lose 1 point of Blood as you Willpower to disbelieve any uses of Chimeristry
reflexively spend it to keep yourself in one or similar illusory powers. In addition, you suffer
piece. This expenditure of Blood does not a -2 penalty on all Awareness and Investigation
count towards your maximum Blood spend for skill test pools involving breaking a power that
a turn. If you have no Blood to expend, you fall tricks the mind such as Obfuscate or the Garou
into torpor. Gift Coyotes Mantle.

282 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Salubri

UNBLINKING EYES (1-POINT FLAW)


You have developed a peculiar and potentially
incriminating behavior. While most vampires
have learned to continue blinking to appear
normal, you have lost all ability to blink. This
inability keeps you from closing your third eye.
Obviously, this causes you great risk in situations
where your clan is not accepted. You cannot take
this flaw and the Fusion flaw.

FUSION (2-POINT FLAW)


Whenever your third eye is closed, it heals
shut, perhaps due to your Beast’s desperation
to blend in. This causes difficulty when you
use the powers of your Blood. Any power that
causes your eye to open causes you 1 point of
normal damage as the flesh tears itself apart to
reveal the eye. You suffer this penalty even with
successive uses of your power, as your third eye
closes and heals after each use. This damage
cannot be reduced or negated by armor or
supernatural resistances, such as Fortitude.

VOW OF PEACE (3-POINT FLAW)


You despise violence of all kinds, possibly as
a seeker of Golconda, a follower of Saulot, or
due to a mortal belief. In order to attempt any
power or action that directly results in physical
harm, you must spend a point of Willpower
before attempting to do so. If you do, you have
momentarily suppressed your beliefs and may
take harmful action against your chosen target
for the next 10 minutes. If a single action would
cause you to harm multiple people, you do not
have to spend more than 3 points of Willpower
to take action. An action that unexpectedly or
indirectly leads to damage does not require
you to spend Willpower. In addition, if you are
forced into violence by a compulsion caused by
another’s supernatural power such as Dominate,
you are not forced to also spend a point
of Willpower.

Alternative Merits & Flaws 283


X
Rare Bloodlines
“The underground of this city is a theater of legend and mystery, and at its heart is a place
called Sanctuary. We are its players, and when the curtain falls we become no different
than the audience as we have witnessed the past unfold; as we reenact and commit
the same sins as the ancients did before our time.”
— Juarez, Autarkis Gargoyle

The alternative flaws listed below are for two rare bloodlines: the Daughters of Cacophony and the
Gargoyles. Your Storyteller can explain more about the specific bloodlines represented in your chronicle’s
setting. For more information on bloodlines and bloodline merits and flaws, please see MET VTM,
Chapter Five: Merits and Flaws, page 237.

Daughter of Cacophony
STAGE FRIGHT (1-POINT FLAW)
You are terrified of being the focal point
of attention, especially when it involves
you performing. You must spend a point of
Willpower to sing or perform in front of groups
larger than 5 people. This number includes all
visible witnesses and enemy combatants. While
this does not affect most of your Melpominee
powers, it likely requires you to spend
a Willpower before using Madrigal.

NO ENCORE (2-POINT FLAW)


Who can expect you to perform under these
conditions? The Sheriff is coming in much too
slowly and – WHERE ARE THE BRUJAH???
Not only will there be no encore after your
performances, but you may only use Melpominee
in a single combat per night. Any Melpominee
use in a subsequent combat requires you
to spend a point of Willpower to overcome
your frustrations.

TONE DEAF (3-POINT FLAW)


Your voice may convey supernatural effects when
you empower it with Melpominee but there is no
disguising that you cannot sing very well. In fact,
you would not make it past the audition round of
any singing competition. You cannot purchase the
Performance: Singing skill higher than 2 dots.

284 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Gargoyle

STONE SCARECROW
(1-POINT FLAW)
Carvings of Gargoyles were commonly used
in medieval times. Their two main purposes
were to scare off evil and to divert rainwater.
The frightening nature of gargoyles was partly
due to the medieval artist’s responsibility to
mold public behavior through intimidating
images. The purpose was to frighten and startle
man amid his everyday life. These fantastic
beasts were destined to be a clear and constant
reminder that both the devil and original sin
exist. Like the gargoyle statues of old, you exude
a palpable aura of dread among humans and
they will not willingly come within 5 steps
of you, instead actively seeking to avoid your
presence. In addition, you cannot purchase
the Allies or Contacts Backgrounds. This flaw
may not be overcome with Fleshcraft or Mask
of 1000 Faces, but you may still hide using
Unseen Presence.

LEAD FOOT (2-POINT FLAW)


Like a geologic process, your movement is
deliberate and determined. Your stone nature
inhibits your movement, slowing your steps
and reaction. Your initiative is reduced by
-2 and you may not use the Burst of Speed
combat maneuver.

CLAY PIGEON (3-POINT FLAW)


Unlike other Gargoyles that look and feel like
stone, your creation or Embrace left your body
soft like clay. As such, you cannot possess the
Stamina focus nor can you benefit from the focus
effects of Bond with the Mountain or Armor of
Terra. You still retain the negative effects of your
clan flaw.

Alternative Merits & Flaws 285


SOMETHING
FOR EVERYONE

On the third night of the 4th Sacred Symposium, Ammon, Lord of Whispers, childe of
Nebsemi, Defender of El Kharge, shifted to the side in his comfortably stuffed chair.
Around him, the procedural negotiations of the Independent Alliance had once again
grown tedious. Ammon watched silently as the list of outstanding agenda items ws read,
many of which were left over from the previous summit.

While Ammon and his fellow Followers of Set had made remarkable progress with the
Giovanni in the early formation of the Alliance, the addition of the Lasombra antitribu
posed numerous complications. The Magisters had quickly demonstrated that their years
of Camarilla marginalization had only inflamed their egos. Policies that were nearly
settled years ago with the Giovanni at the genesis of the Alliance were reopened at their
request. After nearly 6 years of this, Ammon wondered how many of their continued
bureaucratic inquiries were genuine and how many were mere posturing. Still, the
founders had offered them full partnership, and therefore he had to endure their tireless
need to debate policy.

At least his chair was tolerable. Having spent centuries as a High Priest in the Cult
of Taweret, he had come to appreciate a good chair. Presiding over innumerable acts
of worship, sacrifice, and debauchery could prove a miserable affair without proper
seating. Ammon stiffened to recall how terribly furnished the previous summit was. The
Necromancers had chosen a dark and musty crypt to host the talks, perhaps drawing
upon on common themes between clans. The setting was so uncomfortable that on the
final night, Ammon made it a point to suggest that the Followers of Set host the next
meeting. The motion was enthusiastically seconded by the Lasombra antitribu, hinting
that they shared his dissatisfaction. The Giovanni, bewildered at the unification behind
the request, had agreed. Unfortunately, that was one of the few things on which they had
reached a consensus.

The Independent Alliance was deadlocked on several matters of policy, much to the
frustration of Ammon and his counterparts. All parties had hoped by now to have
finished a formal set of guidelines and procedures to govern their partnership; however,
the procedure for handling criminals remained unsettled. While the Followers of Set
supported the right of local leaders to punish and destroy offenders entirely on their own,
the Giovanni found the possibility of non-Giovanni killing off their family unsettling.
They insisted that any capital punishment against member clans receive sanctioning from

286 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


that clan’s enforcing body. Ammon’s clan found the idea unnecessarily bureaucratic and
objected. Unfortunately, the Magisters were little help and remained indecisive. Carefully
cultivated informants among the Lasombra suggested that a sort of shadowy judiciary
existed among them, but that it was undecided whether to reveal itself.

That is not to say they lacked common ground. All three clans were united in their
distaste for the Camarilla’s expansionist policies. Each clan also supported the right
of Alliance members to pursue learning without interference. This included not only
one’s preferences for lore and study, but also one’s Path of Enlightenment (in most
cases), and magical studies. The Lasombra antitribu were delighted at this policy, and
the clan was seeing a resurgence in their art of Abyss Mysticism. The Setites were also
profiting through this arrangement. Collaboration with the Giovanni had led to the re-
establishment of a Necromancy practice for the Followers of Set. Amusingly, when the
Setites offered to aid the Giovanni in kind with Thaumaturgy, the Venetians balked once
they realized it involved their clan engaging in the worship of Set’s various aspects. The
Giovanni, meanwhile, had enjoyed necromantic breakthroughs of their own.

Across the table, a wizened voice interrupted. Viviana Giovanni was a matronly woman
who Ammon found patient and thorough; a diplomat who represented the interests of
her clan and family with strength and patience. “Before we get too bogged down, I wish
to address our joint venture: the excavation of the tomb of Osokoron the First. The
initial phase has yielded some objects of historical significance, but not the artifact we
are seeking. I have arranged for them to be displayed here for our archaeologists and
researchers to review.

“There was also the matter of a Nosferatu thief caught at the site. I have deferred
judgement upon the transgressor to others as we have not yet formalized our diplomatic
standing and internal policy in dealing with the Camarilla. Let us hope that of all the
things on the agenda this weekend, we can at least accomplish that.”

Ammon couldn’t agree more. With several nights left to go, he hoped at least some
progress could be made. Ammon suspected that Viviana was being less than forthright
about the excavation. He began to wonder: was it too late to get the Sages or the
Carpathians back? It certainly was, he decided. Fortunately, his plans for this weekend
involved far more than diplomacy.

***
As recently as 10 years ago Ismail Iywaz would never have believed that Giovanni
knew how to party. While his own clan’s knack for celebration was widely known, he
thought few other clans, if any, could keep pace with the Followers of Set. Certainly not
the Necromancers.

Ismail stood on a private balcony overlooking a packed dance floor. Large speakers
throughout the room pulsed with music as bodies twisted, the heartbeat of a celebration
taking place during the Independent Alliance’s 4th Sacred Symposium. Ismail noted many
of his own clan among the celebrants, enthralled by the rhythm of the bass. He found this
especially amusing, given that few of them likely still had hearts inside their chests. He
turned and began walking throughout the club he had secured for the event.

Something for Everyone 287


Ismail had learned the power of revelry and indulgence in the early days following his
embrace. After spending 16 years of his mortal life in the military, he soon realized he
could accomplish more by entertaining politicians than he ever could with violence. His
network of influential figures quickly grew as his exclusive parties gained legendary
renown. Soon, he found himself highly sought after as a political lobbyist, a position he
used to further his clan’s agenda throughout the globe.

This weekend, the other clans were certainly holding their own. He passed a fainting
couch where a bewildered Neonate, a Dunsirn, was being fawned upon by three
priestesses toying with his red hair. He was likely unaware that his hair was considered
a sign of favor of Set, who was believed to have been red-haired. Ismail suspected the
youth would wake up tomorrow night with some blood-induced feelings about the trio.

He entered another room where a crowd was gathered. At one end stood a woman in
a white rhinestone gown, Queen Sybil of Las Vegas. Her strapless dress revealed portions
of a coiling serpentine tattoo that encircled her body. She was accompanied by a variety
of colorfully dressed circus performers holding bows, axes, and other weapons. After
first becoming acquainted with them in New Orleans, had become especially fond of the
Cirque Noir, a company of supernatural entertainers. While a group of Anarchs managed
to secure a controlling interest in the troupe, the Independent Alliance secured a portion
of the company for her as well. Queen Sybil arranged a residency for the group in Las
Vegas where, on select nights, they held vampire-only shows.

At the other end of the room, a struggling Nosferatu was securely bound to an oversized
target. Two nearby guards leveled weapons at the man, putting an end to his struggling.

“Does the accused have anything to say?” Sybil asked in a mockingly procedural tone.
Ismail stopped to hear the prisoner’s reply.

“I… I didn’t steal anything! This is absurd — I’m acknowledged! Doesn’t that mean
anything to you people?” His question drew scattered laughter throughout the crowd.

Queen Sybil was unmoved. “Hmm… No, it doesn’t. We do things just a little differently
here. In my city, fortunes get made and lives destroyed at the Lord of Chaos’s whim, every
day of the week, every night of the year.” Sybil, beaming, turned to address the crowd as
well as the accused.

“Too bad you raised the stakes so high that we can’t decide this with dice or cards,” she
said, breaking into a smile. “But hey, at least we can add some Vegas flair….”

Sybil nodded and a nearby contortionist bent into a handstand, holding a bow and arrow
with the tips of her toes. She maneuvered her arrow to a nearby flame, lighting it, and
took aim at the target. As she drew the bow, the crowd’s building excitement obscured
Ismail’s view. He continued walking as the crowd’s bloodlust intensified. Moments later,
a chorus of shouts pursued him, but whether it was because the archer had hit or missed,
he couldn’t discern.

Ismail descended a set of metal stairs to a basement area where the Vipers had set up
a makeshift arena. The bloodline delighted in expressing its devotion to Set through
sacred combat and was welcoming challengers of all clans and bloodlines. The spectacle

288 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Something for Everyone 289
had drawn a variety of spectators, many of them wagering on the outcomes. Ismail
saw the purpose of his meandering, a gray-haired Lasombra with a patrician’s face. He
nonchalantly sat next to him as the previous combat ended. He opted to not waste time
on formalities.

“You said your thief was reliable, Heliodorus. Sybil has done her best, but after he was
caught breaking into Viviana’s warehouse, there’s a good chance he has a piece of wood in
his chest right about now.”

The man’s reply held little amusement. “No, I said I was reliable. The thief, however,
is expendable. While he was caught in a failed effort, I had a secondary slip in. Your
suppositions were correct — Viviana was indeed planning on keeping the staff for
herself. While my other agent was unable to extract the object, she managed to hide it.
Meanwhile, our captive friend has been relieved of any incriminating memories.”

“What good does that do me? Our agreement was for delivery of the staff.”

“Yes, and I have. The staff was concealed among a collection of objects brought here
for the archaeological exhibition. You should have little trouble recovering it under
reduced scrutiny.”

Ismail frowned. “This isn’t ideal, Heliodorus, but it is manageable. And don’t think I’m
paying you twice for sending two people in.”

The old Lasombra’s eyes narrowed, but he offered no argument. Ismail reached into
a pocket and withdrew his phone, texting away hurriedly. He knew just who to ask
for help.

***
“…As it turns out, our initial examinations of the Tablet of Tithes produced a variety
of hasty conclusions. As we have since learned, the names referenced in the tablet are
honorifics, that is, epithets, referencing the city’s rulers.”

A buzzing in E. H. Carrington’s coat pocket momentarily distracted him from his


lecture. He gazed out at his audience, the three-dozen or so who had been invited to
a special discussion regarding the Independent Alliance’s archaeological, philosophical,
and magical studies held during the Sacred Symposium. He flipped ahead in his notes
and resumed.

“Similar to many early historical tablets, the stone is a record of a transaction, specifically,
of vessels owed to various lords. Some of those rulers can easily be discerned from
their epithet. For example, we can easily presume who ‘The Lord of Storms’ is. Others,
however, are unclear.”

Carrington gestured to the screen behind him which displayed a zoomed in portion of the
Tablet of Tithes.

290 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


“This line here, for example, references ‘The Learned One’. One might be tempted to infer
a guess solely based upon that, but other possible translations include ‘The Enlightened
One’, or perhaps more poetically, ‘Lord of Unclouded Vision”. In addition, it’s worth
mentioning that the tablet’s language does not use the declension common to romance
languages which identifies gender and quantity. Rather, nouns are modified according
to the object’s standing, with separate tiers for the higher born. This makes it even more
difficult to identify which figures the names in the tablet represent.”

Carrington paused again, noting several nods throughout the audience. This next part
was the crux of his thesis.

“Now, you may wonder what this means to our exploration of pre-historical vampire
philosophies. My hypothesis is that just as the modern paths evolved from the ‘Roads’
embraced during the Dark Ages, the Roads themselves are offshoots from an alternate
morality whose influence we can see in the grammatical structure of this tablet. In
romance languages, declension modifies nouns according to gender and quantity — the
relevant social distinctions of their times. This language also reflects the relevant social
distinctions, specifically, one’s status as kindred or kine. Here, what I’m calling the ‘servile
declension’, is applied both to humans and lowly-born vampires. One might extrapolate
that we see a relic of this mindset in our continued use of the term ‘Ancillae’ in referring
to vampires who have grown past the Neonate stage, yet the name quite literally means
‘servant girl’ in Latin.

“These are the sorts of topics my staff and I at the Dusk Institute explore as part of our
research. You may be familiar with our kine operations which deal primarily in self-
help transformations with the intention of normalizing Set or Set-adjacent worship.
We also take a deep interest in the Paths of Enlightenment, both as a gateway toward
self-actualization and as a means of understanding the vampiric condition throughout
history. I thank you for your time, and I will be available during the break if you have any
questions.”

The applause that followed was significant, though not exuberant, as befit an audience of
Sorcerers, Necromancers, Mystics, and Academics. Carrington lingered at the podium for
a few moments, taking it in before departing the stage.

Remembering his phone, he withdrew it from his breast pocket just as he saw a trio
of Abyss Mystics approaching him. Having made the mistake of being drawn into
a prolonged debate about proto-Abyssal studies earlier in the week, he had little desire to
renew the discussion.

“Excuse me, I have to take this,” he said, pointing to the device and withdrawing to
a side room.

He checked his messages and found a new one among them. “THE STAFF IS HERE.
SECURE THE SHIPMENT FROM THE DIG SITE. TELL NO ONE ELSE. - I”
Carrington smiled. This alliance was finally starting to pay off.

Something for Everyone 291


— Chapter VII —

CORE RULES &


DRAMATIC SYSTEMS UPDATES
“The Ivory Tower has shown its cracks. It has failed me like it has failed so many others.
You want me to prove my loyalty to the Sword of Caine? Let me demonstrate exactly how
cracked their precious tower is, Archbishop. I will show you loyalty if you show me blood.”
— Anonymous former Camarilla Gargoyle

Mind’s Eye Theatre


Vampire: The
Aerial Combat Maneuvers
Masquerade launched
the foundation of the “I understand that you are a very powerful young man,
Mind’s Eye Theatre but tell me . . . can you fly?”
system from By Night — Lord Alexander McBaine Luminary, Tremere
Studios. Subsequent
books, such as Mind’s These combat maneuvers supplement the combat maneuvers starting on
Eye Theatre Werewolf: MET VTM, Chapter Six: Core Systems, page 281.
The Apocalypse and
Aerial combat maneuvers take advantage of the speed, grace, and mobility that
Mind’s Eye Theatre
comes with the gift of flight. These tactics allow you to outmaneuver your foes
Changeling: The
with greater agility. Aerial combat maneuvers require you to have the ability
Dreaming, upgraded
to fly or glide in some fashion, as well as have at least 1 dot in the Dodge
the core foundation of
skill. Some examples of disciplines and merits that grant the ability to fly are
these rules and systems
the Protean power Shape of the Beast, the Thaumaturgy power Flight, the
to meet the ever-
Chiropteran Marauder adaptation from Vicissitude, the Gargoyle Flight merit,
changing needs of our
and the Nosferatu Unnatural Adaptation selection of Patagia. Shapeshifters
audience. This Chapter
and other creatures that can fly may use these maneuvers as well.
continues that tradition
by presenting Aerial These combat maneuvers are additional choices to the list of combat
Combat Maneuvers maneuvers a character may use for free once per combat depending on
and Feeding & Blood her focus. A character with the Strength focus who can fly and who uses
Resonance (Optional the Grapple combat maneuver for free may not then use the Dive Bomb
Rules). combat maneuver for free based on her focus.

292 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


‡ If you possess the Strength attribute focus, you Dive Bomb: You plunge from height and attack
can perform Dive Bomb or Plummet once per your target with greater speed and momentum.
combat without spending Willpower. Spend both your simple and standard action
‡ If you possess the Dexterity attribute focus, as you make your attack. You must be at least
you can perform Elude or Strafe once per six steps away and airborne to use this combat
combat without spending Willpower. maneuver. Your greater maneuverability
allows you to ignore any bonuses your target
‡ If you possess the Stamina attribute focus, you has to her Dodge-based defense pools, such
cannot be affected by Plummet, unless your as the Dexterity focus bonus to Celerity and
attacker has a higher base Physical attribute the Slippery Customer merit bonus. Bonuses
than you. This defensive bonus applies to your target’s defense pools which are not
even if you are unable to make use of aerial Dodge-based, such as from Protective Gear, are
combat maneuvers. not negated.
Elude: The nature of aerial maneuvering allows
for a great number of escape vectors, permitting Plummet: If you succeed in a Plummet attack,
you to evade attacks using sudden bursts of your target takes 3 fewer points of damage and
agility. Spend your simple action to immediately is considered Grappled as the two of you enter
move six steps in the direction of your choice. freefall. Both of you move 10 feet downward,
plus an additional 10 feet for every previous
Strafe: This round, you swoop and evade while consecutive turn the two of you have been in
making a ranged attack. This requires either freefall. If this causes either of you to hit the
a weapon that allows you to attack from range ground, your maneuvering allows you to land
or a power that allows you to target from range, on top of your Grappled target. She takes 1 point
but you may not make an unarmed or melee of damage, and an additional point of damage
attack unless you have an effect that extends for every previous consecutive turn she’s been
your range (such as Flick or the Reach Quality). in involved freefall. If your opponent breaks
You may apply a +2 bonus to one Dodge test pool the Grapple and can fly or glide, she may end
this round. the freefall.

Core Rules & Dramatic Systems Updates 293


X
Blood Resonance (Optional Rules)
“You’ll have to excuse me as I’m having a bit of a difficult night. My Rudolfo is having
a depressive episode and he didn’t bother to tell me. As I was saying, you’re Bloodhunted
for your crimes against this domain. Normally, I’d do that with a bit more pomp,
but I hope just this once you’ll understand.”
— Prince Marguerite of Montpelier, Toreador

You are what you eat, as the adage goes. While the Ventrue are known for their strict feeding preferences,
vampires of all clans tend to develop their own personal tastes with regard to whom they feed upon.
These preferences may be for deeply personal reasons, such as a religious belief, a set of values, or
a superstition developed over years. Some vampires insist they can taste the emotions of their victims, and
that certain sentiments enhance the experience of feeding. The emotional state of a feeding vessel, as it
applies to her blood is her Resonance; a function of her state of mind and her environment.

NOTE: Although this section contains some nods to the tabletop role-playing game Vampire:
The Masquerade 5th Edition (“V5”), nothing in this book affects the V5 continuity.

294 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Humors
The concept of humors originated in Ancient — ANIMAL BLOOD —
Greece and spread throughout Europe and
the Middle East. It remained an influential Vampires are divided as to
model until the 16th century when it gave way whether animals can produce
to modern anatomy. As it was the dominant vitae potent enough to have its
medical paradigm throughout most of recorded own blood Resonance. Because
history, in spite of science having advanced openly admitting to regularly
beyond its simple taxonomy, many vampires use feeding on animals would provoke
humorism to explain blood Resonance. embarrassment, the potential
merits of animal blood are rarely
Humorism states that there are 4 fluids that discussed. In most cases, an animal
make up the human anatomy. Imbalances in should not have a Dyscrasia.
these humors cause an array of conditions, such However, the Storyteller may
as depression, lethargy, aggression, or manic assign one to an animal if she feels
episodes. Medicine, therefore, sought to restore it’s appropriate.
the balance between humors through a variety
of means. Vampires understand that by feeding
from vessels with differing levels of the humors,
one can temporarily alter one’s own emotional
state or physiology. Further still, it has become
known that certain disciplines function better
with an abundance of certain humors.

The Four Humors MELANCHOLIC


Black bile is the melancholic humor. Vampires
Vampires who consume blood with an excess who consume blood with an excess of this
of a specific humor experience specific types of humor experience sensations of sadness, fear,
emotion. While these emotions generally have awareness, or melancholy.
no mechanical effect, they should be used as
tools by players and Storytellers to enhance the
role-playing experience. How long the emotional PHLEGMATIC
experience caused by a specific humor affects Phlegm gives the phlegmatic humor. Vampires
the vampire that ingested that blood is at the who consume blood with an excess of this
discretion of the Storyteller and the player. The humor experience sensations of apathy, clam,
four humors are: lethargy, or indifference.

CHOLERIC SANGUINE
Yellow bile is the choleric humor. Vampires who Blood is the sanguine humor. Vampires who
consume blood with an excess of this humor consume blood with an excess of this humor
experience sensations of anger, violence, passion, experience sensations of enthusiasm, vitality,
envy, or aggression. excitement, or joy.

Core Rules & Dramatic Systems Updates 295


Dyscrasia CHOLERIC DYSCRASIAS
‡ Bully: Gain a +1 wild card bonus to your
A Dyscrasia is a state that results from offensive test pool in a single Physical or
a significant deficiency or excess of one or Social challenge against a character of equal
more of the four humors. Traditionally, this or lower social standing.
is caused by a biological dysfunction. For ‡ Cycle of Violence: Gain a +1 wild card bonus
vampires, a Dyscrasia is a strong emotional to your offensive test pool in a single Physical
state in a feeding vessel. If the vessel’s blood is challenge if you are attempting to bite or
consumed while the vessel has a Dyscrasia, the Grapple your target.
condition will temporarily affect the vampire,
manifesting as an unconscious process. While
‡ Envy: Gain a +1 wild card bonus to your
all vampires are aware of the humors, the offensive test pool in a single Physical or
workings of Dyscrasias are far from an exact Social challenge against a character of equal
science and, according to some, are merely or higher social standing.
a psycho-somatic response. ‡ Principled: You may spend this Dyscrasia
in lieu of spending a point of Willpower to
TAPPING A DYSCRASIA retest when involved in a challenge against
an ideological enemy. Most often, this is
When a vampire feeds from a vessel with a vampire from a different sect.
a Dyscrasia, the Storyteller will provide the
player with a card that she can use at any time,
‡ Vengeful: Gain a +1 wild card bonus in a single
including outside her character’s initiative or challenge against a character if you have lost
during Celerity rounds. Using this card gives a previous challenge to her in the same night.
the character a one-time benefit depending on ‡ Vicious: You may spend this Dyscrasia in
the type of Dyscrasia. Unless otherwise stated, lieu of spending a point of Willpower to
this benefit lasts for only a single challenge. retest when involved in a challenge using the
A vampire can only benefit from a single Intimidation skill.
Dyscrasia. If the character later feeds from ‡ Driving: You may spend this Dyscrasia in lieu
another human or animal, the player must of spending Blood to activate a single Celerity,
forfeit her card as the blood in her character’s Potence, or Temporis power, including elder
system is diluted but she may receive a new powers, luminary powers, or techniques. Using
Dyscrasia if the vessel has one, resulting in this Dyscrasia in place of Blood to activate the
the player receiving a new card. A Dyscrasia power will not count against your maximum
must be used before the end of the night or its Blood spend per turn.
benefits will expire (players should also return
the cards to the Storyteller so she doesn’t have MELANCHOLIC DYSCRASIAS
to keep making new ones). The Storyteller will
determine if the criteria for using a Dyscrasia
‡ In Mourning: Gain a +1 wild card bonus
benefit is applicable but should allow to your defensive test pool in a single
some leeway. challenge involving Presence, Serpentis, or
Thaumaturgy: Path of Corruption.
‡ Lost Love: Gain a +1 wild card bonus to
your offensive test pool in a single challenge
involving Presence.
‡ Lost Relative: You may spend this Dyscrasia
to remove all of your current Derangement
points. This may not remove a Malkavian’s
final Derangement point.

296 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


‡ Massive Failure: You may spend this
Dyscrasia in lieu of spending a point of
Willpower to retest if you have already
lost a challenge to your opponent in the
same night.
‡ Reflection: You may spend this Dyscrasia
in lieu of spending Blood to activate
‡ Nostalgic: You may spend this Dyscrasia a single Auspex or Necromancy power,
in lieu of spending a point of Willpower to including elder powers, luminary powers,
retest when involved in a challenge using or techniques. Using this Dyscrasia in place
the Empathy skill. of Blood to activate the power will not count
‡ Recalling: If you are the defender, you may against your maximum Blood spend per turn.
spend this Dyscrasia in lieu of spending
a point of Willpower to retest if the aggressor SANGUINE DYSCRASIAS
is using a power that you have seen her use ‡ Contagious Enthusiasm: Gain a +1 wild card
at least 1 time before during the same night. bonus to your test pool against 1 target who
you are touching.
PHLEGMATIC DYSCRASIAS
‡ Smell Game: Gain a +1 wild card bonus to
‡ Chill: You may spend this Dyscrasia to your offensive test pool in a challenge that
gain a +3 wild card bonus to a single test involves your sense of smell.
to resist frenzy.
‡ High on Life: You may spend this Dyscrasia
‡ Comfortably Numb: You may spend this in place of a point of Blood to appear
Dyscrasia when an exceptional success lifelike, including a beating heart, a normal
is achieved against you in a Physical or coloration, and a passable autonomic system.
Social challenge to convert that success You will appear lifelike for one hour, and
into a normal one. If an effect automatically you may use this benefit even if you are on
makes your opponent’s success an exceptional a path. During this time, you gain a +2 bonus
success, determine if an exceptional success against any challenge that could determine
occurs through normal means. if you are a vampire. This benefit ends
‡ Eating Your Emotions: You may spend this immediately if you feed.
Dyscrasia to remove 2 Beast traits. ‡ Manic High: Gain a +1 wild card bonus to
‡ Given Up: Gain a +3 wild card bonus to your your test pool if you succeeded in the last
defensive test pool on your current challenge challenge you engaged in. The previous
if you relented to the previous challenge. challenge must have taken place within
The previous challenge must have taken 1 minute of the current challenge.
place within the last 5 minutes and cannot ‡ True Love: You may spend this Dyscrasia to
have involved an ally. gain a +2 bonus to your defensive test pool
‡ Lone Wolf: Gain a +1 wild card bonus to for a single challenge when using the assist
your test pool when acting alone. If allies or defender mass combat tactic.
other characters are assisting you, you cannot ‡ Stirring: You may spend this Dyscrasia
claim this bonus. in lieu of spending Blood to activate
‡ Procrastinate: Gain a +1 bonus to your a single Presence or Thaumaturgy power,
test pool on a single challenge if you have including elder powers, luminary powers,
voluntarily lowered your initiative by -5 or or techniques. Using this Dyscrasia in place
more during this round. This cannot be used of Blood to activate the power will not count
in conjunction with a surprise action. against your maximum Blood spend per turn.

Core Rules & Dramatic Systems Updates 297


X
Advanced Feeding (Optional Rules)
“Ah, I see you’re a left-biter. I’m more a right-biter, myself. I probably would have been
a left-biter too, but my sire trained it out of me when I was young, saying it was bad luck.
Isn’t it crazy that they used to do that? Oh – hey, I think your guy’s bleeding out….”
— Grey Ferret, Nosferatu Warrenmaster

The feeding system Feeding Vessels


presented in MET
VTM allows for This component is represented by Feeding Cards that contain information
efficient simulation of about the mortal that the vampire feeds on (see Feeding Cards below).
a vampire’s pursuit of Players make their Feeding Vessel selection by choosing a Feeding
sustenance; however, Card from the Rack component of the system (see The Rack below).
the introduction of The Feeding Card chosen represents their preferred Feeding Vessel.
the blood Resonance The Feeding Card shows which type of blood Resonance the Feeding
system motivates Vessel has, and players can choose their Feeding Vessel based on its
players to seek out characteristics. When a player chooses a Feeding Vessel, she removes
particular types of the Feeding Card from the table. If the Feeding Vessel has a Dyscrasia,
vitae to maximize the player keeps the Feeding Card until its benefit is spent or the card is
their advantages. To requested by the Storyteller (see Dyscrasia below). Each card that yields
incorporate Resonance such a Dyscrasia benefit can be used one-time. The one-time benefit is
of the blood into Mind’s applied to the character by handing the Feeding Card to the Storyteller.
Eye Theater, this
optional system allows Players should discreetly select their Feeding Vessel from the Rack, so
Storytellers to maintain other players are not aware of any advantage she might gain. As explained
a sense of scarcity below, and at the Storyteller’s discretion, not every Feeding Vessel has to
and competition for yield a Dyscrasia benefit. If the player selects a Feeding Card that does
resources while giving not have a Dyscrasia benefit, the player should note the blood Resonance
players the ability to on the Feedling Card for role-playing purposes and at some point give the
choose their character’s Feeding Card to the Storyteller.
preferred vessel from
the feeding options
as determined by the The Rack
Storyteller. As such,
the rules here replace This component of the system consists of multiple Feeding Vessels
the existing rules that represented by multiple Feeding Cards. The Feeding Cards are placed
allow players to spend face-up on a table for the players to make their selection. The table with
downtime actions the cards laid out represents the Rack; the best part of town to feed
toward feeding. This where vampires can prey upon vessels with ease. At the start of the game,
system has two primary the Storyteller will select Feeding Cards and place them face up on the
components: Feeding table. Players who arrive early to the game will find the Rack full of
Vessels and the Rack. potential choices. Players who arrive later may find that their preferred

298 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Resonance is unavailable and have to choose act of selecting a vessel and feeding from her.
from the remaining options. If the Storyteller As vampires are savvy predators, this action
allows, and it has been established during the is by default Masquerade-safe. Characters are
course of game play, special table sections of assumed to have taken all necessary precautions
Feeding Vessels represent by Feeding Cards can as part of their feeding, such as avoiding being
be set aside where only select characters may caught, licking wounds, applying the Kiss,
feed such as elders, court officers, members of and even the use of helpful disciplines. In
the Prince’s clan, or specific characters that are addition, characters are allowed to read the
only permitted in certain territories (see Feeding Feeding Cards, and will know in advance which
Territories below). Resonance each Feeding Vessel contains and
if the Feeding Vessel contains a Dyscrasia, and
may choose a Feeding Vessel that best suits
Feeding Cards her preferences or her agenda for that night. If
a character’s preferred Resonance is not found
Vessels for both the Feeding Vessels system and among the Feeding Vessels, she will have to
the Rack system are represented by Feeding choose between what is available or go hunting.
Cards. Choosing a Feeding Card simulates the

Core Rules & Dramatic Systems Updates 299


Qualities of Feeding Cards
Feeding Cards can take a variety of shapes and
forms, but at a minimum, each should have DYSCRASIA
4 qualities: The Dyscrasia indicates the benefit the character
receives from feeding from the vessel. If the
NUMBER Feeding Vessel has a Dyscrasia, the player takes
the selected Feeding Card with her and her
Each Feeding Card will have a number.
character can use the benefit at a later time
Typically, this is just to assist the Storyteller
by giving the card to the Storyteller. As most
keep track of the Feeding Cards, but it may
Resonance amounts to taste, a Storyteller is not
have significance to characters with feeding
required to include a Dyscrasia on every Feeding
restrictions (see Feeding Restrictions below).
Card. If no Dyscrasia is gained from the vessel,
In addition, and at the Storyteller’s option, the that should be indicated on the Feeding Card.
Feeding Card number could represent vessels
who are under the effects of substances or who DESCRIPTOR
have other interesting traits about them. The
In addition to the above qualities, Storytellers
Storyteller may choose to make these qualities
are encouraged to provide additional
discreet by selecting certain numbers in advance
information on each Feeding Card to bring more
and informing players after they have made
depth to the vessels represented by the Feeding
their selection.
Cards, such as appearance, occupation, or other
notable characteristics. Storytellers should adjust
RESONANCE this information from game to game as needed
The Feeding Card will also indicate its type of depending on the number of attendees and
Resonance from among the 4 humors. Animals other story related factors that may influence
may be available for feeding as well if the the types of Feeding Vessels represented by the
Storyteller wishes to add them. Feeding Cards.

300 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Feeding Restrictions VENTRUE CLAN WEAKNESS
Characters with this flaw are only able to draw
Characters with feeding restrictions do not have sustenance from a certain type of Feeding Vessel.
the same range of choices that other characters To represent this, the Storyteller designates
have. Most commonly, this is due to the Prey a small range of Feeding Card numbers for the
Exclusion flaw or the Ventrue clan weakness. player. Feeding Cards whose numbers fall within
As further explained below, players whose that range are among the category preferred by
characters have a feeding restriction must look that character. In most cases, the number range
at the Feeding Card’s number to determine if chosen should account for roughly 20% of the
that Feeding Vessel is appropriate. total deck of Feeding Cards to represent the care
the Ventrue must take to secure their preferred
PREY EXCLUSION Feeding Vessels. The Storyteller should establish
a different rule for each character such that
Characters with this flaw are unable to draw Ventrue players are not competing for the same
sustenance from a certain type of Feeding Vessel. Feeding Vessels.
To represent this, the Storyteller will designate
a small range of Feeding Card numbers. Feeding Example: Nisha the Ventrue has a feeding
Cards whose numbers fall within that range preference for distance runners. Her
cannot be fed upon by that character. In most Storyteller is working with roughly 100
cases, the number range assigned should not Feeding Cards and tells the player of Nisha
account for more than 10% of the total deck of that she may only select Feeding Cards
Feeding Cards. The Storyteller should establish with numbers that end in a 5 or a 9. The
a different rule for each character such that next game, the player of Nisha arrives and
characters with exclusions are not avoiding the sees 8 Feeding Cards left on the table in the
same Feeding Vessels. Rack section. She notes their numbers: 45,
68, 73, 74, 88, 89, 91, and 96. Of these, Nisha
Example: Lionel the Brujah has a Prey may only feed on the vessels represented
Exclusion for teachers. His Storyteller is by Feeding Cards numbered 45 or 89. She
working with roughly 100 Feeding Cards chooses the Feeding Card numbered 89.
and tells the player of Lionel that he cannot
prey upon any Feeding Vessel represented by Given their limitation, Ventrue are known to
a Feeding Card whose number ends in a 3. take great pains to ensure they have preferred
The next game, the player arrives later in access to Feeding Vessels. They will also
the night and sees 5 Feeding Cards left on carefully guard their feeding preference such
table in the Rack section. He sees 2 Feeding that their rivals are not able to determine their
Cards he likes and notes their numbers: 62 preference and diminish the available supply.
and 33. The Feeding Card with the number
33 on it happens to be a teacher, and Lionel
cannot feed upon it. Lionel notes this and
picks the other Feeding Card.

Core Rules & Dramatic Systems Updates 301


Sample Feeding Cards
The following are examples of Feeding Cards and the information they should have. Feeding Cards can be
purchased from By Night Studios or created by the Storyteller.

— NUMBER — — NUMBER —
50 91
— RESONANCE — — RESONANCE —
Phlegmatic (apathy, clam, lethargy, Sanguine (enthusiasm, vitality,
or indifference) excitement, or joy)

— DYSCRASIA — — DYSCRASIA —
Procrastinate: Gain a +1 bonus to Manic High: Gain a +1 wild card bonus to
your test pool if you voluntarily lower your test pool if you succeeded in the last
your initiative by -5 or more. This challenge you engaged in. The previous
cannot be used in conjunction with challenge must have taken place within
a surprise action. 1 minute of the current challenge.

— DESCRIPTOR — — DESCRIPTOR —

— NUMBER — — NUMBER —
75 14
— RESONANCE — — RESONANCE —
Melancholic (sadness, fear, Choleric (anger, violence, passion,
awareness, or melancholy) envy, or aggression)

— DYSCRASIA — — DYSCRASIA —
None Cycle of Violence: Gain a +1 wild
card bonus to your offensive test
pool in a physical challenge if
you’re attempting to bite or grapple
your target.

— DESCRIPTOR — — DESCRIPTOR —

302 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Go Fish: Feeding Outside ALTERATIONS TO
HERD BACKGROUND
of the Rack
Instead of the standard benefits
A player may decide that she wants to feed outside of the to the Herd background, apply
Rack. She may do this for any reason, such as if the Rack is the following: if the character
depleted or if she wants a different blood Resonance than seeking to feed has the Herd
what is available. To do this, she must spend 15 minutes Background, she will get one
outside of the game and find a Storyteller who has access additional Feeding Card for each
to the deck of Feeding Cards. She then engages in a simple dot of Herd the character has. If
challenge. If she wins, the Storyteller will present her with the character permanently suffers
3 Feeding Cards for her to choose from. If she ties, the from the Prey Exclusion flaw or
Storyteller will present her with 2 Feeding Cards, and if the Ventrue clan weakness, all
she loses, the Storyteller will present her with one Feeding additional Feeding Cards added
Card. The feeding character may then choose a Feeding through the Herd bonus will be
Vessel from the options presented. If she does not want to considered of an appropriate
feed from the vessels provided, she must wait another 15 type for the character, even
minutes to try again. if their number does not fall
within the card range set forth by
the Storyteller.

VISITING PLAYERS
Visiting or first-time players
can cause some complications
when it comes to feeding. These
players may not want to have
their characters feed in the
Rack, as they may not have
secured Hospitality just yet. The
Storyteller should allow those
characters to have fed elsewhere,
entering the game with full Blood
(subject to any feeding modifiers),
but without a Feeding Card. This
allows them to skip any line at
game check-in. Alternatively, the
Storyteller may place a number
of Feeding Cards in an area
designated just for visitors to
represent areas outside of the
city that are inaccessible to the
domain’s residents.

Core Rules & Dramatic Systems Updates 303


X
Feeding Territories (Optional Rules)
“Even in our darkest times, when we are at our most monstrous, we can still be virtuous if we
are but willing to confront the beastly desires and contain them. Though it can be difficult to
remember when it is all stained with so much crimson . . . .”
— Sue McCarthy, Tremere

A Storyteller may allow for feeding Territory Table


territories. A feeding territory is
a prearranged area in town where only
AVERAGE
select vampires may feed. Most typically, TERRITORY NUMBER
NUMBER OF
these are set up through a mandate from RATING OF CARDS
VAMPIRES
the domain’s leadership. The domain’s
Authority will publicly declare that 2 Feeding
a certain area is considered reserved for Small 1 to 2
Cards
feeding by a certain group.
4 Feeding
If a Storyteller wishes to allow for Moderate 2 to 3
Cards
feeding territories, she will begin by
determining how many additional areas 6 Feeding
Notable 4 to 5
there are within a city where vampires Cards
can safely feed and how large those
areas are. The number and size of these 8 Feeding
Significant 5 to 7
areas are up to her, and subject to the Cards
style of chronicle she wishes to run.
10 Feeding
If her chronicle involves the players Large 6 to 8
Cards
surrounded by enemies and constantly
battling for control, she may wish to
limit these additional areas. However,
she may also wish to add new areas if Example: Steven is running a chronicle based in
the players successfully capture territory Chicago. In addition to the Rack, he determines
or develop existing territory into ideal that there are 5 other feeding territories available:
feeding spots. Similarly, if the characters 2 small territories on the South and West sides
lose control of a territory due to the of the domain, a moderate territory in the South
presence of hunters, werewolves, a rival Side, and one notable territory in the Gold Coast
sect, or any other reason, the Storyteller area. Steven also decides that there is an additional
may remove or revoke territories. large territory controlled by NPC Anarchs and
A territory may also change in size for a significant territory controlled by a group of NPC
a variety of factors, such a change in Loyalist Assamites. For now, these last two areas
population or economic factors. are inaccessible to the PCs.

304 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


ASSIGNING TERRITORIES POACHING FROM OTHER TERRITORIES
By default, feeding territories are unassigned. When the Rack is depleted, the nearby feeding
The domain’s Authority may assign a feeding territories begin to look very tempting. Poaching
territory through public proclamation and to in another’s territory can lead to consequences,
what classification she wants. For example, she but only if one is caught. A vampire may
may designate an area the territory of a specific suspect that her territory has been poached by
pack or a clan, or she may grant territory to an encountering fewer Feeding Vessels but cannot
individual or even reserve an area for herself. be certain unless the offender is caught in the act
Thereafter, the domain’s residents are expected or leaves evidence of her trespass behind.
to abide by it. As a domain’s territories are
considered commonly known information, the If a character wishes to poach from another
Storyteller should mark these areas when setting territory, she should notify the Storyteller. If
up the feeding table (see Setting Up the Feeding any characters have spent downtime actions to
Table below). patrol the territory, the Storyteller will perform
a simple challenge with the poaching character
Domain leaders are free to indulge in as much for each downtime action spent on patrol. If the
self-dealing or favor-trading as their positions character wins or ties on the simple challenge,
allow in assigning territories. A domain’s she goes unnoticed. If she loses the simple
residents are known to grumble if a large challenge, she is caught by the character who
territory is reserved for too small a group spent that downtime action.
of vampires, especially during lean times.
However, a sufficiently powerful leader can do
as she pleases.

Core Rules & Dramatic Systems Updates 305


AVERAGE ATTENDANCE STANDARD NUMBER OF FEEDING CARDS

10 Players 14 Feeding Cards

20 Players 28 Feeding Cards

30 Players 42 Feeding Cards

40 Players 56 Feeding Cards

40+ Players Add 7 cards for every 5 players

ADJUSTMENT
FACTOR
(ROUND FRACTIONS UP)

Minor Masquerade Violations Reduce the card total by 1/10th

Notable Masquerade Violations Reduce the card total by 2/10ths

Severe Masquerade Violations Reduce the card total by 3/10ths

Mood: Slightly Festive Increase the card total by 1/10th

Mood: Notably Festive Increase the card total by 2/10ths

Mood: Very Festive Increase the card total by 3/10ths

306 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


— SETTING UP THE FEEDING TABLE —

— STEP 1: PREPARE THE AREA —


The Storyteller needs to designate an area to represent the Rack, ideally a table with plenty of
space, located near the check-in area. She will also need to prepare the game’s deck of Feeding
Cards in advance. If the game has any feeding territories arranged, she will separate those
Feeding Cards and indicate which areas are which.

— STEP 2: DETERMINE THE NUMBER OF CARDS —


The Storyteller should choose at least one Feeding Card for every player she expects to attend
the game session (regular attendees plus visitors) and add 2 additional Feeding Cards for every
5 players that will be in attendance at the game session to allow for some variety.
For example, if a Storyteller is preparing for a game which regularly has 18 to 20 players, she
should lay out 28 Feeding Cards.

The Storyteller is also free to adjust the total number of Feeding Cards to suit the current
mood and climate of her chronicle. For example, if there was a significant Masquerade breach
during the last game, the Storyteller should reduce the number of Feeding Vessels available.
Alternatively, if an event is happening in the domain that makes feeding easier such as
a festival, sporting event, or the start of the tourist season, she can add additional Feeding
Cards to represent this.

At her discretion, the Storyteller may also determine additional factors that influence the total
number of Feeding Cards. If desired, she may apply these factors to any feeding territories
within the game.

— STEP 3: CARD SELECTION —


The Storyteller will populate the Rack with the available Feeding Vessels, as well as any
feeding territories. This can be done by taking random Feeding Cards from the deck to
simulate a true luck of the draw. Alternately, the Storyteller may wish to capture the current
mood of the city by manually selecting or excluding certain blood Resonances and Dyscrasias.
This can be done to better reflect an ongoing plot or in reaction to the players’ actions.

— STEP 4: FEEDING —
Once the Feeding Cards are laid out, the players can line up in the order they arrived. Players
should give one another space when making their selections so that each player’s choice
remains discreet. If a player wishes to feed later in the night, she may spend 15 minutes out of
game and return to the table.

Core Rules & Dramatic Systems Updates 307


THE DECISION
The abandoned office building was just as they had left it: boarded up, windows blacked
out, and doors firmly locked. They often came here to think. Decisions such as the
one they were mulling could not be made lightly. The ramifications would be broad.
Existences would change and likely some would end. The lock was rusted a little, but
it clicked open with a little force. As they pulled the door shut behind them, they could
already hear the voices. A faint and indecipherable amalgam of reporters, writers, and
editors, all discussing their projects as the gopher takes coffee orders. Anazi drifted
through the voices, their eyes firmly shut, not needing to see to maneuver in these
familiar halls . . . .

Back and forth Anazi walked, pacing up and down the long-abandoned but meticulously
clean newsroom halls; always moving, never still. One particularly coherent thought
drowned out the others . . . .

Underestimate us, overlook us, build your “perfect” empire; we will be here long
after you are gone.

It was time to put the proverbial pen to paper. But first they must replay the events that
had brought Anazi to this crossroads. Ambling turned to purpose as Anazi entered the
old board room. It was here stories bore fruit or died on the vine. Here was where futures
unfold, where the stories are given life, or where they are sentenced to death. Anazi
closed the boardroom door behind them and turned to the long mahogany table as the
story began to take shape:

“We warned you about meddling with human politics, Prince,


and look at what it will cost you . . . .”

Anazi’s words floated out of their mind into the real word, their audible noise bringing old
memories forward to the present. The first of those that had betrayed them, overlooked
them, and downright ignored them . . . .

The ghostly memory of the Prince simply stared back at Anazi from the other end of
the table. Her back was to the sole window in the room. A defiant and confident frown
was plastered on her face. Anazi remembered that look; the Prince gave it often, every
time Anazi tried to warn the Prince against the arrogance of her actions. Now even upon
the face of this conjured facsimile of the Prince, it was etched in stone, right where the
expression of remorse should be — no, where it will be, soon enough.

Outside the window behind the oblivious Prince, smoke began rising. To mortals it would
be reported as a string of arsonist attacks. Anazi knew the fire would be brought down
from Above, wielded by His minions against the foul stain of vampirism. The smell of
burning ash wafted through the room. We see it now, Anazi thought, the Prince will see it
soon enough. Yet despite all those warnings the arrogant Ventrue, Elder and Prince, took
no heed and refused to see the coming future.

“You’re wrong, Anazi, I trust the Oracle.”

308 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


The Decision 309
The princely apparition shook her head, refusing to believe the reality of the situation to
come. She’s stupid to refuse it; our prophecies will be reality soon enough, Anazi thought.
We’re sure of that. But we can wait; we know patience. The anger and frustration inside
Anazi grew as they thought back to that conversation long ago.

Like an Editor-in-Chief, annoyed at a delinquent and useless beat writer, Anazi slammed
a fist on the table, playing into the role they had assigned themselves in this trip through
Anazi’s memories.

“You’ll be alone, with an empire of ashes.


Remember that moment, as we always will.”

The figure of the Prince faded from view like a puff of smoke being blown into the night
sky. The smell of brine now permeated the room. The gentle sound of rippling water
played on the edge of Anazi’s consciousness. The staccato footfalls of the bootheels of
Anazi’s next memory entered the room.

Taller was this woman; the business attire of the last figure replaced with skintight
leather that had been weathered by the salt water that hung in the air. This one was as
blind as her lover the Prince. She hadn’t even contemplated her betrayal yet. But Anazi
could see it. Like the retreating tide she would withdraw out to sea.

“And Baron... you’ll abandon us. And her.


You’ll lose her forever.”

Confusion washed over the Lasombra’s ghostly face, like clouds gathering in front of
the moon. As a member of the Camarilla, lover to the Prince, and feared by the city, the
words Anazi spoke were lies to her. Blatant lies. She couldn’t comprehend them, couldn’t
entertain them. But Anazi had heard, so had others. The pair’s bond was becoming
adulterated. The whispered rumors had spread. All was not right in the House of
Kings and Shadows.

“Baron? What? No, you’re wrong, Anazi, this is my home.


I would never — Just ask the Oracle.”

Anazi knew it couldn’t last and the Lasombra was stupid to deny it. Stupid to cling to
a lover (a Ventrue one at that) and a home with nothing but faith — faith in the “effortless
talent” of a false prophet, assuring everyone that everything would be just fine, and that
the Prince’s plan was sound. You can’t take the wandering out of a wanderer. Born at sea,
the Lasombra would never be happy on land. A betrayal out of a betrayer. That’s what all
Lasombra were, especially this one, as a human and a vampire. Anazi knew it when they
had first met the Corsair. Anazi knew it then and they knew it now more than ever. They
would all know it soon enough . . . .

“You should have listened to me. Instead, you will betray her,
your love. You will abandon her for the sea. When you return,
those you bring with you will fall at your feet as you watch
everything you love perish.”

310 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


With a dismissive wave of their hand Anazi turned their back on the memory, confident
that they had done all they could to make the betrayer see the truth. The memory
withdrew from Anazi’s mind like a retreating tide. Anazi knew what came next; no, who
came next.

What little light penetrated the abandoned boardroom faded as Anazi closed their eyes.
In the darkness there was a new light; a light of truth creeping out from the door frame
of a hidden room. It was a room hidden at the end of a maze of twisting hallways.

Centuries of learning, meticulous planning, and limitless anticipation and prognostication


told Anazi where to go. Anazi could travel these winding paths with ease now. While not
always a straightforward path, the destination — that solitary room — was always the
same: the truth.

“And you.”

The phantom man that stood at the entrance of the maze of hallways far behind Anazi
looked utterly lost, unable to see that path forward. Without the ability to navigate the
strands of possibility, this so-called Oracle was a prophetic waste. An Augur who couldn’t
see the future if it was drawn out for him by a cartographer. A Seer who lazily threw out
predictions that anyone with two brain cells could match to a million different scenarios.

Standing with their hand on the door Anazi looked back, through the walls that this false
prophet could not navigate.

“You can’t even see and yet others follow your words blindly.
Your vague promises are treated like gospel. Your half-truths
are evaluated as factuality. Always trusted, never wrong,
but never truly right.”

The rival false prophet homed in on Anazi’s words, moving with careless abandon
through the maze between the two Malkavians. Behind him trailed the faceless forms of
those that believed the truth the false prophet had spun from lies.

“You’re wrong, Anazi. Unlike you, I’m a true Oracle


born of talent. You toil and try and fail, but I simply know.
Do what you do best: blend in, scuttle off, and stay out of our way.”

Even now, in Anazi’s own conjured consciousness, the false prophet was using Anazi’s
voice to help guide him to the truth, because the supposed prophet could not find it
himself. “Every time Malkavian,” Anazi thought, “I will remember every single time one
of you told me that. Every time my expertise was overlooked and ignored. Every time you
stood on the brink of another foolish decision and stepped forward anyway. Eventually,
one of those blind missteps will be your last.”

“Soon, they will come. They will bring hellfire


down on all of you. Sun will breach your havens,
wood will pierce your hearts, and the wicked will
feed on your corpses. Because you couldn’t be patient.
You couldn’t weather the storms. You couldn’t listen.“

The Decision 311


312 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE
The words of Anazi echoed through the empty boardroom to find home in the imagined
minds of the maze runners. The truth they spoke was deafening; the apparitions cowered
briefly, not accustomed to this tone from Anazi. As if sensing impending doom, they
scattered, foolishly taking any path that might lead to the exit from this nightmare. Anazi
hoped that in the end this would be their true reaction. Even after it was too late, Anazi
hoped they would finally acknowledge they had been wrong and Anazi had been right.

They were saying something now as they ran through the maze of possibilities; they
were desperate for something. They were probably pleading for their help. Finally, they
were willing to listen, but these appeals were too far off in the distance to hear. Anazi no
longer cared if they listened. Anazi no longer wished to show them the truth. They had
ignored Anazi for too long, shrugged off their assistance like a sport coat no longer in
style. Anazi spoke one last time to the past, their decision finally made.

“We who spin the webs . . .


we understand how the strands are spun.”

The oracle and his blind followers faded into dust as the walls of conjured memories
crumbled into the present. Anazi turned the handle of the door, the lone substance left in
the void of their mind. Anazi had decided. Truthfully, the decision had been made before
they had even entered the abandoned building but Anazi had wanted to take one more
trip through the memories; to experience the betrayal as fresh as if it had just occurred.
Not to defend against their conscience but to feed their id, not their ego.

“We are alone, in the dark shadows of the nest


our consciousness has made. We are safe, of course,
as we always are. We looked for the patterns. We listened.
Now we will speak. Not with words but with actions.
We will sculpt the future. We will create the future.
We will craft the varnished truth.

They will come, because I will show them the way.


In your last moments, you’ll wish you had listened.”

Anazi left the abandoned newsroom, stepping back out into the warm night air and
gazing up at the clear sky. Soon it would be filled with smoke and ash. The quiet sounds
of the city would be filled with the cries of those who had ignored them and followed
the fools who had discounted Anazi’s warnings.

Anazi walked through the streets slowly, unseen and purposeful. Behind them, the
breadcrumbs of truth laid out for the hunters to see. Little insignificant clues left in
their wake and carefully placed for the discerning eye to discover. When assembled, they
would lead straight to the foolish vampires that had ignored Anazi. It was not that the
hunters would not have discovered the path on their own; Anazi was simply accelerating
the inevitable.

Stepping off this dangerous path, letting the trail lead past and away from them, Anazi
looked back one last time before entering the dark safety of their nest.

“Our truth is the only truth.”

[Silence]

The Decision 313


— Chapter VIII —

HUNTERS EXPANDED

“It is cowardice that motivates you, not wisdom.”

T
— Jaws, Nosferatu

The greatest threat to vampires is the humans who know of their existence. To minimize
that threat, every sect has ancient traditions and protocols to keep mortals distracted and
oblivious to their machinations. No plan is foolproof however, and throughout history the
truth of the existence of supernatural creatures has been revealed to the discerning few.
Most mortals who learn of vampires seek to destroy them; a universal fact that permeates
these modern nights.

These nights have seen the continued rise of the hunters. These hunters take many
forms, from zealots and government operatives, to hedge magicians, psychics, and even
conspiracy theorists. Driven by revenge, fear, jealousy, or righteous indignation, all
hunters share the same goal: destruction of vampires and the other monsters that lurk in
the shadows. As knowledgeable individuals and covert government agents work to locate
and destroy the supernatural, vampires across the globe have been forced to reassess their
actions and formulate new plans for their continued survival.

To expand upon the hunter threat, the rules presented below supplement the existing
hunter mechanics contained in MET VTM, Chapter Twelve: Allies and Antagonists,
and provide additional tools for Storytellers and greater challenges to player characters.

314 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


— EPIC NPCS —
Storytellers running an epic chronicle in which player characters have high levels of XP may
wish to utilize the optional Epic Chronicle Stock NPC rules. These NPCs could be renowned
Project Twilight hunters, high-ranking members of the Arcanum, or provincials of faith. Using
this system, Stock NPCs have a rating between 1 and 10, with Stock NPCs rated between 6-10
providing an increased level of challenge. For example, a Stock NPC with a rating of 10 uses
a test pool of 20 for most opposed challenges.

In addition, unlike most Stock NPCs, Epic Chronicle Stock NPCs possess, use, and regain
Willpower. They have a Willpower pool equal to their Stock NPC rating. This is an exception
to the rule preventing Stock NPCs from having and using Willpower. While they can use
Willpower to retest, this Willpower does not factor into defense test pools when resisting
Mental and Social challenges.

Hunters Expanded 315


X
Hunter Groups, Individual Hunters,
& Hunter Cells
Below are rules for creating Hunters of Faith, hunters that work for or with Project Twilight, and hunters
who are part of the Arcanum; however, not all hunters are members of such formal organizations. Many
hunters that stalk the night are single individuals or small collectives of like minded people who have had
terrifying encounters with the supernatural and who now seek to avenge some wrong.

When creating unaffiliated individual hunters or small hunter cells, Storytellers should arm these NPCs
with weapons that cause aggravated damage or that have the Staking quality. In addition, Storytellers
may create hunters with the Psychic Numina or Hedge Magic Tools of the Trade if such abilities suit
their hunter concept (see the Hunters: Arcanum below for details on Psychic Numina or Hedge Magic).
Hunters that possess Truth Faith should be built pursuant to the Hunters: Those of Faith rules set forth
below regardless of whether they are members of an organized religious group, sole actors, or members of
an unaffiliated hunter cell. Hunters without True Faith should not have access to Truth Faith mechanics,
Minor Miracles, Major Miracles, Theurgy, or Holy Items.

Under no circumstances should unaffiliated hunters have access to Drones and Serums (both of these
Tools of the Trade are available only to Project Twilight hunters), and Imbued Items and Simulacrums
(both of these Tools of the Trade are available to only the Arcanum). See below for more information on
these specific Tools of the Trade.
Z

Hunters: Those of Faith


NPCs of faith may act with unified purpose, but each
member’s motivations are deeply personal. In most cases,
hunters of faith will not simply charge in and attack
vampires without thought to their personal safety, but rather
make use of strategy, espionage, and circumstance to gain the
upper hand.

Hunters of faith NPCs may possess the following abilities


(these supersede the antagonist entry in MET VTM,
Chapter Twelve: Allies and Antagonists):

‡ A True Faith Rating equal to half their Stock NPC rating


rounded up (see below);
‡ Access to Minor and Major Miracles depending on her
True Faith Rating (see below);
‡ A specialization in up to two paths of Theurgy (see below);
‡ Holy Weapons (see below).

316 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Tools of the Trade MINOR MIRACLES
Hunters of Faith also gain the ability to perform
Minor Miracles. Each night, a character who
TRUE FAITH specializes in True Faith may call upon any one
Those who are truly faithful, even beyond the Minor Miracle of her choice for each level of her
zealotry of belief, are occasionally granted True Faith rating to a maximum of 5, granting the
special blessings and abilities through their deep ability to use its effect for one hour. Any Blood or
connection to the divine. Characters with True Gnosis cost required by these powers may be paid
Faith are not mere believers; rather they possess by spending a single point of True Faith.
a deeply personal sense of devotion. True Faith
is not limited to the practitioners of a single
‡ In Bestia: This Minor Miracle has the
religion and can manifest in devout followers same effect as the Technique: Control the
who are not part of any organized hunter group. Savage Beast.
Although True Faith is a universal concept, it is ‡ Domine Exaltetur Manus Ignis: This Minor
rare to encounter such a devout individual. Miracle has the same effect as the Brujah
Merit: Burning Wrath.
True Faith is rated on a scale of 1 to 5. The
powers afforded to the faithful depend on this
‡ Praesidium ab Ignis: This Minor Miracle has
rating, as described below. A character with True the same effect as the Technique: Flame’s Bane
Faith cannot be Embraced. If a vampire attempts (NOTE: does not register as infernal).
to Embrace a character with True Faith, the ‡ Verum Percutiens: This Minor Miracle has the
victim will simply die. same effect as the Technique: Bull’s Eye.

NPC of faith may specialize in True Faith. This


‡ Terribilis Atque Ictu: This Minor Miracle has
grants her a True Faith rating and a number of the same effect as the Technique: Fearful Blow.
True Faith traits equal to half her NPC rating ‡ Manu Dei: This Minor Miracle has the
rounded up, and grants her access to Miracles same effect as the Level 1 Werewolf Gift:
(see below). These traits are spent similar to Razor Claws.
Blood, but they return at the end of the night. ‡ Spatia Medicabilis Dextera Dei: This Minor
For more on the effects of True Faith, see MET Miracle has the same effect as the Level 1
VTM, Chapter Twelve: Allies and Antagonists, Werewolf Gift: Mother’s Touch.
page 491.
‡ Celeritate est Contra Naturam: This Minor
Miracle has the same effect as the Technique:
Bullet Time.
‡ Ultima Forum: This Minor Miracle has the
same effect as the Technique: Final Strike.
‡ Lux Dei: This Minor Miracle has the
same effect as the Level 1 Werewolf Gift:
Ursa’s Light.

Hunters Expanded 317


MAJOR MIRACLES THEURGY
Epic NPCs or Stock NPCs with a rating of 6 or Hunters of Faith can specialize in a form of
higher who possess True Faith may call upon divine power known as Theurgy. Many of these
any one Major Miracle per night, granting the powers are extremely rare. To simulate Theurgy,
ability to use its effect for one hour. Any Blood Hunters of Faith can purchase specializations in
or Gnosis cost required by these powers may be any of the following disciplines:
paid by spending a single point of True Faith.
The Major Miracles are:
‡ Via Necromantiae: Grants access to
Necromancy: Sepulchre Path;
‡ Irae Dei: This Major Miracle grants Potence ‡ Via Vindicta: Grants access to Valeren (NOTE:
up to her Stock NPC rating rounded up, to a Theurgy practitioner does not manifest
a maximum of 5. a third eye regardless of power level);
‡ Praesidii Dei: This Major Miracle grants ‡ Via Praesidium: Grants access to Obeah
Fortitude up to her Stock NPC rating rounded (NOTE: a Theurgy practitioner does not
up, to a maximum of 5. manifest a third eye regardless of power level);
‡ Celeritatis Dei: This Major Miracle grants ‡ Via Societas: Grants access to Presence;
Celerity up to her Stock NPC rating rounded
up, to a maximum of 5.
‡ Via Veritas: Grants access to Auspex;

‡ Gratiae Dei: This Major Miracle grants the


‡ Via Praeceptum: Grants access to Dominate;
Werewolf Gift: Unicorn’s Grace. ‡ Via Ignis: Grants access to Thaumaturgy: Path
of Flame.

318 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


— Sample Hunters of Faith —

STOCK NPC:
SHAMUS GLASS, DEVOTED PRACTITIONER

Stock NPC: Rating 4

Specializations: Via Veritas (Auspex), Investigation,


Dodge, Firearms

Health Levels: ●●●●

Mana: ●●●●● ●●●


Hunters of Faith may specialize
Special: True Faith Rating 2, Minor Miracles: Celeritate
in up to two paths of Theurgy.
Instead of spending Blood to fuel est Contra Naturam, Ultima Forum.
the powers of Theurgy, Hunters of
System: Shamus has a test pool of 8 in most challenges.
Faith spend Mana. Hunters of Faith
In challenges involving Investigation, Dodge, or Firearms,
have a mana pool equal to twice
the test pool is 13.
their Stock NPC Rating. They can
spend up to 2 Mana per turn. Mana
is refreshed every morning when
the hunter wakes.
EPIC STOCK NPC:
HOLY WEAPONS FATHER NATHANIAL OBER
Hunters of Faith have access to Stock NPC: Rating 8
weapons that have been blessed.
While many Hunters of Faith Specializations: Via Vindicta (Valaren), Via Ignis
make use of Minor Miracles, some (Thaumaturgy: Path of Flame), Melee, Dodge, Drive,
hunters prefer bare fists and bladed Investigation, Occult, Lore: Infernal, Lore: Vampire,
weapons. A hunter with a True Lore: Werewolves, Lore: Thaumaturgy, Lore: Necromancy
Faith rating of 3 or more may bless
a melee or ranged weapon, applying Health Levels: ●●●●● ●●●
the quality Strange Composition:
Holy in addition to its normal two Mana (2 per turn): ●●●●● ●●●●● ●●●●● ●
qualities. A weapon with the Holy
Willpower: ●●●●● ●●●
quality deals aggravated damage
to all supernatural creatures Special: True Faith Rating 4, Minor Miracles: Praesidium
regardless of type. Supernatural ab Ignis, in Bestia, Lux Dei, Domine Exaltetur Manus
creatures cannot hold or wield these Ignis
weapons. These weapons do not do
aggravated damage on awakened Equipment: Gladius: Accurate, Deadly, Special
mortals, such as ghouls, kinfolk, or Composition: Holy
kithain; however, awakened mortals
cannot hold or wield them. System: Nathanial has a test pool of 16 in most challenges.
In challenges involving Melee, Dodge, Investigation, Drive,
The Holy quality lasts for 24 hours. Occult or Lore: Infernal, the test pool is 21.

Hunters Expanded 319


Z
Hunters: Arcanum Tools of the Trade
Members of Arcanum are known for their
secrecy and discretion. A society of occultists PSYCHIC NUMINA
who recognize that there is more to their world Due to their study and exposure to the
than most people were willing to believe, as supernatural and paranormal, some members
interest in the occult flourished the Arcanum of the Arcanum have developed Psychic Numina
established chapter houses throughout the and can purchase specializations in any of the
world. Offering its members profound insight following disciplines:
in the mystic and mythical, as knowledge
of the supernatural grew so too did the
‡ Auspex;
Arcanum’s concerns about the motivations and ‡ Dominate;
mechaniations of the paranormal. In these ‡ Obfuscate;
modern nights, members of the Arcanum are
just as likely to be steadfast researchers as
‡ Thaumaturgy: Movement of the Mind;
they are hunters looking to purge the world of ‡ Thaumaturgy: Path of Technomancy.
perceived horrors. Arcanum hunters with Psychic Numina use
Arcanum NPCs can possess the following Focus to fuel the Psychic Numina, not Blood.
abilities (these supersede the antagonist entry Those with Psychic Numina have a Focus
in MET VTM, Chapter Twelve: Allies and pool equal to twice their Stock NPC rating. In
Antagonists, page 492). addition, they can spend 2 Focus points per turn.
Focus is refreshed every morning upon waking.
‡ They may possess Psychic Numina (see below);
‡ They may specialize in paths of Hedge Magic HEDGE MAGIC
(see below); Hedge Magic has existed among mortals in
‡ They can create and utilize a number of various forms since the beginning of recorded
Imbued Items up to their Stock NPC rating history. Unlike Psychic Numina which are
(see below); innate abilities, Hedge Magic is learned through
‡ They can create and control a single research and study. Over the course of a century,
simulacrum (Epic Arcanum NPCs only). the Arcanum have amassed a number of paths of
Hedge Magic.

Hedge Magic practitioners spend Mana to


power Hedge Magic instead of Blood. To
represent Hedge Magic, Arcanum members
can purchase specializations in any of the
following disciplines:

‡ Thaumaturgy: Lure of Flames;


‡ Thaumaturgy: Path of Conjuring;
‡ Thaumaturgy: Path of Corruption;
‡ Thaumaturgy: Green Path;
‡ Thaumaturgy: Neptune’s Might;
‡ Thaumaturgy: Caelestikinesis;
‡ Thaumaturgy: Path of Weather Control;

320 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


‡ Necromancy: Ash Path;
‡ Necromancy: Bone Path;
‡ Necromancy: Sepulchre Path;
‡ Necromancy: Path of Grief.
Arcanists with Hedge Magic have a Mana pool
equal to twice their Stock NPC rating. They can
spend 2 Mana per turn. Mana is refreshed every
morning when the Arcanist wakes.

IMBUED ITEMS
Created through modern techniques of alchemy
and Hedge Magic, the Arcanum has a potent
arsenal to observe and combat supernatural
creatures, including a number of supernaturally
enchanted weapons. Storytellers are encouraged
to create their own Imbued Items by borrowing
from any Blood Magic ritual that creates an
object for limited use. Storytellers may also
create Imbued Items by using the creation rules
for talens located under Fetishes in the MET
Werewolf: The Apocalypse Core Rulebook;
however, such objects are powered by Mana and
not Gnosis. Characters may not activate these
items unless they have access to Mana, rendering
captured items non-functional curiosities at best.

Imbued Items have the following characteristics:

‡ They must be activated by spending 1 point


of Mana;
‡ The magic within an Imbued Item fades after
one month unless 1 point of Mana is spent to
reimbue it;
‡ The magic within an Imbued Item is depleted ‡ Dead Eyes: Stylish and Masterwork sunglasses
after one use and then must be reimbued; that convey the effect of the Necromantic
‡ Reimbuing an item requires one night of Ritual: Sepulchral Beacon;
dedicated study. ‡ Performance Enhancing Potions (“P.E.Ps.”):
Healer’s Poultice – Level 3 Talen (Restorative
Example Imbued Items: (2) and Purifying);
‡ Revert to Original Configuration Stone ‡ Really Aggressive Gene Elixir (“R.A.G.E.”):
(“R.O.C.S.”): Functions identically to Stone of Acts as a Level 4 Talen (Accurate, Fast,
True Form; Hazmat: Fire);
‡ Heartseeker: Works as a Shaft of ‡ Death Scarf: Acts as a Level 3 Talen
Belated Quiescence; (Masquerading: Vampire).

Hunters Expanded 321


— Sample Arcanum SIMULACRUM
(EPIC ARCANUM NPCS ONLY)
Stock NPCs —
These specialized Imbued Items represent magically
powered and rudimentary intelligent creatures created by
STOCK NPC: senior members of the Arcanum. As their creation requires
LENORA SMITH a significant amount of effort and resources, they are only
available to Epic Arcanum NPCs. Simulacrum function
Stock NPC: Rating 3 as Retainers under the Stock NPC rules in that they can
act separately but are typically under the control of the
Specializations: Investigation, Necromancy: Arcanist. They are considered to be magical constructs but
Sepulchre Path, Occult are semi-sentient.

Health Levels: ●●● Simulacrum all have the following characteristics:

Willpower: ●●●●● ● ‡ They are dormant until activated with the expenditure
of 1 Mana;
Imbued Items: Dead Eyes
‡ Unlike most imbued items, their magic does not fade
System: Lenora has a test pool of 6 in after one month;
most challenges. In challenges involving ‡ Simulacrum can be affected by mind-controlling powers,
Investigation and Occult, her test pool is 11.
such as Dominate, but are immune to emotion-altering
powers, such as Presence;
‡ Simulacrum can be created with the Giant Monster and
EPIC STOCK NPC: Animal Retainer qualities.
ALESSIO ROSALES
Example Simulacrum
The Bilingual Investigation and Reconnaissance Drone
Stock NPC: Rating 8
(“B.I.R.D.”) is a flying construct. While it looks and appears
Specializations: Necromancy: Path of Grief, to be a normal bird, it is neither living nor fully sentient.
Necromancy: Path of Ash, Thaumaturgy: Its use is limited to observing and reporting. These
Path of Corruption, Dodge, Firearms, simulacra are usually used by senior members of the
Occult, Survival, Lore: Shadowlands, Lore: Arcanum to either guard places of import or to perform
Vampires, Lore: Wraths, Lore: Najaraga, aerial scouting missions.
Lore: Giovanni

Health Levels: ●●●●● ●●●

Mana (2 per turn): ●●●●● ●●●●● ●●●●● ●


— Sample Simulacrum —
STOCK NPC:
Willpower: ●●●●● ●●●
B.I.R.D. STOCK NPC
Equipment: Pistol (Accurate, Fast), B.I.R.D.
Stock NPC: Rating 4
Imbued Items: P.E.P. x2, Death Scarf, Specializations: Investigation, Stealth, Athletics, Awareness
R.A.G.E., R.O.C.S.
Bonus: Linguistics 2 (English, Japanese)
System: Alessio has a test pool of 16 in Health Levels: ●●●●
most challenges. In challenges involving
Animal Retainer Qualities: Fleet, Intelligent
Dodge, Firearms, Occult, Survival, Lore:
Shadowlands, her test pool is 21. System: This B.I.R.D. has a test pool of 8 in most challenges.
In challenges involving Investigation, Stealth, Athletics, and
Awareness, her test pool is 13.

322 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Z
Hunters: Project Twilight they simply charge in and attack vampires
without thought to their own safety. If Project
Project Twilight encompassess government Twilight operatives have been deployed to
hunters that work for organizations with a city, something has gone terribly wrong for
national or international reach. These NPCs the vampires.
are not the same as local authorities such as
the town sheriff, county officers, or even run of In addition to access to weapons that can
the mill FBI Agents. As specialized operatives cause aggravated damage to supernaturals
employed by many different governmental (i.e. sliver weapons to use against werewolves,
agencies, Project Twilight members are wooden stakes and flamethrowers to use against
mysterious and powerful hunters who have vampires, etc.), Project Twilight NPCs have
access to cutting edge technology and who access to the following tools of the trade:
possess knowledge specific supernatural
weaknesses. These NPCs should not be created
‡ Drones (see below);
as frivolous, disposable antagonists nor should ‡ Serums (Epic Project Twilight NPCs only).

Hunters Expanded 323


Tools of the Trade Influence Detection (“S.I.D.”) which codes their
access to the assigned user’s biometric data.
Their inventory is also painstakingly monitored
S.I.D. DRONES such that missing devices are tracked and agents
One of the most significant tools of Project are sent to retrieve them. Most vampires and
Twilight is surveillance drones. Having evolved other supernatural creatures know better than
at a rapid pace, drone technology is utilized to to attempt to capture and repurpose one of
locate and act against supernatural creatures. these drones, as possession of this hardware is
The use of drones is limited to NPCs and pretext enough for Project Twilight to conduct
should not be acquired, captured, or created a daytime raid for its retrieval.
by player characters. Drones are treated
similar to retainers in that they may act at the SERUMS
direction of the NPC controlling them who (EPIC PROJECT TWILIGHT NPCS ONLY)
does so via remote control. All drones have the
Epic NPC Project Twilight hunters have access
following characteristics:
to drug serums that offer an array of powerful
‡ They are 5-point Stock NPCs; effects to even the score against the supernatural.
‡ They are made from materials that render Project Twilight Epic NPCs may access 1 dose
them inert after two weeks unless recharged at of serum per month for each level of their Stock
a Project Twilight base station; NPC rating. Injecting oneself with a serum is
a simple action and its effects last for one hour.
‡ They are outfitted with a special A.I. program
Each serum bestows a number of dots of the
called Supernatural Influence Detection
listed discipline, equal to the NPC’s stock rating
(“S.I.D.”) (see below);
(to maximum of 5) and does not require fuel to
‡ They may purchase Animal Retainer qualities be spent to activate the effects, such as Blood.
to simulate their differing capabilities; The use of a serum is severely taxing to the user
‡ They may freely utilize Aerial Combat and most NPCs may only be under the influence
Maneuvers once per turn without of a single serum at a time. Stock NPCs of rating
spending Willpower; 6 and higher can withstand up to 2 serums, and
‡ They are immune to Mental and Social Stock NPCs of rating 10 can use up to 3 serums
powers that affect biological targets, such as at a time.
Animalism, Dominate, and Presence. They ‡ Iron Blood: The serum grants the user access
are considered machines for the purposes
to Fortitude.
of Technomancy and other powers affecting
mechanical targets;
‡ Faeremones: The serum grants the user access
to Presence.
‡ They can be armed with ranged weapons that
are built using the ranged weapon rules; ‡ Quicksilver Serum: The serum grants the user
access to Celerity.
‡ They are created in a highly specialized
environment by unmanned machines and ‡ Riot Juice: The serum grants the user access
cannot be created by player characters. to Potence.
Project Twilight drones are not easily acquired. ‡ Smarties: Each serum is attuned to a specific
Drones used by Project Twilight are illegal Mental or Social skill. This type of serum
for civilians to possess. All drones employed grants the user a +3 wild card bonus to any
by Project Twilight have been outfitted with uses of that skill in addition to any skill
a special A.I. program called Supernatural specialization the NPC may possess.

324 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


When a serum wears off, its user — Sample Project Twilight
experiences withdrawal symptoms
for the next hour unless she takes
Stock NPCs —
another serum. These symptoms
are typically a period of intense
sensitivity in deep contrast to the STOCK NPC:
abilities they just experienced, such AGENT GRIMES
as feelings of lethargy or weakness,
extreme physical sensitivity, or Stock NPC: Rating 5
a deep need for social isolation.
Specializations: Drive, Firearms, Intimidation,
As part of the research that went Dodge, Melee
into their creation, the serums
Health Levels: ●●●●●
are coded only to activate in
conjunction with normal human Mana: ●●●●● ●●●
biology. They have no effect
when consumed by supernatural Equipment: Revolver (Accurate, Deadly), Katana
creatures, including ghouls or (Accurate, Brutal), Wooden Handled Shovel (Staking,
kinfolk, or when serum-infused Deadly)
blood is consumed by a vampire.
System: Agent Grimes has a test pool of 10 in most
challenges. In challenges Drive, Firearms, Intimidation,
Dodge, Melee, his test pool is 15.

EPIC STOCK NPC:


­— Sample Drone — SPECIAL AGENT A. TOMPLAIT

Stock NPC: Rating 7


WASP DRONE
Specializations: Dodge, Drive, Firearms, Investigation,
Stock NPC Retainer: Rating 5
Occult, Stealth, Special: Drones.
Specializations: Awareness, Stealth,
Health Levels: ●●●●● ●●
Investigation, Occult, Computers
Willpower: ●●●●● ●●
Special: To mimic its qualities it
possesses the Animal Retainer traits Equipment: Pistol (Accurate, Fast), WASP Drone
Fleet (1), Stealthy (1), Intelligent (3)
Serums: Smarties (Investigation), Smarties (Stealth),
System: WASP Drones have a test Quicksilver x 2
pool of 10 in most challenges. In
challenges involving Awareness, System: Agent Tomplait has a test pool of 14 in most
Stealth, Investigation, Occult, challenges. In challenges involving Dodge, Firearms,
Computers, its test pool is 15. Investigation, Occult, Stealth, her test pool is 19.

Hunters Expanded 325


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326 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


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Backers 327
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Dove “Sun-
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328 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


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Thomas Ricks
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Caroline Tanzi Kenneth Oliver Pip Padden
Gunther McAllister
Casey Hill Kerry Hendricks Raimar Lill
Heather Vogler
Cassandra Wire Kevin Mathe Randall Crawford
Holger van Doorn
Charles Harris Kevin Schluter Raymond Sweetsir III
Ian Smith
Chris Byers Kingston by Night Rem Kosluchar
Ian Stickles
Chris McDonnell Kristine Hertel Robert Anderson
Illara Jaye Sunsurn
Chris Tsigalas Kyle Johnson Robert Gregory Luciani
Jacob Bieber
Christopher Bishop Lauren Agne Robert Tucker
Jacob Slutsky
Clifden Corcoran Lawrence Cicchetti Ronald Rose
James Glass
Colin Germaine Lawrence Staffieri Ross Emslie
Jamison Leyrer
Cooper Boggs M. Alan Thomas II Sabrena R. Hambright
Jason Lawes-Murphy
Courtney Rindone Mark White Sam Damon
Jason Perez
Crystal A. Chappelle Martin Wheeler Sam Zurkan
Jayce Stauffer
Daniel Chase Marook Sean Ashcraft
Jayme Wooster
Daniel Sassaman Mason Guenhwyvar Sean Brokaw
Jeff Loye
Daniel T. Murphy Jennifer Seeley Matthew Carroll Sean Jones
Darold Morris Jennifer Smith- Matthew Holder Sean McKeown
Darren Baum Pulsipher Matthew McCoy Seth Quick
Darrin Jackson Jeremy Putman Matthew Wood Shawn Glass

330 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Shimon Klein Ted Pertzborn Trevor Mayes William Aguayo
Simon Legault Timothy Keeney Viviane Laferté William Petrizzi
Stephanie Greenwood Travis Shaw W J Netterville
Steven Sachleben Trent Schulze Wade Yorke

— Pretender Elder —
Alaric Reeves Eric Cooper Kevin Cooper Mr Mike Longley
Catherine Eve Glenn Moyer Mario “Lobo” Kellert Shawn Rife
Psycheshire Jeff Wilson Mateusz “Maeliraeth” Steve Tisdale
Charles D. Oliver Jessica Darke Rusin William Verheyden
Chris Kans Juanita Nesbitt Mathieu Dazé
Daniel Stolp Michael Neal

— Master Elder —
Adam Malkmus Frank G. Sanders Jose L. Burgos Jr. Pigeon Kaduck
Andrea Brock Herbert Hicks Jr. Keelin Poulopoulos Richard Steele
Bambi Parsons James Walther Kyle Clement Yan Beauchamp
Christopher Wolverton John Finkbiner Liam Keptner
David Thompson Jonathan Pam Mike Rilee

— Luminary Elder —
Alysa Brice David Egan Jamie Wilkinson Philip Wallace
Benjamin Kesner Doug Cook Jay “Effreem” Mendes Ralph Lacy
Bernard McManus Elaina Mendez Jay (Salvitus) Wright Raymond Zais
Brandon Moore Elzo Benzaquen Jennifer Fuss Selene O’Rourke
Bryan Lee Briggs George Dolby Jonathon Bickel Simon Blackbourne
Casey Corbin George Richard Barlett Kevin Meyer Yves “Morkeoth”
Daniel Fresco Isaac Krieg Kyle Morgan Chabirand

Backers 331
— Methuselah —
Astara Aspera Gideon Elijah Jason Brown Sarah Driscol
Butler Zuul Hawthrone Jeffrey Szappan Shane Robinett
Christian Major Michael Letsch Joseph Moon Silja “QueenPenguin”
David T Fuller Elizabeth “Liz” Malm Khris Kimberly Webb Sample

Jace Rodriguez Glen “Dr. Noth” Anglin- Nathaniel”Kelindel” Theodora Carter


Ingersoll Rankin Todd Miller
James “Boo” Johnson
Hilary Janzen Robert Recckia
Doug Laflin

— Master Methuselah —
Charlotte Svolos Damien Sentell John Mann Tandy Moore
Christian Schulz Danny Atkinson Nathan Kiser The Animals (Nork,
Christopher Johnson InuYasha Peter Camche Dumuzid, & Hawk)

Conner Nigrovic Jeanne Ingram Robert-Jon Pyle Timothy Snyder

— Antediluvian —
Bill Peterson Erik Mederos Matthew W. Lynn Shane Stimson
Bryan Ellis Josh Evans Mike Walter Timothy Brachtel
Corrigan Cassidy Kat Cawley Sebastian Tremmel Zach Viglianco

— Caine & Lilith —


Pruitt Scott Boyd Stephanie & Lewis

332 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


— Coterie —
Alex & Tamara Bicknell David Ongley Jon Farber Nathaniel Hodges
Ben Henry Harley Cox John Thompson Riley Crowder
Brandon Stanbrough Herbert Hicks Jr. Kevin Cyr Taylor Harrs
Caleb & Megan Slocum Joe Borneman Michael James Timothy Adams
Eshleman

— Troupe —
Adrian Ward Jamie Roy John Givens Robert Fry
James Devine Jason Patton Phillip Hazlet

— Anda Art Tier —


Courtney Rindone Robby Rindone

— Bratovich Art Tier —


John-Paul J. Pelletie

— Corsair Art Tier —


Princeton MES Chapter

— Creep Art Tier —


Ben Bailey

— Lhiannan Art Tier —


Daniel Hawthorne

— Nagaraja Art Tier —


John N. Perkins, Jr.

Backers 333
INDEX
A B Rarity, 45
Roleplaying Notes, 48
Abelene Heresy, 264 Baali
Lhiannan, 50—56
Abyss Mysticism, 98 Flaws, 281
Clan Weakness, 53
Ritual Ingredients, 99 Merits, 258—260
Disciplines, 50
Rituals, 100—113 Blood Resonance, 294
Flaws, 56
Level 1, 100 Dyscrasia, 296—297
Merits, 54—56
Level 2, 104 Humors, 295
Organization, 53
Level 3, 108 Bloodline
Rarity, 50
Level 4, 111 Anda, 31—35
Roleplaying Notes, 51
Level 5, 113 Alternative Clan Weakness, 33
Nagaraja, 57—63
Targeting 99 Disciplines, 31
Clan Weakness, 60
Test Pool 99 Merits, 34—35
Disciplines, 57
Accepted Paths of Enlightenment, Organization, 33
Flaws, 63
See Merits, Morality Rarity, 31
Merits, 61—62
Advanced Feeding, 298 Roleplaying Notes, 33
Organization, 60
Aerial Combat Maneuvers, 292 Bratovich, 36—39
Rarity, 57
Anarch Movement, 18 Alternative Clan Weakness, 37
Roleplaying Notes, 59
Anarchs, 18 Disciplines, 36
Bratovich,
Ancients, 14, 37, 284 Merits, 39
See Bloodline: Bratovich
Anda, Organization, 37
Brujah Flaws, 270
See Bloodline: Anda Rarity, 36
Animalism, 193—194 Roleplaying Notes, 37
Elder Powers, 193 Corsairs, 40—44
C
Camarilla, 15
Luminary Powers, 194 Alternative Clan Weakness, 43
Caitiff Flaws, 280
Arcanum, Disciplines, 40
Cappadocian Flaws, 282
See Hunters: Arcanum Merits, 43—44
Celerity, 198—200
Assamites Organization, 43
Elder Powers, 198—199
Flaws, 296 Rarity, 40
Luminary Powers, 199—200
Schismatic, 16 Roleplaying Notes, 43
Chimerstry, 201—203
Auspex, 195—197 Creeps, 45—49
Elder Powers, 201—203
Elder Powers, 195—196 Alternative Clan Weakness, 48
Luminary Powers, 203
Luminary Powers, 197 Disciplines, 45
Clan Specific Flaws, 268—285
Merits, 49
Clans of Death, 20
Organization, 48

334 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


Conclave of Prague, 16 Giovanni, 272 Hunter Groups, Individual Hunters
Corsairs, Lasombra, 273 & Hunter Cells, 316—325
See Bloodline: Corsairs Malkavian, 274
Creeps, Nosferatu, 275 I
See Bloodline: Creeps Ravnos, 282 Imbued Items, 321
Salubri, 283 Independent Alliance, 20—21
D Toreador, 276 Individual Hunters,
Daimonion, 204—206 Tremere, 277 See Hunter Groups, Individual
Elder Powers, 204—205 Tzimisce, 278 Hunters, & Hunter Cells
Luminary Powers, 206 Ventrue, 280 Ivory Tower, 15—18
Daughter of Cacophony Flaws, 284 Followers of Set Flaws, 271
Dementation, 207—209 Fortitude, 213—214 J
Elder Powers, 207—208 Elder Powers, 213 Justicariate, 17
Luminary Powers, 209 Luminary Powers, 214 Justicars, 17
Drones,
See S.I.D. Drones; G K
See Hunters: Project Twilight Gangrel Flaws, 271 Kineticism, 71—76
Dominate, 210—212 Gargoyle Flaws, 285 Charges, 72
Elder Powers, 210—211 Giovanni Flaws, 272 Celerity, 72
Luminary Powers, 212 Golconda Seekers, Learning Kineticism, 72
Dyscrasia, See Merits, Morality Techniques, 75—76
See Blood Resonance Test Pool, 72
H
E Hedge Magic, 320—321 L
Epic NPCs, 315 Heretical Paths of Enlightenment, Lhiannan,
See Merits, Mortality See Bloodline: Lhiannan
F Holy Weapons, 319 Lasombra Flaws, 273
Feeding, Humors,
See Advanced Feeding; See Blood Resonance M
See Blood Resonance Hunters, 316—325 Major Miracles, 318
Feeding Cards, Hunters: Arcanum, 320—322 Malkavian Flaws, 274
See Advanced Feeding Hedge Magic, 320—321 Melpominee, 215—216
Feeding Restrictions, Imbued Items, 321 Elder Powers, 215—216
See Advanced Feeding Psychic Numina, 320 Luminary Powers, 216
Feeding Territories Simulacrum, 322 Merits
Feeding Vessels, Hunters: Project Twilight, 323—325 Baali, 258—260
See Advanced Feeding Serums, 324—325 Bloodline: Anda
Flaws S.I.D. Drones, 324 Bloodline: Angelis Ater
Assamite, 269 Hunters: Those of Faith, 316—319 Bloodline: Bratovich
Baali, 281 Holy Weapons, 319 Bloodline: Corsairs
Brujah, 270 Major Miracles, 318 Bloodline: Creeps
Caitiff, 280 Minor Miracles, 317 Bloodline: Lhiannan
Cappadocian, 282 True Faith, 317 Bloodline: Nagaraja
Daughter of Cacophony, 284 Theurgy, 318—319 Morality, 261—267
Followers of Set, 271 Hunter Cells, Accepted Paths, 265—266
Gangrel, 271 See Hunter Groups, Individual Expanded Path
Gargoyle, 285 Hunters, & Hunter Cells Mechanics, 266—267

Index 335
Golconda Seekers, 267 Elder Powers, 232—233 Poisonous Thoughts, 91
Heretical Paths, 265—266 Luminary Powers, 233—234 Prevailing Force, 76
Minor Miracles, 317 Psychic Numina, 320 Quicksilver Contemplation, 88
Mortality, Sanguinary Expulsion, 90
See Merits, Morality Q Suck It Up, 89
Mytherceria, 217—218 Quietus, 235—237 The Iron Glare, 88
Elder Powers, 217—218 Elder Powers, 235—236 Unlock the Hidden Talent, 89
Luminary Powers, 218 Luminary Powers, 236—237 Wall of Force, 76
Temporis, 240—241
N R Elder Powers, 240—241
Nagaraja, Rack, Luminary Powers, 241
See Bloodline: Nagaraja See Advanced Feeding Thanatosis, 242—243
Necromancy, 116—147 Ravnos Flaws, 282 Elder Powers, 242—243
Path of the Graveborn, 116—119 Rituals, Luminary Powers, 243
Path of Grief, 120—125 See Abyss Mysticism, Rituals; Thaumaturgy, 148—185
Test Pool, 120 See Necromancy, Rituals; Green Path, 148—152
Path of Soul Binding, 126—131 See Thaumaturgy, Rituals. Test Pool, 148
Rituals, 132—147 Path of Caelestikinesis, 153—156
Level 1, 133—135 S Path of Neptune’s Might, 157—161
Level 2, 136—138 Sabbat, 19 Rituals, 162—185
Level 3, 139—142 Salubri Flaws, 283 Level 1, 163—166
Level 4, 142—144 Serpentis, 238—240 Level 2, 167—170
Level 5, 145—147 Elder Powers, 238—239 Level 3, 171—175
Nosferatu Flaws, 275 Luminary Powers, 239—240 Level 4, 176—179
Serums, 324—325 Level 5, 180—185
O S.I.D. Drones, 324 Thin-Blooded, 17
Obeah, 219—220 Simulacrum, 322 Those of Faith,
Elder Powers, 219—220 Spiritus, 77—85 See Hunters: Those of Faith
Luminary Powers, 220 Beast Spirits, 78—79 Theurgy, 318—319
Obfuscate, 221—223 Elder Powers, 84 Toreador Flaws, 276
Elder Powers, 221—222 Learning Spiritus, 78 Tremere
Luminary Powers, 222—223 Luminary Powers, 85 Flaws, 277
Obtenebration, 224—226 Techniques, 83 New Clan Weakness, 22
Elder Powers, 224—225 Test Pool, 79 True Faith, 317
Luminary Powers, 226 Tzimisce Flaws, 278
T
P Techniques, 75—76, 83, 86—91 V
Paths of Enlightenment, Alpha of the Pack, 83 V5 Disclaimer, 6, 14
See Morality, Merits Bliss, 89 Valeren, 244—245
Potence, 227—229 Catch a Whiff of Madness, 87 Elder Powers, 244—245
Elder Powers, 227—228 Cunning Counselor, 91 Luminary Powers, 245
Luminary Powers, 229 Distant Friend, 90 Vicissitude, 246—249
Presence, 230—231 Ensnaring Force, 75 Elder Powers, 246—248
Elder Powers, 230 Instantaneous Transformation, 90 Luminary Powers, 249
Luminary Powers, 231 Kinetic Wave, 76 Visceratika, 250—251
Project Twilight, Madman’s Quill, 87 Elder Powers, 250—251
See Hunters: Project Twilight Memory Rift, 88 Luminary Powers, 251
Protean, 232—234 Perfected Instincts, 83 Ventrue Flaws, 280

336 MIND’S EYE THEATRE: VAMPIRE THE MASQUERADE


ISBN 978-0-9911312-3-5

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