Character Creation.   Posted by Character Creation.Group: archive 2
Character Creation
 NPC, 25 posts
Fri 17 Jan 2020
at 17:39
Character Creation
Character Creation

Characters begin and end with a story. Ask yourself who you want to play: a street-hardened punk or a sleek shark of the boardroom? Did you learn occult secrets in a tree-shaded quadrangle or your own strength in the dust and heat of Afghanistan? Did you live for others or for yourself, or like most people, for some combination of the two? Where did you draw the line? And after monsters redraw that line for you, what now?

Build the character in your mind’s eye with the dots and numbers of the Storyteller System as the skeleton, not as the soul. Don’t try to create the “best possible” character – not only does that defeat the purpose of drama, it’s also impossible to have more dots than a whole city full of predators, much less a whole World of Darkness. The game is about survival, terror, and tragedy – make a character who plays that game: a character who truly lives despite being dead.

Here is a helpful guide:

What do I do in this game?

Hunt for blood
Struggle with the Beast
Build and break relationships
Hide from, or fight, the Second Inquisition
Rule the streets
Protect the Touchstones of your Humanity
Rise to power
Plot against other Kindred
Unearth terrible secrets
Face the consequences of being a monster
Fight radical, primitivist werewolves

Creation Summary


What was your character’s name in life? What did they do? Where and when were they Embraced? What is their name now? Where are they now? Write your character’s name on the Relationship Map.


Pick your clan. Write your character’s sire on the Relationship Map along with relevant sect SPCs.


Take one Attribute at 4; three Attributes at 3; four Attributes at 2; one Attribute at 1.

Health = Stamina + 3
Willpower = Composure + Resolve.

Pick one Skill distribution.

Jack of all trades: One Skill at 3; eight Skills at 2; ten Skills at 1
Balanced: Three Skills at 3; five Skills at 2; seven Skills at 1
Specialist: One Skill at 4; three Skills at 3; three Skills at 2; three Skills at 1

Add free specialties to Academics, Craft, Performance, and Science Skills. Take one more free specialty.


Choose two of your clan Disciplines. Put two dots in one and one dot in the other.

For Caitiff characters, choose any two Disciplines. Put two dots in one and one dot in the other.
Thin-blood characters have no intrinsic Disciplines.


Pick your Predator type (see below) and apply it:

Add one of the listed specialties.

Add one dot to a listed Discipline.

Apply any associated Advantages or Flaws.


Spend 7 points on Advantages, and take 2 points of Flaws in addition to the ones gained from your Predator type. Thin-blood characters must take between one and three Thin-Blood Merits and the same number of Thin-Blood Flaws.

Add any new supporting cast from Advantages and Flaws to the Relationship Map.


Select one to three Convictions (see below).

Create an equal number of Touchstones (see below), each connected to one Conviction and add them to the Relationship Map.

Set your Humanity to 7.


Together with the Storyteller and other players, decide if your coterie are:

Neonates: Embraced between 1940 and a decade ago
12th or 13th Generation: Blood Potency 1
Spend 15 experience points

Character, Coterie, Chronicle

Storytellers and players shape their stories together in play, but they begin that process during character creation. Players build their vampire characters as part of a coterie, a term for a small group of associated Kindred – specifically, the group comprising the player characters. As that definition reminds us, the coterie starts out as part of a setting, one built by the Storyteller using the World of Darkness as its backdrop.

The story of the player characters, the coterie they form, and the ways that coterie explores (or battles against) the setting and the World of Darkness, becomes the chronicle. Thus all three elements – characters, coterie, and chronicle – influence each other from the beginning and throughout the game. That’s why the Storyteller and the troupe should design the foundations of those three elements together from the get-go.

The first session should be exciting for players and Storyteller alike, as the shape of the chronicle emerges. Here the preparations and plans of the Storyteller meet the characters the troupe creates and their own expectations for the game. Usually the Storyteller started designing their setting before the first session, so we’ll talk about that process first – but in reality, around the table, all three elements blend simultaneously.


The default game of Vampire happens in a city. Vampires need lots of food, and people cluster in cities. In the nights haunted by Second Inquisition kill squads and airport watch lists, vampires retreat to their feudal fastnesses. Where do you want to set your chronicle?

Your Storyteller may have an idea of what city they want to set their story in, or they may throw it open to discussion, or a better idea might emerge during the first sessions. Consider the following options and consult the Cities chapter (pp. 317-335) for a wealth of further detail.

Age and Generation

How old are the vampires you portray? Vampires from different centuries, or even from different decades, may hold very different values and beliefs from fledglings Embraced a week ago.

Your sire is one generation lower than you; an 11th Generation Kindred sires a 12th Generation lick. For game-balance reasons, all the characters should be of the same generation. If equal power among player characters doesn’t concern you, feel free to play a sire and their childe, or any other combination of Kindred that intrigues you. Please note in this case you will all be playing Childer and Fledglings. The other age groups are just included for anyone new to the system to better understand the terminology.

Childer or Fledglings: Embraced within the last 15 years, down to as recently as last week or last night for an all-fledgling chronicle. The more recent the Embrace, the more likely the characters are to be thinbloods of the 14th, 15th, or 16th Generation. However, new childer of the 12th and 13th Generation remain plausible even tonight.

Neonates: Embraced within a human lifetime, roughly between World War II and the present. Neonates are most likely of the 12th or 13th Generation. Thinbloods were vanishingly rare before recent decades, mostly because older Kindred persecuted them mercilessly as signs of Gehenna.

Ancillae: Embraced between the American Revolution and World War II, under 250 years old. An ancilla came of age during the modern era or at least in an era when the divine right of princes were becoming an eccentric joke instead of the foundation of society. It was the contrast between their relative modernity and the medieval mindset of the Camarilla that led to the rise of the Anarch Movement. Even hard-line Camarilla ancillae believe the system should loosen up – which other Kindred interpret to mean “give us more power.” Ancilla characters can be as low as 10th or 11th Generation.

Elders: Older than 250 years old, Ninth Generation or lower. The Beckoning slowly calls the elders to the Gehenna War.


Of the many undead societies, which one claims your characters? Each sect has its own distinct flavor, described elsewhere in this book and in detail in the Anarch and Camarilla sect books. Each sect below has only a brief descriptor, along with the default clans and most likely coterie types (p. 197) for players to consider. Starting off you will not be a member of either Sect though you'll have the opportunity to join either one in gameplay.

The Camarilla
During the early Renaissance, the vampire lords of the high clans created the so-called Ivory Tower to hide the Kindred from the mortal Inquisition. It has become one of the most powerful secret societies in history, subverting and infiltrating governments, corporations, organized crime, and mass media. Organized along feudal lines, with Princes ruling over the vampires of a city like dark lords of a bygone age, the Camarilla combines civilized order and ruthless cruelty. Camarilla chronicles concern the uses of power, the dead hand of the past, and the questions of safety and duty versus honor and freedom.

Typical Clans: Ventrue, Toreador, Nosferatu, Malkavian, Tremere, and dissidents from the Brujah and Gangrel clans. More recently they have been joined by members of the Banu Haqim and Lasombra clans as well.

Typical Coterie Types: Cerberus, Commando, Day Watch, Hunting Party, Maréchal, Plumaires, Questari, Regency, Sbirri, Vehme, and Watchmen.

The Anarchs
The Anarch Movement asks every vampire the question: “Why do you obey?” As old as the Camarilla, the Movement has finally been thrown out of the Tower as an unacceptable
threat in dangerous times. The result: war in the streets, new blood feeding new collectives and baronies, and inevitable purges. As many Anarchs march under black banners as red, and as many again just want to keep their heads down and figure out who their next meal is coming from. Anarch chronicles concern changing society, life under surveillance, the difference between ideology and actuality, and the price of revolution.

Typical Clans: Brujah, Gangrel, dissidents from the Camarilla clans, some Caitiff. Kindred of The Ministry are also becoming more common sights in Anarch Baronies.

Typical Coterie Types: Blood Cult, Champions, Commando, Fang Gang, Nomads, Questari, Sbirri, and Watchmen.

This message was last edited by the player at 22:14, Sun 19 Jan 2020.

Character Creation
 NPC, 26 posts
Fri 17 Jan 2020
at 17:54
Life Before & Core Concept
Core Character Concept

While you decide where your chronicle happens and whose claws you have fallen into, your core character concept emerges. Think of it like a pitch, a vague but hooky notion: “vampire hit man” or “really weird club kid prophet” or “Jessica Jones, except she drinks blood instead of whiskey.” If you know the Vampire setting, you might also have a clan concept in mind: “sweet old grandma, but a raging Brujah” or “Nosferatu cosmetic surgeon.”

As you figure out more about the story and setting, your core concept might shift or just come into better focus. Ask your fellow players and the Storyteller for ideas and suggestions if you’re stuck. Think about the coterie taking shape, and the sect you’ll be running with. Come up with concepts that play interestingly off other player characters; Maddie builds an arms dealer with a political conscience, so you build a Big Pharma doctor with military contracts.

It is your responsibility to create a character who works with the coterie or at least doesn’t sabotage the group or the game. Unlife as a vampire is far too dangerous to open yourself up to hostility from within; survival requires cooperation.

Decide why your vampire joined up with their Kindred companions, and why they stay together. Do they have a mission in common or an enemy? Are they mystically or politically connected? “The Prince made us” works perfectly well as an answer to the first question; you can aim your roleplay to answer the second question.

Choose Your Clan

If you haven’t yet, choose your character’s clan. (See Clans, below, for details and more archetype ideas.) Their clan describes your character’s essential lineage; they drank their sire’s vitae, so their sire’s clan – their Blood – determines your character’s own. The clans in presented below represent the majority of vampires in the lands of the Camarilla and the Anarch Movement. Other clans exist on the outskirts of the Jyhad, for now.

Perhaps you are not part of a recognized clan at all – that’s perfectly reasonable. However, those vampires don’t take well to outsiders. They call you Caitiff, and they would spit on you, were it not a waste of bloody saliva. Alternately, your Blood may be so thin that you have no clan – if you’re beginning a thin-blood chronicle, the decision is already made.

Creating a Thin-blood Character

Thin-blood characters have some rules differences during character creation. Thin-bloods pick no clan and gain no dots in Disciplines. Instead, they gain temporary Disciplines depending on the Resonance of the blood they consume and can also learn Thin-Blood Alchemy through a Merit or experience.

You must also choose between one to three Thin-Blood Merits and an equal number of Thin-Blood Flaws before choosing regular Advantages (see below).

Your Human Life

All vampires begin as human beings. Player characters began that way, too.

You may create a character of any age, from any culture, and from any nation, subject to the Storyteller’s approval. The core coterie and chronicle concepts can help you narrow things down from seven billion choices.

If you haven’t done so yet, decide your character’s name.

Choose Your Traits

In Vampire, you build your character – you decide what they can do in the game – by buying different levels of Traits. Later on in the game, you can improve those levels with experience points gained through play. Neonates and ancillae get experience points to spend on more Traits and Advantages at the end of character creation, but the Storyteller should let even childer move points around after the prelude to custom-fit the numbers to your character. Don’t get too hung up on all your choices.

The game measures Traits in dots, sometimes called “levels” or “ratings.” Traits range from one to five dots, with five being the best humanly possible. A character with a five-dot Dexterity and a five-dot Athletics is an Olympic-level athlete, for example: one in a million, perhaps.

Set Your Attributes

Look at the Attributes at the top of your character sheet. Which one is your character best at? Color in four dots next to that Attribute. Which one are they worst at? Color in one dot next to that Attribute. Then pick four Attributes at three dots, and three Attributes at two dots.

Best attribute: 4 dots
Three attributes: 3 dots each
Four attributes: 2 dots each
Worst attribute: 1 dot

Now derive two more Traits from your Attributes as follows:

Add three to your Stamina to derive your Health.
Add your Resolve to your Composure to derive your Willpower.

Choose your skills

Skills tell the story of your character’s life. What did they do all day, when they could do things by day? You can either use the Quick Skills Assignment method listed below or go into a little more detail using the following method.

Think a little bit about what each Skill means in the context of your character’s life story. Did they get those three dots in Brawl after a shitty year as a bouncer in Pattaya, during a career in the merchant marine, or by going to a really good dojo in Gainesville during college?

Professional Skills

You probably did best at what you had to do to earn a paycheck. You certainly got the most practice at it. Your profession gives you two Skills at three dots (•••) and two Skills at two dots (••).

The words in parentheses represent specialties, which give a bonus to tests of that Skill in that specific area. Whenever you acquire your first dot in Academics, Science, Craft, or Performance, take a specialty in that Skill.

Choose (or create) a professional specialty in one of your professional skills.

Artist: Craft (Art) or Performance 3, Insight 3, Academics 2, Awareness or Occult 2
Coder: Technology 3, Academics or Craft 3, Finance 2, Persuasion 2
Executive: Finance 3, Intimidation or Persuasion 3, Insight 2, Subterfuge 2
Investigator: Investigation 3, Insight 3, Awareness 2, Brawl or Firearms 2
Junkie: Streetwise 3, Animal Ken or Brawl 3, Insight or Larceny 2, Subterfuge 2
Mafioso: Brawl or Subterfuge 3, Streetwise 3, Intimidation or Larceny 2, Melee or Firearms 2
Scholar: Academics or Science 3, one other Mental Skill 3, Craft (Writing) 2, Persuasion 2
Socialite: Performance or Technology 3, Finance 3, Insight 2, Etiquette or Subterfuge 2
Veteran: Athletics or Awareness 3, Firearms 3, Stealth 2, Survival or Leadership 2

Life Event Skills

What major life events shaped you? Did you serve a tour in Iraq, go through an abusive relationship, win the lottery, or have kids? Did you get mugged and take up taekwondo? Whatever it was, it taught you something.

Specifically, one event taught you a Skill at three dots (•••) and another one taught you a Skill at two dots (••).

Served in combat: Awareness or Firearms
Bad breakup: Manipulation or Subterfuge
Homeless: Streetwise or Survival
College: Academics or Science
Political campaign: Politics or Subterfuge
Crime victim: Brawl or Larceny
Severe illness: Medicine or Insight
Got rich: Finance or Etiquette
Had kids: Insight or Persuasion
Joined a cult: Occult or Intimidation

Leisure Skills

What did your profession pay for or your events interrupt? Did you run a triathlon or go to EDM festivals every weekend? What you do for kicks also teaches you things.

Take three leisure Skills at one dot (•) based on hobbies or other pastimes.

Marathon runner: Athletics
Gamer: Technology
Maker: Craft
Activist: Politics or Leadership
National guard: Firearms
Hunter: Survival
Actor or musician: Performance
Cheater on your spouse: Subterfuge
Night school: Academics
Street racer: Drive

Extra Skills

Now go ahead and take those Skills you’ve had your eye on this whole time. Pick one of the options below:

Specialist: Take one more Skill at four dots (••••). If you like, you can change your professional specialty to a specialty of this Skill. You cannot move a free Specialty from Academics, Craft, Performance, or Science to a different Skill, however.
Generalist: Take two more Skills at two dots (••) and four more Skills at one dot (•).

Ideally, come up with a plausible reason for why you have these new Skills, but don’t bog down or kill yourself trying to figure it out.


Pick one Skill distribution:

Jack of all trades: One Skill at 3; eight Skills at 2; ten Skills at 1
Balanced: Three Skills at 3; five Skills at 2; seven Skills at 1
Specialist: One Skill at 4; three Skills at 3; three Skills at 2; three Skills at 1

Add free Specialties to Academics, Craft, Performance, and Science.

Take one more free Specialty.

Set your beliefs

What were your character’s moral and ethical values? Were they a believer, a communist, a vegan? Who were the most important people in their life? These things are the Convictions and Touchstones of a character’s Humanity, their moral integrity and protection against the alien Beast inside every vampire.


Convictions are a person’s core values: a set of moral principles that fortifies their actions against the degeneration of the Beast.

Create one to three Convictions central to your character in life. Convictions often begin with “never” or “always;” these are strong beliefs concerning something likely to come up in play. Killing, love, loyalty, core ideals, political principles, and religious codes: these make good Conviction fodder. The Storyteller must always approve your Convictions; in some troupes, all the players must agree on your Convictions.

Think about where and how these Convictions became important to you. Did your family instill them? Did you adopt them at Sorbonne or from a lover? Perhaps your major life event from the Skills selection step produced one of them.


Now think about those around you and about whom of those you most love. If becoming a monster pushed them away, who would you risk everything to see again? Whose memory keeps you from tearing out a helpless throat?

Those people are your Touchstones. Pick as many mortals as you have Convictions. These people literally define the best in humanity for you and serve as examples of these Convictions. They might be your wife and child, your best friend and your old sergeant, or your bartender and a beautiful girl you’ve watched from a distance but never approached. See the Touchstones section belows for more possibilities.

Write down the names of your Touchstones on the Relationship Map next to your own character.


What was your greatest aspiration as a human? This goal may change after you enter the night, but at the moment of death, what was your life’s purpose? This question often just informs your prelude, since death and Embrace tend to change your priorities. That said, many centuries-old bloodsuckers still strive to complete their mortal Ambition, sometimes in a warped and debased form. See the Ambition section below for more ideas and guidance.

And then, some monster kills you...

Character Creation
 NPC, 27 posts
Fri 17 Jan 2020
at 18:02
Embrace & After
Who are You Now?

If you died recently and secretly enough that your ATM card still works, you don’t need a new name. But if you’re legally dead, or you died in another century or on another continent, you need to choose the name of your Mask. You use your Mask name when pretending to be human; if you died long enough ago or had a common name like “Susan Johnson,” you might still use your mortal name.

You might also have a Kindred name you only use in Elysium or among your own kind. This moniker could be anything from your life name to a Latin name indicating adoption into a powerful lineage to a gang handle you use when terrifying rival Anarchs. A word to the wise: Harpies make great sport of dumb mortal ideas about cool vampire names, so step carefully.

Who are You at Night?

You cannot go out in the sunlight or eat. If you maintain a Mask, much less hold down a job, you need to explain why none of your mortal acquaintances ever see you during the day. A few nocturnal career ideas:
  • Security guard
  • Cover band drummer
  • Sanitation worker
  • Coder or stock trader who works from home when India or Japan are awake
  • Night shift reporter, cop, nurse, therapist, or EMT
  • Donut shop or convenience store worker
  • Citizens Watch group member (“Crime never sleeps, so neither do I.”)
  • Bartender
  • Taxi or Uber driver
  • Bike messenger
  • Tabletop game designer

Perhaps you just never hang out with boring day people at all. You don’t really have a job, but nobody you meet ever asks. You might pose as (or be) a:
  • Scenester or swinger
  • Gambling addict
  • Criminal
  • Sex worker
  • Homeless person
  • Paperless immigrant or refugee (“I can’t go out when La Migra might see me.”)

Blood Potency

The closer a vampire is to Caine, the higher the potential of their Blood, and the more powerful the arts they work with it. Beginning characters’ Blood Potency depends on their generation, as determined earlier:

14th, 15th, or 16th generation: zero (thin-bloods)

12th or 13th generation: one

Write this number down on your character sheet.

Record Your Humanity

Humanity defines how far your character has degenerated into monstrosity. A character with zero Humanity has completely succumbed to the Beast and can no longer be used as a player character. Your Humanity begins at 7. The Storyteller may allow characters in an all-fledgling chronicle to begin with Humanity 8. See more Humanity rules below.

How Do You Hunt?

Every serial killer has a pattern. Every predator has instincts. Yours depend on your Disciplines and on your Predator type.

Choose Your Disciplines

After characters first become vampires, they gain various Disciplines, granted by the Blood. See the Disciplines thread for descriptions of the Disciplines and their associated powers.

Pick two of the Disciplines associated with your clan (see the Clans below), and take two dots in one and one dot in the other.

If you are Caitiff, thus having no clan, pick any two Disciplines you like and take two dots in one and one dot in the other.

Remember to also pick a power for each dot in a Discipline.

Thin-bloods and Disciplines

Thin-bloods cannot reliably use the Disciplines associated with thicker Blood. To compensate for this, they have developed their own art: Thin-Blood Alchemy. They also gain more from the Resonances of their victims (see Blood Resonances).

Since thin-bloods likely retain more connections to the mortal world, consider selecting Contacts, Influence, and other Mortal Advantages, or an additional Touchstone. Write any new figures from these Advantages on the Relationship Map.

No thin-blood can buy Bonding, Mawla, Retainers, or Status during character creation. (A mixed coterie can buy them as a shared Background.)

Choose Your Predator Type

You, your sire, or your Blood determines how you hunt. Pick one of the Predator types below.

Each Predator type template adds a number of traits to your character, such as Disciplines, Advantages, Flaws, and other specifics to model or make easier your chosen method of taking prey.

If a Predator type adds a specialty for which you lack the matching Skill, gain a dot in that Skill instead.

Fresh bloodsuckers, like thinbloods and many fledglings, do not select a Predator type as they are still figuring out this aspect of their nocturnal existence.

What Is Your Story?

In this stage of character creation, you finish the character’s inner life, and connect them to the outer world of the chronicle and to the larger World of Darkness.

Beliefs by night

Now that you know how you kill, figure out why.

If your character’s mortal Ambition remains intact, write it (or its distorted Cainite version) on your character sheet. If you’ve learned enough about the setting to want to change it, consider writing down a Kindred-style Ambition instead.


We all have advantages and flaws that are hard to describe in terms of simple skills or abilities. It can be extreme social privilege or political pull, wealth, beauty, friends in low places, or the lack of those things. Advantages help define your character’s life further and come in handy even after death.

Choose up to seven dots worth of Advantages from the Merits section (below) and the Backgrounds section (also below). You should keep a couple of things in mind during this step:

First, these Advantages need to be relevant to your existence as a vampire since you’re paying to use them during the chronicle. If you pick your parish priest as an Ally, you’re either going to have to hide your true nature from them or come up with some reason they remain your friend even when you become a monster.

Depending on the nature of your chronicle, the Storyteller may restrict your Advantages.

The Storyteller may also decide that some Backgrounds should be mandatory or that the coterie needs to buy a haven together and reserve some points for that. If so, they might provide you with an extra dot or two. Really think about which Advantages produce the best story for your character.

You must take at least two points of Flaws by the end of character creation. Add any new supporting cast from your Advantages to the Relationship Map.

Choose a Loresheet

Loresheets are a special type of Advantage that connects your character straight into the rich metaplot(s) of Vampire. Each player may choose a Loresheet and select dots in it just like any other Advantage. Beware, however, that these Advantages are often very different in nature and may not be appropriate for all chronicles. The Loresheets appear in the back of this book; other Loresheets appear in the Anarch and Camarilla books, and more will appear in future publications. The Storyteller always has the final word on which Loresheets are available for player characters.

Remember to add any supporting characters mentioned in or created by your Loresheet Advantages to the Relationship Map.

Thin-Blood Merits and Flaws

No two thin-bloods are the same. The Camarilla hounds them partly for this very reason; not even their nature (or supernature) adheres to any rules. When creating a thin-blood character, choose one to three Thin-Blood Merits (below) and an equal number of Thin- Blood Flaws (p. 182). This Advantage represents the peculiarities of your specific character and the unique way in which the curse manifests in them.

Build Your Coterie

Every player now gets one Coterie dot. (In small troupes, the Storyteller may give each player two Coterie dots.) Working together, the players spend these dots and any leftover Advantage dots from previous stages building their coterie. Building the coterie together sparks story ideas, gives the players a sense of ownership over the chronicle, and helps keep everyone on the same page – at least at the beginning of the story.

Use your Coterie dots to determine your hunting grounds: your Domain in the city (p. 195).

Use leftover Advantage and Coterie dots to buy shared Coterie Backgrounds (p. 196).

Sea of Time

This step depends on your coterie’s age, as determined earlier.

Fledglings or childer: If you're this young, you’re done! Run your preludes, take a quick look in the mirror (below), and start playing.

Look in the Mirror

You can detail other aspects of a character in addition to the above. You do not necessarily need to write these things down, but you should certainly think about them – not only now, but throughout the career of your character.


Your character’s appearance makes their Traits visible to the other characters. Turn the relevant Traits of your character – such as Social Attributes, levels of the Looks Merit, and even Resources – into aspects of their appearance. High Intelligence can become a clear, piercing gaze. High levels of Finance might imply a bespoke Savile Row suit. Does your Strength manifest as being musclebound or sinewy and corded? Let your Traits bleed into the game, even when you’re not rolling dice.


By default, characters in Vampire are assumed to have access to whatever equipment that lies within their Resources and perhaps what is available through their Contacts. Don’t spend more time than you’d like detailing this; Vampire is not a game about accounting, even if you do have five dots of Finance.

As the Storyteller, let those who have the time or interest do as much shopping as they want, but don’t punish those who don’t – just have them make an Intelligence + Resources or Manipulation + Streetwise test during play to see if they have access to various possessions.


By giving your character quirks (interesting personal details and anecdotes) you can add depth and interest to them. Make some notes to yourself about the strange and possibly interesting things that define your character. A quirk could be a twisted sense of humor, a gentleness to animals, or a habit of snarling when distracted or annoyed.
Character Creation
 NPC, 28 posts
Fri 17 Jan 2020
at 18:10
Core Traits
When a vampire wants to fast-talk their way out of an inquisitorial interrogation, subdue the pack of hounds sent after them by a hostile Sheriff, or dig their way through an abandoned Tremere library, they use both their natural Attributes and learned Skills in an attempt to succeed. Even when lacking any special training, a vampire can use their innate Physical, Social, or Mental traits to attempt the task at hand.

Attribute and Skill ratings range from 1 (poor) through 2 (average) to 5 (peak ability), although ratings of 0 are possible. In an Attribute, 0 indicates actual debility; in a Skill, 0 merely signifies no specific training or experience. A Skill of 3 might indicate significant experience, a Skill of 4 means an expert level; someone with Skill 5 is likely the best in the city or even in the nation. Most people get by perfectly well with 2 in their main Skill.

Physical Attributes

Physical Attributes measure a character’s general strength, agility, and stamina. Due to the vagaries of the Blood, strong, quick, or tough vampires need not look musclebound, graceful, or meaty. Some of the most lethal Kindred appear most deceptively weak and slow.


Strength governs how big a mortal you can lift, how hard you can hit them, and how much force you can push your dead body to exert.

(The rough amount you can deadlift without an Attribute test appears in parentheses below.)

1: You can easily crush a beer can. (20 kg: a Christmas tree, a stop sign)
2: You are physically average. (45 kg: a toilet)
3: You might be able to break open a wooden door. (115 kg: a large human, an empty coffin, a refrigerator)
4: You are a prime physical specimen, likely with very visible musculature. (180 kg: a full coffin, an empty dumpster)
5: You are a true powerhouse and can likely break open a metal fire door, tear open a chain-link fence, or snap open a chained gate. (250 kg: a motorcycle, a piano)


Dexterity governs your agility and grace, how swiftly you dodge that stake to your heart, and how much fine motor control you possess when up against the clock.

1: You can run, but balance and dodging are a challenge.
2: Your sprint is solid, and sometimes you appear graceful.
3: Your agility is impressive, and your coordination is as good as any trained amateur.
4: You could excel at acrobatics and move in a way few humans can.
5: Your movements are liquid and hypnotic – almost superhuman.


Your physical resistance: Stamina absorbs physical harm, such as a speeding bullet or a hunter’s blade, and lets you persevere through hazards and arduous effort.

Your Stamina + 3 equals your Health.

1: Even lesser exertions make you winded.
2: You can take a beating, but consider suing for peace.
3: Several days of hard hiking with a backpack is no problem for you.
4: You could win a marathon or take copious amounts of pain, at least physically.
5: Even if you were a mortal, you’d never break a sweat.

Social Attributes

As manipulative creatures, Kindred use humans as building blocks in their power structure, in addition to using them as food and fuel. Social Attributes determine first impressions; the character’s ability to charm, inspire, and motivate people; and the nature of their interactions with others.


Charisma measures your natural charm, grace, and sex appeal. If you have it, it draws people to you, making feeding a hell of a lot easier. Charisma doesn’t depend on good looks, which are their own Merit (See Looks, below).

1: You can speak clearly, though few people tend to listen.
2: Generally likeable despite your undead nature, you may even have friends.
3: People trust you implicitly, and you easily make friends.
4: You possess significant personal magnetism and draw followers like flies.
5: You could lead a city in rebellion, if you so choose.


Manipulation is your ability to twist others to your point of view, lie convincingly, and walk away after duping a mark without anyone being any the wiser.

1: As long as you stay honest, you can convince people to do what you want.
2: Your ability to deceive surpasses the will of the weakwilledand simple-minded.
3: You never have to pay full price for anything.
4: You could be a cult leader – or a politician.
5: You could convince the Prince to invest in desert property, or maybe even to call off the Blood Hunt on your head.


Composure allows you to remain calm, to command your emotions, and to put others at ease despite anxiety. It is also represents your ability to stay cool in everything from firefights to intimate encounters.

Your Composure + Resolve equals your Willpower.

1: The slightest insult or confrontation could drive you to frenzy.
2: You can subdue your predatory instincts in most nonhostile situations.
3: Others look to you for guidance when the blood spatter hits the fan.
4: You can effortlessly bluff at cards and can manage your Beast to some extent.
5: The Beast is your pet.

Mental Attributes

Mental Attributes represent the capacity for learning, intuition, and focus. High Mental Attributes might indicate native genius, superb education, or strong will. Low Mental Attributes might derive from naiveté, ignorance, or just incapacity at thinking. But that was in life; the Blood can awaken brains and nerve clusters just as it can fortify sinews or heighten cheekbones.


Intelligence measures your ability to reason, research, and apply logic. You can recall and analyze information from books or from your senses. No puzzle or mystery can elude the truly intelligent.

1: You can read and write competently, though some terms confound you.
2: You are smart enough to realize your limitations.
3: You are enlightened, able to piece together clues without difficulty.
4: You’re likely consulted by members of Clan Tremere for your wisdom.
5: Genius does not cover the depths and range of your intellect.


Wits are for thinking quickly and reacting correctly on little information. “You hear a sound” is Wits; “You hear two guards coming” is Intelligence. Wits let you smell an ambush or answer the Harpy back at court right away, instead of thinking of the best response the next night.

1: You get the point eventually, but it takes explaining.
2: You can bet the odds in poker or apply the emergency brakes in time. Usually.
3: You can analyze a situation and quickly work out the best escape route.
4: You are never caught on the back foot and always come up with a smart riposte.
5: You think and respond more quickly than most people can comprehend.


Resolve provides focus and determination, and measures concentration and mental fortitude. Resolve powers all-night watches and blocks out distractions.

Your Composure + Resolve equals your Willpower.

1: You have minimal attention for all but the most pressing things.
2: You can settle in for the long haul, as long as it’s not too long.
3: Distracting you takes more effort than most other people want to spend.
4: You can brute-force your way to a deduction past any obstacles.
5: You can think in a gunfight or watch the door in a blood orgy and then clean up every shell casing or spilled droplet.


Willpower measures a character’s confidence, mental stability, and competence at overcoming unfavorable odds. Like Health, Willpower is a tracker, with both a maximum rating and a temporary pool of points.

A character’s maximum Willpower rating equals their Composure + Resolve. You cannot buy extra dots of Willpower either during character creation or with experience points, but you can get more through increased Composure and/or Resolve.

A character’s Willpower pool likely fluctuates a great deal during the course of a story or chronicle. It is spent every time a player uses a Willpower point to enable their character to do something extraordinary or to resist unwanted impulses. Social conflict can also drain Willpower. When spending a point of Willpower, mark it as Superficial damage on the tracker (see below).

A character with no Willpower points left (through either type of damage or a combination) is Impaired, receiving a -2 dice penalty to Social and Mental tests. They still get to roll one die if required to roll their pool, as per the usual rules.

Spending Willpower

A player may spend a point of Willpower for several different purposes:

To re-roll up to three regular dice, (not Hunger dice) in any dice pool except when the rules specifically exclude Willpower re-rolls: rolling tracker pools, engaging in a One-Roll Conflict, etc.

To take control of your character for one turn during frenzy or when under the influence of supernatural coercion, such as Dominate or Presence.

To perform minute movements (twitch a finger, open your eyes) while impaled with a wooden stake through the heart.

To ignore Health damage penalties, including Impairment, for one turn.

Recovering Willpower

Characters can recover Superficial damage to Willpower in the following ways:

At the beginning of a session, a character can remove an amount of Superficial damage up to their Composure or Resolve (use highest) from their Willpower track. Exception: a session that ends on a cliffhanger in which dwindling Willpower levels provide tension. In such cases, the characters retain whatever Willpower they were left with after last session.

At the Storyteller’s discretion, once per session, a character who definitively acts to further their Desire (p. 174) may immediately recover 1 point of Superficial Willpower damage.

At the Storyteller’s discretion, a character who plays out a messy critical (dice rolling in rules), a bestial failure (p. 207), a frenzy (p. 219), or a Compulsion (p. 208) in a sufficiently dramatic way can recover one or more Superficial Willpower damage as they briefly satiate the Beast.

Characters can recover Aggravated damage to Willpower in the following ways:

At the Storyteller’s discretion, a character can recover one or more points of Aggravated Willpower damage when acting to significantly benefit a Touchstone or uphold a Conviction against their own best interest.

At the end of a session in which the character has actively worked toward their Ambition, they recover one point of Aggravated Willpower damage.


Skill Specialties

A specialty represents a particular expertise in one aspect of a Skill. This is a field where a character may be especially practiced, have a special aptitude, or be engaged in deeper study. If the Storyteller decides a character is attempting a task that falls under their specialty, the player gains one extra die for their dice pool. A character may only apply one of their specialties to a single roll.

Each Skill includes sample specialties, but this list is not exhaustive. Players can consult the Storyteller to develop other specialties that more precisely model their characters. For most Skills, you can only have as many specialties as you have dots in the Skill.

You should not allow specialties that are so broad that they always, or even mostly, apply to the uses of a Skill. Characters cannot take specific martial arts styles, for example, as specialties to Brawl. Since any use of Brawl could be a Muay Thai strike, taking Muay Thai as a specialty would effectively equal a free extra die in every Brawl test.

Four Skills come with one automatic specialty when acquired: Craft, Academics, Science, and Performance.

Characters receive one free specialty during character creation to apply to any Skill, and one more free specialty determined by their Predator type.

You can buy further specialties at a cost of three experience points each.

Physical Skills

Physical Skills depend entirely, or at least in large part, on physical control, aptitude, or effort.


Athletics allows you to outpace someone in pursuit, leap out of the way of an oncoming car, and climb and swim like a healthy, robust living person.

A character can use Athletics in place of any Physical combat Skill in a conflict roll, but in that case, they never inflict any hits on their opponent, no matter how many successes they roll.

1: You were always attentive in gym class and you still have a spring in your step.
2: Despite being dead, you are still as fit as a mortal doing regular exercise.
3: You are fit as a fiddle and could play professional sports. Night games, at least.
4: With your parkour abilities, why would you need to turn into a bat?
5: Olympic records await you; only a very few peak humans can achieve what you can. Vampires mistake your skill for Physical Disciplines.

Specialties: Acrobatics, Archery, Climbing, Endurance, Jumping, Parkour, Swimming, Throwing


Brawl enables characters to hit their target when they swing with fist, boot, or claw. As long as you have no weapon in hand, the attack constitutes a brawl, from elegant aikijutsu to dirty street fighting.

1: You had a tough upbringing and had to fight to justify your place. You still have some moves.
2: You received some training in hitting someone hard and accurately.
3: You more than hold your own in a scrap.
4: You either received Spetsnaz quality training, or you have spent decades of afterlife in fights.
5: You could win MMA championships even without the use of your vampiric powers.

Specialties: Animals, Armed Mortals, Bar Fights, Grappling, Kindred, Sporting Combat, Unarmed Mortals, Werewolves, While in Protean Beast Form


Craft broadly encompasses artistry, creation of items and utilities from the beautiful to the functional, and arts and crafts from throwing pottery all the way to building and reinforcing your own haven.

When you take this Skill, you get a free specialty. Unlike most Skills, you can have more specialties in Craft than you have dots.

1: You are an amateur, but you know what you are doing.
2: Your craftsmanship is admired for its functionality.
3: Your creations can be beautiful or horrifying, but their intent always clear.
4: Your skill is highly respected among the kine and Kindred aware of it.
5: You are often chosen to create the focal point for parties at Elysium.

Specializations: Carpentry, Carving, Design, Painting, Sculpting, Sewing, Weaponsmithing


Anyone (except perhaps 500-yearold vampires) can learn to drive a car. The Drive Skill connotes ability to drive fast and safely under adverse conditions or in stressful situations: to drive off-road, speed away from ambushes, win street races, and get out of chases with the Second Inquisition.

1: You are a cautious driver, unlikely to make any mistakes.
2: You can put your foot down without much fear of an accident, providing visibility is good.
3: You have won car chases, earning a cool reputation among the Anarchs.
4: You could be a stunt driver or the personal chauffeur of a Prince or Baron.
5: You know cars inside and out. Few can match your skill and knowledge.

Specialties: All-Terrain Vehicles, Evasion, Motorcycles, Street Racing, Stunts, Tailing, Trucks, Vintage Models


Leaving a victim with holes in their throat: full-on Second Inquisition investigation. Leaving a victim with holes in their head: just another Saturday night in Baltimore. Cainites use Firearms not only for the human reasons (efficiency and thrill) but to preserve the Masquerade. This Skill comprises familiarity with small arms from holdout pistols to assault rifles. It also includes other trigger-operated weapons, such as crossbows and shoulder-fired rocket-propelled grenades. Finally, it includes cleaning, unjamming, and rapidly reloading such weapons.

1: You’ve fired a gun a few times, at the range or in less-formal circumstances.
2: You know (and know how) to keep your weapon clean, take it apart, and reassemble it.
3: You’ve been in the shit (“seen the elephant” if you’re older than a century) and come out the other side.
4: You can handle trick shots, called shots, running shots – really anything ending in a gunshot.
5: You’ve been practicing since the debut of the Winchester.

Specialties: Crossbows, Gun Dealing, Gunsmithing, Handloading Ammunition, Quick-Draw, Sniper, Trick Shooting


This Skill entails familiarity with the tools and techniques for picking locks, planting bugs, deactivating standard burglar and car alarms, manual forgery, hot-wiring automobiles, or even safecracking, as well as countless forms of breaking and entering. Characters also use it for setting up “unbeatable” security systems or deducing how and where systems failed in a break-in. Ventrue probably call the skill “Security.”

These days, most high-end security systems feature computer controls, video surveillance, or electronic alarms, so they might also involve the Technology Skill to defeat.

1: You can pick a simple lock or a careless pocket.
2: You can hotwire a car or shoplift with ease.
3: You can identify the locations of security cameras and alarms so to best bypass them.
4: You can defeat a keypad, re-tool an ID card, or crack a safe.
5: You can get into – or out of – the vault of a multinational bank.

Specialties: Alarms, Forgery, Grand Theft Auto, Housebreaking, Lockpicking, Pickpocket, Safecracking, Security Analysis


Use Melee to wield handheld weapons such as knives, chains, and baseball bats with prowess. A stake is a melee weapon, often found in the hands of would-be hunters.

1: You can swing a bat or blade and mostly hit the people you intend to.
2: Your clear competence with a weapon in hand should give attackers pause.
3: Your skill with a melee weapon is known throughout the domain.
4: The fools brought a gun to your knife fight.
5: You are the domain’s weaponmaster, sought out by Kindred far and wide for your skill.

Specialties: Axes, Chains, Clubs, Fencing, Disarming Blows, Garrotes, Improvised Weapons, Knives, Stakes, Swords


Stealth allows a character to shadow a target, making vampires with this ability superlative hunters. They benefit from the ability to spy, sneak, and blend in with crowds when needed.

1: Spotting you under the cover of darkness or in camouflage proves difficult.
2: You can sneak by casual observers and stalk unknowing victims without raising any hackles.
3: You evade patrolling guards, moving softly and hiding easily.
4: Your subtle, silent passage could make you a worthy ninja – or a worthy foe for ninja.
5: The Children of Haqim come to you for advice on stalking and hiding, if they can find you.

Specialties: Ambushes, Crowds, Disguise, Hiding, Shadowing, Silent Movement, Urban, Wilderness


Survival conveys the ability to exist in the wild and other adverse conditions, and to return to civilization again: navigate by the stars, establish a makeshift haven, and notice werewolf signs before it’s too late.

Some of its related functions apply in parks, brownfields, and other wastelands of the urban jungle.

1: You know the trails and wilderness around your domain.
2: You spend more time outdoors than inside, and you can track anyone who doesn’t possess woodcraft.
3: You can subsist outside the city, setting traps for mortals and a shelter for yourself.
4: You can thrive outside the city like the true predator you are.
5: Gangrel run in packs with you – if they can keep up.

Specialties: Desert, Hunting, Jungle, Tracking, Traps, Shelters, Urban Exploration, Woodlands

Social Skills

Social Skills operate in the space between people or between Kindred. Although they depend on your ability and your personality, the other party’s response contributes something to the effort. Without skill on your part, that response tends to be negative.

Animal Ken

Animal Ken allows you to cow, pacify, and even befriend animals. This Skill allows you to predict how an animal might react in a given situation, train a domesticated creature, or even try to calm or enrage animals. Without this Skill, most creatures pointedly avoid or grow aggressive around vampires.

1: Animals shy away from you but will not bolt or snap.
2: Animals are docile around you, acting as if you aren’t there, unless you build a rapport with them.
3: Animals treat you as if you were a warm, friendly owner, unless provoked to do otherwise.
4: You draw animals into your orbit. Few attacking creatures maintain their aggression.
5: You can sense an animal’s feelings and thoughts, and they can feel and act on yours.

Specialties: Attack Training, Cats, Dogs, Falconry, Horses, Pacification, Rats, Snakes, Stunt Training, Wolves


Etiquette is the ability to identify and respond to the social conventions in the current scene, set new protocols, and please everyone around with your good graces. Use this Skill in both Kindred and mortal high society.

1: You know how to address your local ruler without causing a faux pas.
2: You know the rules of etiquette in each of the domain’s popular nightspots.
3: You impress others with your command of politeness, deference, and grace.
4: Your behavior sets trends, especially if you do something to buck the norm of etiquette.
5: The Keeper of Elysium and the Harpies look to you to establish domain protocol.

Specialties: Anarch, Camarilla, Celebrities, Corporate, Elysium, Feudal, One-Percenter, Secret Society


Insight grants you the ability to interpret body language, note subtle cues in expression and tone, and determine truth from lies. It also allows you to perceive and understand the motives behind another’s actions.

1: You can see straight through hollow boasts.
2: You pick up on the hidden emotion between humans and even sometimes between Kindred.
3: You can provide psychotherapy even more effectively than someone who doesn’t want to eat their patient.
4: You are an undead lie detector. Only the best con artists can slip one by you.
5: People may be books of blood, but they are printed in very large type – easy to read.

Specialties: Ambitions, Desires, Detect Lies, Emotions, Empathy, Interrogation, Motives, Phobias, Vices


Intimidation is the power to bully, coerce, threaten, and strongarm your way to a social victory. Vampires who rely on Intimidation do not hesitate to crush the wills – and occasionally the finger bones – of their foes.

1: You can cut a scathing insult effectively.
2: You can push your way around most humans without difficulty.
3: Your swagger and your cruel behavior have earned you your reputation.
4: You're far past mere physical threats.
5: Even fellow Kindred may step back if you step up.

Specialties: Extortion, Insults, Interrogation, Physical Coercion, Staredowns, Veiled Threats


Leadership grants you the ability to lead a crowd, command a detachment, boost the morale of your supporters, or subdue a riot. A strong Prince or Baron must possess Leadership or risk losing their throne.

1: You have led informal clubs before and can organize Kindred of like mind.
2: Your voice makes itself heard in council, and even your superiors sometimes listen.
3: You can command on the battlefield and lead your soldiers into death.
4: You can inspire the injured and dying to action, so long as you are there to lead them.
5: Your words fill a vampire’s heart with enough strength to make it feel alive and beating.

Specialties: Command, Inspiration, Oratory, Praxis, Team Dynamics, War Pack


Performance covers a range of arts, from dance to poetry and comedy to storytelling. You may be an inspired performer in your own right or simply an enthusiastic student of the arts.

When you take this Skill, you get a free specialty.

1: You are the life of the party, but you wouldn’t take your act on stage.
2: You have performed for others, to mixed reviews. Some love you, others hate you.
3: You are an expert student of your chosen performing art.
4: You perform your practiced art form stunningly, winning over even Toreador far and wide.
5: Improvisation holds no terrors for you: every night a different audience, every night a different show.

Specialties: Comedy, Dance, Drama, Drums, Guitar, Keyboards, Poetry, Public Speaking, Rap, Singing, Violin, Wind Instruments

In theory, the Storyteller could break these specialties down endlessly – can even a five-dot pop star also perform as a coloratura soprano and a country crooner? But in practice, unless the whole chronicle happens in a musical or theatrical milieu, allow broader specialties.


Use Persuasion when trying to convince others that you know what’s best for them, and that one bite won’t hurt at all. Skilled persuaders can play on victims’ emotions and appeal to peers’ reason. Persuasion applies in law courts and princely courts, in boardrooms, barrooms, and bedrooms.

1: You can sell to a motivated buyer.
2: You can always swing a discount or get on the inside track of the latest gossip.
3: You can always figure out a compromise in a given conflict.
4: The other side starts looking for a settlement when they see you in court, human or Kindred.
5: You may be the original silver-tongued devil.

Specialties: Bargaining, Fast Talk, Interrogation, Legal Argument, Negotiation, Rhetoric


Streetwise enables characters to talk the language and negotiate the societies of the streets and the underworld. You can understand code words and slang, interpret graffiti tags, and emulate gang signs.

1: You know where to score drugs and sex in your domain.
2: You know which gangs operate in the area, including their colors and rivalries. You may have your own graffiti tag.
3: You can tell the good shit from bad, score guns, and blend in seamlessly with street people or gangbangers.
4: When gangsters say “I know a guy,” you’re who they know.
5: You can hire, orchestrate, or arrange almost any criminal activity anywhere in your city.

Specialties: Arms Dealing, Black Market, Bribery, Drugs, Fence Stolen Goods, Gangs, Graffiti, Personal Rep, Sex Trade, Urban Survival


Subterfuge is the art of lying convincingly, spinning a yarn, and making good excuses for bad actions. This Skill defines your talent for intrigue, secrets, and doubledealing. Subterfuge can also used for seduction and imitating mortal behavior.

1: You can tell believable, simple lies.
2: You can hustle naive people, old and young, into giving you their things.
3: You can operate on multiple levels, telling lies intended to be uncovered to bolster other lies.
4: You can operate endlessly in deep cover: a perfect double agent. Perhaps you are!
5: Nobody believes you have even a single dot in Subterfuge.

Specialties: Bluff, Feign Mortality, Impeccable Lies, Innocence, The Long Con, Seduction

Mental Skills

Mental Skills depend almost entirely on specialized knowledge, as well as on the character’s core intellectual gifts.


Academics reflects understanding, higher education, and ability to research fields within the humanities and the liberal arts. Historical study, for instance, is hardly “just academic” if your immortal enemies lived – and left traces – in that period.

When you take this Skill, you get a free specialty. For foreign languages, use the Linguistics Merit (p. 179).

1: Basic primary and secondary education; a night class at community college
2: Basic university education or tutelage from a mediocre mentor; a four-year degree
3: Advanced university education or dedicated personal tuition; an excellent four-year degree, a doctorate
4: Advanced specialized study beyond university, learning into subjects few understand
5: Refined and advanced scholarship, likely to be sought out for advice and tutelage

Specialties: Architecture, English Literature, History of Art, History (specific Field or Period), Journalism, Philosophy, Research, Teaching, Theology


Awareness handles your perceptions. You may spot a Child of Haqim before a strike occurs, spy a key dropped in the trash, or sense a lingering perfume.

1: You have a history of knowing when something is out of place.
2: You can spot erratic or pattern behavior in an individual.
3: You can see through most disguises and sense concealed dangers or hidden clues.
4: Even when you are distracted, few things are beyond your notice.
5: Your senses are those of a wild animal.

Specialties: Ambushes, Camouflage, Concealed Objects, Hearing, Instincts, Smell, Sight, Traps, Wilderness


Finance allows you to identify trends in the market, invest well, manipulate stock, and know when a fall is coming. It also allows you to assess – and trace – the wealth of others and broker financial deals. You can generally appraise art, property, or any other noncriminal good. Ventrue value this Skill more than some Disciplines.

1: You can run a business and keep books.
2: You can manage a corporate division or bank branch; you file impeccably plausible tax returns.
3: Thanks to international trading, you make a fine broker on foreign stock exchanges.
4: Investment banks follow your financial lead. You have no trouble concealing fraud.
5: You can make money do anything, including stick to your pockets – or crash countries.

Specialties: Appraisal, Banking, Black Markets, Corporate Finance, Currency Manipulation, Fine Art, Forensic Accounting, Money Laundering, Stock Market


Investigation allows you to unravel cases of mundane and mysterious means, spot clues, interpret them, and trace missing persons. Vampires find this Skill especially useful when a vessel escapes.

1: You love a good mystery novel and fancy yourself an amateur sleuth.
2: You have a firm knowledge of criminology and the signature acts of local rogues.
3: You are, or could be, a detective by trade. Nothing in a crime scene escapes you.
4: The Sheriff comes to you when unknown parties sabotage the domain’s safety.
5: You set riddles for others and live an enigmatic existence few can penetrate.

Specialties: Criminology, Deduction, Forensics, Missing Persons, Murder, Paranormal Mysteries, Traffic Analysis


Medicine allows you to fix people who are broken and diagnose causes of death or sickness in a victim. It also allows you to use medical equipment, prescribe drugs, and stanch (or encourage) rapid blood flow.

Characters use Medicine to heal Aggravated Health damage in mortals (see p. 127).

1: You know basic anatomy and the difference in blood flow from a vein and an artery. You can perform CPR and other first aid. You may have been a medical student in life.
2: You can comfortably treat minor traumas and illnesses and narrow down a diagnosis. You may have been a nurse or EMT in life.
3: Your training allows you to perform major operations and treat serious injuries. You may have been an internist, pediatrician, or general practitioner in life.
4: You can diagnose and treat all but the rarest of illnesses. You may have been a surgeon or specialist in life.
5: You are a noted medical expert, sought out by mortals and immortals alike.

Specialties: First Aid, Haematology, Pathology, Pharmacy, Phlebotomy, Surgery, Trauma Care, Veterinary


Occult represents knowledge of the mystical world, extending from the rites and practices of Freemasons and Rosicrucians, all the way to Noddist scholars and real mages. You can recognize occult sigils and folk-magic practices, effective or not.

1: You know the legends of Caine and the Antediluvians, and you may have read the Book of Nod.
2: You can sift the truth from pop occult nonsense.
3: You have firsthand experience of something inexplicable, even by Kindred standards.
4: You could name most of the Antediluvians and even comprehend a Tremere ritual.
5: Tremere and Children of Haqim consult with you on obscure lore.

Specializations: Alchemy, Blood Magic, Faeries, Ghosts, Grimoires, Infernalism, Magi, Necromancy, Noddism, Parapsychology, Voudun, Werewolves


Politics covers diplomacy and bureaucracy: both human and Kindred. You can work with, and possibly put pressure on, city government and perhaps higher levels. Among Kindred, you know the inside scoop on which sects are dominant where, who is at war with whom, and where the bodies are buried. Literally.

1: You follow mortal political affairs in your regnum, and you know at least what the elders reveal about Kindred politics.
2: You can apply influence at a local level, or you know who can.
3: You could run political campaigns or political machines, or make waves in your sect as an up-and-comer.
4: You know the true personalities of the real movers and shakers, live and undead, in your area.
5: You could guess at the unknown members of the Camarilla’s Inner Circle.

Specialties: Anarchs, Camarilla, City Government, Clan (specific), Diplomacy, Media, National Politics, State/Provincial Politics


Science is a broad church, covering everything from basic principles of life to the understanding of universal entropy. The laws of science govern the mortal world, and vampires who wish to rule that world study them.

Levels of the Science Skill roughly match those in Academics, from “some college” to “world-famous scholar.” Also like Academics, characters with a rating in Science get a free specialty.

1: You dabble in the sciences and understand the principles behind the building blocks of life.
2: You can accurately explain the competing scientific theories of the Embrace to another vampire.
3: You make an excellent scientific manager; you can run a laboratory, interpret scientific findings, and get up to speed on scientific research in most fields. You can repair scientific equipment.
4: You are an expert in your field and in those allied to it.
5: Few peers match your understanding, and others come to you for guidance.

Specialties: Astronomy, Biology, Chemistry, Demolitions, Engineering, Genetics, Geology, Mathematics, Physics


As a Skill, Technology acts as something of a moving target; it governs the operation and understanding of “technical developments most vampires find mystifying.” In 1870, it might have governed steam engines and electricity; these nights, it governs computers and computer systems. Of course, now computers govern almost everything – including steam turbines in power plants and electrical systems in office buildings.

1: You know how to upgrade a home PC and keep it protected from viruses.
2: You can conceal your IP, operate drones, and fake a digital photograph.
3: You can create and unleash your own viruses without fear of detection.
4: The Prince might call you personally to manage cybersecurity for their domain.
5: On the internet, nobody knows you’re a vampire – or that you’re there at all.

Specializations: Artillery, Coding, Computer Building, Data Mining, Hacking, Networks, Phones, Surveillance Systems
Character Creation
 NPC, 29 posts
Fri 17 Jan 2020
at 18:17
Core Beliefs
Not precisely Traits, as they have no numerical rating, a character’s core beliefs nevertheless drive their story. For that reason, they have mechanical effects in the game, which exist to depict and play out exactly that drama.


Each character begins with one to three Convictions: human values they attempt to uphold even after death.

The specifics of these Convictions are up to the player. They might reflect a religious code, a personal ethical core, a vampiric path, or just things the character does or balks at doing without ever really considering their philosophical weight. The Storyteller should feel free to reject suggested Convictions on the grounds of taste or of suitability for the type of story they intend.

Some example Convictions might include:
  • Thou shalt not kill
  • Kill only the unworthy/unbelievers/in fair combat/in self-defense
  • Never expose children to violence
  • Love thy neighbor as thyself
  • Disobedience is dishonor
  • Protect the innocent from harm
  • Courage is the highest virtue
  • Always keep your sworn word
  • The truth is sacred; thou shalt not lie
  • Slavery is evil
  • Obey authority
  • My country, right or wrong
  • None may control me
  • Never do drugs (or drink alcohol)
  • Thou shalt not torture
  • The guilty must be punished
  • From each according to their abilities, to each according to their needs
  • Rob from the rich, give to the poor
  • Reject wealth, for it corrupts
  • Never act against another (insert own group/faith/sect)
  • Always aid women in need
  • Stand up for the disenfranchised
  • Respect (insert religion here) as sacred and obey its moral laws

Incurring Stains in the service of your Convictions mitigate some of the Stains, see p 239. Violating a Conviction may also, at the Storyteller’s discretion, incur one or more Stains as well.

Chronicle Tenets

The troupe should assemble a set of chronicle Tenets, based on anything from genre emulation, dramatic irony, to personal taste or real-life player concerns. Remember that Tenets only impose moral sanction and degeneration on the characters when violated – if a player might genuinely risk trauma by playing a story featuring a given violation, the Storyteller should either avoid that subject or invite the player to join a different troupe to explore a different chronicle entirely.

Chronicle Tenets apply to all player characters in a chronicle, even if the character doesn’t hold this belief personally. The struggle between a character’s individual moral code and that of their society forms one of the core stories in human literature, after all. The chronicle Tenets comprise a kind of ethical ground floor, so that when and if the characters do become nihilistic serial killers, it carries a cost.

Also make sure to talk through the chosen Tenets in your group, so that all players understand what they mean and what kind of actions would consist violations of these Tenets.

Some sample chronicle Tenet sets follow:
  • Humanist
  • Thou shalt not kill, save in self-defense
  • Thou shalt not rape or torture
  • Thou shalt not harm the innocent
  • Creed of justice
  • Never kill the innocent
  • Be your own, never submit
  • Without a cause, you are nothing
  • Gothic/romantic
  • Never deny true love
  • The guilty should suffer
  • Uphold the norms of decent society
  • Street code
  • Never snitch
  • Respect others, and demand respect
  • Don’t kill outsiders


Each vampire begins with as many Touchstones as Convictions: humans who represent what you used to value in life, someone who represents or seems to incarnate one of your Convictions. If lost, the Conviction is lost as well.

A Touchstone must be a living human being; connecting to Humanity through the inhuman is, at the very least, going the long way around.

A Touchstone might be:
  • Your surviving human spouse, lover, or parent
  • Your human child, or (for older vampires) a descendant of your family line
  • A human who looks exactly like someone you loved in life
  • A human you admired in life or their descendant
  • A human related to someone you killed very early in your unlife: someone you swore you didn’t have to kill because you aren’t a monster, not really
  • Someone you have come to recognize as a rare decent person even in your eyes: a volunteer at the animal shelter, a priest, a nurse, a social worker, a nice old lady in the neighborhood
  • Someone who represents something you once held dear in life and still cling to: a soldier, a baseball player, a musician or artist, clergy from your faith
  • Someone who guards, symbolizes, or protects a thing you value: the doorman of the building you used to live in, the cop on your old beat, a crusading reporter, the single mom living in your childhood home, the caretaker who sweeps your gravesite

Touchstones provide links to and mechanical support for your Humanity; see p. 239 for detailed rules.

Ambition and Desire

Ambition and Desire are related, but not identical. Think of Ambition as a long-term goal: an aspiration (if you still breathed), a life’s dream (if you still dreamed, or had life). By contrast, Desires are more immediate: short-term wishes for revenge, satisfaction, or satisfaction through revenge.


A character’s Ambition keeps them acting and moving both night by night and in the chronicle. It provides motivation for the player and story hooks for the Storyteller.

An Ambition must be measurable in game terms (“My Ambition is to achieve Humanity 10”) or a concrete achievement in the world of the chronicle (“My Ambition is to liberate Chicago from the Camarilla”). An Ambition is not something vague like “end racism” or “achieve world peace,” but instead focuses on something specific, like “bring True Death to (insert notably racist elder from your chronicle here)” or “end the Gehenna War in the Ukraine.” If an Ambition is unlikely to happen or would end the chronicle if achieved, it can still provide rich story juice – it only needs to be theoretically achievable.

If a character achieves their Ambition and the chronicle continues, the player should decide on a new Ambition, ideally one that has emerged during play or one that follows on the realization that their first Ambition left something undone or incomplete.

At the end of a session in which the character has actively worked toward their Ambition, they recover one point of Aggravated Willpower damage.


Desire reflects less than lifelong Ambition, but more than momentary wants. Each session, a character can select a Desire or keep their unfulfilled Desire from the previous session. Once per session, when the character definitively acts to further or accomplish their Desire, they may immediately recover one point of Superficial Willpower damage. Since Desires change so rapidly, you don’t need to write them on your character sheet. Just write your current Desire on an index card or Post-it Note where both you and the Storyteller can see and remember it.

This mechanic intentionally provides players with an incentive for character action rather than passively waiting for the plot or turtling up defensively. Thus, a good Desire connects in some way to the outside world. One rule of thumb: if it doesn’t involve someone or something named on the Relationship Map, it’s not worth considering as a Desire. By that metric, “I want to drive a cherry Maserati” or “I want to eat a brunette” fail as Desires, but “I want to drive Cytherea’s cherry Maserati” or “I want to eat Lord Harkness’ brunette” make excellent Desires. The Storyteller should judge whether Desires involving fellow player characters fall under the spirit of encouraging meaty interaction or of just lazily trying to sponge free Willpower.
Character Creation
 NPC, 30 posts
Fri 17 Jan 2020
at 18:18
Predator Types
Not even predators remain immune to the need for adaptation. Perhaps because of their narrow ecological niche, predators and their hunting styles adapt together. Your hunting preferences feed your Blood, and your Blood shapes what Skills and even Disciplines you develop as a vampire.

This modus predationis is how you usually hunt. Your Predator type shows your reflex or habit; it doesn’t mandate your behavior in the game. You can hunt in other fashions during a game session, since you may need to cooperate with other Predator types and take advantage of feeding opportunities that appear during the story.


A combative assault-feeder, you stalk, overpower, and drink from whomever you can, when you can. You may or may not attempt to threaten or Dominate victims into silence or mask the feeding as a robbery. Think about how you arrived at this direct approach to feeding and what makes you comfortable with an unlife of stalking, attacking, feeding, and escaping. You could have been homeless, an SAS soldier, a cartel hit-man, or a big-game hunter.

Add a specialty: Intimidation (Stickups) or Brawl (Grappling)
Gain one dot of Celerity or Potence
Lose one dot of Humanity
Gain three dots of criminal Contacts


You steal, buy, or otherwise procure cold blood rather than hunt, relying on the black market or your skills as a burglar or ambulance chaser. Perhaps you still work the night shift at the hospital. Ventrue may not pick this Predator type.

Add a specialty: Larceny (Lockpicking) or Streetwise (Black Market)
Gain one dot of Blood Sorcery (Tremere only) or Obfuscate
Gain the Feeding Merit: Iron Gullet (3)
Gain the Enemy Flaw: (2) Either someone believes you owe them, or there’s another reason you keep off the streets.

Blood Leech

You drink from other vampires, either by hunting, coercion or by taking Blood as payment - the only truly moral way of feeding you can think of. Unfortunately, this practice is usually forbidden in Kindred society. It is either risky as all fuck or requires a position of enviable power.

Add a specialty: Brawl (Kindred) or Stealth (against Kindred)
Gain one dot of Celerity or Protean
Lose one dot of Humanity
Increase Blood Potency by one
Gain the Dark Secret Flaw: (2) Diablerist, or the Shunned Flaw: (2)
Gain the Feeding Flaw: (2) Prey Exclusion (mortals)


You feed covertly from your (or someone’s) mortal family and friends with whom you still maintain ties. The most extreme cleavers adopt children, marry a human, and try to maintain a family life for as long as they can. Add your family to the Relationship Map.

Cleavers often go to great lengths to keep the truth of their condition from their family, but some also maintain unwholesome relationships with their own kin. The Camarilla forbids taking a human family in this fashion, and it frowns on cleavers as Masquerade breaches waiting to happen. Wiser Kindred may massacre your family for your own good if they find out your secret and care what happens to you.

Add a specialty: Persuasion (Gaslighting) or Subterfuge (Coverups)
Gain one dot of Dominate or Animalism
Gain the Dark Secret Flaw: (1) Cleaver
Gain the Herd Advantage (2)


You never feed against your victim’s free will. You masquerade as a representative of a charity blood drive, as a blood-drinking kink-lord in the “real vampire community,” or by actually telling your victims what you are and getting their permission to feed. The Camarilla call that last method a Masquerade breach, but many Anarch philosophers consider it an acceptable risk. You could have been anything in life, but a sex-worker, a political organizer, or a lawyer could all be wary of feeding without consent.

Add a specialty: Medicine (Phlebotomy) or Persuasion (Victims)
Gain one dot of Auspex or Fortitude
Gain one dot of Humanity
Gain the Dark Secret Flaw: (1) Masquerade Breacher
Gain the Feeding Flaw: (1) Prey Exclusion (nonconsenting)


The extortionist likes to force their victims to bleed for them. Ostensibly, the extortionist acquires blood in exchange for services such as security or surveillance, but as many times as the need for protection is real, it is just as often a fiction engineered to make the deal feel acceptable.
• Add a specialty: Intimidation (Coercion) or Larceny (Security)
• Gain one dot of Dominate or Potence
• Spend three dots between the Contacts and Resources Backgrounds
• Gain the Enemy Flaw: (2) The police or a victim who escaped your extortion and now wants revenge


You only feed from animals. Your Hunger constantly gnaws at you, but you have not killed a single human being so far (except perhaps that one time), and you intend to keep it that way. You could have been anyone in life, but your choice speaks to someone obsessed by morality. Perhaps you were an activist, priest, aidworker, or vegan in life, but the choice never to risk a human life is one anyone could arrive at and struggle to maintain. Ventrue may not pick this Predator type.

You cannot pick this Predator type if your Blood Potency is 3 or higher.

Add a specialty: Animal Ken (Specific Animal) or Survival (Hunting)
Gain one dot of Animalism or Protean
Gain one dot of Humanity
Gain the Feeding Flaw: (2) Vegan


Graverobbers often feed from fresh corpses, but despite their name, they prefer feeding from mourners in cemeteries and sad, frightened visitors and patients in hospitals. Melancholic Resonance in a victim’s blood appeals more than any other humour. This predator type often requires the vampire to hold a haven in or connections to a church, hospital, or morgue.
• Add a specialty: Occult (Grave Rituals) or Medicine (Cadavers)
• Gain one dot of Fortitude or Oblivion
• Gain the Feeding Merit: (3) Iron Gullet
• Gain the Haven Advantage: (1)
• Gain the Herd Flaw: (2) Obvious Predator (your cold nature makes you act in a deeply unsettling matter when hunting)


You are a celebrity among mortals or else you run a cult, a church, or something similar. You feed from your fans or worshippers, who treat you as a deity. You always have access to easy blood, but followers breed problems with the authorities, organized religion, and indeed the Camarilla. In life, you might have been a DJ, a writer, a cultist, a preacher, or a LARP organizer.

Add a specialty: Occult (specific tradition) or Performance (specific entertainment field)
Gain one dot of Blood Sorcery (Tremere only) or Presence
Spend three dots between the Fame and Herd Backgrounds
Spend two dots between the Enemies and Mythic Flaws


You rely on your stealth or Disciplines to feed from sleeping victims. If they never wake during the feeding, they won’t know you exist. Perhaps you were very anti-social in life; you don’t feel cut out for the intense interpersonal nightlife or physical violence of more extroverted hunters.

Add a specialty: Medicine (Anesthetics) or Stealth (Break-in)
Gain one dot of Auspex or Obfuscate
Gain one dot of Resources

Scene Queen

You rely on your familiarity with a certain subculture and a wellcrafted pose, feeding on an exclusive subculture that believes you to be one of them. Your victims adore you for your status in the scene, and the ones who understand what you are disbelieved.

You may belong to the street or be literal upper-class, abusing the weak with false hope and promises of taking them to the next level. In life, you almost certainly belonged to a scene similar to the one you stalk now.

Add a specialty: Etiquette (specific scene), Leadership (specific scene), or Streetwise (specific scene)
Gain one dot of Dominate or Potence
Gain the Fame Advantage: (1)
Gain the Contact Advantage: (1)
Gain either the Influence Flaw: (1) Disliked (outside your subculture) or the Feeding Flaw: (1) Prey Exclusion (a different subculture from yours)


You feed almost exclusively during or while feigning sex, and you rely on your Disciplines, seduction skills, or the unquenchable appetites of others to conceal your carnivorous nature. You have mastered the art of the onenight stand or move through the sex-club scene like a dark star. You think of yourself as a sexy beast, but in your darkest moments, you fear that you're at best a problematic lover, at worst a habitual rapist. A former lover who escaped destruction might be your Touchstone or your stalker. (If so, add them to the Relationship Map.) Maybe in life you were a pick-up artist, movie producer, author, a glorious slutty kinkster – or a virgin who intends to make up for lost time post-mortem.

Add a specialty: Persuasion (Seduction) or Subterfuge (Seduction)
Gain one dot of Fortitude or Presence
Gain the Looks Merit: (2) Beautiful
Gain the Enemy Flaw: (1) A spurned lover or jealous partner

This message was last edited by the player at 03:14, Sun 19 Jan 2020.

Character Creation
 NPC, 31 posts
Fri 17 Jan 2020
at 18:25
In addition to vampiric powers and human skills, characters have many possible Advantages when they start play, from a “bump for languages” to a squad of loyal ghouls. Like everything else, we demarcate Advantages with dots, usually ranging from one to five. There is no penalty for having zero dots in an Advantage – that’s just normal. Few rolls directly involve Advantages, although the Storyteller might call for Intelligence + Linguistics to decipher a papyrus, or Subterfuge + Contacts to plant a rumor about a rival.

Advantages are divided into Merits/Flaws, Backgrounds, and Loresheets. The flip side of Advantages, Flaws cause ongoing problems for the character.

Gaining and Losing Advantages

Events during the chronicle can change a character’s Advantage and Flaws, especially Backgrounds. A Haven can burn down, an Ally can turn on you if you betray them, or the cops can gun down a Retainer for no reason at all. Conversely, by desperate quest or clever machination you can acquire an Advantage; the dots fluctuate along with your character’s fortunes.

The basic rule is this: a character should be able to get back, or at least replace, lost Advantages that have been gained by spending experience points or during character creation. If something is gained without the equivalent expenditure of experience points, it should be temporary at best.

Merits / Flaws

Merits describe advantages and gifts inherent to the character: Physical, Mental, and Social. Although something could happen in the course of play to change them – especially once weird inexplicable magic gets unleashed – characters’ Merits remain fairly constant over the course of the story.


Every player character has perfect fluency in their birth language and (except perhaps for a charming Hungarian accent) in the dominant language of the chronicle setting. For example, a Lebanese vampire in a Mexico City-set chronicle can speak and read Arabic (or Aramaic, if they are a very old Lebanese vampire) and Spanish. Kindly Storytellers might allow vampires whose birth tongue matches that of the setting to take a second language anyway.

Each dot in Linguistics allows the character to fluently speak, write, and read one additional language besides those two default languages.

Don’t get hung up on the changes in language over the centuries; assume that English remains English from Anglo-Saxon times to now, for instance, for the purposes of this rule, although reading centuries-old documents or chanting in a strange dialect may impose additional Difficulty to Academics or Occult tests.

Flaw: (2) Illiterate. You cannot read or write. Your Academics and Science Skills are capped at 1, and you can have no specialty in them incorporating modern knowledge.


Not all vampires look like actors on the CW network. Some of them look even better. And some, of course, look far worse.

These modifiers only apply when you can be seen. The Storyteller rules whether these modifiers apply during Social combats on a conflict-by-conflict (or even pool-by-pool) basis.

Flaw: (2) Repulsive. You lose two dice from all relevant Social dice pools.
Flaw: (1) Ugly. You lose one die from all relevant Social dice pools.
Merit: (2) Beautiful. You add one extra die to all appropriate Social dice pools.
Merit: (4) Stunning. You add two extra dice to all appropriate Social dice pools, as above.

Substance Use

You have an addiction to a substance besides blood. Kindred with this Merit or Flaw seek blood containing that substance, drinking from users. Addiction to a specific sort of blood or refusing to drink blood containing a given substance both count as Prey Exclusion (p. 181). See p. 310 for effects of specific substances in consumed blood; these remain in effect regardless of the specific Merit or Flaw taken.

Remember to specify the substance you use.

Flaw: (2) Hopeless Addiction. Lose two dice from all pools when the last person you fed from was not on your drug, except pools for actions that will immediately obtain your drug.
Flaw: (1) Addiction. Lose one dice from all pools when the last person you fed from was not on your drug, except pools for actions that will immediately obtain your drug.
Merit: (1) High-Functioning Addict. You add one die to any one category of pool (specify when you choose which substance you use) when the last person you fed from was on your drug.


Not all vampires respond to the Blood Bond equally. Some fall under the sway of a regnant with rapturous ease; others resist with every fiber of their being. You can combine these Merits and Flaws; a character might be a two-dot Bond Junkie with Short Bond, for example. For more on Blood Bonds, see p. 233.

Flaw: (2) Bondslave. You bond instantly with the taste of another’s vitae; only one drink of blood binds you, not three. Either you begin as your sire’s thrall, or consult with the Storyteller to come up with a reason that first bond has broken. Possibly your sire has been staked or in another city for more than six months?
Flaw: (1) Bond Junkie. The Bond feels sweeter to you once it happens. Subtract one die from your dice pools to act against a Blood Bond.
Flaw: (1) Long Bond. Blood Bonds on you lose their Bond strength more slowly than normal, decreasing by one for each three months without being reinforced.
Merit: (1) Bond Resistance. Your Blood rebels against control. Add one die to your dice pools to resist a Blood Bond per level you take of this Merit (maximum three).
Merit: (2) Short Bond. Blood Bonds on you lose their Bond strength more rapidly than normal, decreasing at both the full moon and new moon (i.e., by two each month) if not reinforced.
Merit: (5) Unbondable. You cannot be Blood Bound. If you’re ever short of cash, you can probably sell your vitae to alchemists, too.


Several different Merits and Flaws fall under the general remit of Feeding. A character with one does not necessarily have any of the others.

Flaw: (2) Vegan. You feed only on animal blood. You must spend two points of Willpower to drink human blood. Ventrue may not take this Flaw.
Flaw: (2) Organovore. You can slake Hunger only by eating human flesh and organs, especially those rich in blood such as the heart, liver, lungs, placenta, and spleen. (Most organovore Kindred these nights make smoothies from the organs first.) Only the heart provides Resonance, if any.
Flaw: (1) Methuselah’s Thirst. Your Hunger can only be fully slaked by the blood of supernatural creatures. (Alchemists may be able to thicken the Blood of thin-bloods enough to sate you.) Otherwise, it constantly remains at a minimum of 1. (Or higher, depending on Blood Potency (see p. 215).
Flaw: (1) Prey Exclusion. You refuse to hunt a certain class of prey: drug users, women, children, policemen, innocents, a given minority or ethnic group, etc. If you feed on such prey, you gain Stains as though you had violated a chronicle Tenet. Witnessing other Kindred feeding on the object of your exclusion without interfering might also give Stains, at the Storyteller’s discretion. Ventrue with this Flaw gain an additional restriction, making their choice of vessels extremely narrow.
Merit: (1) Bloodhound. You can smell the Resonance of a human’s blood without tasting it. You still need to be within olfactory range of the person. Make a Resolve + Awareness test at Difficulty 3. Increase Difficulty for perfume or distance; lower it for more intimate contact.
Merit: (3) Iron Gullet. You can feed from cold blood, rancid blood, and fractionated plasma. None of these provide Resonances. Ventrue may not take this Merit.

Mythic Merits and Flaws

Every Kindred bloodline carries peculiarities, curses, and soul scars. Fragments of ancestors long-since dust germinate within the seed of vitae that spreads the curse from sire to childe. Other vampires develop weaknesses in the moment:
psychosomatic disorders intensified by the Embrace or invisible tides and eddies in the millennia long flow of the Blood.

Flaw: (2) Stake Bait. You meet Final Death when staked through the heart, rather than entering torpor.
Flaw: (1) Folkloric Bane. You take Aggravated damage from a folkloric bane. Folkloric banes include:

Ultraviolet light: damage as direct sunlight.

Silver or silver-plated weapons: damage as weapon damage: simply touching a silver coin or silverware does one point of Aggravated damage.

Holy water: damage as fire.

Flaw: (1) Folkloric Block. When faced with a folkloric block, you must shrink away from it or spend a Willpower point to push through it. Each folkloric block you take counts as a separate one-point Flaw. Folkloric blocks include:
  • Holy symbols presented by any believer (even without True Faith)
  • Crossing visible running water (not recommended in certain cities, such as Amsterdam, Stockholm, or Venice)
  • Crossing a threshold to a home uninvited by the owner
  • White animal
  • Garlic
  • Wild roses
  • Spilled seeds you haven’t counted

Flaw: (1) Stigmata. You begin to bleed from open wounds on your hands, feet, and forehead when you reach Hunger 4. This attracts attention, leaves traces, and may penalize some dice pools at the Storyteller’s discretion.
Merit: (2) Eat food. You can consume food without effort and might even enjoy it, though it gives no nourishment and must be expelled before resting for the day.

Thin-Blood Merits and Flaws

These Merits and Flaws only apply to thin-blood characters. They have no dot value; each Flaw balances a Merit, and vice versa. They thus do not count against the maximum dots in Advantages and Flaws allowed to be selected during character creation or purchased through experience.

Thin-blood Flaws

Baby Teeth: You never developed fangs, or the ones you’ve got are useless for feeding. You either need to cut your victims open, or you extract their blood with a syringe.

Bestial Temper: You are afflicted with the Beast equal to a full vampire. You need to test for frenzy as per the normal vampire rules.

Branded by the Camarilla: In some cities, the rulers simply hunt down and destroy thin-bloods. In other cities, the merciful Sheriff merely brands them, forcibly and painfully, to remind them of their place. (Many are then hunted down and destroyed, often on perceived slights or simple whims.) You have such an unhealing brand, and the Camarilla makes sure to keep its eyes peeled for the moment you step out of line. You can take Camarilla Contact with this Flaw; the Camarilla thrives on double-dealing of this sort.

Clan Curse: Remnants of your sire’s Blood still flows through your veins, carrying traces of their ancient curse. You must pick a Clan Bane to suffer from, counting your Bane Severity as 1 for this purpose. You can only pick the Brujah or Gangrel Bane if you possess the Bestial Temper Flaw, and the Tremere Bane only if you have the Catenating Blood Merit.

Dead Flesh: Your Blood is not strong enough to completely sustain you, and as an effect, your flesh is in a constant state of putrefaction, with a greenish tint and faint stench of rot. Any medical inspection will immediately identify you as deceased, and you receive a one-die penalty to any face-to-face Social test with a mortal. You cannot take Lifelike if you take this Flaw.

Mortal Frailty: You cannot Rouse the Blood to mend, instead healing as a mortal (p. 126). You cannot take Vampiric Resilience if you take this Flaw.

Shunned by the Anarchs: You broke an unwritten rule or thought yourself equal among equals, where some turned out more equal than others. In whichever case, the Anarchs of the regnum know of you and shun you. They’d rather throw you to the Camarilla than listen to your pleas. You cannot take Anarch Comrades if you take this Flaw.

Vitae Dependency: Your Blood is unable to sustain vampiric powers by itself. Unless you drink enough vampire Blood to slake one Hunger each week you lose your ability to gain and use any Disciplines (including Thin-Blood Alchemy). You regain your powers as soon as you slake at least one Hunger with vampire Blood.

Thin-blood Merits

Anarch Comrades: You have befriended the members of an Anarch coterie who tolerate your presence or even affectionately treat you as their pet. They cumulatively act as a one-dot Anarch Mawla, as long as you don’t deviate from the party line. Write them on the Relationship Map.

Camarilla Contact: You have caught the eye of a Camarilla recruiter who has promised you admittance and a chance at becoming a real vampire. All you need to do is keep your eyes and ears open, report on your and your coterie’s activities, and be prepared to perform any task asked of you. You have the equivalent of a one-dot Camarilla Mawla who treats you badly. Write them on the Relationship Map.

Catenating Blood:
You can create Blood Bonds and perform the Embrace as a regular vampire. Any vampire you create this way will be a thin-blood.

Day Drinker: Sunlight halves your Health tracker (rounded up), but otherwise simply removes your vampiric abilities, including all Disciplines and Health benefits, and does no other damage. You still suffer from Hunger, however, and sooner or later you’ll need to sleep. If your health drops below your currently sustained damage levels as a result of this, you suffer the effects of Impairment or torpor (depending on type of damage) until you are clear of sunlight.

Discipline Affinity: You have an affinity for a c ertain Discipline, picked at character creation. You gain a dot in this Discipline and can learn and retain additional dots in it through experience expenditures, as if you were a normal vampire. (The experience point cost is the same as an out-of-clan Discipline.) Drinking blood with matching Resonance does not reward you with any extra dots in this Discipline, temporary or not.

Lifelike: You have a heartbeat, can eat food, and enjoy sexual activities like a mortal. All but the most advanced medical inspections reveal nothing out of the ordinary, assuming they happen at night.

Thin-blood Alchemist: The Duskborn change as they feed. Thin-Blood Alchemy is the mastery of this process. Whether it is spontaneous or a skill learned by comparing notes with other bloodcookers, you have gained one dot and one formula (p. 282) in Thin-blood Alchemy. You can purchase additional dots and formulae through experience as usual.

Vampiric Resilience: You suffer damage as a regular vampire, treating regular puncture and slashing wounds as Superficial damage.


Backgrounds describe advantages of relationship, circumstance, and opportunity: material possessions, social networks, and the like. Backgrounds are external, not internal, Traits, and the player should always rationalize how the character came to possess them, as well as what they represent. Who are your Contacts? Why do your Allies support you? Where did you meet your Retainers? What investments do you possess that yield your four dots in Resources? You don’t have to do all of that at first – but be ready with an answer when the Storyteller asks during play, or be ready to suggest an answer that ties into the ongoing storyline.

Backgrounds are discrete, not progressive, Traits. The same Background can be acquired multiple times.


Allies are mortals who support and help you: family, friends, or even a mortal organization that owes you some loyalty. Although Allies usually aid you willingly, without coaxing or coercion, they are not always available to offer assistance; they have their own concerns and can do only so much for the sake of your relationship. Usually, Allies appear about once per story.

Allies can be almost anyone in your home city, depending on what your Storyteller will allow. You may have friends in the precinct morgue, at a tabloid newspaper or gossip blog, among high society, or at the railroad yard. Allies are generally trustworthy (though they probably don’t know that you’re a vampire, or even that vampires exist). However, nothing comes for free. If you wind up drawing favors from your friend in the Russian Mafia, he’ll probably ask you to do him a favor in kind in the future. Enemies are the opposite of Allies and are taken as Flaws.

You can use the Mortal Template rules to create Allies or Enemies when you buy them or first call on them, and you can write them down on the Relationship Map, though many groups leave this process up to the Storyteller.

Build Allies or Enemies from a budget of points based on their Effectiveness and on their Reliability. The maximum points in one Ally is six. Ally or Enemy groups appear in numbers equal to the number of player characters.

All Enemies are rated two fewer dots than their Effectiveness; a Gifted mortal Ally costs three dots as an Ally, but only provides one dot as a Flaw. Enemies all have the same Reliability: whenever the Storyteller thinks they should show up, but probably at least once per story.

1: Weak mortal, likely useless in a violent or potentially violent situation.
2: Average mortal or a tightknit group of Weak mortals (neighborhood kids who solve mysteries, church group, NGO chapter)
3: Gifted mortal or a dangerous group of Average mortals (a street gang, a celebrity entourage, a blue-collar union local)
4: Deadly mortal, a Gifted mortal with magic or other supernatural powers, or a well-armed group of Gifted mortals (a private security squad, a lawyer contingent, a Russian Mafia bratva)

1: When you call on them, they appear half the time.
2: When you call on them, they appear within 1-10 hours (roll a die).
3: When you call on them, they appear as soon as possible.


You know people – human people – from many different walks of life. Contacts primarily provide you with information in their areas of expertise, and they may want to exchange favors of various kinds. For different kinds of help, use your Influence (p. 187) in the
mortal world, or call on your Allies (p. 184) or Mawla (p. 192).

A Contact is someone in an excellent position to get information. They might be a police dispatcher, rather than a homicide lieutenant, or a congressional staffer, rather than a senator. Information brokers, gossip columnists, underworld fixers, and reporters make excellent Contacts. You can define your Contacts when you buy this Background or as you need to introduce them in play. Whenever you create them, make sure to add them to the Relationship Map.

1: One Contact who can do or get something cheap or common for you (Resources 1). Examples: a weed dealer, a car salesman.
2: One Contact who can do or get something useful for you (Resources 2). Examples: small-time gun dealer, veterinarian.
3: One Contact who can do or get something expensive or hard for you (Resources 4). Examples: security systems expert; police lieutenant in homicide, narcotics, or other useful fields.


Mortals know your name and eagerly seek out news of your activities. You might be a movie star, rock star, or other celebrity. Fame grants pull in mass and social media; you have more ways than most to manipulate the thoughts of the populace. You likely have ways to mask the fact that you’re never seen during the day, such as a body double.

In some circumstances, the Storyteller may allow you to use Fame in a Social test dice pool instead of another Trait, especially to get into an otherwise exclusive venue or event. “Do you know who I am?” doesn’t work everywhere, but it does work. Each level of Fame subtracts one from the Difficulty of Social tests against your fans and from many hunting tests, depending on your predation strategy – you have less trouble attracting prey.

Fame has its downside, of course – it’s harder for you to tail someone unobtrusively, for example, and who wants groupies hanging around the door to their haven all day tagging its location on Instagram? You should look into taking Disguise as a specialty. By default, Fame applies among mortals, but you can also buy Fame that applies among Kindred for the same cost. Some vampires, such as Dracula or Elizabeth Bathory, might have both!

Vampires may admire, or at least be more interested in, a Kindred who was famous or infamous in life: Arthur Rimbaud, Crispus Attucks, Billy the Kid, and the like.


You are famous for something horrible. At the very least, the Difficulty of most reaction tests increases by the amount of the Flaw; at worst, the authorities attempt to kill or capture you whenever you appear.

Dark secret
You can also take Dark Secret, a milder version of Infamy. The Dark Secret Flaw provides one fewer point than the equivalent Infamy, as your black deeds remain unknown to all but you and perhaps one or two very motivated enemies.

The one-dot version of Infamy also provides one point as a Dark Secret, because it’s easier to uncover than a truly life-threatening secret.

Flaw: (2) You are a Cleaver or serial breacher of the Masquerade, have been Blood Hunted out of another city, or have grievously offended this domain’s ruler.
Flaw: (1) You owe a big debt to bad people or have made yourself generally odious. Alternately, your spouse, lover, or close family member has Infamy 2.

1: A select subculture knows who you are and admires you.
2: You are a local celebrity, recognized by a plurality of the city.
3: Most people in the country know your name, at least.
4: Everybody who even vaguely cares about social trends or your field knows something about you.
5: Your Fame reaches mass national or even global audiences. You are a major movie star, stadium-filling rock act, or former president.


You have pull in the mortal community, whether through wealth, prestige, political office, blackmail, or supernatural manipulation. Kindred with high Influence can sway, and in rare cases even control, the politics and society of their city, especially the police and city bureaucracy.

By default, Influence applies most within one group or region of your city. Groups can be large, even diffuse: organized crime, media, religion, the police, city government, etc. Regions should be larger than neighborhoods or all but the largest individual domains: Brooklyn, the Rive Gauche, the South Side, the Ginza, etc. Your Influence applies to the city as a whole at one dot less than it does within your group or region. Using local Influence in another city in the same area, state, or province might be possible at an additional one-dot penalty, and so on. So, a vampire might be Powerful (4) in Hollywood, Entrenched (3) everywhere in Los Angeles, merely Influential (2) in San Diego or San Francisco, and just Well-Connected (1) in Chicago or New York.

The Storyteller may require you to use Influence in place of a Trait in some dice pools, particularly Social tests attempting to sway minor bureaucrats or the equivalent in your group. This Background helps you have an “abandoned” building demolished (or preserved), not start global wars.

If the Storyteller wants to run a game of globe-spanning masterminds, they may recalibrate Influence to potentially apply nationally (4) or even globally (5).

Flaw: (2) Despised. One group or region of the city lives only to thwart you and your faction. Subtract two dice from dice pools attempting to convince a neutral actor to support you politically or do you a favor. The Storyteller should take any opportunity to involve your haters in the story.
Flaw: (1) Disliked. Subtract one die from Social test dice pools involving any group in the city except your Contacts and Allies or other explicitly loyal supporters.

1: Well-connected: You’re guaranteed a respectful hearing.
2: Influential: People want to do you favors.
3: Entrenched: Mortal power-brokers and factions hesitate to oppose you.
4: Powerful: Without a good reason to do otherwise, functionaries and foot soldiers obey.
5: Dominant: Lesser figures try to figure out what you want and do it first.


Like all Backgrounds, the Haven Background is entirely optional. A vampire with no dots in Haven has a suicide’s grave, a room in an abandoned motel, a rented office, or an apartment with windows blacked out with plastic bags. They can still remain safe and hidden by day in this relatively small and insecure haven by default. The Storyteller may allow a player character to default a somewhat better haven from another Background such as Resources, Status, or Influence. Of course, if those Backgrounds go away, so does the character’s nice haven.

A character with none of those other Backgrounds, however, can still have a perfectly reasonable haven as long as they have this Background. For instance, a character might not have enough money to afford a 20-room Victorian mansion in today’s economy, but if their great-grandmother left them one that had been fully paid for, there’s no reason they can’t remain in residence as it slowly dilapidates.

Base ratings in Haven abstract the haven’s size, security, and privacy. All of those factors affect the chance of spotting, penetrating, and surveilling the vampire’s actual resting place. Add +1 to the Difficulty of, or one die to dice pools resisting, such efforts for each dot of base Haven rating.

Kindred know their havens intimately. For each dot of base Haven rating, add one per dot to dice pools to notice danger (including awakening rolls, p. 219) while in your haven.

Base haven

Flaw: (1) No Haven. You must go to some effort (at least a basic test) to find a new resting place every morning.
1: Small haven, but more secure and private than the default. Examples: basement apartment, crypt, locked storeroom in a warehouse.
2: Good size, security, or privacy. Examples: a singlefamily home or row house, wolf enclosure at the zoo, branch sewer tunnel.
3: Very large, secure, or private. Examples: a compound outside town, a bank building, a decommissioned subway station.

Haven Merits and Flaws

You can add Merits and Flaws to your Haven if you wish. They stack with the base Haven rating to produce the total dots in this Background for projects and other uses.

Remember, you can make Haven a shared Background among your coterie – easily the best way to afford a Haven with lots of features.

Flaw: (2) Compromised. Your haven has been raided once before, perhaps before it was yours. It probably appears on someone’s watchlist. Invaders or spies can add two dice to their pool to penetrate or surveil your haven. If you ever do get on the Inquisition’s radar, you should think about moving out.
Flaw: (1) Creepy. Your haven looks like the den of a serial killer, which in fairness is probably exactly what it is. Unknowing neighbors might phone in a tip to the cops or just talk about the creepy place they saw. Your dice pools on Social tests to seduce or otherwise put human guests at ease are at a two-dice penalty.
Flaw: (1) Haunted. Your haven has a supernatural manifestation in it that you do not control or really even understand. It might just have a ghost, but a Haunted haven could hold a dimensional portal, a cursed meteorite, or anything else you can’t get rid of. Obviously, someone who does understand the manifestation could use it to breach your haven’s security. The Storyteller defines any other effect of the haunting, imposing at least a one die penalty to affected pools used in the haven per dot of Haunted taken as a Flaw.

Hidden Armory: Each dot in this Merit adds a stand of arms to your haven’s supply: one pistol and one long firearm, with ammunition. They are as secure from discovery as your resting place.
Cell: Your haven has a dedicated, locked place to store two prisoners, with a base Difficulty to escape of 5. Each extra dot either allows you to store twice as many prisoners (up to a maximum of 32, only in very large havens) or adds +1 to the escape Difficulty. This Merit is not available in small havens.
Watchmen: You have either private security or criminal thugs guarding your haven. Each dot of this Merit supplies four Average guards and one Gifted boss (see Mortal Templates, p. 185). If guards would be conspicuous here, buy this Merit cautiously.
Laboratory: Your haven has an equipped laboratory with a dedicated industrial sink, gas jet, reinforced floor, etc. Each dot of this Merit adds one to the dice pool for rolls related to one Science or Technology specialty or to Alchemy dice pools for thin-bloods using the Fixatio method (p.284). This Merit is not available in small havens.
Library: Your Haven has a dedicated library on the occult, Cainite legends, city history, vampire lore, or the like. Each dot of this Merit adds one to the dice pool for research rolls for one Academics, Investigation, or Occult specialty. Small havens limit this Merit to a maximum of one dot.
Location: Your haven nestles in one of the most fashionable or otherwise exclusive areas of the city, in the Rack, on a small island, or otherwise in a prime spot. Add two dice (or +2 to foes’ Difficulty) to bonuses on the relevant die rolls from either Chasse (p. 195) or from your base Haven rating (pick one). If neither modifier precisely maps to what you have in mind, work out with your Storyteller when you can expect a two-dice bonus to occur. For example, a Haven close to Elysium might grant a two-dice bonus to Etiquette tests in Elysium and on tests to pick up on court gossip.
Luxury: High-definition flat screens, designer furniture, objets d’art, or other expensive details give you a two-dice bonus to Social tests dealing with mortal guests in your haven. If you don’t have at least three dots of Resources (3), your décor was gained illegally.
Postern: Your Haven has a rear exit, secret tunnel, grating in the cellar leading into the sewers, or other unobtrusive way out. For each dot of this Merit, add one die to your dice pools to evade or escape surveillance near your haven.
Security System: Your haven has a better-than-average security system. For each dot of this Merit, add one die to your dice pool to resist (or alert you to) unauthorized entry into your haven.
Surgery: Your haven has one room equipped as a field surgery or better. Add two dice to relevant dice pools, generally Medicine, for tests performed in your haven. This Merit is not available in small havens.
Warding: Your haven possesses some kind of magical ward barring supernatural forces. You may not be able to deactivate it, but it allows you to pass. Discuss the limits of your ward with the Storyteller. Each dot of this Merit adds one to the dice pool to resist supernatural scrying, as well as whatever other entry the Storyteller allows it to prevent. The Storyteller may require you to possess Occult 3 or better, or Blood Sorcery, to buy this Merit.


You have cultivated a group of vessels from whom you can feed without concern. You can use them to perform basic services, although they are neither as tightly controlled nor as loyal as Retainers. (If needed, build your Herd as a combination of Weak and Average mortals; see Mortal Templates, p. 185.) You can slake your Herd rating in Hunger each week without a roll. (This benefit can be shared among more than one vampire.) Overfeeding endangers your Herd, potentially dropping the rating as members die or flee.

Flaw: (2) Obvious Predator. You exude a predatory demeanor, and humans instinctively fear and mistrust you. Lose two dice from any dice pool for hunting except purely Physical expressions of stalking, chasing, and killing. Lose one die from any dice pool for any Social test intended to put humans at ease. You cannot maintain a Herd.

1: One to three vessels with random Resonance and no Dyscrasias: You can change one victim’s Resonance once a month with a successful Manipulation + Insight test (Difficulty 4). Examples: graduate students, musical pupils, cleaver family
2: Four to seven vessels, half of whom share one Resonance that you pick when you buy this Advantage. Examples: Aging devotees of the city’s fading goth or bhangra scene, fellow club scenesters, large cleaver family
3: Seven to 15 vessels, with two different Resonances that you pick each week when you feed on different Herd members. Examples: rugby team, swinger scene, dance or night school class, night shift employees
4: 16 to 30 vessels: Pick two Resonances every week. Herd maintenance, cover ups, and recruitment take occasional roles in your chronicle. Examples: cult, large brothel, sweatshop
5: 31 to 60 vessels: Pick three Resonances every week. Herd maintenance and recruitment begins to brush up against the Masquerade. Examples: Large cult, large sweatshop


As stealth predators, vampires have few weapons more potent than their pretense of humanity. The lies the Kindred live constantly shadow your stories, and no description of a lick should omit how they navigate mortal society – what they wear as a Mask. A good Mask explains the character’s nocturnal existence and offers plenty of opportunities to be alone with mortals.

Some vampires switch back and forth between Masks, risking deep identity confusion and slipups, while others forge single plausible identities and strictly adhere to them for a human lifetime before they switch, adding makeup as they “age,” and faking every aspect of life to look perfectly normal on paper. Others, almost always Nosferatu or unbound vampires, forswear safety for freedom off the grid or on the streets.

By default (at no dots) a vampire either has no need of a Mask, such as those recently Embraced and still able to pass as the human they were, or has a single Mask and fake ID that can stand up to a traffic stop or similar surface scrutiny. A zero-dot mask does not pass a background check, much less a proper investigation by the authorities.

Flaw: (2) Known Blankbody. Your biometrics, name, history, known associates, and aliases appear in several intelligence agency databases, flagged as a potential terrorist. Any inquisitor can read between the lines and recognize you as a vampire.
Flaw: (1) Known Corpse. People know you died recently and react with shock and horror if you appear among them. This Flaw also applies to any database lookups on your identity.

1: You have a good fake identity, including a credit card, bank account, credit history, birth certificate, etc., all in your Mask’s name. You can pass a state or provincial-level background check.

2: Your Mask can pass a background check with the national police: FBI, Scotland Yard, or the equivalent. If you had a military or intelligence record in life, it has been classified. If you have a two-dot Mask, you can also buy the following Advantages for one dot each:

Zeroed: Someone in high places has purged your real records. You officially don’t exist.
Cobbler: You can make or source Masks. Making a Mask takes three days per dot and possibly exposes you online; sourcing Masks takes one day per dot, but costs something in return. How much depends on your leverage, margin on the Social test, or whatever else the Storyteller decides.


This Trait represents one or a group of Kindred who looks out for you, offering guidance, information, or aid once in a while. The word comes from medieval Arabic, meaning different things from “a trusted one” to “uncle” to “source of neighborly protection” to “non-Muslim whose oath still binds them.” Western vampires brought the term back from the Crusades, and as the Ashirra and Camarilla find themselves increasingly allied in the Gehenna War, the word enjoys a resurgence in vampire society.

A Mawla may act as your mentor. Such a role commonly falls to your sire, if they don’t treat you as property or ignore you. Your Mawla might trade information to mutual benefit, or even come to your aid if you have respected the relationship. A Mawla may be powerful, but their power need not be direct. Depending on the number of dots in this Background, your Mawla might be nothing more than an ancilla with a remarkable information network, or they might be a centuries-old creature with tremendous influence and supernatural power. They may offer advice, speak to the Prince or Baron on your behalf, steer other elders clear of you, or give warning when you’re walking into situations you don’t understand. Your Mawla, of course, expects reciprocity.

A Mawla rating could even represent a group of like-minded vampires, such as the elders of the city’s Tremere chantry or a Trotskyite clique amongst the Anarchs in town. (The plural of Mawla is Mawali.) As a general rule, a Mawla group costs one dot more than a single Kindred of that level: a coven of elder Mawali would be a three-dot Mawla group, for example. Whoever they are, write them on your Relationship Map when you buy them.

As a general rule, Mawali provide a helpful word and occasional political pushes or cover, but they don’t fight your battles or call in valuable favors. If they must do so for their own sake to aid you, you probably lose a dot or more of this Background, after arousing their ire. Characters can also acquire one-off Minor Boons (p. 315) from other Kindred, only during character generation. These boons cost half the points (rounded up) of the equivalent Mawla.


A fellow Cainite who generally wishes you (or more likely your sire, lineage, or mentor) ill, an Adversary is the reverse Flaw of the Mawla Background.

Adversaries range from one-dot elders to three-dot Princes or powerful cabals. The Storyteller uses either the Adversary’s Status or some specific other Trait when building dice pools with which to oppose the player characters, not the dots in Adversary.

1: Neonate
2: Ancilla
3: Elder
4: Primogen or Anarch Revolutionary Council member
5: Prince or Baron


This Background describes your Resources. These benefits are not necessarily financial in nature and are rarely completely liquid, but you can often sell them to gain money. It could take weeks or even months to do so, depending on how much needs to be sold. Especially as the Second Inquisition closes down Kindred bank accounts, vampires increasingly return to holding their Resources in cash – or in gold, art, narcotics, guns, and slaves.

Dots of Resources provide an income for you to maintain your standard of unliving, but you must detail the source of your income and the form this Background takes. After all, it might dry up, get stolen, or otherwise vanish during the chronicle.

Flaw: (1) Destitute. You have no money and no home.

1: Portfolio Proletariat: You live paycheck to paycheck: apartment, car, camping equipment.
2: Middle Class: Nice apartment or small house, several cars, high-end equipment
3: Rich: Great condo or nice house, luxury items, highend equipment for several people
4: Wealthy: Mansion, helicopter or private jet, very specialized high-end equipment
5: Ultra Rich: Many mansions, “anything money can buy”


You have one or more loyal and steadfast servants or assistants. Retainers may be ghouls who are blood bound to you, individuals you have so Dominated over the years that they are incapable of independent action, or individuals you have so overwhelmed with your Presence that they would do anything for you. You must always control retainers in some fashion: a salary, vitae donation, or direct mesmerism. Though typically loyal, retainers may betray you if the reward outweighs the risk or if you have treated them badly.

The Storyteller can always call for a scene between you and a retainer. Retainers should act as characters, not puppets. Even ghoul retainers aren’t supermen; the most skilled servants don’t always show the highest loyalty. Everything in Vampire is a tradeoff. Storytellers can use Retainers to add flavor to the chronicle; don’t let them or their misuse damage the story.

Flaw: (1) Stalkers. You have a tendency to attract people who become a tad too smitten with you for your own good. A former retainer retains their memory of you and a desire to reconnect. They may be hungry, love-maddened, desperate, opportunistic, or any combination or variation. Should you get rid of them, another soon appears.

1: Underwhelming retainer: A child, criminal lowlife, or horror nerd follows you around and does your bidding without a Blood Bond. Build them as a Weak mortal.
2: A ghoul, a family servant, a human lover, or a dominated thrall: give them a backstory. Build them as an Average mortal or as a ghoul with no Advantages. For more on Ghouls, see p. 234.
3: A retainer competent enough to act independently and make lesser problems go away. They are likely a ghoul with traits equivalent to Gifted mortals, on top of their supernatural abilities.


You have something of a reputation and standing (earned or unearned) within a specified local community of Kindred, probably Camarilla or Anarch. Status among Camarilla society derives as often from your sire’s status and the respect due your particular bloodline as it does from personal achievement. High Status among Anarchs theoretically depends on the character’s contributions, but more often to their degree of connection (by Blood or coterie) to the current Baron or other ruler.

Status in one sect does not transfer to the other. By and large, Status held in another city effectively reduces by one dot; an Influential (3) vampire in Cartagena is only Respected (2) in Buenos Aires. The Storyteller may occasionally call on you to add your Status to a dice pool along with a Social Trait, especially for first meetings and court happenings. In other cases, the Storyteller may allow you to substitute your Status for a Social Trait – but other vampires may notice that you’re skating by on Status, instead of properly using the Etiquette Skill, for example.

Caitiff characters begin with the Suspect Flaw and may not purchase positive Status during character creation.

Flaw: (2) Shunned. You’re completely loathed by this sect. You betrayed them, crossed a local leader, or fought them in the past. Members of this group will actively work against you if they can.
Flaw: (1) Suspect. You’re not good with this sect at all. You weaseled out of a boon, broke an oath, or did something similar. You can try to stay out of sight and out of mind, but unless you somehow make amends, you suffer a two-dice penalty to all Social tests involving the offended faction.

1: Known: A properly introduced, welcomed neonate, seen as an up-and-comer.
2: Respected: You have responsibilities now, an average ancilla.
3: Influential: You hold authority over part of the group, an average elder.
4: Powerful: You hold office in the group, such as Sheriff, Harpy, or Scourge.
5: Luminary: You sit at the table of power in the group, a respected member of the Primogen

This message was last edited by the player at 03:55, Sun 19 Jan 2020.

Character Creation
 NPC, 32 posts
Fri 17 Jan 2020
at 18:33
Loresheets (Part 1)
Buy an Advantage from a Loresheet and integrate the story of that lore into your character’s lineage and connections. Some Loresheets (denoted as Bloodlines) require the character be of a specific clan. If you choose to be part of a Bloodline you are still allowed to have a generic Loresheet.

Remember, that just like other Advantages, each level of a Loresheet is self-contained and must be bought separately. It does not automatically convey the “lower” levels of that Loresheet.

Agata Starek

For a Ventrue ancilla, the name Agata Starek summons images of nihilistic, gleeful terror, Anarchs as a wave of destruction demolishing everything in its path. But for the neonate anarchs living under the arbitrary and cruel rules imposed by that same Ventrue, she's the very personification of revolution as revenge. Who cares if we're going to live another night? Let's tear these bastards down right now.

More ideological and principled Anarch leaders tend to despise Starek because of her practice of diablerie and lack of interest in any utopian cause. For them, she's nothing but a monster, little better than the creatures of the Camarilla. Yet their perspective might be tainted by the power they wield, because Starek does have one single principle: She always punches up, usually literally. She's famous for turning on her friends and allies in favor of a mistreated ghoul or suffering human.

For all their dislike of Starek, few Anarch leaders really want to make a move against her. Deep in their unbeating hearts, they too appreciate the idea of a monster of their own, a joyous terror giving the Camarilla something to be afraid of. The less power you have, the more hope Agata Starek gives you.

1: Terrorizing the Powerful. Like Agata, you have an uncanny ability to strike terror in the hearts of licks more powerful and influential than you. Once per story, you can reroll an Intimidation test when confronted with a lick of greater means than yourself. This can mean age, resources or Sect status, but the final call on whether your ability applies is up to the Storyteller
2: Apprentice. You've met Agata Starek personally, and something in you caught her interest. Sometimes she sends you little tidbits of information about the weaknesses and private vices of the powerful licks in your city, often with the aim of allowing you to taste their sweet, sweet blood. Once per story you gain the equivalent of a four-dot contact for the purpose deducing a weakness in a stronger enemy. This could be anything from their feeding habit, their Touchstones or the flaw in their haven’s security.
3: A Favor Owed. You've met Agata Starek once or twice, perhaps in a delicate situation involving murder and the spilling of Camarilla blood. Because of your shared history, once per story you can cash in a boon someone in your city owes her. A known appreciator of vitae, the boons owed to Starek always involve gaining access to particular type of vampiric Blood. You explain what kind of Blood you need, and the Storyteller tells you who owes the boon to acquire it, limited by what's possible in the domain. For example, methuselah Blood is probably not possible, but the Blood of the Prince might be.
4: Unlikely Allies. Starek is a figure of hope for many who no longer believe that a better world is possible. They are content to yearn for revenge, and like her, you've become to seem like someone who could make things difficult for the powerful. Because of this, once per story an oppressed servant or minion of your undead enemies will help you in a tight spot as long as they can do it without getting caught. The Storyteller can make this happen, or you can appeal to a minion with a Persuasion roll with four additional dice.
5: The Joy of Transgression. Agata Starek argues that diablerizing powerful Camarilla vampires is not only an Anarch responsibility, it's also one of the chief joys of the revolution. You've taken her words to heart and no longer suffer an automatic loss of a point of Humanity when diablerizing someone with more Sect status than yourself. However, the potential Humanity loss from when you roll the effects of the diablerie can still apply.

Ambrus Maropis

Ambrus Maropis rarely leaves his opulent apartment in Cyprus to meet the public, yet his reputation as a trend-setter and Masqueradeprotector spreads widely throughout Kindred society. The Toreador who know that Ambrus is a Nosferatu loathe the vampire’s popularity. His disciples, akin to superfans, act as gobetweens to Princes and Barons while he remains forever hidden.

Ambrus has a reputation as a vampire on the cutting edge of technology and culture. Embraced in his late teens, Ambrus is, at heart, an introverted fan of anime, gaming, and online roleplaying, with an elaborate online persona. Ambrus uses this persona to sell soft - ware and information he hacks; advise on the best security methods stolen from governments and corporations for Kindred to utilize; inform Elysia about emerging musicians, entertainers, and trends; and make himself an invaluable resource to Camarilla and Anarchs who want to appear more human than human.

1: True Believer. If Ambrus has taught you anything, it’s that the Camarilla is right and the Masquerade is essential. You follow his edicts on security and subterfuge religiously, granting you knowledge of the best shared Kindred hiding places in a city, providing a one-die bonus to tests to find such a place. You may not have access to this bonus if the domain is typically opposed to your political or philosophical view.
2: Clandestine Information. You can use a digital dead drop to request a hack from Ambrus’ fan community. Once per story, you can get one piece of information stored online about most mortals within two to 20 hours.
3: Taught by the Best. As one of Ambrus’ disciples, you are provided with a ready supply of intel on topics from Second Inquisition operations to the fashion in Harajuku tomorrow night. Ambrus can also time-lock information in the Dark Web or set you up with your own Ukrainian hacker at “friend prices.” Consider Ambrus a three-dot Mawla (3).
4: Back Door Panopticon. Ambrus hooked you up with a back door into PRISM/NUCLEON surveillance software, tracking and sorting online communications (including cell phone calls) for keywords and names. Or perhaps you stole it from him or found it on a machine in a safe house an Ambrusite abandoned in a hurry. Either way, you can only log in once per story for security’s sake, but it gets you two automatic successes on any Investigation test involving anyone’s cell activity or online presence.
5: On Another Grid Entirely. Ambrus went all out with your false identity. You have two two-dot Mask (2) cover identities and have been Zeroed (p. 192). You get three extra dice to resist attempts to research you online or uncover your activities in the mortal world.

Anarch Revolt

You claim lineage to a vampire important to the Anarch Revolt of the 14th and 15th centuries, or perhaps you possess records chronicling the fall of tyrannical Princes, or rise of upstart Barons. You know the time and place Tyler murdered Hardestadt the Elder, and the participants in the diablerie of the Tzimisce Antediluvian. Maybe you’ve even spoken with Lugoj or Lambach, two of the Fiends present during that incident.

Your knowledge of the Anarch Revolt is such that you can see the waves and eddies of time repeating itself in the society of the Damned tonight. You recognize the exact same crimes of the past repeated now, and can predict, and perhaps control, the way the young will rise up to smash the old.

1: Critical Ancestor. Vampires largely of Clans Brujah, the Banu Haqim, and Lasombra led the Anarch Revolt across Europe, with powerhungry Tzimisce taking part to eliminate the greatest monsters in their own clan. However, Anarchs rose from all clans, as most elders manipulated their young to disastrous ends. You can name one of your ancestors as critical to the Anarch Revolt, either as an instigator, chronicler, or opponent. Your ties to this ancestor give you credibility in discussions regarding the Revolt, and a passion for its analysis. Gain a point of Anarch status as well as the Suspect (Camarilla) flaw, or vice versa.
2: Speak the Words. The Anarch Revolt was driven more by words and energy than flashing blades and spilling blood, at least at first. You possess the same ambition as the Anarchs of the past, and can accurately pinpoint where oppression occurs, and where revolt is necessary. When vampires listen to you, they feel more inclined to seize power from their masters. Add two dice to social tests involving the instigation of Anarch activism.
3: Enemy of the Establishment. You consider yourself an Old Anarch, not necessarily by age, but by ethos. The new Anarch Movement has its strengths, but also many weaknesses. Your views put you in direct opposition to the Camarilla and its Victorian methods of subjugation. The Camarilla has marked you as an enemy, which only draws more listless Anarchs to your banner. You gain the equivalent of a four-dot Mawla, representing your comrades among the Anarchs, as well as a one-dot Adversary, representing someone tasked with keeping tabs on you and, if necessary, bring you down.
4: Icon. You have taken the name of one of the Anarch Revolt’s original participants, and act as that vampire’s successor. This would be disrespectful, if you had not performed many of the same actions as your forebears. Many Anarchs see you as the next great leader of the Revolt, whether or not that is your intent. You may have seized an historic identity for the cult status and easy access to herd, but now the sect puts increasing pressure on you to act in their interest. Gain two dots of Status, two dots in Herd and two dots in Resources for as long as you put the Anarch cause before anything else. Any misstep and they are lost until you redeem yourself.
5: Reignite the Revolt. The time has come. You know how the Anarch Revolt took place half a millennium ago, and know how it needs to take place tonight. You know the weakness of your city, the greatest threats, and the Camarilla positions direly in need of removal. You can threaten your enemies with the prospect of war for extortion purposes, or to prevent the Camarilla taking more liberties with the Anarchs than they have already. Once per story you can use this leverage to gain four dice in any Social conflict against a member of the Camarilla establishment. If you fail the roll you either need to make good on your threat or lose this Advantage permanently.


Toreador Primogen Annabelle has been involved in Kindred politics for nearly two centuries. She’s served on the council throughout the reigns of four princes and survived fires, purges, and Lupine attacks. So far, she seems unaffected by the Beckoning. Some of her enemies (and a nonzero number of her allies) whisper about what it is that lets her come through so many calamities unscathed. Is she that politically savvy, and has simply made smart bargains and surrounded herself with strong protectors? Or does some mysterious benefactor watch her from the shadows, stepping in to keep her out of harm’s way?

Annabelle throws frequent parties — one or more a week — where invitees can rub elbows with the powerful, admire art both new and old, and set any number of political plates spinning. Though other Cainites find it amusing to scoff at her taste in art, only a rare few do so to her face. While she might not have an eye for masterpieces, it’s foolish to assume she therefore has no head for politics.

Annabelle’s connections span not only Kindred society, but deep into mortal affairs as well. Her money and influence is extremely welcome in the art world. She still maintains contacts within the media under her human guise Elaine Stanley-Greer. Although her husband’s newspaper empire shut down twenty years ago, she knows who to call to get a story pulled or a headline bumped to the front page.

1: Intern. Fledgling vampires who want to learn the ins and outs of Kindred politics often spend time working for Annabelle. Once per story, you may ask for Annabelle’s guidance on a particular matter. She may even decide to help you, though whether that’s to your benefit or detriment is questionable.
2: Glitterati. Whether you’re this week’s one-hit wonder or are famous by virtue of your last name, your presence makes Annabelle’s parties more interesting. Once per story, you can get on the guest list for an event you weren’t previously invited to simply by asking “Do you know who I am?”
3: With Thanks To Our Donors. Annabelle knows someone at every museum and recording studio in town. Once per story, she will pull strings to get you a meeting with someone in charge, but the rest is up to you.
4: Patronage. Your exceptional talents have drawn Ananbelle’s eye. She invites you to sing at an exclusive gathering, or finds a buyer for your latest painting. When you perform for her associates or when Annabelle brokers a deal for your artwork, your Resources increase by one dot until the end of the story. This may be used once per story.
5: Inner Circle. You’ve proven indispensible to Annabelle. She heeds your judgment and entrusts you with sensitive information. Once per story, she will present an issue of your choice (at the Storyteller’s discretion) before the primogen council.

Ballard Industries

With a healthy mix of administrative businesses, trust funds, financial firms, and industrial companies, Ballard Industries is one of the pillars of Chicago’s economy. It is also one of the largest conglomerates in the country, with significant holdings in companies in other fields.

Horatio Ballard still runs his corporate empire in secret, either through his direct descendants or employees that only exist on paper. The company provides the Camarilla of Chicago with a significant amount of its funding, ensuring that Elysium is lavish and secure. In addition, it provides the Kindred with legal services.

As a member of Ballard Industries, you have access to a share of Horatio’s wealth and power. Whether you’re just a trusted employee or his childe, you rarely find yourself in a state of need. As long as you maintain your loyalty to Ballard, the world is yours.

1: Deep Pockets. Ballard knows better than to screw you out of your hard-earned pay. You’ve saved enough of it to weather the very rainy days to come. Once per story, after any event that causes a reduction in your Resources, you may choose to immediately restore your Resources to their original value.
2: Where the In-Crowd Goes. As an agent of Horatio Ballard, you carry a surprising amount of authority in the business world. If you let them know you are and who you work for, they’ll let you do just about anything. Once per story, you may invoke one of Ballard’s false identities to receive three extra dice on a Social test in a corporate environment. If you choose to invoke Ballard’s real name instead, you will automatically succeed the test, but it may be declared a Masquerade breach at the Storyteller’s discretion.
3: I Fought the Law, and I Won. Ballard Industries owns some of the best law firms in the country, and where legitimate legislation doesn’t work, bribery certainly will. A number of law enforcement officers dance to Ballard’s tune, and they might not even know it. You can be their conductor. No matter what crimes you commit, you will always have access to Influence: Police (•••) in your home state or district.
4: Favors for Favors. Ballard taught you that no one gets ahead in business without a little quid pro quo. If you can make sure that you come out with the better end of the bargain, even better. You know how to wield this on the desperate, and make them bend to your will. If you spend your resources for an SPC’s benefit, you may declare they owe you a debt and have two additional dice to add to an Intimidation or Persuasion roll if this proves a hard pill for the SPC to swallow. If they agree to repay the debt, from the next scene onward, you may call in that character’s debt at any time. The debt can be anything within the character’s natural ability and morality. They are not obliged to repay, of course, but will suffer social backlash among the Ventrue if they do not. You can hold as many debts as your total Status at any one time. Note that this Lore is not equivalent to Kindred boons, as these debts are only considered sacrosanct in Ventrue and financial circles.
5: The View from the Top. You have earned Horatio Ballard’s respect—or his fear. Whichever the case, he has chosen to place you in charge of a piece of his empire. Name your company and state what it does, then choose one of the following Backgrounds at (••••) and the other at (•••): Haven, Herd, Influences, Resources, or Retainers. This is what your company provides you. You will earn an Enemy (••) who represents a major business rival and another Enemy (•) who is an employee you leapfrogged to seize Ballard Industries.

Bankers of Dunsirn
(Bloodline; Hecata characters only)

Sometime around the 18th century, the Giovanni wanted a foothold in the markets of the New World. But all of their attempts were constantly blocked by a Scottish family of bankers who owned several shipping ventures. Impressed by their financial acumen, the Giovanni investigated bringing the family into the fold. What closed the deal was the discovery that the Dunsirn were cannibals as well as financiers. It was the perfect balance of money, depravity, and ability to keep a secret.

For centuries, the relationship between the two families was clear: The Dunsirn made the money, and the Giovanni family spent it like water. Surprisingly, even though mortal members of the Dunsirn family still indulge in the occasional bit of “long pork,” the Kindred don’t show much aptitude or interest in necromantic pursuits. Prior to the Family Reunion, there was an effort to force them into learning the ways of Oblivion, but now the Dunsirns are happy to go back to what they do best: bleeding people dry.
And this time, they don’t need to answer to the fucking Giovanni to do it, either.

1: Money Obfuscates. It’s hard to make money and not be noticed, but the Dunsirn have worked in the shadows for centuries. You’ve spread some of your family’s money around to make an alternate identity for yourself. You get two dots of the Mask Background for free, though you must maintain this Mask at least once per story.
2: Money Talks. The Dunsirn find information in the most interesting places. All you have to do is spread a little money around, and people jump out of the woodwork to tell you things. Once per story, you can find information as if you had the Contacts Background with a number of dots equal to your Resources. This ability lasts for a single scene.
3: Money Enhances. You always have access to the best that money can buy. Having access to quality products not only acts as a status symbol, it also makes everything a little easier. When making a roll in which you can use your own equipment, you get a bonus die to the roll.
4: Money Multiplies. All the Hecata know the Dunsirn are bankers. But most of them think of it in the abstract, as if “banker” is just a different way of saying “someone with a lot of money.” But you are (or are directly related to) a legitimate investment banker. Gain three dots (up to five) in Resources. In addition, anyone in your coterie loses the Destitute flaw (Vampire: The Masquerade, p. 193), and can purchase dots in Resources at 2 experience points per dot, instead of the usual 3.
5: Money Dictates. You are the head of the Dunsirn family accounts. You have your undead finger on the pulse of the Hecata’s financial accounts. And you make sure that everyone else knows it. You gain three free dots of Status in the Hecata. In addition, once per chronicle, you can either give every Hecata in the chronicle two additional dots of Resources or remove all Resource dots from every Hecata in the chronicle. These Resources additions or removals last for a single story, and if removed, generate a chronicle-length Adversary Flaw in the form of one of the robbed vampires.

Blacksite 24

The former Chanute Air Force Base lies 130 miles south of Chicago and was first established in 1917 as an Air Service training camp following the United States’ entry into World War I, being used primarily to train pilot cadets to fly over the battlefields of Europe. Following the declaration of World War II, Chanute’s importance as a technical training center and enlistee entry point increased. The first all-black fighter squadron was activated there in March 1941, the 99th Pursuit Squadron, who trained first in ground support roles and would later go on to form the core of the other black squadrons. The Women’s Army Corps Training School was established there in early 1944 and produced class after class of WACs until the end of the war.

In 1988, as part of a general reduction of forces consideration, the Base Realignment and Closure Commission recommended that Chanute be closed and redeveloped for civilian use. Certain portions of the former base have, however, not been turned over to the public. Careful inspection of the site turned up the extensive use of asbestos in many of the oldest buildings on site, as well as toxic levels of volatile organic compounds in soil and groundwater requiring extensive environmental remediation. Those areas of the former base were declared an EPA Superfund clean-up site closed to the public, cordoned off, and assiduously patrolled to keep the curious and the foolish away.

Two months later, FIRSTLIGHT took possession of their new blacksite and began shipping captive Kindred into the facility via the conveniently located civilian airfield for long-term detention and processing. It’s not like blankbodies need to eat or drink or worry about mesothelioma, after all, and the isolation protocols followed by the interrogation crews generally also act to ameliorate exposure to environmental toxins. In 2015, the operation expanded from mere warehousing and interrogation when FIRSTLIGHT obtained possession of the former Octave Chanute Aerospace Museum, also on the site of the former base, and converted it to use as a medical research facility. An international team of specialists now makes its home there studying blankbody physiology to their hearts’ content once Intelligence is done with them.

As a Kindred resident of Chicago, you have acquired knowledge of Blacksite 24’s existence and what you do with that knowledge could have a serious impact on your own, for good or for ill.

1: Rumors. You know a lick who knows a lick who knows somebody that got scooped up by creepy, suspiciously well-informed and well-armed MIB-looking dudes in unmarked black vehicles on the way into the city. Once per story, you may ask the Storyteller to feed you one rumor — which may or may not be based in anything resembling reality.
2: No, Really!. You are the lick the other lick knows. Whether you’re a recent arrival in Chicago who witnessed something in your travels or part of a Kindred underground railroad who helps ferry the desperate and fleeing from their situations, you know what you’ve seen. Once per story, you may ask the Storyteller for a solid piece of information about the weirdness you’ve witnessed.
3: Paranoia Strikes Deep. Maybe you were a SchreckNET administrator once. Maybe you’re a paranoid conspiracy theorist now. Maybe you’re a top-flight investigator with a million burnable alternate identities and sources all over the globe. Whatever the explanation, you know about the existence of FIRSTLIGHT and you know that they’re active somewhere near, and possibly inside, Chicago. You possess Contacts (••••) whose particular expertise relates to FIRSTLIGHT
and/or related government-sponsored vampire hunting operations, and may utilize them once per story before they disappear out of reach.
4: It’s My Job To Know This Stuff. You are part of the security apparatus of the Chicago Domain — a specialist advisor to the Prince, an agent of the Sheriff, a protector employed by one of the Primogen or another high-ranking member of a powerful clan — whose task encompasses ferreting out and neutralizing possible threats to the Kindred as a whole. Subsequently, you’ve had greater cause than most to discover the truth of certain disturbing rumors, including employing investigators of your own to sort fact from rumor. Consequently, you have managed to uncover considerable amounts of information about the government’s own vampire hunters, including the fact that they have some sort of permanent installation near Chicago. This specialist knowledge grants you Status (••) among the Kindred, who frequently come to you to benefit from it, and Influence (••) among the kine, which you use to manipulate the mortal world for the benefit of your clients.
5: The One That Got Away. You escaped from containment at Blacksite 24. You are very likely being hunted by your former captors, who have every reason to want to retrieve you before you can go to grown or, even worse, reach others of your own kind and warn them of the horrors you’ve endured or witnessed. Fortunately for them, those horrors are not clear in your own mind, even though you have reached safety: the after-effects of Rötschreck and protracted near-torpid starvation have clouded your memories of your experiences — you can only clearly recall what you saw, or heard, with the greatest effort. Once per story, you may ask the Storyteller for one clear snippet of memory from your incarceration. You have gained immunity from FIRSTLIGHT-induced Rötschreck.


Vampires are immune to most diseases, but some plagues make their way into the vitae and transfer from vampire to vessel with ease, while others fester and mutate, becoming something threatening only to the vampire hosts.

A Blood plague, sometimes known as the Curse, swept through the undead society in the late 20th century, decimating domains and striking down vampires no matter their clan or status. Gustav Breidenstein, former Prince of Berlin and powerful elder, was one of the highest profile victims of the contagion that brought countless Damned to frenzy and forced vitae to escape from every orifice until the victim withered and died.

It is said the Blood plague died out, or was cured through a great ritual sacrifice. Unfortunately, the plague may just be torpid, like so many of its victims. These infections rise again and again across the centuries.

1: Detection. The Blood plague manifests in vampires in a variety of ways, depending on the incarnation of the disease. As the curse afflicting vampires evolves, so must the experts who seek to study and eradicate it. You are one such vampire, who knows all associated symptoms of the Blood plague. You can use this lore to easily determine if someone carries infection, or more malignantly, you can sow rumors in a domain of the plague’s existence, by using facts about the disease’s course. Add two dice to any Medicine or Occult roll involving the plague.
2: The Science of the Blood. You believe the Blood plague to be largely medical in genesis, possibly even started among mortals before it infected Kindred. Your thorough study of the Blood plague enables you to simply detect the plague’s recent paths and patterns, analyzing where an infected host may have been, who they might have been infected by, and when. Such information can be incredibly useful when attempting to quarantine all infected subjects. Add two dice to all Investigation rolls and other tests to track active victims of the plague.
3: Trace the Torpid Victims. You see the strains of Blood plague wind through the earth. Your interest in this condition goes further than just quarantine and healing of the infected; you can follow the plague’s stench and unholy aura to its torpid victims. You already know where many of the bodies are buried. By making a Resolve + Occult roll (Difficulty 4, modified depending on the vampire population and the history of the Blood plague in the area) you can locate the body of an infected victim still in torpor. Who they are and whether they are still contagious is up to the Storyteller.
4: Curative Vitae. You believe any disease is curable, with the correct research, and the willingness to sacrifice. Your vitae is clean of the Blood plague, and you show no symptoms despite your proximity to many victims. You believe your Blood may hold the cure, but scientists of other clans require a lot of your vitae to test this idea. By giving enough Blood to force a Rouse Check you can add two dice to any attempt to manufacture a cure, temporary or even permanent (Storyteller’s discretion).
5: Vector. You have a secret. You carry the Blood plague, and can even infect others with it, but you display none of the symptoms. This dangerous lore allows you to spill your vitae in an Elysium or feed a mouthful of it to a popular vessel, and watch the terrible effects as the other Kindred succumb to the Blood plague. If you feel more altruistic, you may volunteer for thorough tests on your vitae, and how it may be applied by your sect as a weapon, or by those looking for a cure. The specific effects of your strain of plague are up to you and the Storyteller.

Cainite Heresy

At the beginnings of Christianity, Gnostic heretics and Kindred exchanged information and Blood, creating the Cainite Heresy: the belief that Caine was the true messiah, Christ was the Second Caine, and Cainites are His angels on Earth, opposing the wicked Demiurge: the “God” of the Old Testament. The Inquisition burned the Heresy to its roots in the 15th century – but roots can grow back, watered by enough blood.

The antinomianism of the Anarch Revolt and the millenarianism of Gehenna’s rising fertilized the Heresy in the last century. Vampires who use the Heresy to subvert human faiths and Cainites who truly believe in their divine mission evangelize the Heresy throughout Anarch circles.

1: Let He Who Hath Understanding. The Storyteller will give you one clue freely to understand, investigate, or detect the Heresy’s actions or plans, now or in previous centuries. You can use this lore once per story.
2: Hand of the Heresy. Take a total of three dots from among Allies, Herd, Mawla, or Retainers to represent your role in the city’s Heretical deaconate. For example, if you took Herd (1) and Mawla (2), you might bless a small cult of human worshipers and have a renowned scholar of the Heresy as your teacher. You also have the Dark Secret Flaw (Heresy) in some domains.
3: Counter-Inquisition. You can smell True Faith on a human; if you need to test to do so, your pool is Resolve + your highest rating in Cainite Heresy. You might also oppose the Heresy, and instead use this gift to know who to trust.
4: Red Celebrant. You know the rituals and the specific dosages to induce the Red Pentecost in a human congregation: a kind of ecstatic religious version of the frenzy. During the Red Pentecost, humans act according to their worst natures. You can procure enough herbs and fungi for one ceremony per story; the Red Ceremony requires a Hunger check and may trigger frenzy in Kindred participants.
5: The One Named in Prophecy. You are a linchpin of the Heresy’s plans: perhaps they consider you an avatar of Caine, you possess the only copy of the Testimony of St. Panteleimon, or your vitae is the only effective sacrifice to Ialdabaoth to propitiate or distract the Demiurge. Every informed member of the Heresy, and many who simply want to curry favor with the Anarchs, know your role. Once per story, you can use this fact to dictate the winner of a Social conflict if you can give a plausible reason for that outcome.

Calling the Family Reunion
(Hecata characters only)

The Clan of Death, in all its forms, has always had a gift for understatement. The latest, the so-called “Family Reunion,” was a combination of the strategic removal of some high-profile elders, the burying of some ancient axes — sometimes in another vampire’s head — and the subsequent unleashing of millions of outraged and ungrateful ghosts taking out centuries of pent-up ire on any necromancer they could find.

You are party to the hasty (by Kindred standards) discussion between ancient enemies of the necessity and utility of working together. You may have been involved in some of the acts that led to it, or you were present at the Reunion itself. In your own way, you’ve contributed to this new step in the Clan of Death. And even though you’ve become one big happy clan again, that doesn’t mean you just forgive and forget.

1: The Kids’ Table. You were present at the dinner where the final details of the Reunion were discussed. You didn’t have any significant impact in the discussion, but you know what was debated, so you’re familiar with all the old animosities and arguments. You get two dice on any Persuasion checks against another Hecata who tries to resurrect old disagreements.
2: Updating the Rolodex. Not everyone gets along in the new-and-improved Hecata, but since you were present during the initial dealmaking, you now have access to a lot of new contacts. When asking for information or small favors, you have the equivalent of three dots of Status within the Hecata clan.
3: Hiding the Bodies. Even the Clan of Death doesn’t have the luxury of flaunting all the corpses they’ve left along the way. You were involved in the cleanup of a key murder, and a Hecata elder is in your debt as a result. Once per chronicle, you can blackmail that elder in exchange for a significant act. However, once the act is resolved, that elder is now a three-dot Adversary (Vampire: The Masquerade, p. 193).
4: Dealmaker. For all the visible debates during the Family Reunion, there were just as many backroom deals made in order to make the reunification of the Hecata a success. You were a part of one of those deals, and an influential elder in the Hecata owes you as a result. That elder counts as a five-dot Mawla Background but will become a potent Adversary if the secrets are ever revealed.
5: Spiritual Assault. You were involved in the murder of Augustus Giovanni, the methuselah responsible for the alleged destruction of the Cappadocians. As such, you know it was Augustus’ death that unleashed the maelstrom of wraiths coming after the Hecata. Anytime you or someone who consults you uses an Oblivion Ceremony to deal with a spectre or other antagonistic ghost, you gain two automatic successes.

Capone Gang

After Capone’s disappearance from Chicago, some of his lieutenants wanted to continue the great prosperity their gang saw in his mortal heyday. One lieutenant in particular, the Ventrue Eddie Wu, became a vampire not long after Capone and ran one of the only vampiric arms of the gangs in Chicago. Although during Lodin’s reign this was all very hush-hush, he feels he has no reason to hide and in fact is growing in power. The new gang he leads is called “The Capone Gang,” and while small, is influential amidst the criminal underground.

The Capone Gang’s main imports are drugs from Thailand, Laos, and Myanmar, but they still employ cooks for Chicago-made meth. The gang operates out of the Green Mill, a jazz club that’s been around for over a hundred years and was a famous Capone hangout. Since Capone has long since become a relic of Chicago’s past, it’s a surprisingly good cover, and too old-fashioned of a gang hangout in modern times. There are two cemeteries nearby that act as exchange points for the undead gang between any human gangs or other vampires.

Eddie Wu is well known for his ruthless “shoot first, ask questions later” attitude. His second in command and ghoul, Lily DeAngelis, is more balanced, looking to the long-term future of the gang instead of making violent snap judgments. She balances out Eddie’s temper, and is the real brains behind the operation. Eddie stays outside Chicago’s limits to avoid Prince Jackson’s notice, while Lily handles the night-to-night business.

1: A Favor for a Favor. The Capone Gang will do something for you if you do something for them. You know a gal that can get what you need done. Favors are in the realm of procuring drugs, weapons, information, or some other illegal thing. Gain Contacts: Capone Gang (1) and Allies: Capone Gang (1) for one use each per story.
2: In Debt. You’ve got a big ask of the Capone Gang. Maybe you need someone gone, or you have to launder some cash, or you’ve got a clean-up job they can handle. No problem. Now you’re in Eddie’s debt. Once per story you can utilize this to fix some sort of problem, but in exchange at some point in the story Eddie’s going to call on you for a favor.
3: Just One Job. When you help the Capone Gang out with a heist, you get a cut of the profits. They often use another Kindred on these jobs, either as an enforcer, or just to utilize their supernatural abilities in tandem with the ghouls. They plan out the job, mapping the location for the robbery, taking into account security and surveillance, just leaving you to walk in, grab what’s good, and walk out again. Gain Resources (3) from a successful completion of the job. Other characters could join in, but how much you decide to cut them in is entirely up to you.
4: One of Us. It’s official, you’ve spent enough time with the gang to become a member. You can join in a “making” ceremony, where you swear an oath of loyalty to the other vampires in the Capone Gang and gain access to their stash. This gets you Resources (2) and Allies: Capone Gang (2), allowing you to hire some of the members to do work for you as well as some extra cash if needed. With Eddie Wu’s permission, of course. You one additional die to Streetwise rolls concerning organized crime.
5: Prodigal Child. Eddie Wu has put an incredible amount of faith in you, and sees you as a trusted lieutenant. You’re in on the organizational meetings, and can help influence big decisions on what the gang does next. Gain Contacts: Capone Gang (4), Mawla: Eddie Wu (2), and Haven: Capone Gang Safehouse (2). Now you have to help build a lasting empire in Capone’s name. You gain access to all resources, people, and power this position can grant you within a gang, providing Prince Jackson doesn’t clamp down your operation. Should you ever put your own interests before that of the gang, you lose the above benefits, potentially gaining Eddie as an Enemy.

Carmelita Neillson

Desperate elders seeking ways of staving off Gehenna and the Beckoning increasingly seek out the Brazilian-Irish Toreador archaeologist Carmelita Neillson. She unearths the past and interviews Kindred, chronicling a vast array of vampire history and conversations with vampires as old as two millennia. The Camarilla forbids her from archiving any of her findings electronically, so she has established several “Neillson Libraries” in discreet locations.

Her friendly manner, natural curiosity, and abilities as a polyglot make her a natural choice to debrief a Methuselah just awakening from torpor, investigate a ruined temple, or interpret a captured Sabbat scripture. Believing that art need not be in a frame or museum to be admired, Carmelita strongly feels the greatest art, one ignored by Kindred for so long, is the storytelling of their own kind. A gifted storyteller and writer, Carmelita’s skills appeal to many Toreador who wish to break the “pretty and talentless” stereotype.

1: The Art of Story. You and Carmelita share the belief that storytelling is one of the lost art forms. Whenever regaling other vampires with historic lore or tales of myth and legend, Toreador naturally gravitate to hear your words, regardless of your standing toward each other.
2: The Art of Will. A specific objet d’art or relic, entrusted to your safekeeping by Dr. Neillson, inspires and enthralls you. If you spend an hour meditating on this object (and make a Resolve + Academics test at Difficulty 5) before resting for the day, you awaken with one extra Willpower point. You can meditate in this way once per session.
3: Neillson Library. Carmelita Neillson’s small libraries dot the world in Camarilla domains, serving as hives of information used to prompt and support elder vampires’ memories. You are the curator or warden for one of these libraries, which counts as a two-dot Haven (2) with a two-dot Library (2). Other vampires and Kindred historians meet there as well, which has both advantages and downsides.
4: Interview With the Methuselah. You have obtained a recording of Carmelita interviewing an impossibly old vampire who divulges secrets about one of the clans in your domain. Once per story, you can ask the Storyteller to provide you with such a secret. Whether Carmelita knew of this recording and gave it to you or someone made the recording in secret, the information in the interview gives you an advantage over the vampire in the clip and the clan discussed. Interestingly, the voice following Carmelita’s at the end of the tape mentions further recordings.
5: Ancestor’s Tomb. Carmelita has entrusted you to guard the supposed resting place of one of your ancestors. As long as you keep it safe, you can call upon her for a major boon once per story. Should you fail to keep it safe, there will likely be… other consequences.


Once Prince of Marseilles and Primogen of Milwaukee, Carna ultimately formed her own splinter cell from Clan Tremere. House Carna (as other Tremere dub it) speaks for freedom from the Blood Bond and against the tyranny of the Pyramid and the hard-coded misogyny present in the Tremere. Around the time the Pyramid’s head in Vienna intended to drop the axe on Carna and her band of rebels, the Second Inquisition paid a visit to the Great Chantry.

Without the shadow of the Pyramid, House Carna draws increasing numbers of Anarchs and disenfranchised Camarilla. Carna seeks no followers, but she recognizes them for their value. Carna didn’t survive 600 years by ignoring possible danger; she believes it’s only a matter of time before Tremere himself appears to curse her to ash. Until then, she pushes as hard as possible for a modernization and feminization of Clan Tremere.

1: Embrace the Vision. You are fully committed to Carna’s vision for a new Tremere clan and find yourself possessed of a greater sense of self-belief in the presence of your fellow sub-faction Kindred. When around other members of House Carna, you have one additional die for all Willpower tests.
2: The Rebel Trail. You followed Carna’s trail after her initial breakage from Clan Tremere, soaking up the feelings of rebellion and freedom. You resolve to never be a Blood slave again. Whenever at risk of becoming Blood Bound, you may make a Willpower test (with a Difficulty equal to the Blood Potency of the ingested vitae) to ignore it.
3: Unorthodox Rituals. Carna gives of her sanity or her soul to fuel her magic, instead of divesting her vitae in Hermetic orthodoxy. Your understanding of her process enables you to perform rituals in the same way. You can perform one known ritual per story without the need to expend Blood, but on a messy critical, you also become deranged in some way (typically becoming intensely paranoid or fearful of blood) until the end of the story.
4: Reimagined Bond. You have studied Carna’s magic and her unusual method of reimagining the vinculum, and you can extend the effects of her ritual to others. Having sex with a target, mortal or undead, creates a Blood Bond between the partner, yourself, and Carna, despite Carna’s absence. Repeated sexual encounters strengthen the Blood Bond, as per the normal Bond. You can thus circumvent the Tremere clan bane, but the Bond only lasts until the conclusion of the story.
5: Book of the Grave-War. According to rumor, the tome known as the Book of the Grave-War allowed Carna to break her Bond to Clan Tremere. You own a copy, granting you one automatic success on all Occult tests pertaining to Gehenna, its prevention, and breaking the shackles binding vampires to their elders. The book makes you unbondable for as long as you retain it and follow its arcane teachings. However, Tremere seek to destroy you and the book; the Storyteller can also penalize you one die on any Social or Mental test affected by your ongoing paranoia.

Child of the Angel Michael
(Unavailable to Nosferatu characters)

That which is perfect is beautiful. That which is beautiful is good. That which is good leads to utopia. This is what the Nephilim believe — that if they can embody all that is beautiful and perfect, they can recreate the utopic dream of the perfect Kindred city: Constantinople. A recent cult chided in equal parts as a Toreador fever dream and an excuse for lavish parties, the Nephilim nevertheless draws in a large share of proponents, eager to ogle the great and the good, or to find ways to improve themselves toward their personal ideal.

Of course, the pursuit of ideal perfection shouldn’t be sullied by base concerns like money or power. Those that give up all that they hold dear to the Nephilim will be rewarded, becoming more perfect and more beautiful with each passing night. Besides, once the Dream of Constantinople comes to pass and all vampires are living in harmony, none of that will matter anyway. Right? You might be a seeker of beauty, or one of the beautiful yourself, but you’re definitely invested in the Dream, one way or another.

1: The Great and the Good. Even just being around perfect and beautiful people has its advantages, and you’ve been able to leverage your connection to fellow cultists into a few small gains yourself. You have two free dots to distribute between the Contacts, Fame, Herd, and Influence Backgrounds, though the kinds of followers you attract verge on the fanatical and dangerous to you and your loved ones.
2: Outer Beauty. You make trips to the local Nephilim temple, and the accentuation of your “inner beauty” leads to outer effects. Your skin becomes clear, your hair gains luster, and your limbs become long and firm. You get the Looks Merit at four dots, even after character creation. The negative side is you have to really disguise your appearance if you want to avoid attention. Inevitably, your face will be the one witnesses remember.
3: Hedonistic Pleasure. Of course, there’s no point being beautiful if you can’t enjoy it, right? Lots of long nights of excess have taught you a thing or two about having a good time, even when you’re not in a Nephilim temple. You gain two dice on any rolls to score drugs, get a date or sexual partner, or get yourself invited to a party. In addition, your exploits are legendary — take either two dots in Fame or two dots in Status.
4: Michael’s Calling. You’ve been in past cults in which the childer of Michael were worshiped to bring about the Dream. While it’s novel and convenient that all of these fringe cults have come together under one roof, as it were, you see it all as the sham it is. That won’t stop you from leveraging it for your own gain, however. Once per story, you can use all of a cult member’s appropriate Backgrounds as if they were your own.
5: Wiping Away the Stains. The most horrific and flawed parts of the Kindred are, of course, on the inside. Most of the cult claims they want inner beauty as well as outer perfection, but the sex and drugs tend to get in the way of true enlightenment. Luckily, you haven’t lost the true path. Once per story, you can spend a Willpower to remove a Stain from another vampire. The vampire must have sex with you, do drugs with you, or engage in some other hedonistic activity for at least an hour.

This message was last edited by the player at 03:47, Sun 19 Jan 2020.

Character Creation
 NPC, 33 posts
Fri 17 Jan 2020
at 18:33
Loresheets (Part 2)
Children of Tenochtitlan
(Bloodline; Hecata characters only)

In the early sixteenth century, Spanish Giovanni met representatives of the Aztec civilization as part of the Cortes expeditions. In the city of Tenochtitlan (now part of Mexico City), these Giovanni were introduced to a massive, formalized necromantic tradition. So naturally they killed, enslaved, and converted the “heathens,” bringing them into the fold. The Giovanni called these converts pisanob, a Mayan term that roughly translates to “ghosts of the dead that walk the Earth” (the fact that the Aztecs weren’t Mayan didn’t concern the Europeans). That these vampires already had a name, a legacy, and their own beliefs mattered little to the Giovanni.

Their leader, Pochtli, was still in charge of the Pisanob up through the Family Reunion. However, the family had been whittled down to a bare few remaining Kindred after the ongoing attacks by the Harbingers of Skulls, although the reasons for the attacks were unknown. Pochtli offered his unlife to the Harbingers in exchange for an end to hostilities, which the Harbingers accepted.
Now, the remaining children of Tenochtitlan are deciding on a new leader, while planning their revenge.

1: Hiding from the Wolf. The remaining Pisanob survived because they are really, really good at hiding. You’ve learned all manner of techniques to remain out of sight of those that would hunt you… and those you would hunt. You get one extra die on any roll to hide, including via the use of Disciplines or Ceremonies.
2: Ghostly Instincts. The original Kindred embraced in Tenochtitlan were extremely talented necromancers, and they have carried on a wide variety of tips, tricks, and secrets among their brethren. You’ve learned some of those secrets, which give you two additional dice on any Oblivion Ceremony roll involving the summoning, control, or destruction of ghosts.
3: Forward Thinking. After years of being hunted down by the Harbingers of Skulls, you’ve learned to always plan ahead, turning potential tragedy into a triumph. Once per story, you can reroll any Skill roll. In addition, you always get one free Skill reroll in any scene in which you work against another Hecata. If the Hecata in question is a member of the Harbingers of Skulls, you get an additional success on that reroll.
4: Necromantic Prodigy. The secrets of Oblivion are yours to command, whether through study, your ancient bloodline, or secrets you have acquired from your cousins over the years. Your mastery of necromantic ceremonies is unparalleled. You get two automatic successes on any roll necessary for activating a necromantic Oblivion Ceremony.
5: Next in Line. Now that Pochtli has sacrificed himself to the Hecata’s grand plan of unity, it is time for another to step up and lead the Pisanob to future glory. You are one such individual, wielding a balance of necromantic skill and political savvy. You have an additional two dots of Status within the Hecata. Further, you have an ally among the anziani, who acts as a five-dot Mawla once every other story. (You can purchase the Mawla Background as normal to make the character a more regular mentor or patron.)

Convention of Thorns

You are a scholar of the Convention of Thorns, at which vampires of all clans arranged the formation of the Camarilla. Perhaps you descend from one of the most important participants who spoke up at the convention, voicing their proposals for the new Traditions. Maybe you study this historical period avidly, in search of higher meaning or understanding of the laws that govern Kindred society today.

You can recite the names of vampires who attended, the iterations of the Traditions proposed at the convention, and even know some of the hidden proposals between clans that deigned not to join the Camarilla at that time. Knowledge of the Convention of Thorns can still be used to this night to apply pressure to Camarilla and Anarchs alike.

1: Thorns Historian. The Convention of Thorns was a complex, moving beast of diplomacy. Hundreds of small meetings took place between representatives of this clan or that, forging pacts that lasted years, decades, or centuries in some cases. You possess an encyclopedic knowledge of the convention’s minor meetings, and you can call on this knowledge to apply legal pressures on the participants or their descendants, where pacts may still be in force but not practiced or revoked without consent of all parties. Once per story, you can ask the Storyteller for a piece of known information regarding the convention.
2: Tradition Master. The six Traditions the Camarilla cling to tonight were first codified and agreed upon at the Convention of Thorns. Your knowledge of the convention extends to multiple apocryphal or proposed Traditions, some of which nearly passed. Once per chronicle, you can exercise fringe laws in domains where the ruling clans may still be sympathetic to the unaccepted Traditions of Thorns. Example pseudo-Traditions might include: Kindred in this domain are only permitted one Embrace; all law enforcement is forbidden as feeding stock; combat in Elysium is punishable by Final Death; diablerie is permitted against any Caitiff discovered in this domain; etc.
3: Convention Secrets. The Ministry declined an invitation to join as the eighth pillar clan; the Lasombra rejected the Camarilla when it refused to acknowledge the existence of Antediluvians. You have uncovered still-more obscure secret proposals from the Convention: the Cappadocian petition to join, the Malkavians’ symbol draft, and more. You can drop enough hints to always take a one-die bonus to Social tests involving Kindred who were present at the convention. You also know a number of major secrets, each worth a Major Boon to some powerful Cainite. Once per story, you can ask the Storyteller for the name of a Kindred who needs your knowledge.
4: Prospective Justicar. The Camarilla Justicars first received appointment during the Convention of Thorns. No matter your political allegiance, somehow you (or your sire, if you are far too young) have powerful support to become the next Justicar of your clan. If your clan is not one represented widely in the Camarilla, perhaps this appointment signals a sea change among the sect’s clans.
5: New Traditions. Your knowledge of the Convention of Thorns is such that you can compile enough evidence and support to propose a new Tradition, or an amendment to an existing one, to the Camarilla’s Inner Circle. This Tradition may be accepted if it sounds sensible and helps the increasingly strict Camarilla in the world tonight, or it may mark you as a firebrand and danger to the sect. Importantly, your voice will be heard without prior judgment.


Horticultural science defines a cultivar as a plant selected intentionally and carefully shaped and maintained through cultivation. Such are those called who are singled out and shaped by Nerissa Blackwater to be agents of the Ancestor, working to uproot the Cannibals — descendants of Caine — and establish a New Garden upon the broken shells of the first. At a time when the Chicago Camarilla struggles to maintain control following the defection of Clans Brujah and Gangrel, shadowy strangers — some vampire, some mortal — dangle the tantalizing prospect of stability, of an ancient power, a pathway to enlightenment for Kindred who have lost faith in all factions. Some are vetted, some even recruited, but only an elite few are chosen to endure the year-long initiation filled with harrowing trials and tests. The ritual tortures endured are excruciating, but through them initiates prove worthy to serve the Mother. Even then, not all survive the final ordeal. Those who emerge at sunset from beneath the icy waters of Lake Michigan do so transformed, suffused with a purpose and commitment that only comes with clear knowledge of unshakable truths.

1: Dark Seedling. The legends of the Dark Mother always appealed to you, but perhaps you were too intimidated to openly approach one of the Bahari, or maybe their whole Revelation seemed too conveniently situated as a counter-narrative to Noddist lore. Now, though, your new associates have put you onto something that makes sense, feels real. They are tapped into something powerful and that’s worth getting to know. Once per story you may use two dots in Allies: Cultivars representing mortal cultists who come to your aid.
2: Fresh Cutting. There is nothing gained without struggle, without pain. Under the sponsorship of a current Cultivar, you are tested, pushed to your limits, forced beyond them. At this stage, it is expected that you regularly engage in some sort of mortification of the flesh — scarification, scourging, even passing a candle flame over your skin. In return, your understanding of the Mother grows deeper, and your chances of becoming one of her elite servants increases. You gain a free Skill Specialty in Occult, with that Specialty being Bahari, Lilith, or the Ancestor, and a ritual scar to mark your membership in the cult, conveying one dot in Status: Cultivar.
3: Suppressing the Beast. A candidate for initiation must have increased discipline and must attend to new, painful lessons. Hunting mortals brings you near-constant misery, but you are forbidden from feeding upon animals. Thankfully, your sponsor gives you access to feeding grounds where mortals in pursuit of the Mother’s wisdom spill their blood in service to Her and, as a kindness, allow you, a curse-carrier, to consume it. This grants you a three-dot Herd. You also gain a one-dot Haven you can access once per story, in the form of a cultist’s home. You may never again feed from animals, however. If you are a Ventrue and animals are your feeding preference, you cannot take this Lore.
4: Newly-Made Initiate. One month spent on a private yacht, 150 miles out into the waters of Lake Michigan enduring night after night of searing torment and delirium-induced visions earns you the title of Initiate. There remains but one final ordeal, a journey to meet, face to face with the Ancestor — whatever or whoever it might be. Nonetheless, you enjoy elevated status and are now a guide for others on the path of pain, engaging mortals as well as other Kindred who enjoy blood-play. As an Initiate, you enjoy Status: Cultivar (3). Once per story, you may use an additional two dice on a Willpower roll when calling to mind the harsh fasting endured during
your month on water. Some Cultivars do this to shield against Hunger or the Beast, directing their minds elsewhere.
5: Jewel in the Garden. Three drops of a Methuselah’s blood now sing fiercely within your veins, granting you visions, leaving you in no doubt: the Mother is real and She will return. Whether this vitae came from the Ancestor, Nerissa, or some other source is a matter for you to interpret from your vision-addled daydreams. Hand-tapped tattoos of alien, night-blooming flora mark you as a sacred vessel of the Mother’s will and grant you a special resistance against frenzy. You are expected to maintain your own Garden — be that a physical space with growing things or a more figurative interpretation — and come when summoned by the Ancestor or the Blackwaters. As a Jewel, you receive an additional four dice on rolls to resist frenzy due to the harmony of your inner Eden.

Cult of Shalim

Shalim is the name of the Canaanite god of dusk and night. This name was passed down to the city of Jerusalem and possibly to King Solomon.
To the Lasombra in the modern nights it has a different meaning altogether. Shalim is a name spoken of in hushed tones by those who have returned from the Gehenna Crusade unharmed. Some celebrate it quietly, others speak it with fear. It is a name that has driven the awakened members of the clan to seek sanctuary in the arms of their once enemy, the Camarilla. It is their beginning and, some fear their end.

In truth, adherents to this mad religion seek nothing less than total annihilation, not of a clan or a sect, not of a nation, but of the entirety of reality itself. The twisted philosophy of the group comes from the simple fact that all pain, all suffering, all hate and injustice exists only in what we call “reality.” Heaven, Nirvana, Jannah, Shamayim, all afterlives promise a place where there are no more tears, no more pain, no more sadness.
Only in the absence of existence can this be achieved. In the absence of self, all are one, all are equal. In the absence of reality, we become part of the infinite nothingness, we return to Shalim.

For this reason, the cult’s members often speak the phrase “Shalim is” to the initiated, since they believe that nothingness is the ultimate reality and the end of all things, embodied in their dark master. In their minds, nothingness is indestructible, has always existed and will always exist.
Thus, Shalim is the only true infinite, the only true immortal. Shalim is beyond existence. Shalim, simply, is.

1: Dark Whispers. You have heard rumors of the cult from those returning from the Gehenna Crusade. Once per story, you gain an additional two dice to either Insight or Investigation to look into the myths of the cult or to identify if someone is a member.
2: Cult Initiate. As an initiate into the cult’s mysteries, you are aware of the significance of the Semitic phrase “Shin-Lamedh-Mem” as the identifier of other members. You can speak this phrase to an initiated member to immediately gain two dice on any Persuasion roll to gain their assistance. Speaking it to the uninitiated may not only result in their confusion but may expose you to a savvy Lasombra as a member of the doomsday cult.
3: Power of Faith. The cult’s reach extends deepest into the religious community. When they speak of heaven, a place where suffering, sadness and misery do not exist, you know this can only be found in the bliss of nothingness. In the peace of any church or temple, your zeal allows you to ignore the negative effects of Impairment.
4: Crush the Dreams of Life. Shalim’s teachings say the dreams and ambitions of the flesh must be cast off to achieve perfection. All are equal under its gaze and so all must witness the path to the glorious dark of emptiness through the felling of their conceited ambition. When you succeed on an Insight roll against any character, the Storyteller reveals to you their foremost ambition in addition to the information sought by the roll. Armed with this knowledge, you may now reroll any dice in a failed Persuasion roll per scene against them as you turn their desires to your advantage. Furthermore, you may choose to roll Manipulation + Persuasion against the difficulty of the target’s Composure + Insight. If you succeed, you crush their hopes and dreams, plunging them into despair and inaction for the remainder of the story in the form of one Aggravated Willpower damage. A total failure exposes your ruse and turns them against you.
5: Shalim Is. You are a true servant of Shalim. Your zeal and faith in the coming end knows no bounds and you are certain that the Abyss has chosen you to enact its purpose. Your position in the cult gives you access to the Herd background (••) for your followers as well as Influence (•••) in the religious community of your choice from the cult’s many contacts in those circles. You gain the Dark Secret Flaw (•) when taking this loresheet. You also automatically pass any Composure based roll to hide your position as a member of the cult.

Descendant of Hardestadt
(Bloodline; Ventrue Characters Only)

To hear many Ventrue tell it, Hardestadt was the most important Ventrue for eight centuries, until his destruction by Brujah rebels led by the betrayer Theo Bell during the Convention of Prague in 2012. Hardestadt was the Ventrue founder of the Camarilla, alongside six peers from other clans, and Ventrue credit him with the sect’s strength and survival since then.

Hardestadt did not Embrace many mortals, and oddly for a Ventrue, he never confirmed his lineage back to a Fourth Generation Methuselah. As far as Hardestadt was concerned, he was the be-all and end-all of the Ventrue. None who came before or after could hold a candle to his achievements.

1: Voice of Hardestadt. Hardestadt shouted often, punctuating his remarks with fist blows to tables, walls, or unfortunate ghouls. Your Blood allows you to speak over any noise and draw attention, whether in a buzzing meeting room or at a rave. Something in your voice allows others to hear you. Whether they go on to pay attention depends on what you say.
2: Supreme Leader. Hardestadt’s self-confidence as a leader was in many ways his undoing, but until his Final Death, it saw him rise to greatness. You can convince others to follow you into deadly situations or command from the rear, and you can send subjects to their doom to better your position. Once per story, you suffer no penalty to your dice pool for sending people into danger.
3: Ventrue Pillar. Due to your prestigious lineage, other Ventrue look to you for guidance. Regardless of your Status with other groups, you always have three dots of Status (3) with Ventrue.
4: Line to the Founders. Hardestadt ensured his entire line could reach him when endangered. He rarely answered communications unless the situation was dire, and he punished misuse severely, but his method still holds despite his death. Once per chronicle, you can call, write to, or arrange a meeting with one of the Camarilla’s founders in lieu of Hardestadt. Whether they deign to respond depends upon the importance of your request
5: Hardestadt’s Heir. You hold in your possession a signed document in which Hardestadt names you as his successor. You’re not sure what you are a successor to: mere wealth and power, Ventrue kingship, or even the Inner Circle of the Camarilla. When you take the name of “Hardestadt,” the document claims that the Camarilla shall march to the beat of your drum – and ensures that the Anarchs will swarm to take you down.

Descendent of Helena
(Bloodline; Toreador Characters Only)

Some claim she dwells in the Americas, constantly at war with a rival. Others say she runs the most popular vampire nightclub in the world. A few believe she is the clan founder’s lover, and that she is in the process of waking the Toreador Antediluvian.

Beautiful and gifted, it is said none can look away from Helena unless she wills it. Mortals have died to be the first to witness her artistic creations. Her descendants all display an immense level of talent, exemplifying the traditional Toreador role. It is a stereotype few Toreador resent; Helena is a clan icon. Toreador want to get to know you, so they can get a little closer to her.

1: Skin-Deep. No matter your standing, dropping Helena’s name in conversation with a Toreador or a vampire who knows of her effectively raises your Status by one dot. You can drop Helena’s name once per story for this effect, or more often to make everyone sick of you.
2: Real Talent. Unlike other vapid Toreador relying on their faces and bodies alone, you were Embraced for your talent. Choose one Skill from Craft, Etiquette, or Performance. Increasing this Skill costs half the experience points (rounded down) that such an increase would typically cost.
3: Embrace the Stereotype. When the time comes, you can play the role of shallow Toreador, surround yourself with an entourage of sycophants, and throw a party that becomes legend. Once per story, you may host a party to increase your Status and/or Influence by two dots with an invited group; the increase lasts as long as the party does.
4: Divine Purity. Unlike most within Helena’s extended family, your perfection is more angelic than devilish. You can commit any sin, but you will always look innocent. Add two dice to your dice pools when making tests to avoid blame for your actions.
5: Succubus Club Franchise. Helena succumbed to the Beckoning in recent years, leaving the Succubus Club in Chicago to a manager once again. She bestowed a license upon you to establish a franchised Succubus Club in your domain. This rare honor guarantees the city’s Kindred respond to your call, as every vampire Embraced in the last 200 years has heard of the Succubus Club. As long as the club remains open, the Chasse rating of your coterie’s Domain increases by two dots. You also have four dots to select among Resources, Fame, and Status among all Kindred.

Descendent of Karl Schrekt
(Bloodline; Tremere Characters Only)

Clan Tremere is a hollow reflection of its former glories. With the Pyramid decapitated and its leadership scattered, Tremere traditionalists look to one vampire for authority: former Justicar, Karl Schrekt. A legend within his own clan and the Camarilla, Schrekt hunted vampires before his Embrace in 1235. For centuries, he acted as the Camarilla’s weapon against the Sabbat, Anarchs, and occult menaces. He suppressed or destroyed lore regarding Antediluvians, eliminated countless threats to the Masquerade, and did it all without mercy. He earned his share of disciples, but few enemies. Those he got, he killed.

Now he’s one of the eldest Tremere remaining.

Schrekt’s descendants largely follow their ancestor’s hardline clan and sect views: enforce the Traditions, strengthen the clan, and hide the secrets of Blood magic from other vampires.

1: Remember the House. Once per story, you can ask the Storyteller for one piece of information regarding the activities of House Tremere or the clan before its grievous injury.
2: Hardliner. Schrekt’s way is the only way forward for your clan. You follow Schrekt’s laws fanatically. With the Storyteller’s agreement, add two dice to any dice pool when testing to resist attempts to sway you from Schrekt’s goals.
3: Ritual Preparedness. Allegedly, Karl Schreckt prepares all of his rituals in advance and keeps several such-pre prepared rituals about his person at all times. Once per story, you may perform one of your rituals in five minutes, without preparation, having done all the preparations beforehand.
4: Archon’s Bane. You find Schrekt’s targeting of supernatural entities deplorable, and you have formed a tight bond with a member of another supernatural background. You have a four-dot Ally: a mage, werewolf, wraith, changeling, or something even stranger. You must keep your friend safe, as they are being hunted. Once per story, they come to your aid within one to ten hours when called.
5: Know the World. Karl Schrekt believes knowledge is power and that vampires who limit their learning to the study of fellow Kindred are fools. Whether Schrekt’s puppet or nemesis, you agree with his assessment and keep archives on werewolves, magi, wraiths, fae, and other weird entities. This collection equates to a three-dot Haven Library (pick three suitable specialties of Occult), although you might not store your reference materials in your haven. Also once per story, you can ask the Storyteller to answer any simple question related to such creatures.

Descendant of Lodin
(Bloodline; Ventrue Characters Only)

Before Lodin came to power, one thing was true: he was not the only Ventrue in the city, only the most ruthlessly ambitious, the one who seized opportunity when it presented itself and claimed a throne for himself. After Lodin came to power, this was also true: he systematically eliminated any who might grow into a significant challenge to his claims of praxis, particularly the members of his own clan whom, rightly or wrongly, he considered primary threats not potential allies. He ruled for decades, siring a series of lieutenants to enact his will and solidify his control over the domain he had claimed, permitting those lieutenants to sire broods of their own as they, and he, deemed necessary.

Lodin is gone now, pulled down by treachery and inhuman savagery, but his legacy lives on in those that carry his bloodline — both of the childer he sired once he came to his throne and those he sired before the tides of conflict washed him up in Chicago.

1: Baby of the Family. You are the (current) youngest member of the lineage, Embraced within the last decade and still young enough to be treated with some degree of indulgence while you learn the ropes — and pretty much every Ventrue you encounter thinks they have something useful to teach you. With other members of your clan in Chicago, you always have a Mawla rating of one dot.
2: Responsible Middle Childe. You are a steadfast and proud member of Lodin’s wide bloodline, just coming into your own power and responsibilities. Due to your lineage and position, other Kindred of similar age and Generation to you look to you for leadership. With them you always carry a minimum of Status (2).
3: Black Sheep of the Family. You are a descendant of Lodin…and you don’t like it one little bit. You have split with the rest of the late Prince’s consanguinity in some dramatic way: running off to join the Anarchs, publicly siding with the (dis)loyal opposition in political matters affecting the stability of your bloodline’s rule, turning into the world’s worst and least appeasable Herald. You have a little bit of dirt on every one of Lodin’s childer. The Storyteller will reveal a secret about any one of them you encounter, once per story.
4: Like Sire Like Childe. Like your ancestor, you are a virtually unkillable cockroach of a vampire, capable of taking anything that unlife throws at you and turning it, if not into gold, then at least a solid shot at survival. Add two dice to your dice pools when making tests to avoid physical or supernatural injury outside of direct physical conflict.
5: Long Lost Relative. Lodin had an unlife before he came to Chicago and your existence is proof of that fact: you are the descendant of one of the childer he sired in the years between his departure from Veracruz and his arrival in Chicago, when he was a rootless and pragmatically unsupervised wanderer. Your arrival has sent a shockwave through the city and now you are among the most sought-after of its residents, enjoying Status (4) among Ventrue and court officials, the attention of every social gadfly in Chicago, and a definite seat at the Prince’s table.

Descendant of Montano
(Bloodline; Lasombra Characters Only)

Montano has achieved much for Clan Lasombra, but it is only now that the clan feels comfortable in singing his praises. As one of the few who walked with the clan’s founder, his conversance in the Abyss is parallel to none. It is said that it was by his will that Christianity rose to prominence and that his legions of armies shaped the history of Europe itself.

Yet, Montano was always a man of honor. When vampire society split into sects, he refused to abandon the newly born Camarilla. For centuries, he was branded a traitor.

As his progeny, you have felt the sting of his decision and stand to reap its fruits. Whether you served the Camarilla openly or in secret, the clan now looks to you and your ancestor for guidance. You will show them what loyalty truly means.

1: The Shadow of Yesterday. Montano remembers nothing about his early days, but remembers plenty about his sect and clan. Once per story, you may write a letter to Montano asking for a single piece of information about either the Camarilla or Clan Lasombra. From his distant haven, he will respond either with truth or clues leading to it, with the implication that the journey is its own reward.
2: Siblings in Darkness. Montano’s deeds brought the clan to its lofty position. The line he has cultivated is one based in the same honor that kept him in the Camarilla. You are afforded a respect even your clanmates in the Sabbat and elsewhere cannot help but acknowledge. Your Status: Lasombra (2) applies to Lasombra across all sects.
3: Abyssal Apprentice. Montano cannot teach you everything about the secrets of Oblivion, due to the comparative weakness of your blood, but you’ve picked up a few tricks. Once per story, you may use an Oblivion power that you do not already know that is at your current level or lower.
4: Word of Mouth. Inspired by Montano’s patience, you held fast to your place in the Camarilla even when the rest of your clan served as leaders in the Sabbat-held domains. As your siblings join the fold, your allies in the Camarilla have not forgotten where you truly stand. Your
status among non-Lasombra in the Camarilla is at the same level no matter where you travel in your home country, even if you do not hold any position in the city you currently reside in.
5: Purity of Remorse. Once, Montano murdered his beloved friends and family to save the rest of his village from his sire. Though he cannot remember this, he weeps over it just the same. You hope to mourn for your sins as deeply as he does. Whenever you roll for Remorse, you never roll with fewer than two dice.

Descendants of the Baron
(Bloodline; Hecata characters only)

The descendants of Baron Samedi are a mysterious lot, and that’s just the way they like it. Prior to the Family Reunion, they universally had horrifying, rotting countenances, often making them easily confused for Nosferatu. Prior to the Family Reunion, their control of necromancy made them seem like a bastard offspring of the Cappadocians. Prior to the Family Reunion, if the Samedi talked about The Baron at all, they were just as likely to claim he was a loa as a vampire.

Now, the Hecata are one, big, happy family, right? The Samedi even got their looks back, although the rot and decay peek out whenever they feed. But these Kindred are steeped in vodou and hoodoo, and they know that everything comes with a price. Nothing comes for free. So they don silk hats, smoke fine cigars, and plan to enjoy the ride until the bill comes due. Laissez les bon temps rouler.

1: CSI Shit. As one of the Baron’s children, you’ve learned a few tricks about death. One of them is knowing a lot about rot, decay, and how bodies die. By carefully examining a mortal corpse and making a Wits + Alertness roll (difficulty 3), you can immediately know the cause of death.
2: Exquisite Corpse. At one time, the Samedi all looked like walking corpses, but thanks to the Family Reunion, they have brand-new respectable faces. But you can go back to looking like a corpse whenever you want. What’s more, you can look like a specific corpse you’ve touched, if you try hard enough. With the cost of one Rouse Check, you can make a Resolve + Subterfuge roll against an observer’s Wits + Awareness, to look like that corpse.
3: Hollow Inside. Sure, you and the Baron’s children don’t look like corpses anymore, but some of you still have the advantages of being one. Like the fact that corpses can’t feel much of anything anymore. You don’t lose two dice from relevant dice pools for being physically impaired, although you still retain the penalty for impaired Willpower.
4: My Setite Friend. The Samedi have a strange relationship with the Ministry. There’s a lot of overlap in interest, and more than a few have decided to join the Ministry rather than stay with the Hecata. You have a connection with the Ministry, whether it’s one of those wayward Samedi or another Follower of Set. You can ask your friend for a
favor once per story, which translates to the equivalent of three dots in appropriate Backgrounds such as Allies, Influence, and Resources.
5: The Silk Hat. No one is entirely sure who The Baron is, but they do know you have his favor, and are the next in line to his barony. Whatever that is. You’re not entirely sure what will happen if you step up and claim the silk hat of The Baron. It may be a purely political position within the Hecata, or it may invest you with fantastic spiritual powers. It’ll certainly invest you with The Baron’s enemies. Before you accept the role, however, you have the effect of Mawla at five dots, although the help comes in cryptic ways and via mysterious actions.

Descendent of Tyler
(Bloodline; Brujah Characters Only)

Every aspiring Brujah rebel worships Tyler – once known as Patricia of Bollingbroke – and going by many names since. Her revolutionary violence against tyrant elders and insidious Methuselahs irrevocably changed Kindred society and inspired the Anarch Movement. Tyler herself doubts that her actions led to effective praxis, but her childer and clanmates compare her to everyone from Robin Hood, to Malcolm X, to Che Guevara, to Gavrilo Princip.

Tyler still exists: a quiet, studious rebel in these nights. With centuries of reflection, she struggles to reconcile her actions with the results of modern nights. Her descendants continue the fight with the hopes of uplifting her to her destined greatness one night.

1: Instigator. Once per story, whenever you attempt to persuade a mortal crowd into violent action, your hotblooded nature adds two dice to your dice pool to do so.
2: Champion of the Cause. When vampires want a leader for a rebellion, large or small scale, they come to you for advice or leadership. They might even listen to your words, and providing your advice is not completely ridiculous, might even defer to your authority. You add two dots to your Status with them during such rebellions, but you might find the numerous contacts gained before a rebellion more valuable and certainly less dangerous.
3: Tyler’s Mercy. You know when to stop. Tyler recognized when the Sabbat went too far with her Anarch ideals, and you likewise recognize the limits of violent revolution. Once per story, when frenzying, you may at any point take a Brujah Compulsion (p. 210) to immediately cease the outburst. You do not suffer any confusion or tiredness after an interrupted frenzy, abruptly snapping back to Humanity.
4: The Furores. Tyler’s philosophies first emerged among a historic vampire group known as the Furores, dedicated to the destr uction of all Kindred tyrants. This group still exists in secret, and you claim membership. When the time is right (once per chronicle), the Furores arm you, provide you with sanctuary in a regnum where they have influence, and activate assets in the target domain as surprise Allies (available within one scene). The Allies add up to five dots of Effectiveness; the rest depends on your collaboration with the Storyteller. Furore assets can only be used when attempting to take down a Prince, unfit Baron, or vampire of higher station. Misuse makes you a target of the Furores and their unknown operatives.
5: Permanent Revolution. You have already taken down one sect figurehead. You now lead an army of revolutionaries to sweep the board in the neighboring regnae. For as long as you keep fighting and are not found to be indulging in the luxuries of station, Anarchs stop to listen to your every word, and Brujah Anarchs do exactly as you say, including embarking on suicide missions. No rolls are required if your speech is strong and argument convincing enough.

Descendent of Vasantasena
(Bloodline; Malkavian Characters Only)

Vasantasena and her Malkavian sire Unmada traveled the world throughout the Middle Ages, preaching against the Blood Bond. They rejected the vinculum, traditional Kindred hierarchy, and all loss of free will. Ultimately, they condemned the Antediluvians for their cruel tyranny through Jyhad, joining the Sabbat during its formation.

As the Camarilla had, the Sabbat rejected her cause, instituting both hierarchy and ritual enslavement through vitae. She eventually rejected them in turn, assembling a faction of Malkavians to embrace freedom from the Sabbat.

Vasantasena’s descendants are many and varied, and all of them followed her from the Sabbat before the sect’s recent, bestial devolution. Some joined the Camarilla, others the Anarchs. All possess the zeal and charm she wields like a knife. All fight for something.

1: Agent of Chaos. You thrive while everything around you burns or spins into catastrophe. In turbulent situations, such as an unusually chaotic and unpredictable combat, a car chase through a crowded city, or when fleeing an exploding building, once per session, you may re-roll a single die without spending Willpower.
2: Hear My Words. You carry your ancestor’s skills of persuasion, finding your voice speaks to the Blood of others before it reaches their minds. Once per story, if you attempt to counsel others in a chaotic environment and they actually stop to listen, they may re-roll one dice pool in one future test during the same situation.
3: Scent the Bond. Vasantasena’s loathing of Blood Bonds was part of the reason she targeted the Antediluvians and the ties they maintained with their offspring. Such was her power that she could smell the Bond on individual vampires and recognize the same odor on the vampire Bonded to, or Bonding, them. Once per story, on a successful Resolve + Awareness test (Difficulty 4), you can do the same.
4: Destroy the Bond. Vasantasena’s greatest act is the destruction of the Blood Bond. Some say she performed this act many times in recent years among the Sabbat, in part leading to their rapid degeneration. Once per story, you too can remove the Blood Bond imposed on a victim, if you drink a mouthful of the thrall’s vitae and then ride out a frenzy.
5: Sabbat Becomes Camarilla. Vasantasena achieved the impossible and showed her descendants how it was done. Alien, inhuman philosophies locked most vampires into the Sabbat. Once per story, you can deprogram a vampire from their sect beliefs. To do so, you must completely isolate the subject and make an extended test (p. 293) of either Intelligence or Charisma + Insight in an atmosphere of specialized perfumes. Roll once per three nights of disputation; you win after achieving a number of successes equal to twice the subject’s Willpower.

Descendent of Xaviar
(Bloodline; Gangrel Characters Only)

Nobody, even fellow Gangrel, listened to Xaviar the first time he spoke. It took marching into a convocation of the Camarilla’s biggest players for other Kindred to take notice of him. He spoke of interacting with one of the Antediluvians and seeing his entire coterie eaten alive by this mythological creature. He accused the Camarilla of perfidy against its members and cast aside his role of Gangrel Justicar.

News travels slowly among the Gangrel, as a clan with little hierarchy and lacking an effective communication network. Slowly, Gangrel followed Xaviar out of the Camarilla, some becoming Autarkis, while more ultimately joined the Anarchs.

Gangrel now share a communal guilt for their initial disbelief of Xaviar’s claims and slow reaction to his proclamation, as he met Final Death soon after. Few know if the Camarilla or some other agency slew the mighty Gangrel, but all know their ancestor was wronged. Now they take up his torch and attempt to bring the Gangrel into truth’s flickering light.

1: Martyred Ancestor. Other Gangrel treat you with the respect they took too long to afford Xaviar. Despite any personal grievances, you can always find sanctuary with other Gangrel, if any are present in your current domain, at least until you insult them grievously. With them, you have two dots of Status (2).
2: Where the Bodies Are Buried. Xaviar’s experiences with melding through earth, blood, and vitae left a mark on his lineage. Gangrel of his line can make a Resolve + Awareness test to detect whether a vampire has merged with the earth or lays torpid beneath the soil. Difficulty depends on the area you have to search.
3: Loyal Hound. You resisted the winds of change, remaining with the Camarilla despite your clan’s actions. For your loyalty, the local Camarilla Prince awarded you status, feeding rights, and territory, amounting to four dots you can distribute among Domain, Herd, and Status. Non-Camarilla Gangrel despise you, and even Camarilla vampires of other clans pity your solitude, but you guarantee yourself a voice among the Primogen, should any rebel Gangrel pass through your domain.
4: Monstrous Bat. Xaviar’s preferred bestial form was once that of a bat, but following his encounter with the Antediluvian, he found his form capable of changing into a hybrid between human and bat. Once per story when the moon is just right, you can take the same form. This man-sized bat has an extra dot in all Physical Attributes and can glide in the air from any height. Biting in this form adds +1 Aggravated damage to mortals and vampires alike.
5: Experienced the Antediluvian. Xaviar was not the only Gangrel to sink into the ground and find himself inside his clan founder’s vast, inhuman form. You have done the same, and the experience changed you. You are now a little mad, likely suffering from paranoia or claustrophobia. Whenever you call your encounter to mind, you feel your veins rooted to the ground, connecting to every other Gangrel in the world. Once per story, you can sense any Gangrel’s location and drain a thimbleful of vitae from them to reset your Hunger level to 2. You must be touching open ground, not concrete, to use this ability.

Descendent of Zelios
(Bloodline; Nosferatu Characters Only)

All of Clan Nosferatu knows their great architect Zelios as a master planner, mason, and scholar of geomantic power. Though he disappeared beneath New York in the 1990s, he left behind libraries of books, plans, and treatises on the power of location and sacred geometry.

Zelios’ descendants continue his good work, instructing other vampires on the building of havens, dungeons, prisons, and labyrinths. They can supposedly sense ley lines and, for a price, advise Princes where to locate havens at these epicenters to ensure both armor and power from the earth and stars.

1: Sanctuary. Your haven is a wonder of modern design, possessing security in the form of secret passages, electronic security, and even a self-destruct button, all while looking stylish and comfortable. Split two dots between either or both of the Haven Merits Postern and Security System, but someone, somewhere likely has all the details of the setup.
2: Saboteur. You instinctively know where a building’s weaknesses are, and you don’t even require explosives to destroy it. With maul, crowbar, cable, and cold chisel, and as many nights on site as the difficulty the Storyteller sets for the building (i.e. four for a family home, six for a bank, eight for a prison, nine for a skyscraper), you can collapse an edifice like a house of cards.
3: On Commission. Other vampires know you descend from Zelios and ask for advice on how best to build their own havens. This business ensures you often have a boon or two to collect (roughly one minor boon per story) and that you know where a number of powerful vampires sleep – which, in the end, probably does you more harm than good.
4: The Labyrinth. You used Zelios’ work to construct a labyrinth beneath your domain, made in part with sewers, disused drains, cellars, basements, and maintenance tunnels. You added your own chambers, dead ends, and connections to form a true underground maze. Only those you tell know of your labyrinth. You cannot treat the labyrinth as a Haven, as it terrifies you, but if you reach it when chased, no one can pursue you.
5: Sense the Ley Lines. You occasionally glimpse throbbing red tendrils snaking through the earth: ley lines. Vampires who make their havens where these vessels converge find their Hunger grows more slowly (when making a Rouse check for awakening, roll two dice and pick the highest) if they sleep there by day. Ley lines have other powerful magical effects – secrets you can research along lines the Storyteller indicates – and your fellow Sewer Rats harshly punish disclosing anything about such secrets.

Ducheski Family
(Revenant Bloodline; Tremere Characters Only)

The Ducheski were once the Krevcheski, a family of scholars in Eastern Europe patronized by its nobles. The Tzimisce subjected them to years of experimentation, transforming the family into revenants, a hereditary line of ghouls born with a semblance of vampiric vitae in their veins but afflicted with a craving for the real thing. For a time, they served the clan faithfully, developing a knack for creating advanced clockwork devices for siege warfare and torture.

When war broke out between the Tremere and the Tzimisce, the Krevcheski betrayed their masters, pledged fealty to the Tremere, and took their new name. They have served the clan in secret ever since, maintaining the Warlock’s libraries, sanctums, and laboratories. The family is in decline; few are permitted to continue their line and even fewer are allowed to join the clan as Kindred. At least one member of this illustrious family is at your service.

Unless stated otherwise, purchasing any level of this Loresheet for the first time provides the player with Retainer (1), representing the revenant. A Ducheski revenant is a ghoul built as a Weak Mortal that always has access to Auspex 1 and Blood Sorcery 1.

1: Nourishing Blood. While a revenant’s vitae is nowhere near as potent as the Kindred, drinking it can be just as sustaining. When you feed from your Ducheski revenant, they are not subject to the Human slake penalty of your Blood Potency. Feeding from them never risks a blood bond. The revenant is still harmed by your feeding like a human would be.
2: Personal Library. The Ducheskis hold a wealth of knowledge within their dilapidated ancestral strongholds. Your revenant has added their personal library of ancient texts to yours, increasing your understanding of the world’s mysteries. Choose two of these three Skills: Academics, Investigation, or Occult. Whenever you make a Test with any Specialty in your chosen Skills, you receive one extra die, in addition to any applicable bonuses.
3: Research Team. You have a tight-knit family unit of three to five Ducheski revenants in your care. You receive Retainer (2) to represent them. Once per story, when you task your research time with studying a new Ritual, their dedication and teamwork allow you to learn the Ritual in half of the usual learning time.
4: Ritual Assistant. Your Ducheski revenant has a special aptitude for the story of Blood Sorcery, and can help enhance your magical techniques. When your revenant is present and helps you prepare a known Ritual, the Difficulty of the roll to activate it is reduced by 1. If more than one Ritual Assistant is present, the Ritual pool increases by one die for every two Ritual Assistants present after the first.
5: Ducheski Invention. You own a one-of-a-kind Ducheski creation. This could be one of their infamous clockwork devices, or even a modern technological marvel designed by a revenant in your service. Give the invention a name and function, and choose a Skill. Your Storyteller will name up to three components that make its function possible. The invention is a Specialty of that Skill that provides three extra dice when the invention is used in tasks involving that Skill. If it is damaged or destroyed, any Ducheski in your service knows how to fix it, if they have all the components available.

This message was last edited by the player at 03:34, Sun 19 Jan 2020.

Character Creation
 NPC, 34 posts
Sat 18 Jan 2020
at 05:13
Loresheets (Part 3)
Fatima Al-Faqadi

Embraced in the 12th century C.E., Fatima al-Faqadi is ancient among tonight’s active Kindred. Known within the Children of Haqim as the Hand of Vengeance, she is one of the most dangerous and skilled assassins who have ever been among the Kindred.

Fatima is a faithful Muslim and a sworn enemy of the blood cultists of Ur-Shulgi. She once worked for vitae, undertaking contracts for Blood funneled back physically or by sorcerous rituals to her clan’s fortress, Alamut. But these nights, Alamut is under Ur-Shulgi’s control, and Fatima is reported to be the leader of a charge of Banu Haqim fighting side by side with the Camarilla in the Gehenna war.

Evil tongues would have it she is in the fight only to find out what happened to her once-lover and rival, Lucita. For her part, Fatima silences such rumors with a stare almost as deadly as her knives.

1: Weapons Locker. Your connection to Fatima or her network of Banu Haqim gives you access to a hidden weapons locker somewhere within your domain, or the domain you are visiting. You know from rumor or reliable sources where one of these lockers should be located. Once per chronicle you can use this knowledge to equip yourself with a hand-held weapon of your choice, subject to the Storyteller’s approval.
2: Extended Web. Fatima once held membership in the cult known as the Web of Knives. Though the Web remains loyal to the demonic Ur-Shulgi and the Alamut branch of the Banu Haqim, some cultists from the Web followed Fatima in making overtures to the Camarilla. You are either a member of the Extended Web, or have a close bond to those who are. You can take three dots allocated to Allies, Contacts, and
Mentor and assign them to members of the Extended Web, who may assist you for a price, or school you in the art of killing. Note that unlike regular Backgrounds, use of these dots require payment, often severe.
3: Missed Hit. You are one of the rare Kindred to survive an assassination attempt by the Hand of Vengeance. Whether or not you were the target or collateral damage, you have a reputation as someone Fatima couldn’t bring down. As well as granting two dots in Status, this lore grants one bonus die to Social dice pools when your survival story can be used for good effect.
4: Recognized Judge. The Banu Haqim are meant to be judges of other Kindred. Either you were taught the ways of judgement by Fatima, or the Web of Knives taught you Ur-Shulgi’s dictates. In either case, in any non-Camarilla domain you may formally announce judgement and execute a Kindred without open retaliation from the ruling sect, as few wish to cross Banu Haqim law. Your judgement does not prevent other Kindred from subtly attempting reprisals.
5: Open Contract. Your relationship with Fatima is such that she has agreed to eliminate any one opponent of your choice. She will not ask questions. Perhaps your relationship is one of trust or care, or perhaps Fatima owes you. Her success is not guaranteed, but is likely.

Fiorenza Savona

When the Lasombra reasserted control over their old religious power centers, the Ventrue responded by expanding their influence in the new nobility: government and multinational corporations. With global political pull, Fiorenza Savona keeps the clan relevant and dangerous – at the center of global power.

Hard-nosed and unafraid to tell another vampire to take a running jump, Fiorenza worked hard as a mortal and continues to do so as a Kindred to ensure that wealthy and powerful vampires remain in their positions.

Moving up through NGOs and the UN, she knows everyone worth controlling in the Davos elite. Her sire targeted her for her contacts list and discovered her Machiavellian political and business acumen.

A fresh power player in the Camarilla, many elders and ancillae consider her a mere “new money” Ventrue. Their wiser clanmates know her actions sway councils, corporations, and individual mortals possessing real power. Where her predecessors focused on vampire politics, Fiorenza believes the key to Kindred longevity lies in the manipulation of the living.

1: On Fiorenza’s List. Fiorenza knows who you are, which either means she thinks you’re an asset to the clan or a problem. Consequently, she has assigned a Gifted mortal (p. 185) Retainer – bodyguard, driver, butler, etc. – to you, though they remain in her employ. They make no secret of spying on you and reporting back to Fiorenza, and they never drift far, even if dismissed. If the mortal is harmed or killed, Fiorenza makes a note that you’re not to be trusted, but if your conduct is good, you move further into her good graces.
2: Breakfast with Fiorenza. Despite her high-profile role, once per story Fiorenza will make a space in her busy schedule to meet with you. Maybe you have dirt on her or perhaps you are close friends. A meeting with Fiorenza can be lucrative and informative, if you ask her the right questions.
3: Friendly Benefits. You were close to Fiorenza before she became "the next big thing" in Clan Ventrue, and this friendship pays dividends: she can smooth over ruffled Ventrue, provide you with insider trading tips, loan a Gulfstream equipped with polarized windows and pre-cleared flight plans, etc. If you overuse or misuse this connection, the equivalent of a three-dot Mawla (3), she cuts you off without hesitation.
4: The Directorate. The shadowy Ventrue Directorate approached you. Concerned about Fiorenza’s meteoric rise, they chose you to approach her, suborn her, and break her to their will. If you accept, you submit to a Blood Bond and have your memories of the Directorate’s identities erased – but you receive six dots to select from among Contacts, Mawla, and Resources. Of course, you could approach Fiorenza and offer to work as her double agent.
5: Government Motion. Fiorenza owes you a favor – once per chronicle, she agrees to influence a mortal political leader as you request. Her suggestions equal five dice to distribute as you like among any roll involving government action. If you create a major political disturbance or otherwise act to reinforce Fiorenza’s “suggestions,” the Storyteller may add other dice based on your plan and on how well you succeed at it.

Fires and Floods and Devil’s Night

Chicago has suffered and survived several disasters since its founding in 1833. While many can be attributed to bad luck, infrastructure failures, or human error, some Cainite historians point to Kindred as the causes. Often, the chaos and confusion generated by a catastrophe presents the perfect smokescreen for vampires to rid themselves of enemies or sabotage a rival’s holdings in the city. The most famous of these was the Great Fire of 1871, started by the Malkavian O’Leary, which gave Lodin the chance to seize power from Prince Maxwell in a series of purges survivors dubbed Devil’s Night. More recently, the 1992 Chicago Flood has been blamed on a weakened utility tunnel wall giving way, though rumors among the clans suggest it was a Tremere attack on the Nosferatu living belowground.

Disasters also create chances for the city’s Kindred to wield influence over rebuilding and reconstruction efforts. Over the last two centuries, enterprising vampires have hidden havens beneath new skyscrapers, or influenced city planners into adding extra branches off of sewer tunnels.

This knowledge can apply to other cities’ disasters as well, such as the Great Fire of London or the 1906 San Francisco Earthquake

Other Tragedies

Following are a handful of historical events you may wish to weave into your character’s or chronicle’s backstory:

December 3, 1903: Fire broke out during a matinee performance of Mr. Bluebeard at the Iroquois Theater. 27 of the theater’s 30 exits were locked, causing panic and a stampede. 600 died.

July 24, 1915: The S.S. Eastland sank on the Chicago River, killing 844 people who were trapped or trampled belowdecks. Many of the victims were employees of Western Electric and their families, heading to a company-sponsored picnic.

February 4, 1977: An L train derailed on the Loop at Lake and Wabash, killing 11 and injuring 180.

1: Trivia Buff. Your knowledge of Chicago disasters is rock solid. You know dates and details, and have written listicles on the strange-but-true facts about the tragedies. Add two dice to Academics or Investigation rolls pertaining to the topic.
2: Old Bones. New parts of the city were rebuilt on top of the old. Perhaps you’ve studied architectural records, or maybe your old haunts were in the path of destruction. Parts of them still
stand, and you know how to get into them. Once per story, you may hide in one of these places to throw off a pursuer.
3: Devil’s Night Survivor. You lived through the Great Fire and Devil’s Night, and may have participated in Lodin’s purges. Once per story, add three dice to a Social roll involving another person who survived the fire or their childer.
4: Local Hero. You helped rebuild after disaster struck, or were one of the rescuers at the scene, and people remember you fondly for it. Once per story, you may leverage this goodwill to sway mortal opinion to your side of an issue, granting you Influence: Goodwill (5) for a single session, once per chronicle.
5: Puppetmaster. You were one of the primary orchestrators of a disaster. Work with the Storyteller to determine how you were involved and what the results were. What were your goals? Who died as a result? Who knows you were behind the tragedy? What are some of the rumors surrounding it? And what did you gain from it?


FIRSTLIGHT is a joint operation among the world’s intelligence agencies, tasked with learning about — and hunting — tonight’s vampires. Camarilla, Sabbat, or Inconnu, a Cainite’s sect doesn’t matter to the people whose directives involve killing them and dismantling their power over mortal affairs. FIRSTLIGHT’s operatives often aren’t aware the people they’re tracking down are no longer mortal, and possibly haven’t been for centuries. Most receive information portraying their targets as human terrorist cells; reports after the fact uphold that narrative.

FIRSTLIGHT relies on both ultra-modern technology and old-fashioned investigation, making their nets tough to dodge. FBI agents and their expert systems monitor internet chatter for certain keywords; some calls coming in to their tip line get rerouted to FIRSTLIGHT when they might involve the so-called “Blankbodies.” Months of footage us surveilled, searching for the blurred images and shadowy shapes indicating a Lasombra’s presence. TSA agents working for FIRSTLIGHT have the authority to search cargo at O’Hare and Midway, which has made already-difficult air travel even harder for Kindred who don’t have access to private planes.

1: Evasion Tactics. You’re familiar with some basic surveillance tactics, and know simple ways to avoid being followed or spied upon. You keep your online footprint minimal or locked down, and own a white noise generator, a cell-phone jammer, or a burner phone to keep from being recorded. Add one die on rolls to avoid being tailed or listened in on (Potential Skills: Drive, Stealth, Streetwise, Technology.)
2: Branch Office. Maybe someone slipped up and you’ve got their scent. Maybe the military-looking types at the bar thought they were talking too low for others to hear, but your keen ears picked up their conversation just fine. Maybe you clicked their thinly-disguised trap of an URL and hacked them right back. However you did it, you know where their closest base of operations is.
3: What Do They Know. You’ve intercepted some communications between agencies, whether you learned the location of a dead-drop or decrypted their signal. Once per story, you may ask the Storyteller for a piece of information FIRSTLIGHT has on yourself or a coterie-mate that you’ve managed to seize.
4: No Records Found. Through bribes, break-ins, and a heaping dose of paranoia, you’ve managed to erase yourself from FIRSTLIGHT’s records. Your slate is clean... for now. It’s up to you to remain off of them going forward, but should you find yourself in their targets again, you know where to start to rectify the situation. Add three dice to Larceny, Stealth, or Survival rolls when handling FIRSTLIGHT operations.
5: Friend on the Inside. You’ve got someone on FIRSTLIGHT’s payroll who reports back to you. Discuss with your Storyteller whether your control over them may take the form of supernatural coercion, threats, or a hefty periodic bribe. The mole alerts you if their organization is coming after you, and once per story will commit an act of minor sabotage (destroying evidence, screwing up an operation, etc.) on your orders.

(Bloodline; Hecata characters only)

The Nagaraja are the most wayward of vampires in a clan now full of wayward vampires. They believe themselves to be the first ever necromancers. They revel in the fact that their lineage is not easy to trace back to one of the known Antediluvians. They believe they once mastered the lands of the dead, having converted their Blood to live in such a place. And, perhaps as a result of said Ceremony, they ate human flesh in lieu of drinking blood. They believe one night they can become masters of the Underworld again.

A handful of Nagaraja showed up to the Family Reunion, claiming some kind of catastrophe drove them out of their home. Initially they were believed to be some kind of radical form of Dunsirn, but while the bankers are hobbyists in the realm of cannibalism, the Nagaraja are experts. Years of avoiding attention from both mortals and Kindred society have honed them into efficient serial killers — quite useful to their new clanmates. They may no longer need flesh the way they did, but their skills are still useful in this new age. And some never lost the taste.

1: Viscus. You can still eat flesh in lieu of drinking blood — biting a mortal and causing an Aggravated wound acts in all other ways like drinking blood for you. You can also eat fresh corpses, although the taste is not as good.
2: Unseen Spirit. Some of the Nagaraja can make themselves unseen to ghosts and spirits. If you do not already have access to the Obfuscate Discipline, take Cloak of Shadows (Vampire: The Masquerade, p. 261) at no cost — you do not necessarily have the Obfuscate Discipline, but rather a special power of your own. This power works like Cloak of Shadows, except that it only works against spirits and ghosts. If you do have (or later acquire) Obfuscate, instead all your Obfuscate powers work against ghosts and spirits in addition to their usual effects.
3: The Perfect Murder. You have a lot of experience in planning murders. As long as you have at least a night to plan a cold-blooded, intentional murder, you get one extra success on all rolls for that murder scene. These successes are negated by someone who possesses the Send a Murderer Bloodline ability (below).
4: Send a Murderer. You’re a serial killer, or maybe you’ve spent a lot of time studying them. You get two extra dice on rolls to study murder scenes or track down killers. In addition, you’ve worked with law officials (mortal, Kindred, or both) on some cases, whether it’s through sending them anonymous emails or as a direct consultant. You have three dots to spend between Contacts with the police force, Contacts with investigators in Kindred society, and Status.
5: Death to Serpents. You are one of the few who remember the true purpose of the Nagaraja — to rid the world of the Setites. They may have changed their name to “the Ministry,” but their blight on this world has not changed one jot, and you will make sure to annihilate every single one of them. You incur no Stains for killing a Ministry Kindred, or any character who serves the Ministry.


Most vampires claim it’s a mythical state of enlightenment, but some few claim to have reached the fabled state of Golconda or know of others who managed it. Supposedly discovered by an ancient vampire named Saulot, Golconda is a state of perfect equilibrium between Humanity and the Beast. A vampire walking Golconda’s path can temper their Beast’s outrage, subdue their Hunger, and even stand in the daylight, or so it is said. The gifts accompanying Golconda’s achievement are great, and so many vampires make the pilgrimage. Few succeed on the journey.

The route to reaching the state of Golconda has never been accurately recorded. Indeed, Saulot’s followers claim the journey is different for every vampire, dependent on their sins. What Golconda does to a vampire when they reach it is also disputed. Some claim it leads to a state of perfect serenity, while others say it makes a vampire into a cold-blooded shark of a predator, no longer susceptible to mindless rage, but just as hungry for blood.

You may be a disciple of Golconda, a follower of Saulot’s words, or a Kindred who wishes to remove the misleading veil of Golconda from other vampires’ eyes. An elusive vampire named the Master of Ravens seeks to quash the myth of Golconda once and for all, and you may serve him in this task.

1: Seeds of Golconda. You have heard of Golconda and can educate others on its nature without seeming like a total amateur. Once per story, you can ask the Storyteller for guidance before taking an action, and they will tell you if that action will jeopardize the chance of pursuing Golconda.
2: The One True Way. You own a copy of the Master of Ravens-penned “One True Way:” a treatise on the supposed realities of Golconda. This piece of work tells you that Golconda is a method to become an apex predator, rather than a spiritually redeemed monster. Once per story, this pamphlet gives you three extra dice in any Social test involving the nature of Golconda.
3: Saulot’s Disciple. You cling to the ideals of Saulot: the vampire who traveled to Asia and returned bearing a third eye and the enlightenment of Golconda. You believe in Saulot’s teachings that Golconda is the ultimate way in which a Kindred can overcome their curse. You practice a dual existence, allowing your Beast and Hunger off the reins occasionally, so you can achieve serenity at other times. Whenever you willingly succumb to frenzy, make a note; you can automatically succeed on your next frenzy test.
4: Satisfy the Hunger. You do not need to feed as often as other vampires. Your Golconda focus is to suppress your constant Hunger, potentially at the expense of other Traits. Your temperance acts as an inspiration to many other vampires. Once per session, you may lower your Hunger by one (but not below one) without feeding.
5: Greet the Sun. You know Golconda’s secrets. You may be incapable of walking the path forever, but for as long as you do, you can brave full daylight without suffering harm. However, the night after you walk in sunlight, you wake in a Hunger frenzy. You can do this once per story.

Harbingers of Ashur
(Bloodline; Hecata characters only)

Holding the Jyhad’s longest grudge, the Cappadocians were the Clan of Death before they were usurped by the upstart Giovanni. Believed for centuries to be destroyed, the Cappadocians either took to wearing masks and calling themselves the “Harbingers of Skulls” or a subfaction of the clan named themselves “Harbingers” generations before. Whatever the truth, the majority joined the Sabbat and worked aggressively against Giovanni interests. For many years it was thought that both sides would never stop until one obliterated the other, but that appears to have changed with the Family Reunion.

Despite the reconciliation and the acknowledgment of the remnants of the Cappadocian Kindred, the Harbingers of Skulls as they were could no longer exist. But neither could the Cappadocians return to their former state after so many centuries of anger. As such, these vampires respond to either name, but they have become some synthesis of the two. Like all things, the past form has died, and enriched the earth so that something new can grow.

1: The Ashen Mask. You don a plain mask made of ash wood, for while you respect the traditions of the Harbingers, you care more about studying death than status, glory, or revenge. One of your Touchstones is dead, and you are studying their corpse. That Touchstone is damaged only when either someone besides yourself interferes with the corpse or it putrefies beyond recognition.
2: The Gold Mask. You don a rose gold mask, because you strive to balance your existence between the living and the dead. Gold has connections to both wealth and alchemy, with golden grave goods sitting in the perfect intersection between the two. As
such, you have the capacity to hide your actions, and the actions of your coterie, as you explore death. You have the equivalent of four dots of Influence when attempting to cover up a death.
3: The White Mask. You don a bone-white mask, with not a speck of dirt on it, because it is the mask of a respected Harbinger who was lost in one of the historic purges. You speak for the elders of your bloodline, and most Harbingers (and even other Hecata) listen to you. You get three dice to any social roll against another Harbinger, and two dice to any social roll against another Hecata.
4: The Obsidian Mask. You don a polished black mask, because you are more than just a vampire — you are truly half-dead. You are a wraith that has inhabited a vampire’s body. It costs you half the usual experience to learn Oblivion Ceremonies, and you gain two dice to resist effects to control your physical shell (such as through Dominate). You do however lose two dice when attempting to resist control over your ghostly components (such as through Oblivion Ceremonies).
5: The Lazarene Mask. You don the mask engraved in the image of one of the clan founders, for you know the true secret of the Harbingers. Their crusade was never solely about destroying the Giovanni, but annihilating all those who serve the Clan of Death. The final stage of necromancy is for all who practice it to die, and become the masters of death. You incur no Stains for killing another Hecata Kindred, or any character who serves the Hecata.

Hesha Ruhadze

Though the Ministry have largely aligned with the Anarchs in these turbulent nights, Hesha Ruhadze stands like an old rock in a stream. When asked about sectarian allegiances, the Nubian archaeologist rolls his eyes and mutters to himself. He spurns politics, referring to it as a wasted focus for creatures that might live for an eternity. His dedication is to history, the mysteries of vampire origins, and importantly, discerning their fates. All the while, he sits in at Anarch moots and listens attentively.

Hesha is a willing servant of the Blood, and believes he can understand the voice of Sutekh calling from his vitae. Where this might be a mark of insanity for some vampires, Hesha’s standing among Kindred far and wide lends credence to his claims. He is still the same coolly charming man, and every word he speaks feels heavy with gravitas, but now he speaks as the herald of his god’s will. Every time he does so, it is with a smile.

1: One of Hesha’s Works. You own one of Hesha’s treatises on the history of Kindred existence. While the work may be controversial, and oppose the traditional Cainite mythology, it conveys one additional die on Occult based dice pools, or pools relating to vampire origins. This work may be sold in exchange for one dot of the Resources Background.
2: Something Hesha Wants. You know what Hesha currently seeks, and can access it, or already own it. This item can be used to bargain with, blackmail, or threaten Hesha, or even present to him as a gift for future favor. This artifact or piece of information conveys an additional three dice to Persuasion or Intimidation dice pools involving Hesha or his cult. It can also be sold, adding three dots to your Resources (up to five) for the duration of the story.
3: Museum of the Faithful. You possess the rare privilege of membership in one of the Ministry’s museums of vampire history. These underground treasure troves are securely guarded but contain a plethora of accessible information about legendary Cainites. You must submit a new treasure to the museum every year for continued membership and will have your access denied if you fail to do so, or ever steal from one of these Setite hoards. You gain three additional dice to all tests involving the research of vampires and vampire history for as long as you keep you membership.
4: Blood Cult (Ministry characters only). Hesha has taught you the old ways of the Followers of Set, in which mortals and ghouls perform more than a servile role. Your cult encompasses a warrior, a priest, and a scholar, as well as willing vessels from which you feed. Three Background dots can be split between these specialzed cultists, who can count as Herd or Retainers. They possess more knowledge and ability of your kind than typical servants and ghouls, giving them an additional die in all interactions with vampires.
5: Hear the Blood Sing (Ministry characters only). Maybe Hesha taught you how to hear the words, or perhaps you accomplished the feat yourself. You hear the voice of Sutekh more loudly than you do your Beast. Through riddles, visions, and musical refrain, the Storyteller will occasionally offer you guidance from the godlike voice issuing from your vitae. Once per session, you are also able to automatically resist Frenzy, treating it as a Ministry Compulsion instead

High Clan

Though formally abandoned with the rise of the Camarilla, some clans still consider themselves “High,” compared to their peers among “Low Clans.” You are a vampire from a High Clan, convincing you that you have certain rights to bully and order those of Low Clans. These rights can only be pushed so far, of course.

Historically, the High Clans were Lasombra, Toreador, Tzimisce, and Ventrue, though Brujah and some of the Clan of Death clung to the epithet. In various parts of the world, the members of the High Clans change to include the Banu Haqim and Ministry, and rarely, the Tremere.

As a High Clan vampire, your clan bane is, to your mind, less a curse than a blessing.

1: Peacock. You are proud of your clan’s status as High, and you carry yourself with all the pomp and circumstance befitting a vampire of noble station. Once per session, you may re-roll a single die when attempting to command deference from one non-titled vampire in your domain.
2: Sway the Low. The High Clans once sat upon thrones, ordering Low Clan vampires to die for them on battlefields and subjugate themselves in court. You still possess the ability to persuade vampires of Low Clans more easily than you do the vampires of High Clans. You have bullied the equivalent of three dots of Mawla into a loyal, abused retinue of Low Clan vampires. You gain three extra dice to pools using Intimidation or Leadership against those Kindred; if you ever roll a total failure on such a test or contest, you need to compensate them, or they turn on you.
3: Elevate the Low. Some quirk of your bloodline or an ancient Princely decree allows you to proclaim the ascendancy of one Low Clan in your city to High Clan status. You can do this once per chronicle, but of course, you can promise to do it “eventually” for quite a while first. Until then, add one die to Social tests against Low Clan Kindred when you allude to this possibility.
4: Embraced to Rule. Vampires of the High Clans often opted to Embrace mortals of noble birth or powerful ancestry. Your ancestors may not be kings and queens, but you were Embraced to rule. Add one die to pools for Leadership tests involving High Clan vampires who know your lineage. Once per story, other vampires of the High Clans defer to voting for you, or they allow you to take high responsibility (and power), unless you have created a personal grievance between you.
5: Blessed, not Cursed. Like many vampires of the High Clans, you have convinced yourself that you bear no Curse of Caine. Rather, your clan weakness is a blessing that reveals more to you about your nature, your position on God’s Earth, and the areas in life you must strengthen. Once per session, you may spend one Willpower to ignore the burdens of your clan bane.

Jeanette / Therese Voerman

Since its revival, Chicago’s Succubus Club has had only one rival for nightclub of the dead: The Asylum in Los Angeles. The Voerman sisters run the joint, or joints, as the Asylum franchise now appears in regnae across America, Asia, and Europe.

Famous for both their enterprising natures and combative personalities, the Voermans loathe each other despite their success. In L.A., to “do a Voerman” is to make a member of your own coterie a sworn enemy. Therese and Jeanette now run separate Asylums, one in Santa Monica, another in Hollywood. They never appear in the same club.

Only the Malkavians closest to the Voermans know Therese and Jeanette is the same vampire: two distinct personalities sharing the same body. Some say she bore this condition as a mortal, while others claim there were two sisters, but one killed the other. Other rumors whisper about another sister, who acts as an imprisoned thrall to the Malkavian. Highly volatile, the Voermans prove that Malkavians can be as inspired and prosperous as any Toreador or Ventrue, but many Anarchs anticipate the moment that Therese and Jeanette go to war with each other.

1: Asylum Membership. You never need to wait in a queue for entry to the Asylum, you always have one of the best seats in the house, and as long as you don’t fuck up, you may hunt there once or twice per session (Difficulty 2) without any ruffled feathers.
2: Performing Monkey. Jeanette and Therese know you as a reliable asset, and they frequently subject you to missions ranging from serious investigations to flights of insane fancy. Although dangerous, they are generous, and they repay any boons incurred.
3: Jeanette’s Favorite. Jeanette Voerman, the wild child of the Voerman family, adores you, pets you, and flirts with you. Though she arguably is the less stable of the sisters, she’s also the more generous one. You may stay in the day chamber of any Asylum club if you require (if Jeanette is there, she insists you do), use the club to host your own parties, and ask for favors small and large from the Anarch Baron. Jeanette counts as a four-dot Mawla, but only for the purposes of Malkavian and Anarch dealings.
4: Therese’s Favorite. Therese Voerman, the upright, strict member of the Voerman family, respects and values you. Her business-oriented mind does not allow her to expend the Asylum’s resources on your luxury, but she speaks up for you in any regnum where an Asylum is present, and can school you in business and finance if you require it. She counts as a three-dot Mawla.
5: Asylum Operator. Jeanette or Therese permit you to franchise an Asylum club in your domain. As long as the club remains open, you have four dots to spend on Haven, Herd, Resources, or the Chasse of your Domain; depending on your club’s focus, which may be changed over time. Whether the club is an Elysium is up to you.

Kevin Jackson

Kevin Jackson is one of Lodin’s younger childer, a lieutenant Embraced to reorient the then-Prince’s influence over Chicago’s criminal underground, expected to succeed where Capone’s grip was beginning to fail, to bring those operations into the future where they belonged. Recognizing opportunity when he saw it, Jackson played the long game: acting the deferential head-thug-in-charge to his frequently paranoid sire’s face while building a massive personal power base behind his back. Lodin’s fall and presumed destruction presented Jackson with an unprecedented opportunity to seize power for himself — one he took his time to capitalize on, securing for himself the throne, vast influence among the Kindred, and access to his unlamented sire’s financial resources.

These nights, Jackson is principally focused on solidifying his own powerbase, building alliances, and establishing his personal diplomatic cred. He has forged and maintained a peace with the local Lupines and may be about to cut a deal with the Lasombra that, if it goes off, will establish him as a force to be reckoned with among the Camarilla as a whole. Getting in on the ground level with him could be just the sort of leg up an ambitious young lick needs to get ahead in the Second City.

1: New Blood. A newcomer to the Prince’s service, possibly a recent arrival from another domain, you have access to a specially constructed Mask worth two dots for use once per story, created using Jackson’s Influence. If you cause a breach of the Masquerade using that Mask, you suffer no adverse consequences beyond a stern talking-to by the Sheriff or the vocal disdain of Harpies in Elysium.
2: Recent Graduate. You have emerged from one of the Prince’s new “finishing schools,” devoted to his cause and ready to help him achieve his goals of unity and justice. You have been granted the assistance of one of his ghouls equivalent to Retainers (2) who schools you in Chicago and its workings and is tasked with assisting you in whatever duties the Prince assigns you.
3: Up and Comer. The Prince has granted you provisional access to one of his non-criminal areas of interest, equivalent to Influence (3). Once per story, you may invoke Jackson’s name to automatically succeed in a Social Test with a Kindred SPC whose interests overlap with those of the Prince.
4: Adjutant. The Prince knows your capabilities and values them. He has granted you access to the core of his personal power, the gangs he spent years developing into his personal army. Once per story, you may call upon the Bloods to assist in an upcoming scene, where they count as an effective Allies (Bloods) 3 and Contacts (Bloods) 2 Background.
5: The Prince’s Lieutenant. You are the Prince’s strong right hand, the vampire he turns to for decisive action and wise counsel alike. You possess Mawla 4 (Kevin Jackson). Once per story, you may request the opportunity to gift the mortal of your choosing the Embrace and the Prince will approve that request.

Kindred Iconography

Attend any Kindred gathering and you’ll see signs and sigils of clan affiliation everywhere: the Toreador with roses twining around her sleeves, the Ventrue with scepters embroidered on his lapels. Over the millennia, Cainites have raised their symbols not only to an art form, but to an entire language of its own.

Out on the cities’ streets, Neonates and Anarchs have taken those icons and others and created images that offer information at a glance. They warn those savvy enough to interpret them that a particular rack has been claimed by a coterie, or that there’s a safe place to rest for the day just ahead. What looks like a wall covered in plain old graffiti to human eyes speaks volumes to vampires.

1: Iconographer. You’re versed in Kindred symbols, able to identify someone’s clan by the motifs in their clothing and could lecture neonates on how and why the imagery has changed over the centuries. Add two dice to relevant Academics rolls.
2: The Writing on the Wall. You’ve learned to look for marks other Kindred have left behind. Gain three dice on relevant Streetwise rolls when looking for information on local domains and vampires available in graffiti, posted flyers, or other artwork in the area.
3: Trendsetter. You make this look good. Your style catches eyes in Elysium, and other Kindred look to see what you’re wearing this week. Add two dice to Social rolls when you’re decked out in the imagery of your clan or chosen affiliation.
4: Graffiti Artist. Those warnings on the wall? That’s your design. Your murals are works of art, and have drawn the eye not only of coteries heeding your warnings, but of Toreador who come to admire it. You may even have attracted the attention of Annabelle herself. Craft rolls regarding your art receive three extra dice when involving Kindred iconography.
5: Giorgio Who?. You’ve dressed Princes and Primogen, subtly weaving clan iconography into the lines of a suit or the cut of a dress. You don’t make statements with your work, you make dissertations. Once per story, an outfit of your design grants two dots of Status to a character of your choosing for the session. Alternately, your scathing critique of another Kindred’s poor sartorial choices removes one dot of Status for the same period of time.

La Famiglia Giovanni
(Bloodline; Hecata characters only)

Until recently, whenever an outsider Kindred thought about the Clan of Death, they pictured the Giovanni family. Their origins stretch back before the Roman Empire (when they were known as the Ioveanus or Jovians), and the entire time they’ve had their hands in Kindred affairs. The original Giovanni family knows how to play the game better than anyone, crafting an identity as “Devil Kindred” to strike the right balance of fear and respect in their rivals — and their relatives.

The Giovanni family and the clan of vampires known as the Giovanni are not identical, but it was a useful fiction for centuries. However, now that the Family Reunion has caused a restructuring of the Clan of Death, the original family refuses to be left out in the cold. As much as some cousins would like to see the backside of la famiglia, the “true” Giovanni aren’t just going to stand by and let thousands of years of family history get tossed out due to some political convenience. They are the top dogs, and they’ll murder to retain that position.
After all, no one fights like a family.

1: A Cousin’s Ear. Even if family members hate each other, the whole family lives by a certain code to share information — that’s how they’ve survived everything from the fall of the Roman Empire to the Second Inquisition. Once per session, you can ask a direct question of another member of the Giovanni family, and get a straight answer. However, you have to answer a question in return. You can also ask a favor of mortal members of the family once per story, as if you had the Allies Background at three dots.
2: Faded Glamour. Being a Giovanni still means something, even if it’s not your name on the clan anymore. Old habits die hard, and the instinct to obey is still ingrained in much of the Clan of Death. Once per session, you can add one automatic success to any social roll against another Hecata Kindred, ghoul, or retainer.
3: Petty Cash. The Giovanni started as merchants, and they still know the power of cold, hard cash. As one of the favored childer of the family, you have access to a substantial bank account. You get four dots to spread among the Resources and Retainers Backgrounds for free, but these dots can be pulled back by elder members of the family at any time, especially if you cross them.
4: Spectre Servant. There’s a lot the family are good at, but in particular they’re excellent at enslaving the spirits of the dead to their will. You have inherited or personally captured a spectre to act as your servant. This acts as a five-dot Ally (four dots in Effectiveness, one dot in Reliability), using the stats for a spectre in Vampire: The Masquerade, p. 377. The spectre wants nothing more than to break the leash and devour your spirit.
5: Aspiring Anziani. You have managed to work your way through the hidden politics of the Family Reunion and come out on top. You’ve done so partially from political skill and ruthless zeal, but mostly because you know where the bodies are buried (in every sense). You get five dots of Status among the Hecata, and you can get a private audience with the Capuchin every few stories. Just don’t push your luck, or you’ll join the corpses.

Low Clan

You come from one of the clans historically identified as “Low,” though in your domain, it’s less past than present-night fact. You labor under the weight of a heavy curse, heavier (you might argue) than those of High Clan vampires.

Your geographical region determines which clans the eldest vampires still consider Low, but uniformly, the Gangrel, Malkavians, and Nosferatu fill that bracket, with Brujah and Tremere also occupying that position in various domains.

Your status as a Low Clan Kindred marks you as less than your peers, but you are still a prominent source of rebellion and counter-culture. You have access to the bottom rungs of society, and all the benefits and drawbacks that come with it.

1: Thick Hide. Often denigrated by those who name themselves “High,” your ambition and independence do not falter with belittling words and snubs. You do not respond easily to base provocations. Once per story, you can shrug off verbal barbs for a scene without needing to make a test.
2: Cursed with Pride. In some cases, the Low Clans take great pride in the severity of their banes. For example, some Nosferatu believe their hideous appearances are a mark of glorious monstrosity, instead of something to be hidden. You have learned to use your clan bane as a weapon, gaining an automatic success on one roll per story when incorporating your bane into an action.
3: Uncanny Kinship. Due to persistent persecution from the High Clans, vampires of Low Clans feel inclined to stick together. You often mediate between Low Clan disputants, and you see the merit of the underworld’s Kindred banding together against the hegemony of the High. You can select three dots from among Mawla or Status from other Low Clans in the domain.
4: Trade Among Equals. For all their suffering, the Low Clans benefited from their adversity in one key way – they taught each other their powers. This collaboration may not be true in all domains, but this old tale still holds in yours. You may select one Low Clan’s Discipline and buy dots of that Discipline, using experience points as if it was in-clan for you.
5: Criticality Incident. Your influence among Low Clan vampires can let you tip the scales of power in your domain – if you choose. Add one die to all your pools for Projects undermining High Clans in your domain. Once per chronicle, you can sacrifice up to 10 of your own Background dots to bring down the same number of High Clan Kindred in a coup.

Lupine Expert

Outside of the safe haven of cities, the Lupines roam. These shapeshifting beasts lie in wait to catch Kindred and tear them limb from limb. Every vampire these nights seems to have a story of a nightmarish Lupine encounter. They are a terrifying and infuriating threat. No one is ever sure where they come from, when they will strike, or why they even want to kill vampires in the first place.

No one except you, that is. Unlike other Kindred, you have encountered the Lupines and have lived to tell the tale. You know their secrets, and most importantly, how to use those secrets to keep your fellow vampires safe. You may have learned them by spying on a pack, learning them from a rogue Lupine, or just surviving a traumatic event like the War of Chicago. Whatever the reason, when the wolves start howling, the Kindred turn to you first.

1: Huntsman. You’ve developed a keen eye for tracking Lupines, even when they’re pretending to be human. Once per session, you may receive three extra dice to any Mental Test to pursue Lupines.
2: Tactician. A Lupine attack is one of the most terrifying experiences in a vampire’s unlife. You’ve lived through enough of them to keep a cool head and help your coterie fight back. When you and your allies use Teamwork (Vampire: The Masquerade pp. 122) against Lupines, the group can always assist each other. Every character can contribute one die to the Teamwork roll, no matter what Skill the test requires.
3: Soldier. A werewolf’s ability for combat should never be underestimated. You know that more than anyone, but it won’t stop you from getting into the thick of it. When engaging you in Physical combat, a shifted Lupine only has a -2 damage modifier when using its claws and teeth.
4: Trophy. You have slain a Lupine, and you have the evidence to prove it. This memento may be something like a fragment of the Lupine’s human skull, a scrap of their clothing with an insignia representing a Lupine faction, or the shattered remains of one of their prized weapons. Once per story, when you reveal this trophy to a werewolf, you may choose its initial reaction: either it flees from you, or only targets you for Physical conflict. Revealing this Trophy to Lupines for more than once per story initiates the same choice, but the Storyteller chooses the reaction instead.
5: Ambassador. Your knowledge of werewolves is so great that you can parley with them. You’ve earned mutual respect from both the Kindred and the Lupines, and you can use that respect to establish alliances between the two. The alliances your form are tense and fleeting, but compared to the status quo of “kill on sight,” they’re a dramatic improvement. Whenever you try to heal the rift between individual vampires and werewolves, or stir the two to unite, you receive two extra dice to Social tests in pursuit of your goal. With sufficient effort and sacrifice, you may convince the Kindred and Lupines of a city to act as one to accomplish a task once per chronicle, with no roll necessary.

This message was last edited by the player at 03:20, Sun 19 Jan 2020.

Character Creation
 NPC, 35 posts
Sat 18 Jan 2020
at 05:24
Loresheets (Part 4)
Nathaniel Bordruff

Nathaniel Bordruff is an elder of the Chicago Nosferatu warren, one of the late Prince Lodin’s personal minions. Lodin’s fall opened a vista of opportunity before Nathaniel to seize the rulership of the city, a goal he pursued with a will for reasons that most other Kindred failed to fully appreciate but which he ultimately failed to achieve thanks, in part, to the refusal of his own clan’s elder to support his bid for greater power. Furious and embittered, Nathaniel broods upon this injustice, among many others, and has gone increasingly further and further off the Kindred reservation in his ultimate goals in the years since.

Nathaniel Bordruff is a vampire who loathes all other vampires and most other humans with his entire heart and soul. He would like nothing more, now that a Second Inquisition rages, to expose the entire corrupt Kindred edifice to the cleansing light of day like the crusading monster hunter he once was. His all-devouring egotism allows him to believe that he will be celebrated for this act and not another pile of ash with a rather greater constituent element of treachery to it once all is said and done. He has begun seeking allies to assist him in his mad endeavors and this may yet be the key to his undoing.

1: Recruit. Something about you — maybe it’s your jaundiced attitude, maybe it’s your angry heart, maybe it’s the way you complained bitterly once not about vampire society but about the vampiric condition itself — has attracted Bordruff’s attention. Whether or not you’re Nosferatu, he has extended his hand in friendship to you, in the form of Mawla (2) but requires you accept a one step Blood Bond with him.
2: Collaborator. For whatever reasons, you have chosen to accept Bordruff’s friendship and / or patronage. At first, this seems like a perfectly reasonable quid pro quo arrangement in which you do one another small but meaningful favors but gradually the relationship grows deeper than that and you begin to suspect he wants more out of you than the occasional bag carrying or act of minor social sabotage. As a result you have developed Resources (1) and Status (1) and a reputation as ambitious and hard-working, but with a certain stench clinging to you from your associations.
3: Accomplice. Bordruff has begun offering you greater favors in return for greater risks or actions taken upon his behalf. You have begun to realize, either because he has begun sharing more insight into his greater goals or through investigation / intuition of your own that there is some cause here whose dimensions you are only now beginning to comprehend. Your patron’s largesse has granted you access to Haven: Secured Room (1) in a parishioners basement, Contacts: CoC Consistory (2), and a growing knowledge of the inequities of Kindred society.
4: Conspirator. You know it all know — Bordruff, satisfied of your loyalty, has brought you fully into his confidence, exposed to you the full scope of his vision, and asked you to join in his conspiracy to bring down Kindred society from within as a partner and fellow visionary who will cleanse the world of the stain of vampirism. He has granted you access to his principal human minions, the pastor of the Church of Christ and the consistory, all of whom are his ghouls and in whom he has instilled a virulent hatred of the undead. This constitutes Allies 4 who regard you as a potential savior of humanity.
5: Betrayer. What course will you choose: to betray the Kindred as a whole and seek some means of bringing the world where you now exist wholly to destruction or will you betray the one who chose to trust you to the Prince and the justice of the damned? Choose wisely. Either way you stand to gain (Status and potentially Mawla with the Prince) and lose.

Pure Venture Lineage
(Bloodline; Ventrue Character Only)

More than any other clan, the Ventrue obsess over lineage, reciting their ancestry many generations back. Some claim their ancestors convey abilities to the descendants, while others state reputation is power enough.

The Ventrue understand the importance of history and purity of vitae. When they speak, others listen. It is one thing to know your ancestry, it is quite another to speak it proudly in a court of peers or as a challenge to your enemies. At important occasions, whether a public function or the hours before going into battle, Ventrue expect each other to not only list the names of their ancestors, but to recite their deeds, accomplishments, failures, and — in some cases — dramatic deaths, to honor the past, lift the spirit, and best impress the audience, whether a rabble of Brujah or a jaded Prince.

1: Sire of Renown. Your sire is a Ventrue notable for their nobility and adherence to clan values. To an extent, you can lean on your sire’s name to curry favor with other Kindred mainly of Clan Ventrue. This lore enables you to gain one die in appropriate Social checks where naming your sire could have impact. If the sire still exists, they may come to resent you using them as a line of credit.
2: A Lineage of Title. You come from a line of Princes, Primogen, or possibly Barons. If you ever attempt to acquire title in a domain, Ventrue — even those you’ve never met — will automatically support your claim, unless they have sufficient reason to oppose you.
3: Recitation. You can name your ancestors all the way to a methuselah of the Fourth Generation, impressing all Kindred within listening distance. Each Kindred of your line has a tale, and you know at least a shortened version of every single one. Reciting the whole thing (something that takes a good 30 minutes or more) gives you a one die bonus to all Social-based tests against other Kindred for the rest of the scene. This can be used once per story.
4: Legendary Lineage (choose one).

The Line of Alexander: A patron of the arts, passions, and beauty, Alexander of Paris appeared to many as more a Toreador than a Ventrue. Kindred who name their ancestor as Alexander of Paris gain two bonus dice on all Persuasion and Performance rolls made in a crowd of people, as Alexander’s line love an audience. If someone interrupts your oration, you must make a fury frenzy check at Difficulty 3.
The Line of Antonius: Antonius was a strategic thinker, obsessive planner, and master architect of Clan Ventrue until his apparent destruction. If you descend from Antonius, you gain two bonus dice on all Academics and Leadership rolls made when planning the defense or building of a domain. If someone disrupts you while making a long-term plan of this nature, you must make a fury frenzy check at Difficulty 3.
The Line of Mithras: Mithras exemplifies pride and power. Kindred of his cult claim he was impervious to flame, and somehow this fortitude ripples through to his descendants’ willpower. Your Difficulty to resist fear frenzy from exposure to fire is reduced by two. You suffer a two dice penalty when attempting to withstand Dominate attempts by older vampires also of Mithras’ line.

5: Name the Antediluvian. The Ventrue Antediluvian went by many names, and each methuselah of his clan knows the ancient entity by a different epithet. You know one of these names or titles, and once per chronicle can announce yourself as the descendant of this creature to force all Ventrue in the vicinity to stop what they’re doing, fall silent, and sometimes drop to their knees. The name vanishes from the minds of all who hear it, but they will stop anything — even combat — to hear you speak.


A new player on the Kindred scene, Rudi commands an impressive following as an Anarch representative for the oppressed and repressed minorities in vampire society. Though his concerns extend to kine as well, his recent entry into Kindred existence has shown him that the fights mortals must undertake for equality are just as pressing for immortals.

Rudi’s nightly life hasn’t changed much since the Embrace. He still makes his haven in Copenhagen, still hangs with the same friends, and still attends the same clubs. He has only expanded his concerns; in addition to advocating for fellow mortal minorities, he now champions Gangrel kept out of havens and feeding grounds by sprawl, stands up for female Kindred in cities run by traditionally misogynistic elders, and encourages the adoption of progressive norms over tradition wherever possible. Some might think Rudi’s combination of practicing Islam and unabashed queerness contradictory, but few challenge the “Bear Gangrel” with this notion.

Fast becoming the animale du jour, Rudi wins fellow discontented Kindred over with his targeted approach against elitists and Camarilla hardliners. Some European Princes fear he will lead a crusade in years to come, in an attempt to level the establishment.

1: Newfound Rights. Flush with the success of the Gangrel clan’s independence from the Camarilla, like Rudi, you find this freedom energizing. Once per story, when striking out against or decrying the establishment, you can reroll any one Skill test dice pool.
2: Them and Theirs. When supporting the disenfranchised or persecuted, you are the resolute champion. Perhaps you believe vampires can only persist successfully when supporting each other, or you believe a pack is only as strong as its weakest member, but at great self-sacrifice, you defend others. When a Touchstone of any member of your coterie comes under threat, your ears prick up and your hair stands on end.
3: Gangrel Advocate. As Rudi does in Northern Europe, many believe that you stand for Gangrel rights in your local domains, for good or ill. Gangrel react well to you; add one die to Social tests involving them. Although this reputation means that you speak for many, it also means that some hold you responsible for the actions of many. You can organize convocations and discreet truce meetings between Gangrel and Camarilla representatives with a successful Charisma + Politics test (Difficulty set by the Storyteller).
4: The Bear Pack. You are, or were, a member of the Bear Pack: hardcore Rudista Kindred who double as howling orators and fierce combatants. (Consider your fellow Bear Pack a three-dot Mawla group that actually likes getting in fights.) Once per story, these modern revolutionaries, including yourself, gain one automatic success whenever attempting to rouse Anarchs and disenfranchised mortals against the establishment. Members of the Bear Pack are feared throughout Camarilla domains, which might be both bane and boon, depending on who you talk to, and if they recognize you.
5: Rudi’s Army. Rudi’s Army comprises outsiders of all clans, all mortal colors, and creeds. You hold sway over an arm of this “paramilitary” force. You can call them to act against mortal or immortal governments in many ways, from staging peaceful protests outside a governor’s home to organizing rallies against the leaders of oppressive groups. Large, unwieldy, and potentially dangerous, your brigade of the army gives you six dots to split among Allies, Influence, and Contacts, that can be directed – but never controlled.

Ruins of Carthage

You are a vampire who traces their line back to the height of Carthage, or an attempt to rebuild the great empire that opposed Ventrue and Malkavian-controlled Rome. Likely of Clan Brujah or the Banu Haqim, you were taught the words of your ancestors, carry the fire of hatred for tyranny, and crave the nights when you can establish a domain where mortals and vampires alike can relax the need for the Masquerade.

Knowledge of the principles of vampiric Carthage is both enlightening and damning, for once a vampire tastes the freedom of this fallen empire, they struggle within the Camarilla’s strictures. Licks who obsess over the Ruins of Carthage often get caught in webs of intrigue, paying for their curiosity with the formation of inescapable pacts.

1: Clan Historian. You have studied the path of Clans Brujah, Lasombra, and the Children of Haqim from pre-Carthage nights through to the formation of the Camarilla. You know their rises and their falls, their constant battles with the Ventrue, Malkavians, and Toreador, and can recite names and dates with ease. This lore impresses other Kindred historians and rebels looking for a cause, giving you a bonus die on social tests where you can put this knowledge to use.
2: Punic Pride. To this night, Brujah still look back on Carthage as the ultimate symbol of rebellion. They believe Carthage was the most successful domain to successfully resist Ventrue-controlled Rome, until its calamitous end. You take great pride in your Carthaginian ancestry, whether through mortal links, or immortal bloodline. When invoking this ancestry, you speak with increased confidence and draw the attentions of fellow rebels. Gain two dice in Leadership-based tests to lead others against perceived oppression.
3: Death to Tyrants. If Carthage taught the Brujah and Children of Haqim anything, it’s that it’s always worth fighting until the end. Never since – even when considering the Anarch Revolt – have the pillars of the establishment been so shaken. You harness the strength of the vampires who fell fighting Rome whenever taking the fight to a figure in power. Gain a bonus dice to all contests against someone who can claim authority over you.
4: Moloch’s Will. At its height, vampiric Carthage was led by the Brujah Antediluvian and her consort, a methuselah known as Moloch. This pair indulged in thousands of human sacrifices, bathing in the blood of the young, hosting orgies of primal decadence, and yet somehow never succumbing to the Beast. You have inverted your own Beast, finding that by performing gross actions and inhumane rituals, you are able to feed it, and never lose control. Your mastery over the monster inside somehow grants you a hellish charm that you can use to lure young vampires and innocent mortals into service.
4: Troile’s Wish. Many Brujah claim the damning tales of Carthage are simply Ventrue propaganda spread from Rome, and extant to this night. Brujah and Banu Haqim scholars alike claim Troile was a benevolent ruler, treating both Kindred and kine fairly, and ensuring every soul in the empire remained fed, educated, and loved. You believe in this credo, and exude a reassurance that convinces others to trust you, supplicate before you, and help you in whatever schemes you have to mind. You gain a two bonus dice to all social tests involving vampiric servants, yours and others, whether they are retainers or just part of a herd.
5: Carthage Anew. You are an advocate of Carthage anew. Plans have been set in motion and you already have an Anarch city selected where the Masquerade will soon fall without being targeted by mortal agencies. (The deals and pacts you had to make for this to happen are left to you and the Storyteller.) Up until that time, you are able to break the Masquerade and get away with it in that city once per story, no matter the severity of the breach.

Salvador Garcia

Salvador Garcia is not famous as a killer of Camarilla Kindred or a reckless Masquerade breaker, yet many Princes fear his coming to their city more than any violent troublemaker. Garcia fights the war of ideas, traveling from city to city rousing up the local Anarch underclass to fight for their rights.

Garcia's role is like that of a union agitator: He talks to young licks, helps them see that they don't have to accept their miserable role in undead society and carries news from other domains. One single visit can leave ideas germinating in the mind of a city's disenfranchised, leading to the birth of a new Anarch Movement.

Originally famous as the chief ideologue of the Anarch Free States in California and the killer of the old Prince of Los Angeles, Garcia now visits his home city only rarely. Instead, he uses his extensive contacts in the Movement to travel from domain to domain, spreading the revolution and evading Camarilla forces keen to see the "undead Che Guevara" executed.

1: A Way With Words. You've studied the thoughts of not just Salvador Garcia, but all well-known Anarch political ideologues. You're a veteran of the Movement's political debates and can hold your own. For this reason, you get two extra dice in any roll involving a political debate where you invoke Anarch principles.
2: Old School. You've met Garcia and advocated the ideas of abolishing Princes and establishing domains with decentralized power. This gives you cred among old school Anarchs of the California Free States generation, who kept the Movement going through the lean years before the current explosion of activity. Because of this, you have the equivalent of a three dot Mawla representing older Anarchs who like you, though they will help you only in matters of the Movement.
3: Enemy of the State. The Camarilla despises you because of your open advocacy of Anarch ideas. They attempt to discredit you by spreading bizarre rumors: You sold out your domain to strange Chinese vampires, you didn't really do the heroic acts ascribed to you, you're actually a Sabbat infiltrator, and so on. As an unintended consequence of these rumors, all attempts to find real facts about you are made at a two dice penalty to the relevant roll, and any information gained is tainted by falsehoods unless the roll is a critical win.
4: The War of Ideas. Garcia teaches many young licks about the ideas of the Anarch Movement. Some of those ideas were formulated by him, but not all. Indeed, you once wrote down a vision of how undead society should be organized and that text has become part of Garcia's standard spiel. Because of this, you're known all across the Anarch territories and can use this fame as the equivalent of three dots of Allies in any Anarch domain.
5: Rise Up. You know how to talk to your fellow Anarchs, and they know what you stand for. When you call for a revolution, things will happen. Unfortunately, you have no control over what exactly will happen. Once per story you can make make a politics roll to rile the local Anarchs into action. Gauge the scale of the effect to the number of successes rolled. (three can give you a spontaneous raid on the Prince's Haven while six might starts a revolt encompassing most of the city's Anarch population).

Sect War Veteran

The Sabbat and Camarilla have ever-existed at odds, but the war for North America in the 1990s and early 2000s cemented the sects as eternal blood enemies.

In a move to exterminate their foes and cement their rule over the continent, the Sabbat slaughtered their way through Camarilla and Anarch domains, mercilessly slaying Kindred and revealing their powers to the kine without hesitation. The Camarilla realized it needed to take action, and it formed a strong, militant defense led by such icons as Theo Bell.

Though more defensive than offensive, the Camarilla reclaimed several domains across the American South, though pockets of Sabbat control remain in major cities to this night. Every vampire participant has a story to tell of their involvement and the horrors they survived.

1: Survivor. Your domain, or the domain of a vampire close to you, was scourged during the sect war. You can recount how the Sabbat and Camarilla strategized, how they warred in the city without alerting mortals, and the names of the fallen vampires caught in the middle. Once per story, you can ask the Storyteller for a piece of information relating to the sect war in your domain.
2: Active Participant. No matter the sect, the war pulled in many vampires. Even independents served as mercenaries or suppliers for one or both sides. many vampires were pulled into the sect war. You have the scars to show for your participation. Your own sect may regard you as a war hero; the other as a war criminal. Take three dots of Status or Mawla to reflect your position or that of one of your comrades.
3: Trophy Kill. Many notable vampires fell in the sect war, and to the Archons and Templars participating in the war, taking down a “name” on either side became a matter of competitive pride. Whether by luck or design, you are responsible for one such vampire’s death. You may wear this badge with pride or stifle the rumors, but either way, the vitae coats your hands. Once per story, you can use this legend to bypass a contest where it might assist, just as the Storyteller can always use it to send enemies after your head.
4: No Vampire’s Land. Kindred hit-teams on either side of the sect war ranged from domain to domain and then back across old ground as the defenders rallied. This Great War-style push-and-pull of conflict led to some vampires obsessing over domains and their hidden sanctuaries, armories, tunnel networks, and side streets. You know all the best spots in your domain and two adjacent domains for launching an ambush, hiding from attackers, restocking a militia, or making contact with mercenaries. Add two dots to your Domain’s Portillon, and add two dice to relevant Streetwise, Larceny, and Stealth pools in two neighboring domains.
5: Sect Agitator. Some vampires exist only to cause bloodshed, and you count yourself among that number. Individuals such as Lucinda of the Camarilla and Francisco Domingo de Polonia of the Sabbat spoiled for war and were left hollow when it concluded. You know all the trigger points and the correct fuse to light in order to spark a new sect war. It may be localized to a single domain at first, but once the flames start, you can fan them to extend. Add two dice to all your pools for Social tests to inflame sectarian tension.

Servitor of Irad

According to the Book of Nod, Irad the Strong was the third childe of Caine, and he served as his sire’s enforcer and military leader in the First City. The Kindred of the Servitors of Irad seek to emulate that mythological vampire, who is said to have pledged to serve the Antediluvians in all things before his kin or his childer destroyed him. They hope that, if they spend their existence showing they serve the Antediluvians, they will be spared when the ancients rise. Irad believed it, but received the revelation too late to preserve himself.

The cult doesn’t actually have any contact with the Third Generation, but they assume that the Antediluvians would want the elders of Kindred society to be weak and divided. As such, they infiltrate any vampiric organization they can find — Camarilla cities, Anarch gatherings, and even other cults — to sow dissension and shatter fragile alliances. And now you’re one such deep cover member. You’re cut off from the other members of your cult, trying to enact a hazily-understood plan set down by mythological figures with whom you have no direct contact, with the knowledge that if any other vampire ever found out, you’d be immediately and painfully killed. But you have faith, and that’s enough.

1: Shield of Irad. You can’t do the work of the Antediluvians if you get discovered by others. Luckily, you have a lot of experience shielding your true intentions from the gaze of outsiders. You gain an additional die on rolls involving lying to other Kindred.
2: Sword of Irad. Sometimes you must act decisively in the name of the Third Generation, and that conviction adds additional strength to your act. Once per story, you can add three dice to a roll that is integral to your cult’s plans.
3: Know the Will of the Ancients. You are firmly convinced you know the will of the Antediluvians. Perhaps you even hear their voices in your head, or gain prophetic
dreams from them. As long as you are a member of the cult, you can take an additional Conviction that is directly related to the goals of your infiltration (your membership in the cult acts as your “touchstone” for the purposes of this Conviction). If you infiltrate a new group, you can change your Conviction to reflect the new assignment.
4: Do the Will of the Ancients. All actions are in service to the Third Generation, the thirteen vampires that will some day rise and destroy the world. There is nothing you won’t do to fulfill that goal, and you have devoted your entire existence to it. The blood you have inherited from your clan founder is secondary to this higher purpose. Your clan Bane can be ignored once per story while you are a Servitor of Irad.
5: Kill Thy Brother. When the Third Generation eventually rise, you know that most of Caine’s errant childer will be destroyed. So, killing another vampire in the name of the Antediluvians just makes their job a little easier. If you kill another vampire or their servants, you gain one fewer Stain. If you planned to kill that individual at the behest of your cult, you gain no Stains at all.


Cold, professional, and possessing a rare specialty in both bodyguarding and murdering, the Lasombra idolize Talley, while most vampires outside the Night Clan despise him. To hear him tell it, Talley was among the first Lasombra to join the Sabbat as a way of breaking the elders’ chains. Now he’s an elder, his view hasn’t changed much. He feels a vampire can never stop punching up at unworthy masters, and these nights, it just so happens the Camarilla are better placed to do so than the degenerated Sabbat and the chaotic Anarch Movement.

Never a rebel in his own right, Talley works for the highest bidder and never reneges on a contract. This code of honor, combined with a truly dry sense of humor, is all he possesses to mark him as anything other than a bloodthirsty predator. Few Kindred cross Talley and survive, and the vampire who does feels inclined to constantly look over their shoulder.

Representing an assortment of powerful Lasombra, Talley participates in talks tonight permitting Keepers into the Camarilla’s ranks. Word is, he put the flame to Lucita at the Camarilla’s command, and did so without hesitation. Unfortunately for Talley, it seems he’s soon to be hung out to dry by the very masters he’s served so diligently for centuries.

1: Recognize the Signs. Like Talley, you have a sense of when danger approaches, and it’s time to change allegiance or flee a domain. Once per story, if an action is likely to cause a severe social backlash, the Storyteller will tell you at your request.
2: Secret Communications. Talley’s mastery over the sub-channels of Kindred communication allow him to operate as a highly successful assassin, existing outside the Camarilla hierarchical chain. You know of these channels, and can claim a prominent member of the Camarilla (such as a Prince) as a three-dot Mawla for use in a single session per chronicle. How you treat this contact is up to you, but blackmail or warm relations will produce different results.
3: Tangled Strings. You do not fight the elders like the Sabbat or the Anarchs. Instead, you seek to manipulate the masters from beneath. You gain two bonus dice to Intelligence and Wits dice pools when seeking to determine whether you’re being manipulated. You gain an additional two bonus dice to your Social dice pool if you ever attempt to directly manipulate the person attempting to control you.
4: Trained Killer. Talley acts as your mentor in the art of killing, either because his current master requested it, or because you paid his high price yourself. Once per chronicle, Talley counts as a Mawla (4) and can supply you with access to his transportable armory on the same
night, allowing you to purchase automatic weapons, explosives, blades, and even flamethrowers if you have the cash.
5: Personal Defender. Talley is your bodyguard. You have already arranged payment, whether in cash, favors, or blood, and for the time being Talley is your loyal defender. He will accompany you anywhere you wish him to be at your side, casting no judgement and offering no counsel unless you request it. Once the contract ends at the end of the session, Talley will speak of no sins he witnessed you perpetrate.

The Bahari

Vampire adherents of the Path of Lilith, otherwise known as the Lilin, Lilitu, or Bahari, revere the progenitor vampire as primal femininity. They believe Lilith is the first, usurped vampire, the mother who births the vitae, and that all Kindred are her children. Stagnant, patriarchal vampire society perpetuates the lie of Caine as progenitor.

The Bahari seek enlightenment through pain and conflict, turning this masochistic urge into the strength to endure and overcome. As Lilith rebelled against God’s commands and fought against her curse, her followers defeat the weaknesses and curses upon them to become something else. Some Bahari lead other Kindred to enlightenment, others become perfected predators. Bahari deprecate compassion in favor of fleshly pleasure, transient love, and strict parenthood over lesser Kindred.

As a Bahari, you fulfill the role of torturer, student, teacher, or lover to other Kindred. All evidence you have seen points to Lilith as the first, usurped vampire. Or perhaps you secretly adhere to the Church of Caine and gnaw at the Bahari from inside out.

1: Dangerous Reputation. Bahari intimidate vampires not of their order. Vampire believers in the Cainite mythos feel uncomfortable in your presence. Once per story, you may add two dice to Intimidation pools in tests against Caine-worshipers, assuming they know of your allegiance.
2: Ritual Scarification. You know pain leads to enlightenment. Specifically, the Lilitu preach that bringing one’s physical shell to the extremes of sensation grants greater insight. Once per session, you may scar yourself with one point of Aggravated damage to recover a level of Willpower damage: superficial or Aggravated.
3: Sacrifice the Children. The Bahari believe both in siring childer and sacrifice. Faithful Bahari know the ultimate sacrifice is the murder of their own childe. If you diablerize your childe, you gain three extra dice in your Resolve + Humanity + Blood Potency dice pool to absorb Disciplines (see Diablerie, p. 234).
4: The Womb’s Blood. Bahari consider fertility and sex sources of strength, with some factions placing special prominence on blood or vitae taken from the womb. Once per story, after drinking blood from the uterus, you receive an additional two dots in either Stamina or Resolve (thus increasing Health or Willpower by two) until the dawn.
5: First-Cursed. Lilith’s worshipers maintain that she was the first living being cursed by God, before Adam, Eve, or Caine. The Bahari strive to emulate Lilith’s lesser curse, and in so doing find their Cainite weaknesses lessened. You retain your clan bane, but you can now walk in the first hour of daylight and final hour of dusk; you can also engage in intercourse without Rousing the Blood. However, you radiate danger: the equivalent of the Obvious Predator (2) Flaw. All Social tests to ostracize or slander you have their Difficulty reduced by one. Finally, any vampire assessing you with Auspex immediately suffers migraine-like headaches; their Resolve and Willpower drop by half your Resolve (rounded up) for one scene.

The Blue Velvet

The Blue Velvet opened its doors in 1972, and has been a hotspot for Kindred nightlife and politicking ever since. Located in the heart of the Rack, the club had several incarnations before its current one. An anonymous entrepreneur bought out Fantastica and immediately closed the bar’s doors for three months of extensive renovations. When it reopened, the Blue Velvet boasted four separate bars, a VIP lounge, and a dance floor big enough to handle fans of the hottest bands. It was an ambitious endeavor, and one that’s worked for nearly fifty years.

The bar draws Kindred and kine alike. While mortals dance their cares away below, Cainites high above engage in a different kind of dance, moving carefully through the rhythms that control the city and its future.

For decades, no one knew who owned the Blue Velvet. Rumors and speculation swirled. Most attempts to dig into the club’s financials to unearth its owner led nowhere. Only one investigator got close, in early 1987, but she disappeared right after confiding in a friend she’d made a stunning breakthrough. Her notes and research never surfaced. In the mid-1990s, the mystery ended with the Malkavian Bronwyn’s emergence into Kindred society. Her revelation that she’d been the force behind The Blue Velvet all these years gave her an immediate in with Kindred all across Chicago, and a storefront from which to illicitly traffic blood on behalf of the Circulatory System.

1: Est. 1972. You’ve been there since the start, and may have been familiar with some of the bars that preceded The Blue Velvet. In many ways, the club’s history is your history, and others
consider you an authority on it: bands whose rise started here, Kindred rivalries that played out in the VIP lounge, if it happened at The Blue Velvet, you’ve got the skinny. Add two dice to any roll related to recalling and using the club’s history.
2: Who’s Who. Everyone who’s anyone stops in at the Blue Velvet. You know them all by name, but they don’t know you’re keeping tabs on who comes and goes, who they talk to, when they leave. Once per story, ask your Storyteller for information on a fellow club-goer’s movements. The Storyteller will tell you when the named patron was last at the Blue Velvet, how they acted, and who they were with.
3: Standing Gig. Only the hottest bands play at the Blue Velvet, and its dance nights have lines stretching around the block. You’ve played or DJ’d at the club, and appear on its calendar regularly. Once per story, when you perform at the club, choose between gaining a three-dot Resource Background (lasting until the end of the story) or a three-dot Herd from fans who attend your every performance.
4: VIP Club. Your status is well-respected at The Blue Velvet. Your fame or influence draws others to the club, and Bronwyn appreciates your patronage, acting as a four-dot Ally or Mawla. A table’s always ready for you, and you have access to a private room in the VIP lounge for meetings and feedings.
5: Backstage Pass. You are a trusted, high-level employee at The Blue Velvet. Ian Gibson relies on you for night-to-night operations, and you’re a member of Bronwyn’s inner circle. One per story, you may request and receive her aid, whether that’s via influence, financial backing, or use of the club for a private endeavor.

The Book of Nod

The Book of Nod collects oral histories, text fragments, and other media detailing the history of Caine and his childer, with additional poems and prophecies regarding Gehenna and the Final Nights. Its author — or authors — are unknown, though many Kindred believe Caine, Malkav, and Saulot contributed significant portions of the text. The stories and fragments have been carefully passed down through the generations; those who own physical pieces of the book take great pains to ensure they don’t end up in non-Cainite hands. The Book of Nod also provides the theological basis for the Sabbat’s worship of Caine.

The first and largest section of the book, The Chronicle of Caine, recounts the tale of the first vampire, his childer, and the rise and rebellion of the Antediluvians. The Chronicle of Shadows lays out a series of laws attributed to Caine, though some Kindred doubt its veracity and view it as the work of Carthaginian scholars. The Chronicle of Secrets is the shortest and most enigmatic section. Its highly-symbolic passages describe the author’s visions of Gehenna. Some Noddists have dedicated their entire unlives attempting to interpret the predictions and apply them to their modern nights. Additionally, some scholars view the Erciyes Fragments as another version of Caine’s story, while others dismiss the Fragments as apocryphal and relegate mention of them to a footnote in their dissertations, if they’re acknowledged at all.

The Book of Nod’s collectors, translators, and editors have introduced myriad inconsistencies and contradictions over the millennia, and no two scholarly analyses ever completely agree on its true content. Many among the Camarilla denounce the book and ban, confiscate, or destroy any related texts they discover their fledglings passing around.

1: Precis. You are familiar with the broader concepts of the Book of Nod and some of the more commonly known prophecies. Once per story, add two dice to an Academics or Occult roll related to ancient Cainite history.
2: Well-versed. Your sire or Mawla taught you certain passages from the book, and may even have physical fragments in their possession. Once per story, you may seek their input on a matter regarding Noddist lore, gaining a two-dice bonus to any Occult test related to the Book.
3: Scholar. You’ve dedicated significant time and study to the Book of Nod, and are familiar with at least one complete version of the text. You can support your theories with quotes from that version, and are aware of counter-arguments or alternative interpretations. Once per session, add three dice to a Persuasion roll when debating the Book of Nod’s finer points.
4: Collector. You own several fragments from the book or have memorized sections of Caine’s history. Noddists seek you out hoping to examine your copies or hear you recite the tales, and they’re willing to pay for it. This isn’t always a monetary trade; some offer favors, an exchange of information, or access to other resources your character finds valuable. Once per story, when you grant someone access to your collection, gain three temporary dots in Resources (or other appropriate Background as approved by your Storyteller) for the remainder of the story, or the ability to call in a future favor from the Noddist.
5: Noddist Master. Other Noddists look to you for insight and interpretation on the texts, and your theses on the subject are regarded as must-reads. You have exchanged correspondence with Noddist experts on finer points of lore. Once per story, you may derive a fact or prophecy from the Book of Nod that your character can apply to sway a decision, automatically succeeding at a Persuasion test at the Storyteller’s discretion.

This message was last edited by the player at 01:57, Tue 21 Jan 2020.

Character Creation
 NPC, 36 posts
Sat 18 Jan 2020
at 05:26
Loresheets (Part 5)
The Church of Set

Most Ministers have rediscovered their cosmopolitan, multi-faith routes. While they still revere Set as their founder and the first vampire, it is less common for a Setite of the Ministry to cling only to the worship of Sutekh. This is not the case among those Setites who claim membership in the very Church of Set. Dedicated to the rites of Setite Orthodoxy, the Church of Set’s members believe they must conspire to weaken all other clans and their founders in order to pave the way for the resurrection of their founder. Your membership in the Church of Set may be as a new adherent, desperate to find meaning and mentorship in a hostile world, or you may be one of the dedicated faithful, rejecting the idea of enslavement to other Antediluvians and seeking freedom from all chains by following Set’s holy guidance.

1: Congregation. You have access to a herd of kine, but these mortals are a unified religious flock you can manipulate. This congregation can belong to any mainstream of fringe religion, and whether they see you as their leader, or just another parishioner, you can feed from them easily. This lore is equivalent to a two-dot Herd, though it requires you to show up and uphold the faith regularly.
2: Tap the Secret Vein. Through the method of a simple interview, you can analyze whether a mortal or Kindred has a secret they’re trying to hide. You gain a two-dice bonus to Insight-based tests to find whether someone is keeping a secret.
3: Freedom from the Aeons. Set despises his fellow clan founders, or so the legend says. The Setites consider the other founders Aeons, and demonstrate a resistance to their power. You gain two additional dice on rolls resisting Dominate and Presence attempts from vampires of other clans.
4: Degenerative Process. The Church of Set teaches its adherents that a man must be brought to his lowest before he can rise to meet glorious Sutekh. You can push any being, mortal or immortal, to indulge in degenerative corruption only to come out clean on the other side. With a successful Manipulation + Persuasion roll, you can persuade any individual to break a Tenet or Conviction, gaining at least one Stain. When it is done, they feel purified. The targeted character restores up to three Superficial or one Aggravated Willpower damage.
5: Body of Set. You possess a fragment of Set’s skeleton, sarcophagus, or burial robes. Though the implication of Set’s Final Death is debatable, the holy (or unholy, depending on your perspective) artifact gives you drive to succeed and impressive influence over other Followers of Set, conveying a four-dot Status among other Ministers. The relic also helps you to touch the mind of Set through meditation, and once per story you are able to reduce Stains gained from breaking a Tenet by one, if following what you and the Storyteller perceive as the will of your god.

The Circulatory System

The exploration of blood and its Resonances has spawned rings of Kindred eager for knowledge, power, and profit. The international human trafficking network known as the Circulatory System smuggle important vessels between domains and chronicle the powers of the blood vintages they move.

The Circulatory System care little for the long-term well-being of their vessels, beyond the dip in profits they suffer when such kine die prematurely. Many Kindred can look past such minor issues to the pioneering studies the System makes possible by unlocking new and valuable features of the Blood.

Your relationship with the Circulatory System may be as a trafficker, a client, or even as a former mortal vessel turned vampire. You may detest the faction’s exploitative practices or see their potential and crave a taste of their operations.

1: Tap into the System. Once per story, you can request specific blood vessels from the Circulatory System to convey certain abilities – or to provide for a Ventrue who finds their feeding preference neglected in the domain.
2: Little Black Book. You have come into the possession of one of the System’s little black books. These books contain records of blood experiments and theories on the power of select vessels’ blood. The Storyteller determines the book’s accuracy on specific matters; in general, it adds one die to Investigation, Alchemy, Medicine, or Science tests to track down or test a specific vintage. It also cuts the time to research a new two-dot or three-dot thin-blood Alchemy formula in half.
3: Farm Upstate. You know where the System keeps a farm of valuable vessels: mortals with blood potent enough to convey benefits to Kindred drinkers. You can raid the farm, lease specific vessels at cost, or try to muscle your way in. These vessels are equivalent to four dots of Herd, but you can only feed from them once per week unless you overtly take over the farm.
4: Secure Transit. The Circulatory System uses armored vans and armed ghoul drivers to transport vessels from A to B. These protected modes of transit are more than simple security vans; they bristle with weapons and sometimes contain incredibly valuable vessels destined for important buyers. You have access to one of these vans. Whether you’re riding up front as a legitimate driver or have successfully hijacked one of these vans, you may arrange secure travel for one or more Kindred with little effort.
5: Blood Sommelier. You know the Circulatory System’s secret methods for taste, analysis, and refinement, and you can replicate them. Perhaps you own a blood laboratory, have an alchemist or blood sorcerer on call, or you just stay au courant on aficionado gossip. You can add two dice to any test to discover the Resonance of blood, and you can select three dots of Contacts, Allies, or Haven Merits to explain your knowledge. Once per story, you can ask the Storyteller the properties of the most valuable vessel’s blood.

The Cobweb
(Malkavian characters only)

You’re never truly alone. Not anymore. Not even if you want to be. Not even if you try to be. The Cobweb catches so many thoughts in its sticky strands, sends them skittering further inside, or reverberating out to the far edges. You’re not always sure the thoughts you’re hearing are from now. Some feel like they’ve been stuck for years and have just shaken loose. Others taste like tomorrow.

The Cobweb, also known as the Madness Network, is a psychic network all Malkavians are linked to. No two clan members describe it exactly the same way. For some, it’s a constant low murmuring in their Bloood. Others describe it as a kind of hivemind operating alongside their own cognition. Many — even most — Malkavians are only reminded of its presence a few times a year, like a sudden burst of static on a forgotten radio.

No one knows the Cobweb’s ultimate purpose, though it’s been used to summon a gathering of Oracles together with a subconscious imperative dubbed The Call. Some suspect Malkav himself uses the Network to view the world through his descendants’ eyes and ears, or that he simply is the Network.

1: A Break in the Static. The Cobweb is just barely perceptible to you. You catch sporadic snatches of conversation, often just a few distinct words or images. It’s enough to piece together an order or a call for aid, though you’re unable to respond.
2: Step Into My Parlor. You can communicate over the Network with other Malkavians nearby. These discussions are heavily abstract, limited to short phrases, simple images, and strong emotions.
3: Across the Web. Your voice is one of the strongest on the Cobweb. You can hold more involved conversations with Malkavians in your city. Once per story you may initiate the Call, sending impressions of the time and gathering place to all who can hear. This does not guarantee obedience —herding cats is child’s play compared to organizing the children of Malkav.
4: Pluck the Strands. The tensile strength of spider silk rivals steel’s, and your connection to your Cainite ancestors and descendants is equally powerful. Once per story, you may use the cobweb to piggyback on your sire’s or one of your childer’s senses. You are only an observer, and cannot control their responses or their movements.
5: Malkav’s Will. The entity in the Cobweb is awake and aware. They know your name and tell you their secrets. They have a plan and want you to help carry it out. Malkav — or a consciousness pretending to be him — speaks to you directly via the Network. Once per story, you may ask the Storyteller to divulge a secret about another Malkavian or reveal what orders the mind in the Cobweb wants you to follow.

The Criminal Puttanesca
(Bloodline; Hecata characters only)

For a few decades, the Giovanni had a reputation as being nothing more than vampire mobsters. Savvy Hecata ancillae confronted by such ethnic stereotypes in Camarilla Elysia laugh and suggest the rumor started from too many late-night showings of The Godfather. And once the Hecata gets a chance to slip away, they call their cousins and ask what the fucking Puttanesca have done this time.

The fucking Puttanesca family, as they’re often called by other Hecata, were acquired from Sicily in the 1660s as talented street hustlers — perfect for dirty, low-level jobs that the more moneyed Giovanni couldn’t be bothered to handle. Over the years, these
Puttanescas leaned into the mafioso stereotypes, because you might as well be a legbreaker if you break legs for a living. After the Family Reunion, any remaining connections to organized crime have been quickly shuffled over to the Puttanescas. The anziani say it’s a reward for loyal service. But the Puttanesca know it’s a way to put all the Hecata’s embarrassing assets in one place.

So if they’re going to be “the fucking Puttanesca,” that’s fine. This family knows all about beating on the little guy before you get beat on by a bigger guy. But soon they’ll be the big guy, and it’ll be everyone else that gets fucked.

1: Friends in Low Places. Puttanesca Kindred have close ties to the street, and usually have a few side hustles happening at any one time. It’s easy to get your hands on a little bit of cash and a little bit of muscle whenever you need it. You get two dots to spread between Allies and Resources, and you can reallocate those two dots at the start of each story. These Advantages are immediately subject to police scrutiny.
2: Show Your Belly. Some members of your family survive by looking as harmless as possible to people more powerful than them. Sure, it’s not dignified, but if you can survive the night, that gives you time to get your revenge later. You get three bonus dice to rolls to convince people not to hurt, endanger, or act against you.
3: Show Your Fists. On the other hand, it’s not all being pushed around. Some Puttanesca prefer to kick around those smaller than them. You need to show them who’s boss. Prick probably would’ve done something to piss you off anyway, so better to get your licks in first. You get two bonus dice to rolls for intimidation, as well as melee attacks against mortals.
4: Get the Squad Together. Occasionally you just need to get some people together for a good old ass-beating. Once per story, you can get a gang together for a brawl. This gang comprises any local Puttanesca Kindred, as well as mortals equivalent to five dots of Allies. You also get an automatic success in rolls to convince other characters that this beatdown is necessary.
5: The Don. Against all odds, you’ve kissed and kicked ass in equal measure to make your way to some amount of respect, wealth, and influence. Other Hecata might even stop insulting you to your face. You have three additional dots in Influence, Status, and Resources, but they must be assigned to criminal enterprise and require careful maintenance to not draw the attention of groups such as the FBI, agents of which can become potent versions of the Enemy Flaw.

The Cult of Mithras

Some vampires claim the status of deities among both Kindred and kine. Next to Set, Mithras is likely the most infamous of the god-Cainites. A Ventrue of incredible age and power, and one of the longest standing Princes in Kindred history, Mithras formed a cult of faithful adherents to the Mithraic religion, incorporating trappings from the legitimate religion of old and ancient vampiric traditions.

Though Mithras was destroyed in the 20th century, and his diablerist in turn reportedly destroyed in the Second Inquisition’s purge of London, his long-time seneschal and confidant Roger de Camden leads the Cult of Mithras in his absence. You may be a member of the cult, or even one of its leaders. Perhaps you believe the cult is the key to dominance in the Jyhad, taking Mithras’ millennia of rule as inspiration.

1: Neophyte. Your service to Mithras is in its infancy, but you have learned how to manipulate the kine with talk of religion and grandeur. You can effectively lead a small mortal cult, granting you one bonus die to all Social rolls when interacting with your herd or retainers. This lore comes either from adherence to the cult or through study of its practices.
2: Nymphus. Mithraists award the title of Nymphus to new sires within the cult. This lore grants you knowledge of Ventrue lineage and customs of Embrace, along with the ceremonial status of a revered sire. You gain two bonus dice to all rolls in which Ventrue or Mithraic customs are discussed or studied, and the equivalent of two dots in the Status Background when among Ventrue.
3: Leo. Among the most honored members of the Mithraic cult, those Kindred with the title of Leo are entrusted to deliver clandestine messages between Mithraists, and sometimes even outside the order. Mithraists will not hesitate to trust you with information and messages, and you gain one dice to all non-Discipline rolls in which you attempt to get other vampires to trust you. Of course, if your allegiances lay outside the cult, this lore grants you access to deeply dangerous intelligence.
4: Perses. The Cult of Mithras frequently indulges in ritual bloodletting and sacrifice, with the Perses as the master of such ceremonies. A vampire declared Perses of Mithras receives a short sword and authority to murder enemies of the cult, with the guarantee
of full protection (alibis, secret havens, access to resources) should their identity as killer become known. This lore gifts you three Background dots to allocate in any domain in which the Cult of Mithras is present.
5: Unconquered. You carry the spark of Mithras within you. Perhaps you took vitae from his diablerist Monty Coven, or maybe you once drank from Mithras himself as part of a Blood Bond. Now, Mithras lives in you. Occasionally the ancient vampire speaks to you in command or guidance, though he’s not powerful enough to compel. When you please Mithras, you gain three additional dice in Dominate, Fortitude, or Presence tests (choose one) for the remainder of the night.

The First Inquisition

You know what lit the fires of the First Inquisition that raged from the Middle Ages through to the Renaissance. Perhaps an ancestor spoke in fear of those nights. Maybe you own texts chronicling those terrible times or you have designs on recreating them by turning the church against your enemies.

Your knowledge of the Inquisition is such that you may have capacity to manipulate the Second Inquisition of tonight, though their methods and some beliefs have changed. You know how best to evade the group and how to turn them against your foes. Such actions do not come without risk, just as your ancestors who attempted the same feat discovered.

1: Mistakes of the Past. You know Kindred history and can cite chapter and verse of the domains and Princes the Inquisition destroyed in its original incarnation. You can educate any vampire on the Inquisition’s historic dangers. Once per story, you can ask the Storyteller for one piece of information regarding the original Inquisition.
2: Names of the Guilty. Your knowledge of vampire and Inquisition relations extends to include Kindred manipulators. Though most are dead by these nights, many of their descendants survive, and they are at risk of blackmail for their sires’ treacheries. Once per story, you can ask the Storyteller for the name of one descendant of these traitors in your domain, if there is one.
3: The Sect of St. James. You have contacts who consider themselves “old Inquisitors.” The Sectus Sancti Iacomi harbors a deep resentment for their fancy modern counterparts, acting with greater fanaticism and suicidal zeal than the more controlled Second Inquisition. Their abbé is a four-dot Contact, whom you can contact once per story.
4: The Second Act. You have a Contact within the Second Inquisition or the local Catholic archdiocese: a file clerk, scout hunter, exorcist, armorer, etc. You have no power over them, but you know how to pump them for information – or prime them with disinformation – if need be.
5: Black Spot. You have identified a location within your domain that the Second Inquisition fears to tread. Once per story, if you or anyone targeted by the Second Inquisition hides out at this location, the hunters call off the search. This anomaly seems to be a blessing, but it does throw up the question: What is so holy or unholy about this place that it deters the greatest threat to Kindred tonight?

The Gorgons
(Bloodline; Hecata characters only)

The Lamiae were a bloodline of Kindred believed to be descended from Lilith as well as Caine — their founder and high priestess (named Lamia) claimed to be the daughter of the Dark Mother herself. In ancient times, a Cappadocian elder found Lamia performing sacred Bahari rites, and was so taken by her skin and resistance to pain that he Embraced her. From then on, the Lamiae were dedicated warriors protecting the Cappadocian clan, until the clan’s alleged destruction by the Giovanni. The last Lamia was believed destroyed in 1718.

However, the Gorgons lived on, much like their Cappadocian charges. While the latter claimed the title “Harbingers of Skulls,” the Lamiae took the title of “Lilins,” spreading the word of Lilith and the Bahari faith while secretly uncovering the fate of the Cappadocians and undermining the Giovanni. Now, in the wake of the Family Reunion, these women stand proudly once again at the side of the Kindred that Embraced them — although they are less inclined to tolerate so-called “Cainites” that chastise their faith or insult their martial skill.

1: The Serpent’s Kiss. For centuries, it was believed the bite of the Lamiae spread disease, a virulent pox like the Black Death (indeed, it might have been the Black Death) that was fatal after a few days. Whether that was true or not, these nights the bite of the Lamiae is no longer fatal, although a few like yourself have some remnants of the disease left in their system. Once per story, you can choose to infect your mortal prey with disease, causing them one Aggravated Health damage every night for three nights. This ability has no effect on vampires.
2: Protection. You embody the original purpose of the Lamiae — the protection of your charges, by any means necessary. You gain two dice on any Close Combat rolls which involve the protection of an ally or another member of your coterie.
3: Four Humours. Many ancient Lamiae practice manipulation of the four humors, allowing control over their victim’s body or mind. After biting a victim, and at the cost of one Rouse check, you can inflict a two-die penalty on your target by one of four means: phlegmatic (lethargy), melancholy (obsession with death), sanguine (excessive bleeding), or bilious (poisoned).
4: Controlling the Beast. Chaos and pain are key aspects of the Bahari faith (and, thus, the faith of many Lamiae). However, mindless chaos and pain do not lead to education, so controlling accidental infliction of both is important. Once per session, you can convert a messy critical in combat into a critical.
5: Medusa’s Gaze. It was long believed that the nickname of “Gorgons” was given to the Lamiae for their terrifying prowess and allegedly disease-ridden blood. But those members most steeped in the bloodline’s mysteries hold a private power that betrays a more literal meaning behind their epithet than many realize. At the cost of two Rouse
checks, you can make an Intimidation + Occult roll vs. an opponent’s Stamina + Occult + Blood Potency. If the roll succeeds, your opponent is unable to move for one scene.

The Labyrinth

In downtown Chicago there’s an abandoned “super station” for the L that was built but never used, under Block 37. This leads to a series of tunnels that are in various stages of disrepair, since construction on them was halted. The series of connected stations and places they lead to is known colloquially among Kindred as “The Labyrinth”.

There’s various lairs and hideouts within the Labyrinth, but it’s a chaotic place that’s difficult for the Camarilla to police. It’s said there’s all manner of Kindred and other things down there, and sometimes when Kindred head down into the Labyrinth they never return. Others however, have come back with everything from useful knowledge to new allies

1: Tunnel Access. There are several tunnels that one can travel through in the Labyrinth that exit to different levels of the city. A Kindred from the Labyrinth who knows the way has shown you which turns to take and markers to follow. If you follow that path, none in the Labyrinth will harm you, but if you stray from it you risk death or worse. This knowledge is useful when trying to escape a pursuing enemy or to hide for a night by taking your time in the tunnels.
2: Boxcar Blues. The stories told in the Labyrinth are strange and unusual tales of what its inhabitants have seen in their years of Chicago. For one reason or another the Kindred inhabitants of this place have decided to go underground, and because of that they have a unique form of spreading news through word of mouth. Well, through song. There are various folk songs they sing that have double meanings, or characters in them who represent certain political figures currently in power. You’ve been taught how to decipher these lyrics and discern important information from them. Gain free Skill Specialties in Performance (Folk Song) and Streetwise (Labyrinth Rumors).
3: Church. Once a month there’s a small club night hosted in one of the larger empty concrete rooms. The subterranean Kindred have kitted it out with lights, speakers, and bars. It’s called Church, ironically of course, and it pumps dungeon synth and witch house music until sunrise for its dancing night worshipers. There’s darker vampiric activity in some adjacent rooms to this open space, designed to confuse humans with altered states of consciousness to wander into and become meals. Nobody’s shut it down yet because the Kindred who run it are careful to cover their tracks. You know its location, and are welcome to bring a +1 anytime.
4: Lydia’s Lair. There’s an oracle named Lydia who lives amidst these abandoned train ruins. Her lair is decorated with beautiful silks and a collection of the bones of dead things that she’s cultivated over the years. She’s a young-looking white woman with long black hair who wears simple jeans and a t-shirt. Lydia’s a Tremere, and blind, a condition that becoming Kindred didn’t solve for her. It’s possible she’s very old but she won’t reveal her exact age, and nobody understands how she utilizes Blood Sorcery to see such specific futures. If you bring her something to eat, she’ll read your palm, telling you one specific thing about the future. You’ve got access to her, since she won’t see just anyone, only those who are trusted by the subterranean vampire community. Lydia counts as a Mawla (4).
5: Hideout. The Kindred living here trust you enough to hold you over for a time if you’re looking to hideout from anyone. It’s a safe haven for outsider vampires, and no judgment is made. If crimes are committed against the community, however, you’re quick to be ousted. Gain Allies: Labyrinth Kindred Community (4).

The Painted Lady

Any number of upscale tattoo parlors, piercing studios, and BDSM dungeons exist in Chicago, but only one can claim to be completely exclusive. Edith Beaubien’s by-invitation-only salon is something of a legend among ink collectors, body modification enthusiasts, and those seeking an edge to their sexual kinks. Invitations to events hosted at The Painted Lady are coveted among certain elements amongst the city’s Kindred, but the truest indication that one has “arrived” upon the Chicago scene is the receipt of a slim, metal membership card and a tattoo or piercing bearing the distinctive Painted Lady style. While many strive to collect ink from Beaubien herself, only long-standing VIPs may boast of that honor. It is even rumored some of the most prominent Kindred in the world have been passed over for membership in favor of random Thin-Bloods, Caitiff, and Anarchs with seemingly nothing at all to recommend them.

1: Plus One. By a stroke of luck, your companion (or snack) of an evening secured an invitation and asked you to be their “plus one.” You could only observe, not participate, but being there alone automatically raised your social capital amongst the city’s Kindred. You gain two dice to Persuasion and Status (2) in any encounter with a fan or regular of the Painted Lady who saw you during the week following their visit.
2: Engraved Invitation. In your hand rests a glossy, ruby-red business card. On one side is engraved, in white, scrolling letters, “The Painted Lady, Chicago, est. 1907.” The reverse is stamped with a date and a time in silver ink. Below, someone has hand-printed, “You are invited to come and play.” At this level, you receive Influence: Painted Lady Enthusiasts (2), and you may participate in BDSM scenes, feeding upon any mortal willing to engage in blood play.
3: Schedule an Appointment. The slim, matte metal card looks nearly identical to the black business cards you received when you first came to The Painted Lady, only the name of the establishment is etched in silver on the front, and on the reverse is engraved, “Member” along with a day of the week. This card entitles you to attend one party per week as well as to schedule an appointment to receive a standard tattoo or piercing. Due to your elevated status, you attract the particular notice and regard of one regular patron, playmate, tattoo artist, or piercing technician equal to Retainers (2) and if you receive a piercing or tattoo, your Status among domain counter-culturalists improves by one dot.
4: VIP. Your card is now the color of silver mist and the back is simply stamped “VIP.” You may attend the salon on whatever night or nights you prefer, and you may access more…enticing scenes. A considerable amount of pain and blood is involved, but the mortal and Kindred celebrants engage in these semi-tortures enthusiastically. Accept the invitation to join the action or coolly observe; the choice is yours. At this level, your character has access to a Herd: Painted Lady Enthusiasts (3) and gains Contacts: BDSM Community (2).
5: A Beaubien Original. Tattoos, piercings, and body modifications from The Painted Lady’s staff are remarkable, but to receive a commissioned piece executed by Edith Beaubien herself, is a rare and unforgettable experience. The Nosferatu works in the Japanese tebori style, and something in her hand-crafted pigments makes it feel as if drops of the sun itself are being slowly deposited into your skin. The pain is worth it for a tattoo that never disappears upon waking and the satisfaction of telling other Kindred precisely who inked you. A Beaubien Original allows you to add two dice to all Streetwise rolls, grants a permanent Status (3) among Painted Lady enthusiasts and art lovers, and a permanent Status (2) among other Chicago Kindred.

The Promise of 1528

After the Giovanni engineered the fall of the Cappadocians (or so they thought), the up-and-coming Camarilla expressed concerns about the so-called “Devil Clan.” The purge of the Cappadocians entered full force soon after the Anarch Revolt, and the Kindred of the Camarilla were worried that this was more of the same. With the upstart Anarchs forming into what would become the Sabbat, the Camarilla couldn’t afford a war on yet another front. So, Augustus Giovanni and the Inner Circle of the Camarilla met in Venice in 1528, and signed an agreement.

The problem is, no one really knows what’s in the agreement. For years, all that was known was that the Giovanni had some degree of autonomy in Camarilla domains, and that the clan was given ownership of the city of Venice (in exchange for the Inner Circle being allowed to hold their meetings there). After the Family Reunion, however, an additional detail has been revealed: The Promise has a limit of 500 years, meaning it will expire in 2028. Both the Camarilla and the Hecata are scrambling to find out the details of the agreement, as well as the consequences once it expires.

1: Legal Scholar. You are an active student of the Promise. You don’t know much, but that’s more than most Kindred know. Even the fact that you know such a document exists gives you leverage. In legal disputes with Camarilla Kindred or members of the Hecata, you gain two dice on Persuasion checks.
2: Scrap of Information. You saw a scrap of a transcript of the Promise once. A lot of forgeries have circulated among the Kindred over the centuries, but you’re reasonably sure this one is genuine. This makes you a hot commodity among other Kindred who
hunger to know what’s in the Promise. Once per story, if you allow Kindred access to your notes on the Promise fragment for research, you gain a temporary dot in Contacts, Herd, Influence, or Resources that lasts for the remainder of the story as payment.
3: Tick Tock. You know, or believe you know, the consequences of allowing the Promise to expire, and they aren’t good. Once per story, you can give advice to members of your local faction (the Camarilla court if you are a Camarilla Kindred, or the local family if you are Hecata). There’s no guarantee that your advice will be followed, but you will at least get an audience.
4: Faulty Memory. You read the Promise once, but for some reason you can never recall the text in full, even if you have advantages or powers that would normally allow you to remember things or uncover buried memories. But once in a while, snippets surface to help you at just the right time. Once per story, you can add three dice to an appropriate roll where memory of the Promise would help you.
5: Signatory. You are directly related to one of the signatories of the Promise (or you are a signatory yourself). Once per chronicle, you can leverage your knowledge of the Promise to force a Camarilla Prince or a Hecata anziani to permanently change a ruling or local law in your favor, using your knowledge of the Promise to give you political clout. However, you must decide why you are unable to ever speak of the details of the Promise — perhaps it’s a thaumaturgical compulsion, the spirit of a loved one threatened with eternal torment, or a lot of Ventrue Dominate.

The Pyramid

It was not so long ago the Tremere were the strongest clan, or at least, one of the most organized. You know the Pyramid was a perfect structure for Kindred hierarchy, enforcing loyalty through bonds of Blood and oaths of loyalty to house and family, ensuring power rose to the top, with the rewards trickling down. Or perhaps you studied the Pyramid for the corrupt bastion it was, and celebrated its collapse.

You know the inner workings of the Tremere Pyramid. You could construct such an hierarchy again, or help to erode it.

1: Apprentice. Despite their recent destabilization, most sires of Clan Tremere still readily awards their fledglings the rank of apprentice. You are one such apprentice, or the master of one, awarding you with the equivalent of a one-dot Mawla.
2: Savant. Despite your new entry into the Pyramid, you have already drawn the attention of members greater than yourself for a successful experiment in which you courted danger, the creation of a new minor ritual, or the discovery of lore once lost to the clan. Once per
chronicle, this lore enables you to ask a major boon of a Regent, and providing the boon is not insulting, remain on good terms with that Tremere thereafter.
3: Regent. Every chantry has a Regent. The Regent is responsible for the tutelage of all other Tremere in the domain. While the Regent may not teach them personally, she must ensure all Tremere are being educated. The Regent’s other duties extend to the clan’s protection in the domain, and sometimes its representation on the Primogen Council. You are the Regent of a chantry. This gives you a dot in Tremere Status, as well as three dots in Haven, representing the chantry. Be aware that you are expected to oversee the safety of the chantry, as well as provide lodging and resources to other members of the clan.
4: Pontifex. Each Warlock on the Council of Seven has seven Pontifices reporting to him. These Pontifices will oversee a vast domain, though it is rarely geographically defined. Different Pontifices are appointed as clan representatives in the fields of art, economics, werewolf studies, and other such fields. You are seen as the clan’s foremost expert in whichever domain you’re made Pontifex, and your resources regarding that field are extensive. You gain a three dice bonus to any information-gathering test relating to your particular field, provided you have access to your library, as well as three dots in Tremere Status.
5: The New Council. The new Tremere Council of Seven was assembled as an emergency measure following the Second Inquisition’s successful attack in Vienna. The explosion was timed to coincide with a meeting between the Council’s members, rendering all but a couple into ash, while the remainder entered torpor. You are considered one of the new potential members of the Council of Seven because you have something unique to offer the Tremere clan. What that is and how you wield your power is up to you and the Storyteller. You also have four dots in Tremere Status.

The Society of St. Leopold

Chicago is a city of faith as much as high finance and haute coutour, the Roman Catholic Archdiocese centered on the Holy Name Cathedral serving a flock of more than two million — most of whom are alive, some of whom are not. Scattered among the ecclesiastical ranks, hidden among the priests and nuns, the vicars and deacons, the missionaries in training and the lay brethren, are one of the oldest threats known to the Kindred: the righteous and implacable vampire hunters of the Society of St. Leopold.

Named for their spiritual founder and inspiration, the Dominican friar Leopold von Murnau, the Society has existed in one form or another since the formation of the Holy Inquisition Contra Diabolus enim et alii Daemones in the thirteenth century CE, the very earliest of the mortal forces to turn their hands to the pursuit and destruction of the Kindred and all their works. The organization has changed shape considerably over the centuries as its fortunes have risen and fallen in the regard of cardinals and pontiffs, at some points regarded as an invaluable tool in the battle for men’s souls, in others as an embarrassing relic of the past, best left to molder forgotten in the darkest corner of the Vatican archives available. Never, however, has their mission changed nor has it entirely ceased attracting the service of those in the Church who have looked more deeply into the darkness than most and found horrors gazing back at them, even if their numbers slowly dwindled nearly to extinction over the years.

The Society of St. Leopold is no longer fading away. Since 2008, and the development of the joint program to ferret out and destroy the undead — referred to as “blankbodies” by the sort of individuals who can accept the existence of paranormal entities abroad in the world but can’t bring themselves to speak the word vampire aloud — the Society’s membership has swelled from a few dozen to several thousand members worldwide. Their extant mass of accumulated knowledge of the undead, collected and guarded and disseminated down the centuries, has formed the basis of much of the modern research into Kindred physiology and capabilities currently underway in black sites the world over, now aided by science as well as faith. The organization’s members now primarily function as specialist knowledge resource officers and field investigation agents for joint SOCOM/ESOG taskforce operations, the “first boots on the ground” when FIRSTLIGHT’s Analysis Division indicates the need for more information from a suspected nest of “anomalies.”

As a Kindred resident of Chicago, you possess some knowledge of the Society of St. Leopold, how it is organized, and how it functions — or, at the very least, how it did prior to the last decade — and may have some idea how or capacity to ferret out more current information.

1: Postulant. Your relationship with your former (or current?) Church is that you once seriously considered taking Holy Orders. During the process of consideration, you dove deep into the history of the archdiocese and its constituent organizations, which may or may not have already included an office associated with the Society of St. Leopold. Once per story, you may ask the Storyteller for a piece of known information about the Society.
2: Novice. Your interest in entering into a profession of faith went deeper than most: you were on the verge of entering into your novitiate when that life was permanently torn away from you. Whether you resent this or have accepted it, you retain a considerable amount of interest in and potential contacts with members of the local church. These Contacts (equivalent of 2) would naturally include your confessor, the members of the order you were seeking to enter who oversaw your training, fellow novices, members of the local congregational volunteer groups.
3: Brother / Sister. Before your Embrace you were a member of the Church, sworn and consecrated to a religious community of contemplative, monastic, or apostolic character. Your current state of existence no longer allows you to pursue your vocation but you nonetheless retain the knowledge you acquired during the period of your existence when you actively served the Church. You possess detailed knowledge of the local diocese, including its members and properties, when groups meet and where, and which are affiliates of the Society, allowing you two extra dice on all Academics and Occult rolls relating to the religious district of your expertise. You may use this knowledge once per story to find a safe place to hide among the various properties belonging to the Church (equivalent of Haven 1).
4: Father / Mother. You were a fully professed and ordained priest or the senior canoness overseeing a community of nuns prior to your Embrace and while you are separated now from your former profession of faith, you nonetheless still possess many of the advantages you gained while in your service. You know exactly who the members of the Society of St. Leopold are in the city and where they meet, generally how often, have some idea which secular forces they are affiliated with, and have developed some strategies on how to avoid or misdirect them, amounting to Influence (3) with the diocese when it comes to dealing with the Society. Additionally, you still possess access to church properties that can act as a permanent Haven (2) where no vampire hunter will generally think to look for you. This loresheet comes with the Infamy Flaw (1), as while the local diocese might trust you, the grander Society does not. They know what you were and know you stepped back from that life. They just don’t yet know why.
5: Inquisitor. You are a former, fallen member of the Society of St. Leopold or one of its constituent organizations (the Condotierri, the Gladius Dei, the Office of the Censor, or the Order of St. Joan). You may have chosen to accept the Embrace for treacherous reasons of your own or you may have been Embraced and bound for some purpose of your sire’s, but in any case, you possess deep personal knowledge of the Society and its inner workings, how it functioned historically and how it may be functioning in concert with the Entity Special Operations Group. Once per story, you may ask the Storyteller for one piece of true and accurate information about the Society and its current activities. If you are a traitor, congratulations! Your treachery may yet bear fruit. If you are in bondage against your will, congratulations! Your vengeance may well be nigh.
Character Creation
 NPC, 37 posts
Sat 18 Jan 2020
at 05:28
Loresheets (Part 6)
The Trinity

Vampires of a certain age remind their peers and descendants of the Golden Age of Constantinople, where the Trinity of Michael, the Dracon, and Antonius held sway. These three philosophers, a Toreador, Tzimisce, and Ventrue respectively, organized and upheld the vampire utopia of Constantinople. A combination of the Crusades, a Methuselah’s mania, and Setite corruption tore the coterie apart. Ultimately, the Dream of Constantinople, in which all vampires of disparate beliefs and practices could exist in harmony, shattered.

Some still cling to the dream and hope for the Trinity’s resurrection in some form. You may still believe the Dracon can be brought back to his former enlightenment or that one of the new trinities of Constantinople or Istanbul hold the key to the domain’s growth and revitalization. Conversely, perhaps you study the disciples of the Trinity with wary eyes, preparing to take down a colossal threat to all Traditions.

1: Constantinople. Outside the Ashirra, vampire tradition refers to Istanbul as “Constantinople.” You are one of the few who know why. Constantinople represented everything possible in a city where vampires shared ideas and discussed philosophy without falling to carnage. Once per story, you can ask the Storyteller a question about Constantinople’s past and be given an accurate answer.
2: Antonius’ Architecture. Renowned for his architectural skills, both political and physical, the Ventrue Antonius built the structure that held Constantinople together. To some, he fathered the Primogen ideal. You study Antonius’ methods; you can add two dice to any Politics dice pool when making a test involving domain government. Once per story, you can mediate and calm any court debate, quashing violence with action or profundity.
3: The Dream. For a millennium, the Trinity practiced Michael’s Dream: a vision of vampire utopia. Michael encouraged all vampires in Constantinople to learn and seek enlightenment, grow distant from the Beast, and become something beyond mere predators. You are a modern exponent of the dream, recognized as a Speaker of the Dream in your city. You can add one die to any Insight dice pool when testing to gauge another’s Beast. You inspire and calm souls; once per story, you can spend a Willpower point to allow another vampire to re-roll up to three dice when resisting frenzy.
4: The Dracon. Of the Trinity, only the Tzimisce known as the Dracon survived Constantinople’s fall. Passionate and wise, the lover of both Antonius and Michael, and spiritual guide for the Trinity, the grieving Dracon fell silent for many centuries following Antonius’ murder. Rumors whisper that the Dracon reemerges now, with unclear intent. You count yourself as one of his disciples, and likely know how to find him. He counts as a five-dot Mawla, assisting with spiritual and Discipline matters.
5: The New Trinity. One night, Michael’s Constantinople will be reborn, and you shall assist at the birth. You know this not from fragile ego, but from certain prophecy. You, along with two others who complement your skills without mirroring them, will rebuild Constantinople in a new city – no matter what you must do. If you earned them on the path to bringing about the New Trinity, you can remove up to five Stains per story before making a Remorse test (p. 239).

The Week of Nightmares

Kindred debate when exactly the Week of Nightmares fell, with some claiming it landed just prior to the turn of the millennium, while others conflate it with the supposed commencement of Gehenna. In truth, the “Week” of Nightmares sprawled across years, sweeping up several thousand vampires in its wave. During the Week, an impossibly ancient vampire arose and purged its own clan: the Ravnos. Thin-blooded vampires emerged with omens and portents as the Red Star, Anthelios, blazed in the night sky.

You witnessed the mania of the Week of Nightmares and survived it, manipulated the chaos to your own advantage, or you studied the actions of those who did. Now you watch for signs of dooms to come.

1: Oral History. You have heard and told the tale of the Week of Nightmares countless times, and you know exactly what to embellish and which parts to conceal. Your telling of the tale is popular in Elysia, where you are sometimes invited to speak as historian and entertainer. Important Kindred from all over come to hear your retelling. Add three dice to Performance dice pools to tests to tell the story.
2: Ravnos Remains. Prior to the Week of Nightmares, the Ravnos were a clan – now, they have little more than a bloodline. You know some Ravnos remnants and perhaps share their grudge against the Gangrel who left them to annihilation. You have three dots of Mawla representing this group of contacts. They carry news and warnings to you, and can perhaps be convinced to cast mighty illusions once per chronicle, but association with them is frowned upon, if discovered
3: I Was There. You didn’t just hear about it, you were on the front line. Your reputation as a survivor and on-the-spot veteran of the Week of Nightmares grants you Status among Kindred historians, occultists, Ravnos, and Gehenna cultists alike. Once per story, you can use this Status to earn a minor boon from one of those groups or from a prominent courtier in the domain with a sudden interest.
4: The Red Star. Anthelios (NASA designation 28978 IXION), called Wormwood, harbinger of Gehenna, still glows in the sky – to your eyes, at least. You believe it looks back at you, changing you somehow. Once per story, you can either reduce your Hunger to a rating of two or gain a die to the pools of one Discipline for a night by staring at the star for 10 minutes.
5: Blood of Zapathasura. The Ravnos Antediluvian met Final Death in July 1999 at the hands of parties unknown, armed with advanced weaponry and the power of the sun. Before he died, he drained vitae from all his clan, driving them to frenzy and cannibalism in his death throes. Thick, sentient ropes of his vitae stained the ground in Bangladesh where he fell. The noonday sun did not destroy it all. You own a small vial containing the Blood of the Ravnos Antediluvian. What you do with this vitae is up to you, and what it does to anyone who imbibes it is up to the Storyteller.

Theo Bell

Long-seen as the Camarilla’s loyal lapdog, Theo’s recent defection to the Anarch Movement triggered shockwaves still felt throughout Camarilla domains. It was Theo Bell who served at the whims of the Ventrue Hardestadt and Jan Pieterzoon for years, even begrudgingly taking up arms for the Lasombra Marcus Vitel in recent years. It was also Theo Bell who fired the first shot at the Convention of Prague, ultimately causing Hardestadt’s and Pieterzoon’s deaths.

Kindred gossip these nights positions Theo Bell as an unwilling messiah among the Anarchs. He desires no position of leadership; he just got sick of bending over for blue bloods and snapped. His actions compelled hundreds of Brujah to follow suit, taking out the Princes who long lorded over them and forming Anarch bastions alongside the Gangrel.

Despite his notoriety, Theo still acts as liaison between high-status Camarilla and Anarchs, for the sole reason that he brooks no shit at meetings. He shortcircuits Sabbat ambushes, quells any Anarch riots, and shuts down Camarilla extortion and coercion. As a mediator, Theo’s judgement cannot be faulted.

1: Rebel Cell. You command a pack of rebellious mortals and fuel their fire with something that keeps them fighting. Perhaps you feed them vitae or maybe you embody their ideals. Either way, these rebels (a three-dot Ally group equivalent) perform a single dangerous task for you without your presence, before disbanding until the next story.
2: True Anarch. You were an Anarch before Bell led an army of Camarilla Brujah into the Anarch Movement, and you resent these tagalongs joining the Anarchs just as they grow popular. You have records, names, places, and dates about who the rebels were and are, fed to you by the Man or gathered personally. Either way, you get two automatic successes on any Investigation test concerning vampires who defected to the Anarch Movement.
3: Contact Information. Whether by dead drop, messenger, or arcane means, you can get word to Theo. Whether he responds, or even listens, depends on the message and your earlier interactions, but if he likes what you have to say, he might be able to move mountains. The precise game effects of a message to Theo are up to the Storyteller.
4: Bell’s Circle. Theo trusts you, perhaps because of your earlier revolutionary actions or manipulating your way into his good graces. Bell is equivalent to a five-dot Mawla, but your association with him also has many drawbacks.
5: Sect Neutrality. Following Theo Bell’s lead, you have a small contingent of a few Brujah loyal to your vision, and you can influence them in any direction: the Camarilla, the Anarchs, or even to form a smaller subsect neutral amidst the Jyhad. You may resent their existence or take pride in your following. Not mindless disciples, these Kindred keep track of favors granted. But until they rebel against you, you have five dots to spend among Contacts, Haven (safe houses), Mawla, and Retainers.

Victoria Ash

Victoria Ash stands as one of the most prominent and influential Kindred active tonight.

Embraced in the 17th century C.E. when she was still known as Victorine de Perpignan, she came from poverty, worked as a camp follower for the French army, and drew little regard but for her beauty and stunning singing voice. Her eventual sire, Maximillian, recognized her true talents of diplomacy, etiquette, and strategy, Embracing her for them and for the reasons the mortal soldiers adored her so.

Combined with the devotion Victoria draws from Kindred due to her charisma and apparently benevolent personality, she is remarkable for her steady success in rising the ladder of the Camarilla. Most recently, she was selected by the Justicars of the Camarilla to seal the Vermilion Wedding agreement with Tegyrius of the Ashirra.

The kine bend over backwards to serve her every whim, her clan adores her for natural talents and wit, and our sect points her out as everything other Kindred should aspire to be. One wonders if Tegyrius knows what is awaiting him.

1: Ashen Kiss. At some point you have danced, kissed, or even slept with Victoria Ash. This does not make you a rarity, but it does make you special. Victoria has a perfect memory for faces and intimate encounters going back centuries (some suspect it’s how she clings to her humanity). Difficulties of Social rolls involving Victoria Ash or someone connected to her is reduced by 1.
2: Vermilion Invitation. Maybe you were a guest at the Vermilion Wedding or you just know one of the attendees well enough to describe what took place. This enables you to recognize those who attended the wedding, their function, and where they stood on the matter of union between the sects. Once per story you can use this information to blackmail, spin tale, or relate to other attendees of this tense meeting in a familiar way, gaining a three dice bonus to a Social test, provided you can come up with a plausible explanation.
3: What Makes Them Tick. Victoria Ash is an expert at reading people. She knows how to get to your most sensitive secrets and exploit them and has taught you a few tricks. You gain two extra dice to Insight when scrutinizing a target for their vulnerabilities.
4: Celebrity Affectations. Emulating the stories of Victoria Ash, you too have access to a well-stocked tour bus to allow ease of transit between domains, and a small crew of roadies. Whether you masquerade as a singer, magician, actor, or any other form of entertainer, is up to you. This is equivalent to holding two dots in Haven (Mobile Home) and two dots in Herd or Retainers (Roadies).
5: Patron, Lover, Companion. You occupy an important place in Victoria’s heart. Once per chronicle she will move heaven and earth to protect you, potentially cashing in the good will she carries with the Camarilla to do so if your crimes are egregious. For an entire session she counts as a five-dot Mawla and provides you three dots of Status.


The Nosferatu Wauneka is one of the most well-connected Kindred in the city due to his vast whisper network of connections on the streets. As a Nosferatu, many Kindred tend to stay away from him, fearing his monstrous physical form. He’s not the easiest to talk to, but he’ll go places most others won’t and that makes his information incredibly valuable.

His network of teen runaways, young victims of sex trafficking, abused hookers, and homeless veterans contain vast knowledge of the city’s underground. They see things most of human society doesn’t, both human and kindred crimes that occur in the darkness of the Chicago streets. Wauneka has even schooled some of them how to watch out for the things that go bump in the night. He feels connected to them, like they’re his family, and they accept him when most of “proper” society won’t.

This vast network of secrets secures Wauneka’s continued survival in Chicago, and even nets him some wins politically now and then if he can give the right info to the right person.

1: Secluded Meetup. Wauneka has decided you’re an okay enough Kindred to meet up with and have the occasional chat about what’s going down. Once per story, meet up in a secluded place with Wauneka that he chooses, and he’ll dish on one secret you’re after as related through his underground whisper networks.
2: Spy Paths. You’ve proven you don’t mind hanging out with the outcasts of society, and while you may switch between respect and pity for them, they make you feel welcome. Wauneka has noticed this, and so has his outsider family. Once per story they’ll allow you access to their secret pathways in order to spy on someone from a hard-to-detect vantage point. If you make a loud noise or a lot of motion, your perfect camouflage — perhaps a false wall, a shadowed ledge, or one-way mirror — loses its use.
3: Insider Connections. Wauneka knows someone inside of almost every industry and business inside of Chicago. The people that go unnoticed, like the janitors, trash pickup, or food workers that are connected to these places. Need someone on the inside? Once per story, Wauneka can hook you up with someone who can get you inside, or get you the info you need from the inside for a price. This individual counts as Retainers (2) for one session per chronicle, but will remain Contacts (•) for you from this point on if you spend the required Experience.
4: Spy Skills. You’ve spent enough time with the underground people in Chicago that you’ve begun to pick up on their subtle skills of going unnoticed. You’re friends with them, and even help care for them the way that Wauneka does. You can gain three pieces of secret information once per story, either through use of your learned spy skills or your close bonds with the
underground people. You also gain free Skill Specialties in Investigation (Espionage) and Insight (Secrets).
5: Darkest Whispers. Wauneka has come to trust you like one of his family, a thing he does rarely and not without great caution. He welcomes you into his most secret places (at least as far as he lets you know), and confides in you the darkest things he learns about the Kindred in the city. You are his confidante, his friend, and trusted ally. Wauneka counts as Allies: Wauneka (3) and his underground associates. Additionally, once per story he’ll ask your advice on what move to make to influence Chicago’s politics, and take it to make permanent change in the city.