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5150s

By Patrick K. Aiex (paiex@indiana.edu) with contributions by Sean Hardesty

Nickname
Dead Crazies

History
The 5150s are a new bloodline, having been around for perhaps two decades. Their origins are shrouded in mystery, and rife
with conflicting rumors as to who would create such a monstrosity.
The truth, however, is far worse than any rumor. This bloodline is a bizarre mixture of Malkavian antitribu and Samedi blood. The
culprit in their creation is the same as that of the Samedi themselves: the Giovanni.
An upstart Giovanni -- whose name has been lost, and very likely was either diablerized or made into fodder for a Blood Feast --
had studied the efforts of his predecessors in understanding the process of death. This unknown Giovanni centered his research
on the Samedi, long considered a thorn in the side (and failing) of the Giovanni histories. The Giovanni thought he could expand
on prior research, and in the process, make the resulting bloodline more controllable. What led him to select the Malkavians --
especially a Malkavian antitribu as the "stabilizing" factor -- is still a mystery that will likely remain unsolved.
The exact mechanics involved in the creation of the 5150s are still hidden in secrecy. Just like with the Samedi, the Giovanni
profess innocence. A leading Tremere scientist, in conjunction with a Euthanatos mage, has put together a plausible theory,
however. It is believed that the Giovanni captured a young Samedi and then infused its blood into a captive Malkavian antitribu.
Analysis of 5150 blood also indicates a high level of hallucinogenic drugs were used in the creation process. The reasons for
this are more concrete; it is a known fact that prior to the illegalization of LSD in the 1960s, there were a number of
pharmaceutical corporations experimenting with the use of hallucinogens in controlling individuals with serious psychiatric
disorders.
The chief hallucinogen is a 'designer' type, never before seen. It has been nicknamed '5150' for the bloodline it pervades.
Fiendish in its molecular structure, it has resisted all efforts to synthesize or duplicate it. One of its apparently intended effects
was to render the users more pliable to suggestion (or Dominate). The innate insanity of the Malkavian blood was enough to
override any hypnotic effect the drug may have had.
As with the Samedi, the original 5150 was held in captivity and studied, until it saw its opportunity for escape. Overpowering its
pair of ghoul guards, it fled the Giovanni compound into the wilderness. Contrary to what one might expect, this 5150 -- whom all
just call 'the Master' -- did not attempt to join vampire society. This is somewhat logical, as it feared recapture by the Giovanni.
The Master did observe, however -- using his inherent ability of Obfuscate -- both the Camarilla and the Sabbat. As the years
passed, the Master grew more confident in his powers of Dementation and Thanatosis. The Master discovered that there were
fewer Giovanni in the Sabbat, and that they were generally not well liked. The Master joined a Sabbat pack in Montreal, where it
is said he still resides. It is simply tradition that any Embraced as a 5150 will join the Sabbat. No 5150 has ever successfully
defected to the Camarilla -- their fellow 5150s hunt them down as ruthlessly as any Black Hand assassin. In the short history of
the bloodline, only two attempts were made by 5150s to defect; both attempts failed miserably. It should be noted that the 5150s
are rare -- despite having approximately 20 years in which to produce progeny, there are less than 100 in existence today.

Appearance
The Master was male, and by tradition, all 5150s are as well. It is only in the last five years that females have been inducted into
their ranks. All racial groups are represented in the bloodline. They favor black leather garb or surgical scrubs.
Most are tall, and thin to the point of emaciation.. Their Samedi heritage is apparent; while their flesh is not perpetually rotting, it
is tight and drawn over the skeleton, and is typically dry and leathery in texture. The eyes are sunken into the skull, and the sclera
(whites) are yellowish and bloodshot. They do radiate the charnel smell of their Samedi brethren, but not to the same extent.

Haven
Most 5150s live with their packmates in a communal haven, although those who prove their trustworthiness are allowed to
establish individual havens. If this is the case, they will typically establish quarters underneath mental asylums. A means of
communication (standard telephone line or cell phone) is always on hand in case the pack needs the 5150 in a hurry.
Background
5150s, as already stated, tend to choose those who are already mentally disturbed. 5150s can be Embraced at any age,
although the trend is towards Embracing those in their late twenties to early thirties.

Character Creation
5150s tend to choose those who are already mentally disturbed; it is felt that by already being insane, the horror of their unique
Embrace will be cushioned somewhat. The 5150s are equally comfortable as warriors or scientists, and as such can be
developed with any areas as Primary. It should be noted, however, that their scientific method is rather unorthodox, and relies
heavily on chaos theory and quantum mechanics. They tend towards having Jester or Bon Vivant for their Natures and/or
Demeanors.

Bloodline Disciplines
5150s may choose three of the four following Disciplines: Ars Psychotica, Dementation, Obfuscate, and Thanatosis. Ars
Psychotica is a new Discipline that is only now being developed by the bloodline -- it combines the effects of Dementation and
Thanatosis, except that it operates on the mind and not the body. Dementation is from The Player's Guide to the Sabbat, and
Obfuscate and Thanatosis come from the Vampire: the Masquerade core book and from The Vampire Player's Guide. Although
there are no 5150s of lower than tenth generation, higher levels of the bloodline Disciplines are listed in the event a player is
able to diablerize his way down to a point where the aforementioned higher levels would become available.

Weaknesses
Due to their Samedi heritage, they have an Appearance score of 0. For further information about this Weakness, please consult
the Appearance section of this supplement.
5150s suffer from two Derangements (player's choice) as a consequence of their Malkavian blood -- the reason for two is that all
known members of the bloodline are in the Sabbat. Even if a 5150 survived defection to the Camarilla (and the resulting Wild
Hunt that would ensue) and was able to produce a childe (who would in turn sire others), it is likely that the two Derangements
would prove to be a hereditary as well as an environmental trait.
Because of the relative youth of the bloodline, there are no 5150s of older than 10th generation. The Generation Background
may be bought with Freebie Points, but to a limit of three dots.

Preferred Paths
A few of them have dedicated themselves to the Path of Death and the Soul or the Path of Honorable Accord. The 5150s have
even developed a Path of Enlightenment based on chaos theory: The Path of Quantum Death.

Organization
5150s have a loose organization at best. While they do not seem to share in the Malkavian Madness Network, they do seem to
have an eerie knack for knowing where the closest one of their own kind is. They gather rarely, if at all, and then only to decide
on issues that affect the bloodline as a whole. The Master expects total obedience when he summons his progeny, and he has
not been disappointed yet. 5150s are the most fanatical in their obedience to the Sabbat that the sect has yet seen, a fact which
has not escaped those in the upper echelons of the Black Hand.

Gaining Bloodline Prestige


5150s gain prestige by increasing their aptitude with their bloodline Disciplines. In order to do this, it has been accepted that
diablerie is the path to higher levels of ability. The bloodline has only one iron-clad rule, set down by the Master himself in the
earliest days of the bloodline: "Thou wilt not commit diablerie on any of thy bloodline." After seeing the Assamites in combat, the
Master extended this rule to include any Assamites that could conceivably be diablerized (i.e., the Unconquered or other
Assamite antitribu). Any 5150 who successfully diablerizes someone far older and more powerful gains much prestige. It is well
known that the Master himself practices diablerie, and his progeny do their best to emulate him -- this is another feature of the
bloodline that has caused the Assamite antitribu in the Black Hand to take note of the 5150s.
Quote
"We are the crazy wretched. Or are we? Does it matter? Hey, quit staring at me like that. Just 'cause I don't make sense to you
doesn't mean I'm not making sense at all."

Stereotypes
Ravnos: These guys have a hell of a sense of humor. Would that we could learn their clan Discipline of Chimerstry ... now that
would be some fun, boys and girls.
Lasombra: These guys are eaten by darkness. Scarier than hell. They're the Ventrue of the Sabbat, but don't tell 'em that to their
face. Anyhoo, they're less stuck-up than the Ventrue.
Tzimisce: Ooooo. Vicissitude. What a toy these guys have. I like to imagine what we could do with it. You might not like that
thought, though. It can get pretty nasty.
Assamite antitribu: These guys really know how to kick ass. One minute they're spouting philosophy about Hassam and Caine,
the next thing you know, they're splitting some poor kine's head open with a high kick. Phew. They scare me, but it's a good kind
of scared, y'know?
Brujah antitribu: "Bullies. They like picking on us too much. We're their whipping boys for now, but if we have our way, one day,
they'll get theirs.
Gangrel antitribu: They fight well, but they make me nervous.. If I wanna be around a person with big nasty claws and fur, I'll find
me a Garou. But you can't beat 'em for Halloween, though. They blend right in.
Malkavian antitribu: Our brothers. Or sisters. Whatever. They're where half of our strength comes from. And these guys know
how to play the coolest pranks ...

Nosferatu antitribu: Ugly li'l suckers, these guys are. But no better information brokers I've ever found. They respect us, and it
ain't out of pity. But you gotta wonder who does their clothes ... it sure as hell ain't Armani.
Panders: They wanna be weird, but they still have to reach down and touch the madness within. Then they might be something.
Samedi: The Master originally hails from this bunch of freaks, and they're way cool. What's not to like about a guy who can
cause a person's skin to shrink right off his body?
Serpents of the Light: [spitting noise] Don't trust 'em. Don't like 'em. Why? I don't like snakes, pal.
Toreador antitribu: The ones that fancy themselves to be artists of pain are okay. They make a person feel outside the way we
do inside. Not to mention after they get done with someone, that poor bastard looks more like us, too.
Ventrue antitribu: Former rulers who still have tactical know-how. Not a lot of people like 'em, but we help 'em when everyone
else's backs are turned.
Black Hand: Run by our favorite guys, the Assamites, pretty much. We have yet to be really invited in, but they know if they ask
us to do something, it'll get done. No ifs, ands, or buts about it.
Camarilla: [censored]!
Sabbat: Without doubt the only sect to be a member of. They prize individualism and only the strong survive. When Gehenna
comes, we and the Sabbat will survive -- the Cams are gonna collapse like a house of cards.
Inconnu: These guys creep me out. Old as the hills, they are, and they make no bones about wishing that our brothers the
Samedi had never been created. Like they had a choice in the matter.
Giovanni: Kill every last stinkin' one of these fraggin' bastards. Kill them slowly. Painfully. Don't diablerize 'em, though. Their
blood is poison. Anyone who was sick enough to create us, we don't want that in our bloodstream. [This is followed by an
extremely inventive but nonetheless censored stream of invective that speculates as to the lineage of Clan Giovanni. If the 5150s
are to be believed, it involved a particularly ugly bullfrog, a slug, and a really dumb kine, all performing anatomically impossible
and obscene acts.]
Tremere (antitribu or otherwise): They seek to control the patterns of magick and occult knowledge. But their reliance on
deception as the basis for all patterns they create will one day blow up in their faces. And that should be pretty entertaining to
watch, don't you think?

BOLO (Be On Look Out): 5150s of Note


Jade (Eileen O'Connor)
Name: Jade (Eileen O'Connor)
Nature: Jester
Demeanor: Bon Vivant
Generation: 10th
Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 2, Manipulation 5, Appearance 0, Perception 2, Intelligence 2, Wits 2
Talents: Brawl 2, Dodge 1, Intimidation 2 Skills: Drive 2, Firearms 4, Melee 1, Stealth 5, Survival 1
Knowledge: Computer 3, Investigation 3, Linguistics 1, Medicine 3, Occult 3, Kindred Lore 2
Disciplines: Dementation 2, Obfuscate 1, Thanatosis 2
Backgrounds: Generation 3
Virtues: Callousness 2, Instincts 3, Morale 3
Path of Quantum Death: 5
Willpower: 4
Blood Pool: 8
Merits and Flaws: Hatred (Giovanni (3 psych flaw), Vengeance (Giovanni) (2 psych flaw), Taint of Corruption (1 super flaw),
Eerie Presence (2 super flaw)
Derangements: Obsession (with quantum theory), Fantasy (thinks she's a brave knight)
Weapons: Crossbow, dagger, katana
Prelude: Born in a poor ethnic neighborhood in Brooklyn, Eileen learned how to fight at a young age. A bright girl, she showed
high levels of aptitude for medicine-related courses. All throughout her life, she studied the occult on her own, garnering a
respectable amount of knowledge of different religions, belief systems, and schools of magick. Upon graduating from high
school, she promptly enlisted in the Army, putting her medical talents to use as a field nurse in Vietnam. After a nighttime raid by
the VC, in which Eileen calmly defended her charges with nothing but her wits and a .45 pistol, a CIA operative recommended
her for an experimental program. She was one of only 25 women selected to be trained as full Green Berets, and she graduated
near to the head of her class. Using her natural talents for stealth and firearms, she quickly gathered a reputation as being a top-
notch recon agent. While in Vietnam, she attended med school, and earned her M.D. during the five terms she spent in the
'Nam. Upon returning to the States, she quickly became bored and disillusioned with civilian life, and moved to Montreal. It was
here that the Master took notice of her, and it was the Master himself who Embraced her. After surviving her Creation Rites, she
took the name Jade, and in her Derangement of Fantasy, promptly forgot about most of her mortal life. Jade was the Master's
closest disciple for a number of years, and has only recently begun to operate away from his side.
Description:
Age: 47
Apparent Age: Obviously Dead
D.O.B.: 10-20-50
R.I.P.: 11-05-75
Hair: Red/White
Eyes: Green
Race: Caucasian
Nationality: Irish-American
Height: 5'6"
Weight: 135 lbs.
Formerly an attractive woman, Jade took her post-Rites name for her eyes, which are the same color as extremely high-quality
jade. Her flame-red hair is shot through with streaks of white. Viewed from behind, Jade is still an attractive woman, in fine
athletic shape. When someone sees her from the front, however, it becomes quickly apparent that she is not alive, and has not
been for some time. Her once-pale, silk-smooth skin has darkened and pulled taut over her skeleton, taking on the texture of
dried leather. Jade's eyes have sunk deep into their sockets, and the sclera (whites) are yellowish, and almost always
bloodshot. She tries to cover her stench with liberal amounts of L'Air du Temps perfume. She wears long-sleeved green surgical
scrubs lined with Kevlar, and her black leather motorcycle jacket is Kevlar-lined as well. Jade speaks English and French quite
well, but with a noticeable Irish brogue. Due to her second Derangement of Fantasy, she addresses people as "m'lord,"
"milady," and other titles as appropriate to the listener's station. Jade also favors Elizabethan speech patterns similar to those in
Shakespeare's plays.
Author's note: Jade was the first 5150 ever created for play. She tested well on the mechanical level -- I had had some
concerns whether the two Disciplines would be compa-tible. She also did well on a roleplaying level -- the group seemed to
enjoy the presence of a 5150, and all players agreed that the 5150s were a well-designed bloodline. I hope readers enjoy
running them -- either from a player or Storyteller standpoint -- as much as I enjoyed creating them.
The Master (Eric Winter)
Nature: Architect
Demeanor: Bon Vivant
Generation: 7th
Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 3, Manipulation 2, Perception 2, Intelligence 3
Talents: Alertness 1, Brawl 5, Dodge 4, Intimidation 4, Leadership 4
Skills: Drive 1, Firearms 2, Stealth 3, Survival 2
Knowledge: Computer 2, Medicine 3, Occult 4, Science 5
Disciplines: Dementation 2, Thanatosis 7
Backgrounds: Elder Generation 3, Resources 6, Retainers 5
Virtues: Callousness 2, Instincts 3, Morale 2
Path of Quantum Death: 5
Willpower: 7
Blood Pool: 20
Merits and Flaws: Vengeance (3 psych flaw), Vengeance (1 psych flaw), Taint of Corruption (1 super flaw), Eerie Presence (2
super flaw), Known Diabolist (5 elder flaw), Driving Goal (3 psych flaw)
Derangements: Obsession (with quantum theory), Fantasy (thinks he's the Master from Dr. Who)
Weapons: .44 Desert Eagle,
Prelude: Eric Winter was born in Dearborn, Michigan, to a wealthy industrialist father and a socialite mother. His childhood was
unremarkable, save for a uncanny talent for science, particularly higher physics. He was Embraced by an eighth-generation
Samedi at age 29, and was captured not long after by an unnamed Giovanni. This Giovanni infused Eric with blood from a
Malkavian antitribu, and Eric emerged from his second Embrace as the first 5150.
Having watched Dr. Who before his capture, his first derangement took the form of convincing himself that he was the Doctor's
arch-enemy, the Master. His delusional frame-work has assigned the role of the Doctor to Augustus Giovanni, whom he intends
to kill.
His second derangement took the form of an obsession with chaos theory (which was true of the Master in the TV show), and
this is the obsession on which he based his bloodline and Path of Enlightenment. He joined the Sabbat, and survived his
Creation Rites with superb ease.
The Master has diablerized two elder Camarilla vampires, lowering his generation to seventh. His goal is to reach fifth
generation, and it is his hope that he will then be strong enough to defeat his enemy.
Description:
Age: 70
Apparent Age: Obviously Dead
D.O.B.: 01-15-40
R.I.P.: 12-06-70
Hair: Gray/Silver
Eyes: Black
Race: Caucasian
Nationality: American
Height: 6'4"
Weight: 240 lbs.
The Master is one of the tallest of his bloodline, cutting an imposing figure as he dresses all in black. His favored outfit is a
simple black bodysuit with a high collar. The jump-suit is lined with half-inch thick Kevlar. There are multiple pockets in which the
Master has various gadgets. He also wears a utility belt on which he keeps a holstered .44 Desert Eagle automatic (which he
insists is a matter compressor). He keeps his .44 unloaded most of the time -- when he uses it, he draws, and unconsciously
uses his Thanatosis power of Compress to achieve the desired effect.
He has a goatee and moustache, and keeps it immaculately groomed. He speaks only English, but with a cultured, educated
British accent. The Master tends to speak in riddles, especially riddles involving chaos theory. He is subtly malevolent, projecting
an aura of quiet menace all the time. His hair is long and straight, which he keeps pulled back in a ponytail. Like all 5150s, his
skin has darkened and pulled taut over his frame. His eyes are nearly hypnotic in their appearance and intensity; the black of his
irises is startlingly set off by the pale yellow of the sclera (whites) of his eyes. The Master moves with supple, powerful grace, and
it is obvious by his bearing and manner that he cares not a whit for the lives of any non-Sabbat Kindred. Nor does the Mas-ter
make any secret of his feelings towards kine -- namely, that they should be dominated into submission to the Cainites.
Author's notes: Eric Winter was not designed as a player character. He was created ac-cording to Elysium rules, and was
generated strictly so the bloodline had a documented founder.
AARCHID
By Brandon Quina (lore@tmgbbs.com)

Description
This exceedingly rare bloodline was formed long ago when a member of an unknown clan (Lasombra is suspected) formed a
new discipline, called Webbitis. The members of this clan are almost all in the Sabbat, and tend to be as manipulative as the
Lasombra, literally having web's of Intrigue and plots that seem almost Malkavian in their complexity. Their Discipline is almost
unknown outside of their bloodline.

Nickname
Spiders

Appearance
Most of the clan are female, though this is in no way universal They favor dark clothing, and a lot of them like leather.

Haven
They will stay in the pack's communal haven if they are given private rooms, but they prefer their own havens.

Backgrounds
The bloodline prefers women who are very manipulative and take charge. They also will take men into the clan, but rarely.

Character Creation
They tend to have professional or political concepts. Their natures are very secretive and take charge. Their demeanors tend to
be whatever they can get away with. They usually have a few allies and contacts in the mortal world.

Bloodline Disciplines
Dominate, Webbitis, Potence

Weakness
Members of this clan won't so up on film, or on any kind of photo or mirrors. (As Lasombra). They also are very disliked, and
distrusted by the kine population and get a +1 Difficulty to all social rolls amoung women. Among men however their appearance
goes up by +1, and the men tends to have a hard time concentrating or holding any intelligent conversation.

View the Webbitis discipline.


ABADDONITES
By Arthur-Trevor D.M. Lasher (atlasher@ix.netcom.com) (4, July 1995)

Description
Until relatively recent times (inside of two centuries) the Clan from which the Sicariot drew most of its leaders, and, to this day,
the Clan from which an overwhelming majority of the Thornites' priests are drawn from, the Childer of Abaddon are a dying
breed...and most of their sub-sectmates (and those in the Sabbat who know of their existence) are more than relieved to see
them slowly wither away.
There are no explicit answers for why the Abaddonites have fallen from favour, but noted Sabbat scholars -- including
Abrimalech D'Oevre of Clan Tzimisce -- point out that, of the Sicariot's six Clans, the Childer of Abaddon have almost always
been at the forefront of controversy, whether theological (whether or not to accept the Cathari within the framework of the
Thornite faith) or political (the Sabbat Civil Wars). Even today, the Abaddonites seem to curry towards the radical end of the
spectrum, as most of their kind are linked in some way, shape or form to the Loyalist movement. Abrimalech hypothesised that
the Regent, seeking greater control over the Sicariot and hoping to exert this control using the Subsect's faith as a tool, has
begun a Purge of their ranks. If this is true, the Abaddonites are quite possibly high on her list of those to be removed -- most
probably by their own Sicariot sub-sectmates.
Other scholars, however, sense something even more sinister in the dwindling numbers of Abaddonites. Some Inquisitors have,
in hushed tones, pointed to the growing taint of the Path of Evil Revelations within the Abaddonite Clan. This double heresy
(Sicariot are, to the man, sworn members of the Path of Thorns) has led some to suggest (though never within earshot of an
Abaddonite) that the priestly class of the Sicariot is slowly being subsumed by the dark masters beyond the Pale. No one really
knows...and no one is willing to ask too many questions, either. It is rumoured that two delegations of Inquisitors have
disappeared into the subterranean depths of Constantinople, the Unholy See of all Thornites.

Nickname
Priests

Appearance
The Abaddonites are almost exclusively priests and/or theologians for their Sicariot brethren...and they tend to dress in like
manner. Elaborate clothing is the norm, most particularly priestly garb of either the Catholic or Orthodox faiths. They routinely
carry various unholy symbols (notably the Thornites' Crown of Thorns) on their person but, otherwise, one would be hard-pressed
to distinguish them from your average parish priest.

Haven
Abaddonites are communal by nature, especially at the lower ranks. They normally maintain residence within a dilapidated
church, preferably one that used to house a 'High-Church' congregation (Catholic, Orthodox, Anglican/Episcopalian), as a pack
of no more than four or five. As they rise in Prestige, they become more and more autonomous, leaving the safe dwellings of the
pack and becoming more involved with Clan (and, to a much lesser extent, Subsect) duties. Bishops (not the Sabbat office, but
a specialised ecclesiastical office of the Clan) and above never reside in communal settings...
..they have too many secrets to keep.

Background
Abaddonites exclusively choose clergymen and women or, in relatively rarer cases, theologians of the lay variety, as the core of
their cadres. The particular faith of the clergyperson doesn't really concern the Abaddonites (after all, they'll know the Truth soon
enough...). Within the Priests' ranks lie Christians of all shades, Jews, Muslims, Buddhists and Hindus -- and a few assorted
pagans and 'other' persons of faith. Strangely, no atheists have ever been chosen (at least, to anyone's knowledge).

Character Creation
Abaddonites lean towards the Fanatic or Martyr in Nature -- though not a few Directors and Judges can be found as well -- and
seem to prefer Traditionalist or, paradoxically, Rebel for their demeanours (not necessarily the contradiction it may seem,
seem to prefer Traditionalist or, paradoxically, Rebel for their demeanours (not necessarily the contradiction it may seem,
considering their support for the Loyalist movement). Mental Attributes are almost always primary, with Social following a close
second. Not too surprisingly, many Abaddonites have Retainers in the mortal world (clergymen, almost exclusively). Also, a
disturbing number of them are extremely old of blood...and have Elder Generation and a hundred lifetimes of institutional
memory to back them up.

Clan Disciplines
Auspex, Communion, Presence.

Weaknesses
Nearly every Abaddonite is paranoid in extremis. Their knowledge -- garnered both through careful reading of the Book of
Thorns and prophesy from within the Clan -- has placed a high toll upon their psyches. Take either Paranoia or Manic-
Depression as a permanent derangement.

Preferred Paths
Abaddonites, like nearly all of the Sicariot's Clans, are blood-oath-sworn to the Path of Thorns. A few, however, are Cathari
(though they are called Heretics in open company) and a disturbing number of them (though less than the percentage of Clan
Lasombra) are Infernalists.

Organisation
The Childer of Abaddon are, predictably, an incredibly hierarchical Clan. A character begins as a priest and progresses to
Bishop, Archbishop, and, eventually, Antipater. There are other, specialised, offices as well, such as Metropolitan, Patriarch,
and Cardinal, reflecting an even more Byzantine design within the Clan. The Thornite faith and the Abaddonites are
indistinguishable. One is supported by the other and vice versa. The Antipater -- the spiritual and worldly head of the Thornites --
is always an Abaddonite.
Once, every six years, the entire Clan gathers in a massive religious event called a Concilium at the Thornites' Unholy See in
Constantinople (no one refers to the city as 'Istanbul', not even ex-Muslims). No non-Abaddonite is allowed entry, even though
the decisions made during the Concilium effect all Thornites and not just the Abaddonites. Ominously, there has been no call for
a Concilium in eighteen years. The Regent, always wary of the religious fanatics that are the Sicariot, is beginning to wonder...

Gaining Clan Prestige


In general terms, all Abaddonites gain Prestige whenever they can impart unto their fellow packmates (assuming they are in
predominately non-Abaddonite packs) a modicum of spiritual wisdom. They are, at heart and soul, faithful priests of their faith
and acts to increase the fervance of their packmates' beliefs are always a plus in the eyes of the episcopacy.
Secretly, there are other actions which will allow an Abaddonite to gain a higher quality of Prestige than other, more mundane,
acts. All Abaddonites of high enough stature (not Status, but something acquired over time, study and diligence) know of the
Gnosis: the Unholy Secrets of the Thornite faith, and the horrors that lie ahead as Gehenna fast approaches. Any action taken to
position the Abaddonite Clan so as to take advantage of the coming turmoil is looked upon as worth more than any number of
souls acquired to the Thornite belief.

Quote
"And in those days there shall come a reign of fire. A storm-cloud of cleansing damnation from which the true branch of
Caine's Seed shall emerge. A branch untainted by the seed of Abel, by the vile workings of the Carpenter's Son. And it shall
be in those days that the True Faith shall be resurrected after many years of subservience to a false prophet."
-- The Apocalypse of St. d'Avoe 8:9-11. The Book of Thorns

Stereotypes
Lasombra: Our primary enemy in our Crusade to cleanse the Sect of heresy. It is they, above all, with whom we seek retribution
for all that they have done and are doing to condemn us all when Gehenna strikes. We will pray for them, pray that they will seek
penance, while they still have time.
Tzimisce: They are of common thought as us, but their blood is tainted. Drink not from their veins, at least, not until we can
ascertain as to the reason for this taint. Already, too many of our number have fallen silent after sharing with the Fiends' in
Vaulderie. The Antipater is hard at work on a solution to this problem. Until then, be wary of them. Pity them, though, for they are
our deepest of soul mates.
Assamite antitribu: The Sicarii were formed to counter the influence of the Assamite in the Black Hand. Our memory runs long.
Do not trust them. Ours is a singular task, often parallel to theirs and yet at odds with them. You cannot know to whom their loyalty
lies.
Brujah antitribu: Politics makes strange bedfellows, especially when matters of the faith are added to the mixture. They are our
ideological allies, but they are heretics all the same. Theirs is the joy of anarchy bordering on nihilism, while we prefer the
freedom of faith from the diktat of reason and stifling and corrupt bureaucracy that seems to pervade the Sabbat.
Gangrel antitribu: Animals, all, nevermind the distinctions between themselves. If, by chance, you can convert them, do so. But
do not hold up for a miracle. These simple folk would rather cavort with the Lupines than pay heed to their Dark Nature. Fools.

Malkavian antitribu: They know. Heed them whenever you can.


Nosferatu antitribu: Dangerous heretics, almost on par with the traitorous Lasombra. In addition, they flirt with ideological
impurity, minding the business of their Camarilla brethren rather than paying attention to their own kind. Their day is coming. Until
then, stay clear of them.
Panders: 'Blessed are the confused, for theirs is the purity of ignorance.' Epistle of Avarice, 1:2. Don't worry about them, no one
else does.
Ravnos antitribu: Rodents.
Serpents of the Light: By the False Prophet, if there is one mistake I will curse myself for always it is acquiescing to the
induction of the Snakes into the Sabbat. We will all rue that day. They should have been exterminated to the man in a Crusade
ages ago.
Toreador antitribu: Yes, and where will you go when the gold ceases to glimmer, the paint loses its colour, and all you have left
is the fading -- but eternal -- memory of fleeting desires and high cultured friends, hmm? So shallow, so desperately shallow.
Tremere antitribu: So sad, they. As blatantly artificial as the Panders, and yet having managed to acquire respectability the
Panders will never acquire. That, however, makes them no less unworthy of alliance. They will burn in Gehenna.
Ventrue antitribu: A remnant, true, but our most steadfast allies outside of the Sicarii Clans. Few of them hold to the True Faith,
but at least their hearts are in the right place. Command all your efforts to secure their allegiance and attempt to convert them at
every opportunity. Now is not the time to hold back. Help them help us. The Sicariot, the Sabbat, and all Kindred depend on
whether or not we can win them over in toto.
The Black Hand: There is the stench of heresy about them. We do not know exactly from whence it came, but it is there
nonetheless. Be exceedingly careful around them, and befriend them not, lest you be drawn into whatever conspiracy they
weave.
The Camarilla: Our foe, above all others. They are the most supreme of fools. When Gehenna comes, and the Antediluvians lap
them up like pearls on a string, what then will the survivors cry out? 'I didn't know! I didn't know!' Damn them for their ignorance.
The knowledge is there for those who seek to know. Otherwise, let them rot.

View the Communion discipline.


ABISHAI
By Jay Knioum (madafro@trip.net)

Introduction
"He'll castrate your soul
and penetrate your mind
Fear his Fire eyes burnin'
Spirits are never destroyed
Fear his Fire eyes burnin'
Lost forever in the void
Fear his Fire eyes burnin'"
-- My Life With The Thrill Kill Kult, "Badlife"
Bent on spreading filth and putrescence throughout the world, the Abishai are true hellspawn: demons encased in a vampiric
husk. Through a twisted bonding of dark spirit and undead flesh, these demons are free to walk the earth and wreak horrible
acts upon her denizens...man or otherwise.
The Abishai trace their roots all the way to ancient Mesopotamia, and indeed were members of the Baali line until their ways
brought them completely into the clutches of Hell, even farther than their forebears dared to go.
It was a mortal, a Mesopotamian necromancer named Tlala, who first accepted the Rite of Sarcophagi (now called Corpus
Nocta), calling into his body a vile demon of pestilence and corruption. The Rite was performed by a Baali during an Embrace,
truly believing it a way to enslave a demon by means of a twisted Blood Bond. This Baali thought that by summoning the demon
into a newly Embraced ghoul of the vampire's own, the demon would thus be shackled into service.
This Baali was mistaken, and the walls of his chamber were smeared with his blood. The newborn Abishai, the first of its kind,
slaughtered its sire and his servants, and fled into the night. Since then, Tlala learned to control and to tap the unholy energies
boiling within him to gain great and terrible power. The worst of it, however, is that he retained the secret to infesting another
Cainite with the forces of darkness. He named this infestation the Cauldron. It is the Cauldron that defines the Abishai, and it is
to spread the Cauldron to other Kindred that gives the Abishai purpose. So it has been for thousands of years, and so it is
today.
The Abishai are not completely demons, nor are they completely vampires. They are bound in a twisted sort of symbiotic
existence, as each essence is interlocked in a pact of darkness. The two natures think as one, but still compete against each
other for dominance. In many ways, the Abishai are cursed with a vampiric version of the Shadow that all wraiths must endure. In
this case, the Abishai's Cauldron, as they call it, is a separate entity (or many entities, actually) forced to share this body. Often,
the demonic presence is dominant, but not completely so. The vampire becomes depraved, but independently willed. The
vampire is not a slave, but tends toward acts of evil. When the vampire is weak, or loses self-control, the Other quickly takes
control, if only briefly. All other times, the two "souls" are indistinguishable from each other, even by the Abishai herself.
Some few Abishai loathe this existence. Most embrace it, and revel in eternal evil. The Abishai delight in the pain, degradation,
and destruction of others. They exist to spread corruption, evil, and strife wherever they tread.

Parent Clan
Baali

Nickname
Husks

Disciplines
Any two, Cauldron (see Habits/Society, below)

Appearance
Abishai are freaks, and the look the part. Given what they are, the Abishai tend to revel in things most others find abhorrent. They
are sadomasochists, hedonists, and demented in the extreme. For this reason, they will frequently adorn themselves with
outlandish jewelry that juts out from their flesh in many places. They scar themselves, burn themselves, and love the pain of a
tattoo's birth; many Abishai cover themselves scalp to toe in such art. The expression on most Abishai faces is one of insanity,
dementia, malevolence, and self-righteous zeal.

Habitat and Society


The Abishai are united toward a dark and singular purpose: to spread the influence of Hell, not by pacts and dark deeds, but by
spreading demonic infestation. The bloodline is loosely organized, but groups are tightly knit along a pseudo-religious structure.
There is always a "high priest or priestess" leading a "flock" of some kind. These flocks (called "Crucibles" by themselves), will
quietly enter a city and start to infect its vampires with hellish influence. Less-powerful Abishai of a Crucible will stalk the city's
Kindred one by one and stake them, and drag them back to the High Priestess. This elder then "bestows" the Kiss of the Fallen,
occasionally followed by Corpus Nocta (see Cauldron discipline) on the victim, bringing it into the fold.
Once Corpus Nocta is performed, the vampire is granted Cauldron at the expense of one of her previous Clan Disciplines. The
"thrown-out" Discipline is retained, but now advances at non-clan rate. The effect is similar to the Children of Osiris, and how
they gain their Bardo Discipline. If the vampire was Embraced by an Abishai (thereby becoming Caitiff until Corpus Nocta), then
the vampire may select any two Disciplines as the Storyteller allows. These two will advance at the Clan Discipline rate. It all
depends on what the Crucible's vampires know and are willing to teach. Since the husks transform vampires from all clans, the
possibility of an Abishai with rarer clan-specific Disciplines does exist. There may even be a handful who know Mortis, or
countless other Disciplines thought lost to time or extinction.
Crucibles of Abishai, as tight-knit as they are, are each independent of another. Indeed, more than one war has broken out
between two or more Crucibles that have staked out the same city as their "breeding ground." However, encounters between
Crucibles do not always end up violent, and woe betide any city in which two or more Crucibles join forces.
Crucibles operate very much like a cult. Abishai of such a group (and rare is the Abishai who is not) are nothing short of fanatical
in their loyalty. Most Abishai will gleefully hurl themselves to their deaths to protect their High Priest. There are rumors among
certain Tremere antitribu that the Abishai practice their own version of the Vaulderie to further enforce this loyalty. Even so, it is
common practice for every single Abishai of a Crucible to be Blood-Bound to the High Priest, as part of the Corpus Nocta ritual.
Abishai firmly believe that mortals are cattle awaiting Embrace, and that other Kindred are foolish puppets, walking husks
awaiting their destiny as hosts of Hell. In this dark quest, the Abishai know no true loyalties, nor do they differentiate between
clans, sects, or organizations. To the Abishai, there are only Abishai, those to become Abishai, or food.
As individuals, however, the Husks may have more complicated motives. Some powerful Husks have cut deals with less savory
elements of Kindred society; the Abishai agree to leave a certain clan alone, and in turn, the Husks are led right to that clan's
enemies. Such "deals with the devil" are very hazardous, and few Abishai honor their part of the bargain for long.
Likewise, those Kindred who have heard of the Abishai, or have been unlucky enough to have dealt with them, know that if one
Abishai is found in a city, there is probably a Crucible somewhere, and it had better be eliminated yesterday. For this reason,
and because of the Abishai intolerance for dissension, lone wolf Husks are virtually nonexistent.
Besides their driving goal of infecting all Kindred with Cauldron, the Abishai revel in their "hobbies." Foremost among these is
torture. Abishai love it. Some even love to receive it. Every Crucible has at least one torture chamber in their haven, and the
screams of their victims (always those who won't be missed) echo throughout the abandoned areas the Husks so love to roost
within. Many Abishai even videotape or record their exploits for posterity. Abishai skill at inflicting pain is rivaled only by the
Tzimisce, it is said.
The Husks are rabid diabolists. They will not diablerize any vampire in their Crucible, but anyone else is fair game. It is common
practice for Crucibles to diablerize older vampires, and convert the younger ones. When Crucibles war upon each other,
diablerie is rampant.
Finally, the Abishai do not care even a hair's width for the ideals or laws of the Camarilla or Sabbat. Many Abishai aren't even
aware of their existence, having been Embraced directly into the insular Crucibles. In fact, it is a rare Abishai that can name
even one other clan. The Twisted Upbringing Flaw is as common as a pair of fangs among the vampires of this line.
This is not to say that the Abishai are completely wanton in their depravity. On the contrary, they usually restrict their worst deeds
to the confines of their communal havens, only venturing out to capture more victims. These victims are usually those who will not
be missed, or those individuals who are "blessed." To an Abishai, "blessed" means the same as "corrupted" does to everyone
else.

Haven
Abishai are almost never found alone, if they are found at all. They seek out hidden or abandoned structures large enough to
contain their entire Crucible. They will seek out deserted or condemned apartment buildings, warehouses, movie theatres,
subway tunnels, and the like. They tend to avoid sewers, for a war with the Nosferatu is never desirable.
Abishai Crucibles are very cunning when it comes to capturing other vampires. Typical methods include opening bizarre
nightclubs that cater to an underground or alternative lifestyle, hoping to attract hordes of young mortals, and the vampires that
follow them to feed. These vampires learn too late that they are ones being hunted . . .

Abishai and other Supernaturals


The Husks desire to infect all Cainites with Cauldron; but what of the other supernatural creatures? Out of them all, the Abishai
find the most common ground with the Wyrm and its minions. Black Spiral Dancers can occasionally be found in the employ of a
Crucible, serving as enforcers or guards. The Abishai are not above experimentation, though, and more than one Black Spiral
Abomination has been born of the putrid Abishai line.
On the same note, the Wyrm's minions are curious as to the prospect of encasing Banes in the place of demons in the Abishai
Cauldron. A few ultra-secretive Pentex laboratories are hard at work researching just that. If successful, they will attempt to
encase more and more powerful Wyrm-spirits into the vampires, hopefully creating an Armageddon Bloodline to wipe out all of
Gaia's children.
There are a few Wyrm Caerns that are also home to Crucibles of Abishai. One of the largest of these is reputed to be in Mexico,
but it's location is not known.
Otherwise, the Abishai also play a role in the machinations of the Nephandi. In fact, there are some few mages well-versed in
Cainite lore that speculate the entire bloodline came about because of a Nephandus' manipulations.

Ghouls
The Abishai ghoul quite often, and the treatment their ghouls receive is among the worst imaginable. They Embrace the same
kind of individual that they ghoul; those who are pliable, hopeless, and aching for some kind of purpose. Abishai seek out young
runaways, the homeless, and the mad.
When the opportunity arises, the Abishai are quick to ghoul or Embrace those of severe moral impediments, those who thrive
and make their living off the misery or death of others. Drug dealers, producers of child-porn or "snuff" films, serial killers and the
like are prime candidates for the Cauldron.
Once ghouled, the poor souls are devoured by a world of cruelty, pain and torment. They are bombarded by images and
propaganda. A person or vampire lost to the Abishai society will never be the same again, even if dragged back from their pits.
Even the most level-headed of ghouls will not retain their sanity or individuality long in this world. Indeed, those who have spoken
with an Abishai ghoul have found them to be dogged, almost beastly. Quite of few of them have learned to enjoy the abuse.
Since the ghouls do not suffer the same unholy aura weakness of their domitors, they are usually the ones tasked to infiltrate a
city's scene, to root out prospective vampiric victims.

Weakness
Make no mistake. The Abishai are monsters. Even those who try to retain some measure of Humanity after undergoing Corpus
Nocta will eventually fall to the dark urgings of the Cauldron. The Husks have several weaknesses, all borne of this cancerous
presence within them.
The Abishai are cursed with an aura of unholy energy. As the vampire walks by, animals will go nearly insane with fear. Food will
spoil. Holy water will grow hot and steam. If an Abishai stays in an area for a long period of time, nearby plants will die thereby
marking the havens of these creatures with dead trees and wilted flowers. Finally, the Abishai's dark emanations will be
immediately apparent to any use of Aura Sight, save for when the Abishai may use Obfuscate to enshroud the effect (Level 6
Obfuscate is required to achieve this, however). To one with Aura Sight, an Abishai will be enveloped in black flames, and
vermin will be seen crawling just beneath the vampire's skin.
More importantly, however, is that while the Abishai may Embrace as can all vampires, the resultant childe will not be Abishai,
only Caitiff (called Acolytes by the bloodline). Only those vampires who undergo the level 6 Cauldron power of Corpus Nocta can
be granted that discipline. Until this "honor" is bestowed, these Caitiff can expect to be tortured, tormented and completely de-
humanized. The Abishai are relentless in their "schooling" of their Caitiff childer, and only when the Acolytes are deemed worthy
and ready to receive Cauldron, is the rite performed.
Finally, the darkness of the Cauldron roils within the Abishai at all times. For most Husks, the experience is ecstasy. For some, it
is constant torment. Any Abishai with a Humanity rating of 5 or above will have to enter a mental conflict with their Cauldron at
least once a night. If they lose, the Cauldron will take over temporarily, and the vampire will embark on a binge of cruelty and
depravity, while the vampire can only watch as his body commits these atrocities. After this binge is over (all of which the
Abishai will recall in perfect detail), the Abishai must succeed a Willpower roll, difficulty 8. Failure results in the loss of one level
of Humanity.

Stereotypes
All Cainites: They will be ours.
"Gentlemen, we need bigger guns."
-- Ventrue Primogen of Dallas, upon deducing the true bloodline of a troublesome "anarch" his underlings had just staked.

Character Creation
Even though Player Character Abishai are not advised (see Final Note, below), here are a few guidelines for creating NPCs of
this bloodline . . .
Even though Abishai may hail from any walk of Cainite life originally, most of those who were undead prior to Corpus Nocta
were Brujah or Toreador previously, and thus most of them have combinations of Celerity, Presence, Potence, Auspex and
Cauldron. There are significantly fewer Abishai taken from the Malkavian, Nosferatu, and Tremere clans, although they do exist.
Basically, the more obvious a vampire tries to be, the better her chances of these monsters targeting her.
There are far more Abishai taken from the Camarilla than the Sabbat, perhaps because the former begets far more loners and
easier targets than the insular Packs found in Sabbat-controlled cities.
The dominant Abishai Nature is Fanatic, although there is a good spread among Deviant, Conformist, Bon Vivant and Bravo
Natures. As previously stated, it is a very rare Abishai who does not possess the Twisted Upbringing Flaw. The Permanent
Wound flaw is also common among Abishai who were Embraced directly into the bloodline, due to the tortures inflicted on
mortals in their "indoctrination" period.

Abishai in the World of Darkness


Abishai are found throughout the world, but especially favor large cities in poor countries, or those cities without a firmly
established vampiric power base. The most infamous instances of Crucible activity have been noted in such places as Mexico,
Central America, South America, the Caribbean islands, and many parts of Africa.
nn

Final Note
It should be said here that this bloodline is intended primarily as an antagonist for Storytellers to use, and for PCs to deal with.
There is much about this bloodline that makes actually playing one a tricky prospect at best. Their loyalty to their Crucibles, their
hideousness and depravity, and their desire to spread Cauldron to all other vampires pretty much negates any possibility of a
token Abishai showing up in a Coterie.
ABSIMILIARDIAN
By Matt Manning (nsgreaper@aol.com)

Preface
It was bound to happen sooner or later. Everyone thought about it when they found out about Clan Tzimisce. Clan Nosferatu is
cursed with the ugliness that their founder Absimiliard had in his soul. The only problem is they have it on the outside. Poor,
arrogant Absimiliard has been cursed too but apparently hadn't thought about using a Tzimisce to . . . cure himself of his
infliction. He, in good dramatic tradition, went nuts and created the Nictuku to solve his problem or so he thinks. . . . This is the
story and Bloodline of a pair of vamps that found the secret to the curse of the Nosferatu. . .

Clan History
Ryan and Doreen Westland were a young, normal couple, happy with their lives. Ryan was a promising lawyer for a New York
law firm, and Doreen an up and coming sculptor. One night Doreen met Ryan at his office so they could go out to dinner and
maybe catch a movie. As they walked to the movie theatre after they had had dinner a group of Sabbat Kindred kidnapped them
and brought them and another man to a local cemetary for the Creation Rites. That other man was me. This was around the time
the Sabbat was fighting for control over New York against the Camarilla. The pack that the Westlands were to be "recruited" into
were old and of fairly low generation. The said pack had been watching the Westlands for quite a while and wanted their talents
for the pack. A Nosferatu antitribu embraced Ryan while a Tzimisce took Doreen. I was embraced by a City Gangrel antitribu.
We were then buried and, all three succeded in struggling through the earth to freedom. Ryan and Doreen along with me, Rickie,
adapted as well as we could to our new lives. Time passed and eventually as we know the Sabbat finally took control of New
York. The Westlands weren't extremely zealous like some Sabbat members become and in fact they were quite mad at the
Sabbat for what they had done. The Westlands and I had become close and we felt the same way about the Sabbat. We wanted
to leave but had nowhere to go. The Camarilla would kill us and we didn't know enough about the Inconnu to try and contact
them. Eventually we decided to just run away and take our chances. We succeeded in escaping although we were hunted day
and night by the Sabbat. Years past and we lived out our days in peace having found a new place to live in Chicago.
Everything was fine except for Ryan who being a very, handsome young man before his embrace regreted his new form horribly
every single night of his unlife. Doreen loved her husband and hated to see him suffering so one night she told him she thought
she could help him regain his looks with her powers of Vicissitude. Ryan was overjoyed and begged her to do it immediately. It
took Doreen five days and huge amounts of blood but she used her skills in sculpting to turn Ryan into his old form -- if not better.
In fact, Doreen made Ryan look better than he had before. Ryan thought this was wonderful. Doreen however wasn't as
overjoyed but she said nothing because she loved Ryan more than anything. As time went on Ryan used his new form more and
more to his advantage he started to become arrogant and snobish. His hunting habits turned more and more towards seducing
young woman with his looks. Doreen began to grow jealous. The situation came to point when Doreen came back to our haven
only to find Ryan with a gorgeous young woman kissing her and confessing his love to her. Doreen flew into a rage. She had
given Ryan back his looks and this was how he thanked her! She immediately attacked Ryan with all the power she could muster
and succeeded in killing him. Unfortunately she was mortally wounded in the fight. When I came home I saw her body slumped
next to Ryan's with the form of a girl laying across from them. Doreen had scrawled a note on floor with her own blood. I can still
remember the exact words to this day.
Rickie,
You've seen how Ryan is. You know what he has done. I loved him and look what he did to me. Well, now we're both gone and
you're the only one left that knows what this curse does to humans. I want a symbol of Ryan's treachery to live on. Take care of
her.
Love,
Doreen
As I finished reading the note I realized that Doreen had Embraced the girl and used some of her blood along with Ryan's. I
loved my friends and to see something like that happen reminds me of why we are truly the damned. I named the resulting
bloodline Abismiliardians after the arrogant Progenitor of the Nosferatu Clan. It seems he was cursed for his arrogance too . . .
guess history really does repeat itself.

Nickname
Pretty Boys (or Girls)

Appearance
The Absimiliardians are always the most drop-dead gorgeous person in the room; always the center of attention and never ever
ugly. They are perfect in every way.

Haven
Any place that's fancy. They will always have the penthouse suite or the biggest mansion on the block. Anyplace that they can
flaunt their looks.

Background
Always an extremely good looking individual to begin with. These guys have turned into the ultimate snobs. Though they aren't
afraid to kick some ass if they have to. Toreador are slobs compared to them. . .

Charecter Creation
Social are always primary; any abilities, usually skills for etiquette. High Society concepts usually. Nature is usually Bon Vivant or
a form of Critic Demeanor is frequently Bon Vivant or Gallant.

Disciplines
Vicissitude, Presence, Potence

Weaknesses and Strengths


The Absimiliardians are the most vain, snobish, arrogant bloodline in existence. They must have social as their primary attribute,
and they always must have the highest raiting they can possibly attain in Appearance. In addition they immediately frenzy if they
get any injury that disfigures them. As they are extremely good looking and well-bred they start out with a dot in Presence in
addition to their 3 dots for Disciplines.

Organization
Once a year Gloria Jenkman (the girl embraced by Doreen and Ryan) holds a huge meeting (more like a party) to discuss afairs
and mainly just act like snobs. This is a huge social event and socialities such as the Toreador would die to be invited. Other
than that there is no set meeting for the Absimiliardians.

Quote
"Arrogant you say? Well, I'm sure I wouldn't be as arrogant if i was wearing your dress dear. Honestly, that was so last season.

Stereotypes
Assamites: I guess they have nothing better to do with their time.
Brujah: Ohhh please don't mention them. The thought of those brutes makes me feel sick.
Daughters of Cacaphony: These dears are perfect for entertainment at a get together.
Followers of Set: Hmmm, snake skin, a belt, yes I think shoes would be too much a belt would be perfect. I have one outfit. . .
Gangrel: They are disgusting . . . probably get fleas in my beautiful suite.
Giovanni: They must be able to throw wonderful parties with all that money. . .
Nosferatu: *mumbles* They are so disgusting, and stupid too. They had the way to salvation right in front of them and never
even saw it . . .
Ravnos: If I find my red purse missing I'll tear his fu . . . I mean I'll need to speak to him about his little cleptomania problem.
*smiles sweetly*
Salubri: I thought they were all dead. Oh well, so what?
Samedi: Worse than Nosferatu because they might have half a brain. . .
Toreador: They only wish they could be like us. . .
Tremere: They spend much too much time going through dusty tomes.
Ventrue: They are necessary I suppose.
Camarilla: Old ones have no lives what so ever. All they do is plot and scheme.
Sabbat: Excuse me. *walks outside, sounds of cursing* They have no manners what so ever and force people into their brutal
Creation Rites.
Inconnu: Let them watch if they want. Whatever they do is fine as long as it doesn't affect me.
AENEANII
(Eye-nay-AH-nee-ee)
By Charles Roburn (croburn@janus.speedware.com) (30 January 1996)

Description
The Aeneanii bloodline is generally accepted as an offshoot of the Ventrue clan, although some say they have a connection with
the Toreador. The Aeneanii are unique among the Ventrue in possessing the power of Animalism in place of Fortitude, giving
them powers over the minds and emotions of all living creatures.
The Aeneanii claim to be descended from the eldest of the Ventrue Antediluvian's Childer, and state that this makes them the
purest bloodline of the Clan. They often point to their unique abilities as proof of their superiority, and claim that their bloodline
was instrumental in establishing the great ancient civilizations of both Egypt and Rome. They are the most elegant, most social,
most inspiring, most capable and effective of all the Ventrue -- the natural leaders of the Clan, both by Blood and breeding.
Needless to say, this attitude sticks in the craw of other Ventrue, who point to the Aeneanii lack of the clan's "refinement" (that is,
Ventrue prey exclusions) as proof that the bloodline is only a cadet branch of the Clan--and an inferior one, at that.
Although the Ventrue as a whole are generally too politically savvy to let it interfere with their best interests, this issue has been
known to split the clan into factions that make the Artiste and Poseur camps of the Toreador seem mild in comparison.
Fortunately for the solidarity of the Ventrue Clan, Aeneanii are not overly numerous, and usually do not press their
claims...whatever they may think. Elder Ventrue in particular, those who remember the heyday of Rome, seem to find Aeneanian
arrogance especially galling.
This arrogance is reflected in the current name of the bloodline, which is taken from the legendary Aeneas of Troy, who is
supposed to have escaped Troy after its fall and sailed throughout the Mediterranean before settling in Italy, where his
descendants eventually founded the city of Rome. During his travels, Aeneas visited the underworld, where he was told that it is
his destiny to rule the peoples of the world.
[Incidentally, Aeneas also visits Carthage and dallies with the beautiful Phoenician Queen Dido of that city, but is ordered away
by Mercury (who orders him to fulfil his imperial destiny) and leaves without saying goodbye. Dido is distraught, and commits
suicide after cursing her false lover. This legend is supposed to explain the Punic wars between Rome and Carthage; given the
association of Brujah with both Greece and Carthage, this throws the whole story into a different light...]
Whether Aeneas himself ever existed and was associated with the bloodline is a matter open for speculation. There are some
who say that "Aeneanii" is in fact a corruption of the bloodline's earlier name, which was based on its association with Innana, a
goddess of ancient middle eastern civilization and supposed first Childe of Veddartha. The eldest known Aeneanii are of the
Sixth Generation; since there are three of them, this implies that there is at least one Aeneanius of the Fifth Generation.
[There might be more, but no one has yet been intrepid enough to ask the three elders for the full list of their Sires, and Sires'
Sires.]
In most things, the Aeneanii epitomize the social side of the Ventrue: they are elegant, cordial, diplomatic, and charming. They
are less adept at handling money (that is to say, they aren't total financial geniuses), and much less so at handling physical
confrontation, which they prefer to avoid at all costs--especially given their bloodline's unique and unpleasant Weakness (see
below).

Nickname
Are you kidding? Well, if you really want to give them a nickname, "Elitists" would be the most appropriate. Those who want to
be nasty often call them "Flypaper"...

Appearance
Aeneanii are (not surprisingly) extremely discriminating in choosing Progeny. Many of them are stunningly beautiful; most are at
least striking. All exude confidence and leadership. Elders tend to be swarthy in complexion, reflecting the bloodline's origins in
the Middle East and Mediterranean; but more recent generations come from more diverse racial backgrounds.

Character Creation:
Primary=Social, Secondary=Mental, Tertiary=Physical. Background traits almost always include Herd, Retainers, Contacts or
Allies, and Status. Aeneanii Demeanors tend to be social but reasonably dignified: a gallant Bon Vivant, a witty but popular
Jester, a strong but gentle Caregiver. Natures tend to be less 'nice': Architect, Autocrat, Survivor...
Of the templates in the Ventrue clanbook, Aeneanii best fit the Socialite, Psychiatrist, Born Leader, or Young Turk. The other
templates are less suitable. (The Capo and Anarch Wannabe are Right Out).

Clan Disciplines
Animalism, Dominate, Presence

Weakness
For each Blood Point an Aeneanius is below his maximum, his apparent age increases by ten years. For every fifty years so
aged (that is, five Blood Points), the character temporarily loses one point from all Attributes except Intelligence, down to a
minimum score of one in each. Points and youth are immediately restored when the character replenishes her Blood Pool.
This weakness makes the Aeneanii especially antsy about direct combat; they prefer, whenever possible, to avoid it -- or at
least have others do their violence for them. They are also loathe to use blood-based Disciplines like Celerity.

Clan Prestige
The Aeneanii prize calm and subtlety above all else. Members gain prestige by furthering the interests of the Ventrue, especially
when this is accomplished without calling undue attention to the action, or without creating conflicts. They are open and visible,
but subtle at the same time -- not an easy balance.

Quote
"I'm sure we can all come to some sort of agreement."

Stereotypes
Aeneanii stereotypes of other clans should probably be covered in another post, when I have more time: so here's a quick
summary.
Most other clans don't even know the Aeneanii are different from other Ventrue, and wouldn't much care if they did (except for the
Gangrel, who either like them or hate them, depending on how they use their Animalism).
Other Ventrue treasure their unique powers, but cannot stand their implicit superiority. Both sides try to ignore the issue, but are
conscious of it.
With regard to other Ventrue, the Aeneanii think of themselves as "first among equals", and are unshakeable in their belief in the
purity of their bloodline. If others choose to ignore or question it, they don't much care (as long as the ignorer or questioner isn't
overtly obnoxious or disrespectful). After all, they know they're the best; who cares what the others think? Naturally, this makes
other Ventrue all the madder.
Finally, with regard to other clans, Aeneanii attitudes are usually like the Ventrue only more so. They especially hate Anarchs
and Brujah; they actively seek out the company of Toreador; they are doubly wary of the Tremere.
Bloodline Book: Ahrimane
By Mark Antill (mantill@geocities.com)

Chapter One: History and Practices

History
Like the Gangrel from which they came, the Ahrimane have a very strong tradition of oral history, and storytelling is customary at
any of their gatherings. Given the small size and relative youth of the bloodline its not surprising many stories do not involve its
members at all, but draw their sources from the native myths and legends of the spirit world. One story that is about about an
Ahrimane is story story of Muricia, the founder and mother of the bloodline. That story is told to all Ahrimane, and although as
with any culture with an oral history, the details change with each telling, the following is something that all Ahrimane can usually
agree upon.
The history of the Ahrimane bloodline starts with the history of its founder, the Gangrel antitribu Muricia. Muricia originally came
to America with her sire and his pack, but before then they had been roaming the dwindling wilds of Europe. As befitted a
Country Gangrel, Muricia often travelled apart from her pack, and it was during one of these periods that the seeds of the
Ahrimane's creation was sown.
While journeying by herself, Muricia came across a burial mound surrounded by standing stones, hidden in the depths of a forest
and long neglected. Intrigued by this place she decided to force her way inside to see what it contained. The large stone over the
entrance would have kept out any mortal, but eventually her vampiric strength enabled her to shift it and enter the mound.
The darkness inside was no obstacle to one as adept at Protean as she, and with her powers she could clearly see the
inhabitant of the mound. Lying on stone slab was the form of a torporus vampire. Completely naked, she was covered from head
to foot in ancient symbols, etched into her flesh with blood. Having found what she believed to be the resting placed of an Elder,
Muricia did what any Sabbat would do, she Diablarised her.
It soon became clear that this elder had been a practitioner of some form of blood magick, as Muricia soon found herself
exhibiting some strange new powers under stress, although she was unable to call upon them at will. Fascinated by this she
started to study pagan history, beliefs and magic, as she was finding herself being drawn closer to nature and the spiritual, and
she was convinced that this was the root of her new abilities.
However her studies were soon cut short by her sire, who was taking his pack to America where the Sabbat were rapidly
expanding and fighting a bloody war against the Camarilla for control of this new land. Unable to resist the ties of the Vinculum,
Muricia went with him to the new land, but the war she found there was not the one she had been expecting. Factions within the
Gangrel antitribu had gone to war with each other, and her sire had joined the war against his own kind with a relish that revolted
her.
Taking the first opportunity she could to separate herself from her sire, Muricia journeyed among the native peoples and
renewed her studies, this time into the magic and powers of the Shamans. It took time to win over a few of the native magic
workers, but her closeness to the animal world and her protection of their tribe from its enemies eventually won them over. One
of the first applications of their magic that Muricia used was a variation of a native cleansing ritual, which she used to break the
Vinculum with her sire. This and possibly the other rituals that she practised had a wholly unexpected side-effect, and the very
nature of her blood seemed to be altered by them. She found her powers taking on a new direction, what once had been a tie
with the animals and the land became a tie with the animal spirits. Where before she spoke to the animals, and they would
answer her call, now she could speak to their spirit brethren as well, and they too, would come when she asked. Her joy at this
new power soon turned to frustration however, as she found herself unable to teach it other vampires, and indeed incapable of
even siring. After several abortive attempts at both, she came up with a new solution. She would adapt the ritual she had used
upon herself and perform it on other willing Gangrel whom she thought were worthy.
Journeying south, Muricia found a few others whom she considered worthy and together they formed the first pack of Ahrimane.
As their numbers grew, Muricia taught her most trusted companions the rituals that she had learned, and they began travels of
their own, finding others who were worthy and eventually founding packs and havens of their own. Slowly they claimed several
territories for themselves, when possible removed from mortals, and set themselves up in control of them.

Organisation
As befits their origins, the Ahrimane organisation is loose with no formal ranks or titles. They own several large estates in the
deep south, all of which are far from civilisation. All the Ahrimane at one estate make up a founded pack, with the estate as a
communal haven and temple. A certain area around the estate is considered by the Ahrimane to be their territory, and members
of the pack move around it freely, often staying away from the estate itself. Members of the bloodline frequently travel to other
estates to maintain contact and exchange news, and every member of the bloodline knows every other member, if not by sight,
then at least by name and reputation.
Unusually for Sabbat the Ahrimane maintain a tight grip on any mortals of influence within their territory. Although they cannot use
the Blood Bond, they make heavy use of Presence, and some of the older ones also employ Dominate. Their influence is usually
limited to keeping others out of their areas, and insuring they are not disturbed, although in more recent times their interference
in mortal affairs ahs increased.
In addition to their control of mortal, the Ahrimane have strong influence over both the animals and the spirits within their territory.
This means that almost nothing happens of which they are not aware, and the power they have within their territory is immense.
Recently some of the younger and more impulsive Ahrimane have come together to form nomadic packs. Rather than stay in
one estate they travel across America and Mexico, taking a more active role in the Sabbat's war than most of their sisters.
Despite their wandering ways, they keep in close touch with their fellows, often using spirits as messengers. They always make
sure that they return to one of the estates for the important Ahrimane Ritae. A few of the most recently created Ahrimane have
not even joined all Ahrimane packs. Rather they have returned to their former nomadic packs, although like all their sisters, they
return for the major rites.
Muricia herself remains very much in control of the bloodline that she created. While she does not order the others around, her
advice is always heeded and her suggestions almost always acted upon. She keeps regular contact with all the pack leaders,
either through spirits or animal messengers or often through frequent meetings. She regularly travels around the Ahrimane
territories and it is not uncommon for her to simply turn up at an estate unannounced. The younger Ahrimane treat her with
something akin to awe. After all, how many other vampires get to meet their founder in person?
It's thought that Muricia has tacitly encouraged this break with tradition to answer some of accusations of secrecy that have been
leveled at her bloodline. However, some younger Ahrimane suspect that their founder may also have some other motivations.
Before their travels several have been invited to visit her and she has asked them to look out for information regarding certain
things. Some have been asked to investigate a large company called Pentex that many Sabbat seem to have prominent
positions in. Of particular concern is the nature of the spirits that seem to congregate around Pentex facilities. Others have been
told to investigate stories, apparently brought to Muricia by the spirits themselves, of a male Native American vampire who
exhibits powers very similar to the Ahrimane own. The fact that he is supposed to dwell in the north of the USA has led to some
Ahrimane traveling much farther afield than normal, although none have yet found the truth behind these rumours, and none are
sure what plans Muricia has would any find him.

Recruitment
The choosing of a new member is a long and careful process. The first step is when an Ahrimane see a female Gangrel who she
thinks may be suitable. The potential recruit is usually quite young, so that she will be open-minded enough to learn; she must
also be a competent fighter and above all a survivor. Attitude is also important, respect must be shown for the world around her
and all living things. The Ahrimane then spends time observing the potential recruit, sometimes through personal contact, other
times by using animals and spirits to observe her. If after the observation the Ahrimane still thinks she has found a worthy
candidate she will go to a more senior member of the bloodline, most often her own Ritemother. This elder will also observe,
and if she too believes the candidate is worthy, they will approach her with the offer to join the bloodline. Not all candidates
accept, for some the ties with their pack are too strong for them to wish to leave.
Recently a number of Ahrimane have been created who have not been members of other Sabbat packs first. All of these have
been Mentored by older Ahrimane who are close comrades of Muricia. The rumour among some of the younger Cats is that
Muricia has obtained a source of potent Gangrel blood from somewhere and is choosing people to embrace with this blood,
then transforming the worthy ones into Ahrimane.

Training
Training takes place at one of the Ahrimane estates. Some of the training is physical, but since any candidate must be a strong
fighter and survivor, they are already assumed to be competent in this. Most of the training is the teaching of spiritual knowledge,
on the nature of the spirit world and the relationship the Ahrimanes have with it. Instruction in the path of Harmony is also part of
the training as it is tied closely to the Ahrimane beliefs about balance.
During the training the candidates pack are allowed to stay nearby should they wish to, although the candidate herself is usually
too busy to spend much time with them. Most packs choose to let their member go by herself for training, being told that she will
be free to return once the training is over and the ritual performed.
The training is carried out by the Ahrimane who first found the candidate, and is known as her Mentor. They Mentor may call
upon other Ahrimane, spirits or Shamans of the local tribes to help in the training, but it is ultimately her responsibility. During the
training the student takes part in the Vaulderie between the Ahrimane of the estate. This helps bring her closer to the other
members and strengthens their ties. She does not however take part in most of the Ritae, although she is allowed to observe
some of them as her training progresses.
If at any stage in the training the student proves herself incapable or unworthy, she will be taken before the elder of the estate.
Using Dominate, her memories of training and the Ahrimane will be removed or altered and she will be returned to her pack.
The Mentor and Ritemother
The tie between the Mentor and her student is a close one. During the training they spend much of their time together, although
sometimes the student believes she is on her own, the Mentor is almost always watching her through some power or
intermediary.
During the Rite of the Third Birth the Mentor becomes something else, she becomes the newly created Ahrimane's Ritemother.
Now the Ahrimane is responsible for herself, but the bond between her and her Ritemother always remains strong and the
Ahrimane often regard it as almost sacred. Even after years as an Ahrimane it is not uncommon for one to go to her Ritemother
for help or advise. In many ways the Ritemother is a surrogate sire, and the relationship reflects this.

Ritae
Like all Sabbat, rituals are important to the Ahrimane as a means of providing unity and strengthening comradeship, lead by the
pack Priest, who the Ahrimane often call Shaman. On their estates, Ahrimane perform many rituals unique to the bloodline, and
closed to outsiders. These rituals draw very heavily on their shamanistic origins, and at most major rituals both spirits and
animals are summoned to play a major role.
During the rituals the Ahrimane also often paint their bodies with sacred symbols using their own blood, the blood given by a
summoned spirit and sacred herbs and roots. They also burn the herbs and roots to drive away the evil spirits. The Ahrimane do
not regard vampirism as an unnatural state and their rituals are seen as a means of increasing their connection with the worlds
of beast and spirit. Even the common Ritae of the Sabbat are adapted and changed, and are often rather different in both
appearance and function to the original. Ritae are held each month, on the night of the full moon. Major Ritae are also held at the
equinox, and at lunar eclipses. This rituals are most often held a sacred sites, where it is easier to reach the spirit world. The
greatest of their rituals, however, is the creation of a new Ahrimane and her introduction into the bloodline, and the visionquest.

The Rite of the Third Birth


This is the greatest and most sacred of the Ahrimane rituals. It is through this rite that a new Ahrimane is created and the
bloodline is perpetuated. The Ahrimane assemble at a sacred site where the Mentor presents her student to her peers. The
student must state why she is worthy to become Ahrimane, and is often strongly questioned by those assembled.
The student is held down and her blood drained from her and spilled onto the ground, in a spiral pattern. The assembled
Ahrimane contribute their blood to a bowl, with the student's Mentor giving the most. Then a spirit is summoned and is asked to
contribute its blood to the bowl. This spirit is always a cat spirit of some kind. Finally certain plants are added to the bowl and
mixed in; these plants are believed to allow contact with the spirit world and cleanse the vampire and include the yaryan root and
peyote.
A fire is lit and the bowl is passed through it several times, representing the tempering of the vampire into an Ahrimane. Then the
blood from the bowl is used to paint the vampire's flesh with symbols sacred to the spirits that will encourage them to accept her,
as well as protecting her. Finally the remainder of the blood is poured into the vampire's mouth and she is reborn. Like her first
two births, this one is not easy. The Ahrimane is assailed by voices and visions from the spirit world, as well as visions from her
past and sometimes her future. These visions last several hours and only if her will and spirit are strong enough will she emerge
with her sanity intact. During this period the other Ahrimane, lead by her Ritemother, join in a chant to the spirits to guide and
protect her.
When the ritual is over, any existing blood bonds or Vinicula are severed, this applies to the Ahrimane and to anyone who has
any ties to her. The only exception is ties to anyone whose blood has been in the mixture which remain. It is because of this that
few Ahrimane have much inclination to return to their old packs, and few members of the packs make much of a fuss about it.
After all, in a sect that promotes freedom a vampire is free to leave her former comrades. Finally, they celebrate the arrival of
their new sister with a wild party, vampire style.

Visionquests
Visionquests are another ritual that is of vital importance to the Ahrimane. They are used to bring themselves closer to the world
of spirit and enhance their understanding of both it and themselves. A successful visionquest often results in improved
understanding of the Spiritus discipline.
For the visionquest the Ahrimane first drinks her fill of blood, as she knows that during the quest she will not be thinking of such
things. Then she journeys by herself to a remote location with a special preparation. This contains many special herb and roots,
including such potent ones as peyote, mixed with the blood of animals and a small quantity of blood taken from a summoned
spirit. Using this concoction the Ahrimane first paints her body with sacred symbols, then consumes the remainder. The powerful
mixture puts her into a trance-like state lasting several days, where she see visions from the spirit world. In this state the
Ahrimane has just enough awareness of the real world to avoid getting herself killed and to find cover come sunup, but little
more.

Chapter Two: Beliefs and Opinions

Three Worlds, Three Births


The core of Ahrimane belief revolves around the concept of the three worlds. These are the world of Man, the world of Beasts
and the world of Spiritus. The journey to becoming an Ahrimane is a journey through all three, as woman, Gangrel and finally
Ahrimane.
For each stage there is a birth, none of them easy, and with no guarantee of survival. Each birth is in blood.

The World of Man


The first birth is the birth into the World of Man; it is the birth from the womb . Once the World of Man was shared evenly between
men and women as equals, but that is no longer the case. From the beginning, woman had a closer tie to the World of Spirit,
and in the beginning that was honoured and respected by men. Man and woman knew of the three world, and lived their lives
close to them, interacting with them every day.
In time however, this respect succumbed to jealousy. Envious of woman's place closer to the spirits, men upset the balance
between them. In doing so they caused the World of Man to grow more distant from the other worlds, and now many humans fear
the worlds of Beast and Spirit because they do not understand them. Due to this, the World of Man is the most imbalanced of the
three worlds. The Ahrimane have more to do with the worlds of men than many Sabbat. As Harmonists they freely acknowledge
their former human nature and accept that it is still a part of themselves. Therefore, despite their isolationism, they still make
more effort than many Sabbat to retain some contact with the affairs of mortals. They also maintain a tight control of the mortal
world within their own territories, giving them a surprising amount of mortal pawns.
It is the through their discipline of Presence that the Cats influence the World of Man. The Ahrimane originally used this influence
just to protect themselves, but over time they have started to use it to follow their own agenda. They have used their power to
protect the native tribes where possible, and younger Ahrimane have also gotten involved with the women's rights movement,
and have used their influence to try to further its cause. Even in the modern world, woman's greater spiritual connection remains,
even though few of them realise this. It is because of this connection that only women are chosen to become Ahrimane.

The World of Beasts


The second birth is the Embrace and the creation rites. It brings the vampire away from the World of Man and places the
vampire in balance between the Worlds of Man and Beast, for a Gangrel is closer to the beasts than any human. The Embrace
awakens a Gangrel's own Beast and brings her back in touch with her instincts and animal side.
By respecting and studying beasts, a Gangrel can learn much about her own Beast. By talking to animals, and by becoming
animals, they learn, understand and become a part of this world. Ahrimane havens are always open to animals who are free to
come and go whenever they wish. Despite this they rarely make Ghouls of animals, and rely on developing a relationship with
them and their powers of Animalism rather than the Blood bond. Ahrimane often keep pets, and cats are especially common,
although they are rarely of the domestic variety.
Ahrimane interact and influence the World of Beasts with their Animalism discipline. Through it they can commune with the
beasts and even with Beasts. All vampires have a strong connection to this world because of their Beast, but only the Gangrel
are close enough to be balanced equally between the two worlds. That is why only Gangrel are chosen to be Ahrimane.

The World of Spirits


The third birth is the ritual of the same name. Like the other births it is a birth in blood and pain, but when it is over the Ahrimane
has now forged a connection to the World of Spirits.
As with man and beast, the spirits too must be afforded respect. They can have great powers and great wisdom, and to deal
with them without understanding is both foolish and dangerous. After her initiation and her third birth, an Ahrimane will be
instructed on the ways of the spirits by her Ritemother. The spirits do not dwell in isolation, rather each spirit is tied to something
in the other worlds, be it a beast, a tree, a place or even an idea. How someone treats what they are connected to influences
how the spirit will react to them. This is why the animal spirits respond to the call of the Ahrimane, for they know the respect with
which they treat their corporeal cousins.
This tie can be used when calling upon a spirit. By having something of what the spirit represents present, it can make the
summoning easier and the spirit more responsive. While sometimes the spirits are summoned to perform tasks for the
Ahrimane, at other times they are summoned for wisdom, advise or even companionship. Some less powerful spirits are unable
to enter the physical world, and even ask the Ahrimane to call on them, so that they may carry out some desire of their own.
Some Ahrimane choose to strike bargains with a particular spirit, often one that appeared to her during her third birth. Rather
than needing to be summoned each time, the spirit will stay close to the Ahrimane, usually in the spirit world, but sometimes in
the physical one. The spirit is not a servant however, and will want something in return. Bargaining with a spirit can be a long and
tricky process, as vampire and spirit agree what they will provide one another. Sometimes what the spirits want is
straightforward; protection and good treatment of their animal counterparts is common. Sometimes however, their demands are
strange and irrational, and an Ahrimane must simply agree to it without understanding why if she wants the spirit to be her
companion. The Ahrimane are very aware that not all spirits are as harmonious as the animal spirits that they call upon. They
know something of the darker spirit beings that dwell in the World of Spirit, and some make it their duty to combat them. While
they rarely can confront them directly, they know that if they destroy what they are connected to in the physical world, they can
break the power of the spirit and force it from the area.
Spiritus is the Ahrimane's may of contacting and influencing the World of Spiritus. It is the unique power that sets them apart
from all other vampires. Through it they may call the spirits into the world, and into themselves.

Vampires and the Three Worlds


Having journeyed through all three worlds, and being a part of each, the Ahrimane can affect each. They have a part that is of the
World of Man, the human part that thinks and reasons. They have an animal part, a part of the World of Beasts, that is the Beast
the part that is irrational, that is the source of instincts and emotions. They also have a part that is of the World of Spirits, the
source of their supernatural powers.
All vampires have these parts and connections, indeed all creatures off the three worlds are connected to all the worlds. Of the
vampires however, it is only the Ahrimane that can achieve the proper balance. That is why their powers lie in all three worlds.

Prestige
Amongst the Ahrimane prestige is gained in several ways. The single greatest way is to become a Ritemother and successfully
tutor a new Ahrimane. Although a Ritemother is not responsible for her student after the Rite of the Third Birth the behaviour and
actions of an Ahrimane reflects strongly upon her mentor. Treatment of spirits and animals is also very important. The respect
that the spirits have for an Ahrimane has a strong influence on the respect that her sisters will have for her. All Ahrimane are
expected to be able to look after themselves and be self-sufficient, although prestige is not lost for requiring help if a task is
genuinely difficult.

Opinions and Relations


The Sabbat: Generally the Ahrimane have little involvement with the workings of the Sabbat. They are members, and serve the
sect when it is required, but beyond that, they tend to keep very much to themselves. Visitors to Ahrimane estates are welcomed
and allowed to stay should they wish, but the treatment they receive is hospitable the reception is rather cool. Ahrimane most
often deal with other Sabbat when their skills are required to serve the sect.
Lasombra: The Ahrimane have a rather poor relationship with the sects leaders. Their very strong sense of independence, their
secretive nature and their rather large mortal influence in the area around their estates all make the Keepers highly distrustful of
them. This distrust is returned by the Ahrimane, who are less than convinced of purity the Lasombra's motivations. However,
their lack of involvement in sect politics and their loyal and valuable service to the Sabbat prevents the Lasombra making any
open moves against them.
Tzimisce: The Fiends appear to have no interest in the bloodline, and rarely interact with them. This suits the Harmonist
Ahrimane who find the practices of many Tzimisce quite appalling. The only exceptions are a few of the older Tzimisce who still
practices the Koldonic arts and remember the ties that the clan once had with the land and the spirits of the land. A few of the
older Ahrimane maintain a limited contact with these ancient sorcerers, although they refuse to share any of their deeper secrets
with them.
Country Gangrel: More recruits come from the Country Gangrel than from their city cousins. The Ahrimane see the Country
Gangrel as having a better balance between man and beast, and so are more likely to be a suitable candidate for becoming an
Ahrimane. The Cats have more respect for the Country Gangrel than any other vampires, and when they do spend time with non
Ahrimane, it is the Country Gangrel they choose for companions. It is not unknown for an Ahrimane to attend a gathering of
Country Gangrel and participate and the storytelling and the Ordeal. Many Country Gangrel are of Native American stock, and
this gives them a greater understand of the Ahrimanes and their ways. When an intermediary is needed between the Cats and
the rest of the sect, it is the Country Gangrel who are called upon.
City Gangrel: Most Ahrimane, even those who came from the City Gangrel, feel that the City Gangrel are less connected to the
World of Beasts due in part to their lack of the Animalism discipline, and also their living in the cities. Due to this, fewer of their
recruits come from the City Gangrel, although recently this is less the case.
Tremere antitrbu: The Warlocks would love to increase their understanding of the spirit world and increase their power there.
The Tremere's approach to spirits, controlling and binding them, is contrary to the Ahrimane approach which involves bargaining
and mutual respect. Consequently the Ahrimane have refused to share any of their knowledge or lore with the Tremere, and
some have even refused to allow them into their territories.
Serpents of the Light: The Ahrimane in Louisiana have had clashes with the Setites in the region. They have learned
something of the undead ongans that belong to the Clan, and despise their attitudes to the spirit world and the dark spirits they
consort with. This has carried over to the Setite antitribu and has lead to a distrust of the Cobras as great as that of the Tremere.

Other antitribu: Generally speaking the Cats have little to do with any of the other antiribu, and tend to treat each one on a case
by case basis. Usually an Ahrimane will be more friendly towards a female Sabbat then a male one, but not all Ahrimane have
this attitude. Many of the city dwelling Sabbat have never heard of the Bloodline, and very few Sabbat in general have even met
an Ahrimane.
The Black Hand: Only a few members of the bloodline have chosen to join the Hand, despite several being offered. Their skills
in fighting and survival combined with their unique abilities make the few Black Hand Ahrimane highly prized. For themselves the
secretive Ahrimane dislike serving anyone other than themselves and many distrust the Hand an its motivations.
Camarilla: The Ahrimane hold the Camarilla in contempt. They are the pawns of the elders and must realise this or be
destroyed. The only clan they have any respect for is the Gangrel. For their part the Camarilla knows nothing of the Ahrimane, the
nearest they came was an abortive investigation attempt by a Gangrel Archon, who died when she did.
Mages: The Ahrimane know the Shamans of the native tribes and understand much of their ways. In turn the Ahrimanes are
respected for their closeness to the spirit world. The Ahrimanes have some contact with both the Penumbra of the Grey Squirrel
and the Eyes of the Sun as well as some other groups that are a part of the Dreamspeaker Tradition. On a few occasions
Ahrimane have encountered magic wielders who have called upon darker spirits. When they have done so they have gone out of
their way to find and destroy them, usually calling on their own spirit allies, who are only too willing to give aid.
Garou: The Ahrimanes treat the Garou like they would a dangerous animal. They have great respect for their balance between
the three worlds and their formidable battle prowess, and understand their spiritual ties in a way few other vampires could.
Despite this they are hardly friends, and while they would rather leave a Garou in peace than fight with them, if their duty to the
Sabbat requires it they do so with all the powers at their command. The two tribes that they have some contact with are the
Uktena and the Black Furies. These contacts have arisen due to the Ahrimane interference with mortals affairs. Their protection
of the native peoples close to their estates has brought them to the attention of the Uktena, and the involvement of some younger
Ahrimane in women's rights issues in their territories has lead to some contact with the Furies. Generally the contact is reserved,
with the occasional co-operation and trade of information, but mostly just an unspoken agreement to leave each other alone. The
Ahrimanes refuse to have anything to do with the sect's Black Spiral allies. They find the spirits that associate them to be
repellent and their own spirit allies have warned that they will not assist them in anything they do that aids the mad tribe.
Other Changing Breeds: The Ahrimane attitude to the Garou extends to others of the changing breed. Those with ties to the
native tribes, the Corax, the Nuwisha and the Pumonca are held in particular respect. Again this respect does not translate into
open friendship and an Ahrimane will fight one if she must, but generally the Cats will try to find a peaceful solution to any
encounter. Special mention must be made of the Bastet. The legends of cat shifters have intrigued some Ahrimane and several
have set out to uncover the truth behind this. The Bastet are a secretive people, but also a curious one and a few Ahrimane have
managed to befriend them.
Pentex: The Ahrimane reclusiveness has meant that until recent times the bloodline has been completely unaware of the
wyrmcorp and the ties that it has with the Sabbat. As younger members have become active within the sect they have started to
come into contact with the Megacorp and the Sabbat who work for it.

Appendix: Rules and Powers

Character Creation
Character creation for the Ahrimane is handled in almost the same way as for any other character. The difference is that all
Ahrimane were Embraced as Gangrel, and so many have at least a rudimentary knowledge of their disciplines. When creating
an Ahrimane character, choose starting disciplines from Animalism, Fortitude, Presence, Protean and Spiritus for former
Country Gangrel and Animalism, Celerity, Obfuscate, Presence, Protean and Spiritus for those of City Gangrel descent.

Ahrimane Blood
While the Ahrimane blood cannot create the Blood Bond, it can create a Vinculum rating if used in the Vaulderie (as stated in
the live action rules). However the effect will be slightly less strong than normal; other participants should subtract 1 from their
dice rolls when determining Vaulderie ratings, unless all the participants are Ahrimane. Few Ahrimane are in packs with
members of any other clan anyway.
Ahrimane can create ghouls, but their thinner blood means that the ghoul will require more sustenance. An Ahrimane's ghoul will
require two blood points every month to remain a ghoul.

Disciplines
Spiritus
Multi-Disipline Powers

Merits and Flaws


Animal Features: (1-6 pt Flaw) During your time as a Gangrel you have acquired one or more animal features. The number of
points you have in this flaw determines the number of features that you possess. Every three features you have removes a point
in appearance. Strangely enough, although the features were acquired before the transformation ritual, most Ahrimanes have
animal features of a feline nature.
Bastet Ally (3 pt Merit) You have a friend and ally who happens to be a Bastet. Both of you are curious each other, and willing to
help each other. This Merit functions in most ways as the Merit Werewolf Companion from the Vampire Players Guide. Unlike
most other supernatural allies, it's unlikely either of your own people would strongly object to this friendship, providing you are
careful.
Discipline Affinity: (3-7 pt Merit) You have kept an affinity for your former Gangrel disciplines. For three points you may buy one
discipline of your former clan at clan rates, for five points two and for seven points three. Former Country Gangrel may choose
from Protean or Fortitude and former City Gangrel from Celerity, Obfuscate and Protean.
Gift of the Cat: (2 pt Merit) Similar to the Gangrel Merit, Gift of Proteus, this applies to an Ahrimane's Protean 4 power. Rather
than a wolf, the Ahrimane has the form of a native wild cat such as a Puma.
Feline Affinity: (1 pt Merit) This works in the same way as the Merit Animal Affinity from the Vampire Player's Guide, but
applies only to felines. In addition, the Ahrimane reduces by two the difficulty of any roll that involves felines or felines spirits.
Spirit Magnet: (variable cost Merit or Flaw) This is described in the Book of Shadows.

New Backgrounds
Several Ahrimane have animals or spirits for companions. An Ahrimane character may take the backgrounds of Familiar
(lesser) from World of Darkness: Sorcerer, providing she takes an animal and has at least one point in Animalism. Alternately
she may take the background Familiar Spirit from the Werewolf Players Guide, providing that she has at least a point in Spiritus.
Obviously familiar spirits cannot hold Rage or Gnosis for an Ahrimane, but the can hold "blood" instead of Gnosis. This is not
true blood, but spiritual energy that it can transfer to the Ahrimane.

New Knowledges
Ahrimanes may have the Knowledges of Spirit Lore and Cosmology at character creation. Cosmology is described in Mage:
the Ascension as is the Lore knowledge.
AHRIMANE ANTITRIBU
By Dave Allaster (phoenix152@hotmail.com)
"All we are
is what we're told,
and most of that's
been lies"
--Goo Goo Dolls

History
The line's founder, Vincent Phoenix, began as a Sabbat Gangrel. He survived (sort of) the creation rites, and soon became his
own pack leader. Phoenix quickly realized that the Jyhad wasn't accomplishing anything. He drifted around American for awhile,
enjoying Sabbat ice cream sandwiches (stack a few mortals on a pool table, crush another on top of them) and drink whatever
oozes out the sides, and the Sabbat Javelin throw (line up mortals and see how many heads you can throw a pool cue through).
After a while, he discovered a rare breed of Gangrel females called the Ahrimanes. Most of the clan outcasted him because he
was a male, and the clan was all-female. Only one member, a smart 7th Gen. Ahrimane named Swift Claw, would talk to him. I
won't bore you with the details, but the two soon became lovers and Swift Claw agreed to convert Phoenix to an Ahrimane.
Now, as everyone knows, the Ahrimanes are an all-female line of Gangrels changed by Native spiritual magick. Well that night
Phoenix and Swift Claw discovered why it's an all Female line. As Claw was performing the rituals, Phoenix's eyes began to
burn with pain. He thrashed around in pain, and Claw had to tie him down to complete the rituals. At the conclusion, she had to
poured hot wax on Phoenix's chest. Shocked into frenzy, Phoenix tore apart Swift claw and fled into the wilderness. He soon
discovered that the rituals caused a different effect on him than on the females. His disciplines were altered, but his blood was
not infertile. His eyes burned with pain, and he could barely see. As his vision returned, he was shocked to discover that he now
had silted pupils on large, glowing, yellow eyes. His feet soon changed to having only 3 toes. He also discovered that none could
read his aura.
Outcast from the Sabbat for his deeds, Vincent Phoenix traveled to Maryland and settled into a calm life of freedom, time to kill,
and a ghoul to clean up after him. He has since spawned 3 childe, who have in turn made 4 more of their own. The 8 member
clan stays in contact, and is always ready to come to the aid of its members.

Nicknames
(something) cat -- Bloodcat, Alleycat, Hellcat, etc.

Appearance
Picture any slacker: black boots, ripped jeans, T-shirts, Flannel and Leather. They usually were long pants, always footwear, and
usually long sleeves. They all wear sunglasses. These precautions are to cover up the beast traits (see clan weakness). They
also carry all the usual tools of life on them at all times, items like a Swiss army knife, light, hair brush, sun glasses, and more.
They're the kind of people you can ask for a safety pin, and they'll have 5 or 6. Another point is that they rarely carry weapons,
relying on wolf claws in combat.

Haven
Apartments mostly. Most live right in the center of town, in a nice apartment or more often, penthouse. They like to be close to
anything that goes on. Although they do possess the drifter spirit of the Gangrels and Ahrimanes, they still maintain a stable pad
to return too. All the members have one ghoul to keep house and deal with day to day concerns. Only 2 members have 2 ghouls,
and none have more. The haven is never in a job or work location, Ahrimane antitribu all have the small amount of wealth they
need, and prefer to stay out of mortal affairs.

Background
Members of this clan must receive the permission of the rest of the clan to embrace. If one member says no, then the answer is
no and the embrace is refused. The most important feature of prospective neonates is their insight. They all have a natural
higher understanding, and perception, than most people. They don't need to be book smart, but rather street smart. They usually
like fairly attractive, fit people around 20-25 years old. There are no fat, or really ugly members. At this point, there are 8
Ahrimane antitribu, that's all.

Character Creation
Most members have drifter and outsider concepts. Nature is usually Deviant, Visionary, or something along those lines.
Demeanor could be anything, but they're rarely too extreme (usually not Bravo, Gallant, or Fanatic). No Ahrimane antitribu can
take the abilities "Firearms" or "Melee" with their initial 5 abilities, but all take Brawl at least once. Subterfuge is also quite
common.

Clan Disciplines
Spiritus, Auspex, Protean

Advantage
Ahrimane antitribu show no aura, none. Aura perception will fail, but a false aura may be read if the Ahrimane antitribu wins the
challenge. Any Lupine, Wraith, Mage, or changeling ability related to reading a spirit or aura may automatically fail (up to the
Storyteller).

Weakness
The members of this bloodline are more closely tied to the Gangrel than the regular Ahrimanes. They begin with horrid eyes, as
well as another animal feature, but don't continue to gain more. The eyes are almost twice the normal size, glow yellow, and have
silted black pupils. These are recorded on the character sheet, are accompanied by the negative trait: Bestial. The 3 traits can
never be removed short of regaining mortality. They also can't be hidden by Chimerstry, masked by Obfuscate (only mask of
1000 faces doesn't work, the others still do), or altered by Vicissitude.
Also, the Ahrimane's blood problems didn't leave this line untouched. Instead it did the opposite, Ahrimane antitribu can make
childe and ghouls, but the ghouls always show devotion bordering on obsession. Often ghouls would kill other ghouls out of spite;
they think the dominator loves them and no others. The ghouls are also so obsessive to their dominators, that they require
feeding twice as often as normal ghouls (see Ghoul Larp Book for feeding schedule).

Organization
The members of the bloodline have meetings once per month; all are expected to attend. If any member is absent, decisions
can be made without him, and they will lose all say in the line until the next meeting. The bloodline stays neutral, but a few have
joined the Camarilla. The clan is on friendly terms with all the Camarilla and Sabbat who know of them, except for the Ahrimanes
that is. The original Ahrimane clan is only aware of 3 members of this line, but they strongly dislike them. No violent action has
been taken, but this could occur in the future.

Quote
"Leave me alone, I have better thing to do then your petty Jyhad. What's that -- a new Godzilla movie? Kick ass!"
ALEXANDRIANS
By Robert Mayberry (15 February 96)

Nickname
None yet, though some Anarchs have taken to calling them "Librarians," a name that seems to please them.

General Information
The Alexandrians are very new, appearing only in the past few years, yet they claim to have ancient roots. They seem similar to
the Tremere, in both abilities and loyalties, but their goals and philosophies are completely different. They are almost exclusively
Western in origin, and yet their beliefs have a distinct Asian bent. They are a riddle within an enigma. Rumors portray them as
Asian Kindred, as a bloodline of Tremere spies or Inconnu agents, and even connect them with the True Brujah or Salubri.
They themselves claim to be descendents of a mystic and secretive order dating back to the days of Egypt, where they say they
existed in a search for knowledge and enlightenment. They claim to be responsible for both the construction and care of the
Alexandrian Library, from which they are named. After its destruction, and a period of wandering, they say they have returned to
the West to study the Jyhad and found a second library. The few Kindred who remember those days cannot deny that some
shadowy group controlled the Library, but scoff at the idea that a whole bloodline could remain so hidden for so long, only to
reveal themselves now. Indeed, no elders have been identified, and no Kindred has stepped forward to claim his childer, leading
some to suspect the worst.
Alexandrians follow a philosophy of enlightenment through practice and study. They see studies of supernatural lore, martial arts,
and mystic power as different sides of the same pursuit of mental, physical, and spiritual perfection. This quest for knowledge
will often cause them to try to become involved at the periphery of Kindred society, becoming just involved enough to learn the
intricacies of the Jyhad without being pulled into the game themselves. Unlike many Kindred who seek enlightenment, the
Alexandrians do not believe that gaining power over mortals or participating in the machinations of Elysium is necessarily
wrong. "So long as we remain in the background, taking only the power necessary for survival and comfort," they claim, "we will
be safe from the dangers of Jyhad, whether they threaten body, mind or spirit."
In recent years, their study of Thaumaturgy and their unique philosophies has lead them to become trusted advisors to Princes
and other powerful Kindred. While some claim that they are dangerous and sinister manipulators, most have found them a
convenient route to mystical aid without having to deal with the Tremere. In their favor, this bloodline is entirely contained within
the Camarilla. While they make excellent advisors and magicians, they are sometimes seen as manipulators who quietly
manipulate Elders.
As they share an interest in Thaumaturgy with the Tremere, they will often share magical lore, and have maintained a cordial
though strained relationship (despite many attempts to play the two bloodlines against one another). Alexandrians try to ignore
the draw of power, taking only what is needed for safety and comfort, and will usually defer to the rule of the Prince and Elders of
a city. They will also go to great lengths to avoid offending the Tremere, while maintaining their independence from them. Some
see this as evidence that they are linked, while other believe that they bow to the Clan's wishes out of fear for their unlives.
The Alexandrians themselves do maintain close ties with one another, but they are more an informal brotherhood which
resembles the ties of the Nosferatu or Gangrel, with whom they have cultivated something of a friendship. They remain in
frequent contact with their 'Brothers' through telepathic rituals. Alexandrians tend to be quiet and contemplative, and are quite
shy. Despite this (or perhaps because of this), Alexandrians have an information network on a par with the Nosferatu, dealing
with all forms of supernatural conflict. The difference is, they do not sell secrets, and will not reveal them to any but others of their
blood and the few good friends they make.
Most Alexandrians are quiet and reserved. They tend to remain in the background at Kindred social functions. Often, they will not
take an active part in anything unless asked. Nevertheless, they are friendly and helpful when met one-on-one, and will rarely give
away a secret held in confidence. Most are particular about their Havens, and will keep a separate room where they meet
visitors. The few they allow into their Libraries are rare and fortunate, indeed.
They are known to study the martial arts, harnessing this power into a new Discipline. Most choose not to use their powers on
others, unless in danger. Many anarchs see this unwillingness as a sign of weakness. The few Kindred who have made the
mistake of fighting them will attest, though, that they are formidable fighters.

Appearance
Most Alexandrians are of Western races, though a sizable minority are Indian or Asian. Most are male, though there are some
females. What they all share is a conservative, quiet mode of dress similar to the younger Ventrue (though more loose to allow
for their martial arts). When alone, they tend to dress in comfortable, simple garments. Most carry packs with various ritual
implements, and sometimes a melee weapon or two.
Haven
Alexandrians tend to live in quiet, upper class neighborhoods, where they can study in peace. Their Havens usually contain
various Thaumaturgical tools and reagents, and they often collect extensive occult libraries. Usually, they will keep at least one
copy of their library on computer disks. Alexandrians are somewhat particular about their Havens, and will very rarely let a visitor
in past their guest room.

Background
Researchers, librarians, computer experts, and anyone else who seeks knowledge and peace are all potential Alexandrians.
However, usually those Embraced are strong willed and socially adept. Most are Embraced at their physical or mental peak.
Undercover agents are also Embraced. Alexandrians are very picky about who they Embrace, and may spend years searching
for just the right Childe. Those who rely on blunt, brute strength or physical confrontation to solve problems, though, are never
selected.

Apprenticeships
Like Tremere, Alexandrians go through extended apprenticeships. They are taught the powers of Auspex first. Then they are
taught Thaumaturgy and Do. During this time, the apprentice builds up his knowledge and his library. Finally, they are taken to
one of several secret havens (called Enclaves) and are taught the secrets of the bloodline, including Id. Also, another Discipline
such as Obfuscate, Celerity, and Obeah(!) is taught at its most basic level. This is where agents of the Tremere impress the
Alexandrian with Thaumaturgical restraints, to prevent him from ever (willingly, unwillingly, or magically) revealing these secrets.
Most Camarilla Kindred who know of this retreat think that this is some kind of vision quest. Inside jokes like these help morale.
Player characters will almost always begin campaigns with some Thaumaturgy, unless they want to begin as unknowing pawns
of the Alexandrians. Those who refuse to participate or who disagree with the actions of the Bloodline are regretfully and
painlessly killed.

Character Creation
Alexandrians usually have Dilettante, Professional, or Investigator concepts. Their Demeanors tend to be weak (Conformist,
Loner, Confidant, or Traditionalist), concealing very strong Natures (Visionary, Director, Architect, Judge, or Fanatic). Mental
Attributes and Knowledge abilities are almost always primary, but they tend to be strong socially as well. All Alexandrians have a
Mentor, and most have at least some Status, Resources, Generation, and Allies. For information on Do, see the Mage Player's
Guide (Storytellers should feel free to limit initial ratings in this ability to one or two dots).

Disciplines
Auspex, Thaumaturgy, Id
Note that the Discipline of Id is a Bloodline secret, and is to be used sparingly. Most Kindred assume that their martial arts skill,
Do, is their third Discipline. Teaching either is a crime, and all Brothers are mystically compelled not to reveal these secrets.

Weaknesses
The worst of the rumors are correct. The Alexandrians are actually a bloodline of the Tremere, acting independently of the
Pyramid, but in its interest. Only the Tremere of the Inner Council are aware of this, though Tremere are instructed not to interfere
with the Alexandrians. Powerful rituals ensure that no Alexandrian can ever reveal bloodline secrets, forcibly or otherwise. The
Inner Council will often filter directives through the bloodline's grapevine, and have the power to enforce their orders using the
Thaumaturgical hold they have over the Brothers. This is rare: the Alexandrians are willing pawns of their parent clan.
Their second weakness deals with their power to control the mind. This power doesn't help them fight the Beast, but it does give
them some measure of peace from the passions and conflicts that rage in anyone. Alexandrians sleep quite deeply, and must
add three to difficulties to awaken during the day. This makes them quite vulnerable to attack, and most ingratiate themselves to
the Elders as quickly as possible to reduce the threat from ghouls and hunters sent by enemies.

Preferred Paths
Almost every Alexandrian tries to hold onto his Humanity. A few, however, have adopted the Path of Harmony from the Sabbat,
or use Paths found in ancient records (known to the Black Hand as the Path of the Scorched Heart, and the Path of Self Focus).
While most Alexandrians are aware of Paths, few actually adopt them unless they feel that their Humanity has been irretrievably
compromised. Starting characters should not take these Paths; if they want them, they will have to learn them the hard way (and
with Storyteller approval).

Organization
Physically, Alexandrians rarely meet. However, they are in almost constant telepathic contact, and will communicate often. They
consider their bloodline a temple supported by five Columns: Secrecy, Knowledge, Influence and Brotherhood. They often joke
among themselves that they are their own Fifth Column. The Columns stress brotherhood over enforced loyalty, and infighting is
forbidden.

Gaining Bloodline Prestige


Status is conferred by word of mouth as the Grapevine spreads news of the Brothers' accomplishments. Only by defending the
Five Columns can they gain prestige. Preserving the secrecy of their motives (Tremere ties) and methods (Disciplines) is most
important, but maintaining the Masquerade is vital as well. Learning important information about the Jyhad or Thaumaturgy is
considered best, but everything has value. Influence is the most prized, since it must be totally secretive. Silent 'advice' to
Kindred Elders must never be traced back, and power without Disciplines is most prized. Finally, all Alexandrians must defend
one another. They practice the Ventrue tradition of always providing safe haven to anyone of their Blood, and go further to
defend and assist each other without regard for age or prestation. Nevertheless, respect for their few Elders (though none have
been identified) is considered vital. Finally, learning from their parent Clan's experience, they watch their Bloodline's image
carefully. Great prestige can be earned by improving it.

Quote
"This is none of my concern, my Prince. I am simply a seeker of knowledge. But since you ask, perhaps there is something I can
do for you..."

Stereotypes
Mortals: It is necessary to control some of them for safety. Otherwise, leave them alone. We face too many dangers already to
risk upsetting their masters.

"Who?"
The Arcanum: A few of our ranks come from these mortals, but for the most part leave them be. As for their knowledge, though,
we must possess it at all costs.

"No, really, what are you talking about?"


The Inquisition: Our best friend and our worst enemy. Use them to destroy those who know our secrets with clean hands. Be
sure to avoid their crosses when they point at you. And let no Kindred know that you use them, or surely the weight of the
Camarilla will crash down upon us.

"No, I'm serious, tell me or I'll kill you, too."


The Camarilla: Wise is my Brother who respects his domain. The Camarilla must be protected. It is simply the best tool we
have, and it is the only way to keep the Jyhad even remotely civilized.
"If they follow the Traditions, they are welcome. New and unpredictable, their worst flaw, though, is that their place in the Jyhad
is still to be discovered."
-- Terrence, Ventrue Archon
The Inconnu: We know almost nothing about them, and that is simply unacceptable. They are powerful, they are
knowledgeable, and despite what they would have us believe, they are involved. Up to their torporous necks. Learn from them,
but don't let them know your secrets. Most importantly, never even think about anything you don't want them to know when in their
presence.

"There seem to be powerful forces that revolve around members of this bloodline. We are fairly certain that they are a new
addition, but the possiblilty that they are spies for the Asian Clans or the Tremere cannot be ruled out. I have it on fairly good
authority that while they are not a branch of the Salubri, they are strongly influenced by them. More I cannot say, but their
voices carry further and their eyes probe farther than I would have thought possible for Kindred of their age. I fear that they are
practicing some of our methodologies."
-- Gaius Marconius, Monitor of Fresno
The Sabbat: They are manipulated fools. They think they understand the Beast, but their Paths are weak. They think they
understand the Jyhad, but they are just tools. And they think they are going to be the rulers of the world. Leave them their
illusions.

"More tools for the Antediluvians, eh? Well, it won't matter when I drain them. After learning their secrets, of course."
- Joe Bloggs, Pander Bishop
Assamites: Very dangerous. The best way to avoid them is not to earn the wrath of someone powerful and ruthless enough to
hire one. They are watching us. Why, we aren't sure. Some think they want to enlist us to cure them of the Curse. Others think
they know our secret, and want to destroy us.

"Never met one, but I hear that they are like soft hearted Tremere without the ambition. I don't see what all the fuss is about."
-- Achmed, Rafiq
Baali: o Yes, we have heard of them. They are like an Inconnu of evil Kindred. Treat them like Followers of Set, just kill them
faster. And keep a religious symbol on hand. They are far more powerful than they are said to be. Worst of all, there is, with the
Salubri and our Cousins, a great Jyhad which will eventually involve every Alexandrian. They of all the Bloodlines of Caine are
our greatest enemies.

"They were created just to hunt us down. Little do they realize that, like the eldest amoung them, they may be full of suprises,
but in the end, we will corrupt or kill them all."
-- The Dominion
Brujah: There is no way that these were ever scholars. Their elders are too static to accomplish anything. Their neonates and
ancilla are mindless rebels who are too destructive to accomplish anything. Even if they ever got power, they would be dictators
of the worst kind, despite their anarchist rhetoric. They could almost be ignored, were they not such good warriors.

"Soft little bastards. These lackeys spend all their time reading books and toadying up to the Elders. They're probably all
some kind of Tremere plot."
-- Spike, 13th Generation Anarch
Caitiff: Most are anarchs, and so are the lowliest and most disposable pawns of all. A few break the mold, though, and are often
associated with strange and unheard of powers. Always remember that the founders of the Tremere were and are Caitiff (though
they would never admit it now). Befriend them if you can, since they will shower any who don't spit upon them with devotion.
Beware, though, for their isolation and paranoia make them unpredictable.

"I've only met one, but he was one of the few so-called respectable Kindred to show respect and fairness towards myself and
my friends. I don't completely trust him, but I certainly count him as an ally and fellow traveller."
-- Maldavis, former Anarch leader of Chicago
Followers of Set: They are the real danger. The Sabbat just plays at being evil. These are the professionals. Never help them,
never try to get them in your debt. Just ignore them, and try to influence their Final Deaths as quickly as possible.

"They seem to hate us. That just means that we'll have to kill them more quickly. The little fools can hide in their libraries all
they want. In the end, it is snakes against bookworms. Care to place a wager?"
-- Gabriella Villalobos, Elder of Vienna, VA
Gangrel: They deal with the Garou, true enough. But they are bit players in the game. They will be noble, good allies, as long as
they don't know who our friends are. Use them to keep tabs on the Garou, and help them fight the Wyrm if you can.

"They are not like us, however removed they seem to be. But they are friendly, and will occasionally help us."
-- John Brighton, Member of Milwaukee Anubi
Giovanni: They don't seem to any danger at all, at first glance. Beware of them. They are dangerous, and they are up to
something, and they aren't saying anything. Keep an eye out for disembodied auras when they are around.

"We have had few dealings with them, but from what I can see, they are playing the same game we are, watch and wait. I am
not fooled."
-- Lorenzo, Liason to Justicar Ventrue
Malkavians: Who knows? Most of them are irrelevant, but a few are dangerous beyond anything else. Stay clear of them, and
deal with them through others. They are indeed insane, but their masters aren't.

"These guys are just begging to be pranked. Quiet as a mouse, I say. Cloaks and daggers! What are these guys, black belt
librarians from hell? You should see them when they think they are alone with someone. Tricky, tricky."
-- Jack Endebox, Ancilla of Hartford
Nosferatu: Other Kindred are fools to discount them. They can't see as much as we do, but they have been looking for far
longer, and in places we could never get to. Cultivate them as allies. Watch for secrecy with all vigilance. They and their agents
are everywhere, and together, we could be invincible.

"Bastards. They're up to something. Make that clever bastards, since we don't know what they are up to. Yet. That's why it's
better to be friends with them. Besides, we trade information a lot. On the inside, we actually aren't that different."
-- Nathan, Clan Leader of Washington DC
Ravnos: They could be powerful, but they aren't. They are irrelevent. It is better to watch them than ignore them, but they are
useless hedonists and connivers for all their abilities.

"Damn, they're boring. C'mon guys, live a little!"


-- Laura
Salubri: We are more alike than most would realize. Turn them in to the Tremere, but give them fair warning. They are useful
remnants, and we should preserve their gifts. Watch out for their elders, for they still walk the earth.

"More than they seem. There is hope for them, but they must let their corruptive ties go. Alexander is performing adequately,
and has a bright future. His Bloodline is imaginative, subtle, and competent in Jyhad, without giving up their humanity. They
may be the best thing to happen to Clan Tremere. All according to plan."
-- Balin, Obscenely Powerful Methuselah
Toreador: Totally useless were it not for their stranglehold on the status system, they still are vain fools. Appeal to their egos,
compliment their artwork, and stay in the background at parties.

"They spend too much time with the Gangrel and Nosferatu, and even more time alone. But they are at least refined ancilla.
Shy little things, though."
-- Anabell Triabell, Primogen of Chicago
Tremere: Our Masters and our Cousins, though almost none of them know it. They are very knowledgable, and very powerful,
but they have a massive image problem. It is not our place to repair their image, but to exploit it. Trade of mystic lore helps
reduce hostility.

"We are ordered not to interfere with them, so we will not. But despite their subtlety, we see their power. They seek to exploit
old divisions for their own ends. They seem to know far too much of our structure and our magic. If allowed, we would gladly
crush them. In the meantime, trading information and mystic power will prove useful for both our lines."
-- Travers, 10th Generation Apprentice
Ventrue: Underestimated by elders, overestimated by neonates. They hold a great deal of power, over both Kindred and Kine,
but they are easily manipulated. Their weakness is that since they cannot see the whole board, they cannot understand the
corner they are in, and don't know the rules of the game. Their strength lies in their world wide ties to one another.

"Our greatest triumph. While reluctant to involve themselves, they are good sources of information. Assist and defend them,
they are an excellent foil to the Tremere. They support our information networks because our protection is all that keeps them
from being consumed by the Tremere. Keep them close, though, lest they catch another's notice."
-- Geoffrey, Elder of Britain
Princes: Ultimately, every Prince is a Ventrue, whatever his blood affiliation might be. Others play for debts, we play for trust.
Once you have his ear, his throne is an unnecessary decoration.

"They follow the Law, and they are loyal, though uninvolved. Alexandrians are mainly useful because they have a talent for
seeing past the nonsense, and for knowing the right facts for the right issue."
-- Montgomery, Prince of Springfield
Anarchs: They don't fight well because they don't fight intelligently. Ultimately, they are losing because even they don't know
what they are fighting for. Befriend them for information, but not more than any other group.

"I like them. They tell you what they think without telling you what to think. Some may be paranoid about them, but as long as
they don't try to bully around everyone else like the Tremere or Ventrue, I'll give them safe haven in my barony. Besides, how
can you be afraid of any Bloodline that has yet to produce a member over fifty?"
-- Charles Fortier, LA Baron
Faeries: They are strange and (mostly) insane. They are lost to this world, and almost not worth the trouble to research, as they
have already lost their last chance on Earth.
Ghosts: Easily manipulated, which is why the Giovanni are so successful. Watch them, but otherwise ignore them. They are
useful spies and servants -- little else.
Lupines: They are fighting a cause almost lost. Help them if you can, but hide your involvement. If you can, make friends with
them, as the Wyrm they fight is a danger to the Clan. They are masters of the Umbra. Study their spirituality, but don't let yourself
get too close.
Mages: Powerful and skilled. The traditions are useful to study with, and more fun to be around, but the Technocracy is far more
powerful and useful. Never get too close to either group, and never get sucked into their War. Ascension requires power that
only our Cousins can provide.
The Blood Bond: We are students of power, and have learned many things. Yes, we can break it, but the Valderie is an
artificial loyalty of its own. Never use it except with other Brothers, and only to break a Bond. Feel free to use it on other Kindred,
as long as you don't publicize it. A good Bond lasts forever, so long as you don't abuse your power over them. Remember the
lesson of the Gargoyles.
Golconda: It's real, and it is potent. As part of our studies, many seek it, but we know little more. The only two groups that know
of it, the Salubri and the Inconnu, are both enemies. This makes it difficult to seek, but more rewarding if found.

View the Id discipline.


Re-work of Clan Assamite
By Bryan Rendell (30 November 1994)
Everything you ever wanted to know about the Assamites, but were afraid to ask (with good reason, perhaps)

Storage and Brokerage


"Living at home is such a drag.
Your mom threw away your best porno mag"
-- The Beastie Boys, "Fight for your Right"
All Assamites are required to tithe 10% of blood they receive in payment to their sires. In cases where the sire has met the Final
Death, the clan elders at Alamut will accept the token of loyalty in the sire's place.
The elders of Alamut will also perform certain minor tasks for any Assamite, in exchange for a further tithe. The elders will safely
store any blood sent to them. This is an attractive option for most Assamites, as the elders are far more capable of protecting
such precious vitae than any Assamite in the field. They will also organise to have the blood exchanged for blood of a more
useful generation. This is also a very valuable, and time saving, service, that many Assamites utilise.
These services do not come free however. Storage of vitae costs a flat 10% of the amount stored. The cost of brokerage rises
as the required generation falls, as the availability of such potent blood is low. The standard fee for brokerage is 10%. For every
generation earlier than eighth, this price rises by an additional 10%. Thus if the requisite generation is sixth, then the brokerage
fee would be 30%. Note that all fees are taken from the blood before any brokerage takes place.
While the Elders of Alamut would never cheat a fellow Assamite, they will always give themselves the benefit of the doubt. The
amount taken will err in their favour, and will tend to take more of earlier generation blood.
Example: Al, a Seventh generation Assamite sends his earned blood to Alamut with a polite request for brokerage and storage.
The gracious elders will tithe Al 30% of his supply for the privilege. Al has 17 points of 11th generation, 19 points of 9th
generation, 7 points of 8th generation, 12 points of 7th generation and 4 points of 6th generation. This is a total of 59 blood
points, of which 18 points makes 30%, rounded to the elders advantage. They take 2 points of 6th generation, 4 points of 7th
generation, 3 points of 8th generation, 6 points of 9th generation and 3 points of 11th generation. In this case they took less than
30% of the 11th generation blood, because they would take no more than 30% of the total pool.
Al is left with 14 points of 11th, 13 points of 9th, 4 points of 8th, 8 points of 7th, and 2 points of 6th. When brokered, this
becomes 18 points of 7th generation and 2 points of 11th. This is placed in storage. In any further brokerage, although this blood
cannot be tithed again, it can be used in the process. The 2 points of 11th generation blood can be combined with 14 other such
points to give 1 7th generation point of blood.
While it would seem obvious that by calculating ahead of time, Al could have sent less than the above amounts and made more
efficient use of his resources, such practise is not recommended. The leeway granted is a mark of respect for the Elders of the
clan, as the Assamites should be honoured that their elders would deign to aid them. To send quantities of blood that don't
favour the Elders is insulting, implying that the Elders are somehow cheating the Neonates. Consistently doing so will almost
certainly lead to loss of Clan Prestige. Rumours that the stored blood of offenders meet with mysterious accidents are utterly
unfounded, as well as unjustly calling the honour of the Elders into question. Never, never, never call the honour of the Elders into
question.
One common form of punishment for Assamites not guilty of capital crimes is to double all tithes in blood. Thus, tithes to ones
sire, tithes for storage and tithes for brokerage are 20%. Moreover, such Assamites are expected to make full use of such
services, to demonstrate their continuing loyalty. Not to use such services is to imply that the punishment was somehow unfair,
calling the judgement of the Elders into question. Never, never, never call the judgement of the Elders into question.

Philosophy and Humanity


"Hey man what hit my car?
Don't know if it was a sheep or a dog.
Maybe it was nothing at all.
Maybe I've had just too much grog"
-- The Cosmic Psychos, "Dead Roo"
Assamites would seem to be in great danger of succumbing to the Beast, considering they make death their living. However,
just as the Sabbat has found a way of keeping the Beast at bay, so too the Assamites. However, they do not make use of Paths
of Enlightenment, as Assamites require continuing coolness and self control to pursue their goals, something the Paths do not
provide.
Instead, the Assamites have developed, over the centuries, a philosophical outlook on life and death that does not replace
Humanity, as Paths do, but supplements it. By rigourous application of this philosophy, the Assamite can operate in the field of
death dealing without loss of humanity.
Putting it briefly, this philosophy is related to the principle of Golconda, which is acceptance. The Assamite accepts all facets
and conotations of the deed to be committed, accepts the separate and distinct reality of the one to be killed, accepts his own
role as killer, accepts the spiritual quest upon which he is on. In this aspect, it can be seen as remorse before the fact. However,
this "remorse" is counterpointed with the joy of spiritual epiphany, the necessary re-discovery of the spiritual underpinings of the
Clan that must be achieved over and over again. While in this state of remorse/joy, the Assamite's horizons expand, and he is
capable of performing the act of killing while keeping the Beast at bay
Note that an understanding of the reality of the intended target is crucial to the process. The Assamite requires as much
personal detail on the target as possible, in particular photos of the target and family, if any. Other documents that reveal the
target's history, such as school reports, lists of personal tastes and habits and any other highly personalized items are ideal.
When arranging the hit, the Assamite will always ask to be provided with such items, as well as all information pertinent to the
actual hit itself, by the one putting out the contract. If no such items are provided, the Assamite may well conduct a little raid on
the target's house to furnish himself with the necessary items. If no such items are to be found anywhere, this may well affect the
Assamite's willingness to perform the deed, depending on how highly the Assamite values his Humanity.
So how does this work in game terms? First, it requires the use of a new Knowledge, that of Assamite Philosophy (apologies for
not coming up with some really clever name). It is then a simple roll of Perception + Assamite Philosophy at a difficulty of the
Assamite's own Humanity. This reflects the Assamite's struggle with himself to attain the necessary state of mind. Each roll
takes 2 hours to perform.
The number of successes on the roll determine the length of time the Assamite can remain in this euphoric state. The more
successes gained, the more leeway the Assamite has on the means of assassinating the target. A single success grants the
Assamite 3 hours of time. Each additional success doubles this base time, so 5 successes would give the Assamite 2 days to
do the job. If the alloted time passes without the target being killed, or if the Assamite fails the roll, the Assamite can attempt
another roll. However, unless there is a significant change in the degree to which the Assamite "knows" the target, the difficulty
increases by 1. This can occur an indefinite number of times, with the difficulty penalty accumulating each time.
If the Assamite botches the roll, then he can make no further rolls regarding this particular target. However, by this stage the
Assamite has almost certainly agreed to the hit, and is honour bound to make an attempt. The Assamite clan has a serious
reputation to protect, and doesn't like individual Assamites doing anything to jeopardize that reputation. The Assamite will just
have to kill the target and accept the risk to his Humanity. C'est la vie.
Beyond this simple roll, there are some considerations that must be addressed. First, it is part and parcel of the whole Assamite
position that they are assassins, not murderers. This roll can only be made in the case of a legitimate assassination. It cannot be
made for any old killing the Assamite may want to perform. For all other actions, Assamites are just as subject to Humanity loss
as all other Kindred. Secondly, the process focuses on a single individual and his death. Thus, the Assamites Humanity is
protected only against the death of that individual and the minimum violence required to attain the individual's death. It does not
protect the Assamite's Humanity if he blows away the targets family when trying to get the target. Basically, this requires the
Storytellers discretion as to when the assamite has crosed the line from necessary to gratuitous action.
There are also various modifiers that alter the circumstances of the roll. These are as follows:
Every time the Assamite doubles the time spent in contemplation, the difficulty drops by one. Thus if the Assamite spent 8
hours in reflection, the difficulty would be Humanity - 2. Often Assamites with high Humanity will spend the daylight hours in
contemplation rather than sleep, to perform a hit the next night.
An intergral part of the process is the spiritual growth through the blood attained. If the Assamite is working for anything
other than the blood of Kindred, the Difficulty of the roll is 1 higher.
It is essential that the Assamite "knows" the target for the attempt to be made. If the Assamite has had some personal
involvement with the target, then the difficulty is lowered by 1. However, there is a point where intimate involvement
becomes a burden rather than an asset. If the Assamite has particularly strong feelings for the target, then the difficulty is
raised by 1 to 4 points, depending on the strength of the feeling, and the degree of reciprocation. Note that these feelings
can be positive or negative. Utter loathing for a target can cloud the Assamites mind as effectively as love.

Heresy
"Just wait until you touch the 'Pernicious Poem Place'! Oooh, you'll be sorry then!"
- Calvin, "Calvin and Hobbes"
Not all Assamites make use of the philosophy of the Assamites. Indeed, it is believed that some Assamites follow Paths similar
to the Path of Caine found amongst the Sabbat. The Elders have no problem with this. So long as one is loyal to the Clan, and to
the goals of the Clan, then how you go about it is your own business.
However, there has developed over the centuries a movement within the Assamites which is viewed as inimical to the goals of
the Clan. This underground faction espouses the position that the Assamites should not be the assassins of the dead, rather
they should be the defenders and warriors of the Kindred, as it is thought they once were. This of itself is not a problem. The
Elders of Alamut are tolerant as to what Assamites do when not assassinating. What is a problem is that these separatists
dispute the existence of Caine, and suggest that the quest of ascending to Caine by raising ones generation is bankrupt, and a
perversion of the understanding of Golconda. Understandably, in such a fundamentalist Clan, this suggestion does not go down
well.
It is believed that the Separatists have developed their own philosophy with respect to noble warfare, that works much as the
Assamite Philosophy does. The Elders of Alamut have made repeated efforts to eradicate the movement where ever it was
found. However, their efforts have never been completely successful, as the movement has always risen again after a time.
Admittedly, only a small minority of Assamites are members of this group. Further, very few other Assamites have ever heard of
them, as the Elders make concerted efforts to keep other Assamites ignorant of the heresy. While this policy perhaps keeps the
number of Separatists to a minimum, it makes it easier for the Seperatists to remain hidden in the body of normal Assamites.

Quietus
"Soon I discovered that this Rock thing was true.
Jerry Lee Lewis was the Devil,
Jesus was an architect previous to his career as a prophet."
-- Ministry, Jesus Built my HotRod
The Assamites' spiritual beliefs about blood, combined with their death fixation, led to the discipline of Quietus. While it is
suggested that the Assamites used the curse of the Tremere to originate this discipline, the reverse is actually true. The curse of
the Tremere made use of the Assamites' own blood powers, and turned that power against them. The powers of Quietus reflect
two things: the growing toxicity of the Assamites blood, and the Assamites' growing spiritual connection with blood.

Obfuscate
"Mmmmmm, waffle run-off!"
-- Homer Simpson, The Simpsons
The Discipline of Obfuscate utilised by the Assamites is slightly different from the discipline used by Camarilla vampires.
Assamites do not learn the first level power "Cloak of Shadows." Instead they learn a different power, called "Silence of Death."
Note that this is merely contingently so. An Assamite who learns Obfuscate from a Nosferatu or a Malkavian, for example, would
have the "Cloak of Shadows" power at the first level, as would any Assamites this individual subsequently taught Obfuscate to.
However, virtually all Assamites learn Obfuscate at Alamut when Embraced, and "Silence of Death" is by far the more common
of the two powers used by Assamites with Obfuscate.
* Silence of death: With this power the Assamite can create a zone from which no sound may escape. For a minimum of 5 feet
around him in every direction there is complete silence. He could run at full speed, fire a machine gun or set off 100 pounds of
dynamite right where he stands and no one would hear it as long as the sound was created within that zone. Note that the
character can still hear things going on outside of this circle of silence, but cannot himself hear anything going on within the
circle.
System: For the cost of 1 Blood Point, a zone of 5 feet around the character is created. For every additional Blood Point spent,
the radius of the zone from the character increases by 5 feet. No roll is required to achieve this effect. Unlike the case with other
Obfuscate powers, Auspex is of no benefit to counteract the effect of the "Silence of Death."

Assamites, Quietus & Blood


"Everybody knows that a Burrow Owl lives in a hole in the ground. Why do you think they call it a Burrow Owl anyway?"
- Dead Milkmen, Stuart
Quietus is a reflection of two factors: an Assamites spiritual connection with blood, and the growing toxicity of the Assamites
own blood. One might think that this last factor would prevent Assamites from creating ghouls, or feeding their blood to other
Kindred for the purposes of healing. However, the two factors are interdependent and largely inseparable. The toxicity of
Assamite blood is latent, dependent upon a conscious spiritual connection to initiate the effects of Quietus, while it is the nature
of Assamite blood, beyond the merely vitriolic, that initiates the capacity for spiritual awareness in the Assamite.
Thus for most Assamites, their blood is, for all intents and purposes, normal Kindred vitae, capable of being used by mortals
and Kindred for all the uses other Kindred blood can be put to. Only by the conscious decision of the Assamite can the vitae
take on its lethal properties. Evidence of this lies in the fact that Assamites can control the effect their blood has on others within
the purview of Quietus. An Assamite with Quietus of level 5 can use his blood for any of the effects up to and including the fifth
level. He is not merely obliged to exercise only the most potent effect he has reached, as if his body was nothing more than a
store for more and more concentrated poison.
It was the latent toxicity of the blood, requiring a spiritual command for release, that the Tremere used to curse the Assamites
into their present state. Attempts to reach "scientific" explanations for Kindred have been fruitless, and few would argue the
mystical/spiritual nature of Kindred in general. In particular, the mystical nature of Kindred is contained within their blood, as the
centre of their birth and continued life. What the Tremere achieved with their curse was a subtle alteration of Assamite blood, so
that the presence of foreign Kindred blood in an Assamite's system would utilise the mystical properties inherent to such blood
and initiate the same spiritual connection that the Assamite would normally make voluntarily. The nature of this command to the
Assamite's system was the rapid assimilation of the foreign blood, followed by its immediate destruction as its mystical potential
was released into the Assamite, a release that causes turbulence and disruption to whatever mystical power it is that keeps
kindred alive. This is why Assamites have found no way to resist the pain caused by the consumption of Kindred vitae: it is a
spiritual, not a physical, pain, and cannot be soaked.
The inability of Assamites to imbibe Kindred vitae is virtually total. Even the blood of other Assamites is sufficiently alien and
individual in nature to prevent consumption without repercussions. The only exception to this rule is the blood of one's immediate
progeny. Assamites are able to drink the blood of Kindred they have sired, but no other. The blood of an Assamite's own sire is
too potent relative to his own to escape the normal effects, while the blood of his grand progeny is too weak, and has become
sufficiently individuated to cause pain and damage.
On a related topic, it is often believed by those outside the clan that Assamites are immune to the effects of each other's
Quietus. This is partially true, although it is not the whole story. An Assamite attacked with Quietus who takes some other
Assamites blood into her system will suffer the effect of both the Quietus power as well as the spiritual consequences of having
alien vitae in her system. The Assamite's system will then destroy the foreign blood in the usual way, although at a rate of 1
Blood Point per turn, rather than all at once. Thus an Assamite who unwittingly imbibes 3 points of another Assamite's vitae,
initiating a Body Wrack, will suffer the full normal effects of Body Wrack, as well as losing 1 Health level per turn, for a total of 3
turns. At this point, the Body Wrack disapears, and the Assamite ceases to take damage, all foreign blood having been
destroyed. Note that this only applies in cases where the Assamite's system is invaded with foreign blood. Thus, such powers as
Blood Agony, which rely on the caustic properties of the blood, and Blood Sympathy, which turns the target's own blood against
himself, affect Assamites normally.
An obvious benefit of this intolerance to Kindred vitae is that Assamites cannot be Blood Bound, at least in the normal run of
things. All Kindred blood is destroyed far too quickly to have any effect, and although they can feed from their progeny, a sire
cannot become Blood Bound to his progeny (Vampire, PP 16, last paragraph, written by someone who should know). It has
been theorised that the vitae of the earliest generations of Kindred is potent enough that the Blood Bond can be established
before the blood is destroyed by the Assamite's system. This remains a theory, however, and only the most ancient of
Assamites would know for sure.
The interdependence of blood and spiritual awareness for the Assamite to use Quietus makes the Discipline an unusual one in
terms of being learned by non-Assamites. The Assamites are created with the potential for establishing this two way relation by
virtue of the very nature of their blood. Other Kindred are not so endowed, and Quietus cannot simply be taught by any Kindred
who has it to another who does not. The exact conditions for the teaching of Quietus to non-Assamites is uncertain, as the
Assamites themselves are loath to do so. It is believed, however, that much like Vicissitude and the Tzimisce, the consumption
of Assamite vitae is necessary at some stage in the learning process. Although Quietus is not a disease as Vicissitude is often
seen to be, the properties of Assamite blood is internal to the whole use of Quietus as a Discipline. So the Discipline Quietus is
only regularly found amongst the Assamites, and in the Sabbat, where the Assamite antitribu have shared their secrets. Outside
of these two groups it is extremely rare. Interestingly, it is not as prevalent in the Sabbat, except for amongst the Assamite
antitribu, as one might suspect it would be. The reasons for this are not clear (See "Unity" for more details).

Unity
An issue that has troubled a few Kindred scholars, in particular the Tzimisce of the Sabbat, is the inexplicable unity of the
Assamite clan. Although the Assamite clan has been described as a fundamentalist religion, which explains its cohesion, it's not
a description that holds up under scrutiny. The Assamites run the gamut from inhuman killers to virtual pacifists who commit
assassinations. While they seem to be motivated by a quasi-religious appreciation of themselves relative to Caine, this often
does not appear to be a zealous religious conviction, as one would expect with a fundamentalist doctrine. Indeed, it often
appears to be no more than a mild belief they occasionally espouse, which is even more confusing when one considers the
single minded devotion to a particular death the Assamites display.
Certainly, it is not a philosophical or religious conviction that holds the Assamites together, for nothing within their codefied
beliefs pertains to any such solidarity. Nor, as some have suggested, is it the apparent alienness of their beliefs that holds them
together, as the only acceptance they will find is with each other. One might argue the same point of the Sabbat, and no-one
would deny that it is only the Vaulderie that keeps the Sabbat from exploding, regardless of their inhuman value systems.
The further fact that Assamites cannot be Blood Bound only makes the situation even more incomprehensible. Prior to the
Treaty of Thorns, it was long suspected that the Assamite clan was a structure of Blood Bonds, similiar to the Tremere. Once the
Assamites were cursed, it was largely believed that the Clan would fly apart at the seams. Instead, it continued on with scarcely
a ripple, instigating their role as hired killers of Kindred with amazing speed.
It is the inexplicable unity of the Assamites which particularly troubles some of the Tzimisce. They wonder why it is that if the
Assamites are unified beyond our ability to understand, and attempt to purge dissident elements that arise in their ranks, such
as the Separatists, then why did they fail to react at all to the defection of numbers of Assamites to the Sabbat? The Assamite
antitribu have never been anything but unswervingly loyal to the Sabbat, the Black Hand being the saving grace of the Sabbat
Civil War. No tests that have been tried, no thaumaturgical ritual that has been cast has revealed any secret control over the
Assamite antitribu, or given any indication that they would betray their sect. For the more paranoid of the Tzimisce, this does
nothing but heighten their fears. Such fear and speculation serve no purpose however. Without any sort of evidence, few others
in the Sabbat pay much heed to the fears of the Tzimisce. Such wild speculations as the spiritual connection the Assamites have
with blood, and the possible latent effects that the Assamite Antedeluvian may have passed on to his or her progeny through
their blood, latent commands and orders waiting like time bombs for the right moment, are dismissed as groundless ravings
It has been rumoured before that when Gehenna comes, the Assamites will be the shepherds for the Antedeluvians. It may be
that the Sabbat has accepted the shepherds in with the sheep.

Assamites and Thaumaturgy


"Groovy"
- Ash, Evil Dead II
In pursuit of their single goal of the perfect kill, the Assamites adopt a wide variety of methods and means, often specialising in
fields such as explosives or poisons or "accidents." One of the tools found most useful in enacting any number of these
preferred modes is Thaumaturgy, and the enormous range of capabilities it grants. Amongst the Assamites, Thaumaturgy is
slightly more commonly possessed than among Camarilla clans, where the Tremere jealously guard their secrets. For the
Assamites however, there is a critical difference in the manner in which they learn the Discipline.
Basically, no Assamite will ever learn the Path of Blood. The Path of Blood is seen as defiling and polluting the spiritual
connection Assamites have with blood. What this might mean in practical terms is not known, as no Assamite learns this path. In
terms of learning Thaumaturgy, this limitation requires that any Assamite desiring to aquire Thaumaturgy must be taught by
another Assamite, generally back at Alamut.
For most Kindred, the learning of Thaumaturgy is accompanied by the automatic development of the Path of Blood. Obviously
Assamites cannot do likewise. Instead, in ages past, the Assamites developed a unique Thaumaturgical path that is the
automatic path learnt by all Assamites. This path is the Path of Inner Silence. Beyond this path, the most common paths
learned by Assamites are Movement of the Mind and the Path of Conjuring, although it is possible to find all of the paths
represented in the Assamite clan.

The restrictions on Thaumaturgy are believed to apply equally to the Assamite antitribu. In fact it is known that Assamite antitribu
wishing to learn Thaumaturgy will travel to Alamut where they are taught that which they wish to know, no questions asked.
Originally, the Sabbat was critical of this practise, but the Assamite antitribu were completely willing to divulge the learning of the
Path of Inner Silence to their fellow Sabbat. Presently, although the Sabbat disaprove of the practise, they do not stop Assamite
antitribu from traveling to Alamut. Within the Sabbat, the vast majority of Thaumaturgy practitioners outside of the Assamite
antitribu have the Path of Blood as their base path. Only a handful learn Thaumaturgy from the Assamite antitribu, and not many
more learn the Path of Inner Silence at a later date.
HISTORY OF THE BAALI
By Eric S. Bertish (bertishg@db.erau.edu) (18 Jan 1995)

Preface
Due to the overwhelming response (well, on any mailing list three is considered overwhelming), I'm posting my complete history
for the Baali bloodline. However, I'd like to say a few things before I get started, mostly to clear up some confusion.
1). I didn't invent this bloodline. It can be found in the Vampire Storyteller's Handbook. If you don't have it, get it, if only for the
stats of Baali, Blood Brothers, and Gargoyles.

2). I did, however, re-invent them. It has been the general consensus of Vampire players and STs that the Baali were created so
that PCs, regardless of whether they were Camarilla, Sabbat or Anarchs, would be able to say "Well, at least I'm not as bad as
that." They have been considered the throw-away bad guys: evil with no depth. I intend to change that.
3). With that in mind, then -- I present the history of the Baali. Much of it has been cobbled together from various WW products,
which I will list later. Therefore, rest assured that this history is as internally consistent as any WW product can get. Most of the
information was already there; I merely drew the conclusions together into a recognizable format.

Bibliography
Vampire 2nd ed., Vampire Player's HB 2nd ed., Vampire Storyteller's Guide 1st ed., Clanbook: Toreador, Clanbook:
Tremere, Clanbook: Nosferatu, Player's Guide to the Sabbat, ST Guide to the Sabbat, The Book of Nod, and Chaos Factor
(an adventure for Mage.) Enjoy it! And remember, comments and criticims are always welcome.

Legal Stuff
The following creative material (That is, ideas not published by WWGS in any of their products) are copyright 1994 by Eric S.
Bertish. Everything else is pretty much already owned by White Wolf, and shouldn't be taken as a challenge because WW is a
big company with a nice legal budget and I'm just a poor college student with no money to speak of in the first place. They could
squash me like a bug in an instant and so I'm not challenging anything, okay? :)

The Ancient Times


In the beginning was Caine.
And Caine wandered throughout the Land of Nod, and was alone in his sorrow. After the passing of an age, Caine returned to to
the children of Seth, so that his exile would come to an end.
All who saw him were awed by his power, for they saw his mark but did not know what it meant. They took him in and made him
ruler of the First City, and they were his loyal subjects.
But despite this, Caine grew lonely. He was different from all those in the city. He was a god among men, power surrounded by
passivity. He ruled wisely and well, taking upon himself the role as protector of the First City and the guardian of its peoples. Yet
though he was honored and worshipped, he was also feared by the people, and they did not understand his sorrow.
And this darkness that was inside Caine began to grow and fester. He forbade worship of the One Above. He reveled in his
darkness, casting aside the restraints he had made for himself. His hunger grew, and his subjects' blood sated it through orgies
of feeding. His people began to fear him and their supplications to him ceased, for they did not wish to attract the attention of
their mad god.
Caine's loneliness grew.
Delving into dark and forbidden arts, Caine sought the answer to his dilemma. The answer appeared to him one night as he
consorted with demons. Nn'theraq'pss, a great Lord of Hell, appeared before him. He offered to give Caine the secret
knowledge he needed to end his solitude.
"What would you ask in return?" asked Caine. "I know from my studies that your kind does not do these things for free."
"I desire very little," Nn'theraq'pss replied. "I do not wish your soul, for you not have one." Caine's heart became heavy at those
words.
"Instead, all I ask is that a line of your children become my priests. I want to be worshipped on Earth, as a mockery to the One
Above."
Caine agreed.
Six nights hence, the secrets of the Embrace were revealed to Caine. And on the seventh night, the night he prepared to create
his first childe, an angel appeared before him. Uriel, the angel of Death, spoke to him and said:
"Caine, though powerful you are, and marked of God, know you this: that any Childe you make will bear your curse, that any of
your progeny will forever walk in the Land of Nod, and fear flame and sun, drinking blood only and eating ashes only.
"And since they will carry their father's jealous seed, they will forever plot and fight amongst themselves. Doom not those of
Adam's grandchildren who seek to walk in righteousness, Caine! Stay your dread embrace!"
But Caine did not heed these words of God, and on that night he created his first Childe, Enoch. Caine made Enoch the ruler of
the First City, and enjoyed the company of his Childe, reveling in the pleasure it could bring.
Yet Enoch was lonely, and he begged Caine for a brother and sister, and Caine begat Zillah and Irad. And Zillah and Irad begat
Childer of their own.
And Caine looked upon the City he had created for the good of Seth's kin, and saw with fresh eyes how the evil and decadence
festered within it. And for the first time in an age, Caine felt sorrow for all he had done.
The great Deluge came, and Caine felt it was just punishment from the One Above for all the evil he had caused. So Caine
wandered the Land of Nod once more, leaving his Childer to their own consciences, his only valediction that they would create
no more of his line.
Enoch followed Caine, begging him to return, but his pleas fell on deaf ears. Enoch returned to his brother and sister, who
sought to create a Second City.
Yet Enoch was still lonely, for he did not desire the company of his siblings and greatly missed his father. And in his loneliness,
he created his own childer. He embraced two twins, a brother and a sister, and their names were Arikel and Malkav. And Enoch
felt joy in what they did, for Arikel was a sculptress and Malkav was a performer.
Years passed, and Enoch's joy faded. He saw his childer slipping into evil and decadence, like he and his siblings had, and he
knew how Caine had felt. Seeking answers to his own existence, he left his kindred and followed in his father's footsteps,
wandering the Land of Nod. And it was in the Land of Nod that Enoch made his greatest mistake, the one that would fulfill the
contract made by Caine so long ago.
In his weakness, Enoch had done that which he had sworn he would never do again.
Long had he wandered the burning wastes of the Land of Nod, fleeing from the rays of the sun like the other serpents, burrowing
deep into the earth until night. Long had he subsisted only on the blood of animals, for he had sworn never to consume the blood
of Seth's kin again.
But his many years in the desert were his undoing, for his hunger grew greater the more he denied it. And so it happened that,
during the course of his wanderings, he came upon a mortal sitting beside an oasis. And Enoch's hunger came upon him like a
great flood, and he was carried away by it; he attacked the mortal and drained his life's blood until the last of it adorned Enoch's
lips. And as the hunger abated, Enoch saw the man's face for the first time.
It was a serene face, a face full of compassion and gentleness. And Enoch felt a deep shame for what he had done, and in his
weakness he shared his blood with his victim, and made him his childe. In this manner did Enoch beget Saulot.
Enoch spent an age with Saulot, talking of a great many things not as a parent would to a child, but as a brother to a brother.
Saulot was a man of learning and discernment, and possessed a wisdom beyond his years. He was a great comfort to Enoch,
until the Beast which slept within him began to awaken.
At this Enoch fell into despair. Saulot, his greatest childe. Saulot, the most moral of his kind. Saulot, the one whom Enoch had
groomed to be his successor. Saulot, the Beast. And in his despair, Enoch fled once more into the Land of Nod, never to return.
Saulot created many childer in the absence of his Sire. These he chose in his own image, and were scholars, philosphers, and
priests. And though they were all his line, they battled each other like enemies. Saulot was saddened by this, and saw the harm
and evil his actions had caused. And like his Sire, and Caine before him, Saulot fled east into the Land of Nod to find purpose in
his life.
It was there, in the Land of Nod, that Saulot changed. He regretted his actions, and was determined to make right that which he
had made wrong. He desired forgiveness for his actions, a way to conquer the Beast. As he lay sleeping, an angel of the Lord
appeared to him. "Saulot," it said to him, "you alone of all your brethren have asked for forgiveness. Know you that the Lord is a
just God, and that by your supplication for forgiveness is granted. Return to your people, and spread to them the doctrine of
salvation, that those who seek the place of Golconda shall find it." Saulot awoke, and named the place where he had slept
Golconda. He then returned to the world of his Kindred, that he might tell them of his peace, and the mark that had been placed
upon him as a sign of his forgiveness. For a third eye had appeared on his forehead while he slept, signifying his redemption.
Those who Saulot embraced after that day were those whose lives were filled with sin and predation. By embracing them, their
consuming nature was brought to the attention of their souls so that they might be redeemed. Saulot redeemed many in his
travels.
Saulot's greatest failing, however, had occurred long before his redemption. His first childe never sought the redemption he
offered, and rebuked the forgiveness offered by the One Above. Instead, he cursed the One for the mark that had been put upon
all his kind, and conspired with infernal powers.
Thus began the Baali, the evilest of Caine's line, the cursed seed of Enoch, the fulfillment of the contract made so long ago.

-- Excerpt from the Book of Nod, as told to all Salubri upon their embrace.

The Beginnings of the Line


The "modern" history of the Baali begins thousands of years ago, with Saulot embracing his first childer. His name was Shaitan,
and he was a philospher like Saulot, though dark and brooding in contrast to Saulot's optimism and hope. Shaitan had beeen
embraced for much the same reason Enoch had given Saulot eternal life -- he desired someone to talk to, a companion for the
endless nights. Their differing attitudes sparked many heated debates, some of which ended with the loser, unable to counter a
particular philosophical riposte, stalking off into the night in a frenzy.
Both were highly intelligent, and more importantly, highly stubborn. Each refused to give an inch. However, Shaitan's constant
fault-finding with the universe began to gnaw away at Saulot's resolve. While he felt that vampirism was merely another obstacle
in humanity's quest toward perfection, Shaitan considered it both a gift and a curse. His main point, reiterated over hundreds of
years, was this: God turned Caine into a vampire as a punishment, and that punishment was levied across countless years and
generations. Why would God do this to Caine? The answer was seductively simple.
God feared Caine. It was the only answer. Caine was the first to show creativity and intelligence. Adam and Eve were little more
than animals, who needed prompting by the serpent before they rebelled, and even then they didn't know why they did it. But
Caine...Caine knew what he was doing, and it was his own idea. He showed independent thought, not mindless, animalistic
obedience like Adam, or the easy gullibility of Eve. He was the first to challenge God at his own game. And God wouldn't stand
for it. Fearful of what might happen, Caine was cursed. A powerful curse for a powerful man.
Shaitan reasoned that he would not calmly accept his curse like a docile cow, as Saulot and the others had done. If he was to be
cursed, then he would earn that curse, using all the powers that had foolishly been given along with it. He would exact his
vengeance upon God.
Shaitan's tongue was both serpentine and silver, and with this philosphy he brought many of Saulot's childer to his way of
thinking. The rift between Sire and Childe grew and festered. Shaitan and his 12 followers began to wrest control of the
Mesopotamian city of Kala-At-Sherghat from its rightful rulers, and twisted the city and its inhabitants to their own deviant ends.
Humans were cattle, they said, and thus our property to do with as we wish. Did not even favored Abel slaughter his sheep in
sacrifice to the Lord? If humans were the rulers of animals, and thus placed above them, then vampires were placed above
humans by none other than God himself. The kine were theirs to raise and slaughter at their whim.
Saulot wept at this, seeing all the evil and sorrow he had brought about through the wrongful embrace of Shaitan. He left his
home to wander the Land of Nod as his Sire and his Sire's Sire had done. And it was there that Saulot was the first vampire to
find redemption.
Shaitan and his followers transformed Kala-At-Sherghat into a pit of despair, hatred and pain. It was there, amidst the charnel
house that had once been a great city, that Nn'theraq'pss appeared to Shaitan.
Nn'theraq'pss approved of Shaitan's philosophy and methods. He offered Shaitan the one thing he craved most: power. Power
enough to bring down even the One Most High. All that was needed was eternal servitude and Shaitan's dark, twisted soul.
Shaitan agreed instantly.
Under the guidance of Nn'theraq'pss, which is the True Name of the demon Ba'al, Shaitan's dark empire flourished. Nations
were conquered within the space of a night, their inhabitants offered up to the great hunger of the Dark Lord. With Ba'al tutelage,
Shaitan mastered the arts of Daimonon and Dark Thaumaturgy, as well as refining the philosophy which became the Path of Evil
Revelations.
At the height of power, however, disaster struck. Civil war wracked the Second City as those of the third and fourth generation
rebelled against the second. Zillah and Irad were destroyed; Brujah diablerized by his Childe, Troile. But these victories were
costly, and the Second City was demolished in the process.
Left homeless and hungry after their pyrrhic victory, the surviving kindred migrated toward the great empire that lay to the east --
the empire of Shaitan.
Shaitan did not welcome these intruders in his realm, and destroyed all he could find. Angered by the rejection of one of their
own kind, the leaders of the clans united for the second and last time in history. They destroyed Shaitan's legions like a flash fire
sweeping across the plains. They stormed the walls and razed the great towers of the city. Within a night, the city of Kala-At-
Sherghat was burning.
The Baali had been easily defeated. They numbered only 13, and had held the city so tightly in their grip that they refused to
allow any other of their kind to be created, fearful of a threat to their power. Those who were embraced were created as victims,
a powerful sacrifice to their twisted master, ritually slaughtered for their heart's blood. As such, their limited ranks of schemers
and evil priests were easy prey for the threshing machines of the Brujah, Assamites and Gangrel. They were all destroyed --
save one.
Shaitan escaped the carnage by dint of his unswerving loyalty to Ba'al. Warned of the impending attack, he left under cover of
daylight a full two days before the assault of the city. He alone was spared, he alone was worthy to survive. All his brethren were
weak and had not served their Lord Ba'al with all their souls. They deserved to die.
Shaitan traveled east yet again, where he came to rule the Indian tribes of Central America under the name of Huitzilopoctli. See
The Chaos Factor for more information regarding his activities there, as well as his stats.

The Modern Era


With the departure of Shaitan to parts unknown, after the razing of Kala-At-Sherghat he was numbered among those destroyed
by the fire and forgotten. The city was rebuilt, and its demonic past was carried off along with its former masters to the oblivion of
Final Death. Or was it?
It was not. Shortly after fleeing the doomed city, Shaitan embraced his faithful ghouls who had made his escape possible. In
serving as his servants and assistants, they had learned the arts of the Baali as well as, or better, than Shaitan's brethren had.
Before his arduous trek to the New World, where Ba'al commanded him to, Shaitan gave his minions one final mission:
Make them pay.
And so, the Baali of the 5th generation slowly returned to Kala-At-Sherghat, posing as the childer of Saulot's line. They arrived
singly, over the course of years. Using their intimate knowledge of the city, they found the bolt-holes Shaitan had created to store
the valubles he could not bring with him. And as they slowly gathered, the corruption began.
It was at this time that Saulot returned from the Land of Nod. He had found redemption, he said, at a place called Golconda.
Salvation could be had by all vampires, if they sought it sincerely. The forgiveness of God could be theirs. He was both a
prophet and a healer, for a third eye had mysteriously appeared upon his forehead, and with it came the ability to heal not just
body and mind, but soul as well. Even the soul of a vampire.
Saulot acquired a following of those who believed his teachings. Many of them were those who had been healed of the Wassail,
saved from the Beast. It is even rumored that Saulot restored the face of a repentant Nosferatu. He embraced only a few, and
those he did were embraces of kindness: those who regarded life as curse rather than a blessing; those who were unable to live
a normal life; those who wished for the ability to help others. They regarded him with reverence, and those who followed him,
regardless of whether they were his childer or not, considered him their Sire. Collectively, they were known as the Salubri.
The Baali immediately saw him as a threat. Posing as Salubri, they committed atrocities in his name. For each act of kindness
Saulot made, the Baali killed and maimed threefold. Such was their destruction that the Salubri were driven from the city under a
blood hunt. Saulot was branded as a criminal, and his followers were hunted in every city they came to. Only those Saulot
rescued chose to follow him.
Their job complete, the Baali dispersed throughout the world. For in damning Saulot, they exposed themselves for what they
were. So they hid among vampiric society, corrupting those they could. The bloodline lay forgotten until 1640.
The Renaissance had just ended, and Europe was just beginning to accept all that had happened as part of its everyday
existence. Study of obscure texts was commonplace among scholars and academics, and John Dee's Order of the Golden
Dawn, as well as other occultic organizations, were well-established. It was out of this era that the seminal work of the Baali was
created, a perfect summation of all they believed in and held dear. Ironically, they didn't write it.

The Delicate Maul of Bright Shadows, as it was called, was written by a Brujah scholar whose obsession with the occult rivaled
that of the Tremere -- the clan that had replaced the Salubri through the diablerie of Saulot. In the course of his studies, the
Brujah stumbled upon some of the works of Shaitan. Voracious for knowledge, he studied them ravenously, only to lose his mind
in the process. Driven to madness, his mind liberated from the binding constraints of reality, all was made clear. His personality
fragmented, and he adopted a feminine identity. Calling himself Hecate, he penned the Delicate Maul, a work that would later
become as a bible to the Baali. Some excerpts:

"On -- on -- to the meat of the matter, or rather, to the maggots of the matter -- to the source of life shunned and derided as
unclean..."
"Such hypocrisy, such mealy-mouthed absurdity. Our race is destined to tame our world, to bind nature to our bidding. We
can and we must -- for to shirk is to squander our potentials -- though demons roll and heaven shakes."
"Yet still we make distinctions and false comparisons, saying "yes, this part of nature you must tame, but this is holy and
apart and not for us to touch." Absurdity, hypocrisy, gullible slander! It is not apart -- look, see how my Art reaches out to it,
makes the transcendent the mundane -- and holy is just a sound in your mouth, real only in your mind."
"Unclean! Unclean! they cry. Blasphemy! Blasphemy!"
"Fie on you all. Your words are wind."
"First -- unlearn your language! Know that "sin" and "crime" are merely words, just sounds forged into steel form to chain you!
Unlearn those empty syllables and free your mind -- so reveling in all joyous depravity and forbidden pleasure -- holding
bloody hands aloft, shrieking like lions into the night, to know that in the butchered forms before you you have found Truth --
and to Hell with them!"
"Second -- burn and topple, shatter and rend -- for it is a lie that only in creation is there worthy purpose. Understand the
value in destruction -- realize the fulfillment of desolation."
"Third -- know thine enemy! For it is not enough to merely know the enemy, but one must know of the enemy, its weaknesses
and vulnerabilities." "She hopes you might see clearly your own destiny -- whoever you might be -- see how we might slam
fast our jailers' doors upon them and grasp our own potentials as we should. She expects that you see how the common
mortal flails in self-delusion -- see how heaven's puppets demand obedience."
"It is our duty and fate to master and destroy these empty husks, as with every other form of nature -- to make ourselves
supreme above all, supremely served by all -- and to crush beneath us all that comes before or falls below us, all who cannot
see their destiny, and all who hold us back from reaching ours."
"May these words fuel the fires in your hearts, give form to your hate, your loathing and your other higher emotions -- so that
with us -- with her, or me -- you might stride onwards, crushing all beneath your heel."
These powerful words were dismissed by a great majority of vampires as simply the fanatical rantings of an occultic anarch, but
those with the proper knowledge knew better. They could see the message hidden deep within the madness, and within the
space of weeks Hecate was "invited" to join a society of like-minded individuals. The Baali had found a figurehead.
And thus the Baali have continued to this day. They occupy positions of power both in the Sabbat and in the Camarilla. They are
an infection in vampiric society, preparing for the day when they can make the earth ready for their Master's arrival.

The Baali
"It is better to rule in Hell than serve in Heaven."
-- Milton, Paradise Lost

Philosophy
As mentioned in the history section, the Baali feel that they have been wronged by God. Caine was a brilliant man, and therefore
a threat to God. God removed the threat to His sovereignity by cursing Caine with vampirism. Therefore, they consider
themselves to be God's enemies.
This does not mean that they consider themselves evil. Rather, they were the losers in the first battle, and the victor always writes
the history books. They have been unfairly persecuted over the years, and now they will exact their revenge. To call them evil is to
see things from only one perspective. What one man calls rebels, another calls freedom fighters. God drew the battle lines
millennia ago, and the Baali associate with the forces of "darkness" under the principle that the enemy of their enemy is their
ally. So far, it has been a mutually benficial alliance.

Goals
Baali and Setites are considered to have the same goals by Camarilla vampires. This is completely false, though it is an illusion
the Baali try to foster. Rather, their goals are are far more insidious than simple corruption.
Baali consider the corruption games of the Setites to be useful, but often short-sighted. Setites feel corruption is the goal; Baali
see it as means to an even greater end. Thus, they will often have Setites as pawns.
The ultimate goal of the Baali is the utter destruction of the world as we know it. They are the favored children of the forces of
darkness, the vanguard of Gehenna. Their job is to make the world suitable for occupation by their demonic masters, turning it
into a global charnel house. By the proper use of rituals and manipulation, they attempt to increase the suffering in a given area.
Political unrest, racial divisions, intolerance, poverty, sickness, starvation, pain, loss of hope: these are what they strive for. Once
an area is "prepared," it is suitable for occupation by lesser spirits such as Banes. As greater and greater heights of misery are
reached, more and more evil is drawn into the place, until the pain of the entire populace can be offered up to their masters as a
sacrifice. It is believed that at that point, Shaitan will awaken and lead the Baali in a great ritual that will open a gate for Ba'al and
his minions. When this happens, on the night of Gehenna, only the Baali and their allies will emerge victorious. As a reward for
their servitude, the Baali will govern the earth for their masters.

(For further ideas, think Call of Cthulhu.)


Nicknames
Usually unprintable vulgarity, ranging from heated Brujah invective to more eloquent Toreador curse sonnets. However, the
general consensus is that the Baali are "ichor-guzzling gutter whores." The Baali, of course, refuse to comment, preferring action
to mere words...

Organization
All Baali have at least two identities, if not more. Among their own kind, they organize into small, tightly-knit groups called
covens, usually in three or six. These covens meet only rarely, gathering only to perform some dark ritual or discuss matters of
dire consequence. They prefer to meet under the new moon, though lunar eclipses hold great meaning for them and major rituals
are performed at that time. Covens meet in secret places where their activities will not be disturbed, yet still within the city they
wish to prepare. They frequently ally with Black Spiral Dancers and make use of their tainted caerns. A grand ritual ivolving both
Baali and Black Spirals usually portends some great and awful occurrence.
These meetings are few and far between, however. In the interim, Baali usually pose as upstanding members of either the
Camarilla, Sabbat, or both, depending on who controls the city. Contrary to popular belief, they do not pose as Caitiff -- Caitiff
are distrusted enough on general principle alone. Instead, they are far more devious, hiding behind a mask of blood passed
down through millennia: they pose as Tremere.
The blood of Saulot runs through Tremere's veins since his diablerie close to a thousand years ago. Now, almost all Tremere
are descended from their founder, and therefore from Saulot himself. With the Baali descended from Shaitan, Saulot's first
childer, their blood is almost indistinguishable from Tremere. Only those with a high proficency in Thaumaturgy can detect even a
slight difference (Thau 5+, diff 9) and even then it is usually dismissed as a minor change in blood chemistry -- perhaps the
vampire's sire was of House Bonisagus or Flambeaux. Reports of corruption deep within the Tremere hierarchy are scoffed at.
Surely the Tremere, the masters of deception and manipulation, would know of a conspiracy within their ranks!
But this conventional wisdom is wrong. With the immense occultic resources of the Tremere, the Baali are gaining strength like
never before. They have access to supplies, knowledge, and potential recruits. They have even started two secret orders within
the clan: the Order of the Wyrm and the Illuminated Brotherhood.
The Order of the Wyrm is the more mainstream of the two, the conservative front for the more radical Brotherhood. Through the
Order, the Baali hope to attract Tremere who share some of their beliefs, who have the potential to be recruited, corrupted, or
both. Once an applicant has progressed high enough in the Order, they are inducted into the Illuminated Brotherhood. Only after
their corruption is complete, their turn to evil assured, do the Tremere meet their Baali masters -- and their masters' Masters.
Sabbat Baali have an easier task in some ways, harder in others. While the vampires of the Sabbat have forsaken their
humanity, the inquisition within the sect limits their activities.
Whatever sect they belong to, however, the Baali are united in their cause. Their eventual goal is to turn both the Camarilla and
the Sabbat to their infernal masters -- and if that doesn't work, to destroy them. Indeed, many Sabbat-Camarilla conflicts can be
attributed to the machinations of Baali on both sides, destroying those who oppose them while garnering greater influence and
power. After all, power is the name of the game.

Weakness
Baali are affected by all religious symbols, and take double damage from Faith.

Appearance
Baali try to fit in with whatever sect they are infiltrating. Camarilla Baali look like the typical bookish Tremere, while those of the
Sabbat favor leather and lace.

Haven
Again, either the Tremere Chantry or a pack's communal haven. Their coven location, however, will be out of the way and well-
hidden.

Background
Baali only embrace those who are intelligent, driven and completely callous. They have usually been corrupted by the Baali or
Setites long before the embrace is given. All have had some interest in the occult during their lives, usually the darker side of it,
and all are practitioners after the Embrace.

Character Creation
Baali usually have Natures such as Conniver, Deviant or Plotter, though their Demeanors are those that help them fit in, like
Traditionalist or Conformist. Mental attributes are primary, but good social skills are a must. All Baali must have an occult skill of
least 3.

Disciplines
Auspex, Obfuscate, Thaumaturgy (Daimoinon has been subsumed into Thaumaturgy. It is the path of Dark Thaumaturgy. Baali
begin with their primary path as Daimoinon, though others may be learned in time.)

Quote
"You think you possess power? Your teachers have taught you nothing. They are fearful of you, of what you might become.
They seek to keep you weak, prevent you from becoming a threat to their stagnating existence. Come with me, and I will help
you attain your full potential."

Preferred Path
All Baali are on the Path of Evil Revelations. However, to maintain their masquerade-within-a-masquerade, those of the Sabbat
usually pose as followers of the Paths of Cathari (for those will low self-control), Death and the Soul (for the more scholarly
types), or Power and the Inner Voice (for those in positions of power and influence). Most Baali have a high Willpower and Self-
Control rating; those that don't pose as Cathari and are considered the most expendable.

Gaining Prestige
Prestige is a touchy thing among the Baali. It is difficult to garner recognition without drawing unwanted attention to oneself or the
coven. Therefore, gaining Prestige has developed into an art of subtlety and manipulation. Anything which increases the power
and influence of the coven earns prestige for the vampire, but doing so in a manner which can be attributed to another source
(such as inter-clan strife), or better yet not noticed at all, earns greater prestige than an action which causes unwanted attention.
Baali sloppy enough to compromise the coven are usually abandoned and left for the Camarilla or Sabbat authorities to find and
destroy, while the rest of the coven quietly re-locates.

Sterotypes
The Camarilla: A useless conglomeration of Kindred who waste their time in fighting each other and bemoaning their lost
humanity. They are so disorganized and paranoid that they see betrayal everywhere, even among their allies, making it all the
easier for us to manipulate them unnoticed. It is far easier to manipulate a fractious organization than a unified clan.
"They care for nothing other than destruction, anarchy and corruption, and I will not tolerate it in my city. As with all Sabbat
and Setites, there is a permanent Blood Hunt upon them."
-- Niccolo Giovanni, co-Prince of Miami
The Tremere: The only Camarilla clan worth the effort to seduce. We are related to them by blood, and are more worthy
successors to the Blood than any of Saulot's other childer. We are grooming them to be our allies, apprentices, and servants.
"These bastards are a cancer that threatens to consume our clan. I have heard their lies and seductions, and seen their evil
first hand. They must not be allowed to destroy all that is noble about Clan Tremere and the Camarilla. The Order of the
Quaesitori know of them and seek their destruction."
-- Randolph McGuilvery, Regent of Miami chantry
The Sabbat: Yet another ship of fools, but at least they all follow their true natures. We are nothing like humans; why should we
act like them? By realizing this, they are one step closer to enlightenment -- and servitude to our Masters.
"If they are as powerful as they say they are, why have they not acted sooner? Let them destroy the Camarilla. We will destroy
them while they are still claiming victory."
-- Jefferson Foster, Sabbat Bishop
The Setites: Useful allies, if a bit short-sighted. Use them as pawns. Recruit as lieutenants those who show promise. But be
prepared to sacrifice them all for the cause.

"Look, I don't care who they worship, or what they do in their free time. They treat me well and pay me even better, and I even
get to have some fun. We've all got to face our devils -- they just choose to personify theirs. More power to them. Either way,
we win."
-- Bahla, Setite "advisor"
The Inconnu: The greatest fools of them all! By renouncing their Beast the renounce their power and ally themselves with their
jailer. They are weak and will be the first to fall when the Night of Gehenna is upon them.
"They do not comprehend the magnitude of the evil they serve. Once their job is complete, their demonic masters will crush
them at their leisure. The hand that feeds is also the hand which slays."
-- Vagabond, Monitor of Miami (Nosferatu)
The Salubri: Oh, our poor, mistreated younger siblings! Does it hurt? Good. It will hurt a lot worse before I'm finished. The blood
of all seven of you will decorate Ba'al's altar on the Night of Gehenna, as a tribute to our Master.
"They are blinded by their own hate and resentment. If any of our brethren can be considered beyond redemption, it is they.
Do your best to heal them, but destroy them if you must. It is wrong to kill, but worse to allow evil to continue to exist and
corrupt others."
-- Sarah Needleman, Salubri

The Delicate Maul of Bright Shadows

Author's Note
Delicate Maul of Bright Shadows was originally written for Mayfair Games, Inc., in a boxed game supplement they produced
called Sentinels. I have since learned that this has gone out of print, with no plans for further re-release.
Since you may not be able to find this supplement, I am posting the Maul now, slightly edited to better mesh into the World of
Darkness. I feel that this product perfectly expresses the Baali viewpoint, and those Storytellers who read it are better equipped
to play realistic Baali NPCs.
So, if you'll bear with me, I'd like to take this opportunity to cover my ass:
This is in no way a challenge to Mayfair Games, Inc. To the best of my knowledge, the aforementioned game supplement is out
of print and therefore cannot be bought. If this information is false, I request that all copies of this post be immediately deleted
so as to avoid a possible lawsuit. I am getting no money for this post, nor am I profiting from it in any way, shape or form.
So with that out of the way (hopefully!), I present my post. The first letter was written by a PC in my chronicle to his superior. Any
or all of these can be interesting clues for PCs to find and read.

Prelude
TO: Tristan
RE: Baali Manifesto
Honored Brother:
While disposing of the personal effects of the traitor who until recently had dwelt within my Chantry under the guise of a fellow
Tremere (the memory shames me still), I happened to come upon this document. To the best of my understanding, it is the
written summation of the beliefs of our destestable brethren. I have not studied it thoroughly, nor do I wish to. Its evil is quite
apparent, and I did not wish to further taint my already imperiled soul by coming to a greater understanding of it.
Enclosed is the document, along with a letter I found with it. The "M" to which it is addressed is most likely Margarite Devareaux,
the Baali who lived under my roof. It appears that those of her order seek out prospective recruits and mail them copies of this
manifesto. Those that respond favorably are indoctrinated; those who decline are presumably silenced permanently.
Should this not be the case, however, I would stress the importance of locating this "Z." The possibility exists that not only might
he have information we lack, but his attitude suggests he might make an excellent addition to the Order of the Quaesitori. It is
imperative we find him before Tremere's Gestapo, the Astors, find him first.
With Faith and Honor,
Prometheus

M-
Thank you for the loan of the manuscript. It was, how shall I say, interesting?
If it were mine I would burn it. I advise you to hurl it on your fire, or if you cannot bear to destroy any book, to lock it safe away
where no fool might stumble across it.
It is, without a doubt, one of the most absurd treatises I have ever read, a truly "vacuous repository." It is like the speech of some
demented politician, some rabble-rousing orator, all pretty words and apparent sincerity, but full of contradiction and absurdity.
This writer asserts that straight lines are bent, that black is white, not physically but morally: on what premise does she base
these insane ideas? What does she hope to achieve by inciting people to barbarity? And would you really want to live in a world
run on these principles of slavery and exploitation?
If you truly found this inspiring, as you say that you did, then I am deeply worried for you.
We must talk.
Z.

The Delicate Maul of Bright Shadows


A strange title, perhaps you think, but everything has a meaning if one looks hard enough -- if one stares until the straight lines
bend and in the words you see the author's thought revealed. Of course, she knows that to be a lie.
You wonder what I mean when I am not here and not hear to be asked? -- but spare a thought.
To strike a crass blow with the strength of thunder and the delicacy of a true love's touch (is that not power truly harnessed?) No,
it is not so shallow, thunder which is delicate or a caress which can crush, true strength is to be found only when both are as one,
when assumptions are proved false and certainties revealed as lies. That is power, to forge impossible links - to shame the term
"impossible."
And bright shadows, to illuminate that which is shrouded -- to form illumination from the shroud -- to make plain what is hidden --
to see truth in what is blotted out -- to adduce from what is absent, and, and and -- but if you do not understand she wastes her
explanation, for no one can learn what is not already half-known in the heart, and no secret is ever made plain in a language
evolved to disguise, to rape, to murder the truth.
On -- on -- to the meat of the matter, or rather, to the maggots of the matter -- to the source of life shunned and derided as
unclean...
To harness the plow horse, to drive the mule, to slaughter the rude beasts to feed our families -- who dares complain? To carve
the marble block into our own likenesses, to plunge shafts into the hills, to slice furrows through the fields that we might prosper
and create -- who dares complain? But if we take communion with the iron powers, the fiends, rather than our patronizing
patriarch -- who dares not complain?
Such hypocrisy, such mealy-mouthed absurdity. Our race is destined to tame our world, to bind nature to our bidding. We can
and we must -- for to shirk is to squander our potentials -- though demons roll and scream and heaven shakes.
Yet still we make distinctions and false comparisons, saying "Yes, this part of nature you must tame, but this is holy and apart
and not for us to touch." Absurdity, hypocrisy, gullible slander! It is not apart -- l look, see hom my Art reaches out to it, makes the
transcendent the mundane -- and Holy is just a sound in your mouth, real only in your mind.
Unclean! Unclean! they cry. Blasphemy! Blasphemy!
Fie on you all! Your words are wind.
Smothered with our own prayer shawls, impaled on our own beds of nails, we lie chained in manacles that we ourselves have
made - and the deluded multitude scream and wail if they are offered their freedom. It is said that we are born free but place
ourselves in chains -- but no! -- we are born slaves to our priests and rulers, and we guard our steel bonds like golden bands,
forging new sets for our Childer.
So what then, where then, how then might we fortify ourselves against these divine dung beetles, how might we break our bonds
and bend them to our will? Oh, she smiles at the two-fold impudence, for the righteous affrontery to overthrow masters who are
worthless, and for the naive query of the Diabolist's Art!
For to learn the knots and bindings that survive into the present day -- even these few paltry remnants -- is a lifetime's work for
the greatest of mortals. Yet it is not unreasonable to seek a liberation and to search out the power to avenge ourselves and
rectify this inverted state of supplication.
First -- unlearn your language! Know that "sin" and "crime" are merely words, just sounds forged into steel form to chain you!
Unlearn these empty syllables and free your mind -- so reveling in all joyous depravity and forbidden pleasure -- holding bloody
hands aloft, shrieking like lions into the night, to know that in the butchered forms before you you have found the Truth -- and to
Hell with them!
Second -- burn and topple, shatter and rend -- for it is a lie that only in creation is there worthy purpose. Understand the virtue in
destruction -- realize the fulfillment of desolation.
Third -- Know Thine Enemy! For it is not enough to merely know the enemy, but one must know of the enemy, its weaknesses
and vulnerabilities.
Know that we are no less than what we were, and all we ever have been stays with us -- and so with these once-mortal creatures.
Know who they were -- what, where, and when they were -- what then was used against them, who commanded and controlled
their destinies -- and know above all other things how they were called! And as they were then called, so were they, and thus they
are now. So calling upon that which they were one reaches out to touch what they are still -- and a touch, as every torturer and
lover knows, has power. Use this power! It is a tragedy and wasteful crime (she smiles, I think) to do otherwise.
She wonders at the swiftly woven knot, recalling that simple spell which the low creatures have so oft been fooled with, and
wonders what reader will understand -- and understand the understanding, or rather, perceive the complexity of the
comprehension. For it is a lie that one is one, and adding one to one is two -- it is a lie that this is thus, that anything is itself or
otherwise -- the kind of lie that they would bind us with -- but we (or at least, she and I) are not so foolish.
So reach out and gain a hold -- a finger's brushing on a lonely cheek, the crash of fist on tender flesh, the grip that brings men
low -- and make all that you can of it. Proclaim your confidence of your invulnerability, so that the wounded pride and battered
mind might heave and shudder -- so that they will obey or flee from you, fear you or refrain from striking back. Reach out when
weaving knots, when carving wards and cutting slaves, when confronted without other means and -- most importantly -- for the joy
of the triumph.
But why should we think that a person only may be named by sounds or letters? Astrologers insist that the stars beneath which a
mortal is born determine that person's future -- for again, they name him, or (and she knows that this is the same) they create
him. He is the stars, and they are him (but what a reach you would need...). The two were and are simply one -- and so when the
stars stand thus again the time makes that person once again, and once mortals may be affected just as mortal folk.
Numerology, too indicates, accesses and creates a person -- the place of birth and the site of rebirth -- recreation, "elevation" --
also stand as the person. And what then of forgotten, outgrown relics (teeth knocked out in battle or dislodged in childhood,
blood or valued objects), for nothing is ever abandoned, nor even truly discarded. And can we not then find a secret "name", a
shape, or sound or substance which can designate -- can reach, can be that creature.
What then, where then, how then -- the third answered, and the first as well (parasites, husks -- need she be repeated again?) --
so now on again to delve into the maggot-flesh -- to plunge in our hands as Scanderis has done, to grasp a bloody truth
Where, then, to strike, where to dig in and to defend, and where to build?
Though rare among our race, we who have the courage to name black as white are not alone, nor without aid. For there are
those above even the harsh confines of Earth who recognize our virtue and support our righteous cause (the knot, again, pulled
fast), and the creatures of the Spiral cannot be reconciled as grim foes.
And so we should make use of those allies that Fate has given use, knowing that those who hate our enemies are most naturally
our friends -- or, rather, that they might thus become our tools. For there is nothing more natural for our race than to enslave, and
nothing more laudable that to wield another's power. (Pulled fast!)
So we might make a stand on ground held by those who hate our foes, and so turn their power to our own defense. For can a
creature proud and "holy" bear the power of a place where Truth burns fierce and cruel as molten stone? No more than bats can
brave the day, or crabs defeat the crashing surf!
So here, where bloody sacrifice and muttered curses glorify our spirit (knot) -- here where pitiful and pointless supplication is
replaced by bold embrace -- here where brimstone smolders and weaker souls are sped below, in all such places can we flex
our powers, and revel in our theft of another Natural force: for here the controlling creatures cannot readily tread, and here their
powers are peeled and pried from out of their grips and sordid armors rent.
She looks upon her writing and considers who will draw the obvious conclusion? That there is no place which always holds a
potency, nor anything which never fades away. So wise men and women can take up a thing and carrying it with them alter what
is "here." So with a tool of mystical power a mystical place may be made. So those Unnamed Ones who stand behind the truth
of all creation can ensure that now is what will be.
A Demon's heart -- a perfect and portable shrine for those of us who see that worship is for fools -- but ask yourself -- if this of all
a creature's form contains its Form -- represents, contains and radiates (consider that!) all that it is (which of those three is it that
the creature is?) -- then where might we look for the embodiment of undeserving, holy power?
Our unspeakable foes might have no souls, or hearts, or feelings -- even minds? -- but where better than in their heart might the
heartless preserve their cowardice? For just as valor, hate and passion dwell within a mortal's heart, so might the lack of valor,
absence of driving hatred or higher passions be contained within the absence of a heart.
The dilemma is profound. How can one capture the absence of a thing -- and, moreover, to extract that absence from a thing
which is nothing but a phantasm? A question, perhaps, for the philosopher, rather than the magician -- but can any courageous
mortal truly be one and not the other?
So what has one gained, to have extracted this vacuous repository? Think upon it: what does a rhetorician gain when learning
phrases from her tutor? how does the master sailor tack into the wind? what does a blacksmith's iron hammer shape?
The simple-minded might sneer that to extract an absence from a non-existence is a futile task -- but these are the same fools
who bow and scrape in snivelling submission beneath that which it is their Destiny and duty to o'er-rule. For all the wisdom and
the power contained within these empty vessels might provide a greater mastery than any concrete thing -- as fire fights fire -- if
only an "upright" mortal could be unaffected by such base contact.
So also, as the sage would have it, we must be ready not only to examine the blood, but to note its sticky presence between our
fingers. Always alert to the approach of the serpents, an ear to the ground, listening for their slitherings.
More earthly, earth remedies must now suffice, since our great heritage is lost (she curses Lomansies's name, and all who
aided her). So here we must resort to farmers', hunters' perhaps most aptly poachers' tricks, observing Nature that through one
part another is revealed.
As spiders run for shelter before a storm, as drones of flies will buzz between the showers, so other beasts might run or cluster
as our puffed-up foes approach or flee.
They say that dogs, and sheep, parrots, cats and other common pets -- as gutless, mindless syncophants -- follow these
conceited creatures. And as these beings are vain, so are their fawning accomplices remarkable for their pristine or immaculate
appearnces.
Thus likewise creatures who demand or deserve respect refuse to lower themselves to truck with these gross creatures. The wily
fox, the cunning wolf, the bat who sees all through blinded eyes, the hyena who laughs last at all other creatures' final defeats --
all of these and others such will scatter as these beings approach.
Not merely observation of untamed Nature should suffice -- for have you still not learned that mastery makes mortals to fulfill
themselves, gives to them the power they are destined to possess? A creature in a cage will serve, here, even ignorantly. The
resourceful rat -- constrained but preserved in adequate health -- might furnish the wise with great insight, and other beasts (like
crows and beetles) the same.
With practice and with wisdom the philosopher-magician might divine from the behaviors of such captive beasts whenever any
noxious foes approach, and with time the observer comes to tell what time and for what purpose it approaches, what sort of
guise it wears and what rank of abomination it might be.
She hopes you might see clearly your own destiny -- whoever you might be -- see how we might slam fast our father's doors
upon them and grasp our own potentials as we should. She expects that you see how the common mortal flails in self-delusion --
see how heavens' puppets remain obedient.
It is our duty and fate to master and destroy these empty husks, as with every form of nature -- to make ourselves supreme
above all, supremely served by all -- and to crush beneath us all that comes before or falls below us, all who cannot see their
destiny, and all who hold us back from reaching ours.
May these words fuel the fires in your hearts, give form to your hate, your loathing and your other higher emotions -- so that with
us -- with her, or me - you might stride onwards, crushing all beneath your heel.

Infernal Powers
There are two ways to acquire power from the infernal regions: Demonic Investments and the Daimoninon Path of Dark
Thaumaturgy. Each has its own advantages and disadvantages, detailed below.

Demonic Investments
This is the slow path to power, and is therefore usually perceived by Baali as the route for amateurs. It is, however, the most
insidious, and many power-seekers have found themselves bound to the darkness by their lust for power. By the time they
realize what has happened, they are on the fast track towards unbelievable power and are unwilling to give it up. Once this
acceptance is reached, the Baali know they have another convert.
The corruption usually begins through the front of the Order of the Wyrm. The Order tends to attract those with a desire for power
and secret knowledge, things the Baali are happy to provide. Certain tracts containing "hidden secrets" are given to the
prospective member, and if he responds favorably he is immediately inducted into the order. The initiation ceremony involves
swearing fealty to the Order of the Wyrm. The initiate believes this to mean the Order itself; however, this is wrong. The wording
can also be interpreted to mean the Wyrm's Order; that is, the belief system of the Wyrm itself. The promise to serve is sealed in
blood, and with the "contract" power is immediately awarded in the form of a one-point Demonic Investment. The new member
is told that the Witches' Nipple that forms on his body is simply the mark of the Order that all members carry to differentiate
themselves from non-members. This is true, after a fashion.
Despite all this, the novice is not bound to the forces of Hell, for the oath was made through deception, and evil must be
consciously accepted for true corruption to occur. The Oath is merely a clause that allows Ba'al and his minions to gift the
swearer with a fraction of power. The novice does not have to use the power, and those with a high humanity rating may notice
something strange about the Nipple. If humanity is maintained and the Investment is not used, Ba'al will write the investment off
as a loss and the power will fade.
However, once it is used, it becomes much easier to gain more power. Those who desire more power than they now have are
asked to do favors for the Order (and therefore indirectly to Ba'al himself) in exchange for greater "enlightenment." In return for
service rendered, Ba'al awards his investee with an investment of the next greater power level. Investments up to level 3 may be
given in this manner.
Inventments of level 4 power are given only for exemplary service over the course of years, unless the investee is particulary
ambitious. Once this level is reached, however, the investee immediately becomes aware of where his powers are coming from,
if it had not occurred to him before. He now possesses power on a grand scale, however, and many are loathe to give it up for a
concept as muddy as the distinction between good and evil. It is at this time that the Baali begin to show the investee the finer
points of their philosophy. He is given a copy of the Delicate Maul, if he had not previously had the opportunity to read it. Almost
all choose to keep their power and agree to serve their Master with all their souls. Once this acceptance is made, they are gifted
with a five-point investment as the knot is pulled fast about them. They have sold their soul to Ba'al in exchange for power. They
are now eligible to learn the Art of Daimoinon.
This route to power is not exclusively for vampires. Indeed, many Baali use a variation on this on humans they wish to corrupt
before they embrace. If this is the case, the target is usually ghouled at the same time. Once the 5th level of investment if
reached, the human is embraced by her Baali master.
[See the Storyteller's Guide to the Sabbat, pgs 58-60, for more information on Investments.]

View Daimoinon Dark Thaumaturgical Path.


The Truth about the Giovanni
By Adam Solis (ajsolis@aol.com)

History
Most Kindred know of the shameful origins of the Giovanni clan, but few know the whole story. The fact that the Giovanni were
originally a necromantic family is common knowledge, but what few kindred realize is that the Giovanni were an ancestral
chantry of the Necromancer subtradition of the Euthanatos. Then a spirit came to Augustus whispering of the powers of the
Dead. The spirit was actually the Ba and Ka of an immensely powerful Mummy.
The mummy strove to master the Necromancy skill, and he did so at the cost of his sanity. Mighty Horus feared for the Egyptian
people, for the former Pharaoh had the power to grant his every insane wish. In a mighty magical duel, Horus used level five
Hekau to cause the world to forget the mummy's name. Unfortunately, the mummy's Ba and Ka were untouched by Horus' spell.
The mummy could no longer recreate its body, but it had a plan. By whispering in the ear of a self proclaimed "prophet of the
destroyer" it caused the creation of the necronomicron. It obviously has a sense of humor for the Necronomicron translates to
"The Book of the Voices of the Dead." Thus the Necromancers were born. Later, Cappodacius sought to improve his
knowledge of death through his get. It was ready. As Hela did to the Helsdottir, It substituted its own avatar for the fragment of
Cain passed on from sire to Child. Not satisfied with the power of a Methuselah, It caused Augustus to diablerize Cappodacius,
creating the Giovanni clan. It still seeks revenge on all who "wronged It," such as the mummies, setites, and Children of Osiris.
Therefore it caused the Giovanni to create a Ghoul family.

Revenants, Dhampir and Supernatural Connections


The Giovanni ghoul family has the same disciplines as the kindred Giovanni- potence, dominate, and Thaumaturgy
(Necromancy, according to one optional rule, Necromancy, Dark Thaumaturgy, and Daimoinon are all simply paths of
Thaumaturgy. If you like that rule consider any kindred with one of those disciplines as having Thaumaturgy, replacing blood
Thaumaturgy with the appropriate discipline as the innate path learned. If you do not like that rule, just give the Giovanni ghouls
necromancy). Their family weakness is justlike the Marijava's, they can be blood bound with but one drink of a vampire's blood.
Drinking the blood of multiple vampires will give the Giovanni a vinculum score. Preferred paths are the Scorched heart, Lilith,
Death and the Soul, and Power and Inner Voice. When Embraced, the Giovanni ghoul retains its current disciplines and can
learn more as normal. The family weakness is canceled but any blood bond or Vinculum remains score even after undeath. The
Giovanni clan purposefully gave the ghouls that weakness, as a measure of assuring further generations of loyal clan members.
Unfortunately, this also makes the Giovanni more susceptible to infernal infiltration than most clans.
What is more, the Giovanni have secretly perfected the art of creating tame Dhampir. Dhampir naturally retain their access to the
other enhancement disciplines (Celerity, Potence, and Fortitude) and detect kindred. Giovanni Dhampir are usually used as
bodyguards until they prove themselves worthy of the Embrace.
The Giovanni also increase their family size by godparenthood, adoption, and marriage. This is usually used to cement old ties
to the Glass Walkers and Necromancer mages. The Giovanni ghouls have also interbred with the Rafiasto, Ducheski, Obertosa,
and Marijava families. Unknown to all but a handful, the Giovanni clan weakness is not just a reflection of their preoccupation with
death. In actuality, It is feeding off the Giovanni's victims! Eventually, It will have enough power to reform Itself as an Ascended
combining the powers of Necromantic magick, mummies, and the Giovanni vampires. God help us all...
Notes: Part of this article was inspired with the article the secrets of the Giovanni on the web. I created this article because that
one did not mention the Necromancer mages, or why the Giovanni have that weakness. As for the Giovanni ghoul family, I
thought that was pretty obvious considering the incestuous nature of the Giovanni clan.
A RE-WORK OF THE RAVNOS
By Deird'Re Brooks

The Ravnos
The Ravnos are a Clan with a potentially rich history and tradition behind it. Their own background is inextricably entwined with
that of the gypsies, and as such have much in common. However, the Ravnos as described in the Player's Guide do not seem to
fully fit into the mold intended. Due to my own dissatisfaction with this, I've written the following as an alternative.

The Gypsies
The groups of people known as the gypsies migrated from Northern India a bit over one thousand years ago. At least, this is
determined from linguistic analysis of Romany, their language, which seems to have split from the Indo-European languages of
Northern India in the 9th or 10th century AD. They had migrated to Persia by the 11th century, and were in Southeast Europe by
the 14th. Less than a century later, they were all over Europe. In modern times, the gypsies can be found in North and South
America as well as Australia.
Due to their traveling ways, the gypsies made marvelous scapegoats for the churches and governments of Europe to persecute.
This continues into modern times. In fact, the gypsies were among those targeted during the Holocaust. There were an
estimated 400,000 gypsies killed by the Nazis in World War II. French laws forbid the gypsies from establishing campsites and
subject them to mandatory supervision.
Another reason for their poor treatment at the hands of others regards their attitudes of non-gypsies, or "gadje." This word
generally means outsider, but also encompasses bumpkin, yokel, barbarian, and a few others less complimentary. This sums up
their general attitude toward those not of their group. Of course, the way they're generally treated tends to vindicate their
viewpoint.
Since nothing in life is free, the gypsies must often work to make ends meet. There is a division of labor along gender lines. The
men tend to be livestock traders, animal trainers, exhibitors, tinkers and musicians. Women sell potions and tell fortunes. These
divisions are fairly rigid. In modern times, tinkers are not so important or necessary, so the men often become mechanics
instead. Many are employed in traveling circuses.
There are three basic tribal groupings of gypsies:
The Kalderash are the most numerous. They are from the Balkans and Central Europe. They are best known for being
smiths, tinkers, mechanics.
The Gitanos range through Iberia, southern France and northern Africa. They are known for being entertainers.
The Manouches (Manush) are generally present in Sinti-France, Alsace and Germany. They are known for being traveling
showmen and circus people.
These divisions show several stereotypes in and of themselves, but serve as a guideline for the following.

Finally, info on Ravnos


The Ravnos as described in the Player's Guide are the original Ravnos, the Clan as it existed before the Gypsies began
wandering as they do now. However, with the diaspora across Europe, different groups chose different specializations. In a
mirror to this, the Ravnos who come from each of these groups have split a bit from the baseline, and as such have the following
differences:
Kalderash Ravnos: The Disciplines are Auspex, Chimerstry, Fortitude. Concepts tend to be Dilettante, Outsider, Working
Man, Criminal.
Gitanos Ravnos: The Disciplines are Chimerstry, Obfuscate, Presence. Concepts tend to be Entertainer, Outsider, Criminal.
Manouches Ravnos: The Disciplines are Celerity, Chimerstry, Presence. Concepts tend to be Drifter, Outsider, Entertainer,
Criminal.
Disclaimer: Any of the above information is not intended to be offensive to the Gypsies in any way, nor is it entirely believed to
be accurate. However, there were only two sources on Gypsies in the library I used for reference materials.

Additional Philosophical Material


The original Gypsies came from Northern India, making the original stock Indo-Aryan. The Goddess Kali, in her aspect as death,
is associated with the color red. Death and red are also closely associated by the gypsies.
Compare the Path of Paradox, and the Discipline Chimerstry with writings on Kali, Shakti, Maia, and any other Indo-Aryan
goddess you can name. You will find some surprising similarities. I tend to think that the original Ravnos followed the concepts of
Maia, in fact. "All is Maia, the illusory veil over reality." The coming of the Kali Yuga, when all returns to Chaos without Form.
Compare to the Flux.
THE FOLLOWERS OF SET REVISTED
By Bryan Rendell (27 Sep 93)

Stuff for Setites


"Eeyore, the old grey donkey, stood by the side of the stream, and looked at himself in the water."
- A. A. Milne, Winnie-the-Pooh
Setite virtues run a line between Sabbat and Camarilla virtues. While just as committed to their own evil as the Sabbat, their
continued understanding of human values, and the effect this has on their spiritual conduct, renders them similiar to Camarilla
vampires. Setites possess the virtues of Callousness, Self-Control and Courage. While for the Sabbat, a total lack of Humanity
means the end of Self-Control, for the Setites, as they are still partially bound by the constraints of Humanity, Self-Control is still
possible. Similarly, they possess Courage, not having the pack mentality of the Sabbat. Setite virtues are affected by the level of
the Path of Enlightenment in the same way virtues are affected by Humanity. A Setite cannot roll more dice for Self-Control than
he has points in his Path.

Paths of Enlightenment
"He don't like that refrigerator.
He don't like that refrigerator.
So, throw down your bun.
You've got no breakfast."
-- Mr Floppy, Breakfast
The Paths of Enlightenment for Setites are different from Sabbat Paths in two ways. First, Setite Paths lack the diversity of the
Sabbat variants. Being all concerned with corruption in one way or another, they are all rather similar, generally diverging only on
the issue of the "why" of corruption. This should be kept in mind if creating new Paths. Secondly, Setite Paths are explicitly
concerned with notions of human morality, as the vast majority of Setite targets are humans and Camarilla vampires. The
Sabbat Paths, however, are designed to divorce Sabbat vampires from their old morality, and as value systems go, are little
concerned with human ideas of good and evil. In a strange way, the Setites have retained their human values, and can suffer
loss of a Path if they breech values demonstrated in the Humanity table, as well as their own Hierachy of Sins table. In general, if
a Setite acts contrary to Humanity outside of their holy cause of corruption, then they can lose a point from their Path in the same
way Camarilla vampires lose Humanity. This is only a general stipulation, and the exact conditions of such loss may vary slightly
between Paths.

The Path of Re-Emergence


Serpentis/Vitiatus
AMPERE
By Matt Furman (mjesterf@aol.com)

Description
It was a cold day on March 11th, 1789, as the storm raged on in the newly formed American States. The sky was as black as all
hell could have ever been imagined. Tate and his wife were on a buggie ride home when the horses, spooked by the thunder
and lightning, and spilled the contents of the buggie, killing his wife and two children, and shattering the box of money they had
just hijacked from the local town orderly. Tate was ready to die, the rain beating upon his bloody face. Just when he thought it
couldn't get any worse, a pack of hungry wolves emerged from the surrounding trees, running at full pace toward him. However,
gunfire interrupted them, sending the first wolf back quite a way. Tate was shocked to realize that this wolf had turn into a man,
as the rest of them started too. It was true, werewolves did exist. The hunters and the weres fought long and hard; eventually the
wolves lost out, and the remainder retreated back into the forest. The three men stood over Tate. It was then that his sire, John
George, embraced him as clan Brujah. He was told the stories of his ancestry and what had just happened, and that they were
called Gangrel, not werewolves, although they too did exist. Given him the proper information, the three men departed, leaving
Tate to find shelter quickly before sun-up.
The storm raged long into the shadows of the night, lightning striking every minute, lighting up the sky with a tremendous glow.
Tate struggled to keep going on, his wounds healing, and the first pangs of the Hunger setting in. It was when Tate thought he
lost almost all hope in himself and his new found immortality, that he was struck by a lightning bolt, sending current upon current
of voltage through his body, causing him massive pain; the aggravated damage was unsettling. He was ready to die again,
when he realized that if he was still alive after that blow, he could go on. And so, with what little blood he had, he healed some of
his wounds, killed a cow and drank its blood for nourishment, and found some shelter in a haybale, burying himself inside of it,
hoping no one found him later. The next night he awoke and healed the rest of his wounds, going into town. He had learned his
innate skills that his Sire had shown him, and decided to use his power of Presence to get attention. It had worked to an extent,
but something odd happened when he shook the man's hand that gave him a free place to stay. The man shivered, like he was
cold, and he pulled his hand away, like he touched a hot stove. Tate wondered if it was possible that his sire didn't teach him
about this wonderful discipline? Tate acted upon himself, teaching himself this powerful new tool, using it to scare people and
gain attention. He went forth, and started making more like him, with their natural affinity for electricity. Tate eventually diablerized
a 7th gen vampire, and was hunted down by his own kindred society. (the highest gen an Ampere can be is 8th, the highest
power than can get is 5.)

Nickname
Shockers

Appearance
Most dress in whatever is in style for that time-period, trying hard to stay with what is in. More or less, copy cats of the Brujah,
leather jackets, wild haircuts, piercings, etc. Only a few, if none at all, seem to dress out of this clique, wearing business suits
and trying to act like Ventrue. If any of the Amps were caught doing this, the rest of the clan would probably shun him.

Havens
Basically anywhere really accessible. Often they are found near power lines or power stations, but others believe that it may just
be a coincidence.

Background
Ampere was the name Tate gave them after the discovery of electricity and all the proper names had been filed. The Amperes'
special trait is their affinity for electricity, and aren't afraid of it at all. In fact, some take bets and gain money by grabbing live
wires for pleasure. In the presense of electricity, no Rotschreck rolls are necessary, and they don't need to soak any damage
caused by electricity.

Character Creation
Most have some sort of working man's concept before they were Embraced, and are usually converted over to a usual Brujah
trait as an Anarch, punk, or individualist. Physical attributes are primary, as are their Talents. Skills are often high too, and the
knowledge of anything has something to do with electricity, unless it is some natural knowledge they grew up with.

Disciplines
Presence, Potence, Voltage

Weaknesses
Like the Brujah, all frenzy checks are at +2 difficulty. Also, because of their natural affiliation to electricity, they tend to frenzy
more often near natural insulation, or something else that tries to contain them and their power.

Organization
Mostly they go about doing their own thing. Because they blend in so well with the Brujah, they often go unnoticed by others of
their kind in passing, and many Amps will attend any Brujah function.

Quote
"Do you want to learn what true power is . . . zzzzzzzt!"
CHILDREN OF ANDRELLE
By Tim Layne (7 May 1996)

Description
The Tremere are notorious for their rigid class structure. In all their recorded history, no one has ever lived long after breaking
one of their rules. Someone forgot about Andrelle. A former ghoul of a Brujah, Andrelle was embraced by a Tremere only one
day after her reversion to complete human form, after her master died during a witch trial's execution. The embrace wasn't nearly
as shocking to Andrelle, after living five years as a ghoul, but the embrace that came less than 24 hours after returning to human
form trapped a little bit of the Brujah rebellion inside her. According to tradition, Andrelle drank the blood of the 7 elders. Within
three months, she was fully bonded. Still, the Brujah blood that was trapped inside her boiled, and her once famous Iron Will
broke the bond. She escaped that night. Andrelle sired many new vampires, and taught them the coveted Thaumaturgy
discipline. With the gift of Chimerstry from the Ravnos, they soon became a potent force to work against the Tremere. In an
interesting side note, it was said that the Salubri's resistance to magic after Saulot reached Golconda was a direct result of the
Children.

Nickname
Wizards or Sorcerers

Appearance
Most look no different than the Tremere, but do not seem to have the taste for all black, nor do they embroider any arcane runes
anywhere on their persons.

Haven
Any place that resembles a Chantry is suitable.

Background
Disgusted with the pickiness of Tremere, the Children will sire anyone who so desires to become, or grant permission to sire
just about anyone a member desires, within reason, of course.

Creation
They will usually have Drifter or Professional type concepts. Rebel type natures are common, and Demeanors are usually wildly
varied. Mental attributes and Knowledges or Skills will be primary. They will usually have mentor and resources backgrounds.

Disciplines
Thaumaturgy (Path of Runes), Chimerstry, Auspex

Weaknesses
The children have an undying hatered of Tremere. They will not enter a city with a Tremere prince, and will do anything within
their power to destroy chantries or Tremere kindred whenever possible. Also they cannot form a blood bond, due to the
Tremere's bonding control, that Andrelle forsook.

Organization
The Children have a clan structure closely resembling the Tremere. They have rigid organizationational structures. Although
tough, they are nowhere near as bad as the Tremere. All are considered equal within the clan.

Quote
"The Tremere have done quite enough! If the didn't hold so much power in the Camarilla, we'd have corrected their evils long
ago. Perhaps, when the night of Gehenna rolls around, Tremere's Antideluvian might find some help in the form of a child."

A Conversation...
This is a conversation between Jethro, a Gangrel of some renown in Washington state, and A Child of Andrelle named Lucas.
Jethro: "So, you are Tremere?"
Lucas: "Certainly not!"
"You use magic, right?"
"Yes, my clan practices Thaumaturgy
"I only know of..."
"The Tremere, yes, I know, I am not Tremere."
"Then what manner of vampire are you?!!"
"I am a Child of Andrelle. We fight to expose the evils of the Tremere, and to destroy them."
"Not exactly a noble cause."
"No cause is noble; this one is simply revenge."
"For who."
"For every living soul who dares to live free, but cannot, due to the manipulations of the Tremere."
"Strong convictions."
"Not really, just strong hatred."
"Frenzy often?"
"I try not to, why?"
"Well, when we Gangrel frenzy, we gain the features of the Beast, that is why we try to stay as calm and peaceful as possible.
You Children, on the other hand, get more along the mind set of the Beast when you near the Tremere. That is by far the worse of
the two."
"You speak riddles."
"I speak wisdom. I truly feel sorry for your clan, soon, if things progress the way I forsee, you will know madness enough to make
Malkavians jealous." "Perhaps, but we must all have something to cling to, even madness." "Maybe so, but remember my words,
beware the mind of the beast!"
Earth Meld for one, and Jethro is gone.

Stereotypes
Assamites: I'll give you a dollar if you kill a Tremere.
Brujah: Great help when you wanna kill Tremere.
Daughters of Cacophony: I'm glad I don't need glasses anymore.
Followers of Set: Almost as evil as the Tremere, almost. You know the drill.
Gangrel: Proud and noble kindred. Best of luck to you all.
Giovanni: I don't like the blood relation thing, but they leave us alone.
Malkavian: Settle down Beavis!
Nosferatu: All things are balanced. They're ugly, so they can kick your ass.
Ravnos: Thanks for the Chimerstry!
Salubri: The Tremere hate em, huh? Well then, we love em!
Samedi: A trove of knowledge concerning death. Take accurate notes.
Toreador: Call me strange, but art and magic are very similar...
Tremere: Kill the bastards on sight!
Ventrue: A little too dominating, and a little too chummy with the Tremere.

Sect Stereotypes
Camarilla: We'd gladly join if it weren't for the damn Tremere.
Inconnu: Nice enough people. They distrust the Tremere.
Sabbat: Meanies one and all!

View the Path of Runes


ANKOU
By Randy D'Amore

Description
Once, there were the White Howlers, a strong, pure tribe of noble Garou. Clean and pure, they fought the Wyrm. But the Wyrm
won. In the Wyrm's infinite corruption, the White Howlers became the Black Spiral Dancers -- powerful, deadly, and insanely loyal
to their master.
But the Wyrm was not satisfied with the disgusting beasts he had created. So, on thoughts that they believed their own, a pack
of the Black Spiral Dancers left their Tribe, never to be seen again.
The pack traveled across Europe, arriving deep in the in the land that would be France in years to come. In this realm, they
hunted, seeking power.
When they came across it, it was in the form of a vampire, a caitiff, and a Diabolist as well. The pack was quick and strong,
capturing the vampire and imprisoning him. The vampire, a weak willed fool, pleaded for his unlife. It was agreed that if he would
Embrace the entire pack, then he would be allowed to survive. Of course, the Black Spiral Dancers killed him -- after the
Embrace.
These abominations roamed the land for many centuries, becoming powerful and tainted beyond belief. They had also created a
small following.
Selecting and kidnapping young Black Spiral Dancers, of metis birth, the Pack had created a strong following of Abominations.
These Metis, having never known any better, all believed themselves to be serving the purpose of the Wyrm, which they were.
Their numbers where small, but powerful.
When the Inquisition raged across Europe, the Pack, having taken on the name of the Ankou, fled to Russia, moving deep into
the dark land.
What happened to them in that land is unknown, even to them. But when they emerged after the Inquisition, their numbers had
swelled dramatically. The original members of the pack, the founders of the Ankou, looked upon their Dark Tribe, seeing that the
powers of vampirism need be learned, they sought out the Sabbat.
The Sabbat, realizing the immense power this group held, quickly took them in as one of the Sabbat Clans.
The Ankou have been among the Sabbat for hundreds of years. In this time, they have learned complete mastery over their
Vampiric abilities, making them a very powerful group.
The Ankou decided that a city was needed, and planned an attack on London. The Veil and the Masquerade would be
shattered, the hideous clan would run through the streets, massacring the kine and kindred alike. In this, they would be able to
break their ties to the Sabbat, and serve the Wyrm more fully.
The force that the Ankou did not expect, was the resistance of Garou. Both the Glass Walkers and Bone Gnawers learned of
their plan, and went about stopping it. They attacked the Ankou en masse outside of London, far from where any kine eyes could
witness the battle. At the end of the battle, hundreds of Garou littered the burnt ground, their dead bodies reeking of Wyrm taint.
The Ankou had destroyed nearly 200 of Europes Garou. The Ankou themselves however, had also suffered greatly. With
nowhere near enough survivors left to conquer london, they returned to the Sabbat.
Within a few years, the Sabbat had carefully manipulated the Ankou, taking complete control of the Dark Tribe, and regulating
their use carefully.
Now that the Sabbat has control of them, they are used in only dire situations. Used to kill and to kill again, the Ankou are even
more warped than before.
The Ankou now sit and wait, hoping for a time when they will be powerful enough to take London, although New Orleans has also
fallen under their dreaded attentions.
Many Ankou have taken to studying the forbidden arts. Satanism and demon worship are important among the Ankou Theurges,
although this secret is kept carefully hidden.

Nickname
Pit Bulls.
Appearence
Some Ankou are attractive, but this is a rarity. Most are hideously ugly, with an average appearence of 1. Black mangy hair, and
yellow-red eyes are common in all forms. Their human forms are hairy and muscular while their Crinos form are huge (10'-11')
and powerful. They resemble dire wolves in Lupus form, only black and putrid.

Haven
Ankou are watched carefully by the packs they travel with, and are kept in the communal haven.

Background
All are stolen metis from other Garou tribes, while once exclusively of Black Spiral Dancer stock, Glass Walkers and Bone
Gnawers are also a favorite to work the Change on.

Character creation
Physical are primary, with mental and social coming in close behind. Talents are primary, followed by skills and knowledges.

Disciplines
Potence, Fortitude, (Dark) Thamaturgy.

Weakness
All Ankou have at least two derangements. They also have no starting point in appearance.

Organization
The Ankou are kept on a tight leash by the Sabbat. Only one Ankou may travel with a pack at any time, and then only with
Nomadic Packs. Of course, this is a bit ignored during crusades.
The Ankou also have a secret connection linking the Theurges and Philodoxes. Those who know of this link are all powerful
infernalists. Player characters should not be able to know about this link yet.

Preferred paths
Most Ankou either follow the path of Death and the Soul, or are Infernalists pretending to be on the Path of Death and the Soul.

Starting willpower
3

Starting backgrounds
1. No Resources, Past Life, Fetish, Contacts, or Retainers.

Common Wyrm Totems


Totems of power and cunning are highly respected.
APOKALOID
Concept and ideas by Spindleweed, Badkarma & Mircalla. Additional Contributions: Zaragon

Nicknames
Pyros/Firestartas/Exploders

Quote
"Yor, Yor, Yor! Burn, baby, burn!"

Origins
This bloodline came from a strange ritual involving a Marauder, a Malkavian, and some Baali blood...

Appearance
Wild-eyed, spikey haired, hyperactive mad things that often shout a lot.

Backgrounds
Apokaloids usually choose mortals with spikey hair, nutters or arsonists. The embrace does strange things to an apokaloid -- if
they didn't have spikey hair before they do afterwards.

Character Creation
Their natures and demeanors tend towards the destructive (or Jester). Their preferred order of attributes is Mental as primary,
Physical, and then Social.

Clan Disciplines
Destructiblation, Presence, Dementation.

Clan Weakness
If an Apokaloid botches a frenzy/rotschreck roll by more than 2 dice they blow up (dead), doing 3 wounds levels to anyone within
10 ft.

Organisation
All Apokaloids have titles. The more renowned you are for successfully making things stop living/objects blow up, the higher your
title. Basically the idea is to cause as much destruction as possible. The titles are:
Brother Flame Retardent
Father Flame Thrower
Master Charcoal
Lord Highly Flammable
Grand Combustible - High Priest of Apokaloid
Gaining Clan Prestige
Blow things up! (in front of important people)

Other Notorious Members


Apokaloid: 4th Generation Founder
Atomic Bob: 7th Generation, also known as "The Firestarta, twisted firestarta".
Tim the Enchanter: 9th Gen, see Monty Python ;)

Stereotypes
Camarilla: They blow up. COoL!
"Stay away from these mad eedjits!"
-- Malkav (One of them).
Sabbat: They're mad. They blow up. CoOL!
Sob!
-- Archdeacon Simpson
Inconnu: They're old. CoOl! They're hard to blow up. Not cool.
"If these strange things didn't explode so often, we might actually have something to worry about"
-- Jenoa, Monitor of England
APOPHISIM
By Killjoy LePal, with input by Baldandar@aol.com (5 Jan 1995)

Description
The Setites had lost their confidence in creating bloodlines, but they took on help from a Samedi, a Tremere, and a Tzimisce.
The end result was hideously spectacular (and, at the same time, spectacularly hideous). 1804 gave rise to the creation of a
successful thing of a clan, serpentine in form, as hideous as Nosferatu, and abominably deceitful. So good at lying, were they,
that they had a discipline centered around the perversion of truth.
It was a curse and a blessing at the same time. The Setites, due to their success in creating the deceivers, were taken in by their
deceit, and now, the Apophisim (singular Apophisite) are Lieutenants in the front. However, due to this, they are always in the
front, and are the first wave in the takeover of a city.
No matter, their position is secure. And who knows? Their power can still grow, maybe even beyond the Setites? Maybe, they
could overrun them, become them? Who knows...?
The Deceivers are based around the ruination of the other factions, and take pride in their work. They are very jealous of any
secret, and subvert with glee, knowing no one knows of them.
Setite Prestige supersedes Apophisim Prestige in all ways. (One Setite Prestige beats any quantity of Apophisim Prestige.)

Nickname
The Deceivers

Appearance
Serpentine. As they possess no disguise power, they usually shroud themselves in cloaks, panchos, hoods, and the like. They
almost uniformly wear gloves.

Haven
Caves are preferable. But anywhere will suffice.

Background
Only the lowest scum --liars, cheats, and abominably deceptive evils -- are taken in and embraced. Only the most despicable, ill-
willed, deceitful, lying, cheating, and back stabbing people will do.

Character Generation
Concepts of any kind are common. Liar-type Natures are common, as are the Autist or Conformist Demeanors. Social are
Primary (believe it or not), as are Skills. Common Backgrounds are Status and Setite or Apophisim Prestige (the Cammarilla,
as yet, knows nothing of the true meaning of their existence). Boons are common Merits.

Clan Disciplines
Celerity, Deceit, Serpentis

Weakness
They are so hideous so as to have a 0 in Appearance, as per Nosferatu, but are always serpentine.
Gaining Clan Prestige
Prestige is conferred by better deceit. The more beneficial the lie, the better off you are.

Quote
"Yes, I bow to the Setites. Because of it, my brethren's place is secure in the New Order..."

Stereotypes
The Setites: Fools. Useful fools, but fools none the less.
They think they control us, but you shall see that we control them!
-- Some long forgotten Setite
The Camarilla: They know nothing, and we shall keep it that wa y.
This new subgroup of the Nosferatu is really weird...
-- Prejoka, Anarch and new Setite ally.
The Inconnu: Not incorruptible, but difficult.
Watch them, and do not let them say a word.
-- Masterson, Sixth Generation Brujah

View the Deceit discipline.


AQUATERRA
By Wilhelm the Slayer (uberjedixx@aol.com)

Description
The Aquaterra are the Oceans' equivalent of Gangrel. They are known for the way they can manipulate the water. The Aquaterra
have survived through history by looking to the water. The ocean depths make a comfortable haven. As the legends and myths of
water-creatures have begun to fade, the truth of the Aquaterra has emerged in the Kindred community.

Clan Disciplines
Aquas, Aqueous, Aquitus

Weakness
The Aquaterra have an uncanny hatred of fire. Rather then experiencing Rötschreck they may enter Frenzy (difficulty 8). If he
meets a Kindred using a fire-related Discipline, the Aquaterra must resist a Frenzy (difficulty 9).
ARACHNE
By Paul Michael Graham

History
There is no bloodline more mysterious and obscure than the Arachne. No clan has admitted to the creation of the bloodline but it
is suspected that either the Assamites or the Followers of Set are responsible.
The most common theory is that the bloodline stems from the Greek mythological story of Arachne. Arachne (called "The
Weaver" by the Arachne themselves) was a Lyrian princess whom was the finest weaver of cloth in the world. Arachne had
woven a perfect tapestry. However, she was also very modest about her work which caused the Greek Goddess Athena to visit
Arachne in the guise of an old woman.
Athena searched the tapestry for flaws that she knew Arachne would make. When she found none, she became enraged and
tore the tapestry into shreds. Terrified by what she had seen, Arachne hung herself from the rafters of the home. Athena then
turned Arachne into a spider and her noose into her web.
This mythology has led to the history of the bloodline, but how Arachne became vampire kindred is unknown. More than likely it
is not Arachne herself, but rather a Methuselah kindred who developed the powers and used the name as her own.
The bloodline is in fact very old, but is relatively small in membership. Their numbers have grown in recent years and kindred
have reported sightings and told stories of vampires that could spin webs and walk on ceilings. The Arachne bloodline is one
that is very misunderstood. Their bizarre discipline, Araneiform, is feared by those kindred aware of it.
The Arachne's incredible stealth makes them perfect spies and many are involved in such practices. Both the Camarilla and
Sabbat employ the Arachne as spies, but neither trusts them. As a result, the Arachne as a bloodline show no overt loyalties to
either sect but will join if it suits their needs.
A majority of Arachne are South American in origin, most presumably because of the their connection to their spider brethren.
Some of the largest spiders in the world originate from there and rumors of truly monstrous ghoul-spiders have been reported.
The bloodline also insists that they are one of the original vampires clans, and that they do indeed have an Antediluvian member.
Most dismiss this as foolishness.

Nickname
Widows or Bugs

Appearance
The Arachne have no standard appearance but tend to be South American in origin. Most members of the bloodline have a
strong connection with spiders. Ex. Zoologists, pet store owners, spider collectors, etc.

Haven
Generally anywhere but inaccessible to others. Regardless of where the haven may be, it is usually infested with spiders.

Background
The bloodline generally tries to keep itself in a low profile. They believe that one day, they alone will be the only surviving Kindred
which is why they are actively seeking new membership. However, they do not embrace just anyone. Before a mortal is
embraced into the bloodline, the Arachne will study an individual to see how they react to spiders. Needless to say,
arachnophobia is not tolerated.
Arachne are fanatically loyal to their bloodline. Any treason against them usually brings death to the offender.

Character Creation
Most members of the bloodline have an affinity for spiders and many have pet ghoul-spiders. Most Arachne tend to have
Survivor Natures but have varying Demeanors. Mental Attributes and Skills are usually primary, but not always. Many of the
bloodline are required to have the Silence Merit*
Characters are required to purchase one pip in the Weaving skill in order to use the discipline Araneiform.

Disciplines
Araneiform, Animalism, Quietus

Weakness
Because Arachne can manufacture poison with their blood, they require more blood than other kindred. As a result, every two
Blood Points an Arachne drinks only counts as one. This can make feeding hard and often fatal to the victim.

Organization
The Arachne bloodline headquarters is located in South America; somewhere in the rain forests of Brazil. The Arachne keep
careful watch over their members and will protect them if they can. However, assistance is often not available.
The Arachne also have a respectable amount of information because of their spying efforts. However, their information is small
in comparison to the Nosferatu.

Gaining Bloodline Status


Members of the Arachne bloodline generally gain prestige through successfully embracing new members. But, status is only
gained if the new member is loyal, and she also successfully embraces her own child.

Quote
"Quickly and as silently as a spider I move. To learn the way of "The Weaver" is to kill with grace. Come into my parlor, won't
you?"

Stereotypes
The Camarilla: These shallow fools think they know what's going on. One day they will fall and only the Arachne will remain. For
now, let them think what they want about us. We'll use them till the time comes, and then we'll throw them away.

They are a mysterious lot. Don't trust them if your life depends on it! Beware of their strange powers...it makes them very
dangerous and unpredictable. They give me the willies...
--Nigel Livingston, Ventrue elder
The Sabbat: They are disillusioned and have no discipline. Their chaotic ways will be their undoing. They kill themselves, saving
us the task. In the end they will be easy to destroy!

Itsy, bitsy, spider crawled up the water spout. Down came the rain and washed the spider out...
-- Stewart, Malkavian antitribu
The Inconnu: For now they stay out of our affairs. For now they live...
They have been around for longer than most know but their numbers are insignificant. Now they are growing and their power
is spreading. I must watch them more closely.
-- Alexander, fifth-generation Nosferatu.

View the Araneiform discipline.


THE ARBILEXTI: THE ARBITERS OF THE LAW
By Fabian Alvarez (maldoror@eucmax.sim.ucm.es)

Prelude: Night in Enoch


And so it was all silent and calm in Enoch, but the heart of beloved Ventrue, grandchilde of Caine, was neither silent nor calm,
because the prophecy of the Father weighted heavily on his heart. And so, that night beloved Ventrue was on the roof of his
palace, and the gardens no longer delighted him, and the scrolls of the Library of Brujah no longer held his mind. Blind Amelech,
childe of Ventrue, arrived at the house of this friend and sire (because then, even as the seeds of Jyhad had been long ago
sown, we Kindred were most inclined to become friends, and the childer didn't hate their sires) and asked him: "My father, why
are you worried and silent? Why don't you walk throught the Gardens of Arikel or read the books of Brujah? What's wrong?"
Smooth as silk were the words of Amelech, the Blind Seer, and Ventrue finally looked at his childe, saw his burned, blinded
eyes, and a tiny tear of blood slid by his cheek. And Ventrue told Amelech about his plight, and Amelech listened.
Was Amelech one of the smartest Kindred of Enoch, so different of the others childen of Ventrue... the Embrace had blinded
him, and his chalky eyes were always hidden behind a fold, save when he visited his sire. And yet Amelech talked to Ventrue as
no other childe dared, because he was no normal childe: he didn't want to control the minds and spirits of others... Instead, he
liked to spend hours and hours in mediation [...] Amelech throught than, whenever anyone died, a fragment of the world died with
him. So, he developed a method to preserve the memories of the world and, blind as he was, he could store perfect images on
his memory, and then he could show them to others. Also, Amelech liked to research the hidden; his blindness, however, led him
towards the shadows, and soon Amelech was as proficent controlling them as the childen of Lasombra. And a friendship of
sorts arose between the Dark Anthediluvian and the Blind Methuselah.
That night, Amelech left his sire is distress; why, I wonder, must we fight among ourselves? Is not the stylus stronger that the
sword? Is not the hand stronger than the fang? And Amelech wrote the first record of the Traditions of Caine, as they were in
Enoch, and them... [...]
The night before Sutekh, Absimilard, Brujah and Tzimisce visited beloved Ventrue, Amelech abandoned Enoch. But he never
forgot the love Ventrue had given him, and so had never his childen: the Amelechites, the Arbilexti.
Fabrizio Ulfila, Clan Ventrue.

Description
"Law and justice, they are the main points of any civilized society; every law must protect the society, every law must progress
towards justice. We are the Keepers of the Law, and that's the duty our Father gave us."
Mercurial and enigmatic are these Kindred, the Arbilexti, the Sons of Amelech; not as arcane as the Mnemosyne or other
Kindred scholars, the Arbilexti are renown for their calm and quiet ways and for their totally unmitigated hate for those that hold
all laws in contempt. It's believed that the founder of the Bloodline, Amelech, was a blind scribe in Enoch, son to the Ventrue
Antediluvian. After the destruction, the sons of Amelech scattered and became splintered in three factions: those allied to the
Ventrue, those allied to the Lasombra and those allied to the Brujah and the remaining True Brujah. During the Dark Ages, the
three kinds of Arbilexti hold a Conclave in Rome and resolved their differences, as many centuries ago they have renamed
themselves Arbilexti, until them calling themselves Amelechites. Amelech himself had entered torpor during the late reign of
Tiberius, and he had become proud about other Kindred calling his brood "Arbilexti" (Arbiters of the Law).
Blind and stealthy, the Arbilexti have remained along the centuries in the fringes of Kindred's society, always concerned with the
spirit of Justice and the study and improvement of the Traditions of Caine. Gifted (some say cursed) with the power of prophecy,
Arbilexti become occasionally the Kassandras of the Kindred, warning both Anarchs and Princes of disasters, and only rarely
being trusted. In fact, some Kindred see the Arbilexti as doombringers and cursed, and wish all of them dead.

Nickname
Truthsayers, Oracles (Old Form); Judges (Vulgar Argot)

Appearance
All the members of this bloodline possess chalky eyes or white irises, and most of them shave totally their heads. They usually
wear shrouds or long and flowing robes, and some of them seem to embody the concept of Justice (complete with scales and
sword).
Haven
Arbilexti are very picky concerning their intimacy, and select as havens deserts and calm places, usually libraries, catacombs,
churches or museums. They hold the concept of hospitability in very high steem, and to be invited to one of their havens is an
honor given only to the most favored friends.

Background
The Embrace of the Arbilexti blinds, so usually the sire-to-be raises the neonate-to-be as an adopted son. Usually, Arbilexti have
a couple of ghouls they used to visit the orphanages and foster homes of their home city. Blind-born people are rarely
Embraced, however, for Arbilexti to have known what is to see to use their powers of Codex.

Character Creation
Most Arbilexti have middle class concepts. Architect and Visionary Natures are common, as well as Judge and Caregiver. They
usually have a Confidant, Caregiver, Judge or Loner Demeanor. Mental or Social Attributes are Primary, as are Knowledges or
Skills.

Blood Disciplines
Auspex, Codex, Obtenebration.

Weaknesses
Arbilexti are blind, although not truly blind: they only see shadows and, save for their powers of Codex, the world of colors is lost
to them. Also, due to their extreme corpse-like parlor and enigmacy, they have a +1 difficulty on all Social rolls. They cannot take
the Merit: Baby Face.

Organization
Arbilexti have a loose hierarchy. They hold their meetings once each fifteen years in the city of Cologne under the protection of
the Camarilla, of which they are consultive members (there's not an Arbilexti Justicar, although there's a Justicarate Librarian,
currently a 5th generation Arbilexti called Primus).

Gaining Bloodline Prestige


Researching and promoting justice are the fastest ways to gain Prestige; the study of laws and general scholarship are also
recognized.

Stereotypes

Clans
Assamite: A fairly stable amalgam of warriors and scholars; only a bit fanatic.
The least vile of Khayim's get.
Brujah: This Clan has lost much glory since the fall of Carthage; we understand them and protect them occasionally from the
wrath of our Ventrue brethen.
I have heard they were ass-lickers of the Ventrue and scions of the elders; however, one of them let me go after I broke one
stupid law, mumbling something about "...draconian laws not being in the spirit of Justice..." A bit scary, but not too bad.
Caitiff: Why our Kindred abandon their Progeny? Try your best to help them, but seek and destroy their sires whenever possible;
they are not guilty of the sins of their fathers.
Too enigmatic, almost frightening... I won't go near one of them.
Gangrel: They are honorable, that's sure, and they know how to fight.
They are too concerned with laws and rules... one of them should show them the true meaning of the word "freedom," and not
let them read it on their books.
Giovanni: Born from the deadliest sin, some of them are guilty, some of them are not.
They are arcane and mystical; I wonder what they see with their blind eyes.
Lasombra: There's great sadness in this Clan; when Antediluvians fall, bloodlines wither. However, they are still powerful and
worthy of respect.

They are good as councellors and librarians, but do not ask one of them to fight in the warfield.
Malkavian: Pity these lost, mad children; they are reservoirs of great wisdom, but they cannot see it clearly.
Oh, you Mighty Blind Oracles! Give me your wisdom!
Nosferatu: I think they are the most honest of all of us; we have never hold them a grudge.
The Oracles are good chaps, but they tend to fall to lick the boots of the Ventrue.
Ravnos: Jesters and thiefs, all of them!
So, so, so serious and bored are these blind seers that we no longer steal from them. There's no honor and no much fun
stealing from the blind. Setites: The Children of the Dark God are to be treated like the snakes they are.
They shouldn't be too difficult to corrupt but beware them... some of them know too much for their own well being.
Toreador: Artistes are artistes; forever thinking they can live over the rules, forever trying to break the rules.
They are bored and snobish, these blind oracles. Why don't them like us?
Tremere: They know much about many things, but like the Giovanni they are born from the deadliest sin. Only one thing we can
respect from them: they like order... their own order.
Arcane. I wonder how many things do they keep from us.
Tzimisce: The Fiends are intelligent scholars and wise men without peer; sadly they are also cruel and usually too inhumane for
me...

They are interesting, these blind prophets. I like to debate with them, even if their opinions about Justice are occasionally too
kind.
Ventrue: They are the patricians, the most fit to rule. We will never abandon them.
The Arbilexti are not tools of the Secret Masters; they, however, must be carefully watched.
The Camarilla: An interesting organization, a bit too fractious and divided to be truly effective.
The Sabbat: Let our antitribu brothers deal with them. A totally different view of the world.
The Arbilexti antitribu: We are still brothers, but we are no longer friends or allies. It's a pity, and could have be helped.
The Inconnu: To escape from the world is not the answer, neither has it never been.
The Arbilexti should be watched, even the few ones in our sect. They are too silent, too enigmatic. What do they hide?

The World of Darkness


Garou: A totally different culture; their laws are surprisingly simmilar to ours.
They don't usually smell of Wyrm, but I will be careful of trusting a Leech, even a blind one.
Mages: It's amazing how these guys are similar to the Tremere and have both of them hate each other.
Of all vampires, the Arbilexti are the most peculiar. I wonder if some of the first of them were proto-Hermetic mages.
Wraiths: The Laws of the Dead are as harsh as the Laws of the Undead, or more harsh.
They are not dangerous.
Changelings: A bunch of psychopathic, lawless shining guys with funny ears.
Fear them, because their words are truly the claws of Banality.

Quote
"I am a Keeper of Law and Knowledge. Say your question, and maybe I could help you."

Merits and Flaws

Natural Jurist
(2 point-Merit)
You have a -2 difficulty on all rolls requiring Law, Bureaucracy and related secondary abilities. You also have a -1 difficulty on all
rolls related to Finance or (in V:DA) Seneschal.

Oracular Ability
(2 point-Merit)
The same as in The Player's Guide to the Sabbat, but it's only a 2-point Merit for the Arbilexti.

Empowerment
(5 point-Merit)
This is a very uncommon Merit and only a few Arbilexti possess it. A vampire with Empowerment may burn Blood points to
increase either her Physical or Mental Atributtes.

Neutrality
(5 point-Merit)
Although you don't belong neither to the Camarilla nor to the Sabbat, both sects respect you for your knowledge and you are
given almost complete freedom in their domains. You have a -2 difficulty in any Social roll with Camarilla Archons, Princes and
Justicars and with Sabbat Bishops, Archbishops and Cardinals.

Legal Ineptitude
(2 point-Flaw)
You never got the ability to think in legal terms. You have a +2 difficulty on all rolls requiring Law, Bureaucracy and related
secondary abilities. You also have a +1 difficulty on all rolls related to Finance or Seneschal.

Kassandra's Curse
(4 point-Flaw)
Like the daughter of mythic king Menele of Troy, your prophecies will never be believed. You possess for no cost the Merit:
Oracular Ability but no one will never ever believe your warnings. Also, possibility of doom is always in your mind and you have a
+1 difficulty to all Mental rolls when not alone.

Sigil
The modern sigil of the Arbilexti is an ankh shaped scale, or a closed book with an ankh engraved on the cover. The heraldic
shield of the Arbilexti was crowned with a circlet and had a golden ankh-shaped scale over an open natural book; a sword
serves as bookmark.

Sample Arbilexti
Karl Amadeo, the Philosopher Prince (Prince of Colonia)
In a land of Ventrue-ruled cities, this Arbilexti is truly an amazing oddity; in his city of Colonia, the Philosopher Prince hosts the
meeting of his bloodline and rules as one of those kings of the XVIII century, even though he is a elder Kindred. The only known
Arbilexti prince of the known world, Karl Amadeo gained the throne after a convoluted series of intrigues and backstabbing
regarded by the leaders of the bloodline as the raving actions of a youngling. Now, Amadeo rules over a calm, scholarly city and
is under the watchful eye of the Camarilla, who think he is too soft with the Anarchs.
Image: Amadeo wears a shroud and a little golden circlet over his forehead. Nobody has seen his face since the XV century,
and some neonates are truly frightened of being called to the court of the "Grim Reaper." He likes black, flowing robes, and
always wear velvet gloves, even when welcoming someone to his city.
Roleplaying hints: Be calm, calm and smooth as silk. You are the fist of iron in the velvet glove. If anyone become a truly
hindrance, crush him switfly and mercilessly.
Bloodline: Arbilexti
Nature: Judge
Demeanor: Director/Caregiver
Generation: 6th
Embrace: 1012
Apparent age: Unknown
Physical: Strength 3 Dexterity 7 Stamina 5
Social: Charisma 4 Manipulation 6 Appearance 3
Mental: Perception 7 Intelligence 7 Wits 6
Talents: Acting 3 Alertness 4 Dodge 3 Empathy 4 Leadership 2 Sense Deception 7 Streetwise 2 Subterfuge 5
Skills: Blind Fighting 7 Etiquette 5 Meditation 6 Melee 4 Stealth 3
Knowledge: Area Knowledge 4 Bureaucracy 5 Camarilla Lore 3 Clan Knowledge 3 Finance 5 Linguistics 7 (Ancient Greek,
Latin, English, German, French, Arab, Russian) Law 7 Politics 3 Sabbat Lore 1
Disciplines: Auspex 7 Celerity 1 Codex 7 Dominate 3 Fortitude 2 Obtenebration 7 Obfuscate 4 Presence 5
Backgrounds: Influence 2, Herd 3, Resources 5, Status 3
Virtues: Conscience 4 Self Control 5 Courage 3
Path of Enlightment: Path of Blind Justice 8
Willpower: 10

The Arbilexti in the Dark Ages

Sobriquet
Oracles, Jurists

Disciplines
Auspex, Codex, Obtenebration.

Preferred Road
The Via Caeli, the Via Equitatis and the Via Iustitiam (Path of Blind Justice)

Stereotypes
The Cappadocians: They are close to us in spirit, and they have helped us in many ways. They are our brothers in spirit, if not
in blood.

We have many things in common with them; they require the same ambiances that us for their studies. I like them.

Shadows of Justice: The Arbilexti antitribu

Nickname
Jurists, Scribes

Description
Some Camarilla Kindred don't believe in the existence of the Arbilexti antitribu, saying that all the Kindred of that sect are
anarchists and unrepentant diabolists. That's true; Arbilexti antitribu are uncommon, but the members of the line that helped the
Lasombra went with them to the Sabbat, thinking that the Anarch revolt was fair and that the elders had overstepped the
traditions of Caine. When rumors of Caine's founding of the Sabbat arose, a few more Arbilexti left the Camarilla ranks and
become antitribu. Now they are faithful Noddists and Canonici, and hold no small respect among the members of the Sabbat.

Image
Arbilexti antitribu dress in the same way that other Arbilexti. Most of them wear shrouds instead of robes, however.

Disciplines
Auspex, Codex, Obtenebration.

Weakness
The same that other Arbilexti.

Preferred Paths
The Path of Blind Justice, the Path of Caine, the Path of Honorable Accord and the Path of Harmony. Arbilexti following the Path
of Caine sometimes hold arguments with followers of the Path of Blind Justice, as these two paths hold differents views about
some matters, mainly diablerie.

Quote
We are the scions of the followers of our father; the Antediluvians were sinners, and so are their lapdogs, the dupes of the
Camarilla. Our father Caine will slay them all.

The Enochian Librarians: Arbilexti of the Tal'mahe'Ra


"So long I have dwell in this dusty, dark, decaying library that the outdoors world seem non existent to me... now, only my books
are my companions, and my fellow Kindred come to me only to speak about scholarly matters... ah, I love so much the scent of
fresh ink that I have almost forgot what is to drink from a lively, young mortal...." Abetorius, 6th generation Arbilexti So long I
have dwell in this dusty, dark, decaying library that the outdoors world seem non-existent to me... Now, only my books are my
companions, and my fellow Kindred come to me only to speak about scholarly matters... ah, I love so much the scent of fresh
ink that I have almost forgot what is to drink from a lively, young mortal....
-- Abetorius, 6th generation Arbilexti
By Abetorius, progeny of Primus, progeny of Amelech, progeny of Ventrue, progeny of Enosh, beloved of Caine.
I am Abetorius, first childe of Primus... I am more than 1000 years old, and I dwell in Enoch, in a marble, spectral palace near the
Library of Brujah... We the Arbilexti, the Amelechians, didn't joined the True Black Hand until the fall of the Roman Empire; a
distant friend of my sire, a Kindred called Altair, was contacted by someone called Abd'ibn Rahit, who guided him to the
remains of the libraries of the True Black Hand, scattered after the War of the Betrayers, and asked him if he could help them
regaining some fragments of the Book of Nod held by Primus himself... Many years later, it is rumored that the rulers of the
Tal'mahe'Ra spoke to Amelech himself, and Altair found himself as main librarian of the library of Enoch...
Now, we the Arbilexti have infiltrated both the Camarilla and the Sabbat, although most of us don't belong to the True Black
Hand, those who do control our childer and our grandchilder, and most of the knowledge archived by us Arbilexti ends finally in
the vaults of Enoch...
Ours is truly a lonely task, as we are an ancient, but not prosperous, bloodline... there are only fifteen Arbilexti in the Black,
including Altair and myself, but that's seems enough to archive all the knowledge our masters the Antediluvians will request when
they rise...

The Truth
While not all of the Arbilexti are puppets of the Black Hand, many are at least watched, because the Del'roh and some others
Rawis fear the Arbilexti finding something truly important about the goals of the Tal'mahe'Ra and keeping it hidden. Also, a few
members of the Hand dislike the Arbilexti and suspect them of serving not the Hand but the Ventrue, and the Ventrue themselves
not serving the Hand, but the Clan Ventrue itself...

Characters
To create Arbilexti of the Tal'mahe'Ra, refer to Dirty Secrets of the Black Hand.

Sterotypes
Nagaraja: They are creepy and enigmatic, like us, and they dwell in shadows and try to control energies too deathly to every one
else. I trust them.

The Arbilexti are interesting Kindred, but I fear they may be hiding something among all their scrolls, books and secrecy.
Old Clan Tzimisce: These are the true lords of ancient Eastern Europe. Sadly, they are now very few, and their rebellious
childer are a headache for all of us...

These Blind Prophets and Seers intrigue me... I wonder if, being kin to the Ventrue, are they truly trustworthy.
True Brujah: They have been more sucessful in redeeming their lost childer that everybody would like to think...
The Arbilexti are detached and lonely, and I respect that.

Scions of Law: Arbilexti of Note

Altair, Librarian of Enoch


This Arbilexti, progeny of Amelech, is the chief and main librarian of the Archives of the True Black Hand, located in Enoch, the
ghostly city in the Underworld. Altair has not returned to Earth since the burning of the Library of Alexandria.

Arachnos
Like Nullus (see below), Arachnos is a solitary Arbilexti. Arachnos hunts not those under a Blood Hunt; he hunts specifically
enemies of the Arbilexti bloodline. Arachnos is rumored to be proficient in both Animalism and Protean, and is also known to
hold sizable status in the Clan Gangrel. He is also rumored to maintain several pacts with members of the Ananasi, a race of
werespiders.

Karl Amadeo, Prince of Colonia


The prince of Colonia, this Arbilexti is renowned in the bloodline for both his scholarly research and his ruthlesness when
confronted with nuisances. He is, however, being currently investigated by the Inner Circle in the belief he's too soft in his
dealings with the anarchs.

Nullus (Zero)
A vampire of the 7th generation, Nullus is a self-appointed hunter of diabolists and those that have somehow evaded a Blood
Hunt. Some anarchs whisper that Nullus is protected by the Inner Circle of the Camarilla, but this is unknown because he is no
Archon of any of the Justicars. It's also said he is skilled in both Quietus and Obfuscate, and he displays a "0" tattooed on his
forehead.

Primus
This 6th generation Arbilexti serves as the Justicar-without-office for the bloodline and is also the official librarian of the Inner
Circle of the Camarilla; he is rumored to hold records of all the Conclaves, stored in his mind due to his mastery of Codex. He
has a web of contacts among the Ventrue, Toreador and Brujah Clans, and his renowned for both his impartiality and coldness
(Path of Blind Justice 10)

Portia
The first woman embraced by the Arbilexti, Portia was a vestal (priestess of Vesta) in Imperial Rome, during the reign of
Augustus. Portia remains active and is a truly powerful hand behind several feminist organizations around the world.
ARCANE
By Adam Solis (ajsolis@aol.com)

History
This extremely small and unusual bloodline is a very recent phenomena, or so it is hoped by the few who know about them. It
does not help that they have the disconcerting habit of infiltrating the other clans. It is believed by some scholars that this
bloodline's origins can be traced to the Tremere. It is said that the Tremere are unique in the annals of history in that they have
very diverse blood. Tremere was Embraced by a fourth generation Tzimisce whom Tremere then diabloried. Afterwards he
tracked down Saulot, the salubri Antideluvian and with the ritual of the bitter rose diableried the ancient along with his
"Apprentices." So Tremere became a clan, but was distinguished by the fact that all Tremere effectively derive from the blood of
three Antideluvians: Tzimisce who is said to have been a mage in his human life, Saulot the first Golcondan and the greatest of
the third generation, and finally Tremere himself who was a lord of the Order of Hermes. The Tremere are also unusual in that
their Antideluvian's status is well known. It is said that he is in Torpor in Vienna. Unfortunatley (?), that is no longer true. Tremere
merged his soul through diablerie with two extremely powerful and willful Kindred. To compound matters, in so doing he infected
himself with vicissitude. Tremere, the unknown Tzimisce with his vicissitude, and Saulot with his Obeah have been waging an
internal war for possession of their communal identity and that war was finally won and lost by all three. What was once Tremere
became the Arcane.

Nickname
The touched, the New Salubri

Organisation
None, the Arcane infiltrate the other clans and bloodlines for as one arcane put it "why create a new organisation when one can
simply borrow the organisation of another?" Their infiltration is made quite easy because of their vicissitude, the versatile nature
of Thaumaturgy, and their ability to learn "semi-clan disciplines" like the Baali infiltrators.

Clan disciplines
Vicissitude, Obeah, and Thaumaturgy, in addition they may learn two disciplines at the cost Caitiff use to help express their inner
nature or infiltrate a particular clan/bloodline. See the Baali Clanbook for details.

Clan weaknesses
Like the Salubri, they must strive toward Golconda, and they develop a third eye (which is completely concealable with
Vicissitude). Although there are no known cases of Arcane Souleaters, Arcane are fully susceptible to the derangements from
developing Vicissitude too quickly. Arcane call that affect "Twilight."

Preffered Paths of Enlightenment


Lilith, Death and the Soul, and Power and Inner Voice are all popular, but almost any path is followed with the exceptions of Evil
Revelations and the Setite paths. The Arcane don't believe in objective good or evil and they hold demons in contempt as
beings to be controlled if possible, avoided if not, but never served or worshipped. Strangely, the choice of path does not restrict
the Arcane from gaining Golconda. Perhaps the Arcane know something the other Kindred don't?

Relations
Few kindred know of the Arcane. Those who do are usually considered the undead equivalent of paranoid conspiracy theorists.
That is partially due to the Arcanes' small numbers, and partially due to the versatile nature of their thaumaturgy, healing powers
of Obeah, and the disguises of Vicissitude. Those who do know of the Arcane see them as practically aliens who seem to have
no sinister motives for their decidedly sinister actions and manners. The Arcane in turn see other kindred as pitiful souls who can
not see the whole truth, but the Arcane do try to enlighten their brethren. Another problem with interclan communications is that
the Arcane see nothing wrong with diablerizing kindred who have fallen irretrievably from the path, such as infernalists. Most
kindred in the know see that as inevitable -- the Tremere came to be from diablerie, the Salubri are ritual diablerists, and the
Tzimisce have always favored the practice. Due to their origins, Arcane are well aware of soul shards. Funny isn't it that the spirit
thaumaturgy power the "evil eye" can guarantee that soul shards are never a problem?

Initiates
The "New Salubri" pick followers like the Tremere, from those already touched by the supernatural. Rom (which puts them in
conflict with the Ravnos and the gangrel), Street Fighters, Scanners and other psychics, mages, hedge wizards, the Faithful,
kinfolk and Bete (The Evil Eye power of Spirit thaumaturgy can guarantee a botch on that Gnosis roll to survive the Embrace),
Eagle Knights, Hunters, dhampir, latent Immortals, kinain and changelings are all prime targets for the Embrace. This but serves
to make the Arcane more powerful, it also guarantees the further alienation from more normal clans. The curious should see the
Scanner, psychic, dhampir, Immortal, living Vampires, Wolfen, Street Fighter, and Dragon kith/clan entries for specific rules.

Note
The Arcane may be too powerful for certain campaigns, but they make great NPCs to really make players paranoid and
confused. Also the Arcane can make for really individual roleplaying for those ready to stretch the envelop on what is possible in
a campaign. The Arcane can easily be integrated in Tremere and Black Hand games. The Arcane are well aware of the Baali
infestation of the Tremere, as well as the Souleater menace. The Black Hand appreciates the help but does not trust them. They
wonder "How is it none of them are Souleaters; is it possible they are just capable of hiding it from us. Why don't they share their
secret of immunity from Souleater-hood?" Arcane will also aid Salubri with only a little derision on their part.
ARKADY
By Chris Bonnici (30 November 1993)

Description
This bloodline is mostly overlooked and ignored by the rest of vampire society, Sabbat and Camarilla included. They refused
membership in the Camarilla when invited back in the early 1800's and still maintain that they want nothing to do with vampire
society at all. Little is known about this bloodline due to the fact that very few care to find out. Arkady are most like Nosferatu in
that they avoid the public eye, yet their reasons are not aesthetic. They don't like people, vampires or any other group for one
reason above all others; they interrupt on reading time.
Arkady appeared around the middle of the 16th century, from where it is not known. They themselves have little to say beyond
that their originator decided one day that the Kindred were doing it all wrong; knowledge was the key. Then, he promptly shut up
so he could read.
It could be said that no other group of vampires knows more about the world, both above and below the Masquerade than
Arkady. They are the quiet, too-smart young adult in the back row of your night class who says nothing all semester until one
night when he poses a question to the Professor that makes the whole class stay an extra 30 minutes so that the Prof. can
answer it. When not in the multitude of night classes they frequent, they can be found in libraries buried beneath books on any
subject available. Clan Arkady (the title of Clan is self-appointed by the bloodline and nobody cares enough to argue) is a Clan
of learning and study.
Arkady do not like people in general, avoiding contact and discussion unless they feel it may help to enlighten themselves in
some way. Their favorite 'victims' of discussion are Professors who believe they are authorities on subjects. It is not uncommon
for an Arkady to travel to a particular University just to involve himself in a debate with a Professor he disagrees or agrees with.
Arkady wish to know all that is possible. It is believed that once a member has decided that she knows all that there is to know,
she will end her existence in happiness. It is through this that Golconda is reached for members of Arkady.
The first Arkady is thought to be, (by those who have spent the time considering it; Arkady are impossible to question when they
are busy), a Brujah who found society too uninteresting in comparison with her books. Their discipline as well, is devoted to this
pursuit of knowledge. With Brujah blood comes from rebel habits which makes them formidable foes if someone chooses to
persecute one of their own. Arkady are loyal to two things, their sources of knowledge and each other. With the knowledge they
have, or have access to, wouldn't you be worried?

Nickname
Bookworms

Appearance
They're students, plain and simple. Arkady can be from any place on earth so long as they possess the hunger for knowledge.
They tend to dress in comfortable and sensible clothes, and never go anywhere without their books and backpacks.

Haven
Arkady almost always dwell in libraries or close to them. They can be found on University campuses, in sewers under famous
libraries and in dormitories and student housing. They generally keep student hours so very little attention is paid to them.

Background
Arkady embrace only those they have found possess the hunger for knowledge that they do. They tend to sire few childer; it is
not uncommon for an Arkady to have no progeny. Progeny take time, and time is better spent reading and studying.

Character creation
Arkady almost always have drifter or kid concepts. They often have fanatic, loner, director or visionary natures and demeanors.
Mental attributes rank first always, social and physical having little meaning to them. Knowledges are of course primary to
Arkady; Skills and Talents ranking in order from there. Arkady have very few background areas, but they sometimes possess
contacts or a mentor.

Clan disciplines
Obfuscate, Celerity and Scriptus

Weaknesses
Arkady are limited in their hunting grounds to the vicinity of where their havens are: campuses and library neighborhoods. They
also must make a WILL+ALERTNESS roll every other round when involved in discussions of any degree, if they fail their
attention span has been breached and they go back to their books. A roll of INTIMIDATION+CHARISMA must be made at
normal difficulty to get their attentions back. Their attention is then again based on the every second round rule mentioned
above.

Organization
Surprisingly, Arkady are loosely organized into a network which allows the exchange of information between members as they
move from library/university to library/university. However, this network may or may not be efficient depending on the amount of
time and attention the member devotes to getting the message through. It is not uncommon for two or more members to be at
the same location, studying.

Gaining Clan prestige


The only known way that Arkady members recognize their own for anything is through the discovery of new sources of
knowledge or dominance in any one field above all other members.

View Scriptus discipline.


ARTEMIDORE
By Jay Knioum (madafro@trip.net)

Description
The Artemidore are a bloodline of Kindred stemming from ancient Greece. The line's founder, Artemidorus (c. 150 B.C.), was
the author of Oneirocriticos, a collection of thousands of dream reports. Artemidorus himself was fascinated by dreams, and
sought almost obsessively to analyze them and root out their cause and importance. He determined in his work that dreams had
no universal message, but were each important individually. He also believed that the dreams of rulers held more importance
than the dreams of commoners, for rulers' dreams foretold the fates of nations.
It was this belief and analysis that gained Artemidorus the attention of a powerful vampire who held great sway in ancient
Athens. This vampire was an Autarkis, and had fought hard for his position despite the continuing efforts of the large Clans to
prevent his rise.
The name of this admirer is lost to antiquity, but he was infamous for his frequent bouts of psychotic behavior after particularly
intense dreams experienced during the day's sleep. The Autarkis was convinced that these visions held portents of the future (a
subject in which this vampire held a great deal of stock), and became obsessed with finding out what they could mean.

This vampire came across Oneirocriticos, and read it with near-obsessed attention. So impressed was the Autarkis with
Artemidorus' work, that he determined to meet this brilliant mortal. The vampire and the philosopher eventually did meet and
became fast friends, each one fascinated with the other's thoughts and holding a common desire to know more of dreams and
their secrets. Shortly after their meeting, the vampire invited the human to be a guest at the Autarkis' villa in Athens. The
invitation was readily accepted.
One dusk, a few months after Artemidorus had come to stay with the Autarkis, the vampire suffered a horrible daymare, far
worse than any one previous. The experience had driven the Autarkis near to Frenzy, and in the wave of bloodrush, the vampire
Embraced Artemidorus, so that the undead status might make him better able to understand these dreams that tormented the
Autarkis. This hope turned out to be more correct than the Sire would ever know.
The nights following, the Autarkis taught Artemidorus the ways of his new people, and in turn, the philosopher looked on the
dreams of his sire with new eyes, a vampire's eyes. Artemidorus found that he could not only analyze the Autarkis' dreams, he
could actually see them, feel them and experience them totally! He found that the Autarkis' visions held two secrets: on the one
hand, they were very accurate portents of the future, and on the other, a harbinger of the elder's rapidly deteriorating sanity.
Artemidorus lost no time. He became a pillager of dreams, as he used his newfound powers to induce longer and more frequent
sleeps in his ancient sire, so that he might gain all the knowledge he could from the old one's dreams before his mind
disappeared. The Autarkis became mentally feeble, almost totally dependent on the philosopher's company.
Then, one day when the sun was just about to set, and the absolute last drop of knowledge was squeezed from his insane sire,
Artemidorus plunged a stake into his sire's heart, and feasted on his vitae.
This deed did not go unnoticed. The Autarkis had a considerable cadre of allies that had helped him gain his seat of power in
Athens, and they grew concerned as their cohort became more distant and spent more and more time secluded in his villa with
his Childe. They knew of the vampire's dreams, and so left him to his occupations. However, when one of them, a lover of the
Autarkis' named Iceode, had a dream of her own in which her beloved was in torment, she immediately made haste to the villa,
and found her lover's ashes in the middle of a garden and Artemidorus nowhere to be found.
The philosopher fled Athens with abandon, as the elder's blood coursed hotly through his veins, and the power he had
possessed before intensified a hundredfold. As he fled through Greece, stole aboard a ship bound for Egypt, he could sense the
dreams of all about him; and soon gave into his desires to enter them.

The last records of Artemidorus are found in Oneirovitaeum, a little-known work of the philosopher's which was written about a
decade after his Embrace, in which he details the ways and means of Oneiromancy, the magick of dream manipulation and
divination. Inside, Artemidorus also tells of his early travels in Egypt, and later in Asia Minor, and India. The philosopher sought
out any wise man, priest, or even madman who could help him better understand this new universe of unconscious thought. From
these individuals he drew his disciples, his Childer, his bloodline. And thus, the Artemidore were born.
Since then, the Artemidore have traveled the world both physically and within the dream-realms, forever searching for meaning
to the visions and the secrets they may hold. As for its founder, Artemidorus was last seen about five years after the publishing of
Oneirovitaeum when he himself eventually fell into madness. He disappeared, and it is canon among his descendants that the
philosopher finally gave himself totally to the Dreaming, and completely left the physical world.
The Artemidore have thrived even in the absence of their founder. The Oneirovitaeum has become akin to scripture in this clan's
eyes, and the secrets it holds are guarded jealously, at least by one faction of this bloodline.
Clan Structure
The Artemidore as a bloodline only have one true quality in common: the desire to traverse the dream-lands and learn more of
sleeping visions. Otherwise, this clan is a divided one.
The oldest sect of Artemidore are the Oneirocritikoi, or "dream critics." They have taken cues from the ancient Greeks who
analyzed dreams, and have formed a long-standing organization of Kindred who hold this occupation in common. The
Oneirocritikoi consist of the eldest Artemidore, and more than a few of them are allied with (or members of) the Inconnu. From
their hidden chambers in New Delhi, the Oneirocritikoi traverse the dreams of the world's people; watching, waiting, and gaining
control.
The Oneirocritikoi have taken it upon themselves to "guard" the dream-realms against intrusion by outside factors, and to
monitor these realms for any portents or information they may hold. In the society of Artemidore politics, the Oneirocritikoi are
the "establishment."
The other side of the Artemidore coin are the Recreants. These are usually the younger vampires, neonates and a few ancillae,
who choose to ignore the directives of the Oneirocritikoi.
Recreants in general choose to treat the dreams of others as entertainment, and a way to get an edge. A few of them have a
more enlightened view of Oneiromancy, and these few seek to teach the rest of Recreant society how to know dreams for what
they are, and what they are not.

Nickname
Sandmen, or more recently, Freddies (the latter term is considered a dire insult among most Artemidore).

Habits/Appearance
The Artemidore are a very intelligent, thoughtful breed of Kindred. As such, raw physical power is not that important to them.
Based on these tendencies, and those usually chosen for the Embrace, the Artemidore are generally a physically weak, but
mentally formidable lot. The "standard" Artemidore (if such exists) is a very thin, gaunt individual who does not waste words.
Indeed, the Artemidore are most active when touching the dreams of sleeping creatures, not conversing with those who are
awake. It is when using Oneiromancy that they feel the most control over reality, so they will tend to be cold, aloof, even paranoid
when dealing with the waking world. They are not insane, but guarded, and are very slow to trust those whose dreams they have
not tasted. Thus, the easiest way to make a friend of an Artemidore is to offer one's dreams to her.
On a personal level, the Artemidore are given to introspection. They almost always seem to have their thoughts elsewhere, even
when discussing a matter of importance. They are not absent-minded, just not narrow-minded. They do not brood, but they do
consider, analyze and wonder.
Artemidore adopt the modes and dress of whatever lifestyle they have chosen to infiltrate. Most of them prefer comfort over
style, and their dress and habits will reflect this.

Weakness
The Artemidore, possibly more so than any other clan, relish the time they spend sleeping. The entire time they spend asleep,
they are in a state of lucid dreaming (in which they may control their dreams), a very euphoric experience for them. For this
reason, the Artemidore are both very difficult to rouse early from sleep, and very hard to deal with once awake.
All Artemidore have the Flaw of Deep Sleeper (all difficulties to awaken from sleep are raised by two). Players of Artemidore
characters may still take the Deep Sleeper Flaw, adding another two to difficulties of waking from sleep.

Disciplines
Auspex, Obfuscate, Oneiromancy

Haven
The Artemidore favor out-of-way, quiet places in which to fall into their deep sleeps and experience lucid dreams. However, they
also desire havens close to large groups of sleeping individuals. More than a few Artemidore make ghouls of motel managers,
orderlies at mental hospitals, or anyone else with ready access to dreaming people.
The most powerful, influential and established Artemidore will go so far as to own their own hotels, or even mental hospitals.
Some of them (particularly Recreants) also involve themselves heavily in the sale and distribution of certain narcotic drugs which
induce a dream-state almost instantly.
It must be pointed out that material wealth, power, and influence is only valuable to these vampires so far as they provide easy
access to the Dreaming. The dreams of others, once sampled, are very much a drug to the Artemidore, and they need to
experience them almost as much as they need blood.

Society
Artemidore are by and large a solitary lot. However, they are quite civil, even friendly, toward each other during encounters. They
will spend time with any clanmates they encounter, to exchange tales of dreams they have seen, and even to experience the
dreams of each other. The older and more powerful the Artemidore, the closer and more lasting the friendships they forge with
each other.
Younger Artemidore, Recreants in particular, will occasionally form coteries and combine their resources to their ends. Such
vampires realize that their relative lack of physical power demands that they find strength in numbers.
This tendency is reversed when dealing with other clans. Toward them, the Artemidore are at best aloof and silent observers. At
worst, they are parasites of dreams, as they continue to pillage the unconscious minds of Kindred for secrets, portents, and
revelations. Put bluntly, the Artemidore trust not what other Kindred say, but wholly in what they dream.
Even so, each Artemidore is an individual, and each has deeply private reasons for walking the paths of Morpheus.

The Embrace
Artemidore seek out those who put great stock in dreams and what they mean. They tend to Embrace psychics, dream
researchers, psychologists and psychiatrists, and more than a few New Age enthusiasts. They also look for narcoleptics (people
with an affliction that causes them to periodically and without warning enter a state of REM-sleep, or "dream" sleep), albeit
mainly as targets for herds or ghouldom.
As well, this bloodline looks for those of great imagination, open-mindedness, or those with a strong sense of wonder. In this
search, the Artemidore are very patient. It is typical for a Sandman to watch a gifted child grow into an adult; spending years or
even decades evaluating the potential Childe (and her dreams), before a decision is made. It is rare that an Artemidore
Embraces an adult that has not undergone such scrutiny, for many of these vampires believe childhood is the best indicator of
value to the line.
Of late, however, there is an increase in the number of "impulse Embraces" by Artemidore of the higher Generations. This
tendency to Embrace based wholly on infatuation or fascination, and not by prolonged observation is a matter of great concern
for the Oneirocritikoi, who see it as detrimental to the Dreaming's stability. Such "unworthy" vampires are even hunted and
destroyed by the elders before the neonate gains the power to traverse the Dream-lands and do harm.
Among the Oneirocritikoi, it is mandatory that a potential Sire provide an argument that a given mortal is worthy of the Embrace.
This argument is made before a tribunal of elders in the bloodline's main headquarters in New Delhi. However, since the
Oneirocritikoi have nowhere near the hold over their line as do the Tremere, more and more Recreants break this rule routinely.
Increasingly, these Recreants get away with it.

Ghouls
Aside from candidates for the Embrace, the Artemidore will ghoul mortals best suited to making the vampire's night-to-night
existence as easy and free of distractions as possible. Also high on the list are those who can provide access to many sleeping
mortals. Most ghouls will have the role of servant or retainer, and are treated about as well. Artemidore are more prone to
ignoring their ghouls (aside from feeding them) than outright abuse. Only those ghouls who demonstrate especially keen minds
gain much notice from their Domitors.
In almost all cases, an Artemidore will select as a possible ghoul a mortal who is already used to restraint or self-sufficiency. The
last thing a Sandman wants is a hanger-on or sycophantic ghoul that demands constant attention. Military backgrounds,
professional servants or the like are ideal. In particular, the geisha of Japan are considered treasures by the Artemidore, and
many Sandmen have braved the wrath of the Japanese Kuei-jin to obtain such a ghoul.

Artemidore and Kindred Society


Although they subscribe wholly to no faction or school of Kindred thought, the Artemidore tend to sympathize with and support
the views of the Camarilla more readily than, say, the Sabbat. The Artemidore do not embrace chaos or strife, simply because
these conditions reflect into the Dreaming. Many an Artemidore lost themselves to madness during the World Wars, the Black
Plague, and the Great Depression. Thus, they support any endeavor which attempts a balance of life, so that more varied and
free dreaming can take place.

At least, this is what roughly half of the Artemidore believe. The other half (Artemidore antitribu?) believe that the most
meaningful and rich dreams are borne of the desperate and miserable. These are the truly dangerous breed of Artemidore, for
they will work toward such conditions; starting wars, becoming slum-lords, or even founding their own cults.
By and large, Artemidore activities do not overlap with the rest of Kindred society. Notable exceptions are the Toreador and
Malkavian clans. The Sandmen are fascinated by both clans, and find their dreams to be entertaining, inspiring, and full of vision.
For this reason, and the fact that the Toreador and Malkavians are the only other Kindred able to converse with the Artemidore
on the same "level," the Sandmen will willingly take up companionship or even friendship with these vampires.
Artemidore attitudes toward the Tremere are highly varied, but distrust is the one common denominator. The Sandmen realize
the power inherent in Thaumaturgy, but how much respect they give to the blood magic, and how much they aspire to learn it,
depends on the individual.
Another exception to the Artemidore aloofness concerning other Kindred are those vampires in positions of leadership or power
over others. Based on the Artemidorus' belief that the dreams of monarchs are of paramount importance, many Artemidore will
seek the companionship of Princes, Primogen, Sabbat Bishops, and the like. This is not done out of a desire for power or
influence (in most cases), but out of a desire to witness the dreams of these paragons. The Oneirocritikoi are the ones most
given to this tendency, for they hold tightest to the original doctrine of Artemidorus. Recreants tend to dismiss these ideas as
without merit, and find that all dreams, no matter the dreamer's station, are significant.
This difference between the Oneirocritikoi and the Recreants is the reason the former has obtained more influence and power in
the world, as they tend to hover around the most powerful of Kindred society.
It must be noted that the Artemidore really have no outstanding dislike of the other clans, but simply rarely cross paths with them.
As a whole, the Sandmen find the dreams of Kindred fascinating in the extreme, and will never pass up an opportunity to
practice their art on a sleeping vampire. As for the other clans, Those few Cainites that know of the Sandmen usually either
distrust them completely or willingly seek their counsel.

Artemidore and Cathayan Society


Asia has long been a source of intense fascination and extreme danger for the Artemidore. Many of this bloodline have sought
to experience the dreams of Eastern mortals, only to be hunted and destroyed by the enigmatic Kuei-jin.
The city of Hong Kong in particular has been a popular destination for the Artemidore. Such a large metropolis with such a
diverse array of mortals is an irresistible smorgasbord for this bloodline. Some few Artemidore have set up semi-permanent
residences in this city, but such involvement has diminished greatly since British control of the territory was given back to China.
Without the protection of Western influence, most Artemidore have fled the city in fear of the strange Cathayans. Still, it remains
a lustrous target for Artemidore weary of Western dreams, particularly Recreants.

Stereotypes
As they care more for the dreams of individuals than outward appearances, the Artemidore haven't formed generalized
bloodline-wide stereotypes of other Clans and bloodlines. This is not to say they are too enlightened for this, only that no two
Artemidore will have the exact same prejudices.
Even so, Artemidore in general prefer to associate with vampires of open mind and keen observation. In particular, they enjoy
the occasional enigma, and see immortality as a boon to their long conversations and dream explorations. Vampires of similar
attitudes will find favor with this aloof bloodline. Artemidore tend to enjoy the company of "real" Toreador, the more lucid
Malkavians, and the more cerebral Brujah most of all. Morality is not so important as intelligence to these vampires; they are just
as happy to hold a conversation with a monster as with a saint.
As for other supernatural creatures, the Artemidore do not encounter many of them, unless they happen upon one by accident
during a dream excursion. Even so, those few Artemidore that have encountered Garou have been met by the barest civility only
from the Uktena, the Theurges in particular. Changelings and certain few Artemidore have forged long-lasting companionships,
as well. The dreams of the Kith are a rare experience for these vampires, but unforgettable once obtained.
As for Wraiths and the Shadowlands, there are rumors of elder Oneiromancers who have traveled so far into the Dreaming that
they can reach the lands of the dead. However, those tales have the place of myth in Artemidore society.

Character Creation
Artemidore usually follow investigative, scientific, or exploratory concepts. There are just as many cold psychiatric types among
this line as there are New Age crystal-wavers or bookish scholars. Higher Generation Sandmen are commonly daredevil or
"extreme" types, vampires not afraid of the edge.
Most often, Mental Attributes are primary, with Social secondary. Mental Merits and Flaws are most common, with Kindred
and/or Mortal Ties running a close second. Artemidore try very hard to entrench themselves in the mortal world, for that is the
surest way to gain access to dreams.
ASHURIAN
By Jason C. Marshall
Through the angel rain
Through the dust and the gasoline
Through the cruelty of strangers
To the neon dream,
-- Detonation Boulevard, Sisters of Mercy

Prologue
Ellen shook her head. Once more the meeting had gone to hell.
"Lying, cheating, backstabbing . . ." The Brujah representative was shouting.
"Gutter trash, gangster wannabe . . ." The Ventrue was shouting.
She put her head in her hands.
Caine, wouldn't this ever stop?
The door to the room opened, admitting a young waifish, women to the meeting. As Ellen watched the newcomer calmly walked
up until she was standing just a few feet from the two screaming Cainites. Ellen's eye's widened slightly as she saw the young
women's eye's glow briefly, as if with a blue fire.
The two Cainites instantly fell quiet.
Ellen blinked and checked herself. No one had used any Presence, she was sure. She knew the feel of such power like the back
of her hand. What had this stranger just done? Ellen rose and started forwards, her hand moving towards her gun. She got
halfway when the stranger looked at her. Really looked at her. Her pale blue eyes seemed to drink in all of Ellen's suspicions and
anger. She felt oddly calm.
The stranger looked at the assembled Cainites.
"Gentlemen and ladies, I am Dame Marrisa, and have been appointed legal negotiator to these meetings by the prince himself."
The Ventrue turned to the young woman, a look of disbelief on his face. The Brujah, on the other hand spun about angrily and
opened his mouth as is if to begin a new set of shouted debate at Dame Marrisa herself.
There was a flash of pale blue from those eyes and as Ellen watched, the Brujah sank to his seat, a look of utter calm and
serenity on his face.
Dame Marrisa extended her hand, a letter of introduction in it.
"As I said, gentlemen and ladies. I am here to act as negotiator."

History
In the days of the first city of Enoch the Brujah and their sister clan, the Ashurians, ruled the city councils with careful deliberations
and well-thought arguments. Each clan assisted the other, the peaceful Ashurians with their calming ways helped the short-fused
Brujah diplomats and speakers to keep lids on their tempers. As a team they were almost unbeatable. Almost.
Framed by a rival clan, most probably the Baali, for diablerie and dark thaumaturgic practices, the Brujah watched in horror as
Ventrue and Toreador soldiers decimated the ranks of the peaceful Ashurians.
Many feel that this was the first of the rifts that was created between the Brujah and the Ventrue.
It wasn't until nearly all the Ashurians had been put to the stake that the crime was uncovered by Brujah and Nosferatu. The
Toreador and Ventrue were shocked at what they'd done and immediately set about trying to find the hiding few Ashurians in
order to offer protection and restitution for the heinous act they had done to their fellow kindred.
The remaining Ashurians took hope with this act, and indeed sought the help of these clans.
As the years passed, those of Brujah's clan became more and more temperamental, unable to still their tempers due to the lack
of the Ashurians help.
Many of the Brujah thought their sister clan had been destroyed and the Ventrue felt it was unnecessary to tell them otherwise.
Today the Ashurians act as diplomats for the Ventrue, still under their wings of protection.

Nickname
Diplomats

Appearance
An Ashurian can look like anyone; most dress conservatively though, not trying to draw attention to themselves.

Haven
The majority of Ashurians live with their Ventrue compatriots.

Background
Resources, Status, and Retainers are the main backgrounds that the Ashurians have.

Character Creation
Most Ashurians have the Mental and Social abilities in the Primary and their Physical as Tertiary. Knowledges are always
emphasized as well as Skills.

Weaknesses
An Ashurian can not pass up the opportunity to settle an argument. They will sometimes go out of their way to do so.

Disciplines
Auspex, Pax Vampir, and Potence.

Quote
Peace, not War.

Stereotypes
Camarilla: We once negotiated the disputes of this organization's forefathers. Now we do so again.
"Once we committed a heinous crime against these our brothers and sisters. They, in their grace forgave us, so now we try
and pay back the sin we committed against them by fostering and nurturing them back to strength."
-- Wendel St. James, Ventrue Prince of Seattle
Sabbat: Though filled with rage and doubt they still need our help. One day they will listen with their hearts and minds as well.
"Us??? Help??? Peace???? Don't make me laugh."
-- Farrah, Tzimisce ArchBishop of Montreal

View the Pax Vampir discipline.


ATARGIA
By Feryn (feryn@aol.com)

History
This bloodline, which claims its own Methuselah, stretches its ancestry back into the Babylonian civilization. A Kindred of the
time, named Atargatis, began the bloodline. Atargatis, whose current location remains a mystery, was of a clan whose identity
has lost itself through the mists of time and the collapse of civilizations. Some scholars have associated the Atargia as a spin-off
from the Assamites, due to the geographical similarities, the similar dark skin, and the similar clan disciplines. Regardless, this
Babylonian kindred identified himself with spiders, and during his wanderings of the world, the myths of the spider as weaver of
fate, trickster, and hunter spread. He was known by many names, among them, the Egyptian "Neith," Japanese "Tsuchi-Gumo,"
the Norse "Holda," and the Plains Indians of America called him "Iaktomi." Through all his wanderings, it was the time he spent
on the African continent which has influenced his bloodline profoundly.
During the height of the Nile Empire, Atargatis allied himself with the Ananasi. He taught them how to burn blood, giving them the
edge they needed to survive after being almost destroyed by the Wars of Rage. In return, they provided their male kinfolk as
herd and occasional childer. During this time, the Ananasi were being blackmailed into serving the Wyrm, so when another
powerful Methuselah began to corrupt and seduce Atargatis, they stayed silent by orders of the Wyrm. The later betrayal of
Atargatis by Set was to become the single defining incident for the clan.
After the Betrayal of Set, the Atargia's alliance with the Were-Spiders grew stronger, yet they remained allies of the Wyrm.
Together the two races slowly spread the power of the Wyrm through Africa and Europe during the rise of Rome and the
Conquering of the Jews. Still these Kindred were unaware of Set's betrayal. They knew only that a huge part of their line had
been wiped out during a botched raid on a Mokole settlement that had become a nuisance to Set, but that Set's flank of the
attack had been destroyed by a human Mage. This botched attack left Atargatis himself in Torpor, and forced the Atargia to
retreat into the deepest caves they could find, hiding from the light of day as well as the vengeful Mokole.
It took Osiris, another powerful Egyptian Kindred, showing the Atargia Set's betrayal, and the insanity inherent in serving the
Wyrm, to turn the kindred from the Wyrm and against Set, his arch-rival. The Ananasi then turned to their Queen, held by the
Wyrm for ransom, and learned that she, to had turned from the Wyrm.
It was this act of kindness on Osiris' part that opened the door to his destruction at Set's hands, and the Atargia have never
forgotten this. After they turned from the Wyrm and watched as Osiris' forces began to crumble at Set's machinations, the two
races, rage-infected from the news of the betrayal of themselves and their benefactor Osiris, launched a massive, swarming
assault on Set's stronghold in Egypt. This assault was anticipated and soundly crushed with few survivors. When the slaughter
ended, the Atargia and Ananasi retreated deep underground, deeper than the Spiral Hives, and waited, biding their time until
Osiris could be avenged, and Set destroyed.
During the centuries that followed, the Atargia and Ananasi formed a deep and meaningful bond of friendship, a unique situation
among the supernatural denizens of the world. Those Children of Osiris who remain have over time learned of the Atargia's
survival, and some have managed to contact them. Through these contacts, the Atargia have learned of the current status of the
Setites. They hope to use the almost universal distrust and hatred of the Setites and all they represent as a tool to sow the seeds
of revenge.
With this new knowledge, several of the Atargia have surfaced, in hopes that they can find a usefulness within the Camarilla, and
eventually, wield enough power to order the destruction of all Setites across the globe. The Atargia have been moderately
successful, though only the most learned of the Kindred even know they exist. With the power they hope to wield, the Atargia aim
to war against the Wyrm, the Setites, and if all goes well, return the Children of Osiris to their rightful position of prominence. If
the Atargia were to learn of the Salubri, and their plight against the Tremere, it is well within the character of the Clan for them to
provide unsolicited aid to the Healers.

Nickname
Creepers

Appearance
Almost universally young and attractive, the Atargia are almost entirely male, just as the Ananasi are female. An ethnically
diverse clan, due to Atargatis' wandering around the world, members of the clan span the gamut of the genetic spectrum.
As a member of the clan grows in age and power, however, his eyes begin to change, growing darker and more circular. By his
hundredth year (or level 4 of the Arachnos discipline has been reached) his eyes, though no bigger than human eyes, are
emerald green or jet black, lidless, compound round eyes. Additionally, his skin becomes darker as time passes, becoming
midnight blue/black by the age of 200.
Haven
The Atargia are a reclusive bunch, the instinct for survival is strong within their blood. As such, they prefer to stay in open, dark
places, away from the crowds, light and noise of the center of the city. Favorite places include large basements, abandoned
warehouses, Factory complexes, and garages. This also relates to their clan Weakness, discussed below.

Background
Many members of the Clan are the male Kinfolk of the Ananasi, as only the females of the Were-race experience the First
Change.

Character Creation
Most have soldier or Survivor concepts. Physical stats are primary as are skills. Most natures are consistent with the shadow-
war against the Wyrm and Set, normally survivor, Competitor, or Visionary. Demeanors vary widely.

Clan Disciplines
Obfuscate, Celerity, and Arachnos.

Weakness
Due to the centuries of dwelling underground, the Atargia suffer a visual sensitivity to light. If exposed to bright lights without
some sort of eye-protection, Atargia suffer a -2 dice penalty on all rolls, as well as a +1 difficulty modifier. Once their eyes have
changed, this penalty increases by 1, and the kindred acquires the "Colorblind" flaw.

Organization
The Atargia are a rage breed, and as such, the organization of the line is a mystery. They are a solitary lot, but seem perfectly
comfortable around each other. There are reports of war parties composed of Atargia, called "Swarms", working together to
assault the Setites. All Atargia instinctively understand the clicking, whistling language the race developed to communicate with
the Ananasi in their vast underground lairs. Often, an Atargia will only stay in one city long enough to make a name for the Clan,
then proceed onto another city. This helps to spread the word among the princes of the world, as well as spreading news among
the clan regarding their shadow-war.

Gaining Clan Prestige


A simple matter, but not an easy one. The Atargia gain prestige among one another by, above all else, frustrating and if
possible, killing Setites. As a secondary concern, though no less important, is spreading the knowledge of the clan among the
powers that be, to further the acceptance of and thereby the goals of the clan.

Stereotypes:
The Camarilla: They have given us the opportunity to recover from the betrayal of Set, and avenge the destruction of our
brothers, the Children of Osiris. Their acceptance of our line could be because of the abilities we possess, or simply because of
our hatred for Sand-Snake scum. Whatever the case, they often turn a blind eye on our Swarms, when they occur. One must be
cautious, however, for these surface-dwelling Cainites spin webs of their own, and they are often invisible and impossible to
escape.

"These shadow-crawlers are useful pawns, easily duped with the lure of a tasty Setite snack. In the short term, they provide a
valuable opportunity to crush one's enemies, for they make powerful spies, assassins, and thieves."
-- Marcus, Ventrue Elder of Cincinnati
The Sabbat: Their senseless acts of brutality and slaughter of the Mortals furthers the power and domain of the Wyrm, our over-
enemy. We fight them almost as vigorously as the Setites, though certain of their paths to Golconda interest our elders. It is
always best to know your enemy, even the most disgusting of them. For now, they remain too powerful for us to move against
overtly, but the time will come. Until then, we will watch.

"Who?"
-- Christoff, Lasombra Elder of Memphis
The Inconnu: Many of them know our heritage, and thus our checkered past. It is reasonable therefore, to assume that they do
not yet trust us as a clan of equal standing and power. Our relationship with the Ananasi does no good for our reputation with
them, but one does not turn on one's brothers for political gain. They will be difficult to convince, but they will see our worth, and
they will accept us... eventually."
"The Atagaria -- there's a name I've not heard in quite some time. An odd line, they were supposedly wiped out by the Garou.
If they truly exist, they deserve a careful eye."
-- Francois Phillippe Bardot, 4th Gen Toreador

Quote
"Well, well, well.... So far as I can tell, you have about ten seconds to live before my Toxins lock you up tighter than a fish's
ass. Perhaps crossing the prince was not such a wise Idea after all, eh Thopet? Let's count... one... ten."

View Arachnos discipline.


AUSHARIANS
By MR_Sinister12 (Mr_Sinister12@hotmail.com)

Prelude
As the last drop of blood was swallowed, Christine sat back and watched. She'd found the boy at a gay bar. Her disciplines had
proven that he was a transsexual -- a woman in a man's body. A homophobic classmate that had now become her childe's first
meal was attacking him.
As the bloodstained boy looked up, Christine walked over and said:
"Don't fear me."
She took the boy's hands and prepared for the birthing.
Pain shot through her abdomen as it began. The boy cried out and fell to his knees as his body began to contort. His hair
changed from blonde to auburn. His face changed. His body became slim and lithe. He gasped in shock, as the tight shirt he
wore was torn open byÖ
His newly formed breasts.
Christine undid the trousers as he saw the final part of the transformation complete itself. Christine pulled the newly formed
woman close to her as the birthing ended.
"Pandora, my daughter," she whispered, "Welcome to the family."

History
The Ausharians began in the 1600's with a 6th generation Brujah named Ausharian. Ausharian was a female who had always
been very masculine, though femininity was the thing she coveted. Then she found a brood of Tremere and convinced them to
use their blood magic to make her more feminine. It was a marvelous success. Ausharian was made into the most beautiful
woman ever embraced. Also, this gift of beauty was passed onto her female childer.
It was when she embraced a man named James Verleene that she learnt that any males embraced became beautiful females
too. At first horrified, James learnt to love his new form and accept his new found femininity. He took the name "Alamanda" and
with Ausharian, founded the Femanic discipline.
Today, the bloodline stays independent. Trying to guarantee the rights of women. With "True" Brujah style, they go to any lengths
to gain their goal.

Nicknames
True females -- Sisters. Former males -- Initiated. All other clans however call them all "Gender benders."

Sect
Independent, but with strong ties to the Camarilla.

Appearance
Always of a beautiful woman. The sire can control the appearance of her new childer during the birthing and so the child can
have a different eye, hair or skin colour as when it was a kine and a different build as well.

Haven
Like their parent clan, they can go anywhere but tend to live with other woman.
Background
Ausharians usually embrace strong women, knowing the "Birthing" will give them beauty. However they can embrace
Transsexuals or (in certain cases) Misogynists or normal males. The former to teach them a lesson. The latter if it helps the
bloodline.

Character creation
Usually any nature or demeanour is taken, as is any set of abilities. The bloodline is so diverse that any background can be
taken but mentor (i.e. "mother") is usually taken as are a high appearance. No Ausharian will have a starting Appearance of less
than two.

Bloodline Disciplines
Celerity, Femanic and Presence.

Weakness
Once a month, the difficulties for Frenzy are raised by three. All other times they are raised by one.

Organisation
The Bloodline is a close knit sisterhood where sires treat their childer as daughters and fellow Ausharians as sisters. This is due
to the birthing where a childe takes a new form, the sire feels labour pains. The sisters are fanatically loyal to each other and
would die to protect each other.

Prejudices
Camarilla: Powerful fools. It's best to keep on their good side for now.
"An oddity we helped to create. I wonder how it was done . . . ."
-- Armand, Tremere Neonate
Sabbat: Monsters. Destroy on sight.
"It would be interesting to open one up and take a peak!"
-- Mordal, Tzimisce Neonate
THE AVENGERS OF DIEDNE
By Dark Whisper (whisper@io.org) (11 Nov 94)

History
This offshoot of the Salubri is little known by most Kindred, which, for its sake, is a good thing; if it was to be discovered, there is
no doubt that it would be quickly destroyed. It is these Kindred who lend truth to the Tremere propaganda about the Salubri, and
even the peaceful Childer of Saulot seek to destroy these aberrations when the opportunity presents itself. While their lineage
resides with the Salubri, and certainly their powers are a corrupt version of the Salubri's own healing abilities, this is where the
similarity ends. These Kindred are vengeance driven shells of their formers selves and they seek only one thing out of their
unlife; the utter destruction of the House and Clan Tremere.
Their history commences during the same period as that of the Tremere. In A.D. 767, the great Magus and philosopher
Bonisagus founded the Order of Hermes by unifying many of the Magi of Europe. Bonisagus was joined by a few Magi of both
Celtic and Classical backgrounds, of which Tremere was one, and these Magi formed the twelve Houses of the Order of
Hermes. The Order continued this way for centuries, but in the ninth century A.D. a Magus of House Tytalus founded House Ex
Miscellanea, which became the thirteenth Hermetic House. Thus, the Order of Hermes now contained thirteen houses, and
remained as thus until the second millenia A.D.
However, in 1003 A.D., the Order of Hermes was forever changed. House Tremere, with the aid of House Flambeau, warred
upon the Hermetic House of Diedne, and by 1012 had suceeded in all but obliterating the House's existence. Rumours
abounded about what reason the House Tremere had for performing such a heinous act against its brothers and sisters of the
Order, but no proof or motive ever came to light. The few remaining members of House Diedne retreated into hiding, and the
Order as a whole disbanded their House and denied that such a House had ever indeed existed, as the Schism War had been
a messy affair, and not one that the majority of the Order were proud of. The House was quickly forgotten.
While members of the former Hermetic House did not officially exist any longer, there were still some who managed to endure
and survive the horrors that the members of House Tremere had put them through in search of some 'secret knowledge' of which
they would not speak. One such member was a powerful, young Magus by the name of Dalorese. After the fall of the House
Diedne, she, along with a number of her loyal apprentices and fellow Magus of the Diedne, escaped and went into hiding.
Dalorese was enraged at the treatment that their House had received at the hands of House Tremere, and she swore revenge
against all the Magus of that Hermetic House: that they would know pain and suffering as the Diedne had known it.
To this end, she rallied her followers, and organized them in a series of Guerilla-style strikes against the House Tremere. It was
at the hands of these Magi that more than one Tremere Chantry fell, and it was during this 'war' that Dalorese discovered the true
reason for the fall of House Diedne, and the dark secret of the Tremere. Tremere himself, along with his most loyal Magi, had
used the knowledge that they had stolen from the Diedne during the Schism war, to become immortal. They were now
Vampires.
Dalorese's rage knew no bounds. She found it incredulous that the Tremere had used the knowledge of the Druidic House of
Diedne for the purpose of making themselves an aberration of nature, and she re-doubled her efforts against the Tremere, and
continued the war against them for over a century by using re-vitalizing magics on herself and her followers.
While Dalorese and her 'guerrilla-force' of Magi did become a rather annoying thorn in the side of the Tremere during the
Eleventh century and into the Twelfth, they simply did not have the man-power or resources to cause any substantial damage to
the Tremere. In order to resolve this difficulty, Dalorese left her cabal in search of allies against the Tremere, and left her close
friend and ally Telusia in charge of the cabal with explicit instructions; they were to continue their war with the Tremere until her
return.
However, her enthusiasm against the Tremere did not match her success in finding allies against them. Many of the surviving
members of the House Diedne were fearful of moving against the Tremere, as they were aware of the amount if mystical and
temporal power the Tremere had gained since the Schism War. Also, many feared repercussions from the entire Order of
Hermes; House Diedne was now an embarressment to them and the surviving members were concerned that the Order would
move to destroy them if they struck back at the Tremere.
Dalorese continued her search for allies in the legions of the other Houses, and other supernatural beings, but received a similar
response. It was during these journeys that she discovered the existence of the Salubri; a clan of Vampires whose founder had
recently been destroyed by and who were now being systematically wiped out by the Tremere. She saw many similarities
between these Salubri and her own House Diedne, and she decided to find one of these Vampires and enlist their aid against
the Tremere.
Her search continued for over twenty years, with little success. As she discovered, the Salubri had become amazingly adept at
hiding their presence away from people whom they did not wish to have contact with. But, as she was beginning to lose hope of
ever finding one of these elusive Kindred, one found her. A Salubri by the name of Saucius had heard about her inquiries into
the presence of his bloodline, and he had become intrigued by her. He had been secretly tracking her progress for over a year,
and, when he had decided the time was right, presented himself to her.
She immediately attempted to recruit his aid against the Tremere, but Saucius flat out refused, stating that the Salubri were
beyond such petty conflicts, that he had achieved a state which the Vampires called Golconda, and he was at peace with
himself. However, he explained, it would soon be time for him to pass on from this immortal coil, and he required a person of
good heart and quick mind to pass on what he had learned. He saw great promise in Dalorese if she could manage to let go of
all of the hatred and anger that she kept inside. He then offered to train Dalorese in the ways of the Salubri, and offered her an
'apprenticeship'. Dalorese, disappointed by Saucius's response to her petition for aid, agreed, hoping to at least learn some
useful information about Vampires which she could apply to her battle against the Tremere.
For the next several years, Saucius trained Dalorese in the ways of the Salubri, Golconda, and the mystic abilities of Vampires
which they called disciplines. Saucius also taught Dalorese how to let go of her anger and embrace acceptance, which
Dalorese eventually did. She forgot her war against the Tremere, and became content with her existance with Saucius, and fell
deeply in love with him.
However, the time for Saucius's passing on eventually arrived, and it was during this ritual of renewal that Saucius made a fatal
error; instead of Embracing Dalorese, training her, and then forcing her to Diablerize him, he performed both actions at the
same time. The shock of the Embrace was too much for Dalorese's mind, and the horror of draining her love's very lifeblood
threw her over the edge. As she cradled her love's now lifeless body in her arms and watched it slowly crumble to dust, she
snapped. All of the training and discipline that she had learned over the last few years retreated to the recesses of her mind as
she succumbed to the Beast and fled out into the night.
Dalorese, or at least the creature that used to be Dalorese, remained this way for over six years, living in the forests of the
country-side and ripping the throats out of un-wary travellers. It continued this way until a Setite, curious about the local rumours
of a 'man-beast' which roamed the woods at night, investigated for himself. When he came upon Dalorese, he was almost
overcome by her fury, but he managed to restrain her. Controlling his first impulse to destroy her outright, he saw uses for a
Vampire such as this, and, as a secondary interest, under her mud-caked scalp he discovered that she bore a mark of Set (as
Dalorese had red hair). He took her back to his haven, and brought her back from the sway of the Beast. He trained her in
controlling the Beast with a series of strongly felt beliefs, and she learned quickly. However, little did the Setite Malius know that
Dalorese had, during his trainings, managed to regain her memories, and she used her hatred for the Tremere and disgust for
what she had become as the basis for her control, and not this 'Path of Typhon' of which Malius spoke.
Malius was also fascinated by the powers which Dalorese had access to; he had never seen the effects of Obeah (which
Dalorese now remembered), and was amazed by the potency of the discipline, as well as the third eye which Dalorese was now
beginning to develop. However, Malius suggested new uses for the discipline, and he and Dalorese began to corrupt it for more
offensive purposes. Dalorese's third eye turned from ice-blue (her natural eye colour) to red-black, and the whites of the eye
transformed into a sickly grey-black. This signalled the true corruption of the former Salubri, and Malius suggested that Dalorese
put her skills to use for the Followers of Set. Dalorese answered by paralyzing him with the very powers he had helped develop,
and diabolizing him.
Dalorese then left in search of her old followers of the House Diedne. After several months search, she discovered them, still
waging guerilla war against the Tremere. She Embraced them, and named her new bloodline the Avengers of Diedne. Now they
would be able to battle the Tremere throughout all eternity, and they have remained a substantial thorn in the side of the Tremere
ever since. The only reason that the Tremere have not been able to wipe them out are the same reaons for their lack of success
against the Salubri in recent years; it is difficult to destroy that which you cannot find. There are also dark rumours which suggest
that the Tremere allow the Avengers of Diedne to survive as it gives them fuel for their fire against the Salubri. As the majority of
Kindred can not distiguish between the Avengers and their original line, this serves the Tremere against both of these
bloodlines.

Nickname
Black Druids, Bullseyes (because if the reddish tint many of them possess in their third eye)

Appearance
More often than not, this bloodline recruits its members from Kindred who have been wronged by the Tremere in some way.
Their Weakness of damaging their vessels while they are drinking from them makes it rather difficult to create progeny. As a
result, members of this bloodline can have any appearance, but many appear rather scruffy as a result of their underground war
against the Tremere.

Haven
The Avengers of Diedne tend to make their havens in undeground dwellings. However, they do not co-exist well with the
Nosferatu, and will remain separate from their systems of tunnels.

Background
Members of this Bloodline can be from any background, as long as they have been wronged by the Tremere is some way. In
fact, the vast majority of the Kindred of this Bloodline have been recruited by the Avengers from other Vampiric Clans and
Bloodlines, so the backgrounds of these Kindred are highly varied.

Character creation
The vast majority of the Avengers have drifter-style concepts. Many have Fanatical natures, but any demeanor is useable. Those
who specialize in the Magic of the Diedne tend to have Mental attributes and Knowledges as Primaries, while those who lean
towards personal combat usually have Physical Attributes and Talents as Primaries. The most common background of these
Kindred is Generation, although any background is applicable.

Disciplines
Fortitude, Nakyrae, Thaumaturgy

Weaknesses
This Bloodline suffers from several weaknesses. Their primary weakness is that any creature from which they drink will take an
aggravated wound level for each wound level they normally inflict. Thus, if an Avenger of Diedne drank one blood point from a
Mortal, she would inflict one aggravated wound instead of a regular wound. There are some Kindred who have theorized that,
because of this, the Bullseyes are related somehow to the Giovanni, but the real reason lies in their saliva, which is acidic. For
this reason, the Black Druids tend to drink from victims who they have killed shortly beforehand, as their saliva can no longer
heal the wounds which they inflict. A few of them have been known to bloodbank.
A secondary weakness which derives from their acidic saliva (which is developed at the first level of Nakyrae) is that these
Kindred have great difficulty in producing progeny. The acid in the saliva of the vampire enters into the system of the Mortal,
causing extensive damage to internal organs and the cardio-vascular system. Many of these wounds are so servere that more
than half of the progeny that the members of this bloodline create perish shortly after receiving the Embrace. Thusly, the
Avengers of Diedne have taken to recruiting members of other Clans to their cause. Similarly to the discipline of Obeah, training
in the discipline of Nakyrae causes the user to open up a third eye in their forehead as they learn the tenants of the discipline.
Another weakness of this Bloodline is their third eye. Unlike the Salubri, who can easily disguise their additional eye, the third
eye of the Avengers is quite prominent. While open, it is often a red, black, or sickly green colour. While closed, the eye is still
prominent, and will form a large bump on the Kindred's forehead that appears to be infected. Thus, it is much more difficult for an
Avenger to hide her true nature from Kindred and Mortals alike than it is for the Salubri.
Finally, many members of this Bloodline possess the Vengeance and Driving Goal Flaws, the goal of course being the utter
destruction of Clan Tremere. This severely hampers their dealings with other Kindred and any kind of involvement in mortal
affairs.

Organization
The Avengers of Diedne have no formal organization. They tend to exist in coteries of small numbers. This allows them to wage
guerrilla-style strikes against the Tremere while not being noticible enough to draw attention to themselves. Once in a while, a
few of these groups will band together for an assault upon a Tremere chantry, but these occasions are very rare.

Gaining Bloodline Prestige


Not surprisingly, the best way for a Bullseye to gain prestige within the Bloodline is to wage successful attacks against the
Tremere. The more daring the tactic, and the more successful the strike, the more prestige the Kindred will gain.

Quote
"Although we are small in number, we are powerful. From the depths of destruction we grew. Even when no others would aid
us in our quest, we perservered. And now, when they are more powerful than they have ever been, the Tremere shall come to
fear the name... Diedne. " (Maniacal laughter)

Stereotypes
Salubri: Some of us have our doubts whether or not we actually were once part of this pathetic bloodline. They're useless
search for the state known as Golconda is a wasted effort. Golconda doesn't exist, and any 'pire who believes that it does is just
deluding themselves. They wouldn't help us against the Tremere, so they're against us.

It is a shame that members of our own have become so twisted and evil. Saucius's folly is a lesson to be learned by all
Kindred, and we must take responsibility for our actions. We shall attempt to turn the Childer of Dalorese, and, failing that, we
shall have no choice but to forcibly restrain them. Such a waste...
-- Naomi Conners, Salubri
Camarilla: These Kindred are a waste of space, and are the pawns of the Tremere. Anyone who takes a quick look at the
Camarilla will quickly see that it's the Tremere who control this sect, and they simply let the Ventrue think they are in control. The
Nosferatu aren't so bad; they seem to be the only clan of the bunch that has any idea of what the Tremere are really up to, though
I wouldn't trust one. The rest of them are unwitting playthings of the Tremere, and if they get in our way, we'll have no qualms
about wasting them.
These Kindred are a danger to the entire Camarilla. Though I am loathe to admit the underlying power that the Tremere has
in the Camarilla, their influence is necessary for the effcient functioning of the sect. While several Nosferatu contacts of mine
insist that the Black Druids keep the Tremere from becoming complacent by keeping them on their toes, and I myself am not
adverse to having an enemy keeping the Tremere off my back and out of my affairs, I am concerned that the existence of the
Avengers of Diedne threatens our entire sect.
-- Angelica Pablossa, Ventrue Archon of the Toreador Justicar
Sabbat: Now these Licks have the right idea! Unlike the Camarilla, they don't play at being human; Vampires are alot of things,
but human ain't one of them. Problem with them is that they got Tremere too. While they may think that these Tremere are
different from their Camarilla counterparts, we don't think so. We wouldn't put it past those Bloodsuckers to fake a Clan split to
get an in in the Sabbat too. Tremere or Tremere antitribu, they shall all pay for their crimes against House Diedne.

While these whelps may be a danger to the Camarilla, they pose no threat to us. It is a well known fact that we hate the
Tremere at least as much as they do. However, if they happen to take a couple of Tremere antitribu out in the fight, I don't
have any problem with that.
-- Anton McDowell, Brujah antitribu Bishop of Toronto
Anarchs: We draw our largest amount of members from the ranks of the Anarchs. Most of them got some kind of beef with the
Cam, and that means a beef with the Tremere in some way or another. If these guys could get organized, they would make a
kick-ass group of front-liners against the Tremere. If they could get organized...

The Avengers of what? Wasn't that a T.V. show in the sixties or something?
-- Case, Caitiff
Inconnu: If these withered up elders think they can avoid the machinizations of the Tremere by stayin' outta the way, they're
fooling themselves. If they try and interfere with our destruction of the Tremere, they may find themselves in the same position as
Malius did; at the business end of our fangs.

This Bloodline truly leads a tragic existence; to live out their entire unlives in pursuit of such a useless goal -- what an empty
existence they must have. However, tragedy aside, these Kindred are not to be trifled with. They fully intend to bring about the
utter destruction of the Tremere, and they will show no mercy to any who come between them and their goal. My advice would
be to give them a wide berth, and walk the other way if you ever come across one.
-- Julianna LaFeyette, Kiasyd Monitor

Thaumaturgical Notes
Unlike the Tremere, the Avengers of Diedne are not very strict with their apprentices as to which Path of Thaumaturgy they
should learn and in which order that they learn them. While Blood Magic does have its importance (as the House Diedne were
Druidic Magi, and were tied to the Verbena), it is not necessary that they learn it first. They may select the Path they wish to study
first, instead of being forced to learn Blood Magic. As being derived from a Druidic Tradition, the Avengers learn only paths
which apply to Nature and Elemental Forces. The Paths which are available to them are: Elemental Mastery, Neptune's Might,
the Lure of Flames, the Taste of Blood, Weather Control, and Naturae's Touch.
They also have their own rituals which are known to them and only them. Although the Tremere gained access to many of their
magics when the House was destroyed, Dalorese and her followers have since developed magics which have been quite useful
in their battle against the Tremere.

Storyteller's Notes
Speaking as a Storyteller, I highly recommend that you do not let a player play a member this bloodline in a chronicle. The
purpose of the creation of this bloodline was to develop a resource for non-player characters and Plotlines. While it would be
interesting to have your player's come accross a member of this little known bloodline, it would probably be disasterous to let a
player play one. This, of course, is at your discretion.

View Nakyrae discipline.


View Naturae's Touch Thaumaturgical path.
View The Path of Liadere.
AZAZELIANS
By Arthur-Trevor D.M. Lasher (atlasher@ix.netcom.com) (4 July 1995)

Nickname
Suits or, more commonly, especially among the Baelites, Azis.

Description
When the Belialians were chosen to form the first cadres of the Sicariot by the Abaddonites, they immediately sought to bring in
the Azazelians. At first, the Unholy See balked, heeding the desires of the Regent to keep the ostensibly covert Sicariot small in
size. After much thought and discussion, though, Antipater Baphomet II relented, and the small Clan of Azazel became the first of
several Clans to be allowed entry into the ranks of the Sicarii at the behest of the Antipater's authority alone, and not with the
concurrence of the Regent of the Sabbat.
The Azazelians are, above all, teachers of the arts of war. They are masters of their trade and in a subsect devoted to the need
for a counter-weight to the Black Hand. In the realms of covert actions and security, theirs is a necessary trade.
Though it would seem that the Sicariot would use them more often than they do, the Azazelians have lost some of their mission
to the more aggressive (and certainly more terrifying) Baelites. The difference is telling: whereas the Azazelians are fine-tuned
artists of fighting, the Baelites are purely raw engines of destruction. As Gehenna nears and the Abaddonites become more and
more paranoid, there is less of a need for artistry and more for sheer and bloody brutality. In a Crusade, no one needs a Clan of
generals, but there will always be a need for footsoldiers.
Nonetheless, the Azazelians remain steadfastly loyal to the Antipater, the episcopacy, and, in a most unusual sense, the
Belialians. If they sense that their need is ebbing, they certainly betray no disappointment in it.
In a more real sense than even in the case of the Abaddonites, the Azis are under scrutiny from the highest ranks of the Sabbat.
There is a grave possibility that the Black Hand -- ironically -- will be called out against a select number of Azazelian Clan heads.
The Regent has reports of direct aid being handed to supporters of the Loyalist movement and, while she is as yet uncertain
what to do about the movement, she does know that perhaps a good starting point would be to remind the semi-autonomous
Sicariot exactly who is in charge of the sect as a whole. The Azazelians would make a perfect target.
The Childer of Azazel, however, know this, and are inexorably being pushed into the Abaddonites' corner, dragging the
Belialians with them. Soon, it is feared, a split in the subsect will form between those who would follow the word of the Antipater
and those who would follow the Regent. The Azazelians have, apparently, already made up their minds.

Appearance
Frequently, Azazelians dress in finely-made suits, belying their common trade. They always seem on the forefront of fashion and
are never seen to be uncultured or impolite. They are frequently mistaken for the higher-cultured Toreador antitribu with whom
they seem to feel some affinity for, but don't make the mistake of calling them one. It will be your last.

Haven
Decidedly upper-middle class houses, particularly on the outskirts of cities, deep in the suburbs. The Azazelians thrive on the
Concrete Jungle, and work best in that environment.

Background
Mostly ex-military, though with a smattering of ex-government/diplomatic types. They search for those of slightly higher
intelligence than your average soldier or bureaucrat (and leave the rest for the Baelites, or so the Azazelian joke goes).
Azazelians tend to Embrace those of a chilly demeanour, almost rigorously logical at times. The person who has no moral
qualms with pushing a button and killing dozens miles away is exactly the kind they are looking for.

Character Creation
Architect or Survivor tends to form the core of the Azazelians' Natures, while their Demeanours tend to be Traditionalist or Rebel
(again, the connection with the Loyalist movement). Mental and Physical Attributes tend to dominate, with Social far far behind.
The Azazelians are not interesting in what you look like, just how well you can sight a sanctioned target from a thousand yards...

Clan Disciplines
Ars Bellicus, Celerity, Obfuscation.

Weaknesses
All Azazelians owe a debt of honour to members of the Clan of Belial. It is simply a matter of this: the Belialians persuaded the
Abaddonites to relent and let in the Azazelians. Had they not, the Childer of Azazel might've suffered extinction at the hands of
other, larger and more powerful Clans. It is a debt no member of the Clan will ever forget. Consider it an automatic boon to any
Belialian the Azi meets. Storytellers, have at it!

Preferred Paths
Aside from the Abaddonites and the Belialians, the Azis are the most fervant in their faith in the nominally-universal Sicariot Path
of Thorns. There are a few who openly espouse the Path of Cathari, but that number is dwindling since Eshmadai IX, the
previous Antipater, declared some portions of Albigensianism heretical. A small number follow the Path of Honourable Accord,
though that number has been growing of late, possibly ex-Cathars fleeing to anything but the Abaddonites' arms.

Organisation
By their very nature, the Azis are singular and tend to be fairly individualistic. They do not mind working within a hierarchy -- that's
what they are there for -- but they do not want to be hierarchical. There are no Clan meetings or conclaves of any sort, though an
informal meeting or two is good for the Clan, if only to exchange intelligence.

Gaining Clan Prestige


The first and foremost way to gain favour is to help the Belialians in any way, shape or form. Secondly, their raison d'etre is to
provide the shock troops of the Sicarii -- and, to a lesser extent-- the Sabbat in general, with adequate and professional military
training. Doing that bestows upon Azis self-worthiness and assures them that, yes, in spite of their near-rejection, they are part
and parcel of the Sicariot and the Sabbat.

Quote
"Don't think. Don't feel. Don't flinch. And, above all, don't care. The quickest and most painful way to die is dying of a bleeding
heart."

Steretypes
Lasombra: Ostensibly, the Boss -- or so they think. Methinks a few of them would be better suited for some other trade. Their
leadership hasn't won us many cities and has, quite possibly, condemned us all.

Tzimisce: Now there's a soulless cuss. Man after my own heart. But, really, a bit weird for my tastes. Too much like something
you saw on a Saturday nite sci-fi flick. Keep your distance from these guys. You might end up as a toy in their labs.

Assamite antitribu: Our traditional rivals. While the Baelites can bitch and whine about the 'Brujah Hordes', the true danger is
the Assamites -- of any affiliation. I don't trust these bastards one damn bit. Call it professional self-interest, if you will.
Brujah antitribu: Brainless, spineless savages. They remind me too much of the Baelites. But, unfortunately (unfortunate
because I wouldn't mind taking a few out), what little minds they have are grooved right. Power to the people, man. Yeah,
whatever.
Gangrel antitribu: Is it just me, or do all Gangrel have it out for each other? I would think the Tree-huggers could agree on
something, but nooooo. That would be asking too much, eh?"
Malkavian antitribu: I have it on highest authority that they are in the Right. Don't ask me why, soldier, just listen to them. Uh,
when they speak in coherent sentences, that is..."
Nosferatu antitribu: They smell worse than you do, Pyle! Seriously, I don't trust them any more than I can throw them.
They're too quiet -- almost as much as we are. And those ears....you know they're listening to your every sound. Major
OPSEC problem here, gents.
Panders: What? Oh, a Pander. Yeah, right. Uh huh. Zzzzzzzzzzzzz (snoring).

Ravnos antitribu: Don't trust them either, fella. If it were up to me, I'd wipe 'em all out, know what I mean?

Serpents of the Light: Snakes. You know what I did with snakes back in the 'Nam? Same thing I'll do to a Voodoo Chile
when I get my hands on 'em...
Toreador antitribu: Send them to the front. We could use a few laughs. Either that or to the Baelites' barracks. Not a single
fighter among them. How the devil did they get in the Sabbat, anyway?
Tremere antitribu: Diabolists, all. Heretics and fakirs, on top of that. Sling 'em, size 'em and skin 'em. I need a new belt. It'd
go well with the Armani suit...
Ventrue antitribu: Like your tie, Armand. So, need any...'help'?

The Black Hand: Prime Enemy Number One. They are heretics, all. If you see any near your haven, don't be afraid to call for
help. They're there for a reason and, trust me, it isn't good. We'll have a regiment on their arses faster than you can say
'Bugger!'
The Camarilla: Ignore them. Deal with the Hand first. We'll have enough time to deal with the Wimps later.

View the Ars Bellicus discipline.


Baali Antitribu
By Drew A. Sundeen (drewsundeen@usa.net)

Description
The story of the Baali Antitribu begins just before the Inquisition. A young Priest named Father Gabriel had just moved to Paris,
France, where he would be taking the place of his predecessor, an old priest who had died under mysterious circumstances. He
was giving his first mass, when, in the back pew, he noticed a beautiful woman who was silently praying. He immediately began
having lustful thoughts about her. After just barely stumbling through the rest of the mass, Father Gabriel dismissed his
congregation. As he cleaned up the altar, he noticed that the woman was still there. Father Gabriel asked the woman if there
was any problem. She said that she needed to confess a serious crime. Father Gabriel took her to the confessional, where she
made her confession. She told him that she had committed adultery and proceeded to describe to the priest exactly what she
had done. When the priest was completely inflamed with desire, she left the confessional. That night, while Father Gabriel was
praying for guidance, there was a knock at the door. The young priest opened the door and before him stood the same young
woman from that morning. She walked in and closed the door. Father Gabriel asked her if anything was the matter. She
answered by kissing him full on the mouth. The two made love that night, and in the morning when Father Gabriel woke up, his
lover was nowhere to be seen. After this, Father Gabriel fell into a deep depression. He had committed a mortal sin, one he
thought was unforgivable. He began dipping into the sacramental wine on a regular basis. When the Bishop can to the church,
he was shocked and dismayed at the young priest he had known a mere three months earlier that had been so full of life and
faith, had turned into a drunkard. He was stripped of his priesthood and forbidden from entering the church ever again. He
wandered the streets of Paris for days, barely managing to stay alive. And then she came. It was the woman whom he felt was
responsible for his fate. When he tried to straggle her, she merely laughed and pushed him away with a shocking strength. She
told him that she knew a man who could help him, but only if he wanted to. Gabriel, having nothing to lose, accepted. That night,
the woman led Gabriel to his Baali sire.
Gabriel served the dark lords of the Baali for decades, even through the Inquisition that raged through Europe. And then one
night, the event that would change Gabriel's unlife came. Gabriel was stalking his prey for the evening when he heard a sound
that he had not heard in a long, long time. Church bells. It was midnight mass in a small church a few block from where he was.
The sound enchanted him, and he walked toward the church. When he got there, he barely noticed that his weakness as a Baali
was not in effect. He walked into the church and tears streamed down his face, as he felt his faith, which he thought long dead,
returning to him. After the mass he went into confession and confessed his many crimes through the rest of the night. When it
was almost dawn, Gabriel Embraced the priest, and retired to a back room to sleep. The next evening, Gabriel and his childe
prayed for a long time. After they were done, Gabriel decided to hunt those who had lead him down the dark path, and if they
could not be turned as he was, they would be destroyed.

Nicknames
Betrayers (by the Baali), Paladins.

Background
Childer are usually chosen from those few who truly wish to fight evil, and if not from them, then those who are able to fight and
kept hidden, such as Navy SEALS, are Embraced.

Character Creation
Physical or Social are usually primary, as are Skills. Demeanors vary widely to help the Dark Angels hide, but Nature is most
often Fanatic or Visionary. In addition, many Baali Antitribu have the Merits Blasé' (anti-Presence), Clear-Sighted (anti-
Obfuscate), Guardian Angel, or True Faith.

Disciplines
Obfuscate, Potence, Deus

Weakness
The Baali Antitribu automatically have the flaws Hunted (by the other Baali) and Demon Hounded. The Baali were created to be
intrinsically evil. The Baali Antitribu, who despise their own evil, have managed to separate from the evil in a way. All Baali
Antitribu have a darker half, a Shadow of sorts, that constantly tempts them to turn back to the darkness. The darker half has a
connection with the Beast, so that when the Baali Antitribu frenzies, the darker half can roll its Willpower (equal to the empty
circles on the Kindred's Humanity score),difficulty equal to the Baali Antitribu's Willpower. If it succeeds, the darker half takes
over for a number of hours equal to the amount of Willpower it spends. The darker half gains permanent Willpower any time the
Kindred botches a Willpower or Conscience roll. It regains temporary Willpower whenever the Kindred botches any other roll, or
when ever the Kindred does something particularly vicious or demented. Should the darker half's permanent Willpower ever
exceed the Kindred's permanent Willpower, the darker half may make a Willpower roll at any time to gain control of the Kindred,
and only needs to gains a number of successes equal to the Kindred's Willpower halved, rounded down.

Organization
It is extremely rare that two or more Baali Antitribu meet, but there are rumors of groups of them banding together to hunt down
Infernalists.

Quote
"So, evil one, you thought your demon could harm me? I am protected by the power of the holy one, which is more than I can
say for you."

Stereotypes
Since so few know of the Baali Antitribu, no clan or bloodline but the Baali themselves have a stereotype for them.
Baali: We will either bring our Infernal brothers into the light, or we will destroy them.
"HA! That meager bunch? They will scream the loudest when the Dark Lords come!"
Assamites: They have helped us in the past, though they do not know it. Respect them.
Brujah: One might be tempted to think that these Kindred would be the first to fall to the Baali because of their rash behavior. In
the end, that may be all that saves them.
Gangrel: They may have the right idea, avoiding the politics of the other Kindred. We may have an ally among their kind.
Giovanni: These necromancers are almost as bad as the Baali. They must be destroyed when the time comes.
Lasombra: The Keepers claim to know darkness, but they are like children playing with matches, too curious to leave them
alone, too ignorant to put them down after burning themselves.
Malkavian: A man possessed or a prophet? Judge each by his own merits.
Nosferatu: While they wear the visage of a demon, they often are the most noble at heart.
Ravnos: I hope that the true Baali find them as annoying as we do.
Setites: Just another of the dark one's tools that must be destroyed before it is to late.
Toreador: They have potential to be the most angelic of Kindred, but far too often, they fall to vice and depravity.
Tremere: We are still uncertain as to whether our brothers are responsible for their kind, but things do look in that direction.
Tzimisce: The face of evil itself! These kindred are some of the most corrupt creatures that walk this world. They will be a
difficult thing to deal with when we must.
Ventrue: Walk carefully, blue-bloods. You tread a thin rope. Should you fall, you'll be as dark as our brothers.
Baali Millennium
By Larry Bernard (karasoth@gate.net)

Prolog
Martin DeAngelus has started somewhat of a pop revolution in television, movies, and books. He has started what a lot of
theologians decry as making the devil a very, "fragile" creation. But to me, He has been a personal literary hero.... I started
writing myself because of his first Book. 'I Luciel Morningstar' inspired me to what the power of a writer could do. Unfortunately, I
was not as successful so I had to take a job freelance reporting here and there to make ends meet. Which is why I am here;
'Tragic Goth magazine' paid me to do this job . . . a lot, Seems that I was requested to do this.... Maybe he remembers me from
the night lecture he gave me at college all those years ago There he is, strangely not aging a day in the scant decade since I first
met him; his skin is very pale and his hair that night black that makes him the poster boy for the Goth movement. He even filed
his teeth into fangs, before it was considered hip. He is wearing a black silk shirt, black leather pants and is walking barefoot on
the nice carpet. "Black decor: its something I just have to have. I mean after all what would my fans think?" We made a lot of
small talk, as I watched his eyes I saw something else as if he was picking my brain for something. Then he looked and smiled a
bit "So, Raphael Angelo? That's a very old Italian name . . . you know that?" I nodded. He pulled out a cup of fake blood looking
into it and his voiceacquired an Italian accent. "In your case, the family name comes from a small village outside of Ravenna. A
young woman, a daughter of a noble lord of the city a Michel Andolenni awoke to a vision of a dark haired angel who came into
her room at night and ravaged her. A child was born form that union, he was named Angelo. Angelo de Angelo." I was very
confused but I realized I was unable to move; his voice returned to normal. "Raphael, when I saw you some ten years ago. I
knew, the seed I laid in that village in Italy all those years ago had finally born fruit. Your kindly to a fault; you like to heal souls with
your words even though you enjoy the darkness in life. You're the very paradox I have sought for so long. You complete the
actions I have done. I have found my warrior, my power, my death, the razor of the night, the divine grace, and my builder.... But
my healer I have been missing . . . until now." I was terrified but he continued "You shall be my Raphael, however . . . I cannot
make you an angel alone. I have not earned the ability to redeem my blood yet . . . but soon. We have much to do."

Chapter I: The Deal with the Devil


"We open at the close of what the schools teach was the Dark Ages. The Baali were divided. Many others and I Embraced the
new darkness, but many still embraced the old. I was made a vampire millennia previous to that day by a man called Moloch.
Well he was no more a man than I or you will soon be. Moloch was the leader of the old guard in this war. The new guard was
lead by a damned soul named Azaneal. Although, to be honest he was no more a devil worshiper then I am now, but in another
sense he was. We were set to war and all die in a bloody sacrifice or labor of ages nothing till he came." My undead captor
looked at me I felt a strange sensation in his voice. "The description I wrote of Luciel Morningstar was very true. He came down
to the very battlefield where we stood and I became thrice damned that day for I helped him. He made us a deal, one old guard
and new couldn't resist. We stood upon the ash of where Ashur was. Dying where we were started so long ago. Really Luciel's
deal couldn't have been more potent. Call them what you will, the sleepers, the nameless horrors. They were our charges. Luciel
would take them and heal them and return them to us when the wheel of the universe was to turn again, 2000 years from the birth
of Christ. Or keep them asleep -- it was our choice. We would simply have to serve him and help him as need be. Our pact was
multifold; we would spread the will of the Satan on earth; we would commit acts of mindboggling horror and corruption. And
make sacrifice of souls to him, souls that would never go to the light, who had to be certain before we did it. We would have to
feed noble souls to our sleepers. The Children. He created a council to represent his archdemons and I was on it. I was its
Belial, its warrior lord. Satan placed Moloch in slumber, and our council was given power to guide the clan.
"The Renaissance: We kept quiet during this age. The church was strong when it began, and many horrors were to be
committed. We alone were not responsible for any of them and that's the truly damning part. We never really knew what we did,
killing a person here or there. A subtle push here or there and so much changed.
"The Occult fluorished as did reason; ancient Greek philosophy came as well. The church declared what was logic heresy and
the burnings were slowly but surely being considered acts of hatred and bigotry not of religion. The de Medicis, the borgieas, the
Bathorys, Vlad Tepes: so much blood so much darkening. But it was merely the foundation.
"Revolution: It was 1789. Paris; the French revolution was about to begin true debauchery but unlike my brothers I became
distant and here is where my story begins. I got to meet God and I saw the man behind the curtain. My brothers considered me a
fool, secretly weak all those years. I was expelled from my coven, declared a heretic, a betrayer of the lord Satan and the
children both. So I ran. I will tell you more of what I saw for you will have to hide; our work depends on it.
"The Century of Darkness: Look at the 20th century and you see the mark of darkness. Assassinations, politics so terrible a new
term Balkanization came of it: a war that ate at the souls of men. The Holocaust. The dark lord's plans were coming to a head:
Pol pot, Lenin, Stalin, Mao, Hitler. So much bloodshed and soon it comes to the turning of the wheel of ages.
"And the Wheel turns: If my gambit wins the devil and the god will both fall. The sleepers will stay asleep and we as a line will be
redeemed. But it's not promising, I won't lie. Aeons of prophecy stand against it. But I have my healer now, so it is a sign that the
real work will begin."
The fangs go deep into my neck and I become the dark angel
Chapter II: Web of Darkness
The Baali came to be organized after the pact in a council of seven, the mother coven. Though, the true insidiousness of it is that
Baali covens are decentralized as well.
Mother Coven Has the following Offices:
Beelzebub
Belial
The Dragon
Azazal
Asmodeus
Mephisto
These ancient and powerful Baali each hold a role in the administration of the Line in general:
Beelzebub, lord of the council: He runs the coven, but he is also (usually) connected to the Swarm in some fashion and
commands horrible powers and plagues.
Belial The Bull of the Council: Belial's Job is that of Warrior of the Council. The current Belial is the weakest of the council and to
keep up with the others he has had to make many pacts with several demons. The First Belial left and formed the DeAngelus
Heresy. His successor has to spearheaded the dark inquisition of DeAngelians in the line. These two do the only assigned jobs
and are the most stable councilors. Further more no one has sense the other five confirmably... leading to claims they have
evolved beyond vampire, or this could just be something mother coven gives out to cause dissension among the ranks and keep
them in line

The Orders
The Old Guard Orders are covered in Clan Book Baali very well. Here are the new guard orders:
The Order of The Nephilim: the warriors of Belial.
The Dark Inquisition: The scourger of heresy.
The Void Order: worshipers of the black angels.
The Horror Children: Those who know the horror of the children and like it.
The final orders are the two heresies of the Baali:
The DeAngelus Heresy: DeAngelus, the first Belial, grew dissatisfied with the lot of the Baali in the 1700s. He and one of
his childer sought to do what no Baali had ever done: go see Lucifer. They each became a different kind of Heretic that
night. DeAngelus met with Lucifer, but the Lightbringer's words seemed hollow. So he called a marker on Lucifer, one he
gave him when he brought the assembled Baali to him. DeAngelus talked to Metronon and became more disheartened as
he was in the realm divine under Satan's protection he realized that God was not infinite, the creation was. There were
angels outside of God and that Lucifer worked for him, and so the Baali worked for God. He wanted what the Baali were
doing. The apothis revolted him so he vowed to himself he would make his own angels and destroy the god and the
servant of the god who sought to do this to the souls entrusted to them.
The St. Croix heresy: His childer, Christian St. Croix however, was a different issue. He was filled with a vision of Cain and
all the vampires being Angels and so the father and the son split. One was hunted because of his political credibility and
another for the antithesis of his message to the Baali as a whole.
BAELITES
By Arthur-Trevor D.M. Lasher (atlasher@ix.netcom.com) (4 July 1995)
Nickname: Butchers or, among the Azazelians, Grunts
The common footsoldiers of the Sicariot are the Baelites. But, in this context, 'common' is defined rather differently than in the Outer
World. For a Baelite thinks nothing of savagery, inhumanity and butchery. His is the power of undeniable force, the 'special ops', if you
will, of the Sicarii subsect.
They are, in fact, quite possibly the greatest threat to the Sicariot's relationship with the Sabbat's higher echelons.
The Baelites are slowly driving a wedge between the two factions of the Sicarii, much to the entire subsect's misfortune. At first, it was
simply an extension of the more traditional conflict between the enlisted ranks and the officer corps; in this case, the Azazelians and
the Baelites. What began as class rivalry, however, has degenerated into abject hatred of an ideological sort.

Clan leaders of the Baelites--called Warlords--despise the Loyalist movement and the chaos it has caused within the Sabbat. They
feel it is pretentious and dangerous, a belief-system which, if actually practised, would rip the very fabric of vampiredom and make the
Antediluvians' culling all that much more easier when Gehenna arrives. It is this central issue--support or nonsupport of the Loyalists--
which has given much of the vitriole in the current Azazelian-Baelite a biting edge. Some Warlords are even recommending (silently, of
course) that they approach the Regent with the idea of a general Purge of Sabbat ranks.
Unbeknownst to the Warlords, however, is the fact that the Abaddonites themselves are tacitly supporting the Loyalists, in the hopes of
causing a upheaval in the leadership which will overthrow the Clan Lasombra domination of the sect. Should this fact ever become
public knowledge, or even frequently rumoured, the Baelites would be torn. They accept --with a zeal rivaling the Belialians --the
spiritual and mundane mandate of the Unholy See (and, explicitly, the Abaddonite dominion in matters of faith) but they are truly and
deeply at odds with the tenants of the Loyalists. There is no telling which way they would turn and intra-Clan strife is almost assured.
Appearance: Khakis and camouflage; at least, among the younger generations. Also, anything in black which would emphasise their
already demonic presence. Physically-speaking, the Baelites all inherit a single trait: obsidian-coloured skin. Light seems to dim when
they are about and whatever their hair/eye/skin shade was, it's dark as night now. While this might add to their already fearsome
reputation, it also singles them out. There's no mistaking a Baelite.
Haven: Butchers live in communal houses called Barracks. They frequently travel in Baelite-only packs, though sometimes they are
seen in the company of other Sicarii-orientated Kindred. As Status accrues, the Baelite may branch off into their own Haven, but the
dwellings are almost always fairly Spartan. Very little care for the creature comforts of mortals.
Backgrounds: Bravo, Survivalist, Fanatic and Traditionalist all blur into what makes a Baelite. In fact, it's not too uncommon to find a
Butcher with the same Nature and Demeanour. Most Baelites are the most brutal of soldiers, most mercenary of bushmen, most
deviant of souls. They enjoy inflicting (and sometimes receiving) pain of the physical sort. They don't have the time or the aptitude for
more subtley sadistic routes (like the Tzimisce and Mashithites do). In short, they live quite up to their nickname.
Character Creation: Physical Attributes dominate above all. Social Attributes come a far second and Mental ones barely register.
This is not a thoughtful Clan.
Clan Disciplines: Fortitude, Pain, and Potence.
Weaknesses: Baelites are easily picked out. There is no way to hide their obsidian epidermis. Even various Thaumaturgical rituals
have been unable to remove the trait (which makes them useless as infiltrators). This characteristic also makes it impossible for them
to deal with the mortal realms.

Preferred Paths: Fanatical to the last, very nearly all of the Baelites are of the Path of Thorns. Very few adhere to the Path of Typhon
or the Path of Power and the Inner Voice but none will admit it. If there are any Infernalists within the Baelite fold, they are dead. It's as
simple as that. It's only a matter of time.
Organisation: Hardly any. The irony of the Baelites is that, while they hate the Loyalists, their own Clan is very nearly the epitome of
anarchy, itself. There is a council of the six eldest (in age, not Generation) Warlords which attempts to set policy for the Clan as a
whole...but in truth they have little authority save that they can garner by stature and persuasion alone.
Gaining Clan Prestige: In a Clan of modern-day barbarians, about the only way one can impress their fellow Clansmen is to one-up
them. This is part of the reason why the Baelites have such a bad name. In their quest for fame and prestige, they've committed some
of the most horrifying atrocities known to man or vampire. In spite of it all, they do not seem to (publicallly) care, their official face as
impenetrable as their skin colour. There are a few rare Baelites of a more intellectual bent, but they are almost entirely of Warlord
status and are thusly in little position to curb the excesses of the Clan as a whole...but, of course, they won't admit to that flaw.
Quote: "Power is the key to success in this world. The only thing our enemies understand is merciless power. We shall give them that,
of that I will assure you."

Stereotypes
Lasombra: Charlatans. We're just chomping at the bit to cull them. Heretics will not be tolerated. Period. I don't give a damn if the
Regent's a Lasombra. She'd better watch her pretty li'l arse, too.
Tzimisce: All work and no play makes Fiends very unpleasant to be around. Loosen up, people. Live a little.
Assamite antitribu: Creepy li'l fellas got some serious bollocks, I'll tell you what. That don't make them in the Right, though. They don't
know the Truth...so we'll smash 'em, too.
Brujah antitribu: Why couldn't our Brujah be more like the Wimps' Brujah? This bunch is ridden with Loyalism. Kill 'em all. Let Lucifer
sort 'em out.
Gangrel antitribu: They respect the Beast and know what it feels like to have him in your heart. I envy them.
Malkavian antitribu: Not as nutty as they first appear, the Nuts are actually kind of appealing. Like a mascot.
Nosferatu antitribu: Anything that's that quiet deserves to be shot on the spot. Those eyes and ears know too damned much. We'll
keep the peace with them, but don't take no crap from 'em.
Panders: Loyalist scum. At least, in this respect, we and the Keepers agree: use 'em as bait, then cut 'em loose.
Ravnos antitribu: Gypsies. Why bother with them? Besides, I don't think they're really one of us anyway...
Serpents of the Light: The worst kind of heretic is an open one. Snakes fit that mold to a tee. It's like one Abaddonite Archbishop
said, a few weeks ago: they should have been lured in, strung up, and sucked dry.

Toreador antitribu: Are these people for real?!


Tremere antitribu: There's is a power you'd best not mess with, brother. Stay way clear from them.
Ventrue antitribu: The headmasters of the Loyalist Rebellion. We're already working on a plan to exterminate them. Unfortunately, we
might need a little bit of help from the Lasombra to do it...
The Black Hand: The Sicariot was made to counter the Hand. We're still counterin' and they're still growin'. My guess is that the two
biggest bullies on the block will clash one day. Too bad for them.
The Camarilla: First Order: squash the Hand. Second Order: squash the Loyalists. Third Order: squash the heretics. Fourth Order:
squash the Wimps. Not necessarily in that order and subject to change without notice... depending on who's head is in the way when
you swing your fist.
View the Pain discipline.
BAKI
By Wilhelm the Slayer (uberjedixx@aol.com)

Description
The founder of the Baki (baw-ki) bloodline is a 4th generation vampire named Bakus (baw-kus). Though Bakus himself is a
hideous beast, his childer and other descendants are just as normal-looking as all most other Kindred. When the ancient Greek
"god," Bakus went on a rampage through Athens, the people revolted and Hercules was called upon. For nearly one hundred
years Bakus was left in Torpor until some dumb children decided to feed the lifeless body some blood and he was awakened.
This time a young boy, whose name is unknown, was able to cast him into the Mediterranean Sea where he lies in Torpor.

Disciplines
Celerity, Demonism, Protean

Advantages
All Baki start the game with the Merit Acute Vision.
When transforming into a wolf using Protean, the Baki can spend two blood points to shift over a period of one turn or one blood
point to shift over a period of two turns.

Weaknesses
Baki hate water; they cannot enter water willingly and cannot learn any water-based disciplines.
The bone of a Lupine through the heart of any Baki will send that individual directly into Torpor. This is unlike being staked
because if the bone is removed, the Baki will still be in Torpor.
BALE WOLVES
By Evan Gibson (ecscetg@luxor.latrobe.edu.au) (6 August 1995)
Once upon a time, as all good stories start, a Gangrel embraced a young lad from a very small village and left him out in the
wilderness to find himself. This was not, in itself, a very unusual occurrence, but the boy had been brought up under a very curious
misprehension. Being a clumsy lad, constantly dropping things about the house, his mother used to tell him a tale to scare this
tendency out of him...
"Back when the stepping stones were first strung across the void, the Greater Yawning Darkness, Lord of Oblivion and Dreams,
inspired by Dawn, Our Lady of Passion, Heat and Harvest, begun the great dreaming and brought the world into being. He ruled his
dreamworld kindly, granting each of his dreamings the respect and freedom he also gave those outside his dreams, and thus allowing
them to develop lives of their own. He asked one thing only, that, when they knew their time was over, they return to him and offer
themselves to feed his hunger, as creation is an energetic process and, as inspired as he was by his love of Dawn, there was no room
left for further dreams without the sacrifice of those that remained.
Most were quite happy with this arrangement, they were given the time they chose and then they rejoined their maker only to be
dreamt anew. From the Dark we come and to the Dark we all return. The Greater's younger brother, the Lesser Yawning Dark, Lord of
Death and Sleep, was concerned. He was fearful lest his brother's ravenous, terrible hunger become no more satisfied with the stuff of
dreams and required something more... Substantial to sustain his creation. So he hatched a plan.
While his brother and Dawn were sleeping, and thus in his domain, he bound them both, securing the Greater with terrible chains and
an iron muzzle and binding him below the earth, while he threw Dawn upwards and tied her to the sky. Dawn, by her very nature, could
not be held in sleep for long and awoke to find herself apart from her love and unable to free herself from the sky. Still, to this day, she
alternatively strains at her bonds with all her strength till she fairly glows with the effort, and then, when she can strain no more, goes
still and stares down at the earth her love is trapped beneath. Sometimes she cries, sometimes she can only gaze with half-closed
eyes, or needs to looks away, it hurts so much.
Some wolves and a few other animals, hearing her anguish and feeling her pain, cried with her and she heard their voices. Having
lacked company for so long she found strength in their support and asked for their help. Her tears fell on them and and enveloped
them and enabled them to use both some of their own passion and some of hers. She asked them to set her beloved free and they
began to search. They looked for so long they have forgotten who they seek and why.
The Greater Darkness, He Who Sleeps, never woke from that slumber. His brother holds him trapped within it still, and the world fell
into his grasp. The Lesser Darkness styled himself lord of his brother's domain and reached out to take hold. Rather than allow the
Made Of Dreams to choose their own time he began to set them out, tearing the stepping stones out from under their feet and
stopping them from completing that which they still had to do. They remained, suspended in the void, unable to offer themselves to the
Sleeper and attain the completeness they required. The Tyrant was amused by this, but when she can Dawn blows them a gentle
breeze and tries to help them across to the next stepping stone, so they can reach the time they choose and carry her thoughts on to
her lover.
In a rage at Dawn's attempts to subvert what he saw as "his" power the Lesser reached a bargain with some of the many remaining
dreams. He would not allot them a time if they would come and work for him. Some agreed. To sustain them beyond the time their
dreamed purpose was complete they needed to steal time from others, and this borrowed time and the extra creativity gained from
having others dreaming to call upon besides their own enabled them to manipulate the dreaming to some degree, but inside they
know they are avoiding the time they chose for themselves, and trying to avoid it often leads them to clawing at the edge of the stone
they are on trying desperately not to fall into the Oblivion below, for they know who waits their for them and he will not be friendly to
most.
Death sent these minions out to lead the dreaming and keep it from learning where it's master had gone, and to prevent it from ever
awakening him. Dawn was furious when she saw these destructive abominations that had been created. She told her animal friends to
destroy any they saw, as They That Live The Lives Of Others would only try to impede them in their search. Sometimes, when she is
straining, trying to break her bonds, she can reach far enough to grab them herself.
The strangest part of this whole affair was that some few of these creatures gained enough insight from the dreams they collected
from others that they could touch the dreams of The Sleeper himself. Some are born with this gift or gain it in another way. Some call
them mad, but the Dream Touched are truly blessed.
From this it may seem that The Sleeper has been quiet in his slumber all these years, but this is not true. He continues to dream and
he continues to devour. It is difficult these days, as few complete their time and offer themselves, but some dreams are strong enough
to do so, and this enables him to focus his dreaming through them and give them some measure of that which he once had, but not
enough. His brother has managed to corrupt some of these pure dreamers and turn them to his ways. Convincing them to control the
dreaming rather than free it and destroy the parts that are beyond control.
But, I hear you say, "I've heard this story since I was a child, where do the Bale Wolves fit in?". Well, I will tell you... The Sleeper had two
pets that used to sit either side of his throne, two giant, beautiful hounds that were his love and his delight. Whether they were first of
his dreams, or from outside the dreaming is not known, but he loved them and they loved him. They embodied both aspects of his
nature, creation and destruction, hunger and inspiration, and when he was taken in his sleep, they were not allowed in his bed
chamber, they were devastated. They ran and hid, scrambling into a nearby dreamling, and hiding beneath his skin. They went looking
for a way to find and free their Master, never giving up their hiding place, but moving from one dreamling to another when it could not
hold them any longer.
It is prophecied that one day the Sleeper will awaken, tear his love from the sky back to earth and consume his brother, dreaming him
anew and returning the All to The Way It Was.
She told him that the Bale Wolves lived inside their host, usually a male, and during his youth caused him to break things as they
argued inside about how best to use him in their search. Upon growth one of the two would gain ascendance in the argument and the
now-adult male would leave his clumsy ways behind becoming either a great warrior, destroying all enemies in his path, or a great
thinker, leading the tribe to victory. To aid the search for the Greater in one of these ways. At the end of his life his body would be torn
apart as the wolves escaped to search for a new host.
Of course, this story just made him more nervous and more prone to break things...
When he awoke in the woods after a wolf had descended upon him, finding himself with new abilities, what was he to think? After all,
he'd entered into no covenant with the Dark One, so he obviously was not of the Unliving, though it did seem strange that Dawn did not
like him anymore...
Of course, he was mistaken... But perhaps the true Bale Wolves are still out there...
[Ummm... I haven't seen changling yet, could someone tell me how they'd fit in with this worldview? I actually made this pantheon up
apart from the WoD and before I read Sandman either, for those who want to know, and just decided to throw it together on a whim. It
scares me how much it fits. I might even use it. Hell, it might even be true! Sometimes I hate being of the dreamtouched!]
Nicknames: Lemmings or Jinxes
Disciplines: Protean, Fortitude, Defenestration
Flaw: Choose either
Lemming : Insatiable curiosity coupled with an invulnerability complex. Will ignore certain death just to see what's on the other side...
or
Jinx: Whenever they botch it will affect something or someone around them instead of themselves, is usually worse than any affect on
them would have been. Once per session something around them stuffs up just because of their presence.
View the Defenestration discipline.
BANSHEE
By William Matross (firshee@hotmail.com)

Description
The Banshee bloodline began deep within the heart of Ireland. The originator of the bloodline was an old Irish Toreador named
Padrick. He split away from the Toreadors when he began practicing Thaumaturgy and created the Voce discipline. With the
Embrace of a young woman named Siobian, the Banshees were born and Padrick's connection to the Toreador was severed.
Most Kindred do not see the Banshees as anymore than Toreador. The Banshee hate this misnomer. They see themselves as
being no more Toreador than the Ventrue are Toreador. There is no "bad blood" between the Banshee and the Toreador; the
Banshee only want to be recognized as independent from their mother clan.

Nickname
Howlers, Wailers (Common), Firshee (males only)

Appearance
Most Banshee tend to dress in expensive hand tailored suits. The older Banshee are far more conservative than their childer.
This conservativeness can be seen not only in their dress, but also their beliefs. Unlike their "stuffy" sires, the younger Banshee
are far more flamboyant in every aspect of their unlives.

Havens
The older Banshee prefer cottage-like havens. This is because they love the homes of their mother land. Those who have made
their way to the "New World" do not like the urban landscape and would rather live in rural areas. The younger Banshee tend to
reside in studio apartments in the city.

Background
Banshee only Embrace singers of Irish blood. They will not give eternal life to anyone younger that 25. For many years, only
women were Embraced. Now any singer of Irish decent may be Embraced.

Character Creation
Most Banshee have Professional concepts, though they may have any concept except criminal. Social Attributes are primary,
with mental being secondary. Skills are also primary. Banshees must have singing of at least two dots. They can not take the
flaw Bard's Tongue (see Book of Shadows).

Clan Disciplines
Voce, Thaumaturgy, and Sensualis (as the Black Widow Discipline of the same name without the flaw.)

Weakness
The Banshee suffer from two weaknesses. The first is identical to the Toreador weakness, except only music can enrapture
them. The second is much like the power of Banshees of legend. When a Banshee mentions death, one of the people (Kindred
or Kine) will die.

Preferred Paths
Most Banshee do not belong to the Sabbat, but those who do usually follow the Path of Cathari, Path of Harmony, or the Path of
Inner Voice.

Organization
Banshee meet once a year on the night that the bloodline was created, March 14. At this time they discuss many ideas they wish
to further in the following year.

Gaining Clan Prestige


Banshee gain prestige in one of three ways: furthering the ideas of the bloodline, fighting for Ireland, or increasing interest in Irish
music.

View the Voce discipline.


View the Sensualis discipline.
BASA-KHAN
By OneEye779 (OneEye779@aol.com)

Description
This bloodline is the result of an attempt at a new type of Abomination. A young Baghera was on the prowl one evening when he
was attacked by a member of the Sabbat, specifically a Country Gangrel. He was knocked cold, then embraced as a new
member. After the Bastet awoke from the creation rites, he was gripped with such rage from the Wyrm taint in his presence that
he slaughtered the young pack. He soon discovered what he was and was immediately ashamed and decided to commit
suicide. When he told his consort, a young Khan kinfolk, she talked him out of the act of self destruction. He then embraced her
and dicovered their new powers together.

Clan Advantage
Basa-Khan have the ability to learn the Garou martial art of Kailindo. They also start with the merit Luck.

Clan Disadvantage
Basa-Khan are extremely territorial. They pick one 60 square mile area and stick to it, leaving it for almost no reason at except if
the food supply is low or the area is destroyed.
Also, because of the philosophical nature of the Basa-Khan, they stay out of the feud between the Camarilla and the Sabbat.
Although they do tend to side more with the Camarilla because of their human natures. Also due to the centered nature of the
cat-like Kindred, they may only frenzy under the most stressful conditions.

Disciplines
Celerity, Fortitude, Basa-Protean
BASTRA
By Nadine Edwards
Bastra's followers worship the ancient Egyptian Gods (except Set). The primary emphasis being on Bast (Hathor), Ra's daughter. She
is also known as The Eye of the God who delivers Ra's justice (good for the good and evil for the evil). This gives her power of life and
death even over the Gods. Many Egyptians called on Ra to revenge deeds done to them by others and it was Bast who expresses
Ra's judgement.
Bast's assept is that of a women with a cat's head and hence the worship that cat's receive.
Bast is the most happy and joyful of the Gods and all rejoice in her company. Unless she is angry and then all joy is gone. Revenge is
her only companion causing all others to flee her wrath.
Background: The Gods are imperative to guide those on Earth to life everlasting and peace in death. For the Gods to provide
guidance those on Earth must seek their wisdom. Worship is an old tool in this aim.
Those who have visited the ancient temples in Egypt have felt just a small part of the God's power that still resides in the ancient
stones. The Gods are still with us and a new golden age through worship can be born. The only way to advance this knowledge is to
provide living examples.
Character Creation: Bastra's concept is that of worship of the ancient Egyptian Gods (accept Set) but more specifically the worship
of Bast.
She is happy and good to be with but although her temper is not quick to come when it comes she takes heed of no one and death
follows in her steps until her anger is sated which does not come quickly.
Her Attributes are Mental reflecting her quick wit while her Abilities are Talents to show her readiness for action not words.
Disciplines: Felis, Obfuscate, Celerity
Weakness: Although she is quick to act she is not quick to anger but once angered it is difficult for her to stop. Any Frenzy attack rolls
for actions taken in anger are a difficulty of two higher and take an extra two successes must be collected before the Frenzy is entirely
overcome (normally 5 successes are required).
View Felis (version
BATHORY
By Mark Kinney (alberich@iglou.com) (20 October, 1993)

History
Believed to be a line of the Ventrue clan, something happened to this line of Kindred to make them incapable of consuming
vitae by the normal method. This makes creating progeny complicated, and anyone who knows how this line came about isn't
telling. Theories include a curse on a Ventrue elder by either the Setites, the newly created Tremere, or maybe even a
wandering Baali.
The Bathory, named for their most famous member and founder of the line, developed a discipline that allows them to absorb
blood through their skin. The factor that links them with the Ventrue is their insistence on a certain type of blood to consume,
ostensibly to maintain the appearance of their Embrace age. Then again, this could be a derangement held over by the general
reign the Malkavians usually claimed on Elisabeth Bathory's mortal family.
Bathory are not much liked by the Camarilla, as the most common feeding method used especially by younger Bathory, bathing
in vitae drained from a victim, tends to endanger the Masquerade. The Ventrue especially disown them, denying even a link with
them. Because of this, and because some of those who Elisabeth Bathory Embraced early in her vampiric life were peasants,
the line divulges quite a bit from the Ventrue stereotype. This would be another fact in favor of a link with the Malkavians except
that for the most part the Bathory are sane.

Nickname
Sponges

Appearance
Some continue the Ventrue stereotype, but as often as not there are serious deviations from Ventrue standards. Dress will be
appropriate to the individual concept.

Haven
As appropriate to the character concept, although most Elders follow the Ventrue lead.

Background
Elders are split between peasants who were among the founder's first victims and somehow struck her twisted fancy, and the
noble girls whose disappearance led to her downfall. As they get younger, more and more tend to veer away from the Ventrue
type. There is talk occasionally of a Bathory among the anarchs, although this has never been confirmed.

Character creation
This bloodline is as varied as one can possibly get, especially among the younger Kindred. Nonetheless, Social attributes and
Talents are generally favored.

Clan Disciplines
Dominate, Osmosis, Presence

Weaknesses
The Bathory have blood requirements similar to but not as restrictive as those of the Ventrue. Bathory may feed from any vessel,
but for each week that at least one full Blood Pool's worth of their particular type of blood is not consumed, they lose a point of
Appearance. It can be gained back at the rate of one point per week the blood requirements are maintained. When Appearance
reaches zero, the effects are permanent and the weakness changes to that of the Nosferatu, and some of these have been
known to try to join Nosferatu coteries after being cast out even by their tiny bloodline. For the above reasons, at least one
Discipline point in Character Creation must be spent on Osmosis.

Organization
Bathory are far more solitary than the Ventrue, but when numbers of them gather in an area they tend to form loose groups.

Gaining prestige
The older Bathory of noble blood enjoy the Ventrue's power games. Although most Bathory neonates also enjoy following these
power plays, prestige means much less to them.

Stereotypes
The Camarilla: Our methods fall afoul of their Masquerade far too often. Nevertheless, we see why our Ventrue cousins
established it. We generally trust these clans except for the Ventrue, who would love to eliminate our embarrassment to their line,
and the Tremere, who I am sure only want to use us as tools.

"This line is a greater danger to the Masquerade than the anarchs or, dare I say it, the Sabbat. They should have been
eliminated long ago."
-- Gracis, Ventrue elder, Milwaukee
The Sabbat: Too many of our Childer take either their path or that of the anarchs.
"Any of these that become True Sabbat should be submitted to the Black Hand. There is much we can learn from them."
-- Cardinal Greco, Tzimisce, Lexington
The Inconnu: These are the only sect we can fully trust. Some say that even our founder saw her errors and strove to join their
ranks.

"Their hunger is more distasteful than most; Golconda would do them more good than it does others, should any of them
seek it. In the meantime, those responsible for their existence should be sought out."
-- Dondinni, sixth-generation Monitor of Genoa
View Osmosis discipline.
BEAST RIDERS
By Michael Blank (mblank@utcvm.utc.edu) (8 Nov 93)

Description
The bloodline known as the Beast Riders appeared in the middle 1500's in Western Russia. They began when a Brujah, whose
name was never recorded, reached Golconda and then, through a heinous act of revenge for a family insult, he lost the state he
had fought so long to achieve. In his horror over the act he had committed, he lost the understanding of the Beast that had
allowed him to work with it. But since he had come to terms with his Beast once, he tried to regain it by force. He did not
succeed, but instead created the discipline of Mastery. Once he began to work with the Beast again, he decided not to make it
a part of himself as he once did because, in his words, "A mind at peace is a mind without growth."
As he gained knowledge of his own Beast, he decided to teach his discipline to others. He then took on a student, a Gangrel
searching for Golconda who couldn't control her Beast enough to reach it. He taught her along with two of his progeny how to
master the Beast inside and still keep its primal power. This is a unique bloodline in that the decendants are actually from three
separate "ancestors": Marina, the Gangrel he taught, whose childer have the discpline of Fortitude, Joseph, his quick-tempered
progeny, whose childer have the discipline of Celerity, and Tatayana, his young but tough lover, whose childer have the
discipline of Potence.

Nickname
Animals

Appearance
The appearance of the Riders is as varied as the reasons for their Embrace. The one feature that all have in common, however,
is a distant look in their eye, as if they are listening to an inner voice only they can hear.

Haven
Usually somewhere with an area where they can let the Beast run loose for a time. It can be a mansion with a reinforced
gymnasiam or a country ranch house with a lot of wild land.

Background
Most of the Riders have had some great trauma in their past, other than the Embrace, which has hardened their will.

Clan Disciplines
Animalism, Mastery, One of the physicals (Celerity, Potence, or Fortitude)

Weakness
Because of the difference between their psychology and that of most other beings, the difficulty of all social rolls are two higher.
They cannot purchase the flaw of Eerie Presence or the merit of Pitiable. Also, for every week that they do not allow a frenzy, the
difficulty to contain the Beast increases by one. If they frenzy and allow it to end naturally then they can avoid this.

Quote
"If I must possess the Beast, I will use it to my own ends."

View the Mastery discipline.


BELIALIANS
By Arthur-Trevor D.M. Lasher (atlasher@ix.netcom.com) (4 July, 1995)

Nickname
Machiavellians

Description
The first Clan to join the Abaddonite-organised subsect of agents provacateurs and enforcers was the Childer of Belial. They
have also proven to be the most loyal to the Unholy See, having endured through many hardships, both religious and secular.
Machiavellians, in fact, are now the de facto leaders of the Sicarii, having subsumed the secular aspects of the Abaddonite
priesthood as more and more attention was paid by the Sabbat to mortal politics and the inevitable dirty tricks that went with
them. Eventually, the Childer of Abaddon hurried along this quiet revolution as they became more and more withdrawn from the
scene, either acquiescing to the change or out of profound fright. No one really knows.
With the leadership role resting uneasily on their shoulders, the Belialians have sought to desperately hold the subsect together.
Internal divisions-- mostly over the Loyalist movement -- and external worries (is the Regent turning on us?) make that job
exceedingly difficult, though.
Above all, the Machiavellians attempt to bridge together all the factions within the Sicarii and still present a strong enough front
to deter all would-be takers (in particular, the Black Hand). They can come across as cold and ruthless, but no more so than your
average Lasombra pack leader. Their most noteworthy trait, however, is their uncanny knack for diplomacy. If it wasn't for the
Belialians, the Sicariot would've fractured two decades ago.

Appearance
Belialians are almost uniformly good-looking. They practically exude a kind of stoic, restrained fanaticism that is the driving force
behind the Sicarii ideology and belief. At no time will you ever see a Machiavellian in a sorry state. If you do, run. Something is
out there, and it's not happy.

Haven
Machiavellians are the most individualistic of the Sicarii Clans. They tend to appreciate the petty creature comforts of mortals
and most often reside in upper-middle class/lower-upper class suburbs close to cities that are being scouted for a possible
Jyhad.

Background
Belialians are almost exclusively drawn from the ranks of government and business. They are diplomats, CEOs and competent
technocrats. Above all, though, they are good at what they used to do. As an aside, most Belialians are Embraced late in life,
after they've proven their worth to the Sicariot who seeks to Change him or her.

Character Creation
Architect, Director and Fanatic all play a part in Belialian Archetypes. A great number of them have Dual Natures, with the
second one almost always being that of the Fanatic. Judge is frequently a suitable Demeanour for the Machiavellian. Mental
Attributes dominate, with Social coming in a close second. A few, however, substitute Social for Physical.

Clan Disciplines
Dominate, Omniscience, and Presence.
Weaknesses
In a way, the conspiratorial nature of the Machiavellians works against them at times. They are often so caught up in plots,
conspiracies and intricate plans that the obvious does not occur to them. They see too much around them and though the devil
might be in the details, seeing the obvious is not something the Belialians have mastered. Slightly paranoid, but not quite a
Derangement.

Preferred Paths
An overwhelming number of Belialians are Thornites, so much so that most Kindred can go through an entire unlifetime and
never see any other type. There are a few Cathars and Noddists, however. Curiously, there have been no known Infernalists, in
spite of their close affinity to the Abaddonites.

Organisation
Hierarchical to the max. There are so many layers to the Machiavellian Clan bureaucracy that only a Belialian can figure out what
is what. Suffice to say, it's all part of the Game. It sows confusion and also distributes power in such a way as to please all
factions within the Clan. Every six months, various levels of the bureaucracy meet in a Cabal and go over the previous half-years
odds and ends and set policy for the next six months. Pedantic and dry, the events are nonetheless the scenes of naked, brutal
political sadism.

Gaining Clan Prestige


Belialians have an intricate prestation system, reminiscent of the Ventrue's. They prize loyalty, cleverness and intrigue above all.
A good conspiracy -- shared with the elders -- will go much farther than your average corporate take-over. At all times, though,
remember this: everyone is watching everybody. The walls have ears and eyes and no one is a friend for long.
Of course, don't forget to be courteous while you're slitting your paramour's throat...

Quote
"Power is rarely exercised. It is fashioned, spun, garnered and hidden away for future use. We've been the literal backbone of
the Sicarii for two millennia now, since before there were any sects to speak of. Now, we are called upon to secure for us the
ultimate gift to any vampire: continued survival. If we fail, we'll be staked or burned, or left for Antediluvian-bait. If we succeed,
however, salvation is ours."

Stereotypes
Lasombra: We're onto their heresy. The Antipater has already issued the orders. We move soon. Patience, childe...
Tzimisce: Poor, deluded souls. They could've been our greatest allies. There is something amiss with them, though. The
Inquisition has been most unusually interested in them. That is a cause for great concern.
Assamite antitribu: Our antithesis, as surely as if we were speaking of the Black Hand in general. Make a note of this: they are
the Hand and it is they who are our enemy. The Lasombra think they control them, but they are as naive as they are heretical.
Brujah antitribu: Rabble-rousers, all. However, their ideology is helping us undermine the Lasombra puppeteers. We'll support
them as long as they continue to adhere to their anarchic idiosyncrasies. I don't think that'll be too much of a problem...
Gangrel antitribu: Filthy beasts! Stay clear from them. Anyone who prefers a romp in the woods to a nice bath, some cognac-
laced A- and a woman by his side is a truly sick person.
Malkavian antitribu: We're extremely close to securing a pact with them. They have access to knowledges beyond even what
Omniscience has given us. I, for one, understand fully what they're all about. Thankfully, few others do.
Nosferatu antitribu: Too dangerous to be dealt with in any way. I'd prefer to see them ousted or exterminated, but we simply
have other fish to fry first. First the Lasombra, then the Nosferatu, then...
Panders: Useful as wannabe Brujah or a poor replacement for a Baelite. Otherwise, forgetful.
Ravnos antitribu: Their adherence to the sect is false. We know them. They'd better watch their step.
Serpents of the Light: A historical mistake. They should've been cut off and burned, not invited in. Now we've Set to deal with.
Lucifer help us all...

Toreador antitribu: What good are they? Bottom line: useless.


Tremere antitribu: Blasphemous heretics! If they weren't so cunning and powerful, we'd've isolated them and driven them all to
the Ninth Circle of Hell. As it is, we're making damn sure they don't get closer to the higher echelons of power...

Ventrue antitribu: Ah, the Loyalist instigators themselves. Poor fools. We're manipulating you so well, even we don't know it
sometimes. A string here, a string there. Soon, you'll help us bring the Keepers down to size...
The Black Hand: Our Clan found salvation as the counter-weight to the Hand when the Hand became a tad too large for its
knickers. We have a natural institutional suspicion of them, and, so our sources tell us, for good reason. At some time, we'll have
to deal with them. They might need neutralisation before we move on the Keepers. Oh. Joy. That'll be fun.
The Camarilla: When the Antediluvians come, they will all see the error of their ways -- shortly before they become a delicacy for
their progenitors. Bon appetite...

View the Omniscience discipline.


BESAI
By ShadowWalkyr (shadowwalkyr@hotmail.com)

Description
Possibly an offshoot of the Assamite clan, the Besai are wandering martial artists of the highest degree. They wander the world
challenging each other to duels, though these duels rarely end in Final Death. They seek to master themselves and their
weapons. As the Salubri seek Golconda, these Kindred seek Lahmi, a similar state of grace. Some say that Lahmi and
Golconda are in fact the same thing, but the Besai claim that Lahmi is different though they cannot say how. The Besai know of
the Salubri and the members of these Clans often find themselves allied. A Besai will work with a Salubri before another Besai,
although the rarity and wandering nature of each Clan often denies the Besai any choice.
The Besai are honorable to a fault, and will not lie to, break oath to, cheat, or ambush any being (strangely, they have no
objection to stealth activities). The exception to this is Shallun, the Besais' terrible oath of vengeance. The one whom Shallun
has been sworn against is deserving of no honor, and the Besai will gladly ambush or use any other method to destroy the
offending party. This extends itself to any who are trying to protect the party, including Ghouls, guards, and allies. Shallun sworn
against vampires is typically ended by Diablerie (regardless of relative generation). Once sworn, Shallun cannot be rescinded. It
is never sworn in vain.
The Besai are as comfortable in the wilderness as they are in the city, moving between the two with an ease and grace
exceeded only by the Gangrel.
Most Besai will wait until they have mastered Sense of the Opponent before siring a Childe, and no Besai has ever sired more
than three. The entire clan, including those who are in Torpor or have been destroyed, numbers fewer than one hundred.
Although most Besai use swords, nearly any weapon can be chosen. There have been Besai dedicated to war hammers,
knives, clubs, and even one who uses whips. Most dedicate themselves to melee weapons, though thrown weapons are not
unheard of. The Besai hate firearms, and never use them.

Nickname
Sword-Saints

Appearance
Besai often dress in dark clothing (it makes hunting easier), but their clothes are always loose and comfortable. Their weapons
(when visible) are always well cared for and in perfect condition. Most Besai are extraordinarily graceful.

Havens
Snicker.

Background
Race, sex, creed, age, national origin, status, none of this matters one whit to the Besai. Even weapon skill is not required.
Anyone who is willing to spend eternity mastering a weapon and acting honorably may be Embraced. Children are not usually
Embraced, but it has happened (once). Usually, the Besai will wait until the child is in her mid-teens.

Creation
Besai can have just about any concept, but most were drifters or martial artists even before the Embrace. Physical attributes are
usually primary, as are talents. Normal backgrounds include Mentor (the sire), Generation, and Allies (Salubri or other Besai).
Melee is almost always the Besai's highest Ability (especially among more experienced Besai).

Preferred Paths
Almost all Besai follow Humanity. There are a few who do not, but their Paths are similar. No Besai will follow a Path with the
Virtue of Callousness (Conviction, yes, Callousness, no.) There are no Sabbat Besai.

Clan Disciplines
Celerity, Fortitude, Hanoch. Also, many have learned Protean.

Clan Disadvantage
Besai are wanderers who put both the Gangrel and the Ravnos (combined) to shame. They cannot live in one place for more
than one week. Moving to the next block is not enough, the Besai must move at least out of the city. If the Besai does not move,
she will lose one permanent willpower point per night until she does. No willpower is lost in torpor. Upon moving, lost willpower is
not regained; it must be bought back with experience. This is not usually an issue, as most Besai can (and will) take care of
business and be gone inside of a few hours. When I create a Clan of wanderers, they wander!

Organization
Little to none. Besai show respect to each other based on skill with weapons and honorable actions, but there are no actual
leaders or followers. Alliances between clan members have happened, but these are typically short term. Typically, any Besai
will help any other Besai upon request. This makes them far more powerful than they might seem at first glance.

Quote
"I have no home, no herd, no money and no desire for any of these things. I live by my blade, and will die holding it."

Stereotypes
The Camarilla: They sit around and bicker like the old biddies they are. They know the power of the pen, but they do not use it.
They are fools.

"The Besai are far too few in number to ever cause us lasting harm. Still, it's not worth it to get in their way unless one has a
lot of allies and a desire to lose most of them. They are relentless."
-- Antilles, Ventrue Elder
The Sabbat: More action, but not the right action. They should be extinguished, one by one. Unfortunately, they put rabbits to
shame.

"In truth, they are weak. Even their elders are no match for the lowest of the Black Hand."
-- Calais, Black Hand member
The Inconnu: They leave us alone; we leave them alone.
"These guys are okay. If they ever need help, they have only to ask. For some reason, however, they never do."
-- Elijah, Fifth Generation Gangrel
BESTIAS
By Gamer (gamer@mail.klis.com)

Description
The Bestias are an ancient bloodline. Once they were powerful among the kindred, but now there are few, if any, left in the world.
The founder of this line is said to have been the creator of the Animalism Discipline, and that it was he who taught it to Ennoia.
Bestias (as he has been called in the legends, his name having been lost to time) was abandoned in the wilds by his tribe as a
childe. He was saved from death by a pride of wildcats that took him in and raised him. From these cats, Bestias learned to
hunt, to stalk prey and avoid predators. Over the years, Bestias became a great hunter and friend to many of the animals around
him. But still he was different than his friends. Often he would wander his territory and wonder about this. On one such night, he
came across Ennoia.

Ancient Sobriquet
Beasts

Modern Nickname
Beasts

Appearance
While their appearance can vary, most Bestias dress in tattered rags or animal furs, as they tend to shy away from human towns
and cities. Those few that have tried to integrate themselves among humans try to dress like them, but often have that 'savage'
look.

Background
Anyone who intrudes on a Bestias territory is likely to be Embraced. As such, they are predominantly hunters and woodsman,
but occasionally a person who is lost (or maybe even camping...).

Character Creation
Bestias usually fit the Wanderer or Outlander Concepts. Natures tend towards Loner or Survivor. Physical Attributes are almost
always Primary, with a low emphasis on the Social Attributes. Most Bestias follow the Road of the Beast (indeed, they are
believed to have created that as well), but some have embraced the Road of Humanity, trying to fight the Beast within them.

Clan Disciplines
Animalism (but see Bestias Animalism, Fortitude, Protean

Clan Weakness
The Weakness of this Bloodline is two-fold and related. The Bestia are savage, feral Kindred. Whenever they lose a point of
their Path/Road, they gain an animal characteristic. This is a mental characteristic, like growling when angered, or sniffing things
and such, not a physical one like the Gangrel. Every 2 characteristics gained, however, will bestow a -1 penalty to Social Dice
Pools as well as rolls to resist Frenzies, as the Beast within becomes stronger.

Organization
None. The Bestias are solitary hunters and kindred, even other Bestias, entering their territory are often considered intruders.

Quote
"GGGrrrrrrroooooowwwllll!!!"
The Black Company: The Clan of War
By ShadowWalkyr (shadowwalkyr@hotmail.com)

Author's Note
Robert Sable is a character of mine in a V:tM LARP. We aren't using MET (because we hate it), so I've translated this from our
own system into tabletop rules. At the moment, Sable is the only Taker who exists thus far (I can't find people to play my Childer),
but in someone else's chronicle, feel free to create as many as desired.

Background
A thousand years ago (or so), a young Caitiff named Sir Robort LeSobol formed a mercenary company of other Caitiff. Slowly
this company grew from simple peasant bumpkins to one of the most significant companies in Europe. At first, they had no
base, but wandered from job to job until they settled in a hidden valley in Bukovnia. They fought in wars (usually, but not always,
between Cainites) all over Europe, traveled into the Middle East on a few Crusades for the Catholic Church (unlike the later
Crusades, these "Black Crusades" limited themselves to military targets. LeSobol knew the difference between right and wrong)
and even fought east of the Ural Mountains (this region was considered Asia). Though they never did go to Africa, it wouldn't
have surprised anyone. For fifty years, diplomacy was rapidly becoming the watchword among Cainites. No one wanted to risk
going to war when the enemy might hire the Black Company (this does not mean they were at all lacking for assignments.)
But all was not well. Elements in Cainite society (including other mercenary companies) wanted them all Dead. The Company
weathered several attacks by individual companies, decimating their soldiers and, usually, executing their officers.
Then an offer came from the Cainite who ruled Moldavia. He was going to war with Walachia and needed soldiers. The cause
was good (as far as such things go) and the price was right, so LeSobol mustered his troops and rode out to fight.
It was a trap. Ten thousand soldiers (seven mercenary companies and the armies of Moldavia and Walachia) converged on the
six hundred soldiers of the Black Company. Slowly, the soldiers of the Company died the Final Death. In the end, only LeSobol
and two of his lieutenants were left. From the enemies, only fifty soldiers and a few officers were still undead.
The first fifty didn't stand a chance. The rest wheeled their horses to the West and rode for their unlives. LeSobol and Company
(such as it was) rode after them. They had minor skirmishes all over their route but the final battle did not come until they reached
France. LeSobol opted to have a mausoleum built for the leader of the renegades, loosely defined as the last one alive. Within
the final battle, both of LeSobol's lieutenants were destroyed. LeSobol himself was staked and placed within that same
mausoleum he'd had made. He spend most of the next thousand years drifting in and out of consciousness once a month or so.
All of which is simply background. LeSobol, now calling himself Sir Robert Sable, has been released and is trying to recreate his
Black Company. This time, however, it will be more than just a company. It will be a Clan.

Nickname
Takers

Appearance
Takers dress as they please. However, they tend to have steely glints in their eyes and cynical expressions on their faces. Also,
they won't wear anything they can't run or fight in and are never unarmed if they can help it.

Havens
Any place that might be considered defensible.

Background
Military types, sneaky people, martial artists, gang members, if you can fight, and do it well, you're up for consideration.

Creation
Physical attributes tend to be primary, as are Skills. Knowledges tend to be practical rather than esoteric, although "Basic
Training" for the Clan always includes at least one dot in Occult (all Clanmembers must have this). Also, most have very high
Courage and Willpower scores and they prefer the Road of the Mercenary to Humanity. Takers may not start out with five dots in
Generation; Sable himself is only Eighth Gen.

Disciplines
Potence, Way of the Warrior, Purity. Also, most members have other Disciplines (Fortitude, Thaumaturgy, and Celerity are
favorites.)

Disadvantage
The Contract: Members of the Black Company, once they agree to a contract, cannot and will not break it. Attempting to do so
will result in taking an aggravated wound level (this is not soakable). If two contracts conflict (avoid this), then the first one takes
precedence (and you take the above wound level.)

Organization
Very military in structure (if somewhat simpler than the ranking system used by the modern military). Everybody has a rank and is
answerable to someone higher up. Sable himself promotes and demotes as he sees fit. The ranks correspond exactly to Clan
Prestige. They are Recruit (00 CP; the same thing as Childe to any other Clan), Soldier (01 CP), Corporal (02 CP), Sergeant
(03 CP), Sergeant Major (04 CP), Lieutenant (05 CP), and Captain (06 CP; only Sable himself holds this rank). A brand new
character cannot start out higher than a Corporal, unless the player gives a really good back story to cover it.

Quote
"Sure, but it'll cost ya."
BLACK WIDOWS
By Raoul "Violence" Borges (paercebal@hotmail.com)

Prelude
"Impossible!"
The man exited from his black limo, looking to be on the edge of frenzy as he saw all his life burning in ashes: his drugs lab,
hidden in an old abandoned factory was burning in flames too high to have been unintentional.
"I'll kill the bastard who destroyed my investments!" shouted the young Italian shark, smoothing back his oiled black hair. He tried
to hide by his rage his fear of the unknown: he was backed by a leech, one of the more powerful vampires in the city, and no
sane man would have crossed him.
"Emilio! Get out and give me the phone!"
Vencenzo turn to the black glass limousine: He should have gone in a party given by the governor, and he was now looking for
the ruins of his power. How could he explain it to the Don?
"Emilio!" A young woman get out from the car, a cellular phone in her delicate hand.
"Kathy! I've told you to keep quiet in the car!" The baby was gorgeous, but now, he only wanted to strike someone. She dialed a
number in the phone, and then gave it to him. "What? How do you kno-!" She smiled, and went with sensual steps to the driver's
door. She opened it.
"Yes?" Said someone in the phone. Vincenzo would have answered but he choked himself when he saw Emilio, his driver and
bodyguard, fall, face in the dirt. Dead.
"Vincenzo? It's you?" Asked the male voice in the phone. "Vincenzo? Answer me!" The Don remained emotionless as he heard
the shouts, cries and shocks. Silence.
"Hello?" A feminine malicious voice.
"Who are you!?"
"I've killed your fourth and last Capo, and destroyed your clandestine laboratory in the old factory..."
"You bitch! Who are you!?"
"Do you remember the McLean Family?"
Silence.
The Don made a head gesture to his lieutenant, who went prepare the car.
"Do you remember when you practiced your little tortures on his wife in front of him? When you ordered your lieutenant to rape
her?
"What do you want!? And who are you!?"
"I'm the Black Widow..."
Tuuut... Tuuut...
The Don shouted, and then ran from his office.
Several minutes after, near the factory.
The limo was there, all the doors open. The bodyguard of Vincenzo was there, in the dirt, without a drop of blood in his body.
Vincenzo was nowhere, but looking for the bloodstains and the impacts on the car, he couldn't be far.
"Don Giovanni!" The Don went to his lieutenant. Vincenzo was here, ten feet above, in some strange web, like a grotesque
insect. Dead and white as chalk, arms and legs in strange angles, like a broken puppet. His face still screamed silently, full of
fear and horror.
"Don Giovanni, there is a message for you..." The Don used Auspex to read the tiny letters of blood above the head of Vincenzo.
Horrified, he ran for his limo.
The driver tried to read the message.
"A Family for a Family..."
The house was the scene of a brutal slaugther. All the servants, All the Childer, the pure and good Giovannis, were dead, in
variable states of decay. Only one ghoul, imprisoned in a web to the great classical chandelier was left alive.
Don Giovanni was horrified.
"She was," said the ghoul, "alone -- entered like a shadow from the Hell." The lasts words of the ghoul were for the Don. "She will
come back," he whispered as blood was running from his mouth. "The Black Widow will come back to finish her work." The Don
whispered orders to improve the security around him, and, after finishing, he felt himself once more. Whatever her Clan, this
Cainite will die from his hands. Satisfied with himself, he lighted a great Cuban cigar.
In a dark corner of the office, a black widow, suspended from her silk thread, waited patiently for the others to come back to join
her in the Haven of Don Giovanni...

Introduction
A Conscience in the Infinite.
Images running around a mind.
Strange time.
Vampires, and others.
Evil.
Injustice.
Aggression, murders.
Rapes...
A movement, imperceptible in the darkness. Eyelids shivering in the search of...
...My daughters?
Los Angeles, USA.
July raised her eyes to the heavens.
The Calling.
Tears of joy, tears of blood.
And then, she felt something burning in her ecstatic soul.
The dark flame of power...
A smile in the darkness. Awaken...
Pretoria, South Africa.
Henriette looked him right in the eyes. One of the Pretoria's white Prince's ghoul. He loved to kill blacks. And better if they were
caitiff blacks.
He smiled. Dominate wouldn't do any good: He didn't even look into her eyes, and unless breasts could dominate...
"The revolver..." ordered a sweet voice which penetrated in his soul like a knife in his heart. And then, he knew he would die...
A sigh in the darkness Awaken, my daughters...
East Berlin, Germany.
They wouldn't let her go. She would be a good example for the Anarchs. Karl loved the hunts, and even more caitiff hunts. Soon
he would add 'Joan' to his list.
He arrived in the balcony. She was finished.
Where was she?
Karl turned around. Nothing. More than one hundred meters lower, he could sense with his Auspex the boots of Joan. But
nothing else. Less than one meter above his head, Joan emerged from the darkness, crawling on the roof. Darkness threatened
Karl...
A shake of the head in the darkness. Francois Villon, of the Clan of Arikel... Laughing in the darkness.
Paris, France.
Francois Villon and Alexis were talking about the future of the Veilleurs, when, at the arm of the Brujah Ron, arrived one of the
most beautiful women they had ever seen.
Catherine....
She walked to the Prince, with a feline grace, wearing the most perfect gown ever created by Arnaud, created by inspiration
from the one who wore it. She was gorgeous, a deadly temptress. Alexis and Villon looked each other, amazed: Vicissitude
couldn't explain it all... All looked to her as she walked like a panther in the middle of the sheep. Catherine smiled, her hand
slowly moved toward Villon, who took hers with his own.
"My Prince..." Her eyes of lapis-lazuli met Villon's, perplexed and charmed. She smiled, showing the pearly white of her delicate
teeth between her blood red lips.
A caitiff among the other Clans.
A Black Widow among her victims...

Description
The Black Widows Bloodline was created by Catherine "Violence" Sauvenay, a french Vampire whose crime was to be a Caitiff
in Paris. As a Neonate, she was called by a Toreador named Alexis to become member of a little Coterie, whose missions was
to execute orders of Villon. Receiving orders of the Prince of Paris carried a form of prestige, but the young Cainites didn't
realised that they were simply pawns.
Then Cath made a mistake. In one mission, she lost her self-control and destroyed three men who tried to kill her. A Toreador
"friend" found a video copy of the scene, and instead of destroying them, he gave them to the Prince. Villon was furious. When
called, Cath tried to defend herself, and showed one video of the same "friend" when he was losing his self-control in front of a
pacifist Mage. The trial was fast and the condemnation simple: The two Neonates were to live alone without any Background,
until Villon decided it over.
The Toreador was nearly destroyed by the loss of his Nightclub, Ghoul, but Catherine realised, after some (hard) time that she
was able to create disciplines. Instead of trying to regain her Status (of one!) waiting for the Prince, she decided that the
Toreador would pay for their crime. She would attack them in their Weakness.
Cath developed three Disciplines to help her, and was then the first of the Black Widows Bloodline. First of all, she developed
Sensualis as a parallel of Presence, which was too general: Sensualis is attuned to the Seduction of others by sensual and
sexual appeal (inspired by the Hetaerae's Ekstasis). The second was Neferys, which is for the Appearance the same thing that
Potence is for Strength. Then she developed Arachnea (inspired by the Atargia's Arachnos and the Ananasi bete Tribe), which
gave her mastery over toxins and some arachnid's powers. Completed with Obfuscate and Obtenebration, the Black Widows
were becoming a dark, creepy and seducing Bloodline.
As Cath is a 13th Generation Vampire (in the time of the new year 1994-1995), any Black Widow would be 14th or more. Here's
one possibility to play Black Widows:
Someone, sleeping in Torpor, inspires a Caitiff to learn the Black Widow's Disciplines. Catherine is one example, but there
could be others (even ten) Caitiffs around the World, who were chosen (how & why them?) by this torporous Vampire to be her
pawn (or new member of the Black Widows). Then, any female Caitiff whose background seems appropriate, could create the
Black Widow's Disciplines and become one...

Nickname
None (but Spiders, or Succubi...)

Haven
Any. The Black Widows love luxury, but they love their independence more. They can live in a luxuous penthouse or a sewer
chamber without any problem.

Background
Feminist women, of any social milieu. After gaining her independance, a Neonate must have learned how to act in any type of
social milieu.
Character Creation
The Concept an Behavior must reflect her willpower and independance: Lawyers, Cops, Gang chief... She secretly desires to
love and be loved by someone who could understand her. She's passionate; she likes to seduce and stimulate, to better destroy
her victim later. Social Attributes are Primary. As she must lose former ties to her former life, the Black Widows are created
differently: Like a Sabbat Character, a Black Widow starts with 4 Disciplines Points (she must use them in the Bloodline
Disciplines or in Neferys) but start with no Background points. She can use her Bonus Points as she like. More importantly: A
Black Widow must start with 3 or more in Appearance...

Disciplines
Arachnea, Sensualis, Obtenebration. Also Neferys is a Non-Clan Discipline. Black Widows who learn Animalism can us it to
affect spiders.

Weakness
First, they can Sire only female Vampires. Second, each has a tattoo somewhere on her body: a Black Widow Tattoo with a red
hourglass. See Merits and Flaws.

Organisation
No Organisation. There are so few Black Widows that the only prestige that the Bloodline has is histories of their vengeances: A
Black Widow's Mission is to Avenge the Innocent (Caitiff...) with the more "poetic" media possible (have you ever seen "the
Crow"?)

Preferred Path
Path of Vengeful Justice

Stereotypes
No Stereotypes. There isn't a significant number of them. No one knows them. They masquerade as Caitiffs, or other Clans.

Merit And Flaws


Any Black Widow possesses some Tattoo on her body, a 3 centimeters Tattoo that can be seen. The Tattoo can't be erased,
even by Vivissitude (the Tattoo returns the night after). It's simple to recognize them.

Discret Tattoo
(2 Merit)
Little Tattoo (less than one centimeter, and in a discret part of her body).

Indiscreet Tattoo
(2 Flaw)
A Significantly large Tattoo, or a Tattoo seen immediately (a big tattoo in the back, or a tattoo in the hand).

Visible Tattoo
(5 Flaw)
A significantly large Tattoo, like on the face, or covering 90% of the body.

Invisible Tattoo
(5 Merit)
No Tattoo.

View the Arachnea discipline.

View the Sensualis discipline.

View the Neferys discipline.


BLADE ARTISANS
By Wade Sands (wesands157@hotmail.com)

Description
This small movement within the Toreador has largely been ignore by the clan until recently, when they have made gains in
recognition and acceptance. The movement is an informal collection of Toreador who strive to find the beauty inherent in
swordplay.

History
This Blade Artisans find their origin in a Toreador of some age and power. A sculpture, painter and singer, his pursuit of art was
fairly ordinary by Toreador standards. Sometime in the 1600's it is believed, this Toreador witnessed a duel between two aged
Brujah. While the duel lasted only a few minutes, the Toreador was entranced for several hours, witnessing and replaying the
duel over and over again in his mind. From that time on he was convinced he had found a source of inspiration that had yet been
untapped by his clanmates.
After several attempts to sculpt, paint, and sing his impression of the duel, he was left unfulfilled. It was not that his work was
unskilled, it caused some viewers to weep with awe, but rather that the Toreador was convinced that conventional art was not
suitable to convey the beauty of the duel he had witnessed.
Perhaps he could not express the beauty of the duel because he did not fully understand it. For several decades the Toreador
threw himself into learning as much as he could from duelists, mortal and kindred alike. Kidnapping mortal weapon masters and
forcing them to teach him their own style, he adapted much of what he learned to best suit himself, and learned much. In
exchange for boons, he learned what combatant kindred would teach him. He even attempted to buy the tutelage of an
Assamite, though he only barely surviving the Assamite's reaction. It mattered little, however; he had learned enough to teach
and guide himself. He went on to learn the use of many other weapons from across the globe. Soon he was the master of any
weapon that lay within his grasp, and his arsenal was as plentiful as it was ornate.
His demonstrations were many and truly spectacular to behold. However, despite his prowess his clanmates were unmoved by
the performances. Although far from normal in taste, the Toreador were unprepared to accept swordplay as a valid means of
artistic expression. Thus he was shunned, ignored, even laughed at by most of his peers. Not all were laughing. In some
Toreador a primal connection was made. Although these Toreadors did not follow him as a leader, he was given respect as the
originator of the movement. This relationship was made moot, when around the early 1800s he dissappeared, and most
assumed he was slain or staked by a rival.
The movement, however, survived. Blade Artisans train intensely in weaponscraft, all learn at least enough to surprass mortal
masters. Expression has taken many forms, and members of the movement frequently dabble in all of them. Solitary, graceful
displays of prowess are common, as well as highly choreographed melees featuring a Blade Artisan set against a group of
ghouls. The movement of the combatants takes on the complexity of a dance, and frequently Artisans attempt to transform the
ringing of steel on steel into music. Each move is selected for its function as well as asthetic appeal. The most prized
presentation is a duel between two Artisans. The two combatants reach speeds too fast for mortal eyes to see, and are often
described as order and chaos melding into a single organism of frantic movement and tranquil grace. Neither Artisan will land a
blow on the other, as this would disrupt the performance. Neither "wins," as the object is only to produce the most sublime
display of beauty possible using only the tools of war.
By the end of the 19th century the Artisans were finding themselves more accepted by their brethren after several powerful
Toreador had openly stated their recognition of the movement. The Blade Artisans were on their way into gaining acceptance by
the mainstream.
However, as the movement entered the 20th century, a few newer members of the movement became dissatisfied with the
accepted process of performance. They argued that the meat of what made combat poignant was not just the movement, but the
emotion inherent. The struggle, the impending defeat of one combatant, the pain, the victory, all these things were absent from
the Blade Artisans' performances. After witnessing what these newer, more violent Artisans called performances, the eldest
members of the movement feared that the possibility of Blade Artistry entering the mainstream would vanish. They denounced
the performances as "little more than ugly, meaningless brawls." The young members left the movement, but because the
movement was never an official or structured organization, links between these young ones and the traditional Blade Artisans
could not be totally severed. The Blade Artisans have been stewing over the possibility of quieting their young splinter group.
As they gain in power, the Artisans become increasingly aware of the power they could gain should their medium become
widely accepted and appreciated. The Artisans have never acted as a political body before, instead existing as a group of like-
minded, individual Toreador, separated by distance and background and rarely meeting or congregating. However this is
changing as the possibility of mainstream acceptance brightens on the horizon. The movement could very well change into
something else, something with its own agenda and the means to ennact this agenda. If the Toreador clan decides that the
Artisans are in danger of developing their own goals contrary to those of the clan as a whole, they will most certainly not gain
acceptance, and each member would lose much of what prestige he had. Not all Artisans are happy with the course the
movement has taken, but none are willing now to express any contrary feelings.

Nickname
Blade Artisans are not known enough to warrent a nickname, though in times past some have called them "those sword-wielding
fools.

Appearance
Varies widely. Since joining, most develop their bodies at least slightly, and wear special clothing for performances meant to
free the body and enhance the visual stimulation of the event. Blade Artisans almost never carry their weapons around with them.

Background
Blade Artisans come from many different backgrounds, and membership in the movement has not been restricted.

Disciplines
All Blade Artisans are Toreador. Most develope a high level of Celerity after they join, as well as at least Heightened Senses.
Many, especially the youngest, use Auspex to find a weapon with a suitably poignant history.

Weakness
Blade Artisans' Toreador weakness can haunt them at the worst moments. On the rare occasions when they find themselves in
real combat, Artisans frequently become transfixed by the fighting around him.

Organization
"Blade Artisans" is the name given to a group of like-thinking individuals who pursue their own individual interpretation of their
craft. There has been no offical leadership or membership status within the group, no way to rise or fall in power in the
movement. However this fact is beginning to change.

Gaining Clan Prestige


This is often difficult for Blade Artisans to do without a separate artform to display apart from weaponscraft. Although some
members of the movement have gained prestige through age, wealth and influence, many have had their prestige suffer for not
pursuing any valid artform.
THE BLIGHT
By Killjoy LePal

Background
Gleeful with success, the Setites just couldn't let go of a good thing, and in 1834, they set upon the creation of a new breed of
vampire. Designers wanted to create an enforcer group who would "kill crops, taint reservoirs, pollute Kine, and destroy
Kindred." So the search was on. Finally, in 1901, in a fit of Tremere and Tzimisce passion, they created a monster in human
form. At first, it appeared to be a normal vampire, and the Setites almost destroyed the specimen. Then, it twisted the workers,
body and mind, and became a mass of tangle-weeds and such; it took three un-lives and five very strong individuals to finally
calm the subject. When he became normal again, he looked somewhat monstrous. And so did all it's childer, though only
progressively.
And thus the Setites have their Enforcers.

Nickname
Poison

Appearance
Younger ones may actually seem normal, but the older they are, the more hideous they become.

Haven
Blight travel in packs of three to seven, and, if luck prevails, maybe even ten, though pack-member to pack-member Diabelerie
gets more and more common as their numbers increase.

Background
Any. They don't care. If you don't have what it takes, you're toast.

Character Generation
Any concept, but they tend to be bullies or Deviants, and often have the same Nature and Demeanor. Physical is Primary, as are
Talents. Setite or Blight Pack Prestige is almost a must.

Clan Disciplines
Animalism, Shout, Whisper

Weakness
They suffer from progressive monstrosity as Gangrel suffer from progressive Bestiality.

Quote
"You want a quote? Well, just stand right there..."

View Shout discipline.


View Whisper discipline.
BLOODLINE OF BLISS
By Sean J. Young (sjyoung@pipeline.com)

Author's note
This material contains references to both promiscuous sex and illicit drug use. This is not a condonement of either. It's just a
game people!

History
Being barely over 70 years old, the bloodline is still in its infancy in comparison to other bloodlines, however the amount of
power and recognition the Bloodline has acquired in this short span of time is phenomenal. Like the Tremere, the origin of the
Blissers (as they call themselves) sprang from human mages. In 1921, a cabal of Cult of Ecstasy mages ran a "Speak Easy" in
New Orleans. One of these apprentice mages, Dennis, was forcibly embraced by a powerful kindred who had become amoured
with him. Blissers claim this kindred was Caitiff though several non-Bliss "historians" believe this kindred was Toreador for lower
generation Caitiff are rare. In any event, the origin of that specific kindred will never be known. In a rare show of aggression,
angered that Dennis would never see the sun again, the cabal of mages hunted that kindred and offered her to Dennis to drain
dry. He deserved the pleasure the sensation of her death would give him. Mages of the cabal pooled their magicks and tried to
restore Den's humanity, but only managed to endow him with more human traits. The cabal stood by him nonetheless and help
him develop powers to their liking in the form of the Blissfulltry disciplines. It was not his fault he had become kindred . . . he
could still enjoy his "unlife" to the fullest. In fact, with his new found "durability", he could partake in life's pleasures even more. As
many Cult of Ecstasy mages took aliases, Dennis took the named Opium Denny and became the Bloodline's founder. Finding
like minded people in the many "Speak Easies" of the 20's was not difficult... and the Bloodline's numbers and influence grew
astoundingly quickly.

Motives and Practices


Originally, like the Cult of Ecstasy, Blissers were dedicated to the pursuit of pleasure, no matter how "base" the desires.
However, over the years, the Bloodline has become much more sinister. Though Blissers are still very much concerned about
pleasure it is also used as a weapon to gain power and control. Blissers believe that only one of their blood could handle true
bliss, so if everyone else would succumb to it, controlling things would be that much easier. To this end, Blissers are constantly
pushing pleasure on to others, both kindred and kine alike. These pleasures include the use of drugs, constant carousing, and
promiscuous sexual activity. Blisser come across as shallow, single-minded and unconcerned, in truth they are rather astute and
scheme as well as Ventrue or Tremere. What makes them even more dangerous is that most people fail to notice this and
dismiss them as vapid hedonists.

Disciplines
Blissfulltry, Fortitude, Presence, (Hedonism)

Paths of Enlightenment
Path of Carousal

Nickname
Club Crawlers

Havens
Trendy Lofts, Penthouses, Night Clubs, Bordellos.

Character Creation
Bliss members are the most human seeming kindred around. Blissers automatically gain the "Eat Food" merit and use it to full
effect to consume fine food and drink without having to worry about becoming obese. They also begin with the "Baby Face"
merit. Unlike many other kindred Blissers may acquire other merits even after character eneration; these merits consist of:
Inoffensive to Animals, Addictive Blood (as the Setite merit), and Bright Aura (new merit - 2 points, the kindred aura is bright as
if she were human). Many Blissers can easily pass as human even on close inspection. Blissers never lose their sexual desires.
In fact, sexual desires triple after the embrace and all body parts still remain in "working order", though, of course, offspring can't
be produced. Social traits are almost always primary. A Blisser must have a Charisma or Appearance of at least four.
Demeanors are usually: Bon-Vivant, Avant-Garde, Gallant with a few Thrill-Seekers and Jesters. Natures are usually sharply
different, proof of their sinister side: Deviant, Conniver, Autocrat, and Manipulator. Talents are usually primary as many Blissers,
due to their "fast track" life-styles, are much tougher then they appear. Common backgrounds are: Fame, Herd, and Resources.
It is also not uncommon for Blissers to have extremely loyal retainers. Allies in the form of Cult of Ecstasy friends or lovers are
also common for the Cultists and Blissers view each other as family. A vast a majority of Bliss members follow the Path of
Carousal, a Path founded by Opium Denny.
All Bliss members take bizarre, almost silly names when they are embraced. These names make people take them even less
seriously, which works towards their advantage. Some examples: Polly Poppy, Darling Nikki, Horsehung Hank, Tequila Sunset,
Plenty Moore, Andy Acidtripper.
The Bloodline's major weakness is its feeding restrictions. A Blisser may only feed on a human who has used an illicit drug
within the past 24 hours (alcohol counts only if the human is intoxicated at the time of the kiss) or on humans who are in the midst
of sexual pleasure. A Blisser will lose one stamina point per blood point taken for that night if these restrictions are ignored. For
this reason, Blisser have large herds, many lovers, and carry illicit drugs on them to give freely to others.

Bliss Blood
The Blood of a Blisser is unlike that of any other kindred and Blissers have come to master these unusual properties. Anyone,
kindred or kin, who drinks from the blood of a Blisser will experience a strong drunkenness or "high" (length and intensity is the
Storyteller's discretion). In humans, this is automatic, while kindred may make a stamina roll (vs. difficulty 8) to avoid the effect. A
Blisser may partake of any illicit drug and enjoy its "positive" effects and ignore "negative" effects (hang overs, nervousness,
etc.). With but a thought, the drug may be flushed from her system without the loss of blood points.

Appearance
Members of the Bloodline of Bliss are usually very attractive or charismatic and easily pass as human. It is not unheard of for
sires to make the potential childer to go on diets, lift weights or even under-go cosmetic surgery before embracing them.
Clothing varies from the latest bright-colored, Paris fashions to black, leather "S&M" outfits. Whatever she wears, a Blisser's
wardrobe will never be average or dull.

Clan Structure
The Bliss Bloodline is much more structured then it lets on. Less powerful Blissers obey the MC (see lexicon) without question.
Blissers are extremely loyal to each other and always work together to achieve a goal. Parties for Bliss members only are held
once a month where their devious schemes to disrupt and control are formed. When business is finished... an orgy closes the
meeting.

Prestige
Prestige in the Bliss Bloodline can be gained several ways: seducing the Prince or someone else powerful and wrapping
him/her around your finger, gaining extremely important information via "pillowtalk", or disrupting a boring conclave are some
examples. Opium Denny, the Bloodline's founder is 6th generation. It is his hope to lower his generation to claim Bliss as a true
clan. A group of Bliss who present him with a 5th generation or less kindred to drain would gain tremendous status.

Bliss Lexicon
Bliss members frequently use their own "slang" which is constantly evolving. Some phrases are their own invention while others
are taken from the mortal populi. Here are a few samples:
MC: (Master/Mistress of Ceremonies) The most influential Blisser in the city or at a given social event. (regardless if the event is
Bliss sponsored or not).
Living Doll: A favorite mortal lover.
Magic Box/Magic Wand: A Cult of Ecstasy lover.
Laying the Ground Work: Having sex with a target just to feed from them.
Cubing the Square: Slipping drugs to a target just to feed from them.
Bartending: feeding a ghoul your blood (usually done at "Wet Bar" parties where ghouls attend and drink Bloody Mary's with
real blood!)

Stereotypes
Assamites: Too damn grim for our taste. Don't invite them to a party unless they are really hot and even then keep them
entranced or they will spoil the vibe.

"We feel no malice towards them... nor do we trust them. They smile too much."
Brujah: Not worth much; not that different from the Assamites. They would make great doormen at our clubs though, keeping the
wanna-be's out.

"Silly little wimps, but good in bed."


Followers of Set: Ha! Ha Ha! Corruption? Puh-leeze. They know they have no power over us! We bask in our pleasures, not
feel guilty over them!
"They may not admit it, but we are more alike then they realize. Leave them be and let them do our work."
Gangrel: If they were a color they would be brown. Dull and uninspired. They can make good friends though. It's our duty to wake
these people up....and control them.

"Not very deep thinkers and a little too shallow. However there is something charming about them...."
Malkavian: A must at any good party. All it takes is one hit of acid and everything they say makes perfect sense!"
"I like them. I like them a lot."
Nosferatu: Those poor, poor people. Yuck! We must go out of our way to give these ugly trolls as much pleasure as possible.
The need it.

"Dangerous folk, behind their laughs are daggers. If everyone knew what we know about their true motives, they would be
killed on the spot."
Ravnos: Nice people. They know how to have fun. Never trust them of course... but hell... they shouldn't trust us either!
"My kinda of folks. One of the few and proud that may beat us at our own game. Best to hit and run with them though, for their
revenge can be horrible."
Toreador: Close but no cigar. Too bad they won't dropped those stupid airs and concerns about what others think.. At this point
they wouldn't know true pleasure if it pissed on them! Maybe we can teach them...."

"Close but no cigar. If only they would learn some class and social skills that aren't so.... vulgar. Until then they wouldn't know
true beauty if it spat on them. Maybe we can teach them..."
Tremere: Ooouuh! I'm soooo scared! Ha! Ha! Seduce one and you have them all! They are like links in a chain... a chain of
fools.

"Who the hell are these people!? If they keep gaining power at the rate that they are, we all will be at risk of their
manipulations. We must stop them... fast."
Ventrue: Sticks in the mud. Tight asses. What's the use of having money when you don't take the time to enjoy it? They are
beyond help. Fuck 'em... on the other hand, don't. I'm sure they are terrible lays.

"They mix their poison with sugar. Never ever grow to like one. It will be the death of you. However, in the long run, they hold
no true power."
The Camarilla and Sabbat: Republican or Democrat?? Who gives a shit!!! I like labels on my clothes... not on me! Besides,
they both will belong to us in time anyway.

"I don't know if we should be happy or disappointed that they will not side with us. They are walking enigmas."
"We must get these newcomers to follow us! They belong with us! It is time the seducers become seduced!"
BLOODSHADE
By Michael Robbins (your_raven@hotmail.com)

History
In 1583, the Cossack conqueror of Siberia, Yermak Timofeyitch, fell in battle at the hands of Tatar warriors that invaded his
camp and drowned him in the Irtish river. Weeks later Tatar villagers found his body washed up on the shore of the river, still in
his metal armor that was a gift of the Czar of Russia and still clutching the two swords that had seen him fight his way off the
ambushed island. The people called in the local ruler's men and they shot arrows at the body that had not decomposed in
several weeks in a river. The arrows struck the body and fresh wounds broke out each time, each bleeding as if the body had no
end of blood. They finally buried him near the river and for months the local villagers swore that there was a blue flame that
hovered over the grave in the middle of the night. Thus the tale of Yermak the Conqueror of Silesia ends..., at least for the mortal
world. (Longworth, Philip. The Cossacks. Holt, Rinehart and Winston, New York. 1969)
Actually, most of the great successes of the Cossack raiders of the Southern Russian steppes were due to the vampiric
leadership they were under. It is no coincidence that the greatest raids and sieges conducted by the Cossacks were done with
lightning speed and at night. With the aid of several vampires on any particular raid the results would be staggering. The horrible
rumors that sprung up about the Cossacks kidnapping children and dealing in slavery actually had its roots in the Cossack
vampires hunting the civilized areas for blood.
Yermak the Conqueror was one such vampire, and he arranged with the Toreador vampires of the great Russian trading house
Stroganov to mount an expedition into the Tatar land of Siberia to claim the great natural resources and provide a new frontier
land for Cossacks to live in. His plan worked well and he defeated the local Tatar lord with little difficulty. Eventually though, the
pressures of keeping the land he had conquered without support from the Czar and the Stroganovs proved too much and his
forces dwindled. During the final night of his material life he had too many foes to kill and he tried to run. He used his great
powers of Auspex to project his spirit into the Umbra and abandoned his body for the moment, thinking the enemy would bury
him and he could later dig himself out with his great strength.
He did not realize however, that a spirit of the Umbra had been attracted to all the violence in the Penumbra and had been
watching the battle with great interest. When it saw the greatest player of the whole battle trying to leave, it attempted to stop
him. It attacked Yermak who, disoriented by the astral transfer, could not defend himself immediately. Yermak found his silver
cord severed before he could manage to kill the creature and by then his body had fallen into the river and been swept away.
Without the cord he could not find his body and it was several weeks before he caught up to it. Unfortunately, it was too late and
the Tatars had already found it. When the corpse seemed not to have decomposed (thanks to Yermak's still living umbral form)
and kept bleeding after being shot so many times (thanks to Yermak's low generation compressed blood) they buried it and put
a spell on it to keep Yermak's spirit inside the body. The ward also served to keep the already free Yermak out. He railed
against his fate and spent months trying to defeat the ward, thereby creating the image of the blue flame flickering over his
grave. He finally gave up and went out into the world to try to find a new way to exist.
He eventually traveled to Europe and watched with interest the political maneuvering and warfare between the vampires there.
He observed many of the Kindred use their Disciplines and learned by observing them how to perform many of the same
abilities. He soon learned Dominate and even designed a new way to use it. He found he could defeat a mortal's soul in mental
combat and then inhabit the body. He reveled in his new found life and went on mad sprees of looting, murder, and pillaging. He
soon realized he needed to control himself and the constant trading of hosts was weakening him in the Umbra. He also
discovered that when he joined with a host he transformed the nature of the host into that of a vampire. Later he developed an
entire discipline that enabled him to try and compensate for the weakness of most of the hosts he took. Calling upon the old
Cossack ally of Darkness, Yermak found a way to infuse his host with Darkness to create many strange effects.
Yermak began to long for the old days of loot and murder and he began trying to create others like him from the Cossacks of the
day. Unfortunately, his act of the Embrace had horrible side effects for the chosen. The Embrace ripped the soul of the victim out
of their body and the body immediately died. Upon the Embrace therefore, Yermak had to teach them all Dominate up to the
level needed to join with a host. Many could not deal with the loss of their bodies and went mad, spinning off into the Umbra
destined to become Wraiths. Those who made it joined with Yermak and went out into the world with him to wreak havoc. They
began to serve as a new form of Assamite for the Clans of Europe and even helped the Clans continue to battle them, calling
upon their old Cossack heritage of fighting the heretical Turks.

Sobriquet
The Cossacks

Appearance
The Bloodshades dress in modern fashion of whatever nation they are in. Usually they have no beards, long mustaches, and
unruly hair or a shaved head except for a top knot of hair. During their major annual Tribe meetings they dress in traditional
Cossack attire, with silk pantaloons, sheep skin vests, leather boots, sashes, and so on.

Haven
The Bloodshades usually live in a communal town house or similar arrangement with the other members of their tribe. They
might rent all the rooms of a floor of an apartment house, live in a trailer camp, or live in an alley together if money is really tight.

Background
Bloodshades are usually Embraced from Russian Cossack stock, other Russians, or American immigrants of Russian stock.
However, in the tradition of the Cossacks, any rebel is accepted into the ranks. The difference is that non-Russians have to seek
out the Bloodshades to join while Russians are sought out by the Bloodshades.

Character Creation
Bloodshades tend to have criminal, rebel, or ex-military backgrounds that make them unhappy with the establishment. Since the
Bloodshades know ahead of time that the body of the new Vampire will die immediately, the physical attributes of the
prospective Bloodshade are never Primary. The new Bloodshade is expected to get his own host in order to prove his abilities
and will to live. Backgrounds are usually lost because of the material body's death. Allies are very common amongst fellow
Bloodshades, Umbral moving Mages, Mummies, etc.. Bloodshade characters start with no dots in Background, only five dots in
virtues (the Embrace and soul renching are quite mentally stressful), but four dots in Disciplines. All of these Discipline dots
however are automatically used for Dominate.

Clan Disciplines
Dominate (with new Level 4 ability), Auspex, Darkforge. Although Celerity is not a Clan discipline it is often the first non-Clan
discipline learned. The lightning strikes of the Cossacks call up a feeling of familiarity for the Bloodshades with Celerity.

Weaknesses
Bloodshades have no body! Upon the Embrace the new Bloodshade must spend time learning with his new brethren how to
control the Discipline of Dominate. He will then have to get out and get control of a body using the power Grasp the Host. Once
he gains this first host he cannot take another unless he has Auspex 5 since he cannot leave his body. When the Bloodshade
uses Auspex 5 to leave the host there is no silver cord. Even if he can leave the host with Auspex 5 he loses 4 points of
Willpower with each transfer. Therefore there cannot be any real chance of the invincible Bloodshade constantly transferring his
soul in mid-combat to a fresh body. Note that Bloodshades can be exorcised by priests with True Faith 4 or greater ( on a 1-5
scale), a mage with True Magick and the appropriate Sphere, or anyone else capable of banishing spirits. While in a host the
Cossack does not count as being active in the Umbra and so does not need to worry about Umbral beings attacking him. The
other disadvantage they have is that the hosts they inhabit are not as prepared for the vampiric energies as a body that is
Embraced. The host functions as a regular Vampire for generation, blood pool, biological attributes, Diablerie, being
Diablerized, Fire damage, Sunlight, aggravated wounds, and sleep needs. Any physical disciplines the Vampire has are
transferred to the host body. The physical stats of the host max out at five though. The Bloodshade will never have a body with
greater than human norm physical attributes.

Organization
The Bloodshades organize themselves into the clan structures of Cossacks of old. The oldest generation Cossack runs the tribe
and determines what work, crime, and other acts the tribe will perform. He announces his intentions during a monthly meeting at
the tribe's communal haven. The Cossacks are very close and will never fight one another. If one tribe finds that it has unwittingly
been hired to fight another tribe, the tribes will meet in secret and discover which tribe was being paid more. The other tribe will
then quit its mission and both tribes will split the pay of the better paid tribe. Tribes keep in contact with each other and if a job
that is too big comes to the attention of one tribe it will call in other tribes to help.

Quote
As long as there is combat in the world the Cossacks will live on and raid the establishments these armies work for.
Stereotypes
Brujah: They are our brothers in spirit and battle. They would be our equals if they could learn to stop fighting amongst
themselves.
Gangrel: They represent the great frontier that housed our Cossack ancestors. If they could only learn that man has reached a
place above the animal they could catch up with the world.
Malkavians: We respect their mad spirit and free will, but at the same time they lack any organization and sense of fraternity.
They are an odd lot best to be avoided.
Nosferatu: They are hideous and ugly beasts of the sewers. They cannot join the societies above the ground and they lack
essential qualities because of it. However they do have the fraternity we enjoy and they are the best spies for warfare that exist.
Toreador: Artists and time wasters. Well, someone needs to make/want the art objects we steal.
Tremere: Wizards and abusers of nature. They pay well, but we usually end up working against them since they have many
enemies.
Ventrue: The Czars of the Kindred world. If it wasn't for their oppressive measures forcing people into fleeing for freedom we
would have no place. They hire us and provide most of our income.

Dominate 4 (Grasp the Host)


The Bloodshade can use the Vessel power of Dominate 5 at level 4. The difference is that the power only works for the
acquisition of a host. Once in a host the Cossack cannot use the power again without using Auspex 5 to escape the host.
System: The character rolls Intimidation+Charisma (difficulty 7) and the prospective host rolls Willpower (difficulty 7). The
extended contest ends eventually with the Bloodshade controlling and transforming the host's body. Note that this power will not
work on any immortal, Mage, Werewolf, Faerie, Ghoul, Demon, etc.. The Bloodshade is limited to normal humans.
OLD CLAN TZIMISCE: HOUSE BRANKOVAN-WAIVADI
By Myranda Kalis (nagaina@yahoo.com)
Refer to the Old Clan Tzimisce: The Oradea League.

Description
"As a young and foolish Centauri, I swore that I would die on my feet, doing something noble, and brave, and futile. Perhaps it
was not so wild a dream as I thought, or as foolish. It is better than waiting for the inevitable."
-- Londo Mollari, "Babylon 5: A Voice in the Wilderness, Part II"
Of all the Houses of the Old Clan, few have suffered as many and as terrible a loss as the Polish House of Brankovan-Waivadi.
Decimated by internal rebellion, nearly annihilated by a long-running bloodfeud with the Ventrue of Germany, forced into exile,
the House struggles on the brink of utter extinction and triumphant resurgence.
One of the oldest of all the Houses, very possibly the oldest House, the origin of the Brankovan-Waivadi line is lost in the mists of
history, even to the geneologists of House Tzildaris, even to the members of the House. Legend speaks of a time when
Brankovan and Waivadi were two separate lines, warring in antiquity for the same homeland, a war that ended when Smerande,
Voivode of the Brankovan, and Ferencz, Voivode of the Waivadi, met each other face-to-face for the first time, and thereafter
could not be separated from each other, peacefully ending in love a conflict that could have extirpated both their families.
Regarded as the King and Queen of the North by Clan Tzimisce, their rule was unfortunately marked by frequent conflicts, both
internal to the Clan and against others, particularly the Ventrue of Germany, eager to strike through the Brankovan-Waivadi
heartland at targets within the Russias, and by marauding packs of Gangrel and even more exotic breeds of Kindred from the
East. It was the Ventrue and Lasombra backing of the various Crusades -- including the Baltic Crusade, in which Ventrue
unwisely trespassed in the Lithuanian holdings of the House -- led House Brankovan-Waivadi to pursue an aggressive policy
against such invaders, a policy which cost them dearly as the years and battles progressed. Ferencz Waivadi, the Voivode who
led the military forces of House Brankovan-Waivadi and executed the policy that his wife instituted, was slain in battle with the
Ventrue in Lithuania, with no clear successor of similar ability immediately available, his childe Gregoriska being too young by
Brankovan-Waivadi custom to assume the authority of his late sire. Smerande, griefstricken over the final death of her husband
of nearly two thousand years, faltered in her leadership, a lapse that was taken full and complete advantage of by the House's
assailants. Nearly half the House fell beneath the blades of the victorious Ventrue and Lasombra invaders before Gregoriska
came into his inheritance, followed closely by his broodmate, Kostaki, Smerande's own childe.
There was immediate friction between the two brothers on the leadership front, though they were wise enough to lay aside their
differences until they had successfully beaten back the invaders enough to gain some "breathing" space. Gregoriska, despite
the military bent in his life, was also an intellectual and a scholar, noted as being both blindingly intelligent and self-assured, a
natural ruler in all respects. Kostaki was no less intelligent and no less given to command, a warrior who held together a band of
Kindred minions by sheer force of personality, tempestuous and passionate, rough around the edges, where his brother was
refined, obviously intellectual, and as polished as a set diamond. They grated on each others' nerves almost continuously, for
they were too much alike, and too much unalike, for any real meeting of minds between them. Minor conflicts between them
quickly escalated into open, armed battle, each venting his frustration with the other in blood, though generally not their own.
Then the Anarch Revolt struck.
It was probably inevitable from that point that the two brothers would land on opposite sides of the Revolt, Gregoriska remaining
solidly in support of the ingrained Tzimisce aristocracy, Kostaki taking the part of the lesser Tzimisce nobles and footsoldiers
whom he had frequently championed before the Revolt actually began, Smerande in the thankless position of attempting to
mediate between the son of her husband and the son of her own blood, as well as holding together the tattered remnants of her
once-great House. Further heightening the intensity of the conflict were the Ventrue, who took advantage of the weakened
Brankovan-Waivadis to once again attempt an invasion of their homeland. The conflict was so wide in scope that it spilled over
into Kine politics as well, forcing dozens of humans and vampires alike into exile. One such was the Polish noblewoman,
Haedwig, who, en route to sanctuary at the Monastery of Sahastru in the shadow of Mount Pion, ran headlong into a running
battle between the forces of the two brothers. Haedwig's bodyguard was slaughtered by Kostaki's marauders, but before the
lady and the last of her defenders could fall, Gregoriska arrived on the scene and managed to put a stop to the fight.
Unfortunately for all concerned, both brothers fell madly and hopelessly in love with Haedwig, a development that further
complicated and degraded matters. Gregoriska and Kostaki both pressed their suit for Haedwig, who herself fell in love with
Gregoriska despite the urgings of Smerande to give herself to Kostaki and possibly end the madness engulfing House
Brankovan-Waivadi, the brothers finally butchering one another in the name of love, throwing the House into a downward spiral
from which it never recovered. Haedwig, embraced by Kostaki, stayed with Smerande, whom she came to love as a mother, the
two prepared to face the end together. Intervention from a neutral third party, however, in this case, House Tzildaris, saved the
royal women of House Brankovan-Waivadi even as bloodthirsty Anarchs were beating down the doors of the House's fortress in
the Polish uplands, whisking Smerande and Haedwig away to safety (and exile) in Romania.
Smerande and Haedwig remained in Romania as the guests of House Tzildaris for several hundred years thereafter, taking up
residence at the House's enclave at Oradea, where they maintain a sizeable presence to this day. The exiled House became
the keepers of the Oradea League's fortress in the mountains near that city, a position that allowed them both to keep a
presence in the south as well as travel in relative safety back to Poland as the need required and also to harrass the invaders
burrowing into their homeland, including House Venizelos, who took advantage of the collapse of House Brankovan-Waivadi to
set up shop in certain areas there. Recent years have seen House Brankovan-Waivadi experiencing something of a
renaissance, with the collapse of Soviet power in the East and the resurgance of Polish nationalism leading them to recapture
vital areas in their old homeland and an aggressive recruiting policy creating enough progeny to hold them. Smerande yielded
leadership of the House to Haedwig and remained in Oradea to oversee the fortress of the League; Haedwig moved the official
Brankovan-Waivadi seat of power to her family's recently reconstructed fortress near Lublin, Poland, in the uplands near the
Russian border. Haedwig and her eldest childe and lover, Dragan Kolessar, have been watching developments in the Russias
with deep unease, knowing full well that their homeland lies on the time-honored overland invasion route from the Russias to
Europe, and that if the Hag, Baba Yaga wishes to expand her domain, it is, in all likelihood, they who will meet her first if House
Smtzkhe falls. They are praying to whatever gods still answer Tzimisce prayers that they will have the time to regain their strength
before the real trial begins.

Character Creation
Most of the oldest members of this House, those who survived, are nobility of varying degrees. Most recent recruits tend to be of
military background, particularly ranking officers of the former Warsaw Pact. An especial effort has been made to find and
recruit Russian officers, particularly those experienced in tactical and strategic military opperations and Russian nationals with
military or political connections. Natures and Demeanors tend to be similar, usually as close to identical as can be managed,
and all Brankovan-Waivadis have a reputation for nobility -- nobility even to the final grave. Mental Attributes and Knowledges
are usually primary; Physical and Skills and normally secondary, though there are a few who lead by sheer force of personality.
Backgrounds are normally Age, Resources, and Retainers.

Clan Disciplines
Auspex, Dominate, Presence. Most members of the House have at least some familiarity with Protean, one or more physical
disciplines, and occasionally Vicissitude, though this particular Brankovan-Waivadi strain is quite rare outside of the Sabbat
members of this House.

Weaknesses
The members of House Brankovan-Waivadi suffer the same weakness as the rest of their Clan, and must sleep in two handfuls
of their native earth or suffer the consequences. Additionally, the Brankovan-Waivadis are noted for being extraordinarily pale,
even for Kindred. While they may spend blood to give themselves the "flush of life," the duration of time each treatment gives
them is halved, and they always appear very pale, even when directly after feeding. No one knows why this is -- it is a peculiarity
of the House.

Appearance
Most members of House Brankovan-Waivadi are of Slavic stock, particularly Poles, though they have recently been recruiting
heavily of Russian nationals. They tend to be dark of hair and eyes and, no matter how swarthy they might have been in life, have
extremely pale skin, their skin bleaching nearly to white minutes after the Embrace. Contrary to Tzimisce custom, the members
of this House prefer to wear the vivid colors and fabrics of their homeland, tending to dress in traditional styles. Those who deal
most frequently with humans and members of other Clans usually adopt a more somber style, in keeping with the Tzimisce
reputation for achromatic and anachronistic dress.

Haven
Many members of this House dwell in communal havens, a custom they have adopted from the Sabbat for its sheer common
sense and functionality, though most have a separate, private manse in which all Tzimisce attitudes of territoriality apply.

Background
House Brankovan-Waivadi follows the usual Tzimisce custom of choosing recruits between the ages of 30 and 40 of well-
educated background, though their liesurely period of observation has lately fallen by the wayside and many of their recruits are
of a military background.

Preferred Paths
Most members of this House follow the Path of Honorable Accord, the Path of the Scorched Heart, or the Path of Self-Focus. Of
those who nurture their Humanitas, most possess the merit Code of Honor, a code that they live by as religiously as if they
followed a Path of Enlightenment.

Organization
House Brankovan-Waivadi is tightly organized in a nearly military fashion, with a clear chain of command and numerous
customs peculiar to the House that all members religiously cleave to. Individuality is permitted, and even encouraged to a certain
extent, but if the House expects to survive into the next millennium, all must strive together and all know that fact.

Gaining House Prestige


Members of this House gain prestige by adding to the security of the House, embracing recruits who have great potential, and
supporting the Oradea League and the others of the Old Clan. Additionally, many members of this House feel that they owe a
massive prestation debt to House Tzildaris for their very existence and prestige is awarded to any Brankovan-Waivadi who
somehow give the Tzildaris aid or support.

Clan Stereotypes
Assamites: We have had little contact with these Kindred, though what we have seen has impressed us.
Brujah: I find it ironic that these petty strutting little creatures thought they could seize not only the lands of our mothers but the
lands of the Hag as well. More fools they -- and good riddance.
Giovanni: Again, we have had little contact with these creatures, though they are certainly...disquieting.
Followers Of Set: Do not even allow one to drip honey from his forked tongue in your presence.
Gangrel: Our cousins are savage and noble, and are descended from a great woman as well. We have much in common, I
think, though our meetings with them have been few and brief.
Lasombra: Vipers. Crush them like the snakes they are.
Malkavians: It is difficult to say whether we should pity or fear these cousins of ours. Though I would not myself wish for their gift,
they are nevertheless wise and strangely insightful -- listen to their words and allow their perception to educate you.
Nosferatu: Their knowledge and learning are great, and their nobility in the face of the injustices heaped upon them is inspiring.
Befriend them whenever you can.
Ravnos: Amusing.
Salubri: The most poorly used of all our Kindred cousins. If the opportunity comes to aid one of these gentle and noble
creatures, do so.
Toreador: Useless.
Tremere: Let the von Klatkas deal with them -- the stench of innocent blood that surrounds them turns even my stomach.
Tzimisce: These betrayers of our Blood and our heritage must die -- they have forgotten who they are and in so doing have
become worse than beasts. Savagery and horror need not be all we take from this unlife.
Ventrue: If we survive to see the night, we will enjoy watching these butchers receive their just deserts and the spirit of Ferencz
Waivadi may at last go to the rest it deserves.

House Stereotypes
House Ravensburg: Their smiles are all double-edged, as false as their hearts, as false as their "Tzimisce" souls.
House Vardalek: Our Hungarian cousins are strange and otherworldly and their music cries out to the spirit of our land. Listen
to their voices and be lifted up.
House Von Klatka: Our bogatyrs are fierce and noble in their righteous anger, though I fear for them if they ever achieve their
goals. Such hatred can easily turn inward.
House Elenades: Healers and teachers, they are strange but virtuous and we have no quarrel with them.
House Ruthven: Pathetic. Though they have fallen far, that is no excuse for the depths of depravity in which they wallow. Let us
hope that their young Voivode reverses their decline before there is nothing left to save.
House Smatzkhe: I pray nightly that our cousins still fight on, for I fear that they and what allies they might have are all that keeps
the Hag from our doors.
House Bathory-Nadasdy: Disgusting creatures -- they debase themselves and the name Tzimisce with their obscene rites.
One wonders why they have not yet been brought to heel like the curs that they are.
House Djilas: Poor Djilaj -- to see his House slaughtering itself...Something must be done to stop it.
House Frasheri: Mercenaries and sorceresses one and all -- fortunately they take payment in things other than blood.
House Venizelos: Remind them who truly rules here whenever possible.
House Tzildaris: Our friends and benefactors, they came to us in our darkest hour and asked for nothing in return for the blood
they shed on our behalf. Repay them their kindness -- for I believe it was kindness that moved their hand, and mercy as well --
whenever possible, will they or no.
BROTHERHOOD OF SALVATION
By Kent Southworth (cantius@hotmail.com)

Description
Once upon a time, there was an Italian immigrant of Chicago named Valentino. One way or another, Valentino wound up in the
employ of one Al Capone (perhaps you've heard of him), working as a hit man. By this point in time, he was a ghoul, and like
most ghouls, he was treated as expendable. Since he was, by quirk of fate, unable to be blood bound, he never developed any
sort of romantic notions about his job as Capone's pet assassin. He soon took it upon himself to teach all of vampiredom a
lesson. He decided that vampires took their human prey and their ghoul servants entirely for granted, and he was just the one to
show them the error of their ways. He began stockpiling the blood of his victims so that he could more thoroughly teach his
lesson to vampires -- by embracing himself. He arranged for several of his friends to exsanguinate him and replace all of his
blood with a mixture of blood from every clan: Camarilla, Sabbat, and Neutral. Upon being 'embraced,' his immunity to blood
bonds manifested itself as the unique discipline Tueri.
It is the crusade of the Brotherhood of Salvation to free oppressed ghouls from servitude by vampires. Their methods range from
steal-the-ghoul-away-secretly to kick-in-the-door-and-shoot-the-domitor-in-the-face.

Nicknames
Crusaders

Background
Almost all of those Embraced by the bloodline were either ghouls or humans somehow hurt by vampires. Concepts include just
about anything appropriate for ghoul servants, plus vampire hunters, etc.

Character Creation
Any attributes may be primary. Appropriate natures/demeanors include visionary and fanatic, although just about any are
acceptable. One common merit is Unbondable. Many of them will be Hunted by vampires whose servants have been liberated.

Disciplines
Celerity, Potence, Tueri

Weakness
Not only are Brothers of Salvation unable to form a blood bond, once they have learned the second level of Tueri, they can not
learn Presence or Dominate.

Organization
The Brothers are a tight-knit organization. They must stick together in order to avoid the wrath of angry elders. There is no real
hierarchy, as it's a pretty egalitarian group, but Valentino is revered as leader.

Quote
"Like my father always said: 'If you can't beat 'em, join 'em. Then shoot 'em in the back of the head.'"
-- Valentino, 7th gen. founder of the Brotherhood of Salvation
Stereotypes
Camarilla: Toleration of these assholes is safest, at least to their faces, but trust them about as far as you can throw them.
Sabbat: If you run across one of these guys, try to remove a limb or two before killing him.
Brujah: As Cammies go, these guys are tolerable. They at least make an attempt at equality.
Gangrel: They don't mess with us, we don't mess with them.
Malkavian: They don't make much sense, but they sure are entertaining.
Nosferatu: Someone who steals secrets and then sells them qualifies as a fuckhead in my book.
Toreader: They keep people as pets as often as anything else. Only a small fraction of them deserve to exist.
Tremere: They manipulate everyone equally, so I guess they're better than some -- maybe.
Ventrue: Don't trust them. It can be fun to use them like they used you, though.
BROTHERS OF FIRE
By LLoftis (LLoftis@concentric.net)

Nickname
Inquisitors, Fire Bugs

Origin
This bloodline is dedicated to the element of fire. The Brothers have a unique mastery over the element of fire, something which
terrifies other kindred. The Brothers of fire were extinct until a handful of them were awakened by the return of the great
Necropolis of Atlantis. They have begun rebuilding their kind. They are rarely seen, as they are very suspicious of other
vampires. Most mortals will perceive the smell of sulphur or "something burning" when around the Brothers of Fire. In addition,
they are easily distracted by flames and suffer from a fascination of intense fires as per the Toreador weakness. Most of the
Brothers have admitted to being arsonists, or at least minor firebugs, in life.

Appearance
The Brothers appearance is unremarkable. The embraced are always those who experienced pleasure from fire in life
(Firemen, arsonists, etc..)

Backgrounds
Typically any, but Mentor and allies are appropriate, as they are a very close knit bloodline.

Character Creation
Nature and demeanor favorites are Deviant and judge types. Water flaws are common as they have an unnatural fear of water.
The flaw of affected by holy water is required.

Clan Disciplines
Auspex, Thaumaturgy, Pyrotechnics

Culture
The Brothers are a tightly linked bloodline, and it isn't unusual for each to know the whereabouts of at least two of his brethern.
They always speak in terms of "we." The Brothers are linked to the Tremere because the first Brother was a Tremere who was
burned at the stake during the Salem witch hunts, and was assumed dead by the townsfolk. Actually, he had just developed the
pyrotechnics discipline, and used it to fool the townspeople. He escaped, and continued to develop his powers. He guided a
small group of his followers in the practice of Pyrotechnics, and after many subsequent generations, the Discipline became part
of the bloodline. The first Brother, Sarro' Ba, is held in reverence by all the Brothers, and his name is often invoked as a god. The
Brothers gather together in the same manner as the Tremere, but hold different ideals as their cousins. The Brothers seek to
purify by fire those things they see as evil by. They believe that fire cleanses the beast, and it is the wish of Sarro'Ba that the
world be rid of the foul darkness. Those Kindred that are aware of the Brothers of Fire fear them, and condem them as insane
fanatics on a suicidal mission.

Clan Weakness
There is always an air of "Something burning" around a Brother, and anyone in the area will notice it. In addition, they may
become fascinated by fire in much the same way as a Toreador becomes entranced by beauty. They must all take the Flaw of
susceptible to holy water. The threat of being submerged in water forces a courage or self-control roll just as fire does for any
other vampire (Water has no additional effects on Brothers; they just don't like it).
Quote
"Do not fear the flame, my brother! For if you are pure, it cannot harm you!"

Stereotypes
Nosferatu: They are creatures who have been infected by the Beast. We shall purify them.
"They are dangerous and are to be avoided."
Tremere: Our old cousins. We would do well to learn from them, and they us.
"They seem to be descended from the Malkavians, not the Tremere!"
Ventrue: We are uncertain as to their connections with the Beast, but we may be able to save them before it consumes them
whole.
"Their presence is destabilizing, they cannot help us!"
Toreador: Of all the Kindred, they are the most pure. They are our greatest allies.
"They are of noble purpose, but need our guidance."
Brujah: Deeply infected by the Beast. They must break free. We must help them.
"They are powerful. If we could just strike an alliance with them."
Gangrel: Why do they fear us?
"We fear their destructive methods, but we admire their purpose."
Malkavians: We have a difficult time evaluating their connections with the beast. We hope they are truly insane and not using it
as a disguise for their inner evils." "Wow! Did you see what he just did???"
BRUSHAH
By Brian Connors (connorbd@bc.edu) Refer to World of Darkness: The Roman Empire.

Nickname
Centurions

Description
No literate person has ever found the ancient Phoenician text that first mentions the descendants of *brwsh' and *tryl, but
nevertheless the Brushah have been a part of North African civilization long before any stories were told about the city of
Carthage. A tribe of scholar-warriors since the days of the Second City, the Brushah (Latin Brusiati) were one of the few groups
of vampires to be truly up front with the humans they fed on.
The wounds of Carthage are fresh. The secret of Carthage that was kept from the world is that `eluhim (gods) were said to walk
the earth in what would become known as North Africa. The truth was that the Brushah, only called gods because there was no
better word for them at the time, walked among, lived with, and ruled with (not over) the people of Carthage. The human rulers of
Carthage were frequently embraced upon their deaths, and it is said among vampires that the Greek gods of the Underworld
and many of the "souls" that they watched over were Brushah, living underground because they couldn't come out in the day.
No one knows the origins of the curse, though. Most Brushah frenzy easily. This is something those who do deny and those who
don't constantly tease those that do. It is, however, known to be related to genealogy. Six hundred years ago, in the dawning
days of the (allegedly) Ventruta-instigated Punic Wars, one of Brushah's direct progeny, a vampire of a gender that has not been
passed down named Troile, made a trip to Italy. No one knows what happened in Italy (whatever it was was apparently enough
to incite two centuries of warfare), but Troile came back different. She (or so most of "her" line consider Troile) had come back a
much less secure, even edgy being; some say she had been feeding on Lupines while in Italy, while others say she may have
taken down a good portion of the Ventruta council in Latium or Etruria and not really been able to deal with it.
In any case, the Etruscan-ruled city-state of Ruma, in Latium, declared war on Carthage. The Ventruta, who were primarily of
Etruscan and noble Italic and Gaulish extraction in those days, were thought to have been behind it. After decades of fighting
and paranoid ceasefires and numerous Carthaginian and Roman victories, Ruma, no longer ruled by the Etruscan Tarkhna
family but by Italic nobles from the surrounding area of Latium, finally reached Carthage and completely destroyed the city,
rendering its fields infertile with mass quantities of sea salt and utterly subjugating its inhabitants. Troile struck back at
ascendant Rome in a parthian volley, landing by night on the coast of Latium and personally diablerizing the now-forgotten
Ventruta progenitor and achieving Antediluvian status for herself.
It was not long after that that Brushah himself disappeared; suspicion fell on one of Troile's lieutenants, but until a century ago no
blame has fallen on the exceedingly reclusive Troile. This has all changed, and divided the clan into factions. The Brusiatus
Verus, whose members by and large do not suffer the easier frenzy, have remained in north Africa and managed to keep at
least some of the ancient Phoenician culture of Carthage alive; the Troilites, on the other hand, many of whom do suffer the
curse, have become much more numerous and martial and have spread to other parts of the nascent Empire. Troilite Brushah
have had their own influence on the Taureator-born philosophies that have emerged from the Hellenic civilization that Rome has
begun to absorb, but their expansion as far as Tartessus has begun to run afoul of the secretive Shadowed Ones, the nameless
vampires of the territory of the ancient Vascones.

Background
Intelligence and physical ability are both vital to the Brushah. Militancy runs in cycles among the Troilites, though, so there are a
good number more simple soldiers among the Brushah at times. Hannibal was said to have been a Brushah ghoul.

Character creation
Mental and Physical are most important, though the older Brushah will often have Social skills over Physical. Most concepts will
be of an intellectual (teacher, philosopher) or analytical (military officer, lawyer) nature.

Clan Disciplines
Some amalgam of modern Brujah and True Brujah (Black Hand). The lines are blurry here.
Quote
"One must fight for one's ideals. Thus we fight. Other than that, we have much more to deal with."

Stereotypes
Verus Brusiatus (to Troilites): They live too much in the past. We are still Brushah, no matter what they say.
Troilites (to Verus Brusiatus): Failures. Their frenzy will be their downfall, and their devotion to a monster like Troile will be their
discrediting. Then we shall return the Brushah to their rightful place.
Cappadocii: They need to learn what it is to work with what is instead of what was.
Gangrilli: These barbarians will not be welcome in our New Carthage. They would surely ruin it for everyone.
Haqimin: Whomever destroyed Brushah studied the methods of these creatures. Certainly we'll never find out what these hide.
Malcafii: So many see these as manipulative and untrustworthy. We think they're simply insane. It scares me that they rule at all.
Nictuci: I'm not sure whether to sympathise or ridicule. They are divided as well, but their quarrel seems so much deeper.
Rafanuti: Stories have been passed down to us, but you cannot trust the unknowable.
Salubri: Too passive, but they have the right ideals. If they are still here when we rebuild our Carthage, they will most certainly be
welcome.
Simistis: What we have gleaned of them we do not like. A strict society is doomed only to failure.
(Note the irony... -bc)
Taureator: Hedonism is no path to enlightenment, and they are only the heirs to the Ventrutae. They have learned no more than
those they drove out.
Umbrati: The lack of control among the Troilites will make it very difficult for us to resist their manipulations in Tartessus. And
their power over darkness covers too efficiently for us to trust them.
Ventrutae: They deserve their exile for being so vile.
BUBANOS
By Jason C Marshall (jcmarshall@sympatico.ca)

Note
I found the original for this on one of the dozens of web feeds that are around. No originator name was on it. I have since
expanded it from a ten odd line description.

History
It was early in the years after the second city, that Saulot once more decided to embrace a mortal. He searched long and hard till
finally he found a man obsessed with the research of the cures for diseases, a man named Buban.
Buban believed that only by studying a disease, to see how it progressed, was the way to figure out the way to cure it. When
Saulot embraced Buban and showed him the powers that he now was capable of, Buban rejoiced. Buban stayed with Saulot for
many years until finally he left, travelling the world in search of cures for the diseases that he'd encountered before.
No one is sure what happened to drive Buban away from his intended path. Some say he was influenced by exposure to the
Nephandi, others say it was Buban's own fault for trying to delve to deeply into the causes of disease. In any case when he
reappeared, he brought plague and disease whereever he went.
When Saulot discovered that his newest childe had gone over to the side of darkness he travelled and confronted Buban. He
tried to bring him back from the darkness but to no avail. Buban merely laughed and wandered off.
Several decades later a childe of Buban arrived in a small town held by three kindred. Calling himself the first of Buban and the
Bubanos bloodline he infected the entire town with a horrendous disease that wasted them away and brought leprosy upon the
three kindred. Only one managed to survive and tell the budding Camarilla of the new danger.
Today, who knows when exactly they appear or if they are still around, but nearly all major plagues have be attributed to this
group.
Members of this clan are hated more than Salubri due to the fact they can cause vampire lethal disease. It is rumoured that the
Sabbat has decided to forgo the usual hatred and has adopted a few of the Plague-bearers into their ranks.

Nickname
Plague Monks

Appearance
Most Bubanos look like almost everyone else, though they have a tendency to dress in monk's habits. The Bubanos also
possess the third eye, much like their progenitor clan, the Salubri. The only difference is that this eye is puss filled and yellow-
green in colour.

Background
Bubanos come from medical type backgrounds. Pathologists and such are great targets.

Character Creation
Mental Attributes are primary, along with Knowledges.

Weakness
The weakness of the clan is that those they drink from become sick. The character has a third eye that develops when he begins
his path along the Contagion discipline. It is obvious when open, being puss filled and yellow-green in colour.
Disciplines
Auspex, Fortitude, Contagion.

Stereotypes
Camarilla: They think that they rule and that we should follow their rule.
"A Blood War is officially declared on this bloodline. Let none of its members survive beyond the turn of the century."
-- Petra, 4th generation Ventrue, Head of the Camarilla Council.
Sabbat: Like the Camarilla the Sabbat profane leadership of the kindred. Like the Camarilla they are wrong.
"For once I will back my sister in her decision. A Blood War on all Bubanos. Let none escape our cities."
-- Argent, Sabbat Regent
Inconnu: They say they watch over all kindred, protecting us from the machinations of the Methuselahs. They lie. They are the
Methuselahs.
"These vile creatures are a bane to all kindred. We must find Buban and end it."
-- Hannon, Inconnu Leader
Celestial Court: I once came to this land and was summarily removed by a pompous member of the Pao. I left him with a case
of leprosy that wasted him to nothing in five months.

"Destruction. That it all that they are worth of."


-- Chi Hsing, T'ang of the Lung
Shogunate: When I travelled into Nippon I left a plague that killed hundreds in the northern provinces. They never caught me.
" -Slash- So ends the unlife of those who dare to presume to kill my children."
-- Akuma Kiro, Koga Elder
Salubri: Ah, the vaulted founders. They go about trying to help others. Don't they realize that only through death can life be truly
helped?

"My son, my child. Where did I go wrong with you?"


-- Saulot, Salubri Elder
Ravnos: They travel the world, visiting many people. A perfect choice for someone to be infected with a carrier disease.
"We have recently seen a rash of unexplained diseases from the locations that we have visited. Why is this?"
-- Sztansa, 9th generation Ravnos
Giovanni: They control vast fortunes. Vast fortunes that could be used to help those who are dying.
"We rarely agree with the Camarilla Council, but this once I concur. Final Death to the Bubanos."
-- Claudius Giovanni, Giovanni Elder
Samedi: What are these? They practise disciplines similar to ours, so perhaps they are our cousins.
"These kindred understand the arts of death all too well."
-- Theodore, 6th generation Samedi.
Daughters of Cacophony: They sing the songs of undeath and of life and love lost. Soon they will sing of their deaths.
"Vile creatures. They seek all our deaths, kindred and kine alike."
-- Shauna, 9th generation Daughter of Cacophony
View the Contagion discipline.
BURNING MEN
By Mazer Priest (cymmerian@hotmail.com)

Description
The Burning Men are a mysterious group of vampires just recently surfaced -- within the last ten years. No one knows where they
came from, and few of the Burning Men themselves are willing to talk about it. It seems that even some of the Burning Men may
not know their own origins.
The Burning Men -- some of whom are women -- are unique in their pure body temperature. Rather than the usual cool of the
corpse, these vampires are hot -- around 140 degrees or more. Though this heat is rarely significant enough to deal any
damage, it does create discomfort in those surrounding them, as well as unusual things like steam clouds at night and difficulty
feeding. Worse, the heat makes the Burning Men use blood faster -- they lose two Blood per night rather than just one.
For such a recent group, the Burning Men are unusual in that they have their own complete Discipline: Vitanimae. Already, many
Tremere seek its secret, though only the Children of the Mind are known to have been granted any access to it.

Appearance
The Burning Men are usually tanned or black, with either flame-red or jet-black hair, though many shave their heads. They tend to
be somewhat lithe, powerful figures.

Background
The original Burning Man, Thomas, is said to have awoken a decade ago and scoured the world to revive the other twenty or so
Burning Men currently in existence. None of them seem to have any recollection of their past beyond the moments after
awakening. How Thomas sought out the Burning Men in torpor is unknown.

Character Creation
Physical Attributes are primary, with Mental being a close second. Though the Burning Men are not overly social as a group, they
do have quite a few thinkers as well as a few butterflies and diplomats.

Disciplines
Fortitude, Thaumaturgy, Vitanimae. Thaumaturgy must have the Lure of Flames as the primary path. Most Burning Men only
learn the Lure of Flames and the Lord of Flames.

Weakness
A Burning Man will spend two Blood per night to sustain himself. Also, all members of this clan have a sort of amnesia, none
remembering more than ten years into the past and most nowhere near so.

Organization
Unknown. It is doubted if the Burning Men really have any sort of organization other than a loose followership of Thomas. Thomas
has recently forged an alliance with the Children of the Mind, exchanging the secrets of Vitanimae for some mysterious favor in
return.
CAANTALSAY
By Brian Burke

Nickname
Children of The Void.

History
The Caantalsay bloodline stems from a 6th generation Malkavian whose particular derangement stemmed from a fanatical
obssesion with time. This individual, who is referred to as Father Time by other Caantalsay, has recently disappeared. It is
rumored that he has evolved to a point where he can gaze into the future as if he were an actual participant and has used this
power to gaze upon the final outcome of the Jyhad. What he saw was supposedly enough to drive him deeper into any madness
ever known by any other Malkavian.
The exact origin of the Bloodline and the date of the first childe created by Father Time is unkown. Though most Caantalsay
believe it was around the time of the Inquisition.

Recruitment
Caantalsay usually choose those who have a similiar affinity for time as themselves. Sometimes this includes Historians,
Archeologists, and so forth. Some Malkavians are rumored to have been taken in and tought Vendaal, but it is said only a
Malkavian is capable of understanding the truth behind the mechanics of time.

Characteristics, Traits, and so forth


The Caantalsay community is varied. Many though tend to lean toward Mental attributes as their primary.
Many Caantalsay have a few levels of History and related abilities. Many also have the Investigation, Empathy, Performance,
and some skill with stringed instruments.

Organization
The Caantalsay still associate with the Malkavian and so tend to be present at their get-togethers. It is rare that a group of
Caantalsay will get together; many do not know they are of a separate Bloodline and would be very shocked if told they were.
The majority of Kindred are unaware that the Caantalsay even exist and wouldn't believe it if they were told. If it could be proved
many would pay for their unique services.
Never the less, if a Caantalsay is aware that another of his kind is in trouble she will go out of her way to help that person, but of
course will expect the same in return.

Weaknesses
First and foremost the Caantalsay are still tied to the Malkavian clan, therefore they suffer from a mandatory Derangement [PC's
choice]. In addition to a chosen derangement the character has an Obsession with time.
Also, Caantalsay resent being slaves to time, therefore they are usually too early or too late for appointments, meetings, and
such.

Clan Disciplines
Vendaal, Auspex, Obfuscate
The Cainite Hairesy
By Mrs. Badger (hercubadger@yahoo.com)

The Story
Recently discovered documents point to a sinister and covert conspiracy within the halls of the Vampire during the Dark Ages
that has stretched its tendrils out to this very day. The first document found was an excerpt from The Book of Nodding.
* * * * *
The Lord did see and then He did gasp at the sight He had seen just when He had looked at that moment before when He did
gasp just now. "Oh why," did the Lord exclaim with vast reserves of noise due to His most holy lungs. "Oh why, why has such a
crime been committed in My Garden?" The Lord did stand before the still and bloody body of His child Abel and He was not
amused. "Who has committed this crime before My own gaze?" Asked the Lord with a hint of steel in His voice and the very real
evidence of a sharp stick in His hands.
"Fair cop governor, it was I. I did the blag," uttered a pride-filled voice unrepentant.
"My child Caine, why have you forsaken My just rule and thus commit this crime before Me?" Asked the Lord as He turned His
immense gaze towards Caine, the son of Adam born from the womb of Eve.
"He needed killing my Lord," answered Caine hastily without consulting his brain for what would be a better thing to say.
The rage of the Lord was mighty and filled with words and utterances capable of blanching colour from the world He had created
not long before last weekend. The Lord did pace before the still unrepentant Caine and then pace some more as He considered
punishment for the sole remaining son of Adam, born from the womb of Eve.
"Caine," said the Lord as at last He had decided upon a suitable punishment. "Caine, I banish thee from this garden I have
named the Garden of Hedon. You have fallen from My grace through the murder of your brother named Abel, son of Adam born
from the womb of Eve. I banish you forthwith from My sight. As the sun does cross the sky I shall deny you the width of My
creation the Earth. When the sky is dark only then shall you arise to remember your crimes before Me. Your children will carry
your curse with them from here on in as a reminder to you as to your crimes. Your children will be weaker than you, your
children's children will be weaker than they and so on and so on. Each generation shall become weaker and more feeble
minded1 as a reminder to you of what has occurred here today. The children of Adam and Eve shall populate My creation to all
its boundaries. Your children shall watch only from the chill of the abyss in envy and remembrance."
Caine did look fully upon the face of the Lord and saw no sign of this being a mighty jape. Unrepentant of his actions Caine was
banished from the sight of the Lord. The Lord did look one final time more at His fallen child. As the Lord lowered his gaze from
the fallen murder Caine felt his head split open in agony. Upon Caine's forehead he did discover the shape of an 'L' scared into
the flesh so deep it would never truly heal without the Lord's forgiveness.

"Begone from here and never appear before My sight till I call for thee," uttered the Lord, "and get a hair cut."2
1Scholars previously believed this statement to be a prediction concerning the loss of power with each generation of Vampire. It
has since been retranslated to actually refer to the more Mortal phenomenon where in teenagers become more whine spoken
and shallow with each new generation.
2For reasons unknown this final statement of God was removed from the final draft before publication. It was not until the 'Editors
Cut' was released to celebrate the birth of His son was the omittance finally discovered.
* * * * *
The son of the Lord, Jesus was born at the time the modern calender was established. A fact most convenient for all future
comparisons. After falling a foul to the establishment for his free thinking and low-priced wooden goods the son of the Lord was
executed by some greasy-looking bloke in a skirt3.
The following consists of a newspaper report published around the time of the execution.
"The supposed son of the Lord, Jesus, was executed today after refusing to adapt a more realistic pricing schedule for his
carpentry. The executed was last seen suspended from a wooden cross, long flowing hair draped still across his shoulders.
3A matter of note concerning the crucifixion. Accurately foreshadowing the future of the Roman Empire and its inhabitants 120
Roman soldiers attempted to surrender to Jesus at the first sign of spilt blood. After no one would accept their surrender the
embarrassed soldiers picked up their weapons and sulked off into a corner.
* * * * *
The descendants of Caine were not absent during the coming of Jesus and his eventual execution. A particular (or peculiar,
depending on whether you're looking in or out) sect led by a trio of seer-like Malkavians believed the coming of Jesus was the
sign of Caine's forgiveness, that their curse was to be lifted and they would be returned to the sight of the Lord. No such change
in life status occurred and thus was this sect demoralised and destroyed. After not returning his membership form a lesser
brother of this sect received a copy of the Book of Nodding: Editors Cut. Angry at the lapse in concentration that was going to
cost him a goat and three small fowels the lesser brother decided he might as well read the book since he was paying for it.
What was found within, when combined with the recent execution, was shocking and lead to a revitalization of the sect.
The sect discovered, in their opinion, that Caine had not been cursed for the murder of Abel but was in fact thrown from the sight
of the Lord due to having long hair! This fact was reinforced by the disregard the Lord had shown to his own son by allowing
Jesus to be executed like a common criminal. The reason for this, the sect decided, was because Jesus had allowed his hair to
grow in length, as observed by the newspaper reporter, and thus had broken one of the Lord's strictures. The whole resurrection
thing was lost to this sect who were too busy formulating theories to listen to current events.
With fevered fingers the sect looked outward to other Vampires in search of evidence to support their discoveries. Year upon
year passed as the sect worked in secret to substantiate their theory. At a gathering held in what was to be called France over
500 years later the theories were offered to the group as a whole.
Caine had been thrown into the abyss of shame because of having long hair and thus was Jesus lost to the world as well. Thus
was Caine cursed and through him all of his descendants. The sect offered as theory that through the observance of short hair
would their savour be held. Long haired Mortals and Vampires alike were shunned and hunted into what would have been
extinction if the hunters somewhat (bewildered and disorganised) had been numbered in at least the millions (rather than the
tens) and the hunted had been numbered in the hundreds (rather than in the millions). So in actuality there was never any real
fear of extinction but you've got to admit it sounds exciting even if inaccurate.
Other Vampires were not blind to the actions of the obsessed Sect but were powerless to completely stamp out its existence.
When Mortal opposition began to firm the sect was forced underground. From that point the sect seemed to almost vanish but
alas such was not the case. The Cainite Hairesy was merely gathering strength.4 The sect next appeared during the Dark Ages
where in a fortress of knights was accused to be trucking with heresy. The Knights Templar, as they were known, had been a
force for noble action before that time and as such had accumulated vast wealth and power by their deeds. Now the Inquisition
was actively seeking a meeting with the Knights for their name had been linked with that of a Demon, a demon named
Baphomet5. While the cries of demon worship were incorrect the Knights Templar were involved with the supernatural.
The Knights were a source of arms and stability for the Hairesy who had learnt the wisdom of concealment. The Hairesy had
gathered strength and numbers since their abortive attempt at gaining power. It had before then been a given fact that Vampires
were powerless not to resume their death form at the start of each evening. In that manner even the most pious of Vampires
would be forced to be reminded of their heathen long-haired days at the start of each evening if they had the misfortune to have
died before getting a hair cut. In the past 800 years the sect had not been idle. A ritual had been discovered which allowed even
Vampire to get a Hair Cut and remain one of the holy ones. For the ritual to be performed the Vampire suitable must first have
led a most pious and exacting life. For some the process occurs quickly but for others the passing of time before being suitable
for the ritual may take hundreds of years. Failure came easy and success was mostly only dreamed off.
The ritual itself, and also the name given to the life of those who existed literally under it, was known as Bowlconda. In essence
the pious Vampire prayed to the Lord for forgiveness and bled into a small bowl from his own flesh. At rituals end the bowl was
placed upside down on the applicant Vampire's head and then a ceremonial sword7 was used to cut any hair exposed
underneath the rim of the bowl. If performed correctly the ritual meant the hair cut given at that time would last till eternity -- or the
Vampire's loss of grace.
Time had not watered down the Hairesy's hatred of those they called "the Fallen." The Fallen were those who sported
outrageously long hair and also, surprisingly, those who were bald. In the eyes of the Hairesy baldness was a sure sign from the
Lord that the member of the Fallen was unfit to even have hair let alone be trusted to keep it short. To be bald was to surrender
one's soul and thus be forever absent from the Lord's forgiveness. Any one can be bald, only the pious can have sporting short
hair cuts.
As such women were given a special place in the eyes of the Hairesy. Women, though many acquire long hair and thus descend
into the ranks of the Fallen, never go bald. Thus Caine, who committed the first murder, who was male has passed on the mark
of potential baldness upon all following males while the female is immune to this particular curse. Female leaders of the Hairesy,
who all have suitably short hair cuts, are seen to be holding back the waves of the bald and the long-haired by their very virtue.
The image of wall against the surf has held and the title women leaders of the Hairesy have maintained to this day is 'Dyke.'
The Knights Templar fell due to their connection with the Hairesy at the hands of the Inquisition. The Hairesy were forced
underground once more but were not discouraged.
4An offshoot of the Hairesy was known as the Hairarsey where in it was believed complete wisdom could only come from having
an overly hairy bottom. Known as "the Dags" this sect was wiped out internally once it was realised just what kinf od 'crap' they
were preaching.
5Baphomet is actually a mistranslation of the word 'Bob-Hop-Met' which went used in the correct context and derivation of the
time means "Bob hopped off to the pub and met this bloke." In all times, ancient and modern, a pub has been the nexus of
wisdom, myth and rumour. The Oracle at Delphi, supposedly the wisdom of Apollo of myth, was actually the "Delphi Outback Bar
and Grill" where Apanio was the gnarled and knowledgeable bartender who worked the night shift. All adventurers know that to
get the best hints and rumours6 you go to the pub and buy a few drinks.
6Also known as GM's handouts.
7Reminiscent of the sword which wounded Jesus. Some scholars claim the Roman soldier was either attempting to surrender or
was attempting to give Jesus the hair cut he desperately needed and slipped.
* * * * *
The Hairesy claim their vision of forgiveness is correct. They hold many examples throughout history showing that what they
believe is proven by the will of God. It is a function of warfare that a grand majority of the victors are the ones with the shortest
hair cuts. The Romans versus the barbarians8, the English versus the Scots, the Americans versus the Indians, the British versus
the Italians, and in Vietnam might met might with short hair cuts a piece thus a nil all draw9. The Cainite Hairesy exists to this day
so beware all those with girly long hair.
8 Of course the Roman's lost the holy protection of their short hair cuts once they began a policy of bottom touching. Even God
disapproves of an up hill gardener.
9Examples sourced from Red Dwarf, a damn fine television show.
CANUSITE
By John Fries (jfries29@mail.idt.net) (11 October 1996)

Description
In the early 1800's, a small group of Gangrel broke off from the main clan. Due to the general disorganization of the Gangrel, this
group received little resistance from the clan, and gradually earned respect as a seperate bloodline. They were considered to
be no more than clanless Caitiff.
This group was based around a mimicry of wolves and dogs in the wild. Members would travel in packs, and they would
eventually choose a leader who served the same function as an Alpha male in a pack of wolves. The packs also began to gain
canine followers who would travel with the packs wherever they went. The kindred of this bloodline developed their powers to
control dogs, and to fit in with the dogs, so that they could travel from city to city undetected by the local population. The kindred
named themselves the Canusites, and asked for official recognition by the Camarilla. The Camarilla refused refused to allow the
Canusites as a clan separate from the Gangrel, and continue to do so to this day. The Canusites still persist in their desire, and
have gone so far as to bribe Justicars to hold a conclave on the matter.

Nickname
Dogs, Wolves, Red-Eyes.

Appearance
Most members look like ordinary rabble, and rarely have more money than is necessary to survive. The leaders of this clan,
however, are often quite wealthy. They have been hoarding resources in order to try and rise to a respectable position in
Kindred society. Many of the Canusites actively searched out affluent people for embracing to try and make up for their late start
in the Jyhad.

Haven
Once again, this depends on the kindred's position in society. The leaders of the clan often live in mansions and large estates,
while the average Canusite sleeps wherever he can find shelter.

Background
Depending on the sire of the fledgeling, and the wealth of the fledgeling in life, one of two things may happen to:
1) If the fledgeling was wealthy, then the sire was probably of some power in kindred politics. The sire will take the fledgeling
through every step of its growth, and will gradually ease the fledgeling into un-life.
2) If the fledgeling was of little import in life, then the sire is probably one of the rabble in the Canusite clan. The fledgeling is
brought into un-life in the streets, and learns the hard way about kindred society. The sire will stick up for his fledgeling like a
mother wolf for her cubs, but he will insist that the fledgeling learn to care for itself.

Character Creation
Canusites will often either have Outsider, Drifter, or Punk concepts, or if they are one of the leaders of the clan, they will have
white collar working concepts. For the street Canusites physical attributes are primary, as are Skills (mainly combat oriented).
For the administrative types Social and Mental attributes are primary, as are knowledges.

Clan Disciplines
Canus, Celerity, Fortitude.
Weaknesses
When in large groups, Canusites are especially subject to frenzy. As the pack consciousness grows, the pack's want of the hunt
grows, until the point that fights break out amongst them, and they get very protective of their own. For every five Canusites in a
scene, the difficulties on all rolls to prevent frenzy increase by one. This pack consciousness causes them to become suspicious
of other groups of Canusites, and even more suspicious of non-canusites.

Organization
The Canusites are based in Washington, D.C. Most of the administrators of the bloodline are in or around D.C., and meetings of
all interested Canusites are held here every five years. Otherwise, there is total anarchy. Most Canusites outside of the D.C.
area are rabble nomads that are frowned upon as simple-minded anarchs.

View the Canus discipline.


CAPOEIRISTAS
By Justin Whitney (Ravnos101@aol.com)

Author's Note
What's up all? This is the First Bloodline brought to you that's meant for use with WoD : Combat. Just when you thought it was
safe to return to the Amazon after escaping from the claws of the Balam, and then running like hell from that very angry T-Rex
mokole. You find out that there are Vampires. Just great, Amazon Leeches. But don't underestimate them, they move quicker
then the Toreador elders, and are more potent then the Brujah. They are tougher then the Gangrel, but they also change... not like
the Gangrel. One minute they are humans, the next, you are being torn apart by a Jaguar, or being constricted by an Anaconda.
These are the Capoeiristas, the Amazonian warriors of the night. A good movie to see before choosing a character of this
Bloodline is Only The Strong

Prelude
As told by Radagast - 4th Generation Country Gangrel Childe of Ennoia, Grand-Childe of Ravnos, Great Grand-Childe of Caine
of Romani Blood
It was in about 1500 when I hid aboprd the Spanish boat going to the new world. I masqueraded as a sailor, for it was yet
another chance to learn something, though my powers could not help me ovr the ocean. Would you believe it? I was still hooked
on the coffin superstition while at sea... all day while the sun burnt, I slept in a coffin! Now I stay on the cold hard ground, the
ground that I can trust. I was not accepted amongst my Kumpaniya any more because I had the blood of Ennoia running through
my veins, so like her, I wandered alone. I never sired a Childe, for I never truly grew lonely, even though I lacked my family. I
guess I needed a few centuries alone anyways.
Anyway, when I reached what you now call Brazil, I followed the Spaniards to a slave plantation. Over the days I grew hungry.
One night I woke up, the lust for blood rushing through my veins, and I thought that the Spanish bastards wouldn't miss a few
slaves. I hated the Spanish; all they did was conquer and kill. Some humans have less than Humanity then even the most loathed
of kindred. I know Tzimisce Elders nicer than Spanish Conquistadors. Now, as I went to feed upon the Slaves at the plantation, I
heard some very rhythmic music that pleased my ears. The slaves were circled around, clapping and signing. I looked further in
to the circle and saw that they were dancing. It was very rhythmic, and these slaves were very athletic. After about an hour of
watching in awe, I realised that the slaves were not dancing, they were fighting. Their backflips and sweeps were moving as fast
as the music, then as quick as a blink of an eye, the two backflipped out, and two more cartwheeled in. I watched them dance
and fight through the night, and as I awoke the next night, I watched them again, and pondered. I thought to myself " How can
such wonderful artists be reduced to slavery? They don't deserve to work for murderers." Then I knew who to feed from as I
watched the bonfires of the slaves. I then entered the ring and suddenly everything stopped, the singing, the fighting, and the
music. All of the slaves stared at me. I then took my flute from my bag and began to play the rhythms I heard, and the music,
singing, and fighting began again. Soon I was pushed in to the circle and began to fight one of the younger slaves. Even with my
powers of Fortitude, I was brutaly beaten almost to death within a few minutes, when my punches and kicks were easily avoided,
blocked, and used against me. But I am Gangrel. I do not quit until I am done. I was done a few minutes later. I couldn't stand
anymore, and my opponent kneeled down, and helped me up. He said I could not fight well. Over the years they taught me how to
move and fight like them. I had a family again. I ended up falling in love with thm all, and embraced almost the whole group.
We then headed northwest, and established a village in the Amazon, where we had water and food for the mortals of the group,
and there were many animals too feed from. Though we did not kill the animals, we fed from them. One day, I was hunting a
Jaguar. Big mistake. I ended up in a Capeira brawl with a Balam warrior. after a few minutes, my Kindred, as well as a tribe of
Bastet warriors, and even a few Mokole were circled around us, playing music to carry on the battle. The claws then ceased to
slash at each other, it soon became a Jenga. It lasted for hours, and we jumped in and out, Bastet danced with Vampires, and
Mokole danced with Bastet. We soon became allies, Though after about fifty years, the blood of Ennoia caused me to wander
on. I never returned to the Amazon.

Description
The Capoeiristas are obviously an offshoot of the Gangrel. They have heavy connections with the Bastet of the Amazon, as well
as the Mokole though they are vengeful to most Garou, save the Silent Striders. Over the years though, they have developed
different disciplines, as well as a modified version of Protean. For many years they have kept themselves secret, but ever since
Slavery in the US, they have traveled north to help free them. Many have participated in the Undergroud Railroad. The newer
ones travel the world greatly, joining the Armed forces and other associations. They have only recently been seen outside of the
Amazon. Many are unaware of the Jyhad waged between the Camarilla and the Sabbat and really don't care. But if they see a
Gangrel in need of help, be he Sabbat, Camarilla, or Inconnu, they will aid him.
Nickname
None

Appearance
Most are of African heritage, but there also many Brazilians who are initiated into the bloodline. There are also many members
from the armed forces of all heritages initiated within the bloodline if they are in The Amazon long ewnough to learn Capoeira.

Background
The Capoeiristas select their progeny very carefully. All have come out the last one standing in at least one jenga held by mortals
wishing to enter the bloodline. One who is not a master of Capoeira, who does not have the endurance of loss, who does not
remain respectful to nature and humans, and who does not show integrity will not be accepted in to the bloodline. One who
messes up after being embraced is held in a Grand Jenga where he must face all others of the bloodline who are present
without rest. He who survives gains another chance. He who fails meets the Sun.

Character Creation
The Capoeiristas may have basically any nature or demeanor. Physical attributes are always primary, as are talents. Normal
backgrounds are Allies (others in the bloodline), Resources (if in the armed forces), and Status (amongst the others in the
Bloodline) Those using the Elysium rules to play as Bloodline Elders may not take the Age Background above 3.

Bloodline Disciplines
Amazon Protean, Celerity, Fortitude, Potence
Changes in Protean:
** Wolf Claws: The Vampire may also have claws extend from his toes adding the same effect as trhey would on their hands.
**** Shadow of The Beast: Instead of a wolf and a Bat, the Vampire takes the form of a Jaguar or an Anaconda. With the 4
point merit: Gift of Proteus, the Vampire may change in to anything resembling an Amazon creature.

Weaknesses
Like the Gangrel, when the Capoeiristas frenzy, they gain an animal trait. These traits usualy reflect amazon creatures suas
Jaguars and Anacondas.
If a Capoeirista does not practice at least one houir of Capoeira a night, his own blood will curse him. He may not use his blood
to heal wounds, or for any use in disciplines until he practices for one night straight. Some, mainly those who have never left the
regions of the Amazon, receive One extra point of aggravated damage from sunlight per a turn. Also, all are required to have a
humanity rating of at least 7, a brawl rating of 3, and an Athletics rating of 3.

Advantages
One advantage is Four Clan disciplines, over the years, they have developed The physical disciplines due to the cumulative
practice of Capoeira. Also, if using World of Darkness: Combat the Capoeiristas gain 6 extra power points (3 in Brawl, and 3 in
athletics) to spend, also due to their practice. If not Using WoD: Combat, then just add 2 freebie points to spend on abilities.

Organization
Most travel in groups of five or six to pactice in their jenga nightly. Once a year, a Grand tournament is held in the darkest depths
of the Amazon. All are required to attend this or are put in to a Grand Jenga. Not only The Vampires attend this; many Balam,
who are normally solitary, attend this, calling it The Dancing Thaigram as well as a few Mokole who dare to face the others in
combat. Most are wise to let the Mokole win, because if one is angered, he will probably ignore any rules and shift to Crinos
form, then stomp his opponent into a pile of goo.,though most are honorable enough not to. During this meeting, there will be a
large jenga where all who are at the celebration will participate. One who defeats an elder in combat is awarded greatly, and
taught the secrets of the blood (disciplines). Watching two Balam in Crinos form battle each other at this event is spectacular.
After this there will be food served to the mortals who attend, and Vitae from bowls to the kindred. After this there is a
celebration similar to a Sabbat Fire Dance (Many possess the Fire Dancing talent). Then, the new are honored by all three
races as well as the mortals. Next, another jenga is held, not for earning ranks, but more for fun. Then as the dawn calls, all
disappear into the jungle from whence they came, though this meeting has been known to continue every night for weeks at a
time before none return.

Gaining Prestige
One who bests another at the annual meeting will receive and gain prestige, whereas one who loses suffers no loss of rank, for
all are excellent warriors.

Stereotypes
Camarilla: I do not believe in politics. I believe in the spirits, and Capoeira.
Sabbat: They wage a war, but fight without an art. They are weak opponents
Inconnu: Inconnu is French for "The Unkown" that is what they are.
Balam: When a Balam speaks, listen, when he asks you to fight with him, accept. When he's angry, run like hell.
Mokole: Say one thing bad about the Dinosaur kings, and you'd wish you were dead. First they crush your legs and arms, then
they let one claw sink deeply where it really hurts, then they slowly gnaw you into food for their hatchlings.
Gangrel: We are of the same blood, but over time, we have become of our own blood. The curse of Ennoia runs through us, as
you see my eyes resemble an Anaconda's. But we have become the creatures of the jungle, not the roads, or the cities. Though
now we travel the world, we will always crave to roam the jungles.

Quote
Come..let us dance a little....POW!
CAPPADOCII
By Brian Connors (connorbd@bc.edu)

Description
They draw their name from the region from which they come, although their Senex Asshur was in life a priest in the ancient
civilization of Babylon (or that which came before). The Cappadocii are a bizarre and little-trusted faction among vampirekind,
and their obsession with spirits and the dead is more than a little unsettling to others.
They hail from Cappadocia, near Asia Minor, in an area that the ibn-Haqimi have left alone, but they spread throughout the
Mediterranean long ago. The average Cappadocian has an extensive knowledge of the death lore of the locals, and usually a
decent smattering of many other beliefs. He will often also have extensive knowledge of the spiritual makeup of an area.
CAULI
By Mr. Sunshine (incubus@uwyo.edu)

Continent of origin
Africa or Asia (rumors abound, as usual)

Progenitor
Cauli (a Gangrel)

Description
All vampires have their beasts, and Cauli's was the Tiger. So fond of the beast was she that for 3 centuries she spent analyzing
the creature (not uncommon for a Gangrel). To honor the beast she began to mimic it in every way... pouring her abilities into
'becoming' the Tiger. To her surprise, her tremendous effort affected her blood, and all of her childer were 'born' in her image.
The Cauli bloodline reflects the tiger in all aspects; they are hedonistic, arrogant, powerful, stealthy, and cruel: a wretched
combination in a kine, but a creation of excellence in kindred circles. The Cauli have begun their spread to the corners of the
globe, easily able to masquerade (there's that word again) as their mother clan 'Gangrel.' The Cauli are not obsessed with some
aspects of kindred interest, indeed they show no signs as a whole of any type of remorse or regret over their state.
Golconda: Easily seen as pointless when viewed against their clan weakness (8 Maximum humanity) The Cauli have already
accepted a spiritual aspect, and it is not one of peace with the self... it is peace with the tiger spirit. Those who seek Golconda
are viewed as fools with too much time on their hands and too much blood in their systems.... vampires like tigers are hunters..
and not meant for remorse.
The Jyhad: While a Cauli can make a fine living serving as agents in the Jyhad, they feel that superstitions of Gehenna are just
that... Kine are not so stupid as to allow the kindred to rise up in power to the point where the fable could become reality.. and a
world filled with vampires is unlikely when one takes note of their enemies (mages, Garou, themselves.)
Redemption of any sort is not sought by the ultimate beast (the vampire) for the same reason that a perfect pair of socks won't
apologize to any other pair of socks (a favorite phrase.. who knows where it came from).

Clan weakness
-2 initial humanity and 8 maximum.
Garou Intolerance: a Cauli is so attuned to the master feline that 'dogs' become incredibly offensive, a Cauli must spend 3
willpower to avoid a Frenzy in the presence of known or revealed Garou.

Clan Bonuses
Feline Aura: Those beings (kindred and kine) that are fond of things feline will be affected as if the Cauli were of one pip higher
in Charisma and appearance, in addition any rolls that recieve dice from either of these pools are boosted by one die.
Felicity: Cauli are so damn happy and self-possessed that they can be assumed to have Iron Will upon initial character creation;
they cannot be dominated or mentally swayed by any means.

Clan Disciplines
Celerity, Fortitude, Caulentis.

Nickname
Kitties, but adventurous (suicidal?) Brujah call them Pussies.
Appearance
Upon 'Birth' into the realm of undeath a Cauli Kindred's hair lengthens to about 1.5 feet, or longer if so in life. Their
eyes change to light sea green, as well as slit in appearance to a cats, hence they are fond of shades. Initially The
Cauli were of African or Asian descent (some combo) but with their expansion all types are being seen. Cauli are not
always slim; in fact they tend to have a lithe and powerful look.

Haven
Any highrise apartment that allows pets -- and curtains.

Background
Any feline lover can be a victim (potential Cauli) but they typically bring over Dancers, Vetrinarians, Hunters and any
other person who exhibits grace, cunning, and has a 'sick' feline obsession.

Creation
Natures are often cynics or competitors.. though Praise seekers are very common. Demeanors are often opposites
to the Nature. Caregiver is a common demeanor, Loner and rebel are often seen as well.. but whether or not they are
fronts is up to the individual Cauli.

Organization
None... Cauli will often hang with the Gangrel in city meetings but aside from that they typically avoid large groups of
kindred -- envy can make people do such awful things.

Prestige
Living well, proving their superiority, and quick kills are all methods of gaining prestige.

Quote
"Do I want a piece of you? Oh yes... I want (shred) this piece... (rip) and this piece... (tear) and this piece too..."

Stereotypes
Brujah: The bright ones make wonderful allies... the stupid ones? good meals.
Like the Gangrel they fight well. Like us they rebel. But, they primp way too much.

Gangrel: What can we say, sometimes children out do their parents. Still, you can always count on a cousin.
Evolution in action. Their hates and loves may be the end of them.
Malkavian: Get to know them. Sometimes logic isn't the answer, and in a case like that, having a Malkavian on your
side is a real plus.
I have some tuna here somewhere.
Nosferatu: I'm sure glad they have Obfuscate.
What do you get when you cross a Toreador and a Gangrel?
Toreador: If any clan could love us, it would be them. We are art.
They like us too much.. and we don't know why.
Tremere: Hunters of another sort: let them use you; let them adore you and then leave town.
Warriors, all of them; get one under your belt.
Ventrue: Leaders, yes -- of the rest. Bring one into your territory and see how well he leads.
I'd rather get a dog.
Assamites: Incredible! Were it possible to respect them more we would do it: dark, silent and deadly. Almost perfect
(like us)
We will kill them last...
Followers of Set: Depravity isn't so bad, but you know how well Cats and snakes get along.
Tigers spend a lot of time in the dark; they will find their way to us.
Giovanni: They're stalking their own concrete jungles; lets hope we never interest them.
Lamarckian Evolution may not be the joke we thought it was. I'd like to -- get to know one.
Ravnos: Party Down! Find one, follow him, act friendly, talk him up and down, and don't take anything to the party.
Always a good time and they react a lot better than Gangrel. They don't seem to care about anything -- they follow our
path easily.
Salubri: Hey when I meet one I'll form an opinion...okay?
Monsters hiding in the dark and licking their claws. We will save those who seek salvation, however.
Daughters of Cacophony: When they sing nice, they sing nice; when they don't, gut them.
Unpredictable at best.
Samedi: Too potent to overlook, too fearsome to blow off, and too damn ugly for their own good.
We love death; they love the hunt. If only they looked better they could be us...(laugh)

The Camarilla: Fine chaps, really (you listening?)


Cauli's children need leashes.
The Sabbat: Wonderful, love them too...
They fight our fight. They won't admit it but they are pure Black Hand through and through.
The Inconnu: Fools. (mocking) "Oh I'm a killer and a drinker of blood. God forgive me." Please...
A new player in the game who thinks he can play by his own rules -- just like the rest of them.

View the Caulentis discipline.


CAVALIER and CAVALIER ANTITRIBU
Concept by TyLyon@aol.com; Expanded by Thomas Coleman (doc@intac.com) (16 May 1995)

Disciplines
Potence, Prowess (Essentially the same as the Accuraisis discipline), Presence.

History
In the days of Carthage, the Brujah and Ventrue lived in peace. Like all civilizations, they had a strong military to protect
themselves from invaders and infidels. The elite soldiers were called Cavaliers. They were embraced by combining the blood of
the Ventrue and the Brujah into a Golden Chalice. Only those passing a rigid test of morality were admitted. These warriors
fought hard when Carthage fell, and rumors have it that they were all lost.
Cavaliers must have a humanity of seven or higher at character creation. This is due to their good nature. Cavaliers may also
take True Faith merit without a ten humanity restriction, and for four points in merits. If the Cavalier strives for Golconda, her
insights allow her to learn Thaumaturgy as a clan discipline. All other costs for Thaumaturgy (Paths) are normal.
But everybody must have a drawback, or everyone would play this clan!

Weakness
Cavaliers have a Strict Code of Honor, and cannot take this merit. If anyone weaker than the Cavalier asks for help, the Cavalier
must do everything in her power to help. The Cavalier may have status, but the Cavalier may never hold a boon on another
Kindred. If the Cavalier's Humanity drops below six, then he must immediately quest to regain the humanity.
That to me says it all. The Clan is great, but the politics of Vampires has Prestigitation at the top. This Clan can ask for boons,
and will be indebted, but they will never gain status by granting boons. Vampires can ask Cavaliers for anything, and will never
get compensated for it.

Cavalier antitribu

Disciplines
Fortitude, Prowess (Essentially the same as the Accuraisis discipline), Presence.

Description
But what of those who did not pass the test? Those soldiers were resentful, hateful, and spiteful. They created their own ritual. On
one night, the Ventrue would embrace the soldier. On the next, the Brujah would embrace the new Vampire again. The next night
the Ventrue would find her fangs in the soldier's neck. This repeated process would warp the soldier, making him stronger than
the goody-two shoe Cavaliers of the Camarilla. It is said that the antitribu were responsible for the fall of Carthage.

Advantages
These dark knights have the power of hell at their beckon call. If they become infernalists, which many of them are, Dark
Thaumaturgy become a clan discipline. All other costs concerning Dark Thaumaturgy are normal (Paths). They begin with a one
point investment, that does not give them a witch's nipple. This investment does not make them an infernalist. It is the next point
they take that causes them to do so.

Disadvantages
Because of their strange embrace, they cannot sire progeny (they may not take infertile vitae flaw). They must find a Ventrue and
Brujah who are willing to perform this ritual for them. Cavalier antitribu must maintain a path rating of seven or higher. Because
of their nature, they tend to be leaders. But since they have always been outcasts, they bond themselves to their pack. If the
Cavalier antitribu drinks the blood of a Kindred whose Viniculum rating is greater than three, the rating becomes a ten. If their
path drops to below a six, they must immediately quest to regain the Path. If they are infernalists, then they will be hunted by
Inquistors, since all Dark Cavaliers tend to show Infernal Behavior (the one point).
There you go, a brand new clan that is on the same power level as all other clans. The Paladin Idea is what kept me going.
These vampires might have a new Merit I have in my game:

+5 Merit: Well balanced


Sans mentis, Sans corporis. Sound of Mind, Sound of Body. For some reason, you believed these words in your everyday life.
You exercised your mind and your body. Didn't hurt your social life, either. You begin the game with 5/5/5 in Attributes, rather
than 7/5/3.
THE CELESTIAL COURT
By Jason C. Marshall (JCMarshall@sympatico.ca)
"Feel the storm?
It's coming."
-- Terry Bogart, Fatal Fury III, the Motion Picture

Prologue
Hamish stepped off the boat and looked around.
Hong Kong spread out before him.
Towering skyscrapers topped with pseudo-Chinese filigree stood amid short, wide housing tenements, industrial sectors and
commercial zones. A thousand lights seemed to wink at him from the city, each indicating a place of life and warmth.
Hamish snorted in contempt. He walked across the pier to the limo parking lot. A ghoul stood waiting for him, the door to a limo
held open.
He took his seat and looked at the older gentleman sitting across from him in the limo's back.
"Hamish McCellen, Venture of the 9th generation and childe of Lady Sonja Whitehall."
The gentleman nodded and extended his hand to Hamish.
"Kyle Emmerson, Ventrue of the 9th generation and childe of Sir Montgomery Hammond, prince of Hong Kong."
They shook hands.
"So what's all the big hoop-la that's dragged me in?"
"As you know, with the change in approaching government, we of the Camarilla here are facing a serious problem."
"Which is?"
"That we can't control the incoming new politicians. They are under someone else's influence."
"Sabbat?"
"No, but just as bad. The Celestial Court."

Foreword
The Celestial Court is China's answer to the Camarilla. It is hundreds of years old, capable of dating its origins back to the 3rd
century AD.
It is a tightly knit body, made up of three organizations or Houses as they are known. The overall society is ruled by a council of
three known as the Dragon Council. These three kindred are known as T'angs (A Chinese word roughly meaning Overlord), and
the wield immense power over the Cainite populace.
The Celestial Court is more like the Camarilla than they'd like to admit. Though their social structure's heavily modeled on
ancient Chinese rule, much like that of China's Shadowlands, they have begun incorporating some modern systems of
government.
The Court only has two major problems facing it in the coming years: the possible fall and subjugation of Japan's Kindred
society, known as the Shogunate, and the return of Hong Kong to mainland China. The return of Hong Kong has caused
immense panic, not only in the mortal populations but in the kindred one as well. Many Ventrue, Toreador, and even Giovanni
fear the eventual invasion of the Court and its masters.

History
Back in a time when Kindred could walk the world freely, many traveled east into the mysterious orient. Some sought the fabled
self enlightenment said to be taught by monks, others sought knowledge of the past and a few the knowledge of the martial arts
said to be possessed by the members of the Asian community.
It was from these kindred that the members of what would one day become the Celestial Court began.
During the early Romance of the Three Kingdoms period, roughly 185 AD to 240 AD, the first of the Oriental Kindred surfaced.
They were, In the beginning, childer of their sires, following in the foot steps of their creators. They fought among themselves and
plotted with their mortal followers in order to gain power. Many secreted themselves with powerful families, such as Lui Bei,
Dhong Shou, Cao Cao and others. The first ones were petty, reveling in their powers. Many blame the epic upheavals of the
Romance period on their power struggles and machinations.
The modern Celestial Chorus is able to accurately trace their origins to one Cainite in particular: one Lung Jih, daughter of Lung
Chiute. Lung Chiute was a powerful man, but not too well politically connected. He and his two children, Lung Cao and Lung Jih
lived in a small fortress in the unclaimed south western lands. In the start of their campaigns during the Romance period wars,
Lung Chiute's army met with and was defeated by the armies of Sun Jian, one of the leading rulers of the period. Among the
spoils of war that Sun Jian took during final battle was the daughter of Lung Chiute. Lung Jih managed to beguile Sun Jian's
general into letting her live. He agreed, but only if she were to become his wife. She initially refused, but then the General offered
to spare the life of her bother Lung Cao. She reluctantly agreed. Unbeknownst to the general Lung Jih was a childe of a
wandering Gangrel. The Gangrel's name is lost to the history books, but many hint that he was the first childe of Leliah, who was
the second childe of Lilith, founder of Clan Gangrel.
In the following months Lung Jih managed to worm her way into the heart of the general's liege lord, Sun Jian himself. His 'death'
some two years later was seen as a bad omen for the house's future. In reality Sun Jian had been embraced by Lung Jih and
joined her and Lung Cao in the creation of the Jen Lung, the first house, that of the Dragon.
In other parts of China, many of the other Chinese saw the rise in power of the Lung and decided to wage total war. For close to
40 years the Three Kingdoms battled it out until finally three major houses ruled. The final battles saw Cao Fang, descendant of
the great Cao Cao put on the throne as emperor. It also saw the end of the Jin Dynasty.
In the following years, the remaining kindred who'd survived the wars banded together out of mutual protection. Still the most
powerful of the lot, Lung Jih and Lung Cao dominated the meetings and soon the Jen Lung was created. They immediately
began setting up rules of conduct for all kindred in China. The formed the first Dragon Council and issued the first set of royal
decrees.
The Celestial Court was born.
The Court was originally headed by three of the fledgling Lung bloodline; Lung Cao, Lung Jih and Sun Jian. They took up the
titles of T'angs, overlords, of the Celestial Court.
At first the other fledgling bloodlines went along with the Jen Lung, following their decrees and rules, but dissension occurred.
Two small rebellious factions of commoner kindred attempt to take control of the Dragon Council. This prompted the Council to
create a solider caste to help protect them while at the same time acting as enforcers of the will of the Court.
They chose their first soldiers from the fanatical ghouls of Sun Jian, lead by a general named Pao Yu. Pao Yu was a brilliant
tactician and after his putting to rest of the rebels he was embraced as a reward. Pao Yu and his ghouls became the founders of
the Jen Pao, the House of the Panther, serving as the Court's soldiers and assassins.
The rest of the commoner kindred and those few rebels who survived the raids were delegated to the ranks of the House of the
Rat, the Jen Shu. All the bloodlines with in were referred to as Shu or rats, a reflection of the way the Dragon Council thought of
them.
As the years passed the three houses grew in size, their internal bloodlines growing with power and new members. The Jen
Lung found itself under the sway of two powerful bloodlines, the Lung and the Jian. Both bloodlines viewed each other with
distrust, and as the Dragon Council had been decreed to be run by three kindred, this created a possible power gap for
whomever had only one seat. This was soon solved by having a elected member of the Jen Shu brought in as the third T'ang.
This act smoothed over feelings between the Jen Shu and the Jen Lung, which had been slowly rising.
The Jen Pao had also grown, finding itself viewed with awe, as the legends of the Mo-Sha magical men became whispered
here and there. The Mo-Sha were the assassins of the Jen Pao and Dragon Council, feared shadowy men and women who
were rumored to able to kill with a thought. Unlike the Jen Lung the Jen Pao had not become divided. True, rivalries did exist
between the three major bloodlines of the Jen Pao but since each had been delegated a differing area of specialty, they never
saw the need to compete with each other.
The Jen Shu grew out of control. It took a decree, backed up by the threat of Jen Pao soldiers to put a 'birth control' rule into
effect amongst them. Too many bloodlines existed in the Jen Shu, all clamoring for status, power and wealth.
It was just after the discovery of the Orient by the hung mao, or Europeans, that the Celestial Court erected the mystical wall
around China so that they would be able to tell when other kindred not of the Court entered the country. It was rumored that they
did this with the aide of the Wu Lung, a order of true mages with whom the Jen Lung had dealings. The Dragon Wall, as it
became known, was centered along the Great Wall of China, and seemed to encompass all of China. It was seen as an affront
to European kindred, who were outraged at the 'slant eyes devils' presumptions that they were better than they.
Many European kindred entered China, intent on setting up shop. When they did so, members of the Jen Pao would meet them
and escort them out. None were allowed in under pain of Final Death. Oh, they tried. Members obfuscated their way in, used
thaumaturgical means and so on. All were found and escorted out or destroyed.
It wasn't till Hong Kong became a trade port that the Dragon Wall was dropped in certain locations. European kindred moved in,
members of the Camarilla hunting for information and the Sabbat hunting for new territory. What they found was the Celestial
Court, run by the enigmatic Jen Lung and supported by the Jen Pao and Jen Shu. The Celestial Court informed members of
both groups that the environs of China, Tibet, Malay, Korea, Indonesia, were under their rule. The Camarilla grudgingly left, but
the Sabbat had to be physically ousted after trying to take over Hong Kong in China.
When China became a communist state, the Celestial Court backed the idea totally. Though they deeply regretted the loss of
Hong Kong to the hung mao and the Camarilla, they were content. They would get it back in time.
Today the Celestial Court still rules the areas of China, Korea, Malay, and Indonesia. They are far from losing their territory and
are currently waiting for their counterparts in Japan, the Shogunate, to fall due to internal bickering and corruption. They are
planning to take over Japan and add it to their territory. Both the Camarilla and Sabbat would like nothing of the sort.

Organization
The Dragon Council: This the high council of the Celestial Court. It is here that the Lung, Jian, and Jen Shu T'angs decide
matters of state. Each of the two Jen Lung bloodlines appoint their member to the council, while the third is drawn from a
election among the Jen Shu. The T'angs of the Jen Lung are there for life, or 'unlife'. Both are the current leaders of the their
respective bloodlines. The Jen Shu elect their representative every 10 years. The candidates are usually given a year of
campaigning to gather votes then the election is called. The winner is empowered with all the power of a T'ang, which is vast.
T'angs are responsible for the creation of the rules that the Celestial Court lives and governs by. The three T'angs wield
immense power over their subjects. All it requires is a vote of two to have a decree pass, and much political mechanization's go
on behind the closed doors of the Council.
Yamen: This is the name for the lesser council of bloodlines within the Celestial Court. It is made up of Shih, or Masters, two
from each bloodline of the Jen Pao and Jen Shu. It is left up to the Shih of Yamen to decide to how the orders of the T'angs will
be carried out.
Shih are elected in much the same fashion as the Jen Shu T'ang is. Every ten years the elections are held and the seats filled.
The number of seats is always changing, as new bloodlines crop up and others die out within the Jen Shu.

The Jen Lung (House of the Dragon)


The Jen Lung tend to be Ventrue-like in their ways of handling affairs. They involve themselves quietly with businesses and
corporations both large and small, to further their control. The Jen Lung are very interested in keeping the Masquerade in place,
for it helps to hide their movements. They have decreed that the Masquerade's laws are in full force for any vampire that enters
China. The Jen Lung, translated as House of the Dragon, is made up of the Lung, and the Jian bloodlines.
Jen Lung Bloodlines:
Lung
Jian

The Jen Pao (The House of the Panther)


The Jen Pao was founded by Pao Yu, first general to the Jen Lung. The Jen Pao is a house of warriors, breeding honor, tradition
and deadly marital skills into its warriors.
The Jen Pao is made up of 4 bloodlines. The soldiery comes from the fanatical Pao Yu and the stoic Kwai Tao. The assassins
from the Tong Chu and the Men Hu.
The Tong Chu are considered one of the deadliest groups of assassins in the kindred world, easily on par with the Assamites,
the Khoga and the Ega. Many Jen Pao agents are known as Mo-Sha, a name that was given to the Chinese magician-
assassins. This is a name that the Tong Chu bloodline try their best to live up.
Jen Pao Members:
Pao Yu
Kwai Tao
Tong Chu
Men Hu

The Jen Shu (The House of the Rat)


The Jen Shu, or the House of the Rat, refers to the various smaller bloodlines that are running around the streets of the Chinese
communities.
The Jen Shu was brought into existence in order to deal with the dozens of smaller bloodlines that were emerging right, left and
center. Literally every new Chinese kindred was trying to declare himself a founder of a bloodline in order to gain social rank and
a place within the Yamen.
There are four definite bloodlines within the Jen Shu, but at any given time there are usually two or three 'minor bloodlines'
declaring themselves worthy. These bloodlines usually get absorbed into one of the four main bloodlines within a year or so. The
majority of the Jen Shu bloodlines usually act somewhat Brujah-like in their ways, often being gang members, punks, rebels, and
so on. They seem to revel in making trouble and then blaming it on someone else, like another member of the House.
Ironically, the term Jen Shu is also used to describe those vampires who are from non-Asian clans and bloodlines, unless they
have proven themselves, then they are called by name.
Jen Shu Members:
Shu
Ch'i chu
Mui Tsai
Yu

Hung Mun (The Secret Societies)


These are the secret societies and Triads of the Celestial court, of which there are four: The 14K, the Kuei Chuan, the Yellow
Banners and the Wo Shih Wo. Within these societies is a bloodline that has managed to remain hidden for close to 400 years.
the Ywe Lung.
The Hung Mun and the mortal gangs and triads are all secretly controlled by an enigmatic kindred known only as Mu Li. He uses
them carry out his dirty work of piracy, smuggler, prostitution, slavery, drugs and so on. The Mui Tsai bloodline owe their creation
to this kindred.
The four triads mentioned above are the only tongs in China to have direct connections to the Celestial Court, usually through the
Jen Shu, and are only vaguely aware of Mu Li's behind the scenes plans for his eventual rise to power in the Yamen and then the
Jen Lung.

Endword
Dragon Lines and the Dragon Wall: The Dragon Lines are the mystical lines of force, ley lines, that run through China,
supplying mystical energy to the thaumaturgists, spirits and shapechangers of Asia, for spells and rituals. The Mages of Asia are
at a loss to explain these lines and so spend an inordinate amount of time studying them.
The thaumaturgists of the Jen Lung and the Mages of the Wu Lung, used the mystical lines to erect a barrier type wall around the
Celestial Court's areas of influence. The Dragon Wall. This 'wall' would let the Jen Lung know when and where kindred and other
supernaturals passed over them. Thus the Jen Lung kept tabs on all incoming and outgoing kindred. This is how they managed
to stop incursions by the Sabbat, Anarchs and Camarilla.
In the last 200 years, the wall has been lessened in certain places, such as Hong Kong, Beijing and other major cities. These
locales are used as terminals for incoming kindred. Jen Pao typically meet with all inbound kindred, listing off the rules to be
followed when in the Court's area of influence.
The Camarilla, Sabbat, and Anarchs have set up limited operations within the area claimed by the Celestial Court due to the
Dragon Wall, usually with the major port cities.
Several independent kindred have been allowed into the Courts area, but they usually leave after a short time, forced out by
members of the Jen Shu
CHEUNG
By Brandon Quina (lore@tmgbbs.com)

Description
The Cheung are the most respected of the clans who have membership in the Star Council. They are also the most feared
outside of the sect due to their ability to survive the rays of the sun. The Cheung run the day to day activities of the sect, and in
reality have more control of it than the T'uang.
The Cheung are generally pacifist, and the clan is rumoured to originally have come from India (where the Star Council also has
power). Their founder is said to have been a amazingly wise kindred who formed the first vampiric sect in India. The sect,
however, was later taken over by the T'uang and the Star Council.
The Cheung, however, didn't hold a grudge. They still loyally serve their new sect, knowing that by letting the T'uang think they rule
Asia they can accomplish much more than if they exposed themselves to the wrath of their foolish 'leaders'.
Indeed, if it were not for the Cheung the Council would not have stayed together as long as it has, or gathered as much power
and influence as it has. They are not as controlling as the T'uang, for they know how to take a more gentle approach when it is
required.
Most of the power of the clan is centered in India, where they are actually in charge of a signifigant portion of the cities.

Nicknames
Daywalkers

Appearance
The Cheung usually embrace older, wiser men and thus they tend to look more like old Indian and Chinese people. Their stock
was exclusively indian, but they have incorporated the Chinese and Japanese into their clan as well. Even the younger of the clan
have an air of wisdom about them.

Haven
The Cheung generally live in seclusion from others, preferring the time to contemplate reality, and their place in the scheme of
things.

Background
Cheung come from all backgrounds, and are usually Embraced in their later years after they've had a chance to live full and
natural lives. Recently, they have been embracing younger Asians, although the reason for this is unknown.

Creation
Mental attributes are almost always primary. The younger ones usually have their physical attributes secondary while the olders
usually put social as their secondary. They have access to a new knowledge: Enigmas. This will be detailed below.

Disciplines
Auspex, Fortitude, Vistas

Weakness
The Cheung are fully aware of the Umbra (The High and Middle, to be specific, they can't see the Low Umbra) and are harassed
by spirits all the time. They often talk to 'people' who aren't there. The spirits will not help the Cheung, and are generally just a
distraction.

Organization
The Cheung clan is based heavily in India, although the clan itself was borne in China. They are heavily organized: every Cheung
having contact with a few of his brothers and sisters. They share information, and generally are well informed of the goings on in
the Star Council.
CH'I CHU
By Jason C. Marshall (JCMarshall@sympatico.ca) for the Celestial Court.
'Step into my parlour, said the spider to the fly.'

Prologue
Ortega stepped quietly into the small room. The sounds of TVs, radios, children and other night life echoed through the paper
thin walls of the surrounding apartments. He shivered unconsciously.
"Welcome, cousin." Came a quiet voice.
Ortega turned and peered into the darkness. He could just barely make out a dim shape leaning against a wall.
"I've brought the money."
The shape walked towards him and Ortega took a step backwards.
The kindred before him was of average height and Asian stock, but its skin was a deep blue-black color and its eyes were a
emerald eye, lidless and resembled that of an insect.
"Good, good. I've the information on the Jen Lung right here."
The strange kindred reached into a pocket and drew out a small CD-ROM case.
Ortega handed over the cash and took the CD-ROM case.
"Thanks, pleasure doing --."
Ortega looked about the room, but it was empty.
He left, quickly.

History
The Ch'i chu are a bloodline that stems from the Atargia. Known for their arachnid ways, the Atargia had sent members into the
orient to seek knowledge and a member of the bloodline founded his own minor bloodline within Beijing. This minor bloodline
grew, becoming its own line within several years.
This new bloodline sought independence from its father line and succeeded, called themselves the Ch'i chu and disappeared
into the Chinese cities.
The Ch'i chu stayed pretty much in hiding for close to 200 years, watching the other bloodlines of China before they came out
into the open and presented themselves to the Dragon Council T'angs.
The Dragon Council sought to admit them to the Jen Pao, where their abilities would be best suited. The Ch'i chu rejected the
offer and so were placed within the Jen Shu, until they proved their worth.
The Ch'i chu worked with the Shu bloodline in the beginning of their time in the Jen Shu. They provided information, spied and
carried out assassinations for the Shu.
In the early 1800s the Ch'i chu broke their agreements and alliances with the Shu. They retreated back into the shadows and
waited. For what is unknown, and the Ch'i chu are not saying. Many say that the Ch'i chu are hiding from agents of the Inconnu.
Some say that the Atargia are hunting them.
No one is sure.

Nicknames
Crawlers, spiders.

Appearance
Almost all Ch'i chu are of Asian stock, with a few of Caucasian birth within their ranks. The Caucasians are of younger
generations, being created within in the last 100 or so years. As a member of the clan grows in age and power, however, their
eyes begin to change, growing darker and more circular, until by the age of 100, or level 4 of the Arachnos discipline are
reached, their eyes are emerald green or jet black, lidless, compound round eyes, though no bigger than human eyes.
Additionally, their skin becomes darker as time passes, becoming midnight blue/black by the age of 200.

Haven
Ch'i chu love heights, and usually live within upper floor apartments and such.

Background
Ch'i chu have entertainer and dilettante type concepts.

Character Creation
Social Attributes are primary along with Knowledges and Skills.

Weakness
Ch'i chu suffer from claustrophobia, preferring high towers and open spaces. The Ch'i chu do not suffer from the light induced
penalties of their parent bloodline.

Disciplines
Arachnos, Celerity, Obfuscate

Quote
"The walls are our ears, and the doors our eyes. We see all and know all."

Stereotypes
Lung: This bloodline says that they are the way of the future, yet they stuck in the past. Courts, councils, houses. They are of the
past. Maybe we of the Jen Shu are the future and this is what scares them.

"Strange creatures, these crawlers. They have yet to prove their worth and until they show an inclination to help us, Jen Shu
they will remain."
-- Gao Deng, 8th generation Lung.
Jian: These warriors have long aided the Lung, but why? Soon we will know their secrets.
"We've watched you in your shadows. You think you know it all, don't you? I think not."
-- Mai Tang, 10th generation Jian.
Pao Yu: Assassins and soldiers. Fanatics and terrorists. Almost the same thing, except in name.
"They are the only line of the Jen Shu that we ever considered for our House. That they rejected our offer is still
remembered."
-- Lu Hsien, 12th generation Pao Yu Mo-sha
Men Hu: Half of these strange kindred seek enlightenment, the other seek death, a strange mix.
"What knowledge do you hold in your havens, hmmm? And who shall reap of it."
-- Pi Ch'ien, 9th generation Men Hu priest.
Kwai Tao: The remenants of a fallen house, now existing on the sufferance of their conquerors.
"You know the route back to glory and you will tell us, come hell or high water, we will get from you."
-- Cheng Xi, 7th generation Kwai Tao.
Tong Chu: Fierce and savage.
"Of all the bloodlines only you are close to the truth of the way it should be."
-- Kei Teng, 9th generation Tong Chu.
Shu: They are the worst of our house. That the house is named after them is an embarrassment to all.
"They lie. They hoard information and sell it for a price. They aren't all good and peaceful as they say."
-- Wei Feng, 12th generation Shu.
Yu: Of all the bloodlines, these kindred are the most serene and down to earth.
"We have seen the Ch'i chu about their business. We know the secrets they seek."
-- Lo Ying, 11th generation Yu.
Mui Tsai: They are truly damned. We know of their secrets and of their dilemma.
"We live to serve and so we shall. Our lot is cast --for now."
-- Fen Ji, 9th generation Mui Tsai.
Camarilla: From these noble kindred we were spawned. Perhaps in the future it is to them that we should throw our allegiance.
"Our brothers. We will stand beside you when the time comes."
-- Cheryl, 8th generation Atargia
Shogun te: We have been within their cities, watching them move. We have watched as the dead have risen and the Gauntlet
has died. We will not enter the mystical kingdoms of Nippon again.

"They're as silent as night itself. We watched them as they watched us and we are confident that they saw only what was
needed."
-- Hiraku, Yoshida Daimyo of Tokyo
Sabbat: A curse upon these murderers. They are the bane of all kindred's existence. We will destroy all that we find.
"Hah. Crawling about walls and spying on all. These kindred are no better than their Camarilla counterparts."
-- Breownyn Callie, 12th generation Ahrimane
CHILDREN OF THE BITTER DARK
By Kevin Davies (mizake@mizan.demon.co.uk)

Prelude
"I have performed -- it must be admitted -- questionable acts in this life of mine. I have, may I now state, enacted atrocities for
which no man, however merciful, could never forgive me. It is true, my works of cruelty have been many and varied, and I
have felt no shame in doing such things. I am not a pious man. I have made no claim to be such. You may do with me as you
will; I have finished my works and am content with what I have achieved. But think to yourselves, as I burn in the name of your
justice, of one simple fact: the souls liberated by my work, the bodies returned to dust by may hand, will never return, no
matter how brutal your punishments. I will stand against your cross, the flames licking my body, and I will stare out at all of
you chanting, mumbling fools. And I will laugh, for even then none of you will understand."
- Confession extracted from Bergomil di Sforza, September 14, 1519 AD

Name
Children of the Bitter Dark (Blitters, Hydrae)

Parent Clan
Unknown, rumoured to be Lasombra or Setite

Organisation
Independent

Status
Minor Bloodline

Overview
During the period latterly known as the late Dark Ages, when much of Europe was embroiled in war and disarray, the more
powerful clans of the Kindred enjoyed a position of great power within human society. The clans of nobility -- Ventrue, Tzimisce
and Lasombra -- held considerable power over the mortals in their command and laughed at the attempts by their rivals to
unseat them. While plague, famine, war and death wandered the filth-strewn streets, they sat within their citadels and watched as
the commoners fell to ruin at their feet. A peasant's lot was a short, painful life followed by a swift death, and this, to their
Embraced masters, was the ideal situation.
Into this world came the Children of the Bitter Dark, a bloodline twisted by some unknown torment. They came in the darkest
night, running among the common folk and gully Kindred with a thirst for blood that had not been seen outside that of the most
insane Malkavian. Their cruelty seemed unnatural, even to the darkest-hearted Malkavian, and the havoc they wrought across
Europe drove the mortals into riots of terror and superstition.

"The crown is mine by right, this I know and this I shall swear. But that matters little to me. All I wish to know, all I wish to gain
from the conquest, is this: is that realm free of the curse of blood that infests our kingdom? If so, then this war will continue."
- Guillarme le Conquerant, 1065 AD
The pestilence began in the winter of 966 AD, in the far east of Europe. The city of Warsaw was invaded by a horde of vampires
such as none had seen before: creatures of such exquisite cruelty that the Tzimisce of that city were astounded by their power.
The town was soon overwhelmed and its rulers executed in such a sadistic manner that the Tzimisce clan heads immediately
issued a blood hunt against those who had perpetrated it. The city, however, stood firm against such an incursion, the Children
within fighting back with incredible fury. Other cities soon fell to the Children of the Bitter Dark, and it was not long before the
Inconnu began to wonder from where these strange Kindred had come.
Monitors were sent out to investigate this bizarre bloodline, whose warriors were said to become one with the dark like the
Lasombra, overwhelm their opponents and cause agony like none before. The only conclusion these agents could reach was
that the Children were a hitherto unknown bloodline, possibly of Lasombra or Setite origin, and that their numbers were far
greater than any other bloodline so far encountered. To defeat them, the Monitors said, would be an arduous task.
"The Inconnu have sent out countless agents to discover whence these Children of the Bitter Dark Come. We have needed
none of them. I can say myself whence they come: from Hell itself."
- Prince Feodor of Wallachia, 989 AD
The Children of the Bitter Dark, or Blitters, as they came to be known, causes untold torment throughout the lands of Eastern
Europe before turning their attention to the west. Many of the Duchies of Normandy fell before them and their terror spread
through the land for decades before any new information was found to aid in their destruction.
In 1078 AD, a lone Blitter named Kestigyen was captured by Lasombra Monitors in the north of Spain. He fought furiously,
destroying seven warriors before his capture, and was only imprisoned through the actions of a skilled Thaumaturgist. Through
this Blitter, the Inconnu learned much of the intentions and powers of the Children of the Bitter Dark.

"You can twist me and burn me all you like. I will still stand straight and shit in your graves when this time is over. We are not
the same as you pathetic infants. We are like the hydra -- cut off our head, and another three will grow in its place. You will
never destroy us, for we come from the darkness you left behind."
- Kestigyen, Child of the Bitter Dark, August 1078 AD
The Inconnu learned much of the Blitters' weaknesses, and fed this infomation to the Ventrue and Lasombra rulers of Western
Europe. Armed with this, a second Blood Hunt was called against the Children who had driven much of Europe into disarray.
This time, the Blitters lost the battle, and those who were not destroyed or captured withdrew into the darkness from which they
had come.
Under questioning, the Blitters who had been captured revealed little about their bloodline. Indeed, few of them seemed to know
much about their history. They were singularly resistant to torture, and what little secrets they revealed seemed intended to
simply tantalise their captors. All that was revealed was that the Blitters had come from the steppes of Russia some three
hundred years earlier, and had been reborn with a bitter hatred for all unlife and life alike. Their entire philosophy seemed to
revolve around the seizure of what they felt was theirs by right -- the lives of those around them. Murder was raised to an art form
within their order, deception to a virtue. Bitterness was at the core of their being, bitterness for the life taken from them and the
life they desired to recapture. They came from the dark and forced others into it on their behalf.
Those Blitters captured were destroyed, but others have since raised their heads. It is believed there are few remaining, but
those who appear seem vaguely amused with the notion of their virtual extinction. Few things are certain; that the Blitters are a
dangerous and insidious force in the World of Darkness is one absolute.

Appearance
The skin tone of Blitters has a slightly jaundiced, yellowing look. Their complexion is of slightly waxy appearance and their hair is
usually of extremely dark colour, most often black. Their eyes are exceptionally bloodshot and their whole appearance is of bad
health and pallor. Whether this is to due with neglect or the simple facts of their existence is not known. Their dress, though
occasionally outlandish, tends toward normality; their efforts at terror and subversion are much more effective if they do not draw
undue attention to themselves.

Haven
Blitters take Havens anywhere they will not be noticed. They do not like company, whether it is with mortals or other Kindred, and
desire to be alone much of the time. When residing in an urban environment, Blitters will usually be consumed with desires to
destroy their surrounding area, so they do not usually interract with others for long periods of time.

Background
Blitters are found in all cultures, though are most common within the industrialised west. A promising candidate for the Embrace
is a mortal who seems to have a grudge against all of humanity, or one who is simply disenchanted with life at large. The Blitters
will occasionally Embrace a mortal who is happy and at peace with her life, simply as an act of malice and spite.

Character Creation
Any violent or deceptive concept is appropriate for a Blitter, as they are created of all walks of life. Most common are Vigilantes
or Criminals. Many place great emphasis on Physical Attributes and Talents, though not usually at the expense of their Mental
and Social aptitudes. While a Blitter will rarely go out of her way to be likable, they are usually extremely manipulative and
intimidating. Their Natures and Demeanors are always different, as Blitters hate to reveal the way they truly feel. Most Blitters
have a Deviant Nature, though Autist and Survivor are also common. Bear in mind during Character Creation that these are
creatures of all-consuming bitterness, hatred and cruelty. This fact should permeate their entire being.

Clan Disciplines
Dominate, Obtenebration, Suspiria

Weaknesses
Blitters have an inborn hatred and fear of their bloodline itself. This does not manifest itself in interaction with others of the
bloodline, but can have very extreme effects when a Blitter is presented with her own appearance. A Blitter's reflection in a
mirror is somewhat blurred and indistinct, and this occasionally reveals them for what they are. However, a Blitter seeing her own
reflection in a mirror must make a Willpower roll to avoid Frenzy, or begin blindly attacking the reflection in a rage. A Blitter
trapped in something akin to a hall of mirrors must make an additional roll to avoid Rotschreck.

Gaining Clan Prestige


Though the members of this bloodline rarely interact with each other due to lack of numbers, they are fiercely loyal to other
Blitters. Renown within the bloodline is gained by committing acts of violence and terrorism against mortals and -- particularly --
Kindred of the Camarilla and Inconnu. They feel less hatred towards those Kindred who are members of the Sabbat, and even
respect some members of the Black Hand.

Quote
"I was born in the darkness from which you ran away. Now I'll take you back there with me."

Stereotypes
Brujah: They enjoy tearing things down, but then try to build their own dreams in their place. Such futility is their undoing.
Gangrel: Creatures who pretend they are wild while running with the worms which infest the cities. We'll show them the meaning
of the Beast.
Malkavian: Shut them up before they say something dangerous.
Nosferatu: Twisted in body, but they have learned to sublimate their rage and bitterness. Foolish. It leaves them defenceless.
Toreador: The only thing a Toreador is good for is a bonfire.
Tremere: These Warlocks are on their way to discovering something powerful. Don't let them get there before us.
Ventrue: Fat, worthless, powerless and weak. Show them the futility of their achievements before you tear them apart.
Caitiff: Dead flesh waiting to be torn apart.
Assamites: Dangerous and deceptive, but otherwise worthless. Cull them.
Giovanni: We will bring their petty games to an end, and make them watch all their dreams go up in flames. Ha.
Ravnos: Pathetic.
Salubri: The only good thing the Tremere ever did was bring down this excuse for a Clan. If you find any survivors, show them all
the mercy they once showed us.
Followers of Set: Some say these silver-tongued snakes were the ones who gave us birth. Let us prove their idiocy by wiping
them from the face of this earth.
Lasombra: It's hilarious to see how these idiots still think they're in control of things. Well, let them count on our help, and let
them indulge their fantasies a little longer before bringing it all down on their heads.
Tzimisce: Say nothing of the Tzimisce. Say nothing to the Tzimisce. Stay away from the Tzimisce.
Lupines: Oh sure, they'll save the world from the Apocalypse. And then we'll jump out from behind a curtain and say 'Boo! We're
back!'
Mages: Too mad to work with, too dangerous to ignore. The best thing to do is just kill them.
Wraiths: Dead things. That's the way we like them.
Changelings: Suffer the little children. That's just the way things are, or, failing that, the way we'll make them.

Camarilla / Inconnu Information on the Blitters


Virtually all the information the Inconnu and Camarilla have on the Blitters was gained from the interrogation of Kestigyen in 1078
AD. It can be summarised in four concise statements: 1) They come from the south-east of what is now known as Russia.
2) They hate humans, vampires, werewolves and virtually everyone else equally.
3) They are frightened of their own reflections.
4) That's all you're getting from me.
The Camarilla and Inconnu know virtually nothing about the Children of the Bitter Dark; evidently Kestigyen felt that the secret of
their vulnerability was of far less importance than that of their origins. To this date, no captured Blitter has revealed more than is
already known. Interrogation and torture has little effect on them; attempts at persuasion even less so.
The very existence of the Blitters is unknown to virtually all Kindred Embraced after the sixteenth century; even to older Kindred,
their existence is not common knowledge. Among the Inconnu the possibility of another Blitter insurgence is a source of constant
dread.

Sabbat / Black Hand Information on the Blitters


The Sabbat and Black Hand know little more than the Inconnu regarding these strange vampires, despite the fact that, over the
years, several Blitters have worked alongside them. No Child of the Bitter Dark has ever revealed anything of their origins to the
Sabbat, no matter how close their relationship. All the Sabbat know, in addition to the information detailed above, is that the
Blitters revere a creature named "Mater Suspiria" or "Our Lady of Sighs", who appears to be related in some way to the figure
of Lilith in the Book of Nod. The common opinion within the Sabbat is that Blitters get the job done quickly, and there is no point
in asking needless questions.

Questions and Answers


"Secrets, secrets, so many secrets . . . so many hopeful pilgrims in search of our secrets, and so few willing to tell. What is the
sound of one hand clapping? How many angels can dance on the head of a pin? How many heads can the Hydra grow? So
many questions....and, my friends, I will not answer a single one for you. The suspense, I believe, is so much more enchanting
than any answer I can give to you. But I suppose I can answer your questions in a parable, of a sort....as you people seem so
fond of such fancies.
"Think, my children, of the years to come, the years of darkness that will come before and after Gehenna. The days when your
fathers and mothers will rise from the earth and devour you out of bloody-minded rage. Oh, happy days! A world cleansed of the
petty writhings of your most amusing organ. So . . . the long-dead will walk the earth, in the traditions of the mortals' much-
welcomed Judgement Day. And, of course, great Lord Caine will rise from his last resting place and look down upon us all, and
say 'This world is much filthier than when I left it; clean it all up, my children. So the Antediluvians will devour you all, and scrape
the filth from the world, throwing it into the dark void. But Caine will still not be satisfied, and so he will devour the Antediluvians,
casting them into the same place that they cast all of you. Where your much-loved Lilith fits into all of this, I am not sure, but that
doesn't matter, anyway. Lilith is a temporary fixture at best, so we will leave her out of this idle passion play. "So, to summarise:
the world will be cleansed of all its filth and grime through the will of Caine. But even then, it will still not quite be perfect. There is
still some infection to spoil its purity. So Caine will devour himself, and his last thought will be: 'Now it is done.' And then there will
be stillness, and time will begin seriously to pass. "I don't believe any of you have prepared for all this. I don't believe any of you
have a place to hide from the cleansing of the earth. And that is why I laugh. Because, in all my bitterness, in all my hatred of
everything that walks upon this planet, one fact remains: I have found my hiding place. I, and all my brothers. So, I laugh, and I
look out at all of you, and I laugh again. I will laugh as much as my dead heart pleases. Even as you burn me at the stake, I will
laugh, because I know that for all your fighting you have embraced your own destruction. No matter what you do to my bloodline,
we will still have our hiding place, and we will all be there laughing at your memory.
"So, if you like, think of that as you see me burning. Think, and muse, and wonder, and all the while feel the seconds counting
away to the final Judgement. All you can do is hope that Suspiria takes a liking to you. Welcome to the truth, my little angel;
welcome to nothingness."
- Extract from the interrogation of Susan Beckett (Solipsis), 23 June 1995
THE CHILDREN OF OSIRIS (revised)
By Sammy Coker (smcoke19@idt.net)

Description
Egypt was the birthplace of not only culture, but also of great magics long since forgotten. From these magics was Mestha
turned into the first mummy, Horus and others being mummified later. Some of the greatest sorcerers of all time, Isis, Nephthys,
and Anubis, became deified in myth. And from Egypt sprang two of the most unusual bloodlines among all of the Kindred -- the
Followers of Set and the Children of Osiris.
As told by Mestha, Osiris was a cruel overlord who banished his even more cruel brother from the Delta region only to later be
embraced. After his destruction at the hands of his also embraced brother, Osiris was finally reformed by the magics of a
grieving Isis and a vengeful Anubis to destroy the monster Set to save her son and Anubis' brother, Horus. But Osiris was even
more evil than they suspected. After being reformed, Osiris immediately attacked the son who had helped in his apparent
resurrection from final death, draining him to the point of death, as Mestha recounted. And then it began -- the titanic battle
between first Set and Osiris, and then Set and Isis, Set being the victor. What the recently-risen Mestha did not notice, however,
was that the lifeless body of Anubis was not so lifeless, after all.
As Osiris feasted upon his son, he realized that he would need aid to face his younger brother. Deciding he had found such a
way to defeat his brother, he began to embrace his son. But the process was to be interrupted. Anubis' half-embraced body was
left to witness the destruction of his father by his step-father and uncle.
When the battle ended, Set took Isis, Horus, and the half-embraced Anubis, and fled into the desert. There he would hold Isis
and Horus prisoner as he tried to understand the magical process which turned Horus into a Mummy. Knowing, however, that his
sister would not reveal her magics, and knowing that, should he embrace her, her magics would be lost, he turned to his nephew,
Anubis. Anubis would reveal the secrets to him, for even though his magics slipped away, his knowledge remained, and with the
knowledge Anubis gave him, Set would have himself mummified and rule the world with an army of immortal soldiers, not
hindered by Ra's light. So Set completed the embrace of Anubis.
Anubis, however, was of an incredibly strong will, and his hatred for his sire was carried over from his life into his unlife. As his
magics drained away with the last embers of his life, he was able to use the last of them to escape Set's clutches and his realm,
and he immediately began to try and build an army to destroy Set and rescue his aunt and half-brother. But this could be no
ordinary army; it would have to be an army capable of destroying the evil that Set had become. Without his magics, he would
have to use the one thing he had left -- his own unlife, which had been made much in the image of the evil which he wished to
destroy. So, in the same method that Osiris had created a strong army, so Anubis created an army, and he would claim his
father's vengeance as his own, declaring he and his progeny the Children of Osiris.
These early children were much like their grand-sire's, and their morals decayed as quickly. They fought Set for centuries,
eventually freeing Isis and Horus, but ever being denied the final victory that they sought. Anubis, however, contemplated his
situation, and, with the help of his aunt and half-brother, came to the conclusion that the only way to truly continue the struggle
against his uncle was to retain those shreds of humanity that seemed to try and slip away. With Isis' help, he developed a new
discipline to this end, one that would become known as Bardo.
As Egypt's power waned, so did the power of the Children of Osiris. They followed their sire, Anubis, who himself followed Set,
hunting him and those who aided him. Many of the original Children of Osiris, those sired by Anubis before he developed Bardo,
could often slip among the Setites, appearing to be much like the evil lord himself. Those created later reflected the calm
demeanor of their sire after he achieved a state of being able to retain and restore his own humanity. Always they hid among the
Kindred for fear that the growing Setites would overtly destroy them. So they sought to covertly infiltrate the Kindred society,
never publicly acknowledging their bloodline, their one constant ally an Antediluvian who shared what he knew of the peaceful
arts with Anubis while Anubis shared with him the discipline of Bardo.
For aeons, the battle between the Followers of Set and the Children of Osiris raged on. Finally, the Children's greatest hope
came in the middle ages when the Code of Hermes and the Hermetic orders were established. However, this hope would be
destroyed as Set's corruption extended even into the Order, planting the idea in a young magus in a small house that immortality
might be gained by studying the undead, an idea which eventually lead to the founding of Clan Tremere. The Children, however,
had their own ideas, and they influenced a rival of that young man, a man named Etrius, to foster virtue and maintain his
conscience despite the inhuman influence about him. And through him they learned a new discipline -- Thaumaturgy. Set,
however, plotted against the Children, and information which he fed to the newly-embraced lord of House Tremere led to the
destruction of Anubis' friend and ally, Saulot. Destroying the allies of his enemy, Set anticipated, might break the spirits of his
hated nephew's bloodline and its vindictive crusade.
The Children, already secretive, became even more so, concerned with the prospect that what had befallen the Antediluvian
might also befall them, and they became all but lost to the myths and legends, only the Salubri remembering anything of them.
Today the Children are a hidden and scattered lot. They have greatly evolved from their original state as being almost identical
with the Setites to appearing at times to look like Salubri or Tremere. Their evolution has caused their blood to grow thin over
the centuries. Anubis, himself, remains in hiding, but he and his progeny, the Children of Osiris, despite the changes they have
undergone over the millennia, remain united in their common cause, awaiting the day they will rise up and destroy Set and all his
evil.

Nickname
None, not known enough to have one.

Appearance
Children of Osiris are chosen from people who are altruistic, many being soldiers, homemakers, philosophers, and theologians.
Children, young teenagers, and the elderly are rarely chosen for fear they will not be able to defend themselves. In reality, there is
little as far as appearance that unites the bloodline.

Haven
The Children of Osiris make their homes anywhere they can be in secret, but they often times choose large cities so as to be
able to monitor and combat growing Setite influence.

Background
Depending on the time of the creation of the Child, Children can have almost any concept, from warrior to magician to
philosopher. Earlier Children may have lower Humanity, usually never lower than 6, and those embraced by them might do so, as
well. Later Children, although in reality they may be of equal or even lower generation, those who were embraced by someone
with Bardo or Obeah may have higher Humanities. Children take many different forms, their common goal to quash the evil
influence of Set being their unifying force.

Character Creation
Children can potentially have nearly any concept. They often have altruistic natures, although demeanors vary. Very few, if any,
have the Deviant nature. Mental Attributes and Mental Abilities are often primary, but this is not always the case depending on
when and by whom the character was embraced. Mentor is a common Background, as is Allies.

Clan Disciplines
See Weakness below.

Weakness
The blood of the Children of Osiris is inherently weak, not so much that those who possess it have the Weak Blood flaw. Each
Child begins with three dots in Disciplines. Typically, older Children, those who were Children before Anubis created Bardo or
studied Obeah or Thaumaturgy, have the disciplines of Protean, Serpentis, and Dominate. After Anubis created Bardo, those
embraced by him and their progeny typically had the Disciplines of Protean, Bardo, and Dominate, although, after Anubis
gained an ally with Saulot, rare Children had the Disciplines of Protean, Bardo, and Obeah or Bardo, Dominate, and Obeah.
After the creation of Thaumaturgy, some developed Thaumaturgy as a Discipline. In reality, any beginning character gains the
advantage in that he or she can have reasonable background to distribute their dots in Disciplines among Protean, Serpentis,
Dominate, Bardo, Obeah, or Thaumaturgy; however, all share the drawback that only one of those Disciplines chosen at
creation is treated as a Clan Discipline for the purposes of advancement, paying 8 times the current level to advance in any
others, and learning others from this list as non-Clan Disciplines.

Organization
There is very little organization left among this bloodline. At one time, there were armies composed of Children, but times have
changed. With the Children and their allies, the Salubri, in hiding, it is hard to maintain organization. Many cities, however, have
Pillars of Osiris in them, their guardians constantly alert to the ever-growing Setite presence.
Gaining Bloodline Prestige
Since Children are rarely able to meet with one another and spend most of their time seeking ways to destroy the Setites, they
have little time or desire to develop prestige. When it is a concern, one's efforts and success at their primary mission
determines one's prestige.

Quote
"You who see the serpent's eyes often forget this is only to entrance you before it strikes. See the serpent as it is, for, if you do
not, it will destroy you and everything in its quest for ultimate power."
CHILDREN OF CHRONOS
By Gareth Edward Vaughan (984271964@98.lincoln.ac.uk)

Description
Sometime during the 1930s, a 5th generation Brujah elder, Embraced during the Dark Ages, became disillusioned with his
Clan, and Vampire society as a whole. He went into seclusion, accompanied by a lone wolf cub and a collection of H.G. Wells
novels. He decided to try to create a discipline based around time, and discovered a close relationship between time and
space. He created the discipline of Temporis, and found he could teleport small objects as well. This bonus ability, he developed
into another discipline, Translocation. After working for 30 years, he returned to civilisation. Realising that he was the only
vampire possessing the secrets of time travel and teleportation, he began to Embrace a brood of vampires to guard these
powers should he meet Final Death. He instructed them to spread out and hide among the other clans around the world. He
keeps in contact with every one of his bloodline through his high Auspex, and personally approves any new neonates, after
recommendation from a Child of Chronos. He no longer Embraces Childer himself, but allows the referee to do so. He also
restricts the creation of ghouls in the same manner.

Nickname
This bloodline is largely unknown. As such, they have no nickname as yet.

Appearance
Members of this bloodline can have any appearance. The founder was educated according to the lessons and ideals of Ancient
Carthage, and allows any race or gender within the bloodline.

Haven
Havens tend to be the mortal dwellings of bloodline members, but a rumour exists of a cave complex somewhere in Canada,
protected by a pack of wolf ghouls, in which the bloodline founder resides.

Background
The Children of Chronos tend to be either scientifically minded or highly imaginative. They are usually of high humanity.

Character Creation
Children usually come from Scientist concepts or science fiction and fantasy readers or authors. Autist, Loner and Survivor
Natures predominate. There are no Tyrant, Monster or Deviant Natures among the members of this bloodline. Any Demeanour
is possible. Mental Attributes tend to be primary, as are Knowledges or Talents. Skills tend to be tertiary. Most members have
the Generation Background, due to the relative newness of the bloodline. Other common Backgrounds are Allies and
Resources. Children of Chronos almost always have the Time Sense Merit (if that optional system is used) to offset their
weakness.

Disciplines
Auspex, Temporis, Translocation

Weaknesses
No clock, watch or other timing device will function when touched by a Child of Chronos. Even hourglasses will freeze. Also, due
to the Brujah nature of the founder, all members of this bloodline have a +1 difficulty modifier to resist Frenzy.
Organisation
The founder keeps a close watch on the Children, and has the ultimate say on creation of Childer and ghouls within the
bloodline. Other than that, he seldom interferes with any of the members, and only when one Child's action might jeopardise the
bloodline as a whole.

Gaining Bloodline Status


Status is gained in this bloodline by age. The older the vampire, the more she is respected. Apart from the founder, no vampire
of this bloodline has spent more than 35 years since their Embrace.

Quote
"Would you like to do that again?"
CHILDREN OF THE NIGHT
By J.D. Simmons (jsimmons-der@worldnet.att.net) and Collin Steele

Author's Notes
First off, for the quotations and stereotypes, I did my best to preserve a sense of authenticity, but I'm sure I goofed up a bit. This
is pretty much the first draft of this bloodline, I would appreciate input at jsimmons-der@worldnet.att.net. it is very important to
realize that the name of this clan is literal; they are just children. Think Claudia from Interview with the Vampire; even if your
character has a Courage of 5 you have a child's Courage of 5. You may be able to look that mad Witch Hunter in the eye, but
when it's dark out and there's a creepy noise, your character better be scared, even if he's not showing it on the outside. The
secret to playing one is to think back to when you were three and you had to long jump from your bed and make a mad dash for
the bathroom because you knew the second your feet hit the ground, It was after you. Remember the fear and the joy, and
remember the wonder. Even in the dawn of time, when vampires were still new, even in the first city, there always have been
children brought into the unlife of the Cainites. Most have been pushed aside after a few years or destroyed, but none have
received any form of respect in Cainite society. However, this is going to change.

Description
In the year of our lord, 997, a Caitiff known as Banek tossed aside the shackles of slavery. He had befriended a group of
children and brought them to his sire. He hoped for his sire to embrace them, or at least make them ghouls so he could have
some playmates. His master misunderstood the children, thinking his childe had brought him dinner. Banek attacked his master
from behind and sank his fangs into his sire's throat. His sire dropped to his knees, too surprised and too shocked to fight back.
Banek successfully diablerized his master then and there, he awoke in a pool of blood, with the children crouched around him.
He took them in his arms and embraced all three of them; all three were small boys who have since rapidly grown in strength,
physically, mentally, and supernaturally. The four boys and one girl have since grown into the power structure of the bloodline.
The boys are Banek (the founder), Winkin, Blinkin, and Nod (his three enforcers/assassins/advisors), and the girl is Countess
Catherine (formerly an unwitting Tzimisce and the childe of a powerful voivode: she has left her clan to support this bloodline).
Banek and the band of other child vampires went on the run.
They formed an alliance, a circle of trust and friendship. They came up only to feed and acquire new recruits or sources of
information. They recruited any child vampire who wished to join and set up guardians in the largest cities around England. Any
child who was strong enough for life on the street or who needed protection was inducted. The inner circle remained
underground for the next two hundred years, requiring their children to be their eyes and ears. For two hundred years no kindred
became aware or their existence. Occasionally Children would kidnap a powerful elder from a city and drain their knowledge
with a strange weapon known as "Memory Bane." Memory Bane was a sword that stole the memories of any it killed and gave
them to its possessor (thereby giving the inner circle a direct non-consenting source for knowledge on many different
disciplines). However it was strangely lost in the year 1098, and they have not seen it since (it resurfaced in the age of
exploration and was found by a group of Technomancers who claimed they created it and called it the "Conquistador's Sword",
it disappeared again and then was rediscovered in the Amazon; for details see Rage Across the Amazon in the section dealing
with Samuel Haight). However, back to the Children, the damage had been done. The Children of the Night had a basic
knowledge of most disciplines, including over half the Thaumaturgic paths and rituals, and were prepared to face the world.
They resurfaced in 1198, and went on a small quest for new recruits. They gathered several and due to Banek's incredible
nature (he is one of the few of the clanless who could actually create a new bloodline) they have begun the bloodline known as
the Children of the Night. Their first steps in this new world, currently the Dark Ages, was to begin earning allies. They
approached all the clans with their new bloodline, swearing to stay out of other clan's business in exchange for protection. They
gained the acceptance of the Brujah, Malkavian, Gangrel, and have feigned a friendship with the Tremere, though the Children
only really want further knowledge of Thaumaturgy. Until the Dark Ages, the children were unheard of, except the occasional
rumor of a child vampire running amok. Never once in all the bloodline's years of kidnapping and torture did even a single victim
escape, and the members of the bloodline needed the family and companionship too badly to turn traitor. So for the early years
of their existence the bloodline remained secret from the other kindred. Winkin, Blinkin, and Nod were all powerful vampires in
their own right, and would attack any kindred who managed to capture a fellow Child, liberating their brethren and destroying any
kindred or kine that stood in their way. Banek and Countess Catherine were both familiar with the ways of kindred and instructed
their bloodline in the politics of the damned and of the views of many of the other clans. If nothing else has been accomplished,
the bloodline is at least a home for the unaccepted among the damned, the orphans and love toys of Methuselahs and sadists.
The children have a bond stronger even than one forged through blood.
Children tend toward respect for life, a love of God, and a respect for nature. These qualities have allowed them to get in close
with the Brujah, especially. Most Children are Catholic by nature, though this not an official stand; there are many atheistic
members of the bloodline. However, majority hold deep spiritual belief in the Bible and God. This causes many members to
follow the Road of Heaven; the non-Catholic members tend to follow the Road of Paradox. Due to a few certain passages in the
Bible referring to children as being divine, the Children of the Night often develop a holier-than-thou outlook. Afterall, the Bible
says they are the chosen and that only one with the faith of a child may enter into the kingdom of Heaven. Many Children
eventually turn to knowledge and apprentice themselves out to other kindred or spend long nights in rich people's libraries or
amass their own great libraries. In truth this great lust for knowledge is rooted in a psychological need for maturity, and they
believe that just because they cannot be adults doesn't mean they cannot act like adults. Many Children have an aura of maturity
well beyond their years. The only true weakness of the Children is that they are not truly whole beings. The very first decade of a
Child's unlife is very difficult and many commit suicide when they discover they can never become true adults. Many others go to
Tzimisce to gain help from Vicissitude or to a Cappodocian hoping that their knowledge of death and age can cause them to
grow to physical maturity even in their ageless lives.
There is one highly important fact that the average Child takes for granted that any Tremere would kill to know, the Salubri still
prosper. Indeed the clan Salubri, long thought to have been all but exterminated by the Usurpers, still lives on in the midst of the
Children. The story is told that soon after the Children joined together a Salubri running from a party of Tremere came to them.
How the Salubri knew they existed remains a mystery, but still perhaps it was a blessing or an accident. The Salubri had with
him seven of his childer who were all physically children, a coincidence most lucky, and begged Banek and Catherine to take the
childer and hide them from the Tremere. Catherine did one step further and accepted the Salubri children into the ranks of the
Children of the Night, the first recruitment by the Children of the Night. The sire then ran off. The party of Tremere arrived at the
haven of the Children, but the Salubri were too well hidden and only three young and weak members remained in the open. The
Tremere believed they had found a very small coven of child vampires. They moved on and later caught the sire, who killed
himself to save himself from Diablerie. The secret of the Children remained safe as always, but with a new catch. The Salubri
were inducted and have become equal to the Children in all but numbers. Approximately 1/3 of all Children are truly Salubri.
Banek laid down rules about the new crossing of powers: no one is allowed to use Valeren openly unless there is no alternative.
If the secret of the bloodline and its charges escaped.... Banek had his own reasons as to why he needed these Salubri; he was
a powerful leader and knew that soon they would be forced from hiding and when exposed they would either be exterminated or
embraced; he chose to embrace. His plan is that they hide as long as possible, allowing their numbers to grow through
recruitment and Embrace until they are of a formidable size and strength; he believes hiding in plain sight is their best tactic.
When the time is right, the Children step in with their Salubri charges and present them to those who would except them and use
the Salubri to gain allies. Now that they have taken these childer in, there is no turning back. If the Tremere ever were to learn of
this, the Children would be slaughtered without any allies to support them.

Sobriquet
Brats

Appearance
Most Children of the Night resemble children in all aspects. They have dark wavy hair, maybe freckles. However a Child's skin
does not change color due to the Embrace. They are so young, life can never truly leave them, so always will their skin remain
the same. They take fire and sunlight damage as normal, though.

Haven
The Children do not have any true haven, though they tend to favor areas reminiscent of their homes in life. Often, however, they
will live in the area of an orphanage or a playground to remember happier times. Many Children refuse to sleep in coffins, as
many don't like being left completely alone and abandoned. Usually an entire coterie will share a sealed off room and even bed.

Background
Children of the Night come from any race, area, or sex. The only catch is that the Children will only Embrace children. Any adults
Embraced must have the flaw "Thin-Blooded" (Vampire: the Dark Ages pg 278); the Children of the Night's blood (no matter
what generation or age) is too weak to support an adult. Though they lean towards Embracing children who are orphaned or
being used or abused, they will gladly take any child. The bloodline is still much too young to be truly picky. The main concern of
this group is justice for the meek. They strive for the rights of the young, and avenge their own. Certain members are trained as
assassins, and these are almost as lethal as the Assamite Clan's assassins. However, they lack the overall finesse of the
Assamites and their sloppiness often leaves their hits in great pain.

Character Creation
Children of the Night tend to have either social or mental attributes as primary, but their abilities can be arranged in anyway
appropriate for their concept. However, due to the clan's weakness, they may not have beginning strength above 2, unless the
extra dots are purchased with freebie points. Judge is a good archetype for this clan, as they all feel the need to protect children
and often have the desire to gain vengeance for their own often as not abusive pasts. Child is obviously another common
archetype for beginning characters. As the Bible states that children are God's blessed, they tend to see themselves as divine,
leading them to the Roads of Heaven and Paradox. Those who take Paradox, often live to see the looks of surprise as the
predator suddenly turns to prey and is eviscerated by a small child. Children of the Night automatically get the following
merits/flaws (these do not add to their freebies and do not affect the number of flaw points the player can take): Small, Child, and
Sanguine Humour. Many also possess the merit Inoffensive to Animals. If a character ends up playing a Child of the Night
character who is physically mature, therefore not a child, she must take the flaw Thin-blooded.

Clan Disciplines
Children of the Night: Chimerstry, Imagicia, Potence
Salubri: Chimerstry, Imagicia, Valeren

Weaknesses
Children of the Night must take the flaws Short and Child, thereby rarely ever being taken seriously by adults. Their initial strength
attribute may not exceed two unless the extra points are purchased with freebies. They also suffer from monster-under-the-bed
syndrome (see below). Finally, they never truly grow up. No matter how old they get, they will never fully mature naturally, and
treasure childish things, like fear of the dark, etc. it is important when playing a Child of the Night to remember that they are only
children. They are not adults and don't always see things the same ways as adults do.

Organization
The organization of this clan is like a child's playhouse, but instead of boys only, it's youth only. Any adults found on the inside are
killed without question, unless they are being accompanied by a powerful member. The leader is whoever is most popular, and
popularity can sway in all sorts of different ways. Basically their leader is the Queen Katherine, but she is only a title; the true
power is Banek and his four first childer.

Quote
"So, to thee I am but a child. Thou willst respect me as thy equal, or thou shall see that I am more of a monster than a boy...."
(this is often followed by a series of laughter, jokes, and a loud scream followed by the sickening splat of intestines falling free.)

Stereotypes
Assamites: We could learn much from these strange children of Caine, but they would suck us free of our lives. Best to avoid
them 'til they calm down.
Brujah: Our true brethren. They would have peace and order, as would we. They would have balance, but how can they plan for
balance when there is none within their souls.
Cappadocians: Death is horrible, and they are cursed more than most, for worshipping death like a god can only result in
trouble. We would have dealt with them long ago, but alas why make more enemies.
Followers of Set: These abominations under nature must be destroyed, but we will stay our hand until the time is right.
Gangrel: We love them like brothers. Nature is God's gift, and those who deny it deny themselves. Gladly meet with them, and
gladly learn of their wisdom.
Lasombra: You claim to be our Lord's chosen, but your actions show not of the sort. You sit on your buttocks, and preach, when
the world calls upon your services. We are the chosen, and We will see Heaven when we pass on; you will see only flame. One
day we will send you to your doom, and will sit back and laugh.
Malkavians: These silly beasts make us laugh. Never cross a childer of Malkav, for they are our defenders.
Nosferatu: Aaaaaccccckkkk, what has died? Oh, it is that rat skulking in the corner. Would you like to see a real show of
stealth? Put your parchment away and we will contest.
Ravnos: Who do you speak of? These tricksters are good for a laugh, but they do not play well with others, and have the
nastiest habit of taking our toys. They did teach us our arts, but we have far surpassed the teacher.
Salubri: Our secret charges are as much a liability as an asset. We must keep their secret as surely as our own. One day we
shall release them upon the world and watch them reclaim what is rightfully theirs. Toreador: Art is to enjoy, not worship. The
final beauty you will see is your own life splattered across that crumpled canvas.
Tremere: Hee hee! Dance around them for they know nothing of true magic. Leave them live, though, for they brought about the
Gargoyles, a very amusing being who have been taken for granted. They may be a powerful ally in the dark nights to come.
Tzimisce: Do not allow the good Countess Catherine to know my words for we love her dearly, but her birth clan is a gruesome
and horrible lot. How one so magnificent could come from some so vile....
Ventrue: I would address them, but they can never lower their noses enough to see me.
Baali: Beware demons; only you are more blasphemous than the accursed Lasombra.

The Monster Under the Bed Syndrome


Storytellers may want to keep the exacts of this side effect a secret from their players to add another level of horror to the game.
Being children, the Children of the Night often suffer from nightmares (though not necessarily the flaw) and imagine there are
monsters under their beds. If a character is currently under that assumption (decide randomly at the beginning of the session)
and has a nightmare in his sleep, the monster will appear. This only occurs with Imagicia levels of three or higher. With levels
three and four the monster isn't real. With five it is an evil chimera with five points of energy, so materialization would leave it with
two energy (see below). Level four is basically an evil spirit that does not have the ability to materialize, but can freely
communicate with the vampire. Level six is a materialized monster that wants to eat you. Somehow that mean ol' bastard got
under your coffin or bed or whatever. You can feel his fetid breath on your face, his stomach is grumblin', and you know you are
what he wants. Roll 1d10:

1- Grumper: This bugger resembles a troll. It has pointy ears, a big mouth, and claws. It stands about five feet and has stats:
5 Str: 2, Dex: 2, Sta: 3, Per: 1, Int: 4, Wits: 1, and 4 health levels. Fudge on the Social attributes. The claws and teeth are for
show, although when it dislocates its jaw it can swallow you whole.
6 Dream Sledge: It's a small creature with big round eyes with no pupils, long arms and legs, and yellow skin. It just sits there
and stares at you -- until you move. At the first sign of movement, it throws itself onto you, screaming and tearing at you with
its claws. Str: 3, Dex: 4, Sta: 2, 2 Health Levels, Per: 1, Int: 2, Wits: 1
7- Turflmnquer: This is a moving shadow. When it appears, so does a Pit Grblfxr. The Grblfxr hides under the sleeping area.
8 You can't usually see or hear a Turflmnquer, but you know when its there. Your throat dries out and you need a drink, your
bladder tightens, you start shaking, you need to pee real bad. Despite the fact that you probably are physically unable to, you
still have the urge. You step off the bed and BANG! The Grblfxr has got you by the ankles. The Grblfxr pulls you under the bed
and begins frantically beating you. Slowly it stuffs you into its mouth, and it will try to carry you down to its lair to slowly eat
you. We suggest you don't let this happen. Str: 3, Dex: 5, Sta: 1, 7 Health Levels, All Mental are ranked 5
9- Truffle: Pray you never roll a nine or ten. Compared to a Truffle, a Grblfxr is a walk in the park. The Truffle stands twelve feet
10 tall, so your bed won't be on the ground anymore. The Truffle will devour you one body part at a time, starting with your toes.
Of course he'll skin you and slowly roast you first. Anything it doesn't eat gets saved for next time. Let me put it this way:
remember Hellraiser's hook scenes? Oh, by the way, the monster now resides in a magical cave right there in your room;
your room is the truffle's lair now. Anyone who stumbles in is fair game, and eventually it will go out hunting. Must suck. (yum
yum CRUNCH.) Str: 7, Dex: 3, Sta: 5, Mentals are all 1, Ten Health Levels.

All monsters share a few traits:


1. Any attempts at intimidation (by the monster against you and any other kids) automatically succeed. Against any non-
Children of the Night, the monster gets seven intimidation dice.

2. Sunlight banishes them on contact.

3. If they kill you, you do die for real.


CHILDREN OF HUNGER
By Mark Reynolds (shadow@tricon.net) (23 September 1995)

Nickname
Blood Brats or Ratlings

Description
There are few bloodlines as disturbing to encounter as the Children of Hunger. The sight of a dozen bloodsplattered, giggling,
feral kids as they swarm towards you is enough to make even the most insane Malkavian blanch. They are that rarest of things,
an abomination to both the Camarilla and the Sabbat. Their habit of congregating in 'gangs' which are usually far too large for
the local feeding grounds to support, combined with their willingness to let others clean up the frequent messes they make is the
reason for this unusual harmony between such disparate sects.
The origin of these obscene creatures is unknown, although, none are reputed to have been seen before the 18th century. They
seem to have developed concurrent with the inner-city slum in which they typically lair. While their origin may be in doubt, there is
little disagreement over what it means if they have decided to take up residence in your city; Trouble. These vicious little
creatures are difficult to discover before their 'gang' is established and even harder to root out after it is.
The Children usually range in age from five to twelve when they are first embraced. This has the dual effect of making them
susceptible to the hunger and making them less human than most of the kindred. Their youth makes it easier to accept their
undead existence as many of them have little frame of reference to compare their new (un)life to. When combined with the fact
that they are usually integrated into a 'gang' comprised of others of their new bloodline this results in a variant of Kindred with a
more twisted outlook than is usual even in the Sabbat.
The Children of Hunger organize themselves into a 'gang' that is in some ways similar to the packs found in the Sabbat.
However it is rare that these 'gangs' practice the vaulderie (although it sometimes does occur). Order is maintained by a single
leader who is usually signifigantly older and more powerful than the rest of the group. Often the rest of the 'gang' are all his
Childer and are often blood bound to him.
It is the Children's irresponsible behavior that leads to the friction between them and most other Kindred. True to their youthful
natures, they have little understanding of the consequnces of their actions. They feed as much as they like and are often
responsible for a sharp rise in missing persons cases in the areas they live in. Most Children view feeding as a game and are
rarely caught at it, but they are never discreet enough to satisfy the Camarilla, or for that matter even the Sabbat. Usually hunting
in groups, they seldom leave their target alive to be fodder again on another day. Typically, the gang will descend on their prey
like ravenous beasts and drain them dry. Generally they take the corpses as trophies or toys and keep them in their lair, but they
are irresponsible enough to leave a freshly drained corpse lying around for the Kine to discover on occasion.
Usually their lair is isolated and often unreachable by anyone larger than child size. Crawl spaces, heating ducts, service
conduits and such are their secret highways, allowing them a huge tactical advantage if anyone is foolish enough to enter their
lairs. Littered with toys (and the corpses of their prey), and located within a twisting labyrinth, a communal haven presents a
bizarre sight to those few who have seen it and survived. Even the Nosferatu are reluctant to enter a 'gang's' inner sanctum and
prefer to avoid contact with them except for the minimum of spying they feel is necessary.
The key to survival for a Ratling nest is the same as their rodent namesakes: quick breeding. Most nests will have at least a half
dozen members and often as many as fifteen. They will never embrace an adult and they prefer to create childer who are
between the ages of six and ten. Usually they seek out children who are abused or neglected and if possible, let their get's first
prey be their own tormenters. This initiation usually occurs while the newly created vampire is frenzied from bloodlust and in a
fashion similar to the Sabbat's creation rites tends to strip the subject of their humanity and prepare them for their membership
in the 'gang'.
The Blood Brats lives are centered around their games, a series of activities that combines the hunt with childrens play in a
macabre fashion. Hide and seek, cowboys and indians, and many other pretending games are warped in the Children's hands
into twisted versions of themselves that bring many of their preys' lives to an end in sheer terror and madness. Usually the 'gang'
will be split into several smaller groups that will take separate sides in these nightly entertainments with the competition brutal
and sometimes deadly. The Children create Childer more often to replace victims of their own excesses than the attacks of
other vampires.
Through necessity, lairs must be changed more often than with most kindred and seldom are useful for more than a few years.
However, over the decades many 'gangs' will return again and again to their favored havens and take up residence again.
Usually this behavior is rewarded with several easy meals from those foolish enough to have thought they could move into these
places safely.
Within themselves the Blood Brats have developed a society separate and complete from the rest of the damned. There is little
left to connect them with mortals or Kindred and they are content in this. Within the darkened confines of their haunts, they play
through the night at their grisly games ecstatic in their childlike lust for blood. It is hoped, for the sake of Kindred and Kine alike,
that their power does not grow. If it does, these horrors will engulf all that they encounter. Can you hear them? Can you hear them
playing in the night?

Appearance
Children of Hunger look, obviously enough, like children. They are seldom older than 10 when they are embraced and never as
old as 14. They usually dress in the remnants of whatever clothes they wore when they were embraced or any cast off clothing
they can find. Their priorities are usually childlike and this is reflected in their choice of clothing. They are often found in
mismatched clothing, oversized adult clothing and inappropriate choices of dress (a formal dress for crawling through the
sewers for example). Also they are frequently filthy, never bathing for years at a stretch in some cases.

Haven
Typically Blood Brats lair in deserted buildings deep in the inner city. They tend to honeycomb their lairs with passages,
concealed doors and 'forts' constructed for their games. Woe indeed to the street person who decides to enter their home...

Background
Children of course, usually between six and ten years of age. Frequently chosen for their abused mortal lives, derangements are
common even before the embrace...

Character Creation
Social attributes are primary, with physical secondary and mental least in importance. As far as abilities are concerned, talents
are usually foremost with skills second and knowledges a distant third. Most backgrounds are inappropriate as the Children tend
to live an existence free from the world at large. However the frequent practice of diablerie results in low generations being more
common than might be expected (additionally, powerful vitae makes it more likely the much despised Children will survive....)
They do have the occasional ghoul servant although these unlucky mortals are unlikely to live for long under their capricious
masters. Virtues place an emphasis on courage, and humanity is typically low. Many Children of Hunger follow the Path of Play
having lost all humanity in their twisted existence.

Disciplines
Obfuscate, Prescence, Protean or Childsplay (new discipline), Obfuscate, Presence

Weaknesses
All Children of Hunger possess the Child disadvantage conferring a two dice penalty on all pursuit rolls, and to rolls involving
being taken seriously by adults, a plus one to difficulty to resist frenzy rolls involving hunger and an inability to enter certain 'adults
only' clubs and other areas.

Stereotypes
Camarilla: Do this, do that, obey the prince, yah, yah, yah. Look just ignore them; they are adults like the rest and the never want
you to play or have any fun.

"These vermin pay even less attention to the masquerade than the Sabbat do, if that's possible. If you find them in your
domain give them the Final Death quickly. There is no other course of action to take."
-- Milos Prince of Nashville
Sabbat: They want to spend all their time doing dumb rituals and stuff and they want you to give them blood to drink all the time.
They suck. (snicker)

"Firebomb their lair and tell the Kine it was a gas main explosion. It's the most sensible course."
-- St. Albans Tzimice Bishop
Inconnu: Who?
"These childer represent the worst our kind is possible of. There may be a shred of childlike innocence still within them, but
beware, their hunger is probably stronger."
-- Deirdre 6th generation Ventrue monitor

View Childsplay discipline.


View Path of Play Path of Enlightenment.
CHILDREN OF LILITH
By Mister_S (11 October 1995)

The Rubricon of Lilith


(As translated from the ancient texts)
In the days after Caine created his childer, and his grandchilder roamed the First City, Lilith did appear to one of Caine's
children without Caine's knowledge. Lilith told Caine's childe of days to come, where a great war would fall upon them, and their
childer, Caine's granchildren, would rise up against them. She told the childe that if he did not hide from the eyes of Caine's
grandchildren, that final death would surely fall upon him. Lilith offered the childe of Caine refuge from the impending storm, for
she did favor this childe of Caine more than all of Caine's children. Heeding Lilith's warning, the childe did go with Lilith and hide
with her in the wilderness.
As the childe of Caine watched from afar, as surely as Lilith did warn, the grandchildren of Caine rose up against their own sires
and slew them. Fearful, the childe of Caine asked of Lilith if they would search for him, for surely they knew that he was indeed
missing. Consoled by Lilith, she told him that all was taken care of, and that she was safe within her arms. Again, as Lilith did
say, the grandchildren, satisfied with their hunt, did not seek him out. The childe spent many nights with Lili [......text is
missing......] n to the other children of Caine, Jahared took in his mind, a vile plot. He spoke to the others, and told them that he
would show them where this childe of Caine did make his haven. In this way, he knew that he would have the beautiful Lilith to
himself. The grandchildren of Caine accepted his offer, and greeted him to their coven.
Jahared did show the grandchildren of Caine the resting place of his sire after three days, for Lilith did leave the haven in search
of Jahared. A great battle occurred in the haven, and after great destruction was wrought throughout the haven, the childe of
Caine did perish and was taken by one known as Hakkim. Jahared was glad for the death of his sire, for now he believed Lilith
to be his and his alone. In this time that he was alone, for Lilith still had not returned to the haven, Jahared did return to the
wilderness and created children to accompany him.
Lilith did return to the haven in time, and seeing the havoc wrought throughout it, she questioned Jahared. Jahared did say unto
her that the childe of Caine was slain by the grandchildren of Caine, who did force the location of his sire from him. Lilith did see
through his lie, and she was enraged that this man would do such a thing.
Cursed are you, Jahared, for you did lie to me, and you did plot the death of your sire. Your crimes are great, and they stem from
the lust within your soul for me.
Lilith then cursed Jahared, and sent him into the sleep of death, and banished him from the lands of the children of Caine.
Lilith did then take the children of Jahared and pulled them under her wing, for they were lost in the wilderness without their sire.
She taught them that their sire had embraced them in a lie, and that they would never again be victim to his crimes, if they did
learn from her and grow strong.
The children of Jahared did agree and learned from Lilith the powers of truth and ways of the night. They did learn and grew
strong, but they did stay hidden from their brethren for Lilith instructed them to do so. Lilith told her new children that one day,
they would rejoin their brethren, and they would aide them in the fight against Jahared, for he and the other grandchildren of
Caine wished all their children ill-will.
After the days that Lilith did leave them, they did eventually emerge into the world, and disguise themselves from the other
brethren, awaiting the time when Lilith would permit them into the world...

The Ways of the Dreamers


The organization of the Children of Lilith is perhaps one of the most simplistic in all vampire society. This is primarily due to the
small numbers of the Children of Lilith that exist. The secrecy of the clan is responsible for their small numbers. This clan also
has remarkably low instances of duplicity or ulterior motives, due again to the small numbers that exist. This is also due to the
beliefs of the members.

Clan Structure
The leader of the Children of Lilith is known as the Thane. The Thane is known amongst the clan as the mouth of Lilith. It is
believed that the Thane has some form of communication with Lilith herself, and all direction for the clan is handed down to the
Thane. Thus, the word of the Thane is the word of Lilith. Disobeying an order from the Thane typically carries a punishment of a
quick Final Death.
There are other members of the leadership of the Children of Lilith, and these are known as the Magnates. The Magnates are
There are other members of the leadership of the Children of Lilith, and these are known as the Magnates. The Magnates are
the regional leaders of the Children of Lilith. Regions are defined typically by continents. There is one Magnate for Europe and
Western Asia, one in Africa, one in North America, one in South America, and one in Australia. The Magnates are the only ones
who have contact with the Thane on a regular basis and this is mainly due to security purposes. The Magnates communicate to
the Thane in their sleep in the form of dreams, the basis of their clan discipline Sublimate. They pass down the orders of the
Thane to the other members of the clan. The Magnates cannot punish members of the clan by themselves, they must have a
meeting where each Magnate must judge the indiscretion, and then sentence be carried out. This meeting is again held in a
dreamstate where the member in question is held prisoner during the day in a sealed haven until sentence can be given.

Clan Lifestyle
Each member of this clan, when embraced, goes through a rigorous learning experience. They each must learn the history of the
clan. In this way, rumors and lies can be dispelled. The Rubricon of Lilith tells the story of the clan's creation, and each new
member is required to thoroughly know the Rubricon before she is allowed to roam free. After the member is embraced and
properly trained in the knowledges and disciplines of the clan, she is presented to the Magnates and the Thane in a dreamstate.
There, the final arbitration of the neonate is made. If the member is worthy of becoming one of the Children of Lilith, she is
accepted by the Thane, and her name is recorded into the Chronicle of Lilith. If the member is not considered worthy, she is
taken by the Magnates and the Thane to a secret location, where they are reconditioned. All knowledge of the clan is wiped
clean from her minds, and the knowledge of her clan discipline is replace with one other. She is then usually released into the
world as a Pander. Some of the ones who are embraced are deemed unworthy are destroyed, for some are even deemed unfit
as vampires altogether, though this is typically very rare.
The other members of this clan are very few indeed. The exact numbers, however, are unknown to all but the Thane and the
Magnates. Each member is rather free to do as she pleases within a city, except for showing her true identity to other humans,
or other vampires. The Masquerade for the Children of Lilith is one of the most strict and most important known by any vampire
in the world today. Typically, any small instance of breaking the Masquerade can easily be corrected with the use of the clan
discipline, Sublimate. If the Magnates, or even the Thane must be involved to cover up the infraction, the punishment is usually
severe.
The nights of the Children of Lilith are typically very lonely, for they are not typically allowed to roam and interact with any other
kindred or kine without the knowledge of who they are being compromised. On the other hand, the Children of Lilith are
constantly working for the efforts of Lilith and doing her bidding in preparation for the attempted retaliation of Jahared. The
Children of Lilith have been aiding the Sabbat (behind the scenes) since their creation, and they wish to see their goals met, that
being, the destruction of the Antediluvians.
The Children of Lilith are required to meet once per year in the Dreamlands. There, the Thane discusses with the entire clan the
future of the Children of Lilith. In these meetings, the words of Lilith are passed down to them, as well as the year's history told to
the entire clan.

The Chronicle of Lilith


The Chronicle of Lilith is a book that is written by the Thane. The entire history of the Children of Lilith is kept in the chronicle, and
each and every members name is written therein upon their acceptance to the Clan. Even the names of the failed members and
those destroyed are kept within the chronicle, so they may trace any heritage. The Chronicle is guarded in a place that is known
as the Dreamlands. The Dreamlands is a location that is known only to the members of the Children of Lilith, and it is accessible
to any member.

Disciplines
The Children of Lilith employ the Disciplines of Obfuscate and Potence. They also use the Discipline of Sublimate. Only Children
of Lilith know the discipline Sublimate, and any attempts to each others of the discipline results in the pupil being quickly
destroyed, along with their teacher.

Stereotypes of the Children of Lilith


Assamites: They are downtrodden amongst their own kind. They are strong, but they shall fall easily to the plans of Jahared.
Their inability to drink the blood of other vampires will halter their efforts in the time of Gehenna.
Brujah: They are mostly rash, arrogant beasts. There are some, however who are scholars and intellectuals. These few are the
only hope of the Brujah, for they need to have a strong leadership to guide their extreme power in the end. Power without
guidance will do only superficial damage.
Caitiff: They are unworthy of the glory of Lilith, but they still have a use in Lilith's plans. If used properly, they shall be a great tool
against Jahared.
Gangrel: Their infrequent alliances with Lupines aide them more than they know. They are wise and are capable of great
rationalization, even in times of stress. They shall be great assets in the time of Gehenna.
Giovanni: They worry far too much about material things. If they were to open their eyes and face the real dangers at hand, they
would be a useful tool. However, if they persist in their ways, the end shall sneak up on them like a serpent in the tall grasses.
Malkavian: There is truth in their lies, there is wisdom in their insanity. They are the great visionaries of the vampires. Heed their
warnings, if you can decipher them. They know much more than they even are aware of themselves.
Nosferatu: They subvert their own kind, and trust naught but themselves. They shall never fully trust anyone, and hence, shall be
one of the first to fall to the sleeping ones fangs.
Ravnos: They are lost children, without direction. They fill their time with idle amusements. Some do realize the importance of
their role in the final days, but their peers seem to retrain them from their true purposes.
Toreador: They are self-aggrandizing buffoons who spend all too much time in themselves. They care little for anything but their
art, and other things they do care about hold little real significance. If they are taught to see the truths, like their antitribu brothers,
then perhaps they shall become useful in the final days.
Tremere: This clan of great power knows more than they will ever tell. They shall be one of the greatest assets during Gehenna,
however, only those who have broken the bond. The rest shall be taken down like ripe wheat in the harvest to the farmers scythe.
Ventrue: This clan is heading in the right direction by controlling kine and their assets, but this will be only a mere diversion in
the final war.
Camarilla: They are merely deluding themselves, going about their own agendas, while the constant threat of Jahared and the
Antediluvians approach. If only they could be properly warned of this threat. Perhaps when we are allowed to reveal ourselves,
they will listen, and hopefully it will not be too late.
Anarchs: They will be a great tool in the last days, for they should be able to see the real threats before them. When they do
realize the threat before them, they might be able to concentrate their forces and aid us in the fight.

Sabbat: They are brutal, and some antitribu border on mindlessness, but with their leadership clans, they should be able to
direct the sect in the right direction. They realize the threat that the Antediluvians pose, and they are constantly working to defeat
them. It is the Sabbat that we shall fight behind in the final days.
Inconnu: Not much is known about these reclusive vampires, for we are warned to stay away from them. What we do know of
them, is that they are no longer what they once were and many of them now have infernal aims.
Lupines: If they can be guided, they can aid us during Gehenna. Only if they are first convinced that Jahared and his
companions are truly the prophets of the wyrm.
Magi: We have been instructed to remain out of their affairs, and they present quite a mystery to us.
Wraiths: These are perhaps the only friend that we are permitted to freely associate with. Much wisdom can be gained from
them, and they can also aid you in quite mysterious ways.
THE CHILDREN OF CAINE
By Timothy Toner (thanatos@interaccess.com)

Description
Of all the Clans, the most predictable and least predicable are those that call themselves Malkavians. They are predictable in
that they are all insane, and they are unpredictable in how they use that insanity. But there are always exceptions to such rules.
Within the clan Malkavian, a less than secret clique has existed over the past 500 years. They share a single group dementia
which causes some Kindred to shake their head at the seeming lack of imagination, so distinctive in this clan. Those who try to
study this group know that they are far from powerless, and are dangerous in their own right.
Put simply, they as a group, individually and collectively, actively believe that they are Caine. They refer to themselves as the
Children of Caine, and travel the world, seeking those interested in the Progenitor, and actively making their lives miserable. The
Children do not discriminate in regard to politics. They equally terrorize the Camarilla, the Sabbat, the Inconnu; anyone curious
enough to wonder how it all began is the target of their inquisitive nature.
The response of the different factions is curious, to say the least. The Camarilla is angered by the intrusion of the Children in
their cities (since the Children never feel the need to present themselves, and when they do, the answer is always the same: "I'm
Caine), but the Children seem just as concerned about the preservation of the Masquerade. They will do nothing to embarrass
Kindred in front of mortals, but will come very close to it at times.
Because of the Path of Caine, the Children of Caine are revered, almost worshipped by certain members of the Sabbat. With
the influence of the Cainites, the Children can get away with just about anything. It is believed by the Cainites that the Children of
Caine possess secret information regarding the First, and that anyone that harms a Child endangers the information. Which
leads to the other significant factor: their virtual martyrdom. The Children tend to wander into dangerous areas, where their
presence is neither desired nor needed. They seem to face hostility with a child's innocence, not understanding that they're
angering those with which they speak. They have no fear of the most maniacal Sabbat, or the most powerful Prince, or even of
the most omnipotent Antediluvian. This attitude has cause not a little fear amongst groups unfamiliar with such open-faced
bravery.
The history of the Children of Caine is as straightforward and convoluted as the Children themselves. Those who speak only do
so after the scholar has been sent on a wild goose chase thousands of miles long and months in duration. In short, the petitioner
must be able to show that she really wants to find out the truth. Only after she has been taken past her breaking point, does the
"true" tale come out.
Their history, they say, begins with the history of Malkav and the Third Generation. The Second City was burning, the Third
generation having taken their bloody vengeance out on the Second Generation. Those who survived howled in delight as the
blood of their Elders soaked the streets. Then the door opened, and Caine awoke.
The Third Generation froze in panic. They had hoped the First would sleep, and sleep long enough for the Third to rally their
courage to take even him out. He walked past them, neither looking nor caring about the carnage that surrounded him. As he
walked out of view, the Third, expecting to be killed, shook their head in confusion. It was time to leave, they said. Let the Old
One wander into the pits of Sheol for all they cared.
Not so Malkav. He had howled with his brethren all the same, but had read something mysteriously powerful in the face of his
Grandsire. Something that haunted him, distressed him. He knew he could not rest until he knew what that secret was.
And so he journeyed all over the world, follwoing in the spirit and the footsteps of the Wanderer. Whever he went, there were
tales of the Sad One, who brought a small bit of suffering with his arrival, and left a small bit of bliss with his departure.
At last, after years of fruitless searching, he came upon Caine. It was in the mountains, where the cold, hard rock provided little
protection from the rising sun. It was suicide, following him up this far, but Malkav had to know.
He found him on a rocky ledge. "Why have you followed me. Why have you become a partner to my suffering?"
"When you left, I--I saw your face. It was-"
"Sad? Pathetic? Boy, I don't need your pity. Leave this mountain while you can."
"What do you know? I will not leave until I know it!"
"You are willing to die to learn the secret that destroys my soul? What kind of fool are you?"
"The worst kind. The inquisitive kind."
And then the First...smiled. "Yes. You deserve something for your hard work. As I was rewarded for my tilling of the fields. Very
well, I tell you this. In that place, from where I slept, I finally have been given the vision of totality, of pasts, present, and futures. I
know all the things I am responsible for, and all thing I cannot control. I was going to climb up this mountain, and toss myself off,
so that the secret would die with me. If such a fall could kill one such as myself. But I doubt it. It honestly never occurred to me that
someone else would be interested. I am flattered."
He held Malkav tightly, and whispered half the secret into his ear. It bled into his soul, and infected the blood which ran deep in
his veins.
"There. Now all your children will know a fraction of the mystery. It will run in your blood, and infect their souls as well. They will
burrow deep within their psyches to escape the horror, but there is no escape."
And then the First kicked the quivering mass of Malkav down the mountain, until he nestled in a crevice, safe from the sun's rays.
He awoke...changed. Renewed. He passed through India, and made his first Progeny there. They used the madness wisely,
enriching their existence.
After thousands of years, after witch hunts and pogroms against their kind, a group of Malkavians, fifty in number, clustered
together to talk of old times. The reason for the gathering mystified them one and all, until Kerwyn stepped forth.
He was not a Malkavian, but rather a Brujah who had heard the legend of the secret. If it were true, each Malkavian possessed a
fraction of that secret. Bring enough together, and perhaps someone could divine the secret from the mish-mash.
The Malkavians were impressed. No one had ever sought to take them seriously before. They smiled at the thought. As a one,
they decided to put his theory to the test, and submitted to his questions.
One by one, Kerwyn reached into their minds, and uncovered that fraction of the secret. The moment it hit the conscious mind,
something extraordinary happened. Their derangements evaporated when there was nothing left to hide.
And finally it was done. The grand experiment completed, the Malkavians turned to Kerwyn. He shrugged mightily, and explained
that it just didn't make any sense. Perhaps a bigger pool was necessary. Whatever the case, it was over.
The Malkavians disagreed. It made perfect sense...to them. Once they began assimilating it all, the pieces started falling into
place. They thanked Kerwyn, patting him on the back for his troubles. So demeaning were they, that Kerwyn began to lose his
composure, and demanded to know what it was. They reminded the Brujah that it wasn't his place to know such things. Then,
quite unexpectedly, they turned on him, and knocked him unconscious.
According to the story, they then formed a circle, with Kerwyn at the center, and through his blood, summoned the First. He
smiled at them warmly, and congratulated them for deciphering the first part. He then asked them if they were ready for the last.
As a one, they replied, "No."
The First was more than confused. "Why then was I awakened?" They pointed at the prostate form of Kerwyn. "He has
awakened us, at much cost to himself. He wants to know the second part. We think he should know it."
He bent low, and tasted Kerwyn's blood. It was, as they said, deep, rich, and inquisitive. "Very well. I will grant it unto him.
Realize, however, that such knowledge will make you subservient to him."
"We are but your Children."
"Leave us now. You know my secrets, thus you know a secret part of me. Go in my name, and seek those who dwell in
darkness."
They left, to find others and to free their minds.
The rest is speculation, based on what Kerwyn told his successor, and what his successor has told the successor, and so on.
Caine walked to the form, and asked him if he wished to know the great secret. Kerwyn, licking his lips at the thought, agreed.

"There are burdens to such power."


"I don't care! I've suffered so! Let me know!"
And Caine told him. And Caine gave him. The blood, tricking from the source, was too much for Kerwyn's humble form. It
ruptured and cracked, split apart. But theform that arose from it was mighty indeed. And at last, Kerwyn understood...

Nickname
(Can't be repeated in a family mailing list)

Appearance
Solitary figures of regal bearing. They walk with an air of sublimed defiance, as if the secrets that burn in their brains render a
nimbus of glory about them. Most of the time, they are soft spoken, dressing in clothes only slightly out of fashion, as pleasant
reminders of things past.
Haven
No one really knows. They wander quite a bit, and yet seem to hang around specific locations. Many have tried to follow them
home, only to lose them right before the dawn. It is believed that the Children operate a series of secret havens in several major
cities, havens so well hidden that not even the Nosferatu know where they are.

Background
Always Malkavians, usually those who are at the edges of psychosis (either hopelessly, dysfunctionally insane, or hardly crazy
whatsoever).

Character Creation
The Children value Mental traits above all, and have little need for the Physical.

Clan Disciplines
Auspex, Presence, Intercourse (Note: Before 1721, the word intercourse meant precisely what communication meant, and visa
versa. For some bizarre reason, almost overnight, the words switched meaning. The Children were directly responsible, but no
one's sure quite why). After the awakening from Malkavian to Child, one of the most interesting transformations occur with the
disciplines. All levels of Dominate are immediately transferred to Presence. Obfuscate is kept, but is seldom used. After all,
you're Caine. Who do you have to hide from?

Weaknesses
To become a Child is a very difficult thing indeed. It means opening your mind to all the things the Malkavians seek to hide from
through insanity. Children have no derangement, but they do have a suicidal bravery, that the Truth they hold in their bellies will
carry them through anything. Everytime a Rotschreck roll is made, failure means that the vampire will stay, no matter what the
risk. Only through success is free will maintained. Of course, if nothing can be proved by staying, such as everyone else
buggering off, and no one to save, the Child will simply wander off.
Further, a Child, when asked, will always identify herself as Caine. She will seek to hide knowledge until the asker has been
sufficiently tormented, and only then, when the petitioner has all but given up, will the information be told. All the while, she will
drop hints that lead to greater questions.

Organization
All Children roam the world, stopping in a place for a time, seeking those who desire information about Caine, and making their
life miserable, as was Malkav's. They all show deference to their leader, the Inheritor, but dare never to mention his name in
public. They will gather only when they sense that a candidate for Inheritor grows close.

Stereotypes
Nosferatu: Ah, cute kid. I told him, "Nos, if you keep making faces like that, one of these days, it's gonna stick."
Tremere: Who's he? Don't you mean Salubri?
Ventrue: Fussy eaters. Always pushy, too. Doesn't play well with the other children.
Gangrel: What comes of letting them play too long outside. Sometimes thay don't like to come back in.
Toreador: I knew we had problems when he _liked_ the piano lessons we made him take. What do I mean by we? Why me and
his mother, of course.
Brujah: Real hyperactive. Your best bet is taking a strap to their miserable hides once a day. They're so cute when they try to
make you eat it afterwards.
Quote
I'm Caine. Who the Hell are you?
CHILDREN OF CHAOS
By Brian-Joseph Baker (elomae@aol.com)

History
Dimitrius Peteus was the type of Ravnos that would rob a man blind and then some. He was the type man who didn't care who
he crossed and made that fact blatantly clear to everyone that his path crossed. And then, during the Dark Ages, the evening
would come that one of his victims would return the favor in kind. But this particular victim happened to be a Malkavian.
Immediately upon realizing what Dimitrius had done to him, which had only been to steal his coin purse, the Malkavian turned his
powers of Dementation on the unwitting Ravnos. But, to the dismay of the Malkavian, Dimitrius' derangement turned into his own
undoing. Dimitrius turned upon the Malkavian and immediately attacked him. Before he could do a thing to stop him, Dimitrius
began to diablerize the Malkavian.
When it was over, Dimitrius' perceptions of the world around him began to change. His derangement began to kick into full gear.
As Dimitrius saw it, the only way to stop any other Kindred , including the Antediluvians, from doing to him what the Malkavian
had done was to take their power as well. To this end, the Ravnos began pondering on how to do this. He knew of no power that
could put his victims at such a disadvantage that he could continue his interests without another possible threat of reprisal. It was
on this evening that he began constructing the Vertigo Discipline in his mind. The power had to have the ability to give him
complete and ultimate power over his victims.
Many years would pass; during those years Dimitrius labored over the creation of Vertigo. At first, his powers began to manifest
themselves subtly. But as each new power came about, it was more frightening and powerful than the last. Then the day came
when he began his quest. As it turned out, at this point in history, the playing field had changed in his favor.
During this time, the Holy Roman Church began hunting down all those they believed to be enemies of the faith. A great many of
these "Enemies" turned out to be Kindred of rapidly increasing age and power.
It was during this time that Dimitrius struck. His first victims would be a group of Kindred Nobility in the mountains of Italy.
Apparently they had thought that by isolating themselves they could protect themselves from the coming storm. In a sense they
were able to; the flaming torches of the Church never touched them.
But, one evening would come when a swarthy-skinned stranger would come to the gates of their mountain fortress and ask for
shelter for the evening. During this era, hospitality was an oligation that was taken very seriously. Dimitrius would be admitted
into the fortress.
When the morning light would again touch the walls of the fortress, all within were no more except their Gypsy guest. During the
course of one single evening, Dimitrius went down in generation at least four times.
When night once again settled in those Italien mountains, Dimitrius gathered his things and once again moved on. This time his
destination was Rome.
Over the centuries, the city of Rome has had its share of Kindred guests. But when Dimitrius entered the city, he would begin a
night of terror that the Elders of the Camarilla still have yet to forget. It was on this night that Dimitrius reached the Seventh
generation through diablerie. It was also on this night that the Children of Chaos were born.
Shortly after diablerizing one of Rome's noble Toreador lords, Dimitrius searched the city over for one to give his Embrace to.
As he saw it, the only Kindred who deserved the right to wield the kind of power that he did would be one of his own blood. The
first in his bloodline would be one of the raving mad, a street beggar.
Over the centruries that would follow, Dimitrius would Embrace many. One of the values that he would instill in his "Children "
would be that of loyalty to one another. They were all part of a family, his family. When one benefited, they all benefited. When
one committed a crime against another, all would take part in the destruction of the offender.
As the centuries would pass, the Children of Chaos would grow in numbers, spreading across Eastern and Western Europe like
the plague. It was during this time that the Leaders of the Camarilla would make the deal that they have lived up to til this day.
The Children have the right to pass through any domain so long as they abide by the laws of the local noble Kindred lord.

Progenitor
Edgar St. Claire (aka Dimitrius Peteus)

Nickname
Flakes
Appearance
The members of this bloodline come from many walks of life. Most prefer to dress in the darker colors, and tend to dress more
like the Toreador, rather than the gypsy garb of their Ravnos ancestors. Blending in with the local Kindred is what the Children
seem to do best.

Haven
The Children prefer to find a communal haven where all can stay at when they enter a city. Once this haven is established, at
least one of them will remain in that particular city to maintain the haven in case members of the Bloodline decide to return to that
city.

Background
The members of this bloodline tend to come from the streets, but this is not always the case. As the Children see it, those who
have grow up on the streets have the ability to survive and thrive in some cases. They are that much stronger than the average
Kindred neonate for that reason, and it is they who have the right of the Children's Embrace.

Character Creation
The Children of Chaos can have any type of concept, but most tend to lean towards that of criminals. The reason for this is
because larceny of all types seem to be bred into them. The Demeanors rarely reflect their actual Natures. Mental Attributes are
always primary, as are Talent Abilities. Children nearly always have the Mentor Background Trait.

Disciplines
Chimerstry, Fortitude, and Vertigo

Weaknesses
All members of this bloodline have some sort of Derangement. In fact, characters begin the game with one. The player may
choose any Derangement, but the character will never be able to completely overcome it. Only through the use of Willpower can
that Derangement be surpressed for a given scene.

Organization
The Children of Chaos believe themselves to be a family, and as such, they are very protective of one another. A crime against
one is a crime against all in their eyes. This rule also extends within the bloodline as well. When one of the Childrem committs a
crime against another, all Children in that particular city take part in his punishment, no matter what it is.

Gaining Bloodline Status


Gaining Status within this bloodline tends to be rather hard. The reason this is so is because the Children delight in creating
chaos within Kindred and mortal society. The way they do this is by subtly engineering pranks that by the time they go off, only
the Child who is resposible can claim credit for it. One such prank donated the sum of a certain Ventrue's bank account to the
pawn of his Brujah enemy.

Quote
"I'm not crazy. I know exactly what I'm doing. By the way, pass me the blowtorch ."

Stereotypes
The Camarilla: These guys are the greatest. They sit in their musty towers and mansions waiting for their enemies to move their
pawns. But what they don't know is that when we are nearby, it is rarely their enemies who are moving their enemies' pawn.

"The Children of Chaos are an odd bunch, some of these guys can get very flaky. They seem to be upholding the Traditions;
I say we just leave 'em be."
-- Marx, Brujah of Boston
The Sabbat: Ok, I have to admit that sometimes these guys can be pretty cool at times. But I'll tell you this, never turn your back
on one that is still moving.

"These guys just plain scare me. Of the ones I have met, they all seem to be nuts. Any group of vampires that are kookier
than the Malkavians have to be up to something, and it can't be good!"
-- Malkavian antitribu of the Sabbat
The Inconnu: Old codgers, 'nuff said.
"No comment."
-- Thomas, Inconnu Monitor of New York City

What the Clans of the Camarilla Know


The Children of Chaos are a Bloodline that originates from somewhere in Eastern Europe. No one is quite certain exactly where
they came from, or from which Clan they were spawned.
Current guesses tend to lean toward either the Malkavians or the Ravnos. Part of the reason most tend to believe the
Malkavians were responsible is because of the inherent insanity that seems to run rampant throughout members of this
bloodline, that and the fact that not even the Malkavians play pranks as lethal or engineered as those of the Children. The reason
that some tend to believe that the Ravnos were responsible for this bloodline is the fact that the Children are as apt at uses the
powers of Chimerstry as any of the childer of Clan Ravnos. But, the one thing that all of the Clans know is to not screw with these
Kindred. The Children are a close knit group of Kindred, in some ways, a more closely knit group than even the Giovanni.

What the Children Know


The Bloodline's Progenitor, Edgar St. Claire, secretly known as the infamous Kindred, Dimitrius Peteus, was Embraced
somewhere during the time of Charlemagne.
The name Dimitrius Peteus is reviled by most Camarilla Elders. The reason for this is because when the Inquisition came
crashing down on the greater half of the Kindred of Europe, Dimitrius went gunning for the Kindred Elders for their Vitae,
effectively lowering his generation many times throughout this period in history. His name is on the Kindred Most Wanted List
that the Camarilla has been using to find and destroy kindred that have committed the most heinous crimes against Camarilla
laws.
Children of Chaos each start off unlife with one derangement, this derangement can never be removed. This may be the final
curse, before his untimely demise, of the Malkavian responsible for them.
CHILDREN OF THE FLAME
By Wilhelm the Slayer (uberjedixx@aol.com)

Description
The Children of the Flame are thought to be an offshoot of the Ventrue Clan. Many of the Elders of the Children are deeply
involved in politics and business (both legal and illegal). Most of the younger members, however, roam the streets looking for a
chance to show off their uncanny control over "The Flame." The Children of the Flame are rumored to organize arena fights
between Children, Gaerini, Windrazers, and other Kindred who have control over the elements.

Disciplines
Fortitude, Pyronics, Pyrotechnics

Weakness
Children of the Flame have a weakness very closely related to that of the Toreador. A Child may become entranced if he sees a
perfect flame (if he doesn't go into Rötschreck).
CHILDREN OF LILITH (version one)
By Doug Yeet (74243.2611@compuserve.com) (3 April 1996)

History
In the World of Darkness, there exists a bloodline of vampires so rarefied, so secretive, that even some of its own members are
unaware of their heritage. They are The Children of Lilith. Long ago, after she was left alone in the darkness of Nod by Caine,
Lilith gave birth to her own bloodline, with a power so unique and so powerful that Caine declared them Autarkis, outcast. For
millennia, the Children of Lilith have walked the deepest shadows. A few Methuselahs who know of the Children disregard them,
thinking them uncaring observers of the Jyhad. Others fear that the Children of Lilith are powerful players in the eternal struggle.
No one is certain.
The true Children of Lilith are powerful beyond imagining. There are fewer than 50 of them in the entire world. They do, however,
sire many Caitiff. These clanless sometimes eventually are rejoined with their parent clan; often they are not.
The Children of Lilith wander the earth, pursuing their own aims. Many of the Children seem to have an insatiable hunger for
knowledge and learning. They often teach their childer the old truth: knowledge is power.

The Gifts of Lilith


The Children of Lilith are extraordinary in many ways. For the Children, it is child's play to learn new disciplines. They learn
established, common disciplines as if they were learning how to play a simple game. Even rarer disciplines like Nihilistics,
Temporis and Obeah are easy to master. In game terms, all disciplines cost Current Level x3 to learn.
Even more extraordinary is the Children's power to learn any sort of non-discipline powers. Garou Gifts, Wraith Arcanos,
Mummy Magic, Changeling Arts and Realms, reality-warping True Magick and even the powers of spirits are open for Children
of Lilith to learn, though it is somewhat difficult to do in certain cases. The experience and freebie costs of these powers is twice
the normal costs for members of that group. i.e., Learning a new Sphere of Magick would cost 20 experience and cost current
rating x 15 to raise. And learning some things is just impossible; theoretically, a Child of Lilith could learn the Nexus Crawler's
Warp Reality Charm, but first she would have to get the Nexus Crawler to pay attention long enough and not kill her.
Children of Lilith are considered to have no tribe, breed or auspice for learning Garou Gifts. Rage and Gnosis are replaced by
Blood. They have no kith for learning Changeling Realms, they cannot gain Banality, and their Blood is used as Glamour.
They are considered Orphans when learning True Magick, and their Arete starts at one. Children of Lilith do not take Paradox in
the normal way. Instead, they take aggravated wounds when they would gain Paradox. Blood is also used as Quintessence. For
Wraith Arcanos, Blood replaces the use of Pathos or Corpus. The usefulness of some Gifts, Arcanos and other powers are
questionable, such as the Embody Arcanos or the gift Razor Claws.

Lilith's Curse
Despite their power, the Children of Lilith are cursed, even more than the Children of Caine. The Children of Lilith are
considered vampires in every respect, with the normal vampiric weaknesses. However, because of their ability to gain any
power, they tend to take on the weakness of those whom they learn their powers from. For instance, if a Child of Lilith, Dorian,
were to learn Dementation from a Malkavian, he would gain a permanent derangement, just as the Malkavians have. Being
taught Obtenebration by a Lasombra would make Dorian lose his reflection. These weaknesses are permanent. Thus, Children
of Lilith who have been around for a long time are generally very odd creatures with strange quirks about them.
If a Child learns powers from creatures that are not vampires, even stranger effects may occur, at the Storyteller's discretion.
Learning changeling Arts, for instance, will mean the Child of Lilith begins to take on certain aspects of changelings, such as a
vulnerability to iron and kith frailties. Being taught Magickal Spheres instills a portion of that mage's paradigm into the Kindred,
as well as now being subject to Paradox. A Child of Lilith will never take on the beneficial traits of a being by learning disciplines
or other powers from it -- it's called a curse for a reason.

Important Note
The Children of Lilith are not really intended for use by players. They were created to be used as plot devices and NPCs. It is
simultaneously an enlightening and frightening experience for your players to realize what that Ventrue elder really was after five
or six stories of fighting off his machinations. The Children of Lilith are simply far too powerful, complex and rare for any player to
be one without seriously disrupting game balance. It is feasible to play a Child of Lilith Caitiff, which would mean the character is
unaware of their powers or true nature.
CHILDREN OF THE MIND
By Mazer Priest (cymmerian@hotmail.com)

Description
A new group, the self-proclaimed Children of the Mind claim no particular origins. Some speculate Caitiff origins, though the
Children seem to have blood too thick to have come from the clanless. Others point Ventrue, but despite their practices of
Embrace, the Children have no particular quarrel with feeding on almost anyone. For the most part, however, the Bloodline
remains unknown, having surfaced only within the last ten or twenty years.
All of the Children of the Mind are just that: Children. The Bloodline will only Embrace children, ordinarily a vampiric taboo. The
Children do this for a reason. Children's minds are the most malleable and adaptable, and in this modern world of change, that
makes a difference. There are two schools of thought on why a child's mind is so ready to learn, both of which work for the
Children. One is that the chemical composition is different, the pineal gland more readily applying its learning hormones. If that's
the case, an Embraced child will have a un-life of pineal enhancement, always ready to learn. The second school says it's merely
a matter of experience, and the lack thereof, that makes children so ready to learn. If that's so, then all the better that the child
learn most of his experiences as a vampire, for that will be his state until the Final Death.
The Children of the Mind are mental adepts, concentrating on their adaptability to the modern world and their own abilities to
learn. As such, they have already begun to develop a new discipline, Prodigenus, the Way of the Mind. Already there are
Children on the border of mastering Prodigenus, which speaks well of its effects. The Children have also recently forged
something of an alliance with the Burning Men, taking the secrets of Vitanimae in exchange for some secret service.

Nicknames
Prodigies, Kids, Brats

Appearance
Although all of the Children are children, there seems to be few other consistencies. Though few Children exist as of yet, there
seems to be no boundaries on gender or race or style of dress. While the youngest Child was only three when Embraced, most
are older, with the oldest being almost sixteen.

Haven
Children seem to prefer confined spaces, as their bodies are smaller than most and able to squeeze into spots that others
cannot. They also seem to prefer an area with many exits, as well as computer access.

Background
The Children have formed a Bloodline from indeterminable origins that has only surfaced within the last five years, though it must
certainly have been around longer. Due to their philosophy, all Children are children, much to the disappointment of the
otherwise-friendly Camarilla. This breach of tradition keeps the Children independents; just the way they want it. Their only real
allies at the moment are the Burning Men.

Concept
Children can be of almost any child concept, but tend to be aspirants and architects, those that seek wisdom and experience.
Obviously, Mental Attributes are almost always primary, as well as Knowledges.

Clan Disciplines
Auspex, Prodigenus, Vitanimae. The Children have as-yet-unrealized aspirations to acquire Thaumaturgy as a Clan Discipline.
They also have a preference of the physical Disciplines (Celerity, Fortitude, Potence) as the speed, toughness, or strength
afforded often gives a sharp surprise coming from such "a little kid."
Weaknesses
Obviously, all of the Children have the Child Flaw for no freebie points, as well as Short. Because they are children, each Child
has a maximum Blood Pool of five less than normal (13th Generation would have only five). Also, all difficulties to lead adults are
increased by 2, and movement rates are halved. Stamina and Strength may not normally exceed two, though Potence and
Fortitude have no such limits.

Organization
The Children appear to have little in the way of organization, forming rabbles with different tasks arbitrarily assigned: Some are
researchers, some are diplomats, some are warriors. Each takes a task for which he or she is particularly suited, but these
tasks do not limit the Children significantly.

Gaining Clan Prestige


Clan Prestige can be gained by leading effectively, developing some new insight, fighting valiantly, forging a new alliance, or
almost any sort of outstanding excellence that furthers the needs, safety, and goals of the Bloodline.

Quote
"A tisket, a tasket; a child in a casket . . . ."

Stereotypes
Burning Men: Um...yikes. But I'd rather fight with such frighteners than against them. The most rabid ally is the most potent, I
think.
Camarilla: Hiding's a good idea, but these take the old ways too far. Tradition and stagnation are the calling cards of the once-
noble.
Sabbat: Wisdom lies in evolving past the past, not forsaking it. These bestial fools will damn us all.
CHILDREN OF THE PLAGUE
By Perry Lyons (plyons@wyosem.liu18.k12.pa.us)

Nickname
Plaguebearers

History
The children originated in England during the Black Plague. They were origionally a small coterie of neonates of various clans,
with a focus towards Tremere. They made the mistake of drinking from a group of plague tainted victims. For some strange
reason the plague did not cause final death as it did with other infected vampires. Instead it fused with their blood, forming a sort
of symbiotic relationship. The childre tried to prolong the plague, but when it was eliminated the children went into torpor, but now
with the rising HIV/AIDS epidemic the bloodline has returned and is eager to spread.

Charecter notes
Any Nature/Demeanor may be chosen but caregiver is a common demeanor, with deviant being a usual true nature , along with
monster.

Concept
Nurse, Doctor, Leper, Poor shmuck

Creation
Mental are usually primary , with physical a close second. Knowleges are primary, with skills following. It is very unusual to meet
a Child without at least Medicine two.

Appearance
Nothing majorly different from the usual, but most are prone to coughing fits due to the disease colony.

Disciplines
Potence, Virulence, Mortis (modern Children have Thanatosis)

Common Sect Allegiances


Usually none, but the clan is considering making overtures to the Giovanni and Samedi.

Weakness
Due to their symbiosis with the disease within , the Children can never have a humanity higher than 5, but may have conscience
and self-control of any level.

Quote
"Oh, my! You don't look so well. Maybe you're coming down with something?"
Stereotypes
The children have almost no knowlege of the modern world, but would like to make overtures to the Giovanni and Samedi. If they
found out how the Giovanni gained their clan status, a war would surely erupt between the two groups. Consider most of their
sterotypes to be similar to that of the Cappadocians, but add for Samedi: "They seem so much like we were. Maybe they are the
spawn of our brethren, who awakened before this lovely new epidemic."
CHINCADA
By ???, Jason Marshall (jcmarshall@sympatico.ca) and Hound (ambient@magi.com)

History
When Buban, childe of Saulot, decided to spread his faith, and disease, he called upon a swarm of locusts to swarm the cities
of the faithless -- and the strange Indian Chincada did.
The Chincada are almost unknown to the world now, and the legends of their origin lost even from themselves. Studies of blood
(as well as behaviour) indicate a Gangrel bloodline, and their history and distribution indicates an origin in India. Their discipline
seems a lot like Protean, but has not been influenced by the garou, but instead by insects. It is said that an ancient Gangrel had
explored his own abilities to their limits before moving to India. There he encountered drought and famine and disease and
found that his own forms were not those of survivors here, but the forms of the victims. He noticed the swarms of locusts infesting
the lands, surviving and flourishing where none were, and began to study. The Chincada bloodline supposedly grew from the
childer of this Gangrel who's name has been lost to antiquity.
The Chincada came into notice when they were slowly building their numbers, when several of the bloodline elders met with and
were persuaded by Buban, childe of Saulot, some 900 years ago. They joined with the bubanos, summoning plagues of insects
to transmit disease where the Bubanos were prohibited to travel. When the burgeoning Camarilla called a Blood Hunt against
the Bubanos, the Chincada were included as an assumed sub-clan. Today their numbers are small, with only occasional
members here and there, rarely in contact with each other or the Bubanos.

Nickname
Bugs

Appearance
The Chincada come from any racial stock and can look like anyone, but most chosen come from survivors of disease and
disease-ridden families, or of famine and drought. A number of the Chincada bear the marks of the hardships of their mortal life
with pox scars or extreme gauntness.

Background
Most Chincada are of loner, drifter or working Joe type backgrounds.

Character Creation
For the Chincada, both Mental and Physical attributes can come primary, depending on what the prospective Chincada was
before hand. The all tend to have Skills as primary in the abilities.

Weakness
The Chincada share in the weakness of their kin, and become more bestial as they frenzy, but the traits in the Chincada are in
some ways more diverse, in some ways less. They usually develop insectoid features with each frenzy, although some become
more diseased-looking with swollen, red, pussy eyes, sores, extreme gauntness, etc.
In addition the Chincada share a Blood Hunt with the Bubanos, one pursued by both the Camarilla and the Sabbat.

Disciplines
Animalism, Fortitude, Locus.

Stereotypes
Camarilla: After a brief chat with one of the Bubanos I had to agree with his viewpoint on the Camarilla. Uptight, control freaks,
all of them - taking after their leadership a little too much.

"They side with the vile Bubanos. They are subject to the Blood War as well."
-- Petra, 4th generation Ventrue, Head of the Camarilla Council
Sabbat: Beasts. Interesting, but not exciting...
"They side with the Bubanos. Let them suffer the same fate."
-- Argent, Sabbat Regent
Inconnu: "Watchers" they claim. Yet executioners they often become. But none outlive the insects.
Salubri: A strange group -- healers and mystics, yet also capable of creating the bringers of disease and death.
"They bring death, much like the fallen angels of Buban."
-- Ellia, 9th generation Salubri
Ravnos: Travellers of the world, much like us.
"They have joined our travels and enjoyed our hospitality many times, but of late strange cases of sickness have come to
those we have jointly visited."
-- Helena, 12th generation Ravnos
Samedi: We have often sent our minions to assist in these kindreds plans; after all a plague of locust helps lend credibility to the
sayings of a priest.

"They assist us when we are in need. Their control of insects is second to none."
-- Hanna, 9th generation Samedi.
Daughters of Cacophony: Their songs could be so like those of the grasshoppers, aphids and other insects, but so rarely do
they achieve such perfection.

"Ugh, I hate bugs."


-- Leia, 12th generation Daughter of Cacophony.

Merits & Flaws


Chosen Insect: 3 point merit. -This allows the Chincada to choose another insect to emulate than the locusts. This has few
game effects, but the appearance of the various levels of Locus is different. (Candyman could be created this way -- and there
are stories of "sunshine, the Happy Vampire" who could turn into a cloud of butterflies...killer, bloodsucking butterflies.)
Voice of the Survivors: 3 point flaw. The only noises the kindred can produce verbally are those of a swarm of insects -
clicking and twittering. The character gains +4 dice on rolls to communicate with insects, but is considered mute to others.

View the Locus discipline.


CHUPACABRAS
By Jay Knioum (madafro@trip.net)

Author's Note
This writing was inspired by the real-world media attention being given to the Chupacabras sightings in Puerto Rico and other
parts of the world. Simply put, the Chupacabras is a Puerto Rican version of Bigfoot, that seems to be doing an excellent job of
scaring farmers and layfolk. For more information, check out the Chupacabras Home Page at:
http://www.princeton.edu/~accion/chupa.html

Chupacabras in the World of Darkness


The Chupacabras (meaning "goat-sucker," or "goat vampire") originated in the island of Puerto Rico, although the exact time
this occurred is unknown. Only in recent years have sightings been reported of bizarre, otherworldly creatures that stalk the night,
drinking the blood of animals and scaring the people of the island.
In the World of Darkness, the prevailing (sensational?) theory is that the Chupacabras originated from a Puerto Rican coterie of
Gangrel who encountered an alien spacecraft. In the encounter, the aliens (who had been long fascinated with the activities of
vampires) allowed/forced the Gangrel to drink their "blood." In the following weeks, under the supervision of the aliens, the
Gangrel were mutated into abominations, a mix of the worst traits of the Kindred and the alien invaders.
The story may be more involved than this, however. Puerto Rican Nosferatu hold that the Tremere were deeply involved with
experimentation on captured Gangrel, to try to create a servitor race of Kindred to replace their aging Gargoyle bloodline. The
Alien theory, they claim, does not hold water, but they cannot explain the extremely frequent sightings of UFOs on the island
nation, as well as in other places where the Chupacabras have been sighted, such as Mexico and South American backwaters.
One Malkavian, a biologist in life, suggested at the urging of the gremlins he speaks to that the Chupacabras are the result of a
Gangrel's heavy exposure to radiation. Not impossible, perhaps, but the Malkavian's infamous enthusiasm for movies about
giant rats and the like prompts skepticism among his peers.
In the end, the origins of the Chupacabras are at best mysterious. Alien abduction, or Tremere experimentation? Perhaps the
Technocracy is involved, or perhaps the U.S. Government has agendas in Puerto Rico best left covered up?
However, the facts are these: There does exist in the wilds of Latin America a ravenous, feral bloodline of vampires that go by
the name of Chupacabras. At first glance, they seem preoccupied with feeding on livestock and harrying the populace, but their
underlying agendas can only be guessed at. Perhaps they are a first step from an alien race to subjugate the world by taking
control of vampires? Or, perhaps they are a failure to do so...

Description
Chupacabras are, put mildly, bizarre in appearance. They are usually short, around four to five feet in height, but some few of
them have been encountered with gigantic proportions (8-10' tall). They have short, coarse fur, long arms ending in clawed
hands, and most descriptions hold that they have rows of long spines running the length of their backs, with thin membranes
between them. Many sightings have the Chupacabras flapping their spine-wings rapidly, enabling flight.
Chupacabras have long tails, which they also use during flight, and have large, bulbous eyeballs which have been reported to
glow in the dark. They have small mouths with three fangs which they use to great effect in draining the blood from prey.
Obviously, Chupacabras automatically have a Zero Appearance.

Nickname
Goatsuckers or Martians

Disciplines
Protean, Fortitude, Permutation
Weakness
The Chupacabras actually have several disadvantages. First of all, out of all the clans and bloodlines of Kindred, the
Chupacabras are the only ones to have a media sensation surrounding them. Many tabloid reporters, pseudo-scientists, "UFO
researchers," and the like have marched boldly into the Puerto Rican forest to track down the elusive goat-sucker. Farmers and
rural citizens fear the Chupacabras as much as they fear bad weather. In short, the Chupacabras are, by their very existence, a
danger to the Masquerade. For this reason, most other Clans will either not believe they exist (too ridiculous to be true), or if
actually faced with one, will react with revulsion.
Chupacabras automatically fail any roll where appearance is a factor, and add two to difficulties on any Manipulation or
Charisma rolls.
Chupacabras are very feral creatures, and are more given to the Beast (which they embrace, rather than suppress) in their
natures than other vampires. Thus, all difficulties to their Frenzy rolls are lowered by two, and Humanity always costs twice as
much per dot (2 Freebie points per dot of Humanity during creation).
Chupacabras also have a Selective Digestion disadvantage, similar to the Ventrue. They will not feed on humans, period. The
reason for this is unknown. Perhaps their mutation makes human blood distasteful or deadly to them. For whatever reason, a
Chupacabras will only take sustenance from a warm-blooded animal.
Note: When choosing Flaws for a Chupacabras character, the most frequently occurring one is Twisted Upbringing. It is a rare
goatsucker who knows anything of vampire society beyond the Nosferatu or the Gangrel. However, Chupacabras would
probably be very knowledgeable about the Lupines, as they call the same forests home.

Stereotypes
The Chupacabras do not frequently deal with any other Clans outside of the Gangrel or the Nosferatu (or rarely, the Ravnos). Of
course, their reactions to other clans will depend entirely on the Storyteller's version of their origin (aliens, Tremere,
Technocracy, or Government experiment?).
However, outside of Kindred society, the Chupacabras do butt heads with the Garou of Puerto Rico on occasion. The small size
of the island contributes much to the frequency with which the werewolves and the goatsuckers come into contact. In the larger
Latin American countries, the Chupacabras tend to stay hidden. The relations between the Garou and this bizarre clan are
usually short and quite messy. The Garou tend to find the Chupacabras as Wyrm-spawn, and rarely give quarter when the
goatsuckers are encountered. The Chupacabras' alien mindset and primitive nature produce behavior toward the Garou as a
carrion eater toward a predator. The Chupacabras watch the Garou closely, but keep a distance.
Nosferatu: They must hide in the shadows, as do we, for the world fears our monstrous face. Use the shadows as they do, as a
tool for learning, and fear the light as an enemy. The Nosferatu are our brothers.
Gangrel: We are kindred spirits, but they walk as men while we skulk in caves. We must find a way to make their world ours.
Ravnos: They are nomads hated by the world, as are we, but their tricks make our heads hurt. Trust them only at a distance.
Other Clans: We know little of them, thus we avoid them.
Garou: To be seen by one is to die, but the secrets they hold are worth the risk.

Haven
The Chupacabras usually find dark, out-of-the-way places to hide from the prying eyes of man or vampire. They are very
nomadic, and those without sufficient levels of Protean to meld into the earth will roost in barns, sewers, caves, or even
basements or the trunks of cars during the day. Otherwise, they will try to stay as far from humans as possible, as they don't need
them for sustenance.
The Chupacabras are very wild, and their havens reflect this.

Further Mutation
The powers listed here only represent those possessed by the "typical" Chupacabras. For whatever reasons regarding their
origin, this bloodline possesses possibly the greatest number of variant "necrological" mutations than any other Clan. There
have been rumors of Chupacabras spontaneously dividing in two, or being able to increase their size to mammoth proportions
during frenzies.
Still others may manifest rough variations on Dominate, while still others may be able to change their shape like certain
Tremere. Some may even be immune to fire (and may well have another weakness...just as deadly), and others may stick to
walls like insects.
Chupacabras Vitae
The Chupacabras are not "normal" Kindred per se, but vampires in an altered form. They do not descend from an Antediluvian
forebear, except for perhaps the progenitors of the bloodline, the coterie of Gangrel. Thus, they exist in some strange barrier
between life and unlife.
For these reasons, Chupacabras vitae, naturally, does not behave like the blood of other vampires. It can be spent in the form of
Points as normal, and any blood ingested by the Chupacabras will mix and be transformed into the vampire's own. However, it
does not mesh with the blood of other vampires, to put it mildly. The following guidelines apply when dealing with Chupacabras
vitae:
1. The blood of a Chupacabras cannot be ingested for any productive effect by a vampire of any other clan. In fact, if another
vampire takes so much as a swallow of a goatsucker's vitae, she must make a Stamina roll, diff 8, to avoid suffering a painful,
debilitating physical mutation.
The mutation will manifest over the course of a week or so, and will do serious damage to the vampire's body. During the week
of manifestation, treat the condition as the Permanent Wound flaw (begin each night at Wounded Health Level, unless Blood is
spent to heal). Thereafter, the Wound effects recede, but the mutation is treated as a physical flaw with a point total equal to
every generation of the Chupacabras from 13 on down. (the lowest generation a Chupacabras can have is 8th...this is the
progenitor Gangrel). Thus, drinking from a generation 10 goatsucker produces a 3-point physical flaw.
2. A Chupacabras cannot lower her generation by diablerie. It may be possible (Storyteller's discretion) for enterprising
Chupacabras to come up with ways via Permutation to lower their generations but this is very unlikely without outside
intervention.
3. The effects of Thaumaturgy on the warped Chupacabras blood is up to the Storyteller, depending on her angle as to the
origins of the bloodline. If the goatsuckers are the work of aliens, then Thaumaturgy could have no effect, or wildly variant effects
("...it turned into a what?"). If the Tremere were responsible, then they could have specialized rituals for manipulating the
Chupacabras...or at least they may think they do...

Chupacabras in a Chronicle
For obvious reasons, it would probably be best to restrict this bloodline to the role of antagonist. Player Character goatsuckers
are admittedly not conducive to most V:tM storylines. Rather, they are intended as a jumping-off point for matters sinister and
buried. Some ideas include...
1. The bloodline could serve as an excellent bridge for bringing together the Werewolf and Vampire games. The Tremere at the
very least would be curious as to the Chupacabra doings and necrology, and the Garou would have an obvious stake (ahem) in
rooting them out of their hideouts in the rain forests.
2. Even thought the Chupacabras are very much a throwback to more primitive times, they are still very intelligent creatures, and
they are still immortal. They quickly learn things, both about themselves and the world, and could become a dangerous threat if
they learn how to control their Permutation to its utmost.
3. The Sabbat could see this feral bloodline as grand chance to cultivate and exploit a "servitor race" of vampires with great
destructive power and potentially limitless numbers. Since the Chupacabras hold kinship of a sort with Nosferatu and Gangrel
clans, the Sabbat could easily send their antitribu to "teach" the goatsuckers the true ways of the Kindred.
4. What can be said for the Sabbat previously, can also be said for the Wyrm and its minions. To a bloodline alone and
confused in a dark world, a clever Black Spiral Dancer with a glib tongue could gain quite a few followers, especially among
feral monsters who are hated by Gaia's Garou.
These illustrate the intended role of the Chupacabras...as a stepping-stone to larger stories. The Bloodline, it is important to
note, does not yet have any real ideology, dogma, stereotypes, or opinions on the world beyond their animal instincts. Yet, they
are still very intelligent creatures who cannot help their curiosity or the wanderlust they inherited from their Gangrel progenitors.
The Chupacabras are ready to spread across the world...is the world ready for them?

View the Permutation discipline.


CLANBOOK: BAALI (Version 1.5)
By Andrew Cram

The Dance of Corruption


"But thou shalt flourish in immortal youth,
Unhurt amidst the wars of elements,
the wrecks of matter,
and the crash of worlds."
-- Joseph Addison (1672-1719)

Chapter One: History of Clan Baali


"The backward look behind the assurance of recorded history, the backward half look over the shoulder, toward the primitive
terror."
-- T.S.Eliot, 1941
Demon worshippers, serial killers, diabolists, and traitors -- the Baali are all these things and more. The Baali represent the
darkest side of the kindred and provide a mirror which reflects our darkest desires. They live a life of fear, forever hiding from
vampiric society, pretending to conform, just as many of us do every day of our own lives.

A Brief History of the Baali


"History, n. An account mostly false, of events mostly unimportant, which are brought about about by rulers mostly knaves,
and soldiers mostly fools."
-- Ambrose Bierce (1906)
(A knowledge of the Clan's early history was gained by Baali using the Dark Thaumaturgical path of Secret Knowledge. It may
have been deeply corrupted, or indeed be truly falsified, by the infernal powers for their own reasons).

Origins
"Nemo repente fuit turpissimus." ('No one ever became thoroughly bad in one step.')
-- Juvenal (A.D. 60-130?), Satires, 2, 83
The Baali believe that the Clan arose in the mythical first city. Their sire, Baal, was one of the third generation, and was the
younger brother of Saulot in both the mortal and vampiric sense. Both brothers were scholars, and maintained a highly
competitive relationship. Each sought to show up the other and win the favor of Caine. Each delved into great mysteries,
communed with ancient spirits, and sought the council of moonbeasts. One night Saulot came to Baal with a plan to contact the
infernal powers. Baal initially resisted, but finally the lure of knowledge swayed him and he collaborated with Saulot in a series of
rituals. Saulot however had betrayed him, the next night when Baal began the ritual, Saulot arrived with Caine and the Second
and Third Generations. Caine was horrified by these dealings and before Baal could raise a word in his own defense Caine,
father of all kindred, slew him . Caine cursed all of Baals' offspring (for he had sired in order to gather information from around
the world) to forever live in fear of the one above's true sign, creating the clan's weakness.

Mesopotamia
"And there was war in heaven."
-- Revelation 12:7
When the Third Generation came together after the flood, the children of Baal were not among them. Instead they founded cities
in what was to become Mesopotamia, flourishing with the passing years and gaining great strength from the infernal powers.
When the Second City fell, the cities of the Baali still thrived, but several centuries later, a coalition of clans attempted to destroy
the Baali, each for their own reason. The Capadoccians (forerunners of the Giovanni) led the assault, hoping to gain the dark
knowledge of death and the afterworlds that the Baali possessed. They were supported by the Followers of Set who sought to
expand their own powers of corruption, the Brujah (True Brujah?) who sought, for their histories, the ancient records of the cities,
and the Tzimisce whose goals remain unknown. The Salubri did not participat, Saulot apparently having had a change of heart
after his brother's destruction (he had apparently only expected a punishment of banishment).
The battles raged for decades, with the vastly outnumbered Baali losing ground with each year. Just before the final assault, the
Baali decided to win the war in the only way they were able: from within. They put in place the mechanism for the great dispersal
whereby the surviving members of the clan would infiltrate the other clans from within and slowly corrupt them. They also swore
undying revenge against the five clans (including the Salubri) that had attempted to destroy them. When the allied clans attacked
the next evening they found only a few newly embraced kindred and a handful of ghouls. They declared the war over, the Baali
destroyed and their dark knowledge forever lost. The Baali were stricken from the vampiric histories and in a few centuries
forgotten.

The Ancient World


The first taste of revenge on the Baali's lips was the destruction of the Brujah city of Carthage by the Ventrue led coalition of
Clans. Much of the 'evidence' the Ventrue used to prove Carthaginian demon worship was fabricated by the Baali (for who else
had a better knowledge of demonic practices?) With Carthage's destruction the Brujah degenerated into the fractious rebels
that they are today. The Baali had gained there first success.

The Middle Ages


"In revenge, there is something that satisfies one's sense of justice. Our sense of revenge is as exact as our mathematical
faculty, and until both terms of the equation are satisfied, we cannot get over the sense of something left undone."
-- Inazo Nitobe c.1900
The Baali gained a fair portion of the revenge they sought during the Middle Ages. By now firmly entrenched in all the Clans (and
some other organisations), the Baali began a series of great schemes which were to have incredibly far-reaching results. They
ultimately culminated in the formation of the Giovanni (and the consequent destruction of the Capadocians), the rise of the
Tremere (which both hurt the Tzimisce and resulted in the destruction of Saulot and most of his offspring), and the Anarch revolt
which was not started by the Baali but which was certainly helped along by them (and which destroyed virtually all of the Old Clan
Tzimisce and hurt almost all of the other clans). The formation of the Sabbat gave the Baali a fertile ground from which to corrupt,
and the clan truly flourished.

The Age of Reason


"Ubi solitudinem facuint pacem appellant." ('They create desolation and call it peace.')
-- Tacitus (AD 55?-117?), Agricola, 30
Wherever the other Clans went so to did the Baali; they spread into the New World with the great vampiric sects. During this
period they created several minor incidents but did not instigate any sweeping changes. They did, however, found the Path of
Evil Revelations (see: Players and Storytellers handbook to the Sabbat) which has since become one of the central precepts of
Baali 'morality'.

The Modern Age


"Remember them as they were; and write them off."
-- Ernest Hemingway
In the modern era the Baali continue to infiltrate and corrupt the other clans, playing the role of devil's advocate with great skill.
None outside the Clan know the full extent of their power, and few are even aware of their existence. They remain the expression
of ultimate evil in the kindred, while possessing a measure of the power that could stave off Gehenna.

Around the World


"If you ain't were you is, you're no place."
-- 'God', Robert Rankin, They came and ate us.
Almost anywhere you can find a group of kindred you find a Baali. They are, however, more active in some areas than others.

North America
The Baali have infiltrated American kindred society to a greater degree than any other; they hold places of power and authority
in the Camarilla, Sabbat, Anarchs, and even Inconnu, and are thought to make up almost 10 percent of the kindred of this
continent.

South and Central America


Sabbat run Mexico has a large number of Baali, but most of the rest of the area only has a few of the Dark Clan. They have found
it hard to infiltrate the scattered and untrusting kindred of the South, and prefer to concentrate on the more populated North.
Europe
The Baali account for around 5 percent of Europe's kindred. They find it harder to infiltrate the more established areas, but some
ancient members of the clan have long established identities on the continent, thus providing the Clan with an entry point into the
close knit society of the European Damned.

Eastern Europe and the Commonwealth of Independant States


The current turmoil in the eastern states caught the Baali as much by surprise as the Brujah council, and many clan members
met with similar fates under the claws of Baba Yaga. Many clan members are being sent to the area to try and make a truce with
the night hag, but none, so far, have been successful.

Africa
The Baali are strong in the far north and south of the dark continent, although they struggle to maintain a foothold in the so called
dark heart of Africa.

The Middle East


The Clans' former homeland holds very few members of the Baali. Some infiltrators within the Assamites make this area their
home, and there are persistent rumors amongst the clan hold that an elder sleeps in torpor under the ruins of Megido
(Armagedon).

Asia
Less than one percent of Asia's kindred are Baali; the Clan has had some success in the island states (Japan, Taiwan, and the
Phillipines) but has largely failed to infiltrate the Asian kindred of the mainland.

Australia
With around ten percent of the continent's kindred being Baali, Australia is infiltrated to the same degree as North America. The
clan has met some resent problems with spirits, and has lost most of its influence with the Black Spiral Dancers however, and is
currently trying to regroup.

Views on Others
Mortals: Pawns and nothing more. Corrupt, kill, or aid them as you see fit -- they are of know value.
The Inquisition: A reminder of the danger mortals can pose. They would surely destroy us if they knew of out existence.
The Camarilla: It is easy enough to corrupt these petty kindred. They lack real cohesion. Many are still manipulated by the third
generation, and for that reason they must be destroyed.
The Sabbat: Evil is strong in these children. We have fostered it over the years. Of all the Sects, theirs is most under our control,
even the Regent knowingly follows our commands.
The Inconnu: These elders have long memories. They still remember us, and hate us. We will defeat them, eventually, but now
is not the time.
Black Hand: They do our work for us. By following the Aralu, they walk the same road as we do.
Giovanni: This clan is a testament to ourselves. We created them and in the process destroyed Capadocius and his wretched
childe. By their very nature they serve the darkness.
Setites: Fools in the dark. They have not yet grasped the power of Hades. Still, in time they will serve us well.
The Daughters of Cacophony.: The Baali know more about this bloodlines origin than any other group. The reason for this is
quite simple -- the Daughters are not (regardless of what anyone believes) a bloodline of the Toreador or Malkavian Clans. They
are, in truth, a Bloodline of the Baali. The fact that other kindred have not realized this shows the current lack of knowledge about
the Baali. (Note: most Daughters of Cacophony are unaware of this heritage; and hence are no more corrupt than the other
clans.)

Chapter Two: Dark Culture


The Life of the Corrupter
"'And were you pleased?' they asked Helen in Hell.
'Pleased?' answered she, 'When all Troy's towers fell;
And dead were Priam's sons, and lost his throne?
And such a war was fought as none had known;
And even the gods took part; and all because of me alone! Pleased?
I should say I was!"
-- Lord Dunsany
The Baali are the darkest of the kindred. They serve the darkest powers in existence and strive to create a world of corruption,
ruled directly by the great infernal Demon Lords. They are not, however, senseless killers. Rather they are the gentle corrupter
who tempts mankind. They are the serpent in the garden, the dark voice in us all, whose tool is temptation. The Baali maintain a
great masquerade, greater than that of all other clans. They survive only by hiding amongst their enemies, slowly manipulating
others to do their will.
The Baali value this charade greatly, for it literally is the only thing that keeps them alive. They carefully maintain false identities,
secret havens, cover stories, and hidden contacts. They are part of kindred society while forever being debarred from it. They
can never drop their guard lest they be found out. They cannot trust those who trust them, nor can they even rely on others of their
kind. Amongst the Baali it is survival of the fittest; and the weaklings do not survive long.

Playing the Innocent


Baali carefully create identities beyond suspician. They play the role of Caregiver, Loyalist, Traditionalist, and Mediator. Only
those who infiltrate the darkest groups (such as the Minions of Set, or Black Spiral Dancers) allow even a fraction of their dark
soul to show. They nurture friendships with kindred and kine alike, often going out of their way to help others. They commit
selfless deeds, shy away from brutality, and advocate peace, but all with the goal of eventual corruption. They pursue the most
far-sighted of plans, and are meticulous plotters. The effectiveness of this strategy is shown by the conspicuous absence of their
greatest enemies, the Salubri.

Organisation
"Know thy enemy and know thyself; in a hundred battles you will never be in peril."
- Sun Tzu c. 500BC
Since the Great Dispersal, the Baali have held a very open structure. They are organized into Orders which fall into two main
catagories: the Loyalist Orders and the Infiltrator Orders. The Loyalist Orders bind the Baali in corruption, each revelling in one
dark power/emotion. They are the basic structure of Baali society. The Infiltrator orders were established to aid clan members in
their masquerade amongst the other Clans.

The Loyalist Orders


All Baali are members of one and only one of the loyalist orders.
The Pleasurists
"The devil halth power. To assume a pleasing shape."
-- William Shakespeare
These Baali corrupt through pleasure. They are masters of the Dark Thaumaturgical path of Pleasure and are allied with Lucricia
the Succubus (see Storytellers Handbook to the Sabbat) or Empress Aliara, the Maeljin Incarna of Desire (see Book of the
Wyrm) whom the Baali see as aspects of the same dark being. This is the most popular of the loyalist orders.
The Seekers
Those Baali who seek Dark Knowledge above all else are members of this order. They are masters of the Dark Thaumaturgical
path of Secret Knowledge. They are allied with Grantel the Mandragora (see Storytellers Handbook to the Sabbat) or, less
commonly, with Mahsstrac, the Urge Wyrm of Power (see Book of the Wyrm). This is the second most popular Loyalty Order,
and the most ancient.
The Terrorists
Baali who revel in fear are most often members of this order. They are masters of the dark Thaumaturgical path of Phobos. They
are allied with Hakaken, the Bane-Totem of Fear (see Book of the Wyrm)
The Bringers of Pain
The Order for torturers, the members of this dark order are all skilled in the Dark Thaumaturgical path of Torture. Their dark allies
are Lady Aife, the Maeljin Incarna of Pain (see Book of the Wyrm) and Tivilio, the Injurer of Cats (see Storytellers Handbook to
the Sabbat). Many elder members of the clan see this order as a bit juvenile as it seldom manages to corrupt the innocent.
The Bearers of Pestilence
These Baali delight in the spreading of disease. They are allied with Thurifuge, Maeljin Incarna of plagues; Collum, Lord of
Sludge; and Lady Yul, Mistress of Toxins (all see Book of the Wyrm). This order has been instrumental in the rising disunity and
paranoia within the Sabbat.
The Harbingers of Decay
Baali masters of the Hands of Decay. These Baali revere Knight Entropy, the Maeljin Incarna of decay (see Book of the Wyrm)
although they have never managed to fully ally with it.
Bearers of the Inferno
The smallest of the Loyalty Orders, these Baali are masters of the Fires of the Inferno. They have no specific ally although they
have been attempting to make contact with Kerne, the Maeljin of Hellfire (see Book of the Wyrm).
The Summoners
Specializing in the Path of Summoning (see Book of Madness for Mage), these Baali are few and far between. Their powers
are amongst the most indirect of all the orders. Although they can call on great power through their contact with Banes, Wraiths,
and Demons, they are not allied to any specific individuals.
The Corrupters
Whilst corruption is the heart of Baali life, this is a small and powerless group within the clan. This is largely due to the fact that its
members specialize in the Path of Corruption, which is both a Path of Thaumaturgy and Dark Thaumaturgy.

Infiltrator Orders
"All the world's a stage,
And all the men and women merely players;
They have their exits and their entrances,
And one man in his time plays many parts."
--As you like it, Act 2 Sc 7, William Shakespeare
As well as being members of the loyalist orders, most Baali are also members of an Infiltrator Order which helps them blend in
with those around them. Most orders have several sub-orders based on the political separation of the clan/group in question.
Assamite Order
The Baali had tried for years to gain a toe hold amongst the assassins. They finally managed it during the Anarch revolt and now
maintain a small but strong presence in the clan. The only sub-order is that of the Assamite antitribu.
Brujah Order
Set up to allow members to gain power within the rebel clan, they revel in corrupting the rebels and fostering friction between
Brujah and other clans.

The main sub-orders are; Brujah antitribu, and Anarchs.


Gangrel Order
Not the most popular of clans for infiltration, the Gangrel still offer a wide variety of possibilities. Members of this order often go
on to be members of the shapechanger orders. Sub-Orders include; City Gangrel antitribu, Country Gangrel antitribu, and
Ahrimane.
Giovanni Order
One of the great monuments to the Baali was the Giovanni destruction of the Capadocians. They have maintained a small
presence amongst the Giovanni ever since. This is the smallest and most closed of the Baali Infiltrator Orders, and most
members are elders.
Lasombra Order
One of the hardest clans to infiltrate due to their weakness, the Baali have nonetheless been able to riddle the Lasombra with
infiltrators. They are currently debating whether or not to set up a Lasombra antitribu sub-order.
Malkavian Order
One of the smallest infiltration orders, the Malkavians have proven difficult to infiltrate, but the rewards are great for those who do
manage it. The only known Sub-Order is the Malkavian antitribu.
Nagaraja Order
One of the oldest of the infiltrator orders, the Nagaraja order is a perfect example of just how far the Baali have seeped into
kindred power structures. This order (together with the True Brujah and Old Tzimisce Sub-Orders) have gained moderate power
within the true Black Hand, although they are far from controlling that body.
Nosferatu Order
Members of this order have all had their appearance altered by Vicissitude or the Path of Corruption. The Nosferatu's
clannishness has proven a great boon to the Baali as has their love of information. Sub-Orders are Nosferatu antitribu, and
Gargoyle.
Pander Order
The newest order, this group has been set up to gain control of this new Sabbat "clan." A Caitiff sub-order exists, although most
Caitiff infiltrators do not bother to join.
Ravnos Order
The trickster clan is the most popular independent clan amongst infiltrators although a great percentage of members are part of
the Ravnos antitribu sub-order.
Setite Order
The minions of Set are not a popular infiltration target. There is no challenge, and Serpentis is a difficult power to mask. The
recently instigated Serpents of Light sub-order is proving a more popular group.
Toreador Order
One of the more popular orders amongst the Baali, it delights in perversion of all types. Some of the greatest elders of the Baali
control this order. The only real sub-order is that of the Toreador antitribu.
Tremere Order
The Baali are partially responsible for the rise of the Tremere and it is rumored that the head of this order is one of the circle of
seven. Only the Tremere antitribu have a sub-order.
Tzimisce Order
Most Baali see the score with the Tzimisce settled but some still carry a grudge, and these make up the majority of this order.
They spend most of the time trying to find out the true fate of Tzimisce himself (they do not believe the official stories of his final
death). There is an Old Clan Tzimisce sub-order, although there are currently only a handful of members at any one time.
Ventrue Order
Legendary manipulators, the Ventrue present a tempting challenge to the Baali, especially as this clan controls so much power.
Very few members of the order belong to the Ventrue antitribu sub-order due to its lack of temporal power.
Shapechanger Order
One of the smallest and most prestigious of orders, these Baali masquerade as one of the changing breed (most commonly
Garou). Very few are neonates and most have been members of other infiltrator orders before joining this one. The largest sub-
order is that of the Black Spiral Dancers whom the Baali consider to be useful tools.
Other Orders
Rumors of other micro-orders exist, including those for magi. Quiet rumors tell of elders who have infiltrated the order of
Mummies, the Society of Leopold, and the Arcanum, amongst others. At some point in the distant past there may have been an
Osiran Order that has since become defunct.

Banned Order: Inner Light


"Even while a thing is in the act of coming into existence, some part of it has already ceased to be"
-- Marcus Aurelius, Meditations, 2nd Century AD
This order is outlawed and reviled by the Baali. Its followers believe in the use of dark powers for the greater good. They hide
amongst the other Baali, professing alliegence to the Loyalty and Infiltration Orders whilst secretly trying to convert their kin.
Virtually none of its members hold much power among the Baali as the great dark powers are supremely corrupting; still they
maintain enough power to survive under the noses of their dark kin. This order had an hand (albeit hidden) in the creation of the
Daughters of Cacophony.
Chapter Three: Playing the Baali
The Nature of Darkness
"The mind is it's own place, and in itself can make a Heaven of Hell, and a Hell of Heaven."
-- John Milton, Paradise Lost
Pure, unremitting evil is rare, and so are the Baali. They are not by any means stupid. They tempt others to let their dark side
free. To just give in; after all it's so much easier. Baali players should be rare; they exist to try to corrupt kindred and kine alike to
the dark powers without ever revealing their true identities. By playing a Baali we vent these dark desires, and thank every good
power we know that such beings do not really exist. By looking at our own dark sides we can better ward against those of others,
and become more aware of the danger of "just giving in." It is suggested that most player character Baali be followers of the
Inner Light, the small seed of hope in the heart of darkness.

Baali Endowments
The Baali have a greater connection to the powers of darkness than any other kindred and this is reflected by several unique
Disciplines, Merits, Flaws, and Rituals.

Semi-Disciplines
Because of the structure of the Baali, different clan members have affinity with different disciplines which help them in their
masquerade. All clan members have Obfuscate, Presence, and Daimoinon as their clan disciplines. In addition, all members
also have two semi-clan disciplines. Semi-Disciplines are easier to learn than non-clan disciplines but harder to learn than clan
disciplines (6 x current level). All Baali have Dark Thaumaturgy (see Storytellers Handbook to the Sabbat) as one of these Semi-
Disciplines, with the primary path determined by membership in one of the loyalty orders. Each Baali also possesses a second
semi-discipline which is determined by membership in the Infiltrator Orders as follows:

Assamite Quietus
Brujah Celerity
Gangrel Protean
Giovanni Necromancy
Lasombra Obtenebration
Malkavian Dementation
Nagaraja Nihilistics
Nosferatu Animalism
Gargoyle Viceratika
Ravnos Chimersty
Setite Serpentis
Toreador Auspex
Tremere Thaumaturgy
Tzimisce Vicissitude*
Old Tzimisce Animalism
Ventrue Dominate
Shapechangers Protean
* the Tzimisce Order does not treat Vicissitude as a semi-clan discipline, rather it is treated as a disease as described in the
Storytellers Handbook to the Sabbat.

Changing Infiltrator Orders (and hence Semi-Disciplines)


To change Semi-Disciplines a Baali must pay experience points to convert the old Semi-Discipline into a non-clan discipline
and then purchase the first level in the new Semi-Discipline (if not already possessed). The experience cost is the quantity of
experience points saved by the semi-discipline above and beyond what would have been saved as a non-clan discipline.
e.g A member of the Ravnos Infiltrator Order with Chimerstry 3 wishes to join the Gangrel order. To convert Chimerstry to a non-
clan discipline will cost 3xp (1 for the second level and 2 for the third level). It will cost the Baali a further 10xp to gain the first
level of Protean as a Semi-Discipline (on the assumption that the Baali does not already possess Protean) for a total xp cost of
13. Had the Baali possessed Chimersty 5 (and no Protean) the whole thing would have cost 20xp. A large proportion of the
Baali change Infiltrator orders at least once during their unlives.

Merits and Flaws


Clear Sighted (3 point Merit)
Because of their connection with the powers of darkness, some Baali gain the ability to see through Obfuscate. The individual
can see through any level of Obfuscate with a Perception+Alertness roll against a level of Obfuscate + 3.
Dark Faith (7 point Merit)
The opposite of true faith, Dark faith is the Baali's faith in the infernal powers. It may pre-date the individual's embrace or be an
effect of it. The Baali now has a rating of one in Dark Faith, which adds to all willpower and virtue rolls. The exact nature of Dark
Faith varies, although its relation to True Faith is constant. If a Baali tries to use Dark Faith against an individual with True Faith
he must subtract the True Faith rating from the Dark Faith rating, this is the effective rating for all purposes. If the result is
negative (True Faith greater than Dark Faith) then the Baali is susceptible to the wielder of True Faith. It takes experience equal
to the current rating times three to gain Dark Faith up to rating five and rating by five from then on. The maximum rating in Dark
Faith is ten.
Note: an individual with Dark Faith may enter a building/area with True Faith (such as a religious site) if her rating is higher than
or equal to the area True Faith rating.
Piggy-Backer (1 point Flaw)
You have a small demon or imp along for the ride. Only you can see it and it is never of any help; in fact it is totally insane. This
demon takes over at certain times and is quite a hinderance to you. Choose the occasion; it can be anything from "on the night
of the full moon" to "whenever someone mentions avacado." Create the demon: give it a name, detail his madness, and give
him some abilities. Play this out to the max when the situation arises. If the storyteller deems that you are not playing this well, he
can declare that you have spent a willpower point to suppress the little imp.

Daimoinon
The Baali clan discipline holds great power and great limitation. Daimoinon is a true Discipline, although few know of its sole
10th level power.
Demonic Assension (Level 10)
On achieving this power the Baali follows in Baal's footsteps (or is it hoof-prints?), ascending to become a True Demon
(although one of only moderate power). At least one Baali (apart from Baal) has achieved this power, although there is great
argument as to which demon this is. Common concensis tends most often to rest at the feet of Nubaris, Grand Vizier of Hades...

Dark Thaumaturgic Rituals


Dark Thaumaturgy has many rituals, some of which are detailed here, although more are being created every day and many
more are sure to exist.
Level One
Rite of Contact: This is a method by which Baali can announce their presence to others of their clan in a city. When a half hour
incantation is recited, with the Baali enveloped in total darkness, a telepathic message is sent to the oldest Baali in the area and
then to all others in order of age. The ritual allows a one minute dialogue with each individual, contacted at their discretion. This
ritual has also been used as a distress call.
Level Two
Power of the Invisible Flame: as the Thaumaturgical ritual, Players Guide to the Sabbat except that it effects the Dark
Thaumaturgical path Fires of Inferno.
Level Three
Summon Gremlins: This simple ritual sends one chosen machine of small size haywire. This is especially damaging to
computers which are usually irrevocably damaged, all their data corrupted and their hardware beyond repair.
Shaft of Belated Quiescence: as the Thaumaturgical ritual, Vampire Players Guide.
Level Four
Balefire: This ritual allows the Baali to draw upon the Balefires of Hades to bathe her body in a sickly blue green glow. The Baali
is able to throw bolts of this toxic stuff at her enemies. Any number of bolts may be thrown, at the rate of one per turn, but each
costs the Baali one blood point. Hitting requires a Perception+Firearms roll (difficulty 6); he take three points of aggravated
damage and in addition mortal victims must roll stamina+4 and match the Baali's number of successess or suffer a damaging
mutation (storytellers discretion).
The material component is a piece of radioactive waste or raw uranium.
Drawing upon the Bound: as the Thaumaturgical ritual, Players Guide to the Sabbat.
Unlock Dormant Wisdom: This ritual allows the caster to gain some part of the knowledge of a dead being by consuming her
brain. The age of the corpse is irrelevant, so long as some part of the brain is intact. The castr must role Intelligence+Occult
versus a nine. The number of Successes indicate the degree of transfer (one for minor/most recent, five for total recall).
This ritual can be performed on any being with a physical form (vampires, garou, mortals, etc.) except mummies (including bane
mummies) but is ineffective on such creatures as demons or other spirits.
Level Five
Bone of Lies: as the Thaumaturgical ritual, Vampire Players Guide.
Thirst Unquenchable: as the Thaumaturgical ritual, Players Guide to the Sabbat.
Level Seven
Shadow of the Wolf: as the Thaumaturgical ritual, Players Guide to the Sabbat. This is used by the masters of the
Shapechanger Order.
Level Eight
Form Theft: The Baali have found it useful to take the forms of others. This ritual is a higher level version of Transfer Essence
(see Storytellers Handbook to the Sabbat). It allows the Baali to steal the body of a recently slain human, vampire, or
shapechanger using the same system as Transfer Essence.

Bargaining with your Soul


The Soul is a valuable, although often undervalued resource. The Baali value souls more than any other kindred, whilst often
giving them away in exchange for temporal power. All human based individuals (including Kindred, Lupines, Magi, and
changelings) possess 10 soul points at birth. They may be sold off, (either whole or piecemeal) for worldly power. The most
commonly granted powers are Investments, Disciplines and Paths, and Backgrounds.
Note: Each soul point bargained has a cost. The individual's Corruption Rating (number of Soul points used) affects her
Humanity (or path of Enlightenment). Any individual with a Corruption Rating must make rolls for infringements of the Hierarchy of
Sins of the Path of Evil Revelations, even if following another path. For example a Baali on the Path of Ecstasy with a Corruption
Rating of 4 must make a Path Loss roll for any infringment of the Hierarchy of Sins for the Path of Evil Revelations rated at 4 or
below. This is independent of the actual Path of Enlightenment, which may or may not have been infringed. This is the reason
most Baali follow the Path of Evil Revelations.

Demonic Investments
The Baali's connection to demons gives them a source of power largely unavailable to the other clans. This power does not
come without cost howeve; the Baali literally sell their souls for this power. As well as the Demonic Investments presented in The
Storytellers Guide to the Sabbat, the Baali have been known to gain other powers more closely suited to there lifestyle of
infiltration. Each point of Investment costs 1 soul point (of the individual gaining the powers souls unless they are a Devil's
Advocate -- see below).
1 Point Investments
Aura Perception: The infernalist can see auras of other beings, the colours indicate their moods, identities and levels of
hostility. This power operates in all ways as the second level Auspex power of the same name with one exception, the Auras of
individuals with True Faith, or vampires in Golconda will blind a Baali viewing them for 1-10 turns.
Eyes of Hades: For the expenditure of 1 bloodpoint the Infernalist's eyes glow with hellfire (red if not observed closely). The
Infernalist may then see objects via heat rather than by light (allows vision in total darkness). Anyone looking directly into the eyes
will see dancing flames, and feel distinctly uneasy at the sight. The power may be 'turned off' at any time with no cost.
False Purity: The infernalists aura is permanently set at one specific colour, masking true feelings and diabolic taints.
Gaseous Form: The Infernalist is able to diffuse her body into a gaseous state; this takes only 3 seconds. However, the
infernalist must expend one bloodpoint to become gaseous and expend another point to become solid again. The gaseous form
remains cohesive in a strong wind. The infernalist emits a horrible stench while in this form.
2 Point Investments
Begin Decent: With the expenditure of one blood point the infernalist decends into the earth, thereby moving closer to hell. The
infernalist can rest during the day without fear of exposure to sunlight. The power can only be used in soil or other loose material.
It has no effect on stone or concrete surfaces. The infernalist can choose to end the power at any time, rising from the earth.
5 Point Investments
Devil's Advocate: One of the most subtle and devious of investments, Devil's Advocate allows the infernalist to act as a type of
middle-man in the soul trade. By finding individuals willing to bargain away their souls the infernalist may receive a percentage of
the take in the form of investments. Most often Baali form cults, and double the cost of investments received by their mortal
followers. The remaining soul points are used by the Baali themselves to gain more powers. The other party must sign a contract
in her own blood for this power to work. Some Baali are known to collect soul points for such things as fleshcrafting, or wealth,
thereby insuring a larger profit margin for themselves.
8 Point Investments
Ignore the Blinding Light: This grand investment gives the Baali some degree of resistance to sunlight. In an area of high
smog, or on days with significant cloud cover, the Infernalist has only to wear high SPF sunscreen on any exposed skin. In all
other situations the infernalist takes only one aggravated wound per turn in sunlight (rather than the usual three).

Disciplines and Paths


Demons find it easy to improve an individual's Disciplines and or Paths through the mortgaging of the Soul. Disciplines can be
gained, and improved at an initial cost of 1 point. Advancment is at a rate of New Level -- hence Potence 3 for an individual
without Potence would cost 1+2+3 or 6 of an individuals 10 soul points. Paths of Dark Thaumaturgy and Thaumaturgy are far
less expensive, costing 1 point per dot, regardless of level. For some reason, Demons cannot, or will not, grant power with the
Disciplines of Bardo, Obeah, and Temporis.

Backgrounds
Demons offer mortals many things that are seen as Backgrounds -- the most common being Resources, Status, and Prestige.
These cost 1 point per dot regardless of level.

Paths of Enlightenment
Many Baali had abandoned their Humanity well before the Embrace, and none maintain it afterwards. All Baali, therefore, follow
Paths of Enlightenment. Currently, only three such Paths are sanctioned by the Baali council. These are; The Path of Evil
Revelations ( see The Storytellers Handbook to the Sabbat), The Path of Ecstasy ( see Clanbook Settites), and the Path of
Baal.

Character Generation Rules


Baali undergo an embrace not too dissimilar to the creation rites employed by the Sabbat (who inherited the practise from the
Baali regardless of the beliefs of the True Black Hand). This is reflected in the point allocation during character generation. Baali
characters have the following point allocation during creation:
Attributes: 7/5/3 (Mental usually primary)
Abilities: 13/9/5 (Talents usually primary)
Disciplines: 4
Backgrounds: 1
Virtues: 5 (Demonic virtues, Treachery/Cruelty/Courage)
Freebie Points: 14 (7/5/2/1)
Baali do not have humanity; instead they follow Paths of Enlightenment. Only the Paths of Evil Revelations, Ecstacy, and Baal
are condoned by the clan although members of the Inner Light (the majority of player characters) frequently follow the Path of
Death and the Soul or other less 'Evil' paths.
Virtually all Baali have the Autocrat, Bon vivant, Bravo, Conniver, Critic, Deviant, Fanatic, or Sychophant natures but may (and
usually do) have any Demeanor.
Baali have certain minimum requirements. They must have an Occult of at least one, a Linguistics of one (Latin), and must
possess the Background: Alternate Identity. Also during character generation the Baali must choose a loyalty order and
corresponding primary path of Dark Thaumaturgy (even if the individual does not have any rating in Dark Thaumaturgy). All Baali
must have a rating of at least one in either Daimoinon or Dark Thaumaturgy. Mental Attributes and Talents are usually primary.
Many Baali also know the Dragon Tongue of the Nephandi.
Baali have a Corruption rating from 0 to 10 that represents how much of their soul has been given over for investments (0
indicates a normal human, 10 is a totally corrupted soul). All Baali must have at least 1 investment, and some have several. No
player Baali can start with more than seven points of investments, and most have between 1 and 4.

Chapter Four: Baali Templates


It may be that the stars of heaven appear fair and pure simply because they are so far away from us, and we know nothing of
their private life."
-- Heine, The Romantic School, 1853
Being purely evil doesn't make the Baali dull or uncreative. Indeed because of their lifestyles they are amongst the most varied of
all the clans. The Baali use the character generation sytem detailed in the Players Guide to the Sabbat and follow the Paths of
Evil Revelations, Ecstasy, or Baal (or the Path of Death and the Soul if a member of the Order of the Inner Light). Any templates
that follow can be used for a Light as well as a true Baali.
Feel free to alter the numbers, Nature, Demeanor or any other aspect of the character you would like to. Templates are
guidelines, the best characters are those which spring from your own imagination.

Aristocrat
"A prince should therefore have no other aim or thought, nor take up any other thing for his study, but war and its organization
and discipline, for that is the only art that is necessary to one who commands."
-- Machiavelli

Quote
"It's always nice to see when someone of that class makes good of themselves. After all it happens so rarely; now where did that
naughty fox go? "

Prelude
You grew up in the minor aristocracy. Your parents were nice enough when you saw them, but that wasn't very often. You went to
all the right schools, were seen at all the right engagements, and had all the right interests. You were unfulfilled though. You quite
enjoyed hunting, as befitted your station, but didn't really enjoy much else.
When you were twenty, you fell in love with a lower class girl. Although you knew it would cost you standing, you pursued her, and
eventually the two of you began dating. A few months later you found out that she had worked as a prostitute. You were livid, and
the next time you saw her you beat her into a near coma before she managed to escape. You fled to the family's summer home
in the highlands.
The old house hadn't been used for quite a while and there was very little to do so you began reading some old tomes you found
in the library. You found that one of them dealt with demon pacts. You read the spell aloud, promising your life for the power to
find your ex-girlfriend and punish her. It was then that the demon appeared and granted you your wish by leading your sire to you.

Concept
You are the ultimate snob. You feel no remorse for your life, and feel that your new life only elevates you above even the kindred
masses. You play the part of a Ventrue well, and have even managed to bring some of that clan closer to damnation. You
secretly wish to become one of the Dukes of Hell and will find a way to do so.

Roleplaying Tips
You feign interest in the unlives of other Ventrue and upper-class Toreador. Sneer at those of lower birth and/or status than
yourself. You are cultured and make sure everyone around you knows it. A stereotypical Ventrue (apart from the small fact of
your true clan).

Equipment
A classic sports car. A wardrobe of conservatively tailored suits. A silver cigarette case with your family crest. A signet ring
bearing the family arms.

Nature: Autocrat
Demeanor: Director
Concept: Aristocrat
Generation: 13
Loyalty Order: The Harbingers of Decay
Infiltrator Order: Ventrue
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 5, Appearance 2
Talents: Acting 1, Alertness 1, Dodge 1, Empathy 3, Leadership 3, Subterfuge 5
Skills: Drive 1, Etiquette 3, Firearms 1 Knowledge: Bureaucracy 2, Finance 2, Investigation 1, Law 1, Linguistics 1, Occult 1,
Politics 1
Disciplines: Dark Thaumaturgy 1 (Hands of Destruction 1), Dominate 3
Backgrounds: Alternate Identity 2, Resources 4, Status 1
Virtues: Treachery 2, Cruelty 2, Courage 4
Path of Evil Revelations: 4
Willpower: 10
Corruption: 2
Investments: Psychic Tracker

Dark Warlock
"Where shall we meet again. In thunder, lightning or rain?"
-- Shakespeare, Macbeth.

Quote
"Non erravi perniciose!"

Prelude
You grew up in a family devoted to the dark powers. Your parents were both demon worshippers and had sacrificed your
younger sister to the dark powers. When you weren't with the coven, you were at school. So good were you at hiding your
family's secret that you were made president of the school's inter-faith society.
You learned all you could from your family's own coven, and then began searching further afield. During these apprenticeships
you gained much ability but little in the way of real power. You dreamed of the day you could toss a fireball at your high school.
One night you participated in a dark rite with a new group. They were Baali and one of them embraced you after you had
managed to summon an Imp from the abyss.

Concept
Brought up around magic, you are still fascinated by it. You don't like to 'waste time' however and take shortcuts in your magical
learning. So far these have not affected you but...

Roleplaying Tips
You are facinated by magic, the flashier the better. You pretend to support House and Clan Tremere but in reality consider them
a pack of doddering old fools of no value as anything except food. You do, however, go out of your way to learn new rituals from
any source.

Equipment
Spellbook, libation cup, black robes, and of course an imp (who masquerades as an homonculus).

Nature: Deviant
Demeanor: Traditionalist
Concept: Dark Warlock
Generation: 13
Loyalty Order: Bearers of the Inferno
Physical: Strength 2, Dexterity 3, Stamina 3
Social: Charisma 1, Manipulation 3, Appearance 2
Mental: Perception 3, Intelligence 5, Wits 2
Talents: Intimidation 3, Subterfuge 2
Skills: Drive 1, Etiquette 3, Melee 1, Stealth 2, Survival 2
Knowledge: Computer 1, Law 1, Investigation 1, Medicine 1, Occult 3, Politics 2, Tremere Lore 1
Disciplines: Dark Thaumaturgy 3 (Fires of Inferno 3), Thaumaturgy 3
Backgrounds: Alternate Identity 1
Virtues: Treachery 2, Cruelty 3, Courage 3
Path of Evil Revelations: 5
Willpower: 3
Corruption: 5
Investments: Magic Sense, Guardian
The Disturbed Child
"There is a pleasure sure in being mad, which none but madmen know."
-- Dryden

Quote
"These big kids came up and started hitting Terry all over. I tried to stop them but they were too big. How come I'm not hurt?...
They held me down, just like Daddy does when I'm naughty..... Oh Daddy says I can't tell you, otherwise I might get hurt."

Prelude
You were brought up in a loving household. Nothing bad ever happened to you but something was wrong with you. When you
were six you convinced your best friend to drink some chemicals in the garage and sat enthralled as he writhed in agony and
died. After that a series of 'accidents' followed you. It wasn't until your eighth birthday that you got caught in the act. You were
attempting to burn down the neighbours' house while they were in it.
After a lengthy period of psycho-analysis you were diagnosed with a mental disorder. The psychologists were horrified by the
stories of physical and sexual abuse you told them. Your parents were sent to jail on your 'evidence' and nobody ever realized
that the stories were just that, stories.
You were placed in a mental hospital, and it was here that a Baali masquerading as a Malkavian found you. She could see why
you were so evil; you had a malicious imp following you who was the cause of your 'temporary insanity' but you still seemed to
enjoy the evil it created. She saw your potential and embraced you then and there.

Concept
You are an unbalanced individual. No longer mentally a child, you still inhabit a child's body and don't really mind; after all,
everyone is so careless around you.

Roleplaying Tips
Play up the child angle. Make everyone believe you are a victim, that others are being nasty and trying to hurt you. Never admit
guilt. Accidentally give away 'information' that you "don't understand". And always act the innocent.

Equipment
Oversized childs clothing, matches, and a bottle of cleaning solvent.

Nature: Conniver
Demeanor: Child
Concept: Disturbed child
Generation: 8
Loyalty Order: The Bearers of Pestilence
Infiltrator Order: Malkavian
Physical: Strength 3, Dexterity 1, Stamina 2
Social: Charisma 2, Manipulation 3, Appearance 3
Mental: Perception 4, Intelligence 3, Wits 3
Talents: Acting 3, Alertness 2, Brawl 1, Dodge 2, Empathy 2, Streetwise 1, Subterfuge 2<
Skills: Melee 2, Stealth 3, Survival 3
Knowledge: Linguistics 1, Occult 1, Malkavian Lore 2, Medicine 1
Disciplines: Dark Thaumaturgy 2 (Path of Pestilence 2), Dementation 2, Obfuscate 1
Backgrounds: Generation 5, Alternate Identity 1, Status 2, Resources 1
Virtues: Treachery 5, Cruelty 1, Courage 2
Path of Evil Revelations: 6
Willpower: 5
Flaws: Child, Piggy-Backer
Corruption: 3
Investments: Grim jaws, Invisibility to Animals

Family Member
"I deal with the dead as though they were living, and similarly the living as though they were dead."
-- Gilbert Lely
Quote
"I've got an offer you can't refuse."

Prelude
You had an unusual upbringing. Born into the Giovanni Family, your earliest memories are of crime-lords, and your uncle who
was a Vampire. You spent years as an apprentice to the family. You learnt how to kill, steal, and rob-graves -- all important family
skills. Your whole life was spent surrounded by the undead members of the family, but the only one you really got on with was
your uncle. The two of you held many long discussions into the early mornings. Your discussions frequently dwelt on the darkest
side of death. After one particularly dark discussion on demons, he embraced you.

Concept
For the first time in your life you have some power and status in your family, while at the same time no longer really being one of
the family. Your uncle is still around although he does not wield much power. He has helped you in your demonic abilities, and
you enjoy them very much.

Roleplaying Tips
You seek power within your family, although you never do anything to indicate you are anything but Giovanni. Still a few allies
outside the family wouldn't hurt.

Equipment
Italian suit, briefcase, cellular phone, European sports car, and more gold and platinum credit cards than most medium sized
corporations.

Nature: Sychophant
Demeanor: Architect
Concept: Family member
Generation: 13
Loyalty Order: Terrorist
Infiltrator Order: Giovanni
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 2, Appearance 2
Mental: Perception 3, Intelligence 4, Wits 3
Talents: Acting 1, Empathy 1, Alertness 2, Subterfuge 1
Skills: Drive 2, Etiquette 3, Music 2, Security 1, Stealth 1
Knowledges: Bureaucracy 2, Finance 2, Linguistics 2, Occult 5, Politics 1, Giovanni Lore 1
Disciplines: Daimoinon 1, Dark Thaumaturgy 1 (Path of Phobos 1), Necromancy 3
Backgrounds: Alternate Identity 2, Mentor 1, Resources 4, Retainers 2
Virtues: Treachery 3, Cruelty 3, Courage 2
Path of Evil Revelations: 6
Willpower: 2
Corruption: 1
Investments: Smell Fear

The Glamour Queen


"Fashion, A despot whom the wise ridicule and obey."
-- Ambrose Bierce

Quote
"Thank you. You're too kind....I think it's simply wonderful...it's fabulous darling...I know, what rock did she crawl out from under?"

Prelude
The ultimate blonde. You grew up never particularly worried about money. Your parents provided what you wanted, with a
minimum of stylish pleading. You drifted through school and university without ever really paying attention; after all nothing except
your appearance was important. You had a number of relationships with both men and women, but never really cared about any
of them, and quickly dumped them when they became inconvenient.
One night, when you were leaving a club you saw a small child bleeding in the gutter. Instead of going to its aid or calling for help
you began to walk away; after all you couldn't get all messed up could you?. The Baali who had caused the child's discomfort
liked your blase attitude, and embraced you on the spot. You haven't looked back since.

Concept
You are the blaze glamour queen. To you appearance is everything. You have started to enjoy manipulating others and quite
enjoy the Baali lifestyle; although you lack any real commitment to the clan. You are never impressed by anything or anyone.

Equipment
Whatever is the cutting edge in fashion.

Nature: Bon-Vivant
Demeanor: Praise Seeker
Concept: Glamour Queen
Generation: 13
Loyalty Order: Pleasurists
Infiltrator Order: Toreador
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 2, Manipulation 2, Appearance 4
Mental: Perception 3, Intelligence 4, Wits 3
Talents: Acting 3, Athletics 2, Brawl 1, Dodge 1, Empathy 2, Seduction 1, Style 3
Skills: Drive 1, Etiquette 3, Firearms 1
Knowledge: Linguistics 1, Occult 4, Demon Lore 2, Toreador Lore 2, Investigation 1
Disciplines: Daimoinon 1, Dark Thaumaturgy 2 (Chains of Pleasure 2), Presence 2
Backgrounds: Alternate Identity 1, Resources 3
Virtues: Treachery 3, Cruelty 2, Courage 3
Path of Evil Revelations: 5
Willpower: 3
Merits/Flaws: Blase, Deep Sleeper
Corruption: 3
Investments: Kiss of Hades, Pheromone Powers

Light Bearer
"I have loved righteousness and hated iniquity, therefore I die in exile."
-- Pope Gregory VII, 1085

Quote
"Well that is one way of looking at it, I'd prefer to think of it as a slightly dubious action. Now let's get right down to it: where did
you say that ritual was?"

Prelude
You were the quiet neighbour. Nobody really knew you and you didn't really socialize much. You lived with your parents until your
mid twenties when they both died. You stayed in the same house, and didn't go out much.
A series of mysterious disappearances led the police to you. When they dug up the back yard they found more than 30 bodies,
all victims of rather gruesome murders. You were thrown in jail, but were freed by a group of Setites; one of whom embraced
you. Later you found out that your sire was really a Baali. Nothing could have been better. You loved the power that the demons
promised and revelled in the evil around you.
One night while you were hacking into a pregnant mother, you had a sudden attack of conscience, and since that time have
begun to doubt the point of your existence.
A few weeks ago you received a visit from a strange vampire who helped you break from your old nature. You now try to purify
your darker kin, and try to learn as much as possible to achieve this end.

Concept
The image of evil. You aren't. Try to lead others into the light without letting them connect this to your actions. Try to gain others
trust, but do not let your true self show to anyone else of your clan.

Roleplaying Tips
You aren't ultra friendly to anyone. In fact you're really a bit cold. Deep down you desire friendship. You help others in the
background but rarely can these forms of aid be traced back to you, and that is how you prefer it. If you encounter others of your
true clan you try to fit in but would rather not deal with them. If anyone presents a source of knowledge to you, you will pursue it
regardless of its flaws.

Equipement
A large library crammed into your small haven.
Nature: Architect
Demeanor: Deviant
Concept: Light Bearer
Generation: 13
Loyalty Order: Seekers (Inner Light)
Infiltrator Order: Setite
Physical: Strength 3, Dexterity 1, Stamina 2
Social: Charisma 2, Manipulation 3, Appearance 3
Mental: Perception 3, Intelligence 4, Wits 3
Talents: Acting 3, Alertness 1, Dodge 1, Empathy 3, Intimidation 3, Subterfuge 3
Skills: Animal Ken 1, Drive 2, Melee 1, Stealth 3
Knowledge: Linguistics 3, Medicine 1, Occult 3, Setite Lore 2
Disciplines: Dark Thaumaturgy 1 (Secret Knowledge 1), Obfuscate 1, Serpentis 2
Backgrounds: Alternate Identity 1, Resources 1
Virtues: Callousness 1, Instincts 5, Courage 2
Path of Death and the Soul: 6
Willpower: 9
Corruption: 1
Investments: Bat Ears

The Mentor
"It is not an open enemy that has done me this dishonour, for then I could have bourne it. It was even thou, my companion,
my guide and my own familiar friend."
-- Lord Henry Darnley, 1567

Quote
"There, there, its all right. Now, just relax. O.K. What's up?... now what exactly did he say?.... Look, don't worry, just do what
seems natural... Don't worry about the rules, rules are only made to be broken aren't they?"

Prelude
You were always a shoulder to cry on for all your friends. You despised them for their weakness but never let it show. The losers
who cried on your shoulder did provide you with valuable information that you used to bribe a number of minor personalities.
Unfortunately one of them proved to be a Baali.
After a short time of moderate wealth, your new 'friend' closed down your business and you went totally broke. You didn't see this
Baali again for almost a year when she stumbled upon you as you were stealing money from a sleeping drunk, it was then that
she chose to make you one of the truly damned.

Concept
You are the confidant of the younger members of the clan (Nosferatu not Baali) and provide aid and information from the
goodness of your heart. Every thing you do, though, either builds your power or serves to subtly corrupt others. You have even
begun corrupting the ghouls who serve the Nosferatu of your city.

Roleplaying Tips
Never be judgemental or condescending. Appear to be genuinely interested in the unlives of others. Give advice often, although
make sure it's good advice when it might be checked up on, so that if anything is ever traced back to you, you smell of roses.
Equipment
Just your comfortable, lived in clothes.
Nature: Conniver
Demeanor: Care-giver
Concept: Mentor
Generation: 8
Loyalty Order: Seeker
Infiltrator: Nosferatu
Physical: Strength 3, Dexterity 2, Stamina 3
Social: Charisma 2, Manipulation 3, Appearance 0
Mental: Perception 4, Intelligence 3, Wits 3
Talents: Acting 1, Alertness 3, Empathy 3, Intimidation 1, Streetwise 3, Subterfuge 2
Skills: Drive 2, Etiquette 1, Firearms 3, Melee 1, Stealth 1, Survival 1 Knowledge: Linguistics 1, Occult 1, Nosferatu Lore 3
Disciplines: Dark Thaumaturgy 2 (Secret Knowledge 2), Obfuscate 2
Backgrounds: Alternate Identity 4, Generation 5, Status 3
Virtues: Treachery 3, Cruelty 1, Courage 4
Path of Evil Revelations: 7
Willpower: 4
Corruption: 4
Investments: Disgusting, Grim Jaws, Razor Fangs

Orphan Garou
"Whenever you observe an animal closely, you feel as if a human being sitting was inside there making fun of you."
-- Elias Canetti, The Human Province, 1978

Quote
"I'm so glad I found you guys. I thought I was some kind of freak. Its such a relief to know I'm not. I gladly offer my services to
defeat the forces of corruption that are all around us."

Prelude
You grew up on a small farm. You never knew your birth parents having been put out for adoption. The couple who adopted you
did so only to get some cheap labour; they worked you like an animal, for that was all you were to them.
You spent years slaving on the farm until a strange man arrived one day. He went and saw your 'parents;' there was a loud
argument and a fight broke out. You hid in the roof and watched the fighting; the stranger had turned into a huge man-wolf. His fur
was black and green and he tore savagely into your 'parents.' He heard a noise you had made, and stared straight at you. You
presented yourself to him, showing no sign of fear. He was surprised by your behaviour and forced you into his car with him.
During the drive he told you of the Garou, and of his tribe -- the Black Spiral Dancers. He said you must be kinfolk to have
behaved as you did. After an intense examination at his house he declared that you were not a werewolf, rather you were a
distant decendent of one.
That night he delivered your semi-conscious body to an ally in the Sabbat, and you received your induction into the unlife of the
Baali.

Concept
You hate the fact that you are not a true werewolf. You use your vampiric qualities to appear to be a member of the changing
breed. You find the Black Spiral Dancers wonderful, and the other tribes disgusting. Still, what's the fun corrupting a Dancer?
Now one of those Children of Gaia is another matter all together. Isn't it?

Roleplaying Tips
You find it easiest to convince the Garou that you are a newly changed orphan still trying to get his feet. You try to play the wolves
against each other and work with the Black Spirals to bring about their downfall. However you are not beyond betraying the odd
dancer; it is not in your interest for the tribe to grow too strong.

Equipment
Revolver with silver bullets hidden on your person. Otherwise nothing to endanger your cover.
Nature: Bravo
Demeanor: Deviant
Concept: Orphan Garou
Generation: 13
Loyalty Order: The Bringers of Pain
Infiltrator Order: Shapechangers
Physical: Strength 2, Dexterity 4, Stamina 4
Social: Charisma 2, Manipulation 2, Appearance 2
Mental: Perception 3, Intelligence 2, Wits 3
Talents: Acting 2, Alertness 2, Brawl 5, Dodge 3, Subterfuge 2
Skills: Animal Ken 3, Etiquette 1, Stealth 3, Survival 2
Knowledges: Linguistics 1, Lupine Lore 1, Occult 2, Wyrm Lore 1
Disciplines: Dark Thaumaturgy 1 (Path of Phobos 1), Protean 4
Backgrounds: Alternate Identity 2
Virtues: Treachery 3, Cruelty 1, Courage 4
Path of Evil Revelations: 4
Willpower: 4
Merits/Flaws: Gift of Proteus (2), Baby Face, Ruse of Wolf's Clothing
Corruption: 7
Investments: Journey to the Spirit Realm

The Twisted Psycho-Therapist


"Mens cuiusque is est quisque." ('The mind of each man is the man himself.")
-- Cicero (106-43 B.C.)

Quote
"Now just lie back and tell me about your childhood; did you have any dreams about being in confined spaces? So you are quite
sure that you weren't abused? I think you might be just blocking it out; don't you think that's the most probable conclusion? Now
let's talk about those dreams, shall we."

Prelude
You always got a perverse joy out of sick mind games. You loved making people doubt themselves, but for most of your life
didn't have a real outlet for this vice. You were driven, however, and decided early on that you wanted to be paid to screw around
with other people's brains. So you studied hard and went to one of the country's best psychology schools, graduating with top
honours. You set up your own practice and soon had a string of clients.
After much experimentation you settled on helping people to "remember" their parents as Satanists, and ritual abusers. This
gave you a perverse thrill for three reasons: first it destroyed the life of your patients. Secondly, it destroyed the lives of the
patients' families, often leading to suicides. And third, in the long term it would hurt those few people who had actually suffered
this type of abuse.
The party did not last long. After two years you were under investigation by the federal courts and your practise was bankrupt. It
was then that your sire embraced you, opening up to you a whole new group of beings to play your little mind games with.

Concept
A medical professional out for some fun. You cared nothing about the people whose lives you destroyed and feel much the same
way about those who you currently deal with.

Roleplaying Tips
You are basically sick. Constantly try to get others to doubt each other, those they deal with, and even themselves, all the while
portraying yourself as the voice of all reason.

Equipment
Everything that is appropriate for a professional. You always carry a gold fob-watch for those episodes of 'hypnotherapy.'

Nature: Deviant
Demeanor: Architect
Concept: Twisted Psycho-Therapist
Generation: 13
Loyalty Order: Bringers of Pain
Infiltrator Order: Tzimisce
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 4, Appearance 2
Mental: Perception 3, Intelligence 4, Wits 3
Talents: Alertness 1, Dodge 1, Empathy 1, Intimidation 3, Subterfuge 2, Body Alteration 1
Skills: Drive 2, Etiquette 1, Firearms 1, Survival 1
Knowledges: Finance 1, Investigation 3, Linguistics 3, Occult 4, Politics 2, Science 1, Tzimisce Lore 1
Disciplines: Daimoinon 1, Dark Thaumaturgy 1 (Path of Torture 1), Vicissitude 2
Backgrounds: Alternate Identity 1, Resources 2, Status 1
Virtues: Treachery 3, Cruelty 2, Courage 3
Path of Evil Revelations: 5
Willpower: 8
Corruption: 3
Investments: Razor Fangs, Razor Fingers, Smell Fear

Rebel Arsonist
"A great flame follows a little spark."
-- Dante Alighierei

Quote
"In everything, burn, burn, burn..."

Prelude
There was nothing out of the ordinary about your childhood. Your parents loved you but didn't spoil you. You lived in a medium
sized house in a nice suburb. You weren't one of the 'in' crowd in school but neither were you a nerd. You got average marks,
had average relationships, and were generally average.
You did have one unusual hobby though. You enjoyed lighting fires. Something about the way flames consumed things
fascinated you. You used to sneak out to the edge of town and light small fires whenever you could. After a while the small fires
held no fascination for you and you moved on to bigger things. You burnt down an abandoned house, and that made you really
happy. So you moved on to even bigger things. During your last year of school you started two major fires. The first one burnt out
several acres of National Park. The second burned down half a city block and unknown to you, killed the city's vampire prince.
After the second fire you met a strange woman who offered you the chance to light as many fires as you wished. You readily
accepted, and love every minute of your new unlife.

Concept
Whilst most members of your clan are subtle, you certainly aren't. Your greatest joy is starting fires. Preferably under some stuffy
vampire who thinks you're a common thug. You don't use your supernatural powers to start fires where others can see you. At
least not without burning them down as well.

Roleplaying Tips
You act the rebel to the hilt. Your only real interest is fire. You are not scared of it, and in fact have mused that if you die you will
get to spend a lot of time with it. That makes you happy. Still, you are not in any hurry, after all there is nothing flammable in
Hades.

Equipment
Your most treasured possession is your grandfather's silver cigarette lighter that has help make the happiest moments of your
life.

Nature: Bravo
Demeanor: Cavalier
Concept: Rebel Arsonist
Generation: 13
Loyalty Order: Bearers of the Inferno
Infiltrator Order: Brujah
Physical: Strength 4, Dexterity 3, Stamina 3
Social: Charisma 2, Manipulation 2, Appearance 2
Mental: Perception 3, Intelligence 3, Wits 2
Talents: Alertness 2, Athletics 2, Brawl 5, Dodge 2, Intimidation 1, Streetwise 1
Skills: Drive 2, Firearms 5, Melee 3, Stealth 2, Survival 1
Knowledge: Linguistics 2, Brujah Lore 1, Occult 2
Disciplines: Daimoinon 3, Dark Thaumaturgy 2 (Fires of the Inferno 2), Presence 1
Backgrounds: Alternate Identity 1
Virtues: Treachery 4, Cruelty 1, Courage 3
Path of Evil Revelations: 5
Willpower: 3
Corruption: 4
Investments: Toxic Blast

Appendix: Baali of Note


"I was not born to live a man's life but to be the stuff of future memory."
-- 'King Arthur', R. Rankin.

Commodus Antoninus
The son of Marcus Antoninus the so-called philosopher emperor of Rome, Commodus embodied all the worst aspects of the
Roman character. He was, in life, base, shameless, cruel, lecherous, and debauched. He was removed from power by a great
conspiracy of individuals who were horrified by his wanton cruelty. He was then embraced by the Baali who replaced him with a
flesh-crafted ghoul who was then put to death by the conspirators. His years as a Baali have been unusual. At first he reveled in
his newfound powers, cavorted with demons, and increased his cruelty tenfold. However deep down in his soul was a small part
of his father's goodness. After centuries of revelling, Commodus grew bored. It was then that the seed of goodness started to
grow within him. The lessons of his long dead father began to make sense. He founded the secret order of the Inner Light, trying
to sway other members of the Clan to the side of good. He is now a fugitive amidst a clan of fugitives, and has remained in
hiding for many years. He can appear as anyone, male or female, and has been known to visit those Baali who are beginning to
have second thoughts to persuade them to embrace the inner light.

Gilles de Rais
The famous medieval torturer of small boys was one of the vilest Baali. He committed most of his known crimes during life and
was snatched away from his final doom by a group of Baali who embraced him. His reign of terror continued for years, and he
became head of the Bringers of Pain. All this ended when a Baali tribunal (a rare thing indead) declared his evil "too obvious"
and called a blood hunt on him. It is unclear if he was destroyed or not, but none have heard of him since the early 1700's.

Rasputin
The Mad Monk of Russia is the source of much kindred gossip. Some claim him as a Malkavian, others as a Ventrue, and still
others as a Nosferatu. In truth he is one of the most successful Baali Infiltrators. He has managed to infiltrate all three clans (and
possibly others) without having to change identity. His flamboyant nature and visibility has led several Baali elders to consider
him something of a liability to the clan, which may explain something of his current silence.
He is known to possess the Merit: Dark Faith and it is rumored that he has attained the maximum level possible in this field.

Semiramis
In life Semiramis was Queen of Assyria. She conquered Egypt, Libya, and most of Ethiopia. She built great walls around
Babylon, built two mighty palaces and conected them via a magnificent tunnel, dug under the Euphrates. After a failed attack on
India she handed the kingdom over to her treacherous son Adadnirari III, and withdrew from public life. It was then that she
became one of the Baali.
Since her creation she has been one of the most important Baali elders. She has been a member of almost all the infiltration
orders and is the current head of the Pleasurists. Her current identity is unknown as is her location. All that we know is that
wherever she is she's up to no good.

Shaitan
Not a true Baali, Shaitan is one of the rare converts to the Baali cause. He is, in truth, a Capadocian, although even he barely
remembers this fact. He is one of the most ancient of the 'Baali', and represents the brief time long ago, when the Baali actually
recruited amongst the other clans (a practise long since abolished). For more information see: Chaos Factor.

Veronica Iscariot
Barely more than a Neonate, Veronica is one of the most successful Baali of recent years. She has gained great power from
trafficking souls (rumored to be in excess of 300 within her first two years) to hell. Her current goal is to corrupt a group of Mages
in order to improve both her own power, and to gain greater Prestige. She is nearing her goal of becoming a true demon (at
least that is what she thinks...).
Through extensive missuse of Sanguinus, Serpentis, Visceratika, and Vicissitude she has changed her true form to that of a
beautiful six armed woman, with the lower body of a serpent. Huge bat wings rise from her back. She rarely appears in this form
though, as she can change her form at will (Vicissitude 9).
DRACUL
By Steve Darnell (bladrunr@aye.net)

Introduction
And then shall the dragons have the upper hand, remembering their nature; and if they shall turn themselves conspiring
together in great power to persecute them, then these shall be troubled bled, and keep silence through their power and shall
flee.
-- The Apocrypha, 2 Esdras 15:31-32
Degenerates, defilers of the night; that is what you have called us for centuries, yet we have persevered. You have cast us out of
your society in hopes that we might wither away and die; yet we have prospered. You have attempted to hunt us down and to see
us crushed, yet still we survive to see another night.
Your petty princes and your impotent councils, with your conclaves and your speeches; you have so deluded yourselves into
believing that you hold the power. You pathetic Sabbat leaders; you think you hold the true alternative to Camarilla rule. You all
fool yourselves. We shall show you the true meaning of what it is to wield power.
What you do not realize is that it is you who are being led and ruled by us. Even now we control the inner workings of much of
Kindred society; and we do it from within your own ranks and clans. You may search all you like but you shall never find us for we
are everywhere.

You call us the disgrace, but it is you who would see us all cowed and sell us to the enemy. You cast us out, yet you seek to live
peacefully amongst lesser creatures. When our time comes, we shall show you the true destiny of the Kindred. Then you shall
bow down and worship us even as you now worship your precious Humanity.

Chapter One: "Kindred Unite!"


Hung be the heavens in black
yield day to night
-- William Shakespeare, Henry IV, part 1"
Aaron looked around nervously as he made his way toward the gathering. The closer he got to the crowd before him the more he
could feel it. There was something very big going on here. The weight of it pressed on him, almost causing him to stop in his
tracks and turn away from this place. However, at the same time, it was drawing him closer. He wasn't certain of what it all was,
but he knew that he wanted to be part of it.
Aaron looked at Constanza. It was she who had invited him to come this night; or was it ordered, it was often hard to tell with her.
She walked next to him smiling broadly, but with dignity. That was the one thing about Constanza that attracted Aaron to her the
most, the fact that she always maintained a sense of elegance about her in everything that she did.
"There's a lot of power here," he finally spoke.
"Yes there is," Constanza replied, "More power than you know."
"How can there be so much power in one place," Aaron questioned, "Is it because so many have come together?"
Constanza looked at Aaron for the first time since they arrived at this place, "Partly, young one. It is true that a gathering such as
this cannot help but to generate a great deal of power. However, most of the power you feel comes from that one over there."
Constanza gestured toward a small group of men and women. They were all hovering around a tall, lean, and powerfully built
man dressed in red robes bearing a black dragon on its back. He was possibly the most beautiful creature that Aaron had ever
seen.
"Who is he," the young neonate inquired, "and why do the others treat him with such reverence?"
Constanza's eyes never left the tall, gaunt figure ahead of them, "His name is Martin. He is quite young for one of our kind, but he
controls power to rival many kindred five times his age. He is one of our progenitor's childer."
Aaron's eyes grew wide at his sire's words. The thought of being in the presence of one so close to the founder of their clan
made him both nervous and agog. After several long moments, he finally found his voice, "He's one of Dracula's childer?"
Constanza smiled, amused at the reaction of her progeny, "Yes, little one, he is."
"What is he doing here?"
Constanza returned her gaze to Aaron, "He is why we are here, in Transylvania. It is he who will oversee the proceedings of this
night, just as he always does, just as he has for many years.
"Treat him with respect, but do not be obsequious. The one thing he hates most is to be fawned over. He feels it makes a
mockery of his position to have others fall at his feet in such a way."
Aaron let Constanza's words sink in, but before he could respond, he found they were before the very man they spoke of. Martin
was taller than Aaron had first determined. He was well over six feet tall and a very imposing figure to behold.
Martin nodded at Constanza and smiled. He reached out and took her in his arms in a familial embrace, "Stanza, it is good to
see you again. Our gathering would be incomplete without you. And who is this young one?" Aaron almost leapt in fright when
the man's eyes fell upon him.
"This is Aaron," Constanza said, "he has come to be announced and to pledge himself to the clan."
Martin's stare was most unsettling as it locked Aaron in its icy grip. Martin took Aaron in an embrace similar to the one he had
shared with Constanza. "At last you have brought a young one of your own to the fold."
Martin released Aaron and looked him over. "If he does well tonight he should make a good addition to the line." His eyes met
Aaron's again, only more warmly, "Perhaps someday you too shall join the Order as your sire did."
Aaron looked back and forth between the two with confusion, "I don't know what you mean, Martin. What order?"
Martin placed one hand on Aaron's shoulder, "Someday, when you are ready, Stanza will tell you. Until then, let it suffice to say
that you belong to a distinguished line within our clan and you will find that to be of great help in the future."
None of this helped to ease Aaron's confusion, but it gave him a strange feeling of pride to have been spoken to in such a way
by one such as Martin. Constanza took him by the arm and led him away to take a place amongst the gathering.
The group had formed a circle around two great bonfires with a raised platform between them. On the platform were an altar and
a wooden stand holding a sword. Soon the chanting began.
The sound of the voices coming together reminded Aaron of the Gregorian chants of the Benedictine monks. It gave off a feeling
of peace and yet increased the feeling of great power that was already permeating the very air of this place. As the singing grew
louder, Martin walked out and ascended the small stair that led to the platform. He turned to face each member of the crowd, his
arms held out in a manner that reminded Aaron of a crucifix. The chanting grew louder until Aaron thought he would go mad from
the sound. Just when he was about to run in terror of the great noise that assaulted him, the song ended. The entire gathering
was silent.
Martin began to speak, "Brothers and sisters in blood, we have gathered again in this place where our line was founded to once
again present those who would be accepted to our clan. Tonight we gather to celebrate our unity as a clan as we shall someday
celebrate our unity as kindred all over the world."
The crowd lauded the opening words as though they were a church congregation gathered to hear a great evangelist. Martin
seemed to ignore the cheers and applause. Without a pause he continued to address the group.
"Tonight we bring into the fold the first sired of one of our best and brightest. Come forth Aaron, childe of Constanza."
Aaron felt the call compel him forward from his place in the crowd. Constanza touched his hand as he rose to his feet and
walked out into the circle toward Martin. The fire held no terror for him at this moment. The summoning calmed his spirit, and the
flames seemed almost to invigorate him.
When Aaron had ascended the platform, Martin nodded to him. As though by instinct, Aaron dropped slowly to his knees. Martin
approached Aaron and placed a hand upon his bowed head. The power emanating from that hand was almost enough to cause
Aaron to leap in shock.
"Aaron, childe of Constanza, childe of Gerant, childe of Athena, childe of Carmilla, childe of Vlad, called Dracula, do you swear
your unending loyalty to the Clan Dracul?"
Without hesitation Aaron replied, "I do swear it."
Martin continued, "Do you swear your service to the members of the Clan Dracul, to aid them in need and even to the death
defend them and the Clan Dracul?"
"I do."
"Do you swear to do nothing that may in any way cause detriment to the name of the Clan Dracul?"
"I swear."
"Should you in any way fail to uphold the oath that you have sworn before this gathering of your fellow clansmen, do you offer your
life to be taken by any of your kinsmen upon discovery of your treachery?"
"I do willingly give up my life."
Martin walked over to the altar and picked up a large chalice. Amongst the jewels that decorated the cup, Aaron made out the
shape of a dragon carved in onyx set upon the cup. It was identical to the one that emblazoned Martin's robe.
Martin held aloft the bejeweled grail and turned around to face the whole of the gathering. He lowered it once again to Aaron's
eye level. This time Aaron could smell the contents...blood. It smelled sweeter and more potent than any blood he had ever
encountered.
Again Martin spoke, "Then upon this oath drink of this cup and taste the blood of our founder and become one with the rest of
us."
Aaron gulped at the rich red liquid put before him. Martin had to pull away the cup before Aaron drank too much to feed the
others who would be presented this night.
"Stand, Aaron, and face the gathering as a member of Clan Dracul."
Aaron stood and faced them all, drunk from the power of the blood. He drank in the calls of approval and the well wishing as he
returned to his place next to Constanza. She smiled most approvingly at him and said, "Enjoy it, not many kindred get the
opportunity to taste the blood of an antediluvian." She leaned closer and passionately kissed the blood-reddened lips of her
lover, her childe.

Chapter 2: Of Dragons & Demons (The Birth of Clan Dracul)


We Szekelys have a right to be proud... What devil or what witch was ever so great as Attila, whose blood is in these veins.
-- Bram Stoker, Dracula
It should be noted that the history of Clan Dracul is, for the most part, the history of its founder, Vlad the Impaler -- Dracula. The
pre-vampiric activities of Vlad are well documented in many history books and no book of vampire folklore is complete without
his mention. We will, therefore dispense with the bulk of his mortal days and take up where the real story begins.
Vlad's cruelty and bloody ways had made him one of the most feared and despised rulers of his time. Despite the fact that he
tortured and killed as many Romanians as he did enemies of the state, his own people held him up as a national hero.
Throughout his reign the one thing that gave him the greatest joy was his wife, Cneajna. After Cneajna's suicide in 1462, which
also marked the beginning of his fourteen-year exile from Wallachia, Vlad became obsessed with death and how he might
conquer it himself. He began delving into darker and darker levels of the occult until he eventually made the discovery that would
change his life forever.
Vlad had heard tales of the vampires of the region. He remembered tales of vampires with great magics who commanded great
winged beasts. He also was told of creatures that could twist the very form of flesh and bone to create horrid perversions of
humanity, or make themselves more beautiful than any creature in nature. Dracula had believed these stories to be mere
superstition, tales to frighten small children into behaving.

Chapter 3: Inside the Clan Dracul


If you look at your reflection in the bottom of the well
What you see is only on the surface
If you try to see the meaning hidden underneath
The measure of the depth can be deceiving
-- Joe Walsh, "The Confessor"
On the surface, the traditions of Clan Dracul are an odd blend of familiar aspects of both the Tzimisce and Tremere clan
traditions, but the inner workings are somewhat more complex and secretive. Like the Tzimisce, Dracul tend to be strangely
loyal to their sires and will often act as assistants, apprentices, or even their librarians. However, this is not due to the blood
bond, but is rather due to the fact that all Dracul know that they are not trusted among other Kindred and that they wouldn't last
long without the tutelage that their sires offer in exchange. The fact that those who refuse a service to their sire, before being
presented before the clan, are often killed by their sire also acts as a strong incentive for a neonate not to invoke his or her sire's
wrath.
Those who would prefer not to stain their hands with the worthless blood of an insolent childe often choose to cast the young one
from his haven and, as his wayward progeny is desperately seeking a new haven, drop an anonymous tip to the Prince,
revealing the identity of the neonate and what clan he comes from. These childer tend to disappear and very little, if anything, is
done to find out what happened to him or her -- Princes and other Kindred in general tend to look the other way when a Dracul
"vanishes" or is found to have been killed. Most childer, however, serve their sires out of respect for their position and for the
knowledge to be gained, such as rituals they would otherwise have no access to.

Appendix: The Dragon's Lair


What follows is a discussion of the more prominent members of the Clan Dracul. They are as diverse as they are intriguing. The
one thing that binds them all is power and allegiance.

Vlad Tepes (Dracula)


The reclusive founder of the clan has been seen in Venice meeting with Augustus Giovanni, with whom he has formed an
alliance. Other sightings have been rumored all over the world. Most of these rumors are discounted, but others have raised
questions amongst other Kindred as to whether or not he is planning to expand his power. Members of the clan wonder if this is
not a sign that the time of their ascension is drawing nigh.
Vlad is mostly seen in the Dracul stronghold in Transylvania, where he councils with his childe, Martin, on clan matters. He has
delegated so much of his power that he has very little to do with the actual implementation of policy and clan law. For this reason,
he has attended more and more meetings of the clan leaders, so that he might keep totally abreast of what is happening within
the clan and its orders. The clan itself is run, with Vlad's support, by his six most trusted childer.
Vlad has lately taken to research. He has heard word of true dragons in the region of Eastern Austria. He is taken with the
prospect of actually locating one of these beasts. Though none would be foolish enough to tell him, many members of the clan
believe that this is a sign of madness, most likely brought on by Augustus Giovanni's influence.

Martin -- 4th Generation


Martin Van Doren is the most powerful American-born Dracul. He is the youngest of Vlad's childer, and the most favored.
Martin is Archduke over the Eastern European Territories and the Grand Master of the Sacred Order of the Dragon. When Vlad
is out of contact with the clan, Martin acts as the clan leader. Due to his title of Grand Master, Martin oversees the annual
gathering of the clan and the introduction of new members.

Carmilla & Josef -- 4th Generation


Among the first of Vlad's childer are the twins, Carmilla and Josef Karnstein. Born into Austrian nobility, they showed great
proficiency in occult studies and displayed a degree of mystical power, including a telepathic link that still exists today. Some
believe that they would have become mages had they not been embraced. Whatever the case, no Dracul, save Vlad, is more
adept at the use of Thaumaturgy than these siblings.
The two were embraced the same night, and are said to have drank from a concoction of both their sires' blood, rather than
drinking from one sire alone, in order to maintain their blood connection. It is also said that the twins are also lovers, and that
they have strengthened the link between them through the use of a thaumaturgical ritual of their own design.
Carmilla is Archduchess of the Western European Territory. She works closely with Martin in matters of the clan, and is the one
who conceived of the Hidden Legion. Only Martin is deferred to as much as Carmilla.
She is, perhaps, the strictest of all the Archdukes and Archduchesses with regard to those under her, and tolerates no
dissension among her subjects. Infighting is often resolved with the summary execution of all involved in the dispute.
Josef is Archduke over the North American Territories. His region is one of the busiest in the Dracul power base. His work at
present consists mainly of trying to open up the South American continent for Dracul infiltration.
Josef is responsible for the formal structuring of the Secret Emissaries and Carpathian Guard. When candidates for the Hidden
Legion require tutoring in Thaumaturgy, it is Josef who is called in to instruct.

Mamuwalde -- 4th Generation


If Carmilla and Josef are the Dracul masters of Thaumaturgy, then Mamuwalde is the Dracul master of Necromancy.
Mamuwalde is the Archduke of the African Territories.
The most enigmatic of the six Archdukes, all that is known of Mamuwalde is that he was an African prince in his mortal life and
that he continuously develops his use of Necromancy and of Spirit Thaumaturgy. Rumor has it that he is secretly developing a
spiritual power base for the clan to be unleashed when the time of the clan's rise to power is at hand.
Considering the size of his domain, Mamuwalde has done extremely well for himself and the clan. The African Territories have
shown the least trouble and the most progress of any of the other regions.

Tatyana -- 4th Generation


Archduchess of the Eurasian Territories, Tatyana controls all Dracul activities in the area of the former Soviet Union. Despite
having such a large domain, Tatyana easily maintains control of her charges there. A native of Russia, she is quite familiar with
the way Kindred politics constantly changes in the region.
Tatyana is prolific in several disciplines and is a fierce warrior. She is one of the most feared Kindred in Russia and the
surrounding states. Her prowess is such that even Baba Yaga fears her power and strength.

Alexandru -- 4th Generation


As Archduke of the West Asian Territories, Alexandru Sedescu's primary goal is to work with Tatyana to open up the Far East
for Dracul infiltration, all the while keeping out of the way of the Assamites. Alexandru was chosen for his position by virtue of the
fact that he is fluent in all Arabic languages and dialects and he has gained the respect of the Assamites by fending off an
attempt on his life by the assassin clan.
Alexandru has earned a reputation as a Kindred warlord. He has forsaken the further development of his Dominate powers to
concentrate on Fortitude and Celerity. He has also learned the use of Quietus from the local Assamites. It has been recently
decided that all members of the Carpathian Guard and the Dragon's Guard will eventually be sent to Istanbul to learn Quietus
from Alexandru.

Saint Germain -- 5th Generation


Josef's eldest childe and prize student, Saint Germain is a master of Thaumaturgy and has ensconced himself into the Tremere
clan. Only those of the highest clearance in the Dracul clan even know that he is one of their own.
Saint Germain is the most successful agent of the Dracul. The information he has provided about the Tremere will prove useful
when the Dracul rise up to destroy them. However, it is likely that he will be removed from duty and placed in charge of the
Secret Emissaries, because many Tremere and Kindred in general are beginning to ask questions about him. (For more
information, see the entry on Saint Germain in Clanbook: Tremere.)

Akeem -- 5th Generation


Akeem is Mamuwalde's only childe and an excellent practitioner of Necromancy. He is the Duke for most of Northern Africa,
including Egypt.
It was Akeem who discovered the secret haven of the last Cappadocians. This has given him greater access than any other
Dracul to the lost discipline of Mortis, which he has added to his Necromancy in order to create rituals and effects far beyond the
imagination of even Mamuwalde. With this potent combination of powers, the African Dracul could build a base of spiritual
control and power to rival even that of the Giovanni.
Akeem often finds himself up against the Setites in his efforts to spread Dracul influence throughout Northern Africa. Though
several assassination attempts have been made against him, including one by an Assamite, all have failed and led to the final
death of the Kindred behind them.

Salvatore -- 6th Generation


Salvatore Pentangeli is General of the Carpathian Guard and Vlad's personal bodyguard. Salvatore's position grants him choice
of who shall be posted to the Dragon's Guard, Vlad's security coterie.
Salvatore is rough and straightforward in his manner. This, along with his paranoid and suspicious nature, as well as his close
relationship with Vlad, often puts him at odds with Martin in matters of the clan and its security. Each respects the other, but
neither truly trusts the other.

Armin -- 8th Generation


Having been a Baron in his mortal days in Germany, it was easy for Armin Meinster to adjust to his new role as Dracul Baron of
Western Germany.
A descendant of Carmilla, Armin is a cold and harsh creature. He is strict with his Lords and rules his Barony with an iron fist. He
is just as swift and hard with his punishments as his ancestor, Archduchess Carmilla is.
Recently, Brujah of the Camarilla assassinated one of the East German Barons. Armin has been chosen to rule over this
Barony, as well as his own, until a new Baron can be chosen. He has done so well in this capacity, however, that rumor speaks
of annexing the second Barony into his own. This talk makes the other two German Barons nervous that Armin may be trying to
win the entire nation as his territory, which would effectively put him on a near equal footing with the Duke.

Mihnea -- 4th Generation


Mihnea is the first of Vlad's childer. When he was cast out of Vlad's grace, he fled to the caves of the German Alps and took with
him those who believed in his philosophy. This became the Order of Contrition.
Mihnea is a man of peace and unity. He is also very disturbed; nay, he is insane. His followers have no idea that their leader is a
madman, and are therefore devoted to his cause with all earnestness.
Mihnea also has one other dark secret; he is Vlad's mortal son and eldest child. It was for this reason that Vlad took him back
into his fold. He would not have his son executed for petty madness. Even Martin is ignorant of their relationship to each other,
and it is unknown what the result would be if word should get out to the others.

Arkady -- 7th Generation


Arkady Petrovich was one of the clan's most promising members in the time when they were only a bloodline. He had caught the
eye of Mihnea, and the two became friends. Under Mihnea's tutelage, Arkady quickly mastered the "clan disciplines" of his
bloodline and was becoming more adept at other disciplines as well.
When Mihnea broke from the clan, Arkady followed with him and helped to found the Order of Contrition. With his help, the
Contritionists grew in number rapidly. Eventually, however, Arkady realized that his mentor was insane and that he might just
lead the others to their own destruction.
Arkady fled from Mihnea's camp and attempted to return to the Dracul stronghold in Transylvania. He demanded a private
audience with Vlad, and when brought before him, informed Vlad of Mihnea's madness.
When the Contritionists were taken back into the clan, Arkady found himself unable to serve either faction within the clan. When
Vlad took this as treachery and ordered his death, he fled to Western Europe and lost himself amongst the other Kindred.
Now Arkady wanders from city to city always on the lookout for any assassins that Vlad may send after him. It is assumed that he
has mastered most of the major disciplines by now and may be looking for someone in whom he might confide the information
he possesses regarding the placement of Secret Emissaries within Kindred society around the world. He is considered to be
possibly the most dangerous Kindred in the world, for the information he carries could result in the mass execution of hundreds
of Dracul and a blood hunt upon the entire clan. All members of the clan are on standing orders to kill him on sight. It is rumored
that his killer will be rewarded with the chance to diablerize a Kindred sired by Vlad directly, thus granting a huge leap in
generation.
The only thing that grants any solace to the clan is the fact that Arkady, being Dracul is not likely to be trusted by any other
Kindred he should encounter. If he does manage to relay his information, it is most likely to be considered a trick by the Dracul to
lure the Kindred into some heinous trap of Vlad's design. This grants the clan more time to find him before he can succeed in his
efforts.

Favored Path of Enlightenment


Path of Dragon
COELACANTH
By Larry J. Langley (29 Aug 1992)

Author's Notes
I created these creatures for an upcoming chronicle set in San Diego. If you've ever stood at the ocean's edge at night you know
that there is something wonderful and terrible out there. I would appreciate any comments and criticism.

Nickname
Remoras

Background
The depths of the ocean, not the world's cities, are the home of this unusual bloodline. Protected by the ocean's waters, they only
need emerge from the relative safety of the depths of the sea to feed, and so remain protected from many of the dangers faced
by city dwelling Kindred. The origins of the Coelacanth are lost to the past, leaving only myths and speculations. Some suggest
that a powerful ritual or curse corrupted their blood much like the Nosferatu or the Assamites. Others believe that they are not
descended from Caine at all but are an entirely alien lineage. The Coelacanth themselves do not retain the traditions of history
as the other clans, and the truth is long forgotten.
Whatever the origins of the Coelacanth, they differ from most Kindred in several respects, both inherent and acquired. Unlike
other Vampires, the Coelacanth -- at least until age strengthens other desires -- can survive by feeding on the blood of cold-
blooded creatures. This is almost entirely a matter of last resort, as Coelacanth will nearly always choose to hunt humans when
they may. Secondly the blood of the Coelacanth themselves has a strange, often considered foul, taste to their land bound
cousins. Kindred encountering or drinking Coelacanth blood need not face madness frenzy no matter how starved they are -- it
just isn't appealing enough. The blood remains nourishing despite the flavor, though Vampires will feel a bit sluggish and
unpleasant after drinking much. Coelacanth, on the other hand, find Kindred blood as attractive as any other, if not more so. In
fact Coelacanth are particularly susceptible to the sensations of blood and are likely go into a frenzy no matter how well fed.
Aside from physical differences, the ability to retreat beneath the seas instead of hiding among humanity has markedly affected
the development of Coelacanth society. Although the availability of choice prey is limited, with sanctuary beneath the waters,
Coelacanth need not fear discovery or flame and find easy protection from sunlight. Having no historical reasons to preserve the
masquerade, neither having experienced the inquisition nor fearing (or even in most cases being aware of) the Camarilla,
Coelacanth are learn to accept their nature -- to welcome the Beast. Among the clan, survival of the fittest is the only law, and
Diablerie, especially with the lack of control they possess in the presence of blood, is a common practice among the Coelacanth
tribes. They have no reason not to extend this practice to Kindred of the land and many an unfortunate neonate has fallen prey to
a band of Coelacanth on the Hunt.
The Coelacanth originate somewhere in the south pacific, although tribes have slowly spread across the sea to Asia, Australia
and the Americas. They first appeared along the coasts of Central America, and have begun to spread north and south. Their
presence poses something of a threat to Kindred in the coastal cities, both because of their tendency toward Diablerie and by
placing the Masquerade at risk. The Coelacanth do not fear humanity. Though they do realize the difficulty humanity can present
to the Hunt if organized and are somewhat careful, they follow no strict code and rarely are victims left alive. As the Coelacanth
hunt off of the coasts of more populous areas, witnesses to their activities are almost inevitable.
Like the Hunt, the embrace of a Coelacanth is usually violent and cruel, often involving drowning the victim. Typically, once
created the Childe is kept beneath the waters for a great length of time, and fed victims by her sire. Even as the newly created
Coelacanth learns to hunt, her sire tends to accompany the Childe until such time as he feels the neonate has accepted her fate.
Those who rebel are treated violently until such time as they submit to the ways of the tribe. Still, the procedure is by no means
as methodical as the Sabbat or creative as the occasional forced madness of the Malkavian embrace. Although most end up
surrendering to the violent way of life of the Coelacanth rapidly losing humanity, occasionally an individual will hang on to her
sanity for some time, escaping perhaps to live a solitary life. Even given the chance to escape, most remain with their
Coelacanth tribe for lack of knowledge of any other choice, and, because of the likelihood of frenzy when feeding, even the
strongest willed will fall to the beast eventually.

Appearance
Coelacanth tend to develop large rounded eyes and smooth hairless rubbery skin as they age. Because of their undersea
existences, coelacanth do not bother with clothes and other human trappings.

Haven
Caves under the sea, or the darkest depth of sea canyons.

Background
Coelacanth embrace when the numbers of a tribe seem low, at the command of elders, or when particularly impressed by a
meal. They tend to embrace those who are athletic or physically strong, though they may embrace anyone they please. Often
those who put up enough of a struggle to impress the Coelacanth are chosen. Physical attributes and talents are primary for
almost every Coelacanth.

Character Creation
Coelacanth could have almost any nature, though a nature inappropriate to Coelacanth existence may result in a quick
destruction. Demeanors tend toward those that can survive the violence of the tribes. In order to have survived for so long most
older Coelacanth possess violent or dictatorial natures as well.

Clan Disciplines
Potence, Fortitude, Aqueous

Weaknesses
Coelacanth find blood almost impossible to resist. Coelacanth are susceptible to madness frenzy if down by more than a single
blood point. Resistance rolls when hungry (three or fewer blood points) are against difficulty +3.

Organization
The Coelacanth usually exist in small tribes led by an elder who never leaves the depths of the sea. Instead he requires his
brood to bring him blood or subsists on the blood of his brood. Diablerie is quite common among the Coelacanth especially in
the midst of a blood frenzy. Coelacanth tribes normally exist under the laws of strongest survive.

Gaining Clan Prestige


The only way a Coelacanth gains prestige among her kind is to defeat (often kill) those who are more powerful than her, and
intimidate those who are weaker.

Quote
"We understand where we exist in the world. The law of the ocean is kill or be killed. The strongest and most dangerous survive."

Stereotypes
The Camarilla: What ridiculous pretensions. They do not know what they are: does the shark take on the habits of a school of
minnows, behaving for all the world like its next meal?

"Should these monsters appear along your shores, hunt them until they are entirely destroyed or driven off, for they are
brutal, messy and clumsy, a danger to the masquerade and would sooner drink your blood than any."
-- Estria, Prince of Panama City
The Sabbat: They live as foolishly as the Camarilla, though at least they recognize that they are all killers.
"You have not witnessed a blood frenzy until you have seen these creatures feed. It seems, however, that they lack
imagination or ambition. In the struggle, they may make most useful tools . . ."
-- Erik, Sabbat Scout to the west coast.
The Inconnu: Mmm, such potent blood.
"These creatures are merely terrible reflections of ourselves in the waters of the sea, a mirror vision of our potential under the
sway of the beast."
-- Ia, fifth generation Toreador

View Aqueous discipline.


COPROPHAGES
By Kevin Davies (mizake@mizan.demon.co.uk)

Prelude
There are a lot of rumours going round this town right now that the Prince, far from being the wise, serene, fair and dignified guy
that he is most certainly supposed to be, is a gibbering moron with a face like a jar of smashed assholes and all the social
graces of a gibbon from a broken home.
I'm going to put an end to all these rumours, right this minute.
In fact, this description doesn't even come close. The Prince is a tool of the highest order who would be intellectually overcome
by the challenges of wiping his own nose if it came to it. He has all the higher functions of a sponge and the instincts of a
lemming. He is, beyond a shadow of a doubt, the most useless excuse for a diplomat since the Greeks tried to convince the
Trojans not to go to war by inviting them over to drink a few beers and light each others' farts. I have seen this man call a Blood
Hunt against his own housekeeper for the heinous crime of 'looking at me in a funny way'. I have watched him indulge in long and
complex discussions with representatives of the Tremere from across the river, and have to leave the room every few minutes to
ask his viceroy what the fuck they were talking about. I have witnessed him asking a Nosferatu what her favourite brand of lip
gloss was. This man is a danger to himself, all around him, and anyone who has ever heard of him. He is a constant reminder
that, despite thousands of years of cultural adaptation, we Kindred are just two steps away from knocking stones together, living
in caves, and pointing at the moon and going "Ug!"
I guess all of this must be part of why I love working for him. It's been two years now since I entered the Prince's employment, and
what a merry ride it has all been so far. From those first days when I spent all my time pretending to be a Toreador, having to talk
about art and sculpture and smiling until I thought my face was going to split open, right through to now, when I consider myself
lucky not to have had my head hacked off because I stepped on the cracks on the sidewalk, or something like that. Course,
there's lots of other places I could have gone, maybe had better hours, better fellow workers, a boss who knew the meaning of
the word 'tact', but when you're in my tired old boots, you don't have much choice. Most people would have puked in their hats
and run me out of town the second they heard the word 'Coprophage'. There's others who wouldn't even waste that second and
would have cut me into little stringy cubes as soon as I said the first syllable. Thankfully, my dear employer, not being the most
well-read of aristocrats, didn't pay much attention when he found out what I really am. I still believe he thinks it means I'm from
Australia. Anyway, whatever his delusion, it means that I'm safe for now, even if I am surrounded by plenty of others who think I
should be hung from the weathervane with a sign round my neck saying 'Pervert'.
It wasn't easy pretending to be a Toreador, I have to say. People would ask me what I thought about the latest re-interpretation of
Verdi, and I'd reply that I didn't care how many times they changed it, I'd still prefer ravioli. If I was lucky, they would laugh and
compliment me on my wit and verve. If I wasn't, they would look at me as though I'd just asked if I could eat their sire's armpit. It
was almost a relief when one of the Prince's informers came to him bearing the news that my story was a complete sham, and
that I was, in fact, a foul and debauched Coprophage. The Prince looked about as impressed as a slab of granite, by all
accounts. Said he'd have to consider this carefully. The next evening, he had the informer executed. Apparently, he'd been 'found
in possession of an offensive cologne'. Didn't surprise me one bit. Anyway, things got a whole lot easier after that. I gave up on
the artistic leanings and started talking about things I knew about: sex, restaurants, Humphrey Bogart movies, sex, very loud
music, ice cream, detective novels, banana daiquiris and sex. At least then, with everything out in the open, the Prince became
certain that we had absolutely nothing in common. I think he maybe even started to like me.
Whatever, he promoted me (whatever the hell that means -- I still don't know exactly what job it is I do, but I try not to let it bother
me), and so I ended up spending four nights a week instead of two standing around waiting for some idiot to try and kill me. I
suppose you could call me a hunter of sorts. Basically, when the Prince has engaged his hatred circuits against some poor slob,
he sends me out there into the big, bad city to track them down and eliminate with extreme prejudice. Says I'm the best one for
the job. I guess I am, really -- let's face it, when you have nothing more to go on than a drop of blood, a slick of sweat or a puddle
of stale pee, there aren't really many people you can call in to seek and destroy. So I sniff around and hope that I don't stir up
something that's too hot to handle. Which is how I found myself hunting down a pack of hairy, heavily-armed maniacs across a
couple of city blocks with a mouthful of dogshit.
Apparently someone had broken into one of the Prince's favourite pleasure houses and smashed the place to pieces. Obviously
they weren't familiar with his temper, or they thought they were big and tough enough to weather it. Whatever -- the place was a
mess. Myself, the Prince, and a couple of his more careful employees went to investigate. His Highness was not happy. In fact,
His Highness looked about to explode at any minute. I decided it was time to make a hasty exit, before someone was chosen as
a sacrificial victim to the great god Pissed Off. I managed to make it into the back room before the shouting began and hoped
that it wouldn't last too long. The argument behind me had apparently degenerated into mindless violence by the time I realised
that I was almost certainly in deep trouble. There was a pile of dogshit on the floor. I knew that this was not a good thing. Not for
the carpet, not for the Prince's sense of style, and certainly not for me. That pile of dogshit meant that I was going to have to
investigate. Up until that moment I had thought that His Idiocy would just take out his anger on a couple of servants, maybe the
odd visiting dignitary, but generally just let out his frustrations at random. But now -- as soon as he saw that, he would look at me
with his little piggy eyes and tell me to get straight onto the case. "Munch away," he would say, "enjoy yourself. And then bring me
the head of the motherfucker that did this." I wouldn't normally have been so concerned about my own personal safety --
dedication and devotion and all that -- but this place looked like it had been taken apart by Godzilla after a week-long drinking
session. Judging by the holes in the walls, it had to have been vampires, at least four or five of them, and every single one
bearing a grudge the size of Alaska. I didn't rate my chances. I decided the best way to get out of a potentially tricky situation
was to destroy the evidence. And anyway, I was hungry. So I knelt down on the floor and started eating my way through the
dogshit.
After the first mouthful, I realised that I had no idea what kind of dog it had been -- I couldn't recognise the taste at all, though it
was vaguely familiar to me. It was slightly bitter, very musky. Not like anything I'd ever tasted before. I kept on eating. After the
second mouthful, I realised that this had been one hell of a big dog, and that its diet seemed to consist almost entirely of fresh
meat, slightly sweet, a little like pork but not quite. I scooped up another handful and carried on. Midway through the third
mouthful the Prince stormed in just as I realised what kind of dog it had been. My mouth must have been hanging open, as he
turned away with that 'Oh my god how can you be so revolting' expression on his face. I gulped down what was left in my mouth
and tried to force out a coherent sentence. I think I managed to get as far as the first syllable. "Wuh-" I said, and stopped.
"What?" replied the Prince, holding a handkerchief over his nose and looking down on me with a suitably disgusted expression.
"What did you say?"
"Wuh-" I repeated, contemplating the sense of impending doom that was seeping in through my body's every orifice.
"Out with it!" he shouted, ramming his cane into the wooden floor. "What have you found?"
"Wuh- wuh- werewolf," I finally managed, and sank to the floor in a useless heap, my whole body taken over by the encroaching
gloom and feeling like a dead weight on the end of my mind.
"Werewolf?" cried the Prince, utterly enraged by this revelation. "The filthy, hairy, smelly, unwashed, primitive, howling bastards!"
He brought his cane down in exactly the wrong place, showering me with shit. It pretty well summed up how things were to go on.
After a brief wash and a couple of hours spent listening to His Most Furious Majesty's ranting, I was assigned my duty. I would
track down the foul heathens who had done this. I would confront them, I would make them pay for what they had done. I would
bring back their heads to the Prince, and if I did not succeed then I would die. To make it easier, he told me I could borrow
something from his armoury. However, I already knew that his armoury did not include a tank, so that didn't make me feel all that
much better. I selected the biggest gun I thought I could carry, which, to be brutally honest, wasn't very big at all. I then spent the
best part of an hour searching in the vain hope that someone had acquired some silver bullets. I didn't find any. No surprise
there. Realising I'd do as much damage with a water pistol, I trudged off to begin my investigations.
The building was still a wreck, no matter how much imagination I applied in trying to make it look better. I made my way into the
back room and sat down before this large pile of dogshit, thinking how funny it was that it had been a lump of shit that had put me
right in the -- never mind. I sighed deeply and took a handful of the stuff. Yep, that was from a Lupine, alright. Couldn't imagine
how I'd missed it before. Probably the excitement, the worry, the panic, the prospect of imminent decapitation -- at any rate, this
was werewolf shit. I popped it into my mouth and closed my eyes, letting its taste flow around my head, hoping that it would give
me some kind of flash of inspiration. All I got out of it was a vague image of the full moon and a nagging sense that I was going
to get one hell of a bout of indigestion. I swallowed it and decided to look around for other clues.
Now, us Coprophages, you might think that we would be the last people on earth to be shy about anything, but there are certain
things we just don't do in front of other people. One of those is the wonderful expanding nostril trick. It's a great way of getting a
feel for a place by letting in as many odours as we possibly can. All we need to do is flex those nose muscles a little and inhale
deeply. Pretty simple, really. Only thing is, it makes your nostrils widen until you could fit a ping-pong ball up each of them, so it's
best to avoid doing it while around the squeamish. I learned this to my cost early on in my career when I tried it on a crowded
dance floor, just to get a little more insight into the girl who was gyrating in front of me. The end result was she had to be carried
away on a stretcher after fainting so suddenly she cracked her head on my steel toecap. So I just don't do it anymore unless I'm
sure I'm alone.
Well, this pretty much qualified, so I wriggled my nose a little and took in as much of the stale air as my lungs could contain. Then
came the problem of trying to sort out the dozens of different scents which lingered on here. I took them slowly, one at a time,
taking care not to let myself get carried away. The strongest -- patchouli. Somebody had gone to great effort to make sure this
whole place absolutely stank of patchouli. I hate patchouli.
Next came the dogshit, unsurprisingly. Musky and slightly tart, with not so much a wild as a tamed feel to it. Like a tiger who'd
been trained to jump through hoops. Or a monkey that had learned to communicate in sign language. I got the feeling that
whoever had left us this offering was more of a city wolf than a wild one. Perhaps it had just been living here too long. Anyway,
helped a little more than the patchouli. After that was something burnt, something charred and blackened. I couldn't quite figure
out what it was, but it seemed fleshy. Like a piece of meat that'd been left on the barbecue for too long. It was probably a clue,
but I couldn't make it out, so I skipped it and moved on.
Under that was blood. Lots of blood. Hundreds of pints of blood. It was almost stifled by the smell of strong industrial cleaner, but
it was still there. I couldn't help but shiver, but I already knew how much pleasure the Prince had had in this place, so I suppose I
should have expected it really. No real way of sorting one drop of blood from another, so that was a dead end. Then came
something far more interesting. Sweat. Just a lingering trace of it in the air, but I leapt on it swiftly. The Prince liked his prey to be
relaxed and carefree, so I didn't really rate the chances of it being part of his vast herd. No, this was more likely the sort of thing I
was looking for. I flared my nostrils wider and took in more of the scent. The same musk was there, much lighter, but
unmistakable. I closed my eyes and pushed all the other odours out of my head, concentrating on that single aroma. No cologne
to mask it -- very 'back to nature' -- only that damn patchouli that got everywhere. Going deeper inside it I saw an image of a man
begin to build up behind my eyes. Middle-aged, fairly respectable, not used to doing this sort of thing at all. A slight oily tang to it
-- something sexual? Maybe. Getting a kick out of smashing things up at least. Quite a large man, muscular I think, though
seems to be letting it slip a little. And there -- right at the bottom of it all, a touch of sourness. Guilty conscience, I thought. Well,
who could blame him? I memorised the scent and opened my eyes again. They were beginning to water from all the patchouli. I
decided to give up on hunting for smells and go on what I already had. My nostrils snapped back into place ("Ow fuck," I
mumbled) and I wandered back outside to hunt a man I knew only by the smell of his perspiration.
I started in what was laughingly referred to in this town as the 'Business District', as though five streets of crumbling office blocks
and a wrecking crew amounted to a district. I'd guessed that the man was a professional and this seemed the most likely place
to begin. After being propositioned by three guys in suits and insulted by another two in uniforms I was feeling pretty pissed off,
and no closer to discovering the identity of my friend. I'd even wasted some of my hard-earned cash on getting a couple of taxis
to see if I could spot any trace of him there. I was tired; it was a couple of hours away from dawn, and that damn gun was
becoming very heavy inside my overcoat. I stopped at a nearby hamburger bar to have a rest and get something to eat. As soon
as I walked through the door I was assaulted by a furious rush of smells; hot fat, reprocessed meat, stale bread and rumbling
bowels. It appealed in the worst possible way. The boy behind the counter looked like he was a mix of at least seven different
races from four different continents, and sounded as though he had remained faithful to all of them by never learning any one
language to anything more than a basic level. I ordered some fries. He asked me if I wanted fries with that. I told him to go fuck
himself. He smiled genially at me and giggled like an idiot before skipping into the kitchen.
I sat at a flimsy table, my back to the window, and regarded my fellow patrons. There were two of them. One was asleep, face-
down in his half-eaten burger. The other was toying with his fries as if deciding whether to eat them or pick his teeth with them. I
looked down at mine and felt a hollow wave of despair ran through me as I realised that the essence of this town at 4 am could
be summed up entirely in a damp carton of french fries. The sleeping man raised his head and belched loudly. For a second I
could smell nothing but cheap Mexican beer, half-cooked burger and harsh tobacco. I winced and watched as he hefted himself
up and staggered towards the men's room. He fell through the door, dragged himself to his feet again, and disappeared inside.
Dinner at last, I thought. I waited a minute then followed him through.
The toilet was a stinking little hole, as I'd expected. There was a single washbasin, badly cracked and lined with vomit. Above it
was a stained mirror which looked like it had been sprayed with lead shot. It made me look as though I had an infectious skin
disease. Opposite these were two toilet stalls, both doors slightly ajar. Grunting noises issued from the nearer one. I pushed the
door lightly and smiled benignly as I looked down upon the textbook example of Stone Age Man I now saw slumped upon the
toilet seat with a limp cigarette hanging, unlit, from his upper lip. I coughed. He looked up at me with glazed eyes.
"Wadjuh doon'?" he slurred at me.
"Oh, nothing," I whispered, toying lightly with his hair. "Just need something you're about to throw away, is all -- " The man
grunted again as the stall door swung shut behind me. I'll leave the rest to your imagination; I know how fussy some folks are.
I fed quickly; I didn't have much choice. Round here they're pretty suspicious when two men spend a lot of time together in the
bathroom. Needless to say, I left my neanderthal friend sleeping like a baby and none the worse for his encounter. That's another
thing with us Coprophages; we're just so nice when we feed.
As I was leaving the bar the employee of indeterminate race shouted at me that I'd forgotten to eat my fries, was there something
wrong with them? I replied that even shit tasted better, and made my exit swiftly.
It was 4:25 now and I really didn't feel like running round in circles any longer. Realising that waiting around for a cab at this time
would be like waiting for the second coming, I wandered in the general direction of what I lately called home. It was about two
miles away but the walk might just clear my head. I'd made it as far as the bus depot when the scent struck me like a bullet in the
back of my brain. He'd been here, and recently. It was much stronger, masked only by the diesel fumes all around me. I raised
my nose to the air and sniffed it out. It was only a few hours old -- he'd probably been there around midnight, maybe one. He was
feeling nervous, but excited, a little like an expectant father, I'd guess. I followed the scent back to where it was strongest, in a
phone booth by the main doors to the depot. The floor was covered with piss. Of course. Anything to make things difficult for me.
I sniffed away at the telephone, trying to find traces of his scent on the buttons. It wasn't easy. At least fifteen people had used it
since he was there. Besides, I'd been sniffing around all night long and my nostrils felt like they were on fire. I decided to go for
the more direct approach, and licked each number in turn.
One -- nope, that one tasted of oil and grease, probably one of the depot workers had used it. Either that or some poor slob
who'd visited the same burger bar I had.
Two -- yes, but only faintly. Probably only pushed it once.
Three -- yes, again. Stronger this time.
Four -- nothing except a dash of nicotine. Never liked that taste much.
Five -- very powerful, that one. Pushed it at least three times, maybe four. Could be something there, write it all down.
Six -- faint again.
Seven -- whoever pushed this number last had just pissed all over their hand. Didn't people in this part of town appreciate
personal hygiene?
Eight -- antiseptic, something like formaldehyde. Vaguely unpleasant, I had to spit it out straight afterward.
Nine -- another taste of nicotine. These people just didn't have any respect for their own health.
Zero -- another faint taste. So, all in all, that told me he had dialed the numbers 2,3,5,6 and 0. Not much to go on, but that's a
start. I lifted the receiver and licked the mouthpiece gently, hoping to find a taste reminiscent of that sour muskiness. Sure
enough, it was there, but hidden in a much stronger flavour of fried chicken and throat lozenges. Well, at least now I knew what he
had for dinner. And his breath seemed to have come in sharp outbursts, highly accentuated, as though he was shouting. I
returned the receiver to its cradle and wrote down the numbers I had discovered. Whistling to myself like someone who wasn't
marching onward to his almost certain death, I wandered back homeward.
Halfway there I encountered a couple of punks who wanted my wallet, but that didn't matter. I was still hungry anyway.
I slept soundly in my little pit with the gun beneath my pillow. God knows why, it only made me more nervous there. But I felt like I
should at least keep it nearby, since my lord and oh-so-gracious master had been kind enough to lend it to me.
I woke at eight and immediately started up my computer. Now, what most people think of when you mention the word 'computer'
is a nondescript looking box which contains one of the greatest marvels of modern technology. Mine was, if you like, an anti-
computer. From the outside it looked spectacular, all sleek, black and streamlined, with my name painted across it in beautiful
silver letters. When you actually tried to use it, though, you began to wonder if a notepad and pencil would be faster. It clicked
and whirred into action; action in this case meaning it spent three minutes displaying nothing but a black screen bearing the logo
of an electronics firm that had gone bust sometime in the last decade. I made myself a cup of coffee while I waited.
Now, of course, coffee doesn't have any noticeable effect on me any more, obviously; I don't even find it tastes pleasant
nowadays. It's just tradition, okay? Can't start the evening properly until I've had myself a cup of coffee. One of my mental scars, I
guess. Not one that's likely to send me screaming into the arms of a bunch of Malkavians, but it's there, anyway. I played with
stuff in the kitchen for a while until I heard the tell-tale buzzing noise that meant my machine had finally booted up.
Now the monitor displayed a primitive menu of twenty-four options. I was proud of the fact that I'd programmed it myself. It was
this simple and ludicrous pride that had prevented me from ever going out and buying a half-decent operating system. Now what
the hell did I need that for? If I ever so much as tried that on this machine, it'd probably just wheeze a couple of times, maybe start
singing 'Daisy, Daisy' and then shut itself off forever. No, I had just as much as I needed here. So I kept telling myself, anyway. I
selected option 17, the telephone directory database. While my painted Babbage machine buzzed, whirred and clicked, I
wondered just how exactly I thought I was going to figure this out. This was pretty much a token gesture at trying imaginative
tricks and had about as much chance of producing a decent result as wandering out into the street and yelling "Tag! You're it!".
But I had to give it a shot.
The database loaded up and I entered in my search parameters; as soon as I had done so I knew that it was going to take the
best part of the night to come up with any answers, so I dressed warmly, hid the gun away inside my overcoat again, and
climbed on board the first bus to come along. Wouldn't you know the son of a bitch was sitting in the driver's seat?
Most of my guesses had been right; he was middle-aged, fairly muscular, had the look of a respectable man about him. Okay,
so he was a bus driver rather than a suit -- hell, I can't get everything right. That scent of musk was fairly powerful, and I could tell
that he was in some way related to whoever had deposited a heap of werewolf shit on our doorstep. He wasn't a Lupine, though
-- I was certain of that. There was something far too mundane about him, far too close to the ordinary world. I sat staring at his
reflection in the mirror and tried to take in as much information as I could. His badge said his name was Rupert Dorff, 'and I'm
happy to drive you!'. He had a thick, bushy moustache which made him look as though he should have been a general in a
1950s war movie. No wedding ring. One of his teeth was made of silver and it sparkled like he had a tiny star inside his mouth.
When he spoke it sounded like a miniature thunderstorm was about to start. There were a host of other facts I committed to
memory, but most of them were so tedious I wondered myself why I was bothering to memorise them.
I rode the bus for as far as I thought I could without raising suspicion, and got off near one of my favourite clubs, of the sort that
doesn't usually open until well after midnight and won't let you in unless you're wearing at least one chain. I felt like killing a little
time until I could investigate this more thoroughly. And anyway, I was hungry again. The club was closed. They weren't going to let
me in. I convinced them.
I left at just after two and got a cab to a couple of blocks past the bus depot. Walking back through the rain-slicked streets I let
my thoughts wander from my investigations to the pretty girl who'd danced with me back at the club. Her name began with C -- I
think -- and she had a face like an angel. She dressed in solid black with dyed white hair and had a big silver star hanging from
her ear. She danced like a tornado to Death In Vegas and like a ballerina to The Cranes. Her voice was like soft rain falling on a
darkened beach. She laughed like a tiny bell and drank nothing but amaretto. After a few soft words she'd said she was in love
with me. Round about now she'd be waking up in the toilet with her panties round her ankles wondering what the fuck had
happened to her.
The bus depot, when I eventually reached it, was dark and empty. The air was still warm and so I guessed they hadn't been
closed for long. I sniffed the air and smiled when I caught the scent of dear Mr. Dorff. It was time to enter a new stage in my
investigations. I climbed in through a back window which was wired with one of the most easily-broken alarm systems on the
market. Inside I found myself in a tiny office with maps on the walls -- the kind people stick pins in, either to perform some
obscure voodoo ritual or just to make them look important -- and a grubby plastic desk opposite the door. The name plate on the
desk read 'O. MERRILL', and, judging by the smell, Mr. Merrill was a man who used his office considerably less for work than for
getting stinking drunk. Two bottles of whisky were in a locked cabinet behind the desk. I didn't need to look -- I could have
smelled them through a brick wall. I made my way out of the office and into the main hall.
I sniffed around for Mr. Dorff and found the strongest scent came from a door on the far right, by the entrance to the buses. Inside
were a series of metal lockers. His was the third from the left, and, oh lucky me, he hadn't bothered to lock it tonight. I opened it
up and saw his uniform there, the 'happy to drive you!' badge still pinned to it. I checked all the pockets and found -- in ascending
order of importance -- a comb, a map of the town, a pocket fan that wasn't working any more, a matchbook from the Delphi
Motel, a greasy cloth and three scraps of paper.
I concentrated on the scraps of paper. The first featured a hastily scribbled timetable of bus services in the area. The second
had a woman's name written on it in red ink -- 'Tara Knox'. And the third -- oh how my lucky stars are shining -- was a telephone
number. '25-0535-63' it read, and beneath that, 'L. Chance'. Hmmm. Intriguing.
I arrived home just after 3:30 and checked the results of my database search. At the top of the list was '25-0535-63'. I cheered
myself up with the knowledge that my investigative ability was not based solely on pure chance after all. I tried to decide when it
would be best to call L. Chance. I wondered if it would be considered rude and obnoxious to call them now, in the middle of the
night. I decided it would, but I didn't really give a shit. These people, whoever they were, were about to ruin the rest of my life; I
should at least have the opportunity to spoil a single night's sleep.
I picked up the phone and dialed the number. It rang twelve times before an extremely groggy male voice answered: "Who the
fuck is this?" I put on my most courteous and polite telephone voice and said "Hello, would this be the Last Chance Saloon?"
"Har-de-fuckin'-har," the voice replied, and hung up. Not much, but at least I got to hear his voice. Very gruff, almost animalistic.
And that, no doubt, was exactly what I was looking for. I checked my telephone database for the address; it was the other side of
the river, right by the public parks. In short, just the place a wolf would want to live in this town. I was almost there. If I'd been able
to, I'd probably have shit myself.
I awoke that night with a splitting headache and a return of the sense of impending doom. I decided to ignore it and follow my
leads anyway. There wasn't much else to be done, unless I felt like dropping in on the boss to see how many servants he'd had
executed since I last saw him.
That didn't appeal much to my sense of fun.
I gathered together a few items I thought I'd find useful and made for the river, taking care to pass through a couple of bars on the
way. Didn't want to meet danger on an empty stomach now, did I? And anyway, it was still too early. When I made it across the
bridge and into the parkland it was getting close to midnight, and I was practically praying that I didn't hear any howling noises.
Thinking it was best to err on the side of caution, I prepared myself well before arriving at the address.
Wolves are very good at smelling things. Coprophages are better, of course, but wolves (and their bigger, nastier cousins) are
good enough to pick out a solitary being in the middle of a wood in complete darkness at a distance of, oh, say -- a couple of
miles. In an urban environment it would be much more difficult, but here, right on the edge of the park, I was highly exposed. But
there were a couple of things in my favour, and one against me.
For a start, vampires don't sweat, which eliminates a lot of their scent. Nor do they breathe, unless they want to, which also helps.
Unfortunately, werewolves have a habit of picking out vampires from a huge crowd of people. Guess we just don't mesh, I
suppose. But this occasionally causes a problem. However, I had taken some precautions.
Firstly, I was carrying a large bottle of bleach (useful item number one), which just happens to be marvelous for eliminating
scents. Secondly, no fucking way was I just going to walk through that park. Park means trees. Trees mean nature. Nature
means wilderness. Wilderness means werewolves. Vampires just don't belong there. End of story.
So I was going through the sewer.
This wasn't a prospect I relished. Every damn investigation I go on, I seem to end up in the sewer at some point. You may think
that I'd love it down there, seems like the perfect place for a Coprophage to wander and idle away the hours, doesn't it? Well,
just because I eat shit doesn't mean I like to wallow in it. Frankly, I was getting sick of going into the sewer, but at this stage it
didn't look as though I had much choice.
I took out my sewer key (useful item number two) and, when I was sure nobody important was watching, lifted the nearest sewer
cover. Immediately I was presented with all those wonderful, familiar smells. Yum-yum. I lowered myself down into the murk and
pulled the cover down above me. The smell was as overpowering as ever, as were the sounds of water rushing all around me. It
was turning into something like practically every other mission I had undertaken for the Idiot Prince, except this time I wasn't
daring to rate my chances of survival. My head was spinning, my heart was pounding (I don't care if that's impossible, I still say it
was); I headed off in the general direction of L. Chance's saloon. Naturally, it was at this time that the indigestion triggered by
eating a pile of werewolf shit started to kick in.
Figures.
After a lot of running on instinct and the occasional scent here and there, and the sudden lack of a map (useful item number three
had fallen into the muck and been washed away, and was probably now being used as luxury bedding by a family of rats), it
finally felt like I was almost there. I'd flared my nostrils out about as far as they could go, and still had trouble identifying the
distinctive smell of werewolves over the stink of shit in this place. But I carried on like the good little soldier I am, and the smell
gradually became more and more powerful. I was sure that by this time I must be away from the park, so I found the nearest
sewer cover and forced it open. I dangled from the edge of the road above for a couple of seconds, then dragged myself up,
painfully aware of the fact that I must have really stank by this stage. But at least that was a help; hopefully the werewolves would
generally assume a vampire would smell like a vampire, rather than an overflowing latrine. I hauled myself up the last few inches
into fresh air, and, once the smell of down below had begun to fade from my nostrils, it slowly dawned on me that someone was
standing behind me.
I turned my head and found it pressed against the barrel of a very respectably- sized revolver. "Hold it right there, son. Don't do
anything funny. Just climb up out of the sewer and make sure I can see your hands."
Oh, thank Christ for that, I thought to myself. It's only a policeman. Just as the nice man asked, I clambered out of the sewer,
keeping my hands in full view. The officer -- who obviously didn't realise just how laughable it was to refer to me as 'son' -- kept
the revolver pointed at my head and looked down briefly to take a pair of handcuffs from his belt. At this point I was in a hurry, so I
didn't bother with subtlety. I took a deep breath and spat a mouthful of ichor into his face, striking him just below his eyes.
Somehow I didn't think he was expecting that, as he keeled over backwards and dropped his revolver into the sewer. I quickly
pulled the cover back over and dragged the cop into the bushes by the side of the road. With some luck, he'd likely regain
consciousness in an hour or so, and he'd never know just how fortunate he'd been. I don't often aim to miss the eyes, but then, I'm
all heart.
I looked around for a street name, and immediately regretted it when I found one. This was the right street. L. Chance's house
was about two hundred yards away to the left. I guess my lucky stars had just decided to go supernova.
Still standing in the bushes, I took out the bottle of bleach, took a couple of gulps of it to freshen myself, and poured the rest all
over me. I hated the smell of it, but needs must. It was only at this point that I realised that the werewolves would probably find
very little more unusual than their house suddenly being invaded by an overpowering smell of bleach. Oh, well, what the hell. I
knew they were going to kill me anyway. May as well make their noses itch and their eyes water while they do it.
I tried my best to stay hidden in the bushes as I wandered up the street, and considered my options. I wasn't sure whether this
was just to be a reconnaissance mission or a full frontal assault. I'd have preferred the reconnaissance option, but looking at
things realistically, I didn't think I had much chance of remaining undetected. Still, I could always try.
I could see the windows of the house now. All the lights were on, and I could see several figures, big figures, in what seemed to
be the living room. It looked like there were no more than five of them. Sure, I thought. Five, no problem. Easy as pie. Take them
out without a moment's thought. It's be just a bit of exercise for me.
Ha.
When I got close enough, I took a deep breath and tried to catch something of what was going on in there. I made out five
distinctive scents -- see, I was right -- and each one of them seemed highly agitated. One of them was apparently on the brink of
violence. The other three were simply very nervous and tense. I got the feeling they were waiting for someone or something, and I
noticed that one particular scent was peculiar in its absence -- and then I smiled to myself. Things weren't quite so bad as they
could've been.
I took useful item number four from the bag I'd been hauling it around in, and put it on. A little baggy, but then Mr. Dorff was a big
man, and would no doubt have been somewhat surprised when he arrived at work last night to find that his uniform didn't seem
to fit him any more. Though not as surprised as poor Mr. Cargill, who arrived at work to find his own uniform had gone missing.
Tch. Crime is everywhere these days.
I then took useful item number five from inside my overcoat and held it tightly in my hand. It still seemed a little too heavy for my
liking but it was all I had. I made sure the safety catch was off and, staying out of sight, trotted gaily up to L. Chance's front door.
From there I could hear them talking; voices were being raised and it became obvious just who they were waiting for. Which
came as something of a relief.
"-- your brother, why don't you make sure the dumb sonovabitch shows up? Asshole thinks something bad's happening, I'll show
him something fucking bad that's happening, show him the --"
"Lewis, stop shouting, he'll show, he's just worried about being outside alone at the minute, you know that."
"Yeah, Lew, you know the streets ain't safe at night --"
"Shut the fuck up. You just shut the fuck up. Nothing bad's happening here, alright? Just your fat-assed brother making excuses
again. No piece of shit bloodsucker is gonna blow me away. None of that shit."
"Can't we just go on without him, Lew? I mean, it ain't like Dorff's important or anything like that --"
"Just shut up for once, will you? We're waiting. He'll show up. He's -- "
The conversation stopped for a moment.
"He's here now, I can smell him. What did I tell you, Lewis? He's here."
"About fucking time. Stay there."
There were a couple of thumps and then the heavy front door swung open as the werewolf Lewis started hurling abuse at the
someone he thought was standing on his doorstep. Even I was surprised at how quickly the gun reacted to my touch. "Where the
fuck you been, you worthless piece of --"
I must have emptied at least thirty rounds into his chest at point blank range. Lewis - who was probably about six inches taller
than I'd imagined him, and twice as hairy - was flung backwards into the wall, his torso awash with blood and ripped chunks of
skin and muscle tissue. There was uproar from the living room. I smelled four bodies suddenly become alert and flooded with
adrenaline and I tumbled sideways into the garden as the first one appeared at the door. I forgot about aiming and just fired
wildly. Several bullets struck him in the face and he collapsed to the ground in a bloody heap. Quickly I jammed another clip into
the gun and jumped into the bushes, just as a guttural roar came from the doorway. A short, squat man ran at me screaming
unintelligibly, his arms flailing above his head. I blinked, and he was suddenly a man-thing. An instant after that, he was just a
unintelligibly, his arms flailing above his head. I blinked, and he was suddenly a man-thing. An instant after that, he was just a
thing. I watched as time slowed to a crawl and realised just why it was that we vampires are so shit-scared of these creatures.
He had grown from little over five feet to just over seven feet tall. His face was a mass of matted fur and gleaming yellow fangs.
His entire body seemed to have been designed solely for murder; he was a mass of muscle and sinew, his claws each over an
inch long, his scent overpoweringly bestial. Behind him, two relatively normal, but still evil-looking men hefted shotguns and
waved them in my general direction.
As swiftly as I could, I drew in my breath and spat a stream of ichor at the werewolf's face. It struck him and splattered, sticking to
his eyes, nose and mouth. The Lupine roared in pain and ran on blindly, meeting the bushes just as I remembered to grab useful
item number six. As he crashed into me, I did something which, under other circumstances, I would have considered wildly
insane. I rammed my hand down his throat and jammed into his gullet the beautiful silver star which I had taken from the lovely
Miss C during our tryst the night before. I managed to remove my hand before the beast had a chance to bite it off, and leapt
away to behind the side of the house as he fell, screaming, into almost the exact spot the two men had been aiming at. Before
they had a chance to think, they had emptied their shotguns into the werewolf's back, and it crumpled to the grass with little more
than a whimper. The men came tearing across the garden after me and I hoped that my last trick would work. I gulped and
opened a trapdoor at the back of my throat and jerked my diaphragm spasmodically until everything I'd eaten over the past few
days came rushing back almost too quickly to control.
The first man reached the side of the house and raised his shotgun, yelling something at me that made me laugh so much that I
just couldn't control it any longer, and everything from there on seemed like a joke. Burning, stinking ichor and filth sprayed from
my mouth in a torrent, knocking the man off his feet and splashing his companion, who immediately screeched loudly and
dropped his shotgun to the ground. Covered in the blistering sludge, the first man writhed and tore at his skin, desperately trying
to scrape it off. After a couple of seconds his writhings slowed considerably. A second after that they stopped completely. Still
unable to stop myself laughing, I turned to the man remaining, spots of black muck across his face and hands. He looked down
at his friend and coughed a couple of times, then vomited copiously across the grass. This went on for some time. After I was
sure the man had nothing more left in his stomach, and I had finally stopped laughing, he looked up at me with eyes that said
he'd really had just about enough. "Yeah," I said. "Me too," and broke his neck as quietly as I could manage.
Still suffering from the occasional giggle, I wandered back inside the house to make sure that Lewis wasn't about to get up and
walk away. His wounds seemed to be healing slowly, so I shot him a few more times just to make sure. It took me around ten
minutes to get all the bodies back into the house, and even then I still hadn't cleaned up the vomit. I looked up and down the
street. No-one had come outside. Five people dead, as much noise as you'd expect in the average airstrike, and no-one had
come outside. What a neighbourhood.
Tch. Crime is everywhere these days.
Well, no-one was around to watch, and I didn't have any way of cleaning up the lawn, so I went for the old trick of destroying the
evidence again. Besides, I was ravenous.
You wouldn't believe just how long it took me to cut their heads off. I never realised just how tricky it is to do something like that
when the only cutting implement around is a carving knife. And boy, did these guys have thick necks! Personally, I didn't really
see why it was necessary to decapitate them after I'd already gone to the trouble of killing them, but orders are orders, and it
doesn't do to disappoint the Prince.
By the time I was ready to leave it was around four o'clock, and I was aching all over. I was carrying a huge bag containing five
heads, I was tired, and I just wanted to rest. But at least my indigestion had gone away. I ended up sleeping in the sewer when I
realised that I just couldn't make it any further. I found a secluded little corner and rested among the rats who were no doubt
waiting to see if I had any more maps. So when I finally got to see the Prince I stank worse than Hell on a hot summer's day.
He seemed pleased, at least. He had the five heads mounted on his wall as trophies until they reached the stage where pieces
started to drop off them. I believe that staff were beginning to get restless. Anyway, he apparently promoted me again, though
what difference it's made I'm not entirely sure. Maybe each promotion just makes it less likely that he'll lop my head off for
pronouncing his name wrong, or forgetting to enter his audience chamber on hands and knees, or any one of the thousands of
other transgressions that are possible with a boss so idiotic. Maybe it just means that he likes me a little bit more. Ah, what the
hell, it's a job and it keeps me off the streets. And so long as I've got my health, what else matters? Oh, yeah. That guy who yelled
at me in the garden and made me laugh so hard I nearly couldn't stop. I have to tell you.
He yelled "Eat shit and die."
Yep, amused the hell out of me, too.

Description
The way the Toreadors tell it is as follows:
At some unspecified date in the late eighteenth century, an unspecified number of Malkavians came together in an unspecified
location in France, and, for some unspecified reason, decided that it was time to really upset all those hateful stuffed-shirts in the
Camarilla. Tired of being castigated and punished for all their efforts at fun and games, they had come to the conclusion that all
those prissy, fastidious, oh-so-wise Ventrue, Tremere and Toreador needed a good dose of revulsion to get them headed in the
right direction, whichever way that might be. And so they decided to create a new bloodline. One that would so offend, so
disgust, so physically revolt all right-minded vampires that it would knock them from their lofty pedestals and send them tumbling
back to earth.
They came up with various ideas, most of which they rejected out of hand. Vampires who looked just like adorable little babies?
No, not really practical. Vampires who gain sustenance from the sound of screaming? No, that sounded more like something the
Sabbat would come up with. Vampire mimes? Don't be ridiculous. Vampires who eat shit instead of drinking blood? Now --
there's an idea. That was something that would most certainly cause the Toreadors to bring up their breakfasts and make the
Ventrue start shaking uncontrollably on their thrones. It seemed a perfect idea. Beautifully Malkavian. Utterly ridiculous.
It took them some years for their first success, but when they had finally managed, the mysterious Malkavians looked on and
clapped their hands with glee. Here they had something who looked like a vampire, spoke like a vampire, acted like a vampire -
- but had the most unusual dietary requirements ever seen. They created more and more of them, then let them go to work,
spreading across the country and righteously offending practically everyone they came across.
The Malkavians' plan worked in one respect; the prissy Elders of the Camarilla were revolted. Deeply so. Unfortunately, the dear
old Malkavians had, for some (again) unspecified reason, been rather stupid in underestimating the extent of the anger their
creations' existence would raise. For several years, all the news they received of the achievements of their childer came in
uneasy announcements from messengers, usually beginning with the words, "Following the execution of your childe -- " Oh, well,
thought the Malkavians, you can't win them all, and went on to forget all about bringing a revolution of sensitivities to the Elders,
instead concentrating on the more serious business of how to clean up the all the mess the experiments had left in their
workshops.
However, the Malkavians tell it this way:
At precisely 10:27 pm on the 19th January 1762, eight members of the Toreador Clan (the names vary wildly depending on who
is telling the story) came together in St. Remy, France, and, decided that the time had come for them to raise a great army
together to fight the good fight and become the greatest, most powerful Clan in the history of the world. Feeling tired of being put
upon by cynical Tremere, uncouth Brujah and arrogant Ventrue, they were now readying themselves for a great battle to
overthrow the tyrants who trod them underfoot, and found a benevolent empire of genteel, sophisticated aesthetes who would
spend all day going to art exhibitions and operas and other things like that.
The Toreador, realising that to do this would require an army of unsurpassed power, decided to retire to their libraries for some
time in order to come up with a few good ideas on what to do. And it was during this time that one of their number came across
a passage in one of the more obscure tomes of philosophy he possessed, a passage which filled him with awe and
apprehension. It read as follows: 'In all things are beauty, and, by recognising this, one admits that all things are a part of the
great design, and thus a work of the most wondrous and sublime art."
The Toreador was stunned. It was as though a tiny door had opened up inside his skull and told him exactly what it was that his
Clan had been missing all these centuries. He immediately gathered his co-conspirators and read the passage to them, sure
that they would understand, as he now did, that the way to illumination was through acceptance of the beauty in all things.
When he returned home later that night, summing up the events of the meeting in a few short words (They are believed to have
been, "Miserable bastards"), he decided that he was going to act without the assistance of his fellow thinkers and come up with
something himself. Which was just as well, as after that night, his fellow thinkers decided that they had been wasting their time all
along and came up with the much simpler, far more interesting idea of doing a few paintings and going to the opera every now
and again.
The Toreador had indeed been changed by the words he had read. He decided that he would raise a new breed of vampires,
vampires who saw the intrinsic beauty in all around them, and who would inherit the earth and all its treasures through their
wisdom. He took into his household a mortal infant named Francois (Or Antoine, or Claude, or Hieronymus, depending again on
who is telling the story) and began the arduous task of teaching and educating him with the knowledge he had gained. The
turning point is believed to have been when his ward reached the age of four and began eating his own faeces. After a few days
of telling him not to do that, that's a very naughty thing to do, Francois, why don't you have some cake instead? The Toreador
realised that this went entirely against what he was supposed to be teaching, and, despite his distaste, encouraged the child
continue.
There were three main results from this.
The first and most obvious was that, over the years, the Toreador's home became something of a mess and people stopped
visiting him. The second was that the child, when finally Embraced at the age of twenty, found blood had a particularly unpleasant
taste and went on eating faeces, along with a great number of other unconventional substances. The third was that he had
already realised some years earlier that his adoptive father was talking a load of nonsense.
The Toreador was distraught. He decided that he had had just about enough and told his childe to do whatever he wanted to do,
just leave me alone because I think I'm going to just have a little sleep. And so he slept and dreamed of nice, pleasant things like
flowers and paintings and the opera.
His childe, on the other hand, decided that it was time to have some fun at last. Gathering together his few possessions, he
wandered off into the world to seek his fortune, not entirely realising that he would disgust practically everyone he came across.
Of course, he was executed within a matter of months, but not before he had sired dozens of other vampires, who, surprisingly,
seemed to possess exactly the same strange feeding preferences as he himself did.
It is usually at this point that the Malkavian telling the story begins ranting about the days of wine and roses and an old friend he
used to know named 'Potty' or suchlike, and so the tale is best left there.
The other Clans tend tell the story as follows:
Some sick bastard out there decided to create a bunch of vampires who feed on shit, piss and puke. Nobody knows why, and
nobody wants to know why. All that's known is that they're disgusting and revolting and we should kill them all. And that pretty
much says it all.
The Coprophages, as they came to call themselves, have been around -- as the stories say -- since the late eighteenth century,
and did indeed originate in France. Despite the efforts of practically everyone to eliminate them, they have survived, and, in fact,
grown in number since those days. Few of them stay in one place for any long period of time, weighing up the dangers of
travelling against the dangers of having their heads hacked off by disgusted Princes and finding the former to be far preferable.
For the most part, they manage to get by on odd jobs here and there, occasionally masquerading as Toreadors or Malkavians,
mingling with mortals and trying their damnedest not to get hungry in mixed company.
The details of Coprophages' feeding habits vary depending on who is talking, but most agree that they are unable to obtain
sustenance from blood, and instead rely on the consumption of other bodily substances. While their name means 'Eaters of
faeces', they are not limited to this -- it is known that they can gain nourishment from urine, saliva, sweat, bile, and other messy
substances; indeed, practically anything but blood that can be found in the human body. They are completely free of blood,
instead having a sludge they refer to as 'ichor' within their bodies, which is believed to possess all the properties as vitae does
to other vampires. By all accounts, this ichor not only smells and tastes foul, but is highly acidic and may be used as a weapon
by an annoyed Coprophage. It is for this reason that -- after the first attempt, at least -- few vampires will try to diablerise a
Coprophage.
Members of this bloodline are entirely capable of drinking blood, and suffer few ill effects from doing so, but will only perform
such an act when they really must. Only when diablerising another vampire, creating childer, or attempting to masquerade as
one of another Clan that a Coprophage will drink blood. Large amounts of vitae, in fact anything more than a few drops, tend to
make Coprophages light-headed and giddy, and many complain of severe indigestion after drinking. Should one be forced to
drain an entire body of blood, as in the case of diablerie or the Embrace, then most likely they will be forced to have a long lie
down afterwards.
It is a quirk of the bloodline that most of its members are perfectly able to consume food as though they were mortal. Though they
gain no sustenance from doing so, many still appreciate the taste, and find it a highly useful talent when in mixed company.

"You Perverts fill me with absolute disgust. You make me wish I could still vomit."
"Me too, I could do with a drink."
-- Exchange between the Prince of Austin, and the Coprophage Bay, shortly before his execution
Most of the time, Coprophages are considered too revolting to be allowed to exist, but occasionally one will prove his usefulness
and be offered clemency by a kindly -- or ignorant -- Prince. They are known to be highly competent hunters, detectives and
assassins, and have much to offer an open-minded employer. Many, however, have a habit of offending all around them not only
with their feeding habits, but with their behaviour also. Comments such as "A mortal is just like a Coke machine, all you have to
do is stick your finger down his throat" tend to raise more death threats than laughs when made before a Ventrue Elder.
Coprophages seem often to gain a perverse pleasure from causing offence, despite the obvious danger involved in doing so. It
is perhaps because of this deep desire to revolt others that, if the Coprophages can be said to have friends, then they are
usually Malkavians.
Coprophages tend to become more deeply and devotedly attached to mortals than to Kindred, and for this reason they very
rarely consent to or offer Blood Bonds. Few vampires would Bond with a Coprophage anyway; their ichor is known to be one of
the most foul-tasting substances ever discovered. Their relations with mortals, both as prey and as friends, are highly complex,
and obsessive love is common among the bloodline. They seem to be more attracted by a person's scent than by their
appearance or personality, and, once attracted, spend much of their time in rapturous adoration of the one they see as their true
love. Most such attractions rarely last more than a few weeks, however, before the Coprophage decides that, yes, they were
gorgeous and sweet, but that girl over there on the dance floor just smells so much better.
Coprophages attach a huge amount of importance to smell and taste, even with regards to other vampires. Though they will
rarely drink another's blood, they appreciate the scent and taste of a vampire's flesh, and, if given the opportunity, will take great
pleasure in tasting every inch of that flesh and committing its flavour to memory. With mortals this predilection is even more
exaggerated; often they can smell their ideal several city blocks away, above the countless, mundane scents that always fill the
air. A Coprophage who has already decided on their perfect partner is about as easy to shake off as a limpet.
Most of what Coprophages tell others about themselves is entirely untrue. What else could you expect? They're full of shit,
anyway.

Nickname
Perverts, Shit-eaters

Parent Clan
Vigorously denied by both the Toreadors and Malkavians
Appearance
Coprophages have no standard 'look', including men and women of all races and ages, but most have a tendency towards what
could best be described as the outlandish. Body piercing, chains, leather, rubber and plastic are very common among their
members. They will generally alter their dress as radically as is needed to blend in with their surroundings; they can look as
mundane or as freakish as circumstances require. It must be made clear that, despite their feeding habits, Coprophages don't
generally smell as bad as one would expect. Most are extremely concerned with personal cleanliness, and are often more
pleasant smelling than other vampires. Rarely, though, will a Coprophage mask his or her natural odour with cologne; that sort of
thing just doesn't seem quite right to them.

Havens
Coprophages often favour havens in or near hospitals, clubs or shopping malls. They will always choose a place that enables
them to be surrounded by humans, where they can find a great variety of tastes when the desire to feed comes upon them.

Background
Many Coprophages will confess to having had somewhat unconventional sexual tastes before being Embraced, and it is a plain
fact that new members of this bloodline are often chosen on that basis. Many were simply outcasts of one kind or another who
appreciated the company of another lonely soul. Coprophages will never choose to Embrace a mortal who is cruel or sadistic to
his lovers; that goes against everything they stand for. Coprophages adore overblown and self-sacrificing displays of love and
affection in mortals; some of their bloodline were Embraced for this reason alone.
Most of the bloodline now live in America, finding it a country more willing to accept their outlandish behaviour than their
European homelands.

Character Creation
Social Attributes are primary, and Talents are usually emphasised. Virtually all Coprophages have Abilities relating to
persuasion and seduction, and many are highly adept in surveillance. Many are Deviants in either Nature, Demeanor, or both.
Few, after the Embrace, are Loners; they just like people too much.

Preferred Path
The Path of Acceptance

Clan Disciplines
Auspex (Special), Lallia, Presence

Bonus
All Coprophages automatically possess the Advantage Eat Food as standard. A Coprophage may choose to take the
Disadvantage Cannot Eat (worth 1 point). Those with this disability are usually looked on with pity by their fellows.

Weaknesses
The inability to gain nourishment from blood offers the Coprophages several distinct weaknesses, along with various quirks.
Due to this disability, the entire bloodline's attitude to blood differs from that of other vampires. Referring to the substance they
derive from feeding as Ichor, they do not attach the same value and importance to blood as all other Clans. Instead, they view the
act of seeking a vessel and feeding as the most important thing, and the sustenance gained from it as merely a necessary
encumbrance. The quest for food is simply something that they must undertake each night, and, to them, it is wonderful that they
meet so many beautiful people in doing so. It also changes the whole view of the vampire as predator, as the substances on
which Coprophages feed are not as easily gained through violence as blood. This suits the Coprophages; while they recognise
the usefulness of force when it is required, they also like people, and like people to like them.
In practicality, sweat and saliva, as the most easily available sources of food, make poor meals, and are most usually taken as
snacks, or, more often, to enjoy the taste of one to whom the Coprophage has become attracted. No Blood Points -- or, more
properly, Ichor -- may be gained through the drinking of these substances (If you wish, then you may choose to refer to a
Coprophage's reserve as 'Shit Points', but to be honest, I really wouldn't recommend it). However, urine, faeces and bile are
great sources of sustenance and can, when taken from the vessel by whichever method is chosen, allow the vampire to recover
a reasonable amount of Ichor (Use your discretion -- I, quite understandably I think, didn't really want to get involved in a
protracted discussion about how much crap you can get out of a human body). Other, more, intimate, substances, such as
semen, are particularly tasty to the Coprophage, and are regarded as delicacies. It is preferable to take all these substances
fresh from the body, or within a short while of them leaving it. After an hour they begin to lose some of their nourishing properties;
deduct one point of Ichor for each hour they have been outside of a mortal body.
The Coprophage can, if absolutely necessary, feed from animals in same manner as from humans, but the Ichor gained through
this is of inferior quality and nowhere near as pleasant-tasting as that obtained from humans. As a standard, a maximum of 3
points of Ichor can be gained from any animal, no matter what size, and most Coprophages regard this practice as revolting.
Their reaction to blood is regarded by most Coprophages as an unpleasant curiosity; they regard it with some sadness that
another avenue of pleasure is effectively closed to them, but feel no great regrets due to this. Anything more than a few drops of
blood makes the Coprophage drinking it very dizzy and disoriented, occasionally for several hours at a time. As a standard,
drinking anything more than a single Blood Point's worth of vitae causes him to suffer a -1 to all rolls during the period of effect,
and renders him unable to gain any more than 2 successes on any attempt at using a Discipline for that same period. The effect
lasts for as many hours as the number of Blood Points' worth drunk. If a mortal or vampire is entirely drained by the Coprophage,
then he must make a Willpower roll or immediately enter torpor. Anyone foolish enough to attempt drinking the Ichor of a
Coprophage suffers one die of Aggravated damage for each point imbibed, which almost certainly discourages him from doing
so again.

Organisation
While there are rarely more than two Coprophages in a single city, when several do find themselves in the same area, they are
instantly drawn to one another. They have no formal organisation, but feel great loyalty to one another, and will willingly take great
risks in the service of one of their fellows.

Gaining Clan Prestige


While Coprophages are not in the habit of viewing each other according to rank, a certain degree of status within the bloodline
may be gained through pushing back the boundaries of what is normally considered obscene. Devotion and love for vessels is
encouraged, and those Coprophages who are seen to adore their prey are highly respected. Prestige may be gained from the
Elders of the bloodline for 'services rendered'.

Quote
"You're so sweet. Every little part of you -- just so sweet -- "

Stereotypes
Brujah: Rough, brutal and hard as granite -- I bet they're just soft and squishy beneath that tough exterior.
Gangrel: Mmm. I like the outdoors as much as anyone, but doncha think they could have so much more fun in the city?
Malkavian: Daddy!
Nosferatu: For the way they look, you just wouldn't believe how sweet they taste --
Toreador: Mommy!
Tremere: They always want to spoil our fun. Give me half a chance and I'll spoil their fucking fun.
Ventrue: Ahhhh -- you can just taste all that repression. Gorgeous.
Caitiff: The best thing about them is that they come in more flavours than jelly beans.
Assamites: Five minutes with one of them is all I need to turn him into a quivering mass of flesh.
Giovanni: Take them as they are, and they'll adore you forever. Well, that's been my experience, anyway.
Ravnos: Cute little bunnies. They just keep on coming back for more.
Salubri: You mean that really is a third eye? Jeez, and I thought it was just a really neat tattoo --
Setites: Oh -- yesssssssssss --
Lasombra: Hell, I'm not afraid of the dark -- but these guys make me wonder why not.
Tzimisce: They taste like dust. It's like having a mouthful of ashes. Like licking an open grave. Really quite unpleasant.
Lupines: Big, dumb, hairy furballs. But, what the hell, they've got hearts of gold. Pity more of them don't live in the city; then they
might start seeing things in perspective.
Mages: A flash of lightning through your mind. A taste of God's lipstick. The smell of burning brain cells. And you wonder why we
don't hang out with these guys.
Wraiths: No way. I still have nightmares.
Changelings: Sometimes I feel like one of them. Sometimes I think I should have been born in Arcadia. Sometimes I wish I
could dream the way they do. Then I wake up and wish I'd never been born.
CRISTAS
By Luke Green (thrythlind@aol.com)

Author's Notes
I took my ideas from the following movies and books: Vampire the Masquerade (White Wolf), Vampire: the Dark Ages (White
Wolf), Nightstalkers (Marvel Comics), Sleeping Beauty (Disney), The Relic, The Saint, and Blood Ties

Nickname
Dragons

Background
Crista was Lasombra survivor of the Anarch overthrow of her clan, the event happening only shortly (a century or so) after her
Embrace. For a time she was sheltered by a gangrel, but he fell to the same anarchs later. Seeking vengeance she made a deal
with an entity she knew as the Hunter that had spoken to her for as long as she could remember. The exact nature of this Hunter
is unknown, but it is probably some kind of umbral beastie that worked its way into the underworld somehow. In return for the
power to hunt and slay her foes she and her progeny would be the material agents for those wraiths that allied themselves with
the Hunter for whatever reason.
Crista started stalking her enemies, but soon discovered it was a more difficult task than she had originally envisioned. She
recruited a small group of mortal vampire hunters and at some point Embraced one of them. When the new kindred retained his
reflection in the glass, Crista first assumed that she had created a caitiff, but it soon became obvious that her deal had changed
her bloodline into something new.
Cristas spread from that point, becoming a constant thorn in the side of first the Lasombra, then the Sabbat, then any vampire
they felt was "breaking the rules." In general they are individuals that had lost all their human connections before their sire even
encountered them. By the time they were selected by a Crista, they had dedicated their life to a hunt of some type. A Crista's
choice for progeny always spends time as a ghoul, and no Crista will ever create a ghoul they don't one day intend to Embrace.
They do not actually Embrace an individual until they are sure that the person can survive on his own as a Crista kindred. As far
as the Cristas are concerned, Crista ghouls share their blood and are thus kindred and family.
There are two types of Crista: there are the Wyverns, solitary stalkers that have one ghoul at most, and then not very often, and
there are the Drakes, who generally work in pairs with an accompanying pack of ghouls. All Crista enjoy putting there unlives at
risk, as long as there is some kind of purpose to the act. This stems from the fact that Crista do not want to forget that they can
be killed, but Wyverns and Drakes express this attitude in different manners.
Drake packs -- both the ghouls and the kindred are called Drakes -- tend to have a high casualty rate, which is why they have a
pack. Drakes prefer to overwhelm their enemies with numbers and ferocity, taking as many enemies as they can in as little time
as possible. If they find a single Sabbat they will track him until they encounter as many as they think they will find, then attack.
Drakes are usually more skilled at open combat than most other kindred and even Crista. Gangrel and Tzimice are usually the
only ones that can face them on equal terms.
In general a pack consists of two Cristas and somewhere between 5 and 10 ghouls. One Crista and two ghouls remain at the
lair, or off on ordinary errands, at all times. This is to prevent the entire pack from being erased by a poorly planned attack.
Usually the pair of Crista begin as "sibling" kindred that left another pack after being Embraced, but the high casulty rate of the
pack tends to make it into a Sire and Childe set fairly soon.
In extreme cases, important attacks and such, the entire pack will be Embraced. Afterwards they will split off into smaller, more
traditional, groups.
When there are too many ghouls they Embrace some of the older ones who go off to become Wyverns or start a Drake pack.
When there are too few ghouls they simply recruit more. Usually the problem is that one of the Crista has died, in which case
another ghoul must be Embraced. To avoid problems of split loyalty, the ghouls are usually blood bound to the pair.
The dangerous nature of the pack's preferred tactics makes both the ghouls and Cristas unusually loyal to each other. Since the
pack is so small and both parts of it depend on the other, ghouls and Cristas protect each other fiercely. Also the pack ensures
that the two Crista do not actually have to hunt for sustenance as often as Wyverns.
Drakes maintain communal havens, and generally rest within sight of each other. Those packs that are more touched by Scylla
derangements tend to sleep in one large pile, like lizards and snakes of some species. Attacking a haven is a very dangerous
proceeding, as there are always a number of traps and alarms even before reaching the haven itself. And not all the inhabitants
will be as somnolent as they pretend to be.
Wyverns appear to be more cautious, but they have few if any allies to fall back on. Unless they are teaching a prospective
Crista they travel alone and hunt alone. They tend to be more rounded than Drakes, and while they tend to be less powerful in
face to face battle, they are more capable killers. Wyverns prefer that the prey not see them before they die, and they take what
they can when they can. Other than these simple facts there is nothing to signify Wyverns as a whole.
Cristas don't hunt indiscriminately, but neither the ghouls nor the kindred have much concern for the bulk of humanity. They
couldn't care much less about the kindred beyond the clan either, beyond their hunt against the Sabbat and a few occasions
where a wyvern became or acquired a kindred paramour. A Crista will kill an innocent without guilt, if there is need, but they
consider it weakness to hunt such individuals for food. After all, the preservation of good people encourages the propagation of
the species which keeps the food supply constant. Diablerie is a common practice among the Crista, especially when hunting
the Sabbat, so it is not uncommon to find young Cristas of unusually low generations.
Cristas don't use the metaphor of the Man and the Beast, they use the Hunter and the Prey.
The difference between the Prey and the Hunter is that the Hunter thinks about its actions, and the Prey just reacts blindly. The
Prey will kill beyond the Hunt, and will retreat without thinking. The Prey will also strike at their own kind, like a rabid dog.
As for culture, Cristas live outside of the public eye usually, but they enjoy going to nightclubs, concerts, movies and other such
things. They especially enjoy music and live plays. Gangrel sometimes find Cristas attending one of their Gathers to listen to the
stories, though the discovery is usually after the Crista has left since they are capable of imitating Gangrel well enough for the
informal Gathers. Likewise some Toreador musicians have Crista fans. Stories of people who kept a vampire enthralled through
a night by singing or storytelling probably come from encounters with Cristas, though they could just as likely be Toreadors or
Gangrel.

Appearance
Cristas come from a range of physical appearances. Most of the older Cristas are male, but as more women enter the lines of
work that they recruit from more women are being Embraced.

Haven
While Cristas often have a fair amount of mortal influence and wealth the Cristas themselves prefer to avoid public view. They
prefer large havens that no one pays much attention to. Underground caverns, old theatres and auditoriums, warehouses, etc.
They mostly avoid sewers as Nosferatu generally dwell within those structures. Crista ghouls live with their domitors. There are
some Crista, virtually all Drakes, who break this pattern, though and live in large houses with their ghoul servants.

Background
All Cristas were formerly Crista ghouls, and most of them had little or no human associations even before becoming ghouls. To
be chosen by a Crista one must prove to be a hunter of some type. Throughout the five hundred years of the bloodline's
existence the most common choices were vampire hunters, never the crusader type. Sometimes they break from tradition and
choose from military, law enforcement and criminal backgrounds. Rumor has it that a hacker of fair potential has recently been
Embraced by the traditionally physical bloodline.

Character Creation
Cristas tend to have primary physical attributes and primary skills. Generation, Retainers and Allies are common backgrounds.

Clan Disciplines
Scylla, Presence, Fortitude

Weakness
Crista's end of the bargain to create this bloodline was that her progeny would act as agents for the dead. They are almost
constantly haunted by spirits wishing them to perform tasks. These spirits are not always part of the original bargain, but the
Crista don't in general know this, and only those few with the medium merit have any chance to discover a fraud or spectre.
Organization
The Crista have no official organization, keeping in contact with Sires and Progeny, but rarely doing anything else.
As for individual units, Crista fall into two categories. First are the solitary stalkers who have no allies or retainers and only a few
contacts. Then there are the pack hunters. A pair of Crista leading a ghoul pack, usually these packs begin with "sibling" Crista,
but the high casulty rate usually makes them into Sire and Childe packs fairly quickly.

Preferred Paths
Path of the Hunt
CROTALUSONYCTERIS
By Preston Bobo (BoBo1@ezin.net) (13 February 1996)

History
The Crotalusonycteris have a short history of strife. They began in the 1700s when their founder, Navar Destino, was embraced
by a Setite. He was a loner in life, and he was forced to flee Paris when his sire was killed by a band of Assamites. He fled to
London and let a life of solitude for 200 years, slowly and painfully learning what he had become.
He learned to be faster than normal from another of his kind. Then, in a daring move he diablerized a member of the Gargoyle
bloodline. He gained the Ability to fly. Learning to use his ability he traveled to America. Residing in Oklahoma City he began to
create progony. This is were he set up residence. He is still strongly involved in bloodline politics. They are now trying to ally with
the Setites, and slowly succeeding.

Nickname
Snake-bats

Appearance
All have the eyes of a Setite, and large bat-like wings growing from their backs. All, but Navar are American. Most are embraced
at the ages of 20 to 30.

Haven
They like large open high places where they can fly easily.

Background
They all fight well and lead fast paced unlives.

Character Creation
Crotalusonycteris normally have Gang member or bodyguard concepts. They perfer Bravo natures. Physical are primary as are
skills.

Clan Disciplines
Celerity, Viceratika (including the ability to fly at 10 mph per dot) and Serpents

Weakness
They possess the Setite clan weakness and also as an effect of obtaining their clan disciplines through diablerie, they all have
black streaks in their auras.

Organization
They all follow Navar the leader. They are trying to ally with the Setites and achieving this goal in any way brings great bloodline
prestige.
Quote
"We know the evils that lurk in the hearts of men. Follow us or know the true meaning of fall from grace."
CROWN OF THORNS
By David Youngberg(teferi@hotmail.com)

History
James Thorn, the bloodline's founder, was Embraced during the Dark Ages, when the Tremere were young. Driven by the
pursuit of knowledge, he became a master of Thaumaturgy and created at least a dozen paths. Thorn Embraced only the
smartest and sharpest, which was very few at the time. A few hundred years later, the Sabbat was formed and one of Thorn's
kine, grand kine or great-grand kine (it is unknown which) taught the organization thaumaturgy as well as some of the paths
Thorn created, which were later modified to fit the Sabbat better. (Modern day Path of Pestilence, for example, is a take on
Thorn's Path of the Carrier.
) Because the times of the Tremere were young when Thorn was Embraced, he never knew blood bond. And, until the Sabbat,
Thorn did not use blood bonding to any extent for he believed it slowed progress and research. When he learned of the leak in
the Tremere, Thorn instantly flew into frenzy. When he recovered, he ordered all of his kine to be blood bond to their sires to
prevent a future leak. Crown of Thorns was born.

Nickname
Thornites

Appearance
Thornites range in all sizes and ages, but they tend have facial scars or disfigurements, increasing the likeliness for them to stay
inside and study instead of going gallivanting like a bunch of Toreador. Of course, some of them have high a appearance for
much information can be gained through others.

Haven
Thornites have havens in places of knowledge. Libraries are favored, but museums and college campuses are not uncommon.
Many young Crowns have their haven in the same city-or same place-as their sire.

Background
Strong-willed with a thirst for knowledge and inventiveness. Loners and outsiders are common.

Character Creation
Mental attributes are favored, followed by social. Knowledges and skills are also preferred. Mentor, Allies and Contacts are the
most sought after Backgrounds.

Clan Disciplines
All Thornites start with one dot in Thaumaturgy. Their disciplines are Thaumaturgy, Auspex and Celerity.

Thaumaturgical Paths
Path of the Carrier
Path of Vanishment
Weakness
All Crowns must be blood bonded to their sires and must spend at least fifteen hours a week studying or gathering information.
All Thornite sires know sneaky rituals to keep an eye on their kine and are very rigid when it comes to breaking the rules.

Organization
The ultimate power among the Crowns is, no surprise, their founder, James Thorn. Few have actually seen the puppet master of
their sires but it is rumored that Thorn was Embraced when he was only eight or nine years old. Furthermore, he is thought to
have a disfigured face, a relic of an accident with a bonfire when he was mortal.

Quotes
"To compare us to any other clan is like comparing a cheetah to a legless mouse. While they thrash vainly on the ground, we
wait in the bushes, hiding, watching, waiting."
-- Thornite Scripture

"If the Tremere are the next step in Cainites, then we are the masters of the stairs."
-- Sara Times, Keeper of the Centennial Scrolls
CRUENTOR
By Hellion@snowhill.com

Description
This bloodline is an offshoot off the Assamites. It began in the Dark Ages when the Assamites called a blood hunt (the nature of
the crime has never been discovered) on one of their own (who has remained nameless). In the hopes of survival the renegade
Assamite fled to London. He then captured, embraced, and blood bound a guardsman of one of the nobles. The renegade
planned to start an army of his own to ensure his survival. The guardsman (he called himself Alan Palin; he could not remember
his given name), now turned vampire, suffered from amnesia and could remember nothing of his mortal life. His sire flew into a
frenzy one night and fearing for his life Alan also succumbed to the Beast and diablerized his sire. A Ventrue lord took him in
and accepted him, even though he was Caitiff. Alan had learned the disciplines and ways of the Assamites, he used them in the
service of his lord. He set out to create his own bloodline and a unique disciple of his own. He called his bloodline Cruentor, a
word with its roots in Latin that means those who are bloodthirsty. The discipline was called Evanescere, a Latin word meaning,
vanish. The path that the Cruentor follow was named Mactae, another word with it s roots in Latin meaning, honoring (and/or)
slaying.
The Cruentor believe that the way of achieving perfection is through diablerie; their goal is to get as close to Caine as possible.
They are a very tight knit clan; it's all for one and one for all. They normally act as bodyguards and assassins. Even though they
openly practice diablerie, they are extremely honorable and would never act against their own clan or anyone that they have
sworn loyalty to. The clan will always unite together to aid it's own when needed.
The clan never sided with the Camarilla or the Sabbat; instead it remains a separate entity of if it s own. Each individual clan
member is free to ally himself with either side they choose, as long as they don t work against another clan member (i.e. no clan
member will accept a contract against somebody who is protected by another clan member or has a another clan member
working in her service).

Appearance
They have a wide variety of appearances, as they care little for race, social class, or gender.

Haven
They can be found living almost any where, from back alleys and sewers to penthouse apartments.

Background
The Cruentor only embrace those who are physically fit (very strong, athletic, or agile).

Character Creation
Physical attributes are almost always primary, as are skills.

Preferred Paths
Path of Mactae

Organization
Any clan member can call a meeting at any time. The meeting place is always chosen by the one calling the meeting. The one
calling the meeting can order any other clan member (regardless of generation) to attend, likewise any one ordered to attend
can order others to attend. There is also a standing invitation to any clan member wanting to participate in any meeting, although
he would have no authority to order another to that meeting.
Weakness
The blood of the Cruentor causes the childer to forget all things from their mortal life (the sire gives the childe a new name), and
to be blood bound to their sire.

Clan Disciplines
Celerity, Auspex, Evanescere

View the Evanescere discipline.

View the Path of Mactae path of enlightenment.


DAEDALEAN
By Timothy Toner (thanatos@interaccess.com)

History
BEGIN AUDIO TAPE
"So why did you want to meet, 'Friend?'"
"Call me a fan. I was admiring your write up on the Californian problem. I take it you caught no small amount of flak."
"Yeah. They were pissed, to say the least. Not everyone likes their weakness becoming public record. They were doing such a
damn good job, too."
"I take it you're not sorry."
"Heh. No. Not in the least. The bastards deserve whatever they get. So are you one of their ardent supporters, because if you
are, I've got a chopstick, and I know how to use it..."
"No. Nothing so...mundane. I merely wished to correct one small mistake you made in your journal."
"Oh, what's that?"
"Your sarcasm is noted. I have done nothing to establish my credentials, while you are a legend in those who catalog the unlife,
and all it holds. Suffice it to say that when I am done, all will become apparent."
"Great. Whatever. Let's cut to the chase, Gramps. I'm getting hungry."
"You're wrong."
"Huh?"
"You're wrong."
"About?"
"About the Clan. They were not the originators of Icarus. Their form is infinitely more powerful, and yet infinitely more perverse.
They have twisted it from its true intent..."
"Which was?"
"...to escape. They invoke the raptor with each false heartbeat, instead of the swallow, with its grace and swiftness. "You see, the
story is much more complex than you could ever imagine. It begins in Greece..."

"I don't have time for stories!"


"This one involves an alliance between the Tremere, Gangrel and Lasombrans. Interested?"
"Yes!"
"Good. Shut up.
"There was a man who went by the name of Daedalos. He was the wisest, most clever man of his generation. His inventions
were seen as bordering magic, universally praised for their complexity and utility, but these he dismissed as toys. He seemed to
be lacking something in life, and he found it in an invitation from Crete.
"There King Minos ruled with an iron hand, and all deemed him noble and just. He had acquired much land and spoils through
conquest, and one of his most prize was his queen, the ravishing Aia.
"However, both harbored a terrible secret, and a terrible love. They were Garou. The Gods had blessed Minos so far; why not
put their love into the Pantheon's hands? They decided to have a child.
"It was a monstrosity. Born Metis, its body was permanently warped by cruel fate, and a parents' lust. The light hurt its eyes
terribly, and two huge horns grew from its brow. Worst of all, the creature was incredibly cunning, as if to compensate for its
outward failings.
"One sight of the child, and all were mocking the boy. Rather than Prince, or Son Of Minos, or the more traditional Minos' Boy,
the court renamed the child 'Minos' Bull,' or "Minos Taurus. "
"That was unwise. With the extreme cunning came an extraordinary brutality. The boy would single out one person, and then
systematically tear his life to shreds over the course of weeks. They never found fault with the boy, since, for one, he was the
king's son, and thus beyond reproach, and for another, most believed that the physical afflictions had affected his mind as well.
King Minos knew, however, and when the hot blood raged through his son's body, even the mighty ruler feared for his life. He
cared for his son, realizing it was his own arrogance that had made the child thus. He needed a way to give the boy what he
wanted, and at the same time, challenge his mind enough to stop the slaughter. Minos knew that if anyone could figure it out, it
was Daedalos.
He sent for the inventor, promising a life of quiet ease, and a workroom where he could be uninterrupted by the cares of the
world. Monos knew Daedalos well. No promises of trinkets would win his heart; only the thought of time alone to study
undisturbed sparked his interest.
Harangued and harassed by most of the scholars in the known world, he readily fled to Minos with Ikaros, his son. There he was
treated like a member of the family. Minos asked but one thing, the fulfilment of a dream. Daedalos was so full of joy and mirth,
he readily assented, not caring about specifics.
"'I want a labyrinth,' said the king. Labyrinths were quite common amongst nobility, and such a simple task shocked Daedalos.
"'Is that all?'
"'This is to be a labyrinth like none other. It will be built into a huge cavern, far beneath our feet. It will have shifting wall, and
hidden spaces. It should be able to challenge the most clever minds Crete has to offer. 'He filled in the details, telling the size of
the cavern, a space so huge, Daedalos was convinced Minos was jesting.
"'It will take ten years to fill that space. '
"'So be it. That is my dream. Fulfill it, or perish.' "Guards seized the inventor and his son, and forced them into the very cave that
would one day house the structure. Supplies would be dropped from above daily, and he was to have some formal structure
done in a year. At that time, the creature would be led in, and Daedalos was expected to continue, avoiding the creature all the
while.
"Ikaros bemoaned their fate, but Daedalos got right to work designing the machines he would need in order to do the work of ten
men with only two.
"In a year, an amazing amount was done. However, a year with no sun had taken its toll on Daedalos. He did not see himself
surviving the month. Ikaros, for his part, adapted remarkably well to the cavern.
"The beast was let in, and it tore around, searching for the inventor and his son, but their bolt holes were too cleverly hidden.
"The first victim to be sent down to the creature was a vampire who had been caught by Minos' pack. To make the abomination
prove its allegiance, it had to hunt down the hated prey, a Gangrel who had come here quite by accident. The vampire was
dropped in the hole, and left to perish.
"Without knowing its true nature, Daedalos took pity on this creature which so closely mirrored his own existence. He hid the
Gangrel from the minotaur's wrath. Weak and close to starvation, the Gangrel could not emulate the same kindness. He bit
deeply into Daedalos, and almost killed the genius.
"Daedalos was weakened beyond measure, however. He forgave the vampire's attack, and treated him as if nothing at all had
happened. Instead of cursing, Daedalos showed the Gangrel all his wondrous inventions that no man would ever see. And all the
while, his health failed.
"The Gangrel, mourning his stupidity in attacking the one being who had shown him kindness, sought out a way to stop his
friends' suffering. With but a drop of blood, Daedalos would finally be free to actualize all that he had imagined. No longer would
he put off the long term projects that each day of poor health made that much more impossible. He presented the idea to the
inventor, and oddly, Daedalos agreed readily. To him, it made sense.
"There was, however, a problem: Ikaros. Daedalos did not want his son cursed so early in life, and yet each day the Beast grew
more cunning. Further, not even Ikaros could easily survive the remaining seven years of their captivity, at least without a little
help. In the end, it was Ikaros who decided. He wanted to be with his father, to the end of time, if necessary.
"And so it was done. Ikaros and Daedalos were embraced, and their first lesson was how to summon the creatures that they
would feed on, so that they need never starve.
"Eventually, it was time for the Gangrel to attempt his escape. Daedalos warned him against this, since Minos' pack patrolled
the night, and only during the day would escape be conceivable. But he tried anyway, preferring death to imprisonment, as all
Gangrel do. And he died, his head nailed to the Temple of Hekate.
"From that moment on, Daedalos prepared. He realized that the potent powers granted to him would not allow him to escape.
Something more was needed to effect release. He knew the harbors were closely guarded, and the only was across the sea
was a ship. But what of over the sea?
"And so he began. He called the birds to him, and studied their flight before devouring them. Watching them, he learned much
about his own abilities and nature. As he gripped them, slowly increasing pressure, he felt their fear, and their desire for release.
And something happened in that moment, when, instead of feeding the hunger, he let one go. In that moment, he felt it: the joy of
escape.
"It filled the decayed shell he called a body with ecstatic bliss. Nothing felt this good. Ever. And with this enlightenment, this
spiritual elevation, something else came as well: flight. He could fly.
"It took time, but eventually Ikaros too was enlightened. Freedom now burned within his blood with the intensity of the sun.
Daedalos knew that soon he had to act, lest Ikaros try something rash.
"And soon a plan came to light. Minos and his pack were away, waging war on the hapless Athenians. It seemed that the
Creature's appetites were growing stronger in time, and there seemed to be fewer criminals to offer up. Thus, it was necessary
to fight battles to procure proper tribute. This, of course, meant that the troops that guarded the day watches now had to keep to
the night, once the dominion of Minos' pack. With all his calculations, Daedalos knew that leaving during the day would give them
the best opportunity to escape. But how to do this, and not be incinerated?
"It was no small mystery that Minos despised the priestesses of Hekate, goddess of primal magic. She was at times antithetical
to his true love, Artemis, of the moon. Often when one of his pack raged, they were pointed in the direction of the temple, and
every calamity was blamed on those who resided in that place.
"But of all these ignomities, none was more foul than the night that Minos became drunk, and freed his son to rampage through
the temple proper, killing three priestesses. For this, and for many more things, the Hierophant agreed to assist Daedalos in his
plan. She could not touch the Crown prince in any way, but she could take secret joy in foiling his greatest plan.
"When the sun crawled higher in the heavens, she began her magic. On and on, it droned, summoning roiling clouds, dark and
ominous, bearing the spectre of heavy rains to the gentle earth. But none came. Instead, when she was done, the thick cloud
mass distended, and reached out for the closest bit of mainland.
"At the arranged time, Daedalos rolled back the boulder, and realized with horror that although the Gangrel had told him all about
the weaknesses of his present form, no mention was made to his son. With time wasting, and the cloud slowly dissipating,
Daedalos could only mutter to his son to fly no farther than the clouds, and not to soar near the water, as fishermen in boats could
betray them with pleas to Poseidon, who would surely strike them down.
"Ikaros, having not seen the sun for 10 years, longed to stare into its face. But he had always obeyed his father, and he nodded
his assent.
"Both lunged into the air, and lanced toward freedom. Whatever it was that forced them to sleep was now weighing down their
minds. Both longed to crawl in a hole and sleep, but there would be no return to that prison. There was only onward, across the
trackless sea.
"Perhaps it was the weariness of his mind; perhaps it was the assumption that Ikaros would obey, as he always had done, but
Daedalos lost sight of the boy for a moment, and that was all it took.
"With horror, he realized that Ikaros had succumbed to the freedom that suffused every pore of his being. The narrow track of
safety, forged by magic, would not limit the freedom he found in his heart. Daedalos tried to rise, but the fear of certain death
kept him down. There would be no tarrying; a moment's hesistation would be death, as the sun brined through the layer just
behind them.
"He saw his son, a while later, plummeting to earth like a falling star, screaming in agony as he fell. A numbness seized
Daedalos' brain, and he drove onwards, controlled by an unseen hand. His ears strained to hear the reassuring splash as his
son's body slammed into the cold embrace of the sea, and Ikaros was at last free.
"He lived, survived, though why, he was never sure. Without Ikaros, all meaning was stolen from his life. Still, in his wandering, he
came upon those like him, imprisoned in mind and body, who needed desperately to be taught the lesson he had discovewred.
He cared not for politics, alliances, and affiliations. All he wanted was for the pupil to be an advocate of the personal freedom
long denied in his and his son's existence.
"A few mortals seeking this freedom were blessed with the Change, but not many. With the power that flowed in their veins came
the curse of Ikaros, a desire to surpass their cages, and shed all shackles of oppression, sometimes even acting very much
against their own best interests. It takes much inner restraint to survive as a Daedalean."
". . . so that's it."
"As the tale goes. Those who abuse it now discovered it tangentially in Greece, around 400 years before the birth of Christ. They
were weak, victims of a savage curse. A single shaft, placed into the heart, brought about the Final Death, just as sure as fire or
the sun. They were being hunted to extinction, and the nobility that at that time crawled in their veins would be snuffed out.
"Daedalos took pity on them, and taught them the ability, granting them opportunity to escape their oppressors. However, rather
than accepting the way of the Daedalean, they instead turned petty and vengeful, and attacked those who once oppressed them.
"
"So Icarus isn't one of theirs, huh?"
"They had something quite like it. Realize, however, that flight has been the grandest aspiration of man since he first beheld the
birds weaving in the air at the beginning of all things. However, it seemed to be the most difficult to emulate. For those who
harnessed magic, the best they could do was to make the wind drive them along, buffeting them to and fro. Not very safe, I'd
imagine. Although what they had was a mastery of the air, flight was denied them until they came across Daedalos, and begged
him to bestow his mercy. "
"You seem to know quite a lot. You're Daedalos. "
"Heh. No, sorry. I'm not Daedalos. He died long, long ago: a victim of Tremere treachery."
"You mentioned that before. What's that about?"
"The Tremere were magi, once, long ago. Noble souls, they feared a growing chasm that threatened to engulf them. They
decided to forego the inevitable, and become one of the damned.
"New to the game, they were quickly put upon by all to prove their true worth. They became whipping boys, for a time, but
systematically used the magic theory still burning in their brains to try to emulate each of the vampiric powers through magic.
Largely, they were successful. Those that did not translate well were mixed with twinges of hermetic magic, to make the formula
complete. And they were indeed poised on a takeover of the Kindred population, if not for that Daedalean.
"His name is lost to time, but his deeds will be remembered forevermore. He committed the most mundane of sins: a gloating
pride. He and his kind paid for it with the Final Death.
"A, oh what do they call it, ah, a chantry newly formed in Macedonia was out gathering vis for a powerful ritual, when they noticed
the Daedalean floating above them all. The best of their attempts to mimic flight allowed such a feat, so they treated him as one
of their own, a wandering Tremere.
"He laughed at their foolishness. To think they thought he, a free spirit, would be one of the enslavers and enslaved. This was not
particularly smart. The Tremere were warned against those who practiced a form of Thaumaturgy lost long ago. If not the blood
magic, what else could he be doing?
"One lashed out with power, a fist of fire designed to scare the floating vampire. Instead of being driven to the ground, he leapt
forward and upward with astonishing speed. Soon he was out of sight.
"The Tremere realized that there existed a vampire who could do the impossible: fly without the aid of wind. Subsequent
inquiries led them to discover that it was not one, but an entire clan who had untapped the ability to fly through sheer force of will
alone.
"A few dark deals later, and they had the information they required. They tracked down the first they saw, and ask him to teach
them the gift. He laughed at them, and told them they did not have it within their power. Further rubbing salt into their wounds, he
fed a mortal who was with him a drop of blood, and both began to rise away. The Daedalean muttered that the power lay in a
mere mortal, but not in their enslaved souls. This was his final mistake.
"The Tremere, ready for this, seized him in unbreakable bonds, and staked him as he lay wimpering. Realizing that the ability
did indeed lay in the blood, they performed experiment after experiment, until finally one time they went too far, and the
Daedalean perished.
"Rather than becoming discouraged, those in the Macedonian Chantry reported to Vienna with the news. The Seven met, and
decided a plan of action was necessary. This was too good an opportunity to let pass, so all machinations were temporarily
shelved, and all eyes turned to Greece.
"The tests the Chantry had performed led them to believe that the Daedaleans were an offshoot of Gangrel. A few made
overtures in that direction, to find out their true heritage, but were mostly refused and ignored. It took a time, but enough
information was discovered to show to the Genitor of Clan Gangrel. The evidence was tainted with Tremere deceit, but enough
held true. Daedaleans were consummate Garou hunters, with no regard for the sanctity of the Wild, or of the purity of the Story.
They were their children, but they were untrained. They were abominations. Clan Gangrel agreed to the Hunt.
"The Lasombrans were less difficult to convince. The thought of flight, a means of escaping the darkness of the abyss that lay
beneath their feet, and in their soul, pleased them to no end. The Tremere needed a means of dimming the fire within the
Daedaleans, and nothing was better than the dark stuff of the Lasombra.
"It was monstrously successful. Daedaleans were hunted like dogs. Those who escaped through flight were pursued by shifted
Gangrel. Those who fought were held fast by Lasombran might. They did not stand a chance.
"Despite all those captured, the Tremere were no closer to the solution. When they were finished, all that was left were ashes,
ashes that provided no answers. And the Gangrel were getting restless. They were not told what was happening to those they
caught. The Tremere were still trusted at this time, but this was changing.
"It was then that Daedalos came forth. He was working as a laborer in the workshop of Da Vinci. He never assisted in the
experiments, but rather delighted in watching the gleam of inspiration glow in the inventor's eyes.
"Daedalos, preferring to stay out of Kindred politics, discovered the hunt, and determined to put it to a stop. He surrendered to a
pack of Gangrel, and told the story of he and his clan, of their love of freedom, and their devotion to the elevation of the soul,
physically and spiritually.
"Convinced now of the wrongness of their action, the Gangrel called an end to the Hunt. The Tremere responded with power,
engulfing the Gangrel in flames. Only Daedalos' action, flying into the heart of the flames, drawing it into himself, and exploding
with a primal fury, saved those who would have hunted him.
"Word of the Tremere's treachery spread throughout Kindred society, and their position as "loyal" advisors was revealed to be a
power play of the most devious sort. Nevermore would they be trusted, and, as a result, the world may have been spared
Tremere domination."
"A mediocre story. Couldn't you have thought up a better one?"
"I speak truth."
"All right. If you're not Daedalos, then who are you? Why do you know so much, so much that only Daedalos knew?"
"I was. . . a professional mourner."
"WHAT?!?"
"It was quite common back then. The family was supposed to be stoic in the face of death, and thus people were paid to mourn
in their place. It was all I could do. I was trapped by circumstance, and every other tear was wept for me and my plight.
"Daedalos, upon gaining his freedom, held a funeral for his fallen son. He told the tale there freely, and in doing so, created an
enduring legend. Upon hearing it, for the first time, I wept not for myself, but for another. He sensed my pain, my plight, and my
sincerity. And so he. . . freed me.
"I remained with him, all his nights, his constant companion, and his bitter reminder of the loss that weighed down his heart and
soul. I wanted to remain with him, so that he would not have to face the Tremere and Gangrel alone. He compelled me to leave,
saying that if I indeed cared and respected him, then I would do my job, and leave him to do his own.
"Now, there are less than five of us in the world. We are forgotten by all but those who seek our destruction, and by those who
seek to be freed. One has described us as a waystation on the path to Golconda. I wish I could believe that.
"That is my tale. That is our tale. My life is spent wandering the planet, seeking out those who need to be freed, who need to be
taught how to be freed. Theyt call us cowards, but they are wrong.
"I must go. A friend; one I knew long ago, waits for me in Toronto."
"Wait. . . its five minutes before sun up! You can't reach shelter in that time! Stay here!"
"I must go. I must stand in the shadows, and watch for the rising sun, the sun I know is there, but reains forever hidden from me.
That is my job.
"Now wait a minute, you damn psycho, you're staying right here. I have a few questions for you. . . hey, put me down! HEY!
"Okay, this is really funny. I'm on a hook, twenty feet above the floor. Now get me down. Wait, where are you going. . . WAIT!"
"I am going to do my job. I am a mourner. And I must mourn Ikaros. "
END TAPE
Begin Addendum:
So that's it. He walked out, just like that, leaving me on a damn hook. I never saw the bastard since. However, in my spasms as
he seized me, I succeeded in my true goal: obtaining a piece of flesh. It's permeated with Tzimisce power.
He's alive. The bastard's alive.
End Addendum.

Nickname
Icarans (Ikkers)

Description
The few Daedaleans who remain keep to themselves. They very seldom create new Childer, seeing them as just potential prey
for the Tremere. However, they seek out those who are oppressed, Kindred and kine alike, and try to free them at every
opportunity.
The main belief common to all Daedaleans is freedom. Freedom comes in many forms, including Death, as most have
discovered. Some seek freedom through violent actions, thrashing off the manacles, as it were, and some choose to do it
through quiet introspection, meditating until the chains might not be there at all. Some choose to instigate revolutions,
impersonating Brujah, while others seek out the individual, wallowing in misery.
It is believed that only five to eight Daedaleans remain after the Tremere purge. Still, their influence is felt deeply within the World
of Darkness, since in their own quiet way, they try to bring everything that closer to the light.
Victims of systematic extermination, they will not hesitate to flee if a situation does not favor their side. Some call this cowardice:
the call it survival.
Often they fly high in the air, hanging there for hours at a time, and turn on their Auspex, opening up to the totality of creation. To
them, this is ecstacy on the level of the Kiss.

Appearance
There is no common appearance. Once, most Daedaleans were of Greek ancestry, with a few exceptions. Now they come in all
shapes and sizes, often impersonating as a member of another clan.

Haven
Daedaleans prefer abandoned spires and other high places to rest. Often they will close off the intermittant floors, so that only
those who can fly can reach their homes. Each has a door or opening that faces the east, toward the rising sun. Most try to dart
in, just as the sun comes over the edge of the horizon, weeping in pain, sorrow, and ecstasy at being so close to true freedom.

Background
Most Daedaleans have the Generation background, to describe how few of them there really are in the world. Some make
Contacts, mostly in mortal organizations such as Amnesty International. Others have made it a habit to play a small role in
everything, picking up Influence right and left.

Concept
As mentioned above, Daedaleans seldom create new Childer. Most were victims of oppression, be it physical, emotional,
mental, or spiritual. Others were embraced because of their work in freeing others. Such saints should not be allowed to perish.
Usually Outsider.

Clan Disciplines
Auspex, Fortitude, Ikara

Weakness
The Curse of Ikaros: All Daedaleans are Overconfident (gaining the flaw automatically), striving to fly higher and faster than any
before. They often gloat to others, like the Tremere, who voluntarily shackle themselves to mundane, unenlightened existence. To
some, they seem arrogant, but to others, they are saviours. Also, they are terminally curious, flying into danger on a whim. Also,
they cannot stand to be held, whether it be physical, magical, or symbolic.

Organization
None. Some have set up a network through various relief organizations, so that news can be communicated quickly to all
concerned, but nothing formal has been established.

Gaining clan Prestige


Through freeing others, one earns the admiration of the Clan, almost as much as putting down oppressors. However, it is well
known that taking down an oppressor is not enough, as the mind of the enslaved must be changed to prevent it from happening
again.

Quote
"Well, Mr. Tremere, how do you like the view? I agree, the air up here is very clear. What's that? I think the Gary Steel mills, but
from this high, you can't really tell. Oh dear me. I seem to have allowed my grip on you to slip. How thoughtless of me."

Stereotypes
Assamite, Brujah, Nosferatu, Setites, Toreador, Ventrue, Ravnos, Giovanni, Children of Osiris: Who?!?!
Tremere: Yes. The Ikarans. We know them well. Treacherous bastards to the one. We wiped them off the face of the earth,
forever ridding the Camarilla of their foulness. And what do we get in exchange for our dedication? Accused of treachery. There
is no justice, except that which the Tremere make.
Gangrel: . . .
Malkavian: A fascinating group to be sure. Why, I saw one just the other day, flitting around with a red cape around his neck,
and sporting a big "s" on his chest. Anyone that can make the Gangrel feel sorry for themselves, and really piss off the Tremere
has to be respected.
Salubri: Kindred spirits we are. However, they profess to speak for spiritual freedoms, when in reality they delight only in the
physical sensations. Unless they free themselves from this delusion, there will be much more suffering.
Inconnu: We know of them. They are brave souls, not allowing even eternal persecution, persecution felt only by clan Salubri, to
taint their drive to be freed. Even the Salubri have something to learn from them. It is said that no kindred can reach Golconda
without first meeting with a Daedalean."
DAKINI
By Stacey Lawless
"O Mother mine, Daughter of the Mountain!
Why are you clad like this?
You have put your feet on the body of a god,
and you have no trace of shame,
you have placed your feet on Shiva,
you are naked and wear no covering,
your tongue is lolling out and flicking,
your long hair is flowing loose.
But, O terrible wife of Shiva, you are chewing the flesh in your hand for the sake of saving this world..."
(Hindu devotional)

Notice
Disclaimer: The Dakini presented in this article are a fictional creation for the World of Darkness. They are in no way connected
to the spiritual Dakini of Tibetan Buddhist beliefs. For more informations on the Buddhist Dakini, see:
Dakinis: Sky Dancing Angels
Or read Dakini Teachings, by Padmasambava.

Description
The Indian subcontinent is the borderland between the West and the East in many ways. It is a many-layered mixture of cultures,
traditions, races, and religions, and it is the home of many strange and exotic creatures -- including a group of Kindred who
might be a clan, or might be one of the oldest bloodlines in the world.
The Dakini are perhaps an offshoot of the Assamites, or of the Toreador. Then again, there are many Kindred who believe them
to be one of the Eastern Clans. It cannot be denied that the Dakini have an ancient lineage, nor that the elders of the bloodline
are incredibly powerful. Whatever the origins of these Kindred, they are honorable, passionate and proud, fierce warriors and
skilled artists who love and hate with equal intensity. However, other vampires regard them with fear and disgust.
The reason for this is that the Dakini are all murderers. They spend much of their time stalking and slaying both Kindred and
kine. Murder is their religion, their preferred method of gaining vitae, and often, it seems, their main form of recreation. Though
they aren't active diabolists in the manner of the Sabbat, many Dakini have the black traces of diablerie in their auras, and their
predation upon the kine strains the Masquerade badly. To most Western Kindred the Dakini appear to be decadent monsters,
who wantonly slay to satisfy their twisted desires, heedless of the danger they pose to the rest of vampire-kind.
Yet there is more to the Dakini than meets the eye, and beneath their wicked facade lie some very good reasons for what they
do. The Dakini kill to feed, because they must. It is the weakness of this bloodline that only the blood of the dead can sustain
them. All living vitae, be it animal or human, is no more good to them than water is. Some of them will scavenge for their nightly
meals, but too often the only way for a Dakini to feed is to stalk and kill someone.
This weakness is also the reason for the almost religious emphasis the Dakini place upon murder. Forced as they are to kill for
their very survival, many of them have embraced a philosophy which sanctifies their existences and justifies their bloody work.
This philosophy is in fact a Path of Enlightenment, and is called the Path of Nataraja. The majority of the Dakini practice it.
The Dakini claim that they were the first Kindred in India, and the Assamites have a few legends that seem to support this. It is
definite that the Dakini, along with the early Ravnos, were intimately involved with the ancient Indus Valley Harappan culture, and
that when other Kindred arrived along with the Aryan invaders they found the Dakini arrayed against them. The invaders won that
struggle but the Dakini remained active and strong in the new order of things, sharing power with Gangrel, Toreador,
Malkavians, and Nosferatu; and later Assamites (who entered India along with the first Muslims.). The Kindred of India evolved a
vampiric culture that was distinct in many ways from that of Europe, and the Dakini played a major role in it.
Sometime during the early years of the Moghul Empire, a Ravnos committed the Unforgivable Act against Sarasvati, Maharani
of Benares. Nobody knows the true nature of the Act, as Sarasvati refused to speak of it ever after and the Ravnos are all liars,
but it was said to be a heinous trick of truly legendary proportions, and many fanciful tales circulate still which purport to describe
it. Whatever the Unforgivable Act was, the fury -- and clout -- of Sarasvati was so great that she rallied her bloodline to drive the
Ravnos from India, along with their proto-Gypsy retainers. As a result, relations between the Ravnos and the Dakini are cool to
this day. However, the bloodline had no real vampiric enemies until the British East India Company, with its Ventrue overlords
and Tremere backers, came to India.
India at that point was reeling from the collapse of the Moghul Empire, and various factions, mortal, mage, and vampiric, were
battling each other for supremacy. The British and the Ventrue were able to exploit the disarray and seize economic control of
the country with relative ease. The other Kindred of India were from clans that were familiar to the West, and thus the Ventrue
were able to coexist with them fairly easily, but the Dakini were another story entirely. Virtually unknown to the West before then,
to the Masquerade-conscious Ventrue they seemed exotic and cruel, callous brutes who were little better than the Sabbat. It
didn't help that the proud Dakini fought tooth and nail to retain their ancestral power.
The Ventrue began rooting out and destroying the Dakinis' sources of power and support. One of these was the Thuggee cult, a
secret society of assassins which the Dakini had controlled for centuries. In addition to providing a fertile recruiting ground for
Euthanatos mages (whom the Dakini had a loose alliance with, based on similar interests) and Assamite Kindred, the Thugs
had long provided the Dakini with retainers, spies, soldiers, and a supply of easy blood (the Thugs strangled their victims).
Working through a young British officer, and with the assistance of the Tremere, the Ventrue broke the back of the Thugs in a
few short years. The Dakini retaliated by Embracing several hundred Thuggee prisoners, thus touching off a vicious shadow war
that culminated with the Sepoy Rebellion. The British crushed the Dakini-backed uprising and the embattled bloodline reluctantly
sued for peace, becoming grudging members of the Camarilla. Still, hatred for the Ventrue runs deep among the Dakini, while
the Ventrue themselves regard the "savages" with cold disdain.
Today, though mortal India has won independence from the British, English Kindred still control many areas. Things are tense
between the Dakini, the other Indian Kindred, and these foreigners, which contributes to the nation's political unrest. Recently,
the Dakini have made several bold moves to consolidate their power. At the same time, younger members of the bloodline have
begun migrating to Western nations, particularly Great Britain and the United States. The elders of the Camarilla are worried
about this, as they consider the fierce, independent Dakini to be one of the greatest internal threats to the Masquerade.
Repeated requests to the elders of the bloodline that they bring their errant childer to heel have been met with polite indifference.
The Camarilla suspects the Dakini of being up to something, and has appraised several Justicars and Princes of its concerns.

Nickname
Doomstalkers or Thugs

Appearance
Because most Dakini are of Indian heritage, they share the characteristics of people from that area: dusky or dark skin, dark
eyes, and black hair. Like most vampires, their skin grows paler over time; however, their blood gradually darkens in color until it
is black.

Haven
Like most vampires, the Dakini generally dwell in the cities, both for ease of hunting and protection from shapeshifters. Many
keep elegant homes and apartment suites, furnishing them with an almost Toreador-like taste for beautiful furniture and excellent
art. Others, however, dwell among the urban poor. It is easier to hunt undetected in the slums, and these Dakini are well-
positioned to take immediate advantage of urban unrest. Both styles of Dakini haven are generally well-fortified, and most
Dakini keep at least one hideaway in the sewers or burial grounds.

Background
The Dakini tend to Sire prolifically, as many of their childer go mad shortly after the Embrace and have to be extinguished.
However, the bloodline is not casual about how it picks its Neonates. Generally a Sire-to-be will secretly observe a prospective
childe for some time, to determine the human's suitability. Dakini frequently look for these qualities: strong will, a strong
personality, a passion for life, and interests or aptitudes outside of killing that would benefit both the Neonate and the bloodline.
Once the decision to Embrace has been made, the Sire spends a good deal of time training the childe in the arts of murder (if
necessary) and in Dakini philosophy. This training period traditionally lasts for three years, after which the Neonate is presented,
first to their grandsire and great-grandsire (wherever possible), then to the Prince or Maharaja of the city. After that the new
Dakini is on her own.

Character Creation
Almost all Dakini are of Indian descent, though Europeans and Americans have been Embraced in recent years. Many of them
have soldier concepts, though artists, dilettantes, criminals, and politicians are fairly common among them. Their Natures and
Demeanors are usually similar, but occasionally wildly different. Any Attributes may be primary, but Talents are the primary
Abilities. Popular Backgrounds are Mentor (the sire, grandsire, or great-grandsire) and Generation. Note: Dakini may NOT take
the Herd background, as their clan weakness makes it irrelevant.
Clan Disciplines
Auspex, Celerity, Rumali

Weaknesses
Dakini cannot digest the blood of the living. The blood they imbibe must come from a deceased human or animal -- or vampire! -
- for it to provide them with any sustenance. Each point of living blood that a Dakini drinks becomes inert in her body, taking up
space in her Blood Pool but providing no benefits and doing nothing to ease the Hunger. This useless blood will remain in the
Dakini's system until purged somehow.
Note: Dakini can drink from other vampires without having to extinguish them first, as Kindred are by definition already dead.
Some Dakini cultivate vampiric allies whom they are willing to risk being Blood-Bonded to, in case they need to feed in a hurry
and the situation prevents them from hunting.

Organization
In India the bloodline controls Benares, many smaller cities and towns, and Delhi, which has become the seat of its power.
These cities are divided into several traditional fiefdoms composed of both physical territory and political interests, each ruled
over by a Raja or Rani. These nobles answer to the Maharaja of the city, who is the final arbiter of all disputes and who makes
executive decisions concerning the entire city. This structure is very much akin to the feudal system practiced in medieval
Europe. While all vampires are expected to know their place in the political structure, they have a fair amount of leeway in how
they go about their business provided they stay within the proper bounds. Outside these cities, the Dakini keep in loose contact
with one another. Members will aid one another freely, but all debts are expected to be paid in full.
Dakini in the West tend to be loners, ranging far from others of their kind. However, some of them have been Siring as they go,
so this situation may change before long.

Gaining Clan Prestige


Perhaps surprisingly, the Dakini award little to no prestige for skill in murder. In a bloodline where all are killers, they feel, such
talents are far too commonplace to be worthy of extra attention. Instead they prize knowledge, especially of metaphysics, and
art. Thus important discoveries and works of art that are beautiful and insightful can earn one recognition within the bloodline.
The clan also respects power, and gaining political advantages is another way to win prestige. The Dakini also respect those
who struggle toward Golconda, as they know the way is particularly difficult for their bloodline.

Quote
You say that we are evil, you call us 'monstrous' because we take pride in our work. Is it monstrous to be true to one's nature?
We must kill; why not do it well? The tiger, too, must kill to survive, yet you do not call tigers evil... You think us depraved because
we meddle with your well-laid plans, but we simply understand that the old must fall to make way for the new. And, like tigers, we
test our prey, searching for weaknesses..."

Stereotypes
The Camarilla: "The sect of our allegiance is nothing but the puppet of the enslaving Ventrue and Tremere. One day we will
break the chains that bind us to this cloying relic and show our fellow-slaves that the Dead have nothing to fear from the living."

"The Inquisition never touched India, and so these brazen fools think that all humans are like the superstitious sheep they
butcher at home. They don't realize the danger their bloody antics pose to all of us. Should any come to my city I will lead the
hunters to their very doors -- perhaps then these animals will begin to understand."
-- Friederich, Ventrue Prince of Bamberg
The Sabbat: "These Kindred have come close to understanding the truth of our existence, but terror keeps them blind. The
Gehenna they fear is a necessary phase in the world's evolution, nothing more. Even worlds must take a chance on dying."

"These vampires waste too much time in philosophical pursuits, but their talents are highly desirable. Fortunately their ties to
the Camarilla seem weak. We should do what we can to sever these ties, whenever possible. If they do not join us then, we
can simply let the Camarilla pick them off."
-- Illona, Tzimisce priscus
The Inconnu: "We have a lot of respect for these ancient ones. They have attained true enlightenment, and their wisdom and
power are very great. They seem to have some understanding of the work we do, and for this we honor them as much as
possible when we hunt them."

"'Tis said that these black-blooded beasts gave Saulot the crucial insight he needed to achieve Golconda. If so, I cannot
imagine what it was. Were it not for the fact that some of my comrades are originally from this dark lineage, I would not
believe the Dakini to be vampires at all, but something worse! We must watch them most carefully, and do what we can to
curb their excesses."
-- Weyland, fifth-generation Gangrel

Glossary
Amrita: The Dakini equivalent of "vitae", they use it to refer to dead blood, which to them is the only kind worth drinking.
Asura: The Dakini make ghouls for use as retainers, but they call them asuras instead. The word "ghoul" has a very different
meaning for them.
Ghul: Pronounced like "ghoul," this world refers to a cursed, devolved sub-bloodline of the Dakini.
Maharaja: Basically, the "Prince" of a Dakini-controlled city. The feminine title is Maharani.
Raja: Basically, a "Primogen" member in a Dakini-controlled city. The feminine title is Rani.
Rakshasa: Ferocious man-eating, shapeshifting demons. The Dakini use this word as a catchall term for the Changing Breeds.
The rakshasas they are most familiar with are the Cat (Khan and Bagheera Bastet) and Caiman (Mokole) varieties, though there
are also Wolf rakshasas in the forests.
Shambhala: An alternate name for Golconda. There is an old fortress in India called Golkonda, and many Dakini feel it is an
affront to this exalted state of being to make it share a name with a mere place.
Ustad: "Tutor," a title often given to those who Sire.

View The Path of Nataraja.


View Rumali discipline.
View the Blood Scarf, a weapon of the Dakini (By "Sir William Amber Robert Chamberlaine III")
View the Ghuls.
DANALI
By ChaosJstr (chaosjstr@aol.com)

Description
Danali, also known as Synus by several, was a young Caitiff in India during the 16th century. He was sired by a renegade
Assamite, whose existence did not last long enough to record. Regardless, Danali's sire passed on the blood and knowledge of
the Assamite clan to the childer, and left him for his own in the wilderness of the Indian Highlands. Danali, a simple wanderer
trained in the art of the blade, became quickly fascinated by his new blood. He learned to use his born abilites of Quietus,
Celerity, and Obfuscate, but longed for more control and understanding of his powers. He wandered north into the Tibetan
highlands, where a group of Zebythian Monks brought him in and taught him their knowledge of the Kindred. Later, he was
encountered by a powerful Lasombra. In an agreemeant of mutual endeavour, the two mixed their blood in a Dark
Thaumaturgical ritual in order ot better study and manipulate it. The result came a warped mixture of Chi, Lasombra and
Assamite Blood. The Lasombra left with a thick understanding of Obfuscate and Quietus, along with Obtenebration. But with his
recovery, Danali awoke with three new powers: Vitaeus, Obtenebration, and Celerity. These three powers led him down the path
of Urukami, (a made up Asian word) meaning Shadow Soul. When Danali reached Golconda, he created childer, but much to
his surprise they were quite thin of blood, a large 4 more generations from Caine. He also noted they they themselves could not
make childer, making him the Sire of studiers of Vitaeus.

Disciplines
Vitaeus, Obtenebration, Celerity

Preferred Paths
Humanity, Urukami, Path of Blood

Clan Characteristics
All members of this clan are direct descendants from the shadow keeper, Synus a.k.a. Danali. They are cursed witht the prying
of their master into their holy vitae and cannot not create childer. They do however, have the powers over the shadows, powers
of blood study, and the quickness of the fastest of cats.

Clan Status
The Bloodline of Danali is as unknown as it is powerful in politics. Danali himself was never subjected to Kindred politics and
therefore his childer are also without alliance or enemy.

Clan Strengths
Danali's children enjoy the benefits of one of the more powerful Disciplines, and the fact that they are not clanless yet they are
free to choose alignment.

Clan Weaknesses
Danali's prying into the blood of his ancestors has forever tainted his childer. A child of Danali must spend one blood point per
night in the Discipline Divine Complexion or their appearence drops to 0 for the rest of the night. This penalty can be made up
only at the next sunset. Along with the slowly eroding flesh, Danali's children's blood is impotent. All Danali start at 9th gen; their
Sire was 5th, but his blood's impurity has made it weak. Danali's childer cannot Embrace those of their own, nor may they make
blood bond with Kindred of higher generation.

Clan Outlooks
Assamites: These Kindred are true in their study of the holy blood and the noble shadow. We could perhaps be descended
from them, or be otherwise related.
Brujah: Foolish childer who know not what their blood can do.
Gangrel: The beast is a part of the soul, and is fully mbraced by these Cainites.
Lasombra: They follow the true path of Urukami, and are right, yet often vile, about their studies of the ancient blood.
Malkavian: Their blood is unholy and cursed. They deserve their madness. Nosferatu: We can aid these troubled wretches, if
only they'd allow us.
Toreador: Entranced but without understanding, mindless.
Tremere: These kindred do not grasp the true nature of their Vitae, yet I respect them, for obvious reasons.
Ventrue: Their blue blood is has thin as urine, and is about as potent.
Caitiff: Who?
Ravnos: Wanderers, yet not seekers of knowledge? Useless.
Setites: These Egyptian fiends are responsible for corrupting the world's view of the Middle East. They are dangerous though,
so we leave them well alone.
Tzimisce: The putrid vitae that flows with in them is diseased. Anyone can tell it.
Samedi: Don't you mean Nosferatu?
Giovanni: The dead are gone. One must focus on the living to understand the true nature of things.
DANESTI SANGUINARI
By Paulo Correia (paulo@mailexcite.com)
"For many centuries my clan slew itself silently, practically leading us to the edge of extinction. Now there is peace; it's time to
rebuild, time to learn how to live with the Masquerade, time to find all those we lost... We are again a united Clan, and nothing will
stop us from finding our way in this endless night.
-- Cillei Corvinus, Prince of Oporto, leader of the blood kindred Danesti Sanguinarii

Description
The Danesti Sanguinari Clan are most likely a sub-species from the Nosferatu, very similar and at the same time very different
from the former species. In their normal state they are as horrible as the Nosferatu, long fingers with long sharp nails, marble
coloured skin, a fierce animal face, the teeth seem to come out like to white blades, red-blooded eyes able to scare the most
courageous vampire (except for the Nosferatu) and hair that can cut like razors. This is the normal image of a Danesti
Sanguinari, but on the other hand, every member of this clan learns few days after the a embrace a Protean ability that they call
"Sahbine." The Danesti changes into a beautiful human image that sometimes has nothing to do with their former ones before
being a vampire. It's one of their greatest abilities and their greater disadvantage; in this human state a Danesti Sanguinari
becomes weakened, and they cannot use their advanced abilities. They can only use their basic ones. No one really knows the
origin of the Danesti Sanguinari since they refuse any connection with Caine.
They are a clan without an historical identity. Being so they have created several historical resource institutions; the main one is
the "Escrivanus" that is in charge of collecting all the other institutions historical information.
The Danesti Sanguinari are a mostly sane clan and hunger for interaction with other clans, very much like little children is with a
new toy. Although they have met at many different times the other clans, this is the first time they have really participated and
interacted with them through the Masquerade. Their main Anchor to this "social" life is Cillei Corvinus. Not just he is the only
known leader of the highest Danesti Sanguinari breed concentration in the world, has was elected Prince of Oporto and the
northern regions (Minho and Trás-os-Montes).
This Clan is very problematic; they are very polite and genteel (mostly), but have serious difficulties in delivering their confidence
to any of their breed, another one of their weaknesses. This is due to the internal jihads that almost killed their breed. They are
probably the least informed clan in the Masquerade, and it is unnatural that they have resisted this far. They are still learning, but
their only salvation is to trust blindly (almost -- there's always those who wish for power) in their to great leaders: Prince Cillei
Corvinus and Countess Arzbét Hunyadi. They are the only ones who seem able to bring peace and internal development to this
doomed clan.

Disciplines
Animalism, Potence, Protean

Clan Advantage
Their main advantage is the innate capability to change from their natural appearance to the seductive human one, making it
easier to hunt for and seduce prey. Like the Nosferatu, they live in underground tunnels or sewer systems, but many share that
haven with surface structures, like Houses, Mansions and even bars. The "fair escape rule" is also shared by the Danesti
Sanguinarii.

Clan Disadvantage
Their main disadvantage is their terrible weakness in human state. They are limited to their Basic disciplines and their physical
traits are reduced by half. There is an old Danesti Sanguinari Tradition, that forbids any of their kind to use the Innate protean
ability, the "Sahbine", in front of any other eyes (other Kindred included ) even in front of a Nosferatu. This tradition was created
to prevent others from associating their human-like and normal forms. The continuous suspicion ambient between themselves is
another one of their great weaknesses, making the Clan fragile to the Masquerade. They are also sensitive to strong lights in
their normal state and are one bid down on all challenges while there are "very strong lights."

Organization
They are tationally disorganised, but with a forward tendency to unite themselves closer in their relations. They are very strict
about etiquette and maintain almost constantly a formal look even between themselves. They're internal network is yet primitive
but like other things rapidly evolving.
D'ANGELO: THE CHILDREN OF FAITH
By Fabian Alvarez (maldoror@eucmax.sim.ucm.es)

Introduction
Few are the Kindred knowledgeable in the ways and the hows of the D'Angelo, the pious Cainites. Of course they know the main
facts: the tale of Adriano, Benedictus and Philippe (or Jean Claude) is probably the only thing about the D'Angelo that the
average Kindred scholar knows with certainty. The sons of Adriano are known for their compassion and humane ways, but also
for their calloussnes and cruelty. Why? Because there's are two main factions among them, the Urielites (Those as Angels) and
the Abelites (from the biblical Abel, brother of Caine). Most D'Angelo are reclusive, scholastic and thoughtful, but not all of them
fit this sterotype. All D'Angelo, however, are highly spiritual beings, but that doesn't preclude them from having mundane
resources as wealth or weapons...

Lexicon
D'Angelo: All D'Angelo use the word D'Angelo to speak of the whole bloodline. The line was founded by Adriano D'Angelo and
his to children, Benedictus and Philipp. Two other D'Angelo-to-be died the night the mystical Methuselah celebrated a mass
under the Vatican to beg the forgiveness of the Lord.
Beatifici: These D'Angelo are the neutral menbers of the line and the very few D'Angelo of the Camarilla. As these Kindred use
the name D'Angelo to speak of themselves, the Camarilla Kindred that know about them believe that all D'Angelo are Beatifici
(beatous). This is false.
Paenitenti: Philipp, one of the two children of Adriano, battled bitterly with his brother Benedictus during the last days of the
Anarch Revolt. Their rivalry began with matters of faith and continued with more mundane matters. Also, the disappearance of
Adriano D'Angelo from the Vatican after the Amaranth of Cappadocius made Philipp worried about the interests of his brother.
So, the Paenitenti are the D'Angelo antitribu, to speak of. Only his beliefs are different, as they are also of the blood of Adriano.
Most Paenitenti belong to the Sabbat, but a few are reclusive Kindred owing loyalty only to the Lord and themselves.
Luciferite: Luciferites are, fortunately, few. Luciferites are fallen D'Angelo who follow the paths of Darkness throught the roads of
light. Luciferites are called "Mephistofele" by elder D'Angelo, because it's believed the first fallen D'Angelo used to call himself
Mephistofele, like the character in Faustus. Luciferites are more vile that the most jaded Baali.
The D'Angelo use many religious words; some can be found in "The Inquisition" and the "Player's Guide to the Sabbat."

Ghoul Families
"And our father Adriano saw the plight of his childer, and order them to breed with the sons and the daughters of Abel, so we
can have faithful servants ready to walk with us the Road to Heaven."
There origins of the D'Carlo and the Mascagni, the so-called revenant families of the D'Angelo, are not clear. Some say the first
pious vampires started making ghouls following the example of the Tzimisce. Others say that the D'Angelo own ghoul families
were created to fight the Grimaldi and the Obertus, spies of the Fiends usually involved with the Church.

Nickname
Clerics

Concept
No longer are priests and nuns the only recruits for the D'Angelo. Virtually any human can be a D'Angelo neonate, but the
bloodline usually embraces those with Professional concepts. Spirituality is important, but orthodoxy is not.

Character creation
Most D'Angelo have Social Atributes as Primary and Mental Atributes as secondary. As abilities, Knowledges are almost
always primary; either Talents or Skills can be secundary. D'Angelo Nature and Demeanor are usually the same, but not always:
Judges and Caregivers are common; visionary and Solo are a less common, but not rare. All D'Angelo (save the Luciferites)
must take the True Faith Merit during character creation. Common Backgrounds include Retainers and Resources.

Blood Disciplines
Auspex, Presence, Teocratos.

Weakness
D'Angelo cannot feed from unwilling or reluctant victims. Their blood doesn't damage them but cannot sustain them neither. In
times of stress, D'Angelo have visions of Heaven; they must roll their Willpower (6) to break the trance.
Preferred Paths
Many D'Angelo hold their Humanity; those with high Faith ratings (+6) follow the Path of Uriel. Paenitenti tend to follow the Path
of Harmony or the Path of Power and Inner Voice.

Gaining Prestige
The fastest way to gain prestige is developing True Faith and Teocratos. Slower ways include theological studies and
convertion of other Kindred.

Quote
"Vampirism is more than a curse, it's a test of faith. Be strong, fight the Beast inside!"

Stereotypes
Assamite: Respect them for their honor; fight them for their beliefs.
Brujah: Pity the Brujah for their violent ways. Save them from themselves.
Caitiff: Pity the orphans but beware; in them is the bad seed of their sires.
Gangrel: To be close to Nature is to be close to God, or it's not?
Giovanni: Deal not with the Giovanni, as they are dangerous and disrecpectful.
Malkavian: Pity the mad man; his madness hides wonderful facts.
Nosferatu: The most honest of our brethen; not cursed, but blessed.
Ravnos: Remember the Good Thief and the Bad Thief? Judge each Ravnos on his own actions.
The Salubri: Their goal is worthy of respect, but without the Lord, our own will cannot guide us towards Golconda. They must be
protected of the fangs of the accursed Tremere.
Setites: They are the Children of Darkness. I pity them, but don't hate them.
Toreador: Do not follow their proud ways, lest you fall to hedonism.
Tremere: Not only wizards, but diabolists as well. Do not respect them.
Ventrue: Blue Blood doesn't make oneself better.
Lasombra: Are not they their brethren's keepers?
Tzimisce: They are right; we are no longer humans, but where they are inhuman in a demonic way, we are inhumane in an
angelic way.
Paenitenti: Heretics, children of the devil and food for the Hell. May their souls lost forever!
Baali: Destroy any you counter. The Lord will know His own.

Paenitenti Stereotypes
Assamite antitribu: They are our angels and seraphs.
Brujah antitribu: They are kind and noble; sadly, their brethren won't listen to them.
Gangrel antitribu: Dirty... I will not get close to them.
Malkavian antitribu: These broken souls have seen too much of this world.
Nosferatu antitribu: The most honest of us.
Toreador antitribu: Viler than their Camarilla kin, if that's possible.
Ravnos antitribu: Joyful and refreshing, as laughter is as water for our thirsty spirits.
Serpents of the Light: Enlightened, but weak.
Lasombra: Fear them, because they are afraid of their own light.
Tzimisce: Respect them, because they are our friends and allies.
Baali: Destroy any you encounter, because their blood is tainted.
D'Angelo: They are hypocrites, false apostles that cannot see the truth of our ways.

New Merits and Flaws for D'Angelo characters


Orthodoxy (1 point-Merit)
You are known to be a faithful believer; you have a -1 difficulty on all Social rolls with D'Angelo (not Paenitenti)
Inquisition Ties (4 point-Merit)
You have some contacts in the Society of Leopold. This can be dangerous but also very useful.
Sanbenito Companion (5 point-Merit)
You have a friend who happens to be a Sanbenito (a renegade Inquisitor). The ST should create the character (Refer to The
Inquisition) but you shouldn't know her full traits and abilities.
Holy Blood (7 point-Merit)
You can only take this Merit if you Humanity or Path rating is 9+. Anyone one drinking your blood against your will must soak one
aggravated wound level for each blood point he takes. Heterodoxy (1 point-Flaw)

You are known to be a free-thinker and some D'Angelo label you as an heretic. You have a +1 difficulty on all Social rolls with
D'Angelo (you don't gain a bonus with Paenitenti, although they are known to listen favorably to the words of a free thinker)
Urielite Enemy (3 point-Flaw)
You have angered a high ranked Urielite so much that she really wants to wipe you out. This can prove to be highly dangerous.
Hopelessness (4 point-Flaw)
You know you are damned; sooner or later, your Faith will fail you and you will fall to the flames eternal. You have a +2 difficulty
using any Teocratos power and must endure extreme pain and self-loathing (even self-torture) to regain lost Faith points.
Heretic (5 point-Flaw)
You are a known heretic, so the D'Angelo actively hunt you. You can be the childe of an heretic or have discovered your heretic
tendencies later in your unlife. This Flaw cannot be taken by characters with Orthodoxy (see above)

New Knowledges
Enlightment
Enlightment is knowledge about the Kindred philosophies called "Paths of Enlightment." It's also lore about Golconda and other
theories about the redemption of vampires. Students of Enlightment may identify followers of most paths by their mannerism,
speech and body language...

* Student: You know a few facts about enlightment


** College: You have met some followers of some Paths
*** Masters: You know most about the common Paths
**** Doctorate: You have met a Kindred in Golconda, or a Kindred of the Black Hand.
***** Scholar: Only Princess Vasantasena knows more than you.

Possesed by: Children of Osiris, D'Angelo, Inconnu, Malkavians, Malkavian antitribu, Salubri, True Brujah, Tzimisce.
Specialties: Sabbat Paths, True Black Hand Paths, Other Paths.
Philosophy
Philosophy is not only History of Philosophy, it's also the ability to study Humankind and Kindred and its bonds with nature, the
world, and the nature of the world. Knowledge of unique Kindred Philosophies is covered by the Enlightment knowledge.

* Student: Maybe you have studied some teories.


** College: You begin to understand some difficult facts.
*** Masters: Plato and Descartes have no secrets for you.
**** Doctor: Nietzche and Wittgenstein are not so difficult.
***** Scholar: Kant, Hegel... you are one of them.
Possesed by: Students, philosophers, mages, D'Angelo, Mascagni, Obertus, Tremere, Tzimisce.
Specialties: Greece, Rome, Middle Ages, Modern Ages, Kant, Existecialism, Oriental, Other Philosophies

The Faith of The Blood


Blood Faith is True Faith. However, due to their beliefs, D'Angelo call their True Faith "Blood Faith" or "Faith of the Blood." True
Faith in other World of Darkness sourcebooks is referred in all material concerning the D'Angelo as "Humane Faith."
Kindred must have a minimun Humanity of 7 to gain Blood Faith points. Paenitenti must have a minimun rating of 8 in the Path of
Harmony, the Path of Caine or the Path of Power and Inner Voice. No Kindred without 6+ Blood Faith can follow the Path of
Uriel.
Kindred with Blood Faith suffer only half the effects from mortal faith. They can also use their own faith to affect mortals and other
supernaturals.
Note: The beliefs of the D'Angelo may seem offensive to some people. Please don't read further if you are not a mature reader.
To the D'Angelo, being Kindred is not a curse of God but a test of faith. Kindred retain their free will, but their new desires and
needs make them prime targets for temptation by infernal beings. So, a faithful Kindred must be very careful; however, avoiding
temptation removes the danger and so removes the reward, because "it's not good to be the one that never have the chance to
be evil". So, the D'Angelo must live among other Kindred and try to convert them, because hiding from the world is wrong. Also,
Kindred must feed, but human life must be always respected and never wasted; D'Angelo do not think it's better to feed from
animals, because they think that animals also suffer when someone drains their blood.
The faith of mortals must be respected, but it's not as the Blood Faith; vampires are no longer human beings, so they need a
new theology. The main books of the Faith of the Blood are "The Prayers of the Redeemmed," written by Adriano D'Angelo and
"The Road of Uriel," written by Benedictus. Other texts about the beliefs of the D'Angelo include the "Phragments of Nicea," by
Teophilus the Nicaean and the "Book of Orthodoxy," by a Byzantine D'Angelo later involved in the Iconoclastian revolt called
Nicephorus of Constantinople.
D'Angelo believe that achieving Golconda is a sign of God, but distrust the Salubri because they seek the answers in their inner
beings and not in the Lord; the Salubri, however, must be protected from the sorcerous and diabolical Tremere.

D'Angelo of Note
Adriano D'Angelo: Little is really known about the D'Angelo founder, save the fact he was formerly a Toreador Methuselah
highly concerned with matters of faith. He founded the bloodline, developed Teocratos and showed the path to his children; then,
after the Amaranth of Cappadocius, he disappeared from the Vatican. Not even his childen Benedictus or Jean Claude know
about his current whe= reabouts.
Father Benedictus: Benedictus is believed to be the first childe of Adriano and the developer of the Path of Uriel. He is the
leader of the Urielite D'Angelo and the de facto head of the bloodline. Benedictus is known to dwell in the Vatican and to have
connections with some Ventrue and Toreador elders, including formerly prince of London, Mithras (Rest in Peace)
Gabriel Sforza: This 6th Generation D'Angelo is the childe of Benedictus and the leader of the younger D'Angelo, those who
don't follow the Path of Uriel. He has several children scattered across the globe and is known to be a caring, concerning and
kind individual. Gabriel acted during the Council of Thorns as an envoy to the Camarilla and is widely known across Europe by
most princes.
Mikhael the Orthodoxian: Mikhael is the envoy of the D'Angelo in Eastern Europe; a faithful orthoxian of greek heritage,
Mikhael is known to have built connections with both the Liga of Ordea and the Assamite Clan. It's rumored that he's is a master
of both Quietus and assassination techniques, althought this rumored are thought to be only that... rumors. It's true, however, that
Clan Assamite has never taken a contract on Mikhael.
Jean Claude de Lyon, the Heretic: Jean Claude, second childe of Adriano, was the leader of the Paenitenti Schism; he's now
believed to dwell somewhere in North America. Rumors call him a priscus of the Sabbat, but others say he doesn't desire
leadership and only acts as a counselor to any member of that sect interested in enlightment.
Alexei Gregorivich Ludov: This Russian D'Angelo was expelled from Moscow by the Brujah in 1917 Revolution. Alexei, a
Camarilla D'Angelo of orthodoxian heritage, escaped to Germany with the aid of Nosferatu allies and requested the aid of the
Tzimisce prince of Krakow. The Fiend offered sanctuary to the elder Cleric, and a friendship of sorts developed during the years
of the Second World War. During the rise of Comunnism, Alexei left Poland and returned to Rome where he spent another
twenty years. Now, since the fall of Communism in Rusia, Alexei is known to dwell in Paris under the protection of Prince Villon,
who finds the Russian pope "exotic." Alexei, however, fears the return of the Old Witch Baba Yaga, and is trying to find all
available information about his beloved country.

The D'Angelo in the Dark Ages


If anyone is interested in adding the D'Angelo to a V:DA chronicle, you must remember that the D'Angelo bloodline is still very
young in the 1200s. Sure, Teocratos is fully developed and the most important books have been written, but there are only a
handful of pious Kindred and almost all of them live in Italy-to-be and in some cities of the Kingdom of France.
Sobriquet: Beatific
Disciplines: Auspex, Presence, Teocratos.
Weakness: The same that in V:TM.
Preferred Road: The Via Caeli and the Via Humanitatis. Also, there are neither Paenitenti nor Luciferites until the Anarch
Revolt.
About the Cappadocian: They are arcane and morbid, but they know about the dead. We like them and their scholarly ways,
but there's still too much to know about the living.

The Fallen D'Angelo: The Luciferites


There are few things more bitter than a betrayed dreamer or a fallen idealist. The Luciferites are those D'Angelo that have lost
their faith and that now serve the powers of darkness, descending even further than the Baali.
Note: The Luciferites shouldn't be chosen as PC's.
Nickname: Betrayers.
Image/Lifestyle: Luciferites are not a bit flamboyant; they usually look totally normal, humane and friendly. Like the Baali,
however, those with high presence seem to be surround with an aura of evil. Many Luciferites continue dressing as priests and
nuns, the better to corrupt the innocent.
Character creation: Luciferites tend towards Conniver or Judge Natures, but can have any Demeanor. Caregiver and
Confidant Demeanors are not rare. Social Atributtes and Skills are always Primary. Preferred Backgrounds include Herd and
Resources.
Disciplines: Auspex, Dark Thaumaturgy, Presence.
Weakness: Luciferites are affected by religious symbols in the same way that the Baali, but do not take double damage from
True Faith. However, they tend to have visions of Hell that preclude them from taking any action during three turns; they have
these visions anytime they botch a roll; they can break the trance with a Willpower roll (9) each succesess subtract one round of
incapacity.
Quote: "Do not be afraid, my little friend; Hell is not so bad... I have been there."
Note: Luciferites follow the Path of Evil Revelations and hold the Sabbat Virtues; however, when they reach a rating of 7+ in the
Path of Evil Revelations, they can buy down their Virtues and buy the Diabolic Virtues of Cruelty and Treachery (see the ST's
Handbook to the Sabbat). Also, they cannot gain True Faith but they can gain Dark Faith.

Sigil
The modern sigil of the D'Angelo bloodline is a pair of praying hands. The sigil of the Paenitenti are three crossed crucifixes. In
the Dark Ages, the D'Angelo have an heraldic shield as follow: Crowned with a miter, a silver cross and a natural rose crossed
over a red field.

Sample D'Angelo
Name: Stephan D'Carlo
Sire: Elihah Theophanos
Generation: 8
Bloodline: D'Angelo
Physical: Str 4 Dex 3 Sta 3
Social: Cha 2 Manipulation 1 App 3
Mental: Per 2 Intelligence 3 Wit 3
Talents: Alerteness 2 Dodge 2 Melee 2 Streetwise 3
Skills: Etiquette 2 Firearms 2 Stealth 1
Knowledges: Bureaucracy 3 Law 3 Occult 3 Medicine 3 Theology 1
Disciplines: Auspex 2 Teocratos 1
Backgrounds: Generation 5 Resources 2
Virtues: Conscience 4 Self Control 3 Courage 3
Humanity: 7
Willpower: 3
Merits/Flaws: Blood Faith (7)
Remaining freebie points: 6
Notes: Stephan D'Carlo was not been chosen to be a D'Carlo paladin. "Too weak, too reclusive," their parents went
occasionally complaining about how little Steve wouldn't never grow to be a shining knight like others in his family. Lucklily,
Father Elihah Theophanos disagree; soon, he took the boy out of the Chicago suburb where his parents lived, and took him on a
trip around the Old World. Father Elihah trained the boy, oblivious to the remarks of other D'Angelo and finally, Embraced him.
Now, Steve is a full-blood D'Angelo, a bit militaristic, a bit naive: the perfect D'Angelo neonate. Benedictus plans to send him
with his own Childe Gabriel Sforza in a peaceful embassy to... Vienna.
DANSEURS MACABRE
By Corvus Katachthonios (katachthonios@hotmail.com)

History
The relection stared back: a taut, emaciated, corpse.
"Wha-what have you d-done to me?"
"I've killed you. You made such lovely music that I have killed you, so that you will continue making lovely music."
The Danseurs Macabre rose into being sometime in the 18th century. There was a man, an occultist and pianist, who so thirsted
for power that he offered his soul for his music. Jean du Lac played many courts in his day, appealing to the tender sweet ears of
royalty and the like with his mellifluous playing. However, his days were waning, until one evening fate struck an evil chord.
As du Lac prepared himself to play, arthritis pained his wrists and hands. His music, his life, was at stake, but alas, he soon
could not play. He fell into dispair.
Then one night, Death came in the visage of a beautiful woman. She, draped in fine silks, asked for a private playing, the
audience but herself and three others. Du Lac complied eagerly, and followed the woman to her home.
A butler slid the locks over the doors after he'd entered, and du Lac knew his fate was sealed. Indeed, upon entering the parlor,
he saw what horrid crue he would be playing for. One man looked like a corpse; another had a coarse, almost wolf-like quality.
And so on around the room. Six in all, none looking human.
One man, a tall, thin gentleman dressed impeccably sharp, asked, "How do you intend to keep playing, sir, when those talented
hands fail you?" He stepped to the side, revealing a tall decanter of crimson. The gentleman then clapped his hands, and the
world went dark for Jean du Lac.
Darkness pierced him through and through, until one moment, when a splinter of hope with the taste of copper filled his mouth.
Hungry, he nursed. As light slowly filled his world, du Lac found himself drinking from the bottle.
With sadistic glee, one of the creatures held a mirror to du Lac. A corpse reflected back. That was the moment he realized what
had happened. He lost his soul for his music.

Description
When Jean du Lac fell to the Sabbat embrace something in him, some unknown quality, changed the Caitiff vitae into something
else entirely different.
Danseurs Macabre are all musicians, and often care for little else but their music. The obsession they carry with their music is
one so perversely strong, they would possibly die without it. These are the subjects that make up the bloodline. Such a horrible
fixation does not come without a price: the Danseurs Macabre resemble corpses.
The actual look of the vampire can vary, but all hold the flaw of looking very much dead. This can often lead others to believe that
the Danseur is some perversion of Samedi.
All members of the bloodline will have a particular musical instrument that they (try to) have on them at all times, as it is with that
the Danseurs Macabre perform.

Nickname/Sobriquet
Devil's Minstrels

Disciplines
Necromancy, Auspex, Calliope (see below)

Clan Disadvantages
The vampires of the Danseur bloodline are monstrous; they resemble the dead. The degree of decompostion will continue
throughout unlife, as the Samedi.
No Danseur may have an Appearance above 0.

Organization
Most Danseurs Macabre are of the Sabbat. Others may be antitribu, but none will ever be welcome in the Camarilla, as they
often do not choose to hide their horrid forms. They lack the Discipline of Obfuscate, and without it, they are seen as risks to the
Masquerade.

There are a few times that the Danseurs Macabre congregate into mass Orchestras. These are usually festivals and feasts like
Halloween and la Dia de Muerte, nights the Danseurs do not have to worry about who sees them.

Calliope
This discipline works virtually identically to Melpominee, the Discipline of the Daughters of Cacophony, except instead of voice
or spoken word, the power is channeled through the musical instrument.
Upon character creation, one instrument (e.g., violin) may be chosen. This is the instrument the Danseur will use at all times.
While she may know how to play a wide variety of others, this is the only one through which Calliope can be used.
When the vampire needs to spend blood points to activate Discipline levels of Calliope, she must direct them through the
instrument. For example, Elius, a Danseurs Macabre violinist, would rosin his bow with the blood he needed to expend.
This method can be a bit tricky (as well as messy) and should be played out as such.
DARK SALUBRI
By Scott Hillman (symmes@sfsu.edu)

Description
The Tremere community at large thinks at the present there are only seven Salubri left in the word. These Seven Salubri think
they are the only seven Salubri in the world. Their both wrong. The 23 other Salubri hope they are dead wrong. These are the
Dark Salubri, who are committed to destroying the bastards of their blood. They work however, by destroying it from the inside,
for all of them appear and pretend to be perfectly respectable Tremere, the very vampires they most despise. Fortunately for
themselves, they are working so slowly, that the Tremere haven't even begun to suspect that they exist. If they ever do however...
The Dark Salubri began their Path of Vengeance with Market Lesinson the founder of their bloodline. Market in life was a typical
Swedish blacksmith, but when he was 49 years old, he entered the dark life. He was embraced by his own Lesin, his own father,
and a member of the Salubri clan. He went threw the typical path of His clan. He studied with his father, who had reached
Golconda, for about 20 years. He then slew him, and drank his blood. The next step in the Salubri road would have been to
reach Golconda himself and then find another apprentice. However Market did not continue this.
At this point he radically left the Salubri path striking out on his own. He translated the Salubri's internal self-loathing to an outside
source, the Tremere. Market had always had feelings of anger and rage but had always kept them hidden. Lesin could never
admit this to himself or anyone else, and he had been dominating him throughout his existence to hide the rage inside his son.
He thought maybe by bringing him through the path of the Salubri, he could end these impulses. He was however, wrong.
Without his continuing Domination, Market was left with only his anger. Unfortunately for the Tremere, he directed this anger at
them. He made a Vow to destroy each and every one of them. He Desired to personally sink his teeth into Tremere, suck out his
blood and recreate the clan Salubri. He spent several years meditating in his old withered blacksmith shop, sitting in a ball, on
the proper way to do this. He decided best way to achieve his goals was by hiding from within. It was what he had been doing all
of his life after all. He met with a Tzimisce Bishop, whom he told of his quest, and asked for the dark powers of their clan. The
Tzimisce laughed, raised his hand to him and Market began to drink. The Tzimisce then showed him the wonders of Vicissitude.
Now when Market closed his third eye, it closed permanently. His next, step was to find Adolph Humger, a German Tremere,
also of the Seventh generation. Adolph unlike others of his clan, was living by himself in Munich. He only went to monthly clan
meetings. When the Munich Tremere had their clan meeting in December of 1792 Adolph seemed more interested in Tremere
business in general. Little did his fellow chantry members know that the Real Adolph Humger was a small pile of ashes sitting
around a sharp wooden stack on the banks of the Danube.
Thusly,, Market began to expanded his work. He has personally became chantry leader of Munich after the previous leader,
named Hans, was tragically destroyed in a Sabbat raid in 1921 (actually The "Sabbat raid" was the work of Market. He actually
drank his blood himself. Incidentally. Market is now of the 6th generation and plans to increase it more). He has also started to
create his clan. He created four before he fed on Hans, and has created three since then. They have all agreed to help Market in
his personal quest. The blood bound helped.
There are at present 23 Dark Salubri in the world. Each gives the appearance of working full heartily for the clan, and most live in
the various Chantries of the Tremere. There are however differences. Each is blood bound to his sire, who is in turn blood bound
to his sire, up to Market himself. These blood bonds are formed before the traditional Cauldron of the seven elders of the clan
blood ritual, that the Tremere use to enforce loyalty. The only outward similarity between the members themselves, is the hard
time they have learning Thaumatury. Several of the masters of the Art have noticed this, but have not taken any action, other than
to write a few dissertations on the effects of "paradox upon the clan" and other material of a similar vein. Most of the Clan haven't
even read this. They just occasionally tease the mostly good natured members, of the clan.
The clan is aided in their ruse by several features. No amount of blood Thaumuturgy, can distinguish their blood from that of the
Tremere, for they both have the same Texture. If the clan the aura is read, they can truthfully say they are of clan Tremere. After
All clan Tremere is just a branch of clan Salubri. A bone of truth or telepathy however, will detect the lie, as unlike Aura reading it
can tell when people are lying to themselves.
So they continue on their Jyhad. Market is trying to place his clan throughout the Camarilla cities. His plan is to let them open the
gates for the Sabbat (with whom he has ties. In fact that Tzimisce bishop he met is now the archbishop lf Sweden), by giving
them as much help and information as possible, and letting them set up power bases in the city, undetected. Then in one night
have all of them falling, destroying the Tremere and incidentally the Camarilla with it. Market is also beginning to look at the
Council of Seven. He knows only those of the fourth generation can hope to gain the power of Antediluvian...
As for the normal clan members, they tend to be less ambitious. They tend to make subtle schemes, which don't always produce
much harm to the clan. They spread rumors about the Tremere, throughout the rest of the populace. They subtly sabotage
interclan relationships with the Tremere. They destroy Tremere artifacts, but try to dismiss it to clumsy ghouls, or accidents. They
dominate ghouls into not cleaning up the chantry one night. Anything that can hurt the Tremere is good as far as they are
concerned.
They also very occasionally do larger acts. Tremere occasionally fall victim to Sabbat attacks when, the Dark Salubri know that a
particular Tremere is going to be in a particular place. Chantries have been burned down, due to an accident of a clumsy Ghoul,
who sadly perished in the blaze. Tremere princes have fallen when a Ventrue appears, who suddenly knows everything about the
prince and his habits. These actions are never taken lightly, however. They must be approved by Market himself, and typically
take years in planning. The Dark Salubri's greatest gift is secrecy. They would never do any action that would have even have a
chance of revealing their secrets. Likewise they tend to spread out large actions, doing only one every two or three years.
Nothing says Conspiracy more then repetition. They must always appear to be Tremere, Nothing less can be tolerated.
The Tremere however have an unknown advantage however. As the Salubri's blood is getting weaker throughout the passing
generations, so do the power of the blood bonds they form. The blood of the seven elders is beginning to effect the younger
members much as it effects the Tremere. While they understand that they can not reveal their secret to the Tremere, Some want
to simply disappear into it, and not just pretend to be good Tremere but actually be good Tremere. This is a small faction and not
very well organized, but it's growing. Most simply stop creating their small catastrophes. The clan elders are trying to put a stop
to this, but it is hard to both notice and stop as frequently the offending Salubri is the only one in the particular community.
This has only made the rest of the clan more paranoid and secretive then ever. They know that one day that their plans will come
to fruition, but when? This is the question the Clan constantly asks itself from its dark chantries.

Nickname
They don't have a nickname as such. In fact They don't really have a name period. Market never bothered to give call his group
anything. Among themselves, they refer to each other as "our faction," or "our coterie." They realise that having a name whould
give the Tremere ammunition if they ever discover them, as it whould give them somthing to hunt for. The few Sabbat elders who
know that they exist do call them the "Dark Salubri," a name they themselves never use. In fact one of its members mysteriously
died after he used the term Salubri in a conversation with another clan member.

Appearance
Like the Tremere themselves, the Dark Salubri don't give much Thought to appearence. The elders of the bloodline tend to be
European, with the eldest amoung them being mostly German and Austrian. However the younger members in particular, can
come from any racial or ethnic background. They tend adopt the Tremere Cane and Clock, to fit in better with the clan.
Each of the Clan has however, one universal feature; the third eye of Saulot. They equally universally, however use Vicissitude to
cover it up. On those hose with Bonecrafting it doesn't appear at all, but those with only fleshcrafting have a small bump on their
forehead from the eye socket underneath the skin (see clan weakness).

Character Creation
No member of the clan is about the sixth generation, and they only have one of that generation. Ther are also three of the
seventh, nine of the eighth, sixth of the ninth, two of the tenth and one of the eleventh and twelfth respectively. Like the Tremere
from whom they pretend to be they must get permission to create new vampires from the seven elders which has the effect of
making them, of higher generation than typical vampires.
As for the vampires themselves, Mental attributes tend to primary, with social and Physical being almost equally likely for
secondary. Knowledges almost always predominate. All members have at least one level of Vicissitude, as it is always tough for
members of the clan after embrace. Because of their clan weakness (see below), almost all of them have some form of herd,
which take as many forms as their are members. Short fuse and Vengeance tend to be very common flaws however. As for
natures, Fanatic, Architect and Deviant are common, but at the same time their demeanors tend to be as radically different from
their natures as possible. They keep the inner folds of the personality close to themselves.

Clan Disciplines
Auspex, Obeath and Vicissitude

Clan Weaknesses
The bloodline's weakness are many, reflecting both their inner secret, and their outward appearance. Each of the clan has a
third eye on their foreheads which they must keep covered at all times, usually by using Vicissitude. However when they use their
discipline of Obeath, the eye begins to open, even if wasn't their before in the first place. This requires multiple usages of
Vicissitude, which can ironically cause them to go further into the beast.
Also Every member of the clan can only feed from willing victims. If they drink from an unwilling victim they lose one health level.
Unlike the rest of the Salubri this does not apply to Tremere vampires, whom they can hunt and feed on with impunity. They have
mastered the Nazi trick of dehumanizing their enemy.
Also unlike The rest of the Salubri they do not need to search for Golconda. Golconda doesn't trouble them in the least, and they
can get as much willpower no matter what actions they take.
Also each of the clan is blood bound to his sire. She can do no actions that would harm him, and must help him do whatever he
wants. Also each of the clan share the common secret of their existence. If tremere ever find them, they will all die painful and
horrible deaths.

Clan Rrestige
The clan has no offical prestige system, but one can gain informal status by killing Tremere, working to weaken the clan and by
working to save other Salubri. Also each member of the clan has a clan prestige rating in the tremere clan as well. Most work
very hard to get as much of this posible, but balance it by owrking to help their real clan as well.

Stereotypes
While the Dark Salubri Have developed stereotypes of the other clans over the years, the other clans for the most part have
never head of them. They treat them just as they would any other Tremere. Only a select few of the elders of the Sabbat, even
know they exist.
Assamites: Tools, but like an ax, treat with care.
Brujah: More an excuse for our actions than a real threat to the Tremere, but their cause is admirable.
Followers of Set: Inconsequential. Just don't take their "gifts" and you'll be fine.
Gangrel: We know of their dislike for the Tremere. Perhaps it can be exploited...
Giovanni: Monsters who have killed their Founder as well. We shall destroy them after we're finished with the Tremere. They are
however more powerful then most other vampires believe. Lucky for us, the Tremere feel the same way, so if you can get them to
kill each other, you might kill two birds with one stone.
Lasombra: Petty egoists. After we're finished however, they might be the petty egotists on top however, so be kind to them.
Malkavians: They can be useful, as their "pranks" make for good diversions. They are however quite a bit smarter then they
look, so treat with caution.
Nosferatu: Be very, very careful when around these beasts. Actually its good advice to be careful always; you never know when
that shadow over there might be one of them.
Ravnos: "Oh gee, Mr. Chantry leader, we lost two artifacts last night. Must be those damn Ravnos." Useful, but don't over use.
Salubri: Their passivism, to our problem is disheartening, so we must fight the good fight alone. Don't kill them of course, but at
the same time don't tell them our secret. Sadly they will probably all die before we finish our grand quest, and you never know if
they'll be dominated to tell where other Salubri are located before hand.
Toreador: Idle hedonists yes, but most of the Tremere are under their sway more than they care to admit. Exploit that.
Tzimisce: They have been a great help in our quests. They hate the Tremere almost as much we do. Their detachment from life
might be a tad disturbing, but remember their hearts are in the right place.
Tremere: The anti-clan. While Some of them may appear nice and you may have the impulse to befriend them, remember
above all, your goal in existence is destroy each and everyone of these bastards of are blood. .
Ventrue: These Allies of the Tremere appear to be strong. We should know that appearances can be deceiving.
The Camarilla: The tool of the Tremere. Most know full well what the Tremere did Saulot, and none have taken action against
them. If they get in your way, kill then.
The Sabbat: Even though they can be violent and petty, they will at least help us. While a world under the Sabbat may not be a
pretty thing, perhaps after where finished we can pursade them to seek a lighter path.
The Incomnu: They used to fight the Tremere; now they hide. You might as well let them keep hiding.
DARK SERPENTS
By Wilhelm the Slayer (uberjedixx@aol.com)

Description
The Dark Serpent Bloodline derives from the Setite Clan. These "snakes" are lightning fast and are said to have thaumaturgical
abilities. All Dark Serpents must start the game with the Path Spirit Thaumaturgy, but only if that player chooses to use
Thaumaturgy. However, in Cobra Form, no Dark Serpent may use any form of Thaumaturgy (including Rituals). Most often,
Physical Attributes and Skills are chosen as primary for Dark Serpents.

Clan Disciplines
Celerity, Serpentis, Thaumaturgy

Clan Weakness
The Dark Serpents are a bit similar to Setites in this respect. However, rather than sunlight dealing double damage, fire deals
double the damage with these Kindred.
DARK AGES SALUBRI
By Jean-Philipe Chapleau

Description
During the Dark Ages, before Tremere's assault on Saulot, the Salubri were all Humane vampires. They often practiced
medecine in monastaries and local towns. Clan Salubri is perhaps the only clan that is widely accepted by the populace. Many
legends in Frankish legends and British legends tell of three-eyed healers who travelled the land.
The Salubri are very concerned with the lives of humans. The humans, they say, if treated fairly and given the freedom to develop
free of the constant manipulation and machinations of our race, will grow in strength and wisdom. This growth can only improve
our own lifestyles. Needless to say this ideology tends to make them relatively popular with the Brujah. The Salubri are very
social creatures and are usually found in groups, either of their own clan or of others.
The Dark Ages Salubri are usually well-liked by Princes who like the fact that very few Salubri involve themselves heavily in
politics. The Salubri also try to improve the lives of the populace. If the population is better-kept, so are the kindred. Very few
plagued cities had Salubri in them.
The Salubri also try to take on the form of heroes or models. The Salubri are also great historians, rivaling the knowledge of the
Cappadocians in matters of history. They are well-versed in matters of mythology and legends. It is rumored that the Book of
Nod was written by Saulot, but was finished by his childers. The Salubri like to tell their tales in public, before a court (be it
vampiric or human).
Childer are very important to the Salubri. Sires will usually spend a lot of time explaining vampiric society to their childer and will
direct them towards Golconda. However, before Tremere diablerised Saulot, most Salubri sought Golconda but less actively
then after the purge of the higher ranks. The Salubri try to send word of the mystical state to all the other clans, but do not force.
The Salubri remember Carthage where they too strived. However they do not hate the Ventrue as much as do the Brujah. The
Salubri also helped in setting the Athenian system of democracy. The Salubri do not hold grudges against any clan except the
Baali who often work directly against them. The Baali always try to aim most their plots in a way that will arm the Salubri as well.
Although a Clan, the Salubri are still very few. Only in rare cities will there be a large number of them.

Nickname
Triclops

Appearance
The members of this clan are chosen from all the walks of life: children, old men, teens, warriors, scholars, priest. The only
common trait is that the person must be willing to do good and help others.

Haven
Anywhere, but usually in a place where many humans can be. A small village is likely to house a Salubri in a barn or a small
house. The Salubri are very often offered lodging by the mortals who protect them. When asking for a Salubri, most humans will
not acknowledge knowing the vampire.

Background
Salubri embrace only those who strive for good in their lives. Therefore corrupt individuals, used chariot dealers, pimps,
murderers can not become Salubri. The Salubri want to help the humans, not swindle them or otherwise control them.

Character Creation
Salubri can potentially come from any concept although common soldiers and criminals are rare. Noble warriors such as
knights, provided the character is a true humanist, are also acceptable. Most Salubri have the caregiver nature, but can
otherwise have any demeanor. Mental and Social Attributes tend to be primary, while Knowledge are almost always primary. All
Salubri must take at least 4 points of background in Generations, to represent the small number of them. Many will also have a
Herd and/or Allies in the form of helped folk.

Clan Disciplines
Auspex, Obeah, Presence

Weakness
Same as in VPG.

Preferred Path
Nearly all Salubri follow the path of Humanity.

Organisation
The Salubri bother very little with Clan Prestige. Salubri almost never meet together. They tend to ally themselves with vampires
of other clans who live nearby. However when two Salubri meet, they usually trade news and information.

Gaining Clan Prestige


The Salubri measure their prestige by the number of helped folk. However, they bother very little with such dealings, preferring to
let their actions speak for themselves. Elder Salubri tend to always help their childer by hints. However, sometimes they may
become burdensome.

Stereotypes
Assamite: They are too bothered by their endless bloodfeasts. Try to show them the way, otherwise, simply leave.
The Triclops have excellent blood.
Brujah: The Brujah let the Beast out too often. They only need to focus the actions of the Beast. Help them if you can, or more
likely, if they are willing to let you help.

Saulot speaks only of peace. His childe continue his actions. Be kind to them and they will enhance your herd.
Cappadocians: The Graverobbers are great friends to have. However their macabre dealings bring them away from the
human. Try to show them the color of life, not the stillness of death.

The Salubri only one side of the picture. They live in faery tales. Let them be and should they keep harrasing you about life,
show them the powers of death.
Followers of Set: The snakes only want to corrupt you. Show them your convictions and do not falter before them.
Great targets to corrupt.
Gangrel: The Gangrel are lost animals. Try to bring them to their senses. Have them do things that would strengthen your
community, not bring mayhem in it.

The tree-eyes need to be taught a lesson. If they try to steer you away from your goals, open them up and see where their
powers of life come from.
Lasombra: The Lasombra are too enmeshed in corrupted politics, both amongst themselves and the humans. Leave them be.
The Salubri can be easily manipulated. Tell them you will do the exact thing they are doing and they will run into the
populace, trying to find your contact. Then seize what it is they have and you want.
Malkavian: Pray for them; suffer their madness. Sometimes through madness comes light.
Hey I want a third eye too! Give it to me pleasepleasepleaseplease!
Nosferatu: The Nosferatu are usually very inclined in helping; see past their faces and you will see true beauty.
The Salubri have always been kind to me and my herds. It is only fair that we return the favor.
Ravnos: The Ravnos often come from those same backgrounds as we do. Let them roam free, and hope they do not see
anything of value in your domain.

The Salubri have big resources and most even do not bother when you redistribute their possessions.
Toreador: The Toreadors have great vision, but rarely does it serve the populace.
The Salubri care little for art and we care little about them.
Tzimisce: The Fiends make me uncomfortable. Try to prevent them from taking your folks up to their castles; no one ever
returns.

The Salubri should see the sun once more, with their third eye where you should not be seeing.
Ventrue: Most Ventrue have a noble art and many are willing to help you, for a price.
Be fair to the Triclops; they will do whatever you ask of them.
Baali: Our clan can only despise them. They defile humanity and make it sink towards bestiality. Destroy them when they are
encountered. Call upon all kindred to help you, they are beyond redemption.
DATANTE
By Mike Showel (showeljm@cc.emu.edu) (24 April 1996)

Nickname
: Talons, Psycho chicks, Harpies

Appearance
They are woman, all of them. They tend to be slightly picky about the way they dress, always remaining femininely stylish and up
with the trends. They all have sharp fingernail-like claws that they keep polished and painted. They are all between the ages of
16 to 25 on embracing and all have a slightly red hue to their eyes which glows brightly and unmistakeably when they frenzy.

Background
They are a totally new blood line and none are lower than tenth generation (can't take Generation higher than three). Diablerie is
their only method of improving they generation. Five years ago a Malkavian, more insane than par, went out and embraced
literally dozens of people before she was caught and put to Final Death. One of the three clans resulting from this, none over a
couple hundred in population now, and none known by too many, are the Datantes. A cheerleader was the founder of this clan.
Alone and unsure what had happened to her, she found that she was cranky just about all the time. She was embraced during
her time of the month, and unfortunately, she suffered from Pre-menstrual Syndrome. To her misfortune, she developed a
derangement that had her feeling the effects of PMS all the time. She embraced her cheerleader friends the way she was
embraced, and they in turn embraced cheerleaders from all over the city of Philadelphia. The head cheerleader decided that
they would have one purpose in the world: to wipe out all men, and empower all women, and to simply have the right to be totally
pissed. This is their derangement. They will obey no man, and if the man persists they may frenzy.

Disciplines
Potence, PMS, and Celerity. (All start with a level of PMS.)

Clan requirements
Almost all are blonde. They normally are high in physical, with a social as second (appearance), and the mental as last. They are
all women who were wronged by men during life and are all between the ages of 16 and 25.

Society
Most datantes act like pissed of preppy cheerleaders. The few Datantes out there socialize like pack rats. They usually meet in
bathrooms or actually hold their mettings over the phone using a party line. They gossip more than anything else, but they always
plot against men. The datantes are naturally cruel to men, and are pretty much down right sadistic at times. When they use their
clan discipline, all men should be afraid, and when they frenzy, they not only attack the cause of their frenzy, but won't calm down
untill all men in their sight are dead. If any man tries to aproach them in their frenzy, he adds three rounds to her frenzy after all
men have vanished from her sight. When a Datante uses the maximum level of their PMS discipline they don't look much like
they used to at all, but that's explained in later levels.
To gain prestige a Datante must kill a man using all levels of PMS. This man must be someone hated by all women, and a
womanizer. Depending on this man's crimes against women, prestige is given. This causes many Datantes to speedily learn
PMS first. Some Datantes still are attracted to men, or at least a specific type of man. This guy must be totally for women's right,
and be totally oblivous to the Datantes' normal hatred of men. This man must perform some great act on the behalf of woman as
well. If a vampire, he must also must be either Brujah or Gangrel; the other clans they cannot stand. The man finally, must be
willing to let the Datante do everything herself, and must be willing to let her defend him instead of him trying defend the "weak
helpless lady." Most often, the Datante is a better fighter anyway. If all these requirements are satisfied, then the Datante will not
include him in her perceptions of men. To her he won't be a man, just a person she loves, as men are these bad things, not even
human, which must be destroyed sooner or later. When she frenzies, she won't view him as a man, so he will be safe.
The Datantes do not know all the laws of the masquerade. They do not care about diablerie. They simply won't do it to each
other, to the sisterhood. They do not care about princes, or the Camarilla, and only care about protecting the masquerade near
their territory. They do not care about telling a female human about the Datantes, since this is allways done before they embrace
a willing human female. They have their own laws however.
1. If your a man, you die.
2. If you are a "good man," never mind, you still die.
3. If you hurt a woman, and are a man, you die. . . slowly.
4. If you hurt a woman and are a woman, then you are hurt really badly so that you learn not to harm your sister.
5. If you are a woman who cannot handle your mate, your mate dies.
6. If any clan wages war against the datantes, none shall be spared.
7. If a Datante sees a woman being attacked by a man, and doesn't assist her, she will be killed.
8. If a Datante is wronged by a man, she must quest to kill him, or else she will be killed
9. If a man rapes a woman, he mus be killed, and all his male relatives must be castrated. His female children must sadly not
be allowed to live as they may produce males that may repeat his actions.
10. When the clan of the Datantes are large enough, they must all participate in the extinction of man, and at the end, live off
the blood of animals, as the normal human race will cease to exist.

Clan weakness
All Datantes other than the common derangement they suffer, are easy to frenzy. I mean easy. They have a difficulty roll 3 higher
than listed, to avoid frenzy.

View the PMS discipline.


DAUGHTERS OF MANCATA
By Ole Peder Ekelund Giaver (deagol@everyday.no)
Refer to the Mancata bloodline for more information.

Prelude
After the Holy One created the first human being, Adam, He said: "It is not good for Adam to be alone." He created a woman,
also from the earth, and called her Lilith.
They quarreled immediately. She said, "I will not lie below you."
He said, "I will not lie below you, but above you. For you are fit to be below me and I above you."
She responded, "We are both equal because we both come from the earth."
-- The Story of Lilith, From Alphabet of Ben Sira 23A-B
*****
It is half past eight, Friday afternoon. Caroline is taking a shortcut through Central Park. She's thinking about her visit at Dana's.
She is looking forward to a good bath and maybe some TV before she goes to bed. The bushes and trees are illuminated by a
soft, white light, shining through the leaves, turning greeen and warm. It's a beautiful, late summer afternoon, and here, in the
middle of the park, she can even see stars, blinking, smiling to her from above. A sensation of comfort and peace overcomes
her, as her shoes tread the asphalt.
"I watch her from the shadows. I know what will happen next, my body anticipating it. I sense the heavy breath of a man, only a
hundred yards away. I feel something in my stomach, writhing and grinning. Eager to look, to see what I see. I caress it, through
the black T-shirt. It whispers inside me. It is my turn tonight, it whispers. Yes, I tell it, tonight it is your turn. The thing inside me
grins and drools."
Caroline listens to the sounds of the city. They seem so far away, yet she knows there is only a short walk separating her and
them. She strolls slowly, smiling to herself. Then, suddenly, she notices a shadow in the corner of her eye. And somehow,
Caroline knows that she must run. Panick fills her veins, adrenaline pumps through her body. Heavy breath behind her. She
notices his sour breath as he grabs her legs, pinning her to the ground. She tries to scream, finding her throat to be dry. He hits
her, then drags her into the bushes. He wears a dirt-stained gymsuit. He grins. He whispers something, but she doesn't
understand. The language no longer makes sense to her. In horror, she feels her pants being pulled down. The soil is cold and
humid beneath her. He hits her again. The pain stings in her head. Reach for the spray, reach for the spray reach for the fucking..
she notices herself thinking. Her purse is lying on the ground, out of her reach. And then she feels him forcing himself inside her.
And she cries. Her breath becomes a series of coughs; hot tears stream from her eyes.
"I hear the screams and sobbing of my sister, and I start running. There is a rusty taste of blood in my mouth. A darkness clouds
my thoughts. Something inside me anticipates what will follow. And I will sustain its hunger. As I emerge from the bushes, he is
bent down behind her. His hairy body a sickening white hue. He doesn't hear the woman's pain. He is sustaining his own hunger,
as I soon shall sustain mine."
Caroline turns, as her assailant is ripped away from her body. Through a foggy dim of tears, she sees a woman in a black T-
shirt, bending over the man. There is a terrified look on his face, his pants and trousers hanging from his knees. He wimpers, as
she did seconds ago. The woman in the T-shirt smiles, whispering something in a forgotten language. She pulls off her T-shirt,
and Caroline wishes she could black out, faint, die. She stumbles to her feet, pulling her pants up, running back towards the trail.
She cries, her breath is heavy, but even as she runs, she is not able to escape the glare of the two red eyes that had stared at
her when the woman pulled off her shirt. Forever, she will dream of the drooling mouth, filled with rotting teeth. She knows this, as
the agonized scream behind her slowly fades.
*****
It was in the days of Enoch, The First City,
that Caine grew restless and tired of the ways of his childer.
There was a great emptiness and sorrow in his heart.
Thus he set forth on a journey, to seek that which he missed so dearly.
After nine nights he reached a trail the local people called 'The Path of Lilith', which they deared not tread on.
For twelve nights, Caine wandered north along the Path.
On the thirteenth night, he reached a garden,
and was made welcome by those who dwelled there.
The garden was that of Lilith, the first wife of Adam,
but Caine didn't know that at that time.
Caine was allured by the seductress Lilith,
and dominated by her powerful person.
They became one, there in the garden of demons.
And thus our mother, Mancata, came to be.
Caine brought Mancata to The First City,
where she dwelled with the other three.
But Mancata feigned her alliance with the childer of Caine,
her loyalty was not to them, but to Lilith.
The first wife of Adam had planted her seed within Mancatas soul,
and Mancata knew her mission.
Lilith was expelled by the Lord,
for He feared the ways of the woman.
Lilith was as strong as Adam, if not his superior,
as they were born of the same soil.
This angered God, it was not how they had planned it to be.
Adam was created in the image of the Lord,
Lilith was to be his toy.
-- The Book of Nod, as told to initiates of the Daughters of Mancata.

Description
The Daughters of Mancata are a lesser faction of the destructive and evil clan Mancata. They do not share the goals and
motivations of their evil brethren, but they do share the same myths, and their clan founder is the same. The faction is said to
have formed in 1681, when a female initiate of clan Mancata, Judith Swittlebury, claimed to be a prophet of Lilith. She theorized
that women were equal to men in all aspects, if not superior, and fought for the rights of women, both Kindred and Kine. Although
modern Kindred claim that women has always been men's equals in vampiric society, the truth of the matter is that men more
often than not, were the Princes, and the most influential members of the Primogen were always men. Judith and seven other
Mancata founded the clan now known as The Daughters of Mancata. They have brought about many good things for women
throughout the world. The liberation of female Kindred was completed about the same time as the French Revolution, and it
came as a shock to many well-established male Elders. The liberation of mortal women was a slower, more painful process, but
with the help of the Daughters, it was finally brought about early this century.
The Daughters are extremely devoted to their cause, but often they stray from their path, filling the roles of true Mancata,
destroying and corrupting. Like their demon ilk brethren, the Daughters also carry the face of Lilith inside their wombs,
compelling them to commit acts of evil. They believe that on the day of Gehenna, Liliths Garden shall raise from myth, and all
shall be good.

Nickname
Furies

Appearance
The Daughters of Mancata are always female, and they tend to favour traditional men's clothes, often wearing suits and ties.
Many of them still wear dresses and skirts though, often of a radical appearance. There is but one major flaw to the Daughter's
appearance, passed on from the demon seed of Lilith. A mouth, and two red, serpentine eyes protrude from their stomaches
three days after they become kindred. This face is in fact a personification of the Beast, and it behaves in a way similar to the
Shadows in Wraith, explained in detail below.

Haven
The Daughters have no particular favoured hangouts, although some are rumoured to live in bordellos and abortion clinics, and
other places women reside.

Background
Childer of The Daughters are always female, and are often intellectuals and/or rebels as mortals.
Character Creation
The Daughters concept varies, but as mentioned above, they are often rebels and/or intellectuals. Mental Attributes are primary,
as are Knowledge Abilities. Influence and Mentor are common Background Traits.

Clan Disciplines
Path of Lilith, Dominate, Obfuscate

Weaknesses
The Beast and Shadow of their personality is incarnated as a demonic face with red, serpent eyes, protruding from their bellies.
This face is a fraction of Lilith's avatar, passed through the blood of their sires, but the face is also an embodiment of the darkest
horror of all: The evil of the human soul. It confronts the Daughter with things she would rather forget, and slowly corrupts her,
causing her to lose one point of humanity with each passing decade, thereby slowly possessing the Daughter in question, and
slowly driving out her soul, making her a slave of Lilith. The face whispers evil things to the Daughter, causing her to stray off her
intended path and causing evil. When a Daughter botches a Virtue roll, the face takes control for a timespan determined by the
Torpor table (V:tM2nd pg. 195). In a state of frenzy, the Daughter does not berserk like other Kindred, but sooner lose their will
entirely to their faces. The face also craves to be fed, and (roughly) half the times the Kindred feeds, she must feed through this
mouth. Therefore, Daughters of Mancata lose 2 blood points per night.

Organization
The Daughters are extremely close-knit, organizing themselves in a hierarchical fashion. The top position is claimed to be held
by Mancata herself, guiding the clan from her Haven in Baghdad, if this is true, Mancata is the only second generation vampire in
existence today, but more likely than not, the rumors are false. Below the fabled position of Mancata is the Mathriarcate,
composed of the three eldest members of the clan who still retain any of their humanity. The Mathriarcate is not elected, and the
positions are only replaced whenever one of the three is destroyed, or loses all her humanity. The Mathriarcate is centered in
Liverpool, from where they command the four Queens, leaders of the continents. The Queens perform the will of the Mathriarcate
in the world. Currently, the Daughters are fighting to establish a Queen in Asia, but this has proven to be a difficult task, as
women's rights are few in many of these countries, especially China, and their evil Brethren, clan Mancata, strive to hinder this.
Below the Queens are the Princesses, who lead the Mancata within a certain country, the Princesses of one continent gather
once a year with the Queen they serve under. Below the Princesses are the Dutchesses, each controlling the Mancata of a
certain city. There are not many Daughters known to exist, as it a small clan. They are fairly open about their plans to the rest of
Kindred society, and are largely accepted. There is (roughly) one Daughter per 60 vampires (although where there is one, there
is usually several. The 1-60 is on an overall basis, not within each city).

Quote
"Our sisters have won many battles in the recent time, but we must continue our struggle for equality. All men that think
themselves superior to our mortal companions must, and shall, die at our hands. The Garden of Lilith shall be a place of
tolerance and justice."

The Daughters and The Men


The Mundanes: We must help the daughters of Eve see the enlightened path of Lilith, and we must support them against the
oppressive sway that many son's of Adam seem to have over them. The women are the key to the garden of Lilith, and we must
struggle to make them men's equals.
The Arcanum: Lots of dusty men with glasses. They ain't never had a date.
The Inquisition: Stay away from them, and if not, divert them from their plans. They seek to destroy us, and succeeded killing
many of our cursed father clan during the Middle Ages.
Assamites: They can be useful to us, but the culture they represent does not believe men and women to be equal, and we must
fight their prejudicisms before we rely on their help.
"They claim that men and women are equal when it is evident that they are not. Is the man to give birth and raise the
children? The women should be properly educated, and they are all necessary, but they are not, and will never be, men's
equals.
Brujah: They resemble us in so many ways, and we should help them in their struggle for freedom, as they should help us. One
of our most important allies.

"Their fight for equality is right and important, and we should aid them whenever we can."
Followers of Set: They do not seem willing to let go of the thoughts of old, and therefore are one of our enemies.
"The Furies are not important to our plans."
Gangrel: The Gangrel culture is a strange one, but we do not believe that they treat women properly. For reasons now forgotten,
they seem to be a thorn in our side.

"As their brethren, they are demonspawn, and should be fought by any means."
Giovanni: We do not understand what fascination men find in fucking corpses.
"As their brethren, they should be avoided. We do not understand their conspiracy, but they should be treated with much
caution."
Malkavian: These Kindred are noble in their own twisted way.
"They continue struggling for a cause that has long since been won."
Mancata: Our brethren are evil, and do not care any more for mortal women than they do for men. They are nihilistic and
destructive, but still, they are get of Mancata, and should be respected simply for carrying a fraction of the Sacred.

"These traitors shall be dealt with. Their goals are futile and pointless, and they have strayed from the path of Lilith."
Nosferatu: Judge them not by their seemings. They understand how it feels to be opressed and scorned, and have often aided
us in our cause.

"Them Daughters are cute in their own way, and they make for a nice chat."
Ravnos: Easily manipulated, but beware of their ways. They are not always what they appear to be.
"Avoid them if you can... but they do have quite a few nice gadgets to steal though."
Salubri: These poor kindred are harassed by all other Kindred, and noone understands them better than us. There are few of
them left, as the malevolent Tremere seek to destroy them.

"Their cause is righteous, but sadly, they are of cursed blood, and will never attain Golconda."
Toreador: They seem to respect women, but only as a hollow art. It is not women they are in love with, they are in love with the
thought of being in love. They only care for our beauty, and do not seem to understand that women are people, not mere objects.

"They are fragile beauties, in their own way."


Tremere: These foolish wizards are contemptible. They aid our brothers on their nihilistic path, and should be avoided.
"These bitches claim that they are being unjustly treated, but do not understand that power comes to the one who deserves it,
and not the one craves it, based on imagined freedom and equality."
Ventrue: They are far too tradition-bound, and do not realise that the times are a-changing.
"They are not a threat to our power, and are easily be satisfied."
The Sabbat: They are contemptible, and they do not care what destruction they bring down upon the mortals.
"These fucking cunts should stay in the fucking kitchen. Who let them out of their leash anyway?"

Three Templates

The Mother
"Hush little baby don't say a word, mummy's gonna buy you a mocking bird."
You were raised in a conservative, christian family, and words such as sex, menstruation and puberty never meant anything to
you. You went to a private school, were they never taught you about such things. One day, you met a handsome young man, who
was quite willing to teach you. You went out with him a couple of times, but after only a month, he left you for some fifth street slut,
and you were alone, pregnant. Three months later, you were sitting in a pile of pink baby clothes and little toys, crying your heart
out. Your family scorned you, and noone knew where the baby's father was. Then there was Carla. She became your friend, and
you started hanging out with her, but only late at night. One night, you asked her why she couldn't see you at daytime.
And she told you.
You were four months pregnant when the face of your unborn baby protruded from your stomach, with red, serpentine eyes and a
malicious grin. Now you have company, and you sing little songs to the neverborn, songs of revenge and lullabyes. Now you will
never be lonely again.
Roleplaying Tips: You appear to be a very silent young woman, always very polite, but extremely shy. You were raised very
strictly, and you are very moralistic, scorning the ways of many of your kindred, not understanding their fight. It is only when you or
your baby feeds that you let all restraints go and let the hunger fully consume you. You have become slightly schizophrenic, and
treat the face in your belly as what it appears to be: Your little baby girl.
Equipment: Large clothes, toys, a large supply of baby food.

The Victim
"You won't lay your hands on me again, ever."
Your earliest childhood memory is that of your father visiting your room, late at night. As a child, you was always very silent and
shy, and you didn't do very well at school. Your fathers abuse continued until you reached the sixth grade, when you ran away
from home. As a prostitute, you were able to get enough money to get by. You continued this life for years, but on your sixteenth
birthday, a black limo pulled up on your corner. You entered, and were taken to a large mansion just outside the city. There you
were embraced. As a vampire, you feel strong, and you are able to fight back. You involve yourself very deeply in the struggle to
help prostitutes and victims of incest, having seen so many lives ruined.
Roleplaying Tips: You're very loud, and you're very proud. Noone shall mess with you again, and if someone's behaviour
pisses you of, you end it. You are fighting wildly to hide your own fear but every day you dream of the horrors that composed your
life for so many years.
Equipment: Leather jacket, switchblade, military boots.

Daddy's Little Girl


"Sure Daddy, whatever you say Daddy."
You were always Daddy's little girl. He dressed you up in a cute, pink little skirt, and you were always so good. Your grades at
school were good (Daddy would hit you pretty hard if they weren't), your gymnastic performances were good (Daddy would laugh
at you if they weren't), and your doctorate was good (You wouldn't earn your daddy's respect if it wasn't). You lived your life to
fulfill all the goals and desires your father never achieved, you filled it with men's dreams of power and men's objectives. One
day, at your office, a woman came to you, because she thought you to be an independent woman, in a position of power. She
couldn't have been more wrong, but neither you, nor she, knew that.
Roleplaying tips: You have always lived your life as a reflection of another person's desires and goals. Your father always
wanted a son, so you became the best son he could ever have. Your claims of personal freedom are false as your goals of
power, and all your ambitions are ultimately a reflection of men's ambitions and goals.
Equipment: Suitcase, suit and tie, sunglasses, rolex watch.

View the Path of Lilith discipline.


DAUGHTERS OF CACOPHONY REVISITED
By Khlaire (kschaefe@direct.ca)

Description
Since there is so precious little material on the Daughters in the Players Guide, players are advised to check out the Toreador
Clanbook. Treat the Daughters as Toreador Artistes for purposes of social interaction. The same can be said for both clans'
Sabbat Antitribu, whose Daughters would take additional pleasure from the psychic (and physical) damage their songs can do.
Also, review my revision of Melpominee for additional insight on the bloodline.

Performance
This chart is adapted from the Toreador Clanbook for use when characters are actually performing their (less deadly) songs. It
measures only the artistic merit, esp. in the eyes of the Toreador, not supernatural effect.

Sucesses Effect
Botch: You thought you were wonderful, but everyone else is laughing at you.
0: Terrible and you know it.
1-2: You were okay, but only a few really liked it.
3-4: A good performance, but nothing extraordinary.
5: You were better than average.
6: You were outstanding.
7+: You gave the greatest performance most of your audience have ever heard. The Toreador were entranced (without
Melpominee) and everyone is in awe of you (indeed, almost in Awe of you).
DAVINCI
By Gary Greenhill (sandman@essex.ac.uk)
Background: The DaVinci bloodline is very small bloodline, an offshoot of the Toreador clan. They remain small due to the Toreadors
insistence that the bloodline is a deformity of them, a travesty. They also have other reasons. The DaVinci bloodline are like the
Toreadors in many ways, however they find beauty in creating machines, not pictures. They have a great affinity with both mechanical
devices and electronic devices.
The DaVinci are usually a neutral group, although they are often swayed by the Sabbat. They are almost never allowed to freely pass
in Camarilla territory and usually pretend to be Caitiff if they do. The Toreadors have too good a power holding and usually call a blood
hunt just at the sight of them. This is why a few join the Sabbat, it gives them somewhere to belong.
This very small bloodline has no formal structure or organisation. They have no clan meetings as such, but most of the bloodline will
likely go to places where a new item of technology is unveiled.
There are many differing opinions within the bloodline as to how they were created. The majority of the view within the line say that
Leonardo DaVinci was embraced by a Toreador who, in his arrogance of the clan, did not ask if he wanted to be. DaVinci then asked
one of his students to kill him, as he did not want to live as a vampire. He told his student some of the things that his sire had quickly
mentioned, he told his student that he could become a vampire if he so wished. His student, whose name is lost, agreed. The student
then diablerised DaVinci. When DaVinci's sire found out, the student was gone. The Toreador claimed that the student did not have
DaVinci's permission and as such the clan should all be blood hunted. It is still thought however that it is DaVinci's insight into
technology as art that created the bloodline as independent. It is this that angers the toreadors most, as they have had a great artist
stolen from them. A small group believe that DaVinci was killed by his sire because he became jealous of his new powers but DaVinci
had himself embraced one of his students.
Nickname: Professors
Appearance: There is no set code of dress, those of the DaVinci bloodline wear just about anything, anywhere.
Haven: The DaVinci usually have some kind of workshop. This ranges from a garage to a converted warehouse apartment. They are
usually messy and contain a lot of mechanical and electrical parts.
Background: Most backgrounds are acceptable except status, due to the lack of formal organisation or expectance.
Clan Disciplines: Auspex, Celerity,Fusion
Weaknesses: Like the Toreadors this clan can become overcome by art, however to this clan machines are art. Such things as
computers, cars and even pencil sharpeners can captivate them. It takes a successful willpower to break from being awed at a new
machine.
Organization: The organization of the DaVinci is nonexistent. They do not group together for any reason other then fascination of an
innovative item. They do often join the Sabbat and can often be found creating obscure devices for them to use.
One of the possible reasons that there is so little clan interaction is that like the Toreador the DaVinci are split into fractions. There are
creators, users, fixers, inventors etc. In fact there are so many differing opinions within the bloodline that it would be almost impossible
to have a structure.
Quote: "Hmmmm,.. only does 175 M.P.H. you say. I could tune that up for you"

Stereotypes
The Camarilla: "The Toreador have too much power within them. Stay clear or stay undercover. They misjudge us and will use us
under every opportunity."
"Kill all the cannibalistic bastards, they have no right to live." - Timothy, Toreador elder
The Sabbat: "Bloodthirsty and sadistic, but they will give you a home. Don't expect to be loved."
"Lost children. Pet them, Feed them, and they become your tools." - Nightshade, Member of the Black Hand
The Inconnu: "I heard a lot about them, but I never met one."
"I pity them, for they are homeless. It is a shame we can do nothing to help them." - Nicholas, fourth-generation Toreador View Fusion
discipline.
DEATHSKATERS
By Bloodspark (bloodspark@aol.com)

Description
The Deathskaters are not a clan in the normal sense of the word; they are merely a coterie related by blood. Thrasher was
Embraced by a vampire known as Bliss a great deal of time ago. She left and was never seen again. Alone and left to his own
devices, Thrasher came across a pack of Sabbat members who took him in and initiated him to the Sabbat, Among them were
the pack priest a Tzimisce known as Darias, a Tremere antitribu known as Jowbrin, a ductus (or pack leader), a Lasombra
known as K-lin, a City Gangrel known as Tallos, Tanya, childe of Jowbrin, and the Malkavian antitribu known as Rezz. Thrasher
was a welcome addition to the pack, but felt out of place and alone. A skater in life, Thrasher found that he could use his old
means of company, he went to drugs. The rest of the pack didn't care, but noticed he was not really one of them. K-lin told
Thrasher that Sabbat have to stick together and that he was not alone, he did, afterall, have his pack.
Darias tried to get to him with rituals and in the process taught him Vicissitude. Thrasher liked the rituals, particularly the one
called the Blood Feast (which he has modified to be one of his skater rituals). Jowbrin tried to teach him Thaumaturgy and focus
his thoughts on disciplines, but Thrasher did not have the patience for such an involved study; he did however manage to learn
dominate from the Tremere. Tallos tried to focus him on pure violence. Thrasher rather liked this, and Tallos became his best
friend. Tallos also taught him Obfuscate.
But Thrasher still felt he was alone. K-lin suggested he create a childe, and then he would not be alone. Thrasher insisted that a
childe would still be nothing like him. K-lin said she could arrange for that to be untrue. K-lin ordered Jowbrin to work on a ritual
that would make Thrasher pass on his personality with his blood. Jowbrin agreed, but warned that there could be dangerous
side effects. Using many things some of which were the blood of Rezz and the blood of a captured Fae, he and his childe
worked for a long time, and finally came up with a thaumaturgic ritual that would allow Thrasher to pass his personality to any
childe he would create. After undergoing the ritual the side effects Jowbrin had spoken of became apparent. Thrasher was now
able to pass on his personality by blood, but the ritual caused his personality to magnify itself a hundredfold. Thrasher became
the sex-crazed teenage drug doing skater that he was in life but on a vampiric level. His skills on a skateboard also increased
even to the point where he can defy gravity by skating on walls and ceilings. His teenage ego and mannerisms also returned
magnified a hundredfold. His already low attention span reduced itself to that of a teenager listening to a don't do drugs
commercial. Thus we have a skater capable of anything a teenager can come up with and the vampire know-how to do it.
Shortly after the ritual had taken place, Darias began to act very weird. His features took to changing every few minutes and he
did not seem remotely like himself. One night Darius was conducting the Vaulderie, when he suddenly turned into a big pile of
goo. He then proceeded to absorb everyone present. The only thing that saved Thrasher was his ability to know when it was time
to leave. The instant Thrasher saw Darius turn to goo, he Obfuscated and ran away. This is why he currently does not let his
childer learn too much Vicissitude. Now Thrasher was alone again; he decide that going back to the Sabbat was suicide if he
did not have a pack to take with him, so now he Embraces those he thinks he can turn into good Sabbat members and will only
tell them his plans after he has gotten them accepted.

Disciplines
Deathskater clan disciplines include Dominate, Vicissitude (to level 3 only), and Obfuscate. Due to the short attention span of
Thrasher and his childer, these are the only disciplines they can learn.

Drugs
A unique trademark this clan has is their reactions to drugs. They gain temporary disciplines, derangements and flaws matching
the kind of drug they are on.
Acid: Gain Auspex 2 and see any Obfuscated person who is of equal or higher Generation, regardless of target's level. Acid is
non-addictive, so no roll necessary. They have hallucinations, and developa bad case of paranoia.
Pot: This is a very nasty drug for a Deathskater to take. When they get the munchies whole buildings wake up dead. They gain
paranoia, and Fortitude 2 (nothing really hurts when you're stoned) and a guaranteed crash when riding your skateboard,
although this can be outgrown as Thrasher skates with ease all times.
Heroin: This drug gives you only sleep and is used in one of Thrashers rituals (see rituals).
XTC, and other aphrodisiacs: This gives the user heightened sexual prowess as well as Presence 1 for the purpose of
seduction. However it also gives you the derangement Nymphomania (or the male equivalent). Addiction roll: diff 6, minus
Stamina, failure indicates character becomes addicted. A botch indicates overdose and the character falls into torpor.
Steroids: The skaters will seldom take this as it provides no high, but on the rare occasions it provides you with Crimson Rage
and Potence 2. Addiction roll: Diff 7 minus Stamina, failure indicates addiction. A botch indicates overdose andthe character
gains 3 aggravated from muscle explosion.
Methamphetamines: These will provide you with Celerity 2, Crimson Rage and Paranoia. Addiction roll: diff 7 minus Stamina,
8 for cocaine, 9 for crack. Failure indicates addiction and a botch indicates overdose; the character falls into torpor).
PCP: This will provide you with Potence 2, Fortitude 2 and submissive attitudes. Addiction roll: 7 minus Stamina, failure
indicates addiction, botch indicates torpor from overdose.

Advantages and Weaknesses


Merits: Skaters can perform sexually with no blood loss, due to the overwhelming hormones of a teen they posses. Skaters can
defy gravity on their skateboards.
Flaws: Every skater is addicted to a drug of some kind. They also have egos the size of New York. They are quick to anger
when their pride is on the line.

Merits and Flaws


Can't Skate: (3 point flaw) The skater must also take Sire's Resentment unless said sire also has this flaw.
Acid Flipout - mortal: (6 point flaw) This means you were stuck in an acid trip upon Embrace. You have the skater merits and
flaws that come with being on acid permanently plus you must choose 3 derangements.
Acid Flipout - kindred: (2 point flaw) This means that after the Embrace you took too much acid and flipped out so hard that
you must mentally heal it every night as if it were aggravated damage [1 point]. For further info, see the flaw Permanent Wound in
Vampire Revised. Level 4 and up Vicissitude: (6 point flaw) This means you have broken Thrasher's command of no
Vicissitude levels more than 3, and you are hunted by any Deathskater who knows you have it. Obviously, this must be taken
upon reaching 4th level of Vicissitude, and once done can never be bought off.
Drug Paranoia: (4 point flaw) This means that in life you were afraid of drugs and every time you take a drug as a skater you
must make the roll you would make for the acid ritual (including your addiction).
High Tolerance: (5 point merit) This indicates that you have +2 Stamina when making drug rolls.

Bad Blood
This is a direct result of all the drugs the skaters use compounded by the use of Malkavian blood used to create them. The blood
of a skater gives him/her the Discipline known as Dementation, albeit slightly modified. One point of blood given to a vampire
causes Dementation 1 (gives passion to his current feeling) on him. Two points causes Dementation 2 (cause the vampire to
hallucinate). Three points given will cause more intense hallucinations (pretty close to an acid trip). Four points given will cause
Dementation 4 (the vampire will see visions of his worst fears come to life, equivalent to a bad acid trip). Five points given will
cause Dementation 5 (outright insanity). Skaters do not suffer these effects when drinking from other skaters.
Note: Blood must enter target's body to have desired effect and any mortals tasting Skater blood will either kill themselves or go
catatonic.

Rituals
The basic ritual used for most occasions is a variation on the Blood Feast used in the Sabbat. It involves a mortal hanging
upside down, being injected with a massive dose of acid. The celebrants would then let the mortal fry for awhile. Then they would
slit the mortals throat, letting the blood flow into a cup. They then ask anyone present if they would like a drink (usually this offer is
refused). Then all skaters drink from the cup. Due to the possibility of flipping out, all participants in this ritual must flip a coin:
heads you enjoy the show, tails you must roll for Rötshreck to see if you flip out and frenzy.
The skaters also have their own creation rites. They usually involve an unsuspecting victim rather than one who knows their
nature. They would engage the mortal in conversation and attack without warning. Some prefer the casanova way. The skater
would engage the victim in sexual acts, and be severely cruel; rape is often the case here. They then drain the victim slowly while
engaged. The change happens when the skater completely drains his victim at which point he will send his blood through sexual
contact. (this is considered a very funny prank) no matter which way is used to create, the victim is taught on Embrace how to
skate and is usually still naked, as the skaters are notorious for ripping off the victim's clothes.
The Heroin ritual only happens when someone important dies, such as a clan member or close friend. It is rather simple; a
mortal is tied spread eagle on a bed or alter and is injected with a lethal dose of heroin and left to die. Once the mortal dies the
skaters will all drink the dead blood and fall asleep from the heroin, sometimes having dreams of their lost comrade Players
must make a roll diff 9 minus Stamina to see if they become addicted. A failure indicates the character has an addiction, while a
botch indicates character has overdosed and said character falls into torpor.
The skater version of the Sabbat's Vaulderie is not that different save for that when all the blood is combined it is injected into a
mortal. The mortal then goes insane and most of the time tries to kill him/herself but is prevented from doing so. This always
results in the mortal going catatonic and then the blood is drained into a vaulderie cup.

Code of Ethics
Most skaters retain their Humanity for awhile, but with Thrashers blood, comes the Path of Cathari. The ethics of this path slowly
take over the ethics of the kindred involved, but automatically take the place of any humanity that may have been present. Thus
all skaters over 3 months old no longer have humanity.

Final Note
Skaters who do not have the Eat Food merit take their drugs of choice the same as the acid ritual above, but this is usually not a
clan ritual, although more than one clan member is usually present to partake.
DEDANU
By Christopher LaHaise (foxtrot@storm.ca) (6 April 1995)
The DeDanu (meaning "of Danu") are a bloodline that was created near the beginning of the Age of Reason.
The Technocracy had just started taking the form they have now, and the Order of Hermes was falling.
With the coming of True Reason, creatures of magic were starting to fade from the world. Desperation was setting in, as the Faeries
tried desperately to cling to what little magic was left.
With this desperation, came war. Darker creatures of magic were delighted with what was coming, as they knew that humanity would
be almost defenceless without their charms and wizards. They sought out those who could remain, and attempted to destroy them.
The Faeries of Britain, already weak from their battles, first against True Faith, and now against True Reason, were next to helpless
against the Minions of the Wyrm. The Faeries retreated into Arcadia, but the portal was slow in closing, and the creatures of darkness
approached.
In an act of utter desperation, they called to a small pack of Gangrel to help them.
Danu ap-Rhian, the head of the Gangrel, answered the call, and the battle was joined.
The war was long and bloody, and the Gangrel suffered under the might of the Wyrm.
But when it was over, and the sun began to rise, the Faeries almost had the Gateway closed. In a last burst of terror, Danu plunged
through the Gate, escaping the rising Death.
Danu thirsted, as her wounds began the slow process of healing, and as time passed swiftly in Arcadia, it all but stood still on Earth.
The Faeries tried to care for her, and she tried desperately to prevent herself from feeding on the Minions of the Wyld. The Faeries
took delight in this, and after much teasing of Danu, they provided her with drink.
"Drink this, and you will never starve again."
Danu was almost overcome with Frenzy, but she drank what was offered to her. A wave of dizziness came over her.
For what seemed like centuries she drank and danced with the Faeries, and her joy was almost overwhelming.
Then one night, when she awoke, she was back on Earth, just a short distance away from where the Gateway had closed.
She soon discovered almost no time had passed, and that the War was not over. It had just begun.
The De Danu are (technically) part of the Camarilla by the fact that the Camarilla considers all Kindred not of the Sabbat, Black Hand,
or Inconnu to be part of the Camarilla. As far as the De Danu are considered, they are Autarkis, and follow the Masquerade by
accident, if at all. The De Danu embrace those they like, and try to make it look like a normal 'disappearance', or if the family is
superstitious, make it look like a Faerie kidnapping.
The De Danu are secretive, but are just now starting to leave Europe, and see the world (curiosity abounds). Most De Danu prefer to
go in groups of three, one Princess (leads), and one male and female (retainers). Lone De Danu are rare, but follow the name Fools.
The Fools are titled such, as they usually play pranks on those they don't like, and are a bit of a strain on the Masquerade.
De Danu who seduce to feed are called Ganconer (male), or Lianahn (female).
De Danu prefer to be Autarkis, and have very little to do with other politics besides their own, but are willing to meet the head of a city,
if they know where to look. De Danu usually call such heads either King or Queen, and, depending on the mood they are in, and the
Demeanor of the person they are talking to, add the addendum ...of Winter, or ...of Night, or ...of Pleasure, or similiar.
Nickname: Fruit Bats
Appearance: The DeDanu appear as most kindred do when first Embraced, but their skin takes a darker hue as they age. Eventually,
the skin of the DeDanu will become dark and tanned. The DeDanu's hair, as they mature, will starting turning either strawberry blond or
red. All DeDanu, upon Embrace, will have green eyes.
Haven: The DeDanu prefer to live in forests, and prowl large stretches of land. Some of the more "noble" of the DeDanu buy castles
or manors in which to live.
Background: Almost any background can be taken. The DeDanu usually Embrace people from small villages, pretending to be
Faeries. They take their Childer to a clan meeting, where they celebrate and dance until sunrise.
Character Creation: The DeDanu are almost entirely female, and of European descent. The most common DeDanu are Irish,
Scottish, or Welsh. Recently, DeDanu have been found in America, Australia, and Canada.
Clan Disciplines: Protean, Manteis, Riastarthae
Weaknesses: The DeDanu still suffer the Gangrel Clan weakness. The DeDanu also take aggravated wounds from cold iron. (Cold
Iron, meaning never heated when forged.) and from man-made toxic material that comes in contact with them.
Organization: The DeDanu are organized in clans. Each clan has between three to ten members, and there is estimated to be about
ten clans. (30-100 Kindred world-wide) The DeDanu have a Queen, who presides over the clans of a given region (like Ireland).
Gaining Clan Prestige: Successfully stopping a threat to the wilderness in one's Domain. Dealing with the Faeries favourably. The
DeDanu protect ancient sites of Magik from being Drained or taken over, as well as guarding large tracts of wilderness. The DeDanu
have good ties with the Fianna.
Quote: "We dance tonight! We dance to celebrate the Moon as it bathes the land with a radiant glow! Come dance with me, and drink
the fruit of our sisters!"

Stereotypes
Camarilla: An interesting bunch. We wish they could leave the cities, however, and dance with us! Our cousins, the Gangrel, do well to
watch them and steer them away from self-destruction.
"Nothing but a bunch of tree-huggers! They rarely enter the city, and leave us well enough alone. They fear us, as they should!" - Sir
Ryan McKenzy, Ventrue Primogen of Munster, Ireland
Sabbat: Violent anarchists, who care little for the harm they do. They are the flipside of our natures, and must be watched.
"Pacifistic scum! They sit in the trees as we pass through their land, and don't raise a finger to stop us! When the Ancient Kindred
awaken, they will fall, and that will be the end of it." - Frank Donnoly, late Tremere antitribu.
Inconnu: The Who? "Mostly harmless, as long as one does not disturb their havens. The problem being, their Havens cover entire
acres of land."
View the Manteis discipline.
View the Riastarthae discipline.
Deepeti
By Michael A. Molloy (mmolloy@sethlizian.win.ne) (1 July 1995)

The Founder
In the mid-sixteenth century, a Bavarian alchemist named Karl Ritter sought the secret of immortality. As he passed the age of fifty, he
became increasingly obsessed with his impending death. In 1560, he was confronted by an intruder who identified himself as a
vampire and offered to make Ritter the same. Ritter, in his desperation, accepted and was Embraced. The vampire, a 5th generation
Malkavian, then departed without identifying himself. Ritter never saw him again.
Ritter learned what he could on his own about his new nature. He found out that there was an entire secret world of vampires, many of
whom engaged in eternal fighting. Ritter's prior obsession with his demise was intensified by his Malkavian blood. He believed that
the greatest threat to his existence came from other vampires. He developed a fixation on finding a defense that would make him safe
from other vampires.
After years of searching through scraps of vampire lore, Ritter came across a letter written by an Assamite traveler in tenth century
Alexandria. The traveler wrote that he had heard a legend about a group of vampires in central Africa who walked in daylight.
When Ritter read this, he had a revelation. If he lived during the day, he would be safe from all the other vampires who hunted in the
night. It would be his perfect defense. A week later, Ritter departed Germany for the then unexplored depths of Africa. With his
departure, Ritter disappeared from history.

The Bloodline
In the nineteenth century, the European powers began what was later called the scramble for Africa. Historians have questioned what
motivated this conquest in the face of high costs and limited returns. It was in fact initiated by European kindred who sought new
populations of kine to feed on. But when European vampires began to settle Africa in substantial numbers, they found a strange new
bloodline already there.
These vampires called themselves Deepeti. Their appearance was striking; they were hairless, had pitch black skin, and pure white
eyes. But more striking than their appearance was their immunity to the ravages of sun- light.
The Deepeti attempted to hide from the European kindred, but eventually some were captured and questioned. They spoke of their
founder, whom they called "The Altered One". Two hundred years earlier, this being had come from a far land and spoke a strange
language. He spoke of other beings he called Nokensedi, who only came out at night and were the enemies of the Deepeti. He told
his childer they should kill solitary Nokensedi when they could and hide from them when they could not. The Altered One had followed
his own advice and disappeared when the European migration had begun.
In researching the origins of this bloodline, vampire scholars came upon the story of Karl Ritter and a copy of the Assamite letter. It
was obvious that the Deepeti were not the bloodline that Ritter was seeking. More questionable was whether such a bloodline existed
and whether Ritter found it. Was Ritter the Altered One? Did he learn the secrets of Lukosis from a lost bloodline, or did he invent them
himself when his search proved fruitless?
There are obvious similarities between the known histories of Karl Ritter and the Altered One. The words Deepeti, Lukosis, and
Nokensedi seem to have their origins in Latin, a language used by the alchemist. In addition to Lukosis, many Deepeti study the
Auspex and Obfuscate disciplines, both of which were known to Ritter.
There are however also several strange discrepancies. Ritter was a Malkavian and the Altered One seemed to share his particular
psychosis. But while the Deepeti avoid other vampires, they are rational about it; nor do they display any other evidence of a
supposed Malkavian descent. Also, it is strange that Ritter, who was obsessed with developing a defense from all other vampires,
would develop that defense and then create and train vampires with the same powers.
Deepeti are rare, but their exact numbers are unknown. Most Deepeti try to avoid all contact with other Kindred. Some have decided
to resist the Nokensedi invasion and ambush unwary Kindred. A few have rejected their founder's teachings and have joined the
Camarilla, the Sabbat, or the Black Hand. Most Deepeti still reside in sub-Saharan Africa, but a few have traveled to other lands.

Player Guide
Nickname: Daywalkers
Appearance: As noted elsewhere, the appearance of the Deepeti is very unusual and distinctive. All Deepeti, regardless of their level
of Lukosis, will develop this appearance when they are Embraced.
Haven: Prior to the European conquest, many Deepeti lived openly in villages where they fed off the inhabitants. Some lived as wise
elders who took blood non-lethally from volunteers, others were tyrannical rulers who killed and fed off anyone who angered them.
Since the Europeans arrived, very few Deepeti still live this way and only in isolated and primitive areas. Most Deepeti have gone into
hiding and attempt to avoid all contact with other vampires. Ironically, many have found they can hide best in the same crowded cities
where other vampires reside. Deepeti are even more secretive than most vampires about revealing their havens.
Backgrounds: Deepeti sire few childer, and there is no pattern to the choices they make. Due to their founder's low Generation and
the bloodline's short history, many Deepeti have a relatively low generation.
Character Creation: Most Deepeti will be Loner or Survivor archetypes. Those who have rejected tradition and have joined a sect or
become Nokensedi fighters will usually be Fanatics. Deepeti are more likely to have individualistic traits like Alertness, Stamina, or
Stealth, rather than more social traits like Manipulation or Leadership.
Clan Disciplines: Auspex, Lukosis, Obfuscate
Weaknesses: The bloodline has two main weaknesses. The first is their appearance which makes it difficult for Deepeti to move
around unnoticed and which reveals their nature to anyone who knows their history. Like the Nosferatu and Samedi, many Deepeti
study the Obfuscate discipline to hide their true appearance. Their second weakness is their tradition of paranoia. Most Deepeti will
avoid all non-Deepeti vampires, and some of the more extreme ones will avoid even their fellow Deepeti. A few have overcome this
distrust and will socialize with other Kindred. Deepeti have no weakness about functioning at night and are as capable of doing so as
any other vampire. But most Deepeti choose to function by day in order to exploit their advantages and to avoid other Kindred.
Organization: The bloodline has no real organization. Occasionally, a group of Deepeti will band together for defensive purposes.
Those who join one of the major sects will tend to be extreme in their beliefs and will often join the most fanatic faction of the sect.
Gaining Status: Due to their solitary nature, most Deepeti don't worry about the opinions of others. However, a Deepeti who has
successfully fought the Nokensedi will achieve some respect.
Stereotypes: "Camarilla or Sabbat? Assamite, Nosferatu, or Lasombra? What do I care for these names? If a vampire does not walk
in the sun's light, he is a Nokensedi; and if he is a Nokensedi, he is my enemy."

Sample Character Templates


Nature: Caregiver
Demeanor: Traditionalist
Clan: Deepeti
Generation: 8th
Concept: Village Elder
Attributes:
Physical
Strength 2
Dexterity 1
Stamina 3
Social
Charisma 3
Manipulation 3
Appearance 2
Mental
Perception 4
Intelligence 3
Wits
Abilities:
Talents
Alertness 1
Empathy 3
Intimidation 1
Leadership 3
Subterfuge 1
Skills
Animal Ken 1
Etiquette 1
Stealth 1
Survival 2
Knowledges
Investigation 1
Law (Tribal) 4
Linguistics 2
Medicine 3
Occult 1
Politics (Village) 3
Advantages:
Disciplines
Auspex 2
Lukosis 1
Obfuscate 0
Backgrounds
Generation 5
Herd 4
Influence 1 Retainers 3
Virtues
Conscience 4
Self-Control 3
Courage 3
Humanity 8
Willpower 5
There are still a few remote places where people keep to the old ways. You have spent your whole existence in such a place. Your
village is isolated by hard terrain and its inhabitants still live for the most part as they did when you born well over a century ago. You
are now a Vampire Elder and you give advice and guidance based on your decades of experience. Your people willingly offer you a
portion of their blood. But you are troubled. Even in this remote area, you hear of the outside world, and you know that that world grows
ever closer. You worry about how its arrival will affect you and your people. You are considering traveling to this world to learn its ways
before it arrives uninvited.

Nature: Fanatic
Demeanor: Loner
Clan: Deepeti
Generation: 9th
Concept: Nokensedi Hunter
Attributes:
Physical
Strength 3
Dexterity 3
Stamina 4
Social
Charisma 2
Manipulation 2
Appearance 2
Mental
Perception 3
Intelligence 2
Wits 3
Abilities:
Talents
Alertness 3
Athletics 2
Brawl 1
Dodge 1
Intimidation 1
Streetwise 2
Subterfuge 3
Skills
Drive 1
Firearms 2
Melee 2
Stealth 3
Survival 3
Knowledge
Investigation 1
Linguistics 2
Medicine 1
Occult (Vampire Lore) 2
Advantages:
Disciplines
Auspex 1
Lukosis 1
Obfuscate 2
Background
Generation 4
Resources 1
Virtues
Conscience 3
Self-Control 3
Courage 4
Humanity 6
Willpower 5
You were born in a small village in East Africa, where a Deepeti elder resided. He taught you the ways of his bloodline and Embraced
you when you became a man. When the white men came, your mentor fled. But you decided to stay and fight the Nokensedi, as your
people did the Europeans. You still carry on that fight. You know that it would be a useless sacrifice to attack openly against the
Nokensedi's superior numbers, so you have learned the ways of stealth and ambush. You dream of someday trapping a Nokensedi
Elder and stealing his blood to increase your powers. The only beings you hate more than Nokensedi are the Deepeti traitors who
have joined them.

Nature: Survivor
Demeanor: Conformist
Clan: Deepeti
Generation: 10th
Concept: Camarilla "Loyal" Member
Attributes:
Physical
Strength 2
Dexterity 2
Stamina 2
Social
Charisma 3
Manipulation 4
Appearance 3
Mental
Perception 2
Intelligence 3
Wits 3
Abilities:
Talents
Acting 3
Alertness 2
Athletics 1
Dodge 1
Intimidation 1
Leadership 1
Streetwise 2
Subterfuge 3
Skills
Drive 1
Etiquette 2
Security 1
Stealth 1
Knowledge
Bureaucracy 1
Computer 1
Finance 1
Law 1
Linguistics 1
Occult 1
Politics 4
Science 1
Advantages:
Disciplines
Auspex 1
Lukosis 2
Obfuscate 1
Backgrounds
Generation 3
Mentor 1
Resources 3
Status 1
Virtues Conscience 2
Self-Control 4
Courage 4
Humanity 6
Willpower 4
Your sire realized that the Altered One's traditions were the beliefs of a sick mind. The majority of the world's vampires walk by night,
so how can that be unnatural? Your sire was one of the first Deepeti to join the Camarilla and he was devout in his loyalty to it. One of
the proofs of his devotion was to Embrace you and train you as a perfect Camarilla member. You were educated in sect lore and a
variety of useful skills. However, your sire couldn't instill his blind devotion in you. You agree with the founder that a vampire's existence
is a dangerous one, and with your sire that the Camarilla is the strongest sect. You put on a public show of loyalty to sect, prince, and
the Six Traditions, and you have done well. But your first priority is self-preservation, and you are willing to sacrifice anyone else to
protect or advance yourself.
View the Lukosis discipline.
DELAURENT
By Kaine Andrews (devilsad@powernet.net)

Nickname
Snobs (by Brujah and the like), Walking Egos (by most others)

Disciplines
Dominate, Necromancy, Mortis

Description
Origins of House DeLaurent, as told by Lord Erik DeLaurent of France:
"Long ago, before the current petty struggles of the Sabbat and Camarilla, before the enforcement of the Masqerade, before the
rise of such groups as the Tremere and Giovanni, when there were still Salubri wandering the world, the line of vampires then
called Ashurians made one of their many, sadly, fatal mistakes....an elder of their clan, known as Karesh Lintar, embraced a
wild-hearted youth of the name of Luthor. Luthor, as many of the Ashurian childer, rejected his clan's ways, as Shaitan had
before him, and Augustus would after. Luthor left his clanmates, eventually finding company with a mad youth, Marten. Marten in
turn, after receieving the Embrace, wandered, finding himself in France, the land where I myself had made my home and lands.
He hunted and killed with abandon, until my people declared a hunt on the damnable fool.
Though all in my lands sought him, it was my personal guard who discovered the blood-drinker, and had him brought to me. Not
fearing this Marten, who apparently had the wits of a slow child, I dismissed the guards to have private audience with him. He
told me of what he was, and of his origins. Fascinated, I asked him to demonstrate this "Embrace" he spoke of, and
demonstrate he did, giving me the power of the blood. I then drained him dry of his vitae, for he had mentioned the power that
was often gained in such a way. Turning from the ashes, I caught my reflection in one of the shields hung on the wall, and realized
that I would not be able to continue my reign, at least not from the throne itself, but he had spoken of ruling from the shadows, and
then I thought of the plan, and gripping a sword from the wall, fell atop the ash-heap, and called for the guard. I told them the
beast had drained me, but not before I had fatally wounded him. Then I feigned death, a talent for which all of my line have come
to appreciate. My son was put on the throne, and after rising from the crypt the night after, I ruled through him. When he grew old,
and ready to die, I gave him the Embrace, and he in turn Embraced his son and daughter. Thus was House DeLaurent formed in
the Cainite community."

Weakness
All have the derangement of egomania or delusions of grandeur(players choice), and have had at least two sips of Erik's blood,
meaning one drink from any other DeLaurent will blood bind them.

Common Background
Like the Giovanni, all DeLaurent's were either members of the actual DeLaurent family or extremely faithful ghouls before the
Embrace. They think that Embracing outsiders would pollute the bloodline. Most are Professionals, and often have natures such
as Praise-Seeker, Monster, or Traditionalist. Though there have been at one time or another DeLaurents who have followed
nearly any path, the most common are Death and the Soul, Humanity, or Power and the Inner Voice. It is believed that there is at
least one DeLaurent who follows the Path of Evil Revelations, and also that there are or were rogue DeLaurents who followed
their parent Clan's Road of Heaven. Due to their incessant backstabbing, the Path of Honorable Accord is almost never
followed, and those who do are usually frowned upon. Social Traits and Knowledges are usually primary, and most have the
merits of Nobility and Castle. They are primarily a European clan, and not many have travelled to the New World.
The DeLaurent's disciplines are often used to contact the dead, especially Oracles and other Wraiths skilled at Fatalism, to
predict the future of the clan. Mortis, by long standing tradition, is used to fake a new member's death, and subsequent burial
(his or her sire comes to dig her out, rather than the Sabbat method of letting them fend for themselves). Dominate is used to
keep their subjects in line.

Clan Organization
The bloodline often has formal meetings, similar to Toreador parties, that they invite other nobles (including Ventrue, Lasombra,
and Tzimisce) to. These events are full of plotting and backstabbing. These meetings also determine prestige and rank within
the clan. The more nobles that the DeLaurent can get to appear, the more status he is accorded. However, no matter her status,
there are two Cainites that the DeLaurent must never disobey, her sire, and Lord Erik. Doing so warrents instant death by
diablerie, often executed at one of their meetings (though usually not in sight of the other Clans).

Miscellaneous Notes
The DeLaurents of the Dark Ages did not possess Necromancy, as they learned it later from the Giovanni. Dark Ages
DeLaurents instead posses Auspex. Also, no PC DeLaurent may be higher than 7th Generation(Erik himself is 6th)
Opinions of the DeLaurents often are the same as their ghouls and revenants. The exceptions are noted.

Other Clans
Assamite: These were one of our parent's greatest enemies, seen as defiliers of the soul and body by their constant hunts on
others. We, however, understand their usefulness, and have put them to great use against the remaining Cappadocians and the
occasional Samedi or Nagaraja who foolishly tried to defend them. True Brujah: We were there when they were destroyed.
We, along with the Ventrue, coached the Troilites into drinking from their sires, and taking their place. The Elois were too much
of a threat, for they knew of us and our ways.
Troilite Brujah: By their very nature, they will never achieve their vaunted goal. Did they not learn when the Ventrue,
Cappadocians and Malkavians destroyed their "Sweet Carthage" the first time? Some people will never learn. But with any luck,
they will kill themselves off, and save us the trouble.
Setites: They are corrupters, and quite good at their jobs. It is a point in our credit that none of us have ever fallen under their
sway. For something truly amusing, point one in the direction of a Giovanni who has irritated you recently, and give them a few
hints on his vices. Then simply sit back, and watch as another enemy falls.
Gangrel: Pshaw, I am to be frightened of a few Kindred who have decided that rather than taking their place above man, they
will devolve into the animals below him? Fools, every one...they aren't even worth the time to kill.
Lasombra: They understand us, the void, and our reasons. They have many interesting ideas about eventual Cainite ascension.
Their flaw is their refusal to depend on mortals. They seem to think that all of the kine should be destroyed. We know better, for
do not our Ghouls and revenants serve us well?
Malkavians: Madmen. They also sometimes seem to know a bit too much about us, our ways, and our origins. It is best
however, not to deal with them directly. Instead, the Assamites and Setites make much better expendables than members of our
own blood.
Nosferatu: Sickening. Perhaps the Tzimisce will one day remove their curse, but until that day, keep them away from our affairs,
and certainly, never invite one to our gatherings.
Ravnos: There is nothing to be said about the Gypsies, except that they should all be destroyed. The Tzimisce idea of crippling
them so they can no longer steal is intriguing, but a more permanent solution is far better.
Toreador: Those with noble blood make fine allies, and even better pawns. Their so called "art," however, is often enough to
drive one to vomit.
Tzimisce: (From Kindred DeLaurent) They are perhaps our best allies, for they have time and again given us useful information
and ideas, and have at times helped us in our struggle against our fathers. Be wary of them, however, for a spark of rebellion
fans in the hearts of their childer.
(From DeLaurent Revenants) We owe our existances to them, for they first discovered the way to make the Revenants, and then
showed the way to our fathers....such is how we came to be. They are perhaps the most trustworthy of Kindred (except for the
DeLaurents of course)
Tremere: They are fools, one and all. To give up absolute power over reality, and trade it for the stasis of vampirism, Tremere
must have been mad. We remember the Salubri, and while they were not our friends, they were allies at times, and for their loss,
we owe the Tremere a thousand deaths. Ignore or ally with them only if a Cappadocian or Giovanni presence makes it
necessary. Otherwise, have them killed on sight when you can.
Ventrue: Children. Their birthrights were given to them, while we are made to work for it. Their childer are pampered, given their
wealth and holdings, while we have to fight for them. Though some make capable allies, and they are nobles, and thus should be
invited to our gatherings, they are still fools.
Cappadocians: Kill them. They would do the same to us for some imagined sin. Only Luthor is worthy to remain alive. The one
called Keldane still seeks to destroy Lord Erik, and free Marten's soul, but it will never happen. Our power is ours, and our foolish
fathers can do nothing.
Giovanni: They aided us once, in the destruction of the Cappadocians. They aided us again in teaching their Necromantic
powers to those of the line. But then they betrayed us, hunting us as they had the Cappadocians and Nagaraja, and for that they
have never been forgiven. Consider them no better than the line that spawned them.
Caitiff: Beneath our attentions.
Wraiths: We often deal with the restless, and they in turn provide us with important information. The best allies among them are
those who we have sent to the Giovanni, to feed them false information, and to return what they learn to us.
Werewolves, and most other shapeshifters: They hunt us for an affiliation with something called the Wyrm. Respond in kind.
Spare only the Shadow Lords, for they, much as the Tzimisce, understand.
Corax: Wonderful messangers, and usually quite willing to aid us. It is said that a particularily powerful member of their race is
deeply in debt to Lord Erik, and as such his children try to help us, to erase that debt. Whether that is true or not is irrelevant.
They serve us, and that is all that matters.
Mages: Those of the Traditions make wonderfull allies. The Euthanos seem quite happy to help us exterminate our former clans,
and the Order of Hermes is certainly upset with the Tremere. Avoid those who seek to perform magicks with technology though,
for they are quite dangerous to our kind. Let the Tzimisce traffick with the Progenitors if they must, but we will not sully our hands
with them.
Changelings: Faeries? Where did you hear such hogwash?

DeLaurent diablerie
Any Elder DeLaurent may diablerize any younger for any transgression the elder feels has happened. This is rare however,
unless said transgression was working and/or aiding Tremere or Cappadocian bloodlines. More often punishment involves
severe beating, Domination, or the last drink the DeLaurent needs to bond them to the Clan.
Younger DeLaurents who feel that the destruction of an Elder is necessary must go through a process similar to the Lasombra's
Les Amies Noir. They must present their reasons to Lord Erik and his 3 Childer. If the accusations are found to be true by Lord
Erik, the vampire is allowed his feast of his elder. If found wrong, the subject will either be Blood Bound the final step, or
diablerized by another of younger generation (so as to give others strength; the blood would have been wasted on an elder).
DeLaurents are forbidden to commit Amaranth on the Tzimisce, both because of the Viccissitude disease, and also because of
their alliance. Breakers of this law are in turn diablerized by a youger Tzimisce, giving the blood back to its clan, and increasing
their allies' strength.
Any other clan is fair game, and the DeLaurents are quite willing to kill those who they feel have wronged them. It is also believed
that Lord Erik is aware of how the Assamites use their blood to perform their rituals that parrallel diablerie, and on occasions
when the Assamites are used, Lord Erik requests that a vial full of the victim's blood is given to him. He pays well for this service
however, and the Assamites do fufill this portion of the contract.

DeLaurent Goals:
The following are excerpts from Lord Erik DeLaurent's journals:
"I have at last found the perfect pair for my ultimate plan. The Ravnos called Durga Syn, and the Nosferatu Baba Yaga will prove
exquisite specimens, ones whom I could not have done better. I will offer the services of my clan, as well as the Shadow Lords
and Corax, to Baba Yaga, to hunt and kill Durga Syn. In return all I shall ask for is a vial of her blood. Baba shall receive the
Garou and Corax as gifts, to be used as she sees fit once Durga is removed, then shall the plan continue. With Durga Syn's
potent blood, I can become closer to Caine, and with the power gained from that, and the trust I will have in my House from Baba
Yaga. I shall then remove the being called Shaitan. With the power of his blood in me, none, not even Baba Yaga, shall be able
to stop me, and then I will crush the hag, and take her place.....a perfect plan...."
"With Russia mine, I shall reach out my tendrils, my spies, my men, my Kindred, and destroy that fool Villon, and reclaim my
home...."
"And once I own Eroupe, I can begin the hunt. I believe Ennoia will be my target. She seems to be far easier, and have less
threat of retribution after her death. And then the others will shake as Clan DeLaurent takes its rightfull place in the Cainite
hierarchy...."
Letter from Keldane, Cappadocian Justicar, to Xaviar, Gangrel Justicar: "By these notes, it is clear that Lord Erik is quite mad,
as well as that the DeLaurents are seeking clan status. He believes that he can destroy three of perhaps the most powerful
Methuselahs still active, and then seek out and drink dry the founder of Clan Gangrel, an activity that will almost certainly bring
the Baali, Gangrel, and Ravnos down upon him. The Nosferatu, however, might actually thank him for it. This seems like an
impossible task, but having known the DeLaurents since their beginnings, I can tell you, it is quite possible that they may pull it
off. The DeLaurents are quite sure of their great destiny, and when seeking that destiny can be extremely willful. I have seen a
staked DeLaurent neonate leap up and attempt to drink from his captor, all while the stake remained in his chest. After said
neonate was killed, I examined the body, and the stake had indeed pierced the heart. The DeLaurent had merely willed himself
to move. That is but a small example. I have also seen one quite literally torn into shreds by Lupines, only to keep fighting, turning
them one by one into corpse-like visages, a talent they have retained from their days as members of my clan. When seeking
their destiny, they bring the full weight of their wills and dementia upon it, and rarely fail. I am aware you have no love of the
Ravnos, but we cannot allow them to kill her, nor Shaitan, for the simple reason that if they do, said clans of each will begin
systematic hunts, killing other, innocent, Kindred for the sins of this line. I ask that you present these papers to the princes of any
area where you travel, and request a blood hunt be called upon all members of House DeLaurent, whether ghoul, revenant, or
Kindred, immediately. I have also sent copies of these to Petrodon and Leonard Knight. If you have any other suggestions, I am
quite open to them my friend. Via Con Dios,
Karesh Lintar
Justicar of the Camarilla, representing Clan Cappadocian

DeLaurent Ghouls
Notes on DeLaurent ghouls: The DeLaurent family often has several servants, most of whom are ghouls. They treat their
servants extremely well, and even refer to them as DeLaurents. To them, those who have pledged fealty, or who have been given
sanctuary are as much a member of their family, and thus under their guidance and protection, as any who were born to it.
DeLaurent ghouls, unlike the Revenant family, are capable of learning Mortis before the Embrace, but are for some reason
unable to understand Necromancy, a flaw that continues to be in evidence even if the Ghoul is later brought into the Kindred
family. (Modern day DeLaurent ghouls who are Embraced do not possess Necromancy as a clan Discipline....they instead have
Auspex, as the Revenants and Dark Ages DeLaurents do). Also, by drinking of the blood of the DeLaurents, they gain the
weakness evidenced in the others, being bound to Lord Erik, and developing the egomania or delusions of granduer
derangements.
Also, while the vampire members of the family often have titles such as Baron, King, Prince, Lord, etc., and actual power over
others, the ghouls, much as the revenants, are usually more militant, instead having titles like Knight, Defender, or Paladin.
Social and Knowledges still remain primary however. Their ghouls are often selected for being of similar mindsets to the others,
and thus often have similar backgrounds and natures, but rather than being nobility, most ghouls were peasants before their
Pledge.

DeLaurent Revenants
Perditus Animae
The Delicti Clanbook
By C. Spencer Roberts (candc@wolfenet.com)

Chapter One: Prelude

The Diary of Eskandar Khanoum Farman


November 14, 1479
I attended the dance this evening at the insistance of Domos. Yes, I know I swore I wouldn't go -- I have to see if our new
theory works. I went anyways. Domos' persuasive talents never cease to astound me; he's terribly social at times. In any
event, the dance went on boredly for all of an hour before I was introduced to the very pinnacle of beauty and etiquette by
none other than Shoat himself. Shoat informed me in his own secretive way on our walk back to the residence that this
woman of whom I could now very swear I was in love with was the reason that Domos requested I go in the first place. Domos,
my friend, should you ever read this -- I thank you.
November 16, 1479
I've seen more of this beauty, Lilandra in the past days. She has given me sign that I may begin to court her and my friends,
Domos and Shoat, fully support me. My head is rushing: I feel very odd when I am no longer around her and when I told her
that, she just turned her breathtaking features into a secretive smile that managed to intrigue me all the more. My former
thoughts of love and adoration have been confirmed, and I fully hope that I am not being rash when I say that I wish to have
her hand in marrige.
November 20, 1479
Today I told Lilandra that I am a mage. Luckily she took it well. She wants to meet Shoat and Domos. This is going well.
December 3, 1479
I asked Lilandra to marry me today. She accepted. This is very good. Life is going well for me.
December 6, 1479
Oh God, today Lilandra told me that she was a vampire. She offered to make me one too. Along with Shoat and and Domos. I
have to think about this.
December 9, 1479
I told Shoat and Domos. They're thinking. It sounds like a good idea, eternal life and all and a true understanding of death.
God I love her.
December 12, 1479
We agreed for her to make us like her. God, everything is so different now. I'm so thirsty, so hollow
December 17, 1479
We shared this "Gift" with the rest of the cabal. Lilandra told us that we're members of a vampire clan called Ventrue. Domos,
he doesn't seem the same anymore. He's changed. I don't know. Maybe it's just me. We're all different now.
December 20, 1479
Today one of Lilandra's "Friends" showed us things. Showed us the land of the dead. It was amazing. He called it the
"Shadowlands". He told us he would teach us how to do this too, and much more. He sounded italian.
December 25, 1479
It's christmas. Today Lilandra and I made love; all of my senses were at their breaking point. It was amazing. I learned of the
history of the Kindred, what Lilandra called the vampires. She showed me the page from some ancient tome, that she called
The Book of Nod. I remember the beginning and Nod from the Bible. Caine and Abel. Lilandra told me that Caine was the
first vampire, her sire's, sire's, sire's sire.
December 11, 1481
Today, it is the anniversary of the Cabal's embrace, two years ago. We made a journey into the Shadowlands with a power of
our blood magick, a power we have tentatively named Requiem. There we found other kindred. They called themselves the
Nagaraja and said they are like us. There were ceremonies and rituals happening, and we were invited to join. Shoat and I
shared blood with these members of the Nagaraja; Domos apparently wandered off when we entered the Shadowlands. To
each his own.
December 21, 1481
We have been in the Shadowlands with the Nagaraja for ten days. Domos has not yet appeared. These Nagaraja have been
teaching us one of their own powers, one they call Nihilistics. We have been subsiding off of a power of Nihilisitcs that allows
us to feed from the souls of the dead. It is an amazing experience. It seems to fill a void that has been inside me since we
entered the land of the dead. It is better than vitæ.
November 4, 1482
After nearly a year in the city that the Nagaraja called Enoch, we bid them adieu and returned to the Skinlands. Domos was
there waiting for us and bid us a kind smile, though I suspected it to be a hollow one. Something is wrong with him. His
constant musings are making me suspicious. It's hard to trust anyone anymore, even Lilandra..
December 2, 1482
Today I confronted and interrogated Lilandra using the powers she taught me. Oh god, She lied to me, She lied. Domos was
her puppet. She never loved me. It was all lies. In rage I attacked her and drank from her until she was dead. I am so scared,
so I'm running, running to where no one will find me, with friends. Should anyone ever find this, I'm sorry. God I am.

Chapter Two: History (The Straight Stuff)

The History of the Delicti


After sifting through the ravings of Delec in his diary, coupled with known facts, this tenative history has been written. Some of
this is fact, while the other parts are educated guesses. None of this is totally known fact; all of this could be actually false. Make
no convictions or take any of this to be really true. We at the library are responsible for no stakings of any Delicti using
information from this book. A warning to readers: This book was outlawed by a conclave of the Camarilla. Reading the forbidden
information within could be harmful to your health.
The Delicti were originally a Cabal of Hollow Ones in the late fifteenth century. They were taken notice of by the Ventrue clan and
trying to mimic the Tremere, sent one of their Methuselahs to Embrace the cabal. This Methuselah, Lilandra, charmed the most
social of them, Domos, and sent him to bring Delec to her. Using presence, she made him love her and then Embraced him,
Domos and Shoat. They in turned Embraced the rest of the Cabal. They were taught by the Ventrue and they worked on their
own discipline, dealing with the dead. They named it Requiem, after the songs Delec loved so to sing. Unknown mostly to Delec
and Shoat, Domos had been dabbling with infernal powers to gain strength. When they took the trip into the Shadowlands,
Domos "wandered off" into the Labyrinth for a meeting with one of the Malfeans. That sealed the deal and he fell into the depths
of servitude to Oblivion. The majority of the cabal went with Delec and stumbled across a Nagaraja ritual. While Domos and his
followers were within the Labyrinth the Nagaraja taught the Delicti and shared in a blood bond with them, giving them Nihilistics.
Subsiding on corpus (through the use of Nihilistics) they soon became addicted to the substance. After a year, they left the
Shadowlands and went "home".
Suspicious from things Domos hinted at, he interrogated Lilandra (using Presence) and finally knew the truth. In a frenzy, he
diablerized Lilandra, made his final entry into the diary and disappeared from the face of this Earth. Speculations have been
made of who the "friends" are, as mentioned in his final diary entry. None of these have been proven, for none have found him.
After what Domos called a betrayal by Delec, he attacked Shoat, who fended him off, and in desperation, Domos used his
damned gifts granted by the forces infernal. He beat Shoat into torpor, inciting the collective followers of Shoat and Delec to
attack Domos. He fled, taking his followers with him. The Delicti (the ones who remained faithful to Shoat and Delec) tended to
Shoat's wounds and nursed him back to health. (This is thought to be the point of breaking between The Delicti and The
Potestiae, Domos' followers.) The Delicti, seeking haven from the Ventrue and now the Potestiae, found apparently safe haven
with the Tremere. In an attempt to get recognition and higher status, a Tremere Pontifax used Thaumaturgy on Shoat, warping
his body into that of a shadow. Angered at this Tremere using him, Shoat soon found out that the Tremere had foreseen the
Delicti's creation and had planned to put themselves into a position to exploit the Delicti for all they're worth and then assimilate
them. Shoat and the Delicti then attacked the Pontifax and rent his body to shreds and collectively diablerized him. They then
fled from the sight of all. Now they had three enemies in the Tremere, the Ventrue and the Potestiae; the Delicti were a wanted
clan. With the exertion of the power of the newly formed Camarilla, the Tremere and the Ventrue called a bloodhunt on the whole
of the Delicti. This forced the Delicti into their current state of hiding, masquerading as members of other clans most likely. They
have survived this long with the whole of the Camarilla after their hides for a mass staking. If they have came this far unscathed,
they must have something going for them. That is my speculation on the Delicti.
-- Thomas York, 6th Generation Lasombra

The Delicti and Chakravanti


Rumors persist that the Delicti were in fact a group of Magi before the embrace. This is true; however, the notion that they were
of the Euthanatos tradition is false. The Delicti were birthed from a cabal of orphan mages who understood little of what they
were and even less of what they were getting themselves into. The cabal, if met by the Euthanatos, would have been considered
as naïve and tainted by Jhor then as they are now. The Delicti's magics are Jhor tainted and pale comparisons to what they
would have mastered had they not given up their souls to vampiredom. Thus, the Euthanatos find the Delicti to be creatures to
ignore or kill -- end of story.
The Delicti's vision of the Euthanatos, however, is quite different. Many a tainted and near-fallen mage has been reborn under
the Delicti line's fangs, and they believe that there is no bad blood between they and their progenitor kind. They are wrong, but
their elders preach it, and their neonates believe it in desperation and guilt, only to be disproved at a later date should they work
up the courage to confront their former peers.

Chapter Three: Sanguis Vinculi (Clan Organization)


The Delicti are an adaptive clan. Being hunted by one of the most powerful kindred organizations in the world has forced them
into hiding and rarely acknowledging each other. They masquerade as other clans to keep their line alive and to inflitrate those
clans. Power through struggle.

Clan Structure
The Delicti are organized loosely, but with tight blood ties between each member. They don't normally associate with each other,
as to not arise suspicion, but when one of the members is in trouble the others will assemble to help him. However, there are
presiding leaders of the clan. Shoat acts as the clan leader, until, he says, "Delec is ready to come back." Below him is the
council of thirteen, which formed the original Delicti cabal, residing in Rome. The Delicti have strongholds in various cities, such
as Seattle, under the noses of the Sabbat and the Infernalists, San Fransisco, Boulder, Portland, New Orleans, Des Moines and
slowly establishing strength in Las Vegas.

Gaining Power
There are two ways to gain power in the Delicti clan: loyalty and staying alive. That is all.

Gathering Days
The Delicti prize their havens and meeting places in morgues, tombs and funeral homes. All the Delicti in one city gather
regularly once per month on the seventeenth of every month at a Consilium where they report occurrences and go over the
happenings of the city. The Whole clan gathers every seventeen years, on the seventeenth of December in Rome.

Power Rumors
The Camarilla propaganda says that the Delicti are of the Sabbat. This is however, a lie, but most of kindred society isn't the
wiser. Another rumor is that the Tremere in fact control the Delicti and that they sired them.

Character Ideas
A foolish Delicti makes it his unlife's work to bring his "dark brothers" (The Potestiae) back to the true clan.
A character dedicates himself to the study of the clan history and Delec's diary in order to find Delec himself and bring him back.
A character devotes himself to the study of death and the mapping of the Shadowlands, taking the ideals of the Cappadocians
to the next level.

Chapter Four: Disclosure (The Bare Essentials)


So far, I have told you the Delicti's history, their organization. In this chapter we will cover that which in most clans is openly
known (what was in the clans section of V:TM 2nd edition): their nickname, their appearance, the popular havens, who is chosen
for the Embrace, the clan disciplines and their vitæ weakness. Along with their clan native discipline, Requiem. Read on.

Nickname
Soul Suckers

Appearance
The Delicti tend to try not to stand out and thus adopt the dress of their surroundings. To them, clothes just serve as costumes,
props to better get their masquerade across.

Haven
Anywhere. Literally, anywhere that suits their current persona.

Background
Those chosen for the Embrace have always been observed for periods of time and have been "tested," as one flawed member
could give them all up to the sun.

Character Creation
Concepts vary widely. Mental Attributes are commonly primary, as are Knowledge Abilities. Contacts and Generation are
common Background Traits.

Clan Disciplines
Necromancy, Nihilistics, Requiem

Weaknesses
Delec and his followers developed a taste for corpus while in the Shadowlands, which developed into an addiction. They must
ingest ten points worth of corpus per week, or suffer terrible withdrawal that continue until they ingest more corpus. Failure to do
this halves the Delicti's Dice Pools every 24 hours until all actions use only one die. This penalty is negated by ingesting corpus.

Organization
(See Chapter Three)

Quote
"I'm sorry, I don't quite catch your drift. What you say we take a walk? It is lovely outside tonight."

Chapter Five Divulgence (The Rest of It)


I have most likely sealed my fate with the writings in this book so far with the things I have revealed, but yet, I will continue. If you
shall die for upturning one stone, why not upturn the others? I'm leaving no stone unturned, for ignorance can be fatal. I not only
am in danger from the Delicti, but also from the Ventrue, for showing their "perfect" reputation for what it really is. C'est la vie.

Abstinence from the Jyhad


The Delicti's vision of the Jyhad is that it is a foolish game played by fool kings with blind pawns. Thus, they see it as none of
their affair and abstain from involvement in it.
View on Thaumaturgy
While in the "haven" of Clan Tremere, some of the Delicti learned rudimentary Thaumaturgy, and are developing their own
unique paths.

The Traditions
The Delicti note that the Traditions are those of others and not their own, but do see some good points. They obey the First
Tradition as do most other Kindred, as with the Second Tradition. The Third Tradition is followed, as weak and foolish childer
can mean death to the clan. The Fourth Tradition is listened to out of respect for one's own childer and the Fifth Tradition is
followed out of common courtesy. The Sixth Tradition is ownly followed when dealing with those of friendly clans and in-clan; all
others are on open season. An eye for an eye.

Views on others of the World of Darkness


Werewolves: The Garou are generally ignored by the Delicti, as they have no quarrels with them. They have connections with
the ones called the Silent Striders though the extent of these ties are unknown.
Other Shifters: The other changing breeds are all but unknown to the Delicti, though they have dealt with the Corax, Nuwisha
and have rumors of gargantuan bears fighting in the Shadowlands.
Magi: The views of the Delicti on the awakened were described in Chapter one.
Changelings: The Delicti have only had brief dealings with the ones called the Sluagh.
Wraiths: The connection between the Delicti and the Restless have been described throughout this book. They have a high
respect for those of the dead, and do not view them as tools as the Giovanni do.

Views on the Wraith Guilds


Harbingers: The Delicti have made friends with the Harbingers and have gained great knowledge of the Tempest through them.
Pardoners: Their ability to combat "The Beast" within wraiths has fascinated and perplexed the Delicti.
Proctors: The Delicti have common dealings with the Proctors, generally with contracts, as the posessors of Requiem can
make the Proctor's job easier.
Oracles: As with the Pardoners, this guild's power amazes the Delicti.
Artificers: The Delicti have a mild dislike for the Artificers and their duties.
Chanteurs: A wondrous power to the Delicti, the Chanteurs and their Keening are popular among the Delicti.
Monitors: This guild is seen as the judges of the underworld, able to hold a wraith's afterlife in their hands. Not to be tampered
with.
Masquers: Useful for current events in the Shadowlands, the Masquers are business partners with the Delicti often.
Spooks: Their higher level power of being able to channel raw Oblivion puts the Delicti in fear of this Guild.
Haunters: This utterly insane Guild has the Delicti fleeing in fear, but with an odd curiosity.
Sandmen: These Dream weavers are only slightly known by the Delicti.
Puppeteers: The Puppeteers are useful for certain contracts, though watch your step when you slight one.
Usurers: This Guild is the most affiliated with the Delicti, as the Delicti have the addiction for what the Usurers can give, for a
price.

Stereotypes of the other Kindred


These are the opinions of a Delicti in my pack,
-- Francis Ryan, of the Seventh Generation.
Ventrue: Powerful and bloodthirsty bastards who hunt our every step. They will pay for their tamperings.
"Deceptive, lying childer with no sense of honor. Worse than the Sabbat."
-- Phillip Yale
Tremere: Deceitful, manipulative bastards who will die along with the Ventrue.
"Useless and un-interesting. Kill them in my spare time. Hmmph."
-- The Late Lawrence Johnson
Giovanni: Ventrue wanna-be's who defile and use the dead without any respect. Pigs.
"The Camarilla's black sheep. Ooh. I'm scared."
-- Antonio DePhillips
Nagaraja: Allies of the clan since the beginning. One of our only friends in this damnation.
(No Nagaraja was available for comment)
Samedi: From what I've seen and heard about the Samedi, I wish I hadn't.
"Boy, they are sure devoted. Got no 'pinion really."
-- Robbie Chambers

Chapter Six: Legends (Delicti of Note)

Eskandar "Delec" Farman


Eskandar was born to a farming family in rural France in the early Renaissance. He led a happy life until one day where he fell in
the field, hitting his head on a rock and he self-awakened. When he rose, he found the small house that his family dwelt in to be
in flames, his parents trapped and burned to death inside. In fear, he fled as far as he could from his place of birth and lived in
the streets of Paris. He then found other Orphans like himself (Domos and Shoat) and they developed a Cabal for other
Orphans. (Delec's history is in Chapter one and two) After he diablerized Lilandra, he fled, never to be found. The last sighting of
him was when he embraced Rolando Cartagena, in a need for company apparently. Delec is of the fifth Generation

Louis "Domos" Cartier


Louis's past is unknown to all but himself. He is the one who was initially overcome by Lilandra and who brought Delec to her. He
then eventually broke away from Delec and Shoat and started the Infernalist sect of the Delicti, the Potestiae. Nothing is known
of him at the moment. Domos is apparently of the sixth Generation.

Henri "Shoat" Beaudreaux


Henri was born to a rich family in upper Paris. The black sheep of the family, he was soft spoken, took no interest in the family
business of hat-making, seeing as the rest of his family had gone insane. He instead smothered himself in studies of his career
of choice, as a mortician. He self-awakened in his sleep, in dreams of death. Shoat is the current leader of the Delici above the
council of thirteen. Shoat is of the sixth Generation.

Rolando Cartagena
Little is known of this Spanish born Delicti. He is of the sixth generation, and thus was apparently embraced by Delec after he
had diablierized Lilandra. Delec himself taught and brought Rolando to vampiric maturity and then released him onto the world.
His last known whereabouts was as a confidant to the former Prince of New Orleans, Enrique Alonso.
DEMOS
By FllenAngeI@aol.com

Background
The Demos are a bloodline born out of demonic power and the belief in Divine Destiny. The progenitor of this line of Kindred
was a dedicated member of the Sabbat and a follower of the Path of Honorable Accord, but also mixed in many of the beliefs of
Chinese Legalism. The vampire was known as Warwic, a 7th generation Tremere antitribu. On the evening of Samhain, 1655,
Warwic was excavating the tomb of an ancient Nephandi mage when he stumbled onto an entirly unheard of ritual. As Warwic
began to read the time-worn magical text to himslf, the clouds began to gather and a storm erupted outside the crypt. Before
Warwic realized exactly what he had done, a portal to the Nether realm opened before him and a Demon stepped out before the
Terrified spellcaster. "Who are you that wishes the power of Themetalas?" asked the demon in a voice so deep that the floor
vibrated. Before the demon could repeat his statement, the Tremere remembered an ancient legend in an occult text "if one
drinks of the blood of a demon, that one would gain the fiend's power". Recalling this the vampire lept onto Themetalas and tore
at the demons throat in an attempt to eat the vile being. The pit-fiend was barely able to escape the now obsessed Tremere as
the vampire did everything in his power to prevent the demon's escape. As the being phased out of our plane of existence a
change began to overtake the mighty Warwic, his outer body structure altered into the visage of a demon. After recovering from
the change, Warwic discovered that he no longer had the powers of Dominate or Auspex at the high levels he once had, but
instead had the powers of Presence and a new power, Demonos.

Description
Members of this bloodline look more like Ventrue and act like a cross between their patron clan and the Blue-Bloods. This line
acts nothing like the Baali, a clan they are often confused with.

Organization
Demos respect their elders, as well as the power they command. They love the challenge of the poltical games of the mighty
Camarilla, but detest the brutality of the Sabbat. Once every three months they meet in a secret place in Asia Minor to talk about
the politics and games they play. They also discuss other important matters as they have discovered that all information is
useful. They have currently discussed joining the Camarilla. Many have been discovered masquerading as Ventrue or idealist
Brujah filling the leadership positions of a city.

Advantage
As the bloodline is so obscured in mystery, it has enough time to study its field of expertise, the occult. As a result the character
may begin with two free levels of any of the following abilities: Occult, Kindred lore, Lupine lore, Demon lore, Sabbat lore, or
Ritual lore. They all start with the merit Occult Library.

Disadvantage
As a result of the discipline of Demonos, the character's Aura will decay to pure black over time, as well as his blood will also
show the signs of demonic corruption (diablerie). They also display an unhealthy curiosity in all matters, so as a result the all
have the derangement of Obsession-information.

Disciplines
Thaumaturgy, Presence, Demonos

Opinions
Camarilla: These Kindred are very much our type of people as we get along well together, until our cover is blown.
"It interests me that a bloodline such as theirs would actually aspire to become part of our Organization. For this I respect
them, But why must they masquerade themselves so?"
-- Xavier St. Cloud, Ventrue Justicar
Sabbat: These children of Caine believe that it is their right to dominate the mortal world, but that is not the worst part. They
believe they are doing it for Caine's glory. Read The Book of Nod boys and girls.

"These upstarts would dare join our enemies! Why? Without us they wouldn't even exist."
-- Parenthis, Tremere antitribu Priscus
DETRIUS
By Randy D'Amore (ou812@well.sf.ca.us)
During the American revolution the clan that had the most influence over the fledgling Americans was the Brujah. The Brujah fueles the
revolts, they armed the soldiers, they aided the revolutionaries. No Brujah was more atcive in the revolution then Detrius.
Detrius was a Brujah Methuselah with a deep hated for all forms of control. He hated the British, for trying to control America. He hated
the commanders in the army, for trying to control the soldiers. He hated just about everybody.
He found many mortals in the south who felt as he did, hating everyone. He Embraced these mortals, and started his line. He lead his
followers in daring raids against both armies.
Then the revolution ended, and he had no real organized opponent to hate. So Detrius delved into the art of control, in order to find the
absolute controllers. He discovered Magi.
After finding the power that these incredible folk had, he begat even more progeny, and commanded his childer to do the same. He
then sent some to Europe, and to the far corners to the Earth.
All of Clan Detrius are violently opposed to Mages, as well as all other authority figures. The reason that mages have been selected
out of this group for the most abuse is because mages can shape reality. Clan Detrius is alarmed by this, believing all mages to have
a secret agenda to stagnate the world.
Nickname: Witch Hunters
Appearence: Most Detrius tend to be from the southern states of the USA. Louisiana, Florida, Alabama and such. Thus they tend to
be Caucasion for the most part. Although members of this clan have been found in all other parts of the world as well.
Haven: Detrius have no set havens.
Background: Detrius tend to have been anarchists, criminals, and the socially unacceptable in their mortal lives.
Character Generation: Physical and Social abilities are primary, as are talents and skills. Common bacgrounds include retainers,
allies, and generation.
Disciplines: Potence, Presence, Areal
Weakness: The Detrius all have the "Intolerance" and "Driving Goal" flaw from the Players guide. These are in relation to mages, and
the destruction thereof. They also have a weaker version of the Brujah weakness.
Organization: Who needs organization? Detrius is in charge. Everyone else is below him. The Detrius are concentrated in the
Southern US, but that's about it.
Quote: "You wanna know what reality is? Reality is a 47 year old virgin sitting around in his green pajamas drinking a brocolli-banana
shake singing that he's an Oscar Mayer weener!"
Stereotypes:
Camarilla: These guys are too lame. They want to Control every one. They can suck my dick!
*Detrius, an amusing little clan. They can be safely ignored.*
Sabbat: These guys could be cool. But they have their stupid freekin' hierarchy that's keeping them from killing the camarilla. They can
be our allies sometimes though.
*They are good Anarchs, but a bit too uncontrollable for our ranks. We can control them* -Losombra Priest
Inconnu: The who?
*A small, pointless group. We should try to contact them before they destroy themselves*
Garou: At least they don't control anything.
*Who? Who cares! (Screaming of 9th gen detrius being ripped apart) -Get of Fenris Ahroun
Magi: MAGI!!! (Sounds of gun fire and explosions)
*Damn, these guys bite. I avoid them.* -Mosaic, Cult of Ecsatcy. New Orleans chantry Deacon.
View Areal discipline.
DIDICI
By Nadine Edwards
A shadow community who dedicate their existence to study and/or research. They have no interest in politics and its Kindred
equivalent. They hide themselves in the shadow of others. In other words, scientists become undead to continue their research while
others less capable protect and front for them.
There are two levels of Didici, the true Didici (The Hidden ones) and the lesser Didici (Researchers) plus ghouls (Assistants). The
Researchers and the Assistants work to provide finances, facilities, materials and assistance for The Hidden ones. Other Kindred will
generally only come into contact with the Researchers and Assistants who are always looking for opportunities to finance future
research and looking into mortal endeavours for new developments of interest).
A new Didici will be sponsored to join the clan if she has shown that her work is of intellectual quality which has come to the notice of
current members. A Childe is given the stratus of a Hidden One when she has proven that she has a brilliant future by continuing her
achievements otherwise she will sink to the ranks of the Researchers. One time wonders are quickly demoted. Occasionally a
Researcher has again risen to the ranks of the Hidden Ones but it is not usual.
Background: Only brilliant minds are chosen to join this tight group who covet their secrecy. A Didici will sponsor a single mortal in
an endeavour which in time is judged. If the mortal's work shows a high level of brilliance then they will be accepted. There are few
members of the Hidden Ones in any one location but they remain in close contact using the latest technology.
The only time they are likely to interfere with other clans is when it threatens their work on the work of mortals who are under their
sponsorship.
Character creation: Didici have scientific concepts. Mental attributes are of primary importance along with Knowledge's (Science
and Medicine primarily) to these high brows. They make alliances with individuals, not clans, because they are anti politics.
Disciplines: Sombra, Obfuscate, Dominate
Weaknesses: Didici love the latest technology and will go to extreme lengths to obtain it. They are also very like Toreador's in that
they can become transfixed by a line of thought or research possibility to the exclusion of all else.
View the Sombra discipline.
DILAMPA
By Mazer Priest (cymmerian@hotmail.com)

Description
A former band of Caitiff united against the Baali, this small offshoot bloodline has since been cursed in their battles with the
demonic kindred. After each day¹s sleep, the Dilampa wakes with two health levels of damage, though this may be healed as
normal. Even if the damage is healed, though, it returns every night.
The advantage the once-Caitiff have gained in their trials is a slight bit a respect for their perseverance and the ability to
diablerize Baali and Followers of Set without any of the usual side effects (unease, black veins, etc.). Also, their crusades have
aided their own inner battles with Humanity, making the trait cost only its current rating to advance rather than double.

Nicknames
Martyrs or Fools

Appearance
Only six Dilampa are known to exist currently, and their thin blood makes it unlikely that they will procreate in any numbers. All are
rather like vigilantes, dressing in what could best be described as slightly alternative without being all-out alternative. Most often,
the group favors blacks, whites, greys, and blood-red crimson.

Haven
The Dilampa currently reside in Seattle, but move to where the fight is.

Background
The Dilampa were once just a band of holistic Caitiff united against the Baali. Now, after gaining some success in their war, the
Caitiff have attracted undue attention, resulting in their current curse.

Concept
Most are of the Avenger or Vigilante concept, though one or two may be Poets, Warriors, Theologians, or Scholars. Though only
six Dilampa currently exist, little is known about the personal habits of any of them.

Clan Disciplines
Celerity and Thaumaturgy
Having only two Clan Disciplines, Dilampa can purchase several others at Caitiff cost: Auspex, Fortitude, Potence, Protean, and
Quietus. A Dilampa character may begin with one of these Disciplines, though only one and only one dot.
They are also developing the discipline Enha'alinion.

Weaknesses
The Dilampa wakes every night at a minimum of Hurt. If the vampire is already Hurt or worse, no additional damage is incurred.

Organization
None, really. Just a rabble of Clanless.
DISCIPLES OF ERIS
By Sarah Trout (holychao@swbell.net). Also see the Disciples of Eris mage tradition.

Description
Clan Tremere's biggest headache started out as a faction of renegades Embraced by an Autarkis whose whole purpose in life
was to make the Tremere miserable. Little is known about Eris's early days with the Tremere, except that in life she had been a
Cult of Ecstacy Mage. When her Tremere elders realized this, as well as the unnerving fact that she retained her magickal
powers from life after her Embrace, they decided that she needed to be captured and studied. The elders wanted to know how it
was possible for a vampire to use mortal magick, since mages who receive the Embrace always lost that ability, and they
wanted Eris caught.
Which turned out to be easier said than done.
Thie first attempt of the Tremere to catch her resulted in profound embarassment as the Warlock troops sent against her danced
themselves into torpor, thanks to Eris's enchanted flute music. After this incident, she changed her name to Eris (the Greek
goddess of chaos), had a friend well-versed in Vicissitude to give her a new face, and had one of the elder Akashic Brothers of
her old chantry give her a new aura...an aura that screams "nyeh nyeh nyeh" to the Tremere.
That done, Eris set about recruiting Mage and Vampire alike to crusade against the Tremere. These early recruits were the
founding fathers of House Kallisti, Eris's network of chantries that specifically researched antimagick. Even now, Eris has no
problem finding interested parties to join her army, whether as Mages or as Vampires. Those who choose to become Vampires
no longer consider themselves Tremere.

Like all Tremere antitribu, the Erisians are marked with a sigil on their foreheads. The Erisians are marked with an iridescent
blue glyph, so that they can be distinguished from normal Tremere antitribu. Not only that, but the mark of the Erisian is visible to
everybody, not just Tremere! Supposedly, this was done by Eris herself, just to rub salt in the wounds of the Tremere. Basically,
every Erisian shouts "Here I am! Come get me!" every time she walks out in public. The Camarilla has mixed feelings about the
brand. The Ventrue and Toreador tend to frown upon showing it openly, claiming the Masquerade is endangered. Most of the
other clans don't seem to mind. Humans have been seen, on more than one occasion, declaring it "cool," thinking it's just a neat
tattoo.
The Erisians have attracted surprisingly little fire from the Camarilla despite their wars with the Tremere. In fact, the Justicars of
the Gangrel, Nosferatu, and Ventrue Clans have suggested extending full Camarilla membership to the Erisians. Of course, the
Tremere are not happy about it. Also causing concern to the Tremere is the fact that there is documented proof that Eris was
originally 9th generation, and now she exhibits powers more suited to a 6th or 7th generation Vampire. The Tremere are
blaming the disappearance of one of their Lords on her and have formally accused her of diablerie; however, the Camarilla has
dismissed this as hearsay (although, in strict confidence, one user of Auspex claims to have seen black veins in Eris's aura...).
Worse, they fear she is "working her way up the pyramid" and will not stop until she has drained the blood of Tremere himself,
and the Camarilla looks the other way all the while. After all, the elders say when the Tremere start pissing and moaning, that's
how Tremere got where he is today. Tremere elders are accusing the Camarilla of slowly pushing the Tremere out of the fold
and replacing them with the infinitely more trustworthy Erisians.

Nickname
Discordians

Affiliation
Camarilla, although a few side with the Anarchs. There are absolutely no Erisians within the Sabbat. There are, however, a few
unconfirmed rumors of at least one Erisian working closely with the True Black Hand.

Appearance
Your typical Cultist...tattoos, piercings, leather, whathaveya...all Erisians wear a patch depicting the Sacred Chao (pronounced
"cow"!), which is similar to the yin-yang except instead of a black and white dot, it has a golden apple and a pentagon.

Background
Most Erisians start out as Mages whom the Tremere have pissed off in some way, or humans who have been hurt by the same,
or Salubri sympathizers.

Character Creation
Erisians tend to have wild Natures and Demeanors. Bon Vivant, Jester, Cavalier, and such are appropriate. Mental Attributes,
and Skills are primary.

Clan Disciplines
Auspex, Thaumaturgy (Path of Discordia), Obfuscate. Erisians who were Mages in life retain any mortal magick they may have
known, but they pick up Paradox twice as fast!

Weaknesses
Instantly recognizable as Erisians to Tremere, who are ordered to capture any they find. In addition, Vampire Erisians who are
able to use magick accumulate Paradox twice as quickly as human mages.

Organization
The Erisians and House Kallisti are organized in a hierarchy that pokes fun at the Pyramid of the Tremere...neonates are called
Popes while the most powerful Erisians call themselves Clowns. They meet every Friday to eat hot dogs (all Erisians have the
Eat Food merit for some reason) and discuss the war on the Tremere. By about the 30-minute mark, the meeting usually
deteriorates into a party. After all, most Erisians used to be Cultists of Ecstacy.

Quote
(pttthhhhhbbbttt!!!) "You there! Tremere person! Come get me!" (as an ominous ball of flame forms in her hand...)

Stereotypes
Nosferatu: Not a bad bunch. But if you want anything from 'em, you better not have said anything bad about 'em, not even in
your sleep...

"Ha, ha! I love these guys. They save me a lot of work keeping those nuts at the Chantry busy and outta my hair."
--Black Zombie, leader of BlackRatz Warren
Tremere: (blows very wet raspberry)
"No comment. We would rather not think about these embarrassments to our House and Clan."
--Dementia, Regent of Azalea Chantry
Ventrue: Now here's the biggest bunch of geeks I've ever seen. They need to get up off their asses and enjoy what immortality
has to offer. And I don't mean kissing the Tremeres' butts for a century or two.

"We became grudging allies of the Tremere long ago. The Erisians seem to be loyal to the Camarilla despite the fact that
they loathe the Tremere and protect the Salubri...if they do succeed in their quest, I would welcome them as replacements for
the damned Warlocks."
--Maria, Justicar of Clan Ventrue
Gangrel: They're okay. They don't like the Tremere, we don't like the Tremere, that's about as far as it goes.
"It amuses me to no end to watch the Tremere running around chasing their tails while the Erisians throw their antimagick at
them. I say more power to them."
--Rose B.
Brujah: Once in a while you find one that actually has a clue, like they were before they got all pissed off and learned Celerity
and all that. Recruit him right there.
"I gotta go with the Gangrel on this one. I love these guys. The Tremere are so busy chasing them down they leave the rest of
us alone."
-- Guido deFazio
Malkavian: Yeah, they're scary. They're so damn scary because they're the only ones who really know the truth about what's
going on.

"They're cool. They treat us real nice and stuff, and they help us play jokes on the Tremere."
-- Mayhia/Velvet
Toreador: They do some good stuff, like helping out the kine and whathaveya, but they get on my damn nerves something
fierce.
"We're not sure what to think about these weirdos. Yes, they keep the Tremere on their toes and out of our business, but at
what cost to the Camarilla?"
-- Aethena
Assamites: We don't have much truck with these guys, except for just once in a while, just 'cause they're pissed at the Tremere
same as we are. But we kick 'em out real fast.
Setites: Eww. These dudes make our butts draw up in knots. They actually scare the hell out of us...but don't tell 'em we said
that.
"Well, speaking as a Cam Snake, I say leave them alone. Now of course you realize, one of my independent counterparts
wouldn't be so nice."
-- Queen Cobra, Archon in service to Clan Ventrue
Giovanni: What a bunch of dweebs. They've got too damn much free time if all they do is run the Mafia and talk to dead people.
Ravnos: They'd be fine if they weren't such damn kleptos...that's the last time I let one of 'em in here, I swear my guitar was right
over there!

Salubri: Now please refresh my memory...what the hell did they do to make everyone hate them!? Oh. Oh yeah. They were
nice to everyone and helped a bunch of licks find Golconda and made some crazy folks sane again and healed some hurt
people...gee, that sounds awful to me. Damn Tremere.

"We don't know why they risk so much to help us, but we definitely appreciate it!"
-- Anonymous

Character Templates

The Copperfield (AKA The Walking Paradox Backlash)


Quote: "Coincidental!? What kinda pussy do you think I am? I'm gonna fry that guy!" [As a ball of fire forms in his hand, a very
nasty-looking creature appears and drags him screaming into a Paradox Realm]
Description: Nothing clears a roomful of Mages faster than your entrance. Mortal mages and Erisians alike scatter as soon as
you whip out those foci. Maybe you hadn't been a mage for very long when you were Embraced, or maybe you managed to get
away with a lot of really wild stuff in your breathing days. That's all changed now. Even the teensiest little bits of vulgar magick
generates enough Paradox to knock you flat, but you can't help yourself.

The Gibbering Weirdo


Quote: "Bleah! Hee hee hee."
Description: You were probably one of the rare Hermetic mages that made her way into the ranks of the Erisians, or maybe you
just wanted to learn it all right now. Maybe it wasn't such a good idea to try Holy Chao out so soon, and perhaps you could have
found a better target than that 6th generation Tremere Lord. Oh well. Too late now. For what it's worth, Malkavians love you.

The Go-Between
Quote: "Can't we all just get along?"
Description: You are just sick and tired of all the bickering. Whether your brothers and sisters like it or not, you and the Tremere
are of the same blood. Not that you approve of what the Tremere do; not that you don't enjoy conjuring a roomful of Styrofoam
packing peanuts in the Tremere chantry's main hall; you just think if the two bloodlines could set their differences aside
everything would be fine. Naturally, you are looked upon with suspicion by both groups.

The Informer
Quote: "Where're you building the new Chantry? And who's living there? No, of course it's a secret...you can trust me."
Description: You are either a real Erisian that's getting paid something fierce by the Tremere or a Tremere that's Dominated to
believe she's an Erisian (and pre-programmed to call in every so often). However, you know deep down that what you're doing is
wrong and it could get your ass killed by both sides if you make one wrong move. Although you may seem cheerful on the
outside, anyone with a decent grip on Auspex will sense that there's something not quite right about you.

The Avenging Fanatic


Quote: "Hail Eris! All hail Discordia! Death to Tremere!"
Description: This character can also be used by an Assamite working for the Erisians, incidentally. Plain and simple--you hate
the Tremere. You hate everything they stand for. So logically, if you hate the Tremere and Eris hates the Tremere, Eris is Numero
Uno in your life. You would gladly suffer Final Death or worse if you managed to send a few Warlocks to meet Allah at the same
time.

The Former Cultist


Quote: "...'eere."
Description: The bulk of the Disciples of Eris fall into this category. You remember why you liked the Cult of Ecstacy so much,
and being a vampire has only made it better. And there's no high quite like the one you get from human blood laced with
psilocybin...
DOPPELGANGER (version 1)
By Andrew Cram (c9104579@student.anu.edu.au)
Nickname: Shifters
Parent Clan: Serpents of the Light
Organization: Independent
Status: Lesser Bloodline
About 5 years ago a small group of Serpents of the Light decided to attempt to improve there mastery of forms. To this end they set
about learning as much as they could from the Gangrel and Tzimisce of the Sabbat.
Having learned all they could, the newly renamed Doppelgangers fled the Sabbat, quickly fading into the woodwork of kindred society.
The Sabbat has declared a bloodhunt on all members of this bloodline but they have yet to catch any.
Appearance: Any, Doppelgangers frequently use Vicissitude to alter their features often appearing incredibly attractive one night, and
totally bestial the next. All Doppelgangers feel more at home in beast form than in human form.
Haven: They frequently sleep in the earth, often contained in a cocoon. Because of there hunted status they are frequently on the
move.
Background: Any. Most have some connection to animals whether as trainers, zooligists, or even pet store owners.
Character creation: Doppelgangers are equally from highly educated backgrounds, and indigenous cultures. Attributes vary but
almost all have skills primary. There are no standard backgrounds.
Clan disciplines: Protean, Serpentis, Vicissitude
Weaknesses: As well as being constantly hunted, the Doppelgangers share the same weakness as the Setites, namely they take
double damage from sunlight. All difficulties are at +1 when they are within bright light.
Preferred paths: almost all have managed to regain their Humanity since they left the Sabbat.
Gaining bloodline prestige: There are three ways to claim clan prestige. By thwarting attacks by Sabbat or Setites, by gaining new
non-human forms, and by befrending the shapeshifters (Garou etc.)
Quote: "Hiss, Woof, Meow, Moo."

Stereotypes
Sabbat: "We want nothing to do with them, they would use us as mere cannon fodder"
Camarilla: "They dislike us because of our ancestry. However they do not oppose us, which is good"
Serpents of the Light: "Our former clan is trustworthy, it is not they who try to destroy us. We still have members amongst them."
Followers of Set: "Too evil for words - these beasts take many forms but they are all evil. They also wish us dead because of our
heritage"
Children of Osiris : "They would have been our brothers had they survived"
DOPPELGANGER (version 2)
By Killjoy LePal
The Setites, being royally ticked off at the previous attempt, went on by themselves to create the perfect subvert. They succeeded, and
in 1899, out popped the Doppelgangers, ready for action. The Doppelgangers are the masters of subversion, and can even look like
a Nosferatu, act like a Malkavian, think like a Toreador, etc. They are rarely seen, and when they are rumored, all of the area goes on
full alert, killing several innocents before the guilty is found. (Not that the guilty is always found.)
The Doppelgangers are the diamond under the Apophisite star in the black crown of the Setites.
Nickname: Shift-Serpents
Appearance: Naturally, they appear hideous, but can, by the use of their discipline, have an average Appearance.
Haven: By the Clan they are mimicking.
Background: Only the most hideous of mind get the profanity of body of being a Setite Doppelganger.
Character Creation: Any Concept, Nature, and Demeanor, so long as it's capable of being evil (Caregiver?). Mental Traits would be
Primary, as would be Skills. Any Backgrounds would do, but many would "specialize", taking on the Backgrounds of the Bloodline they
would Subvert the most.
Clan Disciplines: Celerity, Doppelgang, Obfuscate
Weakness: In natural form, they have a zero Appearance from their serpentine features (Monstrosity seems to be the mark of the
Setites).
Quote: As appropriate from the clan being subverted.

Stereotypes
The Setites: On a scale of one to ten, these shmucks are a big fat three to subvert.
Wonderful pets. I like them. -Nephratiti, Setite Elder, recently reappeared
The Camarilla: A two.
Have guarded by our animal cousins all entries to the park, bar all entries, and kill anyone who comes near. The Doppelgangers are
near. We shall be dead soon if we don't do this. -Cristin, Gangrel Archon, now a much less militaristic soul.
The Sabbat: Woah. These guys are a five.
Kill all signs of them, and crush them at the slightest hint. -Joel, Ventrue antitribu Ancillae
The Inconnu: I would say an eight.
NO! NO! The Doppelgangers are trying to ESCAPE THE CLUTCHES OF THE SETITES! They must be liberated. -Supposedly said
by Malkav himself
The Tzimisce: DAMN! I wish we could just eliminate these folks. View Doppelgang discipline.
DRACONIAN
By Drew A. Sundeen (drewsundeen@usa.net)

Prelude
"Dammit, O'Toole! We've been out here all night and not seen a damn thing! I say we go home and get some fuckin' sleep!" Two
garou were stalking through the woods at night. One of them, a great grey brute with his hide tattooed with nordic runes all over
him, was yelling at a smaller brown werewolf.
"Damn Get are all alike. Whats the matter? Gettin' a wee bit chilled?"

"Hey, fuck you. I've been in colder...what the fuck was that?!?!" The two werewolves scanned the forest around them, looking for
anything out of the ordinary.
"Keep yer guard up, laddie," said the Fianna, " I got a feelin' we're not alone."
"Indeed. We've been watching you ever since you entered our domain." The two spun about, startled by the voice behind them.
Before them stood a huge scaled beast, at least three feet taller than any garou, with claws the size of the klaive the Get of
Fenris held, and had an enormous pair of wings, nearly blotting out the sky. "If you wanted to find us, you just had to ask."
"Us?" the Fenrir asked, "all I see is one soon-to-be-dead lizard."
"Well," the great beast sighed, "at least you got the dead part right. As for the one, well, just look around you." As the two
werewolves looked around, they saw figures coming out of the trees, swooping down from the air, and coming out of the ground.
"It seems we're surrounded, laddie." said the Fianna. "Oh well. At least it'll be a good fight."
The great beast looked down and sighed again. "Must it always be that way with you folk? We work for the same purpose. We
should be allies."
"Allies with you Wyrm-spawn? Never!" the Fenrir howled.
The dragon's eyes lit with rage, and with a great roar, he knocked the werewolf down and pinned to the ground. The Fianna lept
to help his comrade, but was held back by the dragon's allies. The dragon moved his face right next to the Fenrir's face and
spoke in a quiet growl. "I will allow you and your friend to leave, but if you ever return, I will show you no such mercy. Tell your kind
that the Draconians guard this place, and no one, not you, not the Wyrm, not Caine himself can make us leave. Now go!" The
two garou looked at each other, looked back at the beast, and got the hell out of there. The dragon shifted back to his human
form and walked with the other back into the woods.

Description
The history of the Draconians is shouded in mystery. Some of them claim that Caine, after he was cast out from Eden, came
accross a dying dragon and Embraced it, giving birth to the bloodline. The Inconnu argue against this, saying that no Draconian
was ever seen befor the Roman era, and that none below fifth generation has ever been heard of. The progenitor of the
Draconians, they say, was simply a Caitiff with an obsession for dragons and magic(k). Despite the rumors and what the
Inconnu say, only the Draconian Elders know the truth. The father on the bloodline is an ancient Kindred named Dracos. He was
Embraced in year 16 B.C. by an unknown Antedeluvian, and left to fend for himself. Dracos, now a Caitiff, wandered the country
side, staying clear of the cities where other vampires made their homes. One night, he heard a battle not far from where he was.
Curious, Dracos crept through the trees to the place of the battle. To his surprise, he saw a group of Cainites battling a dragon!
The dragon let loose a gout of flame, consuming two of the Kindred, but it was not enough. One of the vampires sunk a spear
into its side, and it was quickly loosing strength. Dracos, enraged at this injustice, lost control and attacked the other Kindred in
a savage frenzy. When he regained control of himself, he looked around and saw that all the Kindred who were not killed had run
away. Dracos looked over at the dragon, and saw that regardless of his valliant efforts, it was dying. Dracos could not think of
anything to do to save it. Then he glanced down at his blood-covered hands and knew what to do. He walked over to the dragon
and poured his blood into its mouth, ghouling it. It took many weeks, but the dragon eventually healed. The dragon, who's name
was Aladonis, taught Dracos about magic, nature, and the secrets of the dragons. With Aladonis' help, Dracos created a new
discipline, Draconis.
Dracos and Aladonis traveled to Persia, Aladonis' homeland, as Aladonis wished to show his friend to his family. To Aladonis'
horror, he found that in his absence, a new bloodline, the Manticores, had taken root in his old home. The Manticores gained the
power of those they ate, and the dragons in the region had great power. Dracos and Aladonis arrived just in time to see
Aladonis' parents being devoured by a pack of Manticores. The two of them fought the Manticores for years, before finally both
groups where driven out of the region by the Assamites.
Hundreds of years later, when Dracos and Aladonis had traveled the world over, and Dracos had Embraced many Childer, he
began to grow tired of the world. He had seen most of the world's mysteries, and had great stores of knowledge. He resolved to
travel the Umbra, and to discover its secrets and mysteries. His eldest childe, Silvanus, an Embraced Phuri Dae Gypsy, had
long been Dracos' advisor because of his powerful insight. Dracos left Silvanus as the high king of the Draconians, and left to
the Umbra.
Neither Dracos nor Aladonis have been seen for centuries, and some wonder whether they still exist. Most of the world has
forgotten about them, but the Draconians have not. They keep their founders' story alive and know that one day, Dracos and
Aladonis will return and lead them into a new, better world.

Nicknames
Dragons, Wyrms (this is considered a grave insult)

Backgrounds
Most were enviromentalists or people concerned with nature. Also many nature-worshipping pagans are Embraced (none of this
practicing witchcraft in a studio apartment in New York bullshit).

Character Creation
Mental Attributes are most always primary, with Physical as secondary. Knowledges or Skills are usually primary. Natures are
often Traditionalist, Architect, and in some instances, Loner. Demeanor varies from dragon to dragon.

Disciplines
Draconis (version 2), Elementalism, and Thaumaturgy (Naturae's Touch)

Weakness
The Draconians have three weaknesses:
1. Unnerving presence: +3 Difficulty on all Social rolls trying to deal positively with a target (i.e. Darren, a newly Embraced
Draconian, is trying to seduce a women into telling him where the location of his rival's haven. Darren would roll
Manipulation + Seduction, because she has a bit to drink, the difficulty would be 5. Then Darren's Weakness comes into
play, making the difficulty 8. Keep working on the beer-goggles, Darren.)
2. After the Draconian achieves level four Draconis, his Appearence drops two points, as his eyes turn yellow permanently,
and scales emerge on various parts of his body.
3. Clan Enmity:Manticores

Organization
A small group, called a clan (not to be confused with the vampiric clans), protects an area of unspoiled wilderness. They are
organized around a king, who is the eldest and lowest generation of the group, and often its sire. All Draconians meet twice a
century in a secluded location (transmitted via Dragonsong, level three Draconis), where childer are put through a rite of
passage, and, if need be, new kings are chosen. After the formalities are done with, they engage in various pastimes, such as
storytelling, fighting, and long diccussions about nature and magic.

Quote
We have lived long in they wild places of the world, and we will not willing give them up.

Stereotypes
Assamites: They hate the Manticores as much as we do, but still they drove us away. We have no further dealings with them.
"If some fool wants to take out a contract on one of the dragons, unless he has a damn good reason, just say no"
Brujah: These rash little creatures rarely leave their cities. Bring them out to the woods, and we'll show them just how bad they
are.
"Dragons? You mean like from the books? You gotta' be shittin' me!"
Gangrel: We have much respect for these Kindred, as they have been companions in our travels. Still, they fear the anger that
we show toward the other clans.

"Beware of the woods and the meadows and the wild places, my prince. You would not like to anger what is out there."
Giovanni: We have little dealing with the Necromancers, although their power over the dead is something to be reckoned with.
"Ah yes. We have been have been watching them for some time. Perhaps we can come to an arrangement when the Eternal
Night comes."
Lasombra: These dark manipulators deserve nothing more than a quick death.
"Just another pawn that we have yet to bend to our will."
Malkavian: Madmen or Prophets? We must watch these ones carefully, for they may have the salvation or destruction of us all.
"Dragons? Of course I know about dragons! Do you think I'm as stupid as you look? I know all about the dragons! They live in
my pants!"
Nosferatu: The sewer rats have much knowledge and that is worth respect. Too bad they won't leave their holes.
"Yeah, I heard of them. Live out in the woods or something like that."
Ravnos: They are fun to have around. Besides, High King Silvanus is related to some of them. Keep away from the valubles,
though.

"These guys have some of the coolest shit you have ever seen! If you get caught, claim your Phuri Dae and throw some
gypsy words around, and they even throw a party for you. Otherwise, you might as well go to a Tzimisce and ask him to
change your face for you."
Setites: The snakes must be destroyed! They seek to corrupt all that is pure, defile all that is holy. If you ever come across one,
don't speak to it, don't look into its eyes, don't even think about it; just kill it.

"Where!?!?"
Toreador: Some of them respect the beauty of what lies outside of the city, but few will aid us.
"Yes I saw one once. She was a beautiful thing. Her scales reflected the moon light back like red pools water . . .(on and on
and on for about two hours)"
Tremere: These fools seek to control that which cannot be controlled, rule that which will not be ruled. Magic is not the science
they make out of it. Magic is an art form.

"They think they know power, with their weak grasp of thaumaturgy. We will show them power when we crush them with all
others who oppose us."
Tzimisce: I hesitate to call these things Kindred. They are corruption incarnate and must not be allowed to continue on their
twisted path.

"Oh, I envy the one who made them. None but us could have given them such a horrid visage. Unfortunately, they do not act
as we would have hoped."
Ventrue: Not as bad as some of the others, but their incessant politicking makes my head hurt.
"You want to know if I believe in dragons? That is what you interrupted me for? Go away, I have work to do."
Manticores: Do not suffer one of these beasts to live! They must be destroyed!
"If you can get it, one of the finest meals you will ever have. If you can't, run. There are a lot more of them then there are us."
DRACULEAN
By Landon C. Darkwood (darkwood@shadow.net) (28 December 1995)

Author's Note
I am not cross-referencing this with historical fact, and so do not take responsibility for any historical inaccuracy contained
herein. In fact, this whole entry assumes that historical fact on Dracula is wrong, and that this is what really happened.

History
The Founder of the Draculean Bloodline was a woman named Ivanella Boristova, a Fourth Generation Caitiff. Not much is known
about her, except that she was a wanderer among the mountains of Bukovina, Moldavia, Silesia, and Transylvania. These were
in the days when Clanless vampires were not as persecuted against, for they were very rare, and Ivanella's separation from
Kindred at large helped her survive through the ages. She developed powers greater than any Caitiff ever created in the last
millennia. It was said that Ivanella could destroy minds with a glance and appear at will wherever she pleased. However, as is
common with all Ancients, she grew lonely. In the year 1300 AD she created a Progeny, whose original identity is unknown even
to this day.
Ivanella's Childe was less than pleased with the form Fate had given her. But, she was not without intelligence, and she waited,
eagerly accepting all that Ivanella had to teach her. To Ivanella's surprise, her Childe had managed to develop powers that even
she herself had not been able to master. In the year 1427 AD, the Childe rose up and slew Ivanella Boristova and left to seek her
own destiny. She took the name Elizabetha, and limited her wanderings to the Carpathian mountain range. She created many
Progeny during this time, most of whom she abandoned, because she felt that they held her back. Her Progeny scattered
throughout Eastern Europe; many of them were destroyed by hunters.
In 1457 AD, Elizabetha met and married a king, a knight of the Order of the Dragon, named Vlad Tepes. She lived happily with
him, and he did not suspect her true nature. When the Turks invaded Transylvania in 1462, Dracula returned victorious from the
battlefield, but mortally wounded. When Elizabetha saw him in this condition, about to die, she Embraced him. Unlike her
previous efforts at raising Children, she stayed with Vlad, now known as Dracula, teaching him what she knew. However, their
relations were doomed to sink into oblivion, as Dracula became too ambitious for Elizabetha's rather reserved mannerisms.
They clashed mentally several times, finally coming to blows in 1687 AD. Again, the power of youth emerged victorious, and
Dracula went into hiding, by this time the object of fear among the local peasantry. During this time, he met and established
relations among other Kindred, and learned of the Masquerade and Camarillian society as a whole. Immediately he set to work
making himself into a legendary figure, and by the early 19th Century he was regarded as no more than a figure of myth.
However, there were those who still believed. In 1878, he moved to London, England, after superstition grew too strong in the
region he was in, where he was beset by a German professor and vampire hunter named Abraham Van Helsing. The wiles of
Professor Van Helsing proved successful, and Dracula was sent into torpor. He awoke ten years later, and was successful in
publishing a fictionalized account of the incident, keeping only Van Helsing's name, who had since then died, under the identity
of Bram Stoker, who had written some minor works, and was the actor-manager of London's Lyceum Theatre. Stoker won
massive acclaim for the work, and Dracula was once again in the realm of fiction.
He turned to reestablishing his place in Kindred politics, creating many new Progeny and eventually starting a bloodline.
However, he found the internal bickering of the Camarilla to be pointless, and in disgust decided to take over the useless sect.
He was offered a better alternative by a few Elders within the Inconnu. Joining them, he stayed away from the Jyhad,
manipulating things and events from afar, finding it much more satisfying than direct participation. By the 1930's, Dracula was
one of the leaders of the sect, not necessarily because of power, but because of charisma and experience.
As for the bloodline, many Draculean vampires are believed to be Caitiff, but there are a great number of them who have
managed to group together and call themselves a clan. They search in great numbers for their founder, who is mysteriously
never available.

Nickname
None, the Dragons

Appearance
Draculean vampires can have any appearance or heritage, but most of the Elders are of Eastern European descent.
Haven
Most elder Draculeans cater to old, abandoned castles and other such keeps as havens. Likewise, some younger Draculeans
have adopted the practice to emulate the ways of their founder, Dracula.

Background
The disorganized Draculeans are about as picky as Caitiff when choosing Progeny -- not at all. The organized and the Elders
usually choose only the very scholarly, those who have taken up the study of vampiric folklore as a profession, but some Elders
have come simply from European royal families. Love is also a common motivation for the Embrace. It may be interesting to
note that Draculeans will usually seek to ease the transformation into undeath, so that most of the mortal's original personality
and mannerisms are retained.

Character Creation
As noted above, most Draculeans were scholars or professors in life, although some might be of royal blood. Those Embraced
by rogue Draculeans can be of any concept. Natures are usually based on power (Autocrat, Competitor, Director), or secrecy
(Loner, Autist) but Demeanors can vary widely. Mental Attributes are usually primary, as are Knowledge Abilities. Common
Backgrounds include Mentor (Draculeans usually never lose touch with their sires) and Resources (most were rich in mortal life).

Clan Disciplines
Celerity, Protean, Telens

Weaknesses
All Draculeans are very possessive. Upon seeing something that she might want, or something exceptional in some way, the
Draculean must score three successes on a straight Willpower roll (Difficulty 7) to avoid immediately going after the object of her
desire. This weakness goes so far as to extend to people, which could explain why Draculeans so easily fall in love with mortals.
If any situation where the Draculean might frenzy involves one of her possessions (again including lovers and friends), the
difficulty goes up by two.

Organization
Most Western Draculeans aren't organized at all. The European Draculeans, and the organized Western ones, are at best
banded into small groups, no bigger than the city level, dedicated to honoring their founder and trying to find him. None so far
has succeeded. Note that there are no known Draculeans above Seventh Generation.

Gaining Clan Prestige


Clan Prestige is practically non-existent within this clan, although it is possible to gain fame among the different groups if one is
able to find previously undiscovered evidence of Dracula's presence, or have managed to somehow contact him.

Quote
Organized: "We are the sons and daughters of the greatest vampire of all time. What's that you say? Of course he exists! Prove
it? Yes, I can! Come here...come here, I'll show you!"

Disorganized: "Get away from my car, asshole!" (click of a gun being cocked)

Stereotypes
Camarilla: They don't respect us because they deny our heritage. What they don't realize is that our founder kept not only a
Masquerade to the mortals, but managed to hide from them as well.

A bloodline founded by Dracula? Preposterous, Dracula is a character in a bad novel. Would you like another drink?
-- Menelaus XX, Ventrue Elder
The Sabbat: Disgusting creatures. They are a great danger to all the Kindred. If only our founder would rise and destroy their
kind...

A bloodline founded by Dracula? You're smoking something. Come, let me show you the truth behind the folklore...
-- Anonymous Lasombra priest
The Inconnu: We are convinced that they acknowledge our existence. If not, why would they monitor us so?
Amusing, aren't they? Amazing how life's little quirks can cause such grand entertainment.
-- Vlad Dracula, Sixth Generation Draculean

View the Telens discipline.


DRACULIA
By Wilhelm the Slayer (uberjedixx@aol.com)

Description
The Kindred of "Clan" Draculia are direct descendants of Count Dracula himself. Even though Vlad Tepes Dracula is/was of
Clan Tzimisce, these Vampires are not. This Bloodline is currently being overlooked by the Camarilla. However, the Cainites of
the Bloodline Draculia are not concerned with such matters.

Weakness
Nobility. The vampire is completely in love with himself and his lineage. If his heritage or lineage is insulted, the player must
make a Frenzy roll (difficulty 8).

Disciplines
Dominate, Obfuscate, Protean
By David Kircher (kircher@wolfe.net)

General Description
A form a vampire that has had the changeling part of himself/herself unleashed.

Full Description
This type of kindred/kith is not like the champire; it does not mimic vampires, it is a vampire. This clan has two main abilities:
1. They have dragon wings that they must keep out until they spend 2 glamour to absorb them. Then they cannot be regrown
unless the kindred/kith spends an amount of blood points equal to his stamina divided by 2 rounded up. These wings may
be used to fly, but are subject to banality. They can still fly in public; it's just that the difficulty increases by a significant
amount (max 10).
2. They have a sort of gargoyle (not the kith clan, but real life gargoyles) feature; they can start to turn their skin to stone at will;
this feature has advantages and disadvantages; For one thing the kindred/kith can either have 2 points of stamina or 1
level of fortitude per level, but for each level he also loses one dexterity point, which can make it very hard to move at 0, like
say, an inch every half hour. To use this ability, the kindred/kith must spend one blood point per level, and may remove
these levels at will for no blood cost (all advantages and disadvantages lost); as an added effect, the kindred/kith will not
be hurt by sunlight, but, instead will turn to pure stone for the day. When night falls again the kindred/kith will return to
normal, while in this daylight stone state the vampire would be exactly like stone, nonmoving, nonthinking, no-nothing
except waiting.
One becomes a dragon in three ways: creating one from character creation, being normal or changeling and being Embraced
by a member of the dragon clan, and very rarely, one may become a dragon if a vampire finds the leader of the dragon clan and
somehow get her to use her powerful (and exhausting) changeling magic to unlock the fae part in the vampire.

Miscellaneous Comments
1. These "dragons" do not breath fire nor do they do not have scales, and they do not have a tail, except when in a frenzy. In a
frenzy, a totally random effect will happen that is up to the storyteller; the player has no control over this, the effects may include
minor transfromations, e.g. a stubby tail, a snake like tongue, larger ears, claws, and always an added bonus of 1 to strength
and stamina.
2. These kindred/kith have no choice about walking in sunlight like vampires with fortitude. If one ray hits them; they will instantly be
in the stone state described above. They are still afraid of fire, but no longer have to fear a rotschreck, and fire only does regular
wounds. They are still very afraid of fire, but rather than an insanity, it's merely a phobia.
3. These kindred/kith are disliked by almost all of vampire society, but as long as they stay in hiding, no-one will really care. It is
totally legal in the masquerade to diablerize a "dragon," in addidtion to this, in changeling society they are shunned but not as
badly. The Seelie hate them, but the Unseelie will just usually never give them the benefit of the doubt.
4. A major advantage of this clan is that the kindred/kith can now have changeling powers and vampire disciplines, but the only
clan discipline for the dragon clan is fortitude.
5. if a player makes a "dragon" from character creation, like all normal characters, he must choose a clan. Vampires would choose
vampire clans and fae would choose changeling clans, but a player making a dragon must choose 1 changeling clan and 1
vampire clan and take the natural disadvantages and advantages from both. For example, if a player chose the redcap kith and
the malkavian clan, he would have any disadvantages a redcap would have, and the derangement from being malkavian, but
since all redcaps can eat anything they can fit their mouths around, it would be considered something that the newly created
character could keep as an advantage, but he would not keep the clan disciplines/arts. He may of course keep any
disciplines/arts he chooses during his creation and in the case of an already created character turning to a "dragon" he would
keep all arts already learned.
6. This kith/kindred has a mixture of the outlooks of the clans he chooses except that they generally look down upon champires as
kindred wannabes.
DRAGOSANI
By b9583875@wlv.ac.uk

Description
If you consider Ventrue old-fashioned and tradition-bound, you should take a look at the Dragosanis. The clan was founded on
23rd December 1119, on exactly the same date on which Templars Knights were officially founded (there are documents that
Templars Knights were acting long before that date, e.g. they received a castle in Portugal) by vampires who were supporters of
Order of Templar Knights or vampires who were Templar Knights themselves. In fact, after the destruction of the Templars in
France, by Phillipe the Beautiful, many Templars were Embraced. That was because Dragosani knew that the Templar were
accused unjustly and only because of Phillipe's empty treasury. Besides, Dragosani were helping Templars for a long time, even
before the official creation of this Order. They refer to themselves as to Brothers, and in fact act as Covenant, but concerned
mostly with themselves than with the outside world.
They do not care about Camarilla or Sabbat, as long as they are left to themselves. They keep Inconnu in very high esteem,
because of the fact that Inconnu are similar to them. They too are just a small sect that wants to teach others, rather than force
them into any kind of power clashes.
Their traditions date back to medieval times. If asked politely for shelter, by a man or Kindred, they will not refuse without
obvious proof that she is a dishonourable person (e.g. Assamites who were their deadly enemies during The Crusades, or
Setites who are anything but honourable). Otherwise, they will accept her as a guest. Even if the Inquisition or Antediluvians
come after their guest, they will not allow harm to come to her as long as she is a guest under their roof. They will even fight to
keep a guest safe. That's their tradition of Hospitality.
They are very proud of their knightly heritage. There are rumours that Dragosanis are Keepers of the Holy Grail, and that they are
possess a Secret of Crimson Silver... But none was able to confirm or discard them.

Nickname
Cans

Appearance
They still dress in the manner of 11th and 12th century nobility -- mostly silk and leather, quite often at least partial armour. There
is no place for women in this clan. They always carry swords with them.

Haven
They take over inhabitant castles. Many of them are living in Scotland.

Background
They tend to choose people engaged in medieval activities (e. g. members of Association of Creative Anachronism or Knights'
Brotherhoods), but only if candidate shows a very strong code of honour. This code of honour is more important then any other
factor about candidate.

Character Creation
Medieval Aristocratic concepts rule. Physical Attributes are primary ones (man means only as much as his actions at the
tournaments and in battle). Social Attrib utes are secondary. Background Traits often includes Resources, to justify ownership
over a castle.

Clan Disciplines
Altar, Auspex, Potence.
Weaknesses
They are tied to their Dominions and earth of their Dominions. When they are apart from their Dominions they lose all Altar
powers (except Hearth of Earth) and they lose 1 point from their Attributes every day without contact with soil of their Dominion.
They can prevent this by spending days in soil taken from their Dominion (like in Dracula). But this will only slow process to one
point per month.

Organisation
There is no any distinctive structure of this clan. Their meetings are always connected with tournaments, with an emphasise on
tournament rather than meeting. However they shouldn't be underestimated. After all they are a clan of knights.

View the Alter discipline.


DRAKKEN
By Brian Heinz (twlghtman@aol.com)

Description
"We know the secret. The Camarilla, the Sabbat, the Inconnu: they're all jokes. The Jyhad doesn't matter and Gehenna is
only a stone's throw away. We know what only the Lupines know and who would heed their words? We are the chosen, we will
usher in the Apocalypse and when the Wyrm swallows Gaia whole, we shall be the gods of hell!"
-- Ibn Rashad, 11th generation Drakken

"We shall all come to love Big Brother."


-- 1984, George Orwell
The Garou have fought a battle against the Wyrm for Millennia. During this time the Wyrm has found effective agents in the guise
of the Black Spiral Dancers, Banes, Fomori and corrupt organizations such as Pentex, all intent on the destruction of Earth, or
Gaia, to the garou. By their very nature, vampires are agents of the Wyrm. Beings of everlasting life who have removed
themselves from the natural cycle of existence, but some garou have begrudgingly admitted that just because a vampire is of the
Wyrm, he is not for the Wyrm -- until now.
Within the last two centuries, the princes have heard disturbing news of a new bloodline sprouting from the Followers of Set. The
members of the bloodline appear to have been involved in several skirmishes with the lupines, each time wiping out raging war
parties of the wolves while maintaining their own numbers. Now the princes and Primogen wonder, how long before these
powerful kindred turn their eyes on them?
If asked, the average neonate might know that werewolves tend to go on and on about Worms or something when they're trying
to kill you! In truth, few scholars have devoted the time or effort to try and learn more about the lupines. The Nosferatu are one of
the few clans to realize that there are tribes of garou. The Gangrel, longtime allies of the garou, find common ground in their love
of nature. But, most vampires are too caught up in the Masquerade to worry about werewolves.
This changed for the Setites when they captured a Silent Strider Galliard, Luna's Daughter. Luna's Daughter had led an attack
on a Setite drug cabal in New Mexico, attracted by the powerful Wyrm auras emitted by the head of the center, a Setite ancillae,
Alexander Beale. Beale's temple was nearly destroyed and he took that anger out on Luna's Daughter, but the anger soon gave
way to curiosity as with her dying breath the Silent Strider cursed him to the Wyrm. Intrigued by the sensation of power he felt
behind that word, Alexander began to research the Wyrm in some of the oldest arcane libraries in the world. His big break came
from a Giovanni text that Alexander borrowed. He discovered that the Wyrm was a sort of abstract deity that coveted the
destruction of Gaia, or Earth, in a global devastating conflict called the Apocalypse. He found the Wyrm had lesser servants or
Banes that he could contact in the spirit world and use as a beachhead to reach the Wyrm itself.
Reaching out with dark magics, Alexander contacted the Banes that serve the Wyrm and was soon fully entrenched in its ideals.
The Apocalypse that the Wyrm wanted was keeping in tune with the Gehenna that Set was trying to bring about, and so
Alexander made a deal: The Wyrm would increase his powers, if he swore allegiance. Alexander was thus entrenched in the
Wyrm's power, and lost the Setite's extreme weakness to sunlight, and gained the new power of Betis.
The price that he paid was great, for the Wyrm's stench now corrupted every fiber of his being, making all around him uneasy
and drew the Lupines to him. The Defiler Wyrm became the champion of this line and his boon has disrupted the natural
vampire ability to Embrace. Alexander christened his new bloodline the Drakken and set out looking for new soldiers in his holy
war. To date there are only about two dozen of these foul monstrosities, but can they be stopped before their numbers grow to
legion?

Nickname
Soul-eaters

Appearance
The Drakken are a varied lot, initially, Alexander Embraced followers in Egypt and at his home temple in New Mexico. They have
since branched out and Embraced members of all nationalities. Most are middle-class, although a few have infiltrated high
society and even fewer stir up rebellion in the lower classes.

Haven
Drakken can be found in places where groups of people gather, safety in numbers for protection from the Garou. They generally
find places like hotels or shelters and then rally the people there as their own personal army, much the way the Setites create
temples with followers.

Background
The Drakken prefer to Embrace the vampire followers of their temples. Those who show the most corruption and who manage to
usurp a position of power from their superiors show the spirit needed to be a part of this bloodline. On rare occasion the Wyrm
itself will command that a vampire be Embraced.

Character Creation
Most concepts usually involve power: politicians, criminals, schemers and plotters. Mental traits are highest along with
Knowledges. A smart Drakken is a dangerous Drakken, but then again, every Drakken is a dangerous Drakken.

Disciplines
Betis, Serpentis, Dominate

Weaknesses
While the Wyrm has removed the Setite's extreme aversion to sunlight, they are forever cursed with his taint. Every Drakken has
the Setite Flaw: Taint of the Wyrm (+2 difficulty on all social rolls and are extremely susceptible to the garou gift "Scent of the
Wyrm"). In addition, the Drakken are unable to Embrace and can only create Drakken from other vampires (see Final Embrace)

Organization
The Drakken all operate their temples independent of one another. The Drakken who operates the temple is expected to do
whatever he can to further corruption and the influence of the Wyrm. The Drakken "prince" is called Son of the Wyrm and all
Drakken are expected to do whatever it is he asks of them...without question.

The Final Embrace


A unique weakness in the Drakken is that they are unable to Embrace. If a vampire kills someone and then feeds them her
blood, she only rises as a ghoul, her life restored by the Drakken's vitae. When Beale sold his soul to the Wyrm, the banes
delivered a powerful fetish onto him, a vial supposedly filled with the Wyrm's essence. Beale drank of this and was transformed
to a Drakken. When a vampire candidate wishes to become Drakken he must drink of this vial. The Wyrm-essence burns every
artery as if it were acid, but afterwards the vampire is transformed, his old clan weaknesses are replaced by the Drakken
weaknesses and he is filled with a devotion to the Wyrm.

Stereotypes
Camarilla: You've gotta be fuckin' kidding me. Vampires pretending to play at human games. Forming a "government" to
enforce "laws". Ants have a society too, but that doesn't mean you don't crush them, when they're in your way.
Sabbat: O.K., now we're talking. These jokers at least have an idea that the rules change when you become a vampire. And the
delicious stains on their souls will make them that much tastier when we turn them. The Black Spiral Dancers are served by
lesser evils called banes. So shall we be served by the Sabbat.
Anarchs: Bozos. They're only one step better than the Camarilla in that they at least reject the traditions.
Assamites: The best of killers. One who does a job without considering the consequences. They kid themselves with talks of
honor. When the time comes, we shall pit them against the Tremere. Whoever survives shall be our new guard dogs.
Brujah: We don't have to corrupt them, the Wyrm is already thriving on their discontent. All we have to do is help them focus it.
Caitiff: Don't bother me, unless you have something worthwhile to discuss. Daughters of Cacophony: Who?
Gangrel: These fucking dogs are too close to the lupines for our taste. The beast in their souls is too prone to striking out in fear
and distrust. Of all the clans, these mongrels require the most effort to sway, but once corrupted the Wyrm transforms them into
the finest of killers.
Giovanni: Older brother believes that the Gommbas are corrupting themselves. This is true, but just because one is corrupt
doesn't mean he's with the Wyrm. If that were true Washington would be ours. Efforts are needed to bring them into our camp,
and if Uncle Augie doesn't like it, he can take it up with the Wyrm.
Malkavians: Their madness is a sign that they are blessed by the Wyrm. Listen to their words, for not everything they say is
madness, and the nugget of truth you uncover, could be the keys to their soul.
Nosferatu: You want me to be concerned with a bunch of gossipy lepers. Forget about it, besides as they dig further into the
Earth, they're going to run into members of our new family.
Ravnos: Who? Oh, right the Gypsies. Didn't you hear what I said about the Caitiff?
Salubri: Leave their third eye blind and kill them.
Samedi: Heh. Heh. Heh. Who said the Cappodocians were all gone? The anger and resentment over their physical state makes
their souls even more delicious than a suicidal Nosferatu. Promise them revenge on the Giovanni and they're yours.
Setite: Ah, older brother. The only vampire clan we call equal. A dark time is coming when we must make them see that the
Wyrm and not Set is the true path to corruption and the end of the Jyhad. Pray they listen.
Toreador: (sung to "Carmen") Toreador, what good are they for? Preening little faggots, leave 'em for the maggots!
Tremere: Sometimes I wonder if the Clans are trying to make our jobs easier. No one trusts the Tremere. They live in an air of
suspicion and mistrust and when we finally offer them the hand of friendship they'll take it, not realizing the other hand holds a
dagger. On a side note, our spies report that a sub-group has devoted themselves to the Wyrm. We love it when an enemy
backs our horse.
Ventrue: The high and mighty always have that much farther to fall, but when they hit, they hit hard. They'd like to think they're
holding the Camarilla together and they can stop us before we start. Hah!! The beautiful thing about the Ventrue is they're
teetering on the edge and we'll be the ones to push them off.
Inconnu: Our most dangerous enemies. If more vampires knew Golconda were achievable it would provide a stronger reason
to resist our advances. The shear power they represent makes them a target to save until our power and numbers grow.
Lupines: If the Inconnu represent our greatest threat among the vampires, then the lupines are our greatest threat outside the
clans. The lupines have waged a battle against the Wyrm through the millennia. The good news is they're dying. The bad news is
they ain't going quietly.
Children of Gaia: These lupines are perhaps the largest threat to the Wyrm. Their overtures of peace and unity among the
werewolf tribes must be silenced, before the lupines stage a comeback off the endangered species list.
Abominations: The rarest of the rare. Vampires who are also werewolves. Shunned by both, they desperately want to belong.
No more than three exist at present and most would never turn to the Wyrm. But if they did, oh, how beautiful it would be.
Black Spiral Dancers: Our little lapdogs. These bad boys are killing machines specializing in cruel and unusual. They smell the
Wyrm on us and so they don't kill us outright, but they want to be the favorite son of the Wyrm. Sorry boys, the Prodigal has
returned and if you don't start towing the line...well, we can always have you put to sleep.
Wraiths: Listen meatball, you're not that important. One more stupid question and you're fertilizer. The only thing you need to
know about wraiths is that that's what many of our enemies end up as, capisce?
Mages: Powerful, when they want to be. Seems too often they're hampered by something called Paradox. If you can corrupt one
then use him to do a lot of damage quick, because pretty soon he'll burn out.
Changelings: Christ! That's it. (sound of gun fire)

The Art of Corruption


The dirty little secret: The Drakken are information gatherers, second only to the Nosferatu. They send their worshippers out
onto the streets, peddling drugs and collecting extortion. A unique way to pay off the Drakken's goons is to dig up information on
a person that they don't yet control. If a junkie wants a free hit, he can tell them that his mother is in debt to the Visa Credit Card
Co. When mom has nowhere to turn at bankruptcy time, all of a sudden, money is dangled in front of her. The Drakken
philosophy is to have everyone in your debt then to extract repayment. Mom has to deliver a package, then she has to shoot a
dog, building up the level of obscenities she is forced to commit to keep her secret in the dark until she's the one using drugs to
forget her pain and she is in the Drakken's court.
The convenient opportunity: A land deal comes up in front of the lawyer, highly illegal, but too tempting an opportunity to pass
up. Gathering every dime he has to sink into the land the lawyer is broke and about to be investigated when unexpected costs
prevent the development of the land. Seems a Native American group has claimed it as holy land, a group of shady private
investors offers to resolve the matter for controlling stock in the land. Desperate and broke, the lawyer agrees, no longer
controlling the land and wracked with guilt over the deaths of dozens of people, never aware their was no land, people or
murders, only the dummy DRAKKEX corporation that extorts legal favors in return for silence, all the while sending more juicy
deals his way and chipping away at his soul.
The religious epiphany: A young man tired of the gang life goes to visit his sister. Instead of the pregnant husbandless wreck
he expected, he finds a beautiful young lady expecting a child whose husband is at work right now. Explaining that she and her
spouse attended a new church that heals from within the young man is convinced that he should attend this temple. The
charismatic young reverend only holds services at night. Now he realizes that he is the most important thing, that everyone else
doesn't matter its just him and the Reverend and every time he lays his hands on his shoulders the young man can just feel and
doubts about the Reverend's special jobs just fade away.

Who's Who Among the Damned


Alexander Beale: The current "Son of the Wyrm" and the oldest and most devoted of the Drakken. Controlling the Drakken from
his temple in Louisiana, he has striven to maintain the facade of a loyal Setite, lest his former clansmen discover his new
allegiance. It was he who approached the banes and it was he who entered into the covenant with the Wyrm. Currently, the
Defiler Wyrm favors Beale and has channeled his efforts into the destruction of Gaia. Beale is one of two to use the Flesh of the
Wyrm gift, and the only one to awaken from it. He no longer appears the same to his followers, no longer concerned with the
small scale corruption, now he goes on and on about "walking the Black Spiral" and the glorious plan the Wyrm has given him. If
Beale is still lucid and has not gone mad from his time in torpor, then the world may very well bleed from the plan he has been
given.

Kah'houg (Drew MacDonald): A Gangrel antitribu who lost touch with the beauty of nature. Drew had for several centuries
served as an accomplice for the Black Spiral Dancers, informing them of vampire activity so they could indulge in murder. When
the Wyrm spoke to him it whispered of powerful gifts and a transformation. MacDonald sought out Beale and was one of the first
to undergo the "final Embrace". He was forced to assume the "Flesh of the Wyrm" in battle and has yet to arise, but his retainers
hear him mutter "Kah'houg" over and over again. In his mind, MacDonald has entered Malfeas and walked the Black Spiral and
assumed his new name. The Beast of War has shown him visions of overthrowing Beale and leading the Black Spirals in a
conflict that will envelop the globe. When he awakes, he will be a strong enemy to the other Drakken and the world.
Mary Dell: A former Nosferatu who has wholeheartedly Embraced the Wyrm. The Wyrm has restored her once beautiful face
and allowed her to once again walk among the beautiful. Mary's temple is now frequented by the Nosferatu. Many know of the
werewolves and the Wyrm, yet many more would give anything to have their faces restored and the added strength against the
Nictuku. So far this information has been restricted to Dell's suburb of Chicago.
Jean-Pierre Bayou: A French immigrant who was Embraced by the Toreador. Tired with the constant ridicule by the other
clans he joined with the Drakken in order to have the power to teach the proper respect. Jean-Pierre is a notable among the
Drakken because he has succeeded in causing several race riots by corrupting minority neighborhoods and police
departments. He is often used as an example of what a Drakken should be.
DRAKUL
By Lost Soul (mcvonste@mailbox.syr.edu)

Background
A twin clan to the Tzimisce, clan Drakul is even less known, something which the clan would like to maintain as long as possible.
Whether they are truly descended from the fabled Vlad Tepes Dracula is uncertain. The clan does originate in Romania, near
the Carpathian mountains, as do both Tzimisce and Ravnos, yet neither clan is very aware of the of the existence of the Drakuls.

Quote
"Dracula? That's only a children's story..."

Appearance
All members of clan Drakul are of Rom descent, and are tall in stature, with dark eyes, skin and hair (dark skin as compared to
other Kindred, of course). The acquiline nose is another prominent feature of many clan members, as are the ridged brows.
Many members are of royal blood, which is also noticeable.

Nature
The clan Drakul is a very small and secretive group. They often pass themselves off as members of other clans, Ventrue,
Ravnos, or even Gangrel. Their driving goals differ as much as members of other clans, but they all share a desire to gain power
in Kindred society. Rather than make a bold stand among the other clans (in which they would most certainly be struck down
immediately by the stronger and larger clans), they choose to steadily increase their influence among the other clans across the
world. This process is a slow one, for only those of Romanian blood are embraced by members of this clan.

Clan Biases
Ventrue: They know where the power lies. They simply do not know how to get it quite yet...
Malkavian: Madness brings wisdom, true. However, it also brings lack of control.
Toreador: Idle fancies take away too much drive and ambition. Their art can be meaningful, and insightful, however. Nosferatu:
They are the true power behind the clans. They know all, and knowledge is power. They are as cousins to us, though their faces
disgust many.
Gangrel: Though once they were our distant cousins, many have lost their heritage. They are very noble, however, and difficult to
defeat in combat. They make good bodyguards.
Brujah: Their might is considerable, if only it had a single direction.
Assamites: Assassins who also, like us, often remain unseen. They have great power, but have allowed themselves to become
servants of the clans.
Followers of Set: Their evil is impressive, yet their goal to corrupt often ends up causing them more harm than it is worth.
Ravnos: Tricksters and scoundrels, they will steal anything you do not watch constantly, and sometimes even that which you do
watch. Always respect their power of illusion, for only the most powerful of our clan can see through the mists they weave.
Lasombra: We know little about this clan, except that they are all that the Ventrue strive to be and more. They are perhaps the
most dangerous clan to us. Tzimisce: Our closest cousins have made the mistake of allowing themselves to be known. We shall
not make the same error.
Samedi: I have never seen one. Pray that you never do also.

Disciplines
Protean, Fortitude, Perseverance

Clan Weakness
The Drakul clan, for unknown reasons, are especially susceptible to fire and sunlight. As a result of this, they are more
susceptible to Rotschreck as well.
System: All damage caused by fire and the sun is double what would normally affect a vampire of another clan. It also takes
twice as long to heal.
All difficulty rolls against Rotschreck are twice as difficult, and consequences of failing the roll are twice as intense as normal.

Roleplaying Tips
When starting a new Drakul character, there should only be two people who know that this is your character's clan: yourself, and
the storyteller. To successfully roleplay this, create two copies of your character, one with clan Drakul and Perseverance, if you
have it, listed. The other copy will have another clan (Ventrue, Gangrel, Ravnos, or perhaps another) and if he or she has
Perseverance, list it as Fortitude. The other vampires in the group may start to notice some odd things occur with this character,
and chances are the other players will notice something odd as well. The idea, however, is to keep the secret as long as
possible, eternity if need be.
Drakuls tend to be of the secretive type already, before they are embraced. Common Drakuls are detectives, underground club
owners, drug dealers, CIA agents, computer hackers and other people who lead hidden lifestyles. Playing a Drakul with Fame is
very difficult and against their nature, and is not recommended.
DRALIEN
By Whorrak@aol.com

Background
An enigmatic Baali, Dralith, found the remains of Tremere. He had heard of the plight with Saulot and his slaying, and deeply
admired the elder's methods and dedication. He took these ashes and, in combination with the correct ritual incantations, not to
mention the one hundred sacrificial mortals, he partook of the sacred food. He expected a far different gift than he received. His
body wretched, and twisted. He fell to the ground, unconscious.
Awaking months later, he found he had new powers. He had a whole new array of abilities with which to torture his enemies, but
at a cost. He forgot how to use his Daimoinon powers. After months of research and practices, he reached a conclusion: he
simply could not use his powers. The close bond with Hell that he so deeply loved had been broken. The infernal had played a
great prank on him, for he had followed their example, acted selfishly, and they mocked him.
Dralith was ostracized from his nest. They mocked him, teased him, and, on a few occasions, made attempts on his unlife. He
gained the ability to create and manipulate gargoyles, and many of his guardians fell in these attempts. He found, though, that
any new gargoyles he created carried his curse, and his new powers.
Dralith fled the nest, and headed towards northern England. There, he set up camp in the recently abandoned Church of the Holy
Word. He bred a small force of gargoyles to guard and serve him there. Not long afterward, several from his nest approached
him, and offered their aid. They joined him, and soon Dralith found himself at the head of a new nest.

Sobriquet
Hidden Ones

Appearance
The skin of these are particularly pale, and attain no color even after feeding. They are rarely seen, unless about to battle or
impress. They tend to wear dark clothes; a six-sided star of tentacles appears on each of their garments. They tend to dress
moderately to fashionably, and always aim to impress, or kill . . . .

Haven
Any castle or well-fortified structure will suit them.

Background
The Dralien tend to look for students of the occult, or others who appear competent and show promise in mental prowess.

Character Creation
Most Dralien have mental attributes primary, along with knowledges. Their natures and demeanors tend to reflect power and
sophistication, and you would be hard-pressed to find a Dralien without the Gargoyle background.

Clan Disciplines
Disruption, Obfuscate, Presence

Weaknesses
Since Dralith was of the 8th generation, no Dralien may begin lower than the 9th. When encountered by Baali, an immediate
Willpower roll is made (difficulty 13 - character's current Willpower), or the Dralien frenzies, with the Baali the most immediate
target of his rage. This frenzy cannot be overcome until the Baali is destroyed or has fled.

Organization
The Dralien always stay in close-knit nests. The business of one resident is the business of the nest.

Stereotypes
Assamite: They are great warriors with much dedication, but far too strong willed. If we could only control them . . . .
Baali: They may be our parent, but we hold no love. Sever the maternal bond, along with their heads.
Brujah: Make great targets should they refuse to share their hard-earned knowledge.
Cappadocian: What to expect from a clan whose founder was a priest: Misled obsession.
Followers of Set: These need to be knocked off their high pedestal, and hopefully slaughtered on the way down . . . .
Gangrel: Animals, nothing more.
Lasombra: Why pretend to be human royalty when you can destroy a mortal at will?
Malkavian: These would make great allies. Pay close attention to their ramblings.
Nosferatu: Ugly, but resourceful. Definitely beneficial to all.
Ravnos: Liars; petty thieves of material stuffs.
Toreador: Pretty boys who need to be slapped around.
Tremere: They hold great power, and carry the grand emotion of their founder.
Tzimisce: Little babies who whine and cry. Steal their candy, then their blood.
Ventrue: Battle only if you hold the obvious advantage, for they are tough.
DREAM DANCERS
By Robin Pfeifer (robin@one-world.de)

Author's note
This bloodline has been playtested in regard to its description, history and abilities, but as my group uses an entirely different
system than the original Storyteller rules, there might be some inconsistencies or downright errors in the rules parts. If so, I
apologize for the inconvenience. Please make any adaptions you find necessary. If you find this bloodline useful, I would like to
hear from you about what you did with it.

Overview
The Dream Dancers are among the more mysterious bloodlines. Kindred outside this line are usually completely ignorant as to
their existence except for those who had direct contact with a Dream Dancer, and even those tend to miss the fact that what they
were dealing with was a vampire. The Dream Dancers exist almost exclusively in dreams. Yet they are no dream themselves --
they are very real, as is the havoc they can wreak through dreams. They enter the dreams of their mortal prey and actually feast
upon the dreamer's blood from within. The dreamer never knows what happened to him when -- if -- he awakes in the morning.

Origins
The Dream Dancers do not care much about what is going on in the waking world and this is also true for their own history. All
Dream Dancers know their Sires well but could not care less for anything else about the real world.
Nevertheless, there are certain rumors about the origin of this strange bloodline, nearly as many as there are scholars, Kindred
and otherwise, who know of the Dancers' existence. Here are two of the more credible:
1. The Dancers are an offshoot of Clan Malkavian (this features in many other theories as well). A childe of Malkav embraced
a mortal mage of the tradition we now call the Dreamspeakers. The mage retained some of her old power or this power
was transformed by the blood of her Sire to what is now called the discipline Oneiros, which is essential to the bloodline.
2. The Dancers are the descendants of a vampire who was touched by faeries or even was a faerie before the embrace.
Somehow the Cainite blood and the faerie magic coalesced to the discipline Oneiros.
There are many more theories about the origins of the Dancers and as long as the founder of the line remains obscure (if she
still exists) there is little hope for enlightenment. There is only one thing most scholars agree upon: accounts of encounters with
the Dancers go back to the dawn of time, and there is no doubt that the founder of the line is only one step removed from the
Antediluvians.

The Dancers Today


The Dancers are a reclusive bloodline, but there may be quite a lot of them. All known accounts of actual or probable encounters
with these Kindred come from Europe, but it is still possible that a number of elder Dancers have left this continent on their
journeys.
The Dancers may be divided into two factions which are largely distinguished by age. Young Dancers (still within their first few
centuries), called Dreamlings, rest in their well-secluded hiding places without ever rising. Most of them use the graves they
were buried in when their mortal death transpired. At night they roam the dreams of the people living near the vampire's resting
place and feed on their blood. They are only forced to rise and wander when people move away from their lairs. After some
centuries the Dreamling reaches a moment when he gets bored with the dreams of the local people; after all, the influence of
culture on what is dreamt must not be neglected. Archetypes are recyled endlessly and the Dreamling begins to feel the need for
a change. This marks his conversion to what is called the Traveller. The Traveller rises and begins to journey wide and far
throughout the world, always stopping for a decade or two and savoring the dreams of the local people. The Travellers also feel
the urge to procreate, and they embrace and teach vivid dreamers who are usually disregarded by their human relations for their
fantasy-filled lives.
There is only one further reason for Dreamlings and Travellers alike to rise: Diablerie. The discipline Oneiros is the core of the
Dancers' being, and it is their Path of Enlightenment as well. The need to increase this discipline is driving. In order to fulfil this
urge Dancers have to rise in generation to obtain access to the higher levels of the discipline.
The Dancers disregard reality as a boring and static experience. As they live almost exclusively in dreams, they are used to an
environment where everything is susceptible to change any moment. The Dancers are as ignorant of other Kindred as these are
in regard to the Dancers. There may have been contacts to lupines, mages or fae, but these were strictly on a personal basis
and are by no means typical for the bloodline as a whole. Beings able to access dreams in a way similar to the Dancers' never
fail to rouse their curiosity.

Dancers and Dream


The Dancers' experience of Dream is similar but not identical to the Dream Zone the Garou visit (see Umbra: The Velvet
Shadow). By day, the Dancers are as immobile as other Kindred and may not actively dream (see final notes on dreaming
Kindred below). But after sunset, the mists of dream part and a personal dream environment shaped by Oneiros forms around
the Dancer. This environment is called a Chimare, and every dreamer has one of these. The main difference between ordinary
Chimarae and the Dancer's own is the amount of control the Dancer exerts over her Chimare. Any and all features of the
Chimare are within her power to change. The Chimare may be as unchanging or as chaotic as she wants it to be. While the
Chimare of other dreamers tend to vanish and transform completely until the dreamer's next visit, the Dancer's Chimare waits
patiently for its master to return. Oneiros enables the Dancers to leave their own Chimarae and enter those of dreamers in their
vicinity. Actual physical proximity is very important. A Dancer resting in a graveyard in a city may access the dreams of the
people living in that city or even only in the surrounding blocks, but no farther. In addition, the Dancers may also call dreamers
into their own Chimarae. The blood of these dreamers, whether visited or called, sustains the Dancer. The blood is actually
transferred by mystical means from the dreamer to the Dancer. If the Dancer drains its victim (which does not happen very often,
for the Dancers feed almost every night), he is actually dead and bloodless in the morning. Dreamers are the only source of
blood in dreams; although the Dancer may fill her Chimare with as many dream creatures as she likes, their blood cannot satisfy
the vampire's hunger.
In regard to Kindred blood it should be said that although Oneiros allows for access to Kindred dreams (see below), it is
impossible for a Dancer to diablerize a Cainite or to establish a Blood Bond within dreams. A Cainite may be drained
completely and may be forced into torpor, but the draining of the soul which marks the act of Diablerie does not happen. To
diablerize other Cainites, a Dancer has to rise and do it in the real world. Their usual tactics involve the use of higher levels of
Oneiros and their abilities in Presence and Domination which may be used in dreams as well to hypnotize the victim into a state
of willing submission. The Dream Dancers are not able to access any other part of the Umbra through Dream. They are confined
to Chimarae exclusively.

Parent Clan
Malkavian (?)

Nickname
Sandmen

Disciplines
Oneiros, Presence, Domination

Appearance
In dreams, the appearance of a given Dancer is highly fantastic and individual. They may be dragons, beautiful people, a
building or the air you breathe. Outside dream (or inside reality, if you prefer) they are nondescript. If they rise for Diablerie, they
are usually shrouded in their rotting funeral garb or whatever they wore when they last went to sleep. Travellers know how to
clothe themselves decently, but even they tend to be sloppy about this.

Background
The Dancers select strong dreamers for progeny. The kiss has to be bestowed in the waking world. Very promising people are
comatose or in the grasp of sleepy sickness. Another very promising group are children, whose dreams are more vivid than
those of grown-ups. In fact, about a third of the Dream Dancers have been embraced before puberty.

Haven
The usual hiding place of a Dream Dancer is well-hidden. If they have been buried properly they do not need to rise for centuries,
because their Sires visit them in their dreams to teach them. Dream Dancers always use very secluded places which are not
easy to find but usually difficult to leave as well. If a Dancer finds he cannot rise on his own (e. g., because a building was
erected above his resting place) he contacts dreamers and forces them to do the digging.

Society
The Dream Dancers do not have much of a society. All Dancers know and are obliged to their Sires, but after the training period
ends, Sire and Childe almost never meet again. The Dancers feel that within a given community of dreamers there is only space
enough for one Dancer. If two risen Dancers meet they help each other to find their way in reality. Prestige is strictly based on
levels of Oneiros. All Dancers believe that the highest form of Oneiros transforms them to archetypical dream elements. This
state is comparable to Golconda.

Weakness
Due to their almost exclusive existence in dreams, Dream Dancers tend to be nearly helpless in the waking world. Centuries of
change may have passed unnoticed while they were sleeping. The Dancer may have taken information about the world from
dreams, but this information is sketchy at best. In addition, their grasp on reality is very frail. They stumble through this world
trying to change everything they do not like by an exertion of will as they do in dreams and are slow to learn that they cannot do
this.

Quote
"It is a sin to favor static reality when you can access the endless possibilities of Dream. Reality is just the weak sediment of
this realm where real life is happening. An eternity as Gods in our own world awaits us."

Stereotypes
All other Cainites of stronger blood are possible victims; the others are totally unimportant. Lupines, mages and fae with access
to dreams are studied and even contacted frequently. Mostly, these creatures do not find out who they are dealing with.

A note on Character creation


Dream Dancers led a secluded life of dreams and fantasies before the embrace and are quite unlikely to have more than a few
basic insights into skills and knowledges.

A final note on sleeping Kindred


I found it most convenient to link the ability of actually dreaming for Kindred to their Humanity score. Meaningful dreams are
intrinsically linked to the human mind. The prerequisite for any Kindred to dream should be a roll against Humanity with a
difficulty of 10-Humanity. Only a Kindred who actually dreams can be accessed by a Dream Dancer. Whether other paths than
Humanity allow for dreams is up to the Storyteller.
HIBAKUSHA DRUKPA
By Jenny Parr (j.l.parr@bradford.ac.uk)
You wear guilt like shackles on your feet,
Like a halo in reverse.
-- Depeche Mode, Halo

Forgiveness is easy. Forgetting is not.


-- Ri'yatuddin, Hibakusha Drukpa

Description
Of all the Hibakusha bloodlines, the Drukpa was the one to suffer most at the hands of the clan it took its powers from. The
founder was an old priest of the ancient Bhutanese worship of the divine madman. A Child of Set decided to impersonate this
legendary figure of Bhutanese Buddhist mythology in the hope of tricking the local people into serving him. Unknown to him, the
leader of the local temple, Harai, was a vampire himself -- a Hibakusha who became enraged at the sight of his followers
prostrating themselves in front of this false madman from the west. In a fury Harai threw himself upon the stranger and slew him,
draining all his blood and devouring his spirit. So overwhelmed was Harai by the potent blood of the Follower of Set that he fell
into a frenzy. When he finally awoke from the red haze he was surrounded by the bodies of his beloved followers and covered
from head to foot in their blood.
Rejected by his people, Harai travelled to Gaza Dzong on the summit of a small mountain to the north of the region. Here he built
a shrine and was sustained by the blood of animals that were drawn to him. He spent all his time meditating, hoping to find a
way of absolving his guilt and avenging himself on the stranger's clan. It was at this time he received a vision of a dragon
hovering over a pit of snakes. The dragon raised its head and gave a loud cry, then a flock of dragons came flying from the east
to help destroy the snakes. Through this vision and many like it the discipline of Druk Gyalpo was developed. Harai received a
chance to use it much earlier than he would have liked. A small group of novice monks had travelled to the shrine to seek his
help. The Followers of Set had destroyed several monasteries and temples in revenge for the death of their clansman.
Saddened, but not surprised, at the news Harai embraced the novitiates and began to teach them the secrets of Druk Gyalpo in
order that they should seek out the Followers of Set and destroy them.
Today the Drukpa are still recruited from the ranks of novitiates in the Buddhist monasteries of Bhutan and Tibet. As a result of
this selection procedure there are few female Drukpa, but those who have been embraced were Buddhist nuns in their life. All
Drukpa believe that it is their duty to seek out and destroy the Followers of Set wherever they are, and to this aim they have even
travelled to Europe and America to root out evil there as well.

Quote
"We must do what we can to light up the darkness, for in the darkness the snakes are stirring and will soon rise to destroy us
all."

Nickname
Dragonlords

Origins
Bhutan

Appearance
The Drukpa are all of Tibetan appearance with very short hair (if any). Most are male.

Haven
As they can be claustrophobic the Drukpa like to have flats on the 2nd floor upwards so they have escape routes in
emergencies. Their havens are usually known as their monasteries.

Background
In their first lives all Drukpa were devout Buddhists, mainly monks and nuns who had given themselves to their faith and proved
their worthiness. In recent years many Shaolin students have been embraced in order to carry their fight to new shores.

Character Creation
Social attributes and knowledges are usually primary except among the Shaolin students who usually have talents as primary.
They need at least two dots in theology (Drukpa Buddhism) due to the rigours of their faith and the Shaolin usually have brawl at
very high levels, specializing first in Shaolin Kung Fu and often forms of Shianzi boxing.

Clan Disciplines
Druk Gyalpo, Obfuscate, Presence.
The Drukpa's disciplines are regarded as a blessing from Buddha in the fight against corruption and shadows. Most do not even
consider the similarity between their powers and those of the Setites. Both their Presence and Obfuscate abilities allow them to
live in mortal society with little discomfort. The Thunder Society often learn Serpentis from their 'acquaintances' but Auspex is
also highly regarded among them. The One Hundred and Eight Swords value Celerity and Potence to help them in their fight.

Weaknesses
The Drukpa can have a maximum of three dots in conscience due to their devout belief that they are being punished for the
crimes of their founder.

Geography
The Drukpa elders are mainly concentrated around Bhutan, Nepal and Tibet. Other members have spread to the far ends of the
earth to face the approaching darkness. Most have stayed in the East to prevent the spread of corruption to the lands of the
faithful, settling in major population areas such as Tokyo, Singapore and Seoul. A few have set up in America with the majority of
these in the West coast cities. Some have travelled to Africa and Europe but have had to keep a very low profile. The only
Drukpa in North Africa and the Middle East are members of the Thunder Society.

Structure
The structure of the bloodline is surprisingly loose with respect being paid to the elders but no real power is held over the
younger members. When a Drukpa settles in a place he often creates a monastery where prayers are said by the locals and
plans can be made in private without fear of being overheard by the Setites.

Gaining Power
Gaining power among the Drukpa is no easy thing. In order to gain the highest respect from their bloodline they must foil the
plans of the Followers of Set. If this is achieved with the minimum of fuss, loss of life and innocence the Drukpa can be sure that
his name will be praised for years to come.

Gathering Days
The Drukpa have no set meeting days. If there is a holy day, the local Drukpa will go to the largest nearby monastery to celebrate
and exchange news. The elders of the bloodline meet at the feast of the Divine Madman at Gaza Dzong Monastery in the
northern Bhutanese Himalayas to discuss the progress of the bloodline over the past year.

Power Rumours
Rumours have started over the past few years that the new Shaolin initiates may be planning a major offensive against the
Setites, by manipulating the drug dealers to turn against their masters. By using intimidation and force they are acting with the
Kuei in taking control of the Triads. The elders have become very concerned with the number of innocent death caused by the
Shaolin terror tactics and may soon take actions to stop their plans.

Internal Orders
There are three definable internal orders among the Drukpa: Elders, the Thunder Society and the One Hundred and Eight
Swords. The Thunder Society is a group of initiates whose major goal is to infiltrate the Followers of Set. So confident in their
invulnerability are the Setites that they have not yet discovered the existence of these few brave (or foolish) souls. The Thunder
Society are few but have a powerful say in matters of the bloodline, as they have spread misinformation to the Setites for nearly
ten years. The Thunder Society is also leading the call to embrace more Westerners into the Drukpa, rightly pointing out that this
would make it easier to find suitable candidates for infiltrating the hated Snakes. Many Thunder Society are of Western origin
although all are believers in Shaolin Buddhism.
The One Hundred and Eight Swords are the Shaolin fanatics. Named after the Chinese revolutionaries who led the futile uprising
against the corrupt Sung dynasty c.1120 AD. They steadfastly believe that the only way to be rid of the Setites is to fight them
with everything they can get their hands on. They also believe that the diablerising of Setites is the natural progression of their
duty, bringing them into conflict with other Faithful. Most Drukpa use the term 'a sword of the revolution' as an insult meaning
someone who rushes headstrong into anything without thinking of the consequences.

Allies
The Drukpa have few allies among mortal society, wanting to keep the mortal population out of the war between the Faithful and
the Faithless. The Shaolin have allies in their former sparring partners and friends but usually these are protected by ignorance
as well.

Contacts
The Drukpa have contacts in many law enforcement agencies and also in religious circles. Health organisations are also
consulted.

Influence
The Drukpa hold influence only among the people they lived their first life with. Occasionally one will hold some sway over the
local police and vice squads, but petty politics does not concern them.

Military Force
The Drukpa hold sway only over the peaceful fighters for Tibetan freedom. They never have any type of military resources and
often frown on their use by any of the Faithful. They especially hate the occupying Red Army.

Resources
Material possessions are not valued highly by the Drukpa, but the Thunder Society and the One Hundred and Eight Swords are
famed for their use of resources to turn the Setites' allies against each other. Many drug rehabilitation centres are anonymously
funded by Drukpa.

Status
The Drukpa hold great status among the Faithful. Rare is a Prince of the Orient who does not have a Drukpa in attendance at his
court, to give the value of wisdom and to restrain the impulsiveness of the youth with wise words. Most Drukpa, excepting only
the One Hundred and Eight Swords, have at least one point in Status.

Supernatural
Supernatural allies of the Drukpa include the spirits of those innocents killed by the Setites and these have been of great help
taking revenge on the Snakes. The Stargazer tribe of the Lupines is also friendly with some members of the bloodline, sharing
as they do the quest for Nirvana and enlightenment.

Merits
Among the Drukpa, Drug Resistance is a very common merit as well as Code of Honour and Church Ties (Buddhist). They are
also among the few bloodlines who can take the Poisonous Bite merit.

Flaws
Common flaws include Clan Enmity-Setite, Driving Goal and Prey Exclusion-Priests. They can take the special flaw Scales, but
those who do can never take Clan Prestige as it is seen as a sign of corruption among the Drukpa.

Skills
Clan Knowledge-Drukpa. Dragon Lore.

Stereotypes
Hantu: Allies in the drug wars. They are truly noble in spirit.
Hibakush: I doubt if they still exist.
Ju: They are too obsessed with material power, and expanding their borders. Their isolation will be their downfall.
Kasa: They think only of their personal honour not of the consequences of their actions.
Kuei: The tigers have long been our allies. Maybe this expansion will benefit us both.
Kyuketsuki: Beautiful in their anger but unseeing in their rage.
Onyudu: We must watch them should they wish to take our enemy's business concerns.
Sanatan: Unjustly punished for the sins of their elders. We forgive them.
Bushi: They are wise to temper their fighting spirit with the arts and learning.
Gaki: Are they truly Faithful or something more sinister?
Sazan: Never trust a demon, or those that spend too much time around them.
Shreh Ren: Are they really our ancestors in blood? My heart does not tell me that this is so.
Faithless: They must pay for their unnumbered crimes.
Camarilla: They do not realise the harm that is being done to them by the snakes. They are slowly being poisoned.
Sabbat: Another target for corruption by the Snakes. Here it seems they have succeeded.
Assamites: The snakes often send these warriors against us. Are they a match for the Kasa or the Kyuketsuki? I think not.
Setites: For their sacrilege they shall all die, even if it takes every last drop of blood in our bodies
Yei: Powerful if they wished to expand their territories. Why do they not join our war against the Faithless? Do they know things
that we do not?
Lupines: Their fight against the 'Wyrm' has resulted in the death of many Followers of Set. For this we are thankful.
Mages: Some share our quest for enlightenment; some believe they have already found it...
Wraiths: The dead have helped our cause; we will help them any way we can.
Fae: Strange creatures.
Gehenna: Should Set awaken the end would be upon us all.
The Order of the Honorable Knights of St. Dumas
By Robin Pfeifer (robin_pfeifer@my-deja.com)

The Official History


During the Crusades Assamite intervention took a heavy toll on the Western Cainites in power and their puppets as well.
Powerful Cainites of various clans met during the Third Crusade in Albi in the Languedoc in southern France to discuss how to
answer the Assamite threat. In an unprecedented (and never repeated) show of unity, clans Ventrue and Lasombra decided on
a cooperative effort. A new knightly order was to be founded, an elite troupe of Cainite descent which would be trained
specifically to deal with the Assamite killers and constitute a force capable of like feats.
The Ventrue who led the discussion on behalf of his clan was Frederic de Salle-Voiree, a warlike person and an idol for younger
Ventrue who had distinguished himself in more than one nightly battle. He was put in charge of assembling the finest candidates
for knighthood in the new order, and he selected a local and not quite official saint as patron for the fledgling order, a man by the
name of Dumas about whom little was known except that he had strived for spiritual enlightenment and was renowned for his
visions and some miracles, no two legends about which could agree.
The order was officially founded in 1191, and the Third Crusade, which was currently in progress, was not entered by the knights
of the new order, ending as it did not quite a year later.
Knowing full well that the time of Crusades was far from over, the order recruited individual Cainites from clans Gangrel and
Nosferatu to provide insight into the valuable disciplines of Protean and Obfuscate. The Ventrue and Lasombra taught Dominate
and Obtenebration respectively; most recruits of the order came from these two clans anyway.
The order finally saw action during the Fourth and later Crusades, and when the time of Crusades ended, the order became a
kind of secret police for the Ventrue. The schism dividing Kindred society in Camarilla and Sabbat did not divide the order so
much as cast out the Lasombra due to clever politicking on the Ventrue side. The Ventrue took over control of the order
completely and the order quickly became a valuable asset of the Camarilla.
While training within the order was still given, the order began taking on Squires from among the Ventrue who did not partake in
the training and took this position as a kind of honorary title. Today, the majority of Squires are honorary, and only a select few
take up training within the order and rise in its ranks.

The Structure of the Order Today


There are four ranks within the order: Squire, Knight, Seigneur and Prince.
Membership is by invitation only. Any Knight may extend an invitation to a Ventrue of sufficient prestige, but any invitation must
be sanctioned by at least one Seigneur beforehand. Membership is for unlife, usually. Technically, leaving the order is possible,
but no Seigneur or Prince has ever done so (except in the instance of Final Death). Most of the time this is connected with a
tremendous loss in status. In the rare event that a Ventrue is ousted from the order, any status he might have had is virtually
gone, and he's going to have a hard time gaining any in future.
Membership is also almost exclusively male, although a handful of female Ventrue have managed to gain access to the rank of
Squire since the beginning of the 20th century, and two have actually managed to be knighted. There are no female Seigneurs.
Most Squires today are honorary members of the order and do not rise in rank or partake in training exercises. Those Squires
who do partake in the training eventually pass a rigorous test and become Knights. A Knight is typically trained at least in
Obtenebration in addition to the Ventrue clan disciplines, often with a smattering of Protean and Obfuscate although these two
disciplines are somewhat out of fashion with the order and taught only up to level three at most.
The order has always been governed on the basis of geographical divisions. Each area is presided by a Seigneur who is
chosen for unlife in a democratic election from among the Knights of the area in question. The Seigneurs meet in a council which
in turn elects one from among their midst as Prince. The Prince is the nominal head of the order. His power is limited, though: in
the council of Seigneurs he is one among equals.
Seigneurs and the Prince are elected for unlife, but an incompetent Seigneur can be removed from office by his subordinates.
They had better have a good reason to do so, however, or the reactions may be less than friendly. The only other chance for a
Knight to ascend in rank is the election of his Seigneur as Prince. This is a rather improbable event, as the current Prince is only
the second after the disappearance of Frederic de Salle-Voiree at the end of the 16th century.
Members of the order are not allowed to aspire to places of power outside the order. This rule does not include honorary
Squires, but from the moment a Squire begins training it is in effect. Therefore, members of the order cannot become Princes of
cities or even Primogen. They may be the eldest Cainites in their areas, but they must leave the place of Primogen to someone
else. Of course that does not mean that members of the order cannot be powers behind the throne, just that they don't carry
titles.
If a member of the order decides to take a place of power outside the order anyway he must leave the order. In addition, he will
be placed under a ban of another 50 years during which he may still not take any official position of power. This does happen,
although only Knights have been known to have done so. This is the one instance which does not mean a loss of status for the
departing member.
This rule was established to ensure that no member of the order, who, after all, are trained assassins, may conspire against any
other dignitary for his own benefit.

The Secret History


The primary secret at the heart of the order is that Frederic de Salle-Voiree was not a Ventrue. Instead, he was the Childe of a
mysterious Cainite who called himself Domasius, a Latin name which became Dumas in French. Said Domasius had been
Embraced during the height of the Roman Empire and subsequently left to his own devices. Intelligent, resourceful and
ambitious man that he was, Domasius managed to survive despite his Caitiff status and insinuated himself at the fringes of
Ventrue society.
Domasius was a Cainite of the fifth generation. At the time of the foundation of the order he had already retired from public view
and was thought torpored or destroyed by those who had known him. From his seclusion he orchestrated the foundation of the
order under the reign of his trusted Childe.
The order grew and secured its position without any hidden agenda. Only after the schism which ejected the Lasombra from its
ranks Frederic installed what he called the Central Pillar: an elite order within the order which worked in secrecy towards the
goal Domasius had in mind for himself and his progeny. The Central Pillar was made up exclusively from progeny of Domasius
and Frederic who all learned to pose as Ventrue. It runs through all levels of the order; while the outside order uses secular
denominations, the Central Pillar uses clerical ones: Novice, Brethren, Abbots and Cardinal. One in eight non-honorary Squires
is a Novice as well -- such Novices already know more about the hidden agenda of the order than any Knight, Seigneur or
Prince outside the Central Pillar. One in four Knights is a Brother as well, and one in three Seigneurs is an Abbot. The Prince is
always a Ventrue (with the exception of Frederic, who has joined Domasius in his self-imposed exile). The Abbots are experts in
guiding the Seigneurs and the Prince by subtle influence so that their decisions do not hinder the goals of the Central Pillar.
The position of Cardinal is held by Domasius himself. He makes the decisions which his Abbots put through in the council.
Frederic is usually also honored with the title Cardinal when he makes an appearance.
Brothers of the Central Pillar leave the order from time to time to take over important positions in Ventrue society. They are also
placed under the 50 year ban, which is sufficient to keep their later actions separated from the order.
The goal of the Central Pillar is nothing less than clan status. Domasius has already diablerized a torpored Childe of the Ventrue
Antediluvian and thus lowered his generation to fourth. The Central Pillar is searching for the resting place of Ventrue himself. As
of today, they do not seem to have come any closer to that goal, and voices become louder within their ranks to make do with
the blood of any Antediluvian -- a goal which is not much easier to attain.
Domasius is even more ambitious: why stop at the level of an Antediluvian, when Caine himself is out there somewhere to be
diablerized? With the blood and soul of Caine consumed, Domasius would be the mightiest Cainite of all.
Frederic knows that his sire has located the resting place of two Antediluvians before but has not taken action in order not to
compromise his position too soon. Domasius fears that the clans might retaliate when he diablerizes a clan founder, and they
could get to him before he manages to locate Caine. Frederic is pondering an act of Diablerie himself -- after all, Domasius'
megalomania seems to have reached proportions which might put any Malkavian to shame. Recently, Frederic's theories about
Domasius' sire pursue not-so-noble avenues . . . .

Bloodline: Dumas
The Dumas take the name of their sire and patron as their own. All of them are or were members of the Central Pillar, and one or
two Princes of European cities are not the Ventrue they seem to be.
Appearance: Dumas invariably make the impression of model Ventrue. Impersonating Ventrue is their second nature, and this
includes the voluntary acceptance of typical feeding restrictions, although they can be broken without a penalty in game terms.
Weakness: An unlife of masquerading as Ventrue is not without its repercussions. Duplicity is the second nature of any Dumas,
and no Dumas would ever fully trust any other Cainite, fearing that everyone plays a game the way they do. Their lives are
charades within charades, and this leaks over to all their plans and perceptions.
Furthermore, all Dumas work to further the ascension of their bloodline founder, and although they might be ambitious, their own
plans are second to those of Domasius.
Background: The Dumas choose their Childer from among those of more than average sophistication and intelligence. The
order is rich enough to ensure the financial freedom of any newly recruited Neonate. In recent centuries those chosen have
displayed more than a slight trace of paranoia and fondness for conspiracy theories.
Discipline: In his early years as a neonate Domasius put his blood to a peculiar use in order to stay clear of vampiric
prosecution. Over time, his newfound abilities were codified into his blood and transferred to his Childer as a discipline which
Domasius began to call Wayfaring.
EFREET
By Terence Berendt (tberendt@nac.net)

Description
The Efreet are an offshoot of the Gargoyle bloodline. They came into existence shortly after many Gargoyles revolted against the
Tremere and fled into the mountains. The Efreet have separated themselves from the Gargoyles and went their own way.
They've suffered greatly over the years, often being called demons and infernalists. They often find ways to disguise themselves
as Gargoyles to spy on the Tremere.

Nickname
Daemons

Appearance
Their appearance is similar to that of Gargoyles, except their skin takes on a reddish hue as they get older.

Havens
Efreet usually hide in caves or abandoned buildings.

Backgrounds
Most Efreet choose their childer for their own reasons. Unlike Gargoyles, Efreet remember more of their lives before the
Embrace.

Character Creation
Physical Attributes and Talents are primary. Nature and Demeanor can be anything but are usually similar.

Disciplines
Fortitude, Pyronics, Visceratika

Weakness
Like Gargoyles, Efreet have an appearance of zero. However they do not suffer any penalty when dealing with Dominate or mind
control.

Organization
There is no formal organization among the Efreet. There is a rumor, though, of a council of Efreet attempting to organize an army
against the Tremere.

Quote
"What? You Tremere call me a slave?! For that you will burn!!"
OLD CLAN TZIMISCE: HOUSE ELENADES
By Myranda Kalis (nagaina@yahoo.com)
Refer to the Old Clan Tzimisce: The Oradea League.
"It was a secret music that they heard,
A sad sweet plea for pity and for peace;
And that which pierced the heart was but a word,
Though the white breast was red-lipped where the sword
Pressed a fierce cruel kiss, to put surcease
On its hot thirst, but drank a hot increase,
Ah, they by some strange troubling doubt were stirred,
And died for hearing what no foeman heard."
-- Shaemas O Sheel, "They Went Forth to Battle But They Always Fell"

Description
Cradled in the mountains of Macedonia, the Tzimisce House of Elenades has survived nearly endless strife since its earliest
nights, weathering internal attempts to engineer their destruction and a nearly overwhelming external threat in the form of the
Tal'mahe'Ra. As the next thousand years draw closer, they struggle to change the perceptions of the Hand and their own Clan,
and insure that their line, and their vision, does not die without a fight.
Born of the Methuselah known as Elena Lightbringer, the Elenades are one of the smallest Houses of the Old Clan, based in the
mountainous, and thoroughly mutinous, Macedonian region of northern Greece. Their House's history is lost to all but the most
knowledgeable Tzimisce scholars and geneologists, and they generally prefer it that way. The Elenades prefer that their secrets
remain their own, despite the rumblings of distrust this causes among their own Clanmates. Few outside of the House itself
know the name of their founder; even fewer could tell more than a bare minimum about them; no one but the House's eldest and
most trusted members knows where, precisely, their main chantry lies or how to approach it. Despite their Clan weakness, the
Elenades tend to be strongly mendicant in their tendencies, wandering the world, occasionally setting up shop in one place for a
decade or two before continuing on to the next place. This has made them very difficult to pin down, and thus strike at, and has
paid other dividends as well: they are, next to the Tzildaris, one of the most widely travelled and knowledgeable Houses in
existence, having many connections amongst the other supernatural beings of the world. This is particularly true among the
vampires of Clan Gangrel, the Scathach Sidhe, and the Garou tribe known as the Silent Striders.
Elena Lightbringer herself is believed by her House to have been a mendicant warrior-priestess, possibly a mage, but certainly
a wisewoman of ancient traditions. The tale of how she won her epithet, as well as her embrace, is a tale ritually enacted at a
decannual gathering that takes place near, but never at, the site where her torporous body lies protected by her four most loyal
childer. Incorporating elements of myth and sacrifice, the legend speaks of the warrior-sorceress Elena who came upon the
scene of a terrible battle, a lone warrior fighting a mass of shadow-creatures that flowed together and seemed to change shape
at will. Realizing that he had no hope of defeating them alone, Elena came to his aid, and eventually the two succeeded in
driving off his assailants. She took the horribly wounded and nearly torporous Antediluvian to her sister, whose own lands lay
nearby, and together rendered him further aid, the ultimate result of which was his grateful embrace. Similar to the Kupala's
Night ceremonies of the more northern Houses, the ceremony comemorating the embrace of the Elenades founder ends in a
blood sacrifice, but of a willing victim whose death seals the sanctified bond between the Elenades and the Lightbringer herself,
until the next celebration comes about.
How much of this is truth and how much is fancy, the Elenades will neither confirm nor deny to those who know of it. What is
known is that they tend to follow an internal code of their own, nearly chivalrous in its nature, that nearly requires that they aid
those in need, irregardless of appearances, species, or state of supernatural awareness. They have been compared to the
Salubri for the depth of their commitment, but, unlike the Salubri, the Elenades do not go to self-destructive lengths in the
application of their ideals: common sense and a genuine love of unlife, rather than suicidal self-loathing, characterizes their
thinking. This, as well as their highly refined command of the Vicissitude discipline, has earned them no few enemies inside their
own Clan, particularly those Houses who maintain ideals of extreme isolationism and who actively support the Tal'mahe'Ra and
the Shadow Crusade. Periodically ravaged by both, the Elenades are deeply suspicious and resentful of most of the rest of their
Clan, particularly those who insist that it is impossible for any good to come of their "tainted blood." They have, almost without
trying, become the pivot on which the Clan's opinion of Vicissitude and the Shadow Crusade is turning, their beneficent use of
the discipline fueling the interclan schism over its purely malific nature.

Character Creation
The oldest members of House Elenades tend to be of martial or scholarly concepts -- particularly pagan priests and warriors.
Mystics are not at all uncommon among their numbers. Younger members tend to be students and career (or retired) military.
Ethnically, the Elenades are a widely diverse House. Mental attributes and Talents or Knowledges tend to be primary. Common
backgrounds include Age, Contacts, and Mentor. Additionally, due to their generally mendicant way of life, tend to possess the
merits Well Travelled and Supernatural Companion. There are Elenades in both the Sabbat and the Inconnu, though most tend
to remain genuinely neutral in Kindred politics and lend their services to their whims when it comes with dealing with others of
their own kind.

Background
The Elenades choose their progeny from among a wide pool of ethnicities and nationalities -- only the very oldest members of
the House are of strictly Eastern European descent. They prefer highly educated and knowledgeable progeny who can think
quickly and react even more quickly. Inborn mystick ability is a plus, but not vital in their selection criteria.

Appearance
The Elenades, more than any other House, strive to blend into the background, affecting modern clothing when they must, as well
as altering their appearance via Vicissitude as necessary. When alone, they tend to relax into whatever fashion or appearance
they feel most comfortable in, not necessarily the one that any acquaintances they have might have last saw them in. This makes
for some interesting customs when it comes to verifying identities.

Haven
The Elenades tend to have at least one small haven in every place that they return to habitually, as well as at least one other
alternate haven in that same place, occasionally numbering as many as two or three. They are, of course, rather rabidly paranoid
when it comes to their havens, and will abandon one if they think that its location has been compromised in any way. Older
Elenades tend to settle down after several centuries of wandering on large, relatively isolated wilderness-havens where younger
Elenades periodically find refuge; those who do so in the midst of civilization tend to run something like Elenades halfway
houses, coordinating communications and activity within the House. If there is a main geographical Haven for the House proper,
most Elenades are unaware of its location, though unsubstantiated rumor places it in Macedonia near the Albanian border,
where the Lightbringer lies in torpor, guarded by her four favorite childer, and occasionally visited by the House's reigning
Voivode to make certain all is well.

Preferred Paths
The Elenades tend to follow modified forms of the Path of Chivalry, the Path of Honorable Accord, the Path of the Beast, and the
Path of Humanitas, alone or in combination. Their general sense of ethics can be discribed as chivalric, and they tend to have
their own internal Code of Honor as well.

Disciplines
Animalism, Auspex, Vicissitude. The Elenades use a highly refined form of Vicissitude, usually in combination with Auspex, that
grants them the healing talents for which they are justly (in)famous -- they tend to completely lack the Zulo form in favor of other
methods of discipline development. A familiarity with the physical disciplines is common, as is Thaumaturgy.

Weaknesses
The Elenades suffer the Tzimisce Clan weakness as normal, and must rest in at least two handfuls of their native earth or suffer
the consequences. Additionally, their possession of Vicissitude makes them suspect in the eyes of many Houses of the Old
Clan, as well as their decidedly non-traditional lifestyle. This tends to earn them the flaws Enemy and Notoriety somewhere along
the line.
ELVENBORN
By John Sitton (jms10@ra.msstate.edu

Description
This little known bloodline is mysterious and little understood. Founded by a Caitiff who ate her way to the 5th generation from
the 9th, this bloodline has a slew of odd quirks. Some believe that Alora (the founder) was taught by nockers, or even was one in
life.

Clan Advantages
No wyrm scent. For some reason these kindred have no wyrm scent; why isn't really known, and any garou that meets one will of
course realize her nature. These kindred are likely to "hang out" with garou, however, and tend to get allong better with them than
with Camarilla vampires -- they have little tolerance for Sabat vampires. They also have a gnosis pool, which can be used to fuel
their base discipline, or garou fetishes (which they tend to have).

Clan Disadvantages
Because of the repeated deablerie committed by their founder, all Elves (as they tend to be called) have the black spirals of
diablerie. Also all are "hooked" on cainite vitae, and will prefer it over all other vitae. Also their gnosis resides in thier blood and
their gnosis rating may never be over their blood pool (and once lost they must undergo the usual method for getting it back),
and spending a gnosis will reduce their blood pool by 1. They have an aversion to steel and cold iron, and will receive a +1
penalty on all rolls when in contact with either, including soak rolls. Maximum gnosis is rating is level of Elven Craft.

Appearance
They all look "elven" (i.e. high cheekbones, elegant appearance and upturned ears). Beyond that they are of all walks of life,
though almost all prefer the woods and the open spaces to the crowded city streets.

Haven
Most pose as gangrel if trying to live in Camarilla society. Some will state their clan to be caitiff or list their actual bloodline. All
live in North America, Australia, or Hawaii. Almost all either run with a gangrel pack or with a garou pack.

Nickname
Elves, pixies, and fairies. Many call themselves elves.

Clan Disciplines
Elven Craft, Celerity, Presence (many have Spirit Thaumaturgy)
*Caitiff cost

Clan Organization
Familial
ELVII
By William Travis (thewall@twave.net)

Clan Overview
In the History of the Camarilla, no other sub-clan has managed to find its identity nearly as fast as Clan Elvii. Although members
of Elvii are often mistaken for the more common Malkavians, members of Clan Elvii have already shown distinct differences
from "normal" Malkavians. The first and oddest difference is that they all share a common derangement, each Elvii believes that
he is Elvis Presley. Second, they all seem to share the same "mind set" and so work extremely well together (Clan Elvii is unity),
there is absolutely no dissension or infighting amongst this clan; turning Elvii against each other is an impossible task. The final
and most convincing difference is their clan disciplines are not the same as those of other Malkavians.

Clan History
(This information was garnered by an Idealist Brujah named Johann, who spent more than six months searching out some of
the original Elvii. Once he finally found two of them he spent several nights and supplied many, many cheeseburgers and
sodas to the Elvii he managed to track down. After several nights of questioning, a general story of the Elvii origins emerged.)
Clan Elvii is unique in two ways: the first is that of having four founding vampires instead of the usual one. The second is that they
tend to ignore/forget the fact that they are vampires; they act human and treat other vampires as if they were human. This does
not mean they will not feed (they will) or that they will walk around in the day (they won't) but that they rationalize what they do (or
just forget it happened).
Apparently the original four Elvii were each Elvis impersonators in Las Vegas in 1987 for a convention. It seems that these four
unfortunate impersonators crossed paths with a powerful Malkavian (at least we presume he was a Malkie) who decided to have
some fun with them. The Malkavian used his formidable mental powers to alter the minds of the four luckless imitators. Once the
Malkavian was finished, each of them possessed the firm belief that he was Elvis Presley. It has been theorized that they were
mentally linked to each other and shared a "hive-mind" of some type. It is unknown how long they stayed like this (there were
several articles about a group of expert Elvis impersonators making the rounds at the casinos at the time), but shortly after their
reprogramming, the 4 proto-elvii were Embraced.
At this point the information becomes fuzzy; it seems that the Malkavian drained the hapless proto-elvii but the Elvii deny that he
fed them his own blood. It seems that the Malkavian fed them vitae from a cup instead of from his arm. Johann postulated that
the Malkavian may have mixed his own vitae with that of a Ventrue or even a Toreador.
Regardless of how this clan's branching occurred, the Elvii are, without a doubt, a truly distinct clan which has become forever
separated from the Malkavian who spawned it. An interesting note to all this is that the Elvii seem to have no difficulty accepting
the paradox that each of them is Elvis and yet all other members of the clan are also Elvis. When asked about this impossibility
the standard reply seems to be "The King is everywhere baby!"

Nickname
None

Appearance
Because of their absolute belief that each of them is Elvis, all clan members look like Elvis Presley (either young or old). Any
Elvii who has the Mask Of A Thousand Faces discipline has an Elvis default disguise. Furthermore any Elvii who has multiple
personalities will probably switch between young and old Elvis visages (and maybe the Colonel too).

Haven
Elvii who have a base of operations as such tend to buy a mansion and name it Graceland. Elvii on the road tend to use large
tour buses as their mobile havens (sunproofed of course).

Background
Elvii rarely sire childer, since they only embrace Elvis impersonators who are competent martial artists. Even then, they don't call
it embracing, they call it "Becoming One with the King."

Character Creation
All Elvii choose their Nature and Demeanor from Hedonist, Jester, Gallant, or Fanatic types. Social or Physical traits tend to be
primary, Mental traits are least important to an Elvii. All Elvii must start with at least 1 Brawl and 1 Performance ability, and at
least 1 Finance influence.

Clan Disciplines
Obfuscate, Presence, Fortitude

Clan Advantages
Clan Elvii's only true advantage is the so-called "Elvis-Sense" each of them possesses. This ability allows the Elvii to sense the
presence of other Elvii within 500 feet and sense the exact location of any Elvii within 15 feet; this is often used to ferret out
"false" Elvii. It has been hypothesized that this "Elvis-Sense" is what causes their single mindset and allows them to act as one.
Beware a group of angry Elvii.

Clan Disadvantages
The major clan disadvantage of being an Elvii is their over-indulgence. Elvii do everything BIG. Elvii don't just buy cars, they buy
pink caddies with silver hubcaps, leather interior, turbo-charging, and fuzzy dice. They don't barbecue steaks, they barbecue a
side of beef. It is for this reason that all Elvii need Finance influences to keep up their lifestyles.

Weaknesses
Elvii have a tendency to be distracted by new and interesting items (very short attention span), and are often easily bribed with
food. All Elvii need the Eat Food merit and should take the Mistaken Identity flaw to counterbalance the merit (Elvii can often be
easily convinced to accept the credit and blame for the actions of any other Elvii).

Clan Organization
There is really no organization in Clan Elvii. Technically they are an autocratic-democracy, they are all in charge since Elvis is
their leader and they all think that they are Elvis. When faced with a difficult decision they often huddle for a few seconds before
making a choice.
Elvii have an odd tendency to travel in groups of 2-6 members and usually make little attempt to hide themselves, wearing
sunglasses is usually the limit of their disguise skills. ("Hey aren't you...", "No way baby, I-I-I died years ago. I gotta run. Whoooa
Momma.")

Quote
"MERCY!"
ENDENDARA
By Joel Sax (jsax@igc.apc.org) (12 October 93)

History
Several thousands of years ago, legend has it, Geb, the first Endendara was created in Africa. Traditions differ as to what Geb
was before he became one of the Kindre. Some say he was human; others say that he was a sentient, carnivorous plant. All
sources agree, however, that Geb was altered, either by magic or deliberate manipulation by the Antediluveans, into a being
which combined plant and animal characteristics in a new bloodline. Many centuries later, when Geb followed the Moors into
Spain, he and his childer acquired the name they are known by today: Endendara or "Vines."
Geb probably perished in the anarch uprising. Today, perhaps twenty of his descendants live mostly sedentary existences
around the world, mostly in the rainforests of Africa. Despite their vegetable natures, Endendara are voracious predators. They
often have an alien intelligence which is perplexing to mortals and other vampires. Their abilities to conceal themselves in a
forest have made them feared by the Garou who associate them with kudzu vines.
Endendara usually Embrace mortals who spend much time in the woods. At first, the Endendara childer may act as her sire's
procurator, luring prey into the reach of the sire's tendrils. As the childer grows older and more powerful, she usually leaves her
sire and finds a distant spot in a forest where she can take root and hunt her own meals.
As they grow older, Endendara grow more and more plantlike. The oldest of Endendara never move at all, existing below the
ground for centuries while catching passing prey with their moveable tendrils. Endendara are unique among Kindred in that they
require the light of the sun to help them process the blood they take in for food. As long as an Endendara's body reminds buried
during the day, it may freely use its tendrils to capture prey and its leaves to photosynthesize its food.

Nickname
Vines or Weeds.

Appearance
Like the Gangrel, Endendara begin looking like normal human beings. Members of the bloodline often develop yellowish or
greenish skin. The oldest Endendara resemble tree root balls shaped like human beings. These are seldom seen. Human-like
Endendara often look dirty and disheveled, though some have been known to keep themselves as impeccably as Toreador.

Haven
Endendara grow increasingly sedentary as they lose humanity. They are often found in forests or thickets or jungles. They often
remain melded with the earth for months, years, decades, or centuries in one location.

Background
They prefer to choose people who spend a great deal of time in the woods such as hermits, survivalists, Rastafarians, and
hunter-gatherers.

Character creation
Endendara often have outsider, working class, or hermit concepts. They often have passive demeanors, but very ferocious
natures. Skills (with emphasis on nature/plant craft) tend to be primary.

Clan Disciplines
Daphneism, Fortitude, Presence.
Weaknesses
Endendara have two critical weaknesses. The first is that they grow more plantlike as they lose humanity. The character's skin
first turns greenish, then she turns brown more barklike as she becomes gradually more sedentary. The oldest Endendara never
move. The second is that the youngest Endendara must spend twice as many blood points as usual to raise attributes, sleep, or
perform any discipline which requires them. This weakness disappears as they master the Discipline of Daphneism.

Organization
The Endendara have never gathered together in one spot since Geb left Africa. Some small local covens are rumored to exist,
consisting of a sire and its offspring. These break up as the childer grown older and seek their own havens.

View Daphneism discipline.


A History of the Gangrel: The Tale of Ennoia
By J. Lance Alloway (lanja@cbn.net.id)

Introduction
Dear Inyanga,
While what I told you all at Elysium was accurate, there are a few details about my run in with that Sabbat pack that I neglected to
mention. Like I said, when I got there the bad guys were just getting better acquainted with someone I'm guessing was a
Tremere. I didn't know the guy. Anyway, by the time I ran the Sabbat off, the poor slob they were working over was about 3/4
hamburger and about 12 pints low (If you know what I mean). So afterwards I notice something sort of sticking out of this guys
guts. It was a chunk of clay tablet and some papers rolled up in plastic. No kidding, he was carrying it inside him. I guess the
Sabbat guys missed it, or just didn't have time to grab it. I couldn't make heads of tails of the markings on the tablet, but I've
included the contents of the paper below. Have you heard any of this before? It sounds like it's talking about Clan Gangrel in
particular. What do you think of it?
Yours,
Gus

Excerpt from the Cycle of Lilith


Th...[missing text]...irst Daughter of the Moon
...there did Lilith rest and give birth to the first children of Adam. And the first of these was a daughter, who in the fullness of time
took the name Ennoia. Lilith left this daughter in the care of wolves and went off to find midwives for the rest of her Get.
In time, Ennoia matured and mated with the strongest of her pack. She gave them each strong sons and daughters, some who
were born wearing her form and others the form of their fathers. Yet within each was the seed of the other, and they walked as
men or ran as wolves as was their will. It is from them that the Lupines trace their ancestry.
Eventually, Ennoia tired of these mates and grew dissatisfied with her life. Seeing that her children had grown strong and true,
she left the pack to travel the world. Immortal like her parents, she wandered for may years alone, and came at last to a city
raised by her half-siblings, the descendants of Adam and his second wife. This was the first great city of man -- Enoch the city of
Caine. And in Enoch, her great beauty and somewhat earthy nature stood her well, and she was well received.
She dwelt there for many years. Again she had many mates and gave unto each of them strong sons and daughters. Some say
the Rom sprang from one such union, but who can truly say. The power of the Rom comes not from the blood of Ennoia even if
they are of her line -- and yet their paths and fates are intertwined.
In the end, she became a source of discord in this proto-city, and following a series of incidents reminiscent of the tale of Helen
of Troy, Enoch, First of Caine took notice, and had Ennoia driven from the city. She cursed them all, turned her face from their
walled city and wandered again.
Of what transpired in the following years, little is known, but in the end, a Childe of Caine sought her out and bade her return to
Enoch with him. It was Irad, the general of Enoch's great armies (though later texts give him the name Dracian). Ennoia saw his
strength, his honorable heart and she loved him for it. She returned with him, and though he could not satisfy her appetites, it
mattered little, for he proved interesting in other ways. In their passion for each other, it was not long before she was made one
of the Blood.
Some time later, another of Irad's Get, the proud and terrible hunter Absmiliard, returned from the wilds bearing grievous
wounds. Both their Sire and Caine were greatly angered by Absmiliard's tale of cruel and remorseless wolf-beasts hunting him
in great packs. By night they harried him. By day they hunted for his resting-place. And only with great luck and skill did he
survive to tell the tale.
Ennoia heard his words and dread grew in her breast. She knew he spoke of her first children, and she knew both his nature and
theirs. Ennoia doubted Absmiliard's words, assuming his great pride, arrogance and cruelty were more likely the cause of her
wolven children's rage, if any such attack had truly occurred.
She pleaded with Irad to listen to her fears, but his anger was great and his duty clear. So she sought audience with Caine
himself, begging him to look close and reconsider. But his line had been wronged, the war council formed and she was rebuffed.
Plans were laid for the coming war and Ennoia feared for her children. Now Caine himself led the armies of Enoch off to war.
Ennoia despaired and called out to Lilith her mother.
And Lilith came.
Ennoia told her mother of the growing war between her new Kindred and the first children of her mortal womb. She spoke of how
her pleas to Irad and Caine went unheard, and she begged her mother's advice and help.
Lilith comforted her child and promised to aid her.
Many questions did Lilith put to Ennoia concerning her new family. And Ennoia told her of Caine, and his children and his
grandchildren. She spoke their names. She told of their natures, their loves, their rivalries and their sins, anything that might help
her mother find the answer she sought. And thus did Lilith learn of Caine's unrequited love for Zillah. Darkness passed briefly
over Lilith's face, but then she smiled and told her daughter that the war would soon end.
Shortly thereafter, Caine encountered an Old Crone while fighting in the wilds. She knew his heart and offered to show him how
to win Zillah's love, asking only that Caine seek an accord with her allies amongst the were-beasts. So Caine returned to his city
and his children only to discover the treachery of Absmiliard. And the viper was cursed and banished.
Caine then sent Irad's daughter Ennoia to make his peace with the skin-changers, for she knew much of their ways. So was a
tense peace with the tribes of the moon agreed to, and Ennoia sang songs of thanks and praise to her mother. Lilith heard these
and smiled. But when Ennoia returned to Enoch, she found that the newly wed Caine looked upon her with great displeasure,
despite the success of her mission.
Caine remembered Ennoia's earlier plea that he withhold his wrath from the were-beasts, and suspected that the Crone's price
was no coincidence. He looked into Ennoia's heart and saw the part she had played in the Crone's trap. And anger smoldered
in Caine's eyes.
"Get thee from my sight Childe. Enoch was right to drive you from us so long ago; and your return has brought me only hardship. I
care not what road you take, but set your feet upon it this night, and know that you shall never again know home."
And with this curse, Ennoia turned and made to leave. But then something of her mother's proud nature rose up in her breast,
and before leaving Caine's hall, she turned again to face his Ivory Throne. She cursed Caine for a fool.
Had he given her warning a moments thought, Absmiliard's plot would have been stillborn. The others of her generation would
not have been coaxed into rebellion; the Lupines would not hold him as their blood-enemy; and Irad would not have been so
grievously wounded. But he preferred the word of a beautiful man with a silver tongue.
Not since the night of Absmiliard's crime had the others seen such rage upon the face of Caine. Nor would they again until young
Malkav called down Caine's wrath by defaming his image.
"You have betrayed me, and all those of the blood, for the love of beasts you faithless woman!" Caine shouted in rage. "So will
the marks of your true allegiance grow upon you, whenever your anger takes you or you give in to temptation. Go now for I know
you not, and soon none will be able to."
And with that, Ennoia left the city of Caine.
ENUKADU
By Dirk Tebben and Doug Kern (dkern@soho.ios.com)

History

Few Kindred know of this rare bloodline. What is known is found in scattered bits from myths and ancient manuscripts. These
mention a group of Kindred who slay vampires, and shall be instrumental in causing Gehenna. The Kindred group is never
named, but what can be gathered from the pieces of information imply a force dangerous to all other Kindred.
The Enukadu are the basis for these stories. Far from numerous, Enukadu tend to keep to themselves, and out of site from the
rest of the world's vampire population. The Enukadu bloodline is descended from Gangrel, via a wandering mendicant whom the
Antediluvian Embraced against his will. The mendicant, Enukadu, suffered intense trauma during and after his death and
eventually came to hate all vampires, especially his sire. Kicked out of vampiric society after his gruesome experiments (the
precursors of the Exsanguinus discipline) came to light, he was forced to survive on his own for many years. Eventually he
created progeny, taught them Exsanguinus, and set them on the Path of Fire.
However, not all of Enukadu's descendants agreed with his way of thinking regarding other Kindred. Though few in number,
these kindred knew in their hearts that not all vampires were evil and unnatural. However, because of the curse of the bloodline,
eventually even these ones began to think like their elders. Many of the neonates knew that they would need to find some way to
halt the madness of hatred that they were slipping into.
It was an Antediluvian who would save these Enukadu. When Saulot returned from his pilgrimage to Asia, one of the first
vampires to allow herself to be healed was a young Enukadu whose name has been lost. This Enukadu found that she no longer
felt the urges to kill her fellow kindred. She immediately rushed to tell the rest of the bloodline about the prophet who saved her.
The reaction in the clan was not totally positive. While many of the young neonates attempted to find Saulot and his children, the
elders were furious that they were abandoning the Path of Fire. The bloodline divided into two groups, one which continued to
follow Enukadu's ideas, known as True Enukadu, and another composed of Renegades who now opposed them. The True
Enukadu now considered the hunting down of Renegades a top priority. However, the True Enukadu still had a problem, since
many of their progeny rebelled and attempted to find either Saulot, who by this time had gone into torpor, or one of his children.
In order to stop this, and not risk destroying themselves, the elders managed to discover Saulot's place of rest, and arrange for a
new rising vampire, named Tremere, to stumble upon this knowledge.
The elders thought that they would now be able to easily destroy the Renegades. However, they did not count on the Renegade's
reaction to Saulot's death. The Renegades, who up to this point, were hiding from the rest of the bloodline, were enraged. From
that point on, the Renegades decided fight. Up to present day, the Renegades have tried to counter any plot by the True
Enukadu, and hurt the Tremere. They have not been too successful on hurting the Tremere, but recently they have gotten a new
group to ally themselves with, the mysterious Inconnu.
Priority one for the True Enukadu is the advancement of Gehenna. They will do anything to achieve this. Next is the imperative of
secrecy, especially from the Camarilla. The Enukadu recognize that their strength is their anonymity, and they will not reveal the
clan's existence under any circumstances. This is one of the reasons why the True Enukadu hunt down the Renegades so
vigorously, as they are a danger to the bloodline's secrecy; they don't know that the Renegades have revealed themselves to the
Inconnu. Their third priority is the weakening of vampiric groups and the destruction of individual vampires. To these ends, they
work alone and in extreme secrecy, usually posing as a member of another clan and attempting to weaken the Camarilla (and
Sabbat, though it's harder to penetrate) from within. The Renegades don't have as structured goals as the True Enukadu. They
will always try to stop any plan by the True Enukadu. They also tend to become very protective of kine. There is a twofold reason
for this. One, the Renegades think that possibly, they may provide a small compensation for the actions that have been done by
Kindred worldwide. They also wish to protect humans from the horror of the embrace. Renegades also will try, in secrecy to
thwart those Vampire groups which they consider beyond redemption, most notably the Baali, Setities, and Sabbat.
Unfortunately, there are not enough Renegades to make much of an impact.
Enukadu of both groups almost never make ghouls.
True Enukadu follow the Path of Fire. This Path is dedicated to the destruction of all vampires, who are regarded as hideous
aberrations of nature. Most True Enukadu are extreme sociopaths and intensely fanatical, caring about no one and nothing
except their mission. They can mimic sanity very effectively, however.
Renegades usually keep their humanity, though may follow a Path if they wish to. They also see themselves of trying to make the
best of the situation they are in, and are usually cheerful and bright. They will often become friends with other kindred who agree
with their views. Quite a few Renegade Enukadu are friendly with the Children of Osiris and the Inconnu. Also, some Renegades
have managed to reached Golconda.
Unlike normal Gangrel, Enukadu change into hunting cats, bobcat, snow leopard or similar sized cat, instead of wolves. Whether
or not the original Enukadu exists today is dubious, though some members of the clan have claimed to "feel" his presence
guiding them at times.
Nickname
Terrors

Symbol
Cat's paw print. Both True and Renegades use this symbol.

Appearance
Both True and Renegade Enukadu can have any appearance, though many will appear to be drifters. They will also attempt to
be a Gangrel around other Kindred.

Background
The True Enukadu have a fairly unique method of creating progeny. Typically the process begins when an Enukadu observes a
mortal who is dedicating her life to some cause at the expense of all else. If the cause is destructive or violent, so much the
better. The preferred candidates are vigilantes, driven cops, soldiers (the True Enukadu recruited heavily from the Nazis in
World War II), and the like. The Enukadu will continue to observe the mortal for at least a month or so, and if she is deemed
suitable, the vampire will either embrace the mortal or, preferably, wait until the mortal is about to die before bestowing the
Blood. True Enukadu neonates are held in line by both the power of Exsanguinus and intimidation. Most don't last long for after
serving their usefulness, their sires destroy them. Those who manage to impress their sire are allowed to live, and eventually
leave on to be their own.
Renegades can be made from either two ways. The first, and most difficult, involves a neonate True Enukadu finding a Salubri
before the pathological hatred of vampires sets in. The Salubri must use the power of Obeah to heal the Enukadu. This will only
work before the derangement has set in. Considering that both neonate True Enukadu and Salubri are both extremely rare, this
does not happen often. The other method is when a Renegade embraces a human. This does not happen often, though, as
many Renegades do not wish to put a human through the horrors of becoming a vampire. Those who they choose are often
people who fought for values they believed were good and just. The Enukadu will often warn a human before hand of what will
happen, and will make absolutely sure that the person agrees to the embrace. Renegade neonates usually do not stay near their
sires long, just long enough for them to be taught about their new existence, and about the other kindred out there.

Character Creation
Both types of Enukadu often have drifter, vigilante and outsider concepts. True Enukadu often have Fanatic Natures, but can
have any other Demeanors. Renegades can almost any type of Nature, but Jester, Judge, Survivor, and Loner are most
common.

Clan Disciplines
Exsanguinus, Fortitude, Protean

Weaknesses
The Enukadu blood carries several supernatural effects, all traceable back to the founder and his diabolical experiments. First,
all Enukadu vampires must drink at least five Blood Points of Kindred blood every lunar month or lose one Health Level (which
cannot be healed until the five points are consumed). This requirement typically takes effect a few months after the Embrace.
Second, as they age, True Enukadu develop a pathological hatred of other vampires. This takes the form of a Derangement. If
they are in the company of non-Enukadu vampires for an extended period of time, they must spend one Willpower point per night
to stop themselves from physically assaulting their companions. The Derangement kicks in some variable amount of time after
the Embrace, between 25 and 100 years depending on the vampire. Renegades are usually limited in the amount of levels of
Exsanguinus they can learn, since most of the higher levels are only known to the True Enukadu. This of course does not apply to
Renegades in Golconda. Finally, the Enukadu cannot be Blood Bound and cannot create a Blood Bond. This is both a curse
and a blessing. Enukadu do not gain animal features with frenzy as Gangrel do.
Organization
Virtually none for both groups. Enukadu vampires almost always operate alone, coming together only to brief one another on
relevant topics or teach one another Disciplines, especially Exsanguinus. Occasionally a very big project will require several
Enukadu. The one thing that keeps this clan in any semblance of cohesiveness of both groups is the fact that they can recognize
one another on sight; even they don't know precisely how they do this.

Gaining Bloodline Prestige


Both Renegades and True Enukadu usually do not consider prestige that important. True Enukadu are impressed if an elder
vampire of another clan/bloodline is destroyed, while Renegades will be impressed if a plot by the True Enukadu, or other group
of enemy kindred, is ruined.

Quote
True: The kindred of the world don't realize the fact that their end is near. Soon, our plan for the coming of Gehenna will reach
fruition, and their destruction will be assured!
Renegade: Our brothers do not see the sight before their eyes, that their plans for destruction shall in the end mean that the
entire universe is doomed. We must try to stop them at all costs, so as to save this world.

Stereotypes
Note, with the exception of the Inconnu, this bloodline is basically unknown.
The Camarilla:
A government of kindred?! It is unnatural, and must be eliminated. The corruption in it makes infiltration all the easier.
-- True
These vampires originally had the right idea, but have gone astray. They only care about their own petty plots, instead of having
a strong front. If they ignored their bickering, we may get discovered, so I guess it serves some purpose.
-- Renegade
The Sabbat:
Their aggressive nature often makes their destruction all the more easier. They serve also as good tool to use a against the
Camarilla, though they do not know this.
--True
While they have the right idea concerning personal freedom, they are total monsters. It must be freedom through slavery,
because they are enslaved to their bestial nature.
-- Renegade
Inconnu:
These old ones are difficult to eliminate. They may even be on to us. For the moment, we shall wait, and then destroy them when
ready!
-- True
These guys seem to have the right idea, though they are often very distant. They do know of us, and will be valuable allies
against our brothers.
-- Renegades
Assamite:
Killers par excellent, like us. Though their skills never seem to help them when fighting us.
-- True
I really don't understand these guys; I personally would get bored being a hired killer. Still if one is following you, make sure to get
rid of him quickly and quietly, or you may have to dispatch more later.
-- Renegade
Brujah:
These vampires are good fighters, but fall victim so easily to our powers, making them almost not worth the effort.
-- True
Boy these guys are aggressive rebel rousers. Some can be friendly, but I'd make sure to watch your tongue around them.
-- Renegade
Gangrel:
They are harder to track, since the live in woods, but we can manage. Though we pretend to be one of them, our cousins shall
receive no mercy from us!
-- True
I've met a lot of nice members of this clan. They seem very laid back, not at all like other Kindred. Though they do seem
dangerously close to the Garou...
-- Renegade
Giovanni:
Consulting corpses will not stop us. Still eliminate quietly, as they seem to be very close to each other.
-- True
I think that these guys must be necrophiliacs. I mean why else would they be so obsessed with the dead?
-- Renegade
Lasombra:
The darkness they project is just a reflection of their soulless existence.
-- True
I really get the creeps around these guys. They are mostly Sabbat members, and as such, quite wicked.
-- Renegade
Malkavian:
The only thing predictable about them is their unpredictability. Be very careful when fighting one, as you never know what to
expect.
-- True
The person who invented the saying crazy as a loon never met a Malkavian. Still some make good companions; just make sure
that they act normal enough not to attract attention.
-- Renegade
Nosferatu:
These sewer dwelling kindreds' appearance just betrays their unnaturalness. Be care when hunting one in the city, as it is likely
to know every part of the area.
-- True
Eeewwww! These guys really do prove that beauty is not skin deep. Still make a friend of one, and you never know how it may
help you some day.
-- Renegade
Ravnos:
These kindred will try to confuse with illusion. Don't be fooled, as they can be killed just as easily as any other.
-- True
Well, they seem light-hearted, I will give them that. Just make sure to watch your wallet around one.
-- Renegade
Salubri:
These three-eyed freaks are the cause for the split we face with the Renegades. For that they must be punished; all will be
destroyed!
-- True
We must protect these gentle healers as much as possible. If not for them, we would have the same madness our brothers now
face. Only a few are left, and when they are gone it will definitely be a dark day.
-- Renegade
Setites:
Their dark rituals will not aid them. Since they tend to stay in their temples, it is just easier to destroy it while they are inside.
-- True
These snakes in the grass are among the most vile beings I know. The world would not miss them.
-- Renegade
Toreador:
These prissy fools are so predictable! Just find a museum, and you will find them inside.
-- True
Well I can agree that art is nice to look at, but they take it to an extreme.
-- Renegade
Tremere:
Their founder was such a useful tool, but we must be careful, around them, as they are most likely to discover the truth about us.
-- True
Ironic that their father shall rise and devour them on Gehenna. They must pay for what they have done to Saulot and his children.
-- Renegade
Tzimisce:
They are crafty and devious. With the powers that they have over the body, one must be careful when confronting one.
-- True
For the most part they just a bunch of sickos. Stake 'em and be done with 'em!
-- Renegade
Ventrue:
The fact that they cling to their old existence makes them quite easy to dispose of.
-- True
A lot of them are snotty, old, out of touch fogies, though I have met a couple of more modern ones.
-- Renegade
View the Exsanguinus discipline.
View the Path of the Fire Path of Enlightenment.
EXPRESSIONISTS
By Lord Drewcifer (drewcifer0@aol.com)

Description
This bloodline is an offshoot of the original Toreador bloodline. No one is exactly sure who started it, or when, but it seems to
have originated during the early 1960's and continued on from there, the time period during which free thought and expression
were in, and anything was accepted. The Toreador are welcoming of this clan, seeing as how they tastefully create
masterpieces of art, poetry, and literature. However, some Toreadors see them as "too moody" and "disturbed", as well as
finding their work "preposterous' and "mundane". The Expressionists tend to keep to themselves, and seclude themselves from
the rest of the Toreadors, Expressionists, and pretty much all of Cainite society. (If you are looking for a dark, brooding
character, but don't want to be a Tremere or Malkavian, then these are your guys.) They seem to take great pleasure in mortal
affairs, and are always at the biggest social "underground" events, attending concerts and poetry readings by artists no one has
ever heard from, and probably never will again.

Nicknames
Artistes, Degenerates, Beatniks, Hippies, Bohemians, Weirdos

Appearance
The members of this clan are usually good looking. They wear exclusively black, and almost nothing but. This does not mean that
everyone in the clan is restricted to such attire, but it is usually the case. They usually sport berets, the males wearing mustaches
and goatees, with clove cigarettes and circular frame "John Lennon" glasses/sunglasses. They only go out at night, but hey, it's
fashionable, and so "retro". The females usually dress in long elegant black dresses, with the same taste for cigarettes and
head accessories. They wear little make-up, if any. Both sexes usually wear turtleneck tops or otherwise long-sleeved shirts.

Haven
Most live in their own little "studio" apartments, but a few own coffee-shops, "Java-Huts," and other small, exclusive clubs that
offer nightly poetry reading, jazz music, and "open-mike nights." They revel in their own moodiness.

Background
The Expressionists usually only take in the most dark and disturbed individuals for their group, thinking all others simply
"poseurs" and unfit to wallow in their own self-pity.

Character Creation
Expressionists are usually very high in Social and Mental stats. They have no use for Physical prowess. Well, it just gives them
so much more pity to wallow in. ( "Oh, my fragile body is weak in the cruel world that surrounds me, oh the anguish I must suffer
for my talent.....") They usually have high Empathy and Acting abilities, in more cases than not. Music is also a highly valued
talent in this clan. Poetic Expression may be one to consider as well.
All Expressionists have sullen Demeanors and usually dark Natures, but this does not make them act like it all the time. They are
excellent actors, and may take Artistic Expression as one of their beginning Traits. They must however, take the 1 Point Flaw
"Tortured Artist". (See page 41 of CLANBOOK: Toreador) This does not count towards purchasing Merits or otherwise counting
towards "freebie" points. (You little cheaters, you!)

Clan Disciplines
Auspex, Dominate, Presence
Weaknesses
They suffer from the weakness of darkness. They must remain held in the dark broodiness of anything the Storyteller deems
"deeply moving work" or "hauntingly beautiful" or "gothic underground mystique". Use the same system as the Toreador when
attempting to break free of the spell. Otherwise, the character must stay and become wrapped up in whatever is attracting them
and they must join in the crowd, acting dark and quiet, brooding and melodramatic, or just going with the crowd.

Organization
This clan usually finds itself too wrapped up in whatever is the latest underground fad to care for organization. That's way too
governmental anyway, and besides, if you join the group, you can't be different, can you?

Quote
"Did you see that group that played at the Java Palace last week? They were so...captivating. I had no idea that one could do
such things with musical talent such as theirs. What? Of course I knew who they were. I've been going to their concerts since
they first started playing in clubs like that. Now everyone listens and thinks that they are their biggest fans. I saw some of the
singer's art. His pictures moved me to tears. I felt so ...dark and brooding, you know? Oh, you poseurs are all the same! You
never appreciate anything. I tire of your babbling. Leave me to my darkness. Oh, the anguish, the absolute torment...."
FAERENETTI
By Steve Reigle (lanilifar@aol.com) (26, Aprill 1995)
A popular misconception among non-Kindred, is that Kindred society is stagnant, and that no learning is taking place. No other minor
bloodline reflects the fallacy of this more than the Faerenetti.
This bloodline contains many thinkers and researchers. Scientists, engineers, architects and philosophers form the populations most
neonates come from. Most are single-minded and have great clarity of purpose, a desire to complete theirs goals, both old ones from
there mortal existence and the myriad topics from their new unlives. However, with their single-mindedness comes a weakness. They
have a tendency to become oblivious and obsessive, thereby creating a mind-fog that taints their research. Logical thinking becomes
difficult, and it usually takes them longer than most to come to a conclusion. But few others care as much as the Faerenetti, except
perhaps the Tremere, and no one can argue their success rate (when you live forever, it does not matter how long you take).
The history of this bloodline is as shrouded in obscurity as their thought processes. Some say Malkav embraced
philosopher/scientists to try to temper his insanity. Others say a Toreador embraced the first Faerenetti when impressed with the
dedication of the latter in pursuing the famous (some would say infamous ) Most Grand Design. A third rumor said that the Tremere
created them as servants to help them gather knowledge. The truth is well hidden from searching eyes.
No one is sure what the goals of the Faerenetti are comprised of. Most other Kindred see them as useful and productive, but easily
manipulated. It is easy to set them to a task if they do not already have one. Faerenetti will pursue that task unceasingly to either
success or failure; failure causing them to enter a great depression when they will be withdrawn and morose for long periods (Older
Faerenetti sometimes enter torpor). Once a task is successfully completed, they will celebrate for a short time and then seek
something else to do.
Proud of their accomplishments they meet frequently to boast. At these meetings Faerenetti share knowledge, tell stories, discuss the
Most Grand Design, and brainstorm. What plans come from this no one is sure of, but it has been heard that the Most Grand Design is
there true purpose but what this is is pure speculation.
Nickname: Doc
Appearance: Never much for fashion, they wear whatever is most practical. For celebrations or functions (Such as requesting
permission from a Prince of the City to conduct large experiments) the attire varies inconceivably.
Haven: They typically try to locate havens near institutions of higher learning. There must be enough lab, work space for experiments.
Background: Candidates are usually harvested from like minded kine who prove to be free-thinkers. Close-minded individuals or
overconfident know-it-alls are rarely selected (but often fed upon).
Character Creation: Faerenetti tend to have visionary or deviant archetypes, with Protestant work ethics. They must have a strong
desire to do there own work.
Clan Disciplines: Densitometry, Fortitude, Auspex
Weaknesses: Much like the Toreador, they are obsessive to the point of ignoring all other concerns and therefore are easy prey to
become Infernalists. They tend to regard other things as tertiary, such as security, and therefore are regarded as easy targets. (this is
not always the case; see Densitometry.) If forcibly interrupted from an important stage of research they must make a willpower roll or
go into Frenzy. The mind fog makes it difficult for them to think quickly, their Wits can never be higher than one. Many are absent-
minded, have short attention spans for things other than their work, and are self-centered.
Organization: Very little organization at all, and since they are comparatively few, there is no need. Technically not part of the
Camarilla, they are still considered as such by the majority of Kindred, though it is not impossible to see them work for, or under the
sway of the Sabbat. They believe in the Masquerade, as it limits interruption to there work.

Stereotypes
Because they are so distracted by their works, they have very few views of other Kindred, and therefore unaware of differences
(unless, of course, they are studying them).
Others' thoughts on the Faerenetti:
Brujah: They are easily distracted, but if you can ally with one, they can be a great boon.
Gangrel: They are thinkers, and do nothing. they tinker with forces they cannot comprehend and have no thought to the consequences
Malkavian: They are great targets for practical jokes . They are hilarious if you interrupt them. That's why we created them. Either that,
or they were created by the Clan Chocula (He He He He)
Nosferatu: They can be great sources of information, but wouldn't know security if it bit them on the rump.
Toreador: They have great passion for their science, and it comes close to the true passion of art.
Tremere: They are wonderful. I highly recommend acquiring one for any Chantry. They should be standard equipment.
Ventrue: I think they are all playing us for fools we should watch them, closely.
Sabbat: They will be a great gain if we can get them to the proper course, one way or the other.
Iconnu: No comment.
The only other group with significant dealings with Faerenetti are the Enlightened Humans who call themselves Mages. It seems one
of their branches, the Sons of Ether, is particularly ravaged by this group, and has sworn eternal hatred for them.
View Densitometry discipline.
FALLEN ANGELS KINDRED ARISE
By Andrew Cram and Coutenay Trinder

Introduction
1995 Disclaimer: The characters and events described in this book are fictional, any resemblance between the
characters and any person, living, dead, or supernatural, is purely coincidental. The mention of or reference to any
companies or products in these pages is not a challenge to the trademarks or copyrights concerned.
Due to the mature themes presented within, reader discretion is advised.
Child witch?
A richness of spells in me
At night I hear them surge
more caress in their vengeful whispers
than any mild salvation
This was my river rushing and wild
but mine to hold, as much me as
hair and hands, though then I had
no body.
Then earth claimed me, mirrors had meaning
and pain overtook me at a gallop.
I knew what I could do
and what would follow
hid the alter inside
and started my war to be good.
-- Annette O'Grady
The form of a demon with an angels soul, or at least that is what they would like us to believe. One of the greatest
modern enigmas of the Kindred, the Fallen Angels have grown to the size of a small clan in less than a single
decade. They are now poised to claim full clan status in the vampiric world, a feat that has not been achieved for
nearly one thousand years. They are not as new as they seem however...

Credits:
Concept By: Andrew Cram
Written By: Andrew Cram
Additional Courtenay Trinder
Writing By:
Poetry By: Annette O'Grady
Editing: Grymalkin
Spelling: Lore - the Macintosh Classic and Microsoft Word
Playtesting: Andrew Cram, Natasha Cross, Emma Dunnell, Jane Edwards, Anna Faulkner, James Hoadley, David Myers,
Annette O'Grady, and Courtenay Trinder.

Table of Contents:
Introduction
Chapter One: The Rising Force
Chapter Two: The Life of the Fallen
Chapter Three: To be an Angel
Chapter Four: Who's Who amongst the Fallen Angels
Chapter Five: Sample Fallen Angels
Appendix: The Names of Angels

Chapter One: The Rising Force


The Known History of the Fallen Angels
In the first months of 1982 a lone kindred of strange appearance was rescued by a Gangrel from a group of fomori in
Seattle. He had no idea of where or who he was. Over the next few months he regained some of his memories. Luke
(for that is what he had been called by Luna, the Gangrel) was accepted as a Caitiff and soon became a member of
the Primogen of the city.
By 1986 Luke had created several childe and had begun to call them the Fallen Angels. This name was derived from
their unique appearance, for each had golden eyes, and a set of bat wings growing from their backs. Using the
power he had gained from his position among Seattle's primogen, Luke managed to send several of his childer and
grand childer out into the world. In the next four years they quickly spread across the North American continent,
growing at an almost unbelievable rate, largely due to the popularity of Vampire movies during the mid 80's. The
bloodline's rapid growth caused great concern amongst the American Camarilla. Several investigations were
launched into the bloodline, but none was able to find any evidence to suggest that the Angels had broken any of
the traditions or rules of the Camarilla. Furthermore their beauty and youth have tended to make older vampires
ignore any potential threat they may pose.
Two interesting events happened during this time. The first occurred in 1988 when a group of three angels entered
Oklahoma City. The Tremere prince of that city took an instant dislike to the three and ordered a bloodhunt
(although he had no legal grounds to do so). The three perished before the end of the night, but by the following
evening the Prince, Primogen, and majority of the kindred population of the city were dead. Rumours spread across
the United States claiming that an attack force of Angels had assaulted the city, however none of the known Angels
were absent from their home cities during this time. Quiet voices point out that Prince Albert's favourite emerald ring
was seen gracing the hand of Oklahoma City's Inconnu Monitor the night after the disappearances.
The second incident happened on New Years Day, 1990, on the outskirts of Miami. A lone Angel was seen to be
being escorted by a flock of 8 Gargoyles through territory still held by the Minions of Set. The Angel passed without
incident through the territory, and has been seen several times since (although without his bodyguard).
In early 1991 the Angels again spread. Luke departed Seattle for Australia, and individual Angels were seen in Asia,
Australia, and South America with increasing frequency. By 1994 there were Angel princes on all four continents,
and they were entrenched in the Camarilla's power structure, although they have yet to reach Europe or Africa (as
far as anyone knows).

The True History of the Fallen Angels


The known history of the Fallen Angels is largely correct except for a few (not particularly minor) points. The
bloodlines origins are not as clouded as is believed and the Clan hierarchy is fully aware of its origins. Luke's sire,
Marcus, was a Pander of the Sabbat; however, he had only a single sire (in contrast to most Panders). This Kindred
was named Sebastion and he was one of the few surviving members of the Salubri Clan. He was destroyed not long
after he embraced Marcus.
Luke in turn destroyed his own sire (who was a diabolist) before fleeing the Sabbat. Apart from the Fallen Angels
themselves one other group is aware of the bloodline's true origin. The Inconnu have sworn to protect all the
surviving Salubri and they have included the Fallen Angels in that oath. This serves to explain the incident in
Oklahoma City with great ease.

Fallen Angels around the world


North America
The majority of Angels are still found in North America. Fallen Angels are found in almost half the Camarilla cities of
the continent. Several members of this bloodline have become Princes in the last five years.

South America
Far fewer members of the bloodline are found here than in the north; however there are two Angel princes on the
continent as well as several other powerful members of the bloodline.

Asia
Western Kindred have historically had problems in setting up bases of operation in Asia. The Fallen Angels have
had some success, most notably in Macao, but also in Japan were they appear to have come to an agreement with
the Gaki clans that rule the nation.

Australia
The new centre of the Bloodline, and current residence of the clan founder, Australia has become second only to
North America in terms of Angel population. At present only Sydney has an Angel prince, and the current large scale
turmoil on the continent makes it difficult to predict the lines future status here.

Antarctica
One of the greatest enigmas of the line. The presence of at least one Fallen Angel on the frozen continent has not as
yet been explained.

Chapter Two: The Life of the Fallen


"Eat to live, not live to eat."
-- Moliere
The Fallen Angels maintain a rather rigid lifestyle. They value loyalty to the group above almost everything else.
They also have something of a unique view of the world.
All members of the clan (as they term the bloodline) are male (except the antitribu described later), and the least
attractive amongst them is as attractive as a supermodel. This is not to say that they particularly care about their
appearance, or that they select individuals for embrace on their looks alone. On the contrary, when a new Angel is
embraced they have Vicissitude performed upon them to achieve their maximum beauty. They are chosen for their
strength of character. The Angels have found their looks highly useful, especially as others tend to underestimate
them.
Many members of the bloodline were Homosexual or Bisexual in life, although the changed circumstances of
undeath makes such distinctions largely mute. The clan has developed a strong, simple, ranking system that allows
all clan members to easily determine relative positions between clan members.

The Hierarchy of the Clan.


The Fallen Angels have a very defined status system within their bloodline. Each member of the Clan has a title that
serves to fix their exact position within the clan hierarchy. These are:
Fledglings: This rank equates roughly to neonate, however since the entire bloodline is so young, new recruits are
only considered Fledglings for a year before rising to the next rung on the ladder.
Doves: This rank holds the same respect as that of Ancillae in the greater Kindred community. All members over
one year old hold this rank until they gain a position of greater authority.
Hawks: The most powerful Dove in each city is given the title Hawk. He is the recognised leader (not ruler) of all
Angels within his city.
Royal Hawks: These Angels are Hawks who also hold the position of Prince within a city. Royal Hawks hold the
same power as Hawks within the clan.
Eagles: There are currently five Eagles. Each is the Leader and nominal Ruler of all Angels on a given continent. At
present there are Eagles for Asia, Australia, North America, South America, and (inexplicably) Antarctica.
Phoenix: There is but one Phoenix: Luke, founder and supreme head of the Fallen Angels. He acts as Ruler, Pope,
and Judge for all Angels, and can appoint individuals to any position in the clan Hierarchy.
Roc: The single Roc is appointed by Luke and serves as the Angels Justicar-without-office. When the Bloodline
achieves full status within the Camarilla the Roc will serve amongst the other Justicars. The Roc is considered to be
equivalent to an Eagle.
Falcons: This rank is equivalent to that of Archon. The Falcons serve as helpers to the Roc. Falcons are held to be
equivalent to Hawks.
Badge of Rank: The Whip of Angels
The Whip of Angels is the common weapon of the Fallen Angel Bloodline. The whip is as much of a status symbol
as it is an actual weapon (Not that it is in any way ineffective in that role).
There are five different types of whip . The simplest has only one head, it is capable of causing severe damage to
living individuals who have drank from a Vampire. The youngest members (Fledglings) of the Bloodline are given
such whips.
The two headed whip which in addition to the powers of the previous whip can cause sever damage to werewolves.
It is used by Doves.
The three headed whip is capable of severely injuring vampires as well as the previous groups. It is used by Hawks,
Royal Hawks, and Falcons.
The four headed whip issued to Eagles and the Roc is capable of harming spirits and ghosts as well as the previous
groups.
Only one five headed whip is in existence and is the property of the Roc. Its powers are unknown to all others
although rumours suggest it may have power to destroy demons.
The whips act in a similar way to Sabbat bloodstones -- any of the bloodline's leaders can track any of the whips
within their area of duty. This ability is used to track down stolen whips rather than to keep track of members of the
bloodline (unnecessary because of the Sanguinus link explained below).

The Traditions of the Fallen Angels


"Like blossoms on slow water, the common funeral
Unrolled its swaddling band, Lapping, Tightening
Till we were braced and bound
Like brothers in a ring"
-- Seamus Heaney
The Fallen Angels maintain a separate set of traditions to the Camarilla (although they do not advertise this fact).
The Traditions take the form of edicts passed down from the Phoenix to the rest of the Clan. They are:
1. To destroy another of the blood is the greatest sin. Suffer not a diabolist to live.
The Fallen angels hold diablerie as the greatest sin. They mercilessly hunt diablerists regardless of the local
laws. No Angel would ever engage in this practice himself.
2. Honour your leaders for they guide your path.
An edict to strengthen the rank system of the clan.
3. Honour each other's territory.
Angels may travel freely through each others territory but they usually maintain the formality of asking first.
4. Do not appear as a false god.
Many Angels possess True Faith. Appearing as a god would both go against this and endanger the
Masquerade.
5. Honour those of the blood who deserve such honour.
Angels judge other Kindred on their individual nature more than their clan.
6. Teach your childe all the traditions and ways.
It is important that these traditions are passed on due to the high growth rate of the clan.
7. Do not create childe from the young, elderly, female, diseased, or insane.
The Angels choose only healthy males to become Kindred. At one stage they embraced a number of AIDS
sufferers but they spread the disease when they feed and were still killed by the disease.
8. Drink not the blood of your brothers or cousins.
Angels are forbidden from drinking the blood of other kindred, regardless of clan.
9. Aid your brother, your ally, and your fathers friends.
Father's friends refers to the allies of the clan (described latter).
10. Do not trust a Tremere.
The experience in Oklahoma City has made the Fallen Angels somewhat wary however they have come to trust
a few individual members of the Tremere line.
11. Obey the Traditions of the Camarilla except were they conflict with these traditions.
In order to calm the fears of some members of the Camarilla Luke promised to order the bloodline to obey the
sects traditions.
12. Do not traffic with demons or their children.
Fallen Angels have recently discovered the existence of the Baali. They have determined to destroy these
demon-spawned Kindred.

The Grand Goal


The Grand Goal is what the clan is constantly moving towards. As far as others are aware, the Goal is to achieve full
clan status within the Camarilla. This is only partially correct. Secretly the Clan works towards unifying all the
Vampire clans (with the exception of the Baali) into a new sect. This new sect would be free of Diabolists and
Infernalists and be a fellowship of brothers. It is obvious why this is called the grand goal. Towards this aim Fallen
Angels make friends within all bloodlines (except Baali). They also create kindred from the blood of others (captured
and 'convicted' diabolists) who they are raising in secret. No one outside of the clan knows of this part of the plan.

Chapter Three: To be an Angel


The Angels stand out in the world of vampires, not the least because of there 'unique' appearance. Most people will
notice that an Angel has golden eyes and large (usually bat-shaped) wings growing from his back; that is they do if
the Angel lets them.

On the Clan weakness


Apart from their unique appearance the Angels have one notable weakness, they are incapable of feeding from
women. The reason for this is unknown, although it is suspected to be caused by a psychological hang-up of the
clan founder.
The weakness caries over into combat. Angels will be unwilling to attack women (including female Werewolves,
Vampires, and Witches) however, they will engage such individuals in combat if absolutely necessary.

Views on Others
Unlike most other groups, the Angels tend to make friends and enemies through individual character rather than
group loyalty. Another vampire is judged on her character and deeds, not who her clan founder was. The exception
to this rule is the Tremere, who are always distrusted until they prove otherwise (others are treated neutrally).

The Allies
Several groups are allied as a whole to the Fallen Angels, although the terms of the Alliances vary from group to
group.

Inconnu
The Elders still feel guilt for the loss of the Angels ancestor's the Salubri. They have sworn to defend the Angels if
need be but are otherwise fairly aloof. Rumour suggests that Luke has been invited to join the circle of elders
(despite his young age).
Gargoyles
This group has a mutual defence pact with the Fallen Angels, concluded after the incident in Oklahoma City. Each
group is pledged to aid the other, primarily in any conflict with the Tremere.

The Gaki
The Fallen Angels have only contacted this group of Asian kindred in the past 2 years. At present there is no formal
agreement, but tacit approval for free travel (but not settlement) in each others territory has been granted.

The Created
Vampires created by Angels using the blood of others fall into this group. Each is a true (blood) member of one of
the other Vampire Clans, but has been educated by the Angels. At present there are only a small amount of Created,
and they are kept hidden in the havens of Hawks and Eagles around the world.

Supernatural Powers of the Fallen


The Fallen Angels possess a range of powers that are not present in other kindred. None of the Angels Disciplines
are unique to them; rather they have developed higher level powers not present outside the clan. The Angels Clan
Disciplines are Sanguinus, Serpentis, and Visceratika. Most also learn Vicissitude.

Sanguinus
Perhaps the most important of the Angels disciplines is Sanguinus. This power provides the Unity Link that binds
the clan together. All members of the bloodline have at least basic ability in Sanguinus. The Unity Link allows a
limited form of communication through the consciousness to all members of the line. On its simplest level it allows
members of the line to easily locate all other members of the line, regardless of distance or circumstance. The link
does not allow verbal communication (except it is rumoured, from Luke) but does allow emotional communications.
In its most extreme case all Angels (through feeling the pain of their fellow) are instantly aware of the location of one
of their number who has been destroyed. The link is so strong that in the one recorded case of an Angel being
destroyed by diablerie, the entire line was paralysed by the pain experienced by their fellow.
Following this incident, Luke and the two Monitors (described latter) set up the Virtual Buffer. This buffer re-routs
the emotional energies of the Sanguinus Link through the Digital Web at two points, reducing the emotional impact
of the link, and allowing Luke to function if such an event were to be repeated. It is also whispered that the buffer
could provide some protection if Luke was to go mad.
(Sanguinus was first introduced in White Wolf's The Storytellers Handbook, and its lower levels may be found in
that work).

Serpentis
This discipline is traditionally known for its ability to twist and corrupt the souls of others. The Angels have
transformed Serpentis, so that while still altering the souls of others, it is in a 'good' direction (at least in theory).
Other practitioners of Serpentis may be able to learn some of the greater powers if under the tutelage of an Angel.
(members of The Changed for instance).
(Serpentis was first introduced in White Wolf's The Players Guide, and its lower levels can be found in that work)

Visceratika
Visceratika is most known as the Discipline of the Gargoyle's. It provides several powers, most noticeably, the
growth of bat-like wings capable of providing flight. Visceratika works for the Angels exactly as it does for the
Gargoyles, with one noticeable exception -- the type of wings. For Gargoyles, Visceratika provides increasingly
larger batwings; for the Angels this is largely true, however, when an individual achieves a certain level in all the
clan disciplines, the wings alter. This has shown up in the hierarchy. The Eagles' wings have been transformed from
great leathery bat-wings, to graceful flame-red feathered wings. Luke himself no longer sports bat-wings, instead
having huge grey feathered wings growing from his back. Some members of the other Angels groups (detailed
below) have altered wings also.
(Visceratika was first introduced in White Wolf's The Storyteller's Guide, its powers are fully described in that work)

The Host of Angels


While the majority of the Fallen Angels are part of the main Clan, there are several smaller groups who (allegedly)
serve the Phoenix. These are; the Antitribu, the Furies, the Silicon Angels, the Shadow Angels, and it is rumoured,
the Sea Angels.

The Antitribu
"Two legged lioness, tupped by the wolfman"
-- Aeschylus, Oresteia
One of the most puzzling facts about the Fallen Angels is the existence of the antitribu. This group has claimed
membership in the Sabbat. It differs in two main ways from the Clan.
First, and most notably, the antitribu is composed entirely of women. The clan weakness seems to be reversed with
respect to gender, the antitribu being unable to feed from men. Secondly, the antitribu are partially isolated from the
Sanguinus link; they are still (supposedly) connected to Luke but not to the main clan. (An Angel does not feel an
Antitribu's pain and vice versa).
The antitribu has its own set of goals. Rumours vary, but the most popular amongst the Clan is that the antitribu are
merely Luke's agents within the Sabbat, there to choose who will be saved, to weed out the corrupted, and to collect
blood from the Sabbat clans. It is uncertain if this is the case. There are far fewer antitribu than full Clan members.
There are no recorded incidents of antitribu and Clan members fighting, although they rarely are seen to co-operate.
Antitribu otherwise possess the same disciplines and abilities as the main clan. They hold whips, and rank much as
the clan, and the head of the antitribu is ranked amongst the Eagles.
The Antitribu have honoured the alliances of the clan and almost all the traditions (with the obvious exception that
they embrace women not men). In addition they have forged an alliance with the Ahrimanes of the Sabbat, as both
are all female groups, and the Ahrimanes do not practise diablerie (unlike most other Sabbat clans).

The Furies
Closer to the Created than the clan in many ways, the Furies are a group of male metis Garou of mixed origin. They
serve Luke directly and hold rank (and quite litterally whips) within the clan structure. They are given Vampiric blood
to make them stronger, and taught the supernatural powers of the clan. They operate as mobile enforcers for the
clan. Their ability to move around during daylight has been found to be highly useful.
There are only a few Furies at present. They all have the powers of both Garou and Ghoul. All possess the bat wings
of the Angels, a fact that has served to make them even more outcast from other Garou than their metis status would
otherwise have caused. They do not operate amongst the other Garou, staying amidst the world of the Vampires.
Most are found serving Angels of Royal Hawk rank and above.

The Silicon Angels


"What a tangled web we weave, when first we pracdtice to decieve."
-- Shakespeare
The young age of the Fallen Angels has given them a great advantage over their older brethren when dealing with
technology. This is never so obvious than when dealing with the Silicon Angels.
The Silicon Angels are a very small group (no more than a dozen) of Clan and antitribu members who permanently
inhabit the Digital Web. They are lead by two monitors, ranked as Eagles, each of whom guards one of the nexus'
(described latter). They monitor much of the so called "information super-highway". The Monitors are responsible
for the creation of the Virtual Buffer between Luke and the rest of the Angels.
The Silicon Angels share the Clans disciplines of Sanguinus and Visceratika. They do not, however, possess
Serpentis, instead possessing a new discipline -- Technica, that allows them extensive control over machinery.
(Technica, by Deirdre Brooks, was first introduced in White Wolf Magazine #36, its powers are described there)
The Shadow Angels
Another new group of Angels, these wander the lands of the dead. They have been transformed into wraith-like
beings, with much similarity to the restless dead, although they are still kindred. Shadow Angels have permanently
travelled to the lands of the dead, and cannot return to physical form for more than a short time.
The Shadow Angels share Sanguinus with their siblings, but possess Nihilistics and Obtenebration instead of
Serpentis and Visceratika. Many still learn these disciplines (although they are not treated as clan disciplines for
them).
(Nihilistics was first introduced in White Wolf's Dirty Secrets of the Black Hand, and its powers are described in that
work)
(Obtenebration was first introduced in White Wolf's Player's Guide to the Sabbat, and its powers are described in
that work)

The Sea Angels


There is a rumour currently circulating amongst the Angels about so called 'Sea Angels', a new group that is
supposedly in the process of being formed. Nothing is known of them yet except that they are to be Luke's agents
in the depths of the oceans. It is rumoured that they may appear as merfolk with manta ray wings sprouting from
their back. What disciplines they may use are unknown.

The Nexus'
Resting at the juncture of worlds, the Nexus' are the two most important locations held by the Fallen Angels. The
Nexus' are locations in the virtual reality of the Digital Web were the Web conjoins with the Sanguinus Link. Here
tunnels of light leading into the Link spill out into nodes of the web. These two Nexus' have been nicknamed
Heaven and Hell by the Silicon Angels and they appear similar to their namesakes.
The Nexus nicknamed Heaven is a place of light. Here data streams drift lazily through the air, humming
rhythmically as they pass. Located in the centre of the nodes' floor is a tunnel; it shines with a slightly greyish light.
This tunnel is a physical representation of the Sanguinus Link. It may be entered, and it is theoretically possible to
enter the link and affect the minds of the Angels -- each of which appears at the end of one of the tunnels branches
as a spectral representation of themselves. At one of the Nexus' far ends is a shimmering portal -- a gateway to the
Umbra. M!i7cH7a#@el7 (Michael) of the Silicon Angels guards Heaven and the tunnel to the Sanguinus Link. He also
monitors the comings and goings of Angels (and others) through the Umbral portal, although he very rarely
opposes such travel. M!i7cH7a#@el7 acts as a buffer between Luke and the male members of the bloodline, filtering
out unwanted, or excessively strong emotions, before they can harm the Phoenix.
The other Nexus, Hell, is much like its namesake. Lit by glowing, red-brown walls, smoke-blackened data streams
writhe through space, screaming and moaning as they go. A portal, similar to that found in Heaven ruptures through
the roof of this nexus-cavern. In the floor, not far from the Sanguinus Tunnel is a deep pit, swirling in utter blackness
and chaos, this is a portal that leads straight into the Malkavian Madness Network. 6Lu!6^c6y* (Lucy) of the Silicon
Angels guards Hell. Unlike Michael she does not allow anyone outside the clan to enter the Nexus, although she
views this as a public service -- you can't have people stumbling into hell after all. 6Lu!6^c6y* also acts as a buffer,
this time between female members of the clan and the Phoenix.

The Cost of Power


"This downhill path is easy, but there 's no turning back."
-- Christina Rossetti
The Angels extensive reliance on Sanguinus and Vicissitude may be their downfall. Both disciplines are in reality
supernatural diseases which eventually take over their hosts. No known Angels have so far succumbed to the
diseases but it may only be a matter of time. At least three members have been driven insane by developing
Vicissitude too quickly. These three were 'put down' for their own good, but the incident has caused great concern
to the Phoenix. There appears to be no way to remove the diseases, so Luke and the Eagles have been working on
ways to control there effects. It is rumoured that the Eagle of Antarctica is looking for a lost mystic artefact located
somewhere under the ice. The Shadow Angels, Silicon Angels, and Sea Angels are all also supposed to be
participating in this great search.

The Crusade
For now the biggest concern of the clan is the war against diablerie. Clan members keep careful watch out for signs
of diablerie and capture those suspected of guilt whenever possible. These prisoners are then taken before an
Eagle (or occasionally Roc or Phoenix). If found guilty (which has happened on all but one occasion) mystic powers
are used to strip knowledge, and disciplines from the guilty individual. They are then bleed, and staked out in the
rising sun. The blood so collected is used to embrace individuals so as to create the seeds of the new sect.

The Viper Within


"Lick, slipped in gore
Lips spreading
Against the weight of flesh
Pressed against the hard desire
To kill with passion
To destroy with greed
To devour all
And at the last to laugh"
-- Holly Darque
While the Angels look strong, such is not the full truth. At least one member of the line has succumbed to the
disease and is now a puppet for dark forces. More worryingly, several Baali have managed to infiltrate the clan,
some gaining significant positions of power, as yet they have not attempted to corrupt clan members but it is only a
matter of time.

Chapter Four: Who's Who Amongst the


Fallen Angels
(The following is a series of excepts, taken from the letters of Luna, Great great great grand-childe of Ennoia, to her
childe concerning the her knowledge of the Fallen Angels. The correspondences were dated between 1990 and
1995)
Luke is the angel, the father of them all. I used to think he was a likeable, if somewhat annoying, individual. Now I
think of him as a likable, somewhat annoying, and very lucky individual who is in way over his head. I still see him
on occasion, but each time he seems a little more distant. Still, he's managed to gain the power of an Antedeluvian
in 10 years, and he has never commited diablerie... unlike some other nuvo-antedeluvians I won't mention.
I used to get suprised by his actions, but he has achieved the impossible so many times that nothing would shock
me. I think the last time I was surprised by him was just before he left for Australia. He came over for a drink, and in
mid conversation, a third eye opened in his forehead. Needless to say it has been pretty hard for him to top that
(although I wouldn't put it past him).
When I first met him he was young and vibrant; he doesn't look much different, perhaps he's a bit better looking, but
he just breathes age. Everything about him speaks of tiredness. I wouldn't be suprised if he slips into torpor within
the next ten years.
I've only met Serrina once, she's the head of the antitribu, and quite frankly she scares the hell out of me. She is a
member of the Sabbat, which is enough of a reason to avoid her, but she appears loyal to Luke so she shouldn't
hurt you. Still there is no need to put the theory to the test. If you ever need help from the Sabbat, she's the one to go
to; she has gotten into the sect's upper-echelons. Last I heard of her she was a bishop, or possibly arch-bishop in
Mexico City, right at the black heart of things. I've heard a rumour that Serina has a sense of humour, but I don't give
it much credit. To get her position in the Sabbat she brought the Regent the fresh heart of Billy Ray Cyprus, for real,
she knows some wizards who turned the guy into a zombie and none of his fans have realized. She has been seen
in Miami in the guise of the Madonna at some of the death cult parades. I'm glad she doesn't venture over the border
much. Unless she's leading one of the Sabbat War Party's. I've Heard she can melt a neonate's organs just by
pinning him with a death's head stare.

Report: 95-G-1254/95*25#1256+
Subject: Luna, member of Clan Gangrel
Current Location: Seattle, Washington State
Security Clearance: E/R/M/P - access strictly denied to all other members
Current Risk Status: Low
Text: We have become recently aware of the possible security risk possed by the Gangrel Luna. She has had
extensive knowledge of the Clan since its founding. She has, however, shown a reasonable degree of loyalty to the
cause. She currently resides in Seattle, serving as the Gangrel Primogen, having replaced her sire as previous
Primogen on 14 October 1994. She has shown the Gangrel's typical low interest in obtaining power. Her
connections to Kindred and Garou may prove useful at a future date.
Childe: Five known childe, four remain in the Gangrel Clan whilst one has joined the Ahrimane Bloodline in the
Sabbat. No further information is available at present.
Known Contacts: Lydia (see 94-To-6589/94*48#5049+), Cyril (see 95-B-6589/95*11#6589-), several other minor
kindred (see attachment). She has also had contacts with members of the Stargazer, Silent Strider, and Black Fury
Garou tribes. Possible contact with Gurahl is unconfirmed.
Degree of Knowledge: She knows of the clan structures and major personalities, but is unaware of the Grand Goal.
Black Marks: She has had (involuntary) contact with Baali, and Black Spiral Dancers. One of her associates is also a
known diablist (see 95-B-6589/95*11#6589-) scheduled for termination.
Termination: No.
Continued Monitoring: Yes. Luna may be worthy to represent her Clan in the New Order.

Angharad is an enigma, she's got an Australian twang, soft though from Melbourne or something. She does tattoos
on the eastside, the heart of Fallen Angel territory. The ward glyphs and runes on the biceps all over town are her
work; she's legendary round here for licking the blood away.
There are two theories. A) that she's a Sabbat spy, or B) that the rumours are true, the antitribu in Mexico are
seekings out the diabolists and Angharad got caught in less than demon behaviour and was smuggled out before
they killed her. No point in asking her though, she just smiles over her shoulder and flashes a pearly fang. I don't
even know where her haven is. Like I said, Enigma.

Chapter Five: Sample Fallen Angels


(Continuing excepts from the letters of Luna, great great great grand-childe of Ennoia, to here childe, 1990-1995)

Harry
Harry watched Lost Boys a few too many times before he was embraced, and he likes to hang out in Movie
Theatres. In fact one of his flock friends lets him sleep in the basement of the Electric Shadows Cinema, on the
corner of Grand and Bosch. He is renowned among the clan for embracing half his high school friends before his
Sire stopped him. Bit of a Loose Canon, but not too many screws loose. Basically he wants to be a Dove forever;
he'd rather watch the action on the silver screen than get into any serious dramas of his own.
Character Type: Standard Vampire
Nature: Conformist
Demeanor: Bon-Vivant
Clan: Fallen Angel
Generation: 12th
Apparent Age: 20
Physical: Str 2, Dex 2, Sta 2
Social: Cha 3, Man 2, App 5
Mental: Per 3, Int 3, Wit 4
Talents: Acting 2, Brawl 1, Dodge 1, Empathy 1
Skills: Drive 2, Etiquette 2, Melee 3, Stealth 3, Survival 3
Knowledge: Computer 1, Occult 3, Movie Lore 5
Disciplines: Sanguinus 1, Serpentis 2, Visceratika 1
Backgrounds: Resources 1, Herd 1, Generation 1, Clan Status 2 (Dove)
Virtues: Conscience 4, Self-Control 3, Courage 3
Humanity: 7
Merits: True Faith, True Love
Willpower: 3
Faith: 1
Alice
Alice is fast, strong and lethal as her name sake status, a Hawk. Mind you, she calls herself Shrike after the little bird
in Africa that impales its prey on thorns. She's known to venture north of the border, prowling Miami and
maintaining the havens for the Succubus on forages. But to have stayed alive suggests she has contacts, the
hunting parties Luke has sent out have come back empty handed. Those that do come back that is.
Character Type: Sabbat Vampire
Nature: Caregiver
Demeanor: Judge
Clan: Fallen Angel antitribu
Generation: 9th
Apparent Age: 24
Physical: Str 4, Dex 3, Sta 3
Social: Cha 2, Man 3, App 5
Mental: Per 3, Int 2, Wit 3
Talents: Alertness 5, Brawl 1, Dodge 5, Leadership 2
Skills: Drive 1, Melee 5, Firearms 3
Knowledges: Investigation 1, Law 1, Linguistics 1 (Spanish), Occult 2
Disciplines: Sanguinus 2, Serpentis 2, Visceratika 2, Celerity 1
Backgrounds: Generation 4, Clan Status 3 (Hawk)
Virtues: Callousness 2, Instincts 3, Morale 3
Path: Self Focus 5
Flaws: Hunted, Severe Phobia (Arachnids)
Willpower: 3

Orpheus
Shadow Angels report directly to Luke; they bypass the Net altogether. I thought they were a myth until I saw one. If
I had a heart it would have stopped beating. Blue and purple, they seem like a deepening of the night. They suck
light like little kids do candy. This is Orpheus; he travels back and forth from the world of lost souls. There hardly
seems a point; Shadow Angels reek of hopelessness. That's how they feed, they drive people to jump and suck
from them as they fall.
Character Type: Elder Vampire
Nature: Curmudgeon
Demeanor: Loner
Clan: Shadow Angel
Generation: 7th
Apparent Age: Indeterminate
Physical: Str 3, Dex 3, Sta 4
Social: Cha 3, Man 4, App 6
Mental: Per 4, Int 5, Wit 4
Talents: Athletics 3, Dodge 5
Skills: Animal Ken 3, Drive 1, Melee 3, Stealth 3, Survival 3
Knowledges: Linguistics 3 (Spanish, Latin, Sioux), Occult 5, Thanatology 5, Underworld Lore 4, Wraith Lore 3
Disciplines: Nihilistics 2, Obtenebration 3, Sanguinus 2, Thaumaturgy 4, Visceratika 2
Backgrounds: Generation 3, Clan Status 3 (Hawk), Resources 4, Contacts 2, Allies 1, Herd 1
Virtues: Conscience 2, Self-Control 4, Courage 4
Humanity: 6
Flaws: Aura of Corruption
Willpower: 4

Valkyrie
Valkyrie has red hair she washes in fresh blood. And I've heard she has a preference for young boys, 7 or 8; she
calls them suckling pigs. Totally insane and one of the Sabbat's most lethal weapons. I've heard she has a brother
who's a werewolf; the beast runs in her blood that's for sure. She's one Living Dead most of the Angels would like
to see dead.
Character Type: Sabbat Vampire
Nature: Deviant
Demeanor: Deviant
Clan: Fallen Angel antitribu
Generation: 13th
Apparent Age: 24
Physical: Str 4, Dex 3, Sta 3
Social: Cha 2, Man 5, App 5
Mental: Per 2, Int 3, Wit 1
Talents: Brawl 5, Dodge 5, Interigation 3
Skills: Drive 1, Melee 5, Stealth 3
Knowledges: Occult 5
Disciplines: Dementation 2, Sanguinus 1, Serpentis 2, Visceratika 1, Vicissitude 1
Backgrounds: Sabbat Status 1
Virtues: Callousness 3, Instincts 2, Morale 3
Path: Scorched Heart 5
Flaws: Dark Fate, Pack Rival, Nightmares
Willpower: 3

Billy
Billy is a Dove and he likes to think he's Native American, and maybe he is. He tells the most outrageous lies -- sorry
stories -- he convinces people to happily proffer their jugulars, to give to the poor, muggers to join their local
church. But occasionally he'll look you in the eye and you'll see the boy he could have been, and it breaks your
heart. He flies to the top of skyscrapers and looks out to the distance as if he could see the wilderness hidden
somewhere beneath the cities gleaming glass. He glows with soul. But hell, it might just be a trick -- he owes me a
million favours that he swears he'll repay the next time night dawns.
Character Type: Standard Vampire
Nature: Visionary
Demeanor: Deviant
Clan: Fallen Angel
Generation: 12th
Apparent Age: 21
Physical: Str 2, Dex 4, Sta 4
Social: Cha 5, Man 2, App 5
Mental: Per 2, Int 2, Wit 2
Talents: Athletics 3, Dodge 2
Skills: Animal Ken 1, Drive 1, Etiquette 2, Melee 5, Music 3, Survival 1
Knowledges: aerodynamics 1, City Secrets 2, Computer 2, Law 1, Medicine 1, Occult 2
Disciplines: Sanguinus 1, Serpentis 1, Visceratika 3
Backgrounds: Clan Status 2 (Dove), Generation 1, Resources 2
Virtues: Conscience 2, Self-Control 3, Courage 5
Humanity: 5
Merits/Flaws: Sanctity, Illiterate
Willpower: 5

Adam
Adam was coked when he was alive and he's coked now he's living dead. He hangs out with the punks under the
bridge and they treat him like a small god. He's reckless and has a curious take on the Angel's evangelism. He could
be a problem when it comes to maintaining the charade. And Luke has the Eagle's keeping an eye on the little hawk.
Character Type: Standard Vampire
Nature: Autist
Demeanor: Deviant
Clan: Fallen Angel
Generation: 13th
Apparent Age: mid 20's
Physical: Str 2, Dex 2, Sta 2
Social: Cha 3, Man 5, App 5
Mental: Per 2, Int 3, Wit 3
Talents: Acting 5, Brawl 1, Dodge 2, Leadership 5
Skills: Melee 3, Survival 2
Knowledges: Law 5, Linguistics 1 (Spanish), Medicine 3
Disciplines: Sanguinus 1, Serpentis 1, Visceratika 1, Vicissitude 4
Backgrounds: Clan Status 3 (Hawk)
Virtues: Conscience 3, Self-Control 4, Courage 3
Humanity: 7
Flaws: Addiction, Noteriety
Willpower: 3

Vandal
Vandal was kicked to the verge of death by gay bashers in the wake of the Sydney Mardi Gras. I ask you why would
homophobes go to a Gay Mardi Gras? Needless to say, he has a few nueroses when it comes to the living, and his
personal version of therapy usually results in spectacular carnage. But in the end, Vandal is a vampire success
story; his Sire found him in a gutter and since then he's moved up to a hawk in less than a year.
Character Type: Standard Vampire
Nature: Judge
Demeanor: Deviant
Clan: Fallen Angel
Generation: 13th
Apparent Age: 19
Physical: Str 2, Dex 2, Sta 4
Social: Cha 2, Man 2, App 5
Mental: Per 4, Int 3, Wit 3
Talents: Acting 1, Alertness 1, Dodge 3
Skills: Animal Ken 2, Ettiquette 1, Melee 3, Music 2, Repair 3, Security 2
Knowledges: Computer 4, Finance 1, Occult 3, Science 1
Disciplines: Sanguinus 1, Serpentis 2, Visceratika 2
Backgrounds: Clan Status 3 (Hawk), Resources 3
Virtues: Conscience 3, Self-Control 2, Courage 5
Humanity: 5
Willpower: 5

Shelly
Shelly wanted to die young. He was a local star on the poetry scene and pretty talented so I've heard. Unfortunately
for him that roused Lothaire's jealousy. When Shelly tried to kill himself, a la Thomas Chatterton, at the ripe old age
of 17, Lothaire took the opportunity to embrace him. He refused to let the guy die until he admitted he could write
poetry. If ever a Sire and childe could go on a mid-day talk show its those two. He insists eternal life won't be long
enough for Lothaire to realise understanding iambic pentameter doesn't make him Shakespeare, and it will take a
stake and bright sunlight for him to ever like the guy. Shelly wants a divorce, he says that all the time, at any cost.
Character Type: Standard Vampire
Nature: Gallant
Demeanor: Curmudgeon
Clan: Fallen Angel
Generation: 9th
Apparent Age: 17
Physical: Str 2, Dex 2, Sta 2
Social: Cha 2, Man 4, App 5
Mental: Per 4, Int 2, Wit 2
Talents: Acting 4, Empathy 3, Poetry 4, Streetwise 1, Subterfuge 1
Skills: Etiquette 5, Melee 1, Stealth 3
Knowledges: Linguistics 3 (French, Latin, Japanese) Occult 2
Disciplines: Sanguinus 1, Serpentis 1, Visceratika 1, Vicissitude 1
Backgrounds: Clan Status 1 (Fledgling), Generation 4
Virtues: Conscience 4, Self-Control 4, Courage 2
Humanity: 8
Merits/Flaws: Blase, Charmed Existence, Eye for Beauty, Sire's Resentment
Willpower: 2

Lothaire
Lothaire, also known as Calvin, (behind his back) because his first kill was to get a pair of designer jeans. He's
pretentious, tiresome and irritating; he's also a French Canadian. He's Okay in a fight, if he doesn't run off to a
poetry reading that is. Lothaire is practically solely responsible for the Angel's dismissal in the eyes of all the other
clans, Prince childe and all, for being ridiculous children of the 80's.
Character Type: Standard Vampire
Nature: Autocrat
Demeanor: Bon-Vivant
Clan: Fallen Angel
Generation: 8th
Apparent Age: 30
Physical: Str 2, Dex 2, Sta 2
Social: Cha 5, Man 1, App 5
Mental: Per 3, Int 4, Wit 3
Talents: Acting 1, Poetry 1, Acting 1, Intimidation 1, Subterfuge 2
Skills: Drive 3, Ettiquette 3, Melee 2, Security 1
Knowledges: Bureaucracy 5, Law 2, Linguistics 1 (french), Science 1, Occult 5
Disciplines: Presence 3, Sanguinus 1, Serpentis 1, Visceratika 1
Backgrounds: Generation 5, Resources 4
Virtues: Conscience 3, Self-Control 4, Courage 3
Humanity: 7
Flaws: Artistically Inept, Poor Taste
Willpower: 3

Abel
Abel was Luke's first childe, and his first love. But he's never risen above Hawk. Eagles are in too much danger and
take too much of the burden of Luke's psychic weight. I suspect that Luke couldn't bear to put him at risk -- and Abel
keeps him sane in a more primal way. I dread to think what would happen should Luke lose him. Still, Abel has real
wisdom, a sense of humour, and that will keep him alive longer than strength or speed. Able may not be an eagle,
but he's the guardian angel of the clan, the first and I suspect he will be the last, the only when all else falls.
Character Type: Elder Vampire
Nature: Care-Giver
Demeanor: Guardian
Clan: Fallen Angel
Generation: 5th
Apparent Age: 22
Physical: Str 4, Dex 5, Sta 4
Social: Cha 5, Man 4, App 8
Mental: Per 3, Int 2, Wit 3
Talents: Alertness 8, Brawl 4, Dodge 8
Skills: Drive 2, Melee 8, Survival 2
Knowledges: Clan Lore 6, Occult 2
Disciplines: Sanguinus 7, Serpentis 1, Visceratika 6, Vicissitude 6
Backgrounds: Experience (as Age) 5, Generation 5, Resources 5, Mentor 5
Virtues: Conscience 3, Self-Control 4, Courage 3
Humanity: 6
Willpower: 3

Appendix: The Name of Angels


A very common trend amongst the Angels in recent times has been the adoption of the names of Angels and
Demons. Provided here is a brief list of some of these beings names, as attributed from various Christian and Judaic
sources. This list is by no means authoritative or extensive (one fifteenth century bishop calculated that there were
399,000,000 angels of all types).
Adrael: An Angel of Death
Af: An Angel of Destruction
Amitiel: The Angel of Truth (destroyed by God)
Anael: A Fallen Archangel
Azazel: A Fallen Archangel
Azrael: An Angel of Death
Azriel: An Angel of Destruction
Babiel: A Virtue
Baradiel: A Throne
Carmael: A Power
Cherubiel: A Cherub
Chutriel: Ruler of Pain and Remorse
Dumah: The Angel of Silence, deathly stillness and vindication.
Gabriel: An Archangel (of Vengeance), a Principality, a Virtue, a Cherub, an Angel of Truth
Haniel: A Virtue
Hashmal: A Dominion
Japhkiel: A Throne
Jehoel: Member of the Seraphim
Kemuel: Member of the Seraphim, an Angel of Destruction
Kushiel: Angel of Rigidity
Lahatiel: Watcher of the Gates of Hell
Metatron: Member of the Seraphim
Michael: Member of the Seraphim, also an Archangel (of mercy and repentance), a Principality, a Virtue, an Angel of
Truth
Muriel: A Dominion
Nathanael: Member of the Seraphim
Orifie: A Throne
Orifiel: An Angel of Chaos
Ophaniel: A Cherub
Pasiel: Ruler of Magic and Transformation
Peliel: A Virtue
Raphael: An Archangel, a Principality, a Power, a cherub, the Guardian of the Tree of Life
Raguel: An Archangel, a Principality
Raziel: A Throne
Remiel: An Archangel, a Principality
Samael: Angel of death and demons
Sariel: A Fallen Archangel
Semyaz: A Fallen Angel
Seraphiel: Member of the Seraphim
Shaftiel: Ruler of Shadows
Simkiel: An Angel of Destruction
Tarhishiel: A Virtue
Turel: A Fallen Angel
Uriel: Member of the Seraphim, also an Archangel, a Principality, an Angel of Destruction
Uzziel: A Virtue
Verchiel: A Power
Zacharael: An Archangel, Guardian of Order
Zacharel: A Dominion
Zadkiel: A Dominion
Zaphkiel: A Throne
Zophiel: A Cherub
The Seraphim are attributed as Spirits of Love, the Archangels as Spirits of Fire, the Principalities as Spirits of
Personality and Time, the Powers as Spirits of Form and Space, the Virtues as Spirits of Movement and Choice, the
Dominions as Spirits of Wisdom and Intuition, the Thrones as Spirits of Will and Justice, the Cherubs as Spirits of
Harmony and the Air.

View the high levels of Sanguinus and Serpentis associated with the Fallen Angels.
FALLEN ANGELS
(version 2)
By James Park (mogval@erols.com)

History
Vampirism is in essence not a blessing from Hell; it is rather a curse from Heaven. Given to only those whose presence defiles
Heaven itself, Vampirism consists of four parts, one from each branch of Heaven. Those most heinous offenders are first given
the Curse of Michael, General of Heaven: My eternal flame shall always seek thee out to destroy thee. Secondly: the curse of
Raphael, Archangel of the Dawn: My eternal sun shall be as fire to thine flesh. Third, the curse of Uriel, Archangel of Death: Thou
and thine children shall live forever and ever, drinking only blood and eating only ashes (knowing only sadness). Finally, the
blessing of Gabriel, Archangel of Mercy: thou shalt have the chance for redemption, and you shall call this road, Golconda.
This great burden was first bestowed on Caine, the first murderer, and was called "The Mark." In modern times, the curse is
bestowed on those Angels who fall out of Heaven's favor. It is given as a test to some, and as a final curse to others. The Angels
who have fallen out of Heaven's favor are put on Earth as Vampires to prove there virtue as Heavenly guardians. Most Fallen
Angels however hate what they have become, and almost always have a weakness to show it (see below). Because of this,
most never are able to cast off the curse and live forever in a pathetic state of self-pity and denial.

Nicknames
Earthly: Manic-Depressive
Heavenly: "Drop-Outs" "The Fallen"
Hellish: "Prospects"

Appearance
Most Fallen Angels are still very beautiful, despite what they may think. Generally, they should have and Appearance of at least
four, often five and sometimes six. Storytellers are advised to raise the Angel's appearance to a high number.

Haven
Fallen Angels, tending to cling to their old ways, haven in places of religious significance: old abandoned Churches, graveyards,
historic libraries, and in rare instances, monasteries. The older and more wise tend to nest near places where they can keep a
watchful eye on the activities of Heaven and Hell.

Background
Players and Storytellers should keep in mind that the Angels have lived for hundreds of years, sometimes thousands. Players
should develop elaborate pasts for their characters. Players should know who their characters were before they became angels,
how long have they been angels, and why they were expelled from Heaven. Were they an important figure in Heaven? Was their
expulsion just or unjust? Do they seek redemption or revenge?
Fallen Angels are, in effect, first generation vampires, as they are not descended from Caine. However, they still have a
maximum trait rating of five. Storytellers may raise this maximum if they wish the Angel to have been an important figure in
Heaven or if they wish them to be a powerful force in their chronicle.
Suggested Backgrounds: Age, Secrets, Enemy, Mentor
Forbidden Backgrounds: Status, Clan Prestige, Generation

Character Creation
Fallen Angels are usually of the Child or Caregiver concepts, but any concept is appropriate. The Fallen should have very
different Natures and Demeanors. This helps their character clash with themselves in their search for redemption.
different Natures and Demeanors. This helps their character clash with themselves in their search for redemption.

Clan Disciplines
Fallen Angels do not have any Clan Disciplines, and should be considered Caitiff for the purpose of purchasing disciplines. If the
storyteller includes True Angels in a chronicle, they may decide to allow Fallen Angels to have been from a particular Army.

Weakness
Fallen Angels hate what they are, and what they have become. As a result, they must choose a derangement that reflects this.
Suggested derangements include: Manic Depression, Obsessive Compulsion (e.g., must do good), Denial, Insecurity, Self
Hatred: Appearance (always breaks mirrors, always wears a mask), Self-Hatred: Skill (e.g., "I can't do anything right!"), Self-
hatred: Other Vampires, or Revenge Crazed (e.g., must do evil).

Organization
Fallen Angels have no organization and if confronted by another vampire, would probably shun them.

Gaining Clan Prestige


Because Fallen Angels hate themselves, they hate each other. It is impossible for them to gain Prestige.

Stereotypes
Vampires: "I'm not like them! And I never will be! Never!" Most Vampires have no knowledge of Fallen Angels
Sabbat: They are sent strait from Hell, and not one of them deserves to live!
"Not one Angel that I have seen has ever returned to Heaven; the Masters will be very pleased with them"
-- Nichtola, Baali antitribu Seer of York
Inconnu: Those bastards elude even my masters. One day, we will know what dark secrets they hold.
"Poor little children. We could give them the redemption they seek, but they never listen...."
-- Joesph, Moniter of New York
Garou: The Werewolves are misled in their mission, but their hearts are pure. Come Armageddon, they will be our allies.
Other Fallen Angels: I hate them!! They aren't like me! I shouldn't be here!"

Quote
"I must be so ugly. Don't look at me!!"
FALLEN ANGELS ANTITRIBU
By Mike Esposito (vwprimalwv@aol.com)

Author's Note
I created this bloodline because I showed interest in Jame Park's Fallen Angels bloodline. There were things that I thought just
could have been improved upon so, I created an antitribu version.
Enjoy.

History
Vampirism is in essence not a blessing from Hell; it is rather a curse from Heaven. Given to only those whose presence defiles
Heaven itself, vampirism consists of four parts, one from each branch of Heaven. Those most heinous offenders are first given
the Curse of Michael, General of Heaven: My eternal flame shall always seek thee out to destroy thee. Secondly: the curse of
Raphael, Archangel of the Dawn: My eternal sun shall be as fire to thine flesh. Third, the curse of Uriel, Archangel of Death: Thou
and thine children shall live forever and ever, drinking only blood and eating only ashes (knowing only sadness). Finally, the
blessing of Gabriel, Archangel of Mercy: thou shalt have the chance for redemption, and you shall call this road, Golconda.
This great burden was first bestowed on Caine, the first murderer, and was called "The Mark." In modern times, the curse is
bestowed on those Angels who fall out of Heaven's favor. It is given as a test to some, and as a final curse to others. The Angels
who have fallen out of Heaven's favor are put on Earth as Vampires to prove their virtue as Heavenly guardians. Most Fallen
Angels however hate what they have become, and almost always have a weakness to show it (see below). However, some revel
in it, and dedicate their unlives to continue the work of their creators. The Fallen Angel antitribu, or Divinites (Derived from Latin
Divinitus, or 'Divine') spend their days as guiding lights for Caine's childer, and await the Father's return, to guide him as well.
They often feel that by living to serve Caine, that they will be forgiven by Heaven with the father, and called back into God's
armies.

Nicknames
Earthly: Mike's or Gabe's (Mocking to their 'angelic' ancestry)
Heavenly: Redemptionists
Hellish: Untamable

Appearance
Most are naturally beautiful, with normal 4s and 5s in appearance. After embrace Divinites are often changed with Vicissitude,
becoming more along the lines of a 6 or 7 appearance.

Haven
Divinites are often drawn to places of great sin, as they want to better the area. There are many stories of Divinites and
Xulalkharu battling for control of an area.

Background
Players and Storytellers should keep in mind that the Angels have lived for hundreds of years, sometimes thousands. Players
should develop elaborate pasts for their characters. Players should know who their characters were before they became angels,
how long have they been angels, and why they were expelled from Heaven. Were they an important figure in Heaven? Was their
expulsion just or unjust? Do they seek redemption or revenge?
Fallen Angels are, in effect, first generation vampires, as they are not descended from Caine. However, they still have a
maximum trait rating of five. Storytellers may raise this maximum if they wish the Angel to have been an important figure in
Heaven or if they wish them to be a powerful force in their chronicle.
Fallen Angels and Divinites often come to the earthly plain as 4th Generation kindred. Though, most will sire children to train in
their ways. Fallen Angels and Divinites never sire more than once.

Suggested Backgrounds
Age, Secrets, Enemy, Mentor

Forbidden Backgrounds
Known Diabolist

Character Creation
Fallen Angels are usually of the Child or Caregiver concepts, but any concept is appropriate. The Fallen should have war-like
demeanors etc, as they were created to fight evil.

Clan Disciplines
Fallen Angels do not have any Clan Disciplines, but Divinists differ. In their accepting of their situation they often realize they are
more powerful. All Divinists have Fortitude, Potence, and may choose any one other Discipline at creation except for demonic
disciplines (this also includes death related disciplines, Mortis etc., and includes Obtenebration for it's use of 'the darkness').
Note: Divinists have an insatiable thirst for knowledge of war, and will often learn up to 4 new disciplines in their lifetimes.

Weakness
Divinists are religious to the core, often adopting Sabbat Paths to sustain their religious zeal. If one ever engages in a religious
discussion that makes them question their faith, they will automatically frenzy.

Organization
Divinists often follow the Sabbat, as the 'Sword of Caine' wants to aid the father as they do. They have no internal structure, and
follow local Archbishops and Cardinals like a shadow, always protecting them.

Gaining Clan Prestige


Divinists gain prestige among their line-mates by executing great feats in the Great Jyhad to aid Caine.

Stereotypes
Sabbat: Our brothers, we will fight along side them, and with their help find redemption.
"I have known a few Angel antitribu in my time, and they are certainly great warriors, loyal to the core."
-- Desmond, Lasombra Elder
Inconnu: The watchers are an enigma. Do they obey Caine or do they oppose him? In time we will know their colors.
"They would certainly make Caine proud. They are truly his children; perhaps we could help enlighten them."
-- Alexandre, Moniter of Syracuse
Garou: It is said that they will eventually die out. Hopefully not; the ones who follow Gaia could aid Caine, as the ones who follow
the Wyrm would most likely oppose him.

"Great warriors, and on the side of good. Their quest to aid their father runs the same path as our's to aid Gaia."
-- Evan Heals-The-Past, Wendigo Philodox
Fallen Angels: We would be united under one flag if our brothers would just stop the self-loathing.

Quote
"Caine, we follow you whole-heartedly, and we will find redemption in your arms."
FLAMMAE IGNIS
By Frank Torkel

Introduction
"It takes two flints to make a fire."
-- Laurie, Little Women
Rotschreck, our greatest ally...
We who are children of the sun worship fire in its many forms. Unlike our kin, we harness such powers, making use of the energy
contained therein. They fear fire, and in turn they fear us.
Though our history is a short one when compared to that of the clans, we are strong nonetheless. Our enemies' greatest fiend is
under our control, and we need not fear that fiend, for it is our ally. Behold now the history of our line...
Our founder was a Caitiff, like many of our kind are. He left the Camarilla after diablerizing one of their own, the Blood Hunt
called against him. He soon met up with the Sabbat, becoming a Panders. The thrill of his initiation rites and the yearn for
masochistic pain, our founder took on the name Ignis, loving the rush he received from playing with fire.
One day his pack was sent on a mission, a mission ending with our rise. A group of Sabbat in New York were accused of
following the Path of Evil Revelations, and this group was to be hunted down and killed. Our founder's pack came upon this
group, and immediately a great struggle broke out. In the end, no one but Ignis survived. Much more of this incident we do not
know, yet surely Ignis triumphed with great ease.
It was a short time later that Ignis created the first of us, and we in turn created progeny of our own. The power we received from
our sire was strange to behold, frightening our victims, yet inspiring to ourselves.
Never truly part of the Sabbat, we were taught how to kill other Kindred, using their curse against them. Ignis lead us to the way
of the anarchs, as we still to this day remain. Infiltrating the Camarilla and Sabbat both, we will soon destroy them both, until one
day, Ignis alone will rule.

Description
Believed to be founded by the altered blood of a sixth generation Kindred and his dealings with a demon, the Flammae Ignis
stalk the night hunting Kindred and kine alike. Their goals are simple -- destroy the Camarilla and Sabbat, while keeping the
other anarchs in line. Directly allied with the Baali under the wishes of their founder, the Flammae Ignis wish to bring their Ignis to
power over all Kindred. Arrogant and evil, these Kindred do not know themselves what evils control them.
Their anarch ties have led them to join in a common cause with the Guardians of Polaris, another bloodline masquerading as
mere anarchs. Although their alliance goes only so far, they trust these friends and work together to bring down the Sabbat and
Camarilla both.
Ignis had secretly made a pact with the very demon summoned by the Sabbat within the Path of Evil Revelations. Altering his
own blood for the souls of his bloodline, Ignis forged an alliance with this demon, converting to the same path he was out to
destroy.
Unfortunately none of his progeny or bloodline know this, and such truths are better left untold...

Nickname
Firestarters

Appearance
All white, Caucasian males, the Flammae Ignis wear street or biker clothes, rather dressing "down" than dressing "up." Unless
their mission objectives require the wearing of suits or such other type of formal dress, the Flammae Ignis will not tend to wear
such.

Haven
Living wherever their goals lead them to, their private havens range from trailers to small houses. Many times the haven will be
stuffed with flammable material to scare away other Kindred, although the younger ones do not include this practice.

Background
Usually anarchs, bikers, etc. are selected to become embraced, although cultists are chosen as well, due to the bloodline's ties
with the Baali.

Character Creation
Physical Attributes are primary.

Clan Disciplines
Fortitude, Potence, Pyros

Advantages
The Flammae Ignis cannot be directly killed by fire. If not protected from it by their disciplines, they will take normal damage,
although whereupon the Kindred has taken enough damage to suffer the final death by fire, the Kindred's skin will instead turn a
dark black, which it will remain until the Flammae Ignis has committed Diablerie.

Weaknesses
All Flammae Ignis are considered as having a level ten investment. Their souls are already bought by demons, and can therefore
not take any investments. Upon suffering the Final Death, the Flammae Ignis' soul makes the descent into the land of demons,
an eternal tool for these creatures. Many Flammae Ignis are even hounded by these demons, since their death benefits them. All
such Kindred therefore already have the flaw Dark Fate (eee Vampire Player's Guide) although no points are received from
such. Flammae Ignis may also take a 3 pt. Flaw, Hunted by Demons, if their soul is needed in the underworld.

Organization
Their structure is tight; meetings taking place every month or so. Most Flammae Ignis will live together in packs with Baali as
well, discussing their plans for the future.

Gaining Clan Prestige


Destroying Sabbat or Camarilla holds and furthering the anarch cause increases the recognition of individual members.

Quote
"Everyone must burn..."

View the Pyros discipline.


FORUMITES
By The Unembodied Voice of Reason (cheeze_weasel@yahoo.com)

Description
With the increasing use of the Internet, a particular odious bloodline from the Toreador and the Brujah have spawned the
Forumites, with the anger and rage of a Brujah, and the arrogance and vanity of a Toreador. Though only on the Internet,
particularly forums; otherwise, one might be mistaken for a rather meek and timid caitiff.

Society
Forumites generally meet online in their own forums and chatrooms. Cliques are almost immediately formed in each local
community. Leadership of a particular clique is claimed by being the loudest, bitchiest, most belligerent, and wittiest with flames
against others.

The Embrace
Each Forumite is picked out by a particular clique to be claimed for the Embrace. To test the subject, the candidate is flamed
relentlessly over a seemingly trivial topic, like Muffy the Zombie slayer and its relation to Black Dog Games Factory's Zombie:
The Putrefication. If the subject actually breaks and begins to become apologetic or leaves in any way, he is abandoned as a
candidate. Only the most belligerent and thick-headed of candidates will be chosen and taken into the clique.

Clan Weakness
Once a particular set of opinions or ideals have been chosen by a Forumite, any sign of difference of opinion will send the
Forumite into a flame frenzy, in which the powers of Bitchitus become maddening, if not lethal.

Clan Disciplines
Fortitude (for withstanding Flames), Presence (in aid of controlling cliques or anyone whom disagrees with the forumite, in a way
that isn't completely obvious), Bitchitus (the unique clan discipline of the Forumites)
FRIGHTENERS
By dhendrix@dexter.net

Description
This odd bloodline was created by a Tzimisce. He was asked by a Sabbat priest to torture a Ventrue and a Malkavian that had
been captured and to also to help calm down a rather insane Malkavian antitribu. The Tzimisce decided to do both at the same
time and mixed the three bloodline's together into one being. The result, a bloodline just a little off the deep-end. When the
Tzimisce began to experiment on the new creation, Scarecrow (as he became to be known) let out a wild and frightening laugh
which scared the poor Tzimisce into torpor. Since that time Scarecrow has gone around embracing those he feels deserve the
curse of immortality.

Nickname
Scarecrows

Appearance
All members dress up in some form of costume of a killer in a thriller movie. Besides that they look normal.

Haven
Usually in large "haunted" houses but can be in any place you would expect to be the setting of a thriller movie.

Background
All members of this bloodline idolized one or more thriller movie "villains" and that appears to be the only thread linking them.

Character Creation
Physical stats are usually primary as are Skills (got to have high melee ratings)

Disciplines
Dominate, Obfuscate, and Phobius

Weaknesses
The Frighteners are odd in that their weakness is two-fold. The first part is that they need fear in the blood of their victims or else
they react like any other Ventrue does (it's physical). The second part is that they need to be in "costume" in order for them to
receive sustenance (this is purely psychological).

Organization
There is no organization due to the fact that there are so few (less than one hundred) but they all stay away from the Sabbat.

Quote
"*laughs maniacally* Now it is time to die!!!!!"
FURIES
By Daniel Maloy (maloyd7847@cobra.uni.edu) (2 Nov 94)
"On Terra, long dead
Old Gods, it is said
Created the Furies to Fly.
Grim justice to seek
And revenge for the weak,
And those whom the law has passed by."
-Mercedes Lackey, Eumenides>
Name: The Furies
Parent clan: Unknown (presumed by many to be Malkavian)
Organization: Independent
Status: Unknown, but due to the power of some individuals encountered presumed to be a Clan.
Overview: The Furies of Greek myth were spirits of horrible vengence. They were created by the gods to punish the transgressions,
whatever they may be, of the living. It is unknown, like much about this clan, whether the legend evolved from the clan, or vice versa.
There is no clear consensus on whether the Furies are a true clan, or if they are even children of Cain....their origin, like the clan itself,
is deeply shrouded in mystery. Indeed very few Kindred are even aware that the clan exists, most believing them to be Brujah,
Malkavians, or some of the more violent Anarchs or Sabbat members.
Like the legends on which they are founded the Furies are the very embodiment of anger, or violence...even more so than the Garou.
The Furies have intemate knowledge of the Beast within, and are one with it.
Appearance: Many of the Furies are very disheveled in appearance as they are often so consumed by their desire for vengeance that
they do not bother with appearance. Others take immaculate care of themselves in order to inspire the "proper" amount of fear in the
object of their hatred. Physically the Furies are always very pale and gaunt, even moreso than most Kindred, whether this is a result of
their physical neglect or simply a facet of their existance is not known.
Haven: Furies often take Havens similar to places that were most important to them in life, but they often avoid the actual places
themselves because their mastery of Mentem can bring unpleasant memories with everything they touch.
Background: The Furies spring from all classes and all cultures. Wherever anyone possesses enough anger at her death a Fury is
born. In ancient times the Furies were almost completely female as they bore the brunt of the world's injustice, and were allowed no
acceptable actions to release their frustration. In recent years the clan has come closer to an even distribution of the sexes as today's
society demands that both men and women repress their anger. The Furies may also choose single members of a population for the
Embrace after a great injustice has been played upon the people.
One of the things that has confused the Kindred scholars the most is the fact that they do not, as a rule, Embrace the living. Instead
they choose their Progeny from among the recently dead. The Furies, unlike most clans, are able to Embrace those dead up to
several days (one day plus one more day for each point of Generation Background. So a 13th Generation Fury could only Embrace
someone dead a single day, while an 8th Generation Fury could Embrace a person dead up to six days.)
Character creation: While the vast majority of Furies have a Vigilante Concept, players should by no means feel limited to this. As
the Furies can come from any class in any society they, likewise, encompass nearly any concept.
Their Demeanors can be nearly anything, but the most common Natures are Bravo, Caregiver, Judge, Loner, Martyr, and Survivor.
Physical Attributes and Talents are almost always Primary, but a Fury with Mental Attributes or Skills as Primary are not so uncommon
as they once were.
Backgrounds, once again, can be nearly anything appropriate to the concept, but Allies (from the Fury's mortal life) and Fame (as the
public seems to have a morbid fascination with Vigilantes and Serial Killers.) are two of the more common backgrounds.
Several merits and flawas are also common among this clan: Berserker, Prey Exclusion, Nightmares, Vengeance, Hatred, Driving
Goal, Concentration, Iron Will, Acute Senses, Ward, Monstrous, Disfigured, and Permanent Wound.
Clan disciplines: Obfuscate, Potence, Mentem
Weaknesses: The Furies are possessed of an all-consuming anger. Whether this manifests itself as a Hatred, a Driving Goal, or a
Vengeance agains someone varies, but the anger is there. In addition to one of the above flaws, a Fury is also much more likely to
Frenzy than most Kindred. The difficulty for her Frenzy rolls is always 3 higher than the number listed.
Gaining clan prestige: The members of this clan seem to act completely independant of each other. While they may grant respect to
those they believe have proved their merit there are no formal guidlines, and the members of this clan seem content to allow each
other pursue her own particular goal.
Quote: "I have allies in Heaven and comrads in Hell."

Stereotypes
Brujah: "They know well the ways of Rage, but it is unfocused in them and ineffective."
Gangrel: "Worthy allies and opponents."
Malkavian: "In their pranks they allow others to more fully experience the Beast, but they are still infuriating nuisances."
Nosferatu: "As we embody the Rage of the Beast so do our brethren embody the physical aspect. Treat them well for they are a font
of information and can often further your vengeance."
Toreador: "The Hedonists are lost in a world of bliss. They are the cause of many of our kind with their elitism."
Tremere: "Trust not the Warlocks, for they are truly traitors as their nickname suggests. Still they have much to offer if you are willing to
pay their price."
Ventrue: "They believe that they still lead all Kindred. Their vanity has made them blind to the changing world. As the Silver Fangs are
to the Garou so are the Blue Bloods to our fellow Kindred."
Caitiff: "Treat them as they ask to be treated, as individuals."
Assamites: "They kill without reason, for profit. They are not worthy of our respect"
Giovanni: "Had we the power we would Embrace all the spirits they rape with their foul Discipline so true vengeance could be taken."
Ravnos: "Treat them as the Caitiff, but watch your belongings when they are near. In their travels they learn much that can be of aid."
Salubri: "Beware of them, for they have the power to deafen you to the Rage. Their hearts are in the right place, but they do not
understand that hate must exist to counterbalance the love they contain, else their love loses all value."
Followers of Set: "These corrupters make valuable allies if you judge it worth the risk, however, unlike the Salubri their hearts are
almost never in the right place, sometimes literally."
Lupines: "Our brothers although they will not acknowledge us as such. We both follow the Path of Rage."
Mages: "They often destroy much in their search for power. Some are good, but most destroy without discrimination. It is best to
destroy them instead, and be done with it, if you can."
View Mentem discipline.
GAERINI
By Damien Moore (int907a@lindblat.cc.monash.edu.au) (25 June 93)

Nickname
Fish

History
The Gaerini were originally an offshoot of the Gangrel Clan, much like the Daedaleans, but differing in one major way -- their
powers, life and interests were dedicated to the oceans, seas, rivers and lakes rather than the air, and their powers began to
extend in that direction.
The Gaerini have always been a small bloodline, and were never major players in any of the vampire societies. They prefered to
keep to themselves, or in very small groups, like isolated fishing villages.
The Gaerini were originally from the south of France. Their progenitor was a Gangrel who had spent her entire life by the sea,
using her powers of shape-shifting in new ways, untried by her kin. She Embraced a young fisherman and sailor, who, once he
was Embraced, did not have the traditional Gangrel powers of Fortitude, Animalism and Protean. At first she thought that she
had spawned a Caitiff, and was disappointed that her blood had run so thin.
But after some time of observing her Progeny, she realised that his powers were not so much a manifestation of hers, but a
manifestation of her desires. The young man had the quickness of the sea, its illusory qualities, once the preserve of her
Cousins, the Ravnos only, and a strange ability similar to her Protean, but adapted for an aquatic mode.

Appearance
Gaerini can come from any culture or background. However they are invariably linked with cultures that are near the sea in some
manner.

Haven
Like the Gangrel, Gaerini tend to be constantly moving. However they will often have a number of Havens within one city, moving
between them irregularily. These Havens are usually houses or apartments near the ocean.

Background
Gaerini can come from any background, as long as they have some association with the sea. Surfers, coast guard rangers,
fisherpeople, divers are all members of the gaerini bloodline.
They are often asked before they are Sired, and the Bloodline has a number of 'Recruiters' that travel the world looking for
members. These recruiters invariably have Dominate 3 in addition to the Gaerini disciplines, to erase the memories of those
who refuse the Embrace.

Character Creation
Any, given the mentioned ocean ties. Sometimes the Childe does not need an association with seas, but with inland waters.
Physical abilities tend to be primary, as are Talents. They often have backgrounds in Mentor, and Allies. A Gaerini Childe may
take the Merit Calm Heart with no cost, reflecting the Clan's very calm attitudes.

Clan Disciplines
Aquas, Chimerstry, Celerity
Weaknesses
It is said that the Gaerini have a touch of the Toreador about them, and they may be drawn into a trance of some type,
mesmerised by sight of a sea-scape, or a droplet of spinning water.

Organisation
There is no official organisation of the Gaerini, but they do keep in touch, especially Sire to Childe. If a Gaerini needs help then
they do manage to bring a surprising amount of effort to bear. Many Gaerini have allies amongst the Gangrel.

Quote
"The sea is our mistress and our delight, we fall into the ecstasy of being alone with her. In this we are similar to our brothers, the
Gangrel, yet at times they seem too remote from us."

Stereotypes
Gangrel: Our Kindred, and our Sires. We have been given much from them and they from us.
"The Gaerini? I have met but one, and recognised the resemblance between our Clans; but they have strayed into strange
waters indeed."
Nosferatu: They share much with us, but we have sailed beyond their more limited outlook.
"Those guys are wierd. It's like someone melted a Gangrel, Toreador and a Ravnos together, and it became something
new..."
Tremere: Trust them not. They have some of our power and would destroy us all so as not to remind themselves that they cannot
have it all.

"Gaerini? A myth, spawned by a Gangrel who had stolen some of our secrets. They do not exist.... why do you ask? Have you
seen her?"
Ventrue: We have little in common with them. They lead where we do not travel.
"Gaerini? Never heard of them."
Toreador: These hedonists are very amusing. They live their unlife boisterously, with relish -- yet we have some in common.
"Gaerini? Wasn't he a Renaissance painter?"
Brujah: Rebels without a clue. They rebel against all without thought. We simply flow out of their way.
"Gaerini... um, yeah man, I met one of these guys, he was trying to talk to some fish or something. Strange, just like a
Gangrel, but more wet, if that were possible."
Malkavian: These Kindred are sheer chaos. They ebb and flow with no apparent pattern. But underneath this chaos lurks
something that we have not seen all.
"Gaerini, yes, a fine fisherman, he gave me a fish once, a fine fish. Named it Eric. Don't know why."
Ravnos: They cluster where we spread -- but we share more than their illusions.
"Gaerini -- some of Gangrel cousins stole our tricks, and use them to confound each other. They're no fun to fool with, they
just wait until you're gone.
Assamites: Beware! If you see one of these Kindred, just leave! Don't worry about Havens, or possessions, just go!
"Who?"
Setites: They are disgusting. Foil them where you can.
"Who?"

View Aquas discipline.


GANGRELLE
By Kyle Schaefer (kschaefe@direct.ca)

Description
(An alternate version of the Gangrel clan from V:tM)
(Spelled differently to distinguish from the original clan in V:tM)
Similar to V:tM, these kindred have an even stronger connection to their Bete (not just Garou) cousins. Their connection to the
Gypsies is the same, as is the prohibition on embracing them or feeding off of them. They have similar traditions of mutual
assistance with many Aboriginal peoples (see Backgrounds). They are rumored to also have contacts within several
Shapeshifter tribes. They do have access to Garou fetishes, and have been known to serve totem spirits. The older ones are
also rumored to have ties to the Verbana and Dreamspeaker Mages.

Nickname
"Beasts" (or just "Animals").

Appearance
Same as in V:tM.

Haven
Similar to V:tM but these Kindred are more likely to escape the city.

Backgrounds
Again, similar to the rulebook, but with an added emphasis on Bete Kinfolk and aboriginal peoples (including Native Americans,
Celts, Australian Aborigines, Lapps, and unassimilated tribes of southern and central Africa.)

The Gangrelle Gifts: Thaumaturical Paths


Not "Disciplines" as in V:tM, but Thaumaturgical Paths based on Bete powers, which the Gangrelle are rumored to have learned
from either the Shapeshifters themselves, or from the "Abominations" (embraced Bete) who alledgedly founded the line. These
include most of the V:tM levels, as well as powers related to Causing the Delirium, traveling into the Umbra and communicating
with Spirits. As with Thaumaturgy in V:tM, the character cannot have a higher rating in any Path than in their Primary Path.

The Forms of the Beasts (Protean): The Primary Path


* Gleam of the Red Eyes: The same, except that in order to see in "total" darkness, the eyes see in infra-red, hence the glow.
** Wolf's Claws: The same, except that different Gangrelle "tribes" grow different types of claws, based on their particular Bete
affiliation.
*** Forms of Beasts: As above. The user may also develop -- with practice (ie. experience) -- the ability to shift into the
intermediary forms of Glabro (near man) and Hispo (near wolf) (****) -- and even Chrinos(Wolf-Man) (*****), with its
accompanying features and modifiers (no Delerium; see below), based on a particular tribe of Bete (ST's Discretion). Higher
levels could involve learning new forms based on different Bete, or the character could simply begin again at level one for each
new animal form. (To pass the character off as a true shape-shifter, refer to Clanbook: Gangrel, pp. 38 and 39.)
System: The same as in V:tM, but it takes only one turn to shift between adjacent forms and the vampire can still function at this
time. The ST may allow the character to spend more Blood Points and shift to any form in one turn. A side-effect of this is that
when the character shifts into these forms, her Beast is brought closer to the surface, hence resisting frenzy is at +1 difficulty in
Glabro and Hispo forms, and at +2 difficulty in Crinos. The character may still use any powers at her disposal which may help
prevent frenzy. Also, whenever the character who posesses Crinos form does go into frenzy, she must make a willpower roll in
order to resist the urge to shift into Crinos.
****** Animal Succulence: (Animalism 6-PG)
******* Flesh Bond: (Animalism 9-PG)

The Forms of the Earth (Protean)


* Earth Meld; ** Form of Mists
*** Purity of Flesh: (Thaumaturgical Rituals-PG) Not a ritual here, so no trappings are needed. The character just spends one
Blood Point.
**** Earth Contol (PG)
***** Flesh of Marble (PG)
****** Form of the Ghost (PG)
****** Adaptability (Clanbook: Gangrel, p. 37)
******* Movement of the Slowed Body (PG)

The Path of Beasts (Animalism)


* Sweet Whispers
** The Beckoning
*** Sharing of Spirits
**** Species Speech (PG)
***** Shepherd's Innocence (PG)
****** Shared Soul (PG)
****** Masters Voice (PG)
******* Mass Summons (PG)
******** Army of Beasts (PG)

The Path of The BEAST (Animalism)


* Song of Serenity
** Drawing Out The Beast
*** Conquer The Beast (PG)
**** Twin Spirits (PG)
***** Invoke Delirium (by Deird'Re Brooks, revised): The character's Beast can cause the Delirium in animals (and humans)
while in any of her altered forms, not just the animal forms. System: The number of successes on a Manipulation + Intimidation
roll is used to determine the number of people affected.

Successes # people affected


1 1-5
2 6-10
3 11-17
4 18-25
5 Everyone in sight.

****** Binding the Beast: (Thaumaturgcal Rituals-PG) The same roll and effects as in the Player's Guide, but without the ritual.

The Way of the Spirits (Spirit Thaumaturgy-PG)


* Spirit Eyes
** Summon Spirit: Necromancy 2-PG except a "Spirit," not a ghost.
*** Spirit Slave
**** Fetishes: Note: It is necessary for Kindred to use this on clothing or small items they wish to Shape-shift with, just as Garou
do.
***** Umbral Travel: (by Larry Bernard, revised) Allows the character to "Step Sideways" into the Umbra. System: Spend one
Willpower point, then refer to W:tA and treat the same as a Garou attempting to bridge the Gaunlet. (Note: The Kindred wll be
subject to the disadvantages listed in Clanbook: Gangrel, p. 39.)

Rituals
The following powers may still be used but only as Rituals: The Homunculus, Twin Spirits and Body of the Sun (PG).

Weakness
The same, except that they gain not a specific animal feature, but a generally more "Bestial" appearance, resulting in a loss of
one dot in appearance per five frenzies or per loss of a point of Humanity or Path Rating. resulting in an increased risk of
violating the Masquerade.

Preferred Paths
Most follow the Path of Harmony, though some prefer the Path of Honorable Accord or the Path of Gaia (by E.P. Long). Few
chose to cling to their Humanity, but some do.

Organization
The same. Most of the other information in the rulebook, the player's guide and the clanbook is the same, or at least similar.

City Gangrelle-The "Anti-Tribe"


Similar to those in PG:S, but not necessarily Sabbat, this offshoot of the Gangrelle is much more common to the cities. They live
in the cities with other Kindred, but are no more likely to be involved with them. They tend to stick to their own, or with any Bone
Gnawers or even Nosferatu that they may find. Some do, however, enter Kindred society. It is these Kindred who form the
"Gangrelle Tribe" that holds membership in the Camarilla, which many Gangrelle resent, though most will use it to their
advantage if passing through a Camarilla controlled city. These "Camarilla Gangrelle" tend to be less like their wild cousins and
sometimes behave more like other vampires. They are mistrusted by most Gangrelle, though the Camarilla often uses them as
emissaries to the Glass Walkeres and other Shape-Shifters. City Gangrelle tend to avoid those groups that their wild brethren
are on good terms with, preferring to make their own allies. A Gangrelle who spends too much time in the cities, or who
associates with these Kindred, may be branded a "City Gangrelle" by her more rustic brethren. By the same token, a City
Gangrelle may leave the city and try to fit in with the rest of the tribe, but may have a difficult time of it.

Nickname
"Dogs"

Appearance
Think Bone Gnawers from W:tA, though the Camarilla Gangrelle have more in common with the Glass Walkers. Their animal
forms tend to be more along the lines of stray dogs, cats, rats and, if rumors are to be believed, even spiders and reptiles.

Haven
See the description in V:tM for the Gangrel and add the parts about dank cellars, abandoned houses and graveyards from the
Haven entry on the Nosferatu. Camarilla Gangrelle may instead have havens like those described in PG:S for City Gangrel.
Backgrounds
See the V:tM background for the Nosferatu and you'll get the idea. The Camarilla Gangrelle usually have different backgrounds.
Both tend to avoid those preferred by the other Gangrelle.

Character Creation
See the entry on Nosferatu antitribu in PG:S

Weakness
Same as the other Gangrelle. They are also more likely than other Gangrelle to have serious derangments.

Preferred Paths
The Paths of Harmony or Honourable Accord.

Organization
City Gangrelle may associate in small, informal groups, but most keep to themselves. Camarilla Gangrelle tend to meet more
often and more formally, but still keep out of each others way.
Attitudes towards other Gangrelle: See the PG:S
GANGRILLI
By Brian Connors (connorbd@bc.edu) Refer to World of Darkness: The Roman Empire

Nickname
Creatures

Description
It sometimes seems as if the Gangrilli are simply ignored. Though their bestiality is obvious, it simply never occurs even to most
Cainites that there are Gangrilli in the area.
The Gangrilli live among the fringes of Roman society. Most are loners who live out their unlives on the outskirts of settlements
far from where they grew up (though many stay behind to haunt their former neighbors). They are feared by some in rural areas,
but frequently are mistaken for Lupines (most Gangrilli can assume the form of a wolf with little effort). Gangrilli live all over the
Empire, but are most common in the northern regions abutting the Rhine and in many of the areas beyond. Some look upon
them as bogeymen of a sort, and the more far-afield Celts occasionally confuse them with the Unseelie fae, but that's alright...
Certainly the Gangrilli are feared. Their ferocity is on a par with the Lupines, and their general animalistic appearance tends to
scare the more superstitious of the peasants. Togae campesini cacare, is the way some snidely put it, actually. Confronting a
Gangrillus is generally an unsettling experience, even more so when the Cainite in question has yet to pick up any noticeable
animal features.
The average Gangrillus tends to be rather reserved even when acting sociable. Most have some kind of obvious nervous side, a
permanent edginess when caught out of their own element that reminds one of a caged animal. Most act on instinct more than
logic, and they tend to detest the "pretentiousness" of Taureator philosophy. Many in fact do take on the role of bogeyman so
often assigned to them, and there are a number of outlying villages that have reported frequent and bizarre mishaps and deaths
to their provincial governors that many Cainites see Gangrillus work in.
Few Gangrilli embrace Romans. It is far more common to find a Gangrillus of "barbarian" stock living in Roman territory; one of
the few exceptions is a Gangrillus from southern Italy near Beneventum named Lucianus, who was at one time an officer in Julius
Caesar's army (though being Roman and Gangrillus is reason enough to be famous).
Mecceta, the clan's Senex (founder, more or less), is still around somewhere. She was last sighted with certainty in Macedonia
two decades ago, and is said to have moved east since. She is believed to be of a race that resembles no race in the Empire,
and they too are believed to be eastern. No one has any answers.

Backgrounds
Most Gangrilli are provincials to begin with; very few come from any of the major areas such as Spain, Greece, or Italy. Younger
ones are generally Celtic or Germanic (Latin Gangrilli are very rare indeed), while older ones come from a small, dark-skinned
race who are said to live in the East beyond Persia.

Character Creation
Unlike the modern Gangrel, the Gangrilli are a clan adrift. The average Gangrillus will reflect that in her own personality; Loner,
Deviant, and similar asocial archetypes are exceedingly common.

Clan Disciplines
Animalism, Protean, Fortitude

Weakness
Same as modern Gangrel
Quote
"What business do you have out here?"

Stereotypes
Brushah: Weird and obsessive. They need to focus more on the concrete.
Cappadocii: What do they hope to gain over Pluto? If you want to speak to the dead, turn around and talk to a Cainite.
Haqimin: Steer clear. They will kill you before you even greet them. And the peasants fear us...
Malcafii: I stay out of politics. It's too difficult to comprehend, and frankly I'm surprised it hasn't driven them mad.
Nictuci: I've gotten into the most enlightening conversations over the subject of bestiality vs. simple weirdness. They never get
anywhere, but I always come away having learned...
Rafanuti: It seems they are somehow kin to us, but they are thieves and lowlifes by every reliable account and we cannot
respect that.
Salubri: An enigma, and given that they fear us so strongly probably one that will never be resolved.
Setites: A danger once can be a danger again. I am glad only that I have no reason to go to them.
Simistis: We have seen them up close, unlike others. Most are honorable, but a few have powers that are more perversions
than blessings. Those few must be destroyed before they become powerful.

Taureator: Dolor in culo. They talk big, but ignore the fact that they haven't inspired an original thought since Alexander the
Great.
Umbrati: I've seen them in action. They simply radiate fear, and that is why they are so much more powerful than they seem.
Ventrutae: We do not communicate. Though we occupy the same territory, they have their thoughts and we have ours. They
seldom coincide.
Lupines: We associate on each others' terms, but it is not always friendly and is seldom not suspicion-laden.
GARGUILLEANS
By Andrew Fowler (vlfowler@netins.net)

Description
The Garguilleans? *shudders* They are one of the weirdest vampire bloodlines around. I am not sure of their origins, but several
Eshu and Ravnos have told me this tale:
The year was 1327, and a Gargoyle had fled his Tremere creators in Yorkshire. He flew for hours, and then rested in what is now
the Brittany region of France. He came upon a coterie of Giovanni that had developed a Thaumaturgic power that allowed any
Gargoyle or Caitiff to be able to embrace others into a new clan. The only problem was, this power required massive amounts of
blood, and it could only be used once. Ever. They decided to give it a try on the Gargoyle, for a price of 3 stones of Nutmeg. The
Gargoyle agreed, but the experiment failed. The Gargoyle was able to embrace others, but into a new bloodline, one that was
forced into hiding by the Tremere. The bloodline's members numbered 26 as of 1997, when a new Garguillean was embraced.
Many others (including the founder, and the coterie of Giovanni) were Blood Hunted and killed.

Nickname
Fallen Angels

Appearance
Garguilleans are normally about 5'9", and always have large, grey, stone-like wings. Most look like normal people from Western
Europe, as their wings only exist ethereally, and when among Kine they never show their wings.

Haven
Garguillean havens are mostly apartments in any large city in Western Europe.

Backgrounds
Garguilleans prefer embracing professors, politicians, and anyone who has influence in stocks or money.

Character Creation
Most Garguilleans have mental or social attributes as primary. All Garguilleans have one free dot in Politics, but other favored
abilities include Bureaucracy, Alertness, Streetwise, Empathy, and Subterfuge.

Disciplines
Visceratika, Necromancy, Celerity

Weakness
Like the Lasombra, they won't show up in mirrors or black and white photography. Nor will they show up on video, color
photography, motion sensors, infrared sensors, or other things that detect people. This can be an advantage for cat burglary, but
it also shows that they are definitely not humans.
GENERICA
By Charles Upton (uptonc@kenyon.edu)
"For (fill in age of bloodline in years) years our clan has hidden in the shadows awaiting the destruction of our foes, and soon when
the ashes fall, we shall stand as the victorious."
-- Guy Incognito of the (Fill in bloodline here)

Background
Hidden among the various wars of the World of Darkness, between the conflicts of the Sabbat, the Camarilla, the Anarchs, and
the Cathayans, exists the bloodline Generica. They did not always exist, however. Once upon a time there was Guy Incognito of
the clan (fill in clan of heritage here), a neonate vampire beaten down upon by his elders, a misunderstood being who began to
realize that (insert philosophic tripe borrowed and slightly modified from some other clan here), and as a result chose to
diablerize his elders, but in the effort gaining new incredible powers unheard of before by any other clan. They were then
persecuted by the (select some group or groups to persecute your bloodline, including the Tremere, who makes it their business
to put some curse/plague/weakness or other general problem on every other bloodline). The bloodline now produces in secret,
containing numerous members, all hiding out in (select some random location where you think your vampires should be) and
waiting for the final nights, when they can have their revenge upon the (repeat aforementioned clans, including, of course, the
Tremere).

Nicknames
(Pick a verb, like "shave", or "punch". Now turn it into the present participial tense, i.e., "Shavers" or "Punchers". Also find some
nouns that can be related to "Freak" or "Satanic", i.e., "Uglies" or "Demon-lovers." List several of both types, and there are your
nicknames!)

Appearance
Vampires of the clan Generica can look all sorts of ways, some of them in high-class business suits, some of them in punk
regalia, some in normal jeans and street clothes, some of them in the highest fashion. They look like people (unless they are
really monstrous looking). They can also be men or women, except when either is excluded.

Haven
They usually live in houses, apartments, sewers, woods, basements, and other places.

Organization
Pick one:
Highly organized and consolidated

Loose, members never see each other

In state of civil war

Weakness
Vampires of the bloodline Generica (pick one):
Are somehow really ugly for some reason (like half the bloodlines out there)

Are addicted to (Flesh, kindred blood, drugs, etc.)


Really, really, really hate (certain clan, lupines, magi, changelings, wraiths, God, the Devil, etc.) and will roll for frenzy at the
first site of them. Oh yeah, the Tremere too.

Take double damage from (Sun, Crosses, water, the laughter of small children, etc.)

Traits
Aside from their clan weakness and their clan philosophy of (repeat random philosophic tripe listed earlier), vampires of the clan
Generica also follow the paths of (insert random paths here). They believe they are to be the harbingers of Gehenna, and will
stand tall above the other vampires when it is over.

Gaining Clan Prestige


This can be done by (pick two):
Killing enemies

Acting according to path

Twinking

Over-roleplaying

Being loyal

Being individual

Who cares, just get experience and the clan won't give a flying s***!

Disciplines
Pick two: Auspex, Dominate, Presence, Fortitude, Potence, Animalism, Protean. In addition, add the discipline of Genericas

Stereotypes
The Camarilla: These fools play at their Masquerade, but lets see them hide themselves from (clan philosophy restated) when
the end comes! They shall destroy themselves. We are better than them.

"Oh, they exist? We don't really care about them or any of the other bloodlines. Yawn."
-- Lord Iquasious Galdibard Unisop III, Prince of some European city.
The Sabbat: Though they admit to being monsters, they are also fools! When Gehenna comes they shall lick our boots because
we know everything that's going on and are ultimately superior!

"These fools could be useful if they did not resist us. Oh well."
-- Some Sabbat Archbishop
The Tremere: None have a greater score to settle with these fiends than we! We shall avenge ourselves for what they have
done to us!

"They resist us like everybody else for what they deserve, and they shall pay again!"
-- Some Tremere guy
Quote
"Though these fools claim to know the truth of things, in the end the Generica shall rise up to claim power!"
generics
By Brian Connors (connorbd@bc.edu)

Description
This bloodline is believed (somewhat incorrectly, though not entirely) to be formed primarily from deeply depressed Pander
defectors from the Sabbat. As such, they are rather difficult to find, though it should be pointed out that it's not for lack of
numbers.
The generics (yes, lowercase) are a rather dull race of vampires that originated on Skid Row in Depression-era New York. It is
true that they began as Sabbat Caitiff. All shared the common discipline of Obfuscate and varying degrees of what you might
call clinical depression. This dreadfully uninteresting group formed a pack that sort of slipped out of the Sabbat and expanded to
a group of approximately 30, all in the Northeast US and Southeast Canada.
They tried, really. But the simple fact was that all of the generics had been dreadfully uninteresting in life, and were simply drawn
to uninteresting people. Thus the bloodline, instead of becoming a precursor to the Pander, simply sort of...became.
The generics' only real distinguishing is that they are notorious slackers. They usually have reasonable amounts of money,
though few have useful jobs.

Nickname
Only when they really disappoint.

Appearance
Nondescript. Clothing will usually be impeccable, expensive, and about as stylish as a 1946 Chevy pickup truck. Plain t-shirts
and business suits in disturbing shades of navy blue are common.

Haven
Variable; most have apartments. They usually ghoul the landlords to get out of paying rent.

Background
CPAs and Cobol programmers seem to dominate, though you also find the occasional dog catcher and telephone sanitizer.

Character Creation
Virtually no generic has any proactive personality elements at all. Jester, Conniver, Judge, Architect, and Caregiver archetypes
are virtually nonexistent, as are any similar ones. Most follow the path of Humanity simply because they don't give a damn about
anything else.

Clan Disciplines
variable; the usual ones are Obfuscate and a generic-specific one known only as Ennui.

Weaknesses
They are just incredibly bloody boring. Incidentally, they are incapable of learning Dominate or anything similar. It just isn't in their
makeup.
Organization
They keep a list somewhere, but that's about it. It vaguely resembles a club.

Quote
"Yeah, put it over there..."

Stereotypes
Assamites: Hey, hide if you see 'em.
Brujah: Get a grip, guys! You're talking about millenia here!
Followers of Set: If you're worried, sleep with the lights on. It won't hurt much.
Gangrel: Hey, how can we learn to do that?
Giovanni: I do their taxes. I don't actually talk to them.
Lasombra: Stuck up and just plain obnoxious.
Malkavians: They make my head hurt. MaKE tHeM go AWaY...
Nosferatu: YAWN
Ravnos: What exactly does "fnord" mean again and what does it have to do with my wallet?
Salubri: Ummm... Who?
Toreador: Pretentious bastards, aren't they?
Tremere: Ooooh, magic tricks. I'm scared.
Tzimisce: They bother me.
Ventrue: Reasonably good about following the rules.
Camarilla: Could take 'em or leave 'em. I leave 'em because I never took 'em.
"Don't get into a conversation with them. You might wind up waking up at noon."
-- The French Guy, Malkavian primogen of Boston
Sabbat: Hey, too exciting for me.
"BWAHAHAHAHAHAHAHAHAHAHAHA!!!!!!!!!!!"
-- Maria Conchita Gonzalez de la Cruz, Sabbat Bishop of Lawrence, MA
Inconnu: I met one once. Reasonably nice guy.
"Ummmmm.... harmless?"
--Agrajag, NYC Malkavian/Baltimore Lasombra/Miami Ventrue antitribu/New Seattle, Izar Daughter/Son of
Cacophony/British cricket fan/Magrathean petunia

View the Ennui discipline.


By Charles Roburn (charlesr@montreal.speedware.com)

Generation and Weakness

Introduction
The Generation background represents one of the greatest min/max problems in VtM. When a player creates a character, (s)he
is faced with a stark choice. Either put five Background points into Generation at the negligible cost of one each or else settle for
less, knowing that there will never be a chance to improve the rating at a later date, short of committing Diablerie.
Of course, there are many other considerations that come into play when designing a character and many VtM players would
look down on this kind of reasoning as 'munchkinism'. Nonetheless, the fact remains that from a game-system standpoint, it is to
the advantage of a character to start with as much Generation as possible, because this powerful background costs so little
during character creation, but is nearly impossible to gain during play.
For a lot of STs (including me), this is bothersome. I don't want every player character in my campaign to be of the eighth
generation, but I don't want to make an arbitrary decision that limits my players' choices, either. I can reduce the attraction
somewhat if I limit the points I allow in Generation to a range with minimal advances at each step (i.e. 13th to 10th), but the
problem remains the same; it is to the players' advantage to take the maximum in Generation. Rather than eliminate the
Generation background altogether, I prefer to change the rules to alleviate this problem.
One approach is to make a character's generation more flexible, by letting it change after character creation. Making a
character's effective generation more powerful with age is one such option, which has already been addressed in the 'Anne Rice
rules' for VtM (as well as my own 'Generation vs. Age' post, soon to be re-posted on a vampire-l list near you...).
However, another (and possibly complementary) approach is to increase the cost of Generation by including penalties along
with the benefits. Hence this post.
After all, if a powerful Generation gives a character more benefits of the Blood, it seems logical that it should intensify the
weaknesses inherent in that blood as well. This proposal is in keeping with the general atmosphere of VtM; it supports the idea
that there is a terrible price to pay for extra power. It also supports the idea that low-generation elders are to be feared. Even
those STs who (unlike me) have no problem with the Generation background may find it worthwhile to increase clan weaknesses
based on Generation, for these very reasons.
The material that follows is intended to provide STs with a plausible and necessary gradations of Clan Weaknesses for the
seven clans of the Camarilla, based on a character's effective generation (ranging from 13 to 7). As always, they are only
suggestions; and if you choose to use them, you can adjust the specifics to suit yourself. These gradations take effect at
character creation, and whenever a character changes his or her generation (through Diablerie, Thaumaturgy, or what have you).
Suggestions and comments (politely phrased, of course) are welcome; similar gradations for non-Camarilla clans and for
generations 6 and below are left as an exercise for the reader.
Note: In most cases, my description of weaknesses is quantifiable in terms of tabletop game mechanics (penalties on die rolls,
conditions for Virtue checks, etc.). In fact, many such descriptions are more specific than the weaknesses as originally
described in the basic rulebook. Some people may object to this 'mechanifying' of clan weaknesses, in which case they are free
to ignore them; however, from my point of view it's important for a weakness to mean something measurable in game terms.
So beware; there are cases where a weakness has been pinned down to specifics (as for the Ventrue) or radically altered
(Tremere). It's up to you to use or discard these adjustments as you see fit. If you use a different system for mechanics, it is up to
you to adapt the weaknesses into your own rules. I hope, though, that you will at least find these ideas thought-provoking, even if
you decide not to use them.

General
All Kindred, regardless of Clan, are affected by their transformation. The closer they are to Caine, the closer they are to the
Beast after their Embrace. This side-effect of the blood is reflected in a loss of Humanity at the Embrace, and how difficult it is to
regain lost Humanity (or Path ratings). Kindred of weak Blood are less removed from their human nature, and thus able to regain
Humanity more easily.
In game terms, this proximity to the Beast is represented by a penalty to Humanity at character creation, and an increased xp
cost for restoring lost Humanity, as follows:

Generation Starting Humanity xp cost


13 Self-Control + Conscience Humanity x 1
12 Self-Control + Conscience - 1 Humanity x 1
11 Self-Control + Conscience - 1 Humanity x 2
10 Self-Control + Conscience - 2 Humanity x 2
9 Self-Control + Conscience - 2 Humanity x 3
8 Self-Control + Conscience - 3 Humanity x 3
7 Self-Control + Conscience - 3 Humanity x 4

At character creation, this Starting Humanity may still be due to Age or with Freebie points. For characters using a path,
substitute the appropriate Virtues in place of Self-Control and Conscience.

Brujah
The Brujah are cursed in their passions. Of all the clans, they are the most likely to give in to the Beast at critical moments.
Whenever faced with great fear, anger, or lust, Brujah need special effort to hold themselves back, or else give way to frenzy.
Fledglings of the recent generations fall prey to their anger only when directly threatened with fire or ravenous hunger, but Brujah
of the more powerful generations are far more easily provoked.
Even when the emotion is not intense enough to cause a loss of control, a Brujah is likely to react with an anger that is not really
called for by the circumstances. Most Kindred learn to tread warily around them, since their reactions when faced with adversity
are generally unpleasant, even when not violent.
Consequently, many Brujah become feared and hated bullies, surviving only because their shrewdness and strength cannot be
matched by those around them. And because they avoid anyone who's tougher than they are. Alternatively, Brujah who survive
for long tend to belong to the Idealist camp, and contribute greatly to the clan's reputation for philosophy through their constant
search for inner peace.

Generation Check for Frenzy, at Penalty


13 Fire or Sunlight, Extreme Hunger ( when 1/4 of Blood Pool or less); +2 to difficulty
12 Fire/Sunlight, Extreme Hunger: +2; Moderate Hunger (1/2 of BP or less), when wounded: +0
11 Fire/Sunlight, Extreme Hunger: +2; Moderate Hunger, Pain: +1
10 Fire/Sunlight, Extreme Hunger: +3; Moderate Hunger, Pain: +1; treated rudely or attacked, failure at a task: +0
9 Fire/Sunlight, Extreme Hunger: +3; Moderate Hunger, Pain: +2; treated rudely or attacked, failure: +1
8 Fire/Sunlight, Extreme Hunger: +4; Moderate Hunger, Pain: +2: treated rudely or attacked, failure: +1
7 Fire/Sunlight, Extreme Hunger: +4; Moderate Hunger, Pain: +3; treated rudely or attacked, failure: +2

A modifier of +0 indicates that the Brujah must check for Frenzy, but at no penalty (the difficulty is usually from 4 to 6, but is left to
the ST to decide). An 'attack' consists of an unsuccessful offensive action that does not inflict damage, such as a hit where the
Brujah is able to soak all damage, or a failed Dominate attempt.
A 'failure' means the character tried to accomplish a task that required effort or that was otherwise significant to him/her. This
may be an activity that the player rolled for (at difficulty 5 or above), though it may certainly arise out of roleplaying too. Note,
however, that it depends on the character's perception of whether or not he has failed.
For example, when Intimidating a target into revealing information, the Brujah may think the target is holding out on him when she
(the target) isn't, or be satisfied with her response even though she has actually lied. If and when the Brujah discovers the lie,
however, he will have to roll vs. Frenzy at that time. In some cases, such as rolls involving Subterfuge, it may not be clear whether
the Brujah has succeeded or failed.
Note also that the table above only applies for actual Frenzy. A Brujah may still be sufficiently provoked to react on impulse, in a
way that does not seem commensurate with the provocation. However, this is left as a matter for individual players (and STs) to
portray through roleplaying.

Gangrel
The Gangrel curse is partly spiritual, and partly physical. Each time the Beast washes over their consciousness, it leaves traces
behind; with each Frenzy, a Gangrel gains one permanent animalistic feature. When the Gangrel has gained enough such
features, the change is so evident that it affects social interactions. In game terms, (s)he loses a point from a Social Attribute. At
more powerful generations, the curse is so strong that Frenzies leave a spiritual mark as well as a physical one; the character
experiences similar degeneration of her Intelligence and moral Virtues (Conscience, Self-Control, and Courage, or the Path
equivalents).
At less powerful generations, the animal features are less evident; the character may acquire a habit of blinking like an owl, his
or her voice may become a little harsher, or (s)he may sprout a little fur in odd places. Because these changes are relatively
minor, the character must gain several before they have a permanent effect on interactions with others.
However, at more potent generations, these features become more obviously bestial, and thus harder to conceal or disregard.
Feathers or fish scales, knees that bend the wrong way, cat's eyes and palates that can barely form human speech are common
afflictions for Gangrel who are closer to Caine.
Generation Attribute/Virtues lost, at every X frenzies
13 Lose 1 Social every 5 features
12 1 Social every 4 features
11 1 Social and 1 Intelligence or Virtue every 4 features/4 frenzies
10 1 Social every 3 features, 1 Int/Virtue every 4 Frenzies
9 1 Social every 3, 1 Int/Virtue every 3
8 1 Social every 2, 1 Int/Virtue every 3
7 1 Social and 1 Int/Virtue every 2
Each Attribute point lost in this fashion must still be counted when a character raises the Attribute with experience points. For
example, a Gangrel has Appearance 1 after losing two points due to frenzies. Normally, raising the Appearance rating from 1 to
2 would cost 4 experience points (current rating 1 x 4 points per Attribute = 4 points). However, since the character has already
lost two dots of Appearance, the experience point cost is calculated as though the character's Appearance were still 3 (current
rating of 1 + 2 previously lost = 3), for a total cost of 12 points (3 x 4 =12). To raise Appearance again, the character would need
16 experience points. Note that the cost to raise Appearance again is still 16 whether or not the character subsequently loses
the new dot of Appearance, i.e. whether raising the Attribute from 2 to 3, or from 1 back up to 2 for a second time.
At the ST's option, a character may continue to use experience to restore lost Attributes and Virtues even when the cost for
doing so exceeds the normal maximum (for generations 13 to 8, this means it is above the normal cost to go from 4 to 5);
however, in the case of Virtues the character must still earn the chance through suitable behaviour, as determined by the ST.

Malkavian
The affliction of the Childer of Malkav is that of insanity. Each Malkavian suffers from some sort of derangement that can never
be fully removed, whether it is an obsession, phobia, delusional view of the world, or self-destructive compulsion. Of course,
many other Clans' weaknesses could be considered derangements; it is not for nothing that the Malkavians' symbol is a cracked
mirror!
As always, madness is difficult to categorize and the interpretation of this Clan's weakness at any generation is largely up to the
Storyteller. However, for the purpose of making it easier to decide just how insane a given Malkavian should be, derangements
may be classified into three levels: Minor, Major, and Severe. The generation of a Malkavian thus determines how many
derangements (s)he should have, and to what degree; or at least the different aspects which a single derangement
encompasses. Minor derangements do not significantly affect the character's behaviour or only do so in certain circumstances.
The 1 pt Psychological Flaws in the Player's Guide are good examples. In roleplaying terms, Minor derangements will not be
overly disruptive; the character will still behave fairly rationally (within his or her personal value system, that is). (S)he may even
recognize that the derangement is a problem, or view it as a character flaw. In game terms, (s)he may have to make a roll to
determine behaviour in given situations. For the most part, however, it is up to the player to roleplay appropriately.
Major derangements are much harder to conceal, and play a central role in the character's actions (though this will not always be
evident to an observer). These are more like the 3 pt Psychological Flaws, such as Hatred, Driving Goal, and Severe Phobia. In
roleplaying terms, the derangement motivates many (if not all) of the character's actions. Observers may often be astonished at
the character's behaviour, and not understand his or her motives even when they are fully explained. In game terms, the
character may have to make rolls to avoid Frenzy, suffer frequent hallucinations, or be incapable of functioning under certain
circumstances without using Willpower. Severe derangements render the character dangerous to himself and to those around
him. He may go into Frenzy automatically under certain conditions, exist in a fantasy world, be unable to finish a sentence without
switching personalities, or be completely sociopathic. The less evident the derangement is, the more it is to be feared. Below
are examples of how these three degrees might apply to given derangement types: Delusion: The character believes that she
(and all Kindred) are angels of God.
Minor: Constantly encourages mortals to be good, must roll Int to keep from confronting those who do wrong or from helping
people in trouble. Cuts two holes in the back of all her dresses and blouses along the shoulderblades, so her wings will fit
through.
Major: Seeks out very good people and gently drains them to death, so their souls will go directly to heaven.
Severe: Regularly seeks out 'sinners' and tortures them until they repent and happily slays 'infidels' not of a given faith. Receives
directives from God about actions that are now or are no longer 'sinful', and proclaims them as such (skeptics are obviously
'sinners').
Schizophrenic: The character suffers from mental and emotional imbalances.
Minor: Manic-depressive. Upon failing an important task, must roll Courage at difficulty 6 to avoid becoming depressed (+1 to all
difficulties), but on successful actions may roll again to recover from depression.
Major: Has two or more distinct personalities, switching between them in stressful situations unless a successful Self-Control roll
(difficulty 8) is made.
Severe: Has no less than ten radically different personalities, many of whom suffer other Major derangements of their own, and
may switch between personae several times a minute.
Hallucinatory: The character senses things that are not there.
Minor: The ST may add or alter one part of each description given to the character; if the player doubts it, he names the part that
is suspect (color, shape, sound, etc.) and rolls Perception (diff 7) to determine whether he still perceives it. If the roll is failed, the
character may still disbelieve the hallucination if he chooses to do so (roleplay accordingly).
Major: The character often has realistic hallucinations that cause her to attack a friend, keep her immobile (that street is a
bottomless pit!), or make her draw drastically wrong conclusions about things. She may have difficulty recognizing a
hallucination as such, no matter how outrageous it may seem or how much evidence is presented.
Severe: The character is incapable of functioning in reality, and others must make a tremendous effort (spend 1 Willpower for
the chance to roll Int + Psychology at diff 8) over extended periods of time (ten successes) to understand him even remotely. It
takes more effort (25 successes) to communicate in rudimentary fashion.
Obsession: The character loves jewels (may be paired with kleptomania).
Minor: Constantly talks about jewelry, spouts jewel anecdotes that grow thin after the fifth telling; must roll Self-Control (diff 6) to
keep from offering to buy any jewels upon seeing them; must roll Conscience (diff 8) to keep from stealing jewels that are left
unattended.
Major: Incessantly plans jewel thefts. In the presence of fine jewelry, must roll Self-Control (diff 8) to keep from seizing it on the
spot or Dominating the wearer into handing it over; implacable enemy of anyone known to possess jewels finer than his own.
Severe: Becomes violent if anyone else wears jewelry in his presence, but is mortally insulting toward those who do not;
constantly brags of his collection, becoming offended if others fail to express interest, but intensely suspicious of those who do.
Whenever he spots something that glitters, becomes obsessed with discovering whether it is a jewel and cannot regain
Willpower until this is determined. Must attempt theft of England's Crown Jewels or some other famous jewel ensemble at least
once a decade. Wears clothing that is absolutely encrusted with precious stones on all occasions.
Obsession: The character is obsessed with maintaining the Masquerade.
Minor: Becomes upset whenever obviously supernatural powers (high-level Celerity, Protean, etc.) are used; badgers others into
using euphemisms and nicknames rather than Clan names.
Major: Must make Willpower roll (diff 6) to feed directly from kine rather than draining their blood into a cup; rolls Self-Control (diff
8) to keep from entering Frenzy whenever the Masquerade is obviously violated; is Intolerant of Gangrel, and has a Hatred of
Nosferatu, Samedi, and Gargoyles.
Severe: The only way to keep a secret, really, is to be the only one that knows it so the character is determined to destroy every
single other supernatural creature on the face of the planet as quickly as possible (including Lupines, Magi, etc.). The character
will be quite rational in pursuit of this goal, and may have long-term plans; however, she will never give it up, and will stop at
nothing to accomplish it.
Agoraphobia: the character is terribly afraid of open spaces.
Minor: Will not walk through a large open park or mall; if this cannot be avoided, must roll Willpower (diff 6) to proceed, and will
be at -2 dice on all Mental or Social rolls until the next sunset. If physically forced into an open space, will spend blood points to
Physical traits in order to escape to shelter as soon as possible, afterward experiencing the dice penalties given above.
Major: Must roll Courage (diff 8) to go outside a building or car, and may not attempt to do so more than once a night. If forced
into the open, will frenzy automatically, attacking any who try to stop her from fleeing; after escaping must roll Self-Control (diff 8)
or gain a new Major derangement.
Severe: Exists completely inside and underground; will not go near an open door or window leading outside; must use 1
Willpower and roll Int (diff 8) each night to keep from burrowing closer to the centre of the Earth; if forced into the open, will
become catatonic until sunrise, when daybreak will cause automatic Rotschreck and give the character two new Major
derangements if she survives.
The derangements assigned for each Generation are as follows:

Generation Minimum derangements at character creation


13 One Minor
12 One Major
11 One Major, one Minor
10 Two Major
9 Two Major, 2 Minor
8 One Severe, 1 Major, 1 Minor
7 One Severe, 2 Major, 3 Minor

These represent the minimum afflictions, and may never be cured for any reason short of Golconda or Divine intervention,
though they may be temporarily suppressed through Willpower if the character recognizes that (s)he has a derangement.
Additional derangements gained during play may be entirely new, or may upgrade an existing derangement to the next level.
Gained derangements may be cured by normal means (Willpower, high-level Obeah, or psychiatric help), but the original
derangements may never be permanently cured. It is up to the player and Storyteller to decide how a character's derangements
will fit together; they may be separate from each other, or complementary aspects of the same mental affliction.

Nosferatu
Of all the Clans, the Nosferatu suffer from the most visible curse. Upon the Embrace, their Appearance lowers to zero. This
makes them walking violations of the Masquerade, and they automatically fail attempts to use any Social abilities (except for
Intimidation) while their true visage is apparent. Only by concealing themselves with elaborate disguises or the power of
Obfuscate can they walk among mortals.
Psychologically, the effect of this curse is devastating. Many Nosferatu fledglings attempt suicide after the Embrace; those who
do not, or who are unsuccessful, are still profoundly troubled at their transformation. They will often gain related derangements,
which stay with them until they have achieved some sort of inner peace. Even those who are not unbalanced by the experience
remain painfully conscious of their monstrous appearance.
Although every Nosferatu is hideously warped by the Embrace, the severity of the deformity is affected significantly by the
strength of the blood.
Nosferatu of the less-powerful generations may almost pass for human from a distance, or when suitably disguised or covered
(in a ski mask and baggy clothing, for example). Though they are obviously unusual, the curse has not yet warped them beyond
recognition. Only one or two noticeable oddities may give away their true natures.
At more powerful generations, Nosferatu approach and exceed the normal human limits for size and shape. Their bodies
become wildly asymmetrical, and make it obvious to anyone who spots their silhouette, tracks them through underbrush, or uses
similarly indirect methods of observing them. The deformities become so pronounced that they undermine the effects of the
Mask of a Thousand Faces, making targets feel uneasy even though they do not understand why (penalties to Social rolls, even
when using Mask). Severe deformities may cause physical difficulties, making certain actions difficult (+1 difficulty to one
chosen physical ability, such as Dodge or Athletics) or impossible; or even requiring that the character possess Potence or
Fortitude in order to overcome the physical impossibility of their shape.
'Giveaway' deformities may include intense body odour, unnatural skin and hair colour, or texture, disturbingly asymmetrical
location of eyes, ears, or arms; extra folds or flaps of skin, vocal tones that violate human norms, extra (vestigial) limbs,
gangrenous sections of flesh, open sores, pustules, or boils, skeleton-like emaciation, phenomenal obesity, gigantism or
dwarfism, unnatural shapes of bodily features (nose, ears, feet, etc). Each such feature adds 1 to the difficulty when the
Nosferatu attempts to disguise his or her nature by mundane means (i.e. without Obfuscate or Chimerstry), and subtracts one
from the difficulty for others to pierce such a disguise. Note, however, that a truly grotesque Nosferatu may still conceal some
deformities without trouble; in other words, (s)he may pretend to be a less deformed (and hence less powerful) Nosferatu.

Generation Deformities and their effects


13 Average human size and shape when appropriately concealed
12 Average size/shape; one 'giveaway' deformity
11 Above/below average size/shape; two 'giveaways'; +1 diff to Social rolls
10 Human limits of size/shape; 3 giveaways; +2 diff to Social
9 Beyond human; 5 giveaways; +2 Social; +1 diff for one Phys. Ability
8 Beyond human; 7 giveaways; +3 Social; +2 diff for one Phys. Ability
7 Beyond physics; 10 giveaways; +4 Social; +3 diff for Phys Ability, must have Potence or Fortitude

Note that Social penalties apply to mundane interactions with humans and similar creatures (Kindred, Garou, Changelings) only,
while using Mask of 1000 Faces. They do not affect animals, and may even become bonuses in dealing with certain non-human
creatures. Moreover, they should not be applied when the character uses Disciplines that involve social intimidation or force of
will, such as Dominate, Majesty, or Dread Gaze. The target does not actually penetrate the Mask but subconsciously (s)he
knows that something is wrong.
Players and STs are encouraged to consider the deformities carefully. If Flaws and Merits particular to this clan (from Clanbook:
Nosferatu) are used, a given flaw or merit may count as a giveaway deformity. Enterprising STs may also peruse Werewolf
products (especially the Book of the Wyrm and Freak Legion) for ideas.

Toreador
The descendants of Arikel are susceptible to beauty, pleasure, and novelty; so much so that they may become entranced by a
work of art, an intensely pleasurable experience, or mere flickering lights. While in this state, the character may take no action
other than to admire the object, person, or feeling. This lasts until the stimulus is removed, the character exerts Willpower, or his
attention is forcibly diverted (he suffers a wound, Rotschreck, or some similarly dramatic interruption).
Many Toreador claim this phenomenon as a blessing rather than a curse, for they find joy in things that are uninteresting to most
other Kindred; though it can be inconvenient to in the middle of a gunfight. Even more importantly, this characteristic means that
Toreador tend to become lost in the rapture of the Kiss, often draining their victims to the point of death without intending to do
so.
Those who attempt to resist the fascination may and characters also become accustomed to people or objects, so in time a
given stimulus will no longer cause the same reaction that it did when first encountered. However, too much restraint or too little
novelty will inevitably lead a Toreador to burn out emotionally. A Toreador who goes for too long without rapture becomes jaded;
she may lose Humanity, and have difficulty in recovering Willpower. Only when she encounters something new and interesting
will she enjoy unlife again.
Fledgling Toreador experience rapture only when viewing the most exceptional beauty, and find it less difficult to pull themselves
away. Low-generation elders will be distracted more easily, and find it harder to restrain their feeding. They may also become
obsessed with a person or object, frequently daydreaming of it when not otherwise occupied.
Entrancement may be sparked by any person, performance, or work of art that reaches a given level of excellence. It is up to the
ST to decide what may trigger it; however, for a guideline he should use the Appearance of the person, or the number of
successes obtained when performing/creating the work.
Since art and beauty are such subjective matters, the ST is well within his rights to rule that the artistic worth of a given object is
greater than its appearance would indicate; similarly, he may decide that a beautifully-rendered work lacks 'soul' or inspiration,
and thus does not enrapture even though it is well made.
In game terms, this distinction is represented by assigning a number to represent the Appearance or 'beauty rating' (i.e.
successes rolled in creating the object) that may cause the character to be entranced (in general, artists may not obtain more
'artistic' successes than they have dots of Humanity at the time of the art's creation.). Each time the character sees a person,
performance, or object that meets this rating, (s)he must roll Willpower to avoid becoming entranced. The base difficulty of this
roll is usually 4, plus the rating of the stimulus, minus the minimum rating; a botch means that the character develops a mild
obsession (Minor derangement) for the stimulus. However, once the character becomes accustomed to the stimulus, it loses its
effect.
For lower generations, the 'beauty rating' is supplemented with a second number, representing the difficulty the character has in
resisting pleasure. Whenever the character feeds, resists Presence, or is in danger of gaining an addiction, this modifier is
added to the difficulty of the Self-Control or Willpower roll. At very low generations, the character may lose dice from his or her
pool for such rolls.
The rating of a stimulus determines how many times a Toreador must be enraptured by it, or the number of weeks the character
must see it on a regular basis, before it may be considered familiar. At the ST's option, similar stimuli may also be considered
familiar without going through the process. When a Toreador goes for too long (1 week per point of rating) without being
entranced, however, she must roll Willpower (once a week, adjusted by the difficulty number) to keep from burning out.
A burnt-out character may still be entranced by beauty; however, this will happen less frequently (use the difficulty as a negative
modifier for entrancement difficulties, to make it easier to resist). She will still have difficulty in restraining herself during the Kiss,
but get little joy from it outside the act itself.
As a consequence of these changes, the character's virtues will begin to deteriorate. The difficulty modifier is now applied to all
degeneration rolls and Humanity checks. Moreover, the character must make a Willpower roll (with all the same penalties
described above!) to regain temporary WP points each night. During burnout, the Toreador's priorities will change dramatically;
only power, the Kiss, victories in the Jyhad, and similarly draconian pursuits will matter. A Toreador may recover from burnout,
but only by becoming entranced once more by something completely new and the pursuit of such stimuli will not necessarily be
high on the character's agenda...
All these rules may sound very complicated. However, they boil down to this: young and powerless neonates of the clan are
among the most human and humane of all Kindred, but old and potent Toreador are among the most vicious.

Generation Rating Difficulty Checks vs. entrancement


13 5 +0 -
12 5 +1 -
11 4 +1 -
10 4 +2 -
9 4 +2 -1 die
8 3 +3 -1 die
7 3 +3 -2 dice

Tremere
The Tremere are best known for their origins; they are the only clan that does not claim direct descent from Caine. Instead, their
powers are largely derived from magic, which Tremere and his followers used to steal eternal existence, thus saving themselves
from death when the Mythic Age of Europe came to an end. However, this process involved tremendous costs and to this day,
the magickal nature of the clan's origin is reflected in its primary weakness.
Unlike other Kindred, Tremere must make special efforts to use their powers. When a Tremere uses a Discipline, she must
power it with Vis, the raw stuff of magick. Vis may be obtained from caerns, relics, and other sources; however, a Tremere's
most common source of Vis is her own Blood.
The frequency with which a Tremere character must expend Vis to activate her powers depends on her generation. Lowly
Apprentices spend Blood Points to activate Disciplines for a night at a time, but can use their Clan Disciplines freely; more
powerful Magi must use Vis (and sometimes Willpower) for all powers, just as they do for Thaumaturgy. Smart Tremere stock up
on alternative sources of Vis, and prepare rituals ahead of time so they may be used at no immediate cost.
Powers that normally require expenditure of vitae, such as Protean, Thaumaturgy, or Celerity, are exempt from any extra
requirements; the Tremere versions of these Disciplines account for the extra Vis. However, the normal Blood Point cost must
still be paid in full, and Vis must still be spent to activate other powers. When a Discipline is only activated by external attacks,
as for Majesty or Fortitude, the power activates automatically when needed, and the Vis is subtracted instantaneously from the
Tremere's blood pool.
Tremere may find other sources of Vis; however, their own blood is usually the most convenient, and it is assumed that Vis costs
will usually come out of a character's own Blood Pool.

Generation Vis and Willpower (WP) cost per Discipline


13 1 Vis for all non-Clan per night
12 1 Vis per non-Clan, per night
11 1 Vis per Discipline per night
10 1 Vis per non-Clan per hour; 1 Vis per Clan per night
9 1 Vis + 1 WP per non-Clan per hour; 1 Vis per Clan per night
8 1 Vis + 1 WP per non-Clan per hour; 1 Vis per Clan per night
7 1 Vis + 1 WP per non-Clan per use; 1 Vis per Clan per hour

Ventrue
The Ventrue have rarefied tastes; so much so, that each Ventrue is attuned to a particular kind of prey, and cannot be fully
nourished by blood from people who do not fit a given description. The more powerful the Ventrue, the most refined his or her
tastes are, to the point where a powerful Ventrue's chosen prey will be limited to a tiny percentage of the local human population.
Blood from others holds no appeal for the character, and will only provide minimal nourishment for the volume consumed.
A Ventrue may never receive any nourishment from animal blood and will always be fully nourished by Kindred blood, regardless
of whether the Kindred in question meets his requirements for mortals.
The nature of this curse is intensely mystical. Newly-created Ventrue must spend some time determining exactly what it is that
makes some mortals appealing to them, and others not for they do not consciously know why they find prey attractive. Ventrue
do, however, sense it whenever a mortal fits their criteria, even though they may not know why. They will want to figure it out,
though, and keep it secret from others.
In general, the prey inclusion is determined by local demographics, though why this should be so is not evident. New fledglings
will be able to feed from up to half the local population without problems, and gain some nourishment from mortals who do not
meet their criteria. Elders, on the other hand, will find themselves limited to a small proportion of the canaille. Consequently, they
will spend a great deal of time finding ways to give themselves access to their chosen prey. This is perhaps the most pressing
reason why the Ventrue are so conservative in their politics; they cannot afford to be otherwise.
The actual proportion of available prey to general population is represented as a percentage. It is up to the ST and player to
determine what this percentage represents in descriptive terms. Some suggestions include:
Persons with a 3 in at least one Attribute (50% or less) Persons of the male gender (50% or less) Persons with brown hair (40%
or less) Persons with a 3 in a given Attribute (20 % or less) Persons with a 4 in at least one Attribute (10 % or less) Persons with
a 3 in at least 2 attributes (30% or less) Persons in a given age group (depends on age group) Persons of a given ethnic
heritage (depends on ethnicity and area) Persons of a given religion (depends on religion)
Again, it is up to the ST to rule on the demographic representation of each group or restriction. Note that these percentages may
vary wildly depending on the character's location. For example, blonde-haired men are extremely rare in Communist China, but
relatively common in Sweden. It is entirely up to the ST to decide what are suitable limits, and what are not. If a character is no
longer able to meet a prey inclusion (he is kidnapped from Stockholm to Nanking), the nature of his inclusion will eventually
change. However, in the meantime he will probably end up slaying a lot of innocents for the minimal nourishment their blood
gives him...
In game terms, this affects the mechanics of how Ventrue hunt. When Hunting, a Ventrue must make a Hunting roll as would any
other character. However, if this roll is successful, she must then roll (1d10 or percentile) to see whether the chosen prey
matches her prey inclusion, based on the Demographics percentage. For example, a 10th generation Ventrue would find the
prey suitable on a 1,2, or 3 rolled on 1d10; a 13th Generation would find the same prey suitable on a 1,2,3,4, or 5; and a 7th
Generation would need to roll 01,02, or 03 on percentile dice.
If they prey is suitable, the Ventrue may feed as normal. If not, she may still feed. However, the blood points she obtains from
such a Feeding are limited by an Inclusion factor determined her generation, as shown in the table. In the example above, the
10th Generation would only obtain one blood point for every five she drained from the hapless victim; the 13th Generation would
gain one BP for every two she drained; and the 7th Generation would have to drain the poor mortal completely to obtain even a
single blood point. Needless to say, fractions are automatically rounded down.
Finally, the Ventrue must pay extra Background points for the Herd Background, as indicated.

Generation Maximum Demographics Inclusion factor Cost of Herd


13 50 percent 1 BP per 2 1 for 2 Background
12 50 percent 1 BP per 3 1 for 3
11 30 percent 1 BP per 3 1 for 4
10 30 percent 1 BP per 5 1 for 5
9 10 percent 1 BP per 5 1 for 7
8 10 percent 1 BP per 10 1 for 10
7 3 percent 1 BP per 10 1 for 15
GESTALT
By Jay Knioum (madafro@trip.net)

Background
The bizarre result of a Tremere inquiry into the effects of radiation upon a vampire's physiology, the Gestalt are a bloodline of
monsters who carry death in the palms of their warped hands.
The bloodline was created around 1955 by a Tremere named Dr. Heinrich Gerber, once a Nazi scientist embraced by the
Warlocks just before the Allies arrived in Germany. Gerber was in many ways a brilliant man, and in many other ways a mad
one. Indeed, he would have been fodder for the Malkavians if not for his almost legendary progress in studying radiation, atomic
theory, and their effects upon the human anatomy. Many of his experiments were conducted upon Jewish concentration camp
prisoners, giving an indication of Gerber's lack of humanity even before his Embrace in 1945.
Gerber was not interested in the atomic bomb, however, but rather in using radiation treatments to foment a "master race" in the
true sense of the word. He theorized that radiation in small but increasing doses over time, particularly to pregnant females,
would result in eliminating imperfections.
He succeeded, but in ways he had never imagined.. A chantry of Tremere based deep under Berlin had been watching Gerber's
work with interest for some time. They knew that many of this theories had "merit," but as long as he experimented upon mortals,
he would only create badly burned corpses. However, if he were to try his theories on a few captured Tzimisce...
Gerber was Embraced the same night Hitler is said to have committed suicide. Since that night, he was sequestered in
laboratories and remote bunkers. Even Gerber did not know where in Europe he was half of the time. The Tremere had him
working on his experiments all the time he was awake. They did not tell him of Kindred society, only that he was immortal, that he
must feed, and that the sun is a bane to him.
Thus began the shadowy Project: Gestalt. They brought to Gerber six torporous Tzimisce, named only by their numbers. They
told the scientist only that these vampires were "defective," much like Gerber had believed the Jews were defective, only good
for experimentation. Thereafter, Gerber fell into his work with abandon. The Tremere brought him various radioactive substances
over the years with which to "operate." Over time, the Tzimisce had ceased to be so, instead becoming abominations, as the
radiation treatments mixed horribly with the vampires' Vicissitude.
So too, were the vampires' minds warped by the incessant rambling of the demented Dr. Gerber, brainwashing them with a
warped version of the already warped Nazi doctrine. This Doctrine would later be called the Manifest, the "holy book" of the
Gestalt line.
It was now 1955. The Tremere had moved Gerber and his work to the United States, into an underground stronghold in Nevada.
(Rumors persist about the link between this chantry and Area 51, as yet unsubstantiated).
Then, something happened.
The Tremere are strangely quiet about what occurred in the winter of 1955 in the Nevada desert, but whatever it was, the
underground Chantry was cemented in, and Gerber's name was struck from Tremere archives, all the way to Vienna.
Even so, every so often a tabloid will run a story about a weird monsters appearing in the alpine forests, jungles, and even the
backyards of the States and abroad. More recently, the Camarilla has been covering up various murders around the world
where a body, burned so badly that the victim's sex cannot be determined, is discovered...drained completely of blood.
The Tremere may feign ignorance, but to those few in the know, the truth is undeniable. The Gestalt have escaped, and they are
increasing in number.

Description
The Gestalt are monstrous, as one might expect from a Tzimisce suffering radiation treatment for ten years. Theirs are not the
malformities of the Nosferatu, however. Whereas the Nosferatu have wrinkled skin, huge fangs, horns, slimy skin or the like, the
Gestalt are the stuff of nightmares. Eyes blink from along the necks of some. Others have tiny tentacles instead of hair. Many
have more than two arms; some even more than one head. Others are covered with fanged mouths; others have no mouths,
instead drinking vitae through lamprey-like suckers on the ends of their fingers. Worse still, the Vicissitude still tears through the
tortured bodies of these vampires, and they may awaken each night with a new set of mutations, even more disgusting than the
last.
The one uniform characteristic to the Gestalt's collective appearance is horribly burned skin. Every Gestalt looks as if he has just
escaped an incinerator.
Weakness
The Gestalt obviously have no Appearance rating. However, their main weakness lies in spontaneous eruption of horrid physical
deformities, usually during sleep. Every time the vampire sleeps, she must roll her Stamina score against a difficulty of 10 minus
her Humanity score. When she awakens, she may find herself with something as minor as an extra ear, or she could discover
that her fingers have melted together. Consult the table below:

Five No very noticeable changes. Perhaps her toenails are an inch longer.
Successes:
Four Minor deformity, -1 to a random physical Ability.
Successes:
Three Serious deformity, -4 to be divided randomly among Physical Abilities.
Successes:
Two Major deformity, -6 to be divided randomly among Physical Abilities.
Successes:
One Debilitating deformity. One Physical Ability is dropped to 0 for the night.
Success:
Failure: Supernatural deformity. -4 to be divided among the vampire's Disciplines.
Botch: Vampire falls into seizures and incessant gibbering until the next dawn. When she next awakens, she will have
gained a permanent physical flaw of the Storyteller's choice.

Unless otherwise noted, deformities last only until the next time the vampire sleeps.
Regardless of the rolls, each Gestalt character must have a minimum of 6 points in physical flaws before beginning the
chronicle. As for any deformities the Gestalt suffers, creativity is encouraged, Don't just have the vampire be missing an arm...tell
what's growing in the arm's place! For example, a Gestalt's Dominate score may take a beating one dusk (Failed Stamina roll)
due to the fact that the vampire's eyes have relocated to his chest.

Haven/Society
As one might imagine, the torture the Gestalt have been through...and still go through is very damaging to the vampires' psyches.
They tend toward an intense hatred for any other Kindred who does not share their torment, which is most of them. Thus, the
Gestalt mainly keep to themselves, organizing into groups called Flocks. The name is not accidental, as the leaders of these
small groups are very priestly, making grand sermons against the other clans, and claiming to lead the tortured Gestalt to
salvation.
Thus, the bloodline is not exactly paragons of sanity. As a matter of fact, many Gestalt have drawn a whistle and a "That dude is
whacked!" from even the most schizoid of Malkavians. The Gestalt is a young bloodline, and due to Gerber's love of preaching
his madness to his immortal victims as they lay helpless under his scalpel, they have been brainwashed by a twisted form of
Nazi philosophy.
This philosophy, called the Manifest by Gestalt elders (not much older than their neonates, actually) preaches that the Gestalt
mutations are the road to perfection, being carried on by the vampire's bodies as they lie in repose. With each mutation, the
Manifest goes, the vampire is one step closer to Perfection.
The Manifest itself is a meandering and unorganized document consisting mostly of the thoughts of the oldest Gestalt elder, the
one known as Church. Church gave himself the name, having completely forgotten his former unlife as a Tzimisce. Church was
the leader of a group of Tzimisce tasked with hunting down and eradicating Tremere chantries in Germany (circa 1930 onward),
mostly to keep the Warlocks from gaining any sort of foothold in Hitler's growing empire. He had been a little too successful. The
Tremere eventually rendered Church and his group torporous, and presented them as test subjects to Gerber.
Also according to the Manifest, the Foxfire (the Manifest's word for radiation) is necessary as a catalyst to this perfection. In fact,
the presence of radiation does have impressive effects upon the Gestalt, but these can be harmful as well as helpful (see the
Atomos Discipline for info.). For this reason, the Gestalt are obsessed with gaining access to radioactive materials. They haunt
waste dumps; they break into military installations; they raid compounds where nuclear weapons await destruction...a post-Cold
War feeding frenzy.
The "Foxfire" becomes an addiction to the Gestalt, and soon they need it as badly as they need vitae. Foxfire gives them great
power, true, but it also speeds up their mutations, and increases their severity.
Often, the Things will masquerade as Nosferatu to learn more about Kindred society, and also to make use of that clan's vast
information network. It is this clan of abominations that most readily befriend the Things, in any case...and companionship is
always valuable.
At this point, though, the Gestalt are only found primarily in the United States, although more and more are making pilgrimages
to "holy places" were Foxfire is plentiful. Any country in the world with nuclear power is a potential destination for these Gestalt
pilgrims.
The Embrace
The Gestalt do not embrace often, but when they do, they look for the lost. Runaways, the homeless, the incurably insane...all of
these are candidates. Occasionally, they look for brilliant, yet frustrated scientists, (and even artists) especially if they have a
tinge of madness behind their eyes. However, they only Embrace those who they can turn toward their cause prior to immortality.
If they won't follow the Manifest, they are of no use except food.

Nicknames
Things

Disciplines
Fortitude, Obfuscate, Atomos (Pronounced: ah-TOME-ose)

Radiation and the Gestalt


Even though the Blood Fire power of Atomos demonstrates how the Gestalt can use radiation to their own ends, the relationship
between the Foxfire and this clan is much more complex. Simply put, the Gestalt need radiation. The presence of it induces a
euphoric state in this clan, very much like a stimulant drug.
This need for Foxfire is intensified by the fantastically bizarre mutating effects that it produces in the Gestalt. Since the clan
believes that mutation is the road to Perfection, these mutations are desired. The Gestalt try to embrace brilliant yet unhinged
scientists, to try and further the work that Gerber had begun. They wish to learn more about the relationship between their
mutations and Foxfire to gain greater mastery over their forms.
Here, the Storyteller has a great deal of freedom. What kind of power can the Gestalt gain by harnessing the Foxfire's effects on
themselves? Here are some ideas along these lines for "radiation rituals" that the Gestalt can invent:
1. Perhaps the Gestalt can learn to temporarily lower their Generations by absorbing enough radiation.
2. The Gestalt could create Toxic Ghouls, which feed off of the radiation in Gestalt blood. These ghouls would be monstrous but
may contain great power.
3. The Gestalt could induce further mutations to bring out their latent Disciplines. For example, a Gestalt ritual could be created
to grant a Gestalt a third eye on his palm, which contains the Dominate discipline. Perhaps a second heart could be grown to
produce Potence or Celerity. Third and fourth arms could be grown to manifest second-level Protean. The possibilities are
endless...but regular doses of radiation should always be required to maintain these changes.
These are just examples, but it should be noted that the Gestalt have nowhere near this kind of control over their mutations...yet.

The Gestalt in a Chronicle


While it may seem that these vampires are Armageddon waiting to happen, it isn't necessarily so. There are several factors
standing resolutely between the Gestalt and their ultimate goal:
1. The Gestalt were created and exist on the most extreme fringes of Kindred Society. Thus, any Gestalt without the Twisted
Upbringing Flaw had better have a good reason why. They are only dimly aware of the presence of other vampires than the
Tremere, due to that clan's constant bombardment of propoganda, and the radiation's devastation on the Tzimisce psyches. The
Gestalt remember nothing of their Balkan heritage, and would not recognize a Tzimisce as such if a Zulo sat on them.
The main effects of this ignorance are these: Holocaust, as an 8th-level Atomos power, cannot be reached by any save the
lowest generations. Very few Gestalt are lower than 8th Gen (the captured Tzimisce were 7th at the lowest). Also, the Gestalt
remain largely ignorant of the Diablerie, or even the possibility of lowering their generations by drinking an elder dry. A few have
figured this out, but since the Gestalt never diablerize their own clan, and rarely encounter any other vampires...the possibility is
remote at best. Thus, any Gestalt manifesting Levels 7-8 of Atomos are unlikely.
2. Unbeknownst to the Gestalt, there is a small sept of Glass Walker Garou who know of these vampire's existence, even if only
barely. These werewolves actively hunt the radioactive vampires as an enemy of Gaia. While the hunters don't know everything
about the Gestalt, they do have a rough idea of their powers and their link to unnatural radiation...a Wyrm-agent if ever there was
one.
3. The Manifest calls for 100,000 Gestalt to master Holocaust before they can purge the world of imperfections. As of 1996,
there are about 70 or so of these vampires...and they don't Embrace just anyone.
4. Even though the Tremere refuse to acknowledge to the rest of the Camarilla that the Gestalt exist, they are still very concerned
about this wayward creation of theirs. There are several covert groups of Warlocks combing the Earth for the Gestalt, for the
purpose of staking them and bringing them back to Vienna for further study. If this cannot be accomplished, then destruction of
the Gestalt is imperative.

View the Atomos discipline.


GHUL
By Stacey Lawless for the Dakini bloodline.

Description
There is a sort of decayed branch of the Dakini, wretches who most Indian Kindred feel would be better off extinguished. The
Dakini call them "Ghuls" after the fashion of the Moslem invaders of India. They also refer to the Ghuls as "untouchables."
When the Dakini can be persuaded to discuss the Ghuls at all, they say that seven hundred years ago, a bandit chieftain made
his lair somewhere near Benares. He was a vile, cunning and depraved man, ravishingly handsome and splendidly rich. He was
clever, too: though a particular Dakini who called herself Sindha had long been trying to control him and his bandit army, he had
been able to resist her wiles and worm out of her traps at every turn. Sindha could not help but admire the cunning and evil of her
quarry, and finally she came to him in person and asked what she could offer him to entice him into her service. The Kiss, he
named as his price, for he found the power it offered to be too much to pass up. And Sindha, more fool she, agreed to it.
Hardly had the bandit king died and been reborn, when he twisted in his Sire's arms and, grabbing the sabre he had carefully
hidden for just such an occasion, struck off her head. He only had drunk a little from her corpse before it withered into dust, so he
stormed into the night to rouse his men. The hunger and blood had made him drunk, and he fully intended to drink and slay any
and all his army came across that night.
But he had killed his Sire before she could tell him anything of the race he had joined, and no matter how he ripped out the
throats of the hapless travellers he found and slurped down their hot, still-living blood, his hunger was not satiated. In fury, he beat
his own men 'til scarlet ran from them, but this living blood did not ease his thirst either; it was like water to a dope fiend. He
frenzied then, ripping into his men and their horses, til the sun rose. The bandit king fled its burning rays, and still in frenzy ran to
shelter. The many of his army who had not been lucky enough to escape lay as mangled wrecks on the earth, interspersed with
raw chunks of horseflesh, and became a feast for the flies and kites.
At dark, the bandit king returned, ravenous. Though he was no longer in frenzy, the Beast, always close to his heart, had dug its
claws in deep and its feral light glimmered behind his dark eyes. He was unable to find anything alive to rend and kill, and hunger
beat at him until, desperately, he fell upon the bodies of his former servants. The little blood left in their veins was thick and
clotted, stinking and laden with the eggs of flies, but it was laced with the cool dark wine of death, and he was, at last, able to
ease his hunger. But the horror he felt at drinking from the spoiling bodies eroded the last of his sanity, and the Beast claimed
him.
Thereafter he scavenged from cold funeral pyres, from slaughterhouses and battlefields and the vulture-towers of the Parsees,
and murdered anyone he could for their fresh amrita. He was no more than a brute, but a vile and cunning one, and he eluded the
Rakshasas and Sindha's avengers for nearly a century. During that time he now and again grew anxious for company, perhaps
from a last glint of cultured sensibility, and would dishonor the Blood in his veins further by feeding it to a beggar or brigand after
slaying them. Sometimes he would later devour these companions; more often he drove them away after a few nights. These
wretches went on to scavenge and murder as their Sire had taught them, and some of them Sired, and the more clever ones
learned how to be cunning and hide, so that when the disgraced Dakini came hunting, they could never be certain they had
eradicated the bloodline.
These Ghuls, as the Dakini came to call them, learned to hide among beggars and lepers and feed from the dead wherever they
could. Many took to following merchant caravans, killing and robbing any stragglers, and sleeping in the cargo by day whenever
they could. Along with these caravans, the Ghuls spread across India, into Persia, and beyond.
Ghuls still exist, and can be found in India, Bangladesh, and Afghanistan; rumors also place them in Sri Lanka, Nepal, Iran, and
every now and then, Iraq. They are not many in number, but they are very good at hiding and at not drawing attention to
themselves. They are craven and nearly as opportunistic as cockroaches. All of them are lost to the Beast, and most of them
would barely qualify as sentient. A handful, however, have managed to hang onto their minds. These are usually the ones who
Sire, are almost always the oldest Ghuls around, and can be truly dangerous.

Habits
Ghuls usually scavenge their amrita from any dead they come across, but they will kill for it and do so fairly often. Occasionally
they will eat the flesh of the victim as well, but no-one is sure why, as they cannot possibly derive any nourishment from it. Some
lurk in the countryside, feeding from and terrorizing villagers, but most Ghuls keep to the cities, where they can avoid the Cat
Rakshasas and have more plentiful food.
The more intelligent Ghuls hide in slums, where they blend in with the urban poor and diseased. Some of them have organized
gangs of human wretches as Retainers. Bestial Ghuls make their dens wherever they can; in New Delhi, one popular place is
beneath the stone ghats (huge stone steps) that descend the Ganges' banks and into the water, and the ghat-Ghuls will swim the
river at night and climb into boats (though they must be wary of the Caiman Rakshasas, who kill every Ghul they catch).
Organization
Generally speaking, none. In fact, they seem to have little regard for their brethren and regard other Ghuls as not much more than
competition or potential amrita.
Rumors persist, however, of large gatherings of Ghuls deep in the jungles or high in the mountains, of the remains of bonfires
replete with charred bones (human, animal, and otherwise) near where the Ghuls are supposed to gather, of weird and
unpleasant carvings on earth and trees, and sometimes flesh, of chants carried on the wind that sound almost like Latin learned
by rote, or like less pleasant things, of a corpse found in a shack in Lahore, killed in a darkly ritualistic fashion, the blood used to
paint strange symbols on the walls.
It is unknown if these rumors point to the existence of a Ghul cult, or are falsehoods spread for some mysterious purpose. Little
evidence has actually been put forward to prove the rumors. Many of India's Kindred, however, fear that something evil has come
to make its home in their country.

Appearance
The Ghuls share the dark skin of their Dakini forb ears, though they frequently seem pale due to the dust and dirt that often coats
their skins. Their hair is matted and filthy, their eyes and cheeks hollow from mortal disease or malnutrition. They are universally
skinny, and between this and the dirt it is hard to say what age any given Ghul looks like. The ghat-Ghuls of the river cities are
usually a bit cleaner by virtue of spending time in the water. They wear rags, or nothing.
In the last hundred years, a few Ghuls have been caught who displayed stranger appearances than their fellows: leathery,
withered skin stretched tight over the bones, caved-in noses, and receded gumlines. Their blood was found to contain traces of
embalming fluids and spices, leading their Ventrue captors to speculate that the strange appearances resulted from the Ghuls
(or perhaps their Sires) feeding on embalmed corpses. With the spread of the Samedi bloodline, some Kindred have noted
similarities between these Ghuls and the "mummified" type of Samedi, and wonder if there is a connection.

Disciplines
Usually the only one these debased Vampires ever develop is Celerity, although a few seem to have picked up the rudiments of
Auspex. Rumali is completely unknown among them, despite their Dakini origin.
Every so often a tale drifts around of this Ghul who displayed Potence, or that one who Earth Melded, or the one who vanished in
plain sight. These tales are given little credence; after all, where could these degenerate beasts find anyone to teach them
Disciplines?
GOLLUM
By Sauron (mmoks@hotmail.com)
Clan Gollum is really a version of Clan Toreador. The whole thing started in 1359, when a 7th gen. Toreador called Counstaine
Souffleur was abducted by the Nosferatu in Marseille. He was held captive in a chamber completely filled with water, a long way down
in the Marseille underground. In this time, he fed on fish that lived all the way underground. As time went on, he became more and
more in control of water. This power became the discipline of Aquatella. His appearance dropped to zero because of his constant
contact with water. This is not a clan weakness, just one for Constaine. In 1944, toxic waste came into the chamber, and Constaine
gained exceptional powers. He broke out of the chamber, and using his new powers, slaughtered and diablerized most of the
Nosferatu in Marseille.
In the period of 1944-1960, he Embraced three new Gollum, who all learned Aquatella, a Toreador discipline and a Nosferatu
discipline. These became leaders of a troupe each. Each troupe has from 10-20 members. The first, the troupe of Aqua, is led by
Jean-Claude Souffleur They posesses the powers of Aquatella, Animalism and Presense. Their task is to try to get the Gollum
accepted by the Toreador. The other troupe, the troupe of Power, is led by Zinedine Souffleur. They posess the powers of Aquatella,
Celerity and Potence. They are the ones who lead Nossie-razzias, as they call it. They exorcise whole colonies of Nosferatu The third
troupe, the troupe of Spies, is led by Fabienne Souffleur. They posess the powers of Aquatella, Auspex and Obfuscate. They are the
ones who spy on the Nosferatu and know where they live.
Constaine is just called Master by the Gollum. He doesn't know much about the vampiric society today, but the younger Gollum have
found out something of it by their own.
The Gollum never present themselves as Gollum, they always present themselves as Toreador. They got the name from when Jean-
Claude first presented himself as clan Toreador. A Toreador neonate smartass just threw the comment: "You're no fucking Toreador.
You look more like Gollum (from the Lord of the Rings) to me." In some kind of way, he mysteriously disappeared the same day.

Nickname
Waterlords

Appearance
Totally white skin, red eyes. They always wear sunglasses and the hippest fashion.

Haven
As near water as possible.

Background
Clan Gollum's goals are to get rid of the Nosferatu they find. They look at themselves as Toreador, but the Toredor will not
accept them. They try do be accepted by Toreador. The troupe leaders train their progeny for the task this troupe has.

Character Creation
Troupe of Aqua: Social, mental, physical.
Troupe of Power: Physical, Social, mental.
Troupe of Spies: Social, physical, mental.

Preferred Backgrounds
Retainers, Contacts, Resources

Clan Disciplines
Troupe of Aqua: Animalism, Aquatella, Presence
Troupe of Power: Aquatella, Celerity, Potence
Troupe of Spies: Aquatella, Auspex, Obfuscate

Weaknesses
They have totally colorless skin and red eyes. They cannot raise Generation through Diablerie. They have to have contact with
water at least once a week.

Organisation
The Gollum have a meeting in the Marseille underground every ten years where they discuss their future actions. The troupes
always stick together.

Stereotypes
Brujah: The young ones can be great allies, but the older ones are a bit too suspicious.
Gangrel: We don't know much about these ones. Their Protean is somewhat similar to our Aquatella.
Malkavian: They're all mad. We don't want to have anything to do with them.
Nosferatu: We want them all to die after what they did to our Master. Our main goal is for them to extinguish with as much pain
as possible.
Toreador: Our origin. We want to be acepted as one of them, but they won't let us.
Tremere: These guys are scary. We don't want to fuck with them.
Ventrue: It seems like they rule a lot in the Camarilla. They don't want to have anything to do with us, actually.
Camarilla: That's that big organisation where most of us are gathered, huh?
Sabbat: What the hell is Sabbat? Some scary guys called themselves Sabbat once. They were hosed down by us pretty fast....
Giovanni: Aren't they the Italian ones? By the way, master wonders where the Cappadocians went....
Lupines: Master says that there was a lot of them in the old days. We haven't met any of them yet. I guess they're all dead or
something.
THE HOUSE OF GORATRIX: The European Tremere antitribu
By Brian Connors (connorbd@bc.edu)

Nickname
Zauberen (German for 'sorcerors')

Description
The Sabbat makes no distinction between Tremere antitribu, but similar to the division between the City and Country Gangrel,
there is a division of sorts between the Tremere of the Sabbat. The difference is not particularly profound compared to the
Gangrel division, though.
While the antitribu of the Americas were a product of the 18th century wars that rocked the continent for half a century, the House
of Goratrix developed somewhat earlier in Europe when Goratrix, one of the original Council of Seven, turned traitor on the
Tremere. Their habits are somewhat different; in Europe they maintain their own chantries outside of Sabbat temples, whereas
the Americans cordon off chunks of temples for labs. Also, in Europe the Lasombra are far more prominent than in America
(most Sabbat Tzimisce being located in the New World), so that the Tremere in general are more powerful. The primary
competition is first with the mainline clan, and second with the Old Clan Tzimisce, who make no distinction between mainline
and antitribu.

The organization of House Goratrix is a bit more formal than that of the American antitribu, somewhat remniscent of the
Hermetic structure of the original clan. Goratrix sits at the top, ostensibly over all Tremere antitribu (though the Americans are
too autonomous to really recognize his authority). There is a Council of Six, a number chosen to parody the beliefs of those who
swear by numerology. Below that, there is a Jesuitish rule of obedience to sire and pack leader.

Appearance
They tend to be well-dressed and fashionable, often indistinguishable from any other European businessbeing.

Backgrounds
Same as American antitribu, though college students tend not to be as well represented.

Character Creation
Same as American.

Clan Disciplines
Same as American, though they have a few Thaumaturgical paths with Tzimisce roots that are bound to the soil of Europe.

Clan Organization
Loosely hierarchical, though the pyramid is somewhat flat. In general, there is an order of obedience that goes: Goratrix, Council
of Six, Sabbat chain of command, sire, pack leader. Their packs tend to be pure Tremere.

Weakness
As with the American antitribu, they are marked by the mainline Tremere as traitors. It is the same mark; the Tremere make no
more distinction between them than anyone else.
Stereotypes
American Tremere antitribu: The philosophical differences are interesting. Though we are different, there is something to the
fact that none but us make the distinction.
Tremere: We are Sabbat because we no longer trust Tremere. The rest are deluded and dangerous.
Everyone Else: Largely the same as the Americans.
The Great Pyramid
By Vincent Sollars (bubba@falcon.cc.ukans.edu)

Ranks of the Pyramid


The pyramid is currently divided into the ranks of apprentice, Regent, Lord, Pontifex, and Councilor. Each of these ranks, except
that of Councilor, has seven circles of mystery, which serve as a further hierarchical mechanism for determining the recognized
worth of a particular member of the pyramid. Though the circles of mystery occur at all ranks of the pyramid except that of
councilor, the ones most important to chronicles are obviously of the apprentice level as most players will be running characters
of this level. At the apprenticeship level these circles of mystery determine a thaumaturgist's access to magical lore, his standing
among his Peers at social occasions, duties at the chantry, and relative independence.
I have come up with a system describing each circle of mystery at the apprenticeship level. Disobedience at the true
apprenticeship level (first through third circles) often takes the form of Final Death (approval of the area Lord required for third or
lower circle members, fourth or higher require a tribunal), menial duties, and failure of advancement. Actual advancement in rank
is determined by the Regent at first while higher ranking Tremere are needed for further advancement (discussed below).
After the true apprenticeship circles, the thaumaturgists circles occur (circles four and five) followed by the master circles (circles
six and seven). Advancement through these ranks requires various criteria, but never underestimate the power prestation and
powerful allies have on advancement. The political and underground orders present in the Tremere clan often make and break a
thaumaturgist's career.
I have also divided occult knowledge at the apprenticeship rank into three levels of security. The security clearance of the
thaumaturgist governs the type of paths and rituals he has access to. This is to protect the clan against those of their own who
would break the code of the Tremere. The qualifications placed on these three security levels often are determined by the type of
chronicle you will be running. For my purposes I use the following qualifications:
Level Three: Scrying, fae related magic, dark thaumaturgy.
Level Two: Affecting kindred specifically or especially, recently developed rituals and paths
Level One: Everything else.

The First Circle of Mystery


An apprentice begins in this circle after successful recitation of the Tremere oath. At this level the kindred has already been
recognized as a kindred by the rest of kindred society, and the Tremere hierarchy. The apprentice has been released by his sire
from the restrictions of a childe and is now a neonate. The Tremere keep a close eye on those of this level, primarily concerned
with defectors who may give out the secrets of thaumaturgy to others. The apprentice has no standing, and is not entrusted with
duties of any importance unless supervised.
Magical Lore Access: Thaumaturgy three, access to the chantry library, first level rituals, level one security occult knowledge.
Peer Standing: "Out of my way, peck."
Duties: Report to the Regent once a week. Menial chantry duties not entrusted to ghouls. The thaumaturgist is nominally
assigned to the embracing Tremere, though this master has no obligations until the second circle of mastery is reached (though
it is often the case that he takes a great interest, as a good apprentice is very useful).
Independence: At this level the thaumaturgist is required to report once a week to his Regent. The Final Death of the
thaumaturgist can be ordered by the Regent with permission of the area Lord. The master has many rights as far as the
apprentice including assignment of haven, knowledge of location at all times, and 100% of the time of the apprentice (failure of
the apprentice to follow these directives is in violation of the oath and punishable by Final Death). Travel to locations outside the
control of the local chantry is not permitted, unless approved of by the Regent and his master and accompanied by a fourth circle
or higher standing thaumaturgist. Any Tremere of higher standing has the right to assign duties or order the thaumaturgist about,
though these can be appealed to the Regent (you had better hope he agrees if you do so).

The Second Circle of Mystery


Apprentices of this circle have performed some noteworthy deed for the Tremere or their Regent. This can include the
acquisition of new magical lore, defense of the chantry against intruders that pose a real threat, political maneuvering resulting in
gains for the Tremere, five years of good service to the order, etc. In short, anything that would give the thaumaturgist a dot in
Tremere status may be noticed by the Regent by assession to the second circle of mystery. Though the thaumaturgist has
proven his worth, he is still not trusted with clan knowledge and is watched for possible defection.
Magical Lore Access: Thaumaturgy three, the chantry library, level two rituals, level one security occult knowledge.
Peer Standing: "How's it going? Got anything to do?"
Duties: Report to the Regent once a month. Many lesser duties for the other Tremere of the chantry such as minor research,
minor security issues, or messaging. Tremere of this rank have certain rights to tutelage by their master including access to
rituals, tutelage in occult mysteries of the master's choosing, and explanation of the Tremere hierarchy structure and
advancement guidelines.
Independence: A little less strict in that the thaumaturgist doesn't feel almost continually watched, but basically the same as the
first circle of mystery. If his master isn't taking his tutelage requirement seriously and he can convince the Regent to act in his
name he may be assigned a new master at the judgement of the area Lord.

The Third Circle of Mystery


The primary requirement of the Tremere for this circle of mystery is loyalty to the clan. Though individual Regents may have other
ideas, their superiors will look very badly upon a Regent of a third circle of mystery apprentice who ends up breaking the
Tremere code. It is at this circle of mystery that the inner mysteries of thaumaturgy are opened up to the apprentice. Apprentices
of this level have typically acquired two dots of Tremere status by performing in their field, as well as proving their loyalty in some
way (10 years of service usually suffices for the loyalty aspect). This is the final stage of true apprenticeship, where the thesis is
assigned for promotion to the fourth circle.
The Thesis: The final project of the true apprenticeship is called the thesis. This project is a truly momentous task conceived of
by the master, Regent, and at least one other fourth circle or higher thaumaturgist with suggestions by the apprentice. A thesis
project usually takes on the order of ten years to complete and can involve political, occult, or industrial aspects or even
combinations of these. The development and refinement of a level four ritual would be a suitable task (see ritual learning and
development rules).
Magical Lore Access: Thaumaturgy four, access to chantry library, level three rituals, level one security occult knowledge.
Peer Standing: "Good evening, what do you think of the Astral plane's relationship to thought?"
Duties: The directives of his master as well as any chantry duties the Regent may assign. The duties at this level may involve
more sensitive issues or those of a higher security level such as monitoring of lesser rank apprentices. Work on a thesis
assigned by the master, the Regent, and at least one other of rank four or higher. Report to his Regent once a month and once a
year on the progress of his thesis.
Independence: Though still assigned to a master at this point, he may appeal his assignment on his own by notifying his
Regent, who is then bound to send his appeal to the area Lord. The only reasons for an appeal are failure of the master in
tutelage duties. Other thaumaturgists than the Regent and master are not allowed to give the apprentice duties, unless the
master permits it. At this level the thaumaturgist may leave the area controlled by the local chantry on his own upon the approval
of the Regent and his master. The Final Death of the thaumaturgist can still be ordered by the Regent with permission of the
area Lord at this level.

The Fourth Circle of Mystery


An apprentice can be considered as a candidate for this circle of mystery when he finishes some grand accomplishment, his
thesis, which was assigned when reaching the third circle. This circle of mystery is one of the true benchmarks of an apprentice's
life. At this level the shackles of the master are discarded and the apprentice begins to make his own way in the hierarchy. The
building of his own laboratory can begin, along with his own secrets of magical lore. The apprentice is now recognized as a
thaumaturgist at this level and may be recruited by the secret and non-secret orders of the clan. There may still be some sense
of lack of respect, as the thaumaturgist has not proven yet his capabilities of operating on his own initiative.
The Cabal: At this level of mystery the thaumaturgist is "invited" to serve on the Cabal (service is mandatory). The Cabal is
made up of all fourth circle and higher thaumaturgists and the Regent. The Cabal meets once a month to vote on matters brought
to it regarding the directions the chantry should take, duties of its members, and promotions of its members. Each thaumaturgist
gets one vote, except the Regent who gets three. It should be noted that the Cabal is the center of political intrigue in the chantry.
Many an unwary fourth circle thaumaturgist took the ramifications of voting on the Cabal too lightly....
Magical Lore Access: Thaumaturgy four, access to chantry library, level four rituals, level two security occult knowledge.
Peer Standing: "I just loved how you rested control of the teamsters from the Ventrue." or "I read your work on the relationship
between subjective and objective realities. Most fascinating."
Duties: These vary, but are assigned by the Regent and the Cabal. Any assignment is possible, so the thaumaturgist had best
be on good terms with his regent. The Cabal often ends up assigning thaumaturgists of this circle the less desirous duties. His
former master can assign no duties at this point. Report to his Regent once a month. Serve on the Cabal.
Independence: At this level and above the Final Death of the thaumaturgist can only be ordered by a properly conducted
tribunal. He is no longer subject to the whims of a master, i.e., he may choose his own haven, may come and go without
checking first with someone, etc. He is still subject to the rule of his Regent though he may transfer to any chantry provided the
Regent at the new chantry agrees. His independence is limited by the amount of duties his ruling Regent requires of him, which
can vary tremendously. Though the thaumaturgist no longer needs the permission of anyone to leave the area controlled by the
local chantry he must inform his Regent where he is going and for how long (remember he still must report each month). Long
absences are looked upon badly when consideration for the fifth circle occurs.

The Fifth Circle of Mystery


Thaumaturgists of this circle have shown their worth by several extraordinary accomplishments and their loyalty to the Tremere is
assured. Usually, to be appointed to this level the thaumaturgist must distinguish himself over the course of at least a decade at
the fourth circle and often twice that. Unlike previous promotions, the regent only recommends graduation to this circle. Only a
thaumaturgist of Lord rank or higher can confer the fifth circle of mystery upon a candidate. This restriction is in part to prevent
too easy of assession and also to provide another level of revue to those learning level five of thaumaturgy.
Though not qualified as a master yet, he is respected as a thaumaturgist in his own right. He has proven his ability to operate
apart from his master, and earned the respect if not the admiration of his Peers. It is at this level that the last mysteries of
thaumaturgy for many kindred are revealed.
Magical Lore Access: Thaumaturgy 5, access to chantry library, level five rituals, level two security occult knowledge.
Peer Standing: "May I inquire as to your opinion on the upcoming vote?"
Duties: Service on the Cabal. Duties given to him by vote at the Cabal. Meet with his Regent once a month. The Regent may
also assign him duties that are specifically for the betterment of the clan or by writ from the area Lord. Minor duties of dubious or
minor benefit to the clan must be assigned to someone by vote at the Cabal.
Independence: A thaumaturgist of this rank is largely similar in independence to the fourth circle, except his political ties at the
Cabal can give him more freedom from the less desirable clan duties. The Regent is also limited more in the duties he can
assign as most must go through the Cabal at this circle. Though the thaumaturgist no longer needs the permission of anyone to
leave the area controlled by the local chantry he must inform his Regent where he is going and for how long (remember he still
must report each month).

The Sixth Circle of Mystery


Appointment to this circle does not usually occur to less than ancillae-level kindred (fifty years). At this circle the thaumaturgist is
considered a master, sufficiently adept to train future Tremere. Appointment to this circle does not occur except in the rarest of
circumstances unless thaumaturgy five and Occult four are known by the thaumaturgist, effectively making the fifth circle the
glass ceiling for non-occult minded Tremere. Other than thaumaturgy and occult knowledge, candidates for this circle must have
shown leadership qualities in the Cabal, demonstrating their ability to serve as a mentor. Like fifth circle appointments, a Lord
must confer this circle of mystery.
Magical Lore Access: Thaumaturgy 5, access to chantry library, level five rituals, level three security occult knowledge.
Peer Standing: "Master Kondus, your apprentice is bleeding the chantry ghouls again. If it's not to much trouble could you order
him to stop?"
Duties: May be assigned an apprentice at any time and thus have tutelage duties. Service to the Cabal. Report to the Regent
once a month. Duty assignment is the same as fifth circle.
Independence: The independence of the master is increased with regards to assigned clan duties, but dwindles after an
apprentice is acquired. Monitoring of an apprentice during his first two circles of mystery can take much time, and requires that
the master spend most of his time in the local area. As far as travel, the restriction are the same as the previous two circles
unless the master has an apprentice, in which the Regent should be consulted beforehand and proper arrangements made for
overseeing the apprentice.

The Seventh Circle of Mystery


The pentacle of the "apprentice" ranks. Only a Pontifex at the recommendation of the area lord may confer this circle to a
candidate. This restriction is mostly to limit those candidates for regency status (as seventh circle members are), to those that
portray qualities desirable to the Pontifex. Each Pontifex has slightly different interests, but they are all interested in leadership
qualities demonstrated at the Cabal and more importantly by productive apprentices of the master. Apprentices that become
successful are the best demonstration of a master's merit for the seventh circle.
At this circle the master becomes mostly independent, only incurring those limits he wishes for the purpose of advancement,
occult knowledge and prestation.
Magical Lore Access: Thaumaturgy 5+ (dependent on teacher willingness), access to chantry library, access to all rituals, level
three security occult knowledge.
Peer Standing: "Master Grinoladus, we are in dire need of your advice at the Cabal if you could find the time."
Duties: May serve on the cabal if he wishes. The Cabal may not assign him duties unless he chooses to lend it service. If he
does serve on the Cabal he is allowed two votes instead of one.
Independence: Must report once a year to his recognized Regent, though he may travel at his discretion. Even his recognized
Regent has no official rights to demand service from him, though he is still bound by the Tremere oath in times of need for
service in regards to enemies of the Tremere. Tremere lords and above may still demand service of the thaumaturgist, but even
those demands are restricted to recognized service to the clan.
GREMERE
By Peloquin (ka.vanadis@karlskrona.mail.telia.com)

Quote
"I have travelled from the end of time to find you...well, since last Tuesday, actually..."

Nicknames
Far too many and coarse to be used here, but the most common ones are, for example, "Grymoires" (used by Tremere),
"Cinematics", "Annoying Bastards"...

Description
Once upon a time (about fifty or so years ago) a young Pander came upon a book of Thaumaturgy. It was a very old book, and
happened to belong to a local Sabbat Tremere, who had lost it, along with her head, in a minor skirmish with those pesky
Assamites. And before you can say Sam Haight, the young pander had not only used the book for firewood, he had also
managed to completely miss out on the basic idea of the Tremere magics.
Now, this young Pander, who was very recently created, happened to be sixth generation. Now, he didn't know this, being a
Pander, and not knowing who the (insert suitable curseword here) his sire was, he believed himself to be a Gremere. Now you
might wonder what the heck a Gremere is, and I'll tell you. You see, the Pander in question was dyslexic, so he pretty much
based an entire new Discipline and bloodline on a highly misread grimoire.
Okay, so this newly invented Gremere decided to go forth and multiply, creating others like him, and eventually creating a whole
annoying bloodline, that mainly lived to annoy the Tremere. Since the first Gremere was a little stupid, he waltzed right into a
Camarilla Tremere chantry, and subsequently got his ass fried to charcoal, so the original founder of this weird line is quite
dead, although younger members of the Gremere claim that he's not dead, he's just biding his time for a correctly timed
melodramatic re-entrance. They might be right. His body (or ashes) was never found.

Since his childer were quite a bit smarter than the bloodline founder, they realized that not only were they not Tremere, but also
that they had pretty much absolutely no chance whatsoever in a fight against the vampire mages, as their main discipline,
Dramathurgy, had as much practical use as a wet herring. So the eldest of his childer, a man calling himself James Dean II,
managed to kidnap and stake a sixth generation Caitiff (yes, I am well aware that sixth and seventh generation Caitiff and
Panders are very rare, but as this is more or less a spoof, I can make up whatever improbable history I like...so there)
possessing a new Discipline he called Kinetics, Diablerized him and subsequently rose in generation and gained a highly useful
Discipline, which he then taught to all his younger siblings. So now the Gremere are not only annoying, but also deadly.
Fortunately enough, they are so caught up in cheap melodramatics and silly posturing that anyone with a decent level of Celerity
can beat the living daylights out of them before they have finished their flashy entrance.
These days the Gremere mostly hang out in the Anarch Free States, where they soak in the (tanning salon) sun, bask in the glory
of Hollywood and party all night long. Their battle against the Tremere? They don't care about that anymore; it's much more fun to
just be melodramatic when it is totally safe and completely unnecessary . . .

Clan/Bloodline Disciplines
Dramathurgy (Path of Soundtracks, Path of Visual Effects other paths as per your own imagination...i.e, come up with something
of your own...), Kinetics, Dominate (so you can make people believe you just turned into fog and vanished through a keyhole
when you just left through the front door....)

Clan Weakness...es
All Gremere are dyslexic, a trait carried over from the clan founder, and have a +3 difficulty on all reading-related rolls. They also
have a hard time not submitting to pointless melodramatics, so they have +1 diffculty on all combat rolls. If they win the Initiative
rolls, however, they must spend their first action doing something dramatic like leaping from a chandelier, jumping on the table,
or something equally pointless and silly. It is good for them that they are numerous, because they have a very limited lifespan . . .
Quirks
All Gremere are movie buffs; quite a few of them have their own movie news websites...like Barry Jowls "Ain't-It-Nice", or "The
Sludge Report" or "Coming Up Attractions"...(see if you can identify the real such sites...)

Prejudices
The Gremere have as much popularity among the other bloodlines or clans as Hitler would at a Bar Mitzvah. They're just too silly
to be really likable. The Malkavians have grown fond of these ones, though, for some odd reason . . .
Camarilla: Ahahaa! So, you control the world of mortals do you? Have at you, filthy cur!
"Oh gods, not them. Is there an exit nearby? Damn, he's seen us."
-- Henri Duval, Ventrue Primogen of a certain place where they keep politicians . . . he's got this ghoul who keeps nailing
his staff, he runs the country, ring any bells?
Sabbat: To survive a war . . . you gotta become war . . . taste my really impressive arrow tipped with explosives . . .
"Oh, we kill them on sight, usually...when we can't get them to wander in at the local Tremere chantry, that's funny as hell, that
is..."
-- Miguel De Vasco, Lasombra bishop of a place he won't let me reveal...I hate vampire politics...

Kithain (Changelings): I keep telling my contacts to make that Lord of the Rings movie! Get Miramax to pull their heads out of
their asses and greenlight the damn project!
"Interesting, to say the least. We once put seven of them in the old sets of that Alien movie with a Thallain Beastie, they
immediately fell into repeating every single line from the movie -- including the places where the Beastie, as the alien, came
out and chomped them up. We had to save the poor Beastie from the last one, though..."
-- Turrelain the Cruel of House Balor
Garou: Oh, man...that An American werewolf in Paris really sucked! It was as bad as that Interview with the Vampire crapfest...
"Gaia, I hate these guys. If it weren't for them being so easy to chop up, I'd never put up with having to see "POW", "SOCK"
"OOF" written in the air every time I fight one . . ."
-- Jonathan Dances-With-Anpw, Silent Strider Ahroun
Mages: GANDALF! SEAN CONNERY SHOULD BE GANDALF! 'NUFF SAID!
"How annoying."
-- Alicia Turner, aka "Erica Draven" Hollow One
Wraiths: They're heeere . . .
"Thank god we usually never get close to these morons..."
-- Dinsdale the Hedgehog, Renegade
Others: I have no idea what you're talking about. Others? Ain't no such thing.
"I agree with a previous speaker, it's best to kill them on sight."
-- Chigsaw, Beast NightBreed, New York.
GREY MEN
By Peloquin (ka.vanadis@karlskrona.mail.telia.com)

Description
"Life? Don't talk to me about life..."
-- Marvin, "Hitchhikers guide to the galaxy"
In the early years of the hippy era, a new bloodline popped up in the Anarch states, like a bad tooth. They always showed up
where people were happiest, and only left when at least two or three people had committed suicide with a blunt spoon or the
like. Due to their identical way of dressing, and the way the weather seemed to grow bleak by their very presence, they were
dubbed the Gray Men. As time passed, and the society of both kine and kindred alike became darker and grittier, the Gray Men
were accepted, unwillingly.
Once, apparently, or so they claim, a manic depressive Sabbat Malkavian and a likewise nutso Toreador decided to combine a
few rituals they had stolen from a local Tremere chantry and use them on some hapless mortal they had found. The strange
combination of Presence, Dementation and a Thaumaturgic ritual resulted in The Gray Men.
These strange vampires have calmed down recently though, and when asked, they only say: "He's coming." When asked who,
they stare at you until you go away. And it is impossible to drag it out of their brains; one elder vampire who attempted this said
that it was as if they didn't know it themselves.

Nicknames
Sulks, Marvins (newer nickname), Mopers, annoying bastards.

Quirks
The Gray Men are named so mostly because they always wear gray, the most depressing gray any shop can obtain. They may
never have the Jester archetype for Nature or Demeanor, and, for some strange reason their "Clan" Discipline and behaviour
tends to color itself on their surroundings. Anyone near them (the same room) must roll Willpower diff:4 the first day, and then the
difficulty is raised by one for each passing day in their presence; failure means you become depressed, and at the end of the
tenth failure, you try to commit suicide. Also, the weather becomes gray and bleak in any part of the world they're in, with rain,
fog, thick cloud coverage, etc, etc...

Clan Weakness
Always depressed, +1 difficulty on all Social rolls.

Clan Disciplines
Rainmaker, Fortitude, Obfuscate.

Stereotypes
The Camarilla: Oh, joy.
Sabbat: (Sigh) Whatever.
Ventrue: Why bother...
Toreador: Art. So what?
Tremere: Ooo, magic. Who cares?
Brujah: I wish I could care less.
Nosferatu: Ugly, yeah. Too happy for me, though.
Malkavians: They say we're the same. Bull.
Gangrel: I hate animals. But I don't care enough to do anything about it.
Tzimisce: Mhm. And?
Lasombra: Yeah, yeah, as if I would care...
Setites: Corruption is so depressing...

Quote
Why should I care?
GRIMTOR
By Matt Manning (NSG REAPER@aol.com) with help from Todd Cole(imapepper@earthlink.com)

Preface
I like combat; the excitement of it puts me on edge. I created this Bloodline for combat monsters like me. Although, if you are a
plotter, or a schemer who loves political intriuge (like my storyteller, yes our playing sessions get intresting) then you can use this
bloodline too. However, that takes more work and combat is what these guys were intended for. I think that vampires represent
the dark side of humans and are perfect for being the villain. Like the Tzimisce, their chilling beauty, unnatural, and yet strangely
attractive. Those are the true vampires, the real predators. This Bloodline is the essence of the evil, killing not out of necessity
but because they can.

Nickname
Demonwarriors

Clan History
(Knowledge of Clan Tzimisce and Clan Lasombra or just the Sabbat in general is helpful.)
In Europe during the time of the Sabbat-Camarilla war, some of the oldest Sabbat members, the leaders of the sect knew they
were losing a war that could cost them their very existence. The elders knew that they needed to do something and do it quickly
or their ashes would be scattered to the winds. They decided to make a new race of ultimate vampires that would faithfully serve
them and destroy the Camarilla.
The elders, although in a hurry, searched meticulously for the perfect kine to transform into the new vampire. After many weeks of
searching Clan Tzimisce announced they had found the perfect mortal. Vladimir Grimtor of a minor noble family in Romania was
their choice. Vladimir was a warrior without peer; he cut down his enemies without hesitation or remorse. The elders of the sect
said that this was the one and with his embrace would come their victory over the Camarilla. The two most powerful clans in the
sect, Clan Tzimisce and Clan Lasombra, would join to embrace Vladimir Grimtor. Though to the elders that was not good
enough; he had to be absolutely invincible and loyal too. The Tzimisce, their founder being a mage before his embrace, were
skilled in arcane arts or at least more so than other clans. They decided that a ritual cast at the time of his embrace would
increase the power that flowed through him and make him one of the most deadly beings on the face of the earth. He was
captured and on the night the Tzimisce chose they began the ritual. For three days it went on with the steady sound of chanting
emanating from the great castle that the embrace was being held in. When it was complete and Vladimir was given the blood of
the elders they found out how a mortal could kill so easily and ruthlessly. The demon Malakrite nestled inside his host burst forth
and howled with agony; the disruption of the ritual changed Vladimir Grimtor into something the Sabbat elders would regret
having ever made. Yes, they regreted it for about five minutes, then their unlives ended and their souls eroded from the pain they
experienced as their bodies were ripped apart. And so was created Clan Grimtor. Vladimir Grimtor fought Malakrite night after
night for control of his mind, soul, and body until he finally won at the cost of his heart. Though the taint of his demon corrupted
soul was passed on to his progeny.

Clan Disciplines
Vicissitude, Obtenebration, Malakritus

Strengths and Weaknesses


The Grimtors are vary similar to their parent Clans but are also very different. Like the Lasombra they do not show up in mirrors
or photographs. They are like the Tzimisce in their protectiveness of their havens but, do not have to sleep on their native soil.
However they will have a +2 to all frenzy rolls when their haven is the subject to damage or if guests are not invited (and I use the
term guests but that usually isn't the case) and they come in. As they have no hearts (literally Grimtor used his in the ritual; he
trapped Malakrite in his own heart) they are extremely cold to say the least. This means a +2 to social rolls. They must have at
least 1 point in the discipline of Malakritus. This is because every single one of the Grimtors has their own personal demon;
each one is possesed. At the time of their emabrace they use their hearts to trap their demon just as Grimtor did. Their heart
then pushes through their chest and becomes a talisman for them. They cannot use further levels of Malakritus without their heart.
They have a +1 to all rolls if they do not have it on their person at all times. Also if their heart is destroyed they can never use
Malakritus again. In addition, the Storyteller must make a roll on a 10 sided die: 1-5 the demon in the heart is destroyed, 6-10
the demon is released into the physical plane. Other demons will be atracted to this area and are able to enter the physical
plane really easily.
By now I know you are saying these guys suck look at all those weaknesses well heres the good part. First, they cannot be
Dominated period, presence dosen't work either, they do not Rotschreck. They do however Frenzy. Obviously they cannot be
staked, which is a definite plus. The same aura that makes people avoid them makes them afraid too, they get a +2 to
intimidation rolls. This strength is their real claim to fame; they can fight demons not normally but in the Umbra; if a demon of
some sort is in the Umbra the Grimtor can track it down with his heart/talisman and enter the Umbra using his powers of
Malakritus to use the demon inside as a portal to the Umbra. They can use all their disciplines normally in the Umbra. The only
advantage they get is being able to get into the Umbra they have to kill the demon themselves. They can only enter the umbra
to fight demons. No other time just when a demon is near. Once they kill the demon they absorb the essence into the heart,
which allows it to have a larger area of tracking. The more demons in it the longer away a Grimtor can find demons. For each
demon trapped, the player may gain a level of Malakritus with a reduced experience cost at 2x the current level. The experience
cost must be paid at the time that the Grimtor traps the demon. You can have more demons trapped than your generation; you
just can't get the level up in Malakritus. (Storytellers use your discretion on what exactly a demon is thats for you to decide or
create.)

Quote
Everyone has a demon, an inner evil; it's as much a part of you as your heart, *humorless laugh* thats why I ripped mine out.

Stereotypes
Assamites: They thought that they were the masters of death; well they have another think coming.
Brujah: These guys are always whining about something; maybe if I closed off their lips.
New Cappadocians: They are going to spend their whole unlives wondering about the secrets of death when they could know
all they need to by killing.
Gangrel: If I see a dog I shoot it. Guess what I do when I see a Gangrel.
Giovanni: They spend too much time talking to the dead. They might end up that way if they are not careful.
Lasombra: Our founder was embraced partly by them, cold and powerhungry, but with no real vision.
Malkavians: Clowns *sound of pistol being cocked*
Nosferatu: They know what pain is they have tasted it; unfortunately it didn't make them any stronger.
Ravnos: These are about as worthless as the Malkavian clowns, yet, more annoying.
Samedi: Like the Cappadocians, too obssesed with death to know that its true secret is causing it, and relishing the fact that
you can.
Setites: They play at being true evil. In reality they do not even no what the word means.
Toreador: HA! You think Da Vinci gives a damn who likes his paintings? He's dead, and besides material beauty is worthless.
It all fades away.
Tremere: They better watch out. Some people can't be manipulated and might not like the attempt.
Tzimisce: The only ones that know part of the truth, but death is not an experiment they are close but not yet there.
Ventrue: Who gives a damn; let them play in kine affairs.
Werewolves: Religious fanatics, nothing more.
Magi: They have no idea how little they know, they pride themselves on their vast knowledge but not one has a clue.
Faeries: *laughing* They, they . . . *more laughing* remind me of a cartoon show I used to watch when I was a kine.
Mummies: Ahh, they have met death and returned I wish I knew more about them.
Wraiths: These are the souls that have found true knowledge most know and regret their mistake; killing is life and those who do
not kill, die.
Camarilla: They aren't vampires; they are humans with fangs.
Sabbat: Our Mothers and Fathers are from this sect; when I was a kine I killed my mother and father.
Inconnu: Watching does nothing.

Organization
There aren't enough to even have a organization. They do what they please.

Haven
Varies; one might own a mansion while the next an RV, but whatever or wherever it is they always protect it.

Character Creation
Physical mostly, mental sometimes, social never. They usually have talents as their primary. They will always have some sort of
skill in combat or killing. Their occupation will vary greatly and what they believe in does too but they are one and all cold hard
killers.
GUARDIANS OF POLARIS
By Frank Torkel (grandthief@globalone.net)

History
How have I been able to live so long outside Nature without identifying myself with it? Everything lives, moves, everything
corresponds; the magnetic rays, emanating either from myself or from others, cross the limitless chain of created things
unimpeded; it is a transparent network that covers the world, and its slender threads communicate themselves by degrees to
the planets and stars. Captive now upon earth, I commune with the chorus of the stars who share in my joys and sorrows.
-- Gerard de Nerval, Aurelia
I have been a Guardian for under 200 years, and have lived for less than thirty. I was embraced by the Guardian himself, then a
Caitiff, struggling to survive. His age I do not know, for after creating myself and others he left for the temple, where surely he
must lie in torpor. He did tell us what we were though, and told us of our unlives. We learned his secrets for some time, and when
he left us, we were Caitiff no more. We had become the Guardians of Polaris, a bloodline still unknown by the Clans. One day
they will know us however, and they will fear our name.
In 1753 said my sire to us, he had stumbled upon the ruins of a lost civilization. It was his goal that day to commit the heinous act
of Diablerie, and steal the vitae of an elder. Such an elder slept in those ruins, as was told to my sire by another. When my sire
entered these ruins, he beheld a temple of some awe, and looking around to spot the sleeping elder, he was ambushed by the
elder himself. Needless to say a great fight broke out, where only one would survive. Blood flew in all directions until only my sire
still stood, and before him slumped the elder to the ground with a stake slammed through his chest. My sire then commenced
with the infernal act, and soon the lifeblood of the elder was part of my sire, the power gleaming from his eyes.
Only upon getting up to leave did my sire realize that he was trapped, the great entrance to the temple having collapsed during
the great struggle. My sire panicked and ran around the ruins searching for a way out. He frenzied almost immediately, but no
exit could be found. Upon calming down he once more tried to find an exit, once again to no avail. For days he remained within
the temple, searching in vain. Unearthing the bodies of dead humans he could find nothing that would aid him in his escape,
except rotted food and a sealed urn filled with some liquid, having been buried with the dead bodies.
His blood pool low, and fearing the torpor he would undoubtedly enter, he picked up the sealed urn that contained the liquid, and
in his stupor he opened and drank the substance. Remarkably it tasted like blood, a weak, thin blood, but like blood
nonetheless. The pain derived from this drinking was unbearable said my sire to us, and he wished for torpor rather than feel the
pain he felt.
Maybe a day or two passed, my sire said, when he felt empowered, more so than he did by committing Diablerie. Once again
he approached the collapsed ruins guarding the exit, and staring at them he saw a silver aura around the largest of these rocks.
But with a thought did the rocks levitate up from their spots after concentrating upon their structure. Amazed as he was he quickly
fled from the temple, and his escape was only the beginning.
My sire's blood was altered forever, now a bloodline apart from that of his departed sire. Only later did he discover that the rocks
of the temple contained iron ore, a substance he could now control and manipulate. This was his power, the same power taught
to myself and my brothers. The temple, reconstructed by my sire, my brothers, and I, was rebuilt as a haven for those of our blood
after our embrace. Here our sire sleeps to this day, and here we meet to discuss our plans for ourselves, the Guardians of
Polaris.

Nickname
Magnets

Appearance
Any appearance can be associated with those of this bloodline.

Haven
Guardian elders live at The Temple of the Guardian, high atop a mountain in the Andes, in South America. Other Guardians
however choose private havens, usually within a city constructed of steel at least in part.
Background
Members of this bloodline watch a given human for some time, although the human generally has a great Magnus affinity.
Recently, it has been noted that Mages studying the sphere of forces are selected for the embrace, because of their Magnus
flowing through them.

Character Creation
Selected from almost any culture, Guardians of Polaris can have any Nature or Demeaner, where Physical or Social Attributes
are Primary.

Clan Disciplines
Magnus, Obfuscate, Presence

Weaknesses
The Guardians of Polaris, with their great affinity towards all things containing iron ore, receive a greater chance of frenzying
when away from such metals or substances for more than a week. Difficulties to frenzy are -2 when such a case is evident. Also,
due to the initiation rites (See Magnus below), members are one step closer to a blood bond with their elders.

Organization
Once a year the Guardians of Polaris meet in the Temple of the Guardian. Otherwise they are called together only when the
bloodline as a whole is threatened. When the bloodline does meet once a year, they meet for two weeks straight, where they
discuss the growth of the bloodline, future plans, etc.

Gaining Clan Prestige


This is gained by positioning oneself within another circle. Since the Guardians do not wish to be discovered as a whole, the
Guardians pretend to be Caitiff, or of another clan, infiltrating their ranks and destroying them from within. Being active Anarchs,
this is great for them, and the higher a Guardian climbs the ladder of another organization, the greater she will be respected
within her own bloodline.

Quote
"I sense the Magnus flow through you. Desist, or I will have it tear you apart."
The Camarilla: These fools have no respect for anyone outside the seven main clans. They spit upon other bloodlines as they
spit upon their own Caitiff. Little do they know that we have infiltrated their ranks, and this will be their undoing.
The Sabbat: These ruffians are evil, no doubt about it. Stay away from their cities and territories unless they are contested by
the Camarilla as well. When the time comes, they will be dealt with as well, for their government is no better than that of the
Camarilla.
The Inconnu: Perhaps these elders know of us, perhaps not. If you ever encounter one of these guys, then either pray, or find
out as much as you can.

View the Magnus discipline


.
HIBAKUSHA HANTU
By Jenny Parr (j.l.parr@bradford.ac.uk)
I could smell the danger
Never dance with a stranger
But the music took me and soon I was lost
-- 10cc, Welcome to Paradise

Shall we dance?
-- Nzari Altman, Hibakusha Hantu

Description
The Hibakusha Hantu were one of the first Hibakusha bloodlines to declare war on those they had inherited their powers from --
the Toreador. The Toreador were everything the Hantu despised -- lazy, arrogant, decadent, vain and boastful. The occupation
of Malaysia and Borneo by the Europeans was the worst thing that could have happened to the Hantu. The sudden influx of
British, French and Portuguese Kindred -- mainly Toreadors -- was a great blow to them and many died the Final Death or were
diablerised by the Europeans while fighting to reclaim their dinners. When the Europeans were finally kicked out in 1957 and
Malaysia was officially made a Muslim country (no drugs, no alcohol) it was a great victory in a hard fought war for the Hantu.
The perfect blend of fighting spirit and grace is what the Hantu seek to obtain. These warrior-entertainers have honed their skills
of dance, acrobatics and fighting to such a degree that often their mortal enemies the Toreador become entranced by their
beauty and grace at high levels of Kathakali.
At level 3 Kathakali they can roll to see if they can use their skills to entrance any watching Toreador. Roll Dex +
Acrobatics/Dancing the difficulty being the Toreador's Willpower.
It has been suggested that the Hantu developed this fighting style to play upon the Toreador's weakness. However the Hantu's
weakness is also influenced by the behaviour of the Toreador. The Hantu's susceptibility for drugs and alcohol so prized by the
Toreador make it far more difficult for the Hantu to infiltrate them secretly.
The Hantu were the major supporters of the Kyuketsuki in their unsuccessful bid to unite the clans against the Camarilla and
Sabbat. After the rejection of the plan by both Kasa and Ju (who still hold the most power in Asia) the Hantu are considering a
partnership between themselves, the Onyudu and the Kyuketsuki in order to force the Westerners out of their territory. The Kuei
have voted to take the fight to the shores of America and Europe which the Hantu are very wary of. They believe that the
Westerners would be no trouble if forced back to their own homelands.
Since the overthrow of the Marcos Regime in the Philippines, the Hantu have become the major power there. They have taken
over most of the South Seas Islands, the only exception being Singapore which they were quite happy to exchange with the
Onyudu in return for support in the West coast of America. They are currently expanding their power base to Thailand and
Burma. They have, however, been unable to gain any kind of foothold over New Guinea; the reason for this is still unclear and
none of the scouting parties have returned...

Quote
"Did you know you have all the grace and sophistication of a dead rat?"

Nickname
Dancers

Origins
Malaysia

Appearance
Although originally from Malaysia the Hantu now have many American and African kindred. They often have bizarre hair styles
and tattoos.

Haven
As they often use their talents as part of acrobatic shows, they often live in R.V.s or converted circus wagons.

Backgrounds
In their first lives most Hantu were entertainers, martial artists, athletes or members of other professions dedicated to the
perfection of the body. However more than one doctor has been embraced in order to better understand what is needed to
obtain perfection.

Character Creation
The Hantu are most often of entertainer concept with Physical attributes and Skills primary. Common archetypes include Thrill-
seeker, Perfectionist and Competitor. Hantu usually have at least two dots in Athletics, often more.

Clan Disciplines
Celerity, Presence, Kathakali.
The Hantu are very proud of their disciplines and most will try to develop them to their fullest extent in order to reach physical
perfection.

Weakness
The Hantu are extremely susceptible to alcohol in the blood stream of their victims. On a roll of 1-4 (or 1-6 in the rack) the victims
have been drinking and the Hantu suffers the effects of alcohol. This reduces motor control (-1 Dex) and concentration (+1
difficulty to all rolls) for 30 minutes per blood point imbibed.

Geography
The Hantu have their main power base in the country of Brunei on the island of Borneo. From Borneo they have spread out to all
parts of Malaysia, the Philippines and Indonesia, with the exception of New Guinea. Jakarta and Manila have very large
populations of Hantu. They have recently began a new drive for power by taking custody of Bangkok and are making threatening
moves towards Burma's main cities. Individual Hantu can be found anywhere in the Orient and as far West as Pakistan. They
have, so far, decided to avoid Europe altogether. A few have moved to the northern coast of Australia and have agreed a non-
aggression pact with the local ruling Gangrel in return for following the city rules. Some Hantu have decided to make the journey
to America in order to take the battle to the enemy. This small number are not too popular with the elders who accuse them of
taking unnecessary risks and endangering the entire bloodline. More successful are the Hantu who have moved to Africa to
drive out the European Camarilla. Relying heavily on guerilla tactics, they have had some success without revealing their true
natures.

Structure
There is no real structure to the Hantu. The eldest are respected as the leaders of the bloodline and all others have to fight for
position below them. Often the ability to enforce their will is more important than generation.

Gaining Power
Prestige among the Hantu can often be measured by the wealth and standing of their mortal families. The Hantu acts as a patron
towards her family in order to secure jobs, money and influence for them in their homelands. The family unit is strong among the
Malay and they prize loyalty to the elders above all else. As they originate from some of the poorest countries in the world
keeping their families in comfort is not an easy task.
Gathering Days
The local Hantu meet on the new moon of every month to exchange tales and generally catch up on what has been happening.
These meetings tend to be very informal affairs with no real purpose. One month, however, is different. At the first new moon in
September a gathering is held in Brunei. At this meeting any Hantu can present a candidate for the Embrace to the elders. A
contest is held to determine which of the candidates is embraced. In any year only one neonate is created. If a neonate has been
created in any other way (repayment of a life-debt, accident, etc) the new Hantu will be presented here as well. If they are not
deemed worthy they will be disowned by the clan.

Power Rumours
Strange rumours have emerged from the East where many Tahumenyimpan have emigrated to Fiji. No one knows why but the
emigrants have just claimed to have 'strange dreams' about Fiji. Native New Guineans have claimed that the raiding parties sent
to their home country were killed by 'Dragons'. Some in the Hantu are blaming the Drukpa and a full scale war may be looming.

Internal Order
There are only two factions within the Hantu and these make up only 10% of the clan. The Tahumenyimpan, the 'Preservers of All
Wisdom,' believe that the Faithless are right in their assumption that Gehenna is nigh. They comb the world looking for
fragments of the Book of Nod to verify this and have been known to associate with the Sabbat to further their search.
The Rohmeraba 'Soul Stealers' are a small, secret faction among the Hantu. They travel the world looking for powerful Faithless
to challenge to single combat. If the Hantu wins she will diablerise her victim. If she looses she will commit suicide. Rumours
have started to circulate that the Rohmeraba have not restricted their practices to the Faithless...

Allies
Surprisingly the Hantu are slow to count their mortal friends as allies, not wishing to bring them into the war of Faith. The allies
that most Hantu rely on are, more often than not, friends that they have made on any travels and they are usually spread across
the world.

Contacts
Immediate friends and close family are the most common contacts for a Hantu to have. In order to place these into important
positions in their homelands, string pulling and subtle manipulation is often used. As a result of this a quick phone call to a
contact can often sway the judgement of officials and bureaucrats.

Influence
The Hantu have great influence among mortal society. The ties they feel to their living relatives and friends are strong. As a result
of this many Hantu keep an eye on the local mortal communities to protect their kin. They also prize influence as a bargaining
method with others of their clan. Direct threats are unlikely to work against a Hantu but political actions can be very effective
against immediate family.

Military Force
Strangely enough, the Hantu elders do have a large amount of influence in the military forces. The Malay, Indonesian and some
mercenary forces are directly controlled by them and are at beck and call. They have refrained from using visible force on their
enemies... so far.

Resources
Originating from some of the poorest countries in the world, the Hantu are unlikely to acquire much in the way of resources. Much
prestige is gained by using any resources to help their kin better themselves.
Status
Some Hantu prize Status above all other things; however most like to keep a low profile. They know that the close ties they keep
with their relatives can be used against them in power plays, so they like to keep a low profile.

Supernatural
The Hantu have little contact with other supernatural beings except for the Eshu of the Fae, the Gypsies and the Silent Strider
tribe of Lupines. The Gypsies believe that the Hantu may be related to certain branches of the Gypsy blood and may help Hantu
in need. The Eshu are by far the most common of supernatural allies for the Hantu.

Merits
Among the Hantu Ambidextrous is a very common merit, as well as Blase, Catlike Balance and Inoffensive to Animals. Also
Controllable Thirst is very common due to the amount of time most Hantu spend among their mortal family and friends.

Flaws
Common flaws include Clan Enmity-Toreador, Overconfident and Ward. The Ward is very often a member of the Hantu's
immediate family or even a descendant that she has vowed to protect.

Skills
Clan Knowledge-Hantu

Stereotypes
Drukpa: We would have lost many drug wars without them.
Hibakush: I saw one once. She was as beautiful as the sun and twice as deadly if the police reports are to be believed...
Ju: Dead. Or is that just wishful thinking?
Kasa: Big boys with big swords...and no brains.
Kuei: They may be built like a Rakshasa but they have loyal hearts.
Kyuketsuki: Want to know how to die real quick? Annoy a Kyuketsuki, or me.
Onyudu: Money, money, money. At least they think to the future.
Sanatan: Annoying, petty, miserable; want any more adjectives?
Bushi: Helpful in America but don't cross them on their own turf.
Gaki: They try to convince us that they can move around in daylight... yeah, right.
Sazan: If one asks for a favour don't hesitate to give it. They always pay their debts ten times over.
Shreh Ren: If you bow at all, bow low.
Faithless: Our ignoble enemies.
Camarilla: Controlled by the Toreador. The fools.
Sabbat: A faction of the Faithless. To be used to turn them against each other.
Gangrel: Noble in their own way. The only Faithless that could be converted.
Toreador: The enemy.
Tremere: Their powers are impressive but don't get involved in their plots.
Setite: Drug dealers and terrorists; they'd stick a needle in your arm as soon as shaking hands.
Yei: Too secretive. They may betray us all to the ancient ones.
Upir: Kill them! Kill them all!
Lupines: Fun to watch, but don't pick a fight with one unless you're feeling lucky.
Mages: Creepy.
Wraiths: Our ancestors are with us all of our lives... and deaths. Fae: Fun. Interesting company at least.
Gehenna: The party isn't going to be over for a while yet so enjoy yourself while you can.

View the Kathakali discipline.


HARBINGERS
By Derek Marcoux (yggdrasil@p7669.ici.net)

Description
"Good! I see that you're doing better." He exclaimed, checking the pulse of the man before him.
"p-p-pllease!" He begged. "I have a family, my wife, my, oh! god! my little girl!! She'll grow up without a daddy." He began to sob.
"That, is not my concern." The captor replied dryly, tightening the chains. "What is my concern is that you and I shall explore the
meaning of death, one more time... I, hope you have a god to pray to..." (sound of crunching bone and piercing screams!!)
The Harbingers, or Azraelites, as they are sometimes called suits them, for they are indeed `angels of death'. All harbingers
believe, that it is their right, their duty to study and practice the ways of death.
Cerebus their founder, is a fourth generation Methuselah of the Cappadocians. Not happy with just studying death, Cerebus
wanted to live death. In secret, he developed his discipline, his gift to his progeny. Once he perfected his discipline, which he
called: Vitae-Dictum, he embraced his mortal lover, and sowed the seed for the Harbingers line.

Nickname
Morticians

Appearance
Most show the side-affect of their discipline. Although, as they age, they will look more and more demonic. Their voices turn
hollow and passionless. Their skin will have a silvery sheen to it, and their eyes will become nothing more than spheres of light in
empty sockets. Clothes worn are usually black, or ashen colored. The old ones though, favor red for some mystical means.

Haven
Elders usually own large mansions and castles on bleak cliffs. Most of the neonates are fond of Mausoleums and crypts. Some
build elaborate tunnels, connecting certain cemeteries together like a hive.

Background
Most will have architect or visionary natures. Mental and Physical are both highly needed by them. Many initiates come from
student backgrounds, as well as disfunctional homes.

Disciplines
Vitae Dictum, Thanatosis, Mortis

Weakness
All harbingers must slumber in a crypt or mausoleum. If they don't, they suffer -2 on all rolls each night. The penalty is cumulative
each day they are sleep away from a crypt.
HATTER
By Shadow Lu (qcay78f@prodigy.com> (29 November 1995)

Description
A particularly psychotic breed of Malkavian Vampires started not too long ago by eccentric Ancillae addicted to the book Alice
in Wonderland.
Their main inspiration was the Mad Hatter, and a bit of the psychotic Cheshire Cat. They quickly found out how to bend their
disciplines to resemble the effects of the characters they so worshiped.
Clan beginnings (which are fairly hazy) suggest that a particularly insane Gangrel had something to do with the creation of this
clan, but that the Malkavian who began it played more of a role.
The Gangrel (known as Cheshire) and the Malvavian (known as the March Hare) shared an affinity for the book, and both
dressed like their mentor, the Mad Hatter (though neither dared take his name).
The clan numbers little more than fifty, and tries to keep their numbers relatively small, so as not to be noticed by the Sabbat, the
Inconnu, or the Camarilla.
No one has seen "Cheshire" or "March Hare" since the beginning of the clan.

Nickname
Mad Ones. In Malkavian slang, "Oooh! I got a live one here!"

Appearance
One thing sets the Hatters apart from any other clan, and that is the color of their eyes. The color of their eyes tends to be very
bright and odd (i.e., purple, royal blue, bright green, anything fluorescent) and usually never remains the same as their mortal
eyes.
The Hatters tend to dress in flashy, bright colored clothing along with the trademark top hat (though not always a top hat). They
tend to wear big clothes, wide ties, and hats that flop down over their eyes.

Haven
Usually next door to a coffee house, bar, or other type of cafe. Sometimes, even above or below one. The Hatters like to be near
to the action.

Background
The Hatters tend to take the ones who share the affinity for the book, and are particularly bent or warped-minded in one way or
another. Once made, the progeny goes through a series of tests to see what they know about the book and how truly demented
they are. If the current leader decides they are not good enough, they are cast out and shunned by the Hatters.

Character Creation
Hatters tend to veer toward social and/or mental attributes. They love to manipulate people and make them go insane. Talents
are usually primary abilities. Backgrounds are usually Fame, Herd, and Allies.

Clan Disciplines
Auspex, Presence, Cheshire (see end of this document for the Cheshire discipline)
Weaknesses
Basically the same as Malkavians, but their derangements are usually marked with some sort of characteristic from a character
in Alice in Wonderland. (i.e., White Rabbit would be Perfection or Paranoia, Delusions of Grandeur for the Queen of Hearts,
etc.)

Organization
Usually monthly, the Hatter's have a "Tea Party." This usually results in mass hunting and sometimes even a new progeny. The
Hatters keep in close contact, as they are small in number, and are a very tight group of vampires. They tend to look out for one
another.

Quote
"Twinkle Twinkle little bat... how I wonder where you're SMACK!"

Stereotypes
Nosferatu: A division of Lord Malkav himself. Truly progeny of a madman.
Tremere: Are you sure they're not just plain Malkavians?
Ventrue: Just as long as they don't crash my Tea Party...
Gangrel: And we are supposed to have a part in this... pity.
Toreador: They respect their literature, and they know how to use it to their advantage. Good boys.
Brujah: One word: Wacko.
Malkavian: Makes me proud to be a Malkavian!
The Sabbat: Ye Gods... I'm happy they're not with us.
The Camarilla: Odd ones. Children of Malkav to the highest extent.
The Inconnu: Who?

View the Cheshire discipline.


HELLENE
By Arther Reilly (AR6305@U.CC.UTAH.EDU) (29 June 1993)

History
Clan Hellene arose out of the mountains of Northern Greece and vicinity. They came to their greatest prominence during the
days of ancient Greece, and their members led to many myths of that culture's deities. Athena, Apollo and Dionysius were
among their greatest elders. This clan emphasizes the ideal of the Golden Mean. Believing that all individuals should seek to be
balanced in all human endeavors, they only Embrace those who personify this ideal. Athena was warrior, weaver, and the
goddess of wisdom. Apollo was a hunter, poet and athlete. From the Golden Age of Greece they embraced Odysseus and
Alexander. Not until the Renaissance did large numbers again fill their Houses. Cellini, DaVinci and Barbarossa are among their
probable children. Thomas Jefferson surely never died mortal death unsaved.
Hellenes have a special affinity for the Earth, and it is from them the legends of Kindred lying in their native earth may have
come. It is not a requirement, but many, particularly the ancient, take comfort in the practice. They definitely do suffer from silver
however, as it seems to disrupt the flow of vital energy within them. Their affinity with the earth also manifests in the discipline
known as "Petrification".

Appearance
They are almost always physically beautiful and athletic. In ancient times standards of beauty were not always what they are now,
leaving room for the thin and the reubenesque. Nudity is the standard at clan gatherings, known as "Salons". Clothing that is
worn is usually classic and simple, tending to frame rather than hide the body.

Attributes
Hellenes are always balanced between the physical, mental and social. (5/5/5)

Abilities
Likewise tending to be balanced, 9/9/9. All Hellenes speak Greek in addition to their mother tongue, and must take "linguistics"
accordingly.

Backgrounds
Mentor is common, as many are groomed or have Kindred patrons before the Embrace. Taking lower generation is
recommended; this clan has always been extremely choosy and limited in their numbers.

Clan Disciplines
Presense, Potence, and Petrification.
HELSDOTTIR
HELSDOTTIR: The Chill of Death - Rev 1.01 12/30/94
1.01 - Some awkward expressions changed. Added bit about "wild vampires" to the Draugr entry.
By Ben Buckner, buckner@enuxsa.eas.asu.edu

The Wolf, the Wyrm and the Witch


"Loki had other children besides. There was a giantess Angrbodha, the Ill-Boding, from Jotunheim. Loki had three children with her,
the first was Fenris-wolf, the second, Joermungand, the Midgard serpent, and the third, Hel. The gods knew that they were being
raised among the giants and learned from prophesies that they would bring great evil. Thus the All-father Odin commanded some of
the Aesir to go seize the children and bring them before him. When they came, Odin flung the serpent into the ocean depths where it
grew to encircle the entire world of men, biting its own tail."
"Then he cast Hel to Niflheim, giving her authority over nine worlds, so long as she shared her provisions with all who were sent to her,
those who die from sickness or age. She has a great keep there, with towering walls and gates. Her hall is Damp-with-Sleet; her plate
is Hunger and her knife Famine. Her servants are the Shambling Man and the Lurching Woman. Hel is half black, half flesh-color and
she is easily known from this. She looks quite grim."
"Fenris, the gods raised among themselves...
" (Adapted from the "Gylfaginningsaga")
Who are they really? Hel's Daughters, the Ice Maidens, the Winter Witches... Those few who know of them wonder, and they will most
likely keep wondering, for the Helsdottir are as inscrutable as glaciers and often as inexorable. Of the speculators on their origins,
some say they are merely another cursed bloodline, perhaps of Nosferatu, that inspired the myth of Hel, whereas others believe they
are the actual Childer of the Lady of Niflheim, asking themselves what relations these "get" of Hel have with their metaphorical Lupine
cousins. Still others doubt they are Kindred at all, merely something outwardly similar. It's a compelling topic -- those familiar with
Garou lore cannot help but think of the second child, the great serpent, the Wyrm?
Sadly for the cause of knowledge, neither the Wyrm, the Dottir, or the Get are saying much about this strange kinship suggested in the
old sagas, although if you ask a Get of Fenris about it, you are certain to get a reply. It's just that you'll never get a chance to tell anyone
what it was.
What is commonly known of the Helsdottir is that they are creatures of ice, and snow, and winter. Beings of the rime-frost and arctic
blast, shadowy courtiers of death who stand between this world and the next, bridging the twain with abominable sorceries. They are
as the draugar, the barrow wights, feeding off the living in the long dark northern nights. They can be hideous. From one side, a
beautiful woman, from the other a shrivelled corpse. Even the undead feel too much of the grave about them for comfort. Wraiths
shudder before them. The Wyrm-creatures? Don't be silly -- they don't bother the minions of the Wyrm -- they just don't have any good
use for them, that's all...
Surprisingly, this is not far from the truth.

Ways and Means


Helsdottir obey Odin's proviso: By tradition, the Dottir never turn away those "who are sent to them." Though, the precise meaning of
this is often a matter of opinion.
They are rarely found below the 55th parallel. These secretive Kindred mostly dwell in the arctic, although a minority have their abodes
in chilly regions near the south pole. A few have established themselves in high mountainous regions where permanent snow caps are
at hand. Havens are usually in remote areas, where they spend most of their time, although younger and weaker individuals must exist
nearer human habitation for feeding purposes. It is rumored that a small number of elders have achieved Golconda or something like it
and have settled in the frozen wastes of Antarctica where they explore vast and incomprehensible magics.
Rituals are a continual preoccupation of the Dottir. Much like the Garou, they have rituals for every occasion, most of which don't really
have any specific magical effect. Very often, these rituals are reenactments of mythological and cultic themes, and Dottir will
sometimes go to great lengths to prepare some particular aspect of the recreation. Visiters and those seeking favors are often
insistently "invited" to portray a particular character which they happen to resemble. On the rare occasion when a Lupine peaceably
interacts with them, the creature is asked without fail to take on Hispo form to portray Fenris (though seldom is it informed of the role
Frey's sword plays in the myth - ouch!)

Society
All younger Helsdottir usually give their names as "Hel", much to the consternation and confusion of those few who encounter them.
For some time after the Embrace, they lack a strong sense of individuality and often are much like apprentices to elder Helsdottir. Only
when they get older do they become more independent. At some point, a Helsdottir will receive a personal name, usually after
accomplishing some difficult task. This is similar to being considered an Ancilla among the Camarilla. The early decades (or even
centuries) are important for learning the bloodline's intricate corpus of ritual, myth, and legend.
The elder members, as in most clans, coordinate any collective actions. When they gather, it is usually for the purpose of conducting
rituals. Otherwise, they meet only rarely.
Relations with most clans are minimal. Mostly only Gangrel ever encounter them, usually at a distance. When Nosferatu happen upon
them they often display fascination with these half-hideous, half-beautiful creatures. Tremere are naturally curious, and sometimes are
brought into contact with them through a mutual interest in the occult, although Dottir guard their knowledge, especially that of rune
magic, even more jealously than do the Tremere. The necromantic Giovanni are rather suspicious of their abilities in death magic, but
their paths seldom cross.
Only on the rarest occasions may a Helsdottir actually seek an individual of another clan for some purpose. There is one thing which
will always draw their attention though. Caine. Even the slightest rumor of him merits at least a cursory examination. There exist certain
members of the Dottir who have learned the Obfuscate discipline to more easily move within populated areas to investigate especially
promising leads. Such occasions are frequently accompanied by mysteriously unseasonable cold spells.
They do not have any sort of formal recognition of the Masquerade and do not consider themselves part of the Camarilla, but their
secretive ways usually don't provoke much publicity. Occasional human kills are usually not discovered until well after spring thaw,
when tell-tale evidence of blood loss is long gone or fairly unnoticeable. Death by exposure is hardly unusual during the arctic winter.
As the Dottir dwell far from the Jyhad (some even say that the mythical Hel takes steps to insulate them from it), they sometimes traffic
a bit with the Inconnu, who have similar tastes in a remote lifestyle. A few of the eldest Helsdottir are said to be members for all
practical purposes.
Garou, whom the Dottir often call "Vargulfar" (Warg-wolves), actually see them more frequently than other Kindred, but are mostly
unaware of what they are, frequently mistaking them for spirits of one sort or another. At any rate, the tundra-dwelling Helsdottir are
hardly a great driving force of human expansion and so are not generally considered a significant threat by Garou in the know. Get of
Fenris that have some idea what the Dottir are will ignore the presence of a Helsdottir as though she weren't there and may become
quite annoyed with anyone who troubles to point her out. Oddly, Get are the only Garou in which they show much interest, often
observing them motionless at a distance, camouflaged to near invisibility against the snow by their peculiar Discipline and
disappearing at the first sign that any take notice.
Typical statements concerning Helsdottir:
(It's a tradition, you know)
Get of Fenris: [GLARE]
Other Garou: "What the hell was that?"
Inconnu: "Might as well get along with the neighbors. They make this funny kind of drink too..."
Tremere: "What? I'm supposed to spend six months in a igloo to describe yet another piss-ant butt-ugly bloodline? If you're so damn
interested, you go buy a parka!"
Nosferatu (male): "Oooh, baby!"
Gangrel: "Well, they've never troubled me over anything, but they still give me the chills. Tried to talk to one once. Might as well trade
stories with a snowman."
Magi: "Huh?"
Wraiths: "Man, one of those bitches cursed me to haunt some totem pole in Greenland for *SIXTY* years. The less I see of 'em the
better."
Giovanni: "Could be lots o' trouble if they tried. They've got some real pull on the other side."

Outlooks
The Helsdottir worldview is very similar to Norse/Germanic mythology, with a strong emphasis on magic. Magic is somewhere
between a religion and an art form for them. They consequently look down upon Tremere blood magic as crude. The Tremere too
often see it as a mere tool, they say. Tradition mages are little better: their problems with paradox are no wonder with the slapdash
way they attempt to use magic. The essence of magic must be skillfully guided and subtly woven. It's an intricate dance and one who
does not follow the music is sure to step on some feet.
An integral part of Norse mythology is the belief in Ragnarok, essentially the end of the world. Some of the details of this event are
given in the PLAYING THE DOTTIR section. Unlike most WoD denizens, the Dottir do not imagine their final apocalypse to be
imminent, though they do make ritual preparations for it. Hel's role in the Ragnarok is not great, though Fenris and Joermungand both
have significant parts. All three fight against the gods in alliance with the giants and assorted monstrous beings. The general belief is
that the old gods are so weak in this age that Ragnarok would be rather pointless. Hel, Fenris, and Joermungand all have maintained
strong presences in the world and as such do not feel the need to destroy it just yet. Perhaps in the next age though.

Looks
They frequently seem to be Scandinavian in origin but are by no means exclusively so. They are occasionally drawn from Inuits, Aleuts,
Lapps, and other northern peoples as well, especially in the case of younger Helsdottir. These non-Scandinavian members tend to
hold somewhat variant interpretations of their lore based on their native cultures.
Style of dress may depend largely on time and place of embrace, although many prefer minimalism in this respect, wearing little more
than a cloak or long shawl, if that. Helsdottir are for all practical purposes immune to the effects of cold and generally don't need to
worry about maintaining appearances in their usual territories. Amulets and mystical bric-a-brac are almost de rigueur though. Ritual
costumes can be quite elaborate, and heavy concealing winter wear is the rule near mortal habitations. The invention of the ski mask
was considered very fortunate among those who find it necessary to operate around civilized areas.

Estivation
They frequently estivate, that is to undergo a kind of summer equivalent of hibernation, since the "midnight sun" is not particularly
salubrious for their complexions. They rule, however, the seemingly interminable winter nights. When the summer nights shorten to a
certain point, they simply go into a light sleeplike torpor in a secluded place, often in chambers in the permafrost or in the deep
perpetual snows of high mountains. Their metabolisms are such that they do not use blood during this torpid state as would be the
case with other vampires. If they emerge from this special torpor prematurely, however, they may not reenter it until the following year.
Normal awakening takes place as many days after the solstice as days before which it began.
From the vernal equinox to the autumnal equinox (reversed in the southern hemisphere) they are rather difficult to wake, as if they had
one humanity point less than they do. At Humanity of 1, they just don't wake up for anything, unless someone carts them off to the
opposite hemisphere.

Embrace
The Helsdottir pick only women who have died non-violent deaths for the embrace. The Ritual of Embrace is long and complex. When
a candidate expires and is buried, a quorum of nine gathers at the next new moon to watch the corpse at the gravesite throughout the
next nine nights, whispering invocations to Hel, as the departed, it is believed, journeys to Niflheim to meet the death goddess Hel
face to face. On the ninth night the body is exhumed and fed the mixed blood of the eldest and they say "Sister Modhgudh, she who
crosses the Gjoell is one with us." After which the body is taken to a secret place in the wilderness and exposed to the light of the
moon for the next nine nights. As the vigil goes on, she takes on the characteristic visage, the left side seeming alive and youthful,
even so as to grow younger in appearance if she was old at the time of death. The right side conversely begins to wither and decay,
more rapidly than it ought.
Finally the initiate awakes, fully transformed, and speaks the ancient formula, spoken by the trickster Loki in his guise as the giantess
Thoekk, "Let Hel hold what she has."
Neonates display very little personality or self-will, perhaps the result of having been dead for half a month or more. As they grow older
and more powerful, they become more "human," if the term is appropriate.
Only the Ritual allows the blood to work in this manner. They cannot otherwise embrace the long-dead. As one might expect, it is
possible for them to embrace the newly dead, but this produces neither Helsdottir nor Caitiff. The disturbance of the powerful mystical
resonances carried in their vitae shatters the soul of the improperly embraced and the corpse arises stripped of all reason and
Humanity, a frothing Beast, and what's more, a Beast endowed with not only the normal vampiric powers but the powers of the first five
levels of the Hel's Will discipline (very dangerous). It becomes a Draugr, a mindless undead beast with a ravenous hunger for human
lives.
These misbegotten creatures are not common, but when they have been created through some mishap, the memory of their savage
depredations can persist in local lore for centuries after they are dispatched, that is when they are dispatched. One unfortunate case in
which a Dottir who had fallen to the Beast embraced a mortal man in this manner was brought to an end by the now-legendary Danish
warrior Beowulf, after an extended reign of terror and bloodlust.

Blood
The vitae of Helsdottir sometimes betrays a hint of Gangrel in its taste, but there's something not quite right about it. Diablerie works
on them but the diabolist will become a bit queasy afterwards. The diabolist's willpower should be rolled. On a botch the diabolist's
blood becomes seriously tainted and the ghastly physical transformation of the Dottir takes hold. A failure indicates a crippling illness
that persists for a number of days equal to the blood points consumed (the character is incapacitated). Success results in no adverse
effect. When a Dottir diablerizes one of another bloodline or clan, a similar roll is made. However, in this case, a botch indicates that
the Dottir becomes a Draugr, as after an improper embrace. (See the SECRET OF HEL for an explanation of this.)

Moon
Helsdottir maintain some supernatural connection to the moon. The half that appears corpselike varies depending on whether the
moon is waxing or waning. The live side corresponds to the bright side of the moon and the dead side, the dark. At the precise
moment of the full moon they appear fully human for a brief instant. At the new moon, they predictably become all corpse.

Disciplines: Hel's Will, Protean and Animalism.


For Shadow of the Beast (Prot. 4) the wolf form is always snow-white. The alternate form may often be a seal or a raven rather than the
usual bat. It is said a few have even learned to take the fearsome form of the polar bear.
Helsdottir frequently apply Animalism and often use ravens or crows, traditionally associated with death (and the god Odin), as spies
or minions. They have on rare occasion been known to use a bizarre form of transportation, riding a wolf bridled with live serpents.

The Blood Mead


"Kvasir is so wise that nobody asks of him a question he is unable to answer. He travelled far and wide to teach men wisdom and
came once to feast with some dwarfs, Fjalar and Galar. These called him aside for a word in private and killed him, letting his blood
run into two crocks and one kettle. The kettle was called Odhroerir, but the crocks were known as Son and Bodhn. They mixed his
blood with honey, and it became the mead which makes whomever drinks of it a poet or scholar."

-- Snorri Sturluson Skaldskaparmal


Helsdottir brew a unique variety of mead with vitae. The ritual involved is moderately complex (2nd level), though any Helsdottir with a
personal name will almost certainly know it, as the brewing is usually performed communally. The mead normally has roughly half
again the volume of blood used to make it and, unlike most vitae, it maintains its potency indefinitely in storage, if kept in suitable
conditions. Kindred may consume it for nourishment without the ill effects usually associated with "normal" beverages, although it does
have mild intoxicating properties which will affect them.
The making of the mead requires casks, kettles, and the like, often hidden in subterranean caverns, which tend to remain at the
appropriate temperature for fermentation, or occasionally in camouflaged above-ground structures. Sometimes ice-brewing is used,
though this involves an extremely long period of fermentation. Of course, a good supply of honey must be on hand. The fermentation
takes three to six weeks, depending on the temperature, type of vitae used, and concentration of honey, the greater the longer. Human
blood is preferred, but if animal vitae is used, it is sometimes concentrated during the process to reduce its volume. After
fermentation, it should be aged at least a year for best flavor, although it is drinkable before then. If the optional palatability roll is used,
the difficulty increases by one for every three months less than a full year.
The mead is important in a number of rituals and serves as a medium for a certain type of rune magic (see below). It also allows the
Helsdottir to stock up on large quantities of vitae at one time so that frequent hunting trips are unnecessary. These mass brewings
seem often to coincide with disastrous avalanches in skiing areas.
Interestingly, the normal brewing process seems to eliminate the potential of the blood bond when used with Kindred vitae. It does
however eliminate many of its other peculiar properties as well.
A more advanced ritual can be used to make a special brew that temporarily confers some skills and knowledge of the "donor" to
those who consume the beverage. This 5th level ritual absolutely requires the (final) death of the victim and will confer one dot in any
Ability, Path, or Discipline possessed by said victim at greater proficiency than the individual who quaffs a drinking horn full of it. The
duration of the effect is one day. The statistic affected must be chosen during the brewing process, as different incantations are
required for different types. The brewer must roll Occult + Intelligence at standard difficulty and the number of successes indicates how
many effective doses are produced (never more than the number of blood points used.) A botch can produce rather disturbing toxic
effects.
With either ritual, an optional Intelligence + Zymurgy roll indicates the general palatability of the brew.
Botch: Some bad bugs grew in it. The batch is totally ruined and can make imbibers, mortal or otherwise, rather ill.
Failure: Vinegary. It tastes like hell, but it still has nutritive value. Toreadors are incapable of drinking it.
Successes:
1 First try at homebrew, eh?
2 Generic beer/wine with a screw-top.
3 Budweiser, Coors/Cheap wine, but it doesn't come in gallon jugs.
4 Heineken, Samuel Adams/Moderately priced table wines.
5 The Braeumeister's personal homebrew/makes French guys drool.
6 Toreadors are paralyzed with ecstasy.
7 The Gods come to your door begging for a sip.

Rune Magic and Seidhr


"Egill then drew his knife and stabbed the palm of his hand; he took the drinking horn and carved runes on it and rubbed blood on it.
He said: We carve a rune on the horn/we redden the spell in blood..."

-- Egill's Saga, ch. 44


It is said that the god Odin obtained the knowledge of the runes by fixing himself to a tree with his spear and hanging there for nine
days and nine nights. Helsdottir know this story well, and they know exactly what journey it is that takes nine days and nights. Hel is the
goddess of Death, the ultimate keeper of secrets, and it was she that revealed the mystery of the runes to the All-father Odin, they say.
It should be no surprise then that Helsdottir are usually well versed in these mysteries, in runes as well as the ancient shamanistic
forms of sorcery known as Seidhr and Utiseta.
They are capable of using Rituals like Thaumaturgists and all are taught the Helsdottir Ritual of Embrace (a level 1 ritual). This ability is
concomitant with the Hel's Will discipline.
Helsdottir may learn and use Thaumaturgical paths as well but at a higher cost in experience points, namely 6 x level rather than the
usual 4 (making them quite expensive). This reflects the alienness of blood magic. This being said, they do have their own Path of
Runes which costs the standard 4 x level. Each type of rune inscription must be learned individually from a teacher, as with a ritual, and
each has a level based on its power and difficulty.
Of course, a Dottir who manages to acquire the Thaumaturgy discipline somehow would naturally acquire Paths normally. It is perhaps
possible that a Thaumaturgist could learn the Path of Runes, but it must be a very rare occasion. Non-Dottir would certainly not be as
adept in the use of necromantic runes.
Rune magic involves several steps:
1) The carving of the rune/s. They may be carved into a number of materials, typically with a knife.
2) The coloring of the rune/s. This is to rub the runes with a coloring agent, vitae in the case of Helsdottir magic, whether the casters or
someone else's.
3) The incantation. This may be quite simple or it might involve a rather extended litany. In general it will be different from the actual text
of the inscription.
4) Ancillary rites. Rune carving often (though not always) involves some other action to be performed at this point. Walking backwards
around the object counter-clockwise is one example. In cases where the magic affects a particular individual, such as a curse (known
as a "nidh"), the object must usually be placed in proximity to the affected individual. There is also a procedure by which the runes are
now scraped off of the object, typically wood, and the scrapings are mixed into mead to transfer the spell through consumption of the
liquid. Helsdottir brew a special variety of mead from vitae, which they can use for this purpose.
5) Nullifying rune magic. The spell may be broken by scraping off the runes, as if to be used in a potion, but the scrapings must then be
burnt in a fire. Runes are often inscribed in less obvious places for this reason, as well as out of the general inclination toward secrecy.
Inscription of a magical rune (or set of them) costs as many blood points as its level for the coloring, as the runes almost seem to
thirstily drink the vitae. The actual text of the inscription may be a single rune, though sets of two or three are more common. Stronger
magic may involve lengthy inscriptions involving various words of power such as "leek" (laukr) or "ale" (alu) (really!). The most powerful
inscriptions always include a formula identifying the runemistress. Frequently the caster identifies herself with an occult pseudonym.
She will always use this name with a particular spell, choosing it to be appropriate to the particular magic. E.g. "I, Defender-of-Stones
carved these runes." for a spell defending a sacred stone circle. Those with Occult skill may be able to glean information as to the
identity of the carver from these, although the difficulty for this tends to be fairly high.
Using the Path of Runes requires the standard Willpower test and the inscription requires a test of Occult+Dexterity. After all, the
unseen powers won't know what to do with it if they can't read your chicken scratching. The difficulty of this roll depends on the size.
texture, and composition of the medium. E.g.:
Medium Difficulty to carve
------ ---------- -- -----

Flat gold, lead surface 5


Smooth pine board 6
Large Bone (thigh) 6
Small bone (big knuckle) 7
Headstone 7
Thorn 8
Natural Granite Rockface 8
Pebble 9

Failure will often be apparent, although a botch may be a subtle error which is not noticed until the magical properties are called upon.
This roll also includes the possibility of misspellings and assorted "typos".
In general, one area in which the Dottir do not freely share information with one another is the knowledge of runes. Magical rune
knowledge is jealously guarded, and such knowledge is something of a status symbol among them. Note that it is not possible to learn
the magical use of a rune formula from just seeing it. The proper manner of inscription and incantation must be known to empower the
runes. Complete rune rituals are seldom written down and must be learned from an informant, although it is not at all unusual to obtain
such information via necromancy or from dealings spirits and creatures such as frost giants or dwarfs. As difficult as that sounds, it is
usually much easier than prying the secrets from the cold, undead lips of other Dottir.
Length of efficacy: Rune magic as performed by the Dottir tends to be strongly linked to the moon. Three-fold carvings, all simple 1st
and 2nd level formulas last until the next full moon, as do most other types, unless otherwise specified. Runes consumed in a blood
mead preparation are effective on the imbiber for the duration of the scene and retain their potency in the mixture until the full moon.
Helsdottir do not lightly reveal this lunar time limit to outsiders.
* Tyr rune: This is a common and well-known rune use, found frequently on the weapons of the ancient Germanic peoples. The rune is
inscribed threefold and has the effect of improving the damage done by a melee weapon by one die. It can only add one die to a given
weapon -- thus it is not possible to cover a dagger with tyr runes such that it becomes as lethal as a poison-coated flaming chainsaw.
The required incantation is simply to invoke the name of Tyr twice. The effects will last until the next full moon. The weapon delivers one
aggravated wound to supernatural creatures on a successful hit, but no more than one. It can only be cast successfully on Tuesday, the
day sacred to Tyr.
/|\ Also represents the sound 'T'. The name simply means "a god"
| although it can also specifically refer to the battle god
| Tyr (or Tiu - OE)
* Feh (wealth) rune: Another common one. Like the Tyr rune, it's repeated three-fold. The effect is of general beneficence. In game
terms, it tends to produce minor serendipitous effects such as finding a $5 bill on the street and averts minor mishaps. The individual
to receive the beneficence must carry the inscribed object.
|/
|/ Feh
|

** Thurs (Giant) rune (also Thorn in OE)


: Analogous to the Feh rune, this rune carved three-fold curses an individual. It tends to produce minor mishaps such as losing a $5 bill
on the street or tripping in a gopher hole. The target must either somehow be induced to carry the inscribed object, or his name must
be used in the inscription (hence it's 2nd level status.)
|
|> Thurs
|

** Haegl (Hail) rune: This rune carved three-fold attracts hailstorms and foul weather. It is often used as a component in more
complex curse formulas.
** Is (Ice) rune: This rune carved three-fold can reduce the ambient temperature in an area by around 20 degrees Fahrenheit. It is
effective for an area the size of a small room. Multiple carvings have cumulative effects. Like other three-fold runes, its effects last until
the next full moon.
** Sleep Runes: This is a short inscription which is carved onto a thorn. Upon sticking someone with this thorn, the rune carver's
Occult + Path of Runes is rolled at a difficulty of the targets Willpower. Upon success, the target will fall asleep in a number of turns
equal to his Stamina minus the number of successes. Botches usually result in the user pricking herself.
** Runes of Draugr Binding: These runes are capable of preventing the dead from wandering. In the old days, it's main purpose
was to prevent reanimated corpses known as draugar (q.v.) from leaving their tombs, but a more general use of restraining Wraiths
and other varieties of restless dead is now much more common. Kindred are somewhat subject to this, but may make a Willpower roll
once per day at standard difficulty versus the Occult + Intelligence of the caster. A simple success will break the binding. Runes of
draugr binding are permanent until removed or overcome in the case of creatures that are capable of it. In the area of necromantic
runes, Helsdottir inscriptions are quite powerful.
** Runes of Fertility: Among mortal runemasters such runes were quite common, as were the usual blessings, and curses. Dottir can
use them as well, although they rarely have the motivation to do so. It is rumored however that certain higher level versions (perhaps
4th or 5th) of this are capable of making even Kindred or Garou Metis fertile for short periods of time.
Higher level runes
Many of these tend to be extended versions of the lower level runes. Various forms of blessings and curses are common, although any
formula over 2nd level tends to be especially secret. As always, feel free to invent your own. These more powerful inscriptions tend to
be rather individualistic anyway.
*** Runes of Toughness: These runes carved on an object make it essentially unbreakable. The runes may also be consumed in
blood mead as described above to produce a temporary one dot increase in Stamina (lasts one scene). Effects are not cumulative.
*** Runes of Speech: When inscribed on a piece of bark which is placed under the tongue of a corpse, these runes enable the
corpse to speak and answer questions. If the corpse died a non-violent death (and not at sea, incidentally) it is obliged to answer ANY
question posed by a Helsdottir truthfully. Other types of dead have volition in this matter. The corpse must not be too decomposed, at
least having a tongue, and will remain talkative until the next full moon or the bark is removed. It is advisable to take care with a fresh
corpse, as the vitae the Dottir used to color the runes might have certain side effects...
Vampires, garou, and other supernatural creatures which can speak are subject to this, although it is rare that they die non-violent
deaths.
*** Runes of Restlessness: These runes when carved somewhere around a gravesite causes its occupant to become some form of
restless dead, typically a Draugr or Wraith. Unfortunately, it's hard to tell which is going to happen (ST's discretion). The victim is under
no constraint to obey the caster and more often than not doesn't even realize what happened. This is typically used as a curse. With
Wraiths, the runes act as a fetter. These runes remain effectual until they are destroyed.
**** Runes of the Shambling Servant (Ganglati): The caster carves the runes on a bone of a dead person or animal and with a
ghastly invocation of dread chthonic powers creates a sort of walking dead with the same physical form as the bone's owner. This
"shambling servant" or Ganglati (see the mythical description of Hel's abode) retains shreds of the knowledge and memories of the
deceased, but is not really intelligent and can only follow the verbal instructions of the caster, whom it will obey. It or parts of it will
remain animated until the original bone (which is incorporated into the regenerated body) is broken or destroyed, at which time it
disintegrates. They ignore wound penalties as do Draugar, although after they reach 0 Health levels, they are little more than piles of
flailing parts. These golem-like monstrosities do not regenerate like Draugar. The animating runes remain effective until the next full
moon, at which time the Ganglati falls to dust.
**** Runes of Hearkening: By carving the name of an individual with this formula, the caster causes a powerful summons of the
named creature. Unlike with the Presence discipline, the summonee is not bound to come or particularly enthralled, but will feel a
constant nagging sensation that will cause a one die penalty on all actions after a week. There is no restriction of distance. The subject
will start to have dreams and short visions of the location where the runes are. They are dispelled as soon as the subject looks upon
them. The duration is indefinite and one caster can only have one set of runes in effect for a particular person, but several casters can
join forces to make life rather unpleasant. If the subject chooses to heed the summons, he will have no problem finding the way, finding
that he has an instinctive sense for it.
**** Runes of Refusal: These runes carved on an object may be displayed to ward off Draugar, Wraiths, vampires, and various forms
of restless dead as if by True Faith. The effective Faith rating corresponds to the caster's rating in the Path of Runes + Charisma if the
caster is present or simply the Path rating if not. They are effective until the next full moon.
***** Runes of Vengeance: These runes are carved and then mixed with blood mead, which is then poured over some mortal
remains (anything will do) of a murder victim. the victim will then recorporate, becoming a vengeance-Draugr, an Aptrgongumadhr,
bent on the destruction of its killer/s, and it will seek said individuals out until they or it are destroyed. They have the physical
characteristics of normal Draugar (5 dots) and the social and mental attributes and abilities they had at the time of death and will use
them considerably more often than normal Draugar. They can be quite violent and single-minded, whatever their former dispositions,
but they do show some calculation in their actions. For every wound inflicted on a target of revenge, such Draugar gain one health
level, even going over the maximum, as they are supernaturally energized by vengeance.
Vengeance-Draugar may be destroyed in the same manner as normal Draugar (q.v.), by fire or decapitation, are immobilized by
staking, and have the same curious habit of regenerating at dusk at their gravesites. Once successful, the creature crumbles to dust.
They are often created using greater blood mead (from the 5th level ritual) to enhance their abilities.
The creator has no direct control over this creature, though it won't bother her unless she gets in its way or is one of the killers,
naturally.
(Now you can all create your Crow-inspired characters.)
***** Greater Runes of Speech: Similar to the level 3 runes of speech, these permit the same sort of access to the dead but do not
require a corpse, only the name of the deceased. The runes are carven on a horse skull which speaks to the caster.
***** Greater Runes of Fertility: These are said to tap the very essence of the vital spirit of the Earth, perhaps Gaia, and can bestow
procreative power on almost anything, including Garou metis and all manner of undead. The runes are mixed in blood mead but have
only a short duration of potency, a few hours at most, so the imbiber had better hurry about it. They always produce results... of some
sort.
Runes of Protection
These are special class of rune formulas that confer protection from malevolent Rituals of Tremere, Garou, or others.
They tend to be lengthier inscriptions and do not have a set text, although there are rules and formulas governing them which must be
learned as with specific rune formula types. In order to create effective runes of protection, the caster must be familiar with the ritual to
be warded against. Occult + Wits must be rolled to determine the proper runes to outmaneuver the magic of the offending Ritual. The
difficulty for this roll depends on the level of familiarity with the Ritual:
Created the Ritual 4
Performed the Ritual 6
Seen the Ritual Performed 8
Heard of the Ritual 9
For instance, if a friend says "I've heard they know a spell that can stake you from a distance," a runemistress of sufficient power can
attempt to counter it, but the chances of success are slim, with a 9 difficulty. A botch in this instance would certainly have most
distressing results.
The number of successes determines how many times the runes will counter the Ritual before they lose their power.
Once an opposing formula for a particular Ritual has been developed, it can naturally be used again for the same Ritual. Of course,
there's no way to know if it works until it's been tested...
The level for a Runes of Protection formula is equal to the level of the Ritual which is being countered. Any attempt by a caster of lower
level than this to use the appropriate runes of protection will obviously fail.
Seidhr and Utiseta Rituals
Seidhr and Utiseta are essentially ritual frameworks. Seidhr rites are performed on a high platform (a seidhhjallr) while utiseta is
always performed in remote areas at special site such as a crossroads, a grave mound, or a prominence. Utiseta literally means
"sitting out". Objects frequently used are tall poles, ceremonial spears, and certain plants such as the flax, the leek, and the samphire
(or whatever you think "salu" really is). Horses and parts thereof are commonly used in these rituals. Also important is a type of flat
metal amulet known as a bracteate, which will typically bear a cultic scene with some runes on one side.
Rituals of Transition
Several forms of this ritual exist; all are difficult. They allow the caster and some companions to travel into the Umbra and the realms of
Hel's paradigm, through the Midgard domain.
The first form requires two horses for every traveler. Each pair of horses must be slain simultaneously with the same spear while a
rider sits upon one. Their spirits are magically combined in the umbra through the ritual to form an eight-legged spirit horse. Upon their
deaths the rider is drawn with them into the umbra and can travel upon its back.
The second form requires a boat or ship of some sort. Helsdottir tend to have a sentimental preference for Viking longships, but any
vessel will do. During the ritual, the ship is launched and everyone who is to go along boards it. The ship, which is piled with flammable
materials, is then set afire. As it burns it becomes umbral as do its occupants, who are not harmed by the fire, if the ritual is done
correctly. Obviously if things don't go exactly right, this can turn into a rather bad situation. Rotschreck is also something of a problem
when this is done with Kindred -- sometimes the less courageous must be lashed to the mast. It is however sometimes much more
convenient for a large group than sacrificing a small herd of horses, two by two. The looks of umbral garou as a longship full of half-
corpse women glides by through the umbra is said to be almost worth the trouble.
The third form is much simpler to execute, but tends to leave its subjects rather vulnerable. Each traveler must be impaled on an ash
tree with a ceremonial spear and left hanging. His/her spirit is separated and sent to the umbra for exactly nine nights, during which the
body is helpless in the physical world, similarly to the Auspex Astral Travel ability. The traveler cannot be recalled earlier and this must
be performed in a remote open area as it is an utiseta rite. During this period, the body does not die or degenerate from the spear
wound (if a mortal), although upon return the traveler will be in dire need of medical attention without some sort of regenerative ability. If
the body is removed from the tree prematurely, the spirit is trapped in the umbra and the normal effects of having been impaled by a
spear (often death) commence.
To summarize, none of these Rituals of Transition are particularly easy. Some work has been done to create a ritual in which an
automobile is used, by driving it off a cliff for instance, but these efforts have not been successful to date.

Skills
Helsdottir almost always have Survival and Occult, with specializations in runology or seidhr magic. Lupine or Spirit Lore is not
uncommon as well. In general, they tend to be well-versed in occult mysteries and practices. Also common is the brewing skill,
Zymurgy.

Things that go bump in the Northern Night


Draugr (pl. Draugar): This is a sort of Nordic vampire/zombie. Draugar are essentially reanimated corpses which guard their burial
places, sometimes catching and devouring mortals who happen by, sometimes even extending the range of their depredations (a
wandering Draugr was known as an "aptrgongumadhr," but I won't bother much with the term for obvious reasons.) They are similar to
vampires in that they must be destroyed by decapitation or fire, and may be at least be stopped by driving a stake through the heart.
However, they cannot embrace new Draugar and have no particular need of human blood to survive; they just seem to like it. They
have straight fives for their physical traits. Draugar usually have the mental and social attributes they had in life, but these are deeply
submerged by its bestial nature and mostly unused. In most circumstances, Draugar are not functionally very intelligent and should
essentially be considered to be in a perpetual state of frenzy. It has been speculated that this is evidence that they are animated purely
by the vampiric Beast without the benefit of a counterbalancing influence. They occasionally do display elements of their former
personalities and knowledge, but these are usually rather warped displays.
The Draugr is not harmed by sunlight, though it shuns the light of day as a rule. If in its burial place, it regenerates all damage every
night at dusk, until it is cremated, decapitated, or staked.
The occurrence of Draugar is extremely rare in this day and age. They only come into being in areas where the gauntlet is particularly
low, especially near caerns and nodes. What it is exactly that foments the change from dead body to ambulatory dead body is
unknown. Some have opined that the Draugar are sort of a "wild vampire".
Helsdottir can enter the nine worlds of Hel's paradigm (including Hel's own, Niflheim) through certain Rituals of Transition. They most
often do this to obtain occult secrets and conduct nefarious dealings with the inhabitants of these realms. The umbral domain of these
realms is known as Midgard and to reach any of them requires first travelling to Midgard through the near Umbra. Midgard (and the
realms of icy Jotunheim and fiery Muspellheim) was once practically joined to the WoD realm, but the raising of the gauntlet has cut it
off almost completely. Some of the more common creatures of these realms:
Aesir & Vanir: The old gods, the Aesir and Vanir, are said to be weak and decrepit in these times. They are sometimes encountered
in their home worlds (Asgardh and Vanaheim) but are still much superior to mere mortals and most vampires in their power. They are
rather hostile to Helsdottir, Get of Fenris, and Wyrm-creatures of any sort. Among them are Odin, Frigg, Frey, Thor, and Loki (who is a
bit tied up at the moment). The gods have many powers and are often capable of shapeshifting or changing their appearance.
Frost Giants (Jotun): These creatures, typically 8 to 10 feet in height, are no longer found in this realm, although from time to time
one has been known to enter it for a short time from its native world Jotunheim. Frost giants are often quite intelligent and many are
gifted sorcerers. Shapeshifting is a very common ability. Their character creation is as with humans only they get an automatic two dot
bonus in Strength and an extra health level.
Dwarfs: These are similar to the traditional RPG dwarf (being the inspiration for them). They have their own realm like the frost giants,
where they hoard wealth and constantly plot and conspire to steal others' treasures through clever and deceitful means. They know
many secrets which are to be had for a price.

Playing the Dottir


With supplemental character types such as the Dottir, there is always a question as to whether they should merely be non-player
characters or actually playable. I myself, who once invented a sentient photosynthetic organism with a silicate/silane-based
biochemistry for a character, have long believed that such characters can be a positive thing in an RPG. Some will strongly disagree,
and I can see reasons why they would. Those individuals can just use Helsdottir as NPCs, if they want to use them at all. I'm sure
people will ask "Are these intended as PCs?" Well, yes, if you want to use them that way. It may not be as smooth as established
character types, but I tried to provide a power balance, and I think I've succeeded. Looking like some B-movie monster severely limits
one's interactions with normals and many of the discipline powers are quite useless in warm weather. These two features should offset
the power and flexibility to the point where Helsdottir characters are not overly powerful compared to PCs of other types at the same
experience level. In addition, much of the Ritual magic is provided with limitations, most of which were quite natural. The Rituals of
Transition are a good example of this. The runes could be a little much, but I should stress that it ought to be very hard to find the
formulas, two separate rolls are always required, they require blood points (though not necessarily the caster's), and the Path costs
experience to learn.
Although this is intended to go with White Wolf's Vampire: the Masquerade, it refers often to Werewolf: the Apocalypse and mentions
a few things from supplements. Much will be unintelligible without knowledge of Werewolf, but the other references are incidental and
intended for the masses of people who do know them and are sure to ask things like "Doesn't Helsdottir necromancy infringe on
Giovanni territory?"
If the Dottir are to be an integral part of a Chronicle, I would recommend some reading on the mythological and cultural background.
I just had an urge to make up some background that captured the look and feel of Norse mythological world, which in many ways was
easily as grim as the World of Darkness; a world that was inhabited by malevolent beasts and wicked giants who fought gods that
weren't really much better. A world that would ultimately die in an uninterrupted four-year winter followed by an all-consuming fire, an all-
covering flood, and finally a great internecine battle over the charred, drowned earth in which the gods themselves would perish at the
hands of the mustered forces of darkness, who would sail upon them in a ship built from the fingernails of corpses. That's darkness.
Anyway, I tried to build some hooks in too. There's the Hospitality ability (Hel's Will 3) so a Helsdottir can provide a good enabler for
arctic activity -- for a price of course. The sorcery aspect is always a good one too. Who doesn't need a little magical assistance now
and again, especially assistance that can propel one into the Umbra or possibly even temporarily restore the ability to procreate in the
human manner?

The Secret of Hel


What practically no one knows is that Hel is not an Antediluvian, nor a Methuselah, nor even an Elder. She is simply not a Cainite at all.
Neither are the Helsdottir, exactly. Hel was the first among the Incarna and Celestines of the Germanic pantheon to recognize the
inevitability of the Christian threat to their base of worshippers. She knew the Kindred well, being the mistress of the northern
underworld and used her considerable mystic connections in her old and by that time mostly neglected aspect as the tripartite Greek
moon goddess Selene/Artemis/Hecate. It was most likely her experience with the decline of Classical Greek paganism which
convinced her of the necessity to act to preserve her power while she still had it. As Hecate, the goddess of the black art, she also
knew rumors which foreshadowed the coming of the static reality.
Hel discovered some of the secrets of Caine, notably the fragment of his avatar which burns in every Cainite. She learned how to
replace it and substitute a fragment of her own divine being with a sort of spirit virus. After several dramatically unsuccessful
experiments in the days following the fall of the Roman empire, she captured a powerful Gangrel of the fifth generation -- taking a more
powerful one might attract undue attention. She warped the hapless creature into her own image to reinforce the magical signature-
bond (the Doctrine of Signatures) so that it could accept her avatar and infected it. Amazingly it worked, for the most part.
Disappointingly, the new creation had a few problems procreating. The Hel-avatar simply wasn't completely compatible with the
Caine-avatar or else some of the mystical restraints on the Beast were compromised in the process. Whatever the case, it was clear
that every neonate would require personal attention to stabilize the Embrace, hence the Ritual. The strong resemblance of the Dottir to
Hel herself is necessary to prop up this arrangement, the price of "hacking into" Caine's thaumaturgical artifice for her own purposes.
All along she has expected to find an angry Caine knocking on the door of Damp-With-Sleet, but he has yet to appear. And she still
watches, intently, keeping her brood ever vigilant for him.
But the project succeeded in its main objective -- to provide Hel a power base when her less foresighted peers had shrivelled up and
blown away with the winds of change. The Gods were mighty, but the children of Loki and Angrbodha were the ones left standing after
all was said and done.

Author's Notes: Read first, flame later.


The term "Helsdottir" is really an Anglo-Norse hybrid of my own creation. The actual Old Norse might be "Heljar dottir" (plural "Heljar
doetr") or Heldottir (and "Heldoetr") depending on whether the genitive phrase or an actual compound is preferred.
I have represented the "eth" character as "dh." In many English translations this is appears as a "d." The pronunciation is a voiced
dental fricative, as the first consonant in "they." Certain words such as "Odin" and "Midgard" appear commonly enough that I decided
to use the conventional English spelling.
The vowel combination "oe" represents the "o-umlaut", a rounded vowel which does not exist in English. (The same vowel appears in
the names of Icelandic pop singer Bjoerk and the German poet Goethe.)
The adaptation from the "Gylfaginning" ("the Deluding of Gylfi," part of Snorri Sturluson's Prose Edda) contains a few omissions and
licenses for dramatic purposes. The essence follows the original. View it as an alternate version of the story preserved in Dottir
tradition.
I use a number of allusions to Norse myth, particularly the myth of Baldr's death, which is one of the most important concerning Hel.
The section on rune magic attempts to incorporate as much of the actual pre-Christian magical practices of the ancient Germanic
tribes as I could find. There are a few other details I didn't bother searching out and including, such as the restriction to 24 types of
things on which runes can be carved from one particular source. I think it's plenty detailed as it is. My primary reference for this area
was Runes and Magic [1]. It's not a light read, but it's pretty solid.
My vision of Hel as a goddess of sorcery as well as death is slightly extrapolated. The strong personification of Hel as seen in the
Prose Edda may be of relatively late origin, perhaps ca. the 10th century, although the concept of the relation between the death and
magic is clearly quite old. In Old English we see the word "helruna" ("hel" + "rune") for "sorceress" or "necromancer" and a similar
cognate existed in Gothic.
The section on mead brewing was drawn from a little research and a little personal experience. Don't have conniptions if the details
aren't exactly right; it's only color, and, besides, the actual details vary enormously from one recipe to the next. I actually have a theory
that blood was used as a yeast nutrient at one time, as reflected in the Kvasir myth. Honey is very nitrogen-poor.
Draugar are an authentic and fairly important part of Norse legend. Most of the details about their characteristic and behavior are
found in at least some original sources.
The exact relationship among Fenris, Joermungand (the Wyrm), and Hel in the WoD is left vague purposefully. I didn't want to make
too many aspects dependent on a particular interpretation, though I do feel that some relationship is necessary for Helsdottir to work.
For instance, I have indicated their particular interest in the Get of Fenris and the peculiar reaction to them by the Get. One possible
way to view it is as a response to the intrusion of a different reality paradigm into theirs.
I also tried to avoid too many references to the Aesir and certain details of cosmology such as the "nine worlds" and the relations of
the various -Gards and -Heims, partly because these vary greatly from source to source and partly because I wanted to leave room for
people who might want to do other stuff with it.
A couple of the books I used:
[1] Runes and Magic: Magical Elements in the Older Runic Tradition by Stephen E. Flowers from the American University Studies
Series I, Germanic Languages and Literature; Vol. 53, Peter Lang Publishing, Inc., New York, 1986.

[2] The Prose Edda of Snorri Sturluson translated by Jean I. Young. University of California Press, Berkeley, CA, 1954.

Quasi-legal remarks
Quasi-legal remarks which probably wouldn't stand up in court, but it's worth a try:
All uses of trademarks herein should not be considered challenges as to their ownership. The author makes no claims about them and
honestly doesn't know what is or isn't a trademark of somebody or other.
Also, certain themes involving ritual magic are explored in this document; these are merely fictional extrapolations from supposed
historical practices for use in a role-playing game. The author does not advocate the actual performance of these rituals or claim that
they actually have the stated effects. For example, if some idiot goes out and sets his boat on fire in order to enter another dimension,
said idiot is the master of his own fate and the author disavows any responsibility for such silly acts. The author also does not care if
anyone considers the work "Satanic." -- such people are entitled to their opinions, however wrong they may be.
Finally, the author kindly requests that this work not be plagiarized or sold by a person other than the author or his authorized agents, in
the off chance that he ever has any. Not-for-profit reproduction of the work is freely permitted.
HERIS
By David Youngberg (teferi@hotmail.com)

History
Who was the first vampiric superhero? Was it a Kindred who posed as a Greek god? Perhaps it was a powerful king. Or maybe
it was nothing more than a discrete traveler who only wished for everyone to live in peace. Whomever it was, there is no doubt
that the Heris have existed since the beginning of recorded time. Most likely, they are an offshoot of the Ventrue; their nobility
and urge for control makes it the most likely.
The Heris believe that they were given the so-called Curse so they could protect the weak and innocent. Many believe that the
drawbacks of vampirism come with the territory. A Heris feels as though she must give back to mortals because she feeds from
them and allow her immortality.

Nicknames
Superheroes

Appearance
They range in sizes and shapes but most of them are large and tall. They always wear a costume unless undercover. This
costume ranges in all aspects but always reflects the theme of the Superhero.

Havens
Their Havens are hidden away someplace, more so than most Havens. They range from secret mansions to hidden passages in
the sewers. If possible, their Haven reflects their theme. Strong-willed and highly moral mortals are chosen for the Embrace.
These chosen are ones that want to help the masses and feel that they can never do too much good. Police officers, doctors and
philosophers are among the most common.

Backgrounds
The ones chosen for the Embrace are strong-willed, moral individuals. They are never Embraced casually, for it is always
possible that a new vampire may use his powers selfishly and become evil. (For more information, go to the Bloodline's
Organization.)
When a Heris is Embraced, he must choose a "theme" to reflect his powers and abilities. For example, a Superhero named
Plant Master would have a haven in the forest, a costume that is mostly green and powers to reflect plant manipulation.

Character Creation
Superheroes target mental and physical attributes. Their abilities have wide ranges, but Talents and Skills are the most highly
prized. Their archetypes are usually similar and never selfish; Judge, Caregiver and Architect are the most common. Mentors,
Allies and Resources are sought after, but prefer to have the wealth in the form of stocks and bonds so they can spend more
time fighting crime instead of working.

Disciplines
Auspex, Fortitude, Valoris

Weakness
All starting Heris characters must have a Humanity of at least 7. (At Storyteller discretion, this minimum can be bargained down
to 6, at the very least.) If a character's Humanity drops to below five, and others find that the character made, or is making, no
effort to increase it, the Superhero is consider to be a super villain or a supporter of a super villain, even if he isn't, and is treated
as such.

Organization
Most of the time, a Heris goes off on his own, fighting crime and doing good. Occasionally, Superheroes band together to play
off each other's strengths and make up for their weaknesses. As far as the Heris know, there is no "ruler" of the bloodline. When
it becomes necessary for a leader to present herself, the eldest of the Heris vote among them. There is also an unspoken rule
among the Superheroes that they allow refuge to from the Sun to other Herisi. After all, if they cannot help each other, how can
they help the innocent? On one final note, there are those of the Heris that have been forsaken by the bloodline. These Heris
have not been able to control their Humanity and have allowed it to drop to what the Superheroes consider to be monstrous
levels. Such Kindred, who have a Humanity score of four or less, have become so numerous over the centuries that they have
created their own bloodline, the Ilev. This bloodline is the equivalent of the super villain. Although the Ilev and the Heris have been
at each others throats from since they existed, neither know much about the other. Fighting one on one or in small groups, they
both retain the traditions of the Masquerade, always remembering the finger of the clan's pressing down. There is, however,
news that the Ilev is switching to the Sabbat. Whether there is truth in the rumors, or if it is nothing more than gossip, only time will
tell.

Quote
"The great power of vitae is not a toy, boys and girls, so don't try this at home."
HETAERAE
By Deirdre Brooks (xenya@teleport.com) (16 Oct 1993)

Nickname
Whores

Description
The founder of this Clan was a highly regarded priestess of the love goddess in Sumer and her skill at the amorous arts was
legendary even before her embrace. The tales of her abilities impressed a pale man who had been living in the city for some
time. He spent a night with her, describing the wonders of his form of life, finally asking her to join him in it. To her later regret,
she accepted.
After a short period of elation she discovered she had lost the very reason he had made her. Angry at him, and very distressed
over her loss, she began to develop the basics of Ekstasis. Only when she was satisfied with it did she make Progeny. After a
century, she moved onward, traveling to different cities and finding more priestesses worthy of eternal life.
After an assault by a cabal of Fourth Generation intent on Diablerizing her, she decided she needed more protection than a
group of Ghouls could give her. Because of this she embraced her Ghouls, making them into the first of her chosen warriors, the
Epilektoi.
During her travels she became legendary among mortals. Many considered her to be an incarnation of the various goddesses in
all aspects. Some of the religions of the love goddess formed because of a visit by her or one of her Progeny. When she visited
a city, she would find two or three priestesses to embrace and train in Ekstasis. They would watch the young women of the city
for promising talent and train them as they had been trained. Through these means, the Clan spread throughout the Middle East
and the Mediterranean shores, along with the worship of the goddess of love in all her forms. The Epilektoi would also select
competent warriors to guard the priestesses from harm.
In time, the Hetaerae and their guards had spread across Europe and Africa. Many were involved in the establishment of
Carthage and many died when it fell. Since that time a significant fraction have been working to make such a culture possible
again.
During and after the Punic Wars the Ventrue and Malkavians were attempting to root out the Hetaerae wherever they could be
found and destroying them. The reason for this was the Hetaerae's open relationship with humans. Both Clans suffered severe
losses due to the Epilektoi, but many temples were destroyed. As a result, the Hetaerae attempted to fade into the background,
leaving many temples empty, thus giving them no target to attack. They also began using different names, Greek instead of
Sumerian, to throw smoke into the search. They were successful to the extent that most Kindred of the modern world, if they
know of the Hetaerae at all, consider them a legend.
In modern times the Hetaerae are drawn from prostitutes at all levels of society. In fact, many of the most skilled mortal
prostitutes are ghouls of one Hetaera or another, and will someday soon join the Clan as full members.
The Clan is currently based in Monaco although an enclave with strong Anarch sympathies is centered in Las Vegas. This
enclave is known as the Daughters of Lysistrata. Their primary purpose is to recreate Carthage in the modern world despite the
efforts of the Camarilla. Many Hetaerae, especially among the Daughters, are not content to simply be prostitutes. Many of them
have moved into the upper levels of society and politics with a vengeance, using their talents and charms to gain influence and
win friends. With their abilities and the sort of clientele they attract, they are privy to a great many secrets of many of the
governments and corporations around the world.
While this Clan looks harmless on the surface, the potential their primary Discipline holds is quite powerful. The idea of an elder
Hetaera in a city is enough to frighten most Kindred who know of them; their ability to charm is legendary. Nor should the combat
prowess of the Epilektoi be ignored, for it was their abilities which have kept the Hetaerae alive through some rough times.
They closely resemble the Toreador in many ways, yet members of the two clans, when they meet, rarely get along. The traitor
that gave Carthage to the Ventrue was a Toreador, and the Hetaerae have not fully trusted them since. The Toreador who have
encountered them consider them no better than Poseurs, chosen for beauty over talent.
A younger member of this Clan will rarely travel beyond her home city, unless she is with an elder. Elders travel quite often, to
meet the younger Hetaerae and possibly establish a new Brothel. Such Elders will often be found with two or more Epilektoi and
several Ghoul retainers.

Appearance
Hetaerae are always very beautiful and are generally chosen from the most skilled and attractive artists available. They are
nearly always dressed in the most fashionable styles available.
Epilektoi vary widely in appearance as they are more often chosen for their fighting prowess than their good looks.

Haven
The Hetaera normally makes her lair in a Brothel or hotel. In general, you can expect to find her wherever you find mortal
prostitutes.
Epilektoi lair with Hetaera.

Background
Hetaerae are always chosen from the previously mentioned professions. Occasionally an Hetaera will 'adopt' a young person
and train her in the erotic arts.
Epilektoi most often choose young women or men to train them in the arts of combat. Often they will choose those who are
skilled in the modern styles of warfare so as to update their tactics and Abilities.

Character Creation
Usually Drifter or Entertainer Concepts for the Hetaerae. They tend to have Bon Vivant Natures, and often a Bon Vivant,
Caregiver or Confidant demeanor. Social Attributes and Talents are primary, with Mental Attributes and Skills often being
secondary. Herd is very common in the form of regular customers, Influence, Contacts and Resources are very common (they
are paid for pleasuring people), Mentor is often useful. Hetaerae are almost always Casanovas. The Hetaerae, especially
amongst the younger members, is mostly composed of women. Epilektoi are fairly evenly divided among men and women. All
who live at the Brothel are taught Masquerade.
Most Hetaerae and Epilektoi have three or more dots in Generation due to the tradition of having the eldest Vampire present
Embrace any Neonates.
The Epilektoi are generally drawn from Drifter, Outsider or Soldier Concepts. They generally have Deviant, Fanatic, Gallant or
Survivor Demeanors and Natures. Loners do not work well in the Brothel atmosphere, and often leave.

Disciplines
Auspex, Celerity, Ekstasis (although a few have learned some Vicissitude so as to enhance their beauty.)
The Epilektoi possess Auspex, Celerity and Potence.

Weaknesses
An Hetaera cannot create a Blood Bond with Kindred, no matter how many times a Vampire drinks from the same Hetaera. She
is completely incapable of doing it. She is also susceptible to sensual pleasures in a fashion similar to the Toreador attraction to
beauty.
The Epilektoi also cannot Blood Bond, but they do not possess the susceptibility to sensual pleasures. Instead, they have a
strong commitment to defend those who cannot defend themselves, specifically the Hetaerae. However, they will often intervene
when they come across a crime such as rape, mugging or assault. This commitment is strong enough that a Willpower roll must
be made to control it. The difficulty is set by the Storyteller, but is rarely below a 6. This attitude is instilled by their training and
the rituals involved in their Becoming.

Organization
The Clan operates enclaves known as Brothels around the world and maintains constant contact between them. They also act
as safe houses for Kindred who are in need of shelter or protection, most often Caitiffs. Those who stay are encouraged to learn
either the arts of love or war.
They frown upon pimps intruding into a territory they claim and the Epilektoi war upon them whenever possible.
There are a few Hetaerae and Epilektoi who have left the Brothels to live on their own. They are always welcome to return should
they so desire.

Gaining Prestige
Be successful at your chosen profession. The better you are at it, the more prestige you will have. Gain control of the prostitution
trade in your city through elimination or domination of the mortals controlling the trade. Insure proper treatment for the prostitutes.
Through manipulation of the mortals in charge of a city, cause prostitution to be legalized.
The Society of Lysistrata gain prestige by effecting changes in Kine society.
The Epilektoi gain prestige by successfully executing their duties.

Quote
"We may possibly be the only Kindred who truly understand love and what it means to Kindred and Kine alike. The others
forget their past, the fact they were once human also. That is a mistake. Humanity is our greatest inspiration.
"We are not involved in the Jyhad if at all possible. Unfortunately, it sometimes cannot be helped."

Stereotypes
The Camarilla: These stuffed shirts are desperately trying to hold onto a world that is slipping from their cold fingers. They no
longer understand what it is to live!

"These fools would throw away the Masquerade simply to satisfy their mad hedonistic desires. They are artistically bankrupt
and are unable to admit it, to themselves or anyone else."
-- Lucina, Toreador, Milwaukee
The Sabbat: They are just as bad as the Camarilla in different ways, their version of pleasure often leaves too many others in
pain.

"They do not possess enough power on a large scale to present a threat to us. Individually, these puppeteers can be very
powerful. The best way to deal with their kind is to exterminate them where they are found."
-- Matthew, Tzimisce Priest
The Inconnu: These fools hide from the mortal world, losing contact with the single most valuable resource on the planet. They
do not produce, they simply exist.

"Their path gives them a tighter grasp on their humanity. Golconda is not as difficult for them to reach once they understand
their place in the scheme of things."
-- Solomon, 4th Generation Ventrue
HIBAKUSHA
By Jenny Parr (J.L.Parr@bradford.ac.uk)
The Hibakusha were a clan of vampires originating in South East Asia and migrating to India and Japan. They were unique in that they
gained their powers from those they fed upon, gaining skills from their mortal herds. However when the kindred of the second city
discovered them the Hibakusha were overcome by the strength of their blood. The powers they gained were so potent that they were
forever changed and unable to use the powers of others they fed upon. Desperately, the Western vampires cursed the Hibakusha but
the Easterners only became unable to drink from whatever clan they had inherited their powers from. This caused great enmity
between the Western and Eastern kindred as the Westerners attempted to diabolise their Eastern counterparts.
The clans the Hibakusha dissolved into and their home countries are detailed in the table below.

Original Clan Hibakusha line Home country


Brujah Kasa Japan
Followers of Set Drukpa Bhutan and Tibet
Gangrel Kuei China
Lasombra Kyuketsuki Japan
Malkavian Mora (Destroyed) Siberia
Nosferatu Mamono (Destroyed) Korea
Salubri Sanatan India
Toreador Hantu Malaysia
Tremere Ju China
Ventrue Onyudu Japan
Historical Background for the Harbingers of Skulls
By Randy Price (prices@one.net)

History
The "Capuchin"* mentioned in the Giovanni Clanbook is actually Lazarus, the outcast and last surviving childe of Cappadocius.
Lazarus was watching from the shadows when Claudius Giovanni and his lackeys arrived at the abandoned Erciyes Temple in
search for the fabled Khazar's Diary. He had made the temple his interim haven while he studied its secrets. Months before the
Giovanni's arrival, he had unearthed the secret alcove which held "the True Vessel" containing the last bit of Augustus Giovanni's
mortal blood.* Lazarus carefully stashed this away in the folds of his cloak and protected it. When he discovered what it held, the
corners of his emaciated lips quirked into a slow grin. If Augustus Giovanni were to imbibe the True Vessel, he would instantly
regain his mortality -- as well as the hundreds of years that have passed since his undead transformation. The mighty usurper of
his vain and foolish sire would be reduced to ashes within seconds. Lazarus gently patted the clay container as he withdrew from
the catacombs to his daytime sanctuary, and a plan begins to unfurl in his ancient mind . . . .
Claudius Giovanni searches long and hard for the Khazar's Diary, blunderingly plundering the tomb's remains. He never finds it.
Perhaps this is because Lazarus already found it and tucked it safely away alongside the True Vessel? Perhaps it was never at
Erciyes to begin with. Regardless, the foolish and frustrated Claudius orders the temple burned to the ground after salvaging as
many scrolls, tomes, and trinkets that he can find. Lazarus watches in horror from his nearby village sanctuary as the
Necromancers utterly destroy one of the last remaining ancient libraries in all of the known world. His frown slithers into a smirk
as he envisions a way to destroy Claudius.
Now that the Necromancers hold claim to the remaining secrets of Erciyes, the "Capuchin" visits the infamous Giovanni leader
and proposes a barter: in exchange for teaching him the secrets of Necromancy and access to the Giovanni's libraries and
treasure vaults, Lazarus offers to personally hand-deliver Augustus rare manuscripts from the coveted subterranean vaults
beneath the Vatican. Lazarus has no further need of them, having satiated his curiosity with them decades ago. Lazarus uses
this ploy to gradually build trust between himself and his loathsome "step-brother."
Between trips to Venice, Lazarus meets a Turkish stranger who travels by the name of Rene Caraos and seems to know all
about Lazarus' "Capuchin" facade. As Lazarus quickly plans the death of this presumptuous man, the Turk offers to help the old
Cappadocian in his dark quest. Lazarus listens to the man, bemused by his offer. Mr. Caraos seeks access to Lazarus'
personal archives as well as his powerful vitae. In return, Caraos will revive and release the hundreds of Lazarus' Infitiore
brethren who lie trapped in bloodless torpor deep within their tomb-like prison of Kaymakli*. Lazarus is stunned. How could a
mere mortal know so much about his extinct clan? The strange man smiles and informs Lazarus that he is an Obertus revenant --
a ghoul family, bred over 800 years ago by the ancient Tzimisce lord known as "The Dracon." The topic of Gehenna has
preoccupied Rene ever since he was a youth, and when he learned of Lazarus, he knew this was the opportunity he'd been
looking for.
Lazarus considers Rene's offer and agrees, sending two of his strongest ghouls with Rene to "help out." Lazarus' ghouls are
actually sent to watch after this insane Turk in the event that he should feel compelled to share his newfound knowledge with the
Giovanni.
Still, Lazarus is curious to see if the man's plan works. So, the three of them travel to the outskirts of the Kaymakli ruins and hire
a team of diggers to assist them in their "excavation." Once they reach the entrance to the bottom-most catacombs, Rene
orders the others to take a break, as he wanders alone under the guidance of his lantern and his ambition. Finally he reaches
the glyph. According to legend, Cappadocius magically sealed the depths of Kaymakli with a powerful ward. It prevented
humans from passing beyond this point, while forever trapping all Cainites who passed beyond its watchful eye. Rene calls for
the diggers and the ghoul assistants to help him push aside the huge millstone blocking the entrance beyond the archway.
Afterwards, he then orders them back to the surface to retrieve the rest of their tools and supplies. Once alone, Rene sets about
chiseling at the glyph, reciting a few Koldunic verses he'd learned in an attempt to further weaken the glyph's protective magics.
After an hour of furious effort, the glyph cracks! He passes his hand into the archway beyond and nothing prevents his passage!
It works! Cappadocus' ancient curse has been broken. Or has it? His revenant blood may have excluded him from the curse as
he was neither human nor vampire... He steps through and back again. He then calls for the diggers and his ghoul assistants to
join him. He stands all the way at the end of the entrance passageway -- beyond the protective arch. When the men manage to
reach him, he breathes a sigh of relief and knows with certainty that the curse has been lifted. He turns and sees a huge stone-
hewn pit filled with thousands of skeletons and dried, husk-like corpses. All are dressed in the torn and dust-covered remnants of
an era that coincides with the fabled "Feast of Folly," where Cappadocius ordered his loyal childer to entomb their worldy
brothers and sisters.* Rene orders the men to attach large chains to the stone dome covering the pit. The men hesitate, looking
confused as to the purpose of this, but do as they are told -- after all, this man is paying them very well. Once the chains are
hung, Rene nods knowingly to his two ghoul assistants and all three pull scimitars from the folds of their robes and quickly kill all
of the men. The diggers' bodies are hung upside down from the chains and decapitated. As blood fills the pit, Rene draws forth
an aspergillum filled with Lazarus' vitae and splashes droplets of the powerful blood across the undead legion that lie in silent
torpor. When the baptismal device is empty, he turns and scrawls a message in Greek onto the wall with a piece of coal: "All
who seek vengeance, prepare thyselves. The time is nigh!" Rene then turns and escorts his two accomplices back the way
they've come and resurfaces into the dwindling sun aboveground. Before Mother Night draws all into Her soothing swathe of
darkness, Rene pays for another dozen diggers to meet his party at the bottom of the catacombs. With a sinister grin, he turns to
his accomplices and all three watch as the mortal herd descends beneath the ruins to their deaths.
~And so begins the rebirth of the Harbingers of Skulls and the nights of Gehenna . . . .

References
*For more information, read the following:

Clanbook: Cappadocian by Justin R. Achilli. (pages 13-22)


Clanbook: Giovanni by Justin R. Achilli (pages 16-18)
Giovanni Chronicles III: The Sun has Set by Christopher Howard (pages 136-137)
Also, look up the words "Capuchin" and "Cappuccino" in a good dictionary. The Franciscan monks responsible for this delicious
coffee have links to Cappadocia (sound familiar?)
HITOKAGE
| Part One | Part Two | Part Three | Part Four |
By The Hitokage Production Committee

Prelude
I stand alone and watch the frantic tide of Humanity roll and crash all around me. Even in the dead of the electrically lit night there
is no rest, no respite from the constant pressure of their softly beating hearts. For the most part they ignore me, too caught up in
their own affairs to look up from their shuffling feet. But some, a small part of their mass of activity will stare at me with eyes
either frightened or calculating and it is those few that worry me.
I am far from home, far from the support of my people and it seems to me that these Gai-Jin know too much. There is too much
knowledge hidden in their cold, calculating eyes, too much information that lurks behind their divergent exteriors. Deep down I
know that this is not true, but there are times when I worry about the Western World, I worry if their so called Masquerade has not
broken down completely.
Everywhere I turn there are casually concealed guns, weapons ready to taste blood again and again and again. Anger bubbles
and boils like a witch's brew and the Ningenti-ki are looking for someone to blame for their miserable lives, a scapegoat to
weigh down with their sins. And we Hitokage stand ready to accept all the iniquity and immorality that they can heap upon us.
Because of the sins of our most distant ancestors we can never stand proud and deny anything that we are accused of.
Generations of Hitokage Samurai have defended these short lived Ningenti-ki, these Mortals from the Kagemusha, entire
Generations have willingly given up their lives in this fight. And all we have in return are superstitious tales and fear. And yet we
can never turn our back on the fight for that is not the way of the Samurai.
It is strange that even after all this time, I can still feel anger growing within me as I think of the Ningenti-ki and their hatred of
anything that they do not understand. I know that we are better than they, that I am better than they are, but still I cannot crush the
bitter resentment that dwells deep within me. I have never told anyone of this; I never shall and I shall never, never let it show. But
it lives within me, lives and broods and grows. How easy it would be to strike out, to abandon the path that I follow. How easy it
would be to take what I want, what I deserve and leave these Mortals to their own devices.
But we were warned of this. My Daimyo told me that I might fall victim to these thoughts. She said that every true Samurai was
beset by doubts, but what made him stronger than those around him, what made him a true Warrior was his ability to rise above
them.
She never said that it would be this difficult.
I have been in the city that they call Chicago for many months now and in all that time I have seen nothing more than vague hints
of the one that I follow. But I know that she is here, I can feel her guidance of the Ningenti-ki, I can sense the way that she is
dabbling in the affairs of the Kindred.
Through harsh necessity I have to hide myself from both Vampire and Mortal; I have to live my life in the Shadows. I stand back
and watch the petty squabbling that goes on amongst the Clans of this City, I smile as I view the way that Kindred come and go,
fighting their own dying mortality more than anything else. Why do they not see that it is their own inability to accept what they are
that causes the monster within them to rise to the surface? If they could only look within, if they could channel and direct their
savage lusts instead of trying to repress them.
But this will never happen. The Gai-Jin will never be able to master themselves while they follow the petty and pretty baubles that
the commercial world can offer them. It is sad to see a Vampire, an immortal creature of true power lust after something as truly
worthless as money.
I can hear a siren wailing from somewhere close by and somehow I know that my foe is to blame for this. I have hunted her
through an eternity and I can sense when she is at work. I can almost hear her laughter drifting up to me through the thick,
polluted air of this evil and soulless land. She knows that I follow her; she drops titbits to keep my interest. And yet she fears me!
If she did not fear me she would come out and face me directly, blade to blade, Warrior to Warrior.
There have been attempts on my life, attempts without Honour. That, more than anything else she could do, proves to me that
this Kagemusha has gone far beyond the point of redemption. I will follow her, I will find here and when I do, I will give her the
chance to stand against me on the field of Honour.
And when she does, she will die.
But what becomes of me after this, what shall I do, where shall I go? Is it possible for me to return to my beloved home after all
this time, or have I become tainted by the being that I hunt?
Am I still worthy of being called a SwordMaster, a Samurai? Or will I simply fade away, my life-work done? These thoughts that
are not worthy of a Samurai. My foe, my beloved enemy has much to answer for.
Foreword
"I will teach you, how to fight legends"
-- Kosh
This is the first version of the Hitokage bloodline; it may not be the last. This is being released on the net so other players can
give us their opinions. If everything goes well, we plan to release other related books dealing with numerous other beings such
as the Priestesses, Jugenti-ki, Mahou-tsukai. Plans are already on the drawing board for a new type of Hunter which, again, will
use and expand the settings in this book.
Any ideas that you have concerning this or any other of the planned releases are welcomed. We have no idea whether anyone
else will like these rules but they did fill a niche in the World of Darkness and, hell, I enjoyed writing them down anyway.
For the time being we can be found at the address below. Bye!
ENJOY : )
Hitokage Production Committee, 1996-97.

Copyright Notice
"Whatever it was, we were not here, or responsible. In fact, we were on holiday at the time. : )"
"Hitokage: A Japanese Bloodline" is copyright of Derek Taylor and Iain Noblett. You may download and print ONE copy of these
rules for use in your own games only. You may not redistribute these rules without the express permission of its authors - this
means that you may not make extra copies of these rules, whether as an electronic file, hard copy or any other format, to pass on
to anyone else, without the permission of the authors. Doing so is a breach of copyright. If you do wish to repost these rules,
create a mirror of this web site or utilise these rules in an online game (this includes, but is not restricted to MUSHes and MUDs)
you must request permission of the authors.
To do otherwise is a breach of copyright and is against the law.
Any and all copies of these rules you do download, store, print out or repost, must remain in their original state, with this
copyright declaration included.
The use of the quotes throughout the Chapters has been done without the knowledge of the persons involved. The use of Hank
Driskill and John Gavigans rules for sword combat (exculding the attack methods) have been reproduced in this document with
their kind permission, and copyright of these rules remains with Driskill and Gavigan.
The Storyteller and World of Darkness settings have been used without the knowledge of White Wolf Games, and are the
copyright there of, as are the concepts, names and rules mentioned in the above (and related) publications. Vampire: The
Masquerade and The Vampire Players Guide are the copyright of White Wolf Games.
Commercial redistribution and use of these rules, characters and system is STRICTLY FORBIDDEN without the express written
permission of its authors.

Other Material of Interest


Highlander: The Gathering Copyright 1994 Hank Driskill and John Gavigan.
One of the best uses of the Storyteller system available on the net.
The Hibakusha Clans
Some very interesting Oriental vampires by Jenny L. Parr.
Shutendoji Vampire Clan
Another Interesting Japanese vampire clan.
Japanese - English Dictionary
A very useful database for Storytellers.

Chapter One: Introduction


The History of the Hitokage
"In order to know what you are,
you must first know where you have been."
-- Orau Masamouri
The Shadows were a terrible race of creatures that existed many thousands of years ago. They lived in the night and fed upon
the life energies of the Ningenti-ki. For many years they were greatly feared by the mortals who worshipped with them with
ceremonies and sacrifices, but they were never seen.
In truth, they had no name. The mortals referred to them in hushed whispers by many names. Some called them the Anei, while
others used the term In'ei. The names that the mortals gave them always referred to their form; shadow, shading, gloom, shade,
etc. The most any victim ever saw of these creatures was an out-of-place shadow, but none ever survived to talk of the
experience.
Eventually, as with all things, the mortals forgot about the Shadows. The sacrifices were no longer left and the Shadows quickly
slipped into legend, mere stories that parents would use to frighten unruly children. This angered the Shadows greatly, and their
retribution was swift and terrible, but they kept their true identity from the mortals.
The true knowledge of these creatures remained with only a few mortals. Mortals who had pursued them through the ages,
fought many battles with them but always lost. Finally these mortals thought that they had gained enough numbers to assault the
fortress of the Shadows.
The battle that night was one of the greatest that old Japan had ever seen. Many souls fought and died, but the losses incurred
on the side of the Shadows were, for once, greater.
The remaining Shadows took flight but were hunted down and slaughtered, all except the Kyuubutsu -- the oldest member of their
clan. She was far too strong for the hunters to destroy, and quickly escaped leaving her kin to cover her flight.
Weak, and on the verge of Final Death, she came upon a small village and quickly worked her way through the local population,
creating Shadows out of those who would serve and destroying those who would not.
Then they slept, the long sleep of the damned.
For over a thousand years nothing was heard from the Shadows. The Hunters thought that they had finally crushed them and the
land was safe from their evil blight and they rejoiced.
They were wrong.
In the year 796 AD, they rose again. Those that had survived the slumber were the Kyuubutsu and the most powerful of her new
order, and once again the Shadows reined terror on the towns and villages that surrounded their new home. Keeping their
identity from those who could harm them, they became strong and mindful of the disrespect that the humans had paid them
before their slumber, killed all who crossed their path.
One such unfortunate was a Hunter by the name of Noriyoshi Koeda. He had been instructed to investigate unexplained
disappearances in the area. The Shadows had heard word of this, and the Kyuubutsu arranged to meet him on the promise of
further information.
When Koeda met the Kyuubutsu her powers could no longer hide her true self from him. He fought bravely and with great honour
but was not strong enough to defeat the Kyuubutsu and she quickly incapacitated him. She then took him back to her haven and
initiated him, but he resisted. Enraged by this, the Kyuubutsu took him to the outskirts of the village and left him to die, but he did
not.
Koeda's life force was strong and, although on the verge of death, resisted the hunger that burned within. When the sunlight
came, he took shelter in a nearby cave. The following night he made his way back to his home.
At first Koeda's wife refused to believe that he had fallen prey to the Shadows. Her ancestors were among those who had
supposedly destroyed them forever; how could they possibly have returned? By the end of the following night she had no such
reservations. Koeda had now lapsed into a deep coma and she judged that he would die very soon. She knew that the only thing
that would save her husband was blood. She could not allow her husband to die so she opened a vein into a bowl and fed him.
She repeated this for three days, her husband growing stronger each time -- but she grew weaker. On the fourth day she
collapsed from the loss of blood and never regained consciousness.
When Koeda awoke he found his wife lying dead beside him; he grieved greatly and vowed revenge on the new order of
Shadows. Realising that he could not accomplish this greater task alone, he formed the Jin'ei. He trained mortals to become
great warriors and welcomed all who volunteered, but always kept the secrecy the he felt was required. A number of the mortals
within the Jin'ei had knowledge of what Koeda was and insisted that they could better serve in the battle that lay ahead if they
were on an equal power with the Shadows.
Koeda had inherited much from his diabolic sire, all except the lust for killing -- the strength of his life energy had prevented that.
Despite this, it was with great trepidation that he initiated the first Jin'ei. There were three of these initiates, two of which seemed
to have a greater understanding of the life energy and so became the first Priestesses, the third was a skilled warrior and
trained under Koeda. This new bloodline grew very slowly. Koeda ordered that only the Priestesses may perform the initiations
and all who were to be initiated must undergo a period of training that would last ten years. These rules have never been broken,
even unto this day.
The first of the great battles occurred 1143 AD. It was thought that they had gained sufficient strength by then to assault the
powerbase of the Shadows. They were wrong and this mistake cost them dearly. Only two remained; Koeda and the female
warrior whom he had trained. They had lost everything, even the element of secrecy from the Shadows. They pursued Koeda
and the warrior, eventually driving them to ground in the outskirts of Edo. The battle was fierce but, knowing that the fight was
lost, Koeda ordered the warrior to flee while he covered her retreat -- someone had to survive and he had a duty of vengeance
against these Shadows. That night Koeda was destroyed, but he did not go easily or alone. The fight to destroy Koeda took long
enough for the female warrior to escape to safety, but she was alone and hunted.
It was this warrior who founded the new order of Jin'ei. She moved cautiously and slowly, always remembering what her old
master had taught her. The first of the new order were the Priestesses and these, in accordance with her old masters
instructions, were responsible for the initiations that followed. When the core structure was complete, the Bushi were recruited
and once this was accomplished, the great war began again.
In the Heian Period (around the 12th century AD), the word Samurai first entered the Japanese language. Although the term was
used to describe the social elite of warriors, they were known for their sense of duty to their masters. Until this point in time, the
Shadows within the Jin'ei had remained nameless -- refusing to carry the same name as the diabolical fiends they fought
against.
The name Samurai was first used to describe the Bushi by the younger initiates, but before long it was being used by everyone
in the ranks and the Bushi started referring to the female warrior leader as Shogun. The structure of the Jin'ei was fairly similar to
that of the mortal worlds warrior families.
The warrior woman became concerned that the Bushi would forget where they came from and, worse still, become them once
again. In order to prevent this, and to remind the Jin'ei Shadows of what they had come from, the Shogun ordered that they
should refer to themselves as the Hitokage Samuari.
The Jin'ei took little interest in the mortal world, or the others in the World of Darkness. They only acted to protect the Ningenti-ki
and their destiny. The wars that raged between the various mortal Samurai clans had little effect on them. Only the destruction of
the Shadows mattered.
Silently, secretly, this war has raged from that time and will continue until the Shadows have been destroyed.
In the mid 15th century, the first travellers arrived in Japan from across the seas. They brought with them new ideals and tales of
lands far away that were full of riches. The Shadows were quick to seize on this opportunity, using all their skills and power they
moved quickly across Asia establishing power-bases at each major city they conquered.
The Shadows were well established everywhere from England to Edo (Tokyo). The information gathering network of the Jin'ei
had failed, drastically. It was not until 100 years later that the Jin'ei learned of the dramatic expansion of the Shadows. All
seemed lost. The Hitokage Samurai were now even more hopelessly outnumbered than before, but they had to act immediately
and in doing this were forced to spread their forces so thinly that almost every battle was lost.
Fighting the Shadows openly had failed, and failed very badly at that. With their new found numbers it seemed that nothing could
stop their goal of total domination.
In their rush to counter the Shadows the Hitokage Samurai encountered many other creatures. Most of these beings were too
caught up their their own foolish power struggles, but some were viewed as a serious threat. In the year 1647 AD, the Daimyo of
a small temple in southern Italy was approached by a representative from a clan who called themselves Tremere. The
messenger sought help with a group of creatures who were preying on villagers in their domain. The Daimyo knew that these
creatures were the Shadows, but kept this information and the details of his own clan from the Tremere messenger.
Once the Bushi had located the Shadow group, they moved quickly and decisively. The element of surprise had worked, but at a
heavy cost. The attack had left the temple with insufficient protection. The Tremere had observed the skill and unusual powers
that these newcomers seemed to possess. Power. They wanted this for themselves. When the Tremere returned to the Daimyo,
they were welcomed as brothers in the fight against the darkness. That night, the Tremere prince Diabolised the remaining
Hitokage Samurai in an attempt to gain this power for himself. Thankfully, he failed. Furious at his failure, he massacred the non-
vampire Jin'ei for not revealing the truth, then raized the temple to the ground. When the Shogun heard of this she was enraged
and ordered that the offending Tremere be hunted down and destroyed.
When this was done, the Shogun embarked on a period of research and in doing this found the true nature of the Tremere to be
evil and manipulative. From that point onwards, the Tremere clan have been viewed with utter contempt, to betray the trust of
another to the extent that they did could never be forgiven and, indeed, never has.
The research that the Shogun accomplished gave the Hitokage Samurai a vast library of knowledge on every other being in the
world of darkness. This knowledge was shared with all members of the Jin'ei. Knowledge is power, and in this war they needed
every advantage they could get.
Although the knowledge of every other clan and being is available to the Hitokage Samurai, they do not always judge others on
the basis of this data. It is important to the Hitokage Samurai that others be judged on their actions rather than who their master
was. Nevertheless, the Tremere are hated.
And so the war has continued. It cannot be lost, for if it is the world will see darkness the like of which has not occurred since the
beginning of time.
At some point in fairly recent history, the Shadows decided to adopt a new name for themselves -- the Kagemusha, which
means "Shadow Warrior". It is not known how this came about and they only seem to use it amongst themselves; to the
Hitokage Samurai they will always be the Hitokage (Shadow or Soul).

Death of a Man, Birth of a Legend


"We have no legends in our history. We have only memories and heros."
-- MacRonald (Advisor)
The darkness of the fateful night does nothing to muffle the stifled cries of pain and sobs of despair that echo around the well-
tended gardens. Trees and plants that have been carefully nurtured for many Mortal generations have been crushed underfoot by
the two warring factions and the perfectly balanced soil may never recover from the second-hand blood that has been spilled into
it.
Blades of incalculable value lie shattered and broken, armour that is hundreds of years out of date surrounds piles of
smouldering ashes and charred bones and above all there is a stench of decay and death. And slowly, very slowly, a silence
descends over the field of battle. A silence that covers everywhere apart from one small corner of the garden, a corner where
blood is still waiting to be offered to the greedy Gods of War. A casual observer would hear the sound of sword clashing against
sword, possibly hear the whisper of silk rubbing against armour. If this observer was to pay more attention, he may just note
there is no sound of Warriors gasping for breath, none of the normal panting and wheezing that accompanies even the fittest of
Warriors.
Two figures, two Warriors stand back to back in a corner of the desecrated garden. One male and one female and both
Warriors of the most noble kind. Their robes and armour are torn and blood-stained but they show no signs of weakness, no
signs of panic even though they have seen all of their companions cut down. There is a calmness in their faces, an acceptance
of what must be.
And surrounding these warriors are perhaps a dozen armed figures, many of them smiling.
Overhead, the sliver of moon is covered by clouds and the Shadows that fill the garden hold many ominous secrets.
"I should have killed you when we last met, Koeda," whispers one of the many as they all take a few steps back from their foes.
"Now is the time to rectify that mistake."
"I do not fear death, Kyuubutsu," answers the male of the few. "All I regret is that I could not take more of you with me when I die.
Face me, Kyuubutsu, face me alone, with whatever shreds of honour you have left!" Kyuubutsu's soft chuckling seems to reach
out to fill the silence of the garden. "I think not," she smiles, her eyes cold and calculating. "No, I think not. Take them!"
In the fraction of a second between the woman's command and her followers' obedience, something passes between the two
Warriors, an understanding, a communication that no Ningenti-ki, that no Mortal could ever hope to comprehend. Both Warriors
know that they can't allow the Kagemusha to win, but what can they do to prevent it?
With a heart-freezing cry of rage and sorrow, Koeda springs forward, his sword flashing in the dim light. Faster than thought, he
lashes out and the nearest of the Shadows falls, his head separated from his body.
The female Warrior turns and runs, not fleeing but escaping so that she may continue the fight at another time. She cuts down the
Kagemusha that stands in her way, leaps over the high wall that surrounds the garden and is gone, lost in the darkness of the
night.
"Kill him," screams Kyuubutsu, any veneer of civility lost in her fury. "Kill them both; kill them all!"
Spurred on by her rage, the Kagemusha close in on Koeda, their blades held at the ready and, despite all his skill, all his
desperation, Koeda is cut down in a flurry of shining steel and flowing blood. As she runs through the night, the last surviving
Warrior can sense the death of Koeda, she can feel the pain that he feels in that instant before a long denied Death claims him.
And as she runs, she swears to all that she holds holy that Koeda's death will not be in vain, that he will be avenged. "Fear me,
Kyuubutsu," she whispers, tears of blood streaming over her pale, perfect face. "I vow that I will destroy you and all of your evil
brood. No matter how long it takes, no matter how many lifetimes I must live, I will destroy you and everything that you hold dear.
Hear my words and fear the truth held within them!"
And in the garden, as Kyuubutsu is looking down at the ruined body of Koeda, a chill runs down her spine. Looking up at the
darkened heavens she tries to banish this fear, tries and fails. `...destroy you and your evil brood...' rings in her thoughts and will
remain there for all eternity.
-- Extract from the Rememberance

The Protagonists
This section details the main characters in this book. It should be noted, however, that there are many other vampire Clans
lurking in the darkness of Japan; these are but two. They are locked in a seemingly eternal struggle against one another and
have little to do with any other Clan. They are, effectively, wildcards and should be played as such. Other Oriental Clans can be
found at the sites listed in Other Sites of Interest section of the Prologue.

The Samurai
These individuals place honour and justice above all. This sense of morality and honour is embodied in the code, or Kahou, by
which they exist. The Code will be covered later.
The sole reason for the continued existence of the Samurai is revenge; they have made a vow to destroy the Kagemusha where
ever they may hide. In making this vow the Samurai have battled with the Kagemusha through time right up to the present day.
Some of the elders fear that this battle may never be won but do not view failure as an option.
The Samurai, when working in the field, appear, to all intents and purposes, to be human and are frequently confused as such. If
their aura is viewed they will appear to have any of the following:

Color Emotion Notes


Light Blue Calm Color for normal Hitokage Samurai
Grey Depressed They have been dishonoured
Crimson Enraged Master or Daimyo has been lost, a Ronin
Silver Sad Normally found in conjunction with Crimson
Yellow Idealistic Color for normal Saachaa
Gold Spiritual Color for normal Priestess

Some things to note about the Aura of the Hitokage Samurai are:
Although Diablerie is not common amongst the Hitokage Samurai, it is permitted to take the blood of the Kagemusha. This
does not show as the "Black Veins" described in Vampire: The Masquerade, but as glowing white veins in the background
color.
Colors are never Pale in a Hitokage Samurai. Instead they are brighter than would be seen in a mortal.
Ki may, on the surface, appear to be a kind of magic, but it isn't. The bright "Myriad Sparkles" described in Vampire: The
Masquerade are replaced by what appear to be small arcs of electricity, dancing over her body.
Nickname: Swordmasters (Amongst themselves, None to others)
Appearance: Appearance is not important to the Hitokage Samurai, but because of the long period of training that they receive
before they are initiated they will all look in the peak of physical condition, if a little pale.
Haven: The Hitokage Samurai do not have a haven as such. When they are in the field they will rest where they can. When not
currently engaged in operations, they will be in further training in one of the many temples across the world.
Backgrounds: The Hitokage Samurai choose their warriors with great care. Only those who demonstrate honour, integrity and
strength of spirit will be invited to join. These individuals are come by from the many Martial Arts schools that the Jin'ei run.
Backgrounds are covered in greater depth in Chapter Three: Character Creation.
Clan Disciplines: Kokuei, Celerity and Fortitude.
Clan Anomalies: Mastery of the Ki energy flow and its related disciplines. (Covered in Chapter Four). They do not fear that
which would cause them Final Death, Rothscheck is not applicable to these characters although fire still causes the same
amount of damage.
Weaknesses: The presence of evil or maliciousness can only just be tolerated. The goal of the Hitokage Samurai is to protect
the Ningenti-ki and their destiny. Self-Control rolls of varying difficulty may be required at the Storytellers discretion.
Organisation: The Hitokage Samurai are organised into a rigid hierarchical structure known as the Jin'ei. This is covered in
depth in Chapter Two: The Jin'ei.
Gaining Clan Prestige: Little store is set by the Generation of the warrior. However, a warrior who conducts herself with honour
and integrity will gain the respect of others within the Jin'ei. The ability to control the flow of Ki energy is also greatly respected
but only if it is used in a honourable manner.
The Hitokage Samurai have, what could be considered to be, an abnormally high Humanity for Kindred, which also causes
confusion amongst those who have no knowledge of the Hitokage Samurai.

The Kagemusha
These vampires are perhaps the most evil physical beings on the the face of the planet. They kill frequently and for no other
reason than fun. They view the Samurai as a mere inconvenience, nothing more than insects that occasionally get in the way of
their plans. This bloodline is vast and expanding all the time, they create vampires whenever they need pawns to fight their
their plans. This bloodline is vast and expanding all the time, they create vampires whenever they need pawns to fight their
battles with.
They deal with all forms of creatures; the more evil their motives the better they are thought of. They will initiate anybody they feel
will further their cause. Their mission is simple, to create anarchy amongst the humans and other creatures so that they move
themselves into positions of power. They will attempt to achieve this, whatever the costs. Unlike the Samurai, the Kagemusha
radiate absolute evil; they will send shudders down the spines of mortals, trigger Danger Sense in some Kindred, etc. Those
who have no knowledge of the Hitokage will inevitably put these feelings down to either the nature of the Kindred or some other
premonition, but it will not be long before the Kagemusha reveal her true nature. When discovered, frequently during feeding, the
Kagemusha will generally destroy these witness or flee if the odds are not one to one (they are not usually very courageous).
The Aura colors of these creatures are, again, slightly different. Although the basic color system is the same as described in
Vampire: The Masquerade, the background or base color is always Black: - "A shade of black so deep that your eye just kinda
slides right off it....". As these creatures are absolute evil it is not very likely that they have any of the nice Auras such as
Compassionate (Pink) or Love (Blue).

The Training
The training schedule of the Samurai is lengthy and rigorous. It takes many years before the elders will allow the new initiate to
participate in the machinations of the organisation.
The training is carried out by the Daimyo of the particular city when the human has agreed to her new destiny. The prospective
initiates are generally chosen from martial arts schools (many of which are run by the various Daimyo) for their honour and skill
and are usually in their late teens. She will generally have no living relatives.
Once she has agreed, her training is carried out in the temple under the strict supervision of the Daimyo and takes about ten
years. When the Daimyo is satisfied that the individual has gained enough knowledge, she is asked if she still wishes to join the
organisation. If she has changed her mind and no longer wishes to join the Samurai, the priestesses will erase the memories of
the past ten years and supply false ones along with documentation and alibis to cover any questions. This is done to preserve
the anonymity of the organisations and is not generally a problem as the Jin'ei own many companies throughout the world. If, on
the other hand, she still wishes to join the Samurai, she is initiated by the priestesses and her training restarts in order to
maximise her new abilities.
The whole training process is completed by a small mission. If she succeeds then she will become an operative within the
organisation. Failure is not an option, she must succeed or die trying.

The Role of the Hitokage in the World of Darkness


As previously mentioned, the Hitokage are spilt into two distinct factions. The role of the Kagemusha is quite simple: World
Domination. They believe that they will inherit the Earth and will stop at nothing to gain their absolute objective. They will slay
Kindred, Human or anything else that attempts to stop them. The Hitokage Samurai, however, exist only to destroy the
Kagemusha.
Despite the ferocity, timelessness and sheer scale of this battle, it has surprisingly evaded the rest of the World of Darkness.
Both factions of the Hitokage are careful to keep their efforts secret. They believe that if the war was ever revealed to the world,
it would create battles on other fronts -- something that both could do without.
The activities of the Kagemusha have, for the moment, been passed off as the careless activities of other lone groups of
Kindred -- many of which have been unjustly punished.
Both factions of the Hitokage have their own agenda (as described above). To find these vampires in mixed groups is very rare,
the Hitokage Samurai will join with other groups to perform specific tasks -- always keeping their true objectives a secret.
The Kagemusha, on the other hand, will freely mix with groups that they feel with further their objectives -- usually groups of evil
creatures whose motives are the same as their own. When the objective is reached the Kagemusha will invariably kill, destroy or
initiate the individuals involved, depending on how useful they are believed to have been.

Kahou (The Code)


"It is bad when one becomes two. One should not look for anything else in the Way of the Samurai. It is the same for anything
else called a Way. Therefore, it is inconsistent to hear something of the Way of Confucious or the Way of the Buddah, and
say that it is the Way of the Samurai. If one understands things in this matter, he should be able to hear about all Ways and
be more and more in accord with his own."
-- Tsunetomo Yamamoto (1659-1719)
These items are only applicable to the Samurai faction of the Hitokage as the Kagemusha have no Code and are distinctly
dishonourable.
The Code is sometimes referred to as The way of the bow and the horse, which is the ancient code of the mortal Samurai of old
Japan. The original code was un-written until it was converted into the Code of Bushido. The Hitokage Samurai still honour the
original code with some minor modifications to take their new beings into account. Due to these modifications it can no longer
be referred to as The way of the bow and the horse and is always referred to as The Code by the Samurai.
The term Honour is frequently misused in Western culture, often being associated with glorified acts of revenge. This is not the
true case. The true meaning has its roots in many different terms, but as far as the Samurai were concerned it meant to be seen
to and to and preserve honesty and integrity. The integrity of the character is the most important thing of all, to maintain good
character is admired because of the difficulty in maintaining it. True strength and discipline can be measured by her character.
True honour is never boasted about, neither is the skill of the individual. To boast of ones abilities will gain the disdain of others.
It is really up to the Storyteller to define The Code so it will best fit in with her game plans, but what has been mentioned above
must always be kept in mind. The Code must not be confused with the Rules of the Samurai.

The Rules
"To act in a dishonourable manner will only bring shame to ones self. The rules are there to protect the organisation, if they
are broken then you will be punished"
-- Nagumo Masotaka
Once again, these rules apply only to the Hitokage Samurai. On rare occasions the Kagemusha will prescribe a set of rules to
cover a situation, and on even rarer occasions they may adhere to them!
Always maintain the integrity of the organisation.
Never feed in the presence of others.
Never kill when feeding.
Always leave the human victim with some compensation.
Never initiate another into the organisation.
This is not intended to be a complete set of rules. It is encouraged that the Storyteller add to these as she feels necessary. The
five rules mentioned above, however, should not be modified or omitted.

The Destiny of the Hitokage


Everything has a destiny, from the smallest mouse to the largest whale. This is a philosophical way of looking at things --
especially the Katoku. The Hitokage Samurai believe that their destiny is to protect the various worlds from the influence of the
Kagemusha ("use a thief to catch a thief" as the elders would say.)
The Kagemusha are powerful and vast and the Hitokage Samurai are most certainly the underdogs. This does not seem to
deter the volunteers and, indeed, seems to provoke a certain feeling of pride to the fact that they are willing to make such a huge
sacrifice. The battle will rage between these two groups until one (or both) are destroyed. The Hitokage Samurai believe that the
victor must not be the Kagemusha, for it is thought that if they do claim the final victory, the world will be plunged into a war the
like of which has not been seen since pre-biblical time. The Hitokage Samurai still believe themselves to be monsters that have
no place in the world of the Ningenti-ki; they feed reluctantly and never kill when doing so.

Chapter Two: The Jin'ei


"When I was Initiated, it was no surprise to me. The Daimyo had told me what I would be going through; she was there for me
every step of the way. There was still pain, a great deal of pain, but I had been warned and I had had time to prepare myself for
this. The Initiation is not a death, not a change. It is an expansion, a growth. It allowed the Warrior that was within my soul to
come to the fore, to enter my body and mind. Now I am that Warrior and he need no longer hide from a world that didn't
understand his beliefs. The world doesn't need to understand anymore; I have my Jin`ei for that."
As mentioned in Chapter One, the Hitokage are divided into two factions, the Kagemusha and the Hitokage Samurai. The
following information applies only to the Hitokage Samurai faction, the reasons for this will become apparent on reading.
The Hitokage Samurai are organised into a very rigid structure; what makes this structure different from other Clans (especially
the Western Clans) is the power that it has over the individuals contained within. This structure is known as the Jin'ei and,
although relatively small when compared to other Clans, has considerable power and influence. The Jin'ei organisation is as
secretive as the Hitokage Clan and, again, has remained secret from most of the other Clans.

What makes this organisation very different from others that could be considered similar is the fact that it is not just open to the
Hitokage Samurai. Many different creatures make up the structure of the Jin'ei. The Hitokage Samurai automatically enter into
the Jin'ei, the choices that they made on initiation include this; no Hitokage Samurai is ever created if they do not wish to enter
the Jin'ei
The Chain of Command

The Shogun
At the top of the proverbial pile is the Shogun (details can be found in the Appendix of this book). She is approximately 1200
years old with an apparent age of mid twenties. Her seat is in Tokyo where the main temple of the Hitokage is located. Her task
is great; she must coordinate the battle against the Kagemusha and see that any interaction between the Hitokage Samurai and
any other Clans remains at a minimum. She is reputed to know the names, whereabouts and actions of every member of the
Jin'ei. In order to govern effectively, she is aided by her advisers -- they are next in the chain of command.

The Advisers
This group is where the anomalies start to occur. The advisers to the Shogun are not all vampires. The group is made up of
elder Hitokage Samurai, Mahou-tsukai (Mages), Jugenti-ki (Werewolves), Ningenti-ki (Humans) and the Children of Wu. These
advisers represent all of all the groups that have gained the trust of the Hitokage.

The Priestesses
This is a very mysterious and highly honoured section of the Jin'ei. Again, it does not consist of vampires only, although the High
Priestesses are all Hitokage Samurai. The full order is made up of individuals from the same groups that serve as the Advisers
to the Shogun. The final initiation of all prospective candidates to the Hitokage Samurai (known to Western vampire culture as
"The Embrace") is carried out by the High Priestesses. This section of the Jin'ei is not open open to male individuals (due to the
nature of Ki). The Priestesses also advise the Shogun directly on matters that may concern her.

The Daimyo
The Daimyo are in command of the various temples around the world. They do not reveal their existence to the Princes of these
cities, but they are the first port-of-call for all Hitokage Samurai when they first enter the city. They are responsible for the training
of all the new initiates in The Code, and the Way of the Samurai. They are generally Hitokage elders who do not wish the strain
of politics and prefer to pass their vast knowledge on to the novices. This section of the Jin'ei is open to all but is, as mentioned
before, mainly Hitokage Samurai.
The Daimyo will have Advisers and Priestesses similar to the ones that directly serve the shogun, but most of the orders will
come directly from the Shogun.

The Bushi
These are the initiates and newcomers to the Hitokage and Jin'ei; they are the foot soldiers and field operatives. This is where
everyone starts.

The Ronin
The constant battle that rages between the Hitokage Samurai and the Kagemusha has resulted in the destruction of many within
the Jin'ei. All of the previously mentioned groups will take an active part in the battle. It would not be honourable to ask someone
to do something that you would not be prepared to do yourself. When a Daimyo is lost, all the Bushi he was in command of
become Ronin -- leaderless. Most of these individuals choose to be absorbed into another city; the Shogun may request that
they become the new Daimyo and a few will destroy themselves (seppuku) believing that they have failed their master.
The remaining individuals will elect to remain as Ronin and will wander from city to city seeking out those who destroyed their
master. These Ronin are respected by the rest of the organisation for the choices they have made and are left to avenge their
master. They are always welcome to return to the Jin'ei when they feel that they are ready.

The Saachaa (Searchers)


There exists, in the Hitokage Samurai, a legend about the pain of the Hitokage and their most mourned los-s - their mortality.
Deep down, every single Hitokage Samurai wishes that she could become mortal once again. Each time they raise their Ki
measure they are granted seven days of mortality in order for the new energy to bond with their existing measure, and this only
serves to remind them of what they have lost.
The legend tells of a mystical item created by a powerful Mahou-tsukai the last time the two worlds (spirit and material) came
into direct contact. Using the power that was available at this time and the vast knowledge he had accumulated in his extended
life, he bound a huge quantity of energy to an artifact. Finally, he attempted to bind some of his own Ki measure to the already
dangerously powerful item.
Unfortunately the resulting explosion drained the life energy from every living thing in a 10 kilometer radius (including his own 150
staff who also had fairly high measures of Ki). After the devastation the only thing that remained in the crater was a rather
charred looking statue. The statue was taken to the local temple where it served as a ward (an artifact used to deter demons
and other off-worldly creatures) until about 10 BC at which point it was lost. Records detail that there was indeed something in a
small temple at Nara that could not be touched by any supernatural being, the records also list those Kindred who were
destroyed when they attempted to remove it.
"We assaulted the temple shortly after nightfall, twenty three of our best warriors. The Jinlui guards posed no threat to us and
we dispatched them quickly before they could raise the alarm. We entered the temple; the fools had left the statue in plain
view. Two of the warriors moved towards the item and attempted to take hold of it. The first howled in pain as brilliant shafts of
light burned through her body; the second disintegrated into a pile of ash almost instantaneously. Nobody else would place a
hand on that thing, too afraid of the consequences. We finally managed to Dominate a Jinlui into obtaining it for us who we
then sent into the wastelands of Tibet, never to be seen or heard from again."
-- Yakomo Watanabe. (Bandit Caitiff)
This is not the only account of the mysterious artifact, for 176 years later a Hitokage Ronin sent a letter to the Shogun of that
time. "Most Honoured Leader,

I bring you great news, that part of us that we mourn the loss of the most can be ours once again. I have found the lost statue
of the Mahou-tsuki Osaru and the rumours are true.
Before I left your service you allowed me to read the journals of the other creatures that I was liable to meet not least the
journals of Yakomo Watanabe. So it was with incredible trepidation that I reached out to the statue but at this point in time I
felt that I had nothing to lose. I find it difficult to describe the sensations as my hands met the surface; warmth, light, even love
cannot begin to describe what I was feeling. I remember a blinding light, then nothing. I awoke three days later, and I did not
feel at ease. I was cold and I felt hungry, I touched my head and it felt warm. It took but moments for me to realise that my skin
had not felt warm for over 150 years and the hunger was not for blood but for food. There was an old wound on my head, just a
scratch I must have sustained when I fell but it had not healed. I could not believe what my senses were telling me. I could no
longer see in the dim light, so I staggered out of the cave.
To my horror I found the sun high in the sky over my head, I took a deep breath and prepared for the worse, but I only felt the
warm caress of the sunlight on my bare arms. I had become one of the Jinlui, my quest was over.
It is because of this I write to you personally rather than spread the word through the network of the Jin'ei. Though it pains me
to write this, your quest is not yet over. You must defeat the terrible blight that is the Kagemusha and with this destiny I wish
you good fortune, and hope that this is accomplished swiftly.
I enclose a map of the location to the cave and leave it to your own discretion as to whom you inform. As for me, I shall live
out my new mortality teaching the values that I have learned whilst in you service."
-- Ikimo Yatasoko.
It is supposed that the measure of Ki within the Hitokage Samurai allowed the power in the statue to transform the vampire back
to human form but nobody is too sure of this point.
Shortly after the message arrived the Shogun mounted an expedition to recover the artifact, but when they arrived at the location
given by the map they found the cave to be empty and desecrated with black arcane symbols. Since then the Saachaa have
been endlessly searching the Earth for the statue, believing their destiny is to find it and restore the Hitokage to their human
form.

Formal Occasions
The Jin'ei are as fiercely traditional as the Hitokage Samurai that form its core, but as they are spread so far across across the
globe they very rarely get to meet with the others of the organisation. The Ikkadanran is virtually the only occasion where the
individuals of the Jin'ei meet together and discuss the most recent events of the war. Some also use the occasion to speak with
the Shogun directly.
This event is held in the main temple in Edo (Tokyo), and occurs when there is Total Lunar Eclipse (Blood or Sanguin Moon as it
is sometimes called). The term Blood Moon must not be confused with the Western term of the same name as to the Hitokage
Samurai it describes the color the moon turns when it is in eclipse.
The occasion is marked by a night of fasting for all members of the Jin'ei, not just the Hitokage Samurai. All members of the
Jin'ei are required to attend although individuals on field assignments are forgiven for not attending but still must observe the
fast.

The History of the Ikkadanran


It is said that on the day the Shadows split, the Sanguin Moon was high and that mysterious powers were present because of
this. These powers enabled the First One to resist the Beast long enough to carry his life force into the un-life. He resisted the
urge to feed for 24 hours and then, despite his fatigue, managed to return to his home. At first his wife refused to believe that he
had fallen prey to the Shadows, but by the end of the second day she had little doubts. Even though he was so close to final
death he did not attack his wife or anyone else for that matter. On the fourth day she realised that if she did not allow him to feed
he would perish, so she fed him, expecting nothing but death in return. She repeated this over the next few days, at which point
she died from the loss of blood. When the First One was finally strong again, he found his dead wife and vowed vengeance on
the Shadows.

Feeding
"When we drink of the Vitae, the Beast that will always dwell within us rises close to the surface. Long ago, our superiors said
that when we feed we must do so with all the honour and art of the tea ceremony. Only such a pattern will allow us to control the
Beast and control our own lives. When we drink, we are at our weakest, but not quite as vulnerable as the Western Kindred. We
are always aware of who and what we are, always!"

The Duty of Vengeance


"Revenge is such a small word for what we are going through. We do not hunt the Kagemusha for revenge; we hunt them
because they are a danger that needs to be destroyed. They are an illness that will spread and grow unless they are contained.
That is not revenge, that is as necessity."
The loyalty that a Bushi feels towards her Daimyo is great; after all she was responsible for the training and education of the
warrior and was, in all probability, the first point of contact that the warrior had with the Jin'ei. If the Daimyo is destroyed by
another (it is unimportant what type of creature perpetrated the crime), then all of the Bushi that were under her command are
entitled to avenge her death. In fact, it goes way beyond entitlement, it is the warriors solemn duty.
As mentioned in the structure of the Jin'ei, when a Daimyo is destroyed, all of the Bushi that were under her command become
Ronin. As this may be a considerable number of warriors, it would not be practical to have them all charging around attempting
to avenge one death. So a petition is sent to the Daimyo of the nearest temple with a list of all the offended warriors. From this
list, the Daimyo will select a number of warriors (the exact number depends on how much of a threat the perpetrator of the crime
is thought to be) who will hunt down the destroyer of the other Daimyo. This hunt will last until the individual (or the group) is
destroyed, however long it takes. The Shogun herself completed her hunt for the destroyers of the First One in the late fall of
1987, the battle between her and the final Kagemusha Assassin was, by all accounts, one hell of a fight. The Assassin was
finally destroyed in Vancouver with the pursuit lasting an unprecedented 1024 years. As can be seen from this, vengeance is
taken very seriously by the Hitokage Samurai.

Roleplaying a Jin'ei
"Remember child, your duty is not to yourself, not even to your Jin`ei. Your duty lies with the Samurai, with your Blood-Line. Never
let anything blur your vision; never let anything draw you from the path. Duty is a harsh task master; your Destiny will be hard, but
never turn aside. That way lies chaos and depravity; that way lies the path of the Kagemusha!"
As mentioned earlier, a character does not have to be a Hitokage Samurai to join the Jin'ei. The character does, however, have
to have led a virtuous life (or unlife). This itself can rule out most vampires. As a rough rule-of-thumb, a vampire with a high
humanity (at least 7) and a code of honour (1 point merit) and no other affiliation, could easily pledge themselves to the Jin'ei.
The player must be told of the rules and the Kahou and must adhere to them. If they stray from this they will be punished and the
Storyteller should not spare them from a grizzly end at the hands of other Jin'ei. Once the character has pledged himself to the
Jin'ei, he is not permitted to involve himself with the doings of his old Clan. He is, however permitted to aid his old comrades if
the Shogun or (more likely) the Daimyo believes that the cause is just, but he must keep his new role a secret.
It should be noted that the mastery of the Ki energy can only be taught to mortals and so characters who are already vampires
cannot learn it. This topic is covered at greater length in Chapter Four.
A Jin'ei must never lie, as detailed in the rules of Chapter 1, but the must also keep the Hitokage bloodline and the Jin'ei
organisation a close secret. This can be difficult to maintain, especially if questioned directly. The usual response to such
questions is to refer to the Jin'ei as "Associates" and as the existence of the Hitokage is currently unknown other players are
unlikely to ask any questions referring to that. The bottom line for anyone in the Jin'ei is the old quote "Say nothing, trust no one."
HITOKAGE
| Part One | Part Two | Part Three | Part Four |
By The Hitokage Production Committee

Chapter Three: Character Creation


This chapter deals with generating a Hitokage Samurai (Player) and a Kagemusha (Non-Player) character for the Storyteller
System. Both of the Hitokage factions have power; the Hitokage Samurai believe that their destiny is to destroy the Kagemusha
and other persecutors of the Ningenti-ki and thus use their power in this battle. The Kagemusha take little interest in the actual
war and prefer to use their power to cause chaos, so they can move creatures more sympathetic to their cause into positions of
authority (in both the World of Darkness and mortal society).

Kagemusha are included in this section for use as Non-Player Characters only. Any player wanting to play one, should be
strongly dissuaded as they are designed purely as a Nemesis for the Hitokage Samurai. Also the Kagemusha use the Sabbat
system of Callousness instead of Conscience and Path of Enlightenment instead of Humanity, as described in The Players
Guide to the Sabbat. Very few of the Kagemusha are disciplined in the control of the Ki energy (due to the immense quantity of
time required before initiation) but those that have control have chosen the Dark Path and are very dangerous individuals
indeed.

Character Concept
This stage is crucial in all Vampire chronicles and as detailed in Vampire: The Masquerade. The more care and detail you put
into this section, the more complete your character will seem. Unlike many of the Western Clans, the Nature and Demeanour of
the Hitokage Samurai are closely related. After all, in order to find peace with yourself you must first be true to yourself.

Concept
The vampires of the Western Clans often try to cling to their mortal concepts. In the case of the Hitokage Samurai they are not
very different. These warriors are chosen very carefully for their honour and integrity and this should be reflected in the choices
that the player makes.
The Samurai usually select their future warriors from Martial Arts or Kendo schools and individuals that show promise in the
control of the Ki energy. However, each future member is asked her opinion before starting a ten year apprenticeship where she
is instructed in the Way of the Samurai. Again it is up to the player to invent and interesting history for the character, details such
as who approached you and how did you first react can bring a spark of life to a character. The minimum age for a character to
be initiated into the Hitokage Samurai is 26, reflecting the long period of training.
The Kagemusha generally select their members from the streets or from members of a prominent Yakuza family. They are then
taught their place and left to do their masters bidding. A great many of the worlds leading Assassins are Kagemusha or Ghouls
of Kagemusha.

Nature and Demeanour


Some of the Personality Archetypes listed in Vampire: The Masquerade are a little unsuitable for this type of character, such as
Bon Vivant. This is Archetype shows that the character believes that life is meaningless, for the Hitokage Samurai life definitely
has meaning -- to destroy the Kagemusha. Some good choices for this type of character would be:

Director Judge
Survivor Traditionalist
Confidant Mediator

Complete descriptions of these can be found in Vampire: The Masquerade and The Vampire Players Guide and others may be
permitted at the Storytellers discretion. The Kagemusha can have any Nature, Demeanour or Personality Archetype the
Storyteller chooses.

Attributes
The Hitokage Samurai are trained to be the best warriors they can possibly be, the battle ahead requires this. The years of
training and experience gained in the temple bestow certain advantages over the Western Clans. They have 7 Primary, 5
Secondary, and 4 Tertiary points. Instead of the normal system of 7/5/3 split found in Western Kindred, Mages and Garou. Of all
the Attributes Social is probably the least important, with the exception of Appearance, which should be as close to normal as
possible to avoid attracting attention. Apart from this the player is free to allocate the points among the Attributes as she feels
necessary.

Abilities
There is no real preference as to the prioritising of abilities. However, all Hitokage Samurai are trained in the art of oriental
Swordsmanship (Ken-jutsu) to a high degree of proficiency. In order to reflect this, 3 dots must be allocated to the Melee skill
and the Speciality should be marked as Ken-jutsu.
Players may wish to use some of her points to develop a Martial Arts Skill and with the Storytellers permission (and help) this
should be OK. This is, however, not recommended for novice players or Storytellers. The Kagemusha have no real preference,
however they delight in destroying opponents from hiding or at a distance, so it is normal for these characters to have at least 3
points on the Firearms Skill. Some also choose to carry swords. In this case they would also need to allocate points in the Melee
Skill. Remember that both types of character may have specific advantages in using a sword.

Advantages
The mastery of the Ki energy is one of the most important things to the Hitokage Samurai; it is a way of life for them. All Hitokage
Samurai characters begin with 1 measure (point) of Ki which may be increased by spending Freebie points. It should be noted,
however, that increasing the characters measure of Ki in this fashion costs double the amount of points as advancing through
experience. In order to deter players from spending too many of their points the Storyteller should emphasise the fact that Ki is
very difficult to come by and insist on a full story revealing the characters exploits up to that date. Ki and its measures and
disciplines are discussed in greater detail in Chapter Four.
Due to the time and dedication that mastering the Ki energy takes, it is rare that a Kagemusha will have a significant (if at all)
measure but, some do.
The Hitokage Samurai are strictly forbidden (by the Shogun) to learn Thaumaturgy, follow any of its Paths or practice any of the
rituals. When (and if) the Hitokage Samurai is selected for promotion to Priestess, she may begin to practice Thaumaturgy, but
this is vastly different from the Thaumaturgy practised by the foul Tremere. The Kagemusha have no such restrictions and may
practice Thaumaturgy.
Both factions of the Hitokage have Clan Disciplines, just like their Western counterparts. These disciplines are Kokuei, Celerity
and Fortitude. It is rumoured that the Kagemusha also have another Discipline which allows them to manipulate the darkness
around them, but this is only a rumour. Or is it? The Hitokage Samurai must have at least 8 points of Humanity and a fairly high
Conscience, Self-Control and Courage. As usual, there are no such restrictions on the Kagemusha, however, Conscience is
changed to Callousness in a similar fashion to the rules found in The Players Guide to the Sabbat. In fact, many of the rules in the
Sabbat supplements can be adapted to suit the Kagemusha (they really are not nice creatures). Both the Hitokage Samurai and
the Kagemusha have 7 points to spend on their virtues, or lack of them as the case may be.

Backgrounds
The Hitokage Samurai commonly have the following backgrounds;
Allies: These are friends within the The Jin'ei. They can be anything from Martial Arts instructors to Kendo masters (Storytellers
discretion).
Contacts: The number of information sources the character possesses. These individuals are generally of Japanese descent or
from the family of the character. They could also could be servants or retainers who have served the character since their
initiation or even before that.
Mentor: This can be any anyone from the Jin'ei. They will help the character and develop connections to other branches of the
Jin'ei. The ratings for these individuals is as follows:

* Bushi
** Daimyo
*** Priestesses
**** Jugenti-Ki or Child of Wu
***** Mahou-tsukai

Resources: Wealth, Belongings, and Income, amongst other things can be listed but All must be from legitimate sources.
The Kagemusha have the following backgrounds: Mentor: Generally for a Kagemusha, this is the person who initiated her. She
is blood bonded, and must do whatever her master bids.
Resources: Wealth, Belongings, and Income, from any source, legitimate or otherwise.
Contacts: The people the Kagemusha control, and intimidate for information.

Disciplines
Many of the disciplines listed in Vampire: The Masquerade and The Vampire Players Guide are not available to either the
Hitokage Samurai, the Kagemusha. The table below lists the permited and forbidden skills of the west.

Animalism Unknown to both Hitokage Samurai and Kagemusha.


Auspex Unusual but permitted in Hitokage Samurai, unknown to Kagemusha.
Bardo Unknown to both Hitokage Samurai and Kagemusha.
Celerity Clan disciplines in both Hitokage Samurai and Kagemusha.
Chimerstry Unknown to both Hitokage Samurai and Kagemusha.
Daimoinon Unknown to both Hitokage Samurai and Kagemusha.
Dementation Unknown to the Kagemusha, forbidden to the Hitokage Samurai.
Dominate Very common amongst the Kagemusha, strictly forbidden to the Hitokage Samurai.
Fortitude Clan disciplines in both Hitokage Samurai and Kagemusha.
Melpomonee Unknown to both Hitokage Samurai and Kagemusha.
Necromancy Common amongst the Kagemusha, forbidden to the Hitokage Samurai.
Obeah Unknown to both Hitokage Samurai and Kagemusha.
Obfuscate Unusual but permitted in Hitokage Samurai, common to Kagemusha.
Obtenebration Unknown to Hitokage Samurai, unusual but permitted to Kagemusha.
Potence Unusual but permitted in both Hitokage Samurai and the Kagemusha.
Presence Unknown to both Hitokage Samurai and Kagemusha.
Protean Common amongst the Kagemusha, forbidden to the Hitokage Samurai.
Quietus Common amongst the Kagemusha, forbidden to the Hitokage Samurai.
Sanguinus Unknown to the Kagemusha, forbidden to the Hitokage Samurai.
Serpentis Unknown to the Kagemusha, forbidden to the Hitokage Samurai.
Thanatosis Unknown to both Hitokage Samurai and Kagemusha.
Thaumaturgy Common amongst the Kagemusha, strictly forbidden to the Hitokage Samurai.
Vicissitude Rare amongst the Kagemusha, strictly forbidden to the Hitokage Samurai.
Visceratika Unknown to both Hitokage Samurai and Kagemusha.

Finishing Touches
The Hitokage have a different number of Freebie points to spend on their characters. The Hitokage Samurai start with 21 points
to spend on their character, they also start with +1 on their Humanity, +1 onto their Melee (as mentioned above) in order to give
them the Speciality in Ken-jutsu. The Kagemusha, again, start with 21 points to spend, however they start with +1 onto their
Melee, and +1 onto their Firearms Skill.
The Point Cost for improving skills during the Character Generation phase are:
Points Cost Hitokage Samurai Kagemusha
Ki 4 x Current Rating 6 x Current Rating
Kokuei 2 x Current Rating 2 x Current Rating
Disciplines of Ki 2 x Current Rating 3 x Current Rating

The other items on the character sheet are advanced in the same way as for the Western vampires and are described in
Vampire: The Masquerade remembering the the Hitokage Samurai cannot, under any circumstances, have anything to do with
Thaumaturgy.

Spark of Life
The following section is here to further develop the Characters. In order to set your character apart from others, it is important to
devise clever and inventive histories and personalities. If this is done carefully and in detail, it will greatly enrich the roleplaying
experience. The Storyteller should be on hand to help less experienced players develop the characters personality and history
as, in the end, it is the ST that will have to deal with them.

Appearance
"True beauty comes from the soul."
What does your character look like?
Most Hitokage Samurai are of Japanese descent, however, the passage of time and the escalating war has necessitated
the recruitment of Westerners to the ranks of the Jin'ei.
How does she dress?
Modern or conformist to the old style?
How does she carry her sword?
Some of the Hitokage Samurai wear Trenchcoats while others wear cloaks.
These questions should be asked and answered before play, since it will give an added depth to your character. It will also help
you to build up a mental picture of your character before the Chronicle starts.

Contacts
"It's not what you know, but who you know."
How long has your character been in her current area?
Unlike most Kindred and other supernatural creatures, the Hitokage Samurai move among the Ningenti-ki, to better
counter the Kagemusha. This fact itself, provides the Storyteller with many story opportunities.

Outlook
"The future's so bright, I gotta wear shades."
What kind of personality does your Hitokage Samurai have?
Is she dark, moody, judgmental, etc.
What drives them, keeps them going?
The Hitokage Samurai are all driven, their purpose - to destroy the Kagemusha. But there are others in the World of
Darkness, many of which have battled with the Hitokage Samurai. Some of these creatures have slain Daimyo and as a
result have a number of Ronin pursuing them with a view to kill. Perhaps your character is a Ronin or a Saachaa. You
decide, its your character. It is unlikely that the Hitokage Samurai will have a sunny outlook, but, as mentioned above, they
are all driven individuals.

Quirks
"I was in the army you know."
Samurai are often very unusual individuals. Everyone is different; however, it is better to try and make your character unique.
These quirks help to define a character, take the above quote for example. This is from a Malkavian character that was run in a
Victorian London Chronicle hunting Jack the Ripper. As detailed in Vampire: The Masquerade, all Malkavian characters have
an insanity. This makes it easier to personalise this particular character to your own tastes. It can be a little more difficult to
accomplish with a Hitokage Samurai as insanity is unheard of -- the Jin'ei would just not initiate anyone who was mentally ill.
There are many other ways of giving your character a Quirk, just take a look at what you've written so far. If you still can't think of
anything then don't worry -- this section is not critical to the game.
If you do choose to use Quirks in the chronicle then pick interesting ones, but fears and phobia should generally be avoided, as
they would quickly be removed during the long schedule of training. See also the Merits and Flaws section to help develop your
characters quirks.

Merits and Flaws


The Vampire Players Guide introduced a system of Merits and Flaws, which is a method of really making your character seem
individual. Merits and Flaws are purchased just before you spend your Freebie points. They cost or give between one and five
Freebie points - i.e.. purchasing a five point merit would mean you had five less Freebie points to spend, while taking a five
point flaw would mean that you had an extra five Freebie points to spend. Merits and Flaws are also connected to Willpower, but
less so than the Nature and Demeanour.
A selection of Merits and Flaws are listed below many of which are listed in The Vampire Players Guide but you may find subtle
differences.

Kahou (Code of Honour)


[1 Point Merit]

The Kahou of the Jin'ei is what you live by and you accept that you may die by it also. You must have this; you have no choice in
the matter. See Kahou (The Code) in the Chapter One: Introduction. The rules are identical to those described in The Vampire
Players Guide except that The Kahou is already defined. All Hitokage Samurai automatically get this Merit at no cost.

Higher Purpose
[1 Point Merit]
Is it the war that drives you forward, or are you one of the Saachaa. Whatever the answer may be, it is the force behind your
direction and must not be ignored. The rules for this can be found in The Vampire Players Guide.

Intolerance of Tremere
[1 Point Flaw]
To all the Jin'ei, the Tremere are regarded as evil manipulators and the hatred of this group runs very deep. But your hatred is
not easily controlled; you feel compelled to destroy these individuals whenever you meet them.
This is not the same as the 1 Point Flaw - Intolerance that can be found in the The Vampire Players Guide. When the character
is in the presence of a Tremere, she must make Self-Control at Difficulty 6 every Scene they are in the proximity of each other.
Failure results in an immediate attack at +1 dice to the attacker. All Botches count as failures. Note that it is inadvisable to take
this Flaw if there are Tremere in the group, but then again, it's at the Storytellers discretion.

Vengeance
[2 Point Flaw]
The act of revenge is a sacred rite, but it does tend to mark the soul. You have had this obsession for so long you have nearly
lost site of the main objective. When the Shogun gave you permission for vengeance, you hoped that it would be over quickly,
but good fortune has not been yours. You must complete this task, and quickly.
The rules are pretty much the same as those detailed in The Vampire Players Guide but players should think carefully about this
one. Players unfortunate enough to be made Ronin automatically get this at no cost.

Mortal Retainer
[2 Point Flaw]
In your many years at the temple, you and one of the other prospective initiates became very close. She decided that her destiny
was to serve you as Ningenti-ki and as she and you trained together became even closer. It took a great deal of persuasion, on
her behalf, to enable her to stay human and fight along side you but she succeeded. She is Jin'ei and thus has the same goals
as you.
She would give her life to protect you as you would for her. If vampiric she will allow you to feed from her, but you will never cause
her any significant harm.
This, in many ways, could be considered as both a Merit and a Flaw. The Storyteller must be consulted before this Flaw is
chosen and, if she gives permission, will generate a Mortal Character in accordance with the rules listed in The Vampire Players
Guide and this book. In addition to this, the ST has control of the character.
As mentioned before, this character will be Jin'ei and must obey all of the Codes. The player character must protect the non-
player Human character at all costs. During combat, the player character must actively protect the Human (although she should
be capable of defending herself with a good degree of competence). If the Human is injured or killed in combat, the player
automatically spends her next 2 available points on the Vengeance Flaw; no permission from the Shogun is required. See also
Vengeance. If the player character is a vampire, she is permitted to feed from the Human, but she must never be harmed by this.
A maximum of 2 Blood Points (per 24 hour period) may be gained from using this method.

Hunted
[3 Point Flaw]
Your actions in combat have brought great success and honour to the Jin'ei. However, somewhere down the line a foe has
learned of your identity. Although you know she does not understand what you truly are, she has been hunting you since. She will
not give up until she has destroyed you and any you are in contact with.
Note that this is not the same as the Hunted Flaw listed in The Vampire Players Guide. The Storyteller should choose an
interesting foe, such as a Kagemusha Assassin, a powerful Mahou-tsuki, or even one of the hated Tremere. The foe should not
be impossible for the character to defeat, just difficult enough to make it the challenge of her life!

Acute Hearing
[1 Point Merit]
Your sense of hearing as always been exceptionally acute, and since initiation it has only got better. While you were training at
the temple, the instructors taught you to take advantage of this to such an extent that you can even hear the sound of muscles
tensing in an opponent.
The rules for this Merit can be found in The Vampire Players Guide but in addition to these, an extra initiative dice is given to the
user.
Suitable Merits and Flaws from The Vampire Players Guide.

Merits Flaws
Acute Sense of Smell [1 Point Merit] Color Blindness [1 Point Flaw]
Acute Vision [1 Point Merit] Nightmares [1 Point Flaw]
Common Sense [1 Point Merit] Mute [4 Point Flaw]
Concentration [1 Point Merit]
Lightning Calculator [1 Point Merit]
Time Sense [1 Point Merit]
Danger Sense [2 Point Merit]
Magic Resistance [2 Point Merit]
Natural Linguist [2 Point Merit]
Light Sleeper [2 Point Merit]
*
Werewolf Companion [3 Point Merit]
Fast Learner [3 Point Merit]
Calm Heart [3 Point Merit]
Iron Will [3 Point Merit]
Unbondable [3 Point Merit]
Destiny ** [4 Point Merit]
*A Jugenti-ki. A fellow Jin'ei. It is accepted by all other Jin'ei.

**Must be compatible with the teachings of the Jin'ei.

The full rules for Personality Archetypes, Merits and Flaws can be found in The Vampire Players Guide but care should be taken
in choosing the ones listed there and not here, so that they can fit in with the type of character that is the Hitokage Samurai. It is
important to remember that the Hitokage Samurai are not like their Western counterparts in many respects. It is not a character
for the inexperienced but for someone who seeks a serious challenge.

Chapter Four: The New Disciplines and The Measures of Ki


This section details the mysterious powers that the Hitokage Samurai (and some of the Kagemusha) possess. In Vampire: The
Masquerade, each particular Clan has its own advantages and disadvantages and the Hitokage are, in this respect, no different
from any other.
These powers in the hands of any other Vampire would be extremely dangerous, and it is generally this fact that forms the
opinions that the Hitokage Samurai have of the other Clans. These are detailed in Chapter Six. As detailed in the Chapter
Three: Character Creation. The Hitokage Samurai are strictly forbidden to learn and use any type of Magic. Some of the
younger Hitokage Samurai believe that this has something to do with the hatred that they feel towards the Warlocks of the
Kindred world, the Tremere.
The new disciplines, skills and the Measures of Ki are only permitted to the Hitokage Samurai; occasionally other members of
the Jin'ei are taught how to control the Ki energy that exists within all of then (as they are alive and they possess their Ki naturally)
and some of the skills can be used by them. The only members of the Jin'ei that are permitted to use magic are the Mahou-
tsukai, but then they cannot use Ki as the control will interfere with their Spheres of Influence.

The New Discipline


Kokuei

Ki
This is fundamental to all Jin'ei, not just the Hitokage Samurai. Ki is the energy that flows through all living things. In an untrained
individual, the energy is contained and unused. When the individual is trained, she can channel this energy to enhance her
normal physical and mental attributes. As this is a life energy it is often difficult to visualise how an individual who is no longer
alive can still master a flow of life energy. Indeed this has caused much debate among the Hitokage Samurai; the rest of the
Clan just accept this as one of the mysteries of the universe.
The mastery of Ki is taught to the initiates when they are still human -- it is part of their long, arduous training schedule. While
they are being initiated, they must meditate and remain in full control of their bodies. If panic sets in, it is said that the Beast
takes over and the human dies. The transformation is long and painful (taking anything up to fourteen days). During this time the
initiate must remain in meditation, her concentration must not be broken (Self Control, Difficulty 6 - Current Ki Measure to a
minimum of 3); if it is then the human will die. The pain of the transformation is something that the Hitokage Samurai will never
forget, but because of the training they have received and the meditation techniques they somehow retain that last vestige of
their mortal beings, the energy that is known as Ki. It is said that the Temple Priestesses perform some kind of ritual that binds
the Ki to the initiate when they die but only the elders know if this is true.
As this is a life energy, only the living can learn to control it, so mastery of this energy flow and its related disciplines cannot be
learned by other vampires.
Advancement of this mastery is a fairly complicated affair. The Samurai must return to the temple where she was initiated. The
Priestesses will then perform a ritual that will give the Hitokage her mortality back; the effects of this will last for seven days and it
is during this period that the free energy can bond itself to the existing Ki.
On the eighth day, the transformation automatically begins again and the Hitokage Samurai must endure a further fourteen days
of pain and suffering, much like the experience she went through when she was initiated. The mastery of this energy flow can
make the practitioner a truly lethal opponent. Ki, as in everything, has both negative and positive aspects. It is the decision of the
practitioner whether she uses it for light or dark purposes. However, in is impossible for a character with evil intent to become a
Hitokage Samurai; the long period of screening will see to this. As a point of note, female practitioners have a better
understanding of the Ki energy and hence, tend to be more versed in its uses.
Mastery of Ki occurs in 10 stages; each stage is given its own name and each will enable the character to become a very
powerful opponent. Only the first 6 measures are told to the prospective initiate, no Hitokage Samurai Bushi, Ronin, or Saachaa
currently exists with a measure higher than 6. When a character achieves measure 7 she is presented with a choice of
promotions. She may either become a Daimyo, a Priestess, or an Adviser to the local Daimyo. The first two of these promotions
will change the type of Chronicle that the character will be involved in. The Third promotion will result in the character effectively
retiring. Promotion is never refused and to attempt to do so would cause grave dishonour.
System: Ki is not a skill and is therefore not used like one. In fact, Ki is not "used" at all. The measure that the character
possesses is always present; no rolls are required (although dice may have to be rolled to accomplish specific tasks that require
Ki).
When the player wishes to advance her character's measure of Ki she must be removed from the current chronicle for twenty-
one chronicle days in order to to return to her temple of origin. She must then make seven Self Control + Existing Ki against a
difficulty of four. She must make at least two successes on each roll, for each botch subtract one Blood Point from the total. If the
Character's Blood Point total falls to zero then she is destroyed. If the concentration is broken then the ritual must be performed
again, from the beginning, when the character has gone back to her undead self. Ki is always advanced at twice the current
rating (i.e. to advance from measure 2 to measure 3 would require 4 points).
As Ki is technically neither a skill or a discipline in does not conform to many of the rules that govern these traits. One of the
more unusual aspects of it is that all measures are accessible whatever the characters Generation. Remember, from Chapter
One: Introduction, that the Hitokage Samurai set little store in the concept of Generation. A member of the Jin'ei always knows
her place. Much emphasis, however, is placed on the ability to control the flow of the Ki energy and it is this fact that usually
gains promotion.
Female characters (when using any abilities, attributes, etc that benefit from Ki at their current level) should re-roll any 10 that
appears as a benefit of their mysteriously special understanding of Ki. When a character achieves measure 7 she is removed
from the game as a normal character.

The Primary Measures of Ki

* Strength of the Mind


This is the first measure of control that is taught to the prospective initiate and is thus the measure that the new Hitokage
Samurai will have. With this measure, the practitioner can focus the Ki energy to gain better control over her own mind, not least
of which it can be used to control the Beast. It will also enable the character to control other emotions such as fear.
System: When the character has this measure she will get one extra die (per blood point spent) to add to her pool against any
of the Virtue statistics. If any roll is failed she will lose one dice from her pool against that particular Virtue for the rest of the
Scene. If, however, a roll is botched the character will lose one point off that particular Virtue for the rest of the Chapter. In
addition to this, an extra dice is added (at no cost) to the characters dice pool involving Mental Attributes.
** Strength of the Body
This, the second measure, will allow the character to gain greater control over her Physical Attributes. The energy can now be
directed through any physical action.

System: The character can add 2 further dice to all of her pools that involve Physical Attributes (Damage, Attack, Defence,
Dodge, etc). This also includes multiple applications such as a sword attack that consists of Strength + Melee. There are no
extra penalties for failures or botches.

*** Strength of the Soul


This is the final, physical measure of Ki. When it is present, the character is said to have finally tamed the beast. While this is not
strictly true, it does bestow the practitioner with many of the human attributes that the Hitokage Samurai so sorely miss. The Ki
energy now contained within the Hitokage Samurai could now be considered as being equal to that of the human soul and, as a
result of this, will be frequently confused as being human.
System: When this measure is present, the character will get an extra point to add to her Humanity (up to the maximum of 10).
Secondly, the character does not require to feed as often and will only lose 1 Blood Point per 2 days. Finally, due to the
confusion created to other Kindred, she is now impossible to dominate; any such action will be immediately apparent to the
Hitokage Samurai.

**** Speed of the Leopard


This measure of Ki will allow the character greater speed of movement and actions.
System: With this measure, the character will get 2 extra dice to add to her Initiative pool; she will also gain 1 further action per
round. Again, there are no extra penalties for failures or botches.

***** Power of the Whirlwind


This is much the same as Speed of the Leopard except that in addition to the effects described above, any character attempting
to ambush or otherwise sneak up on the practitioner will find it much more difficult to succeed.
System: With this measure, the character now gets another die to add to her Initiative pool and another action per round. If an
opponent attempt to ambush or sneak up on the character they immediately receive a -2 dice penalty to the roll. Once again,
there are no extra penalties to failures or botches.

****** Purposeful Direction


This is the first measure where the user can start to affect things external to her person. The Ki energy can now be directed into,
through, and otherwise around objects that the practitioner has physical contact with.
System: The player simply announces that she wishes to infuse an object with the energy and spends 1 point of Willpower. This
will give the object 1 extra dice to do whatever it would normally do. For example, any weapon that the user is in continuous
contact with (e.g.. her Katana) now gets 1 extra die to all of its rolls whether they be attack or defence. Ballistic, thrown, or
missile weapons cannot be infused as the moment contact is lost between the practitioner and the object the energy is
dissipated. A further example would be to infuse a piece of armour to add 1 extra die to its Soak roll. The effect will last either
until the contact between the practitioner and the item is lost or the end of the scene, which ever comes first.

******* Power of the Elementals


In the spirit world, there exist the spirits of Earth, Air, Water and Fire. These creatures are rather powerful and temperamental;
they are also notoriously difficult to control. They do not enjoy being called from their homes to do the bidding of others. The
Mahou-tsukai of the Jin'ei will always think twice about summoning these creatures unless there is someone present with this
measure.
The deeds of the Hitokage Samurai and the Kagemusha are well known to most of the denizens of the spirit world and will
usually serve the former if summoned. Each particular Elemental Spirit has power over their respective domains (Earth, Air, etc),
and each one his highly honoured and revered.
System: The Elementals in question must be summoned by a Mahou-tsukai. Once they are present the Hitokage Samurai may
ask the Spirit to aid them with a specific task, they will only help and never act on their own. Of course, they may refuse to help
the individual and do not have to give a reason. Communication between the two is carried out telepathically (the telepathy skill
does not have to be present for this to occur). The Storyteller should pay special note to the tone of the message that the
character gives, any disrespect should be punished at her discretion.
******** Power of the Darkness
To a Vampire, there are few fears. The Western Clans fear whatever will result in their Final Death. The Hitokage Samurai have
no such fears -- they have accepted their fate when they were initiated and they know that Final Death is their only release. This
aside, sunlight is a big problem. Many tasks could be accomplished with more ease if they were done in daylight. This measure
of Ki will allow the practitioner to absorb daylight, the energy provides a shield that protects the individual. When the Hitokage
Samurai comes into contact with the daylight, all the energy in the body of the practitioner now absorbs the sunlight. Because of
this, no power, discipline, or ability that depends on the Ki energy can be used until the character is removed from the light. An
unusual feature of this shield is that the practitioner appears to be in constant shadow, whereever she stands.
System: This power is automatic, as soon as the character comes into contact with sunlight the shield becomes active and no
vampiric abilities can be used until she is removed from the sunlight. No damage is incurred when a character possessing this
measure comes into contact with sunlight.

********* Power of the Void


There exists, between the various worlds, what is commonly known as The Void. The denizens of this area are the creatures too
foul to exists in the other realms, cast out by the others of their kind to live out their lives in the black nothingness that is The Void.
The Mahou-tsukai know this area and fear it greatly. Frequently, miss-cast summonings will result in these creatures being
brought to the caster.
In order to gain access to the worlds to communicate with the creatures that live there, the Void must be crossed. This is very
dangerous as the foul creatures that are imprisoned there will attempt to destroy anything that is unfortunate enough to be
caught. This measure will allow the practitioner to pass un-noticed through this area and contact with the other worlds is always
successful.
System: While this measure is not directly related to the Hitokage Samurai, they may occasionally have to contact the other
worlds, such as the World of the Jugenti-ki (beast men) or the spirits of the elements. Until this measure is reached, contact and
summoning has to be done by the Mahou-tsukai, but when the character gains this measure she does not require them and can
summon and communicate with them herself.

********** Lifeforce
Nothing is known of this measure other than legend. Nobody possesses this measure and there is considerable debate as to
whether it even exists. It is rumoured that the First One was the only individual to ever possess this measure and when he fell, he
took the secret with him. In all probability, someone within the Hitokage has knowledge of it.
Current thinking says that the Shogun does indeed know of it and its effects but to all knowledge, she has told nobody. Perhaps
when the time is right.
System: The Storyteller should be deliberately mysterious and evasive about this measure and its effects. Try to give the
impression that somebody, somewhere knows something. Rumours abound concerning this measure and its effects and they
should inspire hope in a Hitokage Samurai Warrior but fear in all others.

The Disciplines of Ki
This section details some of the most commonly used Disciplines of Ki. They must not be confused with the normal Disciplines
and so have their own section on the character sheet. In saying that, they are not unlike normal Disciplines -- they must be
purchased in a similar way except that to buy a new Discipline of Ki only costs 2 points. They are also advanced in a slightly
different manner (twice the current rating) but cannot exceed the current measure of Ki, i.e. a Discipline of Ki at level 2 cannot be
advanced if the practitioner has only Ki at measure 2. Everything else (including the Clan Discipline of Kokeui) is advanced in
the same way as described in Vampire: The Masquerade.

Settoku (Persuasion)
Requirement: Ki at Measure One or above.
Cost: None.
Description: The Hitokage Samurai are forbidden to Dominate a subject into serving them; the skill cannot be featured at all in
any of the Jin'ei. This single skill is the Hitokage Samurai' equivalent of the fore mentioned Dominate. It does not occur in stages
and its power is constant (i.e.. it does not get any more or less powerful). When used, the target is given a suggestion by the
individual. The target cannot be asked to do something that she would normally not do. The target must make a roll against her
Willpower at difficulty 5 + practitioner's Settoku (to a maximum Difficulty of 10) to avoid the effects. There are no rolls to be made
by the individual using this discipline. When the effect of this wears off (Storytellers discretion), the target will remember
absolutely nothing about the situation.
Example: After an altercation at a sushi stand in the Oriental section of Chicago involving the Hitokage Samurai, Chang and the
Kagemusha Assassin, Umi, the police arrive. As usual, Umi has long gone but Chang is not so fortunate. The two police officers
approach Chang. "What the hell is going on here?" asks the first officer as he surveys the carnage on the street. Noticing the
second police officer slowly reaching for her side arm, he reaches into his trenchcoat and pulls out a bubblegum card that he
had found a few weeks ago. "Good evening officers, I am special agent Hootie and these unfortunate civilians were murdered
by a vicious serial killer that I am attempting to apprehend." Using his Settoku discipline he manages to persuade the officers he
is who is says he is, instead of the bubblegum card the officers see an FBI ID card.

Kuchuufuyuu (Levitation)
Requirement: Ki at Measure Two or above.
Cost: 1 Point of Willpower.
Description: When the Mind and Body are in harmony, some truly amazing feats can be performed. Kuchuufuyuu is one such
feat. This particular discipline is not true Levitation but the effect is almost the same. Using it greatly extends the length a
character can leap, both horizontally and vertically. When combined with an ability such as Athletics or Martial Arts combat it can
be spectacular indeed. Other uses include vertically dodging an opponents blow, mid-air sword strikes (versus a character with
a similar skill) or even gently descending from a 10th storey while you pursuers plummet to their collective demise. The
practitioner cannot remain stationary in mid-air, he must always move. Creative use of this discipline is strongly encouraged.
Normal use of this discipline requires no dice roll; however, if the Storyteller decides that the action is particularly unusual she
may make the character roll against this discipline at a discretionary difficulty.

Ten'ichi (Translocation)
Requirement: Ki at Measure Two or above.
Cost: Special.
Description: This discipline was developed from the legendary skills of the Grand Masters of martial arts in ancient Japan. Now
lost and forgotten to most of the Ningenti-ki, only creatures of such ancient lineage as the Hitokage can still learn and practice it.
This version of the discipline is much enhanced over the ancient mortal skill as vampires can always move faster than their
human counterparts. It is still taught to the non-Hitokage members of the Jin'ei but is not quite as effective.
When this discipline is used, the user can instantly (1 action) transport herself to a given location in her field of vision, the
maximum distance shifted will be anything up to or equal to the rating of the discipline in meters. The character must roll versus
her Ten'ichi + Ki at a Difficulty of 4; success means that she has shifted to her desired location facing any direction she wishes.
In addition to this, the initiative roll of the opponent is automatically failed.
If, however, the roll is failed, the opponent gains initiative and the character will lose her first action and the character will be
shifted to another location (1 dice further than she wanted in the same direction). Botches count as failures with no special
penalties.
The cost of using this discipline is one Blood Point per meter shifted. For mortals and other non-Hitokage practitioners the cost
is a single action and the maximum distance is about two meters. This skill can be used in place of a Dodge and is much more
effective as it can place the individual completely out of target. i.e. The attacker will miss with the first action and waste the
second (if she has one) turning to face the targets new direction.

Ishindenshin (Mind Link)


Requirement: Ki at Measure Three or above.
Cost: 1 Point of Willpower.
Description: This is not unlike Telepathy except that it allows the practitioner greater access to the mind of the target. This
discipline will set up a link between the two minds. If successful, the practitioner can do any of the following:
Read the target's thoughts without her knowledge. Ishindenshin + Perception at Difficulty 5.
Sense the targets Nature without her knowledge. Ishindenshin + Perception at Difficulty 7.
Transfer the character's pain to the target, (she will feel as if she has exactly the same Health Level as the practitioner,
suffering all penalties that go with this. Note that this is an illusion so the health loss does not occur in reality although the
character will not know this). Ishindenshin + Manipulation at a Difficulty equal to that of the targets Intelligence.
Communicate with the target without the necessarily letting the target know who is talking. The voice that the character
hears will be her own until the practitioner chooses to reveal herself. Ishindenshin + Manipulation at a Difficulty equal to that
of the targets Intelligence - 1.
Other uses may be found at the Storytellers discretion.

Iyasu (Heal)
Requirement: Ki at Measure Three or above.
Cost: Special.
Description: This discipline will allow the user to heal the wounds of living creatures; vampires and other undead creatures
cannot be healed in this manner. Characters who have the Mortal Retainer Flaw usually learn this as soon as they are able.
In order to use this discipline the character must spend 1 point of Willpower for every Health Level of the target she wishes to
heal. She may heal a maximum number of Health Levels equal to that of her level in this discipline. Additionally, this discipline
can only be used once per day. If the creature has only recently died (to a maximum of 5 minutes), this discipline can be used to
"raise the dead."

Kyoueizou (Bilocation)
Requirement: Ki at Measure Four or above.
Cost: 2 Points of Willpower + 2 Blood Points.
Description: This particular discipline requires a great deal of concentration to maintain. When it is used a mirror of the
practitioner will appear at her side. It should be noted that this mirror is not an independent character and will follow all of the
actions that the real character performs. Any damage inflicted on the mirror will be taken (as normal) by the real character. Apart
from that, they are identical in every respect (same number of actions, etc).
If this discipline is used in combat (as it generally is), the practitioner still only makes one Attack roll but if successful, does get
another damage roll (same weapon, same target). This discipline is used with the sword but can be used with firearms but there
is no second damage roll -- it's for effect only. To use this discipline roll Ki Measure at Difficulty 7 - Kyoueizou.

Togameru (Aggravate)
Requirement: Ki at Measure Four or above.
Cost: 2 Blood Points.
Description: This discipline will allow all wounds caused by the sword to be Aggravated. The rules for Aggravated Wounds can
be found in Vampire: The Masquerade.

Soulblade (The Blade of Lost Souls)


Requirement: Ki at Measure Nine or above.
Cost: 5 Points of Willpower + 5 Blood Points.
Description: The Blades of the Lost Souls were a set of weapons created by an evil Mahou-tsukai about 2000 years ago. The
mage created seven blades in total, each with the ability to remove the life force from an opponent with a single blow.
When the mage created the weapons, he summoned seven powerful creatures from The Void and used his magic to imprison
them in the swords. Each time one of the swords was used, the evil inside would drain the energy from the target, leaving lifeless
shells that the mage could control. When the mage was finally destroyed, each of the swords were taken as far away as possible
from each other and buried.
Since then, three of the swords have been recovered. Two of these are in the possession of the Hitokage Samurai Shogun; the
where abouts of the other one is currently unknown. The Shogun knows the weapons of old and has vowed that they will never be
used again, but she is unable to destroy them as the spirits contained within would be released upon the earth. Without this
Discipline, the Soulblade cannot be touched -- to do so would result in immediate and final death.

These are only some of the disciplines associated with the Ki energy. The Storyteller and player (with supervision) should feel
relatively free to design new ones, but remember, this is an already powerful character, so use discretion and a little common
sense.

Ki and the Living


As detailed at the start of this chapter Ki is a living energy. The Vampires of the Hitokage must regain this energy over time but
the living possess it naturally. The full mortal measure of Ki is 3 (mind, body and soul), but they must still learn to control it, so
roughly the same system can be used to control it.
When a mortal starts the game with a measure of Ki, it is always at measure 1; points cannot be spent to advance this any
further during the character generation phase although it is advanced in the same manner as described earlier.
There are not very many mortals within the Jin'ei, so the Storyteller should use this information carefully. A full description of the
mortals within the Jin'ei will be dealt with in a later publication. Mortals can never advance their Ki any further than measure 3.
As vampires are supernatural creatures, the normal laws of nature regarding Ki do not apply. A mortal vessel (human) can only
hold a measure of 3; there just isn't enough capacity to store more than that. Vampires, on the other hand, have a far greater
capacity for storage than the humans. This follows, as they are, among other things, stronger and faster.
HITOKAGE
| Part One | Part Two | Part Three | Part Four |
By The Hitokage Production Committee

Chapter Five: Systems

Experience
"True knowledge comes through experience"
-- Unknown
The experience system pertaining to the Hitokage Samurai works in the same way as described in Vampire: The Masquerade.
The special rules for advancing the mastery of Ki are only slightly different and are covered in Chapter Four.

Healing
"If you cut me, do I not bleed?"
-- Shakespeare
One of the major benefits of Ki is that it can aid healing. When the control of this energy has reached measure 3, it is said that
the practitioner has gained a true mastery (mind, body and soul). When the user has this measure healing occurs the same way
as described in Vampire: The Masquerade, but at twice the normal rate. A form of natural healing is also possible. This is
detailed in the table below:

Health Level Time Required to Heal


Bruised 4 Days (96 Hours)
Hurt 12 Days (288 Hours)
Injured 4 Weeks (672 Hours)
Wounded 4 Months (2688 Hours)
Mauled 1 Year (8760 Hours)
Crippled Not Possible to heal Naturally

Combat
"The Samurai's life was like a cherry blossom's, beautiful and brief. For him, as for the flower, death followed naturally,
gloriously."
-- Unknown
The two factions of the Hitokage have a great many differences; combat is probably one of the most obvious. The Hitokage
Samurai have a long tradition of combat and generally prefer to keep to their traditional methods. They will always choose to
fight an opponent face to face ("If you have not the courage to face your foe, then you have not the courage to fight") usually with
their preferred weapon -- their deadly version of the Katana. Firearms and other weapons are permitted although rarely used
against anyone viewed as being a worthy opponent.
The Kagemusha however, will use any weapon they feel will get the job done. They, unlike the Hitokage Samurai, do not feel
compelled to face an enemy and frequently use long range weapons such as a Sniper Rifle to dispose of an opponent. They do
carry their own version of an ancient Ninja sword (the Ninja-to) but do not usually make use of it unless they are attempting to
intimidate a foe.
As has been discovered by many a Storyteller in the past, the combat rules detailed in Vampire: The Masquerade are not too
good for playing out detailed sword duels. When Hank Driskill and John Gavigan released their Highlander: The Gathering rules
supplement, they created what, in my humble opinion, is the best set of sword fighting rules I have come across. The location of
their site can be found in the Prologue: Related Material section of this document. As these rules do not belong to us we will not
reproduce them in full here. So go download it, you will not be disappointed!!
The Hitokage Samurai will always attempt to destroy an opponent by removing her head; after all it is one of the most efficient
ways of dispatching a vampire. In the lands of ancient Japan, the Samurai warriors would remove the heads of the warriors that
they defeated in battle. These heads were then elaborately preserved and mounted carefully on boards so that they could be
displayed to the Daimyo or Shogun. Each head had a small strip of paper attached to either the hair, which was now neatly
combed and pulled back into a high pigtail, or if no hair was present, as was the case with the fighting monks, one of his ears
would be pierced and the tag was thus attached. All defeated opponents were honoured in this fashion. Of course, this is no
longer practical as the head of a vampire will disintegrate very quickly after removal but this traditional method of finishing an
opponent is still very common.

Weapons
"When you think of the sword, of your blade, you must never think of it as a simple piece of metal for it is more, much more than
this. The blade is part of you although not in the physical sense. Think of it as a soul mate to you, a partner in your karma. Think
of it as a twin, a companion and a protector. And never, never let anyone touch the blade of your sword. The oil in a mortal's skin
can disrupt the delicate balance of the folded metal, weaken it to the stage where decay can set in.
"The blade will be yours for eternity if you treat it well. But remember to respect the killing power of what you hold. Never forget
that it is a weapon that can turn on you just as easily as it can protect you. There is a life within a sword, an essence if you prefer,
and this essence hungers for blood and pain, anyone's!"
As detailed in the Combat section, the Hitokage have their own version of the Katana. These weapons are forged by the master
blacksmiths and Mahou-tsukai of the Jin'ei. Each Hitokage Samurai is given her own Katana when she is first initiated. The
damage that these weapons can do in the hands of a skilled Hitokage Samurai is great -- greater than the Katanas of old could
do, even when wielded by a skilled swordsman.
These weapons take about six months of constant work by the blacksmiths and rituals performed by the Mahou-tsukai; they can
only be wielded effectively by one who is disciplined in Ki.
All edged weapons (swords, knives, etc) can be used to stake an opponent when wielded by any of the Hitokage. Only
successfully aimed thrusting attacks can accomplish this and the additional difficulty is at the Storytellers discretion.
The Hitokage Samurai are fiercely traditional; this leads them to use traditional weapons. As mentioned above, each Hitokage
Samurai is given her own Katana when she is initiated thus each will carry one until she is destroyed. The katana, however, is
not the only traditional weapon carried by a Hitokage Samurai. The player can, if she wishes, choose to carry any of the
weapons listed below. The set of weapons that a Hitokage Samurai will invariably govern how the player wishes to play her
character, and how other Hitokage and members of the Jin'ei will react to them. Non traditional weapons, though permitted, do
not carry any weight in the Hitokage Samurai society.

Traditional Weapons

Hitokage Samurai Katana


Single Handed Damage: Strength + 6
Two Handed Damage: Strength + 8
Difficulty: 5 (10 without Ki)
Description: This was the traditional weapon of the Samurai warrior in ancient Japan. The blade itself is about 1 meter long
with a slight curve towards the end. The weapon is perfectly balanced for either single of two-handed use. The Katana can be
used as part of a fighting pair combined with the Wakizashi (Short Sword).
Additional: Due to the Magic involved in its creation each Hitokage Samurai Katana will only function in the hands of the warrior
it was designed for. All other individuals attempting to use it, including those disciplined in the use Ki, have their attack
Difficulties raised to 10.

Standard Katana
Single Handed Damage: Strength + 5
Two Handed Damage: Strength + 6
Difficulty: 6
Description: This is that non-magical version of the Hitokage Samurai Katana and therefore has no additional quirks.

Tachi
Single Handed Damage: Strength + 5
Two Handed Damage: Strength + 7
Difficulty: 6
Description: This is the other type of daito (long sword). It is slightly longer than the Katana and is often worn on the back of the
warrior.

Wakizashi
Single Handed Damage: Strength + 3
Difficulty: 5
Description: The Wakizashi is rarely used as the primary weapon; most prefer to use it to complement the Katana in two-
handed combat. This weapon is a short, non-curved sword. Frequently used in the act of Seppuku (ritual suicide).

No-Dachi
Two Handed Damage: Strength + 8
Difficulty: 7
Description: This huge weapon was also carried by the Samurai warriors in ancient times. They look like very large versions of
the Katana they often compliment. These swords are just under 2 meters in length and are generally used with both hands. They
are a good deal slower that the Katana but highly effective in the right hands. This weapon can be seen in Japanese cinema,
with the more notable example being in the excellent movie The Seven Samurai. The other example was the principal character
in the animated tale Vampire Hunter D.

Iai
Two Handed Damage: Strength + 9
Difficulty: 7
Description: Another very large sword, this time measuring over 2 meters in length. They look very similar to the No-dachi
described above. The main advantage to these weapons is their length. Using them correctly will keep the opponent at too great
a distance for them to retaliate (add 1 to the difficulty of the opponents attack roll).

Kagemusha Ninja-to
Single Handed Damage: Strength + 5
Two-Handed Damage: Strength + 6
Difficulty: 6
Description: This was the sword carried by the Ninja assassins in old Japan and is pretty much the same appearance as the
Katana although there is less of a curve at the end.

Naginata
Two Handed Damage: Strength + 7
Difficulty: 6
Description: This pole-arm was less favoured by the later Samurai of Japan but was frequently carried by the fighting monks. It
consisted of a long shaft (approximately 1.5 meters) with a curved or straight blade at the tip taking the total length to just over 2
meters. This weapon is highly effective at both lethal and non-lethal attacks, the shaft provides an excellent parry against sword
attacks.

As mentioned above, other weapons are permitted but they must be concealable. These are detailed in Vampire: The
Masquerade and other White Wolf publications. The Kagemusha are permitted all weapons.

Sword Play
Sword play is more complex than normal combat, and deservedly so. To master combat with a sword of any kind takes many
years of hard practice. Sword fighting was a way of life and death to the Samurai of ancient Japan and hence oriental sword
combat is much more effective than anything that the West ever offered. It is also much more deadly.
The sword play detailed below is intended for use against an opponent who is also fighting with a sword. If the sword is to be
used against an opponent who is armed with some other weapon (fire arm, etc), normal combat procedures should be used
along with these moves but the sword wielder automatically gets an extra dice for her initiative pool (aside from any bonuses
gained from the use Ki). The Storyteller should keep in mind that a fire arm does not usually provide much protection against the
blow of a sword. Driskill and Gavigan's rules for initiative should still be used however, even though this will invariably mean that
if the character without the sword fails the first initiative roll she will be destroyed by the onslaught of sword blows from the other
character.
It should be noted that continual reference is made to Driskill and Gavigan's rules and methods of controlling sword play -- if you
do not have access to these rules then this section will not make much sense. We strongly suggest that if you wish to run
accurate sword play in a chronicle that these rules are downloaded, now!
The following is a brief version of Driskill and Gavigan's rules for sword combat and has been reproduced here with their kind
permission. As can be seen from this summary, sword combat is a lot more complex than regular combat. Vampire: The
Masquerade is not really a combat game; its strongest points are in the darkness and foreboding that the game can offer so
there should not be too many instances of this type of combat. However, these rules are recommended for detail and to enrich
the role-playing experience. When these rules are used with Driskill and Gavigan's characters they are usually the climax of the
story, the oriental sword combat moves will cause a great deal more damage than the moves listed in Highlander: The
Gathering and so the combat sequence should not last as long. Oriental sword combat will generally be over in three to four
bouts.

Sword Combat
(Copyright 1994 Hank Driskill & John Gavigan)
Stage One: Initiative
A sword combat round differs from the normal combat round in that it is only the time taken for one character to attack another.
This system splits sword combat up into a series of bouts. A bout is a series of rounds, during which there is no pause in
combat. At the start of a round, both players roll for Initiative. They then announce what their actions are going to be. As sword
combat is reactive (i.e.. you don't know what you are going to do until your opponent has done something) the player with the
higher Initiative must announce what he intends to do first.
Normally, the player with the higher initiative will decide to attack and, if so, her opponent must Block or Dodge. Alternatively, the
character who has won the Initiative may decide to perform some other kind of action, such as leaping onto a table, or he may
decide to wait and see what his opponent is going to do. In either of these cases, combat is stopped and they must begin
another bout.
A bout begins usually with both opponents facing each other with swords drawn. One player will then announce that she is going
to attack. Both players then make a standard Initiative roll (Wits + Alertness), against a target of 4. However, instead of deciding
who acts first (as this has already been declared), the difference between the two combatants number of successes achieved is
added to the dice pool of the player with the higher initiative.
Example: The Hitokage Samurai, Chang, is approached by the Kagemusha Assassin, Umi. They draw their swords and face
each other silently. Chang makes the first attack and makes an Initiative roll getting 5 successes. Umi rolls Initiative and gets 4
successes. Thus, Chang gets an extra dice to add to his attack roll.
After this initial round, Initiative is rolled as normal, but its role during the bout is slightly different that the one in normal combat.
The character with the higher Initiative gets to act first, presumably attacking, and the other character must defend. Both players
make their respective attack and defence rolls and that combat round then ends, and the combatants roll their Initiative for the
next round where the following modifiers apply:
The number of Actions that a character has. If the first character has 4 actions and the second has 2 then the character
with the highest number of actions will get 2 extra dice (the difference between the two figures) to add to her initiative pool.
The use of Ki at Measure 4 - Speed of Leopard. (See extra actions above)
If a combatant has successfully repelled an attack from her opponent she automatically gets 1 extra die to add to her
initiative pool.
For every 3 successes by which a combatant's attack/defence roll exceeds her opponents roll, she gains an extra dice to
add to the next Initiative pool.

Stage Two: Attack


To reflect the complexity of sword combat, and the fact that it's not just about hacking at one another until one dies, Driskill and
Gavigans' rules adopted a set of standard fighting moves. While it would be perfectly OK to use these, they do not fully reflect the
skill of Oriental swordsmanship. So these moves have been augmented by the list below.
The Attacking Moves are broken down into the name of the move, a brief description of what the move will actually do, the skill(s)
required to hit the target or Attacking Roll, the target for the Attacking Roll or Difficulty, and the Image for fleshing out the combat
narrative. The Blocking/Defence moves are listed in much the same way with the addition of Follow Through. This gives a list of
possible moves that could be executed if the defending player gains the initiative in the following round.

Attacking Moves
When a player gains the initiative (after the first bout) in sword play is always the attacker and so gets to choose exactly what
she does (whether it be making an actual attack or leaping onto a table for example). Hence these moves can only be used by
the initiative winning player. Men-uchi (Head Strike)
Description: This attack will attempt to deliver a blow from the end of the sword against the center of the opponents head.
Attacking Roll: Melee.
Difficulty: Weapon Difficulty.
Image: You raise your sword above your head and bring it down squarely on your opponents head.
Tenchin-uchi (Earth and Heaven Cut)
Description: This attack will attempt to move the sword from low station and slice the opponent using the full length of the blade
across the abdomen, chest and Neck.
Attacking Roll: Melee.
Difficulty: Weapon Difficulty + 1.
Image: With great speed you move your sword upwards from the ground cutting a long, jagged diagonal line rising up from her
abdomen to her chest, ending with a cut to the side of her neck.
Soto yokomen-uchi (Outside Strike)
Description: This attack will deliver a horizontal sweep across the abdomen of the opponent.
Attacking Roll: Melee.
Difficulty: Weapon Difficulty + 1.
Image: You bring your blade across your opponent's abdomen.
Uchi-chudan-uchi (Mid-level Inside Slash)
Description: This blow is useful if the opponent has just been blocked and is standing side-on with her weapon out of range.
Other than that it is much the same as the soto yokomen-uchi except that the cut is delivered to the side of the opponent.
Attacking Roll: Melee.
Difficulty: Weapon Difficulty.
Image: As your opponent is momentarily unprotected, you bring your weapon across the side of her body.
Omote-uchi (Descending Slash)
Description: This move will deliver a downward slash to the opponent's neck. The opponent can be decapitated depending on
the force of the blow. If the player decides to add force to her blow (by using the figures listed in brackets below) and achieves
enough Damage successes to drive her opponent to Mauled or below on her Health chart then the opponent is decapitated. The
extended damage (the figures in brackets) cannot be Soaked by anything other than Neck Guard armour.
Attacking Roll: Melee (+ Strength).
Difficulty: Weapon Difficulty (+2).
Image: Your opponent leaves herself open and you deliver a hard strike to her neck. (Decapitating her with a single blow.)
Age-uchi (Rising Slash)
Description: The move will deliver a blow to either of the opponent's arms. The extended damage (if successful) will amputate
the target arm and follow the same rules as above.
Attacking Roll: Melee (+ Strength).
Difficulty: Weapon Difficulty (+2).
Image: As your opponent turns to the side you deliver a blow to her arm. (Amputating it).
Kasumi-uchi (Up-From-Under Strike)
Description: This move will deliver a blow to the neck of the opponent. All rolls and effects are the same as those described in
Omote-uchi including those for Decapitation.

Blocking/Defence Moves
The player that looses the initiative roll must always defend; they have no choice in this. Whether this defence is to dodge or
block is up to the player herself. The following is a list of specific blocks, designed to counter specific attacking moves. A
successful parry always results in an extra dice added to the defenders next initiative dice pool.
Otoshi-uke (Dropping Block)
Description: This block will attempt to parry any blow that originates from the opponent raising her sword above her head such
as men-uchi.
Defending Roll: Melee + Dodge (+ Strength).
Difficulty: Weapon Difficulty (+1).
Image: As your opponent raises her sword above her head, you quickly side-step and raise your own weapon and block the
blow gently guiding your opponents sword to the ground.
Follow Through: While the attackers sword is blocked, tenchin-uchi should then be executed if the next initiative is gained. The
amount of time that the opponent's sword spends in the downward position will depend on the force of this block. It is up to the
player to decide how much force to use in the block; if this block is used with strength then the Defending Roll and the Difficulty
should use the figures listed including those in brackets. For general use the bracketed figures should be ignored.
If the player chooses to use her characters Strength to add force to the block and gains 3 more successes in the Defending Roll
(and then goes on to win the initiative in the next bout)then two Damage rolls should be made as the character gets a free hit.
Barai-uchi (Slide Block)
Description: This block is again useful for blocking blows that originate from the opponent raising her weapon above her head
such as men-uchi. It will block the attack and the attackers sword will slide down your blade ending up at your waist.
Defending Roll: Melee + Dodge.
Difficulty: Weapon Difficulty.
Image: As your opponent's weapon begins to fall, you raise the hilt of your sword to head height with the blade facing down over
your shoulder. The attackers blade slides gently down your own to waist height.
Follow Through: If the initiative is gained in the next bout, a men-uchi should be executed.
Nagashi-uke (Sweeping Block)
Description: This block will sweep your opponent's sword out to the side leaving her side exposed. Useful against mid-level
strikes.
Defending Roll: Melee + Dodge
Difficulty: Weapon Difficulty.
Image: As your opponent sweeps her weapon around, you step back sweeping your own weapon round and moving her out of
the way.
Follow Through: As your opponents weapon is now to the side a uchichudan-uchi could now be executed.
Ukenagashi: (Warding Off Block)
Description: This block involves the defender dropping to one knee and raising the sword above her head, catching the
descending blow from the attacker.
Defending Roll: Melee + Dodge
Difficulty: Weapon Difficulty.
Image: As your opponents sword begins to fall your drop to one knee, raising your sword to block the blow.
Follow Through: Tenchin-uchi would be a suitable follow up if Initiative is gained in the next bout.

Paired Weapon Combat


This type of combat was the speciality of the Samuari of ancient Japan. Although these are cannot be truly considered as purely
attack as they consist of both defence and attack.
Each of these moves contains a number of combinations, hence the Damage factor, and it should be noted that blocking all of
the attacks is much more difficult than normal and occasionally impossible.
If the opponent also has two swords then the Difficulty (of both Attack and Defence rolls) that player makes should be raised by
1. If, however, the opponent has only one sword then the Difficulties should be raised by 3. Each of these moves takes only one
bout, regardless of the number of attacks that they seem to contain.
Nito-tasabaki-giri (Two-Sword Spinning Cut)
Description: This is a truly devastating attack using the paired weapon combination of the Katana and Wakizashi and is usually
used if the character with only one weapon attempts to make a men-uchi. The shorter of the two weapons (the Wakizashi) is
used to block an incoming blow, the character then turns slightly pushing the attacker blade away and uses the Katana to
execute a slash to the opponents neck and finally spinning around and delivering another slice to the opponents neck with the
Wakizashi. Whilst being a very damaging attack, decapitation can not occur.
Attacking Roll: Melee + Dexterity
Difficulty: Opponent's Dodge
Damage: Katana + Wakizashi
Image: With incredible speed your block your opponents blow and spin round delivering a slash to your opponents neck, first
with the Katana and following with the Wakizashi.
Nito-juji-nagashi-uke (Two-Sword Cross Sweeping Block)
Description: Again, this is normally used if the opponent attempts a men-uchi or some other high level strike. The two swords
are crossed and catch the opponents blow in the cross. The opponents sword is moved down to your side with the Katana and
the Wakizashi then delivers a diagonal slash to her neck. Decapitation is not possible.
If the opponent has only one sword the slash from the Wakizashi cannot be blocked but it could be Dodged.
Attacking Roll: Melee + Dexterity
Difficulty: Opponent's Dodge
Damage: Wakizashi
Image: You catch your opponents blow with your crossed swords, directing her sword away you slice a jagged cut to the side of
her neck.
Tsuki (Thrust)
Description: As above, this move is normally used if the opponent attempts a high level strike such as men-uchi. The opponents
blow is blocked and before she can react further a thrusting attack is delivered from the Wakizashi.
Attacking Roll: Melee + Dexterity
Difficulty: Opponents Dodge

Damage: Wakizashi (Any armour is half as effective at blocking this blow)


Image: Deflecting your opponents blow you pierce her upper body with your Wakizashi.

These three examples of Two-Weapon combat are not the only ways in which a character can use paired weapons. With
common sense and the Storytellers discretion, more combinations are possible.

Dodging
On some occasions, it may be necessary to dodge a blow rather than parry or block it. On these occasions, the target rolls her
Dexterity + Dodge against a target number of 6. The successes on this roll are subtracted from the successes of the attacker. If
the attackers successes are eliminated, the target manages to dodge the blow.

The moves listed above are not intended to be absolute law, remember that there is only one rule in Vampire: The Masquerade.
and that is that there are no rules. Neither do they propose to be a complete and total list of Oriental Sword Combat (as they are
far from that). Players are encouraged to make further reading of the books listed in the Prologue section is they wish to add
these moves.

Special Case Rules


This set of guide-lines should be followed if the two characters do not both have swords. In these cases the character who is not
armed with a sword is generally at a disadvantage. The following things should be kept in mind:
The number of actions that a character has, controls the number of initiative dice that the player should roll. This is the
same as the rules detailed above for general sword combat.
The player with the sword automatically gets 1 extra dice to add to her initiative pool.
Medium size weapons can be used to block a blow from a sword but if they are, they cannot be used to attack in the next
round.
All blocks carried out on a sword with another weapon type are done using the characters Melee at a target difficulty that
depends on the weapon size. (See the bottom of chart below)
If a weapon successfully blocks a blow from a sword then IT takes the damage that would normally go to the person
holding it. (See structural Damage Capacity tables at the end of this section)
The Hitokage Samurai Katana cannot be broken, due to the magic involved in its creation.
As mentioned above, if an opponent attempts to block a sword blow with another type of weapon and succeeds, the weapon's
Structural Damage Capacity or SDC (Health Level for a gun if you like!) is reduced. If this figure is reduced to 75% of its total the
fire arm will not longer fire (in fact it will explode it firing is attempted), and if the SDC is reduced to 50% of its total then the
weapon is destroyed. Weapons cannot soak damage. Below is a sample of weapon SDCs. This is not a complete list and
more figures can be worked out quite easily by using these samples as guide-lines. These figures are based on the materials
and construction techniques used with each weapon. Remember that no weapon below Medium size can be used to block a
sword blow.
These weapons are fully listed (except the SDCs) in the The Vampire Players Guide
The Structural Damage Capacity of Selected Ballistic Weapons.
Weapon Name Weapon Type Size SDC
Revolvers
Ruger Redhawk Pistol Medium 14
Light Sub-Machine Guns
Mini Uzi Machine Pistol Medium 16
HK MP5 Sub-Machine Gun Medium 17
TEC9 Sub-Machine Gun Medium 17
Spectre Sub-Machine Gun Medium 17
Calico 950 Sub-Machine Gun Medium 18
Heavy Sub-Machine Guns
Uzi Sub-Machine Gun Medium 20
Thompson M1928 Sub-Machine-Gun Large 23
Rifles
Remington M700 Hunting Rifle Large 29
Ruger 10/22 Hunting Rifle Large 29
Browning BAR Hunting Rifle Large 30
Remington M740 Hunting Rifle Large 29
Weatherby Mk V Hunting Rifle Large 29
Military Rifles
Steyr AUG Assault Rifle Large 31
M16 A2 Assault Rifle Large 30
Famas Assault Rifle Large 33
AK-47 Assault Rifle Large 35
AK-74 Assault Rifle Large 34
SA-80 Assault Rifle Large 29
M-14 Assault Rifle Large 32
HK G3 Battle Rifle Large 29
FN FAL Battle Rifle Large 33
Shotguns
Ithaca Military Shotgun Large 31
Remington 870 Hunting Shotgun Large 25
Mossberg M500 Hunting Shotgun Large 28
Fianchi Law 12 Automatic Shotgun Large 28
Benelli M-3 Super 90 Automatic Shotgun Large 29
SPAS-12 Automatic Shotgun Large 25
Remington 1100 Automatic Shotgun Large 30
USAS 12 Automatic Shotgun Large 35

(Medium means that it can be concealed in a Trenchcoat and Large weapons cannot be concealed at all) Large weapons will
Parry/Block a sword blow at Difficulty 6, Medium weapons will do the same at Difficulty 8.

Stage Three: Resolution


Damage is resolved as normal -- The attacker rolls the Damage dice pool for the particular weapon and attack, against a target
number of 5 (this is different from the number listed in Driskill and Gavigans Highlander: The Gathering), each success causing
the target to lose a health level. The target makes a soak roll, rolling her Stamina at Difficulty 6 and subtracting this from the
attacker's Damage roll.

New Armour
The armour that the Samurai of ancient Japan wore were effective and ornate, constructed by craftsmen to the highest quality.
These suits of armour were made of traditional materials such as leather and alloy metals. Both the materials and appearance
of the armour worn by the Hitokage Samurai, largely dictated by the need to secrecy and anonymity. The traditional armour
would be very noticeable in the world of today so the large plates and suits of old have been replaced by armour that is
concealable under cloaks, trenchcoats, or whatever the individual chooses to wear. Most of the rules for the use of these armour
pieces are identical to those found in Vampire: The Masquerade but the armour listed here has no movement, action or related
penalties.
Each armour piece is designed to protect a specific area of the body as in Oriental Sword Combat, specific areas of the
opponents body. Some of these items do not actually function as armour but will enable the wearer to Block or Parry a weapon
blow.
Armour Name: Kote (Sleeve Armour)
Protection Type: Armour/Parry/Block
Protection Area: Lower Arm, Hand (Excluding Fingers)
Description: The kote was originally designed as just another part of the Samurai's formidable suit but with modern materials it
has become much more. It looks like a long, fingerless gloves, with large plate scales along the back. These scales are now
made of Titanium alloy -- very light and incredibly strong. The kote will function first of all as armour for the specific location
(Armour Rating: 4). Next it will function as a way to Parry (move) an opponent's blow (and hence the weapon) out of the way
(Skill: Melee + Dexterity, Difficulty: 4) in which case it cannot be used to Soak if the Parry is failed. Finally it can be used to flat
Block the blow (Skill: Strength + Dexterity, Difficulty: 5) and again cannot be used to Soak Damage if the Block fails.
Armour Name: Shikoro (Neck Guard)
Protection Type: Armour
Protection Area: Neck
Description: The original shikoro were attached to the helmets that the Samurai of old used. Since wearing such helmets would
be conspicuous to say the least some other way of protecting the neck had to be found. The craftsmen of the Jin'ei eventually
came up with a design that fitted on the shoulders of the wearer and it extends to the neck. It can be safely concealed under the
collar of just about any coat. Wearing this piece armour will prevent decapitation from occurring; the damage is Soaked as
normal.
Notes
The two items listed above are about the only semi-traditional pieces of armour left in use. Full traditional armour is, however,
worn on ceremonial occasions and when the Hitokage Samurai is granted an audience with the Shogun.
This Hitokage Samurai also have their own versions of standard armour such as Flak Jackets and Ballistic Vests. These items
only look slightly different from their Western counterparts and there Armour Rating is identical to those detailed in Vampire: The
Masquerade but, as mentioned before, have no penalties attached to them. These special items of armour are only available to
members of the Jin'ei and are not purchased. When creating the character, the Storyteller must decide whether or not to allow
her to have these items.

Other Combat
In ancient Japan, the wearing of the two swords was forbidden to all but the Samurai class of warrior. But not all Samurai served
honourable masters and, indeed, some of the Daimyo of this time were responsible for some of the most heinous of crimes. In
response to this, the villagers and towns people learned to use their farming tools as weapons and to fight unarmed with
sufficient skill to defeat an over-confident Samuari warrior. This was the birth of what the West has come to know as the Martial
Arts. A brief summary of some of these weapons is given in The Vampire Players Guide. As the use of these weapons has
been perfected over the many centuries, it is recommended that the Storyteller creates separate martial arts skills. For any
Storyteller wishing to employ Unarmed and Armed Martial Arts Combat a list of suitable reading material is supplied at the foot
of the Prologue. In the West combat amongst vampires is sometimes carried out with tooth and claw. Such conduct is viewed as
distinctly dishonourable and is hence not permitted.
HITOKAGE
| Part One | Part Two | Part Three | Part Four |
By The Hitokage Production Committee

Chapter Six: The World of Darkness

Attitude Towards Others


"Knowledge is power."
-- Bacon
During the past 1200 years, the Shogun of the Hitokage Samurai has accumulated a vast quantity of knowledge concerning the
other clans, organisations and individuals of both the World of Darkness and the World of Light. Information is a key weapon in
the arsenal of the Hitokage Samurai. Wars are frequently lost through ignorance and under estimation of the enemy. The
information is largely un-biased and generally regarded as the most comprehensive in the world.
When an individual is initiated, she is taught what each of the other Kindred groups stand for along with their beliefs and
philosophies. The various groups are, where possible, broken down into each of their component members and separately with
thediscussed initiate. By the time they are ready to undertake their first mission, they are well versed about what to expect from
the other individuals they may come across.

The Camarilla
"The Jyhad is a fool's game. The Clans, as they call themselves, struggle amongst themselves, scrape and dig for power
that they will never have. And while they are doing this, they ignore the true enemy. The Kagemusha are amongst them, they
are using them, and still the Kindred don't notice this. Are they so blind that they don't see, or are they so blind that they don't
care?"
The Hitokage Samurai have little patience with most of the Clans of the Camarilla. The constant power struggle between these
Clans and their complete lack of respect for the Ningenti-ki and their destiny causes a great deal of concern to both the Jin'ei
and the Hitokage Samurai alike. While they will not go to the extent that the Assamites have, they will not tolerate the wanton
destruction of the Ningenti-ki if it is seen. The Hitokage Samurai firmly believe that the Camarilla will eventually destroy itself.
Brujah: These anarchists are truly dangerous. Their efforts to overthrow their own establishment is only serving to make the task
of the Kagemusha easier. Their only saving grace is perhaps their skill and philosophies of combat. Many of these individuals
have been destroyed fighting for what they believe in; they never yield and they must be respected for this as it is honour, even if
they do not view it as such.
Caitiff: These individuals must be pitied for they have no purpose or direction. For someone to create such pathetic creatures
must take immense malice and evil. Their general ignorance forces them to serve others, often as nothing more than
expendable pawns. We cannot interfere with their destiny, although it causes us great pains to see them exploited and
subsequently destroyed.
Gangrel: These creatures are largely honourable and their trust of the Jugenti-ki can only be a good thing. They seem to have
little to do with the rest of the Camarilla, living solitary existences. But they still feel the need to create others of their kind,
frequently leaving them to fend for themselves. Although this is infrequent, we cannot condone these actions. Aside from this,
they are probably the most honourable of all the Camarilla.
Malkavian: To persecute these creatures for their insanity would bring grave dishonour, but their attitudes and actions frequently
contradict one another. We have witnessed actions performed by these individuals that could not possibly have come from the
minds of the insane. From this, we have drawn the conclusion that they are not as insane as they pretend to be. If they are
indeed telling untruths, these lies must be so complete that they believe them themselves. Their foolish pranks have gained the
distrust of many in the Camarilla; fortunately we are not so dead as to have lost our sense of humour, provided that the jest has
not resulted in the deaths of others.
Nosferatu: The knowledge that these beings possess could result in the destruction of the Camarilla, but they choose to impart
this knowledge carefully and for this they must be respected. We do not trust them entirely, our information vastly exceeds theirs
and to place even some of it with them would jeopardise our own destiny.
Toreador: These are truly worthless wretches, obsessed with luxury and material possessions. When all is said and done, these
creatures are too wrapped up in their own hedonistic values to be of any use or threat to us. Their destiny lies in flames, but they
are too foolish to realise this.
Tremere: It is said that true hatred is timeless; if this is true then none deserve it more than these twisters of reality. They boast
that they are the true saviours of the Kindred but they are nothing more than scum. They have denied their true destiny in their
endless quest for power. If they do not destroy themselves, then we must accomplish that task. We know more about them than
they know of us and we must be careful to maintain this, for if these evil manipulators knew how much power we hold they would
surely try to gain it for themselves. Some of the Clan Elders have limited knowledge of us and this causes us continual concern.
Although this knowledge is very limited, we have no idea how they came by it. They are second only to the Kagemusha in
gaining our contempt and hatred.
Ventrue: It is relatively common in Kindred society for the quest from power to become all consuming and it is because of this
that they are so dangerous. They are continually manipulated into doing the bidding of others on a promise of greater power, yet
still they remain oblivious to this fact. The Kagemusha constantly use this Clan when they cannot find anyone else foolish enough
to act for them. They will be their own undoing and we will not interfere with this destiny for it is what they deserve.

Other Clans
There are many other clans who claim to be independant and frequently in direct opposition to the Camarilla. The Hitokage
Samurai have, again, come into contact with most of them.
Assamites: We have fought many battles with these creatures. They were among the first of the Western Clans to reach our
shores. Their original goal was one of great honour; to protect the Ningenti-ki, they prey on the predators.
Thankfully, they have gained greater understanding of our organisation and its purposes and although this understanding is
limited, their attacks on us have ceased. They are powerful warriors and we respect them for this and the fact that they fight with
honour. In centuries passed we have depleted each others numbers significantly in meaningless battles. Meaningless as we
both have the same purpose; we both now understand this. We will not interfere with their destiny, provided that they do not
interfere with ours. It seems strange that we have found many allies amongst this group, our only fear is that we may, someday,
have to repay the favour -- if indeed they view it this way.
Followers of Set: They worship a Great Old One and enslave anyone who challenges their beliefs. If our information is correct,
they appear to be awaiting the time when their Great Old One returns to this realm of existence. Who do they think he will feed
upon when he arrives? For the most part these individuals can be viewed as fairly harmless fools, but we will continue to observe
them for the time being, for there is always the possibility that they are correct.
Giovanni: These despicable beings have no respect for the souls of the dead, yet they give the impression that they are
harmless, respectable beings. Do not be fooled by the facade; evil runs deep within their hearts and minds. It is hoped that they
will destroy themselves before they can cause much damage, but this is becoming increasingly unlikely. Some say that they are
close to learning the Truth but the real truth is that they have lost their way, and the path they now follow will lead to their
destruction.
Salubri: Our records show that these individuals are possibly the most unusual of all the Western Clans. The are mercilessly
hunted and persecuted for their beliefs, but it is these very beliefs that will save them from the terrible destiny that will claim the
rest. They are very small in number and we fear that they teeter on the brink of oblivion. We honour them for the choices that they
make; they feed only when required. They care little for power and view their own existences as torture. Though we do not hold
with their belief that Golconda will provide true enlightenment, they end their existences shortly after achieving this. Out of all the
Western Clans, it is the Salubri who we feel that we will share the secrets of The Ningen-noso with when the Saachaa finally
return from their quest.
Daughters of Cacophony: A strange groups of creatures indeed. As far as we are concerned, they share far too many
similarities with the dreadful Toreador, Both Clans will undoubtedly share the same fate, and this is nothing more than they
deserve.
Samedi: We know this Clan to be young, but their lack of experience has not prevented them from becoming truly powerful and
fearsome opponents. On the occasions when we have come into contact with them, their mere presence has caused our
warriors considerable damage. The energy trapped within us provides us with some degree of protection against these
creatures; we have heard tales of them reducing other vampires to rotting piles of flesh with the minimum of effort. We know that
they have some knowledge of us but we believe this to be minimal verging on nothing more than rumours. We must keep it this
way, at least until we have a better idea of how to fight them.

Other Groups
Sabbat: This is a truly dangerous group, and are possibly the most evil of all the Western Clans. Although we have had little
contact with these individuals, we know them to be diabolic fiends. The Kagemusha will often run secretly with Sabbat Packs;
they enjoy their murderous rituals and behavior. They show almost as little respect for the Ningenti-ki as the Kagemusha. They
are a tightly organised group who are very powerful. Doubtless we will have to deal with them once again, but for the time being
we must only do what we can to preserve the destiny of the Ningenti-ki. Inconnu: Few of our number have come into contact
with these beings. They are reserved and secretive, and take little to do with the affairs of the lesser Western vampires. They are
old and powerful and must be treated with extreme caution. Our old order was known to a few of the oldest of their kind and we
fear that they still believe that we are those terrible Shadows of ancient history. We have had no contact with them for over 1000
years now and we can only hope that the passing years have dulled their minds to the deeds of the past.
Jugenti-ki (Werewolves): There is a legend within our society that tells of a time when the world of the Jugenti-ki and the world
of the Ningenti-ki were one. It was at this time some of these spirits from that world found love with the mortals of this world.
When the gods discovered this, they severed the link between the two worlds and the mortals and the beast-men were parted,
never to meet again. The resultant offspring of the mortal females had the powers of both these worlds. Again, the gods were
displeased at this and sent the spirits of the void to hunt them down and destroy them. The spirits decided that these individuals
would be more use to them alive so they could use them as pawns in their battle against the gods.
When the gods heard of this they immediately banished the spirit assassins back to the void. Realising that they could do little
against the offspring without intervening directly, they removed most of the powers from them, bringing pain and suffering to
each. It was hoped that the suffering that the offspring suffered would prevent them from spreading, but it only succeeded in
bringing them closer together. They formed communities and left mortal society. As we believe they have close links to the spirit
world of the Jugenti-ki, we hold their kind in the highest esteem. To us, they are still known by the name Jugenti-ki.
Ningenti-ki (Mortals): The vast majority of the Ningenti-ki have no knowledge of us at all, for they would fear us. We represent
no threat to them at all; our destiny is to protect them from the Kagemusha and guide them to their ultimate destiny. The Jin'ei
consists of some Ningenti-ki who have gained our trust and have fought side by side with us through the ages. Although our
mortality is the one thing that we mourn the loss of the most, we do not envy them. They are honoured for the choices that they
have made and we will continue to lay down our lives for them as they have done for us on countless occasions.
Children of Wu: These beings are a mystery to all. They have no known name to us but legend exists about some in the world
of the Ningenti-ki angering the Gods. In response to this, the Gods created beings that would pass for mortals but could not be
killed as such. These beings failed in their task, so the Gods created more like them in order to destroy the originals. Since then,
they beings have battled though time, some protecting the Ningenti-ki and others hunting them.
These beings keep appearing from time to time in the world of the Ningenti-ki, keeping the numbers fairly constant and, although
some still protect and other hunt the Ningenti-ki, their main battle seems to be with themselves.
Some of these beings exist within the Jin'ei and are respected for the knowledge and power that they possess, these individuals
also believe that the Ningenti-ki have a great destiny and aid us whenever possible.
Mahou-tsukai: To twist reality for ones own ends is a truly despicable thing. Mortals who study this art are generally not to be
trusted. However, in our experience we have found Mahou-tsukai that study the art in order to benefit others in the fight in the
coming darkness. Many of these individuals have come to us in order to aid us in our fight against the Kagemusha.
Unfortunately, the numbers in the Jin'ei do not match the quantity of evil Mahou-tsukai who work for the Kagemusha. The Mahou-
tsukai within the Jin'ei have earned our respect as their gifts and powers have aid us in the continuing battle.

The World of the Hitokage


As detailed in Chapter One, the original Hitokage vampires reined terror on the world of the mortals for millennia. Then came
The Change, the deciding moment in the history of the Hitokage. The two factions split and have been battling each other
through time to the present day.
When the Portuguese arrived in Japan in the Mid 1500's, they brought with them foreign ideals, materials and philosophies.
They also brought with them information about the outside world. Lands of wealth, opulence, and most importantly a world that
had never seen the likes of the Hitokage before. It was not long before the Kagemusha had changed their objective of rule over
Japan to world domination. They knew that the further they spread themselves across the globe, the less chance they had of
running up against the Hitokage Samurai. So they went, and for the next 100 years they spread insidiously westward, murdering
the mortals, destroying those vampires who would not serve them, and expanding their own diabolical bloodline. When the
Hitokage Samurai learned of this they mobilised all of their available forces.
Destiny was at hand; the great war that the Hitokage Samurai Priestesses had foretold was now upon them. Hopelessly out-
numbered, they battled across the continents, their numbers diminishing with each battle. And so we come to the present day.
The battle still rages and the Hitokage Samurai are still out-numbered, but they believe that they must not fail in their war, they will
not surrender and will continue until the Kagemusha have been destroyed or the last warrior falls.
The great war has gained the attention of other beings although they have no real idea of who is behind it. The large quantity of
vampires destroyed is generally put down to the actions of the Sabbat or lone groups of Caitiff by the Camarilla, the Sabbat
themselves merely view the destruction as part of their own war. The Inconnu, however, are largely unaware as they take little
interest in the doings of the lower vampires.
The Hitokage Samurai are undaunted by the scale of the battle ahead -- they must succeed, at all costs.
The mortal world has limited knowledge. Various organisations have, over the past 100 years or so, have become aware of the
existence of vampires and other supernatural creatures, but they are usually dismissed as fools. There are, however, certain
groups of individuals whos actions against vampires cause concern. They are known only as The Hunters, of which there are two
distinct orders. The Western order have been around for a few centuries and seem to treat all vampires as the enemy which, for
the most part, is true. The Eastern order are very different, the knowledge that they possess is truly incredible for mortals. They
have been around for many centuries and they know each vampire clan for what it is. Most of these men and women are
descended from the warrior monks and holy men of ancient Japan, and they are a small but powerful group. Both the Hitokage
Samurai and the Kagemusha are known to them, but the order is closed and the secrets they hold will remain unknown to the
Western order. They know the Hitokage Samurai for what they are -- Warriors against the Kagemusha (and most other vampire
clans) and to this end have agreed to leave them to fulfil their destiny, but they will continue to observe as they do not entirely trust
them.
Neither the Hitokage Samurai nor the Kagemusha can lay claim to control any particular area. The battle has taken the
protagonists so far across the globe that even the beloved cities of the homeland have fallen to other clans. The Kagemusha do
not really care about this fact; after all, what is Japan compared to the rest of the world. The Hitokage Samurai, although
distraught about the loss, believe that their destiny lies elsewhere and perhaps when the battle is over, they will return and
reclaim their homeland.
The Kagemusha, as mentioned before, prefer to spread their forces keeping as few together as possible. This serves to make
them difficult targets, and if a group is destroyed another can be moved in to take its place. The Hitokage Samurai have a strict
structure; they believe that order will defeat the chaos that is the Kagemusha. Every major city across the world has an
underground temple where the Hitokage Samurai can meet and new initiates are trained. These temples are protected by the
powerful magic of the Mahou-tsukai, so much so that even if anyone stumbled upon one they would not see it. Secrecy is one of
the few weapons that the Hitokage Samurai have left in this war.

Other Creatures in the World of Darkness


There are many other types of creature in the World of Darkness; most of these are found only in Japan but just as the Hitokage
Samurai and Kagemusha have spread westward, so have many of these creatures. Most of these creatures have to be
summoned from their home worlds buy Mahou-tsukai, the ones that live here are the results of failed summonings or bindings
where the creature has killed the summoner. Rules for summoning can be found in Mage: The Ascension. These are all
creatures of Japanese myth and legend, but this is subjective as every time a legend is told, it is slightly different.

It should be noted however, that these creatures are incredibly rare and the Storyteller should use them with extreme caution.

Oni
An Oni is roughly the Japanese equivalent of what the West knows as an Ogre. They are huge, muscular individuals with large,
gaping fanged mouths. Their heads have large horns like those of bulls. Their skin color can be either red, blue or black leathery
skin.
These creatures are very tough and any wound will heal at a fantastic rate. If a limb is amputated it will reconnect immediately to
the body. Oni are largely unskilled, slow and cumbersome creatures; they usually carry a Kanabo (a large, spiked iron bar), with
which they can do tremendous damage. Although largely unskilled, Oni are highly intelligent. Oni have the ability to transform
themselves into beautiful woman so that they may conceal their true appearance. They have a predilection for human flesh and
have been known to go to extreme lengths in order to get it. Legend says that the first female Oni (Hannya) was a woman whose
extreme anger or jealousy transformed her forever. Although their homeworld is Jigoku (the Hell), some of them have found
homes in the cities across the world where they exist in their human form.
Nature: Fanatic.
Demeanour: Deviant.
Attributes: Strength 7, Dexterity 3, Stamina 8, Charisma 0, Manipulation 2, Appearance 0, Perception 4, Intelligence 6, Wits 4.
Abilities: Brawl 6, Dodge 3, Intimidation 2, Melee 7.
Traits: Fortitude 4, Transformation (Oni to Human female).
Backgrounds: 3 at Storytellers discretion.
Willpower: 8.
Courage: 5.
Self-Control: 3 (They are a bad tempered lot).
Health Levels:
Scratched
Lightly Bruised
Bruised
Hurt -1
Lightly Injured -2
Injured -2
Lightly Wounded -3
Wounded -3
Mauled -4
Crippled -5
Incapacitated
Dead

Weapon: Kanabo (Difficulty 6, Damage Strength + 8).


Notes: Damage is healed at 5 levels per round. Decapitation results in immediate death. Aggravated damage is not possible
but they fear fire.

Tengu
The tengu are a race of creatures far more powerful than human kind. They are considered to be the spirits of the mountainous
areas in Japan. They are not found anywhere else in the world. There are several types of Tengu and these are:
Daitengu "major tengu".
Kurama Tengu "tengu of Mt. Kurama".
Karasu Tengu "Kotengu (minor tengu)".
Daitengu, are the most typical type of Tengu encountered. They have the appearance of very tall men with long noses and red
faces (the nose is considered to be the symbol of the Tengu). They usually wear a pair or Geta (Japanese wooden sandals) and
carry a magical fan capable of creating tornado force winds. Some legends describe the Tengu wearing the robes of the
Yamabuse (the costumes worn by Japanese mountain monks), these legends also say that fallen Yamabuse become Daitengu.
Karasu Tengu are also commonly encountered. They have the appearance of short humanoids with the head and wings of black
crows. They serve the Daitengu.
It is said that the Tengu do not wish human society to become stable and hence more powerful that it currently is, so they
constantly interfere and provoke civil disorder and wars. It is also said that many of the wars that Japan has been involved in
over the years have been caused by the interference of these creatures.
They do not form alliances with others but have been known to work with individuals who wish to destablise order within the
various cultures.
Nature: Malign
Demeanour: Aloof
Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 3, Manipulation 4, Appearance 3, Perception 4, Intelligence 6, Wits 5
Abilities: Brawl 3, Dodge 4, Intimidation 4, Melee 3, Subterfuge 4, Athletics 2, Linguistics 5
Backgrounds: 4 at Storytellers discretion
Willpower: 9
Courage: 8
Self-Control: 7
Health Levels:
Bruised
Hurt -1
Injured -2
Wounded -3
Mauled -4
Crippled -5
Incapacitated
Dead

Weapon: Any traditional weapon, Magical fan.

Kappa
The Kappa are vicious water spirits that dwell living in rivers and pools. They have the appearance of very large, upright turtles,
with green scaled skin and a flat head.
Their favourite method of killing an opponent is to disembowl them. They are powerful warriors who love the Japanese art of
Sumo (wrestling) and can rarely resist such a challenge. Sumo is also their preferred method of combat.
Their main weakness is that they cannot tolerate dehydration; if this occurs then they will die. It is because of this that they are
rarely encountered far from water.
Nature: Bully
Demeanour: Bravo
Attributes: Strength 7, Dexterity 4, Stamina 7, Charisma 1, Appearance 2, Perception 4, Intelligence 2, Wits 3
Abilities: Brawl 6, Dodge 5, Intimidation 4, Melee 5, Athletics 2, Melee 5
Traits: Fortitude 3
Backgrounds: 2 at Storytellers discretion.
Willpower: 6
Courage: 8
Self-Control: 7
Health Levels:
Bruised
Hurt -1
Injured -2
Wounded -3
Mauled -4
Crippled -5
Incapacitated
Dead

Weapon: None.
Notes: They fear fire and dehydration. Every scene that they are removed from water they will lose 1 health level.

Henge
These are creatures whos natural forms are that of wild animals, but frequently change themselves into human form in order to
play tricks and pranks on people.
There are two main species of Henge; these are the Kitsune who have the natural appearance of foxes and Tanuki whos
appearance is that of a raccoon dog. They are masters of transformation and hence can assume a human of any appearance.
The Kitsune usually transform into the form of a beautiful woman in order to seduce a human male, while the Tanuki prefer to
assume the appearance of a human male (frequently a priest) or an artifact. One such hoax was played on a group of Saachaa
who, needless to say, did not see the funny side. Often, the transformation of these creatures is incomplete and a sharp eyed
individual may spot a cunningly hidden tail.
Besides being masters of transformation, they are also accomplished illusionists and frequently use this skill to play pranks.
They have been known to dupe hungry travellers into thinking that the excrement from their horse is a tasty meal, or appealing to
individuals greed by turning fallen leaves into money.
Whilst being regarded as pests by those who have fallen prey to their jokes, they have found certain other creatures who find the
sense of humour funny, namely Malkavian wanderers who often seek them out for entertainment purposes.
Nature: Prankster
Demeanour: Innocent
Attributes: These stats should be generated at the Storytellers discretion for both forms.
Abilities: These stats should be generated at the Storytellers discretion for both forms.
Traits: Transformation, Illusion
Backgrounds: 3 at Storytellers discretion.
Willpower: 9
Courage: 5
Self-Control: 7
Health Levels: Standard small size animals, and standard human.
Weapon: None.
Notes: Terrible pranksters; they just can't help themselves!

Gaki
The Gaki are a race of creatures that appear in Buddhist teachings. It is thought that when somebody dies they are reborn as
another creature, in another world. There are six courses for rebirth below.
Reborn as another human in this world.
Reborn as an animal in this world.
Rise up into the paradise, or Gokuraku.
Fall to the hell, called Jigoku, and endure endless suffering.
Reborn as a Shura, suffering endless battles.
Reborn as a Gaki.
How the individual is reborn will depend on how they conducted themselves in their previous existences. If she lived an
unvirtuous life, she will be cast into Jigoku for all eternity.
If she wasted precious food and water, she will be reborn as a Gaki in the world of Gakido. In this world, food and water are very
scarce and though the Gaki will suffer endless hunger they are cursed never to die from it. They will consume everything in sight
without regard as to what it is; they will even eat their own offspring.
It is often said in legend, that a Gaki will occasionally wander from their own world into this one. Once here they find lands of
plenty and their tastes become more specific. They prefer to consume human flesh and especially blood.
When lone Gaki are encountered, they are frequently confused as being Ghouls and, albeit less frequently, as vampires as their
appearance could be that of either.
Treat as per the the normal instructions for Ghouls with the following exceptions:
They do not require the blood of a Vampire.
They cannot die through lack of sustenance.
They cannot use any of the Vampiric disciplines.

Commercial Interests
Respectable fronts are not uncommon to the World of Darkness. Take the Giovanni for example; their respectable front is
almost impenetrable. The Jin'ei also require a front, not to maintain respectability as with the western Clans, but they are
required to perform duties, supply equipment and arrange transport.
Both the Jin'ei and the Kagemusha own or have interests in commercial organisations. The organisations that the Kagemusha
own will perform similar tasks, destabilising governments, supplying arms and munitions to terrorist groups, etc. The Jin'ei own
and operate organisations that will aid in the battle against the Kagemusha, such as air transport and freight, data storage, etc.
There are many of these organisation that have either agreed to, or been coerced into aiding the Jin'ei or the Kagemusha
respectively. The player character will not necessarily have any knowledge of this, but at the discretion of the Storyteller they may
list some of them as Contacts.

Storytelling
Playing a Hitokage Samurai in a Chronicle should be viewed as a challenge. They have been created to be very powerful
individuals, more than a match for their western counterparts. But there are a great many disadvantages that must be taken into
account. They very rarely come into contact with other Clans as battles with them would result in their numbers being depleted
even more. They keep their powers and teachings to themselves believing that if they were to fall into the hands of others they
would tip the precarious balance of power.
They are not indestructible and should never be viewed as such; they can be destroyed in the same ways as their western
brothers, but remember that they do not fear it.
The Rules and the Code of Honour are designed to equalise the characters strengths; if they were not in place Munchkins would
have a field-day. These rules make the characters more difficult to play. The player is not allowed the freedom that most of the
other Clans offer. In saying this, it should be noted that the Samurai of ancient Japan always adhered to the rules, their code of
ethics and conduct were embodied in the Way of the Samurai and this strict regime was how they lived and died. To attempt to
create a character such as this without the rules and codes would not be true to the original concept of the Samurai. Both the
Storyteller and Player should keep this in mind.

The Storyteller must keep in mind the goals of the whole group at all times, remembering that it is unlikely that the objective of
the Hitokage Samurai is the same as the other players (although it is not impossible). As previously mentioned, the Hitokage
Samurai rarely associate themselves with others, but on occasions may find that it would be an advantage to do so. The
reasons that the Hitokage Samurai have for being in a group with others should be carefully considered at the character
generation phase. If this character is used in a mixed group, be prepared for absolute paranoia amongst the others.

Appendices
"There is a greater darkness than the one we fight; it is the darkness of the soul that has lost its way. The war we fight is not
against powers and principalities; it is against chaos and despair. Greater than the death of the flesh is the death of hope, the
death of dreams. Against this foe we can never surrender. The future is all around us, waiting in moments of transition and
born in moments of revelation. No one knows the shape of that future or where it will take us. We only know that it is born in
pain."
- Citizen G'kar
This section will detail some of the Hitokage Samurai and Kagemusha warriors that players may meet. They are presented in
much the same way as the the character sheets you can download (see bottom of page) or the standard ones supplied in the
White Wolf publications.

Notable Hitokage

The Hitokage Samurai


Akemi Munashi
The history of the Shogun can be found in Chapter One: Introduction.
Name: The Shogun
Player: Storyteller
Nature: Judge
Demeanour: Director
Sex: Female
Sire: Noriyoshi Koeda
Generation: 4th
Age: 1200 (25)
Physical Attributes: Strength ******** Dexterity ******* Stamina *********
Social Attributes: Charisma ******** Manipulation ******* Appearance *********
Mental Attributes: Perception ******* Intelligence ********* Wits ********
Talents: Alertness ****** Brawl ******* Leadership ********* Empathy ****** Dodge ******** Intimidation *******
Skills: Firearms ****** Melee (Ken-jutsu) ********* Etiquette ******** Music ******** Stealth ******
Knowledges: Linguistics ****** Politics ****** Investigation ******** Occult ********* Medicine ****** Survival *********
Disciplines: Kokuei ********* Celerity ******* Fortitude ******** Auspex ******
Backgrounds: Contacts ****** Allies ****** Resources ******** Herd *********
Virtues: Conscience ******* Self Control ******** Courage *******
Measure of Ki: **********
Ki Disciplines: All known disciplines of Ki at maximum measure (5)
Humanity: **********
Willpower: **********
Blood Pool/Max per turn: 50/10
Weapons Carried: No-Dachi

Storytellers Notes: The Shogun should never feature directly in any chronicle. Her stats are only included here for reference.
Yoshikawa Yoshio
Born 1966 in Tokyo to a senior financial adviser and a Japanese actress. He was the youngest son of three children and as
such always felt that he had to go one better than his brother and sister. This led him into trouble with the local law enforcement.
Despairing, his father sent him to a Kendo school in the hope that it would teach him discipline and self-control.
The Daimyo of the school noticed the promise that Yoshio was displaying and decided to personally instruct him in the direction
of the Ki energy flow. Unknown to the outside world, this Kendo school was a training ground for future Hitokage Samurai and
when the Daimyo deemed that Yoshio had gained enough skill, he instructed one of the Priestesses to test him. The Priestess
found that Yoshio would make and ideal warrior in the battle against the Kagemusha -- even if he was a little proud.
During the training, Yoshio realised that what his life was lacking was direction. Although he had no knowledge of the true
purpose of the school, he felt that individuals within had some purpose. It was then that he met Kerry Fraser, another prospective
initiate. She was much further along with her training and had been told of the purpose of the school. The priestess had told
Kerry to inform Yoshio of the schools purpose and to ask him if he wished to join the fight. He agreed, partly out of curiosity and
partly out of bravado - he wanted to further impress Kerry.
As the training progressed, Yoshio and Kerry grew closer and became lovers. Yoshio had trained quickly and was initiated
before Kerry and had embarked on his first mission. Days before her initiation, Kerry found that she was pregnant. The
priestesses ordered that she must remain human and be returned to the world of light. Kerry protested to the High Priestess,
fearful that she would lose all memory of Yoshio. She insisted that after the child was born she could take her place in the Jin'ei.
The High Priestess relented, but declared that she must remain mortal. Since then she has served as the Mortal Retainer to her
former lover.
Name: Yoshikawa Yoshio
Nature: Confident
Demeanour: Judge
Sex: Male
Sire: Priestess
Generation: 13th
Age: 30 (25)
Physical Attributes: Strength **** Dexterity *** Stamina ***
Social Attributes: Charisma *** Manipulation *** Appearance **
Mental Attributes: Perception ** Intelligence ** Wits ***
Talents: Intimidation ** Alertness *** Athletics ** Brawl ** Leadership * Empathy * Dodge ***
Skills: Music * Etiquette * Melee (Ken-jutsu) **** FireArms ** Stealth **
Knowledges: Linguistics * Medicine * Occult ** Investigation *
Disciplines: Kokuei * Celerity * Fortitude *
Backgrounds: Contacts * Mentor * Resources **
Virtues: Conscience **** Self Control *** Courage ***
Measure of Ki ***
Ki Discipline: Iyasu (Heal) (Measure: 3, Cost: 2 WP/HL)
Humanity: ********
Willpower: ******
Blood Pool: **********
Merits and Flaws: Mortal Retainer (Kerry Fraser), Acute Vision, Lightning Calculator
Weapons Carried: Hitokage Samurai Katana, HK-MP5C + Surpressor, 5 x 9mm MP5 Clips (30 Rnds)
Kerry Fraser
Born in 1968 in Tokyo to parents that were too busy to raise her, she was looked after by a Japanese nanny who interested her
in the culture around her. When she was 8, she joined a martial arts school and quickly rose through the ranks. She was
recruited when she was 16 and during her training met, and fell in love with, Yoshikawa Yoshio. The rest of her details can be
found with Yoshio's.
Name: Kerry Fraser
Player: Storyteller
Nature: Protective
Demeanour: Judge
Sex: Female
Role: Mortal Retainer
Age: 30 (25)
Physical Attributes: Strength *** Dexterity *** Stamina ***
Social Attributes: Charisma ** Manipulation ** Appearance ****
Mental Attributes: Perception ** Intelligence ** Wits ***
Talents: Alertness *** Athletics ** Brawl ** Dodge ****
Skills: Music * Etiquette * Melee *** FireArms * Stealth *
Knowledges: Politics ** Medicine * Occult ** Investigation *
Virtues: Conscience **** Self Control *** Courage ***
Measure of Ki: **
Ki Discipline: Settoku (Persuasion) (Measure: 1)
Humanity ********
Willpower ******
Weapons Carried: Katana, MAC 10A + Surpressor, 5 x 9mm M10 Clips (30 Rnds)

The Kagemusha (Shadow Warriors)


Umi Yashima
"Dark in here, isn't it"
-- Umi
"There was a time when one of those damned Samurai caught up with me. I had been weakened by the chase. I was vulnerable
and I thought that my time had come. Anyway, she stepped forward with this damn smug look on her face, drew her sword and
challenged me to fight, to a duel, would you believe? What choice did I have? I accepted. And then I pulled out my Magnum and
shot her between the eyes! I'll never forget the look of surprise on her face as her brains were sprayed across the sidewalk. In
the cold and dark nights, I remember that look and it always brings a smile to my face."
Born in Edo to a poor peasant family in the year 1243 AD, she was sold to a house of entertainment on her ninth birthday but
was bought only one year later by a wealth merchant she had gained the favour of. She was subsequently trained as an
assassin/bodyguard. Her training was completed by the time she was sixteen and her contract was bought by a wealthy Daimyo
to act as an assassin. She endured many years of pain and humiliation at the hands of her new master. When she was twenty
two, her master revealed his true nature and she was embraced. The humiliation and pain continued for two centuries until one
day, when her master was attempting to re-enforce the blood bond between them, she seized the moment of weakness. Taking
his sword, she pierced his armoured chest and left him for dead.
On returning to the house she found he was not dead, just severely weakened. She took great delight in slowly finishing the job
she started, over the next seven days she tortured her old master to death. Once she was free, she returned to the place of her
birth. The village was now under control of the Hitokage Kagemusha, who quickly realised her value and blood bonded her to the
Master.
She exists for the moment when she can destroy the hated Kindred Clan that her old master served, but as she has limited
knowledge of the old master and his clan she will seek to destroy anything that is not Hitokage Kagemusha.
She is currently in pursuit of a Hitokage Samurai named Tetsuo Chang, whom she believes has knowledge of her old masters
clan. She intends to destroy him and anybody else he is associated with.
Name: Umi Yashima
Player: Storyteller
Nature: Cold
Demeanour: Demure
Sex: Female
Sire: Unknown
Generation: 10th
Age: 747 (23)
Physical: Strength **** Dexterity **** Stamina ***
Social: Charisma *** Manipulation *** Appearance ****
Mental: Perception ** Intelligence *** Wits ***
Talents: Acting ** Alertness **** Athletics *** Brawl *** Empathy *** Dodge ****
Skills: Music *** Etiquette *** Melee (Ken-jutsu) ***** FireArms ****
Knowledge: Linguistics *** Politics ** Occult ****
Disciplines: Kokuei ** Celerity **** Fortitude ***
Backgrounds: Contacts * Allies * Resources ***
Virtues: Conscience * Self Control ***** Courage ****
Measure of Ki: *****
Discipline Measure Pool Difficulty Cost Ten'ichi (Translocation) (Measure: 4, Pool: Ten'ichi + Ki, Difficulty: 4, Cost:1 BP/meter),
Kuchuufuyuu (Levitation) (Measure: 2, Cost: 1 WP), Kyoueizou (Bilocation) (Measure: 3, Pool: Ki, Difficulty: 7 - Kyoueizou, Cost:
2 WP + 2 BP), Togameru (Aggravate) (Measure: 4, Cost: 2 BP)
Willpower ********
Blood Pool *************
Weapons Carried: Kagemusha Ninja-to, Garret Light .50, HK-MP5C + Surpressor, Magnum .44, 5 x 9mm MP5 Clips (30 Rnds),
5 x 50 cal GL Clips (6 Rnds), 5 x 6 Quick Reloads (0.44" Mag)
Storytellers Notes: Umi is a lose cannon, the Kagemusha elders tolerate this because she is highly successful at her chosen
profession. Although she has never failed in a contract, she can't resist toying with her prey in much the same manner as a cat
will allow a mouse to almost escape before pulling it back to the jaws of death. Umi will not usually kill anyone who she isn't
contracted to, but she does enjoy having a little fun with them. If they prove to be a little more fragile, as is usually the case, she
does not lose any sleep over it.
Sarah Wright-Carter
Born in a small town in Scotland in 1970, to a wealthy family, her father was a diplomatic attache specialising in Oriental Culture.
This was a cover, since in fact he was a senior controller of MI6, based in Tokyo. With his help, his daughter became friends with
most of the powerful families in Tokyo. Her father used this to gather information on the socio-political structure of the Japanese
elite from the unguarded conversations she had with their daughters.
The Kagemusha noticed the influence that she had in elite society. Moving quickly, they arranged the death of her father and her
subsequent grief caused her to turn to one of her newer friends. This friend was a Kagemusha who was under instruction to
initiate her as soon as possible but to keep her in the elite of society. This particular group of Kagemusha had been attempting
to gain access to the social elite for a number of years. Sarah was their way in. There was another reason for the initiation: one
of Sarahs cousins, Kerry Fraser, was a Martial Retainer to a Hitokage Samurai called Yoshikawa Yoshio. Killing two birds with
one stone was indeed a bonus if the Kagemusha.
To ensure complete cooperation, she was heavily blood bonded to her master and remained so ever since. She quickly
converted most of her old friends to Ghouls, out of desperation and loneliness more than anything else. She and her Ghouls now
serve her master without hesitation. However, unlike most Kagemusha, her hatred is directed at herself. She knows what she is
and does but is powerless to stop it. Every time she kills, she weeps. More than anything else, she wishes that she could break
away from the Kagemusha and become human again. But hope of this faded a long time ago.
Name: Sarah Wright-Carter
Player: Storyteller
Nature: Survivor
Demeanour: Conformist
Sex: Female
Sire: Unknown
Generation: 13th
Age: 27 (18)
Physical Attributes: Strength ** Dexterity *** Stamina ***
Social Attributes: Charisma **** Manipulation *** Appearance ****
Mental Attributes: Perception *** Intelligence ** Wits ***
Talents: Alertness * Brawl ** Occult **** Empathy *** Dodge * Streetwise *
Skills: Firearms **** Melee ***
Knowledges: Linguistics *** Politics *
Disciplines: Kokuei ** Celerity **** Fortitude ***
Backgrounds: Contacts * Allies * Resources ***
Virtues: Conscience * Self Control *** Courage ****
Measure of Ki: ***
Discipline Measure Pool Difficulty Cost Ki Discipline: Ten'ichi (Translocation) (Measure: 2, Pool: Ten'ichi + Ki, Difficulty: 4, Cost:
1 BP/meter), Kuchuufuyuu (Levitation) (Measure: 2, Cost: 1 WP)
Humanity ***
Willpower ******
Blood Pool **********
Weapons Carried: Mini-Uzi + Surpressor, 6 x 9mm Mini-Uzi Clips (30 Rnds)
Storytellers Notes: Sarah is a truly pityable individual. She hates herself and everything that her new existence forces her to do. If
any players are unfortunate enough to meet her, the Storyteller should make the sense of tragedy about this character very clear.
Despite this, as with all Kagemusha, she is a proficient killer.
Ito Yakama
Ito was born in 1550, during a period of mass unrest in Japanese society with many of the great families at war with each other.
At the age of ten 10, his father sent him to the Shinkage school in order to teach him the way of the sword. He advanced quickly
and at the age of twenty one he started to master the Ki energy flow and with this the act of Menke became much easier. His
master was destroyed in 1580 and while attempting to avenge this he was seduced and initiated by one of the Kagemusha
elders.
Yakama found his new life and powers very enjoyable and quickly embarked on the dark path of Ki and in the years that
followed, both Yakama and his master caused a great deal of death and destruction. When the travellers from overseas came to
Japan, the two Kagemusha used the opportunity to move into China -- where the destruction continued. The two are currently in
Chicago heading the main efforts of the Kagemusha in the City.
Name: Ito Yakama
Player: Storyteller
Nature: Killer
Demeanour: Calm
Sex: Male
Sire: Unknown
Generation: 6th
Age: 447 (23)
Physical Attributes: Strength ***** Dexterity ****** Stamina *******
Social Attributes: Charisma **** Manipulation **** Appearance ***
Mental Attributes: Perception ***** Intelligence ***** Wits ******
Talents: Alertness *** Leadership **** Intimidation ***** Brawl **** Streetwise *** Dodge *****
Skills: Drive * Etiquette * Melee (Ken-jutsu) **** FireArms ****** Stealth ***
Knowledges: Investigation ** Politics ****** Occult *** Law *
Disciplines: Kokuei ****** Celerity **** Fortitude *** Potence ** Dominate *** Presence * Necromancy **
Backgrounds: Contacts **** Allies ** Resources ******* Mentor * Influence *** Retainers ***
Virtues: Callousness **** Self Control * Courage ******
Measure of Ki ***
Ki Disciplines: Ten'ichi (Translocation) (Measure: 3, Pool: Ten'ichi + Ki, Difficulty: 4, Cost: 1 BP/meter), Kuchuufuyuu (Levitation)
(Measure: 3, Cost: 1 WP), Ishindenshin (Mind Link) (Measure: 3, Cost: 1 WP)
Path of Enlightenment *****
Willpower **********
Blood Pool/Max per Turn 50/6
Weapons Carried: Kagemusha Ninja-to Mini Uzi + Surpressor 6 x 9mm Uzi Clips (30 Rnds)

A Final Note to Storytellers


This document describes a very powerful vampire clan. For example, an 11th generation Kagemusha could quite easily
dispatch most other vampires at her level and probably as far up as 8th. It is for this reason that the Rules have been set in
place. Remember that the Kagemusha care little for other vampires and don not usually associate themselves with them or their
activities, but they can make a very interesting tool for the Storyteller. It should also be noted that the Kagemusha are Non-Player
Characters. As the Kagemusha rarely associate themselves with other Clans, neither do the Hitokage Samurai or the Jin'ei. It is
up to the player to devise an interesting and plausible history for the character they are going to play. It is also their responsibility
(along with the Storyteller) to create a good reason for them to be in a chronicle with other types of kindred. Finally, as this is a
powerful vampire it is important for the Storyteller to remember that it is unlikely that the whole chronicle revolves around the
Hitokage Samurai character, unless the whole party consists of Hitokage Samurai. The whole experience of the chronicle could
be ruined for the other players if the Storyteller devotes too much time and too many resources to the one character, remember
that the motives and agenda of the Hitokage Samurai are likely to be very different and far removed from the other players
goals.
When all is said and done, the Hitokage Samurai character can add color and difference to a chronicle and will be an interesting
and challenging character to roleplay. Enjoy the experience, remember the rules of the character and most of all - HAVE FUN :)

I feel that running any Chronicle within the World of Darkness is a challenge. However, when you start creating a new clan, some
things have to be changed or modified to make it just that little bit different from what has been done before.
The Clan started when Iain decided to do something different for his Character. I started to mix this within the Chronicle that I
was running, but the philosophies of this individual (a Vampire Hunter) did not sit easily within the existing frameworks. It was
these differences that convinced me to create a new clan. I suggested this to Iain, and that's how this whole thing started. This
clan must be amongst the most powerful Vampires around, but they have many (probably more than most) disadvantages.
Playing them correctly is quite difficult and are recommended for fairly experienced players who fancy a change. Powergaming
was a worry, so the rules were set in place. Munchkins should be strongly discouraged from attempting to play this character by
any means necessary.
The Kagemusha are there to provide the ultimate foe for a party containing Samurai; they are just as (if not more) powerful and
quite capable of destroying even a correctly played Samurai. Umi, my little sweetness and light, has destroyed more than one
player character, without too much effort. The Kagemusha are the ultimate foe, with no morals and all slightly derranged. They
make the Sabbat seem like Choir Boys in comparison. The problem I have solved within my Chronicle is not to concentrate on
the one player, but the whole party. Thus all my players are now paranoid, and not sure what is going on (Iain is the only Hitokage
Samurai in the group), as they have this foe keep appearing, and disappearing. As predicted, the Hitokage Samurai player will
have totally different goals from the other players. Very interesting.
It can be interesting if the Hitokage Samurai character has ties to one or more of the other characters, instead of just being a
member of the party. She might be a relative of another Kindred, that disappeared many years ago. It is important that all the
party are a team, and not just added one onto another.
I hope this supplement will bring an expansion to the World of Darkness, and help to create a more enjoyable game for everyone
involved.
Derek Taylor.

As Derek stated, this clan was born out of sheer interest. What do you do to a Vampire Hunter that would rather commit suicide
than become one of the creatures he hated so much? Or at least that was what I took as my brief. Wading through White Wolf's
publications just did not provide the answer. Then I started to come upon references to "the powerful Oriental Clans" and the
"immense diversity of Oriental Clans". "Mmm", I thought. "Just what makes these guys so powerful. Are they more powerful than
the Western Clans?" The rest, as they say, is history. The concept of power raised a number of questions and this is how Ki was
born. Ki started out life as a regular discipline, much like Thaumaturgy, but that didn't fit. Then it became (briefly) a Path, but that
didn't work either. Eventually it became something totally new. It seems to work in the way I intended it to.
I hate powergamers and munchkins. It's nothing personal, well, perhaps it is, but I feel that they are missing the whole point of
roleplaying -- not to mention the gist of the chronicle. Designing a powerful clan and then imposing so many restrictions on them
may seem perverse, but I prefer to think of this as a test of roleplaying skill.
The freedom available for character design and roleplaying within the Storyteller system is a wonderful thing and I'm not trying to
say any different. I just thought that it might be interesting to impose a few restrictions. The Japanese have always had a
wonderfully ordered society, so why should a vampire clan that exists there be any different?
Ki and the related disciplines (for the most part) been borrowed straight from Oriental cinema (Levitation, Translocation) and
myths, stories and legends of the Orient. They are there to make the Hitokage Samurai and Kagemusha different from the
western clans. Realistically, with all the restrictions and ethics of the two factions, they are no more powerful than the Tremere's
Thaumaturgy.
I love sword combat. I am a big fan of Hank Driskill and John Gavigans rules for playing Immortal characters in the Storyteller
system, but swords seemed to be sadly lacking in the vampire area. This was of primary importance to me in designing this
clan.

As with everything, if you don't like anything here don't use it. Rules were meant to be bent and broken but if you do, just ensure
that the chronicle you are running can take the complete chaos that is bound to ensue!
This is the first edition of this book and, believe it or not. We plan to publish other documents on the net detailing the Mahou-
tsuki, Priestesses and Jugenti-ki. The next project on the cards, however, will a book describing Vampire Hunters in Japan.
Please feel free to EMail us at the address below with any comments or suggestions regarding this or any future publications.
Iain Noblett :) EMail Address hudson_w@hotmail.com
Glossary of Terms
This section details the terms used throughout the book. Where applicable, a English phonetic pronunciation is also listed.
Hitokage: (Hi-to-ka-ge) The subject of this book. The term Hitokage means "Man's Shadow" or "Soul" in English. The Hitokage
were a powerful and evil group of creatures -- vampires that killed at will and terrorised the peoples of ancient Japan. The
original Clan were all but destroyed by an order of Hunters in the year 204 BC. It was assumed that this would be the end of it.
Unfortunately, it wasn't. The Samurai are an off-shoot from this clan as the Kagemusha are believed to be also. The Kagemusha
are almost identical to the original Hitokage of legend; the Samurai are not.
Ikkadanran: (Ik-ka-dan-ran) This is the gathering of the Hitokage Samurai that occurs once every four years. It is a grand but
sombre occasion with all attending wearing full Samurai armour. All Samurai are required to attend this gathering, although
individuals on active field duty are forgiven for their absence. During this day no Samurai is permitted to feed, it is effectively a
day of fasting -- even for those who do not attend.
Jin'ei: (Jin-ei) The formal term for the allied group of beings that the Hitokage Samurai belong to. This group contains all manner
of creatures from the Children of Wu, Jugenti-ki, Ningenti-ki, Mahou-tsukai and the Hitokage Samurai themselves. See also
Nakama.
Jinlui: (Jin-loo-i) The correct term for the humans; this refers to their whole being and not just their souls. Rarely used by the
Hitokage Samurai.
Jugenti-ki: (Joo-jen-ti-kie) This is used in reference to the beast-men. Like in the case of the Ningenti-ki, the term Jugenti-ki
refers to the spirit within the body of the werewolf.
Kagemusha: (Ka-ge-moo-sha) In the World Of Darkness it is often difficult to distinguish between Good and Evil. There are no
such difficulties in describing the Kagemusha; they are pure evil. They have no care for anything else on the face of the planet,
Kindred included.
Kahou: (Ka-hoo) This is the correct term for The Code but is only referred to as such in the company of other Hitokage
Samurai.
Katoku: (Ka-taw-koo) A sarcastic term used by some of the younger Hitokage Samurai. It refers to what the Western Clans call
the Curse.
Ki: This is a slightly different version of the old martial arts term "chi" or "inner strength". It is fundamental to all the Jin'ei and
occurs in varying maximums in the different beings.
Kyuubutsu: (Cue-boo-zzoo) The term by which the eldest of the Shadows was referred to until she was destroyed by the
Shogun. In English it means "very old thing".
Mahou-tsukai: (Ma-haw-zzoo-kie) Mortals who can wield magic: Wizards and Mages.
Munashii: (Moo-na-she) A disrespectful term that is used to describe Ghouls. Ghouls are often created by a Kindred to serve --
the Hitokage Samurai are not permitted to create such creatures. If a Hitokage Samurai requires an aid, it must be a volunteer:
someone whom the Samurai has gained the trust of.
Nakama: (Na-ka-ma) This is the friendly term for the allied group. Only used in the company of other Hitokage Samurai. See
also Jin'ei.
Ningenti-ki: (Nin-jen-ti-kie) In English this means the Human soul and is used by the Hitokage to describe the Humans
themselves.
Samurai: (Sam-oo-rie) These individuals are fearsome warriors; they are also deeply honourable and very traditional and take
little interest in either the Camarilla or the Sabbat. They live only to destroy the Kagemusha. The Samurai within the Jin'ei always
use their full title of Hitokage Samurai. Even though the Hitokage were a terrible breed of creature, the Samurai believe that it is
important to remember what they were in order to avoid becoming it again.

Credits
Concept: Derek Taylor, Iain Noblett
Prologue: Roy MacRonald,
Writing: Iain Noblett, Derek Taylor, Roy MacRonald
Coding and Layout: Iain Noblett
Proofreading: Anne Smith
Play Testing: Derek Taylor, Anne Smith, Findlay Rose, Gary Smith, John Lyons, Iain Noblett
Special Thanks: Kotaro Akita (translations and advice) and Hunter Pine (Host)
HOLLYWOOD
By Peter Wake (peterw@computer-science.manchester.ac.uk) (7 April 1993)
Take with a large pinch of salt. This is supposed to be humor OK.

History
Clan Hollywood is a small clan that is confined to a few tiny geographical locations. Their largest enclave is an island of insanity
in the Anarch freestates. They originally came from a desolate part of southern England but have since relocated lock-stock and
clan holdings.
The clan is not part of the Camarilla and does not follow the Masquerade. They are cautious however and do not reveal
themselves to mortals unless there is a fast buck to be made. They consider the Camarilla to be restrictive and filled with
cowards and whiners. The clan is hostile to the Sabbat and neutral to the anarchs, whom they consider trendy teen-brats.
The clan is a diverse group and rarely ever meets. Despite this they have a strange sort of unconscious desire to gather
together. They decline to comment on what might be the reason for this. Occasionally they will help each other and are
somewhat similar to the Gangrel loners in this respect.

Humanity
The clan member often have no humanity and can follow 'Sabbat' paths and also create their own paths.

Clan Disciplines
Protean, Potence, Dominate

Clan Weakness
Whenever a member of clan Hollywood feeds it always mixes its blood with that of its victims. The clan members cannot control
their blood properly in this respect and it leaks out into those they feed on. Even those mortals who do not die immediately are
affected (such as those who die from anaemia a few hours later). For rules purposes any mortal fed upon by a Hollywood has
one of their blood points replaced with one vampiric blood point. The Hollywooders cannot drain this last blood point either.
Victims who live become ghouls. If they die while the blood is still in their system then they will become a vampire. If a mortal has
no 'human' blood points left (i.e. only the vampire blood point) then she is dead for the purposes of this rule.
The clan members are usually careful to feed at least three times on any victim to ensure that they are blood bound.
Usually they will try not to drain humans to death. Those they do drain that they do not want to become vampires they dismember.
Often their victims enter a temporary torpor and are mistakenly buried alive. As a result many of the clan members have no
humanity.
Sometimes members of this clan have weaknesses found inother clans too. This seems to happen when they learn new
disciplines that are normally associated with that clan. For instance a Hollwooder with Obtenebration might well be invisible in
mirrors.
View Dramaitus discipline, which could be a good alternative discipline.
View The Path of Lost Loves.
HOLY LEGION
By Perry Lyons (tikibun@epix.net)

Nickname
God's Army (Dark Ages), Fundies (New)

History
The origin of the holy is shrouded in mystery. It is most often believed that the Holy Legion came into being during the Crusades.
This is true to an extent: the Holy Legion came into being when a knight on the Crusades who was secretly having an affair with
an Arabic mistress heard a voice during the night stating that "For your crimes and disrespect you are hereby punished to stalk
the true evils for all eternity." It is unknown if this was a kindred or a true manifestation of the divine, but the knight took up his
mission with religious zeal. The line quickly spread, and surprisingly many knoights who discovered the existence of the Holy
Legion asked to be enbraced into the line to better serve God. The line thinned during the final years of the Crusades and did
not resurface till the Great Awakening, when the line Embraced a number of Evangelist preachers to "Help spread the word," yet
when the religious zeal faded, so did the line, but with the modern televangelism, the line is spreading again.

Nature/Demeanor
Almost any demeanor is possible, but the nature is always fanatic or martyr.

Concept
Televangelist Fire and Brimstone Priest, relatively any Christian religous concept.

Creation
Physical attributes are usually primary, with mental usually following, with social being third. Skills are primary, followed by
knowleges and finally talents. It is quite rare to see a Legionaire without Theology.

Appearance
The legionaires look quite like normal humans, but most have a battle-tested look about them, as if they had just survived a war,
which in truth most are still continuing.

Disciplines
Potence, Fortitude, Deus

Preferred Path
Most modern Legionaires use Humanity, but there is a small group of ancient members and revivalists who follow the Road of
Heaven.

Weakness
A legionaire must always have a humanity/path rating above eight or the will take one health level per point lost at the time of its
loss, these wounds will not heal untill the points are regained , and the the wounds heal at a rate of one per night. All Legionaires
must have a Humanity or Road of Heaven score of at leas eight.
Quote
"You are an abomination in the eyes of god! Prepare to return to hell!"

Stereotypes
Assamite: The Arabs still are an enemy, but are at least less pressing, time will tell if we should stand with them.
"We bear no grudge against them for the strike at enemies of Allah."
-- Umar, 9th Generation Assamite
Brujah: If they would only turn their zeal twoards religion...
"They hate the Lasombra and that's good enough for me."
-- Jess, 8th Generation Brujah
Followers of Set: Vile!
"They shall be the first to fall."
-- Aron, 7th Generation Settite
Gangrel: Man is supposed to dominate the beasts.
"But is not man just another animal?"
-- Alana, 10th Generation Gangrel
Giovanni: Fools, don't they know of heaven and hell.
"What if I told you that there is neither?"
Alonzo, 7th Generation Giovanni
Lasombra: The Church is corrupted by their influence; they are our foe and they shall know God's anger!
"Fools"
-- Maria, 5th Generation Lasombra
Malkavians: God has touched them, but for good or ill is still unknown to us.
"I thought I was an angel once..."
-- Jacko, 12th Generation Malkavian
Nosferatu: Although it is distasteful, they are good informants.
"They know much about the World and would make good allies, if it were not for their single mindedness."
-- Morgan, 7th Generation Nosferatu
Ravnos: Thieving dogs, you flount the commandments!
"Thbbbbttt!"
-- Gregor, 10th Generation Ravnos
Toreador: Their chapels are some of the most inspiring things I have ever seen.
"They aprreciate us."
-- Erin, 6th Generation Toreador

Tremere: Magic is of the devil and you with it! "Remain entwined in your petty beliefs..."
-- Vincent, 9th Generation Tremere
Tzimisce: A corruption of god's likeness!
"I prefer to think of it as an improvement."
-- Jo, 9th Generation Tzimisce
Ventrue: They financed our Crusade and for that we thank them.
"They owe us much."
-- David, 6th Generation Ventrue

Baali: They will be destroyed.


"They are fools if they think they can rival our strength."
-- Margoe, 8th Generation Baali
HOUND
By Hound (ambient@magi.com)

Introduction
This bloodline was created in response to a conversation about my hair. The pertinant parts of the conversation are reposted as
the introduction to the Hound discipline of ecobody.

Founding Clan
Gangrel

Nickname
Plants, Greenies, Earthers, Tree Huggers, Etc.

History
A joke about a certain Storyteller's hair/ecosystem.

Appearance
Hounds are of any race, and clothing is usually uninspired (if visible at all under the folliage and fauna attracted to the ecobody).

Haven
Earth Basements, sometimes appartments, but always a place with lots of greenery and plants.

Background
Often these kindred are chosen because they already sport an ecosystem in their life, (thus the more sedentary are often
chosen), otherwise outdoorsy-types are often embraced (or absorbed then embraced.

Character Creation
Usually Couch Potato, Drifter, Rasta or Dead-Head archetypes. Generally laid-back. Social traits are usually last. Usually they
have a low mentor rating (sire), one or two points in resources and a few allies and contacts (who never even noticed that they've
been embraced, they've always been kinda weird).

Clan Disciplines
Ecobody, Protean, Fortitude.

Weakness
Anyone with any hair, animal or plant allergy is quite likely to suffer full effects while within 10m of the Hound. Also the smell and
appearance surrounding the abilities of the ecobody discipline cause anyone with it to gain a +1 difficulty on all social interaction
for every two levels of Ecobody. While Kindred are not usually prone to hay-fever (not needing to breathe and all), Kine exposed
to the Hound will find their eyes itchy and their nose running, as well as experiencing regular sneezing fits.
Organization
There is no formal organization in this clan, and members rarely meet.

View the Ecobody discipline.


HOUSE TREMERE
By Kyle Schaefer (kschaefe@direct.ca)

Nicknames
Wizards, warlocks, magus', etc.

Description
Similar to V:tM, but with some changes, not the least of which being that not all of its members trace their lineage back to
Tremere and the council of seven. Their history is the same as presented in Clanbook: Tremere. There are many in House
Tremere who are descended from Tremere and the council of seven and these Kindred tend to hold the greatest share of the
power in the organization. However, they have increased their numbers greatly by recruiting other Kindred who have
demonstated appropriate "skills" into joining the order. These vampires are offered "great and secret knowledge" (like
Thaumaturgy) in return for their service as apprentices. Also, members of the House have secretly used various methods of
procuring vampire vitae of non-Tremere vampires to "embrace" their own childer, whom they then train in their ways. Thus, you
can find many kinds of vampire in House Tremere.

Preferred Paths
As in the Player's Guide to the Sabbat. Those who follow the Path of Evil Revelations will have Daimoinon as their primary
Thaumaturgical Path instead of the Path of Blood, while those who follow the Path of Death and the Soul will have Necromancy
as their primary Path. These kindred would have to keep their True Path secret, of course, or they may be thought Baali or
Giovanni spies.

Secret Orders
The Secret Orders from the clanbook are actually fewer in total. They are:
The Order of the Quaesitori: The clanbook has the Quaesitori, the Elite, and the Guardians of Tradition. Here they are actually
the same order, with the latter two being nicknames for the first. Simply read the three descriptions and apply them to one
organization, with the "racism" of the "Elite" manifesting also as hatred for all members of the House not descended by blood
from Tremere and the council; they consider these "lesser" vampires "infiltrators." They are the "Traditionalists."
The Astors: The Astors and the "Children of the Pyramid" (their nickname) from the clanbook. They are the "Transitionalists."
Also: The Brothers of the Absinte, the Order of Naturists, the Humanus League, the Illuminated Brotherhood, the Eye of the
Serpent (are they Setites or aren't they?-who knows?), and the Order of the Wyrm (sponsored by Pentex?). The Tremere
clanbook lists these orders which still exist, but which are neither "secret," nor "internal" (ie. not strictly for Tremere). Some (the
last two above) need not be even just for vampires. This way, they can be part of any chronicle that the ST sees fit to include
them in. Of course, as secret socities go, these six can't really hold a candle to the Sabbat, the Sabbat Black Hand, the
Tal'mahe'Ra, the Inconnu, or the Followers of Set.
HUITZILOPOCHTLI
By Alejandro Melchor (al168214@academ01.mty.itesm.mx)

Nickname
Hummingbirds

History
In the Templo Mayor of Tenochtitlan, human sacrifices were performed in honor of Huitzilopochtli. The priests claimed that
Huitzilopochtli, in order to live and shine as the Sun, needed to feast on human hearts, the only food worthy of his stature. Indeed,
many Aztecs died in the altar proud of helping feed the god and keep the sun in the sky; but only the first part was true: they were
feeding Huitzilopochtli, a powerful vampire.
Clan Huitzilopochtli's origin is lost in the middle of self-glorifing mythology. As its members claim, they are Huitzilopochtli's
Chosen; the warriors who proved themselves so worthy that they form the army of their god. Huitzilopochtli was far from being a
god, but he did Embrace those warriors he deemed worthy of his ranks, and promptly blood bonded them to him.
Huitzilopochtli was a priest of the wandering Mexica, a nomadic tribe that eventually settled in the Lake of Texcoco and founded
Tenochtitlan. Many say he was actually Tenoch, the leader of these people, or Aacatl, the priest who gave the Aztecs warfare;
but not even the Wyld Runners, the Garou that led the Mexica, are sure of this.
The god Huitzilopochtli was the patron of the Mexica, and his transition from a normal, unremarkable god to the warmonger and
bloodthirsty figure he became is marked by Tenoch's (or whoever's) Embrace. The new vampire claimed to be the god
Huitzilopochtli and demanded blood, and then human hearts.
As the Aztec prospered, Huitzilopochtli grew in power. He promptly diablerized his Sire and began to exert his influence over the
rim of the Texcoco Lake. In the Triple Alliance of city-states that consolidated Tenochtitlan and the Aztec as a power, many
discovered Huitzilopochtli's true nature, but did nothing further than breaking relations. Nezahualcoyotl, an Ehecatl Galliard who
was prince of Texcoco, warned all Garou and Mages about this threat but the Ehecatl and the Sons of the Feathered Serpent
were too busy locking horns with the Nahual and the Nightspawn, the Tlaloque and the Sorcerers of Quiet Gladness shared
Aztec worship and were complacent, and the Wyld Runners didn't care, so Huitzilopochtli ruled unchallenged.
The only opposition came from the Mictlan, the New World equivalent of the Camarilla, a collection af vampires of different
creeds and power, who traced their origin to Mictlacihuatl, consort to the God of the Deads' Realm.
Huitzilopochtli had a ghoul: Tlacaelel, a general who was much the power behind the Aztec throne in obedience to his Sire's
wishes. Soon, the expansionist desire revealed that Huitzilopochtli was insane, and very bloodthirsty too, for he raised his quota
of blood by fighting the Florid Wars, battles meant only for gathering sacrificial victims. The Mictlan participated in these Wars
too, backing other city states, so that they wouldn't have to hunt.
War was the primary concern of the insane vampire, and so, through Tlacaelel, he created the Eagle Knights, an order of
warriors, as a breeding lot of new vampires as much as an elite of warriors. They were the best fighters and some of them were
ghouls of priests, waiting to be embraced.
Although thwarted to his desires to the Aztec throne by Nezahualcoyotl, Tlacaelel's cunning prevented for years the collapsing of
the Aztec Empire from the Mictlan's schemes and the Nahuals' bids for power and, realizing that Huitzilopochtli had no intentions
of Embracing him (he was too useful as a ghoul), he reached outwards. He somehow managed to contact the european Kindred
and convinced them that this was a land ripe for conquest, and so the Conquest began and concluded when im 1525, Hernan
Cortes conquered Tenochtitlan.
Now, Huitzilopochtli was powerful enough to hold back and actually defeat Cortes' army, but the Spaniards had the help of the
Mictlan and the Tlaxcaltecan cities it governed, along with the help of Clan Ventrue, the Celestial Chorus and, secretly, the
Technocracy. Against this coalition army, not even the mexican Bete's and Magi's help could resist long, and the forces of the
Inquisition hunted for every supernatural and nearly annihilated all of Clan Huitzilopochtli.
Nowadays, members of the Clan are rising from Torpor and, though a little disoriented, they are finding their way into Kindred
politics, as allies of the Sabbat, although they plan to betray them and exterminate them as soon as they have reached the peak
of their power and found and awakened Huitzilopochtli, who still remains in Torpor in an unknown place.
It's important to point out that the Huitzilopochtli have declared a Blood Hunt on Tlacaelel, and will not rest until they diablerize
him.

Appearance
Powerfully built and bronze skinned, their eyes shine with an eerie red light when expressing their vampiric natures.

Haven
Museum storage rooms, secret chambers in ruins. Some Huitzilopochtli are finding their way to appartments and warehouses
thanks to the newest recruits.

Background
Before the Conquest, Eagle Knights and priests were chosen for Embrace; now, they are recruited from street gangs, the police
and the military.

Character Creation
Depending on the status of the character, he might be chosen for priesthood or for a fighter. Occult and other knowledges must
be used for a priest, fighting skills for a warrior. As the Huitzilopochtli have just risen from a Torpor of nearly half a millennium,
they are all of low generation, so Generation must be chosen as a Background.

Clan Disciplines
Thaumaturgy, Dominate, Xiuhcoatl.

Weaknesses
Huitzilopochtli vampires are very, very bloodthirsty. They need double the amount of victims to renew their Blood Points. They
must also eat their victims' hearts. In addition, they Frenzy easily in battle; the difficulty dropping by 2, only appliable to combat
situations.

Organization
The priesthood rule the warriors; they are all bloodbonded and will obey blindly the High Priests and Huitzilopochtli.

Gaining Clan Prestige


For priests, by excelling in their mystic knowledge and besting other magicians, be they Magi, Bete or Kindred (especially
Tremere). For warriors, their deeds in combat and the number of defeated foes will rise their prestige.

Quote
"We were defeated by treason. Well, not anymore, these invaders will learn to fear Huitzilopochtli".

Stereotypes
The Camarilla: Invaders of our realm, our Anahuac. They have been forced out of our lands for now, but we will not forget what
they have done to what is ours.

"Vampires who serve the sun? Just by the sound of it, I think they'll take care of themselves for us."
-- Khalib, 8th Generation Brujah
The Sabbat: They pretend to understand what the Beast inside is. We will show them, just in time for them to see us tear out
their withered hearts.

"Vicious creatures if ever there were ones. Beware of their powers, for dark forces hover about them."
-- Ezekiel, 7th Generation Tremere antitribu
The Inconnu: They match us in the power of their blood, but these 'neutral' observers are hiding something sinister.
"The cruelty of the Sabbat and the plottings of the Camarilla. Never a more frightening combination. Keep all observers clear
of these ones."
-- Antonia, 6th Generation Ventrue

View Xiuhcoatl discipline.


IBN-HAQUIMI
By Brian Connors (connorbd@bc.edu) Refer to World of Darkness: The Roman Empire

Nicknames
THEM (you really don't talk much about that which is too dangerous to comprehend)

Description
In a remote part of Asia Minor, not too far from the homeland of the Armenians, there is a heavily-guarded fortress known as
Alamut. Its history and even its precise location are generally unknown, and those Cainites who know of it avoid it at all costs, for
it harbors the power-mad monsters of the vampire world, the Sons of Haqim.
The ibn-Haqimi are spoken of only in fearful whispers by vampires everywhere, both within the Empire and outside of it. They
seem entirely unlike all other vampires; where the Malcafii and Umbrati are seen as manipulators, the ibn-Haqimi are
considered naked aggressors, greedy and brutal and willing to take down all of vampiredom to further their own power. They are
killers in the night, willing to take money to hunt down mortals and any fee at all for other Cainites. Though there is a movement
among them to build some kind of code of ethics and honor, it is far from developed.
The Western Cainites have misheard, misread, and misunderstood so much about them it is hard to separate fact from truth.
What is said is that the Haqimin are immune to sunlight; this is not true, though the eldest grow very dark-skinned (Haqim
himself, said by his clan to be older than Aricella, is said to possess skin darker than the night sky itself). It is also said that the
Sons of Haqim are coldly mercenary, with no ethics at all; while some are that way, the truth is that they simply operate with a
detachment similar to that of the growing Euthanatos cult in India. They operate on a principle similar to what later generations
will call Social Darwinism: power is survival, and survival is everything. Those who cannot keep their power when there is an
attempt to take it lack enough power to survive; therefore, let those who can survive continue and to hell with those who can't. It is
a siege mentality, plain and simple, but they don't look at it that way.
The ibn-Haqim guard Alamut fiercely; mortals are wiped and sent on their way, while vampires are subdued and diablerized
unless they can give a good reason for being there and/or earn the respect of the leaders of the clan. Haqim himself is said to
live (perhaps in torpor, perhaps not) deep underground, in one of Alamut's most heavily guarded sanctuaries. He (as well as the
other elders of the clan) generally live on the blood tithes of the younger, a tradition that has been required for many centuries.
Some say that Haqim has actually become more powerful than all other Senices by this method, perhaps even gaining a
generation on them; however, Haqim is so secretive even by his clan's standards that no one knows for certain if this is the case.
The ibn-Haqimi are even more feared for one reason: they put the Umbrati and the Nictuci to shame for stealth. This, more than
anything else, is the primary reason they are so widely feared; it is said the most powerful of Haqim's Sons can drain a target
without the target ever knowing it was the target. This capability, named Quietus in Latin for lack of a better name, is one of a few
Disciplines that virtually nobody can claim legitimate reasons for wanting.
Oddly enough, it seems to be because of them that the name Cain is known throughout the Empire. It also seems that Cain is
the name of a figure in one of the more common religions in Palestine; there may be some connection, but the Haqimin are not
telling...

Backgrounds
If they look like they'd be nice and loyal, if they seem to be the type that can do the job, and if they can't be traced and/or won't be
missed, a Haqimi will give them a look. Foreigners are avoided (too obvious) and failures are diablerized. Women are generally
not sought out for the Haqimite embrace; those few that are tend to be prostitutes and the like that have the kind of influence
necessary to be a good assassin.

Character creation
Physical and Mental attributes are primary. Nature and Demeanor must indicate a capability for detachment and a love for
power; Martyrs, Caregivers, and suchlike need not apply.

Disciplines
Celerity, Quietus, Potence
Quote
"You expected me to tell you that if I told you I'd have to kill you? Be clear on this: if I did tell you, you'd be long dead before I got
around to it."

Clan Weakness
Easily addicted to Cainite blood

Stereotypes
Baali: Kill them and simply leave them. They are as evil as the Setites and more tainted.
Brushah: They would only be worth the trouble if their knowledge could be drained with their vitae.
Cappadocii: They clean up our mistakes, but it tends to be unnecessary; our elders could easily do that for them.
Gangrilli: We don't need to be paid to go after them. They're annoying enough to kill on principle.
Malcafii: Petty little whiners. But there's something behind their manipulations, and I don't know if I like what I see...
Nictuci: At some point it will be up to us to decide what to do with them. The Nosferati will be useful to us. The hardliners just
look like dinner.
Rafanuti: Laughable but dangerous. Final Death is what they deserve, but they are too clever to have it handed to them. Tread
carefully and show no mercy.
Salubri: Interesting specimens. There is a good reason why they keep going, and I would love to know what it is.
Setites: The only good thing about them is the power they harbor. They are vessels to be consumed; never allies to be trusted.
Simistis: Mmmm... The oldest of them know of our domain and respect it. Tread carefully; there is great power among them but
there are a few that are dangerously tainted...
Taureator: Respect their power now, but they are not survivors. They are barely even leaders. We will feast when they fall.
Umbrati: I was surprised to learn that their homeland was so far west. Their kind have been manipulating shadows and lives
here for centuries.
Ventruta: They are now bound to the same wheel as the Taureatores. They are not fallen, no matter what they think.
ICARUS
By Jay Knioum (madafro@trip.net)

Author's Note
Well, no sooner did I finish a week's worth of work on this writing, when I discovered the excellent write-up on the Daedalean
bloodline already submitted by Timothy Toner. D'oh, indeed. ;) Even so, I decided to send this in anyway. After all, it is a fictional
subject, so there can't be a single right way to handle it, can there? :)
In any case, I must confess a lack of knowledge as far as Kindred history (especially around ancient times) is concerned. Please
bear this in mind when reading of the Icarus' origins, and take any misconceptions of mine with a grain of salt.

Background
An ancient clan arising from the depths of myth and legend, these vampires are said to be the legacy of Icarus himself.
According to Greek myth, there was an architect and sculptor named Daedalus, who is said to have constructed a vast labyrinth
for King Minos of Crete. The labyrinth was so skillfully made that only Daedalus was able to find his way out. However, Daedalus
gave the secret of escaping the labyrinth to Ariadne, Minos' daughter, who used the information against her father's wishes to
rescue her lover Theseus from the maze. Minos was enraged, and imprisoned the treacherous Daedalus and his son Icarus in
the maze, and sealed it. However, Daedalus constructed wings of feathers and wax for himself and his son, enabling them to fly
out of the labyrinth.
Daedalus warned his son not to fly too high...but Icarus didn't listen. Icarus flew so high that the sun melted the wax of his wings,
and he plummeted to his death.
In the World of Darkness, this legend has meaning far beyond simple myth. All that the legends say of Icarus was that he was
Daedalus' son, and that he died when he would not listen to his father's warning.
What the legends do not tell is that the True Brujah of the time had extensive dealings with Daedalus, the brilliant inventor and his
son, a beautiful young man with a zest for life and a keen mind. There are whispers among the oldest living Kindred that Minos
was not only a king, but a vampire himself, possibly a Lasombra. Through a complex weave of intrigue that is now forever veiled
by time, Minos, the Brujah, and Daedalus and his son became intertwined. Variations of the legends also have Minos as a
renegade Tzimisce, and the minotaur was actually some sort of precursor to the vozhd.
Minos did imprison the architect and his son, and they did escape by way of a magical pair of wings. However, the legends do
not mention how the wings were constructed. In the World of Darkness, the two somehow were contacted by a powerful spirit of
Sun, who gave them the gift of flight if they could but construct a pair of wings. This the brilliant Daedalus did, and Sun gave them
flight, and a warning: Seek Not To Touch Me, But Go Thy Way. Icarus, being the impetuous young man he was, could not resist a
chance to touch the Sun, and ignored the warning. His end is known to any student of mythology.
The Brujah, along with Daedalus, were overcome with sorrow at Icarus' death, especially since one or two elders had even
considered embracing the young man. Instead, Daedalus requested that the Brujah embrace him, but allow him to feed first
upon the vitae of his son (the times were such that Daedalus was not horrified by such an idea), so as to carry on his essence
throughout time. The Brujah granted their mortal friend his boon, and Daedalus was made immortal. However, once he drank
from his son's body, he was changed. Huge, white pinions shot from his back. Sun had left a gift within the blood of Icarus,
perhaps as a small act of mercy borne of sentiment for the young man's spirit. Forever after, the Icarus Clan, as Daedalus so
named it, have been the vampire harbingers of freedom, passion, and the power of the individual.

Description
Usually, an Icarus is almost blindingly beautiful, with chiseled features, golden or white skin, and white, angelic pinions. However,
there are some few who are hideous to behold, with long teeth, gnarled hands ending in sharp nails, and wrinkled, coarse skin
with crow's wings. These few are called the Harpies by their own clansmen.
As a clan, the Icarus value nothing so much as freedom. "Freedom" takes on many meanings, however, and this clan's members
range from the passionate revolutionary to the zealous crusader, from the saint to the debauch. Wings, all too often, do not an
angel make.

History
Both types of Icarus share one common trait: Hatred for the other. There was a grand Schism between the Icarus sometime
during the 1100's, when a radical group of Icarus fell into an allegiance with the Followers of Set (and some few even threw in
with the Baali), and into devil worship and depravity. The Harpies are the result of that line, who traded great power for curses so
dark as to be unnamable. Now, the Icarus are a clan divided, as the Celestine (the angelic ones) seek to eradicate the Harpies,
the stain on a proud Clan.
The Harpy Icarus, (usually referred to only as Harpies) who still believe in the ideals of freedom (albeit through their own biased
interpretation) upon which the Clan was founded, follow the Sabbat doctrine and practices wholeheartedly. The Harpies believe
that vampires should utterly enslave mankind, and have no love for the "simpletons" who seek to save the mortals from their
wrath. As a matter of fact, the Harpies no longer see themselves as part of the Icarus Clan, believing the "prancing peacocks" of
the Celestine to be little more than fools.
The Celestine Icarus value the freedom of the individual above all else. They are not part of the Camarilla, as they believe that it
serves only to suppress the inherent freedom of the Kindred. However, they do have a great respect for individuals of many
Clans, and do not believe that one's Clan dictates one's merit (or lack of it), although the neonates of the Clan are more given to
stereotypes than the elders. Basically put, the Celestine Icarus are allies to any who wish to break free of oppression, whatever
form it may come in. Icarus neonates seek out runaways and abused children and provide them with aid or advice. Ancillae are
found leading their own crusades against oppressive governments or organizations, frequently siding with the Brujah, Gangrel or
Ravnos clans in the process. The Icarus Elders believe themselves to be paragons of liberty, but many of them have gone into
torpor, seeing the cause as hopeless after so many centuries of watching slavery and corruption abound in the world.
The Icarus have a long history that paints the clan as a diverse one, mostly with how the Icarus deal with the mortal world. Many
factions of Icarus have evolved over the course of history, with purposes of all kinds. (See Factions, below)

The Embrace
The Icarus seek out mortals of exceptional genius, passion, motivation, and/or a strong sense of self-worth for their Childer.
Social caste or wealth means nothing to them, only drive. They enjoy finding a mortal whose passion is stymied by forces
beyond her control...and putting the forces in her control. Many a revolutionary has been freed from prison by an Icarus, and
given wings.

Weakness
Obviously, the Icarus' wings are useful, but they also serve as a great hindrance to this venerable clan, and have done so
throughout their long history. Society at large tends to react strongly to a person with wings growing from her back. This reaction
can range from fear or revulsion to worship, but regardless of that, no Icarus can go without being noticed or remembered as
long as her wings are apparent (it is for this reason that he Harpies have chosen to hide their hideousness and wings with
Obfuscate, while the Angels tend to override the innate human fear with Presence).
Icarus can hide their wings with great effort underneath bulky clothing. Naturally, when the Icarus are found in public places, they
are usually buried underneath trenchcoats. However, it must be noted that unless her wings are free and apparent, only the first
two levels of the Icarus' Peregrine discipline can be used.
Hiding one's wings is accomplished by an Intelligence + Acting roll. The difficulty is assigned by the Storyteller, taking into
account the clothes the Icarus wishes to wear, and the surroundings she wishes to go into while disguised. Crowds are easy to
conceal things in, but a police interrogation does not lend itself to such subterfuge.
However, it is very uncomfortable to keep such large body parts restrained for too long, and eventually the Storyteller will have to
call for Stamina + Acting rolls with increasing difficulties to keep the wings under wraps. Usually, an Icarus can hide her wings for
an hour or two without a problem, but after several nights, her back muscles will be in agony.
Another weakness of the Icarus is their discomfort within closed spaces. The Icarus are very much creatures of the sky, and to
enclose them in a small space for extended periods is the same as torturing them. Whenever an Icarus is kept within a small,
enclosed space without windows for over an hour, he must begin making Willpower rolls every hour after that or fall into a frenzy.
A "small space" is considered to be any room or chamber about the size of a jail cell, with nothing to occupy the vampire's
attention. Thus, libraries are not as likely to produce this effect as a coffin would be.

Haven
The Icarus are not just vampires with wings, they are avian creatures. As such, their havens are almost universally found in high,
remote places that are hard to reach without being able to fly. Elder Icarus are very partial to mountains, or huge penthouse
apartments high atop gleaming skyscrapers.. The younger Icarus make their lairs in tall, yet relatively abandoned structures
within cities. There is even a small coterie of Icarus that is said to make it's home inside the Statue of Liberty in New York.

Ghouls
The Icarus usually choose their ghouls under the same criteria which they choose their childer. Often, the ghouling process is
used to test potential Icarus, so that the vampire might see how the ghoul uses its power. Ghouls also serve as useful buffers
between the Icarus and the mortal world. It is not easy for a winged undead being to deal with the world of the living, making a
faithful servant such as a ghoul indispensable.
At the same time, however, Celestine Icarus realize the paradox inherent in ghouling a mortal. What greater kind of slavery
exists than to create one of these creatures, who must feed upon the vampire's blood to survive in her state? Thus, the Icarus do
not take the subject lightly, and almost never ghoul a mortal that they do not intend to eventually Embrace.
Individuals who are prime candidates for ghouling by an Icarus include those individuals who want to do some good in the world,
yet are often frustrated by reality, beauracracy, poverty, or other factors. Police officers, politicians, social workers, wrongly
convicted prisoners, teachers, federal agents, revolutionaries, philosophers, artists, etc. can all fit this description.

Nickname
Angels or Harpies

Disciplines
Angels: Presence, Celerity, Peregrine

Harpies: Protean*, Obfuscate, Peregrine


*Any Icarus, upon attaining the Form of the Beast power in Protean, always replace the Bat form with an avian shape. Eagles,
hawks, vultures & other birds of prey or carrion birds are most common, but only one is possible per vampire.

Stereotypes
The stereotypes given below are only for those clans or gatherings of Kindred on which the Icarus tend to share opinions. Clans
not mentioned, as well as other supernatural creatures, find little common ground in these vampires' thoughts.
Mortals: What are we without them? This is a mortals' world, under the mortals' control. We may live forever, but ultimately, we
can but watch and listen. Guide the living well and never underestimate them.
The Camarilla: They are a prison unto themselves, and the passion for freedom that burns in all Kindred hearts will struggle with
Camarilla bonds until they break. Then, only bloodshed can result.
The Brujah: We weep for the Brujah; they have lost so much. Sadder still, is that they don't even seem to realize it. We must be
their teachers, lest they destroy themselves.
The Ravnos: Their carefree ways are an inspiration to us; would that all Kindred could live as they do! If only they weren't so
enraptured with mischief, and so in love with themselves, they could teach other Kindred much.
The Gangrel: Possibly the best of us all, but perhaps they are too free. We must teach them to care about their cousins, for the
Gangrel united could be a powerful force indeed.
The Ventrue: They must learn that, in order to lead the Kindred, it must be in a direction other than backward.
The Sabbat: They seek freedom, as do we, but they do it at a cost too great to be considered justified. They are different from
the Camarilla, but no better, as their members are little more than mindless slaves to a false ideal. (but then, the same could be
said for the Camarilla...)
The Harpies: They are a blot upon us, and if they cannot be turned, then they must be eradicated. This pains us, for they are of
our blood.
Toreador: Empty. A pity; they could be so much more...
Tremere: We must judge all Kindred as individuals, yet this clan tries our wills to the core. Teach them much, but trust them not.
Malkavians: They have paid the ultimate price for their liberty. All Kindred must watch the children of Malkav, for they are a sure
sign of the Beast's victory.
Nosferatu: Theirs is the freedom of the exiled, a dubious position to say the least. Judge them by their actions, not by their
faces.

Factions of the Icarus


Obviously, a clan founded on the premise of individual freedom will produce wide variety among its members. Even so, it is to
be expected that members of the clan will gather with those of like mind, and this is where the Flights begin. Flights are
organizations or confederations of Icarus, similar in concept to Camps of Garou. They are not bloodlines -- all are Celestine
Icarus (save the Harpies) -- but their ideologies make them different from their other clanmates. The actual number of Flights is
uncountable, as most of them only last a few years before the Icarus separate. This is because all Flights are formed for some
purpose or ideal, and if the purpose is achieved (or revealed to be futile), the Flight usually dissolves. Some do survive,
however. Here are some of the most prominent or oldest Flights, and what they stand for:

The Purging Flame


This Flight originated during the 12th century within Asia Minor as a result of the Schism. The Purging Flame was originally
formed to hunt down and destroy the Harpies, but the zealous leader of the Flame, Hazar al-Zhereb, began to turn his attention
and followers against just about all Western vampires. Their primary targets were the Tzimisce, the Followers of Set, and the
Baali (and of course, the Harpies). In modern times, the Flame is best described as an anti-Sabbat terrorist group. These
extremely militant Icarus work hand over fist with groups of Brujah to obliterate any packs of Sabbat they can uproot...by any
means necessary. Often, the Flame's activities produce at least as much damage and Masquerade endangerment as do the
Packs they hunt.
The Flame is most active in any part of the world where Sabbat activity is concentrated. In particular, the Flame has a large
stronghold in the mountains of Mexico, and rumor has it that Hazar al-Zhereb himself is hidden somewhere in Brazil, possibly
Rio de Janeiro.

The Vigilant
This Flight perhaps illustrates the best of the Icarus...and certainly uphold it's highest ideals more readily than any other Flight.
However, the times are changing, and the Vigilant suffer decreasing numbers, as more and more Icarus fall victim to apathy
against the perpetual onslaught of oppression in the world. At its best, the Vigilant are soldiers of freedom. They are what the
Brujah could be if they stood united. They watch the Camarilla for signs of tyranny, and are quick to strike if a Prince plays at
being God. They watch the governments of man, and act just as swiftly when wrongdoing is detected.
At its worst, the Vigilant are a decaying artifact of simpler times. They share much in common with the Garou, as they fight a
losing battle against increasingly overwhelming odds. Worse, the older Vigilant are seen by Icarus neonates less as bold
leaders against tyranny, and more as doddering fossils who have lost touch with the world.
Finally, the Vigilant are being eaten away from within by increasing games of intrigue among the Flight's elders. As time wears
on, these old Icarus are becoming more concerned with holding their power bases than combating oppression, and the
ideologies are gathering dust.
Still, the Vigilant have many members yet fueled by the spirit of freedom, and these ones are still in the majority...for now.

Order of the Labyrinth


This Flight has taken it upon themselves to uphold the traditions and ideas of the classical age. They call themselves the "true"
sons of Daedalus, not to belittle their clansmen, but to emphasize their role as the recordkeepers, researchers, storytellers, and
visionaries of their Clan. The Order is based in Tibet, but is spread throughout the world promoting education, invention, and the
pursuit of knowledge. They concentrate their efforts in lands or nations where education is substandard.
In particular, the Order seeks out newly created Kindred who have been abandoned by their sires. The Order takes a special
interest in Caitiff, and seeks to protect them from the brutality of Kindred society by educating them in matters vampiric, and
otherwise.
The Order is said to have researched a strange discipline which seems to take on characteristics of Thaumaturgy and Obeah.
Indeed, the Order has been known to fraternize with the Tremere and certain mages in their researches into the nature of
vampirism and the Occult.
The Order maintains a vast library of knowledge within the mountains of Tibet, under the guise of a Buddhist temple. The Icarus
claim that all knowledge is contained there. While that probably isn't true, it is a safe bet that there is no tome written that does
not find its way there eventually. Rumor has it that the Library of the Order has in its collection the only full copy of the Book of
Nod. The Order will not confirm or deny this, and only the Elders of the Clan know the answer for certain.
The Order of the Labyrinth has within it a small, monastic group of Icarus, called the Aesthetics, who maintain the library. In so
doing, they have agreed to give up the skies for all time in sacrifice to their perceived greater duty. Thus, the Aesthetics have
actually cut off their wings, in a long ritual that some say has driven the vampires mad.

The Apostate Host


This Flight represents the darkest facet of this Clan, aside from the Harpies. The Apostate are those Icarus that have taken the
pursuit of freedom to its worst extremes. This Flight arose around the same time as the Purging Fire, and was borne out of the
rising tide of Christianity. Around this time of religious fervor, certain Icarus were seen by mortals as angels sent directly from
Heaven, while the rest of Kindred society were viewed at the very least as the Devil's servitors. These Icarus began to deal with
the adoring mortals more and more, and did not try to dissuade the faithful from their misconceptions as to the Icarus' origins.
Rather, those who would become the Apostate began to actually believe themselves angels, and began to take advantage of
the mortals who worshipped them as gods. Ultimately, this Flight suffered from the same flaw as the Biblical Apostate...the sin of
pride.
In modern times, the Apostate Host can best be defined as Satanists. Yet, they are not really evil...merely arrogant and proud.
They believe that the angel called Lucifer Morningstar was right in his rebellion against God, and they believe the Almighty was,
and is, the universe's greatest tyrant.
During a Dark Ages Chronicle, the Apostate are a young Flight, but very active in mortal affairs. They particularly appeared to
churchmen and the very faithful, enjoying very much the adoration and awe (enhanced in no small way by Presence) extended
toward them by the mortals of the day. They have only begun to demonstrate the "qualities" of their modern-day descendants...of
pride and perceived superiority over all sentient creatures. As "messengers from God," the Apostate are learning that the
medieval mortals will practically fall upon their swords at their merest suggestion...a dangerous temptation to these willful
vampires.
Yet, the Apostate has never aligned with the Baali. They have always seen that clan as unenlightened fools, groveling for scraps
of power in the wrong places. Both clans have much to do with the forces of darkness...but for widely contrasting reasons. The
Baali are largely selfish, malevolent sycophants who grab for power from demonic forces. The Apostate are more philosophic in
approach. They care nothing for personal power, only complete freedom to enjoy their debauchery...which nowadays has
become almost legendary even in the ranks of Toreador antitribu.

The Harpies
The Harpies are not really a Flight, but an actual offshoot of the Icarus clan, with different disciplines, ideology, and appearance.
As told before, the Harpies follow the darkest path of the Icarus philosophy, and now seek to advance their ends at the expense
of mortals and any else who stand in their way. No flight of Icarus, not even the Apostate, is so heavily involved with the Sabbat
as the Harpies.
Roughly 5% of the Icarus population of the world are Harpies. Since they lack numbers, the make do with cunning and subtlety.
They make excellent warriors, spies, assassins and just about any sort of black ops the Sabbat can come up with.
Even though the first Harpies were of the Seventh Generation, this offshoot line has absolutely no qualms about the Diablerie,
and freely kill and drink of lower generations whenever possible. However, the Harpies never turn on each other. For whatever
reason, an unspoken code of honor exists between each one of these vampires that prevents her from acting to another Harpy's
detriment. Thus, even though the offshoot is small, their internal cohesion, determination, and lust for power makes them a
formidable threat, indeed.
It is worth mentioning that in recent times, more and more Harpies have been appearing with skill in the Melpominee discipline.
For reasons that can only be guessed at, certain Daughters of Cacophony have been allying themselves with female Harpies
(there are male ones, of course). Some Camarilla elders speculate that this alliance is a first step by Tremere antitribu to create
a cross-bloodline using Harpy and Daughter vitae.

View the Peregrine discipline.


INANNA
By Robin Pfeifer (robin@one-world.de). See Gods of the Cities for more information.

Description
Inanna is a daughter of Malkav and Goddess of Uruk and Ninive. Reverence for Inanna is widespread in all the cities of the
Fertile Crescent in the second millennium before Christ.
When Inanna created her first daughter, the blood bond between them was stronger than any other blood bond previously known.
They were like one person, living in separate bodies. It was the same for all daughters of Inanna. For all purposes, they all were
Inanna. This afforded them their own discipline which they called One-Mind. Sadly, it also made them vulnerable to what each of
their sisters suffered. This eventually led to the extinction of the bloodline.

Nickname
Love Goddess(es)

Appearance
All Inannas are female and outstandingly beautiful. They are very open as to their sexuality and are well-known for their voracious
appetite when it comes to men. All rumors of cannibalism are of course false.

Haven
As all Gods of the Cities the Inannas live in their temples. There they receive sacrifices and lovers alike.

Background
Inanna chooses her progeny well. She takes only the most beautiful young women; most were her priestesses in life. As it is
customary for all women in the country to spend their first sexual experience with a stranger in one of Inanna's temple, the
Goddess sees all of the possible candidates.

Clan Disciplines
Auspex, Obfuscate, One-Mind

Weaknesses
The Malkavian origin of the bloodline calls for a derangement, which invariably is the antithesis of a split personality. All Inannas
believe to be one. This is their strength, but also their weakness. When an Inanna of 5th generation is hurt in any way, all other
Inannas of the same generation suffer half of the damage she suffers. The 4th generation founder of the bloodline suffers a
quarter of that damage. Yes, you can eradicate the bloodline, if you kill four Inannas at the same time, but they usually are wide
and far between. In addition, if you destroy the 4th generation Inanna, all her daughters will perish in flames at the same time. In
future times, when 5th generation Inannas are allowed to procreate, these flaws will be perpetuated down the line.
The Inconnu
(version 1)
By Daniel Harms (harmsdm@ctrvax.vanderbilt.edu)

Author's notes
The following is a document I wrote over the last part of the summer with regard to the Inconnu. Within it, I've tried to incorporate
whatever I could find within the WOD books I have on the subject. If anything herein runs counter to WOD canon, it's because I
didn't see the source or found other sources with conflicting information (this especially applies to Hunedoara). Please CC all
responses/advice/flames to harmsdm@ctrvax.vanderbilt. edu.

Introduction
A few weeks before his untimely departure at the hand of a deranged holy man, I was speaking with Ryan Copeland, Baali of the
Southeast Cabal. Midnight was rapidly approaching, and we had spent most of the evening discussing various matters relating
to vampiric history and traditions. The subject had moved to Mithraism, the Roman mystery religion based around a Ventrue
elder who later became prince of London.
"He's been missing since the Blitz, but I wouldn't write him off entirely," Ryan was saying. "After all, he was a member of the
Inconnu before they were the Inconnu."
"But why would a member of the Inconnu be allowed to become prince?" My attention had begun to wander, and I was trying to
keep awake.
"Well, he split from the group when their mission changed just after the Anarch Revolt. I take it you haven't heard that much about
it?"
"No one seems to want to talk about them. I've read the 'Vlad Tepes' document where the Inconnu are only elders hiding from
their childer and each other --"
"Ah yes. You know, some believe that your friend Sarkov might have been responsible for that. A source of useful information,
but rather inaccurate on that point."
I almost asked about Sarkov, but decided to continue. "And there are some Kindred I've talked to who say that the Inconnu are
actually the guiding forces behind the Jyhad and the servants of the Antediluvians."
"The rumors our younger ones start! Well, I can hardly leave you ignorant on such an important point of our history..." Since that
night, I've cross-referenced what Ryan told me with what little else is known about the Inconnu. For the most part, it seems to go
along with what little I have been able to find out about them, but I leave it to the reader to judge the information given. (And since
he was a Baali, any tidbits you could pass on would be appreciated.)

Origins
The Inconnu, as they were called later, were originally a coalition of Ventrue, Lasombra, and Malkavians, and a few True Brujah,
who controlled various factions among the Romans. Though spending a good deal of their time squabbling with one another,
they were able to present an united front for long enough to maintain their position of power. With the secret aid of these
generals and statesmen with their millennia of experience, Rome was able to obtain unquestioned dominance of the
Mediterranean. One of the most important acts undertaken by the Inconnu was the destruction of the Brujah center of Carthage
following the Third Punic War. Though it was hinted within the Inconnu that the Brujah had dabbled with infernal matters and
Carthage had to be destroyed to be purified, the logic behind it was probably more economic than anything else. Whatever the
cause, the city's destruction led to centuries of strife between the Brujah and the Inconnu nonetheless. After the Punic Wars, the
Toreadors began to move to Rome in force, and many of them joined the Inconnu.
It was not until the first century AD that the Inconnu began to have true dissension within its ranks. The exact events are lost to
history, but some time after the reign of Caesar Augustus the Toreador, along with a few Malkavian allies, wrested control of the
Empire from the Ventrue. The coalition who gained power lasted for quite some time, and was able to perform such coups as
conquering the Tzimisce-controlled region of Dacia to the north. The long-term conflict which resulted from this would eventually
lead to the fall of the Roman empire to Alaric and other barbarians led by the Ventrue and the Tzimisce. After Rome's
destruction, the Ventrue reformed the group, but the Toreador held a grudge against their returning lords and deserted them.
During the Dark Ages, the former Roman backers fell back, trying to engineer another centralized imperial government such as
they had enjoyed in Italy. They backed various individuals, including the French Merovingian line, but it was in the Roman
Catholic Church that they found the closest parallel to their former glory. Their aims were often frustrated, however, as various
manipulators worked behind the scenes on plans that often conflicted with those of others. So confusing did the newer Kindred
find this, and so little was known of these secret powers, that the term "Ignoti," meaning "The Unknown" (but also implying
"Ignoble"), first came to describe them. Those within the group, however, often referred to themselves as "The Order." It has
been said elsewhere that the shock of Saulot's diablerization was the force that drove the Inconnu together. This is only partly
true. Saulot's death did come as a great blow to the order, and the group did become more centralized after his death. This was
mainly the result of anti-Tremere sentiment among the group, however. Efforts were made to damage the Tremere's standing,
but the Inconnu were hampered by Clan Tzimisce's decision to exclude them from their homeland where the battle was raging,
as well as a faction within their own group that held that Saulot's death was in fact planned by the Healer and therefore should not
be avenged. For the most part, though, the Inconnu were too busy within their home provinces to cause the Tremere much
trouble at the time.
What truly brought the Inconnu into their present form and purpose was the Anarch Revolt, along with the diablerization of
Cappadocius. The elders who survived saw that their attempts to gain more power for themselves had in the end resulted in
chaos and destruction. Diablerie, which had been a rare occurrence previously, suddenly became an omnipresent threat. The
group had become more and more disenchanted with pursuit of material matters, and more interested in higher truths. Even the
more pragmatic considered a withdrawal from the Jyhad wise, if only as a way to preserve their own existences.
The rise of Augustus Giovanni was also a matter of great concern. They, like the Tremere, attempted to destroy the clan of the
Founder they killed. The Tremere, however, set out to do this by discrediting and demonizing their foes in a propoganda
campaign that lasted centuries. The Giovanni had not gained the same connections within the Kindred community, so were
instead forced to hunt down the Cappadocians themselves. To do so, they made use of a special ritual that allowed them to
detect Kindred of the Clan from a great distance. [DH -- I asked Ryan whether this was the same as the Tremere ritual that found
Saulot. He told me that the Tremere magic, which was more tied to nature, could only detect the massive amounts of energy
around the Antediluvians, while the Giovanni's was more tied to the life and death cycle and could more easily pick out
"anomalies" (vampires).] It was this innovation that led them to perform the ritual at Hunedoara Castle which shielded it from all
intrusion. The newly-formed Council of Twelve sent the word out through the world about the sect's new policies. Many of its
former members, among them Mithras, Prince of London, were unwilling to give up their temporal power and involvement in
Kindred affairs, but at the same time the new message had appeal to some in the Brujah and Toreador communities. Over time,
more of the Ancients who had grown tired of the Jyhad were won over, until the Inconnu reached the strength that it now
possesses.

Joining
No one can join the Inconnu by asking; when the time comes, the Inconnu will contact the individual and extend an invitation. To
be accepted, a candidate must have a true desire to exempt himself or herself from the Jyhad, as well as the wisdom and the
power to make the separation and to avoid further manipulation by one's fellows.
The closeness of the vampire to Caine is one of the major qualifications for the order. The applicant must be sixth generation or
higher to join. If diablerie was used to gain the rank, the members will consider the number of years ago the act was committed
and the motivation behind it; a few "youthful indiscretions" might be tolerated, while a more recent act will probably not be.
(Performing diablerie just to gain entrance to the Inconnu is considered particularly bad form.) Though age is an important factor
(the potential member must be at least three hundred years old); closeness to Caine is paramount.
These rules, however, are relaxed for those who have attained Golconda. Such Kindred are considered to have the requisite
maturity and potential, and indeed are regarded with deep respect by other Inconnu. Usually a quester will come into contact with
a member of the Inconnu during their search, and the organization will keep tabs on them afterward. All who complete their
Suspire successfully are invited to join. (Ryan later told me that exceptions have been made for those who reach Golconda
through the Path of Power and the Inner Voice (see SHTTS 64-65), though the individual is always evaluated beforehand.)
Those who fail in their quest, however, will never receive an invitation.
There is one other possible group that can enter the Inconnu -- those who have chosen at the apex of their Suspire to become
human rather than reach Golconda. According to legend, such individuals have been allowed into the Inconnu when they have
appeared, but currently there are no known human members of the group. [DH -- There probably never were any such members,
Ryan asserted. Golconda, to his understanding, was an acceptance of one's nature, and anyone who wanted to become human
at the end of the quest had failed already. Still, it could be asked how much a Baali knows of Golconda anyway.]
No matter how the person becomes a member, they will be met in private by two or three Inconnu who will extend an invitation. If
refused, the Inconnu will continue to evaluate them and may once again extend membership within a century or two. If they agree,
they are accepted as a member. To truly become a member in good standing, however, they must travel to Hunedoara Castle
and take a solemn oath before the Council of Twelve to give up all role in the Jyhad and leave behind all other sect or clan
loyalties, as well as any boons owed or given to vampires outside the organization. The clan leaders will break any Blood Bonds
placed upon the individual, then place a magical mark upon them that will provide them with immunity from the fear and
forgetfulness which Hunedoara Castle causes.

Benefits
Though exemption from the Jyhad in itself might be seen as benefit enough, the association of elder Cainites within the order is
also an important factor. Though no member of the Order is bound to come to the assistance of another save under the direct
order of the Council of Twelve (which is very rarely given), friendship between members of the Inconnu is often strong enough
that informal pacts of mutual protection come into being. In addition, those in the Order are more than willing to trade each other
information, or even tutor others in disciplines, if given sufficient incentive.
One other convenient aspect of the Inconnu is its remission of its member's prestation. All bonds made before joining to anyone
outside the Inconnu are considered null and void, and anyone called upon to fulfill them may claim exemption with little, if any,
loss of Status. The Order does tend to avoid potential members who have a good number of debts, however.

Responsibilities
There are very few rules by which a member of the Inconnu is expected to abide, and even fewer that are enforced. Members of
the Order must remain apart from the Jyhad; this is the most important of all of the group's rules. Even contact with one's non-
Inconnu childer should be kept brief and impartial. The Inconnu is also dedicated to the preservation of the vampiric species.
This does not mean, however, that an Inconnu member cannot destroy vampires in self-defense -- or truly, for any other reason.
The Council is likely to give the individual the benefit of the doubt in these cases, so long as no Jyhad-based motivation can be
found. Killing another Inconnu, however, is treated with the highest degree of severity, the offender usually being hunted down
and killed.

Leaving the Inconnu


A person can leave the Order by either requesting dismissal or being expelled by the Council of Twelve. For the most part,
however, the Inconnu interferes little in its members' lives, so a Cainite can remain aloof for centuries and still be considered a
member. The only possible reasons for expulsion are continued interference in outside affairs, or if the Council judges that the
Kindred's continued presence would irreparably damage the organization or its members.

Organization

Council of Twelve
The Council consists of Cret, the Monitor of the Tremere, along with eleven of the most experienced Kindred within the Order.
Councilors remain in their position until their deaths or resignations. New members are not elected, but chosen from a list drawn
up by the Council. Age is an important factor, but the councilors also look for a person who will complement their own abilities.
Such a position is rarely sought; many members have turned down invitations to join the Council to pursue their own goals.
The Council's duties, at the present time, include collecting and correlating Monitor reports, dispensing justice, and aiding the
Tremere Monitor in his duties. The Council could serve in a great number of capacities if needed, but prefers to keep its
present, somewhat weak role. They realize that the Council's greatest power is its ability to rally the strong-willed and recalcitrant
elders, and that any attempt to centralize the group's authority would alienate many powerful members.

Monitors
One position often volunteered for is that of Monitor of a given city, state, or region containing fifty or more Kindred. Those
outside the Inconnu often think of such a person as a nearly-omnipotent individual whose spies are everywhere. This is true, in a
few cases, but the style of each Monitor varies widely, with many taking little or no interest in their areas. It is possible, in fact, for
the territories of two Monitors to overlap considerably. For the most part, these people keep their presence secret, though a few
announce themselves openly or even re-enter Kindred society under an assumed identity. The latter are themselves closely
observed by the Council to watch for "lapses."
The duty of the Monitors is simple: report any unusual activity to the Council. This is generally taken to mean the appearance of
new bloodlines, major supernatural incursions, and drastic power shifts within the Kindred community, but the exact definition of
"unusual activity" is largely left up to the Monitor in question. Failure to notice or report a major occurrence, however, may result
in some unpleasantness from the Council.
A lesser-known fact is that the Inconnu also maintains Monitors for the various clans whose duty is to study their history, politics,
rumors, and so forth. For the most part, these Monitors are mostly scholarly members of the clan in question. For the Tremere,
the Setites, and the Giovanni, the situation is much different. Cret, the charismatic Ventrue who sits on the Council of Twelve,
has taken up a post of Monitor of the Tremere, and he is often aided in his duties by other Councilors. The Monitors of the
Giovanni and the Setites are less-valued though nonetheless important posts. The Council has debated whether the
irregularities displayed by the Samedi bloodline warrant the appointing of their own Monitor, though the matter has remained
inconclusive.
[DH -- Ryan claimed that no Monitor of the Baali existed, but I think that this had more to do with his own failure to spot any such
individual than anything else.]

Factions
The Inconnu, like any organization, has often been split among its members. It differs from other associations, however, in that it
is so diverse and decentralized that such differences cause no schisms, merely opportunities for lively debate and discussion.
These factions come and go, depending on their pertinence to the situations at hand. There are two groups, however, that have
survived the centuries and who still pursue their separate agendas into the present age. The first are often grouped under the
label "The Seekers." This faction sees the pursuit of Golconda as the highest task to which a Kindred may aspire. Those who
have already attained Golconda, or who do not spend all their time in pursuit of that state, take it upon themselves to find those
not in the Inconnu who seek it and help them upon their way. For the Seekers, the true fulfillment of the Kindred species will come
when each member learns to accept his or her true nature.
On the other side of the question are the "Purifiers." Despite its title's sinister overtones, the members of this group are quite
benign in their pursuits. Usually more rational in methods than their competitors, they believe that through science and magic, the
Kindred can overcome their limitations while maintaining their unique natures.
Centuries ago, the two factions were relatively equal in number. Since the Age of Enlightenment, the Purifiers have grown in
number, and in fact most of the Councilors now rank among them. Suppression is not in the nature of the Inconnu, however, so it
is unlikely that any action will be taken against the Seekers.

Members
Only the Council of Twelve knows the complete list of members of the Order. If a clan member wants to be put in touch with
another member, it is customary to ask the Council, though other members might also direct them to the person desired.
Ahrimanes, Baali, Blood Brothers, Daughters of Cacophony, Giovanni, Samedi, Tremere: No members of any of these
exist within the Inconnu.
Assamites: Only a few Assamites have joined, and none of these is under fifteen centuries old. All are heretics despised by the
clan.
Brujah: The memory of Carthage is still strong for many in this clan, but many of those Sired after the city's defeat have chosen
to join the sect nonetheless, drawn by its emphasis on freedom.
Cappadocians: It is believed that the Giovanni destroyed all the Cappadocians. However, if any of these do survive, the
Inconnu might be the best place for them to hide.
Followers of Set: Two or three renegades who have (supposedly) given up the ways of their founder have been inducted --
though not without some reservations.
Gangrel: With their love of the wilderness and aloofness from Kindred society, the Gangrel are closest to the Inconnu spirit, and
appear in greater numbers than any other clan.
Gargoyles: It is possible that the first gargoyle has been inducted into the Inconnu, but if so no lower-level members have seen
him for many years.
Kiasyd: Only a few of this reclusive bloodline have joined the Inconnu.
Lasombra: Following the destruction of their clan founder, many Lasombra felt the need to re-evaluate their priorities. Many of
the "Old Guard" Lasombra joined the Inconnu, and a good number of these still follow the Path of Heaven.
Malkavian: The Malkavians fit into the Inconnu with the same ease (?) that they do within the Camarilla or the Sabbat.
Nagaraja: Few of these Kindred meet the generation requirement for the Inconnu, so only one or two at most have joined.
Nosferatu: Both Nosferatu and Nictuku are welcomed within the Inconnu, though they are expected to give up their feuding upon
induction.
Old Clan Tzimisce: Just as with their Lasombra brethren, the Anarch Revolt caused many of these individuals to re-examine
their priorities. Many of them have joined the organization, unsatisfied with living with their masters under the Oradea League.
(For those using the "Old Clan Tzimisce" Internet posts, a good deal of these are fifth-generation House members who were
passed over when succession was given to another of the founders' Childer.)
Salubri: All Salubri who succeed in their quests for Golconda are allowed into the group, though their stay there is usually cut
short when their Childer diablerize them. If the GM rules that any higher-generation Salubri still exist, they will most likely belong
(and will be regarded with some awe by most of the rank-and-file).
Toreador: Not as many Toreador have returned to the Inconnu as that group might have liked, but more and more of this Clan
are finding Kindred politics to be a distraction to their art and see joining the group as the only way to gain true freedom.
Predictably, few Poseurs have joined the group.
True Brujah: A good number of this bloodline who are unaffiliated with the Black Hand are instead members of the Inconnu.
Such members have, of course, given up on their feud with the childer of Troile -- or so they say.
Tzimisce: Very few of these have joined the Inconnu, as their presence is lobbied against by the Old Clan, and few would meet
the requirements posed by the sect at any rate. At least one Tzimisce member, Vlad Tepes, is known.
Ventrue: It is difficult for most Ventrue to give up the idea of acquiring power over others, but a surprising number have
nonetheless become members.

Paths
The Inconnu includes a wide variety of paths, with Humanity and the Via Bestiae (see V:TDA) being especially popular. Also
common are the Paths of Harmony, Honorable Accord, Scorched Heart, and (in more recent years) Self-Focus. They tend to
frown upon the Path of Caine and its forerunner, the Via Sanguinus, since they condone diablerie. Those known to be of the
Paths of Typhon or Evil Revelations are never asked to join, as they would have a disruptive influence on the rest of the
organization.

Locations
[Notes on Hunedoara Castle
DH -- Though the description of Hunedoara Castle in the World of Darkness book is accurate for the most part, a few notes
regarding its history should be made.
First of all, Vlad's raid on the Turkish garrison at Hunedoara never happened -- at least, not at Hunedoara. The incident
described occurred at Giurgiu, halfway across the country and on the Turkish border.
Secondly, the timeline in the article seems flawed, as the diablerization of Saulot occurs at the sme time as the Anarch Revolt.
For the purposes of this article, I've taken the time closer to Vlad the Impaler and used Cappadocius' diablerization as the
reason for the group's final change in policy.]

The Catacombs
Before the Council cast its spell over Hunedoara Castle, the Inconnu usually had met within the catacombs beneath the old
Roman cities, such as Paris and Constantinople. (The organization was forced to desert its former haunts beneath Venice due
to flooding and the presence of the Giovanni, though the Monitor of the Giovanni is said to keep his residence in one of the
remaining tunnels.) The Roman catacombs still remain the most popular place for meetings due to the low Kindred population
and a cordial agreement with the local Nosferatu.

Geneva
As stated in the WOD book, Geneva serves as an unofficial meeting place for those Inconnu unwilling or unable to make the trek
to Hunedoara. The Prince of Switzerland, Guilliame, provides hospitality for all of the Order who come here. The Kindred have
access to a great deal of information from here, but even more valuable is the opportunity to associate with fellow members in a
more congenial atmosphere than that of Hunedoara or the Catacombs.
All is not perfect in Switzerland, however. Guilliame has declared the areas outside Geneva and Zurich off-limits to Kindred;
those few who have ignored his warning have never returned. Recently, rumors have surfaced that Guilliame will soon be
overthrown as Prince, though few who know of the elder's strength and alliance put much credence in them. The possibility that
the threat might be backed from within the Inconnu itself, however, is a disturbing one.

Shalkamense
The hidden archives of the Inconnu, they are accessible only through the magic of the Council. Shalkamense (or "Shalkamain")
is a great library that exists somewhere beneath the ocean within a magical field. Other Cainites have spoken of Shalkamense
as the resting-place of Caine; the Inconnu smile and agree, as every piece of wisdom recorded by Caine, Seth, or the
Antediluvians may supposedly be found there -- if only one knows where to look within the labyrinthine collection. Most of the
books are quite old, dating even back to the First and Second Cities, though sometimes quite recent volumes have appeared
wedged between more ancient texts. It is likely that the complete text of the Book of Nod lies within -- for those with the fortitude
to comb the whole library for its fragments.
Though what exactly the library contains would take thousands of years to determine, all those who have remained there for any
length of time will agree on one fact -- something else is there. Usually it manifests itself only as a shuffling noise a few rooms
away or a chill that passes through a room, but when items in the collection are threatened more violent occurences have been
noted. Many of the Inconnu whisper that Caine himself lives there in the library. Others, who have found references to
Shalkamense in connection with a place called "Zemargad," point to Rabbinical lore and state that it is Lilith herself whose
presence is felt.

The Taint
Ever since the disappearance of Hunedoara Castle from the historical
record, the taint of diabolism has lain at the heart of the Order. At the
present time, only a few of the Council have given in completely to the path
which they have begun upon. Most of them regard what they have done
with self-loathing, but see no way to escape.
Within the rest of the Order, the percentage of diabolists is higher than it is
in other organizations, due to the loose controls placed on the members
and the lack of an "internal affairs" group such as the Sabbat Inquisition.
Still, due to the emphasis on spiritual enlightenment within the Order, those
who choose the Path of Evil Revelations are still quite rare.
Recently, the Council of Twelve has become concerned with the magic
practiced on new initiates of the Order. They remain split on whether the
magical mark enabling the wearer to enter Hunedoara should still be given
to new initiates. Nothing out of the ordinary has been observed with relation
to these markings, but some remain worried that this has allowed the
demons to obtain an even greater hold on the organization.

Bahoumet
It was Bahoumet to whom Cret turned for assistance when he and the Council made Hunedoara disappear from the world. In
return for a mass human sacrifice, Bahoumet promised to cast a great spell around the castle to keep it isolated for all time. One
year later, however, the creature returned, telling Cret and his fellows that it could only maintain the ward for one year at a time.
Since then, the Council has been bound to perform the rite of Bahoumet annually.
Bahoumet can (and has) appeared as a red-skinned monster, a talking head of stone, a youth in a white robe, an inky
blackness,a great scaled sea-monster, and many other guises. Often, witnesses to the same sighting will describe entirely
different forms. Cret believes that if Bahoumet's true form could be discovered, it would help the Inconnu to gain the upper hand
in the pact with him. It is unlikely that this will ever come to pass.
Surprisingly enough for a demon, Bahoumet has taken little interest in the Inconnu other than the annual sacrifices, and has not
been seen for over half a century. Some have said that this proves that Bahoumet has a more ambivalent nature than had been
suspected, while others hold that the spirit is waiting for the right moment to strike and bring the entire order down.

Members
Bartholemew, Kiasyd (6th) (SHTTS)
Cassius -- Lord of the Catacombs of Rome and one of the oldest Inconnu still living. When his Clan was battling the Giovanni
during the 1500's, he learned a great deal of that Clan, and only doubts regarding his objectivity prevented him from being
named their Monitor. He is currently hidden near Hong Kong, waiting for the return of the Eastern Kindred there. (WOD1)
Cret -- A Ventrue who claims to have been Embraced in the Second City. He was known as a mighty wizard, almost as powerful
as Lamech, and was considered to be legendary by all but a few until his arrival at Hunedoara. (WOD1)
Dondinni (6th) -- Monitor of Genoa. Considered to be an expert on new bloodlines. (PG)
Elijah (5th Gangrel)
Guilliame -- Prince of Switzerland who has reached Golconda. His country is a favored gathering place for those members who
want to meet one another but find Hunedoara to be inaccessible or unpleasant. He has never sat on the Council, and serves as
a sort of ideological "opposition" within the group. (WOD1)
Mahatma -- Monitor of Istanbul (PG) Nefer-meri-Isis (4th Ventrue) -- Monitor of the Setites. Considered to be somewhat over-
zealous by her fellow clanmates. (PG)
Rebekah -- Monitor of Chicago
Vlad Tepes (6th Tzimsice) -- While the infamous prince provided the Inconnu's leadership with much aid during its inception, he
refused to join them, seeing in the Camarilla his first hopes for the survival of the vampire species. Later, he joined the Sabbat,
but found them lacking in principle as well. In 1848, after much debate within the Inconnu, they inducted the Wallachian as a
member. Currently he spends much of his time at Hunedoara Castle, though his new quest for Golconda will likely take up much
more of his time. The Council of Twelve watches him closely, hoping for an expiation of their own sins. (COTI, WOD1)

Stereotypes
Assamites: The warriors of the Kindred have indeed fallen far! At least there
is one reason we can be thankful for the Tremere.
Brujah: The Punic Wars were a youthful indiscretion on our part, but we
must not forget the reasons behind what we did. Treat them fairly but firmly.
Followers of Set: Are they still the tools of their founder? No matter. Avoid
them or kill them.
Gangrel: They are our younger brothers, and should be treated as such.
Giovanni: They remain as isolated from us as possible -- though this is more
likely a way to cover up their own plots.
Lasombra: A noble though declining people, their association with the
anarchs and Sabbat has been an unfortunate choice.
Malkavian: Listen to everything they say, but believe little of it.
Nosferatu: One of the wisest clans. Their internal strife is distressing; if we
were forced to choose sides, it would be against the Nictuku. If we were
forced.
Toreador: Their artistic vision has been tainted by their rise to power within
the Camarilla.
Tremere: Saulot must have had a good reason -- or so some of my brothers
say. At any rate, they bear careful watching.
Tzimisce: These rabble have forgotten who they are; though their fury
against their elders was warranted, their actions were not.
Ventrue: Too many of them define themselves by wealth and rank, instead of
by their true natures.
Baali: A few of us have been lost to them. When you act against them, strike
quickly and forcefully.
Gargoyles: Proof of the lengths to which the Tremere will go. Simple
creatures, yet respectable.
Kiasyd: Strange yet trustworthy.
Old Clan Tzimisce: For the most part, they have maintained their traditions.
It is unfortunate that they will probably not survive much longer.
Salubri: Treat them as the Gangrel, but take even more care. They are to be
held in the utmost respect.
Samedi: Could it be? Watch them closely.
True Brujah: Holders of great wisdom, but their wrath against their own kind
is pointless.
Antediluvians: As symbols of clan unity, they are invaluable. As actual
beings, they are a great danger. We may be forced to face them in the end.
Fortunately, many of us know them from older times.
Anarchs: They have the ideals, but not the discipline.
Camarilla: They have the discipline, but not the ideals.
Sabbat: Children. Some of us have taken to hunting them in revenge for
their little Wild Hunts, though this is on an unstructured basis.
Black Hand (Eastern): A group of mystics who might have taught to and
been taught by Saulot himself. They show little inclination toward an
alliance with us, but perhaps they may be persuaded.
Black Hand (Western): We have known of them for centuries, but still do not
understand their motives -- aside from their desire to destroy Clan Tzimisce.
And where is their headquarters?
(The Inconnu have had experience with both the Eastern and Western Black
Hand, but have yet to realize that the two have re-united.)
Eastern Kindred: They are an unknown quality, and as such must be treated
with the utmost caution. It would probably best if we were able to reach
them before our younger ones do.
Blood Bond: The chains of the Antediluvians, they are nonetheless a tool
for the wise.
Kindred: We are the most powerful beings on this planet, but we must be
careful nonetheless.
Kine: Just as great a threat as our own kind, but if we can hide from the
Kindred, we should not find them difficult.
Mages: The less you deal with them, the better. Tell them as little as
possible, but always assume they know everything.
Lupines: Some of us are able to deal with them through rituals, others with
careful words and promises. If you anger them, vanish.
Wraiths: A largely-neglected species -- if we can call them that. We will have
to study them more if we are ever to understand the Giovanni.
Mummies: Wild cards. Though useful, they are not to be trusted.

The "False" Inconnu


There are many Methuselahs who, for various reasons, have chosen not to
join the Inconnu. They do share many of the same traits as the members of
that organization, though -- living apart from Kindred society, wandering
through the wilderness, and so forth. Many of the younger Kindred refer to
these individuals as "Inconnu." For the most part, these ancients do little to
correct them, preferring the respect and security the term gives them. The
Inconnu, for its part, does nothing to discourage this practice; it makes the
sect seem even stronger, and shrouds it in even more mystery.
The Inconnu
(version 2)
By Tim Coram (shdwwlkr01@aol.com)

Author's Note
This is my interpretation of the Inconnu for my Chronicle. It is based heavily on the secret power plays and millennia old
manipulatons of the ancients, a game with other basis (or the same ones) will probably want a different structure.

Description
The secrets of the Inconnu are well hidden. None knows the agenda or the purpose of this sect. The little information that has
been discovered is contradictory. There is a very good reason for this; more than one Inconnu exists.

History
The Inconnu is what is left of the Roman Kindred. The vampires began collecting there after the destruction of the Etruscan
empire and the formation of the unified Italian peninsula. They built their power, but began to grow jealous and fearful of the
Carthaginians across the sea. Three great wars were waged across the Mediterranean and Europe. This pitted the emerging
Lasombra, the Ventrue, and the Malkavians against the ancient powers of the Salubri, Brujah, and Toreador. Despite their age,
war was not their strength and Carthage and its remnants, both mortal and vampiric were ruined as totally as was possible.
After their victory over the forces led by Troile, the Romans felt invulnerable, and so, in the mold of Alexander, began conquering
this new and bizarre world and bringing the light of Roman civilization across Mediterranean, forgettng that a few short centuries
before, they were the peasants and the barbarians. When the republic and the empire finally fell, the close affiliations and
coteries of Kindred that grew up there continued to exist. Dubbed the "Inconnu" or Unknown, by an 8th century Frankish Brujah,
the name was initially (and to a certain degree still is) rejected by them, but became accepted for simplicity's sake to mean all
ancient Roman Kindred.
Younger vampires saw this as the first and most deadly sect. Some came and asked permission to join; others came to do
battle. Those who joined were shown a political world more Byzantine, corrupt, and idealistic than any known to the medieval
world.

The Fratria
The old Coteries grew and developed into Kindred powers rivaling entire regions of Princes in power. Three of the ancient
brotherhoods make up the bulk of the Inconnu, the rest are minor elements:

Latiafatu
"Light is surrounded by darkness . . . but is no more in danger than a star surrounded by clouds."
-- Victor Hugo
"The light of Saulot's teachings will not die with him, this we must assure."
These are the students of the Salubri. In the mid-eighth century, several Kindred took instruction from Saulot. Among them were
some Inconnu, and so was this order born. The diablerie of Saulot frightened and confused them; they were unused to
immediate assaults and so wasted valuable time in dispatching thir counter strike against Tremere. Nearly a millenium later, it
has not come. Some have forgiven, others simply wait for a more auspicious moment, but the Tremere are not currently the
subjects of their wrath.
On the other hand, Salubri are protected fanatically and they have destroyed many chantries in retaliation. They also destroy the
power of the Baali wherever it is found. They often have alliances with the local Garou, Wraiths, Mages, and Changelings which
ask for simple non-aggression. Some few have formed more active aliances. They accept membrs of any Clan but have mostly
Toreador and Malkavians. Two ancient Salubri elders are rumored to exist in their protection, and in Torpor. They will accept
members from the Camrilla, Sabbat, and anarchs, (though afterwords they are Autarkis) as well as other supernaturals.
Their primary goal is making Golconda known and available. This brings them into frequent conflict with Baali and Setites.
Despite this they are pacifistic in most cases. Those few (20 percent or so) who have achieved Golconda grant Suspire to any
they deem worthy and ready, often using Auspex to locate them. Many were slain by the True Hand for the other Inconnu's
actions. This is the Inconnu that presents itself to the outside world truthfully.
Reactions
Pax Romana: They strive for a dead dream of temporal power while their souls wither. It is pitiable.
Scions of Shalkamense: All of their wars are for naught. They battle like children in a war they cannot understand.
The Camarilla: They are as we once were. Ah, the arrogance of youth. I hope they make better of it than we.
The Sabbat: They are monsters, but they possess a truth we have forgotten; protect the Canaille from them, but learn when you
can.
The True Hand: Fools, fanatics, and madmen all. If you become caught in their webs, you shall never untangle yourself.

The Pax Romana


"Power is not a means to an end. It is the end!"
-- George Orwell, 1984
"The glory of Rome shall not pass so easily into the dusts of history."
Some Inconnu never departed with the Machiavellian scheming and clever misdirections and intrigues of Politics. Of these are
born the Pax Romana. Contrary to their name, violence is well within their range of considered options. They seek to Restore the
"Roman Peace" (a peace resulting from the removal of all opposing governments) to all corners of the Earth. They, of course,
are not intending on moving the capital to Rome and running about in togas. They intend on making the Camarilla the New World
Order and controlling it. The Camarilla was the development of several of the Ventrue (who make up most of this Fratria), in
conjunction with the Tremere. Much like the Hand does within the Sabbat, they carefully adavance members of the Camarilla to
their ranks with a series of semi-mystical initiations.
These Kindred live myriad lives directng activities across the globe and seeking careful elimenation of their foes. Currently on
the roster for removal are the Sabbat, the Setites, and the Anarchs. They do not care by what means, but are careful to maintain
an illusion of disinterest and uninvolvement. They tend to demand grand production for all formal occasions and great secrecy
for all informal ones. They currently back the most vicious of the Justicars and Princes.
This Fratria conflicts with the True Hand through multiple pawns. They seek to destroy the Sabbat and gain absolute control of
the Camarilla, goals the Hand violently resists. They placed a member into the order, but he was revealed by an agent who
served the Scions (see below) and was destroyed.
Reactions
Latiafatu: Let them play their silly games. We have the true power of the Kindred.
Scions of Shalkamense: Fools whose actions will attract the attention of the anarchs and elders alike. Were conditions less . . .
restraining, we would slay them with their beloved Sabbat.
The Camarilla: Our project and prize; it will rule the world and we shall rule it.
The Sabbat: A pitiful attempt at rebellion being led around by the nose by any elder with enough intellect to recognize their
triggers. They ought be exterminated.
The True Hand: Though we do not know why, they meddle in our affairs. They must be stopped.

The Scions of Shalkamense


"...and if Caine was avenged seven times, I am avenged 77 times."
-- The King James Bible, attributed to Lamech

"The Antediluvians murdered the Brood of Caine, and they shall try to slay us. Let us place them in their tombs once and for
all!"
As the third century came to pass, many of the Inconnu turned to scholarship and learning. To some it was a passtime; to others
it was a way of life. To a Constantinian Malkavian, it was an obsession, especially eschatological studies. After having gathered
several fragments of the Book of Nod, he began to become very, very afraid of the future. He gathered up as many other Kindred
as would listen, and prepared for war: a war against the third generation, a war against Gehenna itself.
At first, few were interested, but now more and more are beginning to agree with the Scions. Those who show the proper
attitude are recruited from the Camarilla, Gehenna cults, and the Sabbat itself. This is the only branch of the Inconnu to have a
significant minority of Brujah in its ranks, especially Sabbat Brujah. They follow the Path of Caine or Humanity. They are aware of
the Path of Lilith and the Guarded Rubrics but consider them to be fraudulent and blasphemous.
This is the smallest of the three major Fratria, containing only two dozen Kindred at the most, and likely fewer. The Scions
always train Caitiff, seeing it as a way of indirectly slowing the enslaught of Gehenna. They consider themselves servants of
Caine and rigorously obey all of Caine's Code. The levels of paranoia in the group are amazing at times.
They also engage in a shadow war, destroying what they can of the Black Hand's forces. The sole exception is the Shadow
Crusade. They do not know of the Souleaters, but they are trying to determine the motivations behind the Hand's "Silent
Agenda." They have placed several members amongst the Hand, but only for short periods. They know of Enoch but do not
realize it is in the Shadowlands and so seek it diligently on Earth. They destroy the Hand's forces as quietly as possible and wait
for the day they can lay sword and flame to the sleeping Ancients the Hand worships. They are highly mystical and extremely
secretive.
Reactions
Latiafatu: Save yourself, but the world's death will claim you as well.
Pax Romana: Beneath comment and beneath contempt.
The Camarilla: Fools.
The Sabbat: They have seen much of the truth.... If we can only give the Inquisition and Loyalists power to reveal the Hand, then
the true battle can begin.
The True Hand: That which you desire to serve will devour you and all you hope for. If we fail it shall be due to their efforts.

Secrets of the Ancients


(This is really a section that will need individual Storyteller work, and should never be entirely closed to other possibilities, but as
some examples...)

The Amrids

The Apocrypha of Saulot


It is rumored by some that the existence of the current lineages of Salubri, always having no more than one full member at
anytime, are not coincidence or the result of happenstance, but the work of more powerful forces. If what is said in the
Apocrypha of Saulot may be trusted they may be right. It is currently held by the Latiafatu. The prophecies included describe the
potential destiny of a line of Salubri (which will never be reached, the document was recovered from a Tremere Chantry after the
last member was decapitated), supposedly granted their founder by Saulot in a vision during his Suspire.... some 2 years after
Saulot's diablerie. If the document is to be believed, nine other such works exist, one for each lineage, though how many survive
is unknown.

The Ancient
This powerful being lies below the City of Rome itself; it is guarded by the Scions. This being shows Middle Eastern features.
When he did rouse, he did so only because several attacking Hand vampires were closing in. He opened a third eye and they
each fell to the ground slain. None of the Scions are sure precisely what this being is, though guesses range from Caine to a
very powerful and ancient Caitiff, or perhaps even one of the fabeled Vampire-Magi of legend. Regardless, the Ancient is left to
his slumber.
INSANE CLOWNS' POSSE
By Jason Darrah (robertd@infocom.com)

History
This Bloodline seems to have evolved from either the Brujah or (most likely) Malkavian clan. They are a new species of
egomaniacal, hateful, xenophobic, delusional, destructive, and/or incredibly offensive beings who have surfaced rather recently,
although the elders of this bloodline, known as Violent J and Shaggy, seem to have been around much longer. Some kindred
within the bloodline rumor that when the two elders finish their last album, they will bring on Gehenna.
They hate almost everyone, but they especially white trash, and rich people (Ventrue).

Nickname
Psychos

Disciplines
Potence, Melopominee, Pissitivity

Weakness
When provoked by any means, they will automatically go into frenzy.

Stereotypes
All known Clans and bloodlines: "We need to kill each and every one of these m*th*r f*ck*rs."
ISCARIOT
By Stacey Lawless (22 July 1994)

Foreward
Roughly two thousand years ago-coinciding, perhaps, with the death of a carpenter's son from Galilee-a strange Vampiric
bloodline arose in the Middle East. They call themselves Iscariots, and believe that they are the childer of Judas Iscariot and that
they are called to be the shepherds of Christianity.
It is unknown what clan they arose from. The Tremere mutter darkly that the Iscariot progenitor was of the "diabolical" Salubri;
they point to certain similarities of Disciplines as proof. Others feel that the Assamites spawned this bloodline, for here there are
also similarities of Discipline, and the Iscariots have been known to actively hunt other Kindred.
There are those, however, who maintain that the Iscariots are decendents of the Followers of Set. They point to a bit of Iscariot
apocrypha as the basis of the theory:
"When the Christ was being taken to Golgotha, Judas wept at the sight, aware that he had sold Christ into death and stained
himself with innocent blood. In his shame, he committed suicide by hanging himself on the dusk of that day.
Then there came an Unclean One, a lamia of Egypt, and he cut down the body of Judas and poured his own blood into the mouth
of Judas, and awakened him in a blasphemous manner. Then the lamia said to Judas, "Long have I sought to make a tool of the
Galilean, and you have delivered Him and his followers into my hands. His light will become the beacon by which I lead his
followers into the Darkness. For your aid, I have made you my son, that you may rejoice in Darkness and taste the black fruits
that you yourself have sown."
But Judas stood and said to the lamia, "It will not be so. I taste the fruit of my sowing even now, and it is bitter and foul. As the
demons of the desert of your origin fight each other, so I will fight you in Darkness. I will stand between you and His followers and
shield them from your evil. I betrayed my friend and am damned for it, but I will not betray Him again." Then he turned and fled
into the night.
The proponents of this theory point out that "lamia" was a common epithet for Vampires in those times, and in any case the
pouring of the lamia's blood into Judas's mouth clearly betokens the Embrace. That the lamia is said to be "of Egypt" and
speaks of darkness and manipulation certainly seems to indicate that he was a Setite. Unfortunately, the earliest written version
of this story only dates from the early 1400's, and although Kindred scholars evinced much interest in it at that time, there is no
indication that it was known at an earlier date. The story is as likely to be hoax or folklore as it is to be truth. Some have
attempted to "verify" it by pointing out the known Setite preference for individuals with red hair; traditionally, Judas Iscariot is
supposed to have red hair. However, the color of his hair most appropriately belongs to the realm of folklore and in any case a
Setite prediliction lends little weight to the factual accuracy of the story.
Certainly the Iscariots are a strange bloodline. Their members reject all ties to the community of Kindred, instead embracing a
Christian-derived philosophy which sets them against all other Kindred. They have been tightly entwined with the Church for
centuries, attempting to keep other Kindred from influencing it, and though they believe themselves to be eternally set apart from
the human race, they hold it in more reverence than their own. Needless to say, these attitudes have not made them popular in
the Vampiric community, and the Iscariots have been decimated in the last four centuries.
More strangely yet, there has been a schism in their ranks for the majority of their existence as a bloodline, based largely on
differences in doctrine. Yet even today, when the bloodline teeters on the brink of extinction and perhaps only solidarity can save
them, the Iscariots persist in maintaining this schism.
In what follows, I will put forward the history of the Iscariots, their motivations, their philosophies, and a description of their
Discipline. In this way, though the Iscariots themselves may soon cease to exist, their unique contributions to vampiric history will
not be lost.

History
The oldest known still-existing Iscariots are Matthias of Galatia (Embraced c. 120 A.D.) and Anahazra the Gnostic (Em. c. 200
A.D.). While both Kindred claim to have been Sired by the bloodline founder, neither one will speak of their Sire in any great
detail. Matthias, who is a colleague of mine in the Inconnu, explains that his reticence stems from a request of his Sire's. He will
say that his Sire was a Vampire of the fifth generation, that he exhibited all the powers of the Iscariot bloodline, that he
maintained a strong interest in the early Christian religion, that Matthias has not seen him since shortly after his own Embrace,
and that his name was Judas.
Matthias had converted to Christianity in life, and spent the first century of his unlife defending Christians from pogroms and
detractors. He became convinced that orthodox Christianity (that is, a heirarchical version of the religion based upon the New
Testament alone and legitimized by the idea of apostolic succession) must be made the sole form of the church, as its
organised structure and well-defined leadership would both allow Christians to better protect themselves and be more palatable
to secular governments. Accordingly he Sired twice and he and his Childer began laying a groundwork of support for the
orthodox bishops. They also began struggling against the Ventrue of Rome, who were taking an interest in the religion. (Matthias
will not speak of his Childer, save to say that they were "a mistake", and no longer in existence.)
In 214 A.D., in Jerusalem, Matthias encountered a strange female Vampire who accused him of being spiritually blind, and of
failing in his duty to his flock by entrapping them in the same blindness. She was Anahazra, a Gnostic from Samaria, and though
young as a Vampire she was powerful. Anahazra told Matthias that her Sire, Judas, had ordered her to "free my people from
their chains." Matthias's orthodox Christians had declared Gnosticism (which held that the New Testament was only a starting
point and that enlightenment came from personal communion with God, and which disregarded apostolic successsion) a heresy
and were endeavoring to stamp it out. Anahazra told Matthias that the Church would only be safe when each Christian was his or
her own source of wisdom. This view was completely contrary to his own. The two Iscariots quarreled and came to blows;
Anahazra barely escaped, and Matthias has never seen her since.
Matthias and his Childer prospered, and his Childer Sired, and those Get Sired. Some of the Iscariots became Vampiric
theologians, carefully molding both human doctrine and their own myths and legends. Others took up the sword and stalked
Kindred of other clans who preyed on their flocks or attempted to exert control over the Church, while still others carefully
ensconced themselves in positions of control within the Church. Under this careful tending the Church grew and thrived, but in
time it became a huge, bloated bureaucracy, and corruption began to seep in. Matthias, disillusioned and weary, left to pursue
the spiritual quest that would lead him to Golconda. With his guidance gone, the orthodox Iscariots fell to power plays and
doctrinal squabbling, and other Kindred worked their way into the Church and tightened their hold over it.
During this time of orthodox growth, Iscariots would occasionally appear who rebelled against the directives of the Childer of
Matthias. These Iscariots all seemed to have spent their breathing days as members of sects the orthodox Church punished as
heretics: Gnostics, Albigensians, Waldensians, Cathars, Bogomils. They were the Childer and grandchilder of Anahazra. These
Kindred had in many cases seen friends and loved ones persecuted and killed by the Church and were quite hostile toward it
and the orthodox Iscariots. Some had broadened their blood-mission into the protection of all mankind from Darkness; others
had become spiritual seekers and freedom fighters, and allied themselves with Kindred of other clans. If there are any Iscariots
among the Sabbat, they are of the blood of Anahazra.
In an effort to strengthen the power of the Church, the orthodox Iscariots helped to institute the Crusades; and to purge the
Church of the influence of other Kindred, and stamp out heresy, they pushed for the Inquisition. While wildly successful at first, the
Inquisition soon backfired dramatically upon the Iscariots. Kindred of the newly formed Camarilla and Sabbat, both within and
without the Church, ruthlessly hunted down all the Iscariots they could find. In addition, several canny human Inquisitors saw in
their work a means of ridding themselves of Vampiric domination once and for all. The line of Matthias was nearly wiped out.
The line of Anahazra was similarly decimated, though the heretics had nearly all actively worked against the Inquisitors.
The few remaining Iscariots have lain extremely low for the past two centuries, nursing their wounds and grievances. I have
ascertained that there are twenty of the orthodox Childer of Matthias still in existence. Some of them have hidden themselves
well in the hierarchy of the Roman Catholic Church, while others, refugees from the dissolution of the Soviet Union, have been
migrating through Orthodox lands, seeking shelter. These refugees will probably be picked off by the Tremere, but certain clues
indicate that the hidden orthodox have begun to Sire again.
I believe that there are some eleven heretic Iscariots remaining in the world, though I am not completely certain of the number.
Many of them learned early on to disguise their lineage. Of the heretics I can only say: they tend to be nomadic, rarely staying in
one place for more than a decade; they are of a more philosophical bent than their orthodox brethren; nearly half their number
are female (females among the orthodox were a rarity, and to my knowledge none exist now); and they do not scorn the
company of Kindred of other clans (as the orthodox are wont to do), though they generally do maintain a polite distance.
Matthias believes, and my research seems to indicate, that Anahazra still exists. A Kindred matching her description has been
reported in Central America several times in the last five years, moving among peasant rebels and proponents of "liberation
theology". We believe she has attained Golconda, but no Inconnu has been able to contact her. There is some indication that the
Sabbat of Mexico are also searching for her.

Philosophy
The Iscariots, both orthodox and heretical, may best be understood by the general philosophies utilized by the two groups. The
orthodox are known to view themselves as being accursed, but in a peculiarly honorable way; damned, but able to attain
salvation through hard work and struggle. They pay little heed to the mythologies of the majority of Kindred, as they see all other
Kindred as being eternally damned and akin to the fiends of Hell. They also reject the idea of Golconda, viewing it a demonic
illusion designed to lure them from the "true path". Matthias is the only one of their number to attain this state, and it must be
noted that he estranged himself from his own descendants centuries ago.
The orthodox see their Humanity as the key to attaining "redemption" and salvation. They view the Christians of the world as
both their Herd and "flock" which they are called to protect from all ravages of evil. Yet though they are the defenders, they
themselves are unable to attain salvation unless they become like their charges, whom Christ died to redeem. That is, to be
saved they must become Humane. Thus the orthodox spend a great deal of time and effort trying to suppress the Beast and
raise their Humanity. Many have failed at this task, allowing themselves to become too fond of their own power and influence,
and in the process becoming much like the Kindred they so despise.
Should an orthodox Iscariot manage to purify himself to his most Humane [a Humanity of 10], he spends a year and a day in
ritual seclusion, then is extinguished by beheading. The blood is collected in a chalice and is used as the Sacrament in a solemn
Mass for the extinguished. Other than this requiem Mass the Iscariots do not perform any Christian rites, though most of them
were priests in life and certainly know how. They believe that to do so would be blasphemous. The reason the requiem Mass is
the single exception is that the extinguished Vampire has attained Humanity and been redeemed; it is proper to say the Mass
for him, and the surviving Iscariots who participate are there to learn by their redeemed brother's example.
Orthodox Iscariots maintain the Masquerade, but do not recognize the Camarilla as an authority in anything, since they see it as
merely a loose confederation of devils. They hate the Sabbat with a passion, not so much because these Kindred are more
overtly evil than their Camarilla rivals, but because the Sabbat's organization is patterned on the Church and many of their rites
and titles are mockeries of Christian ones. To the orthodox Iscariots, few things could be more insulting.
The heretic Iscariots are more individualistic than the orthodox; while all of them bear the unmistakeable stamp of Christian
influence, their views and beliefs are their own. They do have certain traits in common: they appreciate and value humankind,
and feel obliged to defend humans from supernatural threats; they believe that it is more important to search for Truth than to put
one's faith in dogma; they feel that other Kindred are capable of salvation; and they believe that salvation may be found through
Golconda. While most of them stress the importance of maintaining Humanity, at least one is known to follow the Path of
Harmony instead. Where she learned it, I do not know.
They all share another belief that dovetails with their acceptance of the reality of Golconda. The Gnostics believed that the God
of Israel worshipped by the Jews and orthodox Christians was not the true God, but only a sort of lieutenant who was in charge of
creating the material world. This lieutenant, called the demiurge, became jealous of the true God and told mankind that he
himself was their God and they must worship him. The Gnostics rejected the demiurge and searched for the true God by sifting
through their own psyches, for the true God had given humans their souls and minds. The heretical Iscariots conclude from this,
logically enough, that the soul-searching of the way to Golconda is the way that Kindred reach the true God and become
enlightened.
The heretics maintain the Masquerade but tend to pay the Camarilla little attention. Most of them maintain another sort of
Masquerade as well: they pass themselves off as members of other clans in order to protect themselves.

Clan Disciplines
Auspex, Potence, and Pastoralis.

Weakness
The weakness of the bloodline, aside from the fact that both the Camarilla and Sabbat officially despise Iscariots, is that they are
terribly sensitive to Faith. Any attempts to use True Faith to effect an Iscariot automatically succeed. Moreover, they are affected
by crosses in the manner of Hollywood vampires, provided that the cross is being wielded by a mortal who is untainted by the
supernatural (i.e., Magi, ghouls, the Dominated, etc.). Thus, a frightened human's movie-created instinct to ward off the Vampire
with a pair of crossed pencils might indeed save them from attack by an Iscariot. Matthias suspects that his descendants find
this terribly embarrassing, but what can they do?

Concluding Remarks
I hope that my efforts to record this lineage do it some justice. These "Judas Goats", as they have been nicknamed, doubtless
would not appreciate my efforts, much as the early Christians would have disdained pagan efforts to quantify them. Likewise,
many Kindred would prefer to see these self-appointed defenders of man vanish silently into the sands of time. Still, the Iscariots
are a part of our fragmented and fractious race, and as such I cannot allow them to be forgotten.
-- Adso, scholar of the Inconnu

View Pastoralis discipline.


JACKALS
By Michael Thomas (thomasm@crl7.crl.aecl.ca) (9, May 1996)

HISTORY
This Bloodline of the Setites blossomed out of the darkness only in the last few years. To this day those origins are thought to
have been much further in the past and attributed to Ahmet an ancient Egyptian Gangrel, thought to have parished in the wars
between Set and the Silent Striders, or Nephthys a beautiful Lasombra and wife of Osiris thought to have parished by Set's own
hand in Ancient times. Both are wrong but are strikingly close to the truth.
When Nephthys was destroyed it was not quickly; angered by Isis's war against him Set hunted down his sister and tortured her
until Final Death. Along with this torture her blood was milked from her body and kept in an enormous pool for Set's continued
pleasure. Nephthys's final words to her ancient husband were of her return. Later the ancient temple was captured by Horus who,
not knowing of the true past of the blood sold it to pay off the services of unwanted allies. These vampires carried off their booty
and have used it as currency and payment for two thousand years.
The children of Ahmet remained in Egypt for some years before following on the trail of the Silent Striders whom they had been
aiding in the war. As the Garou sundered there war parties so to were sundered the Children of Ahmet. They next time they met
in any numbers was in Spain to join forces with the newly created Sabbat. Several generations later and two thousand years
since Ahmet, a young Gangrel of this line was captured by a Setite, forced into blood bond and became the vessel of many a
night drink.
Llewellyn, a Ventrue prince haunted by the Tremere was forced to keep to the promise of a vial of his potent vitae to the
successor of his Blood Hunt. Not wanting such a powerful tool to fall into the hands of the Tremere he instead gave over a more
ancient blood one that he thought to have turned quite poisonous over the centuries.
A Setite drank fully of this blood and the line of Ahmet, two ancient lines that wanted desperately the chance to cleanse the line
of Set. Darkness seeped into his blood, mutating his serpentis with the powerful blood of the Gangrel. Birthing the Anenti.

Appearance
They tend to be dark and beautiful, Nephthys blood carried her exotic beauty. They dress to mimic the society they shadow.

Haven
Anenti tend to favor pack havens. These Havens tend to be open fields or large mansion estates depending on the society they
are shadowing.

Disciplines
Anenti, Obtenebration, Celerity

Paths
Path of the Warrior, Path of Ecstasy, Path of Typhon max. 6, Path of the Beast max. 6

Clan Weakness
Double damage from sunlight, -1 to dice pools in bright light.

Typical Merits & Flaws


Clairaudience, Animal Attraction, Musical Voice, Taint of Corruption, Haunted
Stereotypes
While the majority of the Setites are certain that this new bloodline is a pawn to be used in the Jyhad, a few of the Typhonists
wonder if they are a sign that Set has forgiven Anubis, or if the creation of a line so similar to Anubis is a test by Set to see if his
children would make the same sacrifice he did. The Typhonists are either still discussing this or are already manipulating this
small clan toward their own ends.
The Gangrel know the Jackals have dark purposes, but believe that they may be used against the Setite's if properly cultivated.
As far as the Silent Striders are concerned the Jackals will either fight the Snakes or they shall be extinguished. Most of the
others would prefer that they just disappeared.
Gangrel, Sabbat, Setites: We follow in their footsteps, skirting the edges of their packs, whispering to them, snapping at their
scraps.
Brujah and Ravnos: Lure them into the dark and eat forever.
Giovanni: Admire and learn for when the time comes they shall be as the Cappadocians and we as them.
Malkavian: The whispers they hear are not ours; desire not their masters; eat eagerly their souls.
Toreador: Whisper, Lure, shadow their every step. They are for the taking.
Nosferatu: They are scavengers on the fringes as are we; we are as one but of different forms.
Ventrue: Whisper, lure, feast!
Tremere: Whisper, lure, sell their souls to the Setites.

View the Anenti discipline.


JAKOBA
By Jay Knioum (madafro@trip.net)

Description
Also known as the "blood-thieves," the Jakoba bloodline began with a haggard Haitian Caitiff sometime in the 1960's. This
Caitiff, Jakob, apparently learned on his own the art of stealing the vitae and Disciplines of other Cainites, and has passed this
knowledge on to his childer, to the chagrin of the Camarilla; the Tremere in particular. Around 1962, a young Haitian, the son of a
voodoo priest, was stolen from his home and forcefully Embraced by one whom he believes was a Serpent of the Light.
However, he was left abandoned to wander the streets of Port-au-Prince and to pick up whatever knowledge of his kind he could
piece together. As is the tragedy of the clanless, Jakob was cast out of virtually every cabal of vampires he found, and was
convinced to leave Port-au-Prince after being jumped in an alley by a group of unknown Nosferatu.
Jakob was saved from the Nos by another Caitiff, a cajun vampire calling herself Le'ceste who had fled to the island nation from
New Orleans. Together, the two vampires smuggled themselves across the Caribbean to Venezuela, and from then on moved
about South and Central America, on the run from both the Camarilla and the Sabbat.
It was during an attack by a Sabbat pack that Jakob first discovered his unique abilities. One fetid night in the bowels of
Cartagena, Colombia, Jakob and his mentor were caught between a dead-end and a zealous Tzimisce and her pack-mates.
Jakob had long before learned the secrets of Wolf Claws from Le'ceste, and both made ready to fight. In a fast and furious
battle, Le'ceste was laid out on the dirt street with a stake in her chest, and Jakob couldn't take it any more. As the frenzy set in,
a surprised Tzimisce found a rabid Caitiff going for his jugular, but not with his fangs. Only dimly aware of what was happening,
Jakob barely noticed his fingers lengthen, and his Wolf Claws extend to a full four inches, like five needles jutting from his
fingertips.
With a speed only possible through Celerity, Jakob plunged these needles into the Tzimisce, and both vampires had little idea of
what happened next.
Jakob awoke on the street hours later. The ghouls had gone, and had apparently taken Le'ceste with them. Beside him lay the
Tzimisce...or what Jakob thought was the Sabbat vampire. The Tzimisce had been bent and warped into such a hideous lump of
flesh and bone that Jakob couldn't be sure. Not bothering to question what had happened, Jakob fled into the Cartagenian night.
Since then, Jakob learned that he could use his claws to drain the vitae from other Cainites, and with it he could drain the power
of the vampire's blood, as well. This would become Jakob's Touch, a bastard Discipline that the Caitiff would be able to teach to
his childer, as well. The Jakoba line was born.
Those vampiric scholars who display an interest in this bloodline wonder if the Jakoba are an accident of vitae or a deliberate
manifestation of some unseen elder's plans. Connections between the Jakoba and the Inconnu have not been proven, of course,
but are still maintained as a possibility by the Tremere. That clan alone wishes not to destroy the Jakoba, but to capture as many
as possible to learn about their strange discipline.

Habitat/Society
The Jakoba are barely more than a ragtag group of Caitiff only recently turned Bloodline. Indeed, it is only Jakob's Touch that
stands as an argument for this status. Otherwise, the Jakoba are outcasts in Cainite society, even more so for their powers and
habits as for their origins.
The Jakoba, through their Discipline, are capable of stealing the powers of other Cainites by stealing their vitae. This has
earned them the nickname of "blood-thieves," easily the mildest of the names other vampires have for them. Unfortunately, their
unique power also affords a unique price, as the Jakoba gain full nourishment only by drinking the blood of other vampires or
ghouls. They can survive on the blood of mortals and animals, but this is difficult. Only the blood of Cainites makes them feel truly
alive.
It is this need for the blood of vampires that causes some elders to wonder whether or not the bloodline is a fledgling attempt to
thin the vampiric herd in the world, or just an accident of weak vitae.
The Jakoba are a very loose-knit Bloodline, most of which still travel with their founder. They exist anywhere they can find their
prized sustenance in great quantity, even taking it from ghouls if necessary. The Jakoba are found in South, Central, and North
America only about as far north as Texas, New Mexico, Arizona, Florida, and Southern California. Some few also make their
homes in the various island nations of the Caribbean Sea, such as Cuba, Haiti, and the Dominican Republic.
Jakoba as a rule avoid Camarilla-dominated cities, as that sect has no tolerance for a bloodline that exists by feeding from other
vampires. Sabbat only tolerate the very few that undergo Creation Rites, so any independent groups of Jakoba are rare and
paranoid survivors.
Clan Weakness
Jakoba only gain full sustenance from blood that they drink from a vampire or ghoul. Normal blood taken from humans or animals
only grants them one Blood Point for every two they drink. Additionally, the blood of mortals is flat and devoid of life to a Jakoba.
Any night which the Jakoba drinks from mortals but not from a Cainite, the Jakoba will suffer a 1-die penalty from all Physical
Attribute rolls.

Nickname
Blood-Thieves

Parent Clan
Serpents of the Light (?)

Clan Disciplines
Obfuscate, Protean, Jakob's Touch

Haven
Jakoba huddle in groups, often in the slums of a large city where they know they can find a supply of high-Generation neonates
or Caitiff to overbear and feed upon. They typically hunt in groups with many sharp stakes between them, so that they may
ambush their prey and disable them quickly. Jakob, among others of the line, makes it a point to learn as much as possible
about local Blood Hunts, clan wars or the presence of unwanted vampires, so as to take prey that will not cause as much of an
uproar by abruptly disappearing. Jakoba packs also stealthily follow in the wake of anyone who hunts vampires, hoping to feed
on any staked Cainites who await the dawn.

Jakoba and Kindred Society


Essentially, the Jakoba bloodline is little more than a group of Caitiff who have stumbled upon a new and dangerous Discipline.
At least, that is how they are seen by the Camarilla. They are disorganized and have no clan structure or society. Most of them
huddle around their founder, but small pockets exist throughout Latin America and the Caribbean islands. Jakob himself leads
the largest clutch of blood-thieves in a never-ending nomadic trek encompassing Mexico, Central America, and South America.
Jakob staunchly avoids the United States, and tries to dissuade any of his clanmates from traversing Camarilla territory. Thus,
it's a good bet that any Jakoba encountered north of the Rio Grande are either very skilled, insane, or have a sponsor.
As such, the Camarilla does not consider the small Jakoba line to be much more than a threat, the severity of which depends on
their numbers. Wherever they turn up, the Camarilla usually seeks them out and destroys them, except for the Tremere, who are
quite interested in the secrets of Jakob's Touch.
Some few Jakoba are allowed to undergo Creation Rites, and become war dogs for the Sabbat. However, their need for
Cainite blood prevents these arrangements from being too commonplace. All too often, relations between Sabbat and Jakoba
are brutal and short-lived.
A handful of powerful Jakoba have found their niches as personal assassins or spies for Anarchs or independent bloodlines
such as the Giovanni. The Assamites also occasionally keep a few on hand for help during particularly dangerous missions.
Most of this bloodline, however, follows Jakob in his migrations throughout Latin America. The Jakoba camp down in a city for a
few nights, stake and capture as many local vampires as possible, and move on. Ironically, many of the vampires who fall prey to
the Jakobas' appetites are Caitiff or orphaned vampires who will not be missed. Jakob himself walks a thin line, and he and his
childer have learned to survive in a harsh world, although they are doomed to run forever.

Ghouls
Jakoba only ghoul when they are near a ready supply of Cainite blood, but in short supply of backup. Lone Jakoba create ghouls
primarily to help them bring down prey, or as protection from a very hostile world. These vampires highly prize their ghouls and
usually treat them very well, as they understand their ghouls may be the only real allies they will ever have. Jakoba are also adept
at locating orphaned or mistreated ghouls and adopting them, to the chagrin and misfortune of the ghouls' abusive domitors.
Stereotypes
The Camarilla: They loudly profess equality, but would rather burn us than hear our words. Worse, our very nature prevents us
from achieving a separate peace with the Kindred. Flee from the Camarilla until cornered, and then take as many with you as
you can into Final Death.

"These parasites endanger the Masquerade and all Kindred who encounter them. They must be purged from the world."
-- Felix Andres Galvan, Brujah Primogen of San Antonio
The Sabbat: Provided you sell your soul to them, and agree to be their cannon fodder, they might treat you pretty well, as
favored pets, perhaps. But don't bet on that.
"These poor abominations are all too ready to accept our mastery over them. What other choice do they have in the world?
Even so, they'd best stay far from me."
-- Catalina, a Toreador antitribu, San Miguel de Allende, Mexico
The Inconnu: Whoever they are, I hope they're entertained, I really do. "...an interesting footnote to our activities in this region.
They are developing precisely as we have projected..."
-- passage in a report to Rome, from the monitors of Mexico and Central America
The Giovanni: Sometimes they'll help us out; give us a job and a place to spend the day. You just be sure you have something
to offer before you go knocking on their door.

"My cousin Carlo used a couple of 'em for a stunt he pulled in L.A. The thing about these jokers, everybody hates 'em, and
nobody trusts 'em. Need to take out somebody important without implicating yourself? Find a Jakoba. He'll be all too happy
for the meal, and nobody'll believe him if he fingers you."
-- Vincent Marko Giovanni, Chicago
The Samedi: Scary. If I was starving, then maybe.
"If you hear that these guys are about, lock yourself indoors and let the local Bishop handle things. They run in packs, and
they have nothing to lose. These suckers almost make me appreciate the Society of Leopold."
-- Peter St. Lawrence, of Ciudad Juarez, Mexico
The Lupines: Why the hell do you think we travel in groups? The werewolves are a force of nature, but I'd much prefer a
tornado.

"You mean they're vampires who bite other vampires? Does that mean they're gay? Ha! I kill me."
-- Rico Bites-the-Hand, Bone Gnawer Ragabash, Corpus Christi
The Mages: Well, my pack met a bunch of naked people dancing around a fire in the jungle near Bogota once. They cut
themselves up and chanted something, and then the wind howled, the ground turned to quicksand and the trees started
screaming. Okay, I get the point.
The Gypsies: Did you know there's a group of them who go about killing vampires? Damn useful if you can follow 'em without
being seen.
JIAN
By Jason C Marshall (JCMarshall@sympatico.ca) for the Celestial Court.
"An old warrior is a good warrior and a survivor."
-- Axiom based on the works of Glen Cook.

Prologue
Po Lao darted across the court yard, his sword held low and ready. He watched intently as the evening guard moved to intercept
him.
Three quick movements of his sword hand was all it took. Now it was time to deal with the house's master.
He entered the reading room silently and immediately saw Hui Tsin, Jian Shih of this district sitting with his back to him.
Po Lao shifted his grip on the sword.
Now.
He began his move when Hui Tsin spoke.
"Now then, who is this, that comes sneaking into my house like a snake?"
Po Lao stopped as he felt a will overcome his.
Hui Tsin stood and turned. Cold brown eyes regarded him.
"A rat out of his hole."
Po Lao concentrated on the mystical mantra taught to him in order to counter Hui Tsin's Dominate powers. He felt the iron grip
on his body slide away.
He once again began his sword stroke towards Hui Tsin's neck.
A blade met his with explosive force.
Hui Tsin smiled.
"So, you can counter my will. Good. I haven't had a good sword practice in days."

History
In the years following the harsh war that ended the Jin Dynasty, the Lung saw the need for capable allies in the years ahead. Not
trusting of the newer bloodlines that were being found by their agents, Lung Jih granted Sun Jian the right to create his own
bloodline of warrior elite.
Sun Jian, still deeply in love with the young woman who had captured his heart those many years ago, acknowledged the royal
decree and set about his task. He took his best ghouls and brought them across. Each one was told to find two worthy
candidates and present them to him, and so on and so on. Each time the number doubled. Soon there was a small legion of the
newly created Jian.
Sun Jian led his new bloodline to their proper spot in the newly created Celestial Court and took his place as the T'ang of his
bloodline and of the Dragon Council.
Sun Jian's line has had many time to prove its worth and capabilities. They were there when the Japanese invaded, helping
Chinese soldiers survive and plaguing the Japanese army and navy. When communism took a hold of mainland China, they
were there to back up the People's Army and silently deal with rebellious outbreaks.
Perhaps the most significant thing the Jian did was bring the Men Hu bloodline into the Jen Pao. It occurred during a rather
difficult time following the incursions of Sabbat raiding parties from Hong Kong. Aided by Wu-keng wizards, the Sabbat were
making headway into various outlying communities. The Jian were sorely pressed. The Kwai Tao were being difficult and the
Tong Chu hadn't been founded yet. Sun Jian decided on a radical direction of action, and accompanied by his best warrior elite,
left to kill the Sabbat leaders. Upon arrival he discovered that another group of kindred had beaten him to the kill. The leader of
this new bloodline, Mien Shan, offered the services of her childer to the Jian and the Dragon Council in return for full bloodline
status. The Jian agreed.
Over the years, the Jian have found themselves being less of a warrior bloodline and more of a political one, though by no
means does this mean that they have lost their skill. Indeed many Jian are among the best warriors in the Celestial Court, but
they have taken on a largely new role, more akin to the ways of their founder, Sun Jian.
The Jian and Lung debates in the Dragon Council have become legendary for their depth of arguments and political
maneuvering, leading many Lung to wonder if they didn't create their own match.

Nickname
Tigers

Appearance
Jian are steadfast purists, and thus are all of Asian stock. No non-Asian is ever considered for embrace.

Haven
Usually within family holdings.

Background
Most Jian are of either a military or political background.

Character Creation
Physical and Social attributes are primary with Skills and Talents emphasized.

Weakness
Jian are known for their fatalistic outlook on life. They tend to suffer from morose fits of self destructiveness.

Disciplines
Dominate, Fortitude, and Potence

Quote
"Chung Kuo needs warriors to defend it. We are those warriors."

Stereotypes
Lung: They are our brothers. We hold them in high respect.
"We gave them life. Since then they have proved a most competitive ally."
-- Lo Han, 9th generation Lung
Pao Yu: These warriors our are pride and joy. Cultured and trained by our allies the Jian, they are the best.
"We are proud to call the Jian master."
-- Ni Yueh, 9th generation Pao Yu warrior.
Kwai Tao: As the old saying goes, keep your friends close and your enemies closer.
"We wait. Soon it will be our time again."
-- Tsu Ma, 8th generation Kwai Tao
Tong Chu: They have helped create the myth of the Jen Pao. Because of them, we have the fear needed to deal with the
unworthy.

"We are proud of our place in the Jen Pao. We have found our niche and are content."
-- Wang Hsien, 11th generation Tong Chu mo-sha.
Men Hu: We weren't aware of this bloodline till it made it presence known by the assassination of several opposition members.
We are thankful and have awarded them status.

"The first part of the plan is complete and the Jian are to thank."
-- Fen Ju, 9th generation Men Hu courtesan.
Shu: Rats. As the name implies, so does our attitude. They are the lowest of the low.
"They rant and rave about how they're so high and mighty, about how they rule us, body and damned soul. How wrong can
they be."
-- Chi Tsing, 7th generation Shu.
Ch'i chu: They say that they are merely watchers, but we suspect more.
"We watch and record, nothing more. It is this that they fear, the knowledge that we hold."
-- Ma Cao, 10th generation Ch'i Chu scribe.
Mui Tsai: That this bloodline has managed to become as large as it is, is surprising. We suspect that they are ruled by
controlled by others.

"Our lot has been cast and we follow it as well as we can."


-- Dong Tao, 11th generation Mui Tsai.
Yu: A stoic and steadfast people. They are seemingly content in their ways.
"We have never had trouble with the prestigious Jian."
-- Xiu Quizong, 10th generation Yu.
Camarilla: They are a mixed bunch. Some are with honor and should be treat with the respect of equals, others are totally
without and should be stepped on.
"These guys are as bad as the Lung. One moment they're smiling and bowing politely, the next, your head is lying next to
your body."
-- Marcus, 11th generation Brujah.
Shogun te: Our esteemed foes. I eagerly await our rematch.
"Few are those among the Court we could fight an honorable battle with. These are one of the few."
-- Hiroyuki Ochi, 9th generation Heike.
Sabbat: The worst of the species. We will gladly see them to their final deaths.
"You just try it."
-- Johanus, 7th generation Serpent of the Light and Inquisitor of Port au Prince.
The Jocastatians: Illumination from Darkness
By Mitchell J. Gross
Copyright (c) 1995 Mitchell J. Gross
NOTE: This is supplementary material to the Mnemosyne bloodline. It refers to and builds upon that material and it is
recommended that you read the Mnemosyne first.
Dane stepped into the shadows of the dirty alley. Dropping his power of Obfuscate, he quickly walked to the door of the alley. Once
inside, he made his way to a private booth in the back of the bar.
As he entered, Henry looked up from the cup of tea he was idly stirring and nodded in greeting, "How goes the quest?"
Dane smiled, "It goes quite well. I believe the Aztec scroll you showed me contained the final piece of the puzzle. I leave for the
Tanzania tommorow evening." He paused and grimaced. "I wish you would reconsider, your help so far has been invaluable."
"Yes, well. I do have my own research to follow up on."
"Of course," said Dane. "I will keep you posted on my progress."
"Excellent, I look forward to it," said Henry. "But you seem... troubled my young friend."
Dane nodded grimly. "You are right. There have been some problems."
"Such as?"
"Well..." Dane leaned forwarded and whispered, "I believe it is the Jocastatians."
He leaned back in his seat. "Several events have taken place recently which have not deterred my research, but has made my
expedition more difficult."
"I see. What sort of setbacks?"
Dane grimaced, "My ghoul Andre, a loyal believer in the quest, has fallen victim to their foul machinations. Or so I can only believe. I
found him hanging upside-down in my study drained of blood with several of his vital organs missing."
Henry stopped stirring the tea, put the spoon down and listened intently.
"After dealing with that, I noticed some of my notes and maps had been stolen as well. Luckily I had the foresight to make copies and
store them elsewhere."
"Excellent. Well, it sounds as if they will have a difficult time stopping you my friend. It sounds like their adversity has made you even
more determined than before."
"I thank you for your confidence." Dane stood and shook the other man's hand.
"I must be on my way, I have much to prepare for tommorow. Thank you again for your help."
"Think nothing of it. May our Father watch over you in your journey."
Dane sketched a bow, "And over you." He quickly turned away and was gone.
Henry waited a few moments, then stood and made his way out of the bar. He had much to do before the next evening. The Seer
would wish to be informed of his activities, and then he would have to make travel arrangements to Tanzania for himself and several
other Jocastatians.

"It's not what we don't know that hurts, it's what we know that ain't so." -- Will Rogers
In hushed tones and secluded places, members of the Mnemosyne bloodline often whisper to each other rumors of their nemeses: the
Jocastatians. These rivals attempt to thwart the quest of the Mnemosyne at every turn, or so they believe. The truth is far more
complex.
The Jocastatians find it so easy to thwart the Mnemosyne when they choose as they are all Mnemosyne themselves. They are the dark
children the parents do not even know they have sired. The Jocastatians are similar in many ways to the Mnemosyne, with one key
difference. Whereas the Mnemosyne are driven to seek out the truth of our origins in order to know themselves better, the
Jocastatians seek this knowledge in order to expose the machinations of the ancient vampires who control mortals and Kindred alike.
The Jocastatians are to the Mnemosyne as the Anarchs are to the Elders. They see the Mnemosyne as tools of the Ancients who will
never be allowed to learn the truths they seek. The Jocastatians reject the order of Kindred society as they see the Camarilla, Sabbat,
Iconnu, Mnemosyne and others as pawns in a never-ending chess game played by the Antedeluvians. They seek to break this order
by finding the truth and bringing it to others, mortal and immortal alike.
The first Jocastatian was Dumas, a Mnemosyne of the eighth generation, whose task it was to study the words of Saulot, elder of the
Salubri. In his travels, in the days before Tremere diablerised Saulot, it is said Dumas encountered the Salubri elder himself.
Supposedly, Dumas spent several weeks in the presence of Saulot in which he was given a sacred mission: to seek the truth of our
kind and to illuminate the rest of the world. To this end, Dumas was taught several arcane rituals to aid him and those that would follow
in his footsteps.
Dumas never returned to the fold and the Mnemosyne gave him up for dead. He traveled the world seeking the truth for centuries until
he felt the need to create children to continue his quest. Siring several vampires, he taught them Saulot's rituals. The most important of
these rituals was one that allowed his children to simultaneously diablerise him, while gaining all of his memories and abilities. The
three children of Dumas continued the quest for many years until they too felt the need to spread their blood. They sired 13 children
who consumed their sires and their children later did the same. There are only a small number of Jocastatians in the world, but they
are all of the eighth generation and all have many centuries of knowledge and power within them.
The Jocastatians masquerade as members of the Mnemosyne, and most children of Jocastatians are allowed to undergo the
Mnemosyne indoctrination and exist amongst them for years before consuming their sires. They do not attempt to stop the quest of the
Mnemosyne so much as keep a close eye on it, as they wish to use the information for their own ends. Jocastatians tend to use
ancient terms when amongst themselves, as passed down to them through the memories of Dumas. For example, they refer to kine
as the Children of Seth (third son of Adam) and to Kindred as the Progeny (of Caine).
The laws and lessons of Caine as passed down over the centuries have an almost religious power over the Jocastatians. They
respect all the 13 original clans and do nothing to harm them. A Jocastatian would rather perish than harm a member of the Brujah (the
Learned), Gangrel (Beasts), Malkavian (the Moon), Nosferatu (the Hidden), Toreador (the Rose), Salubri (Healers), Ventrue (Kings),
Assamites (Hunters), Followers of Set (Snakes), Giovanni (Death), Ravnos (Wanderers), Lasombra (the Night) or Tzimisce
(Shapers). They see these clans as the true children of Caine who have forgotten the words of their father. Vampires who are not
members of the 13 original clans are despised by the Jocastatians as abominations and illegitimate children. Whenever they
encounter Daughters of Cacophany, Samedi, Kiasyd, Ahrimanes, Baali, Gargoyles or others they seek to destroy them outright. They
are unsure whether Gaki and Bushi are unique creatures or related to Caine's children as of yet, so they merely observe them for now.
Caitiff are especially despised as The Chronicle of Secrets paints them as heralds of Gehenna. Jocastatians despise Tremere
almost as much as Caitiff as they see them as the murderers of Saulot, whom they revere. Jocastatians invariably Frenzy in the
presence of Tremere or Caitiff and attack them with all the powers they possess. On those rare occasions that they encounter a
Salubri, they often will plead to be allowed to accompany the Salubri in her travels. Should this request be granted, the Jocastatian will
gladly lay down his very life to defend that of the Salubri.
In some ways, the Jocastatians are more open-minded than most Kindred. They do not distinguish between members of the
Camarilla or Sabbat or other divisions. All Kindred are equal in their eyes, although most of them are misguided and need to have
their eyes opened to the truth. They also respect mortals as they are protected by the laws of Caine. Jocastatians only take enough
blood to sustain their immortal lives from the kine. They do not kill mortals unless absolutely neccessary. As to other beings, they follow
Caine's scriptures: they respect and protect their ghouls (referred to as Servants), avoid the Garou (the Moon-Beasts or ones-who-
change), watch and study the Faeries (the Wild Ones), distrust and hide from Mages (the Enlightened) and seek to help free Wraiths
(Shadows) from their fetters.
Because they are not part of Caine's original children, the Jocastians are filled with incredible self-loathing. They see themselves and
the Mnemosyne as neccessary only to their quest to bring the truth to others. They believe that someday they will succeed and an all-
out war will begin between themselves and the Mnemosyne, as they will seek to completely wipe members of both bloodlines from
existence. Because of this self-loathing, many Jocastatians often welcome the time their children consume them.
[Illustration: A gaunt man with a crazed look in his eyes holding a tattered fragment of the Book of Nod and crying blood-tears.]
Iillustration - bloodline symbol: A simple figure with a shadow that looms over it.]
Nicknames: The Rivals
Appearance: Any, but they often seek people who have an inconspicous appearance. Jocasatatians tend to blend into the crowds
and rarely have any noteworthy marks or features.
Havens: Jocastatians usually dwell outside of the cities as to avoid becoming too closely involved with or scrutinized by the local
Kindred. They keep close tabs on the Mnemosyne in the area and will often follow them from a distance in their travels.
Background: Anyone who is a seeker of truth is chosen for the Embrace. Potential children are usually studied from afar for some
time before they are taken. Neonate Jocastatians are often allowed to exist as Mnemosyne for some time before they perform
diablerie on their sires. Often the sire will not even reveal their true allegiance until that time.
Character Creation: Journalist, Academic, Philosopher, Conspiracy Theorist or Secret Agent concepts are very appropriate. Nature
is almost always Fanatic or Visionary, while Demeanor tends to be much more subdued such as Traditionalist or Conformist. Mental
and Knowledge are Primary. Many of them also have the merit Jack-of-All-Trades and the flaw Nightmares. Derangements are also
commonplace, especially Multiple Personalities. All members of this bloodline are of the eighth generation and must spend five points
in the generation background. It is suggested that the guidelines for creating Ancillae in Vampire: The Masquerade, 2nd Edition be
used in place of the normal character generation guidelines if the Jocastatian has already diablerised their sire.
Clan Disciplines: Auspex, Dominate, Obfuscate
Weakness: Due to their self-loathing, Jocastatians lose two dice in any contest with members of the 13 original clans. However,
against other bloodlines they gain two dice from their hatred. They neither lose nor gain dice in contests with members of the
Mnemosyne.
Furthermore, when encountering a member of the Tremere or Caitiff, a Jocastatian must make a Self-Control roll (difficulty 8). Should
this roll fail, the Jocastatian will immediately frenzy and attack the Tremere or Caitiff with the intent of killing them.
Finally, any Jocastatian who harms or fails a Salubri in some manner will immediately commit ritual suicide out of shame. Such
Jocastatians may not pass on their blood before killing themselves.
Organization: There is little in the way of formal organization in this bloodline, although members will meet secretly at times to
exchange news of their activities and findings as well as those of the Mnemosyne, Noddists and other Kindred. The only other time
they gather in a large group is when a member decides to pass his blood onto his children.
Some members of the bloodline follow the example of Saulot and concentrate all of their energies to learning the different powers and
uses of Auspex. These Seers, as they are known, are said to have great powers of perception and rip their eyes out of their sockets
when they experience especially powerful visions.
Gaining Prestige: Jocastatians gain status in the eyes of others in several ways: opening the eyes of others to the hidden truths,
thwarting the aims of the Antediluvians, destroying the Caitiff and Tremere, being true to the teachings of Caine and aiding the Salubri
in anyway possible. Jocastatians who go against the goals of the bloodline are hunted down and killed in as painful a manner as
possible.
Path of Enlightenment: Jocastatians are obsessed with revealing the truths of existence to others. It is the center of their immortal
lives. Instead of Humanity, they follow a Path unique to their bloodline: The Path of Secrets.

Stereotypes
Most Kindred have no knowledge of the Jocastatians. When dealing with others of our kind, Jocastatians usually present themselves
as Mnemosyne. Those very few Kindred who know of their existence are seekers of truth who the Jocastatians have entrusted with
their secrets.
Brujah: Seekers of truth, if only we could sway them to our cause. But it is too dangerous. They are too quick to grasp at the truth as
set before them and they actively support the Mnemosyne. Our brothers in spirit, perhaps one day we can set them free!
"Oh this is just ridiculous. Conspiracy within conspiracy within conspiracy. When does it end? I am just sick of the whole thing and am
starting not to care! If that makes me a pawn of the Tremere or Sabbat or Inconnu or Jocastatians or Elders or Methuselahs or
Antedeluvians or Caine himself, then screw it. The whole thing gives me a big headache!" -- Rani, neonate
Gangrel: The Wanderers seem so simple to many, but they can go places and survive where many Kindred could not. They are a
valuable resource and, unlike their popular image, complex and introspective souls. We have, perhaps, revealed ourselves to more of
them than any other clan. Many of them now undertake quests on our behalf and acquit themselves with great honor.
"I have occasionally undertaken quests on their behalf to places where few of our Kindred could survive. Often, I barely escaped
myself. They have always been fair to me and I believe in their cause." -- Anastasia Zenega, gypsy
Malkavian: Supposedly we and the Mnemosyne are an offshoot of this clan. If so, it would bring us some measure of relief. Insane or
not, they have great powers of perception that go largely unappreciated. We heed their words no matter how strange they may seem.
They often speak of us, but no one seems to listen, so our existence is safe.
"I met someone who I first assumed to be of the Memory-Seekers in a club one evening. He asked to see me after my performance
and I acquiesed. Once alone, he seemed to go mad, the frenzy upon him. He accused me of being a Daughter of Cacophany and a
perversion before Caine! I barely managed to escape him and he has not returned since. Me, a Daughter of Cacophany, I mean, did
you ever hear of anything so ridiculous?" -- Juliana, Primogen of New York City
Nosferatu: They are extremely useful to us, although they do not realize it. Through them, we are able to keep up to date on the
activities of Kindred around the world. Lately, they have been bringing the most disturbing reports from Russia...
"None of our clan can find proof of their existence. Thus, they do not exist." -- A New York City Sewer Rat
Toreador: They have great vision, but it is so difficult to tear them away from their galleries and parties to see the greater issues. They
are such staunch supporters of the Camarilla and the Masquerade, and most that we have spoken to of the truth have fought us at
every step. The few who have come to understand us, have been great supporters. Through their art we may communicate the
essence of the truth to the mortals who are unaware of it.
"A mysterious benefactor commisioned me to paint a most curious painting. It was a scene of shadowy puppeteers controling frail
human figures with their strings. Not a particularly original subject, but I accepted the commision. Curiously, since it's completion, I
have seen the painting in a number of prestigious galleries around the world. When I look closely at it, I do not notice any change in my
strokes or such, yet something about it has been changed in some subtle manner. I know not what." -- A.R. Wilde, Artiste
Tremere: These thieves are abominations before our Father, and we will lay down our very lives to destroy each of them whenever we
can.
"We captured a strange vampire the other night. She seemed very similar to one of the accursed Salubri, but Thaumaturgy proved her
blood to be of some clan or bloodline unknown to us. We sought to rip the knowledge of her origins from her mind, but she was
especially resistant to our probes. We adjourned to discuss the matter for a time, but when we returned, we found she had escaped in
some manner, despite the wards on her cell. All Tremere should be on their guard... Oh, and the Camarilla as well, of course." --
Caliban, Prince of New Mexico
Ventrue: They are a great threat to our existence. With their powers of Dominate and Presence so skillfully combined, they are the
most likely to discern the truth that we hide so deeply in our minds. We avoid them as much as we possibly can.
"I had the strangest encounter the other day. One of our Kindred called on me to pay his respects. He was extremely polite and
cordial. It seems, however, that once he learned of my clan he became most distressed. He hurriedly made his excuses and departed.
Very curious, indeed." -- Giuliana, socialite
Caitiff: Someday, it is written, one of the Thin-Bloods shall rule a city. On that night shall the Gehenna arrive. We will do what we must
to avoid this. If we must destroy every one of these bastard children to do so, then so be it.
'I know it is unusual for a Caitiff such as myself to be elected to the Primogen, but I have proved myself many times over to the Kindred
of this city. Who knows, perhaps someday I may even become prince! I should be happy, few Caitiff reach the heights which are within
my grasp. Why then do I have such an uneasy feeling? As if I were being watched..." -- Sharon "Serendipity" DuPont, Primogen of
Seattle
The Camarilla: For the most part, they are fools who cannot see that which is right in front of them. Here and there, however, there are
a few exceptions who are worthy of our respect. Some of them, we have even revealed our existence to, and they have been
invaluable allies.
"It is unlikely that they exist, they are a fable of the Memory-Seekers and nothing more. Should they ever prove to be real, however,
they should be hunted down and granted the Final Death as quickly as possible as befits such a threat to the Masquerade." -- Lacroix
Sabbat: In some ways, they are greater pawns of the Ancients than even the Camarilla. Most of them are too consumed by the Beast
to be of any use to us, and others believe the lies of the Mnemosyne all too easily. It is a shame, for few of the Kindred believe as
ferverently in the words of our Father as they do.
"According to the Mnemosyne, they are savage beasts seeking to snatch up all the knowledge and power of Caine for themselves.
Well... where do I sign up?" -- James Thorton, Lasombra Bishop of Washington, D.C.
Inconnu: They preach the path of peace that was espoused by Salout, and for that we respect them. But they sit and watch and do
nothing while the Ancients do what they will. Vampires as old as the ones within their ranks must know the truth... why do they do
nothing?
"Yes, we know of them. They are an interesting curiousity to us and not much more. Their 'mission' to reveal the plans of the Ancients
is a doomed one. The amusing part is that they truly believe they are not pawns themselves!" -- Alisha Heartbow, Monitor of North
America
Arcanum: Mortals who seek the truth, much as we. Unfortunately, often the truth is too much for them to bear. We leave clues here and
there for them, slowly revealing bit by bit the awesome secrets of existence. Someday they will piece it all together and join us in our
quest.
"I walked into my study one morning and to my surprise it was in complete disarray! My notes, which had been sequestered in a secret
safe, were scattered about. Strangely enough, once I gathered them up, I found nothing had been taken. In fact, amongst the pages, I
found a tattered old parchment in an ancient tongue whose meaning I am just beginning to decipher." -- Adam San Clyr, lecturer
Mnemosyne: They foolishly believe the lies fed to them by the Ancients. The only true knowledge is the words of our Father. But his
children have distorted and twisted them to their own ends. The Mnemosyne are merely tools in an eons-old war. Not a war of blood,
as many seem to think, but a war of information. We too shall use the Mnemosyne as the tools they are, once their purpose is fulfilled,
we shall cast them aside.
"Once I was a ghoul, but after I was killed by the Rivals, my master rewarded me for my long years of service by granting me the
Embrace. Or so he thought. That night I drank the blood of Kindred more than once. I serve the Mnemosyne for now, but some night
shall come the time of the ritual and I shall serve my true masters faithfully." -- Andre, neonate

Jocastian Endowments
Disciplines
The Jocastatians concentrate on Auspex, much as the Mnemosyne do, but they know the importance of Dominate and Obfuscate in
their quest as well. It is rare for a Jocastatian to study any but his bloodline disciplines until he has reached at least the first three levels
in each of them.

Rituals
The Jocastatians have been taught several unique blood rituals by their founder that enable them to share the knowledge each one
possesses with others of the bloodline.
Blood of Saulot: Unique Ritual
This ritual is enacted when Jocastatians perform the act of diablerie upon their Sires. In addition to gaining the generation of their
Sire, the participants in this ritual gain all of his memories and disciplines. This ritual may only be used on a vampire's sire.
System: The ritual takes an entire evening to enact and participants must each make a Willpower roll (difficulty 8) or gain a
Derangement from the shock of gaining hundreds of years of accumulated memories and knowledge.

Sample Character: Harry Sanders


Harry was an investigative reporter for the Washington Post who had broken several big stories in his prime, but was on the
downswing. While searching for the one big story that could make him a household name, Harry discovered evidence that led him to
believe in the existence of vampires. For the next several years, he criss-crossed the globe gathering clues and following the trail.
Finally, he came to a small library in Venice. Beyond a concealed door, a musty corridor led to a hidden haven. As he thrust open the
coffin, the elegantly-dressed vampire within smiled widely and said, "Congratulations," as he granted Harry the Embrace.
Harry was now one of the Jocastatians and free to continue his investigations for all eternity. He spent several years amongst the
Mnemosyne learning their ways and then was gifted with the blood of his sire. The onslaught of centuries of memories and power was
too much for him too handle and he was deranged for a time. He has better learned to deal with the many voices within him now and
continues his quest.
Concept: Journalist
Sire: Henry Smith
Nature: Fanatic
Demeanor: Loner
Generation: 8th
Embrace: 1974 (born 1932)
Apparent Age: Late-30s (young face)
Physical: Strength 2, Dexterity 2, Stamina 3
Social: Charisma 4, Manipulation 4, Appearance 2
Mental: Perception 4, Intelligence 4, Wits 4
Talents: Acting 2, Alertness 3, Brawl 2, Dodge 2, Empathy 1, Streetwise 4, Subterfuge 3
Skills: Drive 2, Etiquette 2, Melee 3, Security 2, Stealth 3, Survival 2
Knowledges: Bureaucracy 3, Computer 2, Finance 1, Investigation 3, Law 1, Linguistics 3, Medicine 1, Occult 4, Science 2
Disciplines: Auspex 3, Dominate 3, Obfuscate 3
Background: Generation 5, Contacts 3, Allies 2
Virtues: Conscience 4, Self-Control 4, Courage 2
Path of Truth: 8
Willpower: 6
Merits/Flaws: Jack-of-All-Trades
Derangements: Paranoia
Notes: Harry is still on the trail. Now that he knows vampires exist, and has become one, he cannot rest until he learns all of their
secrets. The more he learns, the more frightened he becomes for his own safety. But he cannot stop, he must learn it all.
Image: A rumpled man in a trenchcoat, jeans and turtleneck that have not had the pleasure of a trip to the drycleaners in some time.
His dirty-blonde hair hangs straw-like over his somewhat wild eyes. His manner is calm and his voice soft. He often will be standing
right behind you and will not say a word to let you know he is there.
Roleplaying Hints: For some time now you have been privvy to much of what you sought as a mortal. Yet, there are many more
secrets to be learned and you will do whatever you must to learn them. You know the truth is out there, and you trust no one. You are
very direct, though polite, in addressing people and always seek to get to the heart of a matter. You are not one for small-talk.
Haven: A locked broom closet in a sub-basement under the printing presses of the Washington Post. Thanks to his efforts, no one
remembers it is there.
Influence: He has little in the way of influence, but has many contacts in Washington and around the world. He is knowledgable in
many different areas and is rapidly becoming a major information-broker in Kindred society. He always uses the information he has on
hand to gain more clues to the secrets he seeks.
Quote: Right. Right. I see. (writes some notes) And what happened next?

Afterword
The Jocastatians are not recommended as player characters for most chronicles. They would be more appropriate for an all-
Jocastatian or an all-Mnemosyne chronicle, but are best suited as NPCs. This work is based on my readings of White Wolf's The
Book of Nod and other sources.
JOTUNN
By Ian Turner (iturner@wpine.com)

Author's notes
And here is a Bloodline inspired by one of the magic items found in the Players Guide to the Sabbat. They are for munchkin
power-gamers and we should all be happy that I, their creator, have already killed them off as a Bloodline!

Description
First appearing at the turn of the first millenium, the last of this Bloodline was destroyed in the time of the Inquisition. The 7th
Generation Gangrel founder of the line, Bjorn Jarlson, was a legendary warrior, famous for seeking out only the most potent of
adversaries to best in single combat. He was in the mountains of is native Scandinavia when he fought one of his greatest
battles, against a Giant! They fought for some time, with Bjorn having to break combat to feed on two occasions! Finally, he
managed to get a solid bite in and drained the last of the 12' titan's blood. Looking down at the bloodless giant, Bjorn impulsively
dropped some of his own vitae in between the creatures lips, not knowing what to expect (he knew that the Embrace didn't work
on Garou from experience). The Giant awoke and slammed Bjorn into the pines before lumbering off and killing a village full of
mortals to feed its colossal hunger. Bjorn was horrified by the havoc he had inadvertantly wrought and tracked the blood-starved
Giant over several miles before catching up to it, collapsed on a hillside crawling through the snow. The Blood was not enough
and the Embrace had, in a sense, failed, requiring the Embraced Giant to feed at a vastly greater rate than a man, up to 100's of
Blood Points a night! Bjorn leapt upon his monstrous Childe and drained the vitae back out of the creature, essentially
Diablerizing his failed creation. With that act, he went into an unspeakable Frenzy, after which he fell into a snowy ravine and
Melded into the earth until the next night. He awoke to find that he had nearly pushed out of the soil as his body had stretched
and swollen throughout the day, making him well over 7' tall! He had also gained Potence, a Discipline which he had never
bothered to develop on his own! From that point on, he was first in a new Bloodline called the Jotunn and while his Childer are
said to have all perished in the Inquisition (and Bjorn himself is known to have died challenging a Dragon!), until that time the tiny
Bloodline (he Sired only two Childer, although one of them was known to have Sired much more prodigously) developed a
reputation as the most formidable warrior Kindred around, using their great strength and resilience, as well as their great size, to
crush all who opposed them.

Sobriquet
Giants

Appearance
All of the known Giants were chosen warriors, mostly of Nordic descent and almost always male. They tend to carry Greatswords
if they can afford them, or large clubs or spears in other cases. One was known to use Poleaxes as hand weapons... Shields
and armour were hardly available to such creatures, but many opted for thick pelts of bear hide (or even Garou skins) for limited
protection.

Haven
Giants tend to live in mountain caves, oversized hovels in deep forests or other out-of-the-way places, as they cannot function in
mortal society for long after the Embrace.

Background
All were warriors, hunters and loners before the Embrace, few had any social skills beyond boasting of their exploits in a
greathall. All must be independent and strong of will and powerfully built to attract the attention of their Sires, most of whom would
never consider Embracing someone that they do not consider a threat.

Character Creation
All have Primary Physical Attributes and it is a toss up whether or not the individual simply impressed his Sire with drunken
exaggerations (Social) or has the wits to survive in the wild (Mental). Knowledges are the least valued Abilities, with Talents and
Skills being evenly preferred. Most have Loner or Survivor natures, although Bjorn himself was a Deviant and a Praise-Seeker at
times, going up against impossible odds for thrills. The Road of the Beast is the most common, although a single Jotunn is said
to have served a Ventrue lord as Thrall, owned giant-sized armor and weapons that she had crafted for him and followed the
Road of Chivalry.

Clan Disciplines
Fortitude, Gigantus and Potence. (Several knew Animalism as well)

Weaknesses
All Jotunn immediately gained Potence and Gigantus at the first levels upon the Embrace, accounting for 2 of their 4 Discipline
Dots. Each level of Gigantus after the first must be preceded by the purchase of Potence of an equal level, as the Kindreds
frame will not stand up to the gain of Gigantus above his Potence (if he tries anyway, he will lose a previous level of Potence to
support the increased weight and not gain the benefits of his new level of Gigantism or the use of the 'lost' Potence level until his
Potence once again matches his Gigantism). This in itself is hardly a Weakness as those who play a Jotunn were planning on
such expenditures in all likelihood anyway. However the Jotunn cannot just raise Gigantus, but must track down and drink the
blood of a Giant each time he wished to increase his Gigantus yet again. He need not necessarily kill the brute, but the blood will
not keep for more than a few days in cold storage (using medieval storage techniques that is, a Kindred Pouch would vastly
simplify matters!), which fairly necessitates a separate Giant hunt for each raising of Gigantism. Any other Kindred learning
Gigantus would also face such a requirement.

Organization
The Bloodline has almost no organization and they mostly avoid each other on principle. True glory-seekers may actually fight to
the death upon meeting! They interact mostly with other Kindred as mercenaries, wandering thugs and wilderness hazards to be
avoided.

Quote
Ah, Gargoyle Beasts! I may win, I may die, but either way, this will be a song for the skalds!

Stereotypes
Assamites: These moors are said to be skilled killers, but do not fight as warriors do. No songs will be song of their cowardly
tactics. They must no doubt lie to their women about their great victories.
Brujah: Good warriors, strong and blindingly fast, but they have no real staying power. Still, they often find convenient 'excuses'
for us to do what we do better than most.
Cappadocians: They have been given eternity to study whatever strikes their fancy. And yet they choose to study the deaths
that they have cheated. Strange things, to give up life eternal to such pursuits.
Followers of Set: Jormungandr's Children are to be squashed on sight. They are foul things worthy of great songs for the one
who destroys them. Do not allow them to speak to you, for they twist Wotan's gift of language with their snakes tongues!
Gangrel: They know the secrets of the wild and have shown us the night-Beast that lies within us all. We owe Bjorn's Sire and
his kin for the gifts of blood.
Lasombra: These creatures never come to our forests; we do not fit well into their courts. Both of these things are good for
them.
Malkavian: The mad antics of these fools is not even entertaining. Ignore them and they will depart for more interesting
company.
Nosferatu: Bah! We are not Cursed by the maimed Christian God! We are stronger than ever before, and so are they. They
should stop whining and recognize the powers they have gained.
Ravnos: These wanderers are rootless like our Gangrel kin, but they have lost their way in more than that. They have left their
honor far behind in their travels.
Toreador: Like the Lasombra, these strange tale-spinners live in a world apart from ours. They are welcome to it. Their stories
are full of flowers and fancy words, but there is no meat for the hungry.
Tremere: Avoid these ones. They seem to think that we are fodder for their experiments, and they know the secrets of the
elements that can destroy even us.
Tzimisce: Never let one touch you, but their servant creatures are a delight to smash. No Jotunn yet speaks of beating a Vozhyd
in single combat, but that is not because no Jotunn has tried . . .
Ventrue: These lords may be worthy to serve -- for those who wish to serve. I for one serve no King.
JRADIANS
By Carl L. Congdon (carlcong@nni.com)

Nickname
Hellraisers, Goon Squad

Description
The Jradian bloodline, while being fairly "new" by vampire standards, is about sixty years old. It has been one of the reasons the
Sabbat have made any gains in its war against the Camarilla. It receives more than it's share of casualties, but does not receive
equal rewards. Jradians, for this reason, tend to carry large chips on their shoulders, even though they get away with more than
most other clans. Being the spear-point of Sabbat raids has earned them many liberties, but little power.
They fought to be recognized as a bloodline in 1950, when it became obvious that their (then) status as Panders was only going
to get them killed. They banded together, naming themselves "Jradians," after Jrad the Strong, the enforcer of Caine. Although
they were almost exterminated for treachery, the leaders of the Sabbat found that these Caininites were correct: centuries of
bloodshed had evolved a race of vampires more suited to combat than most others. Ironically, this distinction (and their clan
weakness) put them in the position they had wanted to avoid: the front line of Sabbat Crusades. Bitterness still exists among the
clan members to this day.
Knowing that any gain in power would be a fluke, they have banded together with a clan unity only rivaled by the Lasombra or the
Nosferatu. They have many violent rituals, most of them sports with the brutality quotient jacked up to extremes. The Lasombra,
sensing their lack of power-politicking, have wisely allowed them much more leniency than other clans. This allows the Jradians
to vent their frustration while keeping primed for battles with the Sabbat's enemies. In return, the Jradian bloodline leans toward
a conservative voice in Sabbat affairs. This has caused a great deal of political friction with the Jradian's former allies, the
Panders.
Cynical and scornful to the point of insolence, they still have a great deal of goodwill and respect banked for them, due to the
outrageous risks they take on behalf of the Sabbat. Jradians are quick to boast that they are the only "real" Sabbat, and delve
into the Sabbat mindset more than most other clans. If they could learn to tap it, or live long enough, they would find much hidden
support for their efforts. Whether or not they would use it, or appreciate it, is another matter entirely.

Appearance
Most Jradians tend to dress either in athletic wear or army surplus clothing. Members in the same pack dress alike to show
solidarity. The majority dress and act in a Spartan and practical manner.

Haven
It is unheard of them to stay anywhere but the communal haven. They like to keep on top of the action.

Background
Most Jradians come from an athletic or military background. They prefer to Embrace those who are at the peak of health.
Occasionally, they Embrace "nerds" (people who tend towards brains over brawn) for the sake of diversity. As many women and
minorities belong to this bloodline as white males, despite the other clans branding them as "Blood-Nazis."

Character Creation
See Background above for concepts. Physical Attributes are almost always Primary, while Primary Abilities are Talents or
Skills. They tend to have low Backgrounds involving status of any kind, although there is no "official" reason to prohibit one of
them from climbing to the top.

Clan Disciplines
Celerity, Fortitude, Potence

Weaknesses
Jradians radiate a very unnerving aura, similar to the Flaw Eerie Presence. All eyes focus on them, and people feel a defined
sense of menace or threat when they are nearby. Only those who live around them extensively become able to tune out this
"funny vibe." They subtract two dice from any Social roll, excluding those involving Intimidation. This includes any use of
Dominate, Presence, or any other Discipline that involves the use of Social Attributes. They also subtract one dice from any roll
involving Stealth or concealment, including any such use of the Obfuscate Discipline.
At first, the Jradians did not believe they had a Clan Weakness. That is because no Jradian can notice another Jradian's aura.
The only time this is not the case is if the Jradian in question has diablerized one of his own bloodline. Forever after, her aura will
affect other Jradians as well. Many Jradians still dispute any claims that they have this weakness, and respond that other
vampires have some sort of inexplicable grudge against them. Needless to say, such an attitude only reinforces their "image
problem."

Preferred Paths
It is almost unheard of for a Jradian to take any other Paths other than the Path of Honorable Accord or the Path of Caine.

Organization
Very loyal and supportive of each other (at least in public), Jradians see each others as peers, or at most as mentors. Pride and
competition are expected, but "poor sportsmanship" is considered an extremely bad idea. Not a few arrogant Jradians have
met an untimely end at the hands of their clanmates after a rivalry went beyond reasonable limits.

Clan Prestige
Success in War Parties and Sabbat Crusades is a sure way to win Prestige. Helping out and supporting other Jradians is also
looked upon favorably. Gaining prowess with one of the more cerebral Disciplines (such as Auspex or Thaumaturgy) is another
preferred method. Gaining hard-fought Status in the Sabbat, especially among the Black Hand, is a surefire way to win Prestige.

Quote
"I love the Sabbat. I really love it when they send me and my clan out to do all the dirty work. I especially love it when they take all
the credit. One day, I think they might realize how much we've done for them. Maybe they'll even thank us for it in public. I'll be
counting the centuries until that happens. Did I bring up how much I love carrying the Sabbat around? Did I already mention that
warm glow I feel inside whenever they send me on yet another suicide mission? I love the Sabbat, really..."

Stereotypes
Jradian antitribu: Yeah, like it's any better anywhere else. Whenever they desert, we get to hear about it. Thanks, losers!
Lasombra: A bunch of glad-handing, pompous pricks! But at least they're honest about it. I can sort of respect that.
"Disrespectful as they are, they are worth five apiece of any other clan, excluding the Assamites, and ourselves, of course.
Their lack of political ambition is to their credit, and a sign of wisdom. Let us hope they keep that wisdom."
Tzimisce: I can deal with the fact that I'm not a human anymore. But these sickos take it way over the top! Have you ever seen
the inside of one of their labs? Ugh! And everyone calls us 'blood-Nazis'?

"Though ignorant and atavistic, they are highly effective warriors. Many of them are skilled at the art of war, and could go far.
Their lack of subtlety, however, may undo them once the War is over, and the Peace must be won."
Assamite antitribu: I can respect these guys. They are good at their work. Still, they don't need to treat us like crap just because
everyone else does.

"Listen to them whine! So young, and so arrogant! I could do what it takes twenty of them to do, and much more cleanly! To
their credit, I would not want to fight them in a fair fight, but who said I fight fair?"
Brujah antitribu: Are these loudmouths good for anything except propaganda? I can't believe they used to lead the Sabbat. I
wouldn't let one of them lead me to the bathroom! How come they get rank over us?

"The Goon Squad is what we would be if our Iconoclasts had their way. These brain-dead blood-Nazis will undo every gain
we've made for freedom in the Sabbat. It's good that so many of them die soon. Otherwise, we'd be glutted with these
cerebrally-challenged thugs."
Gangrel antitribu: Decent enough. Not what you'd call team players, but they do what they have to and don't give us any static.
Wish the rest were like that.
"They fight hard and play hard. They have just as much right to their fun as we do to our freedom. Yeah, they're annoying, but
if that was a crime, we'd have no Sabbat left!"
Malkavian antitribu: The scary thing is that they make sense sometimes. If they had anything left of their brains, they'd really be
dangerous!
"Sometimes they're so dull and predictable it's perversely fascinating. And some of them actually do surprise me from time
to time! But being around them makes me feel a bit odd, if you know what I mean."
Nosferatu antitribu: They think they have it bad, but they can hide when the shit gets too thick. Besides, who cares about looks
except the Toreador?"
"Bunch of dumbasses who let themselves be targets. And they think that should get them respect? I don't respect them, that's
for damn sure! But hey, better them than me!"
Panders: Hey, they should prove that they've earned equality before they get it. The big, bad world doesn't owe them a damn
thing. Still, I can see where it comes from...
"The Goons got exactly what they deserved. Let 'em die in the front lines! When we needed them, they walked. Still, I give
them a lot of credit for hanging on like they do. They shouldn't have done it the hard way, that's all."
Ravnos antitribu: Cool to party with, and a good sense of humor. If they had an attention span, we'd have won by now.
"They can be truly dense sometimes, but they do a lot for this sect and see very little in return. I may not like them, but I do
respect them. I can't say that about many others."
Serpents of the Light: Another bunch who weirds me out! I don't know if I'd rather have them on my side, which would make me
feel safer, or on the other side, which would make me feel safer.

"Like the Panders, I can take or leave them. They do much to their credit."
Toreador antitribu: Just what the world needs: immortal art geeks. Do they do anything useful, or are they just around for
laughs?

"They are the primordial essence of the vampire and the Sabbat. As you can see, this can be good or bad, depending on
your mood."
Tremere antitribu: I don't see why they're getting stepped on. After all, they couldn't be any worse than the Lasombra. I say, give
'em a break and see what they can really do!

"We were the first to acknowledge them as a true bloodline. They have backed us since then. It is a mutual alliance, one I
hope to see flourish."
Ventrue antitribu: I think the worst thing the Camarilla ever did to us was foist these rejects on us. Saying you support a group
that you monkey-wrench every chance you get doesn't make a hell of a lot of sense. If they had their clan's leadership skills, they
might have been worth something.

"Their's is not to wonder why, their's is but to do or die. Boneheads! If they had any idea what clout they had, they could do
something with their unlives instead of being target practice for the Camarilla! But no, they are quite content crashing into
battle. Better them than me."
Black Hand: That's when you know you're big-time: when you're in the Hand. This is what the Sabbat should be like! Then we'd
get some stuff done.

"If it were not for the fact that their weakness makes them ineffective for scouting, we would use them more. As it is, they work
best in full-scale assaults. Too bad, for they have warrior's hearts, despite their whining."
Camarilla: Wake up! You aren't human anymore. You shouldn't have to hide. But if you're too afraid to take control, stand aside
for someone who can!
JU
By Jenny Parr (j.l.parr@bradford.uk.ac)

Description
The Ju are generally regarded to have inherited the cunning, treachery, manipulation and total untrustworthiness of their parent
clan -- the Tremere. The most recent of the Hibakusha clans, the Ju were first noted around the 15th century as the dreaded
blood clan wished to examine the new western clan that had seemingly appeared out of thin air. Nothing that was already known
about Thaurmaturgical paths was discovered but the Tremere captured (and subsequently diabolised) was working on rituals
involving mirrors and their effects on obfuscation. The new Ju clan carried on this research and thus the discipline of Wu Wei
was born. As the Ju can prove that Wu Wei was their creation they hold its secrets very tightly and refuse to teach it to any
outsiders.
The history of the Ju has been filled with treachery and betrayal of other clans as several have found to their cost. The major
black mark on the history of the Ju is the war with clan Mora, a Hibakusha clan, mainly of Siberia, whose parent clan was the
Malkavian antitribu clan of the Sabbat: All of clan Mora were highly precognative. In moments of stress they would fall into a
trance where they would see part of the future. Always a small clan, the Mora kept themselves away from the war with the West
until their founder had a vision which revealed that the coming Gehenna would be caused by the Ju. As could be expected, the
Ju were not too pleased with the proclamation that they would be responsible for the Last Battle and started a full scale war on
the members of clan Mora, determined to wipe them out. As expected from a clan that could see into the future, the Mora had
prepared for this great war but they knew that they would lose. Instead they concentrated on crippling the Ju so that the other
clans would be strong enough to defeat them before all was lost. They performed the most powerful ritual for 300 years as they
sought to stop the Ju from increasing their ranks with childer or ghouls. The ritual was only just complete when the Ju broke
through the Siberian defenses and slaughtered the Mora gathered there. But it was a bitter victory.

Stereotypes
Camarilla: "A good enemy -- one that is divided and helpless before our might, they will soon tremble when they hear our name"
Sabbat: "Possible allies perhaps?"
Tremere: "Useful to have alive and to do our research for us, then we can capture some more and have fun torturing the
information we want out of them"
Lasombra: "They may be our lost brothers in arms. We may spare them to rule at our side when the Last Battle is fought"
Salubri: "The inheritors of the Sazan, but unlike their precursors they have no spirit. They are weak and we shall crush both them
and their Tremere enemies"
Kyuketsuki: "A pitiful excuse for a clan. They still believe in the Shinma. Maybe they also believe in Father Christmas, Susano o
and the horrible bugbears under the bed."
Sanatan: "They are still up to something"
Kuei: "Ignorant tiger puppies who think they can conquer the world; well they'll soon find how weak they are against us"

Nickname
Sorcerers

Origins
China

Appearance
Oriental. Most shave the tops of their heads as a sign of their power. Most sport old Chinese plaited hair and moustaches as
they were mostly sired during the 19th century.
Haven
Many Ju have places in the ruling party of China (they saw that Communism was coming very early) and most live in the
basement of party headquarters in the major towns.

Clan Disciplines
Dominate, Thaumaturgy, Wu-wei

Weaknesses
The Ju are unable to create progeny or ghouls due to a curse set upon them by the now extinct Clan Mora (a Russian clan). They
also cast no reflection in mirrors although they do appear on film. This may be a sign that they are in some way related to the
Lasombra clan of the Sabbat although they do not get on well with the Hibakusha clan derived from them -- the Kyuketsuki.

Backgrounds
The Ju were usually occultists before their embrace. None have been embraced since 1892. Mental attributes and knowledges
are primary but at least three dots are needed in occult.

View Wu-wei discipline.


JWR
By Tobias (t.h.j.opdenbrouw@student.utwente.nl)

Name
? (Priests? Divines? Pilgrims? Seekers?)

Nickname
Holies / than-thous

Origins
This is a very new bloodline (about 2 days old, right now). The bloodline is an off-shoot of the Ventrue clan, but, as of yet, this
bloodline has not even been discovered as being anything other than Ventrue. As of now, only one member of this bloodline
exists (as far is known). The background of the bloodline is obviously tied to its founder and sole member, Jan-Willem
Rouwenhorst. He used to be a Ventrue, until a type of 'catharsis' changed him into what he is now.
To fully understand the line, it is necessary to know a little of him from the time when he was still a Ventrue. He was (when still
human) an initiate of the Catholic Church and slated to become a priest soon. One night, when he was 'on duty' in the tiny church
in the middle of one of the bad zones of Amsterdam, a man came up to him. Rambling on about having seen 'Him', this man
talked to him in vague wordings of God and a Prophet. Trying to comfort the man and helping him make sense of his life
apparently triggered something in the man, as it became apparent that he possessed supernatural strength and a determination
to draw Jan-Willem to him. While thusly embraced, Jan-Willem was Embraced. After this, the Ventrue who embraced him stood
and walked off into the rising sun, dying the Final Death.
After realizing his true nature and meeting other vampires, Jan-Willem maintained his churchly contact and was actually
ordained as a priest. Paradoxically, while human he never truly believed in a God, but became a priest more for the
humanitarian efforts he could support. While a vampire, however, his new awareness of the supernatural caused him to actively
seek a higher hand in his (un)life and the world. After about a month as a vampire, an encounter with a Infernalist Vampire and
his impish/devilish servant imbued JW with a sense of having a higher being (that supported his revulsion of the unnatural
creature) behind him.
After several action-filled events in the region of Amsterdam, JW and several of the vampires he had grouped with left for
Northern Africa, to investigate sightings of speakers speaking of the arising of a 'prophet'. A Setite who might know more, that
they had previously encountered might be found as well.
While infiltrating the Setite temple with some other Northern African vampires (to investigate the kidnapping of another vampire
and investigate the temple itself), JW and his partners encountered a major manifestation of a guardian aspect of Set. Focusing
his entire self, and prepared to give everything but his soul to banish the creature, JW brandished his cross and banished the
creature, and in the process 'cleaning' the entire temple.
This banishing asked a heavy toll from JW. All his humanity, that he had struggled to hold on to, was 'burned' from him through
the intervention of some higher power. A moment out of time followed for him and the others present, after which clarity followed.
Now, JW is something other than a Ventrue. The monumental event changed him forever, and he now is a slightly deviant
bloodline from the Ventrue. He now follows a different Path, of which he doesn't fully understand the ramifications yet.

Appearance and Background


The 'appearance of the bloodline' is until now restricted to the appearance of Jan-Willem. Whether he will ever embrace another
vampire depends on several factors. Some of these are whether he can figure out that he is now unique, if he can figure out
whether embracing another to a vampire's existence is moral at all, or if someone asks him for it (maybe). If he can ever bring
himself to embrace someone else, it would be someone who was willing, and who expressed a similar interest in finding out the
truth about a higher being and faith.

Organization
Since no-one knows about this change, and JW himself has not yet realized his diversion from the Ventrue line, JW still behaves
as if he was a Ventrue, and they still act towards him as if he was one of them. The organization that may come when he realizes
he is something different now is, as of yet, unknown.
Bloodline Prestige
Not applicable as of yet.

Haven
A typical haven is a lone house in a city somewhere. Somewhat isolated, but still near humanity.

Character Creation
Any new characters would have to be vampires embraced by JW himself. He would look at their beliefs and thoughts first.
Therefore, mental abilities are probably primary. Any abilities/situations/backgrounds that might attract his attention are the most
likely for a new character.

Quote
"Are you certain of that?"

Character Concepts
Priest, Theologian, Missionary, Fanatic, Visionary

Acolytes/Retainers
Theologians, religious types, Priests (& equivalent), the lost

Weakness
Fascination effect with other religions: The weakness of the bloodline is a Toreador-like fascination effect with serious
opinions/conversations about religions and other higher beings. Members of the bloodline must pay attention to what is being
said and consider it as well. This is potentially Dangerous when facing Setites and other 'evil' critters, such as Nephandi and
suchlike.

Preferred Path(s)
Higher Voice, Humanity, others (? - Possible Harmony, Inner Voice, Cathari, Self focus? Don't really know too much about the
other Paths)

Clan Disciplines
Auspex, Presence, Fortitude

Stereotypes
The Stereotypes given here are those of Jan-Willem himself. Consequently, there are only a few, and they're tinted by his person
and the others he knows of those types.
Brujah: Overly fond of violence, they rebel for the sake of being rebels. They are realists and seek no explanations nor temper
themselves with a reasonable code.
Gangrel: Solitary, self-oriented. Have strong ideas about the rights of individuals.
Tremere: Their studies have given them power and knowledge. For the latter, they can be approached. Yet, do not trust them.
Somehow I feel they'll go the farthest of us all to reach their goals.
Ventrue: I am not part of their stereotype. They play at being human, with their interest in money and politics. Their clout and
money are useful assets.
Toreador: Not easily defined. Of strong convictions sometimes, their understanding and insight can be quite impressive. Others
are nothing more then faddists and play at being celebrities.
Malkavians: I only know one. I do not understand him.
Nosferatu: They possess worldly secrets. Their reclusive natures makes it hard to understand them.
Setites: Most of them are dangerous cultists. Their closeness to what they follow is something that can be learned from.
Assamites: I know of only one. While dangerous, if all are so overconfident, they are no real threat.
Sabbat: They follow evil powers. Be constantly on your guard.

View the Path of Higher Voice


Life Amongst the Undead: Kamian Nagaraja
By J.D. Carriker, Jr. (oakthorne@hotmail.com)

Introduction
The exact time of my life I now consider irrelevant. Suffice it to say that I was born mortal, in the city of Calcutta. Surrounded by
the opulence of the Maharaja's palaces and pavilions, I was still discontent. It was unseemly for the son of nobility to wander the
streets, especially that place we called the Screamstreets for the undying echoes of screams, moans and insane laughter. The
dead were everywhere...but so were the living. It was a testament to the city's treatment of the poor and downtrodden that one
could not tell the two apart. I hated my own life, but did not want to live theirs.
No, instead, I wanted to watch. To observe. I wanted to see them live...and see them die. I wanted to watch as vast sections of
the city gave way to decay, to watch as even my father's castle rotted and he decayed in an opium-ridden stupor. I heard the
whispers from the servants. They said that I did all kinds of things--fornicated with the dead, killed children and even ate dead
flesh. My response was that I was the son of the Maharaja and answerable to none. You will note that I denied none of it.
Then I met the one called Abmen-Takal. As I was reviled by the common folk, so he was feared. Called the Lord of the
Screamstreets, Abmen-Takal decided to speak to me one day as I passed him. I had mistaken him for a corpse, so gaunt and
withered was he. It wasn't until I saw his eyes that I knew he was more alive--and yet more dead--than any I had ever met. I went
to live with him and he told me of great and marvelous things. He told me of another land, called the Land of Shadows where the
spirits of the dead are. He told me of the Children of Kali, the blood drinking dead. I stayed with him for ten days and nights, and
we stopped talking only long enough to sleep and eat.
Then came the day when my father's soldiers burst in upon us as we sat on the dirt floor of his dwelling. Without a sound and with
nothing but a gesture, Abmen-Takal slew the men. He then told me I should return to my father's home. With heavy and bitter
heart, I did so. My father was too stupefied on the thick black opium he loved so well to notice that I was back, but my father's
chancellor scolded me. I struck him and smiled as I watched him crumple.
When he awoke, he was tied to my bed. Without further ado, with my sharpest knife, I began to slice swaths of his flesh from
muscle and eat them--before his unbelieving eyes. I took the liberty of removing and consuming his tongue first, so as to ensure
our privacy. When I was done, blood covered everything and there was a warm glow in my belly. A glow that mere plant or animal
had never provided. I felt so satiated and content that I curled up on my bed, amidst the gore and hugged the chancellor's
remains to me and fell asleep. I remember being strangely comforted by the man's unblinking gaze and rictus grin...
When I awoke, I found my father and several soldiers around my bed. My father looked as though he might pass out and the
stench of vomit filled the room. Apparently, several of the guards had terribly weak stomachs. I sneered at them, my lips cracking
with the dried, crusted blood and several of the guards retreated from the bed. My father finally did pass out. With my father's
authority deprived them, the guards fled, dragging him with them, lest the horrible cannibal heir devour his father, too. Fools. I
couldn't have eaten another bite.
I remained in my room for two days and discovered guards posted there. I did not care. On the third day I awoke to find Abmen-
Takal in my room, seated upon the floor beneath the window. We spoke again and he complimented me on my success. When I
questioned him further, he explained that few have the peace of mind to devour a fellow man and not go raving insane. I told him
that I didn't consider anyone, save perhaps Takal himself, to be a fellow. I felt that I was outside of mankind, exempt from their
petty laws and morals, but also forever denied their happiness.
He took a knife from his robes and I was suddenly curious as to if he would kill me. Not afraid, but curious. He did not. Instead,
he used it to cleanly slice a piece of his withered breast from the muscle beneath and offered it to me. Astounded at this great
gift and show of respect, I solemnly took it, muttered a small thanks to Kali and Abmen-Takal both and brought it to my thin,
parched lips. When my teeth broke the flesh, which was tough like leather but so much sweeter than any I had ever tasted, my
mind shattered. Or perhaps I should say it shattered its bonds -- and I Awakened.

Euthanatos
For many years did I remain with my Mentor. I learned much, about the Sacred Wheel of Rebirth and Death and of our Sacred
Mission. I dealt many the Good Death, but I also dealt many simple, mortal death. Because I enjoyed it. And always did I eat the
flesh of my victims when I could. Even other Euthanatos found me repulsive, but I did not care. To me they were still foolish
mortals who had been fortunate enough to be made privy to a valuable secret. Like children playing with fire were they, while I
was living my birthright. Any who know the ways of the Awakened will recognize my thoughts for the flaw that they were--simple
hubris, common among those who Shape Reality.
I fought with the Ahl-i-Batin and the Akashic Brotherhood over the various foolishness that afflicted us all, but my heart was never
in it. Rather I sought to go places to do other things and so I left the conflicts to those who actually cared for what they fought. I
journeyed out of my beloved homeland and I travelled away to the West. It was in the dreary land now called England that I met
the one called Inhautep. He was accompanied by a beautiful woman of pale skin and sonorous voice. For the first time in my
existence I felt something other than hunger or lassitude. I hesitate to call it love, but it was not lust either. Perhaps I felt a kinship
with her -- and I found out why. Like myself, she viewed the world around her as an outsider, as only a predator, above all. She
was a child of Kali, or Kindred as she preferred to be called. We spoke at great length and I introduced them to the Ways of the
Euthanatos. They spoke in private and finally asked me to join them in a great experiment -- The Tal'Mahe'Ra. The details of the
formation of the Manus Nigrum are long and exhaustive and detailed elsewhere. Suffice it to say that I joined their Great
Experiment and we formed the True Hand.
Still I longed for more. I felt so alone in my viewpoint and personage. I met and knew many Kindred and they were just that --
Kindred. Even the bitterest enemies could meet on a common ground and share a common viewpoint. The fact that they were
so close together allowed them to form such intense relationships -- Love and Hate. I knew only apathy and decay.
So, I left the august assemblage of Enoch for fifty years to study and search for knowledge. Finally, in the greatest temple to Kali
in all the Earth, in my birthcountry and home city of Calcutta, I performed a horrible rite -- one that involved the deaths of twenty
Kindred and a hundred humans. To this day, the people of Calcutta still speak of the day the Temple of Kali bled. She came to
me -- my Avatar, in the form of Kali. Her terrible face and horrid tongue, stinking hair and four arms, her necklace of skulls and
skirt of hands, She came before me. She threatened me with dire consequences if I continued this rite. I should lose my Magick
she told me, for I would deliver the True Death to that which cannot die -- my Avatar. With a sneer on my face, I did not answer
her, but instead plunged the knife into my final victim. She screamed and literally Shattered, to return no more. I was Kindred now
and could join my kind.

Nagaraja
I had trouble returning to Enoch, for much time had passed and I had no more Spirit Magicks to rely upon. Therefore, I gathered
my chronicles and travelled further to make myself known in the world of the Kindred. I found that simple blood would not sustain
me, however. I must eat the flesh of my victim as well and this did not go over well with most Kindred. It was difficult to preserve
their precious Masquerade when I must strip flesh to feed. I travelled for much time and eventually entered Torpor in southern
Gaul. When I awoke, I had created the ritual necessary to open a gate into the Shadowlands and did so. The trip to Enoch was
difficult and I was cast out again and again from the Tempest by the damnable Spectres.
I ended up in the peninsula of Italy, in a small township. There I met the woman called Adrianna Giovanni. She was interested in
the Shadowlands and the Tempest and I told her all I knew in return for being taught Necromancy. She would have been cast out
of her Clan for teaching me this valuable secret, so I told none of my tutoring. I even took her to the Shadowlands of her city, but I
refused to show her the horrors of the Tempest until I could defend us both properly. I stayed with her for four decades and I
formed a bond unlike any other I have ever known -- one of friendship. Once I had gained sufficient lore in the Dead Arts, I bid
her goodbye and returned to Enoch.
In Enoch I found that our Great Experiment was a rousing success. The True Hand was everywhere and part of everything. We
were allied with Silent Striders, Euthanatos, the Restless Dead and many other denizens of the supernatural. My one love was
now the Del'Roh and welcomed me back, but she was unable to spend too much time on me or any other, for she was in a
position of much responsibility. I accepted this with far less bitterness than I thought I would. I founded my own bloodline. I have
passed on the arts I was taught by Adrianna, as well as my own insight. From my previous mastery of Entropic Arts, I mastered
the power of Oblivion and crafted many rituals that are used by the True Hand even now.
When the Del'Roh informed me that she wanted a link into Clan Giovanni. I gladly accepted this mission, for it would allow me to
take time away from the nuances of the True Hand. So, I journied to Adrianna and begged to become her bodyguard. She
accepted, not for need of a bodyguard and servant, but for friendship's sake. We two have become fast friends -- both so fast
that we have taken to putting one another before our respective sects. To the outside world, I am her enigmatic guardian. But in
actuality, we are partners and a pair of friends. And together -- unstoppable.
KARES
By Tyree Quincan Kimber (caius@ksu.ksu.edu) (6 February 1996)

History
The Kares bloodline consists of the few scatered survivors of a clan of the same name. While few Kindred believe this, those
who know the truth find them a disturbing omen of the possible. The notion of facing thirteen Antediluvians on the night of
Gehenna is forboding enough for most, but to add the possibility that there were originally, and may still be, many more lying in
Torpor with hidden legions waiting to serve them is a truly frightening possibility few wish to ponder. As things already stand,
many find the Kares alone frightening enough...
In the mythology of Ancient Greece, rumors persisted of nocturnal female demons known as Kares who fed on human blood. As
it turns out these demons were in fact, a Clan of vampires.
Shortly before the fall of the Second City, the Antediluvian Kare silently observed from day to day as the bickering between her
brothers and sisters grew more and more intense. Knowing that the city of the Kindred did not have much time, she fled, telling
no one of her destination, in an effort to abandon the Jyhad forever. After decades of wandering, careful to avoid crossing paths
with the other ancients, Kare settled on the island of Crete. Upon arriving she discovered the beginnings of an enlightened
matriarchal culture slowly taking shape; the Antediluvian set about siring progeny to help her rule these kine.
For years the Kares secretly controlled the bloodthirsty matriarchal religion which flourished among the Minoans, but nothing can
last forever and soon, the Jyhad caught up with Kare and her followers. A powerful coterie of Setite Typhonists discovered the
tiny island kingdom, and destroyed Kare after a battle of epic proportions. Her followers were unable to do anything save watch
in horror as their Mother perished in wave after wave of dark magic.
Following Kare's demise and the absorption of Crete by the Myceneans, the Clan moved to mainland Greece where they began
to infiltrate the priesthood of Hera in an effort to wrench power away from the masculine religion of Zeus. If things had remained
as they stood it would have only been a matter of time before the Kares brought all of Greece under their sway, making them one
of the most powerful of the Kindred tribes.
Unfortunately, they two powerful enemies in their bid to control the Mediterranean: The mage society known as the Order of
Hermes and the Black Furies Garou tribe. While capable fighters and potent strategists, the Kares were unable to long
withstand the assaults of their fearsome adversaries and soon found themselves facing extinction. The survivors fled, scattering
themselves across the mediteranean, many entering Torpor with time and legend quickly reduced them to nothing more than
unimportant denizens of the underworld. Alas, history is written by the victors...
Centuries have passed and now the Kares have begun to rebuild. Slowly, they are spreading out across the world, seeking
women worthy to carry the bloodline and make their own claim for domination of the Masquerade.
The Kares are quite manipulative and could pose a real threat for the other clans if only they possessed the numbers. While
agressively pro-woman, they are not necessarily against men and many retain their former lovers and husbands as Ghouls. Their
mindsets endears them to no one, however, as they feel themselves superior to all and their spiteful attitude often brings them
into Frenzy over things other Kindred would find absolutely trivial. Additionally, they are also among the most monstrous of
Kindred, thanks to their discipline of Cthonis.

Nickname
She-Demons

Appearance
Members of this Bloodline are all female and tend to have a broad range of appearances. Nearly all of high Generation are of
Greek lineage, however. All become feral and disheveled looking when their Cthonis is in effect; additionally they become
increasingly demonic-looking as their Humanity scores decrease. (See Weaknesses below.)

Haven
The Kares seem to enjoy being underground as much as possible and therefore tend to reside in caves, sewers and
abandoned basments. However, neonates tend to simply remain in the homes maintained while alive.
Character Creation
All Kares are female and generally only embrace either repressed or very aggressive women. Most are strongly feminist. The
Elders encourage the neonates to rise up and claim the things in unlife society denied them during their breathing days. Anyone
from the most timid battered housewife to cold and ruthless corporate types perpetually thwarted by the Glass Ceiling are fair
game for the Kares. Likely Natures for a Kare include Conniver, Architect, Fanatic, Martyr, Pedagogue or Caregiver.
Demeanors and natures sometimes differ vastly among these wiley Kindred, but likely ones include Competitor, Curmudgeon
and Bravo. Social Attributes are primary, as are Knowledges.

Organization
Holding much of both Kindred and Mortal society in contempt, the Kares strive to work together whenever possible. However,
their small numbers making this difficult, the Kares often join coteries of other vampires out of necessity. Their main strength still
laying in Greece, most eventually travel there. Greek Kares often still organize into priesthoods devoted to brutal goddesses like
Hera, Hecate, Demeter and Eris.
While Kares tend not to bother with prestige very much, they hold in esteem those who signifigantly help to propagate the
bloodline or cause the other sects to lose face, or, in the case of the Setites, members.

Clan Disciplines
Celerity, Cthonis, Presence

Weaknesses
Whenever a Kares' Humanity falls below its initial level, her Beast comes dangerously close to the surface. Each point of
Humanity lost below the initial level causes a new demonic feature to appear on her person. Whenever a Kare loses a point of
Humanity, she automatically loses one dot in Appearance. When her Appearance reaches zero, she has become the visage of
evil, bearing vestigal wings, horns and a hideous, Nosferatu-like visage. The storyteller should describe what kind of monstrous
feature appears.
At high levels of Humanity the deformities are often easily concealed, the Kare not suffering the modification to her appearance
until that part of the body is exposed. As she grows nearer the Beast these features become more and more apparent and
harder to conceal. Note: A Kares' mutations never provide effective weaponry or other powers. As Humanity (or Path,) is
regained, monstrous features disappear and Appearance is regained, but always return in exactly the same form when points
are lost again. Some rumors speak of Kare Methusulahs lying in Torpor somewhere in the Mediteraenean who no longer even
remotely resemble humans.

Stereotypes
Brujah: Their lack of discipline is appalling, but their steadfast refusal to allow themselves to be tamed sets an example. The
wonderful thing about Brujah is that despite all their manifestoes, they often have no idea who their enemies really are.
Therefore, when dealing with one provide him with something to take out his anger against and thereby further your own ends.

"I don't know what the story is on these chicks, but they freak me out. I saw one of them fight once and it scared the crap outta
me. She just turned into some kind of monstor and tore the guy to pieces! She explained to me that it's just the nature of the
Beast. Man, if that's what all vamps have inside of them I'm not sure I'd like to stay one"
-- Brad, 13th Generation Brujah
Malkavians: Pan is dead. Long live Pan! It doesn't matter to a Malkavian that no one understands what he is doing, for he
usually knows all too well himself and that is enough. Malkavians are sometimes the most careful and methodical Kindred one
can possibly encounter. Never underestimate them and never forget that the Malkavians assisted the hated Ventrue in the
propagation of Rome. For this, they cannot be forgiven.
"Hey she-bitch, I've got a dollar in my pocket. Do you like brussel sprouts?"
-- D.V. Peter, 9th Generation Malkavian. Current whereabouts unknown.
Nosferatu: Like us, they bear the monstrous truth of what vampires are for all to see. Nosferatu can be every bit as manipulative
as ourselves and sometimes even more cruel. They often have insights others may not and make valuable allies. However, it's
usually best to part ways with one once your mutual goals have been accomplished.
Gangrel: These foolish mongrels think they know what freedom is when in reallity, they know nothing. For all their grandstanding
they would only instigate a different kind of tyranny, but tyranny none the less. Their ties to the Lupines make them our eternal
foes. Gangrel hold their Beast barely in check. They know that we know this and fear us accordingly. Turn against them their
inner power they prize so much and watch them turn their newly-grown tails and run.
Toreador: Unlike most, we bear no grudge against the Toreador. They coexisted peacefully with us in Greece for centuries and
they only served to strengthen the beauty and nobility of our proud culture. Unfortunately, they've made the mistake of embracing
a few too many overly-libidinous Don Juan types. If forced to endure one of these misogynistic fools tolerate him, but be sure to
remind him that women really run the world.

"Mmmmm...I love an agressive woman. Play rough with me! Ooohh!"


-- Marquis, 12th Generation Toreador
Tremere: Pricks who can't get over their phallocentirc notions and juvenile squabbles. If the Tremere spent less time tweaking
each other's noses and more time working toward their so-called goals they might actually gain a modicum of power. Did you
know that the Tremere have less female members then any other clan? This should be remedied by reducing their male
population accordingly.

"Hmmm...Demons, Familiars, Banes, Nexus Crawlers and now, monsters from Greek mythology. Just one more world for us
to conquer."
-- Dabononicus Tyfares, 8th Generation Tremere. Lord of Colorado Springs chantry
Ventrue: Ah, the Billionaire Boys' Club responsible for Greece's subjugation, the final blow for our clan. The Ventrue seem to be
unable to get past the idea that he who dies with the most toys wins, even though they're already dead. It is unfortunate that only
now, in the eleventh hour, the other clans are beginning to realize what the Ventrue are truly about. Still, better late then never. Let
us find common ground in our oppression and unite to destroy white male corporate oppression once and for all!
The Camarilla: An organization dedicated to equally representing vampires and helping them achieve their goals. Funny how
they never asked us to join...
The Sabbat: The Camarilla's ugly brother. Actually, come to think of it, the Sabbat and the Camarilla fight sort of like married
people. Let's face it, neither of them would know what to do without the other. In and of themselves, the Sabbat are a typically
male-dominated, pig-headed violent sect with no respect for themselves or anything else. So what if a Gangrel is antitribu?
She's still a Gangrel who will bore you with proselytizing and then claw you to death when your back is turned.

"Women should stay in the kitchen. In these womens' case, preferably while simmering in the pot."
-- Anonymous Black Hand member
Inconnu: The retirement home for vampires. They think they can place themselves apart from their own nature. They are fools.
Hecate meant for us to rule the night and hunt in the shadows. Why does everyone save ourselves seek to deny this lineage?
Assamites: The Arabian culture's treatment of women throughout history has been, and continues to be appalling. The
Assamites are merely pompous boors who still cling to outdated patriarchal doctrines. Unfortunately, even though Assamites
belong to a dying age they still do everything in their power to ensure that you die with them.
Giovanni: Everyone's afraid of them for some reason. All I see is what the Tremere would be if they spoke Italian and wore the
same cheap suits as the Ventrue. Some say they practice Necromancy. Isn't that a little pointless at this stage of our lives?
Ravnos: It is usually best to avoid these, for they should not be taken lightly. However, they have many uses. The Ravnos
presence in Greece is strongly felt as they follow the Gypsies and our common strength is found in a lust for life and freedom.
Their most potent usefulness, however, comes in the way that they divert the attention of the Gangrel and Lupines.
"You want to know something fun to do? Find a Kare and start talking about Greek mythology. Then, suddenly ask her if she's
ever kissed Uranus. It should take her a few seconds to get it, so run like hell."
-- Hitchhiker S., 9th Generation Ravnos
Setites: May Set and his progeny burn together! Their butchering of our founder was only partly avenged when Alexander laid
waste to their precious Egypt. Spare none of the minions of the Pretender-God!

View the Cthonis discipline.


HIBAKUSHA KASA
By Jenny Parr (j.l.parr@bradford.ac.uk) (17 May 1996)
Who is all-powerful should fear everything.
-- Pierre Comeille, Cinna
...Especially himself
-- Rakurai Ayatsuri, Hibakusha Kasa

Description
The Kasa bloodline, the most militaristic branch of the Hibakusha, is also the bloodline in the most decline. The controllers of the
primitive warring tribes, then later the War-lords, the Kasa had a strong influence and following among the early Japanese. The
constant wars made it easy for the Kasa to determine which warriors they should embrace to make the clan strong. The tenants
of the Bushido code -- the Way of Civilized Warriors -- were written by a Kasa elder in the early days of the war-lords, more as a
rule to judge potential Kasa by rather than a way of life. However the spread of the Bushido code throughout the warrior classes
gave the Kasa an unprecedented amount of influence among the Japanese rulers. For centuries they were the greatest force in
Japan and Eastern Asia -- the Gaki, the Onyudu, the Kyuketsuki and the Bushi could not stand against them in any way. Even if
they had united (a very unlikely proposal) the Kasa would have destroyed them all without hesitation. Their stranglehold over the
Emperor, the Samurai, the Shogun and eventually the Japanese army gave them total control over the Japanese population
when -- in their desire to purge the Brujah from the U.S.A. -- they decided to enter the war on the side of the Germans. Their
defeat in WWII came as an almost complete shock to them. They had believed themselves to be totally invulnerable for far too
long. The subsequent disbanding of the army came as a harsh blow as the Onyudu rose up to take advantage of the power
vacuum to create a new Japan. The Kasa still have not recovered from the great fall and many, in dishonour, committed Jisatsu
by decapitation. As a result their numbers have fallen rapidly.
This clan is the antithesis of everything the Brujah believe in. The Blood Bond to the clan leader is seen as an insult to the
freedom and anarchy enjoyed by the Brujah while their steadfast loyalty to each other is seen by the Brujah as possible evidence
of a second, more subtle Blood Bond to ensure that the younger generations do not rise up against the Elders. However the
contempt is mutual. The Kasa see the Brujah as little more than a group of bandits using their powers they received as Kindred
to terrorise those weaker than themselves. They see the Brujah as having no honour. They also see the Brujah's tendency to
frenzy as being an indication that they are closer to the Beast than other Kindred and should be treated as such. The Brujah and
the Kasa have been at war for nearly twelve centuries and shall be for many more.
A secret internal order of the Kasa have started to take the battle to the enemy. The order, known as the 'Swords of Eternal Fuji'
has been planning a journey to the stronghold of the Brujah, the Anarch Free States in order to strike a blow to the heart of their
most hated enemy. They have made alliances with certain radical groups of the Kyuketsuki, Kuei and Bushi who have been
more than willing to attack the Westerners on their own ground. Recently they have decided to strike at San Diego, one of the
major cities of the Anarchs. So far there are six Kasa, two Kuei, a Bushi and a Kyuketsuki in San Diego scouting to determine
the weaknesses of the Anarchs. A council has been called in Kyoto to determine whether or not to allow the Swords of Eternal
Fuji to complete this offensive as it could undermine clan security since many younger Kasa agree with the Swords. The
bloodline founder Ryu Fuginoshin is still in torpor and the Elders are still undecided...

Quote
"You dishonour your clan and your country. You deserve nothing better than to die by my hand."

Nickname
Samurai

Origins
Japan

Appearance
All members of the Kasa clan are of Japanese origin. They often shave the sides of their heads and have their family mon
tattooed there while the top and back hair is very long.

Haven
When Kasa first visit a region they set up a safe house where any member of any family is welcome to stay. As time progresses
a 'stronghold' will be set up by the most prominent families in the region.

Background
All Kasa are of a militant but honourable nature. Many have been members of the Japanese Defence Force or have been
mercenaries in other East Asian countries. Also a great number of policemen have been recruited in the past century. No Kasa
will be in league with the Yakuza.

Character Creation
The Kasa are usually of soldier or investigator concept with physical attributes and skills primary. No Kasa can be of criminal
concept. They usually have at least two dots in etiquette and high scores in melee and dodge. Common backgrounds include
status and clan prestige.

Clan Disciplines
Celerity, Potence, Bushido.
The Kasa are proud of their disciplines but the development of these takes second place to the accumulation of family honour.

Weaknesses
All Kasa are Blood Bound to their leader, Shogun Ryu Fuginoshin. They are also honour bound to go to each other's aid. (If
another Kasa calls upon a character for aid he must make a conscience roll if he does not go. The difficulty depends on the
circumstances.)

Geography
The Kasa have been accused of xenophobia by many of the other Hibakusha. Older Kasa prefer to call it nationalism. Many
Kasa have a pride in their country and its history that could be described as obsessive. There have been no Kasa embraced
who were not Japanese nationals of full Japanese origin. Most Kasa reside in their homeland; the major exceptions being the
strike force in the American Anarch Free States and a few younger Kasa who travel through the Far East.

Structure
The Kasa are divided into 'families' depending on their sire's lineage. Each family ruled over the people of certain areas of
Japan -- the Sakurambo ruled western Honshu, the Uzumaki ruled eastern Honshu, the Hyoga ruled Hokkaido, the Kazan ruled
southern Honshu, the Yanagi ruled Shikoku, the Hita ruled Kyushu and the Rakurai ruled Sakhalin. Each Kasa is expected to
defer to all elders but to support the elders of their family against the elders of other families. The head of a family is known as
the Kizoku. His council of elders is known as the Kyuden.

Gaining Power
Gaining power among the Kasa is difficult. Elders are protective of their positions, and have a tendency to use their influence
and status to stop younger Kasa of a different family from gaining power in order to promote their own clan. To gain power a
Kasa must perform a great deed for the bloodline which can not be ignored by any family without a loss of honour.

Gathering Days
The Kasa of a family meet on the full moon of every month at a formal ceremony, at their family stronghold if possible. These
meetings spread the latest information and serve to strengthen the bond between clan members.

Power Rumours
The struggle between the families is ongoing. For centuries the Sakurambo were the most powerful family only to have their
power usurped by the Uzumaki in the 19th century. At the moment the Rakurai are gaining power as they move to Vladivostok
and Pyongyang to fill the vacuum created by the destruction of the Ju.

Internal Orders
Each family can be classed as a separate internal order. The Sakurambo are highly militaristic, but are in decline. The Uzumaki
are much more wily but lost many of their most powerful elders during WWII. The matriarchal Hyoga have closeted themselves
away, concentrating on the development of their innate magical abilities. The Kazan are starting to encourage the development
of high-tech industry in their provinces and have come into direct confrontation with the Onyudu and Zaibatsu Gaki. The Yanagi
are waiting to reclaim parts of Manchuria they conquered in the early part of the century now the Ju have gone. The Hita are
pushing for all-out war on the faithless and the Rakurai are patiently waiting for the best time to move into North Korea and
Russia.
As well as the families, a separate faction has emerged from the ranks of Kasa who have renounced family honour. This faction
is known as the 'Swords of Eternal Fuji.' Most Kasa deny the existence of this fanatical group whose sole purpose is to strike at
the heart of the faithless -- the Antediluvians. Clan elders are undecided on what action to take against them.

Allies
The Kasa are not the most trusting of the Hibakusha, preferring to run their own affairs than trust a mortal, whom they consider to
be only slightly better than lunch. Allies the Kasa do have tend to be Kasa members of their own family or their own descendants.

Contacts
Despite the convoluted webs of deceit the Kasa weave against other families, they do not have much time for developing mortal
contacts, regarding these as too easily corruptible by other Kasa, Hibakusha or even Faithless.

Influence
Having lost most of their influence over the Japanese government, the Kasa are starting to develop influence at a more local
level.

Military Force
The Kasa still have a stranglehold over the Japanese 'Self Defence Force' as well as many units of mercenaries left over from
the World Wars and the many recent conflicts. Other Hibakusha often ask to lend these forces.

Resources
Much of the resources owned by the Kasa before WWII was taken by the occupying forces. Since then the Kasa have had a
running battle with the Onyudu in order to keep their armies supplied and paid.

Status
The Kasa have lost much status among the Hibakusha because of the rise of the Onyudu. This has become a cause for concern
among the elders.

Supernatural
It is not rare that a Kasa will ally himself with other creatures of the supernatural. Recently they have made moves towards an
alliance with the Shadow Lord Hakken Lupines and the Kitsune werefoxes. These are the Kasa's most common supernatural
allies.

Merits
Among the Kasa Natural Leader is a very common merit. Other common merits include Refined, Early Riser and Pain
Tolerance.

Flaws
Special flaws that can be taken include Kizoku enemy, Kyuden enemy, Vulgar (which can seriously hamper a Kasa's clan
prestige) and Rival (from another family). Disgraced can also be taken by a Kasa.

Skills
Clan Knowledge-Kasa

Stereotypes
Drukpa: They meddle in affairs not their own.
Hantu: A worthy sparring partner, but they place too much trust in their mortal families.
Hibakush: A bedtime story to scare the other Hibakusha into behaving.
Ju: Sayonara... and about time too.
Kuei: Little cubs with no refinement. However they are scouts without equal and our armies can benefit greatly from their help.
Kyuketsuki: If they would join our cause the whole of Asia would be at our feet. Why do they not see that this would further their
causes as well?
Onyudu: Miserable merchants we should have wiped out centuries ago. They dishonour our homeland by their presence.
Sanatan: Honour demands that we must tolerate them.
Bushi: Their motives are not to be trusted.
Gaki: If they were true sons of Sasano-o they would not be cowards.
Sazan: Another bedtime story. (Looks over shoulder, shivers)
Shreh Ren: Honourable, but they should learn to stay away from our affairs. Their founder cannot help them now.
Faithless: The only thing they deserve is a slow and painful death. Their masters shall not survive our war against them.
Camarilla: Divisions among our enemies only make our task easier.
Sabbat: Dogs who shall die by our swords.
Brujah: Chop them into pieces and leave them for the sun; it is all the animals deserve.
Gangrel: Honourable opponents to be treated with respect until they are inevitably vanquished by our might.
Ventrue: With a bit of luck they will destroy the Brujah for us.
Assamites: As honourable an opponent as you could wish to test your skills against. Treat them with the respect you give your
brothers and sisters.
Yei: Broken by the Faithless. They still have not recovered the strength to fight back. Maybe the ancients are watching them too.
Lupines: The Hakken have earned our respect by their actions; the others we watch carefully.
Mages: Amusing...
Wraiths: The hungry dead will never leave our lands so we must stay away from them.
Fae: Thieves in the night.
Gehenna: Mystic rubbish to scare children.

View the Bushido discipline.


KAWI
By Seth Kawi (the_dark_pagan@hotmail.com)

Description
No one knows exactly how Clan Kawi got its start. It has been suspected by many that the clan was started by a Malkie. They've
only been showing up in the past couple of centuries. They are all expert gamers and gamblers, although they must attribute
some of the credit for this to their Etheria discipline which is good for stacking decks and winning con-games. They infest many
places where games are to be found. They drain Giovanni owned casinos of their money and cheat Ravnos's out of their wallets
by beating them in their own con-games. They hang around popular night-clubs where LARPers hang out, and so forth.
Kawi are hard to confront in battle for they are slippery devils. They have a hybrid Obtenebration-Obfuscate discipline which
allows them to do many odd things with shadows. They also have the ability of teleportation. Between these and the infamous
Dementation, they can make even Lasombra a little afraid of the dark. No Kindred who has seen what they can do cooperatively
goes through alleys where Kawi are said to hang out.

Nickname
Shadows

Appearance
Kawi pick up people generally in their late teens. Especially gamers, athletes, gamblers and so forth. Members of this clan
develop extremely dark circles under their eyes.

Haven
Kawi live wherever they find shelter. In places like slummy apartments or abandoned warehouses to sewers in extreme cases.
There are, of course, many exceptions to this, but this is the norm.

Background
Clan Kawi has appeared mainly in America. A few Kawi have spread to Europe and South America Those embraced into this
clan gain a natural aptitude for gambling and gaming.

Character Creation
Most Kawi have high school dropout related concepts. They can have pretty much any Nature and Demeanor, though these are
usually highly conflictive and almost never the same. Mental Attributes and Talents are generally primary, although some Kawi
have been known to look and behave more like bouncers.

Clan Disciplines
Dementation, Etheria, Ombraballo

Weaknesses
The nature of the Etheria discipline is itself chaos. Learning such an unstable discipline causes an unstableness of the mind, like
their founding Clan Malkavian, Clan Kawi suffers Derangements. Unlike Malkavians, however, a Kawi is more unstable than
insane; his Derangement can be traded for another nightly. A Kawi may also attempt a Willpower roll (difficulty 8, five successes
required) to not take a Derangement for the evening.
Also, Kawi are easily lured into games. They suffer a weakness similar to that of the Toreador. If a Kawi sees a game going on,
he must make a Willpower roll to make sure he doesn't try to join in. The difficulty of the roll is determined by how much the Kawi
likes the game that is being played. A higher difficulty would be assigned to a gambler trying to resist attempting to join a poker
game than a chess player trying to resist attempting to join a game of football. At creation, the player should describe, to the
Storyteller's satisfaction, the type of game that interests him most.

Organization
Clan Kawi is loosely bound. Several members in an area may form a gaming group to which they become surprisingly loyal.
Additionally, all of the clan within a city will gather annually to have a great festival of competitions. They play wide varieties of
games, the most noticed of which is called The Hunt, where two Kawi are chosen, issued magnums and ordered to play tag with
them for about a week.

Clan Prestige
There are not a lot of ways to earn prestige among the Kawi. Not that they'd care even if you did. They do honor, however, the
winners of the >annual Hunts.

Quote
"Your move. Hm, hm hm . . . ."
KEENAI
By Mitchell Kelly (mitch.kelly@tesco.net) (12 June 1995)
"Here's tae us: wha's like us? Gae few, and they're all deid"
-- Old Scottish toast

Nickname
The Auld Alliance

History
The Keenai are a small Bloodline, completely associated with Scotland. They were originally a part of a migration that lead
several small groups from central Europe, under their fourth Generation founders several thousand years ago. They fell out with
other Kindred groups over the right of each to rule the west coast of Scotland, and the Keenai's connection to the Unseelie
Court. A few of the blood are said to have left for other parts of the world before now, probably Canada. The Keenai are largely
confined to the larger cities of Scotland, and were originally part of the Highland clans. They fought against the Ventrue and the
Malkavians, against the Roman invasions, and continued to resist Ventrue expansionism (via the English conquest of Scotland)
until about a hundred and fifty years ago. They have since made their peace with the Ventrue, and retain good relations with all
Camarilla clans except the Tremere, whom they hold in contempt.
The Keenai have a strange relationship with the Garou: quite who the White Howlers are, and why the preservation of their
memory is so important no-one knows, but both sides immediately recognise each other, then after very formal greetings,
politely ignore each other.

Appearance
Tall and thin, even by Kindred standards, they are notably old-fashioned in their dress. All favour some kind of Scottish motif on
their clothing, be it tartan, a thistle badge, a blue bonnet or whatever. Most Keenai tend to have sharp features: long noses and
pointed chins abound.

Background
All are of Celtic origin, and are mostly of Highland stock. Celtic revivalists are very common among their younger Childer.
Common Natures include Survivor, Cavalier and Gallant, with most Demeanors being fairly open. The Bloodline is closely knit,
and common Backgrounds include Mentor and Status.

Disciplines
Auspex, Dominate and Bequaine. Animalism and Presence are common, along with Obfuscate. Fortitude, Potence and
Protean are rare.

Creation
Mental Attributes are usually primary along with Talents, although this is by no means universal. Prized abilities include Etiquette,
Music and Law, all of which are invaluable when dealing with the Fay. Knowledges like Linguistics, Heraldry and Occult are
highly regarded. Common Backgrounds in addition to the above are Contacts, Herd and Allies, from the Highland clan members
they have long fed upon. Supernatural Merits and Flaws are the most common, along with Vampiric Society. The Flaws Clan
Emnity and Intolerance, toward the Tremere, are common. All Keenai have the Merits Code of Honour and Faerie Affinity,
although the latter costs only one point, since their association is with the Unseelie alone.

Weakness
All Keenai live by a Code of Honour. In addition to the effect of the Merit of the same name, this gives them problems. At the
creation of a character, the player must flesh out a fully-developed code of honour, almost like a Path of Enlightenment. If the
creation of a character, the player must flesh out a fully-developed code of honour, almost like a Path of Enlightenment. If the
Keenai acts against his or her code, he or she will lose the benefits of the code and three dice from all rolls until some sort of
atonement is made. The severity of the atonement is dependent upon the severity of the lapse. Also, until atonement is made,
the Faeries will pointedly ignore the Vampire. The code should be tight enough to restrict the character's actions without binding
them beyond all hope of fun.

Organisation
The Bloodline tends to live as broods around early-generation leaders, and is frequently the dominant force in the Kindred
politics of the area (e.g. Edinburgh, Dundee, Strathclyde). It retains good relations with the organisation of the Camarilla,
although between individuals this can vary. Relations between members of the Bloodline are formal but friendly, and tend to
follow a very Celtic view of place, position and prestige.
KHMER
By Ian Turner

Introduction
Vampires inspire fear more than anything else, and none are more adept at using that fear than the Khmer. None who have
survived the fear generated by their hunt doubt that they are amongst the deadliest Kindred active in the world today. Honing
their skills over the centuries since their Bloodline was founded, the Khmer meditate upon the quality of fear in their jungle
enclaves, gathering their willpower to pit against their victims, so that they may feed upon the sweetest blood of all, the blood of
the terrified.

Nickname
Boogeymen

Appearance
Most Khmer are Oriental, of Cambodian, Malay or Thai descent. Younger Khmer can be from any ethnic extraction, however and
Russian, American, African and Eastern European Khmer are known to exist. They also exist in some numbers in Northern
Australia. The only unlikely choice would be Japanese, as the Elder Khmer despise the so-called 'islanders.' Most dress in black
silk clothing that looks like pajamas to the Western eye, but the younger ones living abroad tend to wear whatever is popular in
their area, often striving for a tasteful anonymity. Non-Asian Khmer are rarely taller than their Sires and all Khmer are chosen for
the Embrace fairly carefully, with the admonishment that the Childe be physically fit and sound of body.

Haven
Many Khmer are paranoid and prefer extremely well-concealed underground or underwater havens. Sunken ships in bays (there
are a surprising number of them) or abandoned bomb shelters that do not connect to any existing underground are preferred.
They will often maintain several havens, except for some of the more decadent members who simply maintain a single lavishly-
appointed Haven and purchase only the best security systems and personnel.

Background
This Bloodline was first noticed in the ancient Khmer civilizations of Cambodia, during the reign of Jayavarman, but have since
spread into most of Southeast Asia, lower China and as far as India to the West. The rarest have moved abroad in the service of
the drug Triads, to such far lands as America, where they may be encountered by unsuspecting Western Kindred. Over the
centuries the power of this Bloodline has risen and fallen like a heartbeat, with the height of their power during the glorious days
of Angkor from 802 to 1300 AD until their influences led to the decadent excesses practiced in the court of Survayarman II which
led to the eventual collapse of Hinduism in Southeast Asia. The ascetic Faith of the Theravedic Buddhists is one of the factors
that keeps them from assuming such a powerful influence at present, with the competition of other Kindred being a close
second. The Khmer have since scattered about the globe to work anywhere a government (or religion) turns to the use of fear as
a means of control. Thus, their influence could be seen during Cambodia's Pol Pot rebellion, the pogroms of Stalinist Russia, the
American Red Scare, Papa Doc Duvalier's regime in Haiti, South African Apartheid and modern-day Bosnia. Nothing would
please this Bloodline more than for humanity to return to a new Dark Age, huddled together in mud huts dreading the approach
of the hungry stalkers in the night. All fear the unknown and seek to put a name to that which terrifies them, making ignorance
and superstition the strongest allies of the Khmer. A few elder Khmer are known to practice Thaumaturgy, with their Primary (and
often only) Path being the Path of Phobos, widely regarded as a Dark Path only available to Infernalists. Khmer questioned
about this make it perfectly clear that their Path of Phobos has no Infernal ties, but it is unknown if they are simply fooling
themselves or everybody else. Certainly, Khmer Infernalists are known to exist...

Character Creation
Khmer usually have either Physical or Mental primaries, with Social almost always being saved for last. They use Talents, Skills
and Knowledge in that preferred order, and usually try to keep their personal Courage / Morale high, as they are prone to
developing Phobias and even to having intense Nightmares, reliving the role of the past nights' prey. Natures are usually Bravo,
Competitor or Thrill-Seeker amongst the Neonates and even the Ancillae. The rare Elders are still in Cambodia and tend
towards Architect, Survivor or Fanatic.
Clan Disciplines
Celerity, Protean, Trepidus

Clan Weakness
Unknown to most is that their greatest weapon can be turned against them, for in their dark explorations into the nature of fear,
the Khmer have sensitized themselves to its touch. As a result a Vampire of the Khmer suffers penalty of 2 on Difficulty rolls to
avoid Rotschroek. Furthermore, on any Botched Courage / Morale roll, the Khmer either gains a Minor Phobia, the Flaw
Nightmares or has any already existing Minor Phobia develop into a Severe Phobia. These may be bought off with experience
points equal to their freebie point value as Flaws. Prey Exclusion or Selective Digestion Flaws requiring the Khmer to feed only
one the blood of the terrified, is common amongst the Khmer, but are by no means required.

Organization
The line is currently divided amongst those who wish to adapt to the new world by using drugs and other resources to create for
themselves herds of frightened vessels and those who prefer the `good old days' when members of the line could pose as Hindu
gods such as Shiva, Kali, Rudra or Ratri, feeding blatantly off of their worshipers. This division is not along Generational lines, as
equal amounts of elders and neonates seek out each camp, for different reasons. Others have pledged war against a
neighboring Bloodline that has taken control of secluded areas of Southeast Asia (and Africa and even South America) through
the exercising of an unknown disease-manipulating Discipline, including the sites of several of the past temple-palaces of the
Khmer, under one of which the Founder of the Khmer line is said to lie in torpor.

Gaining Clan Prestige


The Khmer maintain regular communication, primarily due to the fact that they prefer to hunt in packs, harrying a lone mortal for
hours before wearing him down and sharing in his blood. While a few Neonates abroad mimic the days of Angkorean splendor
and maintain Herds (chained in the cellar and forced to live in dread or simply allowed to live as they please, but always knowing
that something is out there and will come for them again as it has so many times in the past), most prefer to kill their prey at the
conclusion of an exiting hunt. It is during these hunts that innovative new tactics to frighten prey, particularly well-chosen prey or
stories of past hunts told over the cooling repast are all gauged to determine relative status. Khmer who manage to initiate and
maintain reigns of terror (such as the Pol Pot regime) are treated with deference by all Khmer and are considered masters of
terror, regardless of their age or Generation. A Khmer can actually lose status by simple butchery; dreary mindless horror does
not qualify; they prefer stark terror. (Mainly because it tastes better, which is why the hunters will always outshine the herders).
Since the Khmer usually kill when they feed, they tend to feed only a few times a week, depending upon the usage of Celerity
and the number of local Khmer coming with.

Quote
"You can run, but you'll only die tired."

Stereotypes
(expressed by a Sabbat pack member in LA)
Brujah: These Kindred are unsubtle and crude. They swagger and boast, but are weak in that their Beast controls them, instead
of them controlling it. They whine of the loss of Carthage, but it was as nothing to the glory of Angkor!
Gangrel: They are welcome in our jungle kingdoms. They know no fear, even consorting with the powerful Lupines. They know
the ways of honor and respect. The City Gangrel are most interesting and we often invite them along when we hunt.
Malkavians: A dangerous menace that should be expunged. Broken things should be discarded, so it is with their minds.
Nosferatu: They are crafty and wise. Never offend one; they know the dark ways better than any other Clan and they can make
wondrous allies or monstrous foes.

Toreador: Let them play. They do not offend and some of them even have taste. The only tasteful Artistes are all antitribu, but
the Poseurs are all fun to be with. Strange that they seem to see backwards on this issue...
Tremere: They are powerful and untrustworthy. Tell them nothing. There is no Khmer Bloodline. We are simple Caitiff. We use
Obfuscate and Presence, we have no secret Discipline.
Ventrue: A vile waste of blood. They are crass materialists and the best way to frighten one is to 'scare' the stock market and
make them lose capital.
Lasombra: So much better than the Ventrue, these leaders I can stomach. They are in tune with the night; they know what
sweetness terror can bring and they let us do whatever we want and call it leadership. Nice people.
Tzimisce: Twisted horrors, inside and out, the Tzimisce are works of art. Like all works of art, look don't touch.
Assamites: We know the taste of fear; these Moslem dogs have infiltrated our lands and killed our prophets. Destroy these
infidels whenever you can do so tracelessly. Remember that they often watch each others backs, so you must make any strike
against as Assamite seem to come from his buyer or his target. The buyer is best as you get to watch someone else die and
you deny the Assamites a repeat customer.
Followers of Set: Play the part of the 'honorable Eastern Kindred' and sell the Golden Triangle drugs to them at a fair price, so
that they can ship it to where we need it to go and use it to do our work for us. Who cares if they make a buck doing it? Who
cares about their torpid nihilistic founder? They are stuck in their own little world and they are welcome to it.
Giovanni: Who? It is a common Italian name. Is there a Clan in Italy called 'the Johns?' Do they frequent houses of ill repute or
are they receptacles for bodily waste? Tell me more.
Ravnos: Unreliable and tricky, but much more fun than the Gangrel. In fact, mix the best of the Gangrel with the best of the
Toreador and you would have a Ravnos. They make good acquaintances, but never friends. Nothing seems to scare them.
Daughters of Cacophony: They are a separate Bloodline? Hmm, I thought they were a Toreador singers-only club.
Salubri: The Tremere should be thanked. (Not given anything, mind you, just thanked.) Saulot helped to found Buddhism, the
faith that destroyed our Angkorean kingdom, which meant more to us than Carthage ever did to those Brujah brutes. Help the
Tremere find any survivors.
Samedi: They were not opposed to our work for Papa Doc Duvalier in Haiti; in fact, some of them helped. They are underrated;
treat them as any other potential ally, with unconditional respect.
Baali: Some of our Elders have learned from these it is whispered. They are as dull and one-dimensional as the Setites that
spawned them; they have simply changed with the times to worship the new improved 'God of Darkness' (tm).
Blood Brothers: Scary stuff. Avoid these robot zombies at all costs; they are deadlier than the Brujah Caitiff rabble that they
were made from.
Gargoyles: Slaves of the Tremere, I am told. Never seen one.
Ahrimanes: Sweet sisters from the South. Treat them with respect for they are mighty warriors and fight Lupines for sport.
Kiasyd: So tall! How they hide amongst us is uncanny, they have tasted the blood of the Fay and it has twisted them. Remember
children, Faerie Blood - Just say NO!
The Camarilla: Sheep bleating on the way to the slaughter.
The Sabbat: Mostly fools, but they are the only Sect that would take us...
The Inconnu: Where there are sheep, there must be shepherds.

View the Trepidus discipline.


THE KIN
By Brandon Quina (lore@tmgbbs.com)

Prelude
The moon hung low in the sky, and the young man looked to it for comfort. He knew that the coming night was to be a hard one,
but the presence of Luna in the sky game him comfort.
Walking up confidently to the door, he tried the knob. The door slid open easily, and he gazed with red glowing eyes within.
"Hello... I was told to meet you here??" he said softly to the darkened interior. His night vision allowed him to see the room was
mostly empty, but that one sat at a table, watching him.
The person at the table smiled, and stood up "I've waited for you. You are late!" he says pointing at his watch. The young man
shrugs "I had a hard time finding this place. You could have given me better directions you know." he says and walks in. "Now
what do you want with me?"
The other motions for the young one to sit, who does so, then lights a cigarette and blows cloud of smoke into the air. "I've heard
that you were Kinfolk," he says casually.
The young one looks startled "Yes, I am. What's it to you!" he says, his Auspex screaming. Something's wrong.
The man's clothes start to rip, and hair grows all over him as he grows to an incredible height.. "I'm sorry to have to do this; it's for
your own good." His face elongates and his mouth fills with wickedly sharp teeth. His fingers grow long and slender, with wicked
claws, and before long a huge machine of death stands before him.
The young one smiles, and mimics the trick, much to the surprise of the garou. "What! How did you do that!" he says in shock,
the words hard to come out.
The young man struggles to make out the world "Protean; you aren't the only shapeshifter" With that the battle begins, and by the
end the garou lies on the floor, dead.
The young boy shifts back to normal, and looks at the Garou. "Such a waste. Ignorant fool, you could have died fighting the
Wyrm!"

Description
A long time ago, there was a gangrel, Known as Laura, who fell deeply in love with a mortal. This was no ordinary mortal
however; his name was Brad and he was a kinfolk. Brad loved Laura as well, and they tried there best to help each other.
One day, in a battle with the Wyrm, Brad was mortally wounded and the other Garou were all dead. Laura looked upon her love,
and she couldn't let him go. She slit her wrist, and fed him her blood. He drank greedily, and before long the world had another
Gangrel.
Or so they thought. Brad had the hardest time learning the secrets of Fortitude or Animalism. Instead, he found that he could
move as fast as lightning, and could harness the power of his inner beast. He was also a master of Protean, and eventually
gained an understanding of that discipline that couldn't be attributed to his Generation or Clan. Throughout the ages, Gangrel
have on occasion embraced a Kinfolk and the result has become a bloodline of its own, called The Kin among themselves, and
'Lupines' behind their backs. These kindred are as rugged and independent as any Gangrel, and as lethal and hate-filled as
their Garou cousins.

Nickame
Lupines

Appearance
Kin are usually weathered and rough looking from all their time in the wilderness. They wear comfortable clothing, and don't like
to get dressed up. They are very much outdoors people.

Haven
A Kin will usually join with the earth during the day, but when not skilled enough in Protean to do so, he will usually find a Haven
on the road; they hate being tied down.

Background
Only Kinfolk embraced by another Kin, or a Gangrel become Kin. The prospsective Kin is watched for a time, and then
approached if he is found worthy.

Character Creations
Most Kin are outdoors types, and tend to wander from area to area. If an area seems plagued by the Wyrm, or the Kin has
friends there, they have been known to settle down. Physical Attributes are usually primary. Popular Backgrounds include Mentor
(the sire), and Clan Prestige.

Bloodline Disciplines
Celerity, Rage, Protean. All Kin can learn the Protean discipline to level 6, regardless of generation. Their power at that level is
the ability to shift into Crinos for 1 blood point and 3 turns of shifting.

Weaknesses
Kin tend to share the Gangrel weakness to a lesser extent. They roll their stamina every frenzy to see if it counts toward their
gaining of an animal feature. They also cannot soak Silver, and it does aggravated damage to them.

Organization
The Kin are almost never organized. They are not numerous enough to really acquire an organization, but when they do meet,
the Kin with the most Prestige usually directs any meetings. There is a Kin Caern in at least one city.

Gaining Prestige
The Kin gain prestige through valourous fighting, honor, and opposing the Wyrm at every step. They do not judge the Kindred as
harshly as their Garou Cousins. If a Kindred is found to be Wyrm tainted (and I don't mean as in Humanity 7-) they will be
amoung the most vigourous hunters of him, blood hunt or no.

Quote
"This godforsaken place reeks of the Wyrm. Arthur, cover me while I look around, Gaia only knows what lurks inside.

Stereotypes
Brujah: "These idiots are foolish to oppose the system. Anarchy is a tool of the Wyrm. But they know the anger that we feel, if
only they would embrace it as we do."
Gangrel: "Our closest Brothers. Only they know what its like to run as a wolf, and understand that which we have become. I
wonder what Gaia plans for them."
Malkavian: "These Kindred scare me. Yes, I admit it. Their insanity seems to give them great wisdom, but who knows when
they'll crack and kill us all."
Nosferatu: "By showing the Wyrm on their face, they have purged it from their soul. They are good friends, and valuable sources
of information. When pressed, they are able fighters as well."
Toreador: "These fools should be spanked. The end of the world nears and they want to play with Clay and Paints. Are you sure
they aren't Malkavians?"
Tremere: "These Wyrm-Spawn should be exterminted. They tamper with things that should be left alone."
Ventrue: "These fools know nothing of honor. They remain content to sit in the shadows pulling the strings. If they try that shit on
me, They'll find out what our rage can do!"
Sabbat: "These devils should be destroyed, and wiped from the history books. They serve their own destruction!"
KLATKA
By JW McCormack (bela229559@aol.com)

History
"If you want it, boys/Get it here, thing/Cause Hope, boys, is cheap thing, cheap thing."
-- David Bowie, Sweet Thing
The bloodline that calls itself Klatka is, as far as any know, recent in origin, having been born in a mix of Slavic magicks and
gene splicing. The experiment was begun at 11:00pm on the seventh day of the sixth month in a private but expensive laboratory
located on the billboard-studded wastelands of Belladonna, Tennessee. Here, twelve skilled Progenitors and four Progenitors
turned Tzimisce vampires gathered under the direction of Docktor Spektor, an ancient Tzimisce koldun who, through careful use
of his disciplines and tricks of the blood, held the Technomancers in thrall. The project, Codenamed "Project: Klatka", was
designed as an effort to create a race of vampire that could survive independent of blood. Unfortunately, it succeeded. When it
was over, four men lay dead, their DNA horribly twisted, reshaped, transformed, and combined. The result was Azzo, an
immortal clone born of four varied minds in the form of a sixteen-year old boy. Specktor clasped his hands together and stepped
towards his creation, but as he did so, felt a shadow of hopelessness wash over him. Within seconds, the archfiend's hopes,
dreams, loves, and ambitions shriveled away and within seconds he aged a year for each one that he had cheated death.
Transformed to his rightful age of one-thousand-three-hundred-eighty-seven, the good Docktor became a pile of dust on the
laboratory floor. The others soon met a similar fate, the vampires aging before the eyes of the mortal mages, who committed
suicide rather than live in a black, hopeless world. Here was a vampire sustained not by blood, but by hopes and dreams,
growing stronger with each being he sapped of the will to live. Exploring the vast libraries of the laboratory, Azzo learned of
Shakespeare, Jung, Emerson, Niezich, Twain, Crowley, Einstein, Ghandi, Confucius, and of Jesus Christ. More importantly, he
learned what he was and what he could become.
After months of solitary contemplation, Azzo caught the next Greyhound Bus to New Orleans. Here, he walked the Cajun streets,
sucking away the last hopes of the drunken and the poverty-stricken. A year later, when the goth scene emerged, Azzo fell in
love. He fell in love with these pale boys, with their black lipstick, cheap metal ankhs, badly died hair, and "fuck the world"
philosophies. When he had been born, it had been easy for Azzo to suck the hopes from even a powerful being like Specktor,
but now it was getting harder and harder to break through the barriers of willpower. A group of young mortals with their wills
already weak was just the break he needed. Whenever one of these "goth bands" performed in concert, Azzo was there,
draining the wills of the blood dolls and vampire-wannabes that swayed to the music. Soon this was not enough. Azzo knew that
being a bystander would never be enough for him, so he became a musician, luring dreary-eyed teenagers in Bauhaus T-shirts
to the clubs where the scents of smoke and absinthe mingled in the air. As he played on stage, the audience submitted to him
and to the lyrics of his songs that preached "Love is dead, Death is absolution, Hope is strife, The blood is the life!" He provided
the audience with the fantasy they wanted and he drank of them all, sometimes as many as twenty at once. And there would
always be more. Stripped of their hope, the suicide rate soon doubled in New Orleans.

Description
"The children of the night-what music they make!"
-- Bram Stoker, Dracula or the Un-Dead
The Klatka has grown to include all the members of Azzo's band (Whores For Vlad). These are: Azzo (lead singer), Sioux
(guitars), Kent Westdollar (more guitars), Barneby (bass), Van Helsing (drums), and a drum machine named Mr. Peabody.
Besides these, the band has begun to leave one childe in each city they tour in. The Klatka have a truly unique method of
creating childer: they will allow their "victim" to commit suicide, then feed the dead mortal stolen hope, therefore willing him back
to life. It can, however, be used for healing and may even be transmitted to other members of the bloodline, via touch, for that
purpose. Certain members of the bloodline prefer to feed via sexual intercourse, but this is not required. Most members were
recruited from the ranks of teenage goths and most still look this part.

Nicknames
Lost Boys, Azzo's kids, Those Damn Goth Kids

Appearance
"Fashions Alter/ Often Falter/ Crypso's out now/ No more Fights Now"
-- Bauhaus, Boys
As previously mentioned, most Klatka look the stereotypical Goth part, better to lull in the sheep. They are almost always young
and intellectual, like Azzo himself.

Haven
Almost always in the cities, near the heart of the action.

Background
Most have a reason to be so devoid of hope to begin with. Common concepts include runaway, orphan, poet, goth, and groupie.

Weaknesses
Obviously, the Klatka do not depend on blood, making many of the traits normally associated with vampires irrelevant (Note:
They are still susceptible to sunlight and fire). In addition, one Willpower point is spent every time one sleeps. If a Klatka is
sapped of all Willpower, he loses his will to live, staring blankly into space until daybreak or until fed hope. Finally, Klatka use
Willpower for both its normal usages plus those normally applied to the blood pool. On the bright side, the Beast is almost
nonexistent in the Klatka. Hooray!

Character Generation
"It's a small world and it smells bad/ I'd buy another if I had/Back/What I paid/ For another Motherfucker in a Motorcade"
-- The Sisters of Mercy, Vision Thing
Rather than a blood pool, the Klatka use Willpower for all functions normally applied to the blood pool, which is used for more or
less the same functions. This has one exception: Hope cannot be used to increase physical attributes. Use of their unique
discipline, Satori, is required to feed and for this reason, all members of the Klatka must spend one of their three discipline
points on it. Mental attributes are often primary, though this varies from individual to individual. All other attributes can vary
greatly.

Organization
Almost none, which is okay, since they are all pretty independent anyway.

Disciplines
Presence, Obtenebration, Satori

Preferred Paths
The Path of Bones, Path of Night, Path of Typhon, or plain Humanity (though ratings on Humanity are usually very low).

Quote
"Shhh...don't cry, child. They don't understand you, nobody does. Of course it's hopeless, but I can make it all better if you
close your eyes. I can take you to a better place. You'll never feel pain again. Go ahead and pray if it makes you feel better
and when you awaken it'll all be over. 'Now I lay me down to sleep...' C'mon, you know the rest."

Stereotypes
Assamite: Eeep! Where?!
Baali: Satanists? Neat! Where do I sign?
Brujah: So angry. So confused. So idealistic. So tasty. Dashed hopes are truly divine.
Followers of Set: Lovely friends who always know where the best parties are. Good drugs and good sex, but they have this
idea that you owe them for everything. Now why would I pay up when I can just suck up all their dreams and watch them crumble
into dust? Really, which would you prefer?
Gangrel: As far as the blood-drinkers go, they're damn boring, the lot of them. It wouldn't be so bad if they'd just get off their furry
asses and did something!
Giovanni: I love these fuckers! You're filthy rich, you own a piece of every major corporation, so what do you do? Why you spend
all you're free time digging away in crypts and talking to corpses of course!
Lasombra: We use them, they use us. We have an understanding more or less.
Malkavian: I wish all the blood-drinkers were this cool. I met one that had successfully convinced the Chicago club scene that he
was Jesus Christ! And the guy was black!
Nosferatu: Yummy. Guess being ugly as fuck doesn't do wonders for the hope factor.
Ravnos: Hey! Where'd my silver Ankh go? Godammit!
Samedi: Our closest allies among the blood-drinkers. They understand the beauty of death and they know that some people just
have to die.
Toreador: Ah, the degenerates. These fallen angels are our main prey among the blood-drinkers and yet they continue to invite
us to all their parties. Pitiful.
Tremere: If they weren't so dusty and boring, we'd probably be friends.
Tzimisce: (see Assamite)
Caitiff: A light snack. Too bad, the poor bastards are kinda like us.
Hollow Ones: Our best buddies. Unless we get reeeaaal hungry.
Sluagh: Wow! I wish I could do that! Now if only they'd speak up.
Brotherhood of Salvation: Neither of us have any use for ghouls, but these bastards get so violent if they see you screw with a
mortal. High and mighty assholes, all. Kill 'em on sight.
Camarilla: Humans and blood-drinkers living in peace? Go work for Hallmark, asshole.
Sabbat: These are what vampires are supposed to be. I like 'em, but as a whole they're pretty damn stupid.
KOBOLD
By "Black Jack Ripper" (KDAMPF51@MAINE.MAINE.EDU) (9 May 1995)
Legend of the Kobold
My childe, the time has come to tell you the truth of your existence. This information that I am about to impart to you may make your
unlife more difficult, but I swear to your that it is a secret you will come to prize, never to despise. You were raised to believe that you
were of the clan Ventrue, although this is not true. You were told this to protect you from the Masquerade of the Camarilla. Surely
you've noticed that your flesh becomes paler each year, your eyes redder and fangs longer. This is the curse of our kind. We are the
descendants of Kobold, first childer of Cain, we are more powerful then the other descendents because of this fact, and it is our power
that protects us from the fires of the Inquisition and the spying eyes of the Camarilla.
Perhaps I should start as all stories start, In the beginning, God created a man and a woman. The man and woman came together in
an attempt to create more like themselves. The results were the first killer and the first victim. Displeased with the fist son of man, God
cursed Cain to always be the spiller of blood. God had created a vampire. Once again, God's creation set out to create more like
himself. The result was our ancestor, Kobold. Cain went on to create three more childes, but Kobold was a shy neonate, and preferred
only the company of his sire, therefore Kobold was never revealed to the others, but instead remained one of Cains secrets.
When the third generation turned on their sires and destroyed them, It was then that Kobold decided to create childer of his own. He
taught them to keep an eye on the others and keep them in line. But when Cain left, all Hell broke loose. Our ancestors could not keep
the peace among their cousins, regardless of how much they tried. Meanwhile, Kobold was doing a small investigation of his own. He
had never really trusted Ventrue, and when it became known that Ventrue was the last to see Cain before he vanished, Our founder
suspected foul play. When He discovered that Ventrue had hidden the tapestry of blood and the other sacred Cainite artifacts, He
followed the blueblood to his hideout and stole them back, rehiding them where Ventrue would never locate them. While doing so, He
discovered an urn full of Cains vitae. Growing more suspicious of Ventrue, he divided a portion of the powerful blood among his
childer. It is for this reason that we are closer to Cain then the other clans. Kobold now searches the world for Cain. Alive or dead, the
first of the Kindred will be found by his first childe, and then our cousins will see the true light of their ways.
The next few centuries did not bode well for our clan. No one would listen to us when we told them to beware clan Tremere. They stole
their birthright, and justifiably have no right to it. But they were accepted all the same. We established a brief alliance with the Brujah
and Toreador clans in the development of the wonderful city of Carthage. But once again the Ventrue usurped our authority and
destroyed our well laid plans, even going so far as to salt the earth on which the city had stood. But we were too smart for them, and
used the blood manipulation powers of our discipline to purify the earth, and now there is a Kobold stronghold below.
But the greatest tragedy of our history was the Inquisition. Our appearance be trayed us to the inquisitors, and many of our kind was
destroyed. This was a horrible time for all Kindred, as they attempted to use the church as a tool to rid themselves of enemies, only to
have it backfire in their own faces. When it was finally over, The remaining Kindred gathered together to see what the future would
hold. It was then that the Camarilla and Sabbat were formed. Our kind felt that the Camarilla would be the better road to take, but
Ventrue turned the others against us, declaring a blood hunt on us for the simple matter of our appearance. They claimed that it was a
breech of their Masquerade. Much of our blood was lost to the Assamites in those days, always be wary of the dark clan, they are not
to be trifled with.
As a result of the Inquisition and the blood hunt, Our kind went underground and entered torpor. When we awakened, We found the
Kindred in worse of a state than ever. Remembering the words of our founder, We decided that the best plan would be to infiltrate the
other clans and work them from within. With the help of our discipline and our path, we follow our own version of the masquerade. The
other clans have no idea that we still exist, and that is our strength. Your power is in your blood, my childe. Your training must now
begin.
Nickname: Spooks
Appearance: Members of this clan have a stereotypical vampiric appearance. Their skin is ashen grey to snow white and it drawn
tightly over the thin flesh making them appear gaunt and skeletal. The whites of their eyes are pink, the iris is red. Like the Nosferatu,
they cannot retract their fangs which are larger than those of others.
Haven: Corresponds to infiltrated clan, but extra measures are usually taken for security.
Background: Kobold are very careful in neonate selection, realizing the dangerous lives they are handing over to their childer. They
tend to embrace only those who have the best chance to deceive other Kindred; namely actors, secret service agents, and the
occasional survivalist. Also vital in selection are the neonates personal abilities and lifestyle. Kobold will embrace a possible
candidate, then watch them from a distance to see how well they will fit into Kindred Society. Once a clan shows an interest in the
caitiff, He is assigned a trainer who will teach him the ways and the paths of the Kobold, and help him infiltrate his chosen clan.
Character Creation: Criminals, dilettantes, entertainers and investigators are the majority of Kobold concepts, but several drifters
and outsiders are among the clan as well. They can have any nature, but they rarely keep the same demeanor for long periods of time.
Mental attributes are primary as are talent abilities. Kobold rarely have status or fame, but generation is almost standard (Kobold
under ground). The flaws dark secret and irretractible fangs must be taken at no point to the player, and the merit potent blood costs
nothing.
Clan Disciplines: Obfuscate & Plasmatos (a third discipline may be learned from infiltrated clan)
Weaknesses: A Kobold's greatest weakness is her appearance; they may not take above a one in this attribute. The second is their
Weaknesses: A Kobold's greatest weakness is her appearance; they may not take above a one in this attribute. The second is their
reputation as conniving, wretched fiends out to destroy the Masquerade. If their true Identity is ever discovered, all hell would break
loose in the Camarilla. The third weakness is the Irretractable fangs that leave much larger marks on their victims and are more
difficult to heal.
Organization: No clan is closer knit that the Kobold, they always keep in constant communication through various encrypted codes.
There are two forms of Kobolds: Infiltrators and undergrounders. The underground was created for the sole purpose of the survival of
the infiltrators, who live among the other clans. Kobold can receive aid from the underground at anytime by using Blood Sing (see
Plasmatos).
Quote: You believe your power to be in the Blood? You have no idea.

Stereotypes
Assamites: Our most dire enemies, if they still knew that we existed, it would be the end of us all.
Brujah: They always were a pain in the ass, now more than ever.
Baali: Dealing with demons -- weren't you powerful or evil enough already?
Caitiff: You can't help what you don't know, we do not condemn them, we hide among them.
Camarilla: We agree with the organization and its rules, we do not agree with their choice of enforcement or leadership.
Children of Osiris: They do exist, but in seclusion like us. We dont bother them, and they don't bother us.
Daughters of Cacophony: Beautiful voices, but don't listen too long.
Followers of Set: As if we weren't corrupt enough, these guys want to make us worse.
Gangrel: Good survivors and allies, But not to be trusted 100% yet.
Gargoyles: We had enough problems with normal Kindred; now we have the walls attacking us.
Giovanni: A vampire mafia? interesting, but if you want to play with corpses all night be my guest.
Inconnu: As old as we are with more experience, hiding from them is our greatest challenge.
Malkavians: They are better actors then we are; they probably know the truth about us, but no one would believe them if they said
anything.
Nosferatu: They hide right out in the open, They think they know everything, but they don't know about us.
Ravnos: Good for business, they cause so much havoc that we can operate unhindered while they're in town. Sabbat: They don't
believe in the Masquerade, but we still can't trust them in the least.
Salubri: They know about us and have done nothing but help. We will also help them with their scrapes.
Samedi: There are some Kindred even we wont pretend to be. Far too dangerous; stay away.
Toreador: Easy to hide among. They are so enraptured by our feigned beauty that they dont bother to think of what we really are.
Tremere: No creatures on earth deserve less trust than these sorcerers. We should have disposed of them long ago.
Ventrue: Our usurpers. One day, well show them the error of their ways and swat their stuck-up noses down were they belong.
And in reply to every kindred we asked...
Kobold: Why? What have you heard???
View the Plasmatos discipline.
KROVIKAN
By Brian Connors (connorbd@bc.edu) (9 April 1996)

Description
No one ever noticed the Krovikans being created. That is apparently how they like it.
The Krovikans are a bloodline that appears to be descended from the Lasombra or the Ravnos. Those who know of them speak
of them in whispers; there are few of them, but their power is unquestionably the most dangerous of any vampire's.
It seems that the embrace of a Krovikan contains the peculiar ability to automatically blood-bind the childe. This bizarre ability
extends also to ghouls and the Krovikans' few revenants, and one in three blood bonds with other vampires are immediate after
the first taste of vitae, though it generally involves severe blood pool depletion when it does happen.
The Krovikans follow a modified Dominate discipline called The Leash that makes it possible at level 3 for the Krovikan to ward
off but not control vampires of lower generation. It is generally the same otherwise; no vampire other than a Krovikan can learn it.
A few Krovikans have also learned Vicissitude; this may have given rise to the rumors of soul-stealing angels.

Nickname
Souleaters

Appearance
Pale and quiet. Most have the wrinkled, paper-thin skin of mountain peoples and blood-red eyes. Despite that, most are fairly
attractive.

Haven
Krovikans will generally choose tiny spaces in isolated areas, safe from lupines but near their feeding grounds.

Background
Most Krovikans are cowards, and few will have ever had serious money or connections. All Krovikans must take Autism as a
derangement.

Character Creation
Mental attributes are primary. Social is almost always the weakest one; most have all three Social points in Appearance.

Clan Disciplines
The Leash, Obtenebration, Auspex

Clan Weaknesses
Krovikans also try to avoid speaking; if there is a need to speak a Willpower point must be spent for any speech longer than a
sentence (Derangement: Autism).

Stereotypes
Assamite: Child's play. Picking them apart is like knocking apart two fists: don't go against the main direction of force, and you
will always succeed.
Brujah: They tend to be immune to our bond, but we can dominate them the same as all the others. They are simply no use to
us, though.
Setites: To enter their minds is to enter Hell itself. To touch one of them is to either be disgusted or simply go insane.
Gangrel: The easiest to manipulate, the hardest to keep.
Giovanni: We are friendly, but not friends. Their involvement in Pentex, however, may prove to be dangerous.
Lasombra: We learned all we know from them. At least that's what they think.
Malkavian: They are like roller coasters. You will make yourself sick if you can't keep them straight.
Nosferatu: Very interesting...
Ravnos: Believe nothing. Even their thoughts lie.
Toreador: Nothing of interest in their heads. They are so stunningly self-absorbed that they may as well be us.
Tremere: You find the most fascinating things in a Tremere's mind. It's just incredibly difficult to comprehend them.
Tzimisce: They are actually the most susceptible to our talents.
Ventrue: There is so much more to them than staredowns, but most of them are too stuck-up to ever admit it.
Magi: A bit alien, but no less interesting than their Kindred brethren, the Tremere.
Lupines: Obsessive and annoying. They are a synaptic swamp of derangements that happen to produce coherence.
Wraiths: Leave them for the Giovanni. We have no interest in the dead.
Fae: Like nails across a blackboard. They are better strangled than drained, if you ask me.
HIBAKUSHA KUEI
By Jenny Parr (j.l.parr@bradford.ac.uk)
It's coming for me thro' the trees
Help me someone, help me please
--Kate Bush, Hounds of Love

Hu Do is simple. You just really really want to be a tiger. Then you are.
-- King Chau, Hibakusha Kuei

Description
The Kuei were once the protectors of the jungles and woodlands of the far East Asian shores, fierce tiger-men who (though few
in numbers) fought strongly by the side of the Khan were-tigers to protect the sacred temples hidden deep in the forests. The
common people worshipped the tigers as the great hunters and deified them, forming cults of tiger worshippers. But the Kuei
were not satisfied with their duties. They saw how the Ju, Kasa, Mora, and the Onyudu commanded the Kine, took whatever they
wished and were never told by the other bloodlines that they were not doing their duty. So in 1956 the seven Kuei elders of the
great Eastern jungles decided to increase the status of their bloodline. Their first action was to declare war on all Western
vampires (and any Eastern vampires that got in their way of killing Westerners.) They even went as far as suggesting that the
battle be taken to their enemies in America and Europe but this idea was discarded for a while when it was pointed out that the
Kindred would be at a distinct advantage on home territory.
The Kuei also made another big change in their lifestyle that they thought would increase their standing -- they moved to the
great cities of China and India, noting how all the other bloodlines lived among the peoples. Setting up small shrines and
recruiting believers from the cities and their outlying villages into the Tiger Cult. New childer were taken from the true believers
and others were used as ghouls and missionaries to other cities and towns. They left the depleted ranks of the Khan to protect
the jungle they loved and started to offer their services as bodyguards and enforcers to other bloodlines. Unfortunately the only
bloodline that decided to make use of their talents was the Ju.
After agreeing to work for the Ju, the Kuei decided to increase their numbers dramatically. They recruited whole street gangs
(often in Hong Kong under the Camarilla's nose) as retainers or cultists, often embracing five or more childer at a time, much to
the annoyance of the Ju who started to see them as a threat to their little empire. In order to rid themselves of the Kuei, the Ju
developed a strain of rabies that affected Kindred and Kine alike. It heightened strength and increased pain tolerance but at the
cost of lowering perception, intelligence and causing death within 2 weeks of infection. This was given to as many Kuei as
possible as a "magic elixir to help in combat" who were then sent off to Vietnam to battle the Kindred who had come with the
American troops. Approximately half the Kuei were killed along with the majority of the western vampires. Rumours abounded in
the jungle of Pzuzu tiger-men who attacked even the trees swaying in the wind.
When the Kuei discovered this attempt at genocide they turned on their former employers and slew them. However there have
been sightings of four Ju survivors and the Kei would do anything to wipe these last Ju from the face of the Earth, even going as
far as cultivating contacts among the Faithless Western vampires in order to gain any snippets of information.

Quote
"Grrrrrr................."

Nickname
Rakshasa

Origins
China, Taiwan and Korea

Appearance
Those of the Kuei bloodline are often of Chinese or Korean origin with a few recently embraced Indian and Vietnamese childer.
As a result of being members of the elusive tiger cult they have long manes of black hair which they will not cut under any
circumstance short of death.

Haven
The Kuei are a closely knit brotherhood, often having been in the same street gangs and then cults as when alive. They usually
stay in cult 'safe houses' or with the gangs.

Background
Most Kuei were members of street-gangs before the embrace. Older Kuei are often long serving members of the tiger cults,
having served the Kuei faithfully for many years. Hunters and scouts are often embraced in new areas in order to gain tactical
advantage over the original Kindred of the area.

Character Creation
The concept of a Kuei is most often criminal, outsider or an outdoor profession. Some are shaman of the tiger cult and perform
the ceremonies. Physical attributes and talents are primary for most, social attributes being primary for the shaman. Common
archetypes are Survivor, Bravo and Cavalier.

Clan Disciplines
Animalism, Fortitude, Hu Do.
The disciplines employed by the Kuei are those needed for survival in the jungles. Recently they have tried to adapt to the cities
with obfuscate and celerity prized among the street Kuei.

Weaknesses
As the Kuei become more adept in the art of Hu Do they become more like tigers. At level 1 they develop cat-like eyes; at level
2 they gain permanent claws; at level 3 they develop slightly pointed ears; at level 4 they gain tiger striped hair; at level 5 their
fangs cease to retract and at level 6 they gain a light covering of fur.

Geography
The Kuei can be found in all the dark forests and jungles of South East Asia as well as all the major cities. Seoul, Taipei,
Bangkok, Hong Kong, Calcutta and Jakarta have the largest concentrations of 'street' Kuei with the largest concentrations of
'jungle' Kuei being in North Eastern India and the South East Asian Peninsular. There are no Kuei in New Guinea. They give no
reason for this and do not like people asking why.

Structure
The structure of the Kuei is very loose. In the jungles one Kuei usually watches over his own tiger cult and protects that particular
temple while the shaman perform the ceremonies and offer secret offerings of blood to him. Any new Kuei are sent away to form
their own temple. In the cities, however, the Kuei believe in safety in numbers and will stay at the temple.

Gaining Power
Among the Kuei power is gained by raising the status of the bloodline as a whole. Gaining personal status among the
Hibakusha of a city is respected and any such Kuei will be awarded clan prestige as well.

Gathering Days
The Kuei meet on every new moon to hold wild meetings and hunts through the wilderness. Even street Kuei will travel into the
wilderness to these gatherings. The largest meeting is held just outside Hanoi on the anniversary of the discovery of the Ju's
treachery in memory of the dead.

Power Rumours
The Kuei are desperate to increase their status among the Hibakusha and are prepared to go to great lengths in order to gain
the respect of the other bloodlines. As a result of this the most numerous and powerful faction of the Kuei is the one that
advocates the complete destruction of the Western Kindred, hoping to gain the respect of the others with their zeal for following
the orders of the Founder. Recently a small faction of street Kuei have started to gain power by taking over the business
concerns of the Faithless they have destroyed. Their mercenary approach has won disfavour among the elders, but respect from
the younger Kuei.

Internal Order
There are four main internal orders of the Kuei: the Lauhu, the Ngwan, the Urban Swords and the Walkers Towards The Dawn.
The Lauhu are usually the eldest of the jungle Kuei. They tend the Tiger cult temples and protect the depths of the forests with
their brothers, the Bastet Khan. Rarely seen out of their protectorate except for important meetings, the Lauhu tend to be insular
and territorial.
The Ngwan are the messengers and scouts of the Kuei. They carry messages and gifts from Lauhu and Urban Swords to other
Kuei in inaccessible or remote areas. They are often the childer of Lauhu who have not founded their own temple.
The Urban Swords are the street Kuei, the rulers of the Oriental underworld. Their use of street-gangs and secret societies to
recruit their childer has been very successful and they are the fastest growing faction of the Kuei. Their use of the Faithless'
resources turned to the benefit of the Faithful has earned them much respect and they often collaborate with the Drukpa and the
Onyudu to foil the latest colonisation plans of the Faithless.
The Walkers Towards the Dawn are the true Kuei fanatics. Small in number, they have spread around the world seeking to
destroy the 'final four' Ju they believe still exist. They even walk among the Faithless to find information about the Ju.

Allies
The allies of the Kuei are most likely to be cult members who have travelled to new cities in order to recruit new members. They
are not likely to have much power so they do not draw the attention of the authorities.

Contacts
The Kuei are the masters of information gathering among the Hibakusha. Their cult members come from all walks of life and
have access to large sources of information unavailable to the other bloodlines.

Influence
In rural areas the Kuei have much influence. The tiger cults have such power that they can easily pull strings with the area
governors. The mayors and chiefs of small villages are usually chosen from high-ranking cult members or their families. In the
cities the Kuei have a lot of influence over organised crime and it simply takes a word to the right gang to put the pressure on a
certain politician.

Military Force
The Kuei are not particularly concerned with financing military units but do keep their gangs well armed and ready for combat if
the need arises.

Resources
The Kuei do have large amounts of money at their disposal. Most of this come from donations by cult members.
Status
The Kuei are not held in high regard by the other Hibakusha. Although they are, in general, liked, they are not regarded as
particularly intelligent or worthy of leadership. The Kuei are, not surprisingly, trying their best to defeat the stereotyping but
without much success.

Supernatural
The supernatural ally must often encountered with the Kuei is the Khan Bastet, the 'real' were-tigers. However the Khan take their
role as protectors of the jungles and forests very seriously and will not often be encountered travelling outside of these areas.
Occasionally a Kuei will have a Gangrel Faithless/Converted ally. This is dangerous and not seen too often as both allies will be
severely punished if their friendship is discovered. Wahkeena Yei may also be allies of a Kuei.

Merits
Among the Kuei Silence and Cat-like Balance are very common merits as well as Baby Face, Lunar Influence and Magic
Resistance (only the strong have survived.) They are also among the few bloodlines who can take Gift of Proteus -- allowing
them to take the form of other large cats rather than tigers.

Flaws
Common flaws include Vulnerable to Silver, Lunacy and Uneducated. Anachronism is also common among the more primitive
tribes the Kuei recruit from in the depths of the jungles. It is very rare for a cultist with a noticeable physical flaw to be embraced
by the Kuei.

Skills
Clan Knowledge-Kuei, Jungle Lore.

Stereotypes
Drukpa: Fickle friends, but we have common enemies.
Hantu: Allies and friends; both are hard to find but the Hantu stand by us.
Hibakush: They are real. They are here. They are dangerous.
Ju: (The Kuei takes a swipe at the questioner with his claws)
Kasa: Their 'honour' has replaced their intelligence.
Kyuketsuki: The most beautiful thing I have ever seen is a Kyuketsuki dancing in the moonlight. Not even the sun is more
entrancing.
Onyudu: Leave them their boardrooms and petty squabbles.
Sanatan: Weaklings. We should hunt them down before they betray us all.
Bushi: They do not stand with us. They may be a greater enemy than we expect.
Gaki: Fun to scare. They think we are little were-cats...
Sazan: (Looks at the questioner as if she is mad. Walks off.)
Shreh Ren: They just want us to do their dirty work.
Faithless: Not all deserve to die, just the majority.
Camarilla: They shall all die for their arrogance in assuming they would conquer us.
Sabbat: They deserve worse than the Camarilla. They have no respect for their mortal kin.
Gangrel: We respect their views but they keep strange company.
Nosferatu: They are not really vampires but Shinma in disguise. If you ever see one do not hesitate in attacking it.
Tremere: Maybe they will help us to destroy the Ju, but it is more likely that they would use us like the Ju did.
Yei: Don't believe the hype. They are our brothers from the Eastern Lands.
Lupines: Leave them alone to die. They have no real will to fight against their inevitable end.
Bastet: Our brothers. Give them respect and honour.
Mages: Obsessed. Leave them to their studies.
Wraiths: The dead do not belong here.
Fae: Faeries... Do you really think I'm stupid.
Gehenna: Even the Khan have warned us that the end is coming. The Ju must be destroyed before they are allowed to cause all
our deaths.
KWAI TAO
By Jason C. Marshall (JCMarshall@sympatico.ca) for the Celestial Court.
"For each action, there is an opposite and equal reaction."
-- Rules of physics

Prologue
K'ung, Jen Lung shih and childe of the Jian, walked quietly beside Ma Tsin, Kwai Tao shih and lord of the training facility in which
they now stood.
"As you can see, we are about the training as specified by the Council."
K'ung nodded and pursed his lips. The facility was spotless, well maintained and immaculately run.
"You have done your job well, shih Ma Tsin, I will convey this report to the Council."
K'ung left the building, his small entourage following him.
Ma Tsin's smile dropped. He turned and walked towards a wall section. Pressure applied to a certain part caused it to swing
open. He walked down the set of stairs and viewed the vast storage room. Dozens of slabs sat in ranks within the room. Upon
each slab lay a kindred, a stake embedded in its torso holding it in Torpor.
"Soon my children. Soon."

History
The Kwai Tao are as old as the Lung. They were the driving force behind Dong Zhou's rise to power in the romance period. They
were started in 103 AD by a Brujah who'd traveled south from the steppes of Russia. He embraced a young man by accident
and decided to stay.
Russian Brujah are know for their harsh political strategies and maneuverings. This one decided to 'play' with the various
struggling generals and see what would come of it. He started the beginning of the end of the Jin Dynasty.
Dong Zhou was played well, like a fish on a line. He took the royal nephew as his 'guest' and then allowed the other generals and
politicians to argue over who would succeed.
Towards the end of the wars for succession the Kwai Tao found themselves under intense attack from agents of the Lung. The
Kwai Tao soon saw members of their line being rousted, burned, and put to the sword. They were losing their war, just as were
their mortal agents. With Dong Zhou's final defeat saw the destruction of the bloodline's Brujah progenitor. The remnants sued
for peace. They were offered a place as soldiers in the future of China's kindred.
Not happy with their place in the scheme of things, but unable to do much in the beginning the Kwai Tao were slovenly in their
ways, doing just what was needed and no more. Occasionally they let missions slide until it was too late and the Jen Lung would
suffer a lose of face. Such was the case when the Jian were having to contend with Sabbat. The Kwai Tao ignored orders,
blaming the Sabbat for disrupting communication lines.
The Kwai Tao have spent the better part of the last several hundred years slowly building their power. They have been secretly
embracing soldiers and agents, secreting them away in torpor, awaiting the time when they'll be able to make a run on the Jen
Lung and take their place as rulers of the Celestial Court.

Nickname
The Fallen

Appearance
All Kwai Tao are of wealthy Asian heritage.

Haven
Usually within family holdings, Jen Pao Bunkers or Celestial Court Holdings.

Background
Most Kwai Tao are from military backgrounds. A few come from the harsh back streets.

Character Creation
Physical and Mental Attributes are emphasized. Skills and Talents likewise.

Weakness
Kwai Tao are in a state of disgrace and will therefore go to great lengths to prove themselves. This usually entails some of the
most asinine stunts, reckless plans and hopeless ideas one could imagine.

Disciplines
Celerity, Potence, Presence.

Quote
"It was all ours, once. Soon, though, we shall rule again."

Stereotypes
Jian: That they were awarded the honor of the Jen Lung and we weren't is an insult that can never be forgotten.
"How noble they think they are. Do they not know that they're time is past?"
-- Wong Yi-sun, 7th generation Jian.
Lung: You are the reason we are where we are today. We will not forget this, ever.
"They are possess of a passion. A passion for what we are unsure, certainly not for our mutual protection."
-- Wang Sau-leyan, 11th generation Lung.
Pao Yu: They are what the Jen Lung wish we were.
"Hmmph. They are nothing like us and unless they smarten up they will soon be nothing at all."
-- Meng Ti, 11th generation Pao Yu.
Tong Chu: They watch us, hoping to discover our secrets.
"Discover the truth? Which truth is it that you wish to hide?"
-- Tsao Ch'un, 6th generation Tong Chu mo-sha
Men Hu: Sluts.
"Egotistical, self-absorbed bastards."
-- Fu Ti Chang, 8th generation Men Hu.
Shu: Perhaps these kindred will aide us in return for our aid.
"Hmmm, we might have a place to take in the higher echelons if we back them. Hmmmm."
-- Yao Lu, 7th generation Shu.
Ch'i chu: Spies. They've sought the secrets of kind and discovered truths best left quiet.
"The truth is out there, and we've discovered yours."
-- Tu Mai, 8th generation Ch'i chu.
Mui Tsai: They know their place.
"We are merely doing what our place decrees."
-- Lu Tao, 11th generation Mui Tsai.
Yu: These kindred are quiet and passive. They recognize leadership when they see it.
"These constant power games are not for our liking. We will not involve ourselves."
-- Ho Yang, 9th generation Yu.
Camarilla: Jen Lung, Camarilla. Camarilla, Jen Lung. I don't see the difference.
"If these backstabbers ever come to power, the Asian frontier will take a change for the worst."
-- Harold Morris, 9th generation Ventrue.
Shogun te: Noble enemies. We will take them when the time comes.
"Do not come within our lands. We will destroy any of yours that do."
-- Norihiro Hiraki, 9th generation Yoshida Daimyo.
Sabbat: Allies perhaps.
"They want our help? They've got it. For a price."
-- Samuel, 6th generation Lasombra Bishop.
KYUKETSUKI
By Jenny Parr (j.l.parr@bradford.ac.uk)
Victory at all costs,
Victory in spite of all terror,
Victory however long and hard the road may be;
For without victory there is no survival.
-- Winston Churchill

We shall fight against the Enemy until the Last Days come
-- Ameritsu Chisa, Hibakusha Kyuketsuki

Description
If any of the bloodlines could unite the Hibakusha against the Western threat it would be a safe bet that it would be the
Kyuketsuki. Their founder was one of the eldest Hibakush, probably fourth generation although many Hibakush claim that she
was, in fact, the third generation founder of the Hibakush. This claim has brought them into conflict with other Hibakusha
bloodlines and the Hibakush clan itself. According to legend the founder of the Kyuketsuki, Ameritsu, was so beautiful that
daemons and Shinma were drawn to her, forever following her causing misfortune and sadness for all who she encountered. Not
wishing to do people harm Ameritsu fled into the caves of a nearby mountain. Inside the mountain she came across a shining
warrior dressed in the armour of those over the sea of storms. The shining warrior defeated the Shinma that followed her and
invited her to share the warmth of his fire. Ameritsu asked the shining warrior why he was so far from home. "I am mourning for
my brothers for they have forsaken the path of the faithful. Only the people of blood are left to ensure the laws of my father are
kept. Ameritsu's beauty lit up the caves like the rays of the sun that the warrior had so desperately wished to see again and he
made her his childe to preserve her beauty forever.
When the shining warrior (his name was never given) left the beautiful lands, Ameritsu would not leave the lands of her birth.
Instead she hunted down Shinma that had escaped from the Deep Umbra and had once mad her life so miserable. She also
encountered creatures that the Kitsune named '-of the Wyrm' and which the people from across the seas named daemons.
Enraged when the Kitsune told her that the daemons were trying to destroy the beautiful lands, Ameritsu vowed that neither she
nor her descendants would rest until their country was free of infernal influences. The first infernal tainted Kindred Ameritsu
encountered was a fourth generation Lasombra who had travelled East in the hope of making contact with the Shinma. Ameritsu
took his life and his soul in one fell swoop and so the Kyuketsuki were born.
In the past the Kyuketsuki were mainly concerned with chasing daemons and Shinma from their homeland of Japan as well as
killing those Kindred and Kine tainted by the infernal. Now, however, they have discovered several new threats in the form of the
Western Sabbat, many of whom follow the path of Evil Revelations, and the Black Spiral Dancers who are attempting to create a
hive under Tokyo. To combat this the Kyuketsuki were trying to enforce a racial policy so that no Westerners are welcome in
Japan but this fell apart when the Kasa controlled army lost WWII. The Daughters of Ameritsu faction is the most vocal bloodline
in calling for all-out war on the Camarilla and especially the Sabbat but so far only the Kuei and the Hantu are ready to back
them.

Quote
"If you are not tainted by Shinma you have nothing to fear. However, if you are you will soon be reaching a different plane of
existence."

Nickname
Entrancers

Origins
Japan

Appearance
All Kyuketsuki are female and oriental or pacific. Most elders are Japanese and the majority of the bloodline are very beautiful.
Haven
Kyuketsuki usually go from place to place in search of Shinma. They have no pattern of havens, personal preference varies from
one to another.

Background
The Kyuketsuki are fanatical about their task and pick any who are able to help them. Occultists, warriors, industrialists -- anyone
who will give the bloodline an advantage over the Shinma and the approaching Last Days.

Character Creation
A Kyuketsuki may be of any concept. Social attributes and Talents are usually primary but many other combinations are found.
Common natures are Perfectionist, Caregiver and Fanatic. It is rare for a Kyuketsuki not to have at least two dots in Occult and
Shinma Lore. Due to their belief in confronting any Shinma they find, most would also have high combat abilities.

Clan Disciplines
Ginkaku-no-Machi, Obtenebration, Fatshu (Thaumaturgy) NB: The primary thaumaturgical path for all Kyuketsuki is Movement of
Mind. Other paths that they may use are Geomancy, Weather Control, the Path of Conjuring, the Path of Spirit, Elemental
Mastery, the Path of Morpheus and Neptune's Might.
Though the Kyuketsuki value their clan-disciplines highly, they set great importance on the development of personal disciplines,
and especially on the development of new thaumaturgical paths. The Daughters of Ameritsu are eager to learn the physical
disciplines -- Celerity being the most prized among them. The Komichi No Tenchi often have Obfuscate and Auspex as
secondary disciplines and occasionally travel great lengths to find Sazan to learn Ososhiki. The Ran No Shimai regard
Presence and Dominate highly but frequently attempt to develop new Fatshu Thaumaturgy. The Hi'ona Dogai have been copying
their allies -- the Giovanni -- and learning Necromancy.

Weakness
All those the Kyuketsuki feed from become listless and dreamy. They are unable to see reality and try to seek out the Kiss again
going to ridiculous lengths to find the Kyuketsuki.

Geography
Kyuketsuki can be found across the East searching for Shinma or Faithless. Few Oriental princes would dare forbid them in his
domain and most are quite content to let them search out any taint in their lands. The Hi'ona Dogai are usually found around the
Pacific Islands and New Zealand, and rarely move from this area.

Structure
The Kyuketsuki may be few but they are a closely knit bloodline with links to all it's members. Most use the prefix Ameritsu-
before their own name to proudly indicate their line. Elders command respect and few will tolerate insolence or disobedience
from the childer or students.

Gaining Power
The easiest and most favoured way to gain power among the Kyuketsuki is to destroy as many Shinma as possible. However
this is by no means the only way to increase prestige among their sisters. The discovery of new magical items or enchantments
is regarded highly as is the of researching of new thaumaturgical paths.
Knowledge of the Last Days is highly sought after by the Kyuketsuki elders and rewards are high for any fragments of the Book
of Nod or the Chronicles of the Mora.
Gathering Days
The Kyuketsuki meet as often as possible in order to spread the latest news of Shinma and the coming Last Days. Their
meetings are usually highly formal, resembling the meetings of an ancient war-council or, among the younger faithful, a high
powered board meeting. Meetings of local Kyuketsuki are convened at least once a month or whenever a newly arrived
Kyuketsuki enters the area.

Power Rumours
The Ran No Shimai have held the balance of power among the Kyuketsuki for many centuries, and will for many more. The
rulership of their sisters is seen as a duty rather than an honour.

Internal Orders
All Kyuketsuki belong to one of four orders - the Daughters of Ameritsu, the Komichi No Tenchi, the Ran No Shimai or the Hi'ona
Dogai.
The Daughters of Ameritsu make up the majority of Kyuketsuki, these are the fanatics and warriors spreading out around Asia to
protect the Faithful from both the Shinma and the Faithless. They believe in following the broadest possible interpretation of the
Shining Lord's orders and slaughtering the Faithless wholesale but have been stopped from doing so by the other factions who
advise caution.
The Komichi No Tenchi are the searchers and messengers of the Kyuketsuki. They travel to cities and villages looking for local
legends and recent happenings which may indicate Shinma activity. They are friendly with the Kuei as they often have to travel
across the great jungles to reach the centre of infernal influence.
The Ran No Shimai, the searchers for knowledge about the Last Days and the decision makers for the Kyuketsuki are mainly
made up of elders whose bloodlust for Shinma has waned. They make decisions based on the Chronicles of the Mora in an
attempt to ensure the survival of the Faithful.
The Hi'ona Dogai are the most cautious and secretive of all the factions of the Kyuketsuki. They are mainly Polynesian or Maori
and are the discoverers of the Jiwamencuri. They are currently enlisting the help of the Giovanni in an attempt to find a final
solution to the Soul Stealers.

Allies
Allies of the Kyuketsuki tend to be researchers into the occult or fighters against the Shinma such as priests and shamans.

Contacts
Contacts come from all walks of life for the Kyuketsuki. The recognition of Shinma in various cities by a contact has often led to a
strike force being sent to deal with the problem before it can get out of hand.

Influence
The Kyuketsuki see no reason to affect the politics of the mortal population. They do not see influence as playing a role in the
destruction of Shinma and the subtleties of mortal affairs are seen only as a distraction.

Military Force
Although preferring to work alone, some Kyuketsuki do employ small cadres of idealistic mercenaries, usually ones who have
encountered Shinma before and are driven by revenge more than money. They also have a grip on several influential generals in
many countries, waiting for when they need to take command in the Last Days.

Resources
Money is not usually a problem for the Kyuketsuki. They make large research donations to many universities and private r+d
foundations to fund unusual projects.

Status
Status among their bloodline is prized far more than status among the Hibakusha, however status among the kine is
discouraged. Visibility to the mortal population is seen as a weakness.

Supernatural
The most common allies the Kyuketsuki have in their quest are other supernatural creatures. Most have some form of
supernatural friend, if not many. The Stargazer and Uktena Lupines are vaguely friendly to them. The restless dead are often
found with them and the Fae are often drawn to Kyuketsuki. The Hi'ona Dogai have allies among the Giovanni and many
Komichi No Tenchi and Daughters of Ameritsu have allies among the Yei.

Merits
Common merits among the Kyuketsuki include Higher Purpose and Guardian Angel, as well as Magic Sensitivity and all other
'Supernatural' merits due to their relationships with other supernatural beings.

Flaws
Common flaws include Driving Goal (elimination of all Shinma and their followers), Dark Fate and Nightmares. Cast No
Reflection is also common due to their ancestry. Short Fuse or Over-confident are very risky flaws for a Kyuketsuki.

Skills
Clan Knowledge - Kyuketsuki, Shinma Lore.

Stereotypes
Drukpa: They guide our brothers through the darkness by the purity of their souls.
Hantu: They waste their natural talents on trivial matters.
Hibakush: They will return. Watch and see.
Jiwamencuri: No one yet believes our warnings about these children of the impure but soon they will...
Ju: Destruction was too good for them.
Kasa: Useful, but not overly welcome.
Kuei: We fight the same fight.
Onyudu: Brothers against the rise of the Last Days.
Sanatan: The others would do well to watch and learn from how the Sanatan have survived.
Bushi: Ignore them and they may go away.
Gaki: Stupid. We have been here longer than them.
Sazan: (Smiles enigmatically.)
Shreh Ren: They are waiting for something...
Faithless: Tainted. They should all be destroyed.
Camarilla: They have tried to take the Beautiful Land from us. They will die.
Sabbat: If they set foot anywhere near us they will soon learn of the wrath of the Daughters of Ameritsu.
Baali: These Faithless admit to serving Shinma! Are they mad?
Giovanni: Allies of a sort... maybe.
Lasombra: Corrupt, tainted, dead on sight. Need any more information?
Yei: Betrayal has made them turn from the way of heaven to the way of war.
Lupines: Their 'Wyrm' may be the source of all evil. Maybe they can help...
Mages: They are blind. They believe that the Last Days will be glorious.
Wraiths: The dead are our most trusted friends.
Changelings: They have spread so much happiness but now they are dying.
Gehenna: The Last Days... the prophesies are being fulfilled daily.

Author's note
I graduate soon and loose my e-mail account. All e-mail up til the end of June 96 should reach me at j.l.parr@bradford.ac.uk,
after that mail should be sent to C.Plaice1@bradford.ac.uk with 'For Jenny' or 'Hibakusha' in the subject heading. Arigato.
LACCONIANS
By Killjoy LePal (20 Jan 1995)
The Lacconians were not really the first attempt by the Setites. The first attempt died on the platter. The next few were slugs which did
nothing but eat. But finally, they created a clan which could work on it's own. They took up a Tremere named Laccon and warped him,
mind and body. He came out physically fine, but when he first embraced, he died for inexplicable reasons. This one, however,
survived, and created a small group of Sub-Tremere. They were told to subvert Tremere clan and attempt to control as much as
possible.
Three years after their creation, their creation being in the 1700's, they disappeared form Setite view. No one even knew what was
amongst them. All in all, the Lacconians are desperately trying to be Tremere, and have no real major personal organization.
Nickname: (Intentionally left blank)
Appearance: Lacconians look like Tremere in every respect. They also act and carry themselves like Tremere.
Haven: Any large, non-descript, and unobtrusive warehouse will do.
Background: The secretive, mystical, and/or powerful are chosen. Those who have mystical background and are known for
subterfuge are quickly taken up.
Character Generation: Mystic or Subversive concepts. Autist is a common Nature. Also common is the Conformist Demeanor.
Mental or Social primary, as are Knowledges. Resources in the forms of libraries and magical paraphernalia are common. All
Lacconians, due to the requirement of the Setites, are automatically take Immune to the Blood Bond.
Clan Disciplines: Dominate, Lacconis, Thaumaturgy
Weakness: They take twice the damage of sunlight as normal, and have a penalty of one to all dice pools while within bright light.
Gaining Clan Prestige: There is no Lacconian Clan Prestige. They try desperately to be Tremere, and to remove the Setite stain, but
the closest to that they can get is to be counted with the rest.
Quote: "I beg your pardon. Did you call me 'Warlock'? I see." (Shouts ring out from the target.)

Stereotypes
The Camarilla: I would like to make a toast to our "elders" who do not lift a finger to try to discover us. Fools.
What? Someone subverting the Tremere? You're mad! -Jean Simmonds, Tremere Ancillae
The Sabbat: A petty concern, but no real threat.
The Inconnu: Not even they have penetrated our secret. The Lacconian Tremere would make a useful weapon against the Setites, if
we could get them to our side. -Prax, Fourth-Generation Gangrel
The Setites: Rats! How dare they profane the snakes with their powers?
We would crush them all but for the attention it would draw. Bah! They are worthless pawns anyway. -Sha-Tel, Setite of stripped status
for Lacconian failure.
View Lacconis discipline.
LAMIA
By Joseph Saviano (j_cypher_1971@yahoo.com)

Author's Note
This bloodline of vampires has no connection whatsoever with the Lamia bloodline that branched off the Capadocian clan from
Vampire: The Dark Ages. These Kindred are wholly my own creation, and stand as a testament to the fact that the Tzimisce are
a truly twisted clan of vampires. Enjoy.

Description
In the twelfth century, the fledgling Tremere clan was facing destruction at the hands of the Tzimisce clan, whom were furious
over the mages destroying some of their own clan members in order to obtain immortality. In order to protect themselves, the
Tremere created their powerful servitors, the Gargoyles, then unleashed them against their enemies.
In response to this action, a secret cabal of Tzimisce alchemists began work upon the creation of their own shock troops that
would be able to match the Gargoyles in strength and ferocity. Gathering together several "voluntary" subjects from various
clans, the Tzimisce began to conduct alchemical experiments upon their unwilling subjects.
After several unpleasant failures, the Tzimisce came upon their last subject, a Setite neonate named Lamia. They soon
discovered that she was more responsive to their treatments than their previous victims were. Thus, after subjecting her to
countless hours of mental and physical pain, and warping her body and mind with their magic and potions, the Fiends gazed in
awe at the accumulation of their hard work.
The neonate was forever changed. Only roughly did she resemble a human. While her shape was undeniably feminine, her body
was now covered in green scales like a snake. Her eyes were now two glowing yellow orbs; her mouth was filled with pointed
teeth and a long forked tongue. From her shoulder blades sprouted two large dragon-like wings and from her backside, a long
serpentine tail.
The Tzimisce were very impressed with what they saw. However, they were not prepared for what happened next. The woman,
already mad from the pain she had suffered, lashed out at the Fiends like a wild animal, attacking anyone in sight and making
good her escape before the Tzimisce could subdue her.
The now changed Setite, wandered for days in the Translyvanian forests, attacking local peasants
in addition to stirring up panic in the mortal population. The situation had gotten so bad that the local Prince dispatched a group
of Nosferatu to capture and kill the creature.
The Nosferatu managed to capture the vampire before she could do any more harm and with time, were able to bring her back
to her senses. Although amnesiac from her past ordeals, the young vampire wanted to return to her clan.
Then the Nosferatu showed her what she looked like.
Suddenly everything came back to her. She told the Nosferatu about the Tzimisce and what they had done to her. Taking
sympathy upon the unfortunate neonate, the Nosferatu decided to adopt her as one of their own and to protect her should the
Tzimisce come to retrieve her.
However, it was soon obvious that she was now different in more ways that just her appearance. She soon began to exhibit
strange new powers, obviously because of the changes done to her physiology. In addition, while she no longer possessed the
Discipline Serpentis, she did have a remnant of some of that power. She found that with concentration, she could resume her
original appearance for a few hours each night, but she eventually returned to her new form after the proscribed time had
passed.
She also discovered another change. When she attempted to sire another vampire from a male fledgling, the resulting vampire
turned into a monstrous, animalistic creature that had to be destroyed immediately. This however, did not occur when she sired
progeny from females. A female fledgling would look like her, but would retain her sanity and intelligence.
Never forgetting what the Tzimisce had done to her, Lamia Embraced other persons to aid her in destroying the Tzimisce.
Today, while a relatively small Bloodline, they continue to thrive, hidden from their fellow vampires and secretly plotting the
Tzimisce clan's downfall. Only time will tell if they will succeed.

Nickname
Dragonladies
Sect
As mentioned above, most Kindred do not even know the Lamia exist (except, of course, the Nosferatu).

Appearance
Lamia resemble women with the features of the Dragons of legend. Their facial features are angular, with high cheekbones and
glowing, yellow eyes; most Lamia have pointed ears. Their bodies are covered in small scales ranging in color from dark green
to greenish-yellow. Some Lamia may have diamond shaped patterns of scales on their backs. These scales act as Class 1
armor (with no Dexterity penalties). Lamia have pointed teeth and a long forked tongue.
Most Lamia lose their hair during the change, but some still retain a thick mane of hair on their heads; the rest of a Lamia's body
is hairless. All Lamia have a thick, prehensile tail, which can be used to grasp objects. Lamia also possess retractable claws on
their hands and feet enabling them to inflict Strength +1 lethal damage. These claws also give a Lamia a +2 dice advantage
when climbing. All Lamia possess wings, granting them flight. For every point in Dexterity a Lamia possesses, a character can
fly an additional 10 mph.
While they do not require protective clothing, some Lamia may still wear shirts or other articles of clothing to cover their breasts
and other private areas. Most Kindred, when they encounter Lamia, find them alluring but terrifying.

Haven
Lamia prefer to live in places not easily accessible to humans (church towers, abandoned buildings, etc.). However, those who
have mastered the Lamia's inherent ability of Mortal Coil (see below), live very luxurious lifestyles.

Background
Lamia primarily choose strong and self-reliant women for progeny. Many Feminists, Police Officers, and former Soldiers make
up the majority of this Bloodline. However, the Lamia are also prone to choosing progeny from dilettantes and seductive women.

Character Creation
Lamia can come from Dilettante, Soldier, Drifter, Outsider, and Professional Concepts. Physical Traits are usually primary as
are Talents. All players must spend one point in the Talent Mortal Coil. Players can put dots into Appearance but this number is
only in use when Mortal Coil is in use. Otherwise Lamia have an Appearance of zero. Common background traits include Allies,
Herd, and Resources.

Bloodline Disciplines
Celerity, Draconis, Potence

Weaknesses
In their normal form, Lamia are terrifying to look at. All Lamia have an Appearance rating of zero. This fault can be temporarily
resolved by using the Trait Mortal Coil (which was derived from Serpentis). Coincidentally, Lamia are also incapable of gaining
or learning Serpentis. Also, if a Lamia attempts to Embrace a male, the resulting creature will become monstrous and
possesses an Intelligence of 1, as well as three Derangements; such abominations are little more than intelligent animals, and
are usually killed mercifully.

Organization
The Lamia are poorly organized and do not meet frequently. However, if a Lamia calls for help in fighting a Tzimisce, other
Lamia will come to her aid. In addition, two or more Lamia will sometimes stay together in the same haven for safety and
companionship.
Quote
"So Fiend, how effective are your fabled fleshcrafting powers without hands to use them."

Stereotypes
The Camarilla: These foolish kindred erroneously refer to us as Gargoyles. Nevertheless, so long as they stay out my way, they
will avoid any undue pain.
Nosferatu: Our adoptive parents. They cared for our founder in her time of need, and still help to hide us from others today. It is
most certainly a good partnership.
The Sabbat: We will never deal with them or ever join their hated ranks, as the Tzimisce among them still try to recapture us and
use us as servants. Still, it's fun to watch their ridiculous midnight rituals.

The Views from Without


Camarilla: "The what? Oh yea, ain't they Gargoyles or somethin'?"
-- Gus, Brujah raver about to have a very bad night
Sabbat: "Lamia!? Where did you see it? Tell me now dammit, while you still have a mouth to speak with!"
-- Romer Caescu, Tzimisce interrogator

The Independents: "Sorry? I have no idea what you're talking about."


-- Leo Giovanni, Giovanni medium who's lying through his fangs

New Ability
Mortal Coil
According to Lamia legends, the Bloodline's founder found that she no longer possessed the Discipline Serpentis. She did
discover however, that she was able to shed her new form for a short time and resemble what she looked like before her
transformation. All Lamia still possess a remnant of this lost power in the Talent Mortal Coil. When a player rolls Stamina +
Mortal Coil (Difficulty 8) for every success the player gets, the Lamia is able to resume her human appearance of one hour per
success gained.
The character is still a vampire however, but now she is able to interact with Kindred and kine without drawing attention to
herself. However, a character's humanity does affect the roll. A player cannot roll more dice than their Humanity rating.
Specializations: Masquerade, Interact with Kindred

Merits and Flaws


These merits and flaws are specifically made for Lamia. Other characters cannot take these merits or flaws.
Rattle
(3 pt. Merit)
Your tail ends in a rattle that you can shake as a warning to others. This gives the player one additional die on all Intimidation
rolls.
Spike
(3 pt. Merit)
Your tail ends in a long nail-like spike that can be used as an additional weapon during combat. It inflicts Strength + 1 Lethal
Damage.
Stinger
(4 pt. Merit)
You have a stinger on the end of your tail that contains a potent toxin. The stinger does Strength Lethal Damage, and anyone
inject with the toxin suffers an additional five health levels of damage. (Vampires only take two levels of damage).
Chameleon
(5 pt. Merit)
You have the ability to control the color of the scales on your body, enabling you to blend into your surroundings. This gives the
player an automatic success on any Stealth roll.
Lamian Heritage
(1-5 pt. Flaw)
When you use the ability Mortal Coil, there is still a part of your physical form that retains your true appearance. This could be the
glowing yellow eyes, clawed hands or even a greenish appearance caused by your scales. The player works with the Storyteller
on the severity of this flaw.
LAMIAE
by Allen B. Ruch (12 May 93)
The Lamiae are a new bloodline, a cross between demon and vampire, muse and succubus. I am indebted to the great author Tim
Powers for the idea. If you haven't read his novel, The Stress of her Regard, I heartily recommend it to you. It is a vampire story like no
other...
The clan is not really intended to be a character clan, but is more for the Storyteller or to create atmosphere.

Lamiae
She was a gordian shape of dazzling hue,
Vermilion-spotted, golden, green, and blue;
Striped like a zebra, freckled like a pard,
Eyed like a peacock, all crimson barred;
And full of silver moons, that, as she breathed,
Dissolved, or brighter shone, or interwreathed
Their lustres with the gloomier tapestries --
So rainbow sided, touched with miseries,
She seemed, at once, some penanced lady elf,
Some demon's mistress, or the demon's self.
--John Keats
The Lamiae are a bloodline of vampires that exist outside all rules of the Kindred; be it the Camarilla, the Sabbat or the Inconnu.
In many ways more demon than vampire, they have remained aloof from the ranks of the Kindred, maintaining a secrecy and
mystery that intrigues and mystifies the Kindred much in the way they themselves are beheld by mortals.
The Lamiae are exclusively female, and it is believed that there are no more than between three and nine of them in existence.
No one knows how they engender their race -- for they do not feed on the mere blood of a mortal, but upon his very life-essence,
and these mortals invariably perish or commit suicide. This has led to speculation that they are truly immortal, and either unable
or unwilling to beget progeny. Simply put, a Lamia will target a mortal and form a supernatural bond with this intended "lover."
Once the bond is sanctified by a marriage ritual, the mortal begins to die. The Lamia begins the process of slowly draining the
life-force from her target -- a process that may take decades. This unholy matrimony, while obviously ultimately destructive,
grants a tremendous boon to her lover, for to be wed to a Lamia is to be in the permanent graces of a muse. From the bond with
the Lamia springs forth a font of divine inspiration, a creative flow that floods the lover and causes him to produce poetry and
prose that far exceeds his previous work. Another benefit to the lover, of course, is the rapturous act of feeding. Unlike other
vampires, a Lamia loses only one blood point a week, so she needs to drink less often than her vampiric cousins. When she
does feed, it is always with her mortal lover -- and the act of feeding is erotically charged far beyond the sphere of any mortal
sex. These twin addictions -- the wellspring of inspiration and the dark bliss of sexual fusion -- are enough to ensure that her
lover will cleave to her scaled bosom . . . until death does him part.
When a Lamia initially targets a mortal, she'll make her first appearances in his dreams. Series after series of erotic dreams,
many containing serpent imagery, continue to rise in intensity until the intended lover often feels he's going mad. Soon after the
dreams begin, exhausting periods of inspiration will fill his waking hours, and he'll glimpse the potential of unlimited creativity, his
work rising to new heights of inventiveness, skill, and lucidity. Soon after this, the Lamia chooses a night to visit the mortal, and
during a dream she manifests and feeds. It is in these throes of passion that she reveals herself for what she really is, often
taking on half-serpent form. If she can get the (by now half-mad) mortal to place a gold ring upon her finger, the pact is sealed.
Soon after that, the full effects of the "marriage" begin to be felt. While the spring of inspiration flows freely, her lover's body
begins to deteriorate. Depending on his normal state of health, it may take from a few months to a few years for the first effects
of ill health to be felt. Commonly these debilitating effects are consumption, blindness, and/or insanity. (The latter affliction leads
some to speculate that the Lamiae and the Wissengeist are related.) While her lover may be completely aware of the reason for
his decay, more than a few consider the combination of inspiration and sexual passion to be worth their early deaths. What
usually causes a mortal the most pain is the Lamia's insufferable jealousy.
A Lamia will never have more than a single lover, and they are jealous to the extreme, often to the point of willfully destroying her
lover's mortal relationships. While marriages to a mortal wife have been permitted, the Lamia periodically attempts to stir things
up as much as she can. Sometimes, this is carried to the point of injury or death, and in rare cases the Lamia will persecute her
lover's family for several generations. It is usually this jealous lashing out at his loved ones that causes a Lamia's lover to regret
the marriage. . .
Upon death of her mortal lover, the Lamia is forced to assume serpent form for seven years. This period -- called the Widowing -
- is often spent grieving her lost lover, but her Astral body is free to roam the earth, seeking out a new lover to court, or
sometimes mercilessly haunting her dead lover's family.
Breaking a marriage with a Lamia is possible, but very difficult. Legend has it that there are only a precious few ways to sever
the bond. The most common story is that of a magic fountain or well, located high in the Alps and kept well-hidden. Drinking from
its waters will dissolve the marriage. Another story tells of a spear of white gold deep in the Amazon which can shatter the
wedding ring. Other rumors exist on how to break the vow, most of them involving near-impossible acts or arcane artifacts. One
of the Dead Sea Scrolls supposedly relates that a flower grows once every century, each time in a different part of the world.
Plucking this flower will break the vow. Standing in the shadow of a virgin harlot cast against the Wailing Wall will also free a
mortal from the Lamia, as will finding the right letter amongst all the books in the Library of Alexandria. Of course, there is always
suicide.
A Lamia who is divorced, whether through magic or suicide, is forced to grieve as a spurned wife for seven times seven years,
so one can see that the Lamia wish to keep the secrets of divorce we ll hidden. . .
Not all vampires are completely aware of the Lamia, but belief is exceptionally strong among the Toreador, the Tzimisce and the
Assamites. Of all these, the Tzimisce seem to know the legends best. When a Lamia is found, it is an unwritten rule to leave her
and her mortal lover alone. The consequences of breaking this sanction are unknown, but it says something that the Tzimisce
follow it without question.
Many believe that the myth of the Muses has its origin in the Lamiae, and there are some who contend that the number of Lamia
are nine: Euterpe, Terpsichore, Thalia, Melpomene, Polyhymnia, Urania, Clio, Erato, and Calliope. Others feel that there are too
many inconsistencies between the Muse myths and the Lamiae; and still others conjecture that the Lamiae are the twisted
children of the Muses. There are of course the actually legends of Lamia, Mormo, and Empusa -- Greek demigods with
shapechanging ability, and it seems obvious that the Lamiae formed the basis for tales of Succubi as well. Another theory, put
forth by a Tzimisce priestess from the Fifteenth Century, is that as Vampires are the children of Cain, Lamiae are the children of
Lilith -- Adam's first wife before Eve. If this is true, it means that the Lamiae actually predate the Kindred.
O for a Muse of fire, that would ascend
The brightest heaven of invention!
--William Shakespeare, Henry V
Exactly what effect the Lamiae have had on the literary world throughout history is hard to say. They invariably choose writers
and poets, but no one is sure of their criteria. It seems obvious that Keats, Shelly and Byron were no strangers to their seductive
lure, but many Toreador feel that Byron was "divorced" in the Alps. Legend has it that Milton also fell prey to a Lamia, creating
Paradise Lost as he went blind; but afterwards he freed himself using a fragment of the True Cross. And remember that Homer,
too, was blind.
Authors, too, are not immune to their charms. The Tzimisce claim to have a series of letters written by Franz Kafka, letters he
intended to destroy, letters that deal with his seduction by a mysterious woman he calls die Lorelei, a magical temptress which
he several times refers to as das Schlangeweib -- or the "serpent-wife." The letters indicate that in 1913, upon writing The
Judgment, his abilities took a sharp rise . . . and in 1917 he was found consumptive. He ended his life, after a series of heart
breaks and affairs, in a sanitarium.
Kafka is certainly not the only recent victim of the Lamiae. James Joyce, with his turbulent relationships, family misfortune and
prolonged eye problems is said to have had Lamiatic inspiration -- also a good explanation for the progress of his work from
Dubliners through Ulysses and finally to the mad genius of Finnegan's Wake, a work Carl Jung believed to be written to stave
off impending schizophrenia. And Jorge Luis Borges, the Argentinian fantasist, found that his work entered new realms of
creativity only after a head injury brought him close to death and madness . . . and therein met the Lamia? Given the labyrinthine
nature of his later work, his eventual blindness, and his death in Switzerland . . . could he have been seeking out the fountain that
Byron found?

Nickname
Muses, Succubae

Appearance
The Lamia have three forms: that of a normal woman, a glittering serpent, and a woman with a serpent's body. In serpent form,
she is scaled in vermilion and patterned brightly, a lush snake that twines with sexual promise and Freudian eroticism. In human
form, she is a beautiful enchantress, appearing as if she'd stepped from the innermost desires of her intended lover. Her eyes
burn like hot sparks, her hair borders on the wildly animate, and her lips are full and heavy with ripe sensuality. Still, it is said that
the half-woman, half-serpent form is the most alluring guise of the Lamia; a sensuous woman's body extends from a powerful
serpent's trunk, and often glowing wings sweep out from the Lamia's back. Her breasts and torso are perfectly formed, and in
sex she is as irresistible as a cyclone. In human form, a Lamia will dress on the bohemian edge of the current style, always
conscious of fashion, but willing to show a slight contempt for it as well. In any age, she would hardly be called proper. . .

Haven
A solitary and reclusive bloodline, it is not known where the Lamiae tend to lair, although the Toreador contend that they dwell in
the shadow lands between the Silver Realm and the Faerie.
Background
As mentioned, the Lamiae select a mortal intended and visit them in dreams, slowly allowing their power to manifest. Upon their
"engagement" night, they manifest in an erotic incarnation, explaining their existence and purpose as a muse; conveniently
failing to mention the long-term physical effects of their love. Once the intended realizes that his new-found creativity will vanish
with the Lamia, the placement of the gold wedding ring is almost a certainty. If the mortal refuses, the Lamiae will never visit him
again.

Character Creation
It is not known how or even if the Lamia create progeny, as they seem to eventually kill all their lovers.

Clan Disciplines
Protean, Vicissitude, Succubae

Weaknesses
The Lamia are bound to their lovers with a supernatural intensity. If that lover commits suicide or finds a way to break the
marriage, the Lamia will revert to serpent form and spend forty-nine years in a painful Limbo. They are also sensitive to cold iron
and salt, both able to cause aggravated wounds.

Organization
According to the Tzimisce, there are only a few Lamiae: between three and nine is the usual number given. They have no known
organization.

Quote
"There is no eternity , my beloved, but what springs from the seeds of your work. And I, I am your muse. I am your love, your wife,
your mistress; and, yes my love, in the dark hours when the wind whispers doubts into your ears, I am your goddess and
possessor."

What the Undead think of the Lamiae


Nosferatu: They are a myth, children. Like that of Cain and Abel, and like that of the muses themselves.
Ventrue: The Lamia are probably legendary, and if not, they are more akin to demon than Kindred.
Toreador: Splendid! Of course they exist; and we must be thankful that these muses do not lay claim more mortal artists than they do.
It is such a shame that we lost those few, precious jewels to them, but it is not our place to mourn what could have been. . . . Most
likely, they are a bloodline of our own clan.
Gangrel: They are old; but not of our ilk. They are closer to demon than vampire, eh?
Brujah: Foolish tales to be told by Sabbat elders. Daughters of Lilith, indeed! It is as ludicrous as the stories of Cain. If you ask me, it
seems just another excuse to attribute all mortal creativity to the Toreador Clan.
Tremere: Ahh. . . . the Muses. Well, Calliope and Erato were never accounted for, were they? Oh, I'm sorry. Ignore me, please. . .
Malkavian: What? Am I being interviewed? Oh . . . well, of course I believe in them! I mean, it all makes perfect sense . . . doesn't it?
Ravnos: There are old tales; and I do recall once a poet -- a haggard, haunted man -- begging us to reveal the location of some
magical gypsy salt cellar. Claimed it was filled with a pinch of Lot's Wife, he did. At the time, I thought it was an odd thing to need for a
divorce.
Assamite: There are older things than the Muses.
Giovanni: This is something best left alone. It does not concern us.
Lasombra: The Tzimisce have declared them to be real, and what's more, to be off limits. I have never encountered one, of course,
but if they are indeed the ancient daughters of Lilith, ultimately they are our enemies.

Tzimisce: They are not Kindred; but older. Older than Cain are the children of Lilith, the ardat lili. Some say she was the true mother
of Cain, and that she bore Adam one hundred children every day until her fall and the coming of Eve. I wonder, how is it like for them?
To be so old, and so very few. . . .

View Succubae discipline.


LANCEA
By Julian James Kuleck (jkuleck@Phoenix.kent.edu) (5 October 1995)
"Attention whoever you are -- this channel is reserved for emergency calls only."
"No fuckin' shit, lady! Do I sound like I'm ordering a pizza?!"
-Die Hard

Description
The Lancea is a recent and relatively unknown bloodline that has appeared as a formal organization within the past fifty years,
but originates within Clan Assamite prior to the Convention of Thorns. There was a small group of Assamites who attempted to
speak out against the clan's diabolist practices. The group was ostracized from Clan Assamite and even were struck from the
clan's records. The group retreated into the Black Forest of Germany and dissapeared.
The group in fact stayed with the Gangrel. Eventually, they developed a ritual which destroyed their clan heritage. They lost their
knowledge of Quietus, but then formed the beginnings of the bloodline.
In 1930, the group members had gone their seperate ways. They sired very few and were generally still unknown Caitiff.
However, one member was tracked down by Clan Assamite, who saw the group as a dangerous embarrassment in general.
One member, Lancea, discovered the plot to kill another member in America. The problem came up: how to get a warning to
him before the Assamites got to it?
Lancea had an answer: he used a new invention known as the telegraph. A telegram made it's way, and the Assamites arrived
to find no trace of their target.
Lancea spent time reorganizing the original splinter group. He made a proposition. Most of the elders around the world still did
not understand what the Industrial Revolution had done, or the potential of technology. He asked for their help in forming a
bloodline that would use technology to bring peace to both mortals and kindred. Most of them accepted, finding that even jaded
elders could learn something new.
And so, the Lancea bloodline was formed. They have become highly organized and typically serve other kindred as messengers
and diplomats. They have been gaining influences through the sale of services to various other sects and clans.
One of the most important talents the Lancea have concentrated in is technology. They always pay attention to the cutting edge,
keeping up with the latest in future technology. In fact, computer knowledge has become almost required within the clan in the
last twenty years. The bloodline has become fully connected through the net, and has encountered two other groups: the Glass
Walkers and Virtual Adepts. The Lancea have been busy communicating with other creatures, and may be becoming the best
connected group of vampires in the world.

Disciplines
Celerity, Obsfuscate, Protean.

Advantages (For MET)


The Lancea have many connections throughout the net and other areas. They can gain access to great resources of information,
and can find out facts within hours.
A Lancea with access to a phone or a modem can attempt to uncover info by performing a Mental or Social challenge, as if he
was using an influence to gain the information. He can attempt this once a night, but almost anything can be found out using this
method.
In addition, the Lancea's connections among Glass Walkers and Virtual Adepts allow them to find information about Lupines
and Magi using this ability.

Disadvantages
The Lancea have a strong sense of honor that compels them to obey any contract they have signed to or shaken hands on. They
must only obey the word, however.
Organization
The bloodline is still led by Lancea, but mostly operates on an "all Kindred are embraced equal" philosophy. Prestation plays a
large part, however. For the most part, only one clansman is assigned to a given area.
The group is linked by the net and E-Mail nowadays, and members go by "handles."

Quote
"To the Archbishop? At midnight? Oh, you meant "tonight". . . that'll cost extra. . ."

Stereotypes
Assamites: "I told so you so..." Twits.
Brujah: They fight. And fight. And fight and fight and fight. And so on. Not good for business, but some of the mellower ones
have more of a clue.
Followers of Set: Look out for how they hire, 'cause they have a tendency to deal in spooky shit, like hearts and snakes and
shoggoths... make sure you know what's up.
Gangrel: Pretty cool, if a bit more rural than we are.
Giovanni: They hire, but watch out. They sometimes want us to indulge in their little necrophiliac fantasies by dropping off a
package for some ghost or asking us to send messages from the dead. Groan.
Lasombra: "Do it for the good of the Sabbat." Hello? McFly? Sometimes the only darkness involved is the wool they try to pull
over your eyes.
Malkavian: Really not as complex and confusing as everybody else thinks. Make sure they pay you on jobs, though. Don't buy
any "Amnesia" excuses.
Nosferatu: Hey, they stay down there and we don't care.
Ravnos: Sometimes these bastards get in our way. Sometimes these bastards end up as grease spots on the road.
Toreador: OK, if more than a bit stuffy. They can deal with abstract concepts and florid paintings and teddy bears, as long as
they pay well. They think shelling out bucks makes them look better, hey, we don't mind.
Tremere: Decent employers, but make sure you get the job done. These guys are tempermental, whether or not they show it.
And they never tip.
Tzimisce: Always hiring us to carry boxes from point A to point B. Whaaat?
Ventrue: Notoriously clueless for the guys that are supposed to be running things. Still, they do have the large wallets, don't
they?
LASOMBRA ANTRITRIBU
B Brian Connors (connorbd@bc.edu

Nickname
Shadowmen

Description
The usual reaction when any vampire finds out that she's just met a Lasombra antitribu is, "You're brave. Real brave." Being a
Lasombra antitribu is simply not something that you admit to. It's too dangerous.
In the early days of the Sabbat, a group of Lasombra refused to go with the tide of the revolt. Their elders fell under the onslaught
of the anarchs, and the Antediluvian they called the Shadow was the first among them. A small group of the surviving loyalists
rallied together in the Basque country, the land that the ancestral clan Lasombra called its home base, and made a pact to fight
the Sabbat whereever it existed. Among the things they promised was to try to find a way to remove the ancient Lasombra
weakness of not being able to be seen in reflection. This has been partially successful over the years; even the oldest of them
can be seen if they stand still. With a bit of help from a friendly Tremere, the new bloodline has extended this to all who are for
some reason rejected from the clan yet retain Lasombra blood.
Most Lasombra antitribu are anarchs. There are some within the Camarilla, but few are open about their bloodline. The rest
count themselves among the Violators, a sect of mostly-anarch Caitiff. Like the Violators, they practice many Sabbat rituals out
of a combination of loyalty and mockery. Few hold leadership positions, as they are no more trusted within the Camarilla than
the Panders are within the Sabbat; they have therefore jettisoned most of the trappings of leadership in favor of focusing on
studying the arts of Thaumaturgy. The Tremere find it something of an annoyance, but for reasons known only to them some are
willing to teach these Sabbat expatriates if they feel that they can trust them.
The Lasombra antitribu are very secretive about their identity. They have little use for leading others except themselves, and
most who do act as some kind of leader tend to gather around them a sort of pack who are among the few who are privy to said
vampire's identity. They are typically mistaken for Brujah or Tremere, and have no qualms about perpetuating the deception.

Appearance
Quite variable. There tends to be a focus on black clothing and other-than-white greasepaint makeup (something to do with the
mirror tricks), though it's not consistent. Most tend to dress similar to those they hang around with.

Backgrounds
Much like the Brujah Idealists, the Lasombra antitribu pick the intelligent ones whenever possible. There is slight overlap with the
Tremere as well.

Character Creation
Mental attributes, Knowledges are primary. Lasombra antitribu, frozen for good out of leadership positions, tend to be as blunt
as possible and therefore tend to avoid serious social development beyond Appearance.

Haven
Those among the Violators live with their packs; the rest have private havens or share with other Lasombra antitribu.

Clan Disciplines
Potence, Obtenebration, Thaumaturgy
Clan Weakness
Lasombra antitribu are visible in mirrors and on film, but they tend to flicker in and out when in motion. If those observing fail a
Willpower roll (diff 5), the results resemble the Delirium experienced by those who observe a werewolf in Crinos.

Clan Organization
Much as with everything else, their organization is a mockery of the Sabbat. They use titles loosely derived from the Eastern
Orthodox Church, so that the leaders of each faction (Camarilla, anarch, Violator) are known as Metropolitans, their local leaders
are Episkopoi, and their "pack leaders" are Priests as in the Sabbat. Some are believed to be members of the True Black
Hand, though as the membership of the Hand is no more willing to divulge themselves than the Lasombra antitribu, this cannot
be proven.

Stereotypes
Lasombra: Traitors to their own ancestry, but they dominate it so strongly that we are forced to abandon it.
"They don't exist. Now shut up and go away before I start finding creative ways to stake you.
Assamites: One tends to have more respect for their comrades in the Sabbat, but their curse is not strictly their fault. I still tend
to think of them as the antitribu.

"They have no reason to continue the charade of being Lasombra. They would be wise to admit it to themselves."
Brujah: Nobody seems to bother to learn the truth about them on this side of the ocean, least of all them. It's saddening.
"In their own way, they're much like us. But they are too independent to truly be one with the Camarilla."
Gangrel: Hey, if you're a beast, show it, right?
"Slime. You can't trust that which will not admit to what it is."
Giovanni: If the Sabbat only knew where they had their fingers, the Lasombra would turn into scared little puppies. But let's let
them find out for themselves, eh?

"The Shadow had his own plans. Though he is long dead, how do we know that these are not part of them?"
Malkavians: Tell me they're not up to something. Just try and tell me. These weirdos owned Imperial Rome and you know what
things were like in those days.

"Delusional, but so are most of the Kindred I meet. At least they're wise enough to be something different."
Nosferatu: Living among them might be an interesting proposition. Lack of tact is a virtue among us, and that's certainly one of
their better-known points.
"They're a little too close to their roots for comfort, but they're on the up and up. Trust me."
Ravnos: They can't be trusted, but they're useful to have around. Just check your pockets (and your bank account, if you let them
anywhere near a computer) after you're done with them.

"You know, you'd never think you'd see a Lasombra grow up. But hey, I like these guys."
Salubri: What exactly is the problem the Tremere have with them? They aren't quite that bad.
Toreador: The ones in the Sabbat show just how sick this art thing can get. I don't trust them, not at all.
"Icky. You have to like the Brujah first, and it doesn't get any easier after that."
Tremere: Too secretive, but very helpful to us. We owed them a debt at one point, and we remain friends.
"They are most reliable, but their interest in our arts is unsettling."
Tzimisce: Despicable, inhuman, idiotic, monstrous, and not very nice either. I don't even trust the Old Clan types, and they're
supposed to be on our sides.

"Traitors and losers on top of it. Their communion with the Tremere only indicts them further."
Ventrue: They think they're out of the loop. This may be true, but I don't want to take my chances.
LEECHES
By Drew A. Sundeen (drewsundeen@usa.net)

Description
This bloodline started with a young Pander named Vincent. Vincent was tired of nobody ever giving him any respect or teaching
him any disciplines, so he decided to make his own disciplines and force other to respect him. After several failed experiments,
he finally mastered to discipline of Vampirism, which exceeded even his expectations. He found he could even learn the powers
of other supernaturals and Awakened beings. His plan was to learn as many other powers as he could, and then take on the
leader of his pack, an arrogent Lasombra named Sanchez. When he tried to find other supernaturals, he found that it was harder
than it looked, for most of them had developed means of hiding themselves. After years of fruitless searching, he finally found a
lone and wounded Garou. He was about to kill it, when it told him that it could help him in his search. He decided that since the
Garou were able to sense other supernaturals (or at least corrupt ones), he would let the werewolf live. The Garou told Vincent
that he was a Black Spiral Dancer and that the Wyrm could help him gain the power he sought. Intriged, Vincent followed the
Spiral Dancer back to its Hive, and down into the Pit. There, Vincent was bathed in the balefires of the Wyrm, almost dying Final
Death, but when he emerged from the Hive, he had mastered the discipline of the Hunt. He hunted down his old pack and
slaughtered every one of them, stealing their disciplines. A Wild Hunt was called on him, but in the shelter of the Spiral Dancers
Hive, it was useless.
Since then, Vincent has Embraced many Black Spiral Dancer kinfolk and sired many Abominations in the Hive. The Wyrm has
gained a powerful new ally.

Nicknames
There are many, but we can't repeat them around children.

Background
Those with a touch of the supernatural already are often Embraced. Several of them claim to have been kinfolk, kinain, and
ghouls before the Embrace. This often puts them at odds with the Tremere, who seek to Embrace the same people.

Character Creation
Physical or Social Attributes are usually primary, and Skills are usually the primary Abilities.

Disciplines
Celerity, The Hunt, Vampirism

Weakness
Their weakness is identical to the flaw Aura of the Wyrm, from Clanbook: Setite.

Organization
They are mostly independent or organized into a Black Spiral Dancer Hives, as they have spread throughout most of North
America.

Quote
"There is nothing you can do that I can not simply steal."
LEGION OF THE MALFORMED
By Red Raptor (dinoguy@earthlink.net)

Clan
Malfeans

Affiliation
Anarch

Description
The Legion of the Malformed are a small clan of metis abomination that have broken their blood bonds and become their own
small(40 are know to exist) but powerful clan. They come from all tribes. Originally created by a very bored and demented
Malkavian, they have since refined their blood. All malfeans are driven to insanity by the embrace. 50% of all Malfeans are
infants or young in size.

Nickname
Wyrmhounds

Generation
There is 1 8th Generation Malfean. All others range from 9th to 13th. All Malfeans take a metis disfigurement and a
derangement at creation. 13th generation Malfeans start with normal Willpower and blood along with the following: 2 Rage, 3
Gnosis. They gain the same traits as werewolves for Crinos form.

Weaknesses
Malfeans take aggravated damage from silver and sunlight. They receive a -1 to all rolls while exposed to bright light, (i.e., the full
moon).
All Malfeans start with 2 Beast Traits. Malfeans gain a automatic Beast Trait every time they frenzy.

Totem
Wyrmhound

Gifts
Malfeans get 1 metis gift and 1 of the following gifts from Wyrmhound depending on auspice:
Ahroun: First Bite: As Spirit of the Fray, but must be a biting attack.
Galliard: Howl of Death
Philodox: Armor of Blood
Theurge: Luna's Vitae
Ragabash: Smell of Vengeance
Disciplines
Malformus
Malfeans consider all other kindred disciplines weak and will not under any circumstances learn them. They will also not teach
Malformus to others.

Traits
Malfeans will not Diablerize or feed from kindred outside of their clan as they do not want to weaken their blood my mixing it with
others.
All Malfeans are Wyrm-tainted and will smell of Wyrm to other Garou. Other Abominations will not associate with Malfeans.
Malfeans do not frenzy from consuming werewolf blood.

Rites
Rite of the Fractured Soul
LEPERS
By James B. Agle (agles@k2.kirtland.cc.mi.us) (18 October 1996)

History
Gideon Ruiz was a brilliant biochemist living in Miami and working for a major medical research corporation. He was young,
ambitious, and remarkably talented, and his colleagues knew it was only a matter of time before he caught the attention of the
corporate owners and was moved on to bigger and better things. They were right. MedTech Research Unlimited was owned,
through dozens of other corporations, by an ancient and powerful Ventrue named Javier. One night, the elder was strolling along
the beach, watching the way the moonlight shined on the blood slowly seeping from his arm. His meal that night had been a
young gang member, and the morsel had managed to wound him. No small feat, that. Javier stared into the silver-lit blood, and
mused how odd it was that one drop of this substance could so change a person. He determined to discover exactly what
properties vampiric blood had that modern science could discern. Two months later, Gideon arrived at his lab to find a
refrigerated blood sample, and a note from the higher-ups telling him to see what he could learn about it.
The young chemist thought that he was being tested for possible promotion, and, in an odd sort of way, it turned out that he was.
Weeks went by, and he was amazed at what he had. He sent requests for more sample to work with, as he needed to run more
exacting tests, and more samples were sent.
That it was blood could not be disputed. Closer examination proved that it was human blood, but every DNA scan Gideon ran
came up with a different gene pattern. It was as if someone had taken blood samples from ten or twenty different people and
mingled it, but then, if they had done that, wouldn't the samples die? Blood type tests revealed an impossible result, that being
that the blood was Type A+, A-, O, B-, and AB- all at once. Further samples sent from the corporate owners revealed different
blood types, but always at least three varying types per sample. What's more, none of the differing samples were even trying to
reject each other. The red blood cells would, after twenty or thirty hours at room temperature, begin to slowy break down. The
white blood cells were positively creepy. Gideon found that they were between ten and fifteen hundred times more powerful than
normal human cells. In fact, in one test he added a large dose of salt to a sample, an act that would normally kill every cell in the
solution. Instead, the white cells formed a barricade and kept the other cells safe, seemingly immune to the salt themselves. The
salt was actually forced to the top of the solution and not permitted to diffuse at all. And where were the antibodies? There should
be at least a few. But no matter what disease he added to the samples, the mysterious blood either destroyed the infection
outright, or the virus would die itself for no discernible reason.
He exposed the blood to every harmful effect he could come up with for days, including radiation, and nothing except open flame
had any effect whatsoever. The flame had been odd, though. The blood itself had started to burn.
In the end, it was an accident that revealed the truth to Gideon. A temp was called in to replace a sick secretary at the lab one
day, and, overeager to get to work, any work, the young lady was driving way too fast as she arrived. The amphetamines she
took that morning to help herself wake up didn't help much, either. Nor did the fact that her ancient Buick had needed new
brakes two thousand miles ago. Bottom line, she crashed into the building, destroying quite a lot of Gideon's ground-floor lab,
and spilling fresh morning Florida sunshine onto Gideon's samples.
The fire nearly destroyed the lab, and Gideon was there to see it all.
Mrs. Ruiz hadn't raised many stupid children, and within four weeks of intensive work, Gideon realized what it was he had. The
home office was supplying him with Vampiric blood. Adding samples of fresh blood to the mystery blood proved it, at least in
Gideon's mind. The new blood was absorbed, consumed, and within seconds came to resemble the original sample.
When he filed the report to the home office, they scoffed at his results, and were infuriated that they had been paying him for the
last two months to make up lies, or to make such stupid errors with his work. He was summarily fired.
Two weeks later, a copy of Gideon's report came to Javier's hands. Javier was amazed at what he read, and at the insight
shown by this mortal. The Ventrue was on his private plane and winging his way to Miami within an hour.
Once ensconced at the Miami Majestic Hotel, it was a simple enough matter to Summon the chemist to him, and the two of them
spoke for hours. Before dawn, Gideon was rewarded for his fine work by receiving the Embrace. Javier was so impressed by
Gideon that he embraced him himself, granting him the honor of standing among the ranks of the sixth generation. Javier was
himself fifth.
Years went by, and Javier, annoyed by the regular incursions of Sabbat into the city, returned to Madrid. Gideon chose to stay.
He was now a wealthy man, a gift from his sire, and owned the very company that so recently had fired him. He continued his
research in the medical field, but for new reasons now. His particular feeding requirement was that his prey had to be sick. Ill.
Diseased. And it sickened him to be so dependent on such a demeaning prey requirement. And so he sought a cure. Not for
disease, and not for the need for such blood that existed in him, but for vampirism. He sought to find a way to restore his
vampiric blood to its former human state.
Finally, five years later, in 1991, he thought he had succeeded. The trick was to overwhelm the vampiric blood's resistance to
outside influences, to make it burn out everything it had just to survive. Done properly, it should leave him mortal once more.
Several doses were tried, Gideon injecting himself full of every noxious and dangerous substance he could think of. Perhaps it
was his own Fortitude that proved is downfall. Perhaps it was the fact that he seemed to thrive on disease that foiled his attempt.
Perhaps he just goofed. Either way, he found his vampiric threshold for disease, and exeeded it.
The result wasn't a cure, but a new and terrible infection. And not just an infection of the blood, but of the soul. He had made two
progeny, both at his sire's request, and at the same time he was transfigured, so were they.
Gideon was remade as the incarnation of Disease, a walking infection. He suffered the symptoms of dozens of diseases,
ranging from the common cold to leprosy, changing constantly, cycling through some bizarre pattern. Worse, whenever he fed,
and he no longer needed to feed on the sick, the mortal he drank from caught whatever disease he was suffering from at the
time. Other kindred shunned him, and laughed at the formerly proud Ventrue, now a sniffling, sneezing, runny-nosed freak. His
own sire rejected him, saying "I don't know what you've done to yourself, or to your progeny, or how you accomplished it. Nor do I
care. Until you cure yourself of this 'embarrassment' you are no longer Ventrue. Begone, foul Leper."
And so he was outcast. Worse than Caitiff. He was forced to flee Miami, since his former fellows in the Camarilla would no
longer protect him from the Sabbat. And the Sabbat feared and loathed him just for existing. Vampiric disease in any form is
anathema to them, and they did all they could to destroy him. It is a credit to Gideon that he managed to escape at all. Nobody
knows where he resides now, but in the last five years, Lepers have been seen all over Europe and the Americas. They seem to
be searching for a cure, and at least one rumor states that they seek the Salubri, hoping that if there are any left, they may be the
Lepers' salvation.

Nicknames
Pusbags, Sickies, Snotmen, Sneezers, etc.

Appearance
Not pretty. Most Lepers are men, in their mid-thirties, although this isn't always the case. They can be male or female, young or
old. Whatever else they are, they are sick. Know a Leper by his runny nose, his puffy eyes, raspy throats, fevers, sneezing,
coughing, rashes, cold sores, and all the myriad symptoms of disease. Curiously, most Lepers seem to possess the merit Baby
Face, as coughing wouldn't really be a problem when you don't breathe anyway, and fevers wouldn't inconvenience one with no
body temp.

Haven
Any place where they can look for a cure. Some follow evangelical circuits, others lurk about in hospitals. Still more seek out
gypsies or psychic healers. And still more just find a place they can be left alone in their misery.

Background
In life, nearly every Leper was a healer of some kind. Doctors, faith healers, herbalists, accupuncture specialists, and so forth,
and so on. Other cases exist when the neonate was a cruel monster who rejoiced in spreading disease like one deviant freak
who infected a blood bank's supply with HIV. It seemed poetic justice to have him suffer endless disease as his punishment.
Now his only hope is to join the others in the search for a cure.

Character Creation
Mental Attributes are almost always primary. Common knowledges include Medicine, Chemistry, Herbalism, and even Occult.
Many have three or four dots in Generation, as their founder was Sixth Generation and they've only had two years to spread. It
also helps if the new Leper has a strong will, as he could face centuries of bleary eyes and an eternity of laryngitis.

Clan Disciplines
Dominate, Fortitude, Pestilence

Weaknesses
Disease plagues the Lepers the way madness follows the Malkavs. Not only do the poor souls constantly suffer from the disease
(-1 to all social rolls), but they spread their illness to whomever they feed on. All have the Flaw: Disease Carrier. Eighth
Generation Lepers and above transmit whatever illness they are suffering at the time, Ninth and lower have one particular
disease they transmit, although their own symptoms will still vary from day to day. These cases are rarely fatal, unless too much
blood is taken. It's hard to fight off pneumonia when you're three pints low. For this reason, many lepers tend to feed on the
terminally ill, granting them the release they crave. The Sabbat fear and loathe everything they've heard of this bloodline, and
actively seek them out to destroy them, each war party knowing that if they are infected, they are not to return. The Tremere have
argued to the rest of the Camarilla that these kindred endanger them all, their spreading of disease a danger to the
Masquerade.

Organization
Lepers maintain contact with their sires, and report to them any possible cures they have found, and whatever results they find in
their experiments. In this way, should a cure be found, it will work its way up the ladder to Gideon, and when he is cured, it should
cure them all. What happens to them then is anyone's guess, but they agree that it can't be worse than what they have now.

Stereotypes
Mortals: We understand suffering as few others can. If it is ever in our power to ease ones suffering, it is our duty to do so. If that
means ending their lives, when there is no hope for them, then so be it.
Assamites: There's a rumor going around that Javier hired one of these Arabic-type killers to go after Gideon a while back.
(sniff.) Same rumor says Gideon sent him back to Saudi with a nasty case of MS. As long as they leave us alone, we're happy.
Brujah: If anybody really deserves migraines, these punks do. The old ones are okay, though.
Caitiff: More outcasts. They're okay in my book.
Followers of Set: Never met one. I've heard they're into corruption, though. Bet they'd love me, eh? (achoo!)
Giovanni: One of these once ripped my soul right out of my body. And I was so glad my soul wasn't sick too, I was crying for
days. Yeah, they're creepy, but so what? At least they don't try to fake sympathy.
Malkavian: Don't get me started. (hack, cough) They make no sense; they can't offer any real help, and if you don't piss 'em off,
they leave you alone. So don't worry about 'em.
Nosferatu: Damn, but I like these guys. They know what it's like to be outcast and reviled, you know? And nobody's better at
helping you find equipment you need. (snffle sniffle snort) Excuse me. And when you really need a place to lay low, ask a Nos.
Ravnos: Bastard took my wallet. I see him again, I give him shingles.
Salubri: I've heard they had healing powers. God, I'd sell my soul to find one.
Toreador: (Wachoo!!) The Nos are right; they're too prissy for words. A little mucus and they treat you like, well, like a leper.
Sheesh.
Tremere: Oh, you mean the clan that wants to see us all killed just because we're sick? The clan that slaughtered the only
kindred who may have been able to help us? The clan that has access to all sorts of (cough, cough, cough) all sorts of magical
secrets and shit but won't help just a little? Love 'em. Oh, yeah. Cancer's too good for 'em.
Ventrue: Mister, I am a Ventrue. I'm a little under the weather, that's all. When I get better, you'll see. They'll take us back. You'll
see.

View the Pestilence discipline.


LEPTONI
By EricMaxwel@aol.com

Background
Named for the elementary particle which electrons are made of, they are truly the physicists of the Masquerade. A very, very new
bloodline, it originating in Poland only a couple years ago. A Malkavian physicist was working on particle and quantum physics
when he discovered the true nature of reality which pushed him deeper into insanity, and gave birth to the Bloodline: Leptoni,
and the discipline: quantum.

Appearance
The Leptoni are usually either physicists or chemists of great ability, or mentally advanced teens. It is the clan's ideal that the only
good ones to sire are those exhibiting great kinetic energy or those displaying great potential energy.

Haven
The scientists usually spend most of their time in their labs, or in a haven near a laboratory. Many of the teens still live with their
mortal parents; the teens tell their parents and bind their tongues about the issue. If the parent doesn't want an undead living in
their house, the teen runs away, usually living on the streets.

Clan Disciplines
Auspex, Obfuscate, Quantum

Weaknesses
The Elders gain the flaw: Absent Minded. The youngers gain the flaw: Shy.

Organization
The scientists usually meet up with one another to talk about their recent discoveries, while the teens have a 6th sense about
who is like them, and they enjoy talking frequently, but other than that there is no other organization.

Concepts
Scientist (duh) is a good one, but any really is good.

Character Creation
Mental and Knowledges are always primary. Anyone can be sired as long as they're very intellegent. The bloodline is mostly in
the USA and Europe, but, no one really kept track of it.

Gaining Clan Prestige


For the scientists it gains great prestige by discovering the truth about a mystery that plagued humanity; the teens usually don't
care about prestige.

Clan Quote
"How can you know what is truth when reality is so easily manipulated?"
LESSER GANGREL
There is always a point where one gets a little over-zealous. The Setites wanted a clan to end all clans. They wanted that which would
destroy Kindred and enslave Kine. They just may very well have gotten it. The poor fools didn't know what hit them.
In 1948, the Setites and the Tremere got together and threw onto the platter a Gangrel who had already been corrupted and perverted
beyond recognition. They then added Nosferatu, Samedi, Lacconian, Tzimisce, Setite, Blight, Apophisite, and some vary grotesque
Faerie blood into the cauldron. No one dares remember what came out, and of the few that survived, they were Deranged beyond
compare.
What did come out was incomprehensible to the human mind. One can see it, but one cannot understand what one sees, and in a
desperate attempt to perceive it, the mind warps and corrupts itself until it is finally unrecognizable as human.
Thus began a spree of insanity, murder, and Diabelerie unparalleled in history. You have the Setites to blame, and this scourge will be
with us for a long, long time.
Nickname: Beg pardon? You want me to THINK about it?
Appearance: Incomprehensibly hideous. How can one describe the indescribable? Just say that the great Sin approaches, or
something, and leave it to their imagination.
Haven: Anywhere secluded. (Of course, around the Lesser Gangrel, ANYWHERE is secluded in two seconds.)
Background: Presumably (read: hopefully), there is only the one around, that poor Gangrel fuck. They say he's eased off. They say
conversion only made him frenzy a long, arduous frenzy. (I'd buy it.)
Character Generation: As you would a Gangrel.
Disciplines: Lacconis, Protean, Serpentis
Weakness: For every round viewed, the viewers must make a Willpower roll, difficulty 10, or 8 for Nosferatu, Samedi, or those with
the Disfigured Flaw, or 6 for those who are Monstrous. Malkavians and Malkavian antitribu subtract two from the difficulty. Success
means normal movement. Failure means a Derangement. Botch means two Derangements and freezing up in terror, or, at Player and
Storyteller discretion, a loss of one Humanity. They say this will go away with Golconda. (Even Kindred are praying.)
Quote: No one is around him long enough to collect one.
Storytellers: This is probably only to be left in the domain of the Storyteller Character, because the Lesser Gangrel cannot interact in
any positive way.
View lacconis discipline.
LICH
By Strutinan Cerberus (abrein@jeffnet.org)

Not So Easy Prey


Shank was currently sitting at a back table in his Sire`s favorite dive. He knew he was taking a big risk telling this to Johny Two
Tongue. Johny was not known among their fellow undead as being kind to those who were weaker than him, even if it was a
momentary weakness.
"Johny, I`m hungry."
After a couple of minutes under Johny`s blow torch glare, Shank was filled with relief when his Sire broke out into a rare grin and
confessed his own hunger. "I know an easy enough mark. Consider him to be your emancipation gift."
Shank was ecstatic. After three years of almost continual beatings and humiliation, Johny was finally going to present him to the
prince! This news was so startling and welcome that Shank didn`t notice that Johny`s grin had not left his face.
An hour later Shank was in a parking garage waiting for his sire to arrive when he saw Johny drive up and park beside him, his
cell phone antenna contracting as he hung up the receiver.
Johny spoke with barely restrained eagerness, "He`ll be walking along the sidewalk on the other side of the street in a couple of
minutes. You can`t miss him; he`ll be wearing a Klingon uniform."
Puzzlement temporarily replaced Shank`s suspicion of Johny`s behavior. "Is he a trekkie or something?" When his Sire failed to
respond Johny became doubly suspicious. What was the old Brujah up to? Was this some sort of test to see if he was worthy of
emancipation? Was this `easy mark` someone`s ghoul, or maybe even another one of the kindred? Shank had heard rumours
about Johny being a diabolist, even about his destruction of his previous childer. Was he supposed to be killed by this blood
bag or was he supposed to follow in his Sire`s footsteps?
Just then Shank spotted the night`s meal accross the street, an old man in a trekkie`s make believe Klingon uniform. Pitiful, the
old gaffer must have been a hundred. He looked at Johny to see if his Sire wanted to do the deed himself, but Johny just
motioned that the geezer was all his. Delighted, Shank ran accross the street and with one Potence boosted punch sent the old
man hurling into a wall to lie crumpled at its base. When he bent down to grab an arm and dig in, Shank was amazed to have the
mark`s arm reach up and touch his face.
Shank struggled to pull away but was held fast by countless hands that he could not see, only feel. Johny came into his field of
vision as the old man finished realigning his bones into their proper positions and stood up. "See Mark, I told he would be an
easy target."
"Are you sure you want to get rid of this one Johny? That was a pretty good hit he gave me. Best one yet."
"I don`t care. If he had half a brain he would have been suspicious of an old guy in a trekkie outfit walking home, in this
neigborhood, at five a.m."
"Well then, I`ll have those pictures you wanted in your car by sunset."
"Nice doing business with you Mark."

Author's Notes
I made this bloodline for my alternate LA chronicle just before White Wolf published anything about Embraced Euthanatos. While
they might not be as powerful as those magi are, these Liches will definitely spice up any chronicle. Even though they are only
thirty-odd yers old as a Bloodline and based in LA they can be found in almost any major city in North America due to an
aggressive breeding campaign.

History
It all started in 1950 when a Samedi named Jose Martin moved to Los Angeles. He came seeking a place where he could enjoy
his new passion for war games with others who would not notice that he could only play at night.
One night in 1955 he saw a small group of people playing something called a role-playing game, and was intrigued when one of
them said, "I`ll stake the vampire guard; you two go for the Lich." Wondering what was going on, Jose introduced himself and
became a regular participant in their games. One of the other players, a guy named Timothy, was always asking questions
about the undead they came across and trying to gather more supernatural power for himself.
After a few weeks, Jose met with Timothy outside of the group and offered to tell him all about the undead as well as give him
true supernatural power. What self-respecting death obsessed gamer would not take him up on the offer?
After the Embrace, Jose noticed that Timothy didn`t rot, but grew older. His grasp of the Samedi`s disciplines was abyssmal,
but Timothy compensated by picking up Thaumaturgy an his own and developing two new disciplines out of whole cloth.
Realizing that Timothy had become something entirely new, Jose bade him to hide his relationship to the Samedi in order to
avoid their stigma, and to diablerize him so that his secret could never be revealed by casual inspection of Jose`s aura. With
bloody tears Timothy granted his Sire`s last wish.
Timothy then started embracing the gaming group, and the five of them presented themselves to the prince as members of a
neutral bloodine known as Liches in 1959.
Today the Liches are a small network of undead concerned with the acquisition of magical knowledge for themselves an their
clan as well as the enjoyment of hobby games such as miniatures board games, RPGs and most recently (as well as avidly)
Magic the Gathering. They can be contacted at most major gaming conventions and competitions (in which they almost always
win). The oldest known Lich is Timothy, the head of the bloodline, who is seventh generation due to the diablerie of his Sire.

Nickname
Old Men or Gameheads

Appearance
Liches invariably look to be about a hundred years old, regardless of their true age. No discipline, ritual or magick below fifth
level can change this for more than one night. As an interesting note they never seem to go bald, even regrowing lost hair after
their Embrace.

Haven
Liches like their havens to be either near some sort of gaming center or to be as inpenetrable as possible. Some have gone so
far as to hollow out portions of the ground and fill it with whatever amenities they can jury rig as well as fortifying the surrounding
rock with spells against detection and entrance by others.

Character Creation
Most Liches were either gamers with an interest in the occult or occultists with an interest in gaming. Their Mental Attributes are
Primary and they must have a minimum score of three in Occult and Gaming. Due to the bloodline`s close-knit membership all
Liches must have at least one point in Contacts.

Disciplines
Necroaegis, Necropotence, Thaumaturgy

Weaknesses
All Liches have a one dot maximum for their Appearance and three dot maximum for their Strength due to their advanced
physical age.

Organization
Liches periodically gather in groups to hold their own games as well as trade in magical lore. Being very respectful of skill they
award status to anyone who does good at the games or presents a new tidbit of magical lore that is particularly inspired or
useful.

Quote
"Are you brain-dead? You can't fireball something with Protection from Red! Do you have Protection from Red? No? (sound of
crackling flames mixed with a high pitched scream) Good."

Stereotypes
Camarilla: They are a useful organization to use in collecting, but never forget that they would happily steal your collection.
Upstart bastards! They are not nearly as powerful as they pretend to be. We will destroy them soon. We really will. Really.
-- Alexander Romanov, Tremere, head of LA chantry
Sabbat: They are dangerous and unpredictable. Never show them anything but your strength and confidence or they will tear you
down.

Creapy little things, but more useful alive than dead.


-- Crankcase, Losombra bishop
Werewolves: They know a lot about magic but are miserly with that power and very anti-social. Avoid them at all costs, unless
you can swipe something from them.

Lousy thieves are worse than a Ragabash cleptomaniac.


-- Steelmoon, Silver Fang Ahroun
Mages: Our brothers in knowledge and our worst enemies. Harvest the friendship of those that follow the Traditions but destroy
those that flock to the banner of the Technocracy.

They know how to enjoy themselves and share our passion for magick. They are soulmates.
-- Smokey the Beer, Cult of Ecstacy mage
LIGHT BEARERS
By SlpStck@aol.com

Description
Centuries before the Kindred world had heard the names "Sabbat" or "Camarilla", there was a fissure within the Clan
Lasombra. A man named Lorenzo del Claro was Embraced, and was brought into the fold of the Lasombra. However, there was
one small problem. He refused, to the very being of his soul, to learn Obtenebration. He hated the powers of the shadow that his
clan controlled, and felt it was his destiny, his very mission in life, to make them change there ways. He failed.
He was beaten, hung, whipped, and almost beheaded. He would have died, if the Elder of Clan Lasombra had not intervened.
"He has decided on his own destruction. He detests the shadow, and thus, shall be destroyed by the light. Let him see Sol!"
They tied him, and left him in the middle of nowhere, to wait for the Sun. He never saw it.
A wondering pilgrim heard the commotion as the Kindred tied the helpless Lorenzo to a single tree, to wait for the Sun. As soon
as they had left, he helped the Vampire, not knowing what he was. Feeling indebted to the man, Lorenzo did not drain him.
"What did you do," the man asked, "to deserve being tied to a tree by such . . . savages?"
"I disagreed with them," Lorenzo said softly.
"What about?" the man asked.
"I . . . cannot say."
"Because of the fact that you are a vampyr? A creature of the night? The Damned offspring of Caine?" the man asked, softly.
"What? How?" Lorenzo stammered, confused.
"My young friend," the man said, smiling. "I have many ways to tell such things. My eyes can see more then a normal man. My
ears can hear more. I have lived for more years then I care to recall."
"But, what are you?" Lorenzo asked, bewildered.
"My people call me an Ishmaelite. I was given the Sacred Rite of Rebirth, and I cannot die." He said, slowly. "I am a wonderer,
shunned by my people, the Shemsu-Heru. I believe your people call us Mummies."
"But, why did you help me?"
"Because, I saw you in danger, and thought you could use some help." With that, the man left. Lorenzo tried to follow him, but it
was to near to dawn. He needed shelter. He found a small, uninhabited cave not far from the tree, and slept there till the next
night.
For many centuries, Lorenzo wondered, trying to find a way to rid himself of the powers of his clan, the Sombra Magia, or, the
Shadow Magic. He began to give up hope, when he was confronted by a man, very familiar, that he couldn't place. "It has been a
long time, hasn't it?"
"Who are you? I know you, and yet, I don't!"
"Do you forget someone who saved your life so soon?"
"The Mummy!" Lorenzo whispered.
"Yes."
"How did you find me?"
"I have followed you since that night, all those years ago. I know where you've been, what you've done, who you've killed. More
importantly, I know of your quest, to rid yourself of Obtenebration."
"Can you help me?" Lorenzo asked, excited.
"I can try. But," he said. "I cannot guarantee any success. We may both die should I try this. And you have no way of returning, as
I do."
"I don't care! I would rather die, then live with this darkness inside me!"
"Then meet me here, in one year. I need this time to gather the ingredients," With a swift turn, the man left.
One year later, Lorenzo waited as the man told him to. Finally, an hour before dawn, he appeared. He carried an odd, yellowish
colored liquid in a clear chalice. It seemed to sparkle as Lorenzo remembered the sun sparkling. "Drink this, just before dawn.
The magic needs the light of the sun to work, and the reaction between the potion, my spell, and your vampiric body may be
disastrous." He slowly handed the chalice to Lorenzo. One hour later, Lorenzo drank the potion as the sun rose over the near by
mountains. His body felt like it was on fire, yet he knew it was not. Suddenly, he was afraid as the darkness overwhelmed him,
and he lay still. The Mummy collapsed, exhausted from his powerful spell. He drug the Lasombra's body into a small, secluded
house, shut up, so that he could sleep.
Awaking the next day, Lorenzo felt strange, as if a heavy weight had been lifted off his shoulders. The room seemed to be
brighter, less shadow-filled. He smiled, then laughed for joy. It worked! It Worked! He looked around for the Mummy, who was no
where to be found. Instead, he found a note. He walked over to it, and read it. "To my dear friend, Lorenzo. It seems that my spell
and potion worked. As you rested, I watched over you, checking to make sure that you had not . . . expired. I decided to rest for a
short while, and when I awoke, I saw your reflection in the mirror I had placed by you. I wish you the best, but cannot wait for you
to awaken. In my weakened state, I must head for one of my tombs, to prepare for my next death. One other thing. I suggest you
try and see if the potion caused any other side affects. We may have gotten rid of your Obtenebration, but you may have gotten
something worse, or even better, in return. Farewell."

It had. As he read the letter, Lorenzo noticed that no lantern was lit, but he could see quite well. In fact, he was producing the light
he saw. He quickly tried to do other things, discovering exactly he could, and could not do.
Ecstatic, he headed for the nearest Princedom, and asked that the Prince, known for his humane treatment of Caitiff, to admit
him as one, and to allow him a childe. The Prince did, and thus was started the Claro Portador, the Light Bearers.

Disciplines
Auspex, Potence, Radiance

Weakness
A Light Bearer is affectively considered to be two generations higher when dominated. In other words, an 11th generation Light
Bearer can be Dominated by a 13th generation Kindred. Also, they have a harder time learning this discipline. They must have
someone to teach them every level of Dominate. Also, if you use the Merits and Flaws optional rule, the Merit: Iron Will only
makes them tougher to Dominate, not unaffected by it. Should a Light Bearer have Iron Mind, he is considered to be of his true
generation.
LOKI
By Brian Connors (connorbd@bc.edu) (27 March 1996)

Author's Notes
The Loki bloodline is a Scandinavian offshoot of the Tzimisce (supposedly) with several distinct similarities to the Ravnos. They
are nasty buggers to deal with, and most Kindred hope only that their proclivities for twisted and lethal pranking are never turned
against Kindred. They are mostly extinct in modern times. FWIW, they are inspired by the movie The Mask, though virtually none
of the comedy carries through, this being after all Gothic-Punk.

History
"SSSSSSSSMOKIN'!"
-- "Stanley Ipkiss," The Mask
In modern times, there are few Loki left. Essentially a clan of Caitiff now, they have become subsumed into the legions of the
Sabbat and often are assumed to be Ravnos antitribu. The unlucky few who treat them that way are generally sorry afterwards.
The origins of the Loki are lost in the mists of time. It is known that they are a bloodline that developed in the high Arctic reaches
of Norway, and virtually all are of Lappish or Norse blood. As of 1198, they have penetrated as far south as Bavaria, with heavy
non-Scandinavian concentrations in Muscovy, Lithuania, Karelia, and Western Siberia.
No one knows whether the Loki are a bloodline or a true clan; though they have affinities with the Ventrue and the Tzimisce, their
comportment is more like that of the Brujah or Malkavians, and their attitude is more than a little like that of the Ravnos. The lore
of the Loki would have you believe that they are brothers to no one, a distinct possibility given that few have ever met a Ravnos.
The Loki are fiercely loyal to each other and their childer only, treating all others as targets. They style themselves after the
lethally mischievous Norse God Loki, who some within the line claim was their Kindred ancestor. This ancestor is to this day a
mystery creature, and a constant subject of debate among Northern European Kindred.
The first Loki were sired in the far northern reaches of what the Greeks called Hyperborea, the frozen north that is the home of
the Norsemen and the Lapps, the place where the night lasts six months. The Loki have therefore developed a small amount of
light resistance, in the form of the Sunnkraftet discipline, which allows them to operate in the low-light conditions of the Arctic day
without suffering the ill effects of the sun. Sunnkraftet also allows them to enter what is essentially a deep-frozen form of torpor, in
which they can store sun energy and bloodpoints to thaw themselves out when darkness returns.
In many ways the Loki remind the more traveled Kindred of what might be called Dark Ravnos. They are pranksters, but their
pranks are deadly serious. Loki will often set up an elaborate trap for an enemy, leaving the quarry trapped without knowing it
until the pack of Kindred who built the trap overwhelm the target. Many Loki have learned the Tzimisce discipline Vicissitude,
used primarily as a deadly trick to gain the confidence of the intended victim. In general, they do not direct their deadliest tricks
towards Kindred, but it is not unknown, and to trust a Loki with your life is always a mistake.
Loki follow what can only be called a Malkavian-tinged variation of the Via Paradocis, a twisted and dangerous variant that
would cause a mage no end of worry were she to witness it. The Braegnnrendenrad (Path of the Twisted Mind) begins with
pranking and ends with plans for vengeance, induced insanity, and assassination that most victims go to their grave unaware of,
even when the effects are truly unmistakable. When death is not what is called for, the Loki can inflict mental damage of a level
that only the most deranged of Malkavians can appreciate or convince someone that their world is being utterly warped to a
degree that they cannot deal with.
Though Christianity is common among the Scandinavians, one of the cornerstones of Loki society is that the Norse gods
continue to be worshipped. Also, the runic writing of the early Germanic peoples is still in use among the Loki, though it is on the
decline.

Clan Weaknesses
When bothered, Loki must spend a willpower point in order to avoid the compulsion to begin developing elaborate revenge
plans against the interloper. If the intended victim is another vampire, make a willpower check (difficulty 5) in order to get out of
spending the point.
Also, many Loki feed from Garou victims frequently; as a result, frenzy is in general much more difficult for a Loki to resist.

Clan disciplines
Vicissitude, Chimerstry, Sunnkraftet

Stereotypes
Assamites: Too blunt in their approach, and too focused on their fellow Kindred. It will all come down on them some day.
"They fool around too much in their work. Still, they are quite effective against mortals."
-- Yusuf al-Baghdadi, Assamite, Baghdad
Brujah: Obnoxious, but useful. If you can get one to trust you, exempting that Brujah from your plans may be a good way to get
help with a scheme.

"Hold one down and I'll show you what I think of them."
-- Aelfred Henrigson, Brujah, Frisian Islands
Cappadocians: Morbid bastards. Though if you wish to scare someone, having a Kappadoker do up a corpse or two for you
can be a very effective piece of work.

"We will occasionally work with them, but it has become wise to never ask questions."
-- Lorenzo Giovanni, Cappadocian (Giovanni bloodline), Veneixia
Gangrel: Competition. They are not to be welcomed.
"This habit they have of feeding on Lupines... if they were ever to turn on Kindred, they would be the most dangerous of all,
worse even than the children of Haqim."
-- Heide Gronarbeiterin, Gangrel, Nuremburg
Lasombra: If they didn't actually get things done, they'd be no better than the Ventrue.
"Nowhere in my dealings with other Kindred have I come across such deranged beings. Even the Malkavians can be
trusted."
-- Gonsalvo, Lasombra Prince, Leon
Malkavians: They have it all wrong. A vampire must know where to go with her capabilities, and they don't bother.
Nosferatu: Lurkers. And only that. Ignore them; they will never bother you and they have nothing at all to offer us.
"Watch out for the Northerners. They will ruin you given any chance."
-- Razvan Lexandrovici, Nosferatu, Bessarabia
Ravnos: Trust one of them? Would you trust us?
"Do they not understand the path they follow? Morons, all of them. Life is for fun."
-- Zeynep, Ravnos, Smyrna
Salubri: So few are they. Prank them, perhaps, but the Tremere have more important worries than these few.
Setites: Few come far enough north to meet. If one does, kill him immediately.
"We know them only by reputation. We welcome them, should they ever leave their frozen strongholds."
-- Abdul, Setite, Malta
Toreador: What exactly are they up to? They can't be that interested in civilization, such as it's laughably called.
"If they could, they would shatter all we have built. Some say they have already."
-- Omar al-Saragossi, Toreador, Zaragoza
Tremere: We dealt with them in the old days, before the Embrace. Our influence runs strong among their elders, such as they
are, but their fixation with the Salubri is worrying.
"A danger to us and our secrets from time immemorial. We must end their reign before we are destroyed."
-- Last words, Tremere
Tzimisce: We owe them for what they've taught us, but it's not a debt we enjoy having. They are to be paid back in full, then...
we'll see.

"Interesting beings, but no better than common thieves. If you can pick them out, show them what they're like before you kill
them."
-- Aleksej Bogdanovich' Hljebov, Tzimisce Prince, Novgorod
Ventrue: Odhinn forbid that these beings realize their power. They are so weak they would be annihilated instantly.
"Dangerous beings indeed. To even think they come from among us is scary."
-- Sean FitzMaurice, Ventrue, Baile Atha Cliath
Garou: There is nothing more fun in life than to take these monstrosities down. And the power of their blood provides us well
with our livelihood.
THE LOST KIN
By Pato - The lost Duck (W_god@hotmail.com)

Introduction
"People are strange
When you are a stranger
Faces look ugly
When you are alone"
-- The Doors, People are Strange
The Lost Kin are a vampire clan based on the vampires shown on the 80's film The Lost Boys.
They have several differences with other kindred. They are a lot more like the movie vampire stereotype and are weaker than
most kindred in many ways, although they compensate with their superhuman physical prowess and their innate ability to fly. The
history is an assumption at best, but I think it is accurate for a start. Most of all these vampires are meant to be fun to role-play,
so always remember the golden rule. If you don't like a rule, don't use it.

History
"One thing about living in Santa Carla I never could stomach: all the damn vampires."
-- Grandpa, The Lost Boys
The origin of the lost kin is not quite clear. However they are very different from kindred and are probably the product of a mixture
of bloodlines, resulting in their strange ways.
For starters, they can Embrace mortals without drinking their blood. If you drink a clan member's blood, you become a vampire;
the higher the rank of the blood taken, the faster you become a vampire. The Elders of this clan resemble kindred a bit more,
and their Embrace is through normal means, resulting in a more powerful offspring. The general rule of this is dictated in
Organization, below.
Their base of operation is Santa Carla, but they could very well be spread all over the world.

Nickname
Lost Boys, De-generations (as an insult)

Appearance
"You'll never grow old Michael, and you'll never die.
But you must feed . . . ."
-- David, The Lost Boys
The Lost Kin embrace young ones as a general rule. They are anarchists to an extent and tend to forget the rules of the
Camarilla, creating childer without the Prince's approval. For this reason, they are extremely good at hiding and escaping (no
point in having preternatural strength when a Gangrel can easily sink his claw in your chest and kill you).
During the 80s a massive Embracing of this clan took place, so the members spread all over the world generally look and dress
like 80s new agers and singers. They have a decadent air around them, and the newest ones should be dressed in punk-gothic
or neo-gothic attires.

Haven
Usually a cave near a city or an underground complex (abandoned). Because of the way in which they sleep, there must be a big
ceiling in the refuge.
Advantages and Weaknesses
"I think I should warn you all, when a vampire buys it, it's never a pretty sight. No two blood suckers go out the same way.
Some yell and scream. Some go quietly, some explode, some implode. But All will try to take you with them."
-- Edgar Frog, The Lost Boys
All members of the clan (including half-vampires) can fly and have supernatural strength and agility. When a human drinks the
blood from one of the members of this clan he is in effect a half-vampire, and until he makes his first kill, he will stay this way.
However as the days pass he suffers the Hunger and must spend Willpower points to stop himself from killing. If the vampire's
Elder is killed (not necessarily his sire) he will return to his human state, but once he becomes an immortal, this can never be
reversed. Half-vampire characters get the clan Advantages and weaknesses but are unable to use the disciplines.
The Clans weaknesses are numerous. They are affected by holy water due to a genetic defect which originates in the Elder's
mind. The ancestors of this clan probably had a very strong belief that holy water would indeed burn them. Over the centuries,
this fear has become a reality through an unconscious auto-manipulation of the Mindar discipline. A stake through the heart will
in effect kill these vampires; if Lost kin is damaged with a stake to the point of incapacitated, he dies. The death of these
vampires is as varied as the Storyteller's imagination. Animals have an animosity towards the smell (humans do not sense it)
that the Kin emanate, so they attack them fiercely. The Lost Kin sleep upside down, like bats.

Character Creation
All of the Lost Kin get one extra point in all physical traits after the character creation process to reflect their unnatural strength
and agility. All of the lost Kin can fly -- the maneuvering is made with Dexterity + Athletics rolls, and all attacks while flying are
considered +1.

Half Vampire
Attributes: 7/5/3
Abilities: 13/9/5
Background: 5
Virtues: 7
Disciplines: 0
Freebie points: 15
Blood pool: Normal
Remember that every night the half-vampire will lose a blood point, and will be more and more susceptible to a frenzy attack. He
must use Willpower to stop these.

Vampire
Attributes: 7/5/3
Abilities: 13/9/5
Background: 5
Virtues: 7
Disciplines: 3
Freebie points: 15
Blood Pool: Normal

Gang leader
Attributes: 7/5/3
Abilities: 13/9/3
Background: 7
Virtues: 10
Disciplines: 4
Freebie points: 15
Blood pool: +1

Elder

Use the normal Elder creation chart (Vampire the masquerade 2nd edition, Antagonists) or pretend the elder is always at least
two generations older than his childer.

Disciplines
The clan's discipline is Mindar. They also use Celerity and Fortitude.

Organization
It's mostly like a family. A "parent" Elder makes a Childe, who is to be the Gang leader. This leader makes some more
vampires, and they act like a Pack or group. Their feeding fancies tend to be quite brutal.

Quote
"Join us..."
-- David, The Lost Boys

Stereotypes
They have a very simple philosophical insight about the other Kindred and creatures: "Fuck 'em!!"
LOTHORIAN
By Jack Dracula (5 May 93)

Author's notes
My sources for the following are the original script to The Lost Boys , a prospective script to Lost Boys 2, and also the films Lost
Boys and Buffy The Vampire Slayer. This work by no means intends to step on the copyrights for any of the above or the
copyrights of White Wolf's Storyteller Games. This info is for free use, but if you want to make me happy, use me as an NPC. It's
fun.
--JD

Nickname
Lost Boys

History
The origins of the Lothorian bloodline remain a mystery to this day. None of its members known are older than Seventh
generation. All of the research presented here comes from Ahab, a Malkavian who has dedicated himself to discovering the
final dichotomy of truth.
The roots of the Lothorian have been traced deep behind the Silk Curtain. While the founder of the line is unknown, all of the
earliest practitioners are Oriental. Ahab reports to have contacted a few, and gives us the following:
The Lothorian (not the original name, obviously) is one of four bloodlines dedicated to the five elements. The Lothorian line is of
the Air; these five lines work in concert and opposition to one another. This explanation, while still an enigma, is supported by
two pieces of evidence very strongly: The hatred by the lycanthropes (Earth=Gaia) as well as their unique weakness, to be
discussed later.
(For the reader's interest, no information is yet available on the other four lines.)
But this long tradition from the Orient has little impact on the Neonates. This is partly due to the reticence of the Oriental Kindred.
But the real problem is that of the Lothorian traditions. In the Embrace, the lone Lothorian will embrace a handful of childer at
once, teaching them little more than survival. They are taught nothing of the Traditions of the Camarilla; they usually learn nothing
at all of other Kindred. This lack of education has led to their defeat time and time again (and if one survives, he teaches his
brood just as he was taught, perpetuating the cycle of ignorance.) Their defeats have been at the hands of inexperienced
hunters, raging Lupines, and other occasional horrors (like the one brood that was haunted by a Hunter who kept being
reincarnated.) Rumor also holds that the Oriental sect of the clan will hire kindred to destroy these young upstarts.
The Neonates of the clan, these packs, are Anarchs of the worst kind. They break the Masquerade at will, running the streets like
an immortal gang. So far, their activities have been confined to the Anarch Free States and surrounding territories. Most Princes
know little of this line, identifying them as simple Caitiff, or more commonly, Sabbat. The Sabbat, on the other claw, knows of the
Lothorian powers, and are quite interested in using this clan for their own ends.
The Broods are always started by a Master Vamp, who then Embraces the rest. Sometimes, he Embraces one who he then has
embrace the rest, thus keeping the masses with weaker power. Neonates are always observed as humans, chosen for their
strength or appearance. These chosen are made into Ghouls first, and then after they prove their worth, are made one of the line.
Those deemed unworthy are lunch.
All members are bound to the master, sometimes unwittingly (such as with a wine bottle to be passed around.) Even the Ghouls
are bound to this. The first embraced by the master works as a sort of second-in-command, and may or may not be seen as the
master.

Appearance
Young toughs, almost all are chosen from their late teens or early twenties. The rumors of James Dean as Kindred come from
one brood in San Francisco, who was chosen just for that very reason.

Havens
The brood usually keeps a communal haven, in some abandoned place far from the hunt. Some old forgotten haunt is
preferrable, like an abandoned hotel, or an old '50s bomb shelter. And travel is never a problem...

Backgrounds
Misfits and Anarchs of the youth culture, always Ghouled before Embraced.

Character Creation
Nature and Demeanor favorites are Rebel, Deviant, Jester, and Bravo, although all bets are off for the Nature in some cases.
Physical attributes & Talents are primary.

Clan Disciplines
Icarus, Potence, Protean

Culture
Ignored by Camarilla in most cases, hunted by them in the others. They appear to have some long-lost tie to the Gangrel, but if
this was true, it was probably a marriage of convenience. They have recently started making forays out of the Anarch Free
States, but with little success.

Weakness
The true Line weakness is a throwback from their roots: A stake to the heart will kill them. Final Death. Also, due to their lack of
education, Hollywood-itis runs rampant. Many end up with flaws of Cast No Reflection, Repelled By Garlic, and Repelled by
Religious Objects.

The Double Edged Razor


There is one great secret of the Lothorian, guarded by those of high generation (who have little to no contact with each other,
ever.) This cannot be explained, only observed. If a Lothorian has a full Blood Pool, and is invited into a house by the master of
the house, all vampiric weaknesses and powers are negated. Blood pumps the heart, she can eat food, (please note the aura
remains pale) skin temperature rises. The Vampire is human to all who view him. (He is, however, still vulnerable to sunlight, fire,
and the stake.) If the Lothorian is not invited or the invitation is repealed, all bets are off. Remember, this secret is closedly
guarded by the higher generations: no one else knows of it, much less how they do it.

Humanity
Most Lothorians lose their humanity while Ghouled. Their brutal practices strip away what little they have. Most seem to follow the
Path Of Cathari.

Afterward
Imprimis, remember that all the names used in this article are the American names. The Oriental names are much different, as is
their entire outlook. Secundus, the Oriental Kindred logically would have different sorts of disciplines, as well as being more
powerful due to their higher generation. More information will be made available as it is discovered by Ahab, who is still
researching this enigma behind the Silk Curtain.

View Icarus discipline.


LOTHORIANS (revised)
Revised by Justin Whitney (Ravnos101@aol.com), based on the the Lothorians by Jack Dracula.

Reviser's Notes
When I saw The Lost Boys I loved it and I'm sure everyone else who plays Vampire did too. Well, anyway, after I read Jack
Dracula's original article, I was a bit confused. I decided to give the Lothorians an alternate background. I thought that most of
the Vampires looked like they were Ravnos. (Hey, if you wanna kick my ass about how Keifer Sutherland and Ed Herrman didn't
look like Gypsies, it's the make-up artist's fault, not mine... so go kick his ass) My views also direct to the part of the movie where
David used Chimerstry to make the rice look like maggots and the noodles look like worms. Gee there's a possible use of Fatta
Morgan. Anyways... I hope you enjoy my version of Bloodline Lothorian, but read the whole thing before you judge it. I have also
included my Discipline of Levis (there may be another Discipline with similar name/power, but I made this one up last night while
watching Rhoda, so if people say I'm using the name/effects of the power, sorry!) that way you don't have to wait for the bitch of a
load time clicking around to find it. Enjoy !!!!

Nickname
The Lost Boys

History
The origins of the Lothorian bloodline remain a mystery to this day. None of its members known are older than Seventh
generation. All of the research presented here comes from Ahab, a Malkavian who has dedicated himself to discovering the
final dichotomy of truth.
It is believed that the Lothorians are an distant extension of the Clan Ravnos which would explain their lifestyles, appearance,
and natures. This information comes from a Ravnos elder, Santinum, who now resides in Europe, searching for a ring he had
stolen from a Tremere Justicar in the past. This ancient Vampire may just know the secret to the Lothorian's creation, but he isn't
telling anyone.
During the Embrace, the lone Lothorian will embrace a handful of childer at once, teaching them little more than survival. They
are taught nothing of the Traditions of the Camarilla; they usually learn nothing at all of other Kindred. This lack of education has
led to their defeat time and time again (and if one survives, he teaches his brood just as he was taught, perpetuating the cycle of
ignorance.) Their defeats have been at the hands of inexperienced hunters, raging Lupines, and other occasional horrors (like
the one brood that was haunted by a Hunter who kept being reincarnated.) Rumor also holds that an Oriental sect of the clan will
hire kindred to destroy these young upstarts. The Neonates of the clan, these packs, are Anarchs of the worst kind. They break
the Masquerade at will, running the streets like an immortal gang. So far, their activities have been confined to the Anarch Free
States and surrounding territories. Most Princes know little of this line, identifying them as simple Caitiff, or more commonly,
Sabbat. The Sabbat, on the other claw, knows of the Lothorian powers, and are quite interested in using this clan for their own
ends. The Broods are always started by a Master Vamp, who then Embraces the rest. Sometimes, he Embraces one whom he
then has embrace the rest, thus keeping the masses with weaker power. Neonates are always observed as humans, chosen for
their strength or appearance. Those chosen are made into Ghouls first, and then after they prove their worth, are made one of
the line. Those deemed unworthy are lunch. All members are bound to the master, sometimes unwittingly (such as with a wine
bottle to be passed around.) Even the Ghouls are bound to this. The first embraced by the master works as a sort of second-in-
command, and may or may not be seen as the master.

Appearance
Young toughs, almost all are chosen from their late teens or early twenties. The rumors of James Dean as Kindred come from
one brood in San Francisco who were chosen just for that very reason.

Havens
The brood usually keeps a communal haven in some abandoned place far from the hunt. Some old forgotten haunt is preferable,
like an abandoned hotel, or an old '50s bomb shelter. And travel is never a problem...

Backgrounds
Misfits and Anarchs of the youth culture, always Ghouled before Embraced. Being ghouled also gives the Lothorians an
advantage, all have a rating of 3 in Potence upon being embraced though this isn't a Clan discipline all ghouls acquire it upon
being giving the Vampire blood.

Character Creation
Nature and Demeanor favorites are Rebel, Deviant, Jester, and Bravo, although all bets are off for the Nature in some cases.
Physical attributes and Talents are primary.

Clan Disciplines
Levis, Chimerstry, Protean

Culture
Ignored by Camarilla in most cases, hunted by them in the others. They appear to have some long-lost tie to the Gangrel, but if
this was true, it was probably a marriage of convenience. They have recently started making forays out of the Anarch Free
States, but with little success.

Weaknesses
True Lore: The Lothorians possess the flaws Repulsed by Garlic and Repelled by Crosses (oh fun) and their appearence in the
mirror is transpearent. Holy water does damage to the Lothorians as well. The damage is as follows. For a part of the body that
is soaked, hand/ arm) Holy water does 1 point of Damage per a turn, and when whole body is exposed the Holy water does 1
point of Aggravated damage and one point of normal damage per a turn. Getting hit with Holy Water from a water pistol just
burns the vampire and makes him angry; this may cause a frenzy, the difficulty to resist is 7. Wooden stakes do an additional 3
health levels of damage to Lothorians. Therefore instead of the damage being Strength +2, they take Strength +5

The Double Edged Razor


There is one great secret of the Lothorian, guarded by those of high generation (who have little to no contact with each other,
ever.) This cannot be explained, only observed. If a Lothorian has a full Blood Pool, and is invited into a house by the master of
the house, all vampiric weaknesses and powers are negated. Blood pumps the heart, she can eat food, (please note the aura
remains pale) skin temperature rises. The Vampire is human to all who view him. (He is, however, still vulnerable to sunlight, fire,
and the stake.) If the Lothorian is not invited or the invitation is repealed, all bets are off. Remember, this secret is closedly
guarded by the higher generations: no one else knows of it, much less how they do it.

Humanity
Most Lothorians lose their humanity while Ghouled. Their brutal practices strip away what little they have. Most seem to follow the
Path Of Cathari.

Afterward
Imprimis, remember that all the names used in this article are the American names. The Oriental names are much different, as is
their entire outlook. Secundus, the Oriental Kindred logically would have different sorts of disciplinees, as well as being more
powerful due to their higher generation. More information will be made available as it is discovered by Ahab, who is still
researching this enigma behind the Silk Curtain.
LUMBERJACKS OF CAINE
By Ryan LaBarge (neoenzo@geocities.com)

Bloodline
Lumberjacks of Caine

Nicknames
Fucking terds, "those scary little things that wear flannel", LOC

Origins
The Lumberjacks of Caine are a relatively new Bloodline. The line started when Rumples, a 4th generation member of the
Children of Caine, Embraced a lumberjack named Scott. And through this twisted marriage came the Lumberjacks of Caine.

Appearance
All Lumberjacks of Caine are at max, three and a half feet tall. They all, for the majority of their time, wear flannel shirts -- the
color depends on their "rank" in their "pack">. They also wear tight jeans and have thick beards. Also they are all male and
completely bald. By the time they are "born" they have an axe of their own though rarely carry it when not working.

Haven
Most Lumberjacks of Caine live in a cabin either in the woods, mountains or plains with the other members of their "pack".
Though almost unheard of, some "modern" Lumberjacks of Caine have been known to live in the big cities working as either
construction works or demolition experts.

Character Creation
All Lumberjacks of Caine must be below three and a half feet and almost all of them wear flannel except when trying to not be
recognized. Most have Natures and Demeanors such as Children of Caine but of course it's all up to you. I mean, if you want to
have a Lumberjacks of Caine that is a master of literature and the nicest guy you ever met, by all means go ahead.

Lumberjacks of Caine always choose people who are three and a half feet or shorter. Of course we can't forget that
Lumberjacks of Caine always believe that they are Caine and anyone who tries to tell them otherwise will at least end up with a
missing hand a foot or two. Also like their founder they all are completely bald and wear flannel. Most Lumberjacks of Caine
follow the Path of The Axe.
Most Lumberjacks of Caine have mental attributes as their primary traits, while most have physical as secondary (because of
their size) although some Lumberjacks of Caine are known to be incredibly strong. Almost all Lumberjacks of Caine have social
traits as their tertiary because of their appearance. On a sidenote, most Lumberjacks of Caine have a Appearance of 1; some
have 2 but that is unlikely.

Bloodline Disciplines
Clearcut, Dementation, Celerity
Scott himself is thought to know Presence and Protean, but no one really knows.
Although Lumberjacks of Caine are completely able to learn other clan-specific disciplines due to the fact that they are just plain
creepy, no one likes to stay around them longer than they must.
Bloodline Weaknesses
Their only true weakness is that if they lose their flannel they become very depressed and suffer +1 difficulty on all rolls until they
recover it.

Organization
As stated above, the Lumberjacks of Caine live together in "packs" of seven. The leader of the "pack" wears the red flannel to
symbolize his leadership, while his second in command wears the green flannel and the others wear either black, yellow, blue,
brown or gold. The yellow and gold Lumberjacks of Caine tend to be very close friends.

Gaining Prestige
There are only two ways to gain Prestige in the Lumberjacks of Caine and they are 1) recovering your flannel (the most prestige)
or 2) getting someone to say that you are in fact Caine (they do not have to believe it only say it) (a point or two).

Quote
"Hi ho hi ho it's off to work i go . . . oh . . . and i AM Caine Muhahaha!!"
Stereotypes of Other Clans and Bloodlines:
Other Lumberjacks of Caine within their pack: My brothers? They are good lumberjacks through and through.
Other Lumberjacks of Caine outside their pack: Those fools pretend that they are me!?! Anyone who says they are not
Caine: These infidels shall feel my wrath for their insolence!!
Anyone who says they are Caine: These are my loyal followers. They shall be protected by their master for eternity.
LUMINUS
By Peloquin (ka.vanadis@karlskrona.mail.telia.com)

Prelude
"Bright light! Bright light!"
-- Gizmo the mogwai, "Gremlins"

Description
The Setite stared into the eyes of his newest prey. The hypnotized young vampire couldn't move a muscle. "Yeeeessss,
goood....ssseee into my eyessss..."
Suddenly the prey's eyes blazed with a white light, strong enough to make the Setite break his gaze with a shrill scream.
"You basssstard! I'll kill you for that!!!"
He tried to run into the shadows to rest his blinded eyes, but suddenly the whole alleyway was as bright as if someone had
switched on a huge searchlight aimed at it. There was no way out of the light. "Let me go! Let me go and...and I'll do anything you
ask!"
The prey, now predator, just smiled at him. "Okay...die." And picked up an iron bar from the ground, shoving it with all his might
into the Setites chest.
"So. I didn't think you knew how to remove your heart. Too bad, really, I was looking forward to a fight. I guess I'll just have to take
it out on your helpless body." He flattened the lid of a nearby garbage can, looked at the blunt edge of his new weapon, and
started sawing.

History
Not many know the truth about the Luminus. Those who ask are directed to the local Lasombras, (if Sabbat, of course) who only
smirk and wave away any questions. There are two stories who lend the most credibility to these vampires of (common) light.
The first one says that the Lasombra were curious as to what would happen if you magically reversed the effects of
Obtenebration, and they performed their experiments on a newly embraced Caitiff. The other says that it just popped up one
day, among all the other minuscule Caitiff bloodlines. Whichever is the truth, well, the Lasombra seems awful smug when asked,
but, they're always smug anyways.

Nicknames
Lightbulbs, Flashlights, Clappers ("Clap on, clap off...")

Quirks
Often well tanned, (tanning salons, naturally) often quite handsome.

Clan Weakness
No shadow. No, it isn't neat; it's a very obvious little flaw.

Clan Disciplines
Photon, Presence, Obfuscate.

Prejudice
The Camarilla: Why don't they like us?
"Caitiff rabble. They're all the same, weak blooded garbage."
Sabbat: Horrible people, just horrible -- but they tolerate us.
"Man, if we had these back when we fought the Setites the first time, we'd have annihilated the snakes!"
Lasombra: They are the dark. We don't like the dark.
"Useful, the Setites never know what hits them until it's too late."
Setites: They are the Dark. DIE, DIE, DIE, DIE!
"Phaw! Get them away from me!"
Tzimisce: Hellspawn. They're all doomed.
"Can you say 'dead Setites' boys and girls? I knew you could..."
Gangrel: Hunters in the night don't hunt so well with a few bright lights around.
"Who cares."
Brujah: How droll.
"Well, they sure are useful when ya need ta bash some Setite skull."
Malkavians: For them, the light at the end of the tunnel is an oncoming train.
"Yep. How'd he know that?"
Ventrue: Schemers, connivers, suckers.
"They have their uses..."
Nosferatu: Ugly, but nice.
"Handsome, but nice."
Toreador: Pretty to look at, no more.
"Pretty to look at, no more."

Quote
Is it dark in here, or is it just me?
LUNG
By Jason C. Marshall (JCMarshall@sympatico.ca) for the Celetial Court.
"There be Dragons!"
-- Ancient Danger Warning

Prologue
The troops were lined up in ranks upon ranks. Long lines of them stretching the length of the massive underground hall. A
thousand, unblinking eyes stared forwards.
A pair of massive gold dragons stood on either side of the central platform. A lone woman stood upon the platform, dressed in
traditional robes and holding a sword made of gold.
She raised the sword and her voice, though quiet, carried the length of the hall.
"My children. We are here to welcome a new member of the line into the fold."
A lone kindred walked forwards from the wings and bowed to the woman. He then walked forwards and knelt. He bowed his
head and held out his hands, palms up.
The woman reached out and placed the sword in his palms. "Are you worthy?"
The man nodded. "Then prove it. Destroy me."
The man looked at his bloodline's progenitor. Lung Jih smiled. "It is a direct order. Destroy me. Put the sword into my breast and
sever my head."
The man rose, the sword gripped in one hand.
"Do it!"
The sword rose and swung. Their was a explosion of light and Lung Jih vanished in a blaze of color. The man stood there, sword
still in the strike position.
Lung Jih stepped out from the shadow of the left statue. She walked forwards and took the sword from the man. She touched
him lightly on each cheek.
"Good."
She turned him to face the assembled kindred.
"My children. Welcome our newest to your fold."
The amassed kindred nodded in unison. A single voice of acknowledgment echoed from them.

History
The Lung bloodline had their beginnings during the year 210 AD with a kindred named Lung Jih, daughter of the outlander
general Lung Chiute. Lung Jih and her brother Lung Cao were Lung Chiute's only children. He was proud of his son, who was a
skilled warrior and his daughter who was slowly becoming both a beautiful young woman and a skilled negotiator.
Though Lung Chiute's attempt at rising to power was unsuccessful, one major thing occurred during his short three year rule of
the outer provinces. His daughter met and was embraced by a wandering Gangrel, who's name is lost to the history books, but
many hint that it was the first childe of Leliah, who was the second childe of Lilith, founder of Clan Gangrel.
At first Lung Jih hid her condition, feigning sickness and ill health, but her older brother soon discovered her new found unlife. He
questioned her for hours in private. Servants are said to have heard Lung Cao shout, rant and rave, even strike his sister.
Through all of this she evidently did nothing except talk in a quiet voice. When Lung Cao left the room he was deeply changed,
both physically and emotionally. At some point, not only had Lung Jih convinced him of the benefits of her new condition but had
also ghouled him.
The following evening, in final battle between Lung Chiute and Sun Jian's forces, he fought like a demon, claiming dozens of
lives in defense of his father. In the end, though, he watched as his father died, pulled from his horse and run through by multiple
swords.
Following the battle he watched as the general dragged his sister from her room and hurled her to the ground next to him. Lung
Jih managed to convince Sun Jian's general into letting her live through the use of both her looks and her new found disciplines.
He agreed, but only if she were to become his wife. She initially refused, but then the general offered to spare the life of her
bother Lung Cao. She reluctantly agreed.
In the following months Lung Jih and her brother were taken across China to met with Sun Jian himself. The ruler was
immediately taken in by her looks and mannerisms. Lung Jih beguiled him and ghouled him. His "death" some two years later
was seen as a bad omen for the house's future. In reality Sun Jian was been embraced by Lung Jih and joined her and Lung
Cao in the creation of the Jen Lung, the first house, that of the Dragon.
As the years passed, the newly created Lung bloodline oversaw the rise to power of Sun Jian's family. They also saw two other
major families rise to power also, that of Cao Cao and that of Liu Bao.
The fledgling Celestial Court attempted to influence the outcome of the coming battles for control but soon discovered another
bloodline of kindred manipulating the descendants of Cao Cao and Liu Bao. They were known as the Kwai Tao.
The resulting final war saw the near decimation of the Kwai Tao and the Lung rise up into power. Though the Lung survived more
intact, they realized the need for allies and so Lung Jih let Sun Jian create a bloodline of his own.
Sun Jian's childer were warriors first and politicians second, a perfect combination to the politician first and magician second
Lung.
The initial meetings between the remaining Kwai Tao, Lung and Jian bloodlines saw Lung Jih and Lung Cao dominate the
meetings and soon the Jen Lung was created. They immediately began setting up rules of conduct for all kindred in China. The
formed the first Dragon Council and issued the first set of royal decrees.
The Celestial Court was born.
The Court was originally headed by three of the Jen Lung, Lung Cao, Lung Jih and Sun Jian. They took up the titles of T'angs,
overlords, of the Celestial Court. They relegated the Kwai Tao the position of elite soldiery within the soon to be created Jen
Pao. The Lung experienced many growing pains in the following decades. They suffered from internal strife in 581 AD.
Rebellious upstarts attempted to seize control of the Lung bloodline. They were put down and then sent into exile.
It was just after the discovery of the Orient by the hung mao, or Europeans, that the Celestial Court erected the mystical wall
around China so that they would be able to tell when other kindred not of the Court entered the country.
Members of the Lung contacted the Chinese Wu Lung mages to assist them in the construction of the wall. The Wu Lung elicited
an alliance pact of non-intervention with the Celestial Court for their services.
Centered along the Great Wall of China, the Dragon Wall, as it became known was the Celestial Court's strangle hold over the
country and the beginning the Jen Lung's domination of the kindred within its borders.
The Lung grudgingly agreed to let the Dragon Wall be dropped when Hong Kong became a trade port. They made sure that the
incoming kindred were all met and dissuaded politely that setting up into China was a bad idea. Unfortunately the Ventrue
managed to eventually seize Hong Kong. The Lung early await their chance to return to the city and deal with any Camarilla
kindred left.
When the Japanese invaded the Lung retreated in the face of the Japanese kindred, who had brought with them mages who
harnessed kami, spirits, who aided the invading troops. When they finally left the country, the Lung drove their troops hard into
the formerly occupied territories and reclaimed all. The Lung swore revenge on the Japanese kindred.
When China became a communist state, the Celestial Court backed the idea totally, the Lung the most of all. They had already
taken control of many of the communist party's members, including the party head.

Nickname
Dragons

Appearance
Most Lung are of rich families with a wealthy Asian heritage.

Haven
Usually within family holdings.

Background
Most Lung are of the corporate type, businessmen, merchants and politicians.

Character Creation
Mental and Social attributes are primary with Skills and Knowledges emphasized. All Lung take the Spirit Ways path as their
primary thaumaturgical path, instead of the Path of Blood, as per the main rules.

Weakness
Lung cannot resist the temptation to haggle. They enjoy a good round of deal making.

Disciplines
Thaumaturgy, Dominate, Protean

Quote
"Chung Kou. China. The Middle Kingdom. We are it's architects. Soon the world will be ours to re-build."

Stereotypes
Jian: They are our brothers. We hold them in high respect.
"They gave us life when we were owed nothing for our service. Since then they have proved a most competitive ally."
-- Fan Tseng-li, 11th generation Jian
Pao Yu: These warriors our are pride and joy. Cultured and trained by our allies the Jian, they are the best.
"We are proud to call the Jen Lung master."
-- Hui Tsin, 9th generation Pao Yu warrior.
Kwai Tao: As the old saying goes, keep your friends close and your enemies closer.
"We wait. Soon it will be our time again."
-- Lai Shi, 8th generation Kwai Tao
Tong Chu: They have helped create the myth of the Jen Pao. Because of them, we have the fear needed to deal with the
unworthy.

"We are proud of our place in the Jen Pao. We have found our niche are content."
-- Wu Shih, 11th generation Tong Chu mo-sha.
Men Hu: We weren't aware of this bloodline until it made it presence known by the assassination of several opposition
members. We are thankful and have awarded them status.

"The first part of the plan is complete."


-- Yin Wu Tsai, 9th generation Men Hu courtesan.
Shu: Rats. As the name implies, so does our attitude. They are the lowest of the low.
"They rant and rave about how they're so high and mighty, about how they rule us, body and damned soul. How wrong can
they be."
-- Chan Teng, 7th generation Shu.
Ch'i chu: They say that they are merely watchers, but we suspect more.
"We watch and record, nothing more. It is this that they fear, the knowledge that we hold."
-- Li Chin, 10th generation Ch'i Chu scribe.
Mui Tsai: That this bloodline has managed to become as large as it is, is surprising. We suspect that they are ruled by
controlled by others.

"Our lot has been cast and we follow it as well as we can."


-- Mo Yu, 11th generation Mui Tsai.
Yu: A stoic and steadfast people. They are seemingly content in their ways.
"We have never had trouble with the prestigious Lung."
-- Nan Ho, 10th generation Yu.
Camarilla: Hmmm, our Hung Mao cousins. They can be trying at times, but at least they keep the masquerade as we do.
Perhaps one day we can join with them.

"Well, they have had their masquerade longer than we have. They do keep tight reign on dissidents and haven't suffered
anything remotely like the Anarchs or Sabbat yet. Hmmm, all in good time I guess."
-- Valdimir Korolenkov, Brujah Archon of St. Petersburgh.
Shogun te: Ahhh, our cousins in Nippon. They are a dying breed and soon we will step in to govern there as well.
"They are without honor. They have no concept of war or of diplomacy. If any enter then death shall follow."
-- Toru, Yoshida Daimyo of Osaka
Sabbat: These kindred are barred for all times. If any enter they are to be destroyed.
"Self-absorbed, short-assed bastards. They think they're so good, keeping 'their' masquerade and having kept us out for so
long. Just they wait till we get our hands on them"
-- Helen, Lasombra Arch-Bishop of Melbourne.

A note on Lung thaumaturgy


Lung sorcerers are primarily spirit masters. They almost never delve into the blood magics, seeing them as infernal in nature.
Paths dealing with the elements are usually the next on their lists for learning, Weather Mastery, Lure of Flames, The Chill of Ice,
the Earth's Tears, The Strength of Earth, and Elemental Ways are among the paths learned by the Lung.
Note also that most Lung are proficient in feng shui, the Chinese art of geomancy (it can be found in the World of Darkness 1st
edition on Pg 99-100.)
LYCANTHROPES
By Chris Gunning (cjg1@ra.msstate.edu) (19 November 1995)

Nickname
Puppies

History:
The Lycanthropes can trace their history to the Anarch Revolt that spawned the Sabbat during the Middle Ages of Europe. The
Sabbat were a new sect formed from the rabble of a number of more "established" clans and fought tooth and claw for their
mere survival. Initially the Sabbat was composed of the Brujah anarchs and of rebel Tzimisce who were both fleeing their former
clans. The Sabbat were attacked on a number of different fronts, mostly from the Inconnu and the Camarilla. The war went bad
for the Sabbat who had numbers against them. They were forced into the far nothern reaches of Scandanavia to stay alive.
Another factor was at work that would eventually create the bloodline known as the Lycanthropes. Early in the Dark Ages the
Tremere were similarly fighting for their lives and needed diposable troops to gaurd themselves. The Tremere used a number of
their blood-magics and collected a diverse collection of mystical agents to create the bloodline that was to protect them. The foul
concotion was composed of two major catalysts: Gangrel blood and Nosferatu blood. From the black cauldron arose a frightful
creature, enveloped in its own leathery wings. It was here the Gargoyles were born. They were forced into slavery and suicide
missions for their Tremere masters.
This new terror was used on more than one occasion against the Tzimisce vampires who were to become the integral to the
Sabbat. The Tzimisce saw how effective these creatures, the Gargoyles, were in their role as minions of the Tremere. The
Tzimisce leaders came together in an enclave and decided that they to needed such a race of vampires to protect them and
wage the wars they did not want to get personally dirty in. The rivalry between the Tremer and Tzimisce is well known and so the
Tzimisce at this secret meeting vowed to not be outdone by their rivals, to come up with a bloodline more capable than even the
Gargoyles.
So the Tzimisce gathered again a mere month later to create this new monstrosity. A hired Nosferatu antitribu had recovered
the "formula" that the Tremere had used in the creation of the Gargoyle. This, coupled with the Tzimisce's ability to manipulate
flesh and bone were all pooled into a vat. This vat was similar to the cauldron that the Tremere used, except that the Tzimisce
did not use any Nosferatu blood (part of the payment to the Nosferatu who recovered the "formula") and insted added some of
their own infected blood as well as the blood of a Garou.
What arose this time was less than the Tzimisce had expected as well as much more. A naked human form crawled out of the
bubbling mass and pulled itself into a chair. It held itself in the fetal position and wailed. The Tzimisce were bewildered at what
they had created. They had wanted a beast capable of the most inhuman acts they called on it to do. What they had before them
was a frail form baying at an unseen moon. Needless to say the Tzimisce were disappointed. They called their ghouls in to
dispose of the wretched thing and they planned to try once again.
The ghouls walked up to the crying vampire and picked it up by its shoulders prepared to take it to the sewers and execute it.
Once the two ghouls touched the vampire it stopped its wailing and looked deep into the bigger ghouls eyes. The new kindred's
own eyes flashed into a bright yellow that glowed against the torchlight. Its upper lip curled into a snarl and it rumbled a quiet
growl. In the time it took to blink the new Kindred no longer was being held by the ghouls, but a huge, hairy, albino form of teeth
and fangs instead stood where the created vampire was. Something that looked very much like a crinos garou lunged for the two
startled ghouls. In a hail of blood and flesh the ghouls were torn apart and leaving only unrecognisable pieces.
Nine feet of death now turned to the collected Tzimisce in the room. It strode up to them, arrogantly, teeth bared and claws at the
ready. An elder Tzimisce, known simply as Festus, stepped forward and met the beast's gaze. Using his high ability in Dominate
he commanded the creature to sit down and hold still. The beast complied, entranced. Festus turned to his companions with a
feral grin and said "It seems we have not failed my brothers."
Indeed, they had not. The Lycanthropes were born that night. The Tzimisce kept the new bloodline under wraps, using them as
elite trrops when they could not trust the other Sabbat to complete vital missions. The bloodline stayed small as the Tzimisce
realized that large numbers of these creatures would be nigh impossible to control. Everything worked well for the Tzimisce
concerning their new creation until the late Middle Ages.
It was then that the Gargoyles revoted from the Tremere masters. The Tremere were unable to halt the revolt and so let the
Gargoyes become an independant bloodline. The Gargoyles and Lycanthropes had met numerous times on the battlefield in
service to their feuding masters. When the Gargoyles tasted freedom many did not forget about their brothers in servitude, the
Lycanthropes. A number of the Gargoyles came together and with the help of some Camarilla Gangrel (and it is rumored some
of the Tremere, since they took every advantage to smite the Tzimisce) staged a well orcestrated attack on numerous
unsuspecting Tzimisce strongholds.
Most of the Lycanthropes were freed from their servitude. Those who were unable to escape slit their own throats. Thus the
Tzimisce lost control of their servitor race just as the Tremere had done.
The Lycanthropes who did escape fled to the woods and other secluded places away from the Kindred as a whole. The only
clans they kept in contact with were the Gangrel and Gargoyle. Few stayed behind to sell off their services to the highest bidder.
The Lycanthropes have been forever grateful to the gargoyles for what they did.

Appearance
As a rule the Lycanthropes have a 'rugged' appearance. After the first of their kind few could be described as puny. They wear
very utilitarian clothes that are inexpensive to replace (see below). They care little about what other people think they look like.

Haven
Anywhere secluded, from log cabins to sewers.

Backgrounds
The Lycanthropes very rarely embrace anybody. When they do they always choose individuals who can take care of themselves
(draw your own conclusions) and those who stay away from the populace as a whole.

Character Creation
Most Lycanthropes have the Working Joe or drifter concepts. Their natures and demeanors are often similar as Lycanthropes
see little reason to hide what one is from everybody else. Physical Attributes and Talents are commonly primary and
backgrounds can include almost anything (except herd).

Disciplines
None. Must buy all disciplines as non-clan (see below). When a charachter is created the player has 2 dots to put into any
disciplines the stoyteller deems appropriate.

Weaknesses
Only 2 dots in disciplines to start and must buy their disciplines as non-clan. This represents the Lycanthropes weak grasp on
how the nature of disciplines work. The Tzimisce only rarely taught them disciplines so they never learned how to learn.
All Lycanthropes owe minor boons to every Gargoyle they encounter for the service the bloodline did in freeing the
Lycanthropes.

Advantages
The Lycanthropes can enter two of the Garou's forms (even though they are in no way Garou, ie no gifts, no rage, no gnosis, etc):
Crinos and Lupus.
In Crinos they gain: Str: +4, Dex: +1, Sta: +3. Apperance goes to 0 and manipulation subtracts 3 (note, no Delerium).
In Lupus they gain: Str: +1, Dex: +2, Sta: +2. Manipulation drops by 3 and the character has a -2 to all perception difficulties.

Preferred Paths (if Sabbat)


Path of the Guardian (another piece of gratitude to the gargoyles, no Lycanthrope will serve a Tremere), Path of Harmony, Path
of Honorable Accord.

Organization
No established meetings. There are so few Lycanthropes and they so rarely come into contact organization is nigh impossible.

Quote
"You social butterflies make me sick! You hide behind your 'society' and make yourselves seem more than you are.
Unfortunately for you, not only do I hold the opinion that you are a scab on us all but so does my employer. I am here to pick the
scab. Grrrroowl."

Sterotypes
Brujah: We share common beginnings, rebellion. We knew when to end it though.
Lasombra: Manipulators all! I never pass up the chance to gut one of these... monstrosities.
Tzimisce: It is for the best that they no longer control us; I would hate to see what would happen to them if they ever tried
something like that again.
Pander: They have lost their freedom. Put them out of their misery.
Assamite: Kindred spirits.
Gangrel: They helped us achieve our freedom. I refuse to work against them, only with them for they know the value of privacy.
Malkavian: I do not know how such diversity can be called a clan. Most are just too plain insane to carry on a conversation so I
leave 'em alone. Might be contagious.
Nosferatu: They constantly put their noses where it does not belong. Still, they are ostracised much as I am so I take their
probing with a grain of salt.
Toreador: They hide behind attitudes that make me grow ill. Few see the depravity in their art that must signify a deeper
psychosis. Put them out of their misery.
Tremere: The Gargoyles hate 'em so I do. Their form of manipulation is even scarier than the lasombra or Ventrue. Put 'em out
of their misery.
Ventrue: They seek to control all that we despise. Let them have it and see how well they do with it. I pity them.
Ravnos: They get annoying real quick. Leave 'em be.
Followers of Set: A cross between the Ventrue and Tremere receiving the worst of both. But 'em out of their misery.
Samedi: Whew, them boyz is ugly. Do not screw with them, though can screw right back.
Daughters of Caucaphony: As bad or worse than the Toreador.
Baali: Kill 'em all. They serve things best left alone.
Gargoyle: Our greatest allies and our best friends. If they ever need your help do not hesitate to give it them.
LYCANTHROPIANS
By JansGryman@aol.com

Description
The Lycanthropians are an extreamly new Bloodline. Rumors exist that the Clan started in Germany. Most Kindred have just
began to see them, albeit few and far between, in the last 600 years. Most Kindred can count on one hand the number of
Lycanthropians they have heard of, let alone actually seen with their own eyes. However, in recent years (quarter of a century, a
Caininite blink-of-an-eye) Lycanthropian sightings have risen. Dramatically. In truth, the Lycanthropians have in fact, begun to
make a larger appearence in the lands, although they have been mistaken for the Lupines far too often. The Lycanthropians are
brothers to the Garou, much closer than a Gangrel can ever hope to be. In fact, Lycanthropians resemble the Lupines so much,
in appearence and mannerism, that they are mistaken for Abominations (an embraced Garou). The Lycanthropians are, in their
own right, avid Shapechangers, much more talented than the Gangrel could ever be. Not only can Lycanthropians turn to Wolves,
Bats, and Mist but they can also turn into a Neanderthalic-looking Human. They call this the Glabro. Also, a huge Dire Wolf, or,
as the Lycanthropians say it, Hispo. There are even rumors of a huge Half-Man/Half-Wolf form known as the Crinos. The Clan
Founder, a member of the 6th Generation (his orginal clan is a mystery, be it Sabbat, Black Hand, Carmillia, or Independant),
and he is still quite involved with the going-ons of his Clan. There are no known Lycanthropian Vampires below the Generation of
7, except for the founder, which is of the 6th Generation. Another curious incident among the Lycanthropians, is that the
members of Clan Lycanthropian mate, usually with the Kinfolk of their Garou tribe (that they have successfully infiltrated), or with
the females/males (whichever works) of the tribe. Although no cubs form from the union, it is still practiced. Perhaps it is used to
better blend in with the tribe? Who knows, but there is a rumor that the founder of Bloodline Lycanthropian, a man by the name of
"Runs-With-Garou", actually has a Garou mate. How he's been able to pull off the Masqurade for this long is a mystery. Perhaps
the Garou know of his vampiric heritage? If so, why not kill him? Perhaps his struggle, being so closely related to that of the
Garou, has made him a Warrior for Gaia, and, as such, earned their respect? If so, then the whole bloodline would also have the
blessings of not having the Garou as a mortal enemy . . .

Nickname
Abominations

Appearance
The members of this clan often have Animalistic features, much more potent than that of the Gangrel. Their fingernails are usually
long, and tapered at the edge. Their eyebrows thick, and often connected. They are usually even more rustic in dress and
mannerisms than the Gangrel are.

Haven
Normally, Lycanthropians remain hidden in the earth as many Gangrel are capable of doing. However, many have taken up
homes in Garou Dens.

Background
Being able to survive in the wild is the greatest of Lycanthropian traits. The number of Lycanthropians are few, because those
that do exist choose their progeny very carefully. However, unlike their Cainite Cousins, the Gangrel, Lycanthropians take in their
Fledglings from the time of the Embrace, and teach them the ways of the clan. Which, more often than not, coincide with the
ways of Garou Tribes.

Character Creation
Lycanthropians often have Outsider, or other concepts that would require rugged, outdoor-type. The Nature is always that of the
Survivor, although the Demeanor can usually be something else. Normally, a Loner. Physical Attributes are Primary, as are
Talent Abilities. Normal background Traits are Allies (the Garou, assuming the Lycanthropians have successfully blended into
their society without being discovered) and Mentor (their sires). Lycanthropians can not take the Herd Background. Almost all of
the Lycanthropian clan have the flaw "Hatred", and it's directed at the members of Clan Gangrel.
Clan Disciplines
Animalism, Protean, Lycanthropis

Clan Weakness
Certain phases of the moon make it harder for Lycanthropians to resist Frenzy. When the full moon is out, The difficulty is +2 on
all Rolls to resist Frenzy. When it is only a half-moon, it is +1.

Organization
The members of Clan Lycanthropians are extremely hell-bent on being as close to the Lupines as they can. Therefore, they
organize into separate packs, each with its own Alpha (the Alpha is normally the first sire) and their own Beta (normally, the
Alpha's first childe). At present there is only one known Pack. The Alpha is, of course, the founder of the Bloodline. Most
Lycanthropians will never assault each other, quite the opposite. The bonds that tie the clan together are so strong, that if a
blood hunt was called on a member of the clan, the other members of the clan will defend the offender, even unto death. In fact,
there is only one known instance in history where a Lycanthropian attacked another . . .

Stereotypes
Assamites: Only the tainted of Wyrm minions kill for pay. Even if it is in the way of coming closer to the Father of all.
Brujah: We hold no ill will towards the rebels and anarchs of our kind. Cappadocians: What? You're asking me about the
Cappadocians? You actually believe that there are Cappadocians left? You mean to tell me that you think there are
Cappadocians out there?? Oh, please.
Followers of Set: Corruption is the heart of the Wyrm. The Setities must be abolished.
Gangrel: Do not ask, do not think -- kill them without delay or mercy.
Lasombra: Strong and disciplined, yet untrustworthy. Tampering with the Darkness of one's own soul is the surest sign of the
Wyrm.
Malkavians: So Wyrm-tainted they make my fangs grind.
Nosferatu: The vision of the Wyrm is upon their flesh, but their innards are pure . . . for the most part.
Toreador: Pleasure is the road to the Wyrm.
Tremere: The Warlocks are an interesting horde of wizards indeed. But the power to corrupt a soul? Such abilities are meant
solely for the Wyrm . . .
Tzimisce: Wyrm-taint personified.
Ventrue: Well, every sect needs a leader. Of course, we'll follow their rules. But from the first sign of the Wyrm-ridden filth that
they intend to move onto our hunting grounds . . .
Baali: Why does anyone hesitate when confronted with the chance to annihliate one of these cringing diabolists?
Ravnos: The Gypsies are the ally of our chief enemy, the Gangrel. Kill without hesitation.
Salubri: Ahh, the only beacon of purity amongst the taint of the Wyrm.
Daughters of Cacophony: Their songs are beautiful. Just don't howl at the moon with one . . .
Samedi: WYRM-RIDDEN FILTH!!!
Wraith: You're saying you believe in ghosts?
Mage: Why have a quarrel with those that, with a wave of their hand, can rip you to ribbons? If he sees you coming, you're in for a
whole world of trouble, and not even Gaia herself could save you then. If he doesn't see you coming, well.. It's Magic-Brains all
over the wall.
Lupines: Our brothers 'till the end of our existence. Fight with them, protect Gaia from the onslaughts of the wyrm. And, if
possible, get into their ranks. Masquerade as one of them . . .
LYCAON
BY ROBERT KIRKPATRICK

Nickname
Cannibals

Origins
These are the myths that the Lycaon Bloodline makes about itself. Whether or not the claims they make (about their line and
about the Gangrel line) are true are like most Vampire legends -- very hard to prove.
They claim that their founder, Lycaon, was a noble and trustworthy gangrel who worked hard and diligently as one of Gangrel's
closest brood. Gangrel herself entrusted him to oversee the Fairies that still lingered strongly in the world. Of all the clans, the
Fairies got along well with the Gangrels. (The Malkavians were supposedly not insane yet, and had yet to be Cursed.) The
Gangrel had made a tentative alliance with them, promising to help protect their Woodland Realms, in return for learning some
of their natural magic. The Fairies always held back on their end of the bargain, as the Fae are known to do.
Except in regard to Lycaon himself... For some reason, they trusted him -- probably because of his grand sense of humor and
regal yet deviant attitude. Lycaon was a very unpredictable vampire, who was known for his sinister sneer and cold, sarcastic
wit. To the Fairies, this was so much better than the stoic, loner nature of most of Gangrel's other Childe.
The Lycaons claim that Gangrel grew jealous over Lycaon's ties with the Fairies. Gangrel believed that Lycaon was building an
alliance with the Fairies to topple her, perhaps to even diablerize her. With the aid of the other Clan Founders and the
permission of Caine, Lycaon was cursed with a ravenous hunger for human flesh. Lycaon's appetite became insatiable until he
swallowed raw meat. Then he was banished out of the society of vampires (thrust out like Adam and Caine were) and forced to
survive in the wilderness.
With the Curse still fresh upon him, Lycaon was immediately betrayed by his Fairie friends. They turned their backs on him in his
time of greatest need. They drove him out of their Glens and their territories.
Alone, stranded, and starving, Lycaon was then greeted by Fairies he had never met before: dark skinned Fairies with diabolic
eyes, and sneers as sinister as his. They brought him fresh human meat and offered him shelter in one of their dark realms.
There, Lycaon became strong again. The desire for vengeance grew in him as the years passed on. The Unseelie taught him
some of their arts, and taught him how to shape his disciplines to mimic theirs. The Dark Fae even helped to develop sinister
versions of his Protean disclipine. Here, Lycaon had found his true friends who would never betray him.
Lycaon swore then to get revenge on all those who betrayed them. He hunted the human cities, now not only for meat, but for
those humans vicious and bloodthirsty enough for him to Embrace. He would create a small army, send them out into the world,
to bring down the society of Fairies, Vampires, and men -- as the price for the World of Darkness' betrayal against him.
Lycaon is said to still be alive, living in one of the Dark Fae realms. Lycaons who believe in him say that he watches over his
children, with the help of the Unseelie, so that one day he will gather them up to destroy all the betrayers.
Elder Gangrels whose memories and legends date back far enough find all of this myth to be pure poppy-cock. The Lycaons --
to those few Gangrel who know of them -- have created a lie to shroud their nasty habits. The myth is nothing but the twisted
fantasies of the ego-mad, who think they are justified to kill everything.

"You must be joking," the Gangrels say. "You have a vengeance against Vampires, Fairies, and Man... Lycaon was just a
Gangrel who developed delusions of grandeur from all his acts of diablerie. He was never the brood of Gangrel. Gangrel was not
stupid to have Embraced a vicious beast like Lycaon." The Gangrel also point out the fact that no Lycaon has ever surpassed
8th level in any discipline. "How the hell can he be a brood of Gangrel if they have never neared his power?"
But very few Gangrel Elders would say this out loud, just in case one of the Gangrel listening is actually a Lycaon, out for meat
and blood.
The Lycaons are among the smallest of all the Bloodlines. They regard themselves as Vengeance Embodied; their anger and
hatred of all other Vampires (especially Gangrel) and Fairies flows through their blood as strongly as it did their Founder. The
myth of their creation is what drives the oldest of them.
They have no affiliation with either the Sabbat or the Camarilla, but instead live among the two groups: either disguised as loner
Gangrel or Caitiff/Panders. With either group and among mixed company, they keep their meat-eating secretive and private.
Among the Camarilla, the Lycaons have to be the most secretive and hidden in their activities. Few Elder Gangrels know of
them, and would do their best to wipe them out "before they cause real problems." The Lycaons are rare enough and so well
disguised among Vampires, that it's hard for the Elder Gangrels to weed them out.
In the Sabbat, the Lycaons don't have to be as quiet, and can sometimes let their strange hunger show to strangers. Excessive
violence and gore is easier to express among the Sabbat, so usually the greatest number of Lycaons can be found among them.
However, because of the fairly sizable portion of Lycaons who follow the Path of Evil Revelations, and because the Lycaons still
wait for the original Lycaon to return and lead them in vengeance (a heresy to any Antideluvian-hating Sabbat in existence), the
Lycaons still must hide their true selves among the Black Hand. They will fake loyalty (entering war parties, etc), in order to better
hide themselves.
Of all the clans, they get along with the Malkavians best. If any clan knows the most about the Lycaons, it's the Loonies (whether
Sabbat or Camarilla rarely matters). Perhaps it's the ties that both of them have to the Fae, or perhaps the Malkavians really
don't mind the strange needs of the Lycaons -- whatever it is, Lycaons tend to be more open with these crazy Kindred. Gangrel
have rumors and myths about this bloodline, the Malkavians have facts.
In their vengeance against the Fae, they have fought with various Garou tribes, including the Fianna. But with others, like the
Shadow Lords and those who still uphold the Impergium, they have created several nests of allies. They consider the Black
Spiral Dancers -- who are also allied with the Unseelie -- close friends, and the feeling appears to be mutual. The Dancers have
allowed many Lycaons to seek refuge in their Wyrm Pits. Even though they are a small lot, if they were to pool their contacts,
herds, allies, and all their supernatural ties, the Lycaons could be a major force to contend with.

Appearance
Lycaons come in all shapes, sizes, dress, and resources. They are known for their strange smiles and cunning, fox-like eyes. All
of them seem secretive. When their fangs are retracted, they tend to look longer and more curved out. Elder Lycaons, due to
high levels of Protean, can have large bat-wings jutting out of their shoulder blades, or resemble Lupines.
Most people tend to leave Lycaons alone, because they look and sometimes act like your standard weirdos. Jeffrey Dahmer
would be a Lycaon -- normal-looking at first glance, but if you probe deeper, with an ugly, sinister side.

Haven
Lycaons choose remote, out-of-the-way places in which to live. Usually these places are isolated and have some method of
freezing or storing bodies and body parts. This could be a slaughterhouse, a farmhouse, a decrepit barn, a nice house in the
mountains -- wherever the sound of late night drilling and sawing and strange chewing will not be noticed or thought too much
about.
Conversely, some Lycaons choose crowded inner city apartments where no one really cares what happens. They will live alone,
and if anyone complains of any noise (like when they use chainsaws to carve up their meat), it usually falls on deaf ears. Some
Lycaons live in luxurious penthouses, where their status and money allows them to remain unbothered. Lycaon apartments tend
to have lots of refrigerators or deep-freezes.

Character Creation
Almost all of the Lycaon Bloodline have some sort of Deviant or vicious demeanor, and usually their natures are either that of
Survivors, Martyrs, or Fanatics.
Lycaons tend to choose the most headstrong and the most cunning of mortals to Embrace. These mortals are usually not in any
position of power, but who tend to live on the edge of mortal society, with morals all their own: usually serial killers, cannibals,
rapists, and hard-core junkies -- anyone who would willingly kill to have some sort of fix (be it through sex, violence, drugs, etc).
Only these kind of people have been able to deal with the harsh and peculiar appetites of the Lycaon Bloodline.
Those Embraced also tend to feel unjustly treated by the world, that somehow they have been betrayed and misunderstood by
others. In their early lives, they have been considered outcasts, geeks, nerds, and sickos by their peers. They are also people of
supreme intensity -- the headstrong nature of this Bloodline couldn't be emphasized more. Whatever they feel, they feel with
zealous fervor, and cannot usually be persuaded otherwise. Like their founder, they have a vengeful streak a mile wide.
When creating a character, two obvious flaws to get are Vengeances and Hatreds against something (almost anything). Other
Lycaons tend to add Intolerance's as well.
However, this is pretty much the stereotype of the Lycaons. Not all of them are like that. You can find the sweetest and most
demure Lycaon as you can find in any other Clan or Bloodline. However, their disgusting weakness is want makes their lives
even more intolerable.
As for Humanity, most Lycaons who have it usually have it at a very low level. Some especially tortured Lycaons who choose to
have high Humanity are going to have a very vicious life ahead of them. Lycaons tend to follow the Path of Cathari, with several
following the Path of Evil Revelations, and a small handful following the Path of Harmony. Those that tend to follow Harmony or
Humanity are usually disdained by their Lycaon brethren.
Physical or Mental Attributes are usually their Primary traits, while Social is almost always Tertiary. Talents or Skills are also
Primary, and like Social attributes, Knowledges are almost always Tertiary. Those that do possess high Knowledges tend to
possess it in Lore (Vampire, Gangrel, Lycaon, Lupine, Wyrm, or Faerie).
Bloodline Disclipines
Protean, Fortitude, Unseelie.
Some of the older Lycaons have been known to develop Chimerstry and limited Thaumaturgy. These have been gained, not
from Diablerie, but from their contacts with the Unseelie, who have shown them what potential they really have.
A typical Lycaon Elder would have either Chimerstry or Thaumaturgy, one other physical disclipines (Celerity and Potence), and
the disciplines above.
Lycaons tend to refrain from using disclipines like Auspex, Dominate, Animalism (they have lost touch with that side of their
nature), and Presence, although it is still possible for them to possess these certain disciplines, given the right reason (after
diablerie, for use as subterfuge, etc). They never learn any disclipines relating to other Bloodlines (like Quietus, Serpentis,
Mechanus, etc), except for the sole exception of Chimerstry. Lycaons usually have no problem developing this due to the fact
Ravnos and Lycaons both come from similiar lines.

Bloodline Weaknesses
The main weakness of the Lycaon is that they cannot gain sustenance from just drinking blood. Their blood pools cannot be
replenished until they eat the equivalent amount of raw flesh. If a mortal has 10 blood points, a Lycaon must eat all of the flesh in
order to get the blood points (including sucking the marrow out of the bones). In order to get one blood point then, a Lycaon
would probably have to eat the equivalent of a hand or a foot. Thus, most Lycaons must usually kill their victima in order to satisfy
their hunger.
Lycaons can digest the meat very quickly. It is said that once the flesh is swallowed, something in the Lycaon blood breaks it up,
and converts it almost instantly to vitae.
Lycaons can still drink blood, but it provides no sustenance whatsoever for them. Thus they can "fake it" if necessary, but if they
are hungry and they try to fake it, they usually frenzy and start tearing away at the meat.
Lycaons also tend to be heavy bankers, of sorts. When they kill a mortal or Vampire, they usually hack up parts of the body, and
keep them in the refrigerator, freezer, or deep-freeze. When they need more in their blood pool, they let the meat thaw out before
devouring it.
Lycaons must also eat the flesh in order to diablerize another vampire. They basically must eat everything (except the hard
skeleton) in order to fully drain the vampire of its soul. It is said that some of the Lycaon Thaumaturgist have elaborate rituals that
allow them to gain the full Disclipines and memories of those they eat.
Elder Lycaons tend to be massive Diabolists. They usually blood bond several vampires and keep them imprisoned. They would
then hack off body parts whenever they needed to feed. The vampire would be given enough blood to repair the damage over a
period of time. The Lycaon would drain the part of all the blood (some through long pounding and others through rituals similar to
Ritual of Purify the Body) so that they would not get blood bound by drinking it.
It doesn't matter if there is blood in the meat, as long as it's raw. This does not give an automatic merit of being able to digest
food. The Lycaon will still vomit anything that is not raw meat or blood. They cannot eat cooked meat of any kind, even if it's
cooked rare. Raw chicken, beef, and hamburger can sustain them, but it takes a lot to do so.
Any Vampire that drinks the blood of Lycaon will taste something different in the blood; and especially if the Lycaon has Level
One of the Unseelie Discipline, then that Vampire is also in for a surprise.
They also possess the Gangrel weakness of gaining an animal feature each time they frenzy. However, this feature only shows
when they frenzy; otherwise they appear normal. Thus, when they frenzy, they have been mistaken for Garou, based on how
quickly hair and fur appears to grow. Plus, the higher levels of Protean help in maintaining this illusion.

Organization
Lycaons do not lose touch with another. Sires tend to have a very good idea where their Childer are located. However, they
rarely communicate to one another. Two Lycaons who meet on the street will walk past each other without saying a word or
taking a look. This is to keep themselves secret in whatever society they happen to be living in.
If urgent information must be relayed (such as the time and location of a Feast or Grand Feast), then it is the responsibility of the
Sire to get the message through to his Childe. It is said that messages are sent down from Lycaon himself and trinkle down to
everyone.
If a Sire dies, some Lycaon will be appointed the adopted Sire of the dead Sire's Childe. No Lycaon chooses who that new
adopted Sire will be. It is said that Lycaon himself chooses, and passes the order down in the traditional way.
Every year, during a fat, plump red moon, Lycaons in a city will gather and have a Feast. There they share myths and
knowledges, and give due respect to all those who have acquired any Prestige. They treat each other quite well, because a
Feast is the only place these outcasts feel they belong. Throughout most of their existences, all Lycaon feel guilty for eating meat
(a big taboo), but the Feast is where they can push that guilt aside and talk openly of their hunger.
At every Feast, it's rumored that Lycaon himself may be among them to see the progress in his Progeny. Unseelie Faeries have
been known to join in with these Feasts.
At every Feast, a Gangrel is served as the main course. Those with high Prestige get to have the first bite, and those with the
highest Prestige are allowed to diablerized the meal (if they so desire) when everyone else is done having a morsel. Mortals are
brought in from around the city, from all different walks of life, and served before the main course to quell everyone's appetite.
Every seven years, a Grand Feast is held in each country. Around that time, Elder Gangrels have been known to disappear and
not be seen again. They have probably been served up at the Grand Feast. Very few humans are used for food at these Grand
Feasts. Instead, random Vampires are captured and brought in from around the country and served beforehand -- in a fashion
similar to the mortals at a normal Feast. Unseelie Faeries are always in attendance at these Grand Feasts. They always hint that
Lycaon is definitely somewhere near, and with his powers to manipulate time and space, he could be there instantly.
Sometimes, in place of the Elder Gangrel, the Lycaons will serve some Garou instead. This usually leads to great violence,
however, as the Lycaons will frenzy (after eating the Garou) and start trying to devour all the meat in sight. Most of the time, this is
done on purpose, just before the Lycaons attack some Gangrels. They fill themselves on Garou meat in Gangrel territory, and
start to hunt down every Gangrel in sight.

Gaining Prestige
Pretty much the only way to gain Prestige is to undermine Gangrels or Faeries. Either by killing and eating them (the most
Prestige) to destroying one of their plans (a point or two).
Other ways include establishing contacts and alliances with other supernatural creatures, such as Lupines and Dark Faeries --
any force that gives the Lycaons a stronger power base. Thus, Lycaons will usually ally themselves with the Werewolves' Wyrm-
entity, especially since it has been known that the Wyrm may grant a few of them some special powers.
A very minor way to gain Prestige is to have brought the most succulent meat to a Feast or Grand Feast. Gangrels are the first
choice (Camarilla or Sabbat), while Toreadors are the second.

Quote
"Oh, hold still! It's only marinade. Just some garlic, hot pepper, and salt. You should be honored. You're going to be the guest of
honor at our dinner party. You'll be served well. And I get to have the first succulent slice all to myself. Yum-yum."

Stereotypes of Other Clans and Bloodlines


Anti-Salubri: "Wicked fellows. They will try to expose you the minute they discover what you are. Never turn your back on them,
and never fall prey to their plans."
Assamite: "Mighty kindred who came so close to being what we embody. They are now nothing but weak, little cowards, who
gave up so easily to the Curse brought upon them by the Camarilla."
Assamite antitribu: "They still rage on against those that would try to do them in. For this we respect them. But when they try to
stop the coming of our Vengeance, let them stand aside or die."
Brujah and Brujah antitrubu: "They do not know the meaning of the word, 'Rebellion'. They fight with no reason at all, and lack
the passion and sense of purpose that we have. But still, some make good friends and are always in the mood for a fight. Maybe
they can join us when we take down the others."
Children of Osiris: "Delicious Kindred. Meat so pure, so empty of taint. Eat one if you can. They mean to destroy us, but we
want to make a nice herd of fat, juicy cows out of them."
Daughters of Cacophony: "Who the hell cares?"
Followers of Set: "They wait for their master like we wait for ours. Until that time, we are allies. After that, they are dinner."
Gangrel: "We will strip the meat from their bones and devour their hearts as they watch. We will work our way up to their
mistress, and beat her like the dog she is. Watch them run, with their tails between their legs, when they realize their 'brother'
means to eat them."
Gangrel antitribu: "Like us, they are waging war against their previous masters. They will just have to learn to bow before a new
master when Lycaon comes, and strips this world of all it's meat."
Gaki: "Delicious. But five minutes after you eat one, you're hungry again." (Hey, I can make this kind of joke. I'm Asian.)
Giovanni: "Mmmm. I love Italian food."
Lasombra and Lasombra antitribu: "Power they want, power they will get -- especially when I ram my clawed power down
their throats."
Malkavian and Malkavian antitribu: "Our best allies. They think we are just as mad as they are. They think we epitomize the
truth of a world where everyone must eat another to get ahead."
Mekara: "Taste too much like axle grease and gasoline. But if you're in the mood for fast food, you can't beat it."
Nosferatu and Nosferatu antitribu: "They try to learn the truth about us. Do your best to convince them that you are Gangrel,
and get the Gangrel in trouble. The Skulkers think they are the vile ones. Wait until they see us eat."
Ravnos: "They are more aligned with their Gangrel cousins, and in their elitist attitude, they spit on us. Even if they are masters
of deception, strip their skeletons -- but only after they teach you the ways of their illusions."
Ravnos antitribu: "Allies. As cunning as we are. To deceive is second nature to them. Too bad that don't kill as much as we
do."
Salubri: "Let's see them heal their holier-than-thou selves once you swallow them whole."
Sardonicus: "Worthy foes. They don't care who you are. As long as they can hunt you down as you sleep, and drain you of your
power. If we could get them on our side, then everyone will fear us."
Serpents of the Light: "As mysterious and as alone as we are. If you're in a bind, snake food ain't bad. Watch out that you don't
get bit."
Toreador: "Their meat tastes like chocolate with a lovely cherry center. Bite into them, and watch the red flow. They are artists,
be their fan. Devour their work and then devour them."
Toreador antitribu: "So different from their Camarilla brethren. They also understand ugliness like we do. Some of them make
good allies. The others, though not as tasty as the Camarilla bred, still taste like chocolate."
Tremere and Tremere antitribu: "Good men and women. Wouldn't trust one in a minute, but that's why I like them. Strong
willed, and forceful intruders into the world of Vampires. Be careful around the loyal ones, though. They have certain abilities that
can discover exactly who you are."
Tzimisce: "So stoic. So distant. They matter very little to us. They think they understand the bondaries of flesh and blood, but
they will never know how to truly manipulate flesh, until they've bitten into it."
Ventrue: "Old, stoggy, wrinkled meat. Good only if you're hungry. Otherwise, just kill them."
Ventrue antitribu: "Good allies here. They understand what it means to be outcasts and geeks. Some of them will even take a
bite of flesh just to show you how different they are."
CAMARILLA: "Sounds like caramel, don't it? Take that as a hint. Don't step too far out of line in their cities, or things might get
sticky. You must be very sly to live among them."
SABBAT: "It's easier to let yourself go in their cities. But watch yourself. They don't care for our love of Lycaon and the coming of
his Vengeance."
INCONNU: "They are liars, all of them! They tell us that all we know about Lycaon is a myth, that he's just a mad Kindred who
works for the Dark Fae. They will learn the truth when Lycaon devours them all!"
GOLCONDA: "A fool's quest. The only peace we will find is when all the Betrayers of Lycaon are dead."
WYRM: "The Wyrm is a function of us. The Black Spiral Dancers tell us that we are but an aspect of its 'Hydra', whatever the hell
that is. It doesn't really matter. As long as we have it on our side."
IMPERGIUM: "Gotta keep them in line. Gotta keep everything in line. Like a line of lambs fresh to the slaughterhouse."
SEELIE FAERIES: "Kill them all, tear at their flesh, and revel in the acid trip their meat will give you. They deserve no better:
those that would so easily betray a friend."
UNSEELIE FAERIES: "Close friends. They gave aid to our founder when all the others turned him away. Help them whenever
they need it, and it will return to you tenfold."
LUPINES: "The ones you can always count on are the Black Spiral Dancers. Ours is a trusting friendship. They do not mind
serving our master if we serve theirs. As for the others, look toward the power-hungry tribes and the ones filled with the most
hate. The Shadow Lords, the Red Talons, the Get of Fenris, any and all that hunt for power or for vengeance. Of course, don't let
them know your true intentions. They'll tear you apart in no seconds flat."
MAGES: "They're out for your blood. Nothing more. Watch your step with these humans. They'll drain you quicker than any
vampire."

Opinions By Others
"So their history is based on lies. So what? Like you don't have any delusions? Like you don't have any lies that keep you
going throughout this miserable existence? Like you haven't made up any myths about yourself? Calling yourself the
'Ultimate Predator'! Calling yourself 'One of the Damned'! How pathetic! The only reason you should fear them is that their
lies are stronger than yours. And before it's all over, their lies may show you the truth about yourself. And how weak you truly
are!"
-- Bonzo, Malkavian antitribu Methusaleh Death-Clown
"They hate us with a passion, although we are their brothers. The Dark Folk have deluded them into hating us, have turned
them from good friends, into eternal enemies. They are cursed with a hunger that repulses us all. Have mercy on their souls,
for they know not what they do. But show no mercy when you meet one. They want nothing less than to tear the meat from
your bones."
-- Thoreau, Gangrel Scholar and Hermit
"Young pups, listen and listen good. Not every Garou you met is what he may seem. Not every friend you have is a friend
forever. There are Wyrm creatures that may be living among you now. Vicious leeches in wolf's clothing. They are enemies
to all -- they are children of the Wyld gone angry, children of the Weaver gone mad, children of the Wyrm still hungry. And
they may be hungry for fat puppies like you, so beware. Beware."
-- Xiao Lu, Elder Silent Strider Galliard

View high level Lycaon Protean abilities.


View Unseelie discipline.
MACHINAE
By Sébastien Allard (seball@station3d.com)

Description
This clan is one of the latest to appear in the near-future of the World of Darkness. The founder of this pseudo-clan started his
research in the Industrial Revolution. He was fascinated by the usefulness of newly created machines and what they could do for
mortals. He started thinking that maybe machines could do the same for kindred and began his quest to master technology.
Several centuries later, it is clear that he succeeded, but how the Great Engineer came up with these enormous results remains
a mystery. One thing lasts, a fabulous discipline called Mechanomancy.
The whole clan is now centered around the use of this discipline and every member seems to be absorbed by it. They found
hard to resist the appeal of this aptitude for building new devices. Other kindred don't seem to understand their twisted mind for
invention. on the top of that, they seems to suffer from an obsession for their task within the clan.
Nearly four hundred years ago, the Machinae turned themselves toward technology to enhance the possibilites of their undead
bodies. They presently possess an exotic technology that is very alien to other kindred: the Cyberplasmic Technology. This is the
most visible aspect of the clan for it is hard to miss a cyberplasmic arm.
The main goal of the independent Machinae is to build a city called Machinapolis; all their efforts are put in that direction. Sadly,
no spies have ever returned to tell where it is supposed to be build and what it will look like. Some elders claim that
Machinapolis may be a metaphor, something more mystical or philosophical in nature..
Official contacts have been made with the Camarilla in New York; the independent clan struck a deal with them. The contract is
clear though, when Machinapolis will be comleted they will leave their alliance with the Camarilla. Nowhere else in the world the
Machinae have befriended with other factions of kindred; they are greatly feared because they're not understood.
Clan members view their clan as a well-working machine too; rank and status inside the clan are a matter of knowledge and
competence. Like a good machine, each member is treated functions of what they bring to the clan, the more vital the piece, the
more importance she has. Machinae are very efficient in all things. They follow a code of conduct, set by the elders long ago and
updated every four years, known as the Engineering Protocols. Their combat tactics are rarely matched, even by Brujah.

Nickname
Bolt Heads

Appearance
Their skin is constantly in contact with metal, plastic and mystical alloy, so it is tainted gray, silver, bronze, golden or black. They
often replace a part of their anatomy for a shining cyberplasmic counterparts covered with black rubber-like veins and arteries.

Haven
The machinae lurk in the darkness of forsaked industrial plants and old factories, out of unwanted sight. Every member stays at
the factory and each one has a task within the haven. The Factories, as they call their shared havens, are always protected by
very unpleasant death traps. Unwelcomed visitors are quickly and mercilessly dismissed or dissambled.

Background
They choose out of necessity; the Embrace is not an act of passion but a carefully planned choice. They "enroll" brillaint people
like scientists, engineers and inventors. Mechanical aptitude, mathematical abilities and creativity are the only prerequisites.

Preferred Path
Path of Logic
Disciplines
Mechanomancy, Obfuscate, Potence.

Weaknesses
The blood of the Great Engineer carries great powers, but also a curse. The newly created vampire sees his mind slowly
perverted by the bolt head blood. He slowly become obsessed with a burning desire to build mechanical device and gizmos.
They must repair or build something at least 2 hours a night or become very angry. A Willpower roll at difficulty 7 may prevent this
and the kindred can act normally that night.
They are also very secretive about the purpose of their creations and never tell anyone for it would break the surprise! To reveal
the purpose of an important machine is against the Engineering Protocols and is punishable within the clan.
Because of the cyberplasmics the Machinae suffer additional draining each night. The more you have, higher is the demand.

Quote
"How can you say that these devices are useless? You can't understand the power invested in them. Each one of them has a
utility, a reason to exist. Even this one that you took for a piece of art has a reason, a logic behind it. What does it do? Well, I
could tell you, but then I'd have to kill you."

Stereotypes
Brujah: The broken ones. They are far too curious for what they worth. We loose precious time keeping them out of our
business. They will not go unpunished.
Grangrel: What can a gypsy do about modernisation? Nothing.
Malkavian: These random individuals have their utility; they make perfect guinea pigs for our research.
Nosferatu: Keeps your eyes open; they are suspected to be spying on us. We've never caught one, but they probably know
what we do with uninvited guests . . .
Toreador: We admire the dreamers and visionaries. Some of them help us with the aesthetics of our machines. They are the
only ones who understand us.
Tremere: They are well organized and have driving goals as us. We often need them for their mystical talents but that's it. If it's
the world they wants we wish them good luck . . .
Ventrue: This clan has made its time. They'll never be ready to face the future.
Camarilla: Maybe we can walk with them for a while, a decade or two not more, after we'll have to leave.
Sabbat: These chaotic bastards will get crushed sooner or later. But they play interesting games with mortals.

Cyberplasmic Implants
Convention: All the cyberplasmics have some level of Fortitude and Potence. Several options augment attributes likes
Strength and Stamina. Note that it cannot be higher than your generation allows you. The Majority of the implants give two extra
dices for soaking damage.
Points Cost: Each point for a cyberplasmic conversion costs five experience points.
Freebie Cost: For a starting character the cost is two freebie points for each conversion point.

The Draining: For each point of conversion it drains one blood point per night. Each implant marked with an * doesn't drain
blood points.
Healing: As usual. Damaged parts will regenerate or telekinetically fly back to its place, but the losts parts must be at least 10
meters away. Otherwise, treat the part as crippled.
Complexity: This is the difficulty for constructing the implant with Intelligence + Mechanomancy
Cyberplasmic Hand
Point Cost: 1 (per hand)
Complexity: 6
One or both of your hands has been converted into cyberplasmic. This is the classic implant given to a neonate after he's proved
himself to the clan. They give you an extra die of damage when you are crushing. They have two extra dice for soaking damage.
*Razor Claws

Point Cost: 1 (per hand)


Comlexity: 7
Your artificial hands are granted with very sharp metallic claws coated with blood. They are generally made of a black mystic
alloy. It drains one blood point for each use and lasts one scene. They do Strength +3 aggravated damage.
Cyberplasmic Arm
Point Cost: 2 (per arm)
Complexity: 6
Shining metallic arms covered with black rubber-like veins, implanted right into the shoulder. Each arm gives two extra dice of
damage for punching, squeezing and crushing. It has two extra dice for soaking damage as they are made of a meta-plasmic
material. Yes, you can buy extra arms, as long as common sense allows it.
*Blade Weapon

Point Cost: 4
Complexity: 7
You are able to create a sword from the material of your cyberplasmic arm, supposing you have one. This blade extrudes from
your arm and cannot be remove unless your arm is pulled off. It requires a draining of two blood points to generate it and it lasts
one scene. It does Strength +4 aggravated damage and is used like a broad sword (difficulty 6).
Cyberplasmic Leg
Point Cost: 2 (per leg)
Complexity: 6
As for the arm except that the damage is for kicking, knee strikes, and squeezing with the legs. It increases your running speed
by five yards per turn as your legs pulls you quicker than you thought.
Cyberplasmic Skull
Point Cost: 1
Complexity: 7
The process of converting a kindred skull into cyberplasmic is much trickier than anything else. You must have your original head
and you must still be unliving for the implantation. The skull is then coated and reinforce with metamaterials. This conversion only
involves the structure of the skull and not the senses of the subject.
The skull gives two extra dice for soaking damage and two extra dice for head butts!
Cyberplasmic Torso
Point Cost: 2
Comlexity: 6
The ideal way to immunise you from stakes through the heart! This modifications grants protection to the so-called vital organs. It
gives two extra dice for soaking damage. The attacker must now score two extra damage, in addition to the usual, to get through
the heart.
Full Cyberplasmic Cyborg
Point Cost: 11
Complexity: 7
These very uncommon vampire who go through the full cyborg conversion are called Skulls of Arcaon. It includes hands, arms,
legs, torso and skull converted into a nearly indestructible machine. The sense replacement are not include but the eyes are
protected the same way as everything else.
They are very demanding to operate normally because all the blood it takes to keep them running. The majority of them, used as
soldiers and guardian, are stored into hibernation-like tube.
*Blood Storage Unit

Point Cost: 1 (per blood point)


Complexity: 8
For each blood point passed your generation you can store blood into a small compressing tank inside your torso. Your normal
pool and the unit are symbiotically linked, so if a vampire drains you to death he will also have the pleasant surprise of draining
your unit too! This implant don't count for the draining; it just holds blood.
*Speed Pump

Point Cost: 2 (for each simulated generation)


Complexity: 8
This little pump is the product of the latest cyberplasmic technology and some Machinae elders still don't understand how it
works. One thing is known, it allows a vampire to use his blood more faster thant normal. Note that this implant don't drain blood
for its maintenance
*Blood Pumper

Point Cost: 2
Complexity: 8
This option can be added to the razor claws or the blade weapon. It allows the part to pump blood when it penetrates a victim. It
drains one blood point per turn and doesn't produce the ecstasy in mortals. Several machinae use it as a cleaner way to feed.
CyberTail
Point Cost: 1
*CyberFangs

Point Cost: 1
Cyber Wings
Point Cost: 1
*Cyber Thrusters

Point Cost: 2
*Elongation Option

Point Cost: 1 (for each yard/meter/hex)


*Cyber Armor

Point Cost: Normal cost for Fortitude


This doesn't drain blood and you can't have both this and Fortitude
*Weapon Link

Point Cost: 1 (per link)


Add one dice to initiative and shooting. It costs one blood point to activate it. The plasmic link makes the weapon jump into its
user's hands, ready to be uses. It symbiotically bonds the weapons to the user.

Merits and Flaws


Advanced Design
(5 pt. Merit)
The advanced design of your implants is of the latest technology. Your cyberplasmic is less demanding, it drains half what it
should normally drain.
Symbiote
(2 pt. Merit)
Your implants can retract into your body, leaving only your flesh visible. The perfect option for keeping the Masquerade or a
seemingly normal life.
Poor Maintenance
(1 pt. Flaw)
Your implants needs more attention to function well. You need to make check-ups every night or suffer a -1 penalty. A roll of
Perception + Cerberplasmic at difficulty 5 is needed to make these check-ups.
Mechanical Flaw
(1 pt. Flaw)
You suffer from an additonnal point of draining each night for an unknown reason. Maybe some piece of one of your implant
doesn't work well, or maybe your undead body is trying to tell you something...
Dark Symbiote
(4 pt. Flaw)
Only available if you have the Symbiote merit. Your Symbiote is awakened and has desires and goals others than yours. This
can be played like a Wraith's shadow. The symbiote has abilities and a personality that the character doesn't suspect. The
Storyteller or the Symbiote Guide must work the details during the conception of the character.

New Skill
Cyberplasmic Technology
This is the skill for maintaining cyberplasmic implants, to repair or modify them. The construction of a part takes one month per
point cost and requires an Intelligence + Cyberplasmic Technology roll. The difficulty of the roll is determined by the Complexity
of the device. Five successes must be made to complete the part.
Some parts will requires the Science skill or Thaumaturgic magic.

* Novice: You are able to pronounce the word "cyberplasmic."


** Trained: You can repair the squeak sound that your arm makes.
*** Competent: You are able to perform some small modifications.
**** Expert: Your last improvement was notice by the Chief Engineer.
***** Master: You know what doesn't work by the sound it makes.
****** Legend: You have ideas that defies modern physics.
MACHOMENOI
By Timothy Toner (8 Jan 94)

History
Soft dust drifted down from the roof of the tattered tent. Soon the painful sunlight would drift through the ragged tears wrought
by war. Soon, it would be over.
The Warlord sat in his chair, and looked once again at the map laid before him. According to this, it was to be the ultimate
victory. Now it was defeat. In the distance, the furious battlecries of the victors rose ever-close.
"What had gone wrong?" he whispered to himself. All were stripped from him, all friends, generals, assistants, thralls. All had
faced the Final Death with honor, leaving only him. Sword marks scored his flesh, arrows still carelessly protruded, the
fletching scratching against the wooden chair. None of these things, these engines of war, could harm him. Death would have
to come another way. Painfully. Without honor.
The tentflap rustled, and a figure stepped in. The Warlord regarded it with puzzlement. No one stood there. No sound issued
from the doorway. Although one end still slapped pleasantly against the tent, the doorflap was perfectly silent.
The Warlord froze. "Who are you?" No words echoed from his lips.
Standing, he reached for his sword, only to find it already gone. What witchery?
The intruder appeared before him, as if his mind had only now thought it wise to alert the Warlord of the presence. It was one
of the fierce ones from Asia Minor, a brave and savage race that had to have the rules of engagement burned into them with
heated swords. So there was one left. One out of so many...
"You may speak now, Juran."
He knew my name! The Warlord's eyes grew wide in shock. Still, the pup was impudent. He had not learned the lesson. From
this whelp, the Warlord would build a new army. One step at a time. First, the discipline...
The Warlord reached out to grab the stranger, noting with a glance that he was indeed Kindred. He seemed vaguely familiar,
and yet somehow different. Changed from the last time they had met. "Who are you?" he bellowed out, finally taking hold of
the stranger's squirming arm.
"I am Hassam. I am your death."
The Warlord's hand grew suddenly cold, an icy bar absorbing the warmth of the room, sending his already cool body into
shuddering. He collapsed to the dirt.
"What?"
"I have come for you, Juran, just as I said I would. You saved me from my righteous death. You kept me from my gods. You
stole any hope for honor or redemption. And now I return the favor." Despite his tough words, the stranger was quivering,
perhaps out of fear, perhaps out of anticipation.
"Do it, you coward! " It was a word horrid to say. Such a denouncement would mean the death of any man the Warlord had
leveled it against. Now it was only an Epitaph.
With razor-like hands, the stranger sliced through the Warlord's armor, stripping all raiments of glory and protection. Naked
and stiff from the cold, the Warlord could only shiver and wait for the end to come.
The stranger, this Hassam, drew forth from his sash a curving blade. From the depth of the Warlord's fallen will, a smile
arose. "He wishes to use an engine of war against me..."
Hassam caught the smile, and returned it. He raised the blade to the flickering oil lamp. "No, Juran. Not a weapon of war. A
weapon of treachery. Stained with the blood of your generals, all fallen this night. You will be with them, on this blade, and
within me, forever."
Hassam struck his defenseless opponent again and again. The blood rushed and welled, until it pooled enough so that the
killer dropped his blade, and lapped at the sticky blood he craved. Thus was the end of the great Warlord Juran, last of the
Machomenoi.
-- Found amongst the books of Alexander the Great, after his death
The Machomenoi are a clan wholly lost to the Kindred of today. Fragments of legend still extant alleges that the founder of Clan
Assamite slew the Antediluvian, but only after picking off all others, one by one, in the deepest part of the night.
These vampires were once the crowning jewel of the burgeoning civilization. Military history and tactics were more critical to the
Greeks and Phoenicians than astrological charts and omens. In every way, the Machomenoi were the unliving embodiment of
these ideals.
Only the finest and noblest warriors and leaders were chosen to fill the ranks of this Clan. Taken almost entirely from those who
lay dying on the field of battle, the Machomenoi retained the killing scar as a symbol of honor and virtue. They travelled the world,
seeking out battles, and fighting in the name of strategy and high ideals.
Often two Machomenoi would face one another as either the leaders of two opposing forces, or advisors to the leaders, or even
those who would lead the charge, calling others to a noble doom. In every way, they showed deference to each other, taking an
almost philosophical look at defeat. After all, one only learns when mistakes are made. A Machomenoi is always spared, even
when the custom calls for the destruction or enslavement of rival forces. Such is the bond of fealty they all share.
There are three types of Machomenoi, known informally as the Arm, the Leg, and the Chest. The Arm are those fighters who
surpass in strength. They usually act as the leaders of attacks and assaults, fighting brutally, and smashing down any who stand
in their way. The Leg are the swift scouts, specializing in sneak attacks, routs, and, more importantly, reconnaissance. Among
mortals, they are the advisors, the dark shadow behind the throne. The Chest are the stout of heart, the rear guard that protects
the flanks. They will stand their ground no matter what the foe, and subsequently act as bodyguards, or even leaders, amongst
mortals.
Because of the effective job of Hassam in wholly annihilating this Clan, very little is known about them, other than accounts from
the dawn of recorded history which talk of fierce pale skinned warriors that appeared in the midst of battle to rally the troops to
victory. The greatest assemblage of Machomenoi in one place was at the Siege of Troy, where they took a minor diplomatic
problem, and blew it so out of proportion that it took ten years, thousands of lives, and the razing of a once noble city to resolve.
Every time one side would gain an advantage, the other would petition Juran, and the horrid balance would continue. The
constant warfare continued, as more Machomenoi were summoned to fight in the conflict. Finally, duplicity, an anathema to the
Machomenoi, won the day, and the disgusted Machomenoi turned to other conflicts.
The only other tale that survives in any degree is the fall of the Machomenoi, as recounted by an unknown scribe that did not
know their true nature. As the legend goes, a fierce war was being waged in Asia Minor between two rival tribes over a hotly
contested trade route. Both sides had camped at the opposite banks of a river, drew their bows, and waited for someone to
come out to fetch water. They remained there for weeks, slowly running out of water, slowly dying a dishonorable death. The
conflict would not have been so terrible, if not for the presence of Juran himself, as well as several of his generals, watching over
the battle, waiting for a break.
Just when the Machomenoi were growing bored, and considering whipping the men into a frenzy, and driving them into one
another, a lone figure jumped on a horse, and rode straight for the opposite camp, not caring in the least about the sweet water
that flowed about his horse's calves. His horse was not so single-minded, however. It stopped midstream, and began to
plaintively lap at the flowing river, rendering the man a stationary target.
Seconds before the release of the arrows, the fighter leapt into the waters, and disappeared. A few patient moments later, he
popped up again, and again, another wave of arrows. He slipped underneath the waves before they could strike him. This was
repeated again and again, until, much to their horror, the tribe realized it had a scant few left. Bolstered by this confidence, the
other side assaulted, and though it was a bloody massacre, the patient tribe with the brave martyr won out.
So pleased by such out and out bravery, Juran and his two generals sought out the hero. Martyr he was: blood poured from a
dozen wounds. Juran smiled secretly at the true cause of the hero's bravery. He poured into the mind of the soldier, and
discovered that he had become so thirsty, that he had killed his comrade, and drank deeply from his blood. The resulting thirst
had driven him insane. Nevertheless, such "heroism" should not go unrewarded. Juran ordered him Embraced on the spot.
The general who performed the deed was only 7th generation; in those days, such a high generation seldom bred true. As the
vitae flowed and mingled with the blood of his friend, the soldier began to convulse. He would not survive the Change. Juran
insured it with a bit of his own blood. The soldier stopped convulsing, and lapped greedily at this reward.
The Neonate survived, but the powerful infusion of blood erased any battlescars. The soldier, low in generation, and lacking
these signs of honor, would forever be a lackey. But unbeknownst to Juran, Hassam -- the soldier -- sweetly craved the dark, rich
vitae, and sought it out at any opportunity. He fought battles not of honor but of treachery, slaying the Machomenos, whether he
was the victor or loser. He learned the secret of Diablerie, and did the Blood Dance, climbing in generation, and systematically
slaying every one of the trusting Machomenoi he met.
As his power grew, so too did his thirst for more blood. He developed special powers, the antithesis of his Machomenoi origins.
Whereas they would be forward, brutal, and honorable, he would be silent, lethal, and amoral. It took him quite a time, but
eventually, he developed Quietus as we know it today.
Eventually, he arranged for a horrific battle to be fought in northern Greece, and secretly invited all those Machomenoi who
remained. He made pacts with each, promising detailed reports that could only be told in silence. It was the last news they ever
heard.
The Warlord also came. Juran wondered where they had all gone to, but the Phoenicians had discovered a new world,
supposedly. Perhaps they were off in this strange new land, fighting grander wars. Perhaps he would journey to there himself.
Hassam allowed Juran to live in his delusional world, where he shared the throne of mastery over humanity with Caine himself.
When the assassin came, it was after a humiliating defeat. Stripped of all pride, Juran basically offered his neck to Hassam.
From here, the history becomes tangled. Hassam had no desire to create others, to inflict upon others the sins of his former
clan. Still, he found those who thought as he did appealing to be with, to control, and eventually to Embrace. None deceived him
as he deceived his Lord. In this, there is a frightful symmetry with the order he obliterated; the Assamites are as loyal to him as
the Generals were to Juran. It is rumored that even today, Hassam awaits one who will rise from his ranks and decimate the
Clan, taking from them as he himself took from the Machomenoi.
Because history is skewed in regard to the Machomenoi, no one knows if the Clan was around at the time of Caine and the
Second City. Those Antediluvians who know seem shocked that human minds still hold the Machomenoi in memory. To them,
they are long dead, an inferior, prideful clan in every way. A few potent Kindred, aware of the history, hint that perhaps the
Machomenoi-Assamite cycle is never ending; Juran usurped it from the first, and thus the blood has flowed endlessly, never
settling, constantly being stolen and reclaimed.
Whatever the case, the transfer of power from the Machomenoi to the Assamites signalled an important shift in the way humanity
viewed war. It was no longer an honorable accounting, with coups counting for more than a massacre. Countries would be lost
with the outcome of a single battle. When the Assamites took over, war became more about finishing as quickly as possible,
while delivering as much pain as possible against an opponent. In many ways, the Assamites murdered the only pure thing that
ever came from war: a sense of honorable finality, where neither side felt cheated.

Nickname
Myrmidons

Appearance
Always spartan in dress and style of clothing. As mentioned above, they will try to dress so as to show the fatal scar off; the
nastier the better. In addition, each Machomenoi will possess a True Weapon, a weapon which they favor above all others. They
will go nowhere without this item in hand.

Haven
Mobile, like the Gangrel, they existed in a time where notions of abrogating a haven were unthinkable. Most of the time, they
established tents, and wrapped themselves in heavy cloaks, to sleep out the day.

Background
As seen above, the Machomenoi choose only those who have fallen in battle to add to their numbers. Thus, one would have had
to do something creative, and then be cut down, to be Embraced. So potent was the Vitae of the Machomenoi that the body
could be dead a full day, and still it could be Embraced.

Concept
Soldier, Leader, Teacher, Mercenary.

Clan Disciplines
Arm: Potence, Celerity, Ptolemos
Leg: Celerity, Fortitude, Ptolemos
Chest: Fortitude, Potence, Ptolemos

Weakness
So little is known about the Machomenoi that iron-clad facts are difficult to come by. In many ways, they had a great respect for
each other, and would never harm another Machomenoi, no matter what. In many ways, this resembles both the Tremere and the
Assamites. Whether this is a Mass Blood Bond, like the Tremere, is unknown. The closest approximation comes to a sort of
subservience to those with higher prestige. In any event where a Machomenoi acts dishonorably, he must subtract the difference
between his Generation and the target's Generation in dice from all die rolls that would affect the target unfavorably. Thus, if a
Machomenonoi used treachery to win a battle, all dealings with his fellow Machomenonoi are stained with the notion that his
comrade has been slighted. The Machomenonoi must subtract the difference as a penalty. Note that this works both ways. Just
because one is of higher status does not allow one to lie, cheat and steal. This seemed to apply to all Kindred the Machomenoi
dealt with, which really was hardly any at all.

Organization
As rigid as they get. Each successive Generation is a higher ranking in the Organization. The proper names are lost, but a close
approximation is Warlord, Lord, Underlord, General, Commander, Sergeant, and Warrior. However, while in battle, those who
lead troops into battle, regardless of generation, are called Warriors. Those who select stratagems are called Generals, and
those who protect and defend are called Sergeants.
In one way, the Assamites and the Machomenoi are strikingly similar: the use of Vitae. To them, vitae is an extremely valuable
commodity. Before a battle is fought, the two Machomenoi usually meet, shake hands, and propose a wager. This amount is
usually in blood. If for some reason, the two clash without speaking, the winner is automatically awarded a single point of blood,
no matter what.
Hassam apparently stole the method of conversion from the Machomenoi, for although the exact specifics of the Machomenoi
ritual are lost, their texts constantly speak of being promoted to higher ranks. Use the 100 = 1, as suggested in the VPG.
Demotion also exists, though, once again, the precise nature and methodology is unknown. The records speak of "The Foul
Vitae," a horrid potion which causes a decrease in Generation. Thank Caine this was lost to history.

Gaining Prestige
Machomenoi gain prestige by winning battles. The higher the wager, the more prestige was gained. Note that even though a
Machomenonoi could rally a bunch of peasants to resist an entire barbarian horde, more prestige would be gained if it were two
Machomenoi with a handful of peasants, duking it out over crop rights.

Quote
"Conan, what is best in life?" "To crush thine enemies; to see them driven before you; and to hear the lamentations of the
women."

Stereotypes
Unknown

Note
One key factor is missing in all accounts of the Machomenoi: the effect they had on humanity. They used humans largely as
pawns to play their brutal games of strategy, and it seemed largely that the rest of the world let them do just that. Many would
contend that they were merely feeding a primal impulse that humanity already possessed, and turned an unrelenting bloodbath
into something organized and purposeful. Still, the mind reels on what would have happened if Juran had never given Hassam
the blood.

It Continues. . .
The tentflap parted for a moment. Hassam glanced up, half in fear at being caught, half in frustration. "Who!"
"I, Hassam. It is I."
The figure in the doorway looked familiar, and yet...
"You have done something few have, Hassam. You have ascended to the Third Generation. Your Hunger has served you
well, given you the drive to overcome any obstacle. Now it will curse you." The figure turned to go.
"No. Wait! What did you mean..." He stood and wiped the vitae from his mouth with a dirty sleeve. "What do you mean,
'Cursed?'"
The figure smiled. "Find shelter, Hassam. You will require it. I do not curse you. I warn you. Few have ascended to your level,
and none so quickly...so far. However, such hubris carries a heavy price. That which gave you the edge, the drive to go on,
will ultimately drag you down. I am sorry, Hassam, but it was your choice."
"So it doesn't end here, in this tent?"
"No. There has to be 13. You cannot die until someone takes the pulsing blood from your veins. It will never end.
"You've worked so hard, all these years. In my own way, I was cheering you along. Now that it's over, I hope it was worth the
trouble." He left.
Hassam remained kneeling in the tent, waiting for the sun's scorching rays to mar his flesh, to end his life as he planned.
They ripped his flesh into fiery agony, they desiccated the corpse of Juran. But no matter how much he suffered, he did not
die.
And the cycle began anew...
BEGIN TRANSCRIPT
"...So that's it?"
"Yes. As far as we know, that's it."
Curan glanced down at the elegant weapon he held delicately in his hands. "They're all gone?"
"I suppose. There have always been rumors, but, as you know, the Assamites are good."
"And you wouldn't suppose this hunk of iron would have any power?"
"No. None outside its original owner. And forger."
"Sheesh. I went to a lot of trouble to get this, too. And now I spend my pennies, haul my pale butt all the way to Rekjavik, and all
for nothing."
"Oh, not for nothing. It's still a serviceable weapon."
"But it's not a GhulBlade. It's not a corferri. It's not anything."
"It's history."
"Great. 'hey, mista. You wanna buy some history? Twenty bucks.'"
"Childe, there are perhaps forty souls around today who know the tale I told you. I saw the blade was worthless to you the
moment you walked in here. Your message was sincere, so I thought I could give you something for your troubles. Information."

"Information? About a loser clan who couldn't beat off a single lick? I don't care who he was! If they were such great fighters, then
what the hell are they doing dead? Didn't they talk to one another? Didn't they think, 'oh, gee, that Hassam has fought Tom,
Dick, and Stupid, and all three are dead now. Hm...' I'm failing to see the bright side to all this..."

"Don't!"
"damn...what happened?"
"You struck the floor with the sword. It is slate. Sparks flew."

"Nah. Not sparks. I hit that floor, and Bam! Something hit it before I even touched it!"
"Yes. Not sparks, boy. You must go. You must take this sword wherever it will lead you. It's not safe here. Not after that."
"What?"
"Trust me. You came all this way, and I dispensed free advice, out of pity. Now I beg you. Leave."
"One more question, one small thing I just don't understand. How'd they do it?"
"How did they do...what?"
"Fight. Y'know...I can imagine that lots and lots of soldiers fought for them, like in the story, but weren't those during the day? How
did they control the troops?"
"You've uncovered a great mystery. Now it's your duty to cover it back up. Before it devours you...and us. Go now."
"Okay...right...whatever. See ya, you old bastard."
"Goodbye Curan."
END TRANSCRIPT
File No. 994532 - Level 7 Survellience Sweep Record. Translate into Aramaic, and File Level 4, Eyes Only, Istanbul, Petra,
Aerie.

Notes
As two astute posters have pointed out, the concept of vampiric generals seems unlikely in the least. The Kine would
immediately object to fighting at night, for obvious reasons. So somehow, these mighty warlords had to find a way to fight during
the day.
Of course, this is the result of all the scholarship that is known about this enigmatic clan. Many, particularly Assamites, deny their
existence, simply because they don't make sense. Nice metaphor for a Clan, but rather impractical, in the weight of historical
evidence. The few experts who still try to piece it all together have one of two theories. The first is that the Machomenoi, when
they desired to fight, could encourage the Kine they ruled and controlled to fight at night, when the moon was full and the sky was
cloudless. Such gods that walked among men would have undoubtably been able to sway the masses in this regard. If you were
willing to die for a pale stranger that improved your fighting ability, then you most certainly were willing to do so under a full moon.
It's not like it was every night.
The second theory is perhaps the most radical of all; that the Machomenoi were indeed immune to the debilitating effects of the
sun, but paid a terrible price in that regard. Until Level 5 was reached, normal blows could kill them.
However, the huge hole in our knowledge of the clan, especially how one becomes an Arm, Leg, or Chest, leaves us with
questions which may never be answered sufficiently.

Stop!
This is all your players can know, up into this point. This is all the scholarship tells them, no matter how hard they search. Anyone
who pretends to have knowledge beyond this point would probably have been hunted down by Hassam a long time ago. Unless
you're running a Chronicle while these guys were running around, then they will only know the vague rumors (above) which can
make a normally sedate Assamite foam at the mouth.
This Clan is intended to be the ultimate teaser. Rumors of a Lost Clan, with direct links to Clan Assamite, should have any
Illuminatist running out the door to find more info, just to have something to lord over the oh-so-smug Assamites.
What exists beyond is lessons that Hassam intentionally forgot, since their very existence threatens vampires, and to a large
degree, humanity in general. In every sense, only one individual in the World of Darkness knows what lies beyond this point.
Well, five. But they're not talking...
The gender issue: Lost to the ages is whether or not the Machomenoi were all men. Legends of the Amazons hint that, no, not
all were, but no single evidence of a female Machomenos survive. It could very well be that Hassam may have overlooked these
rare exceptions.
The Machomenoi today: As hinted, a few Machomenoi survive, mostly in their True Weapons, trapped there by Hassam long
ago. These weapons collect dust on shelves, and confound scientists in their inability to rust or even lose their edge. Most spirits
are asleep, waiting to be found by a Kindred with the passion for war in her heart.
Finally, there is but one place where the Machomenoi could persist: the Americas. Drawn to the powerful warrior culture of the
Native Americans, the Machomenoi would have travelled any distance to be with those who treasured honorable warfare above
all. To date, five Machomenoi still live, asleep and unaware that the European has conquered the land through deception and
treachery. One in particular, a powerful Chest who animated a great buffalo carcass when he fought, was almost awakened in
the Spirit Dance. He now stirs in his sleep, and when fully awakened, will try to Enhance as many Native Americans to lead into
battle.

View Ptolemos discipline.

View The Path of Ares.


MACLEOD
By "Ghaleon" (ghaleon@aol.com) (4 April 1995)
NOTE: I know this is all completely stupid, no need to tell me so Lets see, Clan MacLeod.....
They're Antedilluvian founder would have been Conner MacLeod (Who became a Vampire after he mistakenly beheaded an
Antediluvian (oh, howabout the Setite's, I hate them) And took his power through the usual highlander way.
Clan disciplines: Potence, Celerity, Fortitude (and you think you've seen combat monsters before!)
Clan MacLeod is a new clan, having arisen about 400 years ago in the Highlands of Scotland. They are natural enemies with all other
Kindred clans, since they live by the rule of 'There can be only one' They're also not very good at keeping the Masquerade, so any
MacLeod clansmen found will be hunted down and killed by all other Kindred. The only problem is, those other Vampires have to kill
them, and thats just about impossible in a fair fight.
Don't worry, I do actually have good new clans and will eventually post them.
This is just a joke my chronicle has.
MAELDUIN
By George Cusack
The Maelduin clan are connsumate warriors and wanderers. Roaming the world in packs, the Maelduin look for nothing more than the
opportunity to use the power granted to them by their unlife to it's maximum potential.
The Maelduin have no interest whatsoever in organized vampire society such as the Camarilla or the Sabbat, and, if asked, most of
them will speak out against it. Unlike the Brujah and Catiff anarchs, however, the Maleduin do not wish to see these societies fall
apart, as they give the Maelduin ample opportunity for conflict and violence. They merely wish to be left out of the intrigue and politicing
that society must inevitably practice.
Maelduin are constantly in search of conflict and strife. Most commonly, Maelduin hire themselves out as mercenaries or bodyguards
to elder vampires in the Sabbat. Some Maelduin have even been known to serve as tomb guards for Inconnu, but this is widely
regarded within the clan as one of the most boring jobs imaginable. The Camarilla largely looks down upon the Maelduin, believing
their almost religious use of excessive force to be a threat to the Masquerade.
Haven: Maelduin rarely have a set haven, preferring to go "where the action is." When a Maelduin does set up a permanant base of
operations, it will usually be in the middle of a large city, and the vampire will spend little time there apart from what is necessary for
sleeping and healing.
Background: Maelduin neonates tend to be professional soldiers or career criminals. Marines and HellÕs Angels are both very
popular. Maelduin will rarely embrace anyone, however, unless they need extra muscle or cannon fodder for a job.
Clan Organization: The Maelduin Clan is really more of a brotherhood in regards to structure and organization. The Maelduin rarely,
if ever, meet as a clan, and there is no government or power structure among them. When Maelduin do run into each other, usually by
accident, it is usually grounds for great celebration, and very often vast property damage.
Contrary to popular belief, Maelduin caught on opposite sides of a struggle will fight each other, even to the death, and they will enjoy
it. The Maelduin see themselves as the most worthy opponents there are.
Clan Prestige: Prestige among the Maelduin is awarded mostly for proving oneself in battle. Legends abound about Maelduin who
have defeated whole packs of lupines single handed. While this is not the only way to gain noteriety, there is little room among the
Maelduin for the cautious or the cowardly.
Clan Diciplines: Celerity, Potence, Dynamistry
WeaknessQuote: "Masquerade? Why should we? We have nothing to fear from these humans. Let them try to put an end
to us."

Stereotypes
strong>The Camarilla: These pretentious fools are too caught up in their own paranioa to enjoy their immortality. They resent us our
feedom and power.
The Sabbat: While they certianly know how to cause mayhem and destruction, these kindred are too obsessed with whatever it is
they're trying to accomplish.
The Inconnu: While it is impossible to understand what would make one want to withdraw from a world with such potential, these
elders are not to be ignored. Their power is considerable and their motives are unclear. There will be a great battle when they awake,
and we should be prepared.
View the Dynamistry
MAGNETICI
By Anderson Ravanello

Description
It is common knowledge that the Cursed Malkav blood, despite its inner madness, carries great power and often boosts all the
mental aptitudes of all those blessed (tainted) with its mark. The history of this bloodline starts with Augustus Magnus, who was a
very skilled scientist in his days. He was in search of the "Nuclei Auri," the source of auras, but after slaying several "subjects,"
he was institutionalized. While he was there, the owner of the institution, a 5th generation Malkavian, Embraced him. His new
powers of Auspex, Obfuscate and Dementation gave him a new method of finding out how auras work. One day, while using
Auspex level 2 power "Aura Sight," all his 4 derangements activated and the insight that he got was that aura was nothing more
than the magnetic field of the neural synapses of the mind. He developed a power based on what he knew to manipulate and
use this energies. Some say Augustus reached Golconda, but others say descended into a deeper state of Malkavian
dementia. In everyone's wisdom, he is still someone of great wisdom and power.

Appearance
Because of the standard type background, Magnetici Malkavians will almost (not) look like each other. The visual is of the mad
scientist (or not).

Haven
Colleges, College Campii (plural for campus, ya know..), libraries.

Background
Magnetici Malkavian will not Embrace anyone who's deeply insane. They prefer those who are smarter -- they generate more
magnetic energy. They are instinctively attracted to a particular witty person. They also don't consider themselves apart from clan
Malkavian, so a Magnetici Malkavian won't know that he's different from his friends until his sire tells him so, or he figures it out . .
..

Character Recipe
All Msgnetici MAlkavian tend to be smart, cunning, intelligent, deep-thinkers and, of course, endlessly mad. By that, mental
attributes (with a stress on Wits), knowledges and talents are the primary items on the recipe. Status, Contacts, Herd and Fame
are collected in the same way as if they were Malkavians.

Character Path
Most of then just follow Humanitas, but it's said that the most powerful Magnetici Malkavians follow the Path of The Paradox, with
small differences.

Disciplines
Auspex, Obfuscate, Magnetiquous

Bloodline Weaknesses
First of all, they all descend from doubly-deranged-Malkavians, so, all of them start unlife with at least 2 derangements. Also,
because of the powerful energies unleashed by the Magnetiquous discipline, the Magnetici Malkavian may suffer a side effect
on one of his disciplines. Every time a Magnetici Malkavian uses Magnetiquous for something and wishes to use another
discipline during the same scene, the Storyteller should secretly roll the player's Self-control/Instincts against a difficulty of 8. In
case of a failure, the power will Rage uncontrolled for the rest of the night, unless a Willpower point is spent to retake control. If,
by chance, the roll botches, then this lack of control becomes a new derangement and the player must spend as many Willpower
points as a roll for 2 dice results (something between 2-20) to recover the control. For example: Matt The Kook has just used
Magnetiquous Level 3 EM Disruptor on Maxine The Punk and caused 4 health levels of normal damage. Now he wishes to use
Auspex Level 2 to find out what the hell is this collapsed corpse in front of him, so the Storyteller should roll the character's Self-
control. Let's just imagine that the roll fails and (at Storyteller's fiendish discretion) his Obfuscate powers loose from control and
our brave Magnetici Malkavian starts changing all his forms of Mask of The Thousand Faces incessantly. The Storyteller should
allow the player to find out that he is "shape-changing" only after 10-Perception turns.
MALCAFII
By Brian Connors (connorbd@bc.edu)

Nickname
Puppeteers

Description
The Malcafii are the junior partners in vampiric control of Rome; it is said that Malcafis (their clan founder) and Aricella (the
founder of the Taureatores) were twin brother and sister, and though the Taureatores deny it, there are reasons to feel that way. It
so happens that the Malcafii are among the least trusted of vampires. They are said to be manipulative and conniving, and they
count ghouls amongst the most powerful politicians in Rome. Brutus, one of Julius Caesar's closest associates in the Senate,
was said to be a Malcafian ghoul. In general, the Malcafii are considered manipulative, arbitrary, and completely in control of
whatever they wish. Nothing could possibly be further from the truth.
For every Malcafian in the halls of power in Rome, there are a dozen out on the streets, begging after sundown, prowling the
dark, or simply killing at random. To a vampire, the Malcafii are insane, each and every one. This is a secret because so few of
the "sane" ones bother to acknowledge their "mad" brethren. It is this fact that seems to have prevented anyone from catching
on to them. But it is surely true; political decisions that make no sense are rampant, and every so often a citizen who's being a
pest will just disappear.
The stratification of the Malcafii doesn't necessarily mean anything. They have always had a fairly fluid sort of organization, and
although the current one has lasted for about a century, it is every bit as arbitrary as any other plan that the clan has developed.
For those who actually know the truth about the Malcafii, the veneer of a grand plan disappears to be replaced by a massive
curtain of incomprehensible garbage. The saner among them have their own interpretation of the nerve-wracking illogic that
categorizes everything Malcafic: this is life as it really is, and madness is liberation. Therefore, they take the opportunity to be its
missionaries. It is a very disturbing fact of life that all Malcafii are capable of transmitting their madness; this talent, Dementatio,
is quite secret nowadays but is used liberally on the outskirts of Malcafic society. The fringers often masquerade as hermits or
wise men if they tend to be lucid, while the truly mad ones are occasionally mistaken for village idiots or (among some cultures)
demon-posessed people.
The Malcafii are riding high and enjoying it royally. They don't care that they may not truly be the ones in charge. If the rug was
yanked out from under them tomorrow, they would not care. Those lucid enough to actually live up to their reputation are among
the maddest of them all; this sociopathic aspect that is so common among those who only appear to want to rule is perhaps the
most deeply disturbing aspect of all.

Appearance
Widely variable. The only ones anyone knows for certain are Malcafii dress in the same manner as the upper class they walk
among.

Haven
Anywhere, preferably something really weird or really isolated and decorated to be really weird.

Background
Malcafii generally go for the intelligent and the already-insane. The usual result ranges from anywhere to mildly depressive to
raving mad to simply deeply disturbing.

Character Creation
Malcafii can come from anywhere. Nature and Demeanor generally don't coincide usefully.

Clan Disciplines
Clan Disciplines
Auspex, Obfuscate, Dominate (upper class) or Dementation (lower class)

Weakness
All Malcafii take at least one Derangement. The typical upper class Malcafian will have something tending towards the
manipulative or sociopathic; the rest will have just about any problem possible.

Organization
Unclear. The class distinctions seem to have no real meaning within the clan, and even private plans can shift rapidly. There is
certainly some sort of ability to create a lot of interclass mobility.

Quote
"Me? Mad? No. You simply don't understand madness at all. You must learn to UnDErStaND..."

Stereotypes
Baali: Tainted power, but worthwile. Just make sure to corrupt them before they corrupt you. They're a lot more fun when they're
two denarii short of a sestertium.
Brushah: If it's madness they want, they're going about it the wrong way. Too roundabout.
Cappadocii: Hey, more power to them. When their minds explode in a bloody mess all over the Shadowlands they explore, we
will be more than happy to show them the way.
Gangrilli: Strange manifestations, those animal features. They will learn eventually or destroy themselves in the process, though.
ibn-Haqimi: They take things too damned seriously. And they may be on to us; do they want to spoil the fun?
Nictuci: Honesty is a virtue. They're still ugly as Cerberus.
Rafanuti: I like what I hear. Let's hunt together some time.
Salubri: Oh, yeah. Let's all grow an extra eye. Hey, upside: more info, more to deal with... if they don't collapse on their own we
ought to help them. It's the least we can do.
Setites: ouch Ouch OuCh OUCH!!!!
Simistis: To the first one I meet: tete futue and the horse you rode in on. We don't need their type here. Twisting things is our
job.
Taureatores: We're blood and they know it. I don't give a damn if they want to admit it to themselves or anyone else, they're as
f***ed up as we are.
Ventrutae: Let them come back. We'll just mess with their heads until they leave again.
MALKAV'S CHOSEN
By Brian Connors (connorbd@bc.edu) (13 April 1996)

Description
Malkav's Chosen are a worrying group. The Chosen were among the first anarch groups, formed in 1462 in response to the
Camarilla's abolition of the Dementation discipline. They are believed to be the only organized group of Malkavians in the world.
The Chosen are a conservative group, apparently affected by a fair amount of Brujah blood that nobody can track down. Their
founding members developed a contempt for the Camarilla's restrictiveness, which they felt denied their right to be Malkavians.
The Sabbat held nothing for them as well; the Malkavians who joined the Sabbat only became dangerous as well as insane. The
Chosen hold on to an older ideal; their clan seems to have some organization, but it is of the self-appointed variety that was
common in the pre-Camarilla years. Those with influence choose fantastic titles such as Nabob, Epopt, and Assistant Vice
President in charge of Marketing (there are at least three Chosen with that title in the Anarch Free States).
The group is based in Copenhagen. Its founder, a 6th-generation vampire known only by the name Hamlet, lives there, in an
abandoned stretch of Nosferatu warrens. They have few prominent members; the British Malkavian Prince of Boston, Arthur
King, is known to be a late-1700s defector from the bloodline, and there are two Chosen with considerable influence among
mortals in South Africa, but they are the exceptions.

Nickname
Dittoheads (connection to Rush Limbaugh obscure at best; the name is believed to be self-imposed)

Background
Much like any other Malkavian, the Chosen neonates are usually insane already. However, retarded individuals are very rarely
among their ranks. It is known that the bloodline contains at least three Embraced chimpanzees, a rather odd occurence even
for Malkavians.

Character Creation
As Malkavians, though the Disciplines are a bit different. Most follow a direct translation of either one of the ancient Roads of
Heaven or Paradox. Many are seeking Golconda.

Weaknesses
As with all Malkavians, the Chosen must take a Derangement.

Disciplines
Auspex, Dementation, Obfuscate

Stereotypes
Camarilla Malkavians: Nothing good can be said about brethren who don't even acknowledge who they are. If Gehenna indeed
approaches, those who survive will not remember the name of Malkav.
Assamites: A bit bitter for my tastes. They've been carrying a grudge against the Tremere for far too long.
Brujah: The anarchs among them are friends of ours. The rest are too weak because of their fighting amongst themselves.
Followers of Set: Knowing what they stand for, I find it hard to believe they are truly sincere about it. It will be their downfall
eventually.
Gangrel: Leave them alone. They will eventually join us in madness.
Giovanni: We warned Cappadocius of what would happen to he and his childer. These manipulators gave them what they
asked for.
Lasombra: They revel so much in their own darkness even light doesn't play fair around them. How can they possibly be sane
after so many centuries?
Malkavian antitribu: Sacrifice all the power you have to become a pawn. Sounds like a winning strategy to me. Hell, they
deserve what they get.
Nosferatu: Honesty is a virtue among them, but they are fooling themselves if they truly feel that they are not a tribe of anarchs
as a whole. If they gave up the pretenses they hold of sect membership, we could once again respect them.
Ravnos: The games we play with them (and they with us) are endlessly entertaining. But they still fail to grasp the liberation of
weirdness.
Toreador: I suppose you can come to admire an obsession. But it's not as liberating as, say, manic depression.
Tremere: They don't yet know how weak they are. But when Gehenna comes, they will know.
Tzimisce: They are the true freakshow in the world of the Kindred. Their power will only mark them as that much tastier to the
Antediluvians.
Ventrue: These relics are the cause of all of our problems. They are mistaken if they feel that they can truly remove themselves
from the Jyhad.
Camarilla: We honor the Traditions and nothing else. They have tried to deny us our identity, and we shall never acknowledge
them as long as it continues.

"They don't really recognize the damage they do to all Kindred holding onto their old ways. They could be our undoing."
-- Arthur King, Malkavian Prince of Boston
Sabbat: Bloodletting and tradition are always a dangerous mix. Deflate them when you can, avoid them if you must.
"What is so different about us? We have given up nothing that they have kept."
-- Francisco Guzman Garcia, Malkavian antitribu/Wendigo abomination, Mazatlan
Inconnu: They are not among us, therefore they are not part of us. It is good for them they keep out of our business, as they
would only get in the way.

"Such as these among the anarchs is not strictly a danger, but it still bears watching."
-- Alasdair MacDomhnaill, Ventrue monitor of Glasgow
Anarchs: We are of like mind and blood. The slight degree to which we worry them is made up for in our value to them.
"They are reliable and practical. The freakishness is just gravy."
-- Rohan White, 13th-gen Brujah anarch, Tijuana
MANCATA
By Ole Peder Ekelund Giaver (deagol@everyday.no)

Description
It was in the days of Enoch, The First City,
that Caine grew restless and tired of the ways of his childer.
There was a great emptiness and sorrow in his heart.
Thus he set forth on a journey, to seek that which he missed so dearly.
After nine nights he reached a trail the local people called 'The Path of Lilith',
which they dared not thead.
For twelve nights, Caine wandered north along the Path.
On the thirteenth night, he reached a garden,
and was made welcome by those who dwelled there.
The garden was that of Lilith, the first wife of Adam,
but Caine didn't know that at that time.
Caine was allured by the seductress Lilith,
and dominated by her powerful person.
They became one, there in the garden of demons.
And thus our mother, Mancata, came to be.
Caine brought Mancata to The First City,
where she dwelled with the other three.
But Mancata feigned her alliance with the childer of Caine,
her loyalty was not to them, but to Lilith.
The first wife of Adam had planted her seed within Mancata's soul,
and Mancata knew her mission.
-- The Book of Nod, as told to Mancata initiates.
The Mancata is a clan of hatred: hatred towards the creation and the children of Eve. They believe that Lilith was unjustly treated
by the Lord, in those first days and they want revenge. They are nihilists in the extreme, seeking to corrupt and pollute whatever
they can. While their goals seem pointless and destructive to outsiders, they firmly believe that on the night of Gehenna, or
Ragnarok, as some of them name it, there will be a new beginning, and The Garden of Lilith will emerge from myth.
They are devoted to their cause, and are extremely manipulative. They are said to have caused much horror and destruction
throughout the ages. Many Kindred claim that the Mancata were largely responsible for the evil of Holocaust, but although many
Mancata take pride in such rumours, it is highly unlikely that they are true. The racial theories and antisemitism that preceded the
second world war was, however, fueled by the clan of Lilith. Some say that one of the German scientists that helped America
perfect the nuclear bomb was a ghoul of the Mancata. Nonetheless, they are omnipresent during times of war, strife and
pestilence. The Mancata is a very close-knit clan, holding dominance over all their members. There are, however two fractions:
Those who call themselves only Mancata, and have the motivations listed above. These Kindred are entropists and the
incarnation of hate and destruction.
The other fraction is a smaller one, and of lesser import. They call themselves the Daughters of Mancata, and count only females
among their ranks. Their tradition is vastly different from that of their destructive brethren. Their motivation is promoting women's
rights, and fighting for equality. They are not evil, as is (ultimately) the major fraction, but they are just as fanatic in their beliefs.
This verse of The Book of Nod is read to them, after the last verse that the other Mancata hear:

Lilith was expelled by the Lord,


for He feared the ways of the woman.
Lilith was as strong as Adam, if his superior,
as they were born together in the same body.
This angered God, it was not how they had planned it to be.
Adam was created in the image of the Lord,
the female was to be his toy.
The Daughters, although fanatical, have brought about many good things, and have been an important benefactor to women
throughout the ages. With their help, in the last few hundred years women have achieved many of the rights men have always
taken for granted.

Nickname
(Mancata) Spooks, Demonseed
(The Daughters) C***s

Appearance
Mancata usually dress in whatever they used to wear as mortals, although some of them have the odd quirk off dressing like
undertakers. The Daughters mostly wears traditional 'mens clothes'. There is one major flaw to the Mancata, though, passed on
from the demon seed of Lilith. A mouth, and two serpentine eyes protrude from their stomaches three days after they become
kindred. This face is infact a personification of the Beast, or sooner, their Shadows (as mentioned in Wraith). The face behaves
in a way similar to the Shadows in Wraith, explained in detail below.

Haven
The Mancata tend to make their homes in either very luxurious and decadent places, or in places already craved by entropy and
decay, like junkyards and slums.

Background
The Mancata come from a great variety of backgrounds, but their progeny are usually people who were already corrupted and
evil as mortals. They never choose progeny with more than five in humanity. Childer of The Daughters are always female, and
are often intellectuals and/or rebels as mortals, they can have any level of humanity.

Character Creation
The ST is advised not to use the Mancata as PCs, unless he wants a 'oh aren't we really, really evil' sort of campaign. They
should be the bad guys. The Daughters might be fun to play or center a story around, though. The Mancata concept varies.
Mental Attributes are primary, as are Knowledge Abilities. Influence and Mentor are common Background Traits.

Clan Disciplines
Path of Lilith, Dominate, Obfuscate

Weaknesses
Mancata can only have five or less in humanity (this does not count for the Daughters of Mancata). More importantly, the Beast
and Shadow of their personality is incarnated as a demonic face with serpent eyes, protruding from their bellies. This face is a
fraction of Lilith's avatar, passed through the blood of their sires, but the face is also an embodiment of the darkest horror of all:
The evil of the human soul. It confronts the Mancata with things they would rather forget, and slowly corrupts them, causing them
two lose one point of humanity with each passing decade, thereby slowly possessing the Mancata in question, and slowly driving
out his soul, making him a slave of Lilith. The face whispers evil things to the Mancata, causing her to stray off her intended path
and causing evil. When a Mancata botches a Virtue roll, the face takes control for a timespan determined by the Torpor table
(V:tM2nd pg. 195). In a state of frenzy, the Mancata does not berserk like other Kindred, but sooner lose their wills to the entity of
the face. The face also craves to be fed, and (roughly) half the times the Kindred feeds, she must feed through this mouth.
Therefore, Mancata loose 2 blood points per night.

Organization
The Mancata are extremely close-knit, organizing themselves in a hierarchical fashion. The top position is claimed to be held by
Mancata herself, guiding the clan from her Haven in Baghdad. If this is true, Mancata is the only second generation vampire in
existence today, but more likely than not, the rumors are false. Below the fabled position of Mancata is the Circle of Seven,
composed by seven Mancata elders, who hold sway over the rest of the clan. The Circle of Seven meets once every nine years,
to discuss the present course of the clan, and the choices they shall make in the future. The last gathering was in 1987. Below
the Circle are the five Shahs, Mancata leaders of the continents. The Shahs are required to perform the will of the Circle, and
they all attend the 9 year gatherings. Below them are the Visirs, who lead the Mancata within a certain country, the Visirs of one
continent gather once a year with the Shah they serve under. Below the Visirs are the Dukes, each controlling the Mancata of a
certain city. There are no named Mancata ranks below the Duke, but each city is organized in subgroupings, and subgroupings
within these. The Mancata live like parasites on the inside of vampire society, festering on the knowledge and evil of their fellow
Cainites. There are not many Mancata left, as most of the clan was extinguished during the Inquisition. There is (roughly) one
Mancata per 50 vampires. The Daughters are organized in a similar fashion, but separate themselves from the main branch,
and are more open to the other Kindred.

Quote
(Mancata) "We shall wreak havoc on the children of Eve, spitting on their feeble hopes and desires, pissing on their rotten
nature, until the night of Gehenna, when we shall triumphantly stand amidst the ruins, awaiting Lilith's Garden, and there shall be
paradise on Earth for our kind."
(The Daughters) "Our sisters have won many battles in the recent time, but we must continue our strugle for equality. All men that
think themselves superior to our mortal companions must, and shall, die at our hands. The Garden of Lilith shall be a place of
tolerance and justice."

Mancata and the World


(Stereotypes for the Daughters are not included)
The Mundanes: The children of Eve are to be corrupted and fooled at all times. There is no pleasure more ecstatic than
draining one of their children in front of the parent's eyes.
The Arcanum: Harmless mortal whelps.
The Inquisition: Stay away from them, and if not, divert them from their plans. They seek to destroy us, and nearly succeeded
during the Middle Ages.
Assamites: Useful tools in our grand scheme. Do not rely upon their help, however. The price is often to high.
"They are one of our most frequent contractors, but Allah knows what they are trying to accomplish..."
Brujah: They are useful in their own little way, and an effective mean of wreaking havoc and destruction upon the blessed
children.

"They're nice enough, once you get to know 'em. Try to get invited to one of their parties. It sure is a twisted experience!"
Followers of Set: Their true motivations are uncertain, and they are not easy to manipulate. We shall deal with them last.
"Avoid these loathsome devils; they cannot be manipulated, and the costs are too high."
Gangrel: These dogs are willing puppets, and there is no reason to fear them.
"They are contemptible demonspawns, and we will fight them by any means necessary."
Giovanni: In many aspects, they remind us of the Tremere, but they are not our servants in the same way, and one should take
heed not to be entranced in their little games of power. It is Gehenna we seek.

"Avoid them."
Malkavian: These Kindred understand far more than they seem too.
"They are fanatical and twisted, but you should try to tell them a joke about Lilith sometime, and check out their faces!"
Nosferatu: These creatures are loathsome in their seemings, and their very nature so much embodies the beast. They are
useful tools, as they can provide us with much information, if only the right price is offered. However, it is difficult to control these
beasts, as they are closely knit, and do not mingle with outsiders.

"They're creepy as hell, and I wouldn't trust 'em a minute. Wonder what they're up to, though."
Ravnos: Easily manipulated, but beware of their ways. They are not always what they appear to be.
"Avoid them if you can... but they do have quite a few nice gadgets to steal though.
Salubri: If you should encounter one, use them as bait for our Tremere puppets.
"These vampires are evil and will never attain Golconda."
Toreador: These fools seek beauty in life. Wonder what they're gonna do when we remove all traces of beauty from the face of
this earth?

"They are the harbingers of pollution and decay, seeking to destroy the fragile splendor of life and art."
Tremere: The warlocks are indeed our allies; yet they do not know it. Their powers are at our command, and we live inside their
bellies, like worms, feasting on their power. They are the key to Gehenna.

"Their true motivations are uncertain, but they have helped us on occasion, and we owe them a great deal."
Ventrue: Being so indulged in the games of manipulation and power as they are, these Kindred make for easy pawns.
"They don't exist; it's an Elder rumour planted to distract us from our plans, and if they do, it is surely a machination by the
Secret Masters."
The Sabbat: They seek the same goals as us, although their breaches of the Masquerade should not be tolerated.
"Noble kindred. They know how to use their freedom."

The Code of Mancata


The code of Mancata, to which all members of the clan abide to, has been unchanged from the dawn of the Roman Empire, and
all progeny are forced to recite it. A Mancata who refuses is slain.

"I [initiate's name] of the [generation of vampire] of clan Mancata, swear on the skull of Caine, by the eternal moon and the
stars, to sacrifice my unlife for the good of clan Mancata. I swear to avenge Lilith, the one who was cast out. My loyalty is to
the noblest of blood, from now, and until the Night of Gehenna, when Her Garden shall rise from myth and dream, and all
shall be good."

View the Path of Lilith discipline.


MANITOU
By Soulburn (soulburn@netzone.com) (1 November 1995)

History
The Manitou are a clan of shamanistic protectors. They all share a bond with the Earth and with the creatures who live on it,
including humans and vampires. It is a small clan, and claims to be descended from a great wolven spirit. Be this as it may,
Kindred scholars trace the line back to a Gangrel elder who fled to the New World to escape the various vampire wars in
Europe. This elder, so it is thought, Embraced several Native American shamans, creating a clan of vampires with exceptional
vision into the ways of the world, and the magical powers to let them act upon it.
While the first Manitou were undoubtably Native American, race is not a constant to this clan. They believe that the Great Spirit
chooses the next generation of shaman, and a potential sire will use her own powers to search for whomever was chosen.
Typically, this means a mortal who has learned the thaumaturgical path of Weather Control. The sire will then explain what she is
to the prospective childe, and ask permission before Embracing her. Should the mortal refuse, the Manitou will seek out another.
Manitou respect and care for nature, and spend great time seeing that their chosen terrain (see below) remains healthy. They
also care for those who live in their area, and will assist in minor ways any who may need help.
The first magical path for any Manitou is the path of Weather Control. Unlike the Tremere, few Manitou care for blood magic, and
many find it truly disgusting. Instead, they tend to focus on "natural" magic, such as the various elemental paths and rituals.
Healing magic is also highly desirable.

Nickname
Shamans

Appearance
Members of this clan tend to dress in light, loose clothing made of natural materials, such as leather, cotton, or wool. They are
often armed at all times with at least a knife, sometimes an enchanted one. Older Manitou are usually of American Indian stock.

Haven
Manitou like to stay in one place. As such, they will choose a haven in keeping with their chosen terrain. A city Manitou may live
in an apartment building, while a forest Manitou may meld with the earth near the cave in which her belongings are kept.

Background
Manitou almost always select a mortal who has some measure of mastery over elemental magic, or who is guided by "the
spirits." Since many Manitou can actually see and communicate with spirits, they know whether a selected mortal is truthful, or
insane. If this is lacking, a Manitou will sometimes also choose to Embrace a mortal who shows great love for her world, and
would enjoy the ability to make it a better place.

Character Creation
Manitou often have Environmentalist, Protector, or Prophet concepts, backed up by Caregiver, Architect, Deviant or Visionary
Natures. Nature and Demeanor tend to be similar, if not the same. Supernatural Merits and Flaws, such as Medium or Spirit
Mentor (an animal totem) are very appropriate for this clan. Mental Attributes are primary, as are Skills and Talents. Allies and
Contacts make good Background traits.

Clan Disciplines
Auspex, Protean, Thaumaturgy
Weaknesses
Manitou all share a connection to nature and the world around them. This is especially true for each Manitou's home territory, be
it the city, vacant wilderness, or a forest. Whenever a Manitou is away from her chosen type of terrain, she loses one die from all
Talent, Skill, and Knowledge pools because of the distraction. This only applies if the terrain is different, not the location. A city
Manitou relocating from New York to Chicago would be under no penalty, but would be at -1 die should she find herself in a
forest.

Organization
Manitou have almost no clan structure, and believe that this is the best way for them. When two or more meet, they may talk for a
bit, or work magic together, but eventually they will pass on. At least once a year, at no set time, large groups of Manitou will
gather. These meetings seem to be for no other purpose than welcoming new members of the clan and spreading information.
Anyone who shows up is welcome, although only Malkavians seem to be able to predict when and where a meeting will take
place.
Manitou typically keep apart from the rest of vampiric society, and are not often found in either the Camarilla or the Sabbat. As
such, they lack the resources and histories of these two groups, but also are not bound by the prejudices each holds. The
Manitou are an independent clan.

Quote
"The Earth has been here before us and it shall remain long after we have passed from this world. Rejoice in the beauty of the
life around you, and your spirit shall grow strong."

Stereotypes
Assamite: "They walk a dark path, but do it with honor."
Brujah: "Though their fire is strong, they lack the spirit to shape it into anything but a raging inferno."
Caitiff: "Lack of knowledge about one's sire is no reason to be held in contempt. Many Caitiff are welcome among our clan."
Daughters of Cacophony: "They can destroy with the beauty of song. I'm not sure if this bodes good or ill."
Gangrel: "Our brothers, they respect Mother Earth and her children. That they turn their backs upon the rest of society is their
own choice."
Giovanni: "They seek the truth from a dangerous direction."
Lasombra: "The darkness they control is the only reflection these beings cast. Worldly power and control shall avail them not in
the battle against the Beast inside. Many have already lost their souls to its hunger."
Malkavian: "Some of them have the Vision, yet cannot focus it. Others are a vile scourge. I do not see how we can compare
them to any standard."
Nosferatu: "Their curse either frees or chains them. Those who have escaped the bonds of vanity may be open to our
message."
Ravnos: "They have learned part of the mystery, yet their devious natures keep them from finding the rest of the truth."
Salubri: "They heal the body as we heal the land. Why does no other clan trust these Kindred?"
Samedi: "Does the corruption of their bodies extend deeper into their souls?"
Setites: "These creatures corrupt that which we would save. Although they may provide for a balance which is only natural, I
hope Set shall never walk the Earth again."
Toreador: "Art may uplift the spirit, but when will they learn that immortality only stagnates the wellspring of creativity?"
Tremere: "Those who use magic for power sacrifice their spirit in the process. Life is more than spells, blood, and rituals."
Tzimisce: "These creatures know what they are and accept it. They are true to the nature of the vampiric form, and for this, we
respect them, even if they are evil."
Ventrue: "Like the Lasombra, the Ventrue must learn that power over others does not ensure power over oneself."
Camarilla: "A society which perpetuates the lust for power. Seeing it grow saddens me."
I don't get these guys. They learn great secrets through their magic, spirits, and Auspex, yet they tell anyone who will listen --
for free!
-- Eddie Scar, Nosferatu
Inconnu: "They have learned the truth and retreated from the games of power. All vampires may learn from these wise
Kindred."

As Gehenna approaches, it is rare to see a clan attempting to slow its coming. Their existance brings hope that the Jyhad
shall not consume all of us.
-- Auron, Inconnu
Sabbat: "They have freedom in word only. Their sect is bound up in hate and fear, leaving only violence to show as the result.
Unfortunate, for part of their ideal may be the salvation of our kind."
Never, ever piss one of these guys off, even if they do look like peace and love hippie freaks. They have a funny habit of
sending a fire elemental after anyone who tries to screw with them.
-- Kevin, City Gangrel
MANTICORE
By Jay Knioum (madafro@trip.net)

Description
The Manticores are an old, but obscure bloodline of cannibalistic Kindred with origins in ancient Persia. Giving rise to centuries
of myths and tales of horrible beasts who feasted on the flesh of man, the origins of this line are nevertheless a mystery. The
Manticores have no records of their past, and the elders aren't inclined to give interviews.
In fact, the only way most beings, be they Kine, Kindred or otherwise, know of the Manticore is by myths, which tell of a monster
with the body of lion, the head of a man (or woman), and a scorpion's tail tipped with many sharp quills. According to the
legends, the mythical manticore spent its days devouring people.
The word "Manticore" itself is Persian, meaning "man-eater." A more descriptive name could not have been found for these
beasts, as few other bloodlines in existence embrace the Beast more than these. To feed on the flesh of humans (and
occasionally, other Kindred) is the driving force of the Manticores. Some are wily tricksters, challenging their prey to games of
wits and cunning, with loss meaning death in the Manticore's jaws. Others are slavering monsters that ruthlessly prey upon those
who won't be missed. Still others are calculating businessfolk, forging empires in the trade of human flesh. Almost all Manticores
are heartless killers of one kind or another; at least that is what those few who know of this bloodline believe.
The Manticores have existed on the periphery of Kindred and Kine society throughout the ages. In the ancient times, these
vampires were cocky and reveled in the human blood they spilled and flesh they ate. These feasts often drew reactions ranging
from superstitious rituals designed to keep the beasts at bay to heroic quests for Manticore heads.
In modern times, the Manticore are more cautious, and frequently turn to more subtle ways to sate their hunger. They still rarely
deal with other Kindred, but when they do embroil themselves in Clan politics or Sabbat activities, they have proven to be
cunning, capable allies and implacable foes. Modern Manticores are masters of riddles and almost insane Machiavellian
schemes. One must remember, however, that a Manticore's first duty is to her Hunger, and no ally of is so valuable as to be
inedible.
Mythology from India, Malaysia and many other countries attests to the sudden and complete disappearance of a person as
evidence of a Manticore's presence. The ravenous bloodline does not merely drink the blood of their victims: they devour them
whole before the flesh turns cold. A Manticore is capable of digesting almost anything, but only living flesh actually provides
nourishment (in the form of Blood Points). Thus, a Manticore typically wolfs down a victim entirely -- clothes, hairpieces, jewelry,
everything.
Many Cainites who have dealt with a Manticore have learned that these creatures do not think like other vampires. No matter
how polished they may seem, Manticores are driven by their hunger and by the sheer pleasure they take at eating the flesh of
men and Kindred both. They are not above Blood Bonding vampires or creating and keeping ghouls for the sole purpose of
devouring them later. Whereas many vampires spend their unlives trying to beat back the spectre of their Beast, the Manticores
almost befriend their darker urges.
The Manticores may gain non-clan Disciplines only by use of a level 6 Satyralis power, Food of the Gods, which temporarily
grants the Manticore some of the Disciplines of any Kindred she has devoured completely. The generation required to use Food
of the Gods, coupled with the Manticore's love of "fine dining" on rare cuisine, make this line a natural candidate for the practice
of Diablerie. Lower-generation Cainites are considered the greatest of delicacies, even greater than mortal royalty. This
tendency to devour Western vampires, but leave Cathayans untouched further endears them to the Kuei-jin, and the latter
frequently employ Manticores to hunt down the hated Kin-jin within their cities.
The Cainite clans that have held the most extensive dealings with the Manticores have been the Assamites, the Followers of
Set, the Tzimisce and the Baali. Particularly during the time of the Crusades, the Assamites were happy to form uneasy
alliances with the Maneaters, using them as shock troops against the hated European Kindred. Even so, they gave these
monsters a wide berth, and their alliances never lasted long.
In the east, particularly Malaysia, India and Indonesia where these vampires are most numerous, the Manticores occasionally
come into contact with Kuei-jin, or Cathayan vampires. Strangely enough, Manticores and Kuei-jin are much more civil to each
other than are maneaters and other Cainites. It is not unheard of for Manticores to live within Eastern cities under the thrall of
local Mandarins. The maneaters simply agree to leave alone the mortals under the control/protection of specific Kuei-jin Courts,
and in return, the Courts give them permission to hunt.
Such arrangements are mostly struck in large cities such as Hong Kong, Bangkok and Shanghai. Manticores in these places
are frequently involved in the illegal slave trade, both as dealers and customers. Bangkok in particular has one of the highest
concentrations of Manticores anywhere in the world, almost twenty or so plying the flesh-trade under the watchful eyes of the
local Mandarins. Arrangements like this are rare in the extreme, for Manticores are fiercely territorial and will usually fall upon
each other like dogs when one maneater intrudes on another's territory. Indeed, it may well be the controlling influence of the
Cathayans that holds the Manticores together in this way.
Contributing to the "civilized" relationship between Kuei-jin and Manticores is the fact that Kuei-jin are distasteful to the
maneaters as food. A Cathayan is the absolute last thing in the world that a Manticore will try to devour, and then only if starving
maneaters as food. A Cathayan is the absolute last thing in the world that a Manticore will try to devour, and then only if starving
and frenzied. The reasons why are unknown even to the Manticores themselves, but those who study such things theorize that
the P'o soul of a Kuei-jin is like poison to a Manticore.
(In game terms, if a Manticore devours a Kuei-jin, he will gain Blood Points equal to the victim's total Chi rating, but will lose one
level from temporary Willpower equal to the victim's P'o rating. This Willpower is considered "tainted" by the P'o, and will return
at the rate of one level per night)
As for the Kuei-jin themselves, many see the Manticores as useful pawns among the Cainites. The maneaters highly prize Kin-jin
(Kindred) flesh, making them effective at hunting down Western vampires in the Kuei-jin domains. Yang-imbalanced Cathayans,
certain Thrashing Dragons in particular, find much common ground with these sensualistic vampires. Even so, the relationship
between Manticores and Kuei-jin can hardly be described as friendship. The Maneaters learned long ago that the tolerant
attitudes shown by some Cathayans are not universal to them.

Habits and Society


Manticores are sensualists, pure and simple. Everything they do, every alliance they forge, and every battle they fight is geared
toward the sating of the vampire's various appetites. Of course, the Manticore hunger is paramount, but the bloodline holds other
pleasures in almost as high regard. Influential or wealthy members of this line are polished and civil, and many are well-regarded
patrons of the arts. The more refined maneaters are adept at posing as human, and frequently do so to attract prey that meets
these monsters' individualized tastes.
Many modern Manticores consider themselves "gourmets" of flesh, and often they will adopt a Selective Digestion mindset.
Some Manticores will only feed on the upper class. By and large, the more educated, skilled or inaccessible a mortal (or even a
Cainite) is, the more appetizing it is to a Manticore. It is rumored among those who know of the Manticore line that at least one
presidential assassination was committed in the interests of a maneater's palate.
Even though Manticores enjoy the flesh of vampires, they do not dine foolishly. Many Manticores have learned to secure
permission before making a meal of a Cainite, as they wait expectantly for some poor vampire to anger his elders. The quickest
way to "invite" a Manticore or two to a city is to call a Blood Hunt.
The Caitiff, perhaps, have the most to fear from this bloodline's cannibalism. Alone in the world, without support of a Prince or
clan, these vampires are walking entrees to a maneater. Whereas human flesh is the standard sustenance, a Manticore sees
vampires as a delicacy.
Most importantly, save for their bottomless appetite for flesh, no two Manticores are alike with regards to preference, prey, or
personality.
However, one "typical" Manticore idiosyncrasy is the love of shocking others. These vampires typically behave enigmatically,
dress outlandishly, or otherwise engage in behavior designed to "freak the mundanes."

Clan Disciplines
Celerity, Presence, Satyralis

Nickname
Maneaters

Clan Weaknesses
1. A Manticore must completely devour its victims while feeding. Even though Manticores may drink blood normally, they will only
retain one Blood Point for every three they take in the usual method. To gain full benefit from a feeding, a Manticore has to ingest
the victim's entire body. Further, the body must still be warm. A Manticore cannot ingest a body that has been dead longer than
one hour. Vampires are the only exception to this rule; Manticores are avid fans of Cainite flesh.
However, with this weakness comes a benefit. The Manticore actually "digests" the entire body of its victim, and gains more
Blood Points than normal feeding would yield. When feeding, a Manticore gains 2 additional Blood Points per victim fed upon.
This weakness makes it nearly impossible for a Manticore to keep Herds, unless they are actually livestock. The weakness also
makes it harder to escape notice in urban areas.
2. A Manticore is very bestial in nature, and finds it impossible to master it's vampiric potential outside of its own sphere of
experience. A Manticore cannot learn any Discipline other than Celerity, Presence, or Satyralis by normal means. Only by
diablerie, or the level 6 Satyralis power Food of the Gods (q.v.) can a Manticore gain other Disciplines.
Diablerie
Manticores diablerize vampires in the normal method, by drinking their blood and vital essence away from them. However,
powerful Manticores may Diablerize in conjunction with Food of the Gods (q.v.) to make more effective use of an elder's vitae.
The systems for diablerie and FotG are separate and distinct. To use both, the vampire must drain all vitae and essence from
the victim, and then devour the remains whole. It is possible to use FotG without successfully diablerizing the victim. The
processes are just different. While diablerie is a complete transformation of the vampire's blood, Food of the Gods is a quick
and dirty pillaging of the victim's soul. FotG does not lower the Manticore's generation.

Manticore Metabolism
The Manticores must eat their victims whole. Because of this, these vampires have a very efficient "metabolism" that breaks
down flesh, bone and sinew rapidly, converting it into Blood Points. Thus, a Manticore is only limited by her Blood Pool, not by
the mass of a victim. Strangely, a Manticore can eat and digest gravel (gaining nothing from it however), but will vomit
uncontrollably after taking one bite from a cold corpse.

Appearance
Manticores vary in dress, modes of living, and mannerisms. One universal trait, however, is long hair. Most Manticores will take
great pride in long manes of hair that may extend all the way to his or her knees. Some of the males also keep long, well-
groomed beards or mustaches. Regardless of the tendency in other vampires, Manticore hair still grows.
Otherwise, Manticore appearance and lifestyle will be determined by the vampire's preferred diet. Manticores who dine on the
upper class will tend to be refined, well-read, and extravagant; whereas those who feed on the fringes of society will be nothing
short of outlandish in appearance.

Clan Structure
The Manticores are almost universally loners. Their very nature prevents them from keeping companions for long, except as
future meals. Even though they refuse to feed upon others of their own clan, Manticores are fiercely territorial, and will not
hesitate to drive away or destroy other Manticores that intrude upon their hunting grounds. There will not be more than one
Manticore living peacefully in any given city. More than that indicates open war if the two vampires are aware of each other.
There are no such thing as absolutes, however. Rarely, two or more Manticores will work together in a setup designed to lure in
prey. A group of female Manticores posing as prostitutes is not an unlikely possibility along these lines. There are also rumors of
prisons in numerous third-world countries being run exclusively by Manticores and their ghouls.
Such groups are rare in the extreme, and almost always consist of a Manticore and her childer, the only other Manticores that
she will be inclined to trust. Even so, such alliances never last more than a few years, if that, and almost always end in frenzied
fighting between the Manticores involved.
Regardless of their attitude towards each other, Manticores typically adopt a mercenary mindset with regards to other vampires.
Even though they rarely see other Cainites as more than exquisite delicacies, they do find it worthwhile to ally themselves with
select Cainites from time to time. Such relationships are wholly dependent on what they do for the Manticore's appetite. If an
elder can provide a Manticore with ready victims, the maneater cares little if the benefactor is Camarilla, Anarch, or Sabbat.
The various factions of Cainites, however, have very different views on this bloodline. The Camarilla as a whole despise the
Manticores, both for their cannibalism and the Masquerade violations that follow these vampires like storm-crows. However,
individual Brujah and Toreador have been known to form strange 'friendships' with these vampires, the former admiring the
freedom and attitudes of the line, and the latter fascinated by the sensual natures of these ravenous vampires.
The Manticores find more sympathetic and willing alliances within the Sabbat. In particular, the Tzimisce are probably the closest
thing to true allies the maneaters have within this sect, as they have very similar attitudes and an appreciation for pleasures of
the flesh. More introspective Fiends are curious as to the similarity between the Manticore discipline of Satyralis and their own
Vicissitude.

The Embrace
Manticores look for those individuals who are not afraid to explore their appetites, even to the point of madness. To put it simply,
if Hannibal Lecter were to be Embraced, it would be to the Manticore line.
Even so, they also tend toward those who ignore outside influences such as governments or laws. Of course, Manticore seek out
cannibals as potential childer. They also look for serial killers, violent criminals, the insane, sadists, and other such paragons of
virtue. Due to these criteria, Manticores usually fit their stereotype nicely.
Even though they must eat their victims completely to gain nourishment, a Manticore is capable of Embracing normally.

Stereotypes
Manticores have a strange position in the wheel of vampire society, combining aspects of Eastern and Western thought. Even
though they are hardly philosophers, their mindset finds common ground in the hungers of Kindred and Kuei-jin alike.
Even though Manticores are not involved in clan politics as a bloodline, they do deal with the Clans heavily if their appetites so
direct. Given that Kindred flesh is one of the most prized delicacies among Manticores, the cannibalistic clan has become
something of a bastion of vampire critics. This extends into their relationships with the other Clans. The Manticores watch their
intrigues with amusement, take part where they wish, and feed at leisure. The Manticore line is nothing if not arrogant, and
believe that the other clans are quite silly, and dealing with them is usually just a prelude to feasting on them. Manticores refer to
relationships with mortals or other Kindred as "playing with one's food."
As for Kuei-jin, the Manticores are more inclined to civility when dealing with the Asian vampires than the Western. The Kuei-jin
callousness and disinclination toward humanistic thought goes hand-over-fist with the Manticore mindset. In short, the Cathayan
vampires garner more respect in a Manticore's opinion than the Cainites.
Even so, how much a Manticore knows about Kindred/Kuei-jin politics or the existence of other supernatural creatures is
completely dependent on that vampire's lifestyle. There is no formal history of this bloodline, and two Manticores are as likely to
kill each other as converse, so little shared information results.

Character Creation
Manticores vary widely in their methodology and appetites. The more bestial "hunters" of the line will take Physical as their
primary category, while those who dine on the elite will concentrate on Social attributes. Mental attributes are usually secondary,
however.
The most common Manticore Natures are Loner, Bravo, Thrill-Seeker, Bon Vivant, and Deviant. In addition to these, common
Demeanors are Avante-Garde, Gallant, Jester, Conniver, Manipulator, Masochist, Architect, and oddly enough, Child.
Common Merits: Berserker, Self-Confident, Acute Senses (all), Ambidextrous, Eat Food, Natural Linguist, Daredevil,
Unbondable, Magic Resistance, Mansion, Nightclub, Corporate and Underworld Ties, Baby Face, Efficient Digestion and Huge
Size
Common Flaws: Prey Exclusion, Overconfident, Short Fuse, Phobia, Color Blindness, Illiterate and/or Uneducated (common
among Eastern Manticores), Cursed, Taint of Corruption, Can't cross Running Water (very common among this Bloodline),
Twisted Upbringing, Diabolic Sire, Notoriety, Enemy, Anachronism, Hunted, Disfigured, Deformity and Monstrous
Barred/Special: Manticores cannot take more than one dot in the Status background. This one dot means only that the
Manticore is tolerated within the city, as long as she watches herself.
The Herd Background costs twice the normal amount of points to purchase, due to the requirements on feeding for this
bloodline.
The Mentor background costs twice the normal amount of points to purchase, because Manticores are frequently abandoned by
their sires after the "childhood" is over. Manticores are loners, through and through.

New Merits/Flaws
These are Merits and Flaws specific to the Manticore bloodline.
Ghoulish Stomach
(3 point Merit)
The Manticore may digest a corpse that has been dead for up to a week, bypassing the "still warm" rule. Even so, the maneater
only gains half the normal amount of Blood Points from such a feeding. Manticores who exhibit this Merit are derisively called
"vultures" by other Maneaters, due to their habit of snatching corpses from morgues or funeral parlors prior to embalming.
Connoisseur
(2 pt. Merit)
The vampire is able to deduce precise ethnic background, exact age, gender (if not obvious), and the general emotional state of
targets just by smelling or observing them for a few minutes. The Manticore is allowed a Perception + Alertness roll with a
difficulty of 8 minus the number of senses the Manticore is able to "experience" subjects with. (Touching the skin, smelling hair,
hearing the voice, watching body movement, etc.) This Merit is useful even when only a part of a subject is on hand (lock of hair,
recently-worn clothing, etc.) Every success reveals one detail about the subject.
Prey Revulsion
(1-3 point Flaw)
Similar to Prey Exclusion but wider in scope, the Manticore is physically unable to digest a certain class of prey. Such distinction
is always species- or race-based, not societal or based on the vampire's attitude. For example, a Manticore with this Flaw may
be totally unable to devour Garou (1 point), humans (2 points) or mammals entirely (3 point flaw). If a Manticore tries to ingest
barred prey, only violent sickness results, as if another vampire had tried to eat a cheeseburger. However, Prey Revulsion: the
Lower Class is not possible, as such factors are unrelated to biology.
Ghosts of the Devoured
(5 point Flaw)
Some Manticores retain the spirits of those they prey upon, acting as an unwilling anchor for their victim's ghosts. Every time the
vampire devours another creature, she is considered to be haunted by that creature's ghost (as the Haunted flaw) for a number
of nights equal to the amount of Blood Points the Manticore gained from that feeding. Such spirit-plagued Manticores are
typically insane, or well on their way, plagued incessantly by many ghosts at once.
Pangs
(5 point Flaw)
Some Manticores periodically, inexplicably awaken during day-sleep into a ravenous frenzy, whereupon they explode from their
chamber and devour the first living thing they come across. Once sated, they immediately fall asleep again. This occurs even
when the vampire has a full Blood Pool, but never more than once in a day. Such "midday snacks" cause no end of trouble for
these vampires, to say nothing of their poor servants. Wise retainers learn to keep a victim chained to the wall inside such a
master's sleeping chamber, just in case. To see if such a Manticore suffers a Pang on a given day, roll one die. If the number is
equal to or higher than the Manticore's Humanity rating, she awakens in a frenzy of bloodlust.
MARCEAU
By Michael Kirk Brobson (gamers@erols.com)

Introduction:
"Ladies and gentlemen. Observe it you will...." The mage in the tux called out on the street corner. A couple passing by hear his
call and decide to see the show. The performer is good and time passes.
"Michael we should go before the sun comes up," the lady managed to urge her partner. He just watched as the performer
stuggles against the invisible walls without success.
"Not yet" Michael finally mustered. And so they watch til near dawn. "We'll never make back in time!" She angryly wispered to
Michael.
"We can find a place." Michael responded "We will be ok."
"Will you?" A voice asked from behind them. It was the street performer who smiled and gave a small bow.
"You did this." She accused the performer
"Allow me to make it up to you fine vampires." The performer says. "I have a place near here where you can be safe. We do not
have much time. Allow me this minor repayment for your kind attention."
"Susan I trust him." Michael pleaded. "I would also love to know how he did what he did."
"Ok" Susan agreed "But we have so little time."
The three went to a large brick warehouse with the door firmly locked tight. The sky was glowing with the morning sun as the
performer made for the door, unlocked them and entered the building safe from the first rays of the sun. He waited and his new
found friends didn't enter.
Outside, as the first rays of sun hit them the two vampires gaped, astonished, as the stronge performer fiddled with an invisible
lock then walked through the still locked door and vanished. Michael tried to open the door as his body burned while Susan tried
to flee for cover. The next night the Performer returned to the street.

Nickname
Mimes

Background
A Malkavian Sabbat bloodline, the Marceaux share a common derangement. So strong is their madness that it is almost
tangible. In truth, sometimes it is all too tangible. Seemingly fun loving performers and clowns, they can turn into horrid killers in a
second. Very clever in their crowd-pleasing "play," they can lure people into a false trust.

Appearance
The Marceaux dress often as mimes or clowns, using the makeup and trappings to reveal (or hide) their inner natures, especially
when hunting. The games they play seem to be keyed to their performances. They enjoy amusing and pleasing their prey before
taking them.

Haven
They stay with their Sabbat pack much of the time, but often wander of hunt singly or in small groups. They tend to gather a group
of human and/or ghoul companions to perform with.

Progeny
Performers, clowns, mimes, sleight-of -hand artists, magicians. They tend to pick performers who start to "lose themselves" in
their acts.

Character Creation
Social Attributes are primary. Talents are primary. Each character should have at least two pips in acting. Background traits are
few at best, but almost all have mentors in the Marceau troupe.

Weaknesses
Like all Sabbat Malkavians, the Marceaux have two Derangements, one of which must be Hallucination. They often cannot tell
the difference between the things they "create" (mime) and reality.

Disciplines
Charade, Dementation, Obfuscate

Paths
Any

Organizations
Small troupes of Marceaux, ghouls, and some gifted humans, who perform together. The Marceaux may hunt together, targeting
a person they meet to torment, feed from, and drive into madness. They are loyal to the Sabbat, as long as they think about it.
However, they are just as likely to run off to interact with a illusion as to follow a Sabbat order, making them powerful but
unpredictable.

Clan Prestige
Few other Kindred are aware of the Marceaux as a separate bloodline, considering them merely a stranger group of
Malkavians. The special Discipline of Charade is not widely acknowledged by others. When a target of this powerful Discipline
tries to tell someone else about what she has gone through her stories are dismissed as derangements and hallucinations, and
she is ridiculed as a victim of Dementation. Marceaux delight in spreading their particular form of madness, especially among
Kindred. Using Charade or Dementation to play pranks on other Kindred while keeping the power of Charade a secret is the
primary way to gain clan prestige.
MASHITHITES
By Arthur-Trevor D.M. Lasher (atlasher@ix.netcom.com) (4 July 1995)
Nickname: Deviants
The most recent of groups to be admitted into the Sicariot is the Childer of Mashith, a bloodline of some strength originally founded as
an offshot of the Daughters of Cacophony. They are also the most controversial, having very nearly caused an open split between
those who supported them-the Baelites-and those who fought against their inclusion, primarily the Belialians but also-secretively- the
Azazelians.
If there is any Kindred Clan or bloodline which typified sexuality in all its forms-particularly the darker side of it-it would have to be the
Mashithites. They epitomise the sensual passions that lie just below the cold succor of reason, and the dark pleasures they can bring.
Many think that the Belialians felt that the Mashithites were a distracting influence from the, more or less, mystical bent of the Sicarii.
There is a measure of thruth to that theory. Since they joined (nearly a century ago), there have been many a childe of all Sicarii Clans
who has regretted ever meeting a Deviant...

In truth, the Mashithites do have an agenda, but it is one that they present clearly and unequivocably: to sample life's fruits in all its
myriad possibilities. The only problem is that, even for a jaded Kindred, the pleasures of a Mashithite can be quite shocking at times.
Because of their nature, many Deviants are not quite fully accepted in the Sicariot. Others are often openly suspicious of the
Mashithites' motives and will seek to isolate them as much as possible...at least, until they find themselves inexorably drawn to them...
The Deviants have become the Sicariot's number one purveyors of seduction and sexual extremitism. They make fine assassins and
even better covert operators and have been known to infiltrate deep behind Camarilla lines, often into the very bedrooms of prominant
Princes of Camarilla-held cities...
Appearance: Quite frankly, stunning. There isn't a single Mashithite with an Appearance below that of four, and most are postively
ravishing. Most, not-so-coincidentally, are also female, though as the mores of mortals have changed, so has the Clan. More and more
males are being Embraced, though the ratio is still something like 4:1 in favour of the women.
Haven: Anywhere, anytime, anyplace... Mashithites are not at all inhibited by the need to settle down. They find themselves at home
anywhere were the mission is, thus reinforcing their role as spies.
Background: The Deviants are exceedingly strict in their choice for Childer. The potential Childe must be of high comeliness and
social grace, though not so stand-offish that they cannot be flexible if needed. They must also have a fairly high intelligence and be
able to think independently. Mashithites, once they realised their lot in the Sicariot, are now breeding themselves for every possible
contingency and have become, quite frankly, indispensible to the subsect. Commonly, ex-pornstars, models or college students are
chosen, though more attention is being placed now on finding all types... just in case they need a job which calls for a more
specialised touch...
Character Creation: Social and Mental Attributes are held in equal regard to the Mashithites, though, for obvious reasons,
Appearance is crucial to a candidate's admission. Their Natures are often either Deviant or Sycophant with their Demeanours
variously shifting from Bon Vivant, Caregiver, and Child to Masochist and Martyr.
Clan Disciplines: Animalism, Erotique, and Celerity.
Weaknesses: Every Mashithite has the Derangement Hedonism. They have a indescribable and innate lust for the sensual, so much
so that, at times, it can override their common sense and goals-at-hand. Still, their worth to the Sicariot far outweighs the
disadvantages of being horny all the time...
Preferred Paths: Almost to the lady, the Mashithites were originally Cathars, though since the Edict of Albigenses, in which the last
Antipater, Eshmadai IX, declared some precepts of the Cathari as heresy, most switched to the Path of Thorns...at least in public. A
few Infernalists have been found, but they're not really a force to be reckoned with. Otherwise, there is no real trend in the Clan.
Organisation: None. There was, originally, a group of thirteen elders called the Harem who dealt with Clan functions and relations
between themselves and others. Since they joined the Sicariot though, they've become so decentralised as to be without organisation.
They are assets completely at the behest of the Sicariot's leadership...a fact which makes the Belialians rather suspicious of them.
Gaining Clan Prestige: Of all the Sicarii Clans, the Mashithites are the only ones who have no prestation system. Quite frankly, their
deeds will speak a whole lot louder than their words.
Quotes: "You've never known pleasure before, until you've slipped into my arms. Come, let me show you. You won't regret it...well, not
immediately at any rate."

Stereotypes
Lasombra: Ah, boys, boys, boys. There's more than enough out here for all of us. Can't we all just get along? Idiots. If the only thing
that makes your cold heart pump is power and more power, then you're beyond help.
Tzimisce: Grumpy old men...what a quaint little Clan. Twisted about as much as we are which, of course, makes it all that more fun for
us.
Assamite antitribu: We do what is necessary to brings these ones down. You don't have to enjoy it...but, then again, you don't have to
not enjoy it, either.
Brujah antitribu: I wonder if they realise just how silly they look to everyone else? Have they ever contemplated what they want to do
after they've overthrown the ancien regime? At least we think ahead.
Gangrel antitribu: C'mere, boy. Come here... Like the Assamites, they are not particularly the kind you want to take home with you. In
fact, I've found many to be downright offensive, and that's saying an awful lot.
Malkavian antitribu: Quite possibly, the strangest night I've ever had... The Priests keep telling us that there is more to them than
meets the eye, but we wonder.
Nosferatu antitribu: They are--and I say this with a straight face--a treasure-trove of information. You've only got to know what buttons
to push in order to get to it, however unpleasant (and it almost uniformally is) that might be. Still, it's the only way we have to find out
how much they've strayed from the True Faith. The Belialians need to know before they bring the hatchet down on them.
Panders: Common folk. Boring. In fact, I'm not all that certain they'll be around much longer. Between the Keepers-who use them
relentlessly-and their own 'Clan' elders-who use them even more relentlessly - there might not be any left inside of a few years. At
least, not organised and calling themselves 'Panders'.
Ravnos antitribu: They lead quite a romantic life. It's just too bad they're traitors. I almost feel sorry for betraying them...almost.
Serpents of the Light: I think the feeling on these folks is almost universal, even amongst the Sabbat in general: oops, we screw up
here big time!
Toreador antitribu: So close, yet so far away. If they'd only concentrate less on what they see and more on what they feel, then we'd
be in perfect harmony.
Tremere antitribu: Dangerous. They know far far more than they let on and their predicament--being so widely mistrusted--makes
them the hotbed of conspiracies. Unfortunately, they won't let us anywhere near them. That doesn't mean we still don't try, but there's
almost no use in it.

Ventrue antitribu: Wonderful pawns, even moreso than their allies in Loyalism, the Brujah antitribu. They, of all Clans, are the easiest
to manipulate. They actually think the sect will not move against them. What arrogance! We'd better use them quick, though, before the
Keepers catch onto us too quickly.
The Black Hand: The ultimate goal of our leaders is to see the Hand broken up or at least brought down to a more manageable level.
We're having some success in the latter objective...but I don't think the leadership realises just how hard-core these fellas are. They
are not to be played with. If we're going to move on the Keepers, we'd best keep our eyes pealed for the Hand. They're everywhere.
The Camarilla: Naifs, all of them. There's a difference between freedom and the perception of freedom. They've forgotten their roots
and failed to recall that their sires are not the kindliest of souls. When it's all said and done, though, they'll have no effect on us. We
have other things to do, chief among which is save the Sabbat from iteself. To hell with the Wimps.
View the Erotique discipline.
MEKARA
By Taghg Kelly (tkelly@unix2.tcd.ie) (2 Mar 93)

Nickname
Fixers

Origins
The Mekara are a very small and recent (by Vampire standards) Bloodline of Western European origin. They were founded in
the 17th Century by a Vampire called Mekar, and, as is always the way with many Clans, they took his name in his honour.
Mekar was a Methuselah of the 5th Generation known for his interest in technology, which, during this period, was beginning to
flourish due to the Renaissance. Many of Mekar's Childer also had great interests in machinery, from the very simple upwards.
Mekar eventually developed his interests into a new Discipline, which he taught to all of his Progeny while he studied it. At that
time, the Sabbat were at war with the Camarilla, and Mekar did not wish to side with either.
However, his own Clan, the Toreador, insisted that he fight the Sabbat "scourge," but Mekar refused. He broke ties with his
former Clan and took his Progeny with him to hopefully remain independent of the trouble. This new line, the Mekara, remained
secretive, but not terribly so, as they went about their business, ignoring the outside world.
But as the line grew quickly, many of the younger ones longed to get involved in the conflict on the side of the Sabbat, and they
did on occasion.
Prompted by the now hateful Toreador, who claimed that Mekar was a traitor, the Camarilla moved to crush the Mekara before
they became a real threat. Only a handful of the Mekara survived, and fled immediately to the Sabbat territory. Mekar himself
disappeared, and is believed by the remaining Clan to be in Torpor to this day.
Upon joining the Sabbat, the Mekara proved themselves immediately valuable with their new Discipline, and thus were accepted
as one of the many Clans of the Sabbat.
Today, the role of the Mekara is greater than ever, as technology flourishes even more than before. They are expert repairmen
and saboteurs to boot. They take a most active interest, along with the Toreador antitribu, in hunting out Camarilla Toreador and
putting them to stake and flame.
The Clan has retained manyof the Toreadors' wild ways, and their parties are some of the most confusing affairs to outsiders.
Frequently, there will be several computers and Console games all over the place, which are popular among the Mekara.

Appearance
As often as not, Mekara wear overalls while working or flamboyant clothes when "out and about," belying their Toreador origins.
The Mekara will always drive the best custom-made cars, have state of the art equipment on hand, and so on.

Haven
Mekara usually keep two havens; one is their workshop, and the other is their condo/nice place. The workshop will have lots of
tools and other gadgets lying around, while the apartment will be full of tech, like CD players, 28" TV's and so on.

Background
The Clan usually choose those who are mechanically adept or who have an artistic flair, although in times of Jyhad, they may
pick just about anyone, depending on their taste in cars or whatever. All are taught how set and fix things after being created,
unless there's a Jyhad in the way, in which they don't bother until after the event.

Character Creation
For the Mekara, mechanics and artists are the most common types chosen for tthe Creation Rites. Most are Visionaries or
Conformists by Nature, with the most common Demeanours being Gallant, Jester and Curmudgeon. Mental and Social are
Primary, as are Skills. Typical Backgrounds are Resources, Contacts (to get illegal stuff) and quite a few have Pack Status,
because of the good jobs they do. An increasing number of the Mekara are computer Freaks/Wizzes these days.

Clan Disciplines
Auspex, Celerity, Mechanus.

Weaknesses
The Mekara hold the same sort of fascination for things of technological beauty that Toreador do for objects of beauty. They
must succeed in a Willpower roll or be transfixed for quite a while by the object in question. Also, the Mekara hold an unbounded
hatred of Toreador Elders, and when in Frenzy situations, they must make another Instincts roll to control themselves against
Toreadoor in the area. They will do anything to harm Toreador, especially burning their favourite artworks, or stealing away their
prospective new members and killing them.

Preferred Paths
Many of this Clan follow the Path of Cathari, though quite a few follow the Path of Honorable Accord, and the Path of Harmony.

Organisation
The Mekara do not have the distinction of Artistes and Poseurs quite as badly as the Toreador, but nevertheless, they is always
a little friction between both sides. Mekara prefer the company of themselves, mechanics and engineers to others, Their
loyalties lie most often to the Sabbat first, the Clan second and the Pack third. They see themselves as individual from others,
often. The Poseurs tend to see themselvees as more of a group than the Artistes.

Gaining Clan Prestige


The usual way to gain Prestige is to design some item of machinery which is a big hit and innovative. Another way is to spite the
Toreador better than everyone else. Also, throwing good parties is almost always a Prestige winner, if it's the sort that interests
the Mekara (ie, lots of techie things to play with.).

Quote
"Now, the Ford ThunderBird, there's a real car. I remember one time I stripped one of those babies down and played with the
engine. Only, it was for one of those stinkin' Toreador, and well, next night, there was a lovely boom when he got into the thing.
Shame about the car, though."

Stereotypes
Toreador: "They are dead meat if we ever get our hands on 'em"
Lasombra: "Let 'em scheme. It don't matter much to me, just so long as I keep this job I've got. They make good leaders."
Tzimisce: "They can scare you. A bit cruel to the humans, but hey, who isn't these days. Nifty tricks, too."
Assamite antitribu: "They always need my services, so that keeps me happy and workin' too. No sense of party, though."
Brujah antitribu: "They're nothing special. Always seem to think the Cammies are worth saving; I dunno about that, just so long
as they leave the Toreador for us to mince."
Gangrel antitribu: "Mystery men. The Gangrel in Town are always acting the Mister Cool and Nasty, and the Country ones like
forests. They are sound enough, but they don't seem to like it when they have to use stuff I made. Ah well, sod them. They're loyal
at any rate."

Malkavian antitribu: "Don't go near these freaks unless you have to. They love to wreck your work. Plus they're plain barmy."
Nosferatu antitribu: "Sound guys. They say little and look like the bad end of a crash, but they are useful and sometimes good
fun."
Panders: "Hey, I suppose everybody likes to get together. The Pander ain't so bad."
Ravnos antitribu: "They can be fun, but watch your wrist watch."
Serpents of the Light: "These dudes I don't trust. They're too much like the damn Setites as far as I'm concerned."
Toreador antitribu: "Well, they have their craft and we have ours. At least they hate Toreador as much as we do"
Tremere antitribu: "Can they be trusted? That's the big question really. They seem to do alright so far, but, I dunno. I never did
trust magic "
Ventrue antitribu: "They are a whole lot more fun than their Cammie cousins, that's for sure."
Black Hand: "They shouldn't be used too often, like a parachute, cause they might tear and land us all in shit."
Camarilla: "Blow 'em away, that's my vote. But us and the Toreador antitribu get first choice on the Toreador, ya hear?"

View Mechanus discipline.


MEN HU
By Jason C. Marshall (JCMarshall@sympatico.ca) for the Celestial Court.
The difference is that I drive a Ferrari.
-- Call Girl talking to Janet on the difference between Call Girls and common hookers, Three's Company.

Prologue
"Please, sir, just get undressed and relax in the hot tub. White Lotus and Pink Blossom will be through in a moment to bathe you.
Relax and enjoy the evening. It's all paid for." Jade Tiger smiled and closed the door.
She watched through a small hole as the hung mao businessman stripped off his clothes and got into the tub. She turned to the
two waiting girls. Both had pale skin with long dark hair and pale almost luminescent green eyes.
"Tend to his needs. Relax him. Play with him. If he wish sex, give it to him. Whatever he wishes."
The two girls nodded.
"Once he's lulled, pull the information from his mind."
They both smiled.
Jade Tiger opened the door and let the girls in.

History
Many Lung and Jian historians have tried to fathom the origins of the Men Hu bloodline, but none have managed find out
anything about them farther back than two hundred years before the first meeting with the Jian.
The records show the Men Hu as a minor bloodline, surviving in a niche that they had taken, that of common prostitutes.
The Men Hu stretch their own records back even further.
During the early 3rd century AD, a lone Ravnos had traveled into the Asian frontier in search of new stories and adventures. He
arrived in China proper and wandered the country. Among the things he found was the woman of his dreams.
Yin Fei Yin was a peasant girl who seemed to contain everything the wandering Ravnos was looking for in a woman. She had
grace, beauty, life and a chaotic nature. He wooed her in secret for many months till finally revealing himself to her. She didn't
seem to mind that he wasn't Asian, in fact she seemed to be pleased. She willingly accepted her embrace and strove to show
her new found eternal love just how much she care for him and his ways.
As the years past, the Ravnos soon found himself bored with the Chinese areas and began his trek for the eastern realm he'd
heard of. Nippon sounded like a place to be. His lover decided to stay. She couldn't bring herself to leave her homeland.
It wasn't till many years later that Yin Fei Yin realized that she couldn't keep feeding on just the people in her village and area.
Eventually they would all be bound to her and possible even be ghouls. One slip of a tongue and she'd be found. So she traveled
to the capital and insinuated herself into a group of courtesans. Here she could use her powers to lull her customers into as
sense of well being and feed from them without drawing attention to herself.
Over the course of the following years she rose to governess-ship of the institution. She found herself caring for the girls,
protecting them and praying for their well being. Yin Fei Yin's mothering came to a head when one of the girls was beaten heavily
by a customer. She embraced the dying girl and thus started her own bloodline.
She embraced a few other girls as well, building her ranks and creating one of the best and most mysterious house of
courtesans in China. Many prominent figures visited her girls, enjoying the almost ethereal quality of their services.
It wasn't till the early 11th century AD that the Men Hu bloodline had its first male entrant. He was a waif who was brought to the
Yin Fei Yin for care. He was dying of blood loss due to multiple rapes. She embraced him.
The resultant kindred was similar yet different to her previous childer. The young boy seemed to gain an immense spiritual
outlook. He turned to the cloth and soon affected the habits and speaking of a priest. One his first actions was to given spiritual
guidance to the girls of the house. Normally priests wouldn't tend to those of kindred descendant, much less courtesans. Yin Fei
Yin welcomed him into her bloodline.
When the Sabbat attempted to invade the Chinese coastal cities, they were met with initial success. Raiding parties using
standard Sabbat tactics, staged raids and managed to take Beijing from the Court. The Sabbat went about securing their hold
when they heard of a major attack about to be staged upon the city. They met and began to discuss battle tactics. Their place of
meeting was a classy brothel/nightclub that was catered by a group of some of the city's most beautiful. The club was well known
for its clientele; major political figures, crime bosses and others. The Sabbat had chosen it for just this reason.
The Sabbat leaders convened and two hours later were dead, dealt the final death by Men Hu courtesans.
When Jian warriors arrived they were presented the heads and bodies of the Sabbat leaders by Yin Fei Yin. She officially
requested entrance to the Celestial Court.
The Dragon Council accepted and the Men Hu became the latest addition to the Jen Shu, the place where all bloodlines were
initially put until they proved their worth. It took the Men Hu all of twenty years to prove their worth as spies and assassins. They
were shifted to the Jen Pao in recognition of their skills.
The Men Hu have stayed largely unchanged for the last six hundred or so years. They have picked up a few more male
members, who've become the 'confessors' of the various bloodlines, as well as spiritual overseers of the female Men Hu.

Nickname
Green Eyes.

Appearance
Men Hu are predominantly Asian, with a priority given to those with green eyes, as the Chinese see green eyes as a sign of
beauty.

Haven
Most Men Hu live within their common havens, which double as schools, monasteries and occasionally brothels.

Background
Men Hu come from any walk of life, with close to 80% of them being female.

Character Creation
Social Attributes and Skills are ranked primary, with the Seduction secondary skill being taught to all females. Males are usually
taught psychology and theology.

Weakness
Men Hu are headstrong and confident of their abilities. They will never admit that they can't do something. This of course means
that they will try to do it anyway to prove themselves right.

Disciplines
Presence, Auspex, Dominate
The disciplines of the female Men Hu are all oriented towards sexual stimulation and nullification. Male Men Hu disciplines are
oriented towards a 'spiritual' stimulation and nullification.

Quote
"Lie back, relax. That's it. Feel's good? Yes, all this tension is bad. Let me drain it from you."

Stereotypes
Lung: They provide the contracts that sustain us.
"We are happy with the service that they provide, though of late we have begun to grow concerned with their lack of ambition."
-- Feng Lu-ma, 9th generation Lung
Jian: It was to them that we first appeared and offered our services. That they were smart enough to accept our services shows
great promise.
"I often wonder if their appearance was all that coincidental."
-- Chi Hsing, 7th generation Jian.
Pao Yu: Never have we seen such dedicated followers.
"They are as deadly as they are beautiful."
-- Hou Tung-po, 9th generation Pao Yu.
Kwai Tao: They are nothing but overgrown children.
"Arrogant sluts. You think that just because you follow their orders you're safe from their plans?"
-- Li Kuei Jen, 9th generation Kwai Tao.
Tong Chu: They have power.
"We admire your skills, if not your methods of employment."
-- Li Yuan, 10th generation Tong Chu.
Shu: Scum. They are without honor.
"Bitches, whores, sluts. They all this and more."
-- Wei Chan Yi, 10th generation Shu.
Ch'i chu: They watch everything. What do you now know?
"We are honored by your interest in our affairs."
-- Fen Cho-hsien, 7th generation Ch'i chu.
Mui Tsai: Our fallen sisters. We pity your lot.
"We accept your pity and our fate."
-- Yin Wu Tsai, 10th generation Mui Tsai.
Yu: They are a happy people, with little to worry about. We wish life was similar.
"You are playing a dangerous game."
-- Chu Shi-ch'e, 8th generation Yu.
Camarilla: They are many, with a diverse culture and history, almost diverse as ours.
"Some of these ladies of evening' came to visit in fair Hong Kong. When they left I felt as if I'd been under a spell the entire
time."
-- Valdez, 12th generation Brujah.
Shogun te: They're kindred Geisha have been known to be as dangerous as us.
"You aren't the problem. Your masters are."
-- Yoshiaki Kawajiri, 9th generation Koga.
Sabbat: They thought that we were merely docile slaves. They learned wrong.
"Your number is up, girls."
-- Quill, 10th generation Brujah antitribu.
MERROW
By Galliard (galliard@bellatlantic.net)

Description
This particular bloodline was believed to have branched off of the Gangrel. When the Merrow known as "The Sea Hag", the
oldest known of this line (8thgeneration?) and supposed founder, is asked about this, she cackles and avoids the question. The
line originated around 1780 in northern Scotland. While it has remained small (surely no more than 40), is has spread out some
since its inception. There are known to be Merrow in Lake Pontchartrain in Louisiana, in the Chesapeake Bay, and even one in
the waters off Easter Island. The bulk of the line that remains in Scotland has gained an unsavory reputation. They are believed
to have formed alliances with various dark and dangerous parties, such as the Black Spiral Dancers and the Shadow Court.

Appearance
Most Merrow start out looking much as they did in life, but as they gain knowledge in the Nautika discipline their appearance
starts to shift. With each dot their eyes become darker and their bodies more hairless. By rank 5, their eyes are totally black and
their bodies are totally smooth. The hair they retain on their heads also has a tendency to take on a blue or green tinge, but this
is not consistent with all members of the line. Also, at rank 1 all Merrows gain webbing between their fingers and toes. While this
generally is not a problem towards Dexterity, the Storyteller may add +1 to the difficulty of certain feats that require a great deal
of manual finesse.

Haven
Merrows almost universally maintain underwater havens. Some favor the wrecks of old ships, while others just seek out
underwater caves. It has been known for some to have a few dry land stashes for items that they don't wish to get wet.

Background
Obviously they favor people who have some connection to the water. Fishermen, deep-sea divers, beachcombers, surfers and
Navy SEALs have all been welcomed into this bloodline.

Disciplines
Fortitude, Nautika, Protean (While it is not considered a bloodline discipline, per se, Thaumaturgy is greatly sought after by
many Merrow. The Sea Hag is quite adept at it, but rarely takes on apprentices).

Weaknesses
First off, there are the appearance changes mention above. These make it difficult to operate in mortal society, to say the least.
More importantly though is that they need to be in the water that is their home. For each hour that a Merrow is out of water, she
must make a Stamina (+Fortitude) roll or lose 1 from each Attribute. The difficulty starts at 6, and increase each hour by 1 to a
maximum of 10. Lost stats are regained at a rate of 1/hour of complete submersion. If a Physical Attribute goes below 1, the
vampire goes into torpor, if Intelligence or Wits goes below 1, the vampire goes into a Rötschreck that compels him to find water
in which to submerge himself.

Organization
None really to speak of, though the Sea Hag can pretty much command any Merrow she comes across. Whether this is through
respect, some Thaumaturgic ritual, or just plain good sense on the part of the younger vampire is unknown.

Quote
"So many of our kind ignore the waters. They have no idea of the life, secrets -- and power -- that they hold."
Flaws
Water Content Susceptibility: (1or 2 pt): Certain types of conditions in the water around you weaken you. You gain a +1 to all
difficulties when in the particular water in question. This is a 1-pt flaw for a condition like fresh vs. salt water, or drastic changes
in temperature, and a 2-pt flaw for polluted water.
Increased Water Reliance (5 pt): You must start making your Stamina rolls for each minute that you remain out of water. It still
takes you an hour to regain back each level of Attributes. Luck for you that the difficulty does not increase by 1 each minute, but
stays a standard 6.
Susceptible to Fire (4 pt): You are easily dried out. You take twice the amount of damage from a fire as normal kindred, and
difficulties to resist Rötshreck brought on by fire are increased by 1.

Merits
Friend to the Fishes (1 pt): If you learn the discipline Animalism, you gain an extra success anytime you use this power on any
fish, crustacean or cephalopod. This does not apply to cetaceans.
Decreased Water Reliance (3 pt): When you make your roll to remain out of the water, you do not have to increase the difficulty
each hour. It stays a standard 6 for you. Also, once you have failed 2 such rolls, you do not need to make any more rolls. You still
need to submerse yourself for 1 hour per stat level healed, though.
Stealth Swimmer (2 pt): Any attempt to notice or find you when you are in the water is increased in difficulty by 1.
Wet (4 pt): You are always moist to the touch. This wetness translates into the ability to use half of you Stamina (rounded up) to
attempt to soak fire damage. As always, you may add Fortitude to this roll. This does not effect either Rötshreck or damage
caused by sunlight.
METAPHITES
By Sekhmet xV (SekhmetxV@aol.com)
Take your hatred out on me.
Make your victim my head. You never ever
believed in me. I am your tourniquet.
-- Marilyn Manson, Tourniquet

Prelude
"I remember the pain more than anything. It came upon me all of a sudden -- like an explosion -- and where most times pain will
subside this . . . didn't. It was constant and it was agonizing. It was the kind of pain you don't forget, I'll tell you that. He had been
going for my heart. I knew that. No one messes with your ribs unless they want your heart to pop. Luckily, my reflexes saved me,
and I fell back. I didn't bother to look down, I knew what I would see and I didn't want to see it. Worse, though, than having my ribs
protruding from my chest was knowing that my heart was exposed. Without thinking, I leapt at him, my attacker Baron Ludwig
Saranov of the Tzimisce, and I felt my fangs sink, almost instantly, into the flesh at his throat. I laugh now to think of his gurgling
cries and pathetic attempts to throw me off. Slowly and purposefully, partially to avenge the death of the Vampire to whom he
had delivered the same fate not long ago, I drank his vitae.
"Probably what I remember most about the aftermath of that event was that I was able to simply bend my ribs back into place. I
just reached down and pushed them back in. I then reattached the muscle under the flesh to the bone with its tendons and
reattached the flesh where it was torn. As soon as I realized what I had done, I was shocked. Long had I spied on the Baron and
many attempts had I made at duplicating the effects of what his Clan called Vicissitude with no success. It would seem that the
blood of the Baron was a catalyst in my development of similar powers to those of Vicissitude."
-- Metaph, Progenitor of the Metaphites

History
I... hurt myself today...
to see if I still feel...
-- Nine Inch Nails, Hurt
The history of this Clan is no secret. Any member of this Clan will share this history cheerfully if asked. Given here is the
generally accepted version of the history of the Metaphites.
Caine begat the Second Generation and the Second Generation begat the original Antediluvians. One of these Antediluvians
was named Sekhet (see Clanbook: Setite) and he originated the Followers of Set. One of Sekhet's childer, Metaph, had always
rejected the Path of Corruption, but was fascinated by the Tzimisce. One in particular, however, was the object of Metaph's
hatred. This Tzimisce was Baron Ludwig Saranov, and he had a particular penchant for torture. One night, as Metaph watched
(some say spied on) the Baron, he followed as the Tzimisce entered one of the temples devoted to an Egyptian goddess in
which Metaph believed strongly. There, Metaph looked on as the Baron attacked, overpowered, and Diablerized one of the
original Antediluvians. Horrified, Metaph left and resolved to follow the Baron again the next night.
The next night came and, having a strong sense of justice, Metaph steeled himself and attacked the Baron. A fierce battle
ensued, in which Metaph was badly wounded. Eventually, however, Metaph's intelligence won out and the Baron was defeated.
Believing in the concept of "an eye for an eye", Metaph drank the blood of the Tzimisce and, although he did not realize it at first,
became one of the third Generation. Now normally, when one Diablerizes a Tzimisce, they become infected with Vicissitude.
Not so with Metaph, although he did succeed in mimicking the discipline to some degree. Later, Metaph developed other
powers as well, and soon became so unlike the Setites that they were forced to cast him out.
Later, Metaph sired many childer and created Clan Metaph or the Metaphites. The Setites formed an alliance with Metaph's
small Clan which still stands to this day. Things seemed perfect and Metaph was happy, for he was no longer alone. Indeed,
every one of his childer displayed the new powers he had discovered after Diablerizing the Tzimisce. The pleasant state of
things, however, was not to be.
One night, an Elder of Clan Tzimisce came upon Metaph's haven. Remembering what had been done to the Baron, this Elder
hid himself in the haven until morning and, sure enough, Metaph came back to the haven. Without giving him time to think, the
Tzimisce leapt at Metaph, staked him, and dragged him outside just as the sun was creeping over the horizon. Metaph burned in
the sun, his body crumbling to nothing, and the Tzimisce Elder scattered what few ashes there were to the far corners of the
earth. When Metaph died, every Metaphite fell into Torpor, and those who were outside at the time died horribly.
What the Tzimisce had not counted on, however, was the complexity of Metaph's control over his body. Finally, he had been able
to duplicate the highest level of Vicissitude and, in time, Metaph returned, and when he did so did every other Metaphite in the
world -- although it took nearly four hundred years to do so. The Metaphite awakening is generally believed to have occurred in
the 1700s. To this day, Metaph lives, and some say he controls Egypt and most of Africa and the Middle East.

The Problem
The Metaphite discipline, called Viscae, is a lot like the Tzimisce discipline of Vicissitude, with one important difference:
Viscae, unlike Vicissitude, is not a virus and does not harm the user. Although the actual infection did not pass to the
Metaphites, the evil behind such a discipline manifests in other ways. First of all, being of the same origin as Setites, Metaphites
are extremely sensitive to light and share the weakness of the Setites. Also, the blood of a Metaphite is exceptionally sweet and
literally intoxicating. When a Metaphite sires a childe, the childe must roll one die at a difficulty of ten to avoid killing his sire by
drinking too much. Of course the sire and childe may engage in a physical challenge in which the sire attempts to dislodge the
childe from him. The sweetness of the Metaphite vitae also causes some of the more unscrupulous among the Anarchs and the
Sabbat to seek out these Kindred for Diablerie, their blood being considered a delicacy.

Nickname
Doppelgangers

Appearance
Most Elder Metaphites look exactly like Setites, being from exactly the same background, but some Neonates and Ancillae
could be of any ethnic background. Still, most are Egyptian in appearance and origin.

Haven
Metaphites usually live in catacombs of their own design. Many heirlooms are passed down among this Clan and these are sold
in times of need to either museums or the black market and can often bring enough money to fund the building of such secret
chambers. Usually the workers are all made into Ghouls.

Background
Metaphites often have elaborate catacombs built for their havens but some will live in temples with Setites. As mentioned
earlier, the histories and destinies of these two Clans are inexorably intertwined. Neonates can be chosen from any ethnic group
but are most often "Gothic"-type people, usually between the ages of fifteen and nineteen. The siring of children is generally
frowned upon by the Camarilla, but in Egypt people grew up fast. Tutankhamun was ruling Egypt when he was a teenager...

Character Creation
Like Setites, almost all Metaphites have Outsider concepts. Some may be Dilettantes or even Professionals (as some have
taken to tattoo art, body piercing, or even certain medical fields). Also like Setites, Metaphites are often Deviants by Nature and
may have any Demeanor. Social Attributes are Primary as are Skills. Some have the background Retainers (as they ghoul those
who work on their havens) and almost all have plenty of Resources through selling their personal affects from Ancient Egypt.

Clan Disciplines
Obfuscate, Protean, Viscae

Weaknesses
Metaphites, like Setites, are extremely susceptible to sunlight (see Followers of Set, p. 122 VPG). In addition to this, their blood
is very sweet and incredibly intoxicating. Any mortal sired by a Metaphite must roll his willpower at a difficulty of ten to stop
drinking. Of course, the Metaphite may engage in a physical challenge to dislodge the childe, but the difficulty may be high
(Storyteller's discretion). Also, some Anarchs have taken to hunting Metaphites for the euphoric effect of their blood. Apparently
it is the ultimate Vampiric drug...
Organization
Almost none but there are regular meetings. Metaphites often gather on mortal holidays (like the Malkavians) such as Christmas,
New Year, and, most especially, Halloween. Some Metaphites reside in the Setite temple of each city and these almost always
pose as Setites. Some Metaphites are also rumored to attend meetings at the Setite Grand Temple, but these are often
ostracized as members of the Clan, having gotten too close to the Followers of Set.
The Metaphites do not acknowledge, much less believe in, the existence of the Children of Osiris and, certainly, if the Children
exist they have no quarrel with the Metaphites as they have not revealed themselves as yet.

Gaining Clan Prestige


Like the Toreador, the Metaphites respect works of art. A Metaphite who has done something strange, new, and wonderful with
her body or with that of a willing subject, she (and her subject, if there was one) are generally greatly respected within the Clan.

Quote
"Oh, now this is incredible! Look what she's done with her hair!! And James, that eye is in just the right spot! Really, I'm
impressed with the both of you!"

Stereotypes
Camarilla: They don't bother us; we don't bother them. Fair enough if you ask me -- some of them even seem to like us. I guess
after the Setites they were glad to see something a little more special come out of Egypt.

A lot like the Setites but not one of them have ever caused us any trouble. Naturally we don't trust them; we will just have to
watch . . . Their powers, which seem alot like those of the Tzimisce, frighten me, however. It will be interesting to see what role
they play in the coming of Gehenna.
--Terrence Lepellier, Tremere Ancilla
Sabbat: How dreadful... Although it amuses me no end how angry the Ta-za-ma-whatsits (believed to be a reference to the
Tzimisce) are that we can do the same thing they do. Weird folks; I think they all want us dead.

"My attitude toward these filthy abominations is essentially the same as my opinion of the Setites. These bastards are
dangerous. Not only that, they are thieves. They have stolen from my Clan its true power and that cannot be forgiven
--Malachaius, Tzimisce Elder
The Inconnu: Once again, these are some Kindred who hurt no one. No one. They've retired, so to speak, and I can respect
that. If they have lived long unlives then they deserve their rest. All peaceful beings deserve peace in turn.

It is sad indeed how the Sabbat hates this Clan. Luckily, we will be here to offer them sanctuary. Truly kind and noble, the
members of this Clan are surpassed only by the Salubri in sheer morality. I, for one, will protect any member of this Clan
from those damnable fiends. Afterall, I have never been fond of the Tzimisce.
--Graf Friedrich von Orlock, Nosferatu Methuselah
MICTLAN
By Alejandro Melchor
ya casi ni gente somos. / we are nearly not even people.
Aqui donde llueve tierra / Here where soil rains
los signos estan rotos / the seals are broken.
Xolotl bajo al infierno / Xolotl descended to hell
en forma de perro. / in the shape of dog.
Solo quedan las casas / Only the houses are left
y los indios colgados / and the indians hanging
en el viento encendido. / in the lit wind.

- Jorge Reyes, "A la izquierda del colibri"


When the European Kindred arrived to the New World, they knew that there were others of their kind, but they never expected to find
the Mictlan.
Named after the Aztec Realm of the Dead, the Mictlan was the largest vampire organization in precolumbian America. The details of
their rising are lost in time; only the rulers know their true heritage, whether they tell the truth or not is up to debate.

The Mictlan Background


Branded heretics by the Sabbat Archbishops, the Mictlan hold a faith very different from that of the European Kindred. They spit at the
mention of Caine, as they donÕt descend from him.
Their legends speak of a time when the gods, the Celestines, were creating the world. The first man and woman were created, but
they were immortal, knew not of sickness and suffering. Thus was born Mictlantecuhtli, the God of Death, and Mictecacihuatl, his wife.
These two gods would make sure that mankind didn't believe themselves as gods, for always Death waited for them at the end of their
lives.
Mictlantecuhtli carved his kingdom, the Mictlan, in the bowels of the earth, and there he would wait for the souls of the dead. Together
in their dark realm, the Death Gods saw their cousins create servants that would represent them on earth. And they had an idea.
Mictecacihuatl traveled to the living lands and entered a woman's belly, to be born as human. She was born and grew, remembering
from the start her mission.
As a human, Mictecacihuatl learned the arts of sorcery, and she called for her husband to join her. He arrived, and they had strange
children. They were sons and daughters of Death, yet they lived. When the time was right, the Death Gods killed their progeny, and
gave them the gift of undeath.
The other gods were angered at this violation of the Mother's cycle, but Mictlantecuhtli appeased them by offering his Childer to them.
Some gods ate the undead given to them, but others, out of curiosity or compassion, kept them and appointed them their dark
messengers on earth.
The undead would serve the purpose of Mictlantecuhtli and Mictecacihuatl: to remind humankind that they were not gods, they could
die by the whim of the gods. As a reward, the gods allowed the undead to partake in the sacrifices, to drink the blood shed in their
honor; but as a reminder of their unlife and that they themselves were not gods but servants of gods, the undead would not be able to
gain sustenance from any other source, and they would never see the light of day again, as Death was their legacy. Thus were they
born and called themselves tlaltecuhtli, lords of the earth.
The Tremere deny the veracity of the Mictlan's legend, stating that it was Caine who probably traveled to the New World and
masqueraded as the God of Death. However, the ties the Mictlan has to both the Underworld an the god they are dedicated to is
undeniable, as they manifest knowledge and Disiplines unique to them alone.

Organization
The Mictlan can be considered as a main clan consisting of several bloodlines, though there the analogies end. Each bloodline is
called a Calpulli, like the guild-neighborhoods of Tenochtitlan. Each Calpulli is ruled by a Tlatoani. The Tlatoanis are said to be the
children of Mictlantecuhtli and Mictecacihuatl, given to the gods. Only they know for sure, and they are not telling.
As a whole, the Mictlan is governed by the Council of Tlatoanis, with the leader being Mictlaxochitl, Tlatoani of Calpulli Mictlantecuhtli.
She claims to be the elder daughter of the Death Gods, and the other Tlatoanis comply. Mictlaxochitl, however, is not all powerful; she
is still bound by the decisions of the Council, though her opinion carries a lot more weight than her brothers' and sisters'. In matters of
internal Calpulli affairs, the Tlatoani has the final world, though sometimes a matter trascends the single Tlatoani's jurisdiction.
The original number of the Calpullis is unknown, only ten remain, and one of them lost its Tlatoani. The Calpullis are named after the
god who accepted the undead as his/her servant, and the Tlatoanis took names accordingly: some are named as their god, some as
an Incarna and others have a name of their own.

History
The Mictlan's influence on human society was always of a religious nature, they were the earthly representation of the gods, and ruled
as a theocracy.
It's that attitude as the gods' gift to mortals that eventually brought their doom when the Spaniards arrived. Being a Mictlan vampire
was a priviledge, a divine gift, a chance to partake on the gods' meals in exchange of service. That's why they were never many.
Candidates were carefully chosen and would only be Embraced after the approval of all the rulers. Even then, the Embrace was a
gruesome ritual that would ensure that only those fit would become tlaltecuhtli; Mictlan vampires.
The Flower Wars, conflicts bent upon capturing sacrificial victims from the other's army, were mainly a concoction of the Mictlan, who
thus kept themselves supplied with their bloody sustenance without resorting to hunt and drawing suspicion to themselves.
One of the Tlatoanis became so obsessed with his mission to elevate his lord to greatness that he went insane: Tlatoani
Huitzilopochtli, servant of the aztec god of war and the sun. He commited the sin of pride, as he forgot his purpose as servant of both
his god and Mictlantecuhtli and appointed himself god. He became bloodthirsty, never satiated by the blood offerings he received.
This recklesness alienated one of his followers: Tlacaelel, the man behind the Aztec Empire. Tlacaelel had been on the brink of
Awakening as a Mage of the White Brotherhood, but he abandoned his mentors to build his dream of a great empire where men and
women would be as one with the cosmos. Without knowing, he became the ghoul of Huitzilopochtli and, when he realized the mistake
he had made when he trusted his god, he fell into a deep depresion.
Around this year, the explorers reached the outskirts of the New World, and Tlacaelel, alerted by spirits bound to him by a Garou
friend, resolved to destroy his beloved Empire so as to have a new and pure one rise from the ashes. He called to the European
Kindred and, when they arrived, he was Embraced by the Ventrue.
The Council of Tlatoanis sentenced him to death, but the deed was done and the sentence never fulfilled: the European Kindred were
here, along with the Inquisition. The Mictlan's only chance was escape. Two Calpullis were destroyed during the battles, the others had
to hide or go into Torpor.
After the Conquest, the Mictlan had to abandon their roles as gods and became rogues and demons; by observing the Camarilla, they
adapted their usual strategy of domination -- religion -- into politics, though they vowed never to forget their origins; never to become
so fascinated with intrigue as to forget their connection to the gods. They were quickly targeted for destruction by the Camarilla, a
general Blood Hunt declared on them. But the Mictlan had the rural population's support, after all, they were the gods' messengers.
Soon, the Mictlan learned how to create social unrest; their sphere of influence was the lower strata of society; those who still believed
in the ancient gods, even if only subsconsciously. When the Anarchs launched their Second Revolution, the Mictlan saw an opportunitty
to strike at the invaders; they attacked the federal army at night; pulled what little strings they had on politics and generally made life
difficult for the Camarilla. Problem was, the Tlatoanis didn't anticipate the Sabbat's intervention.
Caught off-guard by the arrival of the ruthless new player in the game, the Mictlan had to fall back, they were too few to present a
decent battle to the 'barbarians', as they called the Sabbat Kindred. Their energies were spent into hiding from the new invaders to
their lands, for those savages were not held back by a Masquerade and the chance of an all-out war was always hanging in the air.
They adopted a Masquerade of their own, but not because of fear of the humans, but of the Sabbat.
It was during this time that the leaderless Calpulli Huitzilopochtli betrayed the Mictlan and joined the Sabbat.
Things were never the same for the Mictlan; Huitzilopochtli's betrayal showed them that not only change in tactics was necessary, but
also change in traditions. They became more aggressive and direct, sometimes forsaking their secrecy. The last straw was drawn in
1968, when the Sabbat, fearful that the student movement might be a Camarilla move to recover the country, orchestrated the
Tlatelolco massacre in October 2nd. The Tlatoanis were outraged by the depths that the barbarians could fall to and, for the first time
in their history, Embraced indiscriminately all the dying left on the Plaza. Several possessed the will to survive initiation and the Mictlan
saw its numbers engrossed by many angry people demanding revenge.
Since then, life in Mexico has been hell for the Sabbat; social unrest, terrorism, political assassination, riots, bombings; all are sign
that war is at the turn of a corner, the niches left empty by the Camarilla are filled now by the Mictlan.

The ties to the Underworld


Limbo donde solitario/Limbo where lonely
se transforma/is transformed
lo vivido en polvo./the lived into dust.
Paramo sin aire/Airless wasteland
donde el tiempo/where time
no respira./doesn't breathe.
- Jorge Reyes, Saide Sesin; "Comala"
The relationship between the Mictlan and the denizens of the Underworld is very intense. Throughout history, these vampires have
interacted with wraiths and Spectres in various ways depending on the Calpulli. Axolotl; Tlatoani of Calpulli Xolotl, visited the
Underworld twice: once in the very beginning, striking an alliance with Charon and his Ferrymen; the Mictlan would call for a Ferryman
when someone they cared for died, and one would appear to take it to where she deserved to go, or to train her as a Ferryman if she
desired; the other time was to demand Charon the return of the indian dead after the Freewraiths destroyed the Dark Kingdom of
Obsidian. He succeeded in both.
However, as history progressed, the Mictlan broke its ties with the Hierarchy, seeing the wave of intolerance that was rising and
remained loyal to the Ferrymen, who still took the indian dead to the Far Shore of Mictlan. After Charon disappeared, war was
declared against the Deathlords for the treatment of the wraiths: no Mictlan vampire would aid a Hierarchy wraith, and Renegades and
Heretics found in the tlaltecuhtli useful allies in the living world.
On the whole, Mictlani and individual wraiths get along just fine; the Mictlani can talk to them and there exists mutual respect as well as
a desire on the vampire's heart to help the wraith Transcend. Vampires like those of Calpulli Tlazolteotl actually take lovers from
beyond and can cause false Harrowings (see in the Calpulli's description), and the members of Calpulli Quetzalcoatl and Tezcatlipoca
are sought for their knowledge of Castigate and also because they make good friends.
Even some Spectres have dealings with these vampires, but it's unusual, for the Mictlan serves the Celestines, and Oblivion is very
bad for their health.
There are some rumors among the Hierarchy: that the Mictlan is actually helping the survivors of the Dark Kingom of Obsidian, and
together they plan for the Hierarchy's demise in Latin American lands. This is halfway true: the Mictlan were never very good friends of
Ix Chel and his dominion; they resembled Stygia too much and anyway, their lord Mictlantecuhtli created the Far Shore of Mictlan. The
survivors of the Dark Kingdom have gathered on that Far Shore and, under the guidance of Moctezuma II, appointed emperor of the
indian dead, are launching small strikes against Hierarchy stronghold, hoping that, when the invading dead are destroyed, the living
would have better luck in expeling the other invaders also.

The True Nature of the Mictlan and the Embrace


Despiertan los muertos/The dead awaken
a la oscuridad/to the darkness
del silencio./of silence.

- Jorge Reyes, Saide Sesin, "Hekura"

Despite what other Kindred might think, the Mictlan tell the truth on something: they are not the Progeny of Caine. The legend of their
creation is greatly exaggerated, but they do have links with the Dead and the Celestines they are dedicated to as proved by their
Disciplines. Even then, some of their powers echo the other Kindred's Disciplines, so a sort of connection must exist.
Mictlan vampires are very attuned with death; they don't believe that they are cheating her, but to have been gifted to become the
earthly reminders of the dark powers of the afterlife. They are predators though they don't see their feeding as a hunt, but rather as
taking their rightful piece of sacrifice as messengers of the gods. As aztec cosmology, Mictlan philosophy is very convoluted.
The true nature of the Mictlan vampires resides in their Embrace: after the victim is drained, the soul is left to wander off into the
Shadowlands; by the ways of the Discipline of Mictlampa (Side of Mictlan), the Tlatoani calls the soul back and ties it to the body with
the blood of the Sire, her own blood, and the blood of Mictlaxochitl. Afterwards, the new vampire is to pass the initiation rite: a very
demanding series of tests that follow the mythical journey into the land of the dead. If she survives, she is trained by her Sire into the
ways of the Mictlan.
Besides surviving initiation, one of the reasons that Mictlan vampires are few is that there can be no accidental Embraces. Those who
have tried to Embrace without the participation of the Tlatoani either kill their intended Progeny or create monsters: the victim is
consumed by the darkness and becomes a ravening beast. These creatures are destroyed upon capture, although they are
sometimes used as shock troops against the Sabbat.
The blood coursing through the Mictlan vampire's veins is tainted by the touch of Death, and thus they are closer to wraiths than to
Kindred. Maybe it was a cruel joke by Mictlantecuhtli, no one knows.
This strong connection to the Shadowlands allow the Mictlan the use of Mictlampa, a very powerful Discipline that, at higher levels,
allow the use of a Wraith Arcanos depending on the Calpulli. That was the gift of Mictlantecuhtli.
They also can learn and use Cainite Disciplines; that was the gift of Mictecacihuatl.
Some of the Calpullis have developed their own Disciplines, unique to them in the sense that no one can learn it save from diablerie;
that was the gift of the Celestines.
They suffer the Itzyolotl, the Obsidian Heart; a manifestation of both Beast and Shadow. That was the curse from all of them.
Although it still is vampirism the Mictlan undeath is a little different from the traditional. The following characteristics apply to Mictlan
vampires:
* Sun and fire destroys them as any other Kindred; Rotshreck, however is not as strong (-2 difficulty on the Courage roll), as a Mictlan
vampire is not as selfish as regular Kindred. Younger Mictlani might fear fire as normal, as they haven't been fully indoctrinated.
* They drink blood as normal, have the normal Blood Pools for their Generation and do have fangs. Blood spent naturally is used both
to sustain the body as to tie the soul to the dead flesh.
* Normal Blood characteristics apply: Blood Bonds, diablerie, regeneration, Attribute raise, etc. tlaltecuhtlis can't lower their
Generation by diablerising Cainites and can't Blood Bind a Cainite with their blood, though they can be Bound by theirs. A Bond to a
human or Garou is still possible.
* They don't feel the Beast as Cainites do; and thus are not tormented by Frenzies. However, by their very nature, they suffer the
Itzyolotl, the Obsidian Heart, a far more subtle and, in the long run, terrible foe. Their Virtues are: Spirituality (replaces Conscience and
Callousness), Purpose (replaces Self-Control and Instinct) and Courage (same as normal vampires). They follow the Path of Miquiztli
(Death).
* To any Garou, they register more as "Wyrm tainted" than as "of the Wyrm"
* They cannot reach Golconda.
* Experience costs are the same.

Itzyolotl
Mi sombra empolvada cae/My dustfilled shadow falls
sobre el tambor de piedra./over the drum of stone.
En el Espejo Humeante/In the Smoking Mirror
soplan las flautas funerarias./blow the funerary flutes.

- Jorge Reyes, "A la izquierda del colibri"


The Obsidian Heart is the true curse that a Mictlan vampire must endure; upon death, the Shadow awakens, ready to torment its
Psyche, only to be thwarted by Mictlampa. However, as the blood chains the spirit to the body, the Shadow always manages to enter,
making it's home of the vampire's heart, turning it a jet black color. From then on, the Itzyolotl will attempt to corrupt its host into leaving
her path, her god and her purpose.
The Itzyolotl can't speak to the host, but he can awaken dark urges within the spirit, although not as strong as the Beast incites frenzy in
the Cainites; these urges will always be contrary to the character's Nature and the purpose of his Calpulli. As the Obsidian Heart is
sustained by the blood the tlaltecuhtli drinks, every time she feeds she must make a Purpose roll, as the Itzyolotl is stronger then and
will attempt to take over and make the character stray away from her mission. This is the same as a Self-Control roll.
In times of moral conflict, the Itzyolotl will also try to take over, by trying to sever the Mictlan vampire from her god. This is resisted by a
Spirituality roll.
If the Itzyolotl ever takes over the Mictlani, it will make her darkest side surface. She becomes what she hates the most, indulging in the
power of undeath, ignoring her purpose in life, straying from the will of Mictlantecuhtli; she will commit crimes that in a normal state
would be horrid to her. This state lasts for a scene and the Itzyolotl wil lie dormant for a day afterwards. The character goes one point
down in her Path, recoverable as normal Humanity.

Virtues
Spirituality: The connection of the Mictlan vampire to her god. Each Calpulli follows a god and a given mission, this permits a
range of moral viewpoints ranging from the savage honor of Huitzilopochtli to the forceful wisdom of Quetzalcoatl, passing
through the apparent monstruosity of Xipe Totec and the ambiguous altruism of Tlaloc. Thus, a Mictlan will feel no remorse for
actions that another might see as evil.
Purpose: The amount of importance a vampire gives to the purpose of both his Calpulli and the Mictlan as a whole. It gives a
safe haven in a mad world. The more the tlaltecuhtli clings to her Purpose, the more she is able to resist the temptations of
Itzyolotl.
Courage: The same as in normal rules.

Haven: In the countryside they hide in caves. In cities and towns they hide in the catacombs of churches or undiscovered ruins. Each
Calpulli possesses a central haven, and the Council meets underneath the Museo Nacional de Antropologia e Historia.
Background: Once they selected only mortals of pure indian descent, but they know try all people they judge worthy of the role of a
Mictlan vampire. Each Calpulli chooses it's members from varying backgrounds.
Character Creation: Buying Generation is advisable, since most of the Mictlan are at least one hundread years old. Also, select
Abilities according to the role of the Calpulli, since it's the possesion of those talents, skills and knowledges that made the character
elegible to be part of the Mictlan. Tezcatlipoca's brood would choose Occult and Perception, while a Quetzalcoatl would have
Charisma and Leadership, among other Abilities.
Clan Discipline:Mictlampa
Weaknesses: Each Calpulli has it's own weakness.
Gaining Clan Prestige: Fullfiling one's Calpulli's purpose succesfully; succeeding in any action against the Sabbat.
Quote: "Men are not as gods, and we are not as gods. The Gods of Death wait for us all, and right now, you are going to meet them"

Stereotypes
The Camarilla: Ignorant, selfish and prideful, these vampires believe they are cheating our parents the Gods of Death, but they only
postpone their meeting. And what kind of existence is that lived in fear of your own Father?
"Queer and enigmatic, should we have payed closer attention to them, we might have kept Mexico from the Sabbat. They are too self-
righteous, though, talking to one of them is close to a religious debate".
-Santiago Lopez-Sanchez, 8th Gen. Tremere
The Sabbat: Brutal savages, they are the prime examples of what Mictlantecuhtli wishes us not to become. They exalt in their powers,
thinking themselves superior to all, but they die as easily as any other vampire; these invaders will die too.
"Pain in the ass if you ask me, their hollier-than-thou speech really gets on my nerves and guess what?, some of them joined us, the
assholes. Caine take them; ooooh, sorry, I forgot they were not from Caine. Pah!"
-"Garra", 11th Gen. Brujah antitribu.
The Inconnu: Old ones hiding from their duties; but they are wise beyond their kin, they deserve a close study.
"It is puzzling, but their affirmations of descendancy might be true; what this means, that there could be other kinds of vampirism, might
be a key to our own understanding, their purpose and sense of duty are admirable".
- Anonymous Gangrel.

The Mictlan: The Calpullis


Calpulli Huehueteotl: Caretakers of the Living
Members of this Calpulli serve the Old God of fire; knower of secrets and protector of the household; it is the duty of Calpulli
Huehueteotl to care over mortals, give them hope and comfort. There can be no more tlaltecuhtli born of this Calpulli since Chantico,
their Tlatoani, was lost during the Conquest; her whereabouts are unknown and also if she's even alive. Very few Huehueteotl practice
the Arcanos Mictlantecuhtli taught them: Outrage.
Tlatoani: Chantico (status unknown)
Appearance: They look ashen, but move as if they had too much energy in their bodies.
Disciplines: Fortitude, Mictlampa, Thaumaturgy (Path of Flames only)
Arcanos: Outrage
Background: Counselors, confidants, caregivers.
Weakness: Upon feeding, must spill one Blood Point and burn it as an offering to Huehueteotl; should the character not do it,
the blood will give no sustenance whatsoever.

Calpulli Huitzilopochtli: Warriors of the Sun


They are the elite warriors of the Mictlan; combat oriented, they burn with the fire of the Sun denied them. It was their duty to fight the
enemies of the Mictlan and the Aztec people, but during the Empire, the Tlatoani went mad and believed himself god. Hutzilopochtli
was also lost during the Conquest though it's perfectly known that he didn't die, but lies in Torpor somewhere. Somehow,
Huitzilopochtli's madness spread among his followers, who betrayed the Mictlan and joined the Sabbat shortly after the Revolution.
The Council has hopes that upon Huitzilopochtli's awakening, the rest of the Calpulli will rejoin the Mictlan; meanwhile, no quarter is
given (nor asked for) when fighting these traitors. They were greatly favored by their god, as he taught them a unique Discipline:
Xiuhcoatl. The Archpriests capable of practicing Outrage were killed during the Conquest. The eldest of the Calpulli keep some of
Huitzilopochtli's blood and by following a ritual can use Mictlampa 10, so they can still add members to their numbers, though they are
more picky about it due to the limits of their supply.
Tlatoani: Huitzilopochtli (lost)
Appearance: Powerfully built and bronze skinned, their eyes shine with an eerie red light when expressing their vampiric nature.
Disciplines: Potence, Mictlampa, Xiuhcoatl
Arcanos: Outrage (lost)
Background: Police and military, gang members, fighters. They have tried to Embrace Eagle Knights as in the old days, but
the current members of this Order shun vampirism and kill themselves after massacrating their Sire and all who are with her.
Weakness: They need to drink two points of blood to fill a single box in the Blood Pool.

Calpulli Mictlantecuhtli: Guides of the Deceased


The traditional leaders of the Mictlan, these vampires understand death better than all of their brethren, as they see it constantly; upon
Embrace, their sight remains on the Shadowlands, and they see a world in constant decay. However, far from making these vampires
a brooding lot, it makes them as philosophers. By experiencing death at every minute those of Calpulli Mictlantecuhtli see past lies
and illusions much better, and don't delude themselves. It's hard though, to lose beauty, and only trough much soulsearching can the
vampire come to terms with this fate. The duty of this Calpulli is to guide mortals to their eternal rest, sometimes judging how someone
should die, and often carrying out the deed themselves. These philosophy puts them on speaking terms with the Euthanatos magi and
their concept of the Good Death. The Fatalism Arcanos aids them in this duty. Mictlaxochitl, the Tlatoani of this Calpulli, is also the
leader of the Council. Her judgment is final, although her decisions regarding the Mictlan as a whole are not.
Tlatoani: Mictlaxochitl, 3rd. Generation.
Appearance: Their eyes are chilling and penetrating, and always have a far away look, as if they were looking beyond the
barriers of the soul.
Disciplines: Auspex, Dominate, Mictlampa.
Arcanos: Fatalism
Background: Caretakers, philosophers, murderers.
Weakness: Their sight is focused in the Shadowlands; they see death, decay and corruption even on the most beautiful sight.

Calpulli Mixcoatl: Restless Hunters


Of all of the Mictlan, those of Calpulli Mixcoatl are the only ones who take feeding as a hunt. The spirit of hunting is strong within them,
and they possess a hunter's code of honor. They are quite restless, unable to stay quiet without something to look for and bring back
(dead or alive). They also serve perfectly as spies and messengers between Mictlan outposts, though they prefer to chase. Camaxtle,
the Tlatoani, is a very hard man to find, he's always traveling, hunting, even the Shadowlands and the dreaded Tempest are his hunting
grounds, thanks to the Argos Arcanos. Their duty is to gather information and provide food in times of need, both to vampires and
mortals. The Sabbat and the Technocracy have made this last task very difficult, which only encourages the efforts of the Mixcoatl; the
hunt is much more thrilling that way.
Tlatoani: Camaxtle
Appearance: Young, handsome and hyperactive.
Disciplines: Auspex, Celerity, Mictlampa
Arcanos: Argos
Background: All kinds of hunters.
Weakness: They feel the irresistible urge to give their victims a sporting chance of either escaping or defeating them.

Calpulli Quetzalcoatl: Leaders Against Darkness


Quetzalcoatl forgave the children of Mictlantecuhtli out of pity. As such creatures would strike fear in the heart of men he didn't appoint
them the task of teachers, as he later did to the Ehecatl Garou, but that of leaders and guides. Their duty is to drive away the darkness
of corruption, which they perceive thanks to both Mictlampa and Auspex, Castigate helping those older to fight Oblivion in both the
living and the dead worlds. They use their own wisdom when dealing with individual taint, but must resort to the leading of crowds
when the corruption is greater. They are the most steadfast opponents of the Sabbat, and they are more devious than their Mictlan
brethren, having a tighter grasp of human politics. The tlatoani's name wasn't always Topiltzin; he changed it after the greatest priest
Quetzalcoatl ever had; he is a wise and cunning man, but he sometimes loses sight of his goal after becoming fascinated by the
means to attain it. This Calpulli shares a trait: they all are incredibly stubborn; once they have meditated enough on something and
reached a decision, they give themselves wholy to it, and no power on earth can make them change their minds, even when they are
shown undeniable evidence on the contrary, and even when the obvious result is their own death.
Tlatoani: Topiltzin
Appearance: Tired, but with eyes that compel to action.
Disciplines: Auspex, Mictlampa, Presence
Arcanos: Castigate
Background: Judges, politicians, popular leaders.
Weakness: Once they decide on something, it's impossible to convince them otherwise. They follow their decisions to the end,
be it good or bad.

Calpulli Tezcatlipoca: Keepers of Secrets


The darkest dispositioned of the Mictlan; some are even believed traitors or at the very least untrustworthy. However, the sons of
Tezcatlipoca are not what they seem at first sight. These Mictlani are not as tightly bound by the Traditions, it's their nature to always
question and defy them, seeking new paths. They cannot fail to be sorcerers, but the secrets and powers they possess are not only
used for the evil that is supposed to be in their hearts, for it is their duty to judge when and how it is appropriate to reveal those secrets
and powers to the humans. A rumor the Magi Traditions quickly deny is that the members of this Calpulli have been instrumental in the
Awakening of not few Orphan Mages. Ocelotl rivals Topiltzin in deviousness, with the added advantage that he is not afraid to step
over any bounds; he has been the key to keeping the Mictlan and the Changing Breeds from exterminating each other as well as
forging the alliance with the Nahual werecats and the Nightspawn Magi. The older vampires of this Calpulli can choose to learn
Pandemonium _or_ Castigate (only Ocelotl knows both). They use the Pandemonium Arcanos to various ends, including Awakenings;
they use Castigate to better understand the Shadows and the Itzyolotli. However, the disposition to defy laws and customs puts them
in a grave danger: they don't fear the Itzyolotl, and are so curious about it that it's easier for them to fall victims to it's dark urges.
Tlatoani: Ocelotl
Appearance: Dark and brooding; smirking continuosly for what they know; and you don't.
Disciplines: Mictlampa, Obfuscate, Thaumaturgy
Arcanos: Pandemonium or Castigate
Background: Thieves and merchants, scholars, occult students.
Weakness: They have a +1 difficulty at resisting the Itzyolotl due to their dealings with darkness.

Calpulli Tlaloc: Overseers of the Land


Contrary to the Tezcatlipoca, the members of Calpulli Tlaloc use their magic openly to help both land and people, thanks to their ties
with the Sorcerers of Quiet Gladness and the Tlaloque Garou, the countryside is almost free of Sabbat depredations and Technocracy
intervention. They refuse to venture into the cities, making their havens among the people that live of the land; they have been often
confused with evil sorcerers, but most of them are greatly respected in the places where they dwell and are known, as they are often
called for healing the sick and blessing the land, as is their duty within the Mictlan. The tlatoani is a wise and calm woman; she is the
advocate of peaceful solutions. The Usury Arcanos is seldom used to harm others, save when the case is desperate and the victim is
impossible to reason with. They have a profound respect for life, though they don't yearn for it as some Cainite vampires; they accept
their roles in undeath and are the walking proof that in death lies the secret of life, that's why they are terrified of needless blood-
spilling and their Itzyolotl punish them severely when they do.
Tlatoani: Chalchiuhtlicue
Appearance: Weathered and calm.
Disciplines: Mictlampa, Obeah, Thaumaturgy
Arcanos: Usury
Background: Doctors, farmers, social workers, curanderos.
Weakness: Can never kill, not even accidentally. The Itzyolotl will take over if they kill someone, and will lose 2 points in the Path
if they do so while feeding.

Calpulli Tlazolteotl: Eaters of Filth


These Calpulli is almost entirely composed of women, save for those masculine Childer born from a whim by both Sire and Tlatoani.
They exist for the sole purpose of tempting humans into depravation, to show them the depths they can actually fall to. There is a
dignity to their activities, though; after the human has been shown his own darkness, they show them how to master it through a variety
of means, which include presentation to others of Calpulli Tezcatlipoca and Quetzalcoatl, instilling tremendous guilt, or haunting to the
verge of insanity. The Phantasm Arcanos is used to both tempt and redeem, and so is taught only to those who have the wisdom to
use it properly. Cihuatochtli is the spitting image of an indian temptress; no man (or woman if she desires) is able to resist her beauty
and preternatural charms; she delights in providing wet dreams to the living, the dead and the undead, as she has been known to have
several lovers both sides of the Shroud; those wraiths who catch her attentions later regret it, as she makes dream-Harrowings for
them; the really wise ghosts appreciate this service, as they learn something more about their Shadow without actually having to
confront it. The lustful nature of the Tlazolteotl vampires makes them very sexual creatures; they must have sex with their victims prior
(and most often along) their feeding, as they perceive that a good orgasm is the perfect complement to the ecstasy of the Kiss.
Tlatoani: Cihuatochtli
Appearance: Extremely beautiful and sensual.
Disciplines: Auspex, Mictlampa, Presence
Arcanos: Phantasm
Background: Prostitutes, sexual deviants, drug addicts, drunkards.
Weakness: Must have sex with their victim prior feeding.

Calpulli Xipe Totec: Bringers of Hidden Growth


Shunned by the less enlightened of the Mictlan, the Xipe Totec look like monsters; as a mark of their god, the Skinned One, the
Embrace strips the skin from the vampire's flesh; in the younger ones, some strips of skin hang in tatters, in the older, it's gone
completely. This monstruosity is echoed in their methods; they care not for pain. However, the soul in their cruelty is that of spiritual
growth; by inflicting pain and misery, they seek to make the humans strive harder to reach the gods. As the Tlazolteotl tempt; the Xipe
Totec test. The members of this Calpulli are paragons of determination and discipline; they strive also to better themselves as to be
better prepared when Final Death catches them. Their tlatoani, Yoalli Tlahuana, is quiet in his rages, verbose on his threats; he is very
thorough and as pityless as he is remorseless; he has not been overcome by his Itzyolotl for more than a century, and he is respected
in the Council for that. Moliate serves them to terrify others and master their bodies. They usually feed on those they believe lost
causes; unredeemable people who refuse to strive for a higher state of consciousness and closeness to the gods; they drain them
and, if the victim was bad enough, they strip off her skin and wear it until it rots off. Those who wish for betterment but lost their hope in
it are Embraced.
Tlatoani: Yoalli Tlahuana
Appearance: What little skin they have left forms scabs and hard ridges in the face and torso.
Disciplines: Fortitude, Mictlampa, Obfuscate
Arcanos: Moliate
Background: Those who have lost hope.
Weakness: They are horrible to behold, they are skinned and sometimes wear the skins of their vitims.

Calpulli Xolotl: Teachers of Wise Fear


The Xolotl are misunderstood; they are regarded as honorless cowards but, even if they tend to be a little overcautious, there is
wisdom in their fear. Their paranoia is often well used, as they are rarely ambushed. They have wild imaginations that come up with
the worst case scenario; this makes them the worst warriors, but also the best strategists, always pointing at flaws in everyone's plans.
The ones with dignity never whine; they just quietly run away when the goings get too tough. They are also master shapeshifters, using
a more powerful version of Protean which allows them to shift into any animal instead of only bat or wolf, to aid in their escapes. Axolotl
is a humble and quiet man; after all, he named himself after a small amphibian; in the Council, however, his courage is not questioned:
he was the only one who ventured past the Tempest and into Stygia to bargain with Charon himself for the return of the indian dead
and their deliverance to the Far Shore of Mictlan; he also sealed the alliance between the Mictlan vampires and the Ferrymen and he
knows from them all the byways in the Underworld. As the Tezcatlipoca, they can choose to learn one of two Arcanos: Moliate or
Argos, Axolotl being the only one to know both, favoring the shape of a dog when journeying into the Underworld.
Tlatoani: Axolotl
Appearance: Quiet and unobtrusive; the less attention they call, the better.
Disciplines: Celerity, Mictlampa, Protean
Arcanos: Molliate or Argos
Background: Those who fear their own bravery and wisdom.
Weakness: +2 difficulty on any Courage roll.

Calpulli Huitznahuac: Warriors of the Moon


Once the largest of the Calpullis, the Huitznahuac are short but gone; their Tlatoani, Coyolxauhqui, was killed by Huitzilopochtli when
she realized he had gone mad; the rest of them were killed by his followers and the remaining later by the Conquistadores. Only eight
remain, and not even the Mictlan knows about them; they keep to themselves, unable to reproduce and hidden from all, for no one
would count them as friends for their greatest secret is that they are Abominations; Garou of the Wyld Runners Tribe Embraced by
Coyolxauhqui; the Mictlan thought of their abilities as if they were a weak Discipline. They still serve her mistress, the Moon, but are
content on surviving away from Clans, Tribes and Calpulli. They once knew the Argos Arcanos, but no more.
Tlatoani: Coyolxauhqui (dead)
Appearance: Haggard and unkempt.
Disciplines: Celerity, Mictlampa, Thaumaturgy
Arcanos: Argos (lost)
Background: Wyld Runners Garou, but they can no longer Embrace
.

Calpulli Xochipilli: Caretakers of Beauty


The gentlest of the Mictlan, they tended for beauty and the joy of humans and Mictlani alike. Xochiquetzal surpassed Cihuatochtli in
beauty, but hers was gentle and peaceful. After the Conquest, none survived, refusing to abandon their human friends and the beauty
they had created, and also uncapable of fighting their murderers.
Tlatoani: Xochiquetzal (dead)
Appearance: Serene and beautiful, now gone forever.
Disciplines: Auspex, Mictlampa, Presence (lost)
Arcanos: Keening (Lost)
Background: Artists.

Mictlani and the Underworld


The ties the Mictlan has to the Underworld are tight, and these reflect on a number of things:
Crossing over: Whenever a Mictlani crosses into the Shadowlands, she becomes a wraith; this has a number of effects:
Characteristics:
Health Levels turns into Corpus, spent normally.
Blood Pool turns into Pathos, spent normally.
The vampire doesn't gain Deathsight, Lifesight or Heightened Senses automatically; she must employ Mictlampa with a -3
difficulty.
Feeding:
If the vampire wishes to feed, she can feed on Willpower; she rolls Stamina+Occult with a difficulty of the Shroud. Each
success is a point of Pathos; she can only try this once per day. The victim will feel listless and tired, but will regain the
Willpower robbed after a good night's sleep. Pathos obtained in this manner reverts to Blood at a 2 Pathos to 1 Blood
ratio. The vampire can only feed on the living, thus, feeding in the Tempest and beyond is impossible.
For each day in the Underworld, the vampire must spend a Blood/Pathos Point to sustain herself.
Travel:
Normal human rituals prevent their passage, as a normal wraith.
The vampire needs no Fetters, and thus can travel to the Tempest and beyond.
The vampire cannot be Harrowed.
If the vampire is reduced to zero Corpus, she snaps back to the living lands in Torpor, provided she underwent the ritual
Chains of Return; if not, she is discorporated and will reform in a few centuries. Summoning the vampire will reform the
body in the living lands, but she remains in Torpor.
Using Arcanos: the use of Arcanos is different for Mictlan, due to them being undead rather than dead:
Accross the Shroud: Arcanos cannot be used to affect anything accross the Shroud except when the Arcanos specifies so.
Angst: When using Arcanos arts that cause Angst to be accumulated, the vampire suffers it in her blood. Each point of Angst
gained in this manner fouls up a Blood Point. The contaminated Blood will cause the Itzyolotl to be stronger, giving a +1 penalty
to any roll against it per 2 Points of foul Blood. The contaminated Blood is the first to be spent whenever the vampire wishes to
spend Blood; when this happens, the player must make a Spirituality roll; if she fails, the Itzyolotl takes over; if she succeeds,
however, the activity she spent Blood for gains a -1 die penalty.
Corpus and Pathos: If the Arcanos is used against a living victim or affect the vampire while in the living world, substitute
Corpus for Health Level and Pathos for Blood. Otherwise, use the normal Arcanos description.
Miscellaneous: The resolution of situations not covered here are up to the Storyteller; (s)he is the final judge. View the Mictlampa
discipline.
View the Xiuhcoatl discipline.
View the Mictlan Thaumaturgical Rituals.
View the Path of Miquiztli.
THE MIKHAELIANS: FREEDOM THROUGH SELF
KNOWLEDGE
By Fabian Alvarez maldoror@eucmax.sim.ucm.es)

Description
The Mikhaelians: most Kindred shudder hearing this name, because these Sons of Caine are truly awe-inspiring. Long time
allies of the D'Angelo but not D'Angelo themselves, the origins of the Mikhaelians are enigmatic and barely known; since the
appearance of the Clerics, the contacts with these Kindred become more usual, and many Kindred scholars believe the two
bloodlines share a common birth. Neither D'Angelo nor Mikhaelians talk about that topic, and most of them like it that way.
These Kindred are angelic beings gifted with feathered, golden and silver shining wings; lonely mystics and philosophers, the
Mikhaelians are obssesed with self-knowledge, and usually become servants of good in a forsaken world. They don't have a
deep interest politics, and the Camarilla left them alone due to the Mikhaelians dislike of the Setites, Baali, Sabbat and others.
These Kindred obey and respect the Traditions of Caine, but only a few are full members of the Camarilla. Due to their beliefs,
Mikhaelians tend to form strong bonds with members of the Brujah and Gangrel Clans; they are also know to help and protect
Caitiff, and are also renowned for their cold friendly behaviour towards the Clan Toreador.

Nickname
Dominions (Old Form), Archangels (Modern slang)

Appearance
All Mikhaelians are male; they usually wear loose, white robes, and most of them display feathered wings that grow bigger as
they advance in their Discipline of Ascendance.

Haven
Mikhaelians are solitary; because they dislike roofed structures and like high places, they usually dwell in belfries and church
towers.

Background
Any kind of person can be chosen to be an Archangel. Because sires usually develop deep friendships with their childer,
Mikhaelians usually look for honest and caring people; gang members and bikers are not rare, however.

Character creations
Mikhaelians can have most concepts, but their Natures tend to be variations of Loner with a Caregiver bent. A Bravo Demeanor
is also common. Social Atributtes and Talents are usually primary.

Preferred Paths
Most Mikhaelians retain their Humanity, but some follow the Path of Harmony or the Path of Self Focus. Only elder Mikhaelians
follow the Path of Uriel, and many younger Mikhaelians dislike the Urielites.

Blood Disciplines
Animalism, Ascendance, Auspex.
Weakness
Mikhaelians are not very resilient; their permanent Stamina ratings cannot be higher than 3 (it can be temporarily increased with
blood). Also, if prevented from leaving a roofed structure,they get a +1 difficulty to resist Frenzy for each day they remain inside.

Organization
Mikhaelians are fairly disorganized, as they spend too much time alone. Age and generation are respected, as self knowledge
(Humanity/Path rating)

Gaining Prestige
Increasing one's own Humanity/Path rating is the fastest way to gain Prestige.

Quote
"To be really free, you must know yourself. Then, you will become free by yourself."

Sect Stereotypes
Camarilla: They are too bound within their rules and laws.
The Archangels are not dangerous; they are inoffensive Kindred who wish to be left alone.
Sabbat: They are a horde of unruled diabolists; their chains are tigher than those of others.
They are myths; no more, no less.
Inconnu: Another minor bloodline; interesting, but nothing more.
Assamites: They are blinded in their fanaticism. Sadly, I see no hope for them.
Brujah: They are fighters, that's sure, but everybody (including themselves) tend to understimate their scholarly capacity.
Caitiff: They are lost, lost children in a dark world. Help them.
Gangrel: They know about the value of freedom, but they are a bit too bestial sometimes.
Lasombra: They are scheming and manipulators; they are dangerous to everybody, even for themselves.
Malkavians: Help the children of Malkav to find their own way; others are too ready to put them in a wrong road.
Nosferatu: They are despised, and they usually feel bitter about the others. I can understand them... Do not pity them, however,
because it makes them crazy.
Ravnos: Funny, charming... many Kindred should learn one or two things from the members of this clan.
Setites: They serve corruption, but many of them have been cheated by their elders.
Toreador: So humane, so lovely that some times they get to entrangled in human vices and forge themselves chains of
pleasure.
Tremere: They are cruel, but most of them are little children too frightened to not play with matches.
Tzimisce: They love the earth, and that's good; however, their road is a lonely one I don't wish to walk.
Ventrue: These Kindred not only bound themselves; they bound others to the chains they forge...
Giovanni: Ruthless, but not too bad at last. Never try to cheat them, however, or you will lose your wings in the flames of the
Netherworld.
Salubri: They have lost so much; try to help them whenever you can.
D'Angelo: These Kindred follow a difficult and hard path; they have always help us, and so we have done.
Sigil
The sigil of the Mikhaelians is an archangel; their heraldic shield was crowned with a circlet and had a silver and gold archangel
over a black field.

The Mikhaelians in the Dark Ages

Sobriquet
Dominions

Disciplines
Animalism, Ascendance, Auspex

Weakness
The same than in V:TM

Description
In the Dark Ages, the Mikhaelians are more common than in V:TM; they are respected by Princes and usually are friendly
aproached by Cainites in the Via Caeli.
MIMOS
By Joshua Bouton (morvius@epix.net)

Nickname
Spies

Description
The word Mimos is Greek for imitator, and it is an appropriate name for this Bloodline. The Mimos are the Masters of
impersonation and change. The line is not bound by the flesh as are most clans, nor do they suffer from the curse of Vissicitude.
The origin of the Mimos is clouded in mystery, as the members of the line would have it. It was originally believed that the
bloodline's discipline, Zeuxis, was a derivative of Protean, and that the Mimos were first found in southern Europe during the
time of the Roman Empire. Any kindred old enough to remember the Roman Empire can tell you that this is simply not true. The
The Bloodline had only started appearing in the early fifteen hundreds in the courts of Europe.
It is believed by most educated in the study of Bloodlines that the Mimos are descendants of the Malkavian antitribu because of
their use of Dementation. It is also believed that the intrigue of the courts of Europe at the time of the Mimos first Appearence is
what triggered the formation of the discipline Zeuxis.
The Mimos, while they do not suffer the derangements of the malkavians, suffer from problems related to Zeuxis. Because
Zeuxis, unlike Obfuscation, actually changes the physical body of the Mimos, Zeuxis is not vulnerable to Auspex powers. The
Mimos do suffer from the effects of Zeuxis, however. Every time a Mimos changes more than fifty percent of her body through the
use of Zeuxis she risk changing her basic personality to fit her new form.
The Mimos have an obvious niche in kindred society. The Mimos are the perfect infiltrators, and because of this, they are often
mistrusted. The Mimos know that a spy cannot be trusted and, therefore, they adhere to a strict mercenary code of employment.
The Mimos do not get involved with their employers, they merely do there and collect their pay. The Nosferatu loathe the powers
of the Mimos and actively argue against their use.
The Camarilla actively deny using the Mimos for espionage, but many Princes will not pass up the oppurtunity to gain information
by employing them. The Sabbat uses them as top rank spies and infiltrators. The Sabbat often uses the Mimos in missions
where the tightly knit Nosferatu Clan may have ulterior motives.

Appearence
The Mimos can look like anyone, and they usually do. Throughout their existence there have been those who claim to know how
to recognize a Mimos, but since these individuals seem to have very short unlife spans, one is led to wonder: How sure were
they?

Haven
The Mimos live where the people they are impersonating would live. When the Mimos are in between jobs, they live well in the
more upscale parts of the cities.

Background
The Mimos choose mortals to embrace for their intelligence and their ability to deal with people. No lifestyle, or occupation is a
prerequisite, but many Mimos worked in espionage or business in their mortal lives. The Bloodline as a whole cares little where
new Mimos come from as long as they uphold the code.

Character Creation
Characters often have professional, or soldier backgrounds; many were government agents or CEOs in life. The Natures of the
Mimos are often manipulative or controlling, but the demeanors range as wide as the roles they play. Mental attributes are
primary as are talents.
Disciplines
Dementation, Obfuscate, and Zeuxis.

Weakness
The Mimos suffer from the malleable nature of Zeuxis. If a Mimos changes more than fifty percent of his body through Zeuxis he
may lose his identity and gain a new one. System: Every time Zeuxis is used three or more times in a twenty four hour period,
the Mimos must roll Willpower vs. the number of times of use. Two successes must be gained or the Nature of the Mimos will
shift. The roll must be remade every time another Zeuxis power is used within the same twenty four hours after the first roll.

Organization
The Mimos, while they rarely see one of their own kind, have a well defined organization. The structure of the Mimos is derived
from both generation and prestige. Like the formal Japanese system of status, it is important for the Mimos to know which has
the higher position in the bloodline. Mimos will never knowingly work against another Mimos. There is only one formal meeting of
the line. Once every twenty one years the Mimos with the highest status hosts a meeting of the line in a city that he designates
through word of mouth.

Gaining Prestige
Prestige is gained through feats of impersonation. The more secretive and powerful an organization that the Mimos penetrates
through impersonation, the greater her prestige.

Quote
"Me? I have been many people. Now, who do you need me to be?"

Stereotypes
The Camarilla: They are good employers. Even though they deny that they use us, We know that they need us more than we
need them.

"I've sen these guys fool elder Toreador like no Nosferatu ever could. They may be off limits, but they sure are useful!"
-- Dominick, Ventrue Archon.
The Sabbat: I cannot personally vouch for their philosophy (actually I would say that they are sick), but then my views do not
matter. They are loyal to their cause, and they pay off their contracts.

"They are the perfect tools. We use them, pay them, and discard them, just like you do with any good tool."
-- Gabriella, Tzimisce Priscus
The Inconnu: They don't hire us; they don't talk to us, and I doubt that they like us. Just stay clear of them.
"These bastards of the Malkavians should know their place. They think they know what espionage is, I assure you they do
not."
-- Sendow, Monitor of Rabat

View the Zeuxis discipline.


The Mnemosyne: A Thirst for Knowledge
By Mitchell J. Gross
Copyright (c) 1995 Mitchell J. Gross
"Literature says something, and, at the same time, it denies what it has said; it doesn't destroy signs, it makes them play and it
plays them. If and whether literature is liberation from the power of the given language depends on the nature of the power." --
Umberto Eco, Travels in Hyperreality
The members of this bloodline see themselves as undertakers of a noble quest: the search for the scattered pieces of The Book of
Nod. They are obsessed with this search for the origins of our kind; nothing else comes close to its importance. Many Mnemosyne
have built huge fortunes, only to suddenly leave everything they own behind in order to pursue the slightest clue about The Book.
Strangely enough for a bloodline that seeks the knowledge of our origins, that of the Mnemosyne is shrouded in mystery. No one
knows from whence they came and who their founder is. Most of the Mnemosyne avoid answering questions about their origins. The
few who have spoken on the subject are part of a small sub-cult within the bloodline that claims Mnemosyne herself, the Greek elder
god of memory, created the bloodline ages ago. This cult asserts that Mnemosyne charged them to safeguard and pursue all
knowledge of our kind.
Scholars of the Tremere have theorized that the Mnemosyne are descended from the Malkavian clan as they have similar abilities and
their obsession with The Book seems to be a derangement of some sort. These scholars, as well as members of the Mnemosyne
themselves, have long pondered how this obsession is transferred through the blood. All examination of Mnemosyne blood through
Thaumaturgy and other means has shown it to be the same as that of other Kindred. Yet newly embraced Mnemosyne all develop this
obsession within mere hours of the Embrace, questioning everything they are told about their new life and the origins of the Kindred,
curiosity burning within their new blood. No one has been able to explain this phenomena.
Relations with the rest of Kindred society are shaky at best, as Mnemosyne tend to completely ignore the conventions of our society
when on the trail. It is rare that one will go so far as to break the Traditions, however. Most Kindred tolerate them, perhaps in the hope
the Bookworms may actually succeed in finding the truth. Surprisingly, the Brujah are often the most tolerant towards this bloodline,
obsessed as they are with the hidden truths of our kind. It is rumored that many of the elders of the Brujah, especially amongst the
European branch, support the Mnemosyne financially and politically.
For the most part, members of this bloodline do not involve themselves in Kindred politics. If the matter under dispute does not get in
the way of their quest, it does not interest them. There are independent Mnemosyne, as well as those loosely affiliated with the Sabbat
or Camarilla. Such associations are usually a matter of convenience for the Mnemosyne, or a means to obtain resources or
information for the quest. Thus, the alliances do not last long. They will occasionally join with groups such as the Noddists, if it serves
their ends, but they do not take such alliances seriously. Mnemosyne see themselves as the only true scholars amongst the Kindred.
They tend to treat scholars from outside their bloodline condescendingly. This has, unfortunately, precluded many other Kindred from
sharing their knowledge with the Mnemosyne.
One of the saving graces of the bloodline, which is probably what has enabled it to stay neutral for so long, is their strict adherence to
the Traditions. Few members of the Camarilla can quote the Traditions word for word as those of the Mnemosyne do. Furthermore,
the Mnemosyne practice what they preach. Any Mnemosyne who should breach the Traditions not only has to face the local prince or
Justicar, but is immediately called to stand trial before the head of the bloodline as well. Their adherence to, and the ability to quote
word for word, the commandments of Caine is greatly respected by the Sabbat as well.
The only clan to which the Mnemosyne has definite bad relations is the Tremere. During the eleventh century, many Mnemosyne were
captured for the knowledge they possessed and brought before Tremere himself for questioning. After their lore of Kindred was taken
from them by magickal means, the captured Mnemosyne were killed. The knowledge Tremere stole from the Mnemosyne was
instrumental in his selecting Saulot, founder of the Salubri, for diablerie. The Tremere practice of kidnapping Mnemosyne ended when
word was brought to the head of the bloodline. He enlisted Gangrel mercenaries and allies among the Assamites, and destroyed a
like number of Tremere's brood. The kidnappings ended for a time, but there are still rumors to this day of Mnemosyne mysteriously
disappearing. Whether this is due to mishaps while searching for The Book or by other means is unclear, although another prevalent
rumor is that the missing Kindred are victims of agents of the Antediluvians who do not wish their secrets to be known.
The bloodline is old, but not large. Most Mnemosyne are too busy with their investigations to take the time to embrace and teach
another. Typically, Mnemosyne embrace but one childe over the centuries, and keep her as an assistant for decades or longer. Newly-
embraced members of this bloodline are sent to the home of the Mnemosyne in Alexandria to undergo a year-long indoctrination that
is part college, part survival camp and part church. By the end of this period, the Mnemosyne gains one point each in Investigation,
Survival and Kindred Lore, if not already possessed. The rights of the new Mnemosyne's sire are respected, and after indoctrination
the neonate is either sent home or out on her own, depending on the sire's wishes.
Competition between members of this bloodline is intense, but they do have a long-standing tradition of hospitality to other members.
Any Mnemosyne entering a city may approach another and depend on their hospitality for a reasonable amount of time. At the very
least, the host must provide sanctuary and access to research facilities. The host is not, however, entitled to provide their guest with
sustenance. Members who do not uphold this custom are frowned upon and often turned away when they seek hospitality themselves.
The Mnemosyne claim that another bloodline, named after Jocasta (mother of Oedipus), seeks the same knowledge they pursue, and
is constantly thwarting their efforts and trying to steal their findings. The horrible and outlandish stories they tell about the practices of
these so-called "Jocastatians" are just too ridiculous to even consider.
[illustration: A broad man wearing spectacles and a tweed jacket, with his hair slicked-back. An academic obviously, college
professor-type, but rough around the edges. Like Indiana Jones before he puts on his hat and bullwhip. He also looks faintly European
or Middle Eastern.]
[illustration - The bloodline symbol - A tattered piece of parchment.]
Nicknames: Memory-Seekers (Old Form), Bookworms (Vulgar Argot)
Appearance: Any, but usually paler than most from all that time inside libraries or underground digging for relics. They tend to favor
either academic or explorer style of dress. Mnemosyne are one of the least homogeneous of the bloodlines or clans. Members are
embraced based on their intellectual achievement or usefulness, and rarely for their ethnic grouping or place in society.
Havens: Libraries, archaeological digs, universities. They usually establish a 'home base,' but travel often, establishing secondary
havens around the world.
Background: They mostly embrace academics or scientists, although they have been known to ghoul or embrace their guides or
others if they think it will ensure their success while searching for a fragment of The Book. These "on-the-spot" recruits are usually
killed upon completion of the quest. However, neonates who demonstrate exceptional promise are shortly thereafter sent to
Alexandria to undergo indoctrination.
Character Creation: Academic or Scientist concepts are most common, although Adventurer concepts fit as well. Nature and
Demeanor tend to be Visionary, Architect, Survivor, Fanatic or similar ones. Personalities are usually extreme, ranging from coldly
clinical to fanatically stubborn. Mental and Knowledge are Primary. Almost all have Mentor as a background and they also have many
Contacts and Allies. Investigation and Survival are usually high.
Clan Disciplines: Auspex, Dominate, Obfuscate
Weaknesses: Members of this bloodline are afflicted with an all-consuming obsession. They will sacrifice everything; material wealth,
friends, family, lovers, their blood, even their own Humanity, if it will take them closer to The Book. Mnemosyne must, upon hearing or
discovering a clue to the quest, drop everything they are doing and immediately pursue this new course.
Refusing to do this is dangerous for the Mnemosyne and those around him. For every day the quest is ignored, difficulties to resist
frenzy increase by one. After the difficulty reaches 10, the Mnemosyne begins to lose one Self-Control die per day. Finally , after the
Mnemosyne is down to one Self-Control die, he becomes unable to spend Willpower to resist frenzy.
Should the roll be failed, the Mnemosyne will immediately attack anyone who tries to prevent him from being on his way in the direction
his research has led him. A botch is even worse, as the Mnemosyne also gains a Derangement. Usually, one that contributes to his
obsession even more.
Organization: The organization of the Mnemosyne mirror the original number of Kindred. There is only one Mnemosyne of fourth
generation, three of fifth generation, thirteen of sixth generation, and so on. Mnemosyne are assigned research based on their place in
this pattern. For example, the eldest studies The Book in its totality, while those of the fifth generation study the individual books within
The Book. Members of the sixth generation study the original clans and assign work to the other generations as they see fit. Each
Mnemosyne is assigned a specific aspect of research in this manner. Should a Mnemosyne suffer the Final Death, another is
embraced to fill her place.
The eldest members of the bloodline reside in Alexandria, the home of the Mnemosyne as far back as anyone can remember. Much
priceless knowledge was lost in the three fires that destroyed the library of Alexandria over time. The Mnemosyne could not search the
library for clues leading to The Book fast enough before it was finally destroyed. It is certain anything they might have found was lost,
yet the bloodline stays there in the hope that something may yet be uncovered hidden in the city. Elder Mnemosyne frequently
speculate that the fires were caused by other Kindred who oppose the Mnemosyne's quest. Outside of Alexandria, there are no
permanent gathering places of the Mnemosyne as individual members are too busy traveling the world to establish any.
Members stay in touch with each other on a regular basis, so if something should happen to one of the Mnemosyne, another may
continue her work. The bloodline also sponsors a symposium in Alexandria once every decade in which members exchange their
findings. Any members who are not involved in an expedition at that time are expected to attend.
Unlike most academics, the Mnemosyne do not publish their findings, as they feel the information will fall into the wrong hands too
easily. Mnemosyne may keep their own records of their research, but they take great care to hide their papers and findings from
Kindred and others.
The storehouse of knowledge and bloodline center is located in catacombs deep below the former site of the library. The catacombs
are guarded by members of the bloodline, rumored to have been trained by members of the Black Hand and Assamites who support
the Mnemosyne's quest.
Occasionally a member of another clan or bloodline will attempt to join the Mnemosyne. If she has been a supporter of their efforts in
the past, the bloodline elders will politely refuse. Others are disdainfully rebuffed. Anyone who persists in this manner, especially to the
point of interfering with the work of the Mnemosyne's work, is mysteriously killed.
Gaining Prestige: Status in the bloodline is determined by success. The more knowledge a Mnemosyne discovers, the more well-
regarded she is. Mnemosyne who give up the quest are looked upon with scorn and disgust, and are usually killed. Any member who
is discovered keeping their findings secret, is also killed. Many risk this, hoarding their knowledge for that "one big find."
Quote: "Your petty politics and games of lust do not concern me. I exist for one thing and one thing only. The quest for the knowledge
of our Father and his first Children. Nothing else matters. Nothing."

Stereotypes
Brujah: Violent anarchists. Surprisingly, they seem to be the most open-minded to our quest. We remember when they often joined us
in our search, even if many of them do not remember today...
"Who? Oh right, those guys. They're alright. They don't trouble us and we don't bother them. The Elders are full of crap and if someone
can find out what theyUre up to, that would be cool." -- Raven, Anarch
Gangrel: Excellent guides and guards. They are the backbone of any expedition and we often seek their services. Unfortunately, they
are rather close-minded and hard to persuade to lend their aid at times. Many of them seem increasingly obsessed with the welfare of
this planet, always going on about the glory of Gaia. They are closer to the Lupines than even they suspect.
"Once, when I was much younger, I accompanied a member of this bloodline on his quest. We braved many dangers together, and he
was grateful for my aid. We were successful in this quest, but I was sorely wounded as we fled the scene. The Mnemosyne could have
left me to the Final Death and made good his escape. He refused to leave me, however. I shall never forget his honor and shall treat all
of his bloodline in the same manner." -- Alexandra Richards, elder Autarkis
Malkavian: Fools and children. Yet wisdom lies hidden below. Untapped depths. You can search for years, fruitlessly. Then a single
word from one of them sets you on the right track.
"Most people just look at me funny when I talk about my friends P- they act as if they do not exist at all! The Mnemosyne just nod their
heads like they understand. I wonder if they can see them too?" -- 'Jynx,' reality-buster and self-proclaimed faerie friend
Nosferatu: They weren't always so hard on the eyes, you know. Anyway, they are good sources of information, always turning up an
odd fact here and there. They are also handy for quick escapes out of the city when the Prince becomes unsympathetic.
"One of them once came to me requesting my aid. It seems she had angered the prince and needed my help in escaping the city
undetected. When I asked what she had to offer in return, she told me a tale of the early days of our founder, before he was cursed by
Caine. So moving was her tale, that my blackened heart fell to blood tears. Wordlessly, I bid her follow me and I lead her to safety. --
Grendel, Primogen of Pittsburgh
Toreador: Once convinced of the artistic merits of that which we seek, they are eager to contribute money or information to aid our
expeditions. Yet they can only see the surface beauty of The Book, not the true beauty of the knowledge it contains. Beyond these
contributions, they are useless and frivolous idiots.
"Oh, yes! The Memory-seekers are so very intriguing. Every now and then, one of them stops by and they always have the most
interesting tales to tell. Wouldn't it be just wonderful if all those old stories were true?" -- Aja LeMaitre, Toreador Prince of Nice
Tremere: Petty thieves who have usurped a birthright that does not belong to them. They are not worthy of the blood of our Father, and
we would gladly aid any of Saulot's children in regaining their rightful place amongst our Kindred should they ask. Do not trust the
Warlocks, and do not tell them anything.
"Many of them have come to me seeking my knowledge, and I have freely given it to them, asking nothing in return. They walk a
dangerous path, but perhaps someday they shall complete their quest. Should we look forward to that day or fear it? I cannot say." -- A
Kindred claiming to be St. Germain
Ventrue: Our 'rulers' cannot see what is right before their eyes. To know one's origins is to know oneself. Knowledge is power... not
senseless maneuverings and politics. Until they realize this, they will never be what they like to think they already are. Yet we are
always careful to pay our respects to them when first arriving in their domain.
"They are mad. As mad as the clan they are rumored to be descended from. If they wish to rummage through our libraries and
museums, let them. There is no harm to it. As long as they accord us the proper respects, we are satisfied." -- Catherine Copley,
Ventrue financier
Caitiff: An unfortunate sign that we are drifting farther and farther from our Father. Sometimes they can be useful, but should our
Father ever return, they should be destroyed.
"The Bookworms? Yeah, I talked to one of 'em once. When he found out I was Caitiff, he started babbling some shit about a book of
secrets or something. Otherwise, he seemed pretty harmless." -- Sparrow Ramirez, Caitiff neonate
The Camarilla: A useful organization, although they frown upon our dealings with the Sabbat. Many of them wonder about the origins
of our kind as much as we, but they are too caught up in their little disputes to take the time to investigate further. Thus, they tolerate
and sometimes even support us. If only they truly followed the Traditions they supposedly enforce.
"The Mnemosyne are an interesting lot. So mysterious and so very secretive. But the things they find on their little expeditions can be
most enlightening and even useful at times. It is obvious, however, that they know much more than they are willing to reveal. Sooner or
later, they will have to decide just where their loyalties lie. Perhaps our founder had the right idea as to how to deal with them." --
Francisco Salvitore, Tremere Justicar
Sabbat: The 'True Children of Caine,' or so they would like to believe. They are not all bad and, in fact, sometimes support us more
than the Camarilla. I would trust them about as much as I would one of the Children of Sutekh, however.
"Well, they agree with us in many ways, I can tell you that. If only they would join us! Their knowledge would be invaluable and could
help us prove that ours is the true path of Caine, to those foolish enough to believe the lies of the Camarilla." -- Gil Wolman, Sabbat
Theologian
Iconnu: Many of them are old enough to have heard tales of the first city from those who dwelt there. If only they would speak to us and
tell us the secrets they hold! At least, they do not interfere. They always watch from afar, but what is it they watch for?
"Long have I observed them and many are the nights I have pondered their origins and their place amongst our kind. We allow their
work as it may teach us more about our Father and his Children, and grant us more knowledge about the path walked by Saulot." --
Faruq, Monitor of Alexandria
Jocastatians: No matter what others may believe, they are out there. Our blood-feud is ages old, and will not end easily. As long as
they continue to thwart our quest for truth, they shall die. Their crimes are many, but the worst one is their attempts t o hide our true
origins.
"The Mnemosyne are like children, or perhaps dogs would be a better metaphor! So happy to receive each meager scrap of
knowledge, for knowledge's sake. Fools! We of the Jocastatians know better. We will take this knowledge, leaving their corpses
behind, and use it to rediscover the power held by our kind in days gone by. Then shall we show these fools the true purpose of
knowledge... -- Zotikos, Jocastatian Seer

Mnemosyne Endowments
The Mnemosyne devote their immortal existence to the pursuit of The Book over all else. Every ability or power they can bring to bear
on this eternal quest is developed to its maximum, or beyond when possible. The following are some of the discoveries the
Mnemosyne have made in their quest. These discoveries are never shared with anyone outside of the bloodline.

Disciplines
The Disciplines of Dominate and Obfuscate are of great help to the Mnemosyne, but Auspex is the one they most value. The ability to
see that which is hidden to normal sight is extremely useful to them and they often experiment with Auspex to develop new powers.
Tower of Babel: Level 6 Auspex
Members of the Mnemosyne travel the world over searching for clues to lead them to The Book. They never know where their search
will lead them and try to prepare themselves in every way possible. There is only so much one can do, however. This Discipline will
allow the Mnemosyne for a limited time to comprehend a language they have never studied. By listening to or reading the language for
a few minutes, he may draw upon the collective unconscious to gain an understanding of that language. Once this effect fades, the
Mnemosyne will be left with no ability to understand that language. This is extremely useful when in a new culture or when attempting to
decipher the writings of a long-forgotten tongue.
System: The character rolls Perception + Linguistics (difficulty 8), the number of successes determines the length of the effect. More
ancient or obscure tongues may be assigned a higher difficulty at the Storyteller's discretion.

The character has failed and cannot try again until the next evening. If trying to decipher the written word, the Storyteller
Botch
may instead decide to provide false translation.
1 success Five minutes.
2
One hour.
successes
3
One day.
successes
4
One week.
successes
5 One month.
successes

Eyes of Saulot: Level 6 Auspex


Very often, that which the Mnemosyne search for is hidden from them by mundane or magickal means. By employing this Discipline,
the Mnemosyne may discover the whereabouts of that which she seeks, but only if she has some knowledge of what it is. The power
will not work unless the Mnemosyne has some specific idea of what she is searching for. This power does not work on beings, living
or otherwise. Furthermore, the Mnemosyne must be in a quiet place where she can close her eyes and concentrate for several
minutes. If successful, she will instinctively know the object's location.
System: The character rolls Perception + Search (difficulty 8), the number of successes determines the area that she may sense. If the
object is not within that range, than the search fails. Objects that are warded or hidden by other Magickal means, may be assigned a
higher difficulty at the StorytellerUs discretion.
BotchCannot try again until the next evening, or the Storyteller may choose to give the player false information. 1 successImmediate
area. 2 successesArea equivalent to a small house. 3 successesArea equivalent to a skyscraper. 4 successesArea equivalent to a
city block. 5 successesArea equivalent to a city.
Mnemosyne cannot achieve levels of Disciplines above nine, as no Mnemosyne above fourth generation is known to exist.

Merits/Flaws
Thirst for Knowledge: (7 pt Merit)
This bizarre ability is only granted to select Mnemosyne after the subject has undergone the bloodline indoctrination. The subject
undergoes a secret Thaumaturgic ritual, and is then locked in a small library with no other source of sustenance for the period of one
year. When the year has passed and the Mnemosyne is released, he can feed on knowledge instead of blood. For every hour spent
studying new knowledge, the Mnemosyne regenerates one blood point. This knowledge must be new and of interest to the
Mnemosyne, and must be of the written word. Very few members of the bloodline know of this ritual, and even fewer undergo it. The
subject may still feed on blood, but it will provide no sustenance.
Low Thirst: (4 pt Merit)
The Mnemosyne are often away from society for weeks or even months at a time. Sometimes sources of blood are hard to come by.
Many Mnemosyne are trained to resist the hunger to a greater degree in preparation for times when no sustenance will be available .
Difficulties on all Self-Control rolls pertaining to thirst for blood are reduced by two for these Mnemosyne. Furthermore, the
Mnemosyne may survive normally without any blood in her system at all for a number of days equal to her base Stamina score.
Speed Reader: (1 pt Merit)
Thanks to a special course taught during indoctrination, the Mnemosyne is able to read at five times normal speed. Possessors of
Celerity may increase this to ten times. Speed readers still retain full comprehension of the subject matter.
Adept Scholar: (1 pt Merit)
Even before your embrace, you were a noted student and researcher. Now your abilities serve you to an even greater degree. This
Mnemosyne may lower the difficulties of research rolls of any sort by two.
University Ties: (2 pt Merit)
You have influence and contacts in the academic community. Perhaps you published several noteworthy papers in life, or you have
made substantial contributions, financial or otherwise, to several university programs. You know how to get around the usual red tape
and have access to a wide range of research facilities and contacts.
Plagiarist: (1 pt Flaw)
You cannot help it. All of your academic achievement in life was stolen from the work of others. Now as one of the Mnemosyne, you live
in constant fear of being found out. You try to do proper research, but whenever presented with a shortcut, you take it. Sooner or later
you will be found out unless you change your ways.
Academic Rival: (1 pt Flaw)
You have a rival who is competing with you for the same knowledge or artifacts you pursue. The rival may be of the Mnemosyne,
Jocastatians, Tremere, or anything that fits the character's concept. Your rival could be someone from your past or someone you have
never met. The Storyteller should design your rival and keep much of the information on his activities from you until the proper moment.
Your rival will constantly be seeking to sabotage you or steal your work.
Total Obsession: (1-3 pt Flaw)
A Mnemosyne will occasionally become even more obsessed with a single aspect of their research. Whenever confronted with leads
to this part of their quest, they are affected to an even greater degree by the bloodline's curse. In this case, the obsession builds within
them every hour instead of every day. This may be as broad as a fascination with a specific section of The Book (3 pt Flaw), or as
specific as a single sentence (1 pt Flaw).
Inept Scholar: (2 pt Flaw)
Despite your brilliance, you just were never good at research of any kind. All such rolls are at a difficulty two higher.
City Boy/Girl: (2 pt Flaw)
The search for The Book takes you all over the world and far from civilization. Unfortunately, until your embrace, you rarely, if ever left
the confines of the city, and are unused to even the most basic facts of nature. Difficulties of any rolls related to the wilderness
(Survival, Animal Ken, etc.) are two higher.
Branded: (7 pt Flaw)
Your hubris is great and you have dared to research that which was not meant for your eyes. One of the Antediluvians is not happy
about the direction of your research and has branded you with their mark as a warning. Any agents of the Antediluvian will distrust you
and will be sure to keep a close watch on your activities. Any others who know what the mark means, will keep their distance from you
and will refuse to aid you in any manner. Continuing to pursue information about this Antediluvian will only lead to the Final Death.

Sample Character: Adrian Martin


World War II was good for Adrian. He was known in certain circles as a bounty hunter who was able to bring back anything requested
of him, whether it was an artifact or a person, no matter what the odds. He always found a way. He never really was overly successful
however, as he always spent all he earned on wine and women.
This changed in 1943. Curtis Guillaume, a scholarly type with well-tailored clothes, approached him and offered him a large sum to
undertake an expedition to South America. The sum was large enough that Adrian quickly agreed without getting all the details.
To his suprise, on the day he was to embark, his scrawny employer informed him that he would be accompanying Adrian on the
expedition. Adrian laughed and informed Curtis that he would have to pay up front in case something happened to him in the jungle.
Curtis agreed distractedly.
Curtis informed Adrian that a hidden temple in the Yucatan held a great treasure that he had been searching throughout the world for
many years. More years than Adrian could imagine. Adrian snorted and cleaned his gun.
With Adrian's experience, contacts, and skills, they quickly made it to the temple. He found himself suprised at how easily Curtis kept
up. Begrudgingly he admitted to himself that there was more to this bookworm than his spectacles. He resolved to find out just what.
The two of them entered the temple and braved the many traps. Unfortunately, Curtis must have missed something in his research,
and he was crushed by a falling boulder. Adrian just shook his head and was about to continue on when Curtis started to speak.
Amazed such a shattered ruin could actually speak, Adrian turned back and looked in Curtis's eyes, just as Curtis croaked in a very
strange tone, "Come over here." Adrian found he could not resist the command and did so. He felt Curtis's teeth at his neck and
everything went black. When he awoke, he felt new strength burning in his veins. Curtis explained what he had become and told him of
the Mnemosyne. He bid Adrian find the treasure and take it to Alexandria, to the rest of the bloodline. This took the last of Curtis's
strength and he died. Standing up, Adrian smiled to himself and walked into the next room. On a pedestal was a large and ornate
metal chest. Overconfident with his new power, Adrian walked over and picked it up. Immediately, the entire temple began to shake
and creak. As fast as he could, Adrian ran from the temple, as the supports crumbled and it fell apart behind him.
Grinning, Adrian leaned over the chest and ripped it open with his new strength. To his suprise, there were just a few tattered pages of
parchment inside...
Making his way to Alexandria, Adrian presented himself to the head of the Mnemosyne. When they threatened to take the pages and
execute him, Adrian laughed and asked if they thought he was fool enough to bring them with him. If they pledged to accept him and
teach him all he needed to know about his new life, he would gladly bring the pages.
Begrudgingly, the head of the Mnemosyne accepted and the deal was made. Adrian has made his living since then undertaking
expeditions from other Mnemosyne, and asking outrageous sums of money and huge favors in return. He always gets what he asks for
as he is the best, and they know it.
Adrian is not liked by most other members of the bloodline. Many of them believe he killed Curtis and performed diablerie on him. No
one can prove this of course. As a mercenary, and one who seeks The Book for material gain, Curtis is often derided. Rarely to his
face, however.
Many Mnemosyne also believe he is an agent of the Jocastatians and refuse to deal with him.
Concept: Bounty Hunter
Sire: Curtis Guillaume
Nature: Loner
Demeanor: Bravo
Generation: 9th
Embrace: 1943 (born 1909)
Apparent Age: Mid-30s
Physical: Strength 4, Dexterity 4, Stamina 4
Social: Charisma 2, Manipulation 3, Appearance 2
Mental: Perception 3, Intelligence 3, Wits 3
Talents: Alertness 3, Athletics 3, Brawl 4, Dodge 2, Intimidation 2 Streetwise 2, Subterfuge 2
Skills: Animal Ken 2, Drive 2, Firearms 4, Melee 4, Security 2, Stealth 3, Survival 3
Knowledges: Investigation 2, Linguistics 2, Occult 2, Science 1
Disciplines: Auspex 2, Dominate 1, Obfuscate 1, Fortitude 2
Background: Contacts 3, Allies 3, Resources 3
Virtues: Conscience 2, Self-Control 3, Courage 5
Humanity: 5
Willpower: 8
Merits/Flaws: Iron Will, Daredevil, Ambidextrous Compulsion: Pushiness, Overconfident, Short Fuse, Phobia (Severe): Spiders
Notes: Despite the many rumors, Adrian does not have the taint of diablerie running through his aura. Whether this means the rumors
are false, or he has found a way to conceal the stain, no one knows. The Mnemosyne do not trust Adrian, and have not revealed any of
their secret disciplines to him. His native language is American English, and he is also fluent in Spanish and Chinese.
Image: A large, burly man, Adrian does not care for or follow fashion. He rarely wears anything other than jeans, boots and loose
cotton shirts, usually in tans and khakis, and an old leather bomber jacket. He used to wear a hat, but he kept losing the damn thing so
he wears mirrorshades now. His features are hard and he is very tan for a Kindred. When addressing others, he is very forward and
brusque, especially to women. He wears his dirty blonde hair slicked back and has a ragged scar running across his left cheek. He
does not try to conceal the scar as he thinks it adds to his rakish image.
Roleplaying Hints: You enjoy forcing yourself on others, whether emotionally or physically, you do not care. You are brusque and
uncaring about others feelings. Most of the members of your clan are bookworms and unfit for fieldwork, but you realize that you
sometimes need the knowledge they may have of the traps and such you may encounter on your expeditions. You are very much a
product of your times. A simpler time, when things seemed much more black and white. The world has become far more complex, but
in your eyes it is still the same. If you had to sum up your philosophy in one line or less, it would probably be, "Good. Bad. I'm the guy
with the gun."
Haven: Varies as he is always moving. He is always ready to leave at a moment's notice, however.
Influence: Not very influential in his clan, but he is known to be the best there is at retrieving long-lost artifacts. He may not have much
in the way of influence or status, but his price must be met before he will undertake an expedition.
Quote: "Those wimps can have their stuffy libraries. I'm out in the field where the action is. They know I'm the best and they can come
to me and pay my price when they want something done. It's just too bad if they don't like doing things my way. I don't give a damn for
all this talk of Caine and Nod. I do my job and get paid. That's all that matters."
Other: "Martin? A disgrace to our bloodline. He knows absolutely nothing of our history or traditions. He is a greedy, ignorant animal.
Not worthy of the blood of our Father. This shallow-minded fool can only see the material worth of the words of The Book, not the far
greater value they hold. The blood of Guillaume, a true scholar, is wasted in his veins. "What? No, I have never done any fieldwork.
Why do you ask?" -- Seymour, 11th generation Mnemosyne

Afterword
This work is based on my readings of White Wolf's The Book of Nod and other sources. It is strongly recommended that anyone
wishing to use the Mnemosyne in a campaign read The Book of Nod and incorporate the material contained therein.
See the Jocastatians bloodline.
MODI
By Jay Knioum (madafro@trip.net)

History
"...and I saw him, after, stand
high on a heap of slain, from spur to plume
red as the rising sun with heathen blood..."
-- Alfred, Lord Tennyson, "Elaine"
The Modi are a Scandinavian bloodline of Cainites descended from the Vikings. The line is named for its founder, a 6th-
Generation Gangrel who was so vicious, and his berserk rages so intense that other, mortal berserkers took to worshipping him
as a god.
When he breathed, Modi was special in that not only did he possess the physical and mental ability to go berserk, as did a few
others of Viking blood, but this ability approached Numina status. Modi actually channeled spirits into his body to increase his
courage and killing rage. Often during Modi's berserks, his clan-mates would hear him shouting in tongues, usually in many
different voices, as if the warrior was host to the souls of his ancestors, his sword guided by their ancient rage.
Modi's bizarre power and sheer, unequalled savagery in battle earned him the attention of an ancient Danish Gangrel named
Bjold who wanted the man's vitae for the spirits it held. Bjold conducted the feeding as he would an invasion, waiting until Modi
and his clan were returning exhausted from a raid, and then attacking with a platoon of ghouls. Modi fought as a man
possessed, but fell to the ancient Bjold's attack. Bjold claimed his prize in the midst of a northland blizzard, and drank of his vitae
with abandon. However, the potence of the man's blood, and the spirits of his ancestors bombarded the old vampire with a
thousand emotions which the Cainite had thought long-dead within himself. Acting on sheer impulse, Bjold Embraced the young
warrior there in the ice, and then fled in the night, haunted by the ghosts of Modi's clan.
Modi soon revived, and trekked across the snowy wastes seeking out surviving members of his mortal clan. Soon, however, the
Hunger gnawed at him, and drove him to bring down a bear to sate it. He eventually did find his remaining kinsmen, who had
scattered during Bjold's attack. Yet, since they thought their clansman was dead, they drove Modi away, thinking him a spawn of
Hell. Little did they know how right they were.
Modi went mad, and descended fully into the Beast's lures. He feasted upon animal and human alike, and lived as a monster for
nearly two decades before being found by the most unlikely of mentors: a renegade Fenrir werewolf. Lars, as he called himself,
had barely escaped being torn apart by his sept after he displayed cowardice in the face of the Wyrm's creatures. Since then,
the lone Garou had wandered the wastes, forever avoiding the Fenrir who surely hunted him.
Upon meeting, the Modi and Lars fought each other savagely. However, so formidable were the both of them that the melee
continued all night, until the sun threatened to rise. The Garou and Modi were exhausted, and had fought to a standstill. When the
glow appeared on the horizon, Modi succumbed to the Rotschreck, and thus dispelled any doubt the Fenrir still had as to his
opponent's nature. The renegade Lars knew well that there was cover nearby, but the exhausted Cainite could never reach it on
his own. He also knew that the sun would destroy his foe for him, and he could return to his tribe with the honor of killing such a
powerful vampire. He could once again run with his pack, if they accepted him.
However, the unquenchable rage and the spiritual presence of the Cainite, never before seen by Lars in such a creature,
sparked a streak of honor in the werewolf. Vowing that this warrior should not die from the dawn, the Garou carried Modi to
safety.
After that, the two outcasts fought often, but one was never able to best the other. After a while, and fully without their knowledge,
they became friends. Each admired the spirit of the other, and the unfailing zeal for survival. Each, in turn, was an outcast, and
could never really go home again.
Time passed. As is inevitable for a vampire and a werewolf who befriend each other, they grew apart, as their natures could not
be reconciled. Eventually, the vampire and the werewolf went their separate ways. Modi in his travels throughout the northlands,
encountered a group of Gangrel. In a short and brutal battle, Modi slew the leader of the group and took his place. For years,
Modi and his new "clan" crisscrossed Scandinavia, raiding villages and cutting a bloody swath across the North. During this
time, Modi sired numerous childer, looking for mortal berserkers with which to infuse with his blood. All the while, Modi
developed his ability to Berserk into a full-fledged Discipline, using the power of his vitae to house the spirits he channeled, and
he taught his childer to do the same.
Modi's unlife was to take a turn for the worse, however. The Fenrir, the same sept that Lars had belonged to, finally caught up
with him. They had tracked the ravaging vampire and his cohorts across the northern wastes. At their head was an aging Lars,
determined to regain honor in the face of his tribe, to insure his place in Valhalla. Lars still harbored a deep respect for the
Cainite he hunted, but this was nothing compared to the monstrosity his former friend had become.
The Fenrir finally caught up with Modi and his get. The battle lasted an entire night, until finally, succumbing to their leader's
orders (and the Blood Oaths Modi had placed on each of his childer), Modi's brood fled into the night, and many escaped the
slaughter. Modi himself faced down the remaining Garou, and the end came with the dawn.
Modi was turned to ashes, but the Garou were not satisfied. They sought out what remained of Modi's childer, and found some
few of them. However, a handful escaped and fled to mainland Europe, Russia, and lands beyond. They did not forget their sire,
who died a warrior's death at the hands of the Lupines. They took the name of Modi to set their clan apart, and have called
themselves this ever since. Ever since, the Modi have sought out Lupines, most notably Fenrir, to repay them for Modi's
destruction. The Fenrir, now called the Get of Fenris, are all to happy to meet them on the field of battle even today. Wherever
wars have been fought since then, the Modi and their Garou enemies have appeared to soak the ground in blood.

Habits/Society
"Conan, what is best in life?"
"To crush your enemies, to see them driven before you, and to hear the lamentations of their women."
-- Conan the Barbarian
As are many Brujah, the Modi are warriors with few equals, but also without a cause. The anger that fuels them comes not from
the outside, but from within their souls, their vitae. The Modi need to be angry, for this rage gives power to their blood, and
makes them what they are. They are Vikings to the core, but do not fight for profit, or to feed their families, but for sport, or to fill
the endless voids of their hearts with rage and glory.
The Modi believe that the berserk is the supreme state of mind, and that they are blessed because of it. To them, courage and
honor are paramount, and the best they can hope for out of eternity is to reach Final Death in battle. Because of this, the Modi
are found wherever in the world there is conflict. Eastern Europe, Africa, the Middle East, and Central and South America are
prime attractions for these bloodthirsty nomads. They may also be found in crime-ridden sections of large cities, where police
patrols are virtually unknown, and perpetual gang wars slake the Modi thirst for violence. The greatest numbers of American
Modi are found in the Anarch Free States in Los Angeles, with Miami and New York running a close second and third.
To fight, to show valor in battle, to give oneself to the Berserk is the goal of the Modi. They will seek out any place where there is
armed conflict, whether between mortals, or between supernaturals. Sometimes they may choose a side. Often they will not,
instead fighting anyone they come across. Sometimes, groups of Modi will form for a purpose, such as the destruction of a
Prince, or of a pack of Fenris. Others act as mercenaries, unequalled in ferocity, but who could turn on their employers at any
time.
Understandably, the Modi have had a hard existence. Their almost total xenophobia and hostility toward all outside influence has
gained them little or no friends in the world, and many enemies. Those of like mind tend to respect the Modi's courage and
savagery, but this is not the respect one gives to a friend. As a result, there are few Modi in the world, and their numbers are
dwindling. One of them, however, is more than enough.
Even though their thirst for conflict knows no allegiances, Modi sometimes adopt the causes they find themselves fighting for.
Many of these vampires turned to the Nazi cause in the 1930s and '40s, as they followed the Blitzkrieg across Europe. It is these
Modi that have darkened the reputation of these already unpopular Kindred in recent times. These Modi were partly responsible
for many Nazi victories in the early stages of the war, and many atrocities attributed to German soldiers were because of them.
In fact, there are many rumors among Kindred that Hitler himself was not unaware of the vampiric presence in his Reich.
Of course, a bloodline such as this is an open invitation for parties looking for pawns. Even so, the Modi usually know they are
being manipulated to fight others' wars, but they care very little. The Camarilla all but wants them destroyed (or as tools), and the
Modi are not given to the teamwork and pack mentality necessary for positions in the Sabbat.
Indeed, if the Modi have any real passion that is universal to them, it is a love of battle and a hatred of Garou, particularly Get of
Fenris. The Modi have knowledge of the Garou rivaling that of the Gangrel, but this knowledge is tactical rather than academic.
The Modi study the Lupines to better fight them, not understand them. To the Fenris and most Garou, the Modi are spawn of the
Wyrm. To other Kindred, the Modi are mindless savages.
Desperate Camarilla princes under invasion by the Sabbat or Lupines will sometimes seek out the Modi to purge her city of the
invaders. The Modi are all too happy to oblige, but the solution is sometimes just as bad as the problem; to invite a horde of
Modi into the city is almost guaranteeing a Masquerade breach of the worst kind. The Sabbat also "employs" them to similar
purposes, and far more often, caring not for the Masquerade. However, this is not done on a whim, for the Modi prove
impossible to control once they arrive. Summoning the Modi to fight is easy; getting rid of them is a challenge in itself.
To those Garou who despise the Fenris or those Cainites who hate the Modi, the tribe and the clan deserve each other. Indeed,
these two groups fight each other more often and with more regularity than any other clan or tribe.
If by some small chance someone befriends a Modi, he can be sure the berserker will do anything for him, even charge into the
dawn. Modi take the concepts of loyalty and honor to an extreme. Modi are hard to befriend, but neither will their friends ever
doubt them.
Still, having friends like the Modi is no easy task. Modi loyalty is narrow-minded, dogged, and militant. These vampires tend to
have very simplistic views on life, and will tend to impose such views on those whom they care about. For example, if a Modi
befriends a vampire who happens to be blood-bound to an Elder, the Modi may engage in a personal quest to destroy that
Elder, firmly believing this action to be for the Thrall's own good. The Thrall's personal feelings in this matter are secondary, if
considered at all.
Even though the bloodline badly needs friends, and even though their loyalty is unbreakable, the Modi rarely seek friendships.
For most, it is simple xenophobia and ignorance of outsiders. For some, it is the burden of knowing that even the closest of
friends or lovers mean nothing if Frenzy overcomes the vampire's control. All vampires must deal with the pain of losing
hundreds of mortal friends; the Modi must also deal with the mortal friends they have killed in their rage.
With the onset of technology and the advancement of law enforcement, the Modi have adopted many means to gain access to
weapons. Some seek out and learn the discipline of Obfuscate, thereby allowing them to carry large axes and swords around in
public. Others use more subtle means (for these vampires, anyway) and delve into the underworld, gaining numerous allies,
contacts, and influences in arms-dealing circles.

Bloodline Structure
Modi do band together now and again to enact that which made the Vikings infamous: the raid. Using their underworld contacts,
Modi will watch and wait for a city's Kindred population to reach a time of strife and discord. During this time, when the conflicts
are at their high point, the Modi will explode from the night to bathe their blades in vitae. In their rage, they have no loyalties and
will kill equally of either side. For this reason, the Modi will keep a close eye on Sabbat activities, particularly when they choose
to invade a Camarilla city. On the same note, the Modi will seek out Garou packs, especially Fenrir. A hide from one of these
Garou is considered among the greatest trophies a Modi can obtain.
Other than these raids, which are formed sporadically and last for only one night, Modi have no formal gatherings or structure.
When the raid is over, these berserk vampires go their separate ways.
Raids are formed when a Modi issues what they refer to as a Call to War. The berserk frenzy that bubbles just beneath the
surface of all Modi connects and bonds these vampires to each other in a such a way that they may use their blood to summon
other Modi. See the Berserkergang Discipline for details on this ability.

Quote
"I'm here to kick ass and suck blood, and I'm already full of blood."

Appearance
Since the Modi tend to Embrace warriors and those with a savage edge to their personalities, Modi tend to be driven, hard-
edged individuals. These vampires don't care for much frivolous ornamentation, but what ornaments they do wear are chosen to
enhance their fearsome appearance. Modi in the Dark Ages look every bit like the Viking people from which they hail, and will
frequently wear furs, horns, and scars like badges of honor. In modern times, Modi favor loose or athletic clothing (for ease of
movement), and many cover their bodies in tattoos. Some Modi might sport many braids or dreadlocks, a throwback to their
Viking forebears.
The oldest Modi are mostly Scandinavian (blonde or red-haired, blue-eyed), but they have taken to Embrace those of other
ethnic backgrounds over time. Common traits among them are a fearsome, bestial expression, a well-developed form, and a
weapon of some sort. Even today, most Modi still favor bladed weapons to firearms. Most Modi will carry several knives on their
persons, but some die-hards will keep broadswords, battleaxes and claymores mounted within easy reach in their havens. The
Modi care for their weapons with more devotion than they show even their ghouls or herds; to face an unarmed Modi is rare in
the extreme.

Disciplines
Fortitude, Celerity, Berserkergang. In a Vampire: the Dark Ages chronicle, the Protean Discipline may replace Celerity, as at
this time the Modi are much closer to their Gangrel forebears.

Weakness
Modi take a spoils-of-war attitude toward feeding. Modi will feed only from those they have defeated in some sort of combat,
whether it's a formal duel with a Herd member, or a savage street brawl with a gang of punks. They will not take a potential meal
by surprise, nor will they feed by means of threats or seduction. The fight is always "fair," meaning the victim is allowed a
reasonable chance to defend himself. Most importantly, a Modi will not feed from someone who doesn't fight him first. A victim
who cows and surrenders without a fight is a weakling, and a Modi would rather die than take in a coward's blood.
If by some chance a Modi is forced to break this rule (during a Hunger Frenzy, for example), she will lose half of her available
Willpower points. These may only be replaced by normal means.
Nickname
Savages

Haven
Modi havens are only kept while the vampire stays in a particular region, which is often only a few nights, although some Modi
may remain in a certain location for years at a time if that region is perpetually embroiled in conflict. These havens will be very
Spartan and utilitarian, but will tend to be ornamented by various trophies of victories in battle. An elder Modi's haven might be a
virtual museum of warfare; broken swords, enemy skulls, dented armor, battle flags, old muskets, rusted trumpets, machine gun
shells and other such refuse lie about every corner. Every item will have a story, and the Modi will probably be too happy to tell it
as he would a great ballad. The most civil of Modi masquerade as warfare historians, or owners of shops specializing in antique
weapons.

The Embrace
"The smell of resined leather, the steely iron mask, As you cut and thrust and parried at the fencing master's call. He taught
you all he ever knew, to fear no mortal man And now you'll wreak your vengeance in the screams of evil men."
-- Iron Maiden, "Flash of the Blade"
Quite simply, the Modi Embrace warriors. It doesn't matter to them whether they Embrace a decorated war veteran, a
prizefighter or a hardened gangland survivor. They seek those who not only are competent fighters, but have the passion to fight
and win against the worst odds. Once, they only Embraced men, and only those with a heritage of berserker blood. However,
these days such blood has thinned, and the Modi have found over centuries that women are just as determined, deadly, and
potentially savage as men.
Surprisingly enough, the Modi do not ghoul often, preferring to fight their own battles than hurling faceless minions at their
opponents. When they do ghoul, it is usually to create "shield bearers" or servants that will see to the vampire's recovery after a
Berserk. They also ghoul when entering a new city, as they will be in need of guardians during the day in a city that will react
harshly when they find out about the Modi's presence.

Character Creation
Although the oldest Modi will most likely be Scandinavian in origin, any race or ethnicity can be found in this clan. Even so, most
Modi will hail from peoples that have undergone much strife and discord (but then, what culture hasn't at one point or another?).
Almost all Modi were Embraced during a conflict of some kind, whether it was a World War or a prison riot.
Physical attributes are invariably primary, with Mental secondary. The socially-minded Modi is usually a leader, not a debutante.
Talents and Skills will come before Knowledges in all but the most rare circumstances.
Modi typically have high Willpower ratings; these vampires do not Embrace weaklings. A starting character of this line should not
have a Willpower of less than 5, although this is only a suggestion. Humanity/Path ratings, however, run the gamut.

Stereotypes
The Camarilla: They act all roses and pretty words, but we always end up doing their dirty work, one way or another.
"Tools who work for peanuts, until they get bored and go away. If only the Brujah were like them."
-- Suede, Ventrue, Atlantic City
The Sabbat: They play the same game we do, just with more frickin' rhetoric. Shut up, already. Still, they take care of their own,
and they know how to fight a war . . . .

"If those weak [Camarilla vampires] had half the balls that the Modi do, they might survive Gehenna."
-- Simone, Nosferatu antitribu, Miami
The Inconnu: Okay, so what else is new?
"An unstable line created accidentally and on the decline. We have them suitably contained in regions of our choosing."
-- Oswald Montinelle IV, Malkavian elder
Assamites: There's no such thing as toe-to-toe with a Saracen. If you actually see one, he's dead, and there are three more
behind you.
Giovanni: Sick, twisted bastards with a lot of enemies. Be careful. They'll make you rich; you'll never want for some heads to
crack, but honor is unknown to them.
Ravnos: In their own way, they're just like us.
Setites: If you need to start a war, look these guys up. If you can stomach the eyeliner and boa constrictors, that is . . . .
Lupines: You just show me where.
MOO-KAVIANS
By Josh Hadley

Description
The Moo-kavians originated out of an exeptionally crazy fith generation Malkavian who believed that not only was the second
generation reincarnated as cows, but that Caine is dead but a small piece of him lives in cows (call it hindu if you want to). From
then on, all of his progeny were known as the Moo-kavians.

Frenzy
All Moo-kavians have the same frenzy. They frenzy at the sight of hamburgers.

Clan Disciplines
Dennis, Tha-Moo-turgy, and Gifts of the Cow God.
MORPHOS
By Florian Bansac (flobansac@aol.com)

Description
Dating back their origins in Eastern Europe around the middle of the XIIIth century, the Morphos bloodline of Clan Gangrel is the
result of the mix of Tzimisce blood with Gangrel during the time these two clans were allied with the Nosferatu against the newly
self-created clan Tremere. How that happened is not exactly known. Some speak of a Gangrel who diablerized a Tzimisce,
while Morphos of the Camarilla speak of Tzimisce experiences to make an "anti-Tremere" warrior, while Sabbat
Anyway, the result was even closer to his beast, very territorial and easily frenetic vampire who had a resistance to magic.

Nickname
Animals

Sect
Most of the Morphos Gangrel claim to belong to the Camarilla, but several Morphos are in the Sabbat. They rarely involve
themselves in both sects, as they don't often leave their territories.

Appearance
As the rest of the clan, they lack interest for fashion. But as they are masters of Vicissitude, Sabbat members tend to look very
ugly in order to be more intimidating, while members of the Camarilla often look better.

Haven
As they are very territorial, the Morphos Gangrel often keep one (or several) havens within their territories, almost always out of
the urban places, and often guarded by ghoul animals (which have sometimes been transformed in monsters via Vicissitude).
With sufficient Protean mastery, they also ouse Earth Meld to sleep, but in general prefer their havens.

Background
Identical to the Gangrel.

Character Creation
Refer to the Gangrel character creation. There are around 70 Morphos Gangrels. About 65 of them live in Eastern Europe and
the other 5 were tourists recently Embraced there to extend the Morphos bloodline to other places. Of the 5,the oldest lives in
Lyon (France), 1 in Oslo (Norway), 1 in Osaka (Japan), 1 in Mexico City and the last one is in Boston (USA).

Disciplines
Animalism, Protean, Vicissitude (often multi-discipline powers involving Protean and Vicissitude)

Weakness
The Morphos Gangrel have a +2 difficulty on any roll to resist frenzy and Rötshreck, as the animal instinct of the Beast is way
more present in them than in any other Kindred. Furthermore, due to this instinct, they claim areas to be their hunting grounds,
and react aggressively to trespassers. If a Kindred enters a Morphos's territory without being invited, the Morphos must make
frenzy roll. If this roll is failed, he'll attack the intruder until he's dead or has left the territory. Outside their territory, they suffer a +1
difficulty on any roll involving a social attribute.

Advantage
The Morphos have a supernatural resistance to the rituals of the Tremere and the spells of mages of other creeds and orders.
The difficulty of all such magic, both malicious and beneficial, is +2 when directed to one of them.

Morphos Multi-discipline powers

Spikes of Veldash
Disciplines Required: Protean 2, Vicissitude 3
Experience cost: 22
Description: Every spike and talon created via Bonecraft (Vicissitude 3) inflicts aggravated damage instead of lethal.

Body Weaponry
See Vampire: The Dark Ages

Polymorphism
Disciplines Required: Protean 4, Vicissitude 4
Experience cost: 15
Description: The Morphos can assume the shape of every mammal via Shape of the Beast (Protean 4).

Territorial Demarcation
Disciplines Required: Animalism 5, Presence 4 (or Animalism 5, Vicissitude 3, Protean 3)
Experience cost: 13
Description: This power gives the Morphos an important advantage over other vampires within his territory. By cutting his skin
and setting out some of his blood in at least 3 different places (the territory's limits), the Morphos can make other vampires who
enter within the delimitated territory feel that they are within another's domain. They don't know whose domain it is, but as they
feel ill-at-ease as they know they are within another vampire's territory they suffer a +1 difficulty on any roll involving a social
attribute, difficulty +3 if dealing with the Morphos who used this power.
System: The edges of the territory must be delimitated with a total of one blood point for a territory of 1 square km (other blood
points can be set out, 1 more blood point can be set out to delimitate a territory of of 1 more square km, to a maximum of 10
blood points). But blood must be set out in this manner every 2 nights to keep the territorial demarcation.
MUI TSAI
By Jason C. Marshall (JCMarshall@sympatico.ca) for the Celestial Court.
"Hey, Mister. Looking for a date?"

Prologue
Mark wandered the dock area, looking for one of the girls he knew worked the area. She was his regular: petite dark hair Asian
who tended towards leather and submissiveness. He felt like he needed a someone tonight who would do as he asked with no
questions. She was just the girl.
Gloria, as she liked to be called, waited quietly in the shadows for her assignation. Mark Hammond was a minor member of the
Zantan Corporation, but he had possibilities for fast promotion within its ranks and her masters in the Shu wanted a person of
power there. Mark would do nicely.
She smoothed her skirt and quickly re-did her lipstick.
Mark turned the corner and saw Gloria standing there, leather mini-skirt, bra top and thigh boots her only clothing. She smiled at
him.
"You ready?" He asked.
She nodded and took his hand in hers as the walked.
"I'm in the mood for something different tonight. You game?"
She smiled at him.
"Anything you want, love."

History
In the early period of the European occupation of the island of Hong Kong, many of the Men Hu were sent to keep tabs on these
new businessmen. When the Camarilla entered the scene and took their place as the keepers of Hong Kong, the Men Hu drew
themselves deep into hiding in order to maintain their secrecy. Many took up the semblance of common prostitutes, turning
tricks and collecting information on these new kindred.
It was one of these Men Hu who was discovered by a rather nasty Shu known as Mu Li.
At the time Mu Li was an up and coming Shu gun runner and smuggler. He'd long hoped for a way to gain 'dirt' on those to which
he reported and worked for. When he found the young Men Hu, lying in a alley, left for dead by a Brujah who'd discovered her, he
realized that he had found what he needed. Plans and plots formed within his mind.
He spirited the young kindred to a secret hiding place out on an small island he used for storing smuggled goods.
Here he began his plans. First he blood bound her, letting her think that he was there to love her, understand her, and to help her.
In reality he was slowly dominating her mind, twisting it and reshaping it to his needs. After some five months of conditioning he
arrived at what he needed: a submissive kindred who'd willing follow his orders, doing what ever he commanded in order to
please him. He immediately put her to work in the docks area as a prostitute.
It didn't take long for her to start gathering information, after all, her bloodline was known for its seduction qualities. Soon Mu Li
found himself with power over many of the tongs that were growing in the port area. He used these groups to further his own
power base, gathering loyal soldiers and spies.
Mu Li soon realized that he needed more of his prostitutes. He had the young kindred embrace several women of both Asian
and European descent. He processed them the same as the first. He them commanded each to seek out two women and do the
same. It took only a couple of months before Mu Li had a small army of loyal spies.
Mu Li turned over control of the his new Mui Tsai to the first of their kind in the late 18th century. He needed more time to devote
to his growing underground empire of crime. He'd determined that his hold over the young kindred was unbreakable and full.
Unbeknownst to Mu Li, that control wasn't as good as it should have been. Limited contact with a member of her progenitor
bloodline had broken through the programming slightly. She realized several things. The first was that she was no longer one of
her original bloodline. Second she was still utterly loyal to her master, Mu Li and the compulsion to carry out his orders was still
unquestionable. Third, she was now the mistress of several dozen more like her of younger generation. She had sired an entire
bloodline of submissive slaves. She'd doomed her childer to servitude for all time. She immediately retreated to a small
monastery in order to contemplate her and her childer's future.
The Mui Tsai have remained within the employ of their Shu masters since. Their mistress and bloodline founder has yet to return
from her self-imposed exile. Rumors have begun to circulate, telling of her re-acceptance into the Men Hu, of her destruction at
the hands of Mu Li, and of her breaking of the conditioning that was imposed upon her.

Nickname
Streetwalkers

Appearance
Mui Tsai are of any racial stock.

Haven
Usually whereever they can find a safe spot. Some are lucky enough to have a Fu Jen, a Madame or pimp, who'll shelter them.

Background
Mui Tsai are taken from any background.

Character Creation
Social Attributes and Talents are primary.

Weakness
Mui Tsai are all heavily dominated by the elders of their bloodline and usually by their Fu Jen. As such they are a submissive lot,
and suffer from negatives to resist any type of Presence or Dominate effect. They also tend to acquiesce rather quickly to a
more dominant personality.

Disciplines
Auspex, Presence, Fortitude

Quote
"How may I serve you, master?"

Stereotypes:
Lung: Our Masters say that they are the bane of all Asian kindred, yet they may just hold the keys to our salvation.
"We have watched you. You are worse than your Shu Masters."
-- Li Min, 10th generation Lung.
Jian: They are said to have accepted our former bloodline into the Court. Maybe in time they will also accept us.
"You are nothing like your parents. You show little in the way of promise."
-- K'ang Yeh-su, 11th generation Jian.
Pao Yu: They are fierce warriors.
"That any of our noble kind could be reduced to such a state."
-- Tong Ye, 7th generation Pao Yu.
Kwai Tao: Our masters may be headed for a future that resembles that of these noble kindred.
"You, like us, are doomed to a future of misery, unless you help yourselves like we now help ourselves."
-- Ling Wo, 11th generation Kwai Tao.
Tong Chu: The Dragon Council's assassins and fear mongers. To have one visit you is death.
"Pray that we never need to visit you."
-- T'ai Cho, 9th generation Tong Chu.
Men Hu: Our parents. That we could re-join them.
"Our little sisters. Oh, how you've suffered. We wait for the day when you throw off your chains."
-- Po Lao, 12th generation Men Hu.
Shu: Our Masters. What they command, we do.
"As I dictate so shall you do. As I wish, you will obey."
-- Mu Li, 7th generation Shu.
Ch'i chu: Strange kindred they are, walking the rooftops and seeking knowledge.
"We watched as you were created. Now we watch to see if you free yourselves."
-- Li Chin, 11th generation Ch'i Chu.
Yu: Perhaps our only salvation is with these quiet kindred.
"When the time is right we will be there."
-- Liu Tong, 9th generation Yu.
Camarilla: It is upon them that our Masters send us. When will they mete out their justice upon us?
"We have seen you on the corners and in the bars, waiting to steal the information from our minds with your seductive ways.
Know that your days are numbered."
-- Morgan, 8th generation Tremere advisor for Hong Kong.
Shogun te: When the time comes, Our Masters will send us against them. I've met the Koga. We will die when this time comes.
"Do not enter our cities, else we'll give to you one freedom. That of Final Death."
-- Yutaka Takahashi. 6th generation Genji Daimyo of Tokyo.
Sabbat: They are infernalists, trafficking with evil spirits and demons.
"Heheheh. You haven't seen anything yet."
-- Mary, 7th generation Tzimisce.
MUNCHKIN
By Jason Darrah (happyman000@hotmail.com)

Description
The founders of this bloodline seemed to first surface in the mid-1970s, when a certain game (which shall remain nameless...)
appeared. Armed with shot guns and semi-automatic firearms, they rushed into this realm of hack-n'-slash fantasy and quickly
slew unknown billions of Orcs, Elves, and oh yes . . . we can't forget the dragons (who were NO match for a little napalm and a
rocket launcher, or their Nifty-Ultimate-Infinite bonus-All Powerful-Magic-Swords/Axes/Spears/whateverthehellitwas) They
singlehandedly laid waste to this land and became bored with it.
Things went on like this for the span of almost 20 years, when another world opened up. This world was darker, and almost
surprised the munchkins. The shotguns and other firearms that they had used against the other worlds were commonplace
weaponry to these people. Soon, however (after learning to roll d10's), they found ways to gain the upper hand of this world, and
so the bloodline was formed after the founder diablerized Caine....

Nickname
F***ing Cheaters!!!

Appearance
The Munchkins of the early days could usually be recognised by their Ultra-powerful-Enchanted-Dragon Armour -- or anything
else that was all powerful. They usually rode horses that were in full Ultra-blah blah blah Armour too. However, the modern-day
Munchkins can usually be found wearing a trench coat, which can conceal all of their weapons. Yep, that's right all of them. And
they most likely have some form of fully-automatic gun with several different sights on them, and armor-piercing, incendiary,
hollow-cased, ammunition in them.

Haven
Anywhere and everywhere.

Background
Typically, these people come from histories of never winning anything, and rather than become some bored, jaded, teenager on
anti-depressants, they chose to get into the hobby of gaming. Sometimes they will embrace people who play fair, just to see
them dragged down to the "dark side."

Character Creation
Munchkins tend to have similar concepts, the more overblown and self-flattering, the better. Physical attributes are usually
primary, as are Skills. Disciplines only cost one freebie point to buy and so does everything else (Abilities, attributes, etc.). They
can take more that 7 points of flaws and start with 30 freebie points. They automatically get a 10 in humanity 'cause . . . uh . . .
'cause they . . . automatically attain Golconda during the embrace . . . uh . . YEAH! That's it! During the embrace. And they . . . um
. . . recover all of their Willpower each scene . . . yeah, and . . . uh . . . um . . . they don't have to spend a blood point each night or
something.... Uh, what else . . . oh yeah, they all start out as Antediluvians, see 'cause they automatically get 10 points of
Generation when they start. :)

Clan Disciplines
Munchkins have all known Disciplines, as well as Blikus

Clan Weaknesses
Munchkins don't have weaknesses, 'cause . . . uh . . . shaddayp! They just don't! They do, however, have trouble trying to find
people that will role-play with them.

Organization
Munchkins have no organization at all. They all claim to be the one on top, and as long as there isn't another munchkin to argue
with them, they act the part.

Quote
"Ok, see, I'm gonna use my level 12 Dominate on you, and , um, you have to kill yourself."
"WHAT??? No! You can't do that!!"
"Ok then, I'm gonna shoot you with my wooden tipped bullets, and I hit you in the heart because, um, I have a laser sight on
my gun and I targeted you and now that acts like a stake."
"Hey, I used my Celerity to dodge"

"Well, I used my Celerity to hit you anyways!"


"No you didn't!"
"Ok then, I'll...."
MUTANTS
By Chris Hull (chull@mindless.com)

History
He was a young man, maybe 16 or 17, whose mind was slow. He believed that comic books were real. One night he walked the
wrong way home from one of his few friend's houses. He was attacked, but in his crying and bawling the vampire felt pity and
gave him just enough blood to live. His weak mind broke. He now believes himself a mutant hero with a weakness to light, but to
his mind it's a small price to pay. He survived off eating animals. Most of the kindred thought little of him. When a Ventrue
feeding near the boy's havens was attacked with strange powers some of the others took notice. A wily Nosferatu went to him
and showed him how to hide from the Prince's revenge. After helping the youth learn Obfuscate and how to make childer, the
Nosferatu disappeared as not to have the prince's wraith. With the aid of his new childer the youth learned new ways of using his
power and brought it to its maximum. The force of "mutants" grew and the grew tougher and more rooted in the belief of that they
are superheros and they must defeat the evil hordes from killing the humans.

Nicknames
Xse

Quote
"Die evil doer!!!"

Organization
They band up in small groups and name the pack after a super team. They do though sometimes go off on their own as loner
acts.

Weakness
They don't realize that they are vampires and may forget to feed or shy away from light. They also rarely feed from humans or
vampires.

Disciplines
Fortitude, Mutantis, Obfuscate

Appearance
They tend to be teenagers or younger adults (16-22 max), and can be from any race or sex.

Backgrounds
Mentors is very common.

Havens
They frequently set up "secret hide outs" (i.e., any apartment or old manor they kind find for cheap)/
MUTES
By Alek D. Talevic (alukdeviant@earthlink.net) (11 April 1996)

Description
Of all known clans and bloodlines, it is widely believed that the Mutes that have created the most disturbances in Vampire-
related hysteria in the last millennia or so. As unfounded as the claims against the underground sect may seem, many clans still
believe this bizarre line to have been stamped out of existence during the heinous and upheaved periods of the European
inquisitions, but a few Methuselahs and Antediluvians remain tight-lipped about the actual fate of the line as a whole.
The nature of the members of the Mutes bloodlines makes tracking an elder or 4th-Generation Sire extremely difficult. Imagine
the maddening self-righteous revelrie of a roomful of the kookiest Malkavians to ever sample derangement's bitter kiss,
entwined with a Toreador's artistic obsession. Add in a bittersweet twist of lemonious ego, a la the Tremere and Ventrue clubs,
and you'll have some idea what one is up against when trying to crack the ciphers of this line's histories.
In truth, the Mutes walk a thin and disturbed line between total unison, and self-destructive enmity. Many feel themselves to be
unwanted outsiders of the Camarilla, the Sabbat triad, and the Inconnou, and their physical oddities make lower-generation
childer blatant breakers of the Masquerade, subject to ostracization and instant bloodhunts. ( See Weaknesses and
Appearances, below ) The history of the bloodline makes nothing easier on the members of the cult, as half strive to seize
admittance by the Followers of Set, and the other half claim to be the heirs of the long-lost Children of Osiris, as well as its odd
disciplines.
There are many stories enshrouded about the history of the Mutes, and those foolhardy members of the Wissengeist and other
scholarly clans have met many a dead end in searching for answers. Although one widespread legend seems to pertain
authority and belief above all others...
Following her banishment, the Queen of darkness, Lilith, as many Cainites call her, was believed to have gone into exile. Some
say she was consumed within her rage and anguish, and was doomed to walk the dark paths of Nod until she was simply no
more. But yet others, mostly those of the Followers of Set sect and its diobolical practices, believe quite another story to be true.
Many fanatical pariahs of the Sutekh clan believe and swear that they have proof that Lilith did not, in fact, die out as many
childer of Caine claim. Instead, they speak of her assuming a new mantle, a new name, and a new surrounding for her evils.
Lilith became the Queen Isis of Egypt, under the guises of mystical majicks. It was there that she sired an heir to her evil
machinations and did name him Osiris, the son of a powerful would-be god named Amon Ra. In seeking protection from Caine's
Second Generation headhunters, Lilith, now Isis, convinced Osiris to take her as his bride... which he did, and together, they
ruled Higher and Lower Egypt for many a generation.
Those familiar with the history of Set's Cult know that their dread lord made a vicious and rightful return, exacting a savage
revenge on both Isis and Osiris. In the name of his merciless exile, Sutekh crushed the family of Amon Ra and its generations,
save for his immortal nephew Horus. Indeed, Isis' hand in Kindred history would seem to end here, although the members of the
Mute bloodline believe quite a different tale. They maintain that before she was consumed, Lilith's last gift to the world was to
Sire four childer. Two of these began the Children of Osiris brood, while the other two were the founders of the Mute bloodline.
How much truth lies in these statements and legends remains to be seen...

Nicknames
Fang Kids or Delusionaries

Appearance
Mutes are odd spins on the universal Kindred design, having long-since lost the ability to withdraw their fangs from view, into
their gum concealments. Indeed, quite the opposite seems true, as Licks in the know boldly contest that as an older Mute gains
years, his fangs become sharper and more difficult to hide or maintain.
Certain Sutekh-worshipping fanatics call this blatant physical break of the Masquerade "The Mark of Him," while fewer still
believe that this is the savage price Set extracted for Lilith's line. Generally, the few Mutes that have been identified in the last
few centuries have been of obvious African or Egyptian heritage, usually garbed in ebon robes of rich silk, traditional Nigerian
kinshashas, or loose-fitting homespun desert fare.

Havens
Those Mutes of the Sutekh faith are housed in the local sect temples, kept as either revered symbols of Set's inevitable return to
Earth, or as freakish reminders of the corruption each member is sworn to uphold. Mutes are not a prominently-featured
bloodline by any stretch of the imagination, and they seldom have any connections at all with Kine or Kindred alike. Those who
are contacted by these forgotten childer often deny any involvement, direct or otherwise, as it is known that housing or abetting a
breaker of the Masquerade is as guilty as the contemptible scum they assist.

Backgrounds
Candidates for becoming one of the Mute line are stalked and watched from a distance, a tedious and calculating process that
precurses the actual siring. Indeed, Mutes claim to watch their chosen Kine for up to ten years, waiting patiently for "The strength
of the tree to bear rich fruit." No human under the age of 25 has ever been Embraced by the Mutes and their stringent rules of
passing the torch limit their numbers to less than 50 in the world at one time.

Character Creation
Mutes almost always have Fanatic or Psychotic demeanors, rightful product of a millenia of blood hunts and genetic evolution.
Many were performers or speakers in their Kine lives, and less than a fistful have found their niche as enforcers for the Followers
of Set. (The norm being Deviant, Bravo, Masochist, Hedonist demeanors.)

Disciplines
Chimerstry, Bardo or Serpentis (Depending on which side of the Set cultism the members favor themselves on.)

Weaknesses
First and foremost, appearance is the largest problem for the members of the Mute line. Their fangs are always extended,
glittering and serpentine in their cruel arch, and while not all Mutes are evil or fanatical, first impressions are what lays a
foundation for trust. Appearance is always at zero, and although many of the clan members are extremely good-looking, its
obvious from first glance that they are of Kindred blood. Childer of African or Egyptian descent lose their rich, swarthy skin color,
taking on a slatish shade of grey in its place. Eyes are usually more vibrant after the Embrace, looking somewhat disturbed to a
naked kine eye. Amon Ra's curse extends to the Mutes, as a great many are just as susceptible to the agonizing burn of sunlight
as their Setite cousins.

Organzation
The Mutes are most parasitic in their organization, usually opting to latch onto another clan for protection. A large percentage
are banded together in the London-based Osiris Pheonix sect, a Setite-opposed organization that has worldwide ties to Caitiff
and Anarch chapters all over the globe. Still others find a home in the temples and legions of Sutekh's fanatics, and will often
deny that they are Mutes at all when confronted about their heritage.

Bloodline Prestige
Prestige comes from both ends of the spectrum in the cases of the Mutes, and while not particularly important, killing a member
of an opposing Setite or Osiriphile (Depending on the case) is smiled upon broadly.

Quote
"You believe yourself to be without such sin that you can kill another of your type.. ? What foolish conception ! Immortality is but a
game.. come closer, confused sheep, and hail a more righteous God, before I am forced to judge you myself in His name... " (
Running a dark pink tongue over her viciously glittering fangs )

Stereotypes
The Camarilla: They would see us all staked upon a lawn to see the sun, and we cannot blame them for it.. it is not the innocent
deer's fault that it runs whenever it sees the vicious maw of the tiger bearing down on it. It is simply games of predator and prey...
and they know who is playing which role far too well to accept us.

"These fools are antiquities of a forgotten era, when marching around like a cannibalistic bunny rabbit was acceptable. In
these days of Kine paranoia, sects as the Samedi and Nosferatu are bad enough without these bestial abominations
stumbling about. "
-- Meriala, Ventrue clan elder
The Sabbat: Mislead sheep, let out to pasture on stalks of grass that bear bitter poison. Their bloodthirstiness blinds them by
default; such idiocy and prejudice has no right in mortal life, and it is disgustingly out of place past it.
"Freaks, weirdos, and blasphemy-spewing snakes, all of them. They claim to be something better than their Followers of Set
forefathers...But I see no difference, except for their ridiculous orthodontia and even farther misplaced self-righteous
blustering."
-- Kelrinne, Bishop of the Black Hand
The Inconnou: We do not claim to know much of these wise ancients, but the control-drunken swaggering of the Camarilla and
it's bastardized clan power tug-of-war serves nothing but to make those who walk outside the lines seem all the wiser.
"They seem to know the tribulations of being Kindred better than any Vampire I have ever known. How could they not? Their
very unlife is a breakage of time-honored rules and traditions... I wish I could give them more sympathy, but given the
chance, they could undo us all."
-- Swiftwynd, Monitor of Provo

View the Bardo discipline.


MYSTERIARCHS
By Terence Berendt (tberendt@nac.net)

Description
The Mysteriarch bloodline is focused on gaining knowledge. They spend their unlives accumulating knowledge, not just on
kindred affairs, but on mortal, Lupine, Mage, Faerie, and Wraith as well.
The Mysteriarchs are not an actual bloodline, but a collaboration between two bloodlines. These are known only as the Watchers
and the Seekers. The role of the Watchers is to accumulate knowledge by observing the world. They observe and record things
as they happen and usually do not interfere. The Seekers actively search for knowledge. They do research and interact with
others to gather information.
The Watchers are an offshoot of the Lasombra clan. They appeared before the Anarch Revolt. A group of Lasombra were
interested in recording history as it happened for future use. This group left the clan to wander the world and observe events.
The Seekers are an offshoot from Malkavians who were obsessed with finding out information. Eventually many of them met and
decided to pool their resources.
During the Anarch Revolt, some Watchers met some Seekers and an alliance was formed. The two groups formed the
Mysteriarchs to study and record the history of the world.
The Mysteriarchs usually work in groups of two, one Watcher and one Seeker. They use their areas of expertise to find the whole
story behind a given situation. The Watcher observes the major events as they happen, while the Seeker delves into the history
and reasoning behind the events. Most major cities have at least one Mysteriarch team in it at any given time.

Nickname
Scholars

Appearance
The Watchers usually dress in dark clothing that would not stand out in a crowd. They wear clothing that helps conceal their
appearance. The Seekers dress conservatively like professors or researchers.

Havens
Most Watcher-Seeker teams have a joint haven so that they can compare notes. They usually have easy access to a library and
records. Mobile teams usually have vans or mobile homes with blackened windows.

Backgrounds
Most Mysteriarchs are chosen from researchers and scholars. Watchers are also chosen from investigators or spies. Seekers
also come from a professor or investigator background.

Character Creation
Mysteriarchs usually have a professional concept. Their Natures and Demeanors are usually similar but not always. Mental
attributes are usually primary. For Watchers Talents or skills are primary. For Seekers, knowledges are primary.

Disciplines
Watchers: Misticism, Obfuscate, Obtenebration
Seekers: Auspex, Lore, Obfuscate
Weakness
Watchers have an eerie presence. They make people nervous and uncomfortable. They receive a two dice penalty on any social
roll (this is the same as the flaw in the Sabbat Book. Watchers may not take this flaw). Seekers have a compulsion to seek out
knowledge. A specific type of knowledge may be chosen or it could be general knowledge. Seekers spend most of their unlives
seeking this knowledge.

Organization
The Mysteriarchs operate in groups of two, one Watcher and one Seeker. There is a library of all their accumulated knowledge
hidden somewhere in the Alps. This also serves as a meeting place for them. It is rumored that a complete copy of the Book of
Nod is housed somewhere in this library.

Quote
"They say that if you study the past, you can know more about what's happening in the present. If that's the case, then we
know more about what's going on than anyone."
History of the Nagaraja
By Illumantus@aol.com

Introduction
This is some information I have gathered reading various books (The Last Supper, Dirty Secrets of the Black Hand). It details
how the Nagaraja came into existence. This is just speculation, however, I believe this is true and have submitted a written form
to White Wolf about it.

The History
The bloodline Nagaraja are in fact, the surviving Cappadocians that went underground when Cappadocious was Diablerized by
Augustus Giovanni. Fearing persecution from both the Giovanni and the Camarilla, they hid their identities and continued their
studies in Necromancy, taking them even futher, exploring the land of the dead and creating a new discipline known as
Nihilistics.
To remain anonymous, they have set up a fabrication, claiming that Tremere blood was manipulated by Euthanatos mages and
thus creating their kind. Because of their imminent hiding, and lack of living bodies, they began feasting on the flesh of humans
recently dead. This became clan practice soon after, and all the childer there after found themselves forced to be cannibalistic.
The younger vampires, displeased with the fact that they become cannibals in unlife, committed diablerie on the elders, gaining
their generation and sealing the fate of the remaining Cappadocians.
They soon realized that they would have to come up with a name for their unique bloodline, after studying many lores and tomes
of ancient years, nothing suitable was found. One vampire in particular, named Deimos after the Mythological God, spoke to
wraiths constantly. They had a word for vampires among them, calling them Nagaraja, meaning "life's blood" in their odd
language of the dead.
Still hidden from most eyes, with the exception of the Tremere, they learned, and explored their dark powers. Learning
Thaumaturgy from the Tremere, who were now in league with them, they created new rituals, allowing them access to the land of
the dead, so better to explore death. Cappadocious, whose soul escaped the diablerie fo Augustus Giovanni, helped his former
clan from the land of the dead, teaching them more than they could ever know.
It was not until the late 18th century A.D. that the Nagaraja became known among Kindred society, mainly because of the
Tal'Mahe'Ra (Black Hand). They became masters of the Underworld and Necromancy, equalling the Giovanni in their death
studies, perhaps even surpassing them.
Early in the 19th century, a few unknown Nagaraja created a bloodline of fierce fighters. Also possessing the powers of
Necromancy, yet creating a new power known as Thanatosis. These warriors became ugly and rotten as they were created from
that of a dead body. A very powerful Nagaraja summoned the spirit of a dead mortal, and possessed the soul into that of a two
week old corpse, decaying and putrid. Giving the decayed body his own blood, and empowing it with Necromancy, the soul
began to take control of the body. The new vampire, later known as the Samedi, quickly discovered that he could not walk
among the mortals for his brash, and disgusting appearance. After going to the Nosferatu for help, Samedi gained the powers of
Obfuscate, allowing him to hide from view of mortals, yet feed off them as well. Samedi's odd powers of Thanatosis helping him
in become a dangerous opponent. Samedi sired a few childer before he went into torpor, after imparting all he knew.
As the rumors spread about the Samedi bloodline, rumors spread about who made them. Some pointed to the dark Tremere,
others pointed to the Giovanni. And yet others blamed the Nagaraja for this dreaded bloodline of decaying and rotting corpses.
Sensing the anger of the entire vampiric society, the Nagaraja made no claims to creating them, with Samedi in torpor, none
were to find out the truth of the matter. To this day, none but the oldest Nagaraja know, and even they speak not of it.
The Nagaraja, never forgetting the past, of the time when their true founder Cappadocious was alive, have vowed to one another
to destroy the Giovanni. Their task is hard, as they rarely create progeny and the Giovanni have become powerful, but at every
given chance, they strike, and with deadly force, leaving nothing but the rotten decayed bones of a poor Giovanni.
NAGARAJA REVISITED
By Tim Earnshaw (shaith@dlcwest.com)

History
There are many rumors as to the origins of these Kindred, almost all having them created by the Tal'Mahe'Ra or as it is now
known, True Black Hand, or the doing of the Euthanatos mage tradition. Those that do not mention them having strong ties to the
sect and the bloodline being subservient to the sects goals. This is far from the truth of this little known bloodline, and perhaps
they would like to keep the truth known only to them.
The bloodline originated much farther back in history than most realize. Far from a more recent bloodline, the Nagaraja are one
of the most ancient of kindred, with only the Baali and now virtually extinct Childern of Osiris being older in heritage. The first of
the Nagaraja came about roughly 3000 years B.C., in the ancient city of Mohenjodaro within what is now known today as India.
How these kindred came about echos a similarity of how the clan Tremere first became kindred.
The Nagaraja was originally in ancient times a Craft of Mages. The traditions and spheres having yet not been formed; their
magic reflected their beliefs; their Craft was obsessed with crossing the barriers between the lands of the living and the dead
and had succeeded through their True Magik to a limited degree. They interacted with the dead much more readily than most
others, and gained knowledge of how the afterlife, and the Underworld truly was; it frightened them. But as with all Mages, they
were still mortal. While they could prolong their life, they could never be outside the cycle of entropy in the world completely.
While they knew they may become wraiths or destroyed by Oblivion, it was not guaranteed, and their studies of the afterlife could
very well be put to a halt, or destroyed much too readily being trapped in living bodies. They, as the Tremere, thirsted for
immortality to keep Oblivion at bay, and were granted it . . .
Ashur, later to be known as Cappadocius, had long sought knowledge of the soul, the afterlife and death. He came upon the
Nagaraja craft in his travels into the Indian continent, and thought he would finally have an answer to The Riddle. He gave his
vitae to the unwary Mages, the gift of immortality, in exchange for what they knew. However, the Nagaraja did not fill their end of
the bargain in full, only giving sparse, cryptic answers to his questions, half truths with half-lies knowing their survival would rely
upon what they knew. Ashur left them, satisfied with the knowledge they gave, unknowing it would later become his downfall with
the creation of the Giovanni, using the information given. The Mages then worked their magicks on the vitae given by the
Antideluvian, altering it to suit their purposes, denying Oblivion its destruction of themselves in the end -- and succeeded. The
leader of the Nagaraja became the first Nagaraja as a bloodline. But with vampiric immortality came a cost; they grew smug
knowing they were free from Oblivion and sought to harness it and the Underworld in their fledgling discipline of Nihilistics. They
succeeded -- to some degree -- but Oblivion, as always was a voracious force, and the discipline came at a drastic cost to
them.
By using Oblivion in their discipline it tainted them. The more they used the force of entropy the more its influence took hold with
them until it began eating away at their very bodies. Infused with entropy, they began to weaken as it drained them. In essence
they were walking channels of Oblivion on the Living Lands, and while it could not destroy them it made them easy prey for
others. They found they needed to consume the flesh of others of the Living Lands more and more to keep themselves free of
Oblivion's grasp lest they be subjigated by its power. Even then, as centuries passed, they found they became almost
mummified in appearance as entropy robbed them. With age, as Oblivion robbed them of their human appearance, came an
added hunger of not only human flesh, but that of other Awakened beings. Nevertheless they established many mystery religions
and cults to keep their influence over the city and surrounding area, as well as to keep an ample supply of sustenance.
It was around this time they took the name Nagaraja to be that of their bloodlin. The translation of Naga and Raja separately can
mean different things to different people, but together it means King Cobra, one of deadliest of serpents in the world, and more
than capable of killing the living with but a single small bite. They found it quite an apt name for themselves as well as fear
inspiring. They had the population under their control with fear for their lives, their souls and their ancestors spirits for more than
a thousand years. This, however, as with everything, was not to last. In 600 B.C their city of Mohenjodaro was destroyed. Human
history blames the invading Aryans for its destruction as well as the city of Harappa. Perhaps it's better humans think that, for in
truth it was destroyed by invading kindred of other clans lusting for control of the cities. To rid the country of as many of the
intruding Cainites as possible, the Nagaraja, in a joint effort of power harnessed by the First of their kind, sacrificed the city,
obliterating most of its inhabitants. They knew the city would rise within the Underworld with an abundant supply of the intruders
souls to feast upon. With that the Nagaraja retreated to the Underworld, their oldest and most powerful entering torpor to
replenish the power that was lost from the destruction, the others residing within the new city, leaving it only to harvest the flesh
they required. Even as wars and invasions occurred in the Living Land, they knew their time to take control would occur once
more when the first of them would rise again.
In their time in the Underworld they met with Inauhaten the Mummy as his essence was going on to begin his next reincarnation.
The soul fragments spoke to the Nagaraja, telling them of the True Black Hand, as well as the power they could give them if they
were to join the sect. A small number of their ranks did and as a sign of goodwill, Inauhtaten taught those Nagaraja the art of
Necromancy. In turn, those young Nagaraja pledged themselves to serve the Hand. Not all did join; the majority did not, knowing
the sect would keep too tight a reign on them. They remained within Mohenjodaro in the Underworld, staying within India to run it
as it should be. Only occasionally did the Nagaraja of the Hand come back with knowledge, and did teach those remaining
Necromancy, which later became a discipline the majority knew. Fortitude went on the delcine.
The Nagaraja still wait to this day to awaken and wrest control of India from outside forces, amassing power and influence within
the Underworld until they can quash the intruders. Many hope they can count upon the help of other Nagaraja more recently
embraced and not of their country to join the effort, as well as that of the Nagaraja of the True Black Hand so they may continue
to explore the afterlife.

Nicknames
Cannibals, Flesh Eaters, Liches

Appearance
Black Leather attire is common for the younger, with funeral wear common for the older, although long tattered black robes tend
to be worn by those who's human appearance has been lost. Most are of Indian heritage, although they have been embracing
those from other cultures with ties to Deadland areas other than Stygia. It's rare to see a Nagaraja not carrying a pouch of some
sort, carrying ritual and culinary components.

Haven
The Nagaraja tend to take havens in areas with a thin Shroud, old cemetaries and crypts. Haunted places, as well as mortuaries,
are quite common. Many are making residences under city morgues.

Background
The Nagaraja pick prospective childer from those close to death or already dead, with strong knowledge of the occult, wraiths,
thanatology or similar knowledge of death and the afterlife. Parapsychologists more recently have been strong candidates for
becoming Nagaraja.

Character Creation
Social or Mental attributes are almost always Primary with most usually taking one or the other as Secondary attributes. Physical
generally is left Tertiary although it's not rare to find a Nagaraja strong in that area.
Deviant and Loner natures and demeanors tend to be common, although Explorer and Scientist natures and deameanors have
been seen as well more recently.
All Nagaraja characters should possess at least 2 dots in occult and or 1 dot in Wraith or Underworld lore; Thanatology is quite
common as well. Older Nagaraja tend to have Knowledges or Talents Primary or Secondary although increasingly younger
Nagaraja have had strong Skills.
Allies (Wraiths), Contacts and Generation are common backgrounds. Most elders possess Occult Libraries as a given.

Advantages
Nagaraja have the strongest ties to the restless dead and Underworld, making dealings with wraiths and spectres much easier
than with most clans. As an added bonus the Nagaraja's strong ties to the dead allow them to Embrace corpses up to one hour
dead, dragging the victim's wraith (or spectres in some unfortunate cases) back into the body. Those who transcended or had
their spirits destroyed cannot be embraced this way.

Disciplines
Nihilistics (see High Levels of Nihilistics), Necromancy, Auspex (Spirit Thaumaturgy is also quite common with them.) Most
Nagaraja embraced by members from before the True Black Hand have Fortitude instead of Necromancy as an in clan
discipline.

Weakness
Nagaraja must eat one point worth of fresh human, or better yet Kindred or Garou (now you know why most are loners (; ) each
day, or be down to 1 dice involving Physical Attributes for each day without. An average human body contains 10 points worth of
flesh. Beings are down 1 health level per flesh point removed from them. It takes flesh points equal to the number of days without
eating for them to be back to full strength. Nagaraja also have an unfortunate side effect of losing one Appearance dot for each
century past 300 years old, becoming withered corpses as they grow older. They lose appearance as well as strength until they
feed off of flesh. The appearance only returns after eating the flesh of a supernatural, and then only temporarily (one night per
flesh point consumed).

Organization
The Nagaraja are not as small a bloodline as many believe, their numbers verging on a small clan throughout the world. Due to
their sparsity outside India, those outside the country rarely meet each other. In India however they are very well organized, with a
strong power base hidden by a number of local religions and cults. While some clans believe to have control of the country, most
are purposely misinformed by Nagaraja allies.

Gaining Prestige
Gaining Prestige for the Nagaraja generally deals with knowledge. Creating new rituals involving the Underworld for
Thaumaturgy, learning of new areas within the the tempest and gaining lore and secrets of the dead are the most common ways.
Keeping India free of outside control and undermining other clans power within the country also garner prestige with those from
the country.
NEPHILIM
by Arthur-Trevor D.M. Lasher (atlasher@ix.netcom.com) (4 July 1995)
Nickname: The Children
One of the eldest Bloodlines in existence, the Nephilim are also one of the most secretive. Their allegiance to the Sicariot is
indisputable though: they helped bring it about.
While the Abaddonites can justly claim to have gathered together the Lost Six Lines of the Sicarii, it is the Nephilim to whom the
Priests owe their inspiration to. An idea, stemming from a decades-long discussion between Patriarch Jaques d'Etaples of the
Abaddonites and Templar Benyamin Bar-Koch of the Nephilim. The Templars-already a theoretical hedge against the Hand - were
interested in securing a more solid base for themselves and more 'purer elements' within the sect.
The rest is history.
Today, the Nephilim provide the Abaddonites with cover against some of the more intrusive queries of the Regent and her minions.
They, more than any other Bloodline, are caught in Limbo between their loyalty to the Regent and their faith in the tenants of the
Thornites. Eventually, though, they do not doubt they will have to heed the call of the Unholy See. It will simply be the most painful act
they will ever have to comply with.
The Children are so-named because of their claim to be the literal progeny of Adam's first wife, Lilith: the physical union of a no-
longer-quite-human entity and the Seed of Abel. They are quite unlike any Kindred Bloodline known and are, to some, almost in a
different class by themselves. They do one thing that no other vampire has ever done: breed and give birth.
All Nephilim are born to couplings of Nephilim or, under certain circumstances, the breeding of a mortal and a Nephilim. Such a latter
mating will succeed in producing an offspring only in 1 per every 100...and will otherwise cause a malformed foetus to be created, one
which will inevitably destroy itself and its mother as is siphons off the very life's blood from its placenta. In that rare instance where a
human/Nephilim coupling produced a birth, an unknown - probably magickal - process manages to find an equilibrium between the
nutrition the foetus needs and the needs of the mother to live.
A Nephilim cannot create a Nephilim by the normal vampiric methods. Any attempt to do so will create a Caitiff, for the stuff of which
the Children are intrinsic to is found in the altered and dead gamate of the Nephilim, itself. No amount of vitae exchange will produce
anything other than a bastardised Childe.
Of course, all of this means that the Children are exceedingly rare. And that, apparently, is just the way they prefer it.
Appearance: To describe a Kindred as being almost angelic in nature would seem to be slightly blasphemous. However, there is no
other word that fits the Nephilim. They are seemingly made of the purest of marble, their skin uniformally white. Most dress in black or
grey, often to accentuate their skin tints, which can, at times, be startling in their purity. Their hair tends to favour more recessive types:
reds and albinos, mostly. Their eyes, likewise, hold little colour. Some even have no discernable colour at all.
Haven: Nephilim are a solitary lot. Their's is a thankless job, one which forces them to spend long hours guarding the palaces of the
powerful or planning the assaults of tomorrow...all this, while keeping a semblance of their decor. As a result, they tend to have havens
in the most remotest of areas: the deserts, the Arctic; mountains and wide praeries, far and away from the cities.
Background: Uninterested in politics in general and loyal to the utmost with regards to the principles upon which the sect was
formed, the Nephilim are almost alien to the human mindset because, frankly, they've never lived the mortal life. They're distant from
the fray, observing it all from their perch. Most have almost no conception of what it is like to feel human emotions, though they do
manage a reasonable facsimile of them at times. Many Nephilim become Templars/Paladins but more now are simply becoming
wonderers of a sort, trying to find their place in an increasingly fragmented vampiric world.
Character Creation: Fanatic and Loner seem to be common Natures for Nephilim, with equal amounts of both being widely
represented within the Bloodline. Demeanours tend to be either Architect or Judge, though not a few Deviants are found ('deviant' in
the sense that they simply are too alien to be considered within the realm of humanity in general). Mental and Social Attributes
dominate, though not a few have high Physical scores as well.
Clan Disciplines: Auspex, Defiance, and Presence.
Weaknesses: No one could ever confuse a Nephilim for a human or, at least, not for long. It's not that they're inhuman-looking, it's just
that they don't act human. Though this would seem to work against them with regards to mortal interaction, the Nephilim don't seem to
care all that much about it. It's simply not an issue with them. Also, Children tend to fall rather hard in love--inexperienced as they are in
emotions. This makes for disasterous results at times, especially when the potential lover is incapable of reciprocating the same
feeling (for whatever reason). Nephilim are easy to frenzy during situations where their emotions are firing at all pistons.
Preferred Paths: The Nephilim, it is said, first brought the Thornite faith to the Abaddonites, thus beginning their long relationship with
the Clan that has become absolutely indistinguishable with the Path of Thorns. An overwhelming amount of Nephilim are Thornites,
though a smattering of Cathars and Noddists can be found as well. Strangely, there are no Lilins known to be within the ranks of the
Nephilim...a fact which has some raising eyebrows and questions the Children would rather not answer.
Organisation: Very loose. Nephilim are solitary and like their independence. It is said that they planted the idea of the Loyalist
movement into the Belialians, who then transplanted it to the Ventrue antitribu. Whatever the case may be, Children rarely, if ever,
meet in groups larger than four or five. Anything larger and it's an event of metaphysical proportions, simply because they keep their
numbers small and tend not to lead a sociable lifestyle.
Gaining Clan Prestige: Children have no time or interest in one-upsmanship. They take life far far too seriously for that to effect them.
Quote: "We were here before all who now walk the Earth. We'll be here still when the Antediluvians come to reclaim what they
consider theirs. Leave us be."

Stereotypes
Lasombra: They have dominion over us, but they have betrayed their principles in a blind lust for power. We shall see to it they do not
suffer long.
Tzimisce: Their knowledge is one born not of this realm and we feel an affinity for them. We hope for their continued existence, but we
fear it is too late for them now.
Assamite antitribu: Do they think themselves safe >from the wrath to come? Fools. Prepare for judgement.
Brujah antitribu: They do not know what of they ask. When they receive it they will not know what to do with it. A definition of a fool.
Gangrel antitribu: Noble, in their own special way. Others cannot see what inner beauty they hold. Theirs, however, is not our way.
We wish them well, but we cannot to ought save pray for their eventual union with us.
Malkavian antitribu: The Unholy Fools. They are the scion of prophesy, and we would be wise to pay close attention to them.
Nosferatu antitribu: Traitors are not to be suffered lightly, even if they go through the proper rituals. Yet, there is no general
damnation for them. Judge each on his or her own merits. Dispatch the unconverted.
Panders: A tool for the powerful. We pity them.
Ravnos antitribu: The irony of their existence -- that they should hold within themselves such power -- is more proof that the Dark
Ones have a sense of humour.
Serpents of the Light: Blatant heretics. They are a constant thorn in our side. The Regent is unaware of how dangerous they are to
the sect. We, however, are thankfully not as blind.
Toreador antitribu: We cannot fathom these ones, so we simply stay away from them.
Tremere antitribu: They know of us and fear us. That is all the same. We're tiring of them and their constant prodding where angels
fear to tread.
Ventrue antitribu: Our little chesspieces.
The Black Hand: Adversaries, all. There will come a time -- soon -- when they will suffer the bite of the fang and the heat of the flame.
There are machanations behind them that make us collectively shudder.
The Camarilla: Naifs.
View the Defiance discipline.
NERTU
By Andrew Besuden (bobcat68@sprynet.com)

History
During the early eighteenth century, A Lasombra antitribu of the Black Hand by the name of Derek Von Drake was hunting a
Cathayan Vampire who was supposedly taken over by a Souleater. In actuality, the Cathyan was under the influence of a
powerful demon. Derek tracked down the Cathyan and destroyed it. This offended the demon greatly, and thus he marked
Derek and all his childer yet to be. At first Derek was struck down with great pain. His skin was then covered in armor. Seeking
aid in Berlin, he was accused of being a diabolist and everywhere he turned, Demons followed even in his dreams. Derek had
to prepare himself; he decided to take arms against the demons. He created his power to manipulate his armor. His childer
learned as well.

Nickname
Nomads

Appearance
Nertu commonly wear leather or other clothing to conceal their armor in the presence of humans. When in the presence of
kindred or in the underworld, they reveal their armor except on their heads. When in full armor the skin has different patterns of
black and white, and their eyes are green.

Haven
Nertu have no permanent havens.

Background
Most Nertu are picked from the ages of 20 - 40 and excel in physical abilities. Most are picked from the lines of assassins,
warriors, soldiers, etc.

Character Creation
Most are professionals, though they sometimes chose a chatterling with the qualities of a warrior. They can have any Nature or
Demeanor, though Loner and Cavalier Natures and Perfectionist and Fanatic Demeanors are most common. Physical attributes
are most often Primary, as are Knowledge abilities. Preferred Backgrounds include Allies, Contacts, and Resources.

Bloodline Disciplines
Celerity, Dai'Houk, Obtenebration

Weaknesses
They must sleep in a different haven each night or get a -1 in all dice pools for each night slept in the same Haven until his dice
pool is at 1, or until he sleeps in a new Haven. When the Nertu sleeps in a new Haven, his dice to pool is set to it's original
number. The armor also acts as a beacon to Demons, and their minions, in the area and gives off the aura of a diabolist to
vampires, even if the vampire has not ever committed Diablerie.

Preferred Paths
The Path of Caine and the Path of Self-Focus are The two most popular paths among this bloodline, while some have taken
interest in the Path of Lillith.

Organization
Nertu meet monthly and when a stronghold of Souleaters is found nearby or some other emergency.

Gaining Bloodline Prestige


They commonly gain prestige by The number of Souleaters killed or new understanding of the "discipline" Vicissitude
spreading. They also gain prestige in finding Souleater strongholds.

Quote
"We are the warriors of the night. We are the Wanderers of our own plight. Other kindred cannot help us against our enemies,
so we fight."

New Thaumaturgical Rituals

Guiding Light
Level One Ritual
The ritual enables the caster to find his way through the darkest of area to his goal. The ritual requires the caster to use his
blood, pouring it over a small flame. The flame will then turn green and the caster must tell the flame what he wants to find -- this
must be an object or place. The flame then rises and starts leading the caster to where he desired. After the flame does its task,
it disappears. The ritual takes ten minutes and at least one blood point must be spent.

Price of Power
Level Three Ritual
This ritual is the only way a non-Nertu vampire can learn the discipline Dai'Houk. The ritual requires the caster to mix together a
piece of the Nertu armor (ground), rare herbs, and at least two blood points worth of Nertu blood. This creates an elixir of
purplish tint. When partaken by a non-Nertu vampire, he grows the armor of the Nertu and can learn the discipline Dai'Houk but
takes aggravated damage equal to half the character's current Humanity/path level.
NEW CAPPADOCIANS
By Justin Whitney (ravnos101@aol.com or MULS26C@prodigy.com)

Introduction/History
You walk to the door of the large stone building in between a Cafe and a Bookstore at the Corner of East 1999 and St. Clare in
Clevland, Ohio. You got a tip from one of your Ravnos contacts that there are some Kindred worth talking to here. You rap on the
door briskly, the cold winds chilling you. The door slowly opens and a pale hand extends to invite you in. A man, dressed in a
white suit takes your hand and helps you in. He smiles and you exchange greetings. You look at the room, illuminated by a fire at
the far end of the room, and candles on the walls. You see four or five youths sitting on chairs and couches leaning over a CD
player listening to some soft music. They look up at you, their gaze enigmatic, then the pale youths look back to their music. Two
people seeming a bit older look up from their readings at a table carved from pine. One mumbles to the other then they go back
to their reading. The One who greets to you then looks back to you and speaks.
"Ah, greetings friends, to the Chantry -- and what brings you to Cleveland on this fine evening? If you are looking for our aid, how
may we help you? Ahhh I see... You want to know the history of our clan, but just who are you childe? I'm afraid if you are working
for Augustus you will not leave this place with your soul or life. We are the Cappadocians, formerly known as the Graverobbers,
or the Scholars. Some have even called us Cadavers. Now you may call us the Os Voyoux, translated to your language that's
Bone Thugs. Ahh friend you are funny; we are not the musicians, but some of the neonates enjoy their rhymes. Only the
neonates; I stick to classical music. I can't stand music today; Metallica and such! Where do these mortals get the names of their
bands?! Ah, the music today is as twisted as the Childer of Malkav. But you wish to know our history; step this way, to my sire's
chamber. He will tell you, for he is one of the three. What? you don't know of the three? My sire will tell you, but it will cost a heavy
price. And you may not be able to pay my friend. Well if you're willing, go on...
The Vampire with a heavy french accent leads you to a room in the back of the Chantry. You look at the walls where black
tapastries hang, the clan's old crest sewn in to them. Black candles light the hallways and you look left to right noticing the
shadows seeming to creep and grow, engulfing the hallway. He takes you to a black silk curtain and knocks on the cold stone
then draws the curtain a you walk in to greet the elder.
He appears to be in his mid-twenties, with shoulder length black hair, dressed in black clothing, his pale skin illuminated from all
of the black he is wearing. He is writing in a book, and a few pages of the original Book of Nod are scattered about the desk. An
eerie music seems to come from the walls. Behind him is a woman, about his age, clutching his shoulders and reading what he
is writing, searching for errors in his penmanship. She is clad in a black dress, and her long, raven hair flows down her back, and
her black lipstick makes her pale face seem to stand out more than it normally would. She leans down and whispers in to his ear
in Latin about the visitor and he looks up to you and smirks.
"And what brings you here Childe? Ahh, I see. You wish to know our history. Why not talk to one of the Samedi if you want to
know of my clan? They could tell you of our withered demise. If you must know from me then we must travel back to around 1200
A.D. I was an elder then, as my love Sharon here. She stayed in Paris, studying the corpse of a freshly deceased, and I had set
out to travel to Paris, but the dawn sun came. I had to Invoked the Death's Whisper in some nearby bushes to escape. When I
awoke the next night and rummaged through the forest for something to tie me over, perhaps a small rabbit, I heard of Kindred
searching for members of our clan, something about a meeting with Augustus Giovanni, My sire's sire's Childe. I was curious,
but I did not think they would miss an elder who was supposedly traveling. I sensed a great evil in the aura of the Giovanni riders
as they passed, and decided to hide. I ran deeply in to the forest and invoked the ability of Death's Whisper. I had evaded
Caine's curse, but little to my knowledge, I had forgotten to feed, and I was not sure I could awaken from my death. Over the
years the weather covered and preserved me in the forest. I guess the Giovanni never found me, for I dreamt of the evil I felt
when they passed me, and I dreamt that if they found me I would know it. Yes Childe, I know you can't use the ability of Auspex
while in that state, but I knew I would feel the fangs of evil pierce my throat.
I had no knowledge of the time, but I felt the warm taste of Vitae drip in to my split lips, and slide down my tongue in to my throat. I
then spent the blood to make myself awaken back in to my form to find I couldn't move. I invoked the ability to heighten my
sensory organs and saw I was covered in dirt, leaves, sticks, sharp ones at that, if i had tried to move I may have been paralyzed
as if it were driven in to me by a hunter. I saw that a rat had impaled itself crawling through the rubble I was covered in. Instantly I
thought "That could have been me!" I chuckled at my fear of the Final Death, for I should not be. We all die some time; I just didn't
want to die there. I then drew strength from my blood, and I pushed as hard as I could with my hands. In a burst of speed my
hands shot up in to the cold night's air. I was glad it was night. I scratched at the rubble and dug myself out from my prison in to
the night. I look around scared, then crawled out of the woods. Instead of the dirt path I expected to see, I saw a road of smooth
stone. I decided to follow it to Paris, for though it was covered with stone, it was the same road. I had waved to a horseless
carriage speeding by and it slowed. A man opened the door and I asked him the date. He told me it was All Hallow's Eve.
Excellent! I had awakened on a good night. I fed from the man and tossed his weary body in to the back. It would be dawn before
he awoke in his carriage. I was now revived and Had the energy to walk on. Another carriage then stopped and a woman asked
me where I was going. I told her I was going to Paris. She smiled and invited me in, and was talking quickly how she loved All
Hallow's Eve. She was apparently going to a party and said she didn't have a friend to take with her, so she said I could pass as
somone dressed as a Vampire. I chuckled for she thought I was just a mortal like her dressed in celebration. She took me to her
Ball and we danced the night away. I took two or three victims to a back room and fed from them. I then asked my new friend if I
could find a place to stay, slowly reading her aura. I noticed that it was pale, meaning she was a Cainite. I was kind of cautious
then. She smiled and took me back to her 'apartment.' After a shower she drew the curtains shrouded the room in darkness. She
said I could sleep on the couch as she undressed in the back room. I began to scry her mind, trying to find what clan she was
from, wondering if she would know if I was or not. I found that she was a Ravnos. Just my luck, a Charlatan and I was sure she
would try to Diablerise me while I slept. I was on my guard then, but I wanted to sleep very badly. She then looked to me and said
'I'm an Elder Honey, I wouldn't dream of it.' and she smiled sweetly as she slipped a cloak on. 'Besides, I know who you are and I
have a friend who can help you.' She then brought my weary body in to her arms and kissed my forehead ' I am of the Olde
Ravnos sweetie. I'm here to help you, for I couldn't help one of my friends who was of your clan that long ago, so I guess I'll help
you out.' She hugged me tightly and I felt her breasts press against my chest. She then went in to the back room. I slowly drifted
off to sleep as the crack of dawn approached. I awoke the next night to the smell of Bacon and Potatoes frying. I looked over to
my friend who was cooking. She smiled and pointed to the door. Suddenly I heard a rapping at the door and I went over to
ansewer it. I saw one of the younger Ravnos and grumbled. He handed me a bundle of rolled up clothes and stepped in, then
flopped on to the couch I had slept on. The Neonate then looked to me and asked 'Hey, you like to read?' I nodded. 'I got some
books to help you in the more modern world out there.' He pointed to a steel carriage. I walked out to it and took a rather heavy
stack of books. On the cover the first one read Encyclopedia Britannica: 1977 Edition. I began to read the first volume.
Over the course of twelve days and nights I brought myself up to date with the world's history. I was glad I was a scholarly reader
or else I may not have had the determination to finish. I even thought they were boring, so Childer, don't be discouraged. I then
asked my friend if I could get to London any time soon. She said she could get me there in two nights if we hurried. I ran out in to
her car and said 'Let's go!'
We drove to London, England. I ran as fast as I could to Sharon's Ossuary, and searched the room, looking for her, panicking. I
didn't think she would still be alive after all these centuries, but I still had to have hope. I then slipped my hand on some cold flesh
under the many bones. I then dug up the corpse of a young woman. It was Sharon. I was so greatful, but I didn't think she had any
Vitae in her veins after all of these years. I took an old withered bone and jabbed it in to my wrist, piercing it. I let my blood flow
between her lips then invoked the gift of Awakening upon her corpus. She choked and coughed, then swallowed the blood in the
mouth. She then latched her mouth on to my open wrist and began sucking my Vitae deeply. I groaned in pain, but knew she
needed the blood more than I. I embraced her in to my arms and carried her naked body out to the Charlatan's car. I covered her
in an ebony blanket, and she spat out her French quickly. I listened as she told me how she felt in her deathly sleep, also
forgetting that she had no blood in her body when she entered her sleep. I hugged her tightly and asked her of Lafayette. She
didn't know what happened to him, but said he left a letter for her at the Haven. We briskly went to the old Ossuary where we
dwelt, and searched it until we found Lafayette's letter. I opened it and read:

"My dear Ven Deras, my eternal Sire. By the time you read this, if you ever do, you will know of what Augustus has done to
us. The meeting was about diablarising Cappadocius. I was mortified at what I heard. Then the three riders chased me far
from Paris, almost to London. I wrote to you and sent this letter with a messenger boy who delivered it our home. Once you
read this I would have sealed myself at Death's peak, at the cave to the far south. If you ever read this find me, free me, and
awaken me with your Vitae.
Eternally,
Lafayette de Lazarus
We then drove to a Hotel and slept during the day. As soon as the evening cracked, Sharon and I went to a bar for hunting. We
filled up on vitae and returned to the Charlatan's car. She drove us to Death's Peak. We all knew about the south cave, and how
it led to a secret Haven. We worked most of the night trying to move the rock with no luck. But the Neonate chuckled and
rammed a small rod in to the boulders blocking the entrance. He told us to get back. I listened to him. He lit the rod and I watched
the explosion blow rocks everywhere. He smiled and walked in to the cave. I quickly caught up with him, and led them all through
the twisting labyrinth of stone to the Haven. I broke open the lid of a wooden coffin with a skull carved on to it. Inside was the
body of Lafayette. Again I pierced my wrist and let my blood flow on to his split lips. I then awoke him with my Vampiric powers.
His mouth opened wider and the blood flowed down his throat. Stretching, LAfayette reached over the coffin and sat up. sleepily
he ask me 'What year is it sire?'
'It's 1979 Lafayette.'
'I guess I've had a rather long rest then.' Lafayette chuckled with us and he wearily came from the coffin. He looked about the
Haven and then to Sharon 'Where to next M'lady?'
'We are going to see an old friend. The Tzimisce.'
'That's good; let's get going'
As we drove to the castle of the Tzimisce who was once our friend before what happened to us. As we pulled in to his realm, the
Ravnos Vampires abandoned us as they drove in to the darkness. We stepped up to the castle gates. I saw those huge ghouls,
and they were as eerie as when I first saw them: two large romanians with ragged beards. They took us to the Tzimisce who
greeted us with joy. We spent about a month at his castle, catching up on the modern world even more. He gave us his bottled
blood which I joked about the first time we met. I referred to it a 'very' red wine. His limousine driver took us to an airport where
we had plane tickets scdeuled for Cleveland, Ohio in a few minutes. Sharon and Lafayette slept the whole trip and I read books
about death and the dead. We arrived in Cleveland just at the moon's rising. We walked about the streets, looking for a good
place to establish a Haven. But first, as in the olde days, we asked the prince if we could establish a Haven in his city. The
ventrue allowed us to, and even gave us a stable allowance for monthly costs, as long as we didn't cause any upstarts. I also
joined him in his Camarilla meetings, learning of the Kindred polotics over the past 800 years. I asked at the Conclave that was
called by the Ventrue for political matters if the Camarilla would accept our clan in to their asssociation of kindred. We told them
that we would be loyal to the Camarilla and great allies to them. They accepted my offer and elected me Justicar of the
Remaining Cappadocians. By 1980 My friends that helped me in Europe came over to help my clan out. The Ravnos told me of
the Giovanni Crisis that had taken place. My clan was enraged. How could they have diablerised Cappadocius? Though I was
angry I couldn't let it effect our studies of the dead. Through these studies we found of the Samedi. I had met with many Samedi
elders, and Ancilla. We had talked many hours. They taught us much of the Giovanni and their Discipline Thanatosis, as well as
the more developed levels of the discipline we began to study long ago.
Though we promised not to cause an upstart we had Embraced some Occultists who were studying the dead and hedge
magics in to our clan. Over the next few years we buil an elite family of Cainites, ghouls, and five Dhampir. We are still
researching on these Dhampir. One of the most famnous we have read about is Vladimir Tepes Dracul V (Hunter D), son of
Vladimir Tepes, the Impaler. There were a few Cimmerian and Romanian tales of him being a Vampire hunter. My Tzimisce
friend had a book with a few pages of this Dhampir with him. The Ravnos had the means of creating the Dhampir. We were
grateful for their help, and in return offered to help them when they needed it. I regret that too. The Ravnos wanted a new car, and
that was just the top of her list of 'favors'. Childe, never offer a favor to a Ravnos; they have scrolls a mile long of Favors they
need! I then hired a small groupe of Assamites in Europe to steal a book containing my clan's age old secrets that should never
have been given to any Giovanni. They were perfectionests. They had gotten every volume they could from the Giovanni, and
even stole their computers during the day while they all slept. My blood ran thin the night I had to pay them. But they did their jobs
well, I must confess. The Dark Scythe Legion is the group of twelve Assamites you want to hire if you need a job done. The cost
is pricy, but it's worth it. The Giovanni have lost all of their information about the old Cappadocians. Only what remains in the
eldest heads is the knowledge. We will soon get Magi to read and erase those memmories. In about 1985 we had the Dark
Scythe Legion pull another heist for us. They stole a book containing the Knowledge of the Tremere's Thamaturgy Discipline,
and the path of Spirit Thamaturgy. You may ask why we are requesting these strange books. I also had them find my old copy of
the Necronomicon. Yes, the one written in blood and bound in flesh, one of the five . . . Anyway, We do business with the Dark
Scythe Legion any time we need any Books or texts about the Kindred. We have recently tried to keep quiet, but search the
streets of our new city for Occultists and Thanatologists that are worthy of the Embrace...
Now, why is it that you have come Childe? To be Embraced? Ahh my friend, first you must understand death before you
understand immortality. Come a little closer Childe, let me see that necklace you are wearing. . .

Author's note
As you can see I've put a more In-depth history of the Cappadocians with more things added. The stolen books from the
Giovanni and the Tremere add up to the creation of the Discipline Os Magica, a Trump card created by the Elders for use in
battle against the Giovanni. The books were not stolen just to create the discipline though; that just happened along the way.
Keep reading and you will find out the real reason why they had the Dark Scythe Legion of Assamites steal the books for them.

Nickname
Os Voyoux, Bone Thugs

Weaknesses
Like in the original days, the Cappadocians' skin will always remain as pale and as cold as a bloodles corpse, regardless of
how much blood he or she drinks. This adds a +1 difficulty to all social rolls and they can be more easily marked as vampires
then other Kindred.
Considering the fact that all of the Cappadocians will hate the Giovanni, when one is in the area, resisting a Frenzy has a +3
difficulty. (This can be devastating for those Cappadocians who still follow the Path of Bones)
When A Risen asks for help from a Cappadocian, he must make a willpower roll (difficulty 9) to resist helping the wraith (this only
applies if the Cappadocian doesn't want to). Their craving for the knowledge of death draws them to helping the dead find
Transcendence and completing their tasks in the Skinlands. They can learn a lot from the dead, who may be willing to teach their
powers of Argos to the Cappadocians in time.

Character Creation
Mental attributes, of course, are almost always primary. Knowledges are prone to dominate skills and talents. Requirements are
at least a raiting of Three in Thanatology and a rating of Two in Occult.

Organization
The Cappadocians have a close Organization and have established a Master Haven in Cleveland, Ohio at the corner of East
1999 and St. Claire. They have learned that if they stick together as a tream, no one can overthrow their combined talents. They
usually share what they learn amongst each other at the end of each night, just before dawn. They have many ghouls to protect
them durring the day, and they have made dhampir for use to hunt the Giovanni. They have tight kinships with a group of
Assamites known as the Dark Scythe Legion, and have friends among the Old Clan Tzimisce as well as a Ravnos Elder or two
who gives them information for "favors" usually items with high monetary value. Though the Cappadocians can't meet in Erciyes
once a year in the winter anymore, they now meet in their main haven. All Samedi are also invited, for they as well used to be of
the Cappadocians.

Havens
The Cappadocians have established a Chantry in Cleveland, Ohio. Most Cappadocians have Groups that all reside together in
a large Chantry less than a mile away from an occult shop, and a bookstore. The haven would normally appear as a bookstore of
Occult, but, those planning to attack the vampires will find a big surprise waiting for them at the door of the haven.

Disciplines
Necromancy, Thanatosis, Os Magica (Bone Magic) Mortis can be considered a Clan Discipline for eighth Generation and
lower. Seventh Generation and lower may also consider Fortitude and Auspex as Clan Disciplines. Also see High Levels of
Thanatosis and Mortis.

Unique Power: Resurrect The Damned


Combining Spirit Thaumaturgy level five, Necromancy level six or higher and Mortis level ten the kindred may bring back a
vampire who has met the Final Death.

The Resurrection Of Cappadocius


The Cappadocians have collected the Books they need to teach them the Disciplines required to Bring Cappadocius back.
Though Level 10 Mortis cannot be reached by any living Cappadocian (for the lowest right now is a Fourth Generation) it is said
That Cappadocius can reform his body if his own blood is spread about his place of death. The eldest of the Cappadocians
have the other disciplines required to bring him back. All they need is ten blood points from Augustus Giovanni. Their plan to get
this has something to do with a deal struck with the Assamites. Once they have his blood they can bring him back from the Final
Death. After this is achieved the Cappadocians will build their clan up more and dwell in secrecy until the Giovanni are
unsuspecting. Then they will strike, and take back the blood stolen by their childer so long ago.

Quote
You know not of death for I have seen it, heard it, and felt it. My clan has died, and like the Cappadocians always have, we will
rise from the grave more powerful than when you killed us.

Stereotypes
Assamites: They are the masters of causing death, but they do know it as we do. Death is a greater art than they know. We
have allies amongst them.
Brujah: They are good for fighting what they believe in. I'm still wondering what that is.
Dhampir: They're good for taking Kindred out quickly and efficiently.
Setites: They are true Evil and we must put a stop to them.
Gangrel: They'll end up like we did if they continue dancing around on the Lupines' hunting grounds like they do.
Giovanni: Die!Die!Die!Die!Die!Die!Die!Die!Die!Die!Die!Die!Die!Die!Die! ( Sounds of aoutomatic weapons firging, then a
splat)
Lasombra: What is the Darkness without the spark of life?
Malkavians: They're smarter than everyone perceives them to be.
Nosferatu: You want the downright dirty stuff on someone? Ask a Nosferatu, and pay him for his efforts.
Ravnos: They act like Charlatans, but the elders know more than they pretend to. They have helped us in our struggle, and
robbed us blind when we weren't looking.
Samedi: Samedi was a defected Cappadocian so they say. We are close to them, and learn much from them. We're just not as
ugly.
Toreador: Will your sculptures help you in the unlife? I think not. Study something of value. You need to know about death for it
happens to us all.
Tremere: I still don't trust the Warlocks.
Tzimisce: The antitribu, Inconnu, and the Old Clan Tzimisce we could call friends, but the Ones now a days are corrupted
beyond belief.
Ventrue: Their arrogance is annoying at times, but they have helped to bring us back to unlife.
Lupines: I stay away from most of them, But I have spoken with an Uktena once.
Magi: Euthanatos: Whoopie. Most Magi make good allies against the Giovanni.
Faeries: Grow up children. Whine about Arcadia's doors being closed. Remember how you treated the Bastet, then Whine
when they slay you all. Then I'll cash your soul in for money to get me acrossed the River Styx.
Mummies: During the Dark Ages we shared much knowledge with each other about death. The Reborn are always welcome in
my Chantry.
Wraiths: They are the dead, held to the mortal realms by chains holding them in limbo, somewhere between life and death. We
help and study them whenever we can.
Risen: We help them to complete their goals and end their sadness.
Bastet: The Bubasti share an occasional chat with us about the dead and Immortality.

My special Thanks to
Sluagh9299: For bitching at me so much.
NSG REAPER: My best friend.
Todd Cole: The best damn ST in Houston, TX.
Mark Kinney: For writing Dhampir.
Caffiene: For keeping me up.
White Wolf: Y'all kick ass.
Bone thugs ~n~ Harmony: Your music great!
Metallica: Their music kept me alive too.
NIBELUNG
By Mark Kinney (alberich@iglou.com) (25 March 1995)
Duncan stumbled out of the bar and onto a sidewalk in the seedy part of Louisville. The wind was cold for this time of year, but that
didn't bother him in the least; in his mind, the temperature and the dark added to his mood, and he smiled at the effect despite himself.
That didn't last, however, and he staggered down the street, pulling his coat on around him. He wasn't sure where to go; the Belvedere,
the waterfront, another bar? Hell, why not catch a bus home? He could sleep off his drunk, and maybe slip away from his pain for a few
hours. Amanda had left. Just like all the others, he thought, or at least the ones who bothered with him in the first place. Was there a
point to all this?
Someone was waiting at the stop when Duncan got there, dressed in a camouflage field jacket, jeans, and a large hat concealing his
appearance, with scraggly hair descending from underneath it. Duncan took the seat next to him, and began to hum a song that had
been playing when he left the bar.
"It's a waste of time you know."
Startled, Duncan glanced over at the figure next to him, the angle of its hat indicating that it had probably been speaking to him in the
raspy voice he had heard. "'Scuse me?" Duncan managed to force out.
"The buses quit running an hour ago."
"Oh." Duncan didn't feel like moving just yet.
Several minutes passed, with the two of them just sitting there.
"We've been watching you, you know," the figure rasped.
"Hmh?"
"Yes, the Bishop's taken a great interest in your abilities. He figures we could use you."
"Excuse me, are you with some wacko religion or something?"
The figure began to laugh, and Duncan became more and more nervous. He started to get up to leave. The figure got up with him,
putting its hand on his shoulder. "Not exactly," it said. "But I've seen your situation. We've actually had our eyes on you for a while."
"CIA?" Duncan said, joking to himself. He noticed that he was sober, a side effect of the adrenaline that was pouring into his system
now. He reached for the hand as he said it, but was thrown to the ground before he could reach it.
"My bosses have use of you, but my clan can use you more. Are you prepared to forswear love?"
Duncan had gotten to his feet and was ready to launch a counterattack, when the last sentence registered in his mind. He stopped, not
completely sure why. His hands, in fighting position, dropped to his sides. He went back over to the bench and slumped down onto it.
He glanced over at the figure. "What is your deal, anyway?"
"You hurt, don't you? They do nothing but laugh at you as you stumble along, and you just take it, don't you. Ours is the new order, and
we will rule... you have but to join us and discard the petty emotion that weakens you so."
"That's not as easy as it sounds, you know."
"Don't worry, you'll have many new siblings to help you..."

This bloodline, depending upon who you believe, came into existence thousands of years ago, at the same time as the Sabbat, or just
in the past few years. All that can be verified is a connection with Clan Nosferatu, with more of a focus from the antitribu than the
mainline clan. Many in the bloodline claim that they descend from Alberich, the mythical king of the sulfer-dwarves they get their name
from, as featured in Wagner's Ring Cycle. In any event, they follow his example, causing this line to be one of the most beastial lines
produced by the Sabbat. Their known leader, who has adopted the name Alberich, has his own agenda. They share a resemblance to
the Nosferatu physically, and some would debate as to whether or not they are actually a bloodline. He has been gathering information
about the Sabbat, hoping to turn them into a tool in his own plans for conquest; Alberich plans to bring the world under vampiric
dominion, and specifically his. He recently came into possession of a ring that he claims is the actual Ring to his followers; no one
outside the line has even seen Alberich, so this is unconfirmed.
Nickname: Hatemongers
Appearance: Coming from the Nosferatu line, they share the ugliness of their forbears. They might maintain part of their looks from
their previous life, with regard to costuming or personal effects.
Haven: They will set apart a piece of the Nosferatu Kingdom to establish their havens, if they can't find someplace that even the
Nosferatu can't find.
Background: The only common theme is that all members of the line are required to forswear love, as their mythical founder did.
Thus they tend to take those who have recently suffered a breakup or divorce, or just unlucky at love, and take advantage of their
bitterness to swell their ranks.
Character Creation: Social stats are never primary, and very rarely are physical stats, although this is prized by the line with their
pretension toward being a "warrior" clan.
Disciplines: Celerity, Dominate, Obfuscate
Weaknesses: The Nibelungs share the Nosferatu weakness of having a zero Appearance. In addition to this, the attitudes required of
membership tend toward a limitation of humanity to 6 (to which it will descend if it starts higher, at the rate of a level per day, if not
faster ;-) and if following Paths of Enlightenment, can never follow the Path of Harmony. They also tend not to forge close associations
with anyone, except maybe other Nibelung.
Preferred Paths: Cathari, Power and the Inner Voice, Evil Revelations.
Gaining Prestige: Prestige is gained through bringing others into the fold. It is lost by engaging in compassion (not necessarily
kindness) and falling in love is a death sentence.
Quote: "The others pine for their lost humanity, and their lost loves. This is their undoing, and our strength, for we spurn the society that
spurned us. We will sweep them away and rule."

Stereotypes
Nosferatu: Our spiritual parents, they will be exalted in the new order... but still below us.
Lasombra: The way or rulership is one we respect, but we will be the takers of the path, not they...
Tzimisce: They are truly a danger to our plans, and are marked for destruction when we have risen.
Assamite Antitribu: They are dangerous, but they have been wronged by the other Kindred. Use their abilities to your advantage.
Brujah Antitribu: They are the children of rebellion, and may be of use to us, but if they cannot become disciplined, they must fall to
the side in the new order.
Gangrel Antitribu: They know independence, and are the most likely of all to help us. Of course, individualism breeds difference, so
be careful nonetheless.
Malkavian Antitribu: Unreliable, even to themselves. They will be destroyed.
Panders: The Castoffs know the pain of rejection and can be brought to see our ways.
Serpents of the Light: Quislings, if not Setites. Another doomed clan.
Toreador Antitribu: These sniveling whiners... their passions make them weak, and we will destroy them because of it.
Tremere Antitribu: Our special allies... outcasts of their clan, and even among all Kindred because of their creation. They are to be
watched carefully, though they aid us.
Ventrue Antitribu: Like the Lasombra, they must pass before our might.
Ravnos Antitribu: They should be brought to our cause. The fact that they stayed loyal to the Sabbat for so long is a good thing, just
make sure their conversion is a fact.
Black Hand: When the time comes, they will be our true opponents. If we take the Sabbat's army, we take the Sabbat...
Camarilla: Moaning for their lost humanity, they will collapse before us almost without us noticing.

Those that know about them...


Tremere Antitribu: The Nibelungs, and the powers they can eventually put into motion, can be of great benefit to us. They will make
excellent tools.
Nosferatu: We are aware of them.
Children of Osiris: If there were more of them, they would have a serious chance at their goals. We have run across several, and
wonder how long before they track us down.

Secret Stuff about them


As you can tell, this group is rather nasty, and you may elect to not allow players to use this line. That's just as well. Alberich, through
his Tremere Antitribu connections, was able to found his own bloodline. He ensured that it propogated quickly, and then ensured his
legendary status by eliminating the seventh generation members of the line (Alberich himself is 6th Generation). In the twenty years
since he founded the line, he has used his connections to try to find the Ring of the Nibelung. Whether he has found the actual ring or
not is open to conjecture (and indeed, from game to game).
In other notes, Alberich himself has used the Tremere connection to learn Thaumaturgy up to level 5, but is holding back this
knowledge for leverage against challengers in his own ranks.
The Nibelung know nothing of the actual origins of the Black Hand, and would find themselves quickly outmatched as it stands now.
Also, at least in my game, Alberich is arranging an alliance with the Ratkin in a nearby city (Nashville).
NICTUCI
By Brian Connors (connorbd@bc.edu) Refer to World of Darkness: The Roman Empire

Nickname
Snoops

Description
The bane of Umbrati power and the most despised of Cainites among Taureatores, the Nictuci are among the ugliest of the
beings that the Slavs call vampyri. They are known virtually everywhere there are cities; they have been in Italy since the days of
the Tarquins, and were not unknown in Greece in the days of Pericles or Crete in the legendary times of Minos. They are said to
have been even in Babylon, in the days of the great Persian kings told of by Herodotus. The Nictuci have been everywhere
forever, and it looks as if this will remain the case. But there are deep-seated problems among the Nictuci. There have been two
strains among them for millenia, and they have not gotten along all that well at times. However, it seems that the split is
becoming permanent now...
It is to be understood right off that the split has been there since time immemorial. Lucianus, the founder of the clan, was among
the least honorable of Cain's grandchilder, and was always scheming; some say he was the one responsible for inciting the Old
Ones against Cain's first childer. What is known for certain is that the split between clan factions dates to the days of the people
who occupied Babylon in the days before the Babylonians and Assyrians came to power, the mysterious Sumerii that few know
anything of and fewer still ever speak of. It is said that the Nictuci's monstrous appearance is a curse from Cain himself, perhaps
because of Lucianus' treachery.
The origins of the factions are equally hazy. Little is known of Lucianus (like most of the progenitors he is very much a recluse),
but it is believed that he has serious designs on power. The self-styled "True Nictuci" are the loyalist faction, and among them is
included the frightful South Slavic vampire Babajaca and the murderous highway marauders of Gaul. They are an odd case; they
have been attempting and failing to manipulate things in the vampire world for a long time. They have achieved some measure
of success on many occasions, but their grotesque appearance is an eternal hindrance. Recently, however, they have begun a
sort of pogrom against their "softer" brethren, a move that has begun to truly separate the two factions.
The other faction is, oddly enough, the more effective one. Duplicitous, sneaky, and thoroughly honorable (many relish the
paradox), the faction of the Nosferati is more numerous and more recognized. The antipathy is mutual to them; their primary
reason for existence is disgust at the actions of Lucianus, and their primary motivation in unlife is to do something about it. Along
the way, the Nosferati, consummate spies because of their ability to hide themselves no matter how little space there is to hide
in, have crept into positions of influence in many provincial governments. They and the Brushah are the only clans that recognize
the madmen of the Malcafii for the insane and arbitrary maniacs they are, and they are said to have coined a phrase that one
day, slightly modified, will explain a multitude of evils: "Never attribute to malice that which can be pinned on sheer lunacy."
Both factions are well-hidden wherever they are. They are few and far between, but their ability to Obfuscate senses combined
with a well-developed digging ability makes them a very well-established clan indeed. Sadly, this is of small consolation to the
Nosferati, who must constantly watch over their shoulders for fear that they might one day see a Nictucus with a lit torch sneaking
up on them...
The Nosferati are among the few vampires who truly know anything about the Rafanuti. The fact that what everyone else thinks
they know is dead wrong is something they don't even tell the Nictuci Veri.

Appearance
If you don't know what a Nosferatu looks like, you should be playing something else...

Background
A Nictucus constant is the choice of corrupted or inhuman people for the Embrace. The primary result differs, though; the Nictuci
Veri are much more like the modern-day Sabbat Tzimisce (Nazi Doctor ethic and all), while the Nosferati often make a
concerted effort to change their childer to something more...human?

Character Creation
The Nictuci, a clan divided, offer little that is constant about their abilities. However, Physical and Mental are generally primary;
most do not bother with Social as the required 0 appearance makes Social less than worthwile to even bother with. Many follow
the road of Paradox, but it is something of a fad.

Clan Disciplines
Obfuscate, Potence are constants. The Nosferati often learn Animalism as well, while a disturbing trend among Nictuci Veri is to
learn the Baali discipline that is known as Daemonium in Latin. Some older Nictuci of both factions are experts in Protean, but
with the rise of cities the need for this is dying out.

Quote (Nosferati)
"Honesty is what I believe in. Do you need any further proof that I am a being of your nightmares? I thought not. Now let's talk.
How many denarii did you say you wanted for that information I said I didn't have?"

Stereotypes
Nictuci Veri (to Nosferati): They do not understand that what they do is the whole reason why they and we are so despised. And
now they will not let the rift heal; I say Final Death to all of them. It is not for our lack of outreach.
Nosferati (to Nictuci Veri): If you are a monster, be a monster. They try to be more than they are; this is error and ultimately we
cannot tolerate it.
Brushah: In denial after all these years. Still, we sympathize with their plight, as it so mirrors ours. Still, they're too haughty and
they're going to get hurt if they're not careful.
Cappadocii: A wise man in Palestine once said "let the dead bury their dead." Frankly, I don't think he meant it literally.
Gangrilli: Wasted effort, spending all that time having your personality stripped from you. But we at least owe them for their
teaching, however little of it we use nowadays.
Haqimin: They can't find us. Try and keep it that way.
Malcafii: They talk big, but you sit in the corner and listen to them while they think they're alone. There's a good reason that so
many ranting maniacs among us claim Malcafian blood.

Rafanuti: I've taught a few in my time. Don't ever give them any hints to what you're hiding from them; they will find out.
Salubri: If you find one and she will trust you, you will have a friend for eternity. But they are too pacifistic for their own good.
Simistis: There are bad things running through that bloodline, and only they know to what end. Civilization looks better and better
when you see what they're hiding.
Taureator: Ugh. They're perverts more than anything else. I know what they claim, but I see the family resemblance with the
Malcafii.
Umbrati: Scary. If you speak the language they speak amongst themselves, you will learn some truly chilling things if you
understand their context. The Brushah are in over their head in Spain and it will come crashing down on them.
Ventrutae: They're taking a vacation now. The Taureatores are pretenders and deep down they know it; the Ventrutae will be
back.
NICTUKU
By Adam Schroeder (dek@ix.netcom.com) (21 Feb 1995)
History: The Nosferatu antitribu looked nervous, more nervous, I imagine, than he would have been had he known that I wasn't in the
Sabbat. He unfolded the parchment I handed him and read it quickly. He looked up and nodded at me.
"It is good. You want to know of..." The nosferatu visibly shivered. "Nictuku?"
"Yes. All I have heard are rumours. Most others I have asked only told me to get out, or just left."
"That is understandable, Master Rowan. Sit..."
I did as I was told, finding a spot to sit on one of the boxes that wasn't covered in sewer slime. He then unfolded a most wonderful
tale...
There was a time quite a long time ago, where the Nosferatu were the most beautiful of clans. Even the insufferable Toreador were
nothing compared to the members of my clan. And the most beautiful of all was the leader, Nosferat himself. Not only was he
handsome, he was proud of it. He was arrogant as hell, and this was before he became a kindred! And not only was he these two
things, but he was also the finest hunter there was. He was also proud of this.
As the story goes, one of Caine's progeny, Zillah I think, found him strolling along some picturesque beach, I'm sure, when he saw her.
For some reason or another, they got in a fight. As it turned out, Zillah scratched Nosferat across the face, and embraced him. The
wound was permenant, and marred Nosferat's perfect face. Knowing of his arrogance, I think you can imagine that he was quite upset
about this.
After many years, Nosferat sired many childer of his own. All of them he blood bound to him. After Caine told all of his progeny to stop
embracing more Children of Seth, Nosferat stopped. Well, not really. One day, while on one of his many nature walks (or some crap
like that) he happened upon a beautiful woman bathing in a lake. He was overcome by lust and embraced her, afterwards he
remembered Caine's words, and left her there. He ran back to his own lair, leaving her unbound.
Many years later, Nosferatu's hatred of Zillah for what she had done had not abated. Using the arts of hiding that he had developed he
tricked the other antediluvians into destroying the kindred of the second generation. When Caine had left for a day and a night, the
Antediluvians attacked and destroyed the second generation. (Hard to imagine the Antediluvians acting like such brats, no?)
After the slaughter, Caine returned home. He found each of the third generation responsable for the destruction of his progeny, and
cursed each of them. Some of the curses are obvious, Malkav lost his sanity, Brujah lost his passion and Gangrel lost his humanity.
Nosferat lost his looks, and so did all of his children. He gathered them all, and immediately ran into hiding. They have not been heard
from again.
Now you wonder how I stand here. Remember the woman in the lake? She was not bound to Nosferat, and while she did lose her
beauty, she did not go into hiding with Nosferat. She is the mother of all Nosferatu, she sired our sires.
Our Antediluvian lies hiding somewhere, though where we know not, and would like to keep it that way. It is said that he has the notion
in his head that if he can kill all of his childer and his childer's childer and so on, that Caine will forgive him and give him back his looks.
He has all of the bound kindred who went into hiding with him seek and destroy any Nosferatu that they can find. These are the
Nictuku.
"Now, Master Rowan. Do you understand why we fear the Nictuku?"
I nodded, "But did you not say it was just a rumour. How can you fear a rumour."
The Nosferatu grunted. "To others it is a rumour, to us it is our greatest fear. Entire warrens have vanished without a trace. Even more
rumours suggest that a Nictuku has reawakened in Russia and has devoured all of the kindred there. It is advisable for you to worry
too, Nosferat does not want everyone knowing of his activities, and I doubt he would trust a Tremere to keep a secret." The Nosferatu
glared up at me, "I certainly don't."
"Yes, thank you. This information is invaluable. Of course, no one will know of where I found it out, and no one will know where you
found those rituals."
The Nosferatu grinned before he disappeared.

Facts
Nosferat is the name that I will use for the Nosferatu Antediluvian, there are no doubt many other names. The Antediluvians made up
many, for in true names, there is the power to control.
The Nictuku do not want only to destroy the Nosferatu, they will destroy any and all kindred as possible. Nosferat knows that Caine
disapproved of all childer beyond the second generation.
The Nictuku share the same curse as the Nosferatu, but they go beyond. The grotesqueness of the Nictuku goes into every pore of
their existence. The smell of a Nictuku provokes fear in a mortal, the sound of their voice will make one scream and their faces are so
hideous that kine have been known to die of heart attacks when they are seen.
hideous that kine have been known to die of heart attacks when they are seen.
The Nictuku have free will, but are so dominated by Nosferat that every idea of his, when planted into their heads, will seem like their
own. With this, Nosferatu manipulates events in the world even more than most of the other sleeping Antediluvians.
The Nictuku are so horrid and evil that humanity is meaningless to them. They instead have an ability known as rage. (Any Nictuku who
try to stay as human as possible may follow a Path of Enlightenment. Those who do lose both the pros and the cons of rage and are
played mainly as one might play a truly evil Nosferatu antitribu.) Thanks to their supreme monsterousness, only those Nictuku who
follow a Path of Enlightenment can fit into vampiric society, and even those must claim to be Nosferatu who have been maimed by the
sun and refuse to heal.
It is said that the Nictuku are the true clan, and that the Nosferatu are a bloodline of the Nictuku. Fortunately for the person who said
this, he didn't say it around a Nosferatu.
Nickname: (To the few who even know of the Nictuku) Grendel
Appearance: The Nictuku, like the Nosferatu, have a monstrous appearance, but even moreso. They are inhuman in the extreme.
Those who bother to wear clothes at all wear dark lose robes.
Haven: Anywhere where they cannot be found, on accident or purpose.
Background: The Nictuku embrace those who already hate enough to kill without thought, though they avoid the sociopathically
insane. The Nictuku prefer their childers to kill and know what they are doing. They also like to embrace those who have discovered
the existence of vampires, and who are so repulsed that they hunt them.
Character creation: All are ruthless killing machines. Most have a deviant nature on a new level, though there are many who are
loners or even conformists. The Primary Attribute is generally physical and the Primary Ability is usually Talents. The Nictuku, thanks to
their evil auras, cannot have any contacts, allies, retainers, or fame among humans. They cannot garner status amoung vampiric
society as Nictuku. The Virtues of the Nictuku are as the Sabbat virtues.
Clan Disciplines: Obfuscate, Quietus, Grotequous
Weaknesses: Like the Nosferatu, the Nictuku have an appearance of 0 and automatically fail any rolls having to do with appearance.
Actually, thanks to their horrible aura, they cannot interract with humans at all. Their appearance sends the children of Seth screaming,
like the delerium of the Garou. The Kine can sense when they are near a Nictuku, and their stomaches lurch when they talk to one,
even over the phone. Also, because of this, Nictuku cannot blood bond humans, or make human ghouls. The mortal in question would
be so terrified that he would most likely end up killing himself trying to get away from the Nictuku. Charisma also costs twice as much
to purchase with experience. The daymares the Nosferat sends to his children makes their rest less helpful, they recover d10
willpower when they sleep. (All of these weaknesses are balanced off in the section designated rage, trust me. Also, none but the
appearance and charisma weaknesses apply to Nictuku on a Path of Enlightenment.)
Preferred Paths: Those who follow one generally follow the Path of the Scorched heart or the Path of Caine, though a much more
violent version of the Path of Caine is followed.
Organization: All Nictuku are ruled by Nosferat. Period. Because of this, they rarely fight amongst themselves.
Gaining Clan Prestige: Killing off fellow kindred, especially Nosferatu.
Quote: "Perhaps we can make a deal. You tell me where your warren is, and I kill you fast. Or I will strap you to a table and let the sun
take you slowly, and then you will tell me where your warren is."

Stereotypes
The Camarilla: The Camarilla is only useful for finding out where the warrens of the Nosferatu are most likely to be. Otherwise, we
gain little by mixing with them.
If you even find a hint that one of the monsters has entered your domain, you have two choices. You can gather together all of your
warren, and fight it. Or you can run. I myself will be running, while you all die. - Thames, Houston Nosferatu
The Sabbat: They are a force to fear. Their goal is to destroy the Antediluvians, something we cannot allow, but we will battle this sect
only to save our master.
Who? -Trask, Tzimisce Cardinal of St. Louis
The Iconnu: The only sect that we truly have to worry about. They know of the crime committed by our father, and they know the why
and what of what we do. Watch them, and prepare for the time that we must destroy them.
While we try to maintain nonintervention, stop at nothing to destroy any of these vile creatures. Their very nature breaches the
masquerade, and threatens all that we work for. -Vlad Tepes, Tzmisce elder

Rage
Rage makes up for the limitations of the Nictuku tenfold. Rage can be spent by a Nictuku, like a Garou, to do an extra action in one
turn without splitting up the dice pool. It can also be used on a 2/1 basis to increase physical attributes to above the max level for one
scene.
Rage is also what gives the Nictuku to aura that they posess. Thanks to rage, any who see a Nictuku will run screaming and rationalize
it later, just as they would a garou. Unfortunately, this is worse than the garou. This Delerium is in effect even when the Nictuku is only
near a mortal. It will also work when a mortal can only hear the Nictuku's voice, even over a telephone.
Rage costs four freebies a point, and current rating x2 in experience points.

Famous Nictuku
The Cannibal Hag, Baba Yaga: Baba Yaga makes her home in Russia, and has recently awakened. Rumour has it that she destroyed
the Brujah Communism project, and then proceeded to devour every kindred in Russia, and is now working on the Garou. (Check out
World of Darkness for more info.)
Some Nosferatu claim that Set is a Nictuku, and that his vileness is all on the inside. This could explain some of the powers of
corruption that his childer are said to have.
So? Any questions? Comments? Flames? Attacks? Love notes? Write to Dek@ix.netcom.com ! I would be happy to laugh at what
you wr- I mean to look them over seriously! Really! Thanks for reading...
Dek View Grotesquous discipline.
NOTRUM
By Mark Kinney (alberich@iglou.com) (27, Oct 93)

Description
This bloodline is a true curiosity to many in the Camarilla, and not even the Nosferatu seem to know positively what the real story
is. According to their own legends, they claim that their founder, a fifth-generation Brujah, was trapped under the earth when
agents of the Ventrue and Malkavians salted the ground around Carthage after their conquest. Through an extreme expenditure
of willpower, the Brujah broke though the salt, but managed also to combine its ancient form with the salt it broke through.
Whether this is true cannot be confirmed as no one knows exactly where the line founder is now.
In any event, this line, although still dependent upon blood to survive, also requires salt as an essential component to their
survival. Also, although older examples of this line (one known among the Inconnu claims to be over 1500 years old) tend to be
similar to the Brujah Idealists in philosphy, the tendency to frenzy is gone, another clue pointing away from Brujah origin.
Notrum are very philosophical and generally intellectual. Many are known to have joined the Inconnu in Golconda.
Whatever the cause, these Kindred seem to be able to manipulate salt as well as blood.

Nickname
Salties

Appearance
This is one of the most varied bloodlines known, although older Notrum appear to share the similarities with the old Brujah
Idealists.

Haven
All types, depending on the resources of the character.

Background
Generally philosophical, much like old Brujah. Very few, if any, go anarch, but they don't generally tend toward Ventrue
backgrounds, either.

Character creation
Notrum are usually intellectual, with Mental Attributes and Knowledges being primary.

Clan disciplines
Potence, Protean, Salinus.

Weaknesses
Any blood-related option, aside from the daily one-point blood loss, requires the expenditure of double the amount of blood to
activate. Alternatively (although the mechanics are more complicated) the character can maintain a "Salt Pool" initally set at half
the blood pool. The Salt Pool is treated as a normal blood pool, and reduction of either pool to zero can invoke frenzy. For each
two blood points spent, one point of salt is automatically spent as well, except with regards to daily blood loss, in which case the
loss is at a one-to-one ratio. The only abilities that salt alone may be spent on are Disciplines, and even then every five salt
points spent depletes one blood point to uselessness.
Organization
These tend to be similar to European Brujah with regards to organization: they're actually willing to. Even when they do meet, it's
never a formal affair, but it's not the Rants and Raves attended by younger Brujah. The fractiousness of American Brujah is quite
shocking to most Notrum.

Gaining prestige
Notrum are of a philosophical bent, and gain prestige through such pursuits, sometimes even among Brujah Idealists.

Stereotypes
Camarilla: They seem to serve a useful purpose, although the Ventrue are far to heavy-handed more often than not. The upstart
Tremere are our true enemies.

"I have not met with one of these Kindred yet, but I hope to soon. They would have much to share with us, I am sure."
-- Critias, fifth-generation Brujah
Sabbat: They are a curious sect. They know the truth, but have taken the wrong path.
"They know much about the Antediluvians, more than most can claim to. But how do we know they aren't the agents of one..."
-- Priest Mark, Lasombra, Detroit
Inconnu: Many of these are our old friends. Their neutrality saddens us, but is understandable.
"They claim to be from Carthage, but I have my doubts. We should investigate, in any case, but can they really be
considered Kindred? I'm not sure we should have been as open to them as we have been."
-- Dondinni, sixth-generation Monitor of Genoa
Anarchs: These "Anarch Free States" come close to the ideals of Carthage, but for the most part these Kindred are mere
rabble.

"Just a bunch of fuddy-duddies."


-- Juggler
Giovanni: These too are our enemies, along with the Tremere, usurpers of the blood.
"I met one of these, once. I am convinced that they mean none of the Kindred well, and merely wish to start with us."
-- Augustus Giovanni, third generation

View Salinus discipline.


NOVAL
By gprince (gprince@mail.bfree.on.ca)

Description
Caine, the first vampire, created a Vampire named Castra Novalt. Vampires deny the existence of Castra, but he was. Castra
was a "Butterfly Cassanova". Caine didn't like his ways so they fought. Casta was winning but a Gangrel interfered possibily
ending Castra's life?

Character Creation
Generally the concept of a leech/fighter. Physical are primary as are Talents.

Appearance
The Noval only feeds upon the upper classes so like they say, "You are what you eat". Tux, Jackets, perfect dress!

Quote
"Are you just going to sit there and bleed?"
"I'll lick any son of a bitch in the house."

Havens
Must seduce someone to allow them to stay with them or they loose a permanent Willpower point.

Backgrounds
Influnce and Fame

Disciplines
Dominate, Celerity, Protean

Organization
None, except to celebrate the death of a Gangrel.

Weaknesses
Like the Ventrue the Noval have rareified taste even when it comes to blood. They will go to extra lengths to come out on top of a
fight. If they are fighting a Gangrel then someone will die! If a Gangrel is seen, not fought, it must be treated worst than shit.

Improvement of Status
Thou who kills the most Gangrel is a lord!
Stereotypes
Nosferatu: I guess it sucks to be those ugly losers
Tremere: Love the magic, but could still kick their ass.
Gangrel: Where!
Toreador: They deserve to burn with their crappy art!
Brujah: Good fighters, but no class.
Malkavians: Crazy. They make us laugh; we'll keep em
Lupines: Great fighters. Don't mind 'em even though we're mortal enimes
Modi: Crazy Fuckers!

Bonuses
One extra die on any roll vs a Gangrel.
Obour
By Andrew Pidcock (andrewp@janus.speedware.com)
Origin: Bulgaria
Origins: It is rumored that the Obour is an offshoot of the Tremere line, but both will deny this to the point of frenzy. Once, long ago, the
Obour were very much like the mythic vampire of old: Their very bite meant an Embrace, all they bit loved them, and they were
powerful and terrifying. When the Camarilla was formed, the Justicars soon saw that the Obour violated both Masquerade and
Progeny with their dangerous feeding habits, and a terrible blood-hunt was declared against all their kind. In the early 1900 s at the
start of the industrial revolution, with but few left, the clan was in rout. The great house Obour had fallen, and they begged the Camarilla
for mercy. The Camarilla agreed, on condition that the Obour obey the Traditions: Essentially, the entire clan was placed on probation.
Many Obour failed to obey these restrictions in their arrogance. They fed as they pleased, and were destroyed.
However, some Obour turned to science, and found mechanical means to extract the precious vitf, thereby upholding the Traditions
while continuing to exist. Finding new ways to feed led them to a scientific investigation of the vampiric state (from a first-hand
perspective, as it were) and many great discoveries, which the Camarilla has been grateful to draw upon from time to time.
Character Creation: Older Obour may be of any background, but all modern Obour are scientists, so will have excellent Mental
qualities and Knowledges. They almost always have specialties in one or more sciences. There are very few new Obour, and many of
the surviving ones are of lower generation than amongst the other clans.
The Obour are naturally skittish about Embracing, but often do ask if the victim is a great scientific mind in the field of medicine or the
study of blood. A great many Obour are doctors, nurses or coroners, and use the local facilities to snack.
Disciplines: Fortitude, Porphyria, Quietus
Clan Weakness: Obour inject blood into their victim each time they feed, 1 blood point for each 2 they drain. Hence, Obour Embrace
any victim they accidentally kill, and make ghouls or blood-bonded thralls of the rest. The rampaging plague of vampires in Bulgaria in
the last century was largely due to the Obour feeding tnaturallyv, which is why all modern Obour use mechanical means to draw their
victim s blood. All Obour are forbidden to draw blood by fang, and this is enforced by Camarilla, Justicar and Obour alike.
Politics: In some ways, the Obour clan is both the oldest and youngest of all the clans. The old clan was highly visible and its ways
were the basis for much of the modern human s misconception about vampires, and yet, the new clan is already deeply embroiled in
Camarillan politics though it is not even 100 years old.
First and foremost, there is bad blood between the Tremere and the Obour. The Tremere vehemently opposed the new Obours entry
into the Camarilla, and try to prove the utility of their Thaumaturgy over any Obourian scientific methods whenever challenged. Were
the Obour a larger clan, they would pose a serious threat to Tremere power within the Camarilla, but since they are so few, and their
ways so bizarre, they are expected to die out fairly soon. The real quarrel between these two is probably something more basic, that of
Science vs. Magic..?
Secondly, the Obour (for obvious reasons) made friends within the Giovanni early on. This other clan also has difficulty feeding, and
the Obour make use of their blood-banking facilities whenever possible. In return, the Giovanni have enjoyed the benefits of the Obour
s scientific wonders. It is largely thru the Giovanni s empire that the Obour have spread and prospered over the past few years.
Some Obour, particularly younger ones, are a little bitter at the restrictions imposed on them by the Camarilla, but they remain a loyal
and responsible clan.
Appearance: Successful Obour eat very well, and are often portly (if not fat) older gentlemen of intellectual appearance. Many of the
younger (less successful) Obour are lean and hungry-looking. Obour are among the few clans that care little if nothing about the
appearance of the victim.
Clan Leader: The clan leader of the Obour is not the oldest among them, but rather, a blood-specialist of tremendous intellect. He
views his role as director of a vast undead research facility into That that is Vampire, and not as tfeudal lord of a clan of Samurai.v He
avoids all but the most vital of Camarillan functions, preferring to send a proxy more versed in politics and diplomacy where possible.
He will intercede as would a supervisor on the part of one of his clan should they require a voice, but his interests basically begin and
end with the research. He is not likely to stand behind a young Obour wishing to feed "naturally," for example.
View Porphyria Discipline.
O'ERSEXITES
By Joshua 'Khan' Kubli (kubl1219@tao.sosc.osshe.edu)
"Little is known of the grand tradition of the great bloodline of the O'ersexites my son, so little that the nothingness could fill
volumes with absent words both wondrous and sweet, the terrible descriptions of nonexistent battles, the imaginary intrigues ... oh,
the wondrous and wholly false stories one could read!"
-- Justin Vandermyer, Malkavian Primogen of Sapphire Bay, California

Description
The O'ersexites are a branch of Clan Malkavian that seems to have been organized as a grand parody of the Assamites. The
Assamites, for their turn, have proven mostly impassive to the taunts and teasing, forcing the children of Malkav to ever-greater
heights of silliness.
The O'ersexites seem to be characterized by a brooding nature, a poetic, romantically tragic inclination, and the urge to sexually
assault everything on two legs (this may simply be a stage that most Malkies go through ... the O'ersexite description of Caine is
most interesting, however, as are their Mystical Items). Many Toreador take offense also at the O'ersexite antics -- and, the
Malakvians believe, rightly so (see the Malkavian parable of the clans in their Clanbook). They are the (undisputed) masters of a
Discipline called, imaginatively, Coitus. The O'ersexites all claim to fear a time similar to Gehenna, which they call the Inter-
Pregnum (a phrase which only elder Gangrel seem to understand). Obviously, all O'ersexites are Cassanovas, and most are
Rakes. The only use the elders seem to have for the O'ersexites is as spies on the other Awakened -- they freqent the same
brothels and raves as Satyrs, Highlanders, and Cultists of Ecstasy, and (when they can be tricked or bribed into doing so) can
provide valuable information.
There was one case of an O'ersexite seemingly acting in a heroic manner; he was Jared 'Wild Man' Traisell, who acted to free a
large number of sex slaves from a bunch of Setite traders; however, in the Malkavian conclave that followed, three were known to
have survived, two of which were Embraced by some of the same Malkavians after they were admitted to the local psychiatric
clinic for extended treatment. For the record, O'ersexites have nothing against slave-trading -- although most Camarillas would
add the proviso, only as long as the slaves find it as fulfilling as the traders do. Apparently, the Conclave resulted in a new form
of O'ersexites simply called the Sexites, thinly disguised as Setites, who wear condoms on their Egyptian-style headdresses
and call the Discipline of Coitus by the name Phallic-Objectentis.

Nicknames
Too crude and too varied to list.

Appearance
Usually either some form of outlandish middle-eastern garb (Shriner's hats go over well), or a sort-of 'Toreador on crack' look.
Many are, in fact, rather attractive, but their makeup and clothing are far too exaggerated.

Haven
Under brothels, mainly, or near other Malkavians.

Character Creation
See Malkavians in V:tM for details. Be sure to take Seduction! (Double-Jointed helps, too ... )

Clan Disciplines
Auspex (though most don't bother with more than one dot), Celerity (snicker), Dominate(hee-hee), Fortitude (giggle), and Coitus.
(No, don't anyone say anything about Animalism, don't give them any ideas ...) One or two elders do have Serpentis or Quietus.

View the Coitus discipline.


OLD CLAN TZIMISCE: THE ORADEA LEAGUE
By Myranda Kalis (nagaina@yahoo.com)

The Oradea League


"No man is wise enough by himself."
-- Titus Maccius Platus
Risen, as with it's contemporary organizations, the Camarilla and the Sabbat, from the ashes of the original Anarch Revolt, the
Oradea League is in many ways the body politic of the Old Clan Tzimisce. Made up of the twelve Voivodi of the surviving
households of the Old Clan, it is responsible for maintaining the unity, security, and prosperity of the ancient Kindred that make
up the Old Clan, as well as the mortals and domain that make up their special charge.

The Anarch Revolt


Few Kindred today truly remember the origins of the Anarch Revolt. The fangs and claws of the Anarchs themselves largely took
care of that, and what was not washed away in the bloody tide of fratricidal warfare was burned to ash by the fires of the
Inquisition. Fewer still would be willing to speak of those dark and bloody times, when the Kindred as a race faced annihilation
not only at the hands of their own but the mortals that they had thought cowed and broken to their lash. Arguably the most
significant event in Kindred history since the fall of the First City, and most Kindred, who even today labor under its lasting
effects, would prefer to see it utterly and completely forgotten.

The Old Clan Tzimisce cannot forget -- they will not allow themselves to do so. The Anarch Revolt began with Clan Tzimisce and
in them it still dwells, dividing friend from friend, lover from lover, childe from sire, the Young Clan from the Old. For the Tzimisce
it was more than a mere generational conflict spurred on by the fires of zealous mortals certain of their own righteousness -- it
was the shredding of their collective soul, a split in the fundamental fabric of their being, a self-inflicted wound that may never
heal. For them, it represents a fundamental shift in philosophy of the Clan, away from the traditional Tzimisce values of honor,
nobility (albeit dark nobility), and a fierce, nearly desperate, sense of unity. Despite their reputation as solitary hunters of the
night, the Tzimisce have always been a tightly knit Clan, both due to basic issues of survival and also the deep and enduring
bonds of love and friendship that are common among them. The entire concept of bonds is extremely important to most
Tzimisce -- the bonds between individuals, the bond with the land, the bond with their people, the bonds of the blood. The Anarch
Revolt shattered the most fundamental bond of all, the bond of blood kinship that all Tzimisce had shared.
Those who survived the original, shattering blow, the betrayal of their own Clanmates, the brothers of their blood, were forever
scarred by it. Many of the Old Clan remember those terrible nights with nightmarish clarity: the bloody massacre in the ancient
cathedral where the Tzimisce Antediluvian lay in torpor; the blades and fangs of victorious Tzimisce Anarchs and their hideous
fleshcrafted ghoul minions, bred for the purpose of slaying their masters' Kindred enemies; the proud and noble face of
Smerande, princess of the Brankovan Tzimisces, ravaged by sorrow at the fratricidal slaughter of both her sons; the very
lifeblood of their Clan flowing in rivers. Brought to their knees by a conflict that would have destroyed a lesser race of beings, the
Old Clan Tzimisce nevertheless survived the Anarch Revolt -- shattered, wounded, somewhat less than whole, but still not quite
broken.

The Convention Of Thorns


(Or, How the Old Clan Tzimisce Nearly Ended Up Joining the Camarilla But Finally Came To Their Senses)
The Tzimisce/Tremere Bloodwar had slowed to a crawl. The fires of the Anarch Revolt had burned down to flaring embers, and
something beautiful and terrible was rising slowly from the ashes. The Inquisition was collapsing beneath the weight of its own
corruption. In the homeland of the Old Clan Tzimisce, the walls and towers of a hundred havens lay in soot-coated rubble and
countless manses lay in silent ruin, empty but for the windblown ash of their inhabitants. For more than four hundred years
Tzimisce blood had flowed in rivers, staining the waters of the Danube crimson with many a courageous final offering to the
homeland, and in the end all the bloodshed had availed them nothing. The hand of both the Tremere, residing arrogantly in the
very heart of their ancestral domain, and the Assamites, through their Muslim pawns, lay heavy on the ancient lands of the Old
Clan and many, though horribly weakened by the unending slaughter, longed to throw it off and reclaim what was theirs by
deathright.
Lines of communication, long disrupted and made unreliable by the long-running series of conflicts, were cautiously reopened by
Methuselahs and their elder childer seeking reassurance that they were not, in fact, the sole survivors of their ancient breed.
Slowly stock began to be taken of the true horror that had been wrought in their homeland, and the true price of the butcher's bill
tallied. Five full Houses of the Old Clan -- founders, descendants, ghoul servants, mortal and vampiric vassals -- had been utterly
exterminated by marauding Anarchs, Assamite invaders, and Inquisitional harrassment. The Seventeen had become the
Twelve. Of the surviving Houses, few retained anything close to their original strength, in both numbers and political influence --
and it was supremely cold comfort that the Young Clan had fared no better. Only House Ravensburg, long politically aligned with
the Ventrue of Germany, House Smatzkhe, proud and unassailable in their splendid isolation atop the Armenian plateau and the
the Ventrue of Germany, House Smatzkhe, proud and unassailable in their splendid isolation atop the Armenian plateau and the
Caucasus Mountains, House Venizelos, whose excellence at bending with the wind had purchased survival if not respect, and
House Tzildaris, who had defended their homeland with such courage and ferocity that even the Assamites had turned aside
from them, remained more or less intact after the holocaust. The others, either apolitical, small in number, and withdrawn to
begin with, or wracked with internal splits and fratricidal infighting, fared far worse. House Brankovan-Waivadi was reduced in
number to their Voivode, Smerande, and her Heir, Haedwig. House van Klatka was still locked in bloody thaumaturgic warfare
with the upstart Tremere. House Ruthven, once the closest thing the Clan had had to a royal House, lay shattered from the
basest of treachery from within, the blood of the Tzimisce progenitor himself on their hands.
A lesser Clan would have collapsed in complete despair from what they had suffered, and what they had to look forward to in a
future of hopelessly diminished prospects under the heel of their homeland's rapists and conquerors. It was an especially hard
pill for the Old Clan to swallow in light of the Tzimisces' past reputation as unbreakable and unconquerable. Spinelessness,
however, had never been a particular defining characteristic of Clan Tzimisce, and the Old Clan was no exception to that rule. In
the power vacuum that followed the political collapse of House Ruthven, the German House of Ravensburg, and the Moldavian
House of Tzildaris, stepped forward to take up the slack. For the Ravensburgs, the position was only natural, for they had long
ruled parts of Germany in the names of their Ventrue lieges and were well accustomed to the acquisition and maintenance of
power. House Tzildaris, on the other hand, had been long regarded as the quintessential scholars and diplomats of the Old Clan
and their position was primarily to oversee the interests of the more deeply wounded Houses -- it was through their efforts
Houses Ruthven and Brankovan-Waivadi did not collapse completely, an effort which won them no favor among their
Ravensburg rivals, who would have been happy to see both of those Houses die quick and expedient deaths. It was during this
period that a unique political phenomenon came to flower in the halls of the Old Clan: the severity of the crisis following the
Anarch Revolt ushered in a new generation of Tzimisce leaders -- literally. Methuselah sires, either fearing for their unlives,
completely oblivious to the world around them, or so deeply in torpor an army could not have awakened them, surrendered
temporal power to their fifth generation descendants for a host of reasons, some practical, others less so. These descendants,
frequently the hard-bitten survivors of dozens of engagements in the conflicts that had surrounded the Old Clan continuously for
four centuries, almost always adroit political manipulators with visions and agendas of their own, no small number of willing
servants and high-ranking members of the Tal'mahe'Ra, began to slowly form the functional equivalent of a new world order for
the Old Clan. The reigning Voivode of House Ravensburg, Konrad von Ravensburg, had been reared from childehood by his
sorceress mother, Countess Mathilde of Heidelburg, to wield power and reign as a king rather than a mere Ventrue vassal, and
had mercilessly engineered the slaughter of his own broodmates to assure his accession to power. The Voivode of House
Tzildaris, Morgan Demetrius i'Tzimisce, was a potent figure of power and mystery even among the Old Clan, believed to have
been a dhampir of House Smtzkhe in life, the son of the greatest warrior Emperor of the latter days of the Byzantine Empire,
whose skill in maneuvering the forces of his numerically inferior House against all comers had cemented his reputation as the
most ruthless Tzimisce warrior-mage in the East. The Voivode of House von Klatka, Margaret von Klatka, had seized control of
her House in the bloody aftermath of their ouster from their ancient seat of power at Vienna and the slaughter of their fourth
generation founder, leading her greatly diminished House's warriors in relentless assaults on the Tremere at every turn. It was
these three that provided a strong core of leadership through many long, dark years.
In the latter half of the fifteenth century, House Ravensburg, long the Old Clan's link to the politics and Kindred courts of the West,
began filtering news of interesting developments to their cousins in the Tzimisce heartland. The shattered remnants of the
Anarch rebellion, including the Young Clan Tzimisce and most of Clan Lasombra, along with scattered bands of rebellious
neonates and ancillae of other Clans, were showing signs of restructuring and reorganization. The Old Clan's own sources of
intelligence had told them as much about their own rebellious Clanmates, but it was disturbing to hear such suspicions borne out
from other perspectives. In the West, forces were converging in opposition -- led by the Ventrue and the Toreador. Clandestine
meetings and councils were being called, thoughts were being exchanged, the foundations of organization were being laid.
More partners in the enterprise of opposing the resurging Anarchs, already calling themselves the Sabbat, were being sought. A
quiet invitation went out, delivered through House Ravensburg, and the Old Clan began listening to the proposals issued by the
fledgling Camarilla.
It became apparent almost immediately that there were going to be severe problems if the Old Clan intended to join forces with
the Camarilla. To begin with, there was the purely practical difficulty that came with the Old Clan's relative geographic isolation.
Far from the potentially greatest concentration of Camarilla power, and hence, the theoretical support of their allies, the Old Clan
was in a terribly exposed position and sandwiched between the hostile territories of their traditional enemies. Not helping
matters was the fact that the oldest and most historically ingrained of those enemies, the Ventrue, was the Clan taking the active
leadership role in the formation of the Camarilla. Either of these things might have been overcome in time. Of more pressing
concern was the internal instability in the Old Clan itself, the collapse of House Ruthven and House Brankovan-Waivadi, the fact
that House van Klatka seemed hell-bent on destroying itself in futile battle with the Tremere, the fundamentally apolitical
philosophies of Houses Vardalek, Elenades, and Frasheri, the emerging power of House Bathory-Nadasdy, the continuous
internal strife of House Djilas, the fundamentally unreliable nature of House Venizelos, and the imperious isolationist politics of
House Smtzkhe. Even the two strongest Houses, Ravensburg and Tzildaris, faced powerful opposition within their own ranks
from traditionalist Voivodes who regarded their leaders as little more than wartime pretenders to a position they had not earned
and power they did not deserve. Heightening the tension further was the Tal'mahe'Ra, busily agitating for a presence within the
forming Camarilla, and the Young Clan, still heavily active in the politics of the East despite the rather severe impact the nearly
unending conflict had had on their own power-base.
From the start, House Ravensburg agitated strongly for Old Clan inclusion in the Camarilla, arguing that greater connectedness
to the rest of the world would benefit the Old Clan in the long run both politically, economically, and culturally. Part of the reason,
they argued, that there was such enmity between the Tzimisce and most of the other Clans is that they did not really know each
other, and misunderstanding had blossomed over the millenia into a vine of mistrust and hatred that threatened to choke the
unlife from them all. To sweeten the pot for House Tzildaris, whose initial reception of the fledgling Camarilla's overtures had
been lukewarm at best, they dangled the notion that this would be the perfect opportunity to finally lay to rest the long-running
conflict between Clan Ventrue and Clan Tzimisce, a conflict that had bled both Clans for as long as they had existed and had
never seemed to accomplish anything. To the others they sold (or attempted to sell) the Camarilla manifesto of strength in unity
and invisibility to the Kine.
This tactic alienated House Smtzkhe almost instantly, and, after the first few meetings and missives with their Clanmates, they
coldly withdrew from the proceedings entirely. Despite the fact that their homeland was one of the most frequently invaded and
fought-over pieces of territory in the East they had not seemed to suffer quite the privation and horror that the others had, sharing
what seemed to be an innate bond of indomitability with their mountainous country and the people who lived there, an
indomitability that easily devolved into arrogance. They cherished their grudge against the Ventrue like a holy relic and
dedicated their service exclusively to the Eastern Hand of the Tal'mahe'Ra, despite diplomatic attempts by House Tzildaris to
convince them to at least remain in coalition with the rest of the Old Clan. They did eventually listen to this advice. The rest of the
Houses agreed to at least hear the Camarilla out, and House Ravensburg, House Venizelos, House van Klatka, and House
Ruthven all sent representatives to various early Camarilla councils. House Tzildaris sent its own representatives, as well as
acting as delegate and voice for Houses Brankovan-Waivadi, Vardalek, Elenades, Bathory-Nadasdy, Djilas, and Frasheri.
Things went directly downhill from there, as the agreement to remain in coalition with each other was the last cooperative thought
many members of the Old Clan Tzimisce had for quite some time. While, from a philosophical standpoint, most members of the
Old Clan could quite appreciate the Camarilla's intention to use the ancient laws of Caine as a basis for their system of laws and
governance, from a practical one there were problems inherent in the design for the Old Clan from the start. In the East they had
openly ruled over Kindred and Kine alike and were acclimated to the notion that, while humanity was not there to serve their
whims and the species were separate and distinct with their own destinies to fulfill, they did have to live together in some
approximation of, if not harmony, then at least tolerance. It had been vampiric excess that had brought the wrath of the mortal
Inquisition down on the heads of all Kindred everywhere, but the answer did not necessarily lie in crawling beneath a rock and
denying one's existence to the world...after all, both races had to share it, regardless. The very concept of the Masquerade
became a sticking point for the Old Clan, particularly between House Ravensburg, who had masqueraded virtually every night of
their unlives even before the formation of the Camarilla, and House Tzildaris, who reacted so powerfully against the idea that
even their allied Houses were shocked by the intensity of their opposition. But Rafael de Corazon's vision had galvanized the
West and the Masquerade became a part of the Camarilla's basic tenets, much to the annoyance of House Tzildaris.
By the time the actual Convention of Thorns came to pass, there were deep rumblings of discontent among the Houses of the
Old Clan. House Ravensburg was quite pleased that their Clanmates had come this far and were anticipating a successful
inclusion of the Old Clan into the body politick of the West, the signing of the Concordat that would mark the official founding of
the Camarilla and the end of the Anarch Revolt, allowing the real fight against the forces of darkness to begin. They were
doomed to disappointment. Secret negotiations among the Houses of the Old Clan under the diplomatic aegis of House
Tzildaris at their northern Romanian enclave of Oradea had yielded a complete refusal to abandon their beliefs and culture in
favor of a bastardized version of Caine's laws and a pathetic Masquerade that required them to deny who and what they were in
the name of mere survival. Taking the name, The Oradea League, these eleven vampires all swore among themselves vows of
personal and Clan loyalty, and made pacts of mutual defense and communication. To harm one member of the Oradea League
was to bring the vengeance of all upon the head of the perpetrator, and to abandon one's loyalty to the League was to betray the
blood in one's veins. This accomplished, the members of the newly formed Oradea League made their preparations to travel to
England to witness the signing of the Concordat and the Convention of Thorns.
For possibly the first time in the history of the West, the historic rulers of the East came en masse to their lands as all twelve of
the Old Clan's Voivodi assembled for the Convention. The Convention itself was not without a suitable amount of interesting
goings-on behind the scenes, particularly in the Tzimisce/Tremere arena. Margaret von Klatka, Voivode of House von Klatka,
had to be restrained more than once from doing something rash and hotheaded when faced with her bitterly hated enemy Etrius
of the Tremere. It had been House von Klatka's flat and unconditional refusal to have anything to do with an organization that
would include a "Clan" of rapists and butchers that had led them to approaching House Tzildaris about the possibility of a
governing body for the Old Clan separate from the political demands of the Camarilla, the Sabbat, and the Tal'mahe'Ra. House
Tzildaris, itself noted for its fiercely independent and individualistic streak, as well as a long tradition of intellectual rebellion,
found itself refusing to compromise on points when it came to the treatment of the Anarchs, many of whom they felt had a valid
point to make. Closely politically aligned with the Brujah and Ventrue antitribu they had acceeded to House von Klatka's wishes
and were now looking forward to the opportunity of forging a new future for the Old Clan. House Smtzkhe had appreciated the
notion of keeping the Old Clan separate unto itself and had thrown in their support as a sign that they still wished to maintain
cordial relations with their Clanmates. Prouder than even the Ventrue and twice as arrogant, Taymurahz, the fifth generation
Voivode of the House, kept himself and his delegation separate the entire time. The other Houses, feeling either too vulnerable
to go it on their own, or too exposed without at least one ally at their back and preferring their own Clanmates to outsiders, had
all thrown in their lots with the Oradea League. The single, glaring exception to this was House Ravensburg, who remained
utterly oblivious of their Clanmates' intentions and were gloating over what would doubtless be the political coup of the millenium.
By the time the signing of the Concordat rolled around, the Convention was at a slow boil of anticipation, with rumors flying wildly
about every conceivable political machination known to the Kindred and a few that were wildly creative even for them. The
delegates of the seven Clans and the Twelve Houses of the Old Clan gathered to seal what many deemed an agreement
destined to bring greatness and security to all involved. Konrad von Ravensburg was nearly beside himself in gratified political
finesse. Every delegate had the opportunity to speak the piece of the Clan they represented and most of the speeches wanted
to drag on for several nights, it seemed, and probably would have if they'd had the time. Konrad von Ravensburg spoke first for
the Old Clan, extolling the virtues of the Camarilla and signing the Concordat -- the House remains the sole, nearly entirely
Camarilla affiliated House of the Old Clan to this night, and are the only Tzimisce to actually refer to themselves as Tzimisce
antitribu, though they also hold membership in the Oradea League. Then Morgan Demetrius i'Tzimisce rose to speak for House
Tzildaris -- and ended up making both the shortest speech and the one that held for the rest of the Old Clan. Clear, concise, and
caustic enough to cause acid-burns, his dissection of the Camarilla would, in later years, prove nearly eerily prescient, though he
spared neither his Clan nor the Sabbat the sharp edge of his tongue, and seemed to take a rather perverse pleasure in the
looks of absolute shock and amazement on the faces of several dozen of the most powerful vampires in the West. By the time
he was finished, the unequivocal refusal of the Old Clan to join the Camarilla was quite firmly established in the minds of all
present. That accomplished, the eleven Voivodi of the Old Clan withdrew from the Convention and returned home to rebuild their
homeland without the intervention of fools who knew very little of what they spoke and nothing at all about the true nature of the
Tzimisce.
OLYMPIAD
By Paul Reed (greengoblyn@msn.com)

Description
The first Olympiad were a group of Nosferatu antitribu who submitted to a series of experiments conducted by a group of highly
skilled Tzimisce. Through the use of Vicissitude and previously unknown Thaumaturgic rituals, the hideous Nosferatu were
"sculpted" into visions of physical perfection. A new bloodline was born.
Olympiad members pick up the Toreador disadvantage, with a focus on themselves and their brethren. Furthermore, their
bodies are at war with themselves -- the Nosferatu curse is constantly trying to take hold. Likewise, the Vicissitude effect is trying
to stay "in control."
Whenever a Olympiad reaches Mauled or higher on the Wound Track, she must make a Stamina Roll (target 7). Success
indicates that the Vicissitude holds; failure indicates a loss of one Appearance. A Botch indicates complete lapse of Vicissitude
-- the poor wretch goes into convulsions for a while and emerges at Appearance Zero...like a regular Nosferatu. This will
probably result in a Derangement check...it ain't easy goin from ugly to pretty and back again. The poor Olympiad will have to
find a Tzimisce willing to re-do the Vicissitude, too.

Disciplines
Presence, Fortitude, Animalism. (this applies to the newly sired; the original Olympiad still possess their Nosferatu disiplines)
OMBRAS
By John Taggart

Nickname
Shadows or Wraiths

History
Many Bloodlines encountered in the World of Darkness are creations of accident, while a few are long, difficult scientific and
magical experiments. The Ombras are neither. They were created simply through the exertion of will and belief. At least, that's
what the founder would have folks believe.
In the late sixteenth century, a grandchilde of Malkav from Russia, obsessed with knowledge and power, began seeking out
people that he could use as a form of "intelligence and counter-intelligence" force. He wished to gain knowledge of happenings
in the mortal world, and then be able to relate that back to actions in the Kindred community, thus allowing him to know secrets
that he could use against others. After a hundred years of gathering information through his Ghouls in this manner, he realized
that there was just too much going on within the Kindred world for him to watch it all himself. He needed Childer who could travel
to other courts, to other countries, or even just work within the same court he was, to learn things from different perspectives. As
well, these Childer may notice some important details thought trivial by him. Thus he began searching his army of Ghouls for
those he felt would make the best candidates for the Embrace. He also sat down and figured out what details would make for an
effective intelligence source. From this list of names and details, he began grooming his "most loyal" servants for the Change.
His first three Childer were successes, but the Malkavian noticed that they were not created with identical powers; while one
might excel in the ability to improve his senses, another would have the will necessary to allow her exceptional powers of mind
control. It was with this that the Malkavian began a new method of Creation.
He believed that, with enough will, one could do anything to which he set his mind. Thus, he thought long and hard on the powers
of Obfuscation, and how they worked. He realized that their only problem was that they affected the mind. A creature of iron will,
or of absolute faith that anything was possible, might just be immune to such powers. He then began to examine the Clan of
Boyars, and their ability to mold flesh as needed. If he could somehow meld the two principles, he could create something truly to
be feared. Thus began long years of self-examination and meditation, for the Malkavian felt that such a feat as his desires for a
new power came from within the mind and soul.
When he finally did create his next Childe, the powers found within the new Vampire were astonishing. The Childe had not only
the Auspex and Domination of her Sire, but also a new power, to mold herself, to cause others to disregard her, and to become
as one with her surroundings. Even more spectacular, her powers passed through the Blood to her Childer. With this knowledge,
the Malkavian, known as Gorax, began his master plan.
Creating a permanent mental link with his new Childe whom he called Ombra, "Shadow," Gorax secluded himself from Kindred
society, to pursue other researches. Ombra was left to create Childer and organize a structure to better collect information.

Appearance
Those selected for the ranks of the Ombras come in all shapes, sizes, with no religion or culture predominant. The purpose
behind the Bloodline is one of secrecy and espionage, and thus any appearance is acceptable.

Background
Candidates are generally chosen from private investigators, undercover police officers, spies and other government intelligence
agents, as well as freelance espionage agents, assassins, computer hackers, or any others whose profession involves secrecy
and information. Historians, researchers, and other lore keepers are also chosen.

Organization
The structure of the Bloodline is very strict and orderly, but the activities of each member are only loosely defined, to better serve
the One.
The structure of the Ombras is very much a pyramidal structure, with Gorax at the top. Very few members know that Gorax exists,
and only Ombra knows what his plans are. Ombra herself acts in the interests of the One (Gorax), and is known as the Voice of
the One, or simply the Voice. She is responsible for passing all information to Gorax, and passing his directions down to the
others. She never stays in any one place for very long, constantly traveling to make finding her very hard for enemies of the
Blood.
Below the Voice are the Guardians. There are seven Guardians, each responsible for a continent or geographical area. These
seven areas are: North and Central America, South America, Europe, Western Asia, Eastern Asia, Africa, Australia and
Oceanasia. Ombra is in constant mental communication with her Guardians.
Next down the chain are the Harvesters. Their purpose is to gather all incoming information from a certain region, and pass it
along to the Guardians. As well, they may serve as contractors to any who seek their services, either sending an Agent to
answer the contract, or traveling themselves if they feel the need is great enough, or no Agent can answer the call. There is
generally a single Harvester to a country, though the United States has two (North and South), and the Former Soviet Union has
one for each Territory.
Finally, the Agents round out the membership of the Ombras. There is generally only one Agent in a city at any one time, though
some Agents have joined forces to form Agencies, combining their talents to greater efficiency. Agents for the Ombras act
similar to Assamites, taking contracts for information, though they will occasionally follow a lead they found, in order to satisfy
their own curiosity. Any information an Agent receives will be passed along to a Harvester, and on up the line to the One,
although many Agents keep small amounts of information to themselves, so they may use them as payment later.
When an Agent receives an assignment on contract, the first thing he must do is contact a Harvester to report the contract, and
to gather as much from the Harvester as is already known on the subject. From there, if the information is not sufficient, then he
must begin his own search, passing the information up, to help complete the "file." An Agent working on a personal assignment
(one not contracted), must do his own research, though he may "purchase" information from his superiors, if he can pay the cost.
When two Agents encounter each other, there are generally recognizable signs and codes to identify themselves, including an
"identification code." Once they realize they are of the same Blood, the accepted practice is for one Agent to assist the other in
a current assignment, for a small fee. If neither Agent is currently engaged, then they will usually trade information on a one-for-
one basis, until either they are out of things to share, or one wishes to disengage the trade, or one is called to work.

Haven
Any, as long as it is secret, well-defended and defensible.

Character Creation
Just about any Concept will work, although Investigator and other information-based Concepts are best suited. Mental Attributes,
as well as Manipulation, are generally more important, though any are fine, as long as they fit the Concept. Alertness, Empathy,
Streetwise, Subterfuge, Stealth, Investigation are useful for almost any character type. Acting, Intimidation, Security,
Bureaucracy, Computer, Linguistics, Occult are also generally useful. Again, it depends on the Concept.

Disciplines
Auspex, Chamaeleonis, Dominate

Bloodline Weakness
The Ombras have two weaknesses, related to each other, but separate. The first is an obsession with knowledge. An Ombra
cannot abide not knowing something, and if she finds a lead, will follow it to the ends of the Earth, if necessary. Willpower can be
used to temporarily suppress this. This is a derangement, and should be treated as such, though it cannot be bought off. The
second weakness is an insatiable Curiosity (according to the Book of Shadows: Mage Players Guide).

Other Disciplines
Many Ombra seek to learn Disciplines that aid in gathering information, such as Animalism, Obfuscate, Protean (the ability to
become an unassuming animal or a cloud of mist), Presence (though Summoning is rather useless to most, and Majesty attracts
too much attention), and especially Thaumaturgy. There are many rituals and other magical effects that can provide much
information, as well as potent protections.
HIBAKUSHA ONYUDU
By Jenny Parr (j.l.parr@bradford.ac.uk) (27 June 1996)
god moneyi'll do anything for you
god moneyjust tell me what you want me to
god moneynail me up against the wall
god moneydon't want everything, he wants it all
-- NIN, Head Like A Hole

With wealth comes power


With power comes the destruction of the Faithless
-- Sanjuro Kuwabatake, Hibakusha Onyudu

Description
The Onyudu, masters of the Japanese business scene, are at the moment the most powerful Kindred in the financial world,
surpassing even the Giovanni in their business empires. Seen until the twentieth century as political meddlers and weaklings by
the Hibakusha Kasa who controlled Japan's military, the Onyudu were one of the weakest bloodlines and were often easy
pickings for the Ventrue who had some subtle help from the Kasa who were not too keen on sharing Japan with " a group of
merchants." Indeed at the beginning of the twentieth century there were only eight Onyudu left in the whole of Asia. One, Sanjuro
Kuwabatake, escaped from the Ventrue by leaving for Hong Kong in 1940. Impressed by the financial companies of the British
he returned to his kin to describe to them the future of Japan -- a great empire, not in war but in business until no-one could stand
against them in power over their people. With the disbandment of the Japanese army the Kasa lost most of their power and the
Onyudu stepped in to fill the power vacuum left by WWII.
The Onyudu, though small in number, have a stranglehold over Japanese business that not even the Kasa can take away from
them. Their greatest allies, the Zaibatsu Gaki, recruit their ranks from Onyudu run companies such as Takumaru Electronics run
by Tanofugi Sakahoko, Yamaru (holdings) run by Askikaga Tararyu, Torii Firearms run by Terau Saotome or Argentum Media
Inc. run by Sanjuro Kuwabatake. Surprisingly they have met with very little resistance from the Ventrue in the far east and it is
rumoured that they have fled back to the west realising a lost cause and are taking the war to the western economic capitols of
the world. The Onyudu are the main force industrializing East Asia. Their success in transforming Japan into an economic giant
has led to 'invitations' from other countries in return for power on the Hibakusha ruling city councils. The Hantu handed over
complete control of Singapore in return for industrial favours, both in Asia and in the recently colonised west coast of both north
and south America. Seattle, Portland, San Diego, San Fransisco, Lima and Antofagusta.
Many of the younger Ventrue have not even heard of the Onyudu, let alone of the war between the two clans and this has been
one of the strengths of the Onyudu. They make alliances with the younger Ventrue and the Anarchs in the hope of weakening the
Elders' position. It seems that they are succeeding...

Quote
"This isn't really a hostile takeover. Just think of us as some friends who are doing you a favour by looking after your business for
a little while. Now are you going to sign that contract or will I have to persuade you that it is in the best interest of your health..."

Nickname
Cyberfangs

Origin
Japan

Appearance
They are exclusively oriental and are always well groomed. Power dressing is universally acknowledged as the typical garbing of
an Onyudu.
Haven
The Onyudu usually have power in major Japanese companies therefore they are quite rich and have penthouse flats or
company hideaways.

Backgrounds
The Onyudu only embrace those with the intelligence and strength of personality needed to succeed in today's business
environment. Most are businessmen but some industrial spies and company 'enforcers' have also been introduced in the
bloodline's ranks.

Character Creation
The concept of most Onyudu is professional. It is rare for other concepts to be embraced. Their primary traits are Mental or
Social attributes and Knowledges. Bureaucracy, Computers and Finance are valued abilities. Common archetypes include
Architect, Visionary, Perfectionist and Director. Few Onyudu have resources of less than 3 dots, most have more. Retainers are
another common background.

Clan Disciplines
Auspex, Dakai, Dominate.
It is interesting to note that the origin of the complex computer was mainly due to interference from the Onyudu who saw in the
earliest computers a way of creating the effects of Dakai. Many Onyudu are fascinated with the prospect of reproducing the
effects of other disciplines with computers but have not yet been able to do so. However, many Onyudu have set out to learn
other disciplines simply so they can attempt to reproduce them.

Weaknesses
The Onyudu are unable to take blood from animals and are unable to have animal ghouls.

Geography
With the arrival of the global economy Onyudu may be found practically anywhere in Asia and occasionally in the West. Both
Argentum Media Incorporated (ArIM) and Torii firearms have branched out into North West America -- Torii setting up in
Anchorage while Argentum have located to Seattle.

Structure
The Onyudu do not have a rigid organisational structure, preferring to rely on their industrial power to determine their status.
Local Onyudu will gather to quote their monthly sales figures but no real issues are discussed. Independent initiative is the only
reason that the Onyudu are so successful.

Gaining Power
The best way to gain power among the Onyudu is to make more money that your peers. This wealth-centred approach has been
a factor in the Onyudu's continued success in the business world. Another, more difficult, way to gain power is to take over or
financially ruin a company owned or run by one of the Faithless. Although once the emphasis was on forcing out the Ventrue,
these days there is far more prestige to be won from winning a boardroom battle with a Giovanni or the Sabbat-run Pentex
Incorporated. Pentex is also a target because of the large influx of Sabbat vampires into Onyudu held territory. Currently they are
deciding whether or not it would be better strategy to encourage Glasswalker and Hakken Shadowlord strikes on the vampire
held companies.

Gathering Days
Onyudu hold board meetings on the last Monday night of every month to swap boasts, stories and generally catch up on the
latest gossip. These informal groups are known as Consortiums. Occasionally candidates for the embrace are discussed but
usually childer are sired then introduced to the Consortium as it has been known for other Onyudu to suddenly embrace
promising candidates.

Power Rumours
The Keizaiteki no Senshi are the main decision makers for the Onyudu, twisting the financial markets to favour those who follow
them, or to cause the bankruptcy of those who disobey them. The Fukumen no Kanshisha are currently making plays for foreign
companies in order to lessen the hold of the Senshi.

Internal Orders
There are four internal orders struggling for power among the Onyudu: the Keiretsu, the Korosu Shinri, the Fukumen no
Kanshisha and the Keizaiteki no Senshi. Each has its own section of business it specialises in:
The Keiretsu dominate the industrial sectors. Members of this order form coteries, each participant blood-bound to the others
and all holding shares of the others' companies. This closeness protects them from takeovers, hostile or otherwise.
The Korosu Shinri control the arms trade. Conniving to ensure that their services are always needed they often deploy their own
mercenary units to 'influence' situations of interest. This group also controls the pharmaceutical and medical industries -- always
on the alert for new biological and chemical weapons they can sell to the highest bidder.
The Fukumen no Kanshisha own most of East Asia's media corporations. Few television stations or radio broadcasters have
escaped their net and they are currently expanding into the old USSR and into America. Expansionists, they currently wish to
move into Polynesia and the Pacific but are having trouble -- the Camarilla and Sabbat have driven them from Australia and
strange monsters have chased them from New Zealand.
The Keizaiteki no Senshi influence the financial markets of the East. They include the oldest and most respected Onyudu as they
have modernised from the merchants of the past.

Allies
The allies of the Onyudu are most often mortal family members or employees that the Onyudu can trust. They can be from
diverse walks of life.

Contacts
The contacts used by Onyudu are always corporate. Occasionally they are spies in rival corporations, but can be R&D.

Influence
Onyudu have a great deal of influence in the marketplace but no real political power. Although controlling the evolution of Japan
as a whole, the local governments are usually dominated by the influence of the Kasa.

Military Force
Many members of the Korusu Shinri have mercenary units at their disposal which they use in order to inflame tense situations
and create 'business'. No other orders of Onyudu are particularly bothered with the military.

Resources
If there is one thing the Onyudu have it is money. Lots of it. As money equals power in the minds of the Onyudu it is rare to find
one that does not pride resources over all else.

Status
Before the Second World War the Onyudu were not the most highly esteemed Hibakusha, but since then their role in the
economic growth of the East has gained them respect from the others.

Supernatural
By concentrating on their own affairs the Onyudu have not been successful in cultivating contacts with other supernatural
creatures, seeing them only as anachronistic and not worth bothering with. The only exceptions to this are the Glasswalker
Lupines and the Virtual Adept mages with whom they keep some lines of communication. They do, however, have many allies
among the Zaibatsu Gaki who comb the ranks of the Onyudu corporations looking for suitable candidates for immortality.

Merits
Corporate CEO and Corporate ties are very common merits for Onyudu. Mortal Double or Baby Face are also common along
with Computer Aptitude and Self Confident.

Flaws
The Onyudu believe strongly that the mind can overcome any frailties of the body, and physical flaws are quite common among
them. Enemy-Giovanni, Ventrue or Glasswalker is common, as is Driving Goal - personal success. No Onyudu will have Illiterate,
and it is rare for one to have Anachronism.

Skills
Clan Knowledge - Onyudu, Industrial Sabotage.

Stereotypes
Drukpa: Boring, anachronistic technophobes.
Hantu: Worthy business partners.
Hibakush: Treat them with respect, then run like hell.
Ju: The original evil sadists. In years to come parents will tell their children tales of the Ju to make them behave.
Kasa: They would cut us down in an instant if given the chance.
Kuei: Uncouth louts.
Kyuketsuki: Kawaii!
Sanatan: The jury's still out on these guys.
Bushi: If they leave us alone we'll grant them the same courtesy.
Gaki: Deal with them but don't trust them.
Sazan: Yeah, right, like they really exist.
Shreh Ren: The big guys. Our great lords and masters...
Faithless: Time for the takeover bid.
Camarilla: Pathetic little bureaucrats.
Sabbat: Ahh... Pentex's little footsoldiers. Destroy them.
Brujah: Locking them in a room with Kasa is fun to watch -- just don't get too close.
Gangrel: They are as bad as the animals they claim to hold sway over.
Malkavians: Don't invite them to your business dinners but they can be used as a weapon against the Ventrue.
Nosferatu: The ultimate spies, corporate or otherwise. Trust them not and use them infrequently or your enemies may find out
things you don't want to reveal.
Ventrue: The bane of our unlives -- kill them all.
Giovanni: Almost as bad as the Ventrue; they are trying to take over our power but we shall teach them the error of their ways.
Yei: Live and let die.
Lupines: Watch for them if you try branching into environmental industries.
Glasswalkers: Amateurs.
Mages: Odd but of no real consequence.
Wraiths: The dead should go away and not come back.
Fae: I suppose you believe in Father Christmas too.
Gehenna: No one is stupid enough to end the world.

Author's note
O.K. guys, I've graduated and will loose my account sometime around mid July. Til then I'm still reachable at:
j.l.parr@bradford.ac.uk. After then I can be reached at my friend Chris' account at c.plaice1@bradford.ac.uk but please put 'for
Jenny' in the subject line otherwise it won't get to me! Arigato.
ORDER OF ICARUS
By Chris Cashman (ringofan@internetx.net)

Nickname
Freedmen, Birdbrains

Background
Once gangrel, through several generations, they drifted into their bird-like form. They believe the only way to to achieve true
freedom is through flight.

Concept
Always looking for freedom and any caged bird they see they will set free.

Disciplines
Auspex, Animalism, Aeries

Weaknesses
They are overly devoted to freedom and the urge to free animals usually distracts them.

Stereotypes
Brujah: They are looking for freedom from the bonds of the Camarila, but must they be so damn mindset on it?
Gangrel: Hey they are our cousins, yet if they were smart enough to grow wings they could escape their beatnik lives.
Malkavian: They are the only only ones who are really looking to escape . . . reality.
Nosferatu: These monsters are truly hideous, but they do like animals!
Toreador: Oh what a bunch of stuck up snobs! I don't care what the hell they think about me.
Tremere: Hocus pocus my ass!
Ventrue: For people who preach the Camarilla, they sure don't follow it.
Assamites: Take the first three letters of their name . . .
Daughters of Cacophony: Never seen 'em!
Followers of Set: Why worship the slithering snakes when you can fly with the eagles?
Giovanni: Get these so called magicians a bib!
Ravnos: The 2nd best examples of freedom among the kindred. Now if they could only fly . . .
Salubri: Hey if they mess with me I'll peck that third eye out!
Samedi: Ewww!
The Sabbat: I may not be Camarilla but I'd rather turn into a chicken and run across a busy highway then be Sabbat scum!

View the Aeries


THE ORDER OF SAULOT
By Abe Dashiell (adashiel@indiana.edu)
The history of the Order of Saulot begins with the story of a young woman named Francesca Alvarez. Born the daughter of a Spanish
Duke and a Moorish Jew, she began her life as a pariah. Her mother was a commoner, and worse, an unrepentant heretic in both the
minds of the Moors and the Spaniards. Her father, however, steadfastly refused to leave his new wife, despite promises from Rome
that the marriage would be annulled. For his pains, he was excommunicated and his lands and wealth seized. Taking his wife, who
was nine months pregnant, he tried to flee Spain, hoping to make it to the relative safety of France. A trusted servant that they brought
with them in their escape attempt, however, turned out to be a spy for one of the Duke's rivals, and he betrayed them to the king's men.
The Duke was burned as a heretic and his wife was imprisoned to wait a similar fate. Francesca was born in a Spanish dungeon, her
mother dying in child birth. Had it not been for the midwife who helped bring her into the world, Francesca would have shared her
parents' fate. The woman had recently lost her only child and knowing she was too old to bear another, she stole the baby for her own.
Unfortunately, Francesca's troubles were just beginning. Her adopted mother died of the plague when she was 12, leaving her
orphaned on the streets of Madrid. She lived from day to day, stealing what she could and begging for the rest. Eventually, she met an
Egyptian who, claiming his god required him to give alms to the poor, took her in. He saw a spark of exotic beauty in the emaciated
urchin and took it upon himself to fan that feeble light into a bonfire. Unfortunately for Francesca this was her first contact with a
Follower of Set. He did as he promised, gave her food and fine clothes, but at a price. He forced her to sell her body, billing her as
"The Christian Moor," and capitalizing on the curiosity of his customers. In despair, she soon wished to be back on the streets where
she had at least been free. The Egyptian, who was so kind to her before, turned into a cruel task master whose magical force of will
was too great for her to resist.
Her salvation finally arrived when an oddly pale woman arrived at the Egyptian's brothel. Francesca was in the lounge, diseased and
listless from her labors, when she arrived. The newcomer walked past the Egyptian's massive ghoul guards as if they weren't there
and confronted their master. His response was immediate and horrifying -- his eyes became snake-like and he hissed at the woman
with a forked tongue. He angrily commanded her to leave, his speech difficult to understand past the fangs he had sprouted.
Francesca was terrified and though her every instinct told her to run, all she could do was curl into a ball and whimper. Then the pale
woman did something extraordinary -- a small, horizontal scar on her forehead opened, revealing a third eye. At first, Francesca's fear
intensified, but then she found herself overcome by a feeling of peace -- she suddenly knew that everything would be all right. The
Setite was not as moved by the woman's power, and ordered his ghouls to attack. They too were under the woman's spell, however,
leaving only the Egyptian himself to deal with his opponent. For a moment, he considered fighting her, but something about her made
him realize that it would likely bring him Final Death.
"What do you want?" the Egyptian finally said, his fangs gone, his eyes their normal shade of brownish black.
"Just one thing," the Salubri replied. She turned her gaze to Francesca, and said, "Her."
For a moment, the Setite seemed poised to resist, but then his shoulders slumped and he said, "Be my guest. The customers were
losing interest anyway."
Francesca's life took a notable upswing from there, though not without cost. Her savior, a Salubri named Beatrice and a follower of
Saulot, Embraced her, making her one of the Damned. At first, Francesca reveled in what she had become and disregarded her
sire's teaching. The Baali (c.f. Casca's work), fearful that the philosophy of Saulot would spread to the other kindred, weakening the
entire breed, spread lies about the Salubri, greatly demoralizing the clan and preventing Beatrice from properly exerting her influence
on her childe. Francesca was determined to make up for the years she had lost, indulging in all the pleasures unlife could give her.
However, as the years passed, she began to feel the pang of regret as humanitas slipped away from her. She returned to Beatrice to
resume her studies, but before long, the Tremere made their move against the unprepared Salubri. To disguise their thirst for blood,
the Tremere played upon the lies of the Baali in justifying their massacre of Saulot and his progeny. The rise of the Avengers of
Diedne (c.f. Dark Whisper's bloodline) also worked against the Salubri, as the Tremere claimed the atrocities committed by that
bloodline were in fact the work of the Salubri. The clan was decimated. Beatrice fell to the hungry fangs of the Tremere before she
could impart much of her knowledge on to her childe. Francesca fled east, at once hoping to evade her enemies and also to unearth
whatever enlightenment Saulot had found.

After years of fruitless searching, her soul was still not at rest. Then, one night, shortly before the dawn, they found her. They appeared
in her haven, their heads shaved and dressed in long flowing robes -- there to talk but clearly ready for worse. They claimed they had
been watching her for many years and had chosen to offer her membership to their order, the Children of Osiris. They spoke well into
the afternoon, The ascetic Children seemingly unaffected by the drowsing effects of the day. Marvelled, she believed she had finally
found what she had so long been seeking and eagerly accepted their offer.
The teachings of the Children of Osiris were more of an answer than she had ever dreamed. Though their methods were difficult, she
was able to quash the Beast, pushing it down so deep that it was no longer the immense thunderhead that had haunted her for over
two hundred years. Though, in the back of her mind, she knew that she was a ticking bomb, as long as she maintained the strict
discipline of the order, it was not a problem she had to deal with. Her rise within the Children of Osiris was meteoric -- within a century,
she was called upon to establish her own temple. So, she and a number of hand-picked followers, left the Grand Temple in Nepal, and
established a new temple in Central China.
For a time, the temple blossomed, and Francesca herself became a master of both Bardo and Obeah. The temple attracted
numerous kindred from the various Asian lines, including Dakini, Hibakusha, Gaki and even a Shreh Ren. It was during this time that
Francesca stumbled upon some of the writings of Saulot. The work, an extensive tome written in a bizarre combination of code and
dead languages, had been found by a Sanatan, who claimed it was transcribed from a copy of the original text. Few realized the
significance of the find and none could fathom the arcane language in which it was written. Not to be easily defeated, however,
Francesca and her Sanatan assistant struggled with the text, researching for years, trying to unlock its secrets. The entire temple
became involved and nearly two centuries later, their hard work paid off. They learned of Saulot's rebirth as a vampire, of his fall from
grace and eventual triumph over the Beast. They also read of his offspring, Shaitan, and of the Baali. It was only when messengers
from the Grand Temple arrived, wondering what happened to them, that they realized they had devoured decades of existence in the
study of Saulot's writings. They also knew that something about themselves had changed in those years. Though they treated the
messengers from the Grand Temple cordially, they understood that a gulf had opened between the Children of Osiris and whatever it
was they had become.
The members of the Chinese temple, led by Francesca, began to experiment with the codes that had been set down by Khetamon
millennia before. The Children of Osiris had always rejected the possibility of Golconda, believing that the only way to retain humanity
was to deny and suppress the Beast. The Order of Saulot, as they began to call themselves, felt that this was not entirely true. They felt
that retaining one's humanity had to be redefined as a means, rather than the end in and of itself, and that Golconda had to be the
ultimate goal of vampiric existence. It was not long before the rest of the Children of Osiris learned of their brethren's activities, and
after an intense, but civil exchange between the two groups, it was agreed that it would be best if they parted ways. There was
surprisingly little friction between them; they even cooperated on occasion. However, both the Order of Saulot and the Children of
Osiris knew that the subtle, yet important differences between them amounted to a divide too wide to be easily crossed. Because of
this fact, when the two groups do work together, they rarely discuss philosophy.
In the years since its creation, the Order of Saulot has spread out of the Far East and across the planet, though they still have a vastly
greater presence in Asia than in the West. More than seventy-five percent of the members of the sect are of Eastern bloodlines,
though in recent years, more Western kindred have been accepted.
Philosophy: Only someone very familiar with the workings of both sects could pick out the differences between the Children of Osiris
and the Order of Saulot. They both lead highly ascetic lifestyles and like the Children, members of the order shave their heads and
prefer long, flowing robes. However, the Order of Saulot embraces Taoist and Buddhist philosophies much more broadly than do the
Children. They believe that they must open their eyes to their place in the universe and they understand, painfully, that by denying the
Beast that lives within them, they are also denying the truth. To this end, they have supplemented Bardo with two other disciplines --
Obeah and Zen. While they feel that Bardo very effectively treats the symptoms of their vampiric existence, it also allows them to forget
that the disease itself has not been cured. Some members of the order eschew the use of Bardo, as they believe it is only hindering
their way to ultimate enlightenment. They feel the discipline enforces a regimen too static to allow any possibility for Golconda. That
only a very few have ever reached that exalted state supports this claim, but on the other hand, few members have ever fallen from the
Path either. For most, Bardo is a means for them to explore the deepest levels of their Humanity. It is the powerful tether that prevents
them from succumbing to the Beast.
The order, despite its austerity and discipline, has strong connections with the outside world. Members feel that it is impossible to
retain their humanity unless they actually have some contact with humans. They do maintain their distance from the less "pure" aspects
of humanity, notably pop culture and materialism in general. However, they will help the downtrodden and the weak, both physically and
spiritually, using their powers of Obeah. They will extend this service to vampires and other supernaturals, but with considerably more
caution. Through their understanding of Obeah, they recognize that to heal, they must confront the pain. They see the Beast as the
ultimate source of their pain, and redirect their agony into a powerful force to heal others. Likewise, as they learn how to help others,
they better understand how to heal themselves.
The Order developed Zen as it became more integrated in the spiritual and supernatural communities of the East. Zen provides them
a strong anchor to reality, giving them a strong sense of place and belonging. As masters of Zen, members of the Order of Saulot can
be formidable opponents. However, they are also extremely reluctant to harm other beings, including their enemies. They will never
start a fight, and even if forced into combat, they will try to end it as quickly and bloodlessly as possible. It would be incorrect to call
them passive, however, though in many respects, that is how they appear. Because they see themselves as travelers on a difficult
path, they see themselves as very active. Thus, while they would never initiate a murderous raid on the local Baali coven, they work in
other, more subtle ways that make their opponents see them as a real threat.
Like the Children of Osiris, the Order of Saulot holds the Setites in great contempt. However, the Baali and other infernalists are
figuring more prominently as their enemies of choice. Francesca, who still presides as the leader of the order, ultimately blames them
for the fall of the Salubri and fears that if the Baali are allowed to grow unchecked, they may jeopardize the world itself. They also revile
the Sabbat and the Black Hand, largely because both sects have consciously forsaken their humanity.
While the differences between the philosophies of the Order of Saulot and the Children of Osiris are important, so are their
similarities. Members Order of Saulot refuse to sacrifice their humanity to achieve their goals. They believe that the only way to reach
Golconda is by developing a transcendent understanding of their own humanity. They reject the Paths of Enlightenment, even the Path
of Harmony, and will never accept as a member, a follower of any path other than Humanity. They are highly ascetic, perhaps even
more so than the Children, spending the majority of their unlives in contemplative meditation.
Sect Initiation: Like the Children of Osiris, they will not even consider for membership any vampire with a Humanity rating of less than
8. Potential members are closely watched for years, often decades, before they are even approached. Once a kindred agrees to join,
she undergoes a harrowing trial of self-denial and strict discipline. She is indoctrinated in the beliefs of the order and is allowed only
minimal access to the outside world. The length of this period depends greatly on the individual, varying from a few months (rare) to
decades (not uncommon). Only when she has completed this first step is the kindred offically admitted into the Order of Saulot. This
extended initiation so changes the nature of a new member that the very blood of the vampire changes. Though bloodline weaknesses
remain, most other clan aspects are eliminated. The vampire has become, heart and soul, a member of the Order of Saulot, leading
some to suggest that the it is more of a bloodline than a sect.
Sect Strictures: Embracing a mortal is strictly forbidden. In fact, the initiation so drums in this rule that it is virtually impossible for a
member of the Order to even try to Embrace someone. To drain a sentient being of more than two points of blood (assuming the
mortal was at full blood pool to begin with) requires an expenditure of willpower on a point per point basis. To actually complete the
Embrace requires an additional cost of *two* willpower. This willpower expenditure is not necessary if the vampire is frenzying, but a
frenzy will not alleviate any of the consequences of completing the Embrace. If a member ever manages to go this far, her blood
immediately reverts back to the nature of her former clan. She is no longer a part of the sect and all of the Order of Saulot she meets
will instinctively know this.
Drinking blood from sentient beings, while not forbidden, is strongly discouraged, especially by those skilled in Bardo. Likewise,
frenzies are to be avoided at *all* costs and any who do frenzy are required to meditate and purge themselves of the frenzy's taint.
Creating ghouls, blood bonding and submitting to blood bonds are also forbidden. Members are expected to meditate every night for
a *minimum* of an hour, regardless of the circumstances, and are encouraged to remain active in the day whenever possible.
Perhaps most importantly, a member is expected to keep her humanity as high as possible, never dropping below 7 and ideally
keeping it at 8, 9 or 10. Breaking the rules results in the disciplining of the offending vampire, sometimes initiated by a higher ranking
member of the order, but usually self-administered.
If a member crosses over the line too often, she may be subject to expulsion from the order. When a kindred is ejected from the Order
of Saulot, her memory is thoroughly scoured to prevent her from revealing the sect's secrets. If a former member proves herself, she
may be readmitted to the order, but this is rare and would require a truly extraordinary feat. Usually, this involves the kindred sacrificing
herself, resulting in a posthumous readmission.
Nickname: The Children of Osiris occasionally refer to them as the "Wayward Flock." The Shreh Ren, who regard them with extreme
hostility for managing to steal one of their own, react violently to an even oblique reference to them. Otherwise, they really don't have a
nickname.
Appearance: They come from every culture on the globe, but they will always have shaved heads and often dress in long, flowing
robes -- especially when at Temple. Most, but not all, are of Asian heritage.
Haven: Like the Children of Osiris, the unlife of the members surrounds the Temple. Temples will vary from the grandiose, like the
original temple in China, to a simple altar for a lone individual. They are very particular about where they locate their havens and move
only infrequently. In the East, large temples are the rule, but in the West and especially North America, it is not uncommon for an
individual to inhabit a haven by herself. Only in the largest American cities will there be a temple with more than five members.
Background: All are vampires before they join. However, once they become part of the sect, their former clans lose much of their
importance. Under no circumstances do they ever sire progeny once they have joined the order. Natures and Demeanors tend to be
passive and are often, but not always the same.
Character Generation: Mental are primary as are knowledges. Common backgrounds are Mentor, Contacts and Allies. They may
also take Order of Saulot Sect Status but only take Status in another sect or clan prestige if they are acting as spies. They may also
take the Mage backgound, Arcane.
Disciplines: Zen, Bardo, Obeah. Once a vampire joins the Order of Saulot, former clan disciplines must be purchased at out of clan
costs. Former Caitiffs pay in-clan rates for the sect discipline and for all others, pay out-of-clan rates. Note that the form of Obeah
taught by the Order is slightly different than that known by the Salubri and the Sanatan. The main difference is that except in rare
cases, the third eye is spiritual rather than physical. When the discipline is in use, bright light suffuses from the vampire, originating
from the center of the user's forehead. However, looking at the vampire's aura, whether the discipline is being used or not, *will* reveal
the Third Eye, as will peaking at the vampire from the Umbra.
Occasionally, Zen and rarely, Obeah, will be taught to kindred who are not members of the Order. They will not teach just anyone,
however -- a potential student must have a Humanity score of at least a 7 and must demonstrate their trustworthiness. Bardo is never
taught to those outside the order. Any vampire not belonging to the Order who is taught Obeah, will develop a physical Third Eye
unless they have first mastered Zen.
Weaknesses: They retain their clan weaknesses, and also, if their existence is ever uncovered, Setites, Baali and Shreh Ren will do
all in their power to insure their swift demise. Their relationships with the Sabbat, the Black Hand, the Tremere and the Avengers of
Diedne are not much better. Former Caitiffs, for unknown reasons, gain the flaw, Infertile Vitae and must spend double normal
willpower to drain a mortal. Tremere, whether they were formerly Camarilla or Sabbat, are recognized by other Tremere as being
alien. They are also treated with great mistrust among other members of the sect. While it is theoretically possible for Baali and
Setites to join, none have been admitted.

Preferred Paths: Humanity is the only path that is acceptable. Following another path invariably results in immediate expulsion from
the order.
Organization: Their organization is strikingly similar to the Children of Osiris. Members of the order possess a group loyalty that
greatly surpasses the Camarilla and rivals, without the need for blood bonds or the vaulderie, the unity of the Tremere and the Sabbat.
Their common goal of Humane Golconda seems to hold them together very strongly.
Gaining Sect Status: Achieving Golconda is the best way to achive recognition within the order. However, even among a sect as
dedicated as the Order of Saulot, only a handful have ever achieved it. Other means to achieve status are maintaining high humanity
without repeated use of Bardo, completely abstaining from drinking human blood, thwarting Baali and Setite plots, and solving
problems without resorting to violence. Frenzying, repeatedly feeding off of humans, creating a blood bond and losing humanity very
rapidly diminish a member's sect status and are grounds for expulsion.

Quote: It has been said that there are many paths to Golconda, but it is only by understanding the Beast within the Man that true
enlightenment may be attained.
Stereotypes
The Order of Saulot, like the Children of Osiris is a highly secretive group. In the West, there are more who know of the True Hand and
the Illuminati than are aware of the Order of Saulot. In The East, the story is more complex: many know of them, but primarily as a
legend and typically as a clause in the story of Saulot. The Order, on the other hand, has a great deal of knowledge about the other
powerful entities of the World of Darkness, though much of information on each group may be held by only a few individuals. For these
reasons, many of the following are the words of those voicing them rather than the group they represent. However, more often than not,
that person will be the *only* one who knows of the Order and is the only opinion available. The views of the Order are more universal,
but it must be emphasized that much of what they know about these factions comes from limited sources.
The Children of Osiris: For them, humanity is the means, the method and the goal. It is a long, cold road they walk and one with no
destination.

"Purity can never be attained if the Beast plays any role in our existence." - Romanov, Child of Osiris and former Ventrue.
Camarilla: They are blinded by self-denial, but at least they have not consciously forsaken their humanity like the others.
"It is said they were founded by a Salubri. They cannot be trusted. - Laertes Krantz, Tremere
Sabbat: They are correct; they aren't human -- they are senseless beasts.
"How can they be so 'Zen,' if they don't even realize they are above the mortals?" - Alphonso, Lasombra pack-leader
The True Hand: How can they claim to protect humanity when they consider themselves the army of the most inhuman beasts of all.
At least we have become aware of them, though we dearly would like to know more.
"We have tried to manipulate their hatred of the Baali, but the agent we sent to infiltrate them converted to their cause! As unpleasant
and incredible as it may sound, I believe they know much more about us than we know of them. - Ishmael, True Brujah
Inconnu and the Salubri: Our brothers have misjudged them. Their journey towards Golconda is worthy, even if the some of the
paths they take are not.

"The path they have chosen is narrow, but do they follow it in earnest" - Swift Eagle, Salubri
"I find it difficult to believe that they can achieve Golconda without sacrificing some humanity. You can't have your cake and eat it too." -
Rosencrantz, Monitor of Macau
The Setites: They viciously exploit man's desire to hide himself from the reality of the world.
"The Children are not incorruptible -- neither is their wayward flock." - Morgan LaBleue, Follower of Set.
The Baali: An even darker blotch than the Setites. They do more than corrupt -- they will be happy with nothing less than Oblivion.
"They wallow in their own weakness. We must stop them before they spread it to the rest of us." - The Quasit, Baali Infernalist.
The Eastern Kindred: They -- we -- are mysterious and reclusive because our "brothers" in the West cannot accept that their Caine
theory is not without many holes. "[Frigid Silence]" - Any Shreh Ren you ask
"They are not as bizarre and alien as the vampires of the west, but they are an unknown quantity that I am not entirely comfortable with.
- Kyuketsuki, Onyudu
Mummies: They fight an immortal war against the Followers of Set that even we cannot begin to fathom.
"My contacts within the Children of Osiris at once slander and speak of them highly. I believe I will schedule time to look into them in a
century or two. - Taharka, Mummy
Garou: The Children of Gaia and the Stargazers are very near to our beliefs, but the lack of respect a few tribes show for humanity is
inexcusable.
"A most enlightened and noble group -- Gaia be with them." - Counts-the-Moons, Stargazer Philodox.
"They do not smell of the Wyrm, but they are leeches and will feel my Rage when I meet them." - Hand-of-Thor, Get of Fenris Ahroun
(Lupus)
"Our Infernalist allies are correct about them. They only bring weakness to this world. - Wasted Plains, Black Spiral Dancer Theurge.
Mages: They fight for Ascension, which may be a more lofty goal than even Golconda. However, I fear that many of them are far less
human than any vampire.
"Never have I come upon a collection of vampires who have hit as close to the truth as these." - Imiko, Akashic Sister
"They are scheduled for complete elimination from the Paradigm sometime next century, why?" - Maxwell Schmidt, New World Order
"By the time these fools attain their pathetic little Golconda, the world will be oozing in the depths of True Ascension! -
[Unpronounceable], Nephandus
"Order? ORDER! Bwa-hahahahahahah! orderorderorderorderorderorderorder..." - Anonymous Marauder
Wraiths: The Restless wage a greater battle than we will ever fight. They deserve our pity as well as our respect.
"They gave me some hope -- for a little while." - Diana, Wraith
Changelings: Bizarre and wonderful creatures whose time, alas, is not long for this world.
"Hah! I do my best do avoid being human!" - Snarltooth, Unseelie Fae
Immortals: A rather barbaric way to achieve something of as obvious metaphysical importance as this 'Prize,' don't you think?
"Just as long as they don't get in the way of the Prize, I really don't give a damn." - Ramses, Immortal

Gypsies: We know of their kind primarily from the Ravnos Shilmulo who have joined our Order. They must not let their xenophobia
erode their humanity.
"One of my family was seduced by the prospect of immortality, and he quickly became a monster. One of these helped him and put
him on a better path." - Vaclav of the Ravnos Family
The Illuminati: We found one of their tomes, and using the knowledge we gained translating the work of Saulot, we learned a great
deal about this enigmatic group. I suspect that much we have "learned" is smoke and mirrors -- we have not sought any of their
"Mystical Secrets." There is much we do not know, but it is apparent that they are more interested in dominating the world rather than
saving it. We have hindered some of their efforts in the East, but we haven't the power to affect them elsewhere.
"If anyone were to find out what we have done, the Righteous Fury would be on our heads, but oh how we have made the Pantheon
bleed in the East! Allowing the Pax Concordat (edited, of course) to fall into their hands was a stroke of genius! - Robards of Jupiter,
Blood Covenant
"They are a nuisance, this enigmatic group of Abominations!" - Father Lodovico, Rook of the Pantheon
Pentex: It is the nexus of evil and materialism in this world.
"In the last quarter, their actions caused Project Iliad to suffer nearly ten million dollars in lost Fomori potential. A small price to pay
overall, and their deprogramming methods merit further study. - Harold Zettler, Pentex board member
The Inquisition: While some of our kind deserve the stake, is it really worth losing your own humanity?
"They are beasts, no matter how they try to hide it." - Caiaphas Smith
Church Knights: We have worked with them on occasion. They have turned over to us kindred they deemed salvageable.
"Sometimes you must sleep with the enemy, and surely the Children of Osiris and the Order of Saulot are more trustworthy than the
Assamites ever were. - Jean-Pierre Olivier, Knight Lieutenant, Order of the Temple.
Scanners and other psychics: We have taught a few of them basic meditation techniques that has helped them to control their
powers.
"I studied under one of their kind for a time and now the Voices do not speak so loud in my mind. - Ashley Schwab, Scanner.
The Arcanum: There are rumors that they have the original text of Saulot under their very noses and do not know what it is!
"Ah yes, the Order of Saulot...hmmm...I do believe we have traded information on occasion." - Professor Reinhold Schmidt, Boston
chapter
View the Zen discipline.
ORDER OF THE WYRM
By Gary Greenhill, sandman@essex.ac.uk

Prologue
A treatise on the Order of the Wyrm by Louis Du'Can, House Quaesitoris, Order of Hermes, Vienna Tribunal on January 1, 1891.
His last before his strange disappearance on the 3rd of January that same year. Greetings Magus,
I am delighted to be given the opportunity to present my treatise to you, such an esteemed audience. No doubt you have already
read many works on the walking dead, most of whom make no real effort to hide from any but the mundane. I present to you here
my studies of a group of the undead who have disconnected themselves from the usual groups that we encounter. I present here
The Order of the Wyrm.
First let me explain to you my research in the subject. As you may be aware I have for a long time been studying our nocturnal
friends to see what threat they pose to us and our Order. I came across in my studies, information of a group who were
dedicated to the maintaining of balance. This as you can imagine both delighted and intrigued me.
As you are aware some of the Kindred claim to be the children of Cain. Although the existence of these clans neither proves or
disproves this theory it does suggest other possibilities. This is that the Kindred are not the creation of Him but of demons and
spirits, more specifically in this case those of the traditional elements earth, water, air and fire.
The earliest I have been able to trace the Order is back to feudal Japan, this may suggest that these kindred are not an original
Bloodline and had committed what the Kindred term Diablerie to achieve their status. The most likely alternative is that they had
simply remained secretive up to that point.
What is this Order?, well as far as I can tell it is a group containing four Bloodlines, each devoted to an element. These Kindred
seem to be devoted to the balance of these elements, in that they will only oppose one when it is in excess. To this end no
element is truly opposite to any other. In addition to balance of the elements these Kindred seem to prevent the total spread of
human population, they create powerful disasters such as volcano eruptions, hurricanes, whirlpools and earthquakes.
These Kindred seem to follow many Japanese beliefs, however some of their influence may be found elsewhere. It is not unlikely
that some of their members have been confused for the gods of the elements. These Kindred seem to follow a code of practice,
and do so resolutely, much like the codes of Bushido and Buddhism, they have strict control in their order and one must follow
the orders of their superiors implicitly, more so even then our special friends, the Tremere. This seems to be enforced fairly well
as all of a very high generation and their creation is never on the whim, it is done only after a long study of the prospective
member.
They seem to have temples to their order throughout time, this is often where the members are chosen. It is of interest now
however that the mainstream religions have lessened their followers but increased their devotion. Less quantity more quality it
seems.
From the mind of one of my subjects, an acolyte and potential member of the sect of air within the order I discovered that only
kindred within the order, and who follow their code, can use the disciplines of each sect. Even then they must be truly devoted to
one element only.
What the order essentially does is stop the complete spread of humans. By the very nature of Kindred some do this because
they kill their victims, however most vampires like the spread of humans as it increases their herd. The kindred of each sect
follow those in their sect of higher generation. Those of the highest generation occasionally meet to discuss politics, such as
what, where, when and how a 'disaster' should occur. These discussions are also taken place between those of fourth
generation.
My subject also showed that each sect seems to be broken into sub divisions. He revealed that the sect of air had as the fourth
generation four members, North, East, South and West winds, and the sect of water are Ao Ch'in, Ao Kuang, Ao Jun, and Ao
Shun. It seems like each member has four members serving under him, but this is merely speculation. It is interesting to note,
however, that in Japenese four means death.
The most frightening of all these elements (excuse the pun) is that of where the order gets its name. Those who have reached
fourth generation can take on a form of a Wyrm, a dragon, a huge serpent, connected in form to their element. Even in the mind
of my subjects this form was something to behold.
In conclusion I must say that this frightens me. If nature is controlled by these beasts what else is controlled and by whom. As with
anything I have turned over a rock to find a mountain of rocks. I leave you with this report and the thought that if they control our
environment, what controls them?
I bid you pleasant dreams my friends.
Note that there is strict control of the order by superior members.

Nickname
Dragons

Appearance
The members of the order are normally dressed in religious robes and garb. They are usually very fit people in early to mid
twenties of any racial orientation (there have been gods of the elements from most regions of the earth).

Haven
The Order usually resides in something to do with their element, the sky, the ocean, volcanoes or mountains. They also reside in
small temples where they gain followers and recruits.

Background
All the members of the order have been acolytes in temples to the worship of the element. They are chosen for their physical,
mental and social abilities as well as for devotion. Although they are fanatics they are not mad, they just follow very clear goals.

Clan Disciplines
Presence, Fortitude, and also one of Aquam, Auram, Ignem, or Terram.

Weakness
Every member of the Order has been brainwashed, dominated and Blood Bound by the generation above. This even includes
those of third generation by beings unknown (see Disciplines). Although this does not get rid of free thought completely it does
mean that each member is strictly controlled.

Organization
The Order is based on hierarchical control and division of work. Starting with the Dragons who are the leaders of each sect,
these are Antediluvian's. Occasionally they wake from their hiding and discuss matters of the world, however they take orders
from Something Else. These Dragons are Quetzalcoatl (air), Nai No Kami (earth), Phoenix (fire) and Shio-Zuchi (water). Those
of fourth generation are known as Wyrms, it is these that are generally in charge of standard operations (the head field operators
so to speak), there are four Wyrms for each sect. Then serving under those are the Snakes, these are between fifth and sixth
generations. These are responsible for making minor disasters, recruiting of servants and disciples, guarding and running the
temples. It is best not to confuse these snakes with Setites.

Quote
"Our Order is timeless, we are watching you. Forever."

Stereotypes
The Camarilla: What do we care for these undead. They no not what they are or what we are. They still act as if they are mortal.
They play their role however.
"You expect me to believe that they are responsible for world disasters! Not only that, they are controlled by four
Antediluvians who get along! Ha ha ha!"
-- Derek Windsor, Ventrue primogen
The Sabbat: They are the opposite and equal of the Camarilla. This is good in that they achieve balance. However like the
Camarilla they do not understand the concept of immortality.

"You expect me to believe that four Antediluvians get along! Not only that, they are responsible for world disasters! Ha ha
ha!"
-- Nightshade, Member of the Black Hand
The Inconnu: They are aware of immortality, and they are neutral. They seldom delve into the realm of mortals and politics.
Maybe they are our opposites.

"Meep."
-- Mr. Change-for-a-Pound IV, fourth-generation Malkavian

Order of the Wyrm Disciplines


Each sect is attuned to one element. It is simply not possible to have more then one elemental Discipline. What does happen
though is those of different sects work together; when that happens the results can be outstanding.
PAANARTET
(Flying Stone Serpent)
By gothic_dead_man (hentai_man69@hotmail.com) and Walt

Description
On a summers night, 3 July in the year of our lord 1418, a Follower of Set known only as Apt-Ba would see something that would
change his unlife. That night a Tremere named Tchoron Danesti was making an example of an Assamite who dared take a
contract on him. The savage would be made into a gargoyle, drained of almost all his blood, staked and sent in a box back
home with no heart in his chest. Noticing the potential right away, he would request to be made into gargoyle as well. In
exchange for his free will, he would give a boon. Although not a Tremere slave himself, he would become more and more upset
with the oppression of his new half-brethren. It was then that he decided to liberate other gargoyles. First came the power
Saxan-Anar, then the making of the Paanartet. In the 15-1600s, all Paanartet would be freeing the other gargoyles, come the
twentieth century they all become Black Hand assassins (there they can hide).

Nickname
Statues

appearance
A Paanartet's appearance is always zero. They have snake fangs instead of vampire Fangs, and a cobra hood that comes out
either on command or in stressful situations. The color of the skin can vary, but is generally grayish in color. Their hands and feet
have long pointy nails, and the feet have a rear "thumb" to grab and perch on things. The tops of the wings have a hooked claw
which can be used to hooked together to make them easier to hide. When on the ground a Paanartet usually wears a black or
brown cloak they hook to their belts when in flight. The cloak is generally long enough to drag the ground, and includes an
oversized hood.

Havens
The main haven (a secret all Paanartet will guard to the death) is located in Egypt, 40 miles from both the nearest city (or town),
and the Nile river. The design is that of an underground pyramid, pointed up. At the top is a spawning pool that supports two
ghouled Egyptian snakes. The doorway to all Paanartet havens would be well hidden, guarded, and only be known to Paanartet
(one would take measures to avoid being followed). Other such havens would all be underground, and be made of local rock and
stone. All Paanartet know the location of the main haven until the year 1900, after which time only those that are chosen will know
its location (older Paanartet will treat younger members like those Cainites not of the bloodline, they will take measures to hide
their haven).

Backgrounds
A Paanartet will usually Embrace someone similar to himself. This leads them to seek out those of Fanatic or Bon Vivant
Natures or Demeanor.

Character creation
The clan's origin lies in Egypt, so like their sister clan the Followers of Set, a lot of North Africans tend to be Embraced. This is
not always the case, however as any fun-loving, fanatical, high on life warrior concept is a possibility. Due to their motivation,
physical attributes and fighting skills tend to be primary as well as backgrounds that are similar. The Road of Humanity is
common.

Disciplines
Serpentis, Viceratika, Saxan-Anar. Saxan-Anar is a highly guarded power. Those with the power who are not of the bloodline
will become hunted for it. It may not be learned by normal means; the blood of a Paanartet must be consumed to learn it. This not
only will leave you one step blood bound, but it also modifies your DNA giving the bloodline weakness.

Weakness
Whenever the sun is in the sky the Paanartet will turn to stone. If struck by a hammer, the Cainite will die (assassin must roll
damage against the victim's Stamina (no Fortitude) and do proper damage.

Organization
All Paanartet organize themselves into packs organized like military ranks. Two packs will not appose one another. Instead they
will work out some kind of deal.

Merits and Flaws


Serpent's Gift: (3 point merit) Truly blessed Paanartet are given the gift of a five foot serpent's tail. This tail is fully mobile, and
can be used in a variety of ways. This tail can also support the Cainite's full body weight.
Serpent's Curse: (3 point flaw) The same as Serpent's Gift but the tail cannot be used for anything. If lost the tail will regenerate
in three turns. During that time the Cainite will take two dice of aggravated damage per turn. The tail can not be hidden.
PANDER ANTITRIBU
By Brian Connors (connorbd@bc.edu)

Description
Outcasts among outcasts, the Pander antitribu are among the most despised of vampires. Rebelling against the Sabbat is a
Final Death offense, and the Panders themselves have their own punishments in mind for the deserters. They thus stick together
tightly, supporting each other and protecting each other whenever possible.

The Pander antitribu appeared in 1970 in Quebec City. Two packs of Panders had grown disillusioned with the Sabbat and fled
deep into the Canadian wilderness, reappearing in southern Saskatchewan briefly before making a run across the border. They
became established in Chicago after the collapse of Lodin's rule there in 1993, where they tripled their numbers by uniting the
Camarilla Caitiff in and a few judicious embraces of derelicts in the area. There are now approximately forty of them in Chicago,
and there is also a pack in Columbus, Ohio and a pack in Madison, Wisconsin.

The Pander antitribu are not particularly influential; the Sabbat would kill them anywhere they held power, and the Camarilla
does not trust them because of their Sabbat roots. Their practices are very much those of the Sabbat; in this respect, they
resemble the Violators sect, but the difference is that the Pander antitribu do it not out of mockery but out of a need for unity. It
does bother many people; they practice the Vaulderie, which annoys many of the more powerful members of the Camarilla
because it insures that their loyalty will always be to each other.

Nickname
Washouts

Appearance
Generally indistinguishable from the typical Brujah.

Haven
Similarly to their Sabbat counterparts, the Pander antitribu maintain communal havens. Most are too poor to afford their own
anyway.

Background
The leaders are Sabbat deserters; the rest tend to be derelicts and runaways who have nothing to live for in the human world.

Character Creation
Mental and Physical attributes are primary; Social tends to be irrelevant. All Pander antitribu are 10th generation or less.

Clan Disciplines
Essentially Caitiff, the Pander antitribu have whatever disciplines they can get.

Weakness
As Caitiff, they have no clan disciplines; as deserters from the Sabbat, they have enemies everywhere.

Stereotypes
Panders: They've got their clan and stuck us with an identity that isn't really ours. Some good ideas, but they cheat themselves.
Camarilla Caitiff: I bet you never knew it was possible to be lower on the totem pole than them.
Assamites: I cringe around them. If it wasn't for the curse, I'd worry.
Brujah: If they're such idealists, why is it so hard to believe?
Gangrel: You know, given what the antitribu are like, the real thing's quite a pleasant surprise.
Giovanni: Creepy, creepy, creepy...
Lasombra: We left the Sabbat because of them. They are tyrants and monsters who should have been exterminated.
Malkavian: Some do accept us, and that's what we like about them.
Nosferatu: Somehow I don't think you can trust the ones in the Camarilla any more than the ones in the Sabbat. They have their
own agenda, and all else takes a back seat.
Salubri: Ummm... Who?
Setites: Don't get bitten, eh?
Toreador: A Toreador is a Toreador no matter what her loyalties, and it all amounts to the same sickening stupidity. Screw 'em
all.
Tremere: They show too much interest in us. I find it worrying.
Tzimisce: No comment.
Ventrue: Lighten up, dammit!
PAO YU
Jason C. Marshall (JCMarshall@sympatico.ca) for the Celestial Court.
"I don't exist when you don't see me
I don't exist when you're not here
What the eye don't see won't break the heart
you can make believe when we're apart
but when you leave I disappear
when you don't see me."
-- When You Don't See Me, Sister's of Mercy

Prologue
The wind whipped across the courtyard, causing the banners to flap and sword sheaths to rattle.
The six warriors stood at rigid attention, waiting for the arrival of their lord.
A limo pulled to a stop. The door opened and a slight Asian gentleman got out. Two more Asians also got out of the limo. They
slowly accompanied the man to the edge of the courtyard.
The doors to the courtyards house slid open and a wizened old man stepped forth. He regarded the slight man with contempt.
"So, you have come." He said.
"Your position is to be mine, old one. Go quietly."
"Your sentiment is laughable. If you can make it across the courtyard then you can have the position."
The slight man smiled and turned to the man on his right.
He took a sword from his belt and offered to the slight man.
A grin like a shark's crossed the slight man's face.
"Let's do this."
The six warriors in the courtyard drew swords and turned towards the three intruders.

History
The Pao Yu were among the first bloodlines discovered after the Romance of the Three Kingdoms period by the Lung. They
were recognized by the Lung as excellent soldiers and competent assassins, and so were inducted into the Jen Lung for these
skills.
The Pao Yu were started by a member of Gangrel clan early in the first century. The Gangrel had traveled into China, fleeing
persecution by members of another clan. He entered through the Tibetan mountains and ended up in a small deserted
monastery.
It was here that he began to recuperate and live a peaceful existence. He fixed up the monastery and live quietly for close the
three years before a small group of assassins, also fleeing persecution arrived and sought shelter within the monastery.
On the first morning of their stay they discovered the repairs and evidence that someone was residing within the place. No one
could be found and whispers of spirits were heard.
On the third morning after the sect had set up they discovered the drained bodies of animals, buried in a serene graveyard of
sorts behind one of the outbuildings. Once again their was talk of evil spirits.
On the fifth night the Gangrel appeared to the sect, attempting to scare them off, rising up through the ground. The majority of
them fled, screaming about spirits of the night. The few who stayed asked to be taught the powers of the spirit world. The
Gangrel shook its head, became a bat and flew away.
The few remaining members waited.
Days passed, with the sect members slowly repairing the monastery and adopting a way of peaceful life. They continued to
petition the Gangrel for his knowledge.
As the months passed, the Gangrel finally succumbed to the sect, and embraced six of them. These six would be taught the
ways of Gangrel, and then the Gangrel would leave.
In the later years of the Romance period, the Pao Yu were seen helping various generals of the Kingdoms. When the Lung finally
made contact with the Pao Yu, they already knew of them and were prepared to accept them into their house. The Pao Yu
agreed and joined the Jen Lung.
The Lung soon realized that the Pao Yu were a proud and honorable bloodline and so awarded their service with the creation of
the Jen Pao. A house of their own. The Pao Yu re-pledged their loyalty to the Jen Lung.

Nicknames
Nightcats

Appearance
Pao Yu are usually drawn from Asian stock, with the rare Caucasian.

Haven
Pao Yu stay within chapter houses. These houses are like schools, each teaching something different. The houses can usually
haven four to six kindred.

Background
Pao Yu come from soldier, gang and loner type concepts.

Character Creation
Most Pao Yu have Physical attributes as primary along with Talents and Skills.

Weakness
All Pao Yu suffer double damage from the daylight, due to their affinity with night.

Disciplines
Protean, Obtenebration, Celerity

Quote
"<Silence>"

Stereotypes
Lung: They brought us together and gave us our brothers and sisters. Because of them we are a force to be feared.
"We are always happy to see a member of the Pao Yu, they were our first allies and have been our best compatriots."
-- Lung Jih, T'ang of the Lung.
Jian: We were happy to see them awarded that which was due them.
"Your services are always welcome."
-- Hou Tung-po, 8th generation Jian.
Kwai Tao: This noble bloodline has been our friends for centuries.
"The Pao Yu are possessed of much honor."
-- Kung Yi-lung, 11th generation Kwai Tao
Tong Chu: They have problems dealing with reality as it is. This endangers them.
"The Pao Yu have served beside us with honor. They are among our best allies."
-- Mai Li-wen, 8th generation Tong Chu Mo-sha.
Men Hu: They have their talents.
"As do you have yours."
-- Yin Fei Yin, 6th generation Men Hu.
Shu: They are a quarrelsome bunch. Always bickering about this and that, never seeming content with their lot. One day they will
go too far.

"Fascists and fanatics, the lot of them. If a Jen Lung says 'jump' they do so. If the Jen Lung told 'em all to die to save a Jian or
a Lung they would happily jump out into the sun. Not a bad idea, come to think about it"
-- Tuan Wen-ch'ang, Shu elder.
Yu: They would be an interesting people if they ever seemed to do anything.
"We are the people. We are the masses. We are, have been and will be. Remember this."
-- Mien Shan, Yu Elder.
Ch'i Chu: Ahhh, the hoarders of knowledge and secrets.
"We only watch and record. Nothing more."
-- Yin Han Ch'in, 9th generation Ch'i Chu.
Mui Tsai: Slaves to the rats that think they control the underworld.
"Our place has been decreed. We only do what we must, for now."
-- Chang Long, 10th generation Mui Tsai.
Camarilla: They are a competent lot, with their masquerade and their clans. Some of these kindred could possibly even rival our
masters, maybe. They are welcome, as long as they do not cross the line.
"These guys are as bad as the Tong Chu. Cat based protean and strange fighting styles. Hell, I thought those Kwai Tao were
bad enough. Never catch me in China again."
-- Lianna, 11th generation Toreador.
Shogun te: Some say we owe the Khoga and Ega our existence, but it is the other way around. Because of us they exist, and
as long as they realize that, then all is well. As for those others, well, they could all take lessons from the Jen Lung.

"They have a great deal of honor, perhaps they are the only house that does. I will fight them honorably when the time
comes."
-- Takashi, 10th generation Khoga Jonin
Sabbat: As the Jen Lung have decreed, so shall we do. The Sabbat are a bane to existence and deserved death. We shall help
them to see that end.

"A thousand curses upon them all. When we take over, they shall feel the sun's rays."
-- Papa Shago, Serpent of the Light Houdoun
PAULO
By Andrew Fowler (vlfowler@netins.net)

Description
The Paulo. To the Giovanni and Brujah, they are a joke. To the Lasombra, Daughters of Cacophony, and Toreador, they are
"interesting." To the Gangrel, they are the most horrid things imaginable. The Paulo are a Venetian bloodline that wants to usurp
the seat of the Giovanni. Here's what they really are.
-- "Seer of All," Samedi Information Broker

History
You can trace the Paulo back to Ancient Greece, when the Toreador Elysiums thrived. The first Paulo's roots are quite strange,
and this is the most well-known legend of the Paulo. Sometime around the year 100 B.C., an unnamed Toreador was
diablerized by a Cappadocian, who drank the Toreador's soul as well, and in turn the Cappadocian was diablerized by a
Giovanni 50 years later, who was diablerized by a Lasombra 30 years later. This mix of souls was in a then 6th Generation
Lasombra named Paulo. Paulo broke free of the Lasombra, and started his own bloodline based in Venezia. Paulo embraced
approximately 12 Cainites to further the practice of his bloodline. The Paulo thrive with about 100 members at the moment, and
the Paulo even control Sicily. They are not feared, but they are growing. . .

Sobriquet
Venetians

Appearance
Most Paulo look like normal Italians.

Haven
Most Paulo live in villas in Tuscany and Sicily.

Background
Traditionally, Italian artists, poets, and merchants were chosen for Embrace, but recently, politicians and scientists have been
Embraced.

Disciplines
Necromancy, Obtenebration, and Presence. Note that almost all Paulo have Dominate, Nihilistics, or Biothaumaturgic
Experimentation, and Paulo can learn Biothaumaturgic Experimentation without learning Thaumaturgy itself.

Weaknesses
Paulo have two weaknesses. One is that they can be entranced by great art, with a system similar to that of the Toreador, and
they cannot be seen in mirrors.

Advantage
Paulo, while diablerists, are not easily caught due to their front of extreme respectability.
Organization
Ruled by a council of three (Called a Triad), the Paulo's highly bureaucratic system attempts to maintain a front of respectability
to the Camarilla, while maintaining their ties to the world of mortals. All Paulo coteries also have a Vinculum. All Paulo today
come from the Venetian Paulo family.

Character Creation
Paulo prize Manipulation, knowledges, and Intelligence. All Paulo have Path traits and Humanity, as well as a Vinculum rating.

Quote
"I am a vampire. Is that not enough to say? Adieu."

Stereotypes
Assamites: The Camarilla restricts them far too much.
"Those fiends only want to be Assamites."
-- Da¹ud Ibn Ibrahim, Assamite Archon
Brujah: Their packs make sure that there is no free thought.
"I say that they don¹t run with the pack, but are tied to them anyway. I hate 'em."
-- Jim Davisson, Brujah Mechanic, Detroit
Daughters of Cacophony: Just like Toreador, except they aren¹t alert enough to stop singing. How annoying.
"If they pay us, we don¹t care."
-- Lia McDavis, Daughter of Cacophony Singer, London
Gangrel: One Word: Neanderthals. The Gangrel are the opposite of natural evolution.
"They don¹t bother us much. Ergo, we don¹t bother them much."
-- Alfred Weston, Gangrel Environmentalist, Portland
Giovanni: They are a lot like us. Therefore, we should diablerize Augustus and take their throne as a clan.
"A joke; pathetic things."
-- Nunzio P. Giovanni, Giovanni Merchant, Palermo
Lasombra: Crappy progenitors who started the Paulo for some strange reason. It¹s very good we're not them.
"They left Lasombra and became jokes; what stupid things. Yet, we allow them to live with us. Why?"
-- Juan Sombras, Lasombra Professor, Barcelona
Malkavian: Put 'em in the state hospital.
"Heehee"
-- One-Eyed Jack, Malkavian Comedian, Chicago
Nosferatu: Giant Sewer Alligators that live under the streets of New York.
"We provide them with information, and they treat us like scum. Almost as bad as the Nictuku."
-- Marcus of Brooklyn, Nosferatu Spy, New York
Ravnos: Good friends.
"They pay us for entertainment, and they appreciate. They are the mulo I associate with most."
-- Esmeralda Panshi, Ravnos Fortune-Teller, New Orleans
Salubri: They act like a fundementalist cult.
"Them?!"
-- Nicholas Parananopolous, Salubri Doctor, Athens
Samedi: Have you ever seen "Night of the Living Dead?"
"Just as good as the Giovanni, and just as good as us. Strange ones!"
Toreador: Fine.
"They are fine, except for many of their habits."
-- Anne DuBois, Toreador Sculptor, New York
Tremere: Zap. I think that they would do better as Characters in a game of Dungeons & Dragons.
"All of them should be named anathema"
-- Nigel Willingdon, Tremere Prince, Edinburgh
Tzimisce: I'd like it if you stopped acting like Dracula.
"What fiends! They use our Ignoblis Ritae but refuse to join!"
-- Vlad Dovicz, Tzimisce Lord, Kiev
Ventrue: It really is too bad that the Camarilla exists.
"Pshh. They are worse than the Sabbat."
-- Fredo Monazzini, Ventrue Prince, Milan
Camarilla: Our restrictors. Off with their heads.
"Kill them all."
-- Wilhelm Durer, Ventrue Ghoul, Berlin
Sabbat: Cruel. Monstrous. Dreadful. Our allies at times.
"They are offenders and criminals, except when they follow the Path of Power and the Inner Voice. . ."
-- Wilhelm Durer III, Tzimisce Ghoul, Berlin
Garou: The Red Talons are attack dogs, but I don¹t mind the Glass Walkers or Shadow Lords.
"Such Wyrm-things must all be killed."
-- Marco-who-Runs-with-the-Moon, Silver Fang Elder, Zurich
Mages: See my comments on the Tremere.
"No such beings can interfere with our work. They have a purpose, like most Kindred."
-- John Vistolus, Hermetic Scholar, Vienna
Wraiths: Necromancy takes care of them.
"Perhaps they will stop inquisting about our world, and start questioning theirs."
-- Caesar Antonus, Haunter Quotesayer, Rome Necropolis
Changelings: The Sluagh are our associates. Boggans are dull. Redcaps could lighten up. Eshu are like Daughters of
Cacophony. Trolls are too stoic, and Sidhe are far more arrogant then the Chanteur Guild.

"They work with us, and perhaps there might be a way to stop the Camarilla."
-- Antonia Carrary, Sluagh Antiquarian, Glasgow
Bastet: They serve us at times, but at other times, they annoy and spy on us.
"Their pryio is strange, but I assume we can coexist. Hopefully."
-- Michael Wilson, Qualmi Sorcerer
PESTILENCARIANS
By Ricky Marin (rickdog86@aol.com)

Clan History
The history of the Pestilencarians is a strange and eerie one, as this bloodline is descended from the Wyrm itself. However, it all
began in the mid-1800s in London, England. During this time, Queen Victoria ruled, and the Elephant Man was in local
newspapers. In the dark alleys, though, there was a different story . . .
***
"Hey, Mitch!" Joe shouted, "I found something!"
From where Mitch could see, he saw Joe lift up a delicious-looking rat of a large size, ready to cook and consume. "That's
great!"
"Yeah!" Joe responded. "Let me see if there's anything else in here worth taking."
"Okay!"
Mitch ran to check out the garbage bag with Joe, who was already lost inside looking for food.
"Hey, there's something down here and it's really big!" Joe shouted from the depths of the bag. "It's real fresh, too!"
"Pull it out!"
Joe nodded and with all the strength he could muster pulled out the large, meaty animal. But in a moment he stopped, frozen in
terror. He tried to scream but could not, and just stared at the corpse which he had uncovered.
"What is it?"
Joe finally found a way out of his trance and pulled it up, skull and all. Mitch screamed, and darted off down the alley into the
midnight streets of London. Joe was left alone, his mouth gaping wide, when in an instance he saw that the skeleton had
feathered wings, and that it was not dead. It was clearly breathing, and the eye that it still had opened, a green swirling orb
inside, staring at Joe. He screamed, and ran off as Mitch had done. He looked back and saw that it had lifted itself out of the
bag and was soaring behind him, flesh dangling from its body.
"Help me, somebody please help me!" Joe cried, and at once lights began turning on in the houses above him. "Please, help
me!"
At once a man darted out of his door with a shotgun in his hands and held Joe, asking him what was wrong. Joe pointed back,
and the man saw what was persuing him.
"Dear Lord!" he shouted, aiming his shotgun and firing four rounds into its chest, wings, and head.
The thing screeched, and fell to the ground. Joe and the man ran towards it and looked down. It was completely inhuman; its
flesh dangled off certain areas, but it was mostly a skeleton, black as night, with wings protruding from its shoulders. It twitched
slightly, tossing around, and they could see that the flesh was entirely gone from its face except on the area around its eye with a
little flesh dangling off the place where its ear should be. Its good eye was open, the green orb still inside, staring back. The
socket of its left eye was similar, but a faint, blood-red light shone through this one.
"What in God's name is this thing?!?" the man shouted, looking down at Joe.
"I don't know."
They walked away and for a second all was quiet. It seemed suspicious, but they ignored it. Then came a smell, like blood on
metal, and a flapping noise was behind them as well. They turned and saw that the thing was floating there, its wings flapping,
grinning madly. Its palm opened wide and a swirling form could be seen, resembling a human.
"Oh my God, Mitch!" Joe shouted, recognizing its face as his friend.
It remained there for a second, Mitch moaning, and then disappeared inside the skeleton's hand. A pale-green light coursed
through the skeleton's body and it grinned once more.
"Shoot it, shoot it!" Joe shouted, and the man obliged.
He emptied his shotgun with shell upon shell, striking it everywhere imaginable. He panted, gasping for breath, and at last the
thing spoke.

"Unwise decision, Robert!" it whispered, mustering a red light in its palm and projected it towards the Robert, paralyzing him in
mid-air. A swirling form resembling himself flew from his body and into the creature's waiting hand. It entered, and Robert was
dead.
"What have you done, you monster!" Joe shouted, tears running down his face.
"That which is necessary to serve the Wyrm. It will undoubtedly reward me for these two strong spirits, and maybe more if I
return with three!"
"No!" Joe shouted, as the same occurred to him, his soul taken into the hand of the skeleton. It began to leave then, entering
through a portal to Malfeas, but was suddenly interrupted.
"Unhand their souls, vile Unaka!" Victor, a Bone Gnawer Lupine shouted at him. "My Sept is waiting for an attack!"
"Ah, another scuffle! But really, you expect a few dozen of Gaia's children to stop me? I am no Unaka, for they are only useful
as soldiers to combat you. If I were to fight you -- which I will -- I would only be wasting my time as this could be done by
Unakas, the lowest of the Wyrm's servants. However, a few dozen souls of Gaia's children would certainly rank me high so I
must oblige, Bone Gnawer, to kill your pack and Sept for it is the only way that you will discover the true meaning of Eternal
Life!"
"Eternal death, is more like, as a creature such as yourself is obviously dead and decaying rapidly," Victor said. "And another
thing. If you are no Unaka, what are you then?"

"I have many names, but they mean nothing to me as all who have given me names are dead and are currently serving the
Wyrm. Needless to say, you may call me as you wish, as you will die before you can mutter this to anyone!"
"If that is what you wish, ATTACK!" Victor shouted, and at once hundreds of Garou emerged from the sewers, shifted into
Crinos, ready for battle. "If this is what you wish, then it is my pleasure to rid this world of another of the Wyrm's monsters!"
The Bone Gnawers fired then, leaping into the air and clawing at the creature. It merely laughed, and elevated itself to a rooftop.
"Coward, come down so you may fight and die in at least some honor!"

"Honor means nothing to me, only victory. You are the cowards, not I, for you are merely taunting me and not trying to end
my wrath. Is this all that Gaia can provide in battle? If you, 236 as I have counted, can not defeat me, then how can you hope
to eliminate the Wyrm who is infinitely superior?!? It now seems clear why the Wyrm is winning. If you cannot handle even a
few small hordes of Black Spiral Dancers, then you will all perish horribly when the final battles commence! Come up here
and finish me! It would do the Wyrm good to see that Gaia can achieve something for once! Otherwise the world will be A very
boring place and the Apocalypse won't be any fun at all."
"Annihilation is your idea of fun? What horrid creation would allow that to be seen as entertainment?!?"

"Mankind."
"Your lies are polluting this world with horrors and I shall see that my work in ending your reign of terror will be finished before this
day is done!"

"Then come at me, Lupine, for the night is fading and I must return."
At this, the Sept climbed the wall, leaped onto the roof, and escalated the stairs to reach the skeleton. When they first did so the
creature rose up and knocked them off the rooftop, ending their lives as a splat upon the ground. The Gnawers unanimously
decided to attack it all at once for it could be the only way to end it effectively. They did, and soon they were fighting in frenzies
as well as they possibly could. The creature did not defend itself but merely laughed.

"Enough of this! I will destroy you all and leave but one of you alive for that way you may be prepared when I next come. You,
elder, will be spared, for I have no intention of having the senile and nearly deceased serve the Wyrm."
At this, the elder dove back for he knew that a creature so close to the Wyrm's influence was at least honest in the midst of
battle. In a grin the creature rose above them all, hundreds of yards high and spread its wings. At that moment, all of London
grew silent and Gaia itself let tears fall as a beam of darkness swept downwards into the building, knocking away all that was
material inside. Hundreds of screams were heard as the Lupines and denizens around the building alike were pierced with the
beam and mutilated, or else buried and killed by the collapse of the buildings. However, the creature was far from done.

"As I said, you, elder, will be spared, but because of this attempt upon me all of London must suffer. A plague on all the
Tribes of Gaia!"
The elder stood, floating above the city where he could see the shockwave of the beam leveling buildings in a radius of over a
hundred miles, killing those in its path and leaving all of the remaining people injured and wounded, their homes brought down to
nothingness.
"Monster! why is it that the innocent peoples of London must suffer?!?" the elder shouted.

"They must all perish. If this is a massacre to you then I am glad that you won't live to see the Apocalypse."
"But I have. The Prophecy of the Phoenix foretells it."
"Oh? You believe that? The one who saw the vision was far too shocked to explain the true devastation, or the centuries that
followed. Another example of Gaia softening down everything so that her precious cubs wouldn't cry."
"You speak as if it occurred in the past! Why is this?!?"

"It is the past and so is this. It happened millennia ago. Gaia simply altered the fabric of time because she didn't find it fair
and began civilizations anew, though darker and more corrupt as the Wyrm had placed its mark upon all the lands of the
Earth."
"Are you saying that the 19th century already passed? How long into the future was it then until Gaia decided to begin the world
anew?"

"I have been here since a few seconds after the Wyrm's entanglement in the Weaver's web. If you really want an answer then I
will give it to you. The year that the Death ended was 9,634 years after the Apocalypse."
"And Gaia allowed the death to continue until then? When was the Apocalypse then?"

"A.D. 2064."
"Then you must give us longer if you want this Apocalypse to be fought with more resistance!"

"Incorrect. There was no resistance the previous time. Gaia did nothing to prevent it. Mankind tried to save itself but it could
not. And besides, I think 217 years is enough time to prepare."
"Then will you let me go now, so that I may tell the Council of the Tribes?"

"The Council of the Tribes is non-existent as they were weak and when I told them they killed themselves. And no, I will not let
you go until I am finished."
"But you are! During these few minutes of conversation you did nothing!"

"You think that the Wyrm's minions are so weak that they cannot perform multiple tasks at once?!? At this present time I am
instructing a Sept of 200 Black Spiral Dancers to destroy four Caerns in London. And at this time they have finished. I am
glad to say that these lowly minions of the Wyrm were successful. Is it not humorous that 200 Black Spiral Dancers were able
to destroy 800 Lupines and all of the spirits and residents within that Caern? Ha! Gaia will lose once again, and this time she
will die for there will be no third chances!"
"So what will you do now?"

"Disease London for eternity."


"Why?"

"Because I can. It is an example that Gaia will have to follow or else all of the Earth will succumb to Pestilence."
"No!"
At that moment the creatures wings spread once again and as its palms spread beams of a white light. Screams could be heard
below and people ran out of their houses with Smallpox, Bubonic Plague, and others.

"Farewell, elder, and rest happily, knowing that London is dying. Ha ha ha!"
The creature then made a portal to the Shadowlands where it would travel to the Hell of the Far Shores and from there go to
Malfeas. It left, but it was abruptly closed.

"What?"
"This is Gaia! Remove this Pestilence that you have taken upon the peoples of London!"
"Never! The Wyrm is my commander, not some lowly enemy! A child has more power than you!"
"The Wyrm accepts no interruptions, as was agreed to in the War Treaty, and I am the Wyrm!"

"Oh, Father, how Gaia has wronged me so! It is all legal to the contract!"
"Do not worry, my child, for this will be brought to Justice!"
"To what Justice is that? To a betrayal of the Contract?"
"You are the one who has betrayed it, not I, so leave this be or you will be chastised by the Spirits that you yourself
created!"

"Yes!"
"You will perish now, Wyrm, for this is the first assault upon the agreement!"
"To what end? I am everlasting, and you know this, for as long as the Weaver weaves so I live!"
"As you wish! Your trusty servant will be the first to die!"
"No! Avoid this now, my child!"

"But how? Gaia is superior to my power, however much I wish it not to be!"
"True, but she cannot attack her children! Possess someone and she cannot hurt you! Ha ha ha! Such a hearty spirit
you are, Gaia!"
At that moment, the creature possessed one that he felt was the best choice -- a sufferer at his hand of Pneumonic, Bubonic,
and Septicemic plague.
"Ha ha! Until we meet again, Gaia!"
The Wyrm left then and Gaia stood in sadness at what the Weaver had made the Wyrm become. She, too, then left, back to her
own Umbral Realm, forgetting the plague that the creature had beset upon London.

"Ha! So it is that I triumph! Now, the souls I will collect!"


This the creature did, and took the soul from everything in London.

"My wrath will continue so long as the Wyrm allows it!"


However, in its new form, the creature could not go directly to Malfeas as its body was not spiritually able. Instead it went to a
nearby Wyrmhole where it decided it was best to keep a mortal form. It still could see the disadvantages of a human form and so
found a Silver Fang Lupine, whom it favored a lot. It left its human host and slew it, thereafter possessing the Lupine and making
it devour the human for then it could retain the deathly aura that its human form possessed. Afterward it ventured deeper into the
Wyrmhole where it found a few neonates performing a Diablerie ceremony on an Antediluvian. It spoke suddenly, saying:

"If you sire me then you shall be rewarded with me saving you from these treacherous anarchs, as I seek more power in this
form. Otherwise, you will die."
The Antediluvian nodded and immediately the creature slew them all.

"Now, proceed."
The Antediluvian took the creature through the process, but was surprised to see that the creature which he had just embraced
had not screamed or pained throughout.
"How is it that you did not feel pain during the ceremony?" he asked, seriously baffled.
"I have lived since the seventh dawn of time when the Wyrm created me. Pain has no meaning unless in death, which I have
suffered many times before. Because of that, I feel no pain even in death and such is why I did not cry out."
"But if you are such a highly-respected servant of the Wyrm, then why do you feel inclined to have the body of a Lupine?"

"It is simply because Gaia cannot harm one of her own kind."
"So all Kindred could die at any moment?"

"Yes."
"Are you sure?"

"Yes. Now come. I thank you for the embrace so I will reward you even more by allowing you to see your true master."
They travelled then to Hell and through to Malfeas, where the Wyrm waited.
"Do you have the souls which I requested?"

"Yes. Where should I place them?"


"Within me."
The creature did so, and the Wyrm was pleased.
"Who is this that you bring to my lair?"

"An Antediluvian that granted me power through the embrace in this form."
"Good, my son. Of what gneration are you?"
"Third."
"Yes. No wonder those petty anarchs were after you. I thank you for this gift that you have granted my child and so
you will be rewarded fully."
"How?"
"Of course you knew that you cannot be superior to my child so instead of third generation you will become fifth,
after my child."
"But why?"
"By embracing him you have begun a new Clan, one of such immense power that you would be a fool not to give up
your Tremere heritage and third generation as in this clan you are superior even to Caine!"
"I would be?"
"Oh yes."

"So let me embrace you now, so that you may be my successor."


"Gladly. Anything to serve the Wyrm."
***
A Clan then began, descended from the Wyrm itself and with none below fourth generation. Therefore, if a vampire of Clan
Pestilencarian desired progeny, then a strange ceremony would be undertaken where the creature that was the first bestows its
generation to the vampire so that it may sire progeny but then return it through embrace and re-embrace. Needless to say that
the Pestilencarians are extremely powerful, even more so since any mortal that walks near them is inflicted with a fatal disease.
Mua ha ha.

Clan Founder
(The following are the statistics for the creature that began the clan -- keep in mind that it is nearly second to the Wyrm and
favored by it)

Host Form
Name: Fang-Dagger
Nature/Demeanor: Ignorance/Cruel Tyrant
Tribe: Silver Fang/Black Spiral Dancer
Auspice: Unknown
Generation: Fourth
Haven: Unrequired
Concept: Eater-of-Souls
Physical: Strength 10, Dexterity 10, Stamina 10
Social: Charisma 0, Manipulation 5, Appearance (negative numbers)
Mental: Perception 10, Intelligence 10, Wits 10
Talents: Acting 5, Alertness 10, Athletics 10, Brawl 10, Dodge 10, Empathy (negative numbers), Intimidation 6, Leadership 5,
Streetwise 10, Subterfuge 9
Skills: Animal Ken 5, Drive 1, Etiquette (negative numbers), Firearms 5, Melee 10, Music 0, Repair 2, Security 10, Stealth 10,
Survival 10
Knowledge: Bureaucracy (negative numbers), Computer 1, Finance 0, Investigation 10, Law (negative numbers), Linguistics 5,
Medicine 0, Occult 10, Politics 2, Science 4
Disciplines: Animalism 5, Auspex 5, Celerity 10, Dominate 5, Fortitude 10, Obfuscate 5, Potence 10, Presence 5, Protean 5,
Thaumaturgy 5, All Paths
Gifts: (Garou)
(Level One) Persuasion, Smell of Man, Create Element, Heightened Senses, Blur of the Milky Eye, Beast Speech, Razor Claws,
The Falling Touch
(Level Two) Staredown, Burrow, Curse of Hatred, Scent of Sight, Blissful Ignorance, Sense of the Prey, Command Spirit, Sight
From Beyond, King of Beasts, Call of the Wyrm, Dreamspeak, True Fear
(Level Three) Disquiet, Reshape Object, Eyes of the Cat, Catfeet, Open Moon Bridge, Excorcism, Eyes of the Cobra, Song of
Rage
(Level Four) Cocoon, Spirit Ward, Mental Speech, Gift of the Porcupine, Wither Limb, Beast Life, Gnaw, Whelp Body, Spirit
Drain, Bridge Walker, Clenched Jaw, Mastery, Mindblock
(Level Five) Assimilation, Madness, Song of the Great Beast, thieving Talons of the Magpie, Feral Lobotomy, Wall of Granite,
Fabric of the Mind, Head Games, Paws of the Newborn Cub
Gifts: (Black Spiral Dancers)
(Level Two) Ears of the Bat
(Level Three) Patagia, Foaming Fury
(Level Four) Crawling Poison
(Level Five) Balefire
Backgrounds: Contacts 5, Fame 1, Generation 9, Herd 5, Influence 1, Resources 5, Retainers 10
Virtues: Conscience (negative numbers), Self-Control 5, Courage 5
Humanity: (negative numbers)
Willpower: 10
Blood Pool: 40
Health Levels: OK, OK, OK, OK, OK, -1, -1, -1, -1, -1, -1, -2 , -2, -2, -2, -2, -2, -5, -5, -5, Incapacitated, Materialize
Appearance: In its host form, the creature appears to be a grandiose Silver Fang Garou, capable of shape-shifting, but
grandiose with one exception -- Fang-Dagger now suffers Bubonic Plague.

Materialized
Name: None, although nicknamed Death, Virus, and Pestilence by some
Nature/Demeanor: Ignorance/Cruel Tyrant
Concept: Eater-of-Souls
Physical: Strength 30, Dexterity 20, Stamina 50
Social: Charisma 0, Manipulation 5, Appearance (negative numbers)
Mental: Perception 10, Intelligence 20, Wits 30
Talents: Acting 5, Alertness 10, Athletics 10, Brawl 10, Dodge 20, Empathy (negative numbers), Intimidation 6, Leadership 5,
Streetwise 10, Subterfuge 9
Skills: Animal Ken 5, Drive 1, Etiquette (negative numbers), Firearms 5, Melee 10, Music 0, Repair 2, Security 10, Stealth 15,
Survival 50
Knowledge: Bureaucracy (negative numbers), Computer 1, Finance 0, Investigation 10, Law (negative numbers), Linguistics 5,
Medicine 0, Occult 10, Politics 2, Science 4
Charms: (Regular) Blast Flame, Break Reality, Create Fires, Create Wind, Disorient, Flood, Freeze, Frozen Breath, Ice
Shards, Lightning Bolts, Open Moon Bridge, Shapeshift, Shatter Glass, Tracking, Umbraquake, Updraft
(Bane Charms) Blighted Touch, Corruption, Incite Frenzy, Possession
(Nexus Crawler) Airt Sense, Materialize, Reform, Warp Reality
(Special - Rules Below) Resist Pain 5, Soul-Steal 5, Devastation 5, Pestilence 5
Health Levels: OK, OK, OK, OK, OK, OK, OK, OK, OK, OK, OK, OK, -1,-1, -1, -2, -2, -2, -3, -3, -3, -4, -4, -4, -5, -5, -5,
Incapacitated, Malfean Return*
Rage: 4
Willpower: 10
Power: 963
Special: The Special Charms are rather like disciplines except that they are possessed only by such close minions of the Wyrm.
These may also be possessed by Methuselah or Antediluvian Kindred, replacing Power Points with Blood Points. The rules
follow:
Resist Pain

* Character is able to soak ten levels of damge in exchange for three Power Points.
** Character is able to do the above with aggravated wounds as well in addition to any other move during that turn for a cost
of five Power Points.
*** Character is able to do all of the above whilst being able to perform two other moves during that turn for the cost of eight
Power Points and a successful Willpower roll (Difficulty 5).
**** Character is able not to take any damage for three turns in addition to all of the above for twelve Power Points.
***** Character is able to do all of the above for a whole scene for the cost of eighteen Power Points.

Soul Steal

* Character is able to steal the soul of someone, killing that person off, for the price of ten Power Points, whilst gaining
Power Points from it.
A child/Small animal: 1 Power Point
A teenager/Moderately-sized animal: 2 Power Points
An adult/Large-Sized animal: 3 Power Points
A neonate vampire: 7 Power Points
Ancilla vampire: 13 Power Points
A Lupine: 17 Power Points
An Elder vampire: 23 Power Points
An Elder Lupine: 27 Power Points
A Methuselah vampire: 38 Power Points
An Antediluvian vampire: Complete refill and remaining full for three scenes
** Character is able to steal the souls of two people, killing those people off, for the price of 15 Power Points, gaining Power
Points from that soul (see chart above).
*** Character is able to steal the soul of a person, gaining both Power Points and the Health Levels that that person had in
his/her Health Levels, killing that person off, for 15 Power Points.
**** Character is able to do the above with two people, for the cost of 20 Power Points.
***** Character is able to do all of the above with any number of people, keeping in mind that the cost increases by 5 Power
Points with the amount (e.g., for one person, 15, for two people, 20).

Devastation

* Minor damage. 1-3 for the cost of one Power Point, varying on a successful Dodge roll (difficulty 4).
** Serious damage. 3-7 for the cost of three Power Points, varying on a successful Dodge roll (difficulty 6).
*** Very serious damage. 7-20 for the cost of five Power Points on two targets, varying on a successful Dodge roll (difficulty
8).
**** Exceedingly serious damage. 40 damage on over ten targets, capable of knocking down buildings, for a cost of ten Power
Points, varying on a successful Dodge roll (difficulty 10).
***** Spectacularly serious damage. Destroy a district or large area (e.g., Picadilly, London x4), for a cost of 30 Power Points
and a succesful Willpower roll (difficulty 10).

Pestilence

* Inflicts a minor, un-spreadable disease upon one subject, aggravated damage of one per turn for the remaining scene, for
a cost of one Power Point.
** Inflicts a minor, un-spreadable disease upon a group of subjects (e.g., size a brood of vampires), aggravated damage of
one per turn for the remaining scene, for the cost of two Power Points.
*** Inflicts a minor, communicable disease upon a group of subjects, aggravated damage of one per turn for the remaining
scene and automatically spread to anyone the target(s) come into contact with, for the cost of three Power Points.
**** Inflicts a serious, communicatable disease (e.g., scurvy) upon any group of subjects, aggravated damage of three per turn
for the remaining scene and automatically spreads permanently to anyone the target(s) come into contact with, for the cost
of five Power Points Points.
***** Inflicts an extremely serious, biohazardous disease (e.g., bubonic plague) upon any-sized group of subjects, instant death
over twelve scenes on mortals and aggravated damage of six per scene, spreading to anyone the target(s) come into
contact with, for the cost of ten Power Points Points.
*Malfean Return: Once this creature surpasses the Incapacitated level, it will then be resurrected in Malfeas by the Wyrm itself,
and within seven turns it will find its way back to the place where it died.
Appearance: The creature appears as a large, male corpse, with various wounds on all parts of the body and pieces of flesh
dangling off of certain places. The rest is a pitch-black skeleton, stained in blood, with tar-colored feathered wings coming out of
its back. Also, in the place where its right eye should be is a swirling, green orb. If it is persuing mortals then it will carry a scythe,
but if it encounters Lupines or Vampires then it will resort to brute strength or its various charms.

Clan Statistics
(The following are Sample Statistics for the clan)
Generation: Fifth
Origin of Name: Pestilence, meaning disease
Nickname: Hell-bringers, Pests
Preferred Progeny: Thse high in society or those with some elegance and power. They are not desperate for Progeny and so
will only stick to these kinds.
Haven: Anything old, elegant, and abandoned is a place for a Pestilencarian. No coffins, though, although some lurk within
hollow statues of angels within the Vatican. . .
Suggested Attributes: Mental primary, Physical secondary, and Social tertiary, although there are some exceptions.
Suggested Abilities: Talents, Knowledge, Skills -- in that order and never otherwise.
Suggested Disciplines: Any/all, including the special charms above, but Thaumaturgy is a requirement as the Pestilencarians
are actually a branch of the Tremere.
Suggested Backgrounds: Allies, Contacts, Resources, Retainers, Status
Suggested Virtues: Conscience 0, Self-Control 5, Courage 5
Humanity: 0
Blood Pool: 18
Initial Willpower: 7
Health Levels: OK, OK, -1, -1, -2, -2, -3, -3, -4, -4, -5, Incapacitated
Stereotypes
Brujah: Weak and outcasts. They can never be our allies.

Far too much like the Camarilla, even though they are enemies.
Gangrel: Strong and loyal, but also outcasts. They could be our allies, if they don't kill us first.

Like us, they are powerful, and indeed have saved our lives many times as they share the same hatred we have for the
Lupines. It is rumored that their founder is a close minion of the Wyrm and that he killed scores of Lupines with one blow. Ah,
they are only rumors. . .
Malkavian: Truly insane. Absolutely not capable of being allies as they have no place in society.
Boring and untrustworthy. Their attacks upon the Camarilla make them complete idiots, regardless of any safety.
Nosferatu: Nice, and well-organized. Their appearance is the only thing keeping them from being part of us.

Like us they are outcasts because of their little Bubonic problem, but invaluable allies in the heat of battle and in peace-time.
Toreador: Extremely sociable, but very arguing. If they didn't pay so much attention to mortals, they would be invaluable allies.
Highly sociable and powerful. We could mess with them but their link to their founder prevents us from manipulating them as
he is far too strong. However, they are invaluable allies, though they do not appreciate art. Tremere: What do you think?
Though they are descended from us (or we from them?), they still seem hostile to us. However, during battle they will
endanger their own lives to save ours. How stupid of them.
Ventrue: Well-organized but far too picky. Like the ToreadOr they pay too much attention to humans, and thus would be
distracted if they were our allies.

Though they are trusted by the clans but not by the Camarilla as a whle, we must stop them or else we will die as we are the
heads of the Camarilla.
Views: The Pestilencarians hold the Camarilla in contempt above all of their enemies, hating them with every impulse they have.
This is due to their idea that as the Camarilla is corrupted and so has corrupted the Tremere, causing all of the clans to despise
it. Though this is not necessaraly true, no Pestilencarian has been known to sway away from his belief.
The Sabbat, however, is seen in a different light, for they respect elegance and darkness, like them. They ally with them
frequently and have been rumored to be in the process of becoming a Sabbat clan. Although the Sabbat manipulate many clans,
they respect the power of the Pestilencarians and so THEY WILL NOT HARM THEM AT ALL (forgive my enphasism). They
are in too much fear of the Wyrm, and so will keep their sect from fighting them and will Blood Hunt those who do. Though it is
strict, the Sabbat believe that it is the only way to prevent their demise. The Pestilencarians have also attempted to turn the
Tremere into a Sabbat clan, but they have been unsuccessful so far in their Venician talks (that's Venice, Italy, not the planet).
They are quite ignorant of the Inconnu though, as they do not harm them and do not corrupt the Tremere. They even regard it as
an "Old Folks Organization" for the Tremere, though they do not believe in the protection that the Inconnu could offer the older
Pestilencarians as they all take part in clan actions and have many Antediluvians in their clan anyway.
Weaknesses: One of the Pestilencarians' weaknesses is their Tremere heritage, even though they are descended from the
creature that began the clan as it assisted their creation. Regardless of this, during a battle where they are on the side of the
Tremere, if a Tremere vampire is being attacked then they will automatically cease whatever they are doing and assist or even
sacrifice their lives for them. But during peace-time, they couldn't care less.
Another of the Pestilencarians' weaknesses is the fact that they are all afflicted with Bubonic Plague. The later ones in this clan
can change this manually or may not even have it at all, but as for the rest they will have it forever and so take one automatic
point of damage per scene as a result. Also, all of the Pestilencarians are Blood Bound to their leader.
Advantages: The Pestilencarians have the distinct advantage of being able to rely on their leader at all times. Because of the
clan's small number of Progeny (150 at most), there is no problem with the availability of their leader. To do this, assume it as
the Ritual Communicate with Kindred Sire, but only taking five seconds to begin communication and the appearance of the
leader within ten seconds of the time after the ritual is over.
Their closeness to the Wyrm is another advantage, as they can therefore summon the Wyrm's minions to their own command for
a brief period of time (Three days at most). They cannot be counted as retainers for it is not assured that they will be trustworthy,
but will do their master's bidding when they have the power to kill them. Use the chart below for specifics on types of minions that
can be summoned.
Kalus: Five Blood Pointa
Psycomachie: Eight Blood Points
Scrag: 13 Blood Points
Nexus Crawler: 20 Blood Points
Clan's Future Plans: As a little wake-up call for the new millennium, the Pestilencarians plan to burn down the Vatican and kill
the Pope as a reminder that the Apocalypse begins there. Though ignorant Lupines believe that the Apocalypse is imminent and
is on its way out, the Wyrm merely leaves its Black Spiral Dancers and Banes to their own bidding until after the Pestilencarians
take out the Vatican in the dawn of the year 2000, at which point there presence will be required to design and create new,
almighty creatures and plot attacks. That is when the real battle begins. Little do the Lupines know, however, that history is like a
river -- it will repeat itself. Keeping that in mind, the Wyrm has its sights set to perform what he did to cause the First
Apocalypse, with a few alterations. Once the Lupines are out of the way, Pentex Inc. will diminish the Amazon and then the world,
leaving it a barren plain which will be the final battlefield where Gaia will at last die; little does she know. . .
PESTILENS
By Evan Haag (harlequin@toad.net)

Introduction
The idea for this bloodline came from the Wolven bloodline, designed by E. P. Long, and the just-released Ratkin sourcebook. I
got to thinking about the obvious similarities between the rather noxious Ratkin and the extremely noxious Nosferatu. What
would happen, I wondered, if an individual with some Ratkin blood (Kinfolk) were to be Embraced by one of the Nosferatu? As
soon as the idea left my frontal lobe, the rest just followed naturally.

Nicknames
Skaven, Plaguebearers

Description
The Pestilens were created through an act of bizarre mercy. A rather typical old Nosferatu named Poxy came across one of his
many homeless friends in an alley. This friend was twitching and spasming uncontrollably, and Poxy decided to give his little
buddy another chance at existence, and possibly revenge against the system that left him dying in a gutter. Thus emboldened,
Poxy Embraced the poor bum. Unbeknownst to Poxy, the bum in question had just been infected with the Ratkin Birthing Plague,
and was just undergoing the first stages of the magical disease. When Poxy exsanguinated him, and then returned the stolen
essence, both creatures changed into something...new.
Poxy noticed the changes quickly, when the squeaking voices in his head drove him to the brink of madness. His small herd of
rats had become more loyal, though, and his new childer was having less trouble dealing with these bizarre manifestations of the
Embrace. Eventually, through trial and error, this Childe (whose name is unknown) was able to achieve a certain peace with the
voices, actually contacting Mother Rat in her Umbral nest. Poxy was not so lucky: his ashes were found across a train trestle in
Chicago. The squeaking voices had apparently led him to his Final Death.
The Pestilens are vampires, first and foremost, and have all of their traditional weaknesses and strengths. But deep down in
their psyches, the Birthing Plague has touched them, and has given them a connection and an insight that no other vampire can
match or duplicate. Unfortunately, this connection is with a race of creatures that would desperately love to see them destroyed,
and the insight gained usually drives them stark raving mad.
The Pestilens bloodline is very small right now, but is likely to grow, as the Ratkin instinct is strong. Breeding is paramount, as is
survival.

Appearance
All of the Pestilens are very ugly, although not quite as ugly as a normal Nosferatu. The Birthing Plague has actually counteracted
the normal Nosferatu weakness, and the members of Pestilens have an appearance attribute of 1, instead of 0. Their physical
characteristics are always rodent-like and sickly, making them easy to spot for those who know about them. They are frequently
mistaken for Metis Ratkin by other Shapechangers.

Haven
They live on the run, going from homeless shelters to hostels to back alleys. They usually try to avoid any place close to where a
Ratkin nest has been established, but sometimes beggars can't be choosers.

Background
Most, if not all, of these Kindred are homeless or disenfranchised. As the bloodline grows, they may become more diverse, but
that is probably at least a decade away. Note that all of the members of this clan were once Ratkin Kinfolk, and this is why the
Ratkin particularly hate this bloodline.

Character Creation
Character Creation
Concepts tend to be hobos, drifters, and the homeless. Mental attributes are often primary, as are Talents like Streetwise and
Subterfuge. Natures and Demeanors are usually similar, and reflect a life lived in secrecy. Common backgrounds are
Generation, Contacts and Allies, but never Herd. Unless the character is part of an Elysium chronicle and has access to the
higher levels of Rodentis, they can have no access to any sort of Ratkin fetishes or totems.

Clan Disciplines
Unlike the Wolven, the Pestilens aren't influenced by the Auspice they would have had in life. Their lives are too chancy to try to fit
themselves into a predetermined role. All Pestilens have the Disciplines of Animalism, Obfuscate, and Rodentis (a blend of
Spiritus and Protean, specializing in Rats).

Weakness
In addition to having an appearance of 1 at all times, the Pestilens are carriers of diseases. While they themselves are immune
to any diseases, those around them are likely to catch something if they remain around the Pestilens for an extended period.
Anyone they feed from will definitely catch a disease, which most Kindred will take as a breach of the Masquerade. This
disease, which is a variation on the Birthing Plague, will also be carried to any Kindred that feeds from the infected vessel. Thus,
the Pestilens is usually forced to kill for food, and has a hard time maintaining any long-term relationships.
They also have a hard time using Animalism on targets other than rats, mice, and other verminous pests. Raise their Animalism
difficulties by 2 when using those powers on animals that don't fit that category. Lupines, Kindred, and humans are still affected
as normal.

Preferred Path
Few Pestilens keep their Humanity, as it is difficult to maintain a human perspective when you're a walking Plague transmitter.
Many snap and choose to follow the Path of Typhon, while others get more philosophical and follow the Path of Death and the
Soul.

Gaining Clan Prestige


Just surviving is enough for these Kindred.

Quote
"Bitter? Hell, yes, I'm bitter! Between the Camarilla's constant bitchin' about the Masquerade, and the Rat-People in my head
callin' me an Abomination and a freak, I've got a lot to be bitter about..."

Stereotypes
Assamites: Don't make a name for yourself, and one won't come looking for you. Hell, all they want is blood anyway, and they
probably wouldn't like what's in our veins.
Brujah: Pompous pricks think they speak for the 'common man', but they just full of it.
Caitiff: These guys are cool. At least they'll usually show you a bolt-hole you can run to if the local Prince is looking to stake you
down for your dinner habits.
Gangrel: Real quiet and tough. They don't judge you much either, which makes 'em almost okay.
Lasombra: Just another damn vampire clan that wants to be in charge of it all. No better (or worse) than the Ventrue, I guess.
Malkavians: I don't know what voices they hear, but maybe you can get one of them to sit still long enough to help you figure out
what your voices are saying.
Nosferatu: Despite our common origins, we don't hang around much with these guys. Call it courtesy, but we don't want to ruin
our good ties with them by dragging a shitload of angry Ratkin down on their heads.
Ravnos: I hear they run some wicked scams. Good thing most of us don't have any money.
Setites: What a bunch of whacked-out mother-fuckers. Just stay away from 'em; if you can't, then fight like your unlife depended
on it, 'cause it will.
Toreador: Art snobs? Who cares? I'm too busy trying to find a meal that no one will miss.
Tremere: Nobody else trusts 'em, and that's enough for me for now.
Tzimisce: I hear these guys are serious freak jobs, and that a few of them have a weird fascination with diseases and
disfigurement. I guess they could be allies, if you really needed one.
Ventrue: A bunch of self-indulgent asses who fuck everyone else over with their Masquerade while conveniently bending the
rules to fit their own habits.
Camarilla: See our opinion of the Ventrue. That just about says it all. Sabbat: Not much different from the Camarilla, I think. They
all got a mad on for power, and don't give a shit who they fuck over to get it.
Anarchs: They're okay, I guess. I just don't know when or where they end and the Camarilla and Sabbat begin.
Ratkin: They scare me more than all the Camarilla and Sabbat combined. They're hid better, they're armed better, and they got
just as much a taste for blood. Unfortunately, they want mine.
PHANTOMS
By Scott Tettamble (legion16@hotmail.com)

Description
The Phantoms are, without a doubt the most terrifying of the vampiric bloodlines, and they revel in it. They are diabolists, thieves,
assassins, and fearsome guardians. These ghostly hunters and warriors spend their unlives terrorizing and diabolizing other
vampires. Make no mistake, they are not Sabbat. They are simply the most deadly pack hunters since the birth of the Garou.
Known for their crimes (only the Inconnu and the Camarilla have a problem with these guys) they are not accepted by the
Camarilla. The Camarilla do not dare try to destroy them. The Phantoms are fanatically loyal to each other and as far as they are
concerned, to harm one of them is to harm all of them. Insults are rectified with a swift and brutal vengeance, and Caine help the
vampire that ever gets in the way.
This bloodline has only recently come into the light (so to speak). Their progenitor is a diabolic vampire from a group of
anarchists who made diabolism a virtue. They are working on becoming a clan in their own right through diablerie. It has
become a race between the members of the bloodline.

Phantom Traditions
1. Never feed from one of your own bloodline. It is the only true cannablism.
2. The Oath is sacred. Those who break their word are not fit to live. Kill all those of the Kindred who do so.
3. Learn all you can about the art of fear, and never hesitate to teach this art to others.

Background
The Phantoms tend to be horror movie fans. They never embrace anyone over the age of nineteen or under the age of thirteen.

Appearance
Any teenager.

Nicknames
Spooks or Ghosts

Havens
Usually an abandoned building or house. These places tend to garner a reputation of being haunted very quickly. The Phantoms
live in packs which are loyal to each other in the extreme.

Character Creation
Nature is usually Deviant, but can vary. Cannot take Animalism discipline, and automatically starts with flaws Offensive to
animals and Diabolic Sire. Automatically starts with merit Unbondable.

Organization
The packs are led by an alpha leader, but most decisions are made by consensus.
Quote
"Those not of the pack are prey. Heaven won't have us, and Hell fears we'll take over. We are the monsters under the bed, in
the closet, and beneath the stairs. We are the Phantoms, and fear is our wine.

Disciplines
Potence, Fortitude, and Ghosting

Stereotypes
Brujah: They are warriors like us. They're okay.
Gangrel: These fellow hunters have found their strength in taking the shapes of the animals that fears us. Then again, a lot of
things fear us. Oh well. They make good appetizers.
Malkavian: They understand us. Be afraid. Be very afraid.
Nosferatu: The founder of this clan had the right idea. He just had a lousy way of going about it. Oh well. You can't blame a guy
for trying.
Toreador: Wise up, you boners! Fear is the only true art. It's no wonder you so easily wind up as snacks for us.
Tremere: Blood mages who want to control the universe and gain power from it. Fools! Fear is power and if you really
understood the universe, you wouldn't be seeking power. You'd be seeking shelter.
Ventrue: Lead this, you powdered dweeb! (folowed by several variations of the middle finger)
Assamites: Brothers, you were done wrong. We grieve for you.
Setites: We have not forgotten your insult, Old Worm. You won't be able to hide from us forever.
Giovanni: Keep trying, guys. You're getting there. Someday you'll come close to being us.
Ravnos: They have no Oath, they have no worth, so down 'em like a six-pack.
Salubri: Looooo-seeeerrrrrrrs.
Daughters of Cacaphony: SHUT UP!!!
Samedi: O-KAY! These guys are just too damn cool! Congrats, guys. Ya done good.
Inconnu: They just don't trust us. Gee, I can't imagine why. Hee-hee.
Sabbat: Again, right idea, wrong way to do it. We use a scalpel, they use a chainsaw. Hey, come to think of it...
Camarilla: Gentlemen, try again.
Garou: Bow-wow-wow, yippee-yo-yippee-yay.
Mages: Don't let them see you coming. They have this nasty habit of making all the little things go wrong.
Crow warriors: These guys are why I love the movies. Just don't get in their way. As far as fear goes, they've been there and
done that.
Changelings: They have a lot to learn.
Nightbreed: These guys are cool. No grief to them, huh?
Cenobites: You serious? (big grin) HMMMMMmmmmmmmmm.
Reborn: LEAVE THEM ALONE!!! Yeah, they die, but they keep coming back. And if they remember you...
Mokole: Let 'em sleep. It ain't worth provoking those things.
Bastet: Here kitty, kitty, kitty...heheheh.
THE PLAKATSI: THE CHILDREN OF SORROW
By Fabian Alvarez (maldoror@eucmax.sim.ucm.es)

Prelude: The Foggy Graveyard


She's no longer with me. She's dead; her body lingers cold in my arms, so cold, so unfeeling... dead. What, don't I do know that
everything is better than being dead. Why do I want to cry for her? The ravens cackle in dead branches of the yews. I can
understand their words, that's my birth gift from my sire. Now he is gone, like her.
She was only mortal (only mortal, such is my pride), but he was Kindred. I think he was diablerized by a rampaging mongrel,
somewhere in the slums of Rome. I wonder what was he doing in Rome. Maybe he was searching the mythic Kindred clerics
that dwell in the Vatican. I will never have peace, I know. For me, there are not happy roads, only ones that are less sad than
others.
I'm one of the Kindred, a Cainite. I am of the lineage of Plakats, mighty Plakats who refuse the gifts of his father, who didn't want
to rule from battlements and for such pride was exiled to dwell among graves and tombstones. We, the Plakatsi, are the
Children of pain and the Children of sorrow, and ours is the road that crosses the graveyard. The mighty Tzimisce ruled from
their castles while we see thousands and thousands of peasants dying for their twisted pleasures. Finally our father found True
Love; if ever one of you find True Love, it will be as rain for a withered land. Her name was Nina... she was a beautiful Hungarian
maiden, and he loved her. Accursed Tzimisce, blessed be his rebellious children for having killed him, took Nina away from our
father.
Ah, Plakats could be a sad bard, but he was Kindred; he was not a coward, so he climbed the sheer cliffs where Castle
Tzimisce stood, and dared to return to the Halls he has promised he would never return. In the throne room was the mighty Fiend
and, naked, tortured, there was beautiful Nina. And when our father try to release her, she smiled, mad, Embraced, lost in the
horrible power of the Tzimisce clan, may their hubris be their condemnation...
Plakats begged his father pardon, begged for the release of Nina and them, promised he would return to Castle Plakatsaya in
the Russian frontier to help his father rule the Mighty Mother.
The Antediluvian Fiend released Nina.
Our father kissed her hand and, crying, set fire to her silky nightgown; she was barely a neonate, and died almost instantly,
bloody tears running across her cheeks.
Our father ran, ran away from his wrathful father, and hid in a shallow grave, and composed a sad poem for his dear Nina...
She is dead... and so is my happiness, forever.

Description
"Leave me alone, please, and if you really care for me, do not follow me, because I dwell where the angels fear to tread... and,
please don't pity me: it's me who cries for you."
All was lost... Nina was dead, and the Antediluvian Fiend was searching for him. So great was the pain and sadness of Plakats
that he hid himself in a dark mausoleum, and spent many, many nights consumed by his pain. But finally he felt the weight of
loneliness, and wished to be with children like him, and roamed his ancient land, forever hiding from the Tzimisce, and then he
found another maiden, the first of us.
We are the Sons of He who cries, and we wear our misery almost with pride because, shouldn't be all of us mourning all we have
lost? They say that to cry is the way of the weakling but, look at the powerful Ventrue and the snobbish Toreador. How mighty are
they; how great; how inhumane. I do not wish to be like them, because the more I cry, the less a monster I become.

Nickname
Mourners (Old Form), Cryers (Modern slang)

Image/Lifestyle
For the Plakatsi, all and everything can be mourned so, they surround themselves with symbols of human misery and sadness,
and dwell among coffins and lilies as if they were silky sheets and beautiful, fresh roses. They dress mainly in solid black and
white, and many of them have a strange Goth-Classical image. Some of them even look like Idealistic Brujah or Gothic
Toreador.

Character Creation
Plakatsi tend to be Dilettantes, but can also have Outsider or Professional concepts. Caregiver, Loner, Child and Visionary are
not uncommon among the Plakatsi, but their Demeanors are usually different from their Natures (A Bon Vivant Demeanor with a
Loner Nature is not rare). Social Attributes are always primary, but either Talents or Skills can be the primary abilities. Common
Backgrounds include Contacts and Herd.

Clan Disciplines
Animalism, Maestam, Presence.

Weakness
After his Embrace, the Plakatsi enters a frenzied-state; he seeks and kills all his most beloved relatives. Also, due to their truly
pessimistic point of view about the world, they must expend double than normal experience to regain or increase their Virtue
ratings.

Quote
"The more I know, the more I cry... the more I see, the more I mourn... the more I cry, the lest monster I become..."

Merits and Flaws


Acute Empathy: (2 pt Merit) All difficulties on rolls requiring Empathy have a -2 difficulty.
Corax Companion: (4 pt Merit) You have a friend and ally that happens to be a Corax, a wereraven. The relationship between
Corax and Plakatsi is almost friendly, but it's better the Garou don't know about it. The ST should refer to the Werewolf PG.
Funeral Parlor: (2 pt Merit) You own a funeral parlor, a funeral flower shop, or a funeral statuary workshop This business serves
you as a haven and may be the source of your resources.
Guilt: (3 pt Flaw) Due to your self-loathing after your Embrace, all your difficulties to frenzy have a +2 difficulty. Also, all difficulties
to calm you while you are in frenzy have a +1 difficulty.
Morbidity: (3 pt Flaw) You are extremely obssesed with the sadness surrounding death over all other matters. You are an
extremely morbid person; you possess automatically the Flaw: Taint of Corruption (it doesn't give you freebie points) and while
in a graveyard, crypt or any other place related to death, you suffer a +1 difficulty to all Mental and Social rolls.
Aura of Angst: (5 pt Flaw) Happiness withers when you are around; any mortal standing around you loses a Willpower point
each half-hour until they leave your presence. Mages and Werewolves dislike you strongly, and Changelings take one level of
non-soakable damage if you are near them. Kindred suffer no adverse effect, but any Willpower roll has a +1 difficulty (even
those made by you)

Guests to the Funeral: Relationships

The Clans
Assamite: Stay away from them. Sure, they are the warriors of a enlightened culture. Stay away from them.
These Kindred are really pathetic. There no backspine in them.
Brujah: So rebellious, so bored, so hopeless... pity.
They are intriguing; I wonder if they could be useful in our war with the Princes.
Caitiff: They are lost children.
The who? No, I don't know anything about them.
Giovanni: It's better do not play with the dead. Someday, they are going to have big problems.
It's better not to trifle with them. They look deceptively weak, but they can be dangerous.
Gangrel: Yes, yeah... to run with wolves. I'm sure it'll help you a lot. Do it.
They are lost in a forest they cannot see. We try to help them, because they share our link with our animal brothers, but they
are usually too depressed to share our points of view.
Lasombra: Mighty, dark, powerful Lasombra. When you will fully understand what's the meaning of losing your reflection, you will
mourn it. And nobody will hear your cries.

They are dangerous, even for us. Point them the nearest happy kine, and wait for the screams.
Malkavian: Too lost in their own madness, too cursed to not be mourned.
Yes, yes, I understand what you are saying. Now, let's do something funny.
Nosferatu: Interesting, talkative good chaps. I like them.
They don't care our looks and respect our customs. I like them, even the ones that are Toreadorously tragic.
Ravnos: Ignore them; to speak of sadness is bujo, it brings bad luck.
They are cursed, but they don't understand it. Stay away from them.
Setites: The snakes slither and hiss on their dark holes... and they say I'm the morbid one?
They should be easily corrupted, but they are not... I do not understand why.
Toreador: They are not really bad, but some of them need to be pushed along a hillside; then, they will see why our existence is
tragic and horrific.
Curious Kindred; a bit too morbid, but I like the art they made.
Tremere: They hate the Fiends, and that's enough for me.
While they are weaklings that cannot stop crying, they hate the Fiends. They can be used.
Tzimisce: The enemy; kill, burn, slay them and scatter their ashes.
They should be destroyed; they are bastards, unworthy of our noble blood.
Ventrue: The kings have to most to mourn.
Who? Oh, yes... they respect us and the Camarilla, and that's makes them a bit better that the damned Brujah.

Bloodlines
Salubri: Yes, to gain the only thing that can make us forever happy, and then die. Big deal.
They are lost children that cannot find the true path. They are damned.
Baali: I'm sure that some of them are crazier than the Malkavians; others are a bunch of psychopathic demonic sorcerers. They
are stupid; we are Dammned already, so why should we seek the Damners?

Contemptible. Destroy them.

Others
The Camarilla: A bit tragically and dramatic, but not too bad.
They are no better or worse that other Kindred. Everyone is welcome in the Camarilla.
The Sabbat: Lets get loose! I think our antitribu brothers can deal with this bunch of demented Kindred.
The ones that are in our sect are strong; the others should be slain like the weaklings they are.
The Inconnu: A bunch of elders trying to escape from the world? Sure, they will succeed.
Do not speak with them. They are damned forever, and can damn you if you listen to their words."
Dark Whispers (The Plakatsi in the Dark Ages)
The Plakatsi in the Dark Ages are an still young bloodline, being founded in the late A.D. 700's. In the Dark Medieval World, the
Plakatsi are believed to be gravedwellers, and so are strongly associated with the Cappadocians.

Sobriquet
Sinistrus

Disciplines
Animalism, Maestam, Presence.

Weakness
The same that V:TM Plakatsi.

Quote
The wailings of the mourners, the tears for the fallen... that are the only things be are allowed to enjoy.

The Cappadocians
They aproach death for an scholarly point of view, while we see death as the many source of sorrow in this world. However, they
are spiritualistic and sensitive, and many things can be learned from them.

These Kindred are even more morbid than us, but they seem as interested in death as us. Sadly, they have the souls of
artistes and can't think in scientific terms. A pity.

Shadows of Sorrow: the Plakatsi antitribu

Nickname
Undertakers

Description
Only a few Plakatsi were originally members of the Sabbat. Bitter foes of the Tzimisce, not many of the Children of Sadness
wish to accept them as their allies s, most of them remain neutral, and some others went to the Camarilla. However, as the
centuries passed, more and more Plakatsi have joined the Sabbat, and now they are one of the smallest bloodlines but they are
growing at an amazing rate. The Plakatsi antitribu are totally inhuman, like the Toreador antitribu, and they wear their sadness
with pride and use it without remorse to punish and torment mortals.

Image/Lifestyle
Like the Plakatsi; antitribu usually dwell with Brujah antitribu and Panders, and they tend to pick their dressing styles.

Background
The same than other Plakatsi.

Disciplines
Animalism, Maestam, Presence.

Weakness
The same than other Plakatsi.
Preferred Paths
The Path of Sorrow, the Path of Power and Inner Voice, the Path of Death and Soul and the Path of Cathari.

Quote
"You have been punished; your punishment will be to be forever alone in a small, dark, cell, and nobody will never, ever, heard
your screams... nor your cries, but mine. (door shutting)"

Stereotypes
Assamite antitribu: Yeah, big guys with too many muscle and too less brain... a pity.
They have no backbone, and are useless in the Jyhad.
Brujah antitribu: Funny, screaming bastards ready to blast up the damned Camarilla. Also, easily manipulable...
They are good chaps; I like them.
Gangrel antitribu: Fuzzy guys ready to slash you open. Don't mess with them.
They are neither our friend nor our enemies. I ignore them.
Lasombra: Good leaders, but as worthy of trust as the shadows they command.
They hate their brothers; their brothers serve the Camarilla. They are useful."
Malkavian antitribu: Good chaps; be ready to run when they really get "boing!"
"Who? Those guys? And you say I'm mad, and dangerous, and a crashing bore? Yeah, sure."
Nosferatu antitribu: They are useful sources of information, and honest friends. I like them.
They are not bad, but they should have left all their dramatic ways behind with their Humanity...
Ravnos antitribu: I cannot understand them; I don't want to understand them.
They are more stuffy than the Tzimisce but as dangerous as the Lasombra; stay away from them... some day, they will pay
(mumble).
Serpents of the Light: Yeah, little bad Setites trying to be worse...
We are allies, but not friends. They are enigmatic, untrustworthy and, worst of all, idiots.
Toreador antitribu: They are better artists that the dupes of the Camarilla.
Charming; I like their art and they like mine. I bet they can teach me some things about pain...
Tremere antitribu: They are despised: we'll be able to get some help from them...
Potential allies against the Tzimisce and the Lasombra... but, I haven't said that, remember?
Tzimisce: They are still stuffy and pompous; now, however, all their pride is lost. They will fall.
They are bastards, and they are plotting against us... they will perish.
Ventrue antitribu: Oh, I remember a tale about a poor rich boy that tried to become a gang member... What happened to him,
you ask? He died...
They are worthless of any thought; let's talk about more interesting matters...

Sigil
The sigil of the Plakatsi are two crying eyes. In the Dark Ages, their heraldic shield was crowned with a circlet and had a pair of
crying eyes in a field of silver.
PONGO
By Brian Connors (connorbd@bc.edu)

Description
A Malkavian and a Ravnos traveling through Africa cooked up this bloodline in 1774. Most Kindred who have heard of it give a
reaction to the effect of "You ran into a WHAT?!"
You see, the Pongo are chimpanzees. Seems these two vampires had a knack for experimenting with the Embrace, and would
often play with the idea that animals could be Embraced as well as humans. It worked occasionally; rats usually survived the
Embrace, only to have the sire find the next evening a suspicious pile of ashes not far from said rat's burrow. Pigs generally
survived. The result always seemed to be a good deal more intelligent than the original creature. But until these two went to work
on a chimp population, no primate had ever survived.
The Pongo are thought to survive because of chimps' genetic proximity to humans. They do gain some measure of intelligence
(one "prince" is said to have the intelligence of a human 10 year old), but they do have the advantage of being able to survive in
the sunlight where most vampires can't.

Nickname
Monkeys

Appearance
They look like dead chimps.

Haven
Those who bother to make havens generally have burrows. Most don't, seeing as how they're just different enough from human
vampires to be immune to sunlight (though fire is just as nasty).

Background
What little is understood of the Monkeys is that most are dominant males (similar to Silverbacks) that are Embraced when they
get too old to wield power. However, chimpanzee politics are so alien to even African Kindred that any observation is
necessarily extremely subjective.

Character Creation
Pongo don't know jack about paths, and archetypes are liable to be more towards the frivolous. Just wipe the whole
path/humanity thing off the character sheet and act like a chimp.

Disciplines
(such as they are): Fortitude, Dominate

Weaknesses
Being chimps, they cannot take Mental attributes as primary. They cannot speak (though sign language is possible), although a
Kindred with Auspex might be able to make something useful out of their thoughts.
Quote
[Cannot trust men or darkwalkers. Ever.]
PRETENDERS
By J D Conrad (jdconrad@postoffice.worldnet.att.net)

Foreword
This "bloodline" is intended to simulate a literary creation and may not be appropriate for some campaigns. Game balance was
not a primary consideration, rather I wanted something that would allow a certain type of character to operate within the
Vampire: the Masquerade rules. The inspiration for this character type is Sonja Blue. Sonja is the creation of a very talented
horror writer named Nancy Collins. The first tale about Sonja is titled Sunglasses After Dark and I recommend it unreservedly.
(Note that all of Ms. Collins works are intended for mature readers.) Currently Ms. Collins books are being published by White
Wolf Publishers who also publish and hold copyright on the game Vampire: the Masquerade. In the latest book of the "Sonja
Saga" called A Dozen Black Roses, Sonja has moved from the world of Pretenders to White Wolf's World of Darkness. Some
retrofitting was done in that book to make the vampire that Nancy Collins had created fit in with those created by White Wolf. I
have tried to make these rules mesh with those "retrofits."
Warning if you have not read these books there are few spoilers hidden in the text below. I have tried to word things in so as to
give as little away as possible, but...
Sunglasses After Dark, A Dozen Black Roses, Vampire: the Masquerade and The World of Darkness are copyrighted or
trademarked by White Wolf Publishing. Nothing here is intended as a challenge or infringement of either the author's or
publisher's rights.
This is not an official supplement to Vampire: the Masquerade (V:tM) or any of the World of Darkness (WoD) products by White
Wolf Publishers.

Don't ask how I got this.


And if you don't believe that the danger is real?
Well it's your ass that's grass, not mine.
I just felt you had the right to know.
-- Your Friendly Neighborhood Gangrel
To Great Grand Sire Meerlinda, Greetings:
Per your instructions I have spent these last ten years pursuing information on the so called Blue Woman, also referred to by
some as the Prodigy. Detailed documentation of my findings is provided in a separate folder for your perusal. However, I felt for
the good of our clan, I should give you my personal views on how we should deal with this creature and others of her ilk. It may
surprise you to find that there are others. Currently, I know of only one other that still exists. But first, let me give a brief synopsis
of my findings.
These creatures apparently come into being when a vampire is embraced, but fails to die. Normally the passage from life into
undeath is assured. A candidate must be weakened past the ability to live for the Embrace to work. However, the "miracles" of
modern medical science have permitted at least four persons to be resuscitated from the very verge of death after being fed the
blood of Caine. Thus "surviving" the Embrace. They seem to enter a coma and suffer some level of brain damage or trauma that
causes amnesia on their awakening. Within a year or so of awakening they begin to manifest the signs of vampirism. But they
never fully become vampires. They drink blood, grow fangs, frenzy and are able to learn disciplines. But they can still walk in the
sun, have a libido and rumor has it that they can procreate in the mortal fashion. Their distinguishing characteristic is their eyes.
They become blood red; even vicissitude seems unable to correct this.
Since the candidate has never truly passed into undeath they have many things in common with ghouls or very high generation
kindred. But they do have a Beast. The eldest of these creatures refers to her beast as "The Other." Since they did not pass
through the Embrace properly their Beast does not become integrated into their very being as it has in our case. It essentially
becomes a separate personality fighting for control of their single shared body.
This tends to make these creatures mentally unstable, to put it mildly. However, since the beast is not fully integrated into the
childe, it is not limited by the childe. These creatures posses abilities that many of your esteemed age and generation might
have some difficulty matching. Add to this, they seem able to move about in full daylight without harm. You can see that they pose
a tremendous hazard to any of our kind that should cross them.
And they are aware of us. Since they are not sired in the traditional manner they are effectively Caitiff. But the Blue Woman was
taken under the wing of a Hedge Wizard who was very much aware of our kind, the lupines and others. He had dubbed us
"Pretenders." This is what the Blue Woman calls herself and the other awakened races.
The eldest of these beings, the one called the Sonja Blue, seems to have a pathological hatred of our kind, killing any she
encounters. A Ventrue and a human, who I believe to be a mage, attempted to create several more of these creatures. They
apparently destroyed their creators and then themselves. My newest discovery seems somewhat less pathologically destructive,
but even he has proven dangerous. Since he is very young I attempted to capture him with the assistance of three of our
Archons. He destroyed two of us and managed to seriously damage myself and my last assistant before eluding our pursuit.
Rather than attempt to capture and test these creatures I believe we should observe them, and if possible manipulate them from
a distance. If properly directed, they could prove handy in resolving problems that we have neglected due to the level of direct
involvement required to properly resolve them. There is no way these creatures could be traced back to us. They are in effect
Caitiff, but very powerful Caitiff. Perhaps the recent activities in Dead Town might be a good test?
Ever your loyal servant, Jeremiah

The System
Until very recently massive blood loss meant death. With modern medical technology sometimes people who flatline come back.
What would happen if while they were flatlined they consumed the blood of Caine? Perhaps they would simply become
vampires. Perhaps they would simply become ghouls. But evidently in a few very rare cases they become something that isn't
either, a Pretender.
A Pretender is created occasionally when the conditions are right. A mortal must be drained of blood and dying. She must
consume at least a taste of the blood of a Kindred. Then she must flatline (be clinically dead) and be resuscitated. Should this
happen in the course of the game you may wish to roll to see if the character becomes a Pretender. If someone with medicine or
first aid reaches her within four minutes of game time after the character drops below incapacitated, he may roll to see if he can
save the character at this point. This requires three or more success at a target number of 6 plus 1 for every additional damage
level below incapacitated beyond the first. Thus, if a ghoul was at crippled and then took four more damage levels the target
number would be 8. This simply means that the character will survive if rushed immediately to a hospital while continuously
receiving medical attention. There the doctors must make another roll with the same modifiers but only a single success is
required. At this point the character will pull through. This is also the crucial point to see if the character becomes a Pretender.
They have been clinically dead with vampiric blood in them, but they don't stay "dead." At this point they must roll one die with a
target number of 10 minus one for every blood point of vampiric blood that was in their system at the time of "death." If they
succeed the Beast awakens. Congratulations it's a Pretender.
They will remain in a coma for 1d10+2 months. Upon awakening they will have complete amnesia. Over the next several months
vampiric traits will begin to appear. Decreased appetite, sensitivity to light, rapid healing, lethargy during daylight hours. Then
usually in a moment of stress characters will manifest their disciplines. This is often accompanied by the first eruption of their
fangs, and a frenzy. From this point forward they no longer need to eat food and their beast, called "The Other," is constantly with
them. Their memories also usually return at this time, though the radical personality changes that have resulted from their ordeal,
usually keeps them from fully accepting these memories as their own.

Character Creation
Create a normal Caitiff vampire using the Vampire: the Masquerade rules except for the following.
You may not buy the background Generation. However, the character can purchase disciplines up to any level.
You must spend at least one dot of disciplines on "Powers of the Other."
You may not buy the merits Baby Bace or Eat Food. All Pretenders already have these merits.
You may not buy the flaw Infertile Vitae; all Pretenders have this flaw.
You may not buy meditation, the flaw misplaced heart, the flaw permanent wound or the merit concentration.
The character must have become a vampire after 1969.
The character has probably been a vampire for more than 2 years.
Select a Nature for the human side. This can be anything.
Select a Nature for The Other. This is usually something aggressive and unpleasant. Bravo or Deviant would be typical.
In addition to their normal blood pool a Pretender has a Psychic Energy Pool. Since their Beast is not fully integrated into them
they cannot use their blood pool much more effectively than a ghoul. Most disciplines are manifestations of the beast in some
way, so to use any discipline at greater than level three they must use this energy pool, not blood. They may only spend one
blood point an action but they may spend as many energy points an action as they please up to the limit they currently have in
their pool. To see how many points are in each pool roll 1d10 once for each. The maximum blood pool is 10, the maximum
energy pool is 5 times Stamina. The energy pool can be increased above this, but every turn it is over this maximum number the
character must soak one die of damage for every 5, or fraction of 5, by which they have exceeded their limit or take an
aggravated wound. Also, all frenzy rolls are at one level higher per 5, or fraction of 5, the energy pool is over their limit.

Blood Pool Use


Pretenders must comply with all normal vampiric rules on the use of their blood pool. They also lose one point each night per
normal vampire rules. In addition their blood pool cannot be increased by diablerie. Blood points may not be used to power any
discipline at greater than level 3.

Psychic Energy Pool Use


A Pretender may use an energy point rather than a blood point, or willpower point, to activate any discipline or increase physical
attributes and to heal wounds. It costs three times as many energy points to heal a wound as it takes blood points. Other than
that they can be spent on a one to one ratio rather than either blood points or willpower points. (Energy points may not be used
for automatic success, or in place of a willpower point for any purpose other than powering a discipline.) They may use as many
energy points in one action as they wish alone, or in combination with their single blood point. However, every time any energy
points are used the character must make a willpower roll. This roll is reduced one die for every energy point used in an action. If
they fail The Other nearly gains control and they automatically frenzy. If they botch the Other gains control per the time period
chart listed below. A willpower point may be expended to prevent this roll. For example, Brendan wants to increase his strength
by two and dexterity by one. He spends three energy points. His current willpower is 6. (6 - 3 =3) He must now roll a 6 on three
dice to remain in control.
If more points are spent in an action than the character has in current willpower The Other automatically gains control. This
voluntary surrender of control sometimes makes it a bit easier for the Pretender's human side to regain control. Treat each point
past the current willpower rating as a one on the botch table below. After this time has passed they must make a willpower roll at
difficulty 6 + 1 for every point spent beyond current willpower. This is an extended task. Once they have made as many
successes as the points by which they exceeded their current willpower the human side of the Pretender's personality may
regain control. For example, Brendan currently has a willpower of 5. He expends 8 energy points in one action. Bingo The Other
is now in charge of the character for at least an hour. After that Brendan can make a roll using his current willpower (5) to try and
take back control of his body. He must make three extended successes with a target of 8.
Once The Other is in control it can spend any number of energy points it wishes in a single turn. This does not increase the
duration of it's control. If the number of energy points ever drops below the current willpower, then the Other must roll one die for
each willpower point over the current energy pool each time an energy point is spent. The target number is the current energy
pool. If the roll succeeds The Other no longer can maintain control, and the human side of the Pretender regains control of the
character. Normally, The Other will only expend energy points that might cost it control when the body is in danger. For example,
Brendan has a current willpower of 6 and the energy pool drops to 5 the character must roll one die with a target number of 5.
Success means that Brendan's Nature is now in control, not The Other. If the roll is a 4 then The Other remains in control. If it
must expend another point, then it must now roll two dice. Energy pool is 4, willpower 6. (6 - 4 = 2)
Due to the presence of this un-assimilated energy pool and two natures, a Pretenders aura while pale, is usually very active and
"spiky" looking with more than one color. One energy point is also lost each night to sustain The Other.

Time Duration of Control by The Other

Number of Ones in Botch* Duration


1 1 Turn
2 10 Turns
3 1 Hour
4 The remainder of the night
5 A full day
6 A full week
7 A long time
8 A REAL long time
*Or energy points spent over current willpower.

Feeding

Adding Points to the Blood Pool


This is done normally per Vampire: the Masquerade rules.

Adding Points to the Psychic Energy Pool


This is done by "tapping" energy from other beings. Unfortunately this tapping tends to have unfortunate side effects for the
"tappee." A character may tap during any turn/action where an energy point is not expended.

Tapping Mortals (Including Changelings and Mages)


If the humanity is known use that in the following rules. If not assume 7 dice, half would be 3.
The Pretender may tap anyone within range of its perception. With the Auspex discipline this can be quite a distance and may
pass through walls and other barriers. If the target is not stressed (very angry or very frightened) then the target number is 8. They
roll 10 - the humanity level of the target. For every success they may take one energy point. If the target is stressed then the
target number is 6 and they roll 10 - humanity divided by two rounded down dice to gain new energy points. A Botch indicates
that an energy point is expended, and the target frenzies. This frenzy is a bit unusual; they are manically fixated on hurting the
Pretender.
Being tapped tends to cause stress in an individual and will often cause suppressed emotions to surface, sometimes violently. If
someone is being tapped they must make a humanity roll. Target number 7 if not stressed, 9 if stressed. They must make a full
success to ignore it's effects. Partial success means the character becomes excitable and agitated. Failure means the
character becomes either extremely angry or extremely frightened at the slightest excuse. A botch means that the character
frenzies per Vampire: the Masquerade rules even though mortal. They also receive a derangement.
Obviously by repeatedly tapping an individual, a Pretender can take them from calm and controlled, to a stressed, possibly even
frenzied state.

Tapping Kindred
Follow the rules for Mortals. Only a failure on the humanity roll to resist the side effects of being tapped indicates a normal frenzy.
A botch indicates a frenzy that lasts until the vampire goes into torpor or the sun rises, and they also get a derangement.

Tapping Shapeshifters
Rage and Gnosis are distilled psychic energy. A Pretender may attempt to tap any number of points up to the maximum of
current Gnosis + current Rage. Roll a target of 6 to actually tap a point. Alternately reducing Gnosis, then Rage, until one or the
other is gone, then take points from the remaining pool alone. This energy is so potent that the Pretender must make a self
control roll to avoid frenzy if they tap a shapeshifter. They roll on self control, but this is reduced by one die per point of Rage
tapped.
Shapeshifters who are being tapped must make rage rolls as soon as the first point is taken.

Spirits and Ghosts


Spirits and ghosts may not be tapped. It is unknown if this also applies to demons, devils and angels.
Needless to say that the Pretenders method of feeding tends to leave a trail of havoc in their wake. This tends to make them
unwelcome among most awakened races.

The Other
The Other is the Beast. Unfiltered and uncut. A Pretender under the control of their Other is like a Sabbat wetdream. Assume
they have a humanity of zero, enjoy the pain and anger of others (after all it makes tapping easier) and have only contempt for
such things as love, mercy, loyalty and kindness. How this will manifest varies somewhat depending on the Nature of The Other.
It is usually easy to tell when The Other is in control; the character's mannerisms, even voice, usually change dramatically.
Examples of behavior one can expect from The Other:
If The Other gains control in the middle of a fight for survival it will probably do its best to destroy its opponents. Then it will
turn on its allies.
The Other gains control while attempting to rescue a mortal. Once it has the mortal in its clutches it feeds on and taps the
mortal until he frenzies and/or die.
The Other gains control while the Pretender and some of her allies are fighting a powerful enemy. Then, its badly hurt or
begins to run low on energy. It will flee and leave the others to their fate.
When the Other is in control the vampire is not necessarily in a frenzy. The Other can frenzy, but prefers to be in control so that it
can use its powers more intelligently. The principal problem with having a Pretender fall under the control of their Other is that
The Other is quite likely to do things that will cause the Pretender humanity loss. Even though they are not doing these deeds
willingly, a Pretender's human side will usually remember what is done. If they don't then The Other will tell them. And when they
realize what atrocities they have committed they must make a humanity roll. The Other tends to be less active when the psychic
energy level is low. Especially if the current energy point level is lower than willpower.
When The Other is not in control it is still there. It nags and needles the human side of the Pretender incessantly. It will taunt them
for showing weaknesses like affection or loyalty. If you own Wraith: the Oblivion you may wish to read over the rules for Shadows
and use that for The Other. If played right the character should find themselves making inappropriate outbursts in response to a
voice in their head that no one else hears.

Below is a quote from Paint it Black by Nancy Collins


Sonja Blue and her Other have a little chat.

"The Other's voice is a nettle wedged into the folds of my brain, impossible to dislodge or ignore. I open the refrigerator and
take out a bottle of whole blood, cracking the seal open as I would a beer.
Not that bottled crap again! I hate this shit! You might as well go back to drinking cats! Wouldn't you rather have something
nice and fresh? Say, a good B negative mugger or a O positive rapist? There's still plenty of time to go trawling before the
sun comes up....Or you could pay a visit to loverboy.
"Shut up! I've had a bellyful of you tonight already!"
My-my! Aren't we being the touchy one. Tell me, how long do you think you can keep up the pretense of being normal?
You've almost forgotten what it's like to be human yourself. Why torture yourself by pretending you're something you're not,
simply to win the favor of a piece of beefstake?
"He likes me, dammit. He actually likes me."
And what, exactly are you?
"I'm not in the mood for your fuckin' mind-games!"
Welcome to the fold, my dear. You're finally one of us. You're a Pretender.
I shriek and hurl the half-finished bottle of blood into the sink. I pick up the card table and smash it to the floor, jumping up
and down on the scattered pieces. It's a stupid, pointless gesture, but it makes me feel better."

Frenzy Checks
Both the human and Other sides of the Pretender must make normal frenzy checks. In addition, being in proximity to strong
emotion has an effect like being near blood. Treat extreme pain, fear or anger like fresh, exposed blood. The closer and
stronger the emotions, the more likely the Pretender is to lose control and start tapping people.

The Blood Bond


Pretenders may be blood bound and they may blood bind others. In addition, they may "blood bind" others who have psychic or
telepathic gifts by "giving" them three points of psychic energy. This doesn't have to be on three different occasions. But the
target must have either spent all of their willpower points or willingly accept the energy points. And, they must have some power
that would enable them to read minds or emotions. This counts as using energy points, so the Pretender must roll to prevent loss
of control to The Other during this operation. If they fail they will probably still have a thrall, but they may not be of much use as
anything but "food."

Daytime Activity
A Pretender's die pools are limited by humanity per the rules in the V:tM rule book. Additionally, if The Other should gain control
during the day the Pretender will seek a dark isolated place and sleep until sundown.
A Pretender can be active during the day, even move about in direct sunlight, but they don't like it. A self-control roll is needed
each time a Pretender attempts to leave shelter and enter direct sunlight. Failure indicates that they simply can't force
themselves out of their shelter. If forced into sunlight unexpectedly they must make a courage roll or Rotschreck.
Finally, since The Other is not willingly active during the day the Psychic Energy Pool cannot be used during daylight hours.

Stakes Through the Heart and other thorny problems


Since the Pretender never died their internal organs do not atrophy like a real vampire. Their heart still beats and they still need
to breath. This means they are prey to a number of flaws. Damage that effects the brain, spine or heart is considered
aggravated. Use the normal targeting rules for this. Drugs, gases and poisons still effect Pretenders but their effects can be
fought off with the expenditure of energy points. Finally, a stake through the heart does not immobilize a Pretender, it is simply
aggravated damage. A large enough stake or other object impaling the heart of a Pretender will simply send them to the Final
Death.

The Powers of the Other


This is essentially a discipline. But each power requires that the user posses a Psychic Energy Point Pool. Consequently it is
unlikely anyone but a Pretender will ever have any of these powers.

* Tapping
See rules on Tapping above. A Pretender must take at least this level of Power if they have begun to manifest any disciplines.
** Dream Walking
The character can send her presence into a persons dreams. She enters the dream as a character, then, if she wins a contested
willpower roll, she may take over the dream. This costs one energy point. The target must be known to the character, and in fairly
close proximity. (Usually the same building. Range can be extended through the use of more energy points.) While engaged in
using this power the body of the character is inactive. If she botches the willpower roll to take over a dream, she will be stuck in
the other persons dream, and The Other will be in control of the body.

*** Backlash
By expending energy points the Pretender can cause the same effect over an area as she would if she were to tap everyone in
that area. Normally a Pretender can only tap one individual at a time. This power allows them to incite large numbers of people
into anger or atrocity, many even into frenzy. She gains no direct benefit from this, but the effect tends to produce large numbers
of people who are in a stressed state, making feeding easier. The actual area covered depends on the number of points spent.
One point is everyone in a radius of approx. 10 meters or yards. Two points 20 yds, three points 40 yds, four points 80 yds, etc.

**** Psychic Bolt


The character can unleash a bolt of pure psychic energy at opponents. Each point expended translates to a die of damage. This
may be resisted with willpower, making it's use a contested roll. Additionally it may be soaked normally. For example, Brendan
unleashes an 8 die bolt at Count DeMonette the Ventrue. The Count has a willpower of 6, Stamina of 3 and a dot of Fortitude.
Brendan rolls 5 successes (Target of 6 the Counts willpower), the Count rolls 3 success on his willpower roll (Target 5,
Brendan's willpower). Now the Count must soak 2 dice of damage. His dot of Fortitude stops one automatically and he rolls one
6 on his Stamina dice. He takes the hit and keeps on ticking.

***** Call the Winds


By expending an energy point each turn the character may fly at up to twice the rate she may normally run.

Stereotypes
The Camarilla: If I have to deal with others of my kind these are the lesser of evils, but I'd just as soon kill them, as talk to them.
"These abominations should be destroyed. And hopefully we can arrange for someone appropriate to go down with them."
The Sabbat: Tastes good, very filling.
"If only we could put these things through the creation rites! What soldiers they would make. Sadly we can't, so I guess we
must destroy them."
The Inconnu: In who?
"These beings are something truly new. We will watch, we will wait. Perhaps they will become our allies in time."
Other Awakened Races: Mostly I leave them alone, and they leave me alone. If not, then I do some serious butt kicking.
"There's a Pretender here!? I'm outa here. You better move along too if you know what's good for you."
PUPPET MASTERS
By Justin Whitney (Ravnos101@aol.com)

Author's Note
As I flipped through the book of The Risen I, as anyone who read it, thought it was cool that the Wraiths could use Vampiric
Disciplines. After many hours of being brainwashedby my Metallica CDs I had began to boil an idea. I began to think that is
would be cool if there was a group of Cainites who could use The Restless' Arcanoi. Hense I created the Puppet Masters.
Enjoy!!!

History
Yet another friendly extension of the Ravnos Family, the Puppet Masters have been around for a long time -- almost as long as
the Ravnos themselves. The first four were rogues who traveled among the Cappadocians and learned the Discipline they had
developed. When the Cappadocians formed in to the Giovanni that ended the kinship. Over the centuries the Puppet Masters
began speaking to the dead with their newfound Discipline. They have talked to the dead and and have traded knowledges with
the Risen. There is a bond between the Restless and these Vampires that should be kept tighty. There are also rumors that the
head of the clan is using the skills he has learned from the Wraithly beings to Control one of the Justicars through use of
Dominate and Puppetry. But telling you which Justicar it is would spoil the surprise. Oh... alright...... (it just might be Ulug-Begh...
but it also might be Angus-The Unruled) Decide for yourself ST's. High elders of the Ravnos even claim to have seen the Puppet
Masters walk in to the land of the dead with the Wraiths. Of course take it in to fact that the Charlatans are liars and thieves but
the Ravnos spread the rumors among each other. Though they've been around since 1611 the Puppet Masters have only begun
to show up in the more recent years, revealing themselves from the dark veil Most of them have hidden behind. It's quite eay for
one of them to pass as a Ravnos or a Brujah at any gathering of kindred. Storytellers can have fun with this Bloodline when your
player is a Ventrue mistaking him for a meer 12th Gen. Rowdy Thuggish Ravnos crashing the party when in reality he's a 7th
gen. Puppet master about to overthrow Chicago (a third time).

Nickname
Mops (For two reasons 1) a lot of them have long hair 2) Short for Masters or Puppets Masters (yet another shortened term for
Puppet Masters))

Appearance
Like their Brethen, most of the Puppet Masters are from Gypsy Descent but there are also a lot of Gorgio. Most of them appear
as your usual Punk-Rocker type though: long hair & leather.

Haven
The Masters usualy drift about following the tours of their favorite Rock Bands. The most common amongst these bands is
Metallica. If you go to a concert, you'll find at least half of the bloodline there, usually in the first six rows. Some actually establish
Havens and start their own Gigs where they're living. These always tend to be apartments.

Background
The Mops sire those who would prove loyal to the bloodline as a whole, not just Punks. They hate people who beg to Embraced
and put them out of their misery as soon as they can. Most of the Puppet Masters tend to be Charismatic and Witty. Also, the
Puppet Masters only Embrace people who show great musical talent and skill to join their bands.

Character Creation
The Masters usually have Rebel/Deviant/Wanderer Natures and Demeanors, but a few sidelines come in. A Witty Jester may be
encountered at one of their meetings. Social or Mental Abilities and Talents are a Must. They usually have high ratings of
Resources in band equipment, which are awed by the others of their Bloodline.
Bloodline Disciplines
Celerity, Necromancy, Dominate

Weaknesses
The Masters have a great love for their music, and when someone challenges them by degrading on how they played, the
difficulty to resist Frenzy is raised by four. The Masters also must practice their music at least one hour every night or face a
penalty of subtracting one Die from his dice pool for every hour until he practices his music for the fit amount of time (i.e. Two
nights = two hours) Another minor weakness which isn't really a big deal for any member of this clan, is that they must attend at
least one Metallica concert each year, or face losing a point in his Music rating. Once a foolish mop had done this.... His career
was ruined.

Advantages
This particular group of Kindred is capable of communicating with the Dead and can learn their powers of Arcanos. In return,
they help the Risen with their quests for vengeance. There is one drawback though, before any Master can learn another form of
Arcanos he must master puppetry.

Gaining Bloodline Prestige


Any Mop who wins a public music competition like the local Battle of The Bands is awed and respected by the others of his
Bloodline. The Childer usualy have brutal competitions in winning this, a lot of them can be found at each contest trying to win.

Bloodline Organization
They meet once a year at one large concert where all of the members hold their own battle of The Bands, to see who is the best
amongst the best. There is also a meeting of the elders every thirteen years, one week before the Inner Circle's meeting. What
goes on here is very confidential, and any outsider gaining any knowledge about what goes on at their meeting dies a gruesome
death. Other than these meetings, most of them travel in groups of five or six, playing gigs as they follow their favorite rock
Bands around the world.

Stereotypes
Assamites: Wonderful people... They just keep on killing...and killing...and killing...
Brujah: Punk! I didn't see you at the concert last Night!
New Cappadocians: Them Bone thugs... Pumpin' Slugs... (in to the Giovanni)
Setites: Don't Tread on me!
Gangrel: Wherever I may roam...
Giovanni: You guys are already dead. I have nothing to say to you
Malkavians: Sanitarium . . .
Nosferatu: So I'm dubbed the Unforgiven...
Toreador: Yes, I know my Music is beautiful...
Tremere: Tricky, tricky, tricky....
Ravnos: Where's my Wallet ? Well, I don't need it since I have yours -- Brother
Ventrue: Hah! If half of them knew who was really controlling them.
The Camarilla: Master of Puppets I'm pulling your strings!
The Sabbat: They're too Stupid to know we rule them too.
The Inconnu: Bunch of Buddies.

Quote
Now I rule you too!
QUAGMIR
By Hastur7 (staffler@wycol.com)

Description
The Quagmir is a clan of kindred, like the Nosferatu, that cannot show themselves to humanity. Their founder, unknown to this
day, diablerized a vampire elder. The prince of the city, a Malkavian, ordered the vampire bound and tossed into a nearby
swamp. After a few days in the swamp, the vampire pulled himself from the slimy mess. But he had become a hideous, slime-
drenched corpse! Horrified by the change, he went and killed the prince and went on a murderous rampage, creating other
vampires of kind. The higher generations look more human-like, but they still stink.

Nickname
Swamp Things.

Sect
Quagmirs exclusively belong to the Sabbat. A lot of bad blood exists between the quagmir and the Malkavians for obvious
reasons.

Appearance
Quagmirs of generation 8 or less look like bad-smelling, slime-drenched corpses. Quagmir of lower generation look like normal
people except they have green hair and rotten teeth. Both types smell bad.

Haven
As one would guess, Quagmir prefer swamps, sewers, toxic waste dumps and landfills as havens. These places help hide their
terrible stench.

Backgrounds
Most Quagmir are outcasts and shiftless bums. A few are rich people who offer their elders a lucrative lifestyle for a time.

Character Creation
Most quagmir have high Strength. Almost none have high social attributes. Common backgrounds include Herd, Mentor, and
Resources.

Clan Disciplines
Potence, Dominate, Vicissitude

Weakness
All quagmir of 8th generation or higher have an appearance of zero. No quagmir has any social attribute above three. All
Quagmir automatically botch seduction roles due to their smell.

Organization
All Quagmir are lone wolves. They abandon their childer upon embracing them, leaving them too fend for themselves.

Bloodlines
A small group of these wretched vampires live in the Camarilla, but these are few and far between.

Quote
Whew! What's that smell? Oh wait. it's only me! Hahaha!

Stereotypes
Assamite: There are advantages to smelling like shit. Remember that.
"I am not touching that one!"
Brujah: Don't push me buddy! I'll kick your ass!
"Get your smelly fuckin' ass outta my haven!"
Followers of Set: Something here stinks worse than even we do!
"How sad, they so want to fit in, and what applications this has!"
Gangrel: We don't share havens, so our paths don't cross often.
"Quagmirs? What the hell is a Quagmir?"
Giovanni: Look at them. They aren't the only ones with money you know!
"If you're so damn rich, then you can afford a bath!"
Lasombra: They're our bosses. They accept us.
"They're idiots, but they do good work. I like 'em!"
Malkavians: They are the sick bastards that did this to us. We will make them pay!
"Yeah, we got one thing to say to that: Dingle knocker! Hahahaha!"
Nosferatu: Our brothers. They know the pain of ugliness and smelliness.
"We feel your pain. Come visit anytime!"
Ravnos: Illusionists. Bet even they can't cover this smell up!
"I'll say! Phew! What died in here?"
Toreador: How beautiful, how happy they must be. How I envy them.
"You have a lot to envy. Now please go wash up!"
Tzimisce: They're pissed because we know their flesh crafting skills.
"We will find out who taught them too you. Then you will pay."
Tremere: Gee, people hate you more than us! What is up with that?
"I thought I told you too leave."
Ventrue: Damn Richies. Let this happen to us.
"Why do you blame us. It's your own fault your clan is like this!"
Caitiff: They don't smell! That's just not fair!
Camarilla: It's their fault this happened! Why did they let this happen!
Sabbat: Bunch of crazies, but at least they don't turn us away. Unlike some people!
RAFANUTI
By Brian Connors (connorbd@bc.edu)

Description
Rafanuti, Ravennu, whatever. It is all the same to the little-understood Aryan vampires that scourge northern India. They have little
trust for each other, but they do possess a strong sense of unity despite that, and that is why they are so able to keep a secret.
Some suspect an ancient connection with the Gangrilli, but there is little there to prove it as the Gangrilli are currently so distant
from the Rafanuti that the legend is discounted. Others suspect that the Rafanuti are related to the vampires of the unknowns
beyond India; this is also somewhat discounted, but only due to lack of knowledge. Taureatores traveled with Alexander the
Great, but Alexander never passed the Indus and no Taureator ever knowingly encountered a Rafanu. The Simistis long ago
extended their influence to lands contested with the Ventrutae in Thule, but never far enough south to encounter the Rafanuti. The
Ventrutae trace their founder Vedartas to India, but there are no records of the Rafanuti back that far and no Indian Ventrutae
have appeared for over a thousand years. It's just as well; the Rafanuti long ago swore an oath unto one another that any other
Cainite that set foot on their soil would wind up so demoralized that they'd leave quickly.
The Rafanuti have a completely different world view from most other vampires. They have a series of legends of an apocalyptic
nature that relate to the power of the Seneces, a legend which has resulted in an attitude towards others that make the Rafanuti
every bit as dangerous as the ibn-Haqimi. The theory revolves around what the Rafanuti call weig, which seems to relate to the
Quinta Essentia that European magi theorize about. The belief is that the Seneces are beings that simply have hoarded too
much weig, and it is the duty of their progeny to liberate that weig. This attitude extends to their beliefs about property (doesn't
matter), ownership (doesn't count), and life in general (don't get attached to it).
The Rafanuti are a scattershot group. They are compulsive petty criminals (something that will give the descendants of the
people they live among, the Gypsies, a bad name), and few can trust each other. However, there is a strong sense of clan
identity, and though they may fight amongst themselves, they will defend each other fiercely to each other outside the clan.
RAPHAELITES
By Vincent Perry and Alan Fattarini

Description
In 1435 a very ancient Toreador writer and bard by the name of Devon Oliver Austin embraced a young writer named Allan
Rapheal. This writer did not develop as most Toreadors do. The first difference was Allan was not entranced by beauty as his
partent clan. He was however, entranced by works of fiction. Allan's disciplines also developed differently. After a few years,
Allan began embracing his own progeny and they too developed as Allan did. Over the years this bloodline began calling
themselves Raphealites after their founder. The bloodline continued to pose as Toreadors so as not to reveal their true natures.
They have infiltrated the Camarilla as Toreadors to the point of even attaining a few princedoms. Most of the clan maintains
close ties with both Allan and his sire Devon. It is rumored that Devon and Allan both are highly placed with in the Tal'mahe'Ra
and the bloodline's true motivations remain a mystery.

Nickname
Bookworms

Appearance
Varies (as most mortal writers)

Concept
Writer

Nature/Demeanor
Any, though architect and deviant prevail.

Character Creation
Mental attribute usually dominates as do talents No Raphaelite may be below seventh generation.

Clan Disciplines
Presence, Auspex, Gift of Morpheus (sabbat Theurmaturgy)

Weakness
As Toreador only replace works of beauty with works of fiction

Preferred Paths
Note this bloodline may use the path method of virtues but may only choose paths from Dirty Secrets of the Black Hand by White
Wolf Games.

Stereotypes
Brujah: The wild ones are useful as pawns; otherwise arrange their Final Deaths.
True Brujah: Learned and Wise. Treat them with respect and as equals.
Gangrel: Great guys if you're into nature books. Their stories of the garou are fun to hear.
Malkavian: From madness can be found inspiration. Listen to Malkav's children for their hidden wisdom.
Nosferatu: Though our parent clan despises them you will never find a better source of information for writing.
Toreador: Our parent clan; Act as one of them; they are our brothers and sisters.
Tremere: Evil as the Baali; they all must die one way or another.
Ventrue: Patrons of art, yes. Leaders of all vampires, NO!
Caitiff: Respect them as a stray dog. Do not ever consider them equals. If you find one with talent make it a Toreador.
Assamites: Hunters, killers, artist of death. Respect them and stay out of their way.
Followers of Set: Snakes! Hunt them, expose them, then call a Samedi to kill them.
Giovanni: They killed Capadocions; do the same for them.
Ravnos: Great guys. Lots of fun. Don't ever trust one!
Salubri: Respect them and help hide them. The children of Saulot must be preserved.
Daughters of Cacophony: Singers cult; bet thats the least of it. Write songs for them. Keep an eye on them.
Samedi: The children of Capadocious; help them when you can.
Lasombra: Avoid them when you can; kill them when you can not.
Tzimisce: Hunt them, burn them all.
Old clan Tzimisce: Great guys though a bit scary.
Nagaraja: Hmmm...no comment.
Baali: Burn baby burn.
Gargoyles: Poor things; free them if you can.
Kiasyd: True wisdom can be found in this clan.
Sabbat: Fools.
Camarilla: Puppets.
Inconnu: They think they pull all the strings? Ha! Bull!
Antedeluvians: Caine is the one to fear not the founders of the clans.
OLD CLAN TZIMISCE: HOUSE RAVENSBURG
By Myranda Kalis (nagaina@yahoo.com)
Refer to the Old Clan Tzimisce: The Oradea League.

Description
The most Western of the Old Clan's Houses, the history of the Ravensburgs is a long one. As with all the Houses, the
Ravensburgs were founded by a fourth generation childe of the Tzimisce Antediluvian. Why this childe, of all his broodmates,
chose to travel farther west than any of his siblings is a matter open to debate, though many among the Ravensburgs point to
records in their own keeping that suggest he was commanded to do so by his Antediluvian sire. Whatever the reason, Ulric, as
the Ravensburgs name their Methuselah founder, settled far from the Carpathian peaks, in the valley of the River Neckar in what
would one day be called Germany, near the eventual site of the city of Heidelberg. Cautious relations with the Kindred of the
region ensued, yielding a variety of contacts with the Gangrel, Ventrue, and Toreador Clans, some cordial, others less so. It was
from his Teutonic Ventrue cousins that he received the warmest welcome, however, and, since he was already dwelling on the
borders of their Domain, Ulric chose the expedient path and allied himself with them. In the centuries that followed, Ulric
established the functional borders of his own Domain, as well as a host of political connections among the Ventrue and, to a
lesser extent, the Toreador, his fortified manor, Ravensburg, existing as an armed vassal-state friendly to both Clans. The
Ventrue and Toreador, thoroughly unused to dealing pleasantly with the Tzimisce, were initially suspicious, and then relieved, to
discover that the Easterner among them was not the vicious and twisted sort and, as the centuries passed, nearly forgot he was
a Tzimisce, he blended in so well. Ulric, for his part, seemed content to sink roots into his new homeland and settle down,
embracing a good-sized brood (a disproportionate number of which were beautiful blonde and red-haired maidens for whom he
seemed to have an insatiable taste), founding the city of Heidelberg, and running his demesne with the skill of natural
administrator.
Ulric von Ravensburg, despite his advanced age, remained extremely active well into the Dark Ages, politically as well as
socially. Unlike most Tzimisces, the Ravensburgs even then were deeply involved in the politics of both the Kindred and the
Kine, crafting machinations that would make even the most elaborate Lasombra plotspinner's head ache. Their returns more
than made up for the effort involved. This alone might have been what saved them from absolute destruction at the hands of the
Anarchs and the Inquisition -- they stood with their ears to the wind, listening and watching, perceiving much and surmising even
more. Unfortunately, it also brought on internal difficulties that might otherwise have been avoided. Ulric's brood was more or
less headed by his formidable Kindred spouse, Mathilde, Countess of Heidelberg, a woman of stunning beauty and intelligence
and powerful political convictions -- most of which were at odds with her husband's, born of the fact that they followed two very
different Roads. Ulric himself was aging; in 1100 he was nearly three thousand years old. Feeling his grip on both The Beast
and his world slip ever so slightly, in his insecurity, he had taken to surrounding himself with a seraglio of beautiful young female
vampires, most of whom he eventually devoured, but for a time made him feel more alive. His wife found not only this infidelity in
the face of their Bond but also his increasingly ineffectual leadership in what promised to be a dangerous time utterly
unsupportable and began plotting his destruction.
All the pieces of her plot came together in the year 1199 during a period of protracted negotiations with House Tzildaris on the
issue of founding a university in Heidelberg with that scholarly House's aid. The complete details of what transpired have never
been fully known outside of those two Houses, but when all was said and done, Ulric von Ravensburg had met his Final Death
and Mathilde's childe, Konrad von Ravensburg, had assumed leadership of the House. Konrad established himself as a
distinctly different sort of operator than his grandsire from the start, a distinction that led to the House throwing its lot in
completely with the Ventrue, and, eventually, the Camarilla; an act which has allowed them to completely obfuscate their true
alliegance (to the Black Hand) and their true political inclinations.
The Ravensburgs are powerfully devoted to the ideals and goals of the Black Hand, and are strongly vampire-supremacist in
most of their political leanings, despite their membership in the Camarilla. A great deal of their internal philosophy can be traced
back to traditional Tzimisce culture. They believe that all vampires have a sacred duty to seek transcendence of their current
state in a self-induced trial by fire, weeding out all inferior members so the strongest may prove themselves worthy of their
Antediluvian sires and the weakest may be devoured with no regrets. What comes afterward will be a literal paradise on earth,
with all beings knowing their place in the order of the universe and finding pleasure in that place. To this end they support the war
with the Sabbat (whom they believe to be inherently inferior in their refusal to submit to a higher authority, their own Clanmates
notwithstanding), a refusal to openly deal with the Anarchs (the experience of continual oppression will either temper or destroy
them), and the absolute destruction of the Caitiff (whom they consider misbegotten abominations better put from their misery --
including the few Caitiff elders). House Ravensburg is also one of the strongest proponents of the Shadow Crusade, and many
of their ancillae can be found prowling the world in search of Souleating abominations to destroy in the name of their
Antediluvian sire, whom they believe tacitly approves of their activities.

Character Creation
The Ravensburgs are even pickier than the average Tzimisce sire when it comes to selecting their neonates. All Ravensburg
elders are, at the very least, of nobility, and their tastes still run toward "modern nobility" -- the highly educated, the politically
connected, the moneyed, and the influential. Ravensburg sires have absolutely no compunction about destroying a childe who in
some way fails to meet their usually close to impossible standards, a fact which drives many Ravensburg neonates both to new
heights of achievement as well as paranoia. Natures and Demeanors tend to vary widely, and many are Manipulators,
Architects, Autocrats, Judges, and no few Tyrants, covered by a more pleasantly oriented Demeanor. They nevertheless are
perceived very frequently as self-serving, honorable, evil, and trustworthy. Mental Attributes are usually primary, as are Skills and
Knowledges. They most commonly possess the backgrounds Age, Contacts, Herd, and Resources.

Appearance
Ravensburgs tend to be somewhat less anachronistic in dress and appearance than the average Tzimisce, though, in private,
they tend to dress however they did in life.

Haven
The ancestral Ravensburg manse, which gave them their surname, adopted by nearly all neonates at their embrace rites, has
expanded over the years to offer nearly every Ravensburg currently in existence at least a suite of rooms there. No small number
spend regular amounts of time there, if only to keep up on what other Ravensburgs are doing and to hatch plots and schemes of
their own. Otherwise, the Ravensburgs are as territorial and particular about their havens as every other Tzimisce.

Background
As normal for the Clan, though a disproportionate number of Ravensburgs are of Germanic, rather than Slavic, descent.

Clan/House Disciplines
Auspex, Dominate, Presence. Most Ravensburgs develop some talent with the physical disciplines, but never Thaumaturgy,
which they consider a debased art.

Clan/House Weaknesses
The Ravensburgs possess the same weakness as all other Tzimisces, and must rest in at least two handfuls of their native earth
or suffer the consequences. Additionally, centuries of close association with the Ventrue have left their mark on the
Ravensburgs, and many, but not all, possess the flaw Selective Digestion as well.

Preferred Paths
While some Ravensburgs nurture their humanity (those who interact most closely with the Camarilla), a large number prefer the
Path of Lilith, the Path of Death and the Soul, the Path of Power and the Inner Voice, and the Path of the Scorched Heart.
Ravensburgs who succumb to the Beast out of weakness are normally destroyed quickly and their ashes scattered in running
water.

Organization
The Ravensburgs are a fairly tightly knit House under their Voivode Konrad von Ravensburg, and his "mother" Mathilde.
Independence is highly valued, nevertheless, but when push comes to shove, the Ravensburgs are expected to lay all other
considerations aside and come to the aid of their House.

Prestige
Ravensburgs gain and lose prestige as normal for the Old Clan. Additionally, Ravensburg childer who are of special value to
their sires and their House gain tremendous in-house prestige, while those who fail to act with the best interests of their House
or sire in mind and who manage to bring disgrace or failure to the door of either tend to lose a great deal of prestige -- even for
minor difficulties.

Stereotypes (Clans)
Assamites: Our brothers in arms are among the strongest and most worthy of our kind -- true to the teachings of their Sires and
powerful in the purity of their beliefs.
Brujah: The young ones are little more than anarchic rabble, the descendants of a cowardly murderess, and it shows in all their
actions. Their elders, the true childer of Brujah, have potential -- if only they would do more than whine.
Giovanni: Of no consequence. Their time will come.
Followers Of Set: If you can milk them for their poison, do so. If not, remember which part of the snake you should crush first.
Gangrel: These Kindred are less than the beasts that they emulate, for they have willingly surrendered their souls and their
reason. As with a rabid dog, euthanasia is usually the kindest answer.
Lasombra: Those who refused to take part in the cowardly murder of their Clan sire are largely worthy of unlife and should be
spared. The others would be laughable if they were not so pathetic.
Malkavians: Again, as with our Gangrel "cousins." Put them from their misery and silence their ravings once and for all.
Nosferatu: The Nictuku are the harbingers of Gehenna, the Night of Reckoning, and so their appearance should exalt all
Kindred of pure heart and soul. One must wonder why our Nosferatu cousins twitch so violently at that thought.
Ravnos: Their hands, properly preserved, make interesting conversation pieces.
Toreador: Their stewardship of humanity is to be commended but they must not be allowed to forget that they are vampires.
Tremere: Rapists and petty creatures who have no idea what they shall face on the Night of Reckoning -- though I shall certainly
relish their screams as our Sire wrings the unlife from them.

Tzimisce: We are the Clan Tzimisce. All others are mere pretenders.
Ventrue: Worthy Kindred, though perhaps not as worthy as they could be. A few real trials will temper them -- or break them --
and we shall see what they might become.

Stereotypes (Houses)
House Brankovan-Waivadi: A broken House, they should offer their throats to their betters that their vitae is not wasted.
House Vardalek: Nonentities.
House Von Klatka: Were it not for their dalliance with debased arts, they would be among the most worthy of our Clan. As
things stand, they must either forswear their reliance on dark powers or be...chastised most severely.
House Elenades: True, they have turned the power of the Souleaters to good use. True, they have not succumed to its dark
temptations. True, that their blood is tainted with it, and for that, they have earned destruction.
House Ruthven: Pathetic. Were it not for the taint in their blood, we would have supped on their vitae and sent them to the
destruction that they so clearly desire long ago.
House Smatzkhe: The pitiful relics that comprise this House will shortly meet their Final Deaths beneath the fangs of the Baba
Yaga, which will at least save us the trouble of completing the job we started with them.

House Bathory-Nadasdy: Those claim the name Tzimisce? That is nearly amusing -- laugh while you end their unlives.
House Djilas: Destroying themselves. How considerate.
House Frasheri: Our sisters are noble, powerful, and unswayed by false mercy. That is why we make such perfect partners.
House Venizelos: Useful.
House Tzildaris: What do they know? More importantly, what are they keeping from us?

Luminaries of House Ravensburg


Konrad Von Ravensburg
The sixth-generation Voivode of House Ravensburg, Konrad von Ravensburg is noted for making up what he might lack in
generation with personal drive and ambition, not only for his House and Clan, but for the Kindred as a whole. Widely believed to
be a follower of the Path of Power and the Inner Voice, he is a subversive voice within the Camarilla, advocating a milennarian
philosophy that is part vampire-supremacist and part Gehenna cult. As one of the Seraphim of the Camarilla, he wields
enormous influence within the Black Hand. Noted for his personal penchant for elegantly planned and executed acts of inhuman
cruelty, he is regarded as coldblooded even by other Tzimisces, most of whom, if they do not fear him, at least watch him warily.
The childe of the fifth-generation sorceress, Mathilde of Heidelberg, Konrad was raised within the intrique-ridden confines of his
mother's court in that city, where she reigned as the principal consort of the then-Voivode, Ulric von Ravensburg. Mathilde,
however, was not content merely to lend her noble family's support to her Kindred spouse, particularly once the power of her
position began to erode in the face of Ulric's numerous infidelities with progressively younger and more attractive female
vampires as his own age began slowly to wear on him. Rearing Ulric as her hand-picked successor for her rapidly declining
spouse, Mathilde incalculated in him the tenents of the Path of Power and the Inner Voice, schooling him in everything from the
arts of intrique to the arts of the kill -- nothing if not a Tzimisce traditionalist, Mathilde was an icy woman capable of enormous
cruelty in the pursuit of her goals, a trait she was careful to instill in her son. She was also subtle, particularly in covering her own
tracks, another trait that Konrad easily picked up -- though he is guilty of horrendous crimes against both Kindred and Kine,
there exists no evidence to implicate him in any of them, and, therefore, no reason to serve the rest of the Old Clan his head on a
platter, though they have frequently been the targets of both his philosophy and his malice.
Once Mathilde's plot to dispose of Ulric came to fruition, she placed her son on the throne of House Ravensburg and stepped
into the shadows, preferring the position of advisor to outright ruler -- Konrad has benefited from a powerful coalition with his sire
ever since, and has ruled House Ravensburg virtually unopposed for nearly seven hundred years. He established himself in the
calm before the storms of the Inquisition and the Anarch Revolt, assuring that there would be no challengers of consequence to
his rule by coldly destroying all who displayed even minor reservations at his accession, including his own sixth-generation
broodmates and no few of his grandsire's fifth-generation progeny. Possibly the only dissident who escaped his method of
assuring House solidarity was Miriam Zantosa, the childe of his grandsire and, by this time, the wife of the Voivode of House
Tzildaris, Morgan Demetrius i'Tzimisce -- both of whom had played a rather significant role in the final death of Konrad's
predecessor and were waiting for the new Voivode to place a wrong foot. Konrad let the idea of disposing of them both go and
turned his attentions elsewhere. Shortly thereafter, the entire Clan Tzimisce was engulfed in the Anarch Revolt and the
Inquisition, and all had more than enough to handle for quite some time without worrying what the westernmost of the Houses
was up to. Following the Convention of Thorns, House Ravensburg also joined the Oradea League, primarily to keep up with
what the rest of the Old Clan was doing rather than any desire for mutual defense, as their alliances with Clan Ventrue and Clan
Toreador afforded them more than enough in the way of protection and gave Konrad von Ravensburg political options that the
other Houses lacked.
Those options were to manifest detrimentally to the rest of the Old Clan as the centuries progressed -- by the end of the
nineteenth century, House Ravensburg, and its Voivode, were the single most powerful and influential House of the Old Clan.
Solidly entrenched as an ally of the Ventrue in Germany, Konrad von Ravensburg used the influence he had gained over
centuries to strike back at his enemies in the Old Clan -- particularly those in House Smtzkhe and House Tzildaris, whom he held
most directly responsible for the humiliation he and his House had suffered at the Convention of Thorns. World War I afforded
him a golden opportunity to strike at the Smtzkhe heartland and the people who dwelled there: the Anatolian highlands of eastern
Turkey and southern Lesser Armenia were the ancestral homeland of House Smtzkhe and in that region the Turkish government
instituted a pogrom against Armenian nationals, most of whom were kin lines to the Smtzkhe Tzimisces, as well as the Smtzkhe
themselves when they came to the aid of their embattled human relatives. Called today the Armenian Holocaust, this bloody
pogrom resulted in the mass murders of more than two million Armenian nationals -- most of whom had nothing to with and no
knowledge of the Smtzkhe connection to their homeland and nearly all of whom were civilians -- and the virtual annihilation of
both House Smtzkhe and the last pureblood line of the Tzimisce Antediluvian's mortal descendants. Even worse, the
Ravensburgs had so thoroughly obfuscated their cupability in the crime that the Oradea League could not even name one
actionable breach of Kindred law that they had committed. Their only satisfaction in the entire debacle was that House
Ravensburg suffered a severe blow to their power and prestige in the west with the collapse of Germany at the end of the war,
though more than one eastern Voivode noted that the so-called Treaty of Versailles was an invitation to go to war again at a later
date. Few were surprised by the second World War or House Ravensburg's theoretical involvement in it -- as before, if the
Ravensburgs had anything to do with Hitler, a possibility they rather vehemently deny, no one in the Oradea League could prove
it. Their powerbase destabilized by both the last few decades, the stunning changes that have swept Europe in the last ten
years, and the growing interclan schism over the exact aims and goals of the Shadow Crusade, House Ravensburg remains the
most powerful House of the Old Clan, primarily due to the strength of their Voivode.
Konrad von Ravensburg is a tall, powerfully built man who nearly radiates superiority and intimidation. He prefers suits that
accentuate rather than conceal the power of his body, usually in dark charcoal gray with dark red and gold accents. His hair is
dark bown speckled with silver, having been embraced in his middle thirties, and his eyes are an icy, arctic blue that can blaze
both with fury and enthusiasm, though are normally cold enough to cause frostburn at twenty paces. He is handsome, in a
craggy, chiselled sort of way, but his physical appeal is rarely enough to overcome the sense that you personally are little more
than an obsticle to destroy or a potential thrall to his will.
RAZOR CHILDREN
By dkomlos@mechanical.watstar.uwaterloo.ca (24 Feb, 1994)

Nickname
Rippers

Description
Masters of stealth and wild bringers of confusion and destruction, many have commented that the mere presence of a member
of this small, tightly-knit bloodline is an omen of trouble to come.
Much speculation abounds on the origin of the Children, but the most popularly accepted assumption involves an elder arising
from an experimental embrace with combined Lasombra and Ravnos blood. Anyone with knowledge in the workings of vitae
knows that this belief is false, but no one has ever come forth with a better story. Whether or not they know their own derivation is
moot though, because this bunch isn't telling. What is obvious (infuriatingly so for the Sabbat Lasombra) is that they have full
command of the discipline of Obtenebration, so their roots are considered to be intermingled with the Sabbat leaders.
As a defect passed along in the embrace, the Razor Children are unable to heal wounds with their saliva. Because of this, their
greatest curse, their only recourse in the interest of secrecy and security is to inflict the necessary wounds for feeding with
mundane weaponry, usually knives (although some have been known to utilise hypodermic needles). Since the curse is not
widely known, the image most Kindred have of the Razor Children is that of merciless, inhuman sadists. Their habits are
considered to be at best disgusting and at worst a threat to all Kindred.
Many members of the bloodline, overcome by guilt, tend to lean one of two ways. Either they become strict farmers and bankers,
never feeding directly on human blood, or they take on an "avenging angel" persona, feeding on and slaying only those they
believe are hurtful to others and deserve punishment.
A rather treasured item for the Razor Children is a small vial of Kindred saliva. They never say why they want it, but often times
they can be found performing small services for it. Seeing as many mysterious rumors exist about the Children, though, most
Kindred are far too paranoid to endorse such activity. Any vampire who attempts to take advantage of this dealing should be
wary, though. The Razor Children have a distinct hatred for those who would patronize or use them, and they will not hesitate to
lash out if they begin to believe this is the case.
In a way, the most prominent agenda of the Razor Children seems to be a direct "clean-up" or "cover-up" crew in emergency
masquerade situations. They do the dirty work. Sometimes it entails hunting down and helping a witch-hunter to "disappear."
Sometimes it may require slaughtering all the inhabitants of a household. In the past, they have even been called upon to issue a
physical "warning" to Kindred who are not careful enough. They have no qualms about being asked to kill, and their terror tactics
are so well executed, they rarely have to ask anyone to watch her step twice. Rare is the individual who witnesses them
swarming through an area, destroying all who might jeopardize the masquerade, and still does not fear their force. Note that the
Children do seem to have a secondary agenda of their own, and that seems to affect their decisions when asked to embark on
such a "clean-up" mission. Sometimes they seem to have no reason to refuse, and yet still do. There are some who disagree
violently with their methods, arguing that the brutality of the Children can only be hidden with many times more blood than was
originally spilled. These individuals claim that the Children are just violence addicts, and work to satisfy their own urges, nothing
more. More often than not, these opinions are never heard in anything but whispers.

Appearance
The Razor Children are almost always relatively young when embraced, rarely appearing older than thirty. They tend to dress in
dark clothing, most often wearing garments of leather, suede, or denim. All of them have a ritualistic, elaborate tattoo
somewhere on their bodies, which contains a specific bloodline symbol and their name encoded in it. All members of the
bloodline are taught to read this code, and no one outside the line is permitted to know of it. Impostors who are identified in this
manner are taught a swift lesson. Other ritual self-mutilation is popular, such as body piercing and branding (!) .

Haven
The Razor Children live where they can. Individual preferences determine individual choices.

Background
The Children generally select their progeny from young individuals who have demonstrated their ability to survive on their own
with only wits and muscle to rely on. They only choose those who they believe are mature enough and worthy of their trust, and
often consult with others of their kind before enacting the embrace. The punishment within the bloodline for a "bad choice" is
severe.

Character Creation
These vampires usually come from some sort of underclass background, most often being runaways or criminals. They have
highly diverse natures, but their demeanors tend along the rebellious or survivalistic lines. Physical attributes are primary, as are
skills.

Disciplines
Obtenebration, Potence, Jumble

Weakness
As mentioned above, the Razor Children cannot heal the wounds they inflict by licking them, so maintaining the secrecy of their
existences is that much more difficult.

Organization
Very loosely organized, they rely on a "buddy" system. They always know how to contact at least two or three of their kindred,
and each of them always knows how to contact a couple more, etc. They are known to converge on specific locations upon the
request of a single member, but only in very special cases. Most of their communication is informal. All members of the bloodline
are expected to treat each other with respect, as "brothers" and "sisters". Betrayal of trust or consistently disrespectful behaviour
is usually punished by groups of three nearby members of the bloodline, but individual "justice" is not uncommon. Note that
"right" or "wrong" in these cases depends on the bloodline's perception of the acts as a whole, and the general feeling of the line
is made obvious in their individual communications.

Gaining Lineage Prestige


Anyone who helps promote their image of fearlessness, imperviousness to pain, and efficiency is well appreciated. There are
no distinct positions of prestige in the Line, though.

Quote
"You screwed up. Now we're here to make sure that no one finds out. Get out of our way, unless you want to be packed away
with the rest of the bodies."

Stereotypes
The Camarilla: I wish they'd learn to relax. We don't bother them; they shouldn't bother us. We've saved their butts more than a
few times, but still they try to rein us in. They'd just love it if we knuckled under to them and their laws. Well, everybody's allowed
to dream.

"Trickier than the Ravnos, spookier than the Malkavians, and man, do they ever put a burr in the Ventrues' collective shorts.
God, I love these guys!"
-- Schack, Brujah individualist
The Sabbat: Lots of sick mothers in that bunch. They may seem like plenty of fun at first, but believe you me, when the joke gets
old, it always ends in serious business.

"They have secret knowledge, knowledge that is by no right theirs. They dance uncontrolled through my city, my city, causing
unwarrented mayhem and attacking the most undeserving of targets. They have no concept of Gehenna. They have no
concept of what they are. They must be dealt with."
-- Tyren, Lasombra Bishop
The Inconnu: Forget them. Just forget all about them. I don't know what goes on in their heads, but I tell you, I really prefer it that
way.

"Their quiet ways and sad curse are interesting, but only briefly. I trust their existence will prove to be equally fleeting."
-- Lycius, fourth generation Toreador

View Jumble discipline.


REAVER
By Terence Duffy (jalaroc@aol.com)
Refer to the Machomenoi clan by Timothy Toner (thanatos@interaccess.com)

History
The theme for this bloodline is probably that obsession is dangerous, giving in to an extreme emotion usually brings out the
worst in everybody.
This Bloodline came about when a group of Tremere magi within the Goratrix faction utilized a newly developed ritual to awaken
a recently unearthed elder of unknown lineage. Unbeknownst to them, the elder was a 6th generation Machomenoi named
Mithrakles. He had gone into torpor after a raid on a village of garou kinfolk turned out to be a party crashing of a Get of Fenris
grand moot. Something the scout Hassan must have failed to point out in his report to the leader of the attack. That was what
turned a punitive raid to teach the werewolves not to assert themselves in kindred territory into one of the worst defeats ever
suffered by the Machomenoi clan.
Mithrakles arose from torpor finding himself staked and naked in a tremere chantry. While contemplating the undoubtedly short
and painful existence ahead of him, Fate intervened when the chantry came under attack by a coterie of Tzimisce and Gangrel.
The Tremere fled, the Tzimisce burned and looted the chantry, and Mithrakles repaid the neonate who unstaked him by
diablerizing her and using the stolen blood to escape.
At first disoriented and confused at the changes that had occurred while he was in torpor, his confusion turned to rage when he
discovered what had become of his clan. Mithrakles vowed that the Machomenoi standard would rise again, planted in the chest
of the last Assamite. Towards this end, he embraced several childer to aid him in his crusade. It was then that he learned of the
changes the ritual had affected on his blood. He discovered that in order to awaken each night, he had to burn more blood; this
meant he and his childer would have to feed more frequently. Along with this sobering thought, however, came the more
welcome realization that his dream (obsession) had been passed on to his childer and their get as well.
Using the many wars to swell their ranks, The Warriors of Mithras began a plan that they were confident would bring about the
complete and utter destruction of "Clan" Assamite. They first embarked on a campaign of diablerie among the elders of Europe
using the guise of Assamites to increase their own power and sow distrust and hatred against the sons of Hassan.
Simultaneously, they went amongst the princes and elders of the fledgling Camarilla and spread rumors of an Assamite plot to
destroy the Camarilla and diablerize the elders, all true of course, just greatly exaggerated. The elders reacted predictably and
the war was on. The Warriors of Mithras gave no quarter and their successes combined with the Assamites finding out they
were responsible for the war, earned them a place of hatred surpassing that of the Tremere. When the treaty of Tyre was signed
less than 10 of Mithrakle's brood remained and the founder himself had gone to the final death at the hands of an Assamite
assassin. Disheartened by their failure, the remaining members quietly faded into the background of the anarch rebellion and
set about replacing their losses and convincing both the Camarilla and the Assamites that they had all been destroyed. They
have watched and waited for half a millenium and now they are ready once again.
The Warriors of Mithras now call themselves the Reavers as part of their Masquerade. They are slowly rejoining kindred society
under the guise of other clans and bloodlines. Utilizing the conflict between the Camarilla and the Sabbat, the Reavers are
gaining positions of trust within both sects and using those positions to further the bloodlines goals. Despite their best efforts,
the Reaver Masquerade is beginning to fray, If the Masquerade fails, the Reavers may well decide that gehenna will come early.

Nickname
Formerly known as the Warriors of Mithras

Appearance
Current fashion, utilitarian, low key, usually have a military look about them. infiltrators will have appearance of their clan or
bloodline. (w/in limits).

Haven
Mobile, always has at least one bolt hole and numerous booby traps in main haven.

Background
Reavers embrace only those who they have observed in combat and only with the permission of the Triumvirate. Usually only
soldiers, mercenaries, agents, and adventurers are chosen; very rarely will other backgrounds be brought into the bloodline.
Order of attributes is usually phys, mental, and soc. Order of abilities is usually skills, talents, and knowledge. Disciplines are
also heavily emphasised. Depending on observed aptitudes, a neonate will be trained as either a dagger, sword, or shield
(explained later). Whenever possible, the inductee will be embraced by the lowest generation available, though the sponser may
gain the right by appealing to the Triumvirate. Therefore most Reavers will have the generation background.

Discipline
Dagger: Celerity, Obfuscate, Ptolemos
Sword: Celerity, Potence, Ptolemos
Shield: Celerity, Fortitude, Ptolemos
Note: Reavers seem to have a very difficult time learning Quietus, possibly due to their Bloodlines weakness. [cost 10x instead
of normal cost]

Weakness
All Reavers have the driving goal flaw. Also, A Reaver must spend 2 bloodpoints to awaken instead of 1.(Driving goal- Return
their bloodline to clan status, at the expense of clan Assamite's destruction.)

Organization
Strict but pragmatic; rank depends on prestige and generation (prestige will win out). Due to the limited number of the bloodline,
very rarely will there be more than one of these kindred per city and they are usually only found in major cities at that. (If there are
more, it means that something either major, unpleasant, or both is going down.) There are about 100-150 worldwide and their
numbers are growing. Once every decade on the anniversary of Juran's death, members of the bloodline gather to recognize
outstanding service, engage in the rites of advancement and reduction, and most importantly, plan the downfall of the
Assamites.(As a matter of fact, the guest of honor is usually a staked Assamite, poor bastard).

Gaining Prestige
Doing anything that injures Clan Assamite, recovering weapons and relics of the Machomenoi, improving yourself, and furthering
the interests of the bloodline.

Activities
The Reavers usually hire themselves out to elders and leaders of the sabbat. They also appear to have a working relationship
w/Pentex (double blind relationship; neither knows what the other really is). Other activities include protecting targets of the
Assamites (if it suits their purposes), collecting information on influential kindred and especially Clan Assamite, gun running and
establishing a major presence in the world armaments market, searching for Machomenoi artifacts and torporous kindred of that
Clan, and finally, but not all, stirring up conflicts around the world especially in the Middle East.

Organization
The bloodline is separated into 3 subclasses as follows: Daggers are scouts, infiltrater, and assassins; Swords handle assaults
on elder havens, heavy fighting, and special ops; Shields hire out as bodyguards, maintain hq's and safehouses, act as couriers,
uphold the Masquerade of the bloodline, serve as advisers to princes (rarely and then under the guise of the clan they are
impersonating), and finally, act as emissaries when dealing with the bloodline's allies.
The Triumvirate functions as the leadership of the sect, it is composed of a representive of each of the three subclasses. They
are responsible for planning operations, overseeing the induction of neonates, making sure the Masquerade is maintained, and
keeping the members of the bloodline in touch with each other. Membership in the Triumvirate is determined by vote at the
Gathering of Juran. The Triumvirate can be overruled in certain areas(such as maintenance of the Masquerade) by the master at
arms.
The Historian is a post of great prestige, if little temporal power within the bloodline. The historian functions as a caretaker for
the bloodline's relics and investigates possible resting places of machomenoi in torpor (with no success). Most importantly, the
historian is the bloodline's chief expert on magic (he has several assistants assigned to him). At some point in their unlives,
members of the bloodline will have tutoring sessions from him or one of his assistants (thaumaturgy 1 or 2 max, 1 path usually
taste of blood or lure of flames). The historian's assistants are chosen from within the bloodline; no kine is embraced simply for
his/her magical pontential. These assistants are called scholars and they are renown throughout the bloodline for combining
disciplines to create new and unusual effects. These abilities make the scholars, in some ways, more dangerous than the
warriors.
The master at arms is responsible for maintaining the Masquerade of the bloodline, leading large groups of Reavers on their
missions, and teaching tactics, weapons use, and tradecraft to neonates. This post is filled by the triumvirat;, however, the
master at arms is totally independent of the Triumvirate in matters of security. the position of master at arms can be challenged
and taken away by physical combat, in which case the challenger had better have a really good and somewhat altruistic reason
for challenging the current officeholder.
The Reaver bloodline headquarters is moved frequently for security reasons. The number of kindred in the bloodline is
deliberately kept low to avoid attention; however, they have been slowly increasing their numbers in preparation for the final war
against the Assamites. Diablerie is generally discouraged as a threat to the Masquerade. On the other hand, if it's an Assamite,
the Triumvirate is always willing to make an exception. As a group the Reavers are extremely loyal to each other (no blood
bonds are required) and any disagreements are settled by duels or by a hearing before the bloodline leaders. In the entire
history of the bloodline, there have been only two members who have committed treason (one of them divulged the bloodline's
existence to an Assamite he subsequently failed to destroy) and their final deaths were very creative. Reavers are in love with
modern technology(the newer ones more so than the elders) and make extensive use of it in their "war." However, Reavers as a
whole deplore weapons of mass destruction; they feel it belittles the art of warfare.

Legends and Rumors of the Bloodline


(They may be true, they may not be true)
1. An ancient Machomenoi methuselah may still exist; all attempts at contacting him however, have led to the Final Death. His
name is Polydamos.....
2. The current historian has held his post since the 15th century, It is said that he is not even of the Reaver bloodline, but is
treated as one for his aid in helping the bloodline survive the aftermath of the Assamite war. He is nicknamed "The Corpse." His
real name is unknown to all but the kindred who have served on the Triumvirate.
3. An unknown kindred has recovered a sword that is nonmagical but displays unusual abilities. These abilities are similar to the
ones attributed to the Machomenoi of old.
4. Within the bloodline, there is a group called the Phalanx. they want a return to the ideals of the machomenoi (open combat
with Assamites, direct political control of mortals, etc). The Phalanx is reviving the old disciplines of the machomenoi and quietly
suggesting that the Masquerade is no longer in the best interests of the bloodline. They have even taken to calling themselves by
the names of the greatest of the Machomenoi and are ardent followers of the Path of Ares.
5. Certain members of the bloodline have begun following the Path of Evil Revelations. They call themselves the Blackguard and
are in the process of recruiting other Reavers to serve their masters. An alliance is being contemplated with the Baali.
6. Some of the lower generation Reavers with high auspex have begun receiving troubling dreams of a rotting white buffalo that
exudes a sense of wrongness; it is devouring an elder they know instinctively is the Reaver founder, Mithrakles.
7. The Reavers act with the blessing of the Antediluvians who do not wish to see the sons of Hassan to profit on their founder's
crime. At the gathering of Juran a gifted member of the bloodline is chosen as their mouthpiece. Gehenna is coming, they
promise.
8. Mithrakles is not really dead, On the night of Gehenna, he will rise from torpor once again and lead the Reavers against their
enemies.
9. The Triumvirate was approached by an enigmatic kindred who calls himself St. Germaine. A deal was struck and the Reavers
are now including certain non-Assamite kindred as fair game.
10. The Assamites have several original members of the Warriors of Mithras staked in the Alamut. They've been there since the
Treaty of Tyre, and used as vessels and teaching aids for torture and weapons training.
11. Hassan was never a member of the Machomenoi; he merely masqueraded as such to carry out the assassination of Juran
and the elimination of his childer (Ha, You expect us to believe that?!?!?) All that is of known of the being who engaged his
services is that he/she is an Antediluvian, it involved the payment of an old debt, and it was a sibling of Juran (Juran was
embraced by Jrad)

Personalities
Tewfik Ibn Jamal
6th generation Dagger
6th generation Dagger
Str 5, Dex 7, Sta 4, Cha 4, Man 6, App 3, Per 5, Int 4, Wit 7
Tewfik was embraced by the warriors because he knew the land around which the Alamut was supposedly located. Some of the
bloodline were distrustful of him and it was his efforts to overcome the distrust of his brethren that led him to become one the
greatest of the warriors. Tewfik was responsible for the diversion that allowed a member of the Nosferatu clan to infiltrate
Alamut. The Nosferatu had been dominated and ordered to destroy the heart's blood of clan Assamite. It was hoped that this
would force the traitor Hassan to awaken and with the combined forces of all the clans and perhaps the direct intervention of the
other Antediluvians (no one said it was a sane plan) he could be destroyed and perhaps even diablerized. Despite the plan's
failure, Tewfik was hailed as a true warrior by Mithrakles and it was this alone that saved him from the Final Death. Over the
centuries Tewfik has been obsessed with infiltrating the Alamut and the Assamites; to this end he has focused all of his energies
on learning the secrets of the clan, Quietus, and Obfuscate. He is the leading practitioner of Quietus in the bloodline (level 7 and
all powers of lesser level). Tewfik's mission right now is to ascertain why the Assamites are embracing scientists and doctors.
Disciplines: Celerity 4, Obfuscate 6, Ptolemos 5, Quietus 7, Dominate 6, Protean 2, Obtenebration 1, Fortitude 4
Talents: Clan Impersonation 5, Acting 3, Alertness 3, Athletics 2, Brawl 5, Dodge 4, Leadership 3, Streetwise 2, Subterfuge 4,
Intrigue 3, Sense Deception 4
Skills: Drive 2, Etiquette 4, Firearms 4, Melee 6, Security 5, Stealth 6, Survival 3, Blindfighting 2, Fast Draw 5, Lipreading 4
Knowledge: Computer 2, Investigation 3, Linguistics 3, Occult 3, Politics 2, Clan Knowledge 4, Kindred Lore 2, Military
Science 4
Humanity 4
Willpower 8
Wilhelm Vennum
4th generation Sword
Str 6, Dex 6, Sta 6, Cha 5, Man 4, App4 , Per 3, Int 4, Wit 7
Wilhelm Vennum is a vampire whose entire existence is war. He was one of the first embraced by Mithrakles; he had been
mortally wounded by bandits while escorting his lord's body back to his estate after a disastrous battle to wipe out a neigboring
lord. When Mithrakles found him, he was slumped against a tree with three bodies lying at his feet. Wilhelm proved to be
somewhat of a vampiric prodigy, learning disciplines with effortless ease, it was he who created the modern version of
Ptolemos and he has continued to be at the forefront of its development right up to the present day. Now for Wilhelm's dirty little
secret: Wilhem Vennum follows the Path of Evil Revelations. He was corrupted long before his embrace, however. Wilhelm's
family had been in the service of a Baali for over a hundred years. His master was admittedly slightly piqued that one of his prize
possessions had been taken by another, but he saw the opportunities inherent the situation and took the neonate under his
shadowy wing. Wilhelm learned quickly with the help of his masters and Mithrakles was so busy with his crusade that he never
even questioned his childe's unnatural progress. When he learned all he could from his teacher, Wilhelm staked and diablerized
him. Wilhelm is still dedicated to the Reaver cause. However, he thinks that in war, sacrifices must be made and he is actually
proud that he has made the ultimate one.
Note: Wilhelm has a 8 pt investment that lowers the cost of disciplines to x5 for non-clan disciplines and x3 for clan disciplines.
Disciplines: Celerity 6, Potence 8, Ptolemos 9 all powers up to, Animalism 4, Auspex 5, Daimonon 5, Dominate 6, Fortitude 7,
Obfuscate 7, Obtenebration 4, Presence 8, Protean 3, Quietus 4, Serpentis 3, Thaumaturgy 4 (Path of Conjuring 3, Lure of
Flames 2, Movement of Mind 3),Vicissitude 4
Talents: Acting 2, Alertness 3, Athletics 3, Brawl 7, Dodge 6, Leadership 6, Subterfuge 4, Interrogation 3, Public Speaking 4,
Scan 2, Throwing 4
Skills: Drive 2, Firearms 3, Melee (sword) 8, Security4, Stealth 5, Archery 2, Blind Fighting 4, Demolitions 3, Fast Draw3, Heavy
Weapons 3, Ride 3, Torture 5, Tracking 3
Knowledges: Investigation 3, Law 1, Linguistics, Occult 4, Politics 5, Science 2, Camarilla Lore 3, Heraldry 4, History 5, Kindred
Lore 4, Lupine Lore 2, Mage Lore 2, Military Science 6, Sabbat Lore 3, Wyrm Lore 4
Path of Evil Revelations 9
Willpower 9
Wilhelm has a Gorget that allows him to choose the aura he projects and makes him immune to mind scans.
Jake
9th generation Shield
Str 4, Dex 3,Sta 5, Cha 4, Man 4, App 3, Per 4, Int 2, Wit 2
Jake Speed was a mercenary in Africa during the Belgian Congo war; he had one of the largest ear collections in his company.
He thought he was going to die like a man, with a bullet in the chest. Instead, he came down with black water fever; the night he
was fated to die he received a visitor. Jake was giving the choice of dying or becoming part of a greater war, a war with no limits
placed on the means of winning and no limits on the rewards of victory. For Jake there was no choice at all, his sire slit his wrists
and drained his diseased blood from his body and in return gave him the means to fight forever.
Jake is heavily involved in the bloodline's gun running operations. To date he has sent two Setites and a Ventrue to the Final
Death for sticking their noses in where they didn't belong. His Masquerade as a Ventrue is a perfect cover, considering his taste
for mercenary soldiers. Some of the Reavers have taken to calling him "blue blood," but never to his face; Jake still has the
biggest ear collection in the bloodline.
Disciplines: Celerity 1, Fortitude 2, Ptolemos 4, Dominate 3, Protean 2
Talents: Alertness 4, Athletics 2, Brawl 4, Dodge 2, Intimidation 3, Leadership 3, Streetwise 3, Subterfuge 1, Haggling
4,Interrogation 3, Scan 3, Scrounging 4, Carousing 4
Skills: Drive 3, Firearms 5, Melee 4, Repair 1, Security 3, Stealth 3, Survival 4, Blindfighting 3, Camouflage 3, Demolitions 2,
First Aid 3, Heavy Weapons 4, Hunting 4, Pilot 2, Torture 3, Traps 2, Tracking 2
Knowledges: Computer 2, Finance 3, Law 2, Linguistics 2, Occult 1, Accounting 1, Military Science 2
Humanity 2
Willpower 5

Stereotypes
The Camarilla: Those weak minded fools had a chance to destroy the accursed Assamites and threw it away. If they attempt to
thwart us from our goal, they will fall as well.

"A new group of kindred who accept payment in blood? I think it would behoove us to find out what the Assamites actually do
with their "blood money."
Don Manuel de Orosco, Ventrue elder
The Sabbat: A mob of unruly children throwing a centuries old temper tantrum against their elders. Beware of the Black Hand.
"Met one once. Acted polite, but you got the feeling she'd rip your throat out as soon speak to you."
-- Jeb, Ventrue antribu
The Inconnu: For all the power of their blood, they are little more than glorified wall flowers.
"They should join their clan in oblivion; there is no place for them in today's world."
Arcturus, Monitor of Belgrade
Giovanni: They pay well and allow us our secrets.
"Useful tools, when influencing events in which our hand is best kept hidden. Allow them their delusions of granduer."
-- Marco Giovanni, Giovanni elder
Ravnos: Not to be trusted. Try and point them in the direction of your enemies and then check your wallet.
"About as much fun to be around as a garou with mange."
-- Pietro, Ravnos neonate
Setites: We suspect they gave aid to Hassan in his quest to destroy our forebearers. If you must deal with one, see to its
destruction, personally afterwards.

"An entire bloodline of obsessed kindred, Such opportunities! Just don't approach within striking distance"
-- Mahmet, Setite elder
Salubri: Cowards, afraid of staining their hands to avenge their founder. They deserve the fate that awaits them.
"A bloodline of such anger and ruthlessness, I wonder what they will be when they attain their goal? Vindicated, Or soulless
shells with no more desire than to greet the sunrise."
Placidus, 6th gen Salubri
Ventrue: "Masters" of the Camarilla, they rule by fear and in turn are ruled by their own fears. They are the easiest to
manipulate.

"Reavers? Never heard of them. Warriors of Mithras? A bloodline that was destroyed in the Assamite war. Pity, they were of
great use to us."
Ignoramus, Ventrue elder
Toreador: Dilletantes of no consequence, fit only to be our herd.
"Never heard of them, Must be a new Sabbat group you're talking about. I'm sure they're typical Sabbat-uncivilized, with the
fashion sense of a Nosferatu."
Jaquliene Dorchester, Toreador neonate
Gangrel: Excellent fighters, but no sense of strategy.
"Never heard of them and as long as they leave me alone, I'll leave them alone"
-- Jesse, Gangrel Ancillae
Malkavians: Avoid all contact with them.
"Macho Macho Man, I want to be -- A Macho man!
-- Jack/Teddy/Robert, Malkavian Anarch
Nosferatu: Be extremely wary of them; even when they're not there, they're there. A good source of information, But make sure it
remains a one way street.
"A strange group of kindred with an unhealthy interest in the Assamites. Did I say that? Sorry, My tongue usually slips at the
promise of a boon."
-- Poindexter, Nosferatu
Tremere: Worthy of respect and caution, but too self-serving to be reliable allies.
"They work well and say nothing. More importantly, they are expendable."
Esteban, Chantry leader-Spain
Assamites: Our enemies above all others; they have no right to exist and they shall pay for their founder's crime, in blood!
"A thorn that shall be pluck in due time. The warriors? Don't be ridiculous; we destroyed that satanic bloodline long ago!"
Omar, Assamite elder

View the Modernized Ptolemos discipline.


REICH
By Paul Reich (crinos43@hotmail.com)

Author's Notes
This whole book is made in a third-person perspective from the man who created the clan (a.k.a. me). Some of the history of
myself is also quite fictional, and some hasn't even happened yet because I won't be 28 until 2009.

Introduction
This is a clan that was created by a 28-year-old computer genius named Paul Reich. Paul was born in 1971, but was orphaned
at the age of eight when his parents were killed in an auto accident.
Paul was then sent to live with his aunt and uncle in upstate New York, where he then graduated from college at the top of his
class (GPA 3.78) and with a degree in accounting and a beautiful African-American girlfriend named Andrea. After Paul
graduated from college, he and Andrea headed back to Paul's home town in Dover, Delaware where they lived very happily until
one day in 1996 when Andrea left to go shopping and never returned. For months after that, Paul went into a major depression,
but then decided that Andrea just left him or another man, so he went back to his daily routine.
Then one might, when Paul walked out of his house to do some shopping himself, he was almost instantly knocked down to the
ground by something that moved too fast to be considered human. He was able to tell though, once the figure slowed down
enough, that the thing that hit him was about five-foot-ten, thin, and, to Paul's surprise, African-American.
"Oh my f***ing God! Andrea!?!"
"That's right. I was attacked by a group of vampires when I went out to go shopping."
"Why did you attack me?"
"To make you like me."
"What?!?"
"You don't know what it's like to be like this." That is when she finally bit him and drained him of his blood. Paul then collapsed to
the ground, and after being Embraced, Andrea continued. "To be immortal, to no longer be able to drown, to have power beyond
belief, to be free." That is when she disappeared into the night.
For the next year, Paul lived a Caitiff's life, outcast, hated, and even tortured. From that, though, his skin became armored, and
when someone finally taught him Disciplines, they were ones from a Brujah named Philipe. Also, during this time, Paul also
created a discipline that allows him to infiltrate other clans and their Disciplines, gaining their weakness, though not quite as
potent.
Since that time, Paul became a killing machine. Between Celerity, Potence, and his new Disciplines, Armorus and Infil, Paul has
been an inhuman tank, but Paul still has been able to keep his career due to the influence that Armorus has on Paul's weakness
to the sun.

The Life of a Reich


Paul has only sired a few like him, each with the Disciplines of the founder. Each of Paul's childer has been a victim of some
terrible incident that happened to either him or a loved one. All were very successful in life, and they have all come to be
successful in death. The life of a member of this clan is very unusual. A member is created, and is then taught mainly how to use
Armorus so they can survive in the sun, then they are taught Infil so the childe can then become a vampire of who they imitate.
After about a year, they then are taught how to use the other Disciplines a member of the Reich clan is given. After this, the
childe is then released on his own with two missions. First, they are to survive. Second, they are asked to infiltrate any clan or
clans they wish, but they must then live with the consequences that come with the clan weakness.

Infiltrating Orders
Like the Baali clan, the Reich clan has groups that infiltrate other clans. For each clan they infiltrate, they get to learn a certain
Discipline the clan has, but they get their weakness as well, just not quite as bad. These infiltrate orders are created to learn
about the customs of other Disciplines, due to Paul's lack of an undead upbringing.
To Be a Reich
You do not necessarily have to have the last name of Reich to be a member of this clan, but you do have to have at least one
point in either Armorus or Infil when you make a character.
The mindset of this clan is one of curiosity. All members are required to infiltrate at least one clan before they reach Final Death.
In doing so, the whole clan gets a better knowledge of the 13 other clans.

Character Creation
All Reichs tend to be in their late 20's, with some success in their life, even if brief (front page news, won on Jeopardy once).
Mental Attributes and either Knowledge or Skills tend to be primary. Common Backgrounds are Allies, Mentor, and Resources.
The Reich clan is very unique in the concept of Disciplines. They have four clan Disciplines. They are Armorus, Celerity, Infil, and
Potence. Also, all Reichs must begin with a point in Armorus or Infil.
All characters who play as a Reich must make a section on their character sheet called "Infiltrate." This is where they write the
names of the clans they have infiltrated. It also allows the user to get more Disciplines as well as weaknesses (see chart below).

Clan Discipline Weakness


Assamite Quietus Self-Control roll (Difficulty equal to Blood Points ingested) to resist addiction to blood.
Brujah Presence +1 difficulty to resist frenzy.
Gangrel Protean Animal characteristic after three frenzies.
Giovanni Necromancy Does 1 aggravated damage per Blood Point consumed.
Lasombra Obtenebration Only cast no reflection.
Malkavian Dementation One derangement automatically; can be fought off after a year.
Nosferatu Obfuscate Drops to zero Appearance, but can be increased to one for 3 XP.
Ravnos Chimerstry Self-Control roll is difficulty 4 to resist compulsion.
Setites Serpentis One extra health level dealt when exposed to sun.
Toreador Auspex Self-Control roll is difficulty 4 to resist being entranced.
Tremere Thaumaturgy No need to drink from blood of elders.
Tzimisce Vicissitude Only needs one handful of earth every day.
Ventrue Dominate Must drink certain kind of blood only once a day.

Finally, Reichs have a clan weakness of their own, as well as the ones they gain from infiltrating other clans. All Disciplines
learned by infiltrating other clans are raised at Caitiff-scores (rating x 6).
GAKI (revised)
By Eric S. Bertish (bertishg@db.erau.edu)

Introduction
There are more Clans than the 13 of the West.
After the destruction of the Second Generation, Caine wandered east into the Land of Nod. Perhaps he was seeking
atonement, or just a chance to start over. The reasons do not matter: wherever the First One goes, others are made in his
image.
The Gaki are one such line.
After a lifetime of wandering, Caine came upon the shores of China. His powerful Auspex had led him there, and told him of a
lush string of islands in the sea beyond. It also prophecied that the land would raise a civilization that would one day rule the
world -- all it needed was the proper leader to set it on its way. Caine was to be that leader.
Taking the name Izanagi (He Who Invites), Caine gathered followers from the indigenous peoples of the region. When he was
satisfied with their numbers, he led them across the Sea of Japan to the island of Hokkaido. Thus the Ainu, Japan's first people,
were formed.
Caine was content to rule at first, but soon his loneliness grew. Over several lifetimes he took many wives, but he embraced
none of them, not wishing to condemn their souls to the same fate as his own. One wife, however, sensed his loneliness, and
sought above all things to release her husband from his melancholy.
Over a period of years she pleaded with Caine to embrace her, so that she might be with him and assuage his loneliness
forever. After ten years of this, Caine finally relented. So was born the vampire known as Izanami, She Who Is Invited.
The inevitable soon happened: Izanami desired children. Caine once again relented to her request, with the condition that she
would sire but one childe. She chose a man who history calls Gaki.
The proper term is Jiki-Ketsu-Gaki, or 'hungry dead'. It also means 'spoiled child.' Both descriptions were accurate for the
Antediluvian, a man who was notorious for his insatiable bloodlust and desire for power, a man who would kill as petulantly as a
child in a fit of pique.
Legend states the Gaki coveted the power of Caine, and so diablerized his Sire Izanami to better challenge the First. Caine
destroyed the upstart whelp without a second thought. It is said that the curse of Gaki, the Hunger That Threatens to Overwhelm,
was passed on to his line at this moment.
Caine then left for parts unknown, leaving the fledgling Clan to survive on its own without a founder. They organized into familial
units that would eventually develop into the Zaibatsus of today. This cooperation during the early days of the Clan is what
accounts for its inner strength today.

Nickname
Gluttons, although there are endless variations upon the joke about being hungry an hour after eating Oriental: Takeouts, Rice
Cakes, Sushi, etc.

Appearance
Whatever their fashion of choice, Gaki are always impeccably dressed; be it traditional silk kimonos or athletic leisurewear, their
appearance is always appropriate to the situation and immaculate. Gaki tend to embrace those who make sure the details are
taken care of; here in the West that usually translates to 'control freak' or 'anal-retentive'. Both are correct.

Haven
Given that space is at a premium in Japan, only the very wealthy can live on large estates, and then only in the country. Many
Gaki therefore live in luxury apartments or condominiums within the residential areas of the city. It is in their best interests to stay
within close proximity to their food, so many live close to bars, clubs, parks, or places where people frequently gather.

Background
Background
Above all, competence is prized most by the Gaki. Where a person comes from or what he does for a living is unimportant -- the
Gaki make use of any and all resources. What matters most is if said individual works well with others and is productive. Only
slackers, people with authority problems, and loners are considered unacceptable for the embrace.

Character Creation
Gaki tend toward professional or upper-class concepts, such as politicians and businessmen, though middle-class workers and
soldiers may be embraced provided they are loyal (every Daimyo needs a few stout Samurai). Social attributes are primary,
with secondary an even split between Mental (upper class and professional) and Physical (workers and soldiers). Their natures
and Demeanors are complementary and are suited for working smoothly within traditional Japanese society: Conformist, Judge
and Traditionalist are the most common. Due to the stratified business system of the Zaibatsus, both Mentor and Resources are
common, as are Allies, Contacts, and Influence.

Clan Disciplines
Auspex, Consumption, Fortitude

Weaknesses
It is no mere coincidence that the Gaki are known as hungry ghosts. All Gaki must expend two blood points per day, instead of
the usual one required of Western Kindred. Additionally, the difficulties in resisting Hunger Frenzy are two levels higher, much
like the Brujah.

Preferred Paths
Many Gaki, especially those recently embraced, still follow the Path of Humanity. However, Japanese versions of the Paths of
Harmony and Honorable Accord are acceptable within Gaki society. Many elder Gaki, and those of more ascetic bent, follow the
Path of Self-Focus.

Organization
The Gaki are organized in Zaibatsus, semi-hereditary commercial consortiums, whose structure is similar to both the Giovanni
family structure and the Ventrue tradition of embracing those in ancillary commercial endeavours. The head of a Gaki Zaibatsu
is frequently known as Daimyo (Lord) or Oyabun (Grandfather), depending upon if the Elder in question runs his affairs in the
manner of Samurai or Ninja, respectively. Regardless of birth, upon embrace the fledgling Gaki is considered to be related by
blood; this is quite often literally true, with the Elder controlling the Zaibatsu's fortunes through hand-picked lineages of childer.

Gaining Clan Prestige


Gaining Prestige is very much a matter of honor among Gaki; indeed, to them the words are synonymous. Any action which
brings them honor gains them prestige; any action which gains honor for the Zaibatsu gains them much honor. It is to be
remembered that in Oriental society, family is placed first before the individual. The Japanese word for duty which cannot be
neglected is giri, and giri is essential to Gaki prestige. The greatest duty a Gaki can show is to die in service to his Elder.

Quote
"You complain of hunger, those of you who do not truly understand the meaning of the word. Pain is nothing. We live with the true
Hunger, a thirst which hammers within our souls with all the destructive force of the tsunami. Yet for all its fury, it does not master
us; we have mastered it instead. Can the same be said for you?"
A BRIEF HISTORY OF THE GARGOYLES
By Andrew Cram (A.CRAM@student.anu.edu.au) (4 May 1995)

History
Creation
The history of the Gargoyle bloodline begins quite precisely, one hour after dusk on the 5th May, 1086AD. The first Gargoyle, a
synthesis of Nosferatu, Tzimisce, and Gangrel kindred had been created by a series of dark rites unseen before or since. What
exactly occurred during that ritual is unknown to any but Tremere and his circle of seven who conducted it. Rumors suggest that a
powerful artifact called variously the branch of Diedne, the tree of life, or the ashes of hope, depending on exactly who tells the story,
was sacrificed during the ritual. Regardless of the truth or falsehood of these myths it appears that the Tremere have been unable (or
unwilling) to repeat the experiments.
With the conclusion of their rite, the eight former magi ordered their creation to 'Go forth and multiply'. The first Gargoyle decended on
the nearby peasantry, embracing many of them. One week later the Tremere had an army of slavishly loyal shock troops to fight in their
war with the Inconnu.

The Early Years


For many years the gargoyles served the Tremere unquestioningly. They acted as bodyguards, lab assistants and shock troops. The
Tremere treated them as mere tools, frequently sacrificing large numbers of them to obtain the most minor objectives. For their part
the gargoyles showed no resentment, seemingly totally willing servants, they could not be faulted. This image seems however to have
been false, for deep within their souls the Gargoyles chaffed at the Tremere's treatment.

The Revolt
Resentment built up among the gargoyles but it was not until the first hour of the fifteenth century that any of the Tremere realized. By
then it was too late. As one the Gargoyles rose up against every Tremere Chantry. A night of carnage ensued. In that single night one
third of the Tremere and more than one half of the Gargoyles had been destroyed. More than one quarter of the Tremere Chantries no
longer existed and none of the surviving Gargoyles could be found. Among the casualties was at least one member of the circle of
seven as well as the first Gargoyle.

Hiding
For the next 300 years the Gargoyles hid, often melding with the stone of high mountain peaks for a decade or more at a time. They
slowly increased their numbers, eventually replacing those individuals lost during the revolt.
Few others among the kindred had any dealings with the Gargoyles during this period although it appears that they contacted the
Kiasyd bloodline at some stage during this time as well as a few members of the Gangrel Clan. An unsubstantiated rumor claims that
a force of Gargoyles protected members of the Salubri line from a group of Tremere during this time.

The Return
Beginning in the early years of the seventeenth century the Gargoyles began to make themselves known to the other kindred. Initially in
groups of one and two and then in flocks of up to twenty the Gargoyles made appearances in cities all over the old and new worlds.
The Tremere attempted to destroy more than one of these groups but after several attempts decided such an action would be far too
costly. The Gargoyles for these part presented themselves to the Princes and Archbishop's of the world as soldiers for hire. A role they
have maintained to the present day.

Traditions of the Gargoyles


1. Thou shalt not follow a Tremere. - ever since their revolt, no Gargoyle has accepted work of any sort from a Tremere (including the
Tremere antitribu)
2. Thou shalt be loyal to thine employer in so much as they are loyal to thee. - Gargoyles acting as mercenaries will not switch side
unless they discover that their employer has been treacherous.
3. Thou shalt not rule over others. - No Gargoyle has ever been a Prince, nor do they have rulers within their own clan. The oldest is
usually the leader but they may not rule.
4. Thou shalt not embrace the unworthy. - the Gargoyles refuse to embrace the diseased, the insane, children, or the elderly. They are
soldiers and tend to embrace only the most fit among mortals. They also tend to embrace persons with a group mentality and low
individuality.
5. Thou shalt not practice withcraft. - it is forbidden for a Gargoyle to practice Thaumaturgy in any form (including Dark Thaumaturgy)
Kiasyd Revised
By Kabael (kabael@bu.edu). Also see Vampire and Changeling Crossovers
Born of a mixture of Fae and Kindred blood, the Kiasyd are an odd breed, and seem possessed with an almost unnatural luck.
Perhaps the Fae protect their own....

History
Long before the Sabbat or the Camarilla, in the first few centuries after Christ, during the reign of Julian the Apostate, a trio of
Lasombra formed a pact to discover the source and nature of their shadowy-Discipline Obtenebration. They studied
Thaumaturgy; they took spirit journeys; they bargained for and stole information. Finally, after having little success, they began a
new avenue of approach. Inspired by passages in the Book of Nod and the Lillith Cycles detailing Caine's own realization of his
powers, they turned to blood experimentation. Convinced that their Discipline arose from the shadows of hell itself, they set out
to delve deeper into their only "lead." They hunted down and capture darker fae, specifically the Unseelie faeries who hid among
the shadows and spoke with the dead. They bartered with an unnamed Teutonic magi for a vial of the "blood of Zeernebooch, a
god of the underworld."
The "bravest" of the trio, the fifth generation Lasombra Marconius, volunteered his vitae for the experiment. Although they began
at first with mere samples, a lack of results pushed the three to more desperate measures. Through transfusion and
experimentation, they altered Marconius' very soul, and he became something only part vampire. The fae blood and essence
and the supposed blood of the Teutonic deity drastically transformed Marconius. He grew thin and gaunt, even for one of the
undead, and he grew by more than a foot in height, dwarfing his erstwhile companions. His eyes deepened and clouded over,
turning completely black, without any sign of a pupil. His skin assumed an almost perfectly smooth feel, becoming nearly
translucent and almost an otherworldly white. His fingers stretched out. His eyes, nose, and cheek bones took on a more defined
and angular look to them. His ears gave almost the hint of a point. His hair became silken-smooth and light, even the slightest
breeze sent locks wafting into the air.
Marconius became something that looked otherworldly and ethereal, something no longer wholely vampiric.
Needless to say, the Lasombra were little pleased by the groups endeavors, and Marconius' companions were slain. Marconius,
luckily, was spared. Some say that it was because the Lasombra were led to believe that the local fae wanted to deal with the
creature themselves. They pushed Marconius into the wilderness, leaving him to the fae, and put the whole nasty issue out of
their minds. After all, even if the fae left him alone, how could such freakish monstrosity survive?
For nearly a thousand years it seemed that they were right, until Strasbourg.
The Ventrue of that region of France were frantic, giving reports of "pale, gaunt monsters with the Devil's own luck." From the
detailed words of their spies in the Ventrue courts, the Lasombra knew the attackers to be Marconius and several childer. Not
only had Marconius survived, but he had managed to do well enough to Embrace several others. It seemed that the fae had not
punished Marconius, but had instead given him succor.
Evidencing odd powers and a dangerous unpredictability, Marconius and his Kiasyd, as he named his childer, defeated the
Ventrue and took the city. The Lasombra debated stepping in, but decided against it. After all, the bloodline was small, and they
were bothering the Ventrue, the Lasombra's major rival in politics, and it seemed that Marconius bared no ill-will toward his
former Clan. Also, many believed Marconius' success to be a mere quirk of fate. He got lucky and nothing more. They were
unaware how right they were.
Excepting their appearance at Strasbourg, the Kiasyd are known to be a very passive bloodline. They have gained a reputation
as quiet scholars, although younger members of the bloodline commonly go through a few century period of dramatic adventure
in the name of knowledge. Marconius still holds Strasbourg to this day, despite repeated attempts by the Ventrue and their allies
from France and Germany to retake it. He rules loosely, as few vampires live in the city regularly. A few of his brood live in the
city with him, but most Kiasyd have their own, personal havens in libraries or historic ruins around the world.

The Kiasyd, the Fair Folk, and the Past


No one is quite sure just what happened over 16 centuries ago to create the Kiasyd, and no one is sure just where Marconius
was during the 800 years before Strasbourg, but there are theories.
As far as the experiment itself, many believe that the Lasombra trio used powerful magics to capture several unseelie sluagh
(whispering tunnel crawlers and information gatherers) and eshu (travelling bards and storytellers with a preternatural luck for
being in the "right place at the right time."). They point to the Kiasyd's appearance and ease of hiding and their phenomenal luck
as evidence of the kiths involved. They then melded their faerie souls with the blood they obtained from the magi (the blood of
"Zeernebooch, god if the underworld") and applied the mixture to the unsuspecting Marconius. Less forgiving theorists say that
Marconius, perhaps full of the power of "Zeernebooch's" blood, consumed the fae whole, drinking their blood and their souls,
fully aware of what he was doing. Another variant on this is the idea that Marconius (or another of the trio) Embraced the fae and
then diablerized them. There is little to support this idea, however. Either way, the Kiasyd have fae blood as well as kindred vitae
flowing through their dead veins.
As for where Marconius was after his exile and before Strasbourg, even less is known. Marconius has refused to ever speak of
it, even flying into a rage at persistent questioners, breaking his usual calm demeanor with terrifying brutality. The most
commonly believed rumor is that Marconius was taken to Arcadia by unseelie nobles and taught his powers of Mytherceria.
Those more knowledgeable in Fae Lore and Gremayre dispute this, claiming that no fae would trust a vampire so much as to
bring them into Arcadia. It is much more likely, they say, that Marconius was taken into a freehold or into the Near Dreaming.
They are also doubtful to any claims that the unseelie sidhe sheltered Marconius out of a feeling of kinship, pessimistically
saying that the sidhe wanted to study Marconius to understand the transformation. There is mention of a sidhe changeling (rare
in that time) who wanted to incarnate into mortality permanently and become immortal. He lived in Spain, the center of Clan
Lasombra's power, and disappeared just after the disastrous experiment. Most Lasombra believed that the fae had left the local
vampiric court out of anger at the experiment. The suspicious and conspiracy theorists believe that the sidhe reappeared in
Strasbourg just before Marconius and his childer, based on sketchy descriptions from frantic Ventrue.
Whatever the case, even the most optimistic of Kiasyd are deeply bothered by the fact that the gates to Arcadia closed forever a
scant two centuries, a blink of an eye for an Elder, after Marconius' return and capture of Strasbourg. Did Marconius leave
Arcadia of his own accord? Was he expelled? Was he ever actually there?

Nicknames
Darklings, Shades and Weirdlings

Behavior
The Kiasyd are an oddly mannered lineage. Strasbourg is the only time that they have ever gathered aggressively in large
numbers. Usually they seclude themselves and conduct their research. It is often considered a breach of etiquette if two Kiasyd
other than sire and childe inhabit the same area for an extended period of time; the only exception to this is Strasbourg, where
all Kiasyd are welcome.
Etiquette is very important to the Kiasyd. All members of the bloodline treat each other as brothers, despite what reservations
they may have. If two Kiasyd happen to encounter each other, they always indulge in some polite conversation and blood. The
blood is often treated with fine wine and rare herbs to create enticing concoctions. Many a Toreador wishes she had the skill at
blood preparation that the Kiasyd do. They almost never drink directly from a vessel, considering it "vulgar" and "dirty." Many
Kiasyd had crystal goblets or finely engraved chalices that they prefer to feed with.
Oaths, duty and responsibility are important concepts that lie at the core of Kiasyd thought. A sworn oath is inviolate; there are
no mitigating circumstances. All have a duty and a responsibility to their fellow Kiasyd and to their fae brethren. Succor and aid
should be given without a second thought. Kiasyd will unite in the face of any opposition. While two individual Kiasyd may not
like each other, and they may even actively undermine each others plans, they will never allow the other to be attacked by an
outside force if it is in their power to help. "Me against my brother. My brother and I against the world." Many Kiasyd tell tales of
ill-fated vampires who abandoned their duties and responsibilities and ignored their fellows in their time of need, or those who
betrayed another Kiasyd or fae to an outside force. Every story ends with the offender's luck abandoning him in turn and often it
actually turns on him. Such Kiasyd storytellers are great lovers of Greek tragedy.
Kiasyd are also among the most calm of vampires. They never anger or become agitated, though they still feel and express
emotions. Even their frenzies are disturbingly silent and seemingly calm. A Kiasyd in a frenzy makes no excess noise and their
facial expression barely changes, if at all. Even in Rotschreck their unearthly visages are menacingly calm.
While older Kiasyd invariably settle down to secluded havens with their stores of occult knowledge, younger Kiasyd are almost
expected to be adventurous and explore to world for their first century or so. A few never really outgrow their "Indiana Jones"
stage, and other Kiasyd generally look upon them as childish. Many point to Marconius himself as an example of the Kiasyd
"cycle." When he appeared in Strasbourg, he was in a flurry, constantly flying about the city. Eventually though, it seemed that his
energy was used up and he lapsed into the passivity common to older Kiasyd. However, this does not account for the centuries
between his transformation and Strasbourg. Most Kiasyd believe that Marconius was taken to Arcadia by his faerie allies, and it
was there that he developed his Discipline Mytherceria.

Organization
The Kiasyd are nearly as informally organized as the Gangrel. There is no hierarchy among members, per se, but respect is due
Elders. Kiasyd do no order each other around -- even Marconius does not -- but they do give each other "suggestions." It is
considered rude to not give at least some consideration to the requests of a fellow.
The only really close intra-Clan relationships are between Sire (or mentor) and childe (or student). This bond lasts throughout the
Kisayd's unlife, and sire and childe often visit each other, if they don't live in the same city already.
Current Activities
Breaking with normal Kiasyd behavior, Marconius seems to be stirring in Strasbourg. Since the early seventies, he has become
more and more active, taking a tighter grip on his city, despite renewed attempts to retake it from bitter Ventrue. Marconius has
reportedly sent many Kiasyd out, looking for lore on Gehenna and the End Times, which he refers to as "Winter." By his side
constantly now are three changelings: a pale, thin woman who never speaks; a child of such striking beauty that Toreador have
traveled to the city on the mere rumor of her apppearance; and an elder man of African heritage who has expressed powers
remarkably similar to the Kiasyd's own Mytherceria Discipline.
All Kiasyd know that something is stirring Marconius from his passivity in Strasbourg, and many are worried. While most Kiasyd
have increased their travels of late, meeting more and more with their fellows and the fae, many have become even more
insular, retreating into their havens, coming out only to feed and scare off intruders. Even fellow Kiasyd have been turned away,
something that up till now has been totally unheard of.

Appearance
The Kiasyd undego a dramatic and violent change upon the Embrace, growing anywhere from six inches to two feet in height
and becoming nearly painfully gaunt and thin. Their skin color pales beyond belief and becomes almost transluscent. Kiasyd skin
is so white that it is nearly reflective; sometimes it even seems to glow faintly, especially soon after feeding. Their eyes become
more oval and darken to ebony, losing any sign of a pupil. The cartilage and fleshy tissue in their ears, nose and cheeks seems
to crystallize, becoming more angular in form and smoother in detail. All the little wrinkles in the skin smooth out, adding to the
alien effect of the skin's color. The ears distend slightly, almost gaining an elfin point. The fingers and toes also extend,
becoming inhumanly long and thin. The Kiasyd's hair also changes, becoming fine to the point of feeling like rich silk. Even the
smallest movement of air can send the Kiasyd's fine tresses tossing in the wind. All of this adds up to create a unearthly and fey
beauty about the vampire. Those who see a Kiasyd's true form are often entranced by it, and none mistake if for a human.
All of these changes occur rapidly, usually within the first night of two after the Embrace. The neonate must be locked up during
this time, because the transformation is excruciatingly painful to endure. The newly dead vampire suffers uncontrollable fits of
frenzy during this period of change. Rage and sadness sweep through the Kiasyd as she flits from one madness to another
during this time, following no set pattern. Some never recover from this and must be killed out of mercy.
Fashion among the Kiasyd is a mark of true style. Most prefer dark clothing, and many wear expansive cloaks, outdated as they
are. There is a distinct taste for the Victorian in the wardrobes of many Kiasyd, and the average goth would be right at home in a
Kiasyd's clothing.

Havens
All Kiasyd, even the young ones, maintain at least one permanent haven, and some of the older ones often have several
scattered about the world. Most Kiasyd are rather sedentary and stay in the same haven until it begins to fall apart. The haven is
always roomy enough for guests, since although the Kiasyd are very solitary, they often visit each other.
Among the younger Kindred, library and university basements are prized. Elders prefer castles and old ruins, often constructing
vast underground networks of stone tunnels, often enlisting faerie aid. Either way, Kiasyd almost invariably choose to live and
sleep below the ground, preferably in stone constructs.

Backgrounds
Potential Kiasyd are generally chosen from the polite ingelligensia of humanity. Scholars, scientists, nobles, and the affluent are
common candidates. Kiasyd have been known to Embrace less intelligent people, generally if they are desperate for vampiric
power to defend against some threat. Although there is no control or regulation on Embracing, few Kiasyd stray too far and only
a fool would give eternal life to a rude and vulgar boor.

Character Creation
Most Kiasyd have Dilletante or Scholar concepts. Their Natures and Demeanors are often wildly different. Their Demeanors are
commonly odd and abnormal, but their Natures are generally calm and deep. Mental Attributes are almost universally primary,
although high Manipulation ratings are also common. Knowledges are generally primary as well, especially Academics, Occult,
and all the Lores. Common Background traits are Resources, Contacts (often gained in their "youth"), and Generation. Aside
from Clan Disciplines, the Kiasyd are quite fond of Potence (from the Lasombra heritage), Auspex (the better to receive visions
and to pierce fae glamours), Thaumaturgy (from their love of the occult), Chimerstry (although few ever gain to opportunity to
learn it, Ravnos love to taunt and tempt them with it), and Necromancy (another way of gaining information, although Kiasyd
necromancers take a much more polite method than the average Giovanni). Many Kiasyd also have the Eerie Aura flaw or the
Faerie Blood merit.
Due to their trucking with the fae, many older Kiasyd pick up more than just Faerie Lore, some actually learn many odd
Knowledges. Faerie Mechanics (called Gematria in the Nocker Kithbook, for those with access to it) allows for bizarre
mechanical creations that defy logic, producing strange, preternatural effects. Sadly, such machines require highly developed
Mytherceria to function fully and they inevitably break down, especially when under scrutiny or stress, and often malfunction rather
spectacularly. Gremayre is another Knowledge that details even more exacting fae lore than the Knowledge Faerie Lore.
Gremayre requires direct fae tutelage, and only those with the Fae Blood merit (kinain) can learn it, since it taps into their inner
natures. The Kiasyd (and the fae) use it when creating Oaths or interacting with fae magic or chimera. Finally, Kenning is talent
that comes naturally to the fae (and as a background to the kinain); a Kiasyd, however, is not so lucky. An Elder with Mytherceria
6 or above may develop Kenning as they would another talent. The effects are similar to always having Mytherceria 1 Fae Sight
on at all times. Roll Perception + Kenning to see if the Kiasyd notices the fae nature of faeries she meets (average difficulty of
7), or powerful faerie glamours or enchantments (difficulty 8). The difficulty can vary dractically based on many factors (For those
with Changeling: the Dreaming; Glamour rating, Banality, any Arts active, etc.), it is really up to the Storyteller.

Disciplines
Mytherceria, Obtenebration, Obfuscate

Weakness
The Kiasyd's strange appearance, while it may be unsettling and disturbing, does not limit their appearance. In fact, it often
enhances it; their otherworldly quality causing many to consider them quite beautiful. Many among the Toreador and the darker
sidhe have found the Kiasyd to be alluring lovers.

It is from their fae nature that the Kiasyd derive their weakness. Cold Iron (unwrought and pure) causes quite a problem for them.
Being around it increases all Frenzy difficulties by one (Rotschreck difficulties increase by two). Touching it causes an
immediate Rotschreck roll, and also causes 1 health level of damage per turn (soakable only by Fortitude, but it is not
aggravated). Actually being damaged by a cold iron weapon causes aggravated wounds.
Cold iron, specifically, is iron that has not been melted down during its working, which means that actual cold iron is really, really
rare. Steel, and all alloys, do not count because they are not pure and have been melted (part of the alloying processes).

Preferred Paths of Enlightenment


Like most vampires, most Kiasyd retain their Humanity, despite their traumatic Embrace and their aloof nature, most Kiasyd still
feel somewhat human. Average ratings float from 4 to 6.
There are, however, some darker and more extreme Kiasyd who follow Paths of Enlightenment. The Path of Caine and the Path
of Metamorphosis are the most common Paths, although walking down those require the abandoning of Self-Control for
Instincts, and many Kiasyd frown on that. Path followers retort that they are abandoning not Self-Control, but a restraining and
unnatural set of morals. Instincts, they claim, is in itself a better form of control, since it acknowledges the true nature of being a
vampire.
The eldest of the Kiasyd are rumored to follow a stoic path, whispered about as the "Path of the Scorched Heart."

Quote
Off with you, child. Your lack of manners bores me, and I am not one to trifle with. Return to your meaningless manipulations
and disturb my solitude no more.

Stereotypes
The Sabbat: The sires of our sires now lead this rabble, having fallen from any dignity and thrown away all their manners. They
turned their teeth toward us during their petty war with the Camarilla. They have not done so since.
-- The Arcadian, Elder Kiasyd

"The Kiasyd are demons clothed in flesh. Trust not their nice manners and polite smiles and 'How do you do?', they are
maddened freaks behind their careful facades, and they are more than willing to twist your reality into any hell which pleases
their whim. Malkavians with the blood of faeries running through their veins, the darklings could put one of the madmen to
shame with his tricks."
-- Paulo, Lasombra priest
The Camarilla: Petty children. How they fear the tread of their parents' feet by their door at night, all the while plotting mischief
when they think no one is watching. Behind their false dignity and pathetic attempts at order and culture lies a void. At least the
Sabbat is honest in their dealings; to them you are dinner. To the Camarilla, you a tool called "friend."
-- Albertus, Kiasyd Inconnu

"They are under our dominion, as are all Kindred, but they deign to remain aloof and distant. Perhaps that is for the best, but
when the End Times come, they will have no shelter."
-- Folken, Tremere Noddist
The Inconnu: The few who understand, at least somewhat. The Jyhad is meaningless. The Camarilla-Sabbat War is
meaningless. The Anarch War is meaningless. Detect a pattern?
-- Davis, aspiring Kiasyd Golcondist

"Often the odd ones out, the Kiasyd are deeper than they seem. Behind their smiles and manners lies a deeply
unfathomable and inhuman nature. All Kindred are no longer human; the Kiasyd are no longer of this world. The
superstitious called the fae the "Fair Folk" because they wanted to avoid their inhuman and illogical ire. Similar logic fares
one well with these creatures of two worlds."
-- Salius, Ventrue antitribu Monitor of Strasbourg

The Ravnos: Brothers in spirit if not in blood, these tricksters delight in playing with us. They always know more than they are
telling, don't forget that. Do, however, extend them the courtesy you would a sibling, but trust them as much as you would rival
relative. Older in blood and younger in spirit, the Ravnos still have a tie to the fae that is a mystery to us.
-- Isanwayen, Hindu Kiasyd Occultist

"Mysterious as they are odd, the Kiasyd are an enigma, and an extremely entertaining one at that. They seem fascinated by
our powers of illusion, and they will go to great length to learn it. Beware toying with them, however, for they have the luck of
Hanuman himself. Things always seem to go their way and they always know more than they let on."
-- Talos, Ravnos ancillae
The Malkavians: Madness does indeed grant them insight into the world behind the world, but they seem incapable of
expressing their knowledge. Listen and watch the madmen, and take their words to heart. Hold the speaker close, however, and
you embrace their madness. They seem fae-touched at times, but they are dangerous as well. Play with fire and risk getting
burned. Play with a Malkavian....
-- The Arcadian, Kiasyd Elder

"They keep a tight grip on their minds. Control is precious to them. Very, very, very precious. They forget that that which is
most precious is most easily lost."
-- Thomas the Thomas, Malkavian psychologist
The Fae: Gruesomely tied by blood as we are, we share a long history and a longer tie. Do not treat them as if they were one of
us, they are one of us. Extend them every courtesy and favor. They, like us, are more than they seem to the naked eye.
Changelings can hide within the most mundane of shells, and their powers of misdirection and trickery are second to none. With
the sluagh and the nockers, we keep close ties, as our interests often coincide. They are often quite surprised by our nature, for
some reason it seems that the mere presence of "normal vampires" is painful to the fae-born. As an aside, Malkavians seem to
share our trait of not being "poisonous" to the fae. That frightens me....
-- The Arcadian, Kiasyd Elder

"Normally I would warn you away from any leech, the weight of their years bears down upon anyone near them and they are
suffocatingly Banal, but the Kiasyd are different. Like the Malkavians, the Kiasyd seem blessed by the Tuatha De Danaan.
They possess fae blood and can even affect the Dreaming, but they do not suffer from the same Bedlam that wracks the
others' minds. Beyond even this, they are possessed of manners and etiquette that even our fae brethren often lack. Were
they still not vampires, I would call them "sluagh" and "brother" and be done with distinctions."
-- Dalain, sluagh medium and advisor to High King David

Merits and Flaws


Geasa
(1-5 point flaw)

You begin the game with a geasa of some sort (and not the 6th-7th level Mytherceria powers). Either a Ban or a long-term quest,
it may be a family debt or a duty imposed upon you (fairly or not). The difficulty or imposition of the geasa depends upon the level
of the flaw. Something minor (a ban against harming animals, a requirement to give to charity) would be worth only one point.
More difficult geasa (a ban against sleeping in the same place twice, a quest requiring you to help everyone who asks for aid)
are worth more points and affect your entire life.
Surreal Quality
(2 point flaw)
From Changeling: the Dreaming 2nd Edition

There is just something alluringly odd about you. Most Kiasyd look odd, but you seem to draw people to you, even if Obfuscated
to look normal. People will walk over just to start a conversation with you, or choose you over another for a victim for one form of
crime or another...
Chimerical Magnet
(3 point flaw)
From Changeling: the Dreaming 2nd Edition
For one reason or another, chimera actually like you, a lot. Chimera never leave you alone; they constantly tamper with your life.
Dangerous faerie spirits will always attack you first. The cloud of malicious spirits surrounding you will make you the butt of
constant pranks.
Spirit Mentor
(3 point merit)
From Changeling: the Dreaming 2nd Edition
Some spirit has decided that you are sorely in need of teaching. Whether chimera or another kind of spirit, the creature has
become a mentor figure to you. While it may employ minor effects after a great deal of exertion, its main role is as teacher and
advisor. Possible natures for the spirit include "helpful" chimera, ghosts, nature spirits, totems, etc. Characters with this merit
must take the Mentor background to gauge the usefulness of the spirit's knowledge.
The Bard's Tongue
(1 point flaw)
From Changeling: the Dreaming 2nd Edition
You speak the truth, uncannily so. Things you say tend to come true. While not an ability at blessing or cursing, and not under
conscious control, you will spew forth and uncomfortable truth about someone once per story. To avoid this, you must spend a
point of Willpower and take a Health Level of damage from the strain of resisting.
Sidhe's Curse
(4 point flaw)
Kiasyd with this flaw are closer to their fae natures than their fellows, but instead of gaining power, they gain a susceptibility to
Banality (see Changeling: the Dreaming). You have a Banality rating like any other changeling and can gain Banality in just the
same way (killing fae, destroying chimera of faerie treasures, spending too much time with other old vampires) and if you ever
reach 10 permanent Banality, your faerie soul dies and you lose all ability are Mytherceria. Then things really get bad when all
your pent-up "karmic balance" from ages of fate manipulation comes back to haunt you, with a vengeance.
Changeling Ties
(3 point merit)
You have significant contacts in faerie society. Whether you're well known among sluagh circles or the local nockers, you have
close friends among the fae. You can call upon aid and favors, but so can they....
Bedlam
(2-4 point flaw)
You are afflicted with Bedlam, a special breed of insanity brought on by too much exposure to the fae. For 2 points, you suffer
minor hallucinations: color changes, hearing whispers, etc. For 4 points, the hallucinations and delusions are greater: the
character believes he is in a fantasy realm, delusions of grandeur, acute paranoia, etc. There is a third threshold of Bedlam, but
the effects are too debilitating for a starting character.
Playful Shadows
(1 point flaw)
The shadows you summon with Obtenebration don't quite do what you want them to. They don't actually disobey, per se, but
neither do they behave. Possessed by mischievous chimera, the shadows will act on their own and perfom whatever pranks they
can. Tentacles will move objects or trip up allies. Cloaks of shadow will cover and muffle your mouth during an important speech.
Nothing actually dangerous, but certainly inconveniencing.
Ravaging
(7 point merit)
The Kiasyd can rip energy from mortals, living off their Glamour instead of blood. After forming at least a loose relationship with
a mortal, the Kiasyd may roll Willpower (difficulty 6) to rip Glamour from the victim. Each success counts as one blood point
gained (although the victim doesn't lose blood). For days (a number equal to the blood points gained) after the Ravaging, the
mortal will be uncreative, passive and Banal. Seelie fae will not look kindly on a routine ravager. The Unseelie are a different
story, however. The character must choose the method with which they rip Glamour, such as destroying love or hope, or causing
despair.
Dexterous Toes
(1 point merit)
From Kithbook: Sluagh
Your toes were so lengthened by the Embrace that they are now prehensile. You can use them as a second pair of hands, just as
well as you could if they actually were hands.
Prehensile Tongue
(2 point merit)
From Kithbook: Sluagh
Your change during the Embrace had some very strange effects. You grew a two foot long, prehensile tongue. While virtually
useless in combat (this is not Serpentis two), this can be used to utterly disgust opponents.
Recluse
(3 point flaw)
From Kithbook: Sluagh
Beyond the normal Kiasyd proclivity toward aloofness, you nearly have a phobia about leaving your haven. Feeding is hard
enough, but it takes a Willpower roll (difficulty 6) for you to leave your haven for any other reason. You are only truly comfortable at
home, by yourself and suffer -1 to all dice pools unless you succeed in another Willpower roll.
Vibes
(4 point merit)
From Guildbook: Oracles
You get an instantaneous -- and usually accurate -- gut feeling about anyone you meet. There's no detail involved, just a visceral
reaction as to whether someone is good news or not. Obviously, this involves asking your Storyteller for a reading. Just
remember, the Vibes you get on someone are usually correct, but not always. Over-reliance on this merit can get you in very
deep trouble indeed.
Bearer of Bad News
(1 point flaw)
From Guildbook: Oracles
Some Kiasyd are die-hard pessimists. They are quick to mention dire fates and consequences to any and all who will listen, but
are loathe to say anything pleasant or uplifting. "Seek and ye shall find" is the best advantage a Bearer of Bad News can have.
With an eye for gloom and doom, it's no wonder they find it so readily. With this flaw you are at -2 difficulties on all rolls to see
something awful in the immediate future (via Mytherceria 3 or Auspex or whatever). On the other hand, you are unable to mention
something good you see, even if the vision benefits you as well.
Rule of Three
(2 point flaw)
From Guildbook: Oracles
The root of the Wiccan faith -- "Whatever you do will return unto you threefold," -- is true for both positive and negative energy.
You are cursed/blessed with this flaw, and everything you do reverberates back to you with three times the oomph you put into it.
This flaw carries with it huge risks as well as some rewards. For, while all good you do gets showered back upon you, any harm
that you do returns as well. As for the consequences of committing diablerie....
Serendipity Reversed
(3 point flaw)
From Guildbook: Oracles
You are always just in the wrong place at the wrong time, despite the legendary Kiasyd luck. You're the first vampire the mortal
hunter decides to take out. You are the one the Prince always sees first when he's in a bad mood....
Kassandra Complex
(5 point flaw)
From Guildbook: Oracles
As punishment for spurning the love of Apollo, Kassandra received a devastating addendum to her gift of Sight -- no one would
believe any of her predictions. No matter how accurate the reading, how clear your vision, or how often you have been proven
correct in the past, your word carries no weight with those around you. Obviously, this flaw requires the full cooperation of the
other players.
Speaking in Tongues
(5 point flaw)
From Guildbook: Oracles
When receiving a vision, your ability to communicate it is lost. What manages to emerge from your lips is horribly garbled,
mangled to the point of incomprehension. The style of gibberish can be anything from ancient dialect no one knows to a mish-
mash of different languages all strung together to a nonsense babble of hysterical sounds. Only one thing matters, though: In
essence, no one can understand the divination, and thus no good can be extracted from it. Any attempt to transmit the content to
the vision, whether written or spoken, falls prey to this misbegotten glossollalia. You can still act on what you've seen, but others
may not understand what you're doing, and your explanations will do you no good.
Déjà vu
(7 point flaw)
From Guildbook: Oracles
You are destined to repeat the same thing over and over again. A snag in the loom of fate has caught your thread and warped
you into a knot that is inescapable. You are doomed to find yourself in the same situations again and again, regardless of the
choices you make. This is a very frustrating flaw.
Echoes
(2-5 point flaw)
From Changeling: the Dreaming
You faerie connection is stronger than others. As a result, you are more susceptible to old wives' tales of things which
traditionally affect faeries.
For two points, salt thrown over the shoulder will ward you off and negate your Disciplines. You may physically attack them, but
no supernatural abilities will work. Anyone knowing your true name may demand three services of you and you must follow the
word of the command, but not the desire.
For three points, you may not enter a home without invitation, unless you perform a small favor for the residents. However, the
invitation may come from anyone. Cold Iron in a residence will bar you from entering the place under any circumstances.
Religious symbols of any sort will sort will prevent you from physically or magically affecting mortals. The sound of church bells
cause you pain, just like Cold Iron (but only pain).
For four points, four leaf clovers have the same affect as religious symbols. If you pick up a clover, it will bring you good luck
(cannot botch or gain the favor of someone powerful, etc) so long as the leaves remain intact. A mortal wearing his coat inside
out is invisible to you. You may not cross running water, except by a bridge. Religious symbols repel you from mortals wearing
them. The shadow of a cross causes a health level of damage per a turn of contact. Standing on holy ground causes one level of
damage per turn as well.
For five points, mushrooms grow wherever you live, no matter where it is (they'll grow out of plush carpets). Chimerical creatures
and other spirits can affect you with impunity, although you cannot necessarily see or affect them. Difficulties regarding things
involving mystical interaction (Disciplines, etc.) with the fae or the Dreaming are reduced by 2, although those wearing cold iron
or religious symbols are immune to your influence. You must make a Willpower roll (difficulty 7) to enter holy ground. Even if you
succeed, you still take damage.
Every level of this flaw includes the previous ones as well. Buying the level 5 flaw makes you subject to all of the above.
The History of the Salubri
A Historic Tapestry by Kenneth Madsen (18 July 1995)
MADness Ventures Design Studio 1995
"Fear not for the suffering you will be made to endure! The Devil will imprison some of you, to test your determination. Be faithful until
death, and I will give you the wreath of Eternal Life" - Revelations 2:10
And so the Clans fell upon Us
They drove Us from Their cities
Hunted Us in the night
And named Us criminals and murderers
Why did They do this, many of Us ask?
Why were We accused of spilling the Vitae of Our
Brothers and Sisters?
Why were We accused of burning Their Temples?
Why were We accused of murdering Their servants?
We who desire only serenity
We spoke gently to Them of Their mistake
They answered with wood, iron and fire!
We left Their Domains and abandoned Them to Their anger
They hunted Us beyond Their Domains wielding Their anger like torches!
We desired only peace
Some of Us tried to show Them Their erroneous ways
They were destroyed!
Some of Us set afire Their own Anger and fought Them in battle
They were destroyed!
Some of Us went to sleep in the Earth Mother
They escaped!
Some of Us believed Their accusations and killed themselves by the hands of Their Childer
They are fools!
And finally some of Us wanted to know Why
We became as silent and as unnoticed as the Shadows
We watched
We heard
We learned
We know
and We live still!

- Excerpt from the Scrolls of Salubri: The Book of Nights Not Forgotten
The Salubri have become hated and feared throughout the World of Darkness because of the lies and machinations of the Ba'ali and
the Tremere. They were healers and the Keepers of Golconda. Thus they were a threat to all the values which the Ba'ali held dear.
They knew what Tremere did to their Founder. Thus they posed a threat to the new-found power of the House of Tremere, which would
later become the Clan Tremere. But although the Clans believe these "criminals" to be almost destroyed, that only proves how well the
Salubri's own Masquerade functions. They are not destroyed -- true enough, many were destroyed by the pogrom which the deeds of
the Ba'ali caused, Saulot was slain by Tremere and the Magi of the House of Tremere managed to track down those Elders of the
Salubri Clan who no longer desired to exist. But just as True Evil can never be truly extinguished, so neither can True Good.
Open now the pages of History and learn what have truly become of the Salubri:

The Past of Shadows


According to certain fragmented passages from the Book of Nod, Saulot the Healer was Sired by Enoch First-Ruler, First-born of
Caine. When Enoch followed his Father into the Land of Nod to make him return and stop the atrocities which his Childer and Grand-
Childer committed.
Long did Enoch First-Ruler wander in the hellish wasteland of the Land of Nod, hiding at day from the piercing Rays of Raphael, the
Arch-angel, the Driver of the Sun, the Ward of the East and at night feeding on the creatures of Lillith, the Wife of his Father Caine.
Disgusted by the crimes he and his brethren had committed to drink Vitae, Enoch had sworn never again to take nourishment from the
Children of Seth's House.
But for each drop of animal Vitae Enoch drank, his Hunger grew. Each time he denied the Curse of Uriel, the Angel of Death, Enoch's
desire grew. The Beast rose in the First-born and drove him through the sands of the desert in search of prey. He came upon an oasis
where a mortal man was sitting, allowing himself a rest and his camels water before the travel continued. Enoch came rushing from the
darkness like a Beast of Legend, and the man only had brief moments to wonder why his camels were fleeing into the desert in a
panic. Then Enoch was upon him and his life's Vitae was rushing from his body at the pace of a Great Desert Storm. Only when the
last of the mortal's Vitae passed the stony lips of Enoch, did his Hunger release its grip on his soul and he looked at the face of his
victim.
The man had a gentle face, on which was visible a compassion and a gentleness which rivalled the divine light which shone from the
eyes of Gentle Gabriel, the Lord of Mercy. Enoch wept tears of deep red for the breaking of his own oath, and for the shame he felt at
having ended the existence of such a gentle creature.
He was weak from the years of wandering, and this weakness combined with a desire to talk with another thinking creature, made
Enoch share his Vitae with the man and thus Saulot became the Childe of Enoch First-Ruler. Saulot was a philosopher and a gentle
soul. Enoch spend an age with his Childe, feeling a measure of happiness for the first time in what felt like an eternity. He treated his
Childe with the respect of a brother and spoke with him like he would with an equal man. Saulot was a great comfort to Enoch, and just
as Enoch did learn Saulot many secret things, so did Saulot possess wisdom which was a Sweet Vitae to the First-born.
But even the gentle manner of Saulot was no match for the Beast which lies ever waiting within the breast of the Ancients and their
Childer alike, a Beast seemingly more powerful the closer the Cainite is to the Great Father. Enoch watched helplessly as Saulot
began to display the same behaviour which had driven Enoch to search for his Father. He watched as the morals of Saulot began to
crumble like a poorly constructed house during a storm. He watched as Saulot the Healer became Saulot the Beast. Finally he could
stand no more, and fled into the Land of Nod, and out of the Chronicles of the Cainites, forever.
Saulot created Childer of his own, and like Enoch his Beast loosened its claws from his soul and he watched in shame the actions of
his Childer. He saw his own first-born Shaitan, a philosopher like himself, turn ever more vile and corrupt. He saw how the debate war
he and Shaitan had waged upon each other for centuries began to evolve into something more. Saulot had claimed that the Curse
was merely an obstacle on the path towards perfection. Shaitan had argued that while his Sire and all other Cainites accepted the
Curse, he would not! He would not have a powerful curse upon him for something Caine had done, nor would he let the power which
came with it be unused. If the One Above had put Shaitan and his fellow Cainites above all other creatures in Creation, then surely that
position should be used to attain absolute power and thus exact vengeance upon the One Above. Shaitan seduced many of Saulot's
Childer to his way of thinking, and they build a city in the lands of Kala-At-Shergat which they turned into a Hell on Earth.
At this Saulot, like his Father, and his Father before him, he cried crimson tears over the crimes of the Cainites and walked East, into
the Land of Nod and away from the hell he had been partly responsible of creating. In the wastelands of the Land of Nod, Saulot freed
himself of his Beast. He regretted his actions and those of his Childer, and wanted to right what was wrong. He desired forgiveness,
and to rid his soul of the Beast. In his sleep the Archangel Gabriel appeared before him, as he had before Caine, and he said unto
Saulot: "Grand-son in Darkness of Caine, the Son of Adam and Eve, you alone of all your brethren has asked for forgiveness. The
mercy of the Father is greater than any of your kind will ever know, for he has laid open a path for you, a road of Mercy which is known
as Golconda. For those of you who desire it, they may walk on that road into the Light once more. But only those who truly seek
forgiveness and salvation may find it, only those who are willing to deny the Anger of Caine. You must be the prophet for this truth! You
must return to your kind and tell them of the Mercy of God. Let them know that those who seek salvation and Golconda shall find it."
With these words, Gabriel kissed the brow of Saulot and returned to the Heavens.
Saulot spend a long time meditating over the words of Gabriel. He turned his gaze inwards and travelled through the darkness of his
own mind, like he had long travelled through the darkness of the wasteland of Nod. He confronted his own daemons, and those sent to
him by the Archdaemons of Hell who had told Caine the secret of the Embrace, and who wanted to corrupt his Childer. Saulot made a
tidal-wave of tranquility and serenity flood his mind, and silence the voices of Those Below. He cast them out, and allowed only the
gentle, yet piercing, flame of Golconda to burn within him. When Saulot opened once again his eyes to the world, a third eye opened in
his forehead where Gentle Gabriel had kissed him, an eye from which shone the light of wisdom and forgiveness.
Saulot walked the East for many years before he returned to his brethren. On that journey he sought out the philosophers and
enlightened of the lands which he passed through, and based on what he knew, and what he learned, Saulot came to master the
Discipline of Obeah.
He returned to the Second City to witness its fall -- he was horrorfied at the corruption which had spread throughout the Great City.
Saulot sought out those of his Childer who had fallen from grace, and attempted to redeem them. Those he could not save, he
destroyed!
Not willing to allow his own mistakes to spread more evil in the world, Saulot would rather risk his own tranquility than turn the other
cheek.
Saulot began to spread the Word of Golconda, but it was drowned in the bloody War between the Second Generation and their
Childer. With the Second City destroyed and the Cainite society in ruins, Saulot and his Childer followed the streams of people to the
city of Shaitan, and saw how depraved and evil his Childer had become. He was there when the Cainites lay siege to the city, broke
through its walls killed its inhabitants -- mortal and immortal alike. Saulot also heard the whispering which began even then -- whispers
which blamed Saulot and the Salubri for the fall of the Second City. If one of his Childer could create such a hell in Kala-At-Shergat, it
should prove a minor matter to lay waste to a Great Cainite City. But Saulot dismissed such talk as the repercussions from the loss of
their home. He made Kala-At-Shergat his new home, and began to heal the battered souls of the Cainites.
Those whom Saulot Embraced after having reached Golconda, and those whom his Childer Embraced, were all believers in his
visions, and all were taught the Words of Saulot, which are still preserved in the Book of Nod, and in the Eight Scrolls:
Know you are made to be unmade
You are the white lamb
The gentle sacrifice
You are the greatest part of the bounty of Caine
And on your shoulders shall be his greatest Sin,
For alone among the children of Caine I have asked the One Above for forgiveness,
And I have been visited by the worst of the One Below's daemons
Those snakes, which bit me in my sleeping,
Those foul wyrms who suck my blood,
I learned from them to take the blackness from the blood
The wounds from the flesh
The evil from the soul.
And though I may die, you, my Childer will live on
Open the Eye, and see the world truly,
And know that what you do now
Goes on to heal another generation.

Saulot's Words: The Chronicle of Shadows, The Book of Nod


These words, as they were first spoken by Saulot, came to be the foundation on which The Three Philosophies of the Salubri was
build
But the Ba'ali, the brothers and sisters of Saulot's Childer and Grandchilder feared the teachings of their Father. They feared it
because it would bring light where they were creating darkness, it would bring forgiveness where they were sowing hate, it would bring
the peace from Above where they were igniting the flames of Below. Thus they began to commit crimes in Saulot's name, crimes
which made Shaitan bellow his daemonic laughter from across the Oceans. Although a few of the Elders knew the truth, they were
unable to prove anything and soon all the Salubri were branded as Outcasts, and hunted in every city, every land where the Cainites
held any power.
Thus it came to be, that the healers became afraid of using their powers, and many could only weep in silence and secrecy as their
Brothers and Sisters tore themselves apart in the War of the Ages. Saulot despaired at the ignorance of his Brothers and Sisters,
despaired at the way he was prevented from healing the schism between the Generations. He saw how the Evil which the Cainites
committed grew and grew in proportions as the Damned grew more and more in numbers, and foresaw that as just as the Third
Generation had rebelled against the Second, and the Fourth against the Third, so would the Childer of the Fourth Generation, and the
Childer of many Generations after that rise against their Sires. Rebellion would become their only possibility if they wanted freedom,
as the Elders grabbed more and more power, leaving the Young with less and less influence on their own lives. The frustration grew
stronger in each new Generation, as they saw the power flow away to fill the cups of the ever-thirsty Elders. Saulot foresaw a time
where the rebellious Young would be so great in number, that the God-like strength of the Antediluvians would matter little -- the world
would drown in blood when that happened.
Saulot thought long and carefully about this, his mind darkened by the horrible future he saw lurking. He spoke with the most intelligent
and sharp members of both the Living and the Undead world, he exchanged opinions, shared experiences and finally came up with a
possible solution. The problem essentially had its basis in the power-lust of the True Elders of the Cainites -- the Methuselahs and the
Antediluvians. He recognised that Shaitan had permanently destroyed his chances of preaching openly of Golconda -- the Elders
believed Saulot and his Childer to be responsible for the crimes of the Ba'ali, and their Childer believed them and needed look no
further than the smoking ruins of the Second City, and the horror of Kala-At-Shergat, to see that the accusations were true. Saulot
believed he could remove the fears of the Cainites by spreading the Truth from the Elders to their Childer. He knew, he had time on his
side. Eventually, the Beast would gnaw away the reason of both the Methuselahs and their Childer. Eventually, they too would become
Beasts and destroy with abandon. Eventually, they too would despair at an existence which they would have to spend drenched in the
blood of the innocent. Like Caine, Enoch and Saulot had before them. Eventually, they would seek a way out of their own personal
hells. Eventually, they would hear of Golconda and desire the lore of Saulot. Saulot saw all this in an instant, and decided to become
the soothing voice which would speak to the Damned from the darkness. He would be there when the time was right. Saulot became
obsessed with the idea of how he could save his kind from the Beast. He did not for a long time, see the pain of his Childer. He did not
see that they suffered like he did, at the fact that they could not speak their mind, or try to bring peace to the raging minds of the
Kindred, without risking Final Death. They needed a mountain of strength, on which they could rest and heal their own wounds, but
Saulot was too occupied with his pet project to notice this. He did not see that his Childer began to divide into the fractions which
would later become the Three Philosophies. The Salubri needed Saulot to interpret his prophecies and his teaching, but he was not
there, and thus the fractions continued to believe that they held the One Truth.
Saulot was wandering the world, and observed the Cainites from the shadows. He searched for those who would have their souls
destroyed and their minds broken if they continued to participate in the petty wars of their siblings. Those who despaired, heard the
gentle voice of Saulot and welcomed his teachings of Golconda. As Saulot's teachings entered the hearts of more and more Cainites,
he saw a possibility to employ them against the Evil the Ba'ali had let loose. He began to articulate ideas of a group of Elders who
could spread the vision of Golconda through the ranks of the Young, and he began to introduce the Golconda-questers to each other.
While Saulot pushed gently on, these students of his ways began to talk of and plan the structure of the organisation which would later
become the Inconnu. Some moved to the threshold of Golconda very quickly, others fell many times alongside the road, but all did
move towards the Path of Mercy. Many released some of their iron-grip on the world, and gave more room to the other Cainites, and a
few began to discuss a new structure of the Cainite society. Apparently, salvation had once again moved within reach and the
machinations of Shaitan and his foul brethren could be undone.
Saulot rejoiced that his plans were finally beginning to bear fruit, and saw the end of the pogrom against all Salubri. But then he had a
terrible vision, in which he saw Cret the Ventrue Sorcerer plan a permanent base for the Inconnu, and he also saw how his own ideals
for the group and his beliefs of Golconda were drowned in blood and sacrifices. Saulot was cast from his throne of ideals and directly
into the pit of despair. In his disappointment, Saulot decided that he wanted nothing more of the world, and entered Torpor.
His Clan and his students of the newly created Inconnu were left to fend for themselves, but for most there were no question of what
they had to do: the teachings of Saulot and the Path to Golconda had to be made known to the Cainites, lest they all become like the
foul Ba'ali. The Salubri began to crack under the strain of suddenly having their Founder disappear from their world, and the
Philosophies began to crystallise. Some Salubri believed they had earned the hate of the Clans, by inheriting all the sins of Caine, and
they went to perfect their spirit and destroying themselves upon achieving perfection, by Embracing a new Childe and making it drink
all their Vitae. Others became the prophets of the Cainites, spreading the word of Golconda and the teachings of Saulot, until they
were extinguished by Ba'ali or members of the Clans, who still blamed them for the destruction the Ba'ali wracked in Kala-At-Shergat.
Finally, there were those who saw it as a sin to await the fangs and claws of the Clans, thus letting Evil gain even more power. Why,
when they knew who were pulling the strings? Why, when they could destroy them and lead the Cainites into the light?
These three types of beliefs became The Three Philosophies, and were all based on the Words of Saulot. These Philosophies are not
as structured as the Paths of Enlightenment, which some Cainites follow, but merely gave rough guidelines for the Path to Golconda.
The belief for all three Philosophies was, that the Path to Enlightenment was far to personal and individual to be confined within a
framework of words. If that happened, one would come to seek the perfection of the words and not the perfection of one's deeds and
soul.

The Three Philosophies


The Philosophy of Ascension
"Seek in Yourself perfection and tranquility, and help others find it as well, for Golconda is not exclusively for the Children of Caine.
Help the Children of Seth Ascend as well, and chose a single mortal who shows great promise. When You reach Golconda, You will
take the mortal under your protection, teach it the Ways of Saulot, Embrace it and pass on all Your blood to it. True, this will mean the
end of Your physical shell, but know that Your soul will be free to Ascend, and You will have prepared another to follow in Your
footsteps" -- Attributed to Serenna the White, now-ascended Salubri
This Philosophy is the one which is associated with the Clan. Once the Salubri has attained Golconda she commits suicide by forcing
her Childe to Diablerise her. The reason for this seemingly strange behaviour is that the Salubri believes that while it would be
unforgivable to create new Progeny, it would be even worse to attain Golconda and then keep other beings from walking the more
difficult but infinitely more promising road to Golconda by being a Cainite. They Embrace only those they find most promising, as they
see the way of attaining Golconda as a Salubri as a fate which must be reserved for the greatest of spirits.
Those who hold this Philosophical point of view, believe themselves to be sinners who have been chosen to endure hell as a vampire,
to help them achieve Golconda and through that Ascension. They must perfect themselves in mind, body and soul before they can
achieve Golconda. They must live pure lives, in which they must overcome the ravenous thirst of the Beast by denying it any foothold.
Because they have taken upon them the sins of the world, they must lead lives of complete balance. They meditate intensely and focus
their mind completely on their task ahead. The followers of this Philosophy deny themselves pleasures and excesses of every kind,
believing such to upset the balance of their soul and endanger their walk towards the light of Golconda. For this reason, they may
seem very cold and removed from their surroundings, because they are constantly focusing upon maintaining balance.
Because of the belief the followers of this viewpoint hold, that they are the scapegoats of all Creation, they have been nicknamed
"Lambs" by the other Salubri, or "Scalers" because of their constant worrying about the balance of the scale of their souls. They refer
to themselves as "Ascensionites."
They also believe that they must help others toward achieving a State of Perfection, which they term the Ascension in accordance with
the Philosophy of the Tradition Mages. Like them, they believe that although the Salubri are already Enlightened, they will become less
than perfect if they do not attempt to guide their fellow beings unto the path to Golconda, a path which will eventually lead them to
Ascension, a state of unification between mind, body and soul. All followers of this Philosophy are pacifists who will defend
themselves by escaping their enemies. Violence is an indulgence in powerful negative emotions which will upset the scales of
balance, while surrendering to their enemies would be to cast themselves into a void of indifference, which would also upset the
scales and stop their own Ascension and hindering them in assisting others in attaining that blessed state of being. But they may
never force their beliefs upon others, only those who want to listen to their own inner voices should be offered help.

The Philosophy of Golconda


"It is Our responsibility to spread the Word of Golconda to all beings in Creation. We know that for one to step beyond the rage and
frustration in this world warped by powerful creatures, all must step beyond. We call it Golconda, the Tradition Mages call it Ascension
-- even the Ba'ali have a word for it, only it is "Living Hell," what we might term Descension. A Collective Higher State of
Consciousness is what we strive after. All must be guided unto the Path!" -- Khunshua the Redeemer
The Salubri who follow this Philosophy, have split into two fractions. Under one they are known as "Golcondanites", but are split into
the Redeemers and the Preachers.
They are all in even greater danger than the rest of their brethren, as the beliefs they preach are only a hairsbreadth away from the
Ascension Philosophy of the Tradition Mages. Therefore they are targeted for "correction" by various branches of the Technocracy
who usually believe them to be Celestial Chorus Mages. Of course, when (or if) they discover their mistake, the Salubri in question is
still going to be corrected as she is preaching Forbidden Words to the Sleepers, and disturbing the Reality of the Technocracy. Of
course, the agents dispatched to deal with the Salubri will usually have their hands full, as these Cainites believe in defending their
religion with Claw, Tooth and all the Power of Caine.
The "Redeemers", as the followers of the indoctrinating branch of the Philosophy have been nicknamed by the other Salubri, are very
militant and fanatically religious about their beliefs and have been known to attack those who oppose them. They believe that all the
sentient beings in this world must be brought unto the Path of Mercy, whether they want to or not. For these Salubri to attain Golconda,
they must first herd all of humanity unto the Path of Mercy -- willing or screaming and kicking -- it matters not. Sadly, many such Salubri
are behind the surge of Eastern religions which have flooded the Western world in the later years, recruiting followers among the
weaker souls and brainwashing them into fanatical acolytes.
It does seem rather strange that these Salubri are trying to force people into a state of harmony and serenity. However, this twist of the
Philosophy has been developing over the last 600-800 years and is followed mainly by the younger members of the Clan, some of the
Salubri Elders believe that some Order of Tradition Mages, most likely the Celestial Chorus, have been corrupting the minds of the
young and thereby gaining a very effective cover for their own activities. Other Elders argue that making Cainites run rampant with
religious fanaticism and thereby harming the Kine is unthinkable for the Celestial Chorus Mages. They speak of the Dark Ones, the
Mages who serve the daemons of the Netherworld, the foul Nephandi who rival even the Ancients in power. Proper allies for Shaitan
and his Progeny in their attempt to destroy both the Salubri and the world. The Elders do, however, agree that Mages of some sort are
most likely behind some of the mindframe behind this Philosophy as it is very close to the system of belief the Mages adhere to.
The original Philosophy, which is still followed by some of the Golcondanites, was based on Saulot's teachings of peace and harmony.
The Salubri who still follow that pattern of thought, are nicknamed "Preachers," or "Prophets." They believe that although it is very
important to spread the One Truth, it must be accepted by the individual, not forced upon it in an attempt to mass-indoctrinate. For if a
set of beliefs is forced upon the individual, it can never truly make the beliefs its own, and how can one achieve Golconda when living
oppressed by a forced truth? The Preachers agree with the Redeemers on the fact that all sentient beings must reach Golconda
before all can step on to the next level of consciousness. But they argue that the method the Redeemers have chosen, is as much a
rape of the mind and soul as the methods used by Ba'ali and Tremere Vampires.
As both groups believe in their own version of the One Truth with a fanatical zeal, it is hardly surprising that a state of almost-religious
war exists between them.
The Redeemers argue that the only way to open the minds of the Sleepers, is to force them unto the correct road. The state of affairs
have changed greatly since Saulot first preached his beliefs, and today (meaning the last 600-800 years) humanity has become so
stagnant in their way of thinking, that the gentle methods of the Preachers are a waste of time and energy -- rude awakening is the only
way!
The Preachers argue that if this is so, how can one explain the tremendous development which has taken place? They also refer to
their prophesies on a regular basis, yet another way to argue that they hold the One Truth. The Preachers have an overwhelming
majority of prophets in their ranks, whereas the other Philosophy followers have almost none. Saulot was a prophet, and it is only right
that those who follow the One Truth are gifted with the gifts he also had -- a mark of authenticity if one will.

The Philosophy of Purification


"There are those who say that Our Founder surrendered to the Foul Tremere because he believed it to be wrong to fight. That is not
even remotely close to the truth. Saulot, Our Father, chose to die because He was tired of existing in a world where all He ever saw
was corruption, evil and death. A world where His ideals were constantly soiled. A world where He was constantly betrayed. But We,
his Childer, have not yet despaired over this world and if We chose merely to wait for the kiss of the Tremere or Ba'ali, who would hold
high the flame of good? What right have We to die because We cannot stand the pain of Our eternal existence? What right have We
to leave this world to the Ba'ali, the Setites, the Tremere, the Wyrm-followers as a playground? What right, when the One Above has
reached out and offered Us a Path of Mercy? I say unto you, take up arms against Our foes! Move in the shadows like they do, fight
them with their own arsenal of weapons, but do not succumb to fighting Evil with Evil. Pit them against each other. Manipulate the
manipulators. Heal the wounds they cause on their victims. Lead the innocent towards Golconda. Destroy the Enemy if You can!" --
Nahstradia, Councilor of the Ages, The Swords of Saulot
This Philosophy is held by most of the Elders of the Clan, at least those who have not tired of this world, and gone into Torpor or
ventured out in search of enemies which they can drag screaming with them to the Abyss before they die the Final Death. Some of
these Elder Salubri have entered the Inconnu, where they pose as Elders of other Clans, working with the small hope that things will
change if more of the Elders of the Clans reach Golconda.
The rest have been battling the Forces of Evil ever since they were driven from the city of Shaitan in the lands of Kala-At-Shergat. They
have entered the shadows of their enemies in order to fight from the same position as them. They have chosen to manipulate their
enemies and pitting the world against them, just as their enemies have been doing unto them for millennia. They move in uttermost
secrecy, leaving no trail behind for their hunters and ever creating turmoil in the world of the Children of Seth and the Children of
Caine, enabling them to move in unseen and hurt their enemies from within. In many ways, they operate like undercover agents,
sometimes even assuming false identities for many years in order to make as much damage as possible.
The belief of Golconda held by the followers of this Philosophy differ from that of the two others. Mainly because they believe that only
the Innocent must be lead to Golconda. However, by innocent is not meant "pure from taint". The innocent are those who repent and
seek true forgiveness -- those who are willing to learn from their past are ready for Golconda. Those who are not willing to learn, but
continue to wallow in their crimes, deserve the Hell they get. The followers of this Philosophy also desire to save the other Salubri from
their foolish ways, but since they must always watch their step, this has proven to be an extremely difficult task.
These Salubri have decided that they must battle the enemy with lies, illusion and subterfuge, thus many walk a thin line between
Golconda and Beast. They have decided that they are willing to sacrifice their own serenity in the battle against their enemies and the
enemies of all Creation. If they lose their firm position on the Path of Mercy in destroying an Acolyte of Destruction, that is a small offer.
They believe firmly in their cause, and are almost impossible to stop once they set their sights on something. But they also know that
they must never lose the True Purpose, namely that of leading the innocent towards Golconda. The battle against Evil is merely a
means to secure the safety of the bodies and souls of the innocent, it is not an end in itself!
Sadly some of the Salubri forget this, getting so caught up in the battle that they do not care what happens if they can only manage to
destroy their enemy. In such cases, the Salubri have little choice but to remove the Cainite from the Shadow War -- hopefully only by
restraining him until he can see the errors of his ways, and find Golconda again.
These Salubri are rarely detected as Salubri by other Cainites, as they behave and think completely different from all other members
of their Clan. They will fight for their ideals and the ideals of Saulot until Final Death -- either that of their enemies, or their own. As
none of the other Salubri know of the existence of this Philosophy, they have no nickname. Under one they call themselves "Purifiers",
but have split into two groups: the "Flames" and the "Swords", and have banded into two sects named the "Flames of Serenity" and
the "Swords of Saulot." The sects operate in the Eastern and Western part of the world respectively, although they often chase their
enemies unto each other's territory. The sects are organised around a religious framework. Each sect is headed by a Highpriest (the
Eldest Salubri in the sect), who is advised by a Council of the Ages (composed of Salubri of various Generations), who passes down
orders to a body of Priests and Priestesses (usually Elders of the 5th through 7th Generations) who function as advisors and scholars
and who are above the Templars (the rest of the Salubri who does not wish to hold positions of leadership). The Highpriest(ess), the
Council of the Ages and the Priests(esses) compose the brain of the sects, and the Templars the fighting body. The sects are
however by more democratic than the Camarilla and the Sabbat, being based on the leadership of the most wise and knowledgeable
and drawing upon the power and knowledge of all Generations, thereby not giving all power to those who the closets to being
Firstborn, as is the case with both Camarilla and Sabbat.
The sects keep a close contact to all their members, as well as to each other. They have learned that their efforts can be completely
nullified if one hand does not know that the other is about to strike.
Given the religious thinking which permeates this Philosophy, it is hardly surprising that the most firm believers in it have True Faith.
Such Salubri come as a hideous shock for the Ba'ali who encounters one, believing an easy kill to be at hand. Especially the most
Ancient of the sects have this characteristic, and have often been mistaken for gods in the past.

The Shadow Wars


As Saulot entered Torpor, to escape a world in which he had seen only Evil, and Good overcome by Evil, the Blood of His Blood were
left to fend for themselves. A few of the Elders followed Saulot to safeguard him, some entered Torpor tired of this world and hoping to
awaken to better times, but most were left in a hostile world. The Philosophy of Ascension, the Philosophy of Golconda, and the
Philosophy of Purification (and the two sects based on that particular belief) developed very quickly, giving the lost Childer of Saulot a
focus which they gravely needed in a world filled with beings who desired only their destruction. Many of those who entered the
"Flames of Serenity" and the "Swords of Saulot" faked their own deaths, sometimes even masking as the Cainites who had
attempted to kill them, making the Ba'ali and the Clans believe that they had almost wiped the Salubri from the face of the Earth. This
is the Masquerade of these Salubri, which they call The Way of Shadows. Their enemies did not see farther into the shadows in which
they themselves did stand, they saw only the Salubri who followed the Philosophy of Ascension -- Cainites who had clearly gone as
mad as any Malkavian, and now followed a belief which would destroy them all sooner or later. They did not see the three eyes which
watched from the shadows and learned who the true enemy was. They did not see the Cainites in their midst who wore false names
and faces. But they felt the force of the sects when they lashed out from the shadows. Blows which made them run around like ants
who just had their nest destroyed, ants who screamed "The Nictuku", "The Secret Masters", "The Damned Blue-Bloods" and "The
Setites." But there were also those -- immortal and mortal alike -- who felt the gentle kiss of the Salubri, as it had once been given to
their Father by Gabriel, and found their way into the Light, who trod firmly on the Path of Golconda.
A few Salubri Elders chose more direct roles in the Jyhad, masking as Gods and Elders of other Clans, rather than manipulating
events from afar. As the practise of posing as Gods was widespread amongst all supernatural creatures, it is hard to tell who are
legends, who are Salubri and who are other Cainites, Mages or Daemons. The Salubri who posed as Gods were concentrated in
Sumer, India, Egypt, Greece, and Scandinavia.

Egypt
The Egyptian mythology have at least two Gods which have been positively identified as Salubri.
The Moon-god Khons from Theben, had several aspects, one of which depicted him as a man with a falcon's head crowned with the
new moon and the full moon. A fairly clear reference to the closed and opened third eye of the Salubri, and the head of the falcon also
tells of the clarity of vision which is attributed to many Salubri. Khons was invoked in matters of disease and healing, and was then
known as Khons Who Gives Advise.
His close association with the falcon and the moon draws a clear picture of a ancient Salubri named Xalmakhar the Wanderer, who
walked with Saulot when he returned to the lands of Kala-At-Shergat. That particular Cainite was said to be able to call upon the Moon
for help, supposedly causing the Sickness of the Moon (i.e. insanity) in his enemies. He was also said to be able to change himself
into a falcon and rip out the eyes of his enemies.
Selket was one of the four Goddesses who protected Osiris, and all the dead. Originally her name was Serket-Hetu which meant "the
one who lets the throats breathe", a name which identified her as a Goddess who protects all living. She was said to have an eye
which was both healing and lethal, therefore she was closely associated with scorpions and wore one on her head as a crown.
If she was able to kill with her eyes, that would make her another Salubri Ancient, namely Vistherathrica. She developed a special
Power of Obeah, which allowed her to reverse the healing effects of the Discipline when the gaze of the third eye was turned upon
someone completely corrupt and evil.

India
Several Salubri are believed to have involved themselves in the events which took place in pre-historic India, and several Gods and
Goddesses have characteristics which points towards Salubri powers. The area which was to become India and the surrounding
countries of Pakistan and Nepal, was long in an iron grip of terror and the suffering attracted the Salubri. Mysterious Cainites who all
descended from the Destroyer-Goddess Kali, ruled the area with terror and blood-letting on a scale which rivalled the deeds of
Shaitan in Kala-At-Shergat. The Salubri manipulated the Brujah, Tzimisce and Gangrels to attack the foul daemonic Cainites which
were known as the Children of Kali.
Such creatures as Vishnu and Hanumat are identical to powerful Tzimisce, who could create ever new forms for himself, and a
Gangrel Cainite who ruled the Giant Apes who lived in the area at that pre-historic time and he had a strength which was unrivalled.
The Salubri apparently took upon them guises of love, compassion and eroticism. In such forms they could more easily spread their
philosophy, as well as influence the other Cainites in the area.
The wife of Vishnu the Maintainer of the Universe, who was named Shri, a Goddess of Happiness and Fertility who could heal
damage done to man, beast and crops.
A Salubri named Lakshimithia had special powers over the plants of the earth, and is thought to have known a special Path of
Thaumaturgy which dealt with the growth of all plants and the development of new ones. Lakshimithia is also known to have been
active in Greece, where she was known as Demeter the Goddess of Fertility.
Parvati, the wife of Shiva the Destroyer in both his aspects as a fierce destroyer, a healer of souls and an amorist, is also thought to
be a Salubri. She influenced the different aspects of Shiva, and held in herself both aspects of compassion and hate.
This particular personality-blend existed in the Salubri Sathiumarkha, whom Cainite legends hold was the most passionate undead
ever, a being who knew only love and forgave those who did her wrong. When the Salubri was Blood Hunted and driven from the
Second City, that all changed. Sathiumarkha developed a dark side, which was hate and destruction incarnate -- a dark side she was
able to transfer to others by means of altering their minds and souls. But she also had a side which was love, compassion and desire,
the very nature of the Salubri made flesh. Sathiumarkha invoked these sides in her husband (who is believed to have been a Brujah
who was driven mad with grief when the First City was destroyed in the Great Deluge), and made him a God both feared and
respected.

Sumer
From Ancient Sumer, only one Salubri is known to have played a part as a Goddess. This was some time before the fall of the Second
City, and thus at least one Salubri have played a part in the beginning War of the Ages, well before Saulot and his Childer were driven
from the city in Kala-At-Shergat.
Inanna was the Supreme Goddess of Sexual Love and Fertility. She was also said to hold power over life and death, capable of
restoring the pure and the innocent back to life, which strongly hints at her real identity. She ventured into the Underworld where she
attempted to dethrone Ereshkigal, the Goddess of Death. She was, however, defeated, killed and nailed to a wall fashioned from
bones and the souls of rebellious humans. Her vizier Ninshubur divined a catastrophe, and created two mighty companions of clay
who accompanied him into the Underworld in a daring attempt to rescue Inanna. Here the vizier and the clay people resurrected
Inanna, tricked Ereshkigal and her minions into taking an evil man named Dumuniz in Inanna's place and returned with her to the world
again.
The Salubri Methuselah Nahstradia, constantly battled a daemonic entity named Ereshkigal, and was known to have converted many
Evil Men with her special abilities. She was rumored to have mastered a special Obeah Power, which allowed her to resurrect those
pure and innocent people who had been wrongly killed -- either by accident or by evil deed. Nahstradia was a very sensuous woman
who richly deserved her aspect as the Supreme Goddess of Sexual Love, and was supposedly able to seduce both men and women -
- mortal and immortal alike -- with but a glance.
It is uncertain exactly who the Ereshkigal she battled was, as several options present themselves when guessing at her identity, as she
had the powers of several legendary creatures. The most likely explanation is that Ereshkigal is fact a "compound entity" -- meaning
several beings who possess similar abilities and personality traits, are crystallised into a single being. The two most prominent (an
likely) beings are Eresharr and Kish'ghal'rss.
A daemonic Cainite named Eresharr haunted Sumer, and constantly threatened the safety of the Sumerian cities. She was
supposedly able to call upon the Fire of the Underworld, make the sky black with flying Daemons and turn the rivers into blood.
Whether this Cainite was a Ba'ali, or just one of the many undead who bartered with Daemons in those Days Before Time, is not
known.
However, another creature named Kish'ghal'rss displayed much the same abilities, but was said to rule her own private Domain in the
Underworld, from whence she could send forth legions of Daemons and other minions. Kish'ghal'rss was not, however, one of the
Damned. The few intact references to her, which have been found on ancient clay tablets, have words describing her which can be
interpreted as Awakened or Enlightened. This, of course, suggests that Kish'ghal'rss may have been a Mage, quite possibly a
Nephandi.
In Nahstradia's most famous strike against her daemonic adversary(ies), she ventured into her foe's Domain in the Netherworld, and
attempted to reverse her Evil nature. She failed, and after she had been defeated in battle, she was staked and hung on a wall in her
enemy's throne room where Ereshkigal could gloat over her foolish opponent. Nahstradia had foreseen this event, and had asked her
closest friend how to rescue her. Ninshubur was himself of prominent magickal power, and created two powerful clay entities to help
him on his dangerous mission. He also staked and abducted an evil Brujah named Dumuniz, whom he brought along with him --
knowing very well that Ereshkigal would not be happy when she discovered that her favorite decoration had vanished.
The powers displayed by the clay people are very violent and seemingly more like a force of nature, than a work of magick. Most likely
the clay people are references to the Paradox Spirit Terra Firma, who manifests as a huge golem-like creature made from earth.
Since both Ninshubur and Ereshkigal have natures and powers which point at possible Mages, a Paradox Spirit is very likely to
appear at some point, when incredible powerful creatures battle.
Ninshubur did manage to enter Ereshkigal's throne room, where he removed the stake from Nahstradia's chest, reworked the physical
appearance of Dumuniz and hung him in her place. Thereupon the Methuselah and the Sorcerer escaped from Domain of Ereshkigal,
who was said to have crushed entire legions of Daemons in a furious rage when she discovered that she had been cheated.
Nahstradia is also known to have operated in India, and also in the Middle Eastern area where she had at least some part in the
downfall of the Ba'ali Diabolo, who was responsible for the crucifixion and death of Jesus Christ.

Greece
In Greece two Salubri are known to have been active. One posed as Demeter the Goddess of Fertility (see India: Lakshimithia), and
the other Athenae the Goddess of Wisdom.
Demeter was both the Goddess of the Corn, but was also known as Mother Earth, as she was a Goddess of the fertility of both the
earth and the women. She was capable of creating abundance and famine, barrenness and fertility. Demeter was identical to the
Salubri Lakshimithia.
Athenae was one of the most powerful Goddesses in the Greek pantheon, and in her aspect as the Goddess of Wisdom she was
worshipped all over Greece. Her wisdom and ability to see with clarity where others could not was legendary, as was her wily
intelligence. She was reknown for sending military advice in the dreams of the great warlords, advice which would lead to a glorious,
but bloodless, victory. Athenae was beautiful as the dawning day, but she remained the Virgin Goddess. This may have more to do
with the standards of patriarchal society in which she was Goddess -- sharp, intelligent women were seen as a threat to the potence
and power of the men -- and thus Athenae remained forever the inapproachable.
Athauzanna was one of the most (if not the most) intelligent and wise Salubri who has ever existed, and her wisdom and intelligence
rivalled even that of Saulot. She hated violence and war, and constantly intervened with her wisdom to settle things peacefully.
Athauzanna was a gentle creature who desired only peace, and she was loved dearly by her Brothers and Sisters. The Ba'ali hated
her with a venom because of her ability to settle wars and struggles peacefully, and were constantly trying to kill her. She disappeared
some 1500 years B.C. and since she was never again heard from, the Ba'ali are thought to have succeeded with their foul schemes.
All Salubri wept blood for her, and the world is a much colder place without her presence.

Scandinavia
The Salubri even came as far away from their original tropical homelands, as Scandinavia. A single member of the Clan sneaked her
way into the otherwise warlike and savage religion of the Vikings. Here, as in all the religions in which the Salubri have played a part, it
is a Goddess of Fertility.
Freya was the Goddess of Fertility, Love and also associated with the more dark Prophetic Magick, which is not entirely in keeping
with her aspect as one of the Goddesses of Light. The cult which surrounded Freya had two sides, one was as the one who brings
fertility to the land, the seas and the mortals, guards marriage and protects young lovers, and the other associating her with
unrestrained sexuality and dark magick. In keeping with this special aspect, it seems appropriate that she had two giant black cats
pulling her cart. Perhaps this is why the black cat has been so widely associated with the familiars of witches. The magick which Freya
wielded was mostly rituals which revolved around predicting the future, but she was also capable of summoning forth terrible creatures
who would hunt those who betrayed their love, and laying terrible curses upon those who angered her. But as well as having this darker
aspect, Freya was also a compassionate and passionate being. She cried tears of gold when she saw the cruelty of the world, yet she
also gained the souls of those who died because of love. Legends state that she took many mortal warlords as her lovers, sometimes
solidifying their reign until the point of their death, sometimes pitting them against each other but always bidding them welcome to
Valhalla. Being a Goddess of Love, Freya combines both sides of love and passion. The good feelings associated with infatuation,
mature relationships and solid marriages, feelings which makes those who have them more human. And the dark feelings associated
with unfulfilled love, unrestrained desire and hate, feelings which strengthen the evil in all creatures and feeds Those Who Wait.
A Salubri named Gefion was a priestess before she was Embraced, and she believed in love and hate as the prime forces of the
universe. As much as she worshipped love, she also claimed that love without hate was an unbalanced thing which could only lead to
corruption -- without its counterpart, the other feeling could not exist. Therefore she embraced both love and hate, making her a very
powerful being, as she fought her enemies with pure emotions and understood the hearts of mortals and immortals like no other.
Gefion was a very capable sorcerers, and inducing both love and hate, she also had the ability of shapeshifting and could change into
any type of bird if she so desired.

The battle which the members of the Flames of Serenity and the Swords of Saulot fought, was not restrained to the activities of those
who posed as Gods. The Divine Salubri (as these Ancients have been nicknamed) are merely the most visible members of sects
enshrouded in mystery and shadows. What exactly the Salubri (meaning those following the Philosophy of Purification) have been
responsible for, is very hard to discern -- especially since they are not very visible, and leave no record behind for other Cainites to
find. They battled both the Setites, the Ba'ali and numerous Cainites from all the Clans, mortals, Nephandi and Lupus Garou -- all who
came to close to the edge of the Abyss and became champions of Darkness and Evil. But if they have fought evil and corruption since
the Dawn of Time, why is the world still going to hell? One might ask such a question, and the answer lies in the very nature of the
Cainites and humanity: Power corrupts! The Cainites who have held absolute power for millennia know nothing else and would rather
lose their immortal soul than give away an ounce of power. They manipulate and corrupt as do humans, but since the vampire is the
last link in the food-chain and the predator of all other species, they have taken the power-games and corruption to new depths. As
time gnaws away at the soul of the Cainites, so does noble purpose tarnish and pure thought muddle up and far too many Elders have
but a thin shell of humanity covering their Beast. The Elders effect both their Progeny and the Kine, who in turn work back on the
Elders. Thus the corrupt Elders extend their corrupting hand against the world to wield their influence, but as their power corrupts the
hearts and societies of men, so does the world corrupt them back. This evil cycle has been going for centuries, and the Salubri is but a
faint flame in the great darkness which envelops the World of Darkness. They fight unfathomably Dark Powers. However, even if their
fight is a seemingly doomed one, what would happen if they did not fight it?
But the Childer of Saulot does not stand alone as the Champions of Light; the Mummies, the Children of Osiris, the Tradition Mages,
those Garou who have not lost sight of their real fight in intra-tribal warfare, and unfortunately very few of the Cainites, stand at their
side. Sometimes by chance, and sometimes as knowing allies. The Champions of Light are few of number, but strong of will and
determination. That is a very small comfort for those who stand in the front of the battle, and knows the true number and nature of the
enemy.
The Purification Sects maintains lines of communication to the Mummies and the Children of Osiris, as these two groups hold dear
many of the Salubri's own ideals. Both groups fight the Followers of Set relentlessly, and it is a well-known fact to the Salubri, that Evil
attracts Evil. The Ba'ali are often to be found around places of suffering and corruption, and are as drawn to such places and emotions
as are the Setites, and vice versa. When one begins to turn the rocks, all the slimy insects will eventually crawl out, and there are so
many sorts of insects! When the fighting starts, the Salubri will hasten to the scene, often to participate -- but they also believe in
observing, and often they remain in an abandoned area of battle to see who comes out when the storm settles; very often the powerful
beings let their minions fight their dirty battles, and only come out when they believe that all is safe.

Disaster Strikes
Although the Salubri lived a pressed existence up through the ages, nothing shook the Clan as the disaster which happened during the
Middle Ages. Tremere and his Council of Seven had all become Vampires in the year A.D. 1022, when the Magus Goratrix finally
discovered the secret of immortality for which his Master Tremere had searching for. He had a special potion destilled from the blood
of two Tzimisce vampires, and after a lengthy ritual, both Tremere and the Council of Seven imbibed the potion. They became
immortal, but lost their Avatars. They had to begin harnessing power all over again. So, while faithful servants spread the Curse of
Caine throughout House Tremere, Tremere himself searched for clues to the immense power he had learned the Cainite Elders
possessed. He finally discovered the Secret of the Antediluvians, and how he could come to possess their god-like powers through
Diablerie. After almost a century of searching by both mundane and magickal methods, Tremere had located the Havens of several
Antediluvians, but he chose Saulot to be his victim, as he was seemingly the one who was least guarded. In A.D. 1133, Tremere and
the Council of Seven fought their way into Saulot's tomb, where Tremere sank his teeth into throat of the Salubri Father. Supposedly,
Saulot put up very little resistance, and quickly died, leaving Tremere with all the power of his immortal blood.
The reason for this, has long been a point of fierce arguments amongst the Salubri. While most agree that Saulot had tired of this
world, few can see why he would want to leave as power mad a person like Tremere with his power. Why would a being who
personified Light and the Good, not resist an attempt by an evil being to steal his power?
The Ascensionites say that Saulot showed all his Childer the One Way by his supreme sacrifice. They believe that Saulot did not resist
on purpose. He had seen how divided his Childer had become, and knew that they were disturbing the Karmic Wheel (read: the
Golcondanites) by refusing to move on to the next Plane of existence. Saulot showed that his Childer should sacrifice themselves
through Diablerie; in this way they could pass on their Vitae and beliefs to even the most corrupt, and give them a chance to uphold the
Balance.
The Golcondanites are split into an argument between the Preachers and the Redeemers (surprisingly enough).
The Preachers say that Saulot sacrificed himself in the way he did, because he wanted to show that you can never force Golconda
upon anyone. If this is practised, they will only seek you out to kill you for taking their freedom of mind away.
The Redeemers say that Saulot chose to sacrifice himself to show what happens if all creatures are left to their own devices. If they
are carefully guided along the stony path to Golconda, they will attempt to murder their saviors for simple reasons of greed for the
power the Enlightened hold.
The Purifiers believe that all three groups are wrong. Saulot was tired of this world, and allowed Tremere to drain him, where he could
have smashed him like a bug. But they also believe that Saulot had a plan. They argue that he was the first to reach the blessed state
of Golconda, and since he reached this state of being before returning to the Second City, he must have had the most powerful and
balanced soul ever. While he was in Torpor, his soul must have travelled the universe and the spheres _ finally Saulot could free it from
the burden of his immortal body. The Salubri are more intimate with the dire consequences of Diablerie than most other Cainites,
since they have been Blood Hunted since the beginning of recorded history. Their scholars were among the first to discover that the
Diabolist actually drank the soul of his victim. The argument of the Purifiers continue along that line. They say, that while the common
Neonate is stronger in body and mind than most mortals, his is but a child when compared with his Elders, who again are as infants
when compared with the Methuselahs and finally there are the Antediluvians, who surpass all others in strength of body and mind.
Where the soul of an Antediluvian must be like a bonfire against a flickering candle-light when compared with that of a Neonate,
Saulot's soul must have shone as a star in the darkness when compared with the other Antediluvians.
Therefore, the Purifiers argue, Tremere could not possibly have crushed Saulot's soul as do Diabolists normally. While he may have
been a powerful Magus, he had lost that power when he became a vampire, and as such he could not have subdued the power of
Saulot's eternal soul. In absorbing the essence of the most serene creature in existence, Tremere must have doomed his own
essence to certain oblivion. Given time, the light of Saulot would burn away the darkness in Tremere's soul, and possibly even give
Saulot a chance of rebirth. The Purifiers of course rejoice when they hear rumors that a third eye had opened in the forehead of the
sleeping Tremere.
But the hope of Saulot's return is of little comfort, in a world which just seem to grow more and more corrupt, and where Death is
beginning to fold his shroud around the planet to reap the price he always gets. But the Purifiers also know that if they despair, the
Ba'ali will have won, there will be no one left on the barricades to ward off the Legions of Evil from an unsuspecting humanity, and a
steadily more ignorant population of supernatural creatures. It has become easier for the Salubri to move in the shadows of their
enemies, for they cast much longer and darker shadows now, and more and more chose to cast a shadow on their surroundings,
rather than illuminate them with their inner light.

The Past, Present and Future Remembered


To remind them of their own history and the forces which they are fighting, the Salubri scholars of the Purifiers haven taken to write and
collect the Scrolls of Salubri. The Scrolls are relics amongst the Salubri, and have the same importance to them as the Holy Bible has
to Catholics. The exact number of scrolls said to exist varies, and apparently no one are exactly sure of it. What they contain is another
thing entirely. The first 8 scrolls (known as the Eight Scrolls) are written by Saulot himself, and contain the most important of his
teachings and the most clear of his prophesies. According to Salubri legends, Saulot wrote the scrolls before returning to the world of
the Cainites, in the time where he had only just achieved Golconda. Due to their age and ancient style, transcripts of the scrolls have
sometimes been mistaken for lost fragments of the Book of Nod. In fact, vast parts of the Chronicle of Secrets are rewritten
prophesies taken from the Eight Scrolls. However, since Cainite history always seems to be muddled up with facts, lies and fantasies
it is hard to tell if Saulot has had vast influence on that part of the Book of Nod, or if the passages in the Book of Nod may have
influenced his prophesies, or if both have been influenced by something altogether different.
The Scrolls are part prophesy, part poetic recount of the Salubri history and part a philosophical tapestry woven from thoughts
regarding the nature of the Salubri, the potential of humanity and the actions of their enemies. Although the number of scrolls vary, the
Scrolls of Salubri are parted into four Books: The Book of Wisdom, which contains the teachings of Saulot and are entirely written by
the Founder; The Book of Nights Foretold, containing the prophesies of Saulot, and those of his Progeny; The Book of Nights Not
Forgotten, a huge work of poetry retracing the steps of the Salubri of each of the Three Philosophies (only the history of the
Ascensionites have ever reached the world outside the two Purifier sects); and finally The Book of Thoughts, which is a not easily-
accessible work of philosophy, which thoroughly dissects the world in which the Salubri exist -- both past and present.
Although transcripts are made from the original Scrolls, which are held by the Purifier sects, it is difficult to be certain what is the
original script, and what has been added by other Salubri. The Children of Saulot constantly add material to their holy scrolls, making
them more and more detailed, and thus closer and closer to the "Truth of Saulot". This is when the Salubri have finally learned all
Saulot's lessons, and their third eye opens to see all the worlds at once for the first time. The Purifiers believe that once they achieve
Golconda, they will be able to perceive the world as did Saulot. Until that happens, their vision is clouded by their weaknesses, and
their vain faith in their own strength. But only some of the Scrolls are made available for transcripts, and some of them have never
been looked upon with eyes which have not seen the fires of the city of Kala-At-Shergat. The Salubri fully realise,=7F that should all the
Scrolls and their contents be known, the bloodhounds of the Ba'ali and Tremere would soon be at their doors. Thus many Scrolls are
kept in secret halls in the two Grand Temples of the Purifiers, and are only available for the eyes of the most wise and ancient of the
Salubri.

The Salubri of the Current Day


Philosophy: The Salubri all belong to one of the Three Philosophies -- the Philosophy of Ascension, the Philosophy and the
Philosophy of Purification -- which point out the general guidelines of thought and action for the Salubri who follows them. They are
loosely organised, as they are philosophies more than they are the strict rules of the Paths. Although the Salubri have Humanity as
most Camarilla Cainites, their ascension and descension are, however, determined much more through the reflection they cast in their
Philosophy, than it is by the loose guidelines on the Humanity Chart.
Goals: This depends also on the followed Philosophy; the Ascensionites desires to perfect their mind and spirit, and then handing
down the chance of Golconda by killing themselves; the Golcondanites are divided into two camps, one (Redeemers) who wants to
force humanity unto the Path of Golconda with methods which would make the Technocracy proud, and the other (the Preachers)
believe that the individual must accept Golconda as a thought of its own, or all is in vain. The two camps only agree upon "the Truth",
that all sentient beings have to reach Golconda before anyone can truly ascend to a higher state of consciousness; and the Purifiers
wants to rid the world of all Evil, beginning with the Ba'ali and the Tremere, as well as leading the innocent towards Golconda.
Some Salubri tire of their fellow Philosophy-followers, the constant struggle for Golconda and of the world in general. They enter
Torpor like their Founder, and hope to awaken to a better world.
Nicknames: Cyclops (although the Tremere opts for "Souleaters")
Appearance: The members of this Clan come from a wide variety of gender, race and age, although the Preachers and the Purifiers
seem to prefer people from the Asian continent and the Middle-East.
Once the chosen Kine has been Embraced, however, they begin to develop the Clan's third eye. While the eye is not always
noticeable (when it is closed, only an eyeslit, which appears to be a small scar, can be seen), the third eye is extremely prominent
when in use.
Haven: The Ascensionites prefer to have their Havens far away from other Cainites and Kine, while they often have a Coven of loyal
followers both protecting them and providing them with the blood they crave.
The Golcondanites are also split when it comes to choice of Haven; the Redeemers prefer to live in the cities where they can gather
The Golcondanites are also split when it comes to choice of Haven; the Redeemers prefer to live in the cities where they can gather
large cults around them and spread the Truth to as many as possible; while the Preachers prefer to wander the earth and spread the
Word, rarely staying in one place for long at a time.
The Purifiers exist in secrecy, sometimes having alternate identities as Cainites from other Clans and thus living in full visibility among
their enemies, sometimes living in secret places under the city, or in great mansions on the outskirts of a city, where they can exist
without compromising their Way of Shadows.
Background: The Salubri grant the Embrace according to the Philosophy they follow.
Character Generation: Salubri can have any concept, but very few have criminal concepts, and only those following the Philosophy of
Purification come from a soldier background.
Many have Caregiver Nature, but Fanatic is also common amongst the Golcondanites, as is Penitent amongst the Ascensionites.
Demeanors vary, but Purifiers tend to chose whichever fit the best with their current activities.
Mental Attributes and Mental Abilities are usually primary, this is not always the case, especially with the Golcondanites and the
Purifiers.
Those who choose to follow the Philosophy of Ascension, must take five dots in the Generation Background to represent their Sire's
sacrifice for them. The Purifiers also tend to be of a lower Generation than other Salubri, and never higher than 10! Many also have
Herds of faithful followers to negate the Salubri problem with feeding (see Weakness)
Clan Disciplines: Auspex, Fortitude, Obeah
Weaknesses: Whenever one of the Salubri takes blood from someone who resists the Kiss, the Salubri loses one Health Level for
every Blood Point taken. This damage must be healed normally (with blood). The Vampire must know the target is not resisting and is
at peace in order to avoid the damage. Therefore, many members of the Clan are either Casanovas or Sandmen.
Additionally, the character must continually strive towards the form of Golconda his Philosophy demands; any straying from this path
will lead to dire consequences (like the inability to regain Willpower and the loss of certain Powers).
Organisation: There are varying levels of organisation to this Clan; the Ascensionites have little contact with both each other, and the
other Salubri, but will do anything within their power to help other Ascensionites; the Redeemers have more regular contact, although
they exist in separate units. They are, however, always ready to fight those who will stop them in their spreading of the Truth; the
Preachers have no contact with each other besides the occasional encounter on the road, but are also ready to fight like rabid Brujahs
if they, or their beliefs, are threatened; the Purifiers are in constant contact with each other, through the two sects, and are always
aware of the presence of other Salubri in the area where they operate. Each country is parted into a number of cells, which each has a
body of Salubri attached to it. The cell is usually headed formally by a Priest or Priestess, who act as coordinators for the other Salubri
in the cell. Each Salubri in the cell oversees a specific area, and reports back to the Priest(ess) about the status of ongoing
operations, new Cainites or other supernatural beings and of passing Salubri. The Priest(ess) then reports back to the Grand Temple,
and the Council of the Ages. The cells are usually autonomous and only rarely will the Council of the Ages interfere with their activities.
Only if the intelligence gathered from that area suggests unseen powers (such as Ba'ali), or a need for reinforcements will the Council
act -- or if assistance is specifically requested by a cell.
The Grand Temple of the Flames of Serenity, lies on the Koh-i-baba Mountain in North Afghanistan, where it is protected by powerful
sorcery, a very forbidding and harsh terrain, and the constant warfare between the Afghan tribes. Who would desire to travel across a
desolated desert of destruction where danger and potential Final Death lurks everywhere, when relative safety can be ensured merely
by diverting a few hundred miles from one's course?
From that stormy mountain, Highpriest Parsadevetha has been overseeing the battle against the Dark for the past 1200 years. Ever
since, Sathiumarkha tired of the throne and abdicated to search for new knowledge and the vitality she was feeling she lacked.
The Grand Temple of the Swords of Saulot is situated deep within Gannet Peak, in the Rocky Mountains. A labyrinthine system of
tunnels, dead ends and traps protects the city of Highpriestess Xachliocoata, who has ruled wisely from her stony throne within the
cold mountain for more than three millennia.
She was a great Sorcerer-Priestess in the Olmec kingdoms, who regretted the bloody deeds she had committed to keep her power.
Xachliocoata met Xalmakhar the Wanderer when her despair was greatest, and after the two had spend many nights in deep
conversations, Xachliocoata joined the ranks of the Salubri.
Gaining Clan Prestige: Common for all the Salubri, is the way in which they award Prestige. The closer one is to achieving
Golconda, the more Prestige is awarded. But since the Salubri does not generally spend all that much time together, Prestige rarely
becomes relevant -- especially since they treat each other with respect regardless of Age and Generation.
The concept of Prestige has very little meaning to the Ascensionites, as they kill themselves upon achieving Golconda.
The Golcondanites also (both fractions) award Prestige for the souls which have been shown the light, also for how long they are along
the Path of Mercy.
Although the Purifiers place great value in Golconda, they consider it more important to guide the innocent and destroy the Evil Ones.
The Salubri who are regarded as having the most Prestige, are those who have fought long and hard in the Shadow War, and still
managed to keep their balance of mind and soul. Although the sects have their hierarchic structure, this is more for the purpose of
fighting an effective war, than it is to enforce bonds of Prestige upon the Clan.
Quote: "Nothing can be considered more important than the freedom of souls. Not just your soul and mine, but the souls of everyone
on Earth. Thus we should consider our trials and tribulations a gift, for such freedom is impossible without overcoming adversity"

Stereotypes
The Camarilla: These pitiful pawns of the Tremere and our ancient enemies the Ba'ali, are too caught up in their ballet of power to
realise the damage they are doing to the world and themselves. They want to rule as the evil vampire lords of human legends, but has
given no thought to what that really means.
"Zhese eaters of souls were kicked out of Kindred society und Blood Hunted a long time ago -- and for good reasons too! Dey preach
freedom of ze mind, suck out ze souls of ze fools who believe zeir words, and then zey play games with ze souls which macht Satan
look like an amateur. Zey do not deserve ze Vitae of Caine which runs through their bodies -- it will all be claimed for the greatness of
mein Clan und House!" -- Doktor Roffmann, Regent of the New York City Chantry
The Sabbat: This sect is so infected with the ideas and presence of the Ba'ali that it might as well be named "The Ba'ali" instead.
They are so openly a manifestation of all that is Evil and bestial, that it is obvious they no longer have any souls which we might lead
unto the Path of Mercy. They damn the world around them, and in that they damn their own immortal souls right into the waiting hands
of the Ba'ali and their Masters!
"Salubri? I thought they were all extinguished. Oh well, of course the Clans could not do that right either. Very likely they are in league
with Daemons or perhaps even Angels, which in my opinion would make them even more dangerous. The Daemons wants only to
claim our souls for their petty rivalry for power in their Infernal Domains, whereas the Angels want to cleanse our souls of their
impurities. If the Camarilla cannot overcome snuffing out a few suicidal healer-freaks, then maybe the Sabbat should begin to take
careful aim. I would just love to suck one of them dry for their Vitae -- innocent Vitae is the champagne of the Damned. And I would
have something to converse with my associate Ghramallz'y'shqq. What? Oh, he is merely a friend from another sphere of existence.
Perhaps you have heard of it? It is called Hell..." -- Odin Guth, Renegade Tremere Infernal Diabolist
The Inconnu: Many of these Elders are old enough to have been told by their Sires, of the "crimes"' we committed -- some may even
have been there. Most of them know the truth, what really happened and are willing to help us. A few are, however, still blinded by the
hate of Times Long Forgotten. Those of us who pose as Clan Elders of other Clans, report that many are so obsessed with finding the
Road of Mercy, that they are blind to the Path before them. Sadly, some of the most wise and powerful Cainites on this earth, are also
the most blind.
"We kept an eye on the Tremere when it first began and know what crime its Founder committed. Our sorrow is that we did not act
then. We should have stepped out of our role as observers, and crushed the Clan Diablerie before it had the chance to consolidate
itself. No wonder even the most enlightened of us cannot find Golconda -- the guilt weighs down upon our efforts. We can only act and
protect the few remaining Childer of my friend Saulot, and lament the death of the purest of all our kind!" -- Mahatma, Monitor of
Istanbul
The Ba'ali: They have placed themselves forever beyond the grace of God, and rejected the Path which Gabriel showed us. They are
utterly Evil, and embodies all that is foul and wrong in Cainite society. They cannot be healed, for they have passed their souls into the
greedy hands of their Infernal Masters. Destroy them at any chance!
"We hurt them bad in Kala-At-Shergat, and their sanity has been bleeding from their souls ever since. They have become a gathering
of suicidal preachers who believe they can heal the world by dying. But I am glad the Tremere did not kill them all, the remaining few
will be a suitable sacrificial tribute to the Ba'ali Elders when they awake, and release the fires of the Inferno on this ripe and waiting
world!" -- Diabolo, Ba'ali Methuselah

The Powers of the Healers


The Salubri are not completely powerless in their struggle against the Dark Forces of the world. They wield the Sword of Mercy and
Healing -- not a weapon to scoff. They are the masters of the soul and the mind, and new possibilities open to those who achieve
complete serenity.

Disciplines and Golconda


As the Vitae of Saulot the Healer runs in the veins of the Salubri, the Path of Golconda is almost a birthright to them. By no means is
this achieved automatically, but the Salubri seems to have an innate understanding of how to reach this state of tranquility, which
eludes so many Cainites. The Elders of the Clan have left behind clues of Golconda for millennia, and to the Salubri who understands
their language, their way of thinking and who can discover where the clues are, this is almost like a marked path which they have but to
follow.
A Salubri who reaches Golconda, is of course freed from the ravages of the Beast, and she is never again prone to the dangers of
Frenzy and Rotschrek for as long as she remains in Golconda. By accepting herself, she unites both the Man and the Beast, as she
recognises them as inseparable and equally a part of her. Total serenity is achieved, and the Salubri finally knows freedom from the
eternal blood-thirst, and the overpowering self-pity.
Furthermore, she does no longer need blood as often as does other Cainites, and loses only a single Blood Point per week, rather
than one per day. The Salubri will also be able to push aside and ignore the need for more potent blood when they reach the age
where many Cainites spiral into a madness of Diablerie.
Because the Salubri is in complete balance, she is open to the Disciplines in a way no non-Salubri can ever fathom. The body, mind,
and soul sing in harmony and the serenity of Golconda allows the Salubri to ascend the normal limitations for learning new Powers. A
Salubri in Golconda needs not lower her Generation in order to learn Discipline Powers higher than five, she can learn them merely by
expending experience points.

New Knowledge Trait


Saulot's Words
This knowledge is the secret language of the Salubri, which their most ancient records are written in, as well as anything which is
judged too vital to allow those outside the Clan to see. The sects have special variations of this language which only members of the
sect speaks, and the most ancient of the Elders speak a version which has not been spoken in the world since Saulot entered Torpor.
Since the language is a mixture of Saulot's native Sumerian Tongue and of those which he learned while wandering in the East after
he achieved Golconda, it has no simple logic to it, and is impossible to decipher by one does not speak it. The letters used in Saulot's
Words are archaic signs, and can easily be hidden among the graffiti found in cities all over the world.
Since the language is very complex due to its composition of many varied languages, compound grammar and ancient structure,
Saulot's Words is very difficult to master. Thus a Salubri cannot chose a speciality before attaining four or more dots in the
Knowledge.
Student: You know the basics of the language, and can read and understand simple words.
College: You can read some of the Scrolls of Salubri, although mostly those written by young members of the Clan.
Masters: You can speak the language and writing in it.
Doctorate: You are capable of reading all the Scrolls of Salubri, except for the Eight.
Scholar: You could participate in a conversation with the Ancients.
Specialities: Flames of Serenity, Swords of Saulot, Tongue of the Ancients, Personal Variant

New Obeah Powers


****** Gaze of Vistherathrica: This Power allows the Salubri reverse the normally healing properties of the Discipline, by reversing
the negative energies in a completely corrupt and evil person, and turning them inward against the person. This can prove very
harming to acolytes of Evil, as they are not used to the harm they inflict upon others.
However, if the gaze is turned upon someone who is pure and the exact opposite of the evil-doer, the gaze will revive the strength of
the individual's mind, and give a sense of peace and balance.
System: The gaze has an effective range of 20 yards. When the Power is used the third eye will be very visible, and will direct a pure
white beam of light at the target, which will make the Salubri very visible. If the target is indeed an Evil and corrupt person, the Salubri
and her target make resisted rolls against Willpower (with a difficulty of the other person's Humanity). The number of dice which
exceeds the other person's successes will equal a lost Health Level per additional success. Thus, if the Salubri loses, she will be
harmed herself, as her target has managed to repel her attack and thereby turning the destructive energies towards the Salubri.
Example: Nahstradia has sneaked into the secret temple of the Setite Archcorrupter Harruman, and while an elite detachment of
Templars fight off Harruman's mortal servants and Progeny, Nahstradia concentrate on the Ancient Setite. She opens her third eye,
and a searing white light beams from it and hits Harruman.
[Nahstradia has a Humanity of 9 and 8 dice in her Willpower Pool. Harruman on the other hand, is an experienced corrupter and has
Path of Typhon 8 and a Willpower Pool of 8. So the two Cainites are almost equal on this point.
Nahstradia rolls 2, 4, 7, 9, 8, 10, 8, 5 -- she has four successes.
Harruman rolls 6, 9, 8, 7, 10, 4, 8, 9 -- he has three successes.]
Harruman screams in agony as his own Evil is turned inwards, but he begins to focus his mind on using the Serpentis Corruption
Power, and quickly heals the one lost Health Level.
If the gaze is turned upon someone who is completely good, the target immediately has her Willpower Pool replenished, and receives
2 dice to all dice pools for a number of hours equal to the Salubri's Humanity, as a feeling of complete balance spreads throughout her
entire being. Note, however, that this can only be done once per story.
******* Lord of Serenity: This Power allows the Salubri to spread her peace of mind to an area around her. As well as healing the
psyche of the inhabitants of the area, the Salubri can also feed of the positive emotions which will be concentrated in the area -- thus
removing her farther from the need for blood. While the Salubri is transforming the emotional energies in an area of her choice, she
can of course use her other Disciplines and personal abilities to increase the effect. She must also invest some of her own power in
the area, thereby grooming it to feed her.
But only when the chosen area has been completely cleansed and healed of its emotional wounds (memories of serial killers,
knowledge of corruption, etc.) can the Salubri begin to feed off the positive energies, instead of feeding the area. However, once an
area has been completely converted, she may begin to reach out to a wider area, while still receiving power from the already existing
"Heaven", as such cleansed areas are called. Thereby, the Salubri can increase her power on a continuous basis, and use it to
improve the state of a larger and larger area.
The few Salubri who possess this Power, usually employ it to cleanse an area which has been heavily infested with Ba'ali, Setites and
similar beings (most likely after the Salubri have won a battle in the Shadow War) -- or to flush them out. Just imagine the suffering a
completely evil and corrupt Ba'ali would feel, if the area in which he operates is suddenly permeated with serenity and positive energy.
System: The Salubri chooses an area which she wants to cleans, and free from its shroud of depression, corruption and evil. For the
Power to have a payback worth the effort, this is usually a 5-square-mile area. An area smaller than that may not contain the necessary
number of souls. The healing of the area is done in any number of ways: the downfall of local gang leaders, removal of corrupt city
officials, ensuring that public means are diverted into the area to give it a face-lift, arranging for new shelters for the homeless, etc. The
possibilities are endless, and the idea is to spread as much happiness and make sure the inhabitants have positive experiences in a
seemingly hellhole of a neighborhood. This will begin to affect the behaviour and state of mind of the inhabitants in a very real way over
time -- but remember the World of Darkness is a very dark place, and the effort needed to heal the aura of doom which permeates
everything and the depressed outlook of the people, is a lot more strenuous than it would be in the world we live in. Given time, the
inhabitants will begin to forge a community spirit, and behave in a more responsible way; assaults and rapes are reported in and the
witnesses are ready to testify against the criminal(s) in a court of law, forgiveness is more likely to happen than random acts of
violence, the inhabitants begin to care about their neighbors and their immediate environment, etc.
Each week, the Salubri must spend 10 Blood Points to intensify the feelings which arise as a result of her handiwork. This will
consolidate the current results, and make way for the next step up the latter to healing. When an area of the previously mentioned size
has been healed, it will provide the Salubri with 15 Serenity Points (which works in the same way as Blood Points) each week.
However, the Salubri can only store as many Serenity Points as she has remaining "free space" in her Blood Pool.
The Heaven becomes a pool from which the Cainite receives Serenity Points, and for as long as she remains within the city limits she
can draw upon them anywhere in the city -- and is thus not trapped within the confines of the Heaven. The Salubri may use all the
points on the first day of the week, but that would leave her with none for the rest of the week. In order to maintain the feeling of peace
and sanity in the area, the Cainite must spend 10 Blood Points, or Serenity Points, each week. Once the area has been turned into a
Heaven, it will become an area where people are not afraid to walk the streets at night, and where crime is less likely to occur as the
area is no longer divided -- however, to reach that point requires hard work and is no easy task. Because the Salubri broadcasts
feelings from her own peaceful mind the inhabitants become attuned to the presence of her, and the most peaceful area will be move
with the Salubri. The people of the entire area will also react to any moodswings of the Salubri, and the Cainite may destroy months of
hard labour by a single outburst of anger. This is probably why only those who have reached Golconda attempt to master this Power;
they recognise the damage they could do, if they are not balanced in mind and soul at all times.
As the Salubri has healed one area, she may increase her Heaven by another 5-square-miles, which must be cleansed in the same
way. The Cainite must spend an additional 5 points per week on the new area, until it has been completely corrupted -- after which it
will also provide her with 15 Serenity Points per week, and demand a 5 points expenditure of Blood Points, or Serenity Points, per
week. This procedure is repeated each time the Salubri desires to heal a new area.
When a Salubri has succeeded in turning an area into a Heaven, it becomes her Domain. Anyone who is hostile to the Cainite, and
who ventures within the confines of the area, will have 4 dice subtracted from their dice pool for as long as they remain in the area. The
Salubri will have 4 dice added to her dice pool for any purpose while within one of her Heavens.
While the Serenity Points may seem as a blessing, they can become a burden if too many are gained. If the Salubri have more Blood
and Sufferance Points in his Blood Pool than the allowed maximum, she becomes a beacon (and possible entryway) to entities from
beyond the Horizon. As the Cainite cannot contain the positive energy, it begins to permeate her entire being and finally to leak out
into the Umbra, while also creating a positive field of energy around the character. In social relations, this becomes rather burdening,
as those who have committed even the least sin or crime, suddenly becomes repentant and want to confess to the character when she
comes within 10-20 feet of them. This draws attention to the Salubri, which she does not need at all. The Ba'ali and Tremere are
always attentive to reports of any active Salubri, and will be very quick to make a move if they hear stories of a person who makes
people confess their crimes, and of entire city blocks where crime has suddenly ceased to exist. Each additional Serenity Point
subtracts 1 dice from any Social Roll dice pools because of the cluster of repentant sinners which always follows the Salubri around --
very possibly the dice pool will be reduced below 0, and people will begin to react with hostility towards the Cainite. Just as people
feel threatened in the presence of too great Evil, they also feel threatened in the presence of too great Good.
Each additional dice of Serenity which the Salubri cannot contain, increases the chances of her being detected by entities from other
planes -- some may even attempt to use her as a gateway. The surplus positive energy registers as Pure Quintessence just waiting to
be absorbed. Each additional point gives the entities one additional dice to their attempt to penetrate the dimensional barrier. Wraiths
are very sensitive to this energy, and will begin to swarm around the Cainite already when she has fewer than 5 additional Serenity
Points. They sense the energies of Salvation, and is drawn to it like moths to a flame. At 10+ additional points, the effectiveness of the
Gauntlet/Shroud in the Heaven area, is lowered by -1, and by another at 20 points. At 10 points, the more powerful Wraiths will begin
to be attracted to the Salubri, and minor Banes and Wyrmlings will also begin to take notice. At 20+ points, the Cainite might suddenly
find himself to be the focal points of the manifestation of a Nexus Crawler, or an Umbra Lord. The Tremere, the Ba'ali, the
Technocracy, the Garou, the Tradition Mages, the Marauders, the Nephandi and the Paradox Spirits will take notice at these levels,
and rush to find the source. Thus the Salubri might suddenly find herself responsible for manifestations of destructive creatures in the
very area she has worked so hard to heal. That is very likely to wreak havoc on her state of Golconda, and general peace of mind!
The Ancients who can store more than 20+ Serenity Points in their bodies without exceeding the safe limit, can induce a feeling of
serenity, and heal the minds of the insane, at will merely by spending a single Serenity Point per person they wish to affect.
Even though it may seem as if the Salubri can merely settle back and relax once she has turned an area into a Heaven, this is not the
case. It demands hard work to keep an area completely healed. There are many forces who are not interested in crime disappearing
from an area, or a collective mass of strong minded people. It is also easy to tempt humans into evil, and Ba'ali and Setite Vampires
are likely to be attracted to a Heaven by its aura of peace. They cannot stand purity, and will most certainly work to destroy the work of
the Salubri -- and the Salubri if they discover her. The Cainite must constantly monitor the area, and besides all the activities naturally
sparked off by the aura of the Heaven, she must occasionally make sure that a particularly positive event takes place. Merely to
reaffirm the inhabitants's knowledge of their neighborhood: "Boy, this place has to be the nearest thing to Heaven on Earth!"

Author's Note
I did not invent this Clan, it is detailed in both the 1st and 2nd edition of The Vampire Player's Guide. Hopefully you own them both, as
the articles on roleplaying are not the same in both editions. If not, go forth and expendify!
I did, however, rewrite it and added a few new angles on the three-eyed Clan. Among those with whom I play Vampire: The
Masquerade, there has been a general bewilderment as to why anyone would want to be a Salubri. Even the most dim-witted NPCs
would have a hard time finding a purpose. The idea of a Clan of Healer-Philosophers was great, but why turn them into a bunch of
suicidal karma geeks?!?! Who would want to be in search of the Path of Mercy and then commit suicide when the goal is finally
attained. Especially since the world is so filled with Evil which they could battle, and people who need the peace and healing the
Salubri bring. Try to imagine the damage a Salubri could do to the corrupted soul of a Ba'ali with the Unburdening the Bestial Soul
Power. The more I thought about the potential of the Clan, the more I wondered about the way they were presented in VPG. If the
World of Darkness has so utterly corrupt and vile Clans as the Setites and the Giovanni, and a Bloodline like the Ba'ali, why did it not
have a Clan committed to good, and the destruction of evil? I toyed with the idea of making a secret sect of Salubri, who moved
behind the scenes of the Jyhad as does the Children of Osiris. Finally I read Eric S. Bertish's The Complete History of the Ba'ali, which
gave me the final ounce of inspiration I needed. The Philosophies of the Salubri came into mind, as did the secret sects and a
thousand other concepts. I feel that the Salubri with this revision, has ascended the geek-level they had been inhabiting until then, and
made them more interesting.
Anyway, I have presented the The History of the Salubri to you and hope you find it useful, and as enjoyable as I have. Comments and
criticism are always welcome. I have mixed my own imagination with equal parts of various White Wolf products, a grain of reality, and
parts of the Ba'ali article by Eric S. Bertish. Fortunately WW has founded a tradition that each supplement merely represents a point of
view, and therefore supplements can be as inconsistent with earlier products as they see fit. I have tried to structure the material of
WW as good as possible, but it is unavoidable that a few inconsistencies will be present owing to my personal view of things. But hey,
that is half the charm of WW's World of Darkness.

Bibliography
A World of Darkness
The Book of Nod
The Book of Shadows: Mage Player's Guide
The Chaos Factor
Children of the Inquisition
Clanbook: Malkavian
Clanbook: Tremere
Clayton, Peter: Great Figures of Mythology (Magna Books)
Eric S. Bertish: The Complete History of the Ba'ali
The Hunters Hunted
Lurker, Manfred: The Gods and Symbols of Ancient Egypt (Thames and Hudson LtD)
Mage: The Ascension
Necronomicon (Avon Books)
Player's Guide to the Sabbat
StoryTeller's Guide to the Sabbat
The StoryTeller's Handbook
Vampire Player's Guide 2nd Edition
Vampire: The Masquerade 2nd Edition
World Mythology: Edited by Roy Willis (Duncan Baird Publishers)
Wraith: The Oblivion

Legalia
The History of the Salubri has been written and imagined by Kenneth Madsen and MADness Ventures Design Studio 1995. Ideas,
material and illustrations published by White Wolf and other companies are of course trademarks and copyrights of said companies,
and the use of their published material should not be seen as a challenge to these rights. I wish merely to contribute to the World of
Darkness setting, and has written this material in a spirit of sharing, and have not attempted to earn any money from it.
OLD CLAN TZIMISCE: HOUSE RUTHVEN
By Myranda Kalis (nagaina@yahoo.com)
Refer to the Old Clan Tzimisce: The Oradea League.

Description
"...And watch the world die."
-- Everclear, "Santa Monica"
Born of humble origins in the mountainous heartland of what would one day be Romania, the members of House Ruthven
transcended their beginnings to become one of the most powerful and feared of all the Houses of Clan Tzimisce.
The founder of House Ruthven, a Kine warlord of the same name, was embraced for one purpose -- to provide for the safety and
security of of his Antediluvian sire. Weary after ages of unlife and struggle, the Antediluvian felt the years weighing on him as
they never had before and he longed to rest in the arms of his homeland. Knowing that his exhaustion of spirit and body would
not stay the hands of his enemies, he embraced Ruthven for the qualities that he knew would aid in keeping his foes fangs' from
his throat: intelligence, enlightened brutality, and an absolute ruthlessness that boded well for the task before him. A bond of
eternal devotion beyond Final Death ensured the rest, and the Antediluvian left his youngest childe to seek his renewal in the
healing embrace of the earth. Ruthven himself, on fire with the power of his sire's blood, went about his duty with the dilligence
and focus of the warrior he was, building his House based on the one, overriding truth of his existence: without his sire's trust, he
was nothing; his sole purpose was to defend the enormously powerful, and yet terribly vulnerable, creature that had given him a
second, dark birth. To ensure this, he walked among the Kine of his domain as a god, that they might fear him as much as they
loved him, and offer him tribute as was his due; from those, he graced those most worthy with the passion of his embrace, and,
to others, made them a gift of his potent vitae in exchange for their loyalty and service. Thus, it is said, were the first seeds
planted that, one night, would grow into the revenant families of the Tzimisce. Among his own clansmen he made alliances,
forging bonds with those who shared the region with him: the strange and enigmatic House of Tzildaris Peacemaker, gifted with
a subtle and potent understanding of vampiric nature; mystick and scholarly House Valorian, devoted to the study of the arts of
magick and the nature of the world; brawling House Djilas, who enjoyed the fight for its own sake and needed little excuse to
come when Ruthven beckoned to them. For long and long, peace reigned in the mountain fastness, Ruthven raising a vast
fortress atop the mountains that housed the slumbering Antediluvian and filling it with childer as fully devoted as he.
Then word came from the House Valorian in the west and House Brankovan-Waivadi in the north -- the legions of the mighty
Roman Empire were on the march, as they had marched so many times before, but this time they went not to the sun-blasted
lands of the south but against the storm-cradled peaks of the East. A hasty council was called, the elders of the Houses meeting
upon the banks of the Danube for what was likely to become a council of war. None looked forward to meeting the legions of
imperial Rome in open battle; their own people were fierce warriors, but, even should they prove successful, the cost would be
enormous, the butcher's bill high. Complicating matters still further came the unwelcome news that the Kine came not alone --
riding with them were Kindred lords of the west, of the Clans who were and always had been enemies of the Tzimisce, with their
childer, and their ghouls, and their knowledge of how to counter the abilities of other vampires. Attempts to contact a Tzimisce
lord and his brood who dwelt in the west met with resounding failure; the Tzildaris emissary sent to locate him never returned
from her mission. Fear and defiance mingled in equal measure as the elders declared what each could give of their Houses to
aid in the defense of their homeland; Ruthven was the last to speak and it was he who offered all the resources of his House,
Kindred and Kine alike, leadership, and his own lifeblood in the defense of their homeland, their people, and their Antediluvian
sire. His fire galvanized the rest of the Clan and, for possibly the first time in their existence, Clan Tzimisce was wholly united in
the face of a common foe.
The war that followed was long and terrible, the Tzimisce and their Kine fighting side-by-side with a ferocious courage, and
equally ferocious cruelty, in the defense of their homeland. Eventually, after many long and bitter years, they finally succeeded in
their efforts and drove the invaders from their lands, though one of their nations would forever bear the hated name that marked
the Roman occupation. House Ruthven emerged from the conflict strengthened and enervated, the war having shaped and
honed them rather than weakened them, as it had with many of the other Houses. Their vengeance eventually brought low the
proud Roman Empire and the Clans who had stolen their own vitality from it, and in the aftermath of the Empire's collapse,
House Ruthven waxed enormously powerful. To see to the security of their slumbering Antediluvian sire, they expanded their
dominions, absorbing lesser lineages into their own, sweeping power away from those who could not wield it efficiently, placing
a buffer between the torporous progenitor and those who in their fear and ignorance would do him harm. To maintain that
security, they sank taloned hands into the tribes of the Kine, breeding revenant families born to the baptismal font of Kindred
blood and drinking up devotion to Clan Tzimisce and its founder with their mothers' milk. Certain of their own invincibility, they
spread out from their mountainous heartland, allowing the Kine to take control of the storm-battered ruin of what had been their
fortress, raising in its place a cathedral to their own Crucified God, called the Church of the Transfiguration, a name that suited
the Shapers well.
The centuries had begun to wear on Ruthven as they had worn on his sire before him, the desire to seek the sleep of ages
stealing over him as the Tzimisce entered a golden age, the pinnacle of their power, which seemed set to last for centuries
uncounted. Granting the rule to his oldest and most trusted childe, Ruthven went to his rest in the same cathedral where rested
the Antediluvian. As the years progressed, the Ruthven maintained their power and devotion -- but both began to exact an
increasingly heavy price from them. Entropy began its inevitable work: inbreeding weakened the Kine families from whom they
selected their childer; the arrogance of accomplishment was replaced by the arrogance of position; degeneracy and decadence
began gnawing at the strong roots of their power and pride. By the time the Tremere rose from the ranks of the Order of Hermes
to steal immortality from a careless Ruthven Methuselah, the House was horrendously weakened from within, incapable of
meeting the challenge posed by the upstart wizardlings but too filled with their own self-importance to admit it. They rode forth
with the forces of House Valorian and House Djilas, and all paid a horrible price for their leaders' weakness in the form of the
Anarch Revolt, fomented by outraged and dispossessed youngsters embraced solely to die at the whims of their decadent
sires. The irony in this -- the Ruthven Anarchs were truer to their House's warrior tradition and the fire of Ruthven's spirit than the
elders who presumed to command them -- was almost wholly lost on the ingrained Ruthven leadership, who responded to this
internal challenge in a manner that would have horrified them mere centuries before. They fled before the merciless onslaught of
the childer they had so ill-used, barring themselves within their heavily fortified havens and praying to the darkest of gods that
their House's youngsters would ravage another's dominions. House Ruthven's darkest hour came the night the anarchs, under
the guidence of the Ruthven traitor Lambach stormed the Tzimisce Antediluvian's resting place and there met ferocious
resistance in the form of their own House's founder, awoken from torpor by the Tzildaris warrior-mage who carried the news of
his House's betrayal to the Antediluvian's defenders. The outcome, however, was never in much doubt -- the defenders were
overmatched and new it, but fought with a savagery and desperation that seemed all the more tragic in the light of its ultimate
futility. Ruthven died beneath the fangs of his vengeful descendants -- as did, apparently, the Antediluvian to whom he had
devoted the bulk of his entire existence. The Ruthven elders would not learn for centuries how their Antediluvian sire had eluded
his own destruction. At the time, the Ruthven anarchs, heady with the audacity of what they had accomplished, chose as their
follow-up a full-scale invasion of the lands of House Tzildaris, intent on bringing the whole of Romania and the southern Russias
under their banner. This proved to be a spectacular tactical blunder on their part as they discovered that the famously peaceful
and scholarly House Tzildaris had a new Voivode whose idea of peace was giving his enemies their eternal peace and whose
scholarly brilliance had been early turned to the arts of war and death. Not only did the numerically inferior and entirely
unassuming House Tzildaris drive the invasion to a grinding halt, they counterattacked with such speed and tactical precision
that, by the time the Ruthven elders crawled back out of their hiding places, virtually all of Romania was in their hands and the
Ruthven anarchs had been driven north. It was then, in the ruins of the Church of the Configuration, that Lukash Ruthven, reigning
Voivode of House Ruthven met with Morgan Demetrius i'Tzimisce, reigning Voivode of House Tzildaris -- and House Tzildaris,
for the first, last, and only time in their history, turned their backs in disgust on one of their own and returned to their homeland,
leaving the Ruthven to save themselves or rot as they chose.
Thus far, the Ruthven have chosen to rot. Shattered by the Anarch Revolt, brought low by their own arrogance, guilty of
abandoning the trust that they had been created to uphold, they are, even tonight, the most broken House of the Old Clan.
Cursed with the knowledge that the Tzimisce Antediluvian still exists despite them, aware that he no doubt plans a rather
suitable punishment for their enormous transgressions, they vacillate between fear of the inevitable, rage that they should be so
used, and guilt, for they have every reason to feel guilty. The heart has simply been ripped from the House, leaving them to
spend their unlives going through the hollow forms of their previous existence as the virtual rulers of the East -- an increasingly
neofeudalistic existence that was aided and abetted by their manipulation of the Romanian Iron Guard during the fascistic phase
of the last forty years. Most of the elders spend their nights teaching their childer of their utter worthlessness as the most
accursed of the Tzimisce for their betrayal and failure, indulging in horrendous debauches to fill the aching void in their own
souls, lashing out with severely reactionary politics designed to punish those who would strive for something more, and brooding
over past glories and insults like a clutch of battered dragons over a golden hoard.

Character Creation
The oldest members of House Ruthven are almost exclusively of noble or military concepts, though these are rare. Dilettantes
are woefully common in this House, and even the elders tend to gravitate in this direction during the periods that they are actually
active. Their natures and demeanors are similar but usually not identical, with Bon Vivants and Deviants predominating over
most others. Unlike most members of the Old Clan, the Ruthven are not noted for being particularly honorable or trustworthy,
though they are certainly evil and self-serving. Mental attributes are primary, followed by social; skills or knowledges are usually
primary. Common backgrounds include Influence, Resources, and Retainers.

Background
They choose their progeny from between the ages of 30 and 40, who are well-educated, intelligent, and, generally, amusing in
some way to their sire. Ruthven sires still have the tendency to choose childer on a whim (Ruthven "brides" are common).

Appearance
Ruthven dress exclusively in the manner that they were accustomed to in their youth, refusing to even consider the issue of
modern fashion and taking a rather perverse pleasure in the stares they draw.

Haven
The Ruthven are the archetypal Tzimisces when it comes to their havens -- usually huge and elaborate structures crumbling
under the weight of their own not-so-benign neglect. Naturally, the Ruthven are horrendously territorial and tend to pay even minor
infractions of their households' customs in blood.
Preferred Paths
The Path of Death and the Soul is extremely popular in this House, as is the Path of the Scorched Heart. Those of a more
hedonistic bent tend to favor the Path of Cathari.

Disciplines
Animalism, Auspex, Vicissitude. Most develop a working familiarity with Dominate and the physical disciplines; Thaumaturgy is
also occasionally practiced, though this is extremely rare in this House.

Weaknesses
The Ruthven suffer the Tzimisce clan weakness as normal and must rest in at least two handfuls of their native earth or suffer the
consequences. Additionally, House Ruthven has a decidedly unfortunate reputation among the other Houses of the Old Clan for
a variety of reasons -- they are known to practice Vicissitude as a discipline, they are generally held responsible for the near-
destruction of the Clan during the Anarch Revolt, and even the most traditionalistic and hidebound members of the other Houses
find the Ruthven's neofeudalistic practices hard to stomach. The mere mention of the name "Ruthven," which most neonates
take at their creation rites, is enough to induce a hostile response in certain quarters of the Old Clan. This, combined with the
fact that most Ruthven sires are so absolutely set on reaffirming their own worthlessness on a nightly basis, usually finds
expression in the flaws Low Self-Image, Infamous Sire, Twisted Upbringing, and Notoriety, alone or in combination.

Organization
The Ruthven are a rigidly hierarchal House, in which everyone is expected to know one's place and deal with it, whether they like
it or not. Upward mobility is virtually nonexistent except for those extraordinarily gifted childer who somehow manage to shock
their elders out of their coffins, either by being amusing or annoying. Both are dangerous, for there is no amusement that cannot
become tiresome and no annoyance that cannot be crushed given enough time -- and the Ruthven take exceptional pleasure in
crushing annoyances.

Stereotypes (Clans)
Assamites: I wonder what they would do if the Malkavians ever bombed Alamut with porkchops.
Brujah: Just like their elders -- they merely whine while they are attempting to bludgeon you senseless rather than after. . . which
is, to be perfectly frank, not much of an improvement.
Giovanni: Father Caine! It is the Clan with two first names!!
Followers Of Set: Precisely what happens when you spend too much time communing with sand dunes and camels.
Lasombra: The primal force of Darwinism. (Yawn)
Malkavians: Unliving proof that politics really will drive us all mad one day. Nosferatu: Vozhd fodder.
Ravnos: More Vozhd fodder.
Toreador: My -- we will have extremely well-fed Vozhd this season.
Tremere: (dead silence)
Tzimisce: Now, really -- is there an actual difference here that I am failing to see?
Ventrue: Vampires in business suits. One of the lesser-known signs of impending Gehenna.

Stereotypes (Houses)
House Ravensburg: They can say what they like about us, but, in truth, there is nothing in the world more pathetic than a
Tzimisce who wants to be a Ventrue.
House Vardalek: Every court needs its jesters...
House Von Klatka: Let them and the Tremere die with their fangs locked in each other's throats -- it is inevitable that we shall
all die together in any case.
House Elenades: Let me understand this -- they took an art designed to make us an instrument of destruction...and they want to
use it to heal. Someone is missing the point...
House Smatzkhe: I hope they give the Hag indigestion.
House Bathory-Nadasdy: Oh, yes, they are real Tzimisces. And that is the worst thing that I can say about them.
House Djilas: So long as they keep to their own borders, they can slaughter each other until our sire returns for a liesurely
evening of...reconciliation.
House Frasheri: ...and every court needs its ladies-in-waiting.
House Venizelos: I am sure they will be able to pay off our sire with a suitably elaborate bribe.
House Tzildaris: Blessed be the peacemakers for they shall be cut down in the crossfire. Now, if only we could arrange for
them to actually walk into one....
SALAMANDER
By Ian Wright (iw7655@cutter.ship.edu) (7 April 1995)
The night was cold and dark as the Gargoyle rebellion began. Throughout Europe the Clan Tremere's loyal guardians were returning
every punishment they had been made to endure ten-fold. At the main chantry things were particularly bad. The prototype Gargoyle,
Grygory, and his flock, had slain several Tremere elders and it was rumored that he had diablarized at 5th Gen. The Seven returned as
soon as they could only to see the flock of Gargoyles retreating into the mountains.
Grygory knew that they couldn't out run the Tremere forever. He felt more powerful than ever, but he didn't have time to focus that power
before they caught up. It would be a bloody battle, Grygory knew, and he was sure that many warlocks would die. They'd already killed
at least two dozen of the slave drivers in the chantry but the thought of Final Death was a bit much to take. He knew that his line was
weak against the powers of Domination and it was completely possible that they might have to kill each other, bloodbond or not.
Into the mountains they flew. The Tremere were getting organized back home and accounting for their losses. Then, as the sun was
preparing to rise, the Gargoyles found a cave to take shelter in. Within was something more horrifying than they'd ever seen: A lake of
lava burned within the heart of the mountain. This was something that was more powerful than even Tremere. Alerting his most trusted
underlings to guard the entrance to the cave, Grygory approached the lake. . . There was something about it that facinated him. As he
approached a gout of flame whipped out in the center and there stood a man of fire.
Grygory bowed and pleaded for encroaching on the territory of a god. It was not his intent, nor that of his followers and if they could but
spend the night they would never return. "Grygory!!" the man called "You can indeed be forgiven. . . For a price." "Name your price,
Lord", Grygory said flatly. The fire being approached him and said "You and your followers shall drink of my blood. Those who survive
shall become my retainers and servants in the world. Fire will never again be your nemesis. Beyond this, I shall destroy those who
currently pursue you and your flock. Do we have a deal?" The fire being looked expectant and drew out a knife of obsidian to his
'wrist'. Grygory thought of all he'd been made to endure for his years of service, looked to the being and said "Deal." So saying, the
fire being slit his wrist and Grygory and his flock drunk deeply that night. Many died, all were in extreme agony for the entire day. When
the survivors rose, they discovered that their skin of granite had become polished, smooth obsidian. A heat unlike any they'd ever
experienced, pulsed within them and they flew into the night. . . except for Grygory who, it is said, entered the lake of lava with his most
trusted guards and there awaits the day he must rise to spread the flame.

As per the Tremere pursuers, they were never seen again and it is said that something blasted them to ash.
Nickname: Fire flies
Clan prestige: Clan prestige is gained by serving the fire elemental lords in some signifigant manner. Whether this is by causing a
major chemical fire or destroying fire companies around the world is up to the Lords themselves.
Backgrounds: The Salamanders prize control of fire over all else. They've been known to embrace arsonists, fire eaters, and anyone
else who can prove he is not afraid of the destruction it can cause.
Disciplines: Visceratika, Fortitude, Volcanis
Clan Weakness: The Salamanders, being so fond of fire, have developed a rather nasty weakness. . . Water harms them! Fresh
water will cause normal damage, while salt water causes agravated wounds. Either way, they avoid it at all costs. Rumor has it that
they flee at the sight of fire extiguishers.

Stereotypes
Camarilla: They fear our friend. They try to destroy us whenever we enter an area. We will not accept this for long and they will pay for
this!
"Destructive, moronic arsonists! Is there nothing that they can do that doesn't break the masquerade!? They should all be destroyed
as they were slated for a millenia ago." - Terrence, Clan Tremere
Sabbat: This group understands us to a degree. They claim to not fear the fire, but deep down you can see the fear in them whenever
one of us approaches.
"Valiant warriors who understand what they are. The acursed Masquerade falls whenever they enter a city!" - Allantis, Aide to Goratrix,
Tremere Antitribu
Inconnu: Who?
"They're trouble makers, alright. We'd best keep an eye on them" - Romanye, Monitor of Romania.
View Volcanis discipline.
SALUBRI ANTITRIBU
By connorbd@bc.edu (11 March 1996)

Description
There aren't many of these freaks around, but they're more numerous than their tiny forbear clan. A particularly tortured Salubri
named Roisin embraced a British soldier in Ireland in 1882, but the soldier disappeared before Roisin could properly teach the
childe the ways of the Salubri. Roisin embraced another childe later on, but could never track down the soldier, who ultimately
fled the British Isles.
The nameless soldier's descendents resemble the Salubri only in the extra eye. These vampires see themselves as the modern
heirs to the cursed legacy of the Assamites, and they interpret the idea of vampiric agony that the orthodox Salubri feel as a
justification for moving all Salubri to Golconda as a justification for the wiping out of any vampire. They are a Sabbat clan through
and through.
The one oddity in their bloodline is that they are immune to the cockeyed tunes of the Daughters of Cacophony.

Stereotypes
Camarilla: Blind, that's what they are. They should be crushed.
Sabbat: Hey, they sign our paychecks. IMHO they're wimps about the whole Jyhad, though.
Salubri: They do miss the whole point. If vampire existence is agony, why do they continue this silliness?
Tremere: They fear us because they know we know we both have nothing at all to lose. May Gehenna take them first.
Brujah: Channel that fanaticism, that's what they need to do. We could use them.
Malkavians: You can't control that which has no control over itself. I'd just as soon see them exterminated; they are worth nothing
to the Sabbat.
Malkavian antitribu: They think we're dangerous? Try dealing with one of them...
Nosferatu: Blecch. Almost as bad as the Salubri, with spades of denial to boot.
Gangrel: No matter whose side they're on, they're all the same. Granola treehugger lupine lovers, as far as I'm concerned.
Ventrue: Poles up their asses. They like this life.
Toreador: I merely offer this: a very effective way to torture one of those degenerates is to sit them down in front of a Monty
Python marathon. Trash they are, trash they shall remain.
Ravnos: Ooky. That's the word for them.
Giovanni: Someone ought to remind them that they're vampires. I think they tend to forget that.
Setites: Why do I think that the vampire who embraced the House Tremere was a Setite? I know it's not supposed to be the
case, but I'm not convinced...
Assamites: All things considered, they're toys. We do the work they were intended to do.
Lasombra: Who do I fear? This is what you get when you teach a Ventrue what life really is.
Tzimisce: Pawns. And barely worth that. I'd rather trust a Brujah.
Samedi: They generally mean well, but from what I hear, if they only knew where they really came from...
Daughters of Cacophony: I kind of like that screeching of theirs.
Baali: AAAAAGH! Let us do our own work! They're muscling in on our territory!
Magi: Arrogant bastards. I try not to bother them.
Garou: Most vampires hate them. I simply don't care.
Wraiths: I'll believe if you will.
Changelings: Wouldn't know one if I fell over one. I can't tell a Sluagh from a Toreador anyway.
BLOODLINE
B O O K:
SAMEDI
A Sourcebook for VAMPIRE: The Masquerade
By Joanne FitzRoy (gfitzroy@intranet.ca)
The Gris-Gris Club
What immortal hand or eye,
Could frame thy fearful symmetry
-- William Blake, The Tyger

I am the colour of audacity,


Of rhythmic tribal dance, of tropic love;
I am that tint released upon the air
When cymbals kiss, or comets meet alone.
-- Louisa Fletcher, Mandarin Red

Credits
Written by: Jo "Are you giving me attitude" FitzRoy
Developed by: Jo FitzRoy
Edited by: Glenn FitzRoy and Jason C. Marshall
Layout and Typesetting: J. FitzRoy and Jason C. Marshall
Special Thanks to: Steve "Watch that Redcap" Locke, Jason C. "You're Fired" Marshall, Glenn "More Power!" FitzRoy, Bill
"Not Again!" Samuel.

Special Credit to
Paul Michael Graham (original Sons of Samuel information via Internet)

David St. Clair (author of Drum and Candle, a book on Brazilian Voodoo and Spiritism)

Introduction
They're heeeere!
-- Poltergeist
We bother you, don't we? All you pretty Kindred wrapped up in your pretty politics. All nice and clean and secret and perfectly
hidden. Well guess what guys...the stiffs are here, and we're not going away.
Face it, guys. Whether you were created last millennium, last century or last week, you're dead. Dead as that cat that you
squashed on the highway last week. Dead as the proverbial doornail. Dead as your grandmother you buried when you were six
years old. (Or maybe not. Ever wonder why it was a closed coffin? She's really a nice old lady. Hee, hee.) But you try. You still
build your ivory towers. Carry on with your business, manipulations and intrigue like it really matters. Like you are still making a
difference.
Well guess what? It doesn't matter. None of it matters. We've all got a one way ticket straight to Hell, and it sickens you too much
to be reminded of it.
That's what bugs you about our kind. That's why you spread the lies, shrug us off, send Holy Rollers and quest-crazed Neonates
out to hunt us down. You want to send us back to the grave, back to Old Mother Earth because we don't fit in with your plan of a
beautiful perpetual everlife. Because if you look too long or too hard into our infected eyes, if you scry into our tortured minds,
you see each and every one of yourselves. Just a little bit. Way deep down.
Your precious immortality has made you vain and arrogant. You consider yourselves a species above the others, the next step
as it were, in evolution. Caine help us all.
If it weren't for the Nosferatu, you know, we'd probably give up on our kind altogether. Yeah, the Sewer Rats make pretty good
buddies, but they're always looking over their shoulder. The pretty boy politicos have done a good job psyching them out, making
them cower and hide their imperfections in hovels and holes. Whenever we meet, we always remind them that it is on the
Nosferatu's backs that most Princes remain strong.
They're always good for a laugh and an exchange of vital info. These guys give good coin for protection and the right lead.
Maybe they like us because when we're around, even they look pretty damn good.
Now those European dudes, the Giovanni. Brrrr, don't like to mess with them much. Seems way back they were playing around
with the Necromantic fabric of the universe, or some such crap like that, and somebody screwed up. Wham, bam, there we
were, and there ain't nothing the Italianos can do about it now. So they packaged us up, shipped us overseas and now if any of
them come across one of us, they pay us really good hush money to keep moving. Suits us fine.
You know why they do that? Because in their deepest heart of misplaced hearts, they know we really are all alike. You all know.
We're all dead. We're all decaying, rotting, returning to the soil, just as the Ultimate Plan intended. And it frightens you. We
frighten you. In our kind, you see that which we must all become. Sooner or later, all our times will come. Ashes to ashes, dust to
dust, Kindred and Kine alike, we all rot and wither and fade away.
Reality bites, pal, and it carries the Samedi sting.

Chapter One: The Real Scoop


Welcome to my nightmare,
I think you're gonna like it.
I think you're gonna feel you belong.
-- Alice Cooper, Welcome to my Nightmare

The Creation
The Samedi bloodline's creation has been blamed both on the Nosferatu and the Giovanni at one time or another. While the
Samedi have an affinity for the Nosferatu, it stems purely from a mutual respect for each other's afflictions. For the beginnings of
the Samedi Bloodline, we must look into the darker side of the Giovanni.
The bloodline's creation is a very well kept secret of Clan Giovanni. Back about 250 years ago Antonio Giovanni stepped over
the line in his Necromantic experiments. In an attempt to capture a human soul at the moment of death and transfer it into the
body of a Vampire in torpor which was just about to suffer final death, something went very wrong. For one thing, Antonio's
timing was slightly off. Instead of transferring the soul into a Vampire, the Kindred was already experiencing the moments after
Final Death. The unnaturally aged body had begun its rapid decomposition. As well, the human victim for the soul transference
had been suicidal, so it took precious moments to convince the Giovanni's creation that it should continue to exist.
Rumour has it that the Vampire victim was actually a neonate of the Giovanni who was caught committing the ultimate crime --
creating a childe without the permission of Augustus -- and this experiment was sanctioned by Augustus to be used as a
warning to the rest of his clan.
By the time it was realised that the whole exercise was failing, the first Samedi had been created. Antonio tried to keep his
mistake from being found out by the Giovanni elders, but his Necromantic curiosity got the better of him, and he couldn't bring
himself to destroy this new species of Kindred. He locked his Samedi in a vault, in an attempt to starve it into torpor. Somehow,
the Samedi managed to escape and attacked the Giovanni. He drained Antonio, then in a frenzy broke out of his secret
chamber and went on a rampage, stopping to find shelter in a mausoleum just before the break of dawn.
This Samedi elder became known only as "Gran'daddy" to the Bloodline members in the Americas, but is spoken of in hushed
tones among Clan Giovanni as Paulo. He retained the Giovanni's Necromancy discipline. The Bloodline's obvious affinity with
death and decay grew into the Thanatosis discipline, and Obfuscate could have been taught to the Samedi by empathetic
Nosferatu.
Paulo kept a low profile in the Mediterranean for the better part of 50 years. He was drawn to victims who had nothing left to live
for, or who had a fascination with death and decay. Crackpot occultists were also a favourite target of Paulo and his childer, who
fancied themselves the physical embodiment of death incarnate.
Not wanting to leave their Clanmate's mistake alive, Clan Giovanni began to search in earnest for Gran'daddy and his childer. It
was at this time that they left the Mediterranean and went into hiding in the Brazilian jungle. The many slave ships crossing the
Atlantic at the time, with their filthy and overcrowded conditions below decks, made passage very safe for the Samedi.
The Nagaraja have also been suggested as the cause of Bloodline Samedi. This is a rumour perpetuated by Clan Giovanni. It is
much more believeable that their kind could have spawned the Zombies, and the Giovanni are more than willing to do whatever
it takes (and costs) to keep the blame shifted from their family.
Choosing a Childe
The selection for a Samedi's childe is careful and well thought out. While these creatures can be coarse and degenerate, they
fully understand the cursed existence of their Bloodline, and create only from those that they feel are deserving in their
desperation. It was thought at one time that they preyed on just the suicidal and persons involved daily with death and dying --
morticians and coroners. Nothing could be further from the truth. The mortician and coroner myth is a red herring. It helps stop
groups that hunt the Samedi and destroy them from finding and protecting a Samedi's potential Childe. Suicides are still often
chosen by the Samedi. Bestowing a death without dying gives them perverse pleasure. But a Samedi searching for a truly
worthy offspring will stalk the local practitioners of Voodoo.
Sometimes a Samedi will choose a child to embrace. They have several advantages. Their small stature makes them excellent
spies. Their wills aren't all that strong, so they can be trained easily.
And finally, the pickings are good. There are many children wandering the streets homeless, depressed and outcast with no
prospects for the future. The Samedi that embraces a youth does so not for self-gratification, but because they see that the
child's soul is already dead.

The Becoming
The changes the newly created Samedi's body undertakes are as painful psychologically as they are physically. Rather than the
body ceasing to age at the moment of the embrace, it dies completely and goes through several hours of rapid decomposition.
The internal organs jell and shrink. The flesh becomes very soft and leaks an infectious looking ooze whenever under stress (by
vigorous motion or physical contact). The hair becomes brittle and may fall out in clumps. The lips recede from the gums,
resulting in a most macabre grin. But nobody generally sticks around these beings long enough to find out what the joke is.
Noses always drop off, and the eyes sink deep in the hollow sockets.
Yes, the eyes. These are the most shocking feature of all. Samedi often appear not to be looking at you when confronting you,
and if you ever work up the courage to look them in the face, you would notice that their eyes seem to have a will of their own.
The degenerated musculature and nerve endings allow them to roll and stare each in their own direction. They appear to look at
you, through you and over their own shoulder all at the same time.
The very elder Samedi (around 200 years of age and at least 7th generation) have gone beyond the soft decomposition stage.
Their flesh has stiffened and dried out, giving the Vampire a very emaciated, leathery appearance. When these elders feed,
their skin will stretch out almost smooth -- like a bladder -- for about the first hour following the feeding.
As if their appearance weren't bad enough, there's the ever-present smell. This bloodline is caught in an eternal state of
suspended rapid decay. The stench of the grave permeates any room they enter, and hangs in the air wherever they pass. You
really don't want to get one wet.
The exception to this rule is elder Samedi of 6th Generation or older. The more the flesh dries, the less material there is to rot
and smell.

Modes of Dress
A Samedi's preference for clothing will generally fall into two or three categories. Many prefer fine clothing. This may seem
bizarre, but the Kindred justify their taste. They equate fine clothes with corpses decked out for burial. Being that many live in or
near graveyards, especially those with mausoleums, the Samedi frequently see the deceased and their mourners dressed in
Sunday best. These Samedi also habitually feed on mourners visiting the grave sites.
Another popular mode of dress is medical clothing. The Samedi bloodline is still drawn by their fascination with death, and many
frequent forensics labs and hospital emergency rooms. The feeding here is also abundant, as they can grab blood bags and
orderlies with equal ease. Occasionally a Samedi will track a potential childe to Emergency, especially if he has seen (or
caused) the victim's accident and the victim is near death. These Kindred often carry their belongings around in a modified body
bag.
The final clothing preference is more a matter of honour -- clothing from the grave. When two Samedi meet, one of the topics of
conversation will be the history of a special piece of clothing or jewelry that the bearer has robbed from a grave. The more the
owner knows about the history of the piece -- be it an heirloom brooch, a Vietnam war veteran's dog tags or a piece of lace from
a 200 year old shawl (maybe from the Samedi's own ancestor), the more prestige she can gain in the Bloodline's eyes. Many
amazing and almost believable histories can be heard about various items carried by the Samedi at the Rio Candomble each
year.
Whatever the Samedi wears, it gives the feeling of wear and decay. If he puts on a brand new suit, within a half hour it is rumpled
and musty. If he must attend a Prince's court, he will cover as much of his body as possible with a high-collared or hooded cloak,
and will sit quietly in the shadows until called upon. After the audience, he will remove himself from the activity as quickly and
quietly as possible.
Making a Living
Despite -- or perhaps because of -- the disadvantage of their appearance, the Samedi are even better information brokers than
the Nosferatu. They have infinite patience and once sent on a mission, they will carry on doggedly until its completion. They are
very shrewd and wise, seeming to have a knack for finding out the deepest, darkest secrets hidden in a city, a political system or
a soul. There is a very basic reason for their working so hard to build a reputation as an indisposable resource -- survival. Their
existence offends enough elders that, should the Samedi cease to be such invaluable informants, they would be bloodhunted
and destroyed without question. As long as they hold enough dirt on the other clans, they'll be left alone.
The bloodline also spawns some very competent assassins, although they don't have the stoic finesse of the Assamites. A
Samedi is just as likely to take out her victim with an explosive charge as with the clean and quiet stake through the heart.
Their innate Voodoo talents make them excellent bodyguards. As well as the repulsion of their physical presence, the bloodline
can work powerful geases, curses and scryings to protect whomever they are paid to keep alive.
Some Samedi have a great affinity for technology, and their havens often boast the best in electronic surveillance equipment,
wiretaps, disguise kits for body and voice, computer systems and lots of spare parts. Their resources may appear low, but that's
only because banking and investing is difficult. They can't just walk into a bank and open an account. They usually have
significant stores of cash or other valuables, received as payment for their various assignments.

In The Company of Others


If a Samedi must make contact with other Vampires, it will be on her terms. Favourite meeting places are graveyards,
abandoned buildings and dark alleys, especially around dumpsters. If a meeting must be made in public, the Samedi will go to a
shelter for the homeless, where his smell will be less discernible from the rest.
Samedi rarely use ghouls. The nature of their blood means that anyone who drinks of it will take on the decrepit nature and smell
of the Kindred. This generally defeats the purpose that ghouls are created for -- to make contact with the human world for the
Vampire. If a Samedi craves human contact, he may dress in rags and huddle over a heat grate with the local winos, or comb
the trash bins with a bag lady for a couple hours. If the Samedi wants more permanent companionship, she will likely embrace a
feral cat or stray dog.

Chapter Two: Getting Social -- Samedi Culture


Just try to have fun,
Raise hell and then some.
I'm a dirt-talkin', beer drinkin',
Woman chasin' minister's son.
-- Alice Cooper, Alice Cooper Goes to Hell
The Samedi are completely solitary and unstructured -- at least that's what they want everybody else to believe. It is true that
there will be only one Samedi per major city centre (unless there is a childe in training). However, many of the Samedi keep in
regular communications with each other. It all goes back to their survival theory -- the more people who know the secrets, the
harder it is to bury the secrets. It is rare for these Kindred to meet in groups because the smell would soon attract unwanted
attention in developed areas.
There is an exception to this rule. Once a year many of the bloodline gather in the jungles outside Rio de Janeiro for their
Voodoo Candomble*. The retreat is generally around Mardi Gras season, when the humans' attention is focused on revels in the
city. It is likely that smaller groups of Samedi have gotten together before, to celebrate the particular feast day of their spirit
guide of choice, but this is the one time of year when all get together and hold their own festival.
The revels don't last more than 3 or 4 days maximum. This is due partially to the difficulty in keeping a fresh blood supply on
hand. As well, many of the Samedi have the affliction Taint of Corruption. The "Rio Candomble" is generally held in an isolated
grotto deep in the rainforest. At the conclusion of the event, a 600 square yard patch of blackened, dead undergrowth will have
developed, which if seen from the air could draw unwanted visitors. As soon as possible, the host Samedi will set fire to the
blighted area, making it look like a slash-and-burn. Certain experienced Vampire hunters know enough lore to search out these
sites of decay. Needless to say, the Garou sense the touch of the Wyrm greatly in these blighted areas.
A group of about four Samedi would have been chosen at last year's festivities as this year's hosts. They will attend the site a
couple of weeks before the gathering of the Bloodline. With the help of ghouls and locals ensorcelled into believing they are
serving their Voodoo deities, they make this season's preparations. The chosen site must have a stream running through it. A
structure will be erected to precise specifications as a focus for the activities. It will have a large room for dancers and
drummers, at least 60 square feet in size. A path leads directly from the front door to the dance floor. Benches (or logs to sit on)
are placed on either side of the room for seating. Men and women are seated on opposite sides of the Candomble site. There
should be a window in each of the side walls, and another door to the outdoors leading off the dance floor. The windows and
doors are necessary to facilitate the entrance and exit of called spirits. Behind the dance floor area, opposite the front entrance,
will be a series of small rooms with white-painted walls. These rooms are used by the Candomble Iya and her assistance to
prepare themselves for the formalities.
Of primary importance is the security of the area. Absolutely no one, not even the guests, will know the exact location of the site,
except the preparation team. The team knows the date that everything must be in place. Just 24 hours before, when the
Bloodline members begin to arrive in Brazil, do they provide directions via their advanced information systems. Some methods
include: a phone number for somewhere in Rio, with an encoded message giving directions on an answering machine when it
picks up; an address for a secure warehouse where containers with Samedi in them can be dropped off, then transported to the
meeting site; and the renting of the local drug cartel's runway where Samedi crates can be parachute-dropped by plane and
picked up later.
The Candomble is presided over by the Candomble Iya (Queen). She is generally an Elder Samedi or she is chosen by group
assent for some exceptional service she has provided for, or honour she has brought to Bloodline Samedi.
Not all of the North American Samedi can make it to the Rio Candomble every year. They hold their own event in the bayous of
Louisiana. It is timed, like the Rio event, to coincide with the New Orleans Mardi Gras. It is less likely that the gathering will be
bothered by hunters in Louisiana, but more likely that they will have problems with the Garou and Mokole.
*Candomble: Communal dance, used interchangeably as the name of the event, the revels themselves and the location of the
revels.

What the Samedi Think Of...


Brujah: They think they're the tough guys, but they're all fight and no sense. Sure, hangin' in a gang decreases the odds of
somebody hitting you, but it doesn't leave much space for free thinking. But then, the toughies don't think much at all before
acting, do they?
They're meaner, tougher and uglier than anything else I've ever come across. But the worst part of them is that they're loners.
Don't trust nobody that won't run with the pack, that's what I sez.
-- Butch O'Doyle, Brujah anarch leader (Detroit, Michigan)
Gangrel: They roam the wide open spaces and aren't at all comfortable with city ways. Too much like the Puppies for me. Leave
the vegetarians to themselves. If you must deal with their kind, use 'em then lose 'em.

They don't bother us, we don't bother them.


-- Logan, Gangrel elder (Tucson, Arizona)
Tremere: They don't like the Giovanni at all. We gotta respect them for that. Don't try to con these guys. Their elders have
forgotten more that most clans will ever know. Get cash up front if you deal with them, then get the job done right. They don't like
mistakes, but they seem to recognise the value of a good informant.

An interesting creation, indeed. We shall now delve deeper into their creation and examine their makeup. Scalpel, please.
-- Magister Emma Dallan, Istanbul Chantry
Ventrue: Stuffed shirt aristocrats. Their backstabbing little empires are crumbling all around them, and we make a mint telling
the Princes how much worse their opponents are doing than they are. And vice versa. Encourage their actions. Their desire to
know more than their brethren keeps our kind in business. Always lots of good dirt to trade.

Their appearance offends our proceedings, but their talents afford them some measure of respectability. Get what you can
from them, but be careful. They're shrewd dealers, and seldom go away with less than they started with.
-- Armenio, Prince of Martinique
Malkavians: These nutbars know more than they give themselves credit for. If they ever get their act together, we could all be in
big trouble. But their inbred neuroses, psychoses and phobias give us more than enough fuel to add to their fire of confusion.
When they go off on a tangent, leave 'em there and walk away.

Everybody's beautifuuuul, in their own waaaay....


-- Kyle Scheaffer, Chicago Malkavian
Toreador: Ain't they just the sweetest thangs? If you take these pansies seriously, then you deserve to have your ash pile
dissolved in a bucket of water like Freshie. Airheads and dolts right down to the last one. Prank 'em hard and often. Make their
little heads reel in disgust. We're what unlife is all about. They're just faking it.

Those, those THINGS?? (shudder). How anything like that could be allowed to exist truly offends my sensibility. Without
wanting to sound melodramatic -- 'Off with their heads!' I say.
-- Rosalind Chisholm, Toreador elder (Augusta, Georgia)
Nosferatu: Good buddies. We get along with these fellas real well. Help watch their backs, and they'll get you through almost
any jam. Don't hesitate to ask for their aid, and be eager to reciprocate. Just don't give away any secrets. They like to think
they're at the top of the "I know something you don't know" heap. As long as we help perpetuate the myth, the heat's not on us.

Trust them with your lives, and give them the respect they deserve. These wretches cannot help what they've become.
There's an old Clan saying: A Nosferatu with a Samedi bodyguard will live for five centuries.
-- "Nightcrawler", Nosferatu information broker
Giovanni: Well, what can we say about our favourite foreign family? How about avoid 'em, crush 'em, maim and destroy 'em?
Not physically, of course. Their dark arts far outshine anything we could throw at 'em. Hit them where they really hurt -- in the
corporate pocketbook. Then run like Hell and don't look back. Ever.

They're an embarrassment that we must eliminate. Every moment they exist is a thorn in our family's side.
-- Madeleine "The Dagger", Giovanni enforcer
Ravnos: Great sense of humour and useful as informants. Love that ability to create weapons, items, and almost anything else
out of thin air. And get this -- they can make you believe it! Treat them with the respect due any good informant. And bring lots of
shiny things for trade.
I'd sure like to know how they can hide so much junk on their person. They're as good at it as we are. Then again, maybe I
wouldn't like to know...
-- Pietro, Prince of Sofia
Camarilla: The pay's good, and the work's there if you want it. Somebody in this gang's always wanting to be saved from
somebody they ticked off, or they're looking for info to make a corporate raid or somesuch. Protection and information money
flows freely with this bunch. And they're relatively stable to boot. Work it while you can.

Their grotesque existence may seem a violation of the Masquerade, but they seem to have a code of honour. I'd rather have
them with us than against us.
-- Queen Anne, Prince of London
Sabbat: Can use these boys for income, especially if you've got a juicy tidbit about a Camarilla haven they want to raid. But,
don't throw out the baby with the bathwater. This bunch is too fractured to ever get very far in the takeover biz. The Camarilla's
income is valuable and plentiful. The Sabbat's best use is to scare a Camarilla Prince into thinking his unlife's in danger from
them. Then charge big money to keep him safe.
They scare the bejeebers out of most Kindred they meet. I say make nice with 'em. You don't want to think about the
alternative.
-- Mike "the Snake" Mancuso, Sabbat bishop
Inconnu: Tolerable lot. Keep to themselves for the most part, and I can respect that. Someday I might even try to talk to one,
see what they are all about. Someday when I no longer want to exist, that is...
My research has not revealed much, but what I have learned frightens me. I fear that they are not just a subspecies of the
Nosferatu or Giovanni, but an unwholesome amalgamation of all that is most despicable in the undead.
-- Dondinni, sixth-generation Monitor of Genoa
Mages: Just stay away from this bunch. They know too much. The most dangerous individuals you will ever come across. Deal
with a Mage only through an intermediary. Keep your distance, that's the only way to survive an encounter with one.
We have observed their machinations many times. We have even used them as sources of information. They, like all
Kindred, have their place and use.
-- Cornelius DeVires, Order of Hermes Tradition

If ever I saw something more deserving of a Good Death, it was a Samedi.


-- Ethan Moore, Euthanatos Tradition

Abominations. The Sleepers will be safer when they are re-buried, permanently.
-- Analyst 10010011, New World Order Convention, Technocracy.

Wheeeeee!!!!! They are so cool!!!


-- X-Ray, Marauder
It is good to see that others are willing to embrace the darkness within and show it to the world.
-- Heinrich, Nephandi
Wraiths: The spooks make good slaves, if you can catch and hold one. They can't do much to us, and many tend to have a bad
attitude, but if you can call the right one up, it can provide valuable information. Use them for whatever you can. Their time's up
anyway.
They think they know about the dead, but their heavy-handed ways offend us. If we are summoned, we answer. If we don't we'll
be wrenched violently from the Shroud. Better we meet them on our terms.
-- Andreas, died 55 BC, through Madame Mia, Spirit Medium
Changelings: Not all of them are annoyingly cute or pretentious. They seem to have a dark and light side, sort of like that Star
Wars movie. For us, if we stick to the darker Kith, we're OK. Especially like the ones called Sluagh. They're as sneaky as a
Nosferatu. They like the information game just as much as we do. The Redcaps are a little too rambunctious. If they'd curb their
appetite they'd be a more stable lot.

Their banality rivals only the Dauntain. Their presence is painful to us. They can damage the Glamour in a freehold just by
passing within a block of it.
- Lady Valeria of House Fiona
Garou: Puppies. Furballs. Hack, hack, choke. Their attitude is almost as ugly as their appearance. They seem to hate our kind
even more that your average Kindred. We've lost several of the Bloodline to Garou attacks. Avoid at all costs.

These...Wyrm things should all be destroyed. By claw, fang, Klaive and the Will of Gaia, it shall be done.
- Gunter "Seeks the Prey" Schwager, Get of Fenris Ahroun
Ratkin: They're good informants, and tend to hang out in our kind of territory. We've tried to get to know their kind better, set up
some kind of liaison, but they don't seem to want to hang around us for long.

They hang on our turf, and we cross paths occasionally. Can respect their attempts to improve their lot in unlife, but the taint
of Wyrm follows them everywhere.
-- Michael "Mazewalker" Smith, Ratkin Shadow Seer
Mokole: Don't piss one off. The crocs can call a beam of daylight down. Sun your buns real good. They really have a problem
with us taking over the swamps in the bayous come Mardi Gras time. Something about a Wyrm thing. Still, it's almost worth the
effort to take one on, especially if you need a new pair of 'gator skin boots.

If you find one of these Wyrm beasts invading our swamps, kill it, behead it and utterly destroy the body. They have no
respect for the natural order.
- Jean-Paul "Lightbringer" Madisson, One of the Shadowless

Other Voodoo Sects


The Serpents of the Light and Followers of Set also follow the paths of Voodoo and Voudoun. The majority of the Serpents and
Setites, however, practice the dark arts.
The Samedi come under heavy competition from the Setites in particular. The Haitian region of the Caribbean has for all intents
and purposes fallen under the power of the Exus, through the machinations of the Followers of Set. Louisiana and environs, in
particular New Orleans, is hotly contested between the Samedi and the Setites. For now, the Samedi are holding their own,
mainly due to the strength of the annual Rio Candomble.
It is to the Setites' advantage to perpetuate the myths about the evils of modern-day voodoo. The more bad press they can throw
at the Samedi's activities the better. Many of the Camarilla clans still adhere to the mortal idea than anything voodoo is
intrinsically evil. Whenever an atrocity can be traced back to voodoo, the fingers will point first at the Samedi. Truth is, it is highly
unlikely that a Samedi would want to draw attention to herself. Such an event would be looked upon in the bloodline as severely
as a breach of the Masquerade.

Chapter Three: Unique to the Bloodline


One thing I miss,
Is Cold Ethyl and her skeleton kiss.
-- Alice Cooper, Cold Ethyl
New Bloodline Merits and Flaws

Brittle bones
(2 pt. flaw)
Your bones behave like you have advanced Osteoporosis. Add one to your target number for Soak rolls. This is not as serious
as the Sons of Samuel Flaw (See Sons of Samuel Flaw Vampiric Bone Disease)

Truly Disgusting
(1 pt. flaw)
You are so horrible that few can stand being around you at all. Others must make a Willpower roll (diff 6 for Nosferatu, 7 for all
others, 9 for Toreador) to remain in your presence.

Rotting flesh
(3 pt. flaw)
Bits and pieces of you fall off easily. This can be a great disadvantage, possibly leaving evidence after combat.

Spirit Guide
(1 pt. merit)
A benign spirit has been watching over you since your embrace. You get one extra dice to resist the casting of a curse on you.

Wraith Affinity
(2 pt. merit)
Your knowledge of death draws friendly spirits to you. A successful Perception + Occult roll (diff 8) will allow you to communicate
with a Wraith for up to one scene.

Dislocation
(1 pt. merit)
Because your body is in a state of decay, you can squeeze into hard to get at places. Note: Can't take this merit with the Rotting
Flesh flaw. You'd leave too many pieces behind.

Removable limbs
(5 pt. merit)
If you spend a point of blood, you can remove an appendage, animate it, and reattach it. ie. you could remove a hand, send it
across the room to retrieve something and bring it back to you. The appendage must remain in your line of sight, or you lose it
permanently.

New Bloodline secondary traits for Samedi

International Espionage
You have a working knowledge of spy activity in your homeland And at least one other country.

* You can find information in a civil service office.


** You have the inside scoop on behind-the-scenes wranglings in the city political scene.
*** You have an informant of significant position at the Federal level (either in your homeland or another country).
**** You have a foreign government almost in your pocket.
***** Bond, James Bond.
Specialities: Wire taps, tailing suspects, making contacts, listening devices.

Camouflage
If anyone needs anything hidden in a hurry, you're the one to do the job.

* You might find it if you tripped over it


** You can camouflage vehicles, or make an effective duck blind
*** You can hide a cabin from overhead surveillance
**** You can keep a camp hidden from satellite view
***** You could hide the New York Philharmonic in a library

Specialities: Jungle, Arctic, desert, ocean, vehicles, entrances

Voodoo rituals
You have studied the arts from the Old Country and can recognise the rites as prescribed by the elders.
This is just the knowledge, not the powers.

* You recognise some symbols.


** Novice. You can perform a reasonable Tarot card reading.
*** You know much of the ins and outs of Umbanda and Quimbanda.
**** You have full understanding of the causes and effects of Voudoun.
***** You know exactly what type of voodoo is being practised, and who to send the victim of a curse to for answers.

Specialities: Curses, cures, tarot cards, potions, rituals, symbols

Bartering
You never take any deal at face value. Half the fun of getting something is wheeling and dealing for it.

* You'll try one or two counter offers.


** You'll play along as long as your customer isn't too shrewd.
*** You rarely get the poorer part of a deal. Your information sells at good rates.
**** You'd put an auctioneer to shame.
***** A farmer would buy his own manure back from you at $50 a pound.

Specialities: Auctioneering, stock trading, fast talk, evaluation

Appraisal
You have a talent for knowing the value of things. This could be anything from a piece of antique jewelry to an Old Masters
painting. You can spot a forgery.

* You're still learning the art. You can give ballpark figures for evaluations.
** You can pick out glass from real precious stones. Your margin of error on evaluations is 20%.
*** You can tell the real thing from a fake on close examination. Your margin for error on evaluations is 15%
**** You can pick out a fake at a glance. Your margin for error is 5-10%
***** You can spot a DaVinci in a garage sale. You almost never err on at item's value.

Specialities: estate jewelry, antique furniture, art, comic books, stamps.

Poison Craft
Any assassin is only as good as his arsenal. Yours includes all manner of fast acting, slow and painful and untraceable poisons.

* You can administer arsenic in tea.


** You can make curare blow darts.
*** You understand how to make and use contact poisons.
**** You can make and use poisons that will target certain types ie. only Garou, only women.
***** You can make poisons that will kill a Kindred in minutes.
Specialities: curare, arsenic, airborne poisons, poisonous plant identification.

Incendiary Devices
You have a grasp of how to make and use the things that go Boom! in the night.
Specialities: Dynamite, thrown devices, electronic devices, homemade explosives, timers, defusing.

New Discipline
Voodoun

Samedi Sub-Group: The Sons of Samuel


Note: This material is an expansion and revision of the original Sons of Samuel by Paul Michael Graham.

A Letter to the Tremere Inner Council from Marcus Cole, Tremere Elder, Baton Rouge
Most respected Circle:
Very recently a bloodline in its infancy has been discovered. The Samedi refer to it as the "Sons of Samuel," but they call
themselves the "Sons of Sam." The earliest records we have of these beings seems to point to their creation in the
Louisiana or Mississippi State region in 1992.
We have traced the bloodline's beginnings to a Samedi named Dr. Samuel Stankiewicz. Dr. Sam was a particularly
wretched example of this bloodline's foulness. He expressed the Nosferatu characteristics of commanding a swarm of
flies that constantly buzzed about his person, as well as carrying many large maggots, bloated with the Kindred's own
blood.
This repulsive creature was bestowed with a great intelligence. As far as we can trace, he had no formal medical training,
rather he practised the Samedi disciplines of Thanatosis and Necromancy, all to aid his intense study of all aspects of
death and dying. He was self-taught, and fancied himself a "Mad Doctor," so to speak. He practised his art very much
unnoticed by our kind, until one day Dr. Samuel discovered a mixture of medicine and Necromancy. After his
experimentation on, and destruction of several mortals and Kindred, he stumbled on something he has dubbed
"Necrotomy." We are still attempting to delve into the particulars of this new Discipline. It appears that, now that Dr.
Samuel has made this discovery, he has begun to produce progeny of his own. All of them have the foul discipline
Necrotomy.
These progeny seem to be a separate bloodline related to, but not exactly mimicking the Samedi. They have been calling
themselves "The Sons of Samuel," or "Sons of Sam." Although still fully Samedi, Dr. Samuel Stankiewicz has assumed
the title as one of the bloodline, and is currently its leader. At this time there seems to be only a handful of his progeny that
exist, but the "Good Doctor" is seeing to the creation of more childer.
I and the rest of my chantry will continue to monitor the situation. We have not yet discovered how the rest of the Samedi
bloodline feel about Dr. Samuel's activities, or for that matter, if they even know or care. One thing we are monitoring
closely is the degree of madness in the progeny. If they show any tendencies that will blatantly breach the Masquerade,
they must all be bloodhunted.
I would go so far to suggest that Dr. Samuel Stankiewicz be labelled an Anathema, and added to the Red List. Clan
Tremere could offer the Trophy, or possibly the Nosferatu could be convinced to offer the reward.
In your kindest regards, I respectfully remain,
Marcus Cole, Baton Rouge Chantry

Quote
"We're baaaack!
-- Gremlins II, The New Batch

Nickname
Quacks

Appearance
Born from foulness both mental and physical, the Sons of Samuel share the horrible countenance of their progenitor. The
one advantage in being partially removed from the Samedi is that they don't have the rotting flesh stench associated with
that bloodline. Rather, being that they are medically-bent, the scent of formaldehyde, ether and other hospital smells waft
around the Sons of Samuel wherever they go.
The Sons make extensive use of masks and prostheses to hide their foul visages. Most of them prefer dress associated
with the medical profession.

Havens
Most members of the Sons live in or near areas where they have access to medical facilities. This could be anything from
a 24-hour free clinic to a major public hospital. In any case, most own modest homes (with the obligatory secret laboratory
on the premises). Some even practise right out of their havens. This could be either New Age healing or an attempt at
legitimate medical practises.

Background
Nearly all Samites have at least minimal medical or mortuary training. For a time, all of the bloodline had such professions,
but some of the newer members (in the last year) have come from other backgrounds. An edict has come down from Dr.
Samuel himself, insisting that Samites shun anyone not involved in medicine or mortuary work when seeking progeny.
However, this request cannot be enforced.

Character creation
Primary Attributes for Samites are Mental and Knowledge skills. Additionally, a rating of at least one pip in Medicine is
highly recommended. Any Samite character with no Medicine pips will be considered a rogue of the bloodline, and may
be shunned and treated as an outcast by the Samites.
Natures and Demeanors vary amongst the bloodline, however Deviants and Caregivers are the most common. Common
Backgrounds include Resources and Retainers.

Clan Disciplines
Fortitude, Necrotomy, Thanatosis

Weaknesses
Although possessing the discipline of Fortitude, Samites suffer from a form of vampiric osteoporosis that makes their
bones very brittle. They can use Stamina and Fortitude to soak as per normal. However, a wound that cannot be absorbed
will be a harder hit. As a result, all wound penalties that normal Kindred suffer are moved up one on the Health Track.
Therefore a Samite suffers the following dice penalties to injury: Bruised -1, Hurt -1, Injured -2, Wounded -2, Mauled -5,
Crippled -5, Incapacitated. Furthermore, because this Bloodline is in its infancy, characters must start at 12th or 13th
generation.

Organisation
Samites are generally wrapped up in their personal affairs and do not meet often. Occasionally they come together to
discuss items of great importance to their bloodline, or to show off their newest projects. The Bloodline does not take part
in Samedi activities such as the Rio or New Orleans Candombles. Dr. Samuel Stankiewicz has disassociated himself
from his brethren, and his progeny have followed suit.

Gaining Bloodline Prestige


Only through practice and experimentation in one's art can a Son of Samuel expect to gain Bloodline prestige. Developing
one's Disciplines can also bring about prestige.

Stereotypes
The Camarilla: Very few of these kindred even know we exist, but the ones who do, stay away. Then again, we aren't
looking to win any popularity contests.
-- John "Jekyll" Kyle, Orthopaedic Surgeon

I wasn't sure what they were until I found out who their creator was. Don't let them fool you; they are just as foul as
Samuel.
-- Timothy, Nosferatu informant, Chicago
The Sabbat: Camarilla, Sabbat, what's the difference?
-- Ellen Jones, RNA

The what? I think you've been talking to the Malkavians again.


-- Donovan, Sabbat Priscus, New York City
The Samedi: "Poor, stinky, pathetic things. Thank Samuel for proving we're the next step in their evolution. They had
nowhere to go but up.
-- Michael Brain, Podiatrist

What the Hell did Sammy Boy think he was doing? Something stinks, and it's not my gangrenous left foot. Watch these
half-breeds for a while longer, just so we can be sure we know what we're dealing with when we need to eliminate them.
-- Annabella St. Martin, 9th generation Samedi spirit medium.

Sons of Samuel Endowments


The following list of endowments are special rules, merits and flaws that a Son of Samuel character may use.
Paths: Sons of Sam may purchase the Path of Biothaumaturgic Experimentation without the need to learn Thaumaturgy
itself. This path comes naturally to Sons of Samuel and may be bought at normal Path cost. However, a couple of
restrictions apply. The character must first have three pips in Necrotomy and three pips in Medicine, and they must be
taught the Path, preferably by another Son of Samuel.

Merits and Flaws


While these Merits and Flaws have been created for use with the Sons of Samuel bloodline, they may be used by other
Kindred with permission of the Storyteller.
Regenerative Blood (6 pt Merit): This merit is extremely powerful in the hands of a vampire, and should be allowed only
with the permission of the Storyteller. Kindred possessing this merit have blood that is highly regenerative and can be
used to heal wounds at twice the normal rate. For example, at the expenditure of one point of blood, the character would
heal two wound levels. Any excess healing would be lost, nor would it accumulate. Additionally, this ability may be used to
heal aggravated wounds. To do this, the character would spend the normal 5 points of blood per day, but would heal two
aggravated wounds.
Medically Inclined (3 pt Merit): Whether or not you have gone to medical school, you have a knack for medicine and its
application. Characters who are Medically Inclined may discard a single "one" any time the Medicine Knowledge is rolled.
Additionally you know a great deal about the proper care needed to nurse a mortal that has been fed off back to health.
You gain a -2 bonus to the target number when treating such a person.
Medical Ties (3 pt Merit): You actually practise(d) medicine or know someone in the medical field either before or after
you were Embraced. In any case, you have gained influence in the medical community and can receive large sums of
blood, gain autopsy records, and the other perks that go with the profession (Storyteller's discretion). Don't abuse this
merit. The more often you use your influence, the less effective it will be.
Medical Facility (2 to 6 pt Merit): You own a part or are the head of a local medical facility. The magnitude of this facility
can range from a small private practice or pharmacy (2 - 4 pts) to a blood bank (5 pts) or General Hospital (6 pts). The
actual size and value of the facility, and point cost must be agreed upon by both the player and Storyteller.
Controlled Blood Flow (8 pt Merit): Kindred with this merit have a particular ability to control their blood flow throughout
their body when they sleep. This means that the Kindred no longer needs to spend a point of blood per day to maintain
himself while he sleeps. It also prevents the level two Thaumaturgical power Blood Rage. The Kindred being affected by
Blood Rage has to spend a point of blood per round to negate the effect of Blood Rage.
Vampiric Bone Disease (3 pt Flaw): You possess a rare form of bone disease that makes your bones more fragile than
most. As a result, you possess the identical Flaw as the Sons of Sam. Note: Sons of Sam cannot take this as a Flaw.
Supernatural Signature (2 pt Flaw): There is something about you that tends to separate you as supernatural from
mortals -- even more so than the typical Kindred. As a result, anyone attempting to detect your presence either as a
Vampire, or a supernatural creature, gains a -1 bonus to their difficulty to do so. Unlike the Flaw Eerie Presence, you do
not make people uncomfortable when around them. You are merely more susceptible to being discovered when
supernaturals are being searched for.

Samedi Quirks and Secrets


Giant. No eyes.
-- Gnorm, A Gnome Named Gnorm
Bloodline Samedi has developed very close ties with Voodoo practises, but not so much the dark Haitian rites. The
income and feeding from Spiritism-style Voodoo is much better. They practise the Brazilian style of Voodoo, a strange
amalgam of Voodoo, Christianity and Spiritism. It is divided into dark (Quimbanda) and lighter (Umbanda) rituals. Many
humans also adhere to these practises, with the larger cities being centres for Spiritism and the smaller communities in
North-eastern Brazil focusing on Umbanda. Whenever two or more Samedi get together to practise Voodoo rituals, it is
called a Candomble. The term is attached to all group Voodoo events from a seance with 2 to 6 individuals to the Rio
Candomble at which anywhere up to 40 or 50 Samedi will attend. Aside from the major Candombles at Mardi Gras time in
Rio and New Orleans, different Samedi will participate in Candombles for special celebrations.
The leader of the celebration is female. She goes by the title Iyu (queen). The Iyu for an Umbanda event will be dressed in
flowing white cotton clothing, and be adorned with fetishes, beads and ribbons. The Iyu uses a new outfit everytime she
hosts a Candomble event.
Humans are welcome to attend a Candomble, and many do. There are many practitioners of and believers in Voodoo all
over the world. The Samedi's inherent smell is somewhat masked in the Candomble dance hall by the burning of much
incense. This also helps mesmerise the humans, so if they see anything strange, they can chalk it up to a "religious
experience." The Samedi often use these humans as a herd for feeding. They also scout the congregation for potential
progeny. The Iyu gets first choice when picking progeny. Other Samedi can only create a childe with her permission.
A female Samedi that wants to become an Iyu has a long path to tread. Not all female Samedi are chosen to be an Iyu.
The Samedi must start out as a novice, apprenticing with an Iyu willing to train her. The candidate must first prove her
devotion to the spirit guide of her sponsor. Then she must study and participate in all Candombles her Iyu orders her to.
She will be little more than a slave to her Iyu for 20 to 25 years. She must know all the rituals, incantations and drumbeats
for the dancing. She will dress in the colour of her sponsor's spirit guide, as only the Iyu herself may wear white.
Unless an ordained Iyu breaks off and starts a Voodoo circle in another community, the novice must wait until the present
Iyu dies the Final Death, and even then she cannot be sure the title will be hers, for often the Iyu will leave a testament
behind, naming another novice as her successor. The fight upwards is slow and arduous, and only the strongest and most
dedicated ever make it. Once they do achieve Iyu status, they garner (and deserve) the greatest respect from the
Bloodline.
When one of these powerful Kindred dies, the entire bloodline mourns the loss. Part of the Rio and New Orleans
Candomble is set aside to remember any Iyu who may have been lost since last year's event. They beat drums slowly and
chant around an empty coffin in the centre of the Candomble dance floor. A grave is dug nearby, and the casket is carried
seven times around the hole and raised and lowered three times before it is interred. The mourners then return to the
Candomble where the Iyu's will is read, naming her successor. The successor is then welcomed with raucous chanting,
dancing and drum beating.
The up-and-coming novice will be subjected to fasts, rituals and blood-sacrifices reminiscent of ancient African rites. She
must learn herbalism and the making of potions. If she survives these trials, she is ready for her initiation.
The Samedi initiation ceremony of a novice Iyu is not for the faint of heart. It is attended by both males and females. To the
beat of a drum, the novice is led by an aide into the middle of the Candomble dance floor. Her eyes remain closed through
the entire ceremony. She will be dressed in the colours of her Iyu's guide.
First, the novice's hair is torn out of her scalp in handfuls by her Iyu. Considering the state of a Samedi's physical being,
often chunks of scalp come out as well. Then, three buckets of blood are dumped over the novice's head -- one animal,
one human and one Vampire. The vampire blood would have been gathered as voluntary donations from the attending
audience, as they entered the Candomble building. The novice remains standing immobile for up to an hour, while
everyone else chants, beats drums and dances around her. Then the Iyu rends chunks of flesh from the novice's face and
arms.
The Novice is then led into a small antechamber in the back of the Candomble hall where she stays in seclusion for 30
days. She is forbidden to speak to or see anyone during this time. She receives minimal blood -- just enough to prevent
frenzy and torpor.
At the end of this period of seclusion, the novice is brought back into the Candomble hall for her "name-giving." This is
when her Iyu's spirit guide will either accept or reject her. She will be dressed in her Iyu's guide's appropriate colour.
Drums and chanting will begin, and she will shuffle and dance around the dance floor.
If the ceremony is a success, the novice, while in a trance-like state, will begin to shake and convulse uncontrollably. She
will then scream out the name of her Iyu's spirit guide. This means that the guide has decided that this novice is worthy of
becoming an Iyu in his/her name some day.
Following a successful name-giving, the novice can stay and devote her unlife to her Iyu, in the hopes of being her
successor. She can also choose to strike out on her own, seeking a new location to establish an Umbanda centre.
An unsuccessful name-giving is cause for great shame. The shunned novice will be taken to a secluded area, staked and
left for the morning sun. Without a guide, the student has no reason to continue existing. Final Death is the only way she
can save face with the Bloodline.
Who they Call On
Got a job that needs supernatural assistance? You have to know who to call -- and when. The Samedi believe that all
natural and supernatural events are controlled to some degree by their spirit guides.
Following is a list of the more popular guides, their colours, astrological signs and (in some cases) accessories needed to
call them. System: Roll Perception + Occult (diff 8). The number of successes will dictate the accuracy and amount of
information gained. A botch means the guide cannot be contacted for 24 hours. No successes means the guide will
appear but give false or no information (Storyteller's discretion). Summonings should be kept to one question directed at
one spirit each 24 hours.
Oxala: (Pronounced Ossala) Male spirit -- the most powerful. Followers wear white clothes, a gold ring on the middle left
finger, and white beads with three red ones in the set. He will accept novices only during the Rio Candomble (never at the
New Orleans Candomble). Sign: Leo
Yemanja: Female spirit -- controls the oceans and waterways. Followers wear teal blue or aquamarine, and milky blue or
yellow beads. She can be called at high tide. She accepts novices only on New Year's Eve. Must have a seashell. Sign:
Virgo
Ogun: Male spirit -- controls violent acts (melee). Followers wear dark green clothes with silver buttons, and a small silver
sword on a chain around the neck. Can be called while facing west. Must have a switchblade. Sign: Saggitarius
Oxossi: (Pronounced Ossossi) Male spirit -- controls violent acts (firearms). Followers wear rust-brown and carry a
miniature replica of a shotgun. Can be called while facing north. Must have gunpowder. Sign: Taurus
Xango: (Pronounced Zango) Male spirit -- controls knowledge. Followers wear mauve or light blue, and carry a small scroll
tied with baby blue ribbon. Is called to remove curses bestowed by Exu of the Closed Paths. Called while facing east. Must
have a novel. Sign: Libra
Oxun: (Pronounced Ossun) Female spirit -- controls acts of secrecy. Followers wear navy blue, and three small silver
arrows on a charm bracelet charm. Can be called while in the shadows. Must have a magnifying glass. Sign: Pisces
Omulu: Male spirit -- controls bodily functions and decay. Followers wear swampy greens and browns, and either carry a
piece of driftwood or use a gnarled wooden walking stick. Can be called on grass, lawn or field. Must have a natural piece
of a tree (ie. a stick). Sign: Cancer
In addition to the above, there are a couple of lesser Voodoo spirits that can be called on. The Old Black Slave is a male
Negro slave. You must have a cigar to call him. Jurema is a female Amend. You must have six bird feathers to call her.
These spirits can both be called on to answer questions. The questioner should find a quiet place and meditate. Rolls are
the same as for the above spirit guides.
A Samedi will almost never wear pure black or pure red. These are Quimbanda colours and would easily identify a "black
arts" follower to other Samedi. Another definite sign of Quimbanda is a pair of black candles tied with two red and two
black ribbons.

More on Quimbanda
The Samedi practitioners of Quimbanda are either very old or very brave. Quimbanda Voodoo is unpredictable at best.
The spirits all go by the prefix Exu.
Exu Marabo: Female. Speaks French only. Specialises in the cure and cause of disease. A corpse must be present.
Must be called in a mortuary.
Exu Mangueira: Male. Speaks French only. Can cure heart problems or cause heart attacks. Can cause bloodflow
problems in Kindred. Must be called in a hospital. Must have a glass of the strongest proof alcohol you can get, and light
three white candles.
Exu of the Closed Paths: Female. Causes extreme bad luck. Luck can only be changed with the assistance of an
Umbanda Iyu or a novice who can call Xango. Must have chalk and a pot of black ink present. Must be called in a school.
Exu Skull: Male. Can help conquer an enemy. A tombstone at least 50 years old must be present. Must be called upon in
a graveyard.
Exu of Hot Ashes: Male. Causes or cures alcoholism or drug addiction (including Kindred addicted to addicts). Must
have a full bottle of liquor or syringe present (needle not broken). Must be called in flame (ie. lit fireplace, candle, burning
piece of paper).
Exu of the Pitchforks: Female. Makes or breaks relationships (business and personal). Must have a picture of the
intended victim(s) present. Must light three black candles to call her.
It is rumoured that there are certain symbols that must be drawn to ensure that the calling of the Exus is heard, and that the
request is answered. As the Quimbanda sect is extremely secretive, no one, not even the Umbanda Iyus, have been able
to find a symbol left intact.
Whether they are Umbanda or Quimbanda, the spirits' talents are not to be abused. They are fully capable of seeking
revenge on a questioner who they feel did not pay the proper respects, or used their knowledge frivolously or for the wrong
reasons. And who's to say what these beings consider right and wrong? They will use their particular talents to their best
advantage. For example, if a Samedi novice meets with Yemanja's disapproval, her haven may be flooded. Exu of the
Pitchforks may cause a business deal to go bad, or even get a bloodhunt called on the victim.

The Place of Men


While they cannot be Iyus, male Samedi occupy positions equally as powerful in the bloodline.
After 20 to 30 years of study and attendance at Candomble, the Samedi male can attempt to call down his own spirit
guide. This will not be one of the guides mentioned in Umbanda or Quimbanda. Rather, it will likely be a non-famous
person with a particular talent. It may be for medicine, education, espionage, warfare, or any other speciality.
This spirit guide, when called upon, transfers all its' knowledge into the host. Roll Charisma + Occult (diff 8). The number of
successes equals the number of hours the spirit guide will be willing to assist the Samedi when it is called. A character
may choose one of this type of spirit guide once he has achieved four pips in Occult. The guide should be written up,
including abilities and background, and approved by the Storyteller.
For some reason, healing spirit guides are the most common. A famous case in Brazil is Jose Santiago. Santiago is
revered among the local poor kine as being able to cure all physical infirmities. Santiago held a fascination with disease,
death and decay as do all Samedi. When the time came to call down his spirit guide, he was opened to Dr. Fritz, who
enables Santiago to perform "miracle cures" on the local populace.

Minor Effects
Both male and female Samedi have an inherent ability to affect minor charms. Some examples include: curing a
toothache, sobering up a drunk, keeping snakes out of your haven, preserving yourself from being struck by lightning,
winning at cards, making an unwanted visitor go away. The requirement is twofold: the character must make a Despacho*,
and must also make a successful Manipulation + Occult roll (diff 6). The charm and its affect must be OK'd by the
Storyteller.
*Despacho: a small leather bag hung from the neck by a thong. Into the bag is placed two or three items to make the
charm work ie. different herbs, coloured beads, coins. The Despacho must be worn while the charm is worked.

Chapter Four: Archetypes


The templates presented here are similar to those in Vampire. The Natures and Demeanors given here are samples only.
You can easily alter these templates to fit your concept of how you would want to run the character. Some of these Natures
and Demeanors are taken from The Vampire Players Guide.

Back-Woodsman
Quote: There's things out there in the middle of them woods that'd make a strong man die of fright.
Prelude: You were born in the Louisiana bayou region. Mama and Papa raised you and your 12 siblings as best they
could, but the Cajun hicks never got the good jobs. You were always underfed, unhealthy and uneducated.
You learned quick that the only way to get along was to do it for yourself. Soon as you could, you grabbed a gun and a
hunting knife, and went into the swamps to forage. The trade in 'gator hides was strong, and the swamps were easy to lose
the authorities in. You carried on like this for the better part of 10 years, soon gaining the reputation for being the best
poacher the Louisiana swamps had ever spawned.
One day you happened on a 'gator that was particularly hard to take down. It almost seemed to have human intelligence.
The ensuing battle left you mortally wounded. It seemed you were going to die right here in the land where you were born.
Just then, as you were gasping your last, a hideous form loomed overhead. This thing reminded you of the Legend of
Amos Moses -- king of the alligator hunters. Your progenitor said he embraced you to stop you from invading the Mokole's
territory and killing any more of their kind. Then he disappeared into the swamp, never to be seen again.
You didn't know that were-alligators existed, but you sure want to find out more about them. They will be very worthwhile
trophies. You didn't die from your first encounter with one thanks to your sire, but is this much better?
Concept: You are very private, a loner. You don't want nobody messing around your territory, and you don't want nobody
nosing around in your business. You have a single contact on the river front that you trade skins with for supplies. You feed
off the swamp creatures, and an occasional lost tourist. Becoming a vampire hasn't really changed your lifestyle much,
except that you seem to be better at stalking your prey, and hiding from danger. Your driving goal is to catch the
granddaddy of all 'gators. You are still searching for more of these Mokole, but now that you are Kindred you understand
that there's more to the were-creatures than meets the eye.
Roleplaying tips: What you don't have in strength you make up for in speed and savvy. There isn't much you don't know
about the swamps and the creatures that live here. Along with poaching, you have been known to hide someone who is
running from the law, or from the Camarilla. All for a price, of course. Most of the time you just keep to yourself and wonder
whatever happened to your kinfolk.
Equipment: Shotgun, axe, hunting knife, raft, camping gear, canoe, flashlight.

Candomble Novice
Quote: You have been put under a curse. I can ask Xango to reverse it and open your paths...for a price.
Prelude: You thought you had it made. A slick little fortune telling operation in the French Quarter kept you fed and clothed.
Fleecing the tourists was almost criminal, but it was so much fun.
Of course, you never believed in any of that supernatural mumbo-jumbo. Spiritism, Voodoo, that was all crap you told the
kids to keep them from wandering off at night. You'd heard there were some freaks that re-enacted hokey rituals in the
bayous, but you dismissed it as yet another lure for tourists.
You were working late one night. It was near Mardi Gras and business was booming. You were feeling pretty good about
yourself. The cards were reading well. You'd just predicted a happy marriage to a handsome lawyer for a slip of a girl
whose face -- well, let's just say that if you run across her again, your embrace wouldn't shock her much.
It was almost time to pack it in when a decrepit old woman entered your booth. She must have been one of those inbred
Cajun old-timers, you thought, because she reeked of decay like the swamps outside the city. She took her place opposite
you at the table, but instead of asking for a reading, she pulled out a well-worn set of tarot cards and began telling your
fortune.
What she had to say was very strange, and somehow believable. she told of another life -- the real live of Voodoo. She
mentioned something or someone called Samedi. She gave you the impression that she wanted you for this Samedi sect.
You weren't too sure about all this. You dismissed her and ran home quickly as you could. But the next night, just at closing
time, she was back. And the next night as well. For reasons you are still not clear on, you agreed to follow this woman to
the swamps.
The foulness of the embrace left you in shock and pain for some time. The old swamp woman stayed with you, guiding you
and teaching you the ways of the Bloodline. You discovered she was an Iyu of Yemanju, and you followed in her footsteps.
You passed your name-giving, and now assist your Iyu and Yemanju.
Concept: You are a Candomble novice, still under the tutelage of your Iyu. You serve the followers of Voodoo, assist your
Iyu during rituals and study the ways of the Samedi. Every year you accompany your Iyu to either the Rio or New Orleans
Candomble. You are confident that when the time comes, you will take over as Iyu of this region.
Roleplaying tips: Carry yourself with dignity. After all, you are a priestess in training. Mention the name of your spirit
guide occasionally in conversation. Always remind those that are with you that the Spirits walk among us, and that there
are forces not to be trifled with.
Equipment: New blue dress, different coloured candles, ribbons, bottle of hard liquor, strings of beads and shells, vials of
arsenic and strychnine

Crazy Cat Lady


Quote: Here kitty, kitty...
Prelude: Ever since you can remember, you've been around cats. The first picture ever taken of you still hangs in your
living room. There you are, three years old, dressed in a pretty pink smock, smiling and holding a tiny black Persian kitten.
Your love of animals in general and felines in particular led you to a job at the local SPCA. You devoted many hours to the
care and handling of society's unwanted pets. Your soft spot for kitties meant that several of the animals slated for
euthanasia ended up as cherished members of your household. You developed displays on the importance of having your
pet inoculated for rabies, and lectured at schools on pet care. You devoted weekends to manning a booth at shopping
malls, handing out literature on spaying or neutering your pet, and knocked on many doors fund-raising for the Society.
Eventually, you started to join the night patrol. You answered many calls requesting removal of stray dogs and cats from
private property. You even were involved in the rescue of several animals from dangerous situations such as fires and car
accidents. You even got Fluffy down from a huge willow tree for old Mrs. McTavish over on 4th Street.
Occasionally while on patrol alone, you'd get the feeling that someone was watching you. You never saw anything, but at
times, it felt like someone was just out of sight in the shadows, keeping an eye on your business. The feeling manifested
itself especially strong one night when you were checking on the warehouse district. You had gotten a report of a mother
cat with kittens that had to be removed from a storage unit. There was little light in the building you were directed to. You
entered cautiously, not wanting to terrify the animals. Then you saw it. A gruesome display was illuminated by a moonlit
window. A decrepit, skinny figure appeared to be sucking the blood out of a cat!
Revulsion quickly turned to fury as you charged in and jumped the cat killer. But this guy was fast -- as fast as a cat it
seemed. He had you pinned before you knew what was going on. Then he began a strange chant. From out of nowhere,
cats began pouring into the room. There were cats everywhere, and they all seemed eager for the kill. The last thing you
remember before you blacked out was a stench of death and decay, and the hissing and meowing of the cats.
You awoke to the realisation that things would never be the same. Your progenitor embraced you out of hunger and self-
preservation, and he had little time for a pathetic neonate. The only thing you had in common was your interest in cats. But
now, you could blood bind the cats, make them part of you forever, like children that will never grow old and never grow up.
Concept: You loved cats when you were mortal, and now you've got forever to look after them. You live in a small cottage
on the outskirts of town, and the place is full of cats. Some of them are your ghouls, but many are just in need of food and
shelter. You keep to yourself mostly. The cats are your friends. You talk to them, and maybe they even understand you
sometimes. Any money you make goes into the care and feeding of your cats.
Roleplaying hints: Your cats are your life. You're always talking to them, stroking them and feeding them. You've
developed a cat's lightning reflexes and keen eyesight from living with them for so long. If you see anyone abusing a cat,
you will frenzy. If one of your cats goes missing, you will search high and low for it, maybe for days or even weeks,
depending on whether or not it's a favourite.
Equipment: Can opener, lots of catfood, heavy purse, cane.

Samite General Practitioner


Quote: The swelling should go down in a couple of days. In the meantime, take two of these and call me in the morning.
Prelude: Your father was a surgeon, and his father was a country doctor. It was preordained that the firstborn son would
also be in medicine. It took three tries before you were accepted in medical school. The classes were draining, and the
work quickly piled up over your head. Getting three or four hours of sleep per night was a luxury.
But still you toiled on. Failing to become a doctor would be a disgrace to the family. There can't be an end to the tradition
of healers. The stress was getting to be more than you could bear. After failing that last kinetics exam, you even
contemplated suicide.
Then, a new professor happened on the scene. He took a particular interest in you, always taking time to speak to you on
the way out of anatomy class. His offer to tutor you on your weak points didn't come a moment too late. You spent many
hours in his private office, poring over causes, cures, procedures and experiments. Sure, he had a few strange quirks. He
only conducted meetings and classes after dark, but he'd stay up until almost dawn to help you with your problems. His
office always smelled of formaldehyde and ether, and you could never figure out where it came from. His skin was kind of
weird, too. It looked almost like it were stretched too tight, like whatever was underneath it was trying to burst its seams.
You really didn't have much time to ponder his uniqueness and besides, he was helping you make the grade. On
graduation day, he took you aside and made you an offer. He said that funding had just been put in place for a new branch
of medical research. The work was ready to go, and all he needed was an assistant to help him. You eagerly agreed. It
was an opportunity you couldn't refuse. Little did you know how things would change.
Concept: Your unique insight has provided you with many hours of study. You carry on a night practice in a portion of your
haven, treating the usual gamut of human ailments. It pays the bills. Hidden in the basement is your real love -- a fully
functional experimental laboratory. So what if the occasional street punk or hooker goes missing? It keeps your hobby
interesting. You know you're getting close. Just a few more months' work and you're sure your old professor will teach you
about Biothaumaturgic Experimentation. You've got the lab all set up. All you need is the talent.
Roleplaying tips: Medicine is your life. Your introduction to unlife has renewed your drive. You now have endless amounts
of time to learn. Experiments that you used to think were impossible may actually be accomplished. You love to talk to
other Samites about new developments in procedures, and to show off your latest project. Right now you're concentrating
on building better prostheses. Anything to further the cause of the bloodline.
Equipment: Lab coat, stethoscope, clipboard, doctor's black bag, large filing cabinet stuffed with notes.

Samite Surgical Nurse


Quote: Now just relax. It's only a little pinprick.
Prelude: It wasn't easy getting your degree. You studied hard and spent many long hours poring over lectures, theories
and previously completed papers. At first, you thought that medical school was the way to go, but half way through pre-
med, you decided that working as a surgeon's assistant was your calling.
You graduated with honours and were snapped up by one of the best hospitals in the city. It was a rush, being involved in
life and death situations every day. But before long, your career became just a job. You began to feel that there was more
to life than sterilising scalpels after the daily hustle and bustle of OR.
Your request to switch to the night shift was granted. Maybe the increased activity in Emergency would give your career
new meaning. That's when you noticed a particular surgeon.
He has to live in the hospital, you thought, because you never saw him leave the building, not even after his shift. A cloud of
the typical hospital smells seemed to follow him wherever he went. He must be a bundle of nerves, too, because he never
seemed to have much of an appetite.
Funny thing, too, he never seemed to go anywhere without his OR mask. Actually, he never seemed to go anywhere but
Emergency and the OR. Wonder what he looks like?
You found out about three months later. It had been a particularly hard night, with several car accidents, a house fire and
even a shooting. You were burned out, tired and frustrated. Surely there had to be something better...
That's when your mysterious surgeon made his move. After your embrace, he taught you the specialities only a Samite can
bring to the medical profession. Your life has new meaning now, and you can help people in new ways -- whether they
need it or not.
Concept: To assist your mentor is your driving goal. His work means everything to you, and you will stop at nothing to
further his and your experiments. Your haven is in a forgotten corner of the hospital laundry room. Feeding is no problem --
there is blood in great supply both fresh and stored. You still keep up with your work in the OR. Maybe someday soon you'll
be able to acquire a still-breathing victim for the doctor to work with.
Roleplaying tips: You are a professional surgical assistant. There isn't anything you don't know about an operating room.
Given the chance, you could even perform some simple surgical procedures. You are meticulous about your surroundings
both in private and on the job. You are efficient at what you do, which makes patients more comfortable when you are in
charge. Many of the staff surgeons have requested that you be moved to their shift, but you sternly but politely refuse,
saying you do your best work at night.
Equipment: Hypodermic needle, scrub clothes, mask, catheter, thermometer, rubbing alcohol.

Street Child
Quote: Nobody loves me,
Everybody hates me,
I'm gonna eat some worms.
Prelude: Growing up in Harlem is a tough life, and you were one of the toughest. You had a Mom, but you never saw her
around much. Your Dad never made an appearance after you were conceived.
By the time you were 12 years old you had your own street gang, but instead of looking for rumbles with the local punks,
you devoted your talents to drug dealing and developing the best information brokerage on the streets. You stole what you
could get your hands on to survive. It started with an occasional apple from a fruit vendor, then you graduated to clothing
and finally cash and credit cards. A couple of stints in reform school only helped you hone your skills, learning tricks of the
trade from your classmates.
Before too long, you outgrew your reputation. You began hearing about really weird happenings under the streets. One of
your lackeys went missing, then another. It was time to find out who was invading your turf.
You followed a tip and ended up deep below the subway lines in a little used series of storm drains. The smell was
unbearable. Worse than the usual New York filth. Something really big must have died here. Or maybe two or three
somethings. Suddenly there was a movement in the shadows. Your feet were frozen in place, as an animated horror
shuffled into view. Your embrace was swift and painful.
Concept: You now roam the sewers and streets in the New York night, along with the rest of the Samedi gang created by
your progenitor. He looks after you much like Fagin treated the boys in Oliver Twist. Who knows, maybe he was around at
that time. Now you trade information for blood, safe havens and hunting rights. You run with the three or four other kids in
your gang. After about 25 or 30 years, you figure that you will be pretty damn good at what you're doing. Maybe then you
can strike out on your own, embrace a few more brats and expand into other cities. The bigger the network, the better the
hold you can have on the Kindred who think they run things. The Embrace has given you opportunities and abilities you
could only dream about before, but has it been worth the price? Only time will tell...
Roleplaying Tips: You are sharp and shrewd, and know the value of a juicy tip. You are also the consummate little boy
brat. You carry worms, snakes, caterpillars and other critters (some of them ghouls) in flesh pockets all over your body.
Nobody tells you what to do -- except for your mentor. He's the father-figure you never had, and all you've got, so you might
as well try to get along with him and the other brats in the Samedi gang.
Equipment: Baseball cap, slingshot, bug jar, leather jacket with gang logo on back, ripped, soiled jeans, thrash band T-
shirt.

Camarilla Agent
Quote: I prefer my refreshment shaken, not stirred.
Prelude: When you were a little kid, you always played cops and robbers. You wanted to wear the blue uniform, just like
Dad. Then the Kennedy assassination happened, and you were hearing all about the FBI and the CIA. Now those guys
sounded more like it. That was the kind of life for you. Espionage and under cover work -- that's the way to go.
So you stayed in school and ended up with a diploma in Law and Security. All you could find was a job as night watchman
in a community hospital. Big deal. So you answered an ad for a night school course in private investigation. First thing you
did when you completed the course was quit your job.
It didn't turn out to be much better. Sure, you had your own office and you were your own boss, but following cheating
husbands to gather evidence in divorce cases was neither exciting nor glamorous. You were on a particularly dull stakeout
late one night when you saw movement in the alley. Maybe somebody was getting roughed up. Nothing likely to happen
with the stakeout for another hour, so you went to investigate.
You were about halfway down the dark narrow alley when you heard something in the dumpster. You turned and drew your
weapon, but it was too late. You were jumped by what seemed to be a mobile corpse. The more you struggled, the worse
the stench became. You lost consciousness.
When you awoke, you were reviled and shocked to discover what you had become. It took awhile, but you found that your
vampiric talents actually made you a better investigator. In time, you became a competent agent, working for the different
Clans. Your efficiency caught the attention of the Prince, who recommended you for undercover jobs. Now you work for her,
but you'll consider anybody who can pay the price.
Concept: You're very efficient and secretive. Once it is made, you will do everything possible to fulfil your contract. You
have many contacts locally and internationally, some Kindred and many Kine. Your unlife depends on your honour and your
reputation, so you don't give away any secrets. You prefer to work alone, but you have been known to bring an assistant
along, as long as she proves useful.
Equipment: Maserati (with espionage toys), fingerprint dust, wiretaps, several passports, trenchcoat, .38 special with
silencer.

Healer
Quote: Don't thank me, just leave the usual in the cooler by the door.
Prelude: You began life as a simple Christian man. When you started school as a child, you could only attend half days, as
you were needed to earn money for your family at home. Life for you was peaceful, but always poor. You had trouble
earning money, and never seemed to have enough to get out of debt.
One day you found a despacho alongside the road. You put it in your pocket and didn't really think anything about it. When
you got home, it was after dark and there was a little old man -- a complete stranger -- who asked you for shelter. You put
him up in the summer kitchen. When you arose the next morning, he was gone. He came back asking for shelter for
several nights. His visits were late, and one night you asked if he could come by earlier. "I cannot," he said, "But you can
come visit me in the cemetery at this hour every evening."
Why you were compelled to obey, you do not know. but you found yourself at the cemetery at the prescribed hour. It was
then that the old man revealed himself to you as one of the Bloodline Samedi, and Embraced you in a mausoleum.
Your progenitor was a healer, and he taught you everything he knew. He showed you how to call your spirit guide, which
determined what kind of healing you were talented at. Before too long, you took over the region and became known as a
great benefactor. You'd cure anyone for a bit of blood.
Concept: You work alone, from an hour past sunset to an hour before sunrise. Your "clinic" is in the same summer kitchen
you first let your progenitor rest in. You have a couple of kitchen chairs, a basin with running water and a wooden dining
room table that you use for both examinations and operations. Your tools are rudimentary at best -- kitchen knives,
scissors, common pins and the like. These you keep on a sideboard in a tin can. When you perform an examination, you
call on your spirit guide (a Frenchman), who possesses you and transfers his talents to you. The guide anaesthetises your
patients with a hazy mauve light. Sometimes in the middle of an operation the guide will call out in French for "More mauve
light!" You have never spoken or learned a word of French in your life.
Roleplaying tips: You are reserved and quiet when not possessed by your guide. When under his influence, you work
with a rapidity and flair that is most unnatural to your true self. You work all night, every night, helping the poor people who
need you. All you ask is a donation of blood. Never accept cash for any of your work. You wear a dirty lab coat, and don't
keep your office particularly neat or clean.
Equipment: Common kitchen tools, flashlight and extra batteries, rubbing alcohol and swabs.

Demolitions Expert
Quote: Yup. It blowed up real good.
Prelude: You remember it well. It was the time of the California Gold Rush. Everybody had caught gold fever, and you
were no exception. You started out as a "Miner 49er", but you never struck it rich. Best you managed to do was scrape
together enough nuggets to fund your expedition to the Canadian North.
So you travelled up the coast. It was a long and slow trip, first by steam locomotive then just you and your pack mule. You
holed up in Dawson City, Yukon Territory, long enough to get your bearings. Then you headed into the unknown.
Gold fever had gripped the continent. Competition was brutal and justice swift. Claim jumpers were everywhere. You were
working deep in a hole you'd hewn out of the granite. You had just set the fuse to blow a particularly stubborn outcropping
when you heard a sound behind you.
You turned to look, then turned ghostly white in shock. It must have been one of them bush spirits the locals spoke about. It
loomed in between you and the tunnel's exit, blocking your way out. You figured that this was the end, but by God he wasn't
going to jump your claim and get away with it. So you lit the fuse and passed out from fright.
When you regained consciousness, you were no longer in the mine. You were also no longer human. Your progenitor was
pretty much a loner, and only embraced you because he didn't think your time had come. He taught you the rudimentary
basics about Kindred life, then left, never to be seen again.
Concept: Over the years you've honed your skills in blowing things up. Your talents are available for hire to whomever can
pay the price. Your contacts can provide you with almost any explosive material and device known to Man. You've even
come up with a few original ideas. You're proud of what you do, because it's all you have left from your Kine life. So what if
you're missing a few fingers or maybe part of a foot. It's part of the job. And part of being Bloodline Samedi.
Roleplaying tips: The Embrace has made you a survivor. The best way you've figured out to survive in the Vampire world
is to be of value to somebody higher up than you. You've been living in the cities for the past 50 years or so, following a
brief stint overseas to observe and learn some of the military operations during World War II and the Korean Conflict. You'll
talk to anybody that has a job to do and a fistful of cash to back them up. Otherwise, you've got jobs to do.
Equipment: C-4, fuses, batteries, hard hat with lamp on it, TNT, primer cord (lots), string of gold nuggets (sentimental
value)

Appendix: Samedi Who's Who

Jose Santiago
Jose Santiago was embraced in a small village in the Brazilian jungle in 1880. Before the embrace, he was married and
had two children. He was a stocky man with short black hair, a bristly moustache and swarthy skin. He worked hard as a
sharecropper, but never made money. His family was very poor, and the children were always hungry.
Just after the end of World War II, he successfully called a spirit guide -- Dr. Fritz. Dr. Fritz was a "medical researcher" at a
Nazi internment camp during the Second World War. He committed suicide when the Allies liberated the camp. He was a
master surgeon.
When possessed by Dr. Fritz, Santiago wears a monocle. He speaks fluent German, even though he's never been taught
anything but his native Brazilian Portuguese patois. He uses the crudest of instruments -- a paring knife, nail scissors, a
pair of tweezers and an ordinary sewing needle. These he keeps in a rusty tin can in an unsanitary basement
office/operating theatre. The condition of his practice (and the smell of the patients) masks his smell fairly effectively, and
he wears a mask to hide his features.
Dr. Fritz only physically manifests himself to Santiago. He appears as a middle aged, short, fat, balding German doctor.
The local poor, who cannot afford any other medical attention, flock to Jose Santiago's after-hours clinic. He has never had
any surgical or medical training, yet he can remove cataracts, set broken bones, stitch wounds or remove an appendix
with no record of anyone ever getting an infection. When under the spell of Dr. Fritz, he slashes, stabs, twists and gouges
with incredible, aggressive speed. Many peasants seek his aid every year, providing Santiago with a steady income and
blood supply.
He has been studied by a team of Tremere from Vienna, and he has numerous personal gifts from grateful people for
services rendered.
He works without assistance. When being operated on, Santiago's patients are conscious, and they assist the surgeon
themselves. They will hold a vein, pass him a knife, and never sense pain. When the procedure is over, the only symptom
will be that they feel tired. It seems that Dr. Fritz anaesthetizes Santiago's patients with a supernatural green light. Anyone
watching Santiago operate may hear him call out in German for "more green light" during the procedure.

Victoria Lebeau
Victoria was a Cajun riverboat captain's daughter in Louisiana. She was 22 in 1894, and had been engaged to an
alligator hunter. He was killed fighting "the granddaddy of all 'gators". It was more than Victoria could bear when she found
his badly mauled body three weeks later in a bayou. She became suicidal and decided to throw herself to the mercy of the
'gators one night when the moon was full.
Unknown to Victoria, she had been watched closely from the time she wandered into the alligator swamp. Just as the
reptiles were gathering for the feast, blood gushing from gaping bite wounds in her thigh and abdomen, a frightening man
of the swamp appeared. As the swoon of death closed in on Victoria, the Baron Samedi took her as his childe.
Victoria had been beautiful in life with thick, black hair and sharp black eyes. She could speak English, but preferred the
language of the river -- Cajun. Her past was meaningless now, as the horror of the Embrace had transformed her into a
disgusting monster. A brief glimpse of her reflection in the oily water of the swamp filled her with revulsion. The Baron,
Prince of the Bayou (if one can be Prince of a handful of ghouls, zombies and alligators) was patient, but left no room for
kindness in his training of Vicki. He taught her that being Kindred was better than death, and that the Bloodline Samedi
was often called upon to do the Kindred's dirty work -- both Camarilla and Sabbat. Vicki learned to be beholden to no one,
and to give loyalty to whomever could pay the price.
Victoria goes by the name Miss Vicki now. She frequents the bayous and graveyards of New Orleans, and always attends
the Mardi Gras Candomble. A few years ago she was almost killed by the Anathema Genina, the childe of Brigette, Baron
Samedi's sister. She was intensely jealous of Vicki. With the help of a group of Camarilla Kindred, Genina was tracked to
a haven in Tokyo, Japan, and brought back for trophy.
Miss Vicki remains in the New Orleans area. She has been seen being courted by a Malkavian from the Chicago area.
His name is Kyle Scheaffer, and he has been seen operating the lights for night games at Wrigley Field.

Baron Samedi
The Baron is definitely the most famous Samedi, and one of the most well-known Kindred in the world today.
Born in Africa, he was captured by slavers and sold in France. It was in Paris where he was embraced by "Gran'daddy".
Soon thereafter, he embraced his sister Brigette.
The Embrace turned Brigette into a being of pure hate and evil. Her wanton killing sprees were calling attention to the
Kindred of Paris. After several attempts on the Baron's unlife, he bought passage on a ship for he and his sister to Haiti.
While in Haiti, the Baron studied the arts of Voodoo from the Kine, the Setites and the Serpents of the Light. Brigette also
studied, and became a very adept Quimbanda Iyu. It was about 150 years ago that the Baron, disappointed in Brigette
and fearing that she would try to end his unlife, immigrated to Louisiana.
The Baron has nurtured the local populace's fears about his bloodline, and his infamy has spread throughout the Kindred
and Kine world. He travels around the Umbanda centres of North and South America. He always attends the Rio
Candomble, when he catches up on the activities in his old friend Jose Santiago's unlife.

Genina
The African child lived only a few years as Kine. She was captured by Portuguese slavers and transported to Haiti when
she was five years old. On Haiti, she heard stories about horrible creatures that sucked the blood of the living.
Her interest in Voodoo grew, and she began secretly attending Voodoo rituals. At one, she saw Brigette drain a child.
Brigette knew Genina was watching. Before Genina could escape, Brigette had captured her and given her the Samedi
sting.
Brigette was a cruel and violent sire. Genina's abuse twisted her very soul. She escaped Brigette shortly before Baron
Samedi left Haiti, and struck out on her own, eventually making allegiances with the Ravnos (no one knows how) and the
Followers of Set.
Genina hated all Kindred and was a particularly vicious butcher. She travelled from city to city, committing grisly murders.
She arranged her kills in such a way as to break the Masquerade, thus hoping to expose the kindred of the city. For this
she was branded Anathema, the trophy clan being the Ventrue.
The last city she set up was Chicago. She caught the attention of a group of Camarilla Kindred who, under the direction of
Ventrue Prince Lodin, tracked her back to New Orleans. She escaped the country with the Prince of Baton Rouge, whom
she used to purchase safe passage from a sect of Japanese Kindred. The Camarilla group tracked her to Tokyo where
she was staked and brought back to Clan Ventrue for Trophy.

Isaltina
Isaltina is a well-known Umbanda healer. She is a native of Brazil, born in the city of Natal and embraced when she was
about 34 years of age. Her sire drew the Embrace out over a number of days, with Isaltina growing weaker and weaker.
Only when she was bedridden did her sire bring her to Bloodline Samedi.
Isaltina was immediately taken in and trained in the ways of Umbanda. She survived her name-giving, following the guide
Yemanja. When the Iyu of her Candomble was killed by a hunter on the way to the Rio Candomble, she became Iyu of
Natal.
Her speciality is tarot card readings, and indeed when she is not on official business, Isaltina can be found at night in a tent
on the outskirts of town, selling readings to Kindred and Kine alike. Her readings are very accurate. It has been said not to
go to Isaltina with questions you don't know the answers to, for you may not like what you hear.
Table-rapping is a tool Isaltina loves to delight clients with. It works like this: A group sits around a heavy wooden table,
hands placed on it palms down. The individuals then ask the table questions. The table will rap on the floor once for no and
twice for yes. If a more detailed answer is sought, the questioner recites the alphabet, and the table will rap once when a
letter is reached. The questioner starts over again and again, until the words in the answer are spelled out.

* You can make a ladyfinger


** You can set off dynamite using an electric fuse
*** You can make plastique bombs with timers
**** You can make a bomb that very few experts can find or defuse.
***** You chatted with the scientists at the Trinity Site about this atomic thing.
SANATAN
By Jenny Parr (j.l.parr@bradford.uk.ac)
The Sanatan are, by far, the least understood and the least trusted of the Hibakusha clans because of their weakness, their inability to
drink the blood of kine. The blood of humans is both repulsive and unnourishing to them; the blood of other kindred, however, gave
them the life they needed to survive. The Sanatan were therefore one of the weakest but one of the most feared clans on the face of
the earth. The Sanatan were also feared because all of the Hibakushas' `magic' came from blood and the other Hibakusha clans
thought that as the Sanatan fed off their kin they were tainted by the Sanatan `magic.'
However the Sanatan grew to find the blood of animals unnourishing and the blood of Kindred hard to find and difficult to obtain so
they desperately sought a solution to their ordeal. Help came from the one place they never expected to find it. The Salubri Saulot,
who's childe had been diablerised by the first Sanatan took pity upon the killers of his son and took under his wing a Hindu priest who
had been embraced by a Seventh generation Sanatan. As the priest journeyed along the road to Golconda (called Narayana in
Sanskrit) he had visions of a future where Kindred no longer preyed on Kine to satisfy their need for blood. Out of that dream the
discipline of Ahinsa was formed, the ability to survive without violence its goal.
The Elders of the Sanatan did not like the next turn of events. The "Patient One" who had developed Ahinsa travelled around India
teaching it to the later generations, so the Elders decided to wage war on their own childer. Seeing a chance to be rid of the Sanatan
once and for all the other Hibakusha clans entered the war on the side of the younger Kindred and proceeded to wipe out all Sanatan
above seventh generation. Seeing the younger Sanatan as no threat, they thought that without Kine blood the disciples of the "Patient
One" would die out. Eight hundred years later they are still around and mainly living in the crowded streets of Delhi and Calcutta.

Stereotypes
Camarilla: "An oppressor that seeks to restrict its members by forcing them to hide their true natures."
Sabbat: "Although they acknowledge their true nature they have no other goal than to harm the mortals that the Kindred were
placed upon this plane to protect. Are they really Vampires or are they something more sinister?"
Salubri: "The great Saulot taught us to throw off our constraints and live without fear again. We owe them more than our lives
and are ready to help them fight against their enemies without hesitation"
Hibakusha: "Our brothers and sisters in arms who helped us fight against the oppression of our Elders, although with ulterior
motives
Giovanni "Should not the dead be left to lie in peace? I believe that some day these dabblers will come across something they
cannot control, then who will they run to for help?"

Nickname
Brahmanrm

Origins
India

Appearance
As all the Sanatan were Hindu before their embrace they are most likely to be Indian in origin but recently there have been a few
Europeans joining.

Haven
The Sanatan usually band together in small flats in slum areas.

Clan Disciplines
Auspex, Ahinsa, Obeah.
Weaknesses
The Sanatans are not able to drink mortal blood, instead gaining nourishment from meat (which sustains them due to Ahinsa
level 1). Sanatan can drink both animal and Kindred blood.

Backgrounds
Sanatans are usually caregivers in nature but can be from all walks of life. They all speak Sanskrit and Hindi.

View Ahinsa discipline.


SANGROLOU
By DarioCS@aol.com, adapted from the SangroluAD&D monster by Jay Knioum

Description
The Blood Lich, or sangrolou, is truly an abomination: a once-vampire who is as far from its previous state as a vampire is from
a mortal. Legends abound in the tomes of long-dead sages but most of them agree the first sangrolou wanted to escape the
bounds of the night and forever leave the domain of the Elders.
Sangrolou are the results of particularly arcane Thaumaturgy rituals culminating in the creation of a foul, black potion. Vampires
that imbibe this dark potion must succeed a Stamina check (difficulty of 8). Success indicates that they survive and become
sangrolou; failure does not indicate death, but something far worse.
Thus, there are two types of sangrolu, Broken and Whole. Whole sangrolu are possibly the most powerful and sophisticated
undead. They retain their previous vampiric appearance, and do not have the appearance of walking corpses. Broken sangrolu
are horrid creatures of tight, rotted flesh shot through with fat, black veins and exposed yellowing bones. They are more horrible
than even the Nosferatu, for the broken sangrolu are forever cursed to decay, with only the blood of mortals to hold back the
inevitable.
Broken sangrolu decompose rapidly, losing one Health Level per 24-hour period. Their bodies simply fall apart when they pass
Incapacitated this way. The only way to hold back the rot is to drink blood; for every 5 points of blood they drink, they regain one
health level lost from rot. However, even when fed, a broken sangrolu is a monster with tight, wrinkled flesh and burning yellow
eyes.
All sangrolu in their natural forms continuously emit a thick mist from their bodies that trails behind them when they move. The
mist is heavier than air, and slowly falls from their bodies and washes across the ground like a ghostly waterfall. The mist
eventually dissipates, but it adds a distinct, haunting aura to the creature. The mist is supernatural in origin, and is not affected
by wind, or even submersion.

Nickname
Blood liches, sometimes weird mist guys

Appearance
Aside from the mist noted above, whole sangrolou tend to look like the clan which spawned them (mostly from clan Tremere).
However, they tend to be possessed of entrancingly haunting beauty; when dancing, they appear to hang in the air just a split
second longer than they should, for instance.

Background
These creatures are especially rare. They are even less of the natural order than vampires are. Before the "Ritual of Ascension"
which turned it to its current state, they were vampires of the 7th Generation or lower.

Haven
Whole sangrolou lair themselves outside but near large cities. Typically, a whole sangrolu will inhabit a large country estate, a
lonely abandoned barn, or any other place near but outside a populated area. They need never actually venture into a city due to
their ability to create Crimson Deaths to feed for them, but they try to remain no farther than 10 miles from such places.
Broken sangrolu need blood much more badly than whole, and tend to more drastic measures. Broken sangrolu tend to set up
temporary lairs in places of large populations, but that will escape the notice of the world at large. They will typically take over (or
lair in) a prison or asylum, a large ship at sea, frontier villages, or sewers of large cities. Sangrolu also tend toward areas where
slavery exists, to easily purchase supplies of blood.

Character Creation
Strangely enough, whole sangrolou often possess the Monster Nature and a more artistic or gentle Demeanor; the reverse is
more often true with the broken ones. All sangrolou must begin with a Generation background at 6 (placing them at the 7th
Generation) and a Thaumaturgy (or Dark Thaumaturgy) rating of 6 as well.

Clan Disciplines
Dark Thaumaturgy, Nihilistics, Vinculuus, Though not a clan discipline, sangrolou with Protean have different level four and five
powers:
**** Form of Man: The sangrolou may alter his or her form at will to match the exact appearance of someone whose blood it has
consumed during the last hour. This requires 1 BP to activate. The mimicry is exact but only cosmetic. The sangrolou does not
necessarily share the person's aura, mannerisms, etc.
***** Form of Mist: Sangrolou with this power may shapechange into mist instantly, even during combat, with a successful
Stamina+Survival check (difficulty 8). A Sangrolou which has Celerity can be an obnoxious foe indeed, as it reforms from mist,
strikes, and dissipates back into it ad infinitum.

Weaknesses
Despite their great and mysterious powers, the sangrolou are not without their banes. For some reason, pure lead is anathema
to them. Contact with the metal in pure form inflicts an unsoakable, aggravated health level of damage per turn of contact.
Weapons made of the substance likewise inflict unsoakable, aggravated wounds. A holy symbol made of lead and brandished
by one of True Faith to them is also doubly effective as a hindrance (and inflicts aggravated wounds on contact).
Furthermore, due to their lack of connection with the natural world, animals that are not pure carnivores are terrified of them, and
even fellow predators regard them as competition at best. All sangrolou's auras are shot with black veins as if they were
diablerists.
Broken sangrolou get an additional 5 freebie points at creation, but have Appearances of 0, in addition to the eternal decay
mentioned earlier.
Sangrolou are unable to sire progeny until reaching level 2 in Vinculuus and even these are not true sangrolou, or vampires (see
the "Ritual of Ascension", below).
Sangrolou may not take the Inoffensive to Animals, Faerie Affinity, Repelled by Crosses, Repulsed by Garlic, or True Faith
Merits and Flaws. Any levels in Animalism or Obeah are permanently lost and may never be regained. Protean is a special case
for the sangrolou. While they have lost the ability to change form into that of an animal (although Thaumaturgic Rituals still work in
this regard), they gain other abilities.
And lastly, sangrolou have a new statistic: Spirit. This represents their animating force, and begins according to the following
formula:
15 - (Former generation of sangrolou)
Sangrolou do not have the Generation statistic anymore, but Spirit represents the animating force and connection to the
netherworld they have. Most sangrolou have a Spirit rating of 11. They retain the same equivalent statistics as per the
corresponding Generation, but may not engage in the act of Diablerie. Instead, they may consume a living Mage which has an
Arete that, when multiplied by two, is greater than their Spirit rating, to improve it. Treat a sangrolou in the Umbra or that is in
astral form as having health levels equal to their its rating.

Procreation of the Sangrolou


Those brought into Unlife by a sangrolou become members of whatever the clan the sangrolou was of before the Ritual.
However they tend to be especially feral and vicious, having been warped by the dark nature of the sangrolou. If using the
"Humanity & Bestiality" rules, they begin with three points of Bestiality, rather than none, and the Berserker merit. Such Progeny
of a Sangrolou always results in an 8th Generation vampire of the Sangrolou's former clan under the blood liches' complete
control.
/HTML>
SANUSI
By Mitchell Kelly (mitch.kelly@tesco.net) (20 June 1995)
"We will have it back. We will have it all back!"

History
Of the few Kindred who have heard of the Sanusi, all seem to express a different opinion on their origin. Some say they were
derived from the lost Cappadocians, others that they were an offshoot of the Lasombra. Others still mutter that they were in truth
a Clan, not merely a Bloodline; the Childer of an unknown Antediluvian, himself the offspring of the hatred in Caine's heart. One
thing that all authorities do agree on is that the Sanusi are no more. They were wiped out long ago. This is also only thing in
which all authorities are wrong: the Sanusi were smashed, pursued and killed, but they were not exterminated.
The Sanusi first appeared with the rising civilisations of the Fertile Crescent. At that time, they were the greatest occultists
among the Kindred. High praise indeed, but true nonetheless. Then, the Sanusi began to exert power in the world: they had
become aware of the power that their knowledge gave them. They spread their influence among the peoples of the deserts that
bordered the Fertile Crescent, appearing to these primitive folk as oracles or gods. Then these primitives began to attack the
cities, where the other great Clans of the Kindred had their power. Those Clans, chief among them the Gangrel, the Toreador
and the Ventrue, would not stand by and see their cities, full of their faithful retainers and servants, destroyed in the name of
Sanusi pride. The cities armed themselves, and took the war back to the deserts. In a great battle that lasted for days and
nights, the men of the cities, supported by their vampiric masters, slaughtered the men of the desert, whilst those same vampiric
masters hunted down and killed the Sanusi wherever they could be found. Finally, the armies returned to the cities, convinced
that they had forever ended the threat from the desert. The proud Kindred thought they had done the same to the Sanusi. They
were wrong.
A pitiful few Sanusi survived the great battle and the wanderings through the inhospitable deserts that followed. Supported by
their few remaining faithful kine, the settled in the deepest, most inhospitable parts of the great sand and rock deserts of Arabia.
Over time the kine became the mysterious vagrant tribes of the interior, seen only occasionally when coming to their rare trade
meetings - or when they came out of the wilderness like a ravening horde to slaughter a settlement or caravan. The Sanusi built
their havens in deep caves, and plotted their revenge.
Over time they spread slowly, placing themselves wherever the other Kindred went, watching their every move, listening to every
word that was said. Then, they began their revenge. The Sanusi knew that they could not hope to destroy their enemies in open
battle, and so they took another, more devious route. The Sanusi fanned the feud between Set and Osiris, ensuring the battle
would never end. The spread subtle lies about the actions of both the Ventrue and the Brujah, ending with the destruction of
Carthage and the certainty that the two Clans will never work together. They sowed the seeds of mistrust and hatred between the
Clans at the time of the Crusades. They made sure that at the Convention of Thorns, there would still be Kindred who would not
join the Camarilla. The Sanusi discovered and used the greatest weapon that they could ever unleash against their enemies: the
mistrust that lies deep in the heart of every Kindred. Deep down, the ancient foes want to believe that all other Kindred are their
enemies. The Sanusi are more than happy to tell them.

Organisation
The Sanusi are loosely-knit, but work together. Every ten years, a secret meeting of most of the Sanusi occurs in Marrakech,
where the pre-eminent leader of the Sanusi, called the Caliph, call on all of the Sanusi to discuss their work and to bring their
plans into alignment, to better serve the great cause of the Bloodline. Below the Caliph, all Sanusi are independent, and largely
equal. Status comes from three main sources: occult knowledge, magic power and victories against their enemies.

Character Creation
Mental Attributes are Primary, along with Knowledges. Natures are variable, but Judge, Director, Visionary and Deviant are
common. Demeanours are generally sober. In general, Neonates are Embraced in their thirties or forties, but this is not
mandatory. The Sanusi generally Embrace intelligent, committed men and women, who were often Occultists in life. All Sanusi
are Occultists in death. The Sanusi do not follow the Path of Humanitas, but generally follow either the Path of Power and the
Inner Voice, or the Path of Death and the Soul. Their Virtues are Courage, Self -Control and Callousness, with Self-Control the
most prized. Supernatural Merits and Flaws are common in this Bloodline. Common Backgrounds are Mentor, Resources and
Contacts. The Sanusi have few Allies they can rely upon, since they are forced to keep their existence secret. All Sanusi
possess large Havens, both as living quarters, and as workrooms for their Occult experimentation.

Disciplines
Presence, Fortitude and Gnosticia. Dominate, Thaumaturgy and Necromancy are also common, and highly prized Disciplines.
Presence, Fortitude and Gnosticia. Dominate, Thaumaturgy and Necromancy are also common, and highly prized Disciplines.
Sanusi rarely learn Animalism or Protean.

Weakness
In addition to being at the top of the death list for every Kindred organisation there is, the Sanusi are a uniqely disturbing group:
they are all afflicted with the equivalent of the flaw Eerie Presence.

Using the Sanusi in a Chronicle


The Sanusi were designed as something that all the people who slavishly read the rulebooks wouldn't have heard of, something
to make people guess. Put them in a Chronicle, wind up your characters and watch them go off to blame the Sabbat, the
Tremere, the Setites and anyone but the real culprits. Just like the Sanusi would want them to...

Stereotypes
Camarilla: Our ancient enemies, and their lackeys who stood by and watched us be slaughtered. We will enjoy watching your
pathetic little debating club fall like the house of cards that it is.

"They were destroyed long, long ago. If any survived, they would be advised to hide: we would be quick to finish the job."
-- Sieur Michel de Grande-Frastolin, Ventrue elder and Kindred historian
Sabbat: The sneaking Lasombra, the hard-hearted Tzimisce and their ragtag assortment of fools -- they make good pawns to
use against our enemies.
"The Sanusi? They were all destroyed. A shame, since from what I hear they would have been great allies against the
Camarilla"
-- Anna Van Lierop, Lasombra Bishop
Inconnu: Meddling old fools! They begin to guess, but they dare not act.
"All actions leave a mark. Just as the ripples spread out from a stone thrown into a pond, I sense something at the centre of
many seemingly unconnected acts. We must be wary."
The others: The Salubri? Dead. The Setites? Rank fools! The Giovanni? Mere children!
"If even one survived, I think we would put aside our neutrality to act with any and all other Kindred, to eliminate their scourge
once and for all."
-- Laslo Radulovich, Old Clan Tzimisce and representative of the League of Oradea
SCATHACH
By Drew Sundeen (drewsundeen@usa.net)

Description
The story of the Scathach begins in medieval Germany, just before the Anarch Revolt, in an isolated, nameless little town. A
blacksmith named Seth lived in this town, and he provided it with all of the tools and weapons that they needed. One night, just
as he was finishing a days work at the forge, he heard a frantic knock at the door. When he opened the door, a pale young man
who looked as if he had been severly beaten stood before him shaking. He told Seth that a group of men were chasing him, and
that he needed a place to hide. Seth agreed, and took him to the now cooling forge. He ripped out a floor board and told the
young man to get underneath. Seth then fired up the forge and waited. Not long after, he heard several horses and yelling men.
One of them burst into Seth's door and demanded to search his house. They ransacked Seth's home, and then moved back to
the forge. As soon as they saw the flames of the forge, fear filled their hearts and they ran. Seth put the forge's fires out and
helped the young man up. The man explained that he was a vampire named Marcus, and that he owed Seth a boon of life. In
gratitude Marcus Embraced Seth into clan Brujah, and the two left the town the next night.
Marcus explained that he had diablerized a Toreador Elder, and that a blood hunt had been called on him. The two traveled all
over northern Europe, being careful to avoid the larger towns. Soon, Seth wished to return to his forge, but knew he could not,
because of the Rotschreck. He became miserable and lethargic. This worried Marcus, and so The two of them set out to find
someone who could help them.
The two eventually came upon an old Caitiff in the Black Forest of Germany. Marcus, knowing of the Caitiff aptitude for learning
new disciplines, begged him for help. The Caitiff, loving the fact that one of the clans was begging one of the clanless for help,
agreed on the condition that they serve him for one decade.
For the next ten years, Marcus and Seth served the old Caitiff faithfully, while helping him to create the discipline of The Forge.
When they left, the Old Caitiff told them to help another Caitiff they found, and tell them that they were sent by Stoneman.
With their time done, Marcus and Seth went their separate ways. Marcus traveled to France and went into Torpor, while Seth
traveled Europe, embracing skilled smiths. He traveled to the British Isles, where in one of the smaller villages, he found an
elderly smith. He befriended the smith, who taught him about the tradition of the old Scathach mage-smiths of the Celts, and how
he was one the last practitioners left. Seth decided to Embrace (no pun intented) the philosophy and religion of the Scathach.
After spending several decades teaching his childer the ways of smithing and of the Scathach, he and five of his favorite childer
traveled back to Germany, where they built a great forge ouside of one of towns. In the great forge, Seth works to this day, create
objects of great skill and beauty.

Nicknames
Smiths, Throwbacks

Backgrounds
Most are into their thirties at the time of the Embrace, although this is by no means a requirement. All that is a requirement is a
wish to forge and shape metal with your own two hands. Not suprisingly, many Neonates used to be, and still are, members of
the Society for Creative Anachronism.

Character Creation
Physical Attributes are most always primary, as are Skills. All Scathach must start with one dot on Blacksmithing and one dot of
Metallurgy. Architect is the most wide-spread Nature in this bloodline, while Demeanors vary from smith to smith. As you may
have guessed, Anachronism is a very common flaw.

Disciplines
The Forge, Fortitude, Potence

Weakness
Maximum Appearence of four, due to burns. Even if the Scathach was never burned as a mortal, the burns manifest by the time
level three of The Forge is reached. They also suffer from a form of the Toreador weakness, but only applying to weapons and
works of the forge.

Organization
Most are solitary, but often if there is an SCA chapter in their area, they will all meet there. Once every three decades, the whole
bloodline meets in Germany at Seth's forge. There they discuss any news important to the them, but they usually end up entraced
by Seth's great works.

Quote
"We do our best to keep the ancient tradition of the forge alive, for it is the greatest art of all."

Stereotypes
Assamites: We haven't had much contact with them, and from what I've heard, it's better that way.
"Their trade is almost as honorable as ours."
-- Khalil, Assamite Elder
Brujah: Our forefathers, but that's as far as the relation goes.
"Wop-di-fuckin'-shit. Bunch a' throwbacks who make swords all night. We'd a' kicked their asses a long time ago, but we don't
feel like it."
-- Dre, missing Brujah
Caitiff: We must help these Kindred when we can. One of their Elders gave us a great gift and helping the other clanless is the
least we can do.

"I don't know why they help us, but it is greatly appreciated."
-- Simon, 14th generation Caitiff
Gangrel: These guys are pretty cool. I let them stay at my place if they need a place to sleep. The old ones have some really
good stories about the medieval times.

"They are honorable and kind at heart. It's hard to believe that they came from the Brujah."
-- Micheal, Gangrel Autarkis
Giovanni: Death obsessed italian businessmen? That's pretty damn weird. To each his own, I guess.
"Who? Oh yes. That minor little bloodline. Who cares? Now go away."
-- Johnathan Giovanni
Lasombra: These guys creep me out. One of them came down to my forge a while back an asked me to make a few things for
him. I was about to agree, until I saw, or rather didn't see his reflection in the window. I had to escort him out.
"We have had limited interaction. They just aren't Sabbat material."
-- Sanchez, Sabbat priest
Malkavians: I may wish it was the Medieval times, but at least I don't think that it's 1193.
"Ah yes. The good blacksmith who reforged my blade. Now be a good wench and get me another ale."
Nosferatu: Ugly buggers, but then, I'm not exactly Fabio myself. They help us get ahold of all the scrap metal we need.
"It's good having someone around who's big enough to kick a Brujah's ass, without the temper."
-- Rat-Faced Gremlin, Ancillae Nosferatu
Ravnos: Nice guys, but watch the valubles when they're in town.
"At least they have a sense of humor, something most undead lack."
-- Nitro, Ravnos neonate
Setites: Never heard of them.
"Who?"
-- every Setite we asked
Toreador: They like their art; we like ours.
"Don't they know that fashion went out of style centuries ago?"
-- Angela, Toreador Model
Tremere: They seem to want to old days back, too. Just a different part.
"Just another in a long line of pawns to conquer."
-- Hieronomys, Tremere Regent
Tzimisce: If you don't mind me saying, that's some pretty fucked up shit there. I hope I never meet one again.
"They can do with metal what we do with flesh. That is a trait to be admired, but otherwise, they are just as primitive as all of
the others."
-- Radu, Tzimisce Devirsifist
Ventrue: They hire us to make some of the best of our works. I think they want the old times as much as we do.
"Their work is to be admired. Thank Caine they kept out of politics."
-- Roy, Prince of Corpus Cristi
DAUGHTERS OF SCHLOCKOPHONY
By Jacob Williamson, Theslin Wanders-through-Bramble (theslin@mail.utexas.edu)

Overview
Somewhere between ecstasy and horror, there is tastelessness.
The origins of this bloodline are shrouded in the mists of antiquity, or at least buried in the dustbins of apathy. If any cared to,
they could make a comprehensive study of the line. As it is, the Daughters of Schlockophony are best considered a minor and
possibly deranged offshoot of Clan Toreador, and nothing more. It is ill-advised to advance this theory to a Toreador, however,
as the Degenerates, usually a listless clique of indolent poseurs, will become physically violent when one links them to the
Daughters. To this point, I hadn't thought them capable of any sustained action, much less violence, but having had an "arteest"
attempt to stake me with his paintbrushes, I will assume they have their reasons, and shall endeavor to see what separates the
mind-numbing, hellish abomination that is the Daughters of Schlockophony from the mind-numbing, oh-so-precious abomination
that is Clan Toreador -- this may take effort.
My research has led me to believe that the Daughters of Schlockophony, if they are to be recognized as a bloodline, are of very
recent birth. The earliest mention of them I have found was by way of Francois René de Chateaubriand of Clan Toreador. This
ancient and respected writer met with the bloodline's founder in Reno, Nevada. While de Chateaubriand once led a life of vice
and excess as befitting one of his clan, he has since fled to a monastic retreat in New England due to a sudden and acute terror
of polyester blends. De Chateaubriand, when questioned, said: "In the name of the one who gave Caine birth, I have never in my
life encountered something that tacky. If the Antediluvians let that, that, aberration walk the earth, there simply couldn't be a
purpose behind the Jyhad."
De Chateaubriand claims that the founder of the Daughters of Schlockophony went by the name of Jack Wyeth, if the marquee
outside held the creature's true name. Had he been of a more intelligent mind, de Chateaubriand would have suspected that
perhaps a casino and night club was not the ideal place for a musical performance to suit his rarified tastes. The Toreador
hoped only to forget his encounter, but I pressed the issue. René became incoherent. Between his sobs, I patched together that
the creature's dress was alone a nightmare to the vampire -- a gleaming suit of the purest white synthetics, with vast, flared pant
legs adorned with golden embroidery, accessorized by medallions of some stripe or another. Further, the apparition's hellish
crooning, a twisted and plaintive ballad in an agonizing tenor of the "extreme vibrato" persuasion, "burned into [his] mind like the
nightmare light of a thousand suns, only less delicately."
This is the only mention of the primogen of this modern bloodline I have found. I have been unable to question de Chateaubriand
further, as his mental condition has deteriorated. Apparently one of his servants left a runcible spoon in his possession, and the
old artist gouged his own eyes out.
The members of this bloodline are known both for their astonishing lack of taste and their widely varying musical ability. While
the artistic Toreador have more than their fair share of musical talent, they have not been able to compete with the Daughters in
sheer enthusiasm; whether or not an individual Daughter can actually sing is entirely beside the point. As for the bloodline's
bizarre garb, its wholehearted embrace of platform shoes, disco and artificial leopard skin prints would indicate that its blood is
tainted by the line of Malkav -- but if every member of the bloodline decides that "zoot suits" are the height of fashion, this
indicates something more disturbing than simple insanity.
Basic to the Daughters of Schlockophony is the concept of "Funk," a term couched in only the vaguest of definitions. Like the
Tao of the Confucians, it would take several lifetimes to achieve Funk. The Embrace gives them those lifetimes. "Funk" is a
personal path to an aesthetic perfection, the ideal form of their musical expression, unity with the beat that surges within the
Daughter. It is individual, and each Daughter must find his or her own Funk.
It is in this desperate search for their twisted aesthetic ideal that the Daughters of Schlockophony show their kinship to the
Toreador. They devote most of their endless lives to their "art," be it on the dance floor or behind the microphone, through
experiencing another's music or claiming the stage and neon for their own. In the end, nothing matters so much as the beat of the
music, experienced in body, mind and apparel. Truth? Meaning? Ultimately unimportant. The bloodline considers itself to be the
protectors of the world's greatest artists. Given their artistic choices, it's no wonder the Toreador haven't contested them.
The Embrace of a Daughter of Schlockophony binds the Kindred's soul to his personal Funk, whatever that be. In some strange
manner, members of this bloodline can weaken, even die, if they are not permitted to revel in their complete and utter lack of
taste. If this is a good or bad thing, I cannot say.
--John Colet, House Tremere

Nickname
The Gauche
Appearance
Many of the Daughters are quite good-looking (particularly the Southern, country-influenced sort). Some are downright
unpleasant to look upon. All are loud. Whether wearing a velvet suit or jeans, a ten-gallon hat and an incredibly large belt buckle,
the Daughters are always the most noticeable creatures on the city block.

Haven
They often live in dirt-cheap dives in the heart of the city, though the Daughters who really strike it rich will purchase estates that
are large enough, and gaudy enough, to be termed "theme parks."

Background
The Daughters of Schlockophony selectively Embrace individuals who are coming close to achieving unity with their personal
Funk (if such a blessed state is possible in a mortal). Men, women, and a select few "child stars" have received the Embrace,
and all have continued their relentless search for their inner beat. Most of the Daughters were performers in life, though some of
the greatest "disco kings" have been taken under the Daughter's wings.

Character Creation
Daughters of Schlockophony often have entertainer or dilettante concepts. They tend to have both flamboyant Natures and
Demeanors -- Deviant, Gallant, and Fanatic are about equally common. Social and Physical Attributes may be primary,
depending on the character concept, but Mental Attributes are largely ignored. Skills are primary ("Performance" of some kind
or another is mandatory -- Expression is an option, though). Backgrounds vary widely.

Bloodline Disciplines
Dominate, Celerity, Meltorminee

Antitribu Disciplines
Animalism, Celerity, Meltorminee

Antitribu
By the party line, the Daughters of Schlockophony are a unified front, firmly supporting the Camarilla and the Council. There are
no antitribu -- at least, they haven't been recognized as such. If there were, they would use their dark powers without any regard
for the sanity of the mortal realm, masque as loyal members of the Bloodline, and be so rare they could go entirely unrecognized.

Preferred Paths
Path of Cathari, Path of Power and the Inner Voice

LARP: Bloodline Advantage


Incognito: Wrapped in something of the glamour of the entertainment world, the Daughters can get away with almost anything
except murder. Many acts that would be considered a breach of the Masquerade -- use of Celerity, walking around with fangs
and so forth, will be dismissed by most mortals as "one of those celebrity things." This requires Storyteller discretion -- while a
little celerity couched as the latest dance moves is okay, Amaranth in the streets is right out. The Daughters have a little more
leeway, particularly if they're pursuing their Funk, but they don't have out-and-out free license.

Bloodline Disadvantage
Caine's Leisure Suit: "And cast out, Caine gnashed his teeth and tore at his polyester." The Daughter's Funk is a part of who
he or she is, awake or asleep. If a Daughter of Schlockophony sleeps without first dressing in ritually-prepared clothing that
matches her Funk, she will permanently lose one level of a Physical Attribute -- in other words, she has to wear those sequins to
bed. The preparation ritual takes two full hours to complete, but it remains in effect indefinitely. The Daughter isn't penalized if
her slumber was magically induced. [LARP: If the Daughter is put into Torpor or sunup catches her without her special costume,
he permanently loses one Physical Trait].

Organization
The Daughters have a tight hierarchic organization, an almost stifling structure that reaches its apex with the Council of Stardust
in Las Vegas, Nevada. While the Daughters are scarce enough that they rarely have to interact, the bloodline's hierarchy sets
the pecking order for their meetings.

The Council of Stardust


The wall between fact and rumor breaks down when conversation turns to the legendary Council of Stardust. When the
bloodline's founder Jack Wyeth was killed in concert (a really, really bad show), control of the line passed on to his Childer. The
five seventh-generation Daughters of Schlockophony hold court in Vegas, and are infamous in both Kindred and mortal society.
It is said that all members of the Council have virtually mastered their Bloodline Disciplines. Among the Daughters, rumor has it
that the Council members have unified with their personal Funks. The truth of this, or even a method of verification, is unknown.
The five eldest Daughters take frequent tours across the continent, and are immediately recognizable by their garb. Eddie
Peale, currently first in the Council, dresses at all times as a British "bobby." The rest of the council-- Mitch Adisson, Laura
Laurena, Rick Louis and Tom "Dances-with-Elevator-Shoes" Sword -- dress as a centerfold for Gold Lamé Weekly, a
cheerleader, a barbershop quartet member straight out of Norman Rockwell, and a stereotyped American Indian of
indeterminate tribal origin, respectively. The Council caught the public spotlight years ago with their controversial cult song of
dubious sexual practices, "S.P.C.A." They have been supporting themselves quite well on album revenue and occasional
special appearances. Relying on his strength as "The World's Only Oglala Sioux Elvis Impersonator," Sword has been seeking
the head of the Council. If he succeeds, Eddie's position will in all probability be passed on to one of the Spice Girls.

Bloodline Prestige
Prestige, and the changes in hierarchy Status that accompany it, are determined by Generation and ability. For the "performer"
caste, prestige grows with the size of the Daughter's cult following. The "consumer" caste judges its ability through reputation
and grueling ordeals of challenge, on the dance floor and sometimes in the street.

Factions
The greatest single division in the Daughters of Schlockophony is the rift between Consumer and Performer. The Consumers
throng in the dance floor and gained near-legendary status in movies like Saturday Night Fever. The Performer caste takes the
stage, and the two factions have an antagonistic/parasitic relationship, each feeding from the art of, and resenting the freedom
of, the other.

The Consumers: Disco Kings, line-dancin' kickers and buyers of multiple Macarena Mix CDs, the Consumers are treated as
second-class citizens by the more influential Performers -- though many of them are far greater in their arts than their stage-hog
rivals. It's rumored that some members of the Consumer caste have learned to tie Meltorminee to their dance steps instead of to
their voice, but this is only a rumor.
The Performers: The most prominent members of the Daughters of Schlockophony. Their death-grip on the limelight is so
strong that the Seven Clans fear for the Masquerade. Thus far, no major breaches. The artists, singers and soloists are the
dominant half of the Bloodline; the Consumer caste has no representative on the Council of Stardust.
Neo-Elvisites: Servants and slaves to the King, these Kindred have adopted Elvis as the perfect manifestation of the Funk, and
sleep in sequined white jumpsuits. The cult of Presley fervently believes that Elvis himself was the true Bloodline founder, and
have through great application of their mortal influence and the power of Dominate captured every article of clothing, every
possession Presley carried when he died in majesty on the commode. They bequeath these artifacts on one single mortal, a
dupe Dominated to believe himself the next incarnation of Elvis. The Daughters hope that their "King of Graceland" will become
the vessel of the spirit residing in Elvis's last outfit (via the power of the strongest manifestations of Meltorminee). Even the
Malkavians regard these weird licks as a little "off."
Pipers: These kilt-clad Kindred are even more cliquish than the Tremere, if such a thing is possible. Their ties to their mortal
ancestry are as important to them as their Kindred lineage, and they often isolate themselves from vampiric society and build up
reputations in the anachronistic community. They usually play the bagpipes, very badly.
Western Front: A peculiar lesser Bloodline descended from "Bubba" Bryce William Brooks, an influential ninth generation
Kindred in Nashville. Masters of Country Chic, the Western Front embodies all that is darkly twisted in the country music scene.

Cats of Note
Rasputin
"There lived a certain man, in Russia long ago,
He was big and strong, in his eyes a flaming glow
The people looked at him with terror and with fear
But to Moscow chicks he was such a lovely dear. . . .

"Rah, rah, Rasputin, lover of the Russian queen --


There was a cat that really was gone!
Rah, rah, Rasputin, Russia's greatest love machine --
It was a shame how he carried on!"
-- M. Mandel, "Rasputin"
"What, you didn't know? That's the big secret of the Council of Stardust -- ol' Jack Wyeth, the founder of the bloodline--none other
than the Tsar's mad monk himself. Least, that's what I hear. Seems he brought the court under his thumb with the power of
Meltorminee, and that doesn't even count the jive he could pull when he was still breathing. Anyway, round the Fifties, he decided
the best place to hide was in plain sight. Since Jacksputin got himself turned to a pile of dust, we can't get the whole dirt on him -
- but that's the word I got."
Le Freak
Few Daughters outside of the Council of Stardust have matched Le Freak in sheer power. None know his sire; he has exhibited
levels of Celerity that place him near the Council in Generation and called on the Disciplines of Fortitude and Presence in the
past, but his grasp of the principles of Meltorminee mark him as a member of the Bloodline -- by adoption and mindset, if
nothing else.
Fewer still have matched Le Freak on the dance floor. The masked disco kingpin made his first appearance in 1975 at the Gold
Chain Discotheque in Houston, Texas, wearing a floral bodyshirt, garbadine pants, platform shoes and a swath of gauzy white
fabric wrapped around his face, obscuring his features. Anyway, that night he won the Burn Baby Burn dance marathon by
default -- after watching him dance with Celerity in effect, the rest of the contestants gave up. He's become the de facto
representative of the Consumer caste, though to this day, nobody knows who's behind the mask.
Lady Marmalade
"Seeing her skin feeling silky smooth
Color of Café au lait
Made the savage beast inside
Roar till it cried More, more, more.
Now he's at home doing 9 to 5
Living his brave life of lies
But when he turns off to sleep
All memories keep, More, more, more
Gitchi Gitchi Ya Ya Da Da Da
Gitchi Gitchi Ya Ya here
Mocha Chocolate, Ya Ya
Creole Lady Marmalade
Voulez-vous coucher avec moi ce soir?
Voulez-vous chouchez avec moi?"
-- Lady Marmalade, Labelle

The only known antitribu of the Daughters of Schlockophony, the infamous Lady Marmalade holds her Haven in New Orleans
where she brings her peculiar madness to those unfortunate mortals who cross her path. Like the Council of Stardust, she is one
of the Childer of Jack Wyeth. Unlike the Council, Lady Marmalade has attained the sixth generation after Diablerizing an
antitribu Malkavian -- and she has studied the power of Dementation. Lady Marmalade is amiable when it suits her, cruel when
required, and without any sort of allegiance to the Camarilla or the Council of Stardust. She is seeking the Princedom of New
Orleans, but has been thus far thwarted in her ambitions by her short attention span.

Reference
Visit the Daughters of Schlockophony home page to see the bloodline symbol:
http://www.geocities.com/Area51/Labyrinth/3595/daughters.html
Clan Assamite: Scholars and Magi
By Adam Solis (ajsolis@aol.com)

Origins
Although there are numerous rumors about the Assamite antediluvian being of the second generation either originally or through
diablerie, what no non Assamite realizes is that the Assamite clan is in fact three closely related clans: the warriors, the scholars,
and the Magi. There are many reasons for this -- Assamites do not trust other vampires, Assamites routinely masquerade as
other clans, and there is no obvious difference between the Assamite clans.

Assamite Scholar

Nicknames
The intelligentsia, book worms, Scowlers

Disciplines
Quietus, Porphyria, and Presence. Also, as all Assamites are skilled in infiltrating the other clans, they can develop two
"semiclan" disciplines to impersonate another clan. Semiclan disciplines are learned at caitiff costs. Any Assamite scholar may
choose the Assamite warrior disciplines of obfuscate and celerity if so desired instead of the disciplines of another clan.

History
The Middle East has long a history of being a place of culture, of the arts and sciences. That is in no small part due to the efforts
of the Assamites, who would Embrace a scientist or artist so that his genius would not be lost to the world.

Character creation
All Assamites are physically fit, therefore physical attributes are secondary. Artists have social attributes as their primary
selection while scientists have Mental as their primary trait. Scientists have knowledges as their primary abilities. Artists can
choose their primary ability category. Naturally, artists have a Creativity score just as the Toreador do. The merits of the
toreador, loyalty, True Faith, and Assamite traits are all appropriate.

Affiliation
As with the "normal" warrior Assamites, there are scholars among the clan proper, Sabbat, and Black Hand. Antitribu scholars
have the same weakness as every Antitribu Assamite -- vita addiction.

Clan Impersonation
Toreador (and antitribu), Obour, Tzimisce, Brujah

Assamite Magi

Nicknames
The Enlightened, Wiz'worms
History
The Middle East has also been well known for magic. Djinn, shair, and other myths of magic were real in the Middle East for a
considerably longer time than in the West. Naturally, the Assamite Magi were glad to keep it that way before the Technocracy
won the Middle East.

Disciplines
Quietus, Thaumaturgy, and Elementalism. Magi also have access to semiclan disciplines that either reflect their false identity
among another clan, their ties to the Assamite warriors, or their own nature. Many Magi antitribu of the Black Hand are Wolven
(or kinfolk vampires), giving them the semiclan disciplines of Warrior of Gaia Protean and Rank (either among the Silent
Striders, Shadow Lords, or Uktena).

Character Creation
Physical attributes are secondary, while mental traits are primary. Any category of abilities can be primary, although the
knowledge category is preferred. True Faith, Loyalty, kinfolk, and Assamite and Black Hand merits are all appropriate.
Talismans of the Order of Hermes, Verbena, or Euthanatos are available to those of the Black Hand, as are Rites of the Shadow
lords, Uktena, or Silent Strider tribes.

Weakness
Same as any other Assamite of their affiliation -- blood lust for antitribu and the inability to drink vampire blood among the
mainstream Assamites.

Clan impersonation
Tremere, Tzimisce, True Brujah

Note
Assamite Magi claim that the infamous Liches of the Black Hand are of their number. Also one must keep in mind that the
Scholars and the Magi are full clans, with their own Antediluvians.
S'DAO
By Jason C Marshall (jcmarshall@sympatico.ca) (22 January 1995)

History
Tzanov S'dao was an actor with a small troupe of mimes who travelled Europe. In about 100 BC, the troupe camped above the
site of a resting Nosferatu. This old creature accidentally rose from the ground and into the fire. Driven momentarily insane by the
presence of being burned alive, the Nosferatu frenzied, killing nearly all the troupe in the process. Coming out of the frenzy, he
was horrified at destruction he`d caused. Seeing only one still living man, he tried to comfort him, but S'dao was mortally
wounded. It is not known whether it was an act of pity or an attempt to gain forgiveness from S'dao, but the Nosferatu embraced
him that night.
When S'dao awoke the next night he truly believed that a demon had come to take him to hell. He fled, running until he came
upon a small village. Here, S'dao became aware of his now ghastly appearance, driving him into a killing frenzy. He slaughtered
the villagers, destroying everything he encountered until dawn, where he found a cave to rest.
His whereabouts were unknown till 1546, when he showed up in London. By this time his sanity was quite gone and he`d taken
to simply calling himself S'dao. It was now that S'dao started creating progeny. He personally embraced twelve people of noted
appearance in as many nights, causing much alarm and unrest. He and his progeny were tracked down by the Prince. The
progeny were destroyed and he was left out for the sun.
It is not known how he escaped, but escape he did, just as the sun rose. According to spies, S'dao lay in torpor for another one
hundred years before arising briefly to create more progeny, only this time he was careful, and created only two. Slipping once
more into torpor he commanded his progeny to protect him until he awoke and to secretly go about the massing of their kind, the
S'dao.
It is known that those of the S'dao are secretive, and elusive in their doings, often functioning as the spies for the Sabbat.

Appearance
All S'dao have a zero appearance, the same as their Nosferatu progenitors.

Background
S'dao usually choose those with appearance 4 or 5 to embrace. The shock of going from princess to hag usually begins to fray
the S'dao's sanity.

Character Creation
Mental attributes are primary and social are usually secondary. They tend to focus on Skills and Talents.

Weakness
All S'dao remember the time when they were beautiful and when first confronted with a image of beauty, they will stop and
remember their own. This is similar to a Toreador bliss-out and unfortunately drives the S'dao into madness when he returns
from the momentary enrapture.

Disciplines
Fear, Obfuscate, Potence

Quote
"You have nothing to fear, except fear itself, and we are that fear."
Stereotypes
Camarilla: They will all bow before us, but only after they've run from us.
Nosferatu: The fire will consume all.
Sabbat: We trust in their ways, for now.
Nosferatu antitribu: As with the fiends of the Camarilla, these will also be purged within the fires.
Inconnu: They think to inspire fear in the kindred with their watchers and monitors. Hah! We are fear.

View the Fear discipline.


SEBEKITES: CHILDREN OF SEBEK
By Fabian Alvarez (maldoror@eucmax.sim.ucm.es)

Description
The Sebekites are a relic from a lost glorious past; they are the Swamp-Crocodiles, the Jaws in the Night, the Thieves of
Children and the Hoarders of Secrets: they are the Followers of Sebek, the Crocodile God of Ancient Egypt.
The legends of the bloodline talk about Set, the God of Darkness, and how wise Sebek aided him several times when Osiris
and Isis wanted to punish his crimes (you know, nobody can choose his family). In Egyptian mythology, Set had only one true
friend: Sebek, because Sebek admired and befriended Set the way a lesser bully befriends a really bad boy. So, the Sebekites
are the only friends of the Setites, and they usually help them with their wicked plans.
As centuries passed, links between Sebekites and Setites have come and gone, never drying up but never as fresh as they
were in Ancient Egypt; some Sebekites have joined the Camarilla and fight their former allies.
Sebekites are not widely known of, and most Camarilla Kindred ignore their existence; the Sabbat, however, hates them with a
passion because more than a pack has gotten lost in the swamps of Lousiana or the Haitian jungles due to the powers of the
Sebekites. The Serpents of the Light are known to kill any Night-Gator they encounter.
Sebekites are not usually found alone, and Princes dealing with them may better search for Setites, because it's sure they won't
be too far away.

Nickname
Devourers, Devourers of Sinners (Old Form), Night Gators (Modern Slang)

Appearance
Sebekites are usually stubborn and slow in appearance, the better to trick their enemies; like their god, they are mortally fast
when they need to be. They normally have tough builds; great strength and speedy brains are common; sneezing looks are also
usual. They have a taste for gold and silver jewelry, and are rarely seen without some.

Haven
Sebekites love water; they dwell in moist places, like sewers, swamps or rivers. Like the Setites, the Followers of Sebek usually
paint hieroglyphs in the walls, telling tales about their god and ancient Egypt.

Background
Sebekites are very cautious with their Neonates. They are patient like crocodiles, and study carefully their recruits. Sebekites-to-
be tend to display a fair mix of scholar and brute.

Character Creation
Sebekites are normally more callous than cruel, but not always; Architect and Bravo are common Natures for them; Bon Vivant,
Judge and Caregiver are less common, but not unheard. Many Sebekites have the Autist, Conformist or Bravo Demeanors.
Physical or Mental Atributtes are Primary; either Talents or Skills tend to be the Primary Abilities. Due to their terrible Hunger
(see below), Sebekites tend to possess fairly big Herds; Resources (jewelry) and Retainers are also common Backgrounds.

Blood Disciplines
Animalism, Crocodilis, Dominate.
Weakness
Sebekites are always ravenously hungry; all their Frenzy difficulties about blood have a +1 difficulty. Also, they lose one
additional Blood Point each night.

Organization
Sebekites are not very social, but they gather in Temples similar to those of the Setites. The highest-status Sebekite is always a
Priest of Sebek, and usually answers to the highest-status Setite in the city. In this century, however, fights between Sebekites
and Setites are not uncommon . . .

Prestige
Sebekites are not very concerned about Prestige, and they usually work for the welfare of the Bloodline first. Sometimes, the
Prestige of a Sebekite is measured with the size of his personal treasure.

Quote
" "Look, the old crocodile is blind and asleep! Let's kill him!" And no one heard never again of these foolish hunters... Do you
want to know what happened to them?"

The Sebekites in the Dark Ages


In the Dark Ages, the Children of Sebek are mainly unknown due to the fact they are strongly allied with the Setites. But they are
also more common, mainly among the Mediterranean princes and around the Holy Land.

Sobriquet
Devourers

Disciplines
Animalism, Crocodilis, Dominate

Weakness
The same than in V:TM

Sebekites and Thaumaturgy


Sebekites can learn the Path of Neptune's Might (they call it the Path of Khunm's Might) without learning Thaumaturgy previously.
They use it in its more primeval, egyptian seeming, and dislike the Hermetic trappings of the Tremere. They cannot take it during
character creation.

The Sebekites Sigil


In the modern world, the sigil of the Sebekites is a carved head of Sebek, easily mistook for the sigil of the Setites. In the Dark
Ages, their sigil was an Egyptian cartouche displaying Sebek aboard the Sun Boat of Ra.

Stereotypes
The Camarilla: These Kindred are not really too bad, but I don't like some snobbish Ventrue or whatever telling me what I have
to do... we know.

"Who? Ah, they must be some of those elders that are no longer with us."
-- Zachary, 8th Tremere
The Sabbat: You are bunch of mindless, brainless, stupid fanatics! And you say we are the lunatics? (Excuse me, I didn't want
to rip your arm off. I'm sorry)

"Set and his children were bad; Sebek's and himself were worse; gold-hungry, flesh-renders mad men who mummified and
worshipped crocodiles."
-- Bernard, elder Tzimisce
The Inconnu: Hiding from the world is not the answer. Their Hungers will make them fall . . .
"They are blind, arrogant bastards who follow stupid, arrogant snakes. They will all fall in the same pit. Someday . . ."
-- Khensutiri, 5th Ventrue
Assamites: Warriors of an enlightened culture; be careful when crawling around them.
"They are like the Snakes; vile and dangerous. Fear the crocodile because it's the animal of Iblis."
Baali: Destroy any you encounter. They do not seek darkness; they follow beings that only want to put them in chains.
"They can be easily corrupted; greed will be their damnation."
Brujah: They are interesting; befriend them whenever possible.
The who? Yeah, Kindred who can become crocodiles. I don't believe you for one damm minute but if they are real, I wanna
meet one.
Caitiff: These lost ones have no father, no customs, no laws. They are a pool of almost willing converts to our cause.
No; I don't know anything about those guys.... (mumbling to the shadows) (Was that good? Was I really convincing?)
Cappadocians: They are very, very interesting. Introduce them to the Children of Horus, and they will become your everlasting
friends.

"They are enigmatic, like their supposed founder. But we think they can guide us towards these enigmatics beings called the
Reborn . . ."
Children of Horus (Mummies): Help them whenever possible, but stay clear from their leader. He hates us like he hates all
Kindred.

(No comment)
Children of Osiris: We mean them no harm, and while they don't like us, they don't hate us.
I have found some of these "Children of Sebek"; I'm not sure whether they are minions of the Setites but, if we discover they
are, they won't be much longer.
Gangrel: Remember the tale about the crocodile, the snake, the dog and the young prince? We do not dislike these Kindred
but, more often than not, our fates clash.
"I have found them to be both kind, caring, cruel and manipulative. Judge each one on her own actions."
Lasombra: They see themselves as the heirs of Imperial Rome. I see them as bastards that respect nothing and care only for
themselves.

How can the bastards of Set not be as vile as Set's own brood?
Malkavian: Listen to their words, because they are reservoirs of incredible wisdom.
"Yes, please, please, I wanna have those precious eyes of you. How do you do that?
Mokole: They are the living descendants of our father Sebek before he becomes a vampire. Respect them as you would
respect a distant cousin.

They are our kin, but neither our friends nor our allies.
Nosferatu: They are curious and know too much; be cautious when dealing with them.
"Do you think that the legends of alligators in the sewers were only myths? I swear you there are crocodiles in the sewer, and
they speak Old Egyptian!"
Ravnos: Its too difficult to steal without limbs...
"They hoard gold and treasures, but seem to have a taste for chopping the hands and legs of those that want to "admire"
them. Be careful."
Setites: They think they manipulate us. Of course they do . . .
Is any of them here? Geez, I wonder if they really know how we loathe and... (shrudder) fear them... (goring sound of smashing
ribs and chopping bones) (whispering voice) "There was once a time a little snake who dwelt too near the lair of an ancient
crocodile, and them, one night..."
Toreador: Listen to them when they speak about art or love. Ignore them otherwise.
"I think they are, at best, weird, at worst, monsters."
Tremere: These magicians have good ideas but very bad ways of preaching them.
"They are interesting, but I wonder if they are really helping the Setites or if their disputes are real.
Tzimisce: Not too bad; they like to study, and if you can pass about all that stuff (Yeah, I'm a mighty vampire lord who rules the
night), they are not bad people.

"Interesting; not as corrupt as their Setite cousins, and sometimes, very smart."
Ventrue: Interesting ideas. No more, no less.
"They seem to dislike their cousins; we should try to recruit all of them in the Camarilla..."

View the Crocodilis discipline.


SERAPHIM
By James B. Agle (agles@k2.kirtland.cc.mi.us) (18 October 1996)

Author's notes
All right, let's establish one thing right here at the beginning. The Seraphim are evil, and I do not, I cannot, recommend them for
player characters. But, as always, that's up to your Storyteller.

Description
Long, long ago, the Tremere created the first Gargoyle. He was, upon awakening, sent forth to multiply, creating the hordes of
shocktroopers and guardians the Tremere needed to survive their early years. One of these Gargoyles, created that very night
by the First, managed to keep his sense of the ironic even though the Embrace destroyed most of his other memories. He
named himself Gabriel, in contrast to his new demonic appearance. Gabriel served Tremere well, despite the way they treated
him, alternately as cannon fodder or as furniture, it seemed, and the way they mocked his appearance.
When the revolt came, Gabriel stood with the rebels, and after leaving the service of Tremere, he found himself gainful
employment as a bodyguard for a Fifth Generation Tzimisce named Rebecca. With Gabriel about, she never had to worry for
her safety, as he protected her on her outings and saw that no intruders entered her castle nestled deep in the Alps. Rebecca
was a member of the Black Hand, and she had a habit of talking to Gabriel, much as some mortals talk to their pets. She would
ramble on about meetings with her superiors, about how the formation of the False Hand within the Sabbat was going, about the
deadly seed of Vicissitude which had tainted most of her clan. She told Gabriel how the Souleaters came to this world, and how
the Hand intended to cleanse the world of this blemish before the Antediluvians awoke. Gabriel expressed an interest in
Vicissitude, as it was capable of removing his monstrous appearance, but she assured him that it was too dangerous to seek it
out. Too simple for him to become infected, and what then? She even brought in an oak tree seedling that had been tainted and
used it for study, before finally one day destroying it, muttering that it was too dangerous to keep such a vile thing about the
castle. Gabriel had to admit that the seedling had been unpleasant. And yet how frustrating, to have a power so close that could
remake him, perhaps not as he had been, as he no longer remembered what he had looked like as a mortal, but anything would
be better than what he was! But his mistress would not lie to him. If it was anything less than too dangerous, then she would try to
help him. After all, did he not serve her well?

It was near 1600 anno domini that Rebecca and Gabriel went to Prague, to investigate rumors the Hand heard concerning
demonic kindred. The irony was not lost on Gabriel, who by now had begun to wonder: was he not himself demonic in origin? It
would explain much. It was as they investigated the rubble of a wrecked church that they found the Baali, or rather, the Baali
found them. The attack came swiftly, as a horned, winged beast dove from the sky at Rebecca. It rippled with heat, and its legs
were goatlike. Gabriel intercepted it, and the ancient Gargoyle fought what seemed a true demon in the sky over Prague. The
demon was powerful, breathing gouts of flame at the stony kindred, but Gabriel's Stonekin power and Fortitude allowed him to
resist the worst of it. It wasn't long before the battle ended, the demon's corporeal form destroyed by Gabriel's mighty blows. He
then landed in the churchyard, and helped Rebecca finish the few remaining Baali. Some of them, too, hurled fire at the pair, but
Gabriel's rocky hide would not burn.
After the battle, Gabriel methodically broke the sole living Baali's bones until his mistress was satisfied with what she had
learned. She turned away, walking back to the carriage saying "You may kill him now, Gabriel. However you like." Then she
paused, and over her shoulder she added "Just make it hurt." And then she was gone.
The Baali looked up at Gabriel, and, bloody tears flowing, sobbed "Forgive us, Lord." He coughed, blood bubbling past his lips.
"We did not know the Lady was yours." The words were slurred, as the man's jaw was broken.
Gabriel, surprised, arched a stony eyebrow and shrugged his wings in annoyance. "Explain yourself," he rumbled, shaking the
broken kindred for emphasis.
"The demon we summoned," he rasped, "could have defeated anything except a Greater Demon." He smiled. "Like you."
This enraged Gabriel, even as it shattered the last of his doubts as to what he truly was. Convinced that he was no man, only
demon after all, his last shred of Humanity died, and he slew the Baali in the most horrific way he knew: by diablerie, and in the
process he absorbed much of the Sixth Generation Baali's mind and soul. In his memories, he found the Path of Evil
Revelations, and took it for his own. He found Daimoinon, and took that as well. His very Nature changed from Caregiver, as
befit his station of bodyguard, to Deviant, as befit his station as a Lord of Hell. The Gabriel that returned to the carriage was
nothing at all like the Gabriel Rebecca had known. Seeing his "mistress," he decided to see what she kept secret. Using his
newfound Daimoinon power to Sense the Sin, he discovered her greatest shame. Years ago, when she had been experimenting
on that oak seedling tainted with the dark discipline Vicissitude, she had become infected. The seed of the Souleater had grown
in her, and she had used arcane rituals to hide this from her allies in the Hand. The voice of the dead Baali whispered in his
mind "She could have changed you at any time! She chose to let you remain a monster, and now you are one! Why, she could
have made you an Angel, but instead chose to leave you as you are, a Demon!" Enraged, Gabriel tore the carriage apart, and
devoured his mistress on the spot, infecting himself as well as taking her generation and power.
Gabriel was something new now, more than kindred, he knew. Demon perhaps, but the power was in him to be Angel as well,
was it not? He spent the next few years learning who and what he was, and deciding what to do with this knowledge. Five years
later, the castle formerly owned by Rebecca and defended by Gabriel came under siege by forty winged kindred, some demonic
in appearance, some positively angelic. The members of the Hand who had made that castle their home after Rebecca's death
were all slaughtered, save one Nagaraja who managed to excape into the Shadowlands. Thanks to Rebecca's loose tongue,
Gabriel, and the other Seraphim he created, knew all about the Hand, and knew that the Hand would see them all destroyed, just
because they were jealous of their mastery of Vicissitude. This was intolerable, and the Seraphim chose instead to attack first.
The Seraphim would survive until the last days, when they would sweep the earth and slay the wicked, i.e. everyone. If the
survival of the Seraphim depended on the destruction of the Hand, then so be it.

Nickname
Angels of Death

Appearance
The Seraph's natural form is a demonic variation of the Gargoyle norm. Still hideous and winged, most have horns upon their
brows, and cloven hooves instead of feet. Many also have tails (If the tail is prehensile, it is a two point merit.). The Seraphim
routinely use their powers of Vicissitude to alter this appearance, becoming beautiful and angelic, with great white wings,
although individuals have been seen with black, gold, or even green wings. They are beautiful or monstrous, ignoring the middle
ground. (Note: the maximum appearance can be raised is equal to the Seraph's Vicissitude rating. Thus odds are good that if
you encounter a Seraph with an appearance of Eight, it's most likely Gabriel himself.)

Havens
Vary widely. Cathedrals or tenements. Caves or castles. The only constant is that the havens must be large, as the Seraphim
often live in large groups. Each "flock" or "congregation" centers around one Archangel, or Demon Lord, depending on that
Seraph's whim and appearance at the moment.

Background
The bloodline maintains a mostly low profile. They are determined to endure until the Armageddon, when, as foretold in
Revelations, they will scour the earth clean of the unfaithful. In the meantime, they destroy the Black Hand whenever they can. But
the sect is good at staying hidden, and most often the Seraphim must settle with wiping out Sabbat packs that contain False
Hand members. The Seraphim are paranoid about protecting the Archangels, as their bloodline depends on their survival.

Character Creation
The Archangels like to Embrace only the most holy, and unholy from the mortal populace. Saints and serial killers make up the
bloodline, even though like their forbears the Gargoyles, neonate Seraphim lose their memories of their mortal lives. Physical or
Social Attributes are most often primary, as are Talents. Remember though, they have a natural appearance of Zero, and can
only change that through Vicissitude. All are taught the Path of Evil Revelations and its teachings are rigidly enforced. Also, most
Seraphim over forty years old have at least one demonic investment.

Disciplines
Daimoinon, Vicissitude, Visceratika

Weaknesses
Their natural appearance of Zero is distinctive, but can and is changed at will. They have amnesia, but only affecting their mortal
memories. As they are descended from Gargoyles, they are at -1 Willpower to resist any form of mind control. And their
particular weakness is that only a single Seraph from each generation can produce progeny. Those individuals are named the
Archangels, and all the rest have the flaw: Infertile Vitae. The Archangels are: 5th gen. Gabriel, 6th gen. Michael, 7th gen.
Raphael, 8th gen. Ephram (now deceased), 9th gen. Eva, 10th gen. Azazel (now deceased), 11th gen. Lilith, and 12th gen.
Noah (now deceased). No Thirteenth generation Archangel is known to exist. Because only these five Seraphim are capable of
reproducing, the others defend them with their lives.
Organization
Many are lone agents, wandering the earth believing themselves to be earthly incarnations of Angels or Demons or both. They
often work with the Baali, who are greatly impressed by them. Each Archangel is at all times guarded by a flock of Seraphim, all
of whom would gladly sacrifice themselves to ensure that the Archangel survives. The Archangels are loathe to stay in any one
place for any length of time, as the Hand is always seeking to destroy the other five breeding Seraphim. In fact, there is a rumor
that, because of a pack Gabriel forged with the devil Beelzebub, should Gabriel himself be killed, all the remaining Seraphim
would be pulled into Hell as well. Whether or not this is true, Gabriel is always well defended.

Quote
"Now child, don't be afraid. See me, and know that God is real, as I am His angel sent to you. The Lord your God loves you
dearly, not that that will save you now, poor child." (Sound of tearing flesh and camera focuses on two blood-spattered white
feathers drifting slowly away on the wind)

Stereotypes
Black Hand: These slaves of the Antediluvians fancy themselves to be the agents of Gehenna. They are fools. We are the
Horsemen foretold by the scriptures, and We will remove these pretenders to Glory.

The Seraphim are a perfect example of how dangerous Vicissitude can be. They are a threat that endangers us all.
Camarilla: Sheep. Worthy of shepherding, certainly, but beneath us. To slay one is to bestow him great honor.
From what I have seen, they are bitter enemies of the Sabbat. In that, they are our allies. They also fly over cities and show
themselves to priests and criminals, shamelessly breaking the Masquerade. I would rather recruit them that destroy them,
but, if they leave us no choice...
The Inconnu: These ancients are still a mystery. It us unknown whether they serve our Lord above or our Lord below. It is
possible that they serve neither and, should that be the case, they will die.

The Seraphim pose an intriguing dilemma. Left alone, they seek out and destroy both Sabbat and Hand members, as well
as any Camarillan foolish enough to get in the way. Are they a greater threat than they are a tool? They bear further study.
The Sabbat: Fools and Pawns of the Black Hand, all of them. Their stupidity is surpassed only by their pliability. Still, there are
some that follow the True Path. Weed out the bad, and the rest shall prosper.

Bastards. All I have to the War Party that brings their heads back on poles!

Final notes
If you use the Seraphim, you are seriously upping the stakes in your campaign. Read the disciplines over, very carefully, in the
Storyteller's Handbook. Visceratika alone makes them powerful and impossible to sneak up on. Daimoinon makes them
positively deadly, and creepy as all get-out. And their habit of traveling in flocks is a Bad Thing. A flock entering your city will put
an instant damper on the mortal population. Religious epiphanies will flourish, as will horrible murders. They are very, very evil
and nasty. Use them with care. Also, do not be fooled by the name. Yes, there are Seraph in the Sabbat. That is a title, like that
of "Bishop." There are no Seraphim in any sect. Have fun.
SERAPHIM ANTITRIBU
By Lawrence Smith (velemastrv@aol.com)

Author's Notes
This is an offshoot of the Seraphim bloodline by James Agle, to kinda tone them down slightly. A lot of people have told me that
they are too kick ass, and I can't play with them, so I tried my hand at this. Anyway, without any further adieu, here it is....

Description
A far-fetched idea, and a change of heart created this bloodline. The original Seraphim, evil gargoyle offshoots with the ability of
Vicissitude and Daimonion coursing through their veins, were often the subject of many bloodhunts when they entered a city, and
often much death and carnage followed them. Now, the Seraphim are flawed with Infertile Vitae except for the five remaining
Archangels. However, a flawed flaw comes around, and sometimes a another Archangel is made, and can therefore recreate on
his own. However, most are boastful and are killed by either Gabriel or Michael. But, one of these Angels, named Madhia,
managed to fool the rest and not reveal his secret, creating a flock for his own purposes. At first he was as evil and vicious as
every other Seraphim, but as he grew in power, he soon came to believe that he could overpower Gabriel, and become the
leader of the entire bloodline. This was quickly ruled out, for Madhia only had two remaining flock members. So, he started with
going out on his own, diablerizing elders whenever he could. Madhia soon grew to be as powerful as Gabriel, becoming a 5th
generation, and soon challenged his superior. However, Gabriel had the experience over Madhia, and banished the traitor from
being a Seraphim ever again. Gabriel called upon his demonic powers, and stripped Madhia and the rest of his flock of any
demonic powers or disciplines. The now restless and abandoned flock were hopeless.
Madhia could still create more like him, but he noticed that even though they didn't have Daimonion, they still had Vicissitude.
They also found out that the rest of the flock could create their own childer. They started going their seperate ways, the flock no
longer existing. Madhia is now in torpor, awaiting the time he can seek revenge on his evil counterpart.

Nickname
Traitors

Appearance
Start a 1 appearance, and can be as high as their Vicissitude rating. They don't look as evil as their counterparts, and start out
looking much like a normal kindred does after the Embrace. They often shape themselves into beautiful creatures, but can shift
into any form they wish.

Havens
Most often they choose very high places to call home, or a place that is underground. While the two counterparts accept each
other in respect, if they reside in the same town, it basically turns into a warground and anyone that gets in their way will be
ripped apart.

Background
The antitribu embraced any mortal that was once holy, at peace with their God, or if they found someone that was going to die
by an unnatural cause. The antitribu are the exact mirror counterparts of the evil twins; they often do things to help out mortals,
therefore have Humanity instead of a Path.

Character Creation
This bloodline is good in every respect, and is very adamant about this. Many have Natures that reflect some sort of Caregiver
concept, while their Demeanors can be anything that doesn't cause harm in anyway to mortals. Concepts can vary often from
prison inmates that have converted their ways, to priests.
Disciplines
Fortitude, Presence, Vicissitude

Weaknesses
Being so far removed from their original bloodline of the Gargoyles, they keep their mortal memories, and don't have a -1
Willpower for mind control. However, they can often have the Infertile Vitae flaw. Roll a ten sided dice, if the outcome is odd, they
they get the flaw no questions asked. They also frenzy if they witness a vile, horrible act (especially if they can't do anything about
it).

Organization
Most know of the others that exist, but they don't call meetings. They may call a 'get-together' on a holy day to either celebrate or
gather news. They also tend to stay mainly on the continent of North America. Many Seraphim stay independent because they
still possess Vicissitude. However a few are granted entry into the Camarilla.

Quote
"Yes, I've heard people saying that they believe angels exist. Do I? Of course, but others are naïve of what surrounds them.
Of course angels exist, but whoever said all angels fight for the side of good? That's why I'm here."
SERPENTS OF THE LIGHT ANTITRIBU
By Brian Connors (connorbd@bc.edu)

Nickname
Rattlers

Description
Not every Setite is loyal to Set; that is why the Serpents of the Light exist in the Sabbat. But in the past ten years, some of them
have begun to turn on the Sabbat as well, feeling that they don't deal enough in the specific concerns of their clans. In Boston, the
Serpents of the New York Sabbat saw their chance to remedy the situation. In 1993, a group of six of them jumped ship and
declared themselves antitribu, a rather bizarre happening that garnered more than a few laughs. The reasoning was that they
harbored no more love for Set and his followers than their Sabbat brethren, and therefore choosing to be called Setites would be
an affront to them.
There are six of them right now; they have yet to create progeny. Unlike the Violators, they have dropped all Sabbat practices
and have declared their support for the Camarilla's acknowledgement of the right of Praxis. Two currently live in Boston, while
the other four have moved to Florida to help in the Camarilla reclamation of Miami. They are hated by both the Sabbat and the
Setites, and the fact that they are so confrontational has most of the Camarilla convinced that they harbor a collective deathwish.
. It is to be noted that the Serpents antitribu claim to have very damaging information on the leadership of the Sabbat. However,
no one seems to want to know what that info is. Those in the Sabbat who have found out are said to have had their loyalty badly
shaken, and many Lasombra act as if they have a personal vendetta against them.

Appearance
As the Serpents of the Light.

Backgrounds
The Serpents antitribu tend to be more obsessed with the occult than even their parent clan. They are fond of practitioners of
voodoo, santeria, wicca, and neopagan religions in general, and an interest in True Magick is a major part of their philosophy.
Note that they have not yet begun to create progeny since leaving the Sabbat; they are still looking for the right people and feel
they are on the verge now.

Character Creation
As the Serpents of the Light.

Clan Disciplines
As the Serpents, though they have the ambition to replace Serpentis with their own variants of Thaumaturgy.

Stereotypes
Serpents of the Light: You don't need to be Sabbat to fight a war against the monsters that created you. They need to grow up
and make some serious effort to distance themselves from Set.
Setites: The Sabbat thinks the Camarilla are pawns? How much do you want to bet that Set has his own plans for these
monsters?
Assamites: The real thing is wrapped up in the Sabbat, and the has-beens are still acting like mercenaries. They should just join
the Camarilla and be done with it; they'd be right at home with the rest of the backstabbers.
Brujah: We left the Sabbat to get away from these. I think they lie about their traditions.
Brujah: We left the Sabbat to get away from these. I think they lie about their traditions.
Gangrel: I wonder if Ennoia and Set knew each other before the Jyhad. They seem like flipsides of each other.
Giovanni: I ignore them, they ignore me. I'm happy that way.
Lasombra: Killed their elder, did they? I'll leave that one alone. They may be right, but they don't know the half of it.
Malkavians: I don't make it a rule to get to know them. I've seen what they can do, and given what a Malk with Vicissitude can
pull off you're better off being tortured. It hurts less.
Nosferatu: Does anyone trust these guys? I'm willing to give it a shot...
Ravnos: There's a bunch of them in New Hampshire that no one is arguing with. I've heard rumors, and they definitely sound
Ravnotic. Sick, but typically Ravnotic.
Salubri: Never met one.
Toreador: Lovely bunch. You think the Poseurs in the Camarilla are bad? Let's give them a consciencectomy and see what
happens.
Tremere: Well, we want their art. We don't particularly want them.
Tzimisce: Let's put a team of them up against a team of Setites and see what comes out. Better yet, let's not. You could go mad
just from imagining it.
Ventrue: Some people respect them. I can see why, but they're too damned picky.
OLD CLAN SESAME
By Jacob Williamson (theslin@mail.utexas.edu)

History
The year, 1732. A travelling sideshow wound its way slowly through England, drawing the pennies from the pockets of the
peasantry with horror-show freaks, grotesques and monstrosities. Makeshift hallways led the ha'penny crowds along the exhibits
-- the malformed, the horrific and the merely odd. And on one side of the hall, the dwarf Rizzo, a mathematical savant billed as
the Smallest Cypher. On the other, Bette de Coprot, Nosferatu of the Sixth Generation. While Caine technically forbade it, the
two grew close, and fell in love.
As these things inevitably fall, the Nosferatu Embraced her love, and the two fled from the sideshow train into the night. Though
his change was agonizing, Rizzo did not grow into the twisted visage of the Sewer Rats -- his small form was indeed twisted, but
instead of becoming a figure of horror, he became merely cute -- insanely, unnaturally cute, but cute nevertheless. His Sire was
enraged, and cast him away; Rizzo became Caitiff, never learning the secrets of his blood clan.
The dwarf found his way to nearby London-town, and within a year weaseled his way into a position as court fool to a local
landed duke. There is no surer path to power than the Royal court, and with his charming personality and unusual talents he
captured the attentions of the queen herself. Over the years, he won a title of royalty, and began to draw his power around him.
Though Rizzo -- now the Count von Count -- was cast from the clan, the blood of the Nosferatu still ran through his dead veins.
From them, he took the Discipline of hiding, Obfuscation. His prowess at sleight-of-hand and conjure-tricks he eventually
hammered into something almost exactly paralleling the Tremere's Discipline of Thaumaturgy. And from his own mathematical
talents he developed the Discipline of Enumeration. From his county seat, he established the Bloodline of Old Clan Sesame.
Twice the Count engaged in the foul (but regrettably common) practice of Diablerie. In both instances, a member of Clan
Tremere made an attempt on the Count's unlife, and in both instances, the attempt failed. The second botched attack prompted
a full-scale bloodhunt, and the Count abandoned his holdings in Britain to flee to the safety of the New World. He arrived in the
year 1930. He has once again built his base of power, but to date none have located von Count's suburban demesne. Truly, he
is subtle.

Description
There are at least three great truths in Kindred society: you can't trust the Nosferatu with a secret; it's almost impossible to get a
comprehensible answer from the Malkavians; it is always easier to be the Tremere's enemy than the Tremere's ally. The Old
Clan Sesame bloodline has gone even farther -- they've earned the Warlocks' frothing, rabid hatred, for through their mastery of
subtle logicks they possess insights into Thaumaturgy the Tremere have not begun to fathom.
The modern bloodline strongly bears the marks of its founder. Like the Nosferatu, they cloak themselves in illusion. Von Count
turned his mastery of prestidigitation into rituals closely paralleling the Tremere's Thaumaturgy, a power the Sesame still carry.
The Count developed his mathematical talents into a complex philosophy, giving his Childer their birthright, the Discipline of
Enumeration.
Today, the Sesame are the teachers and guides among the Kindred. Like the Nosferatu, they lust for knowledge -- unlike the
Nosferatu, they enjoy sharing it. Still, they've earned a reputation for being childlike and trusting -- one could even say the whole
bloodline's damned gullible. They are most comfortable around the Kine and each other, and when possible stay well away from
the more manipulative clans -- that is to say, all the clans except the Gangrel. A popular misconception of Old Clan Sesame is
that of the Ivory Tower; most assume that a bloodline devoted to instruction would be divorced from this reality. Nothing could be
further from the truth. The Kindred have their healers, warriors, rulers; but they have no lorekeepers. If the Sesame were allowed
to take a place in the Camarilla, they could fill this lost function. They find their value in every life they touch. Instead of being
absent-minded academicians, they are as familiar as possible with their subjects -- too familiar, unfortunately, for most Kindreds'
tastes. Trust is not a widely-held commodity among the undead.

Against all odds, the Sesame often find positions as confidants. Besides being naturally honest, they look the part. As the
generations passed, Rizzo's blood thinned. The Childer of Rizzo lost their line's founder's insanely cute, charming and slightly
fuzzy good looks, but they still have wide, innocent eyes and gentle features. One more strike against them in getting any of the
other clans to take them seriously. On the other hand, many licks underestimate the Sesame on first glance. Any who fall victim
to the line's blood-magic don't make the mistake twice.

Nicknames
Numerologists, Muppets
Appearance
While not as unnatural-looking as their Sire, the Sesame are categorically cute; wide, bright eyes seem as much a part of the
Change as fangs and the cessation of bodily functions. The numerologists tend to dress in the trappings of Academia--tweed is
a favorite.

Haven
Most live near the vast information resources and all-night activity of a major university -- a little data-manipulation can get a
dorm, no questions asked. Some adopt primary or secondary education as their stalking grounds (though in the World of
Darkness, the high-schoolers tend to be well-armed...)

Background
They tend to see the Embrace as a reward; they pass their gifts on to philanthropists, or more often to teachers of every stripe.
Often working around youth, and being somewhat childlike themselves, the Sesame have more "children" in their ranks than
their numbers should warrant.

Weaknesses
Due to their apparent innocence, the Sesame have trouble instilling the mortal terror the rest of the Kindred can. They suffer a +2
difficulty in Intimidation contests, and may be penalized in staredowns, seductions or when trying to provoke someone to anger.
This aura of innocence isn't cosmetic, either -- the Sesame are the most trusting of the Kindred. In tests of Subterfuge,
manipulators receive a -2 difficulty against them.

Character Generation
The Sesame are highly social, and generally well-read. Social attributes and Knowledges are primary. The talent of Instruction is
almost obligatory, as is a study in mathematics. The Merits: Baby-face and Innocent are both good choices, while the Flaw:
Child is unfortunately common. Caregivers, Judges and Directors dominate the bloodline.

Organization
They're a pretty tight club -- in general, all of a city's members know one another. They rarely have formal meetings, but instead
adopt a "hitching post" arrangement -- an informal gathering spot and message center. In the times of crisis that unite the
similarly organized Toreador together, the Sesame collapse.

Gaining Bloodline Prestige


As a line of guides and mentors, the Sesame judge their own value by their worth in the eyes of the other clans. The prestige of a
member of Old Clan Sesame is judged by how many others would speak of his guidance and wisdom.

LARP Conversions
Disadvantages: The Sesame must spend two traits to initiate any challenges of Intimidation or Subterfuge. All members of this
bloodline have the negative Mental Trait: Gullible, which cannot be bought off.
Advantage: In the subtle intrigues of the Kindred community, the Sesame are the confidants. They gain the Social Traits:
Compassionate x3, even if this brings them above their normal trait limits. They cannot use these traits against anybody whose
confidence they've violated.

Antitribu: Antitribu Sesame use their positions as confidants to their own ends, digging up information and hoarding it as
passionately as any Nosferatu. Given the Sesame's reputation for honesty, known traitors to the bloodline are 3 Traits down in
any Social contests with "loyal" Sesame. Antitribu gain a free retest when using Subterfuge to uncover an opponent's flaws.
Their Disadvantage is as above.
Disciplines
Enumeration, Thaumaturgy, Domination

Preferred paths
The Path of Caine, the Path of Honorable Accord

Bloodline Founder: Count Von Count


Nature: Fanatic
Demeanor: Caregiver
Bloodline: Old Clan Sesame
Generation: FIFTH! Fifth generation! Ah, hah, hah...
Haven: An undisclosed urban in America (previously, London)
Embrace: 1712
Apparent Age: 40s? 50s?
Concept: Dabbler in Esoteric Numerologies

Physical Social Mental


Strength: ** Charisma: ***** (Cuddly) Perception: ***** (Insightful)
Dexterity: ** Manipulation: **** (Eloquent) Intelligence: ******* (Brilliant)
Stamina: *** Appearance: ***** (Cute) Wits: ****** (Sharp)

Talents Skills Knowledges


Acting *** Animal Ken ** Computer **** (educational applications)
Alertness ***** Drive * Finance ***
Dodge *** Etiquette *** Investigation *****
Empathy ** Melee ** Linguistics **
Leadership ***** Stealth **** Science **
Diplomacy *** Dancing *** Mathematics *******
Instruction ***** (Children) Psychoanalysis ** Psychology **
Style *** Singing ***

Disciplines Backgrounds Virtues


Animalism * Allies ******+ Conscience ****
Celerity *** Fame **** Self-Control *****
Enumeration ******** Generation ******** Courage **
Fortitude **** Herd ***** (So many children)
Obfuscate ******** Influence **
Thaumaturgy ***** Status 4
Path of Weather Control *****

Humanity: ********
Willpower: ******
Blood Pool: 40 (maximum)

Reference
Visit the Old Clan Sesame home page to see images of the clan founder as well as its symbol:
http://www.geocities.com/Area51/Labyrinth/3595/sesame.html
SHADOWMASTERS
By warewolf@sprynet.com

Prelude
"You monstrosity, I'll make sure your death is slow, Shadow Demon!" said Mark Brandon.
"All right, but I have to make sure that you don't miss your appointment with the devil and it is rude to be late," said his assailant.
"I did not do anything to you. Why are you attacking me?" he retaliated.
The dark figure smiled and raised the stake in his hand and says "Do you remember Samantha, the Salubri you ordered to be
destroyed? Well that did not please us. Oh, and by the way, I hope you like a good tan..."

History
No one is exactly sure where they came from, but they're hoping they go back. Rumors persist that their founder is either an
angel or Satan himself. They have been around for a extremely long time and many kindred assume that they are the progeny of
Lasombra. Their first appearance was in Russia (though there is evidence that suggest they are from elsewhere) and they have
been a mystery to most kindred ever since. They also seem to be bound to the Salubri for some odd reason that has never been
revealed. Shadowmasters is a alias they have been using for centuries; their real name is known only by the eldest kindred of
the clan. They have always been known as warriors of great prowess and honor. The other clans are usually very nervous about
meeting these kindred. Princes order more protection when they hear of a Shadowmaster in their city. This nervousness comes
from an old rumor about them knowing your darkest secrets and desires. Ravnos particularly hate the Shadowmasters because
of the morals of both clans. Another old rumor is that due to this legendary honor is the reason they are as unusual.
They are not publicly known to the kindred as being part of any sect, but truth is stranger than fiction and their truth is very
strange. The Setites claim that they are demons, while in truth they are related! Their founders were brothers in life and for some
odd reason they are the hardest kindred to corrupt! The Shadowmasters fight corruption and the Setites spread it. The Setites
despise the Shadowmasters and destroy them when possible. The Tremere do not particularly like them either, because it was
the Shadowmasters who helped some Salubri survive! These creatures of the night are an enigmatic clan who are the front line
in fending of demons, infernalists, and the Wyrm corrupted. They have never really been inquired about their odd behavior but
many think it is because of their unknown origin, which no one cares to know. The Camarilla secretly wants the Shadowmasters
to join, but they are still feared by many. The Sabbat would like to get one of the extremely rare antitribu to recruit as one of them
(preferably into the Black Hand). There are actually more Shadowmasters in the Inconnu than any of the other sects. The
Shadowmasters' greatest allies can be very frustrating, because how do you kill what is already dead. . .

Nicknames
Shadow Demons (most popular), Shadow Warriors (used fairly often), Dark Angels (only Salubri or others who know them well
call them this)

Appearance
Shadowmasters are very dark and brooding (obviously), and so dress in dark clothing. They usually carry some sort of weapon
(a bladed one is what is standard). The Shadowmasters choose warriors and people of honor. They are not very choosy when it
comes to progeny, anyone who has a good sense of honor and a fighting spirit.

Haven
Like the Gangrel they sleep where it is convenient, a warehouse or earthmelding somewhere.

Background
Shadowmasters choose their lot from warriors and honorable people like what was described above. They occasionally train
people how to fight supernatural menaces or to defend themselves.
Character Creation
Usually they have tough demeanor and survivor/loner/etc. natures. Physical attributes are primary and Mental secondary. Skills
are primary. Generation and contacts are popular backgrounds. Generation is because older vampires of this clan have a habit
of taking pupils more often as they get older (but they aren't stupid enough to embrace too many when that vampire is of 4-7
gen). The Shadowmasters embrace men and women equally; whether or not they fulfill the requirement is all that is important.

Disciplines
Celerity, Fortitude, Shadowmastery (Obtenebration is popular, as well as any discipline that improves fighting ability or has a
practical use)

Weakness
Shadowmasters often see into a person's inner darkness and this often makes them bitter. This is because they have no real
choice in the matter. The less humanity (or path, etc. not including Path of Evil Revelations which actually makes them feel an
urge to get rid of the source as soon as possible) the more it gives them a compulsion to look for the source and destroy it.
When they have the chance to kill or destroy the source, they must make a willpower roll (diff. 7) not to fight it on the spot. In the
rare case you meet a corrupt Shadowmaster, everything is reversed (good=evil, evil=good). You might not think this is much of a
weakness until you realize that if you can only see the evil in people, this makes unlife an even greater curse. This is described in
the Shadowmastery discipline if you are curious as to exacts.

Organization
There is no real hierarchy or rules except for the following: no fighting except if honorably challenged (no backstabbing), respect
your elders (but not with blind obedience), protect Salubri at any cost (except for a good reason like corrupted, etc.). Uphold
honor for without that you are nothing, and the final rule, If any fellow Shadowmasters are corrupted, they are to be killed
immediately! The rule that states that all Shadowmasters are to protect the Salubri is from some very ancient tradition (some
whisper that their foundor and Saulot were very close friends!).

Gaining Prestige
One gains prestige among the Shadowmasters by the successful kills of corrupted beings and the rate of success protecting a
Salubri. Ability as a warrior is highly respected as well. Basically the quickest way of gaining prestige is the successful rescue of
an endangered Salubri, or any information regarding the fate of Saulot's soul seems to be of great value for some odd reason. . .

Quote
"We are the only ones who know what true power the Darkness has and it is not evil. It guides us and gives us power, so for your
sake do not cross us."

Stereotypes
Assamites: They have their honor and we have ours, unfortunately they often conflict.
"They are great warriors in their own right but are too obsessed with their human beliefs and passions."
Brujah: Their anger has no real focus; some have even gone to the point to rebel against rebelling.
"These guys are creepy pieces of shit, if I had the chance I'd of wasted him."
Gangrel: Some of the most honorable kindred we have ever known were from this clan; we respect them as family.
"They may seem kind, but I have seen one kill someone he just met so I am cautious of his kind."
Malkavian: They have seen the truth and it has destroyed their sanity.
"What do you mean what do I think of them? I am one of them and I am the most powerful mage in the world!"
Nosferatu: They are gossips, but for information they can not be beaten by any.
"I was with that Gangrel when he killed that Ravnos and trust me they are Shadow Demons!"
Ravnos: They are devious liars and steal without remorse; if they had any honor they would join their Gangrel brethren and try to
pay for their crimes.

"My bro was killed by these monsters; I agree with the Setites about these assholes!"
Salubri: They are Saluot's children and we must protect them at any cost for they were our saviors!
"The Dark Angels do mean well, but they are too zealous in their offers of protection. But we do love them like brothers and
like brothers they are over protective."
Setites: Our brothers are dominated by corruption and evil; we must free them, by purifying them by through words and deeds or
by the sun!

"Our brothersssss are victim to some cursssse to ssssssserve the forcssessss that want goodnessss and purity, but we
sssssstill try to ssssave them from themselvessssss. Or maybe those damned Sssssalubri have them in sssome sssort of
sssspell?"
Toreadors: They appreciate beauty and superficial appearance, for they lack the beauty within.
"The Shadow Warriors make good models for sculptures but other than that they serve no real purpose."
Tremere: These bastards have hunted the Salubri for no reason but jealousy and a hunger for power. We will destroy all who
harm the Salubri!

"They would make great bodyguards if they weren't so stubborn and fanatical about the triclops."
Ventrue: The Ventrue are no better than human politicians and lie as much too.
"I once tried to gain presidency over a charity to (ahem) convince them to let me strip mine in a forest full of Lupines, then
one of the Shadow Demons bursts in and almost kills me then requests I forget to mine there. Oh well, at least I didn't lose my
unlife."
Camarilla: They have the wisdom to stay out of the human eye, but have lost the spirit to fight the corruption of the infernalists.
"They are valuable allies to have against the Sabbat, but can be difficult to control at times."
-- Marcus, 6th generation Ventue Prince of Santa Cruz
Sabbat: Servants of corruption, whether they know it or not.
"The Shadow Demons would be a great asset if weren't for Camarilla brainwashing!"
-- James Whitfield, 10th generation Brujah antitribu
Inconnu: They are powerful and wise but should act more than talk.
"The Dark Angels are too melancholy too live that long; it's a pity for they are descent kindred."
-- Flavius, 5th generation Toreador

New Knowledge: Shadow Lore


* You know that not all darkness is evil.
** You can tell who the Dark Lady is.
*** You can tell about the Shadow Realm.
**** You know the nature of Shadow Denizens.
***** You know that the Shadowmasters' founder not completely asleep and what some of his plans might be.
SHADOW STALKERS
By Jeff Miller (cougon@hotmail.com)

Description
The Shadow Stalkers are well known throughout the vampire community but are widely considered a myth: something used to
scare underlings into obeying. "Behave or I'll summon the Shadow Stalkers." They are well aware of their reputations and prefer
it that way. They are basically a group similar to the ancient oriental Ninja. The Stalkers care little for any community and only
follow the vampiric rule of maintaining the Masquerade. They conveniently ignore the rest. While this seems dangerous it isn't.
This is widely due to their code of honor. They are such that once they say they will do something, they will or die trying. They
don't take this lightly and rarely give this oath if it could be turned against them in the future. It is the fact that they care little for the
vampiric society is what keeps them from killing all the Princes and taking their place. They don't care what anybody does as
long as it doesn't interfer with them. If, however, someone makes them mad, they will go out of their way to kill them. This isn't a
rage but rather a slow and calculating demise.
They will fight duels of honer if two requirements are met. 1)They are either challenged or make a challenge and 2) They believe
they have an edge over the opponent. If the requirements aren't met they will find some excuse not to fight the duel while
preserving their honor. These duels are always with ancient weapons. The Shadow Stalkers don't like modern weapons and
rarely if ever use them. The highest level of Shadow Stalkers are the best paid assassins but the person hiring them had better
have an extremely good reason for hiring them. Politics aren't even close to a good reason.

Nickname
Shadows

Appearance
The members dress all in black and often have masks covering their face up to the eye-line. If they don't have a mask then they
have a hat of some sort (character's discretion). Their only distinguishable feature, actually the only feature noticable by any, is
the fact that their eyes (where the color other then white usually is) are solid black. Their eyes glow a dark blue when they get
mad. The darker the blue the madder they are.

Haven
Shadow Stalkers will reside anywhere dark as long as it does not stink. The darker the better.

Background
The Shadow Stalkers only choose to embrace those who already have a code of honor. Due to this and the current times the
number embraced each year is declining. There are sufficient numbers as few if any Shadows die yearly. Every Shadow Stalker
must spend at least two years after the embrace studying with the elders in a secluded monastary provided for this purpose.

Character Creation
Physical, stealth, and combat (other than fire arms) are primary to these characters. None can start with technological skills.
Those skills must be learned in gameplay, similar to backgrounds. Experience points may only advance these skills if time has
been spent in game play learning these skills. Shadow Stalkers can not take the herd Background because they love the
challenge involved in hunting. Additionally, every Shadow Stalker has the Merit of "Code of Honor" and quite often have the merit
of "Unbondable." They also tend to have the flaws of "Light Sensitive" and "Color Blind"

Clan Disciplines
Protean, Chamaeleonis, Silent Subterfuge
Clan Weakness
Fire and Sunlight do double damage and cause aggravated damage if they otherwise would not. In addition, any technological
skill roll, if the skill is not at level 4 or above, has its difficulty increased by 2, 3 if the task involves more than trying to steer going
faster than 15 MPH or typing a document into a computer (without saving or using the other various options)

Organization
The clan believes 100% that knowledge is power. They will go out of their way to find out something that another knows, or they
think another knows, and they do not. This can be a distraction but it also makes their libraries of knowledge more complete than
almost any in existence. Just like the Yellow Pages, if it's not in there, maybe it doesn't exist. The Shadows are ruled by a Board
and Tribunal. The Tribunal consists of the High Magistrate and two Lesser Magistrates. Along with them are 39 Lower
Magistrates making the total group 42. The Shadows often pretend to be of another clan and will keep up the charade in all but
the most extreme circumstances.

Stereotypes
They don't have any preconceived notions of the other clans. They do consider the Malkavians amusing in their antics. When
confronted they have just one thing to say, "I don't make threats, I make promises."
SHAMAN
By Vini Perry

Description
A camarilla off shoot of the Gangrel almost identical to the ahrimanes of the Sabbat, only not limited to females. Very few of this
bloodline exist.

Nickname
Medicine men/ghostdancers

Appearance
As Gangrel.

Haven
As gangrel.

Background
As Gangrel.

Character Creation
Concepts: drifter, outsider, worker.

Nature/Demeanor
Varies greatly though caregiver is most common Physical attributes and skills are usually primary. Normal background traits are
mentor (sire) and herd (tribal followers)

Clan Disciplines
Animalism (or necromancy), protean, spiritus.

Weakness
As Gangrel as well as infertile vitae (may not create or blood bond) Note: Ghost Dancers protean manifest as a bear and a
hawk instead of wolf and bat (i.e. Bear claws in lieu of wolf claws, form of bear or hawk in lieu of wolf and bat)
Shangri-La: Heaven on Earth
By Ricky and Alex Marin (rickdog86@aol.com)

Statistics for the Head of the Clan


Name: Job (Though he will certainly go by others when taking the form of a clan)
Nature/Demeanor: Saint/Saint
Generation: 3
Haven: Varies
Concept: Catholic Angel
Physical: Strength 10, Dexterity 10, Stamina 10
Social: Charisma 5, Manipulation 3, Appearance 4
Mental: Perception 10, Intelligence 10, Wits 10
Talents: Acting 3, Alertness 10, Athletics 2, Brawl 10, Dodge 10, Empathy 5, Intimidation 3, Leadership 10, Streetwise 4,
Subterfuge 5
Skills: Animal Ken 10, Drive 2, Etiquette 5, Firearms 1, Melee 10, Music 1, Repair 3, Security 5, Stealth 10, Survival 10
Knowledge: Bureaucracy 0, Computer 1, Finance 2, Investigation 5, Law (Biblical) 10, Linguistics 10, Medicine 5, Occult 5,
Politics 4, Science 5
Disciplines: Animalism 10, Auspex 10, Celerity 10, Fortitude 10, Obfuscate 10, Potence 10, Presence 10 (All of the prior
disciplines work as follows: 6 is the equivalent of 1, simply doubling in power and effectiveness), All Rituals, All Paths, Heaven's
Touch 5
Backgrounds: Allies 5, Contacts 5, Generation 10, Herd 5, Mentor 5 (Exception), Retainers 50, Status (By others of Sect) 5
Virtues: Conscience 9, Self-Control 10, Courage 10
Humanity: 10
Willpower: 10
Blood Pool: 60
Faith: 99
Health Levels: OK, OK, OK, OK, OK, OK, -1, -1, -1, -1, -1, -1, -1, -2, -2, -2, -2, -2, -2, -2, -2, -5, -5, -5, -5, -5, -5, -5, -5, -5,
Incapacitated, Resurrection (See Below)
Resurrection: Job is an Antediluvian, and a saintly one at that. Needless to say, he cannot die. The only sure way of killing him
is in the Far Shores of the Shadowlands where you can find him once his body has been extinguished. Therefore, once he has
died and returned to Heaven, his body will re-appear within seconds in the physical world with his soul inside, and his health will
be completely restored.
History: Job (After The Biblical One) began as a regular, God-loving man in the few thousand years A.C. (After Caine), when
his life was changed upside down when a Second-Generation vampire sired him, ending his possibility of entering Heaven, or
so it seemed. Listening to the Beast within tempting him to satisfy the Hunger, he refused to drink the blood of mortals and so
died a martyr, keeping God's words in his mind. Because of his good deeds he was taken straight to Heaven, skipping the
process of entering the Shadowlands, but the angels there would not accept him because of his vampiric state. He argued that it
was not his will to become a vampire and that he died retaining his beliefs, and a court at Purgatory was called. He was found to
be not guilty of charges and admitted into Heaven, though others still felt uneasy around him. To alter their opinions, God offered
Job the chance to take back any misdeeds that he had made whilst a vampire (though God and Job both knew he hadn't) by
having him lead all faithful and charitable vampires to salvation, and once he had done so, execute the remaining heretics. Job
agreed, wanting to do everything in his power to please God, and has since then gathered over 2,000 people who actively serve
him in the destruction of all the Kindred whilst converting the few good ones to the Faith and clan. He is an active enemy of the
Camarilla and the Sabbat, as they (in his opinion) encourage wrongful deeds and heresy. His battles and ambushes have
already escalated to the destruction of all the Kindred in 200 cities and towns, and elders fear that a war will be declared and the
Jyhad will climax. . . .
Shangri-La Scholars/Intelligence
(A division of the sect/clan that plans movements and attacks)
Nature/Demeanor: Thinker/Thinker
Concept: Tactical Expert
Physical: Strength 2, Dexterity 2, Stamina 3
Social: Charisma 3, Manipulation 2, Appearance 3
Mental: Perception 5, Intelligence 5, Wits 5
Talents: Acting 3, Alertness 3, Athletics 1, Brawl 2, Dodge 2, Empathy 5, Intimidation 1, Leadership 4, Streetwise 3, Subterfuge
5
Skills: Animal Ken 4, Drive 2, Etiquette 4, Firearms 3, Melee 2, Music 2, Repair 4, Security 4, Stealth 4, Survival 5
Knowledge: Bureaucracy 2, Computer 2, Finance 3, Investigation 5, Law (Biblical) 5, Linguistics 5, Medicine 5, Occult 5,
Politics 4, Science 5
Disciplines: Heaven's Touch 3, Animalism 3, Obfuscate 5, Path - Movement of the Mind
Backgrounds: Allies 5, Contacts 5, Herd 2, Retainers 3
Virtues: Conscience 5, Self-Control 5, Courage 3
Humanity: 10
Initial Willpower: 5
Blood Pool: 30
Faith: 10
Health Levels: OK, OK, OK, -1, -1, -2, -2, -2, -5, Incapacitated

Shangri-La Scouts/Spies
(A division of the clan/sect that helps Scholars to plot attacks by spying and finding worthy Kindred -- also the rear line in battle)
Nature/Demeanor: Spy/Extrovert
Concept: ____
Physical: Strength 3, Dexterity 4, Stamina 4
Social: Charisma 5, Manipulation 5, Appearance 5
Mental: Perception 3, Intelligence 5, Wits 5
Talents: Acting 4, Alertness 4, Athletics 4, Brawl 3, Dodge 4, Empathy 3, Intimidation 3, Leadership 2, Streetwise 5, Subterfuge
5
Skills: Animal Ken 5, Drive 2, Etiquette 5, Firearms 4, Melee 3, Music 1, Repair 1, Security 5, Stealth 5, Survival 5
Knowledge: Bureaucracy 2, Computer 4, Finance 2, Investigation 5, Law (Biblical) 3, Linguistics 5, Medicine 5, Occult 5,
Politics 4, Science 5
Disciplines: Heaven's Touch 5, Animalism 3, Auspex 5, Celerity 5, Obfuscate 5, Potence 3, Protean 3, Paths - Weather Control
Backgrounds: Allies 5, Contacts 5, Herd 3, Retainers 3
Virtues: Conscience 5, Self-Control 4, Courage 5
Humanity: 9
Initial Willpower: 7
Blood Pool: 45
Faith: 10
Health Levels: OK, OK, OK, -1, -1, -1, -1, -2, -2, -2, -2, -5, -5, Incapacitated

Archangel Warrior
(The high warrior of the division that commands the battle)
Nature/Demeanor: Warrior/Warrior
Concept: ____
Physical: Strength 7, Dexterity 7, Stamina 7
Social: Charisma 2, Manipulation 2, Appearance 2
Mental: Perception 4, Intelligence 4, Wits (Strategy) 6
Talents: Acting 2, Alertness 6, Athletics 6, Brawl 6, Dodge 6, Empathy 2, Intimidation 5, Leadership 4, Streetwise 3, Subterfuge
3
Skills: Animal Ken 3, Drive 2, Etiquette 3, Firearms 4, Melee 5, Music 1, Repair 3, Security 6, Stealth 5, Survival 6
Knowledge: Bureaucracy 1, Computer 1, Finance 1, Investigation 3, Law (Biblical) 3, Linguistics 2, Medicine 2, Occult 3,
Politics 1, Science 2
Disciplines: Celerity 5, Fortitude 5, Obfuscate 5, Potence 5, Protean 5, All Paths
Backgrounds: Allies 5, Contacts 5, Herd 4, Retainers 5
Virtues: Conscience 4, Self-Control 4, Courage 5
Humanity: 8
Initial Willpower: 9
Blood Pool: 53
Faith: 10
Health Levels: OK, OK, OK, -1, -1, -1, -1, -1, -1, -2, -2, -2, -2, -2, -2, -5, -5, -5, -5, Incapacitated

Shangri-La Warriors
(The attacking division of the clan/sect)
Nature/Demeanor: Warrior/Warrior
Concept: ____
Physical: Strength 5, Dexterity 5, Stamina 5
Social: Charisma 3, Manipulation 2, Appearance 2
Mental: Perception 3, Intelligence 3, Wits (Strategy) 4
Talents: Acting 2, Alertness 5, Athletics 5, Brawl 5, Dodge 5, Empathy 2, Intimidation 5, Leadership 3, Streetwise 1, Subterfuge
3
Skills: Animal Ken 2, Drive 2, Etiquette 3, Firearms 4, Melee 5, Music 1, Repair 3, Security 5, Stealth 4, Survival 5
Knowledge: Bureaucracy 1, Computer 1, Finance 1, Investigation 3, Law (Biblical) 3, Linguistics 2, Medicine 2, Occult 3,
Politics 1, Science 2
Disciplines: Celerity 5, Fortitude 5, Obfuscate 2, Potence 5, Protean 5, All Paths
Backgrounds: Allies 5, Contacts 2, Herd 4, Retainers 4
Virtues: Conscience 4, Self-Control 4, Courage 5
Humanity: 8
Initial Willpower: 9
Blood Pool: 53
Faith: 10
Health Levels: OK, OK, OK, -1, -1, -1, -1, -1, -2, -2, -2, -2, -2, -5, -5, -5, Incapacitated

Organization
In case you hadn't noticed the Shangri-La clan is made up of 5 groups and its leader, Job. These are (in order of rank) the
Scholars/Intelligence, Archangel Warrior, Scouts/Spies, and the Warriors. If an attack is decided upon by Job, then the first
people he will notify will be the Scholars. Though they are not as privileged as the other two, they are more respected. They will
do what they can in terms of plotting, but will need to inform the Archangel Warrior. He will inform the Scouts of the area so that
they can survey it, bring details of its organization, who should be salvaged or taken into the clan, and the kinds of opponents
they will face. Once they have reported their finds to the Scholars, they will then plan some more this time with the aid of the
Archangel Warrior and when the plans are finished, brief the Scouts and the Warriors on their mission. Mission layout tends to
be as follows:
1. Have Scouts trick Prince of town into believing that they are other Princes of more power that demand a Kindred Meeting
to be called, knowing ahead of time the Kindred who were good in their previous life and could serve them well.
2. Position ten Scouts outside the place where Kindred meetings are passed on night of meeting.
3. Have sufficient Warrior/other Scout back-up positioned outside meeting area, on rooftops surrounding meeting area, and
around general area of town, the Archangel Warrior around the general area of town.
4. Have the first group of Scouts rush in and use the Heaven's touch discipline of Light of God, causing everyone in the hall to
be blinded.
5. Have the same group of Scouts stake the Kindred who were good in their previous life and could serve them well,
dragging them outside as they do.
6. Immediately have the Scouts drag the captured Kindred behind the first line, converting them to the clan using the
Heaven's Touch discipline of conversion to the Holy Order, making them Shangri-La.
7. By this point the captured Kindred should be Shangri-La recruits will have the first two levels of Heaven's Touch, and will
ready themselves to fight.
8. At this point all of the blinded Kindred in the Meeting Hall will have their sight returned, and will proceed to exit the Hall and
figure out what just happened.
9. They will find their comrades on the opposition's side, and will see the Warriors and Scouts frenzied and ready to fight.
10. Before the gathered Kindred from the Meeting Hall attack, the front line will produce the Heaven's Touch discipline of Soul-
Strike, knocking down the lines and killing a few.
11. The newly-transformed will begin to flee towards the outer perimeter of the Shangri-La attack with their Scout sires, whilst
the Warriors on the rooftops jump down and initiate battle with those that were just knocked down.
12. As the battle rages on, the backup outside the general area of town will close in.
13. The backup will surround the battle, engaging combat and allowing the injured ones to leave with the newly-transformed.
14. The backup will close in from all sides, changing the tide of battle to their side (if it was ever on the other) by attacking
unexpectedly with all they've got.
15. Indeed by this point most of the opposition will now lie dead, and the prince will undoubtedly still be alive, being a tough
enemy, and so he will be torn to pieces by the Archangel Warrior who was inactive for this reason.
16. To leave no evidence of this and to please God, all of the dead bodies, Kindred or Shangri-La, will be placed inside the
Meeting Hall. A cross of ashes will be placed on the foreheads of those of Shangri-La, and a Rosary prayer will be said as
the Hall is be burnt down.
17. The Shangri-La will leave to their Domain, where they will report the mission and any problems that occurred.

Opinions Towards the Shangri-La:


Camarilla: They must all die, for they do not follow the traditions, murder Kindred, and leave places in shambles.
Sabbat: They oppose us and, for once, we agree with the Camarilla that they must all die.
Inconnu: Though they mean to cleanse the world, they must learn that we can co-exist. If they do not wish to do so, they must
die, as they kill many of our kind.
Lupines: They are the only exception to our hate of vampires, as they wish to rid the world of this kind of the Wyrm's corruption.
True, we have sided many times, but a confusion of us with the Black Spiral Dancers who murder them endlessly prevents a full
alliance.
Magi: They don't affect us, so we don't affect them.
Changelings: Who? Oh, them. Well, we don't much care anyway.
Wraiths: They rarely enter the Shadowlands but when they do they seek only the Heaven of the Far Shores. There are rumors
that they know where Charon is, so we must be friendly if we want him to return in glory.

Opinions the Shangri-La have on Others


Camarilla: The society of these is corrupt and hold things in common with the Sabbat, so they must die or else we cannot
receive the aid of so many who would join us without them.
Brujah: They are anarchs and though they oppose the Camarilla they must be killed as they wish to control the Kindred with the
same purposes.
Gangrel: They are mighty warriors and mostly mean well, and though they would make great warriors for us the hatred the
Lupines have on them prevents us from having any of them on our side.
Malkavian: These are all insane and cannot be purified to our beliefs, though they share some of the same ones.
Nosferatu: Their organization would be invaluable to us, though their appearance leaves much to be desired. Still, they are
outcasts like us, and so we hold a kinship with them, even if they are Kindred.
Toreador: Though they pretend to seek beauty, their vision is like all the rest. Still, they have good taste, but their laziness can
prove disastrous in battle.
Tremere: These wizards have mastered the Thaumaturgy powers of the Magi which could guarantee victory even more.
However, they are full of lies and cannot be trusted.
Ventrue: Though they could make great Scouts, their ideas are equivalent to the Camarilla's and the Camarilla's dependence
on them prevents us from making them one of us. In order for them to be used by us we would have to destroy the Camarilla,
which we could only achieve with the aid of the Lupines.
Sabbat: They find pleasure in death and support all of the Camarilla's ideas (though they don't admit it), and so must be
destroyed.
Inconnu: Though their strength and intelligence could be invaluable to us, they are widely spread out and difficult to find, making
our typical battle plans impossible.
Lupines: They are our greatest allies in this realm and so we must be good to them. However, there are some of their kind that
kill us in joy, so we must be wary around them. If they solved this problem then perhaps greater action could be made and we
could end the Camarilla and all of the Kindred stronghold of Italy. From there we could proceed to destroy the Sabbat and the
Inconnu, leaving only a few minor battles left underway. Alas, this cannot be until their attacks on us end.
Magi: They oppose the Kindred, like us, but still follow some of the same ways as the Tremere.
Changelings: An odd bunch, but we don't see them much.
Wraiths: We hardly ever see these as well but they can be life-savers when we get into problems in the Shadowlands. Truly, the
Ferrymen are our greatest friends in the Shadowlands, and we must rescue Charon for them in order to make a perfect alliance
possible. However, this could prove difficult, as we would have to destroy Oblivion, which would be as difficult as destroying the
Wyrm that the Lupines despise so much. True, we could manage if we all sacrificed our lives, but Gehenna is coming and we
must first take care of our priorities.

Other Notes
Though the Shangri-La are Kindred, they have reached Golconda and so have no Beast within. They still frenzy, however, and
are great enemies of the Kindred as they are immune to sunlight and are overly powerful. They also have an identifiable leader,
rather than Caine who is only rumored to exist. Their Blood Points are refilled by drinking the blood of mortals, as with all
Kindred, but they do not need it that much and have a Herd that they drain -- if they do drain from their Herd then they do not kill,
as they follow the Ten Commandments almost impeccably.
SHAWMEN
By Jason Farley (00175919@ysub.ysu.edu) (11 March 1995)
Only the greatest of warriors and the most prophetic shawman of the Eskimo tribes are let into this clan. There is no Masquerade to
be protected within the tribe itself, however it is a protected secret kept from the rest of the world. The Shawman belong to a very rare
clan and only 10 are permitted to belong at a time, thus they should only be played as a NPC. For non-vampires in the tribe it is
considered a great honor to be drank from by the vampires.
Due to fact that they experience 6 months of sunlight they carry a special gem that allows them to venture into the sunlight for 4 hours
each day in order feed. However this powerful gem has its limits upon entering the light they are immediately at bruised and have to
bid an extra trait and after 2 hours of exposure they experience a "sun burn" (like a mortal) and this places them at wounded. If they
decide to remain in the light then after 4 hours they become incapacitated and will result in death if they arent helped indoors.
The Shawman tend to be very naive with regards to other vampire clan's workings, because it wasn't known until recently that other
vampires existed. Ten years ago a Brujah visited their territory with intent of "participating" in the six months of night and was
"received" by the Shawman. The visit sparked curiosity and nine of the ten spread over the Earth in search of other kindred to learn
about and from them.
The Shawman are a very proud clan and they tend to hold grudges. The only clan that they don't like or trust are the Brujah.
Clan disciplines: Auspex, Fortitude, Potence
SHREH-REN
By Kwei-Cee Chu

Description
There stood the remains of the Second City; the Sire gazed upon it for hours, motionless, silent, filled with sadness. When
our Sire at last turned to me, a great fury burned in his eyes. "They have destroyed that which was greater than them. Never
forget, nor forgive. They are to us, less than the cattle of the Land, and I do renounce all of them and their get. This I charge
you: Go from this place, never to return, until there be nothing of the Faithless but ashes. Grandchilde of Cain, I release
thee!" Thus spake our Sire.
-- The One and Prime
Ah, China! So very mysterious, so isolated, so closed! Many Kindred have tried to pierce the Veil of the Lotus, few have
succeded, fewer still have lived to tell about it. China, what secrets do you guard?

Kindred in China do refer to themselves as Kindred; they are "the Faithful", to set themselves apart from the rebels of the
Second City and their childer. To call them Kindred, while accurate, is also a grave insult. Dominant among the Faithful are the
Shreh Ren, the "People of Blood." The rest are bloodlines derived from the Shreh Ren.
The Shreh Ren are unique in that their founder is not of the 3rd Generation, but in fact, 2nd Generation. What this means can be
a matter of much speculation. However, it does seem as if the fractiousness that plagues other Kindred Clans has been muted
in the Shreh Ren. This does not surprise them at all, for they regard all other Kindred as the rebel childer of rebel sires. Their
organization is said to surpass that of the Tremere and Ventrue.
The Shreh Ren have one purpose, and one alone: The total annihilation of the non-Faithful. They take this purpose quite
seriously, and literally. In fact, interpretation of the Purpose has been a valid reason for splitting from the Shreh Ren (The
Avengers of the Black Lotus believe that only the Antediluvians of the Second City need be extinguished, for example). It is to
this purpose that they organize.

Nickname
(Yeah, right)

Appearance
Official functions: Embroidered silk robes with headdresses denoting exact rank. Unofficial: traditional robes, sometimes suit
and tie, "official" kine clothing.

Haven
Palaces, subteranean complexes (furnished palatially); wherever one could "live" in opulence without causing a furor.

Background
Almost always a mortal descendent.

Character Creation
Must show excellence (i.e. a five in a trait). Any Ability may be primary. All Shreh Ren must take at least one dot in Status.
Mentor, Generation, and Resources are other common Backrounds.

Clan Disciplines
Auspex, Fortitude, Shreh Nao
Weaknesses
Shreh Ren are always Blood Bound to their Sires; those who find themselves without the Bond through circumstance find
themselves unable to perform Shreh Nao. Further, they must feed from a mortal descendent, or a mortal descendent of the Sire,
Sire's Sire, etc.

Organization
As mentioned before, Shreh Ren are perhaps the most organized of the Kindred. They are organized into thirteen Ranks,
always starting from the bottom, each Rank having thirteen degrees, this is represented by the embroidery and color of the
formal robes of the idividual, and informally, it is custom to exchange rank and degree before names. Furthermore, each
different rank/degree has a different function and duty.

View Shreh Nao discipline.


SHU
By Jason C. Marshall (JCMarshall@sympatico.ca) for the Celestial Court.
"Bad Boys, Bad Boys, What'cha gonna do when they come for you?"

Prologue
Han Cheng watched quietly as the cargo was off-loaded from the transport ship. Six large containers full of arms, drugs, and
laundered money. The dock workers swung the final container out onto a waiting truck trailer bed and lashed it down. The truck's
driver walked over to the cab and climbed in. Han Deng brought up his radio.
"Go."
Two black-clothed figures dropped from a roof top to the cab. Three more black clothed figures emerged from the shadows at
strategic points and silently killed the guards. Han Deng walked confidently over the truck cab and pulled the body of the driver
out.
"Leave the Brujah a calling card so that they'll remember next time to give us our take of the action." One of the black clothed
figures nodded and ran off. "Stupid, Hung Mao kindred, when will they learn that the Shu rule China's underworld."

History
The Shu are more of a house unto themselves than a proper bloodline. There are six distinct, individual bloodlines within in its
grouping. They were created in the 3rd century AD by a Gangrel who was enjoying a stay in the city that would one day become
Beijing. He lost it and frenzied one night in a local bar and killed several. In an act of guilt produced madness, he embraced all
he'd killed, thus creating the six bloodline founders of the Shu.
The founders stuck together out of sheer survival instincts, creating progeny to increase their lot in life and to protect themselves
from their brother kindred.
The first contact with the Celestial Court came when a member of the Pao Yu saw three Shu pulling off a smuggling deal with a
small group of local fishermen. The Pao Yu reported back to his masters and soon five of the Pao Yu stood before the Shu
founders, a Lung within their ranks and a decree from the Dragon Council in the hands of the Lung.
The Shu responded with typical arrogance, telling the Lung that they had no masters and would bow to no one. Three of the
founders were killed outright. The remaining three signed the decree, under the protest and thus created the Jen Shu, or the
House of the Rat.
It is recorded that the six founders had a different name for themselves before the coming of the Dragon Council and its
enforcers, but that name is lost to history, the Shu taking the name given them and using it as a constant reminder of the yoke put
around their necks by the Dragon Council.
At first, the Shu reveled inside of the laws that the decree set forth, flaunting their ways but keeping within the law of the Court.
This caused much distress for many of the Jen Lung, as Shu cut into the trade with massive smuggling operations meant to
strengthen the coffers of the new House. One of the remaining founders was killed as a warning to the Shu not to press their luck
and to remind them of held the real power within the Celestial Court.
The remaining founders halted all operations, settling back to watch and learn how to best operate their various criminal
activities without drawing undue attention from the Dragon Council and their fanatical Jen Pao assassins.
They were careful in the following years, using many mortal agents in order to cover their tracks. When the Hung Mao entered the
scene, though, they once again rose up to flaunt their power and ways.
The presence of the European kindred that accompanied the Hung Mao to China gave the Shu an advantage that they hadn't
had before. A possible ally of unknown strength. The fledgling Sabbat immediately coveted a place as the allies of the Shu,
knowing that they possessed similar attitudes as they did. Using the already set up gang known as the 14K as a front, the
Sabbat and the Shu entered partnership.
They were careful this time, and hid the operations from the Dragon Council. They made major headway towards Shu
independence. When the Dragon Walls were raised, the Sabbat were forced out and the Shu found themselves less a strong
ally. They immediately, and very smartly, dropped all operations, retreating once more to the security of the dark underworld.
When the Jen Shu was 'gifted' the Ch'i chu, the Shu asked them to join in their secret war on the Dragon Council. The Ch'i chu
agreed and soon the Shu had managed to accumulate information on a number of the minor officials with the ranks of the Jen
Lung.
They attempted to use this information to seek their independence but all it got them was the lessening of the Dragon Walls
around a number of coastal cities.
The Shu immediately smuggled in Sabbat members to help them re-assert themselves over their fellow bloodlines. When Mu Li
brought the Mui Tsai to the Shu they secretly rejoiced, as now they had a replacement for the Ch'i chu, to help locate knowledge
and information on their enemies.
Today the Shu are very much in control of the criminal underworld of China and the surrounding islands. They are in firm control
of most of the smuggling, prostitution, and drug running that occurs in that part of the world.

Nicknames
Rats

Appearance
The Shu come from all walks of life, Chinese, half-Chinese, some Caucasians.

Haven
The Shu usually use communal havens, finding security in numbers. These communal havens are usually gang houses and
basement apartments.

Background
All Shu are from the Drifter, Kid, Punk and Criminal concepts.

Character Creation
Physical Attributes are primary, along with Talents. Skills and Social Attributes come second.

Weakness
Shu are all susceptible to fits of rage, much like the Brujah.

Disciplines
Potence, Protean, Fortitude.

Quote
"Hey! Where you going? We can make a deal. Trust me. Best deal you've ever made."

Stereotypes
Lung: These guys think they own us. They think that we're just pitiful, incompetent peasants. Well, soon we'll show them.
"Rabble."
-- Hang Din, 11th generation Lung
Jian: You know, some of these guys are half way respectable. Half assed as well.
"One of the lesser bloodlines of these rats was once a good clan of warriors. It is a pity that they have fallen so far."
-- Li Min, 9th generation Jian.
Pao Yu: This bloodline is as bad as the Lung. In fact, they're worse.
"We've been told to watch these peasants. Now we merely wait to see if they truly stepping where they shouldn't"
-- Cao Ren, 11th generation Pao Yu.
Kwai Tao: Perhaps these fallen ones will help us when our time comes.
"We do not deal with criminals."
-- Yueh Pa, 10th generation Kwai Tao
Men Hu: Thanks for the gift of one of your girls.
"Scum."
-- Ping Hsiang, 9th Generation Men Hu.
Tong Chu: Destructive and feral, but oh so corruptible.
"Beware, little ones, for you are watched carefully."
-- Feng Chung, 8th generation Tong Chu Mo-sha.
Ch'i chu: We must absorb these kindred, so that their information can be ours.
"They plan and plan. They profess to hold the Jen Shu's interests at heart. Bah! What heart. These rabble are here to destroy
the peace."
-- Lwo Chun-yi, 7th generation Ch'i chu.
Yu: They think that because they live on boats and everything that they're better than us.
"These creatures have become the lowest of the low. Let none enter our waters."
-- Whiskers Lu, Yu elder.
Mui Tsai: They do as we tell them.
"Life dealt us this hand and we play it as well as we can."
-- Yi Pang-chou, 9th generation Mui Tsai.
Camarilla: Our 'cousins across the sea'. Hah! They say they're bringing us hope and salvation. Bah, they're as bad as the Jen
Lung.
"They remind me of the Brujah of the Anarch states. Perhaps when we have finally entered into a alliance with the Jen Lung
we'll be able to test a few pacification methods on them."
-- Pana, Tremere Archon
Shogun te: They are old and decaying. Soon they will fall and a new regime will be upon them. The Jen Lung think they will take
over, but we have a surprise for them.

"Ahh, possible our best hope in the upcoming war."


-- Minoru, Torisawa Elder.
Sabbat: We tried to let these kindred in. We believe that they will be our hope for the future.
"The only house that we can agree with. They have helped us in the past and with luck, they will help us again."
-- Roger, Nagaraja Watcher.
SHURA
By Tyree Quincan Kimber (caius@ksu.ksu.edu) (15 May 1996)

Introduction
As the vampires of the world continue to speculate wildly on the nature and even the existence of the Asian Kindred one group of
entities from beyond the Silk Curtain is slowly beginning to force their Western counterparts to take notice. These are the
Shuras, a group equally as hate-filled and wicked as the Sabbat with only the basest and most self-serving regard for the
Masquerade.
Originating in Japan, the Shura Bloodline is a band of restless and battered souls. They know not of their origins and don't seem
to care much. What they do care about appears only to be the spread of death and pain, at least that's how it appears in the
eyes of the few Occidental Kindred who have encountered them. In reality their objectives run much deeper.
The Shura has been a part of Japanese myth for centuries and the strong belief in Shintoim and Buddhism creates a minimal
need for a masquerade in their home country. In legend, Shuras were angry spirits of warriors slain on the battlefield who howled
through the sky at night in search of old enemies and new victims to torment. The truth is pretty much the same, but the Shuras
are not spirits. They are in fact vampires, but vampires whose grip on the material world is tennous at best.
Shura packs embrace only those who have died in battle or at the very least, a violent death. The bloodline fell on hard times
during the three hundred years peace of the Edo period, but following the Meiji Restoration began to pick up steam again.
These demonic Kindred revelled in the violence of World War Two, producing a Shura population explosion never before
equalled. Now as Gehenna approaches and war races across the face of the World of Darkness the Shuras bask in the endless
bloodbath which they sustain for their ultimate subjugation of mankind.

Life as a Shura
Like scavengers, Shuras roam the scene of a battle during the night looking for the dead and the dying to embrace. As an
apparent evolutionary survival mechanism a Shura can embrace anyone up ten hours following their death. This is a cruel
process as the victim's soul is violently wrenched from the netherworld back into his body. This process often drains the victim of
any and all humanity. Those embraced while alive in all likelihood will not retain their humanity for long as their sire and his pack
will constantly abuse and torment the unfortunate neonate until he is as demented and bloodthirsty as they are.
Additionally, the insubstantiality created by the clan's combination of the Fu'shin and Obtenebrate Disciplines often leaves a
Shura with the feeling that it is a complete monster bearing no semblance whatsoever with its human self and bitterness at its
condition feeds its endless rage.
Although the advanced surveillance and detection involved in much of contemporary warfare has forced the Shuras to employ far
more stealth in their operations, they may still be found wherever wars are fought. They believe that their condition is indeed a
curse and many a Shura sees himself as an avenging angel of sorts, enternally damning those who revelled in or sought to gain
profit by means of killing to an existence of nightly strife and torment. However, they also recoginze the potential power offered
by the vampiric existence and to do everything they can to increase their personal power. So runs the twisted karma of a Shura...
The fact that the Shuras are a ravenous and potentially very dangerous lot cannot be denied, but their great weakness lies in
their disorganization. Shura constantly fight one another and a chance meeting between two rival packs nearly always results in
a fight to the death regardless of time, place or circumstances. The bloodline's recent experiments with embracing gang
members of American inner-city areas has only exacerbated this attririon rate. Nevertheless, these Asian kindred have begun to
draw considerable attention from the Sabbat with whom they share much in common. Loyalty to the sect overcomes individual
concerns in the end and Sabbat Shura never fight one another under any circumstances.

Appearance
Shura vampires are easily recognizable due their pale grey to midnight blue skin, although many are very handsome. While their
eyes appear normal under artificial lighting in the darkness of night they perpetually glow a vicious yellow which adds +1 all rolls
using Intimidation under such circumstances. The overwhelming majority of this clan are Japanese but this has begun to change
over the past century or so. Shuras never embrace females.

Organization
Shura packs exist under a quasi-feudal structure with several packs swearing allegiance (and becoming Blood Bound to) an
Elder of high Generation known as a "daimyo." Daimyo Shura are always of Asian stock and Gaijin (non-Japanese) will always
be awarded lowest status within the warband until they have proven themselves in battle.
Status is awarded chiefly by means of expanding the domain of the Shuras as well as by defeating rival packs, warbands and
other supernaturals in honorable combat. Interestingly, many Shura rivalries are an extension of conflicts from the rival packs'
breathing days but most are mearly the machinations of Elders in an attempt to destroy one another. In short, typical Jyhad.

Nickname
Nihiritsuo (Nihilists)

Character Creation
Being warriors rather than politicians or strategists, Physical Attributes are primary, as are Skills. Anyone who went down
fighting is fair game for a Shura. Possible concepts include Soldier, Mercenary, Gang Member and Yakuza.

Preferred Paths
Most identify with the Paths of Death and the Soul, Honorable Accord and Power and the Inner Voice. Once a Shura acquires a
Path his Virtues become Sabbat-style virtues due to the degree of brutality to which he has grown accustomed

Clan Disciplines
Fu'shin, Obfuscation, Obtenebration.

Clan Weakness
Thanks to the Obtenebration discipline the Shuras share the Lasombra weakness of casting no reflection, leading many to
blelieve the two clans to be related. Additionally and far more serious is the Bloodline's weak ties to the physical world.
Whenever a Shura enters Torpor, either voluntarily or due to damage, he must roll Willpower vs. Difficulty 9 or fade out of
existence altogether, becoming Finally Dead.

Stereotypes
While the Shuras' contact with their fellow Kindred has been limited until recently, they have formulated very stringent opinions in
this time.
The Camarilla: Typical of those not of Japan, they are ruled by their emotions and lack any sense of honor.
Tremere: Although they side with the fools of the Camarilla, we respect them. At least they have tried to make an effort to
understand us and our culture. Their sorcery makes them easily the most powerful of the Western clans but also the most
dangerous.
"Such ill-tempered little scrappers. They will be a great boon to the Camarilla once we find out how to bait them."
-- Thomas Wyncham, Tremere envoy to the Far East
The Sabbat: These seem to be the only Kindred who understand what it means to live and die as a warrior. When they are
victorious we shall stand together and revel in our enemies' blood.

"Monsters we are, monsters they always shall be."


-- Hannya Akiko, Tzimisce Bishop of Kobe
Assamite: They appreciate power and destroy their enemies by fooling them into handing them the power they desire in return
for petty services. These warriors have taken the bad situation in which the Camarilla entrapped them and made the best of it. If
they were to reunite with their more unrestrained breathren of the Sabbat then all Kindred would tremble at the mention of their
name.
"Angry dead more ghost than vampire. They are more uncontrolled than the Brujah, but I would think twice before agreeing to
a contract against one. After all, how does one kill a ghost?"
-- Mala Ibn Rasuli, 9th Generation Assamite
Giovanni: I look forward to watching them die, they who are so confident.
"Asian streetpunks throwin' lightning bolts, huh. Let's see them try it in my city." (sound of shotgun being cocked)
-- DeLeo Giovanni, 13th Generation Giovanni
Setite: They think their demon god will bring so much power when he awakens. They think that even in the face of all their
enemies they can still win. When I fought against the Chinese in Nanking I too felt the same. A few years later my country lay in
ruins. So it will be with these poor dishonorables.
"Let me taste you, storm-child. Let me show you how easily I fall!"
-- Sebek, 5th Generation Setite
Ravnos: Thieves and worthless in a fight. I know. I kill them all the time.
"Oh, you're gonna kick my ass? Oh Shura are! Narf!"
-- Dan Gish, 11th Generation Ravnos
Kares: They were destroyed long ago. They are of no consequence.
"Destroyed, huh? Give my regards to Bruce Lee, pal!" (claws spring from fingers.)
-- "Crazy" Karen Mathaus, 8th Generation Kare
Wessynix: Some are called to be priests of nature and that is good. Our struggle is not against them.
"Who?"
-- Howard Kruger, 10th Generation Wessynix
Salubri: The Tremere war against them, but I hear tell that they make incredible allies. They alone seem to understand the
secret of releasing us all from this damnable hell of a living death. More power to them if they survive. Considering the centuries
it's taken to exterminate them, I think there are more than the Tremere believe.

"An army of puppets who live on their knees before the Beast. Minister unto them, my children. Their pain is great. Those
who crave redemption the most are sometimes those who acknowledge it the least."
-- Cephas, Salubri

View the Fu'shin discipline.


SHUTENDOJI
By Rasmus Hansson (a94rasha@ida.his.se)
This is the oriental vampire-clan. They originally came from Japan but has now spread across all of Asia. There are a few of this clan
in the American and in Europe, but their number is very small there. They live life, if away from the orient, very quietly and peacefully,
like all would expect from an oriental. On homebase, in Japan especially, the scene is quite different, however. Gangs of Anarchs
roam the streets at night, killing any vampire who comes in their path. They are dreaded warriors and can, if in a gang, easily match
themselves with the Brujah in America.
The older vampires of this clan are not like their young, foolish progeny. They are powerful vampires, and have mastered very different
powers than the American clans have. If an older vampire of this clan is encountered in the new or the old world (American or Europe,
that is) they are treated with respect and fear from the vampires of equal generation. Very often are they asked to join a Prince's
Primogen, and hopefully influence the vampires of his domain to be as peaceful and in harmony as he or she is.
This clan is not very large, not one of the greater, and no one has heard of an Shutendoji older than the 5th generation. They are feared
and respected among other vampires, and it is said that their blood grants a vampire who drinks it great wisdom. Very few Rogues
dare to attack a vampire of this clan, for two reasons:
First of all, most members of this clan are very prominent fighters and can easily hold their own in a fight.
Secondly, there is great pride in this clan and if one of them falls, their death must be avenged. Even if an official Blood Hunt is not
called, the Shutendoji, by themselves or in gangs, will walk the streets until they find what they are looking for and give it a slow and
horrible death.
This clan is strictly organized, with a powerful hierarchy. The younger members of the clan pay no attention to the Elders, and
sometimes suffers the consequence for their lack of honor and discipline.
Nickaname: Pointyeyes
Appearance: This clan varies in appearance widely, as they do not reflect one social group, but all orientals. They normally dress in
modern clothes, but some of the older vampires tend to dress in traditional suits and wear with these, the swords of a samurai.
Haven: In Japan, they live in all kinds of places, but when in Europe or America, they usually live by themselves, in cottages or
beachhouses that are secluded from the community in which they live.
Background: All orientals are accepted as Progeny to this clan. However, any other mortals (Europeans and so on) are despised
and never taken in as Progeny. Older vampires of this clan come from the higher society, but the social standard has dropped in the
last 40 or 50 years.
Character creation: Shutendoji often has professional or punk concepts. They often have calm and timid Demeanors, and dedicated
Natures, Bon Vivant and Jester are very unusual as natures or demeanors. Mental attributes are primary, as are Skills. They often
have Mentor, Contacts or Retainers as Background Traits.
Clan Disciplines: Celerity, Obfuscate, Telergi
Weaknesses: Shutendoji often have a hard time accepting changes around them and they do not wish to learn a bout the changes.
They seldom learn any languages apart from their first language (Japanese or Chinese for the most part) and they tend to be loners,
as they do not like the changes that company brings into their (un)life.
Organization: This clan has a strong hierarchy and a powerful council in each domain they possess. In this domain, nothing gets by
the council or the Prince.
Quote: "Yes, I understand your problem. I will try to help you to the best of my abilities. If we encounter something in our way, we will
first ask it politely to step aside, and if it does not, we will destroy it."

Stereotypes
Nosferatu: We are very alike, too bad they lack concentration and discipline.
Brujah:These troublemakers are worth nothing, we will not have anything to do with them.
Ventrue: If they wish to leave us in peace, all is fine. If they think they can control us, they will pay the prize for their lack of vision, and
understanding.
Tremere: These traditionalists we have much in common with, and they make great allies.
Malkavian: Their insanity make them so much more than us, but still they are worth nothing since they have no control over their own
power.
Toreador: Their ways differ from ours, but we are the same at heart.
Gangrel: Who can understand these animals? They have no control over their unlives, they strive towards a goal we try to avoid.
Camarilla: This orginazation is weak, and without honor. They control the Anarchs well, but wil never succeed in their task of upholding
their Masquerade.
Sabbat: These beasts are everything that we are not. Much can be learned from them, if we didn't have to destroy them.
Incunno: These vampires strive for the same thing we do. Enjoy their company, envy their determination, but despise their
background.
View the Telergi discipline.
THE SICARIOT
By Arthur-Trevor D.M. Lasher (4 July 1995)
Refer to the Path of Thorns description for more background material.
"The Daggers"
It was the early years of the Roman Empire, during the reign of Octavian, called Augustus, when the beginnings of the subsect which
would call itself the Sicariot began.
Judea was in turmoil, having recently lost autonomy to the Roman satraps and increasingly rebellious against what the natives
perceived as a decadent and evil civilisation. While most simply plodded about the best they could, hoping that their god would deliver
them, others took action.
The Zealots were a faction of such individuals. They were dedicated to overthrowing the Roman occupation in Judea. Most, however,
were limited to acts of petty banditry. A few though, were to become the scourges of the land.
They called themselves "Sicarii", referring to their trademark daggers which they so loved to plunge into the hearts of their occupiers.
For a while, it seemed as if Judea would undergo a general revolt as the Sicarii grew strong within the Zealots and the Zealots gained
favour with the Judeans.
That all changed, almost in a fortnight.
The Fifth Generation Abaddonite, Halikh, appeared before the Sicarii one night while they were discussing the meaning of a new
prophet in the land and what his relevance was to their mission. Halikh listened at first, hidden from their eyes. He listened to their
stories about a man named Yeshua, a Nazarene. But when one of the Sicarii, Judas, sought to persuade his companions of Yeshua's
message, Halikh rose from his perch.
Abaddonite legend then tells of how Halikh prophesied for them, telling them of what would come of Yeshuah, of how he failed to fulfill
the mandate the Sicarii sought, of how, instead, he would spawn a faith which would reach out to the lands beyond, reducing Judea to
irrelevancy as the star of Rome continued to rise.
Judas is said to have been crushed by the revelation, and soon departed to meet his fate behind the chamber doors of the Sanhedrin
where a deal had already been offered...
The others, however, were intrigued and frightened by what the Kindred had told them. A world without faith, a world of darkness and
death, a world were men fought and died over nuances. This was not the world the Messiah was supposed to have brought. Halikh
could only agree. And so, he made them an offer.
"Come with me, my sons. Let me take to in my arms and bestow upon you the gift of my kind. I will take you away from all of this
suffering your land will soon succumb to, and allow you a chance at a higher purpose," he said.
After some discussion, they agreed, almost to the man.
The Sicariot, once feared throughout Judea, suddenly disappeared from the land shortly before a certain Nazarene was executed for
treason by the occupying authorities. They were now Abaddonites and the core of the future faction of the Sabbat which would carry
their name: Sicarii. The Daggers.

As a sect, the Sicariot has existed only since the mid 1500s, after the fires of the Inquisition had been stoked in Europe. It was formed
almost at the same time as the Sabbat and, eventually, it united with that larger group but only after nearly three hundred years of
independent (and secretive) existence. During that span, much of the original Judaic flavour had passed on as the original Sicarii met
their Final Death and the sect became almost synonymous with the Abaddonite's Path of Thorns. By the time of Union, in 1755, much
of the sect had evolved along the lines now familiar to its initiates: episcopal theocratic government and all but the Bloodline
Mashithites as members. The Childer of Mashith joined in 1880.

The First Sabbat Civil War gave the Regent a pause. The activities of the Black Hand had, almost certainly, kept the sect together
while war raged on all sides, both within and without the Sabbat. Why was it, then, that he felt so uncomfortable around the Hand?
With this thought, came the fruits of Union. The Regent, as the years went by, became increasingly convinced that the Hand was
working under their own agenda, one parallel to but not completely of the Sabbat's. What was needed was a counterweight to them,
one powerful enough to both give the Hand a warning and to act as the Regent's own personal army of covert operators.
Coincidentally, two elders, one a Nephilim Templar and the other an Abaddonite Patriarch, were thinking along the same lines. The
Abaddonites were becoming ever wary of the encroachment of their lands by the Camarilla and the activities of the Inconnu. Other
Sicarii Clans had similar worries. The Nephilim, aware that his ruler was searching for an alternative to the Hand, offered membership
into the Sabbat for the entire Sicarii sect. Incredulous, the Abaddonite left to consult with his authorities. He was astounded to find that
the spiritual head of the Path of Thorns, the Antipater, was waiting for the Patriarch and had already approved the Union.
And so it was that the Sicariot became the right hand of the Regent of the Sabbat. The marriage has been one of convenience, to be
sure, but it has benefited both groups. The Regent now feels safer from the Hand (but is now beginning to fear the Sicarii) and the
Sicarii are safe from the heretical hordes beyond the confines of the Sabbat (but are now contemplating turning on one particular Clan
for its dealings with Infernal Powers.).

The Bloodlines of the Sicariot


Abaddonites: The largest and, until recently, the most powerful of the Clans. They are almost uniformally theologians and priests and
form the backbone of the sect's faith, the Path of Thorns. Of late, they've been receeding into the background, allegedly because they
have access to knowledge which informs them of dire matters to come.
Azazelians: The officers of the Sicariot. Azis, as they are frequently called, are also the subsect's teachers and it is with them that
many a Sicarii or regular Sabbat member come to learn the arts of war.
Baelites: The footsoldiers of the Sicariot and quite possibly the most brutal of Clans outside of the Baali (with whom they are often
confused). Their task is quite simple: break things and kill people.
Belialians: The second-largest and now the most powerful of the Clans. Belialians are known for their manipulative skills and are
constantly known for their arcane plots and conspiracies.
Mashithites: Everything sensual in a vampire is epitomised in the Mashithites, a Bloodline descended from the Daughters of
Cocophony and now the chief infiltrators of the subsect. They are the newest recruits to the Sicariot.
Nephilim: Legend ascribes the creation of the Nephilim to a coupling between Lilith and an unnamed mortal (some say it was Caine,
himself). Whatever their origin, this strange and enigmatic Bloodline is among the oldest of Kindred this world has ever seen. They are
the smallest of the Sicariot's members but are one of the sect's founding fathers.

Rumours
--The Abaddonites have withdrawn from many leadership positions because they sense the Regent is about ready to purge them.
--The Regent is about ready to outlaw the Path of Thorns, placing it in the same catagory as the Path of Evil Revelations and siccing
the Inquisition after those who continue to practise it...effectively dissolving the Sicariot.
--The current Antipater, Baphomet IV, is in torpor and is being manipulated by the College of Cardinals through a secret, alternative
Unholy See in Avignon.
--The Black Hand is prepared to move on the Sicarii at a moment's notice and is lobbying the Regent to be allowed to do so.
--The Nephilim are actually a creation of the Tzimisce.
--The Mashithites are too close to the Tzimisce for comfort and many are becoming uncomfortable with their manner.
--The Sicariot works secretly for the Inconuu.
--The Abaddonites know when Gehenna will come and that is why they've all head for the hills.
SIDHE
By Spider

Description
Originated in the British Isles, the Sidhe are a clan exclusively comprised of female vampires -- excruciatingly beautiful ones,
usually. They are clever, shrewd manipulators, and are very talented at gaining power through the use of others.
Founded by Siobahn, a fifth generation Caitiff by origin, the clan maintains a "harmless" front, while working machinations
devious enough to be worthy of any rival clans' loftiest schemes. This is a rarely proven but often discussed fact. This, combined
with the Sidhe's rule of feeding only on men, but embracing only women, has created some amount of enmity for them among
the Tremere in general, and, specifically, all traditionalistic male vampires. The Sidhe are very tightly knit, with a "family"
atmosphere, and are very often willing to go to great lengths to help one another out. They always have a hidden agenda, and
never reveal their true motives to clan outsiders. They act like Toreadors, but they think like Ravnos. They are perhaps the most
successfully devious vampire clan in existence, not because of their rate of achievement, but more aptly because of their
tendency to escape all blame for their actions.
The clan has petitioned for acceptance into the Camarilla, seeking the relative safety that lies within it's folds, and are meeting
only some resistance. They have strong footholds of support among the Toreador, Brujah, and Ventrue.

History
(Wherein the name is discussed, the organization is revealed, and we learn why one must never, ever break the rules.)
[This legend has been told many times, in many ways. It is most probably true, but not necessarily entirely accurate. The results
of this event are well documented, though.]
Way, way back (long ago for us, at least) in the mid 1300's, a young vampire named Siobahn lived her unlife in a secret library,
well out of ordinary human perception. Egged on by her sire, a fanatic in the belief of Faerie usefulness, she learned everything
there was to know about the magick folk, and their home.
Siobahn was smart, ruthless, and in her cockiness, desired to prove herself. "These folk think they're so strong. They think
they're the tricksters." She engaged in a most dangerous form of entertainment: to shaft the Sidhe. She planned a con, a trick,
like no other before it.
Using her knowledge, beauty, and an apparently birth-imparted affinity for the Faerie folk, she managed not only to worm her
way into Arcadia, but even to gain an audience with the Faerie queen. (Some know her as Titania). With hobgoblins cavorting
about them, the two set to talking. Titania was sure she was about to ensnare a pretty prize, but Siobahn was ready for it.
Adhering well to the ettiquette of the Sidhe, she managed to sideslip the attempts. Siobahn was tricky, and she earned the
envious admiration of many of the folk present there that evening.
"She is too good to be a vampire," they would whisper.
"It is some kind of trick. The king is testing our queen."
"It is a game."
And a game it was. By the end of the night, Siobahn had stolen the true name of the Faerie folk, and Titania was unable to
retrieve it. She cursed, and spit, but still, the woman held tightly.
"Let me make you an offer," she said. "We will share this name. And so long as I hold this name, I, and any who I chose to impart
it to are as your own. You will not harm us."
"We do with our own as we will."
"Yes, but how many of your own have weaseled such a prize from you, o queen? Trinkets and sparkles are nothing. I have the
true name of your people. Do you wish to kill me now? Or might I use it before the final end? You have done a foolish thing, and
now you will pay."
"You will not use our true name."
"I will do whatever the hell I want to. Perhaps I'll wear it on my brow, for all to see and read."
There was a long silence, then. Not a creature dared whisper. The queen stood, and turned to face them.
"This woman is never to be harmed, or interfered with in any way. Likewise, any she creates, and holds under the wing of our
name, is not to be touched. Take this declaration to all our folk. Any who disobey will face us."
She turned back, and saw the devil's smile on a young woman's face.
"Be away with you. Never are you to return to this place, or any of your kind. The vampire folk are exiled from here."
Siobahn nodded, and stepped aside, back into her library. Things were different now. She was Sidhe.
That evening, her sire spontaneously combusted. His home collapsed. The crops in the surrounding area suffered a drought,
and cows soured their milk.
She moves still today, bringing the Faerie people's curse with her, along with their protection. All of her clan are likewise
protected, but most of them feel the dolorous presence of sour folk.
For this reason, the members of this clan generally travel in groups of three. They live together, and meet on a regular basis.
Since the Faerie folk have a propensity to commit mischief without being seen, this works as a sort of safety barrier, as all three
are constantly on the watch.
If a member of the clan is exiled, and no longer allowed to carry the name, she is invariably destroyed by the legitimate Sidhe.
No vampire in such a situation has survived more than three hours.
Almost all members of the clan have the merit of Faerie Affinity, so that they can see the folk, and sometimes even speak with
them. In the presence of members of this clan, though, the Faerie folk grow sullen and withdrawn.
All members of the clan are encouraged to develop Presence before any other disciplines, simply as an added protection. The
Faerie folk love prettiness, and usually think twice before bringing true harm to it.

Background
All members of the Sidhe are women. Most of them must have displayed some manipulative skills in life to have been noticed by
their sires, and all but an incredibly small minority are disarmingly attractive. They are generally of an upper class origin.

Disciplines
Dominate, Presence, Auspex

Weaknesses
All feeding is restricted to males. Any member of the Sidhe who feeds freely on or kills women is punished, and sometimes even
ostracized or ejected from the clan if the offense continues.

Clan Prestige
Clan Prestige is gained when an individual helps to gain power for the Sidhe in any area. There are no official other ways to gain
status within the clan, although most members are very vain, and do put some emphasis on beauty. If a member of the clan
becomes ugly for any reason, they are treated with less respect, because they have lost what is considered to be their clan's
greatest weapon.

Stereotypes
Brujah: Slow and stupid, these punks are generally only good enough to take our shots for us. They are very useful.
They might seem pretty frail, but there's some nasty-ass chicks in that crew.
Gangrel: They are a likable folk.
They speak well, but can we trust their actions?
Malkavian: Freaks and crazies. Ignore them.
They're stupid. If they get just a little scar, suddenly it's like final death or something.
Nosferatu: They may be disgusting, but they're very clever. Avoid them, but never forget what they can do.
It is difficult to respect ones who put so much emphasis on outward appearances.
Toreador: A laugh. Easier to control than the Brujah.
They appreciate beauty, like ourselves.
Tremere: Our biggest problem within the Camarilla.
The Sidhe are a bunch of troublemakers. Admitting them to the Camarilla would be a monumental error.
Ventrue: Not a bad bunch. We could get along with them.
Their strategies and sensibilities are suprisingly shrewd. Their membership would be an asset.
The Clan of the Silver Thorn
By MystWalker (vsaracen@bellsouth.net)

Foreword
Greetings fellow WoD enthusiasts. I started playing in the WoD setting as a Pumonca Bastet. Then I joined in on my friend's
V:tM game as a Gangrel. As much as I loved the outlandish look of the Gangrel, I was far more attracted to the Were and their
ways. This is my answer to those like me, who want to play Vampires who are other races.

Clan History
As has been told for centuries, Cain was the first Kindred. He created those creatures of Darkness that prey on the blood and
fear of mortals. They were the ones used to scare children in their beds at night; they were a source of magic and mystery; they
were the Vampires.
But beside these creatures of the night lived others. Changelings, Were, Wraiths, and Mages. They too roamed the land in
search of a life worth living, though in different fashions.
In the year 1789 B.C. a man by the name of Julius Farhaven fell in love with a beautiful woman whose name he never knew.
Together they bore a child, though Julius was never told of this. Sadly this child was a Metis, an outcast. This child was named
Tanya, though her nickname was SilverThorn, for just as silver was always to be second to gold so she was to all others, and just
as the thorn pricked those who were unwary so she hurt those who took no care in hiding their disgust of her.
When Tanya was older than most would have suspected she fell into a crowd of misfits, rouges, and scoundrels. Slowly she
climbed to the top of their meager social ladder and came to rule over them. All were of some race that humans feared or
mistrusted, mostly Vampires outcast by their brethren.
One Vampire, Leonarde, fell deeply in love with Tanya and bade her enter the world of the Wyrm and the Kindred and accept the
ways of the Vampire. So Tanya, in her love, prayed to Gaia to release her of her powers so that she might enter the world of the
Kindred and become one with them.
In response to her request Gaia told her this, "Thou may accept the offer of thy lover and enter the Kindred realm and forever
lose all links with me and my children to gain the destructive forces of the underworld and fight against me. Thou shalt keep only
one reminder of thy true self. Thou shalt change with the rage as thou doth now, only each form will be far more grotesque than
they have ever been before. No animal of thyn race will come near thee. None of the changing breeds will dare look at thee. No
mortal may ever stand the presence of thee in thy animal forms for as long as thee shalt live."
Tanya, full of love, chose the path of darkness and became one with her lover. In this path all magic linking her with her clan died,
for she was no longer werewolf. Instead a new magic welled within her and she saw the power of the Kindred and accepted it
with open arms. However, it was as Gaia had said. She could never go near another wolf or canine again. None of the other
changing breeds would look upon her. No human, even her closest and dearest friends, could stand to look upon her in her
animal forms. She was alone except for her lover.
It was because of this loneliness that she created her clan. Totally made up of those creatures that were outcast by their races
and who accepted the Kindred touch. Even those who did not were allowed as member from time to time.
This is the Clan of the Silver Thorn. Those who are looked at as beneath others but who are dangerous when overlooked. For
they are second as silver, and as dangerous as the thorn.

Appearance
Most Silver Thorns are different in all respects. They dye their hair bright shades of red, blue, purple, green, yellow, and a variety
of other colors. They wear clothing they like, not clothing that others say they should wear. They may have body piercings,
tattoos, and various other things done to them. This does not mean, however, you have to be a misfit. You can look perfectly
normal and still be a Silver Thorn, though most of your clan members will sneer and jibe at you for it. They are also very
protective of other misfits as well as themselves, and will avenge any snubbing or abuse no matter how small it is.

Organization
They are organized in a hierarchy much like that of Medieval Europe. A King (or a variety of other terms) who is then followed by
a Chancellor (the King's right hand) who in turn is followed by officials who lead various parts of the clan's business (money, land,
law, etc.) who are followed by underlings to do their bidding and then finally the "commoners."
Now this is not to say that they treat each other the way they did back in the middle ages. Actually the "King" is treated like a
"commoner" on most occasions. He/She rarely lives in a mansion. More likely a small back alley apartment or an abandoned
warehouse will be his/her place of rule. "Commoners," in turn, are not treated unjustly. They just have nothing to worry about but
their own lives. Which causes many officials and the like to grumble about their positions.

Personality
Most Silver Thorns are either solemn, quiet, and thoughtful or they are loud, brash, and totally unconcerned with the
consequences of their actions. They treat each other fairly; there are rarely in-clan battles. They are also partial to misfits of the
human race and sometimes Embrace them into the clan. They enjoy laughter and fun and are often found at bars or dance clubs.
Some, however, do prefer libraries and other quiet places.
Of course, not all Silver Thorns fit into these boundaries. Most, in fact, are far from it. They chose who they are and what they will
become.

Rules
These are listed in order of what one was before one became a Silver Thorn. Obviously any Vampires are just that, Vampires.
They have no different rules than before.-
Changing Breeds: You have lost any ability to handle Fetishes/Trinkets. You may no longer perform Rites nor do you have
Gifts. The only thing you retain is your ability to shape-shift. Even this, though, is a curse. For no human can look upon you in your
animal forms. No animal of you race will ever come near you. And none of the changing breeds will speak with you ever again.
You may never step into the Umbra unless you gain a Vampire skill allowing you to do so.
When you become a Silver Thorn you gain the ability to choose three of any of the disciplines listed within the V:tM book. I have
also included a special discipline for the Silver Thorn clan that you may choose as one of your three. You then follow the normal
rules. Of course ST's have the ability to limit your choosing to certain disciplines alone.
Changelings: You have lost the chance to ever enter Arcadia. Your true form is grotesque in comparison to what it once was.
You no longer have your changeling skills. Any of them. The only one you retain is the ability to shift into your other form. No
changeling will ever speak with you, except perhaps a Redcap.
Disciplines are the same as for Changing Breeds.
Mages: You are basically a Vampire for when entering the clan you lose all of your magery skills.
Disciplines are the same as for the Changing breeds.
Wraiths: These beings are not capable of become Vampires, though they may enter the clan. Use the Wraith rules for these
creatures.

New Discipline
Outsider's Hand
SIMITIS
By Brian Connors (connorbd@bc.edu)

Description
A mysterious clan of vampires that live among the Slavs and other races to the north and east, the Simistis (the name seems to
be a Latin corruption of a Greek form of an Armenian nickname meaning "short") are little-known to all but those in the vicinity.
They are a very secretive group, and their reputation indicates they have much to hide.
The name of the Senex of the Simistis is unknown, though he is said to go by a nickname similar to the clan name (Brushah
scribes have put it in forms such as Tsimises, Tsimiscis, and (in Greek) Tzimistis as well as the usual). The clan is a very
hierarchical one, with an organization that might be called feudal. The leading Simistis are referred to as vojvodi, or
(approximately) masters.
Life among the Simistis is rather different from anything else anywhere. Many worship the gods of the Slavs, and a few even
claim to be those same gods. Their relationships with their mortal vassals are at best standoffish, and their relationships with
each other demand absolute obedience to one's vojvode and respect only for the superior. Their ethics too tend to be alien by
most standards; they vaguely resemble the kill-or-be-killed code of the ibn-Haqimi, but have their own differences that make the
Simistis in general a much more manipulative and arrogant clan than the Haqimin.
The Simistis pick their neonates from among the chieftains and priests of the tribes and settlements they live near. Intelligence
and a certain detachment are the most widely prized traits, and not a few Simistis have access to manuscripts of Aristotle,
Euclid, and other natural philosophers. Literacy is common, though few bother to learn to transcribe the Slavic languages they
speak, as the languages of learning are far more relevant.
All is not well among the Simistis, though. The best way to describe their attitude to begin with is creepy; they do not
acknowledge themselves as even remotely human, and tend to take an attitude not unlike the attitude a human takes to a pack
animal. What is worse is the rumors that not even all Simistis can confirm.
There are roughly seventeen divisions among the Simistis, some named and some not. Several of the divisions possess a most
unusual Discipline called Vicissitus that allows them to perform some very bizarre transformations on living flesh. This bizarre
capability makes the Simistis of those divisions suspect even among their own kind, as the habits they have developed go well
beyond the standards of even the Setites. Few Simistis not of those groups ever talk about it, but one certain way to get a
Simistis to cringe is to mention the words slactas and vosdi, said to be monstrous creations of these perverted Simistis.
The Simistis are fond of pointing out that their founder was an Awakened being in life. Some magical skills are known among
them, but it is very weak.

Nickname
Barbarians

Appearance
They dress in the clothing of Slavic tribal chieftains, usually with black the predominant color. The possessors of Vicissitude will
in addition look quite inhuman, perhaps with a number of odd but utilitarian anatomic deformities.

Background
Simistis are picked from among the leaders of Slavic, Finnic, Baltic, and Armenian settlements and tribes. A very few are of
Saxon, German, or Gothic birth, but in those areas the Ventrutae dominate and therefore they hold little power.

Character Creation
Nature and Demeanor tend to indicate a dispassionate, even disassociated or sociopathic personality. Those with Vicissitude
will have more bullyish natures.

Clan Disciplines
Auspex, Dominate are constants; various divisions will also posess Animalism, Protean, Chimerstry, or Vicissitude.

Weaknesses
The Simistis are tied to the soil from which they are descended and must sleep with at least two good-sized handfuls of that soil
or suffer cumulative weakening of abilities until they can get that soil.

Quote
"Tell me why you find the idea that we are uncivilized so attractive. I assure you, you are simply too blind to know otherwise. But I
expect as much from such as you."

Stereotypes
Baali: Introduce them to our weirder clanspeople and let them see what corruption truly is.
Brushah: The only thing we hold in common is a love of learning. Other than that we have no use for them.
Cappadocii: They need to live in the now. Asshur and his progeny focus too much on what they cannot change.
Gangrilli: We can do all they can, and we have far more to offer than they do. And they call us barbarians?
ibn-Haqimi: Never trust them. In fact, when in Asia Minor, just stay well armed.
Malcafii: Deceitful and inscrutable, just like us. But they sound a little too good to be true.
Nictuci: I like to think that our more freakish fellow-clan are responsible for this, but sadly the results of Vicissitude cannot be
passed from sire to childe.
Rafanuti: We have had some dealings. They are annoying at best, and lethal at worst.
Salubri: I do not understand them. More importantly, I do not want to understand them. Let them be.
Taureatores: They call these leaders?! Rome is not my world, not as long as these maniacs remain in power at any rate.
Umbrati: Funny, I've never met one. I know how widespread they claim to be, but you can be damned sure they're not referring to
the Slavic lands.
Ventrutae: We are not on the best of terms, as they mistreat those of us who live among them.
SKINWALKER
By Robert Kelly (3 Mar 93)

Description
Shapeshifting, Bodystealing Vampires with Gnosis!
Skinwalkers are Native American vampires located in the southwestern U.S. They operate like normal vampires -- possessing
generation, thaumaturgic-like rituals and able to make strong Wyrm fetishes.
As the Uktena and Wendigo purified the American contenents, they encountered the Skinwalkers: very clever and resourceful
Wyrm spirits who would move across the plains, from pueblo to pueblo and slowly, systematically consume all of the people.
Because of their unique abilities to assume the shapes of those they kill, the American tribes more often than not assumed that
the Garou and the Skinwalkers were one in the same --- and not without cause for the Garou continually prevented tribes and
pueblos from getting too large.
Skinwalkers are believed to be completely destroyed: the truth is that the few which are left have clandestinely merged into the
Camarilla and the Sabbat, assuming high positions within each group and totally hiding from others.

Creation (Minimum)
Attributes 8/6/4* (mental primary)
Abilities 15/11/7 (knowledges primary)
Backgrounds 8
Disciplines 4
Gnosis 7
Willpower 5
Blood: 15 pt pool
Freebie 21
Disciplines
Skinwalkers must have Thaumaturgy 2 and many are much, much more campable at Thaumaturgy, equal to the elder Tremere.
Some are even masquerading as elder Tremere. Many also possess high levels of Auspex and Obtenebration.

Abilities
Skinwalkers are naturally able to talk to spirits: some wise shamans and Uktena even believe that they are actually malevolent
spirits inhabiting physical bodies. No one knows for sure.
Skinwalkers are able to step sideways as Garou and can learn rituals and gifts as do Garou. In the Umbra, however, they
appear as horrible and malignant creatures, with long talons and spindly bodies.
For Disciplines, Rituals and Gifts, Skinwalkers can use either Blood or Gnosis.

Wyrmskins
Wyrmskins are fetishes made from the skins of the victims the vampire has killed. At any time, a skinwalker can assume the
visage of another person or creature (even if the creature is an animal). The number of forms a wyrmskin can retain is equal to
the Skinwalker's Gnosis -- thus a Skinwalker with Gnosis 4 can memorize four "skins."
When a Skinwalker consumes its victim's blood, it can assume that victim's identity -- aura perception, sense wyrm and smell
will not work with less than five successes. If one kills a victim via blood drinking, until the next moon rise it will be able venture
into the sunlight, provided that victim wasn't a vampire.
Some extremely capable Skinwalkers can assume other peoples' forms without killing them. To do so requires five successes
on a Stamina + Subterfuge vs. their Willpower. A botch means the Skinwalker can never assume that creatures form.

Limitations
Skinwalkers are thoroughly inhuman and the GM should not allow players to create Skinwalkers as characters.
Skinwalkers are unlimited at improving their attributes to any level, and retain their physical attributes except Appearance. They
cannot pump their physical attributes the way other vampries can, but can use it to heal themselves from non-aggravated
damage. Their natural form is akin to Nosferatu with an Appearance of zero.
Skinwalkers take aggravated damage from sunlight, fire and silver.
Once every hundred years a Skinwalkers must return to its homeland in the Southwest and kill ten creatures, preferably human,
in a ritual to prolong its life. Should it not do this, every year past one hundred, it loses an extra blood per evening. If the
skinwalker runs out of blood, it will enter torpor.

Sources
Ceremony, Leslie Marmon Silko
Mad Love and War, poems of Joy Harjo
Navajo Mythos
Tony Hillerman (GAK)
SKREE
By Mike Showel

Background
The skree are a fairly new bloodline from a very old Gangrel defect. The gangrels name is Zenti, and when he was embraced he
received Vicissitude, and it deformed him more than usual. His deformity wasn't apparent, but it was a mutation of vicissitude.
The mutation had but one change: Zento became unable to Embrace females. Zenti tried many times but never succeeded. The
closest he ever came was a woman who developed a wing on her back, horns on her head, and the inability to drink blood. She
died the Final Death within the week of natural causes, though she was undead. Zenti was embrace at the age of 23 as a fourth
generation gangrel in 976. In 1986 he finally tried to embrace another person. He had given up on embracing anyone as he
thought it impossible. The embrace was of a dying friend whom he had ghouled to keep alive. Even ghouled the friend, an 18
year old boy who rescued him from the sun, was dying from a genetic defect. For two years, the boy, Ryan, grew still weaker
even though Zenti gave him as much blood as he could. Ryan was lucky to have lived as long as he had, but still he didn't want to
die. Nor could Zenti allow him to. They had become the best of friends, and had trusted each other with their lives more than
once. Ryan, terrified of death, begged Zenti to try embracing him. Zenti realized that neither had anything to lose, as Ryan would
die soon anyway. He drained Ryan, then filled the youth with his own mutated and vicissitude warped vitae. Ryan's genetically
flawed blood mixed with Zenti's and Zenti's blood with Ryans as Ryan drank from his friends wrist. The embrace was successful!
Ryan was different though; he looked. . .strange. He had slightly slanted eyebrows, and his pupils were of a deep grey, not black.
Furthermore, Ryan had the very tips of his ears pointed. Zenti too, had taken on these physical differences, soon came to find
that His Protean discipline was no longer the same. . .

Nickname
The Tomcats.

Appearance
All Skree are males, as they are unable to embrace females successfully, and are embraced between the ages of 17 to 25.
They all have, as did Zenti and Ryan, an appearance of 5 due to extensive use of Vicissitude. Their pupils are all an exotic grey
and their eyebrows slant more than is natural. Their ears are pointed, but because they have hair that is between shoulder length
and four inches below, they are easily concealable. At the demand of Ryan and Senti, the Skree only Embrace individuals who
are between 5'10" to 6'1" tall. Almost all Skree are similar to gangrel, in that they are loners and drifters. In that respect they tend
to dress as drifters do.

Organization
Skree society is not complicated; they follow the will of Zenti, but his rule is very loose. They do meet once a year in the
Appalachians.

Other traits
All skree possess the merits Babyface and Unbondable. On the other hand they also are unable to blood bond anyone.

Personality
The Skree are called tomcats, because they have very cat-like personalities. They are hormonal, and big on one night stands,
though many are now finding it easier to commit jealously. The Skree take on a new catlike trait each time they frenzy, similar to
Gangrel, except they take their forms from those of a feline. The skree are normally a domineering force in any social setting and
upon creation will probably have social traits as first or a second. There are no Skree embraced older than 25 or younger than
17; it is Skree law, and Zenti's law. Those who do not fall in this range who are embraced suffer the Final Death painfully in
hours, and Zenti doesn't want innocents to suffer such agony.

Disciplines
Vicissitude (one dot is always taken here upon creation), Skree Protean, Presence.

Gaining Prestige
Gaining prestige mong the Skree is difficult. They do not regard many higher than themselves, but rather see them as equals..
They are not of the order taking type, and have not deigned to join the Camarilla, though they protect the masquerade like any in
the Camarilla. They hold Zenti as their prince, thoughvery few have actually met Zenti. Those who do gain prestige do so
because they have done something so spectacular that all the vampire world is in awe. Currently Ryan and Zenti are the only
ones with Prestige.

Description
All Skree are embraced the same way. They are embraced and left unconscious. Then they are left their to survive on their own.
If they make it for at least two weeks showing adequate signs of survival, then they are allowed to live, and are contacted by their
sires and taught the ways of the Skree. All Skree made are made by those of fifth generation. The skree society works in this
way. If you want to sire a neonate, you petition to Zenti. If Zenti agrees, then you go to an Embracer. A skree of fifth generation is
designated to embrace. In this way the clan stays powerful and the lowest Skree is of sixth generation. Some sixth generation
skree have tried embracing, but their blood is too warped and the person dies instead. Once you've had the person embraced,
you adopt him as his sire and watch him develop, decide whether he's got what it takes to be in the clan, and so forth. All Skree
are ambidextrous upon embracing, just like a cat.
Only one Skree attempted to take down Zenti. For unkown reasons, a skree named Jacob attacked Zenti and now the Skree
use his name as slang. Jacob means someone so badly thrashed and beaten to death that even after death and the Final
Death, they will still wish they hadn't been born, and all of their family will feel the pain of the beating. Common use: "Hey Jacob!"
This means you're going to die really bad soon. "Ew they jacobed him." this means that someone was beaten near death or to
death sadistically and without mercy the likes of which most haven't seen before.
In case the above didn't clue you in, when Jacob went against Zenti in the form of crinos against Zenti's crinos. Jacob swung one
claw. The claw got lucky cause it was sliced off and hurled over a roof.. But the rest of Jacob wasn't so lucky. What remained
after the battle were literally hundred of bits of jacob just strewn all over the place. It looked like Jacob stepped into a blender,
which for all practical purposes, he did.
Zenti has a few underlying goals he keeps to himself, and Ryan. He enacts theses goals subversively through his clan. The first
main goal of Zenti, is to rid himself of the gangrel. He doesn't have his clan demonstrate any animosity towards them but, he has
them do things which he's certain will undermine the gangrel clan. He has on occasion ordered blood hunts on some of the
Gangrel leaders in the past, and probably will again. You can't really be sure what caused this animosity he has towards them,
but you know it's not good for the Gangrel.

View the Skree variant of Protean.


SLUAGH
By Stacey Lawless (8 June 1995)
"The border...that's where we make our homes; on the threshold, at the crossroads, in the place that's neither here nor there. We
stand somewhere between life and death, between legend and fact, between the devil and the deep blue sea. Ah, I saw that flicker
in your eyes, little one; you've just about decided that I'm mad, as moonstruck as any Malkavian. Well, it's up to you; I surely don't
care if you think I'm mad or not. So what will it be? Madness or moonlight?"
The Sluagh are a small bloodline, numbering a few dozen members. They are scattered across North America and the western-most
edge of Europe, with the greatest concentrations in northern California, British Columbia, and the British Isles. There are a few among
the Sabbat, but for the most part the Sluagh are members of the Camarilla. They do not consider their Sabbat kin to be antitribu,
however; all Sluagh hold their clanmates near and dear to their hearts, regardless of sect. They feel, and rightly so, that the unearthly
blood they share supersedes all political concerns.
"You must understand, my dear...we are both Kindred, two of Caine's flawed and beautiful descendents, but I am both less and
more than vampire. The waters and the wild beat in my veins and I am torn in more ways than I care to think about. Yet at the same
time, I am one of the last bright shards of a forgotten age, proud tattered remnant of magic."
The Sluagh are fae vampires, blessed and cursed with Faerie blood. Many of them had faerie ancestors in their mortal lineages, and
the Blood of their founder is a strange and heady brew that can confer the touch of the fae upon even the most mundane of humans.
"Ah, this time the flicker is one of curiosity, eh, little one? Maybe I should go back to the beginning. The founder of our line has
many names, not the least of which is Cailleach Bheur, the Hag of Winter. But she wasn't always so twisted and wizened, nor so
dark. I'll call her Yevaud, for it's another of her names, and believe me when I say her beauty once would have put Helen of Troy to
shame. She first set foot upon this earth two hands of years before the Tremere became Kin themselves..."
Sometime between 1010 and 1012, at the height of the Schism Wars of the Order of Hermes, a magus of the beleaguered House
Diedne drew upon a favor owed him by an olamh (bard) of the Seelie Court, and she came to the mortal world to aid the Diedne
chantry of Averoigne in their struggle against the Tremere and Flambeau magi. Unfortunately, the defenders lost. Magi of House
Tremere looted the ruined chantry, hunting for knowledge and artifacts, and they found Yevaud and bound her with the silver strings of
her own harp and took her with them as a trophy of war.
The Tremere studied Yevaud, clipped the vis from her bright hair, siphoned off many, many samples of her blood, all to further their
studies of immortality. Eventually they concluded that Faerie had little to offer them, being as ephemeral and vulnerable to the loss of
magic as their own powers. However, a captive faerie was too valuable a thing to waste, so they imprisoned Yevaud in a room lined
with iron, whose only window looked east to a distant church steeple. One of them, however, felt sorry for their bright captive, and often
took the time to visit her in her iron room, where they would talk softly of the days long ago when magic was strong and pure. This was
Etrius, one of Tremere's Inner Circle.
They kept her imprisoned thus for a hundred years.
Shortly after Tremere diablerized Saulot, Etrius was disturbed one evening by a wail that echoed dimly from a long-disused section of
the chantry--the section where Yevaud's iron room was. The Tremere had largely forgotten about her. Etrius himself had not been to
visit his friend for some months. He went to see what the matter was and was shocked by what he discovered. Yevaud's beauty had
been fading slowly over the years as the iron and the church bells took their inexorable toll, but now, suddenly, she had aged horribly.
Where once an eternally-young fae woman had stood, there now crouched a hideous hag who staggered beneath the weight of her
own bones and screamed with pain. As Etrius watched the furrows etched themselves even deeper in her skin. It is a terrible thing to
watch, one of the Daoine Sidhe dying, and Etrius decided that he would not do it. Instead, without really thinking about it, he slit the
palm of his hand and held it cupped to Yevaud's lips so she could drink the potent vitae that welled up.
It is thought that Etrius only meant to make her a ghoul, as she was not yet dead when he gave her the vitae. There are those who say
that, had he been of any other Clan, had his Blood not been enriched with magic, it would have been as water to the faerie woman.
Instead, it caused a terrible transformation. Yevaud became something that was neither wholly fae nor wholly vampire, who had the
power and wild heart of Faerie but was forever trapped in the mortal world; who had the blood-thirst and Beast of vampire-kind but
who had never been tempered with humanity. She often likens herself, now, to a butterfly trapped in amber, but this metaphor does
nothing to convey her alien nature.
The physical change, too, was startling. Its effects seemed to be random, but ultimately made an eerie pattern. Yevaud's skin took on
the exact color of the sky just before it snows, and her hair became a mass of tangled white and silver strands. Her eyes became the
fathomless black of an icy river in the dead of night. Her fingernails took on the color and sharpness of flint. Etrius later wrote in his
journal that it was as if the trees of summer had been blighted by an early frost.
Iron still bound her, so Etrius left her in the room for a few more nights, while he brought her animals to feed upon. When he could no
longer stand to look at the strange creature he had made, he led her from the room and watched as she vanished into the first snow of
winter.
A few years later, Yevaud paid Etrius some visits, and they became friends once again. She is one of the very few Kindred to whom
he can tell his fears, and he is one of the few non-Sluagh whom she trusts with the location of her Sidh.

"You see, after she took her leave of the Tremere, she wandered the world for awhile and found that her Sire had both blessed and
cursed her. The loss of magic would not kill her. However, it had driven all others of her kind--the Daoine Sidhe and the other pure
fae--out of the mortal world, and she couldn't follow. She was all alone, and the world was getting uglier and smaller and harsher."
Yevaud grew desperate with loneliness, and turned to the last fading traces of Faerie for comfort. She found there were some few men
and women who had fae blood in their veins, though it was far from pure. She also found that some of the sites still retained a little
power. In Ireland in 1202 she discovered a Sidh (a Hollow Hill) that was still mostly intact. Some humans had built a church atop it, but
a Sheela-na-Gig graced its door and it was friendly to her. And inside the Sidh there was a gate to Arcadia.
Yevaud's joy at this discovery was short-lived, for she could not get the gate open, try as she might. Grief and frustration overwhelmed
her, but after the wave of grief had passed, she realized how lonely she was for her kind...and that, if nothing else, Etrius had given her
a means to make others. They wouldn't be true Faerie, but neither was she any longer, and they would be better than nothing.

"And this is where I come in, sweet child, for I was one of the very first. My great-grandmother, it was said, was of the Tylwyth Teg,
and from her come these green, green eyes of mine...I was the younger son of a knight and I was to become a Benedictine, but
Yevaud came for me on the road to the monastery. It was...no. The only way I can describe it is to say it was like eating ergot-
tainted bread, and then drowning."
Yevaud Embraced several Childer, all of whom had been fae-touched mortals, and she taught them of their origins; taught them about
vampire-kind and blood, and the lore and music of the Sidhe. She and her Childer refurbished the Sidh and made their home there,
though they were still unable to open the gate.

"She eventually got tired, I think, of being so close to home but unable to get there, and she took to wandering. Oh, she still checks
in, and we make sure there is always someone at the Hollow Hill to welcome her. It's become the home of my kind, our refuge from
this stale, decaying world."
The first Childer of Yevaud began to Sire also. They found that their fae Blood was potent enough to make another Sluagh out of a
human with no faerie blood at all, but that such Childer had a difficult time adjusting to their new state. Humans with faerie blood had
an easier time with the transformation. One thing all Sluagh had in common was an aching longing for Faerie: for magic, for beauty, for
Arcadia. Even if a particular Sluagh had been thoroughly human in life, she still felt this draw towards the unattainable, and the fledgling
bloodline reasoned that their strange Blood sensitized them to the death of mystery in the world.

"It's like going mad from trying to remember a tune you heard as a child, a tune that no-one has sung in two hundred years. Ah,
that hasn't happened to you yet? Don't worry; it will if you live long enough, and may the gods pity you when it does...We struggle
with this every night. It gives us some hope; maybe soon we'll find a way to open the gates between here and Arcadia...but more
often it just edges our lives with despair."
The Sluagh bloodline slowly grew in size and power and began to spread out from Ireland. They developed a close-knit, familial
society with an emphasis on hospitality. The aid they gave one another, coupled with their unique Discipline, saw them safely through
the Inquisition and witch-craze. It was not until the 1700's that factions arose in the bloodline.
The Sluagh found that three groups had formed in their ranks, and that each Kin fell into one or another. The differences lay in the
philosophy of the members. As is their custom, the Sluagh gave each group a decorative name.

"The Mathremail--the word means 'like my mother'--all felt the lonesomeness and yearning for Faerie keenly, and they all felt, still
feel, that this world is a forsaken place, best left to the machines and the humans. You see, we all saw Reason sweep through the
West, and it kicked the legs out from under even the Church. The Mathremail feel like prisoners and hate it; they want nothing so
much as to find a way into Arcadia, and they devote a good deal of time and energy towards this goal...Of us all, they are surely the
wildest and strangest, and they know many secrets.
"The Wild Night Company care little for Arcadia; they prefer revelry and power. Many of these Sluagh were completely human in
life, and they appreciate this world as it is more than the rest of us do. The Wild Night Company would like to see the bloodline
compete more with the other Kindred for power and influence, and they see our faeness as an advantage. They do tend to be
young as the Kin go, though, and not very patient. All of our Sabbat Kin are in the Company; that sect's ways tend to suit the Wild
Nighters well.
"And then there's me and mine. We're called the Icenii--look it up, little one!--and like the Mathremail we want to find the way to
throw open the gates to Arcadia. The difference is that we don't want to flee this world. We like it here fine, but we think it was better
in the old days, before iron and cross burned away the magic and turned the humans into sheep. We want to open the gate and
pull Arcadia and the Earth back together, and shut the machines down once and for all. Sure it's ambitious, but the Faerie were
gods once, so why not again?"
Despite the differences in philosophy and opinion, the three factions coexist well, and often trade information. The Sluagh are proud of
their "family" and feel that a group as small as theirs can't afford ideological feuds.
In Kindred society, Sluagh frequently make themselves useful as mercenaries ("gallowglasses"), information brokers, smugglers, and
fences. These occupations afford them access to information and artifacts that they might not otherwise have been able to find. They
also often require the Sluagh to deal with the other denizens of the World of Darkness, and thus some Goblins find themselves serving
as unofficial diplomats to the non-Kindred inhabitants of their cities. Needless to say, this does make unlife a bit more perilous.
Nickname: Goblins, Gallowglass
Appearance: The Sluagh are overwhelmingly European and predominantly Celtic. They really don't care what a prospective Childe
looks like, though, and in recent years several non-Caucasians have been Embraced. Many Sluagh, particularly those of low
generation, have faerie marks which make them look very strange to humans, though only the most extreme marks detract from
Appearance. Sluagh don't seem to favor any particular style of clothing over the others, but what they wear tends to be colorful and
comfortable. They all tend to wear a lot of jewelry.
Haven: Sluagh prefer to live in underground caverns and halls, though they will make do with basement apartments and other such
dwellings. They furnish their havens in as grand a style as they can afford to, often following personal whims in decoration. Wherever
possible they make their havens as far from the center of the city as possible, as the concrete and noise and machinery bother them.
The older ones have been known to keep emergency havens at the bottoms of lakes.
Background: Whenever possible Sluagh Embrace mortals with faerie blood, both because these humans find the transition to
Sluagh a bit easier, and because the Sluagh feel it is their duty to preserve the last bits of Faerie from the harsh mundane world.
However, these individuals are extremely rare nowadays. Sluagh take creative people and outcasts, and often look for those humans
who seem to have an air of the supernatural about them. This sometimes gets them into trouble with Garou Kinfolk and mages.
Character Creation: Nearly all Sluagh have Outsider or Dilettante concepts, though there are some Drifters among them. They are
often Deviants in Nature, and Bon Vivant is a common Demeanor, though they are by no means limited to these. Social Attributes and
Talents are often primary; Knowledges are nearly always tertiary. If the Storyteller allows Merits and Flaws in the Chronicle, Faerie
Marks (see below) and Anachronism (Vampire Player's Guide) are two Flaws common to the Sluagh.
Faerie Marks: The transformation into Sluagh sometimes causes physical changes in the body of the Neonate. These usually echo
deformities common to the true Faerie, and in addition to making it harder for the Sluagh to pass as human, can also tip off hunters to
the nature of their prey. As a -1 Flaw it would include eyes that are oddly colored or shaped (bright green, rounder than usual) and
easily concealed marks (overly hairy legs). A -2 Flaw might include such things as pointed ears, oddly colored hair, or small tails; -3
and -4 would include such things as long tails and feet that point backwards, while -5 Flaws would make the Sluagh look very inhuman.
-3 Faerie Marks may subtract 1 from Appearance; -4 Faerie Marks always do; and -5 Faerie Marks subtract 2 from Appearance. The
Marks don't necessarily cause the Sluagh to be ugly, but they definitely make her seem weird and unsettling.
Clan Disciplines: Auspex, Elphame, Presence. Sluagh using Auspex can discern faerie traces in auras, etc. with little difficulty. Also,
at the Storyteller's discretion, the fae Blood of the Sluagh may cause minor changes to the effects of the Disciplines they learn. For
example, a Goblin who learns Protean 3 might be able to meld with trees instead of earth, and at Protean 4 might become a rook
instead of a bat, or a black dog instead of a wolf.
Weaknesses: Sluagh have the traditional faerie vulnerability to iron. They can handle it without ill effect, but weapons of pure iron (not
alloys) cause them aggravated damage. In addition, Kindred who drink the blood of a Sluagh find themselves overcome by a deep
melancholy and nameless longing, which lasts until the Sluagh blood has left their systems. (Though this might not be considered a
weakness by some...)
Organization: The Sluagh have little in the way of formal organization, but do defer to those of their number who are older, wiser, or
more powerful than themselves. Sluagh living in the same city generally dwell apart from each other but socialize often. The bloodline
has possession of a Hollow Hill (called Baile-Na-gCeard, the Town of the Artificers) in Ireland which serves as a headquarters. Every
seven years the Sluagh hold a week-long festival called The Ceilidh there, and all members attend. Much of The Ceilidh is taken up
with revelry, but matters important to the Sluagh as a whole are also dealt with, with the entire bloodline taking part in the debate.
Gaining Clan Prestige: The Sluagh as a whole award Prestige for good storytelling and skill in magic (this includes Disciplines.)
Discovering a faerie artifact, adding to the bloodline's body of fae lore, and finding (and Embracing) fae-touched humans are also
ways to gain respect in the eyes of the bloodline. In recent years, due to the efforts of the Wild Night Company, the Sluagh have also
begun to award Prestige to those Goblins who increase the bloodline's temporal power.

Stereotypes
The Camarilla: "The politics and infighting are rather fun, provided you keep in mind it's all a game. We hate the Masquerade,
though--it is the greatest blasphemy, hiding the supernatural from a world that so desperately needs it. We ignore it whenever we can,
and work to make it less necessary."
These odd Kindred could be a problem if there were more of them. As it stands now, they are harmless dreamers, forever searching
for a world that no longer exists. More's the pity. --Anne, Ventrue Queen of London
The Sabbat: "Who cares about the Antedeluvians? At least when they awaken things will get lively. We like the emphasis on freedom,
and the Sabbat does play merry hell with the Masquerade, but war is only fun if you win."
The Goblins are more useful than the Toreador and nearly as so as the Ravnos, but they need to quit living in the past. And I don't like
the way they fraternize with their "Kin" in the Camarilla. That's going to come to an end... --Joseph Pander, Sabbat priscus
The Malkavians: "You'll pardon me, but the Malkavians don't know their arse from a pile of silver. There's more to Faerie than
madness! All madness is, is the last refuge of the weak, and carte blanche to those who can't be bothered to take responsibility for
their deeds. I'll admit they are insightful, but a broken mind is too high a price to pay for insight."
Who died and made the Goblins God? They're so blinded by their fairy tales, they don't even realize we're on the same side...'Lord,
what fools these mortals be'! --Solomon, "Pander" priest of the Sabbat
The Tremere: "The Tremere are our Kin, though many of them don't seem to know it. We can usually get along with them, but many of
us resent their high-handed ways. They also promote the Masquerade, and they have some strange notions about keeping the magic
all to themselves, so more often than not we end up at odds with them despite our best intentions. They seem to like our Cailleach
Bheur, though."
Often I regret giving the Blood to Yevaud; her Childer grow in strength and challenge the very institutions we stand for, and if my role in
this were to become well-known, I would suffer for it. But how could I not have done it? We became vampires to preserve our magic
and immortality; how could I have denied her that option? --Etrius, magus of House and Clan Tremere
The Other Clans: "Tolerable, for the most part, but they need to learn that we aren't pawns."
The Changing Breeds: "A real mixed bag. Some of these creatures are the most horrendous monsters you'll ever have the
misfortune to meet, and most of them hate the Kindred, but here and there you'll find some who you can work with. Of them all, there's
a group of Rooks, were-ravens, who make the best company. We get along with them fine. Then there's a group of Lupines called
Fianna who have hated us since the early days in Ireland. They have the blood of the fae in them; don't ask me how, but they do. I don't
know why they hate us so, but some of the Mathremail think that we might be competing with them for resources."
Mages: "Little one, if you ever shake hands with a mage, count your fingers afterward. We certainly respect them for their power, and
we'd like to know more about it, but they don't seem willing to share. And many of them have the unpleasant habit of viewing us as
resources--spell ingredients and whatnot. Funny to hear a vampire complaining of that, isn't it?"
Wraiths: "We know they're around, poor things, but we seldom get a chance to interact with them."
The Faerie: "The greatest tragedy of our existence is this: that the Faerie do come into this world still, though rarely; and we are
known to them; but that they scorn us and play us as mere pawns in their eternal game. Many of us are descendents of Seelie fae, but
that Court seems to hate us for our vampirism, and the Seelie who visit the earth will have nothing to do with us.
The Unseelie are more willing to accept us, provided we do their dirty work in this world. I tell you, it's a sad thing to be Unseelie; it's
like being trapped in the Arctic snows with only the memory of summer to warm you. None of us talk about it much, but it's almost a
relief, sometimes, that the Faerie find it so hard to return to this world, and that they come through so rarely. The Mathremail hope to
find acceptance in Arcadia, and we Icenii hope to find it here when we tear the barriers down, but the doubt gnaws at us still."
View the Elphame discipline.
OLD CLAN TZIMISCE: HOUSE SMATZKHE
By Myranda Kalis (rhynnmackenna@juno.com)
Refer to Old Clan Tzimisce: The Oradea League.

Description
"You're a pessimist."
"I'm Russian, Doctor. We understand these things."
-- Dr. Franklin and Lt. Cdr. Susan Ivanova, Babylon Five: Soul Hunter
As the Tzimisce of House Ravensburg are the most "western" of the Old Clan, so House Smatzkhe is the most "eastern,"
dwelling not in Europe at all but in the older lands of Asia Minor. At one time, their dominion encompassed all of Greater
Armenia, the seven kingdoms of Georgia, Caucasian Albania, and part of the Ukraine. Trapped behind the Baba Yaga's
Shadow Curtain, weakened by decades of direct persecution, and harried from all sides, they cling tenaciously to the Georgian
mountains, fighting to prevent their complete extinction at the hands of ancient enemies.
Smatzkhe is a venerable House, steeped in lore, tradition, and legendry -- as well as an ancient and immovable arrogance. Of
all the Houses of the Tzimisce, Old Clan and otherwise, until recently, the Smatzkhe have suffered the least of the changes
overtaking the clan as a whole. Spared the worst trials of the Tremere/Tzimisce bloodwar by virtue of their isolation atop the
Armenian plateau and the Anarch Revolt by their intense internal cohesion, the Smatzkhe were, for a time, the single strongest of
the Houses of the Old Clan. Closely knit both among themselves and with the native peoples of their homeland, they were, and
are, keepers of some of the most ancient lore of their clan, and many of their contemporary attitudes and practices are colored
by these tales. The two most important of these are the legend of their Clan's founding, for the Smatzkhe believe themselves to
be the guardians of the Tzimisce Antediluvian's homeland, and of the House's founding, for it holds the origins of their struggle
against the Iron Hag, Baba Yaga.
No one among House Smatzkhe is quite certain of the first legend's origins -- the surviving elders of the House speak of finding
the ruins of an ancient city deep in the high reaches of the mountains, and the remains of a written record, though no fragment of
the original manuscript today survives. Others speak of an impossibly ancient old man who told them the tale and then vanished
before they could ask any questions. It is true that no other House -- even the learned Tzildaris and Elenades -- has knowledge of
the story, and the Smatzkhe themselves cannot find any true evidence to support it. It has, nevertheless, wound itself into the
collective fabric of their House's beliefs, and rarely do they question its veracity. The legend speaks of an unnamed city that lay
in the shadow of the mountains that they call home, a city founded by the strength of a warrior king who brought under his rule the
clans and tribes of the region and built a stronghold in which all of his folk might live. The king took to wife, a beautiful and wise
woman of the tribes, a priestess of the earth goddess, and from her two sons were born. Nearly from the cradle, the two princes
were in constant competition; the youngest chafed against his brother's privileged position, and the elder had no patience with
his sibling's anger and petty jealousy.
"This land is large enough for both of us," the elder was wont to say with some exasperation, "Why can you not be content with
your place? You are my brother! You will be my most trusted minister, the general of my armies, why must we quarrel so?"
"Because you are not fit to rule!" The younger would shout with the reckless anger of one young and denied something he
ardently desired: a throne of his own. "Look at you -- you are more merchant than warrior, with your books and your scrolls, and
more woman than man with your gardens and your pretty artifacts! And if some foe comes calling at our gates it will be me who
is expected to die to protect your throne!"
As the boys grew older, and their parents aged as well, their disagreements grew more heated and more frequent. The king
came to fear the day that he would die, for it he knew in his heart that his youngest son would not accept the rule of his elder
brother, and would destroy all that had been built in his rage and bitterness. He cast about for some solution that would keep the
peace he had built intact, and found it in the form of a neighboring ruler, who was possessed of a daughter whose beauty was
beyond compare and who had no sons to rule after him. The old king wrote to his neighbor and told him of his excess of sons,
and suggested a marriage between his youngest son and the daughter whose beauty was so great even the gods were said to
worship at the altar of her perfection. He asked no concessions and made no demands; his neighbor, who had long feared to
gift his daughter to a lord of his own realm for fear of starting a civil war for control of the throne, agreed to the proposal, and
before the spring of that year was gone, the younger prince was wedded to a princess and was himself assured of his own
throne. The elder prince was likewise married, to a woman of his mother's own tribe, also wise and fair, and also a priestess of
the earth mother. And before the summer was gone, the old king died, and left his son a King; and before the winter was gone,
the younger prince was also King.
All would have been well, had the younger prince been satisfied with his lot. He was not merely a minister and a general, he was
a King in his own land, with a wife whose beauty and sweet nature surpassed all others, and whose land was strong and rich and
plentiful. But still he cast envious glances across the mountains and sea that separated his land from his brother's and felt
himself cheated, denied what was rightfully his, and the worm of jealousy and hatred gnawed eternally at his heart. Within a year,
his beautiful wife was with child, and nine months later, the birthing of the prince took her from her husband's side, and he named
the child in manner of her people to honor her memory. The young prince was called Vedarttha, and he was the repository of all
his father's dearest hopes and dreams and ambitions -- and his hatred of the brother who had robbed him of his birthright. The
elder brother was enjoying the grace of his own country and the love of his own lady, and thought little of the old rivalry between
himself and his brother, which he felt had died the day they had come to their separate thrones. Under his rule, the land
flourished and the people flourished with it; his wife's strength in the lady's regard was great, and the danger of famine and
disease receded before her grace. In the fullness of time, his lady grew with child, and, nearly as the Prince Vedarttha was
drawing breath in his father's fortress, so too was his cousin born in the temple of the goddess. It was winter, and the gardens
that ringed the temple were fallow; as he first drew breath, the plants sprang to life and a warm wind flowed over the city,
breathing an early spring that filled the people with awe. The high priestess told the king and his wife that their son was strong in
the favor of the goddess, and the king was stunned that his child had such power, so young. He named the child Varijian, to
honor the lady for the gifts she had given him.
The Princes grew to manhood, each in his own country, and each showing his own strengths and gifts. Vedarttha was a warrior,
and rode with the soldiers of his country, learning the arts of sword and bow, the fierce joy of trial by combat. He had a swift
mind, and a firm grasp of tactics and strategy; he found fulfillment in command, and became popular with the warrior-aristocrats
whose ways he favored. His father approved, for a warrior heart burned in him as well, and under the tutelage of the finest
teachers to be had, Vedarttha became as fine a soldier-statesman as had ever walked the earth: intelligent, cunning, ruthless,
born to rule -- but without the fine tempering that a woman of his mother's gentility might have brought to him. And, deep within
his heart, his father planted the seed of bitterness that had blossomed and choked the love of his brother from his own: the belief
that they had been denied half the kingdom that would have been theirs -- had Vedarttha's uncle not taken the throne, had his
wife not borne an heir. Varijian, for his own part, was not the warrior that Vedarttha grew to be. His grandfather had been a great
warrior, who had built their kingdom, and to honor his memory he learned the soldier's arts; but he did not have the fire in his
heart to be a true warrior. The lady's gifts were strong in him, and through his youth and into his manhood, his power waxed
stronger, and his thirst for knowledge waxed greater. Varijian's first love was learning, and he was gifted with a boundless
curiosity that could not be slaked; his father called countless tutors and unnumbered scholars to their city to feed his son's quest
for knowledge, for his mind was quick and agile, and constantly searching for more. Because he was so closely tied to the earth
mother and her gifts, he did not spend all his time with books and studies; he walked among the gardens of the city and the
fields and hills of the countryside, and the people were glad to see their prince, for his presence was often enough to cure the ill
or sweeten the waters or help the beasts and fields to bear. He was curious about the cousin whose name he knew but whom he
had never seen, and wondered if they could be friends, or if their fathers' feud would always poison the peace between their
lands. He was young, and he was idealistic, and he was very, very naive.
In the fullness of time, both princes found wives of their own, and, as time is wont to do, it worked its will on both their fathers,
who grew older. As the years drew upon him, Varijian's father found himself deeply regretful of the rift that had parted him from
his brother in their youth, and he wrote to his sibling, asking that they might see one another again, before they met in the
presence of the gods. When he read this letter, Vedarttha's father was elated, for this was a sign of weakness that he had
longed to see. He wrote in reply that he would come to meet his brother at the place of his choosing, and would bring his son to
meet his cousin, at last. Within a month, the place and time were set, and both kings set out from their palaces to meet at a
lonely place in the mountains between their kingdoms, near a spring that was said to possess mystic powers, with their sons
and their entourages, and there they pitched their camp and saw one another for the first time in many, many years. Varijian's
father wept and embraced his brother; Vedarttha's father smiled softly and clasped his brother to him. They spoke as friends
and brothers that night, and for seven nights after, and the people of the court mingled with one another, and the prince-heirs,
who were of an age to be friends as well. By the time their week by the warm healing springs was done, the brothers had agreed
to share the joys of one anothers' lives again, to send emissaries to one another, and to enjoy what life the goddess decreed
they had left as enemies no longer. As a sign of their renewed faith, Varijian would spend one year with Vedarttha's father at his
court, and Vedarttha would spend one year at the court of his uncle. The belongings they would need were sent for, and when the
kings returned home, each took the other's son with him.
Neither prince was quite prepared for what he found in his cousin's kingdom. The lands that Varijian would inherit were calm and
peaceful; war had not troubled their borders in years, and even the warriors of the kingdom had not tasted true battle. The high
mountains that cradled their homes were proof against most invasions and the idea of the rush of warfare brought no joy to the
people. Vedarttha, true warrior prince that he was, was first bewildered by the passivity of his cousin's country, then chafed
against it, then held it in contempt. The land was rich and fertile, the people were as a flock of well-tended sheep, and he loathed
the thought that his cousin -- his strange, witchly cousin -- should inherit such bounty when his armies had to fight to retain every
foot of land they gained beyond their borders. He conceived, then and there, that his father's dream of uniting their two nations
beneath his just rulership would not die with him, but would be accomplished in his lifetime. Varijian, for his part, was nearly as
bewildered by Vedarttha's country as Vedarttha had been by his. It was so different from his homeland, harsher, fiercer, with a
cold and hungry power in it that horrified him to the soul. They prized war, and the loss of life that came with it, even though such
death tore at the heart of the world and what was gained was never equal to all that was lost. It disgusted and horrified him,
though his hosts kept the worst of it from him, and they themselves regarded him with thinly veiled fear and loathing, and
whispered "witch" behind his back and made their signs of warding against evil, unnatural powers. Even his healing touch did
not win them over fully, since it was an honor among them to die in the torments of war, and no one would so unman himself as to
weep over the pain of an unfeeling patch of earth. Before half a year was gone, the princes returned to their homes, and both
knew that their paths would be thorny ones once they took the throne.
Within two years, both of the old kings fell, Varijian's father to illness, and Vedarttha's succumbing to an old wound that had
always weakened him. Both were set in their fathers' seats within a month of one another, and both immediately cast eyes
toward the other. Varijian feared that his late uncle's late affection for his brother had been all that held Vedarttha back; he did
not know that his father had told his brother, in the intimacy of brothers that had also been kings, of certain passes through the
mountains that separated their kingdoms, that, should any enemy press them too fiercely, Vedarttha and his father could flee to
safety through. Vedarttha had long before made certain that his armies could cross through those same passes with little
difficulty -- but he had no illusions that his cousin did not expect treachery from him in the end. So he continued his father's policy
of friendly relations between their kingdoms in an effort to lull Varijian into complacency, for he knew his cousin was weak
enough to believe his good intentions in the end.
A year later, a guest arrived at Varijian's court by night, escorted by Vedarttha's personal guard and bearing a letter of
introduction from the king. He was Jrad of Nod, a travelling warrior and scholar, and his arrival was Vedarttha's drop of poison to
his cousin's kingdom. The wanderer was tall and pale and strangely accented, his body corded with the strength of a born
fighter, but he was erudite and well-travelled, and Varijian was fascinated by him, as Vedarttha had known he would be. They
would often sit long into the night, speaking of philosophies and history and a thousand other topics until the sky nearly grew grey
with dawn. Jrad's knowledge and wisdom seduced Varijian with little effort, and the young king came to appreciate his nocturnal
confidante and advisor more and more. It was Varijian's Queen, who was as wise as her husband and who fiercely distrusted
Vedarttha that suspected the scholar was unnatural, and who watched him hawkishly while he kept company with her husband.
Within a half-year, the king's health began to fail; he grew pale and weak, sometimes for days at a time, and the kingdom
suffered with him, for his bond with the land was such that, when he was ill, so was it. His wife, whose concern for her husband
was deeper than for her own health, as she was heavy with child, sent for every healer within a day's ride of the city to come and
attend the king, and all of their efforts availed little. He remained weakened, and pale, and only recovered when in the presence
of his foreign advisor, who could often distract him from the weight of both his illness and his duties with some new scrap of
knowledge, some tale that he had never heard before. The Queen softened towards Jrad, and gave up trying to watch him every
minute of every night, for she was herself often unwell, for the babes she carried were the restless sort. It was her most grievous
error, and shortly after, the king's condition worsened and he grew more direly ill, and drew closer and closer to death with each
passing night.
As he lay dying, his body too weak to move, to even speak, he felt the first steps of Vedarttha's army as it crossed the hidden
passes into his kingdom and began the slaughter. As he struggled for the strength to speak, he opened his eyes and saw Jrad's
pale face above his own. "I can save you," the scholar said, eyes burning with an unnatural light, "but you will belong to me
thereafter, you will come with me to my father's city and you will walk at my side as my childe."
"My wife and children...my homeland...my people...." Varijian whispered hoarsely. "I must..."
"You can do nothing. If I leave you here now, you will die beneath Vedarttha's blade, as he intended." Jrad smiled thinly. "That
one also has potential."
"My wife!" Varijian's tone was almost a command. "If you will save her...I will do as you wish."
"You are not in a position to bargain, princeling...." Jrad considered for a moment, watching the pain and struggle for life
crossing Varijian's face. "But I will do this thing for your cooperation."
Varijian nodded weakly in acceptance of the bargain, and Jrad embraced him there, and took him from his city and his
homeland and his people, and when Vedarttha reached the city and found his cousin and his wife gone, and the people fled, his
fury knew no bounds. He cursed Varijian's name, and swore that he would know no peace or rest, if Vedarttha had to pursue him
to the afterworld itself to keep him from it; he ravaged his cousin's country, and, in the fullness of time, drew upon himself the
attentions of another of Jrad's kind, and became the founder of the Clan today called Ventrue. Varijian, the Shaper, founded
Tzimisce, and has not known a night of peace since Vedarttha was granted eternal life. For this reason, the Smatzkhe hate the
Ventrue with a passion, and would very much like to deal with their treacherous cousins in a manner befitting their betrayal.
The second tale that has shaped much of Smatzkhe is as dark, if not darker, than that of Vedarttha's betrayal of his cousin. It
begins in the terrible nights after the corruption of Baba Yaga and her willing fall from damnation into true monstrosity. The
former priestess of the earth mother had summoned forth the dark powers of the earth in doing battle with her Antediluvian sire
and they still stalked the land, ravaging it with little to stop them: the terrible Zmei dragons; the creature called Talon of the Wyrm
by some and Koschei the Deathless by all. In the fullness of time, champions rose to oppose them -- the tribe of werewolves
today called the Silver Fangs, and the mighty warrior-sorcerers remembered in legend as the Bogatyrs. One by one, the Zmei
dragons were put down, captured and bound into their prisons, never to be set free. The Antediluvian who had birthed the
twisted and defiled Baba Yaga had vanished. The Hag herself had, for a time, retreated into seclusion, mourning what she had
done with the last fading remnants of her human soul. Finally, only the Koschei remained -- Koschei, the most deadly and
powerful of their foes, Koschei the Deathless, thought to be an unslayable devourer of souls.
Werewolf and wizard alike tracked the creature with spell and by more mundane means, seeking and finally finding it consuming
the life and souls of all that it encountered. The battle that followed was truly titanic, and, by the time it ended, the battlefield was
strewn with the dying and the shattered bodies of fallen heroes, their power broken. But broken, also, was the power of Koschei
the Deathless, trapped and bound and howling curses at his captors, borne away to never again be found. Among the fallen on
the field that night lay the bogatyr of the south, the shaper, who could assume the form of any other creature in the world. As he
lay breathing his last, he felt a mighty power moving among the fallen, and felt their souls, freed of their suffering flesh, fly to
whatever awaited them beyond life. The presence, which he now recognized as a powerful and ancient vampire, knelt at his side
and spoke to him. What truly passed between them, none among the Smatzkhe can say, but their House's founder was
Embraced that night upon the field of Koschei's defeat -- and he kept that secret even from his fiercely loyal descendants. The
bogatyr, now dead and filled with the terrible power of his Antediluvian sire, travelled again to his homeland in the shadow of the
southern mountains and there established his brood, to act as its guardians, forever.
And so, for the most part, they have -- though the definition of guardianship has, over the ages, tended to vary with the ambitions
of the House. Their sole example of truly imperialistic excess -- the bold usurpation of the Byzantine throne in the tenth century --
briefly succeeded in displacing the descendants of the Dracon in favor of the Smatzkhe as the preeminent Tzimisce line of
Byzantium. This success was, however, both tenuous and short-lived as an unlikely alliance of severely irritated antagonists
joined forces just long enough to crush any Smatzkhe ambitions of empire. The Smatzkhe withdrew from the fray of western
politics and remained within their traditional borders in haughty isolation for most of the next five centuries. They ignored the
existence of the Tremere as inconsequential and offered no coordinated support to the bloodwars, though individual Smatzkhe
of martial temperament offered their service to worthy lords across the East. In the revolt that followed, the Smatzkhe were
almost entirely unscathed, with, they claim, no member of their House defecting to the anarch or Sabbat causes. As the rest of
the Clan teetered on the brink of absolute collapse, the Smatzkhe condescended to join the Oradea League, not because they
needed it, but because it amused them to see first-hand the depths to which their clanmates had sunk: cowering in fear of their
own childer, weakened by centuries of debauchery and excess, reduced to clinging to each other for mere survival. Smatzkhe
contempt for the rest of Clan Tzimisce knew few bounds in those years, and they collected boons from the weaker Houses in
return for their support in matters of both politics and practicality.
House Smatzkhe's world came crashing down around its ears early in the twentieth century, with the start of the First World War.
Their arrogance had, over the years, made them no friends; it had, in fact, alienated many who might otherwise have been their
allies. In one case, it made a deadly enemy who wished to see them destroyed to a man: Konrad von Ravensburg, Voivode of
the same House. For the first time in centuries, the Smatzkhe found themselves under attack within their own homeland -- the
Turkish pogrom, which was later to be called the Armenian Holocaust, devastated Smatzkhe possessions, herds, and younger
childer. It nearly obliterated the strange and sorcerous i'Tzimisce revenant line, which the Smatzkhe had always considered one
of their special protectorates. When they attempted direct opposition, they found their havens being burnt around them, or being
dragged into the full light of day by invaders well equipped and prepared to deal with vampires, some of advanced age.
Smatzkhe numbers were devastated, and were devastated again when the Brujah Council came to power in Russia and moved
to consolidate power within all the Russian states. By the time of the Second World War, the once-overweening House
Smatzkhe was a broken shell of its former strength, and still too proud to ask for more than the most minimal of assistance from
their fellow Oradea League members. Under the heel of the Brujah, their numbers were strictly regulated and they barely
managed to cling to power in their two traditionally strongest enclaves, Tiflis, Georgia and Erevan, Armenia.
Then, in 1991, the Baba Yaga awoke from torpor and the Smatzkhe were forced to laugh even as they wept. The Hag achieved
in a few nights what they had been unable to accomplish in eighty years -- the absolute destruction of the thrice-damned Brujah
Council. Then she turned her attentions upon the rest of her enemies, and the Smatzkhe were again at war, trapped behind the
Shadow Curtain, and facing a foe of such overwhelming power they trembled to contemplate it. Then the homeland shrieked as
one of the Zmei was freed from its prison -- and shrieked again as Maura of House Tzildaris, locked in mortal sorcerous combat
with the Hag, was defeated and utterly destroyed. Their destruction almost assured, the Smatzkhe have resolved to die as they
have unlived -- with honor, with pride, and with a struggle that will not be forgotten easily.

Character Creation
The eldest members of House Smatzkhe tend to be of noble or military concepts; almost all of their modern childer are of
professional or military concepts, particularly professions that might prove tactically or strategically useful. Natures and
Demeanors are usually similar and occasionally identical, and tend to be bent in the direction of authoritarian leaders and willing
followers. No matter what their nature is, however, they are always very, very proud -- disgustingly so in the opinions of many
other Houses. Ethnically, the Smatzkhe tend to be primarily of Georgian and Armenian extraction, though they have been known
to occasionally Embrace southern Slavs, particularly ones with useful skills in need of preserving. Mental attributes and Skills are
primary by a hair, followed closely by Physical and Talents. Common Backgrounds include Mentor, Resources, and Retainers.

Background
As with the Brankovan-Waivadi, the usual leisurely period of examining a potential childe before granting the Embrace has been
widely waived by most of House Smatzkhe. They are currently leaning hard toward Embracing as many former or current
members of the formerly Soviet military as they can, occasionally going so far as to mass-Embrace whole small units of regular
military and rebel cells in the disputed republics of Georgia, Armenia, and Chechnya. When they have the leisure, they generally
prefer that their childer be older, more experienced, and well-educated, so as to enrich the House as a whole should they survive
so long.

Appearance
The Smatzkhe strive to blend into the cultures among which they live as much as possible, and so do not effect anachronistic
dress unless they must. Otherwise, they tend to wear whatever is appropriate, from camo fatigues and flak jackets to business
suits.

Haven
The era of completely solitary havens is also gone for the Smatzkhe. They currently tend to establish communal havens, usually
made up of small cells of individuals from approximately the same geographical area.

Preferred Paths
The Smatzkhe generally tend toward maintaining their humanity, as long as possible, then learning the Path of Honorable
Accord or a modified form of the Path of Chivalry as they grow older.

Disciplines
Animalism, Auspex, Dominate. A familiarity with the physical Disciplines is encouraged, and a very small number of Smatzkhe
practice a very unusual variant of Koldunic Sorcery based around the geomantic hedge magic practices of their region.

Weaknesses
The Smatzkhe suffer their Clan weakness, but not entirely as normal. The Hag's Shadow Curtain has disrupted all spiritual
linkages and magick within the zone of its influence; it has also worked a malignant effect on the Tzimisce bond with the
homeland. Smatzkhe Tzimisce must sleep completely surrounded by the earth of their homeland, as though they were lying in a
sepulchre, or their own graves, in order to avoid the penalties associated with their Clan weakness.

Stereotypes (Clans)
Assamite: I never though I would unlive to say this, but what I would not give for an Assamite right now!
Brujah: (spits, glares, dares you silently to say a damn thing)
Followers of Set: Who?
Gangrel: (snarl) Call them what you will, but I will call them the Hag's boot-licking lapdogs.
Giovanni: Who?
Lasombra: Even if there were any dwelling within the homeland, it would not matter. The true Darkness belongs to another here.
Malkavians: We are all madmen, my friend. Why the fuss over a few more?
Nosferatu: (a deep-throated growl that makes you think, 'Do I really want to go there?')
Ravnos: It is my understanding that the Ravnos and the Ventrue share a certain common ancestry of origin. Coincidence? I
think not.
Toreador: Are they any good in a fight? No? Then what good are they?
Tremere: I believe they have sufficient numbers of Tzimisce already baying after their blood. We have a much more significant
danger upon our doorstep.
Ventrue: We have a saying in Georgia, 'The children of lions are lions all.' The same is true for the children of traitorous
kinslaying scum.

Stereotypes (Houses)
House Ravensburg: I swear, before I die, I will see Konrad von Ravensburg laid out as a fitting sacrifice to the Hag. And I will
even let the Tzildarine be the one who does it.
House Brankovan-Waivadi: I hope, I pray, that they are strong enough to face her, but I do not think they are.
House Ruthven: (snort)
House Tzildaris: They sent us their most powerful sorcerer. (shell-shocked silence)
House Vardalek: Soon they will listen to the homeland's screams as well as its voices.
House Von Klatka: Leave your battle with the Tremere. A greater struggle requires the strength you spend so wastefully.
House Venizelos: (contemptuous silence)
House Djilas: Another waste. Let them destroy one another if they cannot do anything else.
House Frasheri: Again, what I would not give for a Frasheri -- or a pack of Frasheri!
House Bathory-Nadasdy: When I consider that the name Tzimisce has become so debased as to be attached to worthless
creatures such as this, it almost makes me wish for the fangs of the Baba Yaga.
Song of the Gangrel
Another Look at the Primordial Undead
By Adrien Ladouceur (pumpuii@tbaytel.net)
There is a song deep within the blood of every creature. We are that song. There is a passion that rages, a wild, preternatural instinct
that can never quite be silenced. We are that instinct. There is a Beast that lurks behind the mask every being wears. We are the
Beast.

Prelude
"David?" called the strangely familiar voice. "Where are you?"
The night air was cool, and had the frost tint of winter lingering on moist soil: the smell of the forest in Autumn. A bright, lustrous,
not-quite-full moon hung powerfully above the tree tops. He was drunk with these sensations, these and more that the forest had
provided. Nothing else seemed to matter to him now. Nothing but a strange hunger, a burning thirst, that throbbed within his
chest.
Briefly, a flash of human reason overtook him. It wondered who the familiar voice was. 'David,' the voice had said; that name
meant something. But reason made the hunger into a burning fire, and so it retreated, leaving only the Beast.
"David?..." the voice seemed nearer now.
The Beast followed its instinct, hunting the voice. Swiftly it moved, like a wolf's shadow, til the prey was in sight. A woman with
light hair, trembling from the night's chill, stood by a small campfire gazing into the darkness between the trees. The Beast
stepped out into the light.
"David!" cried the woman, both in surprise and relief. "Where were you? You were gone so long that . . ." The woman felt the
gaze a predator gives to its prey. "David?" the woman meekly pleaded.
But David could not hear, could not show mercy, as much as he would have wanted to. David was no longer as he had become
the Beast . . . .

Introduction
Widely misunderstood, the Gangrel have a unique place in Kindred society. Shunning the great cities, the Gangrel tend to live in
wild and remote places. As well, they seem to embody and understand the Beast more than any other clan. "We are the Beast"
seems more than just a motto among the clan, it is a recognition of their primordial nature.
This text is an exploration of some of the ways of the Gangrel. It is an exploration as much as explanation, and the author has
taken many liberties and creative licence to create this work. It is not an official work sanctioned by White Wolf Game Studios,
but borrows many terms and subject matter from their World of Darkness. Any use of copyright terms mentioned here is not a
challenge to their ownership.
As always, take what is useful and enriching to your story, and discard the rest.

Lexicon
Though Clan culture on the whole is difficult to pin down, certain terms have been handed down and have common usage among
many Gangrel. Some of these terms were borrowed (and slightly redefined in some cases) from Clanbook: Ravnos.
Amria (AHM-ree-uh): A Gypsy curse
Kris (KREASE): A Gangrel "trial by combat."
Anri'uthya (AHN-rhee ooth-YA): A term of Kinship within the Clan.
Anri'galla (AHN-rhee GALA): A "friend of the Gangrel," human, kindred, lupine, or other.
Anri'bete (AHN-rhee BET): An animal friend (normally a ghoul).
The Beast: More than just the darker "urges" of a kindred, the Gangrel also see the Beast as a source of strength and
connection to the wild.
Gangrel Culture
It is difficult to pin down the actual culture of the Gangrel, as the clan is so dispersed throughout many cultures. Their common
lineage with the gypsies and the werewolves is well known, but unlike those two groups, Gangrel tend to be more solitary. "Lone
wolves" is an ironic yet accurate term to describe the members of the clan. Still, there are certain traditions and customs that
have spread among the clan, though not all know or bother to follow them.
As a clan, the Gangrel are fierce in battle, and are known for their honesty (even when given at the most inconvenient times).
They hold a kinship with the mortal gypsies, and the lupines. All of this, and more are well known about the clan.
The Gangrel are a clan who feel the power of the wilderness, and have realized their connection with it (whether this is conscious
or not on the part of the character). They are the way they are not because of choice, but because of this primordial connection
that Gangrel's blood has instilled in his childer. Even the lost neonate, most urbane before the embrace, suddenly feels the call
of the wild in such a way that it cannot be ignored (although many still try...). An interesting note, a Gangrel does not then attempt
to hold on to his Humanity by asserting his human nature over his Beast, but by harmonizing both sides of his psyche and
bringing out the best traits of each. This is mostly just semantics as far as the actual rules governing Humanity go (or the Road of
the Beast if such rules are employed for the character), but it may have an effect on the story.
Their customs, what few there are, have the resonance of Gypsy and Native American spirituality and mysticism; of course this
is at best an inaccurate generalization considering the vast number of different cultures the clan has embraced. At the core of it
all, however, is the call of the wild. It is simply, "in the blood."
Like any other Clan, the Gangrel do have their secrets.

Moon Kenning
Kenn Lunus (or commonly "Moon Kenning")is the primary method the Clan uses to keep in touch. It is what could be described
as a primordial internet -- the members of the clan interact with it by attuning themselves to the wilderness. Some do this by
howling, squawking, or hissing, while others do it silently. Their words and responses are carried by the animals, and even by the
spirits of the wilderness. Through this, the Clan stays in contact with each other, even when thousands of miles, and sometimes
oceans, separate them. An interesting note, the Lupines share this internet. Kenn Lunus is not instantaneous, and is very
visceral. More often, emotions are communicated more than words. However, experienced Clan members can actually
communicate complex ideas and statements, encoding them into what they consider a more primal, and therefore superior
form, of communication.

To "access" Kenn Lunus, a Gangrel need have Auspex or Animalism rated or higher, and be skilled enough to understand the
messages being communicated with the Primal Urge talent. Even at lower levels, Gangrel can have an almost silent dialogue
among themselves that many outside the Clan mistake for telepathy. (Garou characters need only the Primal Urge Talent)

Kris
A term borrowed from the Rom, a Kris is the method by which the Gangrel govern themselves in the exceedingly rare instance
when it is considered necessary to do so. It is a trial by combat, where it is believed that the victor is the most just. The trial
begins with the staredown (Willpower vs. Willpower -- using Dread Gaze is considered dishonorable). Not only does this
staredown serve to end many disputes quickly, it also serves to "psyche up" the participants, pushing them toward Frenzy should
the next stage, physical combat, be progressed to (i.e., if no decisive victor is found - +4 successes or more).
The actual details of the Kris is left up to the Storyteller. Once a Kris has begun (any Gangrel witnessing it "knows" it by feel), no
one is permitted to interfere.

Animal Thaumaturgy
Many Gangrel have not totally forgotten their connection with the animal spirits of the Lupines. While vampires cannot learn the
ways of the Garou directly, a few Gangrel have developed Thaumaturgical paths that approach them. See Animal Thaumaturgy
for more information.

Traits of the Beast


It is well known that the Gangrel's Clan Weakness brings them closer and closer to truly becoming the Beast with each Frenzy. In
spite of this, very few Gangrel exist (or at least are known to exist) who are in such a state that they can no longer pass for
human. Individuals outside the clan whisper that this is because the Clan destroys their own when this occurs.
The Truth, if there really is one, if far from this.
Normally, a Gangrel identifies with a particular animal as he or she continues down their path (wolf is most common, but raven,
fox, bear, and even snake-Gangrel are known to exist). When a Gangrel enters Frenzy, he "becomes" the Beast; when the
Frenzy ends, the Beast leaves a little more of itself behind. Elder Gangrel have found ways, however, to placate the Beast to the
point that its passing does not leave its mark on the Gangrel. To do this, a Gangrel would roll Stamina + Primal Urge when
entering a Frenzy (Difficulty 9); even one success "avoids" gaining a trait after the Frenzy ends, but a botch drains a dot from the
Gangrel's Self-Control.

Physical Traits
These are things like pointed ears, pointed nails, wolf's eyes, et al. Sometimes the compounding of these traits will have an
effect on the character's stats. In general, whenever a Gangrel loses a social trait, he may gain a dot in her physical (sometimes
even in Perception) traits. There is no absolute rules for this and, as always, the details are left to the Storyteller.

Mental Traits
Often overlooked is the ways that the Beast alters the characters Mental State; these traits are much like derangements, but
feral in nature.
Moon-Bound: Like your Lupine brethren, you are tied to and influenced by the cycle of the moon. Under a full moon, your Self
Control rolls are at +1 (every two times this trait is taken, so +1 on the second, forth, etc), showing a greater connection with the
Beast within (as a bonus, your Primal Urge rolls are lowered by the same).
Urban-phobic: You become unnerved by the sights and sounds of the city, and require a Willpower roll to remain there for any
length of time.

Earthly Slumber: You refuse to sleep anywhere but in the Earth (requires Protean ).

Supernatural Traits
Sort of a "catch all" category, for Gangrel that begin to show the strangest traits . . . .

Trumpet the Beasts: The Gangrel's presence is noted by all animals in an area. (Unless the Gangrel has the disciplines to
quiet them, sneaking around is going to become quite difficult).
Forced Transformation: The Gangrel, under the light of the full moon, is forced to transform into beast form (requires Protean
or higher).
Blood of the Beast: Your blood sends any non-Gangrel drinking it (on failed Self-Control roll, lupines not affected) into frenzy.
Silver's Bane: Like your Lupine brethren, silver causes discomfort, and weapons made from this cause aggravated damage
(though you may soak normally)

Gangrel Powers
Well known are the Gangrel for their powers of Fortitude, shapeshifting and influence over beasts. As well, many Gangrel
develop affinity for Auspex, and even several "unique" paths of Thaumaturgy. Gangrel Thaumaturgy differs from Tremere
Thaumaturgy in theory and methodology, but is statistically the same. That means that Gangrel are ultimately uninterested in
learning the Tremere's Paths, and should one gain the desire, and opportunity to do so, learns it as if it were his first in
Thaumaturgy (rituals are not so limited, but may take time to translate).
Animalism: Conquer the Beast is listed as a Level Seven power in the Player's Manual. I thought that this power was a wee bit
lacking for a level seven power. Gangrel may gain this at level five in lieu of Drawing out the Beast.
Thaumaturgy: See Animal Thaumaturgy

Abilities
Primal Urge: This skill is from Werewolf: The Apocalypse, and represents the character's connection with her "wild side." The
Storyteller may rule that characters with this skill may find it easier to control themselves within a Frenzy.
Lupine Lore: Not a new skill, but with one additional note from the author: you know that the Lupines call themselves "Garou."
That means if you don't have at least one dot in Lupine Lore (and you haven't encountered any werewolves in your chronicle) you
still call the fuzzies: lupines, not garou.
SONS OF THE DRAGON
By William Adams (william@isla.net)

Author's Notes
The following passages describe a Clan of Oriental Vampires unrelated to the Kuei Jin of Kindred of the East. The text assumes
a familiarity not only with Vampire the Masquerade and its supplements, but also with Werewolf the Apocalypse and the History
of the World of Darkness. Additional material helpfull in understanding the hitory of the World of Darkness can be found in White
Wolf's line of novels and fiction. Particularly the Masquerade of the Red Death trilogy.

Description
In China there exists a Clan of Vampires who serve the Great Dragon Who Eats its Own Tail. These vampires, unlike many
kindred, who are ignorant of such things, willingly and with full knowledge serve the Wyrm. Lost in antiquity was a time when
great Antediluvian Civilizations flourished. Their true names are lost but they are recognized today as Atlantis, Lemuria and
Stygia, though the last name is only an euphemism for "city of the dead." These ancient times where when gods walked the
earth, Paradox was non-existent and there was no barrier between the worlds of the living and the dead. Wraiths and vampires
existed who commanded True Magick and among these the most powerful where the ancestor-gods of Atlantis and the
vampire-mages of Stygia. From Stygia appeared the first true vampires from the Sleeper custos of the vampire-mages. Those
who escaped or were released from service soon congregated in Lemuria. Away from the Ancestor-gods of Atlantis and the
vampire-mages of Stygia they made their own society and rules. The mystics and esoterics of Lemuria paid them little heed as
long as they staid in the shadows of the night. It is believed that the curses that make vampires susceptible to sunlight and fire
were placed upon them during this period by the mystics to keep them away from their mortal acolytes.
Then the War of Rage broke out. It had little effect upon the incredibly powerful wraith-mages of Atlantis and the vampire-mages
of Stygia but the War of Rage brought the wrath of the Gurahl down upon the world and none could escape that. It is the Natural
order of things for the spirits of the dead to pass on upon their death. When this balance was disrupted the roads of the dead
began to weaken and the Triat started to take an active interest in the workings of the world. The Gurahl forestalled total
reconstruction of the world by calling upon a long winter: the second ice age, what vampires and believers call the Great Deluge.
The focus of the Long Winter was the ancestor-gods and vampire-mages. So while the curse was placed that no true shard of
Avatar could remain outside the natural order, the Lemurian Vampires slept their first torpor, and survived as the more powerful
Stygian Vampires where destroyed. Why the Triatic Wyrms chose the Lemurian vampires to gift with incredible power is
something no one can guess at. But it was during this Third Age that the Gauntlet formed and humanity rose to preeminence
among the creatures of the world.
During the Third Age, what is called the Second City, a vampire came to Tibet in the Himalayas. Here he met the servants of the
Wyrm and saw their corruption and they took him in and protected him from the mystics and holy men who sought to destroy him.
In return he slew them and drank their blood, but not before learning their dark ritual and dancing in their unhallowed places. His
progeny would have remained simply a bloodline had the Vampire not learned of the Dragon's cave. There he performed dark
rituals to cross into the Velvet Shadow. He met dark spirits and learned to bind them to do his bidding. But even this power was
not enough. The vampire sought to spread pain through the world to garner the attention of the sleeping dragon. Here there was
power beyond measure if only he could wake it from its slumber. He sent his ghouls across the world and his favorite conquered
much of Europe and all of China. So much death and destruction did he cause that during one of his rituals the Dragon roused.
Half awake and half asleep the ancient vampire made contact with the most ancient expression of the Wyrm. What passed
between them is a secret that not even the Dragon Sons who were present know. But when the vampire came out of his trance
and the mountain ceased to tremble he renamed his brood the Sons of the Dragon and informed them of their new mission.
Reaching into the Velvet shadow he took hold of the Urge Wyrm Incarna that acted as Totem for the bloodline. Taking it by
surprise he committed Dark Diablerie upon it thereby becoming a member of the Third Generation. Immediately he began to
encourage his childer to do likewise and also convinced them to destroy all other servants of the Wyrm who were not of his
brood.
Sons of the Dragon not only despise life and creation but also corruption and ugliness. They are not only dedicated to destroying
those who champion the cause of Gaia and life but they also seek to destroy all other minions of the Triatic Wyrms. They believe
that these lesser servants are insane, corrupt and are not carrying out the true plan of the Wyrm.
The Sons of the Dragon hold this as their creation myth and scoff at the notion of Caine and Abel and such nonsense. They have
seen the Velvet Shadow and have garnered power from the Wyrm. Enough power to sneer at other vampires and even mages
who are foolish enough to pry into their secrets.
Members of this bloodline are dedicated to service of the Wyrm and they sneer at other vampires who foolishly believe that they
come from the blood of Caine. The Sons of the Dragon know better. Each of the supposed Second Generation can be roughly
matched to each of the Triatic Wyrms. The only Clan that the Sons of the Dragon despise are the Ravnos who do not trace their
origins back to the First City but instead are the product of a chance encounter between a Gangrel and a Vortex. The Ravnos,
they feel, are the only vampires who understand the importance of the eventual Apocalypse and might oppose the plans of the
Sons of the Dragon. In the far east the Sons of the Dragon wage war with the Indian and Middle-eastern Ravnos.
Nickname
Wyrms

Appearance
Sons of the Dragon wear ornamental silk robes of great finery during their rituals and have a definite Hermetic bent to their
brand of Blood Magic. During their normal dealings with mortals they usually dress as they did in life regardless of time and
circumstances.

Haven
The Fabled Cave of the Great Dragon is the center of worship for these depraved Vampires. Under the shoulder of the Great
Dragon they perform hideous rituals with Balefire and intelligent sacrifices.

Background
Dragon Sons hate deformity and ugliness and will not embrace people who do not meet their standards. Sons of the Dragon are
drawn from only oriental stock. And from those only Chinese, Mongolians and Koreans are chosen to form the inner core of
Vampires who are taught Malediction. Dragon Sons do not make general use of ghouls and human retainers; they prefer to
create subordinate vampires and immediately force Blood bonds upon them. Dragon Sons are also highly misogynistic and
female members are few and the target of twice as much intrigue and violence as similar males.

Character Creation
Vampires who are not taught Malediction are not considered true Dragon Sons and are treated as Caitiff for character
generation. But since Draconis predates Malediction and is a true Vampiric Discipline they can learn it normally and carry it in
their blood. Appearance is never less than three though physical or mental attributes may be primary. Among abilities Martial
Arts is usually the highest with Dodge and Firearms following. Skills are therefore the primary abilities with knowledges being
secondary. Mystic ability is highly prized and Dragon Sons can have path ratings in thaumaturgy paths and dark thaumaturgy
paths up to their rating in Malediction. They can also learn rituals up to the level of the rating in Malediction. Hedge magic is
practiced by these Vampires as well but they usually try to diablerize demons rather than make pacts with them. For this reason
they do not usually have access to infernal paths.

Clan Disciplines
Celerity, Draconis, Malediction

Preferred Path
The most militant members follow the The Path of Dark Litany.

Weakness
This Clan has three distinct Weaknesses each manifesting depending on which of the Triatic Wyrms the Vampire identifies with
rather than whose blood courses through his undead heart.
Servants of the Eater of Souls are afflicted with Consumption and must consume twice as much blood as other vampires. Every
two Blood Points consumed equal one for the vampire's Blood Pool.
Servants of the Beast of War are afflicted with Calamity and all ones rolled during tests to resist or recover from Frenzy count
double. Whenever a one is rolled it negates two successes instead of just one. Botches are certainly more likely.
Servants of the Defiler Wyrm are afflicted with Corruption and must spend twice as much Willpower to resist derangements and
maintain control. Whenever the Vampire spends Willpower to resist an action dictated by Frenzy or Rötschreck two points are
spent instead of one. To overcome a derangement the Vampire must expend twice the amount normally required by the
chronicle. (Usually 20 instead of 10 under normal circumstances.)

Organization
The Clan has little structure beyond the personal relationships between individual members. Dragon Sons work towards the
same goal but not as a single unit nor towards the same execution of that goal. The Clan has two purposes, to spread
destruction and tear down civilization and at the same time destroy the "tainted" minions of the Triatic Wyrms. Even though the
Clan is apparently disorganized and each member follows his own agenda, Clan meetings are rigorous affairs full of ritual and
magic. Such meetings serve to concentrate the efforts of the Clan as a whole and direct the younger members towards the plans
and affairs of their elders. Age does not automatically confer prestige. In a Clan where diablerie is a common practice and the
accepted method of advancement, power is the measure of status. The ultimate goal of each Dragon Son is to commit Dark
Diablerie upon one of the Triatic Wyrms to become second to the Wyrm itself.

Gaining Clan Prestige


Service of the Wyrm is the goal of the entire Clan and anything that hastens the coming Apocalypse and the wakening of the
Dragon is considered highly prestigious. Daring acts of Diablerie and destruction are also respected.

Quote
"Caine is a Western character in a bad storybook. I serve my true father, the Dragon Who Eats His Tail."

Stereotypes
The Camarilla: The Tremere that came by were interesting. I enjoyed their blood even though it did not bring me closer to the
Dragon.

"There are strange powers at work in mainland China that we may never fathom. Someday we must harness this mystic
power. I believe the answer lies in an alliance with Oriental mages."
-- Delpro, Tremere regent of Hong Kong
The Sabbat: They came here once and they keep sending cannon fodder to die beneath our claws. Amusing, I wish I had time
to visit their lands and amuse myself some more.

"It frustrates me so that we have not made more progress in our attempts to take over this mysterious land. Once we crush the
Camarilla we will have to dedicate more resources to this effort."
-- Pargo, Black Hand Assassin
The Inconnu: Whatever that is we have none here, and if we did I would be the first to destroy them.
"As it stands we dare not go near their halls of power or wherever they bind their demonic spirits. Of all the fractured clans of
the world they are the only ones who fight with knowledge of the true nature of Gehenna. They must be stopped before it is too
late."
-- Po Sheng, Salubri Monitor of Hong Kong

Dragon Sons Merits and Flaws


In addition to the flaws and merits listed below the character can choose from those listed in the vampireís Player Guide.
Former Nephandus: (2 pt. Merit) The vampire has knowledge of Malfeas and an understanding of the other minions of the
Wyrm. He can also have allies outside the clan composed of different minions of the Wyrm other than vampires.
Recent Diablerie: (5-7 pt. merit) The character recently committed Diablerie on either another vampire or a spirit if of sufficient
Generation. For five points the vampire is of the Seventh Generation at the start of play. For six points the vampire is of Sixth
Generation and for seven points the vampire is of the Fifth Generation. Having this merit will make the character the target of
Diablerie in turn. It is recommended that the player think it over before taking this merit. In addition the Character must have five
dots in Generation before he can take this Merit.
SONS OF SAM
By Paul Michael Graham

Description
The Sons of Sam, or more appropriately titled, the "Sons of Samuel" are the most recent of bloodlines to appear in kindred
society and have only been in existence since 1992.
The creation of the bloodline is directly attributed to the foul Samedi, Dr. Samuel Stankiewicz. Dr. Sam, as he became known,
was a most wretched individual in appearance even by Samedi or Nosferatu standards. Large belloted maggots crawled
through the folds in his skin and a swarm of flies, which he commanded, hung about him at all times.
Although quite repulsive, Samuel was very intelligent and pursued his favorite pastime of thanatology, Necromancy, and the
study of death. Although a doctor by name, Samuel had no actual medical training but learned a great deal through reading and
experimentation. Being quite mad, he assumed the title of Doctor.
Samuel practiced his art at the expense of many mortal and kindred (un)lives until one day the mixture of medicine and
discipline where combined to create Necrotomy. This foul discipline was then taught to each of Samuel's progeny who formed
their own bloodline known now as "The Son's of Samuel."
Although still Samedi, Dr. Samuel Stankiewickz assumes the title as one of the bloodline and is currently its leader. There are
only a handful of "Samite's" that exist, but the "Good Doctor" is seeing to the creation of.

Nickname
Quacks

Appearance
Samites generally have no distinct appearance but do not share the foul visage of their bloodline creator. Most of the bloodline
prefers dress associated with doctors.

Haven
Most members of the bloodline live in or near areas where they have access to medical facilities. In any case, most own modest
homes and some even practice right out of their haven.

Background
Nearly all Semites have at least minimal medical or mortuary training. For a time all of the bloodline had such professions, but
some of the newer members have come from other backgrounds; a practice shunned by Dr. Sam.
There is little however, he can do to stop this.

Character Creation
Primary attributes for Samites are nearly always Mental as are Knowledge Skills. Additionally, a rating of at least one pip in
Medicine is recommended, but not necessary.
Natures and Demeanors often vary amongst the Samites, however, Deviants and Caregivers (in their own kind of way) are the
most common. Their preferred Backgrounds include Resources and Retainers.

Clan Disciplines
Fortitude, Necrotomy, Thanatosis
Weakness
Although possessing the discipline Fortitude, Samites suffer from a form of vampiric osteoporosis that makes their bones brittle.
As a result, all wound penalties that normal kindred suffer are moved up one on the health track. Therefore a Samite suffers the
following dice penalties to injury: Bruised: -1, Hurt: -1, Injured: -2, Wounded: -2, Mauled: -5, Crippled: -5.

Organization
Samites are generally very busy and do not meet often, but occasionally they come together to discuss items of great
importance or to show off their newest projects.

Gaining Clan Prestige


Only through practice and experimentation in one's art can a Son of Sam expect to gain clan prestige. Developing one's
Disciplines can also bring about prestige.

Quote
"Thank you Jenine, please send in my next client..."

Stereotypes
The Camarilla: Very few of these kindred even know we exist, but the ones who do stay away. But then again, we aren't looking
to win any popularity contests.

I wasn't sure what they were until I found out who their creator was. Don't let their appearance fool you; they are just as foul as
Samuel.
-- Timothy, Nosferatu of Chicago
The Sabbat: Camarilla, Sabbat, what's the difference?
Samedi kindred without the foul appearance and stench...how interesting...
-- Donovan, Sabbat Priscus
The Inconnu: What is Inconnu?
A fine example of the degenerate kindred society of today...when did it all go wrong?
-- Marcus, 6th generation Gangrel

Samite Endowments
The following list of endowments are special rules, merits, and flaws that a Son of Sam character can use.
Thaumaturgy: Sons of Sam may purchase the path of Biothaumiturgical Experimentation (Black Hand sourcebook) without the
need to learn Thaumaturgy itself. This path comes naturally to Sons of Sam and may be bought at normal Path cost. However,
no character may purchase this Path at character creation.
Merits and Flaws: Note that while these Merits and Flaws have been created for use with the Sons of Sam bloodline, they may
be used by other kindred with permission of the storyteller.
Regenerative Blood (7pt Merit): This merit is extremely powerful in the hands of a vampire and should only be allowed with
permission from the Storyteller. Kindred possessing this merit have blood that is highly regenerative and can be used to
heal wounds without the need to use additional blood. The regeneration will heal one normal wound per round until the
kindred has healed to the point of being undamaged at which time the regeneration stops. Aggravated wounds are also
affected by the regeneration and heal at twice the normal rate. To activate this merit, the kindred needs only to spend a
single blood point.
Medically Inclined (3pt Merit): Although possibly possessing actual medical knowledge, you have a knack for medicine
and its application that has several effects. Characters that are Medically Inclined may discard any single one roll of 1 per
gaming session when using the Medicine Knowledge. Additionally you know a great deal about the proper care for a
mortal who has been fed from and gain a +2 bonus to difficulty when treating such a person.
Medical Ties (3pt Merit): Either in your mortal or kindred life you actually practiced or knew someone in the medical field. In
any case, you have gained influence in the medical community and can receive large sums of blood, gain autopsy records,
and other useful facets. However, the more often your medical ties are used, the less potent they become.
Medical Facility (3-6pt Merit): You own a part or are the head of a local medical facility. The magnitude of this facility can
range from a small private practice (3 pts) to that of a large blood bank (6pts). The actual size and usefulness of the facility
and point cost must be agreed upon by both the player the Storyteller.
Controlled Bloodflow (2pt Merit): Kindred with this merit have a particular ability to control their bloodflow throughout their
body when they sleep. This means that the kindred no longer needs to spend one point of to maintain himself while he
sleeps. It also prevents the level two Thaumaturgy power Blood Rage.
Vampiric Bone Disease (3pt Flaw): You possess a rare form of bone disease that makes your bones more fragile than
most. As a result, you possess the identical Flaw as the one possessed by the Sons of Sam. Sons of Sam characters may
not take this Flaw.
Supernatural Signature (2pt Flaw): There is something about you that tends to separate you as a vampire from normal
mortals; even more so than the typical kindred. As a result, all persons attempting to detect your presence either as a
vampire, or a supernatural creature, gain a +1 bonus to their difficulties to do so. Unlike the Flaw Erie Presence, you do
not make people uncomfortable when around them, you are merely more susceptible to being discovered if being
searched for.

View the Necrotomy discipline.


SONS OF VIRTUE
By Jeremiah Lasch (jlasch@uakron.edu)

Forward
"That was good Randy, you're coming along nicely. If you keep progressing like this, you'll be able to pass the next test for the
black belt!" The voice of Randy's sensei was calm and reassuring.
"Thank you sensei," was all Randy could think of saying. Of course he was going to pass the next test. He had been in this Kung
Fu class for almost two years now. Some of his other friends had already passed into the black belt and he could have but he
chose to stay back. Randy was always very thorough in all that he did. He had worked hard for this, and he deserved it.
On the way home from the dojo, Randy received an unexpected surprise. He was walking down the sidewalk about three blocks
from the dojo, and he passed an alley. Being in the condition he was in, it hadn't really occurred to him that his own personal
safety should be on his mind. He looked directly down the alley, and didn't see anything but darkness. That was the usual sight
and he'd gotten used to it.
"Excuse me Randy."
This time was obviously different. Randy started and turned around quickly, instinctively crouching into a fighting stance. In front
of him was a man dressed in black. He was only about 5'9", a good four inches shorter than Randy. He was standing straight
with his hands at rest behind his back.
"Who the hell are you?"
"My name is Bruce. I just want to talk to you for a minute."
"Yeah the hell you do! What's in your hands tough guy?"
"What do you think is in my hands, Randy?" With that, Bruce flung his hands from behind his back, and threw them towards
Randy, who was still a good 20 feet away. Randy Jumped back, and enticed a chuckle from Bruce.
"What the fuck is so funny ass hole?" By this time it was quite obvious that Randy wasn't used to being toyed with. Being an 18-
year-old, 6'3", 195 pound black belt in three martial arts must have gained him a certain respect from most people that he wasn't
receiving from Bruce.
"You shouldn't be so jumpy, Randy. I told you I just wanted to talk to you. There aren't many things that could help me with that
task and I certainly wouldn't be carrying them around with me if there were. Now I'm not going to force you to talk to me, and with
that attitude, I'm not sure I want to anymore. Pity, we thought you had promise." Bruce turned and started to walk away before
saying, "Have a good evening Randy."
"Wait! I...I'm sorry. I'm usually not like this, but if a guy you've never seen before came out of nowhere and knew your name, what
would you do?"
"There's lots of people in this city that I've never seen before," Bruce said with a slight grin.
"That's not the point. How do you know my name?" Randy asked.
"We've been watching you for quite a while now."
"Okay, why is that?"
"Well actually 'recruiting' might be a better word for it. You see, I represent a small group of vampires and you--"
"Did you say vampires?" Randy cut him off.
"Yes, I did, but please don't interrupt me. As I was saying, I represent a small group of vampires. Actually there's about 36 of us
at the present time. We recruit new members constantly, but we only take the best. You have shown us promise of being one of
the best. But you must remember that means being the best in both mind and body. That attitude has to go." As soon as that
was done, another pedestrian walked by. Bruce put a finger to his mouth as the person walked by and said, "We can't talk about
this here. Would you please come with me to my home? It's right across the street."
"Uh, yeah, but my parents might worry."
"You can use my phone," Bruce said with a sigh.
When they arrived at the house, Randy found it a little unusual. There was no refrigerator, or at least none that he could see, and
the place just generally looked like it was never used. Bruce let him wander freely while he got him a glass of water. Everything in
the house looked as if it had never been used. The only sign of life was the well-traced line in the carpet that led to a bedroom
door. Being curious, Randy reached out and turned the handle.
"Do not go in there!" Bruce yelled. Randy jumped again because he had not heard Bruce coming.
"I'm sorry. You didn't specify where I could and couldn't go."
"Do forgive me. I was raised under the ideals of privacy and courtesy. When put together that means when a door is shut you
knock. If nobody answers, you don't go in. It is becoming more and more apparent to me that such ideals have all but vanished
from the face of this earth." Bruce sat there for a while until he composed himself.
"I'm sorry man, I won't do it again. Now what were you saying bout vampires?" Randy chuckled, but was shut up instantly with a
glare from Bruce.
"I am one," said Bruce, "and so shall you be if you accept my proposal."
"Oh you want to make me a vampire, huh? This is fucking good man!" Randy broke out in a laugh before continuing, "And what
is this proposal of yours?" More laughing.
"In good time, my friend, but first let me tell you about our organization. As I said before, we are a small group numbering 36 at
the moment. We are all vampires, but we do not adhere to the normal rules and stereotypes of vampiric society. We have risen
above that and gained a higher level. To make a long story short, we are an army. We spend our time training to better
ourselves, and watching potential recruits like yourself. You see, there is a war being fought out there. A war that you never would
have dreamt about, and only a very few of your kind know about. We, the Son's of Virtue, fight against the evil in this war. Should
you decide to become one of us, you will learn more about us, this war, and the vampire society as well. You will also gain the
supernatural powers that come so easily to all of my kind. In time you will rise to a status you never could have attained the way
you are now. If you think you are good now, you have seen nothing yet."
"You don't know what I can do. How the hell do you know who's better and who's not?"
"What do you think of me? Do you think you can beat me in a battle?"
"Man, look at you, and look at me. I'm twice your size, and I'm going to be a black belt in my fourth martial art soon. Yes I think I
can beat you."
"Take off your shirt, I want to show you something," Bruce said.
"What?! Why do you want me to do that?"
"Will you please stop finding it necessary to make me justify everything I say? You can leave it on if you want, but it will get dirty."
Bruce then took out a small tin box from his pocket and opened it. It was an inkpad for stamps and things like that. He put it on
the table, and dabbed the middle finger of both hands into the pad. When they were sufficiently covered he turned to face Randy.
"Now, I want you to block any attack you can. I will not hit you hard, I am only going to tap you with the ink on my fingers to show a
direct hit."
"Man, you're crazy!"
"Am I? Count to three and I will begin. I will continue for no more than 10 seconds and then I will stop."
"Whatever you say pal," Randy said as he readied himself. Then he said, "One........Two.........Three!"
Bruce waited for a split second and then began the attack. He continued the onslaught for exactly ten seconds and stopped.
When he was done, there were well-defined ink spots above and below each eye, on the tip of the nose, on each ear, on the
adams apple, and on each segment of the abdominal muscles.
"H....how did you do that?" Randy asked with a stunned look on his face.
"Did I not tell you that we all possess supernatural abilities? You could also say superhuman if the word suits you better. I could
have inked the tip of my sword and done the same thing without so much as scratching your skin. Now would you like to try an
attack on me, or have you seen enough?"
"No man, it's my turn!"
Randy went over and dipped his fingers in the ink. When he turned around, Bruce had not removed his shirt.
"What the hell are you doing man? Aren't you gonna take off your shirt?"
"No, I won't need to," Bruce said. Then he turned around and said, "You can attack whenever you're ready."
Randy stared in disbelief before he said, "You're not even going to turn around? You're fucking crazy man!"
"Yes, I believe you've already covered that. Just attack whenever you'd like, Randy."
With that, Randy rushed at Bruce aiming his attack for the base of Bruce's neck. At the last moment, Bruce turned, and blocked
the attack. Each successive attack turned out the same way until Bruce backed away and said, "Time's up."
"Do you see what I mean now?" Bruce asked.
Randy's jaw dropped nearly to the floor when he saw no ink spots whatsoever anywhere on Bruce's body or head.
"I know I hit you man, look at my fingers, the ink is almost gone!" A look of pure frustration was now taking the place of the
surprise. Bruce raised both of his hands in front of him. On each palm was one dark ink spot directly in the center.
"I think you've seen enough," Bruce said, "Now I will get down to it. If you want to do this, you will come with me to our hideout.
There you will be trained for about three or four months, depending on how fast you progress. Then you will be given the
opportunity to make yourself look a way that you'd like to look for the rest of eternity for after you undergo the Embrace, you will
never change again. Details on the ceremony will be given to you at a later date. You must understand now that this will change
you in many ways. You will never know death. You will be an immortal except for certain things. You will also never be able to see
your family again. Your life as you know it will change, but the cause you are fighting for is by far worth the sacrifice. If you do not
accept, I will erase all memory of this meeting and of vampires, and you will continue on your path home as if nothing had
happened. If you accept, you will be given the opportunity to change your mind again just prior to the embrace ceremony, and the
same thing will happen to you. What do you wish to do?"
After about ten minutes, Randy agreed with a tear stroked face. Bruce took him out in the country to an old church. Once inside,
they went down stairs, and his training began.

Three Months Later . . .


Randy was kneeling before the biggest man he had ever known. He stood about 7'8" tall, and was built like an ox. The man was
wearing shining full plate armor, and so were the other 36 people in the room. They were in the sanctuary of a church, and it
didn't seem at all odd that vampires would make their haven there.
"Randy Bass, you have endured some of the most vigorous training of your life. You have opened your mind and accepted things
most mortals refuse to comprehend. Now you are about to change your life forever. Do you understand the procedure you are
about to endure, and do you understand its consequences?"
"I do," Randy replied.
"Do you understand what is expected of you after the Embrace?"
"I do."
"Do you wish to continue?"
"I do."
"Good. All who are in favor of the induction of this man into our family of honor, virtue, and brotherly love, say so now." With this,
every man in the room tapped his sword on the ground in a consecutive manor. After all 36 swords had been tapped, the man
continued, "Then we shall proceed."
Randy removed his helm, and placed it under his left arm. He then tilted his head to the left. Then the big man kneeled beside
him, and embraced him.
When he awoke, all Randy heard was the cheers of the men in the room. Soon they picked him up to his feet and he walked
around the room and shook hands with all of them. When that was done, he kneeled before the large man, and bowed.
"Randy Bass, on behalf of all of us, I no pronounce you a member of the Son's of Virtue, and I welcome you as our brother. You
have made us all proud."

Background
The Son's of Virtue (Son's for short) started in the early 1800's. The clan was started by a fourth generation Caitiff named Steven
Smith. Smith was born into life right around the time of Christ, and was born into his unlife 24 years later. His wife and child had
been killed before that, and he became a vampire in order to take revenge out on those who had done the crime. They were
also vampires.
Steven developed many new disciplines during his travels, and has maxed his capacity out in one or two of them. After he finally
succeeded in his quest for revenge, Steven was lost. He had spent almost two thousand years tracking down the killers, and it
had been an all-encompassing goal. He soon found another goal however, and this was the beginning of the Son's of Virtue.
Steven started this bloodline with a close friend of his at the time. The friend's name is Bruce, and Steven embraced him in the
year 1143. This was a little bit of an accident, but he soon proved himself to be of use to Steven, and in time he also proved to
be a good friend. They crusaded together until Steven finally killed Robert, the vampire who had killed his wife, and then Bruce
persuaded Steven to start a clan of his own to write the wrongs in the world. This was something Steven wanted with a passion.
Despite his vampirism, he had always retained his sanity, and basic good will.
Clan Hierarchy
The clan hierarchy is simple, and it contributes to the power of the clan despite its small numbers. To begin with, members of
this clan are recruited by Bruce and Steven. There are some certain criteria involved. First, the recruit must have some extensive
training in at least one martial art. They will all undergo further training before the Embrace to ensure top physical condition at the
time of the embrace. They must also be intelligent (all new PC's must have an intelligence rating of at least 3). This assures that
the clan is full of vampires that were smart and able fighters even while still mortal.
Once a recruit has pledged that he wants to be a part of the clan, a ceremony is held. Every member shows up for this ceremony
because during the time of training, the recruit becomes quite good friends with the rest of the members. Only Steven is allowed
to embrace new members. This makes for an entire clan of fifth generation vampires. For the next two days after the embrace,
all new members must drink from Steven. This makes all of the members of the clan blood bound to him. The bond of friendship
between them all is so strong, that the blood bond is not needed, but this reinforces it.
There are only two things that remain constant in the clan. The first is that Steven is the founder, and therefore, he is the
undisputed leader. Also Bruce is and always will be Steven's right hand man. However, any suggestions will be heard and acted
upon if they will work. The second constant is that all of the other members are equal, and are to treat each other as so. A
member that is 200 years old and a member that is 1 year old are both brothers, and therefore treat one another equally. That is
an undeniable truth that must be understood before going into the rank system.
There is a rank system that is in effect for the sole purpose of personal glory, and incentive to better oneself. The opportunity to
advance in rank comes every five years. At that time, any who wish to advance take part in a ritual. In this ritual, each member
engages in a mock combat situation with Steven. Based on their previous rank, and their improvement, Steven makes the
decision on whether or not they pass or fail. All new brothers start at Rank One. The highest attainable rank is Rank 7. Steven
himself is unranked, but Bruce is Rank 7.

Nickname
Knights

Character Creation
The Son's have a relatively even emphasis on all three categories of attributes, though physical and mental prevail. All beginning
characters must have at least four dots of dexterity, and three dots in intelligence, brawl, and melee. Charisma and strength are
also good things.

Clan Disciplines
Celerity, Telepathy, Warfare

Backgrounds
The Son's are a very close knit group. Therefore they all have many allies, at least two of which are very powerful (Steven,
Bruce). Since they are all fifth generation, they also have the generation background. Any others are up to the character.

Quote
"Caine was damned, for he was cursed by God. We are not damned for we chose this fate for ourselves. Golconda is there for
the taking. When it is ours, we will crush our evil counterparts on our own Judgment Day."

Clan Weakness
The Son's are a very honor bound clan. They live by a code, and they strive to protect that code. Whenever they see an act being
committed that severely defies their code, they must make a frenzy roll. If they miss the roll, they will frenzy on the person
committing the crime. Only relatively extreme acts will cause this to happen. A man robbing a liquor store will not provoke rage,
but a man in the process of beating a woman will.

Members of Note
Steven Smith - Fourth Generation - Clan Founder
Bruce Portell - Fifth Generation - Co-Founder

Stereotypes
As of now, the clan is still in its building process. Steven knows that if the Sabbat, Black Hand, or Camarilla were to find out
about it, they would try to destroy it. Therefore, until Steven can expand his force to at least 75 members, the clan's top priority is
remaining secret.
THE SOTTO VOCE BROTHERHOOD
By Kenneth Madsen (94944@udd.aalborgspsem.dk)

Description
Although the creed of the Inconnu in general is "Watch!Remember!Wait!", there are those who believe that the sect is far too
reticent, and should act when the information gathered by the various Monitors indicate that action is (or should be) the only way
in which to act. Although this brotherhood is still a minority, it is a growing faction, and has been growing steadily for the past 300
years. Its voice is no longer as muffled as it once was, and it is growing in strength as an increasing number of the sect's
members take up its cause.
The 12 have been reluctant to deal with the issue, and have made an effort to avoid forbidding various opinions held by the
Inconnu members -- believing that freedom of speech and thought should be of paramount importance in a sect consisting of the
eldest, most powerful and (hopefully) the most wise of the World's Cainites. If such freedom was not allowed, the Inconnu might
as well dissolve itself, and its members choose between Camarilla, Sabbat or the existence of Autarkis. However, reluctant as
the 12 may be to deal with the Sotto Voce Brotherhood, their hands will soon be forced to do so; rumours have begun to surface
which indicate that the members of this sect within the sect have begun to take action beyond that of mere speech -- that they
have once again plunged themselves into the cesspool of the Jyhad, the Jyhad that all members of the Inconnu swear to
abandon upon entering the sect. The rumours suggest that beings unknown have interfered in matters of the Clans and Sect,
and although unknown, the efficiency displayed by the "unknown beings" suggest power far beyond that of mere Ancilla, and thus
the rumours point possibly at members of the Inconnu -- or perhaps these "unknown beings" are agents of the Antediluvians?
These are speculations that have still to be be answered to the satisfaction of the 12.

Rumours of Sotto Voce Involvment


What exactly the members of the Sotto Voce have done, and what they are falsely accused of having done, is difficult to say, but
a selection of the intra-Inconnu rumours is presented below to give you an idea:
The Sotto Voce have taken action in Mexico against the Sabbat! They have destroyed many Sabbat and broken into ancient
tombs in order to rob them of magickal artifacts!
Members of the Sotto Voce have removed a Camarilla Ventrue Elder and his Childer because they were trading in bodies and
vitae of other Cainites!
Certain members of the Sotto Voce have destroyed a Chantry in the Carpathians and killed all the Tremere found there! In the
dungeon beneath the Chantry, they found a Salubri who had been held captive there for use in experimentation ever since the
Period of Shame (a term used to refer to Tremere's Diablerie of Saulot)
A Monitor in the Northern U.S.A. called in a group of Sotto Voce to help him and the city's Cainites deflect a Sabbat Invasion!
More than 70 True Sabbat were killed, an unknown number of Mass-Embraced Fledglings were destroyed and the Masquerade
was severely threatened!
A group of Sotto Voce has settled in the Caribbean and pose alternately as Sabbat and Setites in order to make the two sects
attack each other with increasingly greater feriocity and strength -- ultimately resulting in freedom of the region and the
destruction of its Sabbat and Setite parasites!
The Sotto Voce is behind the increasing number of Eastern Vampires which appear in Europe and the American Continent!
They have made a pact with them, and the Eastern Vampires will destroy certain Sabbat and Camarilla Cainites in return for
secrets promised to them by the Sotto Voce.

Consequences of Involvment
These are just some of the rumours surfacing within the Inconnu which members of the sect has brought forth. But what is the
truth? Are the Sotto Voce behind these activities? Or are they just coincidences? Are there more powerful creatures on the
prowl -- creatures which make even the powerful members of the Inconnu look like children? Are the Antediluvians awakening,
and sending out their probes to test the strength of the Inconnu?
Either way, the 12 will have to act. They must discover the truth behind the rumours, and decide what to do if it is proven that the
Sotto Voce has indeed become involved in the Jyhad once again, and thereby breaking the solemn vow all Cainites desiring to
join the Inconnu must take. If the 12 decides to ratify the Law of Old, and forbid any and all involvment in the Jyhad by members
of the Inconnu, they might also face a disruption of the sect, and a consequential weakening of the Inconnu. If the 12 decide that
the time has indeed come to act on the information gathered by the world-wide net of Monitors, the sect will be dragged into the
Jyhad which it has been trying to avoid for so long -- the time for Monitoring will come to an end! And how will Camarilla and
Sabbat react when they discover that their Elders have returned to the scene of the world? Ahh, now there is a question for the
future...

Who are the Sotto Voce?


Those who are members of the Sotto Voce believes that the sect should still stay out of the Jyhad, but that such a decision does
not mean that they should refrain from making surgical removals when information given by the Monitors indicate that involvment
is necessary. Unlike the vast body of the Inconnu, the Sotto Voce does not feel that it will become fully involved in the Jyhad if it
acts when the information gathered suggest this course of action is desirable. They call it "a policy of select involvement," and
argue that instead of acting like disassociated scientists watching an experiment while it goes wrong, they should begin to
adjust the experiment to achieve a more desirable result! Many of the Sotto Voce remember when Saulot was Diablerised, and
indeed were friends and even pupils of his, and although they desired to avenge his Death, they observed the creed "Watch!
Remember! Wait!" and they saw the Foul Tremere escape their rightful destruction. They waited and saw the Tremere accepted
by the other Clans. They waited and saw Cappadocious meet his Death as well, but still they waited, and upheld the laws of the
Inconnu. They waited and saw what the world became, how the Cainites grew steadily more twisted and evil in their ways, how
old evil deeds were forgotten and the wrongdoers accepted because of political ambitions and desires of power. The Sotto
Voce feels that they have Waited long enough, for they have Watched and they Remember more of the evil done by Cainites
and other Supernatural creatures than any other group of beings. Now is the time to put the knowledge to use!
The members of the Sotto Voce do not meet in great secret gatherings. They are still a secret Brotherhood and prefer to act
silently and discreetly for the time being. They are aware that the 12 have yet to reach a decision, and have no desire to force
their hand more than necessary. Like many secret societies, the Sotto Voce have secret handshakes which are not noticed by
non-members, but which immediately identify them to each other. These handshakes are also available in a mental variant (to
those knowledgable in the ways of telepathy), and in writing, as a means of giving direction. Many of the Sotto Voce have
chosen debate as the means in which to change the ways of the Inconnu, and they argue their case with the same energy they
used to sport when they were still engaged in the affairs of life and the Jyhad. Having honed their ability to argue a case for
centuries, sometimes even millennia, these Cainites are convincing indeed -- but then again, so are their opponents, many of
whom are equally old and skilled. The Arguers (or "Sophists" as they are also called) make up the majority of the Sotto Voce;
they desire to change the policy of the sect, but until they are able to convince the 12, they will continue to carry out their duties as
always. The minority of the Sotto Voce are those who feel that the time for verbal conflict has come to an end, and that it is once
more time to take action of a more physical and a more efficient form. These Cainites are sometimes referred to as "Activists"
or "Gladiators," but only in whispers, and only by very few Inconnu, as their existence is still unconfirmed.
Currently the Sotto Voce is being led by five powerful Cainites, and their personalties and deeds of Old are fueling the rumours
as more and more learn of their beliefs. These five are members of both factions of Sotto Voce, but their heart and conviction lie
with the Gladiators. They are:
Valeriax: A 4th Generation Nosferatu, who has an Ancient history, and who has personally slain and Diablerized a Nicktuku. He
has had a great impact on Roma and its history. Through the Centuries he has lost many friends to both Camarilla and Sabbat,
and harbours no great love for either sect.
Wothrax: Warrior-king from the ancient history of Germania. With countless centuries upon centuries of bloodshed and war
behind him, his Vitae has "cooled" enough to let his more philosophical side evolve; Druid and Warriror now exists side by side.
He is an Immortal who has studied war for thousands of years and longs for a chance to put it to use. A 5th Generation Gangrel
Elder.
Kragg: 4th Generation Tzimisce to whom the treachery of the Childer has lasted but a minute when compared to the span of his
existence. His soul and mind have been at peace since he became a part of the Inconnu, and his experiments now have
character of the mind rather than the flesh. But, he has not forgotten the treachery of the Young, nor that they slaughtered the few
fair and wise Kolduhn of the Clan -- when they meet him, they will learn that he was the one they should have slaughtered, not the
defenseless Sages!
St. Cruz: 6th Generation Toreador Swordmaster, and a True King of the Blade. He has travelled all over the planet, and is the
master of the weapons of many people from many periods of history. The Art of War and the Craft of blade-making were his
life's work. The rumours tell that he has acquired a certain knowledge of Sorcery and the manufacturing of magickal weapons.
Baronicus: This 6th Generation Kiasyd is the only one to enter the Inconnu -- in fact the only of his kind to ever express any
desire to enter a sect. He has guided many Cainites toward Golconda, and despises oppression of both the physical and the
mental sort.
SPECTRES
By C. Spence Roberts (candc@wolfenet.com) and the Queasy Donkey Game Studio for the Delicti bloodline

Prelude
Quiet. Peaceful quiet. The only disturbance of the silence is the quiet turning of a page occasionally, or the creaking of a
floorboard. Such a peaceful scene. The Tremere's main Chantry in Vienna. The year: 2012. The date: October 31. The time:
Midnight. Etrius quietly walks the halls. Grimgroth reads from a dusty tome. Foolish Usurpers. Good thing they enjoy the
shadows. They will not for long. Their "Gargoyles" patrol the Chantry, ignoring the shadowed corners. One of the shadows
moves. So does the shadow behind Grimgroth. It grows arms and slowly hovers above him. It suddenly engulfs him, growing
shadowy tentacles. He screams and then is suddenly silenced as shadowy mass is shoved down his throat. Silence once more.
The shadow of a group of Gargoyles rears up behind them and slaughters them silently. Etrius' shadow comes up from under
him, slamming him against the wall, knocking him unconcious. Silence. A Nihil opens in the hallway, a dark clothed figure steps
out, followed by seven more dark clad figures. More shadows appear, and follow the eight figures. As the group walks past each
of the Council of Seven, the seven dark clad figures break off and diablerize the council members. The lead male, now by
himself, makes his way torwards the resting place of Tremere. He walks into the chamber, killing the guards. He walks up to the
sleeping body of Tremere. He kneels down next to him, and whispers in Tremere's ear. "Bonus nox noctis, senex senis amicus."
Tremere's eyes open and look over at the figure. "Oh my god," he whispers as he fruitlessly tries to get up, finding himself held
down by a large shadow. The figure grins morbidly, "Now Tremere, you will know what Saulot felt." The figure pushes Tremere's
head to the side, exposing his neck. Tremere struggles against his shadowy bonds, "You'll pay for this Delec! You'll pay!" he
yells. "Of course I will." Delec bares his fangs, sinking them into Tremere's cartoid artery. He sucks the stolen lifeblood from
Tremere. Tremere's eyes roll back into his head as Delec laps up the last of his precious Vitae. The power courses through
Delec's veins, and he lets out a billowing laugh as his seven closest confidants diablerize Tremere's council of Seven. Today is
a joyous day indeed. Trick or Treat.

Description
The Spectres are the enforcers of the Delicti. They are the Delicti's "darker side" if that is possible. Most have gone into
Infernalism, using demonic investments to make them even more powerful. No one really knows how the Delicti created the
Spectres, but rumours exist that the first of the Spectres (Lazarus, Malfeas and Corpasus are a few of the names that scholars
have given "it") was created by Oblivion itself, was created by embracing a embodied Shade, or by dabbling with Tzimisce,
Lasombra, Nagaraja and Baali blood, much like the Tremere's creation of the Gargoyles.

Nickname
Shades and Shadows

Appearance
They are shadows given three-dimensions. Often through Lemurae, they make their shadow form even more horrendous, with
multiple appendages and so forth. When in material form and not using a disguise, they are over six feet tall, grey skinned, with
long black and grey hair, red eyes, no mouthes, auditory holes and no nose. They are also Androgynes. When in shadow form,
Spectres have a 5 for all stealth Dice Pools.

Haven
If not residing within a Delicti "Mausoleum," they often reside in the Labyrinth.

Background
The few Spectres that create progeny are never choosy, for upon the embrace, the childe's mindset becomes that of the
Spectre's hive-mind. The whole hive often teaches the childe and initiates it into Spectre society.

Character Creation
Spectres often have concepts that have to do with supporting the hive. Their natures are almost always Traditionalist, but some
times there are scholars among the Spectres that work more with the Delicti than the hive. Physical Attributes are often primary,
as are Talents. Backgrounds are usually Mentor, Herd and Generation. If they spend any of their points on Dark Thaumaturgy,
they start out with the path of Hands of Destruction.

Clan Disciplines
Lemurae, Dark Thaumaturgy, Celare

Weaknesses
Being Shadows, Spectres are extremely susceptible to sunlight. Example: If a sunbeam bathed a spectre's hand in sunlight, its
hand would disappear, reforming during sleep. Or, if it was totally bathed in sunlight, it would return to the Labyrinth and be in a
torpor like state, until it is completely healed (depending on Ethic/Humanity Rating). Directly shining a light that has UV rays in it
at its chest, would make it effectively staked.

Organization
The Spectres have a hive type hierarchy, with a hive mind, much like from ALIENS, and The Borg from Star Trek. They often live
in a habitat under Delicti Mausoleums that resembles the Labyrinth in the Tempest. There is often a Spectre "Queen" that is of
the highest Generation and power of the hive. If there is a dispute for power, it is solved by Trial-by-Combat.

Quote
"Oblivion waits for no man, usurper."
SPIRALS
By Jason C. Marshall (jcmarshall@sympatico.ca)

Origins
Created in: 1933
Founding Clan: Tzimisce
Organization: Wyrm/Independent
This bloodline was created when a Tzimisce was dragged back to a Black Spiral Dancer hive. The kidnappers, members of a
rival hive to the Black Dawn Tribe, wished to create their own tribe of Abominations, but upon arrival the Tzimisce "monstered"
out, using his Vicissitude powers to empower himself.
Fighting through the hive's tunnels, he thought he was escaping only to find himself led into a maze of corridors with a spiralling
pattern on the floor.
He briefly heard laughter then he was thrust onto the spiral. Unable to stop himself he danced into the depths of the maze.
The Black Spiral Dancers were laughing maniacally over tricking of the Tzimisce into the Black Spiral, when the Gauntlet parted
and the vampire stepped out. No longer a Tzimisce but the first of the Spiral Bloodline.
The Black Spiral Dancers began to move to attack when the Black Spiral image became visible upon the vampire's brow. The
Black Spiral Dancers examined this strange new vampire and then smiled. They didn't have abominations, but they definitely
had something as good.

Haven
Usually with the Black Spiral Dancers in their hives.

Appearance
When not "monstered" out, the Spiral Clan looks like its progenitor bloodline. Their "monster" form is makes the standard
Vicissitude monster form look tame.

Disciplines
Vicissitude, Potence, Touch of Corruption
SPOOKS
By Karen Kuhn (kkuhn@iastate.edu) (11 April 1995)
This is being posted pursuant to the relevant sections in the Endangered Species Act for the required 60 day public review process
on the inclusion of the Spook bloodline on the list of endangered species. All comments should be addressed to the Environmental
Perfection Agency, D.St.C. :)
Description: The subspecies Homo sanguineous spookiest, hereafter referred to as Spooks, is a subspecies of what are commonly
referred to as vampires. They are generally thin, pale and highly nocturnal, and can be mistaken by untrained observers for members
of the Homo sapiens species.
Habitat: Worldwide, although in widely scattered pockets. Fewer than 50 of this rare subspecies are believed to exist. Studies of their
behavior in their natural environment is complicated by their lairs, called "safe houses", which generally have extremely good, if
unobtrusive, security systems, numerous escape routes, and the Spook habit of immediately abandoning their safe house if disturbed.
Requests to the CIA and FBI for assistance in observing these rare creatures was denied, leading some researchers to speculate on
contacts between these creatures and the intelligence agencies. This is not the official position of the EPA.

Reproduction: Spooks appear to reproduce exclusively by embracing (q.v.) only those members of Homo sapiens who are
exceedingly nosy (Investigation of at least 4). Identified former occupations are Spy, Reporter, Private Investigator, Policeman,
Neighborhood Gossip, and Mother. All known members have high Stamina, theorized due to the habit of this subspecies to get
bonked on the head, run over, blown up, shot, etc. Most are also quite good at such abilities as Alertness, Streetwise, Intimidation,
Security and Stealth.
Social Organization: Spooks appear to be organized in tight cells, with much communication taking place by the use of blind drops,
encrypted letters, and coded phrases in the personal ads. While no face-to-face meetings were observed by the researchers, due to
the extreme precautions taken by the Spooks to avoid being followed, it is theorized that this paranoia extends to the actual meet, with
many code phrases traded before the actual exchange of information. Unconfirmed reports indicate that the pecking order (known as
Clan Prestige?) is gained by discovering conspiracies, with the more secret the information, the more prestige awarded. Lesser
amounts are gained by how many sworn enemies a Spook has, and how many attempts on their unlife they have survived.
Known History: The origins of the Spook bloodline are obscure, although most believe it is a mutation of the Malkavian. The oldest
known is Agent X (or possibly 6. It is unknown if s/he has a license to kill). Agent X is reported to be extremely forgettable in
appearance, to wear a trenchcoat and sunglasses, to have several secret bank accounts in Switzerland, and to only talk in a mumble
out of the corner of his/her mouth while staring fixedly away from the person. Malkavian informants state that this bloodline arose after
the death of Lasombra (who knew what evil lurked in the hearts of men, but not apparently of vampires), since every culture has the
need for a good gossip.
Identifying Characteristics: This bloodline appears to have an insatiable need to investigate the backgrounds of everyone they
meet or hear about, and then repeat the information. They seem to have good memories (Merit: Eidetic Memory). None have ever
been known to be able to tell, write or otherwise convey a lie.
This prohibition extends even if under the effects of Dominate, Entrancement, Blood Bonds, or similar mental control. Many also have
the Derangements of Paranoid and Obsessed.
Clan Disciplines: Auspex, Obfuscate, and Verity.
Economic Importance: One Spook is said to be an Archon of the Malkavian Justiciar, who apparently uses the Spook to keep track
of his multiple personalities plotting, and doesn't care if everyone else knows what's happening. Two of the more notorious members
of the bloodline, Bernward and Woodstein, also publish the Nightly Enquirer, although all Spooks are suspected to contribute to it. It is
reported that anarchs, Sabbat, Garou, Camarilla, magi, etc, are all avid readers of the Nightly Enquirer, although most would like to
see the editors meet the final death, due to the embarassing revelation of things they thought were safely buried (and staked,
decapitated, and with the ashes burned). The last issue of the Nightly Enquirer included these features (all later independently verified
several times by trusted sources).
"And Now, the Rest of the Story....on Jack the Ripper"
"Photo Essay - And You Thought the Toreador were Degenerate! What Really Happens in the Tremere Chantry in Vienna!! (Warning:
Mature Subject Content. Sire Discretion is Advised)"
"Demon Summoning by Sabbat Infernalists (Do not try this at home!)"
Cooking Section - Love Potion #9, from the kitchens of Madame Ruth
Popular Technology supplement "The latest test results of the '95 model HIT Marks, with a sneak preview on what's coming in '96!"
Drama in Real Unlife "I Survived the Black Spiral in Malfeas!"
Other than this, the only other economic importance of this is due to to rewards placed on the heads of most of the Spooks by various
people and organizations.
Public Comments: "The truth shall make ye free" - Agent X, 5th generation Spook
"And also shot, stabbed, defenestrated, staked, run over, blown up, chased by demons, hunted by priests, and generally disliked. But
hey, the public has a right to know" - Cub, 13th generation Spook
"Curses. Foiled again" - Boris, 9th generation Ventrue

"They should be staked and immersed in a tank full of hungry piranhas" - Black Opium, 10th generation Setite antitribu
"Their stories show the fundamental rottenness of both the Camarilla and the Sabbat, which is good. However, when they publish
reports that a hero of the Revolution was lying when he said he destroyed the prince with his own hands, they reveal their true colors as
running dog lackeys of the imperialist bourgeois system, and so must be destroyed for the sake of the Revolution!" - Dean James,
Anarch
"Avoid them" - anonymous Inconnu
"If you find the safe house of a Spook, tell everyone you know free of charge where it is" - El-Sayyid, 7th generation Nosferatu
"While their expose of Pentex operations was valuable, all Leeches are of the Wyrm and must be destroyed for the sake of Gaia.
(growl). Their baseless accusations that Chases Men and I had a metis offspring that we abandoned to the Bone Gnawers in New
York City had nothing to do with my decision." - Wolf Whistles, Rank 4 Silver Fang Philodox
"I've got a little list, and I'm sure they won't be missed" - Katisha, Rank 5 Black Spiral Dancer Ahroun
"Wanted: Dead or Undead. Reward $$$$$$$" - Baron Gothchild, the $yndicate
"Lies, all lies. We are those who follow the dance of life, helping all who need us, harming none. We should turn the blood of those
Spooks into boiling lead." - Anonymous Verbena
"Use these vampires if you really want to know who is responsible for your death. Just as long as you don't care what else is exposed
about your life and death." - JFK, Wraith
"How else would we find out what's happening with Ti and the Royals back in Arcadia?" - Blackie, Changeling
View Verity discipline.
STAGIAN
By SlpStck@aol.com

History
Many centuries ago, in the country that would become England, there lived a Gangrel known only as Stagian. He led, as was
normal for his clan, a wandering existence, an outcast from the other clans. However, one thought always kept his unlife worth
living; the hope that he would be the Kindred to learn how to return unto the sunlight they all knew and remembered, without their
damned lives ending.
After many, many years of searching, Stagian turned to an eccentric elderly man he knew. This man, unbeknownst to Stagian,
was, in fact, a Mage of the Verbena. Hoping that this man could help him, as he said he could, Stagian followed exactly what the
old man said. As the man cast his spell, Stagian felt his very essence being changed, and actually passed out from the ordeal.
When he awoke, the old man was no where to be found, and Stagian knew he had fallen into torpor somehow.
When he emerged from the secluded cave the man had chosen, Stagian immediately headed to the castle to make sure the
prince he remembered was still alive, for he knew not how long he had been asleep. As he headed for the castle, Stagian was
attacked by brigands in the wood. Feeling the heat of battle on him, Stagian rushed his attackers, and suddenly found them
writhing on the ground, engulfed in flames. Unsure what happened, Stagian resumed heading to the castle. To his relief, the old
prince still sat on the throne. The prince rose out of his throne, and embraced Stagian, surprised his old friend was still alive.
"What hast happened to the, Stagian? It hast been almost ten decades since we hast seen thee last!"
Stagian was shocked to learn he had been in torpor for a full century, and quickly began to explain what had happened to him,
including the incident with the brigands. Suddenly, the prince began to shrink away from his old friend the tell tale look of fear in
his eyes. "What is wrong, my prince?" Stagian asked.
"Thine eyes, Stagian. They glow with fire!" Stagian turned to the hanging mirror, and found that his eyes were indeed emitting
small flames, yet he saw and felt nothing, except in his reflection. "What hast happened to me?" Stagian asked himself aloud.
"I know not, but I think it would be best for you to disappear for a short time, my friend, until you've learned to control these new . .
. powers. Lest my other subjects become . . . threatened," the prince said. Slowly, Stagian agreed, realizing the logic in this
argument. "And Stagian? Since you might not be back for sometime, I give you the right of progeny." Stagian nodded, and
slowly walked out of the palace.
Hundreds of years later, Stagian returned. The prince, amazingly still reigning, greeted his old friend, and his progeny. What
most amazed the prince was what his friend showed him when, showing no fear, Stagian stuck his arm into an open flame, and
pulled it out unscathed. However, the other Kindred in the room were not impressed, and decided, unto themselves, that Stagian
should not be allowed to survive. Mere weeks later, this small group attacked Stagian as he returned to his haven, and, finding
sick irony in it, threw the Kindred into the local river. Unbeknownst to them, this was his new weakness, and died screaming in
the river. But, before they could kill his childe, they realized the sun would soon be rising, not leaving them enough time to kill him
and return to safety. They left him lamenting for his sire, and returned to their havens.
The childe, giving his name only as John, knowing he would die if he did not seek shelter, ran quickly to a nearby cave, and slept
until last light. He awoke as soon as possible, and began to run for a local port town, and booked passage on a ship to a newly
settled land called the American Colonies. When John arrived, he immediately headed for the vast wooded frontier, knowing
that, if they followed him from England, they would not follow into the forests. Nothing was heard from him for years, until he
arrived in the city of Cincinnati in the late 1900's. Introducing himself as a Caitiff, John, along with the few Childer he had made
for himself, asked the prince to let them stay in the area. He agreed. John never told the prince of his Childers rather unique
powers, so that no one would no what hit them!

Nickname
Followers of Bic (but never to their face)

Appearance
Although they usually like wearing the leathers and chains of punks, the Stagian can and will wear whatever they must to survive.

Disciplines
Fortitude, Protean, Soliairus
Weakness
The weaknesses of the Stagian are many. First, they take double damage from holy water, all of it aggravated. Second, as their
understanding of the Soliairus discipline increases, the Stagian begin to develop something akin to the "Can't Cross Running
Water" flaw, but only if they are actually submerged. At first level, they have trouble around large bodies of water, and, as their
knowledge of Soliairus increases, the amount of water they suffer in decreases, until they will take damage in just a trickle of
water. Lastly, the Stagian suffer a temper worse then any Brujah. As such, they must garner two extra success when trying to
avoid or come out of a frenzy.

Advantages
When the Stagian has levels of Soliairus and Fortitude of equaling power, he gains bonuses against fire and sunlight. If,
however, he has more power in one discipline than the other, he gains the bonuses only for the levels he has equal. For
example, if a Stagian has level 2 of both Soliairus and Fortitude, he would have the same bonuses as if he had level 2 in one,
and level 4 of the other.
Level One each : -1 diff to soak fire damage
Level Two each : -2 diff to soak fire damage, -1 diff to Rötshreck
Level Three each : Immune to Fire, -2 diff to Rötshreck, -1 diff to soak Sunlight
Level Four each : Immune to Rötshreck, -2 diff to soak Sunlight
Level Five each : Totally Immune to Fire, Rötshreck, and Sunlight
STORMRIDERS
By Rob Molivas (xryomasaki@aol.com)

Description
The Stormriders are fairly new to the scene of the World of Darkness. Their founder, Ivan Belur, was only Embraced roughly a
year and a half ago. Their weakness (detailed below) serves to keep their numbers low as well. Ivan began his unlife after
spending his past 21 years either in the care of, or in service to the Shadow Lords, to whom he was Kinfolk. He owns an occult
bookstore in NYC known to the Vampiric and Mage communities as 'The Final Page of the Apocalypse'. He often went around
the world in search of special order books for some of his clientele, mostly Tzimisce and Tremere. On one of these trip, he was
waylaid by a particualarly nasty Tzimisce and forcibly Embraced for use in an experiment.
Never learning to be a Tzimisce, Ivan developed as a Caitiff in his imprisonment, all the while his torturer trying to figure out a
ritual to change a Kindred already in existence into one of the Blood Brother Bloodline without the aid of a Tremere, which had
recently been purged from the Sabbat. Two long months after his Embrace, Andon, Ivan's brother, fianlly tracked him down to the
Tzimisce's lair and confronted him. Andon, being a Lupine, immediately attacked Ivan in an attempt at a mercy killing for what
his dear brother had become. It was now that Ivan's Discipline of Thundra first manifested, and with its power Ivan was able to
both destroy his Sire and convince his brother he had not been taked completely by the Wyrm. The two fled, and Ivan subsisted
on his brother's blood for a good eight months while he studied the ways and clans of Kindred under a Malkavian of his
aquaintence. Due to experiences such as this and many more, Ivan makes sure all Kindred descended from him work toward
aiding the Lupines in their battle against the Wyrm.

Nickname
None, as of yet

Appearance
Mostly of Romanian descent, though black, oriental and other races are possible.

Haven
Wherever they can find.

Background
Often depends on the Stormrider, though Mental attributes are often primary, with Physicals following a close second.

Character Creation
Most 'riders have a Loner or Deviant Nature, reflecting their difference from both humanity and most Kindred.

Disciplines
Thundra, Fortitude, Spiritus

Weakness
Stormriders can only truly Sire progeny if they Embrace Lupine Kinfolk. Any other Embracee is merely Caitiff. This reflects the
fact that all true Stormriders are blessed by Gradfather Thunder, Totem of the Shadow Lords, whose Kin are more likely to be
targeted for the Embrace.
Organization
None, though the bloodline works toward healing the rift between Kindred and Lupines.

Gaining Prestige
Any action which aids a Lupine sept or Lupines in general will gain prestige, depending upon the action and its results.

Quote
"Grandfather and Gaia meant for me to be this way, and I'm going to make the best of it."

Stereotypes
Tzimisce: Hate 'em; they nearly destroyed the line before it started.
Other Clans and bloodlines: Let 'em prove themselves before you put too much trust in them.
Camarilla: To stuck up for their own good.
"These Anarchs are nothing more the worhless Caitiff with a fetish for Lupines. Let them dig their own graves."
Sabbat: Like their ideas, but the methods are a bit extreme.
"With these guys on our side, the Elders will surely fall. They're all prime candidates for surviving the Creation Rites as well.
Do your best to recruit any you meet."
Gods of the Cities
By Robin Pfeifer (robin@one-world.de)

Some Thoughts on Vampires in Ancient Sumeria


Testimony of Sibelius, Brother in the Mnemosyne of the 6th generation, held before the Alexandrian Symposium on April
30th 1995; deemed unfit for circulation and consigned to the Apocryphal Vault of the Mnemosyne Library at Alexandria.
Access restricted; apply for permission with the representatives of the Mnemosyne Patriarch.
Brothers and sisters in the quest for enlightenment, here I stand before you bearing witness of the invaluable revelations that
have been disclosed to me over the period of the last four years by the grace of one Marduk, a forefather of our Cainite race,
who I had the privilege to meet and discourse with during my research in the Near East.
As some of you will know it has been my duty to study and evaluate findings of cuneiform tablets and other archaeological
sources in the region of Iraq which may lead to the widening of our knowledge of the early days of the Childer of Caine. I have
fulfilled this duty for all of the seven and a half centuries of my unlife granted to me by my gracious Sire Khaleb, may his immortal
soul rest in peace at the side of the Children of our Father. I have been instrumental in the assembly and reinstitution of what we
now call the body of the Book of Nod, and this past century I have devoted all my efforts to guiding the resources of the mortal
world to the excavation of the remains of the civilization these mortals consider the source of all their achievements.
In the early days of the year 1991 I was staying with one of my retainers in Baghdad, who in his daily life is a historian and
archaeologist of note and a famous scholar of the Fertile Crescent civilizations. In these days, the damnable government of that
petty country was enmeshed in some minor dispute about land to the east which had enormous repercussions in the whole
mortal world and sadly put a momentary halt to any efforts pertaining to the discovery of further information about our origins.
In these days the mortal world declared war on Iraq and the beautiful city of Baghdad was subjected to frequent air raids. The
bombing destroyed many valuable sites and the loss inflicted on our quest has not been fully determined yet. But Lady Chance
cast a favourable eye on me when I stumbled one night through the ruins of a minor museum where I had hoped to find the
remains of a newly arrived batch of freshly unearthed cuneiform tablets from the south which subsequently proved to be utterly
destroyed in the shelling. Nothing had been left of the building; where it had stood, only a deep hole in the ground could be
discerned, severed pipes spewing waste water into its depths. I descended nonetheless, hoping to find some salvageable
fragment which might have led to further finds. I was disappointed in that regard. But at the moment when I finally accepted the
futility of my endeavors, I heard something move under a pile of rubble at the deepest point of the crater.
Putting all my strength into action I heaved aside large slabs of concrete and unearthed what I believe to be the most important
find in the history of my research.
Under the debris I found a human body, lying prostrate on his back, not as if fallen and smashed down during the destruction of
the building, but lying dormant and resting beneath it. He was alive -- alive, that is, as we all are, my brothers and sisters, for he
was of our kind. He was quite dark-skinned, as our brethren in the Assamite Clan are, and of Near Eastern build. He wore a
garment of brittle fabric that turned to dust as he moved to free himself from the rubble. Some of the stone fragments around him,
I discovered, had not been part of the demolished building, but were in fact the remains of a kind of stone sarcophagus in which
the elder had rested for a time the sheer length of which I had no conception of at that moment. The Elder was shrunken and
starved and had been awakened from his torpid state by the explosions above. He fell on me, but I evaded him easily. I reached
out to minds I felt moving above between the ruins with my preternatural endowments and called them to me. It took three of them
to feed the Elder, and their husks were stowed away in secret beneath the debris.
I gave the Elder shelter in my rooms and soon we established some rapport, although his dialect of the Arabic language was
antiquated even for me, and the words in other languages he spoke were even more cryptic and unheard-of. Weeks went by
while we were establishing some rapport; culture shock was heavy on the Elder, and we stayed indoors in the reinforced
basement rooms I used then for nearly all the time. His appetite was voracious, but had to be fed. The price in mortal souls was
well paid.
When the shelling commenced the Elder was prone to fall into frenzy, but I managed to soothe him often and confined him to a
reinforced room during his more violent bouts. When he was coherent, we talked nights through and he enlightened me to a
great extent as to the state our kind was in during the old days when Hammurabi ruled.
Marduk was the name he gave himself, Marduk of the 5th generation. When I asked for his clan, he looked at me questioningly.
Then he said that I would recognize him as a Childe of Assam, although the Assamite clan had not been formed yet in the days
when he was made.
This is what he told me.
Marduk had been embraced at the beginning of the second millennium before Christ by Marduk of the 4th generation. It had
been a custom then to name the Childe after the Sire. I shall expand on this fact in a moment. As Marduk told me, the Second
City had fallen thousands of years before. Caine was a legend even among his peers, as were the Second and the Third
generations. As the Book tells us, the Prophecy of Uriel made the 3rd generation forbid their progeny to create further progeny
of their own under the laws of the Second City. But when after the fall of the Second City the 3rd generation was scattered to the
winds, the 4th put themselves in their place and created a 5th generation to serve them. These again were prohibited to
procreate.
Over the next millennia the Kindred of the 4th generation guided the mortals like sheep. They made them found new cities,
oldest of which was Ur. Within these cities, these Kindred set themselves up as Gods. Every city had its God. Ur itself was the
domain of Nanna, God of the Moon. Rumors had that he was not only a Childe of cursed Malkav, but the Antediluvian himself,
struck with madness and believing himself his own Childe. So potent was this delusion that his blood was diminished in power
and his progeny was no stronger than others of the 5th generation.
Anu of Ventrue ruled over Uruk and later accepted Inanna of Malkav as his consort Goddess. Inanna was also the Goddess of
Ninive, and there is a peculiar trait to Inanna and her progeny which may well be one of the oldest recorded bloodlines, now most
probably extinct (see the Inanna bloodline).
Eridu belonged to Enki, son of Brujah, not of accursed and banished Troile who even then roamed the wilderness of far Africa.
Nippur was in the hands of Enlil of Lasombra, God of the air. Kish was the domain of Ki, Goddess of the Earth, daughter of
Gangrel, who often roamed far from her city. Other cities belonged to other gods, but Anu, Enki, Enlil and Ki were chief among
them.
Centuries later gave rise to Akkad, which belonged to then returned Troile's progeny and was their first Carthage. After Akkad's
fall did rise legendary Babylon, and this city was the prize of Marduk of the 4th.
It was custom then that each God send his progeny to inhabit the God's temples in other cities in the God's name. So this
Marduk that I spoke to was his Sire's proxy at Ninive. In life he had been a priest of Hunter Marduk who was said to have formed
the world out of the carcass of Tiamat (who in actuality had been a Childe of Nosferatu and was Goddess of a subterranean
kingdom in the grip of the group called Nictuku, that became hell to the mortals of the time and lay removed from the world
beyond the shroud of death).
Marduk held his office for nearly a thousand years, but then the humans rose against their gods and threw off their yoke. The
Chronicle of Shadows reflects this in the Rules of the Canaille: "Thou shalt not become as a God to the Children of Seth, for the
One Above, growing jealous in his sky, will strike down the line of Caine forever. Remember gentle-faced Ashtoreth (Ishtar /
Inanna), remember golden-fat Baal (also known as Shaitan, founder of the accursed Baali bloodline), remember strong
Tammauz (according to Marduk a Gangrel elder previously known as Enkidu who was cursed to rest in the Earth for half a year
and could rise only at the behest of Inanna). Know thou that the Children of Seth will rise up with weapons from the One Above,
and conquer us, should we be as Gods to them."
The conflict between the Gods of the Cities and the Baali who dwelt in dread Chorazin and subverted the Minoan culture was
hard on the mortals. At the same time another son of Malkav named Jahwe took a tribe of humans called the Abrahamites from
Ur to the west to establish a new culture based on tenets that were directly descended from the laws of the First City. This culture
rose to power and between the Baali and the Israelites, as the progeny of Abraham later came to be known, the Gods of the
Cities lost their thrones.
Most of the Gods now have perished. Marduk knew of no survivors save himself. The clans as we know them were, for the most
part, founded long after his time. Marduk could not inform me as to the resting place of any Antediluvian. For a thousand years
after his fall did he sleep in Cappadocian caverns. Then, for a span of three hundred years, he rose again and witnessed the
death of Christ and the rise of his religion. He slept and awoke for short periods afterwards and finally laid himself to rest at the
place where I found him that violent night in the year of our Lord 786. It is not far from that place where he rests again now, for he
is weary of life and feels the thirst overpowering him. I am proud to call him a friend, for such has he been these past four years.
There is a lot more that he told me about his time as a God, but time does not permit me to divulge all of his secrets here.
I thank you all for your patience. I will gladly stand to answer all of the questions I believe many of you will have after this short
survey of my findings. May Caine's favor rest upon you all.

Afterword
This text is part of an extensive project of a history of Vampires I am currently assembling for my troupe. I plan to use it as a
basis for a historical campaign beginning in 1700 BC and covering all the time until now. It will be primarily concerned with the
war against the Baali as detailed in Dark Ages Companion. Additional sources of interest include the Book of Nod as published
by White Wolf, and I strongly recommend the following items found on these pages: Mitchell J. Gross's Mnemosyne and
Jocastatians bloodlines, Anders Sandberg's Priestesses of Inanna (Mages) and Jay Knioum's Abishai bloodline. There may be
more, but I couldn't possibly evaluate everything.
I would glady appreciate any comments and helpful suggestions on this. Mail me at robin@one-world.de.
TARANTALUS
By Simon Giles (simon.giles@lycosmail.com)
"Don't struggle like that, it will only make me love you more. For it's much to lake to get away and turn on the light. Spider man is
having you for dinner tonight."
-- The Cure, "Lullaby"

History
The Tarantalus bloodline was created several centuries before the dawn of the Christian era by a Gangrel Methuselah known as
Gaelth. Gaelth had been long fascinated by the effects of the Embrace upon Garou. Many of those he tried to Embrace died
horrible deaths when fed his vitae. Many more were driven insane by Caine's curse and destroyed themselves. A few survived
the change and turned against their creator. After repeated failures, Gaelth instead turned his efforts towards Embracing Lupine
pups who had not yet manifested their Garou natures. Few of these children survived for long. One of the survivors was Vehk,
who was not Lupine, but Ananasi. Vehk served Gaelth for decades before leaving him to seek the advice of her own kind. They
left on poor terms, and have feuded ever since. Little is known of Vehk's movements after leaving Gaelth, but her children are
occasionally encountered living in secrecy within the Camarilla.

Current Status
The Tarantalus are an extremely secretive bloodline. Few kindred have heard of them and fewer still have evern met one. This
bloodline has for centuries been locked in a silent struggle with members of the Gangrel and Ventrue clans. They are afraid to
announce their existence to other Kindred for fear of being persecuted as the Baali and Salubri were. Members of this clan will
invariably pose as Caitiff or Gangrel.

Nickname
Gangrel and Ventrue call them "Black Widows."

Appearance
Members of this clan have large, completely black eyes, and are always between the ages of 15 and 25. Vehk herself was
supposedly only 13 when she was Embraced. Their manner of dress varies, but tends towards dark evening wear.

Haven
Tarantalus prefer dark, dank places to live. They love caverns and other underground complexes, but many nowadays settle for
abandoned buildings with large basements.

Background
Members of this clan always choose to Embrace young females. The childer are carefully tutored in the history of their clan, the
overriding importance of secrecy, and their place in the Jyhad.

Character Creation
Tarantalus often have Dilettante, Child, or Punk concepts, though they may be professionals. They may have any demeanor, but
often choose conniver, devient, fanatic, loner, rebel, or survivor natures. Mental attributes are primary.

Clan Disciplines
Animalism, Auspex, and Arachnidia. Note: Instead of the Auspex discipline Astral Projection, Tarantalus may choose the
alternate Auspex discipline Web Sight, see below.

Weakness
Like Ananasi, Tarantalus take damage from many pesticides. This is due, at least in part, to their physiological similarity to
spiders. In addition, any time a Tarantalus frenzies, her beast nature manifests itself in a spider trait, much as Gangrel gain
animal traits when they frenzy. These "Spider-Traits" might include: darkening of the skin (eventually becoming jet black),
shedding of a carapace, multi-faceted eyes, etc.

Organization
The Tarantalus are completely alone in the world; they rely intensely upon each other and the guidence of their founding
Methuselah, Vehk, who is said to be in Torpor. The world is a very lonely place for Tarantalus. They are at war with the Gangrel
clan which spawned them, and feel the other clans would destroy them should they be discovered. Even the Ananasi shun the
members of this clan, despite their similar histories.

Quote
"Yeah, I guess it's kinda like the nursery rhyme. How quaint. But seriously, do come into my parlour."

Stereotypes
Nosferatu: In times of great strife, these kindred have provided us with shelter. Don't let their appearance put you off. A few of
them even know our secrets.
Gangrel: Many of Gaelth's progeny war with us. All of his line deserve no more than the poison of our sting.
Ventrue: These vile politicians vie for control of vital resources. To them it is just a game; to us it is life and death.
Inconnu: While they neither hinder us, nor harm us, they do not help us either.
Camarilla: They are so quick to destroy what they perceive as threats, and so unwilling to examine those threats before
destroying them. Look at what happened to the Salubri.
Sabbat: Bloodthirsty barbarians. Avoid them.

Websight
In addition to Arachnidia, a Tarantalus may learn the new advanced Auspex discipline Web Sight.
Web Sight: (Prerequisite: Telepathy) This level of Auspex allows you to view any location connected by a spirit web from the
other location. You may see and hear any event which transpires at the other location just as though you were standing there.
Tarantalus may use this discipline even if they can not yet weave their own spirit webs.
TAROT
By Jay Gray (jg0259@cnsvax.albany.edu)

Description
The Tarot bloodline was founded sometime in the fourteen hundreds by Renauld Tarot, a mystic and performer embraced by a
Toreador. After his embrace Renauld discovered his ability to divine things was heightened by the vampiric blood in his veins.
He developed this ability into a discipline called Divination. Oddly enough, Renauld gained more morality in his unlife than he did
in his life. He developed a codex to govern this new discipline, designed to keep the knowledge that he possessed out of the
hands of all but those who truly sought it. Renauld went on to found the bloodline, embracing those with natural divinatory
abilities. His largest concern, though, was making sure his children followed the codex he had designed to govern the bloodline.
The answer came in the form of a Tremere wizard. In exchange for a great deal of information, the Tremere enscrolled the codex
into the blood of Renauld and his children. It would be passed along with the blood to all embraced into the bloodline. The
bloodline has grown slowly over the centuries, the numbers being purposely kept low. Members of the bloodline purposely seek
out those mortals with natural divinatory abilities and watch them for a long while. It is only after years of observation that a mortal
will be embraced. The bloodline has seen two large growth spurts in the last two centuries: one during the spirital interest of the
late eighteen hundreds and one during the recent neo-pagan movement. Some members of the bloodline wonder if there is a
powerful magick associated with the end of a century, because more naturally gifted humans seem to be alive during these
times than during any other. After an embrace, a sire will teach her childe just enough to stay alive in vampiric society. The rest
the childe is encouraged to discover on her own, either through their own Divinational talents or through plain, old fashioned
investigation. Tarot consider themselves reborn after the embrace, and always adopt a new name to reflect this. These new
names often have a mystical or mysterious inflection to them, such as 'The Raven' or 'Divina.'

Nickname
Oracles

Appearance
Almost all members of the bloodline Tarot enjoy an air of mystery about them. They tend to dress in clothes which will aid in this.
Cloaks, trenchcoats, sunglasses, mystical jewelry and veils are just a few examples of the kind of clothing and accessories that
will help accomplish this.

Haven
Tarot tend to make their havens in places of mystery. Many in fact design their havens to give visitors a 'spooky' feeling.
Members of the bloodline have been known to make their havens in occult bookstores, fortune teller shops and abandoned,
dilapidated mansions.

Background
Almost all members of the bloodline had some kind of natural Divining ability in life. In fact, it has not been uncommon for the
Tarot and the Tremere both to be interested in the same mortal. Also, many members of the bloodline have the curious flaw or
have a concept built around the seeking of information. Most members of this bloodline have the fortune telling talent.

Clan Disciplines
Auspex, Divination, Presence

Clan Weakness
Like all clans and bloodlines, the Tarot have their own unique weakness. Long ago Renauld Tarot had a Tremere wizard bind
the Codex into the blood of all his children and in himself. To break the Codex will literally cause the blood to boil inside the b
ody. This causes three points of aggravated damage.
The Codex
Knowledge is Power: The knowledge we gain through our contact with the Wisdom gives us power, and gives power to those
who we give the knowledge to. Never give knowledge freely. Instead, always demand an appopriate price. Make sure there is
always a price for power. Only if there is danger to the bloodline, to the kindred or to humanity may knowledge be given without
price.
Power is Responsibility: The knowledge we gain through our contact with the Wisdom gives us responsibility. We must never
use the Knowledge for the petty gain of political, financial or social power. We must never use it to harm another, though others
may use the knowledge given to them to harm others as they like. Only if there is danger to the bloodline, to the kindred or to
humanity may knowledge be used in these ways.
Responsibility is the Bloodline: The knowledge we gain through our contact with the Wisdom belongs to our Bloodline first.
Share this knowledge freely with your brothers and sister. Never charge them a price. Remember, in all things, the bloodline
must come first.

Organization
The bloodline Tarot does not have a cohesive organization structure. It is very rare for more than one Tarot, with the exception of
child and sire, to live in the same city or area. Once a year, on All Hallows Eve, members of the bloodline enter into a meditative
trance. Their minds meet in the Wisdom and it is there that bloodline policy is decided for the next year. Other than that, Tarot
tend to stay in contact with each other through more mundane means, simply for the exchange of information.

Stereotypes
Brujah: The Brujah are an interesting paradox. They fight for change, and yet their struggle for change forces them to remain the
same. I think, perhaps, one day they will realize how stagnant their little rebellions truly are.

"I don't mind them, really. I just wish they would take a side! I mean, are they going to use the info they possess to change
things? Or to keep them the same?"
-- Linda Johnson, Brujah
Gangel: Many feel that the Gangrel are like animals because they embrace the Beast inside them. We know this is not true. The
Gangrel are like animals because they embrace something far different.

They claim to tap into something beyond them and they claim to gain information from that something. That might be true.
Sometimes, when I am alone in the forests and I am at peace...sometimes I think I can feel it as well.
-- Gaia's Son, Gangrel Archon
Malkavians: The Malkavians have come closer than any other to touching the Wisdom as we have. Unfortunately, for some
reason, they could not adjust to this. That is why they are insane. If they could only overcome this flaw, then our two clans would
be as one.

"They've touched what we have and they think they're sane! Hoppy joy! Instead they are the most insane Malks of all! If only
someone would tell them."
-- John Carter, Malkavian Elder
Nosferatu: The Nosferatu seek to control information for their own goals. We seek information for the sake of information. We
do not control it, nor let it control us. For all their sneaking around and spying, they will know nothing until they learn to touch the
Wisdom.

"Weird, I tell you. They think they can know anything but not work for it? Down right weird. But at least they're smart enough
not to give the info they do have away for free."
-- Litha, Nosferatu agent
Toreador: We are grateful to our parent clan for having spawned us and we even respect some of its members. The greatest of
their artists hint of the Wisdom in their work. The rest are just hedonists who seek nothing beyond physical pleasures.
"They were once a part of our clan and it still shows. After all, two thirds of their hocus pocus is just that, performance and
psychology. Beyond that, perhaps they have touched something greater; but are they having a good time?"
-- Elsa Lindell, Prince of Province Town
Tremere: The Tremere are more trustworthy than they seem. That does not mean one should still trust them, but their reputation
is largely undeserved. We occasionally compete for mortals to embrace, but other than that they have kept their relationship with
us on a very professional level.

"Interesting and useful. I would like to learn more of this 'Wisdom' that they touch. Perhaps a new path could be developed
from studying their Divinatory abilities. In the meanwhile, their prices are cheap compared to what they can give you."
-- Thomas Ryan, Chantry leader
Ventrue: The Ventrue have the potential to do great good and great evil. Watch them carefully and help them when possible.
Despite their flaws, they are the worlds best hope in avoiding the terrors of Gehenna.

"Our relationship with the Tarot is much like the relationship between the kings and oracles of legend. Occasionally we ask
them for information and they answer, provided we pay their price. They have never proven untrustworthy and the information
received is almost always useful. An effective tool.
-- Jennifer Flowers, Ventrue Elder
Caitiff: Few amoung our kinds understand. The Caitiff are not a sign of Gehenna or of weak blood. They are unique individuals
and should be judged as such. Treat them as you would any other and watch the more powerful ones. They shall be the
bloodlines of the future.

"Tight-lipped bastards, but at least they don't treat us like we're dirt. They'll play fair with you and they'll treat you with the
respect you earn for yourself in their eyes. Kinda spooky though."
-- Elmo, Caitiff
Giovanni: The Giovanni are of interest more for their necromatic abilities than anything else. We believe that the world of the
dead has its own knowledge that only the dead can access. We would enjoy learning more of it.
"I don't know what to make of the Tarot. They can be very useful sources of information, but I always have the idea that they
know so much more that they aren't telling you. Still, they're willing to answer questions, for a price. Better than nothing."
-- Leonardo Giovanni
Assamites: They are more right in their beliefs than they will ever know. And more wrong. Do nothing to anger them.
"Like us they provide a service for a price. Like us, I suspect they have their own agenda. Let us hope our goals and theirs do
not conflict."
-- Rasim Ha'bar, Assamite Elder
Salubri: The Salubri have been wronged. We hope one day to help them, but fear this day will never come.
"They understand the truth of the past and do not persecute us for the lies perpetuated about us. I thank them for that."
-- Janice Price
Ravnos: The Ravnos are much more than the simple gypsies they appear to be. I can only hope their purpose is not as dark as I
fear. Oh, yes. Watch your belongings around them. Or divine where they are when the Ravnos takes them.

I met a Tarot, once. She travelled around with our carnival, doing a fortune telling act. She was good. And a lot of fun at
parties. We shared blood a couple of times. Now, sometimes I catch glimpses of the future. Cool, huh?
-- Mikael Karish, Ravnos carnival leader
Followers of Set: These snakes are an evil poison. They seek to corrupt all they touch and their vileness even corrupts the
Knowledge. We will not destroy them, yet, but I have no doubt we will in the future.

"Exterminate them. They know too much about us, and should they ever decide we are a danger to them or to humanity they
will give the Camarilla the keys to destroy us."
-- Lola Irene, New Orlean Setite
Camarilla: The cause of this organization is noble, but like most noble causes the structure is flawed. Potentially, it can truly
save us all. In actuality it does little good. Work to reform the Camarilla, not to destroy it.
Sabbat: Beware these ones. What they cannot control they will destroy. Deal with them if you must, but cautiously. Under no
circumstances allow them to subject you to their dark rites. Better to suffer the Final Death than to be a member of the Sabbat.
Mages : We know more about these special humans than any other bloodline, even more than the Tremere. There are those
amoung them that fight for a great cause and others that hold our world in an iron grip. Ally yourselves with those who fight for
individual choice and against the forces of wild change, rigid science or total entropy.
Garou : Their struggle is important, perhaps the most important thing of all. If only they could unite and then forgive us our 'taint.'
Then we could truly turn back the foe they fight.
Wraiths : It is thought that the ghosts of the dead exist on a different plane than our own. If so, perhaps they have access to
information even we cannot touch. We would like to learn more of these strange souls.
Faeries : Like the dead, they might have access to information not contained within the Wisdom. We have spoken to a few, but
their riddles are even more mysterious than our own. But, we shall try and try again.

The Wisdom
After a few years Renauld received the impression that he was touching something outside himself when he used the discipline
of Divination. He became convinced that he was tapping into some other place composed of pure knowledge. Over time he
honed his discipline to better touch this place until he no longer needed to use the deck of cards he created as a prop or even to
dream. He named this place 'The Wisdom.' According to him it contained everything that could be known. When psychology
became an established science, Tarot with a Jungian bent equated the Wisdom with Jung's theory of the Universal Unconsious,
where every mind is connected and that the information contained in every mind can be accessed by the subconsious. Or by
Divination.

View the Diviniation discipline.


TAUREATOR
By Brian Connors (connorbd@bc.edu). Refer to World of Darkness: The Roman Empire

Nickname
Dionysians

Description
Though the old proverb "beware of Greeks bearing gifts" is a reference to the infamous Trojan Horse, it most certainly applies to
the vampires of the Clan Taureator.
The Taureator have little of their history, so much do they focus on the debauchery of the Roman Empire. What they know is that
their founder was a female vampire Embraced from the pre-Greek population of the Peloponessos. Her whereabouts are
unknown, but her name is said to be Arikel, a name that has been Latinized as Aricella. There is said to be some relation to the
Malcafii, but the idea that Malcafis and Aricella were brother and sister is too disgusting for the Taureatores to contemplate.
Their name comes from the fact that though they came from the Greek mainland, their influence was strongest on the island of
Crete, the legendary home of King Minos. It is said that they invented the art of bullfighting; this was reflected in the name they
picked up in Greece four centuries ago.
The Taureatores were once known for patroning art. A few still uphold the ancient ideals, but the simple fact is that they are more
hedonist than artist. Many members of the Roman Senate during the early days of the Empire were Taureator ghouls (indeed, it
is whispered that Julius Caesar was killed at the orders of Aricella). Taureatores invade the late-night parts of Roman banquets,
participating as much in the debauchery as any mortal.
There is a certain nihilistic logic to this. Humans surpassed the ideals of the clan in Greece, only to have them perverted by the
martial civilizations of the Romans. This has been a cyclical thing in the past; Taureatores of the heroic days in Greece are said
to have built up the civilizations of Crete and Mykenai, only to see them annihilate themselves (though it is to be noted that one
Taureator, a colorful female named Eris, is said to have been herself instrumental in that self-destruction. The story of the Golden
Apple is considered apocryphal by some, but Eris still lives (unlike a number of those who would masquerade as gods) and she
does tell a damn good story...). The Taureatores (some pretending to be the gods Athena, Ares, and Selene) managed to
rebuild Hellenic civilization around Athens, only to see Athens fall in just over a century. It is even said that the Taureators have
contacted those on the far side of the great river Oceanus, but so little is known of these mysterious areas that the stories are
discounted.
The Taureatores were still in Greece when the Ventrutae, then identified more strongly with the Etruscans than the Celts, incited
Rome to take apart Carthage and the Brushah hegemony over North Africa. The Taureatores began to enter Italy after the
Peloponnesian Wars, leaving behind Athens to fall successively to Sparta, Alexander the Great, and ultimately Rome itself. The
cycle of debauchery began again then, with the first stirrings in the last century of the Roman Republic, as Julius Caesar took the
power of the Republic and began to mold it into an Empire. Drunk with power and closely aligned with the Malcafii, the Toreador
drove out the Ventrutae (whose ultimate revenge came four hundred years later in the form of the Visigoths, the Simistis-
influenced, Ventruta-driven Germanics who sacked Rome) and took over.
The Taureatores and Malcafii hold Regnant over the most powerful men in the Roman government. Augustus is said to have had
a rather shaky understanding with them (being related to Julius Caesar, he was not all that enthusiastic about dealing with
vampires, but he had no choice), but Tiberius is firmly in the power of the Taureatores, as are the men considered likely to
succeed him.
The Taureatores are watching closely, though. The Roman policy of religious freedom is beginning to cause problems, and two
named Pavlos and Shimon Kefas from the region of Palestine are spreading a new religion that seems to have come from no
source that could be attributed to vampiric or any other supernatural origin. The philosophies of this religion run brutally counter
to the established beliefs of traditional Greece and Rome, and frankly, the Taureatores are starting to get worried...
(The Taureatores are largely the same as the modern Toreador Poseurs.)

Stereotypes
Brushah: They should just let go of their divisions. Carthage happened so long ago, and they were defeated. Why should they
begin to argue about it now?
Cappadocii: Pleasure is pleasurable. Death is not. Only they would find that so hard to understand.
Gangrilli: Weird feral monster thingies. If they can prove themselves to you, fine. But as a rule of thumb, avoid them.
Haqimin: Well, that's another good reason to not go to Palestine. As if those preachers aren't annoying enough.
Malcafii: There is no way those manipulative freaks are connected to us. We put up with them because we have to.
Nictuci: Sickening. Their discord only mirrors their ugliness.
Rafanuti: I hear many things about these. All I can confirm is that they're vampires and not well-trusted. Of course, if you believe
the stories...
Salubri: There are too few of these and they are too pacifistic. Saluot will eventually regret his philosophy.
Simistis: Vampires they may be, but the most menial of mortal slaves are human and their masters need take no interest in their
existence. We have nothing to do with their weird gods and ancient language.
Umbrati: A true threat to our power. Many are beautiful beyond compare, but their power over darkness is more disturbing than
than the Cappadocii obsession with death.
Ventrutae: They deserve their banishment. They are weak and divided, and the Brushah have taken them out of the loop for
eternity.
TEMPLAR
By Tadhg Kelly (tkelly@unix2.tcd.ie) (15 October 1993)

History
The old man looked at his watch, thoughtfully. He was standing by a lampost, the misty fog of London streets rolling and
wafting all around. It was winter. He wore suitable clothes, a long coat and a tweed three-piece suit underneath. In his hand, he
held a cane.
He was leaning on it slightly, listening.
Occasionally a car would pass this small street, with its close Georgian houses. He looked to be the timeless English
Gentleman, standing there, perhaps waiting to hail a hansom or a cab, or maybe waiting for a lady to arrive.
Patient, reserved, a stiff upper lip, a calm collected manner.
His eyes were a deep brown, his hair, grey and slightly balding but neatly kept. Clean shaven. Respectable in every
department, you might say.
A long black car, a limousine, pulled up beside him. The window made one of those annoying little high-pitched whirring
sounds that irritated him. But he ignored it. A face loomed out of the darkness.
At first, the gentleman took a sharp intake of breath. The face of a woman, beautiful, like a marble statue is beautiful. And the
color of ivory.
"Mr Cartwright?" asked the very pale woman.
Beautiful, he thought, but dangerous. He regained his composure almost immediately,
"Forgive me dear lady ", he said quietly, " I am indeed the same Alan Cartwright."
"Please, Mr Cartwright, step into my car, we have a lot to talk of. The night is ... young yet" she spoke softly, elegantly.
Bewitching tone of voice nearly.
The man opened the door quietly and looked around, making sure that he was not followed. All he saw was the mist.
He stepped into the car and quietly it drove.
In the shadows above, a man stood on a fire escape, somehow cloaked in the shadow itself. He was tall, middling. Possessed
a look of dedication. Undoubtedly, he had seen battle, such was his build and his stance. Suggestive of a warrior.
He looked into the deep air for no more than a few moments.
"Arcanum," he whispered, clenching a fist.
He too was pale like the woman, though not as white. Quietly, he lowered himself down to the street, and went over to the
nearest payphone.
When the line came on, he just said "Tell the Master that she has taken one to speak with. They must be stopped, for the
good of everyone. God be with you"
There are many Clans of Vampires throughout the world. Few are as small and well organised as an ancient Bloodline, however,
stretching back across the millennia to the time of the Tribes of Israel. Such is the history of the Templar, however. Their history,
to most outsiders, has remained much of a total mystery. Some would even scoff at the existence of a Clan such as the
Templars are said to be. Legends say that they guard the Holy Grail, no less, but legends do not know what the Holy Grail is. To
those who have had dealings with the Templar, there always seems to be an aura about them, much like the aura that can be felt
about Witch hunters of a religious bent. Yet, they have seemed to be adept at general skulduggery and intrigue associated with
"darker" clans.
What follows are three accounts of the Clan Templar as seen through the eyes of three separate scholars. Those scholars
are/were Valerius, a 5th Generation Ventrue, known to have Sired Queen Anne of London. His account dates from the late
eighteenth century. Our second scribe is a dubious account by the Setite known as Kimilar. This account was found in the late
nineteen sixties in New Orleans by an intrepid scholar and friend of mine. The third account, received only last year into my
hands from an Arcanum scholar who had been a friend of mine, when I was one of that illustrious Order myself. His name is
simply Alan Cartwright, who has been a scholar for many years.
I present these collated events and accounts to shed some light on the subject of the Templar. They should not be confused with
the Knights Templar, although the two organisations do have a lot in common.
-- Pierre Du Lac , 3rd August 1992,
8th Generation Malkavian,
Former Arcanum resaercher.
Arcanum MotherHouse, London.
An account of the Templar by Valerius, a 5th Generation Ventrue known to have descended from the time of the Roman
Republic, just before the rise of Julius Caesar. Valerius was the Progeny of the late Mithras, former Prince of London. He was
also the Sire of Lady Anne, who is the current Prince in the same city. This account was obtained by me through several
contacts that I had in the field. The continued existence of Valerius remains a mystery. Certainly, he has not been seen in the last
century or so by any of my contacts.
5th December, MDCCCLXXIV (1874)
My Prince,
Sire, I write this to you now from my current loctaion in Rome, my old home. In reference to this mystery group that you have
commissioned me to investigate, I may inform you that they are as difficult as the Tremere to root out thus far, yet we have
had quite a good deal of success in the last few months, through various avenues of investigation.
Firstly, a name. From what we could discern in London through the Warlock spies captured there, it would seem that they are
calling themselves the Templar, presumably as a cover name. It confuses them with the Knights Templar. Sire, they are
devious, mark my words, and dedicated to their cause. It would be easier for myself to recap the events from start, in London,
to finish such as it is thus far, both to gain an overall view of what has happened and also to, aid myself and your esteemed
self in remembering.
You will recall, Sire, that the events that have initiated the investigation occurred some seven short months before this time of
writing.
To be brief, at this time, when the Tremere had only begun their charade of creating "mystical" movements that still
continues, I did encounter, through the uses of my various Retainers and pawns, the existence of a group of mortals known
as the Order of Sion. They have a French name as well, but mastery of that tongue is something I have never needed. This
Order, believed until this juncture to have been closely associated with the Roman Catholic Church and Freemasonry were,
up until then, quite innocuous. They appeared to be a secret brotherhood of some description, but nothing of immense
importance. It is known that this Order was synonymous with the Knights Templar in many respects.
It seemed that these annoying monks or priests or whatever they were had taken an interest in the city for some reason. Thus,
after consulting you, Sire, I dispatched a particular progeny of mine, Danielle. Danielle, as you recall, is something of a
medium or psychic, to use the modern terms.
Seven nights later, Danielle failed to give her report. Her absence was of considerable concern to myself in particular, and I
searched for her using all available means. These investigations led to my encountering something that I still consider
sinister and dark behind the Order of Sion.
My retainers captured one of their number, for they did not seem very adept at hiding themselves from ones such as us.
Using my powers of Domination, I discovered several facts about the Order of Sion which I considered to be of great
importance. To summarise briefly, the Prisoner, a middle-aged man named Horatio, seemed to believe that he and his
fellows had a mission to restore "the rightful one to his Throne." The prisoner believed also that his Order had supernatural
aid. Further probing led me to believe that this was vampiric aid.
Instantly, I suspected that this Order of Sion was yet another ruse or false cloak of our despotic enemies, the Tremere. I
reported these incidents to you immediately, sire.
Yet such was not the case. After the capture of Horatio, we sought to return him as a spy, but to no avail. He was found
mysteriously murdered, floating down the Thames some three days later. Once again, we went after the Tremere, this time to
prevent their supposed impending attack.
The rest is known to you naturally, Sire. This group, we discovered, had disappeared back into the shadows as quickly as
they came. But there was no Tremere involvement to be discovered. Rather, my investigations led me to the avenue of the
Catholic Church based in the Eternal City.
Which left me here. Since my departing your company some six months ago for Rome, I have encountered the feeling of
Faith which pervades the city in general. Naturally, we knew there to be few vampires in the city and no need for a Prince,
therefore.
Rome has changed much since I was last there, sire. Changed utterly. When I arrived with my group by the ship, we settled in
the darker and more dreary areas of the City. It was easy to observe but remain unobserved. Or so we thought. In fact, it
seemed that we were being watched right from the time that we left Londinium itself.
My first indication of this arose from my own Auspex Discipline. During my sleep, I was plagued with dreams of a blonde-
haired youth, pale enough to be one of our kind, wielding a bright sword from the shadows. I sensed a great warning being
directed at me, and awoke in the daytime in a Blood Sweat. I am aware that our own Discipline, Presence, has the capabilities
of such an effect, though I have not mastered the trick of it myself.
When the night came, I was especially alert as I went about my business. Information gained told me that these Templar were
seemingly] near the Vatican, or so I believed. The Vatican. It is an accursed site that I was, and still am, loath to even
approach, a profane symbol upon what was once a beautiful capital. Yet, I forced myself to approach this place and seek
them out. That is when I met him, the fellow from my dream. Naturally, I recognised him instantly.
He was beautiful, standing a full six Imperial feet in height. He was dressed in seemingly a long dark cloak and the clothes of
a noble underneath. At his side, there was a sword of modern make, probably no more than a century old. To begin with, he
kept hidden to the shadows, preferring to watch my movements. I played his ruse, pretending that I did not notice his
presence. We turned a corner and waited to ambush. (I was accompanied by several retainers). When he turned the corner,
my men were upon him as I watched. They attacked him with pistols and knives. But he did not appear in the least surprised.
He vanished. I could barely make out his form flitting among my men, striking them with the flat of his sword into
unconscousness with a skill that I had not seen before. After a few moments, my men lay strewn around, and there were just
the two of us, warily watching each other's movements.
Then, he spoke. He was suddenly friendly, likable. I recognise the use of Presence, though, and I allowed myself to exude
the same charm. He seemed to understand that I was not to be trifled with in this manner and simply nodded, smiling quietly.
"I am speaking to Valerius", he spoke, in Latin and it took my mind a moment to register this. Yet I remained calm.
"Indeed ", I answered him in Greek, he looked confused at my use of another tongue, and switched to yet another. Hebrew.
"Do we play games, fellow Kindred, with tongues?"
At that I smiled and turned to simple English, with which I have become most familiar in the last few decades.
"I am Valerius of Rome. I am here on business of my own"
The other smiled. "Oh yes, I know thy business, Valerius of Rome. You seek mine friends and mine own self, for thy reasons,
do thee not?"
I couldn't tell whether he mocked me or whether he was genuinely speaking Middle English. I proceeded, trying to divine his
aura. It was completely white, without a trace. Perhaps he was hiding his aura?
"I am here to establish contact between my own Line and yours, to discover certain things, like what your recent presence in
London was warranted by." I tried to use a stern manner, like bringing the full of the law down upon him. He cheerfully smiled.
"Rest assured, sir that our recent appearance in London was of no concern to thee. We came against Tremere in thy city, and
left when thine own head popped into the matter. As for mine identity, I prefer to keep that to myself."
At this point, I established a subtle Dominatory contact between myself and himself, seeing fleeting images in his mind as he
talked. I caught a name, because he was thinking about hiding it. He was named Launcelot! At first, the Arthurian legend
came to mind, and the truth that I knew behind it. I had not been in that part of England too often during those times, having
much more important things to do. Yet, I did hear and see some things. The fellow's manner of speaking was odd, like a
kaleidoscope of various epochs. He would inject various "thee's" and "thy's" into his speech.
While coninuing this contact, I learned that he was indeed a member of these "Templar," and from what I could discern, he
did not know them by any other name. It was confusing, but I did not have the best contact. It was tenuous.
He seemed to be quite hostile to my presence, ready perhaps to turn on me if I did not retreat. There was also something
else about him, a quality which I couldn't define. . .
He seemed to immediately understand that I had been skimming his mind, however. Like quicksilver his sword came out of
his sheath. I took a few steps back, contact broken, now waiting to face this formidable opponent. Being recently fed, I had the
oppurtunity to harden, quicken and strengthen my body against an attack.
His next action was the most puzzling to me, however. He raised his sword and closed his eyes. Instantly, I felt a powerful
shock of fear run through my very heart. He was there, almost bathed in a glowing light, his eyes closed peacefully. And I,
standing there, not knowing this attack's purpose, yet feeling a pure ice cold fear. I couldn't think. I had to leave. I had to flee
now. The fear was all encompassing. Even painful. I turned and fled back down into the darker streets of Rome, forgetting my
men, my retainers, everything until I had run far.
Now, I realise that it was a trick similar to the Inquisition's famed True Faith. I saw no cross, but a sword. I had experienced the
power of Faith before, but never before with such intensity. Perhaps, as I am beginning to suspect, he coupled it with
Presence that I had seen him use. It took many nights for the fear to wear away as I reasoned with myself as to what had
happened.
Yet another thought occurred to me. My retainers returned a couple of nights later, befuddled but in generally good health.
The thought struck me that this Launcelot fellow seemed to have a great deal of compassion. My retainers were unharmed,
their minds untouched except for memories of the actual incident. They were not even fed from, as one might expect. In all
this, it leads me to believe that this Launcelot and his Templar cohorts were what some English Gentlemen would call "good
fellows."
Since that night, I scoured the city once again for their whereabouts, yet they had vanished. To date, I have not heard from
them again. I suspect that I shall not and that any more time here would be wasted. Thus, I am chartered upon a ship bound
for England in three week's time. If you wish it, Sire, there is plenty of time to respond to get me to stay. Otherwise, I shall see
you in a short month or so.
-- V.
Valerius was not seen or heard from since. The ship which he was chartered to be upon, the Royal Falcon, foundered at sea
during a storm on the coast of Dover. There were no survivors and the ship sank.
The discovery of this next intriguing piece in the puzzle of the Clan Templar dates some eighty or so years later than the account
of Valerius of Rome, previously shown. It is in the form of a prayerbook, from what I have been able to find out from others
experienced in such fields, and the author of this particular passage was a Follower of Sutekh, also known as Set, whose name
is simply Kimilar.
Research into the identity of Kimilar was, not surprisingly, very difficult indeed. The Followers seemed to be as adept as the
Nosferatu at remaining relatively unknown. I have managed to verify several of the places that he mentons below. It would seem
that Kimilar was what the Followers called a priest of Typhon. I understand that Typhon has some highly moralistic code different
to what the normal Kindred would recognise, yet they follow it devoutly. Kimilar was something of a missionary for his beliefs,
and his movements in the last few years were traceable only through extreme diligence and care. Even with the utmost
precaution, I regret to say that one of my favourite Ghouls, Roberto, met an untimely end at the hands of something hideous.
In 1944, we know that Kimilar was in control of several of Hitler's Death Camps for the Jews. The horrors of this place were often
instigated by himself and others like him, though it can not be denied that mortals can be just as barbarous and savage. Kimilar
in particular had centered his desires around Auschwitz. It was in late 1944 when he was suddenly known to have fled the camp
in a great hurry. Perhaps he fled before the coming Allies, but after careful consideration, particularly in regard to his own
prayerbook, it would seem that the Templar were, to use the modern expression, "hot on his heels." He fled to Egypt for safety
and was not heard of again for several years. This journal was found by myself in Paris six years ago (1986) in the nether
regions of the library that I was making my home. It was as though it was left there; it was almost too easy. But, through my own
particular Disciplines, I knew that it had been left here twelve years before.
-- Pierre Du Lac, 1992.

Extracts from the Codex of Kimilar, of Typhon and Sutekh.


The Reverence to Corruption
In my mind I am a shadow and ever-present shadow,
In my past I was mortal, unknowing of my fate,
In my life I was a soldier, always in command
In my Death I am corruption, weak unto the last.
In my Death I am corruption, weak unto the last.
To my pleasures I am bidden, sullying my soul,
To my pleasures I am smitten, sanctified above,
To my pleasures I am slave, driven to my prayer,
To my pleasures I am willing, knowing much despair.
In my Death I am corruption, weak unto the last.
In my office I am Priest, surveying many souls,
In my office I am Master, taking of the gold,
In my office I am Prophet, telling Sutekh's goals,
In my office I am Death, weak but very old.
In my Death I am corruption, weak unto the last,
In Typhon I am corruption, immortal to the end.
The Passages of Kimilar, the Corruptive Prophet.
Nine times nine the bell did toll, yes. Nine times nine did I hear it's call. Oh yes. Nine times nine did it beckon me, oh yes. My
enslaved soul did bid me forward into corruption, and I, like all that I should be, went with outstretched arms, embracing the
darkness.
For, lo, there were the creations of the mortals. The Chambers of the pathetic gases that they would force upon others, and
force them into Death and Oblivion, beyond the great touch of Sutekh Himself. The graceful chambers, full of death and
corruption. The soldiers, corrupted, the camp overseers corrupted, the Jews corrupted often as I went among them preaching
the Desparate Gospel of Ruin to them. And such fools as these all, but a herd in which I could immerse myself in my own
corruption. For all of Typhon should follow their own sickness desires to the end. Thus did He, the Ancient Sutekh, slayer of
his brother and sister and all, preach into our ears.
But such bliss cannot be contained and soon did the uncorruptors try their hand, oh yes. I stand with all of the world ,dark and
deceitful as it is, as my witness to the onslaught of the deluded. What were there names? Of whence did they come? Such
questions are needed, answers given for the greatness of Typhon would say that all men and all vampire should be known to
us. For only in the fullest knowing can the fullest Corruption be achieved. They are hateful, intolerant, called Knights of a
Temple. Though which Temple, they did not deign to tell. I tell that they are as corrupt as we.
They hide in the sands as we would do. They beguile with grace as we also would do. Yet the path of the Serpent they do not
do. Bewitching and caught with the notion of goodness. Never bow to the favours of goodness. It denies all of Typhon and is
sinful. They are the deluded, the heretic.
From this heavenly camp of my missions, my most holy missions, they drove me. I am one and my message is needed and
I was tempted to run. Temptation is the voice of Typhon. So I departed seeking the Holy Land of Egypt from whence Sutekh
did arise. Dark pit of Egypt calls to me.
The passage through Europe I will not tell. The land torn and rent and beautiful with war. Yet these Deluded Knights follow at
my heels. They call me craven and coward and I say naturally. They call me Devil. I say a compliment. They are mock
Crusaders on the rampage. I tell them Delusion is their lot.
Their leader, a tall man, old when he received the Blood is the walking essence of shining corruption. He believes himself
inspired by a god. The Christian idiot no less. Aah, Chrsitians are always the best prey. Never forget that, disciple as the
years go on.
My travels took me to Egypt and I was saved. For there are we strong and wicked and our research is far and wide. Thus did I
begin my study of the Knights of the Temple. The Templar.
What to say of them?
I was right in every word. They are close to us, in their Pit. A Divine Mission fills their mind as does Divine Purpose from the
Christian God. They are even more corrupt than junior Followers. I learned from the Book of Iman all that I could and it
pleased me.
A Thousand years they have fought. The fools. Two thousand years for a family. What does it mean? Do I care? But I was
tempted to find out. Thus I did study.
They are Jewish in origin, Christian in belief, deluded in purpose and doomed like us all. Yet they are righteous and secret.
Only the Followers pry into such secrets with such care. Only we know the truth. The Templar are fool and craven and secret
as us. The Templar are weak and seek to be as Ventrue, not like us. I declare to all they are pathetic and small, as the Witch
Hunter is small, as the priest is small. They do not see the grand design as we would.
A minor corruption on their own path to ruin.
By Typhon I would declare them to be marked if found. Corrupt them with care. Treat them as a delicate vase. Warp them
slowly in the hot darkness before they crack.
As Priest I demand this.
As Bishop I command this.
Thus ends the relevant passages of Kimilar.
From recent reports it would appear that Kimilar is still at large somewhere in the vicinity of Miami and the South East Coast of
the United States. It would appear that he is a survivor of this mysterious Templar group.
It provided another link in the puzzle of who or what they are. Notice the References to a Jewish origin and something about
Divine Inspiration. This led me further down my road of investigation, but yielded nothing, as is often the case in vampiric affairs,
for several years.
--Pierre du Lac.
The final document that came into my hands regarding this strange Line calling themselves the Templar was one given to me by
an old friend of mine. His name is Charles Cartwright and he is mortal. Much as this does indeed cause disturbance to
adherents to the Masquerade out there, it should be noted that Cartwright and I were good friends, even when I was mortal. He is
a scholar of the Arcanum, as I once was, has a keen mind and is very unlikely to betray us to the mortal world. In so doing, he
would destroy that which he would study, you see.
The man Charles Cartwright is British. He was born in London in 1935. He and I first met in the Arcanum's Motherhouse in
London when I myself had just finished my training as a student of the occult. We were good friends and occasionally lovers over
the years. When I became a Malkavian in 1968, I can safely say that Charles was the one who helped me most through the trying
times that were in store for me. Through him, I maintain links with the Arcanum. They believe me to be dead, however. Charles
keeps me informed.
At the time of compiling this record, Charles sits upon the Council of the Arcanum, the body that governs the world-wide pursuits
of the Order. His account dates of June last year when he had occasion to interview a Vampire claiming to have been of the
Templar.
-- du Lac

An interview with Kyrrell, by Charles Cartwright.


My meeting with Kyrrell began under the strangest of circumstances. I had been in Cairo, investigating several items of
interest, which I shall not disclose here, largely to do with my particular field of interest : Egyptology. It was while reading
certain manuscripts that the visitations began. I am a man of long years now, grown into old age, yet the likes of what I saw
had not, in my long life, prepared me for what was about to happen. Understand this, I know for a fact that there are Vampires
throughout the world. My dear friend Pierre is indeed afflicted with their saddening condition to this day. Yet this meeting left
me doubting my own reason.
While engaged in reading this manuscript, I began to initially hear sounds, very strange sounds, like chanting, or prayer.
Immediately, I understood that this was not my mind simply gone lax from a lack of sleep. I started to prepare myself against
incoming possible attacks or wards that had been placed upon this manuscript. For surely this was the root cause of all my
distress, I reasoned. I was feeling uncomfortable, ill at ease. The next sound I recall was a great rumbling roar as the floor
beneath me opened up. I was against the wall, and saw a dark serpentine creature, altogther too evil to be real. And a shining
knight, dressed in armor and a tabard of a simple red cross.
Then I awoke. Naturally I had been dreaming, but there was something vital in this dream. Dreams are often the signs of
something much more sinister. Often, the subconscious is attempting to tell you something that the conscious mind has not
grasped. However, occasionally dreams have a much more direct meaning. One can never be sure. With this in mind, I
called my friend Pierre from Cairo direct to London, telling him of this. I already knew that he had a deep research project
leading into what I believed were the Knights Templar.
Then, we agreed that I should get back to London as soon as possible so that Pierre might scan my mind. After all, given the
truly complex nature of vampiric intrigue, this might very well have been a message for him, deliverd through me.
As I left my hotel, I was sure of this fact, that somebody had left a message for Pierre and I was the intended carrier.
The voice behind me startled me so much.
"Not so, English", were the words, spoken in a clear French accent. I turned, but no-one was there.
On the flight home, I was bothered constantly by this voice. Who was this? Had I been dreaming? Unlikely, but nevertheless,
it had to be investigated. In London, I waited until nightfall. Pierre would call then, no doubt. I did indeed receive a call on the
phone. That same voice from Cairo. She spoke quickly, flatly with same accent. A meeting, she said, one hour, or all would
be lost to me. I considered my position. As an investigator, this was obviously of great importance. Logic told me that I should
have waited, informed Pierre and decided tactics from that point. Yet there was something alluring about this voice. I believe,
in retrospect, that I was under the influence of some of the more subtle vampiric powers. I went without hesitating, to the spot.
When I arrived, it was not too long before a limousine approached, and I was invited to step in by the palest face I have ever
seen. Pierre, though he will not admit it, is much more pale than many humans. He said that as age continues, the Kindred
do indeed grow steadily more white. She was obviously a far older vampire than Pierre.
"Allow me to introduce myself, madame," I began,
"I know who you are and where you come from, Mr Cartwright. I choose to speak to you rather than your friend the Malkavian
for reasons that will become clear to you. My name is Kyrrell to you. It is other things to other people, but Kyrrell will suffice. I
have come to pass on information in the time that I have left in this city. Be silent and listen."
I did.
"Firstly, it was I who sent you this dream that you mistakenly believe to be a message from my Clan to du Lac. I have my
reasons. I am going to tell you of the history of my Clan, the Clan Templar, that you may better understand their ways and my
ways.
We begin in the land that is now Israel, in Biblical times. Your study of the Bible, Mr Cartwright, will tell you that in Israel long
before the time of Jesus, there were many tribes. People argue as to the source and numbers of these tribes. Even ancient
scholars argued about them. It did not really matter. However, what is important is that these tribes were in chief controlled by
Kindred. In particular the Benjamites were under the spell of Belial.
Belial was a willfull woman in many respects, but also a visionary woman. She was, according to which source you read, a
Malkavian, a Toredor or a Setite. None seem too sure on this point. It was known that Belial was religious and she believed in
the Judaic God much as Jews and Christians of today believe in God."
This vampire looked strained in telling this information to me. She seemed to be in quite a rush to have this information
known to me quickly and without pretense. The limousine drove about the city as she quickly told the whole tale.
"In the area at that time also, Clan Ventrue maintained a powerful control over several of the Tribes. Kindrd nature being that
it is, this other tribe, the Benjamites, caused much consternation to the power-hungry Ventrue. Eventually, the other tribes
arose against Belial and the Benjamites were decimated, driven from their native soil that included Jersualem.
It is at this time that it is said Belial conceived of her divine mission. On that subject I will tell you more later, but this divine
mission was part of what fueled her need for survival, her need to continue in this world. She retreated into secrecy, away from
the prying eyes of mortals and the Ventrue and nurtured the remaining few Benjamites.
Centuries passed. In an effort to shake off the growing strife of the Jews, with Belial in much of the action, the Ventrue decided
to bring the area under their much more firm control. Thus did the Romans conquer Palestine. In the large the move was
sucessful. Belial had her plans, though. For years, she had been attempting to gain control of the province to better her
divine vision. Thus, she manipluated marriages, to bring a legitimate claimant of the throne of Israel into being. One that she
could teach, who would understand her ways and act according to the God she believed in. The result was both beautiful and
terrible for the world to behold. Even today society reels from the effects that spawned the religion of Christianity. It was
through Belial's machinations and teachings that Jesus was born in Bethlehem.
The Bible tells of how there were three wise Kings and much other nonsense. Jesus was born a son of a wealthy family, a
noble son and direct descendant of King David. Not the poor son of a carpenter that some of the Gospels idolise him to be.
From a very young age, Belial took Jesus to her own to teach. Her teachings were to school him in the order of the world as
she saw it. She was trying to foster a Rabbi, a prophet and a king of Israel also. His parents were kept largely dominated and
out of the way while the young Jesus learned from Belial. Marriage was arranged for him to Mary Magdalene when they were
but children. All part of Belial's grand scheme, her grand plot and design. The Bible traces these events with a very skewed
perspective, in retrospect. But it does tell of the marriage where the water to wine miracle was produced. This was Jesus's own
wedding I tell you."
I must confess that at this point I was skeptical of what this vampire said. Much of what they say is often lies on their own
grand designs towards many things. It seemed too perfect, too complete. A vampire behind the myth of Christ, not possible.
Such things are not mere manipulations. It seemed that she could perceive my thoughts, however.
"You do not believe me?" she was surprised." Mr. Cartwright, do you know how much of you human history is not human in
origin. Can you possibly conceive of the real reasons behind any of this world's battle except those with the touch of the
Kindred. I tell you that we are the reasons for most of your race's conflict and history. Troy, Carthage, the fall of Rome, Rome
itself, the Renaissance, the New World, all of it is our mistakes, or creations, our conflicts and our sucesses. So much of this
world is built on small things taken beyond proportion. Religion is possibly the worst of all such things.
As I already said, Jesus' life was nothing but the manipulations of Belial in her grand design. His whole life, from the wedding
to his trying to lead a holy insurrection against the Romans was planned and controlled by Belial. She had her divine
purpose to guide her against all the opponents after all. Yet the insurrection failed before it even started. The man Jesus'
spiritual fervor did not stop the Romans coming to him and taking him away. In this, a mock execution was staged, the details
of which are unknown to me. But the important thing to note is that, as many modern manuscripts have deduced, Jesus did
not die on the cross. Belial had lost her use for them, and wanted to turn to the son of Jesus. Mary, his wife was expecting a
child at this time.
The great rift was caused at this point by another madman, Peter. None of the Apostles knew of Belial. They took Jesus'
images and his miracles literally. They believed he was the son of God, and to further evidence this, they tried to remove any
chance that the Son of God would have a son. Fanaticism of Faith is a terrible thing, Mr. Cartwright. Belial smuggled the
mother away with two of her brothers, all the way to France, Marseilles to be exact.
What became of Jesus? I cannot tell you that part of the tale, for I do not know.
The years passed again, and the Roman Catholic Church, led by the memories of the Apostles, grew to new heights all the
time. The Family of Jesus lived for centuries in Marseilles, eventually being forgotten as history for many years. Belial
travelled across Europe, seeking to work against this abomination that she considered the Roman Church to be. She
believed it to be the worst perversion of her divine mission. Eventually, she found what she believed to be the answer in the
Frankish people.
It took some effort but she managed to have the Frankish Royal Line wedded to the family that she had guarded, producing a
fully royal family with divine prerogative in her eyes. The most successful of all these manipulations was Clovis, the King of
the Franks. Clovis was at the center of manipulations by Belial. She had eventually decided that it was necessary to placate
the Roman Church and the forces that truly controlled it. In particular the Lasombra were to be dealt with in this matter. Your
friend Pierre will be able to tell you more about the Lasombra than I.
Eventually, Clovis was invested with a divine righteousness by the Church. You have no doubt knowledge of Charlemagne?"
I nodded my assent.
"Well then, you know that he became Holy Roman Emperor. Clovis had been invested with the exact same title centuries
previous to Charlemagne as apart of a pact between Belial and The Lasombra. Belial believed that she was accomplishing
her great mission naturally.
You cannot imagine the storm that this created among the Kindred! The Ventrue were clamouring for Belial's Blood as
indeed were the Brujah. Several other Clans were interested to say the least in the dealings that went on behind the scenes.
In the midst of all this, The Lasombra were almost under siege from the Ventrue. It is said by many that the very most senior
of the Lasombra, Montano, was engaged in almost vicious war with many Ventrue, particularly Mithras of London. In the
midst of all this, Belial pursued her plans. She began to Embrace warriors of true Christianity to help her fight the war that was
coming against the others. She believed that the Lasombra would aid her.
Yet, as is often the case, Kindred intrigue is a region of quicksilver change. The Lasombra voiced public approval, but in the
shadows behind even Montano's back, they made secret pacts and deals to ensure the safety of all concerned except Belial
and her fledglings. During the next two centuries, the line of Clovis began to steadily wane in influence and power. Finally, the
Lasombra made their move and Belial and her progeny were forced to flee yet again. Charlemagne was made Roman
Emperor.
The history continues on from there for a long time but we did not involve ourselves for many years until the Crusades. Belial
had disappeared for a long time and we had gone our separate ways, seeking for places to hide. For many years, other
vampiric events took over. The decimation of the Salubri and the creation of the Tremere. The appearance of the Assamites.
Then Belial returned and called each of us to her. We were to support her latest claimant in her mission. Which was now our
mission by the way. For she had placed Godfroi de Bouillion on the throne of Jerusalem and had also created an order of
mortals to aid us. Godfroi was, in some way, a descendant of Clovis, who was in turn a descendant of Jesus and so forth.
As always, her grand scheme prevailed. For myself, I wish that I had had the courage to say no.
We returned to Jerusalem, once again claiming a throne that belonged to our wards. The Holy line was once again on the
throne of the Holy land, and Belial made this clear to the pope in no uncertain terms. At first, it was the instinctive reaction of
the Pope to follow the orders of his controllers. However, the order of mortals that I told you Belial founded? They were an
Order of Ghouls in actuality who served her. Many had come from the Roman Catholic background. They were monks and
priests converted to her way. I believe they were called the Order of Sion."
I remembered reading about the continued existence of such an Order supposedly in connection to some conspiracy theory.
I had not fully read on the subject, it being somewhat out of my general field of expertise. She continued:
"The Order of Sion were responsible for literally blackmailing the Pope into accepting the situation. At first they quietly hunted
some of the chief enemies of Belial by day. Then they blackmailed the Roman Pope himself. For years afterward it was
peaceful and the kingdom of Godfroi was gaining strength. This precipitated the arrival of the man named Hugues de Payen,
better known as the founder of the Knights Templar. As far as I am aware, Hugues had been avidly following the affairs of
Godfroi, a relation of his, for years. He was aware of much. He intended to found an Order of Knights to supposedly protect
the peaceful travellers of Jerusalem. The Knights true aim was to protect the Grail.
What is the Grail? It is not a cup or a chalice or indeed anything of that sort. It is the royal line of Jesus, that I am aware. One
of the great Medieval romantic ideas was that of the Grail. But it was something of far more concrete value than merely a cup.
Hugues de Payen envisioned himself as the guardian angel. He was something of a fanatic in his beliefs about such things.
Such was the medieval mindset.
At first, Belial was intrigued by the idea. Then taken with it to an extent beyond that which we thought possible. She declared
to us that we would be the Templar also, the Vampire Knights of the Temple. There would be three Orders to ensure that her
vision took place. For a long time, we, her Progeny, agreed to this, seeing it to be important. It was also a safe move. Europe
at that time was beginning to emerge into a time of troubles as the first flowers of the Inquisition came to bear fruit. The
Knights and the Order of Sion went far afield, gaining much power in the mortal world, which was a good thing in many
respects. Belial required that her servants begin once again to expand the influence to bring about her great vision. She had
not forgotten her vision of the new world Order. Indeed, many of the mortals in our service also went South into the Moslem
lands to see what we could do to bring about conversion there also.
Things backfired badly though. The Knights and the Order of Sion did not, it seemed, get on very well at all, although they
had the same Grand Master. The Knights had amassed much power, rivalling that of a nation, but they wished to use their
might to crush opposition. The Order on the other hand had ideas of it's own about stealthy influence. Eventually the Order
and the Knights were going to come to blows over the whole dispute and Belial found herself in the agonising situation of
choosing one over the other. She chose the monks, her ghouls, and advised the Knights to follow suit. They would not,
however, and the two groups split permanently.
There was riot among the Templar Bloodline also, for several of them had come from both Orders and been Embraced. It
threatened to split the Clan apart as well. And it would have, had it not been for the timely invasion of the Assamites into
Jerusalem.
The Assamites had begun their great religious Jyhad to become closer to Caine at that time and came forth from their secret
mountain fortress of Alamut to lead the Moslems. We were indeed another target for their assaults. the battle I speak of is not
recorded in history because mortal armies were not involved. The Assamites attacked in stealth by night, seeking ancient
Vitae that might belong to some of us for their feastings. But we are exceptionally aware, Mr. Cartwright. The attack upon the
Temple was quickly discovered and repulsed after some ferocious fighting. In truth, the Assamites probably didn't stand any
real chance of victory, but their fanatacism was enough to make us band together.
I will always remember the aftermath as one of the greatest moments of my life. Belial standing there, praying that we might
stay togther. I will also remember the worst moment of my existence when I discovered for myself, not twenty-five years ago,
that Belial had arranged the attack through Assamite contacts.
In the wake of the attack, we galvanised once again. The Order of Sion went forth to new heights of control with our careful
backing. At this stage, we were beginning to run into very serious opposition from the Ventrue and Lasombra in particular, but
they could not work effectively against us. The Inquisition, the Tremere, the Assamites, all these things were taking their toll
upon our kind, but they were a golden oppurtunity for us. By the end of the 13th Century, we were within a realistic possibility
of gaining power. But it was not to be, thankfully. The Moslems attacked Jerusalem again in great numbers and we were
outclassed. At first the Pope declared Crusade, but there was little response. The one thing that kept our claim legitimate fell
in but a few short years. Jerusalem was lost to us yet again.
In the space of a few short years, the pyramid we had built was crumbling fast. Finally, the French King called the Inquisition
down on the heads of the mortal Knights Templar. Within the space of seven years between 1307 and 1314 the Knights were
disbanded and many of them branded for heretics.
That was when many of us took our cues to leave once again. The Templar and the Order of Sion went underground
completely. We had still gained much influence over the European world, but the dream was again shattered. I myself left
Europe for over a century during this time and thus, my knowledge of that era is sketchy. I wandered South to Egypt and
Africa. I travelled West to India also. For many years I sought out the truth of my existence. I also suceeded in avoiding the
Inquisition during those times as I had passed out of Christendom. I eventually returned in 1475 to a Europe in the final
throes of its Inquisitors.
It was there that I found Belial ensconced in Venice. She had spent many of her years regaining influence once again. This
time, it was with a new concept for her vision. She desired the masonic lodges. many of the Order of Sion had remained with
her through the years and she said that the Grail, the Holy Line, was again safe and under her wardship. For a long time, I
remained and listened to her speeches about how it would work the next time. In the beginning, I helped once again.
Understand this, Mr, Cartwright. I do indeed believe deeply in a God. But I believe that Belial got it wrong. Terribly wrong.
The Camarilla was formed a few years later and invited our small line to join, but we refused at Belial's Orders. She did not
want our Kind associated with the normal Kindred by any stretch of the imagination. The Sabbat was to receive the same
refusal in no uncertain terms. Our line numbered perhaps two to three hundred across all of the world at that time. Belial then
made her last and most fatal error.
As your friend will tell you, the Giovanni Clan's origins were rumoured to be firmly esconced in Diablerie. In much the same
manner as is generally believed, Belial decided once and for all to try and gain some mystical advantage and Embraced the
leader of a coven of necromancers in Venice. The repulsive Giovanni founder did not wait more than five years before
attacking Belial. At first, we could not believe what she had done. We loved her as our mother, but she had gone too far.
Those of us in the Clan who were older revolted against her. This only served the Giovanni's aims even further.
Augustus Giovanni sank his teeth into the neck of Belial and it was finished. The Giovanni employed many of their very
powerful spirits to hunt us and we were scattered, defeated and possibly doomed also. What more was there for us only death.
Of the nine that survived the attempted genocide, we were scattered to the four winds for centuries.
I myself wandered again, deeply saddened by the grief that my Clan had suffered. We were forgotten and the Giovanni were
eventually accepted as to be one of the Clans. That was when I conceived of the idea, Mr. Cartwright. I had a dream, a vision
you may say. I have dreamed of Belial's plan, her vision. It was folly, this I know. yet, deep at the heart of it, there was indeed
some truth to be found. I have gathered the Templar together again, Mr. Cartwright, although it has taken many long years to
do so. We have our purpose, which I will not tell you, but I will tell you this. Our purpose is most definitely tied up in the destiny
of this world. We will not lie in the ashes as do the Salubri even to this day.
Now take these events to your friend Mr du Lac and tell him that Kyrrell, the leader of the Templar, may once again speak to
him."
At once the car stopped and I left. She looked back only once at me, with a smile on her face, as the car drove away. Why
had she told me these dep secrets? Was there a deep plan behind it all. In revealing this information to historians, had she
somehow involved us in their Jyhad. I simply did not know. Perhaps they were simply insane. I did not believe this, though.
There was something about the woman Kyrrell which made me think that she was very sure in what she intended to do.
Since that time, Charles Cartwright has remained working in the field of the arcane. he his healthy and alive.
The tale presented in this account has proved, through many of my own independent studies to be very accurate historically in
many respects. Many times I wondered and wished that it had been I that Kyrrell had chosen to meet with and not others. As to
any Kindred by the name of Kyrrell, there has never to my knowledge been any such Kindred. But that is hardly conclusive proof
given that she was most likely one of the Fourth or Fifth Generation. The mystery remains just that. A mystery. Perhaps one day I
will solve it. For now, though, that is all the information I can find: the three accounts of Valerius, Kimilar and Kyrrell (through
Cartwright). I continue to search even to this day.
-- du Lac, 1993, London Motherhouse

Description
The Templar Clan is a Clan with an ancient past. In truth, they were once a Clan, but they are not anymore. Now they are a
Bloodline, although as a Bloodline they are growing steadily as the years go by. The Templar are renowned (by those who know
of them) for their vision, their secrecy and their seeming goodwill. They have also been attributed with being a very holy Line with
much in the line of such things.

Appearance
The Templar do not have any set appearance. They come from all walks of mortal life. They usually seem to unsettle others with
their presence however. It's always that there's something about them that others can't quite define which makes the viewer feel
uneasy.

Haven
They generally choose totally out of the way Havens to sleep in -- places that are not often visited by mortals. In some cities, The
Templar actually maintain Temples for others of their Line to abide in or a time, if they wish to do so. In these Temples, there is
much in the line of places to pray or contemplate and meditate.

Background
The Templar are very particular about who they choose to Sire. That is why they have always been a small Line. The Templar will
only Sire those who have True Faith. (Hence all characters must choose True Faith) Although they usually will not Sire those who
are Priests and Sisters etc of any of the Christian Churches. They are looking always for that especially rare individual who
develops Faith by himself.

Character Creation
For Templar, the character concepts are often widely varied. They follow no set path, only that each of their members is
dedicated to the way that the Templar follow. Thus they can come from any background, although Criminal Backgrounds are
highly unlikely. All Templar must have a high Humanity (as per the True Faith merit).
They usually have a nature that emphasises dedication or inspiration. Fanatics and Visionaries are common. So too are Martyr
and Traditionalists. They tend to have gruff Demeanours, especially to outsiders, to hide their secrets from prying eyes.
Mental and Social are generally Primary, as are Talents. Typical Backgrounds are Resources, Mentor, Generation and Allies.
They rarely if ever have Retainers.

Clan Disciplines
Auspex, Obfuscate, Presence

Weaknesses
The Templar have two Weaknesses which relate to their beliefs. The first is that the fact that the Templar all have faith tends to
make other Kindred very uneasy, even when they don't know about it. The Templar can "leak" Faith, so to speak. As a result,
when dealing with other Kindred, the Templar subtract their Faith rating from all their Social rolls that do not involve intimidation.
The other Weakness is that the Templar are all considered to have the "Ward" flaw for the descendants of Jesus. It is paramount
to them that they keep the family secret and well-kept. To risk the family's safety would cause great loss of Prestige among the
Clan.

Organisation
The Templar have a rigid organisation, quite similar to the that of the Tremere. They have a system of a three-step pyramid, as
opposed to the seven step pyramid of the Tremere. The Templar Ranks are in five distinct levels, starting from the Regent
(Kyrrell) who then has three individuals below her. They in turn have three more below each of them who then have three more
below each of them. Rank is usually determined by age and experience in the Clan, not Generation. As a result of all this
organisatiion, the Templar have a very strict 121 members worldwide. Although the occasional Nosferatu rumour has begun to
surface of there being Templar Anarchs who have broken out of this mode of thinking.
Gaining Clan Prestige
Clan Prestige is gained by advancing the goals of the Clan to bring about a new religion among the mortals. Those who further
the goals of Belial's old vision are what is meant by this. The vision was to make the family of Jesus the New Messiah. In
practical terms, aiding the Clan financially or with physical effort ammounts to the same thing.

Quote
"You cannot know what know what I know. The mysteries of our existence are there to be understood and taken hold of. We
are the angels of God and we are here to do what is our duty"

Stereotypes
Camarilla: They believe that all they must do is hide away from the rest of the world and play their puppet games. They do not
understand what this existence could be used for. Thus they are our enemies because of their very nature. They maintain the
status quo that prevents our Kind from doing what is just and right. Thus they must be destroyed.
"The Templar are amusing little Kindred in their own way, although they are very dangerous. Take care; do not get in their
way if you find them. They wield the Witch Hunter's weapon with nasty results. But do not hesitate to inform your Elders of the
presence of this scourge"
-- Mithras, former Prince of London
Sabbat: These inhuman devils are the living demons of today. The deserve only destruction for the evil atrocities that they
commit wantonly. They are fit only or damnation.

"Another bunch of righteous Priests! Ok, these ones have fangs But hey! Who doesn't these days? They're just Witch
Hunters with a mondo bad attitude. And you know what we do to Witch Hunters ..."
-- Azerian, City Gangrel antitribu Bishop of New York
Inconnu: The Inconnu perhaps are the most understanding of all the sects of Kindred society. They understand the need for
change to stop the Jyhad, Unfortunately, they do nothing to change the state of affairs. They just watch and wait. If Gehenna ever
comes, they'd be the first to go.

"And now we come to the Progeny of the deluded Belial. It would seem that the Templar have not learned anything other than
their religious Crusade that has always swept them up. Yet they do have redeeming qualities. We should try honestly to
make contact with them and see if we can at least persuade them away from their Path of Ruin."
-- Vlad Tepes in a Letter to Rebekah of Chicago

The Templar Faith


A word about the True Faith of the Templar is necessary. Every one of the Templar must buy the Merit of True Faith at the start of
the Chronicle. It is the cornerstone of what makes them Templar. If they ever lose their Faith they are often branded outcast and
become Caitiff. these outcast are what are generally called the Anarch Templar. The Templar can use True Faith in all the
manners described in the Player's Guide and in the Hunters Hunted. They can attempt to ward other Kindred away, and possibly
call down miracles. Such things are part of their nature. Faith also adds to Virtue and Willpower rolls. There is one other use that
the Templar have developed. This is purely optional and ST's who don't want to use it don't have to.
The Templar can use their True Faith in a manner like Blood Points to fuel Disciplines and boost attributes. Every Faith Point
counts as three Blood Points in such a situation. This does give them quite an advantage. Faith Points spent in this manner can
only be regained through long periods of meditation and convalescence. The side effects of the expenditure of Faith are that the
Templar also loses a Health level for each Point spent after the scene. Thus, using too much Faith can drive them into Torpor.

Faith Points are gained purely at the Storyteller's discretion. But remember that the Templar are not Christian in the classic
sense of the word. Their Faith stems more from their belief in themselves as avatars of an unknown agency.

The Order of Sion


Nowadays the Order of Sion maintains much contact with the Templar. The Order is an Order of Ghouls dedicated to the same
goal as that of the Templar. Indeed, some of the Order of Sion have so much ancestry of Ghouls in their Blood that they have
begun to develop into Ghoul families. The Order have a very large ammount of influence in the background. They control a
multinational corporation that doesn't advertise itself. It is actually called Dynamic Futures and is a purely controlling company,
much like Pentex (although Pentex is far larger).
The Order is, and always has been , the mortal front of the Templar. They are chiefly involved with much of the Masonic activities,
particularly those in Western Europe.

View Holistus discipline. This is an alternative discipline for the Templar bloodline developed by Chris Plaice.
TERRISCE
By Wilhelm the Slayer (uberjedixx@aol.com)

Description
The Terrisce are an offshoot of Clan Tzimisce. The main difference is that the Terrisce mold and form earth and rock rather than
flesh and bone. Most clans see the Terrisce as a formidable opponent and an unpredictable ally. The Terrisce are in no way
related to the Sabbat. They are usually very politically independent and independent of their clan and of any organization.

Disciplines
Auspex, Potence, Terriscitude

Weakness
The Terrisce are closer to Mother Earth than their Tzimisce counterparts and therefore must sleep completely submerged in dirt
rather than in a few handfuls. However, the dirt does not have to be from their homeland; rather, it can be from whereever it is
most accessible.
THUGS
By connorbd@bc.edu

Introduction
It has been said that the Thugs and the way of Thagi are a fiction invented by the British as an excuse for pacifying the people of
India. It is true that many empires, the United States included, will often act in Machiavellian ways to shore up their power base.
This aside, I here assume that the sect did in fact exist in 18th and 19th century India; if you have a problem with this, remember
that it is, after all, fiction, and I portray it as nothing else.

Description
The British did many things to keep control over the Indian subcontinent, but the Indians often responded in kind. The most
feared sect of rebels came to be known as the Thugs, from an English corruption of their sect's name (ultimately from a Sanskrit
word meaning concealer). These fanatics, devoted to the Hindu goddess of sex and violence, Kali, were practitioners of what
one might call ritual mugging, defrauding and eventually murdering their marks, who were usually wealthy merchants and the like.
In the early 19th century, a crackdown by the British occupational forces wiped out most of the sect. The few survivors went
underground, only to be rooted out one by one and summarily executed by British soldiers and imperialist vigilantes. But the
death squads were being shadowed; many of the executions took place at night, and as soon as one group left, the other group
-- a self-appointed cleanup squad of Ravnos vampires -- would Embrace those not quite dead yet. Thus the ways of the Thagi
sect carried on, this time with its members virtually immortal.
The Thugs are a subgroup of the Ravnos clan. They are perceived as random and brutal, with no loyalties save to themselves
and the Ravnos. They engage in diablerie only of clans other than the Ravnos and the Salubri, but this they do frequently. Most
live in India, Pakistan, and Bangladesh; there are a few in Southeast Asia (at least two are believed to have been involved in
murders of Thai prostitutes). A small number also live in England and North America, where they have been responsible for the
deaths of several "white trash" derelicts in the American South (most of their US members were black sharecroppers before
their Embrace) and a spate of unsolved street murders in Canada. Virtually none exist in Sabbat-dominated Mexico; there are a
few elsewhere in Latin America, but they are rare.
The Thugs are shunned by the Sabbat; they are felt to be too brutal even for their lifestyle. They despise the Camarilla, with a
special hatred reserved for the Toreador, who they see largely as an adult might see a popsicle: insubstantial but tasty. They
have placed a bounty on the heads of all Giovanni by orders of Kali; they actually try to protect the Salubri, due to some
commonality of spiritual belief.
Their belief system is less complex than that of the original Thugs, but no less strict; what outsiders perceive as random violence
is closely regulated. Women are never killed, nor are those humans consider as holy (though the Sabbat hierarchy is as often as
not fair game). Within the vampire world, no Thug will ever hurt a Ravnos or Salubri; this latter conceit has made enemies of all
Tremere, and the Thugs treat them accordingly. Murders are carried out with fang or rapier instead of the traditional strangling
(they are, after all, vampires), but always with a prayer to Kali. Diablerie is not only practiced, but is the general rule when the
murder of another vampire is called for.
Most Thugs are of Indian birth or descent, except in the United States where an overwhelming majority are poor blacks from
Southern agricultural states such as Georgia. There are very few white Thugs of any nationality, and most prefer to join the
Sabbat as enforcers. They are virtually all male as the code of Thagi forbids the murder of women.

Stereotypes
Camarilla: They don't seem to care what's being done to us vampires that get found out. May they all burn in the sun when the
Masquerade is broken.
"As their mortal ancestors did for their homeland, they court disaster for all kindred. They must be stopped."
--Indira Narayanan, Tremere of Calcutta
Sabbat: We don't really understand them. We have the same aims; what do they fear from us?
"No more trustworthy than a Tremere. They will kill you just as surely as an antediluvian will, no questions asked."
-- Juan-Felipe Martinez, Lasombra prince, Mazatlan
Ravnos: They are our saviors, though one can only take so much of them.
"Our dealings are... limited. They leave us alone, but we don't know that that actually means anything."
-- Sancho Aguirre, Ravnos of Pamplona
Setites: Showoffs. They know nothing of efficiency.
"You hire a Thug and come back with the payment. You never, ever get involved."
-- Abdullah Mohamed, Setite of Giza
Toreador: It's all a game to them. Fortunately they always taste interesting.
"If you ever meet one, make sure he's not carrying a saltshaker."
-- Jeanne Chirac, Toreador antitribu of Brussels
Ventrue: Snots. Not even worth diablerie; take a cigarette lighter to them.
"Sadists and monsters. The only difference is that they don't bother to chat you up before killing you like they used to."
-- Carmine Giancana, Ventrue prince of Newport, RI
Nosferatu: They're there and they never have anything for us. At best they're snacks; at worst they're not worth going after.
"I met one once. We didn't have much to talk about."
-- Alexander Danov, Nosferatu of Gary, IN
Malkavians: When you can understand them, they've nothing to say. If one bothers you, just get him out of the way.
"Crunchy. That's how I'd describe them."
-- anonymous, Malkavian antitribu
Assamites: Eat my shorts, wimps.
"Why do they get to have all the fun?"
-- Barukh Weinstein, Assamite of Tel Aviv
Tremere: Avoid at all costs. They talk big and back it up.
"One did in my sire. You simply don't do that to a Tremere."
-- Anonymous, Dallas
Giovanni: The fewer out there the better. Kali has condemned them all.
"They consider us prime targets. What do you think I think?"
-- Laurino Giovanni, Torino
Salubri: Our spirit brothers. They must not be destroyed.
"Nasty creatures, but if you have an extra eye they're completely trustworthy."
-- Ihor Kovalenko, Salubri of Chernihiv
Gangrel: If the Toreador are candy, the Gangrel are a banquet. Those who would associate with Lupines are an abomination to
the Goddess.

"Never trust one. Never rest if you know one is near. Never sleep again."
--Gunther, Gangrel of Hannover
Brujah: The only good time to meet with one is high noon. They are as insane as the Malkavians.
"(sarcastically) Sounds like my kind of people."
-- Ed Collins, Brujah of Boston
Baali: Sympathetic, though rather deluded.
"Hey, they do our work for us. Do I look like I'm complaining?"
-- Sandra Wells, Baali of Londonderry, NH
Lasombra: In their own way, as pompous and obnoxious as the Ventrue. The only difference is that the Ventrue can be trusted
to sign the check.
Tzimisce: Chain them up. They're a waste of vitae.
Mages: They like us the same way they like the Ravnos.
Garou: Freaks. No respect whatever for the goddess.
"Kali is the Wyrm. If you know you know one, kill it."
Changelings: Their blood is sour and dry. Kill only for hire, never food.
Wraiths: We consider them works of art more than anything else.
TIEN'SLOJ
By Mario Majoni (proteus@promix.it)
"You can hear 'em.
Have you been awake at night?"
Jack shook his head.
"They scream. They talk and scream."
-- William Golding, Lord of the Flies

Description
The Tien'sloj originated with a 5th generation Tzimisce of Russian descent called Jaran. He was a voivode in his own country,
but the machinations of his enemies revealed him as an ally of Assamite diabolists. The truth was that Jaran had found true love
with a young slayer, Jalazia, and refused to kill her when two elders found her in the domain of the Fiend. The fight that followed
saw Jaran victorious over one of the two elders (a Ventrue), while the other easily overcame the unskilled Ottoman, staked her
and brought her away. When Jaran stormed in his enemy's stronghold, he was faced by the council of Primogen that acuused
him of treachery, burned Jalazia in front of him and eventually exiled him. He then decided to wander the less hospitable, most
dangerous and furthest recesses of Earth alone, seeking a way to re-unite with his beloved one. Then the story is rather obscure,
with hints at Jaran dealing with Baali in the hope of bartering his soul for his lover's (legends tell that he developed Aracnean
when consorting with spider-fiends). Only centuries later did the true Tien'sloj bloodline appear, during the First Crusade, when
the Prince of Kamchackta (the Ventrue Jaran had fought and overcome in his own castle) and the Primogen of clan Ventrue
were challenged, defeated and killed by "strange, spidery Tzimisce". Their history was linked to the Tzimisce ever after,
including their help in founding the Sabbat.

Nickname
Spiders

Appearance
Tien'sloj are almost always of Russian descent, just like their founder; moreover a small number of them have useless spidery
traits, like additional sets of eyes, unusable multiple limbs, vestigial mandibles, hairy bodies or drooling mouths (treat these as
bloodline flaws, with a variable modifier of -1 to -5, with social repercussions being their main disadvantage).

Haven
They tend to live either in big cities near the wilds or in huge industrial communities. Few of them live in the deepest recesses of
Europe's largest woods; those that choose these places are extremely careful in every movement in fear of destroying nature, or
are skilled in the thaumaturgical "Path of Nature's Touch", which somehow softens their curse.

Background
Those who become Tien'sloj are picked among loners, drifters, hunters and forest dwellers; dabblers of occult knowledge,
cultists and con men are sometimes chosen, too. Most of the people chosen to become "spiders" seem to have loved deeply
something and then lost it; needless to say, most of them bear an eternal grudge against whoever or whatever took their love
away from them.

Character creation
Tien'sloj usually have a Criminal or Drifter Concept, and tend to choose Loner, Survivor, Curmudgeon and similar Natures, while
they don't bother choosing different Demeanours. Physical Attributes tend to be primary, just like Abilities. Common
backgrounds include Contacts, Allies and Mentor.

Weaknesses
All Tien'sloj love nature, and all of them are unable to embrace it because of the Taint of Corruption possessed by the bloodline.

Disciplines
Aracnean, Dominate, Potence

Quote
"The Beast is howling inside you, whelp, I can hear its agony. Do yourself a favour, listen to your much flaunted humanity and
get the hell out of here before you become one with the earth once and for all!"

Stereotypes
The Sabbat: We are the core of the Sabbat, together with Lasombra and Tzimisce; we are few in number, but our awesome
rage will forever make up for anything we lack.

"As long as their hatred can be controlled and directed towards our own goals, I see nothing bad in their being Pack leaders
or even, Bishops. The problem is that sooner or later one of these shadowy bastards will be willing to become a Priscus!"
--Lyzander, Lasombra Archbishop
The Camarilla: This Ventrue-driven machine is large and powerful, but you know, there's no machine that is able to work without
an operator.
"I heard that the last pack that Archon Heinrich and the rest of Clan Gangrel fought in the mountains a few night ago was led
by a 7 feet tall spider-like creature. Of course the Ancillae mistook it for a Tzimisce-crafted szlachta, but fortunately Heinrich
recognised Pavel even in that form and managed to slay him before he could say anything . . . compromising. You know,
Pavel was the child of S'rigt, the bishop of Lithuania. Well, yes, let's say he is a very old associate of mine that unfortunately
has access to some private information...."

--Doria, 6th generation Ventrue Prince of Genoa


TILDUN
By Chris Green (cmg@linux.cowland.com)

Chapter I. Origin of our Species


"In the beginning, the universe was a dark void of chaos then God stepped forward and said 'Let their be light.'"
Our beginnings like many other subjects have led to many schools of thought based on religion, science and ethnicity. The most
accepted belief is that the kindred species was spawned by Lilith and Cain.
It's said that when God made Adam in his own prefect image he decided to make woman, this woman was Lilith. One day
Adam demanded that Lilith laid beneath him in a bed of earth and kneel to him and God every morning but Lilith found that since
she was as good as Adam that she had deserved equality and respect from Adam. Adam told her that he not her had been
made in the image of the Lord and that the Lord was prefect and thus was he. For 3 nights Lilith refused his word and on the
dusk of the next day Adam went to God and told him of the crimes of Lilith and asked that he be given a true mate, God
denounced Lilith as a creature of a false deity and turned her body dead and her soul black as ash for she was now a creature
which was banished from the kingdom of God forever.
Long after Lilith, Cain and Abel were two simple brothers who wished to give gifts to God for all that he had given them. On the
day that the gifts were to be presented, Cain gave God a clay pot of animal blood and clothes made of animal skin. Abel brought
God an array of flowers and plants that he had created and God refused to accept Cain's gift and officially made Abel his "right
hand."
Cain was angered that his equal brother was to be greater than him and in a fury struck down his brother with a club of stone and
presented his dead body to God as a gift. God was outraged and banished him to the World of Darkness, in response Cain
took the skin and blood of Adam and wrote his confession of his crimes and later gave them as a wedding present to his mate,
Lilith.

Chapter II. Children of Cain and Lilith: The Antediluvians


Cain and Lilith wandered the night skies of the Earth but they had proven to God that they could find such human things as love
and devotion to each other that God had tried to take away. The Archenemy of God, Lucifer, or the Dark One as Cain and Lilith
called him, decided to give them a gift.
The Dark One called them to the pits of Hell and returned to them the power to embrace humans and bring them to their World of
Darkness. Cain and Lilith accepted this gift and started creating their kindred souls; God was outraged and told Cain that his
children's children would rise against him and destroy him and his mate.
Cain and Lilith created many children whom they called the Antediluvians. The Dark One told that in return for his gift the couple
were to serve as his army on Earth and defeat the forces of God. Cain and Lilith refused so he took wolf and man and made the
Garou who chased after them. Just as the Garou was to take Cain, Lilith leaped at the Garou' throat giving Cain just enough time
to escape. Alas Lilith was dead and Cain's heart was dark and cold once again.
Far from the scorch of Cain's loss in the arid sands of the desert was Nao, childe of the desert and his pack of children who
hunted along aside him with prestige and fierce loyalty. His oldest son, Tion was the greatest hunter of the pack and created
"Surguel Uy Tion" which was the first law of Nao's Pack. It states: "A Hunter is take half of what he hunts and gives the other half
to the clan and half of that half is for its leader." This made it so those who couldn't hunt wouldn't go without food and that the
leader had a ready supply of food.
As he grieved for Lilith one night, Cain had a vision of where his childe would be the forever loved within their dark world; he saw
Enoch, city of kindred. He set out to create this city and enlisted his finest children; he picked a site and the founding stone was
put in place.
At this time Nao's pack had developed a series of basic laws and ceremonies which had made them a unique people. Nao and
his people came to the founding stone and studied it for several until Nao's youngest son, Erun told that he saw a vision of high
walls of earth surrounding a great city. Erun offered his services to Cain and Cain gladly accepted with the approval of Nao.
Construction was a long and hard process, but with Erun designing the great perimeter wall, Tion always there with food for the
workers and Nao to share a story or tell a simple joke the work seemed less difficult. Finally the great city of Enoch was born and
as Nao was to move on with his pack he was asked to stay and guard that which they built. For now came the rise of civilization
and damnation of the curses of God and the Dark One.

Chapter III. Early Days of Enoch


The newest star within the Clan of Nao was the young daughter of Erun, Jai. She had a driving ambition in her work while seeing
fit that benevolence and mercy were given to those who had wronged. She helped to establish a judiciary hierarchy in which the
councils decided the laws, the constables enforced them and criminals were taken before a court of undivided wisdom. Then
one night she chanced to be in the central gardens of Enoch on patrol when she met Utanu a young councilmember who had
taken leave of the chambers for a breath of night air. Soon after that they felt madly in love with each other but could never truly
be together since such things were beyond their power.
One cold arid night, Jai looked up the heavens and yelled that she would give anything for her soul to be with Utanu forever.
Weeks later she fell seriously ill and even the council leaders came to her bedside, but nothing helped. Then Utanu ventured into
her bed chambers and she gave him a gift, a small ring of hardened copper joined with a ruby pearl; she told him that their love
shall join them together forever. They looked into each others eyes as she died but Utanu was not sad for he felt her soul telling
him of the great trek that was after this life.
Utanu was adopted into the clan personally by Nao and treated as a son. He grew to become a wise judge and created "B'ash
Jai" in which he told of love and mercy and nothing more was greater than that.
Utanu embraced a young soldier named Owawas in a local village of humans because he had an immortal strength within his
dying body. Owawas made the Clan of Nao proud by following in Jai's footsteps and establishing an organization within the clan
known as Hynum'kai who would protect the innocent and determine the fate of the guilty.

Chapter IV. The End of Enoch


Nao continued to see the activities of his clan and their place within Enoch for centuries and never grew weary of creating
something new each day. Then struck the wrath of God as a madness took hold of the children of Enoch. In a great fire of
destruction they murdered their fathers and mothers in cold blood. As Cain and his children lay dying in the ashes of Enoch for
they cursed them with Gehenna, the day that they would return for revenge.
After Enoch, Uwawas tried to lead the clan but didn't have the leadership skills of Nao. His younger brother, Arbah who was the
youngest member of the Clan leadership came to Uwawas and told him that he would lead the clan for him and in the memory of
Nao for him to step aside. But Uwawas refused and Arbah was the first of his bloodline to kill a brother, Uwawas lay dead at
dawn and Arbah was to lead the clan.

Chapter V. The Second City


Arbah decided that Nao's death was not to be in vain and met with other clan leaders to discuss building a new city in the
shadows of Enoch and eventually one day his wish came true under the Second City.
He decided that with the changing world that the Clan must change and he created the Clan Primogen in which the eldest 5
would sit and govern the ways of their people. The Hynum'kai was established as the protector of the clan and were known as
the Protectors of Arbah from this day forth.
Arbah then established the Code of Arbah, 8 organized rules of the clan:
1. Thou shall not take of innocence.
2. Thou shall not take the life of thy brother.
3. Thou shall not take that which is your brother's.
4. Thou shall pledge faith to the clan.
5. Thou shall follow the way of Jai.
6. Thou shall take of knowledge.
7. Thou shall not embrace a kine soul without the eldest.
8. Thou shall seek peace in all its forms.
These laws established the Clan to be one of the most peaceful of the time.
"For I wept 9 tears for each night the fire raged" was the last quote spoken by Arbah as he stood at the ashes of the Second
City. He joined with the Shreh Ren as they grieved for the great loss of those who had died and what had been lost to greed and
lust for power.

Chapter VI. The Great Walk


When the Second City was destroyed Arbah knew that his clan was in danger from attacks by rivals so he decided to march
onward through the desert. Radon, a young scholar within the clan is accredited with providing the emotional support to those
around him by keeping true to the ideals of the Code of Arbah and he wrote "Ellum" in which he denied traditional belief in the
Gehenna and told that peace, love, compassion, mercy and humility were the 5 keys to true salvation from Gehenna. This
angered Arbah and he struck down Radon in a single blow but as the clan elder he was above his own laws and refused to be
tried for his crimes.
The journey continued in silence and there were no more talks around the sheltering fire or the occasional joke given to old
friends for Arbah was no longer a friend to his clan but its monarch and no one dared to speak out against him. One night as
they traveled, a young kindred who had been embraced for less then a decade leapt out from behind a rock swinging his rustic
copper blade and removing the head of Arbah in the process. His name was Unan and he said "I would rather die by fire than
drown in water" but noone had to judge or execute him for the following day he got to see his first and last sunrise since he was
embraced.
A highbrow scholar within the Clan Primogen decided to lead his people; his name was Amun. He was considered very strict
and rigid even for a kindred but had the respect of his fellow clan members and had proven himself worthy of the position several
times. His first act was to ratify the Hemzafi Acts which told an accepted value is a given value and never the truest value and
made discrimination or punishment for difference of opinion or ideal a crime.
Many knew that Amun had enemies within the clan since a good portion of the clan was still loyal to Arbah's beliefs and ideals. A
young Amun supporter named Tarix decided that Amun needed protection and created the first clan militia which would protect
the clan not by way of the leader but by way of the people and as Amun was a person any assault on him would be assault on
another person. The Clan Primogen was extended to 6 positions and Tarix took office; his first act was to create the Junta rule
which stated that clan members were of equal blood and no clan member was born or created better than another.

Chapter VII. Clan of Ra


After decades of wandering through the desert, Amun decided to set down in the Gaza Plateau in the Valley of Kings where he
knew their spirits would help protect his people. While they slept an assassin crept into the clan's resting place and tried to kill
Amun but he was too quick and survived with only a scar across his face; on his clothes was the symbol of Set.
A young woman named Juta who had shown interest in Amun's proposals of natural studies in the sciences one night came to
him and gave him a small wooden model of a temple shaped like the top half of an eye with the iris facing upwards.

Chapter VIII. Age of Biblocracy


The Temple of Amun was built and not only served as a temple but as a fortress against attacks from the Setites. Then began
the Age of Biblocracy and Amun gave a new name to the clan, Clan of Ra.
The new Biblocrats based law and government not on the traditional elder system but the belief that the smartest free-thinkers
within the clan should lead it. Secretly opposed to them were Sisters of Salearia and the Brothers of Salcar who kept their
traditions intact through the Biblocrat reign.
The first science which was encouraged was Astronomy with scholars making basic sketches of constellations and wrote down
theories of the moon, sun and stars. The Clan Primogen received 2 new positions and several lower councils which allowed non-
elders to be represented within the clan hierarchy.

Chapter IX. Ark of Amun


Intelligence reports indicated to the clan Primogen that Followers of Set were planning a major offensive against the temple and
that the clan militia wasn't up to being able to hold it back. Amun left after the meeting and traveled to the sea and didn't come
back for months. When he returned, his followers had lost faith in him and traditional values had started to return. In addition to a
group called the Tionists arose who wished that the clan be dissolved and to return to the ways of the pack.
The Tionists attempted to usurp power by saying that the report on Setites were false and made up by Amun so he could
enslave the clan. In response Amun burned down the temple he had worked on for so long and with his supporters he forcibly led
the clan to the sea to see the titanic boat he created to take his people across the sea to another land away from their enemies.
The Setites arrived early to the camp and Amun was the first to reach the Ark, but looking back he saw a number of Tionists in
the rear having to withstand the Setite soldiers. Amun leapt from the massive ark and ran with a sword in one hand and a spear
in the other and held the 50 Setites at bay just long enough for the ark to sail. His people looked back to see the dawn sun rising
as he fought and slaughtered dozens of Setites and as they sought refugee within the hull Amun had earned the respect of his
clan.

Chapter X. A New Land


After several weeks of endless travel, the Ark set ground on the southern tip of Greece and its passengers disembarked into
their new home. Greece was a whole new world to the clan and didn't have the dry sands of their home land. The worst part was
the various factions within the clan kept trying to take control of the clan Primogen so noone could be trusted to lead the clan.
Nuria, a young Caitiff huntress who had been abandoned at birth came to wander behind the clan watching its every move.
Finally one night she presented every member of the clan with a full meal and in response this woman was adopted into the clan.
Chapter XI. Rise of Dariuism
Nuria quickly advanced in the clan because she created Dariusism or clan nationalism in where she gave feelings of pride and
honor to the exhausted clan factions. In response, during a coup d'etat she took power as clan leader.
Her first act was to propose and ratify the Ren Equalius amendment which established that noone could be disqualified from
position within the clan due to background, ethnicity or gender and she appointed 2 women to the clan Primogen. She decided
to also expand the clan militia into a full army directly under the command of her instead of the clan Primogen. She finalized the
Pax Noctis law including the 5 keys to salvation.
Nuria created the War Council which would overrule the Primogen in all military matters. She was to quick to use this and her
first military action was to declare war on a group of Setites who had just entered Greece. This action is still considered rash to
the day but tripled the military strength of the clan.
After she won at the Battle of the Ridge and overcame the Greek Setites she renamed the clan, Clan of Darius and established
martial law. However, she also advanced civil law by allowing for more tolerance of new ideas.

Chapter XII. Journey to Rome


At the request of Ha'un, her second in command and in fact her secret lover she moved the clan to the infant city of Rome where
she established a haven in the goal of domination and imperialism. Ha'un helped to establish the Prousm which was a group of
elite soldiers who were purely loyal to Nuria. However, one of the Prousm, Decius, was in fact a secret rival of Nuria.
After a meeting with Bruhash and Ventrue leaders she returned to her haven to see Decius, standing in front of the dead body of
Ha'un and the Prousm in his influence. She lived all but 5 minutes and was beheaded by this sword. Decius was quick to seize
power and disbanded the Clan Primogen in favor of the Prousm Council which enforced his will throughout the clan with no
mercy. His first decision was to start an intelligence group to spy on the Bruhash within Northern Africa and named them the
Tildun House.
Decius looked among his strongest supporters to a young field commander named Circus who had proven himself to Decius on
many occasions and in return for his loyality he appointed him head of the Tildun House and sent him and his troops to Northern
Africa.

Chapter XIII. The Tildun House


Circus led a band of roughly 50 agents and soldiers into Northern Africa to conduct intelligence. They came upon the building of
a city named Carthage in which the Bruhash along with other past allies were supporting. His first action was to win the favor of
the Bruhash leader and took a minor position within the Carthage government. He sent back regular reports to Decius, including
troop movements in and from the city. In fact Decius promoted him to General and made him a member of his council for his
duties.
Then the Roman forces came and along with the Ventrue and other allies destroyed the city of Carthage in a blaze of rage and
show of strength. Circus was stunned by this and sent word to Decius but Decius supported the destruction of Carthage and
since no clan members had been harmed or killed he called Circus back to Rome.

Chapter XIX. Stand at Tibur


Circus came into the council meeting and requested the floor so he could speak. Decius approved but had no idea what Circus
was about to say. For 3 hours Circus spoke of how Decius had failed the clan and broken clan law and tradition and that a new
leader should be chosen in his place. Decius laughed and quickly ordered his death but Circus escaped along with his
supporters to caves just outside of Rome on the other side of the Tibur River.
Decius gathered his supporters and armies and stood at the bank of the Tibur River and demanded the surrender of Circus and
his supporters and an oath of loyality before he was to be executed. Circus came out of the caves with 27 other soldiers; few of
them were even veterans or even trained for that matter. Decius had 150 soldiers who were trained by him on every art of
warfare he knew about. Just as Circus was to lead his followers in a hopeless battle, a strange thing happened. Nearly half of the
soldiers on the side of Decius switched loyalites and fought with Circus and thus Circus won the battle.
The battles raged on for months but each time, nearly half of the troops exchanged loyalites and followed Circus until there was
noone but Decius. He was declared a traitor and executed by Circus himself.

Chapter XX. Neo Naoism


Circus quickly organized the confused kindred into the Clan of Tildun and issued orders for a re-formation of the Clan primogen
with 10 members and also several other lesser councils. He established Neo Naoism in which the original ideals of Nao
regarding humility and being close to the earth were followed but the development of studies weren't discouraged.
Circus led his people to a haven on the Italian/Swiss border at the foot of the Alps and hid there for centuries await from the
enemies who would destroy the Tildun.
This way of thinking continued for more then 10 centuries until the dawn of feudalism within Europe and new enemies arose from
the ranks of man.

Chapter XXI. Neo Biblocracy


Of course following the era of Neo Naoism came Neo Biblocracy but in a different and more simpler form. It was decided that
the Tildun could take the advantage if they truly knew about the land so they began scouting the surrounding territories including
the Alps and were able to stay one step ahead of their enemies, mainly the Lasombra who with the Setites threatened their very
existence.
At the dawn of the 11th century, a childe of Circus came into the kindred world and took the name GC leaving behind his mortal
life and mortal name. He started out as a bodyguard to Circus and later was prompted to scout until the early years of the 14th
century when that would all change.

Chapter XXII Age of Courage


Losses had been heavy to the LaSombra in those cold months of the 1300's, the Tildun were crowded in poor havens waiting to
escape that next attack, there had been 7 defeats within 6 years and the Tildun army had grew very weak and unable to protect
the clan. A sect of Lasombra known as the McRon demanded that the Tildun surrender to them and in exchange the Tildun would
be spared from destruction. Circus had no choice but to send a small army of the last remaining scouts and officers to meet with
the McRon army in Sterling, Scotland.
Field commanders had been lost in previous battles so Circus decided on the field exprience of GC to led the way. Since this
was to be a simple mission he made him a field commander and sent him and the remaining army to Scotland.
When GC arrived he saw 200 McRon and Lasombra troops awaiting his surrender, he sent word back to Circus for further
orders and Circus ordered a quick surrender. But the day before he was to surrender he looked out into the daytime battle field
to 2 human armies faced against each other; one was an army of King Edward the I, the English tyrant and another was some
nameless band of Scottish rebels led by some man named William Wallace. He and his friend, Juhn looked upon the battlefield
as Wallace stood with courage and was able to defeat the greater army in a major blow.
That dusk Juhn came to GC and asked if he was still going to surrender. GC replied that he had his orders, but Juhn told him that
he was not only surrendering the clan but the clan before him and the clan after him.
That night GC went out to meet the McRon commander on the field. To pledge to the surrender he was kneel with his sword in
front of the McRon army. GC was about to kneel when he heard the commander whisper "I hope your clan makes good slaves."
Then in a flash he leapt up, swinging his singing blade through the air and removing the head of the McRon commander.
The battle raged on for hours until GC stood victorious with Lasombra soldiers laying dead around his army. Though his good
friend Juhn had lost his life, GC didn't forget this while they celebrated their victory. GC returned to the Tildun HQ in the Alps to
explain his disobeying of orders directly from Circus. Circus yelled and even threatened to execute him when GC told him of the
poor decisions that he had made in offering the surrender and that if he wouldn't fight for his clan then he would find someone
who could. This act stunned Circus but also impressed and in reward he made him a full field commander.
GC sent his growing army across Europe and made 4 victories within Spain and France alone driving back to the Lasombra
and another 2 victories with Gangrel assistance in the Netherlands.

Chapter XXIII. The Camarilla


Circus left for a conference with other leaders such as the Gangrel, Brujah and Ventrue and returned to give the news that he had
introduced the Tildun to the Camarilla. GC was angry at first, then Circus told him that he offically promoted GC to lead the Clan
Primogen to make sure Circus never made another mistake.
GC slowly gained the respect of his clan for things other then military warfare. He established Nuriasm which took the warrior
codes of Nuria and combined them with Biblocracy and Neo Naoism to become a powerful force within the clan since it united
several rival factions.
GC helped to ratify the Civil Liberation Act which gave rights such as right to a trial, right to face the accuser, etc and other basic
rights he had learned from his studies of politics.
He also appointed his childe, Linney to the 2nd highest position in the Clan Primogen and made his other childe, Hemen the
offical messenger of the Clan which spawned the Communications Authority, a council just under the Clan Primogen.

Chapter XXIV. The Darkest Day


The Tildun continued to lead their clan into the future. One winter they decided to hold a clan meeting in a stronghold high up in
the Swiss Alps, the meeting lasted several days and everyone was exhausted afterwards. During the night everyone slept until
there was an earth shaking explosion which rang out through the stronghold, the Inquisition had found them and their troops were
moving in quickly. The stronghold went up in flames within minutes and the Tildun were being slaughtered. Noone could figure
out in those few seconds how the Inquisition found them; then GC looked through the flames and saw Naruss, a young soldier
meeting with the Inquisition leader and they knew they had been betrayed. The fight raged on for 20 minutes until 200 Tildun lay
death including Circus and most of the Clan Primogen. After the stronghold was laid to ashes the bodies were buried in snowy
graves. Not a single tear was shown in grief but the pain was inflicted on each heart forever.
It turned out that Naruss and a small number of other Tildun had formed the Followers of Arlon, a group dedicated to the
destruction of the Clan Primogen. They wished to put a military dictatorship in its place. GC was quick to act and the following
night, Naruss laid dead at his feet.

Chapter XXV. The Wandering


GC was dumbfounded that he was now the clan prince over the Tildun, feeling that he was inexprienced for the job. The Clan
Primogen was less then half full and the various factions were attempting to seize power. One faction, a new group known as the
Chinists, believed that what happened was a message from Nao that they had gone the wrong way, to return to their place of
origin and bring the clan back to the status under him.
GC was unsure of anything until the Thorn Conference of 1770 where the Camarilla were discussing the American Colonies and
their rise to power. The Ventrue argued that the British Empire controlled them thus they had no say while the Brujah argued that
they should be made indepedent. The Toreador were too busy arguing about the problems in France with the Tremere and
Malkavians to even care. Finally GC was asked his opinon but all he did was shrug. An anonymous Ventrue told him that he was
weak and the Tildun were weak and should return to their Caitiff roots. GC lashed out in angry striking the Ventrue and giving an
hour long speech which resulted in angering the Ventrue but also earning their respect as fighters and politicans within the
Camarilla.
GC came back to the clan with a new sense of vigor and restored the Clan Primogen to its full strength. He created divisions
within the New World and started an international messenger service within the clan to oversee orders. The first American Tildun
haven was established outside his plantation in Virgina and a new era was born.

Chapter XXVI. The American Tildun


Soon after the Tildun established themselves in America, a new faction was born called the Americists who believed in
removing the Clan Primogen and establishing some form of Federal Government over the clan. They were meant by opposition
by all other factions. GC decided that the clan needed some changes so he created several new lesser councils, added another
Clan Primogen and passed the "Political Rights" amendment which offically made the various factions political parties within the
clan.
This amendment allowed for the fighting to end and for debating to begin. The factions no longer attempted to replace their
leadership but to add their own leaders to the clan in addition to what was already there. The Americists were split into the
Conservtive Americists and the Liberal Americists; the first supported staying with the Camarilla while second wished for the
Tildun to become independent of the Camarilla.

Chapter XXVII. Changes in Europe


Rebellion was spread through the Europe when King Louis the XVI was removed from his position and the French people
established a new government. Of course with this new government there formed yet another political group within the Tildun
called the Indepedent Republicans who believed the Tildun should be divided up into houses according to location. So that each
faction would have power within one house, they also wished to replace the Clan Prince with a President who would be elected
by the Clan Primogen.
With the rise of Napoleon Bonaparte within France, the Imperial Republicans sprang from the Indepedent Republicans and
shared the ideals of conquest and imperialism that the new France had acquired. They believed the Tildun should start to
conquer Sabbat territories within the US and within Europe to increase their power within the Camarilla.
The rebellions quickly did away with the ancient empires and monarchies, giving birth to united nations full of democracy and
new values which had been oppressed for centuries. Also there was a rise in a new governmental ideal known as Communism
and in fact the Tildun acquired this and the United Workers were formed as a result. They wanted to expand the Clan Primogen
and in fact the Tildun acquired this and the United Workers were formed as a result. They wanted to expand the Clan Primogen
to allow for even Neonates and fledglings and to remove the ideals of conquest and capitialism from Tildun society.

Chapter XXVIII World War I


War had been coming for decades over these new founded nations and as a result, the Neo Nuriaists were formed to answer
the challenge of war with a big affirmtive. Their rivals were the Isolationists who found that Tildun involvement with World War I
would just bring misfortune and death. In the end the Neo Nuriaists won.
The Tildun supported the American side since their political views had followed them for several decades. Even GC made a
public support of World War I and the US's entry; it's rumored that GC himself fought night dogfights in a biplane but he has
neither denied or admitted this so far.
With the victory of the allied forces, the Tildun had gained a little more standing in the slowly growing Camarilla and even got to
host a conference in 1921 in Bern.

Chapter XXIX World War II


The Tildun accidently uncovered proof that the Tremere were secretly supporting the Nazis with money for their medical
expriments and that many Tremere supported the Hitler regime within Nazi Germany. The Tildun had little proof so the Tremere
offered them a much needed bribe of several million dollars in exchange for their silence. GC shameful accepted and the Tildun
didn't report the Tremere to the Camarilla.
The Tildun were totally against the Holocaust and even helped with the Maquis movements against the Germans. They helped
several Jewish refugees escape Europe and secrelty aided the Allies with the liberation of the death camps by providing
anonymous intelligence on them.
The Tildun were disgusted with themselves and gave all the bribe money back to the Tremere even through it was badly needed
and secretly reported their activites to the Camarilla in a conference just after the end of the war. They have had a bad standing
with the Tremere since then including death threats but nothing very serious.

Chapter XXX. The Present Day


A few new parties have been created such as the United Democrats who are in support of more democracy within the clan and
establishing a full constitution of laws and rights. They have gained power within the last few years. The newest party formed in
the early 70's is the Ilumists who believed in freedom of expression including speech and have been called the "hippies' of the
Tildun.
In '81 and '87 the Tildun hosted conferences in Bern to discuss the changes in the Cold War and also attended the Thorn
Conference in 1993 and the Rose Conference in 1994 where they gave several speeches on changes in the world.
GC continues to lead the clan; even through he has gotten older he has increased his exprience and knowledge and has
established somewhat of a name for himself within the Camarilla.

Epilogue. What the Future Holds


"The greatest feat a Tildun knows is being able to look into the future and see something good".
-- Linney, Bern Conference '87
The future holds a lot for the Tildun and the Tildun intend to offer alot to the future. In exchange, they continue to create and
multiply, spreading their values and ideals throughout the world.
TITANS
By Adam J. Solis (ajsolis@aol.com)

History
The titans have supposedly lived among us as long as the clans have existed. My research into the bloodlines, kindred family
trees, and the caitiff has brought to my attention that there are pretenders among the clans and established bloodlines. Oh, many
of them do not even know it, but most suspect. They are the titans. Like the deities of the mythic age, they carry in them the seed
of power. The titans, you see, are a myth and a rumor, a secret that most kindred will never uncover because of their own fears
and insecurities. However, the secret is really quite simple -- they are caitiff among the clans.
I am not talking about the caitiff who have managed to ingratiate themselves among the clans, nor do I speak of those who have
earned their way into the clans by merit. The titans are caitiff who have managed to fool others and usually even themselves into
believing that they are of the clans. How is that possible, you may wonder. The answer is one that might surprise you, for you
see, the titans are caitiff who manifest all of the traits of the clan or bloodline they were embraced in. How then could they be
considered caitiff? They retain the caitiff ability to learn exotic and non-inherent disciplines. They even have the ability to create
(or according to some myths, recreate) their own disciplines just like their caitiff brethren and can also create their own
bloodlines. That is the source of all bloodlines that sprang from an established clan. The samedi, the nagaraja, kiasyd,
ahrimanes, the city gangrel; most of the bloodlines sprang from a titan founder. The blood brothers are an obvious exception,
and my research into the gargoyles is so far inconclusive in determining if the altered vampires demonstrate titan
characteristics. I will, of course, keep you informed of any developments. There is also a theory I have so far been unable to
confirm or deny. Namely, are the Antediluvians Titans? They were the first to pass on their predilections onto their own progeny.
Perhaps I will have the privilege of finding out when Gehenna arrives.
In faith,
The Pretender,
Member of the Manus Nigrum,
Archon of the Malkavian Justicar,
Knight Inquisitor of the Sabbat Inquisition,
Vulture of the Shadow Lord tribe of lupines,
Child of Huitzilopoctli the Left Handed Hummingbird,
Child of Cappadocius,
Child of Enoch,
Child of Caine the fratricide

Mechanics
The titans are created as caitiff characters. They have standard dots in backgrounds, disciplines, and other traits. They can even
choose which disciplines they will initially possess, but they must have at least some dots in the innate clan disciplines. The
titans always have the following merits and flaw: Innate vampiric ability (3 pt merit from the Risen book) for all clan disciplines so
usually it will be taken three times for a total of 9 freebie points, and Clan Weakness (2 pt flaw, from the book Outcasts A Players
Guide to Pariahs), for a total of seven freebie points. For convenience sake, treat it as a single merit Titan (7 freebie points,
Supernatural). Titans can purchase any additional merits or flaws depending upon their clan, sect, and age bracket, including the
caitiff merits and flaws from Pariahs, subject to Storyteller approval of course.
TONG CHU
By Jason C. Marshall (JCMarshall@sympatico.ca) for the Celestial Court.
"Tyger, Tyger, burning bright,
In the forests of the Night
-- William Blake, The Tyger

Prologue
The warehouse was quiet as the hood was ripped from Han Cheng's head. He looked about wildly, but saw no one. "Who's
there? Who are you."
A shadow rippled across the floor and then stood. A man emerged from it. "We are your doom."
A large dog padded silently up to the man's side and then shifted shape into a young woman. "We are your death."
Han Cheng backed away from the two, his eyes wide.
Mo-sha.
They knew what he'd done. Who he'd killed and cheated.
"The Court is unhappy with your meaningless plots and plans." The man said.
Han Cheng continued to back away even though he knew there was no escape from them.
The woman's eyes were feral as she began to walk towards him. She lifted an arm and a talon-like hand seemed to drag
streamers of white smoke from the air itself.
"We will rip the soul from your despicable corpse and feed it to our masters."
Han Cheng ran, screaming into the dark warehouse, desperately looking for a place to hide.
The man and woman smiled wolf-like grins of sharp teeth and took off after him, moving easily and lazily; after all, half the kill is
the hunt.

History
If there is any bloodline in all of China that can inspire fear and dread with the mere mention of its name, it's the Tong Chu. The
Tong Chu have been a constant companion to the Dragon Council for close to 600 years, fanatically following their orders and
decrees and maintianing the peace, as they perceive it.
The Tong Chu were created by the mixture of Gangrel and Lasombra blood, a strange combination indeed. In the later part of
the 13th century, the Dragon Council found itself in need of assassins to help deal with the growing criminal element of the Shu
and its allies. They sought out a small conclave of mo-sha, the mysterious Chinese magic-men who were known for there
strange martial prowess and magical capabilities. The Dragon Council had long since suspected that the mo-sha were
supernatural in nature and when the first Pao Yu contacted them they discovered that were indeed kindred.
The mo-sha were controlled by an inner circle of a group of kindred known as the Tong Chu. They were a small bloodline, with
perhaps thirty members in total, most acting as teachers and mentors to the mortal ghouled servants who acted as their agents.
The Tong Chu possesed a discipline not seen before, that of the ability to manipulate shadows. They used these discipline in
conjunction with their shapechanging ways and thaumaturgical knowledge.
The Dragon Council offered the Tong Chu a position within the Jen Pao, a place where their talents could be maximized as well
as their bloodline protected and given a chance to grow. The Tong Chu agreed and joined, bringing their consierable skills to
Celestial Court.
The historians of the Council took to researching the Tong Chu's background in order to determine exactly from where they had
gain their diverse match of disciplines. Evidently in the beginning of the 8th century a Gangrel known as Samuel encountered a
Lasombra in a small community just west of Himalyan mountain range. The Lasombra, annoyed with the presence of the
Gangrel, ordered him out of the community. The Samuel refused. The Lasombra attacked Samuel, diablerizing him. The
Lasombra retreated to his haven to heal when several Gangrel arrived to join their comrade. The Lasombra attempted to hold
them off in his castle but found himself incapable of defending himself adequately. He fled east, running long and hard. Along the
way he found the capabilities to manipulate his shape as a Gangrel does, and used this new found knowledge to better his run.
Arriving in China the Lasombra quickly used his shadow and shapechanging powers to hide from the community, watching and
learning. Some years later he came across a small community of seemingly normal villagers. He decided to stay, intending on
feeding on them before moving on. Unbeknownst to him, he'd come across a mo-sha village. The mo-sha, much like the ninja of
Japan, when not on assignment lived together in clan villages, farming and fishing like normal people.
The mo-sha of this village were guided by five kindred, masters of disguise, weapons and thaumaturgical spirit mastery. Using
the knowledge of the spirits, the kindred would offer advice, teach and convey messages to those that were part of the mo-sha
clan. These five kindred trapped the Lasombra on his second night and shared his blood. They then summoned his spirit and
bound it so that it would teach them the powers of the western disciplines.
The resulting kindred were a mixture of Gangrel, Lasombra and the Chinese Tong Chu. Masters of spiritual magic, the shadows
and the ways of protean.
The Tong Chu practised their ways, perfecting their new found disciplines until the day that the Dragon Council sent its agents to
them.
Over the intervening years, the Tong Chu have become feral, almost savage in combat and when on assignment, as if they're
becoming animals themselves, reveling in the hunt and the kill. They have become increaingly loyal to the Dragon Council,
performing acts of assassination, sabotage, espionage, and terrorism in the name of the Court and their Jen Lung masters.

Nickname
Psychos, Shadows

Appearance
Tong Chu are of Asian descent, though a few non-Asians have been embraced.

Haven
The Tong Chu live in clan family villages.

Background
Most are of a mercenary type of background.

Character Creation
Physical Attributes are primary, as well as Skills.

Weakness
The Tong Chu suffer from a rather nasty variant of the Gangrel weakness. They are slowly becoming one with their beasts, and
so suffer from both a -2 on their target number for frenzy as well as adopting the animal features after each frenzy. Tong Chu live
to hunt and kill.

Disciplines
Protean, Obtenebration, Thaumaturgy

Quote
"We are in contrrol. Show us the hunt and we will run it."

Stereotypes
Lung: They gave us China; we have nothing but respect for them.
"We are proud of our cousins."
-- Yin Tsu, 10th generation Lung.
Jian: We will show them the respect due them.
"They have their place and they are good at what they do."
-- Feng Shang-pao, 9th generation Jian
Pao Yu: These warriors are easily our equal in martial skills.
"We are proud to call them brothers."
-- Ho Chang, 11th generation Pao Yu warrior.
Kwai Tao: Doom shall come to them and Tong Chu is its name.
"Complete and utter madmen, given weapons by their insane masters, the Jen Lung"
-- Hung Yan, 9th generation Kwai Tao
Men Hu: They are competent in what they do.
"Savage and feral, they represent everything we wish not to be."
-- Hung Mien-lo, 8th generation Men Hu courtesan.
Shu: They are the Jen Lung's bane and we will cleanse them.
"Of all the bloodlines, only you do we fear."
-- K'ung Feng, 11th generation Shu.
Ch'i chu: They know -- things about us. Things we do not wish to share.
"The secrets of all are safe with us."
-- Chao, 10th generation Ch'i Chu scribe.
Mui Tsai: They are the lowest of the low, brought down because of the Shu.
"We wish things we different, but for now, they are not, for now."
-- Hua Shang, 10th generation Mui Tsai.
Yu: Calm and peaceful, if only we could be like them.
"We will be here when needed."
-- Ni Yueh, 8th generation Yu.
Camarilla: They will be the next to be cleansed, after the Shu.
"Madmen, all of them. It's like seeing a Brujah high on drugs."
-- Maria Salvis, 9th generation Toreador.
Shogun te: Their ninja clans are mere imitations of us.
"You are too cocky for you're own good. When the battle draws nigh we will see who runs and who stands."
-- Hiromasa Kawajiri, 7th generation Bushi.
Sabbat: We removed your hated presence once, we will do so again.
"Ohhhhh, I'm real scared."
-- William, 6th generation Tzimisce Bishop.
TOONKAVIANS
By The Changeling (dahioshee@hotmail.com)

Description
To: Lokirose Loshiek: King of Goblins
From: Changeling: Riddler of Fae

I know you wanted to know where this bunch of new vampire came from so here's what I found out from two of them. Sit down,
you're not going to believe this.
This insane version of the Malkavian Clan started this way: A Malkavian was put into an insane asylum.

No biggie there.
In this asylum were two changelings, a House Eiluned sidhe and a Tao Qi Gui.
The sidhe was stuck in the asylum because he was 'accidentally' oathbound to the Tao.
Everybody in this asylum was on the first threshold of Bedlam, because of the Tao. When the Malkavian arrived, things got
worse. The Malk and the Tao became friends, great friends. Their combined powers drove everyone in the asylum, mundanes,
changelings and any other Malkavians farther down the road of Bedlam.
After a while the sidhe start falling into the third threshold of Bedlam. The Tao and Malk thought this was funny. His symptoms
were part autism and part feral cunning. Mostly everyone in the sidhe's wing were in the throws of the third threshold. This suited
the Malkavian to no end. He was in charge of an entire wing. The Tao found this to be a great adventure.
To get to the point. . .
When the sidhe slipped back to the Dreaming he somehow carried his entire wing with him. This included the Malkavian and the
Tao.

I don't know how that happened. I wasn't there.


During the shift to Arcadia the Malkavian was transformed into a creature part-Malkavian, part-Tao Qi Gui.
When the wing arrived in Arcadia, they found a abandon Eiluned castle and set up shop. The mortals who were brought along
had no choice. They were Embraced as soon as the Malkavian was re-formed.
I know, I know I haven't said why they are called 'Toonkavians', so I'll tell you. Look at their name. It tells you why they're called
Toonkavians and what their dementia is.

Nickname
They don't have one and they don't want one.

Appearance
Depends on their dementia.
The two I talk to looked like Hannibal Lecter and Merlin.

Haven
Same as above.

After hearing their explanation, don't even ask.

Character Creation
For being insane, they're very well balance. This one also depends on their dementia. The two I talked with were very Intelligent.
They said that some are very strong and a few are very cute.

Disciplines
Auspex, Presence, Intercourse, (Don't even think it.) Bendy Legs, Cinematix, Fortitude, Dominate, Dementation, Obfuscate,
Dennis, Cheshire. My guests said there's probably more. They were not sure. I'll do some research later.

Weaknesses
My guest didn't say anything about any.

I found some. I'm sending them to you and not them. It seems that if you get involved in their "view of the universe" and play
certain induviduals, like Q, the Master or the Joker, you can take advantage of this.
They are also obsessed with cartoons. Thank goodness for the Cartoon Network.
One more thing: they think of themselves as toons so some of the tricks from Who framed Roger Rabbit will work on them.

Special Powers
Camera Obscura: See the Tao Qi Gui birthright.
Man of 10,000 Faces: Because of the Toonkavians being part Tao Qi Gui they can shapeshift into different animals or people.
Dragon Wings: Toonkavians can make functional wings pop out of their back.
Just Like A Toon: Toonkavians have the same invulnerablities and thought patterns of standard toons. Setting one on fire is not
a good thing.
Sunlight?? What sunlight??: Toonkavians can stand sunlight. It's a good thing that they only feed at night.
Glamour pools and Cantrips: Toonkavians have Glamour pools and cantrips like normal changelings.

Clan Organization
There is only one Toonkavian prince. All the others will follow his orders.

Quote
"The others have no idea what they're dealing with and we like it that way."
-- Count Toonkav, Count of the Toonkavians

Stereotypes
My guests, at this point, wanted to do this part of the report. The Toonkavians wanted their say about the other stereotypes.
Nosferatu: Back, Back fowl demon! Back I say!!
-- Lord Candor, Knight of the Sword
You call them scary?? Wait until you get aload of me!!!
-- Terror, Toonkavian Master of Terror
Tremere: They have no idea what true power is.
-- Mal-Ti Rog'osto, Wizard and Artist
How can we get rid of these insane fools. This is a secret we all want.
-- Doctor Augustus, Tremere
Ventrue: Never met them; don't want to either.
-- Count Toonkav, Count of the Toonkavians
Gangrel: Part animal. . .Oooo. How retro. The Pooka should keep track of their pets. They can really be a pain.
-- Lilian, Toonkavian
Toreador: Toro, Toro!!!:)
-- Pongo, Toonkavian Adventurer
Brujah: I've heard of mean, but these guys could scare C. Montgomery Burns.
-- Lord Candor, Knight of the Sword
I like these idiots. You knock them down, and they keep coming back for more.
-- Kaywynd, Brujah
Ravnos: Great parties.
-- Lilian, Toonkavian
Thank you. I'm glad you enjoyed it.
-- Paragon, Ravnos
Lasombra: Are they related to the Cappadocii??
-- Mal-Ti Ro'osto, Wizard and Artist
Tzimisce: Never heard of them.
-- ALL Toonkavians
Assamite: Good fighters, but not good enough to beat me. (polishes sword)
-- Wildcard, Toonkavian
Malkavian: Cartoons, brothers. That's were it's at.
-- Count Toonkav, Count of the Toonkavians
Panders: Panders?? Sounds like a creature from the Valley of the Sleeping Dragon. (Obscure joke, ask your parents.:))
-- Cosmic, Toonkavian Astronaut
Samedi: I've heard rumors that the Doctor's mortal enemy was one of them. I wonder if it's true?
-- Professor Animal Lecter Ph.D., Toonkavian
Serpents of the Light: Harmless until provoked.
-- Wildcard, Toonkavian
I like snakes.
-- Terror, Toonkavian Master of Terror
Black Hand: Any relation to the Blackfoot Indians.
-- Pongo, Toonkavian Adventurer
Need to hire better help.
-- Wildcard, Toonkavian
Camarilla: WHO!!!
-- ALL Toonkavians
Sabbat: Isn't that a Sunday???
-- Pongo, Toonkavian Adventurer
Inconnu: I've heard of these old ones but have never met them personally. Must be into books instead of cartoons.
-- Lilian, Toonkavian
They're Old. Like Me. Let them sleep. Us Old folks need our sleep. Why ya think their never seen. Kids today, Oy!!
-- Grandpa, Toonkavian
Leave them alone!!! Hermits love their privacy.
-- Badger, Toonkavian Hermit
Giovanni: What's with that clan anyway??
-- Cosmic, Toonkavian Astronaut
Anarchs: I wonder who Uncle-arch is???
-- Pongo, Toonkavian Adventurer
Boggans: Not bad little workers. Their art needs some improvement though.
-- Mal-Ti Rog'osto, Wizard and Artist
Eshu: Great stories that would make great cartoons.
-- Count Toonkav, Count of the Toonkavians
Nockers: Can't you guys do anything right???
-- Pongo and Cosmic, Toonkavian Adventurers
And I thought the Tremere were annoying.
Pooka: You just got to love these guys.
-- Pongo and Cosmic, Toonkavian Adventurers
They learned their animal trick from us. Really. They did.
Redcaps: Always have them cook up you victims. They just do something with the spices. Bon appetite.
-- Professor Animal Lecter Ph.D., Toonkavian
Go out to eat with them. They always leave you the best parts.
Satyrs: I wish they hit on someone else besides me.
-- Lilian, Toonkavian
(Stabs one) That was fun. Can we do that again.
-- Wildcard, Toonkavian
Sidhe: Eehhh. Who ever let them in charge must have been drunk.
-- Count Toonkav, Count of the Toonkavians
Be wary, they scheme.
-- Dark Shade, Avenger of the Night
They task us, and we shall have them.
Sluagh: Great informants if you can stand the smell.
-- Dark Shade: Avenger of the Night
A normal Malkavian if you ask us.
Tao Qi Gui: I must say, they have given us the gift of reality. We shall always be greatful.
-- Count Toonkav, Count of the Toonkavians
Finally, someone who understands us!!!
Trolls: If you see one good one and one bad one, you seen them all.
-- Lord Candor, Knight of the Sword
Garou: AAAAAAAAAAAAAAAAAUUUUUUUUUUUGGGGGHHHHHHHH!!!!!!!
-- Pongo and Cosmic, Toonkavian Adventurers
Their heads come off as easily as humans do.
-- Wildcard and Lord Candor
The Kindred have gone too far this time.
Immortals: Their game is fun and I shall be the one.
-- Lord Candor, Knight of the Sword
Who??? What was that???
Changelings: The rest of the changelings are something else entirely.
-- Count Toonkav: Count of the Toonkavians
What?? Another weird Prodigal???
Wraiths: Great warriors and advisors. Always have some in you army.
-- Count Toonkav, Count of the Toonkavians
Thank you. I Guess.
Mages: Coming from one, they're alright. Always study, study, study. No time for toons. Such a pity. They would be happier if
they would loosen up.
-- Mal-Ti Rog'osto, Wizard and Artist
The Wyrm: You don't want to know. Trust me.
-- Wildcard, Toonkavian
The Psychics: Seek nothingness of mind and find peace.
-- Drewsilla, Toonkavian seer
GET THEM OUT OF MY MIND!!!!!

Well Your Highness. That's basically it. Any more information on this subject and you will have to ask them about it. Keep
your eye on the Skull Brotherhood. Catch ya later.
The Changeling
Riddler of Fae
P.S. My opinion on the Toonkavians is this. . . The world was meant for weird creatures. I just wish that some of the weirdos
would return to the Dreaming. They would be happier and less of a pain to the Kithain.
THE HISTORY OF THE TREMERE
By Eric S. Bertish (bertishg@db.erau.edu)

Introduction
Got something here y'all might find interesting. My friend Milo dropped by the other night to look at some information I acquired
for him, and afterwards we got to talking.
Milo's an interesting guy, even if he is an Order of Hermes. He's not as holier- than-thou as most of the OH's you or I've met. He
is kinda odd, though..a real bookworm, always nose-deep in some musty old tome from Kibo-knows-where. One day I asked
him what he was reading, and he gave me this really odd look. I swear his eyes went in two different directions. Seriously freaky
stuff. He muttered something about "Ruhlayah" (I think that's how it's spelled), and offered to let me look at the pictures because
it was in some squiffy language no one really knew, 'cept him & a few other OH's. Sorry, but by then I didn't want to look....
Anyway, Milo's a neat guy, if weird. We call him Milo after that guy in "Bloom County" -- y'know, Milo Bloom? The guy with this
whacked-out perspective on everything? That's him. I mean, Milo makes Verdweebas nervous,and we all know what they're like.
Getting off-topic here. At any rate, me & him were trading stories and POV's about certain things; like, he wanted to know if it'd
be easy to translate some of his freaky books into Latin with a translation program he'd discovered, amd wanted to know if I'd
code it and let him run it on my system, me being a VA and all. After that, the conversation took a 90-turn, but it sounded kinda
interesting, so I've got it here, mostly. It's a history, sorta, of a branch of the OH in the Middle Ages called the Tremere. They're
vamps now. So listen and learn, kiddies, More free info for ya ;)

House Tremere: A History


By Milo Teiresius
The clan of vampires know as the Tremere have a long and dubious history that dates back to the middle ages, shortly before
the Renaissance and the Technocracy's ubiquitous rise to power. [ Ed. note -- Milo really does talk like this, but only when he's
lecturing. I'll try to cut some of the crap.]
The history of the clan begins 900 years ago with the man known only as Tremere. Tremere was a member of our Order, and a
mage of great insight and power. With power, however, comes lust for greater power, and Tremere's lust was insatiable. He
hungered not only for power in magic, but also power over mortals. To this end he founded a chantry deep in the Carpathian
mountains of Romania, in the area known as Transylvania. Here, Tremere found dominion over the peasantry, and
systematically raped the land of anything magickal, be it Tass, children with the Potential, or sources of knowledge. Tremere's
power grew, and soon he desired all of the country at his feet for him to rule.
Tremere's conquest did not go unopposed. There were other beings in the Carpathians that did not approve of his rise to power,
and thus he and his chantry were attacked many times by the vampires of clan Tzimisce, native to the area, and by the Garou
tribe known as the Shadow Lords. Both resented Tremere's intrusion into their domain, and both made plans to crush him.
Tremere was wily, however, and learned of this, and through the use of his apprentices and his amassed arcane lore, he was
able to manipulate the Tzimisce into attacking the Shadow Lords, an easy feat considering that Garou and Kindred have been
enemies since the creation of their races. [Ed. note -- I don't know how much of this is true, but if so, then I gotta start watching
my back a lot more than I have been. I've met some vampires before, and they're sneaky bastiches as it is. If this Tremere guy
could out-manipulate a clan of paranoid vampires into attacking a tribe of werewolves, I sure as hell don't wanna screw with his
kids.]
With his enemies busy annihilating each other, Tremere was free to do as he wished, and for many years he did just that.
However, he soon noticed that the manipulation of magick was becoming more difficult as time passed, the result of the
Technocracy's stratification of reality through science over "superstition" as the Renaissance and the Age of Enlightenment
approached. He soon discovered that with the Technocracy's strangle-hold on the reigns of power, mages would be unable to
practice their Art and would once again be mere mortals. [Ed. note: Yeah, okay, so Milo sounds like an elitist SOB here. How
many of YOU would be willing to go back to being Joe and Jane Sleeper? I didn't think so.]
After studying the matter, Tremere realized that unless something was done quickly, the age of magick would soon be at an end.
However, Tremere was a self-serving man and thought not of ending the Technocracy's plan, but rather of insuring the continued
existence of power for himself and his followers. During his many years of study, Tremere had discovered a fundamental
difference between vampires and humans: [besides the fact that they're dead, that is ;) ] humans are living beings, and as such
Quintessence flows through their Pattern in a steady stream from the Pool of Prime. Vampires, on the other hand, are dead and
so behave as objects: Quintessence no longer flows through them, but rather collects inside them, accumulating as Tass inside
their potent vitae. [Ed. note -- I later cornered Milo on this, and he tells me that you can glean about 1 Tass per pint of blood in a
vampire. Most vamps carry about 10 pints if they're fully fed; however, your mileage may vary. ;) Especially with the really moldy
types.]
This was a discovery of tremendous proportions for Tremere: vampires, as objects, did not suffer the increasing effects of
Paradox which were occurring with increasing regularity that he and other mages did. Immunity to Paradox, coupled with the
continual flow of Quintessence into vampiric vitae, plus the promise of immortality, was a temptation too great for him to resist.
Gathering his apprentices and acolytes about him, Tremere cast a powerful ritual using captured Tzimisce vampires as raw
material. From these victims, Tremere and his followers stole vampiric immortality, becoming a wholly artifical vampiric
bloodline.
Tremere was heady with his power. Here was certain victory against not only the Technomancers, but death itself! It was much
later, though, that he learned the price he had paid for his eternal existence. For by becoming a vampire, Tremere willingly
altered the flow of Quintessence through his body, and it is that flow that allows the true manipulation of magick to take place. He
had gained immortality, but had lost that which he had sought to protect: the continued practice of his Art.
Bitter and angry, Tremere began a genocidal war against his now-Kindred, seeking both to destroy them in retribution and to
seize their power for his own. He learned of Diablerie, the stealing of the power in the blood through vampiric cannibalism. He
discovered the resting place of Saulot, the Antidiluvian founder of the Salubri, a clan of gentle vampiric healers. [Ed. note --
anyone else but me think this a contradiction in terms?] There, he drank Saulot's blood, and became of the Third Generation
himself. The Tremere bloodline had become a clan.
This act shocked the vampiric community, and they declared war upon Tremere and his ilk. Chief among his foes was a group
known apocryphally as the Inconnu, of which Saulot was a member. Clan Tremere suffered heavy losses, and they could not
increase their numbers to make up for their dead. For some unknown reason, almost all those chosen to be embraced by the
Tremere died, the unlife-giving properties of vampiric vitae falling upon cold, lifeless lips. [Ed. note -- he can get really poetic at
times, can't he? ;) ]
It was then that the great weakness of the Tremere line was discovered. As an artificial clan created through magick, they
needed magick to sustain their unlives. No ordinary mortal would survive the embrace -- only those who had the potential to
become mages in their own right could gain from the gift. This is why the Tremere of today are so selective in whom they choose
to gift with unlife. [Ed. note -- and for that, boyz 'n girlz, we should all get down on our hands and knees and thank the supreme
being of your choice that your mentor got you before they did.]
Faced with dwindling numbers against ever-increasing odds, Tremere re-created his experiment. Using several captured
vampires, including those of clans Gangrel and Nosferatu, Tremere synthesized another bloodline of vampires known as the
Gargoyles. Created as a servitor race, they existed but to serve the Tremere, and the Tremere weakness had been bred out of
them. They were commanded to go forth and multiply, and they did so, bolstering the strength of the Tremere. It was their might
that allowed the Tremere to survive their first great conflict.
And thus it remains today. Nothing more need be said, save this: even with the blood of mages running in their withered veins,
despite the fact that they choose for their dark gift only those who, if not for their intervention could have become powerful
mages, the clan of Tremere is still highly unstable. As abominable as vampires are, they are at least a natural abomination,
having existed alongside humantiy since its inception. The Tremere have not even this meager blessing. Their artifical bloodline
requires constant reinforcement. They gather each Halloween in their chantry house in Vienna, the entire clan coming together
as one. There, they utilize what little magic is left in their blood to recast the great ritual that created their founder. This ensures
their continued existance for yet another year.
THE TRUE BROTHERHOOD OF THE TREMERE
By Alon Lischinsky (alon@overnet.com.ar)
Only in silence the Word
only in darkness the Light
only in death the Life.
The flight of the hawk
shines in the empty sky.
The Creation of Ea

Prelude: Tremere's Get


Being of the same blood does not guarantee brotherhood among vampires: the childer of Brujah have carried for centuries their
bloody feud against the get of Troile, sons of their own clan; the dark and terrible Tzimisce wage war against their mysterious
antecessors; the progeny of Nosferat are divided by a hate unrivaled among vampires. Many secret sects have seen the unlife
due to these conflicts, but no one as deeply hidden and unfathomable as the True Brotherhood of the Tremere. At the core of the
smallest and best arranged Clan of the Camarilla lies a seed of light and knowledge comparable only to the one possessed by
the Salubri before their dispersion and fall.
The Hermetic House of Tremere entered the complex world of the Undead after the Magickal ritual created by Tremere himself
and his disciple Goratrix granted them unlife at the cost of their Avatars and the blood of some old and powerful vampires.
Shocked and dazzled by their new powers and the loss of their old ones, they nonetheless succeeded in turning their whole
House into a Clan of Cainites before Tremere felt the need for more power to survive the undying hate the noble Clan Tzimisce
had sworn against them. So it was that they came to learn the location where Saulot, the Good Vampire, lay sleeping in torpor
while his disciples proclaimed the gospels of Golconda to the World of Darkness. They fell upon him, protected by the dark arts
of Thaumaturgy, and Tremere committed Amaranth on his inert body, but not before Saulot had opened his three eyes and
looked at Tremere with such pity and understanding that the Mage-Vampire felt his heart scorched ever after.
Here ends the story as it is recorded in the annals of both the Tremere and the lorekeepers of the Inconnu. But what no-one
remembers is perhaps even more important: it is said that, like Saulot when the hunger burned him in the times of the Second
City, Tremere would feel the Beast grow inside him and cry for the life and blood of others; and that, like Saulot, he fled his
hidden Chantry in the mountains and ran desperately in the night, the Beast flaming behind his eyes. And he entered the steppes
of Poland, stopping only to hide and sleep during the day. And one night he found himself looking at the Castle of Kamienie, and
he laughed; and his laugh was terrible to hear. And, obfuscating the eyes of the guards, he entered the castle and walked to the
hall of the throne. And there he slew the king and queen and all the noblemen that were feasting with them; and now that he was
full with blood, the veil of the terrible Hunger was removed, and he saw what he had done, and he cried tears of blood. And the
last one he had killed opened his eyes and said: "Master, I'm hungry", his lips moist with Tremere's blood.
This was the first Childe he Got since he had taken Saulot's life, and he was amazed by this unknown man's will for life. So he
took him, and fed him, and taught him much on their long way back to the Chantry in the mountains. And shortly afterwards he
went to sleep under the vigilance of Etrius, so he did not see how his new Childe, Jan Leszyna of Czobor, grew in ways new to
the Tremere: he did not learn to Dominate others, but instead grew in his privacy a third eye on his forehead; and he was gentle
and wise and took pleasure in finding what had been lost and freeing what had been imprisoned. And he Sired others and
taught them these things, and taught them secrecy as well. And one night he walked off, not to be seen anymore by any of the
rulers of the Tremere. So the True Brotherhood came to unlife.

Description
Sired by Jan Leszyna, the last Childe of Tremere, these Kindred carry Saulot's gaze in their unbeating hearts: they are healers
and advocates of freedom and long for the return of the Salubri. They train themselves in the strict code of Humanity and not few
have reached Golconda. However, when they do so they step aside from the Clan Tremere, talking with their childer from afar
and guiding them. They must do so in order to remain in the utmost secrecy, for their mastery of Obeah would lead them to a
quick death did the Tremere Elders know. They do not desire revenge on their parent Clan, but rather hope to heal them and
take Jyhad out of their minds. They care for Gehenna, and collect all wisdom they can find on that subject, but are also historians
of the Kindred and prize the Book of Nod above all other scripts.

Nickname
None know of them except the few Salubri, who call them Cousins. They consider themselves Tremere and will not take any
other denomination.
Appearance
Indistinguishable from the normal Tremere, although they tend to favor white robes instead of the usual black and some wear the
sigil of Ophiukos, the two entwined serpents of healing.

Haven
The young and the Ancillae are intermingled with the other Tremere and live in their Chantries or in small, clean apartments near
them. The Elders have retired from the Jyhad and carry a wondering life. Their main chantry is located somewhere in the biblical
land of Israel, but few knows for certain where it is, as only Jan Leszyna and his own Childer dwell there.

Background
They are always wise, tranquil persons in life with a passion for freedom and lore. The True Brothers will not embrace anybody
who does not wish it, so they will explain to them the full consequences of the Kiss before they Get them. As they're incapable of
Dominating them to forget (see Clan Weakness) in case they do not want to be embraced, they choose only persons who will
abide by the pledge of secrecy they impose on them beforehand.

Character Creation
Concepts vary greatly, but they will usually Embrace only persons who have Awakened or had the potential to do so, together
with a love of freedom and healing. Common natures are Healer, Visionary, Martyr and, less often, Architect or Judge. There are
no Bon Vivants or Connivers among the True Brothers.
Mental Attributes are always primary, as well as Knowledges. Social are usually secondary. They tend to have high scores in
Empathy and Etiquette. They do not make ghouls, so the Retainer background is very uncommon, but they usually have Mentors
(their sire) and Herds.

Clan Disciplines
Auspex, Obeah and Thaumaturgy. They do not take the Path of Blood, but rather follow their own Path of Finding (Hodos
Heuristikos).

Weaknesses
In addition to the possible Blood Hunt the Tremere would declare against them did their existance become public, the True
Brothers cannot use any form of binding on other Kindred or on Kine: this includes not only physical bonds, but also Blood
Bonds and the use of Dominate. In addition, to control their natural impulse towards freeing a captive person or caged animal,
they must roll Willpower against a difficulty of 12 - their Humanity rating. A failure means the character will try to free the person
or animal even at the cost of her own unlife; a botch indicates the same, and the character gains a Derangement (severe Phobia
against cages and all methods of binding).

Usual Flaws and Merits


Most True Brothers have Occult Libraries or Supernatural allies; many are also Unboundable and have an Iron Will. Some suffer
from Derangements and Phobias related to captivity or have a Driving Goal (Golconda)

Organization
Very loose. They always respect their Elders and follow their advice, under the pretense of adhering to the strict hierarchies of
the Tremere. Every 7 years, a meeting of the True Brotherhood Elders takes place at the main chantry in Israel.

Gaining Bloodline Prestige


Finding lost data and fighting the Technocracy and the Jyhad are usual ways of gaining Prestige. However, those who make
friends with the Garou or other supernatural entities (Mages, Fae, etc.) are also respected.
Stereotypes
The Camarilla: Wise in that they respect tradition, they have nonetheless put at stake all that is noble just to play their silly
games with power. They must be taught to see, and then they might become like us.
The Sabbat: Their quest for freedom has taken the form of slavery. They must be cleansed and healed. They know what to fight,
but their bloodlust has taken them far from wisdom.
The Inconnu: They have stepped aside, and this is both good and bad: they play no more, but the responsibility of helping
others stopped with the games they have forgotten. They are so old they have forsaken infinity.

Quote
"If you knew what lies behind the walls of your useless quest for power, oh, my friend, you would see your own folly, and in this
new knowledge gain, perhaps, eternal life."
THE TRUE BRUJAH
By Damien Moore

Introduction
Carthage was Utopia. It is a living dream. Millennia ago, we Brujah created a city where Kindred and kine could live together.
We strove for the heavens only to see others grow jealous. They betrayed us and destroyed the dream. Now we are divided,
and we have gone from being scholars and philosophers to cretins and clowns like your sire, Smiling Jack.
- Critias to Dre, newly Embraced Brujah
At one time the Brujah were not all rebels. At one time they sought to understand, not to destroy.
Before Carthage. To many of the Brujah of the time, this was a dirge. Their dream destroyed, their plans unravelled. Many were
claimed by Hunters, by the plots of the Jyhad, as they fell into despair, and so into carelessness.
Some, however, did not grieve. They were angered, seeking vengeance. These Brujah were the basis of the High Council of
Clan Brujah. They met in secret in the ruins of Carthage, and formed their plans for revenge.
Each time they had given their dreams flesh, the other, jealous clans came and destroyed what they had built. Even with their
wide powers over the elements, their powers of Presence and their Potence-enhanced strength, they did not have warriors to
fight the other clans.
A plan was conceived to give them these warriors. From this point onwards, the High Council would conduct a 'breeding'
program for Brujah warriors. Those who Sired were to find those with the fighting spirit, who were high of temper, who could
defend their Elders. They were no longer to be taught their Sire's powers over the earth, but instead were to be taught to move
with the speed of lightning.
The Council believed that the combination of Potence and Celerity would give their warriors the ability to defend them, to create
a warrior-class within the Clan. Those who created Childer against the Council's edict were held to be in violation of the Third
Tradition and were either destroyed along with their Childer or ostracised and no longer granted the clan's protection.
There was more to this policy however, that met the eye. For the most-part, it was Troile's Childer rather than Brujah's that had
somehow learned the discipline of Celerity, and thus it was they more than their siblings that Sired Childer. As a result, over the
following two centuries the number of True Brujah fell, and the number of Troile's Childer increased.
These Childer were taught nothing of their Sire's original abilities, but simply assumed that they too were masters of Celerity.
They were also instructed to destroy any Kindred they saw using the Elementalism discipline, described to them as a form of
Blood Magic.
The years passed, and the warrior-Brujah's childer became more populous. They either forgot or did not learn their Sire's
heritage, and the High Council faded from sight, so as not to present a target to the other clans. The Ventrue, the Malkavians, the
Toreador, all assumed that the elder Kindred of the Brujah had been destroyed or had fled, or melded with the earth, no longer a
factor in Kindred politics.
The other clans of the kindred noticed this change in the younger Brujah, but did not pay it much heed, often to their dismay when
these new Brujah went mad, destroying all in sight. Since the fall of Carthage, the Brujah had been always on the edge of Frenzy.
Some theorised it was the rage of Troile, echoing down through his bloodline. The High Council considered it to be an
unfortunate side-effect of their new Childer's possession of Celerity, one that may reap its own benefits when they used their
Childer in battle in the centuries to come.
This situation continued for a thousand years. The High Council, from their various Havens and hiding places watched, and their
warrior-childer ravaged the Kindred world, increasing in numbers and generation. The Council cared not for their Progeny's
fascination with the Anarch movement, regarding the battles against the other Elders as good training.
Indeed, when the Sabbat was formed, they would have collected their Childer and fought against the Ventrue and other clans.
Except for one thing.
The Inquisition. Their fascination with their own Childer, their tweaking of their destinies, led the inquisitive mortals to them, the
evil ones who sat in the background like the puppet-masters. And why, came the argument in the mortal councils, destroy the
puppets when you may destroy the puppeteers
By flame, by stake and by sunlight, the mortals found and destroyed the True Brujah, one by one. Their secrecy from the world of
the Kindred, long their shield, became the sword used against them, as they could not even call for their warriors.
And so the majority of the High Council passed away, their plans flapping loose in the winds of history. Without their subtle
control upon their behaviour, their childer raged unchecked... the Sabbat, the wars of the Jyhad, all would have been lessened
with the intervention of the High Council.
Not all of the council was destroyed. A small number of those who knew the truth escaped the flame, and fled into hiding, seeing
this as a repetition of the destruction of Carthage. They lost much of their will to live, and slipped into Torpor.
The years passed, and their grief lessened, even in Torpor. The remainder of the High Council awoke, and took stock of the
world around them. Times had changed since the dark ages of the Inquisition. New Empires had arisen and fallen, new thoughts
and philosophies to light.
First in priority was regaining their control over their breeding experiment. This was complicated by the existence of the Sabbat.
No longer was there a single Clan Brujah, but now there were the Brujah antitribu. These childer had conceived a plan to free
themselves from tyranny, and in this they mirrored the true beliefs of the High Council -- freedom and self expression.
Yet once again, a Brujah's dream was shattered by the other clans. The Tzimisce and Lasombra clans took control of the
dreams of freedom and turned them to anarchy and chaos.
Even their warrior-childer had split into several factions. The Iconoclasts were the chaotic and devastating warriors that the
breeding program was designed to bring about. The Idealists on the other hand were extremely suspect to the High Council.
Many of them decreed them to be the "legacy of Veddartha", and their attitudes of controlling all of the Brujah were termed
"Ventrue-syndrome."
It was the Individualists that surprised the High Council the most. Even after 2,000 years, the True Brujah spirit seemed to spring
anew from their chaotic childer. Many individualists were secretly sponsored by the High Council, and the most promising were
led subtley towards an 'apprenticeship' -- an apprenticeship that ended in them being taught the true history of the Brujah, and
led into their full legacy.

True Brujah

Nickname
Witches.

Appearance
The appearance of this clan is fairly sharply divided between the Elders, who are often at least 300 years old, and often prefer to
dress in the styles of their lifetimes, at least in private, and the younger Kindred.
These younger kindred often are a strange mix. Scholastic backgrounds are mixed in with very fit sportsmen. The members of
this clan tend to dress casually but conservatively.

Haven
Their Havens are either their Elder's Haven, or in homes or apartments near Universities.

Background
True-Brujah are always intellectuals of some degree. Many of the newly-Embraced Kindred have university degrees, and no
small number were teachers in their mortal lives.

Character Creation
True Brujah often have a Pedagogue or Scholar background, but many of them are quite fit as well. Visionary, Deviant or
Architect demeanors and natures are common. Mental Attributes are usually primary, but Physical Attributes are often quite high.
Knowledges are almost always primary. True Brujah commonly have Contacts and Mentor as their backgrounds.
Clan Disciplines: Elementalism (Also see the Way of Fire by Juliean Galak), Potence, Presence.

Clan Weakness
The Blood of Brujah has the strange characteristic in that it is almost impossible to form Blood Bonds with it. True Brujah have
theorised it is the spirit of Brujah herself that prevents these bonds, as she was known to hate any form of compulsion or binding.
In order to Blood Bond someone to themselves, the Thrall must drink 9 times from the Kindred, rather than the standard 3.
[Alternatively, the blood is incapable of forming blood bonds.]. This does not apply when the True Brujah herself is the Thrall, it
takes the standard three separate drinks to blood bind a true Brujah.

Organisation
The True Brujah part of the Brujah clan is so small in comparison to the other clans that at this stage they are still relatively
closely knit. They rarely have formal meetings, but instead the clan is organised around an Archive, with one Elder and his
childer in a city.
These True Brujah often masquerade as Intellectualist Brujah, so as to allow themselves to move easily within the Kindred world.

Quote
We must take control of our Sibling's Childer, as we control ourselves, and bring them back into the fold.

Stereotypes
Brujah: These lost Childer need to be brought into line, not by wholesale destruction, but by pruning the bad from the good. Our
program has not failed; it has suceeded beyond our wildest dreams. It is simply the fact that it is now out of control.
Ventrue, Malkavian, Toreador: They destroyed Carthage. We will have only the minimum interaction with these clans, and we
will play our cards very close to our chests when dealing with them. If their Elders suspected the truth...
Tremere: This clan is fun. No other clan presents such an opportunity to play with their minds. Our elemental abilities confuse
them, and their manipulations disgust us. Simply take care that none of them gain your blood.
Nosferatu: Watch them. If they learn the truth they may sell it to others. A pity, as they have learned much.
Gangrel: They have helped us in days gone past, and it is said that they helped some of us escape Carthage and then the
Inquisition. Respect them.
Camarilla: A perfect opportunity to watch our opponents move. Forget not that this runs both ways.
Sabbat: A waste. Deluded Kindred, believing themselves free from their Sire's Sires. This group is one of the areas to be
pruned.
Setite: Trust them not. They are our cousins, but they are lost to the darkness within themselves.

View Elementalism discipline.


View Way of Fire .
T'UANG
By Brandon Quina (lore@tmgbbs.com)

Description
The T'uang are Chinese Kindred that rule the ruling body there -- known as the Star Council. They are very influencial there, and
even have a few of their clan in other locations. (There is usually one Overlord in any Chinatown).
They rule the other clans of the Star Council with an Iron Fist, considering it their sacred birthright to rule their lands and all the
Kindred within them. They were responsible for the founding of the organization, forcing all the other native clans to join -- usually
by show of steel and blade. They control anyone of importance in China. The other clans only have influence in places the T'uang
let them or left-over areas that the T'uang never bothered with.
Hong Kong is one of the few places that the T'uang doesn't totally dominate -- there they meet opposition from the Ventrue,
Toreador, and Giovanni. But now that China has taken back the city, then they will make the outsiders pay.
The T'uang are master warriors, especially with their Skara discipline. You almost never meet a T'uang without a sword on him.
They are also very controlling, and hate to not be in control. This is the main reason why T'uang are rare outside of China -- they
hate to be in such an uncivilized area that they have almost no influence in.

Nicknames
Master (to their face), Overlord (behind their backs)

Appearance
All members of the clan are of Chinese origin, and are usually on the taller side of the height scale. They tend to dress well, as
befits someone of their stations.

Haven
They will generally sleep in a prepared haven, nicely furnished and protected from the sun. They dislike 'common' havens.

Background
All T'uang come from wealthy backgrounds. A few of them were merchants before the embrace, but most had some kind of
political background. Recently, the clan has taken a communist overtone although the elders remember the days of empire.

Creation
The T'aung usually have a high resources background. Their social attributes are usually primary, as are their skills. They usually
have at least a 2 in melee.

Disciplines
Dominate, Presence, Skara

Weakness
If the T'uang is ever separated from his sword he suffers -2 to all dice rolls. He is missing a large part of who he is, and is thusly
uncomfortable. The sword must be within 15 feet of him, or he receives the penalty. All T'uang recieve a sacred sword upon their
Embrace which is bound to them by a ritual known only to the Yu T'ang. The ritual creates the connection between the blade and
the T'uang that allows him to use the Skara discipline. Binding another sword to the T'uang requires that the character visit the
Yu T'ang with the destroyed remains of his former sword and another sword of amazing quality.
Organization
The clan is led by the three Yu T'ang. They rule the clan, and are also potent at Thaumaturgy (or something similiar to
thaumaturgy). Each city in China has a Yuang, the equivalent of a Camarilla Prince, but with much more power. A few Chinese
cities have Yuangs that are not of this clan, but very rarely.

Clan Prestige
The only way to gain prestige is by increasing the clan's power in a previously uncontrolled area. The clan only respects control.
This includes becoming prince in a city that currently has a non-T'uang prince.

Quote
"You have made a mistake, outsider. You should never have come to China. Now you shall pay for your mistake"
TUILLAIGN
By Brian Garnhart
Many philosophers have stated that the imagination can be a powerful thing. Your mother may have said at one time that you
sometimes live ina world all your own. The Tuillaign justify both claims. First founded during the Rennaissance Era. The clan focuses
its talents on the development of the imagination, and the power of the mind, to the poit where one can make their very thoughts
manifest in the flesh. The clanwas first born in France, formed from the writers, the poets, and the authors that the Toreador deemed
as not "artistic" enough to be Embraced. The Tuillaign knew better. They knew that thought, pure imagination, was more powerful and
creative than anything those effete Toreador bastards could come up with.
As time passed, the clan grew. Each Tuillaign Childe was raised with the belief that violence was not the way to solve things. A
Tuillaign would rather use words or thoughts to get himself out of trouble than a sword. Unfortunately, this was their downfall. Between
this and their Clan weakness, that they were deep sleepers (they spent their sleeping time traversing the dreamworlds), they were
ultimately vulnerable.
Their downfall began when the Clan founder was approached by the heads of the Tremere, and asked to contribute their talents to the
Tremere quest for power. Together, they promised, Tremere and Tuillaign could rule. But, the Tuillaign founder knew better. He knew
that Tremere only cared for themselves, and, as such, refused their requests. Unfortunately, this started a civil war between the Clans
which lasted for a loooong time. Eventually, the Crusades began, and with them, came the Inquisition. Directed by human retainers of
the Tremere, agents of the inquisition slew the majority of Tuillaign in the entirety of Europe. Between the forces of the Inquisition and
the Tremere, the clan was though to have been wiped out.
Or so all thought.
One of the survivors, a french woman named Lisetta Renet, fled to America, and, after incurring some favors from powerful individuals,
lay in torpor for many decades.
In 1993, Lisetta awoke from torpor.
she scoured the world for her Clan, finding hem few and far between in Europe, and non-existant in America. She knew she needed to
find someone with the spark, the life, the - imagination - to become of her Clan.
She found all this in A.J. Remmick.
Cashing in a BIG favor from Lodin, she received permission to Embrace this young dreamer. She entrusted him to return the Clan to
its previous number, and to connect with his brothers and sisters in Europe, wherever they may be found.
The Tuillaign are influenced heavily by the Muse, the creative force which also influence the Clan Kuzikal, as well as the Garou tribe
Fianna. They also possess the strange discipline which, when honed, eventually gives the user the ability to make their very thought
reality. The discipline is named, appropriately enough, Imaginatii.
Clan Weakness: as stated, the biggest weakness of the Clan is that they are all deep sleepers. This is NOT to be counted as a
normal Flaw, but, instead treated as a mandatory CLAN WEAKNESS.
Clan Disciplines: Auspex, Celerity, Dominate, Imaginatii (The presence of the Muse allows them the extra discipline - however, they
will always start out with an extremely low Dominate - they loathe interfering with the precious thoughts of another's mind - well, the
good ones do, anyway.)
Note: Because of the calming, creative nature of the Muse, all Tuillaign are -2 to Frenzy. They still abhor violence, but will fight if they
feel it is right.
Quote: "We care not for the Machiavellian machinations of the Camarilla and the Sabbat - we don't crave power, only knowledge, and
new uses for the imagination. The imagination is our province, and we claim it proudly."
Stereotypes:
The Camarilla: For now, we ally ourselves with them because, at least, they allow the mortals to live and think as they wish, in peace -
which is more than could be said for the Sabbat
The Sabbat: This vile organization seeks to keep its members conformists, with no thoughts of their own. On top of which, they seek
to oppress the mortals, keep them as cattle. They must be stopped.
Clans:
Ventrue: For now, they let us do as we please. However, they will, inevitably, attempt to gain control of us. They aren't very
imaginative, and too business-minded.
Tremere: Our enemy to the core. We tolerate them for now, but, justice for our Clan will eventually be served.
Brujah: Independant, which is good. But, they're too wild, and too damned violent. They may make themselves extinct before any
government does.
Gangrel: Strange wanderers, these. They live in their own world. To get a glimpse of this world...that would be a true achievement
Malkavian: There is true imagination in madness...but, in them, it is unfocused...are they truly mad, or just gifted with knowledge of the
true mysteries of the universe. If only they were more understandable...
Toreador: This is nothing but a Clan of snobbish, degenerate children with inflated egos. sure, there are exceptions in any Clan, but
they are the exception, NOT the rule.
Nosferatu: They may have the most open minds of our kind, not being subject to such barriers as physical appearance, or social
mores...we need to speak with them, and, perhaps, try to connect....
Ravnos: Strange. They possess the power of illusion, which is similar to our power. They enjoy tall tales, and fantastic tellings. Now, if
only they were more disciplined....
Giovanni: Ick. This Clan gives us the heebie-jeebies..... We don't want to know any more about them than we HAVE to.... and even
that may be too much.
Salubri: We think they're getting a bum rap. Their chief opponents are the Tremere - all the more reason to side with them.
Setites: Worse than the Sabbat, these are the truly Damned. We avoid them at all costs.
Golian: power over dreams? Hmmm....
Llukan: Much worse that the Toreador, these undead perverts are carbon copies of the Toreador, but without the artsy-fartsy
pretense. In any case, trouble.
Kuzikal: Creative, like ourselves, and they share the Muse. We ally ourselves with them.
Proatia: Strange, the roads they walk. They converse with the elements. I wonder what the elements have to say.....
Drakkar: Guardians to the mortals? Weird....
Balraxis: Vampires in communion with the spirit world...they bear watching...
Caitiff: Lost vampires...we should welcome them into our ranks, should they prove worthy....
Others
Lupines: They hate our kind for reasons we have yet to understand. At least we get along with some of them, and Give thanks to the
Fianna and Children of Gaia for giving us a chance.
Magi: Stay at a distance from these people - they walk paths we could not survive traveling.
Faeries: Spoke of in legends - could they be real?
TURING
By Stephen Ironside (5 May 94)
The members of the clan are fiercely dedicated to the rise of computer technology in all forms. Others, especially the Ventrue see
them as unruly technofreaks who, despite their unnatural affinity for and love of electronic gadgets, are useful as pawns in the youthful
information war. Not unsurprisingly, the Nosferatu are unsure where they stand, seeing them as useful allies in information gathering,
but as more and more information becomes stored on computer, they fear that the Turing may become a great threat to their
bargaining position.
The Turing are a most unnatural creation, the founder being a Ventrue who tried to break his anachronistic view of the world with a
carefully constructed experiment. Infusing his blood with Malkavian blood, he hoped to gain enough insight into the world to see it in a
new light. After several failed attempts, he tried again one night during a thunderstorm. A chance lightning strike flooded his apparatus
with large quantities of electrical energy, and transformation occured. As new power coursed through his body, the apparatus
overloaded, and when he came round, he found himself in a strange place, filled with neon and strange creatures, the like of which he
had never seen. After much questing, he learned to use this new place to his advantage, and also learned that it was possible to enter
and leave the place through electrical equipment, especially computers.
So the experiment produced the desired effect, and a new line was born. Taking the name Turing to reflect his new ideals, he set out
to prove that there was a place for modern technology in the world of the Kindred.

Turing
Nickname: Neuromancers
Appearance: The Turing have many different styles, but all are obsessed with technology, and their Concept will generally reflect this.
Haven: Anywhere will do, although they will generally surround themselves with computers and technical looking gadgets.
Background: Generally, members of the clan are either fans of the cyberpunk genre, or computer adepts.
Character Creation: Concepts are usually some form of technonut. Visionary, Competitor and Thrill-Seeker Natures and Demeanors
are common. Mental Attributes are usually primary, though more Physical characters are appearing.
Clan Disciplines: Auspex, Celerity, Neuromancy
Weaknesses: Due to their immersion in technology, the Neuromancers have difficulty relating to the outside world. As such, all
difficulties in Social Tests are increased by two, and the character may not develop any Social Skills (Empathy, Intimidation,
Leadership, Etiquette) beyond that chosen at character creation.
Organization: The Turing are highly organized, meeting regularly in the Digital Web, and passing around passwords, programs and
the like.
Development: While most Kindred use only 10% of their mental potential (as when they were mortal), the Turing have developed the
ability to carry data in spare portions of their brain. This Skill is known as Online Storage, and is used to carry all data the
Neuromancer uses in the Web. The Skill can never be more than the Intelligence rating of the character, however.
Some Changes to the Web for using the Turing
While most of what has gone into this is based around the Digital Web sourcebook for Mage: The Ascension, there are a couple of
things that I have had to do to make it worthwhile to use the Turing.
Whereas a mage has some Attributes changed during Upload, this does not happen for the Kindred using Neuromancy.
Where a mage has to carry data (a side effect of his not truly being there), a Turing can simply file it in Online Storage using Databurst.
The way of working out what can be carried is this: the character can store as much Virtual Weight as she has points in Online
Storage.
If a character should enter a sector which is based around either fire or sunlight (or any other material to which the vampire is
sensitive), then they take damage as normal, and any damage is translated when the vampire downloads.
While a vampire does not generate Paradox, and so will not cause a Paradox Backlash. However, should a vampire get caught in a
Whiteout, she is in trouble. With a successful Wits + Alertness roll, the player may be able to do something to save herself (for
example, a quickly whipped up teleport program which will dump the character to another part of the Web, or a rapid Download)
Don't forget that all vampiric Disciplines work in the Web, and that this essentially gives a set of 'ready to run' programs.
However, most of the systems and ideas introduced in Digital Web are intact, and anything not mentioned here should be treated as
the Storyteller sees fit, although bear in mind that the Turing are unnatural visitors to the Web, and so are not necessarily bound by all
their rules.
View Neuromancy discipline.
TWISTED CAT
By renee@sage.net

Nickname
Pussy Cats

Habitat
Inner cities

Weakness
Permanent Cat's eyes and can not cross running water.

Discplines
Animalism, Obfuscate, Tigris

Description
Originated as Native American Tribe that crossed the land bridge. Made of Gangrel Stock they have Malkavian blood mixed in.
They keep to the "aristocratic society" and some keep to the deserts. They are only found in North America (thanks to the
Panama Canal) and keep to the main land.
OLD CLAN TZIMISCE: HOUSE TZILDARIS
By Myranda Kalis (nagaina@yahoo.com) (31 May 1996)
Refer to the Old Clan Tzimisce: The Oradea League.

Description
"Fools to the left of me, feeders to the right. I need to find a real job."
-- Ambassador Londo Mollari, on diplomacy as a career option, "Babylon 5: Grail."

"We are all slaves to our histories. If there is to be a bright future, we must learn to break those chains."
-- Ambassador Delenn, "Babylon 5: GROPOS"
Second eldest of the Houses of the Old Clan, House Tzildaris is an enigma even to the Clanmates who look to them for stability
and justice in an increasingly chaotic world. Long considered the quintessential scholars of the Old Clan, this House occupies
the position of lawgiver and loremaster, diplomat and teacher; as the architects of the Oradea League, they are frequently the
agent through which immortal justice is served in the East.
The historians of House Tzildaris trace their origins to the Second City, where, they say, the Tzimisce Antediluvian embraced the
childe who, along with two of his fourth generation broodmates, was to become the founder of their House. An early Mage of a
proto-Euthanatos oriented philosophy, Tzildaris was embraced in an effort to shock him out of a violent state of Quiet that was
warping reality for miles about him in concentric waves, striking randomly and leaving devastation in their wake. The embrace
succeeded admirably in its intended effect, wrenching the young Magus out of Quiet -- unfortunately, by the expedient of
terminally disrupting his Avatar, an act which, while saving his sanity and most of the lives around him, injured him in a
fundamental way from which he would never recover. Stunned by the sudden loss of the existence that he had always known and
thrust into the midst of Kindred society almost wholly unprepared, he was taken under the wing of a pair of Tzimisce sorcerers,
Varian i'Tzimisce and Maura i'Tzimisce, commonly believed among the Houses of the Old Clan to have been the Tzimisce
Antediluvian's mortal children, whom he later embraced. The three were inseparable in all things for millenia, until the fall of the
Second City and the subsequent collapse of Kindred civilization as it was known at the time. Varian, the eldest of the three, was
believed to have met his Final Death in the bloodwars that eventually destroyed the city (millenia would pass before he finally
returned to his Clan, greatly changed and strangely empowered), and it was all his younger siblings could do to survive the
conflagration sweeping their world away. Tzildaris and Maura eventually escaped on their own, leaving the shattered ruin of the
Second City for the mist-shrouded mountains of the north where it was said their sire had gone to renew himself more than once.
They eventually settled in the mountains through which the river Danube coursed on its way to the Black Sea, the transdanubian
highlands of what would one day be called the province of Dobrudja in southern Romania. Weary in body and spirit, grieving for
their lost brother, and disgusted in general with the Kindred, they stayed there in relative peace for centuries, walking among the
native peoples of the region and attempting to teach and befriend them, if only to make their own unlives easier. Centuries
slipped by as they remained hidden in the mountain fastness, time easing the pain of their losses, at least for Maura, who, after
nearly four hundred years, began to grow restless and wished to see the world again, how it had changed, what had become of
their people. The answer to that question came late one highsummer night when she, while travelling along the outlying border of
what they claimed as their Domain, encountered a warband of the young House Ruthven prowling the region for new lands to
conquer. Initially overjoyed to see her for reasons that had everything to do with the fact that she appeared to be a young and
comely woman alone in the wilderness, the warband, comprised almost entirely of Ancillae childer of Ruthven himself, were
considerably less than overjoyed when Maura taught them why it was unwise to presume that a woman travelling thusly was easy
prey. On the way back to speak with their sire, Maura managed to wring quite a bit about the changing face of the Kindred from
them and, once she had delivered them in humiliating Thaumaturgic bondage, learned even more from Ruthven. Intriqued and
enervated once again, Maura returned home to the haven she shared with her brother, informed him of her intention to go among
their people again, and promptly left to wander the world.
Tzildaris, forced by circumstance back into interaction with his fellow Kindred, meanwhile was having a rough go of it.
Introspective, withdrawn, and sometimes nearly self-destructive, Tzildaris, unlike Maura, had the tendency to nurse his inner
wounds with the single-minded intensity that only a Tzimisce could manage, even while he aided others in overcoming their own.
His ability to make peace without causing himself or others to lose face made him an invaluable asset in the East, where the
Tzimisce were building the center of their power and culture, and the territorial nature of the Clan was leading to frayed tempers,
bruised egos, and general friction -- his talents as a mediator were called upon frequently, and many early accords among the
Houses of the Clan were negotiated by him and his progeny. It was during this time that Tzildaris met his young broodmate
Istvan, a Tzimisce scholar and sorcerer from the northern lands of what would one day be Hungary. Impressed by Istvan's brilliant
mind and scholarly talents, Tzildaris invited him to visit at his haven -- and Istvan ended up staying, much to the surprise of
Tzildaris' Ruthven and Djilas neighbors, who had begun to presume that the enigmatic lawgiver and peacemaker would remain
eternally alone in his enormous mountaintop eyrie.
The centuries rolled on, the civilizations of the Kindred and Kine growing up side by side and, in the east, overlapping deeply as
the Tzimisce ruled the night and the tribesmen of the Slavs, Magyars, Phyriges, Illyrians, Thracians, Avars, and Wends ruled the
day. It was too good to last and it did not -- invasions from the west, spearheaded by the Ventrue, Lasombra, and Malkavians
and their mortal pawns, rocked the east, and despite many attempts to end the conflict short of all-out war, the arrogance of the
invaders finally drove the Tzimisce beyond the breaking point. House Tzildaris declared its neutrality at the beginning of the long-
running series of bloodwars, its members acting frequently as diplomatic counsel to the combatants and, occasionally, as
ambassadors-at-large to the various other Clans. Their reputation for uncorruptable integrity won them a grudging respect and
their intricate, in-depth knowledge of the lore of their own people and other supernatural cultures allowed them to maneuver
politically with the best of them -- especially once Maura returned from her wanderings, bringing with her a Malkavian husband,
Shedheur, a small brood of mixed-blood childer, and a wealth of new experiences to add to House Tzildaris' radically expanding
store of knowledge. Maura's razor-sharp mind (nearly prescient in matters of politics), combined with Tzildaris' frighteningly
accurate knowledge of the Kindred mind and soul, and Istvan's skill as a historian, loremaster, and scholar placed House
Tzildaris in good stead for centuries, despite the carnage mounting around them.
Eventually, however, the situation began growing too precarious for them to maintain a purely passive, noninterventionist
posture. Even once the Roman Empire had collapsed beneath the weight of its own corruption and the Tzimisce-backed
westward expansion of certain Kine tribes, the far-sighted members of House Tzildaris were watching the stormclouds forming
on the horizon, and began to quietly and subtly go about the business of making themselves ready to endure it. Despite their
deeply held belief that all creatures had a destiny of their own to fulfill without the manipulation and hindrance of others, the
delicate and light hand of House Tzildaris reached out and began shifting pieces on the chessboard, particularly as more
alarming trends became noticeable among their own clansmen. House Ruthven, having reached the apex of its power during the
long and terrible bloodwars against the western Kindred backing the Romans in their conquests, had settled into a position of
nearly kinglike rulership over the other Houses of the Old Clan and was showing early signs of degeneracy and decadence; the
Tzildaris spent their efforts attempting to contain what they saw as the primary threat to the stability of the Clan, the frustrated
youngsters of Ruthven nobles who were procreating recklessly and in incredible numbers out of sheer boredom and passing on
a dangerous legacy to their childer. They did not succeed in this as quite as thoroughly as they would have liked (the Ruthven
were scheming, powerhungry, and eternally paranoid and tended to distrust even their own shadows, and so were less easy to
manipulate), though it is entirely possible that their efforts saved Clan Tzimisce from complete disintegration during the Anarch
Revolt. House Djilas, eternally and endemically wracked by internal strife, was next on their list, and their efforts there were more
open, attempting to locate and install a leader that all the House's various factions could agree to follow, a task far more easily
described than accomplished. In the north, they had little concern, for House Brankovan-Waivadi ruled there and did so well, the
Polish House being as powerful and solid as the love their Voivodes bore for each other, a rock to which many other Houses
clung in times of difficulty, despite their flirtations with the mortal Church and the Cainite heretics that could be found there and a
long-running war primarily of words with the Clan Ventrue. House Ravensburg in the west was nearly an unknown, a wild card in
the politics of the east, and a factor beyond their ability to predict or control.
In the south, however, a fairly large problem was brewing in the form of House Smatzkhe. Known for their rabid hatred of Clan
Ventrue, a rather pointed belief that all Tzimisces had a duty to defend their people and homelands by force of arms if need be,
and an imperialistically expansionist ideal of what actually constituted their homeland/protectorate, House Smatzkhe had sunk
its claws into the gradually expanding Byzantine Empire via their Anatolian demesne and were casting covetous glances across
the whole of Asia Minor and the East. When several polite-edging-toward-irritated messages were sent to Taymurhaz, the
Voivode of House Smatzkhe, demanding to know what he was about and what the truth of the rumors that he was planning to
invade his own Clan's territories was, his reply was a decidedly cool explanation that, if they were true to their Clan sire's
commandments, they had nothing to worry about -- and if they were too weak to defend what they held, perhaps they should yield
their place to one who could. Exacerbating matters in the west was Taymurhaz' brother and lieutenant, a fourth generation
vampire as well as then-domesticus of the East and Byzantine general John II Tzimisce, a brilliantly charismatic man of
astonishing military genius and incredible influence in the Byzantine court, where he was both the absolute military ruler of the
Eastern sector of the Byzantine Empire and the lover of the Empress Theophano. Married to a porphyrogenita of the Imperial
House of Comnenus, his legitimate children where princes born to the purple and therefore in line to inherit the Byzantine throne
by birthright. Strategically well-connected politically, he was the right hand of the Emperor, and made much of his pious devotion
to the the Eastern Orthodox Church, to which he made land grants from his vast personal holdings and contributed much in the
way of wealth and temporal influence, earning the favor of the Metropolitan of Constantinople. Tactically well-connected militarily,
he commanded not only the devotion and loyalty of his troops, but nearly their worship as well, seeming undefeatable on the
battlefield -- to the annoyance of much of Clan Tzimisce, every speck of dirt between the Mediterranean and the Caucasus
seemed to be his homeland, and he took full and complete advantage of the legendary Tzimisce ability to set themselves in their
place and not be moved by any force known to Kindred or Kine. Among the Kindred, he was the Tzimisce of Tzimisces in the
Byzantine Empire, one of the few to ever wear his identity as one of the Pure Clan descendants of the Tzimisce Antediluvian
openly, contending politically with the Ventrue, Lasombra, Toreador, and Assamites on a nightly basis, wringing everything he
could from the alliances he made, and more than once accused of trafficking with the Ba'ali to achieve some of his abilities. The
tongues that spoke those particular words were most frequently silenced by the shadowy assassin who was his left hand,
whispered among the Houses of the Clan to be his dhampir son by his unnamed Armenian mistress -- whispers that were
spoken very low, indeed.
John Tzimisce made his move in late in the year 967, staging a coup in which his forces seized control of Constantinople while,
with the aid of the Empress Theophano, his dhampir son assassinated not only the Emperor but also the leader of the Ventrue in
Byzantium and most of his potential heirs until they reached a Ventrue willing to deal with the new Emperor -- John Tzimisce.
Exiling his partner-in-crime, Theophano, making an enormous bribe of half his personal lands and wealth to placate the Church,
taking the sons of the late Emperor as his wards to stopthrust any Ventrue thoughts of using them against him, Tzimisce
solidified his control of the Byzantine state nearly overnight, to the dismay of House Tzildaris, who had previously been moving to
undercut his power as much as they could and now were forced to grind their fangs and watch helplessly as all their efforts came
to nothing. Almost immediately, Tzimisce sent his well-oiled military machine into action against not only the Assamites to the
south but against the Brujah of Greece and his own Clanmates in the East as he went about with his stated intention of ringing
the Black Sea in Byzantine fortresses -- and Smatzkhe possessions. The howl of outrage from Clan Tzimisce was universal, the
more warlike of the Houses advocating crushing the arrogant Smatzkhe Emperor immediately for even daring to set foot in
Europe, which turned out to be more easily said than done as he ran up against his first target -- House Ruthven -- and coldly ran
them down. House Ruthven's weakness and corruption were exposed for the entire Kindred world to see and only the quick and
frantic work of Houses Tzildaris and Djilas kept the Byzantine forces of House Smatzkhe from completely overruning the East,
stopping them short of their goal on the border with Bulgaria, the intensive diplomatic efforts of House Tzildaris temporarily
defusing the situation enough to keep it from exploding into an open Tzimisce civil war -- at least for the time being. It was during
this time, while negotiating with John Tzimisce and deciding that, irregardless of whatever else they did in the future, he would
have to die for the good of all Kindred, that Maura first met Morgan Demetrius i'Tzimisce, the Emperor's dhampir assassin and
son. Ghouled and blood bound to his Kindred father from birth, named for a pagan deity of inescapable death and destruction by
his Gangrel teacher/tormentor, his mind and soul warped in ways that few Tzimisces could even imagine, the Emperor's son
was an icily emotionless, conscienceless killing machine completely devoid of both passion and any sense of the value of his
own and others' existences -- the only entity in his life with any worth at all was his father and his own sense of being was so
pared down to its barest essentials that even his aura barely existed. What he lacked, however, he more than made up for in an
intelligence that was a match and more for his father's own, as he was both a brilliant military thinker and possessed an
abnormally well-developed talent for understanding the thoughts and motivations of others, despite his almost total lack of
anything that even vaguely resembled positive human contact during most of his life -- it was simply a gift that he had always
possessed and used to its best effect. Maura, staring into cold, expressionless eyes the color of late autumn sunlight, pitied him
first, feared him second, and swore that she would find some way to dispose of his father and set him free third. That decided,
she returned to her brothers at their main enclave in Dobrudja and informed them that she had convinced John Tzimisce to back
down for the time being -- and that she had found the warrior Voivode they had been searching for.
House Smatzkhe's expansion momentarily checked, House Tzildaris began searching for a long-term method of neutralizing the
threat they posed to the stability of the Clan. Quiet negotiations with Clan Assamite and Clan Ventrue yielded a willingness on
the part of both Clans to temporarily lay aside the traditional enmities -- diplomacy being the better part of valor when faced with
a conquest-minded Tzimisce Emperor. The coalition made its move in 976 with a Ventrue-backed political coup in
Constantinople while the Emperor himself was in the field with his armies. By the time he managed to return to the city itself, the
Assamites were in position and ready to strike; the Emperor, despite the best efforts of his son and the Imperial guard, met his
Final Death at their hands, ending, at the same stroke, Smatzkhe political dominance in Byzantium. Morgan Demetrius
i'Tzimisce was mortally wounded in his efforts to save his father's unlife and was embraced on the spot by Istvan Laczyescu,
being taken to Romania by his "uncle" Varian while his sire dealt with the situation in Constantinople.
Once again, House Tzildaris stepped back from open activity, withdrawing into a quiet period of watching and waiting. They
maintained their neutrality throughout the long and terrible conflict with the Tremere, acting as an intermediary between the
Tremere and those Tzimisces who had no interest in entering the war, a decision which frustrated the efforts of House Valerian
(later von Klatka) to crush the upstart wizards. In the west, the mechanations of Mathilde von Ravensburg drew them into a web
of deceit and treachery that came to a tragic ending with the Final Death of Ulric von Ravensburg and the ascension of his
grandchilde, Konrad; the incident drove the first of a series of wedges between the Ravensburgs and the Tzildaris. Their refusal
to engage in the usual petty conflicts was what saved House Tzildaris when the internal revolt they had long watched and
prepared for struck -- they were, for the most part, the most internally cohesive of all the Houses, and during those long and
terrible nights they spent the majority of their efforts shoring up what they could of their Clan, so that all would not be destroyed. It
was during this time, barely three hundred years after his embrace, that Morgan Demetrius i'Tzimisce found himself thrust rather
unwillingly into the position of Voivode.
Tzildaris, feeling his age as he had never felt it before and recognizing the need for a change in the House's leadership, had
originally selected Morgan on the basis of Maura's intuition and, later, due to the qualities three hundred years of intensive efforts
to undo the damage done to him while he was still alive had brought out in him. Morgan himself had not even had an inkling that
Tzildaris considered him the heir apparent. As Maura had foreseen, the time for an actual warrior prince for House Tzildaris had
come, and, while circumstances did not allow for an easy or painless transition of power, they did manage to prove that Morgan
was his father's son -- at least as far as his ability to lead and command loyalty went. In the aftermath of the Anarch Revolt, during
the formation of the Camarilla, the Sabbat, and the Oradea League, House Tzildaris maintained its traditional position as a pillar
of strength and stability in the East, propping up the horrendously injured Houses of Brankovan-Waivadi and Ruthven, as well as
providing counsel and guidance in the formation of the League itself, basing many of its underlying tenents in Kindred law as well
as the traditional Tzildaris ideal of strength in unity. They even managed to talk the infernally proud and stiff-necked House
Smatzkhe into accepting the agreement. To this night, they maintain the theoretical unity of the Old Clan in the belief that the
future should not be built on a cracked foundation.

Character Creation
The oldest members of House Tzildaris are of noble, scholarly, or military concepts, usually in combination -- they tend to prefer
philosopher princes, warrior poets, absent-minded scholarly wizards. A strong romantic streak seems to run through this House
with regards to their recruits, as does a taste for those with some sort of inborn mystic ability. Ethnically speaking, House
Tzildaris is one of the most diverse of the Old Clan, its members having spread to the four corners of the earth in their relentless
pursuit of knowledge and justice, embracing whomever they deem worthy regardless of their origin. Mental attributes, closely
followed by Social, are usually primary, as are Knowledges and Talents. Common backgrounds include Age, Resources, and
Mentor. Additionally, many Tzildaris who have achieved a significant level of status among the Kindred tend to possess the merit
Safe Passage as part and parcel of their duties as ambassadors to other Clans and their own people. There are members of
House Tzildaris to be found in all four sects.

Background
The Tzildaris choose their progeny from a wide pool of individuals of radically different ethnicity and nationality, basing their
selection primarily on the learnedness and inherent intelligence of the individual in question. Those of military background tend
to be highly educated in a wide variety of fields, their scholars/scientists tend also to be widely knowledgable, and their
"youngsters" tend to be students and/or educators. Career diplomats are another favored choice, as are those of inherent
mystic ability (particularly those with at least the potential to become a mage).

Appearance
The Tzildaris can almost literally look like anything. Only the very oldest are of strictly Eastern European background. They tend
to observe the Tzimisce tradition of dressing in the same styles of clothing that they did in their youth (which is to say, quite
anachronistically at times) in private, at least, and dress to whatever seems most fitting at other times.

Haven
House Tzildaris is possibly the least rabidly territorial of all the Houses, though they usually observe all the Tzimisce customs with
regard to their havens. As is typical, their havens tend to be spacious, luxurious affairs, usually containing at least one
library/laboratory filled to bursting with the fruits of an unlifetime of esoteric study and research. The House is based in a series
of Chantries scattered across southern and eastern Romania and the southern Russias; these Chantries serve as central
gathering points for the House. The main Chantry, Castle Tzildaris, located in Dobrudja in southern Romania, is a sanctuary
domain that is open to all comers, regardless of Clan, species, or political inclination and possesses one of the single largest
and most complete libraries of supernatural and occult lore in the world today.

Preferred Paths
The Tzildaris are known for both their scholarly and their humanistic streaks, many of them preferring to nurture their humanity for
as long as they feel themselves able, and then choosing a Path of Enlightenment as their outlook changes with age. Common
paths are the Path of Lilith and the Path of Caine (making for lively dinner conversation), the Path of Death and the Soul, the
Path of the Beast, and the Path of Honorable Accord. Composite Paths, formed from the ideological tenets of one or more
Paths or the ideals of humanity, are extremely common in this House.

Disciplines
Animalism, Auspex, Thaumaturgy. Vicissitude is occassionally found within this House, particularly among those engaged in the
study of its effects, and a familiarity with the physical disciplines is common.

Weaknesses
The Tzildaris suffer the Tzimisce clan weakness as normal, and must rest in at least two handfuls of their native earth or suffer
the consequences. Additionally, the Tzildaris' hunger for knowledge and tendency to go to what can be considered self-
destructive lengths to acquire it usually leads them into serious trouble at least once in their unlives. The flaws Enemy and
*Notoriety* are somewhat common, as is the flaw Clan Enmity for those diplomatic sorts in the House who nevertheless manage
to offend someone with a very long arm.

Organization
Despite their commitment to the idea of unity, House Tzildaris itself is not an obsessively hierarchal, highly structured House.
Their lack of internal strife springs from the fact that the Tzildaris encourage actual interhouse loyalty but do not go to horrifically
brutal extremes to enforce it. As a result, the Tzildaris are more likely to help one another simply because they are of the same
House and the same Blood than because they live in mortal terror of what will happen if they don't help each other. The
Voivode's violent distaste for the use of Blood Bonds is well noted, and is actually expressly forbidden under the praxis laws of
the House.

Stereotypes (Clans)
Assamites: I would like them better if their philosophy did not include that 'dine your way to enlightenment' clause...
Brujah: Try actually talking to one sometime -- they do frequently make sense even if expression is not their most developed
talent.
Giovanni: I do not even want to know what they are doing.
Followers Of Set: I will give them this -- they are persistent.
Gangrel: If you can ever talk one into inviting you to a gather, the scars and the hangover will definitely be worth the effort.
Lasombra: Overbearing, are they not?
Malkavians: They do know. Watch them carefully and learn from them -- their perception is beyond even ours.
Nosferatu: One of our most gifted research partners, the things they know would curl the hair on a Setite and make a Ba'ali run
screaming. I like them.
Ravnos: Again, an invitation to one of their parties is worth the illusory third eye.
Toreador: There is merit in the preservation of art and culture -- though a bit more in the way of preservation of vampiric culture
could be in order.
Tremere: Our brothers, whether or not any of the others wish to admit it -- beneath the skin, we are all the same.
Tzimisce: We are all of one blood, irregardless of politics.
Ventrue: Noble. Honorable. Have they earned their name? We shall see.

Stereotypes (Bloodlines)
Ba'ali: We admire them their faith and vision, even if we do not admire the vision itself.
Blood Brothers: Is it entirely too late for me to change my mind about that all one blood assertion?
Daughters Of Cacophony: The main reason I always carry a pair of earplugs with me.
Nagaraja: They now more of the Shadowlands than we could ever hope to, and their knowledge enriches us all.
Salubri: Preserve them now, as we failed to preserve them during those long, black nights five hundred years ago. We owe
Saulot that much, and a promise made...
Samedi: A Cappadocian by any other name is still...strange.
True Brujah: Repeat after me -- therapy is my friend...

Stereotypes (Houses)
House Ravensburg: Their divisive political maneuverings weaken us all and their betrayal of our Clan- - in our sire's name! --
sickens me. Cut out their lying tongues and remind them that Vicissitude is not the only method of generating pain.
House Von Klatka: I fear for the eventual fate of this House -- their stubborn refusal to see what is before them leads them ever
closer to tragedy and there has been nothing we could do to stop it.
House Vardalek: Their depth of understanding and enlightenment is impressive, and their dedication to their ideals uplifting.
House Elenades: Our friends and allies -- and the best example of why the Shadow Crusade is a mockery of our people.
House Frasheri: If you really must kill someone, call the Frasheri. More reliable than the Assamites and they keep trying until
they get it right.
House Brankovan-Waivadi: Their strength returns to them nightly and I see a time ahead where the north remembers what it is
like to be ruled by a truly great woman.
House Ruthven: Presently, rather useless. But if they succeed in recovering from their losses, the result may be impressive
indeed.
House Smatzkhe: Pray that they are as good as they claim to be -- otherwise, we may all be entertaining the Hag before too
much longer.
House Venizelos: Do not let the pathetic, materialistic face they show the others fool you for an instant -- these cousins of ours
are wise in ways that most Tzimisces would not suspect.
UMBRA WARRIORS
By Sir Ruther (sir.ruther@bbs.panacom.com)

Description
The Umbra Warriors founded by a Caitiff name Corvin. Corvin was black and was embraced by a member of the Inconnu that
seemed to be of African descent. The Inconnu was thought to be Gangrel or at least a member who knew Protean, and was
teaching Corvin the discipline, not wanting him to go into the world until he knew well enough that he would be able to survive.
That all ended too soon.
A pack of Lupines who were scouting the area noticed the Inconnu member, and attacked. The member fought until he was put
into ashes and two Garou were left. Corvin charged at the Lupines. The Lupines being Ragabash, side stepped into the Umbra,
but for some reason Corvin was able to follow them in.
Hell broke loose as the two shocked Ragabash were killed, and Corvin stepped out of the umbra.
Corvin then started a major hatred of lupines, and started to embrace other blacks, teaching them that Lupines were evil and
didn't have the right to exist. During this time he and his brood were hassled by a Sabbat pack, which was vanquished.
Warriors are on the Camarilla side when it comes to the Masquerade, and strive to join the Camarilla. The Cam's are reluctant
to let them join because of their werewolf obsession. They look up or down upon no one and are not impressed easily. Corvin is
one of the few vampires who can drink Lupine blood without frenzying.

Nickname
Black Spiral Steppers

Appearance
The whole clan is of the black race and unlike other vampires, their skin color does not fade.

Haven
Their haven's can be anywhere they want, but most of them normally have one in the forest. The Clan originates in North
America. They will ghoul any type of person, but still prefer Africans.

Character Creation
All Warriors are of African descent. This does not include white South African or other non-black African natives. However, those
of other races who are somehow embraced are not destroyed, but cast out as Caitiff with the knowledge of Protean, for they
want them to be protected. They have a variety of backgrounds, but none of the criminal nature. Soldiers, cops, football players,
dancers, and anyone that is physically fit will fit the bill. They normally have Cavalier as their Nature, and can pick any Demeanor.
Physical Attributes are primary, and so are Talents. Backgrounds normally includes Mentor. Even though they are fighters, they
normally don't have a starting humanity of under 6. All Warriors have the following Flaws without added Freebie points: Hatred-
Werewolves, Hatred-Sabbat. They also have the Merit: Blasé and, at least one level in Lupine, Wraith, and Spirit Lore, for no
charge of freebie points.

Clan Disciplines
Protean, Metis, Auspex

Clan Weaknesses
If a Warrior is in a presence of a Garou, he must make a Frenzy Roll with a difficulty of 8. Half of his die roll must be successes.
In the presence of a Sabbat with the rank priest or higher, they must make frenzy rolls with a difficulty of 7. A Warrior will die
rather than undergo the creation rites and they can never be Sabbat.

Organization
The entire bloodline meets in either Washington D.C., Atlanta GA, or New York City every 2 years. The location varies to where
Corvin wants it.

Gaining Bloodline Prestige


You can gain Bloodline Prestige 2 ways: either by having Status in the Camarilla, or by killing lupines. You gain one prestige for
killing one, but unless your first one was an Elder or a Sept Leader, to advance, you must kill progressively more powerful
lupines, or kill several at once. Corvin has been able to wipe out almost every Sept leader or elder that he has met. For proof of
the killing you must have 1 point of lupine blood, which Corvin himself drinks. If it's lupine, you gain prestige, and hopefully a new
level of Metis.

Stereotypes
The Camarilla: We hope to be one of this group someday; hopefully when we join we can get rid of the werewolf plague.
"They have to realize that the Lupines can be our friends, and Allies."
-- Kevin Caulfield, Gangrel Sheriff of Panama City
The Sabbat: Fiends of the worst kind; they are no better than the Lupines. It is nice when you can trick them into killing them
though.
"They are a bunch of Cammy loving scum: not worth the purity of the Sabbat!"
-- Lawrence, Bishop
Inconnu: They are our creators; we will look up to them, if we ever meet one.

"It's a pity what we have created. Hopefully they will turn around."
-- Jarlno, 5th Generation Gangrel
UMBRATI
By Brian Connors (connorbd@bc.edu)

Nickname
The Nameless Ones

Description
The Shadowed Ones of the Spanish Pyrenees are known as that as a convention. Nobody quite knows who the Umbrati are,
and they like it that way. They are successful enough at hiding who and what they are that no one realizes that the vampires of
the Eskual-Herria are one and the same with the vampires who united the Taureatores to drive out the Ventrutae from Rome and
the same vampires who engineered the collapse of the Setites in Egypt. Of course, even if they did, there wouldn't be a lot they
could do about it...
The Senex of the Umbrati is just as unknown as everything else about him; the Liber Nodis refers to him only as The Shadow,
and it is the only name that the Umbrati speak of him by. They do not have much of a name for themselves; the term "Magisters"
is thrown around where Latin is spoken, but it is no more a true name then what everyone else calls them. The term Umbrati
comes from a very disturbing capability of theirs to manipulate darkness and shadow, as well as their secrecy in dealing with
others. This power, which some have named Obtenebratio, when used properly, causes confusion and disorientation and is
said by some to issue directly from the darkness of Hades. Incidentally, it happens that the Umbrati cast no reflection in pools
and mirrors. It is suspected that this is due to their possession of this power, that it is of such a nature that light plays false
around them out of shame or opposition or even at the vampire's own volition. With the Umbrati it is difficult to say.
Their origins are among the earliest residents in Europe, the descendants of whom are now known as the Vascones to others
and the Euskara among themselves. Their influence is as wide as it is because their people have extended so far in the past;
the vastly shrunken territory of the Vascones has only narrowed perceptions of the Nameless Ones. They are manipulators
beyond compare, with motives, method, and even identity well-hidden even from their closest allies. They count among their
accomplishments the Trojan War (triggered with the help of a dimwitted Malcafis named Eris), the fall of the Etruscan Tarkhna
family in Rome (the Tarquinius who raped the Roman noblewoman Lucretia was said to have been an Umbrati ghoul), and even
the orchestration of the execution of a street preacher of considerable influence in Palestine about twenty years ago. The
Umbrati are everywhere and nobody knows it.
They have also been engaged in a secret operation all over Rome for the last five centuries. The Umbrati see the Roman
Empire as something of an experiment. After the Tarquin overthrow, the Umbrati managed to get some of their own people in
power, ghouls with connections to the Gracchus and other influential Latin families that were able to build a republic of
considerable power. Julius Caesar's accomplishments caught them by surprise, but they were able to regain control through a
number of blood-bound Taureatores who controlled some of the more influential members of the Roman Senate. Caesar's
assassination was enough to allow the Umbrati to keep control of the actual power structure, but they are beginning to lose their
grip on Rome's culture, as the Taureatorean debauchery begins to seep into the lifestyles of the Roman upper class. The
experiment is so far being judged as mixed.
The Umbrati are setting their sights away from Rome now. There are numerous possibilities around; the Greeks of Asia Minor
seem to have a few possibilities, but it looks as if the Ventrutae are about ready to make a comeback in Rome in a few
centuries...

Clan Organization
None of any formal nature. What little there is consists largely of bragging rights.

Background
The youngest are nobles or high government officials, though a number of the more influential members are courtesans and
mistresses of those same officials. Most of the eldest in an area are of the stock indigenous to the area.

Character Creation
Mental or Social attributes are primary, as are Knowledges. Nature and Demeanor tend towards the forceful; Bravo, Conniver,
Architect, and Director are common archetypes.
Disciplines
Potence, Obtenebration, Dominate

Clan Weakness
The Shadowed Ones cast no reflection. This is believed to be a side effect of Obtenebration.

Quote
"If you truly know what's going on, then tell me: where do you get the denarii you need for your endeavors from?"

Stereotypes
Baali: They are morons beyond even the most oblivious of kine. Laugh at them while you enrich yourself from their vitae.
Brushah: Do they really know who they are dealing with? My inclination is to doubt it. They've seen us before, though.
Cappadocii: They have no real influence. We are not concerned with them.
Gangrilli: They will need some work. They make no effort to have influence, but they could easily do so if they wish.
ibn-Haqimi: It's good to have such as these around. There are many advantages to not getting your own hands bloody.
Malcafii: They are our biggest annoyance. We cannot reach them; we cannot control them we cannot understand them; we
cannot trust them.
Nictuci: Let them suffer in their own petty squabbles. The Nosferati have far less to worry about than they think, and
Absimilliard's bastard spawn who claim the title of True Nictuci are laughable.
Rafanuti: We don't know anything about them for certain, but it would seem that they are to be controlled or we will suffer from
them.
Salubri: Saulot is a contemptible weakling. Weakling because he cannot use his power, contemptible because he likes it that
way. And his whole clan is no different.
Setites: Too easy. We have had our hand on them for millenia and they have never realized it. And now, we have no further use
for them...
Simistis: They would be nobility among civilized people. They are nothing out there.
Taureator: We grow tired of them, but it will take time to end their reign of stupidity.
Ventrutae: Such great leaders and they do not even realize what we have done to them. Let's give them back what they have
lost and see what happens...

Note
The Umbrati are not precisely the Lasombra but more their ancestors. Formal clan ties will not develop until the 700's, when they
finally renounce their ties to the ever-shrinking Basques. After this point, where every Umbratus speaks Basque, few new
Lasombra will ever be taught the language. The beginnings of the Lasombra clan develop out of the growing Catholic Church,
and their ancestors have no church to emulate.
VAPULA
By Adam Austin (ebhcpunk@email.msn.com)

Description
The clan Vapula is the bloodline of Aton Vapula who was also step-brother and childer of Antediluvian Brujah himself. Vapula
fled the Second City in the wake of its destruction and lived in the tomb of Shalkanense as a keeper and guardian.
After Carthage, Aton wept tears of blood when he learned of its destruction and his sire's demise. Aton swore vengeance and
so raised an army of his blood. Before he could exact his revenge and rain down his children upon Troile, the bastard founder
had called upon Infernal powers that be.
The infernal army that Troile had summoned rained upon Vapula like a torrential storm. But Vapula's progeny of twelve fought the
demonic hordes as relentless, unchained warriors and beat them back like mad dogs.
So driven was Aton's bloodline, that they followed the cowering devils back to their feral lair of damnation. They had defeated the
infernal army but found their master, the Duke of Flesh and Blood. So enraged was he and so underestimated, that Aton and all
his progeny, save one, met their final death at his hands. But, not before the last of Vapula's childer was able to defeat the Duke
with a terrible embrace of teeth and flesh.
There, in the demon realm of Og the last unnamed bloodline member of Vapula escaped not only drinking their enemies blood
but taking the sacred demon tomb Og or Infernicum Mallemanica with him.
The last remaining member of the bloodline escaped and returned to Shalkanense with the demon tomb. Within its terrible
pages and with immortality as an ally, she learned blood magic and created a thaumaturgical path of flesh from its womb of
forbidden words. To this day all of the bloodline members learn from its secret text and study their way of the flesh.

Nickname
Liches

Appearance
All those of clan Vapula are said to be of young virile age and appearance. Generally, their stock is dark of the Nile and reach as
far east as the Middle Kingdom -- in fact, this bloodline is often mistaken for Kuei-jin. They incorporate one of two appearances:
young anti-politico's with strong opinions or scholarly, brash idealists seeming to expose the truth with vicious subtlety.

Haven
They prefer large estates that are isolated and hidden away. Since all Vapula have at least one alternate identity, they may be
found in a "manses" among Tzimisce or a Tremere "chantry." Vapula havens tend to be in vast and extensive underground
catacombs or in the Underworld among wraiths.

Background
Vapula initially look for those who are of strong will, youthful and studious. But, parameters are nearly that of the True Brujah of
whom they are closely tied to.

Character Creation
Their members are made exclusively of iconoclasts or scholarly historians and proctors. However, once again due to common
alternate identities, another facade may be in place.
Characters choose mental attributes as their primary then either social or physical as their secondary. Common abilities include
subterfuge, clan impersonation, knowledges of all sorts and mortal combat.
Clan Disciplines
Temporis, Potence, Thaumaturgy (Path of Flesh)

Weaknesses
All of bloodline Vapula are members of the Tal'mahe'Ra or Inconnu. All members have at least two alternate identities in the
Alternate Identity background as well as the Status background as a Hand member.
Vapula prefer Tzimisce, Tremere and especially the Brujah as alternate identities (better to learn from within than to observe in
reserved hatred from the outside). Also, it is forbidden to reveal their clan name to any but the True Hand or Inconnu.

Preferred Paths
Path of Caine, Path of Death and Soul, Path of Self-Focus or the Path of the Scorched Heart -- but never the Path of Lilith or Evil
Revelations!

Organization
Most of the Elder marid live in a Daru el-Bawar citadel named Seer shi'Ra. All members are of the Inconnu or Tal'mahe'Ra.
Most of the bloodline live in communal catacombs. All members meet semi-centennially in the fabled halls of Shalkanense. The
Vapula believe to be among the fabled holy warriors of Caine.
No more than a hundred members exist on the earthly side of the gauntlet at any one time and a new childe of the clan must live
and learn 50 years in the underworld as a ghoul before returning to the world of the ins.
Those here are observers of the Jyhad and anxiously await Gehenna. Many Vapula partake in what they call the "assassins war"
or "Jhud' kin". Their numbers are hard to tally because they are always playing some role in another clans' activities. Vapula are
known to go to the extreme in concealing their secret identities, even if it means allies. Often Vapula will wait in torpor for years
awaiting their time to strike or become new identities allowing old foes to destroy each other or simply forget of their existences.

The Vapula are very active in the shadow war and share much of the information they learn with others of the Crusade. They also
barter much of their knowledge with others in exchange for that which they do not know. Much of what they learn is traded with
the Elois. The Tremere Camarilla elders suspect the existence of the Vapula from ancient writings and the rumors of "liches"
wielding powers like their own. Vampires that command the flesh like a fiend would.

Gaining Clan Prestige


The more identities a Vapula assumes, the more valuable a resource of knowledge they are. The closer the clan as a whole is in
destroying the bastard and damned clans (e.g., Tzimisce, Tremere, Gargoyle, Samedi), the closer all dalhan as a whole
become to the arrival of Gehenna. For this will be a time of rejoice as the Wheel of the Ages turns once more.
Using the other clans natural suspicions and hatred of each other and making ins aware of the vises for which they utilize to their
culling. This is most important.

Quote
"This is the apocalypse waiting to wake itself."
VASULEANS
By Chris S. Coho, Jr. (quiddity66@gnn.com) (14 January 1996)

History
Bryant Wilkins, a.k.a. Jack the Ripper, after several killings in 1888, dabbled in the mystic arts in search of a way to continue his
killings without being discovered. Many Vasuleans believe he is the "Merlin" of Camelot legends, merely assuming the name
Bryant Wilkins, and a very powerful Magi before his embrace. Two local coteries, of different clans (which clans is unknown)
each sent a representative, unbeknownst to the other, to embrace Wilkins. When they discovered him, he had already slit his
wrists and drained himself of blood to the point of death, why, no one knows. These representatives mixed their blood as they
fed him, creating a new breed. Several nights later, both coteries contributing to Wilkins embrace were destroyed. Using the
mystic arts he was such a genius with, Wilkins committed diablerie upon every member of them. His power was greatly
intensified, but at this point he still wasn't aware of how to sire others. After wandering for several days, an elder, many believe
an Antediluvian, taught him all that he needed to know; when he finished, he gave his 3rd generation blood to Wilkins, offering
himself for diablerie.
Wilkins traveled the world learning about other clans, and planting his spawn in their ranks; the Vasuleans are now everywhere,
but few know of, or believe in their existence. It is now thought by most Vasuleans that Wilkins, with his mix of Antediluvian vitae
and mystic knowledge, is the most powerful Antediluvian alive, some theorize his power may only be rivaled by Caine himself.

Background
Vasuleans are hired killers, plain and simple; killing is in their nature as kindred, and they live by that rule. They embrace their
killing lifestyles and are usually hated and feared by those who believe they exist. Simply put, they are assassins.
Many Vasuleans are of other clans, outcasts who are accepted by a Vasulean prince. In order to be converted into Vasulean, or
reborn as they call it, the chosen one is given the blood of Wilkins. No one is really sure if it is actually his blood, but they believe
a small amount of his blood will initiate her into their ranks. Although this does not change her noticeably, it is said that after
given this blood, she'll develop "the tie that binds." This tie is a psychic link between every Vasulean in the world allowing them to
recognize each other, and in extreme circumstances, communicate with each other. These Vasuleans are simply called
Bastards, although this is not used as a derogatory name. Once a kindred is reborn, she remains in her clan as though nothing
happened, except that she begins to grow more trustworthy and more accepted in her coterie. This way if an assassination is
ever needed within a coterie, or a coterie of a similar clan near to her, she can perform it without being suspected of the crime.
If a Bastard is ever discovered within a coterie, her vitae is given to a younger generation Vasulean, and she is then revealed as
the assassin she is. The Vasuleans believe that if performed correctly, the soul of the kindred is passed along with vitae, and no
kindred every backs down from this act, as it is considered an honor among them.
Pure-bred, or True, Vasuleans are more of a free lance nature, working for money to perform any assassination, or any job that
may require killing, the ultimate thrill to a Vasulean. They are also the only Vasuleans who may sire. First they must, through a
series of messages to several Vasulean princes, ask permission from Wilkins himself. Once permission is given, which it
usually is, a vial of Wilkins's blood accompanies it, this is fed to the mortal along with the sire's blood at the time of embrace.
Vasuleans do not follow the kindred laws much; they follow the laws written by Wilkins in the Levion. This book outlines what few
rules must be followed; any disobedience, and the culprit forfeits the rite to pass down his vitae in any form.

Nickname
None, True Vasuleans are known as Vasuls for short, and others are referred to as Bastards.

Appearance
Only the True Vasuls have alike characteristics; they are generally dark: dark eyes, tan complexion, black hair. They tend to
move about in shadowed areas, and rarely walk about in well-lit places. They usually wear trench coats to conceal any weapons
they may be carrying.

Haven
Various, True Vasuls are wanderers and do not prefer any specific haven as a clan.
Character Creation
True Vasuls are always assassins, Bastards vary. The usual backgrounds for True Vasuls are generation, mentor, and
resources. They are especially good with weapons and all forms of combat.

Clan Disciplines
Obfuscate, Celerity, Icarus

Strengths/Weaknesses
Members of this clan are held hostage by their hunger for the kill. They are more susceptible to Frenzy, and the difficulty for a
Frenzy roll is higher for a True Vasul, but because of her lack of fear of the Final Death, the difficulty is generally less in rolls
involving willpower. Because these kindred hunt others of there own kind, Lupines will not attack them, and have been known to
occasionally aid True Vasuls, but kindred usually do not get along well with them.

Gaining Clan Prestige


Clan Prestige is gained through a Vasuls skill as an assassin. Another factor is the number of assassinations and the difficulty of
the assassination.

Quote
Other kindred believe they are above death; that they are truly immortals. It is my belief that my blades and my bullets are the
ultimate humbling devices. Other clans bicker over who are the true "Cainites," but they are all equal when viewed through the
sights of my Remmington .30-06!

Stereotypes
Nosferatu Bastard Sons of a Thousand Clans, the cowards can't even walk among us without masking their true feelings! Yet
they insist upon killing our kindred because of inadequacies of their own!
Malkavian: Who?
The Veilleurs
By Raoul "Violence" Borges (paercebal@hotmail.com)

Introduction
Alexis was buried deep in the reading of the ancient tome. It contained the proof that the some Templars worshiped Isis instead
of the Christ. The consequences of this was important for the investigations made by the First Team of the Veilleurs. No Mage of
any Order would have helped create this kind of worship. Even the Celestial Chorus would have prefered the One instead of a
pagan goddess. The Garou weren't immortals, and the fact that Anubis wasn't worshiped was proof that the Silent Striders
weren't behind this. Thus remained only the Wraiths, the alien Faeries and, of course, Vampires. Faeries weren't the kind
interested by the Templars' banality. The Wraiths were powerful in Paris. But the Templar were involved in all Europe and Orient.
From the Vampires, only the Setites were interested by Egypt, and no "sane" Setite would have promulgated the worship of Isis.
Alexis wrote some notes on a paper. He used an alien, unknown writing; it had no alphabet, no character from this earth (and
perhaps beyond) matched this writing. Few knew about it and fewer knew how to read it. It wasn't a code, but a real language,
with its orthograph, grammar, vocabulary and punctuation. This language was the main reason why no one knew much about the
Veilleurs. As it matched with no other language, no cryptograph could even start to decipher it... A strange impression made
Alexis raise his head. A shape materialized in the shadow of a bookcase. The Chantry of the Veilleurs was sometimes called
the House of Shadows by its inhabitants, and only Alexis knew exactly why. Alexis and this woman, of course.
"The Avatars of Lameth and Anis left Paris with their allies. And Phantomas left too..." A sweet whisper, a little ironic. There was
something in her voice that unnerved anyone who talked with her: a strange mix of superiority and childish, impish
maliciousness. And the little supernatural edge that belied this impression. A silhouette of medium height, wearing a black silk
cloak. Her face was hidden by the shadow of her black hood, but Alexis wasn't surprised: After, she was the Mistress of
Shadows. He wrote the final words in his paper and told her:
"You seem to rejoice from this leaving, perhaps more than me, or even Sire Francois Villon." He looked her, waiting her
reaction. She walked to the desk, in front of him. She was smiling, her eyes shining in the shadow of the hood which hid her
delicate features.
"The powers of Lameth and Anis would have, in time, awakened Nebneferptah... And three powerful Methuselahs warring in
Paris isn't a prospect I'd like to live...would you?" she added, as if she was talking to a child. She continued.
"How's the Affair?" The "Affair" was known by all. Pietro Giovanni blamed Francois Villon for is inactivity in front of the "Events."
Alexis wished Villon to not interfere, and since, three preferred Vessels of the Prince were killed.
"Sire Francois Villon didn't like the present of the Giovannis. We found one of their secret havens in the western suburbs. But our
Prince still waits for more information." The woman moved for the book-shelves. She was completely silent, but her grace still
moved Alexis, even after the centuries.
"The Giovannis are a young Clan, full of passion. Pietro doesn't realise that he attacked someone as old as himself. He is wrong
to underestimate the Clan Toreador. And Villon liked 'The Prince', of Machiavel..."
Alexis never liked it when she called his Prince 'Villon'. But she was Queen too, in her time...
"I thought you didn't like Machiavel." She looked the titles of the books in the bookcase, book unraveling the secrets of the
Occult, so rare that some died to read them.
"Machiavel was a child; so is Villon, and Pietro Giovanni. Machiavel's cooking recipes are true but too simple to awe a true
Methuselah... But its true, even Methuselahs read Machiavel..." She turned to face him.
"Villon and Pietro are from the same time but Pietro and his Clan are alone, but the Toreador are backed by all the Camarilla.
Pietro thinks too much about his actions, and too little about retaliation, all the contrary of the subtles intrigues of our beloved
Villon. I believe inconscient Pietro will be surprised in the Conclave..."
"Sire Francois Villon is anxious about the Red Death, and I've nothing, no information to give him." She seated in front of him,
her white delicate hands laid on the desk. She took out her hood revealing black hair, dark blue eyes and bloodless but
otherwise perfect lips. Her skin was as white as chalk. She could hardly be mistaken as a living creature. But her beauty was
breathtaking, even for the centuries-old, unliving Alexis.
"I believe that it will be over soon. Villon still doesn't trust you?"
Alexis smiled but didn't answered.
"Villon would be stupid to trust anyone, but he loses too much by not trusting you." She smiled too, but her eyes remained cold
and emotion-less.
"I would talk to him about you but, I think that even your awing Curriculum Vitae would only aggravate the situation..." She looked
at her Knight with some trace of affection and continued. "I will tell you about the Unbeholden, but first, urgent information: The
Giovannis have a manor 40km from Paris. There is enough occult material to keep the Veilleurs busy for some months -- and a
lot of Giovanni servants. And here is my secret contribution to Villon. It's a copy of a conversation between our illegal Giovanni
and Pietro..." She put the tape on.

"An interesting amusement, but much too broad to be practical. The treasures of the Louvre, despite Villon's conceits,
belongs to the world, not just to him. Destroying any of them would be counterproductive. We need something with a touch
more immediacy. Something personal."
"His Herd? Don Pietro, we know where to find some of his Vessels! Do we call the Assamite?"
"Much better. Villon likes to surround himself with a herd of witless beauties. The egotistical fool believes himself irresistible
to women. It is a tiresome motion that needs deflating. Use what resources you must. Demonstrate to the Prince of Paris that
beauty is only skin deep."
She smiled at her Knight and added, with a sweet and malicious voice:
"The Giovanni like to surround themselves with a herd of stupid and incompetent brutes. This megalomaniac fool believes
himself invulnerable to the other Kindred. It is a tiresome notion that needs deflating. This tape will demonstrate to Pietro
Giovanni that the power of money is only paper deep."
Alexis couldn't prevent himself from laughing at the arrogant stupidity of Pietro Giovanni. With this proof in his hands in the
Conclave and in front of the Clan Toreador, Sire Francois Villon would make Pietro ridiculous if the big oaf ever tried to attack
him publicly...

History
Francois Villon was conscious of the Magickal nature of Paris even before taking the power here. Alexis, his lieutenant, said to
him that there were more in the capital than what could be seen first. Why were the lupines weak here? Why were more and
more wraiths coming back to haunt the living? The Mages kept quiet but they never were reluctant to defend, no matter the price,
the control of their Nodes, nodes so numerous in Paris that it could have been, if not for the Kindred, the capital of Magick. The
origin of this influence, of this Aura of Decay and Corruption, as it was named by Alexis, was unknown. And what was unknown
was dangerous. An altercation with his Prince made Alexis leave the Great Court (name of the Primogen of Paris) and vampiric
society after the 1789 Revolution. He went to Egypt with Napoleon, fellow Kindred and a hundred mortal artists and scientists.
Fighting the Setites, he succeeded to came back with copies of the walls of a tomb in Abydos. He reconstituted exactly this
tomb below the louvre, as a present to Villon, who never had seen such antiquity.
Avoiding definitively the Parisian court, Alexis tried in secret to decipher some hieroglyghs with the young Jean Francois
Champollion. After he had deciphered common ones, the work of this young one was edited and had the success we know.
Alexis asked him if he wanted the Embrace but Champollion didn't. He remained a Ghoul for years, until he visited the Egypt and
its wonders. Then,when stricken by a disease so powerful that even Ghouldom couldn't prevent his degeneration, Champollion
asked for the Embrace.
After his Embrace, and after years of examination, they discovered the hidden meaning behind some hieroglyphs. Crypted, it
was simply prayers to Thot and Sechat. Decrypted, Alexis and Champollion had the surprise of their unlives. They came out after
years, to give the conclusion of their investigations to Villon. It was the proof of non-Setite Cainite presence in Ancient Egypt
thousand years before the Christ. But, more importantly, they discovered occult information about vampiric Thaumaturgy and
Rituals four thousand years before the "creation" of the Tremere Clan!
At the same time, manifestations of the Aura had become more and more bold, and more and more frequent. As wraiths
appeared even in the Louvre, and even Villon and Alexis were attacked by a strange corruption creature, the Masquerade was
really in danger. Alexis asked Villon for permission to create a vampiric organization whose aim was to study those paranormal
phenomena. Villon, who had just created the Masques (another organization, the "Masquerade" Police of Villon, whose
specialization is "Cleaning the proofs, dead, alive or unliving", whose Master is the dark and violent Ivan) after the 1870
Commune, thought that another counter-power to the Masques would be a good thing. The Veilleurs were created, and
resources were given to them to study, or even "cure" paranormal violation of the Masquerade.
It was in the War of Traditions that the Veilleurs showed their utility. They discovered part of the Technocracy's intrigue, and were
ambassadors and messengers to the Mages as, in the same, the Masques were fighting them in the streets. Note than even
today, it's the Veilleurs who keep an eye on the Mages...
As peace was concluded, The Elders looked at the Veilleurs with a new perspective, and Alexis was invited to take his old place
in the Great Court. However, he refused and resumed his studies in shadowed libraries. Some didn't like Alexis' reaction and
Villon was one of them. Keep your friend near, and your enemies nearer, says the tradition. Someone who avoided his kindred
and worked in secret with other Clan's Cainites was someone to be wary of. Lazlo, and most of all, Ivan were the official voices
of the "discontented". Alexis had just finished to show to the Prince the final version of the Veilleur's Thaumaturgy, discovered in
the papyrus of the Egyptian tomb. The Path of Blood, the Path of Lightning and a lot of rituals too. Adding the Path of Veille
created officially by Criaar and Alexis, the Veilleurs threatened the power of Villon. But, as before, Alexis proved his loyalty to the
Prince during World War II by helping save the Louvre's Art and calm down some German vampires.
Since then, the Veilleurs have been in a strange position, as they must keep far from Court intrigues. Their goal is study and
research about supernatural. Villon is certain about the Veilleurs loyalty because of the Vinculum shared between the members
and Alexis (Villon adds some of his blood in each ritual: Each Veilleur has a Vinculum with him, too). The Veilleurs are, then, as
lawful to each other as any Sabbat pack as only he and Alexis know the exact ritual to destroy a Bloodbond. Note that only the
Veilleurs know that they share a Vinculum. For other Kindred, all Veilleur are officially Bloodbonded to Villon.
Where the Masques clean up the mess, the Veilleurs became the eyes and ears of Villon, investigating the supernatural and
sometimes in the Kindred affairs, for the Prince of Paris (the Masques are all Toreador: Sometimes, Villon needs to have a
complete set of powers in a coterie...). If they don't have real power over the Paris' Kindred; they are those called to resolve
enigmas and destroy threatening supernatural manifestations. With their loyalty to Villon, they are a sizeable addition to the
Masques, helping Villon to keep his power in Paris, and in France.

Goals, Aims and Missions


Their official goal is to investigate paranormal phenomena occuring in Villon's Domain (France, of course...), find reasons and
scientific or occult explanations, and if necessary, neutralize them. They don't have, as the Masques, the rights of Police in Paris.
They simply have no power (unless personal power of the Veilleur) over the other Kindred. But as Villon hears them, they make
dangerous witnesses and even potentially dangerous enemies. Few talk freely around one of them (their mastery of Veille is
another reason).
The Mages are their exclusive field of work. In Paris, since the War of Traditions which opposed Vampires and Mages, no
Kindred has the right to contact a Mage. It's not saying that no one has a contact (of any type) with a Mage only that Villon keep
for himself the right to punish the insolent (he wrote some Edicts about it, and no sane Kindred would try the patience of
Francois Villon). Only the Veilleurs have the permanent authorization to keep contact with Mages (they must make a debriefing,
of course), as they are the Kindred's ambassadors in Paris for the nine Traditions. The Garou are more difficult to spy, but even
the witch-hunters, Arcanum members, are followed, studied and and their fate decided by the Veilleurs and Villon. The Arcanum
sometimes has contact with them to exchange informations, but the Veilleurs give them only what they know about other
supernatural creatures.
The Veilleurs are sure that the Aura around Paris is something darker than imagination, and they work with stubborn energy to
discover its source. Rumors of a Mathusaleh is considered possible and other theories are accepted, like a Wyrm Caern.
Nevertheless, this creature is powerful beyond imagination, and is visibly a threat to the Masquerade and even the Kindred of
Paris.
They have compiled a lot of informations in a library where one can learn about the Garou's Wyrm, Mages' Ascension or even
the Oblivion of the Wraiths. Only Veilleurs (and Villon) have access to this library (called by some the Library of Shadow Secrets,
or even Library of Shadows....), and few beyond this little sect know about its existence. Information is updated by the files
written by Veilleurs after their missions.

Philosophy
Veilleurs are searchers. They must know, if they want to raise themselves in the hierarchy, and then in the personal power and
knowledge access, some notions of history, archaeology, et al. But to keep their special and independent status in Paris, they
must show their virtues each time they can. As they are at least bounded by vinculum to each other, and more importantly to
Alexis and Villon, they are lawful agents of the Prince of Paris.
It's not a surprise that Alexis supported the learning of a new Path of Illumination for the Veilleurs: The Path of the Veilleur. As the
Road of Chivalry (see Vampire: The Dark Ages) is used by the Veilleurs, it inspires at least reluctant respect as one know that a
Veilleur will always keep his word. Someone talking to the Masques know that their only mission is to clear the mess. And if lying
or killing is the mean to reach this aim, then let's go... Someone can, on the contrary, talk to a Veilleur as he knows that their only
goal is to learn and solve, and that their Path asks them to be fair and promote a form of Justice. Here is the Path of the Veilleur.

Powers and Influence


The Police, Gendarmerie (french military police) and intelligence service are officially the Domain of Francois Villon by Edict.
Alexis was given the responsibility to control two intelligence services: The D.S.T. (Direction de la Surveillance du Territoire:
Direction of Supervision of the Territory) is the intern Intelligence Service controlled by the "Ministere de l'Interieur";and the R.G.
(Renseignements Generaux: General Intelligence), under the supervision of the Police (and again, the Ministere de l'Interieur).
Alexis can use the Special Operations squad, a secret D.S.T. SWAT-like squad. To help the Veilleurs, each is officially a
member of the D.S.T., under the name "Delta Department." The Veilleurs can have access with relative ease to high technology,
be it weapons, electronics et al. They have an alternate mortal identity and some partial immunity which protects them from
mortal would-be investigators and, more importantly, top priority access to 'strange' inquiries (where Alexis believes the
supernatural could be at work). When one treasure hunter wannabe claimed to have discovered the Templar's treasure below
the castle of Gisors, it was the D.S.T. which condemned the castle. (The treasure is now below the Louvre or in the Chantry of
the Veilleurs for analysis.)
Furthermore, the Veilleurs have easy access to these Disciplines, Paths of Thaumaturgy and Thaumaturgical Rituals: Hekau
Thaumaturgy (Egyptian Thaumaturgy created by Meryt-Neith)
Path of Veille (Primary Path)
Path of Blood (Secondary Path)
Path of Luminescence
Purity of Flesh (1)
Wake with Evening Fresheness (1)
Deflection of Wooden Doom (1)
Blood Walk (2)
Donning the Mask of Shadows (2)
Principal Focus of Vitae Infusion (2)
Shaft of Belated Quiescence (3)
We know that some other rituals exists, but they aren't so easily accessible. Alexis used one time in front of Cainite witnesses
his mastery of the Path of Lightning (called first the Path of Set). The Hekau Thaumaturgy is a little different from the Tremere
Thaumaturgy. The two are compatible but the verbal, somatic and material components aren't the same. (The Tremere can't say
it was stolen from them...). See after for more information.

Members
The Veilleurs are known by their 'Status: Veilleur', and by their Generation, their Clan and their real personal Status in Paris. The
'Status: Veilleur' is, more or less, the trust Villon puts in this Veilleur. If a Veilleur asks someone to let him work in something of
the Veilleur's jurisdiction (research, investigation), this person will (in the better situation) obey to save the Kindred security. If he
doesn't, the Veilleur has the right to complain to Villon who will always favor the Veilleur if his 'Status: Veilleur' is greater than the
Status of the Cainite who didn't obey.
The 'Status: Veilleur' replaces the normal Status when it comes to the Veilleur's jurisdiction.
There's only one "Grand Maitre" (Grand Master) and is the only one who can threaten a Noble (a Noble is a member of the
"Grand Cour": Paris' Primogen). The others would require the "help" of a superior Veilleur to threaten a Cainite with a higher
Status. Note that Criaar isn't known by all. His 'Status: Veilleur' is known only by the Veilleurs and Villon (his Corax abilities make
him a good spy...). Criaar was officially the creator of the Path of Veille. Of the Veilleurs, Chan, Champollion, Criaar and Mary
were embraced by Alexis. Mary is his lover.

Veilleur Status Generation Clan Status Function


Alexis 4 (Grand Master) 7th Toreador 3 Occultist
Chan 3 (Master) 8th Toreador 3 Former Akashite
Champollion 3 (Master) 8th Caitiff 3 Historian/Linguist/Occultist
David 2 (Chevalier) 12th Gangrel 2 Commando (Former Sabbat)
Criaâr 2 (Chevalier) 8th Caitiff 1 Abomination (Corax)/Spy
Cynthia 2 (Chevalier) 8th Toreador 2 Seductress/Explosives
Merevith 2 (Chevalier) 7th Toreador 2 Writer/weaponry
Peterson 1 (Veilleur) 10th Nosferatu 2 Spy/Assassin
Mary 1 (Veilleur) 8th Toreador 1 Lawyer
Pilate 1 (Veilleur) 12th Nosferatu 1 Doppleganger (Vicissitude)
Naomi 1 (Veilleur) 12th Toreador 1 Computers
Kyosuke 0 (Apprentice) 9th Toreador 1 Young Martial Artist

Note the Pyramidal system: 1 Grand Master, 2 Masters, et al. Villon limited the Number of Official Veilleurs to 1+2+4+8=15. One
cotterie was mysteriously destroyed. There's now some vacancies for would-be Veilleurs. Your players?

Havens
Alexis possesses several appartments, houses and manors in Paris and its subburbs. Two Havens are importants for the
Veilleurs. The first is the Ruins, a Night Club created by Banshee, a Daughter of Cacophony, inspired by Notre Dame de Paris.
Alexis uses the Ruins are reunion place for debriefing: The noise, er -- music is deafening for Auspex users and after that, the
Veilleurs' Chambers are protected against electronic and magical spying (like the Chantry). The Dark Sorceress (Meryt-Neith)
protected it in the same manner she improved the Magical Protections of the Tremere Chantry in the Ile St Louis (Island St
Louis, in the center of Paris).
The Chantry, located in a "Hotel Particulier" (particular Manor, most official buildings in Paris are located in a Hotel Particulier),
is protected by even more powerful rituals. There is an occult library with a copy of most occult books known (and some
unknown!), like the Book of Nod in one of the most complete copies in the world. All Files are written in a strange alien language.
It is unreadable by all (even Virtual Adepts and their powerful computers) but the Veilleurs and Meryt-Neith (who created it).
There is written all the information about the Generation and Sires of all the Vampires who put but one toe in Paris. Then there is
studies where one can learn about past civilizations, occult mysteries and even some Thaumaturgical Paths.
There is, too, some cells where even Mages, Lupines of Wraiths would find difficult to enter... or exit. All was foreseen, and all
who go in never go out by their own means or powers.

In Conclusion, the Chantry is a place that the Tremere would give anything to explore. There was even an Tremere antitribu
invasion which didn't succeed.

Hekau Thaumaturgy of the Veilleurs


This Thaumaturgy was created by Meryt-Neith three thousand years before the Christ. As Meryt Neith was a Mage of no few
powers, interested by Necromancy but in a poor health, Japhet (4th Gen Cappadocian) decided to Embrace her. She lost her
mastery over Reality (Known to Egyptians as Ra-Hekau) and tried to master the more mundane Hekau praticed by some priests
and court magicians. Combining it with the power of her Blood, and some help of Set, she succeeded. For him, She created the
Path of Lightning (Set was then the God of Deserts, Storms and Lightning).
Meryt-Neith was Torporous in her tomb in Abydos when Setites came to destroy, in the same tomb discovered by Alexis. Before
the beginning of the 20th Century and of the War of Traditions, Alexis showed Villon the results of his research. He asked Villon
to teach this Thaumaturgy to the Veilleurs, and Villon accepted. The Tremere were furious. In Contrary of the more Hermetic
Tremere Thaumaturgy, this Hekau Thaumaturgy wasn't full of Latin, Greek or Hebraic words or symbols from the Kabbal or
another classic occult work. All the components of this Hekau were Egyptian (it was the proof that Alexis didn't steal it from the
Tremere). the two forms of Thaumaturgy are equals and fully compatible (with some efforts of Traduction: multiply the XP by 1.5,
round up). The Veilleur's Thaumaturgy is, in rule terms, found in the Vampire: Dark Ages. Upon learning the Thaumaturgy, a
Veilleur wins a Point of Thaumaturgy, a Point in a Path of the Choice of his Master and a level 1 Ritual. Then, Thaumaturgy and
First Path are different. Thaumaturgy is the potential to learn Paths and Rituals and costs 10 XP (never a Clan Discipline).
Raising it costs 7 XP per level. Raising the First Path costs 4 XP per level. Learning a new Path costs 7 XP and raising it costs
5 XP per level. Note that the Secondary Paths can't be higher than the Primary, and that no Path or Ritual can be higher than
Thaumaturgy.

Notes
This Status is the measure of the trust that Villon puts in the particular Veilleur, and then, his influence in Paris. A Veilleur can
replace his Status by 'Status: Veilleur' when confronted by another Cainite when talking (or fighting) over a thing in the
jursidiction of the Veilleurs. No matter his actual Status, if the Status: Veilleur is higher than the Status of the other Cainite, the
Veilleur can give orders to him. If equals, discussions will decide of the winner. If lower, the Veilleur can always try . . .
Note that for clarity, I've decided:
Status Power
0 Unknown, Caitiff
* Neonate
** Ancillae
*** Elder
**** Primogen
***** Prince

Any Status over 5 must be divided between Status and Elder Status, introduced in the Elysium supplement.
Only Alexis reached the Level 4, and there is no Level 5 (As in Paris, only Villon has a 5-Status, and Villon is no fool).

Status: Veilleur Title


0 Apprenti (Apprentice)
* Veilleur
** Chevalier Veilleur (Knight)
*** Maître Veilleur (Master Veilleur)
**** Grand Maître Veilleur (Grand Master: Alexis)

The Status: Veilleur is the same as D.S.T. or R.G. Rank: (See: Year of the Hunter: Operation Twilight)

Status: Veilleur DST/RG Rank Resources


0 - Veilleur -
* Agent Veilleur **
** Veteran Veilleur **
*** Field Agent Veilleur ***
**** Regional Director Veilleur ***

The DST Rank offers some facilities to the Veilleurs, paid by the french contribuable. But the Veilleur can't abuse (or make
profit) of it: their status in these intelligence services is classified beyond anyone's security level and other DST or RG agents
profit) of it: their status in these intelligence services is classified beyond anyone's security level and other DST or RG agents
don't like it (it's their job, after all) and they could start searching... The Veilleur must, then, limit their contacts with other mortals
agents, and keep quiet. They must, too, avoid the DST or RG primary building.
Each Veilleur of at least Rank one can have access to secret knowledge in the Library of Shadows:

Occult ****
Lore: Kindred ***
Lore: Camarilla *****
Lore: Sabbat *** (not how to break a Blood bond)
Lore: Black Hand **
Lore: True Black Hand *
Lore: Inconnu *
Lore: Lupine **
Lore: Wyrm **
Lore: Mage ***
Lore: Wraith *
Lore: Faerie *
Lore: Church ***
Lore: Inquisition ***

Some say that some secret tomes exists, hidden and their access limited by Alexis, and that some some grimoires talk about
secret Sects behind the Camarilla and the Sabbat.

Secret Notes, for Storyteller's Eyes only


Who is behind the creation of the Veilleurs? Who is this mysterious Shadow Sorceress who haunts the halls of the Chantry and
protects them from exterior threats (she was there to help the Veilleurs fight the Tremere Antitribu Siege)?
Alexis accepted Laureen's Bargain, in Russia, long before the French 1789 Revolution. He exiled himself in France where,
following his Path of Chivalry, he offered his lawful service to Villon. Alexis came back with a copy of Meryt-Neith's Clan, where
he discovered that the woman thought to be the Royal Wife of Oudimou was really one of the firsts Pharaohs of Egypt, and the
first female one. She was, too, one of the Kindred, of the Cappadocius Clan, and lover of Set. But she was victim of Nefertiti's
treason and killed by Setites around -900.
Champollion and himself were fascinated by this Cainite. As Laureen came secretly in Paris after the 1870 Commune, she was
pleased to discover that the Veilleurs tomb-raiders were her Knight's creation. As she discovered more and more proof of
Setite influence in Paris, she intrigued to be sent here by the Tremere Seven Elders more officially. She was behind the
Technocracy's attempt to destroy the Mages and the Tremere. She was behind the disaster of Gustacio, the Tremere Chantry
Leader of Paris. And she discovered Criaar and sent him to Alexis.
Then, after the Tradition Wars, she appeared in front of her Knight the first time since centuries. Alexis was horrified to discover
the tomb he opened and copied was hers! He was appalled to understand that the Laureen he knew was five thousands years-
old and that she was Meryt-Neith/Meryt-Set, lover of Set and Regent Queen of Egypt when the Antediluvian slept in Torpor!
She told her about her nemesis, a supernatural creature named Nebneferptah, former ghoul-mage of Nefertiti. She told him
about his powers, and how she believed, perhaps wrongly, to have destroyed him three centuries after the Christ, here, in Paris.
As she believed now that the Parisian supernatural phenomena was Nebneferptah's doing. Laureen, with her Tremere alternate
identity, would be sent to Paris. She and Alexis decided to raise the power of the Veilleur who would have to fight the more and
more powerful manifestations, and perhaps Nebnefertpah himself. She helped him complete the Hekau Thaumaturgy Discipline,
the Paths of Blood. Then, with Criaar, they completed his Veille Thaumaturgical Path.
When she came back in the 1980, she presented herself to Villon, and then went back to the Chantry of the Veilleur, saying that
Nefertiti was somewhere in Europe (she is in Berlin, see Berlin by Night). She gave the Path of Lightning and won the right to
add her Blood to the Vaulderie's cauldron, and have the Veilleur feel a Vinculum for her.
Alexis hated to have two masters in the same time, but if Nebneferptah was as powerful as Laureen/Meryt-Neith (and his own
studies) said, and if Nebneferptah was behind all the magickal chaotic manifestations in Paris, it was his duty to find and destroy
him. Laureen doesn't participate to the Vaulderie, but is the infinite source of information of the organisation. Always hidden in
heavy black silk cloak and hood, some Veilleurs knows her as an powerful and influencial elder who isn't officially a member of
the Veilleurs. One of the terms of the Alliance between Laureen/Meryt-Neith and Alexis is that she can add some of her blood in
the Vaulderie, without having to drink herself (she had done it sometimes, in front of Alexis and Criaar). Before each monthly
Vaulderie Ritual, Alexis verifies that no Veilleur has been Bloodbonded, and that no one is infected by some blood disease.
Those bloodbonded are submitted to a strange magickal ritual by Alexis (who is the only one to knows how to break it and hide
it behind magickal rituals and effects) who breaks his bond, and perhaps is punished if he wanted it.
Those diseased are put in Torpor some time in changing climate with magickal antibiotics to destroy the Infection. some years
after, Laureen/Meryt-Neith awakens him (Mortis 3) and Alexis verifies his blood.
In each Vaulderie Ritual, Alexis adds Villon's Blood in the cauldron (and Laureen/Meryt-Neith's), if Villon didn't shows up, and
anyone drinks it, creating an effective Vinculum between all members. Note that no one with the Merit Unbondable can become
Veilleur (Alexis verifies the blood, bloodbonds the Cainite and then verifies if the Cainite is really bloodbonded). In each
Vaulderie Ritual, roll a Vinculum for each member with each other member. For Laureen/Meryt-Neith, roll two vinculum and take
the higher (Merit Strong Blood).

Author's note
The Veilleurs aren't a Bloodline so I thought a lot before giving it to B.J. Zanzibar's Word of Darkness. But as I gave the Paths of
Ligntning and Veille, some people asked me about the Background behind these Paths of Thaumaturgy. One even asked me
more and more Background about our version of the Paris by Night (Alex, I hope you'll like it...).
I believe a few of you made a Chronicle in Paris, and then, few will use the Veilleurs as such. But anyone can use the
Background as idea to make their own vampiric organisation. It will demand some work, but I've done the the principal and only
minor changes will be necessary.
For information, I tell you how this organisation came to my mind. First were the Korrigans, created by a French RPG review.
They weren't complete, so I've made the work, changed some names, added Disciplines, all this with the help of my friend's
Storytellers. But the most important came after.

If you were a Methuselah, alive since eons, what would you have done all this time?
I created this Methuselah, and added some Background. As there is no better ally, bodyguard and friend for a vampire than
another vampire (!!!), Serpentis ***** would help keep loyalty high. As more and more Vampires were created 8th Gen or
weaker, why not help them to reach the 7th (the Generation were anyone can create is own level six powers)?
How? By Diablerie, of course.
White Wolf publishers perhaps never thought about that, but any 5th Gen Vampire could raise any weaker vampire to 6th Gen.
For example, Meryt-Neith, created an Order of Knights all 6th or 7th Gen. She encounters a young Vampire she thinks would be
a good Knight. But the Vampire is only 12th Gen. Then Meryt-Neith asks him if he wanted to raise in Generation, in exchange of
a service: If one day she call him to help defend her, he will come. If the 12th Gen accepts (Meryt-Neith studies him long before
asking him, and only asks if she feels he will accept; ever read the Dirty Secrets of the Black Hand?), Then she puts him in
Torpor, takes out his heart and awakens him with a drop of her strong blood. Then she gives to him five mortals (his or her
enemies?) who were Embraced by her (and are now 6th Gen). Drinking one after the other, the Vampire raises to the 7th Gen.
As his Humanity drops, she give to him the principles of the Road of Chivalry (see Vampire: Dark Ages). The young Vampire is
now a Knight of Meryt-Neith, unable to threaten her as she can destroy his heart with but a thought. Then Meryt-Neith leaves him
to his life. Some die, but others survive, become powerful, and when Meryt-Neith comes back, this Knight is, perhaps, a
Primogen or Bishop, a city Clan Leader or master manipulator. Her most devout Knight could be raised to the 6th Gen and
participate in Meryt-Neith's intrigues . If she started to create her Knights since -500, then some of them could be very powerful
member of the Camarilla, Sabbat, Inconnu or even True Black Hand member.
And if one of them, one of the most lawful vampire even embraced, became one of the Lieutenant of one of the greatest
Toreador in the world...? And if this lawful vampire created a powerful organisation...? And if he was one of her most lawful
Knights but she couldn't raise him to 6th because of the Prince's powerful Auspex?
I hope it will stimulate your imagination...
VENTRUTAE

Nickname
Chieftains

Description
The Ventrutae were at one point the dominant vampires in several locales. Their founder, Vedartas, came from the distant
reaches known as India, the same area inhabited by the cryptic Rafanuti. However, long ago they came west, and virtually none
of the Ventrutae have any recognizable characteristics of the dark-skinned natives of that area nowadays. For many years the
Ventrutae left fingerprints on some of the most powerful governments. Babylon fell when the Ventrutae got mad about
Nebuchadnezzar's incompetence (though some say the Ventrutae just let it slide while the Malcafii attempted to take over).
Ventrutae gained power in the state of Israel (located in the modern provinces of Galilee and Samaria near Palestine), and
handed it over to more powerful states when its rulers became too corrupt (though they never bothered with the neighboring
states of Phoenicia (Brushah-controlled) and Judah (mysteriously vampire-hostile throughout its whole history). Ventrutae
controlled the Slavic Macedonian state that spread Greek culture throughout the Mediterranean basin. Ventrutae built up the
power of the Etruscan state in Italy. Ventrutae insinuated themselves among the tribes of Gaul and the land across the Rhine,
and among the Britons across the channel... then it all came crashing down.
The Rafanuti, in a rare display of organization, broke the little power the Ventrutae had in India, an event followed up by the
mysterious disappearance of Vedartas one night in Egypt (there is a strong suspicion that Troile, the Senex of the Brushah, was
the one responsible) six centuries ago. The Tarkhna family, the Tarquins of Roman legend, were said to have been Ventruta
ghouls. Unfortunately for the Ventrutae, the residents of Latium, harbored the same Taureatores that had been spreading their
influence to the south of Italy, and they had enough power to help the Latins break the backs of the Etruscan power structure.
After several years of bloody battle, the Ventrutae fled Italy, finding their last refuge among the "uncivilized" tribesmen of the
northern reaches, among the people that the Romans are now trying to conquer.
The Ventrutae are a leadership clan, and their current exile status has not changed that. They have brought civilization of a sort
among peoples who had had such a thing and forgotten it, and have helped to maintain it among such as the Gauls who are
considered barbarians only because of the fact that they are not Roman or Greek. Most of their neonates come from the local
stock, and are virtually always tribal chieftains or village officials.
VIECKSY
By Andrew Pidcock

Origin
Bulgaria.

Origins
The viecksy are a bloodline of eastern-european origin who have many of the abilities of pop-fiction vampires. Unlike many of
their cousins, the viecksy is almost entirely a physical presence on Earth and has very little spirit-like or ghost-like
characteristics. That makes them somewhat alien to most vampires, and at the same time, the very soul of the vampire -- for
after all, it is their continued physical presence on Earth that the vampires trade for spiritual enlightenment, isn't it?

Character Creation
These creatures are naturally quite stoic and cold, and have poor social skills. Often, their physical skills and mental skills are
equally unimpressive (though they may have powerful physical disciplines.) They naturally may not take any backgrounds which
imply contact with human or vampire society such as Herd, Status, etc. Many of them never speak.

Clan Disciplines
Potence, Fortitude (at x4), Flight. X-Ray Vision is not a clan discipline in terms of cost, but viecksy often have it. They can use
Fortitude, Obfuscate and other applicable disciplines even while sleeping or in torpor.

Nickname
Too few new-age vampires have met the viecksy and too few viecsky speak to even know their name, let alone attach a
colloquial to it.

Clan Weaknesses
The viecksy remain in torpor as if their humanity score were one point lower, due to their natural inertia.
They tend to become frozen when deep in thought much like the Toreador fascination, only under most any circumstances as if
they were distanced from everything, even entering Torpor on a bad enough botch, frozen right where they are.
The viecksy may not take any disciplines or merits that imply a spiritual side or ties of any kind, such as Animalism, Auspex,
Presence or Thaumaturgy. Even disciplines such as Dominate and Protean are somewhat alien, but they may apply (though they
act differently, such as Earth Meld and Obfuscate.)
Viecksy lose humanity by distancing themselves from human society, and from being human (flying around an taking bullets
makes it worse) in addition to the normal causes. They lose humanity more often for not getting involved than for direct
involvement.

Politics
The viecksy have not had much contact with other broods because they have remained very much in Eastern Europe for the last
few centuries, and also there are only a very few of them. They are of a highly solitary nature since their disciplines do not lend
themselves to keeping the masquerade, so they generally have no contact with the human world at all, only flying in to feed and
then flying away. They generally keep their havens in high mountains or the deep sea.

Appearance
Old viecksy have the look and feel of polished marble. Their skin is often cold and hard to the touch, and their manner stoic and
distant, almost to the point where one might believe they are not real at all. If they use obfuscate, it is likely to disguise
themselves as a statue. Viecksy cannot make themselves invisible.

View the Flight discipline.


View the X-Ray Vision discipline.
VIOLATORS
By Brian Connors (connorbd@bc.edu)

Description
The Sabbat creation rites are designed with the assumption that if you can't escape your grave in a day you can't escape at all.
Unfortunately for some packs that get a bit indiscriminate about who they recruit, this is not always a valid assumption.
The Violators are the result of these botched rites. The typical Violator is picked and given the creation rites just like any other
Sabbat, but it is usually not in the personality of the neonate in question to drive his way out. Instead, he will work slowly, taking
weeks and even months to break out of his grave. By that time, the pack that gave the neonate his unlife is long gone and the
neonate has often sworn eternal and painful revenge on the perpetrators. The result is a Caitiff who, at first, has little motivation
other than vengeance.
Most Violators become anarchs or Camarilla Kindred instead of Sabbat; the psychological brutality of the Rites is a key factor in
this. But at the same time it is also their habit to take up Sabbat rituals; for example, most Violators run in packs, and virtually all
practice the vaulderie with their packs and coteries. Those known to be Violators are often therefore put under suspicion of
treason if anything happens; because of this Violators don't generally divulge that fact about them to anyone other than their
packs.
The majority of Violators are Caitiff due to the nature of their Embrace; however, one clan always predominates unless the
Embracing pack was Pander or mixed. This often only increases suspicion when things get messy, another reason why few
Violators ever reveal their identities.
The first Violators under the name appeared in the 1840s in England. They were a coterie of factory workers who had been
abducted and embraced by a local Sabbat pack. A day or two after being buried, one finally broke out close to dawn. The guard,
apparently a rogue Setite (not a Serpent of the Light), had fled and the neonate dug out his comrades just in time to get into
darkness.
The Violators are really not that well known except to the Giovanni. In 1919, Jacqueline (Giovanni) Darwin, a member of a rather
estranged branch of the family, was forced through the creation rites and eventually became a fairly powerful leader among the
Boston anarch population. She has openly denounced her birth family as Satanists and monsters and has been largely
disowned from the family. The Giovanni have not made any effort to eliminate her, apparently uncertain of their chances of
getting away with it.
The thing that scares others the most is the nature of their rituals; while few Camarilla groups even know of the vaulderie, there is
something instinctual that finds the act unsettling. Another thing is that the Violators, like their Sabbat progenitors, are
unbondable, a fact which deeply bothers the majority of vampire Princes and primogens. Some actually engage in the Sabbat
Blood Feast, though it is seldom seen among the Camarilla Violators as it is one of the most blatant of breaches of the
Masquerade.
Violators are very rarely known actually to be Caitiff; they are so well-integrated with the more pedigreed members of their packs
that the question seldom comes up. It is only when a Violator is forced to reveal herself that questions are asked.

Bloodlines within the Violators


Assamite-dominant: Generally washouts from the Black Hand. Most do not suffer from the Tremere curse.
Brujah-dominant: A meaningless statement when related to Violators. Most seem to act that way.
Cappadocian-dominant: Nobody knows how this happened, but these few are the last vampires of Cappadocian blood.
Setite-dominant: Very rare. The few known are Serpent of the Light rejects; there's about four of them.
Gangrel-dominant: Generally have Protean, but other than that basically a less-idealistic Brujah type.
Lasombra-dominant: The most common by far, Lasombra-dominant Violators always have Obtenebration, but many can see
themselves in a mirror.
Malkavian-dominant: See Malkav's Chosen and sub in modern Malkavian attitudes. Most do not reveal that they carry
Dementation.
Nosferatu-dominant: Virtually indistinguishable from any other Nosferatu; there is perhaps less deformity, but not significantly
less.
Pander-dominant: For some reason this crew are rather introverted. Of course, the fact that there is any sort of commonality in
Pander blood is rather surprising, but given that Sabbat Caitiff are virtually nonexistent nowadays...
Salubri-dominant: Sabbat Salubri are rare enough. The two known Violators make up 20% of the population at the moment.
Toreador-dominant: Tend to lack motivation. Not much like the Toreador at all.
Tremere-dominant: Only guarantee is Thaumaturgy. That and any Camarilla Tremere thinks you're antitribu.
Tzimisce-dominant: Don't ask. These are more common than anyone cares to admit and usually wind up going completely
insane (and worse) attempting to morph their way out of the grave. Those who get to the surface are frequently mistaken by
lupines for stray fomorach and generally doesn't live too long. A very few that don't have Vicissitude in the first place usually wind
up among Malkavians.
Ventrue-dominant: These types tend to make mainstream Brujah shudder. They are among the most violent, bitter, and
uncontrollable and virtually never find a place within the Camarilla, so that virtually all Ventrue-dominant Violators are either
anarchs or liars.

General Character Notes


When forming a pack, Violators will often seek pack members with Auspex, as a fair amount of Violator existence involves trying
to understand it. If possible, a Violator will try to develop the discipline herself.
Over the years, the Violators have created their own paths of enlightenment. The strongest, the Path of Restoration, is dedicated
to erasing the dehumanizing effects of the Sabbat embrace and is the most widely followed.

General Weaknesses
Due to their Sabbat blood, Violators don't control their frenzies all that well. Treat frenzies as Sabbat character frenzies. This, of
course, is the key problem with being a Violator: loyalties aside, you are Sabbat by creation. The Violators are often no more
human than the beings that they so brutally oppose.

Stereotypes
Camarilla: An instrument, but not necessarily an ideal one. Those who value their freedom may not wish to be here.
What can be said about someone who revels in the name Violator? I only know that those who are loyal to us are loyal when it
counts; I don't know that I can trust them any other time.
-- Arthur King, 8th generation Malkavian Prince of Boston
Sabbat: We never asked for their Embrace. We copy them to mock them and we will have our revenge when the time comes.
The first time I met one of these I was disbelieving. The second time I was angered. The third time I wound up staked to the
wall in a broom closet with a south-facing window and a less-than-trustworthy shade. The fourth time I won't make the same
mistake again.
-- Juan Carlos Melendez, Lasombra priest, Lawrence, MA
Anarchs: Though we may pledge loyalties to others, we are eternally one with them. In the end, we have no others who fully
accept us.

I think that they're one of the best things ever to happen to us. The Sabbat has become sloppy in these last decades and
they deserve what they get.
-- -Marlon Jefferson, Nosferatu Anarch, Tijuana
Inconnu: I don't care what they say. They are the Jyhad.
Somehow they continue to see us as the enemy. Their power must be focused to do something about that; they do not yet
really know us.
-- -Szoszanna Lajbowicz, Tzimisce monitor of Lublin
Assamites: Risky to deal with. Worry about the Black Hand first, though, and you'll probably not have to be reattaching anything.
As long as they behave, don't sweat it. They're not Sabbat, no matter how they act.
Brujah: If anyone adopts one of us, a Brujah will. We share their anger, though pragmatism and ideals can be an odd mix.
Accept them. They can be as much Brujah in spirit as you are in blood and they bring a few bonuses too.
Followers of Set: Carry a good bright Maglite when you go into Setite territory. Carry a cigarette lighter if they enter yours.
They may as well be the Haitian traitors. Be careful around them.
Gangrel: We don't quite understand them. But they will yet prove to be worthwile allies, that much we do understand.
You can't tell them from the Sabbat on bad days. Distrust is the watchword.
Giovanni: They're up to something. Watch them carefully.
They will come after us. Giacquelina was lost to them and is known to dislike us. Take care with them or they will be your
downfall.
Lasombra: Slaughter on sight. It is their fault that we exist.
Our biggest mistakes are to let such as these live. But it seems so difficult to talk a pack into staking down or finishing off the
rejects.
Malkavian: They're comic relief at times, but make sure you can trust the ones you meet on your side of the street; they might be
from the other side.

Frankly, it's rather surprising to find people who survive this with their sanity intact. There's got to be a good reason why I can't
tell them apart...
Nosferatu: They accept us, at least. A damn shame they don't join packs with us.
What they do is none of our concern, but there's no reason to let that affect our hospitality towards them.
Ravnos: Loose grips on reality don't get you very far. If they had an attitude adjustment, they'd be ruling the world.
Amusing, to listen to, but seldom worth the trouble of stealing from. Though I do like the idea of "ravnotic" as an insult.
Salubri: A myth, nothing more. But if you meet one, protect her any way you can.
Rare indeed are they. But you can trust them.
Toreador: Pretentious and annoying. I find it hard to believe the same creeps who slither through art museums like a pervert at
a peep show are responsible for the artistic achievements of civilization.

Their appreciation for art (or lack thereof) aside, they're not so bad. I do think they need to lighten up a little.
Tremere: Suffice to say that those of us who are Tremere don't admit it on principle.
Ingrates. And they waste their power; power we will need in Gehenna.
Tzimisce: They're not at all human. I'm not entirely sure they're even vampires.
One can only be glad there are none of us among them. Revenge can be their only motivation.
Ventrue: Ventrue princes are a wise idea most places. The problem is that a Ventrue population never is.
Loyalty and trust are two different things. No one can say a member of a militia is loyal, but few will break their word; it is the
opposite with these, it seems.
VIRGINALI: SISTERHOOD OF JEALOUSY
By Fabian Alvarez (maldoror@eucmax.sim.ucm.es)
See also the D'Angelo bloodline.

Description
Adriano had expressly forbidden to Embrace women; a very elder Cainite, the D'Angelo Methuselah firmly believed in the idiocy
of women and in their inability to understand the misteries of True Faith, much less in their chance of holding it after the
Embrace.
When the first Virginali vampire, an Occitanian woman called Bernadette, arrived to the Vatican claiming to be the progeny of a
D'Angelo whose name she has vowed to behold, the elder vampire was forced to accept her in the bloodline. Soon, however,
she and Benedictus had a bitter argument about the status of women in the divine plan: knowing that Bernadette had powers not
possesed by his childer and disliking to have a woman in the Vatican, Adriano encouraged her to go to Paris and become the
ruler of a convent controlled by the Lasombra. When Bernadette created her own childer, the Virginali bloodline was born.
Bernadette, never losing her faith, became nonetheless entangled in the church politics of the Lasombra and Ventrue and, to this
day, the Virginali remain involved with these Clans, much to the distress of the D'Angelo. They are also actively involved in the
Church, even if the Church doesn't have as much power as it held in the Dark Ages.
The Virginali are not members of the Camarilla, but respect its rules. There are a few Virginali in the Sabbat: calling themselves
Virginali antitribu, they share an strong link with the Paenitenti and work peacefully with them, while D'Angelo and Virginali
cannot meet without quarreling almost inmediately.

Nickname
Virgins (Old Form); Barn-owls, Virgo Potens (Modern slang)

Appearance
All Virginali are female; most of them were nuns, and most dress still as members of religious orders; some Virginali, however,
dress mundanely and even some of them dress as bikers and Blood Dolls, the better to aproach "lambs" (men) and use them.

Haven
Virginali hold communal havens called "convents;" solitary members of the bloodline dwell in monasteries and chapels, posing
as nuns.

Background
Virginali are more strict than D'Angelo, and choose women that are both agressive and spiritual. They prefer to embrace virgin
women, but this practice has lessening since the Dark Ages.

Character creation
Virginali have educated concepts, and few aren't professionals or clerics. Their Natures and Demeanors are usually different,
but Confidant, Director, Judge and Traditionalist are not uncommon. Mental or Social Atributtes are Primary, as well as Skills.
Most Virginali have the Merit "Blood Faith" (refer to the D'Angelo), but not all of them...

Preferred Paths
Virginali still follow the Path of Heaven (V:DA), but they also retain their Humanity or follow the Path of Harmony. Antitribu follow
the Path of Power and Inner Voice or the Path of Honorable Accord.
Blood Disciplines
Dominate, Potence, Teocratos.

Weakness
Virginali cannot drink from non-Virginali vampires; each point causes them a non-aggravated wound. Also, they are
androphobic and, when dealing with men, suffer a +1 difficulty to all Social and Frenzy rolls.

Organization
Virginali are hierarchical; the eldest Virginali in a city hold the title of Abbess and all members treat her effectively as a Prince.

Gaining Prestige
Gaining power over men and developing Blood Faith are the fastest ways to earn prestige.

Quote
"So, you think that women are weak... let's talk about that (menacing smile."

Stereotypes
The Camarilla: A man's idea; it's obviously too fractious to be effective.
"I don't care whether they are vampire nuns, scions of the Clerics of Goddamed whatevers...left me alone."
-- Patrizia, Brujah and Virginali puppet.
The Sabbat: They are a bunch of unruled anarchists, but I have heard rumors about some female-only breed of Gangrel...
"Ah, these Virgo Potens are a bit snobbish and sanctimonious, but get them loose among men and enjoy the carnage."
-- Murizia, Arimahne
The Inconnu: A bunch of misogynistic elderly men? No, thank you.
"I don't understand them: are they really kin to the D'Angelo?"
-- Rebekka, Monitor of Chicago
Assamite: Dangerous, but they are gynephobic, so they can be manipulated.
Brujah: Funny; rebels and anarchists that should be spanked.
Caitiff: Rabble, bastards unworthy of any thought.
Cappadocians (V:DA): Interesting Kindred... some day we'll do something about them.
Gangrel: Beasts and brutes... oh, they are also easily redirected, but get very angry if they notice it.
Giovanni: They have committed the deadliest sin... they should be annihilated.
Lasombra: They were noble and worthy, like us... now, they are lost.
Lasombra antitribu: We have help some of the females of this clan, but their treacherous brethren still hunt them.
Malkavian: Ignore or better, destroy them.
Nosferatu: Pity this poor souls, and show them your compassion. They are excellent sources of information.
Ravnos: Not even the women of this clan deserve redemption.
Setites: These beings are corrupt as only snakes can be; destroy any you encounter.
Toreador: Little vampire bitches that need to be put in little sunny cells.
Tremere: See Giovanni.
Tzimisce: Creepy and fightening, but also wise and scholarly.
Ventrue: They are as gynephobic as the Assamite, but I like the way some female Ventrue behave as bussiness bitches,
crushing any men they encounter.
Baali: Burn them and send them to the Hell they desire so deadly.
Salubri: They are orphans; pity them, and save them from the fangs of the accursed Tremere.
D'Angelo: They are a bunch of gynephobic, confused men. Sadly, they are also idiots.

Sigil
The modern sigil of the Virginali is a dove. Their heraldic shield was crowned with a miter and have a silver dove in a red fiel.

The Virginali in the Dark Ages


Sobriquet: Virgins
Disciplines: Dominate, Potence, Teocratos.
Weakness: The same that in V:TM
Ghoul Families: The Virginali don't have access to the D'Angelo families, the D'Carlo and Mascagni. It's rumored that some
members of these families serve the Daughters of Bernadette, but that is unknown.

View the Teocratos discipline.


VIRTUAL ADEPTS
By Andrew Cram (c9104579@student.anu.edu.au)
Nickname: Chippies.
Parent clan: Brujah
Organization: Anarchs
Status: Lesser Bloodline
Overview: Just as the Tremere were once a house of the Order of Hermes, so to some of the Virtual Adept Mages have embraced
Vampirism. A small group of Adepts contacted Brujah Hackers several years ago and convinced them to embrace them. They are still
members of the Tradition, indeed few in the Traditions are even aware of this change.
Appearance: Computer addicts all, they appear more gaunt than most kindred and frequently have a blank gaze. They are usually ill
kempt.
Haven: Just as in life, anywhere with an access point.
Backgrounds: Wizkids and Technocrats, Knowledges and Mental Attributes are Primary.
Character creation: Usually young, many possess some mage ability although the newest members have very little magical ability
before the embrace.
Clan disciplines: Auspex,Celerity,Technica
Weaknesses: Because of there heavy reliance on technology Chippies are at +1 to any role when not using a technological item.
Gaining bloodline prestige: Prestige is related to computer skills, with special credit going to those who crack difficult systems
especially those of the Technocracy.
Quote: "What does it matter if I'm alive or dead. Whats important is that I can still Log In."

Stereotypes
Brujah: "Good friends. Helpful in procuring not quite legal equipment"
Virtual Adepts: "Our Brothers in Simulation."
Others: "Technically inept, we will bring them into the new frontier."
VOCADO
By Malk Avian (Urza243457@aol.com)

History
Vocados have often been mysterious, and hardly anyone knows anything about them. In fact, only one has been seen to this day,
a tall, extremely beautiful woman appearing at a Toreador social (through the window), taking all of the punch, feeding off of one
of the mortal guests, and finally leaving just as suddenly as she arrived, possibly through Obfuscate. Another time one was seen,
it was the exact same one, at a Brujah Rant. She staggered in, looking half drunk, and fell. When the Brujah tried to remove her,
they suddenly found themselves assaulted by voices, thousands of them, all in their heads, screaming in their collective brains.
When they recovered, they couldn't find her anywhere. The Brujah have been starting to complain about all the "weird-ass" clans
coming to their Rants all the time. The Final appearance this mysterious Kindred made was leading thousands of, what
appeared to be powerful Ghouls into the home of one of the true Black Hand. How they found it, nobody knows to this day, but
the Ghouls were crushed in a matter of hours.
Nobody knows who exactly this stranger is . .. except the Malkavians. The one who appered all this time was a Malkavian
vampire named Dr. Nuuibub (I just smashed my hand on the keyboard to get a name). While she claims that thousands are in
the bloodline, only one is in it: Herself.
The entire bloodline exists within her head, each one a distinctive voice she alone can hear. Sometimes, she just doubles over
clutching her head to contain them, because of the vast amount of voices there are.
If one chooses to be a Vocado, she/he must be an 8th generation Malkavian, as any member of the bloodline that happens to
not be one of Dr. Nuuibub's voices are directly her Childe.

Nicknames
Damn Loonies (other clans often call them this), Voicemongers.

Disciplines
Auspex, Obfucate, Voice.

Weakness
Vocados always start out with at least three voices in their heads. Every time they frenzy, they gain two additional voices.
Sometimes, when the voices speak too much and too loudly (when the amount of voices are greater than the player's willpower),
the Vocado becomes totally incapacitated and goes catatonic for the number of rounds equal to the amount of voices she has.
The player may make a Willpower roll to resist this (diff 8). Each success makes the roll not needed for one scene (which gives
more time to allocate Willpower).

Organization
Vocados have very close ties to their sire, but generally there are too few of them out of her head yet to even know of each other.
They usually follow general Malkavian "organization."

Stereotypes
Brujah: They got a few good ideas going. Too bad they don't have a clue about how to follow them out.
Damn Loony. Next time I see one, I put them away where they belong.
Gangrel: They seem so lonely. We feel so sorry for them.
They are too interested in the babbling inside their heads that they ignore the babbling outside.
Malkavian: To put things simply, we are Malkavians in a strange sort of way. Fun guys too.
Who? Oh yea, we love them. (no we don't). Shut up!!!
Nosferatu: Well, they hold together better than most other clans. We give them credit for that. Too bad we don't give it for
anything else.
God, I hate those guys. Creepy if you ask me!!
Toreador: We're on pretty good terms with them. Only, we hate the fact that they only invite one of us to a party and neglect to
invite the rest. But, that never stopped the rest from crashing the party anyway.

They are always good conversationalists. Sometimes, they're a little out of control. That's when you kick them out.
Tremere: Excuse me, but am I the only one who notices that these guys are completely evil? (I do) Shut up, nobody asked you!
anyway, I really don't like them too much. They wanna dissect me alive... Or dead, whatever you call this.
They have proven impossible to exploit, so we must destroy them.
Ventrue: So stuffy and serious, I'm surprised that they haven't been seen as the idiots they are.
Dangerous. Destroy any you encounter.
VOIAN
By Jordan Douglas (jordanth@hotmail.com)

Description
The Founder of the Voian Clan was originally a Brujah. Embraced violently and without being told, his Sire was killed soon after
by a Psychotic Vampire Hunter. The founder was an intelligent college student, but also a tough. Finding the Brujah intellectually
pitiful, he broke off, and created a clan of his own. The founder had a fascination with the stars, and space, the void. It was his
wish that his clan would have intellectuals who could take care of themselves: strong and independent. Closely tied to each
other, they tend to ignore other clans. Creativity is prized as well as intelligence; pure logic is found useful but creative logic
works better.
The founder had a brilliant mind for psychology, and created the Discipline Psycholosol.

Nickname
Dreamers. (That's what all the other vampires think they are.)

Appearance
The Voians look as they did when they were living, with their looks enhanced, physical beauty being rather important to the Clan,
though exceptions are sometimes made in cases of extreme intelligence. All Voians are well muscled, and are good fighters,
whether they like to fight or not.
Voians, independent as they are, dress however they feel like dressing. A Voian is easily known by his symbol, which is a
starfield within a hunter's green circular band. This symbol can be a patch, a normal part of their clothing, or even jewelry,
sometimes even etched on a visible weapon or sheath.

Haven
The Voians live wherever they feel like, sometimes in groups, often by themselves. The main haven though, is inside a mountain
that they have turned into a sort of mission control center. Inside they are building a starship unlike anything ever seen before.
This ship, called the Voidan, is meant to be a type of colony ship, for traveling among the stars.

Background
A Voian must have at least high school graduation, with no scores below an A-. The new Voian must not have a record in drugs
or other things to that point, though a natural criminal record is accepted (stealing, murder, etc...) Exceptions on the graduation
limit are sometimes made for younger teens who show remarkable brilliance.
Those chosen are always asked if they wish to become a vampire, though if they refuse they 'disappear' and become slaves in
the mountain. Voian's are a very high-tech clan; if you can get your hands on the latest technology, do so is something they are
told often. Members of both sexes are welcomed into the clan.

Character Creation
They are Bravo's by nature, as well as Connivers, Gallants, or Rebels. Their demeanor is what suits them as long as it goes
along with clan standards.

Bloodline Disciplines
Psycholosol, Celerity, Potence, Dominate, Fortitude, and lower levels of Auspex.

Weaknesses
Vanity. The Voians are vane, and will go to measures to make sure they look fine, notice. Insulting their looks is not a smart thing
to do. Fury is somewhat of a problem among Voians; they tend to receive a temper along with eternal life.
Voians are generally likeable but sometimes their vanity can cause problems. Many an enemy has been made because a Voian
complimented himself once too much at a party or social gathering.

Organization
The clan is like a small army turned research team. They are always on the lookout for new devices, ideas, etc... Many times
Voians work together, and love is not an uncommon thing between clan members of the opposite sexes. All Voians wish to gain
the goal of space travel and interstellar exploration.
The clan founder travels with his research groups sometimes, not afraid to show himself to the world. Members of the clan have
infiltrated organizations such as NASA and stolen aerospace plans and blueprints. Such a thing is not uncommon: another's loss
is our gain.

Bloodline Prestige
Prestige comes from stealing, or inventing new devices that will help send the Voians to their ultimate goal, deep space. A
Voian can also gain prestige by capturing an intelligent slave but not as much as coming up with a new design or idea. They
plan to colonize new planets with human slaves of their minds, planets ruled by Vampires.

Pronunciation
Voi-an (Voy[rhymes with toy]-an)

Quote
"We shall travel throughout the entire Universe and rule as Masters of the Stars."

Stereotype
Camarilla: Depends on which Clan your talking about. Brujah are toughs with no brains. Ventrue, uptight snobs. Gangrel,
possible friends, loners as we can be. Malkavians, wackos. Nosferatu, ugly but useful. Tremere, magic loving vampires who are
either to be allied with or avoided. Toreador, finally, some kindred with taste!
Sabbat: Oh joy, just what we need, more vampires to avoid. (Who cares?)
Inconnu: They have a good idea, but what's the point of being called a vampire if you don't feed?
VOMPYR
By Brandon Scott Berthelot (berthelot@sprynet.com)

Introduction
It wasn't sensual or seductive, or any of those things people like to think Vampires experience. It was violation, pure and
simple. It was like being overpowered, controlled, knowing you were not in control, and probably never would be again.
He came to me in the night. At first, I thought he was just another John, willing to pay his twenty bucks and get his jollies on
my skinny bod. I don't remember what exactaly happened next, but for the nest few days I was at his beck and call. Then he
killed me.
Something changed afterwards. Maybe it had been my three years on the streets. Maybe it was what happened to me at
home that made me want to live on the streets. But something was different. He was so surprised by it that he hardly struggled
when I jammed a chair through his chest. Then I left him outside for the sun to rise, and I watched him burn away. The
sunlight hurt me too, but I can go out in the daytime when I really have too. I always liked to work nights though.
Now, I'm still a street walker, but I have a different job. I'm looking for others like the guy who changed me. I want to see them
all burn.

Description
Vompyrs are a strange breed of vampires. Like normal vampires, they were drained and Embraced, but something was
different about it. Some suspect that they were pure of heart or have pure souls. Perhaps the soul has nothing to do with it;
perhaps they are just too strong willed to be fully Embraced. Nobody knows the truth.
In many ways, Vompyrs are still inhuman creatures. They need blood to survive. Light hurts them, and will kill them over time.
Unlike true vampires though, they are free to choose the path of their lives. Although leading a normal life is difficult, many try,
and do. Many try to keep their natures secret from their family and friends, and control their urges. Others become criminals and
predators. Several Vompyrs have actually declared war on their blood sucking cousins and other supernaturals. Some have
even allied themselves with Garou, Mages, and other Kindred who think as they do.
Vompyrs have several advantages and disadvantages when compared to vampires. They can be killed by conventional
weapons, including guns and knives. They heal damage like vampires, spending blood, but if they fall below incapacitated with
no blood to heal they die instead of going into torpor. And they cannot learn many vampiric diciplines.
On the plus side, sunlight harms them much more slowly, enabling them to survive for several minutes of exposure, although it is
still painful. Staking a Vompyr will do damage, but it does not instantly incapacitate them. And although they need blood to
survive, they need very little, only spending 1 blood point every 3 days. An evil Vompyr can be dangerous to a vampire hunter not
prepared to fight this mutant breed; they will find many of their weapons and techniques ineffective.

Nickname
Half-breeds

Character Creation
They choose attributes, abilities, and backgrounds as would any member of the clan who sired them. Their natures are often
caregiver and child, but just as often deviant and bravo.

Clan Disciplines
Fortitiude, Obfuscate, and Presence. These and Auspex, Celerity, and Potence are the only Disciplines they may learn.

Advantages
They have several advantages.
1. They only need to spend one blood point every 3 night to survive.
2. Sunlight and Fire do half the amount of damage as it does to a normal vampire, and it is non-aggravated. This means by
ducking in and out of the shadows, they can survive being out in the daytime.
3. Staking a Vompyr does damage, but does not instantly incapacitate him.

Weaknesses
They have three weaknesses.
1. They may only learn their Clan Disciplines, and the three others mentioned above. They may learn no others.
2. They may only spend one blood point a round, no matter what their generation, and may not create Ghouls or Embrace
others.
3. They do not fall into torpor. If they take lethal damage and have no blood to heal, they die.

Organization
None. Vompyrs are so rare they they rarely meet one another.

Quote
I didn't ask for this, I didn't want this, but it was forced upon me. Now they will pay.
OLD CLAN TZIMISCE: HOUSE VON KLATKA
By Myranda Kalis (nagaina@yahoo.com)
Refer to the Old Clan Tzimisce: The Oradea League.

Description
"Come not between the dragon and his wrath."
-- William Shakespeare, King Lear
Born in the mist-shrouded mountains of Austria, on the banks of the River Danube, House von Klatka is an elder House of an
elder Clan, despite their relatively modern name. Lore within the House tells of their sire, an elemental priest/mage of the tribes
that prowled the lands around the great river, a willing childe embraced for his ready spirit and brilliant mind. Their earliest years
were spent in relative peace and isolation in the mountains and forests of what would one day be called Austria, their House's
progenitor, usually named Valorian, and his progeny dwelling quietly within the borders of their Domain, contemplating the truths
of their undead condition, their world, and their place in it. They would, in all likelihood, have been content to continue doing so,
being a House both scholarly and mystic, allowing the world to pass by them while they observed and studied it. They would
have, had it not been for two things. The first was the Ventrue. The second was the Tremere.
Despite their notably peaceful and scholarly nature, the House was, nevertheless, also Tzimisce, so closely bound to their
homeland that the footsteps of any invader resounded within their own souls. And invaders there were, for centuries, in plenty,
tribes both eastern and western in search of new lands to seize and dwell in. With the easterners, the House, then called House
Valorian, abided more peacefully, for after a few carefully timed and chosen demonstrations, they understood each other well
and no further action was necessary on the part of the land's Kindred masters. Relations with the westerners would prove to be
more problematic, for they had Kindred masters of their own goading them on, the Teutonic Ventrue stretching out their hands to
expand their dominion from west to east. It was, by definition, a bad idea on the part of the Ventrue, and reignited a nearly-
forgotten bloodfeud that had simmered between Clans Tzimisce and Ventrue for nearly as long as both Clans had been in
existence. House Valorian were the first Tzimisces that the Ventrue and their human pawns/allies met on their way east, though
they were not the last, and since that time, the House has been at war almost constantly -- first against the Ventrue, whom they
justly accused of violating the laws of Domain, and later against the Lasombra as well. Dragged from their more peaceful mode
of existence by the continual harrassment of their House and Clan, House Valorian became one of the most openly warlike of all
the Houses of Clan Tzimisce, forming what constituted the Clan's first line of defense against invaders from the west, their
abilities transmuting from a pure study of the mystick sciences to truly fearsome applications of Thaumaturgic war magick.
By the time of the rise of the Tremere, the House was a hard-bitten war machine that had suffered greatly in their devotion to
their Clan, their numbers never particularly stable, the borders of their domain fluctuating at least once every decade, the best of
their blood spilled in battle with a seemingly endless series of foes. The greatest enemy they would ever face, however, was
growing within the borders of their own homeland, among the Magi of the Order of Hermes and the House of Tremere. Even
then, word travelled quickly among the members of Clan Tzimisce, and so soon after the act the rumor reached their ears that
the upstart human wizards had kidnapped a member of the Clan from where he lay in torpor in his mountain crypt -- and many
wondered if it might not be time to do something about them, who bled the land for Quintessence and gave nothing back to it,
grasping and greedy in their hunger for the pure essence of the universe. Rumor did not need to tell them what happened next,
for every Tzimisce unalive felt it the night that Tremere and his seven closest councilors worked their ritual, using the vitae stolen
from a Tzimisce Methuselah to transform themselves into a form that the ages could not touch -- they felt it as though their own
souls had been defiled by the Magus' grasping talons, a horrible wrenching shock running through them, as though something
inexpressibly precious had been torn away.
After that, there was no turning back, and House Valorian, along with House Ruthven, House Djilas, and most of the Houses of
what would one day become the Tzimisces of the Sabbat, threw themselves into bloodwar with the upstart House Tremere to
avenge the defiled honor and sanctity of their Clan. House Valorian, occupying the same territory as the Tremere themselves,
endured more directly than any of the others the full fury of the wizards-turned-vampires, and the decades, then centuries, of
warfare cost them dearly. Their House's founder was killed in battle, as were many of his childer, the House itself nearly
decimated before a grandchilde of Valorian, a woman named Margaret von Klatka, came forward to claim the leadership of the
House. As the Tremere/Tzimisce bloodwar died away in the face of the Inquisition and the Anarch Revolt, Margaret gathered up
the shattered remnants of her House, withdrawing for the first time in millenia from the field of battle to her hidden Chantry in the
mountains of eastern Austria. There the House, believed annihilated in the bloodwar and the Revolt that followed, hid beneath
the very nose of their tormentors for nearly three centuries, regathering their strength and assessing both their losses and their
prospects. A substantial number of the House's younger members had defected to the Anarchs when the Revolt first began,
leaving the House with severely reduced numbers even before the casualties they had suffered in war; by the time the Revolt
ended, there were perhaps seven members of the House of elder generation still in existence. It was around these seven that
Margaret von Klatka rebuilt her House, giving it both her name and her full power as both koldun and, once they regained
contact with the other Houses of the Old Clan that had survived, Voivode. For the next several hundred years they quietly and
cautiously regained their strength, recruiting from among the most gifted and mystically inclined Kine that they could locate,
relying heavily on not only their own ghoul families, whom had remained loyal to them throughout, but also on what was left of the
old Order of Hermes. Margaret von Klatka herself had been a Magus of House Tytalus and recognized the potential inherent in
embracing those who already had reason to despise the Tremere -- or, if the embrace was not an option, recruit them. By the
time the Convention of Thorns came about, House von Klatka was strong enough again to pose a serious threat to the health
and well-being of "Clan" Tremere, and in a fairly unique position to do so.
Rather than challenge the Tremere openly, House von Klatka went underground, insitituting a policy of guerilla harrassment on
both a political and a Thaumaturgic front. Not content to merely hit the Tremere where they live, they have spread themselves out
to cover every place that they can discover a Tremere presence or interest. They are, in fact, so obsessed with completely
annihilating the Tremere, that they have nearly become the Tremere themselves: highly structured, incredibly disciplined, and
extraordinarily effective. What drives the von Klatkas to such heights (or is that depths?) of homicidal effort is not, however, only
the avenging of their Clan -- not any longer. Many of the House's most gifted Thaumaturgists and psychics are haunted by a
vision -- a hideous vision -- of what the world will become if the Tremere are allowed to fulfill their agenda of locking the entire
world into a pyramid of power with themselves at the top. This, more than anything else, is now what drives House von Klatka
onward as Gehenna draws closer and their visions darken beneath a future ruled by the Tremere.

Character Creation
The eldest members of House von Klatka are both sorcerers and warriors, normally with a scholarly sideline thrown in, and have
been recruited from all walks of life -- the nobility, the priesthood, the professional military, the intelligentsia of their various ages.
Natures and Demeanors tend to vary widely, with Fanatic being far and away the most common nature, usually covered by a
diametrically opposed demeanor. Their reputation is one of single-minded dedication to their goals, both sect, Clan, and House.
Mental attributes tend to be primary by a hair, along with either Skills or Knowledges. Backgrounds commonly possessed are
Allies, Contacts, Mentor, and Resources.

Appearance
Members of House von Klatka dress to blend into whatever Kindred culture they find themselves immersed in, though among
themselves, they dress however they like, frequently in the clothes of their former lives or stations.

Haven
Margaret von Klatka's Chantry, hidden in the mountains south of Vienna, Austria is the House's traditional seat of power, and
many members of the House based in Europe keep rooms there. As with the rest of Clan Tzimisce, the members of this House
prefer to keep large, luxurious private havens and several smaller backup havens, usually referred to as safehouses. Many of
these safehouses are communal and can support a fair-sized number of vampires in relative comfort, though the von Klatkas are
by far the most territorial of all the Houses and rarely dwell communally for any length of time.

Background
As with the rest of the Clan, the von Klatkas usually prefer their progeny to be both intelligent and well-educated, between the
ages of 30 and 40, with a lengthy period of observation beforehand. Additionally, the von Klatkas, like the Tremere, usually
recruit from those who have at least the potential to Awaken or have some inborn mystick ability. Those who have, in some way,
been harmed by the Tremere in the past are also prime candidates for the von Klatka embrace, and there are no few ex-
members of the Order of Hermes among their number. As servants of the Tal'mahe'Ra, the von Klatkas maintain their standards
for neonates, accepting only Chatterlings who somehow fit the above criteria.

Clan Disciplines
Auspex, Dominate, Thaumaturgy. Most von Klatkas have some familiarity with Animalism and Presence, as well as the physical
disciplines, including Protean.

Weaknesses
They suffer the Tzimisce Clan weakness as normal and must sleep in at least two handfuls of their native earth or suffer the
consequences. Additionally, unless she lowers her generation via Diablerie, no von Klatka can have a generation lower than
seven. Many von Klatkas possess the flaws Obsession (destroy the Tremere), Hatred (of the Tremere), and Territorial, alone or
in combination.

Preferred Paths
Oddly enough, many von Klatkas prefer to nurture their humanity, believing how they treat their own kind (particularly the
Tremere) and how they treat mortals to be two separate moral considerations. Of those who follow a Path of Enlightenment, the
Paths of Caine, Scorched Heart, Honorable Accord, and Self-Focus are the most popular. A small number of von Klatkas whom
have allied themselves with the Ba'ali in an effort to amass enough power to destroy their ages-old enemies follow the Path of
Evil Revelations.

Organization
House von Klatka tends to be both very heirarchal and also very loose in a great deal of its protocol -- particularly the farther you
get from Austria. Within the main Chantry, the protocols are rigid and adhered to by everyone if they love their unlives at all;
elsewhere, the Mickey Mouse tends to get tossed out the window and the rules of "whatever works" apply.

Prestige
The von Klatkas earn prestige as normal for the Old Clan -- the "crushing their enemies" part applying double when dealing with
the Tremere.

Stereotypes (Clans)
Assamites: They think they are what?! And we are accused of having too much ego.
Brujah: They are savage warriors and they loathe the Tremere nearly as much as we do. Recruit them to our cause whenever
possible.
Giovanni: Useless.
Followers Of Set: We have no traffic with them if we can avoid it -- but if we cannot, we quickly show them how tiresome their
games really are.
Gangrel: Our friends and allies of old...and perhaps again.
Lasombra: Oh, please. Have they not curled up and died yet?
Malkavians: For an excellent laugh and even better terror tactics; simply point a Malkavian in the direction of the nearest
Tremere chantry and wait for the explosions to begin.
Nosferatu: Admirable Kindred. We respect their neutrality and appreciate their business sense, particularly when it comes to
the issue of information brokerage. There are no better spies on this earth.
Ravnos: Children.
Toreador: Utterly useless. Why are there so many of them?!
Tremere: It is as it always has been -- we will tear their stolen gift from their flayed innards, skewer them on the Carpathian
peaks they defiled, feed the Danube vodyanoi with their bilious humours, and leave the rest for the carrion birds. Then we will
truly begin to teach them the meaning of pain. I do not care what the Tzildaris say about them.
Ventrue: If they were half the Kindred they claim to be, they would have aided us in crushing the Tremere when they were still as
insects.

Stereotypes (Bloodlines)
Avengers Of Deidne: We have heard of these fearsome Kindred, who hate the Tremere even as we do, and would offer them
our hand in friendship -- if ever we could find one.
Ba'ali: Vile, treacherous, twisted, evil -- they are all of these things -- but even Shaitan's vision is sweet compared to what will
become of this world if the Tremere are allowed to succeed in their schemes.
Gargoyles: (withering glare)

Stereotypes (Houses)
House Ravensburg: The "greatest" of the Old Clan are certainly full of themselves -- perhaps we will show them precisely what
that really means once we are finished with the Tremere.
House Brankovan-Waivadi: They, too, have suffered tremendously at the hands of our ancient enemies, and that alone earns
them forgiveness for their failure to act against the Tremere.

House Vardalek: Are you certain they are not Toreador?


House Elenades: Every Clan needs their warriors, and every Clan needs their healers....a function this House fills well.
House Ruthven: Even more useless than they were during the Revolt. Why do the Tzildaris even bother with them?
House Smatzkhe: We can do nothing for them and they can do nothing for us. We will both either stand or fall on our own.
House Bathory-Nadasdy: Hmph. At least they do not attempt to spread their perversion...
House Venizelos: Bankers. What more need be said?
House Djilas: Djilaj needs to take his childer over his knee and remind them who brought them into this world.
House Frasheri: Even better than us -- and that is truly saying something.
House Tzildaris: Were it not for their revolting softness when it comes to dealing with the Tremere, we would call them the first
among us. As it is, they must either redeem themselves in our eyes or forsake the name Tzimisce, for they cannot love the
Tremere and remain of our Blood.
VORTA
By Travis Raymond (ICQ: 14601336)

Nickname
Albinos

Description
The Vorta are a clan of vampires with the ability to manipulate space and time. Their founder was an albino 5th generation True
Brujah named Jared Wesker who was fascinated by the idea of traveling laterally in time instead of horizontally. He believed that
the past and the future, while interesting, were nothing compared with the potential of the present. He first started work on this
project in 1556 and it rapidly became an obsession which alienated him from his brothers. One True Brujah by the name of Luke
Camp confronted Jaret in the year 1743 and demanded he stop his experiments else face the consequences. Jaret refused and
a fight ensued. Jaret was losing the fight badly when he frenzied. Suddenly he found himself no longer in his study with the his
antagonizer but lying face down on a large rock. He sat up and for the first time beheld the Void he would later call Null Space.
Once the initial disorientation had passed Jaret became ecstatic. He had succeeded in passing out of time, at least to the best
of his knowledge. For the next few years he set about making a work shop to learn to harness his new home, making trips back
to earth periodically for blood and supplies. In this element he learned quickly and by 1894 paid a visit to Luke, not to fight him,
but to prove his studies were successful. Luke took one look at Jaret when he came to him and called him a abomination.
Apparently a change had gone over Jaret while he was living in Null Space. All pigment in his body was gone, including his
blood and his eyes were covered by transparent milky cataracts. The change had been so gradual and with no available mirrors
Jaret had no idea the change had occurred. Without another word Luke pulled out a device that Jaret had never seen before (a
gun) and shot him in the leg. Luke went to shoot him again but Jaret succeeded in opening a portal and escaping. He eventually
ended up in Seattle where he met a vampire named Casius Caesar who he befriended. Jaret became good friends with
Casius' wife Tena (nothing came of this friendship, but he did at times serve as her confidant). In around 1996 Tena found out
that her sister Iriasen -- who had been abandoned by their parents -- had returned to kill her. While others sought to kill Iriasen to
end the menace she posed, Jaret saw this as an opportunity. He could give Tena back the sister that she had lost. All that stood
to be done was convince Iriasen that she didn't want to kill her sister and that doing so would accomplish nothing. Using his
formidable skill as a psychologist he eventually succeeded. Tena had been reunited with Iriasen. To ensure that she wouldn't
turn, Jaret Embraced and blood bonded her to him with her consent. Iriasen was Jaret's first child and her Embrace surprised
him very much. Apparently Null Space had altered his blood so much that it passed on the pigment drain to those he Embraced.
He Embraced a few others including Jezebel, Aerial, and Alexander (who later became a Tremere)

Appearance
Vorta are albinos to the extreme. There is no pigment anywhere in their bodies: hair, skin, blood, muscle tissue, eyes (which are
covered by transparent milky white cataracts), all are pale chalky white. A Vorta's hair will not hold any sort of dye and makeup
tends to irritate their skins. Since their eyes are so sensitive to light they tend to wear sunglasses almost constantly.

Background
Most Vorta are Embraced by virtue of their ability for using talk over weapons. Diplomacy is held in high regard among this clan
and survival of a conflict is held high above victory.

Haven
They like to be in cities but avoid the main strip (the lights)

Character creation
Primary attributes are usually Mental or Social. Dexterity is suggested while Appearance is usually low (albinos tend not to look
like normal folks). Backgrounds tend to be contacts and resources.

Clan Disciplines
Celerity, Auspex, Vortex
Note about Celerity: The effect of moving faster comes from partially traveling in no time. The further into no time they go the
faster they go until full no time travel is accomplished.

Weakness
When Jaret spent so much time in Null Space his blood became altered by some sort of radiation. Not only was pigment drawn
from his body but the flaw was passed along in his blood as well.

Organization
The Vorta are a fairly small, close group and Jaret tries to keep tabs on his children, being very protective of them.

Quote
"Nothing is Black or White, only shades of Gray...."

Stereotypes
Camarilla: Bureaucracy is rampant with them but if you know how to cut through the red tape they can be . . . what, useful?
Toreador: At least they enjoy their unlives. It's more than I can say for most of our kind
Malkavian: Interesting and very entertaining. Give them something shiny and you've got a friend for life.
Nosferatu: I really respect their tendency to defend their own. It's refreshing to see this kind of organization.
Ventrue: Here's the origin of Camarilla bureaucracy. They're a necessary evil I suppose.
Brujah: We have a mutual enemy. Their hearts are in the right place but their methodology is flawed
Gangrel: Brooding and Dangerous. Their honor and temper will be their downfall.
Tremere: Don't underestimate these magicians. They can be friends if you have mutual respect.
Sabbat: Organization is a good thing, but Jesus!
Tzimisce: While they are noble and polite, for the most part, their love of cruelty is sickening.
Lasombra: They are unwitting Tzimisce puppets. Definitely number two in the Sabbat.
Assamites: At least they don't kill out of temper. Their calculation, while sinister, is to be applauded.
Ravnos: Nice guys but count your fillings after passing them in the street
Setite: Their attraction to the vague concept of evil is amusing.
WALDEN
By Mitchell Kelly (mitch.kelly@tesco.net) (12 June 1995)
"Blackjack Davy come striding through them woods, sing his songs so gay, That he play and he sang 'till them greenwoods rang,
and he charmed the heart of a lady"
--Steve Gaines, Blackjack Davy

Nickname
Woodwoses

History
The Walden are an extremely ancient English bloodline. Indeed, they claim that they are the "original" English Kindred, and that
the Ventrue, who see themselves as quintessentially English, are "mere interlopers who came from Rome". Whatever the truth of
this, the Walden bloodline is now confined to York, where it has both retreated and been driven to over the centuries. It seems
possible that they are somehow an offshoot of the Gangrel, but this is mere speculation. The Walden have an affinity for plants
rather than animals. At present, there are rather less than a dozen of the Bloodline all told, although this should not be taken as a
mark of weakness on their part. No one has set eyes on a Walden and lived since a representative of the Bloodline came to
sign the Convention of Thorns. Thus, the Bloodline is shrouded in mystery since most of those who might have seen one are
either finally dead or else incommunicado. A number of strange stories have grown up around the Walden and their control over
York.

Appearance
Generally quite large, imposing physical specimens. Both sexes develop extensive body hair after the Embrace, and all males
members have extensive beards. This body hair varies in form from soft and mossy to almost twiglike in the beards of the male
elders. The Waldens' skins have a peculiar greenish tint, replaced by a ruddy brownish tone just after feeding. This in no way
renders them unattractive, although their rough, earthy image is often an aquired taste.

Background
Most are of the lower classes, and were associated with the earth or woodlands before their Embrace. Concepts include
forester, hunter, and more recently, biologist, or new age mystic. Demeanors are widely variable, but are usually open and not
devious. Natures tend to reflect the concept: survivor, loner, fanatic and so on. Human assets tend to be gained after Embrace,
so can be anything, but Allies, Contacts and Herds among those who work in the woodlands are most common.

Disciplines
Fortitude, Obfuscate and Lugharn are the Bloodline's own Disciplines. Of the others available, Animalism, Auspex and Potence
are the most common.

Creation
Physical attributes are generally primary, along with Talents. Skills common to the Bloodline are Animal Ken, Stealth and Repair,
while Knowledges like Plant Lore, Biology and Occult are prized. In general, Walden have a high background in generation.
Indeed, no Walden below eigth Generation are known. Allies, Contacts (especially local to York) and Retainers are otherwise
common. Physical or Supernatural Merits are common, as is the Flaw, Anachronism. Walden cannot take the Flaw Taint of
Corruption.

Weakness
Walden are tied to a particular tree for their unlives. If this tree is destroyed, so is the Walden. If the tree is damaged, so is the
Walden. At irregular periods, the "life essence" of the Kindred must be transferred to a new tree. This can only be accomplished
by an Elder of the Bloodline, and is the cause for a long, serious ceremony. Walden take great care not to reveal which is their
own tree. Walden must also wear a sprig from their own tree's species somewhere about their person at all times. If this is lost,
the Walden takes a one die penalty until it is recovered or replaced.

Organisation
Confined to the city of York, the Bloodline has less than twelve members, although all are of low Generation. The Bloodline is
generally informal, and members get on with their unlives without any undue interference from the Elders. One exception is when
other Kindred come visiting: the whole Bloodline acts in concert to remove them, dead or alive, without revealing itself.
WALKERS OF THE SHATTERED SIGHT
By Amanda Spikol (zephrin2@hotmail.com)

Background
This offspring of the Malkavian clan represents the total loss of humanity by abandoning oneself to complete madness. No one is
quite sure when they were created, but reports of them first surfaced during the first world war, and increased in the years after.
The first Walker of the Shattered Sight was created when two severely demented Malkavians decided to create a childer. They
took turns draining the mortal, then fed him both of their vitae. The resulting Kindred suffered the compounded insanity of his two
sires, but frenzied shortly after being embraced, and spent the next week in Torpor. Not realizing that something was seriously
wrong with their childer, the Malkavians repeated the procedure.
The second Walker didn't frenzy, but was so mentally demented that his sires were taking steps to destroy him, knowing that
such an undead could prove very dangerous. The first Walker woke up that night, and he and his brother attacked and
diablerized their sires.
After some twisted experimentation, they discovered that it took two Walkers to create another, and such being was of purer
insanity than one created by two Malkavians. Ever since, the line has always propagated itself instead of relying on their Malk
cousins. Rumors vary on the specific number and loyalties of the Walkers, but needless to say, a Walker antitribu would be a
horrifyingly powerful and psychotic vampire.
The Walker of the Shattered Sight are divided into two camps, the Twisted's and the Innocents, the former being the evil,
malicious ones, and the latter being the child-like, kind ones. Twisted's always travel in groups of two so they may Embrace, but
Innocents rarely see another of their Bloodline, and prefer not to Embrace. When a mortal is given the Kiss, they have a half/half
chance of being Twisted (System: a coin is tossed).

Role-Playing
Any Walker of the Shattered Sight character receives three permanent Derangements and two Beast Traits at character
creation. They should avoid telling others their clan, and allow themselves to be assumed Malkavians, knowing that their "parent'
clan would try to destroy them.

Clan Advantage
Like Malkavians, Walkers of the Shattered Sight may ignore the use of status traits. However, they are also immune to the
Discipline of Dominate; any attempt automatically fails.

Clan Weakness
Walkers, because of the skewed state of their minds, are down two traits on any Social Challenge, and because of the
conditions of their creation, require twice as many blood points to heal each level of damage.

Disciplines
Auspex, Obfuscate, Insanitus
WAMPHYRI
By Jason C. Marshall (jcmarshall@sympatico.ca) from notes taken from Brian Lumley's Necroscop series.
"It's difficult
to see, but it's
necessary,
for those who don't know
what
Horror
is."
-- Nemesis, Shriekback

Prologue
Janvier LeBlanc looked quickly into her elder's lab. Carnage was everywhere, with blood splashed across the wall, guts and
gristle strewn everywhere and bodies laying slumped across the examination tables. She shuddered and moved in.
"Master? Sir?"
There was a movement from one corner and a pile of flesh and bone shifted slightly. A mouth grew upon one shattered face.
"Here, my childe, here."
Janvier gasped in awe. Though her sire had obiviously been pulverized beyond imagination he was healing and reforming
before her very eyes. She knew his mastery of Vicissitude was great, but this was beyond anything she'd seen.
As she quietly watched he slowly reformed into the tall, skeletal person she called her sire. He shook his head and leaned in
heavily on a table.
"Blood, childe! Bring me blood!"
Janvier quickly hustled over to the storage locker and grabbed a large plastic bag from the cooler. She quickly brought it to
her sire, who sank his fangs into the blood bag with rampant gusto. The bag quickly drained and she brought another. He
devoured it in as much time.
"Enough, I need to rest."
"What happened?"
"I had a visitor who saw it fit to remind me of my place."
Janvier blinked. Her sire was one of eldest of the Tzimisce still out of Torpor. What could do this to him.
"I see you are curious."
"I've seen your powers, sir --"
"-- and you wonder who it was? The Regent perhaps? No. None so petty as him. No. Perhaps the True Black Hand with their
time stopping Bujah? Not them either. No, this was a visit from our fathers."
The word was spat out in vile contempt.
"Fathers? You mean?"
"Yes, my childe, the Wamphyri."

History
The Wamphyri are a clan of very old and powerful vampires who live quietly in a different realm to ours.
Mages and Garou have fathomed that the Wamphyri's world was once like ours but a small black hole drifted through their
system, tearing the moon asunder and redefining the axial tilt of the world.
Called The Source by visitors from our world, the Wamphyri world is divided into 5 parts: the northern Icelands and southern
Furnace Lands, Starside, Sunside and the Barrier Mountains.
When the world was shifted it ended up in a highly oblique rotation.
Night and Day last 3 of our days on their world.
The only sentient inhabitants of the Source are the Szgany, humans who travel the vast plains and forests of Sunside, the
Trogs, sub-humanoid creatures who live within the mountains, the Thyre, cousins of both the Szgany and the Trogs, who live
within subterranean settlements in the deserts at the borders of the Furnace lands, and the Wamphyri, hideous vampiric
creatures who live in aeries, tall, stack-like towers, created from the remains of various creatures that the vampires feed off, in
the rocky plains of Starside.
The Wamphyri are a strange race of vampires, for their vampiric nature does not stem from a curse from God. Instead upon
their world are what are known as vampire swamps, from which hatch strange parasitic organisms. These parasites graft
themselves to a host, usually an animal and change it, making it more powerful and intelligent. Usually animals stay away
from the swamps, and the first animals to be taken over were wolves, hence the legend on their world of direwolves.
As with all things, eventually a vampire parasite grafted itself to a human and thus were created the Wamphyri. Wamphyri are
both blood drinkers and flesheaters. Nothing pleases them more to devour a still living creature. When a parasite infects the
host human it gains certain abilities. The first and most startling is the metamorphic ability of the flesh. Able to morph their
bodies into almost any desired shape, Wamphyri have been known to turn themselves into huge monsters that defy
imagination, airfoils of flesh to glide from aerie to aerie, and even vast horrific wolf-like beasts. The Wamphyri prey on the
Trogs and Szgany for food, labour, and fuel sources. The Wamphyri waste nothing of their prey. Some are eaten, some are
reduced to being fuel for fires and yet others are reduced to their component parts to used in horrific experiments that make
what the Tzimisces do seem laughable and light. The Wamphyri all possess the discipline Metamorph. Through the use of
Metamorph the Wamphyri can metamorphically transform a part of or his whole body to a degree. He might create large
membraneous wings, like those of a flying squirrel, so that he can glide from tower to tower, or he might shift his eyes so that
they become larger and more capable of seeing in the dim light of their caverns, and so on.The more powerful ones control,
the better control one has over ones body.
To assist them in this strange usage of Metamorph, the Wamphyri clan have all learnt the skills of Metamorphics, a
knowledge of biology, physics, chemistry, and alchemy mixed together. Through this skill the vampire better understands the
ways of the body and its various uses, it has also allowed them to create various biologically changed creatures for servants.
The most common of which are the Trogs, who preform the duties of cleaning, attending to feeding habits of their masters
and so on. Other constructs have been cartilage creatures to form walls, stairs, windows and so on, gas creatures, whose
lungs have been modified so that draw air into the towers and circulate in after warming it in their bodies, water beasts, whose
veins have been changed so that they carry water, and then had them lengthened so that they can carry water all through the
tower. Many other such horrific travesties, and chaotic creatures have been created by these evil vampires. The most
powerful of their creations has been a creature known as the Warrior. A large ball of grey flesh-like matter, the Warrior can
grow weapons, pseudopods, wings, etc, all for the purpose of combat. The Wamphyri often create these things for gladiatorial
games.
It is was in the later part of their history that the first white hole opened within their world, a Void Engineer experimental umbra
drive had backfired, ripped open the hole and deposited the Mages in the Source. Though the four Void Engineers fought
valiantly, they were eventually taken by the most powerful of all the Wamphyri, Shaithos. Shaithos questioned the mages for
days on end, threatening them with fates worse than death if they did not comply. Eventually one broke and soon Shaithos
learned of our world. Shaithos realised that the White Hole was a one way trip when his first scouts entered and couldn't
return, so he had the broken Void Engineer create a similar hole again, thus creating a way through and back. He further had
the Engineer move the portals to a deep underground cavern within the Romanian mountains.
Shaithos thanked the Void Engineer by dining on his still living flesh.
The second incursion into their world came mere months after Shaithos's first scouts had returned, telling tales of a world of
pure Hell, where the sun shone for ten to twelve hours then hid for a equal amount of time. Being used to vast nights, the
Wamphyri were not to inclined to enter our world.
When a group of Tzimisce vampires entered their world, seeking the knowledge of these strange kindred. Shaithos was to
happy to agree. He infected the group with his own Wamphyri flesh.
Wamphyri breed differently then the kindred of our world. When a Wamphyri bites a non-parasitized creature, it can decide
whither or not to leave a piece of its metamorphic flesh within the victim; if it does not, then the victim will not change.
However, if the Wamphyri leaves a piece of itself, then the creature is changed. The metamorphic flesh melds with the
normal flesh creating one of two things. If the victim is alive then it creates a Ghoul with the metamorphic powers. If the victim
was dead or died due to the bite, then it rises as a true vampire, possessing the metamorphic powers. Both creatures are
automatically bloodbound to their creator due to the presence of this flesh of its, within them.
In rare cases, a Wamphyri's parasite extrudes an egg, usually once every two or three hundred years. This egg can be
implanted into a host, be they human, Ghoul or Vampire. The egg will turn the host into a full fledged Wamphyri.
With the Tzimisce now inflicted with his flesh, Shaithos sent him and his kin back to the Hell Lands, where they developed
their infected flesh into a discipline known as Vicissitude. This means that the Wamphyri are the creators of the Souleater
disease. The souleaters that are created are eventually pulled back to the Wamphyri's dimension where they are used to
create warriors, act as majordomos or feed the masses.
Wamphyri come from two distinct bloodlines, that of Ferenc and that of Shaithos. From each has sprung a long line of
progeny, each with their own egg. These progeny all have their own little alliances but in the end are all loyal to their sires.
Wamphyri have travelled to our world only twice in the past, and only two of their kind actually exist upon our world.
Belos, one of Shaithos's get, maintains a small aerie-like stack within the cavern where the portals lead to upon our world. His
stack acts a way station for any of Shaithos's or Ferenc's get and soldiers to stay at in order to acclimatize themselves to our
world. The only other Wamphyri to live upon our world is one by the name of Mendula Farscry. Mendula is a master sorcerer,
and would have been considered to be the 'father' of a third bloodline, if he'd ever bothered to give up his egg to any
prospective candidate. Mendula instead journey to our world in order to conduct research and better his own understanding
of the kindred of our world.

Nickname
Old Ones

Appearance
Wamphyri are all of Eastern European descent, with rustic, Romanian looks.

Background
Wamphyri come from Loners who they find when they leave the aeries and journey across the portal to our world or to the
camps of the Szgany in the south of their homelands.

Haven
Wamphyri live within vast stack-like aries on their home world; those ghouls and vampires of Wamphyri stock on our world
usually live in similar havens as the kindred of our world.

Character Creation
All PC are of ghoul or vampire stock. None are of true Wamphyri stock.

Weakness
Wamphyri and their kind are all deadly allergic to garlic, silver, fire and sunlight.

Disciplines
Dominate, Presence, Animalism, Thaumaturgy and Metamorph are the only known disciplines possessed by members of
the Wamphyri.

Quote
"The Blood is Life."

Stereotypes
Camarilla: We have watched this faction for years. They will be a truly difficult foe.
"What? Who? Huh?"
-- Darren, 6th generation Brujah Elder
Sabbat: They are already infected, and soon they will be ours. Only their Black Hand stands in the way.
"The who?"
-- Argent, Sabbat Regent
Inconnu: These kindred are the true masters of their race and the most dangerous foes we will face.

"We know who you are. We know from where you come."
-- Hannon, Inconnu Leader
Ravnos: These kindred stem from the Szgany of the Hell Lands. They will be the first to fall.

"An evil is returning. An evil of ages past, long forgotten."


-- Dryal, Ravnos Elder

The Source
Note: Their are no Garou, Mages or Changelings upon the Source.
Whether or not there are any Wraiths in unknown, as no necromancers have travelled there.
Garou and Mages can access the Source through various travels through the Umbra till they reach the realm. The Nuwisha
have visited this realm once, but determined that it was corrupt and not one of the Gaia realms they seek.
Vampires can only access this place via the underground gates.
Wraiths can only access this realm by travelling across the vast seas of the Oblivion. None who have ventured for the Source
have ever returned.
Changelings could possible access this realm by travelling Trods or by the Dreamlands.

View the Metamorph discipline.


WARDERS
By John Oldham (memnow@gdi.net)

Description
In the early 16th century, a young Tremere by the name of Gregoth became painfully aware of the physical shortcomings of
himself and most of his Tremere brethren. When the wars with the Gangrel and Tzimisce turned bad, these shortcomings were
driven home with force. Gregoth pondered possible solutions to this dilemma and proposed the one he thought most feasible to
a few of his more powerful friends within the Pyramid. Ten of the magi to whom he made his proposal agreed that this was a
viable solution that could be implemented in addition to the gargoyles already in position. The Warders, as the new bloodline to
be created was to be called, would not be frontline fighters as the gargoyles were but would stand by individual Tremere as
personal guardians and companions. With the help of his more influential comrades, Gregoth created and performed the ritual
that brought about the creation of the Warders. The warders were highly trained in the arts of war, being embraced from the
ranks of knights and men-at-arms. The clan wars saw a serious depletion of their numbers and, with the downfall of feudalism
and the orders of knighthood, fewer and fewer were chosen for the Embrace. Today, the bloodline is virtually unknown, even
among the majority of the Tremere.

Disciplines
Potence, Fortitude, Celerity

Advantages and Weaknesses


A bound Warder (not a blood bond - see below) can draw vast reserves of power from the bond with the Tremere to whom he is
linked. At the cost of one Willpower point to both the Warder and the Tremere, the Warder gains the equivalent of three blood
points (not actual blood points) that can be used in any way a normal blood point can be used, except for thaumaturgic rituals
and sustenance, even exceeding the maximum number of blood points normally usuable per round determined by the Warder's
generation. The Warder and Tremere gain a crude form of empathy with each other. Each will know the current physical state of
the other and the basic mental condition. Should the Tremere die, the Warder will suffer three aggravated points of damage.
Few Tremere bound to Warders die before their bound Warders do for this very reason.
The Warders are given the Tremere Oath upon their Embrace and are also brought one step toward a blood bond to the Inner
Council as a normal Tremere is. They are subject to the authority of the Pyramid and can gain status and their own version of
rank within the House and Clan Tremere according to the rank of the Tremere to which they are bound in addition to a general
sense of position within the ranks of the Warders determined by their martial prowess.
The ritual to required create the bond between a Tremere and a Warder is known as "Bond of the Warder's Might." It is a level
five ritual. The Tremere performs the ritual alone except for the prospective Warder. The ritual lasts eight hours and bestows
upon the pair the abilities described above. The ritual may be performed with a non-Warder but the non-Warder gains only the
empathy and the potential damage should the Tremere die.
THE WARRIORS OF GAIA (THE WARRIORS OF THE NIGHT)
By Richard Kershaw (veltyen@yoyo.cc.monash.edu.au) (31 Oct, 1993)
Nickname: Puppies.
Origins:: It is said that one of Gangrels childe became too involved with that an errant gangrel embraced a garou kinfolk that was too
near the blood. In this age, who can determine what is right. The warriors of Gaia, as they call themselves (if they do at all) are
vampires who embrace the Garou way of life, often living in the same packs, even becoming alpha members in their society.
Appearance: Normally large powerfully built individuals, of a race appropriate to the tribe they are kinfolk to. In human form when the
vampire drops it's fangs it 'muzzle' also tends to extend, this makes it much more difficult to hide feeding.
Haven: Wherever their pack is. Normally they earth-meld, or trust in the protection the rest of their pack will give during the day.
Background: All of the warriors are Kinfolk. This cannot be stressed highly enough. As well as this, the kinfolk in question has to have
proved themselves in battle, normally against the forces of the wyrm. A normal human embraced by one of this bloodline will tend to be
a caitiff, or gangrel.
Character Creation: Physical attributes are primary. Mental tend to be secondary. Combat skills are highly prized, as are the occult
skills (rites, rituals, occult). The archetypes tend to be along the lines of a soldier, or warrior.
Clan Disciplines: Protean (modified), Sept-rank, a physical discipline* *The physical discipline is normally celerity. Another choice is
that the three physical disciplines are all earned at the caitiff rate.
Weaknesses: Like the Gangrel, with each frenzy they become more animal-like. However the change is always towards crinos form.
A multiple frenzy warrior tends to look like it's permanently in Glabro form. Their wolf-form also becomes larger, and nastier, eventually
their wolf cannot pass as a dog, or even a wolf.
Path: The path of Garou. Detailed below.
Organisation: They have no organisation of their own, they are inter-melded with garou society to an extent where it no longer
matters.
Gaining Prestige: Gaining rank in Garou society.
Stereotypes:
Gangrel: Our brothers. Close but so far. Valiant warriors, but not close enough to our ways. Kill them quickly, for they do not deserve a
horrible death.
-Fights-the-Wyrm 6th gen
Sabbat: Dead sabbat, dead sabbat all arround! It's a wonderful night to be dead!
-Howls-at-moon 10th gen
Camarilla & Inconnu: Vampires? different vampires? Huh?
-Dead-wolf 7th gen
Discipline modifications:
Protean
*: The eyes automatically gleam green.
***: Earth meld is only possible into "Living" ground. If the area is desecrated(in Garou terms) the vampire takes aggravated wounds
from doing so. (Amount up to ST's discretion)
****: Only wolf form is availible. No "flying form". A warrior will never run away.
*****: Mist form is replaced by Crinos form. This is not the true crinos form (the level 6 discipline). On spending a blood point to enter
this form, the vampire grows extensive body hair, and her clothes fall away, destroyed. No attributes are changed, although the
vampire can cause the delerium in humans. This form allows physical attributes to be bumped up to truely phenomonal levels, twice
normal. This costs the normal expenditure of blood, it only raises the limits.
With the expenditure of blood comes the increase in size associated with the crinos form.
Sept-Rank: Allows the use of gifts up to the level of the discipline, Also stands for rank. Allows "inherent garou gifts" (stepping
sideways etc) eventually.
Path of Garou: Sins are determined by a combination of the path of Harmony and the Garou Litany.
WATCHERS
By Anelli26@aol.com

Description
The Curse of Caine manifests in many different ways. Physically, it is visible in the Nosferatu. Mentally, it appears as the
derangement of Malkav. Very few vampires are cursed another way, with an inability to speak normally. The Watchers are
cursed to an eternity of observing, listening, but never taking part. They are incapable of coherent speech with humans and
Cainites. The only beings that understand them are their animated Minions.
The clan was founded in the eleventh century by a sixth generation Lasombra elder named Malachi. Malachi was lonely as a
result of his being ostracized by Cainite society. He was guilty of a crime that is now long forgotten. To hide from the race that
first had spawned him but now hated him, he retired to a reclusive cave somewhere in northern Europe. There he contemplated
and prayed for three centuries, feeding off the blood of animals, only stopping to sleep during daylight hours. During this time his
ability to speak verbally slowly declined, while at the same time he developed the Animus Discipline to ease his loneliness and
aid him.
Now Malachi and the clan he founded lead lives of separation. Their only company are their Minions created by their Animus
Discipline. They are entirely neutral and not widely known. Many are religious, turning to God for help. Because of their past
association with the Lasombra, the few who exist are widely hated by the Camarilla. Contact with others is limited and
organization is almost non-existent. Unlike their parent clan, the Watchers have little political power, hiding from in the shadows
rather than ruling from them.

Nickname
Loners

Appearance
A Watcher may have any appearance. Some pretend to be deaf-mutes. Typical Watchers dress in black-anything, while some
wear clerical garments of the Catholic Church if they were clergymen during mortal life.

Haven
Loners often hide from the sun in monasteries or hospitals. Some wealthier Watchers keep their mortal homes.

Background
Very few Loners ever Embrace. The few that do often choose childer from monastic orders, prisons and hospital wards.
Scientists and visionaries are also chosen.

Character Creation
Watchers often have outsider, clerical, or criminal concepts. Fanatic, Loner, and Visionary are the most common Natures.
Mental Attributes, especially Perception, are important, as are Knowledges. Most have Humanity, though a few still follow the
Dark Age's Road of Heaven. It is rumored that Malachi and his immediate childer posses True Faith.

Clan Disciplines
Auspex, Animus, Potence

Weakness
All Watchers' speech is garbled and unintelligible to all other creatures, except for their Minions. They cannot have a Charisma
of more than * and may never learn Dominate. A few of their elders are able to understand simple phrases made by other
Watchers.

Organization
Clan members rarely see each other. When they do, they occasionally talk with telepathic communication via Auspex.
WERMIS
By Jason C. Marshall and Chris Miles
"Bitter Hands,
Beneath Clouds
Everything
Pictures
BLACK
Tattooed."
-- Black, Pearl Jam

Author's Notes
The original idea for this bloodline came from a good friend of mine, Chris Miles. I've expanded on what he originally did. Full
credit, though still goes to Chris for the idea and creation, though.

Prologue
Jim stood nervously in the twilight next to his master's limo. He drew a short drag on his cigarette and tossed it to the ground.
Gravel crunch to his left.
He spun, a small but deadly automatic in each hand.
"Whoa, cool it, man. I ain't packing." The youth was in his early twenties with a shaven head, hate tattoos every where and
wearing jeans and T-shirt.
"You him?"
"Him who?"
"Don't screw with me."
"Yeah, I'm the Brujah contact."
Jim thumped the top of the limo once. The door opened and a well-dressed man stepped out. He regarded both the skinhead
and Jim.
"So you're the high and mighty Tremere who's come to kick some butt, eh?"
Indeed, childe, indeed." The Tremere brought up one hand as if to wave off a fly.
"Well, I've got some good news and some bad, Mr. Tremere."
The Tremere's eye's narrowed.
"The good is that the Brujah don't need no help anymore. The bad is that --" The skinhead suddenly stumbled forwards and
dropped to the ground. Blood began to trickle out of his ears, mouth and nose.
The Tremere calmly got back into the limo and motioned for Jim to do the same.
"What's wrong, boss?"
"In about ten seconds this place will be crawling with Wermis. We are going to die, but not without taking a few with us."
"Wermis? I thought he was a Brujah."
The Tremere chuckled softly.
"There are many things you do not quite understand yet, a pity you'll not live to do so. Now I suggest you ready your guns."
Jim looked up to see a small crowd of people approaching. They were all skinheads and each and every one of them had eyes
that glowed blood red in the darkness.

History
During the times of the Vikings, it is known that a Brujah and a Gangrel both wandered into the Black Forest, hunting for food. It
is not known what happened to the two kindred while they traveled the through the forest, but what is known is that when the
kindred finally spread in to those areas, years later, a bloodline of kindred emerged from the people of the area to challenge
them.
Gifted with the speed of the Brujah, the shapechanging ways and animal magnetism of the Gangrel, these kindred slowly began
to filter out into what would eventually become Germany. Their ability to sink into the earth during the day prevented their
discovery by rival clans, such as the Ventrue, Brujah and Tremere, who had agents all through the area. Eventually a Brujah
Archon met with one of these kindred.
The Archon returned, spitting curses about uncouth, ill-mannered, vermin who dared to presume that they were of Brujah blood.
The Archon nicknamed them 'Vermin', for that is what they were in his eyes, and said they'd be better off destroying the
bloodline.
Many of the Vermin died during the next few years, as agents of the Ventrue, Tremere and Brujah hunted them down and put
them to the fire and stake. But the Vermin persevered, and struggled to survive. They took to calling themselves 'Wermis', the
German word for Vermin, saying until they were accepted they would carry the name given them so long ago.
In the later years, members of the Wermis were seen in the various radical groups of the fledgling Germany. They were the
warmongers and racists who sought to have Germany as world leader. It was members of their bloodline that fought in both
world wars, and it is rumored that Hitler was secreted away by members of this bloodline.
Brujah-like in nature, the Wermis are currently based in Berlin and a number of cities and towns all around the Black Forest. It
known that they have declared war on the Garou tribe, the Get of Fenris, for ousting them from the Black Forest, a place they
considered home, and more practiced protean users of the bloodline often lead strikes into the Garou holdings within the forest.
The Wermis are not well enamored with those of the Camarilla, and it is suggested that they are in league with the Sabbat,
though any Wermis will vehemently deny such claims, often backing them up with the threat of physical harm if such talk
continues. In reality, the Wermis have joined in with the Anarchs, seeing them as a way to reaching their goals.

Nickname
Skinheads, punks.

Appearance
All Wermis are of Aryan birth. No one else is ever considered for embrace.

Haven
Usually they stay with family and friends; sometimes they use chapter houses of Neo-Nazis as havens.

Background
Most Wermis use Gang Member and Punk concepts, with Allies, street Contacts and sometimes Retainers. A few have access
to high Resources.

Character Creation
Physical Attributes are stressed as well as Skill and Talent Abilities. Social Attributes usually come secondary and Mental
tertiary.

Weakness
Wermis suffer both a dual curse. They make their willpower rolls vs frenzy at -1 and can gain animal features, but only from an
intense frenzy.

Disciplines
Celerity, Animalism, Protean

Quote
"So long, sucker."

Stereotypes
Camarilla: Losers, every one of them. We'll show 'em. Gave us our name they did; well soon we'll give them a new one. Mud.
"Vermin. Straight and simple. And what does one do with vermin? Exterminate them."
-- Johan, Tremere elder of London, England
Sabbat: You got the right idea but are going about it all wrong. You guys are as messed up as Mud. Mud, get it? Hahaha.
"I think just this once, I will agree with our 'esteemed' colleagues in the Camarilla. Extermination."
-- Selina, Tzimisce Bishop of Miami
Anarchs: The right idea and the right way to do it.
"These guys are ok. Just what we need in our fight against the stodgy old bastards in both the Camarilla and Sabbat."
-- Mike, Anarch of Los Angeles
Inconnu: The what??
"We will watch them closely"
-- Gunter, Inconnu Monitor of Berlin.
WESSYNIX
By Tyree Quincan Kimber (25 January 1996)

History
The Wessynix are one of the more recent bloodlines to appear, having only been active for the past ten years or so. They also
tend to be not taken seriously yet, seeing as how they came into existence literally by accident. Few who are aware of them
aknowledge them as anything more then freakish Caitiff, and not any kind of a threat. Time will tell as to whether or not this
mindset proves to be unwise.
Wessen was a typical Gangrel, mistrusting of other Kindred and more at home in the wild than in the squalorous cities. Unlike
many Kindred, Wessen had easily been able to come to terms with his vampiric existence and lived out his nights peacefully
amidst the forests Germany, enjoying the presence of animal companions and the benefits of high Humanity.
Unfortunately, Kindred being what they are, no matter how hard Wessen tried to stay out of trouble, trouble eventually found him.
One day, as he slept peacefully underground, Wessen awoke in horror to find the the earth above him being ripped away and
the cruel sun raining down on him. Unkown to Wessen, a group of Hunters who had been tracking him for the past several days
had finally decided to make their move, watching him as he Earthmelded and waiting until dawn to make their move. Only
Wessen's high level of Fortitude and the fact that the day was overcast saved him being annihilated instantly. In confused panic,
Wessen burst from the ground and fled, narrowly avoiding the lashing weapons and grasping arms of his assailants. Racing
blindly through the forest, Wessen never looked back at his opponents, but could tell by their voices that they were close.
Knowing that to Earthmeld again would be unsafe and that his Fortitude could not protect him much longer, the Gangrel
desperately searched for an option as he felt Rotschreck begin to overtake him.
As the doomed Kindred rounded a bend, it seemed that his luck had run out as a thicket of dense branches appeared, blocking
his path. Panicking, Wessen quickly decided to try to dive through the branches and Meld into the ground where the thick foliage
would prevent his pursuers from following. Hearing the footsteps nearing the bend, Wessen closed and eyes and dove for the
trees, already rearranging his molecules as he went. However, he found himself not melded into the ground, but into the trunk of
a tree! Deciding not to question fate, the Gangrel merely lay still within his wooden shell and waited. After several days, Wessen
finally decided to emerge again. Seeing that his pursuers were nowhere in site, he sat about trying to figure out exactly how he
had done this thing that had saved his unlife.
Time passed and Wessen soon discovered that his Protean abilities gave him a unique affinity with trees and plants. While
startled by it at first, he soon accepted his gifts eagerly and thought no more of the matter. As the years passed, Wessen soon
began to feel the desire to have Children, so he traveled about Europe, Embracing several whom he felt best suited for the
Gangrel lifestyle. Yet when he returned to introduce themselves as his sire, he discovered with a start that his Childer had
somehow retained his powers. Thus, the Wessynix Bloodline and the Arboreal-Protean Discipline were born.

Clan Organization
Wessynix remains active only where his Children are concerned. He cares very deeply for them and sees them as a hope for
repairing the evils which Mortals and Kindred alike have inflicted on the natural world. For this reason, the Wessynix actively try
to contact Lupines. Wessynix remain very Gangrel-like in many ways, and their social structure mirrors that of their Gangrel
cousins. Every three years, the Wessynix hold their own rendezvous somewhere in Bavaria where Wessen himself leads the
storytelling and festivities. Although there is usually no more then one Wessynix in an entire geographical region, they feel a
deep sense of kinship and will always help one another when they meet.

Clan Disciplines
Arboreal-Protean, Animalism, Fortitude

Gaining Prestige
Usually for successfully defending the ecosystem of their territory against threats, be it from Kindred, Mortals the Wyrm or any
other combination thereof. Those who have successfully established themselves among the Lupines gain the most prestige.

Character Creation
As for Gangrel. Most have Loner or Autist natures, (Many find their lifestyle incomprehensible, even for Gangrel.) and
Demeanors will typically be Caregiver or Pedagogue, but any is acceptable. Backgrounds tend be anyone who loves nature
almost more than life itself. Wessynix cannot take the Taint of Corruption Flaw.

Weaknesses
Wessynix share the Gangrel weakness of gaining an animal feature with each Frenzy. Additionally, Whenever a Wessynix sees
someone deliberatly damaging a tree he must make a Willpower test in order to resist impulsively trying to stop him by any
means necessary.

Nickname
Treehuggers or Sapsuckers, both used in derision.

Quote
"We must respect the Earth. The Earth was here before us and will be here long afterwards. It is only a matter of time before the
sins we commit daily against our mother will-- Hey! Hey! Are you listening to me!?"

Stereotypes
Camarilla: While not everything it could be, I see its purpose. Unfortunately, The Tremere, Toreador and Ventrue who control it
view the world only as a testing ground for their dark and selfish machinations. For this reason, we often find ourselves opposed
to it and our noble Gangrel brethren.
Sabbat: Monsters who believe too much of their own publicity. Any Tzimice who thinks he's a badass just because he
Diablerized some poor guy has obviously never seen a Red Talon in Crinos form. Trust me, Mister Bad, the jungle's a
dangerous place...
Setites: Whoa do these freaks think they are? Every Setite I've ever met has just been some megalomaniac or a religious
fanatic. However, they say they plan to corrupt the entire world and claim they will soon have the resources to do it. Even this is
even a remote possiblity, we cannot let it happen.
Ravnos: Good guys, but if you go hang out with one, keep checking for your wallet.
Salubri: Let me get this straight. A clan tries to use its vampiric powers for good instead of evil, and the other clans react by
waging genocidal warfare on them. Bullshit! The Salubri could be our brothers in arms, I pray we can find them and unite before
the same fate is declared for us.
Giovanni: Uh, somebody tell these guys to like, chill out, or something. They're creepy and for some reason, they get cranky
when we start popping up in Italy. Oh well, if they don't like it they know what they can do with it...
Samedi: Trust me, after living in the deep forest for decades, you learn that there are things out there that smell a lot worse than
these guys. I don't mind 'em but they sure like grossing people out with those disciplines of theirs. I guess everybody's gotta have
something to be proud of.
Lupines: If you somehow manage to avoid decapitation upon your first meeting with them, you'll have made a friend for life.
The Wyrm: I don't know whether this thing really exists or not, but if it does and if it's responsible for half of what the Lupines
claim it is, then as far as I'm concerned it can go f--- itself!

View the Arboreal Protean discipline.


WHEEZERS
By Phos (kitab@hotmail.com)

Description
The Wheezers are a fairly old bloodline; they have existed since about 1550. They were first created, in a proto-form, when the
first European settlers in America began to smoke tobacco. They developed into a bloodline in themselves thereafter, feeding
only from tobacco smoke. They developed from a German Caitiff of the sixth generation, and have been going strongly ever
since. They are not generally seen in powerful positions, although one of their number is rumoured to be very influential in the
FBI....

Nickname
Smokers, Havana men

Bloodline Disciplines
Dominate, Presence, Rauch

Appearance
Wheezers look like normal people; they dress in the style of the current period. Some affect such things as pipes and cigarette
holders, depending on the individual. There are some rumours that a high level Wheezer has infiltrated the government on behalf
of the Camarilla, to prevent certain FBI agents from learning about the existence of vampires, but this could just be a rumor.

Haven
Wheezers tend to favor havens in bars or clubs, where they can freely indulge in their feeding. As the government becomes
stricter toward tobacco manufacturers, they can expect to find it harder and harder to feed.

Weaknesses
All Wheezers can only feed from tobacco smoke, either directly or second hand from passive smoking, although passive
feeding tastes stale and only give half the value of direct feeding. An ordinary cigarette, taken directly, will yield two Blood points.
Quite how the smoke converts into vitæ inside the Wheezer is as yet unknown, although the Tremere are said to be
experimenting. A good sized cigar will yield around three Blood points. Many younger Wheezers also smoke marijuana; it has
half the "nutrient" value of tobacco, but then, they only smoke it to get stoned.
Wheezers also have the flaw "Addicted (Nicotine)" at level two.

Parent Clan
Caitiff, although some say that he may have been a member of the Tremere, or a Malkavian, or a Ventrue, and a whole host of
other rumours.

Background
Wheezers can come from almost any background; the only entry qualification is that they smoke. The more the better. So long as
they are above the legal age; it is current practice to only embrace those who are old enough to smoke, in order to avoid
attracting notice.
Character Creation
Social Attributes are primary, and Talents are usually emphasised. Most look a little older than they actually are, due to the
aging/skin drying/wrinkling processes of smoking (Author's note: I'm a smoker. I know what it's like).

Quote
Whaddya mean, (whuhhhuuhhhh-huhuhuh) no smoking area?

Opinions of Others
Camarilla: They're okay. They leave us alone, and (hacking cough), we'll leave them alone.
"Um, I don't know. I've seen what they can do to their enemies, so I avoid them."
-- Aloysius Cromber, Tremere Ancilla
Sabbat: Who gives a shit. Got a light?
"They must be converted, but given that they all smoke, they might not be so good in combat. We'll have to think about it."
-- Jojo McTavish, Gangrel antitribu
Mages: The Ecstasy ones, whadoyoucallem, they're okay. The rest just suck.
"The who?"
-- Most Mages
Werewolves: Jeez, you light up once in their precious forests! Fire hazard, schmire-hazard!
"Jesus Christ, this lot don't care, do they? Mind you, they are easy to track; you smell the smoke a mile off."
-- Tom Finnegan, Fianna
WINDRAZERS
By Wilhelm the Slayer (uberjedixx@aol.com)

Description
Windrazers are the Kindred version of the Wendigo. They have control over the wind and the speed they possess is uncanny.
They can create and manipulate storms, winds, and other air-like phenomenon. The founder of this Bloodline is unknown. Most
known Windrazers are weaker than 5th generation.

Disciplines
Celerity, Weather Control (Windrazers learn this Thaumaturgical Path as a Discipline), Windracus

Weakness
Windrazers have difficulties healing when the air is not natural. For example, they have healing penalties when inside a building
with air conditioning (The exact penalties are at the Storyteller's discretion).
WISSENGEIST
By Allen B. Ruch (15 May 93)
You are by just a single urge possessed;
Oh, may you never know the other!
Two souls, alas! are dwelling in my breast,
And either would be severed from its brother;
The one holds fast with joyous earthy lust
Onto the world of man with organs clinging;
The other soars impassioned from the dust,
To realms of lofty forebears winging.

- Johann Wolfgang von Goethe, Faust, Part 1 Scene II


The Wissengeist are a loose clan of vampires that see their tortured existence as a regrettable but resolvable condition and seek to
explain it through the schools of science and metaphysics. They are generally an ethical and very compassionate clan, spread
throughout the world in secret coteries, aiding mortals in their quest for the understanding of the Cosmos. The Wissengeist are a very
unique clan among the vampires in many respects. The most human of all the Kindred, pledged to the quest for ultimate truth,
throughout their history they have worked to increase the vast wealth of knowledge of both man and Kindred. It is their hope that one
day science will come up with an explanation for their existence; they believe that the so-called "supernatural" operates by laws which
may eventually be understood by a combination of philosophy and physics. When these principles are finally worked out and brought
to the light of reason, science will then be in a position to end the curse of vampiric existence. While many Wissengeist are scientists
and philosophers, they see their role more as facilitators of mortal progress than as actual "movers and shakers." They often stake out
a progressive thinker and aid him, sometimes funding his research, offering advice, or even getting involved in the scientific process
themselves. They delight in metaphysics and philosophy over established religion, and pursue theory and speculation over technology
- they are usually satisfied to allow humans to develop practical uses for any new discoveries. The one exception to this is their untiring
quest for a cure for their supernatural "disease." The Wissengeist are one of the smallest and most obscure clans, and their origins
are clouded in mystery. It would be more proper to call them a bloodline rather than a clan, but no one is really sure how they came
about. Some have speculated that they were moralist refugees or exiles from the Tzimisce clan who traded magic for science, but
there is a serious lack of evidence to support such a claim. A few have linked them to the Toreador, but again this is just guesswork
unsupported by any real facts. It seems that the first recognizable vampires having the qualities now associated with the Wissengeist
began appearing in fifteenth century Europe, specifically in the area which is now Germany and Austria; but many Wissengeist feel
confident their clan has had several incarnations throughout history, such as the Pythagoreans and Alexandrian philosophers, and that
their clan vanishes and reappears in cycles with human achievement. According to them, they are born where the Zeitgeist wills it.
They deny a specific founder or legendary beginning, and they reject the legend of Cain and the existence of antediluvians. They
suggest that there have always been vampires in the world; and like mortals, vampires, too, have their need for myths and legends.
Convinced their wretched state can be explained through logic, they refuse to consider themselves damned in any religious sense of
the word - their sense of damnation stems from a private well of anguish at their loss of humanity. Most have a profound belief in the
human soul and spirit, and even in God, but they tend to think of these in personal and abstract terms. They drink blood only to survive,
and rarely kill their vessel. More Wissengeist exist off the blood of animals than any other bloodline or clan, and they search constantly
for a way to synthesize a blood substitute. While maintaining close contact with mortals, they conform to the basic principles of the
Masquerade because they realize the danger of exposure - they call it the "Frankenstein effect." It is likely that a large number of
vampires burned by the Inquisition came from this clan; they contend that Giordano Bruno was one of their own.
One of the most noted traits of the Wissengeist bloodline is their virtual immunity to sunlight, a result of their Menschlichkeit discipline.
While bright sunlight will still destroy a young Wissengeist, as they increase in age and power they may resist the light of day for hours
at a time. While never at full strength during the day, this trait makes them the envy of all vampires who are aware of this trait. The
discipline of Menschlichke it has never been able to be learned by another clan of vampire.
Other vampires, if even aware of their existence, tend to leave them alone; indeed many just feel the Wissengeist are foolish idealists.
Because their clandestine goals more or less serve the Camarilla and avoid interfering with the Sabbat, they have been left in peace
by both sects. Occasionally a few Wissengeist will make themselves known to the Camarilla, and if a mutual relationship can be
established, so much the better. Unfortunately for the Camarilla, Wissengeist tend to completely ignore rules of rank and privilege; they
feel that petty feudal hierarchies just get in the way of true inspiration. How the Kindred feel about this ranges from amusement to open
hostility. Mostly they are just left alone.
Nickname: none, but some Toreador refer to them as the "Misplaced Muses."
Appearance: Wissengeist tend to be well-dressed in the current style, tending towards conservatism and simplicity. Their discipline
of Menschlichkeit makes them the hardest vampires to distinguish from humans.
Haven: As they are a solitary bloodline they tend to dwell alone, usually taking up residence in an apartment close to a university.
Background: Wissengeist only Embrace scientists and philosophers nearing the end of their productive life, whether due to old age
or disease. Unfortunately, the Embrace is always a dangerous thing for the Wissengeist to bestow - there seems to be a taint in the
bloodline that causes insanity in many of those who drink it. Called Der Wahnsinnflucht, or the "Curse," it is a flaw which seriously
limits the potential of their clan. Simply put, a human who is Embraced often fails to undergo the Becoming and instead goes partially
or fully insane, remaining a mortal. Only a quarter of those who are Embraced survive the Becoming as a Wissengeist, fully half end up
deranged and mortal, and the remaining quarter are consumed in fatal madness after their first taste of human blood. These poor
wretches are usually killed out of mercy; but rumors exist that some of the more "lucid" set out into the world as Malkavians.
They always present themselves to their intended progeny and ask permission to bestow the Dark Gift, explaining fully its risks and
consequences. Mortals who refuse are Dominated to forget. Wissengeist do not Embrace many, and unsurprisingly a large amount of
their prospective progeny elect to remain mortal and die a quiet, sane, and natural death.
Character Creation: Wissengeist are almost always scientists or philosophers of some kind, and they tend to be physically older
than many other Kindred. Mental attributes and Knowledge Abilities are very important, and Backgrounds may include Resources,
Contacts and maybe Fame. Secondary Abilities are important, obviously heavy in science and metaphysics.
Clan Disciplines: Auspex, Domination, Menschlichkeit
Weaknesses: As mentioned above, the Wissengeist bloodline is tainted by the Wahnsinnflucht, and many do not transform into
vampires after their Embrace. Their abundance of Humanity and their overly-logical Weltanschauung can also work against them, and
they cannot rise above level five in any discipline.
Organization: There is no real organization to the Wissengeist. They are solitary, and when they meet each other it is often to pass
along information. Rumors exist of clandestine meetings held in Sweden and of the existence of a secret trade journal, but the
Wissengeist aren't telling.
Gaining Clan Prestige: They are completely unconcerned about Prestige.
Quote: "As Goethe so eloquently stated, 'Zwei Seelen wohnen ach! In meiner Brust.' It is our responsibility to bring to light the soul
which makes us worthy of grace; our greatest gift is to understand the Cosmos and our place in it. Like Horatio, we still have much
room in our philosophy. We will master our condition; and upon mastery will resolve it."

Stereotypes
Nosferatu: These poor, wretched souls bear the mark of Nature's cruelty. One day they will be in a position to be healed, if they so
desire it.
Ventrue: They leave us alone; they understand the Frankenstein effect more than anybody. If they would only give up their tenacious
mythology and join us, together we could prevail.
Toreador: They see part of the true potential for humanity. Coupled with a stronger sense of control, more compassion, and a
disciplined mind, they could be us.
Gangrel: They have reconciled the Beast and dwell apart from man. We honor this, but it is not our path.
Brujah: They have produced some great thinkers, but so few survive the moral freedom of Becoming - they have their own Blutflucht to
deal with. It is difficult to comprehend a clan that burns books in youth and pens them in maturity.
Tremere: They walk the dark path of superstition, and yet they have mastered Nature's Uncertainty. They are engineers, using
technology for which we have yet to establish theories.
Malkavian: We feel for them. They have both our curses: they are mad and dead.
Ravnos: Are they really that important?
Assamite, Setite, Tzimisce, Losombra, Giovanni: They are monsters screaming under the inhuman yoke of the Beast, and they
destroy all that they touch. They must be killed when necessary, with a grim and quiet dignity.
What the Undead think of the Wissengeist:
Nosferatu: Heard of them. They seem harmless enough - foolish; but harmless.
Ventrue: They serve their purpose in eradicating man's belief in the supernatural. As long as they are watched, they are to be left
alone and treated with respect.
Toreador: Charming clan! Too bad about that Curse of theirs, though. Poor Nietzsche!
Gangrel: Another goddamn bloodline? Well, they leave us in peace.
Brujah: Idiots. Science is a tool; nothing more. They wish to tame the Cosmos! Didn't we go through this all during that Enlightenment
thing? If you ever find a Wissengeist at work, however, some fun can be had tormenting him and his poor subject.
Tremere: Oh yes, the Wissengeist. Interesting. . . . you wouldn't happen to know where one is working, do you?
Malkavian - Wissengeist? Better than a poltergeist, I guess. At least they don't throw things around as much. Knowsy ghosts, indeed!
I think my Brother-in-law was one, at least until I loaned him Finnegan's Wake. Tea, anyone?
Ravnos: Vissin-who?
Assamite, Setite: Fools. Worthless to mention.
Giovanni: Damned Prussian mentality; one grows quickly tired of it. But then again, we've had our plague of them before the
Renaissance. Like everything, they have their uses.
Lasombra: They are harmless romantics. Let them have their illusions. The Antediluvians will destroy them whether or not they
believe.
Tzimisce: A splinter branch of us? How vulgar. We know what to do with our store of wisdom.
View Menschlichkeit discipline.
A Few Words to the Storyteller
Obviously, the Wissengeist are a Germanic Clan. Given their origins, their connection to figures such as Kant, Hegel, Schopenhauer,
Nietzsche, Planck, Heisenberg, Einstein, Schrodinger, etc should be obvious. Many of these gentlemen had friends, and it wouldn't
take a stretch of the imagination to postulate the existence of a Wissengeist frie nd. . . . The Wahnsinnflucht may also be of particular
interest. Many philosophers and scientists were a bit eccentric - Nikola Tesla and Einstein come readily to mind - and as a point of
interest, it has been suggested that the mere presence of a Wissengeist has a slight destablizing effect on her subject, causing him to
lose a bit of his grip on reality. Most Wissengeist emphatically deny this, but that denial may easily have it's sources in fear of the truth.
. . . As for the Wahnsinnflucht itself, think on the fact that Nietzsche's last days were spent quite mad, and Newton had two nervous
breakdowns. . . . Hmmm...?
Pronunciation and meaning:
Wissengeist: (VISS - en - geist): roughly means the "Spirit (or soul) of Knowledge." Wissenschaft is science, and geist is a
metaphysical translation of "ghost" in terms of spirit or soul. Poltergeist means "noisy ghost", but the Hegelian concept of Zeitgeist
means "the spirit of the age." (Zeit is pronounced TSEIT, the "Z" being spoken like a TS, such as the sound a t the end of "spits" or
"spats.") A German may sugstitute the x letter for the double ss, so it may be written Wixengeist.
Weltanschauung: (VELT-an-shauw-uhng): usually translated as "World-outlook"
Wahnsinnflucht: (VAHN - zin - FLOOCHT): translated loosely as "Madness-Curse." The German "ch" sound is pronounced in the
throat, like the Scottish "Loch," the Greek X "Chi", or the Hebrew "L'Chaim." (sorry for the spelling, guys, I don't speak Hebrew!)
Blutflucht: (BLOOT - FLOOCHT): means Blood-Curse.
Menschlichkeit: (MENSH - lich - KITE): literally, "Humanity."
Atmenkraft: (ATMEN-krahft): "Breathing-power"
Herzkraft: (HAIRTZ-krahft): "Heart-power"
Essenkraft: (ESSEN-krahft): "Eating-power" (Also E xenkraft)
Der Sonnemantel: (DARE ZON - uh - MAHN - tel): "The Sun-cloak"
Untergehen: (UHN-ter-gay-in): A Nietzschean concept, means "to go under." In his book Also Sprach Zarathustra, he used it to
signify the death of man and the birth of the ubermensch, or the "over-man." (usually translated as "super-man.") It really is a bit of a
pun (unter-uber), but I've twisted it even further by using it to describe a vampire "becoming" human again to die fufilled. So Nietzsche
may be upset; he's dead, so sue me.
WOLFBROTHER
By Artemis (Istew3@aol.com) (19 October 1996)

History
The Wolfbrother bloodline was created by a malkavian named Artemis. She and her personalities are currently the only
members.

Disciplines
Protean, Lupus, Animalism.

Appearance
Any, although often bestial looking.

Hierarchy
The Wolfbrothers act as one large pack, with Artemis as alpha female, and Bob the Magick Elf Tomato (one of Artemis'
personalities) as the alpha male.

Childer
The Wolfbrothers embrace only those with a love for wolves.

Allies and Enemies


The Wolfbrothers are friends with the Gangrel and Malkavians. They have not been around long enough to accumulate any
enemies. (Gangrel friendship: Artemis' pack is two City Gangrel. Malk friendship - the only Wolfbrothers were once Malkavians,
and have many friends among the clan).

View the Lupus discipline.


WOLVEN
By E.P. Long

Introduction
The Wolven are vampires of any clan who were kinfolk in life. This bloodline works best in crossover campaigns, or games that
involve a high presence of NPC lupines. If the character comes from a Garou enviroment (pre-embrace), the character may have
knowledges which normal vampires would not have. However, if the character did not grow up with the tribe's kinfolk, he may be
confronted with mysteries even his sire cannot explain. Also, due to reasons described below, there is a good chance that the
character is blood-bound to her sire. The character may be seen only as a tool for exploitation.
Wolvens belong to both clan and tribe, but they are ultimately excluded from both. Unlike Abominations, Wolvens can interact
well enough between Garou and Kindred to act as intermediaries. Their unique perspective on the WoD gives them a very
privilidged understanding. Beacause of this, they are mistrusted as well as useful. They walk a fine line between being
indispensable and the Final Death. They are also a heck of a lot of fun to roleplay, being both physical and social.
Disclaimer: I made this bloodline up long before I read the Kult rules. Therefore, I feel that I am under no obligation to change the
name of this bloodline just because they took my name ;)
Also, some people may find the Path of Gaia at the end somewhat lacking. I am not an expert in the field, so this is just sort of
my best-guess. If anybody has worked out a Path based upon real religious and philosophical beliefs, I would be happy to see it
posted or E-mailed to me.

Nicknames
Bloodwolves

Description
Wolven are created when a vampire embraces a kinfolk. They are not Abominations, since the garou gene(s?) is dormant.
However, their genetic make-up is different enough from regular humans to affect the embrace. For reasons which are not
entirely clear, only about one in ten embraced kinfolk become Wolvens. There is not enough data to make conclusions about the
subject. However, since they have no Gnosis score, they do not risk the death that Lupines face when Embraced. Most simply
join the clan of their sire.
As a bloodline, they have no structure or organization, simply because they are so rare. Normally they associate with their siring
clan (or caitiff). Typically they take a clan name, as well as their bloodline. For example, there are Brujah-Wolvens, Tremere-
Wolvens, etc. Since the Sabbat normally tries to simply exterminate the Lupines, there are few if any antitribu-wolvens, and the
few who do exist come only from Black Spiral stock. For the most part, they are treated as normal clan members. Indeed,
seldom do their sires realise that their childer are different. When Wolvens are discovered, reaction ranges from expulsion from
clan society to curiosity and investigation. Lupines generally stay away from Wolvens simply because they are too dangerous:
the Wolvens could now be pawns of their leech masters and their knowledge of lupines makes them dangerous opponents.
Seldom do garou actually hunt down the wolvens, out of pity and in respect for past service. Showing mercy generally cancels all
debts in the eyes of the Garou. The exceptions to this are the Get of Fenris and Red Talons, who will destroy their Wolvens, and
the Glasswalkers and Shadowlords, who may try to use the Wolvens. Some Bone Gnawers will make loose alliances with
Nosferatu-Wolvens and some Children of Gaia attempt to establish the Wolvens as intermediaries between Garou and Kindred.
Camarilla Gangrel generally treat the Wolven with respect, although their Sabbat brethren will hunt them down.

Appearance
Varies, as mortals. As a clan member, they tend to dress as their clan does, but follow the stereotypes with less enthusiasm.
Many prefer to wear more natural clothing, and generally favour the practical over the fancy. Often they wear discrete pins,
indicating their original Garou tribes.

Haven
As per their clan. Since they are tolerated by most lupines and because of their natural disciplines, they are more likely to live in
the countryside or wilderness than regular Kindred.
Background
This also varies, as per clan. This usually occurs when their sires is unaware of their origins. Often they are embraced to be used
as a weapon or spy against the Garou (or blood-bonded at the very least. This is bad, for when the Lupines find out, they go to
great pains to destroy the Regnant. The enslavement of blood is one of the Wyrm's vilest creations in their eyes. They often have
a -4 Flaw: Blood-Bonded (-2 for Tremere).) When this is the case, the leeches take whomever they can get.

Character Creation
They can have any type of concept. Physical attributes are often primary, as are Skills. Natures and Demeanors are usually
similar. Common backgrounds are Contacts, Allies, and Influence. Wolvens may take Fetishes with Background points.
However, since they have no Gnosis, they can only activate it by convincing or forcing a spirit to use its own power. They may
also take the Totem background. However, since they have neither Rage nor Gnosis, they may have to convince the Totem spirit
to provide the power for its Gift. This should require heavy roleplaying and is ultimately up to the ST whether this is permissible.

Clan Disciplines
Special. All Wolvens start out with Protean. However, their second discipline is determined by their Auspice. Ragabash get
Obfuscation, Theurges get Spiritus (from the ST Guide to the Sabbat), Philodox get Auspex, Galliards take Presence, and
Ahrouns take Celerity. The player chooses her third discipline from the regular clan list. The wolf-form in Protean 4 is the same
as for the Wolven's tribe. Wolven who attain the 6th level of Protean automatically gain the ability to transform into the Hispo or
Glabro forms of Garou, and those who reach the 7th may assume Crinos form (complete with stat. adjustments). For wolf-form,
use either the stat. adjustments in Clanbook: Gangrel or in W:tA (ST's choice).
Wolvens may be able to entreat spirits to teach them Garou gifts as well (or threaten them with Spiritus or Spirit Thaumaturgy). If
the ST allows this, then they may be learned, but at 2x the experience costs for first level gifts, 3x for second, etc. Estimate or
keep records of how much Renown the Wolven has gained.

Weakness
Special. All Wolvens possess their clan weakness. In addition, they suffer from at least one of the following additional
weaknesses as well:
They have the Gangrel weakness. The animal form is always a wolf (type varies by tribe). If the character is a Gangrel-wolven,
then they lose an attribute dot after every second frenzy (instead of three).
they take aggravated damage from silver (but this damage can be soaked with regular dice, only not regenerated). They still
suffer Luna's bane. This must be actual damage; simple contact is not enough to injure the Wolven. However, whenever the
Wolven is in contact with silver, all difficulties (including Frenzy rolls) are increased by 1.
On the night of the full moon, all Frenzy rolls have their difficulty increased by one.
For the servants of the Wyrm, Wolvens are still considered to be Kinfolk. Hence, they are often the target of Bane spirits and
Pentex First Teams.
The ST should decide what weaknesses the Wolven gets. Generally, the more Garou powers and manerisms which the Wolven
takes, the more weaknesses he gets.

Preferred Path
Many Wolvens follow the Path of Gaia (see below). Few follow any other Path, although many retain just their basic humanity.
The exception to this is Black-Spiral Wolven, who typically follow the Path of Typhon, Evil Revelations, or Death and the Soul.

Gaining Clan Prestige


As per their clan. Garou do take an interest in the affairs of the Wolven, and this may make the Wolven respected or reviled in
their eyes, far more so than normal kindred.

Quote
"If the Wyrm and Gehenna are to be stopped, then both the Leeches and Garou must unite. Our first goal is to remove the wyrm-
tainted Prince of this city. Of course, I am the best qualified to lead the Anarchs to this victory and establish a more just
society..."

Stereotypes
(Clan views often override these ones)
Assamites: Jackals and mercenaries. Take them if you can. If not, you probably have a relative who can.
Brujah: We have much in common, as our Rage makes us both strong. But they are destructive, disorganized and nilhistic and
cause much misery in their rampages. Still, there are some who could make noble allies.
Caitiff: We are both people without a home. They seem to be among the most destructive Kindred. Do not sink to their
baseness.
Gangrel: Our brothers and sisters. They have great control over Gaia's children but have lost touch with their spiritual side. It is a
pity that so many have surrendered to Harano.
Lasombra: Wyrm servants. Rage.
Malkavians: They are corrupted by the Wyrm but some still fight. They might be more capable than they seem, but I doubt it.
Best to leave them to their insanity.
Nosferatu: Perhaps it is because the Wyrm is so visible to them, that they can fight its spiritual taint. Be careful, they seem to
know everything.
Ravnos: These tricksters are like the Nuwisha: worthless. They don't fight against Gehenna and they get in the way of those who
do.
Setites: These guys make Pentex look like nuns. Beware of the forked tongue of the wyrm. Fortunately they are easier to kill
than some. Unfortunately, they are harder to find.
Toreador: Vacuous, snot-nosed idiots. They aren't the worst of the lot, if only because their petty games keep them from doing
real harm.
Tremere: We could learn a lot from these guys, but I don't think the knowledge would be worth the price of our souls.
Tzimisce: When they are angered, they assume the monstrous form of the wyrm. They are the vilest of your enemies. Kill them
before they end us all.
Ventrue: They have the most power and are responsible for the rape of Gaia by leeches. Justice must be served; the guilty must
be punished.
Anarchs: We can respect their aims, but their lack of restraint shows that they are not a viable alternative to the Camarilla.
Camarilla: It is oppressive, yes, but at least it limits Kindred damage to Gaia. Better to fix it, than trash it.
Inconnu: They're fooling themselves. We kindred are creatures of the Wyrm, and not even our mystics can master it completely.
Sabbat: The Wyrm's hand. Let us rip it apart, finger by finger.

View the Path of Gaia.


WOLVEN (revision 2)
By Ivy O'Donovan (IvyGraphic@aol.com)

Author's Notes
The following works have been consulted for this revised form of the Bloodline Wolven. There has been no intention to infringe
on the copyrights of any individual or organization. I have attempted to give proper credit to the source when available. If you
have any information on any that may have been overlooked, please send e-mail to IvyGraphic@aol.com.
Wolven bloodline by E.P. Long
Warriors of Gaia bloodline by Richard Kershaw
Various White Wolf books (V:tM, W:tA, etc.)

Description
It is said that a Gangrel embraced a Garou Kinfolk that was too near the blood. She did not become an Abomination, since the
Garou gene was dormant. However, her genetic make-up was different enough from a regular humans to affect the Embrace. It
is said that Gangrel and Garou at one time were related. A Wolven Embraced a regular human (not Kinfolk) and hence created
a Lesser Wolven. Since he was not born with Garou blood, but received his sire's during the embrace, he was more Kindred
than the even mix of Garou and Kindred in a normal Wolven. Once a Wolven embraced a Kinfolk. This is much like the Garou
Metis. During the Embrace she took on the characteristics of a Gangrel who has frenzied multiple times. Her wolf-form was
larger and nastier and she could not pass as a dog or even a wolf. This type of Embrace is avoided at all costs.
Normally they associate with Gangrel, although some claim Caitiff. For the most part, they are treated as normal clan members.
They tend to act more stereotypically Kindred. Some are known to embrace the Garou way of life, often living in the same packs,
even becoming alpha members in their society. Those who follow the more Garou path sometimes call themselves Warriors of
Gaia or Warriors of the Night (if they do at all). Since the Sabbat normally tries to simply exterminate the Garou, there are few if
any Wolven antitribu, and the few who do exist come only from Black Spiral stock. Seldom do Garou actually hunt down the
Wolvens, out of pity and in respect for past service. Showing mercy generally cancels all debts in the eyes of the Garou. The
exceptions to this are the Get of Fenris and Red Talons, who will destroy their Wolvens, and the Glass Walkers and Shadow
Lords, who may try to use the Wolvens. Some Bone Gnawers will make loose alliances with Wolvens and some Children of
Gaia attempt to establish the Wolvens as intermediaries between Garou and Kindred. Camarilla Gangrel generally treat the
Wolven with respect, although their Sabbat brethren will hunt them down.

Nickname
Bloodwolves

Appearance
Many prefer to wear more natural clothing; practical, easy to move in, etc. Often they wear discrete pins, indicating their original
Garou tribes.

Haven
Since they are tolerated by most Garou and because of their natural disciplines, they are more likely to live in the countryside or
wilderness than regular Kindred.

Background
Wolvens always pick their progeny very carefully. They seek those who are survivors, skilled hunters, and warriors, and those
close to Gaia. Only the "true" Wolvens may become warriors (not Lesser Wolvens or Metis). Usually the Warrior must prove
herself in battle, normally against the forces of the Wyrm.

Character Creation
They usually have Caregiver, Drifter, Working Joe, or Survivor concepts. Their Natures and Demeanors tend to be quite similar.
Physical Attributes are often primary, as are their Skills Abilities. Normal Background Traits are Allies (Garou, Gangrel, and
Gypsies) and Mentor (their sires). May take any Merits, but Gift of Proteus (see below) is useful. Wolvens may take Fetishes with
Background points. However, since they have no Gnosis, they can only activate it by convincing a spirit to use its own power.
They may also take the Totem background, but since they have neither Rage nor Gnosis, they may have to convince the Totem
spirit to provide the power for its Gift.

Disciplines
All Wolvens start out with Protean and Animalism. However, their third discipline is determined by their Auspice, Ragabash
(Obfuscate), Theurge (Spiritus), Philodox (Auspex), Galliard (Presence), and Ahroun (Celerity). Wolvens may be able to entreat
spirits to teach them Garou gifts as well. Also see Arboreal Protean, Basa-Protean, Ignem, High Levels of Protean and More
High Levels of Protean for inspiration for new Protean powers.

Weaknesses
Like the Gangrel, with each frenzy they become more animal-like. However, their wolf-form becomes larger, and nastier (like
Metis). Eventually their wolf cannot pass as a dog, or even a wolf. Some (but not all) take aggravated damage from silver (this
damage can be soaked). For the servants of the Wyrm, Wolvens are still considered to be Kinfolk. Hence, they are often the
target of Bane spirits and Pentex First Teams.

Preferred Paths
Path of Gaia. Wolven of Black Spiral stock typically follow the Path of Typhon, Evil Revelations, or Death and the Soul.

Organization
They do not really consider themselves a clan. Most Wolvens tend to form a pack. Sometimes are allowed to join more open-
minded Garou packs, usually Children of Gaia, but it has been rumored that the Glass Walkers have allowed some join their
pack. Lesser Wolvens tend to cling to the Clan system, even going as far as attending Camarilla councils. Metis tend to be
solitary, drifting from place to place.

Quote
"If the Wyrm and Gehenna are to be stopped, then both the Kindred and Garou must unite."

Stereotypes
Assamites: They could make worthy allies, but they are not known to work with any other than their own kind. These are not easy
to take down so avoid them at all costs.
Brujah: We have much in common, as our Rage makes us both strong. But they are destructive, disorganized and nilhistic and
cause much misery in their rampages. Still, there are some who could make noble allies.
Caitiff: We are both people without a home. Help these children find a path of their own.
Gangrel: Our brothers and sisters. Most wish to once again be connected to Gaia, but have lost touch with their spiritual side. It
is a pity that so many have surrendered to Harano.
Lasombra: Wyrm servants. Rage.
Malkavians: They might be more capable than they seem, but I doubt it. Best to leave them to their insanity.
Nosferatu: Perhaps it is because the Wyrm is so visible to them, that they can fight its spiritual taint. Be careful, they seem to
know everything.
Ravnos: These tricksters are much like the Nuwisha when it comes to their tricks, but are worthless and have no lesson to
teach. They don't fight against Gehenna and they get in the way of those who do.
Setites: These guys make Pentex look like nuns. Beware of the forked tongue of the Wyrm. Fortunately they are easier to kill
than some. Unfortunately, they are harder to find.
Toreador: Vacuous, snot-nosed idiots. They aren't the worst of the lot, if only because their petty games keep them from doing
real harm.
Tremere: We could learn from these, but I don't think the knowledge would be worth the price of our souls.
Tzimisce: When they are angered, they assume the monstrous form of the Wyrm. They are the vilest of your enemies. Kill them
before they end us all.
Ventrue: They have the most power and are responsible for the rape of Gaia by Kindred. Justice must be served; the guilty
must be punished.
Anarchs: We can respect their aims, but their lack of restraint shows that they are not a viable alternative to the Camarilla.
Camarilla: It is oppressive, yes, but at least it limits Kindred damage to Gaia. Better to fix it, than trash it.
Inconnu: They're fooling themselves. We kindred are creatures of the Wyrm, and not even our mystics can master it completely.
Sabbat: The Wyrm's hand. Let us rip it apart, finger by finger.

Merit
Gift of Proteus (revision)
(4 point flaw)
The character may turn into any creature usually regarded as a creature of the night: bat, cat, rat, spider, weasel, fox, toad, crow,
owl, etc. Other more minor effects include the ability to alter incidental effects of Proteus forms: Gleam of the Red Eyes (can be
any color), Razor Claws (could be curved talons, or maybe claws on feet as well as hands), etc.
WOLVEN REVISED
By Khlaire (kschaefe@direct.ca)

Author's Notes
This is a re-work of the Wolven Bloodline created by E.P. Long incorporating a re-work of the Lupus Discipline (originally for the
Wolfbrother bloodline) by Artemis. The Warriors of Gaia By Richard Kershaw was also consulted. The Path of Gaia, by E.P.
Long is unchanged.

History
The Wolven is a minor bloodline which derives from any clan (usually Gangrel) when a lupine's kinfolk is embraced. If the
character comes from a Garou environment (pre-embrace), the character may have knowledges which normal vampires would
not have. However, if the character did not grow up with the tribe's kinfolk, he may be confronted with mysteries even his sire
cannot explain. Also, due to reasons described below, there is a good chance that the character is blood bound to her sire. The
character may be seen only as a tool for exploitation.
Wolvens belong to both clan and tribe, but they are ultimately excluded from both. Unlike Abominations, Wolvens can interact
well enough between Garou and Kindred to act as intermediaries. Their unique perspective on the WoD gives them a very
privileged understanding. Because of this, they are mistrusted as well as useful. They walk a fine line between being
indispensable and the Final Death.
They are not Abominations, since the garou "gene" is dormant. However, their genetic make-up is different enough from humans
to affect the embrace. For reasons which are not entirely clear, only about one in ten embraced kinfolk become Wolvens. There
is not enough data to make conclusions about the subject. However, since they have no Gnosis score, they do not risk the death
that Lupines face when embraced. Most simply join the clans of their sires.
As a bloodline, they have no structure or organization simply because they are so rare. Normally they associate with their siring
clan (or caitiff). Typically they take a clan name, as well as their bloodline. For example, there are Brujah-Wolvens, Gangrel-
Wolvens, etc. Since the Sabbat normally simply exterminates the Lupines, there are few if any antitribu-wolvens, and those few
come only from Black Spiral stock. For the most part, they are treated as normal clan members. Indeed, seldom do their sires
realise that their childes are different. When Wolvens are discovered, reaction ranges from expulsion from clan society
(Toreador, Ventrue) to curiosity (Nosferatu, Brujah) or investigation (Tremere). Camarilla Gangrel generally treat the Wolven with
respect, although their Sabbat brethren will hunt them down. Lupines generally avoid Wolvens when they discover them because
they are too dangerous, since they could now be pawns of the "leeches" and their knowledge of lupines would make them
deadly opponents. Most Wolvens, however can avoid detection through the use of the Lupus Discipline, but if discovered, they
may face the wrath of a Lupine very unhappy about being tricked. Seldom do Garou actually hunt down the wolvens, either out of
pity or in respect for past service. Showing mercy once generally cancels all debts in the eyes of the Garou. The exceptions to
this are the Get of Fenris and Red Talons, who will destroy Wolvens if they see through their disguises, and the Glasswalkers
and Shadowlords, who may try to use the Wolvens. Some Bone Gnawers will make loose alliances with Nosferatu-Wolvens and
some Children of Gaia may attempt to establish the Wolvens as intermediaries between Garou and Kindred.

Appearance
Varies, normally large powerfully built individuals, of a race appropriate to the tribe they are kinfolk to. As a clan member, they
tend to dress as their clan does, but follow the stereotypes with less enthusiasm. Many prefer to wear more natural clothing, and
generally favour the practical over the fancy. Often they wear discrete pins, indicating their original Garou tribe.

Haven
As per their clan. Because they are tolerated by most lupines and because of their natural disciplines, they are more likely to live
in the countryside or wilderness than other Kindred.

Background
This also varies, as per clan. This usually occurs when their sires are unaware of their origins. Often they are embraced to be
used as a weapon or spy against the Garou (or blood-bonded at the very least. This is bad, for when the Lupines find out, they
go to great pains to destroy the Regnant. The enslavement of blood is one of the Wyrm's vilest creations in their eyes. These
Wolven often have a 4pt. Flaw: Blood-Bonded (2pt. for Tremere).) When this is the case, the leeches take whomever they can
get. A non-kinfolk embraced by one of this bloodline will be a caitiff.

Character Creation
They can have any type of concept. Physical attributes are often primary, as are Skills. Natures and Demeanors are usually
similar. Common backgrounds are Contacts, Allies, and Influence. Wolvens may take Fetishes with Background points.
However, since they have no Gnosis, they can only activate it by convincing or forcing a spirit to use its own power. They may
also take the Totem background. However, since they have neither Rage nor Gnosis, they may have to convince the Totem spirit
to provide the power for its Gift. (This should require heavy roleplaying and is ultimately up to the ST whether this is permissible).

Clan Disciplines
All Wolvens start out with Protean (see Wolven Protean) and Lupus, but they may only use Shadow of the Beast (Protean level 4)
to take the form of a Wolf, which will be the same as for the Wolven's tribe. They cannot learn Form of Mist (level 5), instead,
Wolven who attain the 5th level of Protean automatically gain the ability to transform into the Hispo or Glabro forms of Garou, and
those who reach the 6th may assume Crinos form (complete with stat. adjustments). For wolf-form, use either the stat.
adjustments in Clanbook: Gangrel or in W:tA. To learn any other animal form, or to use Form of Mist they must buy their fourth
and fifth level of Protean over, this time as non-clan disciplines. Their third discipline is determined by the embracing clan.
Brujah receive Potence, Gangrel Animalism, Malkavians Auspex, Nosferatu Obfuscate, Toreador Presence, Tremere
Thaumaturgy, Ventrue Dominate and Ravnos Chimerstry.
As well, Wolvens may be able to entreat spirits to teach them Garou gifts (or threaten them with Spiritus or Spirit Thaumaturgy) if
the ST allows. If so, then they may be learned, but at 2x the experience costs for first level gifts, 3x for second, etc. Estimate or
keep records of how much Renown the Wolven has gained.

Weakness
Special. All Wolvens possess their clan weakness. In addition, they suffer from at least one of the following additional
weaknesses as well:
They all have the Gangrel weakness. The animal form is always a wolf (type varies by tribe). If the character is a Gangrel-
wolven, then they lose an attribute dot after every second frenzy (instead of three).
They take aggravated damage from silver (but this damage can be soaked with regular dice, only not regenerated). They
still suffer Luna's bane. This must be actual damage, simple contact is not enough to injure the Wolven. However,
whenever the Wolven is in contact with silver, all difficulties (including Frenzy rolls) are increased by 1.
On the night of the full moon, all Frenzy rolls have their difficulty increased by one.
For the servants of the Wyrm, Wolvens are still considered to be Kinfolk. Hence, they are often the target of Bane spirits
and Pentex first-teams.
The ST should decide what weaknesses the Wolven gets. Generally, the more Garou powers and mannerisms which the Wolven
takes, the more weaknesses he gets.

Preferred Path
Many Wolvens follow the Path of Gaia. Few follow any other Path, although many retain just their basic humanity. The exception
to this is Black-Spiral Wolven, who typically follow the Path of Typhon, Evil Revelations, or Death and the Soul.

Gaining Clan Prestige


As per their clan. Garou do take an interest in the affairs of the Wolven, and this may make the Wolven respected or reviled in
their eyes, far more so than normal kindred.
THE WRATH
By Adam Solis (ajsolis@aol.com) (13 June 1996)

History
No one is quite sure where the Wrath came from. One theory is that an Infernalist Nagaraja attempted to recreate the Samedi
into a more diabolical image. Other theories include a Mictlan who tried to become a Risen during its initiatory ceremony. No
matter, what is known for sure is that the Wrath are the heavy artillery of the Sabbat Infernalists.

Nickname
None to their faces or within hearing of a Wrath. Actually, some claim that Wrath is a nickname. Some of the more pretentious
Wrath claim that the bloodline's full name is The Destroying Wrath of the Almighty Lords of Darkness. Naturally, most people just
call them the Wrath.

Disciplines
Auspex, Porphyria, Pain, and all Wrath can learn the physical disciplines (Potence, Fortitude, Celerity, and Prowess) at Caitiff
costs. Most Wrath prefer to have one dot in all those disciplines than to specialize in some of them.

Character Creation
Physical attributes are always primary, and Mental is usually secondary. Combat abilities are always emphasized but any ability
category can be primary. Common backgrounds are Allies (the other members of the Nephandic Alliance), Mentor (the dark
deity the Wrath serves), and Equipment (the Wrath just love high tech toys of destruction).

Preferred Paths
Evil Revelations obviously. The Setite paths such as the Warrior are also favored. Some Wrath even cultivate the path of Honor
or the path of Death and the Soul instead. However, no matter what path a Wrath serves, they are all Infernalists.

Weaknesses
All Wrath take aggravated damage from silver, just like a Lupine. The Wrath do not start with a free dot in Appearance and it
costs them twice as much to raise Appearance (whether with freebie points or with experience). Finally, all Wrath are blood
bond to their sires. It is rumored that the Wrath can destroy those with a thought who betray the Blood Bond. Therefore, the
Wrath have a very loyal hierarchy.

Relations
The Camarilla: Fools who we shall slaughter for the glory of our dark lords.
The wrath are abominations who delight in destruction and go out of their way to break the Masquerade.
-- Goethe, Tremere Archon
The Sabbat: Useful fools who we use for our dark masters.
The wrath worry me; they are seemingly loyal, yet I fear their motives.
-- Wildcat, City Gangrel
The Black Hand: Worthy enemies, but they too will fall before us in the Dark Masters' crusade.
Foul beings, who corrupt that which they cannot destroy.
-- Marcus, Old Clan Tzimisce Methuselah
The Inconnu: They cannot hide; they cannot run!
They are evil given physical form, destroy them if ever given the opportunity.
-- Maximillion, Ventrue Methuselah
WYLDLINGS
By Terence Berendt (tberendt@nac.net)

Description
The Wyldings are an offshoot of the Gangrel clan. It is believed that this is an old bloodline; perhaps it has existed for over 1000
years. Unlike Gangrel, Wyldings rarely enter cities. Due to the clan weakness of body flux, most of them were destroyed during
the Inquisition. It is thought by most Kindred that the entire bloodline was destroyed. They disappeared into the woods,
impersonated Gangrel, or joined with Lupines. Many Wyldings possess the merit Scent of Gaia (see below) and run with Garou,
as the lupines call themselves, packs. The Wyldings are allied with the Garou and help them in their fight against the Wyrm. They
usually remain neutral in the Garou's interactions with other Kindred.

Nickname
Animals

Appearance
The appearance of Wyldings varies greatly, even going beyond human appearance. When entering populated areas, they
usually dress in old clothes. In the wilderness, they wear rags if anything at all.

Havens
In the wilderness, their havens can be anywhere. When in cities, they stay where they can find protection, since they usually do
not have much money.

Backgrounds
Most Wyldings are chosen from survivors and nature lovers. Unlike Gangrel, Wylding progeny are initiated into the bloodline
immediately. After a period of a year or two, the neonate goes through a rite of passage and, if he survives, becomes a full
member of the bloodline.

Character Concept
Wyldings usually have a drifter concept. Their Natures and Demeanors can be anything, but are usually similar. Physical
attributes are often primary, as are talents. Common backgrounds include Mentor and Allies (Garou kinfolk).

Disciplines
Animalism, Changeling, Protean

Weakness
Due to their state of flux from changing, the Wyldings often change without willing it. Every evening when the character wakes up,
he is affected randomly by the Changeling discipline. The effect can be up to whatever level the character possesses. The effect
does not cause blood loss however.

Organization
The clan has an organization made up of packs. They also have a culture among the entire bloodline. This culture has many
similarities to Garou culture, with rites, moots, and rituals. Many of the Wyldings are active in Garou culture.
Quote
"We still live. We walk among you. You call us Gangrel. You call us Lupines. But we survive and, by Gaia's will, we will thrive."

New Merit
Scent of Gaia: (5 point merit) This causes the character to be immune to the Garou gift Sense Wyrm. In other words, Lupines
do not detect the character as a vampire. This works no matter how low the character¹s humanity gets or even if he follows a
Path of Enlightenment. This merit also makes the character inoffensive to animals.
XOLOTL
By Lee Scolin (scolin@globalnet.co.uk)

Description
' The Xolotl, or Children of Yaotzin, claim to be the childer of a daemon and as such act in very much the same way as their
supposed sire. They are all Malfean Infernals, dedicating their unlives to the worship of Yaotzin, The Enemy. As a direct result of
their twisted upbringing they have no knowledge of the existence of other Kindred in the World of Darkness as Yaotzin wishes
them to remain hidden from the outside world. Each and every one of the Xolotl are evil incarnate, moulded to act whenever told
to by their Sire, who still takes a very active role in the day to day affairs of the bloodline he created. From the teachings of their
Sire they are descendents from an ancient Aztec god called Tezcatlepoca, The Pandemonium, whom Yaotzin himself worships,
and every temple, or Anahuac, is based on Aztec architecture. Their sole purpose is to obey The Enemy, the reason they were
given the curse of unlife.

Nickname
Enticers

Appearance
The favoured colour among the Enticers is red and black, Death and Corruption. There is no strict dress code as they take many
human guises to achieve their ends, so the clothing changes from alter-ego to alter-ego.

Haven
Their haven is with their Sire in the First Temple. None are allowed to sleep anywhere else unless they have duties which make
this impossible or impractical.

Background
The choice as to who is Embraced comes from Yaotzin's High Priestesses, The Nine Sisters, who choose only the most
sadistic, depraved, and evil of Yaotzin's mortal followers from his secret society, The Forever Night Members Club, once every
year. All Enticers are members of The Forever Night Members Club, but apart from that the only qualifications needed are a
hatred and contempt for human life (including their own) and the ability to express this in physical form. Everything from sadism
to mental abuse is acceptable.

Character Creation
They can have any Nature or Demeanor although Deviant is common among both. Physical attributes are normally Primary , as
are Talents, but this is not carved in stone. Due to their Sire's Generation, no Enticer can be any lower than 9th Generation. Any
concept is appropriate.

Clan Disciplines
Venalis, Presence and Obfuscate

Weaknesses
The Xolotl are dark beings and as such it comes as no surprise to them that the sun is more damaging to them than other
vampires. They take double damage from sunlight and are at -1 to all dice rolls in bright light.
Preferred paths
There is only one path for the damned, The Path of Evil Revelations.

Organisation
They are the Children of Yaotzin; there is nothing else but to do as he wills. Any infighting that does go on between them is soon
stopped and punished by Yaotzin, a sight terrible to behold. They are his soldiers and his protectors. They prepare the way for
his coming to a new area. Every year they gather to greet the newly embraced and to discuss future plans with their Sire. Those
who are newly embraced spend their first year with Yaotzin in order to prepare for the task ahead. In times of trouble all can be
called upon at any time to defend their siblings from internal and external threats no matter what the cost in life (mortal or
undead). The Xolotl are very territorial and will defend what they feel is theirs unto the Final Death.

Gaining Clan Prestige


Gaining Yaotzin's favour is foremost in the minds of the Xolotl, and they can get very competitive in their attempts to attract his
attention. Mini Jyhads are created in such ways. Ways to achieve this include corrupting a particularly pious person or
destroying an enemy of Yaotzin callously. Any act of cruelty or evil gains favour with Yaotzin, as long as it does not interfere with
his plans.

Quote
Evil? What is Evil? And there is only one GOD!!
XULALKHARU
By Kenneth Madsen, MADnes Ventures Design Studio (C) 1994
The Founder of the Bloodline came walking out of the Barahshi Desert night and into Ancient Sumer around 4,500 B.C. He
immediately showed himself to be a powerful Sorcerer, and he bowed only to the Ancients themselves. Some doubted whether he
was a Cainite at all, as he displayed powers never known to have been wielded by any member of Caine's House. Xulalkharu as he
was named by the Kindred after the fall of the Second City, was a prophet of some power and was sought out by many of both Caine's
and Seth's House. He gave of his wisdom and insight freely, and without any demand of a Boon. What he predicted always came true
-- in one form or another, and he came to be a power in his own right in the lands which were ruled by the Second City. But he was
never accepted into the Second City itself - the Ancients claimed that he seduced its inhabitants with his constant preaching on the
necessity of a war against Shaitan and his brethren. Xulalkharu did have secret supporters, and these were probably the only reason
he was not destroyed outright when he Sired his first Childer -- childer who looked just as otherwordly and daemonic as their Sire.
Xulalkharu and his 8 Childer were allowed to live on the condition that they never showed themselves in the Second City -- a decision
many an Elder have cursed since then.
But even though Xulalkharu preached for war against the Ba'ali, their leader Shaitan and the destruction of the city he had build in the
lands of Kala-At-Shergat, he was every bit as fiendish as Shaitan. He did not mind that Shaitan and his brethren sacrificed both Kine
and Kindred in worship of their god; what he really objected against was that he was not committing the slaughter. Xulalkharu desired
the destruction of Shaitan, his daemonic Mentor Ba'al and all the Ba'ali -- and he was ready to do anything to achieve that. Xulalkharu
was -- unlike Shaitan and the Ba'ali, daemonic as they may seem - a true daemon who had tricked an unknown Cainite to Embrace
him upon completion of a special Ritual Xulalkharu had designed. Although he sacrificed some of his daemonic power and standing,
Xulalkharu was given a form and new powers in the lands of the living, and given the chance to destroy the plans of his long-time
enemy Ba'al.
Xulalkharu's scheming was partially responsible for the Fall of the Second City, and for the many Cainites who travelled into the lands
of Kala-At-Shergat afterwards in search of a new home. Xulalkharu had been enticing for war against the Ba'ali for years, but finally
realised that the Cainites would not march into war when they felt secure and at peace in the Second City -- thus the haven for mortals
and immortals alike had to fall! When the Cainites surged into Kala-At-Shergat, Xulalkharu directed their attention to the hideous
sacrifices which the Ba'ali made - even though their way of sacrifice was not all that different from that of the Clans -- and finally the
Cainites of the Second City went to war, and completely destroyed the Bloodline! Or rather, the Clans were fooled, and Xulalkharu
discovered that the Ba'ali had made a diversion and escaped. Unfortunately, this was where his luck ran out, and the Clans
discovered who was the real enemy! Xulalkharu and his Get were the targets of a Bloodhunt of biblical proportions, and those who did
not manage to escape, were destroyed by infuriated the Cainites who had lost their Haven - the manipulator does rarely appreciate
being manipulated.
But Xulalkharu did not give up - vengeance was his, and his Bloodline was hot on the tracks of the fleeing Ba'ali, like Hounds of Hell.
But every mistake put more land between the Xulalkharu and the Ba'ali -- and brought the whereabouts of the Daemon Kindred to the
attention of the Clans. The few Ba'ali which Xulalkharu and his Get managed to locate were always too young to be of any true
significance. Xulalkharu hunted them for millennia, but Shaitan and the Elders of the Bloodline had vanished. Or rather they fought from
the shadows, like the Xulalkharu.
Finally, around A.D. 500, Xulalkharu could feel his bond with this world grow weak; he tired of fighting shadows and he decided to
enter Torpor. He built a magnificent temple somewhere in the Carpathians, and laid himself to rest there. He ordered his Get to search
out the Ba'ali, corrupt the world and revive their Master when they found Shaitan or any of the other Elders. Before he slipped into
Deep Sleep, Xulalkharu made a huge scroll containing the Ritual needed to revive him.
Since then, the Ba'ali and the Xulalkharu have been enemies, fighting their war from the darkest and most secret of the shadows of the
Jyhad -- both determined to destroy the other, and lead the Legions of Hell through the Gauntlet, and into our world.
Very few Xulalkharu still wander the earth. Most are in Torpor after battles, but since they rarely make any Progeny, there are few to fill
out the ranks. Of course, the Bloodline does also depend on secrecy for their plans to work - the deeds of the Dark are rarely done
well in the Light -- and those who does not learn the art of hiding their true nature, are quickly found and destroyed by the many
enemies of the Bloodline. Thus, the Eternal Battle is always fought by the most powerful, cunning and intelligent members of the
Bloodline.
In keeping with their daemonic nature, many of the Xulalkharu are powerful sorcerers, and the Elders of the Bloodline can stand up to
even the Elders of House Tremere. They do, however, wield the power of the most dark and forbidden Paths of Thaumaturgy, and
have knowledge of many Rituals and Paths unknown to other Kindred - some of which they have bartered with daemons to sink their
claws into.
Because of the Xulalkharu uncanny ability to find, attract and concentrate evil, death and decay, the Followers of Set can often be
found in a area which harbours a Temple of Xulalkharu.
Nickname: Daemons
Appearance: The Xulalkharu come from all over the world, but the most ancient among them may very well look very alien and
strange, because of the mixture between their native features and their daemonic legacy -- the Summerians, for instance, looked like
no other people.
They do, however, all share several features. Upon becoming a Xulalkharu, they gain a skin colour which is a mixture between dark
grey and khaki. The Vampires also gain very sharply drawn facial features, which make their faces look as if they have been carved
from stone and polished until it resembled flesh. The final feature, is the most apparent evidence of their daemonic origin. As their
minds are opened to the Infinite Darkness of the Abyss, and the Raging Fires of Inferno, their eyes turn glowing red -- in effect, much
like the Protean Level One Power Gleam of Red Eyes.
The Xulalkharu have no dress code, but members of the Bloodline tend to dress in the same style they did when they were mere
mortals.
Haven: Many Xulalkharu maintain only temporary Havens, because they are on a constant search for the Ba'ali.Those who do settle,
prefer to reside in the most criminal and dangerous no-go parts of a city -- they seem to crave the presence of death, decay and
suffering -- indeed, at times it seem even more important to them than the Vitae craved by all Cainites! The Xulalkharu prefer to live in
houses or buildings which have access to a large basement or possibly even a nuclear shelter. There they construct their temples, and
perform hideous Rituals, and contact their Daemon allies.
Background: The Xulalkharu choose their Neonates from the most evil and intelligent of their Human Retainers, or Acolytes, should
the Vampire have created a temple.
Character Creation: Typically, a Xulalkharu will have Outsider or Professional Concepts, but a few Criminals and Dilettantes are also
to be found in their ranks. The bulk of the Bloodline members have Deviant, Fanatic, Judge or Loner Natures, and adopt whatever
Demeanor fits their current activities.
Mental Attributes are primary, as are Knowledges.
Bloodline Disciplines: Mattaru, Obfuscate, Dark Thaumaturgy (or Thaumaturgy)
Weaknesses: Due to the strange appearance of the Xulalkharu, they all have an appearance of 0. They cannot pass as Humans,
unless they are using Obfuscate or magickal means.
The daemonic essence which flows through their very beings means that children and animals will always display signs of fear and
loathing when a Xulalkharu come within 50 yards of them (increasing in forcefulness as the Vampire draws nearer) -- this cannot be
offset by neither Merits, nor Disciplines or Rituals. The evil aura will be clearly felt if the Xulalkharu ever acquires the Discipline of
Presence.
To ensure that they remain loyal to their Daemon Founder, each Neonate pledges part of his soul to Xulalkharu himself - thus each
Neonate begins his existence and service with a Daemonic Investment of some sort. The close ties maintained to their Daemon
origins, ultimately changes the psyche and bodies of the Xulalkharu to resemble those of Daemons. Most of the Ancients of the
Bloodline are completely alien and evil to a point where they are understood only by those sharing their condition, and they exist only
partially on this plane of existence. When a Xulalkharu decides to live permanently in a city, or area, he must find a Haven located in an
area which is enshrouded in evil and death. If this is not done, the Xulalkharu will have all his dice pools halved, until he can find a
Haven where he can rest surrounded by death, decay and suffering. This is thought to be caused by Xulalkharu himself, who still urges
his Childer on in the hunt for the Ba'ali.
Organisation: Only very seldom will more than one Xulalkharu be present in a city at a time, and those who live permanently in a city
are required to maintain a Temple of the Founder, where travelling members of the Bloodline can come to rest and worship. The
Eldest Xulalkharu present always functions as Highpriest, but the Xulalkharu who entered the city first are treated as the leader, and
must be shown respect by all Xulalkharu who enter his Domain. Some temples exist openly in society, posing as Satanic cults, but
most hide in the shadows. Blood Cults are a favoured way of protection by the permanently residing Xulalkharu in a city.
A large temple is hidden in the Carpathians (and is said to be part of the reason Tremere relocated to Vienna), where the Founder
sleeps, guarded by his 8 original Childer. The place is said to be daemon-ridden and not truly a part of this world. But only the most
powerful amongst the Xulalkharu know of the location of the Temple, and have the power necessary to enter it.
Gaining Bloodline Prestige: Bloodline Prestige within the Xulalkharu is gained mainly by locating Ba'ali and sacrificing them to the
honour of the Founder -- the older the Ba'ali, the larger the amount of Prestige.
Another way to gain Prestige, is by completely permeating an area with evil and corruption, effectively turning it into a Hell on Earth.
Xulalkharu who have managed to turn an entire city -- or part of a city -- into such a Hellhole, are very difficult to defeat there; it may be
because it becomes a sort of "home turf" to the Daemon Kindred.
Pronounciation: The Bloodline name is pronounced Xul-al-kharu (zul-al-kharuh), and is a twisted form of Ancient Sumerian words
meaning "Evil", "Destroyer" and "Vampire". It was the name given to the Founder after the Kindred discovered that he was behind the
Fall of the Second City.
Quote: "We were born in the Fires of Hell, but We walk in the Shadows until We have destroyed Our ancient enemies - the Ba'ali.
Then We will learn Kindred and Kine alike to walk in the glorious flames of Hell"

Stereotypes
The Camarilla: A gathering of Kindred too busy fighting each other or the Sabbat in their eternal Jyhad, that they will not discover us
before we strike!
"The Xulalkharu you say? I remember reading about them in an Ancient Greek version of the Book of Nod. I do believe they were the
ones responsible for the Fall of the Second City. They were supposedly allied to the Ba'ali, but the might of the Clans crushed both of
the foul Bloodlines when it was discovered what they were doing!" - Peregrinius, Brujah Elder
The Sabbat: They fight to be free of Infernalists, kill their own in gruesome trials, and yet they are each day chained just a little tighter
to the Great Darkness. Some of them know of us, but most do not. Those who do already worships Daemons, and thus we can control
them.
"I know of the Xulalkharu. They are powerful Vampires, who found the way to combine the might of Daemons and Vampires. They are
an interesting group, and perhaps I can get them to share their secret in return for some of the information I hold...regarding the
Ba'ali..." -Odin Guth, Tremere Renegade
The Inconnu: We must beware this group. Although it claims to be merely watching, we know that some of its members lived in the
Second City. They might very well be standing behind the scenes and directing their less powerful brethren against us! Watch and
learn!
"I wonder how these Daemon Kindred ever managed to bring about the Fall of the Second City! I have watched them for nearly 3,000
years, and still they have not managed to open the Gates to Hell. It is lucky I can direct the Ba'ali and the Xulalkharu against each
other. Hell will freeze over before they are done fighting each other, and meanwhile I can continue compiling my list of where their
Elders sleep" - Khasharri, Brujah Methuselah
View the Mattaru discipline.
YU
By Jason C. Marshall (JCMarshall@sympatico.ca) for the Celestial Court.
"With balance comes harmony,
with harmony comes focus,
with focus comes happiness.

Prologue
The moon illuminated Beijing bay with a soft white-yellow glow. The junks and boats rested peacefully on the water, their families
asleep and awaiting the morning and a new day.
Gao Feng Ye hopped lightly from boat gunnal to boat gunnal. He was careful not to tip the boats enough to alert their passengers
and quiet enough not to alert the flocks of birds many of the families kept.
He finally lept onto the side of a junk, and crawled to its deck. Two men stood waiting.
"Ahh, Feng Ye. What took you so long?" the first asked.
"I was being careful not to disturb the tanka."
"Why? They are but peasants."
Gao Feng Ye shook his head. "True, but the Yu are their protectors and we must not forget that it is they and not us who own the
waters of the Court."
The second figure nodded in assent. "He speaks the truth. Even now they watch us, making sure we do not harm to their's and
these waters."
The first man looked around. "Where?"
The Gao Feng Ye gestured to the water. "They are in the water, in the air, upon the moonlight. Everywhere the water touches
they are."
Yi Shen laughed quietly as she overheard the conversation of the three Jen Pao members below. Mo-sha they might be, but
here on the water, her kind, the Yu, were the masters. True, some of what they said was real, but in the water?? She'd sink. She
shook her head at his wonder and went on listening.

History
Of all the bloodlines within the Jen Shu, the Yu are perhaps the most average of all. Stemming from the Tanka Boat people, the
Yu were begun by a Gaerini who was of Asian descent and had returned to his family.
The power of Aquas had given the newly created Yu a place of honor within their families, aiding fishing boats and sailing
vessels in their travels. Their mastery of the waves and of nautical navigation is unparalleled.
The Yu are an old bloodline, some 1300 years in age. They have plied the waters with their families and boats for all this time,
learning the ways of the water and befriending the spirits that swim within them.
The Yu actually approached the Dragon Council for admission, instead of being contacted by the Jen Lung. They were rejected,
the Jen Lung not believing them to be of any use and afraid that they were allies of the Shu. The Yu were offended by the remark
and accusation and so demonstrated their worth by gumming up sea trade for a month. The Jen Lung smiled and admitted them
to the Jen Shu, with promises of the time when they would join the Jen Lung. That was 800 years ago.
Over this time the Yu have grown to a sizable group, protecting their people and walking the waters of the islands and Asian
seaways. They have seen to have grown content with their lot, not seeking any sort of power over the other kindred of the Court
nor interfering with any one bloodline unless members of their mortal families were threatened. In reality they had amassed a
great deal of power, that of the open sea and all that travelled it. Any boat that enters the waters of China is ether watched by a
Yu or has a member on board acting as a crewmember. The Yu are well aware that they control the waters and that this makes
them one of the most powerful of the bloodlines. That they never pushed their way into the Jen Lung with this power is a mystery,
though it is known that they demostrated their power briefly to the Shu in late 1850 when a number of secret Shu smuggling
operations across the coast were either destroyed or discovered by Jen Lung forces.
It was a member of the Yu that first made contact with a member of the mysterious Shogun te of Nippon. He traveled with his
family into the islands and met a member of the Torisawa in the city of Nagasaki, where they took shelter from a massive
Tsunami. The Torisawa saw to their needs and then to their safe departure, thus ensuring peaceful relations between two
normally hostile groups.
Today the Yu are among one of the more numerous of the asian bloodlines. They have members all up and down the coast of
Asia.

Nicknames
Guppies, fish-heads

Appearance
Most Yu are of Asian stock, notably the Tanka boat people.

Haven
The Yu live with their Tanka families, onboard boats and in dockside housing.

Background
Yu have Working Joe, Punk and Gang Member concepts.

Character Creation
Yu usually focus in the Social and Physical Attributes. They will have high Skills and Talents.

Weakness
Yu are timid in their ways, and suffer a -1 die on all social skills and talents.

Disciplines
Aquas, Potence, Thaumaturgy

Quote
"Watch the water, for from it we can learn how to survive."

Stereotypes
Lung: These T'ang rule the cities, but we still own the seas. Here we are master.
"The Yu are a problem. They are headstrong and independent. This sort of independence we frown upon."
-- Lung Jih, Lung T'ang
Jian: They are merely lap dogs to the Lung. Pity, for once Sun Jian was a mighty leader.
"You stay on the water, where you belong."
-- Ho Chao-tuan, 7th generation Jian
Pao Yu: They were there when we first approached the Jen Lung for admittance. They watch us closely, to see if we are with the
Jen Lung. "Ahh, the boat people. They have always wandered and ignored our masters. This will soon end."
-- Shen Hsao, 12th generation Pao Yu
Kwai Tao: They fell from grace and honor. Now they try to regain that lost honor with trickery and deciet. "You think that no one
knows your little secrets."
-- Nong Yan, 10th generation Kwai Tao
Men Hu: The courtseans have always been helped us in times of need. We will honor their name.
"The Tanka are a peaceful people with a wealth of knowledge to be cultivated."
-- Pai Mei, 13th generation Men Hu Cortesian.

Tong Chu: Doom. They are all our doom. "We merely wait for the order to deal with you like all the rest."
-- Han Chao, 11th generation Tong Chu.
Shu: They seek to destroy us.
"What's yours will be ours."
-- Xiang Tsung, 9th generation Shu.
Ch'i chu: They possess great knowledge and a culture different from ours. They are worth befriended.
"The Yu have always been an enigma, until now."
-- Sun Cao, Ch'i chu elder.
Mui Tsai: We regret that they have suffered so. In time, we will help.
"We need only time."
-- Gloria Chung, 10th generation Mui Tsai
Camarilla: We have traded with these kindred for ages, indeed it was from them that our creator came. As with the Ch'i chu,
perhaps we too, shall aide them when the time comes.

"They claim to be related to us through a bloodline that we do not know of. We must search our past for more information, but
still, their aide will not be passed up."
-- Emma Hiedleberg, 11th generation Ventrue.
Shogun te: We were the first to come across them. Our people travelled the waters to the kingdom of Nippon, and discovered
the Torisawa.

"Old friends and old enemies. They are both. Our merchants traded with them and they with us. We will spare only them in the
coming war."
-- Aikawa, 11th generation Bushi
Sabbat: Our progenitors warned us of the clans within this group ages ago, and so, when came, we were prepared.
"Of all the bloodlines of the Celestial Court, the Yu are one of the hardest to learn about."
-- Khaleb, 9th generation S'dao.
YWE LUNG
By Doug Yee (74243,2611@compuserve.com)

History
The members of the Ywe Lung are from the mysterious Far East, specifically China. It is a small but powerful bloodline. All of
these Kindred are highly trained warriors and assasins. They say that their leader is the Ywe Lung, the Moon Dragon, and they
are his childer and his army. They have no blood connection to the Childer of Caine. No one outside the Ywe Lung has ever
seen the great Moon Dragon, or learned the discipline of Nex.

Appearance
The Ywe Lung are all Chinese. They are all very physically fit. Other than these few common denominators, the appearance of its
member varies wildly.

Haven
The Ywe Lung will make their havens anywhere, but they always include a space set aside for training and exercise.

Background
The Ywe Lung select their progeny very carefully. Their choices must be approved by the council of Grandmasters. Many have a
military or criminal concept.

Character conception
Physical attributes are primary, and so are Skills. All Ywe Lung have some fighting skills, and there are quite a few specialists in
the bloodline. All Ywe Lung must follow the Path of Self-Focus.

Organization
The Ywe Lung are rigidly defined into military ranks. They are, from lowest to highest: Apprentice, Initiate, Adept, Warrior, Knight,
Master, Archmaster, Grandmaster. They are often organized into "companies." These companies are only ten to twenty Kindred.
They are further subdivided into squads of two to five Kindred. There is only one squad at a time in a city, and only twenty
companies of Ywe Lung worldwide.

Weakness
The entire clan is blood bonded to the Grandmasters of the Ywe Lung. They must respond when called.

Clan Disciplines
Celerity, Nex, Potence

Quote
We may only be considered a minor bloodline, but we are the chosen ones. When Gehenna comes, the Moon Dragon will guard
us and the Phoenix will cover us with her wing. Then we shall inherit the world.
Stereotypes
Celestial Court - Jen Lung: They seek control. How little they really have.
"The what?"
Collective T'angs
Celestial Court - Jen Pao: These poor kindred follow the Jen Lung like lost Puppies.
"The who?"
-- Mao Cheng, 13th generation Kuei Mo-sha
Celestial Court - Jen Shu: Of all of them, only the Shu show promise.
"Heheheh. We known something you don't."
-- Kwik Cheng, 11th generation Shu
Camarilla: They are as laughable as the Jen Lung.
"The Brujah have mentioned the presence of another bloodline in Asia."
-- Harold, Prince of Melbourne
Shogun-te: They have possibilities, especially the Shutendoji.
"I don't understand?"
-- Yara Yuusaku, 9th generation Yoshida
Sabbat: These kindred have the right idea but go about it the wrong way.
"Ywe Lung? Don't they run the Court?"
-- Jacob, 11th generation Lasombra
Inconnu: These kindred know more than any other.
"We have seen you, Ywe Lung. We know of you."
-- Soren, Monitor of Hong Kong

View the Nex discipline.


ZAPOTEC
By Doctor X (doctorx@aa.net)

Background
"I don't want anyone telling me 'I don't believe in vampires,' because I don't believe in fucking vampires, but I do believe in
my own two eyes, and I know that what I just saw with my own two eyes were vampires. Now, do we all agree that what we're
dealing with here is vampires?"
-- Seth, From Dusk Til Dawn
When the Toreador Methuselah Helena came to the New World, she found easily swayed worshippers amongst the Aztec
peoples. But none were so beautiful and so full of the qualities she saw in herself as one of the high priestesses, the woman who
would later take the name Santanico Pandemonium.
When she sensed her ancient foe, Menele, to the North, she departed without training her childe in the ways of the Toreador,
thus, the young kindred was forced to teach herself the disciplines of the blood. In time, she traveled north as well, and
discovered in the customs that the New World had brought with them, a new way to attract the kine for sacrifice.

Nickname
None. Apart from Helena, nobody can confirm their existence.

Disciplines
Obfuscate, Protean, Presence

Weaknesses
"No, they were not fucking psychos! Psychos do not explode when sunlight hits them! I don't care how fucking crazy they are!"
-- Seth, From Dusk Til Dawn
Zapotec take double damage from sources that deal aggravated damage. (Fire, sunlight, stakes, True Faith). No Zapotec may
learn the Fortitude discipline.

"Once I change, I won't be Jacob anymore. I'll be a lapdog of Satan."


-- Jacob, From Dusk Til Dawn
The Zapotec bite, as a result of centuries of rituals, contains a venom that will eventually turn any mortal not slain by the bite into a
Zapotec. (In game terms, after damage is taken from the initial bite, that same amount of damage continues to be inflicted every
other turn. Stamina rolls may be made to resist, but only magical healing or regeneration can prevent the transformation into a
Zapotec.)
ZERUS
By mrselfdestruct (baterase@aol.com)

Description
The accidental creation of obsessed Tremere biothaumaturgists, the Zerus were meant to be a line of bodyguards, servants and
slaves. Their creators sought to emulate the Nagaraja engineering of the Samedi, but with the goal of producing an all-purpose
vampire. They first spliced the genomes of several species of insects, along with a virus that attacked the nervous system. The
result was a zerot, a thick-carapaced grub about the size of a kitten. They wanted to merge its natural defenses into a vampiric
form, but could not think of a natural way to introduce the genes of a living creature into the vampire's dead cells. The zerots
reproduced by chewing their way into the spinal cords of their victims. From there, they could take over all bidly functions,
redirecting cells to mutate and form more zerots. The Tremere scientists would use this process on humans.
The Tremere transplanted zerots into human subjects, then surgically altered those who survived. When the infested humans
were deemed ready for the Embrace, they had a higher generation Tremere sire Donovan, a young man who was easily
Dominated. The Embrace was a success, and he developed the disciplines Thaumaturgy, Auspex and a new power, Infestius. It
was exactly what the Tremere wanted, but Donovan could not pass for human; he was hideous, with a spiked carapace. They
forced him into siring five normal humans, hoping he would create normal-looking offspring. Unfortunately, they were infested
too, and the Tremere decided that the new line must have Obfuscate as one of its innate disciplines. They sought out a source
that might impart this upon their creation and eventually obtained the blood of a Nosferatu. This turned out to be a fatal error, for
the vitae was of the sixth generation. The twelve infested humans who were sired with it resisted Domination and attacked their
creators. With the help of the previously infested Tremere, they one a ferocious battle and took over the compound. Seven of the
originaly twelve survived and now rule over the bloodline. The infested Tremere left and have not been heard from since, though
it is said the two lines will become one with the coming of Gehenna.
The Zerus, as they came to call themselves, are hate-filled and corrupted. They sire those who are like themselves and have a
fourth Virtue, "Tainted Soul."

Backgrounds
They may have any Backgrfound, but the most common are Mentor, Resources and Allies.

Character Creation
They are evil before the Embrace, so Conniver, Bravo and Curmudgeon are common Natures. They may have almost any
Demeanor, however. Caregiver, however, is unknown among them. Mental attributes are primary, as are Talents.

Paths
In their own eyes, they are no longer human, but instead see themselves as angels of hate. They never have Humanity, and the
most common paths are Power and the Inner Voice and Scorched Heart. The Path of Evil Revelations is also not uncommon.
Keep in mind they do have 4 virtues.

Organization
Most of the bloodline lives in the northeastern U.S. The first ones created an anti-Tremere sect they call the Order of Chaos. It is
about 85% Zeru, but Malkavians and Serpents of the Light have also joined. There are also some Zerus in both the Camarilla
and the Sabbat. For the most part, however, they are tightly knit and stay together.

Disciplines
Potence, Obfuscate, Infestius

Weakness
Like the Nosferatu, they have a starting Appearance of 0.

Advantage
Because their creators wanted them to have Thaumaturgy they leaned the experiments in that direction. Because of this they
may by it with freebie and experience points like it were a i clan discipline although the original 3 dots for disciplines my not be
spent on it.

Stereotypes
Camarilla: Anyone who would accept our enemy is our enemy.
Sabbat: Ditto.
Tremere: It sickens me to think of them. May they all die a painful death at my hands.
Botanikos
By Jay Gray (jg260595@hvcc.edu) (4 April 1996)

Description
My sire was a Gangrel and a bastard at that. He saw in me a huge warrior to join his glorius battle. He took my inability to speak
as stupidity and he believed my love for nature would instill in me his passion for logger's blood. He was wrong.
I stayed with my sire long enough to learn of the species and society I had been abducted into. During this time he attempted to
develop within me those disciplines central to the Gangrel clan. He decided to start with fortitude. His method was very simple.
My sire beat me every night in order to encourage my vampiric toughness to emerge. I took these beatings until I believed I had
learned enough about the Kindred and the Camarilla to survive. After that I hit back and ran.
It was while I was living alone in the woods that I realized how different I truly was. I found that I could control the plant life of the
forest. I began to suspect the truth then, but it was not until I reached the city and joined vampiric society that I fully realized that
truth. I had developed a new discipline. I was the first in a new bloodline.

* Tongue of the Dryad


During the years that I spent pursuing my Masters degree I read a few studies on the empathic abilities of plants. It was not until I
developed Botanikos that I confirmed these studies. Plants do indeed absorb emotion from those around them. I have, in the
past, used this ability to determine who was last near a particular plant or to receive a general empathic impression of someone
currently standing near that plant. It can also be very useful for determing the mood of a room you have just entered or for finding
someone who is hiding. Remember, unless someone is particularly talented, Obfusgate does not hide the mind from vegetation.
System: Feeling for the emotions plants absorb requires no roll, but because the plant's mind is so alien, an
Intelligence+Empathy roll against a difficulty of seven is required to make sense of the impressions received.

One Success: General Impression (happy, sad)


Two Successes: Specific emotions of someone near the plant
Three Successes: The emotions and glimpses of the cause
Four Successes: Emotions last experienced near the plant
Five Successes: An impression of the person experiencing the emotions

** Green Thumb
Despite my training in biology and botany I am truly baffled by this ability. Apparently I instill my own energy into a specific plant
by focusing the blood within my body. This causes rapid growth, blossoming and healing. By employing this method I have
restored near withered plants to full and verdant life and I have caused saplings with a three year growth size to spring from a
seed. An interesting note is that I can also make super plants that are much larger than average.
System: The plant growth and healing is automatic. By spending one blood point the character can cause spontaneous growth
and healing in a nearby plant. The length of time it takes to do this depends on how large the plant is becoming. Assume one
turn for each doubling in size. Healing a plant takes one turn.

*** Vegimation
What I do with this ability defies scientific explanation. I can animate plants. I cannot make vegetation do any task too dramatic
such as removing their roots from the ground and walking across the park, but it is still remarkable. I can make tree branches
move, vines slither and molds release all their spores at once.
System: The character should define what he wishes the plant to do and roll and Manipulation + Empathy roll. The difficulty level
should depend on how complex the action is. Making a tree hit someone on the head with a branch is fairly simple and might
have a difficulty of six while making the same tree drop all its fruit at once would be harder and might have a difficulty of eight.

**** Heartwood
This seems to be very similar to an ability possessed by those who have mastered the discipline of Protean. Except, instead of
melding with the Earth, I am capable of melding with trees. It is an interesting sensation, to be part of a tree. It is at once very
peaceful and oddly alien. It does frighten me a bit, that there are times when I enter a tree I am tempted never to leave again.
System: No roll is needed to use Heartwood. However, every time it is used the character must make a Willpower roll against a
difficulty of four. A failure means that she must spend the night and the next day inside the tree. When she attempts to leave the
tree the next night she must roll Willpower at a +1 difficulty. A botch means she loses a point of willpower attempting to escape.

***** Vegan Vitae


A very old vampire I met once told me that every living creature has the vitae the Kindred need to survive. It is just that plants
contain it in such small measures that it is worthless to us. I seem to have overcome this limitation. I can draw sustenance
directly from the juices of fruits and plants. However, there are restrictions. I must draw the juices directly from the plant. I cannot
go to the 24 hour convenience store and purchase a gallon of orange juice, for example.
System: No roll is necessary to use Vegan Vitae. As a rule, an orange would contain perhaps one half of a blood point, while a
three year old tree might contain as much as three. To employ this power the character must actually bite into the plant/fruit and
drain all the juices from it.
Bovinism
By f_estema@alcor.concordia.ca

* Murder Moo
Allows Malkowvian to attract prey to it by mooing. Requires charisma + leadership (difficulty 6).

** Dung of Death
Allows the vampire cow to defecate dung whose smell will cause 1 pt aggravated damage in non-bovines who inhale the scent
within a range of 10 ft.

*** Mask of Beef


This power lets the vampire cow look like a juicy slab of beef.

**** Cowmentation
This power makes the target think he or she is a cow.
Requires Manipulation + Acting.

Successes Effect
1 Target will moo instead of speaking (and will not notice)
2 Target will want to get on all fours and eat grass.
3 Target will actually think of itself as a cow.
4 If the vampire cow desires, the target will think of itself as a vampire cow.

***** Moon Vaulting


With a willpower roll of difficulty 7, the vampire cow may make viewers believe that they have just seen it jump over the moon.
This power may not be used on moonless nights.
Three successes will make all viewers frenzy.

****** Milk
Female cowpires may regain the ability to secrete milk with this level of Bovinism. This is not normal milk, however; rather it is
mutated vampiric blood which retains blood-bonding power. Unlike normal vitae it cannot create ghouls. (Normal blood-bound
servants, yes. Immortal blood-bound servants, no.)
The widespread consumption of cowpire milk is one of the major sources of modern Malkavian power (and of human neuroses).
Another instance of Malkavian insight beating reason and good taste hands down.

******* Old McDonald


This level allows the cowpire to telepathically Dominate any man or animal within hearing range of the cowpire's mooing who are
blood-bound to it, usually the farmer who is the supposed proprietor of the "animal."
Ancient memories of the horrors caused by the the use of this level of Bovinism inspired the song Old McDonald, with its
haunting chorus ("EEYAY! EEYAY! OH!") warning future generations of the tragic results of cowpire dominated farms. This
meaning, unfortunately, has been lost through time.
Thankfully, the human population is fighting back as there have been recent attempts to eliminate the incidence of mad cows.
Bubblery
By Angela Fritz (as27629@connecti.com)

* Potion
Create two cups of liquid soap out of thin air.

** Airhead
Spend one willpower to cause soap bubbles to come out of your mouth when you talk. (Fun at parties)

*** Mr. BubblesTM


For one blood point, clean (as in bathe, wash, or scrub) up to five yards of stuff. Will clean up all but the toughest stains in
minutes. Object will be rather damp, however . . .

**** POP
Use with Airhead. For one blood point, cause bubbles to home in on your opponent and explode. Causes blisters and sores
when contacts skin. This effect lasts for three minutes.

***** Bubble-o-Rama
Spend two Willpower points. Roll Bubblery + Wits.

Successes Effects
1 Cause target to have Airhead for two days.
2 Cause a lot (one die x five gallons) of foamy bubbles to pour out of nearest air vent, window, doorway, etc. onto
target.
3 Cause any liquid within ten feet of target to carbonate and overflow. Any soda cans or bottles will explode from
pressure.
4 Causes a blizzard of un-poppable bubbles to float around a ten yard radius of target. This lasts for (one dice) hours.
When bubbles leave ten yard radius, they pop. (If anyone runs into one, it feels like a ping-pong ball, and when they
hit the floor, they can slip people up like marbles)
5 The target gains a fear of bubbles and soap for one week.
6 or more The target in encapsulated in a giant bubble and lifted off the ground. It will float up to "x" yards into the air, where x
is the number of successes. It will then pop. The person trapped in bubble may cut himself out of it, but any punches
or kicks will bounce off.
Bushido
By Jenny Parr for the Hibakusha Kasa.

* Tachi-ai - The Way of the Mind


The practicioners of Bushido have a supernatural ability to predict the actions of their combat opponents. By watching the eyes
of his enemy the Kasa may forecast where her next blow shall land.
The Kasa must spend an action watching his opponent's eyes then roll Perception + Empathy against a difficulty of her Dexterity
+ Subterfuge. Each success decreases the difficulty of the Kasa's next dodge or parry.

** Jinshin - The Way of Earth


The Kasa are known for their aloofness and confidence in battle. By initiating this power of Bushido the Kasa will project an aura
of invulnerability to fool their enemies.
At any time the Kasa is probed to discern weaknesses or made to look foolish his Wits + Subterfuge is rolled against a difficulty
of his opponent's Intelligence + Empathy. Each success adds to his opponent's difficulty. This power is automatic but the Kasa
needs to be awake and aware of his opponent.

*** Sazanami - The Way of Water


By virtue of their immense devotion to battle the Kasa invoking this level of Bushido can ignore wound penalties gained in battle.
Pain flows away from him like pebbles striking water then sinking without trace.
When the Kasa is first wounded in battle he should roll Wits + Medicine against a difficulty of 6, the total of successes being the
number of wounds the Kasa can take before being affected by the wound penalties during this battle.

**** Hano-o - The Way of Fire


Shinma and Daemons have always plagued the lands of the moon and even the Kasa have to ward against them. By taking the
blood from their own hand and consecrating it to Bishomon, the god of war, the Kasa's weapon becomes imbued with divine
power.
The Kasa must spend one blood point, and one round to smear the blood on his blade. This causes a melee weapon to glow
with a fiery inner light and do aggravated damage to all supernatural creatures for the next two blows, or the battle whichever is
shorter. A missed strike does not count, but a soaked blow does. This power appears to be related to powers of the Kyuketsuki,
and does special damage to Shinma and Daemons at the GM's discretion. This power can not be set up in advance.

***** Kakyu - The Way of Air


By using this power the Kasa are able to call on the air itself to help them against dishonourable enemies, solidifying around
them so they can not run away. The opponent must be within his sight and have been formally challenged.
By spending a turn concentrating and rolling Charisma + Intimidation with a difficulty of his opponent's willpower the Kasa can
reduce the speed of the opponent if she is attempting to escape.

1 success 3/4 speed


2 successes 1/2 speed
3 successes 1/4 speed
4 successes 1/8 speed
5 successes Unable to run away

This power does not affect the victim's ability to fight or dodge however.

****** Kanada - The Way of the Body


Commanding the very bodies of his enemies the Kasa is able to cause agonising pain in an opponent from a distance. The
opponent must be within his vision and must have been formally challenged to the duel.
By spending a blood point and rolling Dexterity + Medicine against a difficulty of his opponent's Willpower, she experiences
incredible amounts of pain. Each success results in the loss of one dice from all dice pools.

******* Tamashii - The Way of the Spirit


Obsessed with the notions of fair duelling and honour, the Kasa may use this power in order to decrease the Strength, Dexterity
and Stamina of his opponent to even out a battle.
By rolling willpower vs willpower and touching his opponent the Kasa can remove one point from one of her physical attributes
for each success. The opponent must have been formally challenged and no attribute may be reduced to lower than the Kasa's
own score in that attribute. The effects last for one battle.

******** Konran - The Way of Chaos


Older Kasa often hunt for Shinma in order to increase their personal honour. This level of Bushido helps overcome their infernal
powers. The Kasa calls a small whirlwind upon the battleground, within the storm's eye (where the Kasa and his opponent stand)
no magic or supernatural powers may exist. All other combatants are pushed to the outer edge of the wind and may not interfere
with the duel until the storm dies down, the Kasa is incapacitated or the opponent is incapacitated.
The opponent must be formally challenged. Then a roll of Manipulation + Occult against a difficulty of the opponent's willpower
must be made. The wind pushes the opponent towards the Kasa while pushing all others away. The storm lasts for one combat
round per success and counters all disciplines, gifts, spheres, magical items etc.
Canus
By John Fries (jfries29@mail.idt.net) for the Canusite bloodline.

* Speak With the Pack


The character may speak empathically with any canine, including wolves, jackals, dogs, hyenas, and the like. The character may
also speak to a group of these animals. The character may send a non-verbal command to the canine(s), which the canine(s) will
follow to the best of its (their) ability. Remember, the command cannot be too complex for the creature to understand, nor can it
require the animal to do something suicidal.
System: No roll is required to speak with the animal, but the player must make a successful Manipulation + Animal Ken
(difficulty 6, +1 per canine after the first being instructed, to a maximum of ten) for each animal being ordered to get that animal
to follow the character's instructions. The canines must still be commanded individually, and orders may not be given to the
group as a whole. If the character's attempt to instruct the animal fails, the character is unable to make another attempt that night.

** Master the Pack


The character may control any group of canines without consciously communicating with each animal specifically. The character
now controls the pack as a single entity.
System: The player makes a roll for each canine that he is trying to control (difficulty 6). The character may now issue orders to
the pack individually, or as a single entity. This saves time when ordering around many retainers.

*** Daylight Messengers


This power is the same as Master of the Pack, but the character may now also control the pack while he sleeps.
System: See Master of th Pack, only the character may now see through the pack's eyes, as well as control the pack, while he is
sleeping during the day.

**** One With the Pack


The character may take the shape of a canine. The canine's breed and species will somehow relate to the character's
appearance when in normal form. This may range from physical attributes such as strength to the character having a white
streak in his hair. Example 1: A character that has gray hair when in his natural shape could be a gray haired wolf when in canine
form. Example 2: A character that is naturally strong, might be a Rottweiler or St. Bernard when in canine form.
System: No roll is required, but one blood point must be expended for the transformation to occur. The transformation takes one
round.

***** Lord of the Pack


The character becomes the complete Alpha dog in the pack, through the use of his vampiric powers while in canine form.
System: Use the same system as for One With the Pack, except that the character can use all of his vampiric powers while in
canine form. The character gains all of the benefits of physical disciplines, and may use mental disciplines to their normal extent.
Cauldron
By Jay Knioum (madafro@aol.com) for the Abishai bloodline

Description
The Discipline of Cauldron turns its practitioner into an unliving receptacle for the forces of darkness. The vampire's soul
seethes with roiling masses of malevolent spirits of all descriptions and foul origins. The vampire learns to call upon the unholy
energies pent up within her essence for horrible and destructive effects.
Please note that a few levels of Cauldron have more than one power attributed to them. This reflects the diversity of infernal
powers, and the demonic hosts that grant them. The Storyteller and players are encouraged to invent their own variants. In any
case, additional powers for a certain level must be bought at the same cost as the first was.

* Scent of the Lost


Abishai are truly damned, and can smell their own. Those Husks that are tasked with recruiting new members from mortal and
Cainite stock are able sniff out individuals likely to be swayed by the dark lure of the Cauldron. Using Scent of the Lost, the
vampire is able to pick out those who are corrupted, hopeless, pliable, or twisted. Armed with this ability, the Abishai always
seem to find their way to a potential recruit's side at just the right moment.
System: The vampire rolls Perception + Empathy, difficulty 7. Success means the Abishai is able to tell whether a given
individual is "lost." For the purposes of this Discipline, "lost" can mean insane, corrupt, hopeless, suicidal, addicted, or just plain
wicked. The number of successes roughly indicates how much information is gained. This Discipline will detect supernatural
"perversions" such as vampirism, Wyrm-taint, etc., but it takes at least three successes to discern the presence of such a
condition.

* Impish Delight
With this power, the Abishai releases minor, evil spirits to corrode, corrupt and bedevil. These minor demonlings are invisible to
anyone without Auspex, and will fall upon their target with rakish glee. The imps corrode and rot metals, wood, and clothing. They
whisper in victim's ears at delicate times. They spook animals, steal small items, and do everything else they can to make their
target's lives miserable.
System: The Abishai spends a Blood Point and rolls Charisma + Occult, difficulty 7. For each success, one "imp" is conjured
from the Abishai's inner darkness. The Abishai then sets the imps loose one or more targets, and the imps will go to work. Each
imp remains for a scene.
The imps are capable of the following mischief:
Evil Whispers: They can whisper distracting, malevolent thoughts into the ears of victims. Victims must roll their Self-Control,
(diff 6) to avoid being distracted and maddened by the imp. Failure means the imp's babbling subtracts one from all the victim's
Dice Pools for the scene. Multiple imps' penalties are cumulative. However, only one roll is made for the entire group, and the
difficulty to resist their whispers is raised by one for every imp after the first.
Tatterdemalion: The imps can swiftly chew holes in soft materials, such as fabric, paper, and food. This can ruin an expensive
outfit, destroy important documents, and cause all sorts of embarrassment and havoc.
Rusty Tongues: The imps can cause metal to rust and vegetable or nonliving flesh to rot simply by licking it. The effect is not
widespread; an imp could not rust a car to immobility unless it had a few nights to accomplish the task. However, it can ruin
expensive items, destroy small metal objects, and completely enrage a vampire as its flesh starts rotting from the beast's tiny
tongues. In the case of vampires, this does no real damage, but is very annoying.
Goad the Mongrel: Finally, imps may jeer and infuriate animals, which, incidentally, can see the imps. Affected animals who
are otherwise normal for their kind (i.e., not ghouls, influenced by Animalism, etc.) will immediately forget about everything but
chasing and killing the imps. Horses will stop in midstride and pound madly at the infuriating imps. Dogs will bark incessantly
and take off after the swift little things. Cats will go berserk and run as the imps take their ears as reins and ride them. It is worth
noting that children of four years or younger are also able to perceive the imps, and can even understand them perfectly. More
than a few young children have been led away by these evil little creatures, never to be seen again.
In all cases, if the victim of the imps is able to perceive and understand them for what they are, then they are immune to any
mischief they cause. Thus, with Auspex and at least one level of Occult, a vampire may disregard these infernal pests.
** Breath of Vermin
With the use of this power, the Abishai opens her mouth and vomits forth a swarm of insects, spiders, centipedes and worms.
The Abishai can control the swarm, and can direct its movement if she does nothing else besides.
System: The Abishai spends a Blood Point and summons dark energies from within to take the form of the swarm. This
requires a Stamina + Occult roll, difficulty 6. The number of successes scored indicates the size of the swarm. One success
would yield about a beehive's worth of vermin, while five would conjure a huge, black cloud of crawling, flying and slithering evil.
Any creature caught within the swarm will suffer one Health Level of Lethal (non-aggravated) damage for each success scored
by the Abishai. This damage will be inflicted every turn that a victim remains within the cloud.
The swarm lasts for as long as the vampire concentrates on it, and as long as it remains in sight. However, the Abishai may not
undertake any other action as long as she concentrates on the swarm. Uncontrolled, the swarm will last as many turns as the
Abishai scored successes, and will travel in random directions.

** Watcher Within
When an Abishai calls to the Watcher Within, she grows functional eyes all over her body, save for her palms and feet. Some
eyes are human, others feline, reptilian, etc. The eyes are imbedded in her skin, and fully enable the Abishai to see in all
directions at once.
System: To make full use of this power, the vampire must be naked, or nearly so. The vampire spends a Blood Point to
manifest the eyes, and can now see in all directions for the duration of the scene, thus providing four extra dice to all Perception
rolls. This power can be coupled with abilities such as Auspex and Dominate, possibly allowing the latter power to be used on
more than one victim at a time. Other Disciplines, such as Protean 1 and Serpentis 1, may also be augmented by dozens of
extra eyes.
If the Abishai is fully clothed, then the extra Perception dice are not granted. However, a single, well-placed eye can reveal many
things, indeed.

*** Stoke the Infernal Will


This power allows the Abishai to summon the souls and minds of the infernal spirits she contains to overlap and bolster her own,
thereby shredding asunder the effects of Dominate, Presence, and even a Blood Bond. This power is not without its price,
however.
System: The Abishai spends a Willpower Point and causes her Cauldron to "boil" as she summons the dark wills of her
contained demons. She then rolls Self-Control + Occult, difficulty 7. Each success offers her an extra die on all rolls to resist
mind-affecting Disciplines or magick. In those cases where no resistance is allowed, then the one casting the magick has these
successes subtracted from his roll to cast it (this includes such powers as Level 1 Serpentis, as well). This lasts for one scene.
It also allows a single Willpower roll, difficulty 9, to sever a Blood Bond. However, five successes are required on this roll. If,
however, the Abishai botches, then the Cauldron "boils over," and the demonic wills completely dominate the Abishai's psyche.
The Abishai frenzies immediately.

*** Unmask
Similar in effect to Dread Gaze, but far more hideous, the vampire lets go of the infernal denizens of her soul, and makes plain
her infestation to all those unfortunate enough to gaze upon her. Misshapen things will crawl and writhe just beneath her skin. Her
flesh will distort, her eyes will boil and bleed, and every orifice will ooze with slime, tentacles, vermin, and some things less
recognizable. The vision tears at the psyche of onlookers, who realize they stare into the face of Hell itself.
System: The Abishai spends a Willpower Point to Unmask, and rolls Manipulation + Intimidation, difficulty 6. All those who are
looking at the vampire must roll Wits + Courage, difficulty 8. Unless they can score more successes than did the Abishai, they
will be overcome with terror, and can do nothing else but flee from the vision as fast as they can. Even those who score more
successes will be horrified, and will suffer the loss of 2 from all dice pools for the rest of the night. Victims who botch their rolls
will go mad; a Derangement of the Storyteller's choice is theirs for the rest of their lives. If someone is using Heightened Senses
or Aura Sight on the Abishai, their difficulty on Wits + Courage is 9.

*** Scarab
A somewhat rare Cauldron power popular with those Abishai who used to be Setites, Scarab enables the vampire to
regurgitate large, black beetles which burrow into the flesh of a victim, devouring vital organs and tissue in a grisly march toward
the heart. This power is lethal to mortals, and will do great damage to vampires and other creatures.
System: The Abishai spends one Blood Point per Scarab beetle she wishes to create, and must succeed a Stamina + Occult
roll, diff 7 to form these dire creatures. Once done, the scarab beetle will exit the Abishai's body from whatever orifice the
vampire chooses. If left to its own devices, the scarab will make a beeline toward the closest creature of flesh and bone, living or
unliving, and attempt to burrow into that creature. The beetle can chew through cloth and leather almost instantly, and can even
gnaw through body armor in about ten minutes. The scarab will take about 1 to 10 turns to burrow through the victim toward the
heart, doing one level of lethal, (non-aggravated) damage per turn, which may be soaked by supernatural creatures. Once the
scarab reaches the heart of a mortal victim, that victim will die. If the victim is a vampire, torpor results.
At the cost of three blood points per scarab, the beetles will do aggravated damage as they burrow through the victim's flesh. In
any case, the beetles will turn to dust at the end of their journey, or if touched by sunlight or open flame.

**** The Kiss of the Fallen


To use the Kiss, the Abishai plants her lips on the mouth of her victim and exhales an evil spirit from the depths of her Cauldron
into the poor fool's soul. This spirit attempts to possess the victim, utterly ripping apart his former identity and replacing it with an
evil shadow of his former self. If successful, the victim is forever after the tool of evil. The Kiss may be used on any mortal, and
any supernatural creature except Wraiths.
System: The Abishai spends a Willpower point and must hold her victim in a kiss for a full turn. If the victim is affected by
Dominate, Presence, or a Blood Bond, no resistance will be made. However, a uninfluenced victim may try and resist the Kiss
with a contested Strength roll.
Assuming resistance is unsuccessful, the evil spirit invades the victim's body, forcing a contest of wills. The victim must roll his
Willpower against a difficulty of 8. The number of successes scored indicates how well the evil is staved off.

Successes Effect
None The victim's soul and identity are no more. He is now a demon with a new body, and this demon possesses the
memories of its victim.
1 A small shard of the victim's soul is left, but is overshadowed by the darkness. The victim will be hereafter so driven
by evil that he will be unrecognizable as the former person. However, the demon will be influenced by the tiny portion
of the victim's soul that is left, and will unconsciously perform acts resembling those the victim did regularly. For
example, the demon may feel itself drawn to the victim's home, or to the victim's loved ones. The demon may
smoke cigarettes or use certain catch-phrases common to the victim.
2 The victim is still driven by darkness, but very occasionally will feel a pang of regret and remorse, and actually
retains a tiny measure of control. The victim may spend a Willpower point to resist committing a certain act.
3 The victim remembers his former life completely, but is still transformed. He may resist committing the will of the
demon by scoring one or more successes on a Willpower roll, diff 7.
4 The victim largely retains self-control, but will periodically enter fits of psychosis and Dementation. During these
times, the victim will commit unspeakable acts, which he will not remember upon regaining his self-control, except
perhaps in dreams or under hypnosis.
5 The attempt was unsuccessful, but until the demon is exorcised, the victim will be plagued with horrid nightmares as
the demon, now imprisoned, fights to get free.

"Exorcism" and the methods to effect it are up to the Storyteller. True Faith priests may be able to accomplish it, as may those
skilled in Necromancy, or similar magick. Even a demon that has total control may be exorcised, but the stronger the demon's
hold, the harder this will be to accomplish.
The victim of this power is not under the Abishai's control, unless previous measures were taken to insure this. It is common
among Abishai with this power to Blood Bond other Kindred, and then complete the corruption by using this power. The result is
a demon-possessed slave.
As for what kinds of supernatural powers the possessed individual has, these are up to the Storyteller. However, they will likely
have at least one dot in Potence and/or Fortitude. Any such powers will probably improve as time goes on, and the possessed
individual is virtually immortal. It is worth pointing out that, even though the victim will not die of natural causes, nor will he stop
aging. Very old victims of this power often resemble walking corpses.
Finally, this power is usually employed in preparation for the level 6 power Corpus Nocta (q.v.)

**** Cage
When an Abishai calls Cage into use, her flesh splits into many wounds, allowing the things inside to reach out and inflict harm
on the outside world. The Abishai's wounds explode with clawed hands, tentacles and other appendages, which lash out at the
Abishai's enemies.
System: The Abishai burns three Blood Points and rolls Stamina + Occult, difficulty 6. Each success allows the vampire an extra
brawl attack per turn and a full dice pool is allowed to each. Damage is Strength + 2, and is aggravated. In addition, the Abishai
gains extra dice equal to the number of appendages, added to any rolls other than attacking that make use of such limbs --
climbing, for instance. The appendages can also use melee weapons, but not firearms.

**** Adversary
This power enables the Abishai to call upon her Cauldron for raw physical power. The vampire becomes monstrous in every
aspect, with long, jutting fangs, blood-red eyes, and angular, demonic features.
System: The Abishai spends a Willpower point and rolls Stamina + Self-Control, difficulty 8. Once done, the Abishai transforms
and gains three levels to Strength, Dexterity and Stamina. If the roll is botched, the Abishai must roll to avoid frenzy, without
benefit of the transformation.

***** Infernal Being


Normal vampires may spend Blood Points to increase their Physical Attributes. This power draws upon the demonic forces
inherent in the Abishai's Blood to make it possible to increase Social or Mental Attributes as well. The Abishai is calling upon
the various dark spirits to add their charms, guile, and intelligence to her own. Thus, even the most putrid Abishai can become
seductive, and even the most brutal can become cunning and diabolic by calling upon Infernal Being. However, this aid comes
with a price; calling the Cauldron to the fore in this way is dangerous to the Abishai's already frayed psyche.
System: The vampire spends a Willpower Point to use Infernal Being for a scene. Thus done, she may spend Blood Points as
normal, but may allocate the points to any Attribute she wishes, be it Physical, Mental or Social.
However, every time the Abishai spends Blood in this way, she must roll her Humanity/Path rating against a difficulty of 7. Failure
means that the Abishai will suffer a one-die penalty from her actual Mental Attributes for the remainder of the night. This can be
temporarily countered by further use of Infernal Being, with the same risks.
If at any point an Abishai's actual (unmodified) Intelligence, Perception, or Alertness is dropped to 0, the Abishai is now
completely under the control of her Cauldron. Just what motives the Cauldron possesses are up to the Storyteller. This condition
lasts until the next dawn, when the Abishai returns to normal.

***** Form of Doom


The Abishai has learned to meld her form with the darkness within, thereby transforming into roiling mass of vermin.
System: The Abishai must concentrate for one turn and spend a Willpower point. Once done, the Abishai will now exist as a
swarm of a single type of insect, arachnid, or worm. The swarm may move and act according to the type of vermin chosen. For
example:
Arachnids/crawling insects: Swarm may move up walls and overrun up to three targets, doing five dice of normal (lethal) damage
per turn. Even though beetles and roaches may fly, they count as crawling insects for purposes of this power.
Flying insects: Swarm may fly, and sting up to four adjacent targets for four dice of normal (lethal) damage per turn.
Worms: Swarm may burrow into the ground, thereby escaping pursuers and sunlight.
None of the above swarms may move through water. It is possible to transform from one type of vermin directly to another, but
this requires another Willpower point (returning to her original shape costs the vampire nothing). Form of Doom lasts for as long
as the Abishai desires.

***** Desecration
This is similar to Kiss of the Fallen, except that the Abishai is infecting a place or object with an evil spiritual presence, not an
individual. The bloodline most often uses this power to "bless" a Haven or precious object.
After a place, structure, or object has been Desecrated, it will radiate sheer evil and hellish power. The affected item or area will
bolster the infernal power of all Abishai in contact with it.
System: By spending blood points (see table below), an Abishai may Desecrate an object, room, structure, or area with a
hellish taint.
The item or area Desecrated radiates such a powerful unholy aura that animals will not approach, even attacking those that try
and force the issue. Mortals must spend a Willpower point to handle an object or enter an area that has been Desecrated. While
in contact with the item or area, mortals will feel distinctly uncomfortable and on edge; suffering a two-die penalty from any roll
they make while handling the object or being in the area. Mortals will want to leave the area or get rid of the Desecrated item as
quickly as possible, above all other concerns. If this is not role-played adequately, the Storyteller is free to require further
Willpower expenditures.
Supernatural creatures find themselves assaulted by dark urges while in the zone or handling the object, although they can do
both freely. Demonic whispers will echo in the intruder's mind for as long as she remains in contact with the Desecrated object
or area. While such contact is maintained, any Supernatural creature will suffer any of the following consequences that are
applicable:
All difficulties to avoid Frenzy are raised by 3. A Frenzy resistance roll must be made immediately upon contact with the
Desecrated object or area.

All Flaws possessed by the creature will intensify. How this happens is up to the Storyteller, but it is suggested that all
existing dice penalties increase by one at the very least.

Any supernatural creature with some sort of "taint" in her past (Wyrm Taint, Infernalism, Nephandi, Diabolist, etc.) must
succeed a Willpower roll, diff 8, or be seduced by the Desecrated area/object. The creature will become obsessed with
the Desecration and will seek to protect it from outside intruders, or from harm. She will not wish to leave the area, or be
rid of the object, even going so far as to attack those who try to force the issue. Once the creature is separated from the
area/object, however, the obsession will fade.
Abishai involved in the Desecration (by spending Blood Points) will be bolstered by the energies within the area or object. Such
vampires regain one Willpower point per night they spend in the Desecration's area, or in possession of an affected object. In
addition, any Abishai in the area will gain an extra die on any roll involving her Cauldron. Abishai who have donated blood to the
Desecration are otherwise immune to the effects of the energy, aside from feeling a strong protective urge toward the
area/object affected.
Abishai must spend a certain amount of Blood Points to desecrate an area, as given by the table below. Multiple Abishai may
choose to pool their Blood Points for this purpose, but one of them must know Desecrate for it to work. These blood
requirements are only estimates, the Storyteller is the final arbiter.

Area BP Required
Hand-held object (box, weapon, clothing) 1
Small opening (window) 1
Large object (furniture) 2
Door 2
Very large object (car, van) 3
Small room 3
Large room (living room) 3-6
Huge room (theater) 10
House 20-50
Large building 50-100

***** Threshold
This grotesque, yet potent ability allows the Abishai to tear open her flesh and release demonic horrors into the world.
System: The Abishai spends a Willpower point and rolls Stamina + Occult, difficulty 9. For every success thus scored, one
minor demon howls forth from the void thus opened in the Abishai's flesh, and wreaks destruction in the physical world at the
vampire's whim. Even so, the Abishai suffers one wound level of normal damage for every success scored, as this power tears
the vampire's flesh apart.
Each demon has the following attributes:
Physical: Str: 4, Dex: 4, Sta: 4
Social: Cha: 0, App: 0, Man: 3,
Mental: Per: 2, Intelligence: 3, Wits: 3
Attack: Claws and bite, Strength +1, +2 aggravated damage (respectively).
Blood Pool: 10
Talents: Brawl 2, Dodge 3, Athletics 2, Intimidation 3, Subterfuge 2
Skills: Stealth 3, Survival 2
Knowledges: Occult 3
Disciplines: Potence 1, Celerity 2, Fortitude 1
Health levels: OK, OK, OK, -1, -1, -1, -2, -2, -2, -5, -5 Dispelled
The demons will follow any order the Abishai gives them, and will carry it out to the best of their ability. However, the demons are
given to wanton cruelty and evil, and will stray from the Abishai's wishes if she is absent. In any event, the demons will only last
until the sunrise, when they vanish. The demons absolutely cannot touch any object or enter any area resonating with True Faith.
They are also completely immune to any damage caused by fire. Other sources of aggravated damage (such as a vampire's
fangs) affect them normally.
Finally, if the Abishai rolls five tens in the use of this power, then a more powerful, more intelligent creature will emerge. This
creature may or may not be immediately given to follow the Abishai's commands and may well be powerful enough to destroy
the vampire outright. The Storyteller may assign any powers/attributes to this creature as she sees fit. However, the Vampire: the
Dark Ages book contains some useful templates for demons and their ilk. This creature will remain in the world indefinitely; it will
not vanish with the sunrise.

***** Corpus Nocta


This dark perversion allows the Abishai to create a Cauldron in another vampire. This action thereby grants the Discipline of
Cauldron to the recipient, and the recipient must be willing to do it. (Note that a victim of the Kiss of the Fallen, if completely
taken, is always willing to receive Corpus Nocta).
After Corpus Nocta takes effect, the vampire's clan is suddenly and irrevocably changed to the Abishai line, as the incursion of
hellish forces obliterate any traces of the vampire's bloodline and Antediluvian. Even clan weaknesses are dispelled, save for a
Malkavian's madness, and a Nosferatu's appearance. From then on, Cauldron (at level 1) will replace one of the vampire's
previous Disciplines as a "clan" Discipline. The vampire doesn't lose the previous Discipline, but it now advances more slowly.
System: The Corpus Nocta ritual takes about one hour, and must end at the stroke of midnight. A priestess may only perform
this ritual on a single vampire in a given night.
To perform the ritual, a priestess must roll her Intelligence + Occult with a difficulty of 8. If she succeeds, the "victim" must roll
Stamina + Courage to withstand the invasion of the Cauldron. The price of failure is high; the victim is completely, agonizingly
destroyed as the Cauldron devours him from the inside out, vermin chewing their way free from the wretched, doomed vampire.
If the recipient succeeds, then she enters torpor for six full nights and days as the Cauldron replaces the vampire's soul. On the
seventh night, she awakens as a full-blooded Abishai.
Note: The period of torpor after receiving Corpus Nocta is the only time in which the ritual may be reversed. To do this, the
victim has to literally be re-Embraced, as all blood is drained from the victim, and replaced by the blood of another vampire.
Thus done, the victim will re-awaken as Caitiff; any traces of Clan or sire are gone, but the influence of the Cauldron is also
erased. Kiss of the Fallen, however, may yet remain.
Once a vampire reawakens as Abishai, however, the transformation is permanent.

******* Persistence of the Infernal Soul


This coveted power is the main reason the Abishai line has survived through the centuries, even though the Camarilla and
Sabbat have worked hard to eradicate them. An Abishai with this power forges a special link between her Cauldron and any
vampire which is Blood-Bound to her. This link enables the Regnant with this power to transfer her soul and Cauldron to the
Thrall in the event the Regnant's body reaches Final Death.
In short, if the Regnant is destroyed, she may "escape" from her body to possess utterly the body of any other vampire Blood
Bound to her. The Bound vampire's essence is utterly obliterated, replaced by the Regnant's. Worse still, the Regnant retains all
her Disciplines, Generation, etc. because these things are part of her Cauldron. The only thing that may change is the Abishai's
Physical Attributes and Appearance; these depend on her new body.
Effectively, any Abishai with this power who always maintains a few Blood Bonds is truly immortal.
System: In an event which the vampire would ordinarily reach Final Death, the vampire spends a Willpower Point and her soul
and Cauldron are immediately transferred to any other vampire which is Blood Bound to her at that moment. So doing, she
completely takes over the vampire's body, and all traces of the former Thrall are obliterated (Clan, Disciplines, Weakness, etc.)
and replaced by those of the new tenant. Thereafter, the vampire has a new body. All other vampires Bound to the Abishai's
former body are freed, and the Abishai must re-Bind them to her new body if she wishes to retain them.
The new body must already be a vampire; this power doesn't work on ghouls. The Thrall may be of any Clan, however, and
distance is not a factor in the soul transference.
******* Manifest
å At this level, the Abishai releases the dark energies she contains into the world, but instead of sending forth hordes of demons
given flesh, the demons manifest instead as other forces. A Manifest may take the form of a swarm of locusts, a raging storm, or
even a horrible, incurable plague.
System: The Abishai spends one Willpower point and enters torpor in the center of the spot she wishes the Manifest to appear
in. As long as the torpid vampire remains there undisturbed, the Manifest will grow and take shape, increasing in area and
effect. However, for every week the Manifest continues, the Abishai must spend another Willpower point.
The exact effect of the Manifest is determined by the Storyteller, although the general effect (a storm, a plague, a swarm, etc.) is
up to the Abishai. Only one thing is common to all Manifests, and that is they are completely uncontrollable or unstoppable
except by one means: the Abishai must either be awakened, or destroyed.
For every week the Manifest is allowed to progress, it will spread another mile from the Abishai's sleeping form.
At the Storyteller's discretion, bizarre Manifests may be devised in lieu of more conventional storms and plagues. For instance,
perhaps a Manifest renders all blood in the area undrinkable by Kindred. Another Manifest may cause all corpses in the area to
rise and walk as zombies. Animals in the affected area may become rabid and hostile. Affected mortals may give themselves
utterly to their darkest emotions. In all cases where a Manifest affects the mind or behavior of victims, supernatural creatures
may roll Wits + Self-Control, difficulty 8 to resist the effects.
Even so, an Abishai may keep a Manifest going so long as she has Willpower points. There are rumors among this bloodline of
extremely powerful Abishai that can substitute the Willpower of various named demons for their own, and thereby gain an
endless supply of willpower to use for a Manifest. These rumors also point to the Black Plague as one instance of such a
Manifest, perhaps by Tlala himself.
Caulentis
By Mr. Sunshine, for the Cauli bloodline.

* Tiger Kiss
The Cauli using Tiger Kiss doesn't need to break skin to feed in a non-aggressive manner; indeed they will often curl up next to
their victim and 'love' them dry. This power is next to useless in high stress situations like combat. (This is merely a second
means of feeding, though it is a boon to a kindred trying to hide his true nature.)

** Cauli's Claws
The Cauli claw skill is remarkably similar to the wolf claws skill, however, after growing the claws with a blood point, the Cauli
can retract them and save them for the rest of the day if desired. The Cauli does however have to pack around a non-aggravated
wound all day if he chooses to do this (the slits in your fingers).

*** Substance Slip


An improved, but weaker form of Earth Meld, the Cauli can slip into any solid for the purpose of hiding, but can only remain
inside for 1 hour per willpower spent. Spending two blood points allows them to perform a classic Earth Meld.

**** Feline Form


This allows the Cauli to take the shape of any feline it has working knowledge of. That means that to become a lynx, the Cauli
should have spent a day watching one.. probably should have fed on it and might even have adopted it. In any event, the
transformation takes 3 turns and a blood point.

***** Cat Magic


This power taps into the tiger spirit. For one blood point the Cauli gains all the abilities of the first level Auspex power
'Heightened Senses' and also gains a pip on his soak rolls (cats always seem to see an attack coming, and also seem to
survive when they shouldn't.)

****** Tetsu-Tora
Slso called Iron-Tiger, is merely a renamed Flesh of Marble ability.
Celare
By C. Spence Roberts (candc@wolfenet.com) and the Queasy Donkey Game Studio for the Spectre bloodline

Description
This discipline is a mix of Obtenebration and Obfuscate. The Spectres use it to shapeshift. Spectres in Shadow form can bond
with existing shadows (as per cloak of Shadows) automatically.

* Control Shadows
With this power, the Spectre controls shadows around him, making illusions and so forth. Whenever this power is used around
mortals, the mortal must make a Courage roll (difficulty 8), or reduce all Dice Pools by one due to creeping unease. The Spectre
may also make itself more intimidating, by adding arms or other things to itself, but these shadows do not have mass, and are
considered incorporeal. The Spectre may also shroud areas and dim (though not extinguish) ambient illumination.
System: The Spectre must spend a blood point to evoke this power. The difficulties of all intimidation and stealth rolls by the
Spectre are reduced by one. Two blood points must be spent if the Spectre wishes to change himself.

** Shadowy Mass
With this power, the Spectre may give shadows mass. Example: A sword created by Level 1 could now hurt someone. All
shadow weapons given mass through this power cause Aggravated damage. A Shadow net could entrap someone.
System: The Spectre spends a blood point to use this power. To make a shadow weapon cause Aggravated damage the
Spectre must spend 2 blood points.

** Nocturne
The Spectre may blanket a swath of ground or sky with an impenetrable inky darkness. This darkness is deeper than a
moonless night. Only the subterranean caverns of inner earth compare to it. Beings swallowed by this viscous matter find it
greatly disorienting and unnerving.
System: The Spectre may automatically cloak a 10-foot diameter area (more or less -- the darkness constantly roils, seethes
and extends pseudopods). The power can be projected to a range in yards equal to 10 times the Spectre's Perception + Occult
total. Each success with a Manipulation + Occult roll(difficulty 6) enables the vampire to double the diameter of the power. The
darkness extinguishes light and even obscures sound. Most opponents are completely blinded and disoriented and even those
with Heightened Senses or Witness of Darkness suffer three-dice penalties to most actions. Furthermore, mortals and animals
swathed in the pitchy stuff must make Courage rolls as under Control Shadows above, or Panic. If the Spectre uses the power to
envelop a flame or flames (torches, a hearth fire, etc) and spends a Willpower point (more for pyres and conflagurations), he can
actually douse the flames.

*** Take the Material Form


With this power, the Spectre may take a humanoid form (as described in Appearance). They may also shapeshift like Mask of
1000 Faces.
System: To take the material form, the Spectre must spend 2 blood points. If they wish to shapeshift, they must roll Manipulation
+ Acting (difficulty 7) to determine how well the character shapeshifts (They can dopplegang someone if they have Mimicry, or
can take the form of an animal or any other object). This works the same as Mask of a Thousand Faces.

**** Vanish from Mind's Eye


This power is identical to the fourth level Obfuscate power.

***** Vozhd of Darkness


With this power, several Spectres may bond together into a larger being. All the Spectres stats are added together.
System: Each of the Spectres must spend 2 blood points, and the one of them that is using this power, must roll Stamina +
Celare (Difficulty 8). Only one success is needed, but for each success over one, the number of extra successes can be added
to the Physical attributes of the Shadowy monster. A botch means that the caster is destroyed. This form induces the Delirium
(See Werewolf : The Apocalypse) in mortals and Vampires and Lupines must roll to resist frenzy.
Celerity (Supplemental)
By Mike Vides (xwiteheatx@aol.com)

Description
This supplemental rule adds more depth to a rather bland discipline, allowing a vampire's superhuman speed to affect her
reaction time in combat and other instances where initiative is crucial.
System: As in the official Celerity, each dot of the discipline grants the vampire one extra action per turn.
By this added rule, Celerity may also grant one automatic success on initiative rolls per dot, though those dots used for initiative
may not be used for extra actions in the same turn.
This requires the normal expenditure of one blood point for every turn Celerity is in use, and the player must declare how he
plans to use his dots before rolling initiative for that turn.
Celerity Revised
By Corey Rose (gamer@mail.klis.com)

Description
The following revisions to Celerity are not new. They are the LARP versions converted to Storyteller rules. I hope you like them.
Most of the powers are considered 'reactionary,' meaning vampires may use them without too much thought; they just do it
instinctively. As such, they do not require an Action to perform, and any Blood costs do not count towards characters' maximum
Blood Points/turn (as per their generation).

* Celerity
By spending a point of Blood, the kindred may dodge/parry any attack he is aware of without having to split his Dice Pool up.
This is a reactionary power, and may be used any time the vampire is being attacked.

** Alacrity
By spending a point of Blood, the kindred may move at tremendous speed. He may opt to go First during the turn, regardless of
what he rolled for initiative that turn. This is a reactionary power, and may be used at anytime, if the vampire has not yet had his
action, allowing him to take it then.

*** Swiftness
This is the most famous part of Celerity: multiple actions. By spending a point of Blood, the kindred may take one extra Action
this turn. Only one point may be spent this way. This is reactionary, and may be used any time during the turn after your regular
Action.

**** Rapidity
This is like Swiftness, but lets you take 2 extra Actions. The cost is still only one BP.

***** Fleetness
This is like Swiftness, but lets you take 3 extra Actions. The cost is still only one BP.
Celery-ty
By Dr. Andy Lange (larry_ottman@msn.com)

* Brussels Sprout
Roll stamina+survival against a difficulty of 6 to fill the room (or general area) with the overwhelming stench of a brussels sprout.
This horrible odor permeates the very membrane of one's flesh, causing terrible iritation to the skin and vomiting in mortals. All
actions (including yours) are at -2 dice until the stench dissipates.

** Popcorn
Hold out an ear of corn and the kernals will fly off in all sorts of directions. This is mainly a distraction, but can cause mass
hysteria (and major damage) if one were to coat the corn with a substance (say, superglue or 12M HCL [metal-eating acid]).
Spend one blood to perform this action. Protective gear is advised.

*** The Great Tomato Debate


Roll Manipulation+Science to cause everyone to stop what they're doing for a few minutes and begin to debate whether the
tomato is a vegetable or a fruit. Spend 1 Willpower to prevent yourself from getting caught up in the debate.

*** Tomato Bomb


Throw a tomato. It will explode like a grenade. This does 1 pt. of damage. Also works with bell peppers.

**** Power of the Onion


Spend 2 blood to cause a part of your body to become onion-like. This is especially useful in battle, because if you are cut or
pierced, an onion scent will cause your attacker to recoil and cry. "In onion there is strength," -paraphrase of Abraham Lincoln.

***** Grand Tomato Sorcery


Roll Celery-ity+Wits to turn an ordinary household tomato into a living attack machine oddly reminiscent of "Attack of the Killer
Tomatoes." It will obey your commands, and will remain alive until the end of the scene or until destroyed. You can create a
number of Attack Tomatoes equal to your Perception.
Centurius
By Drew A. Sundeen (drewsundeen@usa.net)

* Bond
The Kindred gains a greater understanding of his weapon, allowing him to act as if the two were one.
System: Spend one permanent point of Willpower per weapon bonded. A bound weapon is at a -1 difficulty for the wielder, and
at a +2 difficulty for anyone else. You may bind a number of weapons equal to you Centurius rating.

** Heal
This allows the Kindred to repair any damage done to a bound weapon (i.e. polishing out scraches, unjamming a gun, fixing a
shattered blade).
System: Spend one blood point to fix minor damage, two to fix major damage, and three to fix a shattered or completely
dismantled weapon.

*** Seek
With this power, the Kindred can use his bound weapon to track down a specific target.
System: Roll Perception + Melee, difficulty equal to the target's Willpower. Each success over the first give additional details
about the location of the target. One requirement is that the Kindred must have seen the target or have a personal object of the
target. The Kindred will feel his weapon pull towards the target.

**** Drain
The Kindred may now use his bound weapon to drain blood from a target.
System: For each damage the weapon does, one blood point is taken from the target and tranferred to the Kindred. Note: This
power was meant for melee weapons, but it can be used for firearms, draining one blood point per bullet.

***** Ghoul
The Kindred may now imbibe a bound weapon with power of his blood.
System: The Kindred must bathe the the weapon in five blood points for five hours. For each dot of Potence the Kindred has,
the weapon can do an additional point of damage; each dot of Fortitude gives an addition die for blocking, and Celerity
increases the opponent's difficulty to dodge.
Chamaeleonis
By John Taggart for the Ombras bloodline. Also a discipline of the Shadow Stalkers bloodline.

Description
This Discipline can best be described as a cross between Protean, Vicissitude, and a chameleon-like ability. Developed by the
Ombras through their Malkavian founder, Chamaeleonis is a rather useful Discipline for anyone needing absolute secrecy.

* The Unassuming
To one who is but a novice in the powers of Chamaeleonis, this level of the Discipline may seem somewhat weak. However, the
further advanced one is in the powers, the more potent it becomes. The Discipline works much in the same way as the Mage
Background: Arcane. It simply causes those around an Ombra to ignore her. It is also harder for her to be traced through a
"paper trail". Documents might be misplaced or lost; identification will merely be glossed over, instead of inspected closely;
those nearby will simply "pay no attention to the man behind the curtain."
System: For every level of Chamaeleonis a Vampire possesses, one die is subtracted from the dice pools of anyone seeking
her out. As well, anyone even trying to remember the Kindred while she is not around must roll Intelligence at a difficulty of (3 +
the level of Chamaeleonis possessed).

** Master of Faces
This power works almost identically to the Changeling power of Vicissitude, except that the Vampire is tapping directly into her
Beast, manipulating it to change her outward appearance. This is a somewhat dangerous power to use, due to the Beast's wild
and unpredictable nature. As well, repeated use in a short span of time may produce unexpected warps within one's body and/or
mind (Storyteller's discretion).
System: The Kindred must roll Manipulation + Self-Control (difficulty of 10 - Stamina), and spend one Blood Point for every
feature that is altered, to change her appearance. Success is determined as per the rules for Changeling. A failure will result in
an immediate Rage Frenzy, unless a Willpower point is spent to prevent it. A botch results not only in a Rage Frenzy that cannot
be prematurely ended, but one feature permanently warping itself to reveal the Beast (as per Protean).

*** Embrace the Shadow


An Ombra may, at this level of ability, mask herself, using a dark surface, such as a shadowed wall, or one that is painted in
muted and dark colours. This involves changing the pigmentation of her skin to match that of her background.
System: With a roll of Stamina + Stealth (difficulty 6), a Vampire hidden against a dark background may reduce one success
from those seeking her for every success she obtains. She must, however, remain relatively motionless (moving less than five
feet per minute, or one inch per second) A failed roll simply indicates an inability to hide, while a botch will cause one's
pigmentation to wildly contrast with one's surroundings, granting one automatic success per botch.

**** Shroud of Leukos


This is merely an extension of Embrace the Shadow, allowing one to hide against a background of any colour, no matter how
bright it may be. Furthermore, dark, mottled colours, such as a brick wall, or a forest landscape, are possible to conceal oneself
within.
System: As with Embrace the Shadow, but the difficulty is one higher. As well, one Blood Point must be spent.

***** Rainbow's Blessing


Once an Ombra has the Blessings of the Rainbow, she becomes more proficient at hiding herself than even the hardiest
chameleon. A tartan, a child's finger-paint, or a tie-dye shirt are no longer a hindrance to one ability to conceal oneself.
System: As with Embrace the Shadow, but the difficulty is 8, and two Blood Points must be spent.
****** Cloak of the Pasture
Once an Elder has achieved this level of proficiency, moving through an open field, across a constantly changing background, or
in a crowded mall is as simple as walking. The Vampire has learned to appear as though light is warped around her (see
Predator as an example), thus providing an excellent cover for sneaking or escape.
System: The Vampire must roll Wits + Stealth at a difficulty based on her surroundings (6 for a forest, 7 in an empty room, 8
through a crowd, 9 for passing in front of a large TV screen). The difficulty to spot her is based on her movement (9 if she stands
still or creeps, 8 if she is walking slowly, 7 if she walks quickly, and 6 if she is running). Three Blood Points must be spent to
activate this power, and failure or a botch are as with Embrace the Shadow.

******* Sight of the Master


Any Vampire achieving this level of mastery in the Discipline may automatically see anyone using any of the first five levels of
Chamaeleonis. As well, those using Obfuscate are more visible to the Ombra, as she is used to looking where others ignore.
System: Anyone using any power of Chamaeleonis below the Cloak of the Pasture is automatically seen, and is even brought to
the attention of the Elder. The difficulty to spot a Vampire using Obfuscate is reduced by (7 - level of Obfuscate known). Anyone
with Obfuscate 7 or higher is spotted at regular difficulty. To see through Obfuscation, the Ombra must still have a sufficient level
of Auspex to pierce the Discipline normally.
n
Changeling
By Terence Berendt (tberendt@nac.net) for the Wyldlings bloodline

Description
This power allows the character to change aspects of himself. Unless otherwise noted, all changes are permanent until reversed
by using the power again.

* Color
The character can change the color of one aspect of himself, for example: eye, hair or skin color.
System: The character must roll Wits + Stealth (difficulty 7) to activate this power.

** Length
The character can change the length of a body part. He can either lengthen or shorten it. This may be used on legs, arms, hair or
any other body part. It is often used to change hair length or to make oneself taller or shorter.
System: The character has to spend a Blood Point to change a single body part.

*** Facelift
The character may completely change one aspect of his appearance completely. He can even use this to look like someone
else.
System: The character spends one Blood Point for each area to change (face, arms, torso etc.). The character rolls Intelligence
+ Body Alteration (difficulty 6). The number of successes determines the result of the change. To increase his appearance the
difficulty is 9. To look like someone else the character rolls Intelligence + Disguise (difficulty 9). The number of successes on the
roll determines how well the character succeeds. Note: This power works just like Vicissitude level 1 with -1 on all the difficulties.

**** Animalistic
The character may change parts of his body to resemble an animal's. This also gives him the ability of that animal. Hawk's eyes
give better sight. Bat's ears give better hearing. The character can ever grow functioning wings.
System: The character must spend 1 Blood Point and make a Wits + Animal Ken roll difficulty 7. The character may take one
characteristic of an animal per success. All characteristics from one use of the power must come from the same animal. For
example: you cannot grow cat eyes and wings at the same time.

***** Transform
By using this power the character may transform into any animal between the size of a rodent and a large horse.
System: The character must spend 2 Blood Points to transform. The change takes 3 turns.
Charade
By Michael Kirk Brobson (gamers@erols.com) for the Marceau bloodline.

Description
The bloodline of the Marceaux has existed for many centuries, although it was only recognized and named by its members in the
last 50 years or so. The Charade Discipline is a discipline of the mind, and allows a Marceaux to create and manipulate her own
reality. The more she uses Charade, the less connection she has to "the real world." She becomes more and more insane, and
less reliable to her companions. Older Marceau can become so entangled in their hallucinations that they have to struggle to
interact with the real world. They become ghostlike, and find it difficult to see and be seen by Kindred and Kine alike and in the
long run will disappear from our world. It is unknown whether they live in Arcadia or whether they have each carved out their own
reality somewhere else. They are seldom seen in this sphere. This explains why the Charade Discipline do not go above sixth
level. Marceaux tend to attract fairies and spirits because the Marceaux can often see and interact with them. There is a quiet
rumor among the Marceaux that if one becomes powerful enough in Charade, one can live in this world without taking damage
from the sun, or perhaps one might even be able to become human... But this is madness.
The Charade Discipline allows the Marceaux to see and manipulate things that she creates during her mine/sleight-of-hand
performances. It takes the place of Auspex among Malkavian Marceaux. Anyone who has the Auspex Discipline and drains a
Marceaux of blood will find her Auspex slowly changing into Charade, and she will see hallucinations when she or other people
gesture. (Thus, a kindred cannot have both Auspex and Charade.) She will begin to suffer the Hallucination Derangement. This
Discipline usually cannot be learned by non-Malkavian Kindred, as it comes from a combination of the Malkavian blood (the
Curse of Malkav) and the Hallucination Derangement. A kindred may develop it if she has the Hallucination Derangement and is
edging ever closer to insanity, especially if she is an entertainer/performer who gets "lost" in her work. It also helps to have
Auspex and to know that Charade exists.
As Auspex deals with powers of the mind, so does Charade. The Marceaux can create an alternate reality and interact with it.
They see things that others cannot, and the objects that they mime into existence can interact with people in the real world. The
Marceaux can also see things that other people "create" although she cannot use it. When a Marceaux sees someone's face
brighten as he has a good idea, she might see light bulb above his head. When she watches a conductor in front of an
orchestra, she might see lines of color and music leading from his baton to the instruments, or painting a beautiful backdrop in
the darkness of the concert hall.

* Audience Mesmerize
The Marceaux can draw a crowd as they perform. This works especially well on kine, but kindred too can be suddenly have the
strong urge to gather and watch the show.
Roll: Manipulation + Acting (Difficulty 6 for Kin, 8 for Kindred)

Successes Effect
1 1 Person gathers
2 1/4 of the people in the vicinity
3 1/2 of the people in the vicinity
4 Most of the people in the vicinity
5 All

** Ties that Bind


This intriguing power allows the Mareaux to see the relationships that exist among people. The relationships are represented by
thin colored lines or "phantom" pictures.
Roll Perception + Empathy versus targets willpower.

Successes Effect
1 The Marceau sees who, in the room, are the targets friends.
2 The Marceau sees the Target's competitors/enemies in the room.
3 The Marceau sees the faces of the target's friends/foes, and if she ever meets them, she will know them.
4 The Marceau sees the target's sire and progeny.
5 The Marceau sees those who are blood bound to the target, and to whom the target is blood bound.
*** Mime
This is the strange power the Marceaux have that allows them to mime objects that can react with "reality." The Marceau can
mime a knife, and it can cut the target (or she can use a toy knife, which will cause damage as if it were real). The Marceau can
mime an invisible wall, and it can block a doorway. She can mime a rope and "lasso" someone, binding him. The Marceau's
mind is so powerful that it convince a target's mind that the target is being affected by the mimed object, even if the target is
consciously aware of the connection. Higher levels of successes can cause aggravated injury, but only if the object would cause
aggravated injury in reality. Thus, a baseball bat cannot cause aggravated injury, but a flamethower could. The target should be
able to see the "creation" of the object, but with higher difficulties, even this is no longer necessary.
Spend 1 blood point and roll Manipulation + Acting versus target's willpower (+2 if the target did not see the "creation" of the
object).

Successes Results
1 The object does temporary damage for one hour (This damage is real to the target, and he must react as if
damaged. i.e. suffer dice penalties form unsoaked damage), but he does not have to spend blood to heal; after the
hour's up the damage disappears)
2 Normal damage
3 Aggravated damage (as appropriate)
Botch Target disbelieves the Marceau's Charade for rest of story.

**** Share the Reality


At this level, the Marceau can "project" her hallucinated reality into the mind of another person, and that person can see and use
an object that the Marceau has created.
Spend 1 blood point and roll Manipulation + Acting vs the target's willpower.

Successes Effects
1 Target can "see" the mimed object, but not use it.
2 Target can use the object and it causes temporary damage.
3 Target can use the object and cause normal damage.
4 Target can use object and it causes aggravated damage (as above).
Botch Target disbelieves the Marceau's Charade for rest of story..

***** Group Effect


This level of Charade allows the Marceau to affect groups using any of earlier powers.
Roll Manipulation + Acting as above.

****** Live the Reality


At this level, the Marceau has lost quite a bit of her contact with this sphere of reality, and is no longer obstructed by it. She
constantly sees things that no one else can see, and reacts with those things to the confusion and amazement of her
companions. For instance, she is confronted by a locked door: she can mime picking the lock, opening the door, and going
though the door, but her companions will still be on the other side, for they are obstructed by a solid door. Her mind lives so
completely within reality that she can ignore the physical restrictions of our world. She, of course, would not see the paradoxes
this poses. She can climb invisible ladders, go though window and walls, talk by "Telephone" to other with having a real phone.
etc. Roll: Wits + Subterfuge versus her own willpower. Success is determined by the storyteller on a case by case basis.
Cheatean
By Eric Ross (loreweilder@hotmail.com)

Author's Comments
This is a humorous discipline inspirred by some dweebs in a chronicle I was involved in. All of these "powers" were used in an
actual LARP.

Basic
Ninja Sense: Allows the character to use out-of-character knowledge in game. This gives access to plots, secrets, and info on
all other WoD organizations. Overhear the storyteller outlining a plot to the narrators? Great, now you don't need to bother with
pesky role playing; just cut to the end of the story!!
Elder's Wisdom: Allows the player to determine his own experience rewards for a game, to a maximum of 85 per session.

Intermediate
Lost Wisdom: Gives player automatic access to ancient rituals, paths, mystic and holy artifacts, lost disciplines, or any other
rare powers. Also allows "stacking" of rituals such as Deflection of the Wooden Doom, which normally allow only one active at a
time.

Advanced
Puppet Master: Makes the character a high ranking member of, or even leader of, a multinational organization! Whether a U.S.
government office determined to destroy Pentex, or a Caitiff gang taking out Colombian drug cartels, you're there!

Note
These powers work best without interference from those pesky Storytellers, so we recommend not telling them. Further, they
take no experience to advance, and need not be recorded on the characters sheet.
P.S. I didn't make any of this up.
Cheshire
By Shadow Lu for the Hatter bloodline.

* Gaze of the Cat


Same as Mesmerize (2nd level Dominate) but the vampire's eyes turn into swirling hypnotic circles of two colors in an attempt to
confuse or gain control of the person they're using it on. This is derived from the Cheshire Cat.
System: Roll Manipulation + Leadership (difficulty of target's willpower). Player must gain at least 3 successes. If the player is
successful, he gains control of the target, and may request one thing of her. Anything from "Leave me alone" to "Go jump off a
bridge or something."

** Mindless Babble
This ability makes the character capable of saying anything to the target victim and it will make complete sense, and will also
hold the victim in suspense, causing him to hang on every word. He is completely spellbound, even by complete nonsense, and
will almost hurt the person who would try to drag him away, begging to stay and listen a little longer. Derived from about every
character in the book.
System: Roll Manipulation + Acting. Difficultly is the target's willpower.
Botch: You say something completely out of the ordinary, and get anywhere from embarrassed to killed (storyteller's choice of
reaction).

*** Anxiety Attack


This power targets its target's fears, translating whatever the player says into an expression and visualization of that fear.
Characters under this influence will be reduced to a screaming frenzy, and do whatever necessary to remedy the visualization.
This could cause a Vampire to throw himself into a fire due to a "spider attack" or cause a mortal to coil in a corner because "no
one likes her." The reaction is up to the storyteller. This power is derived from the White Rabbit.
System: Roll Manipulation + Occult (difficulty of 6 for mortals, 8 for supernaturals). A botch results in embarrassment or
otherwise (storyteller's choice).

*** The Forever Race


(y'know. the one with the Mock Turtle and stuff.) This allows the player to act with the abilities of Celerity, and will heighten her
speed. But, it endows the character with a great sense of competition. Characters put into situations with this power will struggle
to be the first one done, and players are encouraged to role play this symptom.
System: Characters may spend one blood point to activate this power. Derived from the race.

**** Cheshire's Invisibility


Same as Vanish from Mind's Eye (lv. 4 Obfuscate), but players may select parts of the body to make invisible (yes, pervs, any
part) or may choose to make his entire body hidden from view. Derived from good ol' Chesh.
System: Characters may spend one blood point for specific parts of the body, or three for the entire body.

***** A Merry Un-Birthday


This creates a feeling of euphoria in the general area, causing all within range to drop their hostilities and just have a good time.
This is frequently employed during the Hatter's open door kindred tea parties, and can loosen up the biggest Brujah Bully to the
oldest Nosferatu Curmudgeon. Derived from the Tea Party. Effects last an hour.
System: Roll Manipulation + Charisma with a difficulty of the area's gauntlet rating.

Botch Nothing happens. The situation continues as it started.


1 Success Tensions lighten; the situation loosens up.
2 Successes People get relaxed enough to kiss and makeup.
3 Successes People become more friendly and talkative
4+ Successes People may burst out into rounds of song and dance the night away. No hostilities whatsoever.
Childsplay
By Mark Reynolds, for the Children of Hunger bloodline.

Description
This discipline is the outgrowth of a childs worldview and the hunger of the damned. Its powers help the Children of Hunger play
their endless game.

* Flush of Youth
This ability allows the vampire to appear as a normal living person. Her skin will appear pink; her flesh will feel warm and in all
ways she will look mortal even to other kindred. This ability is no proof against aura reading and the user's vampiric nature will
be apparent to anyone with an Auspex rating of two or higher. Use of this ability requires no expenditure of blood and is
automatically successful; however if the user is distracted or startled she must make a Wits + acting roll versus a difficulty of the
targets perception + alertness (or scan) to maintain the disguise.

** Crawling Horror
By concentrating for one turn and expending a blood point, the Kindred gains the abiltiy to cling to walls in a manner similar to
that of an insect. She may crawl up, down, or sideways and even cling upside down to the ceiling. She may move at one half
their normal rate and must use at least three of her limbs to maintain their hold. If struck violently or grabbed in an attempt to
dislodge her, the kindred must make a Dexterity + Athletics (or climbing) roll versus a difficulty of 5 and attain more successes
than damage levels or strength successes scored against her. Otherwise this abiltiy requires no roll to succeed. The subject may
climb walls for the duration of the scene.

*** Deadly Toys


By using this ability, the vampire can cause a doll or other lifelike toy to become animated to serve as a spy or scout. The
Kindred will be able to see through the doll's eyes and by concentrating to cause the toy to move. This works on any stuffed toy,
doll, or toy robot and the storyteller may use his discretion in allowing it to work with some other toys. The toy will have a Strength
and Stamina of one, a dexterity equal to that of its animator and will be destroyed by one wound. To activate this power the user
must expend a blood point and make a Manipulation + Occult roll versus a difficulty of five with the duration dependant on the
number of successes:
SuccessesDuration
One 10 minutes
Two 30 minutes
Three 1 hour
Four 3 hours
Five One day

**** The Growing Distance


By use of this discipline, the kindred causes the target to experience a distortion of space that makes it difficult or even
impossible to reach a certain person or object. Use of this discipline requires a roll of Manipulation + Intimidation versus the
targets willpower. Success is rated as follows:
SuccessesEffect
One Double the normal amount of time to close the distance
Two Triple the normal time
Three Quadruple the normal time
Four Quintuple
Five Will be unable to reach the target this scene
Please note that the distance between the target and the person or object he is trying to reach remains unchanged for anyone
else and that this distortion in no way effects missile combat. It simply makes it harder for the subject to reach the target.
Typically this discipline is used to make it difficult to catch its user but it may also be used to make the target unable to get to a
certain object or person before the discipline's user can.
***** Wings of the Damned
The use of this ability allows the Kindred to fly through the air without the aid of wings. The user simply expends one blood point
and concentrates for one turn to activate this power. There is no roll to use the power allthough the storyteller may require a
Dexterity + Athletics roll to perfom difficult manuvers (Difficulty varies)
Cinematix
By Nine

Description
Cinematix is a discipline developed by a bunch of malk movie loverz to let them participate with what is on the screen. It always
works with projection cameras of any kind but never works with cathode ray tubes (read: TVs).

* VieweR PolL
This power gives the user a degree of telepathy with their patrons. Roll perception + empathy vs 7 to know what everyone in the
theatre thinks of the film that is playing.

** SounD BitE
At level 2, the user can alter a film through sheer force of will. Roll intellegence + movie lore vs 6. Each success makes the
alteration longer, harder to detect, or more complicated. If the user is touching the film he can make it permanant. This power
works on TVs but if it is used on one it costs a blood point and is never permanent.

*** CameO
With this degree of cinematix, the user can actually enter the movie and take part, altering how the story ends. Roll wits + movie
lore vs 8. Each success lets the user stay in for one turn -- any longer and she is trapped. This acts as a form of teleportation: if a
malk enters a showing of Casablanca, then she might come out anywhere else that Casablanca is playing. This side effect can
be cancelled by spending a willpower point.

**** Treasures of the Cinema


This power lets the user, having entered the movie via CameO, take objects out with him. Roll strength + movie lore vs 8 to take
an object out of a movie. The object will last until the movie is over. This costs a willpower point. It's a good way to get a really
powerful computer, bomb, magic wand, etc.

***** Storyslip
Once this level is obtained, the user can exit the film at any time, and can even choose the geographical location she want to end
up near. If the user enters a showing of Casablanca, and she wants to exit the movie near London, but the closest place where
Casablanca is showing is in Berlin, then she will exit through the Berlin theatre.
Claws of the Beast
By DaemonGaze@aol.com

Level Six Protean

Description
This Discipline effectively replaces Feral Claws. At this stage, the vampire is capable of greatly enhancing the wimpy little
fingernail-talons that Level Two Protean grants. The vampire's fingers elongate, becoming a good foot longer. They taper to a
point and develop a razor edge along the underside, hardening to almost diamond-like levels. In addition, the presence of the
Beast in these claws makes them shimmer faintly upon close inspection. At last, vampire claws can compete with Lupines and
those Kindred of the East.
System: The player spends a blood point as per Feral Claws. The change takes place immediately. The claws cause
Strength+2 aggravated damage. In addition, the claws can be treated as Melee weapons: namely, they can be used to parry,
although the Brawl skill is still used for all actions. Finally, Claws of the Beast grants a 3 difficulty level decrease to all climbing-
related rolls. However, social interaction with mortals is severely hampered. Allowing mortals to see them is potentially a breach
of the Masquerade. All rolls involving manual dexterity are also 2 difficulty levels harder.
Clearcut
By Ryan LaBarge (neoenzo@geocities.com) for the Lumberjacks of Caine

Description
This is the discipline for the Lumberjacks of Caine bloodline. These powers basically involving many different things for the
Lumberjacks of Caine.

* What Dentists Fear


This ability is not unlike the second level of Protean. It allows the user to enlarge his mouth and everything in it up to 3-4x its
normal size. This ability takes one blood point to activate and takes one turn to complete

** What Walnuts Fear


With this ability the user's teeth inflicts an extra point of damage and can very easily crush things such as bones, weapons and
walnuts. This ability requires the use of one blood point and one turn to complete.

*** What Trees Fear


With this ability the user can cause wooden items to split in half. This ability tries to actually force the wood to break. The user
must spend one blood point and roll an Intimidation + Willpower (difficulty 7).

**** Tree Meld


This ability is very much like Protean level three except that the user merges with a tree. No roll is required but one blood point
must be spent. The character must make a Humanity roll (difficulty 6) to awake prior to danger.

***** Command over Trees


This level is very dangerous as the character actually controls the tree around him. This ability requires three blood points to be
spent and a Intimidation + Willpower roll (difficulty 9) to be done. A botch at this level of Clearcut means the tree actually attacks
the user of this ability. Note that each tree around can do one point of normal damage a turn so this is best used in a forest or
such other area with many trees.
Cloyicity
By Riahanna McDonough (mufary@mindspring.com)

* Dimples
Let's you have a dimple when you smile, even if your face is too thin for one.
System: Auto success.

** Babytalk
Gives the user the ability to baby-talk in any language, convincingly. Fun for combat banter.
System: Language + Charisma Diff 7

Successes Effect
1 You can babytalk exceptionally well -- in your native tongue.
2 Any modern day tongue understood by character can be babytalked convincingly.
3 Ancient Sumerian? Latin? Sanskrit? Not a problem!
Botch Your tongue swells and you can't even get out "Geronimo!" or "Have at thee!"

*** Shirley Temple Pout


Enables the user to use the Shirley Temple pout to get his or her way, Especially effective on Elders and Princes.
System: Charisma + Appearance + Acting Diff 7, Diff 6 if target is Elder/Primogen/Prince (if known to be so by character)

Successes Effect
1 You pout and your target notices and feels a bit moved.
2 Target must spend willpower not to say, "Auw..."
3 People in immediate vicinity must stop and wonder what in the world target has done to upset the darling child.
Botch Your pout looks like a scowl. You fool, who are you to scowl at the Prince??

**** Puppy Dog Eyes


Gives the ability to make use of sad, Puppy Dog Eyes, welling with tears. "Jeepers, Creepers, where'd ya get them peepers."
System: Charisma + Acting, Diff 5 if eyes are brown or black, Diff 6 otherwise.

***** Cry me a River


Enables one to cry at the drop of the hat. This crying wouldn't possibly be used to make the occasional Kindred with a
heart melt, no no the users of Cloyicity have better morals than that. Please refrain from yelling "NOT!"
System: Charisma + Acting Diff 8, Spend BP for auto success.

Successes Effects
1 Target is compelled to notice what beautiful eyes you have and how expressive they are.
2 Target hands you a tissue or God-Forbid-A-Nakpin and wraps her arms around you to comfort you. You get
whatever you want.
3 For those eyes, Target would do anything short of staying up to watch the sun.
Botch Target looks somewhat askance at you and asks if you have something in your eye.
Successes Effects
1 One or two tears roll down your cheeks... auw...
2 The Kindred with higher Humanity severely chastise whomever and whatever made you start sniffling.
3 Whomever and Whatever made you cry is immediately stopped and the Prince is sent to get a handkerchief as you
burst into loud, sobbing tears.
Botch Target recommends Visine for those allergies.

***** Huggles (Alternate)


The power to give huggles, which is actually harder to master than one would think.
System: Dexterity + Charisma and difficulty is 12 - character's Humanity.

Successes Effect
1 Target gives you a smile and backs away when you finally finish huggling.
2 Target huggles you back happily. How sweet.
3 You huggle so well that the target quits his job, moves next to your Haven, and follows you slavishly around. But only
at night.
Botch How can you botch a huggle? I guess you miss the target and huggle the loverly Malk next to him that frenzies when
touched...

****** Spoonful o' Sugar


The ability to sweet-talk that frenzying Brujah into fighting the nice Ventrue and leaving you alone with your kitty cat.
No System yet. Not much need of one, unless a whole bunch of Elders are gonna be learning this...
Codex
By Fabian Alvarez (maldoror@eucmax.sim.ucm.es) for the Arbilexti bloodline.

Description
Codex is the special discipline of the Arbilexti and is never taught to those outside the bloodline. It's a collection of powers
related mainly to the gathering and storage of information, although it can also be used as a tool for espionage and punishment.

* Gift of Ianus
The user of this power may perform simultaneously several mental tasks.
System: The user rolls Intelligence+Bureaucracy (7) and spends a Willpower point. For a scene, he can take during a turn as
many Mental Actions as successes.

** Arbiter (Testify)
The user of Arbiter may record perfectly any conversation within her radius of hearing. The vampire effectively becomes a
recording device.
System: The Arbilexti rolls Intelligence+Bureaucracy (7) and spends both a Blood Point and a Willpower point. He can store as
many different conversations as her Intelligence rating. This power lasts for a scene; each different speaker requires an
additional success. Conversations lasts for a night in the memory of the user of Arbiter. Recalling a conversation requires an
Intelligence+Bureaucracy (6) roll.

*** Tabularium (Archive)


The user of Tabularium may record any scene within her line of sight. Use of both Arbiter and Tabularium turns the Arbilexti an
speech-recording camera. This power is in no way affected by the natural weakness of the Oracles.
System: The vampire rolls Intelligence+Survival (8) and spends two Blood points. He can store as many different views as her
Perception rating. This power last for a scene. Views recorded last by the following table:

Successes Duration
1 3 nights
2 1 week
3 1 month
4 1 year
5 10 years
6 1 century
7 10 centuries
8+ Permanently

**** Mirage
This power let the Arbilexti create translucent projections of any scene recorded with Tabularium.
System: This power doesn't require a roll, but the vampire must spend a Willpower point. Scenes can only be played once
unless the vampire spends two additional Blood points. Had a vampire had both Chimmerstry and Codex: Mirage, the
projections could be made look fully real.

***** Hand of Amelech


Users of this power can immediately detect whether a said statement is true or false, up to the knowledge of the target.
System: This power doesn't require a roll; the Arbilexti must touch his target and spend a Willpower point. Hand of Amelech
lasts for a scene for point spent.

****** Noli Me Tangere (Do Not Touch Me)


Known users of Noli Me Tangere are truly feared because no personal secret is safe from them.
System: This power is always active; whenever anyone touches the Arbilexti or is touched by her, the Arbilexti may roll
Perception+Empathy (8) to get a personal impression similar to those gained with the Auspex power: Psychometry.

****** Cartatius (Archivist)


Vampires with this power may force others to become recording devices.
System: The Arbilexti must roll an extended roll of Manipulation+Intimidation (target`s Willpower) and accumulate as successes
as target's Willpower. He also must spend the Blood/Willpower points required to use either Arbiter, Tabularium or both. If the
target is a supernatural one, the Arbilexti must spend an additional Willpower point.

****** Truthsayer
This power is a combined, more powerful version of Arbiter and Tabularium.
System: The vampire can use both Arbiter and Tabularium without spending Willpower points. Also, there's no limit to the
number of conversation and scenes that can be recorded. The records last by the Tabularium length table. This power cannot be
used with Cartatius.

****** Noli Me Corrumpo (Do Not Corrupt Me)


This a very useful power to help other Kindred believe in the impartiality of the Arbilexti.
System: The Arbilexti may spend Blood points when tempted to not be objetive or fair; each burnt point give a +2 difficulty to
those using against the Arbilexti Dominate, Presence, Serpentis, Path of Corruption or any similar power. This bonus
disappears inmediately if the vampire willingly says something not objective or is willing to follow the desires of the tempter.

******* Tortoritas
The user of Tortoritas (Torture) can break both the spirit and the body of unwilling witness or criminals.
System: The vampire must roll Manipulation+Intimidation (6) or Charisma+Sub (7). The victim can resist with Willpower (8).
Each net success by the Arbilexti makes the target lose a Willpower point. Also, each use of this power makes the target take
one aggravvated wound.

******* Scales of Justice


The user of this power may force others to suffer their own actions.
System: The Arbilexti must know perfectly the action to punish and roll Manipulation+Leadership (Willpower) resisted with
Willpower (7). If the Arbilexti gets one more net success, the target suffers the effects of his own last action. The Storyteller is the
final judge of this power.

******** Judgement
Arbilexti with Judgement can torment several people at once.
System: Net successes got using Tortoritas can be spend to make a target take additional aggravated wounds or to affect an
additional target.
******** Objectivity
Arbilexti with Objectivity are almost machine-like in their judgements.
System: Arbilexti with Objectivity are inmune to all powers of Dominate, Presence, Serpentis, Chimerstry, Dementation or
Obfuscate 8-. Their Humanity rating falls to 6 and cannot ever be raised with experience. Additionally, the only Path they can
follow is the Path of Blind Justice. If they retain their Humanity, their Conscience falls to 1 and cannot be raised with experience.

********* Blind Justice


This is the final power of the Arbilexti: the blind fury of blazing justice.
System: The vampire rolls Intelligence+Law (8) and spends 10 Blood Points. His skin and eyes start to shine with a blazing light
and any target the Arbilexti would find guilty take as many aggravated wounds each turn as successes rolled. Victims may resist
with a Manipulation+Subterfugue (9) roll. Blind Justice lasts for as many turns as successes rolled by the Arbilexti.
Coitus
By Joshua 'Khan' Kubli (kubl1219@tao.sosc.osshe.edu) for the O'ersexite bloodline.

Description
Well, this power is self-explanatory, one should hope. If not . . .

* Gift of Pan
This variation on Protean allows the Malkavian to increase his carnal gifts for the duration of one scene, for the expenditure of a
Blood Point. Adds +1 dice to all Manipulation rolls to impress potential mates (in appropriate circumstances, that is).

** Arouse the Passions


This power allows the Malkavian to, at the cost of one Blood Point, increase the pleasure that someone gets from anything (this
is commonly followed by a Freudian diatribe by the offending O'ersexite). The Malkavian must make a Manipulation+Coitus roll,
Difficulty 7. This power will commonly entrance Toreador for hours, get a mortal wasted with one beer, and can easily drive
combat-loving Kindred into Frenzy.

*** The Sign of the Sybarite


With a Blood Point, the Malkavian is capable of recognizing any of these types of beings on sight: A satyr (whether Sained or
not, and will indicate which one), a fellow O'ersexite, a Cultist of Ecstasy, a Toreador of a particularly carnal nature, anyone with
five or more dots in Appearance (even if Disguised or completely veiled!), anyone with more than three dots in Seduction, or
anyone with the Archetypes Bon Vivant, Masochist, or Thrill-Seeker. This power lasts for one hour, and grants +1 die to all
Manipulation rolls against them.

**** Touch of Joy


The Malkavian, with a Blood Point, can force another, on touch, Kindred or kine, to make a Willpower roll, Difficulty 7. Failure
indicates an increase by 4 of all difficulties (to do anything other than moan and writhe, however), for the duration of a scene.
This power does not work on a Kindred in Frenzy.

***** Drowning in Warmth


The Malkavian can immerse a subject in an illusory environment (similar to that produced by the fifth level of Chimerstry) that is
an exact dulication of the most aphrodisiacal place she can imagine. The Malkavian can see and interact with this illusory
environment; all Seduction attempts are at Difficulty-3.

****** Savagery in Bondage


The Malkavian not only gains the ability to give the Touch of Joy to a Kindred in Frenzy, but can affect him from up to (Blood
Pool) feet away on a successful Dexterity+Manipulation roll.

******* The Wind and the Reins


The Malkavian is capable of ... performing ... so well that, for a number of hours equal to her successes on a Seduction+Coitus
check, the subject's normal Blood Bonds (and any implanted hypnoses, Mind magic, etc.) is negated. The subject's Generation
is lowered by half of this amount for the purposes of the Dominate Discipline.
Comfort Crafting
By Alexander Shearer (nightgaunt@earthlink.net)

Auspex 2 and Vicissitude 3

Description
Simply put, it lets the vampire "Auracraft" someone else's personal space into any shape they like. The amount of personal
space the vampire has to work with will depend on the person. People from very contact-oriented nations often have much
smaller personal bubbles (comfort zones) than people from more distant regions. Regardless, the vampire makes an Empathy +
Body Modification (8) roll. Each success on this roll makes the effect last one day. There are rumors that expenditure of blood, or
perhaps ritual magic, may make the change permanent.
Example: Vatario has been snubbed one too many times by an annoying Toreador. Deciding to get even with her, he sneaks up
behind her at a party and viciously Comfort Crafts her personal bubble. He rolls his Empathy (3 dots) and his Body Modification
(5 dots), resulting in a roll of 10, 8, 8, 6, 6, 4, 2, 1. This gives him 2 successes, so the effect will last for 2 days. Vatario decides
to pull all of the personal space from everywhere on the Toreador's body (making her suddenly very comfortable with close
contact) and crafts it into a 3" diameter cylinder stretching a full 30 feet outward from her left shoulder. The hapless Toreador will
be twitching in social discomfort whenever anyone crosses through this region during the next 2 days.
Cominate
By Oliver McDonald

* Fear
Cause fear in one or more people. System: Same as Presence Awe, but use Charisma + Intimidation.

** Place of Dread
Allow the user to make a specific person fear a particular location. System: Roll Manipulation + Intimidation, target is the victim's
willpower. Effect is determined by the number of successes. Must know the target.

Botch: Treat as a Presence Summon to the place.


No No effect
successes:
1 success: Subject will feel unease if she approaches.
2 Subject will need to make a courage roll to approach. Difficulty 6.
successes:
3 As with 2 successes, but courage roll vs. 7.
successes:
4 As with 2 successes, but courage roll vs. 8.
successes:
5 Subject will not approach unless he makes a willpower roll, target 8. If forced to approach against his will, must
successes: make a Rotschreck roll, target 8.

*** Phobia Gift


Gives one person a temporary phobia. This phobia will last a variable length, determined by the number of successes the
individual rolls. The difficulty of the roll is affected by how strong the desired phobia is.
System: Same as Presence Level Three: Entrancement, but use Manipulation + Intimidation.

**** Place of a Thousand Horrors


System: As with the Level Two discipline, Place of Dread, but affects more than one person. Difficulty is determined by the size
of the group you want to affect.

Size of Group Difficulty


1-5 6
6 - 10 7
11 - 20 8
21 - 50 9
50 - 1000 10

All people in the target group are affected as in Place of Dread, determined by the number of successes obtained.

***** Hulk Up
Allows the vampire to grow 2 feet taller for one hour, upon the expenditure of a blood point. This confers the following
advantages:
Gain one extra "hurt" level of damage.
All physical attributes increase by 1.
All people shorter than the new height must roll Courage, target 7 or lose 2 dice on all actions for the remainder of the
scene.
****** Terrify Crowd
Inspires terror in a group of people facing the vampire. The vampire should brandish a large weapon (large, fully automatic
weapon, rocket launcher, broadsword, etc) and take an aggressive stance. Effect is only temporary and can only be used once
on the same group.
System: Roll Appearance + Intimidation

Species Difficulty
Humans: 6
Garou: 7
Kindred:
Gen 3+ lower: 10
Gen lower: 9
Gen equal: 8
Gen greater: 7

Difficulty is set by the highest individual in the crowd.

******* Everlasting Fear


System: Same as Level 1 Fear, but effects are permanent.

******** Phobia Curse


System: Same as Level 3 Phobia Gift, but the effects are permanent.
Communion
By Arthur-Trevor D.M. Lasher for the Abaddonite bloodline.
Communion is a rather low-key vampiric discipline, one which is found exclusively within the ranks of the Sicarii priests, the
Abaddonites. At lower levels, it can subtly manipulate the masses who throng to the subterranean cathedrals of the Thornite faith. The
higher one goes in proficiency, however, the more of a connection there is between the Kindred and the Dark Ones mentioned
throughout the text of the Book of Thorns. Exactly what these demi-gods (demons? angels? something entirely different?) bestow upon
the practitioners of these higher levels is unknown to even the most knowledgeable of sect elders.
It is said that the Abaddonite Antediluvian has been translated beyond his vampiric existence and now acts as an intermediary
between the Dark Ones and the Thornite religious hierarchy. No one really knows and no one is willing to ask. The rumour, itself,
however is widespread and the Abaddonites do nothing to dissuade the masses of the notion...something which makes the Regent
feel very uncomfortable...
* Flock: Through the use of this discipline, the Abaddonite priest can gather a vague sense of the congregation he is about to or is
currently leading. Such a sense can allow him or her to judge--with impeccable accuracy--whether or not they will be receptive to the
sermon to come, or the knowledge he or she will impart. Clever players will also find that they're able to use it as a crude gauge of
receptivity with persons they are fairly close to (Storyteller's discretion) but not, however, any person on the street with whom the
Abaddonite has no connection with.
System: No roll is required, but a single Blood Point is expended per half-day of use. Flock's effects last for approximately twelve
hours, though it is rumoured that higher generations have it perpetually in 'on' mode.
** Hook of Faith: Hook is akin to the second level Dominate "Mesmerise" in that it allows a single suggestion to be implanted into a
person's mind. That, however, is where the similarity ends. Since the Abaddonites are primarily a religious-orientated Clan, the
thought must be of a religious nature such as: "Study the Acts of the Sirens." It's also different in that there's a good chance that the
Hook will be a broadcast message, rather than one simply tailored to a single person, depending on the particular roll of the player.
System: The player rolls Manipulation + Leadership (the difficulty being the target's Willpower) and then consults the following table:
1 success: Your primary target feels the compulsion to do what it is you asked...but isn't quite taken with the idea. You've got your foot
in the door, though.
2 successes: Your primary target is receptive to your suggestion and will feel a pang of guilt if he or she does not follow through.
3 successes: Your primary target is receptive to your suggestion and is compelled to follow through on it. If he or she is unable, the
target will feel a crushing sense of guilt.
4 successes: Congratulations! You've broken the target barrier! Now, a random number (1d10) of targets are receptive to your
suggestion...but are not quite taken with the idea yet. Alternately, a single target can be imparted with a command which will last for
two days. For example: in the aforementioned case, the target is compelled to read the Acts of the Sirens for forty-eight hours (not
necessarily straight) before the compulsion leaves.
5 successes: A larger group of targets (2d10) are receptive to your suggestion...but are not taken with the idea yet. Alternately, a
smaller group (1d10) may be compelled on pain of crushing guilt or a single target may be compelled for a week's time.
6 successes: The entire congregation (or 4d10, whichever is lesser) is receptive to your suggestion... but are not taken with the idea
yet. Alternately, a medium-sized group (2d10) may be compelled on pain of crushing guilt, a smaller group (1d10) may be compelled
for a week's time or a single target may be compelled for a year.
Note: When rolling against more than a single target, use the member of the group with the highest Willpower to defend against the
Hook of Faith.
*** Sanctuary of the Faithful: Primarily used as a ward against Thaumaturgical or otherwise magickal intrusion, Sanctuary is said to
tap into the Dark Ones, themselves, in an effort to bolster the Abaddonite's position.
System: The player rolls Wits + Theology (or, for those of the more baser bent, Occult) and consults the following chart for the result.
Use as the difficulty level the Willpower of the person trying to scry the Abaddonite and/or his or her party.
1 success: The character's immediate position is safe from magickal scrying for a single turn.
2 successes: The character's immediate position is safe from magickal scrying for two turns.
3 successes: The character's immediate position is safe from magickal scrying for a single scene. Alternately, the character's pack is
safe from scrying for a single turn.
4 successes: The character's immediate position is safe from magickal and physical scrying (to include Garou tracking methods) for
two turns. Alternately, the character's pack is safe from magickal scrying for two turns.
5 successes: The character's general position (within a block's radius) is safe from magickal and physical scrying for two turns.
6 successes: The character's presence (within a ten mile radius) is safe from magickal and physical scrying for four turns.
**** Breath of the Ages: It is often said that the gods can sweep away their opposition with but a blast from their lungs...
System: The player rolls Strength + Theology (or Occult) and consults the following table. The difficulty level is a base 7 but can be
altered to account for open spaces (lower) or crowded conditions (higher):
1 success: A gust of chilled wind is called into being. It's not enough to cause any damage, but it will make it impossible to read from a
book, keep a lit fire, or concentrate on using Thaumaturgical or other magickal Disciplines/Spheres.
2 successes: A blast of freezing wind is summoned. The wind is so cold that it causes Strength-level in aggravated damage to all
preternatural physical beings (like Kindred and Garou but not Wraiths). Mortals and the like (Ghouls, included) are dealt Strength +1 in
Health levels' damage.
3 successes: The character can momentarily twist the prevailing weather patterns in the local area (within a mile radius) to a certain
(limited) extent. He can drive the temperature down fifty degrees in any season and whip up the winds to gale-force strength. Any
preternatural creature of physical nature directly in the path of these wild currents will suffer Strength +2 in aggravated damage while
mortals and their kin suffer Strength +3.
4 successes: and above have no additional effects.
***** Translation: An Abaddonite who has the power of Translation has been chosen by the Dark Ones to be the indirect recipient of
Their Word. He or she can now read the macabre and thoroughly alien script that was the original tongue in which the Book of Thorns
was written.
System: The player rolls Wits + Occult and consults the following table. Note that the higher the success, the greater the number of
layers that are exposed to the noviciate. This isn't necessarily a good thing... The Storyteller assigns the difficulty level, but keep in
mind that knowledge, once learned, cannot be unlearned. Keep the difficulty high, if only to save the character some grief.
1 success: The noviciate can read the plain text message of the Book of Thorns in its own tongue. No hidden meanings are discerned
and, as far as the character is concerned, there appears no difference between it and the various translations into mortal languages.
2 successes: The acolyte can discern a subtle subtext to the Book of Thorns, particularly in scripts written before the year 1000 AD. In
them, there are additional pearls of wisdom, mostly dealing with parables allegedly told by the Antediluvians and the Dark Ones.
Nothing too sinister but certainly of interest to the theologian.
3 successes: The acolyte now can discern the first hints of what the Abaddonites call the Gnosis, the hidden meaning behind the Book
of Thorns. Parables now have a darker meaning as the true nature of the Antediluvians is revealed and their plan for the Seed of
Caine and Abel, though not fully spelled out, is certainly hinted at.
4 successes: The full plan of the Antediluvians is spelled out, at least, as far as the Priests were told. It is from these hidden and cryptic
passages that much of the legend surrounding Gehenna comes, aside from the brief imagery found in some copies of the Book of
Nod. Also, there is the first mention of a being called the Demiurge.
5 successes: The Demiurge is given more space and His role in the eschatology of the Thornites is given. He is also referred to as
the Iniquitus, the Fallen Messiah. The first hints of what will come after Gehenna are given, though those hints are conditional upon
continued faithfulness on the Path of Thorns.
6 successes: The Truth. The origin of the Kindred, the Fall, the relationship between the Dark Ones and the Antediluvians and the
world after the Demiurge's coming.
Note that any noviciate or acolyte who has already used Translation may not do so again for a month's time while the Abaddonite's
truth-singed soul recuperates from having learned too much.
****** Disciple: An Abaddonite who reaches this level of mastery over Communion can infuse his faith and zealotry into those willing to
receive it. Most often, this is used to bolster the ranks before a Crusade is launched or to anoint a successor when the time has come
for the Final Death. A variation of this is the Seventh Level power, Apostle.
System: The player rolls Manipulation + Willpower, with the difficulty level the opposing Willpower minus one point per level of
Willpower that the transferor has above and beyond the transferee's Willpower.
Any success at all means that the transferee is suddenly imbued with the Abaddonite's faith and zeal. However, if more than one
person is being Discipled, consult the following table:
1 success: Upwards of two Disciples are created.
2 successes: Upwards of six Disciples are created.
3 successes: Upwards of ten Disciples are created.
4 successes: Upwards of fourteen Disciples are created.
5 successes: Upwards of twenty Disciples are created.
6 successes: Everyone in the immediate area (defined by the Storyteller) is Discipled.
Note that no memories are exchanged. Just the current status of the Priest's faith. This can be good, if the Priest in question is a hard-
charger and the Sabbat is gunning down on the city. It can also be bad if the Priest is a Doubting Thomas.
******* Apostle: This power is predominately limited to high-level Thornite theocrats, mostly those of Bishop-status and above but not
including the Antipater. It's a much stronger form of Disciple in that actual memories are transferred between the sender and the
recipient. Note that, again, as in the case of Disciple, this is not necessarily a good thing. Also, unlike Disciple, Apostle can be done
on an unwilling target, though the difficulty level is always two higher than it would have been if the recipient was willing. Such targets, if
successfully Apostled, are usually referred to as "The Called" by those Abaddonites with a sense of humour still intact.
System: Exactly the same as Disciple, with the except- ion of the unwilling clause.
1 success: Upwards of two Apostles are created.
2 successes: Upwards of six Apostles are created.
3 successes: Upwards of ten Apostles are created.
4 successes: Upwards of fourteen Apostles are created.
5 successes: Upwards of twenty Apostles are created.
6 successes: Everyone in the immediate area (defined by the Storyteller) is Apostled.
******** Beatification: This power is used exclusively to transfer the thoughts, memories, faith and actual portions of an Abaddonite's
personality from the outgoing Antipater to the incoming one. Used once per fifty years (after which the Antipater voluntarily steps
down), it provides an extended continuity from one church head to the next and links the faith from the presents days to the dim
reaches of the past.
System: Same as in Apostle. Note, this power can only be bequeathed upon a single person at a time... though it can be used multiple
times. No Antipater has issued an edict condemning the practise (called Polytheosis) but there are many rumours of multiple potential
Antipaters and Anti-Antipaters leading various factions within the Thornite faith. There's even a strong legend about an alternate
Unholy See in Avignon...but no expedition or inquiry has ever returned or lived to tell of it. It proves nothing...but it worries many.
********* Consultation: An Antipater of significant strength in blood and faith can, under extraordinary circumstances, actually call
upon the various Avatars of the Dark Ones for consultation. This is a power that is used very very rarely and when attempted is done
with the most reverence possible, lest the Dark Ones anger too quickly over a perceived slight.
Note that anything Consulted with might or might not be an Avatar of the Dark Ones. The number of successes helps to determine how
close the being is to the Princes of Darkness but, in the end, the Antipater is taking a very grave risk...
System: Wits + Theology against a difficulty level of eight...and pray you get good results. This roll is a secret roll in which the player
tosses the dice behind a barrier. Only the Storyteller will know the result.
1 success: Contact is achieved, but the being in question is very obtuse and much time will be needed to extract any knowledge from
it.
2 successes: Contact is achieved, but the being in question is sly and slippery. It likes to play with the Abaddonite, though will
otherwise be quite receptive to the Kindred's queries...after a fashion.
3 successes: Contact is achieved and the being is completely receptive. Treat as a nominal success with no penalties. This is actually
a lower-level contact (possibly a Cherubim) with the Dark Ones. All other beings contacted with lower success rates are...something
else.
4 successes: Contact is achieved with a receptive midlevel entity (possibly a Seraphim) closely affiliated with the Dark Ones.
5 successes: Contact is achieved with a receptive full Avatar. Caution is urged.
6 successes: Congratulations...you've just contacted a Prince of Darkness, Himself. Good luck...
********** Apotheosis: An Antipater of the highest purity and faithfulness may, upon reaching the required Generation, seek to
become translated into divinity. This effectively removes the character from play but it is a path many Antipaters of old take after the
religious and secular glories of the preternatural world no longer hold any charm for them. In a way, it's a sad power, because it
signifies that there is nothing left to experience in this world and the only way out is to fully and faithfully submit yourself to the desires of
what you think are your Saviours. But what if you're wrong?
System: Wits + Theology against a difficulty level of nine. A total of four successes must be attained before Apotheosis is achieved.
Anything less and the procedure fails and cannot be attempted again for five hundred years. Anything greater and your stature in your
upcoming life is raised. The Dark Ones notice you and will take heed.
In any case, as already stated, this is a character-ending power, but should be used as the climax of a long campaign and not
frivolously.
Conduction
By Brian Wilson (bwilson@infoave.net)

Description
This startling discipline was stumbled upon by a 6th generation Ravnos, who has since been expanding on it. As the name
suggests, the Kindred can conduct electricity through her body without damage.

* Closed Circuit
This power is quite useful to the Ravnos, who usually make an unliving in theft. A running joke about this power is that it was
created to make fools of the rich Ventrue who surrounded their mansions with electric sensors. Any continuous circuit will remain
so if touched by any Kindred with this ability. No damage will result also.
System: Roll Manipulation + Security (difficulty varies depending on equipment)

** Charge
This strange ability makes a great party gag. Ever hear the old saying, "Stick your finger in a light socket?" With this power,
doing so will not only make your hair rise, but also collect the energy for storage in your body.
System: No roll is required but if used on security systems, you will be detected. Your body will store the energy until you decide
to use it. You may hold (10 times Blood Pool) Watts at a time. +2 dice to Intimidation rolls against anyone who witnesses this
power being used. This energy must be used within (10 - Stamina) days or an involuntary discharge will occur, leaving
aggravated wounds on the feet. Any source of electricity may be drained (batteries count).

*** Static Cling


Used only after Charge, this power will cause objects to be attracted to the Kindred.
System: Roll Manipulation + Science (difficulty varies with distance/weight of object; ST's discretion) Successes can be totaled
to move heavier objects or those that are far away. (i.e. cars or objects barely visible from distance)

**** Shock
Didn't you always hate it when you dragged your feet on the carpet? Of course not. This power is essentially the same principle,
only with slightly more noticeable effects.
System: Must be used after Charge. You decide how much of your stored power you use, then touch someone or something.
Used as normal Brawl roll. If half or more of the stored energy is used, target is automatically knocked out and if target is
Kindred will wake up with aggravated burn marks on body where touched.

***** Bolt
Conductivity has certain advantages. Like the ability to channel and shoot electricity. Ain't science great?
System: Energy Pool must be empty. Charge can not be used as you will be overloaded and probably explode in a burst of
energy. You can either use this power as a useful way to make a circuit or as an attack. For use with circuits and other non-
violent actions, roll Manipulation + Repair (difficulty 7). For attack, roll Manipulation + Firearms (difficulty 8). One hand must be
placed on source of power continuously and the other hand will serve as discharge point (Hint: portable Van digraph carried in
backpack wired to one hand makes an excellent power source). Damage is aggravated for Kindred and usually fatal for mortals.
Discharge is equal to Energy Pool for each blast in Watts. For multiple shots (i.e. one through each finger), divide Energy Pool
into (# of fingers used) and make normal Firearms roll. The roll determines the outcome for all fingers, as it is still one action
(Damage for finger shots causes Health to fall 3 levels on all victims). Appearance of energy varies from bolts to balls and is very
bright.
Consumption
By Eric S. Bertish (bertishg@db.erau.edu) for his revision of the Gaki.

* Stalking the Prey


Though the Gaki are driven by Hunger, with judicious use of this power they can keep it in check and prevent Frenzy. By
following a constant regimen of continuous feeding they are able to keep their Blood Pools full, thereby giving them the
maximum amount of dice in any Self-Control roll.
System: By rolling Perception + Streetwise (or Survival if outside an urban environment), the Gaki may track down a suitable
vessel for feeding. The parameters of 'suitable' are fluid, allowing the Gaki to track a specific type of blood or characteristic,
making hunting easier for Ventrue or those with similar feeding restrictions. Two conditions, however, cannot be 'unset': the
vessel must be able to be safely fed from (i.e., able to withstand the damage of loss of up to 2 Blood Points; therefore children,
the elderly, the infirm, and small animals are exempt from this power), and the vessel cannot have been fed from immediately
prior to the use of this power. This keeps the Gaki from feeding on the smae victim twice in a row. Once a different victim has
been fed from, however, the first vessel can be tracked again using this power.

** Sharing the Thirst


With this power, the Gaki is able to inflict upon others the maddening hunger he lives with nightly. This can be used against non-
vampires.
System: By expending a Blood Point and rolling her Willpower versus a difficulty of the opponent's Willpower, the Gaki may
induce a Hunger Frenzy in others. The victim may roll Self-Control against difficulty 8 to resist, with each success removing one
of the Gaki's successes. Failure indicates frenzy; non-vampires will begin to gorge themselves on whatever food is available,
taking it from others and fighting for it if necessary. A botch indicates a feeding-related Derangement is gained.

*** Sating the Hunger


At this stage the Gaki has gained enough mastery over his Hunger that he is able to channel its desires, fooling it into gaining
sustenance from things other than blood. This is usually done with food; however, Japanese folklore tells of Gaki other than the
traditional Jiki-Ketsu: the Jiki-Niku, who eat flesh (preferably human, and not necessarily fresh); the Jiki-Da who eat tears; the
Jiki-Fun who eat excrement (probably resulting from a Derangement); the Jiki-Doku who eat poison; the Jiki-Fu who eat wind;
the Jiki-Ke who eat smells and/or colors; and the Jiki-Ka who eat fire (high Courage and Fortitude recommended). The Word-
Eater (Clanbook:Malkavian) may in fact be a Gaki who has somehow learned to exist upon concepts.
Note: This is in no way a substitute for the Eat Food merit.
System: The Gaki attempting to eat anything other than blood must gorge himself upon the substance; a minimum of one pound
for each Blood Point to be gained must be consumed. A Self-Control roll versus difficulty of 7 is required to keep from vomiting.
If it is kept down, the Gaki can spend one Willpower per pound of substance ingested and gains one Blood Point of nutrition
from it.

**** Biting to the Marrow


With this strange power, the Gaki is able to bite through anything she can get between her teeth or gnaw at. Even substances
normally considered 'unbreakable' can be broken when subjected to the power of this level.
System: The Gaki expends a Blood Point to strenghten her jaws and teeth. Any nonmagical substance that fits between her
teeth can be crushed in a single round. Even walls may be gnawed through, though this is much more arduous process: the wall
should be given a 'thickness' rating, with each bite made by the Gaki reducing it by one. When zero is reached, the barrier is
breached. Each use of this power lasts for a single successful bite; in the case of breaching walls, expenditure of multiple Blood
Points is to be expected. However, the Gaki could choose to use the level 3 power upon the crushed items in order to conseerve
her Blood Points; however, this gets costly in terms of Willpower.

***** Gorging
The most brutal of all Gaki powers, this enables the user to forcibly rip the blood from the body of its victim. It is a noisy, messy
spectacle, as the skin of the victim ruptures from the pressure of the blood as it escapes outward toward to Gaki. Many Western
Kindred have dubbed this power "playing 'Alien'" after witnessing its brutal effects.
Kindred have dubbed this power "playing 'Alien'" after witnessing its brutal effects.
System: The Gaki spends two Willpower points and rolls Willpower against a difficulty of 9. Each success causes one Health
level of Aggravated damage as the blood forcibly exits the victim's body. This blood may them be absorbed as it flies into the
Gaki's mouth.
Contagion
By Jason C. Marshall (jcmarshall@sympatico.ca) for the Bubanos bloodline.

Description
This discipline is a corrupted form of Obeah, and is used exclusively by the Bubanos.

* Blighted Touch
The Kindred can cause wounds already inflicted to fester and corrupt.
System: This will cause one extra wound to occur to an already wounded character. Only those characters who have already
been wounded can be affected.

** Touch of Pain
The kindred can cause painful lesions, blisters and boils to occur with but a touch. These lesions cause pain and discomfort.
System: This requires a willpower roll versus the target's current willpower. The infected character suffers a -2 dice penalty for
all physical actions as long as the infection lasts. The lesions will remain for a length of time dependent on the number of
successes.

Successes Length
1 One Turn
2 Two Turns
3 Three Turns
4 Four Turns
5 Five Turns

*** Vampiric Infection


At this level the Bubanos can inflict the level one and two powers on a Kindred. He is also capable of inflicted diseases on a
vampire.
System: This power requires a Willpower roll made versus the target's current willpower.

**** Corruption of the Mind


The Bubanos is capable of causing derangements in the minds of others, by staring at them with its now fully developed third
eye, be they supernatural or mortal. The target suffers the effect of the derangement to the fullest.
System: This requires a Manipulation + Medicine roll versus the target's willpower +3.

***** Plague Touch


At this level the kindred is capable of inflicting transmittable diseases to any person, living or dead. This disease can be passed
on by touch or by air depending on the actual disease.
System: The kindred makes a Strength + Medicine Roll versus the target's Stamina + Athletics. The number of successes
determine the severity of the disease.

****** Sapping the Strength


The kindred can remove health levels through touch alone.
System: The character rolls Manipulation + Medicine versus the target's willpower. The number of successes equal how many
health levels are lost.

****** Touch of Pain


By touch alone the kindred causes intense waves of pain to flare through the subject, at the same time any wounds suffered are
considered double the effects to the pain felt.
System: The character rolls willpower versus willpower to activate the power; it requires one success to get going.

******* Repulsion
As the 7th level Obeah power.

******** Vitae Block


As the 8th level Obeah power.

********* Spirit Corruption


The is the final level of Contagion. At this point the Kindred can infect the very soul itself with a 'wasting' disease. The infectee
finds himself suffering from more and more depression till finally he becomes suicidal and morose. Nothing will matter, not
friends, family, money, objects, nothing. This sickness can be cured through therapy and such practises but it takes time, as the
sickness is incredibly powerful and potent. It is often malignant.
System: The character rolls his Medicine + Manipulation versus the targets willpower +1. Each success means the infection is
more powerful and works quicker to the result of suicide.
Copperfield
By Angel Morrigan (ashensire@yahoo.com)

Description
Copperfield is a discipline based on magic, hideously perverted and twisted in a way that makes you feel all warm and bubbly
inside. It was discovered by a Malkavian, Joey "Boogeyman" Sikes, trying to mix stage magic with Thaumaturgy. Tragically,
poor Boogeyman had an accident while juggling flaming Sabbat, and is no longer with us -- but his sickening legacy lives on.

* Pick A Card, Any Card


With this ability, an ordinary deck of cards becomes fun for the whole family! The target Kindred must roll Willpower (diff.6) or be
forced to pick a card. Roll 1d10 to determine the card and effect.

1- Joker: The card laughs at the Kindred, causing the target to continue laughing uncontrollably until the card is replaced, or a
2 successful Willpower roll (diff 6) is made.
3 Random card: The Malkavian hits the target repeatedly over the head until the card is replaced, or upon the death of the
Malk.
4 Queen of Hearts: The Target gets -1 against the Malkavian's Charisma for the remainder of the session.
5- Jack of Clubs: The target looks confused as the Malkavian hits her over the head with a sock full of dung. -2 to target's
6 Charisma until washed off.
7- King of Diamonds: The target is showered in "Monopoly" money.
8
9 Ace of Hearts: The "Barney" theme plays over and over, very loudly, in the target's ears for the remainder of the scene.
10 Ace of Spades: Refills 2 of the target's blood points, at the cost of the target's underwear and/or socks.

** Rabbit Out Of The Hat


This ability allows the Malkavian to pull a rabbit out of his hat/pants/bodily orifice/whatever. Upon release, the cuddly little bunny
hops toward the target, shortly before bursting like a fuzzy, gory balloon. Up to 2 pts. of damage, plus any psychological damage
the target and any onlookers might incur.

*** The Old Sawing-In-Half Trick


The Malkavian produces a chainsaw from out of nowhere, with which he will chase down any unwitting Kindred he chooses to be
his "assistant."

**** Escape Artist


The Malkavian's body gains the consistency of gelatin, allowing her to stretch, bend, and ooze out of or into any confining space
or situation.

***** Houdini
The Malkavian disappears from sight, only to reappear up to 25 yards away from his original location moments later, grinning
disturbingly.
Coprophage Auspex
By Kevin Davies (mizake@mizan.demon.co.uk) for the Coprophage bloodline

Description
The Coprophages, in their quest for new avenues of pleasure, have over the years developed many new applications of the
Auspex Discipline. Most use these powers for seeking out mortals who they find attractive, but they also have a professional
application. It is mostly due to the use of these powers that the Coprophages have gained their reputation as supreme hunters
and detectives.

* Taste of Insight
Through scent and taste, the Coprophage can gain some insight into the life, character and personality of a single person,
mortal or vampire. Only general information may be gained; on tasting someone who has just committed a crime, the vampire
may gain a sense of guilt and fear, rather than the explicit knowledge of when, where and how the crime was committed. Using
scent gives a more vague impression than taste; if it is possible to lick the subject, then, in the example above, the vampire
might gain a general idea of why the subject is guilty and afraid.
System: This power requires no Ichor to use. A roll of Perception + Empathy must be made to succeed; if this roll is failed, then
no knowledge is gained. Use of this power can detect vampires masquerading as mortals.

** Hunter's Desire
The Coprophage may concentrate his sense of smell on the scent of a single person, to the exclusion of all else, and use this to
track him across great distances. Using this power it is possible for the Coprophage to start on one side of a city, and track his
prey through streets, parks and even sewers, to find him on the other side of town.
System: The Coprophage must have a clear memory of the subject's scent, and begin in an area where he knows the subject
has been. If these conditions are met, then a roll of Perception + Auspex is made to track the scent for some way. A new roll
must be made each time the surroundings change considerably; for instance, if the trail leads from a city street to a shopping
mall, or from a public park to a sewer. Any successes above the first on each roll may be applied to the difficulty on the next. The
difficulty of this roll varies depending on the surroundings; a quiet country road might be 4, while a crowded bar would be 7, and
a sewer 9. If the trail is lost at any time, then the Coprophage can choose to retrace his steps and start from the point at which
the last success was gained, or attempt to roll again with a modifier of -2. A Botch means the trail is lost altogether, and the
Coprophage must start again from a different location.

*** Touch the Past


With this Power the Coprophage can smell or taste an object and gain impressions of who last touched it. This object reading is
limited to "feelings" of that person rather than facts or images, but sometimes such things as the sex, race and age of the person
can be discerned. The Coprophage will gain a vague idea of when the person in question was in contact with the object, to
within a couple of hours, and may, if he has a particular person in mind, search for that person's scent should he know it.
System: The player must make a Perception + Empathy roll. The difficulty is determined by the age of the scents, and also by
whether the vampire is searching for impressions of a particular person. The number of successes gained determines the
amount of information gained, both in terms of emotions and the nature of the person who touched the object. Generally one
emotion and one aspect of the person's identity (Nature, Demeanor, age, race or sex) is received for each success.

**** Widen the Perceptions


By flaring his nostrils widely (A good reason not to use this power in public), the Coprophage can take in virtually all scents in the
surrounding area and gain some insight from them. Most scents will be of people who have been in the area recently, and the
vampire may examine them in the same manner as in Touch the Past, above. The scents of objects and events also linger on,
and may be examined by the Coprophage to attempt to discover what has happened there.
System: The Coprophage must first spend a point of Ichor to widen his nostrils. Then the scents begin to flood his mind, and he
must make a Willpower roll in order not to become confused and lose track, requiring him to start again. A Perception + Auspex
roll must be made to examine each specific scent and move onto the next, and only basic information is gained, such as the sex
and temper of a person who has been in the area, or an impression of the event which may have created the aroma. Using this
power, scents can be detected that vampires, mortals and even dogs would have difficulty noticing. If at any point during the
process a roll is failed, then the Coprophage must again make a Willpower roll in order not to lose track and be forced to start
again. A Botch on any of these rolls means that the vampire has taken in more scents than he is capable of handling, and it will
take several hours to get rid of the resulting headache. He will be unable to attempt to use this power again during that period.

***** Kin to Kine


The Coprophage is now able to consciously disguise his tell-tale Kindred scent and appear as a mortal. Use of the power
requires great effort and is usually only undertaken in emergencies.
System: A point of Ichor must be spent and a Willpower roll made for each hour of use. This power is effective against animals,
who will treat the vampire as though he were mortal for the duration of effect. It may also be used against werewolves, who will
not be likely to attempt to see through the illusion. Vampires and others who are skilled in reading auras must make a roll verses
the Coprophage's Manipulation + Auspex in order to pierce the untruth.

****** Breathless Escape


By gaining this power, the Coprophage may anticipate the actions of other beings through their scent without being forced to
concentrate on them. The vampire might realise his opponent was going to run a second before he actually did so, or sense that
a Malkavian was about to lie to him.
System: The power is considered always "on" in some respects; if the subject is about to attempt to harm the Coprophage,
then his senses will flare and he will be warned immediately before the event occurs. However, the vampire may also choose to
consciously use the power by spending a point of Ichor and making a Perception + Empathy roll verses the subject's Willpower.
This allows him to tell the general intentions of the subject and act accordingly. Note that this power may only be used when the
vampire is consciously aware of the subject; if a man is standing in front of you waving a gun about, then that is fine, but if he is
on a neighbouring rooftop with a hunting rifle, then the power cannot be used.

****** Secrets Tasted


This power is similar to Taste of Insight, above, but is much more powerful in its extent. The subject must be tasted, and
strenuous effort is required, but the Coprophage then immediately acquires an absolute understanding of that person's
personality and identity. For a short time, the character understands the subject as well as they understand themselves up to this
time.
System: A point of both Ichor and Willpower must be spent, and the subject tasted. On a Perception + Empathy roll (Difficulty 7),
the character understands the whole depth of emotions, hopes, fears, history of the person, and anything else the Storyteller
thinks he should know. The limits of this power should be determined by the Storyteller, who should base the information gained
on the number of successes gained, with five or more providing complete and fully accurate information. Obfuscate can block
this power; anyone with Obfuscate of equal to or higher level than the character's Auspex is automatically immune to Secrets
Tasted. After three hours, the knowledge gained begins to fade; after six hours, it is gone forever. If the character fails his roll,
then only the barest of information is gained, as in Taste of Insight above. If the roll is Botched, then the subject's memories
begin to flood the vampire's mind uncontrollably and he must make a Willpower roll or gain a temporary Derangement.
Crocodilis
By Fabian Alvarez (maldoror@eucmax.sim.ucm.es) for the Sebekite bloodline.

Description
This is the Discipline of the Sebekites; although similar to Serpentis, it's a separate Discipline, and Setites have no advantage
learning Crocodilis, neither have the Sebekites learning Serpentis.

* Jaws of the Crocodile


The teeth of the Sebekite harden and point, becoming extremely crocodile-like; the jaws expand, and the vampire takes a highly
dangerous, feral appearance.
System: The Sebekite must spend a Blood Point; the enlarged jaws deal a Str+1 aggravated damage.

** Eyes of Sebek
While the Sebekite uses this power, her pupils turn reptilian and her irises turn golden-yellow. Any character using any means of
divination on her will feel that the Sebekite is weaker than she really is. The Sebekite doesn't need to look on his opponent's
eyes.
System: The Sebekite rolls Manipulation+Subterfuge (7); each success can be used to negate/alter one of the opponent's
successes trying to know anything about the Sebekite.

*** Mummification
This power is very similar to the Serpentis power: Mummify. The vampire enters a torpor-like state and becomes invulnerable to
almost everything save the sun and the fire. To wake from this state the vampire must be fed fresh, bloody flesh.
System: No roll is needed, but the Sebekite must spend a Blood Point and the transformation requires a turn.

**** Form of the Crocodile


The Sebekite can become a seven-nine feet crocodile. Physical Stats are as below. All Perception rolls related to sound,
however, have a +1 difficulty because crocodiles, like all reptiles, are hard of hearing...
Str 4 Dex 2 Sta 4
Attacks: Bite 5
Armor: 4 (back), 2 (belly)
Abilities: Stealth 4
Health Levels: 0/0/-1/-1/-2/-2/-5/Incapacitated
System: No roll is required, but the Sebekite must spend a Blood Point and the change requires three turns.

***** Hunger
The Sebekite may increase his Blood Pool temporally. She gains a "secondary" Blood Pool that may be used as the normal
one; when Hunger expires, Blood Points in this secondary Pool must be expelled from the body, usually vomiting...
System: The Sebekite rolls her Willpower (8); she gains a secondary Blood Pool the size of her Willpower trait. This additional
Blood Pool lasts:

Successes Duration
1 3 turns
2 1 scene
3 3 scenes
4 1 night
5 3 nights
6+ 1 week

****** Wisdom of Sebek


Water is the friend of the Children of Sebek; this power can be used to see past events that have ocurred around a body of
water as though she were that body of water.
System: The number of successes in a Perception+Occult (7) roll determines how far in the past may the Sebekite look.

1 1 month
2 1 year
3 10 years
4 1 century
5 10 centuries
6+ As far as the Sebekite wish

****** Thirst
Sebekites use this power when they want to be subtle.
System: The Sebekite rolls his Manipulation+Occult (target's Stamina+Fortitude). The Kindred affected with Thirst lose during
each day's sleep as many Blood Points as successes rolled by the Sebekite. This lasts until the target enters Torpor due to
blood loss.

******* Feasting
Egyptians believe that a crocodile eating a man will return one day speaking with the man voice and knowing the man's
memories. A Sebekite with this power may borrow knowledges and memories devouring the flesh of a victim; she must kill her
with his bare hands and teeth, and a ritual must be said for her proper rest in the realm of Osiris.
System: The Sebekite rolls her Intelligence+Occult (8); each success allow her to take five "dots" of the Knowledges of the
corpse. Disciplines may also be taken, but not Talents or Skills. With more successes, more of the victim's memories will be
regained.
(With the ST's permission, some Lupine Gifts may be stolen by the Sebekite. Spheres and Arts/Realms cannot be taken).

******** Friend of Ra
Sebek never directly hurt Horus, and the Sun is not as cruel with Sebekites as He is with Setites. Crocodiles love the sun, and
some Kindred of this bloodline can stand the sun without dying.
System: A Sebekite with this power must only roll Stamina to soak sunlight damage each hour, not each turn, and the damage
is not aggravated. However, if he botches and catches fire, fire wounds are still aggravated. A Blood Point must be spend as
normally, and rules to remain awake still aply.

********* Reincarnation
Sebekites with this power may reincarnate a soul inmediately after the death of the body.
System: Before (Willpower of the target) hours after the death, the Sebekite must eat the corpse (or all that remains) and roll his
Perception+Occult (8). Each success allows her the power to decide a fact about the reincarnation: where, when... the Sebekite
will know at once the moment the reincarnated soul enters her new body. The reincarnated soul will have forgot everything, save
the fact she knows the Sebekite (or the fact she should, if she didn't know the vampire while she was alive).
Cryonesis

* Cold Heart
The Kindred is capable of remaining active, even when the temperature is below freezing, and is immune to the effects of cold.
System: None; this power is always active.

** Chilling Presense
The Kindred can now lower the temperature in a room or area of similar size, making it very uncomfortable to Kindred and kine
alike.
System: For every blood point spent, the air temperature is lowered by ten degrees Fahrenheit. If the temperature is brought
below 32 degrees (freezing), all other Kindred, unless immune to cold, receive +1 to the difficulty on all dexterity-based rolls. If
the temperature is brought below zero degrees, All other Kindred must leave the area or be frozen in about five minutes.

*** Icicle Sword


The Kindred can now cause the moisture in the air to collect and freeze into any shape he wishes.
System: Spend one blood point and roll Manipulation + Cryonesis (dif. 7).

**** Cut of the Wind Saber


The Kindred can now telekinetically control ice. This can be used with level three to create shards of ice and send them flying at
an opponent.
System: Roll Willpower (dif. 7) and spend one point of Willpower for each turn.

***** Freeze
The Kindred can now freeze his opponents where they stand, killing mortals and incapacitating Kindred.
System: Spend three blood points and then you and your opponent engage in a resisted Willpower test. If you succeed, the
target is frozen solid and takes seven points of aggravated damage that cannot be healed until the target defrosts.
Cryptorchid
By Anthony "The Magician" Murlin (ruby@pa.net)

* Converse with the Dead


With this power and the expenditure of a Willpower Point, the character is granted the ability to see beyond the Shroud and
converse with Wraiths the same as they can with normal people. The Wraiths appear as a misty, ghost-like apparitions. The
effect lasts until the character loses consciousness, whether from being knocked out, going into Torpor, or going to sleep as the
sun rises.

** Vivisection
At this level, the Cainite is able to perform a crude autopsy on a dead victim. By tasting the blood, spinal fluid, and other internal
fluids, and/or by sampling various internal organs, the Cainite is able to discover the secrets of that dead person. The dead's
wraith, if there is one, is teleported to the location where the action is happening, and then experiences a horrible, torturous pain
as the Vivisection is performed, until the Wraith answers the Cainite's question. When this action ends, the Wraith immediately
undergoes a Harrowing, although it is minor. Must do Converse with the Dead before or during the procedure. If there is no
wraith, then nothing happens.

*** Enthrall the Restless


A Cainite with this power is able to control weak willed Wraiths and Spectres, those with Willpower less than three. The
Character must roll Occult + Cryptorchid (Difficulty 7 [ Minimum of 3 successes ]). Once the successes are gained, the wraith or
spectre is under the Cainite's control for the number of days equal to the Wraith's Pathos or the Specter's Angst. The Character
may never make the Wraith do something that would go against its passions of destroy one of its Fetters.

**** Hell on Earth


The Cainite can now pull bits of the Tempest into Physical reality, causing a mini-maelstrom in the surrounding area. In small
amounts, it acts as a "smoke screen", with the swirling winds, thick, multi-colored clouds, and bright lightning distracting those
who don't know better, but on a larger scale, may summon angered spectres into Physical Reality. However, the spectres may
not leave the confines of the Tempest. This action requires the expenditure of a Blood Point for every eight square feet of
Tempest summoned. One Spectre for every Blood point over five leaks through into our reality.

***** Pierce the Shroud


With the use of a black, full body mirror, the Cainite can walk into the Low Umbra. But then, unless the Cainite knows what he is
doing, he is at the full mercy of the denizens of the Shadowlands. This requires the use of a Willpower Point.
Cthonis
By Tyree Quincan Kimber for the Kares bloodline.

* Wiles of the Amazon


Something like an abbreviated form of Auspex. This power grants the character heigtened senses and reflexes to such a
degree that she is prepared for anything and can outmaneuver and outhink any opponent, at least for a few seconds.
System: By expending a Willpower point the Kare gains automatic initiatve for one combat round. By making an
Athletics+Dexterity roll (Difficulty 7) they may combine this Discipline with Celerity for devastating effect.

** Envy Of Eris
With this power the Kare floods another's mind with feelings of jealousy and victimization. The resulting psychic overload
induces the victim to Frenzy even if she is mortal. The enmity between Kares and Gangrel stems from usage of this power.
System: By expending a Willpower point and making a Manipuation+Subterfuge (Difficulty is the target's Willpower,) a Frenzy
can be induced. The target may resist as normal. The user must have eye contact with the target in order to activate the power
but need not maintain it once the target begins to resist. The Difficulty which the target must resist against is 7 due to the
overwhelming range of emotions. If the target successfully resists, he will be immune to further uses of the Envy from that
character for the duration of the scene.

*** Tearing Nails of Hecate


This power is essentially the same as Level 2 Protean. However, in addition to causing aggravated damage, the claws also
have the nasty feature of being able to drain Blood Pool.
System: Same as Level 2 Protean. To drain blood, the attacker must roll Manipulation+Occult. Note that the attacker may still
become Blood Bound in this way.

**** Maw of the Laestrygonian


With this power the Kindred's neck and jaw muscles become huge and powerful and her mouth fills with jagged, shark-like
fangs. She can now snap bones and suck out marrow just like the cannibalistic Laestrygonian giants of folklore.
System: This power requires one turn and the expenditure of a Blood Point to activate, plus a Stamina roll at difficulty 5. Failure
indicates that the character was unable to tolerate the pain of the changes in her physiognomy. If successful, the character's bite
now inflicts aggravated damage equal to the character's Strength+3. A Kare's Appearance drops to zero while this power is
activated.

***** Black Wings of Nyx


At this level a character may generate huge, bat-like wings to grow from her back, enabling her to fly.
System: The wings appear after the expenditure of a Blood Point. While in flight the character may carry up to half the maximum
wheight allowed by her Strength. The roll required to maneuver in flight should be Dexterity+Stealth,(Difficulty varies, although
generally 6) Additionally, the Kare may fold her wings about her to provide 1 point of Armor. The player may do this automatically
if attacked, but must inform the Storyteller before the Attacker makes his roll.

****** Sorrow Of Demeter


Similar to the Taint of Corruption Flaw but entirely conrtollable and dangerous to animals as well as plants.
System: By expending a Willpower point and rolling Wits+Occult (Difficulty 5) the character causes all plants in a 10' radius to
wither and die. Any living creature or Kindred within the area of effect will suffer the same effects as exposure to Atrophine. (See
the Vampire Player's Guide.)
******* Vengence of Deianara
Whether or not Heracles' highly possessive wife was , in fact, a Kare making wicked use of the Cthonis Discipline in order to
punish her philandering husband may never be known and is a notion non-Kares tend to dismiss as propaganda for the Clan.
Nevertheless, this power bears a frightening resemblance to the method of the demigod's demise and now bears Deianara's
name.
System: By expending a Blood Point and rolling Occult+Manipulation, (Difficulty 6) the Kare may cause a visible target's
clothing to begin to secrete a caustic poison. The venom inflicts one level of Aggravated damage per round until all clothing is
removed, the victim is killed, or the attacker willingly deactivates the power. The number of rounds required to remove acidic
cothing is 10 minus the target's Dexterity. If the power is used against another vampire, he must also make a save against
Rotschreck at Difficulty 8.

******** Wisdom Of Janus


Although originally referred to as th Cthonic Gateway, Kares living during the time of Rome felt it both appropriate and amusing
to rechristen this power after the Roman god of doors.
System: By rolling Manipulation+Perception and expending two Willpower points, the character may walk through a doorway
and reappear through any other doorway in the world with which she is familiar. Difficulty is as follows.
A doorway the character has actually walked through - Difficulty 3
A doorway the character has seen but never passed through - Difficulty 7
A doorway the character has never seen but knows the approximate location of - Difficulty 10.

********* Fortress of Dis


A truly monstrous power which makes even the mightiest of Elders shudder in fear.
System: By expending 3 Blood Points and making eye contact with a target, the character can, for a few seconds, wrench her
soul from her body and plunge it into Hell. For one round the target's body will stand immobile, unable to take any kind of action.
Meanwhile, her soul perceives the seconds as years as it witnesses the indescribable horrors of the Underworld. If this power is
used on a mortal she automatically loses both one Willpower and one Humanity and is afflicted with a Derangement. Kindred
and other supernaturals may attempt to avoid these results by making a Willpower test (Difficulty 10).

********** Black Shroud Of Erebus


This level grants the most coveted thing a vampire could want: the ability to walk in sunlight without fear. While other Disciplines
and Rituals exist that may make this temporarily possible, so far only tenth level Cthonis grants this freedom forever. At this
point, the darkness of night has permanently diffused itself through the Kare's being. The sun's effects are permanently negated
as she now generates her own night from within. Needless to say, it's a power which Kindred would kill for.
Although even the Kares admit that their founder is truly and irrevocably dead, she is believed to have imparted this coveted
ability via ritual to at least two of her 4th Generation progeny. Additionally, rumors persist that the Setites ensured Kare's demise
by means of diablerie. Setites hotly deny this allegation. Nevertheless, a handful of cases remain unsolved in the Near-East
where certain Kindred -- all known enemies of the Setites -- have been murdered in or near their havens, apparently sometime
during the day with the assailant never leaving any trace of its coming or going. Few wish to ponder this, for the possibility of two
3rd Generation Setites is a frightening proposition indeed. Setites claim that none of their own would dare attempt to put
themselves on the same level as Set, but then again, since when can Setites be believed?
System: Automatic.
Cybermancy
By Tim Earnshaw (shaith@dlcwest.com)

Description
The discipline of Cybermancy is a very recent creation of the Caitiff to better adapt with the technological paradigm, something
of which other Kindred may well have to do as well as it progresses. The discipline is still in its early stages and as such it is still
difficult to do; it may become easier as the Technocratic paradigm progresses, but that is just guesswork. Actual technological
pieces are still required for this discipline, so outside of cities it is not very useful unless you bring your arsenal of devices along
with you. It also is not cheap, unless characters possessing them goes out and steals/rips the technology, they are going to have
to fork out a lot of cash for some of the better things until they come into vogue with reality.
Botches with this discipline can have a number of nasty effects: rejection of a meshed part, the device short circuiting,
malfunctioning, even overloading the user, not to mention electrical arcs and such. This should give all you sadistic Storytellers
out there alot of fun things to play with *grin* considering what all that could do to the user itself.

* Cyber Sense
The user at this level can come "in tune" with technology, giving her a better sense of how the device works and how best to use
it, allowing those not very good with technology to have more of an edge. The "knowledge" imparted however is temporary and
will fade after time.
The player rolls Intelligence + Science difficulty 7; each success grants 1 extra dice for use in technological related rolls, be it
repair or usage. The dice may be spread out or used in a single roll; however the power only lasts one scene, and may only be
attempted once per scene. This power however may not be used on devices that have been "Cybernetically Meshed" to you
already.

* Tech Bonding
By touching a piece of sensory equipment the user may temporarily use the devices senses for herself. If she touched infrared
goggles she could see in infrared for a time and so on. This works only with sensory equipment, but pheremone detectors, metal
detectors, UV cameras etc are reasonable with this power, a scanning electron microscope or other type of super-complex
technology is not (ST discretion on what happens if a user tries anyways however *efg*)
The player spends a blood and touches the sensory device, then rolls Perception + Science (difficulty 6), 1 success = 1 turn, 2
successes = 1 hour and 3+ successes= 1 night that the player may switch her senses from her normal ones to that of the device.
In cases of infrared, UV and radio wave perception the target adds her science rating to her perception, in magnification of
sound and sight etc, the bonus the device would give.

*** Cybernetic Meshing


The user may physically mesh devices with her own body at this level, making the part or device a part of her body in every
respect. She could mesh a night goggle eye piece to her eye, or a palmtop computer into her forearm seemlessly. However the
area will take on a biomechanical appearance unless she meshes it very well. Space restrictions still apply: meshing a device
the size of your arm into your arm leaves the area unable to be meshed with anything else unless the device is removed. As well
if the area is damaged she may well need to repair and or replace the device, as well as heal the flesh.
The character places a piece of technology or device over the area to be meshed, spends 1 blood point and rolls Stamina +
Science (difficulty 8) to mesh the part. 1 success will have the area look like its had the device stuck in, 2 that the flesh has
melded with the device but still biomechanical, 3 discoloration and a strange texture, 5 a perfect blend. The device or part will
still require batteries or other charge it normally requires to work. You may need to lug around a battery pack or such for some
things. Of course you can always mesh them along as well (;. The same roll is used to remove the hardware from your body at
difficulty 6. The device is still obvious while in use: a D tray will still flip out, or monitor, a laser eye will still look mechanical etc
while it is active.

**** Bio-Interface
At this level the user may set up a permanent interface between components meshed into her on a biological level, forgoing the
need to replace batteries or physically punch in commands. In all respects the device is a part of her; she interacts with it as if it
were a bodily organ. She could read the contents of a meshed computer's hard drive with her mind, or while meshed
permanently have her eye capable of laser targeting for example. However, each device must be seperately linked to the user
and it will take time to have every meshed object in her body working synchronization with her biology. For devices such as
computers that are linked, the user can make a direct interface between a meshed linked computer in her body and another
computer. However, while this does make things easier, a nasty virus or bug etc could have a very bad effect on the user as the
device is essentially a direct part of her (twitches, unconsciousness etc unless she actually spends blood to "heal" the damage).
Devices no longer need to be powered with batteries etc to use; however a blood point must be spent to activate and use.
To create a link between the user and a meshed device she must spend one blood point and roll Willpower (difficulty 7). For
computers and related devices the difficulty to use it, interlink with other computers and hack etc. are +1 dice per success.
However, the bonus is not in effect when simply using a computer or link etc. that is not meshed to you. Essentially you can use
the device much more quickly and with more skill, as well as artificially giving you a photographic memory provided you still do
the rolls for data retrival and sending an image seen to the computer. For linked laser sights to the eye etc. infrared devices,
electronic weapons, the device instead may automatically be activated or deactivated at no cost, as well as giving bonuses
where applicable ie thermal sensors have a perception of 8. A user with perception 3 could actually boost hers to 8 with
spending a blood point etc. Weapon targetting would go down -2 difficulty to a minimum of 4 etc. The character should record all
devices meshed and linked to her, as well as the bonuses etc given by them.

***** Technocrafting
With Technocrafting, the user can actually reshape devices meshed with her body, as well as those outside her body with more
effort, without sacrificing the object's function. This has many uses, making a device more portable, or reshaping it into a melee
weapon in combat situations. A creative user may be able to figure out (At ST's discretion) a way to reshape a device into a
weapon and allow it to give off an electrical charge or other such effect with enough successes.
For reshaping devices meshed and or linked, the user must spend 1 blood point and roll Dexterity + Medicine (difficulty 7). Each
success when used to create a a blunt or sharp weapon gives the user an extra dice of damage when using it in combat, or
minor shape alterations for 1 success to complete shape/size change for 5. The area altered itself will look biomechanical, with
various patterns of circuits etc on its surface. Only simple weapons may be created this way and damage from them is
considered normal (Although an ST may rule at 5 successes the weapon can do aggravated though with less dice, use your
imagination). For non-meshed devices the player spend a blood point and rolls Strength + Science (difficulty 8), with the same
results as above. With enough time and effort the user may be able to create new jacks, plugs, drives and other physical
improvements.
Dai'Houk
By Andrew Besuden (bobcat68@sprynet.com) for the Nertu

Description
The Dai'Houk Discipline grants the vampire to grow a powerful armor and use its powers. However, this power comes at a
price; any vampire with this discipline is the target of demons and their minions. If a non-Nertu vampire wishes to obtain this
discipline (and wants a short unlife), he must drink an elixir made from a piece of the Nertu's armor. If that vampire does this, he
takes damage equal to half his current Humanity/Path level rounded-up, this damage is aggravated.

* Sense the Shape Changers


The Vampire can now sense Lupines, Changelings and characters who use the disciplines Protean and Vicissitude.
System: No blood or Willpower points may be used. Sense the Shape Changers is automatic.

** Stealth Armor
The Vampire's Armor activates and grants him the power Obfuscate level 1 (Cloak of Shadows).
System: Player must spend blood points equal to half his current stealth level, rounded up.

*** Produce Chains


By concentrating, the vampire produces chains from his gauntlets.
System: The player rolls Strength + Occult (difficulty 8)
Successes Strength
1 slightly weak chain
2 Iron chains
3 Steel chains
4 Titanium chains
5 Diamond-Titanium chains

The chain is three feet long to begin with but can lengthened or shortened by spending two additional blood points.

**** Grappling
Used after Produce Chains. The vampire is now able to grapple things with or to hook on to things.
System: Spend 2 blood points and roll Dexterity + Occult (Difficulty depends on range). Damage rolls with chains are equal to
Character's Strength+1. The player may retract the chains by paying 2 blood points.

***** Spiked Gauntlets


The vampire can create three eight inch long claws on either gauntlet by concentrating.
System: Spends one blood point and one Willpower point to activate. The claws grow in two turns and deal aggravated
damage equal to the character's Strength+2.
(In order to adavance to levels higher than five the charcter must lose one point in Humanity/Path (other restrictions apply as
well).)

****** Armor of the Dead


The vampire's armor increases its strength.
System: For each two damage, including Aggravated damage, dealt, the character's health level goes down by one.

******* Demon Weapons


The Vampire can create weapons from mere thought.
System: Roll Intelligence + Melee, difficulty Stamina. The number of successes determine the size of the weapon:

Successes Weapon type Difficulty Damage


1 Knife 5 Strength
2 Dagger 6 Strength +2
3 Short sword 6 Strength +4
4 Long sword 7 Strength +5
5 Broad sword 8 Strength +8

Note: All weapons made in this manner deal aggravated damage. Sword-like weapons are not the only type of weapon made by
this discipline.

******** Armor of the Chameleon


The vampire can now hide in plain sight and in full armor.
System: Roll Stealth + Perception (difficulty determined by Storyteller). If you get more than four successes, you completely
blend into your surroundings. If you move in any way, Armor of the Chameleon deactivates.

Multi-Discipline: Shadow Snare


Required Disciplines: Dai'Houk 3, Obtenebration 2
Experience Cost: 10
Description: The Vampire, by means of shadows, can ensnare a character in chains preventing that character from taking any
action.
System: Roll Dexterity + Melee (difficulty 8, 6 if the area is full of shadows). The number of successes detemines how many
hours the target is immobilized.
Dakai
By Jenny Parr (j.l.parr@bradford.ac.uk) for the Hibakusha Onyudu.

* Suisoku
The principles of Dakai teach perfect harmony of the mind. As a result of this teaching its student may separate his conscious
and sub-conscious minds, and create a catalogue of his experiences which he can withdraw information from at will.
A roll of Intelligence + Alertness roll against a difficulty of 6 must be made, the number of successes needed depends on the age
of the memories. The merit Eidetic Memory decreases the difficulty by 2. All experiences will be remembered as if they only
occurred yesterday.

1 success Memories up to 1 year old.


2 successes Memories up to 5 years old.
3 successes Memories up to 25 years old.
4 successes Memories up to 100 years old.
5 successes Memories of the Faithful's entire life.

When confronted by a situation which may bring back memories of a previous life the GM may make a secret roll to see if these
memories emerge. The successes determine the clarity of the memories.

** Kankaku
The use of Kankaku changes the perception of the student using it; these senses being beyond normal perception ie: X-ray
vision, diagnostic taste, parabolic hearing etc.
For every success on a Perception + Science roll against a difficulty of 8 the Onyudu can change one of his senses to those of a
machine for one scene. After this scene a wound level is taken for each further use of Kankaku that night as the senses do not
have time to readjust.

*** Johoteikyosha
Logic disassembly and true chaos is the goal of Johoteikyosha. By using pure randomness its students may attempt to hide
their true course of actions from their opponents. It is often used to discourage business rivals during takeover bids.
A roll of Wits + Subterfuge against a difficulty of 7 must be made. Each success increases the difficulty of any attempt to find
your weaknesses or otherwise determine your next course of action.

**** Mizumi
The disruption of the natural workings of mechanical, electronic or electrical devices are taught by the methods of Mizumi. The
item will refuse to work -- computers will crash, transformers will burn out, engines will stop, cart axles will refuse to turn,
bowstrings will refuse to stretch and practically any item may be affected as long at it is man-made.
Manipulation + Repair must be rolled against a difficulty determined by the complexity of the device, 4 for a Cray to 10 for a
simple metal sword. Each success increases the difficulty for the user of the item.

***** Denryoku
The techniques of Denryoku teach the manipulation of natural forces such as gravity, electricity, kinetic energy etc.
Each success on a Dexterity + Science roll against a difficulty of 7 determines the level of effect of the forces. If attempting to
cause damage, one damage level is caused by each success gained -- special circumstances may increase the damage
caused. Other effects will be judged by the GM and a number of successes may be needed to make a specific effect work as
planned.

****** Kumonosu
The practice of Kumonosu teaches great leaps of logic and information assembly. Those who use it display great knowledge of
the weaknesses of their enemies' plans and claim to have insight into their very souls.
A roll of Intelligence + Empathy against a difficulty of 7 is needed. The number of successes gained determines the amount of
information the Onyudu has gained about their target.
Daphneism
By Joel Sax, for the Endendara bloodline.

* Cloak of Leaves
Your ability to transform into a plant has not yet developed, but this discipline allows you to hide among plants without being
seen. Even small potted plants can afford cover.
Once under cover, you must remain completely motionless in order to remain obscured. If you move, if the plant cover is pulled
away, or if a light is turned on which would illuminate you, the Cloak of Leaves fails.
System: No rolls need to be made, since the discipline succeeds once the criteria have been met. However, those with Auspex
higher than the character's mastery of this discipline will see right through the leaves.

** Tendrils
You are able to grow three foot long tendrils. These tendrils are immune to sunlight and can aid in grappling.
System: No roll need be made; the transformation is automatic. Expenditure of two blood points per three foot tendril (you can
expend eight blood points to make a 12 foot long tendril) is required. Each three foot long segment adds one to your grappling
dice. Note that the number of blood points to create a three foot tendril decreases to one after you have attained the fourth level
of mastery in this discipline.

*** Root Meld


Similar to the Protean discipline Earth Meld except that the vampire becomes a fibrous root ball. While buried, the vampire is
protected from the rays of the sun, but you can be dug up and exposed to sunlight while in this form.
System: No roll is necessary and the transformation is automatic, but two (or one) Blood Points must be spent.

**** Leaves
You may grow leaves and use them for photosynthesis. When in this form, you may grow a leafy vine resembling kudzu above
your resting place. If you sprout Tendrils while in this form, you may grapple with opponents. You must combine this with Earth
Meld. (Exposure of your vampire body will result in light damage.) If you rise from the earth, you lose your leaves until you meld
again and reform them.
System: No roll is required, but the transformation takes three turns and two Blood points to complete.

***** Suckers
You may grow suckers for feeding while in vine form. You must successfully grapple with your prey to use them. You can drain
your victims at the normal rate.
System: No roll is required. Creation of the suckers requires the expenditure of two Blood Points. This takes a turn.

****** Forbidden Fruit


You may grow bloodberries. The fruit are filled with your own vitae. Other vampires eating them may derive sustenance (one
Blood Point per clutch), but if they eat three of the fruit (on different nights) they will become blood bound to you.
System: Creation of bloodberries requires two Blood Points while in Vine form. One of these points will be encapsulated in the
berries. They are not recoverable to you. Bloodberries require an hour to grow.

****** Flower of Evil


You may grow a large white flower at night. Humans and others who see the flower will feel drawn to sniff it. You can dominate
any who do by the odor the flower emits. The emotions you can provoke are primitive: rage, love, anger, lust, caring, etc. The
human will act out these emotions until dawn. Vampires are not affected.
System: Creation of the flowers requires two Blood points while in Vine form. The effect of the scent must be determined when
the flower is grown. An opposed roll of the vampire's Manipulation+Herbalism against the victim's willpower is required to draw
the victim towards the flower.

******* The Moving Vine


You may uproot yourself and move about while in vine form. Your root ball comes up with the vine (therefore you should move
only at night) and you are able to crawl at a slow rate.
System: You must roll your willpower against eleven-humanity to uproot yourself. It takes five-strength turns to uproot yourself.
You may move three square feet of foliage per blood point spent up to twenty five feet. (The remainder dies.)

******* The Writhing Vine


You may move all your above ground plant parts, not just your tendrils.
System: No roll required. Expenditure of one blood point.

******* The Swimming Vine


You may move your root ball underground for short distances.
System: No roll required. Expenditure of one blood point per ten feet moved.

******** Variable Foliage


You may grow different styles of foilage, imitating trees, grass, shrubs, flowers, as well as vines. A vampire with this power can
create a whole garden.
System: No roll is required. It requires an expenditure of a Blood Point to effect the foliage change plus a blood point for each
three feet (or nine square feet of one inch high lawn) you grow. You may accumulate growth on successive nights to a limit of
three hundred square feet.

********* Plant Parasitism


You may derive sustenance from plants. You can draw one blood point from each three cubic feet of plant material you
parasitize. The plant dies.
System: No roll is required.
Note: Daphneism is similar to Vicissitude (see Storyteller's Guide to the Sabbat) in that any vampire who has tasted the blood of an
Endendara may develop the powers. Of course, this also means that you will become more plantlike as you lose humanity.
Darkforge
By Michael Robbins (your_raven@hotmail.com) for the Bloodshades bloodline.

Level One
The Bloodshade learns how to meld the Darkness of the night sky with the very skin of his host. The result is an unusual
resilience to damage that helps to protect the Bloodshade.
System: Roll Willpower (Difficulty 8), the resulting successes equalling the extra soak dice the Cossack gets. Each use of this
power lasts for one scene and costs 1 blood. Note that the resulting energy turns the skin of the Cossack pure black everywhere
except the hands, head, and neck. This also means that any attacks to those specific areas do not grant the Cossack the extra
dice. The power is also ended prematurely by contact with light brighter than a cande or torch. Thus most Cossacks wear
clothes that cover the areas that will be infused with darkness.

Level Two
The Bloodshade learns how to see in the darkness through his mastery of the night.
System: There is no blood cost or roll to activate the power. The Cossack can simply always see no matter the lighting
conditions. A favored tactic for Cossack attack squads is to attack the lights of the enemy first to grant them a large advantage.

Level Three
At this level of mastery of the darkness the vampire can create weapons out of the darkness. He can will the night to provide him
with the means to attack his enemies and defend himself.
System: The vampire rolls Willpower (Difficulty 6), the resulting success being the damage dice the weapon will do in addition
to the vampire's strength. The weapon can take any shape the Cossack desires, but is always a melee weapon. The damage
done is not aggravated. The favored weapon of the Cossack is a saber and many learn a specialization in it after the Embrace.
This power costs 1 blood to activate and lasts for a scene.

Level Four
The vampire is now so attuned to the darkness that it actively tries to help him without his conscious will. The spirits of the night
whisper in the vampire's ear if a foe is near and give a direction of the danger.
System: Whenever the Storyteller deems that someone approaching the vampire is an enemy, make a secret test for the
character. Charisma is used, since if the character isn't nice to the spirits they will not help him. The Difficulty is 8, but one
success grants the warning. It is important that the power only responds to those the vampire thinks of as an enemy. If his best
friend is coming to Diablerize him and he doesn't suspect it, there will be no warning. Of course some vampires are so paranoid
that anyone approaching would trigger the power. Who said paranoia doesn't pay?

Level Five
The spirits of the night that used to just warn him of attack now actively defend him. When someone approaches that the vampire
thinks is an enemy, the spirits will actually appear and fight for him.
System: Same as last level's check but the Difficulty is now 10 (the spirits really don't like manifesting in the material world). If
the test succeeds the spirits will appear as large shadow hounds that will attack the foe. Each opponent that tries to get near the
vampire will be visited by two Shadowhounds and when the opponent is killed, knocked unconscious, or runs away the dogs
leave. Each dog that appears will take three blood from the vampire, which do not count against the vampire's limited blood
expenditure per round. The vampire does have the option of paying for the spirits' services or not. If he doesn't want to pay the
blood they simply don't arrive. If any dog dies in a fight then the other dog he appeared will with disappear as well.
Shadowhound: Str: 4 Dex: 2 Sta: 4 Cha: 4 Man: 2 App: 2 Per: 6 Int: 1 Wit: 3 Talents: Brawl 3, Dodge 3, Athletics 1 Skills:
Stealth 4 Attack Dice: 5 Damage Dice: 6 (non-aggravated) Soak Dice: 5 Will: 6 Health: OK, OK, OK, OK, Banished

Level Five
The vampire can now totally infuse the host's body with darkness and take on the Darkform. He can now control his body almost
perfectly and becomes a nightmare opponent to fight in darkness.
System: The vampire spends 3 blood to change in one round, or 1 per round for three rounds. The body and clothing of the
vampire becomes composed entirely of semi-morphous darkness. He gets +3 to Dex, which can exceed the normal human max
of 5 in physical attributes. He gets +5 dice to soak, but cannot use Darkforge 1 at this time. The weapons he makes with
Darkforge 3 now seem to come out of his body and do aggravated wounds at this point. He also gets +6 Dice to any stealth
tests that would logically be helped by being almost invisible in darkness. Finally, this body is not changed back to normal by
light sources like Darkforge 1. However, the body is not liquid enough to fit through cracks or even through bars of a door. In any
situation where a normal person could get through with difficulty or maybe just miss fitting, the Darkform can fit. The vampire now
takes double damage from sunlight in this form and light of a fire is especially hard on the Darkform, raising all Rotschreck
Difficulties by 2.
The Dark Trick
By Palika Goldstein (Goldpul@minna.acc.iit.edu) (17 Mar 95)
This discipline involves the manipulation of the Vampires' Blood and eventually the Blood of others, be it mortal, Lupine or Cainite. By
using this discipline the Vampire is able to control aspects of his or her Blood to behave in specific ways. Users of this discipline are
ones who seek power and control over others through superior force. The members of the secret society of Inconnu are rumored to
have knowledge of this discipline, but none know if they use it or not. The Sabbat recently has been rumored to have found it through
the diligent study of one of it's splinter members, a scientist/occultist who makes Chicago his haven. What the status of this and just
how many know this discipline are unknown. The Dark Trick is a powerful discipline and should be used with care, its teachings
appeal to the Beast more than anything else in all of us. Vampires who use this discipline frequently are seen as power hungry, insane
individuals who exhibit behavioral traits similar to the Malkavians in their quest for power.
* Whispers: A Vampire may speak in tones so low that normal hearing can not distinguish actual speech. This speech can be
directed at another person, or Vampire, as to make just that one person or close group hear what is being said to them. The effect can
even be centered inside someone, so that the target listener feels as if his or her own conscious mind is speaking to them. To notice
the speaker requires a Perception + Alertness (difficulty 6 if you are the target, 9 if otherwise), and it is next to impossible for another
to hear what is being said (mortals can not hear this unless they are the target, but Vampires may roll Perception + Alertness at 8 to
hear if they are in the vicinity of the target). Shouting is not possible with the Whispers, and only short sentences may be used. This
power can not be used in conjunction with establishing any Dominate discipline over the target, although the subject may believe that
someone is talking to him or her (like a conscious or God). There is no roll required for the Vampire to use Whispers.
** Articulation: With this power the movements and actions of the Vampire are smoothed and refined into an artist's quality. If the
Vampire is a dancer, then the leaps are graceful and seem to last just a little longer then they should, the dancer staying up in the air
just a bit too long. Reduce the difficulty of all performance target numbers by 2 when any sort of grace or agility is concerned to affect
the outcome. If a musician or artist is using this power, reduce all target numbers to perform or make a painting/sculpture by one
(these actions are not full body as a dancers). Finally, a solo performance in a theater like atmosphere may induce Awe (Presence
Level One) if the Storyteller thinks it is appropriate. This power requires the use of one blood point.
*** Levitation: This power simulates the legendary ability of Vampires to rise into the air or disappear off of tall buildings. The power,
once used, is limited to that day and that specific scene; the Vampire may jump off a bridge and Levitate to the surface of the water,
but after swimming across the lake; may not then levitate again to the top of the cliffs. Constant Levitation is not possible; if the
Vampire looses concentration (roll Willpower against Target Number given to you by the Storyteller if it is appropriate) or stops
Levitating for any reason the Vampire falls. Levitation in this manner can be used to gain some horizontal distance while jumping from
one building to another, double the amount of dice available for running jumps as long as the height of the object you are jumping to is
less then the one you are jumping from. You may not levitate sideways, only up and down. This power costs one blood point to use.
You may carry more than your own body weight at the expenditure of one extra blood point for each mass beyond your own; for
instance if you wanted to Levitate while holding a beautiful woman in your arms you would first have to be able to physically pick her up
(roll strength) and then expend two blood to levitate up to the overhead balcony. Because of the concentration required to use this
power, no action is allowed either while moving or immediately after (jumping off a building and then shooting a foe when you arrive at
the pavement isn't allowed, it takes too long for one action). If it is dark (which it constantly is in Vampire) or if the environment is
hazardous to movement (like a rain of bullets or a storm) then the Storyteller may ask you to make a Wits + Athletics roll (difficulty from
2-9) to reflect the conditions of your landing correctly. Three successes is usually needed to land, if you don't make it then you crash
prone and loose your action for the next round.
**** Sealing of the Blood: This power prevents Kindred and the like from using blood in any way for the duration of the combat. The
Vampire using this rolls Manipulation + Occult against the targets Willpower (Iron Will does not affect this because it is not a
Domination ability) and expends one blood point. If the Vampire gets at least three successes, then the target is prevented from using
blood (but not drinking it). Additional successes increase the time effectiveness of the Sealing, each one is an extra minute that the
target can not use blood. If the Vampire botches this roll then the target can Never be sealed until the Vampire lowers his or her
generation.
***** Flight: This grants the Vampire the ability to maintain controlled flight. All the Vampire does is to expend three blood points. The
Vampire then lifts off the ground to a height he or she wants and fly's towards a destination. The Flight ability allows for minor
correction to avoid large passenger air planes, birds and the like, but not bullets or spears. The Vampire may continue to fly as long as
he or she likes, but may not fly for more then 24 hours.
Speed is comparable to that of a sports car (safe 100, unsafe 190), and at speeds greater than that the Storyteller may require a
remain conscious roll (Stamina) against a difficulty of 6-10 to reflect the inherent dangers of reckless speed. An unconscious Vampire
striking the earth, building or such suffers twice the amount of wounds as if they had fallen from a height equal to the speed they were
traveling. For example, Bob the Vampire takes off after a leerjet and blacks out while traveling at 200 MPH. Bob falls to the ground (or
grinds along the runway if that is appropriate) and has to soak as if he fell 400 feet off a building (40 floors, Cainites) which is the max
10 health levels. As flying is an unsteady base, increase all applicable difficulties by 2 while in the air. Controlled crashing, like through
a window or door, grants the Vampire 5 extra dice to roll along with Strength (don't forget to add Potence), and damage to the
Vampire is up to the Storyteller's disgresion (see the chart on page 193 of the Handbook to get an idea of what force we are talking
about).
****** Drawing of the Blood: Any physical attack upon the target by the Elder Vampire causes the target to loose blood as it sprays
from his or her body. The amount is double the damage left unsoaked by the target, to a maximum of 10 blood. If the hit does no
damage or the target successfully resists all physically damage, then the target looses the minimum of 3 blood.
****** Healing of the Blood: The Elder Vampire may spend 5 points of blood and heal an aggravated would at any time, in addition
to taking an action. This can be done as may times as the Elder rolls Stamina + Occult (difficulty 6). One failed, the Elder must rest one
day to use this power again.
****** Killing Glare: This allows the Elder Vampire to project his or her thoughts into another being to cause damage. The Elder rolls
Manipulation + Occult and must see the target. Difficulty is the target's Stamina if the Elder's Willpower is higher, target's Willpower if it
is not. Each success indicates one normal wound done to the target, resisted normally with Stamina + Fortitude.
******* Stealing of the Blood: When any Kindred who is successfully targeted by this power burns blood it instead goes to you.
Target difficulty is Willpower (roll Manipulation + Occult). Must be line of sight. It is possible for the Elder to drain corpses and other
bodies this way without being near them, although the nature of this power being used is incredibly obvious. One blood is used per
target, and there is no limit as to the number of targets as long as they are with in line of sight.
******** Akasha's Combustion: For every blood point you spend, do 1 aggravated wound of fire damage to a target (house,
Vampire, object, ammo clip, etc.). There is no roll needed to use this power unless the target can not be seen clearly (or at all), then a
Perception + Alertness is required based on the Storyteller's disgresion. This damage is resisted by Fortitude (9).
******** Enkil's Will: The Elder Vampire may immobilize a target by rolling Intelligence + Occult against Stamina. Three success are
required, and any additional success immobilizes the target for 10 minuets per success. The target is physically unable to move, and
this will kill any mortal in 1 minute (heart stopped), but will not adversely affect Vampires in the like manner. The target may expend
Willpower to counter the successes of this power, and once done the power can not be used again on that Vampire. This requires one
blood to use.
******** Khayman's Purpose: This power allows the Elder Vampire to stop the physical mechanical movements of objects around
him. Objects must not weigh more then the character can left. Thus, guns will not work, cars do not start, bullets cease to move. This
provides absolute protection from moving things in a 20 foot radius around the caster. The Elder has absolute control over the things
moving, and can send bullets back to targets, or strike different ones. This requires expenditure of 5 blood. Any amount of damage
can be inflected by force of will, up to 10 dice normal. More then one "thing" can be controlled at one time, for instance, the Vampire
using Khayman's Purpose may stop the beating of the hearts of all mortals in a 20 foot radius around him or her. This causes death in
5 minuets to the subject. Other examples apply.
********* Master of the Blood: This power allows the user to completely ignore normal needs for blood. The Elder's blood becomes
so potent that 5 days may pass with out the need to use blood to feed on. The Vampire need not sleep or hunt, and makes all rolls
versus any terror at double the amount of dice. The Master of the Blood can compress actual liquid blood into forms that can be stored
and handled. For example, the Elder may change the 5 gallons of blood in a vase into the vase itself. The vase would then be able to
hold the blood indefinitely. Breaking the object that the blood is in does not destroy it, although the pieces will contain less blood than
the original as a whole. The Elder may choose to meld into this blood soaked object at will, by merely coming into contact with the
object that has been properly prepared with holding blood. At least one blood point must be in the object. The Elder looses all blood
currently in his or her body while in the object, and has as many blood as the object has in storage. The Vampire may use this blood
normally. It takes 10 blood to reform his or her body to exit this state, and the Vampire will have 10 blood. While in the object, the
Vampire can not be harmed by any means short of total destruction of the object.
********** The Red Mist of Cabal: Not much is known about this power, for it is only rumored to exist. Older sages of the Vampiric
Lore have pointed to obscure references in Biblical text of the existence of a entity that may travel through space and time, that takes
on the forms of the Apocalypse Horsemen. No one knows if this is true, but also no one knows of a Vampire old enough to have
possessed this level of the Dark Trick.
Deceit
By Killjoy LePal, for the Apophisim bloodline.
* Alteration: At the cost of one Willpower, the user can make a target do/say/think something opposite of what was actually intended
("yes" instead of "no", etc.).
** Delusion: At the cost of one Willpower, the user can inflict a Delirium on someone, causing them to be at half their normal dice,
after all modifiers, to any roll. Requires a Manipulation+Empathy roll vs. the target's Willpower. The amount of successes over the
target's equals the amount of hours in Delirium.
*** Insubordination: At the cost of a Willpower, the user is ca pable of changing the target's Demeanor, by succeeding in a
Manipulation+Empathy vs. Willpower roll. It uses the Presence *** chart for determining the duration.
**** Temptation: As per Serpentis ****** Temptation, but uses th e same duration as Insubordination. Costs one Willpower.
***** Misinformation: Allows the implantation of a lie, no matte r how grandurous, and to make the target believe it. The lie cannot be
more than two sentences long, and must be based on some facet of the truth. It r equires the roll and has the duration of
Insubordination, but whatever the case, when the Deceiver dies, the lie dies with her. Here comes the fun part. A misinformative lie
may be used as the "truth" of another lie. This is t he great power of the Apophisim. They lie, and they lie well. Requires (as always)
one Willpower.
****** Affliction: Allows the user to implant a statement into the subconscious of the target. The target will never remember that she
heard it, but in her subconscious, she will remember it perfectly, and follow through with what it says. There is no way to get it out, and
the target may well be under a life influence. Same roll and duration as Insubordination, and same cost. (Catch the drift of this power?
It always costs one Willpower ! Bet you couldn't guess!)
Defenestration (version 2)
By Alik S. Widge (alik.s.widge@dartmouth.edu)

Description
Defenestration is the noble and mildly comic art of throwing people out of windows. Characters with the Defenestration
discipline are extremely adept at this task, and at higher levels reality itself will bend to accomodate their experiments at making
people fly.

* Going Down?
At this level, the only effect is a -1 to all combat difficulties if the attack would cause the target to fall out a window. This power is
always active, and no roll need be made.

** Mind That Step


The character is able to rearrange reality slightly so that a convenient roller skate, banananananana peel, pool of grease, or
other tripping substance appears suddenly beneath the victim's feet, sending the victim flying out the window. The defenestrator
must succeed at a Willpower roll, difficulty 6, and spend a Blood Point to create the object. Objects thus created remain briefly,
but will tend to mysteriously vanish if left unattended.

*** A Gentle Nudge


It is now possible to generate a psychic blow to give a target that little bit of extra impetus needed to begin his flight. The power
costs one Blood Point and one Willpower point to use, and requires a Wits + Melee roll to strike the target. The blow lands as
though delivered by a character of Strength equal to the target's Intelligence.

**** Coincidental Creation


This power allows the creation of a handy window in situations where there are none. There must be a wall capable of
supporting the window, and a window may not be created where one already exists. If anyone is looking at the spot where the
window will appear besides the defenestrator, the power automatically fails due to disbelief. It is also very hard to push someone
through a window they know cannot be there, as with a wall in their own haven. The defenestrator makes a Difficulty 7 Willpower
roll and spends two Blood Points, and the window will shimmer into existence if he is successful. The window will vanish after a
number of turns equal to the number of successes, or once someone is pushed through it, whichever comes first.

***** Vacuum Window


The defenestrator is now capable of enchanting any window to pull a target towards it. The victim will feel as though he is swept
up in a massive wind, although others around him will feel nothing. This may be used on a window created by Level 4
Defenestration for a truly unpleasant experience. The vacuum requires one Willpower point, two Blood Points, and a Willpower
roll, Difficulty 8. If successful, the chosen victim will be drawn towards the window with a Strength equal to the defenestrator's
Willpower. The defenestrator must concentrate as long as the victim is still in transit, or else the pull will cease and he must
reattempt the attack.
No Defenestration powers are known beyond the fifth level, as nobody has been silly enough to bother. However, if they existed,
they might allow such things as temporarily animate attack windows, windows from which it is impossible to fall, and other such
absurdities.
Defenestration (version 1)
By Evan Gibson, for the Bale Wolves bloodline.

* The Solid Air


By expending a bloodpoint cause someone who is walking in your line-of-sight to trip.

** Jinx
By expending a willpower point, cause an inaminate object held in someone's hands within your line-of-sight to break. Will not
work on magical objects. How the object breaks is up to the storyteller.

*** Oh, dear! Here, let me have a look


By expending a blood point temporarily repairs an inanimate object held within hands.

**** The War Within


Spend a blood point to cancel a frenzy or cause one in oneself.

***** Defenestration
For a Willpower point, instills within someone a love of heights. For about a day he will have to make a willpower roll to avoid
approaching nearby high places. When at high places he needs to make a willpower roll to avoid learning to fly. (I'm sure I
could...)

****** The War Without


Spend 5 blood points and 1 willpower and split for the rest of the night into two beings. Both look like the original, but slightly
hairier. One is larger and darker and gains 1 Potence and 1 Stamina. The other is slightly smaller and lighter and gains 1
Celerity and 1 Wits. They both know everything the other knows and see all the other sees. They must come back to the same
location by the end of the night and rejoin, else... well, lets just say it won't be pretty...

******* Mass Defenestration


Just like Level 6 only bigger... The cause of the Stock Market crash, when all those Syndicate members suddenly got an urging
to take flying leap off the top of the World Trade Center.
Defiance
By Arthur-Trevor D.M. Lasher, for the Nephilim bloodline.
The Nephilim are an odd Bloodline, all around. They are not "born" the same way as other Kindred and, in fact, many Kindred feel no
affinity for them whatsoever. In times past, there have been various pogroms against them, where ever they were found. It is said that
even their alleged mother, the legendary Lilith, was slain by an enraged Second Generation vampire named Nimrod.
It should come as no surprise, then, that the Children should evolve a Discipline designed to help them survive in a world where they
have one foot in the camps of the breathing and the damned: Defiance.
* Warning: A complex form of the Merit Danger Sense, except that it allows you more than a simple sense of foreboding. Instead,
associated with it are precognitive flashes of the briefest kind, perhaps enough to identify the source of the danger...if you roll the right
dice.
System: Perception + Awareness against a difficulty level assigned by the Storyteller. The higher the number of successes, the longer
the flashforwards last.
** Prophet's Unwelcome: "A prophet is never welcome in his homeland..." The Child in question can further extend his precognitive
abilities to search the area's immediate future for a trend which might be detrimental to him or her. The idea here is to prevent the
pogroms that decimated the Nephilim ranks earlier on in their existence.
System: Perception + Awareness against a difficulty level assigned by the Storyteller. The higher the number of successes, the
greater length the scan will be able to pull out. One success equals about a day's worth of scrying while six successes indicates a
year's worth of trends.
*** Masque: Nephilim needn't run. Often, they simply mask their presence from their vampiric attackers. Masque works against
Auspex and Thaumaturgy rather well, though a Garou will still know the difference between a "normal" Kindred and the partially human
Nephilim.
System: Manipulation + Intimidation against the persuers' Perception. The number of successes indicates the number of days a Child
can mask his or her presence.
**** Shield of the Archons: When cornered, the Nephilim will fight...and fight hard. Since they are often accosted by large hordes,
however, they must have some defensive measures in their repetoir. The Shield is a projection of sheer mental force, telekinetic in
nature, which protects the Nephilim on all sides. Physical attacks are its primary targets, though a few Discipline-orientated blows will
also be stopped, depending on whether or not their effect is physical in nature.
System: Stamina + Survival against a difficulty level assigned by the Storyteller according the to the following method. 1 opponent=a
difficulty level between 1-4, 2-3 opponents=a difficulty level between 5-7, more than 3 opponents=a difficulty level between 7-9.
Each success rolled is a Health Level effectively blocked by the Shield.
***** Sanctuary: Where else can a Nephilim be home except at home? When all else fails, and the world has turned against you, you
can always flee towards home. Sanctuary is a two-part power. The first part is a spell-like ability to transport the Nephilim to his or her
haven at the moment he or she needs it most (this isn't for casual transportation). Secondly, it places a generalised form of the Shield
of the Archons about the haven in an attempt to stave off anyone who manages to find out where the Nephilim fled to.
System: The teleport phase requires a Wits + Survival roll against the Nephilim's own Willpower minus two. The idea here is that fright,
more than anything else, will cause a 'port to fail. If that happens, the second phase does not fall into place.
The haven shield is identical to the Shielf of the Archons except for the fact that it covers the entirety of the Nephilim's haven.
****** Lethe's Touch: The most extreme of the Nephilim's powers, Lethe's Touch is used only in the most urgent of circumstances. It
allows the Nephilim to erase all knowledge of the Bloodline from a person or, if the number of successes is high enough, an entire
area.
Some say there are many many more Nephilim than are currently know...they're just hiding behind the effects of lingering uses of
Lethe's Touch.
System: Manipulation + Intimidation against the target's Willpower minus one. Consult the table below:
1 success: The target's memory of the attacking Child is wiped clean.
2 successes: The target's memory of the attacking Child is wiped clean and edited for a smooth and seamless interface.
3 successes: The target now has an edited memory in addition to only a vague recollection of what a Nephilim is in the first place.
4 successes: All knowledge of the Bloodline is wiped and the target's memory is successfully edited.
5 successes: A small group (less than 5) is effected in the same manner as a single success.
6 successes: A small group (less than 50 is effected in the same manner as four successes.
Levels Seven through Ten: There are no known Nephilim above the Seventh Generation. Critics and conspiracists will claim that
that's because of the widespread use of Lethe's Touch in the early days but there really is no proof of that.

Of course, there wouldn't be, if that was the case, right?


Deirdre's higher level disciplines
By Deirdre Brooks (xenya@teleport.com)

Auspex

****** Glow of the Kindred


All Kindred within the Character's line of sight glow with a pale light.
System: Roll Perception + Empathy against a 6.

******** Whispers of the Wind


The character can always hear someone who is speaking about her, regardless of location. This is not as simple as listening for
a name, this is listening for the intent to refer to her.
System: Make a Perception+Alertness (7) roll to determine how much information she gains about the speaker and intentions
being spoken of.

********* Personal Fate


The character knows who she'll meet, where she'll find them, and whether they'll be harmful. This knowledge is usually a constant
one hour in advance of the fact.
System: If someone hostile is searching for the character, she may decide not to allow herself to be found. In some cases, she
may not have a choice, or she may decide to meet them anyway. In either event, she rolls her Perception + Occult against an 8.
Each success adds one to all of her dice pools involving Initiative, Combat, Negotiation or anything else the Storyteller deems
reasonable.

Obeah

********* Rejuvenate
The character can, with this ability, reduce the age of mortals.
System: For each decade, or fraction thereof, the person is reduced in physical age, the Salubri pays one Willpower.

Obfuscate

******* Displace
Causes the character to appear anywhere within 30 feet of her actual location.
System: No roll required, unless the character does something to attract attention, in which case at least 3 successes must be
rolled on a Manipulation + Stealth (7) roll to avoid revealing her true location.

******** No Past
The character never leaves any traces for Psychometry to read. The only information available is that the item was held by a
Kindred. This ability extends to other means of viewing past events, such as higher Auspex levels or magic or other similar
means.
System: The Vampire rolls her Manipulation + Stealth. If a Kindred with Auspex 9 or better handles the object, she rolls her
Perception + Empathy and must exceed the user's successes.

********** Hidden Presence


The character cannot be located by any means other than visual sighting. Magic, Psionics, etc simply will not find her unless she
wishes to be found. If the Character is using Create Name or another similar ability, that persona can be located, if the Kindred
so wishes.
System: The character can only be detected by a being with Auspex 10 or other mystical equivalent. She is not, however,
invisible to physical senses.

Obtenebration

********* Walking the World's Shadows


The Kindred can enter any shadow on Earth and exit any other shadow, provided she is familiar with where she is going. She
simply takes a safe shortcut through the abyss.
System: Spend two Blood Points per step through the Shadows.

Presence

****** Hate
Enables the Kindred to cause any one person within sight to hate something nearby. A statue, car, person, etc.
System: Roll Manipulation + Subterfuge against Willpower in an opposed test. Target is 6 for both rolls.

******Comfort
With this ability, the Kindred can calm someone, make him feel safe, warm and otherwise taken care of.
System: Roll Charisma + Empathy against the subject's Willpower if unwilling, otherwise 6.

******* Delirium
Causes anyone within sight of the character to react as if under the Delirium.
System: The number of successes on a Manipulation + Intimidation roll is used to determine number of people affected.
1 Success 1 people
2 Successes3 people
3 Successes9 people
4 Successes25 people
5 SuccessesAll within sight

******* Forge Bonds


Strengthens existing positive bonds (love, friendship) and causes those who are neutral to be better disposed to those around
them.
System: The roll is made using Charisma + Empathy. The number of successes indicate how long the effect lasts. It will make
enemies neutral and open to diplomacy.

******** Calming the Beast


Soothes the beast within.
System: Make a Charisma + Empathy roll with a target number of 6. The number of successes is added to nearby Kindred's
Frenzy resistance rolls as extra dice.

********* Shatter Bonds


Surgically obliterates any bonds the Kindred desires to remove. Emotional ties, enculturation, Dominate, Presence, etc. This
effect is permanent. A Blood Bond could be weakened by this effect, but only temporarily.
System: Roll Manipulation + Leadership against the target's Willpower. Each success removes one emotional tie, mystical
control or other item of emotional attachment. Attachments so removed rarely return.

Protean

****** Visage of the Beast


The Vampire takes on a Crinos-like form based on whatever animal she desires.
System: The change costs 1 Blood Point and takes three turns. The form has all of the usual abilities and drawbacks of Crinos
form, including the Veil. Red Eyes and Claws are automatically activated by this ability. The change can be shortened to 1 turn at
the price of 3 Blood Points.

****** Shades of the Chameleon


This allows the Kindred to alter her skin color in any way she desires. This allows her to give herself the body paint masterpiece
of the century or make herself nearly invisible by matching the background.
System: Costs one BP per use, although returning to normal coloration is free. Kindred using this to hide add 3 to the target
numbers for others to spot them by sight.

****** Weapon Unity


The Kindred can effectively become one with the weapon of her choice.
System: With that one weapon she has a bonus of +3 Accuracy and +3 Damage. The weapon cannot be dropped or knocked
from her hand. It costs one Blood Point to use this power.

****** Easy Protean


The Kindred can utilize other Protean abilities at a reduced Blood point cost.
System: Any powers that require 1 or 2 Blood points costs no Blood. All other expenditures are at one third normal. This only
applies to Protean 1-5.

********* Ease of Healing


With this ability the Kindred can heal Aggravated wounds as if they were normal wounds.
System: It simply costs 1 BP per wound level, regardless of type, to heal. The normal prerequisites for killing the Kindred are the
same, however.
********** Endless Tide of Vitae
The Kindred with this ability can concentrate her Blood even more than is usual for Elders.
System: Double the Cainite's Blood Pool, but not the rate at which it can be spent.

Serpentis

********* Fatal Attraction


Can be placed upon an object or location. Causes those exposed to the location to fall in love with the Cainite who placed it.
System: When anyone touches or crosses the affected area, he must make a Willpower roll against a target of 8. If failed, he
falls completely, generously, unconditionally, totally and secretly in love with the Setite who placed it.

********* Heart of Life


This allows the Setite to leave a portion of his life force in his heart, and send forth the remainder in physical form. This renders
the Setite nearly unkillable.
System: His Generation and Attributes are all reduced by one, although any Disciplines at 9 or 10 are not reduced. If he is
killed, another body forms around his heart. The original remains in torpor while the duplicate is active.

Thaumaturgy
Yes, I am aware that the Player's Guide does not have special unique Thaumaturgy abilities at 6-10, but in my game, I do. If you have a
problem with these being given at these levels then by all means make them Rituals.

****** Plentiful Vitae


This allows the Kindred to gain more benefit from each feeding.
System: Roll Intelligence + Medicine after feeding. Each success gives her one additional Blood Point, up to the number taken
in her last feeding, giving the potential to double her feeding.

****** Sense of Blood


Allows the Kindred to detect true Generation (what she started at), effective Generation, whether the target has committed
Diablerie, approximately how full the Kindred is, and the Clan. This can be used on Kindred up to 50 feet away. System: Roll
Perception + Occult vs an 8. Number of successes determine how much information is gathered and how accurate it is.

******** True Theft of Vitae


Used on one target, this allows you to make use of the target's Blood Points in any way you desire. The target gains no benefit.
System: You roll Manipulation + Intelligence against Willpower, each success allowing you to use one Blood Point, to spend as
if it were your own. This is in addition to your own Blood Pool.

******** Famine 'Midst the Feast


Use of this ability causes the subject to be completely unable to ingest Vitae, except the Thaumaturgist's own blood.
System: Roll Manipulation + Survival vs. target's Stamina + Fortitude. Target number for both rolls is a 6.
Demonism
By Wilhelm the Slayer (uberjedixx@aol.com) and CaIn for the Baki bloodline

* Fly
This requires no roll. The vampire spends one blood point to fly without wings for the next hour.

** Jaws of the Demon


The vampire¹s teeth grow into large fangs all along his mouth. These teeth deal one extra aggravated damage in combat and
when using them to feed he can drink one extra blood point per turn.

*** Demon-Claws
For one blood point, the vampire grows large claws which deal Aggravated damage equal to his Strength + 2.

**** Strength of the Demon


Roll Strength (diff. 6). For the cost of a blood point and concentrating for two turns (or spending two blood points and
concentrating for one turn), the vampire gains immense strength that allows him to lift up to three tons. In hand-to-hand combat,
the vampire deals three additional points of damage. The length of time in which this power lasts is described below according
to the Strength roll made:

Successes Duration
Botch -3 Damage in combat for the next 5 turns
Failure No effect (the blood points have still been spent)
1 One turn
2 One minute
3 Five minutes
4 The scene
5+ The rest of that session

***** Demon Form


For two blood points and concentrating for two turns (or for four blood points and concentrating one turn), the vampire may turn
into a demon-like monster. In this form, the vampire has Demon-Claws, Jaws of the Demon, and fully operational wings. The
vampire has a dark reddish hue to his skin and looks like an extra-ugly, hairy, seven-foot-tall gargoyle. The beast has an
Appearance of zero and suffers a penalty of -1 on Charisma and Intelligence. Also, the "Demon" gains the following:
All Physical Attributes: +3

Brawl and Dodge: +2

Animal Ken & Survival: +1


While in Demon Form the vampire gains a +2 difficulty to resist Rage Frenzy.
Demonos
By FllenAngeI@aol.com for the Demos

Background
Demonos is a discipline developed by the progenitor of the Demos. This power was discovered after Warwic's attack on the
demon. His body had mutated from a human shape to that of a demon. His skin was ebony black, his fingernails grew into
claws; he also grew wings and horns. After his mutation finished and the changing pain was gone, he went to his brother, once a
member of the terrifing Nephandi (see Mage:The Acsension) himself. The mortal was able to tell his brother what had happened
and decided to help his "afflicted" brother. Together they discovered the powers of Demonos.

Description
Demonos is a discipline unlike any other, except for maybe the unique diabolist powers possessed by the Baali. It is the result of
the intermingling of the blood of a Kindred and a Demon. As the charactor develops his powers of Demonos, his appearance
and aura will change into that of an infernalist.

Basic
The Demon's Mask: The charactor has effectively the same power as Mask of 1000 Faces.
The Demon's Blades: The charactor has the power to grow 3" long claws from his finger tips that do aggravated damage.
Blades will also protrude from the charactors knees, elbows and knuckles

Intermediate
The Demon's Voice: By engaging in a social challenge (retest: Empathy), the charactor may discover one secret fact about the
loser that nobody would normally know, such as a plot the character might be involved in.
Arcane Might: By expending a blood point, the character may gain one of the powers of the Demonic ones:
1. The character now has an ability similar to the power of Flight/Snare. In other words, the player can fly, but he grows a set
of wings which will remain for the rest of the night.

2. The character can hurl a ball of hellfire at a single opponent. The players engage in a mental challenge. If the Demos wins,
his opponent takes two levels of aggravated damage.

3. For a single physical challenge, the charactor has the equivalent of Puissance and Vigor.

Advanced
The Demon's Form: By spending two blood, the charactor will assume the appearence of a demon. He gains six bonus
Physical traits in this form. Each Demos has a form that is unique to that charactor.
Dennis
By Ian Cunningham. A discipline of the Moo-kavians.

Description
Dennis, a new Discipline for Camarilla Malkavians (guess you're outta luck, Jon!)

* Secret Identity
This allows the Malkavian to create a new identity by simply wearing a pair of glasses and acting like a wuss, or by dressing up
like a bat half the time. This disguise is so good that everyone will go to absurd lengths to avoid seeing through it.

** Super Powers
This gives one the ability to shoot laser beams out of one's eyes and to fly around disobeying the laws of inertia.

*** Merchandising
With this, the vampire can create grossly overpriced items emblazoned with his appearance, and with a successful Manipulation
+ Intimidation can get Stupid Fanboys to buy them! Great for quick cash!

**** Crossover
This allows the Malkavian to go into another Universe, and fight with another popular member of said Universe, increasing
Revenues for both.

***** Mainstream Acceptance


This allows the Vampire to become accepted as part of popular culture and get her own TV show on ABC in a good time slot,
get articles written about her in TV Guide, and, should you ever die, the media will devote inordinate amounts of attention to the
fact.
Densitometry
Steve Reigle, for the Faerenetti bloodline.
* Alter Density Minorly: The user can affect up to one cubic meter of non-living matter, affecting it for as long as the user desires to a
duration of one scene. This may range up to making the object 150% it's weight or reducing it to the next physical state i.e.. solids into
liquids, liquids into gases (It cannot transform gases into plasma)
** Alter Self Density: The user can alter his own density, becoming either more or less dense. Lesser density makes it easier to
climb and less corporeal. Greater density makes it harder to move and harder to damage.
System: This Discipline aspect goes through major different levels per dot.
** - lessen: scale 90 deg. surface
- increase: allows one dice soak roll, no movement impairment
*** - lessen: scale 135 deg. surface
increase: allows two dice soak roll movement reduced 25% including people shoving or dragging
**** - lessen: scale anything, become slightly incorporeal, lost in fog
increase: allows 3 dice, movement reduced 50%
***** - lessen: as Level one- obfuscate no projectile weapons will harm you
increase: allows 6 dice, only those able to lift a half a ton will move you
****** Alter Density Majorly: As level one but expands to 10 cubic meters
******* As the Rock: You can increase your density to become impervious to most damage (the exception being magick) but you
cannot move.
******** Alter Other's Density: allows user to alter density of other as in Level 5. Must expend will power point and blood point. Target
must make willpower check difficulty 8 to prevent control.
********* Alter Other's Density: As level 8 but user no longer needs to spend willpower and target must roll difficulty 9
********** Nightfire: The user can create a ball of plasma by expanding the density of any 1 cubic meter of material into plasma he
may hurl it one hundred feet , rolling dexterity vs. perception to hit intended target (it must hit something). It causes 3 damage levels
per success (no soak) and ignites anything flammable. The material that was created is destroyed.
Destructiblation
By Spindleweed, Badkarma and Mircalla for the Apokaloid bloodline. Additional Contributions: Zaragon.

* Mess Making
The Apokoloid using this discipline must frantically wave her arms around and shout "Yor! Yor! Yor!" Minor effects such as
knocking a bowl of sugar off a table can be achieved. (The user controls by thought what is knocked about).

** Gremlins
This power enables the user to break minor mechanical objects.
System: The vampire rolls his manipulation + repair (difficulty 6). At least 2 successes are needed for a substantial effect.

*** Break Stuff


With this power the vampire may bend or even break inanimate objects such as forks, baseball bats and the like.
System: The vampire rolls intelligence + strength (difficult based on the toughness of the object ie. spoon 4-5, bat 7).
1 success = slight bending/splintering
5 successes = severe bending/snapping

**** Blow Stuff Up


With this power the user blows apart an inanimate object of a set size.
System: The vampire rolls manipulation + firearms against difficulty 7.

Successes Effect
1 fist-sized
2 traffic-cone-sized
3 human-sized
4 tree-sized
5 small house-sized

***** Chuck Fire About


This power allows the user to hurl lumps of fire around, doing a small amount of damage to her foes.
System: The vampire rolls manipulation + melee against difficulty 7.

Successes Wound levels


1 or 2 1
3 or 4 2
5+ 3

****** Blow up Living Stuff like Animals


The vampire can make fully living things blow up (not People as they have more resistant souls).
System: The vampire rolls manipulation + firearms against difficulty 8.

1 ant-sized
2 goose-sized
3 dog-sized
4 goat-sized
5 horse or cow-sized

******* Blow Up People


This nasty power will enable the apokoloid to physically blow apart a human.
System: The difficulty is 9. The vampire must roll more successes than the opponent's Stamina.

******** Indestructiblation
This power enables the vampire to resist all but the most potent of damage.
System: The vampire rolls stamina + athletics, difficulty 6. One or more successes indicate a +4 stamina bonus for:

Successes Duration
1 1 hour
2 1 day
3 1 week
4 1 month
5 1 year

********* Atomic CombustiBOBulation


This is the highest level power that exists. (The great Apokoloid himself was 4th Gen). This power will allow a vampire to
spontaneously combust in a massive explosion causing fires and damage within a 1 mile radius. A safe time after the
occurence the vampire's ashes reform and the vampire will exist once more. The vampire may only activate this power once
during her whole existence. The vampire is permanently scarred in some form (take an extra derangement) and also loses 2
willpower permanently.
Deus
By Perry Lyons (plyons@wyosem.liu18.k12.pa.us). A discipline of the Baali Antitribu

* Eye of God
The vampire may detect any demonic presences with a roll of Perception + Deus vs. a difficulty of 5. This includes beings with
less than 5 humanity, followers of the Path of Evil Revelations and true demons.

** God's Brand
The vampire with this power radiates holy energy. Any of the beings dectectable with Eye of god must make a courage roll vs a
diffculty of the person with this discipline's willpower. On a failure the victim enters Rotschreck. On a botch the victim takes 1
health level of damage for each one rolled.

*** Fist of God


On a roll of Strength + Deus (difficulty the target's stamina) the user may inflict one health level of damage per success on a
target affected by either of the previous powers.

**** Holy Sword


The user may create a ray of pure sunlight approximately the diameter of a pencil. This beam will emanate from the user's
fingertips for humanity=minutes.

***** Divine Strike


On a roll of Humanity + Deus, the user may inflict his current humanity rating in damage to any target that can be affected by the
previous powers. The diffculty is the target's willpower or humanity/path rating, whichever is lower.
Diablerie
By Robert Sweeney (rsweeney@anet-stl.com)

Description
This discipline was designed to build upon some of the vampire's distinctive physiological and supernatural traits.

* Sabertooth
Prerequisite: Wolf Claws or Protean 2, Fortitude 2, Brawl 3
Effects: As per Claws, but expands jaw and canines for enhanced damage.
Description: The vampire burns a blood point to fuel this power, at which time a transformation occurs in the jaw, jaw
articulation, and fangs of the vampire. The canines become enhanced, extending out to their maximum normal extension while
still 'retracted'. This makes maintaining the masquerade difficult while the power is in effect. The vampire can still 'extend' the
teeth as he normally would, in which case they extend nearly twice as far, a truly frightening visage.
The teeth themselves are changed slightly. A blood groove runs down the inside edge of the fang to increase the ease of
feeding. Additionally, while longer, they are also thinner and sharper than before. It requires Fortitude of 2 or greater to use these
teeth in battle without injuring yourself. Those with less than a Fortitude of 2 must make a soak roll against 2 damage dice each
time the teeth are used aggressively in battle. A botch, indicates one or both fangs have broken off, a painful event to say the
least. Fortitude of 2 or greater, however, absorbs this damage completely and renders the fangs strong enough to be used
without fear.
Brawl 3 or greater is required to use these teeth effectively in combat. The difficulty of the attack roll will be 9 for those of lesser
brawling skill. At Brawl 3 or greater, the Difficulty drops back down to the normal 5 for bite maneuvers. The vampire need not
grapple before using his teeth as an offensive weapon, however, should he do so, the Difficulty of the bite attack is reduced by 2.
Blood Drain: A vampire using SaberTooth drains blood in one turn at the normal rate of 3 pts plus and additional 1 pt per level
in the discipline.

** Blood Burn
At this level, the vampire can 'burn' the blood he consumes as soon as it touches his system. This provides protection from the
corrupting influences of Bane's blood, the frenzy inducing effects of Garou blood, and the psychic side effects of numina potent
blood. These types of blood can be prevented from ever truly entering the vampire's system by consuming them immediately
and completely. The blood of other vampires, however, continues to enter his system normally and can cause a blood bond.
Using Blood Burn is completely voluntary, but a bestial act of gluttony and lust suitable for a frenzying vampire. The vampire is
still limited by his generation to the number of points of blood he can use per turn but he can burn (waste) any amount he can
ingest if he so chooses.

*** Consumption
At this level, the vampire can spend one blood point to completely consume his victim. Used in melee, the vampire does an
extra dice of damage (aggravated damage) per blood point spent. Used on a deceased body, it renders the physical remains a
fine ash that quickly dissipates in the wind. This is accomplished by injecting one point of his own blood into the victim. The
blood then turns against its new host and burns the body from the inside with a cold fire.
The consumption itself isn't particularly painful as the nervous system is among the first tissues destroyed.

**** Contact of Minds


During Feeding, the vampire can use Dominate without restriction, just as if he or she could speak normally. This is due to a
mingling of the minds that occurs while the Vampire feeds. Due to the victim's vulnerable state while in the Embrace, no blood
points need be spent to dominate and the difficulty of the dominate roll should be significantly reduced.
Telepathic communication is possible, even despite language barriers.
***** Fouled blood
Formulated as a defense against Diablerie, the vampire can burn a blood point to corrupt all the blood in his system. This sends
him into torpor (considered voluntary torpor), but renders him immune to Diablerie as there is no heart's blood& that can be
consumed by the diabolist.
The Diabolist suffers one aggravated wound level per point of tainted blood consumed and will contract a vampiric disease.

****** Mortal Diablerie


The vampire can Diablerize a non-vampire. He doesn't gain a generation, but his heart begins to beat, he breathes air, can eat
food, and takes two less dice of damage from sunlight until he feeds again. He also gains access to some of the deceased's
knowledge, skills, and talents until he feeds again. His aura shows white crackling lightning (as opposed to black).

****** Bloody Inferno


Blood Burn: Upon attaining this level, the Vampire's Blood burn can destroy even the blood of other vampires.
Dragon's Breath: By spending a blood point, the vampire can change his own blood such that upon leaving his body, it
becomes a dangerous weapon. The vampire can spew from his mouth as many blood points as he desires . . . up to the
maximum number in his system. He can direct this blood as follows:
Pool: The blood can be spilt before the vampire in a pool, one pint of liquid per point used. Assume pools reach a 1'
diameter per point. (or a 1' long line per point).
Regurgitation: The vampire has bitten down on the victim and is feeding. He can regurgitate on the victim, automatically
covering him with the affected blood. Note: The vampire doing this will surely have some blood on himself as well and
would do well to wash it off quickly.
There are two main affects available:
Fire: One damage dice per point (requires contact with air to burn)
Consumption: One damage dice per point (does not require contact with air).
The vampire can choose how volatile the blood is. He can delay the ignition of Fire or Consumption damage for one turn,
cumulative, per dot in the discipline. Thus, at level 6, he can delay the activation of the damage for 6 turns or approximately 6
minutes. He can also determine how fast it burns: one dice of damage per turn all the way up to all dice in one turn.
Thus, the vampire could pour out a pool of 8 pts of blood and have that blood ignite 4 turns later, burning at a rate of one dice per
turn, blocking other vampires from crossing for as many as 8 more turns as it finally burns out.
This power is quite wasteful on blood points, but is most deadly if used deceitfully or while being diablerized. Note, that the blood
can ignite even after being drunk by another vampire. The blood is quite warm as it is consumed, however, and experienced
vampires will know what's going on.
It can also be quite effective if one has a suitably large supply of creatures on which to feed. The vampire can slice his wrist and
begin feeding upon his victim, pouring out all the blood he consumes as potentially combustible vitae. For instance, at level 6 a
vampire with this discipline can consume 9 pts of blood per turn if using SaberTooth. He can 'bleed' this blood out his wrist as
"Fire" Blood that will ignite 6 turns from now. He then moves to the next victim, who's 9 points of blood is spilled with an ignite
time of 3 turns etc...
Diabolique
(version 2)
By Handel W. Care

Description
Evil can be a real party pooper. Sure, the bad guy almost always seems to have a female sidekick of unnatural proportions and
an easy-to-please nature, but the really evil guys don't get that sort of action. They've, apparently, got more important things to
do. Next to them your typical nefarious nasty person or dastardly villain is a laugh riot and fun guy. Dedication to true evil carries
a heavy price, but there are some benefits to this tortured existence: making everyone else feel worse. Oh, and the power, yeah.
Malkavians are used to seeing things no one else can see; doing things no one else can do -- it's hardly surprising that this
difference carries on obviously in the more evil members of their Clan.

* Misery Loves Company


Having no need for such crutches as alcohol or religion or love, the evil vampire is aware of the true nature of the universe in a
manner that, basically, doesn't feel too good. To avoid this getting to him he instead foists his perceptions off on to others,
especially those actually enjoying themselves. Young sweethearts, happy drunks and faith uplifted personages of whatever
creed are only some of those who will suddenly find themselves bereft of the very thing that was causing them pleasure. Although
the effect is only temporary and quickly recovered from (apart from the poor drinkers, who will neeed to imbibe yet again to get
to their previous state) it is incredibly disenheartening for the period it is in effect, making the victim easy prey.
System: The vampire merely speaks an 'enlightening phrase' to his victim, causing their perceptions to shift wildly and bring
sobriety to the boozed, the realisation of the finiteness of life to the young and so on. This effectively lowers their Willpower to
half that previously in a fit of near suicidal depression. The effect lasts for a scene.

** Take Me Seriously!
There's nothing an evil doer hates more than being made fun of. Their egos -- which tend towards both the size and
combustibility of the Hindenberg -- are precious to them and must be protected at all costs. Whenever a chance of such an event
occurs a seventh sense (these are evil Malks, after all) will activate and allow the vampire those precious few seconds in which
to, for example, not walk straight into the Justicar's trap or pick a chablis when a chardonnay would go best with the main course
or fumble his gun.

System: A failed roll that could affect the style of the character and is in front of witnesses can be rerolled for the cost of 1 Blood
Point. This power can also act very much like the Merit 'Danger Sense', depending, as always, on the ST's judgement.

*** One Armed Man


Never shy to own up to their crimes against others, the evil Malk has, however, caught on to the fact that this is best not done
when one has any chance of those being told tattling on him. In the same vein, clues and the like are generally to be discouraged
if at all possible. This power attempts to take care of the supposedly impossible side of the clue business by altering the
aetheric patterns that are left behind after their deeds.
System: The character rolls Subterfuge and Manipulation (vs 7) to shuffle the past events in his vicinity. Spirit's Touch or similar
abilities must beat this number of successes or not link his presence to the actions or object being investigated. Example: Suzi
has just shot Eric's ghoul in the head and realises that it would be safest if no one could investigate the occurrence too easily.
She uses One Armed Man and scores 4 successes. Now when Eric gets his Toreador friend to Spirit's Touch the room where
the ghoul was last seen he only gets 3 successes and sees that Suzi had been there in the past, but that Eric himself (the only
other person with aura traces in the room -- it's his house, after all) was the one who shot the ghoul. Smiling sickly, the Toreador
decides that Eric has been spending too much time around the local Malkavians and just gets the hell out of there, leaving a
confused (and soon to be investigated) Eric.

**** Can't Touch This


All things have flaws as a part of their intrinsic nature and with this power the vampire can find them and utilise them to protect
himself. Provocation, whether intentional or not, does not touch the vampire. He neglects even to acknowledge the jibes or
speeches of his opposition unless it is to point out the inconsistencies and weaknesses they have just shown in their ranting.
Further, he is able to avoid any physical attacks in a similarly professional manner, with the absolute least effort available.
System: The player rolls Perception + Investigation at a difficulty of 7 or that of the other roll and may add that many successes
to the variety of roll he is attempting to make. The situations where this ability is able to be used are to be decided by the ST, but
include Courage and Self Control rolls, most Social rolls (which should frequently be handled through role-play anyway, of
course) and Dodge (no other combat related rolls).

***** When I Was Just a Little Boy


Also known as 'the Pretender' this ability allows the vampire periods of complete submersion into a roll that he may not have any
idea about normally. Central precepts, jargon, techniques and tricks of the trade ranging from panelbeating to primary teaching
to astrophysics can practically be uploaded into the vampire's brain. This power is generally not instantaneous, however, as
some book reading (if applicable) and time with those who actually are of the particular profession needs to be carried out.
However, even minimal information can be extrapolated to a fantastic degree, as if through some specialised link with the
collective unconsciousness. This power makes for near impeccable planning possibilities as well as the obvious advantages of
never needing to depend on specialist minions.
System: A point of Willpower is spent and a roll of Acting + Intelligence made against a value defined by the ST depending on
the job. Each success acts as a transitory 'point' in the particular profession. Research will reduce the difficulty of the roll, as will
actually 'feeling' the role -- hanging around a hospital to get the feel of a doctor or nurse, for example. The power lasts until the
next sunrise unless another point of Willpower is spent. The longer time is spent in the role, the easier it becomes (i.e., you may
reroll once per night and increase your aptitude). Being able to think along the same lines as specific other people can also be
attempted, again depending on the factors already mentioned -- good for being more than one step ahead of the opposition's
thinking. ST's will frequently insist the player set aside experience gained in this state to be spent on Abilities 'used' in the role.
Example: In a complex attempt to discredit the Prince, frame two other Clans and kill the local Setite who had been rude to her
last week Suzi finds herself in need of some expert demolitions assistance. After discovering a complete lack of useful pawns
she decides to do the job herself and forgoes her usual "Where's Wally?" reading material for "The Anarch's Cookbook" and an
elementary physics primer. Initiating 'When I Was Just a Little Girl' she manages to gain 5 successes. Using Mask of 1000 faces
she could walk into the university and masquerade flawlessly as a professor, but instead she is soon well on her way to
activating a dormant volcano in Auckland through girlish enthusiasm. Caine alone knows where she got that plutonium.
Diabolique
(version 1)
By the Reverend Omnicynic (minelson@primenet.com)

Description
Evil can be subtle, or it can be blatantly vulgar, but in most cases, eventually it is found and destroyed. By its nature, evil does not
live long. However, if the bearer of evil can be preserved, guided, and kept safe from discovery and harm, that one being's evil
can be refined, multiplied, and brought from the depths of mere destruction to the pinnacles of a true art.
Some vampires possess just such guidance.

* Broken Thoughts
The vampire's mind works in a manner unknown to most sane and rational beings. While the vampire is not insane by this virtue
alone, he does relate his every thought and action to suffering and harm.
System: At any point, the player can ask around the group, including the ST, for suggestions about what would the nastiest thing
his character could possibly do in the given situation. Out of character knowledge may be used in this discussion to affect the
decision about what the vampire ends up doing.

** Delightful Discovery
The vampire has a tendency to chance upon things which would assist her own evil schemes.
System: Anytime the vampire isn't doing much of importance, she can roll her Humanity against a difficulty of 8. If the roll is
failed, the vampire comes across something which could be useful in an unpleasant manner. Whatever she finds could range
from a knife, to a set of chains and a bunch of locks, to an abandoned Tzimisce torture chamber with all its devices and a diary
detailing their use.

*** Devil's Luck


Evil tends to be caught. The vampire, however, no longer shares that tendency.
System: Something's looking out for the vampire. While commiting acts of atrocity, nothing will interrupt. The vampire could
hang a policeman with his own intestines in the middle of a roomful of police, and no one would try to stop him until the victim
finally ceased kicking. It's not that people don't notice what the vampire's doing, they just don't interfere, for whatever reason. As
soon as the atrocity is completed, or the vampire leaves the scene, the survivors can act as normal.
Note that to activate this power, the vampire must be doing something that can properly be called an atrocity. Simple killings
won't do; a disembowelling, at least, is required. If the other players start backing away from you, assume this power is in
operation.

**** Lair Unseen


Evil can hide in the most unlikely of places.
System: Anyone trying to find the vampire, or the vampire's haven, must come up with a full five successes on a Perception +
Investigation roll. Of course, this doesn't prevent the unwary from just stumbling across the vampire in a dark alley or something
like that.

***** Cry Havoc


At this level, the vampire is almost impossible to stop.
System: The vampire becomes a combat monster, not out of any raw skill, but because fate begins to conspire against those
attacking her. They'll slip on the floor, bang themselves against doorways, and shoot themselves in the foot when drawing a gun.
The effect is that those who are attacking the vampire lose two successes on all their rolls (all their rolls!) while they're in combat
with the vampire. Meanwhile, the vampire gets two automatic successes on her own rolls. This ability lasts until the vampire is no
longer in combat.
Dischord
By Kelley Woods (kwoodsdh@aol.com)

Basic

Harmony
The user senses sounds waves as physical vibrations, thus recognizing and reacting to the sound far more quickly than even
other Kindred with Heightened Senses. This puts her at an advantage when attempting such activities as listening in on
conversations, discerning the likelihood of an ambush.
System: This power is activated at will, and when so activated, the user has the benefit of Heightened hearing. When dealing
with surprise attacks or actions, the Kindred is given a six second response time instead of three.

Audible Glamor
At the second level, Dischord allows the user to actually affect sound waves, thus altering how the ear perceives and catalogues
them. The Kindred can change the decibel level by fifty units in either direction, or can reverse the order of the vibrations, thus
making the sound come out backwards.
Example: Lou the Gangrel screams "Oh shit, I'm on fire!!!!!, and it comes out to Jerry the Brujah as "Ho tihs, m'i no erif", leaving
Jerry confused, and poor Lou up gasoline creek while smoking a cigarette.
System: The Kindred spends a Mental Trait and is allowed to alter one aspect of the sound wave within the listed parameters.

Intermediate

Aural Shrieking
Similar to Audible Glamor, except now the user can alter the decibel level by 100 units, and can change the tone to any that she
wishes.
System: Same as above, excepting the cost of two Mental traits.

Ventriloquism
The Kindred has now refined her abilities to the point that any sound can be made altered in any way. The Decibel modification
limit is now 200 units. " I love you" can be made to sound like "You mean nothing", and "Go get me something from the Rack"
can be changed to come out "Bring me the head of the Prince!!!!" Note: The Kindred cannot change the quantity of words
spoken, only the sound of the words spoken"
System: To affect the sound so drastically, the Kindred must win a Static Mental Challenge and spend a Willpower Trait as well
as a Mental Trait.

Advanced

Shockwave
Upon attaining this level of development, the Kindred can alter a wave of sound to such a focused state as to actually damage
structures and living entities. The wave is utterly imperceptible to hearing, but will cause damage nonetheless.
System: By expending one Willpower, the Kindred captures the wave, and can then strengthens its damage capability at the
cost of two Mental Traits per regular Health Level. Only one target can be affected by each particular wave, and that target is
allotted a challenge to defend itself, the target's Physical traits versus the attackers Mental Traits.
Note: Any target using Heightened senses or the like takes all damage in aggravated format.
Discordia
By Matthew B. Mounce (tckk3@earthlink.net)

Description
Discordia is very much like Melpominee, but where the latter uses the power of the Voice, Discordia uses Music and Melody,
Rhythm & Tempo to invade the Minds of its targets. It requires the Music ability and a musical instrument to use this discipline
and is the bane of the Toreador Clan due to their clan weakness. The user receives -3 to the difficulty vs. Toreador. Seduction
may add dice to the pool.

* Euphony
This places the subject in a Hypnotic Trance and allows the user to change or implant on emotion or emotional state in the
listener. Roll Music + Manipulation against Target's Willpower. 3 successes are needed and if successful, the target will
experience on emotional state of the user's choice and lasts until user makes successful Willpower roll (difficulty of the user's
Willpower).

** Pummel
The music of the user becomes tangible, doing Psychic Damage to the Pain centers of the brain of the target. Roll Music +
Willpower (difficulty is target's Willpower) and do one health level. If dropped to Incapacitated, the target passes out.
Alternately, the user may paralyze his target for as long as he continues to play music. Roll Manipulation + Music (difficulty is the
target's Willpower). Four successes are required, but if successful, the target is completely paralyzed.

*** Muse's Voice


Muse's Voice is similar to Euphony, but it allows the user to implant a command in the target's sub-conscious that wil trigger on
a set cue (e.g., when John Vamp walks in and orders his Blood Vodka, shoot him). The target will rationalize his actions and will
not blame an outside force.
Roll Manipulation + Music (Diff Target's Willpower). The number of successes determines the strength of the command.

**** Stifle
Useful only against living creatures, this discipline literally wraps its target with the music, smothering the air from her and
rendering her unconscious in 6 turns. While under the effects, the target is in total panic and unable to attack or defend. All vocal
abilities are cut off.
Roll Music + Willpower vs. the target's Empathy x2 or Stamina +2 if none is available. 4 success must be achieved. At the
cessation of the Music the sphere of sound will drop.

***** Eternal Melody


This power allows the user to permanently allow his song to play in the targets mind, repeating over and over for eternity, causing
nervous breakdown, insanity, suicide, or madness. When combined with any of the previous disciplines it renders them
permanent as the music must be stopped before the other discipline may be cancelled. (It's the old Idea of the song that haunts
you).
Roll Music + Willpower vs. the target's Willpower. 5 successes must be achieved and each success after makes the tune
stronger and Louder until it is deafening and blocks all other thought. The victim may roll Intelligence + Music (Diff equals the
number of successes) to recognize the tune and stop it.
Discordianism
By Episkopos Bob the Magick Elf Fendersson Tomato, KSC, SM, MA, KFC (Istew3@aol.com)

Description
This discipline takes the tactics of Discordians (Mindfucks and whatnot) and gives them a vampiric bent. Anyone can learn it, but
only Discordians (especially if they are on the Path of Eris, invented by Rev. Omnicynic) have a snowball's chance in Hell (or the
Minnesota Viking's chance of winning the Superbowl) of understanding it.

* Confusion
This power confuses the hell out of everyone in the immediate area (five meters or so).
System: Roll Manipulation + Subterfuge (7) (-2 difficulty if the victim has the flaw 'Confused'). Every success on this roll causes
everyone within the room (unless it's a very big room) to become confused for one turn per success, gaining a -2 penalty on any
rolls requiring concentration. Yes, you need to concentrate to fight, unless you are frenzied.

** Mondo
This lets you say a Mondo (a phrase which makes more sense the more you think about it, but never quite makes sense
completely. A good one is 'The Whole World Can Tell A Snake From A Dragon, But You Can't Fool A Zen Monk.), which the
victim will be obsessed with making sense of for a certain amount of time, depending on the number of successes.
System: Roll Manipulation + Subterfuge (7) (-2 if the victim has the 'Confused' flaw), modified by how good the Mondo is. The
target will be lost in thought for a certain amount of time, according to this chart:

Successes Duration
1 One round
2 Five rounds
3 One scene
4 One hour
5 One day
6 Five days
7 One week
8 One month
9 One Discordian season (73 days)
10 One year

Note that with Six or more successes the target will gain a derangement (Storyteller's choice, but should have to do with
confusion) , which lasts a number of days equal to the successes on the roll.
During the time the victim is trying to figure out the Mondo, he can do nothing but defend himself if attacked, and basic functions
of life (feeding, etc).

*** The Turkey Curse


With this, you can perform the Turkey Curse, as detailed in the Principia Discordia.
System: The vampire performs the Turkey Curse and rolls Dexterity + Subterfuge (7) (when'd ya think you'd roll THAT?). Each
success lowers the Banality of everyone in the room, and that of the room itself, by one point, and for one hour per success.

**** Mindfuck
This power gives the target a derangement, but also sends him partway to Illumination.
System: The Storyteller picks a derangement for the Mindfuckee. Each time this power is used on someone they: if a Vampire,
gain one point on one of the following: the Enlightenment Merit, their Path of Enlightenment, or, if Malkavian, they reach the next
Stage of Developement; if a mortal, go one step closer to Awakening; if Changeling, gain two temporary points of Glamour or
lose two temperory points of Banality; if Garou, gain 5 temporary Wisdom Renown; if Mage, go one step closer to Ascension;
and if Wraith, go one step closer to Transcendance. These benefits are lost if the target ever gets rid of the derangement, which
can be done in the normal way. If there are multiple choices for the blessing, the Storyteller chooses. The Vampire using this
power must actually perform a mindfuck on the target. If the target is mindfucked, then it works.

***** Illumination
This is the same as the Mindfuck power, but the target does not gain a derangement.
Disruption
By Whorrak@aol.com for the Dralien bloodline

Description
Disruption is not like other disciplines. For each level gained, the Dralien may choose one power that is of his current level +3.
For example, a Dralien with level 3 Disruption may, for level 1, choose a power equal to or below 4; for level 2 choose a power
equal to or below level 5; for level 3 choose a power equal to or below level 6.
Disruption does not follow the generation limit for stats:

Generation Level Limit Power Limit


13th 3 6
12th 4 7
11th 5 8
10th 7 10
9th 8 11
8th 9 12
7th 11 14
6th 15 18
5th 22 25

It costs the current level x 1.5 {round up} experience points to gain a level.

1 Blood Burst
This power allows the caster to rip open the jugular vein of his target with a mere thought.
System: Roll Manipulation + Occult (Difficulty = target's Stamina +2). For each success, the target forcefully spurts 1 blood point
from his throat.

2 Mana Disruption
This power causes the target to suffer bone and tissue damage, as if it had fallen a great distance.
System: Roll Manipulation + Occult (Difficulty = target's Stamina +3). The caster spends a blood point and for each success, the
target receives 1 point of damage (soakable with Fortitude only). With every two successes, one specific area is injured.

3 Forget
This power causes the target to 'forget' how to use his disciplines.
System: Roll Manipulation + Empathy (Difficulty 7). For each success, the target 'forgets' for 1 turn. This can be resisted by a
Willpower roll (difficulty 8).

4 Phase
This power allows the caster to cause an object to 'fade' from existence, allowing the caster to passthrough it briefly. This allows
passage through most doors, access to closed containers, etc.
System: Roll Manipulation + Science (Difficulty dependent upon target (ST discretion)). Every success allows three seconds of
phasing.

5 Break Limb
This power allows the caster to break the limbs of his target with a mere thought.
System: Roll Manipulation + Occult (difficulty 6). The caster spends a blood point and 3 successes are needed for the bone to
break. Every success allows 1 damage

6 Mind Jolt
This power causes the target's brain to be jolted by a minor electrical shock.
System: Roll Manipulation + Empathy (difficulty 6). Every success causes the target to be stunned for 3 seconds.

7 Eye Spy
Perhaps the oddest power of this discipline, this power causes one of the caster's eyes to grow tiny bat-like wings and is able to
fly. The caster has complete control over the eye and is able to see through it. The power lasts for 5 minutes. If the eye is not
back in the caster's head before the time expires, the caster looses the eye, (regenerable with blood) and takes 4 levels of
aggravated damage.
This eye is an illusion, and therefore cannot be attacked, targeted by spells, etc.
System: Roll Stamina + Occult (difficulty 8). The caster spends 2 blood points. Each success after the fifth success adds one
minute to the time that the eye can exist outside the caster's body.

8 Pain Infliction
This power causes the target to temporarily lose 2 levels of health (unsoakable). This damage is healed when the duration of the
spell is up.
System: Roll Manipulation + Occult (difficulty is the target's Stamina + 3) This power is not cumulative.

9 Quake
This power allows the caster to summon forth a minor quake in his location. This effect is an illusion; the disruption is not in the
ground, but in the minds of everyone in the immediate area. No structural damage results from this spell. Everyone effected,
however, falls to the ground, stunned for 3 seconds.
System: Roll Manipulation + Occult (difficulty 7)

Successes Area of Effect (feet)


1 10
2 30
3 50
4 70
5 100

10 Energy Maelstrom
The caster summons dark energy to swirl around him, creating a storm which will blast through everyone and everything in the
room. Bolts of lightning strike everyone in the room. The lightning does 4 dice of damage (difficulty 6 + victim's Athletics)
System: The Caster spends 4 blood points. Roll Manipulation + Hearth Wisdom (difficulty 8)
Successes Number of bolts
1 1
2 2
3 3
4 5
5 7

11 Limb Disruption
A more potent form of Break Limb, this spell will cause one of the target's limbs to explode, and fall to the ground, doing 3 dice
of damage (difficulty 6).
System: Roll Manipulation + Occult (difficulty 7). The caster spends a blood point. Target may resist with a Stamina roll (difficulty
9)

12 Throes Of Pain
This works the same as Pain Infliction (8), but the health loss is not temporary.

13 Nightmare
Each person and creature has its own specific worst nightmare, which the caster is able to summon forth. For most characters,
a certain creature or person will shimmer into view and begin to battle the character. Just as one cannot battle their nightmares,
one cannot battle this spell. It will seem to them that every second they are about to die in some hideous manner.
System: Roll Manipulation + Empathy (difficulty target's Willpower)

Successes Duration
1 10 seconds
2 30 seconds
3 1 minute
4 2 minutes
5 Until the next evening*
*The target must roll Willpower (diff: 7) or falls unconscious for 30 minutes.

14 Life Burst
Each living thing has a life force. This spell attacks the life force of the target, using it against him to tear at his body. This spell
will not only drain the target of blood, but do health damage as well.
Note: The undead are immune to this spell.
System: The caster spends a blood point, and rolls Stamina + Empathy (difficulty 8). Each success removes 2 blood points
form the target, and does 1 level of damage to it.

15 Curse
Upon reaching this level of Disruption, the caster is awarded with a specific curse that he can employ upon his enemies. The
form of curse he is granted use of will never change. It is at the ST's discretion as to what the curse is. Do not tell the player until
he uses the ability, even then, show it through actions, rather than blurt it out.
System: Spends blood point, and roll Manipulation + Occult (difficulty is the target's Willpower). The Number of success
determines the length of the curse (ST Discretion).

16 Disease
This spell inflicts a very debilitating disease upon the target. Just how bad depends on the number of successes (ST discretion).
The disease will cause 1 damage for every 2 successes the player rolls. It does so immediately, and then every evening when
the target rises, lessening by 1 damage per night.
System: The character spends 3 blood points, and spits a blood point upon the target, then rolls Manipulation + Medicine
(difficulty 9). The difficulty is lowered by 1 for every two points of
Occult the caster has, and lowered by 1 for every points of Plague-bearing the caster has.

17 Evil Eye
They say the eyes are the windows to the soul. Certainly the target of this spell will believe so, as the caster summons pure fear
in the victim's soul. The target will freeze, run in terror, and fall to the ground shaking.
System: The caster spends 2 blood, and rolls Manipulation + Intimidation (difficulty target's Willpower).

Successes Effect
1-2 Target freezes in fear and is stunned for 10 seconds.
3-4 Target falls to the ground, stunned for 20 seconds.
5+ The target flees in terror, running as far as possible until a Self-control/Instinct roll (Difficulty 6) roll is made.

18 Torment
This spell will last for as long as the caster maintains concentration. Each turn (3 seconds) that it is maintained, the target suffers
health damage.
System: The caster spends 4 blood points, and rolls Manipulation + Empathy (difficulty 7) Only one success is needed to do a
health level of damage to the target, and carry on the spell. The target may resist by rolling Wits (difficulty 8), and attaining more
successes than the caster. Should the caster be distracted, he loses the spell and cannot attempt it again on this target for one
night.

19 Dark Catalyst
Targets of this spell have their very force of will torn from them and converted to raw energy, which will damage them in the form
of heat, cold, and/or electricity.
System: Roll Manipulation + Perception (difficulty 9). For each success, the caster does 1 health level of damage to the target,
the target loses one point of temporary Willpower, and the caster replenishes his Willpower by 1. Every success in addition to 5
that the caster rolls, the target loses a point of permanent willpower.

20 Implosion
This spell will destroy all the air around the caster's vicinity, subjecting them to vacuum injuries. As the air rushes back into the
area a second later, all in the area, excluding the caster, are not only subject to the rushing air, but of the fly debris from the area,
potentially striking them, and doing damage.
Note: The caster is unaffected by this spell.
System: Roll Intelligence + Occult (difficulty 9).

Successes Effect
1 Everyone in the area is knocked over by the vacuum, doing 2 dice of damage. Everyone then rolls Alertness
(difficulty 6) or is hit by debris, which do 3 dice of damage.
2 Same as 1 success, but the damage rolls are increased by 1 dice.
3 Same as 1 successes, but no alertness roll may be made.
4 Same as 3 successes, but all damage rolls are increased by 1 dice.
5+ Same as 4 Successes, but everyone in the room must make a Wits + Athletics roll (difficulty 7) or be sucked into
the vacuum, and thereafter dealt with by the ST (The ST is encouraged to have fun with as to where this vacuum
goes.)

21-24
Upon reaching levels 21 - 24, the Dralien is taught the name of one specific demon, and its powers, capabilities, etc. For each
of these levels. This information must be true and useable later on for spell 25. These 4 levels may not be skipped. One must
take all 4 of these levels to reach level 25.

25 Demonic Summoning
This spell will allow the caster to summon specific, unique demons to do his bidding.
Note: These demons need not be ones learned through powers 21-24. They may be other demons that the character knows
quite a bit about, and is comfortable summoning. ST discretion, of course.
System: The caster must draw a ritual circle around the area he wishes to do the casting from, through a combination of blood
(7 points of the caster's) and chalks. This ritual takes one hour to perform, and requires an Occult roll (difficulty 7) to be
successful. Do not tell the player if the circle casting was effective or not, until he utilizes it. Then, surprise him.
The actual summoning must be done from within the circle, and requires that another 5 blood points be spent and dripped about
the inside of the circle. A Charisma + Occult roll is made (difficulty 10).
Should the caster succeed, he must make a sacrifice of 10 untainted souls to the infernal one, and then may request that one
very specific job be completed. The demon goes immediately out in quest, and does not stop until either the quest is completed,
or 7 days have passed, resting only during the daytime hours. On the dawn of the seventh day, the demon vanishes, returning to
its fiery abode.
Divination
By Jay Gray (jg0259@cnsvax.albany.edu) for the Tarot bloodline.

Description
Divination is a discipline which allows the members of the Bloodline Tarot to access what they have termed 'the Wisdom.' By
tapping into the Wisdom one can gain information about the future, the past or the present.

* Intuition's Kiss
The first connection to the Wisdom is nebulous and arrives in flashes of intuition. A name, an image, a small snip of a scene,
these all might be seen through the kiss of intuition. The small bit of information gleaned, however, is always relevant to a
situation the Tarot is in.
System: The character must make a Perception+Empathy roll against a difficulty of seven when concentrating on this power.
The number of successes determines how detailed the information should be. One success might be the ghostly whisper of a
name while five might be a very clear image of a certain man standing outside a certain building at a certain time of year. This
power is a great tool for storyteller's to use in order to impart a small bit of information to the players.

** Fortune-telling
By using props, such as Tarot cards or rune stones, vampires with Divination may begin to truly access the Wisdom.
Unfortunately, the information gained is usually vague and subject to the quirks of the divination tool being used.
System: The player should roll Wits+Occult against a difficulty of seven. The number of successes determines how detailed the
information received is. Remember that this should be tailored to the divination tool being used and the method of using it. Do
the research. Storytellers may elect to allow the use of the Fortune telling talent to lower the difficulty of the Wits+ Occult roll.

*** Morpheus' Touch


Once a Tarot's mind is more attuned to the Wisdom, she begins to tap into it during her sleeping hours. The knowledge from the
Wisdom presents itself in the form of dreams. These dreams are often very detailed, more like movies than the snapshots
received through Intuition's kiss.
System: Whenever the character slumbers she should roll a Perception+Empathy roll against a difficulty of six. The number of
successes determines how detailed the information received is. As an option, with less successes the dreams can be made
more symbolic and harder to understand. The information gleaned should always be relevant to the campaign or chronicle.

**** Waking Dream


The next stage in the development of Divination is to access the Wisdom while awake without the crutches of fortune telling. To
do this, the Tarot usually goes into a trance, seeking the information inside the Wisdom. Once in the trance, the Tarot should not
be interrupted or the information will be lost and the vampire will have to start over again.
System: When the character wishes to use the Waking Dream, the player should make a Stamina+Empathy roll against a
difficulty of seven. The number of successes determines how successful she was in retrieving the information. How long the
trance lasts depends on how complex the information is and is up to the Storyteller's discretion. As an optional rule, meditation
may be used to lower the difficulty number of Waking Dream.

***** Tapping the Universal Unconsious


Eventually most Tarot learn to touch the Wisdom and gain not only information, but skill as well. By concentrating, one with this
discipline can gain, for one hour, any skill or knowledge known to man and vampire kind.
System: The player should first determine which knowledge or skill she wishes to learn. Then she should roll
Intelligence+Empathy. The difficulty will depend on how widely known the skill or knowledge is. If the character is trying to learn
something that millions of people know, such as drive, then the difficulty should be six. If she is trying to learn something that only
a few hundred know, such as Wyrm Lore, then the difficulty level should be eight or even nine. The number of temporary dots in
the skill or knowledge gained will be equal to half the number of successes rolled, rounded up. The knowledge or skill is gained
for one hour and then forgotten. This discipline may not be employed to gain the same knowledge or skill more than once a day.
Doolittium
By Brian Wilson (bwilson@infoave.net)

Description
Started as a prank, some say by Malkav himself, this discipline allows the Kindred to cause an animal to learn to speak. A pet
ghoul would be a grand experimental subject.
System: Roll Manipulation + Animal Ken (difficulty animal's Willpower). An additional animal may be affected for every point of
Linguistics. The # of successes will indicate the length of time the power will last.

* Syllables
This power enables single chosen animal to "speak" in it's own way forming something like syllables in the given language. The
sounds will be very hard to understand if possible at all.

** Words
The child of madness may impart the knowledge of words to a beast of her choosing. The words will be hardly more than with
syllables so the speech will still be hard to understand but not totally indecipherable.

*** Sentences
Using this power, the Malkavian or other twisted Kindred may cause an animal to learn to speak in real sentences. The speech
will be as if someone had a sore throat. (i.e. rough scratchy voice, etc.) It will be fairly easy to understand...assuming the listener
doesn't collapse from fright or puzzlement.

**** Short Conversations


Must be used with level 3 to be effective. Speech is almost unmistakable....Shocking but unmistakable. The animal will gain the
ability to hold short conversations. The stress of thought will prevent extensive speech.

***** Soliloquy
Must be used with level 4 to be effective. Speech is perfect except for a trace of a strange accent. There is now no mistaking the
words unless the listener is hearing impaired or of a language foreign to the animal.
Successes Chart
1 Success 1 turn
2 Successes 1 week
3 Successes 1 month
4 Successes 1 year
5 Successes Permanent!
Dominion
By Shawn Barrick (widderslainte@fuse.net)

Description
The basis of this discipline is the dominion or domain of the kindred. It is her home territory, the logical extension of one's haven
in space and intensity (this kindred is referred to as the Master, while all others are termed 'trespassers' for purposes of
explanation). Upon the acquisition of this power, the kindred must mark the dominion. This requires expenditure of 1 point of
Willpower, and the marking of the dominion with the user's blood at four corners. Initially the dominion is 10 square feet. This
rises by a power of 10 with each level of dominion (100 square feet, 1000 square feet, etc). At level three, the secondary ability
'Area Knowledge' must be obtained dot for dot with each level increase. The dominion must be remarked in the event that it
changes or expands. Should a kindred's dominion expand into another kindred's dominion, the possessor of the higher level
takes precedence, and is immediately aware of the intrusion.
Rumour has it that the Sabbat has perfected many of these powers as Thaumaturgy rituals, meant to give pack members these
same advantages in communal havens.
Discipline Disadvantage: At level three, the kindred suffers from the flaw, "Taint of Corruption," when not in her Dominion. [I am
working on similar 'discipline flaws', which are gained at higher levels of power, for the other disciplines].

* Domain
The vampire becomes attuned with a region. The Master is aware of the entrance of any kindred in their domain if the
trespasser does not have a superior level of obfuscate in effect. Exact locations are not known, but direction and relative
distance is. The Master can feel the concentration and proximity of mortal and animal blood sources as distinct warm breezes.
Acquisition of Garou, Mage, Spirit, and Fae lore allows notice of their entry as well.

** Thickening of the Aires


The air and light in the domain changes to hide the Master and confound outsiders. Indoors, inky black shadows grow, while
outdoors a thick, unnatural fog rapidly sets in.
System: The Master must roll Willpower (difficulty 6), and spend one blood point. Effects: Perception dice pools are halved,
while the Master gains an additional die on stealth rolls. Trespassers have a +1 penalty to Willpower rolls while in the fog.

*** The Labyrinth


The features of the terrain and structure with the domain subtly change and meld to confuse trespassers. In outdoor areas,
compasses point wrong, distances distort (100 yards becomes 1000), and people become lost in woods or along paths.
When indoor, doors stick, boards creek, and shadows obscure nooks and crevices. Light bulbs and candles will burn out, or
flicker and grow larger. Small objects become misplaced, and rooms and hallways begin to look alike.
If the Master possesses Auspex, she is treated as having Heightened Senses throughout the domain.

**** Vines of the Tormentor


The environment now actively harasses trespassers. Thorns rip at flesh, vines entangle legs, and branches strike at the intruder.
When within structures doors slam shut, shelves and ceilings collapses, and rocks and heavy items topples from their perches.
Unless actively avoiding this harassment, the trespasser suffers one die of bashing damage for each level of Dominion.
System: Costs 1 Willpower for each scene.

***** Power of Air & Water


The winds, air, and water now become the province of the Master. Violent winds, storms, and rain can be summoned at whim,
leaving local farmers at her mercy. The Master can raise the local temperature by five degrees for each level of Dominion.
System: Roll Willpower (difficulty 6). The duration of the weather conditions are measured by successes:

Successes
1 1 scene
2 1 hours
3 1 day
4 1 week
5 1 month

****** Opiate of the Masses


The Master no longer loses a blood point nightly when in her domain. He sucks sustenance from the blood and quintessence of
the populace of the domain, leaving them anemic, tired, and prone to mood swings matching those of the Master. Agricultural
and animal fertility declines as a result. The Master's disciplines affect those within her domain at a 1 difficulty (supernaturals can
resist by a contested Willpower roll).

******* Bond with Native Wood


This power gives the Master immunity to the wood from trees within the domain. Stakes carved from trees in the domain have no
effect upon the Master.

******** One with the Earth


By spending a blood point, the Master can meld with the land itself, and step out anywhere within the domain one turn later.
Waterways or structures do not limit travel. This power also confers the abilities of the Protean power, Earth Meld. Emerging in a
specific location requires an Intelligence + Area Knowledge roll (difficulty 6), while emerging near a trespasser requires a
Perception + Area Knowledge roll (difficulty 8).

********* Soul & Will of the Land


At this point, the blood of the Master has bonded with the air, soil, and water of the land. All those who reside within the domain
for a month taste of the Master's blood by breathing the air, drinking the water, and eating crops grown in the soil of the domain.
The Master can use Auspex, Dominate, and Presence powers without proximity or eye contact. Kindred are immune to this
effect (by not eating or drinking), unless they continuously feed (daily) on residents of the domain. All residents of the domain are
one step toward a blood bond with the Master.
Dopplegang
By Killjoy LePal, for the Doppelganger (version 2) bloodline.
* Bloodline Subvert: Allows the user to change to another clan or bloodline by skin contact. They retain the weakness of the new clan
and loose the old one. It lasts until sunrise.
** Masquerade: Allows the user to appear, sound, and smell mortal, right down to a brighter aura. It requires the user to kill a mortal
by draining all his blood, and all that blood goes into the use of the discipline. It is broken by aggravated damage or sunrise (or whim).
*** Copycat: Makes the user look, act, and take on the aura of another, by the ingestion of one Blood of the target's.
**** Gift of the Magpie: Allows for the copying of one level of Discipline, by blood ingestion. The entire discipline is not taken, only a
single level, albeit any level, of it. The user cannot have more than one discipline level at a time. The victim still has possession of her
discipline level, however.
***** Doppelganger Wannabe: It allows the use of Bloodline Subvert to Copycat on others, thus being the Cloak of the Gathering of
Dopplegang.
Draconis (version 2)
By Drew A. Sundeen (drewsundeen@usa.net) for the Draconians

* Dragon's Sense
The Kindred's eyes become yellow with slit pupils and the tongue lengthens by about three inches and forks.
System: Spend 1 blood point. The difficulty on all Perception rolls are at -1, and -2 on rolls involving seeing in the dark and
smell.

** Dragon Warrior's Gift


The Kindred grows massive three inch claws and his teeth grow until they jut out of the Kindred's mouth from all sides.
System: Spend 2 blood points. The claws do strength +3 aggravated damage and the teeth do strength +2 aggravated
damage.

*** Dragonsong
This is a form of telepathy that can only be translated by other Draconians. If a non-Draconian wishes to translate the
Dragonsong, he must have achieved level three Draconis, have three dots of Dragon lore, and have Dragonese as a language
taken under linguistics. To all others, it seems like an incredibly complex melody.
System: Roll Willpower, difficulty equal to the target's Willpower if unwilling, difficulty 4 if he is willing.

**** Glory of the Wind


This power allows the Kindred to grow an enormous pair of leathery wings, allowing him to fly.
System: Spend three blood points. The Kindred can fly at 25 mph +10 mph for every level of Draconis.

***** Form of the Dragon Kings


The Kindred can take the shape of a true dragon.
System: Spend five blood points. The Kindred grows to about 15 feet in length, and gains the following: Str +3, Dex +2, Sta +3,
+2 soak dice, and the benefits of levels 1, 2, and 4 Draconis. The color and approximate shape of the dragon are up the the
Kindred.
Draconis
(version 3)
By Joseph Saviano (j_cypher_1971@yahoo.com) for the Lamia bloodline

Description
The Discipline of Draconis is new for Vampire: The Masquerade. The Lamia, who are its sole practitioners, use this Discipline
to disable, confuse and even injure their opponents, all with a single breath. The scientifically minded among the Lamia believe
that their Bloodline has developed a series of glands and sacks in their bodies, which are located throughout their respiratory
systems. By using these unique organs, a Lamia can produce startling effects. Coincidentally, it should be noted that Lamia still
possess fully formed lungs.

Note: Due to the unusual nature of this Discipline, non-Lamia vampires cannot learn or use Draconis.

* Stench of Death
At this level, the Lamia is able to exhale a foul smelling gas that effects all around her: including vampires and other
supernaturals. The effects of this gas are similar to nerve gas and causes burning eyes, running nose, nausea, vomiting, muscle
spasms and other sorted effects. While not usually fatal, the gas can disorient and weaken opponents.
System: The player spends one Blood Point and the power takes effect the next turn. The gas will affect everyone within a thirty-
foot radius of the vampire. Those exposed to the gas must make a Stamina + Fortitude roll (Difficulty 5) to soak five levels of
Bashing damage caused by exposure to the gas.
Even if the player-character manages to soak all the damage, he will still suffer a -1 dice penalty to all Dice pools for the
remainder of the scene.

** Breath of the Fog


With this power, the Lamia can exhale a thick, black cloud that obstructs all vision and even limits the use of some vision-
enhancing powers.
System: One Blood Point is spent and at the next turn, the character begins spitting forth the fog. While within the fog, all
characters (except the Lamia) suffer a +3 Difficulty to all Perception rolls regarding sight. Player Characters with any type of
vision-enhancing powers still suffer a +2 Difficulty penalty while immersed in the Fog.

*** Call of the Vortex


At this level, the Lamia can generate powerful winds to knock down her opponents. These cyclone winds can send even the
strongest opponent flying.
System: The player rolls her character's Willpower (Difficulty 8). For every success, the Lamia can generate wind speeds of up
to 20 mph per success; this power remains in effect for one turn, unless the Lamia makes another roll. If the player botches,
however, the Lamia can be sent backwards by the turbulent winds building up inside her; she also suffers two levels of lethal
damage causes by atmospheric pressure in her lungs.

**** Breath of Corruption


This destructive power causes objects the Lamia breathes upon to rapidly decay. Wood rots and turns brittle; metal crumbles
and turns into a pile of rust and living tissue decays.
System: This power costs two Blood Points to use. For every level of Dexterity the character possesses, she can hit a target up
to five yards away per level. Opponents hit with this power must roll Fortitude (Difficulty 7), or suffer five levels of Aggravated
Damage.

***** Wrath of the Dragon


This is the most feared of the Lamia's powers as it transforms the Lamia into a living flame-thrower. But unlike normal fire, this
flame is supernatural in nature. A supernatural can soak the damage but the wounds caused by this power cannot be healed
normally; the tissue has to be cut from the supernaturals body and the new wound healed (obviously creating a battle scar with
regards to Lupines).
System: This power costs two Blood Points. On the next turn, the character begins immolating everything within twenty feet of
her. This power remains in effect for one turn. Fire damage can be soaked normally, but the wounds created can only be healed
either but cutting away the burned tissue and regrowing it, or by way of powerful magic.

****** The Cry of the Banshee


A Lamia who possesses this notorious power can emit a piercing shriek that can actually transform those affected into stone.
The effect lasts for several hours, but if a victim is turned into a statue and then broken, he will die. A Lamia can target a victims
limbs; effectively immobilizing her opponents or disarming them.
System: The player spends one blood point and rolls her Dexterity + Alertness (Difficulty 6). Every success means the power
remains in effect for one additional hour. An opponent can resist using his Stamina. The victim must score one more success
than the Lamia order to avoid being turned into stone.
A Lamia player can target a particular body part at an increased Difficulty of 7.
Draconis
By William Adams (william@isla.net) for the Sons of the Dragon

Description
The Discipline of Draconis is similar to the Discipline of Serpentis practiced by the Seteties but it also resembles Protean in its
basic applications. It is a Physical Discipline that affects changes of the body that resemble the physical aspects of the classical
Dragons of myth.

* Dragon Eyes
The Sons of the Dragon operate mostly underground and in total darkness. Dragon Eyes allow the vampire to see in total
darkness. They also glow a sickly green or yellow regardless of the light. This is very intimidating and can be used to strike fear
in an enemy. Especially when Frenzy causes them to literally burn with neon light.
System: The change from normal vision to Dragon Eyes is automatic. To intimidate someone the Vampire must roll opposed
Willpower scores, difficulty of 7. The Vampire must roll three or more successes beyond those of his opponent to completely
terrify his victim. One or two successes simply frighten the victim and causes a +1 to combat and social difficulties against the
Dragon Son. Failure frustrates the Dragon Son causing him to have a +1 to combat and social difficulties against his intended
victim. A Botch causes a derangement and an immediate Frenzy check. This power can be used on any creature as long as the
vampire can see it. The vampire does not have to be looking into the creature's eyes and can use this power even on spirits,
creatures that have no eyes and by staring at the back of the victim's head.

** Dragon Claws
By expending a blood point the vampire causes large scaled claws to erupt from his hands. The scales reach up to the elbows
and are useful for blocking melee attacks.
System: Creating the claws costs one blood point. The claws do Str+3 damage in hand to hand combat while the scales add
three dice to block maneuvers in Martial Arts. To retract the claws takes an entire turn but does not cost anything. Once retracted
however the claws must be grown again at the cost of one blood point.

*** Dragon Skin


The skin of the vampire grows scales all over his body with spikes along his spine and extremities. The color and texture are
similar to the paper dragons seen in Chinese festivals but these scales are often as hard as steel and do not catch fire so easily.
System: The scales provide six extra dice like armor to soak damage. Damage from fire and sunlight can be soaked and are
considered to be non-aggravated as long as the Vampire is sheathed in Dragon Skin. The Vampire uses his full dice pool to
soak damage from any source while using this power. The spikes can be used in combat to add one dice to block maneuvers or
to do Str+1 damage to attackers. The Dragon Skin can be called upon at will but this takes an action to achieve in combat.
While covered in scales the Vampire's Appearance drops to zero.

**** Dragon Wings


Leathery flaps of skin sprout from the sides of the vampire's body extending from his arms to his thighs. These flaps must be
unbound for the Vampire to garner their benefits.
System: The vampire with Dragon Wings can fly at three times his normal running speed. Dexterity + Athletics rolls can be
made to extend this even further. When pursuing or being pursued by an opponent on the ground, count each success as double
to determine if the vampire overcomes or escapes his opponent.

***** Dragon Fire


The vampire can open his mouth and spit fire at his opponents. This is mystical and damages opponents immune to natural
flame. It is always the color of natural flame and appears to be nothing more than the fire spitting trick of a circus performer.
System: Roll Stamina + Survival difficulty 7 to hit an opponent using the complications and circumstances from the firearms
chart. Base damage is equal to the dice value of the vampire's Generation. A Thirteenth Generation vampire would not cause
any damage with this power unless he had more than one success on the strike roll while a Fourth Generation vampire would
cause a base damage of nine Health Levels.

****** Cloud Form


At this level the vampire can take the form of a Wind Dragon. The scales of the dragon form are ghostly white and the dragon
has no wings even though it can fly with ease. The Cloud form gives no special benefits beyond the physical transformation and
the ability to fly.
System: It costs five blood points to become a dragon and each dragon form has different benefits. Each time the vampire
transforms into a dragon form his heart becomes solid and covers over with a white semigloss cocoon. This "Dragon Pearl"
exits through the mouth once the transformation is complete and the Dragon must swallow it again in order to become himself.
While the vampire is a dragon attacks directed at his heart and blood pool automatically fail. However the vampire cannot regain
blood while a dragon, not even from spirits. To drink blood the vampire must be in humanoid form. The dragon pearl can be left
behind and the dragon form maintained indefinitely free of the need to ingest blood. While in dragon form the Blood pool is put
on hold and all Vampiric blood is assumed to reside in the heart. The dragon cannot spend blood points and can only use
vampiric disciplines that do not require the expenditure of blood. Of course the heart is vulnerable to attack while separated from
the vampire and can suffer Diablerie which leaves the vampire trapped in dragon form until killed. All of the dragon forms take
normal damage from fire and sunlight but can roll Stamina to soak. Note: While the dragon form can eat meat and breath air, this
is not necessary and the material consumed simply disappears.
When flying the dragon can achieve incredible speeds. Each turn the vampire moves 100 yards per point of Dexterity. The
physical attributes of the vampire are modified when in dragon form. When in dragon form modify the attributes of the vampire
as follows: Strength +6, Dexterity +3, Stamina +3 (plus any gains from Dragon Skin and other natural armor.). And at this level
add one extra Health Level that suffers no dice penalties. Claw attacks in dragon form do Str +3 damage, while Bite attacks do
Str +4 damage. Appearance is 1 and it is impossible to use Charisma and Manipulation with mortals.

******* Rain Form


At this level the vampire can take the form of a Sky Dragon. The scales are green and the wings are feathery. The Sky Dragon
can withstand the rays of the sun as long as there are rain clouds in the sky. Lord of the storm's fury the Sky Dragon can call
down lightning and monsoon rains.
System: The Sky Dragon must spend two minutes within a dark cloud for every minute he wishes to expose himself to sunlight.
The Sky Dragon can also cause any cloud to disgorge precipitation while in contact with the cloud. People within the deluge
have reduced vision and are distracted by the constant pouring; increase all difficulties on dice rolls by 2. The vampire in dragon
form is not affected by the water and can see clearly both through the water and the mists. Likewise lightning can be called from
any cloud the Dragon is in contact with. The lightning strike hits on a Dexterity + Survival roll, difficulty 7. The lightning strike
always does 7 Health Levels of damage plus the number of successes on the strike roll. Do not roll again for damage.
When flying the dragon can achieve incredible speeds. Each turn the vampire moves 100 yards per point of Dexterity. When in
dragon form modify the attributes of the vampire as follows: Strength +6, Dexterity +3, Stamina +3 (plus any gains from Dragon
Skin and other natural armor.). And at this level add two extra Health Levels that suffer no dice penalties. Claw attacks in dragon
form do Str +3 damage, while Bite attacks do Str +4 damage. Appearance is 1 and it is impossible to use Charisma and
Manipulation with Mortals.

******** River Form


At this level the vampire can take the form of a Water Dragon. The dragon is huge with blue green scales but without any wings.
It can swim as fast as the vampire can fly and it is invisible in water.
System: While in the water the vampire travels at blinding speeds . Each turn the vampire moves 100 yards per point of
Dexterity. While submerged the vampire is invisible and can only be seen with Aura Sight or indirectly such as with Eyes of
Chaos. The dragon conversely, while in the water, can see through all illusions and all levels of Obfuscate as if he had Clear
Sight. When in dragon form modify the attributes of the vampire as follows: Strength +6, Dexterity +3, Stamina +3 (plus any
gains from Dragon Skin and other natural armor.). And at this level add three extra Health Levels that suffer no dice penalties.
Claw attacks in dragon form do Str +3 damage, while Bite attacks do Str +4 damage. Appearance is 1 and it is impossible to
use Charisma and Manipulation with mortals.

********* Celestial Form


At this level the vampire can take the form of a Star Dragon. The scales of the dragon are silver and the wings are transparent
like those of a dragonfly. But the most fearsome aspect of this dragon are its silver claws and Void black eyes.
System: The Star Dragon has claws and scales of silver and is a terror to shapeshifters causing them to lose two points of
Gnosis and Rage just by looking upon it. This only happens once per encounter, at the beginning of the encounter. The eyes of
the Star Dragon are black voids and leech magic energy from those who fall under its gaze. Mages lose all Quintessence from
their personal pool and that from talismans if these are viewed by the dragon. Vampires subject to this gaze cannot use
thaumaturgy, paths or demonic investments for an entire day. Werecreatures cannot use gifts or travel to the Umbra for a day
also. Fomori and other minor supernatural creatures cannot use any powers or special abilities for a day. Humans are
unaffected unless they are hedge wizards in which case they cannot use their paths for an entire day. The claws do damage to
shapeshifters like real silver but unlike silver they do not blunt or bend.
When flying the dragon can achieve incredible speeds. Each turn the vampire moves 100 yards per point of Dexterity. When in
dragon form modify the attributes of the vampire as follows: Strength +6, Dexterity +3, Stamina +3 (plus any gains from Dragon
Skin and other natural armor.). And at this level add four extra Health Levels that suffer no dice penalties. Claw attacks in dragon
form do Str +3 damage, while Bite attacks do Str +4 damage. Appearance is 1 and it is impossible to use Charisma and
Manipulation with Mortals.

********** Golden Form


At this level the vampire can take the form of a Great Emperor Dragon. With golden scales and gossamer wings the Emperor
Dragon is the greatest of all dragons and fears neither sun nor fire. The Golden form radiates the sun's fire and is immune to the
frailties of the human mind.
System: The Golden Form is immune to the sun's rays and can cast a glow equal to the noonday sun. This radiance has several
effects not the least of which is the ability to destroy vampires though the Emperor dragon can choose to spare them if he
pleases. Magicks and disciplines that hide, disguise or otherwise fool the senses are dispelled by the glow of the golden form.
While in the presence of the Golden dragon all shapeshifters transform into their breed forms. Vampires cannot use the
transformation powers of Protean, Serpentis or Vicissitude and any such alterations are reversed. Mages cannot maintain
transformations done with the Sphere of Life or by any other means. And also the illusions of Chimestry, and all levels of
Obfuscate and Obtenebration are dismissed by the golden light. While in this form the vampire is immune to all mental states
including derangements, frenzy, blood bonds, dominations, presence and all types of fear, normal and magical. Not even True
Magick can influence or control the mind of the vampire in golden form. Fire is also of no concern and even magical fire and all
forms of hellfire and balefire do absolutely no damage to the Emperor Dragon.
When flying the dragon can achieve incredible speeds. Each turn the vampire moves 100 yards per point of Dexterity. When in
dragon form modify the attributes of the vampire as follows: Strength +10, Dexterity +6, Stamina +6 (plus any gains from Dragon
Skin and other natural armor.). And at this level add five extra Health Levels that suffer no dice penalties. Claw attacks in dragon
form do Str +3 damage, while Bite attacks do Str +4 damage. Appearance is 10 and it is possible in this form to use Charisma
and Manipulation with Mortals.
Dramaitus
By ??? (Send me email if you know who wrote this.)
A good discipline for the Hollywood vampires.

* Windswept Night
By using one blood point, the Vampire can cause a 'chilling wind' to rush through wherever he may be, causing newspapers to
rustle and fly about, hair to whip back (or forward), jackets or cloaks to stir in a dramatic fashion. In a wide open area, this may
include a 'banshee-like scream' to the wind.

** Crash of Thunder
Unlike the Tremere weather rituals, this does not actually cause lightning or storm conditions, but creates a rolling boom of
thunder at a crucial point.

** Idea Icon
This allows, with the use of one blood point, a small lit electric bulb to appear over the Vampire's head, at the conclusion of a
thought proccess.
If more blood points are added, the bulb can become bigger, or brighter, and can include a small bell tone. Also, if the Vampire's
Embrace was before the wide-spread use of electricity, or they are just of a generally archaic manner, the bulb can be replaced
with a candle, torch, oil lamp, campfire, or, if of very low Intelligence, the rubbing together of sticks.
The bulb disapears after the thought is voiced.

*** Entrance
This costs a minimum of three blood points, and the results can be improved upon with the addition of more blood. Upon
entering a particular location,the the lights dim, all background conversation stops (if any exists), any music, even if directly
uncontrolled, like a radio, or a CD player on program, hushes, and all eyes turn to the Vampire.
If any combat is going on, it is effectivly frozen, with no changes to status or initiative.
Usually evrything resumes after a few seconds, if nothing else is done. Comments can be made, and light conversation ('banter')
can go on, but usually not long.

*** Spear of Lightning


This is much like Crash of Thunder, but for the existence of an arc of lightning over the procedings, usually backlighting the
Vampire. The sound properties from the Crash of Thunder also exist.

**** Tough Statement


When this level of the discipline is used, one statement of choice can be made, usually directly before or after a dramatic action,
that sends all within hearing range to be struck with Fear and Respect.
This is usually done before or after a combat action, and is usually short, and involves swearing.

**** Raging Storm


By exerting five blood points, the Vampire can summon a full storm, with lightning, rain, thunder, hail, and howling wind. By
exerting another three blood points each four hours, the Vampire can continue the storm.
***** Background Music
This supplies the Vampire with a perpetual soundtrack, fixed to her exploits. In combat, the music tends to be fast paced and
action oriented, in romantic scenes, it is sappy or erotic. The actual style of the music is left up to the player.
Dramathurgy
By Peloquin (ka.vanadis@karlskrona.mail.telia.com) for the Gremere

Path of Soundtracks

Description
This path is mainly directed at enhancing the audio experience of unlife. Those Gremeres who master it are known as "THXers."
(And yes, I know that I have pinched a little off previous Discipline inventors, but hey, plagiarism is the most honest flattery, right?
Right? Please don't sue me...)

* Surround Sound
Every little sound effect you make is slightly enhanced. The creak of your shoes sounds like the creak of really old leather shoes.
When you open a door there is always an ominous creeeeaaak, etc. Of course it is possible to switch this power off at will, but
no Gremere does unless they need to be really sneaky.

** AHAH!
Now, whenever you make a dramatic statement, movement, or do anything dramatically, a shrill chord of blaring music is heard.
If you stab at someone repeatedly, well, a certain shower scene comes to mind, or, if slamming the door open and yelling
"NOBODY EXPECTS THE GREMERE!!!" a certain scene regarding a Mediterranean, religious pogrom in the Dark Ages,
perhaps? As always, it can be switched off.

*** Original Soundtrack


Now, a musical, instrumental soundtrack follows you wherever you go. It changes in moods and rhythm following the scenes you
are in, and is close in nature to your character's true Nature. If a Bravo, Loner or Fanatic, perhaps it would be something in the
style of Danny Elfman (e.g. Batman, Batman Returns, Edward Scissorhands, Nightmare before Christmas, Darkman), if a
Judge, Architect or similar, perhaps it would be something by Basil Poledouris (Conan, Total Recall) or John Williams
(uh...come on, everyone knows who this guy is...). You get the picture -- or soundtrack. The offswitch is available, as usual.

**** Tagging Along


With this power you can attach the effects of any of the three previous levels on some unsuspecting victim. The poor sod then
has to live with what you've put on him and since only Gremere have this Discipline, they always know exactly who to come and
stake in the sun. The power lasts for as many days as you receive successes on a Willpower roll, difficulty 7. The victim cannot
turn it off. Imagine how annoying levels one and three would be to an Assamite trying to stalk his next target. And yes, they work
even if he uses his Quietus -- poor bastard.

***** Finale
This level enables you to end each gaming session or chronicle with a highly catchy version of your level three theme music. It
ascends in power until it delivers a crashing, soaring crescendo. See the endings of Superman, Batman and Batman Returns
for hints. This one cannot be used in conjunction with level four. Sorry.

Path of Visual Effects

Description
This path is exactly what it sounds like. If you still don't get it, go watch a big budget movie like Independence Day or Titanic.

* Holy Ratsmoke, Ratboy!


Your moods become visual. If you have an idea, a glowing lightbulb appear above your head. If you fall in love, little pink or red
hearts float behind your head all the time. If you're angry, a small black thundercloud appears above your head. This can be
switched off, but why? It's too much fun! Also, if you involve yourself in physical combat, every punch, hit and kick gives off a big
comic book blurb in the air, like "BIFF", "POW" "KA-THUD" or "WHOOMP". This tends to affect your combatants as well. It also
includes such noises as machinegun fire ("RATATATATAT"), explosions ("KA-BOOOOM!") and other visual occurrences.

** Sweeping Wind
When you switch it on, a sweeping wind blows through your hair and clothes, making you look ominous and impressive. That's it.
What. You expected more? Well, okay, when you reach level five, you may add a fake thunderstorm behind you. No rain, and the
lightning is pure show; it looks impressive, though.

*** Magic, Squire?


You may fake visual magic effects, like lightning bolts or fireballs coming from your hands. They always end in flashy explosions.
None of these effects actually cause any damage; they're purely illusional, but they're very useful as a diversion. No rolls are
necessary; only point and say something impressive -- Latin is always good.

**** "This means something...this is important..."


Once per story the Storyteller may give you a hint of what's to come. You must then reveal this in some sort of trancelike state
where you don't quite reveal what you know. You must ask for this, and it's quite possible that your fellow players don't get it...

***** Big Production Number


You may, once per story, create a visual illusion on the scale of Godzilla attacking New York, a Independence day-like invasion
by aliens (knowing the Gremere, it would more be like Mars Attacks-aliens invading; they think (rightly so) that Tim Burton is
more stylish than team Emmerich-Devlin) You must roll Performance+Dramathurgy, difficulty 8, it requires at least ten cumulative
successes to make the illusion realistic.
Druk Gyalpo
By Jenny Parr (j.l.parr@bradford.ac.uk) for the Hibakusha Drukpa

* Scales of Lung Wong


Lung Wong, the great sea dragon is the most difficult to kill of all the Oriental dragons. Its great shell and tough scales protect it
from the predators of the seas where it lives. It will grant its protection to a Drukpa for a small amount of time in return for prayers
and offerings.
By rolling Stamina + Occult against a difficulty of 7 the Drukpa's skin becomes as hard as dragon scales with the No. of
successes added to stamina for one scene. Fortitude does not affect this power.

** Protection of Shen Lung


The Shen Lung are the administrators of rivers and lakes. They protect the villagers from bad water and droughts. It is
impossible to poison Shen Lung -- no poisonous creatures may approach one and poisons in the water dissipate harmlessly. If
asked, Shen Lung may grant the power to neutralise poisons to a Drukpa.
By rolling Charisma + Medicine a Drukpa can coax a drug or toxin to leave a person or a body of water. The difficulty of the roll
depends on the strength of the poison and/or the size of the container.

*** Flight of P'an Lung


P'an Lung live in the clouds and control the rains. They ripple through the skies using the power of the chi'ih muh -- a sacred lump
growing on the dragon's forehead. It will grant a pious Drukpa the use of the chi'ih muh, allowing him to fly.
The Drukpa is capable of flying at his normal running speed for a time by spending two blood points. The flying has to be
continuous. A roll of Intelligence + Athletics against a difficulty of 6 must be made. For each success gained on the roll the
Drukpa can stay in the air for one round. A large lump is clearly visible on the Drukpa's forehead while using this power.

**** Breath of Ahzi Dahaka


Ahzi Dahaka is an extermely aggressive dragon, fiercly protecting its territory with fire and claws. It can only be pacified with
meals of pearls and opals or by the prayers of the Drukpa. In order to avenge a wrong the Ahzi Dahaka may lend a Drukpa its
firey breath.
The Drukpa can breathe fire, 1 die of damage per blood point spent. Roll Dexterity + Occult vs 7 to hit. This fire causes
aggravated damage to vampires but not to Lupines.

***** Blessing of Tien Ying Lung


Tien Ying Lung are the rulers of all dragonkind. They live among the mountaintops with their dragon retinues receiving tribute
from the villages under their influence. In return for blessings and prayers from a Drukpa, a Tien Ying Lung may lend the form of
one of their dead retinue to him.
The Drukpa can transform into a dragon (with the abilities of flight, scales, poison protection and fire, also causing aggravated
damage from claws and teeth). To change costs 3 blood points and takes one turn. Obfuscate cannot be used in this form and
the change takes one full turn. The Drukpa must return to his original form at dawn.

****** Calling at Mount Chung


The great Tien Ying Lung that rules over the dawn and sunset lives at the top of Mount Chung in China. When he opens his eyes
the sun rises and when he closes them the sun sets. His great powers make him the most worshipped dragon of the orient and
the most powerful Tien Ying Lung. By beseeching his aid, the Mount Chung Dragon may lend his followers, the spirits of recently
dead dragons, to a Drukpa to help in a righteous quest.
A dragon can be called from the spirit world by the expenditure of a Willpower point and last for a scenes or until dispelled or
'killed'. The Drukpa must roll Intelligence + Occult vs 5 for each of the dragon's attributes, Alertness, Dodge, and Brawl (minimum
of 1 for all and a minimum of 3 for Dodge). The dragons have 7 health levels with the usual wound penalties but have 3 points of
natural armour, have poison protection, can fly and can cause aggravated damage with their claws and teeth. They cannot
breathe fire.

******* Collecting the 117 Scales


All dragons have 117 scales. Of these 81 are yang-scales, making them peaceful, and 36 are yin-scales, causing them to
devour human flesh. It is said that when a Drukpa wishes to achieve the Nirvana of Golconda he must summon all 117 dragons
in turn. The 81 yang-ruled dragons teach the Drukpa the mysteries of the heavens, leaving a scale behind when the Drukpa has
finally solved the lesson. The 36 yin-ruled dragons he must fight and defeat before the dragon will leave a scale. When all 117
scales are collected the Drukpa has learnt all the knowledge of the spirits. He gathers together the scales and becomes a new
Tien Ying Lung. This, of course, is pure speculation but those Drukpa who achieve spiritual peace are never heard from again.
The Drukpa can summon several dragons (up to 1 die) for 1 Willpower point each. They must each be rolled up (as above)
separately.
Duplication
By Spyda' (sala@grzes.czart.pulawy.pl) with assistance from Pepper

Description
This discipline is available only to followers of Path of Evil Revelations. It can only be bought for as simple a thing as a soul (if
you have one that is :). Of course, Storyteller can make some changes in vampire's psychics or nature (I recomend
derangements). This discipline cannot be transferred with blood, Thaumaturgy or any other way. If you want it, you have to pay for
it (unless ST decides to create a bloodline of completely soulless vampires or vampires who are five times as crazy as
Malkavians). I suggest that players should not have many opportunities to get this power. Levels of Duplication cannot be higher
than character's Intelligence! When characters abandons the Path of Evil Revelations, this ability is lost, as well as his soul.

Levels 1-5: Multiply, Baby


At this level, a vampire may create the number of duplicates equal to the level of discipline. They are all controlled by vampire,
and he has to pay attention to all of them. Each of them has Intelligence equal to vampire's Intelligence divided by the number of
copies. Of course, a vampire may control which copy has major part of his attention, and thus decide which has the highest
Intelligence. Every copy must have at least one Intelligence. Each copy requires using 1 BP to create. It can only survive
1+Fortitude levels of damage. When destroyed, it turns back to vampire blood. It will seek to return to vampire but if it succeds, it
can't be more than 1/2 BP. Using a mental discipline requires spending a Willpower point. Since controlling a number of copies
requires great attention, the ST may as well make them suffer from mistakes like one copy performing an action which was
supposed to be done by the other. A copy cannot be used as daylight guard. Sunlight destroys it immediately; the blood is
immobilised, and it causes vampire great pain. You can add 4 Diff. to all frenzy rolls, or even make vampire lose all his
Willpower (not permanently), 1 permanent Willpower, or add a derangement. However, this can be made a trial of pain, and
succesful surviving it could add 1 level of Path.

****** My Twin Brother


This ability alows vampire to create his copy. This copy, however, is different from the one of lower levels. The vampire splits into
two (Sic!). Both copies have half of vampire's Bloodpool - 1BP each. Their mental abilities, knowledges and disciplines are
halved, but both have unlimited amounts of Willpower. They have only one thing on their minds: survival. This kind of copy is
created in sitations with no other way out. Both copies are an original, and both have vampiric nature and needs, and both die
like vampires. It is intended that only one copy survives. If both do, then . . .
Well, after 1 hour of relative peace, both copies start to regain their normal abilities at a rate of 1 point per hour. They lose all of
their Willpower (not permanent of course). Most importantly, they regain their consciousness, and both feel, that they are the
vampire (well, if a player does that its up to ST to decide which of the copies is guided by player. Since neither one has his soul
it really makes no difference). An important thing is that neither one will be able to use Duplication until the other is destoyed (It's
rather obvious, that both will attempt to make it happen soon). But if they are separated, and unable to kill one another, they are
completely independent, and may gain disciplines, attributes, abilities, change the Path of Enlightenment, or regain Humanity,
change sect, and do whatever is best for each of them (imagine a character meeting copy he made few hundred years ago --
cool, isn't it?)
Dynamistry
By George Cusack, for the Maelduin bloodline.
* Equilibrium: By spending a blood point, the vampire may retain perfect balance for the remainder of the scene.
** Weight Shift: By rolling Attribute + Ability, the vampire may change his own weight to anything from 1-500 lbs. with no
corresponding change in mass or density.
Note, however, that if a vampire's weight exceeds his score in Strength + Potence times 100, he will not be able to move. The duration
of the weight shift is determined by the number of successes rolled.

1 success 30 seconds
2 successes 5 minutes
3 successes 1 hour
4 successes 1 day
5 successes 1 week

*** Flight: The vampire cam fly. Unlike the flight allowed by Thaumaturgical Telekinesis, the vampire's top speed is determined by
Dexterity + Celerity x 50 mph, and he need not maintan concentration to remain airborne. However, if the vampire is Crippled while
airborne, he must roll on Dexterity + Athletics at a difficulty of 8 to keep from falling. If a the vampire is Incapicated, he automaticly falls.
**** Weight Control: The vampire may apply Weight Shift to any person or object. To do so, the vampire must touch his target and roll
on Attribute + Ability. If the object is a person, they may roll on their Willpower to resist. The duration of the change in weight after the
vampire has ceased touching the object is determined as with Weight Shift.
***** Momentum Shift: By rolling Attribute + Ability and spending a blood or willpower point, the vampire may increase or decrease
the momentum caused by the movement of his body, whether it be flying, falling, punching, or whatever. The number of successes
determines the factor by which the momentum may be increased or decreased. Thus two successes could make a punch hit twice as
hard or half as hard. Each shift in momentum is for one motion only. Thus, as soon as the punch connects or the fall stops, the effect is
over.
****** Momentum Control: The vampire may apply Momentum Shift to other targets. People may resist the change by contesting the
vampire's roll with a roll on their Willpower. The vampire must still spend the blood or willpower point, even if the roll fails.
Gravity Control: The vampire may increase, decrease, or reverse gravity on a 4' by 4' area within his line of sight by spending a
blood or willpower point and rolling on Attribute + Ability. All people and objects in the area are automatically affected by the change,
while objects outside the area feel no effect. The area is affected as long as the vampire concentrates on it.
******* Momentum Thief: The vampire is able to "steal" momentum from one source and redirect it at another with a successful
Attribute + Ability roll at a difficulty of seven. Thus, a punch directed at the vampire could be made to strike the attacker, empty air, or
anything else in the vampire's line of sight. The source of the momentum need not come from or be directed at the vampire. Once
"stolen from," affected targets lose all their momentum. Punches glance off, bullets fall to the floor, etc.
******* Stop Motion: The vampire may stop all motion in a 10' by 10' area around himself by spending a blood or willpower point.
Everything in the area, save the vampire and anything he is in direct contact with, cease moving entirely. Sentient beings may make a
willpower roll at difficulty 8 to move, but must roll again each round they are in the area. The duration of the motionlessness is
determined by the vampire's Ability + Attribute roll.

1 success 1 round
2 successes 1 minute
3 successes 1 hour
4 successes 1 scene
5 successes 1 night

Once the duration has expired, everything in the area continues moving as though it had never stopped. The vampire may cancel the
motionlessness before the full duration has expired any time he wishes.
******** Mastery: The vampire may use any of the powers of Dynamistry without spending blood or willpower points.
********* Gravity Master: The vampire can raise, lower, or reverse the effect of gravity over an indefinite area. The vampire must roll
on Attribute + Ability to determine the size of the area.

1 success 20 square feet


2 successes 20 square yards
3 successes 1 city block (1/2 a square mile)
4 successes 1 square mile
5 successes 20 square miles
The vampire may declare only certain objects in the area affected by the gravity shift, or he may declare certain objects immune.
Sentient beings can resist the gravity shift by rolling on their Willpower at a difficulty of 7.
********** Motion Master: The vampire has complete control over the movement of all objects in his line of sight. While the vampire
cannot directly move an object without touching it, once it is in motion he can control what direction it moves in, how fast it goes, and
how much force it moves with. This power can be exercised on as many objects at once as the vampire can concentrate on. Sentient
beings can resist the control by rolling on Willpower at a difficulty of 8.
Ecobody
By Hound (ambient@magi.com), for Hound bloodline.

Introduction
To have Ecobody discipline, a kindred must have the Merit "Inoffensive to Animals" and cannot have the Flaw "Taint of
Corruption." For every level of Ecobody the host has, he gains 20lbs of Flora (and later fauna). Should the host change clothes
he would lose three levels of Ecobody, and should he clean himself up completely he would lose all levels. Levels lost this way
are regained at one level every two weeks. All social rolls gain a +1 difficulty per two levels of Ecobody the host possesses.

* Growth of Nature
Hair becomes matted and body begins to show signs of plant growth. This reduces the difficulty of intimidation roles by 1 (very
effective when combined with presence-1)

** Ghoul Flora
Hair has definite heavy dreadlocks with plant life. Hair can be used for an extra grapple attack in close combat once each turn.
The flora roots itself under the host's skin, and draws one blood point per week per level of Ecobody to sustain itself (instead of
requiring sunlight)

*** Fauna
Hair now has some small animals feeding from the mosses and plant life present. Can be used to summon small animals (birds,
mice, moles, moths, butterflies, etc) who will want to move in and live in the hair. Roll Appearance + Survival (DIF:6)

1 success 1 pound of small animals arrive


2 successes 3 pounds of small animals
3 successes 5 pounds of small animals
4 successes 8 pounds of small animals
5 successes 12 pounds of small animals

This roll can only be made once to stock one's ecosystem. Each week roll again, and add one pound of wildlife to your
ecosystem per success. Anytime a vampire is exposed to fire (or catches fire in sunlight), she loses (9 - Survival) pounds of
wildlife each turn as they "abandon ship."
These animals can be used to distract or slow one's opponents. Every 3 pounds of fauna can reduce opponents dice pools by
one as they are pestered by the tenants in one's ecosystem. As an action the person pestered by the wildlife can make a (Melee
or Brawl) + Dexterity roll (diff:8), with each success destroying one pound of wildlife.

**** Colonization
The ecosystem can now colonize other hosts. Anyone in close personal contact with the host must make a willpower roll (diff: 6)
against the host's Manipulation + Survival (diff: 6). If the host has more successes the ecosystem colonizes the target (or friend)
according to the table below:

1 success After four days, the ecosystem becomes apparent, and draws one blood per night to sustain itself
2 As 1, but as of day 2 the ecosystem causes constant irritation, forcing the loss of one die from all die pools.
successes
3 As 2, but double all effects.
successes
4 As 3 but effects begin immediately
successes
5 As 4 but if the ecosystem is not removed that night, the kindred will be unable to move or act the next evening as the
successes ecosystem has tied her down and closed off her mouth and eyes. If no one comes to her rescue soon she will starve
into torpor.
To remove the parasitic ecosystem requires exposing it to flame. This will cause one aggravated wound per level of ecosystem
colonization, or 7 if the person is completely immobilized by the ecosystem (thus only fortitude can save one from the burning off
of the ecosystem after the second night of maximum colonization.) To voluntarily burn off the colony requires the expediture of
one willpower per level in addition. After entering torpor the host's ecosystem will die off after about a month, unless regularly
watered and kept under a UV lamp.

***** A Thousand Hungry Mouths


At this level, the ecosystem is so well established that it cannot be unbalanced by the introduction of new elements (including
larger animals, friends, lovers, relatives, small vehicles, etc.). The host gains two extra dice in grappling, and any grapple against
a target of no more than 2/3rds the host's normal weight that succeeds by five successes or more will result in the absorption of
the target into the host's ecosystem. The target can only break free with a Strength + Potence roll (diff:7) against the host's
Ecobody + Strength (diff:6). Any other actions done by the victim will be at a penalty of 6 dice (including avoiding the embrace or
feeding).
Ekstasis
By Deirdre Brooks (xenya@teleport.com), for the Hetaera bloodline.
A mistress of the art of seduction and eroticism, the Hetaera uses this Discipline to enhance her abilities. Those who possess
Ekstasis often appear extremely attractive.

* Mortal Sensuality
The Hetaera can engage in normal sexual relations with mortals as if she were mortal. She can feel the full extent of the orgasms
just like any human. She also smells human.
System: There is no system -- this level is always active.

** Seduce
This ability allows the Hetaera to cause a mortal to feel lust for him; this will only be satisfied by full physical contact.
System: Make a Charisma + Seduction/Subterfuge roll against the target's Willpower. Target number of 6 for both rolls.

*** Touch of Pleasure


The Hetaera can now induce incredible sensual pleasure in anyone within fifty feet, giving them sensual pleasures unlike
anything any mortal could provide.
System: If the target is willing, the feelings overwhelm him for as long as the Hetaera desires. If the target is resisting, roll
Charisma + Empathy against Willpower, target of 6. For every success over the target's, remove one die from the his pool. This
lasts for a full turn, but can be used again and again with cumulative effects.

**** Sensual Sustenance


The Hetaera can now take blood directly from anyone she is touching. This form of feeding leaves no marks. The feeling is much
more intense than usual to both the Vampire and the Vessel. This ability is extremely useful in maintaining the Masquerade
simply because it eliminates the need to bite, and therefore does not leave mortals with awkward memories.
System: The Hetaera can feed from anyone with whom she is involved in physical contact. Roll Stamina + Subterfuge against
the target's Stamina + 3. Each success the Hetaera gains allows her to take one blood point.

***** Love
Use of this potent ability allows the Hetaera to cause anyone nearby to fall thoroughly in love with her. This works in a fashion
similar to a Blood Bond, but a Blood Bond will override it once the Hetaera leaves the subject's presence.
System: Roll Charisma + Seduction against the subject's Wits + 3, with each success strengthening the feelings he has for the
Hetaera. This ability costs one Willpower point to use on Kindred.

****** Guard of Honor


This ability helps guarantee the safety of the Hetaera who possesses it. When she uses it, all those nearby who would find her
attractive will jump to her defense.
System: When the Hetaera chooses to use this ability, she rolls Charisma + Seduction against a 6. The duration is one turn per
success. It only affects those who would find the Hetaera attractive. During that time, those affected will help defend the Hetaera
who uses it.

****** Orgiastic Indulgence


The Hetaera can cause entire groups of people to experience a level of lechery generally unheard of. This generally causes an
orgy of epic proportions during usage.
System: Roll Manipulation + Subterfuge, difficulty is 8. Those subject to this ability can spend Willpower points to avoid the
effects, but must leave the area or be forced to spend another point every few minutes.
1 Success 3 People
2 Successes6 People
3 Successes12 People
4 Successes18 People
5 Successes24 People

****** Dread Curse of Impotence


With this ability, the Kindred can cause any human to lose all sexual function. While not exceptionally powerful, it certainly can be
frustrating. It does not remove sexual desire.
System: The effect lasts for a time determined by the number of successes on a Stamina + Medicine roll. The target number is
the subject's Stamina + 3. The effect can be cancelled at any time by the Hetaera that placed it or by a specialized ritual.
1 Success 1 day
2 Successes1 week
3 Successes1 month
4 Successes1 year
5 SuccessesPermanently

****** Lonely heart


The target of this ability feels unfulfilled whenever the Hetaera is not around. He feels lost, lonely and often incompetent. When
the Kindred is nearby, he will brighten up considerably, going to her for advice and assistance. He will also be far more confident
than at any other time.
System: To determine the effectiveness of this ability, roll Manipulation + Subterfuge, difficulty 6, against target's willpower,
difficulty 6. Subtract the number of successes from the target's dice pools whenever the Hetaera is not around and treat the
target as being blood bound to the Hetaera.

******* Cupid's Arrow


With this power, the Hetaera can cause any one person to fall in love with any other person, although both must be in her
presence.
System: Roll Charisma + Subterfuge against a 7. The number of successes determines the strength of the bond. The bond can
be broken by rolling Willpower against the Hetaera's Charisma + Subterfuge and expending a number of Willpower points equal
to the number of successes she gained.

******* Curse of the Broken Heart


The Hetaera can create a soul deep weakness in the person it is directed at, causing him to lose most physical capacity. The
effects are characterized by a total loss of hope, ambition and will to live, as well as a feeling that the love of his life is forever
gone.
System: Drops the target's Physical Attributes and Willpower to one each for the duration determined with a Manipulation +
Subterfuge roll against Stamina + 3.
1 success One hour
2 successesOne day
3 successesOne week
4 successesOne month
5 successesOne year

******* Pleasurable Aura


This works much like Touch of Pleasure, but can be used against more than one target at a time.
System: As per Touch of Pleasure, although this allows the Hetaera to affect a number of subjects equal to her dots in
Seduction.

******** Love at First Sight


The Kindred with this power causes all who gaze upon her to instantly fall in love. He will desire nothing more than to please her,
pleasure her and otherwise make her happy. This will continue long after she leaves the area, regardless of Blood Bonds. The
Hetaera can decide when to use this power.
System: Anyone in the Hetaera's presence must make a Willpower roll with Charisma + Manipulation/Seduction as the target
number. Those who fail immediately fall in love with her.
Kindred must spend a number of Willpower equal to the Hetaera's successes to overcome this effect.

********* If Looks Could Kill


With use of this ability, an Hetaera can kill a mortal with a glance and send Kindred into torpor. A mortal who is subject to this
power will die of a heart attack induced by overexcitement. Kindred lose all health levels and drop into torpor.
System: Roll Appearance + Seduction against the target's Willpower. If the Hetaera exceeds the victim's successes in this test,
the target dies or falls into torpor.

********** Rulership of Aphrodite


The Hetaera's ability to seduce is extended over an area equal to the size of a large city or small country. The effect isn't
precisely sexual attraction so much as a desire to please and obey the Hetaera. The commands need not be verbal, she simply
concentrates upon what she wishes done, and the populace does it.
System: Roll Charisma + Area Knowledge against an 8, with the number of successes determining the alacrity with which the
populace responds.
1 success It seems like an excellent idea, but . . .
2 successesEveryone wants to do it, it could take time.
3 successesSoon, possibly within a few days.
4 successesHigh priority.
5 successesImmediately, with all possible effort.
Elasticity
By Brian Wilson (bwilson@infoave.net)

Description
This disciplines must be used in conjunction with Vicissitude, level 2 and 3. This powerful and horrifying discipline enables the
Kindred to stretch any appendage without permanent change to the body. (You can not have an Elasticity rating higher than your
Vicissitude) Like Celerity and Fortitude there are no special levels of different use.
System: Kindred wishing to invoke Elasticity must spend two (2) blood points for each appendage to be stretched. No roll is
necessary, but it takes 1 turn for every three (3) feet of elongation. When used in combat: -1 from Dexterity and Appearance, +2
to Intimidation, +1 to Melee, and -3 to Animal Ken. Returning to normal form takes the same amount of time as the original
transformation did but no blood need be expended.
Elementalism
By Damien Moore; revised and expanded by Da Hound. A discipline of theTrue Brujah. Also a discipline of the Assamite
Magi and the Draconians

Introduction
Elementalism is the discipline of knowing the world. As the user progresses in its power, she begins to gain a greater grasp of
how the world is put together, and how to manipulate its various aspects.
It is in many ways much like Thaumaturgy, in that it has many separate divisions of the actual discipline. The differences are,
however, profound. Elementalism has no rituals, no rites as part of its makeup. It relies not on using outside power to make an
effect, but on the user knowing the way of the world in order to effect it. The separate areas of Elementalism, known as The
Ways, build upon the previous ways, each branch of knowledge providing a basis for learning remaining ways.
In game terms, the possessor of Elementalism must first advance to at least the third level in any Way before they may start on to
one of the next ways. [For instance, a beginning Kindred user of elementalism has 1 point in Elementalism, and 1 point in the
Way of Earth. She must learn 2 more points of the Way of Earth (still with 1 point of Elementalism) before she may spend
experience to buy another point of Elementalism, at which point she also gains a point in the Way of Air.]
A starting character can start with either the Way of Earth or the Way of Air. From there he can advance according to his choices
and the restrictions given in the individual Ways.

Way of Earth

(No rerequisite)

* Earth Sense
By laying her hands on rock, stone or earth, the Kindred using this ability gains the ability to perceive the surrounding area from
the point of view of the earth with which she is connected. She can perceive buried or hidden objects, whetherin the stone, or
very closeby to that stone. For instance, the Kindred could sense the buried coffin underneath him, or the assailant hiding behind
the corner or the concrete building, or the wiring behind the concrete wall. It has been said that Vampires with this ability may
even sense the location of earth-melded Kindred. This power is limited to current information, it cannot be used to pertain
information from the past.
System: By making a Perception + Earth roll, she may gain the sensory input from the stone around her.
Successes Distance
1 Within 1 metre
2 Within 5 metres
3 Within 10 metres
4 Within 50 metres
5 Within 100 metres

The difficulty depends on the type of material that is being attempted to be read. Earth and natural stone is difficulty 6, concrete
and man-made stones are difficulty 8. The perception extends out of thestone to a limit of 1/3 of a metre.
In addition to the success-range limits, the earthen material being read must be contiguous. Ie: if using a concrete building, just
the building may be read, not the surrounding footpath, etc. If reading a boulder, then the earth surrounding the boulder is not
included in the effect.
On Per + Earth roll (diff 9), an earthmelded Kindred may be sensed (but not affected in any way).

** Manipulate Earth
A Cainite who has progressed to this level of knowledge in the Way of Earth gains the ability to morph earth and stone to his will.
He may command it to warp or move in any one way, directed only by his mind -- no physical touch is necessary, although the
object being so altered must be within sight, or otherwise sensed.
They may cause a rock to melt and run like water, pits to open up in front of their enemies, or command the marble top of a tomb
to flow out of the way to give them a temporary Haven. (Of course they need to move it back again before sun-up).
System: By spending a blood point, the vampire using this ability may command stone or earth to alter in shape in any way. He
cannot destroy or create the earth. To determine how successful the effect is, the Kindred must roll Intelligence + Earth (diff 6 for
natural stones, diff 8 for man-made substances).

Successes Area effected


1 Approximately a cubic meter
2 Closet worth
3 Room worth
4 Factory worth
5 Most of a mountain.

Each manipulation can cause one effect only. (e.g. to cause stone to flow away from a place and then flow back is two actions
and requires two blood points.

*** Create Earth


Upon achieving this level of knowledge in the Way of Earth, the Kindred may create natural earth and stone as they dictate, in
any shape or anywhere within sight.
She may see the location that she wishes to create the earth, and it must rest upon something solid, (i.e. its not possible to
create rocks in mid-air). It is however possible to create the stone around an object, or even a person. It is not possible to create
stone other than granite, or similarly natural stones. Gemstones cannot be created.
System: The Vampire using this ability must spend one blood point to invoke this power. In addition to this, she must decide
ahead of rolling for successes how much earth she wishes to create. If not enough successes are gained, then nothing happens
at all. Excess successes also have no extra effect. Roll Intelligence + Earth against difficulty 6.

Successes Effect
1 Approximately a large bucketload.
2 Approximately one cubic metre
3 2 cubic metres
4 5 cubic metres
5 10 cubic metres
6 50 cubic metres

**** Earthmeld
This ability is effectively identical to the third level of the Protean Discipline. It takes, as for those with Protean, one blood point to
sink into the earth, and one to rise up and out. In addition, once achieving this level of the discipline, the Vampire may affect not
only natural stone and earth, but may affect other solid matter, such as glass, steel and asphalt. Exactly what can and cannot be
affected is upto the individual ST.

***** Summon Earth Elemental


By concentrating upon a large sample of earth or stone, the Cainite evoking this power may summon an elemental spirit to the
sample in order to animate it. This spirit takes upon a vaguely humanoid form, and may not be friendly to the invoker. The
elemental may be commanded by the Kindred to perform simple tasks, such as lifting and carrying objects.
System: Invoking this ability is quite trying to the Kindred attempting it. In addition to spending a bloodpoint, she must also
spend a Willpower point to summon the spirit.
Each time the Kindred gives a command to the elemental, he must roll his willpower at a difficulty of 7. Only one success is
needed for the command to be obeyed. Problems occur when the roll is failed or botched.
If he merely fails the roll, then he must immediately make another roll to regain control (willpower, difficulty 8, three successes
needed). If this is failed then the spirit breaks free of the Kindred's control.
If the command-willpower roll is botched, then the Kindred suffers an immediate loss of 1 permanent willpower (as is usual for
willpower rolls), and the spirit immediately breaks free.
What happens when an elemental spirit breaks free is up to the ST. It may simply leave the physical form it was ordered into and
depart, it may attack the Kindred, it may wander off in its physical form. (Earth Elemental: Str 6, Dex 2, Sta 6)

****** Stoneform
The Kindred invoking this power immediately transforms herself into a natural piece of stone. The exact shape of the
transformed Kindred is a matter of choice when she uses the ability -- however she is limited to a maximum increase in size of
20%.
The Vampire may take on the appearance of a natural boulder, or of a statue, or even of a stone wall (albeit a small one) and
once assuming this shape the Kindred is immune to fire and sunlight, as well as being staked. She is however immobile unless
she transforms to flesh and is vulnerable to being smashed as would be a normal stone object. A Kindred in this state may
sense her surroundings using any sensory abilities she may have, including Earth Sense and Auspex.
System: Invoking this power requires the expediture of a single blood point, whether to become stone or to become flesh. Once
in this shape she cannot move without transforming back to flesh (very painful in sunlight). This includes the spending of
bloodpoints, other than the one necessary to revert to their "natural" shape.
In order to mimic a particular object, she must make a Manipulation + Subterfuge (why? who knows. If you can think of a better
one...), and the accuracy of the copy is dependant on the number of successes (use the success table for obfuscate or
viccisitude).
Once in the Stoneform, the vampire's Stamina is raised by 3 extra dice for soaking purposes.

Way of Air

(No prerequisites)

* Descent of the Feather


This first ability to manipulate the Way of Air manifests itself to give the vampire using it the ability to slow a fall by force of will.
He can prevent himself from suffering damage from all but the highest of falls.
System: The Kindred must roll his willpower, at a difficulty of 6. Each success he achieves on this roll negates one health level of
damage. (Slows his fall so as to effect this.)

** Drawing the Storm


This surrounds the Elementalist in very strong winds wrapping around in all directions. This will pick up local debris and loose
matter in a 10ft radius around the user.
System: The Kindred spends a point of blood and makes a willpower roll to irritate and yet control the winds around herself.
Each success increases the difficulty of all thrown and projected missile attacks (knives, arrows, etc, but not firearms) against
the user or anyone withing 10ft of her by one. The distractions also reduce the dice pools of anyone inside the storm by one
(except for the user).

*** Resist the Calling of the Earth


This ability is an extension of the Kindred's current knowledge of the element of air. Rather than simply slow his fall, he may now
nullify any downward descent, buoyed up by the air itself.
Using this part of the discipline, the vampire may step off the side of a building and simply float in midair, or activate his power
and draw his legs up to float in lotus.
Given enough ability, the Cainite may change his weight, or slowly rise into the air rather than hovering.
System: The player rolls willpower against a difficulty of 6. The degree of effect is dependant on the successes gained.
Successes Effect 1 Simple hovering is possible. The Kindred may either float, or behave as normal.
2 Subtle changes in weight are possible for the user of this discipline, as long as he lessens his true weight. At this many
successes, he may null his entire weight, and kick off from an object to move around.
3+ In addition to the above effects, the vampire may also ride slowly, as the air itself lifts him. The rate of speed at which he may
rise is depends on the number of successes. 3 successes allows a speed of 5 feet per turn, plus 5 feet per turn for every
additional success.

**** Become the Breath


This ability is extremely similar to that of the Protean ability of Earthmeld, except that it allows the user to meld with the very air
itself. The Kindred is not visible, and cannot be damaged or sensed in any way. Neither may she take any action herself. She
may sense very dimly anything which occurs in her area. System: The use of this discipline is extremely difficult; even to those
who have progressed this far in the Way of Air. In addition to spending a blood point to enter or exit the melded state, she must
also spend a WP point to enter the state.

***** Calling of the Heavens


Upon achieving this level of the Way of Air, the Cainite may use it to take to the air in any direction that he wishes. He is
supported by the air itself, and may guide his direction and speed by force of will.
System: The player makes a willpower roll. Success indicates they have achieved flight, the number of successes determines
he maximum speed (10 feet per turn, per success).

****** Summon Air Elemental


By concentrating upon a cloud or wind, the Cainite evoking this power may summon an elemental spirit to the sample in order to
animate it. This spirit takes upon a vaguely humanoid form, and may not be friendly to the invoker. The elemental may be
commanded by the Kindred to perform simple tasks, such as displacing or pushing objects. System: Invoking this ability is quite
trying to the Kindred attempting it. In addition to spending a bloodpoint, she must also spend a Willpower point to summon the
spirit.
Each time the Kindred gives a command to the elemental, she must roll her willpower at a difficulty of 7. Only one success is
needed for the command to be obeyed. Problems occur when the roll is failed or botched.
If she merely fails the roll, then she must immediately make another roll to regain control (willpower, difficulty 8, three successes
needed). If this is failed then the spirit breaks free of the Kindred's control.
If the command-willpower roll is botched, then the Kindred suffers an immediate loss of 1 permanent willpower (as is usual for
willpower rolls), and the spirit immediately breaks free.
What happens when an elemental spirit breaks free is up to the ST. It may simply leave the physical form it was ordered into and
depart, it may attack the Kindred, it may wander off in its physical form. (Air Elemental: Str 5, Dex 5, Sta 3)

Way of Water

(Must have at least 1 other way)

* Sense of the Dolphin


The Cainite can emit a high pitched noise signal, and use his ability to sense the return of that signal to judge distance, and
other spatial relationships.
The distances can be judged exactly by the Kindred and will work in darkness, or if the Vampire is blind. There is a range of 20
feet when this power is used in air, but this is increased 100-fold when the he is underwater. One disadvantage to this power is
that those who may be able to sense these sounds, like individuals with Auspex, or Garou, will be able to 'home in' on the
vampire, after a length of time (depends on distance), if the Kindred keeps using this power.

** Bonds of Poseidon
As the second level Neptune's Might power.
*** Gifts of Aeolus
This ability allows the Kindred to call forth a mist, fog, rainstorm or any other type of weather that is mostly moisture based. Thus
the rain-storm called cannot cause lightningstrikes, unless the area would naturally have them.
This weather has little affect except to conceal the Kindred. However, if a fog is called, it has the additional effect that any being
tracking the Kindred or sensing them, loses 2 additional dice to roll.

**** Gift of the Nymph


This ability is rare, even among the True Brujah. It allows the Kindred who invokes it, on spending one blood point, to cause up to
100 litres of water to behave in any manner he decrees. Thus, the water may be made to flow up hill, to solidify into ice, to boil, to
behave similarily to the effects of the deepers from 'Abyss'. However, on changing state from liquid to solid or gas, the Kindred
loses control of the water, thus he cannot simply boil 100 litres of water and parbroil another Kindred. The Kindred must be in
contact with the water he wishes to affect, although the degree of contact is not important, and at least one drop of his blood
must mix with the water in question.
This power may be used to allow Kindred to walk across water, or to allow others to walk across the water, by altering the
surfacetensions on the top of the liquid.

****** Summon Water Elemental


By concentrating upon a pool or river, the Cainite evoking this power may summon an elemental spirit to the sample in order to
animate it. This spirit takes upon a vaguely humanoid form, and may not be friendly to the invoker. The elemental may be
commanded by the Kindred to perform simple tasks, such as splashing or carrying objects. System: Invoking this ability is quite
trying to the Kindred attempting it. In addition to spending a bloodpoint, she must also spend a Willpower point to summon the
spirit. Each time the Kindred gives a command to the elemental, she must roll her willpower at a difficulty of 7. Only one success
is needed for the command to be obeyed. Problems occur when the roll is failed or botched. If she merely fails the roll, then she
must immediately make another roll to regain control (willpower, difficulty 8, three successes needed). If this is failed then the
spirit breaks free of the Kindred's control.
If the command-willpower roll is botched, then the Kindred suffers an immediate loss of 1 permanent willpower (as is usual for
willpower rolls), and the spirit immediately breaks free.
What happens when an elemental spirit breaks free is up to the ST. It may simply leave the physical form it was ordered into and
depart, it may attack the Kindred, it may wander off in its physical form. (Water Elemental: Str 5, Dex 3, Sta 5)

****** Break the Bonds of Brotherhood


This ability allows the Vampire to cause blood to turn to water, with a willpower roll (difficulty of 7). The number of successes
achieved is the number of blood points changed. A botch means that if the target was a vampire, the target's blood pool is
actually increased by one, as the blood is thickened, rather than thinned.

Way of Fire

(Must have at least 2 other ways)


Any use of the way of fire first requires a Frenzy roll.

* Fire Sense
The user of this power understands fire, its motivations and needs.
System: The Kindred using this power must overcome his natural fear of fire and look into the flames and make a Willpower roll.
A failed roll costs one WP, on a successful roll the user knows how the fire will spread or grow, what it is feeding on and how to
slow it down, stop it or make it grow.
** Maniupulate Fire
The user of this power can now speak to the flames and befriend them, bringing them to roaring power or quieting them to mere
subservience.
System: The Kindred using this power must spend one Blood Point and make a Charisma + Occult roll (Dif=7) each success
changes the intensity of the fire by one step on the following chart:
Match
Lantern
Torch
Fireplace
Bonfire
Small Room
Large Room
Building
Fireball/Conflagration

*** Create Fire


The Cainite using this power can bring flames from nothing.
System: The Kindred must make a Willpower roll (Dif=6) and expend one blood point. The size of the fire produced depends on
the number of Willpower successes, as per the "Lure Of Flames" Thaumaturgical Path.

**** Multitude of forms


Fire and heat distort visible light and through this power a Cainite produces one or more "Mirror Images" out of light refraction.
System: The Kindred spends one turn immobile and makes a Manipulation + Subterfuge roll (Dif=8) and each success creates
a partial image out of the wavering heat that suddenly surrounds the Cainite. Attacks against the user of the discipline are at +1
difficulty for every alternate image. These alternate images dissapear one per turn until they are all gone, or the Cainite restarts
the power.

***** Summon Fire Elemental


By concentrating upon a bonfire or fireplace, the Cainite evoking this power may summon an elemental spirit to the sample in
order to animate it. This spirit takes upon a vaguely humanoid form, and may not be friendly to the invoker.
The elemental may be commanded by the Kindred to perform simple tasks, such as igniting flammable objects.
System: Invoking this ability is quite trying to the Kindred attempting it. In addition to spending a bloodpoint, she must also
spend a Willpower point to summon the spirit.
Each time the Kindred gives a command to the elemental, she must roll her willpower at a difficulty of 7. Only one success is
needed for the command to be obeyed. Problems occur when the roll is failed or botched.
If she merely fails the roll, then she must immediately make another roll to regain control (willpower, difficulty 8, three successes
needed). If this is failed then the spirit breaks free of the Kindred's control.
If the command-willpower roll is botched, then the Kindred suffers an immediate loss of 1 permanent willpower (as is usual for
willpower rolls), and the spirit immediately breaks free.
What happens when an elemental spirit breaks free is up to the ST. It may simply leave the physical form it was ordered into and
depart, it may attack the Kindred, it may wander off in its physical form. (Fire Elemental: Str 3, Dex 6, Sta 5)

Way of Shadows

(Elementalist must have at least 2 other ways)


The shadow becomes an extension of the Kindred's self, able to perform duties at extended distances away from the Kindred
as if it was the Kindred. The shadow has no existence in itself. It is guided by the thoughts of the Kindred, requiring his
concentration. If the Kindred's concentration is broken then the effect is broken and the shadow becomes one with the Kindred
instantly. The shadow is not trapped away from the Kindred, it just ceases to exit away from the Kindred. Even in full darkness a
shadow exists and can be called upon at all times. A Kindred with Auspex can test to perceive the presence of a shadow with a
test of Perception + Alertness. 1 success perceives a presence close by but not the location or form. 2 successes perceives the
location of a presence but not the form. 3 successes perceives the location and form of the presence.
If one ability is invoked while another is being used (such as, Shadow Touch is used while using Shadow Eyes) but the second
test is a normal failure then that indicates that the force was insufficient to cause the desired effect while a botch will require a
concentration roll ( Self-Control - Difficulty 7 ) for the shadow to continue its existence.

* Shadow Eyes
The Kindred's shadow is sent to view places that the Kindred wishes not to be present at herself. The Kindred uses theshadow's
presence to view another location. Such viewing does not allow the Kindred to perceive both her current location and the other
location at the same time. This also, does not allow the Kindred to hear conversations only to see who or what is present. The
shadow can even be used to read that which is clearly displayed (comprehension of the material is still dependent on the
limitations of the Kindred).
System: Manipulation + Investigation Difficulty 5

** Shadow Touch
The Kindred's shadow can be sent to touch, move or lift small light objects ( a pen, piece of paper, button, etc ). The shadow
gains a small amount of solid existence which will enable it to manipulate objects. This ability can be used in conjunction with
other Shadow abilities. Example: Spill coffee from a coffee cup across a page or part a curtain to see in side a room.
System: Dexterity + Alertness Difficulty 5

*** Shadow Force


The Kindred's shadow can push with great force against an object be it a door or a person.
System: Strength + Brawl Difficulty 7

**** Shadow Cloak


The Kindred's shadow will envelope the Kindred and hide her from view, even her aura. Kindred with higher Auspex than the
Elementalist's Way rating will be able to perceive past this cloaking.
System: Manipulation + Subterfuge Difficulty 7

***** Shadow Hold


The Kindred's shadow can carry/lift an object so shadow could transport an object back to the awaiting hands of the Kindred.
This option is limited by the object being able to pass unnoticed and unhindered by people, furniture and closed doors. The
shadow many be able to pass unhindered by these things but the object does not take on the shadow's properties.
System: Manipulation + Subterfuge Difficulty 9

Way Of Spirits

(Elementalist must have at least 3 other ways)

* See Tellurian
The Kindred, with concentration, can see spirits and ghosts nearby.
System: Willpower roll. Lasts one scene as long as the Elementalist concentrates.

** Speak With Spirits


The Elementalist can speak to nearby spirits for the duration of the scene. This in no way affects the spirits' response to the
Elementalist.
System: Elementalist rolls Charisma+Linguistics Dif=6 or Spirit's Rage. Each success allows the elementalist to converse with
one nearby spirit for one round.

*** Demanding Trial


The Elementalist can make a nearby spirit serve her will for one task.
System: The spirit and elementalist make an opposed willpower roll' if the spirit wins it is free to leave and the Elemetalist loses
one temporary Willpower to feed either the spirit's Willpower, Rage or Gnosis.

**** Manifestation of Souls


The elementalist can force a nearby soul/spirit of the dead to manifest physically and follow simple verbal commands. The
souls/spirits can take any action they could in life.
System: Summoner rolls Charisma + Occult (Dif=7). Each success lends the spirit corporeal existence for a certain period of
time.

1 success 1 turn
2 successes 5 turns
3 successes 20 turns
4 successes 1 Hour
5 successes 1 night

The spirit/soul has the same Health Levels and stats as it possessed in life. It returns to the spirit realm when reduced to
Incapacitated or when the duration ends.

***** Fetish Rite


As Fetish, from spirit Thaumaturgy. Also see Werewolf and Book of The Wyrm for examples and Freak Legion for use of
Fetishes for those without Gnosis.

****** Rending
The Elementalist, using a sharp object, can litterally rend the fabric of our reality, breaking a hole into the Tellurian.
System: The Elementalist must spend 1 Willpower and rolls Strength + Potence (Dif=Gauntlet -- but most Kindred do not
understand the gauntlet very well), and then tears a hole in reality to the Umbra beyond using his sharp implement (claws work
well, although ritual knives were more common and the occasional broadsword was used). The Elementalist then walks through
next round. By spending additional willpower the Elementalist can keep the tear open for one additional person per point of WP
spent. Returning from the Umbra is automatic for the Elementalist from the Near Umbra, but anyone in her company has to hold
her hand or be stuck.

Way of Time

(Must have at least 5 other ways)


As the first six levels of Temporis, the "Official" True Brujah discipline.
Elphame
By Stacey Lawless, for the Sluagh bloodline.
This Discipline reflects the enigmatic faerie nature of its practitioners. It is centered around old dreams, forgotten pathways and lost
possibilities. Until recently the individual powers did not have names; they were given the following monikers by a Sluagh who loved
books.
* Pale Kings And Princes: Sluagh stand at the crossroads between Faerie and Kindred and can never feel at home in either world.
Moreover, many are haunted by the memories of their mortal lives. Pale Kings And Princes lets the Sluagh temporarily enter one of
these worlds-fae, vampire, or sometimes even mortal-to a greater degree by focusing those aspects of her being which correspond to
that world.
It is easiest for a Sluagh to become "more vampiric" since that is basically what she is. Any use of this power to be "vampiric"
automatically succeeds. The "vampiric" Sluagh gains no particular advantages; however, any faerie marks she might have become
less obvious, and she gets a -1 modifier to the difficulty of any attempts to pass herself off as a member of another clan. Unfortunately,
she also gains a +1 modifier to all frenzy difficulties.
To become more "fae", the Sluagh must spend a blood point for every hour she wishes to be "faerie". The "fae" Sluagh gets a +1 to
her Charisma and -1 to all difficulties when dealing with Faerie things. However, any faerie marks she possesses become
pronounced (i.e., violet eyes become downright purple, and slightly slanted as well) and being around iron will unsettle her badly.
A Sluagh can only be "more human" if she has a Humanity rating of five or better. A Sluagh following one of the Paths of Enlightenment
cannot become "human" as she has forsaken that side of herself. To become "human" the Sluagh must make a Humanity roll with a
difficulty of eight, with each success allowing her to be "human" for an hour. While in the "human" state the Sluagh gains the Baby
Face and Eat Food merits (*Vampire Player's Guide*) but cannot use any Disciplines beside Pale Kings And Princes. Burning blood
for any reason will negate the "human" state, regardless of how many hours the Sluagh had remaining to her.
** A Midsummer Night's Dream: This power works a bit like a blend of Chimerstry and Obfuscate. It allows the Sluagh to disguise
one object as another of roughly the same size and shape. There are a few limitations on this, however. A Midsummer Night's Dream
does not allow the Sluagh to choose what the new appearance will be. Rather, the Sluagh must designate one person whom the
power will affect. This single person will perceive the disguised object as being exactly what they *want* it to be, and will behave
accordingly. It should be noted, though, that the actual appearance of the object does not change for anyone but the target of A
Midsummer Night's Dream, and the Sluagh himself will have no idea what the target thinks she is looking at unless she indicates it
somehow.
To use this power the Sluagh must make a Wits + Subterfuge roll with the difficulty being the target's Willpower. The number of
successes he gets indicates the amount of time the target is affected by the illusion,

1 success 5 minutes
2 successes 1 hour
3 successes 1 day
4 successes 1 month
5 successes 1 year

while a botch means that the target is not fooled at all.


*** Twa Corbies: As time goes on, the Faerie things vanish from the world, never to be seen again. Twa Corbies lets the Sluagh turn
this to her advantage, at least temporarily. By using this power, the Sluagh can make certain that a person or thing disappears and is
never found. The disappearance will be noticed, but all traces of the whereabouts of the missing thing will ultimately lead nowhere. In
fact, a searcher could look straight at the missing thing and never see it while it was shrouded by Twa Corbies. His mind would simply
refuse to see it, and substitute some other image instead.
To use this power on an object, the Sluagh must smear a point of her own blood on it and make a Manipulation + Subterfuge roll. The
target number can vary wildly, depending on what the object is and how hard people will search for it. Somebody's wallet might be a
six, while the Toreador clanhead's favorite Vermeer could well be a 10.
Hiding people is a little trickier. The Sluagh must get the person to ingest the point of blood--something most Kindred will be loath to
do-- and when she makes the Manipulation + Subterfuge roll, if the person is being hidden against his will his Willpower + 3 will be the
target number; and if he goes out of his way to draw attention to himself, Twa Corbies will be negated. If the person is willing to be
hidden the target number is 7, as it is assumed that they will actively participate in the hiding away.
In any case, the number of successes the Sluagh gets on the roll determines how long the object or person remains hidden,

1 success 24 hours
2 successes 1 week
3 successes 1 month
4 successes 1 year
5 successes 1 decade

while a botch indicates that anybody searching for the hidden thing will have an unusually easy time finding it.
**** The Once And Future King: Named perhaps a bit optimistically, this power expands upon Pale Kings And Princes and allows
the Sluagh to become very fae indeed. She gains +2 to her Charisma, the Eat Food Merit, the Inoffensive to Animals Merit, and
subtracts 2 from all difficulties dealing with faerie things. In addition, she subtracts 1 from all difficulties in using Animalism, Presence,
Obfuscate, Chimerstry, and Elphame. Her aura becomes a bright swirl of changing colors, while any faerie marks she has are greatly
exaggerated. Her appearance in general will not be very human, though her actual Appearance rating will not change. In this state
even touching iron will bring about a wound, though this will not be aggravated (injuries caused by iron weapons are still aggravated),
and the Sluagh will be unable to enter any area guarded by iron (a horseshoe over the door, for example). The Sluagh must spend a
point of blood for every hour she wishes to use The Once And Future King.
***** The Old Straight Track: This power allows the Sluagh to locate and tap into ley lines, the rivers of fae, magical energy that still
crisscross the earth here and there. Locating a ley line requires a Perception + Occult roll; the Sluagh can just home in on the ley, but
the more successes he gets on the roll, the closer the ley line is.
Once a ley line is found, the Sluagh can use its energies to replenish his own, either mental or physical. He must roll Stamina + Occult,
difficulty 8; at his discretion the successes thus gained may be used to heal aggravated wounds (1 wound level per success) or
replenish Willpower (again, on a point per success basis). A ley line may only be tapped in this way once per night, as doing so drains
it of power.
The Sluagh have a few other uses for leys as well. Mages and shapeshifters, especially Lupines, tend to congregate around the
places where ley lines intersect and by following the leys, several Goblins have used this power to good effect, both to contact and to
spy upon the other creatures. Further, it is rumored that some of the Sluagh know strange, secret rites and rituals that draw upon the
power in the leys to enchant items and open gates to mysterious places.
It should be pointed out that if a Sluagh taps a ley line's power for his own use, the resulting drain may well be noticed by the
inhabitants of the caern or chantry "downstream", particularly if the Sluagh drains the ley regularly. Mages and Lupines all tend to be
very protective of their resources, and more than one Goblin has met an untimely end by angering these powerful guardians.
****** Man And His Symbols: Similar to A Midsummer Night's Dream, this power allows the Sluagh to make a thing seem like
something other than what it actually is. As in A Midsummer Night's Dream, the power only affects one person; however, the Sluagh
using Man And His Symbols can choose what the thing will look like to that person. The power causes the victim to believe the illusion
affects all his senses; this even extends to auras, and the Goblins who know this power of Elphame routinely use it to hide their true
feelings from Auspicers.
To use this power the Sluagh must make a Wits + Subterfuge roll with the difficulty being the target's Willpower. The number of
successes he gets indicates the amount of time the target is affected by the illusion.

1 success 5 minutes
2 successes 1 hour
3 successes 1 day
4 successes 1 month
5 successes 1 year

while a botch means that the target is not fooled at all.


******* Arrows Of Outrageous Fortune: This power allows the Sluagh to use elf-shot to inflict madness and injury upon her enemies.
She must be able to see her victim, and makes a Dexterity + Occult roll with a difficulty of 9. If she botches, she takes a permanent
Derangement. If she succeeds, though, her victim takes eight levels of (non-aggravated) damage. To avoid instant death, the victim
must make a Willpower roll with a target of 7; each success reduces the damage inflicted by one level. If the victim botches he take no
damage at all, but instead takes a permanent Derangement.
The Sluagh need not gesture in any way to use this power, and it leaves no mark on the victim. To the observer it simply seems that
the victim suffered a stroke...even if they were Kindred. The attack causes little pain, and wounds inflicted by the Arrows Of
Outrageous Fortune take the form of a lingering paralysis. In creatures capable of regeneration the paralysis generally lasts seven
days per wound level, but in mortals it can be permanent. This power can only be used once on any given target. If the victim survives
the elf-shot, they will be immune to it for the rest of their existence.
Levels eight through ten: There is only one Sluagh of the fifth generation; she is the founder of the bloodline, Yevaud, the Cailleach
Bhuer. She is not the typical fifth-generation Kindred, if such creatures can be called typical. Rather, she is a vampirized Faerie, and
as such has many strange and unique powers. Her true form is that of a wizened hag with grey skin, black eyes, and stone talons, but
she can appear to be anything she wants. Yevaud is said to possess incredible powers of illusion, as well as strange powers of
weather- and plant-control, and the ability to tell the truth from a lie just by hearing it. She is not limited to a paltry handful of vampiric
powers.
Elven Craft
By John Sitton (jms10@ra.msstate.edu) for the Elvenborn bloodline

Notes
Elvenborn gain 1 gnosis per level of Elven Craft learned.

* Elvenblade
By spending a gnosis while sharpening or polishing a blade the elvenborn may turn the blade into a fetish that will glow in the
presence of the Wyrm. Roll level of Craft. successes against difficulty 6 indicates sensitivity.
Successes Distance detected
1 15 ft.
2 30 ft.
3 60 ft.
4 90 ft.
5 100 yrds.
6 1 mile.

The closer the brighter.


This ritual may also be cast upon the gems of jewelry. Recasting will only make it glow brighter when set off.

** Touch of Silk
The Elvenborn now has silky fine hair, and may spend a gnosis to have it grow shoulder length (8-12"). This hair is silk and can
be sold as such (ie won't be singed by sunlight).
All those with this level have a natural feel for dyes and bleaches and can turn their hair to any conceivable color with little
difficulty.

*** Fashon the Klaive


This takes two hours and two gnosis and fashons a blade into a weapon that will do aggravated damage to kindred and garou.
Making it out of silver won't make it any more devastating for garou. This must be cast on a pre-existing blade..

**** Elven Ring


This ritual requires three hours peform and costs three gnosis. It produces a ring that if worn will grant its wielder one willpower.
No more than one willpower will be added no matter how many are worn. Spending a gnosis will restore the willpower within the
ring if spent.

***** Step Across


This allows the Elvenborne to step into (or step out of) the umbra like any garou (does not require a mirror). It requires the
expenditure of a willpower going in or coming out. The Elvenborn must spend a gnosis and a willpower per individual she wishes
to take with her.
Energacia
By Michael Myers (booshua@yahoo.com)

Description
The undead have within them superior forces of physical energy that a mortal can't begin to understand. Most Kindred don't
understand it either, so they ignore it. It wells up inside them until it can be released through some form of physical activity,
usually a fight. This discipline of Energacia allows a channeling of such energy. It can be used to create or to destroy, but if the
vampire is not careful he risks a backfire. For this reason, the utmost concentration is necessary to complete these tasks.
Surprisingly, Tremere are not particularly adept at this discipline because the key trait is Stamina. The specialty "Tough As
Nails" applies to all Stamina rolls for this Discipline. The amount of bodily punishment a vampire can take is very important. One
may collapse if he expends too much energy.

* Hover
This power is a basic parlor trick for those who have studied this Discipline extensively. However, it can be quite useful as an
intimidation tool. Practitioners can make themselves or others float for a short period of time (making someone else float
requires a physical touch). The more successes the player rolls allows the target to be raised higher into the air. At this level
however, it is never more than a few feet off the ground.
System: The character must use a single blood point to activate Hover. This one point allows one object or person to be lifted
by a simple touch and upward motion. The player must make a roll of Dexterity + Performance to complete the action. To keep
the target up for a long period, a Stamina roll (Difficulty 7) must be passed every few minutes the action is sustained. This roll is
also up to the Storyteller in terms of concentration. If the character is attacked, tripped or otherwise distracted, the Stamina roll
may necessary. A roll of Willpower (Difficulty 8) is necessary for the target to stay put, if the target is living. No touch is needed to
make yourself hover; you are technically already doing that.

Successes Distance off the ground


1 3 to 6 inches
2 6 inches to 1 foot
3 1 to 2 feet
4 2 to 3 feet
5 Up to 5 feet

Each success above 5 allows movement of one foot per success in any direction, but, the target can not be any higher than 1
foot from the floor.

** Animate
A vampire can use this power to exert physical energy into an inanimate object and allow it to seemingly be alive. It "walks" or
hops around doing an assigned task given through suggestion. The character who gave the object life must sustain it with her
own physical strength. The longer the object "lives" the more energy she must expend.
System: A point of blood per animated object must be spent. There must also be physical contact with the target object. A
corpse may be animated, but this must be approved by the Storyteller, and should raise the difficulty of the Stamina roll. A roll of
Stamina (Difficulty 7) must be made to keep the object "alive." One action can be performed by the object per success.
Suggestions must be made verbally. If the object is attacking something, its stats are up to the Storyteller, unless it is a weapon
being controlled. Then the Storyteller makes the appropriate rolls found in the weapon chart. The weapon, however, may have no
moving parts, such as a trigger, or gears.

*** Heal
This power can be used to heal yourself or help a fallen comrade. A vampire can heal herself by draining the energy from her
target, or she can heal someone else by giving her own. She must be sure not to give too much energy, or she may collapse and
end up in torpor while the target becomes stronger. The same goes for the target she draws from. If too much energy is drained,
the target may end up in torpor.
System: The vampire must spend two points of blood per Health Level of aggravated damage to be healed. The character's per
turn spending limit may not be exceeded. Physical contact is needed to perform Heal. If the character is attempting to drain her
target in order to heal herself, the target makes a Willpower roll to resist giving up the energy. If the drain is successful, the target
then must make a Stamina roll (Difficulty 8) to resist the damage they sustain. One point of bashing damage is sustained per
level healed. The vampire must then make a roll of Stamina (Difficulty 8) to stop himself from becoming drained of all energy in
his body when attempting to heal another. If it is failed, or botched, the vampire may lose control over the energy transfer and
drain the target for two points of aggravated damage to the target.

**** Energy Beam


Exactly what it says, a beam of physical energy capable of inflicting Lethal Damage. This power allows the character to wield the
raw energy as an attack in itself. It can be released directly at the target in form of a beam from the vampire's hands, or used as
a "blade" much like a lightsaber. If the Storyteller so chooses, the lightsaber style can inflict aggravated damage.
System: Sustaining the blade form is not an easy task. A roll of Stamina (Difficulty 8) plus Willpower must be made per turn to
keep the blade and yourself sustained. At least five successes are needed. The simple beam attack is not so tough to do. A roll
of Stamina (Difficulty 7) plus an accuracy roll is needed. Damage is Strength + 2.

***** Draw
Every living thing on Earth has the Energacia energy in pulsing through it. Only those who learn to harness it can use it. With the
Draw power, one can tap that energy from these organisms. After using this power successfully, the vampire's strength raises for
a turn. It is not recommended to draw this energy from any single source, to prevent over drawing. Just like blood, there is only
so much energy within any one organism. Although, it may be to your advantage to draw from an enemy, weakening them.
System: One turn is exhausted to draw the energy. One point of blood is spent per source. No physical contact is needed, but
the targets must be within ten feet of the you. Three levels of damage are done to the target(s) per dot of Strength drawn. The
three levels are divided up among the sources at the Storytellers discretion. A Willpower roll can be made by the targets to resist
(Difficulty 7).
Energy
By Micheal Dopheide (erudite@bcl.net)

Introduction
The basis for this discipline was thought up by a Catiff in one of my chronicles. Since he thought up the idea, I had to come up
with the powers. The higher levels require a lot of blood to be effective and often drives vampire to diablerie so that he will have
a larger blood pool.

* Energy Disruption
With this power, the vampire can cause disruptions in energy around him. Electrical currents, phone line transmissions. light
emanating from a bulb, etc. In this way, a vampire could cause major problems with a computer just by standing near it.
System: Intelligence + Science (or any science relating to energy) determines the amout of success.

** Store Energy and Discharge


The vampire can now store energy within himself. He needs only to go up to an outlet or some other energy source and "charge."
He can store this energy for up to an hour without any problems. To become fully charged (12 points of aggravated damage ),
the vampire must absorb at least the amount of energy stored in 2 car batteries.
Once the vampire has stored energy within himself via Store Energy, he can then release the energy on contact to cause
aggravated wounds. On contact, the vampire can choose to release from one to six points of energy to cause aggravated
wounds. Anym more than this will do one dice of aggravated damage to the vampire for every point of energy spent over six. The
vampire can also release two points to make any damage he does for his next physical attack aggravated. A discharge can
also be used to crea te a shock to an electronic device.
System: After the first hour is over, the vampire must make a stamina + fortitude check every 10 minutes to keep from taking
aggravated damage. The difficulty of this roll is 6 + one for every 10 minutes after the first hour. The vampire will take one point
of aggravated damage per turn until he discharges if the roll if failed. If the roll is botched, however, the vampire will take six
points of aggravated damage and be stunned for two turns as the energy suddenly explodes from h is body. This will continue
until the vampire releases the energy or has taken six points of damage.
For the first variation of Discharge the vampire need only touch another person. Then he can cause as many dice of aggravated
wounds as he releases in points of energy. This is in addition to any normal wounds caused by the charact er that action by
physical contact. The aggravated wounds are saved first. For the second variation, the vampire releases two points over a
period of time and all of the damage he does in the current physical attack is aggravated. Discharge damage can also be
conducted through metal melee weapons, although it decreases the damage by two dice because the vampire is concentrating
on the release of energy.

*** Ranged Discharge and Transformer


With this power the vampire can cause aggravated wounds just like in the Level 2 power Discharge, but from a distance. The
vampire must spend one blood point for every 20ft. of distance to be crossed.
The vampire can now transform one type of energy into another. For example, he can take the stored energy within his body
(level 2) and create light or heat. The amount of heat or light produced is proportional to the number of energy points stored
within his body. The vampire needs to make an Intelligence + Science roll to determine how fast the transfer can be made.
Successes for transforming energy
Number of Successes Outcome
1 Success You could warm up faster by rubbing your hands together.
2 Successes You are a flashlight and you can warm a plate of beans.
3 Successes Headlight and you can make paper burn.
4 Successes Blinding light and you can catch wood on fire.
5 Successes Weak sunlight and you can melt some metals.
**** Create Weapon
With this power, the vampire can create physical weapons from energy. Weapons can be of any size, but without any moving
parts. The vampire must be in physical contact with the weapon at all times, otherwise it will dissipate. The weapons can be
formed in one of two ways. They can be made to only affect organic material or they can become as solid as steel in which case
it would be just like a normal weapon. If made to only affect organic material the weapons will be able to pass through walls,
armor, pillars, etc. The disadvantage with this is that the vampire can not parry his opponents blows because inorganic material
would pass right through the energy weapon.
System: The vampire must spend 1 blood point for each foot of length he wants the weapon to have and an additional point if he
wants the weapon to have a cutting edge. i.e. brass knuckles=1 blood point, knife=2-3 blood points, baseball bat=3-4 blood
points, sword=3-7 blood points, etc. All damage done by an energy weapon is aggravated.

***** Advanced Weapon and Energy Field


This is just like the level 4 power Create Weapon except that the vampire gains two extra options. The vampire can spend
another blood point to make the weapons last up to an hour without having to be in physical contact with the creater. This
enables him to make throwing weapons. Anyone picking up an energy weapon without this discipline will be shocked for two
points of aggravated damage per turn. The second variation allows the vampire to spend an extra blood point to allow an edged
energy weapon to cut through almost anything. (Light Saber) With this power the vampire can create an energy field over him
and up to a radius of ten feet around him. This field will help protect anyone in it from outside attacks. This field helps prevent
damage from all forms of attack except mental, umbral (attacks from wraiths or other entities from the umbra), and non-physical
magic. Anyone trying to enter the field will be shocked as if he had picked up an energy weapon above.
System: The vampire must spend one blood point for every success of damage that the field will protect against. In addition to
this cost the vampire needs to spend one blood point every five rounds to keep the field active. (not co unting the first five) If he
chooses, he can spend another point to have the field move with him if need be. This only needs to be spent once for the entire
time the field is active.

****** Energy Travel


With this power the vampire can change himself into electrical energy. The only real use for this power is a powerful one. The
vampire can enter the world's electrical supply via a wall socket and travel to any other wall socket on the globe. He can enter
through just the lines, but it is a lot less noticeable through a wall socket. Wherever the vampire goes he just looks and acts like a
power surge.
System: To attempt the transformation the vampire must have a full supply of power. (12 points, as per Store Energy above)
After the vampire has completed his journey, he will have been depleted of energy. The vampire must also spend one blood
point and successfully make a stamina+fortitude check. The transformation takes 3 turns. The vampire may also spend three
blood points instead of one and the transformation will be immediate.
Enha'alinion
By Mazer Priest cymmerian@hotmail.com) for the Dilampa

Description
The Dilampa riposte to Baali Daimoinon, Enha¹alinion is the almost angelic answer to the demonic Discipline, but still patterned
in its style. Like the Dilampa themselves, the Discipline is still fledgling and undeveloped yet potent and potential in its youth.
Note that most of these levels are only theoretical. Only a few levels have yet been achieved.

* Sense the Sinful


Similar to Sense the Sin, the Dilampa rolls Perception + Empathy versus the target¹s Self-control + 4, in order to discern his
nature. This "nature" is whether the target is Baali or not. At two successes, the Dilampa can detect Setites; with three or more,
Kindred following the Paths of Evil Revelations, the Devil, the Beast, and the like may be detected. Vampires with Humanity of 4
or less also show up with three successes.

** Fear of God
Using the Sense the Sinful first, the Dilampa can invoke God¹s wrath against the sinful -- or at least make the target fear it so.
Wits + Intimidation versus Courage + 4 in a resisted roll can force the target -- who must be of evil (i.e., detectable by Sense the
Sinful) -- to fly into Rotschreck. Three or more successes forces the damned to collapse in panic, self-pity, or wallowing wails.

*** Breath of God


The Dilampa may spew forth blasts of white and golden flames, doing one die of aggravated damage for each blood point
spent. This attack may only be made against one of the Sinful (beings detectable by Sense the Sinful) and requires a successful
roll of Dexterity + Occult (difficulty by range, usually 6). Note that the Dilampa doesn¹t have to vomit forth these flames -- some
fling them by hand or foot, mattering mostly on personal style and belief.

**** Quell the Beast


By rolling his weakest virtue versus 8, the Dilampa may quell a frenzy without needing Willpower. By spending a Willpower point,
the Dilampa can quell the frenzy -- or Rotschreck -- in another. The affected may not frenzy again for the remainder of the scene.

***** Bless
By spending two Blood Points, one Willpower, and rolling Intelligence + Occult versus 10 - target¹s Humanity, the Dilampa may
either erase the curse of a Baali or implant his own blessing upon the subject. If a curse is removed, that subject may not be
cursed again for the duration of the Blessing. If blessed, one of the subject¹s Attributes, Virtues, or Willpower is raised by one for
the duration of the Blessing. Each Trait may only benefit from one Blessing, and a subject may have no more Blessings than her
Humanity. If Humanity drops at all -- even if nowhere near the number of Blessings the subject has -- she immediately loses a
number of Blessings equal to the Humanity lost, usually the most long-lasting Blessings.
The successes on the Intelligence + Occult test determine the duration as below.

Successes Duration
1 One scene
2 One night
3 One week
4 One month
5 One year
6+ Permanent
***** * Faith Beyond Flames
The Dilampa is no longer affected by fire, either with Rotschreck or with damage.

***** ** Summon the Herald of Heaven


This power requires a night-long prayer, six Blood Points, and 3 Willpower, but summons an angel, albeit a lesser one, to aid the
Dilampa. The angel will aid the Dilampa, but will not engage in evil acts. Note, though, that angels may develop their own
agendas, beyond or beside or against the will of those Above or the Dilampa.
Attributes: 10/7/4, +3 Appearance.
Abilities: 16 points worth
Willpower: 8
Disciplines: 10 points, plus heal 1 Health Level per turn

***** *** Great Blessing


With this rare (utterly unknown) power, the Dilampa could subtly bless an entire region, yielding feelings of hope, happiness, and
good will. The more successes on Intelligence + Occult vs. 9, the greater the effect. Crimes decrease, angers cool, loves grow,
faith swells, economy prospers, and the world generally becomes a little bit better. Auspex 8 or better may reveal outside
influence; otherwise, people will assume times are just improving. Eventually, they do -- the people become better, and Auspex
will detect nothing. The Dilampa¹s Blessing can catalyze the permanent improvement; the people can do the rest.
Ennui
By Brian Connors (connorbd@bc.edu) for the generics bloodline.

Description
This sort of just evolved among the generics. No one is willing to take credit for it.

* Chatterbox
The vampire using Chatterbox may spend a willpower point to keep talking long after any useful content has been wrung out of
the conversation.

** Loopy logic
Spend a willpower point to make the strangest possible conceptual permutation make sense.

*** Anti-Prozac
Spend a blood point to counteract the effects of any antidepressant in the system of the target you are touching.

**** Passive-Aggressive Taunt


Spend a willpower point to rake target's mind for pet peeves, then use them.

***** Nettle
Start yammering; roll as many dice as you have in Ennui to cause the target to go into a slow burn on a key phrase. Target will
attack after a number of rounds equal to the number of successes you get when you roll x 5.

****** Crashing Boredom


Roll as for Nettle; target will be unable to enjoy anything for as many days as you roll successes.
Enumeration
By Jacob Williamson (theslin@mail.utexas.edu) for the Old Clan Sesame

Description
Like it or not, key to the word "Discipline" is discipline. The study of Enumeration is a mathematical devotion; it tightly hones the
mind and at its greatest levels enfolds its sister Discipline, Thaumaturgy, providing a logical framework for the mystical science.
Metaphor and symbolism are well and good, but they've got to be quantifiable, too.
Enumeration is a study of logic. Its followers gain an implicit understanding of mathematics, but must learn the concrete symbols
that communicate it. If the Sesame is dealing with an unfamiliar symbol set (sylligogs, Aztec counting methods, esoteric
accounting techniques) the Storyteller may require a Mathematics or Linguistics roll in addition to any Discipline checks.

LARP Equivalents
Basic: Abacus Mind, Numerology
Intermediate: Curse of the Numerologist's Obsession, Dirge of the Mathematically Inclined
Advanced: Hymn to Pythagoras, Binary Song, Choir of Logic

* Abacus Mind
High school math class is not a problem for you. You can instantly calculate any basic addition, subtraction, multiplication and
division problems, and count all the jelly beans in the jar at a glance. Higher mathematics is a snap, although you must
understand the symbols involved. You probably get along well with computers and have a good eye for logic puzzles.
System: Addition, subtraction, multiplication and division never require a roll -- play as if the character had access to a
calculator. More complicated mathematical feats require a Wits + Enumeration roll, with the difficulty as follows:

3 Measurement in one dimension


5 Algebraic equations, speed counts of small-medium groups (a handful of pennies), measurement in two dimensions
6 Complicated counts (a handful of mixed change), Trigonometry, geometric functions
7 Large counts (the proverbial jar full of beans), "alien" mathematical relations -- a Mathematics or Linguistics roll may be
required to understand the exotic symbol set. For a truly alien problem, only Mathematics, the "universal language," applies.
Measurement in three dimensions.
9 "Impossible" counts: The grains of sand on the beach, the number of visible stars.

The Storyteller may let the character roll to solve logic puzzles, as well. The Kindred gets a -2 Difficulty to Computer rolls,
Accounting, and related fields -- including Gambling in games where card-counting might yield a benefit.
LARP Conversion: As above; difficulty modifiers affect the number of traits the Kindred must bid against in a Static Mental
challenge.

** Numerology
Armed with your target's chosen name, birth name or date of birth, you can dig up basic information about his personality. A
basic reading takes a half hour, although the Sesame may be interrupted at any time. While Auspex reveals similar information,
the Numerologist need never meet her target.
System: Requires an Intelligence + Enumeration roll at a difficulty of 7. The Difficulty may be reduced to 6 or 5 if additional facts
(name, "true" name, date of birth) are known. For each success the Storyteller will dole out information, in more or less this
order: Demeanor, Nature, the presence of a specific Mental or Psychological merit or flaw ("Yes, the Prince has a Short Fuse"),
mental and psychological flaws in no particular order, the general levels of Attributes ("He's highly intelligent, but poor in
speech"), the levels of Rage, Willpower, Glamour, Angst, Humanity and similar traits (if the Numerologist knows what she's
looking for!) Each roll represents a half-hour of analysis, cross-checks with relevant religious works and elaborate notes -- it can
take a long time to get all the relevant information about a complicated figure. A failure wastes a half-hour and raises the roll's
difficulty by one, and a botch indicates that no more information is available.
Note: the Supernatural flaw "Dark Fate" will almost always turn up in an augury of any sort, while the Mental flaw: Amnesia might
not. For the numerologist, a "psychological" trait is one that affects one's thought processes -- it's not what the subject knows, but
how he thinks that's important. Ultimately what information to dispense is up to the Storyteller.
LARP Conversion: As above, but the numerologist wins or ties a Simple Test. If he ties, he still gets a nugget of information,
but must wait 30 minutes to test again. On a win, he may test again immediately. On a failure, no information is gained. After
three failures, the numerologist can gain no more information. At any time, she may "spend" one of the three needed bits of
information (birth date, etc.) as a trait to retry one of the simple tests.

*** The Curse of the Numerist's Obsession


In the old wives' tales, a vampire couldn't pass up a handful of strewn seeds without counting them, and a colander hung from the
door was ward enough against the Kindred -- they'd stop to number each hole. With a little blood and a little patience the
Sesame may bring this old legend to bear against his enemies -- though it is almost useless against the Sesame themselves,
as they are very quick bean-counters.
System: The Sesame must designate an object or objects to be counted, and count them himself -- without the use of Abacus
Mind. He must then spend a blood point and roll Intelligence + Enumeration, difficulty 7 -- if the roll succeeds, the objects remain
empowered for 24 hours, or until it ensnares a victim.
The Curse may be used offensively (the Muppet throws a handful of enchanted pennies to the ground in front of a specific target)
or defensively (she leaves a colander hanging on the door outside; the first unwitting passerby must count each hole). Either
way, the victim must make a Willpower check, difficulty 7, and must beat the number of successes the Kindred rolled. If he fails
he must count the enchanted objects. The victim may defend himself, but can engage in no other actions while counting. He may
make an additional Willpower roll every 15 minutes to break free.
Any "Supernatural" entity, including Hedge Mages with paths above 3, are affected by the Curse. A "certain death" situation --
approaching sunrise, the sudden appearance of a Nexus Crawler -- allow an extra Willpower check, difficulty 6.
LARP Conversion: As above. To use the power, the Muppet must make a static Willpower check against 5 traits. She may
continue testing until she loses. For each test won, the victim must win one identical test, again continuing her contests until she
loses one -- successes may be accumulated after the next 15-minute pause. If "certain death" crops up, she is allowed an
additional run of tests.

**** Dirge of the Mathematically Inclined


At this level, the Sesame's powers of logic are such that she comprehends the patterns underlying the rituals of Thaumaturgy,
and may dispense with the outward trappings of her paths. Instead, she reduces the ceremony to a simple meditation on
numerology. This ability is the source of the Tremere's hatred of the Old Clan Sesame bloodline -- whether the Lick is casting a
harmless Rebirth of Mortal Vanity or a deadly Splinter Servant, the outward signs are identical -- the numerologist chants
multiplication tables, differential calculus equations or whatever her personal preference draws her to.
System: The Sesame must have all the necessary ritual materials on hand, though she doesn't need to physically manipulate
them. The Dirge simply takes the place of the standard ritual. It is possible to use some Rituals while physically restrained, if
speech is possible.
LARP Conversion: As written.

***** Hymn to Pythagoras


Through meditation and self-discipline, the Sesame may draw on the power of the rational mind to harness the Beast and
enhance the use of his Disciplines. Further, with enough time for preparation, he may do away with the blood-price many
Disciplines demand.
System: The Kindred sacrifices speed for control. With 15 seconds for mathematical reflection, she reduces the difficulty of a
Discipline or Ritual roll by one. With 10 minutes of preparation, the Difficulty is reduced by 2. An hour grants a bonus of 3, after
which no further reductions are possible. If the Sesame uses the Hymn to fuel her Disciplines, one hour of chanting replaces a
single blood point. Powers that physically transmit blood -- a thaumaturgic Infusal, for example -- cannot be fueled in this manner;
the Sesame cannot generate blood, but only intensify the force of his will. The player must state what Discipline or Ritual she is
empowering, and must use the Discipline immediately after her meditations, or the benefits are lost.
LARP Conversion: "Meditation" of one turn gives the Sesame a 2-trait bonus. 10 minutes gives her a free retest on a
Discipline contest of any sort. An hour gives her +3 traits, a retest, and further any defenders against the Discipline must bid an
extra two traits. As above, the Sesame may replace blood with ritual; Storytellers should enforce this and not meddle with the
flow of time to speed the process along.

****** Binary Song


The digital flows of the electronic age are like a second language to you. You may command a computer system from a
distance, read its information bank or even dig up passwords as easily as you strike up a conversation with a postal clerk. The
speed at which you transmit information is equal only to your rate of speech. You can "hear" the computer in your mind, though
you must speak to make yourself understood.
System: Roll Wits + Computers, Difficulty 6. Each successful roll lets you issue a string of ten words to a computer system. A roll
at Difficulty 7 is required to dig up a password or ask a question of the system. A failed roll gives a GIGO error -- garbage in,
garbage out -- while a botch causes a serious system crash and leaves the Sesame addled for several minutes (+2 difficulty to
all Mental rolls for the scene
LARP Conversion: No tests -- assume the Sesame has access to the computer as if he was sitting at its keyboard.
Storytellers can improvise systems for locating passwords and doing sophisticated system crashing.

******* Choir of Logic


The Sesame may pass on his mental discipline to others. With a touch and a bit of Vitae, the Kindred could conceivably double
or triple an individual's mental capacity.
System: Spend a blood point and roll Charisma + Enumeration, Diff. 7. For each success, the Sesame may add 1 to any of a
target's mental attributes, to the maximum allowed by their Generation or species. The blessings this power provides remain in
effect for one scene.
LARP Conversion: Spend a blood point and engage in a simple test. For each Success or Tie, add the Mental trait: Rational
to the target's traits, up to generation maximums. In addition, the Sesame may spend a Blood Trait to give a target a retest in
any mental challenge except tests to activate Disciplines, Gifts and so forth.

******** High Ritual of Enumeration


Tremere would give his two favorite Childer to have access to this power. The Muppet may draw others into his mathematical
reverie, drastically slashing the time it takes to cast a ritual. Rumor has it that Count von Count's master plan is to gain the
cooperation of every six-year-old in America, and cast a year-long ritual of protection in thirty seconds flat.

System: A blood point must be spent to activate this power, though no roll is required. If a total of two participants are involved
in the ritual -- mortals may participate -- the ritual's casting time is cut in half. If four are involved, the ritual is cut to 1/4 its usual
time, and so forth by powers of two. As with Dirge of the Mathematically Inclined, the ritual is obscured in mathematical
meditation.
LARP Conversion: As above.
Alternatives to Obeah
By Landon W Schurtz (Wylodmeyer@msn.com)

Introduction
Let me start by saying that I like Obeah and the Salubri. This article is merely the result of having too much time on my hands.
There is a story which most Kindred consider apocryphal that, at some point in the past -- exactly when varies wildly depending
upon the source -- a Kindred named Lossian, who was not a Salubri but was a great admirer of the children of Saulot, traveled
into the Mystic East to seek the source of the ancient wisdom which led to the development of Obeah. It is said that Lossian
found a temple, high in the mountains, whose monks were of the same order which originally instructed Saulot, and enlightened
him as to the arts of healing. While studying with them, Lossian learned that Saulot sought not to learn how to heal per se but
rather was in pursuit of inner peace. The monks taught that the healing arts were but one of the myriad paths which could lead to
Perfect Harmony and Enlightenment. It is said that Lossian learned of other Paths of Contemplation while studying at the temple,
and that this knowledge has filtered back to the West over the years.
To be sure, the story is vague and lacking in many important details. However, if this Lossian, or someone like him, really
existed, and if the story of how Saulot learned Obeah is true, then it is possible that Obeah is not so much a single Discipline as
merely a representative of a related group of mystical practices. Exactly how these would relate to Thaumaturgy is unclear, but
the legend does seem to indicate that if there are other "Paths of Contemplation," then, unlike Thaumaturgy, it would be more
difficult than with traditional Thaumaturgy to learn more than one Path.
(If the Storyteller does use the alternate Paths of Contemplation, it is important to note that the Third Eye manifests at Rank
Three with each one.)
I will only include one alternate Path of Contemplation here. Others are left to the devices of other White Wolf fans.

Epiphany (or, The Path of Mystic Revelation)


By contemplating deeper truths and esoteric puzzles, the practitioner gains insight which can lead to profound inner peace. Note
that the actual powers of the Path listed below are considered secondary effects of following the Path of Mystic Revelation;
spiritual harmony in considered the primary goal, and any special insights gained along the way are incidental.

* Consequence
This level not only acts as the Danger Sense aspect of Auspex Level One, but also helps the Kindred recognize the importance
of his place in the Great Cycle. The kindred will automatically understand whenever he encounters a person, place, or thing
which is somehow significant to his existence and/or current goals. Note that he will not be "informed" of the nature of this
significance. For example, a Salubri with Epiphany is part of a coterie which is trying to find a mad Anarch who has been
diablerizing other Kindred willy-nilly and generally making a nuisance of himself. The Salubri's power of Consequence could be
triggered by a club the Anarch frequents, by the Anarch himself, by his next intended victim, or even by a normal human who is
investigating the unusual goings-on in the area.

** Resonance
The Kindred begins to sense the "imprint" created by the Awakened (Garou, Kindred, Mages, etc). Any time the Kindred makes
contact with any sort of mystical object or Awakened being (of any sort, including mere mortals with the Awakened Merit), the
Storyteller should make a secret roll of Perception+Meditation, difficulty 7. With at least one success, the Kindred will know that
he has made contact with something out of the ordinary. Three or more successes will relate the general nature of the special
item in question (a Shapechanger, a Mage, an Undead, a Spirit Object, a Talisman, etc).

*** Epiphany
Use of this power requires the manifestation of the Third Eye. In fact, the Kindred must close his mundane eyes, relying now only
upon the sight granted him by his Third Eye. It's not as bad as it sounds; the eye sees everything that a person could normally
see (minus depth perception, so this isn't ideal for combat), and then some. The eye can see through any effect that would fool
normal vision in any way (Chimerstry, Blur of the Milky Eye, the mortal Seeming of a Changeling, etc). In order to fool the Kindred
employing this power, one must make a roll of Manipulation+Stealth (I only picked that because every WoD character has those
two on its character sheet), difficulty 7, and score more successes than his rank in Epiphany. Even if the power of Epiphany is
overcome, the effects only last for one Scene, and if the same person hopes to fool the Kindred employing this power in the
future, he must roll again.

**** Soulsight
This is a relatively straightforward power, but it may irk some players. Too bad. The Kindred learns to peer into the soul of
another, and see his True Self. This, too, requires open manifestation of the Third Eye, as well as a Perception+Empathy roll,
difficulty 9. Two successes are required, and if the power works, the Kindred learns one of the following (his choice): the target's
Nature, Current and Permanent Willpower, any Derangements, or Humanity. Failing the roll costs one Willpower. There is no
additional penalty for Botching.

***** Esoteric Vision


This power requires open manifestation of the Third Eye, as well as several hours of meditation. To employ Esoteric Vision, the
Kindred must meditate for a base of six hours, minus his successes on a Perception+Meditation roll, difficulty 8, minimum of one
hour. Failure indicates six wasted hours. Successful meditation means that, after the prescribed time, the Kindred begins to
sense the special interconnectedness of all things in the universe. Generally, this power is used by practitioners of the Path to
attempt to gain greater insight and enlightenment, but in practical terms, it can be used to repeat any single Perception or
Intelligence based roll the Kindred has made in the past day, although the insights may be extended even farther back with
expenditure of one Willpower per day (i.e. spending four Willpower would allow the re-roll of any single Perception of Intelligence
roll made in the past five game days).
Erotique
By Arthur-Trevor D.M. Lasher for the Mashithites bloodline.
The Mashithites are the seducers of the vampiric world. Every legend ascribing sensuality to the cold undead can be found bearing
fruit within the soft caresses of the Deviants.
Erotique began as a search for a visual representation of the Level Four Melpominee power, Art's Traumatic Essence. Through
various Thaumaturgical rituals and with the assistance of a trusted Tzimsce friend's Vicissitude, the Eighth Generation Daughter (Son)
of Cocophony Alexius Theodosius was able to embue himself with the literal "looks to kill".
Since then, Alexius has passed his Discipline down, after refining it further under the careful guidance of the Abaddonites (who
secretly sought to use the Mashithites as their infiltrators). The name "Mashithite" comes from the Dark One whom the Abaddonites'
sought to help guide Alexius to full bloodinehood: Mashith.
* Seek Desire: A crude form of Query, Seek Desire allows a Mashithite to ascertain a person's basest desires, exposing him or her
before the Deviant in the rawest of terms.
System: Perception + Interrogation against the target's Wits and consult the table below:
1 success: The Deviant can ascertain what the target wants now, which may or may not be superficial and irrelevant.
2 successes: The Deviant can ascertain a random collection of basic "likes". Colour, flavour of ice cream, clothing, music, ect. Still
somewhat superficial.
3 successes: The Deviant can pull out a random "deep" liking, perhaps something the target would rather want to stay hidden.
Favourite sexual position, would be a good example.
4 successes: The Deviant has access to all of the target's passions, which includes but isn't exclusively composed of, sexual matters.
5 successes: The Deviant is aware of items that even the target will not admit to desiring.
6 successes: The Deviant can ascertain whether or not the target will end up liking something, based on the "feel" for the target's
emplates. Minor precognition of a rather limited sort.
** Conform: Since Erotique was born partially at the hands of the Tzimisce Discipline of Vicissitude, it should not be surprising that a
version of Changeling has managed to slip into the Mashithite bloodline.
Conform allows the Deviant to alter his or her appearance in order to suit the desires of the target the Deviant is making physical
contact with. The changes are subtle and, unless drastic, won't be noticed for a few minutes or even hours. It's possible even to switch
hair/eye/skin colours and, with a success rate of five or better, sexes.
System: Stamina + Seduction against the target's Wits. Any success means that the Deviant will be able to shift into what the target
most desires at that moment. Five or six successes would allow for a shift in sex but, otherwise, it's an open playing field.
*** Desire's Distraction: A potent combination of Conform and certain principles of Presence, Desire's Distraction allows the
Deviant to effectively stun the target with his or her physical beauty.
System: Manipulation + Seduction against the target's Willpower minus two. The number of successes equates to the number of Turns
the target is enthralled with the Deviant. In this, it's somewhat weaker than Presence's Entrancement but Desire's Distraction is not for
use to create a sycophant. No, it's primary use is to do exactly what it says: distract. It's the perfect tool for capturing the attention of
someone while another operator ruffles through the target's papers.
**** Consuming Fire: Lust. Pure and simple. The Deviant can inspire the unprovoked lust in anyone who falls under his or her sway.
So drastic and dramatic is this lust that every thought, every action is swerved towards the Deviant. It's a more extreme version of
Desire's Distraction and is used primarily for conquests of a more tougher will or those needed for a longer period of time.
System: Same as above, save that the results of the successes translate differently:
1, 2 success(es): The target is entranced for a day's length, though he or she is still capable of conducting autonomous thought and
action. It's pretty hard, though.
3, 4 successes: The target is locked into the Deviant's orbit for a week's time. Very little else is done (besides life functions) except to
contemplate how they can get closer to the Deviant.
5, 6 successes: The target is permananetly afflicted with lust, though not necessarily for the Deviant. The nature of the Discipline is
tricky and there's a good chance (50%) that the target will affix on anything that comes close to what the Deviant presented. This
situation could lead to hilarity in extremis, especially if the target is already attached...
***** Bond of the Soul: In spite of the prevailing opinion regarding the Mashithites, they are not a purely cynical bloodline of sex
kittens and harlots for flag and country. Theirs might, indeed, be a hedonistic breed, but love is also their dominion.
Bond of the Soul creates an eternal linkage between persons who truly love one another. In a world where life is eternal and damnation
is right around the corner, many wonder if the Mashithites are simply grasping, naively, at straws in search of the happiness usually
absent from most Kindred. Whatever the case may be, the Bond allows the two lovers to find one another over vast distances and to
always be in contact, the intensity of which depends on the number of successes rolled. In short, it is what it claims to be.
System: Perception + Empathy against the target's Willpower minus four (it is, after all, a voluntary Bond and cannot be done on
someone who does not desire it). There is no radius to the Bond. It's always there. However, when trying to access it, the number of
successes rolled--using the same formula above--will determine how strong of a reception your're getting.
Levels Six through Ten: There are no Mashithites of a higher Generation than Eight and, even then, there are only thirteen. It is said
that they are attempting to craft a method to attain even higher levels of power, possibly through Diablerie, but these are only rumours.
etacsufbO
By Sean Thurston

Description
(pronounced "Obfuscate spelt backwards") Do I really have to spell this out for you?

* Clog of "Ah, nos"


When used, this power brings you to the attention of everyone around you who is not blind or deliberatly ignoring you. Somehow,
this power seems to work about as well as its progenitor.

** Annoying Presence
Even if they actively ignore you, they know you are there, and can't help but notice your actions. Although, if you wish to say
something and not be heard, don't roll anything, they're trying to ignore you!

*** Mask of a Couple of Faces


Roll Wits + Art (7) each success allows you to see other people as what you want them to look like. Good at meetings where
you'd like the prince to be dressed a clown. No, no one but yourself can see it.

**** Appear in the Mind's Eye


You've developed your skill so much, you can make yourself appear in several places around a particular person you are
speaking to. Each image will likely talk amongst themselves, unless they want to talk to whomever it is you are talking to, and
they may begin fighting each other. After all, who can really live with themselves?

***** Coat of the Blathering


Not to be confused with Immortals, this lets you bring other people into your delusions, at least with respect to the other powers
in this Undiscipline. Or exclude them, which can be just as much fun. You can affect one person for each point of stealth you've
got.
Etheria
By Seth Kawi (the_dark_pagan@hotmail.com) for the Kawi bloodline

Description
Etheria is the art of teleportation, reality shifting, and manipulating chaos. It was developed, along with Ombraballo (shadow
manipulating), by the founder of Clan Kawi. Between the two disciplines, a Kawi can trick even a Ravnos out of his money (more
than likely in his own con-game, no less). The Discipline revolves around controlling the Nether. The Nether is a vortex of pure
chaos energies, it hides right below every reality. Working with the substance is dangerous, as handling chaos tends to make
the mind unstable. The substance is also highly unpredictable and any slip-up at all could be hazardous to a Kawi's unlife. All
botched rolls in Etheria are severely punished, though most consequences are not pre-defined (it is pure chaos after all, who
knows what will happen), a Storyteller's field day! Feel free to dish out something extremely nasty or just make nothing happen at
all, it's up to you! [A good idea someone suggested to me is to roll a die when someone botched in Etheria. The higher the roll,
the worse the consequence. One being nothing and ten being Final Death or close to it.]

* Navigate the Narrow


This ability allows the Kawi to partially submerge his body into the Nether. While he is riding the border between Nether and
reality, he can move through spaces half as small as he could normally. This is also great for running through crowds (especially
when you're being chased by a cheesed-off Assamite!). Anybody who sees you use this power will not see anything abnormal
about your movement no matter how small the space you crawl through, you just seem to shrink a little.
System: Burn one blood to activate this power. It lasts for about half an hour.

** Nether Edge
This ability allows the Kawi to summon a piece of Nether, binding it together with his blood, and forging it into a weapon. This
weapon will cause aggravated wounds. If the victim takes more than one wound from the weapon, he must immediately make a
Frenzy check.
System: The Kawi spends blood to bond the Nether into the solid form of a weapon. The more blood spent, the bigger the
weapon can be. With one blood, one could bind together a pocket knife, three could get a decent long sword, five could get the
Buster Sword (for those who have not played Final Fantasy 7, this is a sword about the size of a grown man). If one wants to
make a gun, he must also spend a Willpower point (to get those intricate parts inside) and must spend blood for ammo. To form
any weapon, the Kawi must score three successes on a Manipulation+Repair roll (Diff 3+ blood being spent, Max 10) and spend
a turn to forge it correctly. If the roll is botched, then the Nether explodes in the vampire's hands. Roll damage dice equal to blood
spent +1; this is aggravated and soak rolls are at difficulty + blood spent.

*** Discorporate
This ability allows a Kawi to instill Nether into any object. As a result, the object becomes vapor-like. It doesn't blow away or
separate; it just becomes non-solid, kind of like a hologram. If used on an organism, organs may malfunction, causing severe
wounds.
System: The Kawi spends a turn and two Willpower to instill an object with chaos and rolls Perception + Repair (Medicine if
against a living creature) roll (Diff 4-10 depending on size of object, or Willpower if against a living target). If less than three
successes are scored, the power has no effect and living creatures will be aware that they are being targeted by something,
though they won't necessarily know what. Any living thing successfully discorporated will panic (Rötshreck test!). While in this
state, living things are subject to only aggravated damage. Also, discorporated organs may malfunction, for every turn a creature
is in this state, roll aggravated damage dice equal to the Kawi's Etheria rating. The Kawi must spend a Willpower point for every
turn he wishes to keep an object in this state.

**** Here to There


At this level of mastery, a Kawi can begin to navigate the Nether a little easier. Using this power, he can quickly go through the
Nether, causing him to shift through space. A Kawi can effectively teleport to anywhere he can see. If someone using this power
is using binoculars or such to see farther, it is allowed (but quite personally, I think it's kinda cheap, so if they botch, give 'em
Hell).
System: Burn a blood and a Willpower. Roll Perception + Etheria (Diff 8). Three successes are required to go the full distance,
though one or two will get you about half way. A botch usually will have the effect of landing a Kawi in some strange place he's
never seen before, but if you want to get more creative, go ahead. A Kawi can take with him whatever he can carry. Additionally,
the Kawi can also send something through the Nether besides himself. Anything that can be hand-held can be transported with
the same system.

***** Netherling
This ability, similar to Nether Edge, allows a Kawi to bind together not a weapon, but a creature similar to a wolf from the twisting
Nether. The Netherling's being is actually the soul of some creature trapped within the Nether. This beast is terrifying to mortals
and quite unnerving to supernaturals as well. It is relentless in combat and does not feel pain, thus suffering no penalties for lost
Health Levels.
System: To properly tame one of these creatures, you must spend two turns, three blood, and two Willpower. Roll Manipulation
+ Animal Ken (Diff 8). A botch, of course, will probably cause the beast to attack you, or cause it to explode (kinda reminds me
of the Critters in Warcraft II). If successfully summoned, the creature has these stats:
Strength: 4, Dexterity: 5, Stamina: 3
Perception: 4, Intelligence: 3, Wits: 3
Willpower: 7 Health Levels: OK, OK, OK, OK, OK, OK
Attack: Claws/4 dice, Bite/5 dice, Breath/dice equal to Kawi's Etheria (can be used at range of up to about 4 meters) [All attacks
cause aggravated wounds]
Alertness: 4, Athletics: 3, Brawl: 4, Dodge: 3
Another strange thing that has been developed over the years is the ability to spend an amount of Willpower equal to the
creature's remaining Health Levels to cause it to explode. It detonates with about the same amount of force as a heavy grenade,
and fires started by explosion are treated the same as chemical fires. (Storytellers need not include this part if undesired)

***** * Chaos's Tempering


Discorporate taken up a few notches. By instilling even more chaos into an object, a Kawi can make it extremely volatile.
Objects that are affected by this power will explode at almost the lightest contact, indeed sometimes they blow up immediately.
System: Use the same system as Discorporate, except spend three Willpower and all difficulties are increased by two. If more
than three successes are scored, the Kawi can decide to immediately detonate the object. When exploded, the object shoots
out chaos flame that is treated in the same way as chemical fires. Creatures may make a resisted Willpower vs. Willpower (Diff
6) roll against this ability.
Evanescere
By Hellion@snowhill.com for the Cruentor bloodline.

Description
Once activated these powers can be maintained almost indefinitely. All powers will automatically fail if you receive even a single
Health Level of damage or if you fail any willpower roll. The powers of Evanescere will not work against others of this clan (other
Cruentors will always be able to see, hear, and smell anyone and anything hidden by the powers of Evanescere). Furthermore,
anyone with a higher score in Auspex than you have in Evanescere can attempt to penetrate these powers (roll Willpower, dif. 7,
versus the activation roll of their Auspex).

* Chameleon
Allows you to completely blend in with whatever is behind you. Roll Manipulation + Stealth (dif. 7), the number of successes
subtract from the number of successes on Perception rolls.

** Cloak of silence
Creates a field of silence that effects you and the items that you carry; you can allow chosen sounds to leave the area of effect
(i.e. you can speak and they will only hear your voice, you can knock on a wall and they will only hear the knock, etc.). Spend 1
Blood Point.

*** Masking the scent


You give off no scent at all. Spend 1 Blood Point.

**** The Unseen


You turn completely invisible. Spend 1 Blood Point.

***** Sharing the Cloak


Spend 1 Blood Point to share any power with one other per dot in Stamina.

****** The Vanishing


You may now simultaneously activate any combination of the following powers: Cloak of silence, Masking the Scent, and/or The
unseen. Spend the number of Blood Points required by the powers +1 Willpower Point.

******* Blanking the Mind


Conceals the mind from telepaths. Spend 1 Blood Point.

******** Masking the Soul


Conceals your aura from psychics. Spend 1 Blood Point.

********* Maintaining the Shared Cloak


You can now maintain any shared Evanescere power while absent. You must still be present to activate the power(s), but can
then leave without the concealment being dropped.

********** Cloaking the Object


Spend 1 Blood Point to Share any of the powers with an object (up to the size of a house).
The path of Mactae ScoreMinimum wrong doing 10Breaking your word of honor to a non-vampire 9Failing to avenge a clan
member or your prince 8Placing personal desires above duty 7Being disrespectful to a clan member, your prince, or those
placed (by either) in a position superior to yours 6Refusing to kill a lawfully ordered mark 5Failing to diablerize any vampire that
you were lawfully ordered or hired to kill 4Breaking your word of honor to a vampire 3Acting against the clan or your prince
2Killing a clan member or your prince 1Diablerizing a clan member or your prince Stereotypes: The Cruento have no feelings
one way or the other about anyone other than themselves.
Exsanguinus
By Dirk Tebben and Doug Kern, for the Enukadu bloodline.

Description
This Discipline, "against the Blood", is specifically designed to attack other vampires. It is quite powerful when used properly,
but the Enukadu must always be careful to keep its existence a secret.

Level One
The Enukadu spends a Willpower point and rolls Manipulation + Intimidation, difficulty of the target's Willpower. From then on the
Enukadu is a source of Rotschreck toward the target, with a difficulty number equal to the number of successes rolled plus four.
The target must make Courage rolls as usual to avoid frenzy. The effects last one scene. This power does not affect Kindred
who have reached Golconda.

Level Two
By spending a Willpower point, the Enukadu mimics the effects of True Faith. All Kindred who have line-of-sight with the
Enukadu (note they don't have to be looking at him) must make a Willpower roll, difficulty seven, in order to approach or attack
the Enukadu. The roll must be made every turn. A botch indicates the affected Kindred has entered Rotschreck. Again, those
Kindred in Golconda are not affected.

Level Three
By touching a single target and spending a Blood and a Willpower point, the Enukadu may dampen the use of a Discipline. For
the remainder of the night, the target may not use one Discipline of the Enukadu's choosing. Note that this power does not grant
knowledge beforehand of which, if any, Disciplines the target possesses.

Level Four
Touching a target and spending a Willpower point duplicates the effects of staking. The target has one chance to resist by rolling
Fortitude at a difficulty of the Enukadu's Willpower; failure or botch indicates that the target is immobilized as if staked. In order
to maintain this state the Enukadu must remain in skin-to-skin contact and spend one Willpower point per minute.

Level Five
This power duplicates the effects of Obfuscate Level Two, but only with respect to other vampires; all other creatures can
perceive the Enukadu normally. No amount of Auspex or any other Discipline can penetrate this concealment.

Level Six
The Enukadu touches the target and rolls Manipulation + Occult, difficulty of the target's Fortitude (a zero or one Fortitude
indicates Man + Occ automatic successes, i.e. no need to roll). The number of successes is the number of Blood Points
destroyed. If used on a ghoul, this power makes him/her mortal again (possibly killing him/her as a result of aging). Two
Willpower points must be spent to activate this Discipline.

Level Seven
The Enukadu gains the ability to implant suggestions in the mind of another vampire. This is similar to some Dominate powers.
The Enukadu must touch the target and roll Manipulation + Empathy, difficulty of the target's Willpower. Then the Enukadu must
(no choice) immediately spend Willpower points equal to 8 - (# of successes). If this takes the Enukadu's Willpower below zero,
her mind is immediately and totally destroyed, making her a vegetable. If the power is used successfully, the Enukadu may
implant any number of commands into the target's mind, as per normal posthypnotic suggestions. However, these commands
will always be obeyed, however inimical to the target.

Level Eight
The Enukadu gains the ability to command the Curse of Raphael. He must gaze at a single target and spend two Blood Points.
Two rays of sunlight lance from the Enukadu's eyes, doing four levels of aggravated damage to the target and two to the
Enukadu. If the Enukadu fails to soak this damage, she is blinded until the damage is healed. Of course, this power only works
on beings sensitive to sunlight.

Level Nine
The Curse of Gabriel. By touching a target and spending two Blood Points, the Enukadu causes the target's flesh to ignite.
Against Kindred this does two levels of aggravated damage immediately, plus one per subsequent turn until the fire is put out
(only total immersion in water will do it). Against those not especially fire-sensitive, this power just gives them a nasty burn on
one section of their body and does two levels of damage.

Level Ten
The ultimate Exsanguinus power: the Curse of Uriel. The Enukadu touches a target vampire and spends two Blood and two
Willpower points. Immediately and irresistably the Beast takes control of the target. For one hour subsequently, the target will go
completely insane and attempt to destroy and diablerize any Kindred she can find. Failing that, any living thing will do. The
Enukadu who caused the frenzy will be undetectable by the target, however. After the frenzy ends, the target loses one Humanity
point automatically (if applicable) and must roll Conscience (difficulty 7) to avoid losing another. A botch indicates a
derangement. (Note the only know Enukadu to have used this power was actually a Renegade in Golconda.)
Farwander
By David "Ogre" Zaslavsky (ogre@inx.net) (18 April 1996)

Description
This Discipline was created by a Gangrel, among the greatest of vampiric wanderers, who was affected by wanderlust, perhaps,
worse than any other kindred in history. Eventually, he sired childer, and they inherited his knowledge. Thus a Bloodline was
formed and a new Discipline flourished.
This Discipline allows a vampire to travel more freely, and to know where she is. At greater levels it allows the user to physically
travel easier and faster.
The political ramifications for a Kindred with this Discipline are very important. Kindred society depends on the idea that
subjects are bound to the Prince's fief not because they are loyal but because they cannot travel freely. One with this Discipline
becomes a wild card in Kindred politics. A subject who can leave the machinations of most Princes is unpredictable and
uncontrollable, barring Dominate and Blood Bonding. They can be interfief spies, messengers, or simply travelers. They can be
a means to bringing the Camarilla closer, as a group, or a means to disseminate dissent, by spreading news and rumor.

* Lea of the Land


At this level the Kindred becomes instinctively aware of his surroundings. This does not only apply to the area within line of sight
but, as the Kindred becomes more proficient, can apply to area the size of a city. The Kindred will become aware of the natural
surroundings and features of the land. This does not mean that he will know everything that is concealed in the area. Anything
purposely concealed will not be detected. This includes any traps that are set.
System: To activate this power, the Kindred must use a blood point and then roll Perception + Awareness (diff. 6). The number
of success rolled and then divided between two categories, range and detail.

Range Detail
No Successes: Line of Sight 1 Success: General awareness of terrain.
1 Success: 1/4 Mile Radius 2 Successes: Intimate knowledge of terrain.
2 Successes: 1/2 Mile Radius 3 Successes: Area Knowledge 1
3 Successes: 1 Mile Radius 4 Successes: Area Knowledge 2
4 Successes: 5 Mile Radius 5 Successes: Area Knowledge 3
5 Successes: 10 Mile Radius
For example: a Kindred has just landed in the newly founded Virginia colony. As he exits his crate he uses Lea of the Land,
getting 4 successes. He could use 3 of his successes for Detail and 1 for Range, giving him the equivalent of Area Knowledge 1
for a 1/4 mile radius, comprising mostly of the docks. If he were in wilderness, he could use 3 successes on Range and 1
success on Detail, giving him a general idea of what the surrounding mile is like in terms of traveling conditions, hills, valleys,
and small villages. Each use of this power lasts for one scene.

** Easy Path
At this level the Kindred can travel easier and faster. The Kindred will instinctively find the shortest route to wherever he is going.
He will also be less likely to get lost on his way to his destination. He will tend to avoid natural obstacles and will take the paths
that take the least time, even if the path is spatially longer.
System: To activate this power the Kindred must use a willpower point and then roll Wits + Enigmas (diff. 7). For every success
rolled, divide the time it takes to get to the Kindred's destination by half, up to the least possible time it would take to get to
where the Kindred is going. On a botch it will take the Kindred at least twice as long to get to where he must be. The Storyteller
may also decide that the Kindred walks into some sort of trouble of a botch is rolled.

*** Native Mind


This power is an advanced version of Lea of the Land. At this level the Kindred powers have advanced to the point that no
matter where he goes he is always aware of his surroundings and may, in fact, be more aware of them than the native
inhabitants of the area.
System: The Kindred can get extensive knowledge of the area he is in with this power. To activate it he must expend a
willpower point and a bloodpoint, he then rolls Perception + Awareness (diff. 7) and divides the resulting successes between
Range and Detail.

Range Detail
No Successes: Line of Sight 1 Success: Area Knowledge 2
1 Successes: 1/4 Mile Radius 2 Successes: Area Knowledge 3
2 Successes: 1/2 Mile Radius 3 Successes: Area Knowledge 4
3 Successes: 1 Mile Radius 4 Successes: Area Knowledge 5
4 Successes: 5 Mile Radius 5 Successes: Area Knowledge 5 + City Secrets 1
5 Successes: 10 Mile Radius 6+ Successes: Area Knowledge 5 + City Secrets 2

The power lasts for one scene.

**** The Path Less Traveled


At this level of Farwander, the Kindred can simply teleport wherever he wishes to be. He is only limited by range.
System: The Kindred must expend a blood point and a willpower point. He must then roll Stamina + Alertness (diff. 7). The
range of his travel are determined by the roll. The Kindred can determine where he wants to be after he rolls to see how far he
can go. He must have been to the location that he is going to at least once before. The period of time he was there does not
matter.

***** Hermes Portal


This is the final level of Farwander. At this level the Kindred can teleport others as well as himself wherever he needs to get to.
He must go with those he is transporting, he cannot sent someone away without coming with them.
System: The Kindred must expend one willpower point and one blood point for every person he is transporting, including
himself. He must then roll Stamina + Alertness (diff. 8) to determine range.

Botch: God help you


1 Success: 1/2 Mile
2 Successes: 1 Mile
3 Successes: 10 Miles
4 Successes: 100 Miles
5 Successes: Whole Continent
6+ Successes: Anywhere on the planet

The Kindred must send everyone to the same place and he must accompany anyone he sends. To get somewhere the Kindred
must have been to that location at least once; the period of time he was there does not matter.
Fear
By Jason Marshall (jcmarshall@sympatico.ca), for the S'dao bloodline.

* Chill
Causes an uneasy feeling and paranoia in all within 50ft of the S'Dao.

** Dread Gaze
As the Presence power of the same name.

*** Freeze of Horror


Freeze a Target through sheer fright. Vs. Willpower with the target number at 6s. Three successes are needed to not be frozen.

**** Scare
Target runs like a bastard. Vs Courage, with the target number at 7 and the 3 successes needed not to run like a bastard.

***** Horror of Ages


A reverse Majesty. So undescribably terrifying that you have to run or be frozen to the ground and merely gibber in fright. Vs
Willpower with the target numbers at 8 and three successes needed not to be frozen and gibbering, merely running and five
needed to stop the effect fully. As with Majesty this power will continually bombard the targets.
Felis (version two)
By Nadine Edwards, for the Bastra bloodline.
This Discipline is derived from ancient worship of the Egyptian cat god, Bast. Most powers revolved around the reverence and
propensity that Egyptians held for their cats. Bast or Hathor, as she was also known as, was Ra's daughter. She was the most
gracious and joyful of all the gods but she took on the role of the Eye of the Sun she could also be the fiercest and the cruellest. She
was the protector of the gods but when she was angry even the gods feared her. For the Eye of the Sun held the power of life and
death over all beings. The purpose of the Eye of the Sun is to be Ra's messenger who delivers the judgement of Ra.
* Eye of the Sun: The cold golden stare of a cat's vertical slit eyes can transfix its prey with fear. So will this discipline enable you to
transfix mortals until the gaze is broken.
SYSTEM : No roll is required for the use of this power but it can be avoided if the mortal takes care not to look into your eyes.
Vampires and other supernatural creatures (Lupines, mages etc ) can also be affected by this power, but you must succeed in a
Willpower Roll (Difficulty 9) in order to affect them.
* Eye of Hathor: Your eyes take on the cold golden aspect of a cat's vertical slit eyes which empowers you to see in the darkness as
cats do. Complete darkness will defeat this power but darkness up to six times as dark as your normal vision can see in will be visible.
SYSTEM : No roll is required for the use of this power.
The difficulty with this power is that you eyes have the cats look and if you look into a bright light then your eyes will be highlighted just
as a cat's are in the light of car lights. This in itself is not harmful but it may mark you out as different.
** Felis Talent: This power enables you to achieve higher success at Athletic or Dodge tests. Cat s are well known for their climbing,
balancing, jumping and dodging talents.
SYSTEM : No Roll but One Blood is required.
By expending One Blood point to activate this power for the period of one scene. Every time an Athletic or Dodge roll is invoked, the
number of successes achieved is doubled. This does not double the number of botch dice.
*** Lazy Traveler: This ability enables you to separate your awareness from your body and temporarily transplant to over the mind of
a small creature. The creature must be within your line of sight and not of high intelligence. The usual receptacle for this technique is a
cat or raven. Having transferred your awareness successfully you are free to use the receptacle body as you please. Roam where you
so wish.
The transference takes a full turn. There is no need to understand how the body works as the underlying mind still controls it but it has
lost its free will. So you are free to enjoy the journey without having to understand or control the underlying mechanisms. Mind you, I
would be careful where I would leave your real body.
SYSTEM : Manipulation + Animal Ken Difficulty 5
A normal failure indicates that the transference was unsuccessful. The number of Botch dice indicates the number of 15 minutes you
suffer pain. Increase the difficulty of all activities by one for this time.
**** Felis Form: You may transform into a cat (in anyone of its may aspects - domestic, wild, large or small) Example : Ocelot, Lion,
house cat, etc.
SYSTEM : No Roll
No roll is required but the transformation requires the expenditure of one Blood Point. It takes three turns to complete the
transformation.
***** Felis Fall: When invoked this discipline enables you to fall (whether accidental or intentional ) from great heights without harm.
Just as a cat can turn and land lightly from a fall on its feet so to will you.
SYSTEM : One Willpower point for an automatic success OR Dexterity + Athletics Difficulty 7
A normal failure means the result is the same as if you hadn't used the discipline. A Botch results in an extra wound level damage is
received from the fall.
Felis (version one)
By Deirdre Brooks (xenya@teleport.com)
Felis is a Discipline created for the enhancement of stealth or assassination. Unlike Quietus, it exists simply to facilitate the
assassination, not the actual tool of death. However, the developers of this Discipline did start with Quietus and build up from it.

* Silence of the Cat


This ability allows the Kindred to make herself totally silent, allowing her to do anything she desires without making a sound.
System: At the cost of one Blood Point, the Kindred becomes utterly silent. Sounds from the outside can be heard inside, but
sounds the Kindred makes are completely inaudible. This effect is extended to whatever she is holding or touching, thus
silencing gunfire or breaking branches. This effect lasts for the duration of the scene.

** Tread of the Weightless Cat


With this level, the Kindred can make herself effectively weightless for the purposes of walking. She can walk on any surface
without disturbing it or leaving a trail.
System: For one Blood Point, the Kindred moves silently as per Level 1, but she can speak and be heard if she wishes. She
can also walk across thin ice, rice paper, or pressure sensors, among other things. She will not affect these items unless she
deliberately stomps upon them or otherwise interferes with the effect. This effect lasts for the duration of the scene.

*** Unseeing Eyes


Now the Kindred can walk through a crowd without being noticed. This is not the same as Obfuscate, however. Use of this ability
causes those who may be attempting to find her to look in the wrong direction when she passes, mistake someone else for her,
see her in a totally different location. It generally has a different effect on each person.
System: The player makes a Manipulation + Stealth roll against a difficulty of 6. Each success increases the level of confusion
among those searching and decreases the chance of being discovered. For each success, subtract one die from the searcher's
Perception for the purposes of searching for her. If Perception is reduced to zero, she will not be found. (Since such rolls are
contests of Wits + Stealth vs. Perception + Alertness, the rolls become easier for her also.) This can be an extended test over
several turns.

**** Walk of the Spider


The Kindred with this power can climb walls as if she were a spider. She simply sticks to the walls.
System: For one Blood Point, the Kindred can climb any surface she can reach. It can also be used to slow a fall if it occurs
near a vertical surface. Roll Dexterity + Athletics against a 6. Each success reduces the level on the falling chart by one. If
enough successes are accumulated to reduce falling distance to zero over the turns before the Kindred impacts with the ground,
she is stuck to the wall and can climb up or down normally.

***** Wings of the Kittyhawk


At this level the Kindred can actually fly. She simply rises into the air and flies.
System: Taking to the air costs one Blood Point and allows the character to fly at 50 miles per hour, or 75 yards per turn. Roll
Dexterity + Athletics for particularly complicated maneuvers. Hovering is possible.
Femanic
By Mr_Sinister12 (Mr_Sinister12@hotmail.com) for the Ausharian bloodline

* Comfort of women
The Ausharian feels a bond with other females. This can be used to relate to her fellows.
System: Lower the difficulties for social roles by 1 for every dot in Femanic.

* Female intuition
This is the natural ability of Women, made stronger by Caine's blood.
System: Lower the difficulty by 1 for every dot in Femanic for rolls that involve Perception. I.e. detecting ambushes, determining
motives, research, etc.

** Lure of the Siren


The Ausharian can amplify her feminine wiles to make herself more desirable.
System: The Ausharian can add an extra die to her dice pool for every two dots of Femanic. This only applies to those who can
be seduced by the Ausharian (heterosexual males, Lesbians and Bisexuals) and only to social rolls.

*** Feminine Grace


The grace and beauty of women without even trying.
System: Lower the difficulties for dodge, melee attacks, parrying and athletics, etc by one for every dot in Femanic.

**** Female Solidarity


This has saved many Ausharians under pressure in the past.
System: By making a willpower roll, (Diff: 7) the Ausharian can resist the effects of torture for a number of hours equal to her
Willpower. She must be in a group of women numbering more than two to do this. By spending a Willpower point per person,
she may bestow the effects on others as well.

***** Strength of women


This bestows superhuman strength on the Ausharian in certain times.
System: By spending a blood point, the Ausharian can double her physical attributes. Spending blood points to increase stats
when in this state increases them by two. It only works in situations related to women (rescuing a woman or attacking a wife
beater) or if the Ausharian is in danger or in a group of four or more females.
Firelight
By Jeremiah Lasch (jlasch@uakron.edu)

* Resistance to Rotschreck
The character has a partial resistance to the fear created by Rotschreck.
System: The difficulty of all rolls dealing with Rotschreck are lowered by four.

** Immunity to Rotschreck
The character is completely immune to the effects of Rotschreck

*** Resistance to Fire


The character has a partial immunity to fire.
System: All rolls dealing with Fire are reduced by 3.

**** Fire
The character can make a small fire, about the size of a lighter, shoot out of his pointer finger.
System: One blood point must be spent. The flame remains as long as desired, but if it's there for more than 10 or 15 seconds
it can start to burn the user so it's probably not a good idea.

***** Fireball
The character can hurl balls of flame at his adversaries.
System: Each fireball does one point of aggravated damage per blood point spent. The opponent has to soak at a difficulty of
seven.

****** Immunity to Flame


The character is completely immune to fire. This is identicle to the sixth level Daimoinon discipline.

******* Flame Torch


This amplifies level four of this discipline. The flame created is six inches long and is hot enough to cut and melt metal. It costs
one blood point to create and does 3 points of aggravated damage to other vampires.

******** Resistance to Sunlight


The character has partial immunity to sunlight.
System: All rolls dealing with sunlight are decreased by three.

********* Awake
At this level of mastery, the vampire can stay awake during the day if he needs to. This only lasts for a few hours (Stamina,
difficulty 7), and costs one blood point per hour.
********** Immunity to Sunlight
This allows the vampire to commit the unbelievable act of walking around in direct sunlight.
Flesh Craft
By Kevin F. Medeiros (vicelord@edison.ebicom.net)

* Tinting
This allows the vampire to make minor alterations to her body. The vampire may make only minor alterations to her body, such
as changing eye color, changing hair color, changing skin color, adding or subtracting 6 inches to height, and adding or
subtracting 25 pounds to body weight. The alterations made through the use of the Discipline are permanent, unless this
Discipline is used to restore the features to normal.
System: The vampire must spend 1 blood point for each change made. Then she makes an Intelligence + Body Alteration roll
(difficulty 6). The number of successes determines the results of the alteration.

Successes Effects
1 Numerous minor flaws
2 Several minor flaws
3 One minor flaw
4 Perfection

** Makeover
This allows the vampire to make minor alterations to her body. The vampire may make only minor alterations to her body, such
as hair length and facial features (i.e. chin, nose, cheek bones, eye ridge, ear size/shape, etc). The alterations made through the
use of the Discipline are permanent, unless this Discipline is used to restore the features to normal.
System: The vampire must spend 1 blood point for each change made. Then she makes an Intelligence + Body Alteration roll
(difficulty 6). The number of successes determines the results of the alteration.

*** Vanity
This allows the vampire to make moderate alterations to her body. The vampire may make only moderate alterations to her
body, such as removing blemishes (i.e. freckles, moles, birth marks, etc.), adding or subtracting 1 point of Appearance adding
or subtracting 12 inches to height, and adding or subtracting 50 pounds to body weight. The alterations made through the use of
the Discipline are permanent, unless this Discipline is used to restore the features to normal.
System: The vampire must spend 1 blood point for each change made. Then she makes an Intelligence + Body Alteration roll
(difficulty 5). The number of successes determines the results of the alteration.

**** Form of the Ancestors


The vampire may transform into the bestial forms of man's closest ancestors (i.e. Apes, Gorillas, etc.) Strength and Stamina are
increased by 1 point each while in these forms.
System: No roll is requires, but the transformation requires the expenditure of 1 blood point. It takes three turns to complete the
transformation (as normal, the vampire may choose to spend 3 blood points in one turn for an immediate change.)

***** Vainglory
This allows the vampire to make major alterations to her body. The vampire may make major alterations to her body, such as
adding or subtracting 2 points to Appearance, adding or subtracting 50% of their height, and adding or subtracting 100 pounds
to body weight. The alterations made through the use of the Discipline are permanent, unless this Discipline is used to restore
the features to normal.
System: The vampire must spend 1 blood point for each change made. Then she makes an Intelligence + Body Alteration roll
(difficulty 6). The number of successes determines the results of the alteration.

****** A Matter of Class


****** A Matter of Class
The vampire may transform into the bestial form of any mammal (i.e. dogs, cats, seals, whales, etc.) While in the altered form,
you gain all of the abilities of a creature of the appropriate type (i.e. whales can swim, wolves have superior senses, bats can fly,
etc.)
System: No roll is requires, but the transformation requires the expenditure of 1 blood point. It takes three turns to complete the
transformation (as normal, the vampire may choose to spend 3 blood points in one turn for an immediate change.)

******* Draconia
The vampire may transform into the bestial forms of reptiles (i.e. snakes, alligators, turtles, etc.)
System: No roll is requires, but the transformation requires the expenditure of 1 blood point. It takes three turns to complete the
transformation (as normal, the vampire may choose to spend 3 blood points in one turn for an immediate change.)

******** Avianus
The vampire may transform into the bestial forms of birds (i.e. eagles, falcons, pigeons, etc.)
System: No roll is requires, but the transformation requires the expenditure of 1 blood point. It takes three turns to complete the
transformation (as normal, the vampire may choose to spend 3 blood points in one turn for an immediate change.)

********* Mantle of Bestial Majesty


The vampire may transform into half man-half beast forms (i.e. Crinos, Manabozho, Archid, Lilian, etc.) Strength, Dexterity and
Stamina are increased by 3 points each while in these forms.
System: No roll is requires, but the transformation requires the expenditure of 1 blood point. It takes three turns to complete the
transformation (as normal, the vampire may choose to spend 3 blood points in one turn for an immediate change.)

********** Changeling
The vampire may transform into any form he can think of, even creatures of fantasy (i.e. Griffins, Unicorns, Chimera, etc.)
Strength, Dexterity and Stamina are increased by 4 points each while in these forms. While in the altered form, you gain the
abilities of the creature you resemble (i.e. dragons with fire breath, etc.) [Who knows, maybe the Zmei are nothing more than
Elder Kindred with Level 10 Flesh Craft.]
System: No roll is requires, but the transformation requires the expenditure of 1 blood point. It takes three turns to complete the
transformation (as normal, the vampire may choose to spend 3 blood points in one turn for an immediate change.)
Flight
By Andrew Pidcockfor the Viecksy bloodline.

Description
Flight operates in the same way as Celerity. The character is granted certain movement powers for each level of the discipline.
Afficionados of this discipline often affect bat or bird-like characteristics, or use bat-capes and/or flowing garments to enhance
their look while flying, since they are among the only vampires that can.

* Glide
The character is able to glide, but not yet actually fly under her own power. This allows her to float gently to Earth instead of
falling, leap farther, and also something achieve some of the same effects as flying. This is equivalent to Glide-50.
System: Roll Dex+Flight (up to 5) each success adds 10ft to a leap.

** Float
The character may defy gravity and float about under her own power.
System: Speed is up to about 60 MPH, for 1 blood point per scene/hour.

*** Fly
The character may float at will, or fly quite fast for 1 blood point per hour.
System: Speed are 45 MPH to hover or float (at no cost), 100 MPH to fly for 1 blood point per hour, or fly fast for 75 MPH per
blood point per hour (e.g., if 3 blood points are spent, the vampires flies at 225 MPH.)

****
System: 60 MPH / 125 MPH / 100 MPH

*****
System: 75 MPH / 155 MPH / 125 MPH, etc.
Fortitude Revised (version 2)
By Vincent Sollars (bubba@falcon.cc.ukans.edu)

Author's Notes
Fortitude as it stands is a discipline that is less than illustrious. Sure a vamp needs it to survive throught the ages, but getting it is
like taking medicine -- you don't really want to but you know it's for the best. It isn't even on par with Potence. Three levels of
Fortitude won't even come close to protecting you from three levels of Potence. Well anyways, here is the system of fortitude I
use in my chronicles for those that are interested. It comes from different sources as well as some original thoughts.

Description
Fortitude describes a type of supernatural toughness and vigor, which allows Kindred extra advantages in resisting the harm to
which their kind is especially vulnerable. All vampires have a powerful constitution, and are able to shrug off the injury inflicted by
guns and weapons of all sorts. However, most are very susceptible to sunlight and fire, and are easily harmed by them. Those
with Fortitude are not easily bowed by even these elemental forces, and are even more resistant to "normal" injuries.
System: Fortitude provides the ability to resist sunlight and fire to those who possess it. For each level of Fortitude a character
possesses, he may roll one die to soak damage from fire and sunlight. Fortitude is also added to a character's ability to soak
other wounds (each level of Fortitude adds to the number of dice in a character's soak pool).

* Muscle Rigidity
Your have gained some control over the rigidity of your muscles and are able to make them them exceptionally hard at a whim.
This makes damaging you by normal weapons somewhat more difficult.
System: No additional benefits are gained at this level other than the extra soak die.

** Resilience
The control over your muscle firmness has increased considerably to the point that bullets from small caliber guns can actually
lodge in your skin on occasion.
System: The character now gains an added bruised damage level. This is the first damage level lost when wounded and heals
as any other damage level.

*** Skeletal Vigor


With this power you have begun to be able to sense your inner body. It has allowed you to increase the solidity of your bones to a
degree that makes them very difficult to break. This strengthening of your skeleton has made you even more resistant to injury.
System: All soak roll difficulties are reduced by one, except those against fire and sunlight.

**** Inner Awareness


You have become more in tune with your inner body. Your skill in controlling its elasticity and firmness has increased noticeably.
The ability to sense and control your body has allowed you to mend small wounds and reduce the severity of other wounds by
merely concentrating on the process.
System: Damage levels can now be mended without blood being expended. Roll Self-Control with a target number of 8 under
stressful conditions such as combat while target number of 6 under normal circumstances. The character can roll once per
wound received (only one wound level can be healed for each injury in this manner). Remaining wound levels must be healed
with blood as normally. Aggravated wound levels caused by fire or sunlight may never be healed in this manner, while all others
add +1 to the target number to heal.

***** Unity of the Body


With this power muscles and bones can fuse together and release instantly to absorb and distribute the strength of a blow
throughout the body. At this point most non-military firearms will not even phase you.
System: All soak roll difficulties are reduced by two, except those against fire and sunlight. This is not in addition to soak roll
difficulty reduction by skeletal vigor, but replaces it.

****** Flesh of Marble


Once this power is taken, the character's skin becomes as hard as stone while losing none of its flexibility. It is nearly impossible
to cut or stake the character without proper equipment or preparation.
System: Ten successes are needed to stake the character in melee. The character suffers only half the normal damage from
everything except fire and sunlight (in terms of total successes; round down). Thus, soak rolls are much easier to make (this
replaces the bonuses to soak rolls from Skeletal Vigor and Unity of the Body).
Fortitude Revised (version 3)
By Andrew Grichting (darkling@ozramp.net.au)

Introduction
"Within all of us crouches the Beast, ready to spring, should we let down our guard, for the briefest instant. Beside the Beast,
in the dark of our souls crouch others, waiting to be discovered, should you but be bold enough. Let me tell you of one you
already know the rudiments of, that which others call Fortitude; but they fail to understand -- for it is more than mere
endurance -- it is the soul of a stone, it is more than that -- it is the essence of adamant -- it is the distillation of what it means
to be a vampire -- like you and me -- eternal, unchanging, and truly immortal."
-- Attr. to anon Gangrel Elder

"Da gibt es welche, die glauben um tapfer zu ein muesse Verwandt eine mystiches Ader zu haben - und das ist falsch. Du
bist ein Vampir. Kannst du ermessen was das bedeutet? Es handelt sich umgehores Geschenk und einen Fluch - Denn Du
wurdest von Kain ausgeraehlt und brauchst keine weitere Erklaerung mysticher Art fur einen Umstand der dir von recht und
pflicht zukommt und dich verflucht den dummen und grausame Kine zu baendigen."
[trans:]
"Some would have you belief there is a mystic element to Fortitude -- this is false. You are a Vampire. Do you know what this
means? It is a fearful and mighty gift and curse, for you are the chosen of Caine, and you need no further mystical
explanation for something that is your right as much as it is your duty to rule the unknowing and uncaring Kine."
-- Johann Von Meinhaerlten

* Resistance (Seelenstaerke)
At this most basic level, vampiric skin takes on a rubbery feel, and is resistant to bruising. Any damage which would move a
vampire from unhurt to bruised simply has no effect.

** Ignoring the Stinging of Gnats


Now the vampire's skin begins to feel hard, as if there were tensed muscle beneath the flesh. Any damage inflicted by a physical
strike does not cause the vampire to stumble backwards if the damage is less than the vampire's combined Strength + Potence

*** Deflecting the pain


This level of Fortitude allows the vampire to lessen the debilitating effects of wounds. If the vampires dice pool is lessened due
to injury, the penalty is one die less. Additionally, even if the vampire is incapacitated, he may roll one die for actions.

**** Resilience (Steinherz)


When the vampire has mastered this level of Fortitude, he begins to bring the stone within to the surface, and in certain
vampires, their skin begins to take on a grey tinge, and become rigid. Damage which would tear the skin, or relies on piercing
the skin to do damage, automatically inflicts one level less damage.

***** Agony's Release


At this point the vampire may consign pain felt to the stone within, effectively ignoring any wound penalties for a number of turns
equal to a Stamina + Fortitude roll difficulty 5. A botch indicates that the vampire has failed and is doubled in pain for a number
of turns equal to the number of botches rolled.

****** Pain's Fading Fury


Upon reaching this level of power, Kindred may totally detach themselves from any pain at will, for as long as required. This
means that anything which would cause pain still causes damage, but has no other effects. There are negative effects in that
blood may not be spent to heal wounds while this level of Fortitude is being maintained. Upon releasing the discipline, the
vampire feels intense agony for a number of turns equal to the current wound penalty, and feels pain until all wounds are
completely healed.

******* Sharing of the Wound


Few Kindred reach this level of mastery, but those who do are indeed forces to be reckoned with, having an iron-like skin which
is hard to the touch. Striking their flesh causes reverberations which may injure the attacker. On any attempt to inflict damage, if
all damage is soaked, then the attacker suffers two damage levels, which may be soaked.

******** Forsaking the Flesh


When the flesh is forsaken, the Cainite has truly taken the essence of the stone, forming a union which renders him nearly
invulnerable. Bullets will ricochet off the flesh, and any creature with a combine Strength and Potence of less than 4 can inflict no
brawl damage whatsoever.

********* Assuming the Stone


Beyond the essence is the form, and kindred with this level of Fortitude can become the stone, making themselves statues,
which can absorb even the most terrifying forms of damage: sunlight and fire. When the Kindred chooses, she may make a
statue of herself, with limited mobility. Entering a form of torpor during daylight, she may stand in the full sun and suffer no harm,
yet retain a limited awareness even as the sun savages her rocky exteriors.

********** Blood of Iron


No kindred with this level of power have seen fit to describe it to lesser kindred, but tales persist of vampires who ignored direct
bomb blasts, walked freely in the light of day, and whom even the mightiest of blows could not scar, let alone topple. Speculation
has been forwarded of the ability to absorb minerals into the bloodstream, and use these to make a skin of steel, which yet
retains its flexibility.
Fortitude Revised (version 4)
By Old Visionary (oldvis@mindless.com)

Description
I take more of an "Anne Rice-ian" approach to Fortitude. In her books, the vampires' bodies undergo a conversion from a
protein-based to a crystalline-based structure...and considering how resilient the oldest vampires become, one could easily
believe that they are made out of diamond instead of old flesh. The side effects of this conversion are that the ancient ones take
on a very unnatural appearance and become extremely rigid -- it requires the strength of another powerful vampire just to fold
their incapacitated forms. They also need to take care when moving through crowds of mortals so as not to cause injury.
In any case, here is how my Fortitude ideas transliterate into game mechanics. Each level of Fortitude grants the kindred one
automatic reduction in damage from any source of aggravated or non-aggravated physical injury. This powerful protection is
balanced by the side effects...

* At the first development of Fortitude, the kindred's skin begins to take on an especially light pallor. Since most
vampires tend to be pale anyway, this effect is hardly noticeable.
** The paleness becomes noticable under bright light. Some of the lines and wrinkles in the kindred's face disappear.
*** The kindred begins to take on a disturbing appearance. Depending on his original skin tone, he now has a grayish or
beige complexion noticeable under normal light.
**** The kindred's skin color becomes pale enough that he will draw many stares from mortals unless he uses makeup or
the Obfuscate discipline to mask it. His face loses the last of its wrinkles and lines, making it difficult to determine his
facial expressions.
***** At this level of Fortitude, the kindred's skin loses all trace of its original color, becoming either pure white or a shade of
polished gold. It also feels hard and smooth to the touch, and only forms lines if the kindred forces himself to make an
obvious expression.
****** In the higher levels of Fortitude, the kindred's flesh begins to become translucent. Bright lights are dimly visible through
him, as if through heavily frosted glass. Makeup or other means are necessary to keep his bizarre appearance from
frightening mortals.
******* The translucency of the kindred's body increases. Some of his internal organs and bones, which are also becoming
clearer, are actually visible beneath the skin under close inspection.
******** The kindred's body lightens to the point of partial transparency. Actual colors and distorted shapes are visible through
his rock-hard flesh. Only a frenzy can bring any sort of expression to his statue-like visage.
********* At this stage, the kindred is nearly transparent -- tiny sparkling specks suffuse his otherwise clear body. Light and
shapes are clearly visible through him, to the degree that he would no longer provide protection from the sun to
another kindred hiding behind him.
********** If an Antediluvian decided to make an appearance in his natural form, he would resemble a glass statue. His
diamond-like body is completely devoid of coloration and virtually impervious to anything short of nuclear weapons.
Sunlight no longer has any effect on the kindred as it simply passes through him like a window.
Fortitude Revised (version 1)
By Corey Rose (gamer@mail.klis.com)

Description
The following revisions to Fortitude are not new. They are the LARP versions converted to Storyteller rules. I hope you like them.
Most of the powers are considered 'reactionary,' meaning vampires may use them without too much thought, they just do it
instinctively. As such, they do not require an Action to perform, and any Blood costs do not count towards characters' maximum
Blood Points/turn (as per their generation).

* Fortitude
A kindred with Fortitude adds his Stamina to all Soak dice pools, making him more resistant to damage. (note: in my chronicle,
aggravated damage may be Soaked by anyone, at a +2 difficulty).

** Endurance
At the cost of one point of Willpower, the kindred is able to ignore the effects of his wounds (ie. Dice Pool penalties) for one
scene. This power is reactionary in that, while requiring effort to use, it does not take an action to activate.

*** Mettle
By spending 1 point of Willpower per turn, a vampire may continue to remain active after reaching Incapacitated. All wounds
taken during this time are ignore, unless the wound is Aggravated, which will send the vampire to the Final Death. This power is
reactionary, and does not require an action to activate. The player merely spends his Willpower point when initiative is rolled to
have the vampire act that turn.

**** Resilience
By spending one Blood Point and rolling Fortitude (only) vs. diff 8, the kindred may change any aggravated wounds he takes to
regular wounds. Each success on the roll will change one wound level. This can only be done when the wound is initially
received, and the cost is one BP for the use of the power, not one BP per wound level. This power is reactionary, thought the
player can say whether or not he is using it at the time.

***** Aegis
At the cost of 2 BP and 2 points of Permanent Willpower, a vampire with Aegis may avoid the Final Death. Any attack which
would bring the kindred to Final Death is ignored, as is all damage. Note: the power can only be used to save a kindred from
Final Death, not any other damage. The attack has to be one that would kill the kindred. This power is also reactionary.
Funktitude
By Tyree Quincan Kimber (caius@ksu.ksu.edu)

Description
Originally founded by Ms. Gloria J. Williams, a somewhat...eccentric Daughter of Cacophony with a passion for soul and gospel
music. Funkitude is a Discipline enabling anyone to perform unprecedented acts of musical virtuosity.
System: Each dot which a character poses in Funkitude gives her one extra dice on all music-related roles. By expending a
Willpower point, the vampire may acquire one automatic success for each point spent. To combine this discipline with any
Melopimee ability requires the expenditure of one Willpower for each level of the ability in adition to any points spent to acuire
automatic successes. The recent proliferation of this discipline has led to a noticeable decline in Blood Hunts called against
Toreador Speed Metal Guitarists and Nosferatu Death Metal Band Members. The Nosferatu in particular seem to rejoice in no
longer having to practice.
Fu'Shin
By Tyree Quincan Kimber (caius@ksu.ksu.edu) for the Shura bloodline.

* Whispering with the Winds


At this level the Clan Weakness begins to take effect. When the Kindred is not Obfuscated he will seem to occasionally "flicker"
and, as he grows older, occasionally seem to vanish altogether momentarilly. The Shura does hold a degree of control over this
power, however and it can save his life.
System: The Kindred becomes translucent and invulnerable to non-Aggravated forms of damage for a number of rounds equal
to Willpower spent. Weapons and bullets will appear to pass through him, but silver weapons will cause non-Aggravated
damage. While in this form he can also pass through solid objects provided they are less than four feet thick.

** Calling The Bird Of Darkness


As long as he is under the open night sky the Shura may levitate by rolling Willpower at Difficulty 7. Once airborne, he may then
attempt manipulate wind currents and glide on them by rolling Wits+Subterfuge (in order to sense the nature of the evening's
winds) The Storyteller may vary the Difficulty depending on weather conditions and the complexity of feets attempted.

*** Tengu's Spell


At this level the Shura's degree of wind mastery has grown so great that he may focus it as a weapon. The Shura love to use this
power to harry victims from the air.
System: The Shura must have previously activated level 2 Fu' Shin in order to use either power.
The wind wall requires visual contact with the target(s), and the expenditure of a Willpower point. A 60mph gale launches from
the palms of the vampire's hands tearing away anything not bolted down. Anyone caught in the path of the wind cannot move
must make a Strength roll at Dif. 8 to avoid being swept away. This power lasts one round, but additional Willpower may be
spent in order to keep in going.

**** Fu'Shin's Fist


This lethal power creates a vortex in the palm of the Kindred's hand which creates a tightly concentrated ball of pressurized air
which may in turn be hurled as a weapon. The air is concentrated enough that it can easily crush bone or knock down a steel
door.
System: The Shura expends a Blood Point and the vortex begins to form which may then be thrown at a target using a standard
Dex+Melee roll. The air ball explodes upon contact, releasing all its pressure into the target. Targets hit take five levels of non-
aggravated damage and are knocked back fifteen feet. They may take no further action that round.

***** Divine Wrath of Susanoo


The Shura may throw lightning bolts. Unfortunately, his instability has grown so great that his body's electrical charge is greatly
unbalanced.
System: Expending a Blood Point and rolling a standard Dex+Firearms shoots a lightning bolt from the Kindred's hand which
causes six levels of Aggravated damage. However, whenever a Shura finishes using this power he becomes ionized for the next
d10 hours and will take one level non-aggravated damage each time he steps in or otherwise comes in contact with water. If it's
a stormy night, he may also stand a greater chance of being struck by lightning...

****** Calling of the Storm


Just what it sounds like. The Shuras may affect atmospheric conditions and create storms. The Shuras love to use this power to
create electrical storms as they wheel and dive through the air terrorizing their victims.
System: The manipulation of nature is a psychic effort which involves total concentration. Once per hour the Shura may attempt
to alter the weather by rolling Willpower; the difficulty depends on the effect desired. The successes needed may be
accumulated over a period of several hours.

Description Difficulty Successes required


Light storm 7 3
Severe thunderstorm 8 4
Electrical storm 9 5
Tornado 10 6

Each additional Shura employing the power at the time decreases the Difficulty by one. A botch indicates that the weather
actually improves.

******* Katana of the Winds


An improvement of Fu'Shin's fist and similar to the Sabbat's Windsaber ritual, this deadly power actually enables Fu'Shin to
punch holes in their opponents with concentrated air. System: The Shura must expend two Blood and meditate for one round.
Once this is completed, he may direct air at melee targets in such a fashion that it actually cuts through them. The wind katana
inflicts Aggravated damage equal to that of a saber and lasts the duration of a scene.

******* Armor of Raiden


At this level Shuras can actually weave a cocoon of air around them to help protect them from damage. It lasts indefinitely and,
being light-impregnable can be used for rest in emergencies. System: By rolling Willpower at Dif. 7 the Kindred will be
surrounded by a thick fog which does not dissipate. Nothing passes through this barrier and while the Shura cannot physically
attack through it, he may move about normally and sees everything happening around him. A Shura may activate this power
during melee or any other time when in close physical proximity to someone and entrap them in the mist with him.
Sunlight does not harm the Armor of Raiden or its occupant, but fire will damage it. The mist is considered to have ten damage
levels and a Fortitude rating of 5. The mist evaporates whenever it is destroyed or the Shura wishes it.
Fusion
By Gary Greenhill, for the DaVinci bloodline.
The bloodline of DaVinci share a great affinity with machines, it is even fair to say that they love them. Fusion allows control and
empathy with machines much like animalism does with beasts. The DaVinci guard their discipline well as it is their only advantage in
this bleak world.
When communicating with machines some may have personalities but none will have a soul as such. If a spirit possesses a machine
the DaVinci can converse with that instead.
* Insight: The DaVinci can instantly recognise the function of any machine simply by looking at it. He does not, however, automatically
gain the knowledge of how to work it.
System: The DaVinci simply knows what the machine does.
** Affinity: The DaVinci has an affinity with machines and can operate them much easier than any normal person. This is anything
from a gun (to disassemble not to target) to a tractor to a supercomputer.
System: The difficulty for operating any item of technology is two less than it would be normally.
*** Synthesize: With this power the character can create special machines with inefficient parts (A Team and MacGyver style). These
makeshift machines function to do a specific task.
System: The character spends a willpower point and can construct a machine to do a specific task with the materials available. The
character must roll intelligence + repair + Fusion against the difficulty of the intended machine. Once operational the machine will work
for one scene only.
**** Bonding: The DaVinci with this power can touch a machine and become joined with it. She may feel and understand all that is the
machine. She may also control the machine as if it were her own body.
System: The DaVinci must first touch the machine and spend a willpower point. Once this is done she becomes unconscious as
though she is in torpor. Her mind is in the machine, it is the machine. She has complete control over the machines operation and can
feel where the machine is, although unless the machine itself is capable of movement she cannot move it. If she enters a computer she
may find herself in a world similar to that portrayed in Tron. If the machine is part of a network she is only joined with it at that particular
node (e.g. a computer terminal) , however she may travel to a different node at the cost of a willpower point. She may return any time,
at will. If the machine is in some way magical it may resist as up to the Storyteller.
***** Conduct: The character can manipulate machines from a distance by sending his will to command it.
System: If the character spends a willpower point he can operate a machine as if he were touching it for that scene.
****** Download: With this power the character turns her whole body into an electronic signal and can travel across computer
networks and electrical cables. This may be like the world of Tron and the character could encounter all sorts of unusual creatures. The
DaVinci may enter or leave the network from any electrical medium with which humans can communicate, e.g. TV, telephone, monitor
etc.
System: The DaVinci spends two blood points and may enter the communication or electrical network. It takes two rounds to complete
the transformation. The character is immune to sunlight in this form and may travel about during the day (if she can stay awake),
however there are stranger dangers lurking in the global electronic web. The characters can only travel where the network allows, and
may need to roll computer or electronics to find her way around. Most important computers will be protected by Programs.
Geis
(GAY-is)
By Jay Knioum (madafro@trip.net) for the Codex of Whispers

Description
A strange Discipline seemingly created for the purpose of judgment, Geis seems to have its origins in a secretive sect of
Cainites with Druidic origins. Geis combines elements of nature and fire for the purpose of judging and punishing others.
The Codex of Whispers is sketchy in its description of this lost group of vampires, but apparently they fostered a caste of priestly
elders that had the power of life and death over their lessers in the sect.
The Codex goes on to hint of two other Disciplines these ancient druid-vampires used. One was apparently a variant of
Animalism, and the other was a sort of proto-Thaumaturgical ritual-based Discipline, apparently used to worship and draw
strength from natural forces. This Discipline is not recorded in this salvaged part of the Codex of Whispers, however.
Only these members of the dark priesthood were taught Geis' secrets, and it was used to great effect in punishing both
transgressors within the sect and Roman Cainites who pushed too far into their domains.
However, the Discipline was not enough to save them, apparently. The Codex tells of the sect's destruction by Roman Ventrue
and Malkavians (with more than a little help from septs of Fianna Garou) quite some time before the death of Christ. Yet,
Anonymous has recorded the secrets of Geis here.
It must be noted that certain effects of Geis will only work on a Cainite of equal or higher Generation, similar to Dominate. It can
also function on any non-vampire, on a case-by-case basis. In addition, most of Geis' powers can only be performed with
preparation, and only in a natural environment. The Discipline draws power both from the priest's force of will and by the ambient
magick of the Earth.
Geis and Gaia: A special note must be written regarding this Discipline and Gaia. As Geis involves the vampire imposing a
less-than-benign intent upon the elements to use this Discipline, it can be interpreted as a crime against Gaia. At least, this was
what the Celtic Fianna thought, anyway.

* Eyes of Judgement
When the Cainite locks gazes with her prisoner, she can force him to relive, in painful detail, any transgression against another
person or vampire. Only this time, the transgressor is living it from the victim's point of view. The only requirement besides
meeting the victim's gaze is full knowledge of the transgression to be relived.
Oddly enough, this power does not function if the vampire isn't standing on a purely natural substance, such as earth, wood, or
stone. If this Discipline is used in modern times, a vampire won't be able to use Eyes of Judgement if she stands upon concrete,
linoleum, etc. Secondly, this power does not work against another vampire of lower generation.
System: The vampire spends a Willpower Point and rolls Manipulation + Intimidation, with a difficulty equal to the victim's
Willpower. If any successes are scored, the victim reels in agony, as the atrocity she committed is returned to her tenfold, with
herself as the victim. For the remainder of the night (and all the next day if the victim is not a vampire), the victim is so shaken
that she suffers -1 to all her Dice Pools for each success scored.

** Blood Witness
This bizarre power enables to the vampire to interrogate a transgressor without ever questioning him directly. The Cainite must
feed a bit of the victim's blood to a live animal (usually a goat, although any animal may be used). Then, the animal is sacrificed
and set ablaze. If the vampire can tolerate the open flame long enough to do so, she may ask the burning sacrifice one or more
questions, and the dead animal will shriek a truthful answer in a horrible, screeching voice.
System: The vampire must spend a Willpower point and roll her Intelligence + Occult, difficulty 8. Each success will yield one
answer from the Blood Witness. Such information is absolutely truthful as far as the victim knows. Further, the Witness will not try
to warp its answers or hide information, but it will not volunteer an answer to a question it has not been asked. Only questions
regarding the victim's personal experience or actions may be asked. For example, the vampire may ask if a victim knows the
Latin language, but cannot ask the Witness to translate a Latin phrase.
Finally, in order to ask a question regarding another person or object, the object in question, or an article pertaining to the victim
(lock of hair, fingernail, etc.) must be tossed into the fire as the question is asked. Thus, merely asking, "is this is the woman you
attacked" will yield no answer unless a bit of the woman's hair is tossed into the fire. This material requirement may be waived if
the vampire knows the object or person's true name. Of course, the victim must also know it. "Did you attack Anastasia Polokov"
will only yield an answer if the victim knows her by that name.

*** Chains of Soft Earth


This power causes any creature touched to sink into the earth up to her knees, and thus rendered unable to walk or run. The
victim is otherwise undamaged, and may still take any action not involving her legs.
System: The vampire must spend a Blood Point, which is spat into a handful of dirt. To activate the power, the victim must be
smudged with the mixture, requiring a Dexterity + Brawl roll (as a strike in combat) if the victim is resisting. The mixture may also
be thrown at the victim, or a weapon or arrow may be coated with it.
Once struck, the victim rapidly sinks into the earth, which turns almost rock-hard as soon as the victim reaches knee-depth. This
process takes one turn, during which the victim may free herself with a successful Strength roll, difficulty 9. If freed, the victim
does not continue to sink, unless this power is used again.
The power lasts until the next dawn. Unfortunately, for vampires, this may be too late. The vampire may be dug free, but this is
not easy, as the soil surrounding the prisoner's legs is enchanted to be almost stone-hard. When the sun rises, the soil will return
to its original consistency, allowing the prisoner to dig herself free. The caster may also break the spell at will, at any time.
The blood/dirt mixture required by the power will stay potent for about one hour after mixing, allowing many weapons or arrows to
be coated and used to capture a prisoner. However, two things must be noted: One strike with a coated weapon will use up one
coating, whether or not it is successful.
Once the caster mixes the dirt and blood and lets it leave her hand, it can affect her, as well. The mixture affects the very next
creature who touches it or is touched by it.

**** Shackles of the Black Oak


When this power is used, any large tree (or other, suitably sized mass of wood) will bend and warp itself to drive large talons of
wood into a prisoner, holding her fast. In addition to damage, the prisoner will be rendered immobile.
System: The Cainite spends a Blood Point and rolls Manipulation + Intimidation, difficulty 7 (or 10, if the victim is not restrained).
The wooden tendrils will puncture and grasp the victim's skin as the Cainite directs. Thus, the Cainite can have the victim
writhing in torment as the wooden tendrils tear into the victim's flesh, or she may have the wood merely grasp the victim, doing
no damage, but holding him in place.
The Shackles will do damage equal to the amount of successes scored, and the victim will not be able to move. If at least five
levels of damage are done, a Cainite may be considered staked, if the caster desires it so. The damage is not aggravated, but
cannot be healed or regenerated as long as the victim is held by the tree. It can be soaked, but the victim is still held fast.
The victim may free himself from the Shackles, but will suffer again the same damage in so doing. This is accomplished with a
Strength roll, difficulty 5 + 1/level of damage suffered. The power will hold the victim until the sun rises, or the caster drops the
spell. However, to drop the spell ahead of time, the caster must spend a Blood Point, which is dripped or smeared onto the
enspelled tree or wood.

***** Geis
This is the power from which the Discipline draws its name. Using it, the Cainite is able to impose a taboo on the target
creature. Typical taboos are: never return to this land, never sire progeny (or have children, in the case of mortals), never speak
a word. If the taboo is violated, the victim will suffer great torment, possibly even destruction.
When the Geis is brought down upon a victim, the vampire must also designate a deed or atonement, the completion of which
will break the spell. This atonement may be difficult, but it cannot be impossible. Usually, the Atonement is as the name implies:
the victim must make restitution for some wrong committed. However, the Cainites that used this power long ago were not
above using it to force someone to commit dark deeds for the priests.
System: The caster must spend three Willpower Points and succeed a Manipulation + Occult roll, difficulty 8. At least three
successes must be scored to effect the Geis. Then, the vampire must either lock gazes with or touch the target creature, and
speak both the Taboo and the Atonement. The victim must be able to understand both (meaning the vampire must speak in a
language the victim understands).
Thereafter, the victim will be under the Geis' influence until the Atonement is performed. Even destroying the Geis' caster will not
remove it. However, the caster can remove the Geis of her own free will at any time.
Violating the Taboo will cause great torment to the victim. Sharp, three-inch wooden thorns will tear their way from the victim's
skin, sprouting all over her body like those of a rosebush. This will do seven dice (difficulty 5) of aggravated damage and the
victim will be able to do nothing but writhe on the ground in agony. To do anything else, even walk, the victim must spend a
Willpower point. The thorns will retract with the dawn, but the damage remains. This damage may never be soaked, even by
Fortitude.
The Storyteller is the final arbiter on when the Atonement has been fully carried out, and the Geis will remain until it is. The
Atonement must be possible, and must have a definite conclusion (i.e., destroy the church on the hill, kill the Prince). The victim
can't be ordered to "reach Golconda" or "kill all Setites," for example.
The Geis is a strange sort of curse, for it knows when the Atonement has been performed, and when it has not. For example, if
the Atonement is to kill a certain person, the Geis will remain active even if the victim believes the person is dead, but is really
not.
Finally, it is possible to interlock the Atonement and Taboo, so as to force the victim to commit a certain deed. The Atonement is
stated, and the Taboo is given as "thou shall not undertake any action, except for matters of your own survival, which does not
further the Atonement's completion."

****** Bone-Fire
This terrible spell can punish a victim by sacrificing someone of the victim's blood.
To make use of this power, the sacrifice must be prepared in one of two ways: a Rune depicting the victim's name must be
branded into the sacrifice's flesh, or the sacrifice must be fed a bit of the victim's blood. The sacrifice must be a blood-relative of
the victim (this includes Kinfolk and Childer (even several levels of Grandchilder), but not relatives by marriage).
The sacrifice is then ceremoniously burned at the stake, while the casting vampire chants a curse at her victim, which must be
maintained until the sacrifice is consumed.
Then, the victim to be punished, wherever he is, will burst into flame. Unless the ceremony is halted, the victim will eventually be
consumed by unquenchable fire.
System: If the victim is to be a vampire, then either the victim's Sire, Childe, or Grandchilde must be sacrificed. Mortal relatives
are not sufficient. No Grandchilder further removed than three generations may be used, either.
After preparations are made, the victim must be burned and the caster must spend one Willpower point initially. The caster may
keep the ceremony going as long as she likes, but must remain chanting throughout its course. Further, the caster must continue
to spend Willpower points every turn she wishes the ceremony to continue, as the dark magics at work are draining to the
caster. An average victim will take four levels of aggravated damage every turn of the burning. Once the victim reaches
Incapacitated, and finally dies, however, the spell is broken. Thus, if the victim is of much hardier stock than the sacrifice (or has
Fortitude), she may actually survive the ritual.

****** Bound by Fear


This potent power increases the influence of the caster's Blood, so that only one drink of it is required to establish a Blood Bond.
However, the nature of this Bond is not one of adoration and devotion. It is a Bond of absolute fear. After the Bond is
established, the Thrall will remain in mindless fear of the Regnant for as long as the Bond lasts (technically forever, but this may
fade after lengthy separation).
System: The vampire must spend one Willpower point to empower her blood for a night. To complete the ritual, the caster must
spend one hour in the glow of a large ceremonial fire without entering frenzy. In so confronting the most basic fear inherent in all
Cainites, the Rotschreck, she is able to bestow this terror on those who drink her blood.
That night, anyone partaking of the vampire's vitae is affected by the dark Bond. The Thrall will avoid even coming within a
stone's throw of the Regnant at all costs, and will have to spend Willpower to take any action against her, even indirectly.
The Thrall will seek any means to escape from the Regnant, and will try to get as far as possible from her. The point of this power
is not to create a servant, but to punish and exile a victim, as well as protect the Regnant from any revenge the victim may
otherwise concoct.
Geotosis
By Mark Conway (mark.conway@garou.demon.co.uk)

Description
These powers cannot be used on concrete or tarmac. Characters using these powers get -1 diff if they use the knowledge
Geology instead of Survival when rolling.

* Stone Rain
This power allows the character to direct all loose debris (small stones, grit, sand etc.) to leap at a target.
System: Intelligence + Survival = damage dealt/amount moved (diff = amount of debris).

** Skin of Rock
This allows the character's skin to become much more resistant to damage.
System: 1BP, lasts for a scene. Stamina is doubled for purposes of soaking, except against fire and sunlight.

*** Spitting Earth


The character can direct large rocks to fly at a target.
System: 1BP, Manipulation + Survival x 2 = damage caused/amount moved. Diff = type of earth/number of rocks avilable.
Rocks will detach themselves from the ground or cliff faces if able.

**** Earth Slip


The character can merge into the earth/rock and swim through it like it was water.
System: 3BP to use. The character must be able to fit his entire body into the rock. e.g., if there is only a small hole in the
concrete which the character cannot fit through, then he cannot use this power. Likewise, if the area of earth/rock is too small to
fit the vampire (such as a plant pot), he cannot use this power.

***** Earth Control


The character can now mould the earth and rock to the shape he desires. He can create staircases, cages, chairs etc.
System: This power can be called through tarmac or concrete. 3BP, Manipulation + Survival, diff = type of rock, how far from
surface and what is being created.
Geriatrica
By Ross Entwistle (lpymre@psychology.nottingham.ac.uk)

Author's Note
I hope you Storytellers have a lot of fun with this power. If so write and tell me how it works in your chronicle. I also hope no one is
offended by it; the whole thing stems from my love of programs like the old British sitcom Steptoe and Son, and certainly not
some thoughtless disrespect for my elders and betters. That aside, well, enjoy!

Description
It is rumoured that Cappadocius himself devised this fearsome power in the nights of the Second City as a forerunner of Mortis.
Its use exploits to the full the advantages of being a grumpy old man. Though Cappadocius abandoned it before reaching the
third level, it survives today in a more refined form in the hands of a few wily elders amongst the Inconnu, who jealously guard its
secrets. It must be noted the discipline cannot be learned by any kindred less than 200 years old; they just have no aptitude for it
and those who undertake its study find themselves rapidly losing touch with the modern world.

* War Wound
By making a Perception + Alertness roll (difficulty 7), the vampire can predict the coming of rains and storms as a tingling
sensation in a pre-determined area (gammy knee, scalp, shrapnel fragment etc). Additionally the character can pick up radio at
random intervals from any metal prosthetics such as fillings or hip replacements.

** Coot's Cackle
By spending one turn cackling at his foe and rolling Wits + Intimidation (difficulty 7, 3 successes required), the vampire can force
the target to make an instant frenzy check. For every success over three the target's Frenzy roll increases by one.

*** Power Wheeze


After spending 1 BP and a turn making the most heinous, lung-rattling, expectorating noises, with one almighty wheeze, the
vampire automatically knocks down all those within 5ft. The wheeze causes 1 target 2 dice sonic/spittle damage at (difficulty 6,
standard damage, soakable by fortitude only).

**** Form of Albert Steptoe


By expending 2 BP and 1 turn the Cainite assumes the form of the crotchety rag and bone man. In this form the vampire gains a
bonus of +2 Intimidation (toothless gurning) and +3 Wits (wily old bugger). Furthermore he can now rationalise the most base
acts of pettiness against those that he has fought in a war. Treat as though the Cainite has humanity of 2 less than normal,
without any fear of actual loss. However movement is reduced to a slow shuffle and all physical attributes are reduced by -1.

***** Yatter on about the War


First the character must have been in a war. If he hasn't he can't progress beyond 4th level. Secondly it will only work on mortals
and lower generation vampires (bloody upstarts!). Anyone in earshot who fills these criteria must make a Willpower roll, (difficulty
Geriatrica master's Wits + Intimidation, max 8). Those who fail to resist cannot approach within 10ft of the Cainite without taking
2 automatic aggravated wounds per turn, soakable normally. Combined with form of Albert Steptoe this is a truly formidable
power.

****** Pickled Onion Sustenance


This power is always active. The character's metabolism alters to the point that every 5 pickled onions consumed will provide the
equivalant of 1 BP. Only 10 BPs per week may be imbibed in this way and more than 5 BPs worth a week will cause the
character to smell strongly of onions.

******* Destroy Popular Culture


By spending 3 BP and 3 turns unbroken ranting the character causes the disintegration of any inanimate objects in a 10ft cube
radius. The newer the item the more susceptible it is. Roll Charisma + Leadership then consult the following table to see what
goes:

Successes Items Destroyed


1 Invented in last 20% of the vampires life (years)
2 Last 30%
3 Last 50%
4 Last 70%
5+ Last 90%

To this end "younger" Geriatrica masters can obliterate cars and guns, the very oldest bows and arrows and suchlike.

******** Bloody Minded One-upmanship


Even if you haven't seen it all by now you think you have, and you're bloody well going to let people know it! This power is always
in action. Any attempts to use Presence on you automatically fail. Furthermore if anyone in earshot makes a Knowledge roll you
automatically get to make the same roll yourself with one extra die. Flamin' whelps!

********* Curse of Beige


By spending 5 BP and spending 3 turns ranting (Charisma and Leadership, Difficulty 7) the vampire can turn whatever he wants,
organic and inorganic, a nice safe shade of beige. Roll twice:
Successes Range Duration
1 Small item (mobile phone size) 1 turn
2 Person 1 scene
3 Car size/3 people 1 month
4 Rig size/10 people 1 year
5 All in 1 mile cubed 1 year
6 All in 5 miles cubed Permanent
7+ Small city wide Permanent
Provided its within the size range and line of sight the vampire can tailor the effects (hair, clothes, whole people, buildings).
Furthermore the effects are at a structural level so even regrown limbs, etc will be beige until the time elapses. This power
makes your enemies easy to spot, but more importantly provides mucho humiliation all round.

**********
There is no tenth level Geriatrica power. All the current practitioners are too grumpy to search for something so pointless as
Golconda.
Ghosting
By Scott Tettamble (legion16@hotmail.com) for the Phantoms bloodline.

* Dim
Minor invisibility
System: Costs one willpower. It lasts until the Phantom dispels it or moves.

** Levitate
Allows the Phantom to float in the air. Character can move about if he or she has something to kick off of.
System: Costs 1 bloodpoint to use. Lasts for Stamina plus 10 minutes or until cancelled.

*** Phase
The Phantom can now pass through objects (walls, windows, other people, etc...). The Phantom may also allow things to pass
through him (stakes, bullets, shrapnel, etc...).
System: Phasing characters must spend a WP, and roll Perception + Self-Control (difficulty is 10 minus the character's
Stamina).

**** Shadow Flicker


The Phantom is now able to use the shadows for a form of line-of-sight teleportation. The character is able to travel from one
shadow to another that is within sight of the first.
System: The character must roll Self-Control + Stamina (difficulty is the distance between shadows in yards divided by Stamina
+ Self-Control).

**** Flight
The Phantom is now able to fly without the aid of wings or any other extraneous gear. The character can fly up to a maximum
speed of Stamina x 100 miles per hour.
System: The character must spend a BP after which the character may stay aloft for 30 + Stamina x 10 minutes or until flight is
negated.

***** Flash
Phantoms with this ability are truly terrifying, for now they are capable of line-of-sight teleportation without the use of shadows.
The name comes from the flash of white light that marks their leaving.
System: The effect is powered by the expenditure of a BP and a WP.

****** Snag
The Phantom is now able to teleport other objects (or people). This is used mostly for defense or theft.
System: This effect is powered by a BP and a Stamina roll (difficulty is the distance in yards minus Stamina).
Gifts of the Cow God
By Josh Hadley for the Moo-kavians.

* Stench of the Fields


By performing a static mental challenge and spending a blood point the user can fill a 10 square-foot area with the smell of
methane.

** Stench of the Farmhand


By performing a static mental challenge and spending a blood point the user can make the opponent smell of methane.

*** Manure Shifting


This allows the user to, at the expenditure of a blood point, make a load of manure appear out of no-where and may, at the
expenditure of another blood point, shape the munure into large clods,animal statues,or anything else the user can dream up --
within reason.

**** Ignition!!
With this level of the discipline,the user can make flaming manure balls fly out of the air at a target by spending one blood point
per manure ball and taking one turn to aim. These manure balls cause one aggravated level of damage per two manure balls.

***** Stampede-Warning
Always Think Twice Before Using This!!! By spending three blood points, the user may cause a small group of cows to appear
and trample anything in their path for 100ft. before they disappear.
Gigantus
By Ian Turner (iturner@wpine.com) for the Jotunn

Description
A kindred's Gigantus level can never be higher than his Potence.
There are no known Jotunn over the 7th Generation, nor was it known if Bjorn himself ever attained this level. Like all Disciplines,
additional level 6 powers may exist, perhaps allowing one to ignore wound penalties or alter back to his original size like a
Spriggan.

* The Kindred gains the Huge Merit, growing to at least 7' tall and gaining +1 HT level. If the Kindred was already Huge in
life, he gains yet another foot of height and another extra HT level. The HT level gained at this level is added after Crippled
and counts as a second Crippled Health level.
** The Kindred gains another foot of height and another HT level that is treated as a second Mauled Health level.
*** The Kindred gains another foot of height and another HT level that is treated as a second Wounded Health level. Most are
over 9' tall by this level!
**** The Kindred gains another foot of height and another HT level that is treated as a second Injured Health level.
***** The Kindred gains another foot of height and another HT level that is treated as a second Hurt Health level.
****** The Kindred gains another foot of height and another HT level that is treated as a second Bruised Health level.
Presumably Bjorn grew to at least 12' in height by this stage (if he reached it).
Ginkaku-no-machi

* Sagasu no Yobigoe
The lilting, howling hunting cry of the Kyuketsuki is often sounded as a Shinma is sighted. The sound calls others of the bloodline
to join the fight and can also be used as a distress call if the Kyuketsuki is trapped or surrounded.
Allows the Kyuketsuki to call to any other Kyuketsuki and is used by making a roll of Wits + Empathy against a difficulty of 7. The
number of successes indicate the range of the battle cry, as seen on the table below:

1 success One city block / a mile.


2 successes Two city blocks / two miles.
3 successes Five city blocks / five miles.
4 successes City Area / ten miles.
5 successes City / local vicinity.

** Hidoi Shikibetsu
Their long fight against the Shinma has endowed the Kyuketsuki with many the powers. One of the most useful of these is the
ability to detect the taint of pure evil in the souls of other supernatural beings, gained by those who serve Shinma. In general this
includes Shinma influence, Daemonic influence, Wyrm influence, Soulless influence or humanity/ego/whatever of less than five.
This allows the sensing of any 'tainted' supernatural beings in the area by spending a turn to concentrate and making a
Perception + Occult roll against a difficulty determined by the concentration of the taint. The more successes the more
information.

*** Yogoreta Inryoku


As the song of the siren attracts unwary mortals to their doom, the song of the Kyuketsuki attracts Shinma to their final defeat.
Allows the Kyuketsuki to attract tainted supernatural beings to herself. On a roll of Charisma + Music against a difficulty of the
Willpower of the victim, all tainted supernatural creatures within hearing distance must go to her, the number of successes
indicating the urgency at which they come.

**** Uta no Miserareta


The minions of the Shinma are entranced by great beauty and the Kyuketsuki have learned to use this as an advantage. By
singing the Uta no Miserareta -- the Song of Enchantment -- a Kyuketsuki is able to render it incapable of anything but listening
to the ancient song.
This allows the entrancing of tainted supernatural beings with singing. On a resisted roll of Manipulation + Music against a
difficulty equal to the Willpower of the target, it is unable to do anything for a number of turns equal to the number of successes.
The target may, however, defend itself against any offensive actions taken against it but will not initiate combat. The Kyuketsuki
may do nothing while she sings, and if she stops singing before the target breaks free, the song ceases to have any hold on him.

***** Utsukushii Buki


The blood of the Kyuketsuki is incredibly potent and is capable of enchanting a weapon it is shed upon.
By expending blood points the damage done by an edged melee weapon becomes aggravated to supernatural beings. The
effect lasts for 1 landed blow per blood point (failed blows do not count, but soaked ones do.) All wounds inflicted on Shinma,
Daemons, Soulless or the like are doubled.

****** Ningensei
The Kyuketsuki have adapted to move about the mortal masses, searching for Shinma. The use of Ningensei helps her avoid
detection by the Shinma, at least until it is too late for the creature.
On a roll of Manipulation + Medicine against a difficulty of 6 and the expenditure of 3 blood points to ensure the beating of the
heart, the warmth of the blood etc, the Kyuketsuki is able to fool any supernatural beings that she is not a vampire but human. No
detecting powers will reveal that she is anything but an ordinary mortal. The number of successes determines the time the effect
lasts for:

1 success 1 turn
2 successes 10 minutes
3 successes 1 hour
4 successes 1 night
5 successes 1 week

******* Shiyo Warui


The use of this power is considered to be a last resort by some Kyuketsuki, a way of undeath by others. The Kyuketsuki calls
friendly spirits to counteract the effects of a Shinma's magic upon the mundane world.
By rolling Appearance + Occult against a difficulty of 8 the Kyuketsuki may attempt to decrease the power of Shinma or
Daemonic magical influence. Each success on this roll deducts one success from the magical effect.

******** Zaiaku
As the Kyuketsuki become more bold, some attempt to infiltrate the followers of the Shinma in order to learn of their plans. This
power fools the tainted creatures into welcoming the Kyuketsuki as if she were one of their own.
With a Perception + Subterfuge roll against a difficulty of 7 and the expenditure of 3 blood points the Kyuketsuki is able to fool
any supernatural beings into thinking she is one of their kind, even fooling their powers of detection. The effects last for a time
determined by the number of successes. See the table for Ningensei. In addition, all social rolls made against the targets are at
-2 difficulty.

********* Teikoryoku Akuma


This is the greatest power that the Kyuketsuki have been witnessed to use. The powers of the Shinma no longer affect the
Kyuketsuki and she may walk among them, striking terror into their souls.
The Kyuketsuki is rendered immune to Daemonic, Shinma, Wyrm or Soulless influence ie: dark thaumaturgy etc. This is
permanent. In addition all wounds taken from these creatures are halved.
Gnosticia
By Mitchell Kelly (mitch.kelly@tesco.net), for the Sanusi bloodline

* Fount of Knowledge
By concentrating, and spending a Blood Point, the user can reduce the difficulty of a single Knowledge roll, or a single deductive
challenge, by one.

** Sight Of The Hidden


By spending a Blood Point, and rolling Per+Occult, difficulty 8, the user can reveal things that have been hidden by magical
means. This includes Vampiric Disciplines, Garou Gifts, Magick, Faerie Glamour, Hedge Magic etc. It is however of no value at
all against a well-hidden safe!

*** Augury
The Kindred decides before retiring on a single subject, and spends a Blood Point. The user will dream a dream related to the
chosen subject. Some useful information is hidden in the dream, but the Augury is vague and requires considerable
interpretation to fully understand it.

**** Scry
This requires a device of some kind: a mirror, a crystal ball, a pool of ink or some such. The Kindred spends two Blood Points
and rolls Per+Occult, difficulty 9. The user can observe a distant place or person for one hour per success gained. The difficulty
is reduced by one if the user has a possession or item from the person being Scryed, or is familiar with the location. Each die
that the target has in Obfuscate or Obtenebration reduces the user's dice pool by one. An Awareness roll, or an unmodified
Auspex roll, difficulty 9, will warn the target that she is being observed.

***** Sight Through All


With this ability, the user can see through into the Umbra: either the Near Umbra, or into the Shadowlands. The user spends two
Blood Points, a point of Willpower and rolls Dex+Occult, difficulty seven. Failure throws the user back, causing two points of
unsoakable damage, while botching traps the user between the world and the Umbra until someone or something pulls her out.
The user can see what passes in the Umbra or the Shadowlands, observe what spirits or Wraiths do at a particular site, or
watch over a certain area. The user can be seen by occupants of the Umbra or Shadowlands: the point that the watcher looks
through is noticeably different to the surrounding area, and curious - or unfriendly Umbral dwellers may be drawn to the site, and
even try to break through...

****** Fount of Knowledge


The sum of all human knowledge still exists. Everything that has ever been learned is still available to a scholar - if you know how
to look for it. The Sanusi do. By spending two Blood Points, and rolling Int+Occult difficulty 9, they can tap into this pool of hidden
knowledge. A single question will be answered, with as much accuracy as the phrasing of the question allows: vague questions
get vague answers. Any botch on this roll adds the user to the sum of all human knowledge - for ever.

******* Destruction of Wisdom


This power allows the user to conceal knowledge of someone or something, virtually permanently. The user rolls Man+Stealth,
difficulty eight, or the victim's Willpower in the case of a person or spirit. The user can then eradicate any trace of that object: it
will simply vanish from the world's memory. People who knew about it will make themselves forget. Fount of Knowledge can
uncover such information, but the difficulty rises to ten. Oracles, Preceptor spirits, Incarna or powerful Thaumaturgists can
overcome this power - but first they must find a reference to what was hidden in the first place.
Gobstopper
By Tepes (jmmcke01@morehead-st.edu)

* Have an unlimited supply of gobstoppers in your pockets


** Have an unlimited suply of gobstoppers in someone else's pocket
*** Have gobstoppers with surprise centers (i.e. cherry bombs, happy fun ball, etc.)
**** Have extra large gobstoppers (bowling balls) in unlimited amounts
***** Have extra large gobstoppers with surprise centers in unlimited amounts
****** Have Wossname the human donut in unlimited amounts
******* Have the ability to spam any account with surprise gobstoppers
******** Have the ability to eat gobstoppers
********* Have the ability to excrete gobstoppers
********** If You've been with it this long you've reached Golconda
Gravitas
By Ian Turner (iturner@wpine.com)

Author's notes
It seems a modern staple of the Vampire genre is that Vampires can now fly (Lost Boys, Interview with the Vampire, Forever
Knight), cling to walls (Dracula, Kindred: the Embraced, Dead and Loving It, etc) and even dance upside down on the
undersides of bridges (Interview with the Vampire)! The latest Dracula movie even showed such things as potions dripping up
and rats walking along the undersides of beams! Then again the blood drips up in the Rose's Heart in Montreal as well...
I have created a Discipline that does all of these things and now dump it upon you, my unwitting audience! Mwa-ha-ha!!!
I use it for a Clan of my Asian Kindred and a few Caitiff personally, but it is common enough to the genre that it could crop up a
bit more without much undo suspicion.

* Untying the Bonds of Earth


The user can now decrease the effects of gravity on herself, allowing her to leap great distances, leap safely off of high buildings
and climb with great ease.
System: Each success on a Dexterity + Athletics roll (Difficulty 6) counts as an automatic success on any jumping or climbing
roll or a roll to soak falling damage. The ST will have to determine the effects on Athletics, Swimming or other such rolls on a
case by case basis, although the successes will only count as additional dice to be rolled and not as automatic successes in
most such cases. If the character is struck by an attack that knocks her back or throws her in the same turn that she activates this
power, she will be knocked back an additional increment for each success that she rolled to activate the power, although any
falling damage assigned will most likely be easily avoided in the process. This power lasts only a single turn unless a Blood
Point is spent to maintain it for an entire scene (or about 30 minutes). For telekinetic purposes each success reduces the users
weight by 50%. This power will allow the user to carry up to her Strength x 50 lbs with her with full effects (Potence adds to
Strength for this purpose). 5 successes are needed to walk on water. The bonus Soak successes also add as bonus Soak die
(but not automatic successes!) to any that the user strikes in a plummet.

** Holding the Worlds Weight


At this level the user may actually increase the effects of gravity upon himself, allowing him to more easily resist the effects of
knockback, grapples or slams.
System: Each success on a Stamina + Brawl roll (Difficulty 6) can be used as an automatic success on any Strength roll to
avoid being thrown or pushed back, so long as his feet contact the ground. If he stands upon a weak surface, the surface may
break free beneath his feet if the force is sufficient! If he is hit by various kinetic attacks (from fists to swords to bullets, but
obviously not Fire or sunlight!) during the turn that the power is activated, each success allows one extra soak die to be used
against the attack. Note that this power requires the Kindred to stand still, disallowing any sort of movement, not even a Dodge!
For purposes of telekinetic movement, each success adds another increment equal to the users original weight. This power
lasts one turn unless a Blood Point is spent to maintain it for the scene (about a half hour) and can affect up to Strength x 50 lbs
of matter held or worn by the caster as well (Potence adds for this determination).

*** Walking the Untrodden Paths


This power allows the caster to reorient her own personal gravity, allowing her to walk up walls or even along the ceiling!
System: A single success on a Dexterity + Athletics roll (Difficulty 6) allows the user to walk up walls at her normal movement
rate, cancelling the effect at any time with an act of will (and falling to the floor if she is not close enough to step to it!). She must
score three successes to walk along ceilings in a like manner and can freely cross from wall to ceiling to wall to floor as she wills
for the duration of the effect. The effect normally lasts only for a single turn unless a Blood Point is expended to extend its
duration to a full half hour. Note that the walls and ceilings to be walked upon must be able to bear her weight or she may fall
through! As her perception gravity is changed, the users hair, clothes, etc will hang 'down' towards whatever surface she is
walking upon. This power has no similarity to powers that allow sticky fingers or other sorts of 'climbing' powers, as it makes the
Kindred actually walk, run or even dance along the surfaces that she wishes to use. She can carry up to Strength (+ Potence) x
50 lbs while traveling in this manner.
**** Spurning the Earth
This power allows the user to momentarily 'fall' in any direction and safely decelerate and land some distance away.
System: Each success on a Strength + Dodge (Difficulty 6) roll will hurl the user 100 yards away (either up, down, sideways or
diagonally as desired) in a straight line, at which point he may well have to use the first level power to avoid injury from falling if
he went up. The power will not normally accelerate the user into walls, but actually spends half of its duration accelerating the
user and the remaining half of the duration safely decelerating him. A Botch, of course, is quite likely to hurl the user into a
building, as is poor judgement (he may have been unaware that the rice-paper wall he was going to dramatically rip through
concealed a steel girder!). Even a 100 yards is well beyond terminal velocity, causing 10 dice of damage to the hapless Kindred
(and any he impacts with)! This power costs 1 Blood Point to use and lasts only a single turn, although additional Blood Points
can add additional turns (retaining the same velocity as the previous turn, he does not get to reroll and take the better results) at
a one for one ratio. This power DOES allow the Kindred to surpass terminal velocity as the users gravity can exceed that
normally fund on earth for these 'falling' purposes! This power must be used carefully, attempting to hold a sword and do a 'fly-by'
or sideswipe another at terminal velocity is quite likely to increase Difficulty to 10 (greatly increasing chances of a catastrophic
Botch). The user can carry up to Strength (+ Potence) x 50 lbs while traveling in this manner, but cannot effectively release such
held items in an attempt to 'bomb' others (a whole new skill would have to be invented and learned by the inventive Kindred!).
The tendency of the power to safely decelerate the user prevents him from leaping to right in front of him and unleashing the
'bomb' to devastating effect. Since the velocity is gone by the time he lands, the item will drop harmlessly at his feet.

***** Embracing the Sky


At this level the Kindred can truly fly, even to the point of hovering in midair or crossing vast distances in a nights time.
System: Each success on a Dexterity + Flight roll (against a Difficulty of 6) allows the user to fly at her running speed with the
expenditure of a single Blood Point for an entire scene (additional successes allows additional increments of speed, although
each additional increment (equal to the users running speed) costs another Blood Point to activate, though the user need not
activate the full speed that she was capable of with a particular roll until later if she wishes to save blood until he needs the
speed). The ST may call for additional Dexterity + Flight rolls to perform anything more complicated than hovering, simple turns
and changes of elevation. As with all of the other known powers of Gravitas, the user can carry up to Strength (+ Potence) x 50
lbs with her in flight.

****** +
No specific level 6 powers have yet been recorded, although credulous witnesses have reported Kindred touching a person and
making her 'fall' away from the Kindred or even a Kindred crushing another with a gentle hand upon the shoulder as if increasing
his targets weight exponentially! It is said that higher levels may allow a Kindred to create areas of weightlessness, increased
gravity or even reversed gravity in an area, so as to make certain walls easier walked up by his allies or certain rooms smash
people to the floor for his easy dispatch!
Gravitosis
By Mark Conway (mark.conway@garou.demon.co.uk)

Description
Characters who use Physics instead of Science when rolling get -1 difficulty.

* Zero G
This creates a 20 ft area around the character where gravity no longer has any hold. Objects will float off unless held down. This
can make for interesting fights.
System: 1BP - automatic, 20ft radius effect.

** Increase G (Object)
This power allows the character to increase the force of gravity that is affecting a particular object or creature.
System: 2BP, Intelligence + Science (diff 8) to determine how much stronger the pull of gravity becomes. If used on a creature,
it will get -1 Dex per success and will take 1 damage for each success over the target's Stamina (soakable). The effects don't
last until end of scene, but also don't immediately fade. The effects wear off at a rate of one success per turn (e.g., 3 successes
are scored in a single use of this power. The next turn it will be as if 2 successes were scored; the next turn 1 success and the
next 0). Repeated use of this power will cause the successes to accumulate.

*** Increase G (Zone)


This power is exactly like the level 2 power, but affects a 20 ft zone around the character (not including the character).
System: As above, but it costs 3BP to activate.

**** Center G
The character can create a personal gravity field around him so that it can face anyway he wants, allowing him to walk on on any
incline, even ceilings and walls!
System: 3BP, automatic. The character can walk on any surface, no matter what the incline, with no penalty. However, the
charcter can still slip on things or stumble; the only difference being that he will fall down on whatever surface he is currently
walking on, rather than to the floor.

***** G Inversion
This power allows the character to invert the gravity field around any object, causing it to fall upwards.
System: 2BP for a small object (child sized or less), 3BP for a medium sized object (fully grown human), and 4BP for a large
object (Garou sized). The target will fall upwards until either the power is cancelled, the target's path is blocked by an object, or
they reach Intelligence + Science feet x 3 (difficulty of target's Willpower).
Grotesquous
By Adam Schroeder, for the Nictuku clan.
Grotesquous is the power of the Nictuku to control his own evil aura. It was developed by Nosferat over years of obsessing over his
hatred of Zillah. (Nictuku who follow a path of enlightenment cannot use grotesquous.)
* Release: The Nictuku can control his aura long enough to force a mortal to stare in his eyes, after the aura is back on, as long as the
mortal stares in to the Nictuku's eyes, he is not affected. System: For each rage point spend, this power activates for two turns.
** Pariah: The Nictuku copies a very small amount of his evil aura on to another creature. Other people can sense something different
that they cannot identify about the person, and because of this, the person is a target to practical jokes, being ripped off, unfair
treatment, being mugged, just having someone attack him, or if used on a kindred, other kindred will not listen to him, or rolls for
feeding may become more difficult. System: Spend one willpower, and roll Manipulation+Empathy vs Willpower. Length of time that
pariah works is determined by successes.
1 - One scene
2 - One hour
3 - One day
4 - One week
5 - One month
*** Summoning of the Beast: The Nictuku can force the beast the rise in any other kindred, or even in mortals and garou, causing a
frezny. System: Spend one rage and roll Manipulation+Intimidation vs Willpower.
**** The Push: The Nictuku can copy his own aura of evil to another creature. This can be used on a mortal just to give the Nictuku
destructive delight, or to breed mistrust amoung Nosferatu. System: The Nictuku spends three willpower and three blood points, and
rolls Manipulation+Empathy vs 6, successes determine the length of time that the target carries the aura of evil.
1 - One scene
2 - One hour
3 - One day
4 - One week
5 - One month
***** Removal: The Nictuku can control his aura long enough to function in society. System: For each willpower and rage point spent,
Removal lasts for a scene.
****** Form of the Beast: The Nictuku becomes an eight foot tall half wolf half man. (Yes, Crinos.) All physical attributes are raised by
three, and perception by two. Manipulation and Charisma are both lowered to one. When in this form the Nictuku has claws which
inflict aggravated damage and heals one non-aggravated damage a turn. Unfortunately, silver weapons do aggravated damage and
the Nictuku can follow only the most primal of thought patterns. System: The Nictuku spends five willpower and two rage to assume this
form until he lets it go.
******* The Domain: The Nictuku can extend his aura to an area. It is debatable whether it is wise to use this on one's haven or not.
System: Spend five willpower and Roll Wits+Empathy, area is determined by successes. The ritual needs to be redone once a year,
and can be cancelled any time by the caster.
1 - A small house
2 - A large house
3 - Office building
4 - City block
5 - Mountain
******** Mark of the Beast: Instead of blood bonding a mortal, the Nictuku can capture one, and then use this power to form a bond
with it. The bond is purely related to fear and has nothing to do with loyalty, but fear is a useful weapon. The victim's body somewhere
carries the Mark of the Beast. System: The Nictuku must make the Mark on the mortal with a point of blood where he wants it to be,
and spend three willpower.
********* Death: The appearance of the Nictuku is enough that it can kill even an awakened creature. System: Spend a rage and roll
Manipulation+Intimidation vs Willpower of target. If the Nictuku scores five successes, the victim must make a willpower roll vs 8, or
die.
********** Annhialate: Nosferat has been said to be able to reduce his opponents to little more than a corrupted, rotting corpse.
System: Spend five willpower, five blood points, and five rage, the victim has no save and is destroyed.
Gruntitude
By Abe Dashiell, for the Brothers Grunt.
This Discipline was developed by the 5th of Kevin and is primarily known by the elders of the family. Grunts have always been able to
use some of these powers (notably the level 5 skill), but they were able to use them more efficiently when organized into a Discipline. It
is not known outside the Brothers Grunt.

* Grunt's Luck
This Gruntitude ability is possessed by nearly all Grunts. In some ways it is more powerful than the other Gruntitude levels, but
most Grunts learn it quickly nevertheless. Essentially, it allows a Grunt to get out of seemingly impossible situations. For
example, one Grunt escaped from prison with only a toothbrush as a weapon -- the guards all just happened to be terrified of
having their teeth cleaned. Note that this power is of absolutely no use in most combat situations, though it might help if the Grunt
is facing a vastly superior opponent. The escape will usually take on the form of a wildly improbable event that somehow allows
the Grunt to be saved.
System: This ability does not guarantee the Grunt gets away from the situation unscathed. It also should not be called into play
more than once a game session, or even, if the lucky event was particularly wild, more than once a story. The exact form the
Luck takes is entirely up the the Storyteller.

** Obfugrunt
An obfuscate-like power, this allows the Grunt to interact with mundane society without attracting undue attention. It is not the
equal to Mask of a Thousand Faces, however, and does not actually change the Grunt's perceived appearance. What it does do
is prevent people from reacting as if they had seen a monster. If questioned about the Grunt, they will describe him accurately
and even remark that he was a little odd looking, but they will not think he was that unusual.
System: This power generally only works on the Unawakened. To understand that the Grunt is indeed very much out of the
ordinary, an individual must make a successful perception+empathy roll against difficulty 8.

*** The Long Distance Grunt


This power allows a Grunt to contact any other Grunt and telepathically speak to him. The Grunt may even include a telepathic
prod to influence the actions of the receiving Grunt. This power has been used numerous times to get the Questing Grunts back
on their track to find Perry.
System: The power is automatic if the receiving Grunt is not resisting. Otherwise, it requires a Willpower roll with the difficulty
being the target Grunt's willpower. If a suggestion is included, the receiving Grunt can ignore it by making a successful resisted
willpower roll.

**** The Call of the Grunt


A Grunt possessing this ability is able to call out to all the Grunts of the world. The Grunt stands on a high, isolated place and
makes the characteristic cry, "Wah Ooo Ooo Ooo!" It may require several hours or even days of calling to insure that all the
Grunts get the message, with longer periods required for more involved messages. The Call does not obligate the Grunts to any
action, but they will be aware of the Caller's situation and will react accordingly. The 5th of Kevin used this ability to call the
Grunts to the Monastery.
System: Roll Charisma+Leadership, with the number of successes determining how successful the call is. The exact effects
should be left up to the Storyteller and will be influenced by how long the Grunt Calls, the subject of the message, how far away
the nearest Grunt is, etc.

***** The Exalted Gruntus Primus Maximus


This ability initiates the transformation from Grunt to Maximus. Very few Grunts have actually reached this level of ability and
fewer still have chosen to use it. This power can only be used once, and once initiated, it can never be reversed. The Grunt will
begin a long and painful transformation that never truly ends. First, the Grunt gains the ability to levitate. This does not confer
powered flight, but rather allows for floating on the breeze like a hot air balloon. The proto-Maximus grows larger, until after a few
years, it is no longer able to land. It will never stop growing and as the years wear on, it will grow more incubation patches. The
embryonic Grunts grow underneath these mounds of flesh and are jettisoned when they are ready to be birthed. The mind of the
embryonic Grunts grow underneath these mounds of flesh and are jettisoned when they are ready to be birthed. The mind of the
Maximus also changes, growing more alien and distant over the years. By the time it is producing young, which takes many
years of growth, the Maximus has virtually no contact with the "real" world. The Maximus may live for hundreds, even thousands,
of years; the "Exalted Gruntus Primus Maximus" that lives beneath the monastery, is the same one that birthed the 5th of Kevin
himself. However, no new Maximi have been created in hundreds years.
System: The Maximus gains a point of strength and stamina and loses a point in dexterity and manipulation every five years.
After the Maximus gains a 10 in an attribute, it increases at the rate of one every hundred years. Once the Maximus has reached
a 0 dexterity, it can no longer move on the ground. Once it has a 0 manipulation, its mind has been come so alien that it cannot
relate with creatures other than Oracles, vampires who have reached Golconda, Incarna, Deathlords, etc.
Hagbuttry
By Hagbutt (hagbutt@student.adelaide.edu.au)

The Concept of Hagbuttry


Hagbuttry is a little device for GMs who want to play Vampire, but want to make it a lot less dull and gothic. Give all PC's access
to this and it will be fun. These Arts are cheaper to learn than Disciplines, but can only be learned when the game has begun.
Listed here are 10 of the Arts of Hagbuttry up to Level 5 (or 6), and you can freely choose any of them. The 10 Arts are called:
1. The Larch: This is the Art of Demon Happenings.
2. Mestopheles: The Art of Broadway musicals & Bad TV shows.
3. Cha-chi: The Art of Cool Ninja Effects.
4. SACS: Superheroism And Contemporary Society.
5. Rubberman: My flexible friend.
6. Swank: The Art of Cool Spy Tricks. (Ender)
7. Yorick: The Art of Clowns and Slapstick.
8. Celeryity: The Art of Fresh Produce Manipulations. (Andy Lange)
9. Candyman: The Art of Biochemical Bliss
10. Yakity Yak: The Art of Talking Much and Saying Nothing
This discipline is available to all Clans as long as somebody teaches them how to do these things. However, for fully extensive
knowledge, you must join Clan Tomato. This is easy and fun to do.
And now for descriptions of the Arts' powers.

The Larch

* Spin your head


With the expenditure of 1 blood point, you gain the ability to spin your head around a few times. If you expend 1 blood point and
1 Willpower point, you can cause someone elses' head to spin around a few times. Cool.

** Megapuke
This requires preparation. You must first consume copious amounts of food that looks foul when it is regurgitated. Then when
you regurgitate this gunk, you can spend a bloodpoint and use your puke as a ranged weapon. It does no damage (unless you
ate something poisonous or acidic) but stinks and makes the target look foul. Range equal to your Larch rating

*** The Evil Eye


To use the Evil Eye, you must have eye contact with the subject and a really sour look on your face. This adds a number of dice
equal to your Larch rating to your Intimidation roll against that person. It costs 1 blood point to use.

**** Chucky
You can possess a dolly and make it do all sorts of horrible things. heh heh. It uses your stats, but all dice pools are at -1. It costs
2 willpower to enact this art. Roll your Larch rating (target 6) and the power will last for as many scenes as your successes. While
controlling Chucky, your own dice pools are also at -2. Spend a Willpower point to do this.

***** Narnian Banishment


By spending 2 Willpower points and making an opposed roll of your Larch rating vs. the targets' Willpower, you can send the
poor fucker to Narnia forever until he finds his way out.
Cha-chi

* Treejumper
At this level you are enabled to jump backwards into a tree, onto a wall or the roof of a house. You can do this as often as you
like. Gee.

** Wowser
When attempting impossibly athletic ninja effects, this adds a number of dice equal to your Cha-chi rating to your Athletics roll to
do things like running up along a pole which someone is holding, or to do miraculous jumps over the enemy and land on the
other side. Spend a blood to gain this bonus until the scene is over.

*** Flying Ninja Kick


Allows you to make a ridiculously long distance flying kick, staying parallel with the ground over 3 meters multiplied your level of
Cha-chi. Cost: 1 blood per use.

**** Flicker
You can practically teleport to another location within 10 feet, leaving only a blur behind you. This costs 1 blood for every use.

***** Flaming Fists of Doom


Spend 1 Willpower per round for this ability. All hand and foot damage you that you do this turn is aggravated. You may use this
ability once per scene, and must have spent a round getting worked up. You can only do a number of Aggravated health levels
equal to your Cha-Chi rating.

Mr. Mestopheles

* Brassy Voice
All Music roll difficulties are lowered by 1, and the character is able to dominate conversations by speaking loudly. I use this too
often myself.

** Memories
Roll Intelligence+Music (6) when you hear a musical. A successful roll enables you to permanently memorize the words from that
musical, and recall them at will. (In Game Terms, the Kindred using Hagbuttry is allowed to read sheet music when singing)

*** The Theme


You always have your own personal theme music follow you everywhere you go, and it changes depending on what you are
doing. For example, if you were doing a romantic scene, all violins and stuff would start playing, or if you were in an action
sequence, you might have the Mission Impossible music start: (Dan dan dan-dan, Dan dan dan-dan) Spend a Willpower point if
you want other people to hear it, besides yourself. Most volume dials on stereos rate from 1 to 10. Your Mestopheles Rating
dictates the volume.

**** Kismet
This will let an almost impossible result happen as long as it reasonably makes the plot more interesting. For example, Hagbutt
has made a gamble with the local Sabbat leader that if he can pick all 4 aces out of a standard pack of cards without looking,
the Sabbat will piss off. Hagbutt decides to plead "Kismet!!". Obviously, the cliched result would be Hagbutt drawing all 4 aces
from the deck, because he's the Good Guy, so Kismet works. Of course, the Storyteller has the final say. Spend 2 Willpower to
use Kismet.

***** New York, New York


When you start sing a song from a musical, everybody else joins in and dances in the streets and knows the words. Spend a
willpower point. Anyone wanting to resist must successfully roll 2 successes on their Willpower vs the players'
Mestopheles+Charisma.

Superheroism and Contemporary Society (SACS)

* Visual Soundeffects
For free, when you are in combat and you score a hit, then your hit will appear as a `POW' or `SMACK; or `KAPOWIE', or if its a
gun, `RAT-TAT-TAT', or `BANG'. This costs nothing to use. Uses: No useful ones, but its cool to be able to do.

** Car Call
At this level, all you have to do is press a button, or say a command word, and your own special vehicle will appear out of
nowhere, for you to drive away in. The summoner must be the only one that drives this car; everyone else would have to go and
fetch it. It's great when you can't find a parking spot. Uses: "Quick! To the Buttmobile!!!"

*** Dramatic Entrance


Any non-standard entrance you make (eg. through the skylight, out of a birthday cake) you gain a number of dice equal to your
SACS rating to the next action you take after your entry and look really cool doing it too. Wow.

**** Form of Superhero


All bullets fired at you will miss unless it suits the plot for them not to. Melee attacks work as normal, but with the `POW' type
effects above. Uses: Charging the bad guys who are hiding behind boxes; escape the bad guys who are shooting at you.
Aggravated damage from melee is turned to normal damage.

***** Masterly Deduction


Add a number of dice equal to your SACS rating to any roll involving the study of a clue. This power only works when the normal
difficulty for the check would be 8 or above. Uses: You have the villains jacket, which mysteriously has exotic pollen on it of a sort
only found next to the bad guys main hideout.

Rubberman

* Eraser
By wiping your hand over a typed or written document, you can erase the text from the page,
by rolling your Perception+Rubberman(6) This doesn't work on computers. It does work on
faxes however.
** Boing!
Whenever you take falling damage, ignore a number of health levels damage equal to your Rubberman rating, because you
bounce. Of course, you may bounce into something nasty. Bad. Spend 2 blood points to activate this.

*** Bendybits
By spending a blood point & making a Dexterity + Rubberman roll, the character can escape from bonds, or get through a gap in
metal bars. Difficulties range from 4 (get out of rope) to 10 (move through a hole in a sieve.) This costs 1 willpower point to use.

**** Rubberarms
You can use a melee or brawl attack as a Ranged attack by stretching a part of your body out so long that you can reach them.
This costs 1 blood per round to use, and can only stretch for 10 feet multiplied by your level of Rubberman.

***** Form of the Michelin Man


You are immune to all blunt melee attacks & bullets and gain +1 Stamina & Charisma. Unfortunately, you also become white and
bloated, and look like you're made of tires. All slashing attacks against you gain 2 extra damage dice. This form costs 3 blood
and you can maintain it for a number of rounds equal to your Rubberman rating.

Swank
(Thankyou Ender)

* Primping
No matter where you just were, if it was an incinerator, or an exploding nuclear sub, you still look as cool as ever when you get
out, without a wrinkle. Wow. Cost: None, but you must roleplay it

** Newspaper of Hiding
All you need to do is grab a newspaper or magazine, and hold it up in front of your face. You will still be seen, but nobody will
suspect you for being a spy, unless they are official guards, little kids or the like. Cost: 1 blood per scene.

*** Social Glide


Substitute your Swank for any Social Ability you don't have and probably aren't expected to know, eg. Dancing, Tea Rituals etc.
Of course, if you don't have Etiquette, you're in the wrong line of work. This lasts for one scene and requires a Swank roll(6) to
activate.

**** Endless Clip


With this wonderful ability, the Invoker's gun will never run out of bullets. Unfortunately, this only works on 6-shooters, shotguns
(but you still have to make the motion), and most non-automatic weapons (Also works with bows, crossbows, but not Clubs or
peashooters. Sorry.) Cost: 1 Blood when first invoked, lasts for your Swank level worth of Scenes.

***** Toys
This is the ultimate of Swank. He must have access to a person who looks crazy and scientific to get these gadgets from. Some
suggestions are a pen that fires bullets, laser beam shoelaces and a flying Ferrari (isn't that an acrobat?). Anything that isn't truly
game destructive is OK. Before the Game starts however, any nifty devices should be requested of the Storyteller, so they can
have due warning of your Hagbuttry.
An extra use of this power is to give you a magical gadget without prior Storyteller approval, when you really need it. "Oh shit,
we're surrounded by 10,000 Garou who want to kill us. Aha! I'll get my secret vial of Garouaway off of my utility belt, and apply it
immediately." This is subject to ST approval when you pull it off however, and you have to spend 3 Willpower to do this.

Yorick
(Alas, alas)

* Skin of Jester
By merely making sure that noone is watching you, you can change form your normal clothes
into your Clown suit (and vice versa) instantly! Cost: None

** Screw-up
When you botch, you can use this ability to make it not dangerous, but incredibly funny, with you as the fall guy. Subject to ST
approval, of course (He might want you to die).

*** Pie Inna Face


You can summon Cream Pies. Spend 1 blood, and roll your Yorick Rating(3). Number of pies is equal to successes. (To throw it,
Dex+Athletics is recommended) Any not thrown disappear at the end of the Scene.

**** Phonebooth
With this ability, the Yoricker can hide in a container less than 1/3 of his actual body mass. Wow! He can then come out
afterwards, but will need to succeed at a Dexterity+Yorick(5-10) to stop from being stuck. The target nuber varies according to
the size of the thing you want to get into. Cost: 1 Blood point per use.

***** StoogeFu
Pay 1 Willpower per scene to use your Yorick rating instead of your Brawl skill to do painful & funny attacks. Note: The Health
Levels caused by these attacks work only to knock the victim out, not kill. Minuses still apply (Nose tweaks hurt!)

Celeryity
(Thankyou Andy)

* Brussel Sprout
Roll Stamina+Celeryity (6) to fill the room with the scent of Brussel Sprout. This can cause +1 to all difficulties within the area as
the foul stench overwhelms the senses. If anyone uses Heightened Senses in the area, they will suffer a +3 to difficulties. This
lasts one scene, and you must spend 2 blood to activate it.

** Popcorn
All you need is an ear of corn. Then you need to roll your Celeryity (8) to cause the corn on this ear to explode into popcorn and
spread around the room. A loud bang is caused when this is activated, so again, people with Heightened Senses will suffer the
consequences (GM Call).
*** Tomato Bomb
Throw a tomato. It will explode like a grenade. Assume that it does Celeryity - 2 damage (soakable). However, if soaked, it still
makes one hell of a mess. (Roll Dex+Athletics to hit)

**** Tears of the Onion


Roll Stamina+Celeryity (6) to fill the room with Onion scent. This works the same as with Brussel Sprout, except everyone will
find their eyes watering, and Undead status is irrelevant. This will cause the modifiers seen under brussel Sprout. You must
spend 1 blood to activate this.

***** Form of the Killer Tomato


You need a tomato for this. Essentially, with this power, you merge with the tomato, creating A Giant Tomatoish human. In this
form you gain +1 Strength, +1 Stamina & +1 Wits. You also look like a killer tomato. This form costs 2 blood for one scene, and
needs a Celeryity roll (7) to activate. Happy.

Candyman
(A mars a day)

* Candy Tolerance
You can now eat candy without ill effect.

** Hard Candy
You can make hallucination causing candy by getting some normal candy, and making a Candyman (7) roll. The number of
successes equals the number of candy pieces you can alter.

*** Candy Cane


At any time, by rolling your Candyman(5) you can summon a giant Candy Cane as a melee weapon. This has a difficulty of 6 to
use but does Candyman+2 damage. Wow. Spend 1 willpower to summon it.

**** Blood Candy


You can turn Blood Points into Rock Candy. You must spend 1 willpower to activate this, and can then turn as many Blood points
from your blood pool into chunks of rock candy as you like. This candy works as normal for the purposes of the blood bond, and
tastes nice Great for making Little Kid Ghouls.

***** Form of the Gingerbread Man


Spend 2 blood, and for the rest of the scene gain +3 dice to all dodging and running dice pools. To activate you need to say out
loud, "You can't catch me, I'm the gingerbread man". Unfortunately, you take on the appearance of a Gingerbread Man, and all
bite attacks get 3 extra damage dice.

****** Summon the CandyMan


By rolling your Candyman(10) you can attempt to summon the Candyman himself. You also have to say Candyman 5 times. But
this is one roll you really don't want to botch. GM decides Candyman's stats (They're pretty deadly. Be creative). He will stay for
one scene and you must spend 2 blood and 1 willpower to summon him. Ouch.
Yakity Yak
(don't come back)
Inspired by Jason Miller

* Silver Tongue
Add 2 dice to all Social actions involving lying through your teeth.

** Pompous Blast
Substitute your Yakity Yak score for your Leadership score for a scene. You must speak loudly and clearly, but can say almost
anything, as long as it doesn't mean anything. Great for politicians. Only usable when making a speech and wearing a suit.

*** Linguisti
Roll your Yakity Yak (9). If successful, you can understand a language or slang you don't know and converse in it too. Spend one
blood to activate this.

**** Blinding Science


By rolling your Cha+Science vs. Target's Willpower, you can refer to something in such a technical & specialized manner that he
won't have the foggiest idea of what the hell you're talking about. He can spend 2 willpower to break out of this and understand
what you're saying though. Anyone that disagrees with you when you use this power will generally look like an idiot. Great for
Toreador Socials.

***** Cold Logic


By rolling your Manipulation+YakityYak vs. the target's Willpower, you can cause her to stop what she's doing and think about her
actions. This is great for breaking people out of Dominate or a trance.

How to Learn Hagbuttry

New Art
9 xp

Art
5 times the current level
Malkavians learn all of these arts for 2 experience point less, Clan Tomato members learn them for 3 experience points less.

Which Clans for Which Arts???


Assamite: Cha-chi, Swank
Brujah: SACS, Cha-chi, Candyman
Gangrel: Maaaybe Cha-chi or SACS.
Giovanni: None, they're the straight man of Vampire.
Malkavian: All of them, stupid.
Nosferatu: Cha-chi, Rubberman, The Larch
Ravnos: Rubberman, Mr. Mestopheles, Maybe Cha-chi, Swank or Yakity Yak
Setites: Cha-chi, The Larch, maybe Mr. Mestopheles, Swank
Toreador: Mr. Mestopheles, Swank, Yakity Yak
Tremere: Maybe The Larch, if pushed.
Ventrue: Yakity Yak, and maybe Mr. Mestopheles Possible SACS
Lasombra: Definitely Cha-chi & Swank. Maybe SACS or Yakity Yak?
Tzimisce: Rubberman, The Larch.
If you have any more bits for Hagbuttry that you think would go well, then mail them to me at
hagbutt@smug.student.adelaide.edu.au Thankyou, I hope this makes your Vampire games much more amusing. And join the
bloody Malkavian mailing list while you're at it yer fools. And go to the malk homepage. And all that other stuff.
-hagbutt
All Hail

Vague contributors (witting and unwitting)


hagbutt (hagbutt@smug.student.adelaide.edu.au
Ender (ender@whidbey.net)
Jason Miller (millers@teleport.com) unwitting
Andy Lange (Larry_Ottman@msn.com)
Hanoch
By ShadowWalkyr (shadowwalkyr@hotmail.com)

Hanoch All: Summon Blade


You may summon your bonded weapon to you, so long as it is in sight. It will simply fly into your hand. This power is almost
automatic, only the slightest thought is required. This is often used for intimidation purposes or to recover a weapon after a
disarm.

* The Bonded Blade


With a night of meditation and the expenditure of one permanent Willpower, you can bond the soul of your weapon to your own.
This bond is permanent until severed. Only one weapon can be bonded to you at a time. A bonded weapon becomes extremely
(but not absolutely) resistant to damage. If a weapon is lost or destroyed, you may choose to bond another. This severs the
connection to the previous weapon. It is also the only known way to sever the bond. No other Hanoch power may ever be used
without a bonded weapon!
In addition, you can sense the presence of another bonded weapon (which usually means another Hanoch user) if it is within
twenty paces of you. You can always sense the location of your bonded weapon, regardless of distance. Besai who attempt to
describe this sensation typically define it as a vibration in their bones.

** Blade of the Ghost


With this power, you can conceal your bonded weapon anywhere on your person. While this will not allow you to put a claymore
in your pocket, it is invisible when it is strapped to your back. Like Obfuscate, this power works in the mind. Cameras will record
the weapon, and those with sufficient Auspex will often see right through it. If you draw your weapon, it is automatically visible to
all. Use of this power is not considered a breach of the Besai code of honor. In addition, you can sense the presence of another
bonded weapon (which usually means another Hanoch user) if it is within one mile of you.
If your opponent does not have Auspex of at least one more than your Hanoch rating, you automatically win a challenge (i.e. if
your Hanoch is four, the opponent must have Auspex five even to challenge). Those who know Hanoch are immune to this power
and it only works with your bonded weapon.

*** Call of the Blade


By activating this power (at the cost of two blood points), you may engage in verbal conversation with one Hanoch user
(regardless of rank) you have previously met. This meeting must have been face to face; telephone conversations and such
simply don't count. People standing around you or the recipient only see you staring at your weapon and talking; they don't hear
the response. You and the recipient can see each other but not your surroundings. This power seems limited, but because Besai
wander so much and actively seek each other out, they often meet. Any single Besai who has been Kindred for more than ten
years can be considered to know over 90% of her brethren who have also existed for ten years, excluding those in torpor. This
includes the Clan Founder, who is still walking around. The recipient typically appears as an image in the blade. As a side note,
if you do this in public, you look like you're crazy. If you do this in public and don't have a blade bonded to you (for example, the
Besai who uses whips), you also look like an idiot. For these reasons, this power is typically used in private. In addition, you can
sense the presence of another bonded weapon (which usually means another Hanoch user) if it is within five miles of you.

**** Power of the Blade


For each blood point you spend, your bonded weapon deals aggravated wounds for one round. When combined with Celerity,
this is truly a frightening power. This power is never used against another Besai except in the pursuit of Shallun, and this almost
never happens.
In addition, you can sense the presence of another bonded weapon (and usually another Hanoch user) if it is within twenty-five
miles of you. You are so sensitive to the frequency of another bonded weapon that if you have met the Hanoch user before, you
have a chance to recognize her. If she has changed bonded weapons since you last met, you will not recognize her. Otherwise,
StoryTeller's call. (Example: John is a Besai with Hanoch *****. As he approaches San Francisco, he realizes that there is
another Besai already there. He stops for a minute and concentrates, and concludes that that specific vibration belongs to
Greta, a housewife he Embraced in Kansas some twenty years before.)
***** Sense of the Opponent
Cost: None Your Base: Hanoch rating (if opponent uses Obfuscate) Their Base: Obfuscate rating Conditions: If opponent does
not use Obfuscate, you automatically win the challenge. Cannot be used without a bonded weapon. You may sense the location
of anyone within one hundred paces who wishes to do you physical harm and is actively trying to do so. In this way, you can
sense an ambush, keep track of your opponents, and know decisively when you've really won. Although you can sense the
location with ease, you have no idea what your target(s) is doing. This power is both more powerful and more limited than
Auspex's Danger Sense. The two may be combined to form a vastly more potent early warning system. If you have no bonded
weapon, you cannot use this power (theories abound about why). In addition, you may sense another bonded weapon (and
usually another Hanoch user) If it is within one hundred miles of you. You may recognize the user as Hanoch ****. This power can
be resisted by opponents who are using Obfuscate.

****** True Strength of the Blade


Hanoch possessors can make their bonded weapons immune. By spending one Willpower point you may enable your sword to
cut through anything. Metal, stone, plastic, wood, thin air, anything. This lasts for one strike, or ten minutes, whichever comes
first. Hanoch possessors (regardless of rating) can spend one Willpower plus your Hanoch rating to make their bonded
weapons immune to your strike (imagine blocking without this). This lasts for one block or ten minutes, whichever comes first.
Weapons this power have been used on emit a glow that only Hanoch or Auspex possessors can see. If used directly against an
opponent, this power ignores armor and causes double damage. In the case of blunt weapons (i.e. war hammers), the weapon
will crush any substance. In the case of piercing weapons, they will penetrate anything. In addition, you may sense another
bonded weapon (and usually another Hanoch user) if it is within one thousand miles of you. You may recognize the user as
Hanoch ****.

****** Assistance
Once you learn this power, you have a great advantage. At the cost of a point of Willpower you can send out a call for help to all
Hanoch users whose bonded weapons are close enough to you for you to sense, even if they cannot sense you. Those who
receive the call are under no bond to come to your aid (although they usually do). They know who you are (even if you've never
met before) and where you are, but know nothing about what trouble you're in.
A Narrator or StoryTeller must determine how many Hanoch users are near enough to "hear" the call and how many of them
respond (typically all of them but you never know). It will usually take two or three days for the Hanoch users to arrive, longer if
your range is exceptionally long. In addition, you may sense another bonded weapon (and usually another Hanoch user) if it is
within one thousand miles of you. You may recognize the user as Hanoch ****.

******* Dedication
Cost: One Willpower Point Two Blood Points One normal wound level One full hour Your Base: None Their Base: None
Conditions: Does not work without a bonded weapon. When the Besai decides to dedicate herself to something, she goes all
out. With this power, a Besai throws her soul into her cause. She gains +05 dice on any and all challenges associated with the
cause and will never botch (treat as a normal failure). This lasts until the Besai attains her goal. At that point, she will soon fall
into Torpor for two days (assume she has enough time to find a shelter, so long as she seeks one immediately). This power is
actually a ceremony, involving spending a Willpower point, slicing one's arm open with a bonded weapon (1 wound level) and
letting two points of blood flow into the ground. If a Besai uses this ceremony to swear Shallun, the target is screwed.
In addition, you may sense another bonded weapon (and usually another Hanoch user) if it is in the same hemisphere as you.
You may recognize the user as Hanoch ****.
Head Crush
By Andrew Hess (a-hess@onu.edu

Description
This meta discipline requires Auspex 4 and Potence of at least 2 (but more helps). It was developed by warrior Malkavians in
order to attack their enemies from a distance without being obvious. The Malkavian picks a target and rolls Wits plus Brawl. He
then places his forefinger and thumb about an inch apart, and holds them where the target's head would appear between the
digits. The Malkavian proceeds to squeeze his fingers and chants "I'm crushing your head!" in a childish voice, causing Str +1
damage (lethal) to the target's head. More successes than can be soaked result in the head squeezing together, and if the target
is killed, his head is considered crushed together, but not removed. If the target is a Malkavian with this ability he can resist by
putting his hands, palms facing each other, in front of his head and pulling against the attacker.
Heaven's Touch
By Ricky and Alex Marin (rickdog86@aol.com) for the Shangri-La bloodline

* Light of God
A flash of indescribably bright light fills the area -- about a mile around the character -- causing all in the range to be unable to
perform any actions for the next three turns (One Blood Point Cost)

** Wrath of God
The clouds will part for a moment and a beam of red light will shine upon the target, thereby causing 4 health levels of damage
(One Blood Point Cost).

*** Soul-Strike
The souls of those of the Faith are physically projected from the character's hands upon the target(s), causing stronger ones to
simply fall back with 1-6 health levels as damage and weaker ones 5-8 health levels of damage with the same result -- these can
certainly vary (Two Blood Points Cost)

**** Learnings of the Kindred


The character can assume the statistics of any vampiric clan or even specific power with this power, which serves for
discovering Elysiums, Havens, and weaknesses of vampiric Domains (Three Blood Points Cost)

***** Conversion to the Holy Order


This will cause the target to be converted to the clan, making it see God as the true Lord and respect Job as its leader,
becoming one of the clan (Three Blood Points Cost).
Hellhound
By Andrew Weitzman (aweitz@cam.org)

Compiler's Note
The author did not include a name for this discipline when he posted it to alt.games.whitewolf. It was originally written for a line of
dog-vampires he never completed, so I grabbed the name "Hellhound" from the document's text. -BJZ

* Mark of the Beast


A Hellhound may secure its territory against routine threats via the application of mystical scent marks. Spraying minute amounts
of vitae about the borders of its Domain, a Hellhound may invest these traces of blood with powerful emotional energies that
deter predators and intruders. Any mortal animal will refuse to cross areas that have been Marked by the Beast; even
supernatural predators, such as ghouled animals, must spend a Willpower point to ignore the intense fear the Marks generate.
The power has no effect on creatures of higher intelligence, as it plays upon the raw instincts of an animal. However, creatures
with keen perception (such as Kindred employing Heightened Senses) can detect the foul stench of a Mark. Hellhounds who are
members of the same pack as the Marker are unaffected.
A Hellhound can delineate an area about 30 yards in diameter with Marks without having to expend a Blood Point. Marking
larger areas requires expenditure of vitae.

** Howl of the Hunter


A Hellhound may let loose a terrifying howl that can cow even the most intrepid of enemies. Rolling Charisma+Intimidation
against the difficulty of the subject's Willpower, the banshee scream causes the target to freeze in terror and lose an action for a
number of turns equalling successes rolled. Five or more results in a blind panic that sends the target of the Howl running as far
away from the Hellhound as possible.
The Hellhound may also use it as a signaling ploy, allowing it to howl messages over great distances.

*** Bloodscent
If the Kindred are consumate predators, then Hellhounds are hunters par excellence. Use of this power allows a Hellhound to
track her prey no matter how hard it attempts to evade her attentions. The Hellhound must have drunk at least one point of blood
from the prey. Upon activating Bloodscent, the stalker will always know the general direction and relative distance between it
and the target. This manifests as a vague awareness that strengthens when the stalker gets closer to its quarry.
Bloodscent only works for a night, and the Bloodpoint consumed must have been drunk the night of the hunt. As well, a Kindred
who knows she is being hunted and is employing Obfuscate has a degree of protection. The Hellhound in this case must score
as many successes on a Perception+Alertness roll as the level of Obfuscate employed.

**** Manspeech
This power enables a Hellhound to mimic human sounds and speech. A Hellhound with no Intelligence may use Manspeech to
imitate human sound that does not involve intelligible speech. Laughs, cries, moans, and such may be duplicated with a
successful Manipulation+Subterfuge roll.
Hellhounds with Intelligence may also, with the same power, speak in a human tongue they know on by rolling
Intelligence+Linguistics. The degree of fluency depends on successes gained, but at no time can a Hellhound speak in anything
more than a gruff and growling approximation of human speech.
In either use, the effects of Manspeech last a scene.

***** Barghest
The most feared of a Hellhound's powers. Upon expending three Blood Points, the Hellhound assumes the form of its legendary
namesake. All Physical Attributes are doubled; the body gains twice the size and weight of the normal form, and a nimbus of
pale blue fire plays over its pelt. This balefire makes all attacks by the Hellhound cause aggravated damage.
A Hellhound in Barghest form cannot disguise its true nature; all Social rolls automatically fail unless intended to intimidate or
cause fear. Barghest lasts for a scene, after which the Hellhound loses half of all Dice Pools for the rest of the night.
Hel's Will
By Ben Buckner, for the Helsdottir bloodline.
Dottir practice an unusual discipline, termed variously cryurgy, cryomancy, or thermostasis by outsiders, though they themselves
usually just call it Hel's Will.
* Whiteskin: This most basic element of the discipline allows the Dottir to transform her skin into a near-perfect thermal insulator. It
becomes completely reflective such that the skin is totally white and smoother surfaces such as the eyes and hair are almost
mirrorlike. The eyes still admit sufficient light to see by, particularly when using Auspex or Protean, but night vision is really not as good
as in most Kindred in this state, being no better than a mortal's. Tactile sensation is also somewhat hindered and sense of
temperature is completely cut off.
In this form their appearance is shocking, to say the least. It makes them totally resistant to cold as well as making them nearly
impossible to spot against a snowfield. In addition, it provides limited protection from sunlight and heat sources such as fire, although
such things erode the vampiric power which produces the effect so that this protection is no more effective than the Fortitude
discipline, providing as many soak dice as the level in the discipline. This heat resistance has come as an unpleasant surprise to
those who have simplistically assumed that fire must be a particularly effective weapon against such frigid entities; water boils quicker
than ice. Note that it does not provide other Fortitude benefits such as extra soak dice for other types of damage or any protection
against aggravated damage. It's not that powerful. An odd side effect that may rarely be significant is that the skin is as effective an
electrical insulator as it is a thermal insulator.
However, as they are normally quite cold resistant, even without the discipline, they tend only use it at lower temperatures, such as
under -10 Fahrenheit or when other circumstances may make it useful. Temperatures over 50 Fahrenheit tend to be rather
uncomfortable to them, so they are likely to use it in such environs as well.
** Winterwalk: This is a relatively simple ability. The Dottir will never slip on ice or break through it and can walk on the surface of
snow without ever sinking in. They can essentially glide effortlessly along all manner of frozen surfaces at the approximate running
speed of a mortal, like a ghost.
*** Mask of Hel: This power is at the core of their reputation for inscrutability. The Dottir with this level of the discipline becomes
supernaturally impassive, unreadable. Mundane uses of subterfuge and perceptive skills will never reveal anything about the emotional
state of the user based on tone of voice, expression, posture, or other such cues. Use of abilities of the vampiric Auspex discipline
such as Aura Perception can penetrate it if the perceiver has more discipline dots that the perceived. This operates in the same
manner as the Obfuscate-Auspex opposition, potentially blocking Spirit Touch and Telepathy as well. It also adds dice to Frenzy and
Rotschreck rolls at one die per dot in the discipline. For affect-altering disciplines such as Presence it adds one die per dot to the
resistance roll if one is allowed, and actually permits an opposition roll based on the Hel's Will score if no resistance roll is normally
possible (e.g. Presence - Possession). Successes on this roll subtract from successes on the aggressor's roll. In short, the more
powerful Dottir are practically emotional and spiritual blanks. Note that the mental effects of Dominate are NOT resisted by this ability.
On the down side, however, the Dottir cannot use the Empathy skill while in this state. Any action involving the Empathy score will go
as if the Empathy rating were 0.
**** Hospitality: This ability allows the user to extend the benefits of the first three levels of Hel's Will (most definitely not the higher
ones) to a group of companions, the number of which is equal to the number of dots in the discipline. It requires the expenditure of a
blood point and functions only within the range of sight.
***** Wind of Niflheim: This is the first ability which actually has a direct effect on the Dottir's environment. She gains the ability to
summon a freezing blast of wind from the wastes of Niflheim. As one might imagine, this is not an easy thing to do and costs a blood
point. The gust blows through her immediate vicinity, lowering temperatures by 50 degrees Fahrenheit. Just to make things simple,
say that water will freeze if this drops the temperature below 10 F, naturally modified by the quantity. This is one of those "do what
seems reasonable for a gust from the land of death" things. It can make things quite chilly on a cold night. It effectively stuns all cold-
susceptible creatures (including vampires who will stiffen a bit) for a round and puts them on the road to frostbite, often even leaving a
thin layer of frost on exposed surfaces. It's not just cold, it's a deathly chill. The wind may be directed at specific targets using Dexterity
+ Occult as per combat with firearms.
****** Ice Dominion: This awesome (just like Cloak the Gathering) power gives them command over ice and snow. Legend tells of
elder Dottir using whole icebergs as conveyances. This may explain occasional evidence of their presence in Antarctica and in
temperate areas during particularly severe winters. In addition to pushing floating mountains of ice (albeit slowly) this power may be
used to draw ice and snow storms, assuming the weather is suitable, and possibly even to direct them. A roll of Manipulation+Occult is
required for this as with the Thaumaturgy path Weather Control. Certain effects such as rain and lightning strikes are not possible
through this means, which merely affects frozen forms of water.
Yet another possible use, and by far the most difficult, is the movement of small individual pieces of ice, such as throwing snowballs --
or 4-foot-long icicles. The attack roll for this is based on Occult + Dexterity. The maximum total damage per round is as the Dottir's
strength. Difficulties and modifiers are as a melee weapon of similar form to the object (snowballs are difficulty 4 with a -1 damage
modifier). The Dottir can manipulate one extra object in this manner for every dot over 5. Thus a 5th Generation Helsdottir might
project 3 snowballs, really hard.
A popular trick is to open ice cracks under particularly obnoxious interlopers. This is also useful for concealing oneself, slowly
disappearing into the ice in a manner reminiscent of the Protean Earth Meld ability.
Some of these may seem especially powerful, but it should be noted that the majority are totally useless on a warm summer night in
Chicago.
"We tried to catch her, Master, but she pelted us with sno-cones!"
******* Freeze: The Dottir can spend blood points to instantly freeze something, @ 1 BP per 60 lbs. of water, roughly a cubic foot (7
1/2 gallons or 30 liters.) A man-sized creature would require 2 to 4 blood points to freeze completely, although partial freezing tends to
be sufficient to disable or kill mortals. To affect animate beings, Wits + Occult must be rolled vs. the target's WIllpower. Success
indicates that the target freezes. Kindred may counter every blood point spent by the Dottir with two blood points spent to thaw out, if
they think of it. Frozen Garou will remain alive until thawed if they are frozen in a regenerating form, but if in Homid form, they will die.
The power operates within sight and can be directed with some flexibility, to freeze 12 square feet of a pond one inch deep, for
instance.
******** Cloak of Winter: The Dottir envelops herself in a cloak of bitter cold. The area within 5 feet of her drops to -100 Fahrenheit
and an icy swirl of wind whips around adding a substantial wind chill factor. All freezable substances within this ring almost instantly
freeze, water vapor and carbon dioxide precipitating from the air.
In truth, no known Dottir has ever risen above this niveau, but here's what they might be:
********* Glaciation: Blizzard conditions, sub-zero temperatures, hundred MPH winds. 10 foot snowfalls in a hundred mile radius. If this
is used in an already bitterly cold area, the carbon dioxide starts coming down in flakes.
********** Fimbulvetr: You don't want to know about this one, so let's just say it makes global warming a moot point.
Hematosis
By Larry Austin Bernard (afn33976@afn.org)

* Blood Perception
This grants the ability to determine not only the age and clan of the vampire but the most recent time he has fed
System: Perception and blood lore difficulty 6 with more than three sucesses you can pick up stuff like when the vampire last
fed, what vampires has he diablarized etc.

** Command Blood Flow (Self)


With this ability a vampire is master of how his own blood flows
System: None, happens automatically

*** Control Blood Flow (Others)


With this potent ability a vampire can stop start or do anything with the blood flow of another.
System: Stamina + Blood lore - Difficulty(willpower)

**** Blood Awareness


Possessors of this level of the discipline are aware of where their blood is at all times.
System: Perception + Blood lore -- Difficulty: base 5 + 1 per week of separation.

***** Blood Telepathy


After using blood awareness, one can make a telepathic link with whomever holds his blood.
System: After using blood awareness the only system needed is if their is resistance and that is covered by willpower (Diff op.
willpower)

****** Blood Bonus


This ability allows the vampire, for the purposes of healing to spend blood points at a rate of spending one has the effects of
spending two.

******* Cure Curse of the Blood


This ability allows a a clan curse to be removed (however it does not count for the assamite curse) and only for the individual.
Also it will only work on a Nosferatu or a Malkavian if done at the time of embrace.
System: Intelligence + Blood Lore - Difficulty 8

******** Blood Fluidity


Works like Blood Bonus exept this is for all purposes.
System: Same as Blood Bonus (Lvl 6)
********* Blood Conquest
This ability allows a vampire to use his blood to take over the body of another.
System: Same as Dominate ability - Puppet Master

********** Anti-Discipline
Nullifies the use of any level 1,2,3,4,5, or 6th lvl discipline.
System: Blood Lore + Perception - Difficulty: Humanity
High Levels of Animalism
By Larry Bernard

****** Sense the Beast's Tendrils


This ability is akin to the garou gift sense wyrm because basically you're sensing the same thing. However this is different
because it allows you to sense who is under the beast's command, not just whether they are of the beast.
System: three successes needed on an - alt + perception (difficulty target's humanity - 10) to make a successful scan.

Botch: The target is "of Gaia"


1-2: You are not sure. She doesn't "feel" right (if of the Wyrm or not)
3-5: If she is of the Beast you know it, and if she works for the beast you have a hunch of it.
6-10: You know whether she is of the Beast and whether she is a dupe of the beast

******* Know the Holy Places of Gaia


You can sense a Garou caern a mile a way (literally)
System: Spend a Blood Point; that is it.

******** Stay the Beast


This power allows you to paralyze one who is of the Beast by forcing the beast out of its body.
System: Perception + Intimidation(difficulty 10-humanity)

********* Know the Will of the Beast


This handy talent allows you to be let in on the field of fun the Beast sets out to his minions.
System: Perception + Stamina difficulty your own humanity.

********** Hear the Voice of Gaia


This ability allows you to become one with the collective living consciousness that is Gaia.
System: Spend one blood point; you must also spend one willpower point for every point your humanity is lower than ten. If you
do not your character gains a derangement.
High Levels of Nihilistics
By Tim Earnshaw (shaith@dlcwest.com) for Nagaraja Revisited

****** Oblivion's Touch


By touching a part of the target's body, the Nagaraja causes Oblivion to consume the area from the inside out slowly causing
extreme agony (now you know how Spectres feel). Mortals cannot recover from this damage.
The player rolls Dexterity + Occult difficulty 7. Each success causes one Aggravated wound level as the body part is eaten away.
For Garou and other living supernaturals, the target area continues to be in pain for 1 night per success after it has healed.

******* The Black Heart


The character is immune to Presence and similar emotional effects and is considered 2 dice up on resisting Frenzy and
Rotschrech and -1 wound penalty. However the character's Conscience drops to 1 from detachment from her feelings and the
roll to resist losing path or humanity points goes up by two.

******** Casting off the Flesh


Through Sheer force of will the Nagaraja may transmute his flesh and blood into corpus, becoming a Wraith temporarily.
However the Nagaraja is susceptible to anything that would affect a Wraith, with the same drawbacks, limitations and benefits of
a Wraith.
The player rolls the character's Willpower (difficulty 8) and spends 3 blood points.
Successed Duration
1 1 scene
2 1 hour
3 5 hours
4 1 night
5 An entire day

The wraith has corpus levels equal to the Nagaraja's remaining blood points. Only Mental Disciplines and Nihilistics may be
used as a Wraith. Failure on the roll means the blood points are wasted and nothing happens. On a botch . . . well can anyone
say Harrowing?

********* Encite Maelstrom


Only the First Nagaraja is known to possess this power, and has only been known to have used this power once in his existence.
The character causes a Maelstrom within both the Living and the Deadlands. Howling unearthly winds with enormous force,
Spectres and who knows what else (ST's Discretion) ride the winds causing havoc. This is not something you want to get caught
in unprepared.
The character spends 2 Willpower points and the player rolls Manipulation + Occult (difficulty 8). The number of successes
determines the power of the Maelstrom, which will last for one scene. The ST may have any Spectres riding the Maelstrom stick
around a few turns until the Nihil and Shroud tear seal up completly. ST Discretion on how large of an area is affected.
High Level Obeah Powers
By Sable O'Malley-McRoy (captainsable@home.com)

Author's Notes
I created the following new Obeah powers for a character who was a medical doctor before his Embrace into the Salubri.
Because it was a crossover game, he was also created by Elysium rules and therefore, of much lower generation than is
normally permitted to Salubri characters. That being said, please feel free to add these powers to your game if it suits your
fancy.

****** Cure
This power allows a vampire to cure illnesses and diseases, even life-threatening ones, or those diseases known to afflict
vampires, such as AIDS or the Black Death. This includes all forms of viral, bacterial, parasitic, and fungal infections. However,
genetic defects and environmentally afflicted diseases, such as cystic fibrosis or lung cancer, may not be cured in this manner.
System: The character focuses his third eye, which radiates a soft golden glow, on the target, and rolls Intelligence + Medicine.
The difficulty depends on the severity of the infection as follows:

Difficulty Condition
4 Mildly irritating, passing infection (a cold).
5 Severe passing infection, irritating illness that won't be cured without treatment (such as a bacterial throat infection).
6 Long-term or debilitating illness (mono).
7 Disease that may cause permanent harm or maiming (polio, flesh-eating disease).
8 Debilitating illness that is potentially life-threatening (malaria, meningitis); also, any attempt to cure a disease carrier is
rated at this difficulty (Typhoid Mary).
9 Fatal disease (Ebola, AIDS); quasi-mystical disease (anything that affects vampires falls into this category).

The Storyteller may call for a certain number of successes, depending on how well advanced the particular illness is. Generally,
however, only the most severe cases should call for multiple successes.

******* Restoration
With this power, a vampire can make alterations to a person on a cellular and genetic level, for the purpose of repairing
damaged tissues or fixing genetic defects. In essence, this ability allows the vampire to cure genetic illnesses and defects such
as Huntington's Disease or Down's Syndrome, or even diabetes, or to cure illnesses and injuries caused by environmental
factors, such as heart disease and cancer.
System: The vampire focuses her third eye on the target and rolls Intelligence + Medicine at a difficulty of 7, to determine what
changes are needed in the target's pattern. Five successes are required, but it is an extended action. Once these successes
are accumulated, the vampire then touches the patient and spends a Blood Point. The changes will immediately take effect,
affecting a cure.
Note: Alternatively, this could be made available as a Multi-Discipline power, combining Obeah 6 and Vicissitude 3, with a cost
of 10 experience points.
Higher levels of Protean
Compiled by Craig Lloyd.

****** Carry the Burden


You have honed your general shapeshifting abilities considerably and are now able to subsume much larger objects into your
being when you change. Even other creatures can be affected with you if they partake of your Blood.
System: The character is no longer restricted to shifting small personal belongings such as clothes, pistols and handbags etc.
She is now able to shift with virtually anything she is carrying. Each extra 25lbs of equipment shifted requires the expenditure of
one additional Blood Point and once shifted, becomes part of the new form, completely undetectable.
If you have a pet ghoul or there is another living creature which desires to shape-shift with you, it must have consumed one Point
of the character's blood and that blood must still be in its system. If, however, the creature is another vampire, then she must
drink one Point of your Blood in the same or preceding round to the start of the shift. Whatever the creature, it must be in direct
physical contact with you and one of its vampiric Blood Points is used in the shift.
It is impossible to reduce the time of shapeshifting below three rounds by the use of extra Blood Points when employing this
power.

****** Cloak of the Chimera


With this highly flexible power, the Gangrel can alter her superficial bodily features, skin colour, tone and scent in any way she
desires. She could give herself the ultimate disguise, the body paint job of the century, fur, scales or instead, subtly change her
colour, pattern and scent to match the surroundings, rendering herself virtually undetectable.
System: Activating this power costs one Blood Point per use and takes effect after three rounds. The physical feature
alterations last indefinitely, but any scents or secretions only last up to one hour. The Gangrel can return herself to normal
immediately and without expenditure.
This power can be applied in a number of very useful situations. Some examples are given below:
Gangrel using this to hide can add two to the target numbers for others to spot them by sight and smell so long as they stay
within the appropriate environment. The Gangrel gets to subtract two from the difficulty of her own stealth rolls. If the Gangrel
intends to stay still, she can spend a Blood Point and very closely duplicate the surroundings. This emulates the Obfuscate level
one power except that the Gangrel needs something more substantial than a post to hide against and Auspex Level 1 does not
automatically pierce it.
The Gangrel can emit pheromones to influence those she is communicating with. This positively enhances her Social rolls by +2
dice for the duration, for the target species (humans, lupines, dogs etc.). Pheromones have no effect upon the undead. This can
also effectively hide the character's Vampiric nature from detection by Lupines who are using scent (Add two to the effective
humanity).
The Gangrel can use the general Protean ability to subtly shape-shift small items of equipment just as when transforming into a
wolf or a bat. This allows her to hide small objects upon her person. They are apparently gone, utterly undetectable. When she
cancels this power, they will return in their original form.
Her skin can be toughened by scales, chitinous plates or whatever. The effect is to grant the character one automatic soak
against any physical damage, but only +1 die against fire and sunlight (if the character already owns Fortitude). While active, this
ability reduces the Gangrel's Appearance by one.
The Gangrel can alter her own physical features to some extent, altering her appearance by (1 and granting a -2 difficulty bonus
to disguise rolls.
The skin can be made to exude compounds useful in combat or other hostile situations. Acid can burn anyone else touching her
(opponents must soak one die of damage for each round she touches them). Oil allows her to slip from opponent's grasps more
easily, (+1 difficulty for enemies to grapple, -1 difficulty to slip through bonds.) Each Blood Point spent produces a cumulative
effect for the one hour period. Up to three Blood Points can be spent for this purpose.
As with other Protean power's the Gangrel can choose to have her personal clothing and equipment change with the form and
effectively vanish for the duration.

****** Gift of Proteus


This ability allows the Gangrel to choose the shapes achieved by the Protean Discipline and only costs the same as a Level 5
Discipline for those with the four point Merit of the same name. The vampire may turn into any creature usually regarded as a
"Creature Of The Night": A Bat, Black Cat, Crow, Hound, Rat, Spider, Weasel, Fox, Toad etc. The Gangrel also has control over
the destination species, but more precise mimicry is impossible.
Other more minor effects include the ability to alter incidental effects of Proteus Forms: The Gleam of the Red Eyes might
become the Gleam of the Green Eyes and Claws might be made to sprout from the feet of a Gangrel as well as the hands.

******* Image of the Beast


The Gangrel has learned to compel the Beast within her. With this power she can shift into the intermediary Lupine forms, in the
same manner as the true Shapeshifters.
Homid (Human)
Glabro (Near Man)
Crinos (Wolf-Man)
Hispo (Near Wolf)
Lupus (Wolf)
The forms the Gangrel can take come with all of the accompanying features and the majority of the attribute modifiers. The
Crinos form is so compelling that it inspires the panic reaction in mortals.
System: No roll is required to shift forms but the vampire must spend one Blood Point. It takes one turn to shift between each
adjacent form (to an overall maximum of three turns) and the Gangrel can still function during this time. However, if the Storyteller
allows, the vampire may spend three Blood Points and shift to any form in one turn.
This power also allows the Gangrel to perform partial transformations of her form by expending one Blood Point.
A drawback with this power is the Beast itself. When the Gangrel shifts into an intermediary form, she has voluntarily
relinquished some of her control over it, bringing it closer to the surface. In the Glabro and Hispo forms, resisting frenzy is at +1
difficulty. And in Crinos form, +2 difficulty.
If she ever Frenzies, the Gangrel must make a Willpower roll to resist the urge to shift into Crinos form. (Of course, these
restrictions do not apply to those who have reached Golconda.)
On the plus side, the Manipulation attribute is not reduced when in intermediate forms and the Gangrel can interact normally (so
long as she doesn't get seen).
If the Gangrel also has the Gift of Proteus power, she can transform into the Crinos form associated with alternative creatures,
except the truly awesome Man-Bat Crinos form for which she must have gained Level 7 in Protean.

****** Liquidity
Where the Form of Mist allows the vampire to change into a gaseous body, Liquidity allows the Gangrel to shift into a liquid form.
System: No roll is required to activate, but a Blood Point must be spent. Over the next three rounds, the Gangrel's body
becomes a smooth and translucent red, finally tumbling to the ground as a body of liquid with a 'point value' of one per Blood
Point plus one per Health Level. The liquid is usually blood, but with the Gift of Proteus Discipline the Gangrel can choose water,
oil, slime, tar or any other liquid.
The vampire has a limited control over the liquid form, being able to move in any direction (even up walls) at a rate of about three
miles an hour. If the Gangrel falls into a suitable body of liquid (i.e. same type of liquid as the Vampire) then she is able to 'swim'
through the water at up to five miles per hour.
Liquid produced with this power can be made toxic if ingested. Creatures suffer three wound levels per point of the form drunk or
1 level per point if touched (Difficulty 7 to soak). The Gangrel also suffers one point of blood loss (or one level Health loss).
The Blood form is just that, blood. Any being drinking it gains the usual benefits of drinking the vampire's blood, but also moves
one step closer to the blood bond. The Water form is just normal water. This form suffers one die less damage from sunlight and
fire and is virtually immune to normal attacks.

****** Sovereign Meld


The Gangrel is no longer limited to melding with natural earth. She can now just as effortlessly meld with any other natural, solid
material. This includes worked stone, bricks, mortar, clay and wood. There is still a limitation; if the Gangrel passes through
highly processed materials such as concrete or plastic, she will suffer wracking pain. Only in the most dire of circumstances will
a Gangrel Meld with plastic for a prolonged period.
System: As with Wolf Claws, the Gangrel must spend a Blood Point before sinking into the surface or whatever. Unfortunately,
the more 'unnatural' the material, the more painful it is for the vampire to pass through. Worked stone is comfortable, as are
wood, ores and clay.
Fired bricks and metals are quite tolerable whereas something like tarmac or concrete would be detrimental to the health of the
vampire. These materials require the vampire to soak a health level of damage on melding through.
They also require the player to make a Willpower roll for the vampire -- with a difficulty of six -- to even consider spending some
time there. If this is successful, the vampire can stay melded. Every hour, the vampire must soak one health level of damage and
make a Self Control roll with a Difficulty of four. On a botch, the vampire frenzies (no derangement), instinctively trying to escape
the pain by returning to the surface or moving away.
Plastic is more damaging. Damage is increased to two dice on a touch and two dice per hour. The Self Control difficulty is
raised to six. Also, the Willpower roll required to remain within Plastic is at difficulty eight. Note that all damage soak rolls have a
difficulty of eight.
If the character also has Earth Control, she is no longer limited to 'swimming' through earth; she can swim through bricks, walls of
buildings, wood and even metal. The latter is very difficult and slow.

******* Man-Bat
This is the legendary form rumoured to have been possessed by Dracula himself. The Gangrel gains the ability to shift into a
terrifying creature of Rage and Power.
System: Those characters who have either (a) Image of the Beast and Gift of Proteus Disciplines or (b) the Gift of Proteus merit
can obtain this power at a reduced experience cost as if it were a level 3 Discipline. Otherwise, it costs the full amount.
Statistic Adjustments: Strength +4, Stamina +4, Dexterity +3, Appearance 0
Change Description: The Gangrel gains an additional 15%-25% in height and around 75%-100% body weight. The body
becomes dull grey, with leathery skin and the head becomes that of a giant bat. Fangs and talons are well pronounced.
The Gangrel's arms become elongated and can support a thin membrane which allows a mystical, limited and ungainly flight at
normal running speed, up to 100 yards per point of Stamina + Fortitude before landing for one round. If combined with Wings of
the Predator, the Bat is able to fly without tiring, and leaving her arms free to do what she pleases.
The bite does Strength +1 aggravated damage with a difficulty of five and the standard claws do Strength +2 aggravated
damage with a difficulty of six. The Man-Bat's hearing is ultra-acute and can echo-locate effortlessly in place of sight if the need
arises.
The Beast is strong within this form, and those who manifest in this form are prone to its depredations. All Frenzy difficulties are
at +2.
If the character Frenzies, the player must spend a Willpower point or instinctively take on this form.
As with the other Shapeshifting abilities, the Gangrel must spend one Blood Point to shift in three rounds. If the Storyteller allows,
the Gangrel may spend three points and shift in one round.

******* The Horde


One of the many powers of Vlad the Impaler was that, at will, he could shift his form into a multitude of creatures. Foolish is he
who tries to pursue this pack for the Gangrel shapeshifts not into one creature, but into a horde of smaller identical ones.
This is the ability of shapeshifters to transform into multiple creatures, and is required for those vampires who would pass
themselves off as the Were-spiders' crawlerling form.
System: Those characters who have either (a) both Image of the Beast and Gift of Proteus disciplines or (b) Gift of Proteus
merit with the chosen creature being a Rat can obtain this Discipline at a reduced XP cost. Treat it as if it were a level three
Discipline.
The number of creatures formed is five per Health Level and Blood Points remaining after the transformation. These swarm
around in a pack under the control of the Gangrel. The Gangrel can control The Horde as a whole and split The Horde into two or
more smaller packs (Minimum of 10 creatures per pack.) These packs are all under the control of the Gangrel and the Gangrel
can use their senses as well as the Auspex discipline. (assuming she has it) Other disciplines can be used at the Storyteller's
discretion; suggested ones are Obfuscate, Celerity and Animalism.
At any time, the Gangrel can gather up The Horde and bring as many of the creatures together as she likes. From these she can
reform, regaining one Health level or one Blood Point per five creatures present. Neither Blood nor Health can exceed the initial
value though. The Gangrel can reform at will, even if The Horde is split. The remaining packs are no longer under her control and
the creatures die and crumble into dust after one hour per point of Stamina.
Once per round, the Gangrel can shift her essence into a different pack to avoid extermination. If the Gangrel is currently
controlling a pack which is reduced to less than 10 creatures, she reforms on the spot, Incapacitated with one Blood Point. The
rest of the rats die as if the Gangrel reformed normally.
Rats are particularly ferocious if they swarm an opponent. For every full 10 creatures in a pack, that pack does one die of
aggravated damage (Difficulty eight, no roll to hit required unless the target is wearing some form of body armour.) For smaller
creatures such as spiders and ants simply multiply all of the creature numbers in the above chapter by a reasonable figure.

******* Blood of the Beast


The Gangrel's blood has been empowered with the Beast and increased in Potence. Her blood now possesses very similar
qualities to real Shapeshifter blood. In a way similar to the Ruse of the Wolf's clothing merit, the Gangrel can no longer be
detected as being anything other than a true, living, Shapeshifter.
System: The character's blood is now more potent than the blood of other Kindred of the same generation. The Blood pool of
the character is increased by 1/4 rounded down, but the rate at which blood can be spent is not affected.
Kindred drinking this blood feel its potency and become agitated to the point of Frenzy just as if it was real Shapeshifter blood.
Interestingly, the Gangrel is now immune from the Frenzy invoking effects other Shapeshifter's blood, plus, even under Aura
Perception, the character appears to be a Shapeshifter, the Aura as bright as any mortal's. In certain situations, this could be
tricky for the poor Gangrel to explain.
Still, there are Tremere Blood Rituals which can tell the blood for what it really is.

******* Wings of the Predator


Gangrel who have obtained this power can cause leathery bat-like wings to sprout from their backs. They can then fly almost
effortlessly for long periods of time. The wings are often fearsome looking and sometimes associated with devils and demons.
System: The wings allow the character to fly at 4x walking speed for long distances with only the slightest effort. Faster flight can
be attained, but the character will need to make intermittent Stamina + Fortitude checks to avoid fatigue. The faster speeds are
similarly 4x their land based counterparts (Jogging, running and sprinting.)
The wings can be used in conjunction with the majority of Gangrel forms and have a wingspan of roughly twice the longest
dimension of that form. If the character changes form, then the Wings change too, unless the character wishes them gone.
No roll is required for the use of this power, merely the expenditure of one Blood Point. The wings take three rounds to form
unless the Storyteller allows the character to spend three Blood Points, in which case, only one round is required.

******** Protean Mastery


The Gangrel has mastered the art of shapeshifting to the point where she can reduce the Blood cost of transformations
significantly.
System: All Protean powers which require the expenditure of Blood to use now require one point less. Thus the majority of
changes no-longer require the use of blood.

********* Ease of Healing


The Gangrel's body and flesh have been transformed to such an extent that her composition no longer resembles what they once
were. The only apparent difference is a lustrous and utterly pure alabaster look to the skin, yet those characters possessing this
powerful ability no longer suffer aggravated wounds at the hands of supernatural entities. They can also heal >from other
aggravated wounds just as easily as they can from normal damage.
System: The character can no longer suffer Final Death due to the claws or magicks of supernatural beings as they no longer
cause aggravated damage.
Also, actual aggravated damage (from fire and sunlight), although still able to cause Final Death can be healed at the standard
cost of one Blood Point per wound without the limits to the frequency.

********** Endless Tide of Vitae


Those Gangrel with this power have managed to increase the potency of their blood far beyond the normal limits of even the
mightiest Kindred.
System: Double the character's Blood Pool, but not the rate at which it can be spent. This bonus is not cumulative with the Level
7 Blood of the Beast power.
However, if the character has Blood of the Beast, then her vitae has a very strong effect on other characters partaking of it: They
find themselves constantly on the edge of rage, barely able to repress their anger at any time (+1 difficulty to resist Frenzy per
point imbibed.) on the plus side, the difficulty of Rotschreck is reduced by one per point of potent Blood. If somehow they are
panicked, they can recover from the Rotschreck twice as quickly as normal and will not gain Derangements if they botch the roll.
Finally, they gain one automatic success on any Courage or Willpower roll.
These effects continue until the last point of the blood is flushed from their system and any effects they were used to power are
finished. This blood loses its potency at one point per day if imbibed.
The Gangrel herself can burn two of her own Blood Points to feel the above effect for the duration of one scene.
High Levels of Sanguinus
By Andrew Cram for Fallen Angels bloodline.

****** Borrow Ability


Using this power an Angel can borrow any ability (Skill, Talent, Knowledge, or Discipline) from another willing Angel. For
instance, an Angel using this ability with an Occult of one could borrow Occult from another (willing) Angel who had a rating of
three. The recipient would then have a rating of three whilst the donor loses all ability in Occult until such time as the levels are
returned.

****** Divine Madness


This simple ability allows the Angel to tap into the Malkavian Madness Network. Divine Madness is most often a side effect of
developing Sanguinus too quickly -- the disease has begun to warp the Angel's mind. Angels who develop divine madness gain
at least one derangement, unless they already possess one.

******* Concentrate Ability


As Concentrate Generation (Level Four) except with abilities. For example an Angel could receive 3 points of Brawl from a
fellow Angel and add those points to his rating of two, gaining an effective rating of five. The Angel donating part or all of his
rating may not use the donated points until such time as they are returned. He operates as if he never possessed the points.
Only the Angel receiving the points needs a Sanguinus of Seven. The donor merely needs to be willing and possess a
Sanguinus of at least one (this includes Ghouls).

******** Strip
This power is only used as punishment for the most severe of crimes. This power allows an Angel to strip levels of Generation,
Abilities, and/or Disciplines from an individual who either possesses Sanguinus or is Blood Bound to the user.
To succeed the Angel must roll Wits + Leadership versus the target's willpower. Individuals who are under the effect of a blood
bond (Not including a Vinculum) may not resist and hence do not require a roll). Non-kindred may be affected by this power
although it is not possible to strip non-vampiric abilities (Garou Gifts for instance).

******** Gift
This power is the reverse of strip in that it transfers abilities from the user to another individual. It is used to bestow rewards upon
individual clan members, and retainers and to gain influence with other groups. Like Strip, its effects are permanent. It is often
used to re-distribute the powers of an Angel punished with Strip.
High Levels of Serpentis
By Andrew Cram, for the Fallen Angels bloodline.

****** Ethics
The character can impose a system of Ethics upon the Target. The target finds it very difficult to ignore this morality and any
difficulties in opposition to this system are at +1. To succeed in imparting a higher nature the Character must roll Intelligence +
Empathy against 10-target's Humanity (or Path) (target 8 for both rolls).

****** Higher Nature


The use of this power imparts the target with a higher purpose of the character's choosing. The recipient will strive for this Goal,
almost to the exclusion of all else. She will gain 2 extra dice on all rolls that have anything to do with this higher purpose. To
succeed in imparting a higher nature the Character must rol Intelligence + Empathy against 10-targets Humanity(or Path) (target
8 for both rolls).

******* Cupid's Arrow


Bestows the effects of True Love upon an individual. The caster must expend a willpower point to do so but may use this power
upon himself.

******* Tranquillity
This power bestows an unnatural calm upon the character. All difficulties to frenzy are reduced by 2.

******** Luck of the Damned


Allows the character to bestow luck upon another or himself permanently. The recipient may repeat 3 failed rolls per story. To
use this ability the character must expend one permanent willpower point. It cannot be used more than once per night.

********* Restore Faith


This power restores the ability for True Faith in an individual (Kindred or Kine). It requires a willing recipient and the permanent
expenditure of 2 willpower points (1 for non-kindred). When completed the recipient receives a faith of 1. The character may
himself benefit from this power.

********** Cleanse Soul


This power removes any single blot on a willing individual's soul. This power is so strong as to be able to totally erase a Mark of
Damnation (Serpentis 10). This power also makes all Diabolists (unless they have achieved Golconda) immediately visible,
surrounding them with an Aura of Corruption in the view of the user only.
High Levels of Thanatosis and Mortis
By Justin Whitney (ravnos101@aol.com) for the New Cappadocians.

Thanatosis

********* Ashes to Ashes, Dust to Dust


Like the level 3 power Ashes to Ashes, only the Vampire turns a target in to a pile of dust with the touch of a blood covered hand.
System: The Vampire expends one bloodpoint on to his palm, and touches the person he wishes to transform in to Ashes. He
must make a willpower roll (diff opponent's Willpower) to complete the change. The Target reforms at the expenditure of two
Blood points ( Gnosis, Pathos, Sekkhem, Quintessence, Glamour, etc) but suffers the loss of one permanent dot in any physical
attribute chosen by the Vampire.

********** Curse of the Samedi


With a touch from a Vampire that has Thanatosis at this level, he can cause a target to be reduced to a horrific monstrosity. The
effects may only last a scene, but can also be permanent.
System: The Vampire expends three Bloopoints and touches his victim. She then rolls Thanatosis + Thanatology against the
victim's Willpower. For each success the Vampire acquires, the victim loses one dot in Appearance. The Appearance cannot
drop below Zero. The Vampire then makes the same roll again for duration
Successes Duration
1 1 Scene
3 Chapter
5 Story
7 Chronicle
8+ Permanent

Mortis

******** Death Unto You


With a mere touch the Cappadocian can bring Death and Oblivion to mortal creatures, amd the Final Death to Vampires.
Writings of Cappadocius using this level of Mortis have been recorded in his journal.
System: With the expenditure of one blood point the Vampire can touch a victim and cause him to be Obliviated or to die the
Final Death. The Vampire rolls Mortis + Thanatology against the Victim's Willpower. If he succeeds the victim is destroyed.

********* Blessed Resilience


Like The Unique Power listed in Clanbook: Cappadocian, The Cainite is able to pull himself back together after dying the Final
Death. Though this version is much more potent than then its lesser effects. Eric Ven Deras has been known to use this after he
was killed by a Lupine. It was surprised when he stood back up and impaled it with his Stake.
System: Like Blessed Resilience, but the vampire keeps all of his attribute points, and with Fortitude level seven can bring
himself back after Diablerie and being burnt to ashes from the sun or fire.

********** Life After Death


The Vampire is able to reconstruct the Body of another Cainite after He has died the Final Death, has been Diablerised, or has
been reduced to ashes by the sun or fire.
System: Fifteen Blood points must be showered on to the ground and the target Cainite who died the Final Death and the
Vampire must roll Mortis + Thanatology at a Difficulty of 8. If successful the body reforms from the blood and its remaining parts
across the world. If failed a spectre is summoned. If botched the Vampire attempting to perform this action is scattered in to
ashes and can't be reformed by using this action.
Holistus
By Chris Plaice, for the Templar bloodline.
Try this discipline out as an alternative for the Templar bloodline. (Credits to the one who put the Templars on the net in the first place.
Great Bloodline.)

* Holy Armour
By concentrating for a round, a Templar is able to charge his/her armour with his/her faith. This effectively adds 2 points to the
armour rating without penalty to Dexterity. The user must be wearing armour and in a combat situation for this power to work. A
blood point must be expended to activate this power, and it lasts for one combat.

** Sword of Light
The Templar channels his/her power into his/her sword, causing it to glow with an eerie cold flame. This flame causes
aggravated wounds to enemies of the wielder. Friends are not affected by flame or sword while this power is active. The user
must have a sword in hand and be in a combat situation to use this power. A blood point must be expended to activate the flame
and it lasts for one scene.

*** Inspiration
By staring into the eyes of a friend, the user can reinforce the target`s resolve and temporarily suppress her derangements. Roll
Manipulation + Meditation (difficulty number is target`s Willpower). Each success may be used to return a point of Willpower or
suppress a derangement for ten minutes. Any Willpower gained must be used in the same scene. Two blood points must be
expended to use this power.

**** Chalice of Healing


The Templar invokes this power by pouring holy water into a chalice or goblet. (A unique item dedicated to the Templar during
his/her training) He/she then performs the Ritual of Cleansing over the water. Anyone drinking from the chalice is healed of all
normal damage or one aggravated damage. The chalice provides enough healing fluid to heal Charisma + Medicine (difficulty
7) times. A point of Willpower and a Blood Point must be expended to invoke this power.

***** Bolt of Divine Fury


This power causes a bolt of light to shoot from the Templar's fingers. The bolt is directed by Dexterity + Firearms (difficulty 8).
The bolt may be dodged if seen. The searing light does two dice of aggravated damage for every blood point expended when
creating it. A point of Willpower is expended to create the bolt.
Hu Do
By Jenny Parr (j.l.parr@bradford.ac.uk)

* Yanjing
As the Kuei gains this level of Hu Do his eyes change permanently. The pupils become slits and the iris' gain a golden-green
colouration, perfectly suited for seeing in low light.
For the Kuei all rolls involving perception have a -2 difficulty, and he can see in very low levels of light. However very bright lights
will be uncomfortable.

** Jwa
As this level of Hu Do is reached the nails of the Kuei permanently become feline claws, always razor sharp. Both the nails on
the fingers and toes are changed and unless shoes are made specially they can be uncomfortable. Many Princes of the Orient
insist on Kuei of this level wearing gloves while in their presence.
The claws do aggravated damage of Strength +2. If a barefooted kick is attempted this will also cause aggravate damage of
Strength +3 at a higher difficulty.

*** Chindzu
As the Kuei becomes proficient in this level of Hu Do he can understand the speech of all cats and can talk to his feline cousins.
No cat, even a blood bound ghoul, will ever attack the Kuei and all will treat him as their favoured master. Chindzu affects even
the big hunting cats. The Kuei can also talk the lilting, expressive language of the Bastet and will be treated as a long-lost brother
by them.
The Kuei is able to command any cats within hearing distance on an Intelligence + Animal Ken roll against a difficulty of 7. The
cats will do favours for the Kuei with the number of successes determining the loyalty of the cat. At least three successes are
needed to fight for the Kuei. When dealing with Bastet the Kuei has a -2 difficulty to all social rolls and the Bastet will run rather
than fight.

**** Syingjwang
By using the mantras and gestures of Syingjwang, the Kuei can transform himself into the form of a small wildcat of the forests.
This form still has the Jwa claws, Yanjing eyes and can converse easily with any feline he meets. The cats may mistake him for a
true cat but will always treat him with respect and awe.
The Kuei may either spend 2 blood points and transform in one round, or spend 1 blood point and transform in two rounds. In the
Syingjwang form the Kuei gains +2 Dexterity and +1 Perception. In this form all Stealth rolls have -2 difficulty and automatically
has the effects of the merit Cat-like Balance. A Manipulation + Animal Ken roll against a difficulty of 6 must be made if the Kuei
wishes to fool a cat into thinking he is one of their own. Bastet are not affected by this.

***** Wanggung
By really wanting to be a tiger, the practicioners of Wanggung may transform into a great Bengal tiger with Jwa claws, Yanjing
eyes and Chindzu leadership. Again all cats will treat the Wanggung tiger with respect, and so will Bastet.
If 3 blood points are spent the transformation takes one round. If 1 blood point is spent the transformation takes 3 rounds. This
will increase the Kuei's attributes as follows: Strength +2, Stamina +1, Dexterity +3 and Perception +1. A Manipulation + Survival
roll against a difficulty of the target's willpower must be made if the Kuei wishes to fool a Bastet into thinking he is a real tiger. A
Manipulation + Animal Ken roll must be made for normal felines.

****** Ywanshou
Once a Kuei is capable of the Ywanshou he is able to transform himself into a massive sabre toothed tiger capable of taking on
nearly any enemy. This form has the Jwa claws, Yanjing eyes and Chindzu leadership but all commands to normal cats will be
carried out with little fuss. No Bastet will fight a Ywanshou. Ever.
Transforming into this form takes 4 blood points and takes two rounds. This form increases the Kuei's attributes as follows:
Strength +3, Dexterity +3, Stamina +3, and Perception +1. All attempts to command normal cats have a -2 difficulty.
Humanism
By Aszoth@aol.com

* The Human Face


Gain or lose any combination of powers or curses respectively totaling four listed on table 1. All Difficulties to detect you as a
vampire are now increased by two. If at this time you no longer have any of the curses and have all of the powers listed on table
1 raise your dots of Humanism to two. If the powers gained and the curses removed were less than four select powers or curses
from table 2 so that the total is four.

** The Human Face


Gain or lose any combination of powers or curses respectively totaling four listed on table 1. All Difficulties to detect you as a
vampire are now increased by four. If at this time you have any curses or do not have all the powers continue buying this
discipline at level two until all of your curses are gone and you have all of the powers. If the powers gained and the curses
removed were less than four select powers or curses from table 2 so that the total is four.
Table 1
Powers Curses
Eat Food Displaced Heart*
Baby Face Monstrous
Efficient Digestion Cast No Reflection
Early Riser Clan Weakness
*In other words, you must give up this merit. A player must have all of the powers and none of the curses from table 1 before they
can select any powers or curses from table 2.

*** The Human Heart


Gain or lose any combination of powers or curses respectively totaling four listed on table 2. All Difficulties to detect you as a
vampire are now increased by six. If at this time you no longer have any of the curses and have all of the powers listed on table 2
raise your dots of Humanism to four. If the powers gained and the curses removed were less than four, regain a number of XP
equal to the cost times the number not used over 4.

**** The Human Heart


Gain or lose any combination of powers or curses respectively totaling four listed on table 2 . All Difficulties to detect you as a
vampire are now increased by eight. If at this time you have any curses or do not have all the powers continue buying this
discipline at level four until all of your curses are gone and you have all of the powers. If the powers gained and the curses
removed were less than four, regain a number of XP equal to the cost times the number not used over 4.
Table 2
Powers Curses
Light Sleeper Eerie Presence
Calm Heart Taint of Corruption
Faerie Affinity Repulsed by Garlic
Inoffensive to Animals Repelled by Crosses
Can't Cross Running Water
Selective Digestion

Powers are the same merits by name as listed in the various books Curses are the same flaws by name as listed in various
books.

***** Inner Voice


At this level of Humanism the kindred has beaten the Beast so badly that he is less prone to its attempt's to escape. He is also
totally immune to Rotschreck and all Difficulties to detect you as a vampire are now increased by ten.
System: Instead of needing the regular 5 successes on an extended self-control rolls to stop a frenzy. The vampire needs only 3
successes on the rolls. Also the vampire will not frenzy until he fails on two consecutive rolls.

****** Human Soul


At this level the kindred has reached a point of controlling his unlife that he can actually become human for a period of time. This
will allow the kindred to pass completely as human. Sunlight has no effect on him and he will not frenzy.
System: The kindred must spend one blood point to activate this discipline. He then makes a willpower roll (Difficulty 6). The
kindred will be completely human for a number of hours equal to the number of successes.

******* Wrench The Beast


At this level the kindred has such an understanding of the Beast that he can actually cause it to leave others making them
completely human.
System: The kindred must spend one blood point and have physical or mental contact with the target, to activate this discipline.
Physical contact is any actual physical contact( i.e.. a punch, shaking hands, etc...). Mental contact is as simple as using
telepathy (other similar disciplines can have the same effect.) They then make a willpower roll (Difficulty is target's willpower if
the target is willing the difficulty is six or the targets willpower which ever is lower) . The target kindred will be completely human
for a number of hours equal to the number of successes.

******** Angelic Form


The vampire has reached a point of controlling his unlife that when he becomes human he still maintains his vampiric abilities.
He does not however run the risk of frenzying.
System: The kindred must spend one blood point to activate this discipline. He then makes a willpower roll ( Difficulty 7). The
kindred will be an "angel" for a number of hours equal to the number of successes.

********* Angelic Body


The vampire ceases to exist as a member of the kindred. His aura now reads human all the time. He retains all of his disciplines
and may continue to advance in them. However the kindred may now learn other numina besides just True Faith. The Vampire's
blood pool is converted into a faith pool the faith pool works just like the blood pool. The vampire's body now also produces faith
at a rate of their True Faith rating per day. By removing himself and meditating or resting for an hour the Vampire may also roll
his True Faith (difficulty 6) each successes will give the vampire and additional blood point. This blood can be used for any thing
that the vampire can normally use it for.
The vampire is no longer effected by sunlight, and is immune to frenzy and Rotschreck. There is however one flaw with this
discipline. For every point of blood that the vampire willingly takes he looses one health level. Blood points taken unwillingly have
no effect what so ever. Before a Kindred can learn this level he must have at least 3 dots in True Faith, and be in the final stages
of reaching Golconda or have already reached it. Once learned the vampire is considered to have reached Golconda if they
where in the final stages.
Humorous Meta-disciplines
By Tim Toner (thanatos@interaccess.com)

Badger
Required Disciplines: Dominate * Celerity ****
Description: This ancient power is best used with a partner against a single target. The users repeat the same question over
and over, slowly wearing down the resistance of the target. Each time the power is used, anyone attempting to Badger burns a
point of blood, and if the attempt utterly fails, the target automatically frenzies...
Example: "Dad, we wanna go to Duff Gardens."
"No."
"We wanna go to Duff Gardens!"
"No."
"We wanna go to Duff Gardens!!"
"No."
"WewannagotoDuffGardenswewannagotoDuffGardenswewannagotoDuffGardens!!!"
"Oh. Okay."

Ro-cham-bieu
Required Disciplines: Potence *** Dominate ***
Description: This bizarre power is really only useful when something is contested between user and target. The user calls out,
"Let's Ro-cham-bieu for it," and, oddly, the target always agrees. The user then applies his shin to the groin of the individual,
taking the successes of that roll, and lowering the difficulty of the resulting Dominate attempt. If the target succeeds, not only is
he on the ground in pain, but he has suddenly forgotten any desire to have the object in question.

"Ow. Quit it."


Required Disciplines: Obfuscate *** Potence ****
Description: This ability is useful when the user enters combat against an obviously superior foe. Each time the foe hits, a
suggestion is passed through the obfuscate that the attack is:
a) futile
b) pointless
c) unnecessary.
The target will wander away, often looking for a more responsive victim.
Hydrolaeria
By Sween DOG (sween@freenet.scri.fsu.edu) with input from Benjamin D. Buckner (buckner@enuxsa.eas.asu.edu)

Background
Another idea is a vampire who was making the journey across the sea in earlier days. Her ship sunk and she has been beneath
the waves ever since. Her first century and a half were in Torpor, but she awoke one day to be horrified by where she was (and
she had no idea where land was, plus the obvious unsurety of swimming to the surface and a possible sunny afternoon -- staying
on the bottom near the ship is the only obvious possibility).
Being resourceful, she was able to lure animals to her to feed upon. as she became more comfortable in her surroundings, and
the eternal night that was now her home, she began to develop powers making her a more efficient predator in the World of
Wetness.
Disciplines would be Animalism, Celerity, and Hydrolaeria (I suppose it's a toss up between celerity and fortitude...what do you
all think?)
Weakness: Well at level 2 or higher of that discipline, the physical changes the creature has gone through make leaving the
water impossible (bones have atrophied, and skin becomes too thin -- it will crack easily or rupture if it dries out. That seems
plenty restrictive enough for me.

* Marine Oneness
At this level, the discipline confers basic abilities to interact with the sea. It becomes possible to draw water into one's lungs, and
equally as possible to speak in the watery depths. The wielder of this power also gains the ability to utilize all of her senses in the
ocean. Sight becomes secondary, and hearing/scent become the primary means of interaction. It should be noted that in the
liquid medium, sound and scent are carried much more efficiently, and these senses become incredibly accurate. Like a shark,
a vampire with this power can smell blood for miles. The vampire also gains the ability to sense pressure and electrical fields.
Their ballast can be regulated through their lungs.
System: No roll is usually required, but for extremely difficult feats (smelling the blood of an injured creature at 3 km or such), the
ST may requre a perception + Alertness roll.
Physical Features: Start developing webbed fingers and toes; hair becomes thin and is only found on the head.

** Motion of the Tide


The vampire gains the ability to propel herself through the ocean, never leaving a ripple of disturbance. At this power level, it is
possible to swim alongside a shark, and assuming one isn't bleeding, the shark will never realize that a possible prey is near.
This power likely aided the sea-vampire in her earlier days, when sharks were a danger to her unlife. Now she regards the
watery predators as slaves and prey. The were-sharks are at odds with this. Also at this level it is possible to cloud one's
presence in the water closer to the surface, or in the presence of light. (note: in the deep, there is no sunlight, and the kindred in
question can't go shallower than 200 m during the daytime.
System: Roll Dexterity + Athletics to swim without displacing water (no aftercurrents or disturbances will betray your presence in
the deep) or to hide among the watery blues of the ocean (difficulty is 7)

1 A cursory glance will pass by you, but any sort of active search will reveal your presence
2 A Preception + Alertness roll (diff 8) is required to notice you.
3 You cannot be seen by means short of Sonar/Radar.
4 Someone would have to be an expert and be using sophisticated equipment to find you.
5 You are a ghost.

Physical Features: Ears begin to atrophy, Eyes grow smaller, legs and arms become slightly longer and thinner.

*** Obscurity of the Depths


Become functionally invisible in the water; could be a transparent effect thing or maybe an ink discharge.
Physical Features: Ears gone, fingers and feet lengthened considerably, with membranes between them, skin becoming
translucent.
**** Form of the Sea
Like Protean 4, the wielder of this power gains the ability to transform her body into that of a sea creature. There is no 'standard'
form, however one form is favored over others.
System: The user of this power must spend a Blood Point to change into the preferred form (and one to change back). Other
forms require a willpower roll. Transformation takes 1 minute.
Physical Features: No eyes, skin semi-transparent with phosphorescence of some organs apparent, membranes between
fingers, (long) toes, arms and torso, and legs which are transparent, with phosphorescing patterns.

***** Deep Trident


Blast someone with an electrical discharge for aggravated damage. Requires touch and might be cool if the attack was able to
drain blood from a victim.
Physical Features: Skin completely transparent, along with many organs (several of which have atrophied completely), the rest
of which glow in interesting and beautiful colors.

****** Neptune's Fury


Manipulate minor currents, as well as summon small storms though nothing on a global or even sea-wide scale.
Physical Features: Hmm...have you seen The Abyss..that about sums it up
Icarus
By Jack Dracula, for the Lothorian bloodline. Also a discipline of the Vasulean bloodline.
The Icarus Discipline is one of the last vestiges that tie the modern Lothorians to their Oriental Elders. More scientific Kindred believe
it to be some sort of telekinetic control of the air molecules, but such structured psychic control belies the inherent mysticism, as well
as a basic overview of its practitioners.

* Levitate
Enables the user to Levitate himself. By making a Wits+Alertness roll, she can rise into the air at about 5 feet per second.
Please note that any aerial maneuvers would require rolling Wits+Athletics/Brawl/Melee or whatever. Plus, full concentration is
needed to maintain this; if done for an extended period of time (i.e more than 5 rounds) it's gonna cost you a Willpower point.

** Wind
The user is able to summon a strong wind (outdoors only.) By making a Willpower roll, she can call a wind strong enough to
knock over an average man (To resist, Strength + Potence, and hope you have good footing...)This wind is not sustained,
however.

*** Flight
The user can take off and achieve horizontal movement at a steady rate. Full concentration is required, and a willpower point
must be expended. Average speed is just under 20 miles an hour, but this can be maintained for relatively long periods.

**** The Great Wind


This allows users to summon a minor windstorm. Most people caught in the area (couple blocks) will have to grab onto
something solid or be blown around for the duration. Anyone (except the caster) in the area also has a 20% chance of being hit
by debris, for no more than one damage. Also, depending on the area: dust could negate visibility or dangerous gases could be
cleared from an area (but Vampires don't breathe!)

***** The Wind Wall


The user creates a wall of wind which stops all physical attacks. Anyone trying to go through it will be pushed back. A Willpower
point mu be spent to start it, and again every seven turns.
Id (MET)
Converted by Henrik Bogh (henrik_b@post.vuc.nja.dk), based on Id by Robert Maybery

Author's Notes
I found this (I think) great discipline for Vampire: The Masquerade, but since i needed it for a MET-game, it needed a little work.
Also, when played we found it had some bugs that needed to be corrected. All this has now been done, and this is the result.
The game has be slightly tested, but more could do it well i suppose. But please send your comments to
henrik_b@post.vuc.nja.dk if you've got any.

History
Some time ago, an Alexandrian was captured by Toreadors in a Clan-war, where the Alexandrians were making (un-)life quite
painful and terrible for the Toreadors with an unknown discipline. This discipline allowed the Alexandrians to make the
Toreadors walking bombs that would go to their own kind. Once there they might shoot someone, blow the building up, or
something similar. The Toreadors captured only a few of the Alexandrians (due to this discipline among other things), and none
of them really seemed to have this discipline, before a new and fresh Alexandrian was captured by the Toreadors. He was
aware of his kind having this discipline but couldn't use it. An elder Toreador managed to create a friendship with this young
Alexandrian, and through his own experience and knowledge about disciplines, he made the Alexandrian able to use this
discipline of his. In his happiness the Alexandrian promised to teach the Toreador this discipline. Because of his youths this took
more than a decade for him to teach the old Toreador this discipline. When the elder mastered discipline in early 1997 the
Toreadors eliminated the young Alexandrian. This made the old Toreador quite mad, and he killed the Toreador Clan leader and
escaped to the middle of France, before passing his knowledge on to others in the town. Now (December 1997), fewer than 100
Toreadors know this discipline, and no other than these Toreadors know of its existence among Toreadors, and not many others
about its existence at all.

Basic

Mistake
At first, the Kindred's command of someone's subconscious is limited. The target can be made to carry out a single command
given mentally. This is a pure action of the subconscious, and cannot be used to change a subject's actions, only to modify them.
A cashier will 'accidentally' give the Kindred a twenty-dollar bill instead of a one-dollar bill; a running attacker will be persuaded
to fall, and an actor will forget her lines. Note that since the conscious must not know what is happening to her, the effects tend to
manifest as 'mistakes.'
Because it is such a basic discipline as it is, it can only be used once on a person a night, because the second time might give
the person knowledge of the Kindred's ability. If a Kindred still wants to use it several times on the same night, she must take a
static Mental-challenge. If the Kindred loses one of two things happens:
Target is not a Kindred: Nothing happens, except for loss of one Mental-trait.
Target is a Kindred: The Kindred senses that a discipline has been used, to making her doing something against her intentions,
and a loss of one Mental-trait.
If the challenge is won, the desired effect is accomplished.

Object of Desire
At this point, the Kindred may use this power to lull or stir subconscious fears in the target. With each use, the Kindred may alter
a target's perceptions of one individual or object. The target won't know why she trusts or suspects the individual, but she will 'just
have a feeling' about him/her/it. For this power to affect the subject's perceptions of anyone but herself, the Kindred must
whisper advice to the target regarding the individual (the individual (or object) need not to be present). To use this discipline the
Kindred must make one to four Mental-challenges with the target. Once The Kindred loses a Mental-challenge, no further can be
taken at this time.

Contests won Effect


One The target is invoked by this discipline for the next half-hour.
Two The target is invoked for the next 2‡ hour.
Tree The target is invoked for the rest of the night.
Four The target is invoked for the rest of his/her un-life. If the challenge is lost nothing happens.
Intermediate

Contingency
By whispering a command, the Kindred may give a single command to the target, along with a condition, which will trigger the
command. Complex commands, or commands which endanger the subject are possible, but more difficult. Once the command
is carried out, the command fades from the target's mind. If the command is not carried out (due, for instance, to failure,
accident, or expenditure of Willpower), the command will remain buried until the next time the conditions are met. Simply make a
Mental-challenge to use this discipline.

Advanced

Loose Tongue
When asked a question, the target will instinctively blurt out the whole truth, and nothing but the truth. The Kindred need only ask
a question, and the subject will answer it to the best of her ability. No challenges are needed to carry out this discipline, unless
the Kindred wants to use it several times on the same target in one night. The use the same system as for the basic discipline:
Mistake.

Friendly Advice
Those who possess this power have a unique control over the beliefs of others. Friendly Advice enables a Kindred to convince a
target of one fact. The target will not usually question why she believes what the Kindred tells her unless the fact is questioned by
someone else, and even then the target may become angry and confused when confronted with the truth. To use this discipline
the Kindred must spend one blood-trait for the first time a night, and two for the following at that night. It is not possible to spend
one blood-trait twice in one night, even if this discipline wasn't activated the night before. Also a target can only hold one fact,
even if another Kindred gave this fact. When the the target is convinced that her belief created by the Kindred iss untrue, she
must make a static Mental-challenge. If she loses or it's a draw, she frenzies the next time she see the Kindred that gave her the
Friendly Advice.
Id
By Robert Mayberry for the Alexandrians bloodline.

Description
Only Alexandrians know this discipline. This is the Discipline of the subconscious. While Dominate invades the conscious mind,
and Presence controls its victims' emotions, Id manipulates the subconscious. Like Dominate, commands must be given
verbally (although the actual wording is not important, as the commands directly invade the subconscious) and the commands
must address one person at a time. Victims will not actually hear what is said to them (though those around them might). Like
Presence, eye contact is not necessary. Indeed, suggestions may be made over the telephone (+1 to the difficulty). Willpower
can be spent, as in Dominate or Presence, to resist the effects. Since this power bypasses the conscious mind, though, victims,
even those who should know better, will not suspect. A botch causes the target to realize what is happening to him. Needless to
say, few people like being manipulated, but this power causes especially strong feelings of violation.

* Mistake
At first, the vampire's command of someone's subconscious is limited. The subject can be made to carry out a single command
given mentally. This is a pure action of the subconscious, and cannot be used to change a subject's actions, only to modify them.
A cashier will 'accidentally' give the vampire a twenty dollar bill instead of a one, a running attacker will be persuaded to fall, and
an actor will forget his lines. Note that since the conscious must not know what is happening to it, the effects tend to manifest as
'mistakes.'
System: The vampire must roll his Manipulation + Subterfuge (difficulty equals the target's Wits + Alertness). With one success,
the target may realize what she is doing as it happens, and spend a Willpower point to prevent the mistake. With three, the
target may not realize her mistake until much later, while with five, the target may not realize her error at all, depending on the
circumstances. The vampire may not do anything else while using this power. This power may be used in combat, but each
success adds a '1' to an opponent's attack roll (These subtract successes as if they were rolled, and can be used to make an
opponent botch.)

** Object of Desire
At this point, the vampire may use this power to lull or stir subconscious fears in the victim. With each use, the vampire may alter
a target's perceptions of one individual or object. The target won't know why she trusts or suspects the individual, but he will 'just
have a feeling' about him/it. For this power to affect the subject's perceptions of anyone but himself, the vampire must whisper
advice to the target regarding the individual (The individual (or object) need not be present).
System: The vampire rolls his Charisma + Intrigue (difficulty equals the target's Willpower). Successes indicate the intensity of
the feeling for objects, while each success adds to or subtracts from the relevant social rolls if the advise deals with a person. At
least two successes are required before the target is affected if the subject is not present. This power normally lasts until
something causes him to question his feelings, but continued use of this power makes it easier to reawaken such feelings.

*** Contingency
By whispering a command, the Kindred may give a single command to the subject, along with a condition which will trigger the
command. Complex commands, or commands which endanger the subject are possible, but more difficult. Once the command
is carried out, the command fades from the subject's mind. If the command is not carried out (due, for instance, to failure,
accident, or expenditure of Willpower), the command will remain buried until the next time the conditions are met.
System: The vampire rolls his Manipulation + Leadership (difficulty is the target's Willpower.) Complex commands or
commands which are against the target's Nature raise the difficulty by up to two. If the trigger does not occur, the command
fades on its own after the amount of time on the chart below. More than one command may be given at a time, but each requires
a separate roll.

Successes Duration
1 One Month
2 One Year
3 Ten Years
4 One Century
5 Five Centuries
**** Loose Tongue
When asked a question, the subject will instinctively blurt out the whole truth, and nothing but the truth. The vampire need only ask
a question, and the subject will answer it to the best of her ability.
System: The target must roll his own Self Control (difficulty is the vampire's Charisma + Empathy) every time the vampire using
this power asks a question. Success means that the subject has successfully caught himself, however, less than three
successes mean that he has blurted something out (with one success, the beginnings of an answer are given; with two, only the
first part of the first word is spoken.) Just as in Presence 4, where the requirement that the user be in plain sight is waived, this
power does not require speech.

***** Friendly Advice


Those who possess this power have a unique control over the beliefs of others. Friendly Advice enables a vampire to convince a
target of one fact. The target will not usually question why he believes what the vampire tells him unless the fact is questioned by
someone else, and even then the target may become angry and confused when confronted with the truth.
System: The vampire rolls his Charisma + Leadership (difficulty is the target's Intelligence + Enigmas). Note that the difficulty is
reduced by one if what the target is being convinced is actually true.

Successes Result
1 The target will believe the fact -- at least at first.
2 The target will begin to suspect his certainty after time goes by.
3 The target will insist that his belief is true, but can be talked out of it, given time.
4 The target is convinced that his beliefs are his own, and can only be talked out of it if shown absolute and
convincing evidence.
5 Nothing can convince the target that his Id has been manipulated, no matter what evidence is presented. The target
will become enraged if the point is pressed too far.
Ignem
By Gary Greenhill, for the Order of the Wyrm.
* Eyes of fire: The character can see in both the infra-red and ultra- violet spectrum. This allows the character to see in darkness but
not as clearly as daylight, further more the character can follow heat trails. The characters eyes appear to burn with an eerie orange
light.
System: No roll is necessary but a full turn needs to occur to effect the change.
* Blood of the Furnace: The characters blood becomes unnaturally hot as the character becomes more attuned to his element.
Wounds from fire and heat are no longer aggravated to this character, however sunlight (and powers which recreate sunlight) still
effects him as normal. Kindred drinking the blood will take aggravated damage equal to the amount of blood drained.
System: No roll is made, this change is automatic when the character reaches this level of Discipline. The character will no longer
enter Rötschreck by anything except sunlight.
*** Blood of the Volcano: The characters blood can become superheated. While in this form the character is completely immune to
all forms of fire and heat, except sunlight. Note that all clothing worn by the character will burn as will any flammable ground he may be
standing on.
System: Each round that the character wishes this to be effective costs a Blood Point. The burning touch is difficulty six to soak by
anybody with Fortitude, and causes one aggravated wound. Note that this can be in addition to any normal hand to hand attack.
**** Heart of the Volcano: The character becomes more resistant to both sunlight and fire.
System: Any soak roll against sunlight or fire is made with a difficulty of two less.
***** Tongue of Flame: The character may spit his burning blood at his foes, doing aggravated wounds. This spittle appears to burn
in the air and causes many of the same effects as napalm.
System: This attack has a range of 10 feet for every point of Strength and / or Potence the character has. It does two dice of
aggravated damage for every Blood Point expended in the fiery phlegm.
****** Burning Vitæ: The Kindred may take Vitæ from a victim from a distance. He accomplishes this by draining the victim of heat
which goes into himself.
System: The character rolls willpower (difficulty 6) and the target rolls Stamina + Survival (difficulty 9). Each success causes the target
to lose one health level and one blood point, and the Kindred gains one blood point. When the target reaches Incapacitated he has
frozen to death. This power can be used against Vampires (who additionally resist with Fortitude), however the attacker does not gain
any Vitæ but the victim may enter Torpor through blood loss.
******* Form of the Element: The Kindred may turn his body into magma and lava. He retains his physical form but his skin becomes
hardened lava, his blood flows with magma. He is completely unaffected by fire and heat (or cold for that mater), apart from sunlight.
System: The character simply enters this form when he gains this Discipline. When in this form the character gains effective armour
rating of six, however the character drops one point of Dexterity and has an Appearance of zero. This form is a frightening sight,
mortals should make courage checks when they see it.
******** Create Elemental: The Kindred may use his blood to create a Fire Elemental (as per the Werewolf book). This Elemental is
actually part of him and is completely controlled by him, although it is slightly free thinking. The Kindred may only create one at a time.
System: For every six Blood Points put into the creation of the Elemental it has six Power Points, two Rage points and one Gnosis
point (this can be done to fractions). The Elemental has half the Willpower of the Kindred, and is completely controlled by him. This
Blood Point loss is permanent. If the Kindred so desires he may completely transform himself into an Elemental by using up all his
Blood Points, if this is the case he uses his full Willpower. In any case the Elemental created is unaffected by the Tremere Path of
Elemental Mastery. He may not add Blood Points to the Elemental at a later date.
******** Elemental Control: The Kindred may control vast amounts of his element. This power may be frightening on its own, but it
also used cooperatively for more dramatic effects. Also note that if a Kindred is in the Form of the Wyrm his size has increased
dramatically.
System: The Kindred may create or destroy an amount equal to his size per Blood Point spent. He may change, manipulate or alter an
amount equal to ten times his size.
********* Form of the Wyrm: Once a Kindred has this power he is truly a creature to be feared, for he turns into a dragon of legend.
This beast looks like a giant bird of fire, with the body of a snake. Its body is made up of hard magma, but its wings appear to be
made of fire.
System: The change is automatic when the Kindred achieves this power, however the character must have Form of the Element
before he gains this. All of the characters physical attributes effectively double, whereas all of the characters social attributes halve.
Most notably though, the characters blood pool is also effectively doubled and the character gains three additional hurt body levels.
The size of the dragon is equal to his true blood pool in feet. The bite of this beast does Strength + six aggravated damage. It may fly
at twenty miles per hour.
********** Avatar: The character has the power to enter the Umbra and any realm corresponding to his element at will. Any elemental
that is part of the same element is completly under the control of the kindred.
System: No roll is necessary the character can simply enter and leave the Umbra at will, taking just one round, regardless of the
gauntlet in the area. The Kindred shows up blatantly as a creature of the Wyrm.
Ikara
By Timothy Toner (thanatos@interaccess.com), for the Daedalean bloodline.

* Descent of the Feather


With this power, the Daedalean can cause a significant reduction in the speed he is falling. Every turn, he must roll Willpower,
difficulty 6. Each level allows one negation of damage due to falling. The vampire will be seen slowly descending to the ground,
unharmed. With Ten cumulative successes, he can fall any distance, and take no damage. Speed is that of normal walking.

** Resist the Calling of the Earth


With this power, the Daedalean can completely negate the effect of gravity on his person. He can hover in place for an hour,
needing only a stamina + Survival roll diff 7 to do so. Those who employ this power in combat can add two soak dice to blows
and weaponfire, since their bodies roll with the punches, rather than absorbing the force.

*** The Calling of the Heavens


True flight is achieved, allowing the Kindred to actually fly at a speed variable to his abilities. He must roll a strength + athletics,
every round, difficulty based on how fast he desires to go: 10 mph = diff: 4; 20 mph= diff: 5; 30 mph = diff:6; 40 mph = diff:7; 50
mph = diff: 8; 60 mph = diff: 9
A flier must start at 10 mph the first round, then build up speed, at a step up the chart per round. Likewise, he must slow himself
down in this manner, or risk taking damage from running into objects. A failure means he drops one speed class, while a botch
indicates that he must spend a point of willpower, and is dropping like a rock. 50 mph is felt to be the top speed.

**** Avain's Calling


By rolling Manipulation + Animal Handling (diff 6), the Daedalean can summon a flock of birds to his person. They arrive in five
minutes, and will remain for the amount of turns equal to his roll. These can be used as a diversion (any attempt to escape (Dex
+ Subterfuge, Diff 7) is aided by dice equal to the amount of of the first roll), a harrying attack (Manipulation + Leadership,
Damage Equal to the Success of the first roll), or sometimes just a communion with that part of nature they still cherish.

***** The Boon of Freedom


With the ingestion of two points of blood, the Daedalean can bestow any of Ikara 1-3 on another person. The ability lasts for a
single night. Note that Assamites and Ventrue might not be able to use this, and each succesive point brings the drinker that
closer to a blood bond. The Daedalean must will the power to activate. Also, if the Daedalean ever falls unconscious, the power
fades. Daedaleans are loathe to let this power out, as, in the wrong hands, it can be greatly abused. The Daedalean cannot refill
the blood spots he has bestowed until the next day.
Note that when a Daedalean initially gets a level, he can only transport himself. With each successive level, he may add on
another person. Thus, one with Ikara 5 can help 4 others with Level 1, three others with level 2, and two others with level 3. All
must be touching or linked to the Ikara for it to work. Every extra person automatically steals a success from all rolls.

All Daedaleans add their Ikara level to their dodge pool.


Daedalos, bloodline founder, was of the 7th generation. There are no greater powers known.
Imagicia
By J.D. Simmons (jsimmons-der@worldnet.att.net) and Collin Steele for the Children of the Night

Description
Imagicia is a new discipline which only the Children of the Night can learn, for it feeds off their bizarre naïveté and childlike
imagination.

* Innocence
The character calls upon a child's innocence and turns himself into the epitome of innocence and childishness. The targets find
herself entranced by and pitying the character.
System: The vampire simply rolls his Charisma + Empathy ratings against a difficulty equal to the targets Self Control +3 (never
higher than 10). Only one success is necessary but each additional success makes the effect more powerful. The target is
overcome and ceases any attack, verbal or physical, upon the child for the remainder of the scene. She is simply overwhelmed
by the helplessness of the character and cannot bring herself to attack him. If the target is attacked or sees an attack coming, the
effect wears off instantly and the target can face the assault with a -1 modifier to all dice pools for that turn.
Note: In the event that the target has some sort of extreme dislike for cute things or children in general or she has a Via/Road
that is too low or too evil, this discipline will instead cause such a character to enter a frenzy until the successes are done, or the
character is dead.

** Call the Mother's Instincts


This is like Innocence, but stronger. The vampire actually forces the target's natural parental instincts to surface, and the subject
deems the vampire as one of his own children/childer. The target will actively defend the child, and treat her like his own as long
as he is affected. This power is one of the reasons the Children were able to gain so much knowledge. They found quite a few
overindulgent "parents" who were more than happy to teach their "children" some new tricks.
System: The vampire spends a blood point and rolls her Manipulation + Empathy against a difficulty of the target's Willpower +
4 (no more than 10). For every success, the target will guard the vampire, though he will not risk his own life, from any danger for
one scene. The Storyteller decides the how he acts; five or more successes means the target may be permanently affected.
Note: This discipline can backfire very viciously. Just because the target must act like a parent, doesn't mean he is nice. If the
target is cruel by nature, he may very well be abusive and hurt the character to "teach her a lesson."

*** Bauble
Children always have the weirdest stuff in their pockets. With this discipline, the character can create small lifelike toys. The toys
can be of anything: a doll, a crystal ball, or more practical things like a wooden dagger (for playing), or an all metal dagger
(Str+1), or a quill. However, it may have no complex moving parts and it is composed of one material, and the material has to be
appropriate for the object: no sulfur dolls! So the doll could not have button-like features, unless it is made of the same material
as the doll itself.
System: Spend a blood point, and roll Wits + Crafts. The more successes, the better the quality.

**** Imaginary Friend


The vampire summons an imaginary friend to join him. This friend is kind, understanding, usually something of an idol, and will
always be the same (except under circumstances below).
System: The vampire spends a blood point and rolls Charisma + Empathy at difficulty 9; only one success is necessary. The
friend cannot really interact with the real world, is visible to all who can see chimera (i.e., Changelings and enchanted mortals)
and can speak freely to the vampire who summoned them. The friend will act favorably to the child and will help him out, unless
the child makes it mad. If the child angers the friend it will either leave or begin to torment the child and make bad suggestions
("No really, burning your house down will make mommy forget the mudpie incident!") and the children are apt to believe them, for
awhile anyway. The Storyteller creates the friend. The chimera can perform all sorts of cartoonish stunts, but none truly mess with
reality. This discipline is for those who are bored or lonely, but can be used as a very convenient spy. When used, this discipline
will always summon the same chimera. With a Charisma + Empathy roll (difficulty 8) the character can allow another child to see
the friend. An adult can not see the friend, with the exception of Changelings. If you have Changeling, consider the friend a level
2 chimera that looks like a person. Also, the vampire has no Glamour and can not see chimerical sight or any other special
changeling chimera faerie reality things; this chimera is an exception. If you don't have Changeling, just create a personality and
appearance; it cannot affect the real world.

***** Disappear
If I can't see you, you can't see me. The character covers her eyes with their hands, closes her eyes tightly and says "What you
can't see, can't hurt you. I can't see you, so you can't hurt me," then give the person a raspberry. She will immediately become
invisible, and insubstantial.
System: The character says the line above and keeps her eyes covered with her hands. As soon as this happens, she can use
any supernatural senses to know what's going on around her, but if she uncover her eyes, she reappears. As long as the
character's hands are over her eyes, nothing (including sunlight and fire) can hurt her. If the sun does come up, the vampire must
make all the normal rolls; if she goes to sleep her hands will probably drop away from her face and the sun will probably get her.
The Storyteller decides how this sort of thing resolves based on circumstances.

****** Dream To Life


Anything the vampire imagines can come true. The imagination will manifest itself in the world like it had been born and
raised/created there.
System: The vampire spends a blood point and rolls Wits + Occult against a varying difficulty depending on the complexity and
believability of the event, and requires one to five successes, depending on the situation and the likeliness of this occurring.
Then, whatever image is his main mental focus becomes reality. It could be a monster, a Ventrue swearing fealty to him, or him
appearing out of nowhere and pressing a dagger into the throat of an enemy. For example, if you are wearing a coat and picture
yourself drawing a dagger that isn't there in real life, the difficulty would be three (because who knows there isn't a dagger there)
and would require one success. Whereas making a Ventrue swear fealty to you would be a difficulty 10 (we all know how
stubborn those damn Ventrue are) and five successes (what are the chances of this guy just suddenly swearing fealty to you?).
Imortis
By Marzec@bc.edu

Description
The discipline of survival of healing, survival, and adaptation. A vampire with this ability has considerable control over his
instincts and actions, and can survive almost any situation that would be lethal to those Kindred without the discipline.

* Focus
At level one, the vampire has considerable control over his muscles. By spending blood, the Kindred can cause these muscles
to act in harmony, thus reducing the difficulty of physical actions.
System: The vampire need only spend a blood point to reduce the difficulty of a physical action by one until the end of the turn.
This may be used for Athletics, soak rolls, and Melee and Brawl attacks, for example, but not against rolls which have a fixed
difficulty of six for lack of a better ability, like damage rolls. Furthermore, skills which do not require much muscle action, such as
Stealth, Firearms, or Archery, may not have their difficulties reduced by use of this power. As a last restriction, this power may
not be used to reduce any difficulty below three.

** Blood Claws
This power allows the Kindred to sprout white "claws" from his fingertips. These "claws", however, are actually not claws at all,
but specialized fangs which may suck blood from the opponent while inflicting damage. The amount of blood drained in this
manner depends upon how deep the claws penetrate.
System: By spending a blood point, the claws pop out, in a manner similar to level two protean. These claws have diff 6, and
inflict strength + 2 damage (normal, not aggravated). For every health level of damage that these claws inflict upon a warm
blooded creature, that creature loses a blood point, which is gained by the attacking Kindred. Treat this as though the Cainite
had drank the blood normally. Hence, a Kindred draining blood from a Lupine in such a manner would probably frenzy and gain
a level of potence for each blood point consumed. Attacking other Kindred or mortals while hungry would also force a frenzy roll
to be made. The vampire may attempt to use these claws solely to cause damage and not to drain blood, but a self-control roll
(diff 8) must be made to do this, as the vampire is, in effect, sinking her fangs into the target and attempting not to drink.

*** Self-control
The vampire now has greater control over his instincts and bodily functions, both vampiric and normal. This enables the vampire
to resist Rotschreck more easily, as well as avoid going to sleep during the daytime. He may also rebound more easily from
shocks that would normally cause permanent damage to his vital system.
System: First of all, all the vampire's rolls to resist the Rotschreck have their difficulty reduced by one. Secondly, when the
vampire is forced into torpor through damage, he may make a stamina roll (diff 6) to avoid losing a physical attribute point as is
normal. Lastly, the vampire may avoid going to sleep during the daytime, though this is very difficult. By spending a blood point,
the vampire may avoid going to sleep for an hour. After an hour, he will immediately go to sleep, unless another blood point is
spent in this manner, allowing him to remain awake for another hour, ad infinitum.

**** Greater Regeneration


This unique ability allows the vampire to heal his body of aggravated wounds through sheer willpower alone (as well as blood),
without the need for a day of rest.
System: This ability is normally inactive, and has no effect. By spending a willpower point, the vampire may render it active until
the end of the scene. When the power is active, the Cainite may spend five blood points at any time to convert one aggravated
wound to a non-aggravated one. Strangely enough, the wounds being healed in this manner glow with a faint phosphorescence
when this power is used. The glow is very faint, and may only be perceived by those standing within one foot (ten feet if they have
Auspex) and staring at the wounds that are being healed at the time.

***** Fiery Ward


By enhancing their bodies, as well as fine-tuning the vampiric discipline of Fortitude that the kindred may possess, the vampire
now has an incredible resistance to fire (but not sunlight, which can still be lethal).
System: The vampire gets an extra soak die to resist fire damage. In addition, all levels of fortitude, which prior to the
development of Fiery Ward were used as ordinary soak dice for the purposes of resisting fire, now become automatic
successes when soaking fire damage. Thus, a kindred with a high enough level of fortitude might be able to swim through
molten metal without reasonable fear of injury. This irrational fear still exists, however, and the vampire must still make
Rotschreck rolls when dealing with fire and sunlight. It should be noted that while this ability may not not be used against sunlight,
it may be used upon any fire that might ensue should the sunlight cause the vampire to burst into flames.
Infernus
By Perry Lyons (tikibun@epix.net)

Description
Infernus is a twisted form of Deus desiged by the Path of Evil Revelations. At lower levels it is a discipline of corruption, but when
one reaches higer levels the destructive nature of evil is revealed.

NOTE:Whenever a refrence is made to path it does not include Evil Revelations.

* Sense morals
By making an Infernus + Perception roll (difficulty 7) the user may detect a being's humanity/path level or if he or she possesses
true faith.

** Tempt
The user may, by spending a blood point and making an Infernus + Manipulation roll versus the target's humanity/path rating,
tempt the target into taking an action that may cause humanity/path loss. The action need not be committed immediately, but
within a session. This may be resisted by making a willpower roll against a difficulty of 8.

*** Dark Gift


By spending 2 blood points and succeeding an Infernus + Stamina roll versus a difficulty of 8, the user gains the benefit of a
demonic investment of point level equalto successes on the roll. However the user will now owe a random demon prince a favour
which may be called in at any time.

**** Hellfire
By spending a blood point the user may envelope himself in a sheath of green fire. This fire will do aggravated damage equal to
the strength of the user to anyone with a humanity/path greater than 5. People with lower ratings only suffer one non-aggravated
wound per turn of contact.

***** Rend Soul


By spending a blood point and making an Infernus + Willpower roll versus the target's humanity/path rating the user may attempt
to shatter the target's soul. For each success the user receives the target loses one humanity/path point. If a target is reduced to
0 in this manner he becomes a near-mindless slave, obedient to the one who used Rend Soul.
Infestius
By mrselfdestruct (baterase@aol.com) for the Zerus bloodline.

* Consume
By devouring one pound of flesh, the vampire may recover a non-aggravated wound level or regain one blood point.

** Parasite
The vampire fires a small dime-sized organism at a target, which immediately attaches itself to the victim's nervous system. The
caster may feel, see, hear, smell and taste anything the victim does. He may turn the power on and off whenever he wants, but as
long as its on, his own body will be left without senses.
System: The person rolls Tainted Soul + Dexterity (Difficulty: Victim's Alertness +2). With one success, the parasite attaches,
but the victim knows it's there. With two or more, the victim will not know it is attached. The parasite can be removed if it is found.
Roll Intelligence + Medicine (difficulty 6). The parasite does 3 health levels - the number of successes.

*** Ensnare
A trademark ability of the Zerus, the vampire fires a thick organic goo from the glands at the side of its neck. It has a range of 15
ft. and spreads outward explosively.
System: The vampire rolls Dexterity + Tainted Soul (difficulty 6) and burns a blood point. Those who are hit become immobile.
The length the goo is effective depends on the number of successes:

Successes Duration
1 1 action
2 5 actions
3 1 turn
4 2 turns
5 5 turns

**** Plague
Another feared ability, the Zerus may fire a red viral substance from its throat glands. Anyone hit by the substance is afflicted by
a virulent, but short-lived virus. It is not contagious.
System: Spend a blood point and roll Medicine + Tainted Soul (difficulty 6). It causes 2 health levels per success or 3 if the
target is a living creature. The Dodge roll is difficulty 7.

***** Infested Blades


Blades emerge from the vampire's elbows and wrists, immediately breaking Obfuscate and Mask of a Thousand Faces. As they
emerge, they do one damage to the vampire. When used as weapons, they do Strength + 3 aggravated damage (Difficulty 5).
Infil
By Paul Reich (crinos43@hotmail.com) for the Reich bloodline

Description
This Discipline allows you to infiltrate a clan. You roll Intellignce + Occult (difficulty 7-Infil) to see if you succeed. If successful, you
have infiltrated the clan and you may now learn the Discipline listed above. A failure means a wasted effort. A botch means that
you not only don't get to learn the Discipline ever, but you get the clan weakness full-tilt.
Inflate
By Brian Wilson (bwilson@infoave.net)

Description
This discipline can either be greatly healing or devastatingly lethal. Use of this power adds blood points to a target either to aid
or greatly injure him. The origins of this discipline remain a mystery other than it was created by members of the clanless
Kindred.
System: Roll Manipulation + Occult + Inflate (difficulty 5 + target's stamina). The target gains 3 blood points per success. This
power is always lethal for mortals. Dice pools may be split normally. This may be a safer way to use this power.
Over Flow Chart
1 point over Kindred looks a little bloated -1 Dexterity
pool limit
2 points over Kindred begins to vomit profusely -1 Dexterity, Stamina,
pool limit Intimidation
3 points over Kindred becomes injured and vomits blood Above and severe pain racks
pool limit the body
4 points over Kindred becomes wounded, vomits, and tears of blood pour from eyes, nose, Aggravated damage (inner
pool limit and ears body is being crushed)
5+ points over Kindred's cells begin to rupture, blood pours from every orifice, and the body
pool limit may explode...usually lethal...aggravated damage
Insanitus
By Amanda Spikol (zephrin2@hotmail.com) for the Walkers of the Shattered Sight

Basic
Fortify the Heart of Stone: Because you are a Walker of the Shattered Sight, you've become used to people shunning,
mocking, or snubbing you. With this level of power, you may take an automatic re-test on any Social Challenge, thus avoiding
humiliation. This can be used only once per night.
Iron Resolve: With this level of power, you many command others to do simple tasks and biddings, but nothing against their
Natures, and nothing that would cause them to hurt or kill themselves. This is done by looking them in the eyes and defeating
them in a Mental Challenge, and spending a Willpower Trait. Once the action has been completed, they are released from your
power, though you may use it again on them later.

Intermediate
Kicked Dog Response: You can make others afraid of you, not meeting your eyes and giving you extreme feared respect for
30 minutes. This is done by staring into their eyes and defeating them in a Mental Challenge, and spending a Willpower Trait. If
you win three more of said challenges in the course of that evening, the victim will go into frenzy.
Blurred Stare: By looking first into yourself, then staring into others eyes, you can invoke their Breast Traits, causing a frenzy, or
worsen their Derangements. This effect lasts for 10 minutes. The frenzy cannot be calmed; it must run its course, and you must
beat the victim in a Mental Challenge, and spend a Blood Trait. A failure means that nothing happens, and victims just see you
looking at them funny.

Advanced
Bright Insanity: By touching your forehead, then that of your victim's, you can copy your Derangements and pass them on. You
are still as crazy as ever, and retain your Derangements, but for the next 30 minutes, the other person also has them, and must
role-play that. To do this, you must defeat victim in a Mental Challenge, and spend both a Blood and Willpower Trait. After the
effect wears off, you must spend a Willpower Trait for every additional five minutes you wish the person to be insane.
White Rage: Since your creation was something very unnatural, you are closer to the Beast than most other Kindred. Thus, you
can force yourself into a fury, the power of which is appalling. You must spend both a Willpower and Blood point to activate this,
and the effects last for five minutes, during which time you cannot be engaged in a Social or Mental Challenge (excepting
challenges involving firearms).
Intercourse
By Timothy Toner (thanatos@interaccess.com), for the Children of Caine bloodline.

Description
The result of the access to the secret, Intercourse literally means "running through." It acts to pierce through the barriers of all
things, as the Malkavians have done with their dementia, to get at the truth which hides within.

* Sine Cera
With this power, the Child can perceive things hidden from normal senses. All attempts to detect hidden things, sounds, lies, etc.
are at -2 to difficulty. Further, by burning a point of blood, no Obfuscate effect is automatic. A Perception+Auspex roll (diff 7) will
reveal the Obfuscated object.

** Walk Through
A very limited form of telepathy, the power nevertheless has powerful applications. With it, a Child can do a mind walk through
several minds, ostensibly travelling around the world. The Child peers into the mind of a vampire within line of sight, rolling
Man+Empathy (diff 6). When contact is made, the Child perceives all the mind perceives. What she senses from the target mind
is limited to what is perceived by any sensory apparatus, normal or supernatural. Further, any conscious thoughts are open, but
nothing deeper. The Child can do no other action, except concentrate, and talk about what she sees.
What makes this power exceptional is that the Child can "bridge" into another mind, waiting for the mind she is currently in to
think of someone else. By rolling Wits+Empathy (diff 6), the Child can transfer into the new mind, perceiving all the new target
perceives. Each "jump" costs one success. Thus, to make four jumps requires four successes on the final roll. The target is
wholly unaware of the mental presence of the Child.

*** It's Written All over Your Face


This ability is the true power of the Children, the one that the Inconnu fear most. By spending a point of blood, and concentrating
on a singular trait, every person who bears that trait will glow with an aura visible only to the Child. The Trait can vary from "Are
you a vampire?" to "Are you a member of the Inconnu?" to "Have you ever committed Diablerie?" to "Anyone who ate quiche
lorraine today." Changing a trait costs 1 blood point. In this manner, a Child can discovver any and all secrets a crowd may hold.
Note that Walk Through may be used with this power, for very long ranged effects.

**** Wall? What Wall?


By spending two points of blood, the Child merely passes through physical matter as if it was not there at all. No passengers can
be taken, and the Child remains physical throughout, so an attack that strikes midtransit will hit.

***** Come Together


For those who study the Children, this power is virtually unknown. No one within the group will speak of it at all. Neonate Children
know only that this level feeds power directly into the Inheritor, and most strive to get it for that and that alone.
Indeed, the concentrated effort of all the Children does feed power to the Inheritor, but there is some reciprocal effect. The Child
gets a power very similar to Blood Rage, gaining the ability to control the flow and utilization of vitae by other Kindred. The Child
rolls Wits+Subterfuge (diff 6), and for every point the Child spends, a point of blood can be spent at the target, who must be in
the line of sight. What makes this power so exceptional is that by spending TWICE the amount of blood, a Child can negate the
use of blood. For instance, by spending two points, a Gangrel's claws will retract. Damage can be done by undoing the repair at
a rate of 2 per level, aggravated at a rate of 10 per level. However, this damage must have been inflicted and healed on that
same night.
The power extends to any discipline that uses blood to work. With only a little effort, it can cure a victim of vicissitude, or reveal
someone disguised.
Another nasty ability is known as the vitae dam, where the Child creates an "anti-vitae" aura around a vampire. The child invests
a certain amount of blood, x, and when a vampire tries to access his blood reserves, the first x/2 he uses has no effect. This
should panic the average Kindred to no end.
Finally, there are some powers which cannot be negated, only temporarily suspended. For the expenditure of 6 points, a Child
can negate the effects of a blood bond for one scene.
All the while, the Child needs make no gestures to work the power. Thus, they can work their special form of malevolence, and
no one can be the wiser. Further, Walk Through works in conjunction with this power, to insure anonymity.

****** and up
Some further powers are only hinted at, and looking at the innate powers of the Inheritor may give clues as to their extent. The
only one that is certain is the notorious Blood Walk, which allows the Child to appear instantaneously where there is a Kindred,
utilizing the blood of the Kindred to reform. This, of course, usually kills the Kindred, and stains the Child's clothes. Most of the
time, however, it is done to an already dead Kindred, or a sample of bottle vitae.
Intoxicate
By Andrew Knock (bwuhaha@yahoo.com)

Description
A strange discipline that has only arisen among very few modern vampires. It utilises the powers of modern drugs to create
various effects, some good, some very bad. It is most commonly found among Setites, Brujah and Malkavians, although it is a
foolish vampire who overlooks the powers that modern drugs can have. The use of this power can also sate an addict's thirst for
his particular drug.
Unless otherwise stated, the effects of all powers last for 1 scene.

* Generous Pint / Pick-me-up


The vampire, with but a touch and the expenditure of a blood point, can induce the effects of minor drugs upon a target (or
herself). Effects from such things as alcohol, marijuana, and caffeine can be simulated.
System: The player rolls Manipulation + Subterfuge (difficulty = target's Stamina + Fortitude). As well as the feelings induced by
the particular drug, the target will suffer dice penalties as follows:

Successes Dice penalty


1-3 1
4 2
5 3
6+ +1 for every 2 successes (rounding up)

NB: If used to induce a positive result (e.g., caffeine), the target gains additional die in alertness instead of dice penalty.
The effects are not cumulative.

** Hardcore User
This level allows the vampire to create effects from more 'hard' drugs: cocaine, amphetamines, heroin etc. Hallucinogens can
also be produced, with effects decided by the ST.
System: The vampire must spend 1 blood point and touch the target. Roll willpower (diff targets stamina + fortitude). Effects are
as follows:
Successes Depressants (dice Stimulants
penalty)
1 1 +1 Alertness
2 1 +2 Alertness
3 2 +2 Alertness, +1 Wits
4 3 +2 Alertness, +2 Wits, +1 Difficulty on all physical actions requiring steady nerves (e.g.,
shooting a gun, hot-wiring a car)
5 4 +3 Alertness, +2 Wits, +2 Difficulty on all physical actions requiring steady nerves (e.g.,
shooting a gun, hot-wiring a car)
6+ +1 per success No extra affects

*** Bad Trip


This level allows the vampire to create a horrible period of hallucinations. The vampire has no control over the nature of the
hallucinations, but the target will no doubt be freaked out.
System: Spend 1 blood point and roll Manipulation + Medicine (diff: target's Wit's + Survival). The Storyteller decides how the
target is affected. Possible effects include paranoia (1-2 successes), the target running in terror (3-4 successes) or other similar
effects.
NB: The samples provided should by no means govern the ST. Do what you think is appropriate depending on numbers of
success.
**** Wasted
The vampire can create near overdose effects in victims, rendering them unable to do much at all.
System: Vampire must spend two blood points, touch the target, and roll Willpower (diff: target's Stamina + Fortitude).

Successes Dice Penalty


1 1
2 2
3 4
4 6
5+ Incapacitated

***** Overdose
The vampire can actually cause a target to overdose on a substance.
System: Vampire must spend 3 blood points, touch the target, and roll Manipulation + Medicine (diff: target's Stamina +
Fortitude).
Successes Damage
1 2
2 4
3 7
4 9
5 11
6+ +3 per success

****** Spike
The vampire can now place the effects of any of the previous level powers into a consumable object.
System: The vampire must spend 1 blood point in addition to any needed for the particular level. The effects take effect for the
first person to eat/drink the spiked substance. The player rolls Manipulation + Subterfuge (diff 6) to determine the number of
successes for the power used.

****** Optimum Capacity


This power allows the vampire to create a drug that is greatly beneficial to the user. This power cannot be used on oneself
(unless spike is possessed). Continual use can cause addiction though.
System: By giving a target a taste of the vampire's blood (1 blood point), a target gains benefits (see table) but also must make
a self-control roll or face addiction (see Addiction flaw). The vampire using this power rolls Manipulation + Survival (diff 6).
Successes Bonus Addiction Roll Difficulty
1 +1 Alertness, +1 Wits 4
2 +2 Alertness, +1 Wits 5
3 +1 Wits, +1 Dexterity 6
4 +1 Alertness, +1 Strength, +1 Dexterity 7
5 +1 Dexterity, +1 Stamina, +1 Perception 8
6 +1 Dexterity, +1 Wits, +1 Perception 9
7+ +1 Alertness, +1 Wits, +1 Perception 10

******* Addiction
The vampire can cause a terrible longing for a particular drug in any target.
System: See the flaw Addiction for rules of addiction. The vampire must spent 2 blood points and touch the target. The roll is
Manipulation + Medicine (diff: targets Willpower) to determine the duration of the addiction.
Successes Duration
1 3 nights
2 1 week
3 1 month
4 1 year
5 Permanent

NB: Extended expenditure of Willpower (Storyteller decides the amount) can resist and eventually kick the addiction before the
duration wears off.

******** Obsession
This power is similar to the level 6 power Addiction. Unlike addiction, however, this power creates an obsession with the
substance. The target's every action is devoted to obtaining the 'high' provided. With time, the target builds up a tolerance to the
substance and must consume more and more to achieve the same high.
System: The vampire must touch the target, spend 5 blood points and 1 Willpower. Unlike Addiction, the target cannot kick the
addiction (except under exceptional circumstances) and suffers a +1 difficulty to all actions not somehow involve with gaining
more of the desired substance. If the target has not had his 'fix' for the night, he suffers a +3 difficulty to all actions. The player
rolls Manipulation + Medicine vs. the target's Willpower (both diff 6) and must score 2 or more successes.

********* The Perfect Drug


This is a truly hideous power to use. It creates a brief glimpse of absolute bliss, beyond all comprehension. The problem is that
after coming down off this amazing high, everything else in the world is pointless. The target must get the high again, but there is
no way (short of using this power again) that the target ever can. Many vampires, upon realising this, cannot bear to live such a
shallow unlife and commit suicide. The few who struggle on are shattered wrecks, finding the world to be pointless. For these
shattered husks, nothing can be done. Nothing gives them pleasure and any accomplishments they make seem totally
insignificant. They are truly the damned.
System: This power is devastating. The vampire must touch the victim, spent 5 blood points and 2 permanent Willpower. The
player rolls Willpower (diff 8) vs. target's Willpower (diff 6). At least 3 successes must be scored. The vampire using this power
automatically loses 2 Humanity (some paths might also lose points).
Intoxicate
(version 1)
By Brian Wilson (bwilson@infoave.net)

Description
This strange and unusual for a Torrie power draws the effects from drugs and alcohol and causes the target to undergo those
effects as if they were actually on the drug or alcohol. Wonderful for a way to get your fix through the blood.
System: Roll Manipulation + Medicine (or Toxicology) + Intoxicate (difficulty: target's Stamina + 3). The Kindred must hold some
amount of the drug whose effects are desired. 4 successes will cause a low level overdose in mortals (i.e., alcohol poisoning,
possible addictions to other things, illness, etc.) and 5+ successes will cause severe damage to mortals (i.e., hospitalization,
permanent damage, or death).
Iron Hand
By Bags357@aol.com

Description
This Discipline was developed by an elder Caitiff named Alexander Maddox. As a master of martial arts he had long known the
myth of Den Mak was a faerie tale for hopeful children in training. This is his answer to those myths. The power's effects are
devastating.

* Student
At the beginning level, the character has hardened his body for combat purposes.
System: Character gains one addition dice to soak and damage rolls.

** Apprentice
With this power the bones have become rock hard.
System: Gain an automatic success in soak and damage rolls.

*** Master
At this point the character has achieved a major understanding of the Iron Hand arts. He has even gained a minor imitation of the
fabled "touch of death."
System: Spend 1 blood to activate. The character gains 3 additional damage dice.

**** Teacher
At this point the character may begin to teach the rudiments of Iron Hand but not before. The hands are deadly weapons capable
of inflicting horrible wounds as they punch through the flesh of an opponent.
System: Spend 1 blood that coats the fingers and cause Str+4 damage aggravated. If successful, the hit leaves a puncture
wound.

***** Grand Master


This is the pinnacle of the martial art. The character gains the ability to change aggravated wounds into normal ones.
System: Roll Stamina at difficulty 6. Each success changes one Aggravated wound level to normal.

****** Legendary
The culmination of the Iron Hand power. This level allows for the utter annhilation of organs.
System: An attack roll is required and the expenditure of a Willpower point. The user makes an organ explode inside the body
of the victim causing 4 none-soakable aggravated wounds. This wound can only be healed naturally through rest.
Jafir
By Jeremy Stoller

* Dreaming
You can enter a deep sleep at will, and you are still aware of your body while sleeping, allowing you to wake yourself at will. By
making a role of willpower plus self control against base difficulty 7, you can stay awake during the day without having to expend
any willpower (this roll should be made every hour you are awake). However, you must make up the missed sleep the following
night. You have learned to control your own dreams, so that every dream is a lucid dream. You can alter yourself, as you appear
in the dream, as well as alter the surroundings and the nature of the dream itself. You can also remember your dreams upon
awakening.
Vampires are not aware of their surroundings when they're sleeping with the Dreaming ability. However, they are aware that their
body exists in the real world, and that time is passing. This just allows them to wake themselves up when they desire. I might add
that their time sense isn't any better when they sleep than it is in the real world. But don't worry. You can still stand right over the
vampire with this abbility and stake'em, and they'll never see it coming.

** Dream Gaze
When in a dream state yourself, you can project your mind out of your body and enter another's dream, but only as an observer.
You are not a part of the dream itself. At first you would have to be touching the subject to do this, but as you gain experience you
can dream gaze from further distances (10 meters at second level, 50 at third, 250 at fourth, 1250 at fifth, etc.,...). If you have
intimate knowledge of the subject, you can you can transmit as if one level higher (i.e. 10 meters at first level). Intimate
knowledge is defined as a strong mental/emotional bond (i.e. blood bond, deep romance). The subject makes a perception role
to determine if her mind notices the dream gazer's presence (base difficulty 8 if the subject is not consciously aware that she is
dreaming. base difficulty 6 if the subject is having a lucid dream). With one success she knows someone is there. With five
successes, she knows who you are. If the subject makes the perception role, she can make a willpower role (same difficulty
rating as above) to see if her mind can boot the dream gazer out of the dream. The more experienced the dream gazer has, the
more difficult it is to detect his presence, and kick him out of the dream (add his level in Jafir to the difficulty). Also, if the subject
has Jafir, her mind is better shielded against other dream gazers (add level in Jafir to perception and willpower rolls). While
dream gazing, you can attempt to influence the dream slightly, and guide it to get some specific information out of the subject. To
do this you roll your level in Jafir plus manipulation against your subject's willpower. If you succeed, you roll perception plus
intelligence, against difficulty 10 minus the number of successes you got on the manipulation role. This second roll is to
determine how well you interpret the results of your manipulation. A botch would indicate a completely wrong, possibly opposite,
interpretation.

*** Dream Manifestation


You can manifest yourself within your victim's dream, and become an active member of the dream, after entering it with dream
gaze. However, you have no control over the dream, and you manifest as you are in reality, with all of the same powers and
abilities, so if she's dreaming of a bright sunny day, you're screwed. Damage is figured normally, with half of it being deducted
from willpower, and half as actual physical damage (any odd point gets deducted from willpower). This damage is due to severe
mental shock, so it doesn't actually cause gaping wounds and such. However, there will be muscle pain, bruising, and possibly
rupturing of minor blood vessels around the area injured in the dream. It is also possible that the injured person (or vampire) will
claw herself in her sleep, causing an open wound. The victim will always wake up just before death, so, while you can do major
damage to her, you can not kill her. Keep in mind that you can be damaged just as easily as the victim, making this a very
dangerous power for the user.

*** Dream Message


By spending one blood point, you can send a brief message (5 seconds dream time per level in Jafir) to someone in the form of
a dream. For each blood point spent beyond the first, you can send the message to two additional people. You can send this
message up to 50 miles per level in Jafir. You can double this distance by spending a blood point. If you have intimate
knowledge of the subject, spending a blood point will allow the message to reach him anywhere in the world. If the subject is
awake, the message will come to him as a daydream. To make the connection you role your intelligence plus your level in Jafir
against difficulty 7, if the subject is asleep, or difficulty 9, if the subject is awake. A failed roll means that the message does not
reach him, or he doesn't remember it when he wakes up. A botch means that the message gets distorted so as to have a
completely different meaning than intended. You must roll separately for each subject.
**** Self Manipulation
You have control over your manifestation within your victim's dream. You can change your form within the dream; grow knives out
of your fingertips, and fun stuff like that.

***** Dream Manipulation


You gain control over your victim's dream. This allows you to control the surroundings within the dream, as well as the various
dream entities that inhabit it. At this point your ability to control her dream, is pitted against her ability to control her own dream.
You can now prevent her from waking up before death (allowing dream assassination). You can also determine whether or not
she remembers her dream.

****** Conscious Gaze


You no longer have to be asleep yourself to enter someone's dream, but can do it while fully awake, and aware of the world
around you. However, you must be able to see the subject, and you must concentrate fully on maintaining the connection. If you
try to do any other action, or are harmed in any way, the connection will be lost.

******* Dream Network


(aka- Conference Call) You can connect several people's dreams. There is no limit to the number of people you can connect, but
for every extra person subtract one point from the difficulty rating for each person to discover you, and to boot you out of her
head. Also, the more people you bring into the dream, the harder it is to control, because it is you against their collective
unconscious.

******** Waking Dream


You can begin to bridge the gap between the dream world and reality, so that the two merge. This will only affect one person.
This can range from small things, like making shadows change form and come alive, to creating more complex creatures and
objects, and just messing with reality in general. Roll your level in Jafir against your subject's perception, plus a difficulty modifier
based on how complex the waking dream is (this is up to the ST's discretion). One success, and the subject thought he saw
something out of the corner of his eye. Two successes, and the subject definitely saw something move over there. Three
successes, and the subject is doubting his own sanity. Four successes, and the dream has manifest full force, but without
substance. Five successes, and its real, damage and all (damage is figured the same as in dream manifestation). If you fail, the
subject doesn't notice a thing. If you botch, the dream backfires, and you lose willpower (amount is up to the ST).

******** Dream Form


This one requires a ritual. You must first give yourself an aggravated wound. This is done by walking through a fire, or exposing
yourself to sunlight for a short period of time. Then you go into a deep sleep for about a month, and dream. You must dream
about how you want to look, and project this form onto the image of your body. When you awake, you will have healed in the form
you dreamed. This ritual drains your blood points, so you need to feed immediately after waking. Roll self control plus level in
Jafir, against base difficulty 7 (This can be altered based on the complexity of the form). If you get 6 or more successes, you
have perfectly matched the form you were attempting. For every success less than 6, you have one small imperfection. A failure
means you healed in your normal form, and a botch means you with some major deformities. This can be used to impersonate
some one, or just to escape recognition. It is also possible to change your appearance attribute with this power.

********* Waking Dream Network


This allows you to extend a waking to more than one person at a time.

********* Dream Phasing


You can pull your body into the dream world when you sleep, so that it is only visible (vulnerable) for a few minutes after you fall
asleep, and again before you awaken. Roll self control plus level in Jafir against difficulty 8. A fail or botch means that that the
dream phase was not successful, but if you botch, you think it worked, so your body is laying there vulnerable, and you don't
know it. Your body is visible for 10 minutes, minus the number of successes on the first roll, at the beginning and end of your
slumber.
********** Living Dream
This level would require a ritual lasting several years, so there are few, if any, people who have reached it. You permanently
bridge the gap between dreams and reality, so that you become a dream. You can exist in either world, or both at once. This
allows you to do things like alter your molecular structure so you can walk through a wall, or walk on the surface of water, or walk
through a rain storm without getting wet. Eventually, you could alter yourself so that sunlight doesn't affect you, or just alter reality
as you perceive it, so that there is no sunlight to harm you.
Jakob's Touch
By Jay Knioum (madafro@trip.net) for the Jakoba bloodline

* Smell of Blood
This power allows the vampire to sense the flow and nature of a creature's blood. This power can be used to discern whether the
creature is a vampire, a living creature, or just plain dead.
System: No Blood expenditure is necessary, but the vampire must roll Perception + Medicine, difficulty 7 to discern the nature
of another creature's blood. If the vampire also uses Heightened Senses (Auspex 1), this difficulty drops to 6. The amount of
successes indicates the amount of detail the vampire may learn about the target creature, as shown below. The Smell's effective
range is no greater than thirty feet, although this may be reduced by factors such as smoke, or crowds.

# Successes Information Gained


Botch Wildly inaccurate information is gained
0 No information is gained
1 Whether or not the creature is alive
2 General nature is revealed (normal human, supernatural creature*, undead)
3 Specific nature is revealed (mortal, Garou, vampire, Changeling)
4 The presence of Numina or a Gypsies' Blood Affinities can be detected.
5 A vampires' Blood Weakness may be deduced, as may her Disciplines.
*Garou (or other Changing Breed), Gypsy, Changeling, Mage, etc. Two successes only reveal the supernatural nature of the
creature; they do not reveal the exact type.

** Thirsty Claws
This power enables the Jakoba to grow 4-inch, needle-like claws from her fingers, similar in effect to Protean's Wolf Claws. The
claws are straight and hollow, and will enable the Jakoba to drain the blood from any creature that she successfully stabs with
them, just as if she had bitten them. However, the Jakoba need only strike the victim; no grappling is necessary. The Thirsty
Claws produce the same euphoric feeling that a regular feeding produces, after a small instance of pain.
If the Claws are used as an attack, they will inflict aggravated damage levels equal to the vampire's Strength on a strike.
However, they may be used carefully, (as a regular feeding), so that no real damage is done, aside from draining the blood. The
rate of blood drain is the same as a normal feeding, for each hand. It is possible to double the rate of draining by injecting the
victim with both hands, or to inject two different victims at once. This requires two different attack rolls, of course.
System: The Thirsty Claws cannot be used at the same time as Wolf Claws, but one can be transformed into the other (the
claws simply change shape). No roll is necessary to grow the Claws, but one Blood Point must be spent to produce them. The
claws take a full turn to sprout.

*** Leech's Bite


This power enables the vampire to produce an anesthetic venom from her Thirsty Claws or her fangs. Basically, any victim
stabbed or bitten by the Jakoba's claws or fangs while Leech's Bite is activated will not feel the bite of the attack. This is
essential for stealthy feedings. The power also injects the strange ichor into the victim's bloodstream, so that the loss of
blood/vitae is not noticed by the victim for up to 10 minutes after the feeding.
System: Again, no roll is required, but the vampire must spend another Blood Point in addition to the point spent to activate
Thirsty Claws (if that power is used in the feeding). When used to attack and feed from a victim, the vampire must score at least
once success on a Dexterity + Stealth roll, difficulty 6 (8 against those using Auspex, or who possess abnormally acute senses)
to effectively feed from the victim completely unnoticed.

**** Bloody Thorns


This strange power allows the Jakoba to insert her Thirsty Claws into a victim, and then jettison the claws, leaving them
imbedded in the victim's flesh while she remains at a distance. Through a powerful, magickal bond, the imbedded Thorns will
continue to drain blood from the victim, transferring it to the Jakoba, even though she may be up to a mile away!
When combined with Leech's Bite, this power gets especially nasty, as the victim may not notice the thorns' drainage until it is
too late.
System: The vampire must spend Blood Points to activate Thirsty Claws (and perhaps Blood Leech if she is so inclined) before
using this power. To successfully separate and imbed her Thorns into a victim, the vampire must roll Stamina + Occult, difficulty
7. The number of successes indicates how many Thorns she has left in the victim. Each Thorn drains 1 Blood Point per turn from
it's host (no more than 5 or 10 on any one use, unless the vampire has more than ten fingers...).
Of course, the vampire must first successfully strike the victim with her claws to use this power, as handled in levels 2-3 of this
Discipline. At the Storyteller's discretion, the vampire may even pluck the Thorns from her fingers and shoot them from a
blowgun into her target.
The Thorns will drain blood from the victim until they are removed, or they completely drain the victim of her blood. The Thorns
cannot Diablerize a victim, but will fall out and turn to dust when they have drained the last drop of blood.
Finally, the Thorns will fall out and crumble if the distance between them and the Jakoba surpasses one mile. The Jakoba may
also end the feeding at any time, destroying the Thorns when she does so.

***** Taste the Essence


The most legendary and feared power of the Jakobas' Discipline, Taste the Essence allows the vampire to steal Disciplines
from other vampires temporarily. For every five points worth of Blood a Jakoba drains from another vampire, that Jakoba will
steal one level from one of the vampires' Disciplines. The stolen levels will return the next night.
The levels are actually stolen. For example, if a Jakoba steals two levels of Presence from a Ventrue, the Jakoba will be able to
use the first two levels of that Discipline, and the Ventrue will not have the use of the highest two levels she would normally
possess. This situation will persist until the next dusk, when all Discipline levels will return to their rightful owner.
System: When feeding from a vampire, whether normally or by use of this Discipline, the Jakoba must spend a Willpower point
and roll a successful Perception + Occult check, difficulty 8 to steal Disciplines. The stolen Disciplines will be completely random
unless the vampire uses (and scores 5 successes on) the first level of Jakob's Touch to divine the victim's Disciplines in
advance.
Jedi Mind Tricks
By Jeremiah Lasch (jlasch@uakron.edu)

* Jumble
For some reason, unbeknownst to the unsuspecting victim, he can't see very well. He also notices that his whole body feels
numb, and that everything sounds like he's standing under a waterfall.
System: The player rolls Perception + Empathy, difficulty the opponent's willpower. Each success is one sense that is just
numbed. If the player rolls more than five successes, the opponent is just a vegetable for the time being. However, the opponent
may make a willpower roll, difficulty 6. Each success of his cancels out one of the player's successes.

** Believing is Seeing
You know how they always say, 'Seeing is believing!' Well, in this case, believing is seeing. With a little help from yours truly, the
thing the victim fears most comes to life before his very eyes. To a much larger scale of course. To everyone else around him
there's nothing there, but he just keeps screaming at open space. It is an illusion of course and everyone else finds it quite
amusing.
System: The player rolls Perception + Empathy, difficulty 6. The number of success determines the degree to which the victim
believes what he is seeing.

Successes Effect
1-2 He gets chills, but just considers the sight a work of his imagination....which it kinda is.
3 He's breathing hard and sweating, but still skeptical.
4 He's scared out of his mind and running in the opposite direction.
5+ He faints and his hair turns white.

*** Holodude
This is pretty much the same as Duke Nukem's nifty little gadget. To the oncoming attacker there seems to be two of the same
people in front of her, and she can't for the .....unlife of her figure out which is which.
System: Player rolls Perception + Empathy, difficulty 7. The number of successes determines how completely the victim is
fooled by the new illusion.

**** What I Say Goes


People just seem to listen to what the character says abnormally intently. The character can warp reality in the mind of
another person. If she tells a victim that he only has half a leg, the victim will look down and fall over because he won't see
or feel the bottom half of his leg. Amazing stuff.
System: The player rolls Manipulation + Empathy, difficulty 7. The number of successes determines how much the victim
will believe.

Successes Effect
1-2 She sees it and is pretty freaked out by it, but can easily tell the difference between the real and the fake.
3 He might shoot at the fake, but quickly figures it out.
4+ He turns around and runs because he can't figure out which is which.
Successes Effect
1 She might be able to get away with telling them he has a cut on his finger, but he'd most likely laugh at her.
2 If she told him his finger was broken he'd shriek in horror because his finger would actually look crooked to him.
3-4 If she told them they were blind, they wouldn't be able to see anything.
5+ If she told them they were having a heart attack, they'd drop dead.
The Jester's Way
By Jeffrey Wasser (Seace1@aol.com) and Simon Nightingale

* Jesters Moves
This power gives the Jestinite enhanced gymnastic ability such as flips, jumps, rolls etc.
System: By making a succesful Dexterity+Athletics roll (Difficulty 6) the Jestinite may Execute Any Basic Gymnastic Feat.

** Jester's Performance
This power is an enhanced version of Jesters moves. It enables the most advanced gymnastic moves such as tight rope
walking, trapeze, etc.
System: By making a successful Dexterity+Athletics roll (Difficulty 6) the Jestinite may execute any advanced gymnastic feat.

*** Bouncy Boots


This power changes the Jestinites (or others) shoes into a very springy mystery material which enables the wearer to leap great
distances horizontally and vertically.
System: The wearer must spend one blood point to enable the Jestinite to activate this power. Warning: do not use under low
ceiling!!!

**** Sticky Gloves


This power makes magical gloves appear on the Jestinites hands. This enables the Jestinite to stick to any object or substance
no matter what the circumstances (or danger). In other words the Jestinite can stick to a greased going 100 miles per hour with
his hands. The Jestinite can control whether he wants to stick or not.
System: By expending 2 blood points and making a dexterity roll (Difficulty 4) the Jestinite can grab and hold on to anything.

***** Jester's Cap


This power makes a magical jesters cap appear on the Jestinite's head (bells and all). The 5 bells represent the 4 elements plus
a little added comedy. By throwing the colored bells (red=fire blue=water brwon=earth white=wind and pink=comedy) the
Jestinite can cause extreme forces to attack the victim or make her laugh hysterically. The fire bell will cause a fireball to explode
on anything it hits. The water bell when aimed toward a victim will shoot a stream of high pressure water at the victim. The earth
bell when thrown will cause a crack to open under targets feet and cause her to fall in (caution very deep!!!). The wind bell when
thrown will cause a small whirlwind to engulf the victim and whirl her to a very dangerous place. The comedy bell when thrown will
cause one victim to laugh hysterically, immobilizing her for 3 d10 rounds.
System: Making a successful wits+the Jesters Way discipline roll (difficulty 6) will bring the cap out. Thrown as a regular ranged
weapon such as rocks+expending 1 bloodpoint.

****** Jester's Scepter (Ho boy!!)


This is the most powerful Jestinite power. when this scepter is brought forth a bright flash is seen and hysterical laughter is
heard. This small scepter has a small head that resembles the Jestinite's head. It has the power to induce madness or hysterical
laughter for 5 d10 rounds immobilizing the victim. But wait there's more!!! It also has the four powers (fire,wind,water, and earth)
of the Jesters Cap bells. But it is not thrown but shot out like a beam of colored light. System: After expending 5 blood points to
summon the scepter the Jestinite must make a successful willpower roll (difficulty 6) (area affect 30 yard radius) to keep from
going mad from the intense laughter heard from the other dimension.
Jumble
By dkomlos@mechanical.watstar.uwaterloo.ca, for the Razor Children bloodline.
Simply speaking, this discipline centers around sensory confusion. It is the Razor Children's single most formidable weapon and
defense.

* Flicker
With this power, the Razor Child may cause a target's senses to "flicker", producing an effect similar to reception of a scrambled
television signal. The effect is very short lived, lasting only a turn or two. The Flicker costs one blood point to create, and the user
must roll her Int+Subterfuge vs. the target's Wits+Alertness.

** The Spins
Activation of this power causes the liquid in a target's inner ear to move unnaturally, temporarily ruining his sense of balance and
co-ordination, even inducing serious vertigo in situations where the victim might be standing on solid ground. The effects are
triggered with a Willpower vs. Willpower roll. The spins last for one scene.

*** Snow
This power masks any specific sensory stimulus with a confusing mess of similar stimuli. For example, an individual trying to
listen in on a conversation would suddenly find herself overcome by a cacophany of unintelligable voices, or someone looking at
the activator of the power might find himself suddenly seeing a person whose features are shifting so rapidly that any coherent
recognition is impossible. The power requires one blood point to activate. The effects are instantaneous and last only as long as
the masked stimulus is present.

**** Discord
A victim of this power finds that her spatial depth perception has become horribly warped. She is completely unable to judge
relative distances properly, usually gravely miscalculating them. Anyone who succumbs to Discord has trouble with seemingly
the simplest of tasks, such as climbing stairs, pushing buttons, picking up objects and the like. She would have little or no hope
of firing a ranged weapon or throwing an object with any accuracy whatsoever. Activation of the power requires a Willpower roll
against a difficulty of the target's Wits+3, and the target must be in line-of-sight. The effects last one scene.

***** Garble
The user of this power reaches directly into the mind of the victim, scrambling all conscious neural pathways connecting the mind
and body. While the individual remains completely lucid, he loses the ability to talk, or even move as he wishes. When
attempting to speak, an uncontrollable torrent of gibberish comes out of his mouth. When attempting to walk, he finds his legs
responding erratically to his mental commands, making such motion very difficult, if not impossible. At best, any action taken by
a victim of "garble" is at 'crippled' level on the damage chart. To activate this power, the user must roll Willpower against the
target's Int+3 and touch the target. The number of successes determines the duration of the effect.
1 success 10 minutes
2 successesone hour
3 successesone day
4 successesone week
5 successesone month
Note: The user may revoke the Garble at any time by touching the affected victim again and spending a Willpower point.
Successes are cumulative, so the Garble may be lumped upon itself to last several months, or even years.

****** The Jar Trick


Through the use of this discipline, a vampire may "steal" any one of the five senses of an individual (sight, hearing, taste, touch,
smell), placing "it" in a jar, where it remains forever until the jar is found and smashed to bits. When the power is used, the victim
experiences a peculiar sensation related to the target sense (eg. a low, barely distinguishable sound, or a slight, irritating tickle).
When she attempts to concentrate on identifying the stimulus, she suddenly loses the ability to use the related sense. At that
moment, the vampire exercising the power must stop up a jar, sealing it tightly. Until the jar is destroyed, the victim will be
permanently blind, deaf, numb to touch, or unable to taste or smell anything. Activation of the power requires expenditure of three
blood points, and a roll of Willpower against the target's Wits+3. Note that the target must also be in the line of sight of the user.
Note: This power becomes harder and harder to use on a single individual more than once. For some reason, someone who
has been affected by it in the past can intuitively sense when she is being targeted again, making her resistance to the trigger
stimulus a little better. Each consecutive time the power is attempted on the same individual, the difficulty number is raised by
one, to a maximum of 10.

******* Garble Deluxe


This is essentially the same power as Garble, except that it also affects the autonomous functions of the mind. Those who fall
victim to it suffer immediate severe heart arrhythmia, respiratory irregularity, kidney failure, digestive malfunction, and an entire
host of other problems. To engage the power, the user rolls Willpower vs. a difficulty of the victim's Stamina+3. The power only
lasts one turn, but in mortal cases the damage is irreversible, and generally fatal. The affected individual takes damage levels
equal to the number of successes rolled X 3. The damage is critical, and the only hope of repair lies in intensive medical
treatment. For supernatural creatures, the wounds inflicted are considered to be aggravated, but since most of the autonomous
functions of the Kindred are superfluous or nonexistent, vampires take only the number of successes X 1 in damage levels.

******* Memory Crash


One of the most utterly debilitating and tortuous powers available to the masters of Jumble, this causes the mental pathways
associated with memory to become completely confused in a victim. This results in a crippling inability to correctly identify
objects in a person's surroundings. One who falls victim to this power may find himself gazing at an object that he has been
familiar with for years, unable to name it or its purpose. If pressed, the individual will guess at its name and function, but will
invariably be wrong in both respects. For example, one such affected individual is shown a gun. When asked to identify it and its
function, he responds: "It is a sailboat," and "You speak into it, and it amplifies your voice.". His ability to recognize people and
recall events is unaffected, just his object identifiers are ruined. "Who am I," would be answered with "You are (whatever your
name is)" correctly. "What am I," however, is something the target will be unable to respond to. The requirements for activation of
this power are a Willpower roll against the target's Int+3 and the user must touch the victim. The duration of the effect is
determined in the same manner as "Garble", and like "Garble", the user may choose to revoke the power early if he/she wishes,
at the expense of a Willpower point.
Kathakali
By Jenny Parr (j.l.parr@bradford.ac.uk) for the Hibakusha Hantu

* Armoured Soul
The first lessons a Hantu is taught are to help her perform without hindrance from pain or fatigue. Only then can she withstand the
rigours of training for the higher levels of Kathakali.
By rolling Stamina against a difficulty of 7 when she is first wounded in a fight, the Hantu may cancel out a number of wound
penalties equal to the number of successes for the duration of the battle.

** The Untouchable Mist


Dancers of the Kathakali can distract their opponents in hand-to-hand combat by using their fighting skills and amazing
acrobatic manoeuvres.
By confusing the opponent by dodging and taunting, the Hantu can reduce the dice pool of her close combat opponent's next
action by one for every success on a Manipulation + Athletics against a difficulty of her opponent's Wits +3.

*** Veiling the Swords


Known for their skill rather than Stamina, the Hantu have developed a method to keep their foes at bay while help arrives, or an
escape route opens. With a succession of dazzling backflips and somersaults she may forfeit her attacks in order to dodge the
opponent's attacks.
By dodging and weaving the Hantu may cancel out any attacks made on her by any one opponent as long as she does no other
actions. If this is done for three rounds consecutively, the Hantu must take one wound level due to fatigue. Celerity can be used
to dodge multiple opponents but not to attack.

**** Dance of Shadows


The graceful dancing of the Hantu can mesmerise and delight as well as kill and maim. Kathakali teaches subliminal gestures
and tones of voice that can be used to place thoughts in the minds of her audience. By hypnotic song and gesture the Hantu is
able to plant subconscious thoughts into the mind of her subject (this takes about 5 minutes). On a successful Manipulation +
Subterfuge against a difficulty of the target's Wits +3 the subject will act on the suggestion, the number of successes determining
the strength of the suggestion and also the length. A weak, easily followed suggestion will last longer than one that goes against
the subject's nature. One suggestion may be made for each success on a Charisma + Dancing roll vs Willpower. Only one
suggestion will be acted on at a time and if this power, Dominate or Presence is used on the same individual before the
suggestion fades, the later command takes precedence.

***** Heart of Fire


When pushed too far, a Hantu can become enraged beyond any normal emotions, becoming a berserker capable of taking
down her strongest foes by sheer strength of will and determination.
By wounding herself the Hantu may block out everything but the current combat. One wound is taken and one willpower point is
spent as the Hantu takes a round to work herself into a kind of frenzy. She ignores all wound penalties until combat ends and has
a target of 3 for initiative rolls. Unlike usual frenzies she can determine friends and foes but will automatically target the most
dangerous foe first. She has the opportunity of fighting anyone who gets in her way of her intended target or simply ploughing
past them. No other levels of Kathakali may be used during this.

****** Mastery of the Self


By discovering the Mastery of the Self, the Hantu can now control her base instincts while she becomes a berserker. She has
the perfect balance between mind and body, capable of the ultimate feats of athletic perfection. The Hantu has discovered
perfect body mastery. By spending a willpower point, the difficulty for all Dexterity rolls is reduced by two while she holds perfect
concentration. During this time she may block out all wound penalties by making a Willpower roll vs wound penalty + 3. She
automatically attacks with an initiative of 10. However if she fails, the wound penalty her concentration is broken and the mastery
is broken. The Untouchable Mist and the Dance of Shadows can be used while concentrating but no other levels of Kathakali.
Kinderfeld
By Anthony "The Magician" Murlin (ruby@pa.net)

* Autotelekinesis
At this level, the Cainite is granted the ability to hover several feet off the ground and soar around. The distance covered
depends on the number of successes gained. Roll Dexterity + Kinderfeld.

Successes Distance (ft)


1 10
2 50
3 100
4 150
5 200
6+ 300

** Innocent Childe
Level two of Kinderfeld allows the Cainite to masquerade as a seemingly biblical "innocent." All rolls requiring both
Manipulation, Appearance, and Acting gain an automatic success. If Appearance + Acting is rolled, then only one Automatic
Success is scored.

** The Laughter of Small Children


The character rolls a Manipulation + Kinderfeld (Gaining one automatic success due to Innocent Childe). The victim of this odd
power then begins to hear the laughter of children and the chanting of nursery rhymes. They emanate from all around, the
apparent positions of the laughter and chanting changing every time the victim turns around. Every success determines how loud
the laughter and chanting are, One success being barely audible and eight successes (the maximum) being loud enough to
cause ear drum damage to normal humans. When the successes are lower then five, the victim may spend a Willpower point
per success in order to ignore the power, otherwise become extremely discombobulated, causing all difficulty rolls to increase
(Storytellers' discretion).

*** Shadowplay
At this level, the Cainite is able to separate the victim's psyche and his "shadow," causing the living (or undead) target to behave
as he would in Wraith: The Oblivion. This shadow, however, is not like a Wraith's shadow, and has no stats whatsoever, but it
screams into the characters mind, commanding her to do all sorts of blasphemies and atrocities. The Cainite must roll
Perception + Kinderfeld (Difficulty Victim's Willpower). The number of successes equals the number of Willpower points the
Victim must spend all at once to rid themselves of this curse and the overall power of the Shadow.
The Shadow also alters the Psyche's thought patterns, raising the difficulty to resist frenzy +2. And, as one final gift, the longer
the shadow remains, the higher the risk that the Victim will receive a major, incurable Permanent Derangement. For every three
turns the Shadow exists, the Victim must roll a Wits + Self Control (Difficulty 3, + 1 for every other third scene afterward),
otherwise, the storyteller randomly picks a Permanent Derangement. Willpower points cannot be spent for Automatic
Successes in these rolls.

**** Bloody Walls


A Cainite at fourth Level Kinderfeld can, with the expenditure of three blood points cause the walls of a building to bleed
profusely, scaring the shit out of a normal human and some Mages, and causes a Kindred to make a Willpower roll (Difficulty 8)
to resist going into a hunger induced Frenzy. Extreme light sources, such as bright lights, sunlight, a raging inferno, etc. will
cause the blood to fizzle and evaporate. A Cainite that drinks this blood immediately goes into Torpor for a number of hours
equal to his Blood Pool. When the Kindred awakens (if he awakens), he will have three Blood Points in their Blood Pool.

**** Reap what you Sow


With the expenditure of four Blood Points and two Willpower Points, a Cainite is able to create a small, seed like object, which, if
planted, grows into a small, withered tree, which bares an odd, and slightly bitter fruit about the size of a cherry. Consuming one
of these fruits gives the consumer a Blood Point. Mortals who consume this fruit become Ghouls with Obtenebration 2 and
Dominate 1, and are immediately Blood Bound to the Cainite. A Cainite who consumes this fruit (if he can keep from gagging at
the aspect of eating something) simply receives a Blood Point. Eating two of the fruit, however, Blood Binds the Cainite to the
creator of the Tree. Light of any sort causes the tree to burst into flames and causes the fruit to explode violently. All damage
from this fire, of course, is aggravated.

***** Psychotelekinesis
The Cainite spends two Blood Points in order to open the pathways of his mind and allow the energies to flow, causing all sorts
of funky effects. The Cainite is able to levitate objects (and other people...) shatter all the glass in the immediate area, read
other's thoughts, and cause the ground, or an enemies' skin, to rupture. After the expenditure of the two Blood Points, the Cainite
rolls Willpower + Kinderfeld (Difficulties Below...). Failure indicates that the Cainite wastes the turn concentrating and nothing
happens and a botch indicates that the internal forces backlash on the character (much like Paradox). The higher the difficulty
chosen, the more destructive the consequences (Storytellers' discretion, although examples are listed below).

Difficulty Example Botch


4 A gust of Wind Small, such as the Light Bulb busts
5 Bust a window A minor headache or other minor flaw
6 Bust All Windows in area A Major Headache, or other more serious flaw
7 Shatter a section of a brick Minor convulsions or something else really debilitating (1 - 2 Health levels of Damage,
wall unsoakable.)
8 Demolish a brick / Wood Major convulsions or something else (2 - 4 Health levels of damage, third - fourth levels
building unsoakable)
9 Rend Earth (Max. Concrete) Minor cranial hemorrhaging (1 - 3 Health levels of aggravated damage and -1 to a
mental trait)
10 Rend Metal (Max. Steel) Head explodes (or some other form of instantaneous death)
Kinetics
By Peloquin (ka.vanadis@karlskrona.mail.telia.com) for the Gremere

Description
This discipline deals with the absorption and discharge of kinetic energy. It's quite powerful, and for some strange reason (The
Great ST In The Sky forbade it) it cannot be learned by anyone outside of Gremere. It is also the best explanation as to how the
hell these idiots have survived for so long.

* Packing Punch
You may, when healing back a Health level lost in battle, add a little mark under that used Blood Point. This is a kinetic Force
dot; it's used later on but can already be expended to add one dice to fist attacks.

** Shocker
You may spend more than one dot in Force. By expending blood points you can increase the number of dots (if you're low
generation you may do it over several rounds), then you may discharge it in tiny bursts of kinetic force. This counts as stunning
damage and might have little to no effect on vampires. You cannot spend more than five dots of Force per burst, though.

*** Blast 'em!


You may throw your kinetic bursts over a distance, hitting someone from afar. Of course you need to see the target, and the
range is only about ten metres.

**** Boneshattersmash
You can discharge the bursts inside a target by touching his skin with a bare hand or foot. The target must roll Stamina diff: 8 or
suffer from a bone crushed inside his body. If the roll fails the target is immediately on Crippled. Fn mortals this is Aggravated. If
the roll is botched, for a vampire, the damage is likewise Aggravated.

***** KABOOOM!
You may discharge the kinetic force in great, powerful bursts of energy. You may never use more than ten dice, though. This
damage is Aggravated on mortals and normal for vampires and Garou.
THE KISS
By David "Ogre" Zaslavsky (ogre@inx.net)

Description
The kiss of a vampire has always had very interesting effects on humans and Kindred alike. The kiss is the kindred's most
important tool. Their only form of sustenance as well as the very symbol of their existence, it was only a matter of time before a
discipline would develop around it.
The experience of the kiss on the Kine is equally intense. The Kiss is the most intense and pleasurable experience any Kine can
ever hope to have. In fact, due to the effects of the Kiss on generation after generation of Kine, the effects have been grafted into
the their collective subconscience as an incredibly intense, romantic and horrible experience, (look at the veil of the Garou for an
example). This has been surfacing in the Kine's popular portrayals of the Kindred in their literature and lately, their films.
This discipline revolves around the kiss and it's effects on the Kine, and at higher levels, on other beings. Before almost any of
the effects can be used, the Kindred must be in the process of drinking the subject's blood.

* The Lovers Meet


At the most basic level the Kindred can intensify the pleasure that the Kiss gives to any Kine. Only mortals are effected at this
level. The mortal becomes enraptured by the Kindred and will attempt to please the Kindred in any way possible. But it also
causes the Kine to fall in love with the Kindred and she attempts to seek out the Kindred at every opportunity, just to be around
him in case he gets hungry and will Kiss her again. If these two motivations come in conflict the Kine will gradually become
insane.
Watching and perpetuating these effects can be very damaging to a Kindred's humanity as the process usually leads to a very
slow and painful death for the afflicted Kine.
System: The Kindred must first begin to draw blood from the Kine. If he wishes to use the power he must use a willpower point
and roll Charisma + Seduction (difficulty 7). The more successes rolled the longer the effects will last.
1 success: One hour
2 successes: One day
3 successes: One week
4 successes: One month
5 successes: One year
6+ successes: Permanent

If the Kindred continues to use the power on a Kine before the effects have worn off, the periods of effect become cumulative.
But the more times the Kindred uses this power on a particular Kine, the harder it is for the Kindred to stop before the vessel is
drained. Every time the Kindred feeds after the first time, the difficulty of the Self-Control roll increases by one, for that particular
vessel.

** He Looks In Her Eyes


This power allows a Kindred to look into the mind of a vessel. But, the vessel can look into the mind of the Kindred at the same
time. They essentially open themselves to each other. Many subjects have equated this experience to making love, but on a
higher scale.
System: When the Kindred has successfully taken at least one blood point from a vessel he may choose to use this power. He
uses a Willpower point and rolls Manipulation + Subterfuge (difficulty is the subject's Willpower). The difficulty is reduces by one
if the vessel is under the effect of the first level power, The Lovers Meet. At one success the Kindred can read surface thoughts.
At higher levels the Kindred can probe one level deeper into the subjects mind. The one drawback is that the subject also looks
into the Kindred's mind at the same level that the Kindred is probing hers.

*** They Finally Kiss (The Final Kiss)


At this level the power and intensity of the Kindred's kiss becomes so intense that the vessel is utterly immobilized by it.
System: After the Kindred drinks one point of blood from his subject he must spend a Willpower point and roll Manipulation +
Seduction. For every success that the Kindred gets the vessel one less die to commit any action. Also, if more than three
successes are scored on the roll, the subject cannot use any form of magical powers; this includes gifts for garou and sphere
successes are scored on the roll, the subject cannot use any form of magical powers; this includes gifts for garou and sphere
magick.
Also, for every success that is scored the difficulty or the Kindred's self control roll to stop feeding is increased by one.

**** They Fall In Love


At this level the kiss becomes so powerful that any being can be enraptured. System: The system is the same as the system for
the level one power, The Lovers Meet. However, at this level any awakened beings can be affected.

***** He Calls His Love


With this power the connection between the giver and receiver of the kiss can be used to summon the receiver over a distance.
This can be a very powerful effect as the Kindred can call to all the people he has fed on recently, and they will invariably come to
the Kindred's aid.
System: This power calls all to his aid those who the Kindred enraptured with the level one or level four powers of The Kiss, as
well as any the Kindred has Blood Bonded to himself. They will come together to the place that that the call originated from. If the
Kindred is not there. They will act as any motivated mob would; Storytellers should get creative at this point.
To activate the effect, the Kindred must use a Blood Point and a Willpower Point. He then rolls Manipulation + Leadership
(difficulty 8). The stronger the call, the faster his thralls will appear.

1 success: One every hour


2 successes: One every half hour
3 successes: One every ten minutes
4 successes: One every minute
5 successes: One every turn
6+ successes: For every success above five another will appear every turn.

Once gathered they will follow the commands of their Kindred master. If there is more than one Kindred around, they will know
who is "theirs," by the connection he shares with them. If their master is not there they will be aware of why they were summoned
to this place, not the exact reason but that they were all summoned by their "lover." This knowledge will have many of them vying
for their lover's affections. They will fight amongst themselves and some, those who are already insane, might even resort to the
murder of their "rivals."
Kokuei (Dark Shadow)
By The Hitokage Production Committee for the Hitokage bloodline.

Description
It is because of this particular skill that the Hitokage gained their name, The Shadows. Basically, this skill allows the character to
become ethereal to the vision of others. In semi-darkness the character is effectively invisible.
System: There are no rolls involved with just using this skill but when another character (including a NPC) enters the same
location as the Shadowed Hitokage, both players must make a dice roll. The Hitokage must roll his Kokuei + Stealth and the
other character must roll her Perception. If the Hitokage roll has more success than the other characters then he remains hidden,
else the other character has noticed them. It should be noted that even if the Hitokage character has had less successes than
the other character it doesn't mean that he suddenly becomes visible, rather that the other character has noticed something
unusual lurking in the room. Exactly what the other character sees is up to the Storyteller.
No weapon or physical attacks can be performed while the character is in shadow form and the difficulty of attacking a character
while she is in shadow form is always 10 (the proverbial Lucky Shot).

While the Hitokage is in shadow form nothing can be used to adjust any dice rolls made by other character. This includes all
surveillance equipment and Gleam of Red Eyes in vampires.
Kootchitude
By Doctor Surge Von Insaniac (docinsaniac@webtv.net)

History
One of the more annoying and lesser practiced disciplines of the Malkavian is the art of Kootchitude, which was originally
created simply as a discipline to annoy people in social situations, but later found to be useful in battle as well.
It is, in fact, a strange mind trick that will make the target believe that he or she is being tickled. A fun discipline to use in social
situations where you want to make others question the sanity of certain attendees, sort of a revenge on those who called
Malkavians lunatics. This is also fun to use on mortals to watch other mortals' reactions, or for even more fun, on a caged
ghoul....
For those who would really want to use this as a discipline, I leave the rolling conditions up to you, though after level 1 it's a
completely psychological discipline similar to Dementation or Dominate, so use them as a base.

* Spasmic Jerk
The Kindred only has to so much as touch an opponent and it will cause her to jerk away quickly as if she were suddenly tickled
quickly by an invisible hand. This is often fun to use in certain social situations in combination with Obfuscate. An uppity
Toreador suddenly spazzing out and giggling in front of fellow high breds for no reason is very humorous and for the Toreador, a
very embarrassing sight! This really needs no rolling as its only poking someone with your finger, unless she is in an action of
some kind.

** Poke, Poke, Poke


Once at this level, you only need to touch, and (counting on the roll of successes) it will be like you are repeatedly doing it to the
target from every direction, which can make for some interesting confusion and the like. The effects end when target is out of
plain sight. (Usually when he leaves out of annoyance and/or embarrassment)

*** Selective Attack


The Kindred may select a specific area of the body (feet, sides, underarms, etc.) on a target, and at will the target will feel as if
invisible hands are ruthlessly tickling that area, which again can be a very humorous trick, or a very effective maneuver to break
down an enemy's defense. Again, it only lasts as long as the target is in plain sight. Set your own guidelines for the victim to roll
Willpower to attempt and block out the sensation.
May I suggest a good area to attack is behind the knees. If he is standing, it will give the target the appearance that she is
having difficulty walking or may even drop to the floor.

**** Invisible Torture


This is a more advanced form of level 3, but affects the person's entire body, reducing him to a blubbering mass of laughter on
the floor. Full eye to eye contact must be made before it takes effect, similar to Dominate, but no from of mind control os
involved, more like planting an idea in the persons head. Woe to those who achieve to many successes. Someone under the
influence of this level, especially mortals and those with weak hearts or lungs, can literally laugh themselves to death at the
decision of the storyteller). Most Malkavians may see this as a very amusing sight. Successes will equal how long it lasts and the
such, because this one lasts even when the target is out of sight! LOL

***** Fingers From Afar


At this level, eye contact must be made with the victim for one full turn at least once during a night (like level 4), then no matter
where the victim is, even miles away, the Kindred may cause any desired effect from levels 1-4. This can also be used on
targets who were victims to level 4, even if you yourself were not at level 5 of the discipline at the time it was used. Again,
successes depend on duration of effects, set your own standards/
Example: "Hmmm, I wonder what Morganna is doing right now. Well whatever she's doing she's going to have a hard time doing
it! Kootchie Kootchie Koo!!!
***** * Infectious Tickle
This is one of the most humorous sights every seen, basically the same effects as level 4 or 5, but anyone who comes into
contact with the victim, begins to slowly show the same symptoms! What a grand prank, imagine a huge council meeting full of
insanely laughing idiots!! Unlike the original victim, the infected can make a more effective Willpower rolls to avoid the
sensations, as it manifests much slower than the original victim. This effect cannot be used in a long distance fashion like that of
FIngers from Afar.

***** ** Curse of the Laughing Touch


This truly is a curse, as it causes the target, when touched by anyone else, to feel the effects of level 1, and prolonged physical
contact, such as wrapping ones arm around the victim, results in the effects of level 4. Like most curses, it can be cured but at
the Storyteller's option and decision.
Kuji-Kiri
The Nine Cuts
By Palika Goldstein

* Rin (Strength)
You may strike with such force that your attack does strength+2 (Dex + Brawl). You may burn one blood and in addition to normal
damage cause one agg of fire damage to your target.

** Kyo (Direction of Energy)


As you see an object directed towards your body you may cause that object to be directed elsewhere. This ability costs one
blood and full concentration; the vampire must see the object clearly to be able to affect it with Kyo. Roll Manipulation + Occult
[7], each success removes one from the attackers to hit roll.

*** Toh (Harmony)


You have reached an inner peace with in yourself. You thus feel no effects of the Red Terror (Roshreck) from fire. Also, you suffer
half the affects of damage from fire when you have had ample time to prepare your mind for the shock.

**** Sha (Healing)


You have the ability to heal yourself and others by directing your energy with the blood. Roll Stamina + Occult; [7] to heal your
own wounds, [8] to heal others, [9] to heal agg in your self, and [10] to heal agg in others. This requires the use of one blood from
you, and another from the vampire you wish to heal. The amount of successes determine the amount of wounds healed. If you
botch, you feel light headed for a few minutes.

***** Kai (Premonition)


You have an insight into the way of things. You can glimpse the outcomes of actions that you do before you do them, and are
able to affect them. Roll Int + Empathy [7] for each scene in the story. Reduce your target numbers for normal actions by the
amount of 7s rolled. If you also possess the discipline of Auspex you may roll [6] for the target number.

****** Jin (Knowing the Thoughts of Others)


You have attained a level of quiet thought that allows you to read the minds of others around you. Roll Perception + Empathy [6]
to read the thoughts of those that are in reasonable proximity to you. The more successes you get, the more in-depth you can
read from the current thoughts of the minds around you. This discipline power is like listening in on their thoughts. With three
successes you may tell if a person is lying, with five you may read the thoughts of those that you can not see due to stealth or the
discipline of Obfuscate, Obtenebration, Sombra or the Hand. Because you can know their thoughts, adversaries find it harder to
sway you or negatively affect you. Add +1 to your dodge rolls, +2 to your willpower v.s. Presence or Dominate skills used against
you, and add three dice to your social rolls. The merit of Iron Will or Undominateable will not make a character's thoughts
unreadable. A botch indicates that the input of so many thoughts has overwhelmed the character and she is disorientated for the
scene, suffering a major distraction (+3 target numbers) in all rolls. A night's rest alone or many, many hours away from any living
thing is needed to regain composure.

******* Retsu (Mastery of Time and Space)


At this level the Master is able to blend and shape Time and Space around herself. By spending one round in total
concentration, the Vampire can move through time and space to any point. Roll Intelligence + Occult [8] and get three successes
to show up anywhere. A botch indicates that you suffer one point of agg with the strain and go nowhere. See Highlander the
Final Dimension for a visual aid on this power.
******** Zai (Control)
You have the ability to control your thoughts into physical effects. You are also not affected by Presence, Dominate, mind
influencing or affecting illusions or abilities. You see through Chimestry, are able to detect the use of Obfuscate and Auspex
around you, and many powers of the Hand do not work on you. Your mind is your own, and your willpower is unstoppable when
used; double the amount of successes gained when using a willpower based roll, either to affect something or resist (like in
Quietus).

********* Zen (Enlightenment)


No one knows what this mystical level does. No one has ever met a Vampire Ancient One who knows, or admits to, who has this
highest level of the Kuji-kiri.
Lacconis
By Killjoy LePal, for the Lacconian and Lesser Gangrel bloodlines.
* Bloat: The user fattens horribly, at the cost of one blood, gaining a +3 dice to soak rolls for bludgeoning attacks, +1 die to soak rolls
for cutting attacks, and a -1 Dexterity.
* Bane's Claws: See Wolf's Claws, under Protean. Costs one blood, does one extra damage.
*** Lesser Protean: Allows the conversion into a Toad or Serpent-human. Toads double their Strength for jumps, and have a long,
very sticky tongue. Serpents get Bane's Claws, automatically, as well as a +1 damage to Bite attacks, a nice tail, and they are
prehensile all over. Either form costs one Blood.
**** Demorphose: Allows the user to become an amebic blob, with twice the benefit of Bloat, on Dexterity modifier, not to mention the
general amorphousness of a blob. One blood cost.
***** Greater Protean Mimic (Form of the Velociraptor): Allows the user to combine the affects of both forms of Lesser Protean by
becoming a Velociraptor. (Actually, at the time it was made, no one knew it was a "Velociraptor", but the creator of the clan had a very
high Auspex, and a good precognitive ability, so...)
****** Form of the Incomprehensible: Makes the user become something like the Lesser Gangrel, with the same Weakness. The
perk to this is that you get good revenge on whomever's watching, whether you hated them or not. Two blood required.
****** Form of the Flying Mass: You Bloat horribly, becoming a mound which can fly. You get the Bloat bonuses, as well as a gaping
maw which does Strength+5 damage when biting, and no need for grappling when doing so. Two Blood are required.
******* Corbie: The user becomes a human-sized "blood vulture", capable of winged flight, and with a beak which can do Strength+3
Pecking Damage, no grapple required. Also, you have razor sharp feathers, and you can also shoot them out at a target, which will
slash and cut into the victim. They do Knife damage, roll Dexterity+Occult. Also, the user can slash with the Feathers on the wings,
doing Sword damage, requiring a roll of Dexterity+Brawl. The user gets the use of Bane's Claws (talons) automatically. The Discipline
costs two blood.
******* Mantis: This power allows the user to become a giant praying mantis. The user gets a plus five to all soak rolls and
automatically gets the benefit of Bane's Claws. This power costs two blood.
Lallia
By Kevin Davies (mizake@mizan.demon.co.uk) for the Coprophage bloodline

Description
The Discipline of Lallia is thought to be unique to the Coprophage bloodline, and is looked on with some disgust by other
Kindred. Because few associate with these despised vampires long enough to learn anything from them, it seems likely that this
Discipline will remain unique to the Perverts, along with all their philosophies and secrets (See The Path of Acceptance). The
Discipline itself seems to be a strange mish-mash of various others, and its use tends to confuse those who have never come
across it before. The Coprophages themselves most commonly refer to it as 'talking dirty', which, most would admit, is perfectly
in keeping with their natures.

* Innuendo
This power is used by the Coprophages to mislead and confuse others, to lead them into unfamiliar avenues of thought and
leave them wondering what is going on. It can be thought of as an extreme form of fast-talking; all the Coprophage has to do is
ramble on for a few moments, twisting and turning the conversation until the listener loses track of not only what is being said, but
what is going on around them as well. It works best on those who are used to thinking in straight lines, such as Ventrue and
Tremere, and is less effective on those whose thought patterns are naturally unruly, such as Ravnos and Malkavians.
System: The Coprophage must enter into a short conversation with the subject, which normally begins with an opening gambit
(usually smutty) and leads on to a stream of nonsense. The Coprophage must roll Manipulation + Subterfuge against his
opponent's Willpower, and the result is determined by the number of successes gained in the attempt.

Botch The subject is not moved one jot by the conversation, and his attitude towards the Coprophage becomes
considerably more hostile.
Failure The subject brushes off the conversation as mere nonsense.
1 success The subject is momentarily confused, and suffers a modifier of -1 to all Willpower rolls in the next 3 turns. The
Coprophage may make a further attempt at using this power.
2 The subject becomes thoroughly confused as he tries to keep track of the conversation. Effects are as above, but
successes with a -2 modifier.
3 The subject has completely lost track of what is going on. In addition to the effects above, he must make a Willpower
successes roll with the aforementioned penalty in order to perform any actions hostile to the Coprophage during the next 3
turns.
4 The conversation has made the subject somewhat giddy and disoriented. He must make a Willpower roll, with the
successes above penalty, or be forced to do nothing but attempt to make sense of what is going on for the next 4 turns.
5 The subject no longer has any idea what is going on. The effects are as above, but he now will agree to virtually
successes anything which is said by the Coprophage for the next 10 turns.

** Tonguetwister
By blowing a kiss at the target, the Coprophage renders him unable to speak coherently for a length of time. If affected, the
subject will only be able to make mumbling, guttural grunts until the effect wears off.
System: To use this power, the Coprophage must make eye contact with the target and succeed at a roll of Manipulation +
Empathy. The target then has a chance to spend a Willpower point to throw off the effects of a power, but only if he is a vampire
or other supernatural creature. The duration of the effect is determined by the results of the Coprophage's roll:

Botch The target is completely unaffected, and in fact becomes able to speak more coherently and lucidly than before, for
1-10 hours.
Failure There is no effect.
1 success The effects last one turn.
2 The effects last one hour.
successes
3 The effects last a day.
successes
4 The effects last a week.
successes
5 The effects last a month.
successes
*** Retch
At this level, the Coprophage gains the ability to spit Ichor at his opponents, doing aggravated damage to those hit. The attack is
almost silent but burns and blinds, leaving ugly welts for days afterward.
System: This attack has a range of 10 feet for every point of Strength and/or Potence the character has. It does one die of
aggravated damage for every point of Ichor used in the attack. If the character manages to hit his opponent's eyes, then he will
be blinded for an hour as the Ichor burns him, suffering an extra die of aggravated damage and running the risk of permanent
blindness (Mortals only; roll Stamina + Athletics, Difficulty 6).

**** Foulness
The Coprophage may sharply exhale a large cloud of nauseous fumes, the effects of which are highly debilitating to vampires
and mortals alike. Prolonged exposure to these fumes may cause lasting illness and weakness.
System: To use this power, the attacker must expend three points of Ichor, exhale sharply, and make a Willpower roll verses his
opponent's Willpower. If successful, his opponent will be struck by nausea and vomiting (If mortal) and will be unable to perform
any action but movement for 1-10 rounds. In addition, each of their Physical attributes will be reduced by one for each turn they
remain inside the cloud. If either Strength or Dexterity is reduced to zero then the target cannot move until a point is recovered.
The cloud remains for 3 rounds, and the duration of the attribute loss is determined by the number of successes rolled on the
Willpower roll.

***** Black Rain


The vampire may effectively vomit a shower of burning Ichor at his opponents, doing terrible damage to those hit. This
attack is horrible to witness and leaves its victims with hideous, permanent scars whether mortal or Kindred.
System: This attack has a range of 5 feet for every point of Strength and/or Potence the character has. It does two dice of
aggravated damage for every point of Ichor expended, but continues to cause damage for a turn after the attack has been
made unless the victim succeeds in scraping the foul sludge from his body.

****** Blow Out


This terrible power is dangerous to vampires and deadly to mortals. By concentrating and mumbling obscenities at his
opponent, the Coprophage can cause his internal organs to rupture, causing horrific and festering wounds.
System: The Coprophage must be able to make eye contact with the target and must spend at least one point of Ichor,
and successfully roll Willpower verses the opponent's Stamina + 3. The number of successes rolled plus the number of
points of Ichor expended indicates the number of Health Levels of aggravated damage the target loses. No more than
three points of Ichor may be spent in this way. Targets with Fortitude or similar powers can resist this power with a soak
roll. Successful use of this power tends to leave the target a bloody mess on the floor.

****** Taste of Ichor


By adding a drop of their own Ichor, the Coprophage makes the blood in a vessel vile and toxic to anyone who dares drink
it. The character suffers only the usual ill effects should he choose to drink blood from the vessel, but its other bodily
substances remain as normal to him. Coprophage Elders often use this power to protect their herds from rival Kindred.
System: A point of Ichor must be expended for each vessel to be treated in this way. The effect is permanent, and anyone
drinking blood from the vessel in future suffers three Health Levels per Blood Point imbibed.

1 success One turn


2 successes One hour
3 successes One day
4 successes One week
5 successes Permanent (Can be recovered with experience, or through certain Thaumaturgical rituals)
Lamnia
By Dan Mills (VdanteV@socket.net)

Author's notes
I drew heavy inspiration from some of the highly convoluted, yet interesting descriptions of the Cenobites, Pinhead and his ilk. It
has been sparingly tested, with fair to mixed reviews and results. As you will read, this power is reserved for the most cruel and
vicious vampires who don't mind hastening their slide toward destruction. One could easily see a Tzimisce or any sort of violent
antitribu vampire possessing this ability. The content is somewhat violent and disturbing, by necessity.

Description
Literally, "the Way of The Knife," this discipline is possessed only by very cruel and jaded Kindred as it focuses upon inflicting
pain and suffering upon the victim. By concentrating and expending blood, this discipline causes the victim's flesh to
spontaneously tear open into horrible painful wounds. This effect is so horrifying and inhuman that users of Lamnia tend to lose
their humanity very quickly. (Lose 1 Humanity immediately upon taking up this Discipline; Lose 1 Humanity every 2 levels you
achieve.)
Systems: Expend Blood points, roll Perception + Firearms, Difficulty equal to target's Stamina +2. Targeting specific areas
adds an additional +1 to difficulty. Victims can soak the damage as described in the rules.

* Cut
By concentrating and expending a single blood point, the vampire can cause 1 point of regular damage. This sudden eruption of
pain is so terrible that the victim cannot act for one turn unless he expends Willpower.

** Slash
By concentrating and expending two blood points, the vampire can cause 2 points of regular damage. This sudden eruption of
pain is so terrible that the victim cannot act for two turns unless he expends Willpower.

*** Tear
By concentrating and expending three blood points, the vampire can cause 3 points of regular damage. This sudden eruption of
pain is so terrible that the victim cannot act for three turns unless he expends Willpower. Note that this level of injury is sufficient
to cripple a small body part such as a hand or a foot.

**** Poenaplaceunque
This level of Lamnia warps the senses of the victim so that pain is experienced as pleasure of equal level. The victim must roll
Willpower every time he is wounded (whether by this discipline or normal combat) or else he will begin to develop an acute
addiction to the sensation. This condition can easily lead to Derangements and other complications. Users of Lamnia frequently
inflict this power upon torture victims to convert them into pain-addicted slaves.

***** Rupture
By concentrating and expending Blood, the user can cause the victim's flesh to "explode," leaving deep, grievous wounds. The
user expends Blood points and inflicts 1 point of Aggravated damage per 2 Blood points spent. This pain is so intense and
horrifying that the victim cannot act until he begins to heal from the inflicted damage. This level of Lamnia is capable of crippling
an arm.

***** * Burst
This horrifying power cause the skin of the victim to contract, pressing against bones until the skin splits apart violently, spraying
blood and gore over everyone within close proximity of the victim. This pain is so incredibly potent that the victim cannot act until
he begins to heal from this damage. This Power immediately inflicts 2 points of Aggravated damage per blood point invested in
it. This level of Lamnia is capable of crippling a leg.
Larvae
By Robert Sweeney (rsweeney@anet-stl.com)

* Eye of Judgement
This power allows the user to see the Humanity or path rating of the subjects viewed. Those being viewed feel uneasy.
System: Roll Empathy + Perception (difficulty is the target's Humanity -1) in a resisted roll against the target's Humanity.

** Penance
There are two methods of exacting Penance. In the first method, the vampire bites his victim, filling the latter's mind with the
suffering she has inflicted upon others. This bite is every bit as incapacitating (from pain and paralysis) as the vampire's normal
"Kiss" but certainly not pleasurable. Unless the victim passes a Conscience roll (each turn), she loses one point of Willpower.
(Difficulty 10 - her Humanity). This drained point of willpower from the victim, restores one lost Willpower point to the Attacker (if
possible) or must be used immediately (lest it be lost.)
In the second form of this power, the vampire glares at the victim, filling her mind with the suffering she has inflicted upon others.
This functions like the Presence 2 power, Dread Gaze, but the difficulty is the target's Humanity or path rating.
This power will not work on those whose Humanity or path score is higher than the vampire's. After suffering from Penance all
future Intimidation rolls against the victim should have 2 more dice. A conscience roll may allow those affected to feel remorse
and regret past wrongs . . .

*** Nightmares
To use this power, the vampire must first bite the victim and successfully use Penance. After the bite, the victim must roll a
Willpower check (difficulty 10 - their humanity) each night or day (as appropriate) or relive the Penance. The nightmares last 10-
humanity turns (during which the subject cannot awaken or be awakened). Any being suffering these nightmares will lose a point
of Willpower and a point of blood (sweat onto the sheets). Any being attempting to stave off nightmares by avoiding sleep, must
still roll the Willpower check. Failure indicates they suffered a bout of narcolepsy and fall asleep to suffer the nightmares anyway.
The nightmares lasts for 10 - Humanity days.
Note: Blood Shed due to nightmares has not vital essence left. It is therefore useless as food for vampires and in the case of
vampiric victims, cannot be used for the Embrace or to create ghouls.
During the nightmare, the vampire who exacted Penance gains a blood point. If the vampire is already at his maximum blood
pool, this point must be used immediately or it is wasted.

**** Wither
Before using this power, the vampire must have The Forgetful Mind (Dominate ***). She instigates it by touching her victim and
rolling Manipulation + Intimidation (Difficulty is the victim's Willpower). The number of successes required is equal to the victim's
Humanity. If successful, segments of the victim's memory are erased. The memories lost are the victim's darkest and most
horrible crimes and as this happens, he is overcome by an all-encompassing weakness. The afflicted loses the ability to have
more dice in his dice pool than his current Humanity rating. (As if the vampire were trying to act during the day.) He recovers
from this period of weakness as a vampire with his Humanity + 3 would recover from torpor or until he does something that
raises his humanity above its existing level.
Those with higher Humanity scores than the vampire's are immune to this power as is anyone with a Humanity of 8 or higher.

***** Larvae
With this power, the user is able to separate a being from its evil. The evil manifests itself in the form of a larvae, a mindless,
slug-like creature. To create the larvae, the attacker spends a blood point and engages his victim in a Possession contest (see
Dominate *****). The victim will always win if she has a higher Humanity than the attacker or has a Humanity score of 6 or higher.
If the attacker succeeds, the larvae rips itself from the victim, inflicting 10 - Humanity levels of damage (soakable) and stealing
great tracks of memories (the victim's evils). It will also take with it as many blood points as it can, limited by the victim's current
blood pool.
The victim will fall comatose when the larvae is created, and when awakened, will behave as if under the influence of Animalism
*****. To recover her beast, the victim must find and consume the larvae. If the larvae dies by other means, the anima will return
to the victim, but cannot be rebound until the victim performs an act that causes her to lose Humanity. At this point, the anima
returns gladly. The larvae is similar to a ghoul and is blood bound to its creator. It must drink a half-pint of any kind of blood once
per day or enter torpor. This will not increase its blood pool unless the source of the blood was a vampire, in which its pool
increases normally. The blood of a larvae cannot be used to form a blood bond and they will survive as long as they maintain
their vampiric blood pool.
Larvae statistics:
Attribute: Strength 1, Dexterity 2, Stamina 1, Charisma 0, Manipulation 1, Appearance 0, Perception 1, Intelligence 1, Wits 0
Abilities: Dodge 2, Survival 3

Disciplines: Limited Animalism 2 (Beckoning) only*.


Willpower: 0
Humanity: 1
Health Levels: OK, -1, -5
Attack: 1 dice damage (bite). It may consume blood as a vampire.
Blood Points: (10 - Humanity of victim)
*Used to summon rodents, small animals for feeding. Unable to summon animals larger than 10#.

Ecology: The community of Larvae will sing a song of Beckoning that only animals can hear (and especially acute vampires).
They use this to draw forth small animals: commonly rats, pigeons, or squirrels. These animals are drawn to investigate the song
and are pounced upon by the Larvae who feed as a group.
The larvae are generally disgusting creatures, but they can be commanded by their creator to perform tasks suitable for their
mental capacity. They will attack any creatures fighting their master. Otherwise, they generally wander around in their crypt like
area/cage. Their master may practice Domination on them -- they never resist.
Lechian
By Sandy Walker (sandy@optiplex.freeserve.co.uk)

Note
All followers of this discipline must have Tactless. if they gain this discipline later then they develop Tactless.

Basic

Skin of the Lech


With this level the Lecher automatically gains a trenchcoat. This trenchcoat will not be affected by physical damage in any way
and cannot be removed. At all. Sorry, if you took Lechian then you must be known as a follower of the DOM (Dirty Old Man). You
also now have a Lech pool equal to your blood pool.

PHWOARR!
By gazing at the nearest good-looking (unless you are on 100% proof blood) woman and making a lewd remark you may gain a
Leech point. If this takes you over your max Leech pool rating then you automatically burn it into Tactless.

Intermediate

Gaze of the Lech


By burning a Lech point you may automatically focus on the nearest good looking woman (provided you have yet to use
'PHWOARR!' on them). If this woman is kindred (or other) and is obscured then you may do a mental challenge to be able to see
them.

Advanced

Form of the True DOM


This discipline requires the burning of two Lech points. You are now a true dirty old man. You can remain unnoticed by any
females in the room until you make use of 'PHWOARR!'.
Lemurae
By C. Spence Roberts (candc@wolfenet.com) and the Queasy Donkey Game Studio for the Spectre bloodline

Description
Lemurae is the discipline created to mimic Shade powers (Wraith: The Oblivion.

* Bind
In order to use this power, the shade must first successfully grapple her target. In the next turn, the Spectre's form twists to
envelop her victim completely, and unless the the Spectre is destroyed the victim imprisoned; she cannot be freed unless the
Spectre wills it. The encapsulated victim is usually carried off to who knows where to an uncertain doom. Use of this power costs
three Blood points. Some Spectres use this power to conceal other Spectres within themselves, bursting open to release their
fellowers at an appropriate moment.

** Chameleon Parasite
This power allows a Spectre to attach itself inconspicuously to a victim by making a Dexterity + Stealth (difficulty of the target's
Perception + Alertness) roll. A light-source held up to the target would effectively release the Spectre from the target. To even
notice the Spectre, a Perception + Awareness roll (difficulty 8) is required. The Spectre usually uses this power to feed
inconspicously, for the victim does not feel it, and when the Spectre detatches itself, it inflicts Strength + 1 aggravated health
levels. The only mark left is a darkened patch where the Spectre was.

*** Miasmal Breath


This power allows the Spectre to exhale a noxious vapor, akin in nature to the black winds of Oblivion that whirl through the
Labyrinth. Victims caught in the noxious exhalation suffer a health level of aggravated damage per blood point spent by the
Spectre. Such damage cannot be soaked or resisted.

**** Spectral Scream


With this power, the Spectre can scream into the Tempest, thereby summoning one to five more Shades. Use of this power
costs 4 blood points regardless of the number of Shades summoned.

***** Fist of Oblivion


The Spectre can attack the target's lifeforce directly, infecting it with the cold of Oblivion. After a successful attack, a Spectre
wishing to use this Power makes a contested roll of its Willpower against the target's Willpower. If the Spectre succeeds, the
victim will slowly rot and die (within a month for Mortals, 3 months for Lupines and the Kindred's ethic rating minus 1 for the
number of months.)
Levis
By Justin Whitney (Ravnos101@aol.com) for the Lothorians (revised).

* The Vampire is able to levitate 20 feet above the ground and can move at walking speed.
System: The Vampire must spend 1 blood point for each hour he wishes to remain in flight
** The Vampire is able to levitate up to 35 feet above the ground and may move at running speed.
System: The Vampire must spend 1 blood point for each hour and a half he wishes to remain in flight.
*** The Vampire is now able to levitate up to 50 feet above the ground and is able to move at 30 mph.
System: The Vampire must spend one blood point for every two hours he wishes to remain in flight
**** The Vampire can levitate at 65 feet aove the ground and is able to move at 50 mph.
System: Same as above.
***** At this level the Vampire may can levitate at up to 80 feet above the ground and is able to move at 75 mph.
System: Same as above.
****** The Vampire can levitate up to 95 feet above the ground and is able to move about at up to 90 mph.
System: Same as above
******* When the Vampire reachs this point in the discipline of Levis she is able to levitate up to 110 feet above the ground,
and is able to move about at up to 100 mph.
System: Same as above.
******** At this level the Vampire can levitate up to 125 feet above the ground and is able to move about at up to 120 mph
System: Same as above
********* The Vampire is now able to levitate at 140 feet above the ground and can move through the air at 150 mph.
System: At The expenditure of 1 Blood point, the Vampire is able to levitate for 2 and a half hours
********** At the highest level, the Cainite is able to levitate at up to 200 feet above the ground , and can move through the air at
up to 200 mph
System: The VAmpire may use 1 blood point to levitate himself for a duration of 3 hours.
Levitation
By J D Conrad (jdconrad@postoffice.worldnet.att.net)

Description
This discipline was developed by a Caitiff named Tadeuz. In the tales he heard of vampires they could often fly. Gangrel and
Tremere (not to mention Malkavians) often said things that indicated they have this ability. So Tadeuz has spent many long
nights learning to fly because he did not know it was impossible.

* Light as a feather
By spending a blood point the character may effectively lighten himself to the weight of a feather for the duration of the scene.
This means climbing becomes very easy, no foot prints are left on anything firmer than dust (this gives a -2 on the target number
for stealth rolls that involve moving). This level of the discipline doubles the distance a character can jump when in use. If the
character falls this level of the discipline halves the damage taken on impact if used from the time the fall begins.

** Walk on the Waters


By spending a blood point the character may further nullify his weight and to an extent ignore the surface over which he walks for
a scene. He can walk a dusty hall without leaving footprints; he can even walk across water. Note, that for some reason if the
character tries to stand on water or another liquid he slowly begins to sink. This level of the discipline quadruples the distance a
character can jump when in use and modifies any stealth roll involing movement by -2 on the target number).

*** Defy Gravity


By spending a blood point each turn the character treat walls and ceilings as if they were floors. Walking or crawling on any
surface no mater how smooth or at what angle it stands. When this level of the discipline is in use characters can stand on
liquids. Note that if the character stops spending blood gravity kicks back in, which may cause problems. Note that this level of
the discipline cannot stop a character from falling unless he can touch a surface. If he can make a strength & athletics roll with a
difficulty number based on the speed of the fall as determined by the storyteller, he can jerk himself into contact with the surface.
This will cause one die per difficulty level of damage that may be soaked if it succeeds. (Example difficulties: Falling from an
airplane and trying to catch a wall just before impact with the ground 10, soak 10 dice on slamming into the wall. Falling along
side of a skyscraper difficulty 7. Falling from the roof of a four story building 4. Getting near enough to the surface will probably
require athletics or parachuting rolls before the roll to arrest the fall can be made.)

**** Wings of the Mind


By spending a blood point each turn the character can fly at twice the speed he can run. This can be combined with celerity to fly
at very high speeds for short periods of time. When the blood is no longer spent the character begins to fall. The character
cannot carry others, nor objects that weigh greater than half her body mass. The character can hover, fly backwards, forwards,
etc. Going up halves speed, going down adds +50% to speed. If used to try to arrest a fall the character can halve the damage
he would take each round, if he can drop the damage to below 1 die he takes no damage from the impact, or if he has not yet
reached the surface he is effectively flying and can continue as normal. Once again combining this with celerity allows for very
rapid deceleration.
Levitus
By Ron Poirier (rpoirier@nyx.cs.du.edu), with comments by Coranth Gryphon (gryphon@msgi.com)
I was in a discussion with a friend last night about how nifty V:tM was, and he flipped through the discipline section of my book and
asked, "What about the ability of vampires to fly?" I thought about it, and realized that there was a whole discipline worth of vampire
lore left unmentioned in the original game (and, to my meager knowledge, the expansions as well). The discipline would have to to with
flight, levitation, wind control, telekineses, etc - all things that vampires can and do do in certain folktales and modern cinematic
endeavors. I have no clue what it should be named. Here are some ideas.

I called it "Levitus".
* Deny Earth's Somber Grasp: The vampire can levitate up to 10' per success on a roll of (Name This Discipline) + Stamina. Does
she have to expend a willpower point? A blood point? The world may never know.

Costs one Willpower.


** Ride the Wind: The vampire is able to alter her body structure in such a way that she becomes one with the winds about her. While
still maintaining a physical for that may be harmed normally, she will travel at the same speed and direction of the prevailing wind
conditions if she also employs Deny Earth's Somber Grasp. This ability effectively renders the vampire weightless, so she may walk
across pitfall traps, across quicksand, etc. without falling in (actually, level one could probably do this, anyway). A vampire could
achieve a degree of control over her flight speed and direction by fashioning a pair of "wings" from an appropriate material, but she
will look silly ("And A-Cuckoo, And A-Cuckoo.."). Flight speed would be Strength+AthleticsX2 in MPH.
Can move horizontally, at normal walking pace, othewise as per Level 1. Ignore the other rules about silly wings. *grin*
They can float with the wind, or ignore it, at will.
*** Turbulent Gust: The vampire can command winds to blow at a speed of Levitus+StaminaX10 in MPH. This can be very effective
is combined with the previous two powers in this discipline. It can also blow out fires, knock over furniture (and opponents), distract
people, etc. It is quite effective against hunters armed with bows and arrows! The gust may blow in any direction towards or away from
the vampire, and will last as long as she maintains concentration (halving her dice pool for all other actions).
Not relevant. See Paths of "Weather Control" and "Movement of the Mind".
*** Great Leap: The vampire burns one blood and can leap a distance of 10' per success. Roll (Levitus + Strength), target 6.
**** Night Bird: The vampire has acquired the power of true flight. She may fly at a speed equal to her Levitus+StrengthX20 MPH.
This type of flight burns approximately one blood point per hour.
Flight speed equals (Levitus + Strength) meters per round (or L+S * 20 MPH sustained long distance). Make it one blood per
activation per scene, or one blood per hour for long distance.
***** Blessing of the Wind Dukes: The vampire may use levels one, two, and four of Levitus on others as well as herself. Levels one
and two require a successful roll of (Name This Discipline)+Stamina at difficulty 2, or the target's willpower if the target is unwilling.
Use of Night Bird on others is limited in that the vampire must hold their hands (maximum of two others, unless the vampire has
several arms...) and burn an extra blood point/hour for each "passenger." Individuals led this way may not control the vampire's flight,
although they may attempt to break free of her grasp (most unwise at the higher altitudes...)

Sounds good. But can be used on all levels. Range is touch.


At level 6, allow range to be line of sight. At level 7, allow supersonic speeds.
What say you? I don't like Ride the Wind as it is -- I might knock it off, bump the others down one, and add in a level ***** that permits
something similar to level ***** Protean (Gaseous Form). Any comments? What would the clan possessing this have as other
disciplines (probably a bloodline, actually). I'm thinking Fortitude and Celerity.

I based it off of Forever Knight, so gave them Celerity and Dominate. I never did come up with a clan name, though *grin*.
Locus
By ??? and Hound (ambient@magi.com) for the Chincada bloodline.

* A Million Minute Visions


The vampire's eyes take on a distinctly insectoid appearance, bulging and segmented.
System: The kindred can see in a 320 degree arc, as well at night, at the cost of one blood point. The effect remains until the
kindred stops it.

** A Hundred Stinging Claws


The kindred grows small, sharp claws whose wounds fester and are slow to heal.
System: The kindred must spend a blood point to extend the inch long claws. The claws do damage as any other Rake attack
(Dif:6, Str+2 dmg). The damage caused is not aggravated, but is slow to heal, requiring four times the normal time for mortals,
and 2 blood points per wound level for kindred, or two rounds per wound level for regenerators.

*** 7 year Sleep


The kindred can dig themselves into the earth and hide there from bad weather and drought for a week to a month.
System: The kindred spends a blood point and merges with the ground just like Earth Meld, but must stay under for a pre-
determined length of time, from a week to a month. At the end of this time the kindred arises just as the sun sets, refreshed of
blood pool and healed.

**** Chitinous Form


The kindred can take the form of a huge (18 inch) locust or American cockroach at will.
System: The kindred spends a blood point and shifts into either horrid form, stats and abilities are unaffected, flight is gained
and some disciplines may be difficult to practice (thaumaturgy for instance).

***** A Thousand Hungry Mouths


The kindred can now become a swarm of insects.
System: The kindred spends a blood point to become the swarm. The swarm will remain pretty much whole, leaving the
occasional stragglers behind, but not losing much of its mass except to combat. The swarm can still feed as normal, has 5 extra
dice to grapple an opponent, takes half damage from most attacks, but double from sunlight, fire and explosions.

****** Entry Unbidden


The kindred can work her way into almost any space, through doors and walls, even through the very earth, in the form of a
swarm of insects.
System: For a blood point the kindred can now earth meld, and move around below the earth, day or night. With a strength +
Athletics test the kindred can work her way through a door (through the cracks and key-hole, etc - dif:4) or walls (wood: 5,
concrete:9) or anything blocking her progress. Thick or reinforced barriers require multiple successes - a swarm of insects could
slowly dig their way into a missile silo with 10 successes at dif 9.

******* The Little Death


The kindred can reach into an orifice or his clothes and pull out a large, flying insect to do his bidding.
System: By expending three blood points the kindred creates this insect (much like a large hissing cockroach or a huge locust)
who's eyes he can see through and who's actions he can control. The insect has 2 strength, 5 dex and 5 stamina, and can take
up to 3 damage before being destroyed. It can only exist for two hours, and can only be summoned twice in a day. Should
someone eat the bug before it expires (even it's creator), he will gain one blood point. (This blood is the creator's blood and can
thus be used to blood bond others).

******** One Form of the Millions


The kindred breaks into a swarm of insects, as the "Thousand Hungry Mouths", but all the insects must be destroyed to
extinguish the essence of the kindred.
System: The kindred spends a blood point and enters the form of a Thousand Hungry Mouths. Should the kindred be reduced to
crippled or below, the swarm begins to break up. Should the swarm be reduced to no blood and no health levels, the individual
insects are on their own. Should any of them survive, the kindred that created the swarm can reform, as soon as he regains
enough mass. The insect can still feed and exists as a spider from the Player's Guide, but with the original kindred's blood pool.
The insect has no access to the Locus discipline and must rebuild its blood pool to full before it can reclaim her humanoid form
and regain its discipline.
Lore
By Terence Berendt (tberendt@nac.net) for the Mysteriarchs

Description
This discipline gives the character the ability to manipulate knowledge and memory.

* Speed Read
This power allows the character to read faster, thus absorbing more knowledge in a shorter period of time.
System: The player rolls a Wits + Alertness (difficulty 8). The number of successes equals the number of pages per minute that
can be read. (If the character has the Speed Reading skill, roll Wits + Speed Reading (difficulty 7) to determine the results.)

** Eidetic Memory
This gives the character a photographic memory.
System: Roll an Intelligence + Alertness. The difficulty is determined by the storyteller based on the character's familiarity with
the subject. If the character has the merit Eidetic Memory, the difficulty is reduced by 2.

*** Object Read


By touching an object the character can gain information regarding the object. Unlike Spirit Touch, this power gives information
regarding the object itself, not the people who handled it. This may be used to tell if a computer has a virus, to get information on
a magical tome or to see if a door is trapped.
System: The player rolls Perception + Empathy (difficulty determined by the Storyteller). The number of successes determines
how detailed the information is.

**** Recall the Forgotten


By touching another and using this power a character may bring that person's repressed memories to the surface. This does not
allow the character to read those memories unless he also uses Telepathy. This may be used to recall memories blocked by
Dominate.
System: The character rolls Intelligence + Empathy (difficulty is the Willpower of the subject with a -2 bonus if the subject is
willing). If it is being used to recall a Dominated memory, each success gained on the original Dominate roll cancels a success
on the character's roll.

***** Memory Theft


This allows the character to steal another's memory. The character must look into the eyes of the subject and concentrate. The
character remembers stolen memories as if they were his own.
System: The player must spend a Willpower point and roll Wits + Subterfuge difficulty of the target's Willpower.

Successes Result
1 Gain a partial memory.
2 Gain the complete memory.
3 Gain the memory and the subject cannot remember it for 1 day.
4 Gain the memory and the subject cannot remember it for 1 week.
5 Gain the memory and the subject cannot remember it for 1 month.
6+ Gain the memory and the subject cannot remember it permanently.

Note: The subject cannot recall the stolen memory by any means until the allotted time runs out. The memory is not forgotten; it is
stolen.
Luftus
By L1NOCELL@VAXC.STEVENS-TECH.EDU

* Stick to surface
The vampire can stick himself to a ceiling or wall, even with no handholds. While being stuck there, he can move along the wall at
the rate of 10 feet per minute, by slowly sliding across, up, or down. If climbing onto a wall, success is automatic. If jumping at a
wall/ceiling and trying to stick, a Dexterity + Luftus check must be made (difficulty 6).

** Jump
The vampire can jump additional feet per success on an attempt to jump. First the jump power must be initiated (instantaneous)
and then the jump attempt be made. The roll will be Stamina + Luftus at difficulty 6.
Successes HorizontalVertical
1 success 5 3
2 successes6 4
3 successes7 5
4 successes8 6
5 successes9 7
+ 1 foot per additional successes.

*** Light fall


At this level the vampire can control the speed of his fall, so that he takes no damage for the first several feet, then takes normal
damage afterwards. The number of feet is determined by successes on dexterity + athletics + Luftus roll. The difficulty will be
dependent on how the vampire fell. ie. if he actively jumps down, the difficulty is 4. If he is thrown off a building and tries to initiate
the power, the difficulty would be 7 or higher. Also when actively jumping, the power can be initiated beforehand, so he will know
how far he can safely fall.
1 success 40 feet
2 successes70 feet
3 successes100 feet
4 successes130 feet
5 successes160 feet
Each additional success adds 40 feet

**** Glide
The vampire can jump down as in power 3 or up as in power 2, but can control his fall on the way down. He can move up to 20
feet sideways for each 10 he falls down.

***** Flight
The vampire can fly around at the rate of 30 miles per hour.

****** Air Manipulation


The vampire has limited telekinesis. He does this by controlling the air around an object (so effectively he could put out fires as
well). For each motion he must make a Luftus + dexterity roll against 6, and can keep straight line motion of an object. If he wants
to change its direction he must make another roll. Maximum that can be lifted is 250 pounds.

******* Air servant


The vampire can create a swirling whirlwind of air about 3 feet high as a servant. It can follow limited specific instructions (as if
talking to an animal) and then be sent away to carry out the orders. It can go through anything with a small opening but cannot
fight. It will not neccessarily disturb things around it (except maybe the dust). Only one can exist at a time. It can be dispersed
instantly, even when not in the sight of the character. It will last for an hour on its own.

******** Hurricane
The vampire can create a hurricane the size of a small town, on a Luftus roll against difficulty 8. It will take a few minutes to
appear and then will start destroying things. He cannot disperse it. The duration and strength is determined by successes:
Successes Duration Wind Speed
1 success 5 minute 40 mph winds
2 successes15 minute 50 mph winds
3 successes30 minute 60 mph winds
4 successes1 hour 70 mph winds
5 successesPermanent*80 mph winds
* Will continue until it disperses naturally.

********* Instantaneous Movement


On a successful stamina + Luftus roll with difficulty 8, the vampire can immediately appear anywhere within his line of sight. He is
actually moving there at an incomprehensible rate, so nothing can be in his way at the time (nothing that wouldn't break when he
hits it).

********** Destruction
By simultaneously increasing the kinetic energy of every particle in a stationary object, the vampire can cause it to blow apart, if
he makes a Strength roll at difficulty 9. The object must be within sight. Each success causes aggravated damage to a living
object.
Successes Area Affected Damage (Aggravated)
1 success 1 cubic foot (my monitor) 2
2 successes3 cubic feet (computer + monitor)4
3 successes0 cubic feet (big person) 7
4 successes30 cubic feet (desk) 12
5 successes50 cubic feet (car) 20
Lugharn
By Mitchell Kelly (mitch.kelly@tesco.net), for the Walden bloodline.

Description
The Discipline of Lugharn is a set of powers that allow the Walden to manipulate the trees that grow around them, using them to
hide, to move and to spite their enemies.

* Sylvan Bosom
By spending a blood point, the Walden can "meld" with a tree, provided that the tree is at least half a thick as the Walden's body.
In this form, the Walden is safe from sunlight and can pass the day, but is totally unaware of her surroundings. If the tree is cut
down or burned, the Walden will die.

** Hands of the Forester


By spending a blood point, the user's hands develop sharp edges along the outside. These can be used as weapons or tools, to
cut through materials as if an axe were being used. The edges gain no advantage over normal fists in combat except that all
damage is aggravated.

*** Sylvan Movement


By spending a blood point, and then melding with a tree as in Sylvan Bosom, the user can reappear from any large enough tree
within a 50m radius, provided that it can be seen from the first tree.

**** Knowledge of the Woodland


If the Walden rolls Charisma+Empathy, difficulty 8, she can learn what has happened in the vicinity of a tree in the immediate
past.
One Success: Vague impressions of the number of people within the last five minutes.
Two successes: A fairly precise feel for the number of people within the last five minutes, and their direction of travel.
Three successes: How many people, where they were going, and how quickly.
Four successes: As for three, but a general feeling of the purpose of any group.
More than four successes: As for three successes, but a strong impression of the purpose, ambition or goal of any group.

***** Alliance of the Forest


By spending a blood point and rolling Charisma+Survival, difficulty 7, the Kindred can cause the plants behind her to rise up to
slow down pursuers.
One Success: Roots and branches push themselves out to hinder pursuers. Difficulties for rolls go up by one, failures or botches
result in tripping or receiving a poke in the eye.
Two successes: Roots and branches physically grab people as they go past. Difficulties increase by three. Anyone failing is held
for one round, and anyone botching is held for a minute.
Three Successes: The roots and branches, grasp, entangle and grip. Anyone caught must have Strength+Potence greater than
four or be held, requiring a willpower roll for a feat of strength to escape. Anyone failing or botching this roll is held for an hour.
Three or more successes: As above, but the Strength+Potence requirement is more than six.
****** Forest Prison
The Walden spends a blood point and rolls Manipulation+Empathy versus the target's willpower. If the target loses, she will be
immured inside a nearby tree for a varying period.

Number of extra successes Period imprisoned


1 One hour
2 One day
3 One month
3+ One year
Target botches Indefinite (1-100 years)
Walden botches One day per botch (self)

Anyone trapped indefinitely will go into torpor and be released if the tree dies. Most who are so trapped are hopelessly insane
when released.
Discipline to level seven and eight are rumoured, but not known

Level Seven Ritual -- Restoring the Sylvan Spirit


The user spends five blood points and rolls Manipulation+Occult, difficulty eight. The other party must spend five blood points
and a willpower point, then roll Stamina+Survival, difficulty six. If both rolls succeed, the other party's spirit is transferred to
another tree, and she can continue her unlife. If either party fails, the ceremony is unsuccessful, and cannot be repeated for a
month.
Lukosis
By Michael Molloy for the Deepeti bloodline.
This discipline gives vampires power over their deadliest enemies; fire and sunlight. Practitioners can attain the ability not only to
survive these elements, but to use them against their enemies. Deepeti are very secretive about this discipline and it is extremely rare
for any other vampire to learn it. Those who do must undergo secret initiation rituals that cause a radical change in appearance. Their
skin turns absolute black, their body becomes completely hairless, and their eyes turn milky white. Obviously, vampires with this
discipline are unable to move unnoticed in their natural state, and most Deepeti study the Obfuscate discipline so they can travel
freely.
* Walk in the Sun: This power gives a vampire complete immunity from all harm caused by sunlight. This power also prevents fire
from causing aggravated damage. A vampire with this power can still be burned by flame, but only to the degree that the flame would
burn a human and such injuries can be healed by Blood Points. This power is automatic and requires no roll. Possessors of this power
are immune to the Rotschreck phobia.
** Walk in Flame: This power gives a vampire immunity to fire. Possessors of this power will not be injured by flames, even those that
would cause injury to humans. This power requires a Stamina + Dodge roll. Normal fires range from Diffi- culty 3 to 6 (depending on
their size) and can usually be considered as automatic success. An extreme fire such as a welder might be Difficulty 7, and a foundry
or volcano might be Difficulty 9.
*** Living Flame: This power enables a vampire to cause his body to burst into flame. This fire will behave normally and can be
extinguished by regular means such as water or fire extinguishers. If it is used in a sealed area it can also be extinguished by using up
all available oxygen. The fire will burn any normally inflammable object it contacts except the vampire's body. This includes the clothes
he's wearing. The possessor can "throw" flames a short distance (no more than two meters). Obviously this power is a major
advantage in close combat. This power requires a Dexterity + Brawl roll. Using this power by itself is Difficulty 4, using it while
performing another physical or mental task will be Difficulty 5 to 7 depending on the other task. Throwing flames requires a Dexterity +
Melee roll with the Difficulty being the target's Dexterity + Dodge. Invoking this power costs 1 Blood Point.
**** Share the Light: This power enables a vampire to share his immunity to fire and sunlight with others. To use this power the
possessor must stay in physical contact with the person or object he is protecting ("Hold my hand and I will protect you from the
flames!"). This power can protect another vampire from sun or fire, a mortal being from fire, or an inanimate object such as paper or
wood from burning. This power also enables modest users of Living Flame to remain clothed. This power requires a Manipulation +
Empathy roll. Using this power with a willing person is Difficulty 5, with an inanimate object is Difficulty 6, and with an unwilling subject
or a vampire with Rotschreck is Difficulty 7.
***** Pyrokinesis: This power enables a vampire to cause objects to burst into flame. Essentially this is a projection of Living Flame
and most of the same restrictions apply. If a vampire attempts to cast this power on a non-flammable object such as metal it will die
out as soon as the vampire stops invoking it. The object or individual being set on fire must be seen or touched by the casting
vampire. For those who are wondering, a vampire's body is flammable and will easily burn if this power is invoked on it. Using this
power on an inanimate object requires a Perception + Alertness roll with the Diffi- culty ranging from 5 to 8 depending on the object's
flammability. Using this power on another being requires a Manipulation + Intimidation roll with the difficulty being the target's
Intelligence + Stealth. Invoking this power costs 1 Blood Point.
****** Summon the Sun: This power enables a vampire to create a sphere of sunlight around himself or a nearby object. The area or
object that is illuminated will appear to be in bright sunlight. The area lit can be as large as good-sized room. This power can also
dispel the effects caused by Obtenebration. The range of this power is the same as pyrokinesis. Unprotected vampires in the sunlit
area will suffer aggravated damage. Those who are nearby but outside the lit area may also suffer some spillover exposure. The light
created by this power has all the same effects as an equivalent amount of natural sunlight. Using this power requires an Intelligence +
Alertness roll with the Difficulty being how much darkness is present. Illuminating a small object on an overcast day is Difficulty 4.
Illuminating everything inside a large room that is deep underground in the middle of the night is Difficulty 8. Using this power to dispel
the effects of Obtenebration requires a Perception + Occult roll with the difficulty being the other vampire's Perception + Stamina.
Invoking this power on a normal object requires 2 Blood Points. Invoking it against an Obtenebration effect requires 3 Blood Points.
******* Body of the Sun: This power is essentially the same as the 10th level Protean power. But because of the nature of the Lukosis
discipline, this power is easier to invoke. In addition to its lower level, this power only requires 2 Blood Points to invoke and 1 Blood
Point per turn to be maintained. However, very few Deepeti have a generation low enough to use this power. The only ones who do
are those who have lowered their generation since their Embrace and those who have reached Golconda.
Luminare
By Rainbow Dreamfire (salubri@io.com)
I'm not giving in to security under pressure,
I'm not missing out on the promise of adventure,
I'm not giving up on impossible dreams!
Experience to extremes, experience two extremes.
-- Rush, Grace Under Pressure, "The Enemy Within (Part II of Fear)"

Description
Luminare, as passed down from Saulot, is a Discipline providing knowledge of the inner light present within all things. This light,
called by some "ch'i," or quintessence, is the animating spark within all things, including vampires. The Discipline of Luminare is
divided into three 'paths': the Warrior Path, the Pilgrim's Path, and the Healer Path.
The Warrior's Path leads its followers to use their inner strength and light to be strong, and to use their powers to defend
themselves, or even attack others in defense of the weak. The Pilgrim's Path, on the other hand, is about peace: the follower of
this path seeks to keep others from harm if at all possible. Thus, the Pilgrim's inner light should be used for defense of all. The
Healer Path leads its followers to cure others, by using inner light to harmonize and patch flaws in others' ch'i fields.
Historically, all paths were followed to a minor degree universally. However, during the Purge they became concentrated in their
places of greatest frequency. The Warrior's Path was centered in the Far East, in such places as Okinawa and Japan; the
Pilgrim's Path was most common in Tibet and India, and the Healer's Path over Europe. Very few in Europe followed the Warrior
or Pilgrim's paths, those having returned to the West with Saulot, and after the Passing they quickly died out. A version of the
Healer's path survived to become the Obeah Discipline and the mechanics are the same.

The Warrior Path

* Kiai
The vampire draws in her ch'i and concentrates it in a certain place to cause damage. An extra level of damage can be done (as
Potence) for each BP spent up to the Luminare level of the vampire. A loud shout is also required as a form of focus.

** Blocking the Ch'i Channels


The vampire may, by touching a victim along the proper ch'i channel, cause the victim's ch'i to cease flowing to the affected area.
This causes paralysis and a loss of feeling in that location. If used on a victim's head or torso, it can cause unconsciousness. A
Willpower roll must be made vs. the target's current will:

Successes Duration
1 1 turn
2 2 turns
3 5 turns
4 1 hour
5 1 day
6 3 days
7 1 week
8 7 weeks
9 1 month
10 1 year

Note that after 3 days, a human will die of dehydration.

*** Cage the Tiger


By utilizing her own ch'i, the vampire may make about her opponent a field of blinding light, which also acts as a forcefield of
sorts. The effect is stationary, and is a 10' radius sphere. The sphere cannot be seen into or out of. No non-visual senses are
affected. If the target attempts to leave the sphere, or touches the side, they are instantly affected by a 2 success effect as
'Unshielding the Inner Lamp' (see Pilgrim's Path). The same happens to anyone attempting to enter the sphere. The vampire can
cause only one such sphere to appear per round. The vampire must spend two Willpower to summon the sphere, and two will
per turn to sustain it. It may be dropped at will, and more than one may be held at a time. Unensouled objects may not pass in or
out, but are stopped at the edge of the effect and all to the ground.

**** Kamakaze
The vampire may use her own ch'i to act as a magnet in reverse, as two identical poles of a magnet. By spending a certain
number of Blood Points, the vampire may push a target a number of meters equal to the number of Blood points spent, and
doing a number of non-aggravated levels of damage equal to the blood points spent.

***** Tame the Raging Storm


By using this potent ability, the vampire may take out the target's soul and store it within herself, making the target's body a
mindless zombie. The vampire may release the soul when she sees fit, and if the soul is not released directly back into the body,
it may wander aimlessly until it finds its own body again or another empty shell. The body may be commanded with Dominate or
Presence by other than the user of the Discipline, but has the equivalent of 1 Willpower to the user and only requires simple
commands from the user. The vampire must look into the target's eyes, and make an extended willpower roll vs the target's
willpower. 5 successes must be garnered. Also, the third Eye must be visible.

****** Flames of Retribution


Similar to 'Kiai,' the vampire draws up her own ch'i, but instead of using it with her own body, she inflicts it upon others as a
burning light which can cause terrible wounds. As 'Kiai,' a shout is required, but a Willpower point must be spent, and a number
of Blood Points equal to the damage desired up to 6 levels. the damage is aggravated, and is caused by a brilliant flash of light.
Vampires will roll for Rotschreck.

******* Taking the Oni's Seeming


Similar to 'Keeping the Fires Burning,' above, the vampire creates a field of ch'i around herself. But instead of armor, she
resonates this field in such a way that it clashes with other ch'i fields in the area, particularly of living things. Thus, all beings in the
area become uneasy around the vampire, doing their best to stay away from her. Note that unless they are forced into a
confrontation with the vampire, they will not be consciously aware of their dislike of her.

******** Lighting the Inner Burning


By this time, a follower of the Warrior Path has learned to vibrate her ch'i in such a way as to excite the ch'i flows of others, to the
point of boiling away like evaporating water. This process is terribly painful to the target, and can eventually be deadly. the
vampire rolls Willpower vs. the target's Willpower; each success causes a level of aggravated damage that cannot be soaked
by any means, nor healed by any means other than time. (Vampires may spend 5 Blood points and 1 day per level to heal it.)

********* Shadow Puppet


At this level, a warrior learns that just as there is a bright, or yang, ch'i, there is a dark or yin ch'i. She has already learned to
harmonize her ch'i, now, she learns to make her ch'i totally yin, and in fact convert her entire body to yin ch'i, transforming her
body to a shadowy, insubstantial form. While in this state, it is possible to enter another person's ch'i field and to take control of
his body. The vampire must win a Willpower vs Willpower contest and accumulate as many successes as the target's Willpower.
The victim may then be used as a puppet, acting as the vampire wills. All Disciplines, attributes, and abilities may be accessed
and used. The aura of a victim becomes very dark, due to the yin ch'i, and this may be noticed as remarkable in certain powers
(Auspex, Mind Sphere, Scent of the True Form, etc.)

********** The Serpent Coiled Within


The Warrior has now learned to tap into the great store of ch'i within all things, and can make those things express their ch'i all at
once. Unfortunately, that is often very destructive, especially to the target. The vampire must make an extended Willpower vs
Willpower contest, and win by a number of successes equal to the target's Willpower. When this is done, the vampire may
instantly destroy the target, and everything within a number of meters equal to the total ch'i pool of the target (Blood Points,
Glamour, Gnosis, Quintessence, Pathos) takes that many levels of damage (thus, a 5 Pathos Wraith causes 5 levels of damage
in a 5 meter diameter area). This damage is permanent, and if another object is destroyed in this explosion, it explodes as well,
releasing its ch'i in the same method, in a chain reaction. This ability may be used upon the vampire herself, and since the user
is not immune to the power, often is, really.

The Pilgrim's Path

* Lighting the Inner Lamp


The vampire may draw up her own inner ch'i and with it create a bright flash of light in the physical world. This flash does no
damage, but will stun opponents, and cause vampires to roll for Rotschreck. This costs 1 Blood Point/use, and the vampire
needs to roll a will roll vs. the highest will in the area, each success indicates another round the target is blinded and stunned (1+
# of successes). Anyone who is attacking or even speaking to the user is considered to be looking. Note that this flash will blind
even the user, unless her eyes are closed.

** Unshielding the Inner Lamp


The vampire may, by touching her target, cause a distortion of the victim's ch'i momentarily, causing a bright flash of light as
'Lighting the Inner Lamp' above, but also causing the victim to be unconscious for a certain time, and weak once they do
awaken. The vampire needs to roll a will check vs. the target's current Willpower each success indicates 1 round the target is
unconscious, and an equal number of minutes the target will be weak (1 in all physical attributes). At the end of that time, the
victim's attributes return to normal. Note that the victim is not affected by the flash itself, as they are unconscious, but the vampire
is not so lucky. See 'Lighting the Inner Lamp.'

*** Cricket under a Paper Lamp


As a person might put a cricket in a box to keep as a pet, so the vampire can place another in a sheath of inner light, to keep
him from harm or harming others. The vampire spends 2 Willpower, and the target is surrounded in a diffuse light that lines his
form. This field absorbs all force directed at it, either from within or without. Thus, the victim may not harm others, or be harmed.
As opposed to 'Cage the Tiger', above, the target can see others, and can be seen. Thus Dominate and Presence can still be
used. The effect costs 2 Willpower/round to continue, or the vampire may elect to not spend the Willpower, in which case the
target may make an extended Willpower test vs. the vampire's current Willpower. 3 or more successes indicate the target is
freed; if the vampire gets 3 more successes, the target is trapped within the field for 5 more turns, or whenever the vampire
drops it voluntarily.

**** Bend Like the Willow


As 'Kamakaze' acts like the repulsing magnet, so this power acts as an attracting magnet. The vampire resonates her ch'i in
such a way that the vampire may follow the affected person's actions effortlessly, countering them easily. Note that while this
power does work on spirits or non-corporeal beings as well as physical things, it does not counter Disciplines or other mind-
based powers. It costs 1 Willpower to activate this power, and 1 willpower/turn to continue it. It gives the user the equivalent of 5
Dexterity, 5 Dodge, and 5 Brawl while fighting the target. However, this power cannot be used offensively, and the user cannot
do physical damage to the target, only counter their actions.

***** Calm the Swirling Waters


By looking into a target's eyes and accumulating three successes on an extended Willpower roll, the vampire may detach the
target's spirit from his spark of life, making the target docile and calm. He cannot become angry or frenzy, but he still has free
will.

****** Keeping the Fires Burning


This power is similar to 'Flames of Retribution,' but instead of inflicting the damage on others, the vampire instead wraps her ch'i
around herself, a cloak of luminescent protection. For the cost of a Willpower point to activate, and a Willpower/turn to keep it
activated, anything that touches the vampire will take a number of levels of aggravated damage equal to a number of blood
points declared at the activation of the power. The blood points need only be spend once per activation.

******* Bodhisattva's Bright Lamp Shows the Way


Similar to 'taking the Oni's Seeming' above, the vampire wraps herself in a cloak of ch'i and resonates it. However, instead of
cacophony of other fields, she harmonizes, thus, all beings in the area perceive the vampire as harmless, and even perhaps as
a true friend. They will not attack her, nor allow harm to be done to her, but this provides no control over other beings, merely
goodwill.

******** Harmony of All


Similar to 'Bodhisattva's Bright Lamp Shows the Way,' the follower of this path learns to harmonize her ch'i, but this time she
learns to make the harmony so pleasing to other ch'i fields that some or all of them will no longer harm her field. A will roll is
made vs the target will, each success indicates how many Blood Points, Gnosis, Quintessence, Pathos, or Glamour points
cannot be used to harm the vampire. The effects last until the affected target spends a number of Willpower equal to the number
of points so blocked. Note that only one target may be affected per action, and it may be used on the same target more than
once.

********* Keeper of the Celestial Cup


At this point, the vampire has learned even better how to stimulate the ch'i fields of others, to the point the vampire may now
command others to use their own ch'i against their wills. An extended Willpower contest is made, and must be won by the
vampire by a number of successes equal to the target's will, but instead of the target losing her physical control to the vampire as
in 'Shadow Puppet,' the vampire has total access to her pools of ch'i (Blood Points, Gnosis, Quintessence, Pathos, Glamour),
and can force the target to use that ch'i in any way the vampire sees fit.

********** Quenching the Inner Lamp


As a warrior may use her opponent's ch'i against them and others, the Pilgrim learns to quiet the ch'i of another..to the point of
obliterating the life force of another. A Willpower vs. Willpower test must be made, and the vampire must garner a number of
successes equal to the target's Will. The vampire may then destroy any number, or all, of the ch'i pools of the target. A living
being, if all his ch'i is quieted, falls down lifeless. Vampires must roll vs Rotschreck as a difficulty of 3 higher, and if all of their
Blood Points are lost they fall into Torpor. Clearly, this is a last resort for a follower of this peaceful path.
Lupus
By Artemis (Istew3@aol.com) for the Wolfbrother bloodline.

* Wolf Friend
Creatures now perceive you as a wolf, while still seeing you as a vampire. This can have advantages, such as fear from the kine,
and disadvantages, such as running into people who hate wolves. The garou will see you as a wolf who has been embraced,
and as such will probably hate you more because you're "wyrm tainted". You also gain Animal Ken 4 in regard to wolves, Animal
Ken 3 in regard to dogs, and Primal Urge (see Werewolf) 3. Wolves consider you a wolf who has left his pack, unless everyone
else in your coterie/pack has this ability as well, in which case they consider you another pack. You cannot turn this ability off.

** Wolf Brother
you now have the senses of a wolf. Treat this as the level 1 Auspex ability, except that loud sounds and bright lights dont affect
you. Garou no longer see you as wyrm spawn. You cannot turn this ability off.

*** Wolf Form


You can now take the form of a wolf with a primal urge + stamina roll, difficulty 6. Otherwise, treat this as the Protean ability,
except you can only turn into a wolf and not a raven.

**** Garou Friend


Garou now consider you a friend, especially the Glass Walkers and Bone Gnawers.

***** Garou Brother


Garou now consider you one of them. Choose an auspice, and record your rage and renown. You are a homid, and have 1
Gnosis. Choose your gifts. You are now considered garou, and can learn gifts. You can gain renown, and are for all purposes
except for being accepted by the two groups considered an Abomination.
Lupus Revised
By Khlaire (kschaefe@direct.ca) for the Wolven Revised.

Author's Notes
This discipline is a revision of the Lupus discipline by Artemis, which was originally written for the Wolfbrothers bloodline. Also,
levels 6, 7 and 10 were originally written by Larry Bernard as part of his High Levels of Animalism. Also, level four was originally
written by Deirdre Brooks as Presence 7 (part of Deirdre's high level disciplines). Level 9 was originally written by Martin Xavier
as Animalism level 7 (as part of XM's high level disciplines.
Note: A character cannot use these powers if his rating on the Path of Gaia is less than the level of the Discipline.

* Wolf Friend
Similar to the Merit "Ruse of the Wolf's Clothing." You still smell alive, though only in wolf form, and not to Lupines. You also gain
Animal Ken 4 in regard to wolves, Animal Ken 3 in regard to dogs, and Primal Urge (see W:tA) 3. Wolves consider you a wolf
who has left his pack, unless everyone else in your coterie/pack has this ability as well, in which case they consider you another
pack. You cannot turn this ability off.

** Wolf Brother
The Kindred is so in tune with the bestial nature of the wolf that when she assumes wolf form, she gains all the attributes and
sensory adjustments that come with Lupus form. You now have the senses of a wolf. Treat this as the level 1 Auspex ability,
except that loud sounds and bright lights don't affect you. The wolf appears alive to all observers. Now even the super-sensitive
nostrils of Garou no longer see you as wyrm spawn. You cannot turn this ability off.

*** Garou Friend


The character can no longer be detected as a creature of the Wyrm. His blood now possesses very similar qualities to Lupine
blood. Anyone drinking it has an increased chance to frenzy. Plus, even under Aura Perception, the character appears to be a
Lupine in any form. Garou now consider you a friend, especially the Glass Walkers and Bone Gnawers.

**** Delirium
Anyone within sight of the character in Crinos form will now react as if under the Delirium.
System: The number of successes on a Manipulation + Intimidation roll is used to determine number of people affected.

Successes Number affected


1 1
2 3
3 9
4 25
5 All within sight

***** Garou Brother


Garou now consider you one of them. Choose an auspice, and record your rage and renown. You are a homid, and have 1
Gnosis. Choose your gifts. You are now considered garou, and can learn gifts. You can gain renown, and are for all purposes
except for being accepted by the two groups considered an Abomination.

****** Sense the Beast's Tendrils


This ability is akin to the garou gift sense wyrm because basically you're sensing the same thing. However this is different
because it allows you to sense who is under the beast's command, not just whether they are of the beast.
System: Three successes needed on an Alertness + Perception (difficulty target's humanity - 10) to make a successful scan.
Successes Result
Botch The target is "of Gaia"
1-2 You are not sure. She doesn't "feel" right (if of the Wyrm or not)
3-5 If she is of the Beast you know it, and if she works for the beast you have a hunch of it.
6-10 You know whether she is of the Beast and whether she is a dupe of the beast

******* Know the Holy Places of Gaia


You can sense a Garou caern a mile a way (literally)
System: Spend a Blood Point; that is it.

******** Easy Protean


The Kindred can utilize Protean abilities at a reduced Blood point cost.
System: All Protean powers which require the expenditure of Blood to use now require one point less. This only applies to
Protean 1-4.

********* Voice of the Garou


This ability enables a vampire to use Animalism levels 1 and 2 ("Sweet Whispers and "The Beckoning") on the animal half of
Garou.
System: In general lupus are more vulnerable to this power because they are more attuned to the Beast (lower diff. by 1) while
homid are less subject to it (diff. +1). Otherwise the system and the effects depend on the level of animalism used on the garou:
* Sweet Whispers: You can speak to the wolf in garou; you can thus communicate with a garou in wolf (and Crinos or Hispo if he
bothers to listen) form, and also be understood if he is in human (or Glabro) form even if you do not share a human language.
There is no compulsion in the use of this power beyond the natural bargaining ability of the Leech.
** The Beckoning: You can summon Garou that are in the area but they are not compelled to come or to behave when they
arrive. This power is unlike Garou gifts and will be recognized as "alien." When the garou (or more often the pack) gets there,
you'd better know him because Garou are not known for talking before biting.

********** Hear the Voice of Gaia


This ability allows you to become one with the collective living consciousness that is Gaia.
System: Spend one blood point; you must also spend one willpower point for every point your humanity is lower than ten. If you
do not your character gains a derangement.
Lux Arcana
By Corwyn Alambar (cja8174@runt.ca.boeing.com)

Description
Created by the delvings of Melchior and Nalchik into the nature of Vampirism, this Discipline is about the knowledge and control
of light in all its forms. Only one other vampire has ever known this discipline, though nothing prevents it from being taught.

* Eyes of Milk
For one blood point, this ability allows the character to adjust immediately to any change in light, thereby rendering her immune
to any effects that blind by sudden brilliance. The duration is for one scene

** Luna's Torch
For one blood point, the character may cause his hand to glow in a soft, silvery light, like that of the moon. The glow is relatively
indistinct, barely sufficient to read by, and it can be turned off at will. The effect lasts ten minutes per level in Lux Arcana.

*** Flash of Inspiration


The character can create a sudden flash of brilliance that will blind the unprotected. Spend one blood point, and make a resisted
roll, Lux Arcana + Wits (Diff 6) vs. Perception + Dodge (Diff 6). The number of net successes by the character is the number of
turns the target is blinded.

**** Cloak of Darkness


By spending one blood point, the character may create a sphere of total darkness around herself, to a maximum range of 10'
per level in Lux Arcana. The effect lasts for 10 minutes per success rolled on Perception + Lux Arcana, Diff 7. Sunlight from any
source will burn through this protection in one turn.

***** Shield of Light


By spending two blood points, the character creates a shield of light, equivalent to the light of the moon. The shield has a number
of health levels equal to twice the number of successes on Lux Arcana + Stamina (Diff 7), and two health levels of damage may
be regenerated for each blood point the character spends. Characters facing the Shield of Light suffer +1 Difficult on all melee
attacks, and the defending character may use the shield to Parry or Block an attack (Dexterity + Brawl, Diff 7). The attack does
its full damage, but to the shield. If the shield takes damage in excess of its capacity, it immediately vanishes, but no damage
gets through to the character. Note that the shield does not affect area of effect attacks (such as explosions), nor does it offer
any kind of protection from sunlight or fire. The effect lasts for one scene, until consciously dispelled, or damaged in excess of its
capacity.

****** Touch of Shadow


By spending 3 blood points, the character becomes a wispy, shadowy thing. He can only be hurt by aggravated damage, fire,
sunlight, or any light brighter than the moon (Stamina + Lux Arcana, Diff 8, 3 or more successes, or take one health level in
damage, rolled each turn). The character's hands do normal damage against living things, and all such damage is aggravated.
Additionally, the character may use this ability to melt into shadows. This takes a full turn during which the character can do
nothing else. To emerge from the shadows requires two turns of uninterrupted concentration.
If the character elects to end the effect while in shadows, or if a bright enough source is brought in that there are no continuous
shadows left that equal the character's silhouette in size, the character immediately takes one aggravated wound, is expelled in
normal form, and cannot act for (5-Stamina + Lux Arcana, Diff 8) turns without expending a point of willpower per action.
******* Celestial Light
Using this ability, and spending two blood points, allows the character to cross the Gauntlet into the Umbra. Here the character
has a body made totally of light (very similar to the shadow form for Touch of Shadow, above). Return from the Umbra requires
only a single success on Lux Arcana + Wits, Diff 9.

******** Sword of Light


This ability allows the character to create a force of light, shaped like a single hand to hand weapon. The ability costs two blood
points, and lasts for one strike per success on Lux Arcana + Stamina, Diff 7.
When this blade damages a foe, the character may spend one blood point to make the damage inflicted aggravated. This
causes a small flash of intense light to burst from the point where the sword meets the flesh of the victim, potentially blinding
others in the area.

********* Light of the Sun


This is one of the fabled abilities of ancient vampires to walk in broad daylight. Any vampire with this level of Lux Arcana can
walk in open daylight, and is immune to Rotschreck.
This ability also allows the vampire to use light created under earlier effects to be the equivalent of sunlight, at a cost of one
blood point per level of the effect, minimum cost of four blood. The effect will spontaneously go away after five minutes, and
cannot be used again until the next sunrise. Thus, Luna's Torch becomes Helios's Torch, at a cost of five blood points, while a
Sword of Sunlight would cost seven blood for five minutes.

********** Night Stalker


This ability allows the character to become a shadowy form, a spectre. Similar to the ability under Touch of Shadow, the
character is no longer damaged by sunlight, nor by regular, high-intensity light. The character still does damage as normal, but
has all Disciplines available, and may bite a victim as normal.
The character may merge with shadows while in this form, and is not forcibly expelled if the shadows go away; the character may
squeeze under boxes, and even move up to 100' to get into another shadow.
It costs five blood points to go into this form, and it will last until the next sunrise, or until the character elects to end the effect,
whichever is shorter. It costs five blood to activate.
Lycanthropis
By JansGryman@aol.com for the Lycanthropians bloodline.

Description
The arts of Lycanthropis center around the abilities of the Garou. From the ultimate combatant force, to Shapechanging. The
Lycanthropians are even closer to the Garou than the Gangrel are. In fact, they are so close that Lycanthropians are scorned as
Abominations.

* The Tapered Talon


Lycanthropians may employ the use of this power in order to make their claws sharper, and more deadly.
System: No roll need be made. Simply increase damage on Claw attacks from Strength + 2, to Strength + 3. This power isn't
activated, it's always on. Of course, a Lycanthropian can only grow talons with Protean 2 (wolf claws), Protean 4 (lupus), or
Shifting into Hispo or Crinos, with Lycanthropis. (described later)

** Berserker
Any Lycanthropian who uses this power gains the strength of his beast into his body, allowing him greater accuracy in combat,
and more outright brute strength. Vampires under the influence of Beserker also seem to be able to ignore wounds.
System: The Vampire who wishes to become a Beserker needs to spend 1 Blood Point at the start of the turn to activate it.
While under the influence of Beserker, the Lycanthropian gains a +2 die bonus to all hand-to-hand attacks, and +1 die to
Damage. As long as she spends the blood, however, she cannot dodge, parry, or otherwise try to avoid damage. Also, anyone
who activates Beserker effectively falls into a frenzy, thereby ignoring wound die penalties.

*** Rage
With this level, the Lycanthropian can add power to his physical attacks. This power lasts for one turn. System: This power
requires the use of 1 Bloodpoint. The player also rolls Strength + Occult, difficulty = 7. Treat the number of successes gained as
an automatic success which can be spent on any roll taken that turn, and in any amount including damage and soak rolls (anger
hurts, and anger can heal). This power cancels itself when all of the successes for that turn are used up, or the turn ends, even
with successes still left. A failure means the Lycanthropian couldn't summon the anger to give him enough willpower to achieve
the successes, and a Botch usually means that the Lycanthropian got carried away, making him fall instantly into a frenzy.

**** Body of the Glabro*


The first of the Shapechanging abilities. Body of the Glabro allows the Lycanthropian to change his shape into a brutish-looking
Mortal.
System: No roll is required per se, but the transformation does require the expenditure of 3 Blood Points. The Transformation is
instant, requiring only one turn to transform. The Lycanthropian gains +2 Str, +2 Stamina. His Human Speech is a bit more
slurred, and he'd look like a neanderthol, -1 Manipulation (not for Initimdating), -1 Appearance. The cost to reform back to Homid
is again 3 Blood Points. The change to Glabro is permanent unless the Lycanthropian wishes to turn back to Homid.

***** The Howl of Diabolus


By lifting his head to the moon, and by force of will, the Lycanthropian can let loose a deafining howl, attracting the attention of
others, but more often used to "summon" someone.
System: The Lycanthropian needs to make a wits + linguistics roll (difficulty 6) and expend a point of Willpower to force himself
to howl (if in Lupus, Crinos, or Hispo form, the WP doesn't need to be spent) Each success gained on the roll is equal to 1
square mile from the Lycanthropian's current position. (in other words, how far away it can be heard). This power can be used to
summon others to one's position. It should be noted, though that unlike Presence level 4 (summon), the Target person is under
not obligation to come to the Lycanthropian.
This Discipline can prove problematic in most Chronicles, where the Chapters are based over whole Countries, or sometimes,
even Continents. For the most part, this Discipline Level can be used in city-Based Games, like Boston by Night, Miami by
Night, New York by Night, or Canterbury by Night, but don't expect it to work too well in, say, Realm USA or Egypt.

****** Form of the Dire Wolf*


Lycanthropian vampires who practice the arts of Lycanthropis to this degree are often rewarded. It is rumored that some of the
most powerful of the Lycanthropian have actually uncovered the secrets of the Shapechangers. With such knowledge, it was only
a matter of time for them to come up with different powers with the same effects. Form of the Dire Wolf is one such power. It
turns the Lycanthropian into the Hispo form, normally reserved for the Garou.
System: The transformation into Hispo is instant for Lycanthropian's with the expenditure of 3 Blood Points and 1 Willpower
Point. In Hispo form, the vampire gains +3 Strength, +3 Stamina, +2 Dex with -1 Difficulty on all Perception rolls. -3 Manipulation
(Does not count for Intimidation) The Hispo is a huge, hulking, wolf-like beast, resembling the prehistoric Dire Wolf. The head
and jaws are massive, and the bite of a Hispo causes one additional die of damage. In emergencies, the Hispo can stand on its
hind legs, but it mostly stays on all fours. It weighs almost as much as the Crinos, but its wolf-like legs enable it to run at one and
one-half times normal speed. Perception roll difficulties in this form are reduced by one, but the Hispo has no hands and may not
hold objects with its jaws. To return to Homid form, the expediture of 1 Bloodpoint is called for, and it takes 3 turns to complete
the transformation back. The change to Hispo is permanent unless the Lycanthropian wishes to turn back to Homid.

******* True Crinos*


It is rumored that some of the most powerful of the Lycanthropian have actually uncovered the secrets of the Shapechangers.
With such knowledge, it was only a matter of time for them to come up with different powers with the same effects. True Crinos is
one such power. It turns the Lycanthropian into the huge half-man/half-wolf form, normally reserved for the Garou.
System: The transformation into Crinos is instant for Lycanthropian's with the expenditure of 3 Blood Points and 2 Willpower
Points. In Crinos form, the Lycanthropian gains +4 Strength, +3 Stamina, +1 Dexterity, -3 Manipulation (does not count for
Intimidation), and 0 Appearance. Also, Lycanthropians in Crinos form incite the Delirium in mortals (excluding mages). The
Lycanthropian grows to a full 10 feet in height, his muscle mass surges and his body becomes more lithe, more powerful. Fur
spreads from his skin and covers his body. Huge talons extend from the fingers of the Lycanthropian. These claws do Strength +
2 aggravated wounds. For all the world, he looks like a Garou in Crinos form, except that his Canines are a it larger. The
transformation lasts until the Lycanthropian wishes to become Homid again. This 2nd Transformation costs 3 blood points. Also,
it should be noted, that due to the fact that, despite the form, the Vampire in Crinos still doesn't breathe. The sigil of no
respiration is greater in this form than in Homid, thus differenshiating Vampire Crinos from Garou Crinos. The change to Crinos
is permanent unless the Lycanthropian wishes to turn back to Homid.

******** Access to the Secrets of Gaia


A Lycanthropian who employs the power of Lycanthropis 8, may actually learn some of the gifts of the Garou.
System: Once this level of Lycanthropis is learned, the Lycanthropian may learn Rank 1 Garou gifts, at XP expenditure. For the
gifts involving Gnosis, substitute Humanity, but so long as the Humanity is 7 or higher. No Lycanthropian can learn any gift where
Gnosis expenditure is required. If the Humanity of the Lycanthropian falls below 7, he becomes wyrm-tainted and loses all of his
Gifts. For gifts that involve the expenditure of Rage, use 2 BP's as the substitue. Rank 2 gifts may be learned, but come at a
high price -- a derangment is earned for every Rank 2 Gift learned. The manner of the derangment is at the ST's discretion.

********* Reach
Lycanthropians who reach level 9 of Lycanthropis may actually enter into the Penumbra.
System: Just as it is for Garou, except, as above, substitute Humanity for Gnosis. Roll Humanity, difficulty dependent upon the
amount of Weaver taint, normally 7.

* The stats gained from taking these forms allows the Vampire to go higher than his Generation-dictated Traits. So a 9th
Generation Vampire with Strength 5, who shifts to Glabro would then have Strength 7. However, stats cannot go above 10, even
with Shapechanging.
Lycaon Protean
By Robert Kirkpatrick, for the Lycaon bloodline.
These higher level Protean disciplines were all developed with the aid of the Unseelie Faeries. How they developed them is unknown
(whether through the use of magic or rituals), but the gifts have been passed on to all other Lycaons. It is assumed that they are not
innate abilities, because some non-Lycaon Gangrel have been able to develop them. The Unseelie Faeries had apparently showed
the Lycaons how to open up these previously unseen potentials in their discipline.

****** Wings of the Predator


The character can now grow large bat-like wings out of her shoulderblades, with the expenditure of a blood point. The wings
allow the character to fly at 25 MPH, and gives her an automatic Flight rating of 1. It's superior to Shadow of the Beast because
it allows the character to still keep his body and not be a bat. This can be used in conjunction with the wolf form of Shadow of the
Beast, or any other form that the character can change into (except the obvious ones, like Mist form).

******* Scent of the Lupine


For purposes of the Werewolf game, the character can no longer be detected as a creature of the Wyrm. To all Lupines, the
character is sensed as if he was a fellow Lupine. Of course, Lupines can see through this with sight and common sense (Why
exactly does that fellow Lupine not go out during the day?). However, when the character is in wolf form, he is indistinguishable
from any Lupine (not including his Aura).

******* The Bottomless Stomach


With the expenditure of three blood points, the character can now swallow whole anyone of equal size or smaller. If the victim is
resisting, the character must make an opposed roll of Stamina + Protean versus the the victim's Dexterity + Dodge. If the
character gets three successes over the victim, the character's mouth will stretch open to the size of his body and swallow the
victim. After being swallowed, the victim loses one point of blood and one health level per turn of being in the stomach.
No one will notice that the character has another being inside her stomach. What this ability does, is allows the character to
create a small "pocket" universe in her stomach, where she can hold just about anything.
Note: it is unwise to swallow a resisting, conscious victim. If the victim has the appropriate abilities, he can easily claw or tear
his way out of the character's stomach. And if he is not gagged in anyway, he can scream for help. All those in hearing distance,
can make Perception + Alertness rolls to hear the victim's cries.

******** Lupine's Blood


The character now has blood that has similar qualities to Lupine blood. Anyone drinking it has an increased chance to frenzy.
Plus, even under Aura Perception, the character appears to be a Lupine in any form.
Note: This blood is not actual Lupine blood, but a clever forgery allowable by Protean. Only rituals like Blood Walk will tell
otherwise.
If this ability is used with Level One Unseelie, Aura Perception and Taste of Blood will register both Lupine and Faerie Blood.

********* Rage of The Wolf


The character can now change into a the half-wolf, half-man form of the Werewolf. However, this form is different from the Garou
and has superior stats. The character dadds +4 to all physical sats, and manipulation drops by -1, and appearance rops to 0. It
costs 5 blood points to transform into this state. There is no Delirium effect and the Vampire can still talk. However, there is a +3
difficulty to resist Frenzy.
According to the Gangrel, no Lycaon has ever obtained this discipline. But of course, that remains to be seen.
Maestam
By Fabian Alvarez (maldoror@eucmax.sim.ucm.es) for the Plakatsi bloodline.

Description
This is the Discipline of the Plakatsi, the sorrow vampires, and is mainly practiced by them. Users of Maestam are like open
wounds in the souls of others, but they also gain incredible insights about the sadness and pain of the World of Darkness.

* Sadness
Users of Sadness can make others feel miserable.
System: The vampire rolls Charisma+Empathy (Willpower). One success is enough; the target of Sadness if filled with apathy
and sorrow. The target has a +1 difficulty on all his actions and must make a Willpower roll (7) to attempt any Physical Action.
Sadness lasts for a scene.

** Melancholy
Melancholy is a more powerful version of Sadness.
System: The vampire rolls Charisma+Empathy (Willpower). One success is enough; the target of Melancholy has a +2 difficulty
on all his actions and must make a Willpower roll (8) to attempt any Physical or Social action. Melancholy lasts for a night.

*** Sorrow
Vampires with Sorrow may make others fail their actions.
System: The Plakatsi must talk with his target at least for a full turn and roll Manipulation+Subterfuge (Humanity/Path). The target
of Sorrow fails as many actions as successes rolled by the Plakatsi. If the target is supernatural the Plakatsi must spend a
Willpower point.

**** Suffering
Vampires affected with Suffering sense all the sins and pains of the world burning their hearts.
System: The Plakatsi rolls Charisma+Empaathy (7); she also must close tightly her fist and draw blood from her palm, losing a
Blood Point. Then, the target must roll Conscience/Callousnes (8) as if making a Humanity/Path roll; if he fails, he must soak as
many wound levels as successes got by the user of Suffering. If he botch, he gains an additional Derangement.

***** Blood Cry


Vampires with Blood Cry can heal others with their blood tears.
System: The Plakatsi must cry, and the target must drink his tears. Spending Blood Points, the Plakatsi may heal wound levels
of the target as if the target were a vampire herself. This power can only be used in mortals, and the blood from Blood Cry
doesn't force a Blood Bond upon the target.

****** Funeral
Funeral is a mass version of Sorrow.
System: The vampire must use Sorrow on one target, and then roll Charisma+Music (8); each success inflicts Sorrow on
another target. Each supernatural target requires the expenditure of a Willpower point.
****** Despair
Vampires with Despair may force others to commit suicide.
System: The vampire must make an extended roll of Manipulation+Subterfuge (8) and accumulate as many successes as the
Humanity+Willpower of the target. Mortals will try to commit suicide unless they can spend as many Willpower points as the
Humanity/Path of the Plakatsi. Kindred will fall into Rotschreck.

******* Gloom
Vampires with Gloom can make others botch their actions.
System: The vampire rolls Manipulation+Subterfuge (Humanity/Path) and spends a Willpower point. The target botch as many
actions as successes got by the Plakatsi, unless he spends a Willpower point to just fail them.

******* Mass Sadness


The user of this power may use Sadness on several targets.
System: The Plakatsi must roll Charisma+Empathy (Willpower) and may spend adittional successes to affect additional targets.

******** Mass Melancholy


Users of this power may use Melancholy on several targets.
System: The Plakatsi must roll Charisma+Empathy (Willpower) and may spend adittional successes to affect additional targets.

******** Condemnation
Plakatsi with Condemnation inflict aggravated damage on their targets.
System: The Plakatsi rolls his Charisma+Intimidation (Humanity/Path) and spends a Willpower point. The target must make a
Conscience roll; if he fails, he must soak as many aggravated wounds as successes roll. If he botch, he enters inmediately in
torpor.

********* Requiem
The power of Requiem allows the Plakatsi affect an entire are with a shroud of sadness.
System: The Plakatsi rolls Manipulation+Survival (9) and must spend an entire night in meditation. Areas affected with Requiem
become totally dead-like: there's no longer crime, progress, happiness, joy, love, or any other emotion save hopelessness,
sadness and misery. Auspex 9 or superior is needed to detect any influence. Requiem lasts as many years as successess got
by the Plakatsi.
MagnaChi
By Murphy's Place (gideon_75@yahoo.com)

Author's Note
This particular discipline was written before Kindred of the East was published, so the concepts of Chi here are vastly different
than as presented there. This discipline was created using 2nd Ed. rules.

Description
MagnaChi was created by the 8th generation Caitiff Jack Black. As a master in the Martial Art of Jeet Kune Do, he was
constantly trying to better himself in ways not normally available to a vampire. Having studied Taoism, he began attempting to
refine the method in which he used his blood. His attempts at enlightenment caught the attentions of a local Akashic Brother,
who decided to see if he could help the vampire achieve what he was looking for. The Discipline below is still in progress, and
Jack and the Akashic are still working out the puzzle.
Requirements: Perfection of the body, discipline in the martial arts, and proper meditation. (5 in all physical Attributes,
minimum of 4 in Brawl, with a specialty in some form of Martial Art, and minimum of 3 in Meditation. If using KOE Martial Arts
rules, only a three is required.)

* Enhanced Meditation
As focusing Chi requires an effort of Will, it becomes necessary to learn to regain and strengthen one's will even faster.
System: The vampire rolls as per standard Meditation rules to regain Willpower, but each success counts as two points of
Willpower regained.

** Enhanced Skill
The vampire has now learned to alter the flow of Chi within his body to enhance his martial abilities.
System: The vampire spends 1 Willpower and rolls Wits + Meditation, diff 8. Each success adds one extra die to all Brawl,
Dodge, and Melee rolls for the next scene.

*** Powered Strike


The vampire can concentrate the Chi in his body to anyplace he wishes, empowering the striking limb to burn with an inner fire.
System: The vampire spends 1 Willpower, and he may now do Str+3 aggravated damage with his brawl attacks for the next
scene. There is no obvious effect, but a vampire with this power active registers as having a scintillating aura to such powers,
and registers as actively using Prime.

**** Mind Over Body


The vampire has become advanced enough to work the powers of Chi on his own form, enabling him to heal with great speed.
System: This power remains on at all times. The vampire may now use his blood more efficiently to heal himself. Normal
damage may be healed as 2 levels per 1 blood point. To heal aggravated, the vampire spends 1 Willpower, and he may then
heal each aggravated for three blood per level.

***** Mastery of the Way


The vampire has mastered the flow of Chi through his being, and seen to the underlying truth at the base of all arts. As a black
belt has just truly set his feet upon the path, so does the vampire who has mastered MagnaChi just began to learn the truth.
System: The vampire may now learn Do, and advance on it much as an Akashic Brother does. Also, due to the mastery of the
Chi in his bloodstream, all other disciplines cost one blood point less, to a minimum of 1.
Magnetiquous
By Anderson Ravanello for the Magnetici bloodline

Note
If this discipline is taught to a character that is already permanently deranged (2 derangements at least) she can learn this power
at the cost of non-clan-discipline.

* Find
This power allows the Kook to perceive within an area the existence of a specific metal, just by analyzing the local magnetic
field. This can only be achieved if the character has already seen the metal in question. A successful roll of Intelligence+Science
(6) can tell if the character knows the material and a roll of Perception + Alertness (6) gives the effect of the power.

Successes Effect
1 exists/not exists that metal
2 general location
3 exact position
4 exact position and general amount
5 exact position and exact amount

** Field
By generating energy from himself, the Cainite with this power may charge areas with magnetic energy. Roll Wits + Science (7)
with the following effects:

Successes Effect
1 Spark (changes the arrow of a compass, blurs an image in a camera)
2 Intense spark (shuts off a fridge or a survey camera)
3 Field (shuts off general equip, shuts down lights, neutralizes a compass)
4 Wave (fields any object within eyesight)
5 Burst (destroys any electro-electronic field)

*** EM Disruptor
The energies that can be manipulated with this level of Magnetiquous can be made to hurt someone. A burst of blue energy
comes from the palm of the hand of the caster, and, upon hitting the target causes automatic damage through static energy.
Unfortunately, this is quite easy to dodge. The caster must spend Willpower points equivalent to the damage to be caused. Each
Willpower spent causes health levels of normal damage equal to the caster's wits; please note that these health levels cannot be
soaked. To hit, the caster must roll Dexterity + Firearms (4/6/8 according to the distance) / Dexterity + Dodge (difficulty = #
success the attacker had + 1). This damage appears as pieces of flesh been torn apart. If used against any vehicle, like a plane,
car, or so on, all electronic systems on the vehicle will be disabled and the people inside will take (through the process of 'Gauss
Cage') 6 dice of aggravated damage (which show up as lightnings criss-crossing the innards of the vehicle, which can be
normally soaked).

**** Feed
Keeping in touch with objects allows the wielder to absorb their energies, replenishing his Willpower. An object may have a fixed
quantity of energy, and, at the Storytellers discretion, the amount of Willpower absorbed should be rationalized to a "true"
amount. Absorption occurs in 10 - Willpower (current) (6) turns. If, by chance a character wishes to use this power against a
sentient being, a contested Willpower roll for both the beings involved is required. Roll Willpower (curr) (6) x Willpower (6). The
one who gets more successes absorbs Willpower points equal to the difference between the two results. If one of the contestors
loses more Willpower than his Wits rating, the shock will surge the link between them and send both unconscious.

***** Vortex
With this level of Magnetiquous the character is capable of rising a purple-gleamin' spherical shield around himself. It can be
used as a reactionary power (as in a dodge maneuver) if the caster hasn't used any Celerity or split any dice pools on the same
turn. Using this power causes the caster to became impervious to physical harm, although fire and sunlight still cause damage.
The wielder must spend 1 Willpower point and the power activates instantaneously. It lasts one turn for each Willpower point
spent. The Storyteller may allow a character with "Instincts" instead of "Self Control" to use the power as a reflex to a surprise
attack. This power has a range equal to the wielder's Wits and the wielder is always in the geometrical center of the sphere;
also, it (for the purpose of covering a group, for example) can be controlled through a roll of WIts+Science (8) (one success is
enough). This power cannot be used in any way that harms someone.

***** * Magnetic Field


By accessing Earth's Magnetic Field, the Magnetici Malkavian with this level of Magnetiquous prowess is capable of subverting
the Gravity for one specific object at time. Activation costs 1 Willpower and Roll Wits + Science (6).

Successes Effect
1 Move slowly (1 ft per turn) an object that is one ton or less.
2 Slightly control a slow moving object of up to 1 ton.
3 Completely control a slow moving object, move (10 ft per turn) up to a 1 ton object.
4 Quickly move (100 ft per turn) and control slightly a not-so-fast moving object.
5 Anything you wish to do with anything up to 1 ton.

If used against a being, this power requires the caster to have previously seen the target's aura. It could be even wrong
information, but the aura must have been seen through the powers of Auspex.

***** ** Magnetic Shockwave


This power bears a sadistic resemblance to the immediate effect of a nuclear blast. By using this power, the Magnetici
Malkavian frees the magnetic energy omnidirectionally, causing great damage to everything within the range of the power. It is
said that the most powerful Cainites can obliterate entire cities with this power.
System: Roll Willpower (total) to activate (6) And spend Willpower accordingly to the damage intended. Damage caused is
equal to Wits x Willpower (spent) and can be normally soaked. Because there's no visual nor audible sign of the power, there's
also no way to dodge it. Needless to say, all electro-electronic equip within the effect area will be surged and disabled.

Success Effect Radius


1 Wits X 10 meters
2 Wits X 20 meters
3 Wits X 50 meters
4 Wits X 100 meters
5 Wits X 1000 meters

Additional successes can be used to cause 2 more levels of damage or increase range by 1000 meters.

***** *** Seek


When achieving this level of Magnetiquous discipline, the Cainite is capable generating static energy on an ambient. This power
is often revealed as yellow dots flowing in the air and reacting with everything they touch, causing small sparks and shocks here
and there. A roll of Perception + Empathy (6) is required. One success allows the caster to perceive all auras in the area,
including all those under any kind of Obfuscate, Auspex's Psychic Projection or any other power of Invisibility. Also, upon using
this power, any effects of Dominate and Presence which are working suddenly fade and disappear, because of the radioactive
isotopes in the air.

***** **** Disrupt


By accessing the energies produced by the other people own brains, the Kindred may stop any kind of attempt to concentrate,
thus disabling any mental power or discipline in that area during a certain period. This power is a more active (d?)evolution of
the previous level.
System: Expenditure of 1 Willpower point. Roll Wits + Intimidation (6). Effects follow the table:

Successes Effect Radius


1 Wits x 5 meters for 3 turns
2 Wits x 10 meters for 9 turns
3 Wits x 20 meters for 1 scene
4 Wits x 40 meters for 2 scenes
5 Wits x 80 meters for the whole night

***** ***** Moleculate


This scrubbish power allows the caster to control any kind of physical matter he gets in touch with. That's it.
System: Spend 1 Willpower point. Roll Wits+Science (7). 1 Success is enough to give the caster total control over any mass
that he gets in touch with.
Magnus
By Frank Torkel, for the Guardians of Polaris bloodline.
The Guardians of Polaris have discovered a new force, known to them as Magnus. It is this force that they have learned to manipulate,
and have named that discipline after. This discipline allow them to control magnetic energy, and anything with an affinity towards it,
such as iron ore. They believe this mysterious force flows through all things, although they can only control such energy when in its
concentrated form. Much of this power is garnered after the embrace, when the young vampire is taken to the Temple of the
Guardians. Here, the vampire is given a mixture of the original potion drunk by the Guardian himself, and some of the Guardian's
blood. This empowers the young vampire and makes learning Magnus easier.

* Sense the Magnus


This power allows the user to sense Magnus energy, and anything containing iron ore.
System: A roll of Perception + Alertness must be made with a difficulty of six, where after any Magnus energy or iron ore within
10 cubic feet per success of the user shine with a silvery-gray aura.

** Control the Magnus


The Kindred may now strengthen or weaken the Magnus energy of any object by 10% per success.
System: Strength + Manipulation, difficulty 6.

*** Force the Magnus


Now the Kindred may force Magnus energy into an object but with a touch, including such objects as wood, plastic, etc., allowing
them to be further manipulated since they are now magnetic in nature.
System: One unit of Magnus energy may be forced into the object per success (See chart). Dexterity + Manipulation, difficulty
six.

Magnus Energy Example Object What Can be Done


0 Regular Dust Nothing
1 Life form Nothing
2 Spacedust/Iron Dust Levitated
3 Metal Pin Thrown Through Air
4 Small Magnet Thrown Through Air
5 Refrigerator Door Bent
6 Piece of Magnetite Shaped Fully
7 Bar of Steel Shaped Fully
8 150lb Magnet Disintegrated
9 250lb Magnet Killed

**** Protection by Magnus


A field of silvery-gray Magnus energy surrounds an object or person, giving it an extra soak die per success.
System: Stamina+Survival, difficulty seven. This force field can protect an area of up to 10ft x 10ft per every two successes,
rounded down.

***** Manipulate Magnus Affinity


User can now fully control anything with Magnus energy or containing iron ore. All such metals or objects can be thrown through
the air, shaped, or otherwise manipulated. Lifeforms charged with Magnus energy may be manipulated and even killed instantly
if not of supernatural origin.
System: Strength + Manipulation, difficulty six. Two cubic feet may be manipulated per success. See above chart for levels of
Magnus energy needed to manipulate objects. Any life form affected with level nine Magnus energy may be killed by the
Guardian, where supernatural creatures must soak for non-aggravated damage. Note that if charged to such an extent however,
they may be levitated, disoriented, and even mutated.
Malakritus
By Matt Manning (NSG REAPER@aol.com) with help from Todd Cole(imapepper@earthlink.com) for the Grimtor
bloodline.

* The Hunting of the Demon Spawn


With this level of Malakritus you are able to attune yourself to your heart talisman and use it to step sideways and track demons
across the globe.
System: The player rolls Perception+Occult diff. 7 and spends a blood point to see if there is a demon in the area. If so you can
immediately step sideways and you automatically go to the spot the demon is in. The range of this power is determined by the
number of demons the Grimtor has trapped in his heart talisman.

1 1 mile
2 10 miles
3 50 miles
4 75 miles
5 100 miles
6 200 miles
7 300 miles

** Demon Trap
After fighting a demon in the Umbra for a prolonged period of time it usually, depending on the strength of the particular demon
you are fighting, becomes apparent that totally stripping it of all its power isn't likely. With this power the Grimtor is able to suck
the demon into his heart/talisman while it still has power left.
System: The player rolls Perception+Awareness diff. 6 and spends a blood point. If the number of succesess equals or passes
the power that the demon still has then it becomes sucked into the talisman and trapped within it. Note: If the Grimtor tries and
fails to trap the demon not only does it become extremely enraged but it gains 5 power. In addition the power cannot be used on
that demon again. In all fairness the Storyteller should give the player a general idea that the demon is weakning or isn't.

*** Strength of Hell


The player uses a small insignifigant amount of demon power from his heart talisman to increase his physical charecteristics.
System: The player rolls Wits+Occult target number 7 and spends 2 blood points. The number of succeses are the amount of
dots gained in one physical attribute of your choice. This power only works once per scene. The best part of this ability is that
your trait max can be surpassed.

**** Hellfire
The character concentrates and uses the unholy power that he controls in his heart to magnify all the hate, sorrow and rage that
the trapped demon feels into a deadly blast of force.
System: The player rolls Dexterity+Firearms difficulty 8 to hit, and spends a blood point. You get the number of demons+1
trapped in your heart for damage dice, diff. 7; every two successes does a point of aggravated damage.

***** Form of the Demon


The charecter releases a demon from his heart back into his body temporarily. He gains incredible power for the deration of the
power.
System: The player rolls Intelligence+Intimidation diff. 6 then spends 3 blood point to get the demon out of the heart. If the player
botches this roll then the demon takes control of his body for 1 night and that demon escapes after the night is over. If successful
the player turns into a monstrous shadow in the shape of a horrible demon. He gains the ability to fly at 30 mph and all his
physical attributes are maxed out. Also he maxes out the intimidation talent automatically terrifying anything and everything that
sees it. (Vampires must roll for Rotschreck). The number of successes determines the amount of time the character can
maintain the power. Also due to the huge amounts of demonic power coursing through the Grimtor he takes a point of
aggravated damage for every 3 successes he gets.

Successes Duration
1 5 minutes
2 20 minutes
3 40 minutes
4 A scene or 2 hours.
5 1 night.

****** POSSESSION
The Grimtor releases one of his trapped demons into a foe. The demon then attempts to burst free of its new host ruining it in the
process. This is a terrible power that is capable of rendering even the most powerful vampires a pile of dust.
System: The Grimtor rolls Wits+Empathy diff. 9 and 3 blood points (I know its high but read on... ) and for every success on this
roll a point of aggravated damage is done. This is extremely powerful as the demon is bursting from the inside out. Fortitude and
Skin of Marble, or any other supernatural power cannot be used against this which means the being getting hit cannot soak the
damage. A downside to the power is that the demon must be recaptured after he explodes forth from the victim. Tortunately the
demon is weak and level two Malakritus can immediately be used (Storytellers who think this is too powerful by all means
change it) . However, if the roll botches the Grimtor is in big trouble. The demon immediately comes onto the physical plane and
tries to destroy the Grimtor's heart/talisman. If it succeeds all modifiers for losing your heart apply. When this happens the demon
almost always comes close or succeeds in destroying the heart. Use this power carefully boys and girls.

******* Strength of the Heart


The Kindred now gains the ability to use Malakritus without having his heart/talisman on his person. In addition the 5 level power
can be maintained indefinitely with no damage being done. And it also allows you to use the 6 level power without having to
recapture the demon if the power works.

******** Inner Demon


The Grimtor searches for a weakness inside his foe. When he finds one, anything that she might fear or loathe he uses his
unholy powers to make this thought grow and grow in her brain until she is so terrified she is immobile, easy prey for the Grimtor.
System: Rolls Perception+Empathy, difficulty the target's willpower. This costs one blood point. If successful the vampire brings
out the greatest fear in his opponent's heart.

Successes Effects
1 The target is frozen for a turn thinking about what he fears most
2 The target is frozen for 2 turns and also if he survives the encounter gains the paranoia flaw (1 pt) of the thing he
fears most if it wasn't already a flaw.
3 The target is terrified for 5 turns and gets the severe form of the paranoia flaw; if he survives of course, yeah right.
4 The target cannot move for a scene and gets a derangement that involves fearing whatever it was that the Grimtor
made him/her picture.
5 The unfortunate being cannot move for at least three days during this period becomes totally catatonic. Vampires
lose two points in Courage and if the object of their fear is mentioned they go nuts screaming like a maniac. This
condition might wear off, if youre lucky.

********* Gate to Hell


Only Grimtor himself possesses this awesome power. He can open a gate to the depths of hell and either summon demons out
of it or throw you in.
System: It dosen't matter; not like you're ever going to be able to use it. STs make it up if you want but don't use it on the poor
defenseless PCs, heh, heh, heh.
Malediction
By William Adams (william@isla.net) for the Sons of the Dragon

Description
The discipline of Malediction is the power given to the founder of this clan by the Wyrm itself in those brief moments of
communion. Only vampires of his brood can learn this Discipline. There are even those among the clan who do not know this
Discipline, mostly among those created before the original Dark Diablerie that elevated the founder to the Third Generation.

* Demon Eyes
The vampire can use this power to see into the Umbra and the Shadowlands. There is no visible change in the vampire but he is
oblivious to his surroundings while looking into the spirit realms.
System: The change from normal vision to Demon Eyes takes one turn and requires a Malediction roll, difficulty of the local
Gauntlet or 7.

** Demon Call
The vampire with this power can summon and bind spirits of the Wyrm, Spectres and Demons. The spirits will come when the
vampire calls them but may be unable to manifest or otherwise be of use to the vampire.
System: The vampire must roll Charisma + Occult to get a spirit to heed his call. To bind a spirit to do one service or to an
object or place requires a Manipulation + Intimidation roll. Both rolls are made with a difficulty of the spirits Willpower and can be
resisted by the spirit with an opposed roll. The difficulty for the spirit is the level of Malediction of the vampire.

*** Demon Ward


The vampire causes Delirium in mortals when displaying his vampiric powers. He can also cause a lesser reaction in
supernatural creatures with eye contact. But even the weakest supernatural creatures are not as impressed by this power as a
mortal.
System: Mortals who see the vampire and realize what he is are affected by the Delirium according to the chart in the Werewolf
rules book. When trying to affect a supernatural being the vampire must enter a contest of Will. Roll opposing Willpower scores
against a difficulty of 7. The vampire must garner two or more successes more than his opponent to have any effect. For each
success the vampire achieved over his victim subtract the result from 11 until it is equal to the permanent Willpower score of the
victim or higher and apply the result from the chart. While the result can be higher, and the effect thus less, than the Willpower of
the victim would indicate on the chart if the victim were human, it cannot be less, and the effect cannot be for that reason any
greater.

**** Demon Rage


The vampire can enter a state of Battle frenzy like the Garou in which he is immune to fear and pain and continues to regenerate
even from Aggravated damage that cannot be soaked.
System: The vampire must have an action with which to activate Demon Rage and must have suffered damage just prior to the
activation of this power. The vampire gains all the usual benefits of Frenzy and suffers no penalties to dice pools from damage.
This power can be activated even if the vampire is incapacitated or in torpor as long as it is still the same turn as when he fell
into torpor or was incapacitated. The vampire rolls Malediction against a difficulty of 8. For each success one Health Level is
instantly regenerated. If further damage is taken it cannot incapacitate the vampire as he falls into frenzy and continues to
regenerate one Health Level each turn. If the roll fails the vampire cannot attempt it again during the scene and furthermore if the
vampire was incapacitated or in torpor when he attempted Demon Rage he suffers Final Death immediately.
If the vampire was incapacitated when attempting Demon Rage, or if the total damage received while in frenzy would have taken
the character below incapacitated, then the vampire will suffer from a debilitating scar that cannot be regenerated. The
recuperative powers of the undead were heightened to such a degree that some wounds healed too fast and in the wrong way.
The vampire loses one dot from either Strength, Dexterity, Stamina or Appearance. The player can decide which.
***** Demon Portal
The vampire can open a passage to the Umbra thereby gaining access to the spirits and passages therein. The Garou call it
stepping sideways, the dragon sons call it following the twisting path.
System: Just like the Garou the vampire can step sideways into the Umbra. Also like the Garou the vampire must gaze into a
reflective surface to effect the passage. Roll Malediction vs. the local Gauntlet and consult the stepping sideways chart in the
Werewolf rules book. The vampire can dispense with the reflective surface but must make a Wits + Meditation roll, difficulty 9
and cannot gain more successes to step sideways with the Malediction roll than those gained on the meditation roll.

****** Kuai
Removing Corruption, the vampire with this power can finally commit Dark Diablerie drawing power and nourishment from the
essence of spirits.
System: The power of spirits is treated as blood for the purposes of drawing nourishment and replenishing the blood pool. To
commit Dark Diablerie with the intention of lowering generation compare the power attribute of the spirit to the size of the blood
pool of the generation the vampire wishes to achieve. If the power of the spirit exceeds the size of the lower generation blood
pool by as much as the current blood pool of the vampire then he can use that spirit to lower his Generation by one. Take current
blood pool, add desired blood pool and compare to spirit power. If the totals are equal then Dark Diablerie can be attempted.
Spirits use Willpower to resist Dark Diablerie. The power pool must be sufficient when the process is begun to cover the
generation of the vampire and the generation he wishes to achieve. If the spirit spends power in combat with the vampire or the
vampire strikes it and causes sufficient loss of power that the power pool is no longer sufficient the attempt fails. Once begun the
spirit can only use Willpower to resist but the process can be negated by any damage to the spirit that causes it to lose the
amount power necessary to lower the vampire's generation.

******* Sui Ch'ien


Following the Path of Heaven, the vampire with this power is no longer limited to the Umbra and whatever realms he can reach
from there. At this level of power he can travel instantly to all levels of the Umbra and even to the realms beyond the Horizon.
System: The vampire must first be in the Umbra to travel beyond. Travel to Horizon realms and Anchorheads is automatic as
long as the vampire has been to them before. To pierce the Horizon and travel to Shard realms and other Celestines the
vampire must roll his Malediction level against a difficulty of 8 and garner ten successes on an extended roll.

******** Ming
Darkening of the Light, the power to destroy reason and ordered thought. With a few words and insinuations the vampire can
cause any thinking creature to doubt its own thoughts and actions. What seemed perfectly reasonable and sane a moment ago
will appear the most illogical and insane course of reasoning possible. It only affects one train of thought not an entire body of
belief. So while it would be possible to convince a priest that the residents of a certain area cannot be saved, it would take many
months of discussion to undermine his faith completely.
System: The vampire rolls his Manipulation + Leadership against the Willpower of the target. This is an extended roll and each
time the vampire garners as many successes as the target has Willpower he can defeat one idea or derail one train of thought.

********* KU
Arresting Decay, the power to halt and destroy corruption itself. In essence the vampire can oppose the powers of corruption.
The corruption banished by the power of Entropy is forever lost. Subsequent exposure can corrupt it again but until that moment
the target is free of corruption. This power can oppose all levels of vampiric disciplines as these are inherently corrupt. Toxic
waste and radiation can be cleared from a place or person. Poisons can be neutralized even at their source. Nephandi can be
opposed since their magic, while remaining True Magick, is Qlippothic. Black Spiral Dancers, and other Garou servants of the
Wyrm, draw their Gifts from the Wyrm and these Gifts can be stopped.
System: The vampire rolls his rating in Malediction against a difficulty of 6 to remove Toxic waste and pollutants. Restoring a
Fomori to humanity is also against a difficulty of 6, as is blocking or counterweaving the effects and powers of Infernalist hedge
magic and demonic investments. Blocking the powers of vampiric disciplines and the gifts of Black Spiral Dancers is against a
difficulty of 7. Countering the True Magick of a Nephandus is against a difficulty of 8. This power does not affect nuclear
radiation only toxic radiation. Toxic radiation is from already decayed particles while nuclear radiation is from unstable or
fissionable particles.
********** Ta Ch'u
The Great Taming Force, the very power of the Wyrm to utterly destroy an object or creature. Not even immaterial ephemera are
immune to this power and Spirits can be easily sent to Oblivion through this power. The vampire can halt the forces of corruption
by completing the cycle of destruction.
System: The vampire simply has to look at an object or creature to unleash the power of the Wyrm upon it. If it is a living
creature it can resist with a Willpower roll, difficulty 9. Objects are not so lucky and disappear at a glance from the vampire.
Spirits and Wraiths always resist with Willpower, but minions of the Wyrm, Banes and Spectres must gain at least three
successes to resist this power.
Malenympha
By Alex Derenkov (icunning@nike.heidelberg.edu)

Description
What many of the Kindred often forget is that they are predators, and their disciplines, despite being all nifty and useful for
Pranking or for art, are adaptations for hunting. Kindred with a brutal hunting style will often develop the physical disciplines,
those who are more subtle stalkers may learn Obfuscate and Auspex. Also, certain disciplines may have developed in response
to typical prey types: Gangrel who fed on animals, of course learned Animalism, those who stalked Mages may have developed
Thaumaturgy.
The Discipline of Malenympha was developed as a method of hunting the Fae, although in the modern era it is often not used
thusly. It is found most often in Vampires that were Kinain in their mortal lives, that possess Faerie Affinity, and in Malkavians.

* Scent Glamour
Like lions who lie in wait at waterholes, the first and simplest technique learned is to sense the Fae foodstuff: Glamour. This can
be anything from a freehold to an artist in the throes of creation (in this case, even if a Changeling doesn't show up, you still have
a handy meal).
System: Automatic, although exceptionally high levels of Glamour (Powerful Freeholds, someone undergoing the Chrysalis)
may overwhelm the vampire, leading to effects similar to the drawback of the Level One Auspex power. Range varies, although
the upper limit seems to be a few city blocks...

** View the Dreaming


The next stage in hunting is to learn to read the various signs of your prey. Chimera often associate with the fae (well, almost
exclusively may be a better term than often) and a clever hunter will follow these beings back to a Changeling. Unfortunately, by
the very nature of the Dreaming, what can be seen is 'real' and a chimerical dragon can really put a crimp in a vampire's day!
System: The Vampire makes a Perception + Occult roll, difficulty is the kindred's Banality (usually about 8, but exacting STs will
assign different numbers according to the vamp's behavior). Success indicates that the Kindred can see chimera and other
things of the Dreaming for the duration of the scene. Failure indicates that the character sees nothing, a botch provides false
readings (hallucinations).

*** Chameleon Seeming


Eventually, the hunter will wish to infiltrate among his prey, picking and choosing his victim. Chameleon Seeming may be used in
two ways. The first way is essentially a chimerical Mask of a Thousand faces, allowing the vampire to construct the appearance
of a seeming, which will fool the normal sensory input of a changeling (if the seeming is a Satyr, his legs look and feel fuzzy to a
Changeling.). This false seeming can be defeated if the Fae uses her kenning on the vamp. The second, and more subtle, way
allows the vampire to give the feeling of being of a seeming. This will fool Faerie kenning, but the prey may become suspicious
when she cannot see the seeming (although this may be complemented by Obfuscate 3 to create the image...). The two
methods may not be used simultaneously. Also, the Kindred gains no boons or flaws from the Kith.
System: The player makes a Manipulation + Acting roll, difficulty 7. The first success allows the effects already described,
additional successes allow the vampire to fine-tune the seeming (pick one per success: Childling/Wilder/Grump,
Seelie/Unseelie, variation within the kith [Rabbit Pooka/Monkey Pooka, Sidhe Lord/Sidhe Knight], etc.). A botch causes the
Vampire to register as an Aumtumn Person to Fae senses, causing the prey to react appropriately.

**** Gusts of Autumn


At this point, the Hunter has learned enough of the Fae to realize their weakness to the force they call Banality, and begins to
channel his inherent Banality as a weapon.
System: The vampire rolls a number of dice equal to his banality rating vs the Changeling's glamour. Success indicate a
number of health levels of 'stun' damage done to the Fae (mark damage as normal, but the Changeling recovers at a rate of 1
health level per turn once she is away from the vampire). This damage may not be soaked by the Changeling.
***** Moths to the Flame
Subscribing to the aphorism "You catch more flies with honey than with vinegar" the Kindred learns to translate the power
inherent in his blood into a form that resembles Glamour enough that Fae are drawn to it.
System: The vampire spends a willpower point and a blood point, then makes a Manipulation + Acting roll, difficulty 8. For each
blood point spent past the first, lower the difficulty by one. The number of successes determines how far away Changelings can
sense this False Glamour (using the chart below). A botch means that the Vampire is overwhelmed by a rush of banality, and
now has a stink that will repel Changelings that lasts for one to several weeks (STs discretion). This is not real Glamour and
Changelings may not feed from it.
The How Far Away Can the Fae Smell Me? Chart
Successes Area of Effect
1 All Fae within three blocks
3 All within the Neighborhood (about 10+ blocks)
5 All within a mile
7 All within the City
10 All within the Greater Metropolitan Area

****** Arcadia's Boons


Pretty much similar to Chameleon Seeming, but the Kindred can also gain the kith's boons (and if he wants, its flaws) by
spending a point of blood.

******* Vital Glamour


The Vampire can now feed off of Glamour as Changelings do. 1 Glamour Point = 1 Blood Point.

******* Enter Dreaming


The Vampire can step into the Dreaming. As with Changelings, the Vampire still requires a Trod...
Malformus
By Red Raptor (dinoguy@earthlink.net) for the Legion of the Malformed

* Twisting the Eyes


The user can, by expending a blood and touching a victim or itself, change the appearance of the victim or itself. This is the
same as Mask of 1000 Faces.

** Reverse the Order


By expending 1 blood and winning a willpower challenge, the user can cause any target to become confused as to the order of
his limbs. He will believe his arms are on his legs and his legs on their arms. He must make a Dex check or fall to the ground. He
is at -3 to attack and cannot use weapons.

*** Maze of the Wyrm


By expending 1 blood and 1 Willpower, the user can negate any one mind altering affect (such as Dominate). The user can then
make a resisted willpower roll against the user of the mind altering effect. If the victim fails he loses a willpower and becomes
confused for 1 turn. If the user fails he is doubly affected.

**** Controlling the Beast


The user may by expending 2 blood and, conversing with his victim, change the Beast Trait of a victim. He must make a
Manipulation + Subterfuge role versus his victim.If he succeeds he can find out what Beast Traits the victim possess and change
one to any Beast Trait of his choice. If the victim has no Beast Traits the user may expend a permanent Willpower to give the
user a Beast Trait (Storyteller's choice).

***** Dementation
As the Malkavian antitribu discipline.
Manteis
By Christopher LaHaise, for the DeDanu bloodline.
This Discipline gives the Kindred the knowledge of the Faeries, making the Kindred a virtual Oracle or Sooth-Sayer.
* Seize the Moment: The Kindred can predict the next action an adversary will take, and immediately prepare to counter with an
action of their own.
System: The DeDanu makes a Wits+Occult (6) test. With each success, the Kindred gets an extra die to divide between defending
themselves and counter-attacking.
** The Eyes of Truth: The Kindred can match gazes with a person, and will know the Truth of any question asked to the victim. The
Truth, however, is as the victim believes it.
System: The DeDanu makes a Wits+Interrogation roll with a Difficulty equal to the Willpower of the target. Kindred can spend a
Willpower to make the test resisted. If even one success is scored, the DeDanu learns the truth behind one question asked.
*** Sooth-Sayer: The Kindred can enter a trance, and make a prediction about one subject, usually a time or the results of an action
to be performed.
System: The DeDanu spends a point of Willpower, and makes a Wits+Occult (6) roll.

Successes Trance Duration Results


botch half hour Retest at end of duration +1 difficulty. Trance can not be broken
1 fifteen minutes vague answers, visions.
2-3 ten minutes some answers, detailed visions
4-5 five minutes clear answers, detailed visions
6+ one minute Clear answers, sharp vision. Some insight into key events.

Any answers given are not engraved in stone. An event may happen, but the details may change. After all, when one knows the future,
one may affect the future.
**** Prophesy: The DeDanu may cause an event to happen to a person, either blessing them, or cursing them. The event may not
actually happen to the person Prophesied, but may actually come into affect on some future generation. Events include: Striking a
critical blow against some foe; Having all one's Childer hating their maker; being Blood Hunted; etc. The Storyteller may ask for a
player to change some events to be Prophesied for game purposes.
System: The DeDanu must make a Wits+Occult (8) test. With each success, the Prophesy is more likely to come true as stated. At
one success, the Prophesy may skip generations, or come about in ways unforseen. With six or more successes, the Prophesy may
come out exactly as stated, but be more drastic in it's implications.
***** Mists of Change: The DeDanu can enter, with chosen comrades, into a Vision of the Past, Present, or Future, witnessing the
event as if they are actually there. They are fully capable of interacting with the environs, which means they may actually influence the
Vision by their actions. Any influences they have do not actually affect the event as it takes place in the real world. The Vision is 'real' to
those involved, but those around them will react to them in a detached manner, being passive and responding favourably, and
answering questions when asked. Anything taken from the Vision will carry over into the 'real' world.
System: The DeDanu must make a Wits+Occult (8) roll, and spend a Willpower for every person entering the Vision, including
themselves. The Vision lasts five minutes, doubled by the number of successes generated (5, 25, 50, 100, 200, 400, 800, etc.) To
bring an object from the Vision back, requires the expenditure of a Blood Point per object.
****** Geas: The DeDanu can force a victim to respond to a specific object, condition, or event. Eg: "get deathly ill by the sound of a
rooster's crow." or even "You will die if you are ever kissed by a woman". For the Geas to hold, the victim must know what the
conditions are upon the laying of the Geas.
Events which are directly harmful can be resisted, but the conditions are still there.
System: The DeDanu spends three blood points, and rolls Manipulation+Occult (8). The victim resists on a Willpower (8). One
success is all that's required. Whenever the Geas activates, the victim must spend one Willpower per success that was generated
against them. The Geas lasts a year and a day per success.
Level Seven and Beyond: Merely rumours.
Mastery
By Michael Blank, for the Beast Riders bloodline.
Mastery is a dicipline based on using the beast to your own ends. The practitioner does not truly master the beast but can be in
danger of losing himself to the beast. Whenever a roll is faied in any of these powers, the user must make an immediate Self-Control
roll or go into frenzy. The circumstances determine the type of frenzy.
Also, use of any of these powers is a break of the Masquerade, since when they are used the fangs are fully extended and the
vampiric nature of the user is fully evident because the beast is so close to the surface. Anyone using this discipline around a lupine
will show up as Wyrm tainted to the Gift: Sense Wyrm.

(This discipline is incomplete)


* Suppress Pain: With a roll of Self-Control (difficulty of the number of wound levels +5) the Vampire can ignore pain and damage to
perform an action. The each success is one round during which the Beast gives him the drive to shake off the penalty. However, a
Botch on any physical action results in him causing a wound to himself (non-aggravated) because he ignored his body's message to
slow down.
** Strength of the Beast: The wielder of this power can evoke the Beast in himself to perform great feats of strength without the need
for as much blood. Doing so is very taxing, however, and can even harm the user as he overtaxes his system.
System: With a willpower roll (difficulty 8) and the expenditure of blood, the user can add two to his strength for every blood point. The
bonus strength lasts for as many rounds as the number of willpower successes. When the extra strength fades, he must make Soak
roll (difficulty 6) or suffer a wound for every point over his normal strength.
*** Calming the Fury: By the familiarity which the vampire now has with his personal beast, he is able to bring himself out of frenzy.
The Beast cannot be immediately contained but can be subdued after he has run amock for a while but he will still want to run wild.
System: By making a Self-Control roll with a difficulty equal to the original difficulty minus the number of rounds in full frenzy (frenzy
uncontrolled by willpower) he can bring himself out of frenzy. This will only work if he has been in frenzy for at least one round and the
difficulty for resisting or controling a frenzy again in the same scene is one higher. This does accumulate. (ie. The beast is calmed
twice in the same scene. The hungry Kindred then smells blood. His roll to resist is going to be two higher.)
Mattaru
By By Kenneth Madsen, MADness Ventures Design Studio, for the Xulalkharu bloodline.
The Xulalkharu are daemons to a far greater degree, than they are Cainites, and thus it is hardly surprising that they wield the power of
the Abyss. The Discipline consists of Powers based around suffering, evil, fire, and other planes of existence. The Discipline draws
directly upon the energies of the Inferno, and channels it through the body of the Xulalkharu. The steady use of energy from another
plane, "marks" the Xulalkharu as a beacon for creatures from The Other Side. Members of the Bloodline who have resided a long time
in a specific area and used their Powers frequently, have been known to be the center of spiritual disturbances, and even
manifestations. Some of the Ancients of the Bloodline are said to be able to lower the effectiveness of the Gauntlet by the mere
presence.
* Sense Evil: By means of this Power, the Xulalkharu can sense evil and corruption in items, persons and areas, or be lead to such.
The Power is often used by Xulalkharu searching for Retainers or permanent Havens -- or victims, as this Power also reveals
innocence if used on a specific person. And just like they crave evil and death, the Xulalkharu also seem to find innocence a particular
tasty morsel.
System: By making a Perception+Alertness+Awareness roll against a varying difficulty (an item: 4, a person: Willpower+1, a building:
6, area: 7) the Xulalkharu may determine if an item/person/building/area before him contains enough evil to satisfy his needs.
If the Xulalkharu desires to be lead to a specific target (item/person/house/area) within a city which satisfy his needs, he must roll
against the same difficulties as above, with a +1 increase for every 1 mile the desired object is away from the Xulalkharu's position.
The directions given by the Power are very rough, and the Xulalkharu can only verify by touching the target, or being within 5 yards of it.
** Gaze of the Abyss: The Xulalkharu using this Power, is capable of transmitting terrible visions of the Abyss and the Inferno directly
into the mind of the victim. The visions blocks out everything else, and the victim might believe himself to be falling into the Abyss, or
walking around in the fires of the Inferno, while he is stumbling around in a panic.
System: By making a resisted roll against Courage+4 (to a maximum of 10) of a target, within 20 yards, the Xulalkharu can transmit
the hellish visions, which he creates and directs. Kindred are likely to fly into Rotschrek, and mortals collapse in a state of paralysed
terror.
*** Flames of the Inferno: With this Power, the Xulalkharu will be able to channel pure Hellfire through his hands, and direct it at his
enemies. The Hellfire seems bo be liquid and be sprayed in a great column of fire from the palms of the Xulalkharu
System: The Xulalkharu must roll Dexterity+Occult (dif 6) to hit the target. The Hellfire will do 2 dice of Aggravated Damage per Blood
Point spend, and due to the special qualities of the fire, it will instantly ignite trees, clothing and similar combustible objects. The range
of the Hellfire is 20 yards, but should the Vampire desire to hit a target farther away, the difficulty of the roll is increased by +1 per extra
2 yards beyond the 20.
**** Daemonic Oracle: This Power allows the Vampire to make a Daemon manifest in a sacrificed victim, which he may then ask one
question.
System: The use of the Power requires the Xulalkharu to complete a two hour ritual in the Ancient Sumerian tongue, expend 3 Blood
Points and sacrifice a Human. Upon completion of the ritual, the Vampire must roll Willpower (dif 8) to rip a hole through the Gauntlet,
and allow the partial manifestation of a Daemon in the sacrificed victim. If the Xulalkharu desires a specific Daemon to appear, he
must speak its name during the chanting; otherwise a random Daemon will appear.
A successful roll indicates that a Daemon has possessed the victim, and the Xulalkharu may ask it a single question before it returns
to the Inferno with its sacrifice. The StoryTeller decides whether or not the Daemon answers truthfully, and should not allow abuse of
this power; Daemons are not kind creatures, and might react in a hostile way to questions designed to blatantly solve a Story. Style
should be rewarded, lack of the same must be severely punished.
***** Walk the Abyss: The Vampire may step out of this reality, and into that of the Inferno or Abyss, using this Power. But in order to
do so, a "gateway" must be present; pitch darkness to enter the Abyss, and searing flames to enter the Inferno.
Note however, that the character is likely to be incinerated by the flames of the Inferno, if he is not immune to the effects of fire.
System: The Xulalkharu rolls Intelligence+Occult (dif 8), and spends 1 Blood Point, to step out of this reality -- provided of course that
he has access to a gateway. Where he appears in the chosen destination is known only by the StoryTeller, and thus a narrow escape
from torch- wielding Inquisitors might turn into Final Death, if the Vampire encounters hostile entities in the other dimension. According
to the Lore of the Xulalkharu, it is possible to strike a deal with some of the more powerful Daemons, and thereby be ensured a
permanent point of destination.
In order to return to this reality, the Xulalkharu needs merely make the roll -- he will automatically return to the place where he
sidestepped. Reality likes to close the holes supernatural creatures rip in her fabric.
****** Walk the Inferno: When the Xulalkharu acquire this Power, fire -- ordinary, chemical, Balefire, radioactive, magickal or Hellfire -
- does no longer has any effect on him.
System: No roll need to be made, the Xulalkharu simply becomes immune to the effects of all fire.
******* Lord of Suffering: This Power accounts for the Xulalkharu's legendary ability to feed off death, decay and suffering. The
Vampire becomes able to feed off these negative forces in the same way other Kindred feeds of the Humans creating it. While the
Xulalkharu is creating the environment he needs, or worsening the already existing one, in a chosen area, he can use this Power to
increase the effect. In a manner of speaking, he must feed the monster before it can feed him. But only once the chosen area of
interest has been completely corrupted can the Vampire begin to feed off it, instead of feeding it! However, once this has been
achieved he may begin to corrupt a wider area while still receiving sustenance from the already existing Hellhole. Thereby increasing
his power on a continuous basis.
System: The Xulalkharu chooses an area which he wants to corrupt, and enshroud in death and decay. For the Power to have a
payback worth the effort, this is usually a 5-square-mile area. An area smaller than that, may not contain the necessary number of
souls. The corruption is done in any number of ways: crime, constant gang wars, control of city officials resulting in lack of maintenance
of the buildings and roads in the area, etc. The idea is to spread as much despair and death as possible, which will affect the
behaviour of the inhabitants in a very real way. Assaults and rapes are ignored, violence flares up for no apparent reason, people just
do not care about their neighbors and their environment, etc. Each week, the Xulalkharu must spend 10 Blood Points to increase the
feelings connected to his handywork. This will solidify the results, and make way for the next step on the ladder. When an area of the
previously mentioned sized has been corrupted, it will provide the Xulalkharu with 15 Sufferance Points (which works in the same way
as Blood Points) each week. This is a pool from which the Vampire can take Sufferance Points whenever he needs them, and for as
long as he remains within the city limits he can draw them from the corrupted area to anywhere in the city -- thus he is not trapped
within the confines of his Domain. The Xulalkharu may use all the points on the first day of the week, but that would leave him with none
for the rest of the week. In order to keep the cloud of doom hanging over the area, the Vampire must spend 10 Blood Points or
Sufferance Points each week. Once the area has been turned into a Hellhole, it will become a no-go area where it is hardly safe for
anyone to walk the streets. As the inhabitants of the area have been attuned to the presence of the Xulalkharu, the most violence and
nastiness will always occur in the area where the Vampire currently is, and the people of the entire area will react to any moodswings
of the Xulalkharu. As the Xulalkharu has corrupted one area, he may increase his Domain by another 5-square-miles, which must be
corrupted in the same way. The Vampire must spend an additional 5 points per week on the new area, until it has been completely
corrupted -- after which it will also provide him with 15 Sufferance Points per week, and demand a 5 points expenditure of Blood
Points, or Sufferance Points, per week. This procedure is repeated each time the Xulalkharu desires to corrupt a new area.
When a Xulalkharu has succeeded in turning an area into a Hellhole, it becomes his Domain. Anyone who is hostile to the Vampire,
and who ventures within the confines of the area, will have 4 dices subtracted from their dice pool for as long as they remain in the
area. The Xulalkharu will have 4 dice added to his dice pool for any purpose while within one of his Hellholes.
While the Sufferance Points may seem as a blessing, they can become a burden if too many are gained. If the Xulalkharu have more
Blood and Sufferance Points in his Blood Pool than the allowed maximum, he becomes a beacon (and possible entryway) to entities
from beyond the Horizon. As the Vampire cannot contain the negative energy, it begins to permeate his entire being and finally to leak
out into the Umbra, while at the same time creating a negative field of energy around the character. In social relations, each additional
Sufferance Point subtracts 1 dice from any Social Roll dice pool -- and very possibly below zero! In other terms, each additional
Sufferance Point adds to the chance of entities from other planes detecting the Xulalkharu and attempting to use him as a gateway.
Each additional point gives the entities one additional dice to their attempt to penetrate the dimensional barrier. Wraiths are extremely
sensitive to this energy, and will begin to swarm around the Vampire already below 5 additional points. It is very likely that the
character has been responsible for the deaths of some of the Wraiths; imagine how thrilled they will become when they discover the
possibility of returning and exacting a full revenge! At +10 additional points, the effectiveness of the Gauntlet/Shroud in the Hellhole
area, is lowered by -1, and by another at +20 points. At 10 points, the more powerful Wraiths will begin to be attracted to the
Xulalkharu, and minor Banes and Wyrmlings will also begin to take notice. At 20+ points, the Vampire might suddenly find himself to
be the focal points of the manifestation of a Nexus Crawler, or an Umbra Lord. The Tremere, the Technocracy, the Garou, the
Traditions, the Marauders, the Nephandi and the Paradox Spirits will take notice at these levels, and rush to find the source.
The Ancients who can store more than 20+ Sufferance Points in their bodies without exceeding the safe limit, can actually lower the
effectiveness of the dimensional barrier around them at will. At 20 they may lower it by -1, and by -1 for every 10 Sufferance Points
thereafter -- but only for as long as they do not exceed the safe limit.
Even though it may seem as if the Xulalkharu can merely sit back and relax once he has corrupted an area into a Hellhole, this is not
the case. It demands hard work to keep an area completely corrupted. The Human spirit and will is tough, and even the slightest spark
of hope might destroy the Xulalkharu work. The Vampire must constantly monitor the area, and besides all the activities naturally
sparked off by the aura of the Hellhole, he must every now and then commit some hideous act which will only reaffirm the inhabitants'
knowledge of their neighborhood: "Boy, this place is really going to hell!"
******** Daemon Merging: By means of this Power, the Xulalkharu can summon a Daemon and make it inhabit his body after making
a successful bargaining. This will make the Vampire truly powerful for a time, for just as the powers of the Daemon are incorporated
into the being of the Vampire, so is part of its nature.
System: This ritual takes three hours to cast, and requires the sacrifice of 15 victims (Kine or Kindred). The Xulalkharu must know the
name of a Daemon which he wishes to contact, otherwise the ritual will not function. The Vampire rolls Intelligence+Occult (difficulty 9).
If the roll is successful, the Daemon will then be very likely appear, as the 15 victims are an excellent start. If the Daemon and the
Xulalkharu can agree to a deal, the Daemon will possess the Vampire. This can either happen immediately after the bargain has been
struck, or the Vampire can choose to have the possession as a powerful emergency plan. Either way, the character must invite the
Daemon to possess his body and expend 5 Blood Points. The process takes one round to complete.
At this point, the Daemon enters the body of the Vampire. This has a number of results: The characteristics of the Daemon and the
Vampire merges. If both have an identical Attribute/Ability/Discipline, the scores are added together and divided by two. The result is
the Daemon-Vampires new characteristic. If the Daemon knows, or is capable of doing, something which the Vampire is not, this is
given the Vampire for as long as the possession is in play; Depending on the Daemon, it may temporarily change the appearance of
the Vampire to suit its needs. This may be anything from height and weight, to skin colour and number of eyes; The Vampire rolls a
the Vampire to suit its needs. This may be anything from height and weight, to skin colour and number of eyes; The Vampire rolls a
resisted Willpower roll (difficulty is the Willpower of the Daemon). The number of successes indicates the maximum number of hours
in which the Daemon can be contained within the Vampire, before it returns to its original plane of existence. The Daemon is usually a
Minor One, as those more powerful are unlikely to answers summons from a Vampire who wants to be possessed, and those less
powerful are not worth the effort. A typical Minor Daemon will have the following characteristics:
Attributes: 20/15/9, Abilities: 15/12/9, Disciplines: 15 + a Fortitude of at least 3, and the ability to heal like a Garou, Daemonic
Investments: 6, Virtues: 9 and Willpower:8
Note that while the Daemon is possessing the Vampire, the Vampire still has the control of his actions, his thoughts and his speech.
However, if the Daemon is tempted by something, it may attempt to take over the control of the body. In such a case, the Vampire and
the Daemon make a resisted Willpower roll (difficulty the Willpower of the other) to determine who has control. The Vampire has the
option of throwing out the Daemon at any point, but may be reluctant to do so, as it has probably demanded a heavy pay to participate
in the activities of the Vampire.
********* Open the Gates of Hell: This Power enables the Vampire to open a Gate directly into the Inferno, into the region from which
Xulalkharu originates -- or some other region specified by the Vampire. Daemons will not be late to discover this and begin to wash
through the Gate like a giant screaming tidal wave of destruction and mayhem. Since the Vampire has probably first contacted his
Daemon allies prior to the use of the ritual, Legions of Daemons will already be awaiting the Gate, and be ready to start the invasion.
System: This ritual takes 8 hours to cast, and requires the sacrifice of 80 victims (Kine or Kindred) with a Humanity of at least 5. The
last victim to be sacrificed must have a Humanity of at least 8, or True Faith. Once the Ritual has been completed, and the Vampire
has named the Infernal region which he wishes to contact, a Great Gate opens from out of nowhere. It is fashioned from screaming
suffering souls encapsulated in molten metal, and engraved with the names of the Daemonic Legion which waits beyond.
The exact details of this are up to the StoryTeller, but it is safe to say that it registers heavily on the Cataclysmic Catastrophe Chart.
Mechanomancy
By Sébastien Allard (seball@station3d.com) for the Machinae bloodline

Description

* Scanmind
This power allows its user to understand how a machine is built, what are its functions and how to operate it. The user must roll
Perception + Mechanomacny at difficulty 6 (for a small device) to 10 (a U.S. Navy Battlecruiser). This power work for 1 turn per
success. A vampire can use this power to increase his mechanical ability when he repairs or build. Add one dice, up to ten dice,
for every success he makes. If he scores five successes, the object imprints in the vampire's mind so he may never botch on this
object again.

** Bodywork
With the use of this power, machines of any kind can improve in solidity, durability and structural resistance. This only works on
non-cyberplasmic objects and can only be used to make something harder. The user rolls Intelligence + Mechanomancy,
difficulty 7. Each success must be divided into Duration and Endurance. The use of this power drains one blood point.

Successes Duration
* One scene
** One week
*** One month
**** One year
***** Storyteller option

For every success allocated to Endurance, the machine has an additional die for soaking damage.

*** Repair
This power gives the vampire a magical repairing touch. All he has to do is concentrate and touch the damaged object and it
begins to repair itself. It only work with metals, plastics, alloys, and meta-plasmic material. The material must have all its
components or it will not work. The user must roll Intelligence + Mechanomancy at difficulty 7. Each success regenerates one
point of Stamina. It costs two blood points per use but a vampire can use it several times on the same object. A botch is a sure
way to permanently destroy the target. This power works on vehicles, firearms, mechanical and electrical devices, as long as the
user knows how it work. This power repairs materials; it cannot restore software or databases.

**** Mastery
A kindred who uses Mastery will find it much easier to create blueprints and to build, as the creative aspect of the mind is
cleared of all interference. If a vampire has all the required materials and blueprints of a machine he can assemble it at the
speed of thought. Roll Wits + Mechanomancy at difficulty 6. Each success halves the time required to assemble such a device. If
enough successes are scored, a vampire could build a car in a few hours. This power is a prerequisite for creating
cyberplasmic technology; it is taught only to proven elements.

***** Meld in a Machine


A vampire can hide himself by melting the material of an object and by entering into it. A careful exam will not reveal its
presence. Though his aura can still be perceived by the Auspex discipline it completely masks his presence from the eyes. Who
would search for someone inside an object? A kindred can hide people with him, given sufficient space within, but he will be the
only one who can take them out. That can be very useful to capture an enemy but he must be grappled beforehand. The victim
roll Stamina + Athletics difficulty 7 in a opposed test roll or be stuck in the object. A mortal would die of suffocation before long.
The Storyteller decides if he has some means to escaping.
An adult-sized person can hide in approximatively ten cubic feet. An entrapped victim will be fully protected from the sun and by
the resistance of the object, but will be paralyzed and helpless. Machinae use this power to capture their victims or to escape
danger. The user can meld in the same material as Repair, not organic matter or stone. It costs 3 blood points to succesfully use
it.

****** Override
This power gives the user direct control over cyberplasmic technology, even if it's in a vampire. The vampire can control, like a
puppeteer, any cyberplasmic implant on sight. He can even crushed them, thus damaging the target. Roll Manipulation +
Mechanomancy; the difficulty is the target's Willpower. If the caster succeeds he can damage it by rolling Manipulation (instead
of Strength) at difficulty 6. The damage is not soakable, except by Fortitude, and it is aggravated. Each use cost 3 blood points
and lasts one scene.

******* Animatron
The vampire gains the incredible ability to animate a machine and to control its creation. Usually, the creator uses this power to
create faithful servants and guardians or to make random pieces of machines attack his foes. A tracked vampire can use
Animatron to make a car attack his pursuers.
A roll of Manipulation + Mechanomancy diff 7 is needed to animate machines and each success animates five hundreds pounds
of inanimate materials and last one scene. The vampire must burn four blood points to do this.
Permanent servants can be created this way; the vampire must cast Animatron several times (and burn a lots of blood) and must
scored ten successes. A botch could have disastrous results; the Animatron could attack its creator! A spirit is dragged out the
Umbra and forced to inhabit it. Animatron servants must be fed as ghouls or it returns to its original state.

******** Vision of the Thousand Years


This power gives the caster an intuitive knowledge of technology that man has not yet created. Kindred with this power will be
able to construct devices of much higher tech levels. Vampires with this power tend to improve the global technical level over the
years. They are still limited by what is possible and what is not, but it will permit them to push the technology to a greater limits
than common man. The Storyteller will set how far a vampire can go.
Mechanus
By Tadhg Kelly, for the Mekara bloodline.

Description
The Discipline of Mechanus covers machines ranging from cars to computers, to Big Guns and Little Guns. As such, it is similar
in some respects to a few of the Garou gifts, particularly the Glass Walker Gifts. However, there are a number of diffrences,
which make it into a separate vampiric Discipline (I hope! :-).
For all purposes except when making Repair or Computers rolls to do with the Discipline itself, add your Mechanus score to all
rolls of a technical nature.

* Simple Controlling
With this Power, the Vampire can cause machines to perform a simple action that they normally could perform, without having to
touch the machine to begin with. Thus, he can cause a gun to fire, a radio to turn on and off, a fire sprinkler system to suddenly
activate for no apparent reason. However, he couldn't make a car suddenly start up and drive away, but he could get the car to
start without a key. This power will not open locks of anything but the most simple manner.
System: The Vampire spends a Willpower and makes a Wits+Repair roll with a difficulty based upon the type oof machine to
be activated.

Difficulty Description Example


6 Very Simple Machines bicycles.
7 Slightly complex Sprinkler systems.
8 Fairly complex Simpler engines, calculators, pistols.
9 Complex machines Car engines, computers, automatic weapons.

** Ceasing the Machine's Life


This power causes a particular machine to suddenly stop working for no apparent reason. Computers shut down, guns jam, cars
cut out suddenly. Thus, this power may have quite a few uses for those oh-so vital moments. The range of the Power is line of
sight.
System: The Vampire Spends a Willpower and makes a Wits+Repair roll with a difficulty based upon the complexity of the
machine.

Difficulty Description Examples


5 Highly intricate machines Computers, for example. Machines that will fail if only a tiny part is out of place.
6 Less intricate gizmos Car engines, automatic weapons.
7 Moderately complex machines Simple engines, pistols, calculators.
8 Simple machines Sprinkler systems.
9 Really simple machines Bicycles, tennis racquets, etc.

The machines remain jammed, even after the vampire has left the area.

*** Complex Controlling


This power is very similar to Simple Controlling, but the Vampire can use this power to make machines run constantly or perform
a wider range of functions. Thus while you can only start a car engine with Simple Controlling, you could get the car to drive away
as well. You could get a gun to keep firing, or issue a series of commands to a computer.
System: This uses the same system as Simple Controlling, except that two Willpower must be spent, not just one.

**** Eluding the Electric Eye


With this Power, the Vampire can make himself completely invisible to all forms of mechanical detection at will. He does not
appear on film unless he wants to. Security cameras aren't alerted by his presence. Traps fail to work when they normally would.
Telescopic sights cannot see him, nor can ultrasound, or anything like that.
System: No roll is required, but the Vampire must spend a Blood Point to activate this Power. It lasts for the duration of a scene.

***** The Wispy Form


When the Vampire reaches this level, his body becomes invulnerable to normal mechanical weapons. Bullets pass right through
him, blades cut his clothing only. This is a permanent condition. The Vampire can only be harmed by enchanted weapons,
wooden stakes and natural weapons (claws, teeth, rocks) Any weapons that have been made cannot be used to hurt him.
Fire and Sunlight will still harm him, of course, and so will flamethrowers.
System: There is no System in this Power. It is always working.

****** Machine Mastery


Vampires with Machine Mastery never need use WillPower when Controlling or Jamming machines. This Power affects levels 1-
3 of Mechanus only.

****** Multiple Control


The Vampire is able to control as many Machines at once as he has Wits points. This Power is very effecttive therefore in
causing chaotic situations in factories, and so on, or just being lazy around the Haven.

****** Summon the Machine


This Power works like the Thaumaturgy Path of Conjuration, but is superior. With Summon the Machine, the Vampire can cause
literally any machine up to the size of a car to be created instantly. If the machine is a type that the Vampire knows, then he
makes a Willpower roll with a target number for Machine Complexity as per Table for Simple Controlling. If he is trying to create
something that he hasn't seen before, then he must make an intelligence+Repair roll with the same target number first. The
number of sucesses indicate how well made the conjured item is. One success means that the item will work, but not for very
long, while five means that it's as good as a Craftsman's creation.
Either way, the conjuration requires one Willpower and three Blood Points to create.
The conjured item is permanent.

******* Zone of the Unworking


With this Power, the Vampire can create, at the cost of a Blood Point, a 100' radius (or less) zone in which Machines that are not
enchanted will simply all cease to work. Any Machine entering the area fails automatically.
The Zone lasts until the Vampire wishes it to end.

******* Alter Purpose


The Vampire, over a number of turns, can alter machines to suit his purposes. This can be as simple as causing gun barrels to
bend around, wheels to puncture, or as complex as actually changing a car into a pile of molten slag, or transforming one
machine into another one that is completely diffrent. The Processes involved are diffrent for each type of change. All require a
Wits+Repair roll to alter the Machines. Sucesses are accumulated per turn until the changes are complete. The Target Number
is almost always 8.

Successes Effect Examples


gained
1 Very Minor Slight bending
Alterations
2 Minor Alterations Bend a gun barrel
4 Warping/Heating The object could have its overall shape changed a little, e.g become more compressed. Also,
object may become too hot to handle
7 Minor shape Object can begin to soften with heat, or alter shape quite a lot.
change
10 Major shape Object begins to melt, becomes badly compressed or stretched
change
15 Component Object is nearly transformed
altering
20 Object Transformation

For Larger Machines, like cars, the ammount of sucesses required should be increased by at least 10.

******** Traversing the Mechanic Plane


With this Power, the Vampire can travel through highly unusual means. He literally can enter machines with screens attached,
like Computers and Televisions, and reappear out of another one of his choice. He can take a passenger too. While "inside" the
screen, the world is just a series of bizzare and crazy images shifting back and forth with incredible speed. The Vampire does
have a sense of where he or she is going, and the journey should only take a few mmoments. He reappears out of any screen,
plugged in or no.
The Vampire must Spend a Blood Point and a Willpower, and make a Wits+Repair Roll, target number 8. The amount of
successes indicates how long it takes for the Screen to be ready for his transit. One Success means 10 seconds, two sucesses
means 9 seconds, three gives 8 and so on. A Botch causes tthe screen to explode, possibly causing wounds to those near it.
Once inside, the Vampire makes a Perception+Alertness roll to spot the correct Path through the Maze to arrive where he wants
to go. The number of successes again indicate how long the travel will take. A Botch means that the Vampire is trapped in this
bizzare place for quite a while. Nothing can attack him here, but he will be lost and confused, and will eventually be ejected out of
the nearest screen (which can be very Dangerous if you land in a place where the sun is shining brightly.
These are all the Levels of Mechanus known, as there are no Mekara above 5th Generation known to have existed.
Melpominee Revised
By Khlaire (kschaefe@direct.ca). Also see The Daughters of Cacophony Revisited. Based on Voce by William Matross
(firshee@hotmail.com)

Preface
After reading William Matross' article on the Banshee Bloodline, my previous re-work of Melpominee seemed sorely lacking. I've
swiped much of his article to give players a chance to use his ideas without necessarily resorting to adding a new Bloodline to
their chronicle. (Besides, some of us really like the DoC.) To pull this off, I've increased the levels to 8 in spite of what the
Player's Guide says. Storytellers may want to add other levels in order to not have two powers available per level. Besides,
nothing written on these pages is written in stone when it comes to your game.
An alternative view of the Banshee ST's may use is that Melpominee was always what is written below, and that Padrick
(founder of the Banshee) took it and the Black Widows Discipline Sensualis to form his Bloodline.

Introduction
The Melpominee Discipline appeared simultaneously with the Daughters of Cacophony and is intrinsically linked to that
bloodline. It allows its possessors to use speech and song for a variety of supernatural effects.

* The Enchanting Voice


Similar to the Merit of the same name, this gives the Daughters an almost magical voice, well beyond even the mortal talent for
which they were embraced. She may add two dice (ST's discretion) to all rolls directly involving the voice (singing, seduction,
etc.). The Daughter however, may not take Merit Enchanting Voice to add even more dice to her pool.
System: This power is automatic, but can not be used in conjuction with any other disciplines -- including the other levels of
Melpominee. The exceptions are Awe (Presence level 1, but only if the voice is used) and Command the Wearied Mind
(Dominate level 1). One extra dice to each (with ST approval).

* The Soft Voice


By singing or speaking, the vampire is able to bring the target out of frenzy.
System: Roll Manipulation + Singing (diff. 7). Three successes are needed to bring another vampire out of frenzy, five to do the
same to any supernatural creature.

** The Monotonous Voice


Using repetitive notes, the user can cause any creature to fall asleep. This affects different creatures in different ways.
System: Roll Charisma + Singing (diff 5 for mortals, 7 for other supernatural creatures). The number of successes determines
the length of sleep. Victims can attempt to counter this by spending Willpower points. For vampires, this sleep resembles torpor,
while Wraiths are unaffected.

Vampires 1/2 successes in days


Lupines 1/2 successes in days
Mages 1/2 successes in hours
Mortals 1/2 successes in hours
Changlings 1/2 successes in hours

** The Enraged Voice


This acts like a counter to the Soft Voice. This will cause the listener to go into a frenzy.
System: Roll Manipulation + Singing (diff Self-Control +3 or Willpower). Three successes will send a Vampire into frenzy; five
successes are needed to do the same to other supernatural creatures.
*** The Voice of Pain
By singing loudly, the user can deafen opponents. Normally this is in the form of blood coming from the ear.
System: Roll Manipulation + Singing (diff 8). Three successes must be achieved. Vampires take no dammage, but lose a
bloodpoint. All other listeners take one point of damage. If the successes equal twice the listeners Stamina, the victim is
permanently deafened.

*** The Missing Voice


A vampire with this power can "throw her voice," causing it to emanate from any place within her view. This voice operates
independently of the vampire, and she can speak normally at the same time her voice sings elsewhere.
System: This power works automatically, but if the vampire undertakes any other actions while using The Missing Voice, she
loses two dice from her Dice Pool.

**** Voice of the Muse


With this power, the Daughter can inspire others with her voice.
System: By making a Charisma + Singing (diff 9), the vampire can cause the listener to gain temporary Willpower equal to the
number of successes. This can not raise the Willpower higher than normal. If a botch is the result, the listener becomes enraged
at the vampire and may attack.

**** Toreador's Bane


This power enables the vampire to reach a state of awareness in which her voice becomes an extension of her very soul. It
allows the Daughter to create some of the most beautiful music ever heard. It also gives her the power to entrance others with
her voice. The vampire can enrapture her listeners in sheer awe. They will be overcome by the singing. The vampire can then
influence the emotions of her listeners based on her song, although the vampire will not have any direct control over the listeners'
actions and they will not all interpret the song in the same way. Also, the listener will be drawn to the music and unable to take
action against he singer or to run away. This effect duplicates the Toreador clan weakness, but can affect anyone. The target will
sit still, in awe of the characters voice, until the character stops singing. Thus the effects can last seconds, minutes, hours or
even the entire night.
System: The character must spend a bloodpoint and roll Charisma + Singing (difficulty equals the targets Willpower [- 2 for
toreador]) and totals the successes, though one is enough for the victim to be hit with effects smilar to Awe (Presense level one).
If the target wants to resist, he must make a Willpower roll (difficulity equals the number of accumulated sucesses). If she wins
the contest, then the listeners are in awe of the singer and will do nothing against her. They are free to act in anyway that will not
harm her. If the target does not resist, then the trance will last until the character stops singing.

***** Tourette's Voice


With this power, the vampire can project her voice to any point or person with which she is familiar. She can sing, talk or make
any other vocal noises she likes, as loudly or as softly as she wants. The vampire herself will not hear the sounds unless she is
within earshot of the target.
System: Tourette's Voice requires the character to make a Wits + Linguistics roll (diff 7) and spend a Willpower point. Each
success allows the character to speak for one turn.

***** Voice of Authority


Using this power, the vampire may rally the support of others. With this rallying effect, the Daughter can comand the forces to act.
The forces will fear nothing to complete their commands.
System: Roll Charisma + Artistic Expression (diff 8). The vampire must gain a total of 15 successes to rally and command. The
targets can spend Willpower to cancel successes, but only five successes can be lost each turn.
****** Art's Traumatic Essence
This is the power that other vampires fear most. It is the song that drives others mad, and it can be used in conjunction with the
other powers of the Discipline. It can, however only affect one target at a time.
System: The character must make a Manipulation + Empathy roll (diff equals the targets Willpower). The vampire must
accumulate a number of sucesses equal to the target's Self-Control + 5. Once this happens, the target acquires a new
Derangement of the ST's choice.

****** Death of the Drum


At this level, the character can use this Discipline and her voice to inflict actual damage upon others. The damage caused to
mortals is mainly that of punctured eardrums. Kindred may take serious damage as dead organs begin rupturing. This singing is
either extremely high pitched or very low. Only one target can be affected at a time.
System: The vampire spends two bloodpoints and rolls Manipulation + Intimidation (diff equals the targets Stamina + 3). Each
success inflicts one level of aggravated damage. This damage can be soaked (diff 7). If this power is used more than twice in a
row or a total of five times in a scene, other objects may also begin to take "damage." This is usually like glass shattering.

******* Blessed Audience


At this level, Art's Traumatic Essence may be used on a group. All affected must be within earshot of the vampire, and they must
be able to hear her song.
System: The roll and effects are the same as for Art's Traumatic Essence, but the vampire must spend one Blood Point for
every person she wants to affect.

******** The Distant Drum


The vampire can now combine the power of Death of the Drum with the power of Tourette's Voice in order to inflict damage on a
distant target.
System: The character must spend two bloodpoints roll Wits + Intimidation (diff equals the targets Stamina + 5). Each sucess
inflicts one level of aggravated damage. This damage can be soaked (diff 7).
Meltorminee
By Jacob Williamson, Theslin Wanders-through-Bramble (theslin@mail.utexas.edu) for the Daughters of Schlockophony

Description
The Discipline of Dominate is a profound mental training to influence the minds of others. The Discipline of Obeah and Bardo
are as much philosophical paths as mystic studies, and Vicissitude is a disease.
Meltorminee, the Path of Funk, is something between the three. It is a process of training; the vocal chords, even those of the
undead, were never meant to contain some forces. It is a philosophy, a gradual process of unity with the Funk, a road as tangled
as the Heroes' Quest itself. And it is a plague.
Meltorminee's "offensive" powers are carried through sound -- through the Daughter's voice, or through her music. Minor
protection like earplugs give the user a one-point bonus against the Daughter's attacks; deafness or other total protection
renders him immune. Creatures using Heightened Senses suffer a two-point penalty against the Kindred's musical assaults.
Unlike Dominate, Meltorminee affects everyone within hearing range. It's not a precise power, and all listeners are vulnerable.
The only limitation: The Daughter can only affect creatures with a lower mastery of the Discipline than her own. This is the real
reason the Council of Stardust remains so strongly entrenched -- as each member has mastered his or her art, they are able to
operate literally in concert. The power of five Kindred simultaneously calling on Disco Inferno cannot be expressed in terms the
mortal mind can comprehend. Meltorminee can be carried over microphones and speakers, but only those physically present at
the performance, whether a concert at Times Square or the gym at a low-class bar mitzvah, will fall to the music.

* Soul Train
Not even death itself protects against disco. By calling on his Art, even at its most rudimentary levels, the Kindred can project his
voice beyond the walls of perception -- to the dark world on the other side of the Shroud, to the strange spirit-realm of the
Lupines, and even to the exotic lands the Wyld Ones and the Magi inhabit. With a greater understanding of the Discipline, the
Daughter can call on this ability to project the soul-staining strains of Meltorminee beyond the "velvet shadow."
There are realms that the Soul Train can't reach. The Dreaming and the Umbra (the spirit-world) are divided into near and far
reaches, and only the nearest realms closely mirror the real world. The Shadowlands that the wraiths inhabit are decayed
versions of our own cities, and beyond them lies the tempest, Stygia and the Far Shores. The reach of this ability extends only to
the "near" realms, and only as far as any normal voice would carry.
Still, that "normal voice" can break through the walls of reality, even if its wielder can't see those walls. Ultimately, the Daughter
has no control over how far her voice carries, or to what realms -- if she somehow breaks through to the mysterious "High
Umbra," every wraith within a few hundred feet heard her call, too. Meltorminee is not a subtle art.
System: The player must roll Charisma + Occult (Difficulty 7). With one success, she can penetrate the Shroud and speak to the
restless dead, though they can't always answer. At two successes, she can break through the Shroud and the Gauntlet and
contact the Lupine's Umbra, and at three successes, she can breach the Gauntlet to the High Umbra of the mages (and the other
two realms as well). Four or more successes cuts through all walls, touching the three Umbrae, the Near Dreaming, the Astral
plane, and even the Digital Web. If the Daughter of Schlockophony wants to use other Meltorminee effects in the "Worlds
Beyond," she must first use this power. Regardless, all speech will be transmitted beyond the world's edges until such time as
the Daughter negates the Discipline's effect, or for one scene.
System, LARP: Make a Mental challenge against a difficulty of 5, 6, 8 or 10 to reach the Shadowlands, Middle Umbra, High
Umbra or all possible Realms -- whichever is the most esoteric level.

** Friends in Low Places


The Daughter's song calls to the absolutely lowest denominator, the tasteless nine-tenths. Attracted to her music, mortals
become entrapped by the Daughter's chintzy glamour. Though the kine she calls are categorically weak-willed and utterly without
social grace or fashion sense; still, a Daughter of Schlockophony need never be without a herd.
Supernatural creatures, or those with close supernatural ties, will not fall to the Daughter's lures. Vampire hunters, Lupines and
their kin, Mages and even their acolytes -- any who have even a hazy understanding of the night-folk are safe from this siren's
irritating whine. Further, individuals with taste are free from the Daughter's song. But even so, what's left is an impressive crowd,
if a tasteless one.
Those charmed by the Kindred's song will be completely convinced of the Daughter's coolness, and treat her as they would treat
a celebrity. They will not lay down their lives for the vampire, but they would happily cheer her, become hostile if she's attacked
"on stage," or follow her into a cozy nook for a drink after the show, no problem.
System: in game terms, characters are exempt if they meet any of the following criterion: have a supernatural origin or
background (Ghouls, Kinfolk and Kinain included), possession of any of the following Abilities: Style, Awareness, Expression, or
any performance-related Ability. Storytellers may also exempt characters who by rights shouldn't fall under the category of "utterly
mundane." All within earshot can potentially be affected, and a practitioner of Meltorminee can gather a large flock of groupies
with little real effort -- a successful Charisma + Performance (difficulty 7) gets their attention, and the flock will be happily loyal
until the end of the performance. Three successes guarantee loyalty until the end of the scene, but the Daughter's fans will lose
their fervor at sunup, regardless.
System, LARP: As above, but a Social Challenge, (Difficulty 8) is needed to capture a short-duration herd for a single scene.

*** That Old Black Magic


With this power at call, Wyeth's Childer can render an entire concert hall helpless. Humans and Kindred will be wracked with
stomach pains and headaches, though the aesthetically-sensitive Toreador will run screaming from the room -- if they cannot
flee, the Degenerate will collapse, weeping and retching in the corner. The fragile Changelings suffer terribly under this sort of
musical assault, and have in the past lost themselves to the banal torrent of a Daughter of Schlockophony's performance. Mages
and Wraiths often find themselves sinking slowly into insanity at these performances. Oddly enough, the Kindred's hereditary
enemies, the Lupines, are not adversely affected by this performance -- in fact, they seem to like it, and werewolves in wolf or
half-wolf form will howl along with the music.
System: Roll Charisma + Performance (Difficulty 8). If the roll succeeds, the Daughter's song has the following effects:
Mortals: +3 penalty to all rolls (distracted and pained by the performance). Includes "light" supernaturals--hedge mages,
kinfolk, ghouls, Fomori.
Kindred (and most unclassified creatures): +2 penalty (as above)
Toreador: While within hearing, Toreador take one point of normal damage per turn. This damage may be soaked.
Mages: Beginning during the song and extending through the rest of the scene, the mage's Paradox "activates" and sinks
him into a light Quiet. Mages suffer hallucinations based on their current Paradox pool (as per the chart on page 178,
Mage: The Ascension. If not using Mage: The Ascension rules, assume a mage who hasn't done any flashy tricks will be
at a -2 to all Perception checks. A wizard who has been tossing fireballs left and right will be incapable of dealing with the
real world at all).
Wraiths and spirits: Incorporeal creatures find life, or unlife, difficult. They lose control of their substance, and must make a
Willpower or Rage check every turn to make any movement at all for the duration of the vampire's song (it bears repeating,
the Kindred must have intentionally projected her voice past the Shroud or Gauntlet to affect these entities).
Changelings: Must make a successful Wits + Alertness roll (difficulty 6) every turn or gain a point of temporary Banality.
Lupines: No negative effects, but the Daughter may (Storyteller's discretion) gain the Garou's admiration or even
friendship depending on the quality (?) of the performance.
System, LARP: Requires a Social Test, Difficulty 7. For simplicity, all creatures except Garou must bid three Traits in all
challenges while the Daughter sings. Toreador must make a successful Physical Test (Difficulty 6) every five minutes; if they fail,
they lose the Traits bid. Changelings must make a successful Mental Test (without penalty) or gain a point of temporary Banality.
Wraiths and Spirits will be frightened as their plasm shifts and ripples, but beyond the Trait penalty are unaffected. Storytellers
are encouraged to be appropriately cruel to Mages.

**** Dance All Night


The Western Front calls this effect "Boot, Scoot and Boogie." The mesmeric powers of the Daughter's voice have reached their
height, and she can command an audience for as long as she can keep her song steady. With a lackluster performance, her
audience shuffles listlessly, growing more irritable as the night progresses. When she's in top form, the crowds will leave
remembering only the neon, the rhythm of their steps . . . and the music. Still, in all but the worst cases, the crowds will dance,
and will not stop until the Daughter of Schlockophony permits their release.
System: The concert opens with a Charisma + Performance check (difficulty 8) and spend a Blood Point. A successful roll
empowers the Discipline. Any who hear the Daughter's voice must make a Willpower check (difficulty 6) every turn or begin
dancing in time to the music. Once they are ensnared, only physical danger will allow them another check (Sunrise in less than
an hour, the sound of a gun being cocked, the sudden appearance of a werewolf in battle-form--though it's a fair bet the Lupine
will begin step-shuffling before it attacks. . .). After a "perfect" performance (5 or more successes) all who fall to the music's beat
have their memory blurred, as above.
There are limits to how long the Daughter can keep her voice up. The Storyteller may ask the Daughter to make a Stamina +
Performance check every hour or so to see if she can continue singing, particularly if the player seems to be abusing this power.
As a further check against abuse, remember that the character's allies are likely to be caught up in the music as well, and unless
she gave a really big show, any victims who know what happened are going to be angry.
While the Kindred's back-up band will fall victim to this Discipline, they will play their instruments instead of dancing.
System, LARP: Any player wishing to use the "obfuscatory" effect of Dance All Night must make three Social checks instead of
one. If he is unsuccessful, the Discipline fails and he still must spend the Blood Trait. Resisting this Discipline requires a
successful Mental Test against the Daughter's Social Traits -- every turn.

***** Disco Inferno


This may be the dark power behind the continued popularity of really bad music. Extended exposure to the warped harmonics of
Meltorminee drains the victim's intellect and erodes the victim's taste. While time -- lots of time -- will restore the victim to a
semblance of intelligence, it is a tragic fact that the poor, traumatized individual will often return for another concert long before
his wits return. It's a vicious circle.
Sometimes, a perceptive individual will notice what's going on and can escape, or try to stop the demented musician mid-chord.
Most, though, dance into mental and aesthetic oblivion.
System: As above, the Daughter must make a Charisma + Performance check to activate this power and spend a Blood Point,
and the Storyteller may require Stamina rolls during extended performances. Each turn, all listeners must make a Perception +
Alertness and Style roll (Difficulty 6). Those who fail find themselves losing Attribute levels, first from their Mental Attributes (from
highest to lowest), then their Social Attributes. Victims are allowed a Perception + Awareness check to notice the loss or its
source. Those rare individuals with the Style Talent may "spend" levels of this Ability instead of Attributes, for as long as their
fashion sense holds out. No Attribute may be reduced below one level with this ability.
Attributes lost to this power "heal" at a rate of one per "category" (Mental, Social, Style) per day, though exotic mind-magics will
speed the process.
System, LARP: As "Dance All Night." Victims must make a Mental test every turn against the Daughter's Social Traits. If they
fail, their maximum Mental Traits are reduced by one--Traits lost to the test's bid are marked out before the Trait total is lowered,
so the "effective" loss is only one Trait/failed challenge. The Trait total "regenerates" at a rate of one per day, and cannot be
brought below three. When the victim's Trait total falls to Three, he gains the negative Social Trait: Tacky with each failed test.
These may be marked out at a rate of one per day.

****** The Beat Goes On


The few Daughters who possess this power are considered to have reached unity with the Funk, and as such may merge with its
primal flow and escape destruction. Laura Laurena of the Council of Stardust called on this power once when she was staked
and left to the sun in 1988. Before the first burning rays of dawn struck her, she clasped her cheerleader's pom-pom tightly in her
hand and uttered a final prayer to Elvis the Ever-Lovin', Elvis the Ever-Living, and then screamed as the golden light consumed
her. A fan found her pom-pom the next day, and took it home with her. Over the weeks, she began dressing in nothing but her
High School cheerleader's uniform. Ultimately, she dyed her hair to go with her new personality, and Laurena walked the earth
again. What dark bribes the vampire's discarnate soul offered are still unknown.
After death, the Kindred may "pass on" into a vessel representing her personal Funk -- a platform shoe, a silver glove, a Big Hat.
If the reliquary falls into the hands of a like-minded mortal (and it always does, doesn't it?) the Daughter may communicate in
simple emotions with her potential host, and even lend her talents. Over the course of weeks, the mortal's identity merges with
the Daughter's, until eventually, his spirit departs and the Kindred gains full control.
System: When the Kindred dies, she may make a roll of Intelligence + Occult (Difficulty 8). If her skin is touching an item
representing her personal Funk, she may transfer her soul into it. When in telepathic contact with a mortal, the Daughter may
lend him her Performance abilities.
For each night the mortal uses the reliquary, the Kindred may make a Willpower roll (Difficulty: Target's Willpower +3). If she
accumulates 20 successes, she gains total control over her host, and is "reborn." A Botch removes all accumulated successes.

******* Taint of Kitsch


Of the Daughters of Schlockophony, only the infamous Lady Marmalade has reached this rank of mastery in the Discipline, and
it is possible that this power is but another manifestation of Dementation. By making eye contact, the Daughter may forever
persuade her victim of a certain point. If this power could be used, say, to convince an Anarch that the Camarilla is the perfect
form of vampiric society, the Daughters would be unrivaled in power. Fortunately, the daughter can only force her target to
believe such minor assertions as "Excessive eye-liner looks really good," "Platform shoes are it," "Disco will never die," "Big
Hair is fashionable" -- that sort of thing. With time, the Daughter can convince a subject that she is the epitome of Cool, but it's a
difficult road.
Certain psychic Phenomena and the powerful Mind magick of the True Mages can reverse this sort of mental corruption, but it's
not easy.
System: The player must roll Manipulation (difficulty 7 or the target's Willpower, whichever is higher). If a single success is
scored, the victim is permanently corrupted as above. If the vampire can accumulate 20 successes in an extended roll, the target
will react as if the Kindred had the Awe power of Presence in effect (V:TM, Second Edition, page 165). A botch eradicates all
previous programming -- and renders the target immune to the Daughter's Meltorminee.

Additional notes
It is difficult to combine these powers. While Dance All Night would be devastating paired with Disco Inferno, the less-competent
Kindred would fall victim to the Meltorminee of the more-competent, and start dancing mindlessly, or have his brain gradually
sapped away -- and everybody gets edgy when That Old Black Magic kicks in. Only individuals with equal ratings in the
Discipline can play together without falling prey to the other's powers. The power of Soul Train may be invoked before calling on
another aspect of Meltorminee (or indeed, any power relying on the voice), but it aids only its user.
LARP notes: The Ability: Style may be used to call for a retest against Meltorminee, on the off-chance that a character has this
talent.
Menschlichkeit
By Allen Ruch, for the Wissengeist bloodline.

Description
A very odd discipline, Menschlichkeit is unique to the Wissengeist bloodline and cannot be learned by any other clan. It only has
five levels, and all are concerned with making the vampire seem more human.
Menschlichkeit is more akin to Celerity, Fortitude and Potence than the other, more supernatural disciplines. When a level of the
discipline is achieved, it is available to the vampire at all times and may be automatically maintained -- it is now a part of his
nature. The more points a Wissengeist has in Menschlichkeit, the more human he seems.
A Wissengeist can never have more points in Menschlichkeit than she has in Humanity. If a vampire's Humanity score drops
below her rating in Menschlichkeit, the discipline must be reduced accordingly and the excess points are lost.

* Atmenkraft
This discipline enables the vampire to breathe without any conscious effort, although it can be stopped and restarted at will.
While the air is not actually needed, the Wissengeist may do everything a human can do because of functioning lungs.

** Herzkraft
Two points in Menschlichkeit allow a vampire to simulate a heartbeat and pulse with no conscious effort, although it may be
stopped and restarted at will.

*** Essenkraft
This allows a vampire to drink liquids and eat foods at will with no ill effects.

**** Der Sonnemantel


The power granted by this discipline is one of the most coveted in the entire vampiric world -- it confers the ability to withstand
sunshine. For every point of Humanity the Wissengeist has, he may spend a Blood Point to withstand one hour of sunlight.
During this time he may use no other powers or disciplines other than those conferred by Menschlichkeit: he may not feed, heal
wounds, or expend blood points to boost attributes. If he is caught out beyond his allotted time, the sunlight will affect him as it
would any other vampire.

***** Untergehen
The name of this discipline is difficult to translate, but in a Niezschean sense it could mean "to perish like the setting sun; to be
submerged, annihilated and be transformed." In a way it is an anti-Golconda; for to "go under" is the closest thing to a return to
Humanity allowed to a vampire. It allows a vampire to completely pass as a human under limited situations. He breathes, eats,
has a pulse, can grow hairs and nails at the regular rate, cries and sweats water, and can survive sunlight at the temporary
suspension of all other supernatural powers and disciplines. In addition, the vampire can control the urge to frenzy until one blood
point is left, when a check is required as normal. The vampire must still, however, sleep.
The cost of this power is staggering. It is tremendously taxing on the vampire's system, and as a result, once this discipline is
acquired, the vampire begins to slowly die the True Death. The vampire will begin to permanently lose Blood Pool capacity,
falling from the normal ten down to one and finally die the True Death upon reaching zero Blood Pool capacity.
The way this operates is insidious. It takes a full 100 years for the vampire to lose her first point of Blood Pool capacity, but then
the time it takes to lose the next keeps decreasing by half. So in 50 years she is down to a Blood Pool of eight, at 25 years her
Blood Pool contracts to seven, in 12 years 6 months it is only six. . . . and so on until zero. With this decreasing Blood Pool
comes many disadvantages. There is obviously less blood to heal injuries and increase attributes. The vampire will need to feed
more often, but cannot drink as much Vitae. Siring another vampire is even more dangerous than usual; there is only a 5%
chance/Blood Pool capacity point remaining of begetting a sane vampire as a progeny, otherwise they remain mortal and
become afflicted by the Wahnsinnflucht. Most vampires choose not to sire any mortals once they attain this level of discipline.
When the Wissengeist reaches zero, he dies as a mortal corpse. To put this discipline in the proper light, it must be
remembered that it is only chosen by Wissengeist who are weary of their lonely crusade. Often they choose it after completing a
major life-project and passing the mantle to another -- in other words, successfully Embracing a progeny. They often then spend
the better part of the next century instructing their new progeny in survival, vampiric lore, and the way of Wissengeist existence.

As their Blood pool Capacity decreases below five, most Wissengeist can feel the Blutflucht coming on -- the Blood Curse, very
similar to the Wahnsinnflucht. Although it largely depends on the nature of the individual vampire, most fall prey to the madness
during their last few months of existence, and many ask to be put out of their misery.
It is always said that a Wissengeist wears a smile upon his Final Death...
Mentem
By Daniel Maloy, for the Furies bloodline.
This Discipline grants Furies their incredible powers over memories.
* Psychometry: The Fury is able to re-live the strong emotions experienced in a particular place, or near a specific object if she has
skin-contact with the object or place. This is similar to the Auspex power of The Spirit's Touch, but not the same. The information
revealed here is in once sense more specific in that it allows the Fury to actually experience past events as the original people did, but
it is also more vague in that the Fury knows nothing about the participants of the memory aside from what they were thinking and
experiencing at the time: the Fury may be able to witness a murder taking place from both the murderer's and victim's perspectives,
but unless the murderer thought "I am John Doe" or the victim thought "My God, that's John Doe" the Fury would have nothing to go on
aside from sight/hearing/etc. Note that the perceptions are also limited by what the participants could sense. In other words if the
victim was blind the Fury would not have any visual input from the victim.
** Peering into the Mortal Mind: At this level, the Fury is able to read not only the memories of inanimate objects, but also the
memories of living creatures, and store them within her own mind. This also will work on Kindred of equal or lower generation, but the
Fury must spend a Willpower point to make the attempt.
*** Summons to the Rage: At this level the Fury is able to sense those mortals with great emotions, although anger is by far the
easiest (to sense anger is at a -3 to the difficulty). If the emotion experienced by the mortal is of a great enough intensity it may even
physically draw the Fury to her. This is the most common way for Furies to find their future Progeny.
**** Summon the Haunting Spirit: This power is mostly used to summon to the victim's mind her most horrifying experience, but in
truth it can be used to make the victim re-live any of her memories. If it is used to draw forth a frightening memory, it reduces her to a
catanoic state for the duration of the effect, and quite possibly gives her a permanent Terror Derangement if enough successes are
scored. This power may be used in conjunction with Peering into the Mortal Mind to select among experiences.
***** Memory Transfer: At this level of Mentem, the Fury can transfer memories stored within her own mind through a touch. This can
be used with any of the above powers for a combined effect. it is most effectively used with either Summon the Haunting Spirit or
Peering into the Mortal Mind if used as an attack (the level 2 power can be combined with Memory Transfer so the Fury may allow a
victim to experience another's pain).
Minds Eye Theatre Disciplines
By Ian Turner

Chimerstry

Sequence
Basic: Minor Illusion, Apparition
Intermediate: Complex Illusion, Permanence
Advanced: Horrid Reality

Basic
Apparition
With a successful Static Mental Challenge, the user can make a Minor or Complex Illusion capable of movement. He must
concentrate on maintaining the motion for as long as it is to occur or it will simply freeze in place and become static again. The
illusion may be moved as fast as the user can run, but may not leave the user's presence. The user cannot animate another
persons' illusions with this power.

Intermediate
Permanence
This power allows the user to expend a Mental Trait to maintain a static Minor or Complex Illusion until it is touched by sunlight or
intentionally dissolved by the user. The user may not affect another person's illusions with this ability. If the illusion to be made
permanent is to display motion as well (an illusory fire, for example), the user must expend a Willpower Trait as well, although
neither expenditure is permanent.

Melpominee

Sequence
Basic: Missing Voice, Tourett's Voice
Intermediate: Toreador's Bane, Art's Traumatic Essence
Advanced: Death of the Drum

Basic
Missing Voice
The user may throw her voice anywhere within the general area and alter the sound of it to sound like any sound with which she
is familiar, up to the volume of a scream. She can create sounds not normally possible via the human voice with ease, although
to fool someone familiar with a certain voice or sound with this power she must succeed in a Mental Challenge.

Intermediate
Art's Traumatic Essence
The user can sing a song of madness, engaging a single target in her presence in a Social Challenge and expending a
Willpower Trait. If the challenge succeeds the target gains a random new Derangement for the night. The singer may choose to
make the Willpower Trait expenditure permanent to make the Derangement permanent. This effect cannot be transmitted
effectively and must be `live.' The user cannot record it or transmit it in anyway, not even through Tourett's Voice or the Missing
Voice.

Necromancy

Sequence
Basic: Insight, Summon Spirit
Intermediate: Compel Spirit, Haunting
Advanced: Soul Stealing, Zombie

Basic
Insight
With a successful Static Mental Challenge the necromancer can gaze into the eyes of the deceased and see the last 10 minutes
of that persons' life. When used against a Kindred, an active Mental Challenge is made and the user views the manner of that
vampire's Embrace.

Intermediate
Haunting
With a successful Mental Challenge and the expenditure of a Willpower Trait, the necromancer can force a spirit to inhabit a
certain area indefinitely, obeying his will. Such spirits are usually assigned to guard libraries, havens or vaults, but some
necromancers bind them into areas they simply want to `curse' or to become or remain deserted. The spirit has a number of
minor powers, including; Unseen Presence, Dread Gaze, Manipulate, Minor Illusion and Mind Tricks. The ST may have access
to more specific Wraith rules for Live-Action play. All spirits are immune to non-Aggravated damage and appear ghostly pale
and translucent. They use their abilities as the necromancer commands. Note: This will all change once the Oblivion rules for
Live-Action Wraith are available (in November 96?).

Advanced
Zombie
This power animates a zombie identically to the use of Animate Corpse by a Mummy character. The only changes are that the
necromancer must expend a Mental Trait to animate the Zombie and must feed it a Blood Trait each night that he wishes it to be
active. If not fed it lapses into torpor until fed again. Note that it continues decaying when not fed, so unless preserved somehow,
zombies cannot easily be horded for later.

Obeah

Sequence
Basic: Healing Touch, Anesthetic Touch
Intermediate: Neutral Guard, Unburdening the Bestial Soul
Advanced: Healing the Mind

Basic
Anesthetic Touch
By expending a Mental Trait and successfully touching a person (which may require a successful Physical Challenge if the target
is unwilling to be touched) the user can paralyze the target for 5 minutes as per the effects of violating Neutral Guard. As with
Neutral Guard, the paralysis ends instantly if the user attempts to harm the victim.
Intermediate
Unburdening the Bestial Soul
This power acts identically as the basic Bardo Discipline, Restore Humanitas.

Quietus

Sequence
Basic: Silence of Death, Weakness
Intermediate: Poison Blade, Disease
Advanced: Blood Sweat, Taste of Death

Basic
Weakness
At the cost of one Blood Trait, the user may strip another individual of a single Physical Trait for the rest of the night. This power
requires a firm touch from the user's blood-soaked hand to be effective, so a Physical Challenge will often be required to
activate the power, and the Trait bid is in addition to the one canceled in the case of a lost Physical Challenge! If the situation is
such that the target cannot resist (she is totally surprised or helpless, for example) only the Blood Trait need be spent, no
Challenge or Test is required and no Physical Trait need be bid by either side. Note that the victim may not recover either Trait
lost to this attack through the use of Willpower. The user may choose to expend a Willpower Trait to make the loss of either
Physical Trait permanent (it would cost two Willpower Traits to permanently negate both Traits lost). The user cannot use this
power more than once per night on any one person.

Intermediate
Disease
This power acts exactly as Weakness, above, except that it allows the user to make an immediate follow-up attack after a
successful attack. This can continue as long as the successive attacks are successful. This is resolved as any other `follow-up
attack' such as that allowed by certain levels of Potence, it does not require additional actions and is assumed to be happening
in an instant. Upon reaching zero Physical Traits from this power or Weakness, above, the target is treated as Incapacitated.
After the initial 10 minutes, the target may get up and act normally, except that he may not initiate or resist any Physical
Challenge for the rest of the night. The user may choose to expend Willpower Traits to make Physical Trait losses permanent, on
a one-for-one basis. The user does not have to make all (or any) traits lost by a single attack permanent. This power may not be
used on the same person more than once in an evening, although it can be used upon someone whom the user has previously
used Weakness upon or upon someone who has been affected by other users of Quietus.

Advanced
Taste of Death
By expending two Blood Traits, the user can spit blood at another person. This blood will inflict 2 Aggravated Wounds at a range
of up to 10'. The attack requires a successful Physical Challenge to hit the target, unless that target is incapable of physically
avoiding the attack.

Serpentis

Sequence
Basic: Eyes of the Serpent, Mummify
Intermediate: The Serpent's Tongue, Serpent Staff
Advanced: Form of the Serpent, Heart of Darkness

Basic
Mummify
With the power the user may choose to enter a nearly invulnerable form of Torpor at will. While in this state, the user is unaware
of his surroundings and can only be awakened by the taste of blood. Note that this does not have to be Kindred blood, or even
human blood, as this is not a normal form of torpor. The primary advantage to this state is that the user becomes immune to any
force short of fire or sunlight (which will damage or destroy him normally without awakening him). Obviously, this power is difficult
to use reliably as the user must have some means of getting blood at the time he wishes to awaken. Retainers are typically used
for this, although devices that deliver blood into the sleepers mouth after a certain amount of time are an option.

Intermediate
Serpent Staff
With the expenditure of a Physical Trait and a Blood Trait the user may conjure up a large venomous serpent, which usually
crawls forth from his mouth or an open wound on his body. The effect lasts a single scene, or until the snake is killed in combat
(at which point it reverts to an oily ash) and the snake obeys the user's will, attacking others if he so commands. The serpents'
Traits are Quick, Wiry, Tough and Cunning and its bite causes a single wound to a mortal bitten and forces the mortal to make a
series of Simple Tests. If he loses one he takes another wound, if he ties he takes no damage but must Test again, and when he
succeeds the poison has run its course. An unlucky mortal may be dead by then. A regenerative creature such as a Lupine can
regenerate this damage normally and a Ghoul can spend blood to heal the damage. A Kindred bitten by this serpent loses a
single Blood trait to the venom and must make Tests as above to avoid losing additional Traits, but resists the venom on a win
or a tie. The serpent must make a Physical Challenge to bite and is assumed to be `out of venom' after losing its three Physical
Traits. The snake has the Derangement: Avoids well-lit areas, is one bid down if it must act in such an area. Note that the Setite
may choose to create the serpent from a wooden stick or large bone at no extra cost. In this cast the bone or stick used is
destroyed in the change.

Thanatosis

Sequence
Basic: Hag's Wrinkles, Putrefaction
Intermediate: Ashes to Ashes, Skin Stealer
Advanced: Withering

Basic
Hag's Wrinkles
At the cost of one Blood Trait, the user can manipulate his skin, altering his appearance radically for once scene. With careful
contortions, which would take about 5 minutes and a Simple Test, the user can actually alter his appearance enough to
temporarily negate the Samedi weakness and appear as a normal (albeit ugly) person. The user may also hide small items,
such as the ever-popular guns, knives or bombs, in folds of flesh, rendering them unnoticeable to a physical search (but not a
metal detector or similar scanner). The appearance alteration could never be used to duplicate anyone other than a Nosferatu or
another Samedi.

Intermediate
Skin Stealer
By expending a Blood Trait and succeeding a Physical Challenge against another person, the user may tear that person's skin
off of her body inflicting 2 Wounds in the process. Mortals will almost always die of shock and blood loss within the hour. Kindred
will be able to regrow the skin by spending Blood Traits to heal the wound. Healing only a single one of the Wounds (or not
healing either) will result in the Kindred having the Nosferatu / Samedi weakness until the wounds are healed. The Skin Stealer
may choose to spend a single Physical Trait to slip into the skin within 10 minutes of the assault (after which the skin `dies' and
is no longer useful) gaining the victim's appearance for the remainder of the evening (after which the skin dies anyway). This will
not allow a Huge Samedi to slip into the skin of a Child, but will work on any reasonably similar individuals as the user's body will
contort to suit the new skin for the rest of the night.

Mytherceria

Sequence
Basic: Fay Sight, Goblinism
Intermediate: Faerie Wards, Darkling Trickery
Advanced: Stone Travel

Basic
Goblinism
This ability confers automatic direction sense underground (treat the character as if he had Sewer Lore, even in unfamiliar
areas) and allows him to create stable tunnels and passageways over long periods of time. In a nights time the user could
single-handedly create a 20' section of tunnel thanks to his supernatural affinity with the surrounding earth.

Intermediate
Darkling Trickery
Once this power is attained, the user can invoke the effects of the following Thaumaturgical abilities; Hand of Flame, Manipulate,
Fog or Cause Sleep. No access to higher levels of Thaumaturgy or to rituals is allowed by this ability. In fact, the user will still
have to learn those abilities normally if he studies one of the relevant Paths of Thaumaturgy. Note: This will probably change
once Dreaming rules for Live-Action Changeling are out, but I really only included this stuff to be complete; no one I know has
played a Changeling, let alone a Kiasyd.

Spiritus

Sequence
Basic: Speak with Spirit, Engling Fury
Intermediate: Aspect of the Beast, Summon Spirit Animals
Advanced: The Wildebeest

Basic
Engling Fury
The user must expend a Social Trait and make a successful Static Social Challenge over the course of 30 minutes to activate
this power, but once successfully completed the user regains a Willpower Trait. This power may be used multiple times in one
night if the user wishes to spend the appropriate amount of time out-of-game and has adequate Social Traits to expend.

Intermediate
Summon Spirit Animals
With a successful Static Social Challenge and the expenditure of a Blood Trait the user may summon a Spirit Animal for one
scene. This animal will function as a living animal of the appropriate type (the Narrator will determine what sort of Animal Spirit
arrives, although in the case of smaller beasts, such as bats or rats, a swarm may appear) and will obey the will of the
summoner. Only one Summoning can be in effect at a time, although the user can Summon a new Spirit the instant the old one
`dies.' The Spirit dissolves into mist once Incapacitated.
Nihilistics

Sequence
Basic: Eyes of the Wraith, Aura of Decay
Intermediate: Consume the Dead, The Dark Touch
Advanced: Journey into Night

Basic
Eyes of the Wraith
With this power the user may peer into the Spirit World, seeing, hearing and even conversing with all within. While viewing the
Spirit World, the user cannot see or hear what is transpiring around him in the material world and can easily be surprised.
Aura of Decay
With the expenditure of a single Blood Trait the user can cause any device or item to be affected by the powers of entropy,
breaking down and becoming useless almost immediately. The item to be affected must be within touch range (although it need
not be actually touched or even visible) although the use of this power is obvious. How fast the item decays into uselessness is a
function of its' durability and complexity. A soft substance such as a wooden stake, will decay almost immediately, as will a
complex system such as a computer or car engine, whereas a simple and durable thing such as a steel bulkhead will take the full
night to finish decaying to the point where a person could smash through the rusted remnants.

Intermediate
Consume the Dead
At this stage the user can actually feed from the spiritual energies of Wraiths (called Corpus, and roughly analogous to Health for
material creatures) as if from mortal vitae. Any Kindred with this power may choose to have certain members of his Herd be
Wraiths, which would allow him to feed safe from the intervention of other Kindred. This power also allows the Kindred's blood to
cause Blood Bonds in Wraiths and his Kiss to cause ecstasy in Wraiths as it does in Kindred and kine. If a Wraith drinks a full
Blood Trait from a Kindred, it gains Potence just like any other sort of Ghoul.
The Dark Touch
With the expenditure of a Blood Trait, the user may direct the damaging forces of entropy at a living (or undead; Kindred or
Wraith) target, requiring a Challenge of the user's Mental Traits versus the victim's Physical Traits. If the challenge is successful,
the victim suffers two Wounds, although the damage is not Aggravated.

Advanced
Journey into Night
To activate this power the user must expend a Willpower Trait and can then slide into the Spirit World. In this realm, he can
directly interact with Wraiths and other spirits. Treat this power as the Garou ability to slip into the Umbra in most respects. He
can peer into the material realm as desired, seeing, hearing and even conversing with those within the material world, at the cost
of being oblivious to his surroundings in the spirit world. If he so chooses, he may even manifest a ghostly presence in the
material world to facilitate communication.

Temporis

Sequence
Basic: Time Sense, Ramble On
Intermediate: Zombie's Curse, Cowalker
Advanced: Control Aging

Basic
Time Sense
A Kindred with this power is always aware of the exact time and any passage thereof, natural or not. He can sense any sort of
time-manipulations within his presence, whether that of a mage, another user of Temporis, or any other sort of time effect,
including the decaying effects of Nihilistics and the personal use of Celerity by any in the vicinity. He can bid a Mental Trait to
negate the effects of Surprise on himself.
Ramble On
By winning a Mental Challenge, the user can force a single victim to repeat his last action, for good or ill. This will allow anyone in
the area to attempt a Fair Escape as long as they are willing to expend a Mental Trait to take advantage of the situation. Anyone
with Alacrity will not need to expend a Mental Trait or a Blood Trait.

Intermediate
Zombie's Curse
With a successful Mental Challenge and the expenditure of Blood Trait the user can cause another to move so slowly that
anyone may force him into a re-test as if they had Swiftness, and anyone who has Swiftness or higher can add another re-test to
their series.
Cowalker
For a single Blood Trait, the user can move himself through the time-stream allowing for a Fair Escape or Surprise Attack, even
in the midst of combat. No challenge is required.

Advanced
Control Aging
With a successful Mental Challenge and the expenditure of a Willpower Trait the user may age or youthen any item or person 10
years. To affect an item requires only a Simple Test and one or more Blood Traits can be substituted for the Willpower Trait, with
each Blood Trait expended aging or youthening the item by 10 years. No Blood Traits are lost if the Simple Test is failed.
Kindred are unaffected, but mortals can be seriously harmed by the use of this power. Ghouls may be seriously harmed by the
use of this power, especially the older ones who have been sustained far beyond their mortal life spans. After only a months
worth of aging the Ghoul will cease to be a Ghoul and will then age to death with great speed. The Storyteller will have to
determine the power's effects on inanimate objects.

Daimoinon

Sequence
Basic: Sense the Sin, Fear of the Void Below
Intermediate: Flames of Hell, Psychomachia
Advanced: Curse, Summon the Herald of Hell

Basic
Sense the Sin
With a successful Mental Challenge the user can learn one Derangement, Beast Trait, Path Trait, Negative Trait or other dark
secret (patricide, diabolist, infernalist, Sabbat, etc) at the Storyteller's discretion, although the biggest secret should be learned
first. If successful, the user can then make a re-test to learn the next biggest secret and so on, until he fails a test, at which point
he can no longer use Sense the Sin on that person for the rest of the night.
Fear of the Void Below
With a successful Mental Challenge the user can cause one victim to fly into a Terror Frenzy by speaking of the victim's
innermost fears. He must have used Sense the Sin successfully upon the victim at some point previous to this power's use and
he may choose to bid any one of the victim's secrets learned in lieu of one of his own Mental Traits.

Intermediate
Flames of Hell
The user can hurl fire as per the Flame Bolt ability from the Thaumaturgical Path of Flames, except that this attack inflicts 1 or 2
Aggravated Wounds and requires 1 or 2 Blood Traits of the user. The user may also choose to use this ability to shield himself
from fire, expending 1 Physical Trait per Wound prevented. This power does not protect vs. sunlight, concussive explosion or
any other form of damage, only that from heat and fire. In the event that a normal Wound is being treated as Aggravated (such as
incendiary bullets or exploding gasoline) because of fire, the user may expend a single Physical trait to reduce any number of
Wounds from a single effect to non-Aggravated Wounds.
Psychomachia
With this power the user may choose to activate another person's Derangement, Beast Trait or Path Trait with a successful
Mental Challenge, so long as he has used Sense the Sin upon that target previously. In this regard it is much like the basic
Animalism Discipline Beast Within, but the user need not actually bid any of his own Mental Traits as he can instead bid the
user's Derangement, Beast Trait or Path Trait against him. In addition the target cannot use Willpower to negate or forestall any
Frenzy brought on by this power's use.

Advanced
Curse
At the cost of 1 Willpower Trait, the user may curse someone to lose all Traits in a category; Physical, Social or Mental. A
Challenge versus the category to be targeted must be won, and the effects last for a single evening per Trait lost, with one Trait
of that category being recovered per night. Willpower may not be used to hasten this process.
Summon the Herald of Hell
With this hour long ritual, a Willpower expenditure and a human (or better) sacrifice, the user may summon up a powerful demon
to serve him for the remainder of the night. The Storyteller should create the demon using Apocalypse and Masquerade rules as
a Crinos-form Baali Abomination with the maximum amount of Age for extra goodies...

Sanguinus

Sequence
Basic: Brother's Blood, The Sharing
Intermediate: Coordination, Concentrate Generation
Advanced: Coagulation

Basic
Brother's Blood
Any `related' Blood Brother's with this ability may expend their own Blood Traits to heal any of their brothers wounds, although
Aggravated ones will still cost extra. Any Brother with this power may `requisition' a Blood trait from any Brother who does not
have this power with a successful Simple Physical Test. The Blood Brothers can only use these abilities on Brothers who are
present at the time.
The Sharing
Once this level is reached, a Blood Brother can spend his Blood to activate another Brother's Celerity or Potence (or other
Disciplines). He can even simply transfer the Blood Trait to another Brother intact, allowing the recipient to use it as he sees fit
or retain it for later. As with the previous power, the Brothers must be nearby to use these powers.
Intermediate
Coordination
Each Brother to use Coordination must expend a Blood Trait and then all who contributed receive 1 `Ghost Trait' to use per
Brother contributing (not counting that individual, simply put each contributing Brother receives bonus traits equal to the number
of contributing Brothers -1). These `Ghost Traits' can be used as Physical, Social or Mental Traits, as the individual recipient
desires, and are always the first ones used in the scene. While under the effects of Coordination, the Brothers are immune to
Surprise from any source that any one of the Brothers could have detected. Note that the potential abundance of `Ghost Traits'
can be used to resist Domination, Presence, etc in addition to being used as Physical Traits in combat. While under the effects
of Coordination, the Brothers do not need to speak as they are linked telepathically, and any other Telepath in the area may test
to eavesdrop on their communications as per the Telepathy power. Note that only one Blood Brother need actually have this
power, and that one (or more if they so desire) must expend a Willpower Trait to form the link. If that one is Incapacitated, all the
Brothers linked to him are stunned and can be Surprised or subjected to Fair Escape unless another Brother (or Brothers) had
Coordination and also spent a Willpower Trait to form the link.
Concentrate Generation
A Brother with this power can increase his Generation by one per Brother willing to contribute one level of his own Generation.
This power lasts for once scene, requires the using Brother to expend a Willpower Trait and requires that the donating Brothers
be physically present, as with all Sanguinus powers. Any Brother dropped below 13th Generation gains the Flaw Thin-Blooded
until his Generation is returned to him. If the borrowing Brother is slain before the end of the scene, each donating Brother must
expend a Willpower Trait or permanently lose the donated Generation.

Advanced
Coagulation
The Blood Brother with this power can physically merge with his Brothers, becoming an enormous mass of fleshy destruction for
the rest of the scene. Each Brother to join, as well as the user, must expend one Willpower Trait and one Blood Trait to merge.
The composite creature has the highest Discipline levels, number of Traits, Generation, etc of the joined Brothers. It gains the
benefits superior to Coordination and Concentrate Generation (the entire creature is equal to the highest Generation +1 per
other Brother and has the best number of Traits in each category from the joining Brothers +1 per other Brother per category!)
and has a Blood Pool equal to the remaining Blood Traits of all the Brothers combined (up to what its new Generation can
contain, excess Blood Traits are lost in the merger) and +1 Health level per joining Brother over the best in the group (which is
only over 4 if one had Mettle or the Huge size Merit). Its combined Disciplines are not enhanced, although with the creature's
huge amounts of Traits, they will be easier to use and more likely to succeed.

Visceratika

Sequence
Basic: Whispers of the Chamber, Skin of the Chameleon
Intermediate: Bond with Terra, Flight
Advanced: Rockheart

Basic
Whispers of the Chamber
This power allows the user to become intimately familiar with his surroundings, usually a single room. He becomes aware of any
hidden items (secret panels, wall safes, etc) or people in the area (although a Mental Challenge is required to spot one that is
Obfuscated, hidden in shadows via Obtenebration or concealed by another supernatural means, such as Skin of the Chameleon
below). This power does not reveal past occurrences, only the present structure and inhabitants of the area. It can be used
outside to search for an Earth Meld-ed Kindred. This does not require a Mental Challenge.
Skin of the Chameleon
With this power the user can blend into his surroundings to hide from searchers. If he tries to move stealthily while using this
power, any in the area is allowed a Mental Challenge to spot him, while those with Auspex do so automatically. Those with
Investigation can attempt a re-test if they fail and a user with Stealth can force a re-test if he is spotted. This power affects
machines and animals normally, as the user can become completely motionless and even develops the surface texture and
scent of the background that he is emulating.
Intermediate
Bond with Terra
This power acts as Earth Meld, but allows the user to meld with any stone surface large enough to accommodate him in all
dimensions. He will remain visible as a bas-relief of sorts on the surface of the stone, although clever users will only Bond with
surfaces that will not be seen or that already have appropriate bas-reliefs so as to avoid messy questions. This power costs one
Blood Trait to use.
Flight
With the development of this level of Visceratika, the user's vestigial wings increase to nearly the size of the user and become
able to carry the user at more than twice his normal ground move (cut in-game travel times by four if the situation allows the user
to fly). Note that both the wings and their use can be quite Masquerade-wrecking...

Advanced
Rockheart
This power allows the user a re-test to avoid staking or piercing attacks (such as bullets or sword thrusts) as well as fire damage
for 1 Blood Trait per attack to be so foiled. The user cannot ward against more than one attack at a time, so if attacked by
several foes he must choose carefully which attacks to ward against.

Kineticism

Sequence
Basic: Dampening, Redirection
Intermediate: Vengeful Strike, Discharge
Advanced: Shield

Basic
Dampening
With the expenditure of a Physical Trait and a Static Physical Challenge, the user may reduce damage from a Kinetic attack
(bullet, fist, sword, car, falling, etc.) by 1 Wound level.
Redirection
With the expenditure of a Physical Trait and a Static Physical Challenge, the user can cause a ranged attack to miss him. By
expending a Blood Trait also and then making a Physical Challenge to hit (Firearms allows him to use Mental Traits instead) to
send the attack back to its sender. This power affects thrown objects and other physical projectiles (including molotov cocktails
and napalm spewed by a flamethrower), even if they are hurled telekinetically or magically, but will not avert a Force Bolt or
Flame Bolt as they have no physical basis.

Intermediate
Vengeful Strike
With the expenditure of a Blood Trait the user can attempt to add the damage done by any physical attack upon him (even if he
avoided it through a successful Physical Challenge or special Discipline) to his own Melee or Brawl counter-attack. This must be
an immediate use, if moves or takes any other action other than an attack, the extra damage is lost. The damage is not treated
as Aggravated, regardless of its' source unless his counter-attack is Aggravated (such as Wolf's Claws). Only a Simple Test is
required after the counter-attack hits to add the additional damage to the strike, if the Simple Test is failed, the excess damage
is lost and only the normal damage for the attack is scored.
Discharge
With this power the user can add damage to a physical attack, whether Brawl, Melee or Firearm. The user must simply expend a
Blood Trait as he makes the Physical Challenge (before he knows whether or not he has won) and the attack, if successful,
inflicts an extra Wound level. If the attack is Aggravated (Wolf's Claws, for example) the extra damage will be Aggravated also.

Advanced
Shield
The user can expend a Willpower Trait to add a Wound level for the scene. Multiple Willpower Traits can be expended for extra
Health levels, but no more than 3 extra Health levels can be maintained through the use of this power at one time.

Mortis

Sequence
Basic: Death's Masque, Blight
Intermediate: Awaken, Death's Whisper
Advanced: Black Death, Vigor Mortis

Basic
Death's Masque
With this power the user can appear as a corpse to even the most thorough scrutiny. Unless he does something obvious, like
moves or speaks, even a forensic exam will fail to determine that he is anything but a normal corpse. Note that this power will not
protect the user from supernatural means of detection or the traditional weaknesses of vampire-kind.
Blight
This power requires a touch, the expenditure of a Blood Trait and a successful Mental Challenge to use, aging the victim to
decrepitude in an instant. This renders a subject, mortal or Kindred, 2 bids down on all challenges for the rest of the night.

Intermediate
Awaken
This power allows the user to expend a Willpower Trait to awaken a torporous Kindred with a touch and can even be used on
oneself. If the Kindred went into torpor from lack of blood, he will awaken for but a moment and will immediately try to feed and
so allow himself to remain awake indefinitely. When used on another a Simple Mental Test is required for success.
Death's Whisper
For 1 Blood Trait the user effectively becomes a normal corpse for as long as he desires. He must set the time in advance as he
will be unable to move or even perceive his surroundings for the duration of the power. During that time he will be immune to
sunlight and Faith, being affected by forces only as much as a normal human corpse would be.

Advanced
Black Death
This power requires a touch, the expenditure of a Willpower Trait and a successful Physical Challenge to inflict immediate torpor
on any Kindred target and death upon a mortal one. A mortal will drop to Incapacitated immediately and die within the night from
a plague-like illness.
Vigor Mortis
This power animates a zombie identically to the use of Animate Corpse by a Mummy character. The only changes are that the
necromancer must expend a Mental Trait to animate the Zombie and must feed it a Blood Trait each night that he wishes it to be
active. If not fed it lapses into torpor until fed again. Note that it continues decaying when not fed, so unless preserved somehow,
zombies cannot easily be horded for later. This power is identical to the advanced Necromancy discipline Zombie.
Mind's Eye Theatre Temporis
By Kristopher Dylan Andrews (acidprince@aol.com)

Description
Temporis as Time control is the ability to control time itself.
All uses are limited to an area which the Temporator can sense directly. While the passive aspects (Time Sense, Time
Awareness) of this discipline operate even while astrally projected, or other conscious out of body experience, the active
(targeting) effects may only be used on targets proximus (10 yards) to the user of the power, AND within scope of vision. No use
of Temporis is obvious to any but the user, target, and others with Temporis. Only the user and others with Temporis will
automatically know who the user is.

Basic
Time Sense: The vampire can sense contractions and dilations in time. In addition, she can sense the use of Temporis or other
time-altering powers. She also has an internal clock which keeps perfect track of time. This is particularly useful with the higher
level powers of this Discipline, as it allows the vampire to know just what she is capable of doing with her powers, how long the
effects will last, etc. No test is required and the effects are constant.
Time Awareness: Increased temporal sensitivity. You are now immune to surprise because your perceptions stretch slightly
into the future and past (for pi/2 seconds). You also need not expend mental traits to remember where a person using Vanish
from the Minds Eye just was. You also gain one retest per level of Temporis, per night, that may only be used in challenges
where fore-knowledge is an advantage (primarily countering anothers' actions). This retest cannot be used while under the
effects of Dominate, Dementation, or other intrusive mental effects, nor may it be used during Celerity rounds above Swiftness.
Though this discipline is always active, once achieved, it causes acute distraction (no surprise immunity gained, plus gets
distracted x 2) unless the user meditates upon awakening: Meditates for 15 minutes and expends a Willpower or 3 mental traits.

Intermediate
Lethargy of Chronos: Similar to Zombie's Curse, except that the target suffers a slowing of time. The victim moves at half
speed, and will have trouble communicating (frequency variance). In combat, the effect is such that the target must win a static
test to inflict damage (The static test is to see if the Target can inflict damage, being slowed down. This should only apply to
those with no Intermediate Celerity or Potence), and benefits of Celerity are halved (round down). It only effects the target and
inanimate objects touching him/her (thus, a bullet would travel at normal speed once fired, etc.).
To use this power, you must expend a Willpower and a blood trait, and then win a static mental challenge against 11 traits. The
effect last for 1 turn/minute per mental trait expended.

Advanced
Cowalker: The vampire can stop time for a moment, and take a full turn of movement, allowing her to appear in two places at
once. The vampire appears to teleport or blink from one place to the next, but she is actually slipping out of the normal flow of
time and space. The vampire cannot affect objects within the time stream, so the vampire could not attack someone while using
this power. Instead she could move behind an opponent (one action), hit him (one action, considered a surprise attack) and then
blink away again (one action). The vampire cannot open doors or otherwise affect physical objects, though she can move about
freely. This allows Fair Escape even against any level of Celerity but not if the Character is trapped. Unchanged from 4.5 except
that this costs a blood and a mental trait to use and to note that the movement bonuses from Celerity apply here. Otherwise,
burnning blood outside the timestream is not possible.

Master/Expert
Domain of Evernight: The vampire can dilate time in an area so that a day passes in the blink of an eye, and night seems to
come minutes after it left. This is highly useful in a haven. Hunters who enter will realize only too late that, though it should be
noon, it is 11 p.m., and the master is awake. The vampire would probably use this only on her private chamber, as prolonged
exposure to such effects would drive her servants insane. This power can also be used as an invaluable weapon, causing
morning to arrive unexpectedly and leaving vampiric victims in a terrible situation. To use this power, the vampire must first
succeed in a static Mental Challenge against 12 Traits. If successful, she must invest a number of Mental Traits into the effect.
The number of Mental Traits invested will determine how fast daytime passes, as determined by the table below. In addition,
these Mental Trait will be considered expended (not recovered) for the duration of the effect. This power remains for a month
and a day, plus an additional month for each Willpower Trait the vampire chooses to expend towards that effect when this
discipline is used.

Traits spent An hour passes every...


1 15 minutes
2 5 minutes
3 1 minute
4 20 seconds
5 5 seconds

Unchanged from 4.5 except to note the increase of the dilation effect.
Outside the Hour Glass: The vampire can step fully outside the time stream and take whatever actions he pleases. Everything
is frozen in time -- matter, energy, life, etc. Mechanical devices are also frozen and cannot be operated, except manually. Thus,
cars will not run, phones will not work, and computers will not function. The vampire could fire a gun, but the bullet would not leave
the chamber until the vampire re-enters time. The vampire's own kinetic energy still functions outside time, so a thrown knife
would hit and penetrate a target. However, the subject would not suffer the effects until the vampire re-enters time. If successful,
the character can step outside time for three combat turns per Willpower Trait expended. Unchanged from 4.5 except that three
blood must be spent to invoke the static challenge, which should be mental, against 20 traits. It is impossbile to burn blood
outside the timestream.
Metamorph
By Jason C. Marshall (jcmarshall@sympatico.ca) for the Wamphyri.

Description
This is the raw elemental power of which Vicissitude is but a shadow. Metamorph has power specific levels per se, merely
capabilities. As a Wamphyri ages his metamorph power increases until eventually he is capable of incredible feats of
metamorphics on both himself and other subjects.

* At this level the Wamphyri has just started exploring his capabilities. Minor works of flesh are possible.

** At this level many Wamphyri begin constructing manses, lesser aeries. They construct them out of metamorphically
warped flesh. They also begin to learn the art of warrior creation.

*** The Wamphyri now is capable of designing and creating gas beasts, water siphoners and cartilage creatures.

**** The Wamphyri is now fully capable of designing warriors and flyers. His skill in metamorphics of his own body allow for
massive restructuring.

***** This is the final level and at this point the Wamphyri can do almost anything to its own body, restructuring it as it sees fit.
The Wamphyri also is capable of creating true monsters of amalgamated flesh.
Metis
By Sir Ruther (sir.ruther@bbs.panacom.com) for the Umbra Warriors bloodline

Note
This discipline is not shared with any other clans or bloodlines.

* Side Step
This allows the Warrior to side step into the Umbra.
System: The Warrior must use 1 blood point to enter the Umbra. No Blood is needed to step out.

** Sense Garou
At this point a Vampire can sense a Garou in the vacinity.
System: Roll Perception + Occult or Lupine Lore. If you use occult, the difficulty is 6; if you use Lupine Lore and have higher than
a rating of 2 in it, the difficulty is 5. You must have 3 successes to be able to know if a Garou is in the area.

*** Silversmith
Turns the Vampire into a silverlike form, like T2000.
System: 3 blood points must be spent. The Vampire turns into a liquid silver substance. The down side is it is very bad if you
are frozen. The plus side is that anything that would normally cause aggravated damage will cause normal damage, except for
Lupine Claws, which cause no damage. It's up to the ST to decide if it causes damage to lupines. When in this form you are
totally silver. Clothes can be transformed, but not mechanical devices.

**** Klaive of Death


Same as Silversmith, but the vampire can make two Klaives out of his arms.
System: Same as above, but one more blood point for each arm. Causes aggravated damage.

***** Howl of Ahroun


This power gives the Vampire the ability to shift into a Crinos form.
System: To use this power, the vampire must possess Protean 4. Same rules apply. The vampire gets the same advantages as
a Werewolf in Crinos: Strength +4, Dexterity +1, Stamina +3, Manipulation -3, Appearance 0. The only difference is that
Warrior's have Silver Claws.

****** Gift of the Elders


A warrior can use all the previous disciplines at half cost. If they cost 1 blood, blood doesn't need to be spent.
System: Automatic

******* Vampire in Lupine's Clothing


This allows the Vampire to have no Wyrm taint, even to the Garou's Sense Wyrm Gift
System: Automatic
******** Molten Silver
Makes the ground below a person molten silver, causing her to get very bad burns.
System: The same system as for the Path of Fire level 4, but in the case of a Garou, double the damage.

********* Spirit form


This is just like a Vampire in Lupine's Clothing, except a vampire can travel deeper into the Shadowlands and fool any wraith, no
matter what.
System: Burn 3 blood points and you appear to be a wraith, including your aura. Everything about you seems Wraithish.

There is no Tenth Level Discipline, but it's known that Corvin has knowledge of what it would be, if he could ever attain 3rd
Generation.
Mictlampa
By Alejandro Melchor, for the Mictlan bloodline.
The Discipline of Mictlampa was taught to the Mictlan by their father, linking to the dark energies of the Underworld; each power of the
Discipline has something to do with death and wraiths.
* Eyes of the Skull: The Mictlani first learns to attune their senses to the energy of the Shadowlands. By concentrating, the vampire
blocks her sight to the world to see as the dead see. By rolling Perception+Occult (difficulty 6), the vampire gains Deathsight (see how
close to death is someone and how she might die), Lifesight (Aura reading, similar to Auspex 2) or Heightened Sight (similar to
Auspex 1) for the remainder of the scene. If she wishes to change the form of sight, she must roll again. Whatever mode she is in, she
will always perceive the world as if from the Shadowlands: a dull, grey world filled with decay. A botch means that the vampire goes
blind until she rests for the day. The eyes of the vampire using this level of Mictlampa turn milky white and transparent, allowing others
the sight of her empty sockets. Pretty frightening to the average human.
** Teeth of the Skull: Once a Mictlani knows to see the Shadowlands, it's time to learn to communicate with its inhabitants. By rolling
Charisma+Empathy and spending a Blood Point the vampire is able to talk to and hear wraiths and spectres. The difficulty depends
on the area's Shroud; the thickness of the barrier between the living and the Shadowlands, high in places who deny death (labs,
factories), low on those who embrace it (cemetaries, countryside, haunts). The communication is silent and those addressed are
compelled to respond; whether they are friendly or hostile depends upon them.
*** Razorwind: Vampires with this level of Mictlampa are able to tear the fabric of the living lands and reach for the Tempest, a wild
soulstorm underlying the Shadowlands. The Mictlani's attacks are accompanied by the chilling and terrifying touch of Oblivion. The
tlaltecuhtli must roll Strength+Occult (difficulty of Shroud+1, max.10) and spend a Blood Point. Each success adds a die to
Brawl/Melee and Damage rolls for the next combat turns. This pool diminishes each turn by one, as the gap between worlds closes. A
botch is very dangerous, as it channels the winds of the Tempest within the character, inflicting a level of aggravated damage per 1
rolled. If the vampire is fighting a wraith, each success reduces 1 level of the wraith's Corpus if the attack scores, rather than the
normal one.
**** Dead Man's Guide: This is a great power, and frightfuly dangerous to the Mictlan's enemies. The vampire's understanding of
Death is such, that she can cross over the Shroud into the Shadowlands. She must succeed in a Stamina+Occult roll against a
difficulty set by the Shroud and spend two Blood Points. The Blood is consumed as the vampire's body turns into plasm, giving the
vampire a level of Corpus per Health level, and the remaining Blood Pool turns into Pathos energy. While in this state, the vampire is,
technically, a wraith, though she doesn't have Passions or Fetters, and she cannot travel to the Tempest. She does have the
advantage of being able to discorporate (spending 1 Corpus) to pass through objects and only takes 1 level of damage from attacks
from the living world (if the attacker can somehow perceive her). Another roll is required to return, though no expense of Blood is
necessary. Should a vampire be driven into Torpor while in the Shadowlands, her body discorporates and reforms somewhere else
after a few centuries; she will not be solid until a day before her awakening. A botch casts the vampire into the Tempest, where
Spectres torment her until her body snaps back to the world the day after, causing her to gain a Derangement.
***** Dark Blessing of Mictlantecuhtli: The Mictlani who has mastered this level of Mictlampa can bestow the Death God's blessing
upon anyone. This manifests in two forms depending on the target. The vampire rolls Manipulation+Occult, if the target is alive and
healthy, the difficulty is the target's Willpower; the target can resist by rolling Willpower against the vampire's Man+Occ. If the vampire
wins, each level of damage the target receives will seem aggravated for the remainder of the scene; should the target be driven below
Incapacitated while under the Blessing's influence, she will be killed. If the target, however, is dying (and without hope of recovery)
whether from wounds or illness, the difficulty is the Shroud. The Blessing will call for the nearest Ferryman in the Underworld to come
and take the target at the moment of her death. The fate of the deceased depends on herself; if she becomes a wraith or goes directly
unto Trascendence or Oblivion is not the vampire's role to determine, but the newly dead's and the Ferryman's. This latter roll can't be
botched.
****** Wisdom of the Dead: This level of Mictlampa allows the vampire to use the basic abilities of the Arcanos her Calpulli practices
(consider the vampire as having a point in the Arcanos for rolling purposes)
******* Craft of the Dead: At this higher level of mastery, the vampire can begin expending her Experience to buy the first and later
points in the Arcanos her Calpulli practices at normal costs. However, she can only use the Arcanos arts while in the Shadowlands,
meaning she must first travel there.
******** Deathcraft Incarnate: The tlaltecuhtli with this level of Mictlampa has reunited within herself that which was sundered millenia
ago: the land of the living and the land of the dead. She can now use her Arcanos while in the physical world; in fact, the vampire's
mere presence lowers the Shroud by two (thus lowering all Arcanos difficulties based on the Shroud).
********* Obsidian Wind: Razorwind is but a meek breeze compared to the fury the vampire who has reached this level can conjure.
She not only tears the Shroud; she rips it apart and opens a Nihil into the Tempest. She rolls Strength+Occult against a difficulty of 8;
each success widens the size of the hole; the vampire must spend a Blood Point per success achieved; if she doesn't, the successes
are limited by the amount of Blood actually used. Centuries of experience taught the Mictlan the foolishness of creating such a hole for
too long, and so they learned to close it the turn following the opening, allowing the soulwinds to come through but denying passage to
Spectres. The wind causes 3 levels of aggravated damage per success to all within a 30' radius both in the physical world and the
Shadowlands. Beings in the Life Umbra just feel a chilly wind and the Penumbra darkens a little. A botch sends the vampire to the
Labyrinth beneath the Tempest; and she must use all her guile and wits to escape. However, Ferrymen are always glad to rescue a
vampire in such straits.
********** Chains of Blood: This is the only means of creating another Mictlan vampire, and is only practiced by the Tlatoanis of the
Mictlan. The Tlatoani travels to the Shadowlands and follows the spirit of the candidate as it wanders off, she then proceeds to tear off
the Caul and, by rolling Manipulation+Occult against 10 minus the new vampire's Sire's Willpower the soul is returned to the body. The
Sire gives some of her blood, and the Tlatoani uses a Point of her own and Mictlaxochitl's in order to tie the wraith to it's new vampiric
body. No Mictlan has discovered the way to block the Shadow from entering the heart and turning into the Itzyolotl.
Mimicry
By Lucky Man (tanthalos@hotmail.com)

Description
The vampire may mimic any vampiric discipline that he visually notices. The vampire may not mimic anything that is not a
vampiric discipline. The vampire mimics the disciplines at one level lower than the original vampire had it, to a minimum of level
one. For example, if he sees a vampire who has Mortis of level two, he could mimic it at level one. The vampire cannot mimic
any discipline at a level higher than his generation allows him. He also cannot mimic any disciplines he currently knows.
System: The vampire must spend one bloodpoint to use Mimicry and he can mimic a discipline as long as he concentrates on it
or until sunrise, whichever comes first. Once the duration expires, he forgets all knowledge of the discipline.
For each dot the vampire has in this discipline he can mimic one discipline. So, if a vampire has three dots in Mimicry, he can
mimic three disciplines at once. A vampire with Mimicry of level three may actually learn a new discipline. By spending 3 blood
points and 5 experience points the vampire may put one dot in the discipline. You may not increase any disciplines this way,
however.
Mindar
By Pato - The lost Duck (W_god@hotmail.com) for the Lost Kin bloodline

Description
This discipline is like domination. It is used to fog men's minds and can be applied to multiple targets (in an enclosed area).
Victims can defend with a Perception + Awareness roll minus the Discipline's level.

* Simple Illusion
You can make a person see some a Illusion, one that looks like what the thing or person shown actually is. For example, David
makes Michael think he is eating maggots when it is actually rice. He offers Michael some worms, but when David eats them
they are revealed to be nothing but noodles.

** Complex Illusion
You can make a person see something that is not there, be it motorcycle lights or a wall, etc.

*** Small Manipulation


You can add to an Illusion by creating a telekinetic "wind" that moves stuff around and causes lamps to fall and break.

**** The Invite


By using your power, you can convince others of something (Like Max when he passes the "test"). For instance, you could
convince them that you are a werewolf, or a human, or a ghoul.

***** Major Manipulation


By the use of this mighty power you can use the Telekinetic might of your mind to throw things at your opponent. The things you
levitate must be things you can carry. At twenty kilograms there is a one point penalty and every twenty kilograms beyond that
adds another point. Not only that but you can create all the above Illusions (same defense system) listed above when using this
power.
Misticism
By Terence Berendt (tberendt@nac.net) for the Mysteriarchs

Description
This discipline gives the character control over fog and mist.

* Fog Shroud
The Character may be completely hidden by any fog or smoke, even the smallest amounts. He may move and remain hidden as
long as some smoke or fog is between him and an observer. Anyone who's Auspex rating is higher than the character's
Misticism rating may see through Fog Shroud.
System: None

** Control Mist
This power allows the character to control fog and mist. He can control its movement or spread it out over a larger area. This
thins the fog though.
System: The character needs to spend a blood point for each control attempt.

*** Create Mist


The character can create mist from thin air. How this appears is up to the character. It can rise from the ground, come from
around a corner, coalesce out of the air or appear to come from the character himself.
System: The character must spend a blood point and roll a Manipulation + Occult (difficulty 7). A 10' x 10' area may be covered
per success.

**** Form of Mist


This allows the character to transform himself into mist. It is exactly like the level five Protean power.
System: The character spends one blood point and the transformation takes three turns. The character may spend three blood
points to transform in one turn.

***** Solid Smoke


The character can cause smoke or mist to form solid objects. The objects cannot have moving parts but must be one solid thing.
Examples include a wall, a chair, a club, or a sword.
System: The power costs one blood point to solidify the mist and one blood point per turn to keep an object solid. At the
storyteller's option a Willpower point may be spent to keep an object solid for one scene. Weapons do damage as per the
weapon type. Any cutting weapons, such as knives or swords cause aggravated damage.
Modernized Ptolemos
By Terence Duffy for the The Reavers bloodline and based on the Ptolemos discipline by Timothy Toner
(thanatos@interaccess.com)

* First Strike
This allows a Reaver to gain the first and hopefully last blow of the battle.
System: The player may use up to his Celerity rating in adding to his initiative roll, however, for each point used for adding to
initiative roll it cost the kindred a bp. Example John has Wits 3, Alertness 2, and Celerity 4. He normally gets 5 dice for initiative,
however he wants to end this quickly, so he designates 2 points of celerity for initiative and uses last 2 to take extra actions --
cost for that decision=2 for initiative, 1 for extra actions. When used for initiative, the cost for Celerity is not bound by generation
min+maxes.

** Blood Weapon
When a Machomenoi or Reavers is embraced, he chooses a single melee weapon to be his true weapon, a weapon he will
favor above all others. This discipline has been refined so that with the expenditure of a single blood point, the reaver can call it
into existence for a time in hours equal to an Sta+Melee (diff 7) roll. The true weapon is psychic energy in material form, sort of
like the path of conjuration. Note the path of conjuration level 4 power reverse conjuration has no effect on the true weapon. Due
to exceptional quality of the true weapon it always has a strength of one greater than the normal weapon of that type. If the true
weapon is Knocked from the Kindred's hand it will vanish.

*** Mind of the Myrmidon


No Change

**** Weapon of War


This is a superior form of Blood weapon. At this level of power, a Reaver can call into being his true weapon merely by force of
will and can cause grievous wounds to an enemy by utilizing the power of his blood. The Reaver merely makes a willpower roll
(diff 7) and with a success the weapon appears. The weapon is now permanent (lasts for night) until willed away by the Reaver
and it can be thrown by the Reaver to cause damage (with appropiate penalties). However, the true weapon can never cause
injury to its creator. For all you slicky boys out there, only one true weapon can be in existence at same time; you can't throw your
weapon and summon another to hand. You can, however, throw your weapon and will it out of existence and will it into existence
again in your hand. By expending blood points, A Reaver can cause the wounds left by the weapon to become aggravated up to
the strength of the weapon for that turn. Ex. 6th gen Reaver with a str of 6 has a medieval Broadsword for a true weapon=11,
uses 3 blood points for celerity and uses 3 to cause 3 levels of aggravated wounds; aggravated wounds are soaked last. ex. 6
wounds, 3 of them aggravated. The victim soaks 2, now has 1 nonaggravated wound and 3 aggravated.

***** Deny Iron's bite


Recommend effective against melee weapons only.

****** Might of Arms


True Weapon now causes aggravated wounds that can only be soaked if the victim has fortitude and for every 2 blood point
spent there is a +1 diff to soak (max 10 obviously)

****** Weapons Sense


Allows Kindred to know location, type, condition of weapons within 10'/perception rating. Perception+Alertness difficulty 6. Extra
successes allow more information-magical, calibre, #+type of rounds, last used etc.
******* Armor of War
A superior form of Deny Iron's bite, the Kindred is now immune to all weapons of war. This includes firearms, arrowheads, and
other instruments of destruction made for killing (Grenades, shells, nunchakus, etc). Rules for staking still apply.

******* Forge of War


The vampire can create any weapon that he or she has personal knowlege of use; weapons are bonded to kindred (can not be
disarmed) however, they can be thrown. Distance weapons can be created, however no firearms, Just crossbows and bows;
ammunition for weapons are created as well up to 12 per weapon. Cost is 1 blood points for non-distance weapons and 3 blood
pointss for distance weapons such as crossbows and bows. For every bloo points spent above cost for weapon, damage is
aggravated. Weapons created last for 2 turns after they leave the creator's hand, even if they return to the creators hand.

******** Weapon Mastery


The vampire can control weapons of war to such an extent that they will serve his wishes instead of wielder. Roll Manipulation+
(melee or firearms) diff. opponent's willpower. The number of successes indicates the number of botches the player can assign
to weapon for the scene. In this case the wielders botch could be disasterous. The cost is 1 blood point.

******** Know Enemy


This allows the vampire to know merits and flaws, clan, generation, approximate skills talents, disciplines, approximate
bloodpool, etc of an opponent. Roll Perception+Occult, target 7. The number of succeses indicated amount and specificity of
information. This may only be attempted in Melee or brawl encounters. Opponents' Obfuscate ratings adds to the difficulty as the
Auspex rating of the initiator lowers the difficulty.

******** Know Discipline


Tis power allows the kindred to recognize and duplicate any discipline used in her presence. Roll Perception+Occult and the
target is level of discipline used +3. It is not cumulative with her own disciplines and does not include Thaumaturgy or
Vicissitude. The vampire can not use disciplines of equal or higher to generation max. The power lasts for a scene or night
depending on number of successes. She must pay double the normal cost if applicable to activate discipline. If the kindred
botches she will never be able to learn the discipline attempted to duplicate until generation is lowered. (Probably never, not too
many 3rd or 4th gen around).

********* Mind of the Warlord


A greatly improved version of Mind of the Myrmidon, Mind of the Warlord allows a group of kindred, kine, or combination thereof
to meld psychically into a groupmind. Line of sight is not necessary; all sensory data is shared. All members of the group have
the levels of celerity, potence, and fortitude of the kindred intiating the discipline. Initiative is determined for the entire group
using the wits+alertness of initiater. Individual disciplines of vampires in group are available to other members at normal costs.
The kindred enacting discipline is nominally in charge. All members of the effect have -1 to difficulties in combat and all involved
are immune to lower levels of Domination. No one can join once discipline is in effect; all participants get highest brawl, dodge,
and melee ratings of group. The initiater must roll Leadership+Occult diff 8 and get at least 3 successes. This discipline lasts for
one scene. 1 permanent willpower pt and a blood point for every participant must be expended by initiater. The participants
must be willing. A botch means a kine must make a willpower check diff humanity and get 3 successes or go catatonic (length of
time up to storyteller) and kindred automatically gains a derangement and must make a willpower roll or lose a permanent
willpower point. If a member of the group is destroyed while in meld the initiater must make willpower check diff 8 to maintain the
links. All members must be line of sight when discipline is initiated.

********* Drain Discipline


Allows Kindred to drain a fellow kindred of his ability to practice a discipline, sometimes permanently. Roll Manipulation+Occult
diff opponents willpower. Successes equal number of points dropped. Roll Wits+Occult diff 8 to see for how long it is lost.

1 Scene
2 Night
3 Week
4 Month
5 Year
6 Permanently(until raised by experience)

The disciplines affected must have been observed in operation by the initiater and the victim must be touched (however, Form of
Mist and Ghost do not protect anyone from this type of attack.

Addendum
Scholar multidiscipline: Strike from the Shadows
(Requires Obtenebration 6 Shadow Step, Eyes of the Night/Ptolemas 2+)
This action requires extreme concentration, split second timing, and a good knowledge of your target. As your target
approaches the spot, you project your true weapon through the shadows (aimed blow to the head?) and destroy him with no
warning; you're 50 feet away (underground, in a building, in a van) and he has no way to counterattack.
Moleculi
By Shawn Shackelford (shawn13@earthlink.net)

* Molecular Manipulation
Roll (Manipulation + Science). At this level, the user can cause billions of colorfull molecules from surrounding light sources to
form an image. This image appears ghostly in form and will perform whatever the subject suggests. The "hologram" cannot
cause damage, but can easily be confused as a threat.

** Stability
Roll (Manipulation + Medicine). The subject may destabilize any part of his body... allowing him to free himself from various
forms of binding (i.e. shackles, chains, hand cuffs, et cetera). The binding simply falls to the ground for there is no substantial
matter to keep it suspended. This has proven very useful in cases where the subject was near being staked.

*** Displacement
With the expenditure of one Willpower, the subject manipulates his body to be totally destabilized... invulnerable to most attacks.
Sunlight and fire merely excite the molecules, giving his destabilized molecular form a red glow. In this form, the subject may
pass through solid matter just as solid matter may pass through him. Also, he may cause great damage to another by entering
their bodies draining their blood and then their essences; furthermore diablerizing them (roll Manipulation + Medicine; difficulty
the opposers Willpower).

**** Excite
The subject is able to excite the molecules in another subject or object. The subject may cause metals, plastics, etc to melt,
organic matter to become displaced, burst into flames, freeze, etc... Think of it as a personal, portable microwave system, which
excites molecules on command, with increasing efficiency, depending on duration. (Roll Manipulation + science dificulty 6 for
objects; difficulty for opposer is Willpower). Damage to opponent is aggravated, if not fatal.

***** Obliterate the Flesh


The subject can merely obliterate the molecular structure of the opposer or object... sending it into nothingness. By touching the
opposer or object and spending one Willpower point, the area touched quickly spreads, consuming the body or object...
separating every molecule and atom. The opposer must roll Manipulation + Medicine to resist, difficulty 4.
Additional Levels of Mortis
By Jay Knioum (madafro@trip.net) for the Codex of Whispers

Description
Out of respect for copyrights, the Discipline of Mortis will not be rewritten here, but it can be found in the Vampire: the Dark Ages
hardback in its entirety.
Otherwise, Mortis is described fully in the Codex of Whispers, with no changes except for two additional powers thought long-
forgotten even when the Cappadocians still walked the Earth.

**** Cloak of Death


This power can cause any living being to die, but only temporarily. The subject appears to all examination to be dead. Even if the
subject is cut open, she will not feel it. However, the subject will not decay. Instead, she will remain in a cold, torpid state until
some pre-set condition or time limit is met.
This power has been attributed to many events and phenomena, such as saints who do not decompose after death. More
literary vampires have suggested that the Cappadocians were responsible for King Arthur's "death," using this power to insure
his future awakening. Some few heretical Cainites had even theorized as to this powers' involvement in the "resurrection" of
Christ. These rumors, however were never confirmed nor denied by the Cappadocians, right up to the night of the clan's
extermination.
System: The vampire spends two Willpower points and touches the target creature, rolling Intelligence + Medicine, difficulty 8.
Each success indicates the vampire may state a condition which will cause the enspelled person to revive. This can be any
condition, as long as it is something that directly effects the enspelled creature, such as a kiss or the touch of sunlight.
Alternately, a time limit may also be imposed, allowing the enspelled to revive after a certain period of time has elapsed.
Only one time limit may be imposed, but any number of other conditions may be named, limited only by the number of
successes.
A failed roll only means the magick fails to work. A botch means the target creature dies outright (although this may not be
obvious to the caster...who probably just thinks the power is working as it should).

******* Necroanimation
This bizarre power was known only to a few Cappadocians who were shunned by their peers as heretics fully within Hell's
clutches. This power enables the vampire, by combining the torso, limbs, and organs of various corpses, to create an entirely
new, functioning, "living" being. This power mimics the ghoul-shaping practices of the Tzimisce, but is less refined.
Nevertheless, the resultant creations are extremely physically powerful, and some few of them are quite intelligent.
This power has been declared anathema by the bulk of the Cappadocian clan in the time of V:tDA, and they take great steps
both to root out and punish those who make use of it, and to hide its existence from the rest of the clans.
System: The vampire must gather the appropriate materials and somehow prevent them from decaying. This process takes
anywhere from a few months to a few years, depending on the Cainite's resources, influences and allies. Once all the necessary
parts have been gathered, the Cainite must assemble them. This requires that the Cainite possess no less than five levels of
Medicine (using Dark Ages standards) to accomplish.
Finally, the Cainite is ready to perform the Ritual. An alter of sorts must be constructed, with the creation laying flat upon it. By
whatever means necessary, the Cainite must see to it that the body is struck by lightning. Usually, the altar is equipped with
lightning rods for this purpose, although the Cainites who pioneered this power had also stolen many secrets of Thaumaturgy
from the Tremere...most notably Weather Control.
This lightning strike is the culmination of nonstop chanting which the Cainite must undertake, only stopping once the lighting has
entered her creation's body. Finally, the Ritual requires the expenditure of four Willpower points, and the total construction and
process requires eight Intelligence + Medicine rolls, difficulty 8. Each of these rolls corresponds with a different Mental, Physical,
and Social Trait (the creature automatically has a 0 Appearance, so no roll is made there). The amount of successes gained
indicates the level of the corresponding Trait. If no successes are scored on a roll, the creature will have a 0 rating in that Trait,
also.
The creature thus created is free-willed, and is considered immortal. However, it does not need to feed on blood, and can
subsist on regular food. The creature begins with no Skills, Talents or Knowledges, but may learn just about anything if its
Intelligence allows. However, the creature does have one level of Potence and Fortitude, and it may increase these levels by use
of experience points, if the Storyteller allows it. These "disciplines" are innate abilities, and the creature cannot learn other
Disciplines unless it is ghouled. The construction of these creatures is not an exact science. Upon completion, each creature
must be assigned five points worth of Flaws by the Storyteller. These will be Mental or Physical. However, the Storyteller may
also assign five points worth of Merits, again Mental or Physical.
This creature may be ghouled, but not Embraced. More often than not, such creatures develop a searing hatred for their
creators, and some even actively work against their "parents" unless steps are taken to control the creature. Only those
Cappadocians obsessed with their studies to the point of insanity had ever made use of this power, and their unholy creations
may yet walk the Earth tormented by their existence.
Mortalis
By David Youngberg (teferi@hotmail.com)

Description
During the 1920's, as wealth and prosperity expanded across America, businesses quickly expanded into empires. This put the
Ventrue who owned these businesses under a lot of public pressure to come out in the daylight for certain promotional events.
Although most Ventrue simply declined these fatal appearances, a small group of them began development of a discipline that
allowed them to go out into the sunlight. This later grew to other abilities related to this power, such as eating food, developing a
pinkish hue to their skin and even making love, allowing these Kindred to blend in more with the crowd thus winning them a
certain edge with the other mortals.
This discipline remained widely unknown beyond those who had it until the 1960's, and 70's. This time of "Make love, not war"
was implanted in the heads of some Kindred, urging them to try these "love making" rituals humans seem to enjoy so much.
Occasionally, vampires from different clans would walk by a room only to see a fellow Kindred, usually the local Prince, banging
the house maid, then grab a bite to eat. As the word spread, the majority of the Kindred rejected it, calling it "a step down" or
even "unworthy of Caine, dropping down to their level!" A few Kindred, however, saw the great advantage to this discipline. The
Toreador saw it as a way to get that must closer to humanity: see the Mona Lisa in the daylight with other mortals or read poetry
in the park under an afternoon sky or by sunset or sunrise, instead of under a crude street lamp. Other Toreador thought of it as a
way to physically please their mortal loves they had fallen in love with. Whatever their cause, many Toreador began adopting this
discipline.
Finally, a few Kindred saw it as a means of escape. They saw it as a road to being mortal again: to abandon their thirst for blood
and isolation from humanity. Although these levels to becoming human were not developed yet, these Kindred began to develop
them and had only unlocked their secrets during the early 1980's. Such Kindred, who belong to all different clans across the
world, now spend most of their days perfecting their abilities in order to return to their human state. Those who are no longer
trying are already there.
So far, no ex-Kindred has exposed the Masquerade to their fellow mortals. Most of them just wish to live the rest of their lives in
peace. Most of them.

* Pinkish Flesh
At this level, your skin has a pinkish hue, allowing you to blend in better with the mortals.

* Eat Food
At this level you have the ability to eat food and savor its taste. You must heave it up again later, because you cannot digest it.

** Touch of Humanity
Spend a blood point to regain a point of Humanity.

** Make Love
You now have the ability to make love with someone, although you must spend a blood point each time you do it. This also
grants you the ability to experience the pleasure mortals experience during this act. Of course, no children will result in these
encounters.

*** Avoid the Beast


Roll Wits + Mortalis, difficulty 6. If successful, you overcome the urge to frenzy which are caused by low blood levels.

**** Hearth of Humans


At this level, fire does not deal aggravated damage to you.
**** Red Stand
When faced with Rotschreck, roll Wits + Mortalis, difficulty 6. If you're successful, you overcome it.

***** Human's Fortitude


At this level, sunlight does not deal aggravated damage to you.

****** Path of the Daywalkers


Sunlight causes no damage to you at all.

******* Human Will


Nothing can cause you to frenzy.

******** Path of the Mortals


Roll Humanity + Mortalis, difficulty 6, and spend a blood point. For each success, you are considered completely human for one
scene. All of your dead flesh becomes living once again, all organs become intact and all body functions operate as they did
before you were Embraced. You are completely human meaning, you cannot use any disciplines, you can be Embraced or fed
upon and you are treated as a human both in combat and death. All healing is treated exactly the same as human healing. The
aging process will pick up where it left off: after you were Embraced. All attribute and ability ratings remain the same except the
highest rating for both is five. All of your blood becomes human blood, so you cannot have Diablerie committed on you. If you are
made into a ghoul, you are treated as such until the end of the scene(s) that was rolled. If you are Embraced, you become a
vampire in the same amount of time a normal mortal would turn. All of your character traits, abilities, virtues, etc. remain the
same except for your sire (your old sire is forgotten or dismissed, depending one his/her impact of your un-life), generation (it
becomes one less than that of your new sire) and clan (which is the same as your new sire). You are no longer part of your old
clan, but you retain all knowledge of it. When you gain your new generation, your character traits must reflect that new generation.
(For example if you were Fourth Generation, but then were Embraced from a Seventh Generation vampire, thus making you
Eighth Generation, your new maximum trait rating would be five instead of nine. Therefore, you could not perform this ability
again until you gained more generation.)

********* Touch of Mortals


You must make physical contact with a vampire for at least three seconds before using this ability. Once you do, and wish to use
this ability, roll Humanity + Mortalis, difficulty 7, and spend two blood points. For each success, that vampire is considered
completely human for one scene. Treat this converted mortal the same as you would if you were changed (special rules above).

********** Merge with Mortals


Roll Humanity + Mortalis, difficulty 7, and spend a blood point. If you make five success, you are considered completely human,
permanently. All of your dead flesh becomes living once again, all organs become intact and all body functions operate as they
did before you were Embraced. All ability and attribute ratings have a maximum of five. All blood in your body in excess of ten is
secreted out into your stomach, where you will hack it up over the next few days. The aging process will pick up where it left off:
before you were Embraced. Your Humanity is increased to seven. If it was higher or equal to seven, it remains that number. Your
Humanity will never change after you turn human. All recollection of when you were a vampire remain intact. All supernatural flaws
and merits you once had are now erased completely.
Mortuari
By James Holman (haystack@gvi.net)

Description
This discipline was developed by a Malkavian who was a mortician before his embrace. It is written for Mind's Eye Theater, but
can be easily converted to tabletop.

Basic
Molding the Flesh: This power is similar to the Vicissitude level Flesh Craft, except it only works on dead or undead flesh. The
vampire spends a blood point and touches the flesh of the target. While the bone structure cannot be changed, flesh color, eye
color, and cartilage can be altered. In order to imitate a particular person, the vampire must win 2 out of 3 simple tests, and have
disguise ability.
Resurrection of Vitae: The vampire's knowledge of anatomy and biology is so advanced that she may actually stimulate or
revive bone marrow and blood production. If the target is not alive, the body can not be over 6 hours dead for this power to work,
and it will not work on Kindred. The vampire needs to spend a mental trait and touch the target. For the next three hours, the
target will generate an extra blood point per hour. For living kine the power will heal one wound level.

Intermediate
Meld with the Dead: The vampire may join her spirit with a dead body, and animate it for a short time. Only one body at a time
can be controlled and for no more than two hours. The vampire must place one point of her blood into the corpse's mouth and
spend a willpower point. The spirit then leaves the vampire's body and joins with her blood in the corpse. The vampire loses all
physical powers or powers that use blood, however mental and social powers still work. The body is also immune to sunlight,
unless it was a vampire's body. At the end of the two hours the blood has been consumed by the corpse, and the vampire's spirit
returns to its body. The body is completely defenseless during the time the spirit is gone, and if the Vampire is more than a mile
away from its body, he must win a mental challenge for every mile to find his way back.

Advanced
Preservation of the Flesh: This power allows the vampire to transform normal blood into a preservative fluid. The vampire
spends a blood point with a willpower and engages in a mental challenge ( if the target was alive) If she wins then one Point
worth of blood will be transformed. Kindred lose one point of blood, and suffer one point of normal damage, while kine fall into a
coma and will die if medical attention is not forthcoming.
Multi-discipline powers
By Eric Holmquist (holmqer@hsd.utc.com)

Heart of the Wolf


Disciplines: Protean 4, Animalism 2
Cost: 15 experience
Description: The Kindred is so in tune with the bestial nature of the wolf that when she assumes wolf form, she gains all the
attributes and sensory adjustments that come with Lupus form. The wolf appears alive to all observers. This power was
developed by the Gangrel, and is popular among Lupine impersonators.

Heart of the Beast


Disciplines: Protean 5, Animalism 4
Cost: 20 experience
Description: The Gangrel takes Heart of the Wolf to its next extent; she may now assume Hispo form with all the sensory
adjustments and ability benefits thereof. Like real Hispo form Garou, Bite now does Strength+2. The secret of this power is even
more closely guarded than Heart of the Wolf; few non-Gangrel even know it exists. Activation cost is two Blood Points.

Form of the Beast


Disciplines: Protean 6, Animalism 4, Presence 2
Cost: 25 experience
Description: A truly terrifying power, the Gangrel may now assume Crinos form with all its benefits. The Kindred will even cause
Delerium in beings that would normally be affected by it. The Kindred is so close to the Beast that rolls to resist Frenzy have their
difficulties increased by one. Few Gangrel below 7th Generation even realize this power exists. Activation cost is 3 Blood
Points.

Winters Reprieve
Disciplines: Protean 3, Fortitude 3
Cost: 10 experience
Description: This power believed developed by the Valkeries but known to many Gangrel who reside in very cold places allows
the possessor to ignore the unfortunate effects of sub-freezing temperatures. No place on Earth, not even Antarctica in winter,
gets so cold as to freeze the Kindred. The power is always active.

Divine Grace
Disciplines: Celerity 3, Presence 3
Cost: 10 experience
Description: This Toreador power allows the Kindred to move with exceptional grace.
System: For any roll where graceful movement and balance is required (a dance for example) the Kindred may add as many
dice to the roll as she has levels of Celerity. Actual combat is not a display of graceful movement and is unaffected by this
power, but a performance of the various kata before an audience would be. This power costs one Blood Point to activate and
lasts for one scene.
Example: Michelle the Toreador wishes to impress everyone at the next Elysium with her amazing ballet performance. She has
a Dance of 3, Manipulation 4, Dexterity 2 and Celerity 3. She spends 2 blood to raise her Dexterity to the level of her
Manipulation so her performance will do justice to the Choreography and spends one more blood to activate the power. She
may now roll 10 dice instead of seven to impress her audience.

The Fortress
Disciplines: Fortitude 3, Presence 3
Cost: 15 experience
Description: The Ventrue so impresses her foes that their belief in her invulnerability allows her to better resist their attacks.
System: Roll Manipulation+Intimidation versus the opponents Willpower. Each success allows one Fortitude die to be treated
as an automatic success. Multiple opponents may be affected at once.
Example: Carl is set upon by a pair of assasins; he has Manipulation 4, Intimidation 4, and Fortitude 4. His two attackers have
Willpowers of 5 and 7. He rolls 9, 3, 7, 2, 6, 4, 8. When the attacker with 7 Willpower attacks, he only rolls one of his Fortitude
dice, the other three are automatic successes, against the other one all four of his Fortitude are automatic successes.

Sheeps Clothing
Disciplines: Animalism 3, Obfuscate 3
Cost: 12 experience
Description: This Nosferatu power allows the possessor to appear as an animal when using Mask of 1000 Faces.
System: Manipulation+Survival (Diff 7)
Successes
1 You appear as you are, but there is something very wrong with your appearence (as if there is anything right with a Nosferatu
appearence)
2 You appear as an animal, but there is something very wrong with your appearence, perhapse a sea gull with a human arm
instead of a left wing.
3 You appear as animal of the type desired, a goat for example.
4 You can appear as an animal partially known to the viewer, a neighbor's dog for example.
5 You can appear as an animal well known to the viewer,a pet cat for example.

Invisibility
Disciplines: Chimerstry 3, Obfuscate 3
Cost: 15 experience
Description: This fairly new power allows the possessor to become completely invisible by combining the light manipulation
abiities ot Chimerstry with the hidden nature of Obfuscate. The Kindred gains the ability to bend the light around her so that she
does not appear on cameras, while retaining all the advanages of Obfuscate (people will avoid bumping into her etc.). The
Kindred spends one Willpower to activate the power.

Mass Invisibility
Discipline: Chimerstry 4, Obfuscate 5
Cost: 20 experiance
Description:This power is much like Invisibility, but allows the Kindred to render an entire group Invisible. This power also costs
one Willpower to activate.
Musca
By Teleos; modified by Kkatman

Description
Musca, in modern understanding, is a vampire's mystical ability to alter how gravity effects her. Originally developed by a fifth
generation caitiff (who was also responsible for the bloodline through which kine believe that vampires cannot enter private
dwellings without permission), the powers of Musca allow many of the forms of unhindered travel attributed to Kindred.

* Soft Step
This power allows a Kindred to move across surfaces as if weightless. She will not leave footprints in snow, break twigs, or
disturb dust on a floor. A Kindred may use this power to cross thin ice or other precarious surfaces without difficulty.
System: No roll is required for traceless movement. Crossing surfaces that are dangerous or could not support the vampire's
weight requires a Wits + Stealth roll with a difficulty corresponding to the nature of the surface. A rotten floor would be a difficulty
of 4, while walking across a spider's web would be a difficulty of 10.

** Scale the Mountian


This power allows the Kindred to climb sheer surfaces like a fly.
System: No roll required.

*** Angel's Descent


The Kindred with Musca now has limited control over her falling. She can fall from any height and not be hurt; gravity just seems
to have less effect on her. She actually falls more slowly.
The Kindred can also jump much greater distances.
System: The Kindred must spend a blood point. When falling, she must make a Wits + Athletics roll, difficulty 6. Each success
halves the damage before soak. When jumping, she must make a Strength + Athletics roll, difficulty 4. Every success after the
first doubles the distance jumped. Thus, if she would normally jump six feet, at one success she would jump six feet, at two
successes twelve feet, at three successes twenty-four feet and so on.

**** Winds of Night


At this point in Musca, the vampire can actually fly.
System: The Kindred must spend two blood points. She flies at ten miles per hour per level of Musca.

***** Flicker
This ability allows a Kindred to tesseract; essentially, she can teleport. The Kindred cannot move through solid objects however,
but as long as there is a clear path, she can flicker from one place to another.
System: This ability costs a blood point. Flicker is usually restrained to the area of the scene, at the Storyteller's discretion.
Mutantis
By Chris Hull (chull@mindless.com) for the Mutants bloodline

* Beast's Agility
Always active, this power gives one extra dot in Athletics and Dodge and an extra success in any roll involving jumping.

** Wolverine Claws
By taking a health level of damage that cannot be healed for a scene and rolling Willpower (difficulty 6), the gains three four inch
claws on each hand. These claws stay out until the mutant wants to retract them.

*** Nightcrawler's Wall Climb


Mutants may now crawl, walk, or run (walk/run only if feet are exposed) on any surface that is able to hold their weight. Roll
strength + Mutantis. This power also adds one success to holding onto anything.

**** Gambit's Charms


Roll Charisma + Mutantis. If successful, the vampire gains control over the target for a scene. The target will do anything to
please the vampire and if he gets 4 or more successes, the effect is permanent. However, if the target sees the vampire use this
effect on another, not only does the effect end, if he is a vampire, he must roll to resist Frenzy.

***** Cyclops Blast


This blast comes from the eyes and does aggravated damage. Roll Firearms + Mutantis (diff 7). The vampire must have 3
Willpower to use this power. For the first 15 shot the blasts are not well-controlled and may cause damage to the user at the
Storyteller's whim.

****** Colossus's Skin


The vampire spends a blood point and applies it to the skin, causing it to harden into steel. The armor cuts all damage in half
(rounded up) and also renders the vampire immune to fire. However, the vampire must still roll to resist Rotschreck when
exposed to fire.

******* Psylocke's Blade


By spending a Willpoer point, the vampire summons a mystic dagger that causes those hit to lose two points of Willpower
(killing or driving into Torpor those who fall to zero or less). It also allows the wielder to siphon information from those he strikes
with the blade. To use the blade, roll Dexterity + Wielder (difficulty 9).

******** Jean's Telekinetic Shield


Spend two Willpower points. This creates a force field that stops all ranged attacks. This shield lasts for two turns. It also keep
the vampire using it from making any ranged attacks.

********* Rogue's Touch


Spend one blood point and make skin contact. The vampire then gains a blood point, a Willpower point and information from the
target every turn. It only lasts as long as the vampire using this power spends one blood point per turn and keeps a hold of the
target.
Mutari
By Scott Rasmussen (smrasmus@earthlink.net)

* Chameleon
This discipline allows the user to change the color of her body. The color can be anything the user desires, including patchwork
patterns and simulated tattoos. If the color is changed to match the user's surroundings, it aids in stealth maneuvers. Possessors
of this discipline often use it for decoration.
System: Roll Wits+Body Crafts. If used to blend in with surroundings, add successes to stealth pool if standing still or add one-
half successes (round up) if moving. If used for decoration, the number of successes determine how accurate the design is
portrayed. The color change takes one turn to complete, or one blood can be spent for the change to take place immediately.

** Minor Mutation
This discipline allows the user to change her skin's composition to better resist one specific form of attack. Some examples:
Fire (changing to a non-flammable substance)
Lightning/Electricity (changing to an insulating substance)
Crushing/Blunt attacks (making the skin thicker and adding padding)
Sharp/Edged attacks (adding hard scales)
Sunlight (changing to a reflective substance)
This discipline is more effective against non-aggravated attacks than against aggravated ones.
System: Roll Stamina+Body Crafts. Add one die per two successes (round up) to soak rolls (one die per three successes
against aggravated attacks) when soaking the type of attack specified when the discipline was used. This discipline costs one
Blood Point and takes one turn to use, or two Blood Points can be spent for an instant change during combat (after attack
declared but before it is resolved, like a dodge).

*** Lesser Mutation


This discipline allows the user to optimize a part of the body, such as a set of limbs or sense organs, for a task. Examples:
Change a hand into a sharp claw to cut a rope, lengthen both legs and add spikes to the feet to run faster, or modify an eye to
better see in the dark. When optimized, however, certain penalties (assigned by the GameMaster) could apply to other tasks
using the modified body part. For example, modifying the eyes to see in low light tends to lower color perception and definition,
and a claw can't use a gun.
System: Roll (Dexterity, Strength, or Perception, as appropriate) + Body Crafts. Add one die to dice pool per two successes
(round up) while performing tasks for which the body part was optimized for. This discipline costs one Blood Point and takes
three turns to enact, or one turn if three blood points are spent. The change lasts until the following evening or until reversed by
the user (at no blood cost, but taking three turns).

**** Body Weaponry


Using this discipline causes spikes to sprout all over the body, and claws to grow on the hands and feet. Attacks using this
discipline cause aggravated damage.
System: Roll Strength+Body Crafts and add one-half of the successes to the attack pool and to the damage pool. This costs
two Blood Points and takes one turn to take effect.

***** Greater Mutation


This discipline allows the user to greatly modify the entire body. Examples include growing a new limb or set of limbs (such as a
prehensile tail, wings, an extra set of arms, etc.), a duplicate set of sense organs (such as eyes in the back of the head), or
optimizing the entire body for a task, in the same manner as Lesser Adaptation. New limbs or sense organs are fully functional
and may be placed where desired.
System: Roll (Dexterity, Strength, or Perception, as appropriate) + Body Crafts. If used to create a new limbs, roll
Strength+Body Crafts, and the strength of the new limbs are equal to the number of successes. If used to create new sensory
organs, roll Perception + Body Crafts, and the perception of the new sense organs are equal to the number of successes. If
used to optimize the entire body for a specific task, add the successes to the dice pool when performing the activity. This
used to optimize the entire body for a specific task, add the successes to the dice pool when performing the activity. This
discipline costs three Blood Points and takes three turns to complete, or Five Blood Points can be spent to complete the
change in one turn. The change lasts until the following evening or until reversed by the user (at no blood cost, but taking three
turns).
Mytherceria Revised
By Kabael (kabael@bu.edu) for the Kiasyd Revised

Description
The unique Discipline of the Kiasyd, Mytherceria calls upon their fae blood, allowing them to see the fae, call upon minor faerie
spirits, and even twist fate. The eldest Kiasyd are said to be able to duplicate the mystic powers of the fae themselves. It's
rumored that Marconius could "cheat the wheel" and return to mortality, if he wished.
This Discipline requires a great deal of involvement. In the hands of those who don't quite get the power (read The Monkey's
Paw to understand, I really recommend it), Mytherceria can completely unbalance the game. Remember, every twisting of fate
has a cost attached to it. This is not a "I can do whatever the hell I want to do" Munchathurgy power. Manipulating fate always has
unforeseen ramifications. There is a reason that older Kiasyd become passive and sessile; they don't want to cause those
around them misfortune. There is a "karmic balance" for those who use Mytherceria frequently. A Kiasyd who constantly twists
fate to his own ends will eventually get what he gives, at least to some extent. An abnormal amount of good luck will inevitably be
followed by a balancing amount of bad luck. "Do unto others" indeed....

* Fey Sight
A vampire with this power is able to catch glimpses of the fae, seeing changelings for what they are. She can even see into and
detect fae regios sometimes (places like freeholds and glens, as well as the edge of the Dreaming). With enough success, the
Kiasyd can see through fae glamours and enchantments. The faint hints of chimera (fae spirits are the edge of reality) can also
be detected, although this requires great concentration.
System: This does not require a roll to simply see the fae seeming of a changeling or to detect the ambient faerie power in
freeholds and the like. Actually seeing into the Dreaming to see chimera or view freeholds is a different story. Without actually
concentrating, the Kiasyd will only get a feeling around regions of power. The roll to "peek" is Perception + Occult. The difficulty
ranges from 7 to 9, depending upon the strength of the subject being viewed. A great freehold or powerful chimerical dragon
would be difficulty 7 while a minor glen or weak chimera would be difficulty 9.

** Darkling Trickery
The Kiasyd can now call upon minor mischievous chimera to plague those who displease him, causing minor pranks, although
they are potentially dangerous. The Kiasyd concentrates for a moment and then calls up a swarm of near-sentient spirits that
swarm about the victim. Those with Fey Sight can easily see them as a cloud tiny winged faeries.
System: Using this power requires a Manipulation + Occult roll (difficulty 7). The number of success determines both the extent
of the prank and its duration. Although the details vary depending upon the trick, generally one die penalty due to distraction per
success, lasting one scene per successes can be used as a measuring stick.
Examples include causing someone's hair to fall out, a banshee's wail (frightening all nearby, often deafening them for hours),
blight crops (causing plants to die quickly), battering someone with stones (causing pebbles to rain upon opponents, the number
of successes in bashing damage for a turn or 1 bashing per turn for a number of turns equal to successes), slipping (causing the
victim to lose his balance and fall without a successful Dexterity + Athletics roll), and causing machines to malfunction (The more
complex the machine, the greater and longer-lived the effect. Simple mechanical devices, like guns, are difficult to affect but
electronics, such as computers, are simple to destroy).

*** Know the Dan


At this level, the Kiasyd begins to see the threads of fate and detect the destiny, the Dan, of a subject. By preparing a mixture of
her own blood and that of the subject with molten wax, the vampire can scry into the past, present, or even the future. The
Darkling mixes her own blood with that of the person she wishes to view (it can be herself) and drinks a portion of it. She then
pours it into a stone bowl full of molten wax. So long as the wax stays molten, the vampire can spy upon her subject. If she does
not have wax or a bowl, the Kiasyd can still scry, but it is more difficult.
System: Using this power costs the Kiasyd 2 blood points and 1 from the subject (which can be herself) along with 1 Willpower
point if the subject is supernatural. Mixing the blood together and drinking it (the mixing does create a minor Vinculum after
several uses), the Kiasyd then rolls Perception + Enigmas. The difficulty depends upon how far in the future or the past the user
wants to see. If the difficulty is raised above 10 for any reason, the scrying fails.

Difficulty Time period or circumstance


6 One day
7 One month
8 One year
9 Decades
10 Centuries
+2 Lacking wax and bowl

The effect of the scrying depends upon determines the degree of detail. Sight is the only sense in the vision.

Successes Detail of vision


1 Mere shadows
2 Shapes and movements
3 Misty images
4 Clear visions
5 Detailed pictures

**** Luck of the Devil


Now the Kiasyd's connection with Dan is so strong that it works subconsciously, subtlety twisting fate and luck around the
vampire. Things often just seem to go her way. Coincidences abound around the Kiasyd: the bullet just barely skims her skin,
leaving her with but a scratch; she just manages to jump and roll over the car barreling towards her; she makes the impossible
shot, her bullet hitting the villian's only weak spot. This is where the Kiasyd's legendary luck finds its source.
System: At the beginning of each night, spend 1 blood point (in addition to the 1 needed to rise each night. Luck always has a
price) and rolls Willpower (difficulty 7). Each success allows the Kiasyd to change one die from a botch into a failure or a failure
into a success. This cannot be used on rolls on which the player has spent a Willpower point or on any Mytherceria roll.
Storytellers have the final say about what rolls this can be used on.

***** Hitomi's Folly


The Kiasyd can now begin to truly manipulate the strings of fate like a master puppeteer. The goals and intentions of others are
like putty in the hands of the vampire. Outcomes are bent, resources redirected, and plans thwarted or advanced merely by a
simple tug. This does not come with a price, however. Unforeseen repercussions are inevitable, as no mind could conceive of all
the possible ramifications of one "simple" twist.
System: This power is very expensive, costing 1 Willpower and 8 blood points. The prohibitive cost almost necessitates that the
Kiasyd be in a safe location and have some time to prepare. The roll to use the power is Manipulation + Enigmas (difficulty 10),
and each success allows for 1 goal to be achieved, although more successes must be used to "balance out" the effects.
One success accomplishes a minor task (getting a reasonable supply of money, gaining access to a closed library) with
unforeseen repercussions (family death provides the money in the form of life insurance payments, the man who leaves the
library unlocked loses his job). Five successes would allow for a minor goal to happen without any repercussions or for a major
goal (the death of an enemy, receiving of an ancient fragment of the Book of Nod) to be accomplished with many unforeseen
ramifications (the enemy was killed by a new and more powerful antagonist, the former owners of the fragment come looking for
it...). Getting a number of successes in between results in a more favorable outcome.

****** Second Chance


With the expenditure of 1 Willpower point, the vampire can immediately re-roll any roll except one on which he has spent
Willpower or used the Level 4 (Luck of the Devil) power.

****** Slip to the Dream


The Kiasyd can now actually enter the Dreaming. After successfully using Fey Sight, she can spend 1 Willpower to "slip" into the
Dreaming, leaving the physical world behind.

****** Lesser Geasa


By expending 1 Willpower and 5 blood points and smearing the blood upon a subject (which cannot be someone who
possesses Mytherceria), the Kiasyd can give him superhuman abilities, but only in certain circumstances. Roll Charisma +
Enigmas (difficulty equal to 10 minus Path rating). Each success allows for the raising of an attribute by one or the decreasing of
difficulties by one, but only in very specific circumstances. Things such as "Strength +5, but only when lifting stone" or "Reduce
all archery difficulties by 3 but only when aiming at dragons using an ashwood bow." Once again, the Storyteller should use his
best judgement with this power.

****** Kenning
This power has little obvious effect, though it is powerful. At this level of Mytherceria mastery, the Kiasyd now has his Fey Sight
on at all times. The vampire can in fact now learn a new Talent called Kenning if he can get faerie tutelage. Kenning allows the
Kiasyd to clearly see the fae and look into the Dreaming with less concentration, rolling Perception + Kenning (average difficulty
is 7). Otherwise, roll straight Perception roll whenever encountering something fey (or when a changeling would perform a
Kenning roll).

******* Rewrite History


The vampire can now actually re-write history. On a successful Willpower (difficulty 10) roll, he can dictate actions for a number of
turns in the past equal to the number of successes. This cannot result in the immediate death of any person, and it must be within
the realm of possibility.

******* Greater Geasa


The Kiasyd can now grant great supernatural powers to a subject, but the recipient is now under a geas, or a ban she cannot
violate. Truly spectacular effects are possible. Things like "Cannot die except if you eat the flesh of a dog and you must never
refuse hospitality" or "Undefeatable in battle, but must never lose contact with the ground" are completely within the capabilities
of this power. It is inevitable, however, that the geasa will eventually be broken. Fate does not appreciate cheats.

******** Supplant Fate


The Kiasyd may now switch his fate with another. By spending 5 points of Willpower and a Path (difficulty 9) roll, the vampire
may swap fates with anyone else. If the Kiasyd is destined to die in battle, and a mortal farmer destined to die in bed of old age,
their fates are now switched. The Kiasyd will now die in bed of old age while the farmer will be killed in battle. Only one aspect
(death, success in one venture, etc). may be switched per roll. Fate has a way of working itself out, however, and this cannot be
used to cheat death, no matter how it may appear.
Nakyrae
By Dark Whisper, for the Avengers of Diedne bloodline.

The Discipline of Pain and Injury


It is this awesome power that makes the Avengers of Diedne one of the most feared bloodlines (at least feared by the few who are
aware of their existence). While it was originally a perverted version of the Salubri's discipline of Obeah, over the years it has
transformed into something far more vile. It is the use of this power by the Black Druids that gives the Tremere a basis in fact from
which to spread their propaganda regarding the Childer of Saulot.
Like Obeah of the Salubri, Nakyrae seems to be intrinsically connected to the third eye, and any who learn this discipline will develope
the putrid third eye of the Avengers of Diedne. Unlike Obeah, the third eye opens after the first level of this discipline has been
attained, so all members of this bloodline know this discipline to at least the first level.
* Liadere's Kiss: This fearsome power is the source of many of the weaknesses of the bloodline. The saliva of the user becomes
transformed into a powerful acid, allowing her to cause great damage to those who come into contact with it. It is this transformation
which causes the victims of the user's feedings to become so damaged during the process, and it makes the Avengers unable to
create progeny and to lick their wounds.
System: A lick by the Avenger will cause one Heath Level of Damage. For every Blood Point they expend during the licking, they may
cause a level of aggravated damage (as this increases the potency of the acid). The character may also use this power to spit at foes,
at a range on 10 feet for every level of Strength and/or Potence that the character possess, and the attack causes one level of
aggravated damage per blood point spent. Note: If Blood Points are not spent, the character may not use the spitting attack, as the
acid loses it's potency when out of the mouth.
** The Touch of Torment: A Vampire utilizing this power can cause someone to become paralyzed with wracking pain with just a
touch.
System: The character must touch the victim, and then make a Willpower roll, with the difficulty as the target's Willpower. The effect will
give the target 7 levels of illusionary damage which can not be healed with Blood Points. If this attack puts the target beyond
incapacitated, then they automatically enter torpor because of the intense agony. Once the illusionary levels have disappeared, the
target will recover from Torpor. These illusionary 'pain' level of damage will last a length of time dependant on the number of
successes rolled. Note that this power will work on any supernatural being, provided that it can be physically touched.
1 successes one turn
2 successes two turns
3 successes five turns
4 successes one hour
5 successes one day

*** Demonic Guard: This power allows the user to put up a defensive barrier that will neutralize her enemies with fear while protecting
her at the same time.
System: In order to activate this power, the character must spend two willpower points. This creates a barrier surrounding the
Vampire, allowing none who were not within the barrier's protection when it was erected to approach. The barrier can encompass
everything to a maximum of 10 feet from the caster, but it can be as close as 5 feet. Any who attempt to enter the barrier must engage
the Vampire in an extended Willpower test, and she must exceed the user's successes by at least three. If the user scores three or
more successes than the intruder, then the intruder will be overcome with fear for five turns. Powerful visions of the intruder's greatest
phobias will spring to her mind, and she will immidiately have to roll her Courage/Morale against a difficulty of 8 not to enter the
Rotschreck. If she succeeds on the role, she will still be paralyzed with crippiling fear for five turns. If she fails, she will flee as far and
as fast from the Demonic Guard as possible, until she recovers. If she botches, she will immediatly receive a Phobia Derangement,
although the details are left up to the Player and the StoryTeller.
**** Achilles' Heel: This power allows a Vampire to use her third eye against an unmoving target, and to sense character flaws within
their personality. The Vampire can then use her power to enhance this character flaw, creating a full fledged insanity from it.
System: The character rolls Perception and Empathy against a difficulty of 8. Similar to the level 2 Auspex power, this allows the
Vampire to sense the target's true nature and their character flaws; the more successes they receive, the more information they can
sense from the target. Once they have found a character flaw (this may be an actual flaw, or simply a function of their Nature), the user
must roll Manipulation and Medicine to enhance this flaw to a full fledged derangement, with all the penalties that a derangement
incurs. The choice of the derangement should be left up to the Player of the Target and the User, as well as the StoryTeller, and a
derangement which 'suits' the player should be selected. Not surprisingly, those of Clan Malkavian and the Malkavian Antitribu seem
to be strangely immune to this power.
***** Diedne's Diablerie: This is perhaps one of the most feared powers of the Bloodline, and it has been a great source of
propaganda for the Tremere. By staring into the eyes of the Target with her third eye, the Vampire slowly removes the soul from the
target's body, turning it into a mindless slave. Once the soul has been removed, it is destroyed, and the knowledges of the soul
become the possessions of the user. This perverted version of Diablerie has taken more than one Tremere, and it is perhaps the
reason that the Avengers are privy to so many of the Tremere's rituals and secrets.
The former body of the soul remains a slave to the user, following every instruction that it is given. However, this 'zombie' can perform
no voluntary actions, and it must be told to feed and to protect itself when in danger. Also, the 'zombie' is by no means indestructible,
and it can easily be destroyed in the manner that any kindred can (or any of its kind can in the event that the target is not Kindred).
System: In order to take the victim's soul, the character must stare into the target's eyes and engage them in an extended Willpower
vs. Willpower test. If the target succeeds, she may choose to break eye contact. If eye contact is broken, or this test is interfered with in
any way, it must be started again. If the user succeeds, the character then removes the soul from the target, and incorporates elements
of that soul into her own. For any Talent, Skill, Knowledge or Discipline that the target had a higher rating then the user in, the user
gains one dot. In the event that this includes Thaumaturgy, the user may also gain a ritual of a level which they may perform. After this
'incorporation', the soul of the target is irrevocably destroyed, and the target's body becomes the slave of the user.
****** Death's Caress: The Vampire who utilizes this power can send another Kindred into Torpor with but a mere touch. The effects
on others, however, is more grisly...
System: If the user of this power utilizes a Willpower point, they can send any Vampire whom they touch into instant Torpor. Unlike the
'false' Torpor of the Touch of Torment, this is true Torpor, and the Vampire will remain in this state for as long as their Humanity/Path
Rating dictates. This power has been known to take Methuselah's out of the action for a few centuries.
The effect of this power on Non-Kindred is much more painful. It will instantly kill a Mortal, and it will cause seven Health Levels of non-
aggravated damage to any other supernatural being.
******* Spiritual Disfigurement: This power allows the Kindred to rend the spirit of a victim, causing their spirit to become disfigured.
This results in others avoiding the victim at all costs, as they seem to be impossibly rude and uncouth, as well as making all around
them feel highly ill at ease.
System: By looking at the victim with her third eye, the user causes their spirit to become disfigured. The result of this is that others will
feel very unsettled when in the presence on the target, and will attempt to avoid them if at all possible. Many victims of this power are
shunned by their clans, and some have even become Caitiff. The result of this power is that the victim will automatically fail all social
rolls (ie any rolls involving Charisma, Manipulation or Appearance) as all around them feel so uncomfortable, they will do all they can to
get away from the victim. Also, anything they say seems to come out badly, and all victims of this power appear to be very rude and
disrespectful. This power has been known to destroy Princes and Toreador alike, and may be one of the reasons that the Avengers
get along relativly well with the Nosferatu.
Nascence
By Lori Johnson

* Green Thumb
Cause a single plant to accelerate its growth rate. Must be able to touch the plant. Roll a d10 to determine how many minutes
growth takes. Add 5 to the result if the plant is a tree. This costs one willpower point.

** Gift of Johnny Appleseed


Cause more than one plant of a single species to accelerate its growth rate. Plants must be within ten feet of the caster. Roll
Dexterity + Empathy, target 6 to determine the number of plants affected. Roll a d10 to determine the number of minutes growth
takes. Add 5 to the result if the plants are trees. This costs one willpower point.

*** Greenhouse Effect


Cause more than one plant of different species to grow. Plants must be within twenty feet of the caster. Roll Manipulation +
Empathy, target 6 to determine how many species are affected, then Dexterity + Empathy, target 6 to determine how many
plants of each species grow. Roll a d10 to see the number of minutes growth takes. Add 5 to the result for each tree species
affected. This costs one willpower point.

**** Creationism Effect


Give a plant the physiological characteristic of another plant. i.e.: a poison apple, an elm tree with thorns, etc. Roll Manipulation +
Empathy, target 6-9 to determine results. Roll a d10 for the amount of time the change takes to complete.

***** Master of Plants


Give a plant a physiological characteristic not normally found in plants. i.e.: a plant which recognizes auras. Roll Intelligence +
Empathy, target 6-10 to determine the level of success. Roll percentile to see how many minutes change takes to complete.

****** Coming of Age


Cause a single animal to accelerate its aging process. Does not affect supernatural creatures. Caster must be able to touch the
animal. Roll a d10 for the number of minutes growth takes.

******* Mass Growth


Cause several animals to mature at the same time. Does not affect supernatural creatures. Animals must be within thirty feet of
the caster. Roll Manipulation + Intimidation, target 7 to determine how many animals are affected. Roll percentile for the amount
of minutes growth takes.

******** Focused Protean


Transform one animal into another. Both must exist or have existed in nature. i.e.: a woman into a swan. Affects supernatural
creatures. Roll Perception + Empathy, target 7-9 to see level of success. Roll percentile to see how many minutes change takes.
If change interrupted before completion, the animal will eventually revert to normal. Roll a d10 to see how many days reversion
takes.

********* Magic Maker


Transform one animal into one imagined in the caster's mind. i.e.: a dog into a winged eyeball. Roll Intelligence + Science, target
6-10 to determine how viable the idea is, then Dexterity + Empathy, target 6-10 to show level of success. If interrupted before
completion, animal will eventually revert to normal. Roll percentile to determine how many days reversion takes.

********** Creator
Create animals or plants, real or imagined, from nothing. Only an Antediluvian can have this power, so I'm not going to bother
thinking up a system for it.

Note: For all levels, on a botched roll, the plant or animal dies from shock.
Nautika
By Galliard (galliard@bellatlantic.net) for the Merrow

Nautika and Protean


If your Nautika rank is 3 or more and you learn the Protean power "Shadow of the Beast", you may chose to take the shape of a
shark in place of a wolf and/or a barracuda in place of a bat. These forms permanently replace the traditional ones.
Shark: Str+3, Sta+3, all Social at 0, bite does Str+2 damage
Barracuda: Str -1, Sta+1, Dex +3, all Social at 0, bite does 1 die of damage.

* Ocean's Embrace
Swim at your normal running speed and to see, hear and speak underwater unaided. Your sight does rely on at least some light
and is susceptible to extremely murky or dirty water, but not to the extent of a mortal. Normal swimming speed for most people is
1/3 their normal movement. You may ignore damage done by water pressure to a depth of 1/2 mile per rank.

** Salmon's Leap
You can leap out of the water 10'/success rolled on a Str + Athletics roll. The difficulty is 8 if you are still in the water, 6 if you get a
"running start" of at least 20', and 5 if you get a running start of at least 40'. This power is good for jumping up onto boats,
bridges, or just on a mortal walking along the shore.

*** Naiad's Vision


You can sense objects in the water around you, regardless of visibility. Roll Per + Nautika, difficulty of 6 for a radius of 1/2 mile.
To extend the radius, spend 1 blood point for each additional 1/2 mile. You need 1 success to detect an item the size of a fishing
boat or larger, 2 for large fish or small boats, 3 for humans, 4 for smaller fish or items, and 5 for trace items such as blood or oil
or really small items, like gold coins. You many only try once per night in any given area.

**** Swift Current


Allows you to move through the water at up to 20 mph + 10/Dex. For each additional hour after the first, you must spend a blood
point. You produce almost no turbulence in the water when you use this power.

***** Undertow
Creates a wave that swamps over targets on the surface and drags them down beneath the water. Items of up to 10' + 10'/suc
on a Willpower (difficulty 6) roll can be swamped. Buoyant items remain submerged for the duration of the scene. This power
costs 1 Willpower point to use. Live targets can resist using their Str + Athletics, against a difficulty equal to 3 + the Merrow's
Willpower.
Necroaegis
By Strutinan Cerberus (abrein@jeffnet.org) for the Lich bloodline.

Description
This discipline focuses on reducing the weaknesses of being a vampire. It allows the Lich to resist the vampire's usual banes as
well as reducing their detectibility.

* Beating Heart and Hungry Body


The vampire's body seems to come alive in appearance for a short period of time. His heart beats; his skin regains all capillary
responses; he can eat and drink (but gains no nourishment); he excretes water instead of blood, and can even enjoy conjugal
relations.
System: The lich must spend one blood point to use this ability for one hour. He gains one of the above listed abilities for every
level of his Necroeagis discipline, chosen when this power is activated.

** Wakeful Soul
The vampire does not suffer from daytime lethargy, and can even forgo his need for the day's sleep.
System: The vampire must spend a blood point to totally throw off all penalties associated with being active during the daylight
hours. To relieve himself of the day's rest requirement he needs to spend a Willpower point as well as the blood point.

*** Autoinflammatory Resistance


The vampire's flesh is no longer as susceptible to fire and sunlight as it once was. He gets to use his Stamina as well as
Fortitude to soak any damage taken taken from these two traditional banes of the undead.

**** Flesh Made Whole


The vampire has gained the ability to heal aggravated wounds as if they were normal wounds. This ability can only be invoked
for one wound level per dot in Stamina each night however.

***** The Talking Head


This powerful ability allows the vampire to maintain his mystical contact with his bodily parts even if there is no longer any
physical connection. He cannot take more than one wound level (non-aggravated) from any loss of a body part, even
decapitation! Yes this means decapitation is no longer lethal to the vampire! He can sense the location of any errant body part
as well as use all their senses, abilities and move them using their own muscles. It only takes one blood point to reconnect a
body part by healing the damage its loss caused. This power does not work on any body part that has been lost by any means
other than separation from the body.
Paths of Necromancy
By J-P Chapleau (chaj01@gel.usherb.ca)

Description
Giovanni are able necromancers, but in order to use any path powers (except for the abilities), they have to spend one turn per
rating of the power they wish to use. These same restrictions apply to the Cappadocians, Kiasyd and Samedi. Nagaraja
however do not suffer from these penalties, unless they do not have at one point of Nihilistics because they are so attuned with
dead and the Shadowlands.
All the Necromantic paths have to be learned from a book or another necromancer. Only Pandemonium can be thaught by a
wraith. Most books referring to those lost arts are in the possession of the Black Hand, hidden safely in Enoch, in the
possession of Clan Tremere who hoard them in the Vienna Chantry or in the hands of the Giovanni who possess most books on
the subject. Most of the practitioners of these arts are constantly looking for those lost tomes.

Path of Argos
The path of Argos is a path dealing with movement in the Shadowlands. It is usually the first path to be learned for it gives
access to most other paths.
Note that vampires cannot be thrown into the tempest.

Rating Name Attribute Difficulty Cost


Ability Shadowpeek Perception 6 None
Description: Allows the caster to look into the Shadowlands

Ability Tempest Door Strength 7 None


Description: Allows castor to open a door to the Shadowlands

Ability Track Perception 6 None


Description: Tracks a wraith that has fled to the tempest. The target may resist with Dexterity+Argos (8)

1 Enshroud Dexterity 7 None


Description: Makes the caster invisible in the Shadowlands. No non-argos powers may be used.

2 Phantom Wings Stamina 6 none


Description: Lets caster fly in Shadowlands at running speed for one turn per success

3 Flicker Dexterity 6 1 BP
Description: Reduces travel time over short distances by one turn per success in the Shadowlands

4 Jump Stamina 8 3 BP
Description: Allows the caster to jump to his haven

5 Oubliette Strength WP 3 BP
Description: Sends a wraith flying off into the tempest

Path of Fatalism
Fate has always been a powerful tool. Necromancers who have mastered the ways of Fate often become distant and reclusive.
Fateseers rarely talk because they try to avoid being caught in its webs. Though powerful, wielding Fate can be a two-edged
sword.
Fatalism can be used out of the Shadowlands but increase all targets by two.

Rating Name Attribute Difficulty Cost


Ability Kismet Perception 6 None
Description: Allows you to tell whom Fate deems "important" in a room
1 Fatal Vision Perception WP None
Description:Tells about how the subject died (or will die). Adds 1 dice/success to Interpretation

2 Danger Sense Perception 6 None


Description: Warns caster of impending danger (1 turn warning/success)

3 Interpretation Manipulation WP 2 BP
Description: Gives one cryptic answer per success about target's past or future

4 Lachesis' Measure Perception 6 2 BP


Description: Gives Information about current and future situations

5 Luck Wits 6 1W
Description: Lets caster ignore one "1" for each success; roll at beginning of story

Path of Keening
This path deals with emotion manipulation. It can be made to work in the Skinlands, but raise targets by two. Keening has often
been used to undermine Toreador power in certain areas and give the Giovanni control over certain spheres that would normally
fall under other clans' domains.

Rating Name Attribute Difficulty Cost


Ability Perfect Pitch Perception 6 None
Description: Senses when someone else uses Keening to influence or manipulate emotions. Can be resisted using Sotto
Voce.

Ability Sotto Voce Manipulation 6 None


Description:Conceals Keening use in normal speech or song. Resisted with Perfect Pitch.

1 Dirge Charisma 8 1 BP
Description:Provokes "Dark" feeling for one turn per success (wraiths) or longer for mortals.

2 Ballad Manipulation 8 2 BP
Description: Provokes "Light" feeling for same lenght of time as Dirge

3 Muse Manipulation WP 3 BP
Description: Makes the subject believe an idea is his own. Min diff is 7

4 Crescendo Stamina 8 2 BP + 1BP/Success


Description: Does one corpus (wraith) damage to all wraiths in hearing range. Does one Health Level per two successes if
used in Skinlands.

5 Requiem Strength 7 3 BP + 1BP/Success


Description: Paralyzes subject for one turn per success. Resisted by Willpower

Path of Pandemonium
This path allows the caster to unleash the powers of the tempest into the Skinlands. It is used mostly by necromancers who wish
to scare their victims rather than killing them. Pandemonium can be taught by wraiths and is the only path that can be learned
that way. Because Pandemonium requires a complete understanding of death, the Shadowlands and the tempest, it cannot be
learned by anyone who has less than Occult 5 or Wraith Lore 4.
Wraiths who will teach this path are likely to demand heavy chiminage on the part of the caster. It is very likely that heavy quests
for the wraith will have to be undertaken.
Because of its power source, with the exception of Sense Chaos, Pandemonium cannot be cast from the Skinlands.

Rating Name Attribute Difficulty Cost


Ability Sense Chaos Perception 7 n/a
Description: Determines whether an event was caused by Pandemonium or whether an object or mortal has been touched by
a wraith.
1 Weirdness Charisma Str 1 BP
Description: Causes something strange to happen to one individual (hot flash, minor hallucination)

2 Beffudlement Intelligence WP 1 BP
Description: Confuses target for one turn per success. INT(8) to think clearly

3 Dark Ether Intelligence Str 1BP + 1 BP/turn


Description: Affects weather or light in a small area; 5 successes can do one level of damage to those in the area.

4 Foul Humour Intelligence Str 4 BP + 1BP/turn


Description: Causes rains of vermin, blood drips or other bizarre effects. Damaging effects do one die damage/2 successes

5 Tempus Fugit Intelligence Str 4 BP


Description: Distorts flow of space or time.

Path of Phantasm
This path deals with sleep and dreams. It allows a caster to make a subject fall asleep or to put a vampire in a short-timed
torpor. This path cannot be used from the Skinlands, only from the Shadowlands.

Rating Name Attribute Difficulty Cost


Ability Sleepsense Perception 6 None
Description: Allows caster to determine sleeper's sleep state

1 Elysia Dexterity 6-8 1 BP


Description: Allows caster to join the dream in an active way, although he is not in control of what happens

2 Lucidity Manipulation Varies 2 BP


Description: Allows caster to change an aspect of the dream.

3 Dreams of Sleep Charisma WP 1 BP


Description: Forces the target to fall asleep. Works on vampire, lupines and wraiths. Roll only if resisted.

4 Agony Strength 8 3 BP
Description: Knocks a victim unconscious for 1 turn/success

5 Torpor Strength 9 5 BP
Description: Forces a vampire into torpor for 24 hours
Revised Necromancy
By Jeremy Belton (gilok@mint.net)

Description
This is a version of Necromancy that is meant to be available in addition to the standard paths of Necromancy learned by the
Giovanni. This is simply an alternate route to power. It can be learned by mortals as hedge magic, as well.
One thing to note about Necromancy, is that it is intrusive. Necromancers are not asking wraiths politely to do these things; they
are demanding and threatening. The powers were designed to force a wraith into obeying the wishes of the necromancer. A
wraith can, however, seek out a necromancer and ask for aid. Necromancers provide a direct, obvious link to the Skinlands, and
some wraiths can't resist that, regardless of the price. Mortals can learn this discipline as well, although few of them have the
capacity to learn much in their limited lifetimes. If used by a mortal, health levels are expended instead of blood points where
applicable.

Basic Path
This is the basic path of Necromancy, and the one usually learned first. It is possible to learn some of the other paths first,
although they will likely be less effective without this one.

* Detect Wraith
This basic ability opens the way for all other abilities and paths within the discipline of Necromancy. It simply allows the
necromancer to detect any wraiths in his immediate vicinity by concentrating. He can see them "normally" but can hear them only
faintly, as though from a great distance.

** Communicate with Wraith


This allows the necromancer to hear nearby wraiths normally. He may also speak to them across the shroud, provided he shares
a common language with the wraith in question. The wraith is in no way compelled to listen, however.

*** Summon Wraith


This ability allows the necromancer to summon a specific wraith to his immediate vicinity. The necromancer must have a
personal object belonging to the wraith in question, and know the wraith's name. He must then enact the ritual. The necromancer
rolls Manipulation + Intimidation, difficulty of the wraith's Willpower. The wraith may resist by spending a Willpower point. Once
the wraith arrives, it is in no way compelled to obey the necromancer any further.

**** Command Wraith


This power, the power that causes such great fear of the Giovanni, is the ability to command a wraith. The wraith is forced to
provide some service for the necromancer, or to answer some question. The necromancer rolls Manipulation + Intimidation,
difficulty of the wraith's Willpower +2, maximum of 10. If successful, the wraith must serve for one hour per success. However, if
dawn arrives in the necromancer's part of the world before the term of service is ended, the wraith is immediately set free. A
Willpower point may be spent by the wraith to avoid the service for one scene, usually long enough to flee.

***** Enter Shadowlands


This power is seldom used, but extremely powerful. The necromancer physically and directly enters the Shadowlands. He can
see, feel, and hear everything exactly as though he were a wraith. However, he is a physical being there, and relics and other
objects of the Shadowlands can harm him. He is essentially outnumbered by a lot of beings that have 3 more health levels than
he does. It costs one blood point per hour to remain in the Shadowlands, and at dawn the necromancer is immediately, violently
expelled. The necromancer must roll Manipulation + Occult, difficulty of the local shroud, to enter the Shadowlands in the first
place.

Path of Shadows
This horrific path allows the necromancer to deal with a wraith's Shadow. This is an extremely dangerous path, and it has even
been rumored that some necromancers have accidentally taken upon themselves the Shadow they were trying to control.
* Speak with Shadow
This ability allows the necromancer to speak directly to a wraith's Shadow. The wraith must be in the vicinity of the necromancer.
The necromancer may speak, but the Shadow doesn't necessarily have to listen.

** Shadowplay
Shadowplay allows other paths to work on Shadows. This is the core power of the path of Shadows. It allows the necromancer to
use the effects of any other path on the Shadow of a wraith. Thus, the necromancer could summon a Shadow or control it using
the basic path, or affect Dark Passions with the Path of Passion.

*** Give/Take Angst


This power allows the necromancer to either fuel a shadow with angst, or take it away. It is a useful way of tormenting a wraith.
The necromancer rolls Manipulation + Empathy, difficulty 8. Each success either gives or removes one point of Angst,
depending on the intent of the necromancer.

**** Induce Catharsis


This hideous power allows the necromancer to induce Catharsis within a wraith. The shadow comes forth fully dominant. To use
this power, the Shadow must attempt to take control as normal, disregarding the Angst requirement. The necromancer rolls
Manipulation + Empathy, difficulty 8, and adds his successes to the Shadow's roll. This will almost invariably cause the
Catharsis, and any wraith successfully resisting such an onslaught recieves a point of Pathos for her victory. This power costs 1
blood point per use.

***** Obliviate
This is the darkest known power of Necromancy. The ability to fling a wraith into Oblivion, or simply to damage it severely. The
necromancer rolls Manipulation + Occult, difficulty of the wraith's Stamina + 4. Each success causes a point of aggravated, non-
soakable damage to the wraith. This power costs 1 blood point per use. If a wraith reaches 0 corpus as a result of this power, it
flung into a Destruction Harrowing.

Path of Passions

* Determine Passions
This power allows the necromancer to find a wraith's Passions. Roll Perception + Empathy, dif of the wraith's Willpower +
Subterfuge - the rating of the passion being determined, max of 10. The Storyteller determines the Passion to be determined.
The power can be used repeatedly to determine all the Passions of a given Wraith. It will also reveal the emotion Associated
with the Passion.

** Locate Object of Passion


The necromancer can find the object of a Wraith's Passion. By rolling Perception + Investigation, dif 8, the necromancer can get
an impression of what or who the wraith's Passion pertains to. For example, if a Wraith had the Passion "Protect my Lover" the
necromancer would get a hazy image of the Wraith's lover. If the Passion has no discernable subject, nothing is determined.

*** Pathos Manipulation


The necromancer can give or take Passion from a Wraith. By rolling Manipulation + Empathy, difficulty of the Wraith's permanent
Angst to give Pathos or Willpower to take it, and spending a blood point or health level per point to be given or taken, the
necromancer can adjust the Wraith's Pathos level.

**** Strengthen/Weaken Passion


This powerful ability is used to reduce or increase the attachment a wraith has to her Passions. Roll Manipulation + Empathy, dif
10. Each success allows the necromancer to raise or lower one of a wraith's Passion. The necromancer must know the passion
to be modified and must spend a blood point or a health level per point. If a Passion is lowered to 0, the Wraith enters a
Destruction Harrowing.

***** Bind Passion


With this power, the necromancer can actually give a wraith a new Passion. This can be considered kind of a "dominate for
wraiths" by giving the wraith Passions like "Serve me (love)". However, sometimes when this power is used (Storyteller
discretion) the Wraith's Shadow will receive a dark reflection of the Passion, such as "Destroy the necromancer (hate)". The
system is the same as Strengthen/Weaken Passion, above.

Path of Fetters

* Determine Fetters
This power allows the necromancer to determine the fetters of a given Wraith. Roll perception + occult, dif of the wraith's
willpower + subterfuge, - the Fetter's rating. Only one fetter can be determined at a time, and which one is determined by
Storyteller discretion.

** Locate Fetters
The necromancer can track down a Wraith's fetters. Roll Perception + Occult, dif 8. Only one can be located at a time, and the
necromancer must use Determine Fetters to find out what he's looking for.

*** Corpus Manipulation


The necromancer can give or take corpus from a wraith. Roll Manipulation + Occult, dif 8. Each success allows the necromancer
to give or take a single corpus level from the Wraith. A blood point or health level must be spent per point of corpus taken or
given. This power directly manipulates a wraith's ties to his fetters to cause him harm sympathetically, so one of the wraith's
fetters must be present.

**** Strengthen/Weaken Fetter


This power allows the necromancer to strengthen or weaken a wraith's ties to his Fetters. Roll manipulation + occult, dif 10. Each
success allows the necromancer to add or subtract a point from one of the Wraith's fetters. A blood point or health level must be
spent per point manipulated.

***** Bind Fetter


A necromancer can bind a wraith to the fetter of his choice. The system is the same as Strengthen/Weaken Fetter, above. The
necromancer could concievably protect himself from harm by making himself the wraith's fetter. However, some uses of this
power could, at Storyteller's discretion, give the Wraith's shadow a Dark Passion that is the opposite of the wraith's fetter. For
example, if the fetter Was the necromancer, the Dark Passion could be "destroy the necromancer(hate)".

Path of the Risen


To learn this path, the necromancer must know the Basic Path 5, Path of Passions 5, Path of Fetters 5, and Path of shadows 5.
This ancient path is used to give a wraith a second chance at life. It is frequently used after other powers that bind the wraith's
will to the necromancer, making the Risen a powerful servant, but a servant who may turn on the necromancer at the first
opporotunity.

* Locate Body
The necromancer may locate a wraith's body, if it is missing or the wraith is unwilling to divulge its location. Roll intelligence +
Investigation, dif 7. A total of 6 successes must be accumulated, but this can be made as an extended roll. The difficulty or
number of successes can be raised if the body is particularly hard to find.

** Dull Senses
Basically, this power reduces the wraith's Lifesight and Deathsight to normal. Roll Manipulation + Expression, difficulty 8. Each
success increases the wraith's Lifesight and Deathsight difficulties by 1. If the wraith's difficulty is increased past ten, assume
these powers are completely removed. This power can be used on wraiths that are not planning to become Risen.

*** Learn Arcanos


This power allows the necromancer to learn Arcanos. He cannot use these arcanos except in the Shadowlands, but he can
teach them to wraiths, and can use them to alleviate the need for a potential Risen to know them. There is no system for this
power. The necromancer must simply find a teacher and spend the experience points to learn the power. They can either be
taught by another necromancer who knows them, or by wraiths. To learn from wraiths, the necromancer must be in the
Shadowlands.

**** Cheat Arcanos


This power allows the Risen to use Arcanos not normally possible. Roll Manipulation + Occult, dif 8. Successes can be spent to
allow the use a dot of an otherwise unusable Arcanos and for each hour the Arcanos is usable. The necromancer must know the
Arcanos to be allowed himself.

***** Forced Rising


This power can make a Wraith Rise, whether it wants to or not. The necromancer must roll Manipulation + Occult, dif 10. 10 total
successes must be obtained. If the Wraith is unwilling, he can contest the roll with Willpower, at a difficulty of 8. Once the
successes are obtained, the necromancer can specify the Wraith's conduit, which must be one of the wraith's fetters. The wraith
will then return to its body, wherever its body may be. The Risen will have free will unless steps have been taken to prevent that.
Necropotence
By Strutinan Cerberus (abrein@jeffnet.org) for the Lich bloodline.

Description
This discipline focuses on enhancing the powers inherent to the undead condition. It provides greater combat and supernatural
abilities upon the user.

* Bloodstrength
The user adds one to all their Physical Attributes for every blood point they spend on their physical attributes. No more blood
may be spent in this way per scene than the vampire's blood points per turn alotment for generation.

** Body of the Mind


The vampire can add his mental attributes to his physical attributes for one round by expending a Willpower point. Perception
adds to Dexterity, Intelligence adds to Strength and Wits adds to Stamina.

*** Life Theft


The vampire can steal the lifeforce of a target to replenish his blood pool, at a distance of up to fifteen feet away.
System: The user rolls Willpower T# of 6 to determine the amount of lifeforce taken. The victim rolls Willpower T# of the
Attacker's Willpower to Soak this loss. Points lost are first taken from blood pool/gnosis/quintessence/etc., and once that is
gone from their wound levels. Each point the victim loses rejuvenates the user, giving him one blood point. Damage dealt with
this power is not aggravated unless the user spends a Willpower point when making his roll.

**** Chill of the Grave


The Vampire's touch can be made to carry the cold grasp of death. Anyone else he touches after activating this power takes
aggravated damage and suffers from progressive Attribute loss.
System: The vampire must spend a blood point to activate this power, after which it will last for the entire scene or until the
vampire chooses to release it. The vampire's touch deals an amount of damage dice to any creature he touches equal to his
current Willpower as well as any damage normally incured. This damage is aggravated and soaked separately but is applied
before any damage dealt by the type of contact made. If this power causes even one Wound Level of damage then the victim
contracts the Chill of the Grave. Anything with the Chill of the Grave must make a Willpower roll with a T# of 8 after they score any
botches in a roll involving a Physical Attribute. Failure indicating a loss of one point from that Attribute. Lost Attribute points are
regained at a rate of one per day once the Chill of the Grave is gone. The Chill of the Grave is gone once the victim makes a
successful Willpower roll T# of 8, one try per night's rest.

***** Bloodless Being


The vampire must have level five Necroaegis in order to get this power.
The vampire's body no longer requires blood. His blood pool becomes a Lifeforce pool with a capacity equal to his previous
blood pool capacity. He can no longer be blood bonded or blood bond others while this power is in effect. He becomes immune
to diablerie and cannot diablerize others because he cannot taste their blood. Blood will not even touch the kindred, coming
within only an inch of him! All his abilities that normally require blood will now run off of his stored lifeforce instead. He must use
Life Theft to feed from now on. Thaumaturgical abilities and other disciplines will use this Lifeforce points instead of blood points
unless they are applicable only to blood points (such as Taste of Vitae). System: To activate this power the user must spend all
of his blood pool, be unhurt and have both a permanent and maximum Willpower of 10. Once this power is activated it is
permanent unless the user chooses, of his own free will, with clarity of thought and in full knowledge of what he is doing, to
imbibe blood. This level of Necropotence is then lost to that vampire and must be purchased all over again. Losing this power in
such a way does not cause the loss of any Necropotence powers above fifth level.
Necrotomy (revised)
By Joanne FitzRoy (gfitzroy@intranet.ca) and based off the original Necrotomy discipline by Paul Michael Graham.
Written for her revision of the Sons of Samuel as they appear in Bloodline Book: Samedi

Description
Necrotomy combines medical talents and knowledges with the death and spirit manipulation of Necromancy.

* Roll the Bones


Kindred with this ability can "read" a dead body (something like Level One Necromancy).
System: A roll of Perception + Occult (difficulty 8) is necessary to use this power. The reader must grasp a bare bone that was
taken from the victim.

** Heartbeat
The Kindred can affect the blood flow in a human or Supernatural. It can be sped up or slowed down.

Successes Effect
1 Slightly hyperactive (if sped up), or tired (if slowed down). Victim always loses initiative.
2 Wound up (if sped up), or exhausted (if slowed down). Victim cannot divide dice pool to take more than one action
per round.
3 Confused. Victim can't concentrate on task at hand. Kindred lose one pip in Celerity. Add 1 to target difficulty
number for any action.
4 Severe migraine (if sped up) or lethargy (if slowed down). Negates effects of Celerity.Victim must get 3 successes
on a Stamina + Athletics roll (difficulty 8) to take an action this round.
5 Shock. Potentially fatal increase (or decrease) in blood pressure. Victim cannot take any action this round. Must get
3 successes on a Stamina + Athletics roll (difficulty 8) to prevent death (human) or torpor (kindred).

*** Blood Chill


The Kindred can cause a victim (Kindred or Kine)'s body temperature to drop, eventually causing hypothermia.
System: Roll Perception and Medicine (difficulty 8). Each success gained drops the blood's temperature by 2 degrees.

Successes Effect
1 Chills. Lose 1 die on all Ability rolls
2 Severe tremors. Lose 1 die to all Attribute rolls
3 Uncontrollable shakes. Lose 2 dice to Ability rolls
4 Severe hypothermia. Victim may hallucinate. Lose 2 dice to all Attribute rolls
5 Frozen solid. Kills most non-Kindred. Kindred not thawed out within 24 hours will lose a pip in Intelligence
permanently

Note: For Level Three of Necrotomy, the dice lost are regained after three days' rest and healing. In Level Four, the dice lost can
be regained after two weeks' rest and healing. Level Five's dice losses may be permanent, or it may take a month or more to
heal (Storyteller's discretion).

**** Blood Boil


The Kindred can cause a victim's body temperature to rise, up to fatal levels.
System: Roll Perception + Medicine (difficulty 8). Each success would raise the blood's temperature by 1 1/2 degrees. This
would increase any action's difficulty target number by 1. The worse the fever, the less the victim can concentrate.
***** Blood Burn
The Kindred can cause another Vampire's blood temperature to increase.

Successes Effects
1 Victim loses 1 die on Talent-based Abilities
2 Victim loses 1 die to Mental-based Attributes
3 Victim loses 1 die to any one Attribute
4 Victim loses 2 dice to any one Attribute or Ability, and hallucinates (Storyteller's discretion).
5 Spontaneous combustion.
Necrotomy
By Paul Michael Graham, for the Sons of Sam bloodline.

Description
This discipline is considered most repulsive by most kindred. However, it is a valuable weapon for those who use it. Necrotomy
allows a Son of Sam to manipulate their bones as well as those of others.

* Casting the Bones


With use of this power, a kindred may take a small handful of bones and cast them onto the ground or other relevant surface. The
vampire may then gain special knowledge.
System: To use this power, a vampire must spend a Willpower point and successfully roll (Wits + Occult Difficulty 8), gaining at
least 3 successes. If successful, the player may ask the Storyteller one question about the past, present or future. The answer
should never be direct, but rather cryptic and riddle-like and never can a question about a similar occurrence be asked more
than once; successful or not. If a botch is rolled, the kindred is given false information.

** Dislocate
With this power, a vampire may remove bone-parts of his body at the joints. Arms, fingers, legs, feet, and even the head may be
removed from the body with no harm to the vampire. While repulsive, a few kindred have saved their own lives by use of this
power in a number of ways. It is important to note that bones that have been dislocated still function normally when dislocated
and may be "re-located" without harm. A few disgusting kindred have been known to rearrange their limbs with this powe, a
direct breach of the masquerade.
System: No roll is required, however, a blood point must be spent to dislocate the bone and an additional blood point to re-
locate the bone.

*** Pile of Bones


With this power a kindred may turn his entire body to a pile bones. The pile cannot be damaged by sunlight or by fire and is
nearly invulnerable. The bones can be separated however, and a kindred reforming without his arms can be quite painful. No
disciplines can be used while this form is taken.
System: No roll is required however a blood point must be spent to take the form, and another blood point spent to reform.

**** Fracture
This power is one of the most dangerous of the Nocrotomy weapons. With but a touch, a vampire may fracture and break the
bones of an opponent. These broken bones are quite painful and can cripple an opponent. This power has no effect on
creatures without bones.
System: The vampire must first touch his opponent and then roll Strength + Medicine (Difficulty, 6). Each success causes one
point of aggravated damage that can only be soaked with Fortitude. Any Potence is also added to the damage. By adding a +2
Difficulty to the Strength + Medicine roll, the vampire may break specific bones thereby attempting to cripple his opponent.

***** Bone Spurs


This power is arguably the most repulsive of the Necrotomy powers, but its effectiveness can not be challenged. Use of this
power causes a kindred to grow large spikes made of bone, all over his body. The spikes are razor sharp and fighting an
opponent with this power is often difficult.
System: No roll is required, however, a blood point must be spent and the Son of Sam will take one point of regular damage
that cannot be soaked when the power is activated. This wound level cannot be healed until the spikes are re-tracted. Any
opponent striking a kindred with Bones Spurs will take a number of dice worth of aggravated damage equal to the number of
damage successes inflicted upon the wearer of the Bone Spurs. The spikes may also be used as a weapon (Difficulty 6,
Strength da mage) by the kindred (Spiked knuckles-knees, diving on an opponent). Each success causes a point of aggravated
damage.

****** Animate Skeleton


This power is similar to the level six Necromancy power "Zombie". However, this power allows the vampire to create animated
skeletons. Animals or human skeletons can be used and unlike Zombie, the skeletons can be dead for any period of time.
Skeletons are mindless automatons and will respond only to basic commands by the vampire who created them.
System: To animate the skeletons, the kindred must spend one blood point for each skeleton to be animated. The skeletons
must then be given one blood point per day to maintain them. Animated skeletons made in this fashion have the following
statistics:
Physical: Strength 4, Dexterity 3, Stamina 4
Social: All are zero.
Mental: Perception 2, Intelligence 1, Wits 3*
Talents: Brawl 3, Alertness 2*
Skills: None
Knowledge: None
Disciplines: Potence 2
Virtues: Conscience 0, Self-Control 0, Courage 5
Humanity: 0
Merit: Iron Will
Willpower: 0
Bloodpool: None, cannot use blood.
Special Defense: Damage taken from an edged or cutting source (swords, claws, etc.) do only half damage (rounded
up).
* These are used for initiative purposes only.

******* Dismember
This power works identically to the level to power "Dislocate," but the kindred may now perform this on other people.
System: Using this power is identical to Dislocate however, the vampire must touch the part of the victim he wishes to remove.

******* The Mongrel


With this power, a vampire can take the severed limbs of an opponent or limbs that have been removed by the use of
Dismember and connect them to his own body, thereby gaining the benefits of that appendage. Although quite repulsive by even
the lowest of kindred standards, the power is quite effective. Nearly any combination of body parts is available to the kindred;
arms can be switched with heads, the head replaced by an arm, etc.
System: Use of this power requires the vampire to spend five blood points to fuse the new appendage to his own body. Also the
player must roll Intelligence + Medicine (Difficulty 6, +1 for each additional appendage) and score at least one success. Failure
to do so ruins the appendage. Use of this power is quite heinous and unnatural even for a vampire. When this power is used the
player must make a Humanity roll.

******** Skeletal Form


This truly powerful ability allows a vampire turn himself into a skeleton. Unlike animated skeletons however, the vampire
maintains all of his abilities, disciplines, and attributes.
System: While in this form, the vampire takes 1/2 damage from all edged attacks (rounded up) and all soak rolls vs. Fire are
made at a +2 bonus to difficulty. The kindred is also immune to any attack that would drain, manipulate, or contaminate any of
the kindred's blood (Theft of Vitae, Cauldron of Blood, Blood Sweat, etc.). Additionally, no one may commit Diablerie on a
vampire in this form or drink his blood. Finally, the kindred gains the benefits of the Iron Will merit. If this merit is already
possessed, the kindred will be immune to all Dominate abilities. One blood point must be spent to take this form.
Necromancy Rituals
By Alexander Marzec (marzec@tony.bc.edu)

Author's note
Do not put this submission into any compendiums!

Description
Because Necromancy is a ritual that uses static magic, rather like Thaumaturgy, it stands to reason that the Giovanni would have
developed a few rituals for this Discipline. Although many Cainites suspect this, the actual details of these rituals are kept very
secret -- so secret, in fact, that no Necromancy rituals are actually printed in any WOD books! This submission should amend
the error. The Storyteller should recall that Necromancy and Thaumaturgy are completely different and their rituals are non-
compatible; Necromancy cannot be used to cast Thaumaturgic rituals, or vice versa. Although it is theoretically possible for the
Giovanni to develop Necromantic Paths (similar to Thaumaturgic Paths), their magical knowledge is not equal to that of the
Tremere, making this extremely difficult. If any Necromantic Paths have been developed, they are doubtless of lower power than
Paths of Thaumaturgy, and are kept highly secret.

Level 1 Rituals

Wisdom of Bone
By obtaining a fragment of bone from an individual, as well as some of that person's blood, the caster can gain supernatural
knowledge of that person's thoughts. The ritual takes an hour, and the bone must be crushed into a powder and mixe

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