VTM Bns Vol2 PDF
VTM Bns Vol2 PDF
VTM Bns Vol2 PDF
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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
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
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.
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.
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.
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.
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.
“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.
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.
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.
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
E
more essential and, in that regard, the
Camarilla has not lost its edge.
‡ 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.
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.
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.
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.
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
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.
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.
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 . . . .”
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.
“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.
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.
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.
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.
I Anda
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.
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
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
Additional Bloodlines 37
E
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
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.
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.
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.
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.
I Creeps
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.
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
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
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.
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.
‡ 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
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
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.
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.
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.
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.
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.
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.”
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.
“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.”
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.”
Lucius smiled as he got into the driver seat. “Wait till that fucking Archon sees our
encore . . . .”
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.
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.
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.
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.
‡ 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.
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
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.
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.
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.
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.”
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.
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.
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.
She aimed.
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.
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.
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.
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
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.
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.
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.
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.
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
Violence Any minor/perceived act Break the offending Was that an insult? Yes.
(Destruction) of rudeness object or person You cannot stand for that!
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.
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
“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.
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.
“Grief is a weapon and a tool. With this act, I am allowing you to decide.”
— Judson Morton, clan Giovanni
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.
“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.
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.
— 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.
“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
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.
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.
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,
“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.
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.
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.
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.
“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.
“They can spit my name out of their mouth or their teeth. The choice is theirs.”
— Keeley “Banks” Melamed, Ancilla Tremere & Bahari
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.
“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.
“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!”
Benjamin watched the Gangrel with a look of superiority, perhaps even some amusement
as he met the eyes of the Gangrel.
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.
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.
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.
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.
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.
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.
COLLECTIVE COGNIZANCE
Auspex ●●●●● ●●
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.
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
INDESTRUCTIBLE
Fortitude ●●●●● ●●
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.
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
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.
Exceptional Success
On an exceptional success, Relentless Fury deals
4 points of damage that cannot be reduced by
Fortitude or armor.
JUGGERNAUT
Potence ●●●●● ●●
FLESH OF MARBLE
Protean ●●●●● ●
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).
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
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 ●●●●● ●●
RAMPART OF FAITH
Valeren ●●●●● ●
Vicissitude Elder Powers see or hear, you will sense if anyone approaches
within 3 steps, or if the Cocoon takes damage.
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.
Visceratika
Luminary Powers
ROCKHEART
Visceratika ●●●●● ●●
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.
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.
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.”
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.
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.”
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.
“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.
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.
“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 two surveyed the city together for a few more minutes, discussing their next steps
before separating to return to the salon.
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.
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.
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.
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.
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
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.
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.
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
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.
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
“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.”
“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.
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.
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.
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.
— 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 —
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.
ADJUSTMENT
FACTOR
(ROUND FRACTIONS UP)
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 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.
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:
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.
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.
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.
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.
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.”
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.
“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.
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.”
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.
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.
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.
[Silence]
HUNTERS EXPANDED
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.
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.
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
STOCK NPC:
SHAMUS GLASS, DEVOTED PRACTITIONER
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.
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
By Night Studios
extends its heartfelt
thanks to our generous
backers, who made this
book possible.
This work is yours as
much as ours.
Backers 327
— Thin-Blooded —
Adam Marrow Diamondtrim Daddy Ilan Norwood Matt Bosse
Slim
Agony Imani Thomas Michael MacDonald
Douglas Edwards
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Dove “Sun-
Alexis O’Donnell Jason Goodwin Michael Ryskiewicz
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Aron Hoskins Jean-François Seilhan Nicholas Dragisic
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Benzoate Smith Joe Pitts Nicholas Masterson
Dtrixsmiles
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Edward Seibert
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Charles Rose Eric Thorpe-Moscon Kelley L. Mcmahan Ryan-O Lord of the
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Christopher Burton Fco. Javier Valdés López Kristopher Marlow Tyler Russell
Cody Martin Gwenael Foret Logan Gill Wil Waskom
Dan Pipoly Ian Maxwell Mark Zohn X. X.
— Neonate —
25 Years of Vampire: Andrew Hermann Brett Ritter Christopher Gibbs
The Masquerade
Andrew Kempf Bruce Gray Christopher Lemanski
Podcast
Andrew Savill Bryan Himebaugh Christopher Rhodes
Aaron Gome
Ann-Kathrine Byron McCullough Christopher Richardson
Adam Benton
Mikkelsen Carley Biggins Christopher S. Berg
Adam Hobbs
Anthony Ingrao Carron Joe Christopher Blocher
Adam Lake
Arianna Parrish Charles Allen Christopher Szynkowski
Adam Mitchell
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Alaric Reeves Eric Cooper Kevin Cooper Mr Mike Longley
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Andrea Brock Herbert Hicks Jr. Keelin Poulopoulos Richard Steele
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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
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