Vampire the Requiem Mod Notes - RPG Crossing

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Vampire, the Requiem Rules and Setting Notes Things that are Typically Gained Through Roleplaying Instead of Experience In-Game Merits: Haven, Herd. Rules Modifications Waking Up A vampire spends 1 Vitae to awaken for a number of nights based on their Blood Potency. Blood Potency Nights Blood Potency Nights 1-4 1 8-9 3 5-7 2 10 4 Counterfeiting Life A vampire completely full on Vitae can counterfeit life at no cost merely a Blood Potency roll requiring only 1 success. Physical Augmentation When spending Vitae to enhance physical attributes, the enhancements last for a number of turns equal to the vampire’s Blood Potency. In addition, when a vampire is more than 50% full on vitae, they gain the 9 again rule with all purely physical dice pools. Healing Wounds A vampire more than 50% full on vitae will heal naturally, recovering from bashing wounds at the same rate as a mortal would, and 1 Lethal wound each night after they have awakened. Additionally, a vampire with 4 or more vitae may make an extended action to heal themselves, requiring 1 Blood Potency roll each minute. When doing this they heal 1 bashing wound or downgrading 1 lethal wound to bashing per success, this inherent regeneration takes about 1 minute of concentration during which no other actions may be performed. A vampire also adds this healing amount any time they spend vitae to heal themselves though this occurs instantly. A vampire that sustains damage after their last health box is filled with lethal does not upgrade damage to Aggravated, but takes damage to their structure instead (see below). Torpor When a vampire enters torpor, their bodies become, essentially, inanimate corpses, and thus can be damaged quite a bit without destroying the vampire completely. If a vampire in Torpor has all his health filled with Lethal wounds, additional bashing or lethal wounds do not automatically upgrade existing wounds into Aggravated. Instead, they damage the vampire’s ‘Structure’. A vampire has structure equal to his size in Torpor (consider any additional structure from durability to account for his health rather than adding to structure). A typical vampire’s body also has a durability of 1 in this state. For each point of structure lost, the vampire also loses 1 Vitae due to the blood escaping their ruined body. If the vampire runs out of structure or vitae additional damage continues removing whichever they still have until they have run out of both. Once the vampire’s structure and vitae are reduced to 0, his body is destroyed, (note that Aggravated damage dealt to a vampire in Torpor always effects its remaining health, not structure). When a vampire’s body is destroyed completely they must spend a year reforming their body, and then restart their torpor duration. When all a vampire’s health boxes are filled with Aggravated damage, it is destroyed forever. A vampire in torpor will recover 1 point of structure every night. They cannot rise from Torpor until they have no Structure damage remaining. This means some vampires with high Humanity may be forced to remain in Torpor longer than normal if they take significant damage while in this state. When they have no structure damage, and their torpor duration has ended, they will heal 1 bashing or lethal wound and awaken on the next sunset. A vampire which is 100% full on vitae when rendered into a Torpid state will heal 1 Bashing or downgrade 1 Lethal wound (if no bashing damage remains) each night while in Torpor. 1

Transcript of Vampire the Requiem Mod Notes - RPG Crossing

Vampire, the Requiem Rules and Setting Notes

Things that are Typically Gained Through Roleplaying Instead of Experience In-Game

Merits: Haven, Herd.

Rules ModificationsWaking Up

A vampire spends 1 Vitae to awaken for a number of nights based on their Blood Potency. Blood Potency Nights Blood Potency Nights 1-4 1 8-9 3 5-7 2 10 4

Counterfeiting Life A vampire completely full on Vitae can

counterfeit life at no cost merely a Blood Potency roll requiring only 1 success.

Physical Augmentation When spending Vitae to enhance physical

attributes, the enhancements last for a number of turns equal to the vampire’s Blood Potency. In addition, when a vampire is more than 50% full on vitae, they gain the 9 again rule with all purely physical dice pools.

Healing Wounds A vampire more than 50% full on vitae will heal

naturally, recovering from bashing wounds at the same rate as a mortal would, and 1 Lethal wound each night after they have awakened.

Additionally, a vampire with 4 or more vitae may make an extended action to heal themselves, requiring 1 Blood Potency roll each minute. When doing this they heal 1 bashing wound or downgrading 1 lethal wound to bashing per success, this inherent regeneration takes about 1 minute of concentration during which no other actions may be performed. A vampire also adds this healing amount any time they spend vitae to heal themselves though this occurs instantly.

A vampire that sustains damage after their last health box is filled with lethal does not upgrade damage to Aggravated, but takes damage to their structure instead (see below).

Torpor When a vampire enters torpor, their bodies

become, essentially, inanimate corpses, and thus can be damaged quite a bit without destroying the vampire completely. If a vampire in Torpor has all his health filled with Lethal wounds, additional bashing or lethal wounds do not automatically upgrade existing wounds into Aggravated. Instead, they damage the vampire’s ‘Structure’. A vampire has structure equal to his size in Torpor (consider any additional structure from durability to account for his health rather than adding to structure). A typical vampire’s body also has a durability of 1 in this state.

For each point of structure lost, the vampire also loses 1 Vitae due to the blood escaping their ruined body. If the vampire runs out of structure or vitae additional damage continues removing whichever they still have until they have run out of both.

Once the vampire’s structure and vitae are reduced to 0, his body is destroyed, (note that Aggravated damage dealt to a vampire in Torpor always effects its remaining health, not structure). When a vampire’s body is destroyed completely they must spend a year reforming their body, and then restart their torpor duration.

When all a vampire’s health boxes are filled with Aggravated damage, it is destroyed forever.

A vampire in torpor will recover 1 point of structure every night. They cannot rise from Torpor until they have no Structure damage remaining. This means some vampires with high Humanity may be forced to remain in Torpor longer than normal if they take significant damage while in this state. When they have no structure damage, and their torpor duration has ended, they will heal 1 bashing or lethal wound and awaken on the next sunset.

A vampire which is 100% full on vitae when rendered into a Torpid state will heal 1 Bashing or downgrade 1 Lethal wound (if no bashing damage remains) each night while in Torpor.

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New MeritsSanguine Thrall (•••••)

Your character was created by another vampire with Mastery of the Liegance discipline (most likely a Ventrue), and has the benefits, as well as the drawbacks, of being her sire’s Sanguine Thrall. Effects include: • Thrall gains +1 dot in either mental or physical clan

Discipline. • Thrall gains bonus to both favored attributes. • Master can borrow Thrall’s senses, no distance limit. • No distance limitation on Bleed for the Master or

time limitation on Favored Reward.

• Master can use Disciplines through Thrall’s senses. (Such as using thrall’s eye contact for Dominate or activating Majesty centered on the thrall. Does not allow the thrall to gain the benefit of physical Discipline uses or the like.)

• Master can use any compulsory disciplines on the sanguine thrall without needing normal restrictions (eye contact, immediate presence, etc).

This Merit may only be selected at character creation, by a newly embraced vampire.

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Clan Alterations Daeva

Covenant: The majority of these Kindred are found within the Invictus. They are well suited to the political game, and here they can surround themselves with lessers, becoming ever more jaded and inhuman as they grow older. Most Daeva are too self-centered to feel the religious calling of the Lancea Sanctum, but those few exceptions who are able to channel their sensual drive into matters of faith often obtain positions of prominence, making the clan seem more numerous in the Lancea Sanctum than it really is. Few Daeva bother with the Jade temple. Why strive for a restoration of karmic balance when most Daeva feel the current status quo favors them and their dark desires?

The Tremere have few Daeva for much the same reason. They promote new ways while the Daeva are happy with the old. Still, some few Daeva do join the blood mages out of a jaded sense of rebellion against the rest of Kindred society rather than any sort of cult zealotry towards the Tremere’s aims. There are, however,

some Daeva who fit naturally within the Tremere’s power structure, who find the focus on attaining personal power for the sake of power suits their disposition and aims just fine. For similar reasons a surprising number of the Succubae end up unaligned, convinced, in their own self-perceived superiority, that they have no need for the laws and restrictions of society.

Clan Disciplines: Celerity, Majesty, Felia Replace Vigor with Felia, their new clan-specific

discipline.

Stereotypes Gadianton: Never forget the savage fury that lies just

under the surface of their veneer of civility. Kyoketsuki: It’s like taking a bipolar blood drinking

sociopath and splitting him into two people. Both of them want to eat you, one will just do it in a very tranquil manner. Not that that makes me feel any better about it.

Gangrel Covenant: Many Gangrel are largely unconcerned

with matters of Kindred politics, but that’s not to say they don’t have their own views. Some of the clan’s more proactive members find the Tremere mindset appealing, though some who join do so not to learn the blood magic of the covenant but to pursue mysteries of their origin without the hauteur of the Lancea Sanctu. Perhaps surprisingly, many Gangrel can be found among the ranks of the disciples of the Jade Temple. Their philosophy of balance can be quite appealing to a Savage who seeks to understand both halves of his being.

Few Gangrel fall in with the Lancea Sanctum and Invictus, due to the nature of each covenant’s beliefs. Those who are active in the latter group usually work for important elders or are elders themselves, while the few Gangrel of the Lancea Sanctum are among the most

frightening and relentless Kindred anyone would ever (not) want to meet. A great many Gangrel also find their place among the independent and unaligned Kindred, whose lack of structure and love of freedom are attractive to Savages who prefer that elders of other clans keep their politics to themselves.

Stereotypes Gadianton: They think they’re scary, and tough, and

maybe that’s true, but they lie to themselves about the nature of the animal inside.

Kyoketsuki: I may have a monster inside me, but these ******* have two, or some **** like that.

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Mekhet Covenant: A great many Mekhet fall in with the

Tremere or the Lancea Sanctum, both of which have strong traditions of politics and secrecy to which the Shadows can lend their talents, and the Tremere claim a heritage that includes an ancient bloodline of the Mekhet themselves, as well their study of its esoteric principles often coincides with artifact-finding expeditions or secrets to be gleaned from other Blood Mages. The same can be said of the Jade Temple, which typically draws Mekhet by virtue of its underlying message of meaning and purpose in the unlives of the Damned. Less philosophical and more viscerally impassioned Shadows are often drawn to the ranks of the unaligned, whose ideology of freedom (or anonymity…) is an easy fit for the wild at heart. This is not to say that the clan is weak within the Invictus, though. Invictus

Shadows are simply quieter about their covenant affiliation than their boastful brothers, or are at least more reserved about the reasons for their affiliation, which typically coincide with those of the Tremere or Lancea Sanctum.

Clan Disciplines: Celerity, Obfuscate, Noctis Replace Auspex with Noctis, their new clan-

specific discipline.

Stereotypes Gadianton: They have long memories, but they let

their pride over what they once claimed to have lost hold them back.

Kyoketsuki: Intriguing, but scary. Still… very intriguing.

Nosferatu Covenant: The Nosferatu are everywhere. The

Invictus nervously welcomes them as enforcers, informants and soldiers. Those Nosferatu who obtain power in the First Estate tend to extremes; becoming relatively benevolent rulers, remembering what it was like to be downtrodden, or attempting to make up for the anguish they suffered by heaping it upon others. Haunts who seek to understand why God has done this to them, and those penitents who feel that they must atone for whatever sins drew the curse upon them, find solace in the ranks of the Lancea Sanctum. Haunts often find a place among the Tremere, where their disturbing bearing has little immediate effect on their achievements in the covenant (and might even aid them, as it discourages casual social calls). Those Nosferatu who truly suffer

beneath the weight of their curse often find the teachings of the Jade Temple far too tempting to resist, and their tendancy to manipulate from the shadows suits many Nosferatu very well. Even the unbound attract those who accept their terrifying nature and who want to tear down the system that quakes at their passing — or those who just want to get away.

Stereotypes Gadianton: I wear my ugly on the outside, what’s

your excuse?!Kyoketsuki: Deceptive, that’s what they are.

There’s no way to tell them apart, at a glance, and until you know which you’re talking to, you’re pretty much ******.

Ventrue Covenant: Many Kindred see the Ventrue as

almost synonymous with the Invictus. Indeed, while Ventrue tend to rise to leadership positions within that covenant, almost as many find a place in the Tremere, acquiring immediate power of a different stripe, which the Lords ultimately turn toward the same ends. They also rise to leadership among the Sanctified, however, and some Ventrue find the power they crave within the Jade Temple or even amid the ranks of the unbound. Some Ventrue neonates hardly bother to hide their intent to use a gang of unaligned Kindred as a stepping-stone to power within another covenant.

Clan Disciplines: Resilience, Dominate, Liegance Replace Animalism with Liegance, their new clan-

specific discipline.

Stereotypes Gadianton: If they were great once, they’ve since

fallen far. Power in the past is of no importance now, except as a crutch preventing them from moving forward.

Kyoketsuki: Difficult to predict, or reliably use. They are bound to their beliefs and their curse, but at least the majority of them stay out of our domains.

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Altered Discipline Resilience

In addition to aggravated damage, Resilience will also downgrade a number of points of lethal to bashing equal to the vampire’s dots in resilience, as well as prevent a number of bashing damage of the same value.

No wound can be downgraded twice, however, and wounds that are upgraded cannot then be downgraded in this manner (though any that remain may be).

New Discipline Zephyr

Many myths portray vampires with the power to defy gravity, falling incredible distances and landing lightly on their feet, or even leaping into the air only to soar high on the winds, carried aloft by eldritch wings. While somewhat obscure the Zephyr Discipline is the source of such myths. Many vampires are unaware of its existence, as it doesn’t seem to be aligned with a particular Clan or bloodline. All vampires take Zephyr as a non-Clan Discipline, if they can find a teacher.

• Grace The power of the blood can be turned to

manipulating the very air, though a vampire’s natural grace is still essential to this power. The currents of the wind seem to wrap subtly around him, cushioning his fall, and with a touch of agility, absorb the otherwise dangerous impact of a long fall. A vampire with this power may land lightly from impossible heights, shrugging off the distance fallen and walking casually from what would have been a terminal drop for a mortal.

The vampire may spend 1 Vitae to prevent all falling damage from a single fall.

Cost: 1 Vitae (optional) Dice Pool: Dexterity + Athletics + Zephyr Action: Reflexive Roll Results Dramatic Failure: The vampire not only fails to

slow his fall, he lands in a bad way as well, and takes full damage from the fall. The vampire may not spend Vitae to prevent this damage.

Failure: The power fails to activate and the vampire takes half normal falling damage.

Success: A single success will neutralize any damage before terminal velocity, in addition it allows the vampire to fall an additional 30 yards per success before terminal velocity is reached. Even if the vampire exceeds the distance their successes indicate they can fall harmlessly, they still only take 5 bashing damage instead of the normal 10 lethal for falling at Terminal Velocity.

Exceptional Success: The vampire perfectly effects his fall, and does not take any damage, no matter how far they dropped. They land on their feet and can even act immediately as if the fall had been nothing more than a hop down a high step. Spending a single Vitae makes this level of success automatic, without need for a

roll, the vitae may be spent after the result of the roll is determined.

•• Ascension Instead of relying on grace, this power relies on the

vampire’s strength and speed, augmenting his ability to leap by carrying him on the warm wind of an updraft to otherwise unreachable heights. This effect is quite dramatic, and also a blatant breach of the Masquerade. It is also quite exhilarating, and those few vampires who have found a teacher for this discipline can become addicted to its use.

Cost: - Dice Pool: Strength + Athletics + Zephyr Action: Instant Roll Results Dramatic Failure: The vampire only momentarily

catches the wind and ends up plummeting back down a few feet (possibly farther if near a gap) and takes a minimum of 1 bashing damage.

Failure: The power fails to activate and the vampire likely ‘hops’ slightly, and ends up appearing rather foolish.

Success: Supplanting the normal jumping rules, each success on this roll allows the vampire to ascend 10 yards. They may also travel horizontally up to half the height achieved, but only if desired. The effect is a steady rise, which appears unnatural, or assisted by wires. If Celerity is active the speed at which the distance is traversed is greatly increased. If the vampire has Vigor active, the added strength does effect the roll, but the normal benefits to jumping are lost since this is more akin to levitation.

Exceptional Success: As above, but successes beyond five increase potential ascent distance by 20 yards each instead of 10. ie: if a character gains 6 successes on their roll they would rise 70 feet. 50 for the first five successes and another 20 for the sixth. This effect is cumulative adding another 10 feet per success for every 5 successes. Thus if a character somehow scored a total of 12 successes, they would gain 50 from the first five, 100 from successes 6-10, and finally another 60 yards of total ascent distance for the final two successes.

The total distance traveled takes 1 turn per success, or that same time divided by (Celerity + 1).

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••• Calm While still not true flight, this power allows the

vampire the power to grasp the air with his considerable potency, and halt his velocity and momentum holding himself unbound by gravity. Effectively he gains the power to hover in midair, either pausing mid leap, or ‘landing’ above the ground from a fall. He takes no damage from this, however, indeed if he resumes falling after activating this power he calculates any potential falling damage from his present height, rather than from his previous distance traversed.

Cost: - Dice Pool: Stamina + Athletics + Zephyr Action: Reflexive Roll Results Dramatic Failure: The vampire stumbles, falls or

otherwise screws up, and likely ends up taking falling damage. Future attempts at activating the power fail until after the character hits the ground.

Failure: The power fails to activate, however if there is sufficient time the vampire can attempt to activate it again in future turns before he hits the ground.

Success: Each success can suspend the vampire for one turn, he may also opt to drift downwards at a rate of 1 yard per turn instead of hovering in place.

Exceptional Success: The same as above, though the vampire can also move horizontally up to 1 foot per turn while descending.

•••• Aether A vampire skilled in Zephyr can take to the skies,

propelling themselves through the air with thought alone. The wind molds itself to their will and carries them aloft through the night. This form of travel while precise and fluid, even dramatic, is not quick, however. The base speed for such maneuvering is 4 less than normal, thus most vampires will have a base speed of 1 while using this mode of transportation. It can be activated on the ground, in mid leap, or even after another power, such as Calm, is used.

Cost: - Dice Pool: none Action: Reflexive This power can activate reflexively in midair while

falling only if Calm is successfully achieved first. This power, while requiring no roll, and no expenditure of Vitae, still requires deliberate thought, and must be activated as part of an Instant action on the part of the character, such as leaping into the air, or halting one’s fall.

••••• Wings of Night With mastery of the Zephyr Discipline the vampire

finally gains a true form of flight. Rather than simply manipulating the air and the wind, the vampire turns his power inward, manifesting physical wings filled with his unnatural power. The appendages appearance is generally appropriate to the individual vampire, but usually dark, batlike wings are created, sometimes even forming as if from the character’s clothes, such as a long coat or cape.

Compared with Ascension, the maneuverability of this form of travel is somewhat clumsy, but the speed achieved means the vampire can cover great distances in a short time. Their speed for this power is equal to Strength + Dexterity + Zephyr + Species Factor (10 for a man sized creature with wings).

The vampire cannot turn or change direction quickly, but with practice he can learn to control his movement and gain a degree of finesse. He counts as being untrained with any uses of Athletics regarding this maneuverability until he gains a specialty in flight.

Cost: 1 Vitae Dice Pool: none Action: Instant It takes a single round for the wings to form, and

after launching oneself into the air it takes a couple rounds to build up speed. 1 Vitae is sufficient to use this power for a single scene, or 1 hour.

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New Clan Disciplines Felia

Majesty allows the Daeva to manipulate the emotions of others, but Felia is what truly makes their clan unique, the discipline of the perfect hunter, and in their eyes, the perfect vampire. A master of Felia moves among her prey undetected, able to manipulate, and hunt selectively to her desires.

A few of the powers in the Felia Discipline effect emotions or the mind itself. These can compliment uses of Majesty, or even serve as a replacement for Majesty or Dominate powers for some Daeva. Similar to Majesty or Dominate these powers are easier to use on someone with whom the vampire has a blood tie (see p162) or who is blood bound to him.

• Grace of the Hunter The most basic power of Felia makes the Daeva a

more cunning hunter. Rather than augmenting their brute strength or even mental capacity, it augments their instincts. Her movements become more graceful, more alluring, and yes more subtle and stealthy as well. She can read her prey more easily, and thus react with greater finesse.

The Daeva adds her dots in Felia to any persuasion or subterfuge roll made to entice her ‘prey’ to her, or to any stealth or athletics roll made while physically pursuing her prey and attempting to keep up, out maneuver, or remain undetected. It can also be added to a general ‘hunting’ roll as described on p164 in the same manner as the Herd merit, though only if the vampire’s method of feeding described is one the storyteller feels can benefit from the effects of this Discipline as described above.

The storyteller is the final arbiter on what dice pools may be augmented with Felia, based on what he feels is appropriate to story and the characters.

It does not add to any combat dice pools, or her ability to find prey. It also does not affect any social rolls outside the ones listed. It cannot be used to intimidate, or even socializing in order to find a ‘target’ for feeding on. It only helps with the actual attracting or pursuit of potential feeding victims.

Cost: - Dice Pool: none Action: Supplemental

•• Cat Eyes This power serves two functions: first, it grants the

Daeva excellent night vision, like a cats, able to discern detail with very little light. Secondly, it allows the Daeva to perceive the emotions in others. Surface emotions are automatically registered, but attempts to discern less obvious or deliberately concealed emotions add the Daeva’s dots in Felia to any Wits + Empathy roll to read someone trying to hide their true demeanor. This is a contested roll against the subject’s Composure +

Subterfuge, the vampire need only equal his opponent’s successes in order to get a read on any hidden thoughts or emotions.

This is not true mind reading, however, and while the Daeva can gain impressions or flashes of images of things his victim is thinking of, it is primarily concerned with raw emotions such as anger, resentment, happiness, lust, etc. It can however give the vampire insight into the target of such emotions. It will tell her, for instance, that his target is resentful towards her date, and secretly lusting after a handsome man across the room and associating these ‘thoughts’ with the idea of revenge against said date, or to invoke jealousy.

Cost: - Dice Pool: none Action: Reflexive If turned on a victim with whom the vampire has a

blood tie (see p162) the Daeva gains +2 to her roll. Similarly the character gains +5 to a contested roll against a Vinculum Thrall.

••• Scent of Passion Some Daeva possess the ability to directly

manipulate and shape the emotions of others. Using this power they can subtly alter the mood of their target such as making them more relaxed or more aroused, even from across a room. It requires line of sight, but not eye contact.

A vampire with this power may encourage a specific emotion, such as urging an individual to feel more relaxed and off guard, or direct an existing emotion, such as turning a mugger’s greed towards a different passing pedestrian.

Cost: - Dice Pool: Manipulation + Empathy + Felia

versus subject’s Composure + Blood Potency. If turned on a victim with whom the vampire has a

blood tie (see p162) the Daeva gains +2 to her roll. Similarly the character gains +5 to a contested roll against a Vinculum Thrall.

Action: Contested; resistance is reflexive Roll Results Dramatic Failure: Not only does the vampire fail

to manipulate his target’s emotions, but any further uses of Felia on that target automatically fail until the next sunset.

Failure: The subject’s emotions remain unchanged.

Success: The vampire achieves more successes than his target, strengthening or redirecting his or her emotions to suit the vampire’s desires. Each success can strengthen or weaken one emotion or redirect its source or object. The vampire may not, however, completely remove an emotion, or change an emotion into

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something adverse to the original emotion. He cannot change a subject’s anger into serenity, or lust into loathing.

The effects of this power last only so long as the vampire remains in his subject’s presence.

Exceptional Success: The vampire wins the contested roll with five or more successes, and his subject’s emotions can be completely reversed if he so desires, turning hatred into love (though temporary). His subject remains effected by this power until the end of the scene after he departs from the character’s presence.

•••• Lover’s Dream Use of this power requires the Daeva to have made

“intimate” acquaintance with their target sometime during the night. She must know her victim’s name, and they must have allowed her to physically touch her in some way, such as a kiss or even just an embrace.

With this prerequisite achieved, the Daeva may enter and shape the dreams of her target, and may impose subtle, even permanent changes in their thoughts and ideas, gradually shaping the way they interact with those around them, and placing suggestions for them to follow.

After using this power the first time, they may continue to use it in following nights without direct contact, but if they don’t enter their dreams for a number of nights equal to their blood potency they must regain that direct contact in order to try again.

The effects can be permanent, if used cleverly and subtly, but any drastic or blatant changes or suggestions will fade after a few weeks if not constantly reinforced.

Cost: 1 or more Vitae (Optional) Dice Pool: Wits + Manipulation + Felia - Resolve. If turned on a victim with whom the vampire has a

blood tie (see p162) the Daeva gains +2 to her roll. Similarly the character gains +5 to a contested roll against a Vinculum Thrall.

Action: Extended (1 Scene) Roll Results Dramatic Failure: The Daeva loses touch with her

target’s dreams and must reinitiate intimate contact on the following night before she can try again.

Failure: The Daeva fails to make meaningful contact with her subject’s dreams, and the power fails.

Success: If one or more successes are rolled the Daeva may try to shape the dreams of her subject either to impart a subconscious message or to implant suggestions into their sleeping mind.

Examples of such suggestions could be to be more ‘trusting’ of her, to be a little more relaxed in otherwise tense or strange situations, or to be less open with people she’s usually comfortable with. Such changes are very subtle, and as described above are not generally permanent.

Only one such suggestion can be implanted per success rolled. Suggestions usually fade after a number of nights equal to the Daeva’s blood potency. For each point of Vitae spent, one suggestion can be made to last a week per dot of blood potency instead.

Exceptional Success: As success, but suggestions are more deeply rooted, lasting a week per dot of blood potency, or a month if Vitae is spent to prolong them.

At the storyteller’s discretion, if a suggestion is subtle enough and parallels the subject’s own thoughts and ideas already, it can be made effectively a permanent change with an exceptional success, and the expenditure of a point of Vitae.

••••• Pure Devotion The ultimate expression of Felia is forcing another

to love you. With this power, the Daeva can inspire a temporary Vinculum in a victim simply by biting them, and drinking 1 blood point while spending 1 Vitae.

Cost: 1 Vitae Dice Pool: none Action: Instant The duration of the temporary Vinculum is based

on the difference between your Blood Potency traits. When used on characters that do not have Blood Potency count their supernatural resistance trait as half of it’s actual value (rounded up). -2 1 Night +4 3 Weeks 0 3 Nights +6 2 Months +2 1 Week +8 6 Months

Note that this power offers the Daeva no protection against being bonded themselves.

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Liegance While Dominate can be very useful for the

Ventrue attempting to ensnare servants, Liegance allows them to augment their servants, and even create them already bound and loyal.

• Oathbind This allows the vampire to mystically bind an oath

or agreement. The agreement must be made by the individual in question, but once bound they are compelled to fulfill their end of the agreement. This ‘contract’ can be resisted on a scene-by-scene basis with a self control roll, or by the expenditure of a willpower point (which suppresses the compulsion for a scene), but unless it is successfully resisted at the time of the binding, it will continue to dominate the individual’s thoughts until it is fulfilled.

Cost: - Dice Pool: Presence + Expression + Liegance

versus subject’s Composure + Blood Potency Action: Instant Roll Results Dramatic Failure: The power fails to activate, and

cannot be used again until the next sunset. Failure: Your power fails to activate, and you

cannot use it again to attempt to bind the same oath between the same people.

Success: The parties making the oath or promise are bound to it as described above if their successes are less than the ventrue’s. The binding power of the oath lasts for 1 week per success or until fulfilled.

Exceptional Success: As above, but the oath lasts for 1 month per success, or until fulfilled.

Note that if the power is used to bind an oath made between two people other than the vampire, it is possible for one to successfully contest the roll and not the other. In which case one of the oath makers is mystically bound while the other is not.

•• Weaver’s Eye One of the most useful abilities to a manipulator is

the ability to perceive the emotional connections between people. This gift allows the Ventrue to perceive loyalty, conspiracies, and even treachery, in those around them. It may not reveal the specific details of their plans or affairs, but it does make the vampire aware of their existence and if he knows them, who else is involved.

Cost: - Dice Pool: Wits + Empathy + Liegance Action: Extended (1 minute per roll) Roll Results Dramatic Failure: The vampire cannot sense

emotional connections and furthermore takes a -1 penalty to all social dice pools until the end of the scene.

Failure: The power fails to activate. Success: If the Ventrue’s successes exceed the

subject’s Composure she learns about any strong emotional connections they might have, starting with the

strongest, with one additional connection perceived per success.

Exceptional Success: As above, but the Ventrue can examine the emotional connections of multiple subjects simultaneously.

••• Favored Reward This power allows the vampire to let another

entity borrow his powers temporarily. They may utilize the ability as if it were their own, though he must give them Vitae to expend on its use if they are not a vampire themselves and the effect requires Vitae. In other words such powers can only be used by ghouls and/or other vampires. While the power is loaned the Ventrue cannot use it himself, but once the predetermined duration (no greater then the vampire’s Blood Potency in nights) wears off the power is restored instantly.

Cost: 1 Vitae Dice Pool: none Action: Instant

•••• Bleed for the Master This power allows the vampire to transfer up to 1

lethal or bashing wound per turn from a single attack to any willing servant within sensory range. In addition, if he has vampires blood bound to him who are feeding, he may choose to take some of the blood (up to half) they consume for himself, as long as they are within a certain distance from him, no greater than the boundaries of a single city or 100 miles.

If the blood bound servant does not wish to share the blood they consume they may reflexively resist the attempt, in which case the Ventrue must make a roll to forcefully take a portion of the blood. If used on a willing subject, the power requires no roll.

Cost: - Dice Pool: Presence + Stamina + Liegance -

subject’s Resolve Action: Instant Roll Results Dramatic Failure: The Ventrue gains no

sustenance and also may not use any of the compulsory effects of the vinculum for the rest of the night.

Failure: The Ventrue gains no sustenance. Success: The Ventrue can steal 1 Vitae their

thrall has consumed per success, up to half of the total Vitae gained.

Exceptional Success: As above.

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••••• Sanguine Thrall A Ventrue uses this power to embrace another

vampire and imbue them not only with unlife, but with greater ability than other newborns as well as absolute and immediate devotion to their sire. The childe’s will is held thrall by their sire’s and they are automatically and permanently bound by Vinculum and marked as their thrall. On the flip side, this Thrall is subject to his master’s frailty, and if the master is killed, all his Thralls immediately die as well. A vampire’s Sanguine Thrall gains additional power when he’s embraced beyond what a normal newborn is capable of.

Cost: 1 Blood Potency, 1 or more Vitae, 1 Willpower

Dice Pool: none Action: Reflexive/Supplemental This power can only be used by a vampire with 4

or more blood potency, as it requires the vampire to expend 1 level of blood potency while remaining at least 2 dots higher than their newborn thrall. If the vampire ever falls below that threshold of 2 dots of blood potency higher than their thrall, then the thrall is no longer destroyed if his master is, and is permanently freed from the compulsive effects of the power beyond a normal Vinculum.

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Noctis Description…

• Eyes of Night Most important and simple for the Mekhet

learning the discipline of midnight, this power grants perfect vision in total darkness. The darker it becomes, the more detail they can discern. So individuals attempting to hide within shadows are especially obvious to the vampire’s eyes. The vampire also gains the ability to see ghosts and other denizens of the twilight for a scene by spending a Vitae.

Cost: 1 Vitae (optional) Action: Supplemental

•• Shining in the Dark Just as simple candlelight is obvious in the

darkness, power is easily discerned by a disciple of Noctis. This allows the vampire to discern the differences in the mundane and the supernatural. This is not aura perception, but rather simply causes abilities, places, and entities of power to stand out in the vampire’s senses. He can discern simple attributes like the difference between a well crafted knife, and one which is enchanted or a spirit bound fetish. With close scrutiny he can discern more specific information, such as whether it was crafted by a mage or a werewolf, and if it is a power he is familiar with he can readily identify it.

Cost: - Dice Pool: Wits + Occult + Noctis Action: Supplemental or Perception Roll Results Dramatic Failure: The vampire misinterprets the

power’s function completely. Failure: Nothing happens, and the vampire gains

no knowledge. Success: The vampire can roll to discern the

general function of a mystical object or supernatural ability. Each success determines one aspect of it, or if it’s something he’s already intimately familiar with it identifies it immediately.

Exceptional Success: The Mekhet is able to determine in exact detail what nature of the effect he’s studying is.

••• Midnight’s Shroud Through the use of this power, the Mekhet

occludes things to mystical perception. He can hide a certain aspect of his aura, such as the taint of diablerie, or dampen the visions a vampire with Auspex 3 would get of a certain period of time, or from a certain object.

Cost: - Dice Pool: Resolve + Subterfuge + Noctis Action: 10 minute ritual. Roll Results Dramatic Failure: Entities using mystical senses

are actually drawn to the object the vampire attempted to

occlude. The vampire must expend 1 Vitae will remove this attraction and try again.

Failure: The power fails and nothing happens. Success: The successes attained act as passive

resistance to any attempt to discern the effect, in addition to any other resistance allowed. The occlusion lasts until it fails once or the vampire falls into torpor.

Exceptional Success: Same as above.

•••• Invite the Shadows This power allows the vampire to extinguish lights,

increasing the dominance of the night’s shadows. Cost: - Dice Pool: Intelligence + Occult + Noctis Action: Instant Roll Results Dramatic Failure: Lights and flames he attempted

to extinguish actually grow stronger. Failure: The power fails and nothing happens. Success: The vampire may extinguish all small

light sources, in his immediate area such as light bulbs, flash lights, or candles. Two successes are required to extinguish neon signs, a car headlights, or the equivalent of torch fire within sensory range. Three successes will extinguish up to spotlights, or small campfires. Four will dampen a bank of floodlights. Mystical defenses can protect a light source and reduce effective successes. Also successes less than are required for a specific source can cause lights to flicker and flames to gutter as if in a cold wind.

Exceptional Success: As above, but in a wide area, for instance an entire large building, or even something like a football stadium. Also an exceptional success can extinguish even a bonfire, or dim even startlight, masking the night sky in a shroud of darkness within a certain range of the vampire.

When using this power against flames, the vampire may possibly have to overcome fear frenzy before invoking this power, and it cannot be used reflexively to extinguish flame the way it can for other light sources. The presence of multiple sources of open flames penalizes the dice pool for this power as follows:

-1 For multiple candles or a single campfire. -2 For multiple medium sized fires or one very large

fire such as a bonfire. -3 For many significant fires, or something like a

building fire (an inferno consuming a building cannot be suppressed no matter how many successes are rolled, but other nearby lights can be).

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••••• Shadow Walk The Master of Noctis treads wherever the night

rules, unfettered by distance. The vampire can meld into the shadows, and emerge from another shadow either in a place he is familiar with, one close by, or one he can see. For instance he may sink into a dark alleyway only to emerge from the shadows in a darkened room he can see a window of across the street. Or he could fade from sight in an alcove at Elysium and reappear back in his darkened haven. There must be a shadow available at both ends of the journey large enough to completely hide his body in order for this power to function.

Cost: - Dice Pool: Dexterity + Composure + Noctis Action: Instant Roll Results Dramatic Failure: The power backfires and expels

the vampire from the shadows, drawing significant attention to him.

Failure: The power fails and nothing happens, the Mekhet may try again in the next turn.

Success: Each success increases the level of familiarity or general distance which the vampire may traverse. With 1 success he may return to a place he is intimately familiar with, such as his haven, or may shift to another shadow he can see directly from his current position. 2 Successes allows him to shift around a corner, to a place he was just observing, or to a place he has seen in detail such as one in a photograph. 3 Successes will transport the vampire to a place just out of sight, or to a place he’s been to but cannot visualize in detail. 4 Successes is required to transport to a place he’s never been to, including one beyond the edge of his sensory perception, but he must either be close enough to see something next to it, or have had it described in detail to him.

Exceptional Success: 5 or more successes will transport the vampire to any place he knows of, so long as he is familiar with its general location and layout, and it is not outside the bounds of the city.

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New Clans Gadianton

“You put yourself in this position, so don’t blame me when I send you running back to your master with half your face missing.”

No one argues that the Gadianton are an old clan, but their history to a large part does not parallel the rest of the history of the Kindred. The clan rose to power in the Americas, alongside ancient empires such as the Aztec, the Mayans, and even, some say, the Incas. As their histories tell it, they were worshipped as gods by mortals, or as emissaries to the land of the dead, and many were Kings among their kind, with thousands of worshippers and disciples among Kindred and Kine alike.

Perhaps the most common attribute of any of the Jaguars, as they are often called, is that sense of regal superiority. Not that they are necessarily better than other vampires, but they certainly think they are. In modern nights they have lost none of their pride, even though the civilizations that birthed them are long dead. Many seek a return to the old days, their days of glory, reborn in a new age. Powerful, primal, and compelling, they are not the political schemers that the Ventrue are, with typically little patience for more subtle intrigues, but they combine grace and majesty with undeniable physical prowess, and animal magnetism, like the apex predators they are nicknamed after, they are barely restrained savagery under a civil veneer. They are undeniably dangerous, and almost universally ambitious. They wish to be recognized for their greatness, and can be ruthless in their drive to prove themselves and earn the respect they deserve.

A Jaguar’s presence dominates social gatherings, and their might cows their enemies. Even their clan weakness is seen by them as a sign of their obvious superiority. Their honor is bound into their very blood, forcing them to uphold their own oaths. They are inspiring leaders, cunning adversaries, and deadly foes, and while they are in some ways newcomers to the domains and intrigues of vampire society as a whole, they have been playing their own games for centuries and they have relentless memories and an inherited sense of entitlement that makes for a particularly potent combination.

Nicknames: Fallen Kings, Jaguars Covenant: While the Invictus in many ways seems

a natural fit for the Gadianton, they tend to disagree with a lot of their tenants. Similarly, though their own myths differ greatly from the beliefs of the Lancea Sanctum, a surprising number of Jaguars find a home among the sanctified, as their spiritual intensity suits many of the Jaguars. The Jade Temple can appeal to some Gadianton, looking to explore a new and different path than their clan has taken for centuries, but very few of them join the Tremere. They are a prideful and arrogant

clan, with a lust for power, and a return to glory. The ‘new ways’ of the Tremere do not typically sit well with them. Those few who remain unaligned typically do so not for any lack of ambition, but rather for an overabundance of it. Not content with the power structure of any given faction, some Gadianton elders attempt to create cults of worship, reenactments of their former deification on a smaller scale. Such individuals are often very dangerous to interlopers within their territory.

Appearance: The Gadianton, historically, come originally from ancient Native American stock. As such most of their elders have the squarer jaws and darker skin typical of such a heritage. They also like to pass on their traditions, and the memories of their golden days. Even Jaguars of other ethnicities often take on some of the accoutrements of their clan’s past, tribal tattoos, markings drawn from Aztec or Mayan pictographs, anything that reminds them and those around them of their past greatness. Lastly, the most important thing to most of these Western vampires is prestige, and they embrace only those they feel are worthy of their heritage. As such a certain superior demeanor or regal bearing is extremely common among the Fallen Kings.

Havens: Tradition and heritage are very important to most Gadianton. As such they like to surround themselves with things that remind them and those they associate with of the greatness of their past, whether it’s Aztec artifacts, Mayan paintings and designs, or old Incan motifs. They also like signs of wealth and prestige, so their havens often contain such displays, even if they do not entertain there, they like to remind themselves what they’re working towards if nothing else. The specifics can vary significantly between one haven and the next, but nearly all Gadianton aim to impress and intimidate any who might visit. They’ll usually be found near high society or political centers, but not too close. A Jaguar would rather be inconvenienced with a little travel time to his chosen venue of ambition than have the weakness of an easily discovered sanctuary.

Background: While the Jaguars are not prejudiced towards any one race, there are some among them who value the purity of their native American bloodlines. That being said, the Gadianton tend to embrace those in whom they perceive the potential for greatness. This can include great athletes, those with political talent, or any sort of aptitude that they value. Many were once moderately well known and respected in life, which can sometimes create complications if they don’t adequately

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fake their own deaths, or if mortals recognize them for who they once were.

Character Creation: The Jaguars value exceptional ability, particularly physical and social prowess. Strength and Presence are obviously important to many Jaguars, along with appropriate combat and social skills. Jaguars don’t completely ignore mental ability, but do favor more directly noticeable skills.

Favored Attributes: Strength or Presence Clan Disciplines: Vigor, Majesty, Zunai Weakness: Gadianton cannot willingly break a

promise they have sworn, even under duress. It is possible for a Jaguar to very briefly ignore such an oath, but in order to do so they must spend a willpower for every scene in which they do not want it to effect them. If they wish to take any action that would directly violate a promise they have sworn then they must instead spend a point of willpower every turn in order to do so (without claiming an extra three dice for the spent willpower). Because of this, most Gadianton are wary of swearing oaths of any variety. After spending the willpower and temporarily ignoring their promise, the vampire will feel compelled to undo any damage that may have been done towards their vow, unless they pass a self control roll after spending each willpower point. There is no limit to how long a Gadianton can be held to a promise, and indeed they are able to clearly remember all vows they are bound to. This is an exception to the normal blurring of a vampire’s memories over time.

A Gadianton can lie, and they are often very cunning and deceptive, it is only promises and oaths that mystically bind them.

Organization: While it is assumed the Jaguars were quite organized in their prime, the modern Kings have fallen into disarray. They value standing and prestige, and put importance on honoring rank, but between individual regions and domains they don’t communicate as much as might be expected. Their pride and arrogance

over the accomplishments of their past actually work against them in some ways, for they see each other as rivals as often as allies. Most Jaguars know their lineage, and understand where they fall in the hierarchy of their clan, but they don’t make a habit of keeping track of their fellows outside of their immediate circles.

Bloodlines: Concepts: Aspiring prince, contract killer, cult

leader, elder blood priest, enforcer turned mob boss, former athlete, underworld kingpin, vampire bodyguard.

Stereotypes Daeva: Careful, I wouldn’t want you to break a

nail. Gangrel: They might have been like us if they

weren’t completely lacking in ambition or pride. Kyoketsuki: These Easterners are nearly as alien

to us as the lupines. But, at least the lupines motivations are easily understood.

Mekhet: They hide and they skulk, and we really could care less if they claim to know something we don’t. There’s more to the Requiem than forgotten lore of ages long past and lacking in relevancy.

Nosferatu: Do not be deceived by their appearances. For all their hideous lack of social graces the Nosferatu are often cunning and useful, assuming you can find a use for them.

Ventrue: Self proclaimed princes indeed, we were Gods in our day. What were you?

*** Lupines: When a storm comes your way, you take

shelter and wait for it to pass. Treat these the same. Mages: They know something, it may even be

worth finding out. Are you going to ask? Mortals: They worshipped us once as gods. In

time, they will do so again.

Clan Discipline Zunai

An old Aztec word meaning “hidden strength” the Discipline of Zunai enables a Gadianton vampire to more directly wield his power, both martial and social. Centuries of ruling as dark messengers to the gods, and drinking the blood of priests and supplicants alike have aided the Gadianton in developing many powers that served their self appointed roles within these ancient societies. They would use their power to cow and impress when faith wavered, to reassert their dominance, and of course gain advantage over their rivals.

• Sudden Might This power allows the Gadianton to decisively end

a contest of strength before it has a chance to drag on. Cost: 1 Vitae Dice Pool: none Action: Supplemental Usable only once per scene, this power can

convert dice pool to automatic successes for one Instant strength based action up to the value of the character’s dots in Zunai. This cannot be used with a chance die.

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•• Strategist One of the key components of any conflict is

reliable communication. This power allows a Gadianton to communicate silently with anyone he is closely familiar with (usually a known ally, or member of a coterie) for a scene. They must be within relative sensory range, but can be out of line of sight, such as in another room. All individuals the vampire wishes to communicate with must be present at his location (same room) at the time this power is activated.

Cost: none Dice Pool: none Action: Instant Roll Results Dramatic Failure: The power fails to activate, and

may not be used again for the rest of the night. Failure: The power fails to activate. Success: The vampire can connect with one

person per success rolled on the activation of this power. Exceptional Success: As above, but additionally

the vampire can network his targets so they may communicate with each other as well, not only himself.

••• Remonstrate Like the Majesty power, Awe, Remonstrate

influences all those around the vampire using it. It works by inspiring feelings of trust and respect, so that the kindred’s audience sees him as an authority with wisdom and insight capable of succeeding at whatever he claims to attempt. It does not make him successful, but does influence people’s perceptions of him, so that they see in him whatever traits most compellingly portray him as a good leader in their eyes, with ideas that should be attended to.

When active, those in the immediate vicinity of the vampire are compelled with a powerful urge to listen to him, and accept his ideas and suggestions, or even commands. Also like Majesty, this compulsion can be resisted with the expenditure of a Willpower point and a successful Composure roll.

Cost: – Dice Pool: Presence + Expression + Zunai Action: Instant Roll Results Dramatic Failure: A dramatic failure with the

power causes it to backfire. People will ignore him or actively patronize him and belittle his ideas. The power cannot be activated again for the rest of the scene.

Failure: The power fails to activate, and nothing happens. It may be used again later in the same scene after at least a few minutes have passed.

Success: The character succeeds in influencing his targets into accepting his authority as a speaker. They are not forced to obey his commands, but if they can be made to seam reasonable all targets that do not resist will be compelled to accept his instructions.

Exceptional Success: Targets can be influenced even to do things that they normally would not consider, provided they do not go against their very nature or are obviously suicidal.

The number of successes rolled is compared to the composure of each intended subject. If the number of successes exceeds a given target’s Composure, that subject is affected by the character’s powerful personality. If a subject’s Composure is equal to or higher than the number of successes earned, that subject goes unaffected. A character may use Remonstrate any number of people who are present and can clearly see and hear him, but the larger the group, the more general his intended instructions must be (as determined by the storyteller). A single subject can be coaxed into performing a complex series of events, while a crowd of twenty or more people must be given simple instructions such as, “March through the streets towards city hall.” or “Follow me, tonight we end this!”

•••• Blood Rebuke With a single word, the Gadianton can inflict pain

and even physical torment on his servants and those who should be his servants, causing their blood to tremble and their bodies to go weak, falling to the floor in forced supplication. This is particularly effective against those with whom he has blood ties. This is most often used to compel obedience, but the power grants the vampire no ability to ensure loyalty, only punish disloyalty. It can also, in theory, be used offensively as an attack of sorts.

Cost: 1 Vitae (optional) Dice Pool: Presence + Intimidation + Zunai -

subject’s Composure + Blood Potency Action: Instant Roll Results Dramatic Failure: The power fails, and cannot be

activated again against the same subject for the rest of the scene.

Failure: The power fails to activate, and nothing happens. It can be used again the next turn.

Success: Every success scored inflicts a temporary wound penalty on the subject due to pain. This penalty abates at a rate of 1 per turn. If 1 Vitae was spent, each success inflicts 1 bashing damage instead. This value is increased by +2 if the power is used on someone with whom the vampire has a blood tie.

Exceptional Success: Successes above five can inflict bashing damage, if the character wishes. If 1 Vitae is spent, an exceptional success indicates he inflicts lethal damage per success scored instead of bashing.

This power requires only a small degree of concentration and focus to activate. As such using it does not prohibit the vampire from taking additional physical actions, such as attacking with a weapon. It cannot, however, be activated in conjunction with another discipline use that requires an instant action.

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••••• Emissary’s Strength To the Aztecs, the Gadianton were the emissaries

of the gods, masters of life and death and the paths between worlds. This power is the source of many of those legends, as it grants the Gadianton the fearsome ability to manipulate the very substance of a soul. This allows the vampire to ignore physical armor (but not supernatural defenses), with barehanded, weapon, or even firearm attacks, and also to effect and damage ghosts and spirits with such attacks.

Cost: 1 Vitae

Dice Pool: none Action: Reflexive The expenditure of 1 point of vitae allows the

Gadianton to ignore purely mundane armor rating or durability with 1 attack. This also allows the Gadianton to damage ghosts or other immaterial targets with the same attack. A separate point of vitae must be spent for each attack they wish to augment in this way. Magical effects which enhance physical armor are also bypassed, but not effects which provide non-physical defense.

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Kyoketsuki The Kuei-Awai & Kuei-Kage

“We each have our paths to walk, but you would do well to remember that despite what you think you are, your path is still only what you make of it.”

Often misunderstood, the Kuei-Awai and Kuei-Kage are cursed with the two halves of ‘balance’ according to Asian mysticism. The yang or yin drinkers, as they are sometimes called, are bound by the principles of their eastern clan, forced to embody those principles in order to survive.

The Kuei-Kage are cold, emotionless, and feral, just as the Kuei-Awai are logical, insightful, and disciplined. Just as many see the Kuei-Kage as evil, or disgusting, still others see the Kuei-Awai as unnatural abominations. They see it differently, of course. They know that Yin and Yang are far more complicated than simple terms like good and evil. They know that morality of many shades can be found in either side of their coin. Some even pursue such ‘good’ Yin, seeking to promote a better image for their clan, while others revel in the power yang gives them over society.

Nicknames: Darkwalkers, Yang Drinkers, Yin Drinkers

Covenant: The Jade Temple is a natural fit for the Darkwalkers, indeed most of the covenant’s founders are of their blood, and many of their beliefs are built around the polarized nature of their clan. Many western Yang Drinkers join the Invictus, drawn by their promise of power and authority over their kindred, while the Yin Drinkers can often find a place among the Tremere, where their insight into certain aspects of darkness and death proves valued.

Very few Kyoketsuki end up unaligned, as that seems to go against their deliberately polarized nature, and just as seldom do they join the Lancea Sanctum. The clan’s attitudes and beliefs tend to antagonize the sanctified who aren’t quire certain how to fit the eastern vampires into their theologies.

Appearance: The Kuei-Awai embody the principles of Yang, which gives them a lighter healthier look in general than other vampires. Their skin retains a more natural tanned tone while their hair often lightens as they get older, to brown or even blond. They favor light colors and vibrant fashions, often standing out, even among humans, for their energy and ‘life’. It’s difficult for a Kuei-Awai to go unnoticed, even when trying to be stealthy they are still different from those around them, marked not just by their looks, but by something indefinable that surrounds them at all times.

The Kuei-Kage, like the Mekhet, are associated with darkness, and shadows. However, unlike their shadowy kin from the West, the Yin Drinkers tend to resemble their stereotype more naturally. Their embrace makes their skin even paler than most vampires, and

darkens their hair. It is rare for a Kuei-Kage to have hair lighter than pitch black. They find themselves drawn to subdued colors, either very dark, or not very vibrant, and usually choose clothing and fashions to match. Many follow goth fashion trends, but without some of the more flamboyant accoutrements such as heavy makeup.

While their appearance follows very definite trends they also have a tendancy to blend into a crowd. It goes against their nature to stand out or speak out. And hiding within normality is very appealing to many Kuei-Kage.

Havens: Yang drinkers almost universally prefer vibrant lively havens, with music and light to fill their Requiems with a semblance of life. Such places are often more comfortable and full of energy than the homes of even the most energized of mortals. It’s all artificial, of course, though the Kuei-Awai live their lives to the fullest in many senses, they are still among the dead.

The Yin Drinkers seem to gravitate to atmospheres of quiet, and calm; often preferring low lighting, and areas away from traffic or busy commercial districts. Many make their havens in basements with no windows, or even near graveyards or mausoleums, places where the ambiance comforts them, making them feel in control, and near the dark and the dead.

Background: There is no uniformity of conscious preference from one Dark Walker to the next. Some Yang Drinkers prefer their childer to be among those who themselves embody the principles of Yang, while plenty of Yin Drinkers feel it is more appropriate to ‘balance’ out the world by inflicting their thirst on those in dire need of more Yin. Whatever their choice, the Kuei-Kage do have a tendency to come from the lower, darker walks of life. Whether gang bangers from the slums, or community college art students obsessed with depression and death. Similarly, more Kuei-Awai come from the livelier parts of society than any other. Ravers, performers, wanderers, and philosophers all fall within their ranks. Despite their origins in the Far East, particularly Japan, Darkwalkers come from all nations and races, having spread across all continents in the last several centuries. Some Kyoketsuki are very selective when choosing suitable canditates for their curse, but no matter how careful, it is not always possible to predict how the curse will take hold. It is possible, for instance, for a Kuei-Awai to embrace a new Darkwalker who ends up with the curse of Yin, and vice versa.

Character Creation: The Kyoketsuki are diverse. Some are physically capable, while others prefer the social scene. Mental and social stats do tend to have a

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slight priority. Due to their dietary restrictions, most Darkwalkers are fairly perceptive and maintain a moderate level of social skills, particularly Empathy, which helps them identify suitable prey if they have not invested in their Clan Discipline. Mental merits are also common, such as Eidetic Memory or similar stand outs.

After selecting your character’s clan, you must decide which sub-clan your vampire belongs to. The Kuei-Awai or the Kuei-Kage. This choice cannot be changed later. It is noteworthy, however, that this choice of subclan does not have to match the vampire’s sire.

Favored Attributes: Intelligence or Manipulation Clan Disciplines: Celerity, Auspex, Haedo or

Shido Kuei-Awai Weakness: Like their cousins, the

Kuei-Kage, the Kuei-Awai have a very restrictive diet drawing its origins from philosophical principles of eastern religion and beliefs, such as Buddhism, Hindu, and Shinto.

They gain no sustenance from consuming blood from people who embody strong spiritual imbalance towards the principles of “Yin”, people who express malevolence, selfishness, apathy, or an overindulgence of impulse.

They can, however, gain an extra 50% vitae (3 for every 2 blood consumed) from individuals who embody the opposite principles of “Yang”; life, energy, caring, rational thought, and passion.

They can gain sustenance as normal from animals or ‘processed’ blood, such as that stored at hospitals for medical use.

A Kuei-Awai can “taste” the taint of either strong Yang, or Yin with even a tiny sip of a victim’s blood.

Kuei-Kage Weakness: The Shadow Vampires of the Kuei-Kage are inflicted with a very unique curse, mirrored by their Kuei-Awai cousins. When feeding, a Kuei-Kage gains no sustenance from blood consumed from a virtuous individual. This is not to say, necessarily a person with high morality, but rather a person with strong faith, spiritualism, enlightenment or “Yang” as defined by many eastern philosophies.

However, Kuei-kage gain an extra 50% sustenance (3 for every 2 points consumed) from humans or vampires who strongly embody the spiritual principles of “Yin”: darkness, cold, apathy, impulsiveness, and death.

They can gain sustenance as normal from animals or ‘processed’ blood, such as that stored at hospitals for medical use.

A Kuei-Kage can “taste” the taint of either strong Yin, or Yang with even a tiny sip of a victim’s blood.

Organization: The Kyoketsuki are well organized, as a clan, though they tend to favor a few traditions developed in the East over more Western societal rules. The clan is headed in each region by a Daimyo, rather than a Priscus. The Daimyo’s function is to enforce the laws of the land on those members of his clan within his jurisdiction. In the West, this means the Daimyo considers himself as part of the regional political structure, in a similar position as a Primogen, only his title and duties are inherited through his Clan rather than granted by the Prince.

Bloodlines: Barakumin Concepts: Archeologist, chairman of the board,

diplomat, event planner, kindred political activist, image consultant, information broker, scientist, social engineer, talent manager, wandering sage.

Stereotypes Daeva: They are like us, and not like us. For them

the Requiem is always passion, and fury. They are lost in it.

Gadianton: Their origins are not so different from our own, but we have to wonder what purpose they serve?

Gangrel: They’re seriously in tune with the wrong end of the vamp stick.

Mekhet: On the surface, they seem to embody some of the same principles we do. But they do not share our limitations, or strengths.

Nosferatu: This is what happens when you try to fight what you are. It corrupts you, from the inside out.

Ventrue: Prideful, power hungry, and without discipline. A dangerous combination…

*** Hengyokai: There is just so much that is wrong

about them, it’s a shame there’s as much that is right. Mages: They have their own problems, yet they

insist in meddling in ours. Mortals: Why the **** couldn’t they just keep

things nice and neat in the first place?

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Clan Disciplines Haedo (Kuei-Awai)

An often misunderstood discipline, Haedo manipulates light, and life, two things many vampires consider baneful to their kind.

• Fukintouhai The Kuei-Awai use this power to detect passion,

and hope, and other “Yang” properties within others. It can also detect spiritual purity, or other positive supernatural forces, in addition to that which makes their prey grant them sustenance.

Cost: – Dice Pool: Wits + Empathy + Haedo versus the

subject’s Composure + Blood Potency. Action: Contested Roll Results Dramatic Failure: The vampire gets an inaccurate

reading on her subjects, and may not use this power again for the remainder of the scene.

Failure: The power fails, and no information is gained.

Success: The vampire is able to determine whether an individual has sufficient Yang qualities to feed from, and she may also learn of other qualities related to Yang within her subject. One for each success after the first in excess of the target.

Exceptional Success: The same as above, though it is generally easier for the vampire to process the information gleaned.

•• Jousho The Kuei-Awai sometimes like to inflame the

passions of others, enhancing their emotions to vivid clarity, and allowing themselves or another individual to experience things in a heightened state of awareness. The sensation is often described as “feeling more alive”.

Cost: – Dice Pool: Intelligence + Empathy + Haedo -

subject’s Composure. Action: Instant Roll Results Dramatic Failure: The power fails, and the

vampire takes a -1 penalty to Wits for the remainder of the scene. The power may not be used again on the same subject until the following sunset.

Failure: The power fails, and nothing happens. The vampire may attempt to use the power again on the same subject after waiting a suitable period (a couple minutes).

Success: The target of Jousho gains the benefits (and drawbacks), over the course of a minute, and retains them until the end of the scene. The subject gains +1 die to all Wits based dice pools for every success rolled. However, they may not spend willpower points during this time.

Exceptional Success: As above, but the subject may spend willpower normally.

••• Meiryou By suppressing distractions, and irrational emotion,

the vampire can enable himself or others to experience a moment of clarity and insight. This grants him a bonus to notice or remember certain details, concentrate despite distractions, or even make profound leaps of logic with whatever problem he may be facing.

Cost: Dice Pool: Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

•••• Tenpi Some among the Kuei-Awai are attributed with

the ability to conjure sunlight from the palm of their hands. This “white flame” can be used to inflict damage against an enemy at distance, but is less effective against living targets.

Cost: 1 Vitae Dice Pool: Wits + Athletics + Haedo - subject’s

Defense Action: Instant Roll Results Dramatic Failure: The vampire badly misuses the

power, and takes one point of Aggravated damage himself.

Failure: The power fails to activate, and nothing happens.

Success: Successes rolled are translated into damage. This power does Aggravated damage to vampires, though it does not trigger Rotschreck. Against mortals or other supernatural creatures this power deals only Bashing damage.

Exceptional Success: The same as above, but the power deals Lethal damage per success to mortals and other supernatural creatures for every success beyond the fifth, if the vampire desires.

••••• Ikioi A vampire who uses this power actually ceases to

be a vampire for a time, and becomes fully alive once more. While this power usually is used for the duration of a single day, there are potentially far reaching consequences of spending days or nights as a mortal.

The vampire loses the ability to spend Vitae or use Disciplines for the duration of the power, but he also no longer takes aggravated damage from fire or sunlight, nor is he susceptible to Frenzy or otherwise effected by his

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beast. He can, however, end the effect prematurely in order to regain his vampiric powers, however he must pay the cost again if he wishes to renew the effect. He may not spend any Vitae in this form, even to renew the effect. He must become a vampire again at least briefly in order to add to the duration.

In Ikioi form the vampire still retains the benefits of his blood potency for the purposes of resisting supernatural effects, and any traits he may have above 5.

Cost: 1 Willpower, + 1 or more Vitae Dice Pool: none

Action: Instant When activating this power, the vampire must

spend 1 Willpower point and enough Vitae for the desired duration before the transformation takes place. This vitae does not have to be spent all at once, but can be spread out over multiple turns if the vampire lacks the blood potency to handle the duration otherwise. For Each point of Vitae the vampire spends, the Ikoi form may be sustained for a number of hours equal the vampire’s Blood Potency.

Shido (Kuei-Kage) Shido, or the way of death and darkness, is a

somewhat infamous art among the kindred in the far east. Feared for what it can do, and considered by some to be the mark of a vile creature, it is certainly potent and should not be taken lightly.

• Fukintoushi The ability to sense maliciousness, apathy,

darkness of the soul, or corruption. This can detect the qualities of Yin within a potential victim, it can also sense the taint of diablerie, or other such supernatural corruptions. The vampire does not always know the exact nature of a target’s corruption, but can still sense that it is there.

Cost: – Dice Pool: Wits + Subterfuge + Shido versus the

subject’s Composure + Blood Potency. Action: Contested Roll Results Dramatic Failure: The vampire misjudges her

targets, and also may not use this power again for the rest of the scene.

Failure: The power fails to activate, and no information is gained.

Success: The vampire is able to sense if the subject would be ‘nutritious’ to her, and also may detect an additional hint of other aspects related to Yin or corruption from her target for each success achieved after the first in excess of her opponent’s.

Exceptional Success: The same as above, but any hints and details the vampire receives are much clearer and easier to interpret.

•• FukappatsuThrough the use of this power, the Kuei-Kage can

calm their prey, slowing their reactions, senses, even emotions, to make them more pliable, and less resistant. A skilled vampire can even forcefully put another creature to sleep with this power, a sleep which is rather troubling, and difficult to wake from.

Cost: – Dice Pool: Presence + Empathy + Shido - subject’s

Resolve. Action: Instant Roll Results

Dramatic Failure: The power fails to activate, and the vampire may not attempt to use it again on the same subject until the following sunset. In addition, activating the power again in the same scene requires the expenditure of a willpower point.

Failure: The power fails and nothing happens. The vampire can attempt to use the power again on the same subject after a suitable but brief amount of time has passed (a minute or two).

Success: The target of Fukappatsu gains the benefits (and drawbacks), over the course of a minute, and retains them until the end of the scene. The subject takes a -1 die penalty to all Composure based dice pools for every success rolled. They can spend a willpower point to remove this penalty for a turn.

Exceptional Success: As above, but the subject may not spend willpower to remove the penalty.

••• Gensei This power allows a vampire to attempt to force an

individual to give up reason and act purely on base impulse, giving in to whatever desire or instinct might occur to them. In addition, some vampires are actually able to suggest and focus their target towards a specific impulse, such as mating, hunger, or rage.

Cost: Dice Pool: Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

•••• Zetsumei The vampire with this level of Shido can inflict

harm on another with a simple touch. Cost: 1 Vitae (optional) Dice Pool: Intelligence + Brawl + Shido - subject’s

Defense Action: Instant Roll Results Dramatic Failure: The power fails to activate, and

cannot be activated again for the remainder of the scene. Failure: Nothing happens.

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Success: The vampire deals damage per success. This damage is Lethal to most creatures, or Bashing to Vampires. If 1 Vitae is spent to activate the power, then all damage dealt is Aggravated to all targets.

Exceptional Success: As above.

••••• Akuma When the Kuei-Kage masters of Shido surrender

themselves to the most horrendous aspects of their existence, they take on the aspect of the Akuma; soulless demons which are terrible to behold, and difficult to harm. A vampire in Akuma form gains claws which deal lethal damage with +2 to attack pools. They also ignore

all bashing damage for the duration of the effect. Their visage is twisted into a demonic mask like something out of a nightmare, and finally they gain some enhanced traits. A vampire in Akuma form gains +5 speed, +2 to their defense and initiative, and the ability to climb walls like a spider moving vertically at one quarter their modified Speed (rounded up), though this movement does not extend to upside down horizontal surfaces such as ceilings.

Cost: 1 Vitae per scene Dice Pool: none Action: Instant

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Altered Bloodlines Barakumin

Parent Clan: Kuei-Kage Bloodline Disciplines: Celerity, Obfuscate, Shido,

Getsumei

Weakness: Same, without the penalty for the Status merit.

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New Bloodlines Lunabasium (the Moon Kissed)

“It is a wonderful night for hunting, won’t you join me in reveling under the Full Moon?”While it is not known if the Gangrel are the only

Clan which can gain the benefits and curses of this bloodline, it certainly seems the only Clan in which they appear. Said to have come into existence when a vampire became addicted to Lupine blood, and before he was killed by their fury he developed powers based on their own traits. Since then, other vampires have appeared from time to time, with the powers of the Moon Kissed. Most are hunted down, as their powers are extremely unstable, and they are considered dangerous, to Kindred and Uratha alike.

Population: Very few Lunabasium are actually known to exist, and they often don’t last long. Many believe that the mixing of vampiric Vitae with that of the Lupines is somehow inherently wrong, and goes against even the skewed supernatural laws of the shadow world. It is generally believed no more than half a dozen of the Moon Kissed roam the earth at any given time.

Parent Clan: Gangrel Nickname: Moon Kissed/Wolf Kissed Covenant: The Lunabasium are generally no more

likely to be found in any one covenant over another. Many obtain their first taste of this bloodline from the Lupines themselves, sometimes from drinking a particularly potent werewolf’s blood. Some even form addictions to the rage filled blood of a Lupine long before stepping down the road onto this bloodline. However, the Tremere’s outlook on finding new ways sometimes drives a vampire to look into this bloodline. After all, many of their rumored practices and black rituals are worse than that of attempting to gain power from the lycanthropes, right? While some of the Moon Kissed have goals similar to the philosophies of the Jade Temple, few find shelter among their ranks. Both the Lancea Sanctum, and the Invictus look upon those vampires who seek the powers of the wolf, as sinners, and criminals respectively. And generally will not knowingly harbor such a vampire in their Covenant. As such, most of the Moon Kissed are unaligned.

Appearance: Like other Gangrel, the Lunabasium tend to look a bit primal, even beastial. However their traits universally evolve to resemble the half wolf. Brutal, hairy, animalistic features, and yellow eyes are marks of the Moon Kissed. Many go to great lengths however to hide these traits.

Haven: As they are often considered outlaws, many Lunabasium don’t have much in the way of havens, and many seek shelter wherever they can, be it in a city slums, or a cave in the wilderness.

Character Creation: No vampire starts out under Luna’s baleful glare, it’s usually something which happens

to them unexpectedly, or something they seek out for their own brand of forbidden power. The one area in which almost all of the Lunabasium share a similar weakness is in self control. As such few of them have high Composure, or Resolve, and many have high physical attributes. Animal Ken and Survival are practically prerequisites for becoming one of the moon kissed, and most have dots in those skills.

Additionally, the Lunabasium can substitute a prior addiction to werewolf blood for a sponsor in order to join this bloodline without an Avus.

Bloodline Disciplines: Vigor, Animalism, Protean, Lycanum

A few notes on Discipline Variations: Lunabasium can use the level 3 Protean Power, Claws of the Wild, to create an almost wolf like fanged maw in addition to claws. The +1 die bonus does not stack with the bonus a Lycanum user gains in Chrinos form, however it does upgrade their claw and bite damage to aggravated instead of Lethal. A Lunabasium with Protean 4, Shape of the Beast, always gains the form of the wolf first. If they had some other form before joining the bloodline then they lose that form and gain a wolf form instead. Lunabasium using Animalism Powers, gain an additional +2 (for a total of +3) bonus when using their powers on wolves, but do not gain the normal +1 bonus for other predatory mammals. A Lunabasium with Nightmare 3, Eye of the Beast, can choose to induce Lunacy instead of the normal primitive terror.

Weakness: With the power borrowed from the Lupines, comes the added rage of their blood. In addition to the normal Clan Weakness, Lunabasium lose the benefits of the 10 again rule on Composure and/or Resolve rolls pertaining to self control. Or any other rolls of that nature for that matter. This often results in them frenzying more often.

In addition, while not strictly addicted to Lupine blood, many of the Moon Kissed feel they need to feed on Lupines. And this can be very hazardous, for obvious reasons.

Lastly, the Moon Kissed share a small measure of the Lupines own weakness, and take 1 extra lethal damage from any injury inflicted by a silver weapon.

Organization: Fortunately, or unfortunately, in the case of many of their own kind, the Lunabasium have nothing even resembling organization. Most are not even aware that others like themselves even exist unless they were brought into the bloodline through an Avus.

Concepts: Alternate Clans: While the vast majority of

Lunabasium are Gangrel, rumors persist of other clans

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with the blood of the wolf. When a member of another clan becomes moon kissed, they can develop the same bloodline discipline which characterizes more typical Lunabasium, but their other disciplines will differ as the powers of a shapeshifter twists their blood in sometimes unexpected ways.

Daeva Disciplines: Vigor, Majesty, Felia, Lycanum Gadianton Disciplines: Resilience, Animalism,

Zunai, Lycanum Kyoketsuki Disciplines: Vigor, Auspex,

Haedo/Shido, Lycanum Mekhet Disciplines: Celerity, Auspex, Noctis,

Lycanum Nosferatu Disciplines: Vigor, Animalism,

Nightmare, Lycanum Ventrue Disciplines: Resilience, Dominate,

Liegance, Lycanum

Bloodline Discipline Lycanum (Wolf Arts)

This very unique Discipline is available only to the Moon Kissed, as their Tainted Vitae is required to even develop the skills necessary to wield such borrowed power. In addition, while this discipline does not require the blood of actual Lycanthropes to empower its abilities, such blood can make the Lunabasium’s powers that much more potent.

• Wolf Blood The most basic Lycanum power, this supplemental

power infuses the vampire’s body with a small amount of the regenerative powers of werewolves. Any time they spend Vitae while they have any Lupine blood in their system, they regenerate one bashing wound, or downgrade one lethal to bashing if they have no Bashing wounds. This effect only stacks with multiple Vitae spent in one round if one or more of the Vitae spent was ‘Tainted’. In addition, The Vampire can always gain sustenance from werewolf blood no matter how high their blood potency.

Cost: Supplemental Dice Pool: none Action: Supplemental

•• Beast Scent This power permanently augments the vampire’s

senses, particularly their sense of smell, allowing them to track by scent as a Lupine can. It also gives them +5 dice on any perception roll involving scent (this stacks with Auspex •, Heightened Senses). In addition it imbues the Kindred with a sixth sense when it comes to spirits, and if he spends much time trying to communicate with such he can even learn to understand them in addition to knowing when they’re there.

However, almost all spirits are extremely wary around Vampires, many simply don’t like them. And this power gives the vampire no means of overcoming these obstacles, except by giving them a method of communicating their ‘good intentions’, sincere or pretended.

Cost: - Dice Pool: - Action: none

••• Kiss of Shadow This potent power in some ways is not a traditional

power. Rather it is a requirement for a Vampire to steal power that normally belongs to the Lupines only. A vampire with this level of Lycanum, can learn Uratha Gifts, though only the most basic ones. However he must still find spirits willing to teach him, either through the normal means or coercion, and also must spend double the experience cost a werewolf would pay for an affinity gift.

At this level they have a ‘counterfeit renown’ equal to 1 dot that will appear normal at first glance but close inspection will reveal it to be fake. This limits them to Level 1 gifts only. But as they increase their dots in Lycanum their effective renown will increase and they can attempt to learn gifts up to 2 levels lower than their dots in the Discipline.

On a side note, any Gifts which require expenditures of Essence for a Werewolf, require a Lunabasium to expend an equivalent amount of stolen Lupine Vitae, normal Vitae simply will not work for such powers.

Also Lunabasium never count as having any renown to add to their dice pools, and replace Harmony and Primal Urge with Humanity and Blood Potency respectively, but only count them as half dots (rounded up) for the purposes of Gift dice pools.

Cost: Varies Dice Pool: Varies Action: Varies (See Gifts)

•••• Twilight Step Even a vampire with mastery of Lycanum cannot

step sideways as the Lupine does. However they can achieve a power which mimics the effects to some degree. The Twilight step shifts the Vampire into an Ephemeral body, and into the edge of the Twilight. They still perceive the physical world, but cannot interact with it. However, in this state they also can perceive ghosts beyond the veil. They can travel through Twilight pathways, but their ability to effect either realm in a

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physical sense is extremely limited. At the story tellers discretion they can pick up small objects, or move lightweight things. This generally requires significant concentration though. While in this state they are invulnerable to most attacks, but anything with the power to reach across the veil can effect them easily enough.

Cost: 1 Vitae Dice Pool: Intelligence + Presence + Lycanum Action: Instant Roll Results Dramatic Failure: The experience can be very

rattling for a vampire who botches an attempt to step halfway into the twilight. A vampire who fails in this manner cannot attempt to use this power again for the remainder of the night.

Failure: As above, but the vampire has simply failed not been jarred by the experience. Any attempts made to Twilight Step in the next hour automatically fail, but after that they may try again.

Success: The vampire fades out, into the area between the material world and the Twilight, he can be affected in the material world for 1 round after this power is activated, and after that it takes about 30 seconds, or 10 rounds for him to materialize an Ephemeral body in between. After that time he can act normally.

Exceptional Success: As above but the transition is instantaneous, and the vampire is not vulnerable for one round before appearing on the other side.

On a note, if the vampire spends a stolen Lupine Vitae to power this effect, it is instantaneous even with a standard success. The vampire can gain most of the same bonuses on their roll as a werewolf could get for ‘stepping sideways’ however they never benefit from the vicinity of a Locus. In addition, all penalties a werewolf might incur are doubled for the vampire attempting the Twilight Step.

••••• Chrinos Form Like the mighty Lupines perhaps the ultimate

appeal of the Lunabasium Bloodline is the lure of the battle form. The Chrinos form is much like the Uratha Garou form, indeed it very closely mimics it, though it is not entirely the same. Like a werewolf, the vampire gives up his control when transforming into the battle form. They are automatically subject to Frenzy while in this form.

The vampiric battle form is not quite as massive and deadly as a true Lupine’s. They are just as tall, but do not gain as much mass, so appear more lanky and limber than a werewolf in Garou form. Unlike the Lupine they cannot form anything even resembling normal speech in this form, nor can they speak to wolves or such. They do gain their ‘Wolf Blood’ regeneration, whether or not they are spending Vitae every turn.

Cost: 2 Vitae Dice Pool: Stamina + Lycanum Action: Instant or 1 round Roll Results Dramatic Failure: The vampire’s body is twisted

into an almost useless shape, unable to complete the transformation into Chrinos, they must activate the power again just to shift back to normal.

Failure: The power fails to activate and nothing happens.

Success: The vampire can change, either as an instant action or a full round action (depending on how quickly they can spend the required Vitae), into their battle form, for a number of rounds equal to the number of successes achieved, up to a maximum of their total dice pool.

Exceptional Success: Same as above, but the change is instant, even if he has to finish paying the cost the next round.

If the vampire uses stolen Lupine Vitae to power this ability, it costs 1 less total Vitae, and is Instant automatically.

If a vampire is damaged to the point that they are ‘knocked out’ (ie: last health box is filled with Lethal damage) they immediately fall into Torpor, and revert back to their normal form, possibly incurring even greater injury as their temporary health dots are lost.

Traits: Frenzy invoked, Strength +2, Dexterity +1, Stamina +1, Size +1, Health +2, Initiative +1, Speed +4, Inflict Lethal damage with claws and bite (+1 bonus to claw or bite attacks), Wound Penalties Ignored, Wolf Blood regeneration automatically active.

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Masok “You have nothing to hold over me, no way to threaten or coerce me;

I have a harsher mistress than you.”A relatively young bloodline which caters to a

modern gothic and S&M group of vampires who have risen to greater prominence in the current age.

First borne of rock and raver groups, it spread along with interest in morbid art, a cult following among the Daeva and like minded mortals. While many see such fascination with leather, pain, and bondage as rather vulgar, others see it as just another passion for a Clan already obsessed with similar things.

Population: Mostly in north America and Western Europe, the Masok are starting to spread to the orient as well alongside J-Rockers, and gothic art in general. Their numbers are not huge, but neither are they insignificant.

Parent Clan: Daeva Nickname: Whips, Slavers, Dominatrixes Covenant: Masok seem to lean towards the

Unaligned, as their preferences and lifestyle tend to be a bit modern for most of the older covenants’ taste. However, that is not to say that they inherently dislike the Invictus. A very dominant Masok can find a place in the Invictus, just as a very curious and ritualistically inclined one can be welcomed into the Tremere. The Lancea Sanctum does not see many Masok as much of their iconography seems to conflict with the Sanctified’s ideas, and only a handful join the Jade Temple, whose

philosophy of balance doesn’t mix with the extreme practices of the Whips.

Appearance: The Masok are artists, in their way, with a love of leather, and latex, and tattoos and piercings. Modern vampires to the core, with dark eyeshadow, black makeup, and a loving embrace of all goth fashions. They fit in well at night clubs, rock concerts, and S&M fetish gatherings.

Haven: Masok havens will always reflect their tastes and fashions, whether they are spartan and gloomy, or decked out with horrific art and displays. They also have a tendency to be underground, personal dungeons for them and their ‘slaves’.

Character Creation: Desc. Bloodline Disciplines: Resilience, Majesty,

Felia,Temper Weakness: Masok do not benefit from the 10

again rule when resisting mental compulsion, or direct orders from an obvious ‘superior’ (such as a Vampire with known status, or of higher blood potency), and they subtract 1 from any resistance Attribute used as Defense against such abilities.

Organization: Desc. Concepts: Empathetic dominatrix, scary exotic

dancer, domineering socialite, gothic warrior, tattooed aristocrat, rock band manager.

Bloodline Discipline Temper

The Masok signature Discipline, Temper, is founded on two principles: first, anger and pain, and secondly, the art of forging metal to be tougher, stronger, and sometimes, sharper.

• Retalis The vampire uses her blood to augment her

physical attributes, but also fuels her ability with the pain of her recent injuries. Spending 1 Vitae will increase a physical attribute by +1 for every 2 Bashing or 1 Lethal damage taken in the last round. In addition, every Aggravated damage adds 3 to the enhancement. Note that this only counts damage taken since the vampire’s last action. A maximum of 1 dot per dots in Temper can be added to a single Attribute in this fashion per Vitae spent, any in excess will increase a second or third Attribute. These last a single turn and can only be activated once per turn, though physical stats can be augmented beyond this as normal.

Cost: 1 Vitae Dice Pool: none Action: Reflexive

•• Tempered Flexibility A useful ability for many vampires, this technique

grants a greater control over the beast when it is absolutely necessary, at the cost of increased susceptibility at a later date.

This ability can be activated at any time, and it adds the vampire’s dots in Temper to a roll to resist frenzy, as well as 1 automatic success on the roll. However, one of the next 3 times he would be called upon to make a frenzy or self control roll (chosen by the storyteller), he makes it with an additional -3 penalty (or with a Chance Die if he’s used this twice before being penalized). This power cannot be used on consecutive self control rolls.

Cost: - Dice Pool: none Action: Reflexive

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••• Master’s Lash Using a vicious tone of command, the Masok can

inspire obedience in even the most unruly and defiant servant.

Spending 1 Vitae makes the subject actually ‘feel’ the sting of pain from the vampire’s words, and he takes a -3 penalty to his roll to resist. This is equivalent to a wound penalty, and can also be used to apply such a penalty to an opponent in combat (though it does not stack with an existing penalty) for 1 turn.

Cost: 1 Vitae (optional) Dice Pool: Presence + Intimidation + Temper vs.

Composure + Blood Potency Action: Instant Roll Results Dramatic Failure: The Masok fails to compel the

subject, and no further attempts may be made this night. Failure: The power fails to activate, and nothing

happens. Success: Successes greater than the subjects will

compel him or her to either perform one requested task or simply cower in subservience in front of the Masok. The vampire also gains their dots in temper to any future intimidation rolls against the target for the scene.

Exceptional Success: Same as above, but they also take a -3 penalty to resist any future compulsion or orders for the remainder of the scene.

•••• Hardening This power actually hardens the vampire’s skin,

like steel tempered in a forge. He gains 3 natural armor. Cost: 1 Vitae Dice Pool: none Action: Reflexive This power lasts for a scene.

••••• Tyranny In a cold rage of frenzy, the Masok with mastery of

Temper can become a terrifying foe. He can “Ride the Wave” at will, and adds half his dots in Temper (rounded up) to all physical rolls in addition to the normal +1. He can also spend a Willpower point and make a successful Self Control roll to come out of any frenzy prematurely (not just frenzy’s invoked with this power).

Cost: 1 Willpower Dice Pool: none Action: Instant

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Romus “I have no time to waste on you, the night grows cold,

and I have much to accomplish before the dawn.”The Romus are a bloodline which originated

primarily from the country once known as Romania. However many vampires within the bloodline trace their ancestry to other places in the cold highlands of Eastern Europe and Northern Asia. All Mekhet live in the deep shadows of the eternal night, but Romus also know the endless cold of the Requiem’s Winter. The cold seems to live deep inside their own bodies where they can never escape it.

The Bloodline’s founder, Richter Malreich, was himself a Romanian noble, deposed from his wealth and lands by the hungry commoners who rose in revolt during a particularly cold winter. He was forced to flee with his family while still a teenager, and spent most the rest of his youth wandering Europe. His parents eventually regained a modicum of prestige by becoming very successful merchants, trading through northern Europe into the Orient.

It is unknown exactly how long Richter continued this life style, but even in life, it is believed the cold of winter was always with him. When he was embraced into the Mekhet clan he was denied the warmth of the sun even in winter, and retained his cold bitter ambitions, along with a desire for some sort of revenge against the injustice which had deprived him of his birthright.

Spending many of his first years in the far east, he sought to reclaim his family’s lost lands. It is said that the only way he knew to warm his undead soul was indulging in the ‘drugs’ of his former existence, primarily alcohol, and later nicotine. Feeding almost exclusively on individuals who’d already consumed large quantities of the substances.

At some point, his ambitions changed, perhaps grew. He no longer cared much about the lands he’d lost, so much as power by itself. By the time he was strong enough to create his own bloodline, and indeed his ‘signature’ Discipline, his entire country had been erased from the map. He wanted allies, and servants, and so imbued his own offspring with his own personal brand of power, wielding the cold of his frozen heart as a weapon, both in actual combat and in the social arena. He also learned to adapt his power to protect him to some degree from the new weaknesses of his unliving state.

Even those members of the clan who are not embraced from Ukrainian, or Russian stock still get to know the ache of a long winter’s chill. Such is the legacy Richter left behind for his Childer, and the price of their power.

Population: The Romus numbers are spread across most of Europe and Asia, and even into Eastern US, many either follow their ambitious lord, or are left behind

in wintry solitude. Altogether they number no more than a few dozen. Their numbers are thin in any given area, as most members inherit their founder’s restlessness, and desire for new opportunities, so they move around more than a lot of other vampires.

Parent Clan: Mekhet Nickname: Frost Princes Covenant: Ambitious Romus can easily find a

place in the ranks of the Invictus, as their founder once did. The Lancea Sanctum and Jade Temple also supply plenty of opportunity for most Romus, but Tremere is generally the most preferred Covenant for members of this bloodline. Unaligned Romus are extremely rare, their tight knit community and common purpose, as well as their ‘chain of command’ keeps them together, more often than not.

Appearance: Romus are almost universally paler in death than in life, just like Mekhet, who shun light and warmth. Also all Romus display to some degree, the visual effects of their alcohol and cigarette addiction, circles under the eyes, bad breath, and slightly swollen noses, while not always extremely obvious do tend to lend to the appearance of the bloodline’s members. In addition a large number of Romus are embraced from Russion or Ukrainian stock, and carry the same somewhat burly, and hairy traits of their cold climate progenitors, though this isn’t always the case.

Haven: Most Romus keep more than one Haven since they have a tendency to move around a bit. Generally their Havens are underground, or boarded up in a vain attempt to keep out the winter chill. At the same time, Romus almost universally cannot stand artificial heat, such as fireplaces or electrical heating systems, and while they try to obtain a degree of comfort, even a private display of ‘much deserved’ luxury, their havens generally seem unnaturally cold, and even dark. Like other Mekhet they tend to adorn their Haven’s with possessions reflecting their own purposes, and ambitions.

Character Creation: Romus almost always embrace for allies and servants as their founder did. As such a Romus character should choose a specialty or purpose for which his master has created him, even if he no longer serves his sire. Romus are often intellectual individuals with strong ambitions. Mental attributes and skills are almost always primary, with Social and Physical attributes and skills prioritized according to the individual’s preferences. Those with social ambitions will favor those skills whereas those with more personal or combative ambitions will favor the Physical side of things. Those Romus who are embraced from the traditional cultural backgrounds generally have above average Stamina.

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Bloodline Disciplines: Celerity, Obfuscate, Noctis, Glaciatrum

Weakness: When using the “Blush of Life” Romus gain no body heat, ever. In game terms this may unnerve anyone touching them and feeling their chill. This levees a -1 penalty on social interactions with mortals who have touched them in the scene, enough to realize how cold they feel. At the Storyteller’s discretion this penalty can be increased to -2 in situations such as ‘seduction’ where longer more lingering contact is required.

Additionally all Romus suffer an addiction to the alcoholic and narcotic blood fed on by their founder. A Romus vampire can go for a number of nights equal to his Stamina + Composure without feeding on a drunk or tobacco smoking individual with no ill consequences. However, after such time they gain a penalty to all social, and some physical/mental actions. This penalty is -1 at first, and increased an additional -1 every 2 nights to a

maximum of -3. This penalty endures until they achieve their ‘fix’ once again.

Organization: Nearly all Romus share a part of their founder’s ambition, and most can trace their lineage back to Richter himself. Most also have either a sense of purpose, or a sense of embitterment for their imposed purpose. But the Bloodline is in general fairly proud of their roots, and works to gain prestige both for their bloodline as a whole, and themselves as individuals. They are fairly organized, though there are a few who have been left behind or forgotten.

Concepts: Ambitious socialite, valued specialist, cold master, reclusive hacker, vengeful vigilante, plotting manipulator in the shadows, information fence, occult collector, shadowy assassin.

Bloodline Discipline Glaciatrum (Frozen Shadows)

The requiem, is a cold, dark existence, especially for the Mekhet. The Romus are a Bloodline of the Mekhet which originated from the cold highlands in northeastern Europe and northern Asia. They are known for possession of a unique Bloodline Discipline, which allows them to utilize the opposites of the light and fire their Clan particularly hate, such powers are useful in a number of situations.

• Chill of the Grave The first ability of this Discipline merely deepens

shadows, and subdues the ambient temperature in a room. The power is very discreet, and generally does not give away the user. The effect is very disconcerting even to other Kindred, and can easily set the uninitiated on edge. All people in the room who are unaware of the power being used are affected by ‘chill’ and find it difficult to hide their supernaturally induced nervousness. Even those who are aware of the effect can sometimes still be bogged down under its influence.

Cost: - Dice Pool: Composure + Intimidation +

Glaciatrum versus Victim’s Composure + Blood Potency Action: Instant, Resistance is reflexive, each

individual resists the ‘effects’ separately. Roll Results Dramatic Failure: The Character believes he has

‘dampened’ all others in the room, but instead suffers from the ‘nervousness’ himself, -2 to all Social Dice Pools.

Failure: Nothing happens, the room remains as it was, and the character is aware that his power failed.

Success: The ambient Temperature in the room drops, and the shadows seem to darken, all present who

are effected must resist reflexively, if they don’t tie or best the number of successes the Romus achieved then they suffer a -1 penalty to all social dice pools.

Exceptional Success: Same as regular success, but even those who are aware of the power being used are affected and must resist, the dice pool penalties are increased to -2.

•• The Black Shield Romus are well known for summoning ice and

shadows to protect them, creating area’s where the light of day and baleful fires cannot approach. The ‘field’ can only be summoned in areas where shadows/cold already exist and from there move with the vampire as long as they do not step into an area where their shield cannot follow, such as an area of direct sunlight, or a spot with open flame. As long as they stick to the shadowy, and cold corners, their shield will prevent the light or flames from directly approaching them, this power generally grants them a contested ‘resistance’ against anyone trying to manipulate such forces against the character.

Cost: 1 Vitae Dice Pool: Wits + Resolve + Glaciatrum Action: Instant Roll Results Dramatic Failure: The power backfires, drawing

any ambient light or fire closer, and increasing any damage received by 1.

Failure: The power fails to activate, and nothing happens.

Success: The shadows congeal around the vampire, creating a shield which prevents fire or sunlight from approaching his ‘corner’. In addition the successes must be overcome as ‘resistance’ by anyone deliberately

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manipulating fire or sunlight against the vampire. This effect endures until ‘dispelled’ dismissed, or for one scene.

Exceptional Success: Same as above, but the ‘shield’ is large enough to fit the vampire, and a ‘handful’ of other people inside.

••• Grasping Shadows The vampire using this power manipulates the

shadows, congealing the darkness into reaching grasping ‘tendrils’ which he can manipulate at will. The most common use for these ephemeral constructs is in grappling, or binding things in place, but can also be used to trip running individuals, or even carry small objects; whatever the user of the power desires. They cannot be created in the absence of actual shadow.

Cost: 1 Vitae Dice Pool: Dexterity + Brawl or Athletics +

Glaciatrum Action: Instant, and Concentration Roll Results Dramatic Failure: The tendrils appear only around

the vampire who tried to use the power, hindering his movement, subtracting his levels in Glaciatrum from most physical dice pools, while he is in the area of effect.

Failure: Nothing happens, and no shadows are congealed.

Success: 1 shadowy tendril is created per success. These tendrils use the vampire’s dice pools for grappling/manipulating, with strength equal to the vampire’s dots in Glaciatrum. Alternately an area may be filled with small grasping tendrils which hamper movement and reduce all physical dice pools of those in the area by an amount equal to the vampire’s dots in Glaciatrum. The area must be contained within shadow already, and the successes determine the maximum area (page 264 of Vampire book).

Manipulating these tendrils to do more than grasp and hinder individual opponents requires a Dexterity + Athletics + Glaciatrum roll, possibly contested, or for more direct assaults and grappling Brawl can be substituted for Athletics. Such uses of the power require actual direction, and preclude most other actions the vampire might perform aside from simply moving.

Exceptional Success: Same as above. The effect lasts only as long as the vampire

concentrates on maintaining it.

•••• Blades of Night Like the previous power, this one forms ephemeral

objects of frozen shadows. However these ‘blades’ are much more useful for dealing damage then they are in grabbing or holding, often taking the form of long curved swords of icy blackness, or even bladed ‘claws’, these temporary weapons take whatever form their creators choose, but are always ‘impossibly’ long weapons with razor sharp edges, capable of slicing through large/very solid objects with relative ease.

Cost: 1 Vitae per Blade Dice Pool: - Action: Instant This effect instantly creates in the vampire’s hand,

or in easy reach of the vampire, his personal preference in bladed weaponry from frozen, inky blackness. These weapons have superior reach, and deal lethal damage. In addition they add +1 die to any melee roll made with the weapons, and have an armor penetration value equal to the vampire’s dots in Glaciatrum. The dice pool bonus increases by 1 for every dot in Glaciatrum beyond 4. In other words, +2 at 5, +3 at 6, etc. Obviously this only really helps the vampire if he has very high levels of Blood Potency and the Discipline. Blades of Night are razor thin, and can slash through even the most durable materials with relative ease.

Each Blade lasts for the duration of a scene, or until ‘dismissed’.

••••• Stasis Tomb This potent power, creates a ‘coffin’ seemingly

formed of pure ice. However this crystalline surface is far more useful than just frozen water. When a vampire encases himself in such a block of frozen crystal they may sleep completely without fear, as their Stasis Tomb will protect them from virtually anything, for however long they choose to sleep. Even though the surface is translucent, the insides are shadowed, and protected from any attack, including any sort of weapon or even sunlight. Supernatural attacks must bypass the tomb’s significant armor/resistance before any damage can be inflicted. The ‘tomb’ has a Durability of 25, and a passive resistance of the vampire’s Willpower + Blood Potency + Glaciatrum.

Cost: 1 Willpower Dice Pool: - Action: Instant, and Prolonged

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New Devotions Reflexive Dissipation

(Celerity •, Noctis •••••, Protean •••••) There are legends of vampires who cannot be

killed, because their bodies disappear when they should have died. Such legends sometimes refer to a vampire who has mastered this obscure and powerful discipline.

Cost: 1 Vitae Dice Pool: This power involves no roll to invoke. Action: Reflexive By spending 1 Vitae reflexively when a vampire

would otherwise enter torpor he instead rapidly dissolves into his Protean mist form, protecting him from further harm, and is transported through his Noctis shadow walk ability to a predetermined safe place (usually his Haven) where he reforms at the end of his torpor duration.

This power costs 30 experience points to learn.

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Altered Covenants Invictus

Quote/Story… Description…

Overview Description… Covenant Discipline: Old Favorites The Invictus has not developed a signature

discipline of their own. Instead they have developed a power structure that favors their own kind, making it easier in many ways to find mentors for all of the common disciplines. Unless it is a clan discipline, Invictus pay new dots x6 experience to increase their ratings for the Old Favorites. These include Animalism, Auspex, Dominate, Majesty, and Obfuscate.

Philosophy: Members

Description… Appearance: Background: Initiation: Character Creation: Concepts: Entrepreneur, indispensable lackey.

Organization Description… Codices: The Invictus, by their very nature, rely

on an expansive power structure that leaves little room for deviation or renovation. However, within this power structure, some Codices have formed who have their own methods for approaching the overarching philosophies of the Covenant.

Camarilla Neuva. The Invictus as a whole claims a heritage dating back to the Camarilla in Western

Europe. The Camarilla Neuva, however, believe that some of the tenants that were lost with the original Camarilla are worth maintaining, and more than any other Invictus Codice, they promote the idea of a networkd power structure. As such, they try to emphasize the importance of an council known as the Inner Circle, whose authority exceeds even that of a Prince, to direct and rule Kindred society spanning cities, regions, and even continents.

Domains: Madrid. Paris. Rituals and Observances: Titles and Duties:

Stereotypes Jade Temple: These Eastern upstarts are as old as

the Camarilla, perhaps older. Treat with them carefully, for many of them are savvy manipulators in their own right, but never turn your back on them. We’ve lost enough influence and domains to them already.

Lancea Sanctum: The Sanctified – oh how they love being called that – can be trustworthy, so long as you can stand their sanctimonious ****.

Tremere: Rebels and radicals who betrayed the traditions and pride of their kind in exchange for dark power no man, mortal or kindred, should possess.

Unaligned: Anarchist rabble. They are only dangerous because there are so many of them who refuse to accept the natural order of society. And they are not a threat because their very nature means they will never unite against us.

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Lancea SanctumQuote/Story… Description…

Overview Description… Covenant Discipline: Theban Sorcery Philosophy: The Lancea Sanctum believes that

their founder, Longinus, was granted revelations after becoming a vampire. God wanted him to know and pass on certain knowledge about their existence and purpose. Vampirism is a curse; they are not called ‘the damned’ merely for poetic value. But they do have a purpose, just as Longinus tested the divinity of Christ, so are vampires supposed to test the faith and divinity of all things.

It is a fairly well known fact that a man with sufficient faith in god can repel a vampire from his presence; and that a man’s faith grows when it is tested by temptation and adversity. This is the purpose of the damned, and the purpose the Lancea Sanctum promotes and preaches.

If they had their way, they would be the spiritual leaders of all the damned, and they would be the final (and only) arbiters of kindred law, particularly the law of Progeny. Who else can know with certainty who is to be damned, and who is to be left alone but those with the insight and faith to receive direction from the Almighty?

Members Description… Appearance: Background: Initiation: Character Creation: Concepts: Fallen priest, hand of judgment,

inquisitor. Organization

Description… Codices: The Sanctified are more unified in

purpose than many other covenants, but still have Codices within their covenant that take on different roles, often serving a specific function for the covenant as a whole.

Night Templar. The Night Templar, or Dark Knights, as they are sometimes called, is the most militant arm of the Lancea Sanctum. They train to fight and defeat the covenant’s enemies, and sometimes even enforce their spiritual will on others through superior martial might.

Based loosely on the original order of Knights Templar formed during the crusades for the purposes of protecting and aiding travelers to and from the holy land. The Night Templar’s primary mandate is the preservation of vampiric society first, and fulfilling the will of the covenant second. As such, while they can be fearsome foes, they are most often seen in capicities such as enforcing the neutrality of the prince’s court or Elysium,

ensuring safe passage between cities, even playing bodyguard to important dignitaries.

Templars are required to swear several binding oaths that forbid them using their positions to seek power or betraying their promises and contracts. Strict adherence to these oaths has given the codice a reputation for reliability and a rare form of honor among kindred society. Even members of other covenants are typically willing to trust one of the Dark Knights with something as sensitive as personal protection, and this reputation has made them strong throughout the ages, and into modern nights.

Domains: Rome. Thebes? Rituals and Observances: Members of the Lancea

Sanctum take their faith, and their duties very seriously. They believe that blasphemy against the godhood can imperil their immortal souls (assuming they can atone for the sins which damned them in the first place). As such, their members (and all vampires who they can enforce their laws upon) are forbidden from crossing the threshold of a home or any place of charity and learning uninvited by the owner, and this includes churches. As a church is the ‘house of god’ even a priest who runs the church does not technically have authority to grant a vampire permission to enter. They are forbidden from defiling other holy places, such as cemeteries. This means they treat such places as neutral ground, where they may not hunt, fight, or even use any vampiric powers or disciplines. They are forbidden from despoiling even the shadow of a cross or other holy symbol with their presence, and if presented with a symbol of faith, such as the bible, they must yield to it, and may not harm the symbol’s bearer, even in self defense.

In theory, all vampires are subject to these laws equally, but in practice these beliefs don’t always stop members of the covenant from taking up residence in dilapidated or abandoned churches where they can feel close to symbols of their faith, even if they make a point to remove actual holy symbols from the site. In addition, only the most devout of the Sanctified have the willpower to yield to a presented symbol of faith when truly threatened, and each of these laws and beliefs are sometimes interpreted loosely at an individual’s convenience.

Titles and Duties: Stereotypes

Invictus: The self styled nobility of the damned are overly focused on temporal things, particularly power. They must be made to recognize that true power comes from faith.

Jade Temple: Blasphemers and heretics who deny the power of god and His purpose for all creation.

Tremere: In terms of age they are young, and misguided, but that does not mean they are without hope of coming to an understanding of the truth.

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Unaligned: These lost souls are to be pitied, but do not think that just because they follow no one, that they

require your charity. Most have made a conscious choice to refuse any offer of kinship we have extended.

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New Covenants The Jade Temple

In the time before history, there was the Jade Emperor, one of the Three Sages of Heaven and of Earth, dictating to men what was right and what was good. And in that time, throughout his kingdom, his agents did his bidding and brought about his mandate upon the world for the good of all. But the children of the Earth were voracious in their selfishness, and kept asking more and more from the Sages, until the Emperor realized that giving them what they asked for was not helping. They were sybaritic, cruel, and blasphemous. And neither Heaven nor Earth were prospering.

The Jade Emperor knew that the Kami would not allow this imbalance to continue uncontested, and when the Yama Kings created the dark walkers, he gathered them together, and instructed them on the reason for their existence. They were masters of the night who were gifted and cursed with the ability to sense and feed on the imbalances of men. Thus, the Jade Temple was born, and they enforced the Emperor’s will on the kingdoms of men. If kingdoms did not possess the Mandate of Heaven, they did not deserve to rule.

Kings rule. Peasants farm. Warriors serve. Priests pray. It is good that a father show his children his authority, and show restraint when they are reverent. So it is with the Jade Temple: cultivate what needs cultivating, let grow what is healthy, and remove a limb that harms the body. The Jade Temple serves the will of Heaven, by working tirelessly to restore the fragile balance that mankind has ripped from the world with their selfishness and their cruelty. Vampires are not evil: they are balance, the world acting in its own favor. As above, so below.

The Jade Temple rules from the shadows, an uncompromising force of mental mastery and physical efficiency. The bureaucrats decide the fates of gods, of kings, of nations, and the warriors bring this fate down on those who upset the balance. Countless dynasties in the East have risen and fallen at the whim of the Jade Temple, believing it to be the center of the world. And when the maps grew larger, and new nations were discovered, the Jade Temple expanded with them, and now have their bloodstained hands in the affairs of every nation on every continent.

The Initiates of the secrets of the Jade Temple believe strongly that Kindred have a purpose. They believe the very existence of Vampires is as a spiritual reaction to the imbalances in the world at large. They were created to balance the scales, and that purpose is what gives the Jade Temple members their strength. Just as a weight placed on one side of a scale tips the other side, so too can imbalances in the natural world throw other things out of order.

The uniting factor of the Jade Temple is the belief that if the world can somehow be restored to balance, then the curse of vampirism will disappear. The covenant disagrees however on how balance is to be restored. Some claim that evil and corruption must be purged from the world. Others that any who act too extremely in any direction of life are imbalanced and must be corrected. And there are even some who secretly do not want the so called “curse” to be lifted, and subtly try to maintain the imbalance (while appearing to support the cause of the covenant).

Also in dispute among the Jade Temple is just what will become of vampires once the “curse” is lifted. Like the European legends of Golconda, tales vary from member to member. Examples range from vampires becoming mortal, to vampires permanently losing the influence of the Beast, to vampires crumbling to ash and ceasing to exist. Most members of the covenant, however, maintain that transcending the curse is a very desirable pursuit.

In order to pursue this ultimate goal of transcendence through balance, the Jade Temple has become a syndicate of organized manipulators. They more than any other covenant like to have control of mortal leadership. They like to be the force behind the thrones, the CEOs, and any other organization that wields significant power in the mortal world. By exercising such a level of shadow manipulation, it is believed, they are in the best position to effect change on the overall imbalances in the world.

Overview Perhaps the most defining feature of the Initiates,

as they are often called, is their focus on power over mortals rather than power over their fellow kindred. This puts them at odds, in many ways, with both the Invictus, and the Lancea Sanctum. In order to exercise influence over humans, many members of the Jade Temple hold positions of authority and have significant contacts and political clout among vampire society. At the same time, they flatly disregard the theology of the Lancea Sanctum. They have their own creation myths, and their own beliefs, even though they are less a secular organization. Many in the temple look on their myths as parables and metaphors, rather than actual fact. Though that’s not to say that none believe in the stories of the Jade Emperor, the Yama Kings, and the Dark Walkers, but simple true faith is not as important to their dealings as conviction of purpose.

Covenant Discipline: Wu Hang Do Philosophy: Balance. Discipline. Control. These are the tenants of the Jade Temple. Through balance within oneself, a vampire can

master himself. Carefully honed discipline grants a

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vampire control over all aspects of his life. This gives him the power to control others, acting as a force of authority, and disciplining those who require it. This control allows the vampire to bring balance to the world around him which in turn allows him to find internal peace and enlightenment within himself.

This cycle of power is at the source of the entire philosophy of the Jade Temple. They strive for all of these things, and each tenant feeds into the next in a never ending loop. Those initiates who seem to have the most power often are the least powerful. Similarly a vampire who has truly mastered himself and the world around him often is so unassuming as to be overlooked by his rivals and enemies, able to exert control even over those who believe they answer to no one.

There are many levels of power, mastery, and balance within the widespread and varying ranks of the Temple, and there is no one ideal to strive for. Rather, they seek to teach one another about those successes they have had, and hope that these lessons continue to promote the balance they seek. Each lesson offered also is expected to feed into the vampire’s own cycle, granting him influence over the student, who increases his own mastery and control over his environment, which increases the potential power the teacher may call upon through his servants.

To an outsider, this philosophy can be difficult to understand. Even among their own, the Temple’s teachings are not always clear. True understanding is not something one can simply explain to another, it must be found within oneself, through the cycle of balance, discipline, and control.

Members The Jade Temple as a covenant appeals to may

vampires who seek power and influence, but feel the Invictus lacks sufficient opportunities for advancement. It can also appeal to those looking for a purpose to their unlife, but disagree with the strict finality of the Lancea Sanctum’s beliefs. Finally, many simply find that the tenants of the Temple fit well with their existing world views, particularly when they already ascribe to the various eastern spiritual philosophies that serve as the foundations of the Temple’s teachings.

Appearance: Traditionally, Initiates of the secrets of the Jade Temple are of eastern descent, hailing from China, Korea, Japan, or even India. But as they have spread across the globe, so has their membership diversified to include all nationalities. The Oriental population of the Temple still significantly outnumbers non-Orientals, however. Even westerners within the Covenant tend to favor many oriental styles in their clothing and accoutrements, particularly semi-permanent ornamentation such as Chinese tattoos. Beyond this, however, there are no universal identifiers for initiates of the Temple.

Background: The Jade Temple has a strong focus on control, particularly of the world at large through

mortals. As such they tend to recruit people who are already in positions of influence, though preferably not too overtly in the public eye. Businessmen, political supporters, crime lords, even celebrity consultants and managers are all commonly embraced into the Temple’s ranks.

Initiation: In many ways, the Jade Temple operates like an organized crime syndicate. They do not respect the boundaries and laws of other Covenants, or even other factions and races. To them, everything and everyone is potentially exploitable for their own aims. As such, membership often requires proving one’s worth and one’s loyalty. This can be done by performing a task for a Temple sensei, one which invariably indebts the supplicant to the covenant. These tasks can take many forms, but most of them are not pleasant, and test not only the vampire’s conviction, but also their strength of character, and willingness to do the work required of them no matter how distasteful.

Character Creation: The Temple accepts all types, but their focus on manipulation and control means many of them emphasize social traits, so they can influence mortals and kindred alike. Enforcers might favor physical and combative traits to make themselves more valuable to their covenant’s local leaders, but will likely have some ability to indimidate or manipulate as well, at least on a small scale. A few in the Temple take a more cerebral approach, and prefer to strategize and direct their fellows instead of manipulating others themselves, though in many cases these tacticians are elders who have had many years or even centuries to expand their more mental abilities. Whatever route an initiate takes to power within the Temple, they often plan out their personal progression like an elaborate chess game, from skills that immediately affect their influence, to abilities that take years to pan out into vital tools in accomplishing their ultimate goals.

Concepts: Disciplined enforcer, information broker.

Organization No one can argue that the Jade Temple is not

organized, but more than any other covenant, that organization is kept a closely guarded secret. Many even in leadership positions do not know the identities of more than a handful of their superiors, and it is rumored that one vampire may be pulling the strings of the entire temple from the shadowed upper echelons of power. However, at least on a local level, the mysterious fade away, and some commonalities in their power structure can be observed. In regions they control, the Jade Temple Prince (often called a Daimyo, or Warlord), assigns lower level bosses or Sensei to handle various levels of manipulators and enforcers. Depending on the vampire population in an area, these bosses may report to higher level bosses, or directly to the prince. New recruits are placed directly under the authority of one of these bosses. Every member knows who they report to, and

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who reports to them, but sometimes even parallel coteries within the same city are not privy to each other’s handlers or membership.

Codices: More than any other covenant, the Jade Temple tend to divide themselves along lines of language and culture. Even in the regions where they were founded, in China and the rest of the far East, they often split over differences in locale or ideologies, and these rifts have only grown wider over the passage of centuries.

Forbidden Kingdom. One of the strongest and most widespread codices in the Orient, the Forbidden Kingdom maintains order with an iron fist over a huge territory in China and the surrounding countries. Their primary tenant is the order. They punish crimes among their ranks and other vampires in any area they can control with brutal and swift judgment, and enforce their laws and beliefs among mortal populations just as sternly, eliminating those who cannot or will not serve their worldview, and allowing those who do to flourish, sometimes completely unaware of their shadowy benefactors.

The Setting Sun. Rising to power in feudal Japan, the Setting Sun cartel are a clan of assassins and warlords who enforce their own ideals with the silent sword in the dark of night. They are not a large Codice, but they have spread their influence across the globe more than the Forbidden Kingdom has, focusing on guiding world politics by careful placement of their own puppets into prominent positions of power, and elimination of those leaders who work most strongly against their goals.

Sleeping Dragon. While traditionally an Eastern covenant, one Jade Temple Codice, the Sleeping Dragon, is almost universally made up of Westerners who have adopted the eastern mysticism and philsophies as their own. Rather than focus on shadowy manipulation and political assassinations, they have determined to control through power. Power to cow their enemies, and win compliance without the need to stain their hands in the blood of their enemies. The power of fear.

Domains: Hong Kong. New York. Rituals and Observances: Titles and Duties:

Stereotypes Invictus: Their focus on power over kindred is

foolish. A vampire may be more powerful than a single man, but we are still as but a drop in the oceans of the world, outnumbered by mortals as we are a hundred-thousand to one.

Lancea Sanctum: They allow their spirituality and religious beliefs to blind them rather than guide their purpose as it should.

Tremere: Have you heard the tale of the scorpion and the fox? Like the scorpion, the nature of these ‘blood mages’ may be self defeating.

Unaligned: Even the most disorganized mob is dangerous in great numbers. Fortunately these are easy enough to manipulate, so long as they do not realize they are bound by the strings you hold.

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Covenant Discipline Wu Hang Do

“Way of Five Elements”Wu Hang Do is a unique covenant discipline based

on the oriental five elements (wood, air, metal, water, and fire) with one power for each element over the five levels of the discipline. The discipline draws heavy influences from Asian mysticism as opposed to simply elemental control. Like all covenant specific disciplines (as opposed to clan specific disciplines) it counts as a “non-clan discipline” for the purpose of experience costs and requires at least one dot in the Status “Jade Temple” merit in order to learn or progress in the discipline.

Wu Hang Do is also unique in that some of the powers within the discipline can be learned in an order chosen by the vampire who learns it.

When purchasing dot 1 or 3 in the discipline, the player may decide which of the two available powers he wishes to access first. The second power of each pair will then be gained at dot 2 or 4 respectively.

• to •• Oak Heart’s Eye One of the two most basic powers in the Way of

Five Elements, this allows the vampire to sense the very essence of life, or the lack thereof.

Cost: Dice Pool: Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

• to •• Echoes on the Wind The wind can be a potent tool for those who know

how to call it, and listen to it. This power allows the vampire to hear and even see things from a distance, as sounds and images are brought to him by the wind itself.

Cost: Dice Pool: Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

••• to •••• Unyielding Steel The vampire uses this power to reinforce solid

objects held or worn, to prevent damage, or even repair it. It doesn’t necessarily prevent something from bending or being dismantled, Metal can be flexible, but still difficult to break or destroy, and the same is true of anything ‘tempered’ by this power.

This generally only works on inorganic solid substances, not cloth, wood, or other materials which used to be organic matter.

Cost: Dice Pool: Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

••• to •••• Vitality Spring Water is a source of life, some say the source of all

life. To an Adept of Wu Hang Do Mastery of Water brings the ability to restore Vitality, and heal with a touch, both the living and the undead.

Cost: Dice Pool: Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

••••• Fire Sword Strike Imbuing his body or his weapon with the essence

of fire within all ki, the Master of Wu Hang Do can create shockwaves of energy from his strikes enabling him to attack enemies from a significant distance away without his weapon ever leaving his hand.

Cost: Dice Pool: Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

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Tremere Quote/Story… Once in ages past a bloodline of the Mekhet stole

power and knowledge from a denizen of the Abyss. This allowed them to subdue their curse and experience a semblance of ‘life’ once more. However, their thirst for brighter souls led them to inflict their curse on true mages, whose souls burned them to dust. Their name, Tremere, passed to the mages along with their curse, their souls slowly eroding, which forced them to feed on the souls of others. Over time, these secretive mages made pacts with some of those descended from the original Tremere. Working together they found a way to transcend both curses, using magic to adapt the vampiric blood in a way no one had seen before.

The Tremere are as much a cult as a political organization. Their goal is to harness increasing mystical knowledge and power and use it to dominate their enemies and allies alike. While the Invictus concerns themselves with political power, and the Jade Temple obsess over the control of mortal society, the Tremere are concerned with personal power, and the strength it gives them over their rivals, as individuals, and as a covenant.

Overview In modern nights, the Tremere are a force to be

reckoned with in kindred society, but they were not always so influential. They have long been seen as thieves and usurpers, stealing unlife for themselves through arcane rituals rather than through the natural process of vampiric creation. Many point to the unorthodox method their bloodline is passed on as evidence of this unnatural perversion of vampirism. Whatever the case, the Tremere possess power, and many are drawn to that, even willing to serve their cause and ever evolving power structure to gain it.

Unlike the other Covenants, the Tremere have no interest in maintaining the status quo. The old power structures of the Invictus are meaningless and outdated, in their eyes. Within their ranks there is true room for advancement, they claim, and to the casual observer it certainly seems true. But this is due more to the ever expanding positions within their ranks than to any democratic policies. Just as with any other covenant, those at the top tend to stay there, but where the Invictus will induct someone in order to gain new servants, and the Jade Temple will likewise recruit to expand their own power base, the Tremere do offer a form of advancement that is honestly valid. Personal power.

One of the uniting factors of the Tremere is their driving ambition and obsession with personal, mystical knowledge and eldritch might. While an apprentice may or may not surpass his master, the fact remains that there is infinite room for his own knowledge and power to grow, and with it their ability to defeat their rivals, overcome challenges, and accomplish their goals.

Covenant Disciplines: Thaumaturgy & Paths

Philosophy: The Tremere were born out of a defiance of fate. Why should they suffer under a curse not of their making? Why should they be restricted by the curse of vampirism, why should they not defeat their weaknesses and evolve into something more, something stronger, and greater? Magic is a powerful and versatile tool, and the Tremere believe in using that power to better themselves, and their existence, often at the expense of others. They make little pretense, and less excuses, they offer power, but at a price. In order to gain this power, one must serve, often for decades, if not centuries, but for many this is a small price to pay. Their individual policies and ideals are always evolving to meet new demands and the needs of a constantly changing world, and advancing society. This makes them more adaptable than may of their kin, but also makes them more prone to infighting, and generally less reliable or predictable as a covenant.

Members Many vampires join the Tremere dissatisfied by the

lack of opportunities presented by other Covenants. Whether they are frustrated with the static hierarchy of the Invictus, the constant secrecy of the Jade Temple, or the rigid spiritualism of the Lancea Sanctum, the evolving and less restrictive structure of the Tremere can be a refreshing alternative. New ideas and new blood are not only encouraged, they are embraced. And while a hierarchy does still exist, there is plenty of room for myriad types of advancement politically, socially, or mystically. Still other kindred are attracted to the Tremere due to their focus on arcane knowledge and power. Those paranoid vampires that fear for their existence may seek mystical knowledge to overcome their weaknesses to fire, sunlight, even their need to feed on the blood of others. Some vampires searching for a scientific meaning rather than a spiritual one will find the lack of religious undertones within the Tremere a welcome change, and their methodical approach to research and experimentation to suit their mindset.

Appearance: The Tremere most often recruit those with similar mystical ties to their own. Shamans, hedge wizards, loremasters, and other seekers of supernatural power all draw the blood mages to their secrets. As such most Tremere are somewhat ‘scholarly’ in appearance, though that does not mean they are all physically weak. Power is drawn to power. But in truth all kinds are drawn to the Tremere. But all recognize and respect the importance of certain mystical symbols, such as the atlantean pentacle the celtic trinity knot or the eye of Horus, and are known to incorporate such symbols into their accoutrements and attire. While there is no universal defining features of the Tremere, there are many distinctions that can identify them at a glance.

Background: Many who are drawn to or recruited by the Tremere come from mystically inclined

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backgrounds. Scholars, philosophers, archeologists, even former true mages all find places within the blood mage’s ranks. But they also value other forms of power, and as such, a particularly skilled artisan or martial artist might find themselves approached for recruitment. Strategists, businessmen, activists, mob bosses, computer nerds, hitmen, etc. are all valued by the Covenant. The only real requirement, is the thirst for power, knowledge, and a strong drive to pursue one’s goals and ambitions.

Initiation: The Tremere believe strongly in traditions, and rituals, but they also believe in individuality, innovation, and creativity. As such there are no universal tenants for initiations of new acolytes. Many find themselves involved in elaborate public initiation rituals, while others may simply sign an agreement with their new master, with a single witness in attendance. This changes from place to place, group to group, even sometimes from time to time within the same group, at the whims of the local leaders and masters.

Character Creation: Self control is one of the most important things to any Tremere. Having high Resolve and Composure not only grants a blood mage focus and restraint, but also more Willpower to spend powering their Thaumaturgical techniques. Beyond this, Tremere value all sorts of paths to power, and their only other defining feature is focus. Tremere typically follow a single path, whether that means focus on physical, mental, or social attributes and skills is up to the individual, but they show a definite tendancy to stick to one area of expertise, and constantly hone that aspect of their personal talents.

Concepts: Cult leader, modern mystic. Organization

The Tremere are at once very disorganized and also very cooperative. Their power structure is difficult to accurately define, and they have no problem changing their hierarchy to suit the needs of any situation, but they also have a surprising sense of loyalty, and willingness to listen to new ideas and strategies. Their strongest power base is in Vienna, the city where their covenant was born. The most powerful elders of their covenant hold seats on a council known as the Conclave that holds court monthly in Vienna to discuss the course of the covenant as a whole, and to hear proposals and requests of supplicants from all across the globe.

Locally, the covenant finds whatever power structure best suits them in a given environment, but they all at least respect the judgements of the Conclave, even if they don’t always follow them. However, gross deviation fom covenant policy and law can evoke a Conclave investigation. If they determine that the leaderhip in question undermines their authority or the power structure of the covenant as a whole, they can and often do take steps to eliminate this discontent as a threat to their way of life. Some blood mages resent this overarching authority, but most recognize it’s importance. It is the one thing that separates them from the

Unaligned, and protects them from the anarchy that nearly destroyed their race in ages past.

Codices: The Tremere as a Covenant are very open to alternative methodologies and philosophies, as such every domain and every city has their own sort of ‘codice’. But a few are so prominent, or so extreme, that they have earned specific names and reputations among all kindred, not just their own faction.

Ordo Dracul. It is uncertain whether this codice was founded by Dracula himself, or his followers, or even simply vampires desiring to emulate the imfamous Transylvanian prince. The Ordo Dracul, even more than the rest of the Tremere, is obsessed with self evolution, using magic and other mystical power to transcend vampiric weaknesses. Dracula purportedly was invulnerable to fire, true faith, even sunlight, and the followers of the Ordo Dracul seek ways of making themselves similarly invulnerable, ultimately becoming something more than they presently are.

However, these vampires also tend to be paranoid, ruthless, and generally obsessive. They often isolate themselves from other kindred, even the rest of their Covenant, and resent intrusion into their domains, and challenge to their authority. They are also very secretive, and don’t always share their knowledge, fearful of giving their enemies and rivals any advantage.

The Northern Empire. While no one is entirely certain of her true origins, there exists a powerful Tremere vampire who rules over a large domain in northern Europe, known as the Empress of Winter by her followers, or referred to more derogatorily as the Ice Queen by some of her enemies. She claims heritage linking her blood to that of the Czars of Russia, and through this the right to rule over mortals and kindred alike. A master of numerous thaumaturgical disciplines, the Empress of Winter commands armies of the walking dead, fiercely loyal vampire and ghoul followers, and rules over dozens of cities across a wide stretch of Scandanavian and Soviet territory in the eastern hemisphere. She even defies the authority of the Viennese Conclave on a regular basis, but so far they have been unable to muster enough support to bring her to heel, a fact which disturbs many Tremere throughout the Covenant.

Domains: New Orleans. Vienna. Rituals and Observances: Titles and Duties:

Stereotypes Invictus: They are old fashioned, but they also

safegaurd many vital traditions. If only they could see their unyielding focus as the stagnation it really is.

Jade Temple: An interesting sort, assuming you’re into all that Bhuddist/Kung Fu ****. Not that there’s anything wrong with Kung Fu.

Lancea Sanctum: Ah yes, those guys. If they’re right, we’re all screwed anyways, so what’s the point in wasting your unlife on religion?

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Unaligned: Many of the unaligned are simply looking for a cause worth joining. But don’t make the mistake of assuming they will appreciate your attempts to enlighten them.

Tremere Bloodline Unique among all bloodlines stands the Tremere.

Born as a single bloodline of Clan Mekhet, and then evolved into a covenant, and a new kind of bloodline in modern nights, the primary focus of these vampires as a bloodline is the practice of Thaumaturgy. Those Tremere who not only follow the philosophies of the covenant but also wish to delve into the blood magic that gives them their nickname adopt the bloodline over any other bloodlines they may have ties with. The versatility and potential power of Thaumaturgy is unmatched in any other discipline, as is the time and dedication required to master it.

Population: While relatively young in terms of Kindred history, the Tremere have grown swiftly into a global power among vampire society. In many ways they are perhaps the most populous bloodline in the world, spanning all regions and cultures, including traditionally isolated regions such as China and South Africa. However, the boundaries of the bloodline closely follow those of the covenant that created it, and it is extremely rare (but not impossible) to find practitioners of Thaumaturgy outside of their core faction.

Parent Clan: While the original Tremere were a bloodline of the Mekhet, in modern nights the Tremere have transcended the boundaries of all Clans. Any vampire can become a Tremere. Indeed, adopting the bloodline is usually a requirement for joining the Covenant. The Tremere do recognize the value of diversity, however, and while the majority of their members adopt the bloodline, they allow members to

retain other bloodlines provided they can demonstrate the usefulness of their abilities.

Nickname: Blood Mages, or Soul Stealers Havens: Like the Mages they mimic, Tremere

tend to build their havens around places of mystical power where their studies and experiments can go uninterrupted. As such, their havens tend to be highly warded sanctums and secure laboratories. Many take on apprentices to assist them in exchange for tutoring in arcane knowledge and other forms of power, ensuring minimal distractions and preserving them from mundane concerns that would distract them from their work.

Bloodline Discipline: Thaumaturgy Daeva Disciplines: Celerity, Majesty, Felia,

Thaumaturgy Gadianton Disciplines: Resilience, Majesty, Zunai,

Thaumaturgy Gangrel Disciplines : Resilience, Auspex, Protean,

Thaumaturgy Kyoketsuki Disciplines: Celerity, Auspex,

Haedo/Shido, Thaumaturgy Mekhet Disciplines: Celerity, Obfuscate, Noctis,

Thaumaturgy Nosferatu Disciplines: Vigor, Auspex, Nightmare,

Thaumaturgy Ventrue Disciplines: Resilience, Dominate,

Liegance, Thaumaturgy Weakness: The Tremere never stop feeling thirsty,

even when they can consume no more Vitae. This makes them susceptible to hunger frenzy no matter how much blood they have left. Their unnatural hunger imposes an additional -2 penalty to any roll to resist Wassail, unless they spend one Vitae to suppress their thirst for a scene.

This is in addition to their Clan Weakness.

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Bloodline Discipline Thaumaturgy

Thaumaturgy is the name of the Disciplines developed by the Tremere in order to tap into the supernal power of true magic. More structured, and controlled than their Mage counterparts, it however lacks the ability to truly innovate and create spontaneous effects.

It still follows many of the same rules, however, and continues to draw on the power of the supernal realms and as such can attract the wrath of paradox (see Mage: The Awakening page 268). The main benefit is that it tends to be a little more powerful in comparison to how much dedication and learning it requires.

Thaumaturgy is separated into several paths, with three ranks each. When rolling for Thaumaturgical spellcasting you roll the character’s ranks in Thaumaturgy rather than the Path. Maximum ranks in a Path is based on dots in Thaumaturgy as follows:

1 Thaumaturgy = Max 1 dot/Path 3 Thaumaturgy = Max 2 dots/Path 5 Thaumaturgy = Max 3 dots/Path 7 Thaumaturgy = Max 4 dots/Path 10 Thaumaturgy = Max 5 dots/Path

Additionally a character typically requires at least one dot in the Status “Tremere” merit in order to learn or progress in the discipline or its Paths.

During character creation the vampire gets one free dot in any Path for each rank they put in Thaumaturgy. Paths cost New Rating x (3 + new rating) as a Bloodline Discipline. In example, to purchase the first dot in a path costs a Tremere 4 xp, the second dot costs him 10, and the third dot costs 18.

A blood mage must spend 1 willpower in order to activate Thamaturgy for a scene, thereafter he may use any Thaumaturgy Path spells as he desires, as long as he pays any additional cost for the spell itself.

• Second Sight This functions as mage sight with no particular

Arcanum ‘flavor’ (see Mage the Awakening page 110). Cost: - Dice Pool: none Action: Supplemental When activated, this power lasts for 1 scene, or

until dismissed.

•• Mystic Shield Functions as a mage’s shield spell, only usable on

oneself. Cost: 1 Vitae Dice Pool: none This adds the vampire’s rating in Thaumaturgy to

his defense against all normal attacks, but does not protect against supernatural effects in any way. This power lasts 1 Scene, or 1 Night with Artifice.

••• Artifice Tremere with this level of Thaumaturgy can craft

imbued items, or greatly increase the duration of many of their effects.

Cost: 1 or more Vitae Dice Pool: Intelligence + Crafts + Thaumaturgy

or none Action: Extended or Supplemental Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

•••• Disruption This can be used to counter spells or other powers

used by other creatures but only if their powers are directed externally or at the blood mage himself.

Cost: 1 Vitae Dice Pool: Resolve + Occult + Thaumaturgy Action: Instant Roll Results Dramatic Failure: The mage fails to counter the

opposing power, and may not even attempt to resist its effects if applicable.

Failure: The targeted power functions normally. Success: The blood mage must accumulate more

successes than his target at the effect, or more than the rating of the power he’s using plus supernatural potency where applicable. If he succeeds, the power does not activate.

Exceptional Success: As above, but the power may not be attempted against the blood mage again for the rest of the scene.

••••• Black Fire The ultimate expression of Thaumaturgy is the

manifestation of the supernatural potency of the Tremere’s corrupted Vitae. Through the use of this power his hands, or any weapon he is wielding are wreathed in dark flames which do no damage to him, but convert all damage he deals with the weapon to aggravated. He gains his ranks in Thaumaturgy as a bonus to any attack rolls. He may continue to attack with this power until it is dismissed, or the scene ends.

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Alternately he may throw this energy as bolts of shadowy flames.

These attacks can catch flammable substances on fire if enough damage is done to them, and they invoke Frenzy in other vampires, but not the blood mage himself.

Unlike all other Thamaturgy spells, this never invokes Paradox, but it is most definitely a breach of the Masquerade.

Cost: 2 Vitae Dice Pool: Supplemental Action: Reflexive When thrown as bolts of fire, the short range

category for the attacks are determined by Intelligence + Dexterity + Athletics + Thaumaturgy times two (for being an aerodynamic weapon).

Thaumaturgy PathsPath of Blood

Description… • Quintessence

The most basic tenant of the Path of Blood is conversion. With this power the vampire may convert mana, or essence into vitae, or vice versa, and draw on other willing or natural sources of power to replenish his Vitae.

Cost: 1 Vitae (Optional) Dice Pool: none Action: Instant. This power costs 1 vitae to begin the process of

drawing on mana or essence from a spirit or place of power he’s in physical contact with, but the amount of Vitae accumulated is not limited by this. Alternately if the vampire can drink even a small portion of a willing subject’s blood (if applicable) he can use that connection to initiate a transfer of other energy with no cost. He need not even consume enough to account for a full point of vitae, just a taste will do. Obviously this does not work on targets with no sentience, or no actual blood, such as a hallow, or an ephemeral spirit.

With 1 dot in the Path the vampire may convert 1 point of energy per turn at an exchange rate of 3:1 in other words, he can turn 3 mana into 1 vitae, or 3 vitae into 1 mana. Essence is harder, and requires 2 dots in the Path of Blood for the same exchange rate into mana or vitae or in reverse. Finally, other forms of energy are much less familiar to the blood mage, and requires Mastery in his Path before he can convert energy such as Glamour, Pyros etc, and then still only at a 3:1 ratio.

This exchange rate becomes 2:1 with 1 higher dot in the Path than is required to convert the base energy, and 1:1 with 2 higher.

•• Theft of Vitae A disciple of the Path of Blood can actually steal

blood from other creatures without having to bite them, note, that a blood mage cannot kill a vampire or commit Diablerie with this spell.

Cost: 1 Vitae Dice Pool: Intelligence + Occult + Thaumaturgy,

resisted by Stamina or Blood Potency (whichever is higher)

Action: Instant Roll Results Dramatic Failure: The blood mage takes hold of

his target’s essence, causing him momentary pain but otherwise fails to steal any Vitae.

Failure: The power fails completely, and the blood mage does not pay the cost, but his target also does not feel the effort.

Success: For every two successes the blood mage gains over his target he may steal 1 Vitae. The effort becomes harder as the available amount decreases. For a human or vampire, 3 successes are required per Vitae stolen once they get below 6. And 4 successes are required to steal each of the last 3 dots of Vitae/blood from a mortal or vampire. For other creatures, the last 2 quarters of their available blood require 3 or 4 successes respectively.

Exceptional Success: Same as above. ••• Faux Kindred

The ultimate expression of the Path of Blood is the manipulation of the various attributes of Vitae itself, granting the temporary power of a ghoul, or resisting the Vinculum, both are feats the Blood Master can accomplish.

Cost: 1 Vitae Dice Pool: Intelligence + Thaumaturgy + Blood

Potency Action: Instant, and Concentration Roll Results Dramatic Failure: The power goes wrong

somehow. For instance, the vampire might find himself bound in Vinculum after only one taste.

Failure: Nothing happens. Success: Successes allow the vampire to recreate

or subdue certain effects of Vitae as follows. • 1 Success – Convert 1 unit of a mortal’s blood into

temporary Vitae* (lasts one scene, or 1 night with Artifice) which they may use to increase their Physical Attributes, heal as a vampire, or even feed to another mortal to create a temporary (up to a month per consumed Vitae) vinculum.

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• 1 Success – Convert 1 unit of a Ghoul’s blood into Vitae.

• 2 Successes – Increase the potency of something’s blood by 50% (gain 3 Vitae for every 2 points consumed) if it is drunk before the end of the scene (or night with Artifice).

• 3 Successes – resist 1 step toward’s Vinculum. • 4 Successes – Make a mortal temporarily into a

ghoul. This lasts 1 night, or 1 week with Artifice. • 5+ Successes – Free another vampire from

Vinculum. 1 additional success is needed for every consecutive month during which the vampire has tasted his master’s blood.

*Note: that mortals can expend up to 2 blood points without risking loss of consciousness.

Path of Conjuring Description…

• Summon the Simple Form The first spell an Apprentice Conjurer learns is to

summon simple objects from the void. Such objects can contain only the simplest of moving parts (a hinge or single axel) and are not exceptionally sturdy unless augmented by Artificing. The object remains until dismissed or until the end of the scene.

A single use of Artificing will make an object summoned persist indefinitely, or grant it enhanced durability. Two uses can do both.

Cost: Dice Pool: Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

•• Artificer’s Call While the first power in this path is rather limited,

the second surpasses those limitations allowing the conjurer to create useful and complex devices or tools with many moving parts, or even which utilize electronics, so long as he has sufficient knowledge and skill to create such a thing, he need not have the necessary equipment, only the knowledge of how it is put together.

As before objects created last only a scene, unless augmented with Artificing, in which case they will persist for up to a year, or until they begin to wear out.

Cost: Dice Pool: Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

••• Banish the Creation A Master of the Path of Conjuring can reverse the

power of creating something from nothing, and dispel inanimate objects into the void. The result is immediate and dramatic (and most likely Vulgar) twisting an object out of existence with a loud pop and a rush of air to fill the gap. This can be used to create a passage through a wall, remove a particularly offensive piece of furniture, or even to divest an opponent of a weapon or armor they are wearing. If an object held or worn by a person is targeted then the person’s Resolve is subtracted from the roll.

Cost: Dice Pool: Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

Path of Entropy Description…

• Oblivion’s Touch An Initiate of the Path of Entropy can temporarily

destroy an object or person’s natural resonance or aura as if it had never existed. Any attempt to read it or scry it reveals nothing specific except that is has been removed. It cannot be used on an unwilling subject. The aura or resonance will regenerate back to its original state after a number of days equal to the blood mage’s dots in Thaumaturgy.

Cost: 1 Vitae Dice Pool: none Action:.Instant

•• Repose Cast on another creature this spell puts them into

a state of suspended animation where they appear dead for all intents and purposes, but do not age, or hunger until they are released. It must be used on a willing subject. The effect can last up to a maximum increment based on the blood mage’s dots in Thaumaturgy multiplied by his Blood Potency.

3. 1 Week 4. 1 Month 5. 3 Months 6. 10 Months 7+ 1 Year

Cost: 1 Vitae Dice Pool: none Action:.Instant

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••• Disintegrate This power causes rapid decay and decomposition,

rusting metal, and causing serious damage to most objects or people.

Cost: 1 Vitae Dice Pool: Intelligence + Occult or Science +

Thaumaturgy minus Durability or the target’s Stamina + Blood Potency

Action:.Instant Roll Results Dramatic Failure: The power turns on the

vampire and causes 1 point of Lethal damage to him. Failure: The spell fails to activate, and nothing

happens. Success: The vampire’s successes directly reduce

an objects durability (1 for every 2 successes) or structure, or deal lethal damage to most living things, or bashing damage to something undead, or who’s life is supernaturally prolonged such as a Lich or Ghoul.

Exceptional Success: Same as above, but successes over 5 deal aggravated damage to something living. For instance, if 6 successes are achieved verses a mortal target, the target takes 5 lethal damage and 1 aggravated damage.

Path of Fire Description…

• Tongue of Flames An initiate of the Path of Fire can speak to the

essence of fire and mold it to his will. He can control temperatures in a given area, or manipulate the shape/intensity of a flame. He can even with an effort of will extinguish small fires from a distance, by causing them to burn low, and robbing them of their power.

Cost: - Dice Pool: Manipulation + Occult + Thaumaturgy Action: Instant, and Concentration. Roll Results Dramatic Failure: The spell backfires with

dramatic effect. If the Blood Mage was attempting to dampen a fire it may roar to greater strength for instance.

Failure: Nothing happens. Success: Successes can be used to manipulate

degrees of heat etc. Exceptional Success: The blood mage may

actually start a fire if desired among flammable objects, or completely kill a fire no bigger than a moderate campfire.

•• Efreeti’s Sword The Thaumaturgist can create flames and cause

objects to spontaneously combust. The vampire’s conjured flames do not harm him unless they catch other objects on fire, however if created closer than a few yards they do incur a frenzy roll.

Cost: - Dice Pool: Wits + Occult + Thamaturgy, resisted

by Resolve + Stamina + Blood Potency

Action: Instant Roll Results Dramatic Failure: The mage catches himself on

fire and takes 1 aggravated damage per turn until he can put it out.

Failure: The power fails to activate, and nothing happens.

Success: This effect can function as an attack, where successes in excess of the target’s inflict fire damage. Note that most inanimate objects won’t actively resist this, but successes may still contribute to overcoming an objects flame retardation, and how fast the fire spreads.

Exceptional Success: Same as above, but the fire can have explosive force.

••• Phoenix Walker This power is especially potent for the kindred, for

while it does not help them resist frenzy, it can stop them from taking damage from fires.

Cost: 1 Vitae Dice Pool: Stamina + Manipulation +

Thaumaturgy Action: Instant, and Concentration Roll Results Dramatic Failure: The mage believes they have

successfully diverted the fire, and may take damage as they move into it.

Failure: He does not stop the fire, but realizes this in time to potentially avoid it.

Success: Each success allows the vampire to ignore 1 damage per turn from fire as long as he continues to concentrate, potentially walking through unscathed as the fire simply flows around him rather than burning him. Each success also grants a +1 to any roll to resist fear frenzy triggered by fire.

Exceptional Success: Same as above, but the protection can be split between other beings the vampire is touching (but not the bonus to resist frenzy).

The effect lasts only as long as the vampire concentrates on maintaining it.

The Vampire may pay a willpower point to automatically resist all fire damage for 1 turn while maintaining this effect.

Path of Lightning Description…

• Circuit Like a remote, the Initiate of the Path of Lightning

can control electrical currents, turning electronic devices on or off, and even effecting their functions to some degree, such as changing the channel on a TV. He can also temporarily supply power to small devices after they’ve been unplugged, or had their batteries removed.

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Cost: 1 Vitae (optional) Dice Pool: Intelligence + Crafts or Science +

Thaumaturgy Action:.Instant Roll Results Dramatic Failure: Failure: Success: Exceptional Success: 1 Vitae will power a small device, such as a cell

phone, for a scene, or a much larger device, such as a wide screen television for a minute per success or 10 minutes with Artifice.

•• Call Lightning Through the use of this spell the Thaumaturgist

calls on electricity in his surroundings, whether it’s a transformer junction, a wall socket, or a storm overhead, he can call on and direct the violent lightning to some degree, potentially damaging nearby targets. He can amplify or diminish the raw current but cannot create it from thin air.

Cost: - Dice Pool: Intelligence + Occult or Science +

Thaumaturgy Action:.Instant Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

••• Thunderbird A Master of the Path of Lightning may transform

himself into raw electricity and traverse great distances in an instant. He requires a relatively straight line of sight though the bolt of lightning can arc somewhat, but is otherwise not limited much in distance. He can deal significant damage to creatures he passes through, but this effect is also quite vulgar.

Cost: 1 Vitae Dice Pool: Action:. Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

Path of Masks Description…

• Mask of the Heart This power allows the blood mage to fool even the

savviest investigators as to his true thoughts and emotions. He can lie perfectly, and even fool mind reading with false surface thoughts.

Cost: - Dice Pool: Composure + Subterfuge +

Thaumaturgy Action: Instant Roll Results Dramatic Failure: The blood mage completely

fails to hide his emotions at all, and to anyone using supernatural means to try and read him he seems to broadcast his mood in an obvious manner.

Failure: The power fails to activate and nothing happens.

Success: One success is all that is required to perfectly conceal the vampire’s emotions from normal senses. Entities using supernatural means, such as aura sight, must beat the Thaumaturgist’s successes, activating this power, in addition to a reflexive resistance of his Resolve + Blood Potency.

Exceptional Success: Another person trying to use supernatural means to perceive the blood mage’s emotions is automatically fooled unless they have significant reason to suspect some power is preventing a true reading.

This power lasts up to one scene. •• Mask of the Inner Eye

Focusing on supernatural power, a disciple of the Path of Masks can hide who or what he is to supernatural senses such as aura sight, crafting a false aura, false resonance, and even trick the educated into believing he is something he is not.

Cost: - Dice Pool: Resolve + Occult + Thaumaturgy Action:.Instant Roll Results Dramatic Failure: The power fails and any

subtleties in the vampire’s aura become obvious for the scene.

Failure: The power fails to activate and nothing happens.

Success: The blood mage successfully masks her aura and/or whatever other supernatural aspects of her being she wants to hide, or successfully mimics something else. As above, anyone attempting to discern the truth of the vampire’s nature must succeed on their roll against the successes gained on this power and a reflexive resistance of Resolve + Blood Potency.

Exceptional Success: As above, and another being must be suspicious to even attempt to pierce the ‘mask’.

This power lasts up to one scene.

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••• Mask of a Thousand Faces The Master of the Path of Masks can change his

outward appearance to mimic other people, or even appear a different gender or type of creature altogether. He could not make himself appear to be a wolf, but could assume the appearance of a werewolf’s battle form, albeit most likely a smaller than average one. Combined with the first two powers, this disguise will fool any and all senses while it is active, but if he shows an inability to reproduce certain abilities he should have, it might draw some suspicion.

Cost: - Dice Pool: Manipulation + Occult or Science +

Thaumaturgy Action:.Instant Roll Results Dramatic Failure: The power fails, and his disguise

is spoiled. Any effect the vampire was using to disguise himself, such as the Blush of Life, immediately ends.

Failure: The power fails to activate, and nothing happens.

Success: The vampire crafts an illusion of another face, or form, and wears it like a costume, fooling all but those with supernatural senses, or any who might interact intimately enough to notice something wrong with his disguise. A power that would penetrate his illusion must beat his successes on this spell, plus a reflexive Resolve + Blood Potency roll.

Exceptional Success: As above, but those interacting with the blood mage will experience even real tactile sensations, as their minds add details to fill in the gaps of the illusion.

Path of the Mind’s Hand Description…

• Control the Surveyed The simplest spell of the Path of the Mind’s Hand

allows the thaumaturge to move an object at a distance, with a relative strength equal to the mage’s dots in Thaumaturgy.

With 2 dots in this Path the mage may throw objects with sufficient force to cause damage, and with 3 dots they may more or less ignore an objects size when determining whether they can move it.

Cost: Dice Pool: Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

•• Invisible Fingers While an apprentice of this Path may move things

about with her mind, a Disciple gains the ability to perform fine dexterous manipulations with her telekinesis, such as lacing (or unlacing) a blouse or even picking a pocket from across the room.

With a third dot in this path the mage may manipulate multiple objects simultaneously.

Cost: Dice Pool: Wits + Athletics or Larceny (or other

applicable skill) + Thaumaturgy Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

••• Unstoppable Force The Master of the Path of the Mind’s Hand can

create telekinetic force so overwhelming that only the sturdiest of fortifications can withstand its impact. There are two primary uses of this power, the first is creating a singular explosive force in a distant object which shatters it as if a bomb had just went off inside. The other usage is forming a more directed wave of force, which hurtles towards the target with crushing ferocity, possibly even from multiple directions. A powerful enough exertion of this usage can smash a full sized care like a tin can.

Cost: Dice Pool: Action: Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

Path of Mirrors Description…

• Misdirection A combination of Occlusion and Illusion, this

wards an object or effect with a false resonance so people examining it, even with supernatural senses, will generally pass over it without realizing it’s true nature. They will assume it was nothing out of the ordinary, or whatever they most expected, and will not give it a second thought unless they have reason to be suspicious.

Cost: - Dice Pool: Wits + Occult or Subterfuge +

Thaumaturgy Action:.Instant Roll Results Dramatic Failure: The object or effect’s nature

becomes painfully obvious. Failure: The power fails to activate and nothing

happens.

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Success: The effect gains passive resistance/occlusion equal to the vampire’s dots in Thaumaturgy for one night per success or 1 week per success with Artifice.

Exceptional Success: Same as above. •• Reflection

Weave illusions and phantasms which seem real, and may even manipulate aura’s and resonance to appear other than it is.

Cost: 1 Vitae (Optional) Dice Pool: Manipulation + Expression or

Subterfuge + Thaumaturgy Action:.Instant Roll Results Dramatic Failure: The power escapes the blood

mage and he loses his trance, but is otherwise unaffected. Failure: The power fails to activate and nothing

happens. Success: He successfully crafts an illusion which

lasts for a scene or 1 night with Artifice. If 1 Vitae is spent illusion will feel real even to touch.

Exceptional Success: The illusion can last for the full night.

••• Shadow A Master of this path can create illusions which

mimic actual sentient beings, and can imbue these illusions with the power to affect real objects, and even touch ghosts. In most ways except those outlined here, this functions just like the Reflection power above.

Cost: same as above + 1 Willpower to make the illusion act with its own semblance of Sentience.

Dice Pool: same as above Action:. same as above Roll Results Dramatic Failure: same as above Failure: same as above Success: same as above Exceptional Success: same as above

Path of Misfortune Description…

• Gambler’s Luck The blood mage steals the luck of another,

enabling him to accomplish feats of unlikely odds, such as consistently winning at Blackjack.

Cost: Dice Pool: Action:. Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

•• Monkey’s Paw This spell creates a cursed item which causes

misfortune during its use, and generally brings bad luck to whoever possesses it.

Cost: Dice Pool: Action:. Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

••• Murphy’s Curse This potent curse afflicts the Master’s target with

the woe of Murphy’s Law. Anything that can go wrong in anything they do does and almost anything they turn their hand to almost assuredly fails.

Cost: Dice Pool: Action:. Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

Path of Rain Description…

• Create Water An Initiate in the Path of Rain can conjure water

from nothing, filling small vessels with pure drinkable water.

Cost: 1 or more Vitae Dice Pool: none Action:.Instant The amount of water per Vitae a vampire can

conjure is up to a gallon, at Path level 1, something the size of a bathtub, at Path Level 2, and enough water to fill an Olympic swimming pool at Path Level 3. The blood mage can of course choose to conjure less than this.

•• Summon the Storm This level of the Path of Rain can be used to call a

rainstorm from a clear sky, or manifest a great deal more rain from an existing storm.

Cost: Dice Pool: Action:. Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

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••• Poseidon’s Lash Through the use of this spell, the blood mage

creates a stream of water from his hand forceful enough to knock down grown men, or even cause bashing damage to his enemies. This has led some irreverent vampires to nickname the power, “The Fire Hose”.

Cost: Dice Pool: Action:. Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

Path of Stone Description…

• Stoneskin The first level of the Path of Stone allows the

vampire to harden his own skin, gaining a point of natural armor per level in the Path, for the duration of 1 scene.

Cost: 1 Vitae Dice Pool: none Action: Reflexive

•• Render as Clay A Disciple in the Path of Stone can break down

solid objects into a highly malleable form able to be reshaped as if it were clay. He can also reverse the process returning an object to a fully solid state.

Cost: Dice Pool: Action:. Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

••• Might of Earth A Master of the Path of Stone can move earth and

stone with his will, creating small localized earthquakes, or causing boulders to slide and shift, or even rock to thrust upwards from the ground around him.

Cost: Dice Pool: Action:. Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

Path of Visions Description…

• Retracing the Steps This spell allows the blood mage to view things

which have happened in his past. Cost: Dice Pool: Action:. Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

•• Farsight A Disciple of the Path of Visions can see things

from a distance, spying on other people or places. Cost: Dice Pool: Action:. Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

••• Strands of Fate A powerful spell which allows the blood mage to

cast his vision forwards in time to perceive events that may come to pass and the choices or events which could cause them to play out, or be averted.

The paths of the future are always changing, however, and the farther forwards a Tremere looks, the harder it is to predict anything with real accuracy.

Cost: Dice Pool: Action:. Roll Results Dramatic Failure: Failure: Success: Exceptional Success:

Path of the Waking Dead Description…

• Compel the Ghost The first ability learned in the path of the waking

dead is to speak with and command the dead of all variety.

Cost: - Dice Pool: Manipulation + Occult + Thaumaturgy Action: Extended ritual requiring 3 hours per roll

with 1 rank in the path, 1 hour with 2 ranks, and 20 minutes with 3 ranks.

Roll Results

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Dramatic Failure: The spell fails, and whatever entity the vampire was attempting to compel turns on him.

Failure: Nothing happens, any Vitae spent is lost. Success: The vampire can compel a ghost, zombie,

or other restless dead to perform one simple task or answer one question per success as long as it does not take more than a scene to obey.

Exceptional Success: The blood mage controls the dead entity for an entire night, and it obeys as many orders as its temporary master desires, with Artifice his control can become permanent as long as the ghost or other existing undead remains within the mortal realm or the twilight and the blood mage does not enter torpor.

Using this ability the blood mage can awaken the corpses of the dead, as long as they have been dead for at least 3 days. Doing so costs one Vitae, which the necromancer must feed to the corpse. Such corpses can answer questions, though their memories of their lives are a bit hazy, especially if they’ve been dead a long time, however their physical attributes are no higher than they were in life, and are limited by the amount of decay. In addition, their dice pools for any action they are requested to perform cannot exceed the amount of Vitae they were fed. Such quickened corpses disintegrate at dawn if they are still animate.

•• Enervation Channelling the essence of their own unlife, the

Vampire can heal other undead creatures, or inflict damage on living creatures.

Cost: 1 Vitae Dice Pool: Intelligence + Medicine +

Thaumaturgy, or Dexterity + Brawl + Thaumaturgy Action: 1 Turn (lose defense) Roll Results Dramatic Failure: The blood mage takes a single

point of lethal damage and the effect fails. Failure: The power fails to activate, and nothing

happens, no Vitae is spent. Success: The vampire can heal 1 Bashing wound,

or downgrade 1 Lethal to Bashing per success achieved on an undead creature.

Alternately they can inflict 2 bashing damage per success in excess of a mortal’s stamina as an attack, but they must touch their target to do so. This second effect uses the second dice pool.

With 3 dots in this path its healing potency is increased to 1 Bashing or Lethal per success, and it can deal 1 Lethal per success instead of 2 Bashing, if the mage desires.

Exceptional Success: Same as above.

••• The Quickening Creating an army of servants is something many

kindred aspire to, but the Master of the Path of Undeath can fairly easily achieve such an effect through the use of this spell. The Quickening animates corpses into semi-intelligent zombies who serve the necromancer with unwavering loyalty, though they can still be compelled by use of the first power in this path by other blood mages..

Cost: 1 Permanent Willpower and 1 or more Vitae Dice Pool: Intelligence + Occult + Thaumaturgy Action: Extended, 1 Hour per roll. Roll Results Dramatic Failure: The blood mage expends all the

intended Vitae, and completes the ritual, but nothing happens, and his efforts are wasted. Furthermore, the corpse is now ruined.

Failure: He expends only one Vitae and his efforts fail, but he may try again.

Success: In addition to the initial cost of 1 Vitae & Willpower dot (which grants the corpse a base of 1 in each physical attribute, and the animating force of ‘unlife’) the thaumaturgist must expend 1 Vitae, and accumulate 2 successes for every trait he wishes to bestow upon his new servant. The quickened corpse has no memory of its former life, and will burn to ash in sunlight the same as a vampire would.

Traits: • 3 Physical Attribute dots (maximum 5). • 2 Mental Attribute dots (maximum 2). • Power or Numina • Another trait such as healing or innate armour. • Etc.

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