Professional Documents
Culture Documents
Degeneration
A Custom Ruleset
For
Vampire: The Masquerade
By
Table of Contents
INTROIT ...............................................................................................................1
PROLOGUE: Contests and Mathematics .................................................. 2
PART I: Character Generation ........................................................................ 5
1. Overview ....................................................................................................... 5
2. Abilities .......................................................................................................... 5
3. Attributes ....................................................................................................... 5
4. Disciplines ..................................................................................................... 6
5. Backgrounds .................................................................................................. 6
6. Lores ............................................................................................................... 8
7. Willpower ....................................................................................................... 9
8. Humanity ....................................................................................................... 9
9. Beast ............................................................................................................... 9
10. Beast Traits .................................................................................................. 9
11. Inhumanities ............................................................................................. 10
12. Stigmata....................................................................................................... 11
13. Clans ........................................................................................................... 12
Brujah .................................................................................................... 13
Gangrel ................................................................................................. 14
Malkavian.............................................................................................. 15
Nosferatu .............................................................................................. 16
Toreador ............................................................................................... 17
Tremere ................................................................................................. 18
Ventrue.................................................................................................. 19
Caitiff..................................................................................................... 20
Followers of Set .................................................................................. 21
Lasombra .............................................................................................. 22
Tzimisce ................................................................................................ 23
Asuras .................................................................................................... 24
14. Sanguinis .................................................................................................... 25
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2. Frenzy ........................................................................................................... 48
Types of Frenzy .................................................................................. 48
Frenzy Mechanics ................................................................................ 48
Advantages of Frenzy ........................................................................ 49
Ending Frenzy ..................................................................................... 49
3. Beast Traits .................................................................................................. 49
Rage Beast Traits ................................................................................. 51
Hunger Beast Traits ............................................................................ 52
Fear Beast Traits .................................................................................. 53
4. Of Humanity… and Inhumanity ............................................................ 55
Degeneration Checks ......................................................................... 55
Becoming a Monster........................................................................... 56
Salavation .............................................................................................. 56
Subhuman Inhumanities .................................................................... 57
Monstrous Inhumanities .................................................................... 58
5. Stigmata ........................................................................................................ 60
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INTROIT
INTROIT
A beginning is a delicate time.
1
PROLOGUE
PROLOGUE:
Contests and Mathematics
I returned, and saw under the sun, that the race is not to the swift, nor the battle to the
strong, neither yet bread to the wise, nor yet riches to men of understanding, nor yet
favour to men of skill; but time and chance happeneth to them all.
2
PROLOGUE
ROUND UP
3. DIFFICULTY AND AUTO- THE USUAL SUSPECTS
When a contest requires a statistic to be divided by
MATIC SUCCESSES. a number (e.g., half of a character’s Willpower), the
There is no such thing as a truly unopposed result should always be rounded up unless other-
roll: every contest will involve two sides. wise specified.
Even where there is no actual “opponent”
— such as when trying to break down a where there is no opposing character —
door, climb a building, or fix a computer what are sometimes called “environmental”
— if there is a need for a contest at all, it contests — the “Difficulties” on Table 1,
will be “opposed” by the difficulty of the below, can be used by the Gamemaster to
task. determine the “opposing” value.
Difficulty of Action
Many player actions should be automatic:
for example, intimidating an average office 3
Simple/routine tasks when the PC has
worker probably should not require a roll no relevant Ability
for any vampire with two dots of Intimida- Moderate tasks requiring at least some
4 skill
tion, and hopping a chain link fence – even
with basic barbed wire (though maybe not Specialized displays requiring training
concertina) – probably shouldn’t require a 5 and experience
contest if the vampire has even one dot in Complex tasks requiring significant
Athletics and a Dexterity over 1. 6 training or experience
Very difficult tasks, even for profession-
The circumstances matter: hopping a fence 7 als in the field
is easy. Doing it in the dark pouring rain
while being chased by a werewolf is anoth- Daunting challenges for all but the high-
8 est level professionals
er matter entirely.
Exceptional feats even for high-level
9 professionals
B. Difficulty of “Unopposed” Rolls
Sometimes, actions do require rolls — 10
Heroically difficult and complicated
jumping that fence in the dark, in the rain, feats that often lead to fame
while running away from a werewolf is Either the GM is being a dick or the
tricky and requires some skill. In cases 11 Player is being silly
3
PROLOGUE
Want to hack NORAD and play a nice So let’s say that you took that icy turn at 45
game of chess with Joshua? That’s a 10. mph with WITS+DRIVE of 10 (i.e., 5+5).
You would have an 83.33% chance of suc-
4. MATHEMATICS cess — not bad, but you’re one of the best
Players may want to know exactly how diffi- drivers in the world! If you’re just a skilled,
cult something is. For number-crunchers, experienced professional driver
the table to the right shows the percentage (WITS+DRIVE of 6 or 7), your chances
change of winning a contest if you win drop to 27% or 42%. Not the best odds.
ties. If you lose ties, everything shifts
down one level. The chart also shows how So with all of that out of the way, let’s get
important Advantage can be! to it!
4
PART I
Character Generation
By attribute I understand what the intellect perceives of substance as constituting its
essence .
5
CHARACTER GENERATION
6
CHARACTER GENERATION
7
CHARACTER GENERATION
8
CHARACTER GENERATION
9
CHARACTER GENERATION
10
CHARACTER GENERATION
Table 4—Inhumanities
INHUMANITIES
Subhuman Monstrous
Authoritarian Honorable Agency Removed
Believer Iconoclastic Capricious Sadistic
Bestial Immortal Covetous Superior
Callous Larcenous Dishonest Traditional
Consensual Lawyer Homicidal Utilitarian
Destructive Pedagogue Humanity
Driven Predator Obedient
Follower Rancher Payback
Furtive Reciprocity Possessive
humanities, he or she does not suffer any degener- They range from the traditional (e.g., Re-
ation effects. This can — at first blush — pelled by Garlic, Permission) to Stigmata
make Inhumanities seem beneficial. They of physical appearance (e.g., Satanic Eyes,
are not. Pallor), to the exotic (e.g., Millet, Cold, Ul-
traviolet). For game purposes, they are
Most Player Character vampires do not broken into two categories — Hindering
start with an Inhumanity. (Malkavian char- Stigmata, which range from inconveniences
acters begin play with a Monstrous Inhuman- to serious difficulties, and Crippling Stig-
ity.) Characters gain Inhumanities as their mata, which represent truly debilitating
Humanity score drops. The gaining, losing, weaknesses that often end in a vampire’s
and operation of inhumanities is explained destruction.
in Part III.
The particulars of each Stigma as well as
A complete list of Inhumanities is set out rules for their acquisition and operation are
in Table 4, above. set forth in Part III. As a general rule,
vampires will slowly accumulate Stigmata
12. Stigmata over time, with elder vampires perhaps hav-
Another new trait created for the Vampire: ing two to five. Perhaps most importantly,
Degeneration rules, Stigmata are supernatu- Stigmata are absolutely permanent.
ral weaknesses possessed by vampires. There is no way to remove them, buy them
off, or ameliorate their effects. If a rule
11
CHARACTER GENERATION
Table 5—Stigmata
STIGMATA
Hindering Crippling
Aura of Evil Running Water Bleeder
Blood Breath Satanic Eyes Blood Addiction
Coffin Shadowless Carnivore
Cold Tainted Flesh Contagion
Earthbound Talons Elder Hunger
Eerie Presence Truthful Inflammable
Light Sensitivity Ultraviolet Lunacy
Millet Unholiness Ravenous
Nature Bane Vicious Predator Selective Feeder
No Reflection Vitae Addition Torporous Sleep
Pallor Voice of the Devil
Permanent Fangs Vulnerability to Silver
Permission Wood
Repelled by Crosses
Repelled by Garlic
12
CLANS
BRUJAH
DESCRIPTION The curse of their line is that their Beast
bubbles close to the surface, and they are
Brujah are alternately thought to be the
more apt to experience its temptations and
most introspective and philosophical clan,
trials. Fortunately for the Brujah, their
or perhaps the most stubborn and danger-
strength of character and force of person-
ous. “All of the above” may be closer to
ality are often enough to beat back the
the truth.
Beast.
Brujah are almost uniformly strong, excep-
tional personalities who prosper because of THEMES
their unique gifts; consequently, they tend What is the purpose that drives your eternal
to choose as progeny the similarly strong, existence? It is not enough merely to main-
powerful, and daring. There is a strong tain your humanity in the face of the Beast.
mystical streak in the clan—though many What will you do with it? Who will you be?
eschew the clan’s necromantic gifts. The
Brujah are also characterized by a profound Advantages:
idealism: they tend to truly believe, whether Brujah begin play with an addition-
in a political ideology, a religion, a philo- al point of Willpower
sophical system, or merely in loyalty. Brujah get an additional dot in At-
tributes during character genera-
Individually, they are among the most for- tion.
midable and inspiring vampires, but be-
cause they believe so strongly in so many Disadvantage:
different things, they lack the unity that
Brujah give away Advantage on all
some other clans possess. Their “clan
structure” (to the extent they have one) is Frenzy rolls
based chiefly on personality and—
sometimes—on lineage. Neonates can and Clan Disciplines:
do wield tremendous influence within the Celerity
clan, and they are more apt than many oth- Necromancy
ers to seek out the company of like-minded Potence
vampires from other clans. Presence
13
CLANS
Gangrel
DESCRIPTION THEMES
Considered by many to be the most animal- The cities of mortals are at once a salve
istic of vampires, the Gangrel are as a rule and an irritant. Should a vampire remove
extraordinarily independent and prone to themselves to safety from temptation, seek-
eschewing the company of other vampires. ing the solitude of the wild? Or should they
This is as often due to personality as it is to plunge into the seething masses of humani-
the clan’s curse: their Beasts grow stronger ty and attempt to rediscover what it means
more quickly than in other clans. No other to be human? Venture not too far in either
bloodline loses so many of its elders to direction: it is a balance. The Gangrel
endless frenzy. more than any other clan represent the
basic, uncomplicated struggle to maintain
The Gangrel embrace those who impress that wedge of consciousness holding back
them: it is said that the best way to be em- the primal rage within.
braced by a Gangrel (as a mortal) is to at-
tack it with bare hands and a fierce heart. Advantage:
The clan tends to the predatory and is Gangrel ghouls begin with both
more prone to killing mortals than most Fortitude and Potence, and may
other non-Sabbat clans—though it is not purchase both disciplines at half
clear whether this is an effect of the clan’s normal cost.
blood or merely a psychological trait sires
seek out in their progeny.
Disadvantages:
Buying off Beast ranks costs Gan-
Despite their proclivity to be loners, the
Gangrel have a thick and rich clan organi- grel double experience point cost.
zation based on tale-telling, song, and ritual Their ghouls have the Lunacy and
14
CLANS
Malkavian
DESCRIPTION THEMES
Contrary to some popular beliefs, Malkavi- The Malkavians are the Riddle writ undead
ans are neither “mad” nor “insane” – not flesh: Monsters we are, lest monsters we become.
as a rule. If they tend that direction, expla- They blur the distinction between the hu-
nations can be found beyond stereotypes. man in control and the Beast within, and
they represent the desensitization to evil
Malkavians are “mystic” in the religious that comes with the vampiric condition.
sense: they are in touch with things beyond They have insight and wisdom – but does
the mundane, for which there may be no anyone wish to see the truths that they see?
description. There are the most psychically They are a clan of darkness consuming the
attuned vampires, and often serve as light.
“seers” to other vampires. They are the
most likely to be involved with religion –
whether as a devotee or simply wrapped up Advantage:
in mysticism, control, and the occult in a Malkavians gain Advantage on all
religious manner. Frenzy checks.
15
CLANS
Nosferatu
DESCRIPTION THEMES
The Nosferatu are an afflicted, warped Everyone about you is a monster — per-
clan, wearing their curse on their bodies. haps even you. Shouldn’t it be enough to
Not monstrous, neither are they pleasant to wear your curse on your face? How far will
look at. They are permanently fanged, with you go to stop evil, if only for a while?
an off-putting, eerie pallor making them The Nosferatu represent the dying sense of
more corpse-like than other vampires. Still, morality that vampires face. If such a thing
they can pass as human if they don’t smile were possible, they would be the “heroes”
overmuch., perhaps with the aid of a scarf of the vampiric world. But such a thing is
or wide hat. not possible, for vampires are monsters,
They tend to excel as spies and brokers of manity traits is at half cost.
secrets, roles helped by unusually strong
clan ties. This familial comity likely has its Disadvantage:
roots in their shared curse. They start with the Pallor, Eerie
Presence, and Permanent Fangs
Nosferatu embrace from all walks of life, stigmata. They have an appearance
looking for what will aid the clan and tak- of one (1) and can never have more.
ing greater care than most in deciding
whom to inflict with their conditions. Nev- Clan Disciplines:
ertheless, or perhaps because of this, they Animalism
also tend to be among the more humane of
Obfuscate
vampires.
Potence
Protean
16
CLANS
DESCRIPTION
Toreador THEMES
More than any others, the Toreador swim The Toreador theme is a lonely one: vitality.
through the mortal world, wearing their No clan feels more poignantly what is de-
Humanity like clothes — or a disguise. stroyed in becoming one of the walking
They are rivaled only by the Brujah in their dead. Some try to fan the dying embers,
relationships with humans, though they are drowning themselves in the world of deca-
more often muses or seducers than leaders. dence and excess. Others try to touch the
pulse of life by nurturing mortal talent, act-
Many Toreador are artists — or at least ing as patrons, or inspirational shadows.
dabblers. They tend to be drawn to it be- But whatever their proclivities, they repre-
cause it gives them a tie to their fading hu- sent what was lost in the Embrace.
manity. Like other clans, they also have
warriors, teachers, politicians, and hair- Advantages
dressers. But when they seek progeny, they Toreador begin with 1 dot in Herd
seek passion, fire, and humanity. Often,
and 1 dot in Masquerade.
they seek those of great beauty, looking to
Toreador gain Advantage on the
preserve that spark of vital attraction.
first roll of an Inhumanity Check.
It can be a tragic, vicious cycle: The Torea-
dor who is embraced is a vibrant, energetic, Disadvantage:
passionate chosen to bring some spark Toreador must spend double expe-
back into their hollow sire’s unlife. Then rience to remove Inhumanities or
over years, they become that hollow sire, purchase Humanity.
and seek a new plaything to stir their heart.
Clan Disciplines:
Many Toreador are scholars or philoso- Auspex
phers, particularly in the Old World. In the Celerity
New World, however, they are more often
Presence
socialites and visionary creative minds.
Protean
17
CLANS
Tremere
DESCRIPTION THEMES
The Tremere are a study in paradox: no The Tremere walk a path of one-
clan is as loyal to the Camarilla, and no clan upsmanship, rivalries, and the struggle for
is so distrusted by the others. They have a position. They compete both within the
reputation for treachery, though this is clan and in the larger realm of vampire pol-
based less on history than on the (perfectly itics. But no matter their schemes, they can
justified) sense that Tremere hold their clan never get high enough: there is always
loyalties above even the Traditions. someone just above them, dancing out of
reach. How high to stretch? How far might
Clan Tremere is tightly-knit and insular: you fall? And in the quiet of reflection, is
they are not so much a “clan” as an orga- the power and security that you seek really
nized cult of vampires, dedicated body and your goal? Is it your elders’? Or is it just
soul to their elders’ mysterious ends. They the Hunger and the Beast, driving you on?
are organized into formal lodges or houses,
steeped in their own rituals and traditions, Advantages:
and follow a strict hierarchy. Tremere begin the game with Thau-
maturgy as a clan discipline.
They are the youngest clan, and also the Tremere may always haven at a clan
smallest. They appeared sometime in the shelter if the city has one.
Middle Ages, seemingly out of nowhere.
In the modern nights, perhaps 75 cities in
Disadvantage:
total contain a Tremere haven.
They are locked in a rigid caste
But what is most disturbing — and what structure, and start off 1 step blood
makes them indispensable to the Camarilla bound to both their local clan lead-
— is that the Tremere are, almost to a man er and the clan’s ruling council.
and woman, wizards of fell power and
practitioners of dark blood magicks. They Clan Disciplines:
are fortunate that their skills at Thaumatur- Auspex
gy are so useful… they are not likely to be Dominate
voted off the island. Not yet, anyway. Potence
Thaumaturgy (Tremere only)
18
CLANS
Ventrue
DESCRIPTION THEMES
The Ventrue have styled themselves the The Ventrue theme is one of control and
rulers of the Vampire world, and by and power – laced with futility. They seek to
large the other clans—at least the Camaril- enforce order and obedience, but find
la—have given their grudging acquiescence. themselves in a world filled with mortals
and vampires who refuse to fall in line. To
The Ventrue traffic in influence and wealth, what lengths will they go to impose their
proudly counting more Princes among will? What lies will they tell themselves to
them than any other clan, and stoically justify their actions? Are the ends the
bearing the burdens of noblesse oblige. They Ventrue seek good ends, and are they
consistently embrace from the “best” of worth the cost of wielding such power?
society — whether that meant ancient The answers to these questions are not al-
kings, noble knights, elegant courtiers, and ways clear.
merchant princes, or fearsome generals,
barons of industry, and corporate mavens. Advantages:
Ventrue only spend 1 Willpower
Wealth and power are not enough: to be
when creating True Childer.
selected for the Ventrue blood is to be
They start with 1 free rank of Re-
judged worthy of a great legacy reaching
back centuries. It is to be reborn to lead in sources and 1 free rank of Status.
the shadows and rule over the dead.
Disadvantage:
No other clan takes tradition and etiquette Ventrue begin play with the Selec-
so seriously. There is no room in the tight- tive Feeder Stigma.
ly-knit Ventrue society for failures or em-
barrassments. While the Ventrue lack the Clan Disciplines:
Tremere’s insular zeal and devotion, no clan Dominate
has the same “no excuses, no exceptions” Fortitude
practice of coming to each other’s assis- Obfuscate
tance in times of need, no matter the con-
Presence
sequence.
19
CLANS
Caitiff
DESCRIPTION THEMES
Life’s not fair, and just because you are cho- The Caitiff are, to a one, testaments to suf-
sen to be among the immortal undead, it fering: suffering the worst of the vampiric
doesn’t mean that you will actually be invit- condition, suffering the loneliness that
ed into the club, and it doesn’t mean that comes of not having a family to support
you’ll have all the powers and abilities of you, suffering the scorn and derision of the
your sire. Sometimes the Embrace just vampiric elite — which from their vantage
doesn’t take right — and when that hap- is everyone but them. There is no light at
pens, the result is a “thin-blood”, or a Cai- the end of this tunnel. The theme of the
tiff as the elders call them. They are mis- Caitiff is despair and futility, and the dog-
takes, defects in the vampiric order. ged perseverance that comes de rigeur with a
life you didn’t choose.
Caitiff are vampires who do not manifest
the characteristics of their clan. How or
why these creatures come about is a mys- Advantages:
tery. What is known is that they are rare, Caitiff have no in-clan or out-of-
few in number, and generally looked down clan disciplines. All disciplines are
upon by vampire society. After all, who has
learned at 6xCR experience.
their back? Even the largest cities likely
They do not gain Stigmata over
will not have more than one or two of
these creatures. time (but may choose them).
Caitiff start with a Beast of 2.
20
CLANS
Followers of Set
DESCRIPTION THEMES
As their name suggests, the Followers of The Followers of Set represent the themes
Set seem to have a strong connection to of decadence and temptation: they move
ancient Egypt, and in the modern nights amongst the humans, exploiting weakness-
Egypt is the center of the clan’s power. es, and their nature suggests that perhaps
They are distrusted, feared, and — oddly the terrible thing that is vampire is really
enough — respected for the knowledge. not so different than that terrible thing that
No other clan — not even the Tremere — lurks just beneath the human skin, after all.
has such an assemblage of scholars. Perhaps the Beast is really just an excuse,
and the evil that vampires work in the
The Followers, or “Setites” as they are world nothing more than human moral
called, are not members of the Camarilla: weakness given the immense power, li-
they most often eschew vampire company cense, and freedom granted the undead.
and move among the mortals, feeding and
drawing their herds into ritual, ecstasy, and Advantages:
decadence. It is said that they have a tre- Setites begin with two additional
mendous amount of influence in the inter- ranks of Lore and treat all Lores as
national drug trade, and also in slave mar-
Home Lores.
kets. A very wise Ventrue once said of the
Setites start with a Beast of 2.
clan, “They are the Tremere without disci-
pline, the Nosferatu without compassion,
and the Toreador without restraint.” Disadvantage:
Setites begin play with both the Ul-
The Setites are few outside of Egypt and traviolet and Light Sensitivity Stig-
the Mediterranean, but they are not un- mata.
heard of and their arrival is always greeted
with a blend of apprehension and anticipa- Clan Disciplines:
tion. They carry wisdom, and the promise Dominate
of power. They are also infamous for their Celerity
lack of morality, their fascination with suf- Presence
fering, and an inhumanity that rivals the
Serpentis
Sabbat.
21
CLANS
Lasombra
DESCRIPTION THEMES
The Lasombra are to the Sabbat what the The Lasombra are an image of what many
Ventrue are to the Camarilla: leaders, or- vampires — especially but not exclusively
ganizers, and kings. They are a powerful the Ventrue — could be, and of what they
clan with worldwide influence, and they may yet become. They are connected to
embrace from among the leaders, conquer- the institutions and powers of mortal soci-
ors, and visionaries of the world. But un- ety, but this does not stir echoes of their
like the Ventrue, they have no pretensions humanity, for they have come to see it as
of gentility - they are openly competitive nothing more than a tool to be wielded.
and combative, both with outsiders and They are cold, rational, and alien, possessed
among themselves. They will fight ruthless- of an iron rationality and not an ounce of
ly among themselves for positions of dom- compassion.
inance, but all inter-clan rivalries will be
forgotten in a moment if there’s any seri- Advantages:
ous threat that the coveted position might Lasombra begin the game with one
fall to a non-Lasombra, or if the rivalry be- rank of Sabbat Status.
gins to threaten the security of the Sabbat. Lasombra gain Advantage when at-
Lasombra are equally prepared to enforce tempting to recover Willpower.
their will through force, sabotage, or ma-
nipulations; they are not concerned with Disadvantages:
methods, only results. Lasombra begin play with the No
Reflection stigma.
It is said that somewhere in the distant
Lasombra start with Humanity 5.
past, the founder of the Lasombra clan
made a pact with a demon, and then be-
trayed that demon and consumed his es- Clan Disciplines:
sence. Legend holds that it is this demon Dominate
— a creature of great darkness — that Obsidia
runs in the Lasombra veins and which gives Obtenebration
them their command over shadow and Potence
blackness.
22
CLANS
Tzimisce
DESCRIPTION THEMES
The Tzimisce are the twisted mirror image Vampires can avoid the Beast — perhaps.
of the Lasombra: they, too, have left their The Tzimisce have chosen to give it free
Humanity behind. But where the Lasom- rein, to remove the leash entirely. They are
bra are simply dead inside, the Tzimisce the resolution of the Riddle’s paradox: they
pulsate with a depraved, horrific life. They do not seek to indulge their savage natures
are torturers, sadists, hedonists, and mon- to quell the Beast — they seek to own their
sters in the most literal sense of the word. darkness, to make it fully their own, and to
redefine what it means to be human into
The Tzimisce do not lead the Sabbat to the something sick, twisted, and evil.
degree the Lasombra do, but they are its
heart and soul: they are the glue that holds
the Sabbat together, the priests in its rituals, Advantages:
the rock upon which the rest of the unholy Tzimisce gain Advantage on all Ani-
Church is built. malism contests.
Tzimisce gain +1 to Contest Values
Most Tzimisce live well-apart from Human- whenever using any type of magic.
ity, surrounded by servitors and ghouls and
their fellow Sabbat. They do not seek mor- Disadvantages:
tal companionship, unless as a prelude to Tzimisce begin play with the Earth-
their newest experimentation, or perhaps as bound stigma.
a canvas upon which to discover new fron-
Tzimisce start with Humanity 4.
tiers of pain and misery.
Tzimisce gain a Stigma every time
The clan as a whole seeks out the refined, they gain an Inhumanity.
the spiritual, and the depraved. Tzimisce
were in times past drawn from the ranks of Clan Disciplines:
nobility almost exclusively: in modern Animalism
nights, the clan has become more egalitari- Auspex
an, seeking the most outrageously flawed Presence
souls wrapped in the most attractive pack- Vicissitude
ages.
23
CLANS
Asuras
DESCRIPTION THEMES
The Asuras are a mysterious, little-known The Asuras represent a third way — a path
clan of vampires who live primarily (and separate from both the desperate Humanity
almost exclusively) in India and other parts -clinging Camarilla and the indulgent, re-
of Southeast Asia. They have not indicated leased Sabbat. The Asuras are something
any affinity for either the Camarilla or the like vampires in their purest form — apart
Sabbat, although some Ventrue in India from mortals, above them, concerned with
have had dealings with them. their own realities and divorced from socie-
ty in a way that other clans can only envy.
There is little but rumor and legend about
these vampires, and the vast majority of Advantages:
vampires in the modern nights have never Asuras may re-roll a Frenzy check
24
CHARACTER GENERATION
Table 6—Sanguinis
Blood per
Sanguinis Blood Pool Trait Cap Approx. Age
turn
1 10 1 5 0-25
2 12 1 5 20-60
3 13 1 5 45-100
4 14 2 5 90-180
5 16 2 6 165-300
6 18 3 6 275-500
7 20 3 7 400-650
8 24 4 8 600-850
9 30 5 8 800-1250
10 36 6 9 1100-1800
11 38 6 9 1600-2200
12 40 7 10 2000+
25
CHARACTER GENERATION
15. FREEBIE POINTS dom Stigma (no take backs!). The costs are
Freebie points are essentially unchanged, set forth in Table 7, above.
save that Players receive twenty (20) free-
bie points instead of fifteen. Players may Age is a special trait that can only be taken
gain additional Freebies by taking addition- at character creation. The bonuses and
al Beast Ranks, sacrificing Humanity ranks, penalties associated with each rank of Age
selecting an Inhumanity, or accepting a ran- are set forth below in Table 8.
Table 8—Age
Time since Humanity/ Beast
Inhum. Discs. Stigmata Sanguinis
Embrace Beast Traits
Up to 75 yrs -1 / 0 0 +1 -- +1
Up to 100 yrs -1 /+1 +1 +1 +1 dot +1
Up to 150 yrs -2 /+1 +2 +2 +2 dots +1 +2
Up to 200 yrs -2 /+2 +3 +2 +3 dots +2 +3
26
CHARACTER GENERATION
27
CHARACTER GENERATION
Bravo: You enjoy exercising power over namic personalities who provide you with a
those weaker than you, and you are almost foundation for your own sense of self.
certainly a bully. Bravos come in both the
traditional form of the physical bully, as Critic: You make the world a better place
well as the vindictive bureaucrat (and simi- by pointing out its flaws – often repeatedly.
lar types) who enjoy flaunting their little bit Nothing is ever perfect, and you don’t mind
of authority over others and seeing them saying so. This does not necessarily make
squirm. you mean-spirited – but even well-
intentioned suggestions for improvement
Caregiver: You desire to take care of oth- are not always taken with unfailing grace.
ers, ease their pain, and heal them when
they are broken or wounded in some way Dealmaker: You love to bring people to-
(not necessarily physically). You nurture gether, to forge bonds of mutual benefit
the suffering, and shelter the lost. through the power of negotiation and your
(almost certainly) dynamic and friendly per-
Chameleon: You keep your head down, sonality. You could be a rug merchant in a
and try not to get noticed – you feel safe bazaar, or the CEO of a major multination-
and secure when you know that no one is al bank: but for you the best thing in life is
paying any attention to you at all. You may closing the deal, and seeing everyone happy
be a wallflower, or maybe just a very effec- and better off than they were before.
tive spy, but you know that nothing good
comes from drawing attention to yourself. Follower: You enjoy being a part of the
group, a cog in the machine. You’re an or-
Competitor: There is no greater thrill ganization man (or woman) and recognize
than the thrill of victory, and you'll do any- that to get things done, some people have
thing to feel it. to lead, and others need to just do their
part. This does not mean that you are sub-
Confidant: You like and understand peo- missive – at least not necessarily.
ple and like to give advice-and you're usual-
ly good at it too. You feel fulfilled when Gallant: You love to be the center of at-
someone trusts you enough to share their tention, to have exceptional experiences
innermost thoughts and feelings with you. and turn them into even more exceptional
stories. You seek to impress, enthrall, and
Conformist: You are more than just a fol- capture the hearts and minds of those
lower – your sense of identity is deter- around you.
mined by others. You go along to get
along, because that’s genuinely the best way Judge: You are an arbitrator and peace-
to succeed. You are attracted to strong, dy- maker, acting as a neutral voice in a con-
28
CHARACTER GENERATION
29
CHARACTER GENERATION
you with more confidence than hearing mirror, and perhaps what your God (if any)
about your merits and accomplishments will think of you.
from the mouths of others.
Survivor: It doesn’t matter what you have
Rationalist: You seek to understand and to do – the important thing is to get
explain things, and to see the world in such through it. You can do anything, be any-
a way that it makes sense. thing, and suffer anything if it means
emerging out the other side of it relatively
Rebel: The expectations of rules of other intact. You don’t quit: there’s always a way
people are stifling: you are not a loner, for out.
if you were you would simply leave. In-
stead, you fight back against the oppression Thrillseeker: The stakes are just never
of others, against their systems, laws, and high enough. More adrenaline, please! This
disapprovals. Rebels need not be icono- is a dangerous nature for an immortal, and
clasts – they can be revolutionaries seeking there may not be a single elder on the plan-
to impose their own order. But they will et with this nature. They don’t tend to live
eventually want to overthrow that, too. that long.
Reveler: You live for the moment, indulg- Traditionalist: You are deeply conserva-
ing in sensation and pleasure and infecting tive, always wanting to support the status
those around you with your deep enthusi- quo and inherently wary of any change.
asm for (un)life. You are almost certainly a You live your life by the rule of Chester-
hedonist of some sort or another, and en- ton’s Fence, and by the maxim that if it’s
joy the social currents of a lively party. not broke, don’t try to fix it. You are likely
to have a great respect for age and experi-
Savior: You see yourself as something of ence as well, though this is not universal in
a hero, coming to the rescue of those in Traditionalists.
need. Whether this is expressed through a
series of “fixer upper” relationships, charity Visionary: You have dreams – big dreams.
work, or teaching inner city kids – you want You also have the drive and imagination to
to save the world, or at least your part of it. keep pursuing those dreams. When you are
pursuing them, when you bring others into
Stalwart: Your chief concern is that you your vision for what could be, you feel
be a good person. This can come in many filled with purpose and confidence.
forms – protecting the weak against evil,
resisting temptation, doing good works –
but what matters most at the end of the
day is what you see when you look in the
30
PART II
Combat
I am the right hand of vengeance, and the boot that is going to kick your sorry ass all
the way back to Earth., sweetheart. I am death incarnate and the last living thing that
you are ever going to see. God sent me.
1. OVERVIEW
As has already been hinted at, the Combat THE COMBAT ROUND
system has undergone a total transfor-
mation. The largest departure from the 1. Blood Expenditures
standard rules is that are no longer such
thing as individuated “attacks.” Instead, 2. Declaration of Actions
Combat is resolved between two conflict-
ing characters with a single contest repre- 3. Unopposed Actions
senting all the various moves, defenses, etc.,
that take place during a single combat 4. Combat Contests
round. In other words, the relative success
of attacks is resolved as a whole, and one
person generally will “win” a round of
5. Damage Contests
combat. When that happens, damage isn’t
“rolled” in the traditional sense— two fixed 6. Apply Wound Penalties
damage values are calculated in advance,
and every form of attack, a “HIGH” and a 7. Power Use/Activation
“LOW” number. This makes the resolu-
tion of combat somewhat faster, although 8. Blood Expenditures
there is a little more mathematics involved
prior to play.
during each of which every character has an
opportunity to participate before the round
2. THE COMBAT ROUND moves on to the next phase. The phases
The combat round under these Rules is ten are listed immediately above, and are dis-
seconds long, and consists of eight phases, cussed in detail in the following pages.
31
COMBAT
The only critical thing to remember during If a character wishes to perform some sort
this phase is that blood spent now counts of physical, non-combat action during the
against the per-round limit established by a round — shutting a door, loading a weap-
character’s Sanguinis. So if a character can on, running down the hall, running over to
only spend 1 point per round, and he or pull the alarm, etc. — but another character
she uses it to heal at the beginning of a is attempting to engage him or her in some
round, then he or she cannot use it to power sort of close-quarters combat, then as a
Celerity or another power later in the general (but not unbendable) rule the com-
round. bat will take precedence. It’s hard to do
things while you are under attack. This
B. Declaration of Actions gives considerable power to late-declaring
The next thing that occurs is that all char- characters: they effectively get to decide
acters involved in the scene make their dec- whether certain things will happen or not.
larations as to what they intend to do dur- Note that the common scenario of, “I do
ing the round. Prior to beginning play, x” followed by “I stop him” should not be
each player should record his or her Initia- entertained: the way to stop someone is to
tive Rating, which is calculated with: grapple them or attack them.
WITS + ALERTNESS + AUSPEX Exceptions to this can (but need not al-
ways) be made for extremely quick actions
Actions are declared in ascending order of such as flicking a light switch that is right
Initiative Rating, so that those with the next to you, or kicking a gun across the
highest value get to declare last. This can floor that is at your feet. If a character
be quite valuable, as the latter declarants wishes to engage in a short, immediate ac-
will be able to know if they may perform tion like this while being subject to attack,
certain types of unopposed actions without he or she may treat it as an “unopposed”
penalty. He or she may also choose to en- action while giving away Advantage in the
gage someone in combat in an attempt to resulting combat. The GM has wide dis-
foil someone who has declared a hitherto cretion on adjudicating these matters, and is
unopposed action. encouraged to exercise wisdom and re-
straint.
32
COMBAT
33
COMBAT
34
COMBAT
35
COMBAT
36
COMBAT
C. Special Rules for Firearms Point Blank: Guns shot from less than 1
foot away gain +1 DMT, and +1 to both
SNAP: Certain guns are more difficult for HIGH and LOW damage.
the inexperienced novice to use effectively.
If a character’s Firearms ability is less Automatic Weapons: The combat statis-
than a weapon’s SNAP rating, the char- tics for assault rifles and sub-machine guns
acter suffers –2 CBT. assume short bursts of fire. But when the
weapon is used for sustained fully automat-
AIM: Certain guns are better for measured ic fire, the results can be impressive. Fully
shots. If a character spends an entire automatic fire can be used in two ways:
round aiming the gun at a target, he or
she gets to use the AIM bonus to his or “Spray”: The weapon can be used to
her CBT. attack multiple opponents in a reasona-
Table 12—Ranged Weapons
Weapon AIM SNAP CBT DMT HI LO Special
Light Pistol (.22, 9mm) +2 1 +1 +3 4 2
Medium Pistol (.45, .38) +1 1 +3 5 2
Hvy. Pistol (.44M, 357M,.50) +1 2 +4 6 3
Light Rifle (.22, .30-30) +3 1 +4 4 2
Med. Rifle (.270, .278, 30-06) +3 2 +5 6 2
Heavy Rifle (.375M, .50) +3 3 +7 8 4
Gives away DMT
Shotgun +1 2 +5 9 3 adv to Fort; -1 DMT
per 30’.
Max range of 40’;
Shotgun with Dragonsbreath +1 2 +2 2A 1A
frenzy
Full auto available
Assault Rifle (M16, AK47) +2 3 +5 7 3
for up to 2 rounds
Full auto available
SMG (Ingram MAC 11, Uzi) +1 2 +4 6 3
for 1 round
+1
Recurve Bow 2 1 +1 5 2 Not useable in Me-
(max 7)
lee. Heart shot: -3
+2
Compound Bow 1 3 6 3 CBT, reqs. 4 damage
(max 9)
“Brujah Special” Spring Steel +4 Requires Str+Pot 8
0 3 -1 8 4
Bow (max 11) to use. No melee.
Flamethrower -1 5 (Fire) 5A 2A Not usable in melee
37
COMBAT
38
COMBAT
39
COMBAT
shoot you. In fact, in some ways, it’s the tion is that characters have more than one
safest way to go. Generally the ranged soak total, depending on the circumstances
combatant can only attack with their weap- and the sort of attack being used.
on if it is a firearm (bows and flamethrow-
ers can’t be used in close combat). Both A. Basic SOAK:
combatants use their respective CBT The basic soak total is calculated with
(Firearms and Brawl, for example). The Stamina, Fortitude, and Dodge. This is the
close combatant wins ties, and also gains number used for most attacks in normal
Advantage against long guns (but not combat. Dodge is included because being
against pistols.) However, because guns are able to roll with a punch goes a long way
more potent at point blank range, DMT towards minimizing its impact.
and all damage values are increased by 1.
B. Fire/Sun SOAK:
J. Brawl/Melee v. Escape: Vampires are quite susceptible to fire dam-
ESCAPE is used to put some distance be- age and the deadly rays of the sun. Their
tween you and someone who is beating (or Stamina is not counted — only Fortitude
trying to beat) the crap out of you. Using and Dodge are included. The Fire/Sun
ESCAPE is only allowed if you have al- SOAK may also be used for certain magic
ready successfully evaded on the previ- effects, and for certain types of chemical
ous round. You must have evaded all at- damage as well.
tacks — any hits that land make escape im-
possible. The attacker gains Advantage, C. Confined SOAK:
but ties yield a successful escape. If the es- When a vampire is in a Grapple (see be-
cape is successful, the characters are no low), or where there just isn’t any room to
longer at close range. Note that using your move around, the character’s Dodge is not
ESCAPE successfully does not end combat counted — only Stamina and Fortitude are
the way that the Fair Escape power modi- used. This is applied at the GMs discre-
fier does. tion, but remember that fundamentally
Dodge is about getting out of the way of dam-
5. RESOLVING DAMAGE age: a character with no way to get out of
the way (for whatever reason) cannot take
CONTESTS Advantage of their Dodge score.
Damage contests are not as complicated as
Combat Contests: it is a straightforward Vampires may also face a situations where
contest of DMT against the relevant only Fortitude applies — such as damage
SOAK total. As has already been ex- from fangs (when in a grapple), or when
plained, a victory for the DMT side indi- faced with a lot of sunlight and nowhere to
cates HIGH damage. A tie or a loss indi- hide.
cates LOW damage. The only complica-
40
COMBAT
41
COMBAT
42
COMBAT
ponents are performed at CBT 0. The normal attacks may be made. But when
character gives away Advantage on only the one character wishes to grapple and anoth-
EVADE contests. er does not, the grappling character must
succeed in a combat contest (just as if mak-
“Split Decision”: The character attacks ing a normal attack) using his or her Grap-
one opponent and evades another. Any ple CBT, and giving away Advantage. If
further Evades are performed at a CBT of the grappler either wins or ties, the combat-
0, and the character cannot do anything ants are “in a Grapple”,.
other than Evade any additional attacks
coming his or her way. The character gives B. Fighting in a Grapple:
away Advantage on all CBT and EVADE Once in a grapple, characters are restricted
contests. This is best when facing two in their actions and attacks until the grapple
somewhat inferior opponents. ends. Among these restrictions:
43
COMBAT
she gives away Advantage as noted above.) immediately drain 1 Blood Point from the
If he or she wins, the grapple is broken and target. Beginning on the next round of
no damage is inflicted. If both characters combat, if and only if the vampire contin-
wish to break the grapple, the grapple is ues to win the Grapple Check, the vampire
broken automatically and combat continues may choose to continue feeding rather than
as normal for the round. attack.
er, a vampire may also choose to use his or vampire may contest WITS + MEDI-
her bite in combat. A vampire may bite in CINE VS. 6. Success indicates that the
combat only while the vampire is in a grap- vampire may take an extra blood point
ple, and only if his or her opponent is not per round.
in control of the grapple. Biting in combat If the target has a Sanguinis of 6 or
44
COMBAT
11. HITTING THEM WHEN Aggravated damage heals at the rate of one
level per night, and burns three blood per
THEY’RE DOWN level healed. Aggravated wounds will only
Typically, if a character is down and unable be healed if the vampire is otherwise fully
to move (i.e., completely tied up, incapaci- healed. If a vampire has aggravated
tated, paralyzed, etc.) no roll is needed for wounds when he or she falls asleep at
attacks. If the situation is such that killing dawn, and cannot heal one of them during
the target should not be a problem – slit- the day, the vampire slips into Torpor.
ting the throat of a person tied to a chair,
for instance – then the target simply dies. C. Mortals:
If the target is a vampire or some special Mortals only heal with the passage of time.
consideration applies (GM discretion) the Without medical care, a mortal will heal
attack succeeds automatically and inflicts one health level at a time, in a number of
HIGH Damage +2. days equal to the square of the number of
wounds they have suffered, minus 2 (with a
12. HEALING minimum of 1 day). Thus, if a mortal were
Wounded (4 levels), they would heal to
A. Healing While Awake: Injured in two weeks (14 days). Then in
Vampires may spend blood to heal their another week (7 days), they would heal to
normal health levels of damage, at a rate of Hurt.
1 blood per health level. A vampire may
spend as many blood to heal in a round as Doing nothing but resting reduces mortal
he or she is able, given his or her Sanguinis healing times by 3 days (still minimum of
rating. 1).
Vampires may not heal aggravated damage Being under constant professional medical
while awake. supervision and attention cuts healing
times in half.
B. Healing While Asleep:
Normal damage will heal automatically dur-
ing the day as the vampire sleeps, burning
as many blood as necessary to restore the
vampire to full health (1 blood per health
level). If there is insufficient blood to
bring the vampire at least to Bruised (i.e.,
zero wound penalty), the vampire will slip
into Torpor instead.
45
COMBAT
13. ACTION PRIORITY AND second round puts you off your game for a
few seconds. The following rules apply.
CHANGE
It’s every GM’s nightmare: A character may choose to abandon an
attack if (1) the target did not declare
GM: OK, declare actions, everyone. combat against him, and (2) he or she is
Jack: I unlock the dog’s cage. also being attacked by someone else.
Dave: I stop him. If a character finds himself with multi-
GM: Stop him? ple combat opponents, he or she must
Dave: I grapple him. choose which multiple-combat option
Elias: I grapple Dave so Jack can he or she is taking.
open the cage. A character who changes actions when
Susan: I shoot at Elias and see if I attacked may choose to evade with no
can prevent him from attacking. penalties, or may choose to attack or act
Richard: I also try to open the cage. in response, giving away Advantage.
<GM slowly dies inside> If a character’s action has simply be-
come impossible or impractical, then he
How to resolve this? Start at the end: Rich- or she may change that action, but will
ard declared an action, and because he de- give away Advantage and may not
clared last, his action is unopposed. The next choose to attack anyone.
thing that’s going to happen is that he is
going to open that cage. Then go down A character may always choose to evade an
the initiative order. attack directed at him or her of which he or
she is aware, and a character may always
GM: OK, Richard opens the cage choose to respond to an attack with a
unopposed. Next, Susan shoots at
Elias. Elias, you’re being engaged by GM: Dave, you’re not being grap-
multiple opponents — attacking pled, so you go ahead and grapple
Dave while Susan is shooting at you. Jack disrupting his action. Jack,
How do you want to respond? you’re being grappled by Dave. Go
Elias: Well, since the cage is getting ahead and resolve the combat round.
opened anyway, I’ll abandon my at-
tack, and just jump for cover. It’s up to the GM to exercise reason and
GM: OK, you’re evading so that’s fairness in resolving these things.
fine. Go ahead and resolve the shot.
Good luck.
Sometimes later-declared actions will cause
a player to re-evaluate his or her chosen
course. Switching plans midstream in a 10-
46
PART III
Degeneration
47
DEGENERATION
Rage Frenzy: Brought about by humilia- Of course, if multiple triggers are present,
tion, extreme danger, or intimidation by a character could experience more than one
those the Beast considers inferior, a rage type of frenzy at once. Each type of fren-
frenzy drives the character to destroy the zy is treated separately with respect to leav-
source of the frenzy, and likely several ing it. The various frenzies will manifest
nearby things or people as well. A charac- with this order of priority: Rage, Fear,
ter in a rage frenzy will respond to any even Hunger. Thus, if you are experiencing all
potentially negative stimulus with a savage three, your behavior will be dictated by the
and unrelenting attack. Characters in rage Rage frenzy.
frenzy cannot evade and cannot escape.
B. Frenzy Mechanics:
Fear Frenzy: Fear Frenzy is triggered by A character can enter Frenzy in one of two
being threatened with fire, exposed to sun- ways: being involuntarily triggered, or
light, massively overpowered by an oppo- choosing to accept the Beast. If that seems
nent, faced with destruction by aggravated like madness, consider this: sometimes the
damage, etc. Fear Frenzy should be Beast and the heedless strength that comes
checked anytime the Storyteller thinks the with it, is the only way to survive.
Beast may fight up to the surface to insure
survival, really. The effect of fear frenzy is Triggered Frenzy: A character exposed
that the character must leave the source of to a frenzy trigger – whether a generic trig-
the frenzy by the quickest, most direct ger described above, or a trigger based on a
route possible. If the character is detained Beast Trait – may resist frenzy with a con-
or prevented from leaving, the character test of his or her:
must check for a rage frenzy against the
source of his or her confinement. HUMANITY VS. BEAST
Hunger Frenzy: If a character is at 3 If their Humanity wins, they are able to re-
blood or less, he or she must check for sist frenzy. If their Beast wins, they enter
48
DEGENERATION
the appropriate type of frenzy. In a tie, the ical contests equal to his or her Beast
character may resist for ten seconds (one rating. Any given roll can only be re-
round) but then must check again if the rolled once.
stimulus is still present. A character can
spend Willpower to gain Advantage. A However, if a character uses all of his or
character who chooses not to resist a her re-rolling opportunities in a single fren-
triggered frenzy is considered to have zy, he or she immediately gains a Beast
Voluntarily Frenzied. point. It is a slippery slope…
49
DEGENERATION
Beast Traits present additional frenzy trig- long period of time - and never enter fren-
gers -- anytime a character's beast trait is zy because of it. Losing control even once
triggered, he or she must either resist fren- means you have to start all over again. It is
zy or give in (which will likely lead to an- not sufficient to simply avoid temptation,
other Beast Trait!). Characters do not get you must confront it, and survive. A vam-
to pick their own Beast Traits unless they pire can only “work on” one Beast Trait at
agree to accept a Stigma as well (which they a time. If and when the Gamemaster ap-
do not get to pick). proves, a character who has met the re-
quirements above may buy off a Beast Trait
Beast Traits come in two categories: Sub- with experience, removing the Trait.
human and Monstrous. Normally, a sub-
human beast trait is acquired. However, if Removing Subhuman Traits costs five (5)
a character has three or more beast traits times the number of Beast Traits the char-
already, a Monstrous Beast Trait is acquired acter possesses. Removing Monstrous
instead. A character may always select a traits costs eight(8) times the number of
Monstrous Beast Trait instead of a Subhu- Beast Traits. In every case, buying off your
man Trait, although at the cost of a Stigma. last Beast Trait, however, costs double the
normal cost.
A. Lost to the Beast:
When a character gains five beast traits, he A list of the possible Beast Traits is availa-
or she becomes “lost to the Beast.” There ble on Table 3 in the Character Generation
is no coming back from this: the vampire is section. Full descriptions are available
in a state of nearly perpetual frenzy. Vam- starting on the next page.
pires in this state (which is sometimes
called “the Keening” among elders) are typ-
ically hunted down and destroyed, for they
are tremendous threats to the Masquerade.
Players should create a new character at this
point.
B. Salvation:
Losing Beast Traits is a matter of will, time,
desire to lose them, and many other factors.
Such salvation is largely a matter of role-
play that will involve extensive discussion
with the Gamemaster. However, there are a
few ground rules: to lose a particular Beast
Trait one must resist it, repeatedly, over a
50
DEGENERATION
RAGE BEAST TRAITS: armed during a fight will also trigger this trait, as
will being successfully grappled.
SUBHUMAN: Territorial (Subhuman)
Crimson Rage (Subhuman) You rage-frenzy whenever you witness someone
You rage-frenzy when you are physically threat- entering your haven (i.e., the immediate surround-
ened by another. ings of your sleeping place(s)). This by definition
means that you will rage-frenzy if you see anyone
Embarrassed (Subhuman) upon waking from your daytime sleep, unless you
You rage-frenzy whenever someone brings up one are somewhere outside your usual territory.
of your failures or criticizes your actions in front
of others. Test once per scene per person, or if Touchy (Subhuman)
criticized by a group, test once, but lose Ad- You rage frenzy whenever a specified topic is
vantage. brought up in conversation in any way, no matter
how tangential. Bringing up this conversation
Frustrated (Subhuman) yourself requires the expenditure of a temporary
You rage-frenzy when you fail a challenge involv- Willpower point, and anyone who replies to you
ing mental attributes. Examples include: being un- regarding the topic will trigger this Beast Trait.
able to find a crucial piece of evidence
(Perception), being unable to solve a logic puzzle Unfettered (Subhuman)
(Intelligence), or not being fast enough to come up You rage-frenzy when kept somewhere against
with that on-the-spot-story (Wits). If you are your will, or unable to go where you wish.
completely unaware of the event, you do not need
to check, although you will if you find out later.
Vigilante (Subhuman)
You rage-frenzy when you witness a killing, against
Humiliated (Subhuman) the killer(s). This occurs regardless of their intent
You rage-frenzy whenever someone humiliates/ or whether the victim is human, ghoul, or vampire
insults you in public (e.g., slaps you or calls you (animals are excluded). Note that this trigger does
names). not occur if you yourself are the killer.
51
DEGENERATION
52
DEGENERATION
53
DEGENERATION
MONSTROUS:
Coward (Monstrous)
You fear-frenzy whenever you witness violence,
regardless of its target, intent, or intensity. A
friendly punch in the shoulder between comrades
is sufficient. Note that this trigger does not occur
if you yourself are inflicting violence, unless it is
felt appropriate to the situation.
Fire (Monstrous)
You fear-frenzy when you encounter fire of any
size, including even a lit cigarette.
Passive (Monstrous)
You fear-frenzy whenever anyone speaks to you
with a raised, threatening, severely disapproving,
Phobia (Subhuman) or harsh voice.
You fear-frenzy when encountering a certain situa-
tion, such as heights, enclosed spaces, open spaces, Religion (Monstrous)
meeting new people, etc. Choose a situation when You fear-frenzy when you encounter anything per-
you receive this trait. taining to a religion. Holy symbols, holy books,
holy men/women, and holy places all count, and
Reluctance (Subhuman) count regardless of what beliefs you hold or
You fear-frenzy whenever you are in the presence whether the faith involved might be 'true'. Merely
of anyone who has reduced you to Incapacitated in passing by a church will just make you uncomfort-
the past. able, but staying in its presence will necessitate a
check.
Shame (Subhuman)
You fear-frenzy when you fail a challenge involv- Skittish (Monstrous)
ing physical attributes. You fear-frenzy whenever you are surprised or
startled in any manner. Cars backfiring, doors
Submission (Subhuman) slamming open suddenly... even sudden move-
You fear frenzy whenever you are in the presence ments can trigger this trait, especially if they are
of a vampire or werewolf who is rage-frenzying. directed towards you.
54
DEGENERATION
55
DEGENERATION
ample, if someone with the Inhumanity can rationalize any and all manner of sin
Trait “Larcenous” and a Humanity of 6 and horror, who feels little guilt for even
steals someone’s life savings, no check the greatest of evils. Such a character is
would be needed. beyond redemption. He or she immediate-
ly gains three additional stigmata and is no
SECOND: The character must make a longer considered suitable to be a player
Degeneration Check, which involves con- character.
testing:
C. Salvation:
HUMANITY VS. (#/INHUMANITIES +2) Losing Inhumanities is a matter of will,
time, desire to lose them, and many other
Willpower cannot be used, but extenuating factors. Such salvation is largely a matter of
circumstances may grant Advantage. If the role-play that will involve extensive discus-
character's Humanity succeeds or ties, there sion with the Gamemaster. However, there
is no effect. Proceed no further. are a few ground rules: to lose a particular
Inhumanity Trait one must resist it, repeat-
If Humanity loses, then the character un- edly, over a long period without committing
dergoes Degeneration. Normally, this wrongdoing covered by it. Even a slight
means that the character loses a Humanity indulgence means you have to start all over
point, then proceeds to the third step. If again. It is not sufficient to resist tempta-
the underlying sin was committed while in tion, you must confront it, and emerge with
frenzy, however, the character gains a Beast your humanity intact. A vampire can only
point instead — and a Beast Trait to go “work on” one Inhumanity at a time.
with it; if so, proceed no further.
If and when the Gamemaster approves,
THIRD: Perform the same contest once you may buy off Inhumanities at the prices
more (Willpower still cannot be used). If listed on the experience chart, above. Buy-
the character's Humanity wins, he or she ing off your last Inhumanity, however,
gains a Subhuman Inhumanity. If it loses costs double.
or ties, he or she gains a Monstrous Inhu-
manity. The player may choose the Inhu- A list of the possible Inhumanities is availa-
manity, but only by accepting a Stigma. ble on Table 4 in the Character Generation
section. Full descriptions are available
B. Becoming a Monster: starting on the next page.
When a character gains five inhumanities, it
has lost all touch with humanity,. It may
look and sound human, but it is just a fa-
çade: beneath the smiles is a creature who
56
DEGENERATION
57
DEGENERATION
58
DEGENERATION
Humanity: Nothing is more important Superior: You may commit any manner
than the big picture: you feel no guilt so of violence, harm, or wrong against those
long as your act advances society as a whole whom you perceive as beneath you in the
or benefits the whole of humanity, whether social pecking order. It is the way of
in terms of lifespan, health, or even elevat- things.
ed consciousness.
Traditional: Conduct that is in accord with
Obedient: You can commit any act so long the Camarilla Traditions is not wrongful to
as someone with power over you directs you. (Malkavians cannot choose this Inhu-
you to do so. manity Trait as their clan disAdvantage.)
Payback: Your actions are not considered Utilitarian: The greatest good for the
wrongdoing if they are to repay or avenge a greatest number: you do not suffer the
slight or offense against you. Such respon- moral consequences of your actions if
sive actions are generally not in proportion those actions are designed to benefit more
to the slight or offense against you. people than they harm. You may butcher
thousands to protect the lives of millions,
Possessive: Wrongdoing has no meaning or enslave one for the service of many.
to you when something or someone you Quality of benefit/suffering gets at least as
possess might be taken from you. You can much weight as the number of people it
and will do anything to keep what belongs affects.
to you, even if your belonging is destroyed
in the process.
59
DEGENERATION
60
DEGENERATION
61
DEGENERATION
62
DEGENERATION
Repelled By Crosses: You cannot stand You still have a silhouette (i.e., you will cast
the sight of a cross or similar holy symbol a shadow inside someone's eyeball, but no-
and must spend a Willpower point merely where else).
to remain in the presence of one. Ap-
proach or attack is out of the question. If Tainted Flesh: Crosses, medallions, holy
you are threatened by one and are unable to water, and other religious items may be
back up or flee, you will Fear Frenzy with used to inflict aggravated damage on you
no chance to resist and attempt to leave the by anyone of reasonably strong faith. You
area by any means possible, even if it are not repelled by them (e.g., Repelled by
means fleeing past the religious symbol. Cross, above) but you had best keep your
Such a Frenzy does not earn you a Beast distance.
Point for failing to resist.
Talons: Your hands are long, skeletal, and
Repelled By Garlic: You are repelled by topped with thick, yellowing nails. They
garlic and cannot approach it. The presence look like the hands of a demon-corpse,
of Garlic will force you to spend a Will- though the nails do not do any additional
power or flee its presence. It does not harm damages. Invest in gloves.
you, however.
Truthful: You may not lie to mortals,
Running Water: You cannot cross run- though you can speak the truth in mislead-
ning water, such as rivers, streams, or run- ing ways, omit critical information, or
ning storm drains without expending a change the subject. (Ghouls are not con-
Willpower point. You can step over a curb sidered “mortals” for these purposes,
that has water running along it, but it though mages are.)
makes you uneasy.
Ultraviolet: You are sensitive not only to
Satanic Eyes: Your eyes have become like sunlight, but to intense ultraviolet radiation
those of a serpent or cat. Yellow and slit- such as sunlamps. Treat strong UV light as
ted, they shine faintly in the darkness, and sunlight for all purposes.
glow when you are nearing frenzy; they are
quite obviously not the result of contact Unholiness: You may not tread on Holy
lenses. This does not give you any vision Ground, including churches and cemeter-
beyond normal, but may prove a disAd- ies, and will even avoid it in frenzy. If you
vantage in stealth, and certainly will be a are forced onto such ground against your
problem for the Masquerade. will you will immediately Fear Frenzy with
no chance to resist until you leave the holy
Shadowless: You cast no shadow, no mat- ground. (You do not gain a Beast Trait for
ter how bright a light you are in front of. failing to resist.)
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DEGENERATION
Vicious Predator: Mortals do not feel Oak, Rowan, Ash, Holly, Aspen, Haw-
ecstasy at your bite, and will react as if bit- thorn, Blackthorn, Juniper, and Linden.
ten by a wild animal, including fighting Contact with these will cause painful and
back. Hunting is far more difficult. unsightly burns against your flesh (such
burns can be easily healed with a blood
Vitae Addiction: You crave the blood of point once out of contact with the wood).
other vampires. If you encounter more Weapons made of these woods cause ag-
than one vampire at a time, you must drink gravated damage, and perhaps most alarm-
at least one point vitae before dawn or else ingly, stakes made of these woods do not
suffer a hunger frenzy check upon waking paralyze you when driven through your
the next night. Additionally, if you ever heart, but destroy you forever.
hunger frenzy, you will seek out the closest
source of vampire blood, if any. You give CRIPPLING STIGMATA:
away Advantage when resisting Hunger
Frenzy when there is a ready source of Bleeder: You constantly leak vitae from
vampiric vitae available. Combine with the various parts of your body. This does not
"Diablerie" Beast Trait for extra goodness. have any effect on your blood pool, but it is
incredibly unsightly and also dangerous in-
Voice of the Devil: Your voice is distort- sofar as you leave traces of your blood eve-
ed and evil-sounding, a supernatural- rywhere you go. Blood seeps out from
sounding bestial growl that unsettles any your eyes, fingernails, gums – even your
that hear it. You give away Advantage on ears and nose on occasion. Your mere
any and all social contests save those that presence will trigger Beast Traits such as
rely purely on fear and intimidation. Your Blood Smell.
voice immediately betrays your supernatural
nature, and you are considered a serious Blood Addiction: You suffer an insatiable
danger to the Masquerade. hunger. Your Beast receives a +2 bonus
when you are attempting to resist it for
Vulnerability To Silver: Damage inflicted purposes of a hunger frenzy. Attempting
upon you by silver weapons is aggravated, to resist a Hunger Beast trait requires that
and the touch of silver causes you pain. you burn a Willpower (Gain a Beast Point
You will be unable to break silver chains if you do not or cannot burn this Willpow-
unless you are in frenzy (in which case, giv- er.) Every night that you do not feed from
en silver's relative weakness, it will be sim- at least one vessel, you suffer a cumulative -
plicity itself.) 1 total rating penalty on all rolls.
Wood: You are both repelled and can be
severely damaged by traditional woods –
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DEGENERATION
Carnivore: Blood is not enough for your Inflammable: Your dead flesh is particu-
nourishment. When you hunt, you must larly susceptible to burning, and once lit by
also consume the flesh of your victims. any size flame — even a candle — you will
The Don Juan method is forever barred to burst into a raging fire that inflicts 2 aggra-
you, unless you find yourself a truly degen- vated points of damage per round, causing
erate herd. And even then, how long will near-unavoidable fear frenzy until extin-
they last? Note that this does not allow the guished. Double your effective Beast rating
ingestion of any other sort of food, even for these frenzy checks.
flesh that is consumed outside the act of
the hunt. Lunacy: On nights of the full moon you
lose control of your Beast. You automati-
Contagion: Any mortal from whom you cally rage frenzy with no chance to resist
feed will evince signs of vampirism – on these nights. All night. This does not
whether you shared your vitae or not. add Beast Traits for failing to resist.
They will find light uncomfortable, run a
chill, sleep through the day if allowed, be- Ravenous: Whenever you feed, you only
come pale, and will find vegetarian food off receive one half (round up) of the blood
-putting. On a single feeding, the signs will taken from a victim. Thus, if you drain a
be mild and only last 2-3 days. They be- healthy adult (10 points) you would gain 5
come more pronounced on a second, last- points. You receive full benefit when feed-
ing a week or more. If you feed from the ing from other vampires, however.
same mortal 5 times, for a year they will be
unable to drink anything but blood, their Selective Feeder: Your feeding is restrict-
temperature will run at 80 degrees, and they ed to one particular type of prey (almost
will be unable to tolerate sunlight or fire at always a type of human). For whatever rea-
all (though it will not harm them any more son, you cannot tolerate vitae of other
than normal). This stigma tends to end in types, and you will become very ill if you
death, as others step in to enforce the Mas- consume blood of an origin you cannot de-
querade. termine to be within your prey-class (take
one health level of damage for each point
Elder Hunger: Only the vitae of other so consumed). Your prey-class must be de-
vampires can sustain you.; you receive no scribed in your character background, and
nourishment from any other blood source. it must be sufficiently restrictive to exclude
This Stigma typically only manifests in very at least 75% of possible mortal prey.
old vampires. The GM may allow other
forms of supernatural blood to provide Torporous Sleep: You cannot awake dur-
sustenance, if appropriate to the Chronicle. ing the day under any circumstances. Good
luck with the next 100 years.
65
PART IV
Game Systems
Rules are for the obedience of fools and the guidance of wise men.
This section sets forth all of the supple- 1. STATUS AND SOCIAL
mental game systems for the Degeneration
Rules Set. A complete list of the topics
CONTESTS
discussed in this part are set forth below: The social pecking order is extremely im-
portant to vampires: theirs is a small, insu-
lar society. Under these Rules, status-based
1. Status and Social Contests backgrounds have a significant in-game
2. Willpower effect.
3. Blood Bonds
4. Ghouls A. Status Advantage:
5. Out of Clan Disciplines Specifically, if two characters share a com-
6. Creation Rites mon status-based background ( including
7. Diablerie Clan Prestige, Status, Sabbat Status, and
Anarch Reputation), the character with the
8. Torpor and Revival higher status may claim Advantage on all
9. Masquerade Skill social contests — including certain uses of
10. Daylight Operations Dominate and/or Presence where such an
11. Sheer Strength Advantage would be appropriate.
12. Influences
13. Retainers Both parties must possess a non-zero score
14. Hunting in the relevant background for it to matter.
Social Advantage is determined as a whole
15. Lores — it is not several different Advantages
cancelling each other out.
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GAME SYSTEMS
Status 4 2
Brujah Prestige 2 1
Anarch Reputation 2 4
Toreador Prestige 4 0
Gangrel Prestige 0 2
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68
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Third drink: The third drink within the ends of ways to break them, as a practical
relevant time frame creates an incredibly matter not a single one has proven true.
strong bond – though again, not necessarily
any feeling of love or affection. It could – There are two escapes: the embrace and
and usually does – manifest that way, espe- death. Embracing a bonded ghoul will
cially with mortals. But it may also mani- shatter the bond. When a vampire is de-
fest like an extremely unhappy marriage (at stroyed, all of his or her blood bonds are
least from the recipient’s point of view) immediately released, completely. The re-
where no one is willing (or able) to leave. cipients will feel this, and are likely to slip
The recipient will feel absolutely tied to the into several nights of depression. Depend-
donor, and will be unable to imagine a life ing on the length of time the bond persist-
without them in it. The donor receives Ad- ed, they may even slip into torpor from the
vantage on all contests against the recipi- shock.
ent, and the recipient may not resist the
donor’s mental disciplines. The recipient If a recipient dies, the donor will experi-
may not act against the recipient absent ex- ence a feeling of loss — no matter the dis-
traordinary justification (GM discretion) tance — and will immediately know that
and even then only at the cost of a perma- the recipient has perished (although they
nent point of Willpower. Under no cir- will gain no information whatsoever re-
cumstances will the recipient act in such a garding the circumstances of death).
way as to kill the donor or remove him or
her from the recipient’s life. This lasts a 4. GHOULS
year and a day in mortals (an effect that is In addition to the blood bond effects dis-
refreshed with every drink within that peri- cussed above, Vampiric vitae has a pro-
od), and is permanent in vampires. found effect on mortals’ physiology. It can
also be highly addictive.
A vampire may participate in as many
blood bonds as he or she wishes as the do- Even a single point of vitae will immediate-
nor, and may have as many First and Sec- ly transform the mortal into a Ghoul — a
ond Drink effects as he or she wishes as a sort of “servant” for the vampire blessed
recipient. However, once a vampire takes a with special powers. Ghouls are known by
third drink from another vampire within many names, including servitors,
the relevant time period, he or she will be “daywalkers,” and “Renfields.” Being a
immune to any and all other Third Drink ghoul grants several specific benefits:
effects as long as the bond persists.
C. Ending the Blood Bond: Ghouls may “store” up to six points of
Blood Bonds are, for most purposes, per- vampiric vitae in their system. As long
manent. While there are rumors and leg- do have it, ghouls do not age. There are
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GAME SYSTEMS
There is a reason, however, that the entire Most vampires “feed” their ghouls at least
planet has not been ghouled by vampires: twice a month; favored servants may be
ghoul blood is not palatable to vampires so feed weekly.
long as there is even a point of vitae in the
ghoul’s system, and it offers no sustenance.
A vampire can drink it – and will if in a
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GAME SYSTEMS
+5% for each level of the Sire’s Sangui- manent Willpower points.
nis over 1 (i.e., +15% at Sanguinis 4.) The childe begins with Sanguinis of one
The sire may spend permanent Will- less than the sire, and three dots in in-
power to raise the chance of success by clan disciplines (maximum rank of 2).
5 percent per point. The child's willingness is taken as a giv-
en; resistance by the childe has a greater
effect.
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GAME SYSTEMS
Sire’s previous embraces in the last 50 -10% per embrace -5% per embrace
RESULTS
Childe’s Sanguinis 1 Sire’s Sanguinis minus one
1 dot in a clan disc. possessed 3 dots in clan discs possessed
Childe’s Disciplines
by Sire by Sire (maximum rank of 2)
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GAME SYSTEMS
7. DIABLERIE
Diablerie… the word itself is practically ta-
boo among the vampires of the Camarilla.
It is a dark practice — a sin so grave that
only announcing the existence of vampires
on national news compares. The act of Di-
ablerie is the act of drinking not only the
blood of another vampire… but consuming
their very soul.
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GAME SYSTEMS
8. TORPOR AND REVIVAL Torpor is not a feat for the novice: it re-
Torpor is a state, akin to coma in humans; quires Vampire Lore of three (3) or high-
vampires enter when they are injured be- er.
yond their ability to recover, are blighted by
some supernatural power, or when they To be awakened from voluntary torpor, a
end the night with no vitae at all. Vampires vampire merely needs to be fed blood. It is
may also, for various reasons, choose to en- usually advisable to feed such a vampire
ter torpor and escape from the nightly hor- sufficient blood to avoid frenzy when they
rors of their unlife… for a time. wake.
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GAME SYSTEMS
The vampire falls asleep for the day it at a dramatically slow pace. The pace is
with insufficient blood to heal existing slower for older, more powerful vampires,
wounds; or who can spend years recovering from griev-
The vampire is the target of a game ef- ous wounds.
fect that directly causes torpor.
While in torpor, a vampire will first heal
To be awakened from involuntary torpor, any normal damage at the rate of one
the vampire needs the vitae of a vampire health level every two weeks, plus two days
with higher Sanguinis. A single point will per level of Sanguinis (thus, an elder of
suffice, but again, it is wise to have more on Sanguinis level 5 will heal more slowly – 24
hand to avoid frenzy. days per health level – than a Sanguinis 1
Neonate, who will heal a level every 16
C. Other Escapes from Torpor days).
After one year and a day in torpor, a vam-
pire may attempt to wake themselves with a If all normal damage is healed, the vampire
contest of: may continue on to heal any aggravated
damage at the rate of one health level every
HUMANITY VS. 5 (OR 9) two months, plus one week for every level
of Sanguinis. A vampire who is in torpor
The difficulty is 5 for voluntary torpor, and for twenty years or longer may, upon
9 for involuntary torpor. Willpower may be awakening, make a contest of:
spent for Advantage on this roll, but the
expenditure is of a permanent Willpower HUMANITY VS. 4
point. Failure indicates that no further at-
tempt may be made for one year. If the vampire is in torpor for longer than
a century, the vampire gains Advantage on
Alternately, a vampire may “force” them- this contest. Success indicates that the
selves awake by spending a temporary Will- vampire has gained a Humanity Point or
power and surrendering to the Beast. The lost a Beast Point (it is the player’s choice).
vampire awakens in an automatic hunger
frenzy, and receives both a Beast Point and
a Monstrous Beast Trait.
D. Benefits of Torpor:
There are certain benefits associated with
falling into torpor. Chief among them is
that when in torpor, even without blood,
a vampire’s body will continue to heal, albe-
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GAME SYSTEMS
concentration, and for less effort (1 Blood also experience minor aches, pains, and fa-
point per scene) and normal 'breathing' can tigue, whether they wish to or not (the
be simulated without concentration. With price of being so good at pretending to be
minor thought and effort, breathing can be human). Routine movements are com-
made faster/slower/deeper/shallower in a pletely automatic at this level, and look nat-
realistic manner. Routine movements are ural.
more automatic and more natural looking.
●●●●● Viriditas
●●● Mimic The vampire has total control of her body's
At this rating, the vampire has sufficient reactions, and can even simulate clear tears
control of her internal organs to be able to and bodily fluids through the use of blood
take in a small amount of food/drink orally plasma (i.e., they still aren't real). Producing
and hold it internally for several hours – body fluids in this manner requires spend-
only needing to expunge it before dawn. ing a Blood point. The vampire can realis-
Eating no longer requires the expenditure tically simulate sex, although no desire or
of a Willpower point to keep food down, pleasure is had in the act.
although it doesn't mean you enjoy the
taste or like doing it. He or she can pass as a human in almost
every other respect in a manner that will
Warmth can be created simply by the vam- astonish most other vampires. Vampires at
pire's superior control of the flow of vitae, this level of skill often come to think of
and it is no longer required to burn a Blood themselves as human, and may sometimes
point to do so. With some limited effort, react as a human would to pain, pleasure,
the pulse can also be made faster/slower, heat, cold, etc.
and continued in more than one pulse
point simultaneously. If a vampire with this level of Masquerade
is fed from, it takes a conscious effort, and
●●●● Simulacra a Willpower point, not to succumb to the
Maintaining a pulse throughout the body pleasure of the Kiss in the same way that a
becomes more or less automatic, and it will mortal would. Vampires who have achieved
tend to quicken and slow as appropriate. this type of mastery are often scorned by
The vampire becomes so proficient at their fellows and shunned as degenerates.
maintaining a human front that it is even
possible to maintain warmth and
'breathing' while asleep (but not pulse).
The vampire may make itself bruise realis-
tically when bumping into things, but may
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GAME SYSTEMS
10. DAYLIGHT The ratings for various stimuli are set forth
in Table 18, below.
OPERATIONS
Vampires are vulnerable when asleep. At Success indicates the vampire may spend a
dawn, a vampire will normally fall into a temporary Willpower point to awaken, and
deep slumber. During the day, a vampire is then remain awake as described above.
extremely weak: once the sun has risen, a
vampire may never have a contest value
higher than his or her Humanity rating.
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13. RETAINERS
The Retainers background provides for
having servants, but does little to explain
who they are or how powerful and skilled
they might be. These rules are designed to
allow players to answer those questions.
Everything in these Rules is explicitly sub-
ject to GM discretion: over-powerful re-
tainers can quickly derail a Chronicle.
Every rank of the Retainers background RPs may be spent on any of the Retainer
now gives Retainer Points. These retainer “Packages” set out on the following page.
points can be used to acquire additional re- Note that the various packages are chosen
tainers, or to improve existing retainers. in sequence for each retainer, and once a par-
The number of retainer points given for ticular package has been skipped, players
each rank of the Retainers background — cannot go back and purchase it.
along with the maximum number of allow-
able Retainers — is set forth in Table 21, Where multiple costs for a package are in-
below. dicated, the package may be taken more
than once with an increasing cost. So, for
example, You can buy two “Attribute
Table 21—Retainer Points Packages” for a total cost of 8 RP. If you
wanted to buy three, it would be 15 RP.
Rank Retainer Pts Max.
Note that Combat Skills include all of the
● +5 2 Retainers following: Dodge, Firearms, Brawl, Melee,
Archery, Heavy Weapons, and Alertness.
●● +8 (13) 3
CAUTION: If a character’s retainer is far
●●● +12 (25) 6 more powerful than the character himself,
there is a very good chance that some elder
●●●● +18 (43) 10 is going to recognize the retainer’s value
and embrace it (shattering any Blood
●●●●● +28 (71) 15 Bond). That elder is then likely to dare the
character to do something about it, because
●●●●●● +32 (103) 20
clearly a such a weak vampire should not be
treated with such excellent toys.
●●●●●●● +40 (143) 25
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Additionally, to the extent that certain por- The three hunt methods are described on
tions of the city are going to be classified the next page.
as different types of hunting environments,
this system allows the Gamemaster to make
in-character “control” of territory into
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GAME SYSTEMS
PREY: You stalk a human, then attack ANIMAL: You stalk your prey as in the
them (like a mugging) and force your- PREY method, but your prey are ani-
self on them. Vampires with a humani- mals (rats, cattle, dogs, cats, etc.) Vam-
ty of 7 or higher must make a Degener- pires do not need to make a Degenera-
ation Check whenever using this meth- tion Check when using this method.
od.
B. Calculating Your Hunt Totals:
DON JUAN: You seduce someone Table 23, on the next page, provides a
into being alone with you, at which framework for calculating a player’s Hunt
point they believe the encounter is ro- Total for each method. Simply take the
mantic and/or sexual. Vampires with a base total for that method and then add or
humanity of 8 or higher must make a subtract based on the character’s various
Degeneration Check whenever using traits.
this method. Note that vampires with
the Carnivore Stigma may never use Attributes: For each relevant attribute that
Don Juan as a hunting method. is at 3 or higher, you get +1 for that meth-
od.
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GAME SYSTEMS
Ability: For each relevant ability that is at 2 Stigmata/Beast Traits: For each relevant
or higher, you get +1 for that method. stigma or beast trait that you possess, you
get a -2 for that method.
Disciplines:For each relevant discipline
that you possess (at any rank) you get +1 Note that Wound Penalties do affect hunt
(or in some cases +2) for that method. totals. Additional modifiers may also apply
Table 23—Hunt Totals
PREY DON JUAN ANIMAL
Base Total 1 2 2
Attributes Strength Charisma Dexterity
(+1 for each attrib- Dexterity Manipulation Perception
ute at 3 or higher) Wits Appearance Charisma
Stealth Expression Animal Ken
Abilities
Investigation Subterfuge Survival
(+1 for each ability
Brawl Masquerade Alertness
at 2 or higher)
Alertness Empathy Athletics
Potence
Disciplines Presence (+2) Animalism (+2)
Dominate
(+1 or +2 per listed Dominate Auspex
Obfuscate
discipline) Auspex Obsidia
Obsidia
Furious
Inviolate
Instinctive Predator
Lust (-3 penalty)
Crimson Rage
Blood Smell
Primal
Insatiable
Insatiable
Glutton
Stigmata / Beast Glutton Blood Breath
Blood Breath
Traits Beta Nature Bane
Cold
(-2 per applicable Passive Cold
Eerie Presence
trait) Skittish Bleeder
Pallor
Timid
Permanent Fangs
Selective Feeder
Satanic Eyes
Vicious Predator
Selective Feeder
Talons
Vicious Predator
Bleeder
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GAME SYSTEMS
C. Calculating Hunt Difficulty: Once those two values are obtained, the
Hunt difficulty is determined by two fac- overall Hunt Difficulty is obtained by
tors – (1) the time of night at which the cross-referencing a value for the time of
hunting starts; and (2) the territory in night with the value for the territory type
which it is taking place. on Table 24, below.
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GAME SYSTEMS
gibblets, and bone fragments. (Don’t ask.) his or her Herd in terms of a method and
These are called “Hunt Botches,” and they location (though more detail can and
happen from time to time. But they hap- should be given).
pen less if you’re careful.
Hunting with the Herd -- if and when it is
If you fail a hunt contest, you must imme- available -- has a Hunt Difficulty of 2, and
diately make a Botch check. To do this, roll yields a number of blood point equal to the
4D6 and pray for big numbers. If the total Herd rating. Certain Herd descriptions
result is within the “Failure Botch Range” may call for Degeneration checks.
listed on Table 22, then you have botched
your hunt and the Gamemaster has his G. Territory Type Descriptions:
work cut out for him. Otherwise, it’s just a Table 26 lists a number of territory catego-
failure. ries. Most of them are self-explanatory,
but the following are offered for clarifica-
E. A Killing Mood: tion:
A vampire may hunt without regard to the
life of his or her victim. In this case, the Apartments: Urban apart-
yield of PREY and DON JUAN is in- ments/townhouses, high-rise res-
creased to 8, and ANIMAL is increased to idential, college complexes.
5. That’s a tremendous increase. Beaches: Actual beaches
(associated wharfs and piers may
Bodies add up, though, and every time a count as Racks or Business).
vampire kills when he or she is hunting, Business: High rises, office
there's a chance that the authorities might parks.
notice something amiss. Degeneration Cultivated Parks: Urban
checks are likely to be called for as well. parks with fences, lighting, etc.;
Note that choosing to hunt “in a killing elementary schools, high schools.
mood” removes any penalty for hunting Colleges: College campus and
with the Glutton Beast Trait. immediate surroundings.
Industrial: Railyards, Auto
F. Herd: parks, industrial districts, Air-
A Herd is, in most cases, one of a Vam- ports.
pire’s most prized “possessions.” It is a Commercial: Typical retail
stable group of humans from whom the zones; stand-alone buildings; res-
vampire may safely feed. Herds can be taurants.
based on deception, mind control, consent Poor commercial: Strip malls,
(be careful!), or economics. A vampire fast-food restaurants, K-Mart.
with the Herd background must describe
91
GAME SYSTEMS
92
GAME SYSTEMS
Unfortunately, characters are often loathe If all these conditions and restrictions are
to spend their hard-earned XP on some- met, the student may reduce the cost of the
thing as nebulous and “soft” as lores. It Lore according Table 27, below.
makes little sense to spend ten experience
points on lores when that third dot of Ce- Table 27—Lores by Instruction
lerity beckons. Faced with this problem,
enterprising GMs may wish to consider the Shared Boon Req’d New XP Cost
following optional rules regarding certain
types of actions and items that can serious- ● Trivial 1
ly reduce or eliminate the experience point
cost for Lores.
●● Minor 1
●●● Minor 2
A. Instruction & Boons
Perhaps the easiest way for a vampire to ●●●● Major 2
learn something new is to ask someone
Not Shared Boon Req’d New XP Cost
who knows better. Anyone with infor-
mation worth knowing, however, is going ● Minor 2
to know that this information is worth
something: they are going to demand pay- ●● Major 2
ment, and that payment (more often than
not) will be in the form of Prestation. The ●●● Major 3
player should first locate a suitable teacher ●●●● Blood 5
and role-play getting reasonably within that
teacher’s good graces.
There are a few restrictions on this method: Special thanks to Scott “Deeds” Tidwell for
fundamentally designing the Lores rules.
93
GAME SYSTEMS
94
GAME SYSTEMS
There are, as with the other methods, a few The characteristics of each tome should be
restrictions: carefully designed by the Gamemaster. At a
Rank 5 Lore cannot be obtained in this minimum, he should specify the language
way. in which a tome is written, the Lore or
The character may not learn a higher Lores that it can be used to improve (if two
Lore through Research than his or her are listed, it should improve both), and the
Intelligence. maximum number of dots that the tome
can impart (i.e. its rank).
95
GAME SYSTEMS
The Necronomicon
Written by mad Arab Abdul Al’Hazred hours before he was killed by demons, the Necro-
nomicon contains blasphemous descriptions of demons, the undead, and various dark
rites. Its great knowledge comes at a terrible price. It has been translated many times, but
each translation loses some of the power of the original text.
Drawback:: Reading any version of the Necronomicon for the first time requires an im-
mediate contest of HUMANITY VS. 4. Failure indicates that the reader loses a Humanity
Point and gains an Inhumanity. (The Arabic text forces the reader to give away Ad-
vantage.) Demons and wraiths tend to be drawn to the text with alarming frequency.
Rituals: This tome is a superlative source of Necromancy and Spirit Thaumaturgy rituals.
The reader may learn any one ritual he may otherwise use within a week. If the Arabic
text is used, no experience is paid.
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PART V
DISCIPLINES
...a whole race perpetually in pursuit of the rainbow’s end, never honest, nor kind, nor
happy now, but always using as mere fuel wherewith to heap the altar of the future
every real gift which is offered them in the Present.
Vampiric powers come in many, many vari- Finally, a slightly more complex and unified
eties. Some vampires are swift, others system/structure is presented for Necro-
strong, others able to blink in and out of mancy and Thaumaturgy. That presenta-
sight. Still others can control the stuff of tion — and the dozens and dozens of ritu-
their own bodies, or fly, or read minds. als that go with it — actually takes up
more room than anything else in this book.
This Part is designed to accomplish four
main tasks.
1. POWER MODIFIERS
First, a formal system of power modifiers Power modifiers are uniform rules that can
will be introduced which will allow for be assigned to various discipline-based abil-
some uniform treatments of various disci- ities through the use of a single keyword.
plines without resort to extensive explana- They can be treated as abbreviations for
tions. rules. The power modifiers are:
Second, a system of alternate power ad- Audible: The target must be able to hear
vancement is presented which allows for a the power user for this power to work.
little (but not a lot) more variety in choos-
ing disciplines. Auspex: A character with total Auspex
ranks higher than the power user's rank in
Third, all of the disciplines have been sub- this discipline is not affected by this power
stantially reworked both to make them or any of its modifiers, such as Fair Escape.
more interesting (in the author’s opinion) as Note that this is a rules change: prior rules
well as to make them compatible with all fo allowed Auspex of equal rank to penetrate.
the rules presented in this book.
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DISCIPLINES
Attention: This power relies on the power Suffering aggravated damage will always
user taking no action to draw the attention break concentration, as will frenzy or any
of others. If the power user makes an obvi- sort of successful mental interference such
ous action to draw attention of others, as Auspex 6B or Dominate.
such as attacking or make an obvious threat
against someone (including obviously Conscious: This power only affects the
pointing a weapon at them within their line conscious mind and its intentions. It can-
of sight), others in the vicinity will become not affect emotions, the subconscious, or
aware of the power user's presence. Open- the Beast. For example, you cannot compel
ing and closing an unlocked door is not someone to be happy, or to sleep - howev-
considered to be an obvious action. The er, you can compel someone to pretend to
same is true for picking up small objects be happy, or to lie down and try to sleep.
that can be held in one hand. But opening a The target's conscious mind will instinc-
locked door, slamming a door shut, or pick- tively attempt to rationalize the use of this
ing up large objects are considered to be power, but if the target is forced to do
obvious action which can draw attention. something to which he would otherwise
Even so, if the user of this power slams a strongly object, he may experience a sensa-
door, or moves an object in such a manner tion of outside compulsion.
that it can be easily explained, then the ob-
ject will be seen to move or the door to Distance: This power works at a distance,
slam if anyone is looking at it. there is no range limit.
Combat: Using this power does not count Dawn: This power ends at sunrise.
as an action, and the power may be used at
any time during a combat round unless the Domain: This power affects the user's
power specifies a particular phase. personal domain, whenever they are within
that domain.
Concentration: This power requires that
the power user maintain concentration to Emotion: This power can affect only
keep it active. A character may engage in emotions. It cannot alter or control
combat while maintaining concentration, someone's thoughts, affect the subcon-
but if subjected to damage must check to scious mind, or the Beast. The target may
see if concentration breaks. experience akrasia -- they may really want
to do something even though their intellect
WITS + WILLPOWER tells them it is a bad idea.
VS.
2 + #/WOUNDS INFLICTED Eye Contact: This power requires eye
contact, however brief, to work. Sunglasses
98
DISCIPLINES
are sufficient to prevent eye contact, but as Obfuscate: This power does not have any
a general rule eye contact is easy to estab- effect with respect to characters whose Ob-
lish unless someone is actively avoiding it. fuscate rank exceeds the power user’s rele-
A creature with no sight is not affected. vant discipline rank.
Fair Escape: If this power is successfully Personal: The power user must know the
used when combat has not been declared, target personally to use this power. This re-
the power user may escape the scene they quires a minimum of: having met the tar-
are currently involved in. If used in com- get, held a conversation with the target for
bat, the character may disengage from that at least five minutes, and knowing a name
combat, effectively ending it with a success- the target commonly uses (even if it is not
ful EVADE roll. the real name).
Gesture: This power requires its user to Presence: If the target of this power has
make an overt gesture as part of its use. a higher Presence rank than the power user,
The specifics are left to the creativity of the the target gains Advantage when resisting.
player, but should be something obviously
tied to the effect created. (e.g. arms spread Range: This power has a range of approx-
and chest forthright for a glorious power, imately 20 feet.
stabbing motions with the hand for a tele-
kinetic use of scissors across the room, Resistance: Targets of this power build
etc.) The power cannot be activated if the resistance to all powers of the discipline
character is unable to move appropriately. over a single night when they successfully
resist. Once this power is successfully re-
Mental: This power achieves its effects by sisted, the target gains Advantage against
influencing others’ minds. It has no effect this discipline for the remainder of the
on machines or cameras, but will affect night.
their operators if their operators would
otherwise be under the effect of the power. Sanguinis: This power may not be di-
rected at a target with a higher Sanguinis
MULTI: The target of this power may than the power user.
expend multiple Willpower points to resist
this power. The 1st point gives a +3 to Sight: This power has a range of sight.
one's total, the 2nd, +2, and any other This cannot be extended with technology
points +1 each such as lenses or electronics. However,
magical means of extending sight can ex-
Nightly: This power may only be attempt- tend the range.
ed once per night on a particular target.
99
DISCIPLINES
Subtle: This power give no indication that learning an out-of-clan discipline from a
it has been used, and its use cannot be de- teacher).
tected absent either supernatural means or
some reasonable, prior suspicion. Once a character selects such a power it is
possible for the character to “go back” and
Tactical: This power has a CBT or get other powers from the same level. This
EVADE value and may be used as a com- can only be done after the character pur-
bat action. Some Ranged Tactical powers chases the next level of the discipline; in
do not have a CBT, but automatically hit. other words, you cannot buy a second Lev-
el 3 power until you have a Level 4 power.
Touch: The user of this power must
touch the target. Touching an unaware tar- If that has been accomplished, however,
get is normally automatic. Many Touch the character may purchase an alternate
powers are also Tactical and can be used in lower power as if it were one higher level.
combat. Touching an unwilling target in The character does not gain any additional
close combat (Melee or Brawl) is resolved “dots” in the discipline, but he or she will
with a basic Brawl attack that deals no nor- be able to access the new power. Players
mal damage. The power is used when the are encouraged, when faced with alternate
attack is successful, or at the end of the powers, to select the power that best suits
round even if unsuccessful. A successful the character's personality and style.
Evade or Dodge by the target, however,
will avoid contact entirely.
Visual: The target must be able to see the EXAMPLE: Cherry has Presence 2. She
power user for this power to work. survey the Presence 3 powers, and selects
from among her options. She spends 10
2. ALTERNATE POWER XP (5xCR) to buy Presence 3B. Later,
ADVANCEMENT she decides she wants to learn Presence
Under these Rules, there is sometimes 3a. To do this, she must first learn a level
more than one power available for each dis- four Presence power (15 XP), bringing her
cipline at a given level. For example, there overall discipline rank to 4. She decides to
may be three "Presence 3" powers (3A, 3B, learn Presence 4A. Then she can spend
3C) that do three different things. an additional 15 XP to purchase Presence
3a. The additional power is marked on
When a character achieves, say, their third her character sheet, but does not affect
dot in Presence, they may choose any of her rank in Presence. She still has four
the available level three powers. (unless dots, even though she possesses five pow-
ers.
100
DISCIPLINES
101
DISCIPLINES
●●● (3A) Song of Serenity Effective Sanguinis is +2 for powers with the
Sanguinis modifier
(Range) (Resistance)
Immune to Presence powers rank 4 and below,
and immune to frenzy
The user of this power may sing to the Beasts of
Advantage on all physical rolls, including com-
those nearby, calming the Beast. It is impossible to
bat
do anything more physical than walking while using
Ignore wound penalties
this power. The song may bring a vampire out of
Automatically fail any mental or social contests
frenzy or prevent a vampire from going into frenzy.
or rolls
In either case, contest 2x the Target's Beast vs.
Character must expend a Willpower to avoid
the power user's Charisma + Empathy. Those
attacking anything that threatens him
with no Beast Rating are robbed of the little Beast
Character may not dodge in combat (this does
they have for the rest of the night; they cannot
not affect Soak)
spend Willpower, and becomes very submissive.
This power may be resisted before the roll to leave
This power lasts until dawn or the user expends a
or avoid frenzy is made. Resisting this roll is the
WP while not immediately threatened.
same as voluntarily frenzying and carries the same
consequences. This power has no effect on mortals
or ghouls. ●●●● (4B) Animal Rider
(Range)
●●● (3B) Greater Affinity
You may move your conscious mind into a (non-
The user of this power may automatically succeed ghouled) animal . You will retain your human fac-
in any social contest against a single chosen type ulties but have control over that specific animal un-
animal. Animals of this type will refuse to attack til either dawn, the animal loses consciousness, or
the power user. The power user's range for The the power user's choice to return to her own body.
Beckoning is doubled to four miles when summon- Additionally the power user will gain the hearing,
ing this type of animal, and the power user may use sight, etc. of the possessed animal. Disciplines other
Sweet Whispers for this type of animal so long as than Animalism may not be used while within this
the animal is within sight, without the necessity of form. The power user gains Advantage on all social
eye contact. This power does not affect ghouled tests vs. other animals of the same species. The
animals blood bound to another vampire. The pow- animal may use no powers / disciplines other than
er user must select a single type of animal when Animalism-based powers while in this state. The
they obtain this power. This power can only be tak- host body is left in a state of vulnerable trance,
en once. though the slightest injury will instantly return con-
sciousness to the original vampire's body. The ani-
mal so ridden will possess a distinctly vampiric Au-
●●●● (4A) Conquer the Beast ra (per Auspex).
(Combat)
Prerequisite: Affinity (Either the background or
This power is invoked by calling forth the Beast in Animalism 3B) for the target animal
a controlled form. The power user must make a
Rage Frenzy check; if it fails then they are in Rage
Frenzy. If they succeed, they are under the follow-
ing effects:
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DISCIPLINES
●●●● (4C) Totemic Possession person, mortal, ghoul, or vampire. Unless the target
successfully resists, they are instantly overcome by a
(Range) (Dawn)
frenzy of the same type facing the power user. Tar-
gets of this power are subject to the normal damna-
You may only take this power once, and when you
tion rules regarding frenzy. The target may resist
take this power you must select an animal. That
this power with a test of:
animal may never change. The power user may
summon the primordial spirit of that animal and
WP/2 VS. WITS+EMPATHY
bond with it. Using this power requires the ex-
penditure of a Willpower point. The character will
then begin to act like that animal, and will gain 2 ●●●●● (5B) Sharing of Spirits
ranks or Advantage on any contest at which that
animal would be particularly skilled. The character You may move your conscious mind within that of
will also suffer a 2 rank penalty or give away Ad- an animal and possess it. This allows you to con-
vantage on anything the animal would not be good trol the actions of that animal. Your body is left,
at. Some examples of what might be chosen: effectively in torpor, while this power is in effect.
This power may allow the vampire to travel during
Wolverine: Attack rolls, Intimidation the day within the animal. Disciplines other than
(Penalty for Social skills, Frenzy rolls) Animalism and Auspex may not be used while
Hawk: Visual perception, surprise attacks within the animal. While in effect, the power user
(Penalty for grappling/close combat) gains Advantage on all social tests vs. the same spe-
Cat: Balance, Evade cies of animal.
(Penalty for Swimming, Mental skills)
Bear: Strength, Damage ●●●●●● (6A) The Great Call
(Penalty for Frenzy rolls, perceiving traps)
Wolf: Tracking, Bite attacks This power is similar to the Beckoning, save in the
(Penalty for Dodging, Manipulation) following respects: (1) Every animal in the area of
effect will come; (2) Every animal will come as fast
These are just suggestions. Details should be as they can; (3) Every animal will be ready to serve
worked out with the Gamemaster. The benefits the power user even unto the risk of their life. All
should vastly outweigh the drawbacks: this is a animals summoned must be put to the same task:
rank 4 discipline, after all. attacking a target, removing an obstacle, etc. Show-
ing up does not count as part of the relevant task.
Prerequisite: Affinity (Either the background or The animals will disperse when their task is done.
Animalism 3B) for the target animal
●●●●●● (6B) Beast Mastery
●●●●● (5A) Drawing out the Beast:
(Sight) (Visual) ( Multi) (Nightly) The character with this power is more easily able to
resist frenzy. He or she receives Advantage on all
This power is one of the most prized powers a frenzy checks, and if the power user fails a frenzy
vampire can possess, though it can only be used check, he or she may send a Willpower point to
when one is either on the verge of frenzy or lost to make a second check immediately.
it. Characters already in frenzy must spend a Will-
power to activate this power. This power allows
the character to transfer his or her Beast to another
103
DISCIPLINES
The user of this ability is so acutely attuned to the Object Strength is measured inversely. An Object
nuances of his or her own vitae that they are able to with Strength 1 would be a treasured heirloom used
sense whether other vampires are 'related' to them to murder a good friend in a violent rage just last
104
DISCIPLINES
week. An Object with Strength 10 would be a dis- with Auspex 2, but by spending another Willpower
carded bubblegum wrapper from a month ago. point, the spirit form may become visible and com-
Ties yield partial information. municate for a while. The maximum speed (albeit
unimpeded by physical barriers) the astral form may
●●● (3B) Watchword travel is roughly 40 miles per hour. Under the
Shorthand System, this power simply works.
(Touch) (Personal)
The power user spends 1 Willpower and gives the ●●●●● (5B) Precognitive Sense
target the ability to speak his or her name three (Combat) (Obfuscate)
times (within a minute's span) with the result of,
regardless of distance, alerting the power user the The power user gains two distinct abilities. First,
name has been spoken (and by whom). The power he or she always declares his or her actions last in
user gets an impression of how far away the speak- combat (unless there are two characters with this
er is to them at the time it is spoken and the general power): no roll is needed. Second, the power user
direction. This provides a single use, and must be re may expend a Willpower point to put themselves in
-asserted to be used again. The name should be a a precognitive state for the rest of the scene. The
name reasonably well associated with the power character will see the most likely future unfolding a
user. few seconds before it does; he or she gains Ad-
vantage on any and all contests in which it would
●●●● Telepathy be useful to “see things coming” (including all CBT
contests) and cannot be ambushed or surprised.
(Multi) (Range) (Resistance) (Subtle)
GMs should be liberal with providing information.
The user of this power may read the target's surface
thoughts. They must spend a Willpower point to ●●●●●● (6A) Mind Speak
read the mind of a vampire. The target is not nor- (Multi) (Range)
mally aware of this mind-reading attempt. The
power lasts for a maximum of 15 minutes, but can The user of this power may transmit thoughts and
be activated again after it expires - costing another even have a conversation while using Telepathy
Willpower point if the subject is a vampire, and giv- (Auspex 4). This power may be used without using
ing the subject another chance to resist. If the sub- Telepathy for the cost of a Willpower point. This
ject resists, the power may not be used again on power may be used to transmit commands via the
that same subject that night. A target who is aware Dominate discipline. The target of Mind Speak
that an attempt is being made to read his or her can block the user with a contest of:
thoughts may claim Advantage to resist. This pow-
er may be resisted on a contest of: WP/2 VS. INTELLIGENCE + SUBTERFUGE
105
DISCIPLINES
The second, and each subsequent use of this power ●●●●●●● (7A) Domain Awareness
in the same scene drains a temporary Willpower
(Domain) (Obfuscate)
from the target. If the target has no Willpower left
to drain, the target loses of a permanent Willpower
By expending a Willpower point, the user of this
point or is rendered catatonic (target choice). Mor-
power may identify any significant supernatural en-
tals will be in a permanent coma, while Vampires
tity within his or her personal domain. "Significant"
slip into torpor. Use of this power requires the ex-
in this context means vampires that either: (1) have
penditure of 2 blood points for each use. It can be
Sanguinis 5 or higher, (2) have Willpower 8 or high-
resisted with a contest of:
er, or (3) have any disciplines at 5 or higher. De-
mons and other extradimensional entities are no-
WILLPOWER VS. WILLPOWER
ticed with this power, as are powerful mages and
other, similar entities.
If a target successfully resists, the power may not be
used on that target for the rest of the scene. If the
"Identify" means to detect such a creature, its gen-
target does not possess Auspex, the power user
eral location (i.e., narrowed to within a 1-mile radi-
gains Advantage. If the target possesses Auspex
us), and why it qualifies under 'significant'.
greater than the power user, the target gains Ad-
vantage or 2 extra die.
106
DISCIPLINES
107
DISCIPLINES
108
DISCIPLINES
Disbelieving Illusions:
● Minor Alteration Chimerstry creates illusions. Targets may
(Range) (Mental) (Concentration) attempt to disbelieve an illusion with a con-
test of:
The user of this power may wrap an object up to
the size of a suitcase in an illusion that makes it
seem to be something similar, but different. For PERCEPTION+AUSPEX+(ABILITY)
example, a piece of paper could become a dollar VS.
bill, a toy gun could look real. The power works WITS+CHIMERSTRY+(ABILITY).
automatically.
This roll can either be made instinctively or
●● Negative Illusion with suspicion. If the disbeliever has a rea-
(Mental) (Concentration) (Range) sonable cause for believing that there is an
illusion present, then the contest proceeds
By expending a blood point, the user of this power
may cause an object of holdable size (e.g., a shot-
as normal. If there is no reasonable suspi-
gun, a sword, a small television set, a kitchen gar- cion, and a character OOCly announces
bage bag) to vanish. The object will remain masked that they wish to roll disbelief anyway, then
as such so long as the user maintains concentration. the power user gains Advantage on the test.
The user may affect anything within their unen- The appropriate “Ability" for the contest
hanced view (mirrors ok, binoculars not). Any use
of the object or slightest interaction of the object
depends on what the illusion is of - eg, an
with other objects will cancel the effect. Making illusion of an animal would use Animal
the object vanish while it is being watched is auto- Ken, of a grand piano, Music, etc. The
matic cause for Disbelief challenge (with Advantage GM may feel free to use Intelligence if no
to the disbeliever). other ability seems relevant.
●●● (3A) Alteration
(Range) (Mental) (Concentration) ●●● (3B) Nightmare Illusion
(Personal) (Mental) (Subtle) (Touch)
By expending a Willpower, the user of this power By expending a Willpower, the user of this power
may use the Minor Alteration power continuously, may place into the target's psyche a dream to be
over a number of objects simultaneously. The ob- keyed upon either a specific event or time. The user
jects cannot be any larger than a small table, and the need not speak aloud the image, only form it in
power user can only maintain a number of Minor their head.
Alterations equal to his or her Chimerstry rank plus
one.
109
DISCIPLINES
110
DISCIPLINES
111
DISCIPLINES
112
DISCIPLINES
●●●● (4B) Sap the Vital Will 30 minutes to maintain possession of a resisting
victim.
(Sanguinis) (Eye Contact) (Multi) (Range)
(Resistance) (Subtle) (Audible) The possessor may use only the following disci-
plines while in the host body: Auspex, Animalism,
The user of this power can cloud the target's senses Dominate, Presence, Thaumaturgy. Any vitae cost
by brief eye contact and conversation. This power must be paid by the host, and using a point of non-
requires at least 5 seconds to work and requires that vampiric blood inflicts one health level of damage,
the target be able to hear and understand the domi- so well-fed ghouls are more useful hosts. The pos-
nator as well as make eye contact. sessor may only spend Willpower to defend against
mental or social disciplines or to maintain this pow-
The target of this power loses all sense of time, can- er, not for any other reason. This power can be
not recall most of his memories, and generally wan- resisted on a contest of:
ders aimlessly for approximately 30 minutes. The
victim often allows himself to be "aided" during WP/2 VS. CHARISMA + INTIMIDATION
this time; this can lead to a gruesome fate. Being
led into actions contradictory to the target's Nature By expending a Willpower point of their own, the
will allow additional resistance checks. This power target of this power may make another attempt to
may be resisted with a contest of: resist once every hour.
WP/2 VS. MANIPULATION + EMPATHY
●●●●● (5B) Mindscript
(Sanguinis) (Eye Contact) (Multi) (Resistance)
●●●● (4C) Crowd Control
(Sanguinis) (Multi) (Range) (Resistance) (Visual) The user of this power may make extensive and
(Audible) permanent changes to the target's memories. These
changes can concern any number of events and any
The user of this power may use Command amount of detail. The use of this power takes a
(Dominate 1) on multiple targets simultaneously. A minimum of one hour, but can result in very real
number of targets equal to the power user's current emotional reactions to false memories. If faced with
Willpower may be affected. The power user may evidence contrary to the fabricated memories, the
also use Mesmerism, provided that the command target will ignore the evidence and remain con-
can be executed immediately (i.e. the command may vinced of their view of things. This power can be
not contain contingencies or conditions). This pow- resisted on a contest of:
er may only be used on mortals and ghouls. The
power user rolls once; each target resists separately. WP/2 VS. MANIPULATION + SUBTERFUGE
113
DISCIPLINES
114
DISCIPLINES
Fortitude is always active and figures into combat possibly be the most powerful discipline in the
statistics. It is, in the opinion of the author, the game. It not only drastically increases your chances
most powerful of the three “combat” disciplines of taking LOW Damage, but after that, it also takes
(Celerity, Potence, and Fortitude). It may quite damage off of nearly every attack.
115
DISCIPLINES
116
DISCIPLINES
The user of this power may become invisible and Nosferatu give away Advantage when using the last
may move about while so cloaked. As long as they option to appear as specific individuals of appear-
do not draw attention to themselves, they will re- ance 3 or higher.
main unseen, unnoticed by any senses. This power
does not confer the ability to vanish in plain view. ●●● (3B) The Living Veil
It must be activated while not being observed.
This power grants the user the ability to hide the
●●● (3A) Mask of a Thousand Faces paleness of his or her aura. It appears as a normal
(Auspex) (Mental) human aura would.
The user of this power may adopt a different (but ●●● (3C) Peripheral Haunt
still human) appearance. There are five ways to use (Auspex) (Mental)
this power:
This power is used in conjunction with Unseen
You may disguise yourself as an "average Presence and represents a limited exception to the
joe" (jane) with appearance no more than 2 Attention power modifier. By spending a blood
without cost; point to activate this power, the power user may
You may have one 'instinctive' disguise, which appear (at will) in the peripheral vision of a single
you can assume and maintain automatically target for a single scene; essentially, this power re-
when conscious. This disguise may not have an moves the Attention modifier with respect to a sin-
appearance greater than 2; gle target.
With prolonged study and practice, the Mask-
ings background may be used to adopt a greater As soon as the target looks in the power user's di-
number of specific disguises without cost with rection, the power user disappears from the target's
no appearance limit, though only one specific view once more. This power allows the power user
disguise can be known per level of the Mask- to speak to the target while appearing, but he may
ings background;
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DISCIPLINES
not engage in combat or take obvious actions af- ●●●●● (5A) Combat Obfuscate
fecting the environment (such as opening doors)
(Auspex) (Combat) (Mental)
without cancelling the power. This power does not
affect anyone other than the target; if the power
The user of this power has perfected the art of slip-
user would be overheard by anyone else, he will
ping rapidly in and out of view and playing visual
appear in accordance with the Attention modifier.
tricks with his or her appearance to gain Ad-
vantages in combat. The user of this power gains
Other powers that require eye contact cannot be
Advantage on CBT when evading, or when en-
used while this power is in effect (as the power user
gaged in brawl or melee combat, and treats ties on
disappears if in a position to make eye contact).
CBT contests as victories. Advantage can be
The power user may not be affected by powers that
claimed to initiate grapple, but Advantage is not
require sight of the target while this power is in ef-
had in a grapple. The user of this power also gains
fect. Extended use of this power may drive mortals
Advantage on all attempts to evade.
mad.
●●●● Vanish from Mind's Eye ●●●●● (5B) Cloak the Gathering
(Auspex) (Fair Escape) (Mental) (Auspex) (Mental)
Use of this power requires the expenditure of a
The user of this power has developed Obfuscate to
Willpower point. The user of this power may at-
such a level that it is instinctive. It requires slight
tempt to use Unseen Presence (●●) on multiple
concentration to remain visible - so if they fear-
individuals other than the power user himself. The
frenzy, sleep, or are Incapacitated, this power is ac-
power functions exactly as Unseen Presence other-
tivated. In Torpor, they become visible, and revert
wise. The power may automatically succeed for
to their true appearance. More importantly, if no
one additional person. Two or more persons re-
one present successfully resists, they may vanish;
quire that the power user to contest:
becoming invisible even while in plain sight. The
target will forget their presence and any actions tak-
STAMINA + FORTITUDE + STEALTH
en for the previous 15 minutes if the target either
VS.
chooses not to resist or automatically fails the re-
# OF TARGETS X 2
sistance check.
118
DISCIPLINES
119
DISCIPLINES
120
DISCIPLINES
● Darkening Mood The tentacles will spring from any available shad-
ow, and will act independently of the power user,
The user of this power may spend one blood point allowing the power user to engage multiple foes. A
to manipulate shade and shadow in his immediate tentacle may attack the turn it is summoned, has a
vicinity. This effect is limited to the dimming of reach of approximately twenty feet, and does not
light, the strengthening or weakening of shadow, suffer wound penalties. They are destroyed when
and other minor effects. Use of this power may they suffer five levels of damage. They may not
give Advantage on any contest involving Stealth or evade, but have the following combat statistics:
Intimidation abilities - including other power uses.
This power lasts one scene. Brawl: CBT-4 DMT-6
HIGH-3 LOW-1
Grapple: CBT-6
●● Shroud of Night Soak: 4
(Fair Escape)
The power user may choose instead to spend two
The user of this power may expend a blood point blood points on each tentacle with +1 to all of the
to create an area of impenetrable blackness. No above statistics, or (if able) spend 4 blood points on
sight-enhancing disciplines will function within this each tentacle with +2 to the above statistics.
area. The effect will fill a room or area up to forty
feet in diameter, and is extremely disorienting. All ●●●● Black Metamorphosis
characters should role play accordingly.
(Combat)
Those who can enhance their other senses may
claim Advantage on physical contests performed The power user expends two blood points, and as-
against others while within the blackness. The pow- sume a demoniac shadow-form. His or her flesh
er user will feel at home within the darkness, and assumes a semi-translucent, black, depthless quality,
although unable to see, may also claim Advantage his or her outline becomes indiscernible, and tenta-
on physical contests. All characters attempting to cles flash out the darkness that was just moments
evade within the darkness may claim Advantage. ago the user's body. The power user gains the fol-
lowing effects:
●●● Arms of the Abyss ● He gains Advantage when soaking purely kinetic
(Sight) (Tactical) attacks (brawl, bats, bullets, etc.).
He gains 4 tentacles which may act separately,
The user of this power may summon tentacles of and which have the following statistics:
shadow to crush or capture her enemies. Each ten-
tacle costs one blood point, and the user may sum- Brawl: CBT-5 DMT-8
mon as many per round as he or she can afford. HIGH-5 LOW-2
The maximum number of tentacles that may exist Grapple: CBT: 8
at any one time is equal to the user's Sanguinis. Soak: 4
121
DISCIPLINES
122
DISCIPLINES
Like Fortitude, Potence is always active and figures (perhaps obviously) adds a point of effective
into combat statistics. It increases both DMT Strength when making Strength checks for lifting,
(making HIGH damage more likely) and increases jumping, etc. However, it also gives you Ad-
both HIGH and LOW damage. Potence also vantage on such contests.
123
DISCIPLINES
to enter combat. If this power is resisted, it may The target cannot take any action to delay their re-
not be used again on the same target during the sponse to the summons unless they resist the pow-
same scene. The victim may resist with: er. Use of this power requires the expenditure of a
Willpower point. This power may be resisted with:
WP/2 VS. APPEARANCE + EMPATHY
WP/2 VS. CHARISMA + LEADERSHIP
●●● (3B) Emotional Projection
If the target has ever drunk the vitae of the power
(Visual) (Multi) (Emotion)
user, the power user gains Advantage on a contest
to resist. If the target is within line of sight, the
The user of this power may project a single emo-
"Personal" modifier does not apply.
tion of their choice at one target. The emotion and
target must be specified when the power is used.
Use of this power requires expenditure of a point ●●●● (4B) Recrudesce
of WP, and the effect lasts for a single scene. Power
Users may select one of the following emotions to The power user may spend 1 Willpower and conse-
be able to project upon buying the power. Addi- quently re-attempt a presence effect upon a target
tional emotion options are gained by purchasing who has successfully resisted previously. This pow-
levels of the Emotions background (per normal BG er works in conjunction with Presence powers of
development). The options for the emotion to be level 4 or less only. It allows the power user to ig-
projected are limited to the following: nore the (Nightly) modifier.
●●●● (4A) The Summoning If the resistance test is failed, the user will go to ab-
(Multi) (Personal) (Distance) (Nightly) (Presence) surd lengths to humble themselves before the pow-
er user.
The user of this power may demand the immediate
and physical appearance of a person known to
them, by sending them a mental summons. The
target will know whom they are traveling to see,
and will have a rough idea of where they are going.
124
DISCIPLINES
125
DISCIPLINES
126
DISCIPLINES
●●●●● Form of Mist by two points (in addition to any Fortitude bonus-
es). This power does not affect fire, sunlight,
(Fair Escape)
chemical burns, sonic attacks, or the like. This
power lasts for one scene. If used before going to
The user of this power may turn into a cloud of
sleep, it lasts until sunset.
dark, damp, smoky mist. This form is immune to
physical damage except fire and sunlight. It may
seep through cracks and holes, but moves at a ●●●●●● (6B) Stone Meld
walking pace. Winds may slow it, but will not harm
or disperse it. The transformation requires three The user of this power may use the level 3 Earth
rounds and costs 1 blood point. This power may Meld power on natural stone – even where that
be used for "Fair Escape" (see below) even with an stone has been cut and laid over earth. This power
unsuccessful Evade, or while being grappled. It's that does not, however, work with artificial aggregates
good. such as concrete.
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DISCIPLINES
●●●●●●● (7A) Lupus Hybrid huge, taloned wings will erupt from his or her back.
There is no mistaking this form for a human.
(Combat) (Dawn)
While in this form, the power user gains the follow-
ing Advantages:
With the expenditure of a Willpower point, this
vampire can transform him or herself into a terrify-
The power user can fly and glide.
ing, bipedal wolf-like beast, similar to a werewolf.
The power user’s sense of hearing is increased,
The power user will approximately double his or
and he or she can use echo location to ascertain
her mass, and will be covered in thick, flowing fur.
his or her surroundings, even in total darkness.
While in this form, the power user gains the follow-
Because the power user is able to attack from
ing Advantages (and disAdvantages):
elevation, as well as use both his or her feet and
barbed wings, the power user gains Advantage
The power user gains three (3) points each of
on all Brawl contests, and inflicts damage as if
Strength and Dexterity. (This does not increase
using Wolf Claws.
the limit by which the power user can increase
Because of the additional limbs (each tipped
stats with blood.)
with a deadly barb) combined with echoloca-
The power user gives away Advantage on fren-
tion powers, the power user may engage up to
zy checks.
three opponents in brawl or melee combat
The power user gains Advantage on all physical
without penalty.
contests except soak.
The power user grows Wolf’s Claws as per Pro-
tean 2 (●●). ●●●●●●● (7C) Animal Swarm
The power user’s sense of smell is dramatically (Fair Escape) (Dawn)
increased.
The power user may make bite attacks without The user of this power may dissolve into a swarm
grappling (use brawl) and his or her bite inflicts of small creatures; only creatures with a menacing
an additional 3 levels of aggravated damage. or frightening aspect may be assumed (crows, bats,
The power user will cause all normal mortals to spiders, scorpions, rats, snakes, etc.). The power
flee or cower. Supernaturals and certain gifted user may disperse into twice as many creatures as
or experienced mortals may resist this with a he or she has blood points, and each creature
contest of : “carries” one half a point. The creatures remain
fully under the user’s control..
WP/2 VS. 7
This power lasts until sunrise, or until the power
●●●●●●● (7B) Chiropteran Hybrid user chooses to retake humanoid form. At that
time, all of the component creatures present are re-
(Combat) (Dawn) (Fair Escape)
absorbed, along with the blood points they carried.
Creatures who do not rejoin the body may be reab-
With the expenditure of a Willpower point, this
sorbed through the course of the night, but any
vampire can transform him or herself into a terrify-
creatures left running around at dawn instantly dis-
ing, winged bat-like monstrosity. The power user’s
solve into small piles of ash and blood, whether
skin will become dark and covered with fine fur; his
they are in direct sunlight or not. The power user
or her fangs will grow out, ears will become pointed
must reform at sunrise, even if only from a single
and the face will assume a bat-like aspect, hands
creature, although any of the swarm’s members will
and feet will become slender grasping claws, and
do.
128
DISCIPLINES
129
DISCIPLINES
130
DISCIPLINES
131
DISCIPLINES
132
DISCIPLINES
133
PART VI
Thaumaturgy
No matter how subtle the wizard,
a knife between the shoulder blades will cramp his style.
134
THAUMATURGY
135
THAUMATURGY
136
THAUMATURGY
This is a relatively recent path, and also one of the ●● Biothaumaturgic Restoration
rarest -- not for its difficulty, but because it is rather The Thaumaturge may aid a living or undead body
unsettling. Some more religious vampires see this in its healing processes. This takes a full night (10
Path as unholy. Like Alchemy, use of this path is hours) before the roll can be made, and requires a
restricted to the laboratory setting, though the type number of very expensive chemicals. The subject
of laboratory needed is different. Consider the Al- will spend 24 hours recovering from the Restora-
chemy rules for laboratory quality (and cost) to be tion, during which time he or she will give away
applicable here. Advantage on all contests. Performing Restoration
on one's self is possible, but the Thaumaturge gives
● Bioanalysis away Advantage.
With only the smallest of organic tissue samples —
a hair or a cheek swab is enough — the Thauma- Two wound levels of any type may be healed with-
turge may divine a great deal of information about out rolling. If more healing is desired, the Thauma-
the subject from whom the sample comes. This turge may contest (using Medicine for mortals,
information can include: any of the following: and Vampire Physiology for vampires):
BIOTHAUMATURGY + WITS
VS.
4+ # OF INFOBITS DESIRED.
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THAUMATURGY
●●● Biothaumaturgic Enhancement The size and complexity of the creature determines
The Thaumaturge may perform a full week's worth how long it takes to use this power.
of experimentation on a subject and give that sub- 1 Night: A plant, medium fish, a
ject enhanced physical abilities. No other substan- small bird, or a rodent.
tial activity (including hunting) can be performed 3 Nights: A small cat, dog, a hawk,
during this week. Any of the following may be se- bat, or medium tree.
lected: 1 Week: A large dog or person
1 level of Potence 3 Weeks: A great cat, horse, or shark.
1 level of Fortitude
1 level of Celerity The Thaumaturge may create patchwork creatures,
+1 to all Physical Attributes giving a person the claws of a cat, the head of a
dog, and so forth. The GM should work with the
The Thaumaturge must choose how many bonuses player to resolve these situations.
he or she is attempting to grant before performing
the experiment. (A given bonus may be chosen The construct must be given a simple set of in-
more than once.) Success or failure is not deter- structions -- no more than a sentence or two and
mined until the end of the week. The Thaumaturge nothing that requires any sort of reasoning -- at the
contests: time it is created. Failure to do so results in an inert
construct that simply sits there. All Biothaumatur-
INTELLIGENCE + BIOTHAUMATURGY gic constructs are destroyed instantly if exposed to
VS. sunlight. They suffer double damage from Fire.
BASE DIFFICULTY + (2X# OF BONUSES) To create the construct, the Thaumaturge must
contest:
The base difficulty is:
3 Mortals WITS + BIOTHAUMATURGY VS. DIFFICULTY
4 Ghouls
5 Biothaumaturgic Constructs Difficulty varies with the amount of change worked
7 Vampires. into the construct (6 for an unchanged corpse, 10
for a complex hybrid). Success means the con-
If the Thaumaturge has previously failed to en- struct lasts 366 days. A tie means the construct
hance the same subject, increase the difficulty by lasts 1 week. Failures fail.
another 2. The experiment’s effects last 28 days for
a success, and 7 days for a tie. Failures inflict 5 ●●●●● Creo Vivum
wound levels on the subject with no positive effect. This power is identical to Biothaumaturgic Con-
struct (●●●●) save that:
●●●● Biothaumaturgic Construct
The Thaumaturge may endow a dead lifeform with (1) the length of time to work it is doubled; and
magical energy and essentially bring it back to a (2) the creature will have Mental attributes 1 less
mocking shade of life. The creature so created will than what it had in life..
be mindless (Social and Mental attributes of zero),
but will have their original Strength and Stamina. Instructions are not necessary, as the construct may
Their dexterity will be reduced by 1 (to a minimum have reasoning and memory. It will still desire to
of 1). The construct will have one half the total serve the caster, but it can be convinced to do oth-
number of health levels that it had in life. erwise.
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THAUMATURGY
Much prized for its utility in Certamen duels, Coun- ●●●● Spell Breaker
termagic represents the Tremere's first line of de-
(Range)
fense... against each other.
By expending a Willpower point, the Thaumaturge
may dispel any permanent Thaumaturgical or magi-
● Resistance Charm cal enchantment, including but not limited to
(Combat) wards, personal rituals, spirit bindings, and item
By expending a blood point, the caster makes him enchantments. Use of this power requires at least a
or herself momentarily more resistant to magic ef- full minute. The enchantment MUST attempt to
fects, gaining Advantage on any contest to resist a resist with:
magical power. This power can be activated in-
stantly in response to any minor magical effect of LEVEL VS. THAUMATURGE WILLPOWER
which the Thaumaturge is aware. "Minor" in this
context means a Rank 2 power or ritual or lower. Compare the level of the enchantment with the lev-
The charm does not affect purely physical damage el of the caster's Countermagic path. Whichever is
or attacks caused indirectly by magical sources such higher gains Advantage on this contest. Perma-
as a telekinetically thrown rock, Tactical elemental nently or semi-permanently enchanted items always
attacks such as Lure of Flames, and has no effect gain Advantage.
on vampiric disciplines other than Thaumaturgy
and Necromancy. ●●●●● Spell Shield
By expending a Willpower point, the Thaumaturge
●● Negate may wrap him or herself in a protective cloak of
(Combat) Countermagic. This power lasts for one scene.
This power functions the same as Resistance
Charm, but the caster gains resistance (i.e., Ad- While this power is active, any use of magic or
vantage) against any magical effect. This still does Thaumaturgy (other than Countermagic) directed
not affect indirect physical attacks. against the caster automatically fails unless the op-
posing caster immediately spends a Willpower
●●● Deflection point.
(Combat) If the additional Willpower point is spent, then the
By spending a Willpower point, the power user may magical effect must resist as if the Thaumaturge
cause any offensive Thaumaturgical or magical ef- used the Spell Breaker power against it. This power
fect directed at him to rebound against the original does NOT affect permanent magic items: only ef-
caster. Attacks with range limitations will always be fects cast at the Thaumaturge.
able to reach back to the original caster. All charac-
teristics of the attack are handled as if the original
caster had cast it at himself. The caster must be
aware of the attack to activate this power. This
does affect elemental castings such as Lure of
Flames.
139
THAUMATURGY
This path was developed by a Tremere Kabbalah While under the influence of this power, the subject
scholar in North Africa around 1911. It has not yet will not be oblivious to the rest of the world, but
caught on to widespread use. they will tend to zone out anything that isn't ex-
ceedingly important. This will typically give a +1
● Processing to +2 bonus on activities requiring extended con-
centration or mental activity, and force the subject
(Combat)
to give away Advantage on Perception-based rolls
By expending a blood point, the Thaumaturge ef-
unrelated to the task..
fectively increases his or her Wits. The Thauma-
turge gains Advantage on any Wits contests for that
turn. This power does not constitute an action and ●●●● Multitasking
may be used in response to the call for a contest. (Combat)
The Thaumaturge is able to draw upon the power
●● Centering the Chi of his blood and his training in the Path to frag-
ment his attention -- effectively multiplying his
(Mental) (Subtle) (Range) (Combat)
mental capacity. By expending a blood point, the
By expending a Willpower point, the caster may
caster gains additional actions equal to his Path Rat-
cause him or herself, or another target, to enter a
ing -- though any additional actions must be pri-
state of enhanced mental clarity, peace, and stabil-
marily mental (though it may include speaking,
ity.
small hand manipulations, or even be the use of a
discipline such as Dominate or Auspex). If the
Characters affected by this power are unaffected by
character turns his full attention to a mental prob-
wound penalties, gain a +1 in contests to resist
lem using this power, he or she may make multiple
Mental and Emotion disciplines used against him or
rolls and take the best result. All actions under this
her. This power lasts for two turns per Path Rat-
power happen simultaneously.
ing.
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THAUMATURGY
This path is a conglomerated path that brings to- permission will have a sense of unease sufficient to
gether a number of traditions, rituals, and thauma- dispel casual visitation. The effects may be resisted
turgical tricks that the clan has used to defend its with a contest of:
havens, chantries, and homes for centuries.
WILLPOWER VS. INTELLIGENCE + OCCULT
● Guest's Herald
This power lasts for 24 hours per blood point spent Success grants freedom from the enchantment for
at casting. When used on a door or other portal, approximately five minutes, at which time another
anyone entering or leaving through the portal cre- resist must be made. A Tie means the resistor suc-
ates an audible or visual effect that can take place cumbs to the enchantment and may not resist for
anywhere in the house: it could be a creak of the fifteen minutes. Failure indicates that no further
enchanted door, the ringing of a bell in the main attempts can be made while remaining in the haven.
hall, or the rotation of a decanter in an upstairs
lounge. The effect must be selected at the time of ●●●● Temportal
casting and cannot be changed. The effect must be (Dawn)
simple and cannot last longer than a second or two. By expending a Willpower point, the Thaumaturge
creates a space-distorting field of magical energy
●● Master's Order throughout his or her haven. The caster may use
(Dawn) any door to access any room in his or her haven,
This power requires spending a blood point and even if that room has no other doors or entrances.
lasts until sunrise. While it is active, the Thauma- This power lasts until sunrise. Only the caster and
turge knows where almost everything in his haven those he willingly brings with him while touching
is: where he placed an important book, where his may use these doorways in this manner.
keys are, where the rats have taken his twinkies....
the only things for which he doesn't know the loca- ●●●●● Living Manor
tion are living or undead creatures and items (Dawn)
brought into his haven without his permission or By expending a Willpower point, the Thaumaturge
knowledge. Some Thaumaturges give guests “gifts” may imbue his haven with a limited sentience. The
allowing them to track their whereabouts... caster may ask his haven questions about what is
happening within its walls or immediately outside
●●● Rhyme of Discord of them (the haven can "see' through windows), or
Use of this power requires spending at least two even about what has transpired since the power was
blood points, and it remains active for 24 hours per activated. The caster must talk to a particular ob-
two points spent. When active, anyone in the cast- ject in the haven -- though it can be any object at
er’s haven without express permission will find any given time. The haven will not initiate a con-
themselves hopelessly lost, no matter how small the versation unless there is some grave danger to the
building. They will also be unable to remember any haven itself or the caster (i.e., four Sabbat smash
but the most insignificant details of the place. Any- through the front door). The Haven is not consid-
one approaching the entrance of the haven without ered to have any Auspex.
141
THAUMATURGY
● Candlelight
Using this power, the Thaumaturge may create a
small candle-sized flame on the palm of his or her
hand, or on the tip of a finger. The flame will not
harm the power user (though it may induce Fren-
zy), but it will cause one level of fire damage to any-
one directly exposed to it for 10 seconds or more,
and it may be used to ignite combustibles. The use
of this power requires the expenditure of a blood
point. The caster may maintain the flame as long as
he or she wishes, but cannot use the hand for any
other purposes.
●●●● Engulf
(Tactical) (Range) (Gesture)
●● Flame Wreath By expending a Willpower point, the caster may
(Combat) cause a target to be consumed with flame. Lest the
By spending a blood point, the character may author be accused of understatement, let me repeat
wreathe his or her hands in flame for one round, that. The caster may cause a target to be consumed
adding one point of aggravated damage to brawl with flame.
and grapple attacks (and potentially causing frenzy).
Alternatively, he or she may wreathe a melee weap- CBT: Dex + Occult DMT: Willpower
on in flame, causing up to two points of the dam- High: 5A Low: 3A
age to be aggravated (though no additional dam- Soak using Fire/Sun total only.
age). Normal soak totals are still used in both cases
-- not the Fire/Sun total.
●●●●● Immolations
●●● Flame Bolt (Tactical) (Range) (Gesture)
(Tactical) (Range) (Gesture) The caster may use the Engulf power on multiple
The character may, with the expenditure of a blood targets simultaneously. In calculating CBT, x is the
point, create a stream of flame that shoots forth number of targets. The Thaumaturge may thus use
towards its designated target. Immolations on two targets without any penalty.
CBT: Dex + Occult DMT: Willpower CBT: Dex + Occult + 2 - x DMT: Willpower
High: 3A Low: 1A High: 5A Low: 3A
Soak using Fire/Sun total only. Soak using Fire/Sun total only.
142
THAUMATURGY
A path of shadow and darkness, the Muted Path is Some say that this path is related to the Obtene-
often viewed as the opposite of Lure of Flames, bration powers of the Lasombra, and that it comes
and its practitioners may quench the fires of that dangerously close to consorting with demons. For
Path. If a power from this path is used against this reason, some extremely conservative Thauma-
Lure, it must be of equal or greater level (i.e., Mut- turges will have nothing to do with it.
ed Path 2 can only affect Lure of Flames 1 or 2).
The first four levels of this power may only be di-
If a Thaumaturge with skill in this path declares a rected at one specific target (unless the Thauma-
combat action, then someone attacks them with fire turge is using Path of the Focused Mind to multi-
(or some sunlight equivalent), this power may be task). Thus, the level four power (Extinguish) can-
used reactively without giving away Advantage not extinguish all light in a city block, but only, say,
for changing actions (i.e., it counts as an “Evade” the lights connected to the electrical system (i.e.,
against fire and sun-type attacks). what is being affected is the power grid). "All the
lights in a house" would be considered a single ob-
ject, because the house is a single object.
● Snuff
(Sight) (Combat) (Concentration)
By expending a blood point, the Thaumaturge may
extinguish a light source no more powerful than a
single large bulb (i.e., a yard floodlight). Flames will
simply go out (without leaving even residual em-
bers) and electric sources will continue to function,
but will simply produce no light.
143
THAUMATURGY
144
THAUMATURGY
No damage is inflicted. The victim may escape, but ●●●●● Blood to Water
each attempt takes one full round of action and re- (Touch) (Tactical)
quires a contest of: By expending a Willpower and touching an oppo-
nent, the Thaumaturge may transform his/her
STRENGTH + POTENCE blood to water. This power kills mortals instantly.
VS. In vampires, it destroys blood and inflicts a level of
CASTER'S WILLPOWER. damage for each point destroyed. Ghouls are treat-
ed as vampires only so long as they have vampiric
●●● Parch vitae in their system. If the touch is successful, the
caster contests, with the difference between the to-
(Range) (Combat) (Gesture)
tals indicating how many points are destroyed:
By calling this power into effect and spending a
blood point, the Thaumaturge can drain a target of
MEDICINE + PATH RATING
fluid. The power dehydrates mortals, causing dam-
VS.
age, and destroys blood pool in vampires. It may
TARGET'S FORTITUDE.
not be used in close or melee combat. This power
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THAUMATURGY
INTELLIGENCE + PATH The damage continues for some time: each round
VS. after the first, the target loses 1 less blood point and
2 + (3 X INCREASE SOUGHT) takes 1 less damage, until the effect ends.
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THAUMATURGY
This Path is adapted from an ancient line of Setite clutch it even more tightly. This power can disrupt
sorcery. It was developed by Hasham ibn Adal of negotiations and tense social situations, leading to
the Cairo chantry — and further refined by a num- catastrophic consequences.
ber of contributors — in the mid 1800's. It is not
practiced widely, being concentrated mostly in the The target will not be aware of the change, and will
Eastern Mediterranean. There is some stigma at- likely attempt to rationalize it until he or she has
tached to practicing this Path; it is considered by had some time (and cause) to reflect on his or her
some to be “unclean.” actions. The target may subconsciously resist this
power with a contest of:
Learning this Path is cause for a Degeneration
Check (as, obviously, are many uses of its foul pow- WP/2
ers). Learning Level 1 is considered a Rank 6 “sin.” VS.
Learning Level 2 is considered a Rank 5 sin, Level 3 MANIPULATION + SUBTERFUGE
a Rank 4 sin, and so forth.
● Malaise
(Touch) (Dawn)
By expending a blood point and touching the sub-
ject, the power user may attempt to poison the spir-
it of the target. The taint is visible as an ill-yellow
blurriness in the target's aura. While under the in-
fluence of this power, the target gives away Ad-
vantage on all Social Contests as well as Frenzy/
Degeneration rolls. The target may resist with a
contest of:
●● Contradiction
(Range) (Subtle) (Personal) (Multi)
By expending a blood point, the Thaumaturge may
cause the target to do the exact opposite of whatev-
er it is they intended to do for the next ten seconds.
If they were going to voice their disagreement with
something, they will instead endorse it. If they
were going to walk out, they will instead sit down.
If they were going to attack someone, they will in-
stead attempt to defuse the situation. If they were
going to hand something over, they will instead
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THAUMATURGY
● Veil Sight
The Thaumaturge with this power will be aware of
the presence of spirits who are not actively conceal-
ing themselves, and by concentrating can see and
communicate with spirits. Most spirits react to
vampires with hatred and fear. This power can be ●●●● Fetishes
used at will. The Thaumaturge may bind a spirit into an object
so that the powers of the spirit may be used repeat-
●● Spirit Slave edly. This power will cost a variable amount of
(Range) (Resistance) (Multi) blood depending on the power of the spirit, but will
The user of this power can command one service be at least equal to the spirit's Willpower. Use of
from a spirit by expending a Blood Point. The this power calls for an immediate Humanity check
powers of most spirits to affect the physical world in any circumstance. The GM and the player will
are extremely limited. The spirit must resist this work out how this power works on a case by case
power with: basis.
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THAUMATURGY
● The Currents of Knowledge head and pantomime a phone (or use a prop, such
The Thaumaturge has learned how to turn his mind as a banana). This power costs one blood point.
into a computing machine capable of tremendous
feats of analysis and recall. He or she may expend a ●●●● Crack
blood point and gain 1 effective level of every tech- (Touch)
nical field (Computers, Chemistry, Medicine, Phys- By expending a Willpower point, the Thaumaturge
ics, Biology, etc.). This power lasts for one hour may gain access to or approval from any electronic
per rank of Intelligence the caster possesses. system. He or she may divine computer account
passwords, ATM PINs, may cause electronic locks
●● Disrupt to unlock or security systems to validate his or her
The user of this power temporarily disrupts a tech- identity. This power automatically works, but only
nological device sensitive to static or EMP energy on one system in one place (i.e., the system log in
(i.e., computer chips, pacemakers, ATMs, traffic for a single PC -- password-encrypted files will each
light controllers). The duration is momentary -- require a separate use of this power). Of course,
just enough to cause a reset or reboot. The power once the Thaumaturge gains a password... he knows
requires spending a blood point at Touch range, +1 the password forever.
blood point for every 10 feet of additional range.
●●●●● Matrix
If the Thaumaturge expends a Willpower, the dis- (Touch)
ruption is more serious: the device will require re- The user of this power may call upon the collective
pair or replacement before functioning again. A capabilities of all connected GPS, satellites (e.g.
successful contest is required for large and/or hard- ground-penetrating radar), surveillance cameras,
ened systems. The caster contests: online blueprints, cell phones, internet connections
(unencrypted), motion sensors, etc., to expand his
INTELLIGENCE + ELECTRONICS senses and knowledge and allow eavesdropping.
VS. All he needs is an access point.
DIFFICULTY
This requires full focused attention and expenditure
The Difficulty is: 5 for large systems (bigger than a of 1 Willpower to activate. While active, the power
room), 7 for hardened systems, and 9 for systems user cannot move (any movement disrupts the
that are both large and hardened. power) or communicate until they de-activate. The
effective range of the power is limited by the con-
●●● iCell centration of technology present. Typically it can
(Dawn) range from a building to a city block — though
The user of this power can access cell networks for connection is a strict requirement. Additional
messaging and phone calls without use of a device. Technomancy powers may be employed while this
This use is untraceable by standard means. The user is in use so long as the users neither moves nor
need only carry a mental image of a phone in their communicates. The Player and the GM should col-
laborate in sketching the limits of this power.
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THAUMATURGY
● Earthspeak ble 29 below, and may not affect any object with a
size greater than his or her Thaumaturgy score.
(Touch)
The Thaumaturge contests his Willpower vs. the
By placing a point of his or her vitae on a patch of
indicated difficulty. If the difficulty is higher than
open earth or upon a rock, the caster will immedi-
the caster's Willpower, it gains Advantage as well.
ately become aware of everything that has tran-
Using this power requires 1 minute for each rank of
spired in that location in the last twenty four hours.
size.
●● Passwall
By expending a blood point, the Thaumaturge may Table 29—Crumbling (Path of Terra)
pass through stone, concrete, or earthen barriers.
Wooden, artificial, or texture-coated surfaces are Blood Size Diff.
not affected by this power: only pure earthen,
stone, or natural cement barriers. This is not as 1 Briefcase, small sculpture 4
useful in modern nights as it was in the day of cas-
tles. There is no limit to the thickness of the barri-
er that can be crossed, but the caster must travel in
2 Up to the size of a person 6
a straight line once he or she enters and may not
stop. 3 Semi-Truck, large wall 7
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THAUMATURGY
Drizzle: Caster may summon rain from a Lightning Storm: Caster may cause a localized
clouded sky. A light shower will begin immedi- lightning storm to occur from a clouded sky.
ately. Bolts will randomly streak down, approximately
1 every 10 seconds, for as long as the caster
Stiff Breeze: Caster may cause the wind to pick concentrates. These cannot be used to attack,
up, clearing away fog, gases, and paper trash. but will have the sorts of destructive effects
that lightning normally would.
Dead Calm: The caster may completely elimi-
nate all winds. The effect is immediate. Temperature Extremes: The caster may ad-
just the local temperature by up to 25 degrees.
Temperature Adjustment: Caster may adjust The temperature changes over 5 minutes.
the local air temperature by 10 degrees up or
down. The temperature will shift over the
course of a minute.
154
THAUMATURGY
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THAUMATURGY RITUALS
Rituals are of two types: “General” rituals and If the Thaumaturge wins the contest, researching
“Associated” rituals. General rituals may be the ritual takes two nights per level of the ritual. If
learned by anyone based on their Thaumaturgy the Thaumaturge ties, it takes one week per level of
score (i.e., if you have Thaumaturgy 3, you can learn the ritual. If the Thaumaturge loses, the research
Level 3 General Rituals.) takes one week per level of the ritual, plus one
month per point by which the contest failed.
Associated rituals require the equivalent rating to be
on the associated Path, so that if you wish to learn a Ritual research is assumed to consume all of a char-
Level 4 ritual associated with Neptune’s Might, you acter’s “down time” for the time period that he or
must have 4 ranks in Neptune's Might (which in she is researching.
turn requires 4 ranks in Thaumaturgy).
3. Wards:
To cast any ritual successfully, the Thaumaturge All "Ward" spells function identically: the ward is
must succeed or tie on a contest of: inscribed on a surface, and any creature meeting the
specifications who touches the ward suffers an un-
INTELLIGENCE + OCCULT preventable 3 health levels of damage for every
VS. round they are in contact with it.
LEVEL OF THE RITUAL +3.
Affected creatures must succeed in a contest of...
1. Active Ritual Limit:
No Thaumaturge may have more active rituals than WILLPOWER VS. 7
his Wits + Thaumaturgy rating. Rituals marked
with a * do not count toward that limit. ...merely to attempt to touch an object with an obvi-
ous (or discovered) ward. The ward only affects
2. Learning Rituals: ONE object: the fender of a car (not the vehicle), a
Learning new rituals takes place in one of two ways: door (not the house), a golf club (not the set or the
either learning it directly from a teacher who is fa- bag), etc. Alternately, the ward may be cast on an
miliar with the ritual, or attempting to research the inscribed circle, preventing passage and inflicting
ritual. The first is by far the easiest. The second damage when the specified creature type attempts
requires effort. to pass through. Impermanent circles and wards,
however, such as those of chalk, can be erased
Researching a ritual is always successful – what mat- without needing to touch them (such as with a
ters is how long researching the ritual in question hose).
takes. The Thaumaturge should perform the fol-
lowing contest:
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THAUMATURGY RITUALS
By placing a small coin over the eyes of a vampire By casting this ritual on a sheet of paper, or a group
in torpor, or in the ashes of a destroyed vampire, of attached papers, the Thaumaturge may ensure
the caster of this Ritual will receive knowledge of that the target is never lost in bureaucracy, and will
how the vampire in question either entered torpor always draw the attention of those to whom it is
or was destroyed. This ritual will only reveal the properly addressed. This ritual affects the mind of
cause, not the identity of any actors. those in the vicinity of the paperwork, and its magic
is powerful enough that if the pages were left on
Engaging the Vessel of Transference the desk of a bureaucrat who was, say, on an ex-
Casting Time: 1 hour tended vacation, a passing colleague would notice
Duration: Semi-Permanent the pages on his or her desk and pick them up to
Components: V, S, M deal with them on his or her own initiative. The
Thaumaturge may never have more Expedient Pa-
This ritual prepares a sealed vessel filled with one perwork rituals active at any one time than his or
point of the caster's blood, and is generally used for her Thaumaturgy score.
taking discrete samples from victims for later use.
As this is a mystical effect, the container need only Impressive Visage
be able to hold about 1 ounce (25 ml) of liquid vol- Casting Time: 5 minutes
ume, rather than the usual pint. Once the vessel is Duration: Dawn-Terminated
finished, it can be used to magically exchange the Components: V, S, M
point of the caster's blood inside it for one point of
the victim's. The transfer is triggered by touching By casting this ritual and placing a sprig of dried
the vessel against bare skin, with the only sign of mint in his or her pocket, the caster may enhance
the effect being a slight shivering sensation. his or her sexual appeal. He or she becomes simply
more desirable than others. The caster gains a
The blood is preserved for as long as the ritual is functional +2 appearance for the duration of this
maintained, but the ritual will end as soon as the ritual (though this does not change his or her actual
vessel is opened or broken, at which time the blood appearance). Note that this ritual will have no ef-
inside will pour forth at its full physical volume (if fect on those who would otherwise be uninterested
the ritual is ended by the caster without opening the in the caster sexually, including Vampires old
vessel, it will burst open quite messily). If the cast- enough to know better. This ritual may be used to
er's original vitae is still within the vessel when the gain additional ranks to one’s Contest Value if the
ritual ends, the vitae will turn to dust, regardless of caster attempts to hunt using the "Don Juan" meth-
how long it has been 'preserved'. Note that when od.
transferred the caster's blood transmogrifies itself
to mimic the target's in order to avoid detection,
and thus is useless in terms of creating blood bonds
or ghouls.
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THAUMATURGY RITUALS
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THAUMATURGY RITUALS
will know immediately if his or her ghoul believes and general age (Neonate, Senior Ancilla, etc.)
he or she is in danger, and will also immediately of the vampire will be discernable. The pres-
know if his or her ghoul is injured, and how severe- ence of a blood bond, or steps towards one,
ly. Likewise, the ghoul will know these things of will register regardless of the amount of time
the Thaumaturge. There is no limit to the distance that has passed - as well as whether it is to the
over which this ritual is effective. caster or not.
* Culling the Herd (Blood) The Thaumaturge may have to make Medicine
Casting Time: 1 hour and/or Occult rolls to properly interpret some of the
Duration: Instant information provided by this ritual. This ritual has
Components: S, M no effect on vampiric vitae.
This ritual was developed by the Tremere in order * Inquisition of Captive Vitae (Blood)
to keep an accounting of the health of the humans Casting Time: 15 minutes per question
they depend upon for food and support. By exam- Duration: Special
ining a sample of mortal or ghoul blood in a thau- Components: V, S, M
maturgical laboratory, the caster can gain detailed
information about the status of the subject. All in- This ritual allows the caster to analyze a sample of
formation is given in terms of the time the sample vampire or ghoul vitae in a laboratory, gaining de-
was taken. This includes: tailed information about the subject the blood came
from. A number of questions may be 'asked' of the
The subject's gender and exact age, including blood. For the first question, the Thaumaturge
the cumulative amount of time spent as a ghoul, contests:
if they are one or were one in the past.
Any diseases, ailments, or other infirmities the PERCEPTION+OCCULT VS. 3
subject currently suffers from, or suffered from
within the last month, regardless of their origin +1 is added to the contesting value for each succes-
(bacteria, virus, genetic, etc.). Mystical afflic- sive question. If the caster fails, no further ques-
tions will only register if they have material ef- tions may be asked of that sample and the ritual
fects, such as Shaft of Belated Quiescence, ends. The following information may be ques-
though Tremere often deduce mystical curses tioned:
and the like by the lack of finding other cause.
Wounds the target has suffered within the last The subject's exact age, including how long they
month, whether or not they are healed (such as have been a vampire.
the healing of a vampire's kiss). The subject's exact Sanguinis (Clan Tremere has
Drugs, poisons, and other foreign substances devised means of scaling this)
the subject has had in their bodies within the Details of one diablerie incident, which includes
last week. year committed, plus the Clan and Sanguinis of
Whether the subject has drunk any vampiric the victim and an impression of their identity. If
vitae within the last month, and at what approx- no time period or other specification is given, it
imate time it was ingested. Details on the vitae will be the most recent incident.
in question are not possible unless a full point The presence of a blood bond, as Regnant or
or more was drunk within the last month, in Thrall. If the question is simply if the subject is
which case the traces are enough that the Clan bound, or binds others, the answers will be yes
160
THAUMATURGY RITUALS
161
THAUMATURGY RITUALS
162
THAUMATURGY RITUALS
163
THAUMATURGY RITUALS
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THAUMATURGY RITUALS
who died without sin on their soul (most casters of ceives an effective +2 bonus instead. The target
this ritual simply use babies). must resist with a contest of:
Raise the Hackles (Multi) Although this ritual does not count against the cast-
Casting Time: 20 minutes er's active total, the caster may not have a number
Duration: Dawn-Terminated of jars that exceeds twice his or her Thaumaturgy
Components: V, S score.
This ritual may be cast on either the caster or an- * Tears of the Blood
other. If cast on another, the ritual must be resist- Casting Time: 1 minute
ed as described below. Duration: 10 minutes
Components: S
While this ritual is in effect, the target of the ritual
will exude threatening pheremones that will put When the Thaumaturge casts this on a target by
animals on edge, and which will add an effective +1 tracing the shape of mystic glyphs about the target's
Beast to the difficulty of any frenzy checks made in head, the target begins to very slowly weep tears of
the target's presence. If the frenzy trigger is the blood. The tears will not stop for 10 minutes, and
target's attacking another vampire, the Beast re- the target will lose, effectively, 1 point of blood.
165
THAUMATURGY RITUALS
This ritual can only be cast on victims who remain Blood Walk (Blood)
relatively still for the entire minute of casting. This Casting Time: 1 hour per step
ritual is often used on sleeping mortals to collect Duration: Instant
blood, as it causes no pain and no discomfort in the Components: V, S, M
target. In social situations it can be quite dramatic
and disturbing, though difficult to cast. By examining a point of the target's blood in a la-
boratory, the Thaumaturge may trace the target's
Traceless Passing lineage, gathering information on the target, their
Casting Time: 5 minutes sire, grandsire, etc. At each stage, the information
Duration: Dawn-Terminated gathered is the subject's True Name, exact age (or
Components: V, S, M date of destruction if they are gone), Demeanor,
Nature, and whether a step in the lineage was a
This ritual requires an owl's feather and the ashes of "true" embrace or not, (the Thaumaturge must
a toad, bound together in a package with silk know what this is). Information on the target him
thread. When the ritual is effect, and so long as the or herself is gathered automatically. For each step
caster carries the packet on his or her person, the beyond, the Thaumaturge contests:
Thaumaturge may travel through even the densest
forest and thickest mud without leaving any trace WILLPOWER VS. 4
of his or her passing save a faint odor that can only
be followed by the most astute bloodhounds. The difficulty increases by +1 for each step beyond
Many practitioners who know this ritual prepare the target’s sire. Failure means the Walk is inter-
their packets ahead of time and never leave home rupted, ends, and another sample must be gathered.
without them.
Craft Bloodstone (Blood)
Ward vs. Ghouls Casting Time: 90 minutes over three nights
Casting Time: Variable; 30 minutes mini- Duration: Semi-Permanent
mum. Components: V, S, M
Duration: Semi-Permanent
Components: V, S, M This ritual requires a large bloodstone (heliotrope)
— at least an inch across. On each of three succes-
This ritual wards an object or a circle against sive nights, the caster must successfully cast this
Ghouls (See Wards, supra). The casting requires a ritual and expend a point of vitae, which is ab-
blood point of the Thaumaturge's vitae, and takes sorbed into the stone. On the third casting, the
at least 30 minutes, though it may take longer (up stone and the Thaumaturge form a permanent
to several nights) if the ward is being marked in a bond: he or she will know the relative direction and
particularly difficult way (i.e., carved into stone and distance of the stone at all times. The Thaumaturge
inlaid in silver). can usually narrow down the location to an area in
diameter about 1/50 of his distance from the stone.
A caster may have as many active bloodstones as he
or she wishes, and will be able to keep them distinct
in his or her mind. (Note: each separate blood-
stone counts separately against the active ritual lim-
it!)
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THAUMATURGY RITUALS
Incantation of the Shepherd (Blood) ed actions (e.g., Inquisition of Captive Vitae) will
Casting Time: 10 minutes require that the blood be dissolved. This ritual
Duration: Concentration does not count against the caster's active ritual total,
Components: V, S but the caster may have no more than 1 infused
object per level of Thaumaturgy that he or she pos-
With this ritual, the Thaumaturge is capable of lo- sesses.
cating a given mortal whose blood he has tasted in
the last week. The precision of the location is rela- Minor Anti-Magic Charm (Countermagic)
tive to how close the target is, and the location is Casting Time: 1 half-hour
conferred in a sense of distance and direction (cf. Duration: Dawn-Terminated
Bloodstone, supra). The caster must continue to Components: V, S, M
concentrate in order to "track" this resonance.
Movement (walking) is possible, though any dis- This ritual requires a diamond worn by the caster
traction such as Discipline use/combat/etc. will near his or her skin (it may be on a ring). Some
end the ritual. Driving while this ritual is active re- Thaumaturges swallow the diamond. It must be at
quires the expenditure of a Willpower point. Due to least .5 carats, though it need not be of high quality
the imprecision of the sense, it generally takes twice (though it shouldn't be cracked). While the dia-
as long to reach the target as it would if the caster mond is so situated, the caster may force re-rolls of
knew exactly where he was going. Note also that magical effects directed at him. The caster may ei-
only a _taste_ of the blood is needed. This ritual ther re-roll his or her resistance roll, or force a re-
may only be used on a given mortal three times roll of a roll made by the caster. The re-roll is made
without the need to "refresh" the taste. with the exact same parameters as the original roll -
- including any Willpower spent. If either roll fails
* Principal Focus of Vitae Infusion (Blood) to affect the Thaumaturge, then no effect is had.
Casting Time: 30 minutes This charm only affects magic of ranks 1-3, and
Duration: Semi-Permanent does not affect vampiric disciplines other than
Components: V, S, M Thaumaturgy.
Using this ritual, the Thaumaturge may mystically Flesh of the Fiery Touch (Flame)
"compress" a full point of blood or vitae and store Casting Time: 1 hour
it within any object made of just one substance Duration: Dawn-Terminated
(metal alloy, plastic, stone, etc.). The object must Components: V, S, M
be larger than a pea, and will take on a dull red
sheen after casting. The caster may end this ritual This ritual turns the caster's skin a subtle orange-
at will, dissolving the object and producing a full bronze color. Anyone deliberately touching the
pint of blood—preferably into a container of some caster, bare skin to bare skin, suffers 2 levels of fire
sort (including the caster's mouth, though no more damage per round. There is no effect if the Thau-
than one point may be dissolved this way each maturge touches a target (though if the caster holds
round). While stored this way, the blood or vitae out his hand, it may be reflex to take it... and no
retains its full potency and freshness. one says the caster has to let go). The caster's skin
will seem to be warm, even feverishly so. Casting
Note that it is permissible to use instantane- this ritual requires burning a coal down to an em-
ous powers such as Path of Blood 2 on the blood ber, and swallowing it. Doing this inflicts a point
point in its solid form, but more analytic or extend-
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THAUMATURGY RITUALS
of fire damage on the caster that cannot be pre- * Sigil of Ownership (Hearth)
vented. Casting Time: 10 minutes
Duration: Semi-Permanent
When attacked by a brawler, the caster may ensure Components: V, S, M
that the opponent touches his skin by giving away
Advantage on both CBT and DMT. If the caster This ritual mystically marks an object as belonging
does this, he inflicts 2 points of fire (aggravated) to the Thaumaturge. There is no way to remove
damage on his opponent(s) no matter what the out- this mark save by the caster's own will: even Coun-
come of the contest. termagic will fail. Other than flawless identifica-
tion, the ritual only offers one benefit: no item that
Absorb Knowledge (Focused Mind) has been marked by the caster may be successfully
Casting Time: Variable/Instant used in the casting of a ritual without the caster's
Duration: Semi-Permanent express permission. The sigil may be placed on the
Components: None flesh of a ghoul or even a mortal. The sigil also
gives the caster Advantage on any magical attempts
By entering a meditative trance, the caster may ab- to observe or locate the object or person so
sorb tremendous amounts of information into his marked. A caster may create any number of sigils
or her head, information that is stored outside of up to twice his or her Willpower.
his or her normal consciousness. The caster may
read even the most dense texts at a rate of 30 sec- Lesser Kinetic Ward (Movement of the Mind)
onds per page. A computer screen filled with data Casting Time: 20 minutes
can be absorbed at astonishing speed. Essentially, Duration: Dawn-Terminated/
the Thaumaturge turns his or her mind into a snap- Triggered
shot camera. This information can only be ac- Components: V, S, M
cessed, however, with the Perfect Recall ritual. The
limit of information that the Thaumaturge can hold The caster must place a ball of rubber on his per-
in one casting of this ritual is approximately 1 large son somewhere to complete this ritual. After it is
book (i.e., the complete works of Shakespeare) per cast, this ritual will grant tremendous resistance to
dot that he or she possesses in Focused Mind. If the first serious kinetic attack or damage effect that
the information is accessed, the Thaumaturge must the caster experiences. For these purposes, a
immediately begin to write or type the information "serious" kinetic attack is a physical attack involving
down, or it will fade within minutes. There have kinetic force of some sort that causes at least 3
been stories of Thaumaturges who forced them- health levels of damage. Most melee attacks, all
selves to stay awake through the day as they franti- brawl attacks, falling damage, being hit by a car or a
cally spilled forth the contents of some rare book thrown weapon... these are all kinetic attacks. Be-
or another that they memorized.... ing burned by acid or the sun is not. The caster
may soak the damage from this first attack/damage
effect as if he or she possessed three additional
ranks of Fortitude. The ritual is dispelled after it
provides this bonus once.
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THAUMATURGY RITUALS
Donning the Mask of Shadows (Muted Path) Gift of Shadowed Vision (Spirit)
Casting Time: 20 minutes Casting Time: 10 minutes for 1, +5
Duration: Dawn-Terminated minutes per additional person
Components: V, S, M Duration: Dawn-Terminated
Components: V, S, M
When the Thaumaturge casts this ritual and pours
a small vial of squid ink over his or her head, he or This ritual grants its targets -- and there may be as
she assumes a darkened, semi-translucent form. many as the caster wishes -- the ability to see into
This does not make the caser insubstantial, but the Spirit world as if they possessed Veil Sight. The
merely alters his or her appearance. It does, how- caster must rub human bone ash mixed with his or
ever, mute sounds coming from the caster to a her vitae across the eyelids of each participant in
small degree. While this ritual is in effect, the caster the ritual (the ritual costs 1 BP to cast and affect
may hide in shadow by remaining perfectly still -- one target, and 1BP for every two additional tar-
only detectable by accident (bumping into the cast- gets). The ritual only works within fifty feet of the
er) or by those with Auspex 2 or higher (or equiva- initial casting point, which is marked by a series of
lent power). In addition, the caster gains 3 virtual glyphs that surround the bowl in which the ash and
ranks in stealth while this ritual is in effect. vitae are mixed. Once mixed with ash, the vitae
transforms, and may not be used against the Thau-
* Principal Focus of Aqueous Infusion maturge with Thaumaturgical powers.
(Neptune’s)
Casting Time: 6 hours Seance (Spirit)
Duration: Semi-Permanent Casting Time: 30 minutes
Components: V, S, M Duration: Concentration / Dawn-
Terminated
This ritual allows the caster to infuse an aquamarine Components: V, S, M
gemstone with large amounts of water. Up to two
cubic yards of water may be absorbed. This water This ritual allows the caster to open a channel
may then be released by the wearer at a later time, through the spirit world to the realm where spirits
appearing directly around the gemstone. All the wa- of the dead reside. The caster can (and indeed
ter is released within the gem when invoked. It is must) name the specific spirit to be summoned.
intended to be used in conjunction with Neptune's
Might 2. The ritual remains active until the water Once the channel is opened, the named spirit may,
has been released from the gem. The gem will glow if it chooses, travel through the channel into the
with a soft blue tinge while enchanted, and will re- spirit world near the caster. The spirit will recognize
lease its water if struck or dropped onto a hard sur- that someone is trying to contact it. The spirit is
face. The gem may be re-enchanted after use, and more likely to appear willingly if it has recently left
must be of at least two carats weight (though it can the material plane, or if a loved one is making the
be a rough stone, and thus isn't terribly expensive). call.
This ritual does not count against the caster's active
ritual total, but the caster may have no more than 1 Spirits summoned by a Seance will not generally be
infused object per level of Thaumaturgy that he or hostile, as this ritual is a very inoffensive, unobtru-
she possesses. sive summons. There is a slight (1%) chance that
some other spirit will take Advantage of the chan-
nel and come through, but most spirits aren't that
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THAUMATURGY RITUALS
motivated. Spirits of destroyed vampires cannot be across with appropriate glyphs, and then covering it
reached with this ritual. The material components with a light coating of grave dirt. After it is com-
are a summoning circle drawn on a flat surface, a plete, the caster may speak a single phrase - sds -
white beeswax candle, and at least 3 black beeswax and the trap is sprung. Anyone standing in the trap
candles. will find themselves caught in the earth, submerged
18 full inches in solid stone. This would obviously
Summon Watching Spirit (Spirit) be fatal to a mortal standing on his or her head, but
Casting Time: 10 minutes is sufficient to trap most beings in place. The trap
Duration: 24 hours is no longer considered an active ritual after it has
Components: V, S been sprung. Vampires with Celerity 4 who are
able to move may avoid this trap. Vampires with
This ritual summons a minor spirit to watch the Protean can probably escape. Vampires with Po-
place it is summoned to. The spirit will remain for tence may be able to shatter the stone. Vampires
up to 24 hours, departing at the end of that time. with Auspex may roll to escape the trap with a con-
At any time before it departs, the caster may use test of:
Spirit Thaumaturgy to communicate with the spirit
and learn what it has observed. Spirits do tend to DEXTERITY + ALERTNESS VS. 8.
have an unusual view on the world.
Ties mean the target is trapped.
Mystic Cypher (Technomancy)
Casting Time: 5 minutes Meteorological Charm (Weather)
Duration: Semi-Permanent Casting Time: 1 Night
Components: V, S, M Duration: Semi-Permanent
Components: V, S, M
This ritual must be cast on a particular electronic
data source, which can be as small as a single email, This ritual requires that the Thaumaturge spend an
or as large as a 50TB drive. The file or source be- entire night treating an opal with a series of baths:
comes mystically encrypted, will appear as hopeless- one of his or her own blood (1 point), one of fresh
ly corrupted to any who attempt to view or access rainwater, one of seawater, one of fresh crow's
it. It cannot be opened or accessed by any normal blood, and one of melted snow. After several such
means (though it may be erased!). When the ritual baths, the opal begins to take on a black color.
is cast, the Thaumaturge may name those whom he When the ritual is complete, the gem becomes a
or she wishes to be able to decrypt the file. Anyone charm that is extremely sensitive to the weather. It
so named will be able to remove the encryption will change colors depending on what the predomi-
(deactivating the ritual) with a simple incantation: nant weather for the next 24 hours will be in the
Ducite scientiae absconditi. immediate area. The charm only works if outside.
It will flare a bright white for a moment if a magical
Stone Trap (Terra) effect alters the weather in the immediate area.
Casting Time: 20 minutes
Duration: Semi-Permanent
Components: V, S, M
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THAUMATURGY RITUALS
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THAUMATURGY RITUALS
age. For the rest of the night, the caster's touch is tects the caster against vampiric charm, such that
toxic. Any skin to skin contact will result in grave the first Presence power used against the caster will
illness or death for mortals, and will severely incon- be reflected back on the Presence user, who may
venience vampires. Using this ritual is call for a then resist as if the power were being used by the
Level 6 humanity check. A mortal target may resist caster. The ritual ends one such use. This ritual will
with a contest of: not reflect level-4 or higher powers.
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THAUMATURGY RITUALS
This ritual must be enacted at the site of some mag- Using this ritual, the Thaumaturge may concoct a
ical effect (a magical item is considered an effect). powder made of sand, powdered lead, and pow-
When it is completed, the Thaumaturge will be able dered limestone that may be stored in a container
to see a thin, glowing cord that, if followed, will until needed. The powder must be placed in the
lead him to the caster. Thaumaturge's hand upon use, and blown into the
face of a mortal. It will put that mortal into a deep,
Shaft of Belated Quiescence magical sleep from which he or she will not awaken
Casting Time: 5 hours naturally until dawn, though pain or injury will
Duration: Semi-Permanent awaken the mortal. This ritual has no effect on
Components: V, S, M vampires (though it does work on ghouls!).
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THAUMATURGY RITUALS
The Thaumaturge may take a blood point from two Vitae of the Hydra (Blood)
magi and prepare two circles for a minor Certamen Casting Time: 30 minutes
duel. If the duel is carried out according to the ritu- Duration: Dawn-Terminated
al, all damage inflicted will be healed with one day's Components: V, S, M
sleep. While under the influence of this ritual, the
combatants gain Advantage on all frenzy checks. The Thaumaturge must consume a live scorpion, a
Any Willpower spent during this ritual by the com- live poisonous spider, and the head of a poisonous
batants is gained back with one day's sleep. snake in order to complete this ritual. While the
ritual is active, the caster's vitae becomes a toxic
Ward vs. Beast poison. One point will render mortals seriously ill
Casting Time: Varies; 30 mins. minimum. and comatose until they day a few days later, while
Duration: Semi-Permanent two points will kill instantly. Vampires will gain no
Components: V, S, M benefit from the caster's blood, and will operate at -
1 per point ingested for 1 hour per point ingested.
This ritual wards an object or a circle against crea-
tures of the Beast (See Wards, supra). Creatures of Dead Zone (Countermagic)
the Beast include anyone with a Beast of 6 or more, Casting Time: 1 week
with 4 or more Beast Traits, or anyone in frenzy. Duration: Semi-Permanent
The casting requires a blood point of the Thauma- Components: V, S, M
turge's vitae, and takes at least 30 minutes, though it
may take longer (up to several nights) if the ward is The Thaumaturge needs unrestricted access to a
being marked in a particularly difficult way (i.e., room for a full week to cast this ritual. He or she
carved into stone and inlaid in silver). covers the walls with a variety of sigils and runes,
made from lead, lodestone ferrofluid, and silver. At
Subtle Knife (Alchemy) least 10 lbs. of each is required. (Approximately
Casting Time: 1 Month $12,000.) At the end of the last night, the room
Duration: Semi-Permanent becomes a magical near-dead zone.
Components: V, S, M
Attempts to use magic within the room require
This is a tremendously prized ritual among alche- burning a Willpower point, and even then they have
mists. It requires titanium, iron, diamond, obsidian, only a 5% chance of succeeding. Magic items
mercury, and helium, all in liquid form, as well as a brought into the room will cease to function while
full Alchemical laboratory. It also requires the ex- in the room, and active rituals will be temporarily
penditure of two permanent Willpower points, surprressed. The ritual may be ended by defacing
and two blood points every night for a month. any of the sigils. For this reason, the sigils are often
(The caster must work all but one hour each night.) covered underneath wall paper or paintings. They
At the end, if the ritual is successful, the caster will may not be painted over, nor may adhesive be stuck
have a small, scalpel sized knife that can cut directly to the sigil. Clever Thaumaturges build a
through any substance with only the slightest appli- second set of "walls" within the room.
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THAUMATURGY RITUALS
* Memory's Search (Focused Mind) ten feet of an inhabited fire. The flames of an in-
Casting Time: 10 minutes habited fire will slowly begin to look like a head:
Duration: Instant after 2 minutes faint 'eyes' can be seen. After 5
Components: V minutes, the 'shape' of a head. After 10 minutes it
will clearly be a face. After 20 minutes, the face may
The Thaumaturge may search his or her own be identifiable.
memory for a particular piece of information. This
is different than Perfect Recall in that Perfect Recall The range of the ritual extends in a radius of one
requires that the caster remember what happened mile per 30 minutes spent entering the trance. Any-
in order to go back and gather more detail. one can end this ritual by dousing an inhabited
Memory's search is used for answering questions flame, disorienting the viewer for several minutes.
like, "Where do I know this person from?" At the
end of the ritual, the caster will have "refreshed" Inky Darkness (Muted)
the memory enough for Perfect Recall to be used Casting Time: 30 minutes
upon it, if necessary. Duration: Dawn-Terminated
Components: V, S, M
Fire Ward (Flames)
Casting Time: 30 minutes The Thaumaturge may enchant a room, covering
Duration: Dawn-Terminated the walls with a series of sigils written in squid ink.
Components: V, S, M At the conclusion of the ritual, the room is plunged
into absolute and impenetrable darkness. No light
The Thaumaturge casts this ritual by burning a sigil of any kind may enter the room. Fire gives off no
into his or her chest with a smoldering rod of yew, light and inflicts one half damage, rounded down.
causing 1 level of unsoakable aggravated damage. If cast outside, the caster must draw a circle to
The caster must also spend a blood point. At the serve as the “room” and if that circle is destroyed
end of the ritual, the caster's Stamina may be used or disrupted, the ritual immediately fails. (The inte-
to soak fire damage (and ONLY fire damage) as if rior version will fail if the sigils are disrupted.)
it were Fortitude. This ritual may be cast on oth-
ers, but it requires spending a Willpower point. The caster may spend a Willpower at the time of
casting to allow the ritual to persist throughout the
Wychfire (Flames) day. Additional Willpower may be spent on subse-
Casting Time: Variable quent nights to keep it in existence for additional
Duration: Concentration / Disrupti- days. A permanent Willpower may be spent at cast-
ble / Dawn Terminated ing to make the darkness permanent.
Components: None
* Call from the Depths (Neptune's Might)
This ritual was more useful in the times of hearths Casting Time: 30 minutes
and camp fires. The caster takes time to enter a Duration: Semi-Permanent
trance, at which point he becomes "aware" of sur- Components: V, S, M
rounding fires greater in size than a human head.
He can then project his awareness into these fires, The Thaumaturge places his or her hands into a
one at a time. Switching fires takes roughly one mi- body of water and begins the ritual. The material
nute. A caster can only inhabit a particular fire once component is a solid gold fish hook (approx.. $250)
per casting, but may observe and hear events within which is consumed in the casting. At the end of
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THAUMATURGY RITUALS
the ritual, he or she names one person or item. If or her mortal birth. This poultice can be spread on
that person or item is within the body of water, the aggravated wounds prior to sleeping for the day,
water itself will move to eject it. It will be thrown and if left undisturbed until sunset, will allow the
gently upon the shore beside the caster. This is a caster to heal up to two additional levels of aggra-
useful ritual for finding objects lost at sea. Note vated damage without cost. This ritual will only
that the item can only travel about 10 miles per work on the caster, and ends at sunset, or if the
hour, so if something is lost in the deep sea, this poultice is compromised.
ritual is best cast from a boat near where it was lost.
Haunted House (Spirit)
Water Haven (Neptune's Might) Casting Time: 2 hours
Casting Time: 5 minutes Duration: Semi-Permanent
Duration: Post-Dawn Sunset Components: V, S, M
Components: V, S
This ritual summons a host of minor spirits to a
By casting this ritual, the caster becomes immune house. They will make any mortal entering the
to sunlight that is shining through water. This is house feel uncomfortable, and may take harmless
most often used to haven in shallow lakes or but unnerving actions like opening doors, moving
streams without ill effect (other than being nibbled objects slightly, or causing images to momentarily
at by fish). appear in mirrors or in the movement of curtains.
Over time, the house will probably develop the rep-
Earth Haven (Terra's Power) utation of being haunted, and mortals will avoid it.
Casting Time: 5 minutes This ritual must be repeated to cancel the effect, as
Duration: Post-Dawn Sunset the spirits will stay once summoned. Three blood
Components: V, S points of the caster's vitae must be poured or
spread onto the foundation of the house.
The Thaumaturge presses his or her hand to open
earth (grass is fine, but stone will not work) and Summon Mischievous Spirit (Spirit)
incants for 5 minutes. At the conclusion of the rit- Casting Time: 30 minutes
ual, he or she is drawn down into the earth. The Duration: Dawn-Terminated
ritual ends at the first sunset, at which point the Components: V, S, M
caster re-emerges. Use of this power requires the
expenditure of a Willpower point. The point of The Thaumaturge may summon a spirit to vex and
entry will be obvious, and the earth will look dis- torment a named foe. The caster must have either
turbed. a lock of hair, a drop of blood, or something ex-
tremely personal that belongs to the intended target
Recure of the Homeland (Terra's Power) of the ritual, and that something is consumed in
Casting Time: 30 minutes casting. The spirit will seek out the target with un-
Duration: Post-Dawn Sunset erring accuracy, moving at 50 miles per hour.
Components: V, S, M When it arrives, it will begin making an incredible
nuisance of itself, causing things to go wrong in the
This ritual requires that the caster prepare a fresh worst possible ways. While plagued by this spirit,
poultice from a point of his or her own vitae (the no matter what the rules call for, all ties are
point normally expended in casting the ritual) and a counted as failures for the target.
few handfuls of earth from the city or town of his
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THAUMATURGY RITUALS
The caster may keep the data in his or her head, but
cannot access it in any way. (This ritual is similar to
the Focused Mind ritual Absorb Knowledge in this
way.) The caster uploads the data the same way.
Data must be uploaded by Dawn or it is lost.
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THAUMATURGY RITUALS
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THAUMATURGY RITUALS
as he or she enters. If the destination mirror is up joins with the diamond, moving inside of it. The
against a wall, covered with a cloth, has been bro- mercury coats the diamond and changes, giving it a
ken, or is no longer in the same place, the ritual hard, polished, mirrorlike skin. When the ritual is
fails. The existence of this ritual is why all mirrors complete, the resulting stone can be carried about
in Tremere chantries are covered with silk cloths. by the Thaumaturge. When it is touched to some-
one who is not in their True form -- someone con-
Splinter Servant cealed by Obfuscate or Protean or some other dis-
Casting Time: 1 night guising power -- the stone forces them to revert.
Duration: Semi-Permanent The three regeants separate when this occurs.
Components: V, S, M There is no resisting this ritual.
The ritual requires a full night’s casting and spend- Ward vs. Vampires
ing a Willpower point. A stake must be hand- Casting Time: Variable; 30 minutes mini-
fashioned from wood from a tree from a sanctified mum.
graveyard. It is inscribed with glyphs and sealed in Duration: Semi-Permanent
a container of prepared wax mixed with fresh badg- Components: V, S, M
er blood. When the seal is broken, the stake ani-
mates, tearing itself apart in the formation of limbs. This ritual wards an object or a circle against Vam-
It will relentlessly attack any one target designated pires (See Wards, supra). The casting requires a
by the caster, attempting to impale the target's blood point of the Thaumaturge's vitae, and takes
heart. Removing the Splinter Servant inflicts an at least 30 minutes, though it may take longer (up
additional 1 level of unpreventable damage, and the to several nights) if the ward is being marked in a
various splinters can only be removed from the vic- particularly difficult way (i.e., carved into stone and
tim's heart with a successful contest of: inlaid in silver).
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THAUMATURGY RITUALS
Greater Anti-Magic Charm (Countermagic) noring the first level of fire damage from each at-
Casting Time: 1 Night. tack that he or she suffers. Cutting off one's finger
Duration: Semi-Permanent requires the expenditure of a Willpower point.
Components: V, S, M
Flame Blade (Flames)
This extensive ritual requires a number of extremely Casting Time: 1 week
expensive and rare components. The primary com- Duration: Semi-Permanent
ponent is a near-flawless Chameleon Diamond of at Components: V, S, M
least 1.5 carats weight. This typically costs about
$20,000-$40,000, if it can be found at all. The dia- This ritual enchants a sword (or other melee weap-
mond must be carefully inscribed with the appro- on, but swords are most common) with the fell
priate symbols; in year’s past this was accomplished power of thaumaturgical flame. Casting this ritual
with an Alchemist’s Subtle Knife, but lasers are be- takes an entire week, and also requires approxi-
ing used in some chantries now. Other material mately $300,000 in rubies which are crushed and
components include a live electric eel, the spittle of destroyed in the course of the ritual. If the ritual is
a leper, garlic, and the tear of a widow from her successful, the sword will steal, without chance for
husband's funeral. resistance, 1 point of its wielder's blood every time
it successfully inflicts damage. This will cause the
Once the materials are assembled, the casting takes blade to spring up in a white hot jet of flame, in-
a full night. When icomplete, the gemstone must flicting 3 levels of fire damage on whomever was
be wrapped in the skin of the eel. So long as it is injured with the sword (above and beyond the
worn above the heart and against the skin, the sword's normal damage). This is considered part of
wearer may roll 1D6 each time he or she is subject the sword's attack, not a separate damage source.
to a magical effect, subtracting the level of the effect.
If the total is 2+, the magic fails to affect the Thau- Outside the Box (Focused Mind)
maturge. Casting Time: 30 minutes
Duration: Dawn-Terminated
A Thaumaturge may only have one of these rituals Components: V, S
active at a time. The charm must be "recharged"
each day by sitting in sunlight, from dawn to dusk. This ritual allows the caster to fragment his con-
If it is not recharged, the ritual fades. sciousness in a far more impressive manner than
the Multitasking power. The caster may create du-
Firewalk (Flames) plicates of himself that can work on problems com-
Casting Time: 1 hour pletely independently of each other. This allows
Duration: Dawn-Terminated the caster to quite literally do many things at once,
Components: V, S, M up to the limit of his body's ability to keep up. He
can type a report with one hand, while drawing a
The caster pouts water over himself that has been picture of something with the other, while dictating
exposed to at least 8 hours of direct sunlight. He a third project, all the while working to crack the
then writes sigils into his skin with some sort of code that he's looking at. The maximum number of
fairly indelible ink and cuts off his finger, tossing it tasks the caster can do at once is his path rating -1.
into a fire to burn. For the remainder of the night,
the caster is resistant to fire damage, soaking Fire
damage with his or her normal soak pool, and ig-
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THAUMATURGY RITUALS
Barrier of the True Home (Hearth) the water. Only one location can be viewed, and
Casting Time: 10 minutes the caster must specify the location at the time of
Duration: Dawn-Terminated casting. The caster may view a particular individual
Components: V, S (without knowing his or her location) provided the
caster possesses either an object belonging to the
This Thaumaturge may only cast this ritual on his target or some piece of the target's body (hair,
or her own haven. It is extremely potent: as long as blood, etc.). If the target has Obfuscate, focusing
the caster is within his or her haven and the ritual is the ritual at all requires a contest of:
active, vampires cannot enter without express per-
mission. They are utterly and completely incapable PATH RATING VS. OBFUSCATE
of doing so. There is no resisting or working
around this ritual, save that the vampires in ques- The caster will see things as if he or she were there:
tion can burn the haven down, of course. he or she can be affected by disciplines such as
Presence or Obfuscate. The scrying will last as long
Greater Kinetic Ward as the caster maintains eye contact with the water.
(Movement of the Mind)
Casting Time: 1 hour Contact Water Spirit (Neptune's Might)
Duration: Dawn-Terminated/ Casting Time: 40 minutes
Triggered Duration: Dawn-Terminated
Components: V, S, M Components: V, S, M
This ritual is an improved version of the Lesser Ki- The caster of this ritual may summon the spirit of a
netic Ward. The caster must place a ball of rubber natural body of water, including rivers, lakes,
on his person somewhere to complete this ritual. ponds, oceans, etc. The caster walks naked into the
Most Thaumaturges wear it around their neck, for water and drips a point of vitae into the water while
when the caster is aware of an impending kinetic pouring the water over his or her head with a stone
attack, he may expend a blood point and dissolve cup or bowl. After approximately 40 minutes, the
the rubber ball to cause the attack to fail complete- spirit will mentally communicate with the Thauma-
ly, or for all the force involved in the effect to be turge. Spirits of water are not like humans, but they
absorbed. This is a very powerful ritual: the vam- know have seen much. The spirits of great oceans
pire could activate it to survive being hit by a will be particularly alien in psychology.
speeding freight train and only be knocked out of
the way, or to fall 300 feet unharmed. Water Walk (Neptune's Might)
Casting Time: 30 minutes
Scrying (Neptune’s Might) Duration: Dawn-Terminated
Casting Time: 30 minutes Components: V, S, M
Duration: Concentration
Components: V, S, M The caster of this ritual may temporarily enchant a
bracelet with at least ten carats of aquamarine on it.
The caster of this ritual may use a small, still pool If the caster wears the bracelet as an anklet, he or
of water to view events happening simultaneously she may, for the rest of the night, expend a Will-
elsewhere. Both audial and visual elements are in- power point to be able to walk on water for a sce-
corporated. The caster expends the blood point ne. The caster may not run The bracelet may be
necessary to activate the ritual by dripping it into reused. This ritual is not transferrable.
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Heart of Stone (Terra's Power) ends when the shark jaw leaves the circle, or when
Casting Time: 9 hours the caster stops casting. Use of this ritual will al-
Duration: Semi-Permanent most certainly bring investigation by very, very
Components: V, S, M powerful members of very, very powerful groups of
vampires and wizards.
The Thaumaturge lies naked on a flat stone surface
and places a bare candle over is heart. The candle Scorched Earth (Weather)
burns down to nothing while the caster recites in- Casting Time: Variable (2 hours per night)
cantations. When the candle burns out, it flares, Duration: Variable
causing 2 aggravated damage. The caster's heart Components: V, S, M
hardens to stone. The caster may add twice his or
her Thaumaturgy rating to soak rolls for attacks This ritual is the flip side of Flood Waters, supra.
aimed at his or her heart, and is completely immune The Thaumaturge must cast this ritual under an
to the Shaft of Belated Quiescence. Additionally, open sky, for a minimum of two hours per night.
the caster gains Advantage against all Presence The caster may continue this ritual as long as he or
powers. she wishes, provided that no more than 22 hours
pass between the end of one casting session and the
The ritual is not without its drawbacks: the caster beginning of another. The caster must carve or
gives away Advantage on the first inhumanity check sketch out a circle with appropriate glyphs and sig-
he or she faces. Additionally, the Thaumaturge's ils, and must place within the circle a large snake-
Empathy score is temporarily reduced to zero, and skin. While the ritual is in effect, the region in
both Charisma and Manipulation are reduced by 1 which the ritual is taking place (approximately 100
rank each (minimum of 1). mile radius) will experience no rain, clear skies, near
-zero humidity, and record and near-record high
Flood Waters (Weather) temperatures; even the nights will be unusually
Casting Time: Variable (2 hours per night) warm and dry. The ritual ends when the snake
Duration: Variable skin leaves the circle, or when the caster stops cast-
Components: V, S, M ing.
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THAUMATURGY RITUALS
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185
THAUMATURGY RITUALS
palm of the hand regardless of how much material * Escape to a True Friend (Conjuring)
was used in its creation. Failure means that the al- Casting Time: 1 round
chemist must start over. A Thaumaturge may nev- Duration: Instant
er have more than one Philosopher Stone at any Components: V
given time. The material component is a chalk, ab-
solutely pure water, and three doses of Quintes- This ritual requires that the Thaumaturge whisper
sence, plus any other elements the caster wishes. the name of a true friend, provided that either the
caster or the friend has drunk the other's blood on
Blood Contract (Blood) at least one occasion. If successfully cast, the caster
Casting Time: 5 minutes expends 3 Willpower points and will be immediate-
Duration: Semi-Permanent ly teleported into that friend's presence regardless
Components: V, S, M of distance. The friend has the option to make the
ritual fail.
This ritual is perhaps the most feared of all the
Tremere tools. It allows the Thaumaturge to draft Nova Gem (Flames)
a contract, written in the blood of both parties sign- Casting Time: 1 Night
ing the contract (or all parties if more than two). Duration: Semi-Permanent
The terms of the contract can be whatever are de- Components: V, S, M
sired -- the only requirement is that the parties to
the contract choose to sign it. They cannot be com- This ritual requires a ruby of at least $50,000 value,
pelled by Dominate, though they can be compelled rock from an erupted volcano that travelled at least
by threats to loved ones. The contact may have its three miles in the blast, a vial of kerosene, a handful
own terms governing breach of the agreement, but of sulfur, and a handful of molten iron. The mol-
those terms become part of the contract and suffer- ten iron must be handled by hand during the ritual
ing those penalties is not considered a breach of the and inflicts 2 aggravated wounds that are not soaka-
contract -- merely a contingent operation. Breach ble. The Thaumaturge must also expend a perma-
of the contract itself by either party has the fol- nent Willpower point in the casting of this ritual.
lowing results:
The breaching party can be affected by the oth- When the ritual is finished, the caster will have a
er party's Dominate, regardless of Sanguinis. deep red and black gem that, when held, increases
The breaching party gives away Advantage on the damage of his or her Lure of Flames Path com-
all contests against the other party. bat abilities. (DMT is increased by 2, while
The breaching party may not choose to resist HIGH, and LOW are both increased by 1A). A
the powers of the other party if there is a vampire may only ever possess one nova gem, and
choice. another may not be created until the first one is
The breaching party becomes absolutely unable destroyed. A vampire’s Nova Gem only works for
to take any physical action to harm the other him or her.
party.
The breaching party becomes immediately
blood bound to the other party.
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THAUMATURGY RITUALS
.Daylight Thought (Focused Mind) his body will quickly flow back together. Likewise
Casting Time: 30 minutes if he is splashed across a floor: the droplets will
Duration: Post-Dawn Sunset move slowly to join together.
Components: None
Raise the Dead (Spirit)
This Thaumaturge may cast this immediately before Casting Time: 1 Hour
retiring for the day in order to separate a portion of Duration: 28 days
his or her mind from his or her vampiric nature. Components: V, S, M
The portion remains conscious, and has access to
all the abilities and disciplines that the caster nor- This ritual allows the Thaumaturge to place a spirit
mally possesses, with the single exception that the summoned by the caster into a recently dead
portion of the mind can do absolutely nothing to corpse. It will not be the spirit previously inhabit-
move or animate the caster's body. While the pow- ing the corpse. Being put into a body is extremely
er is useful in and of itself, the primary purpose of stressful for a spirit, and due to the strain, the spirit
the ritual is to allow Tremere to maintain control of has no Willpower to spare and no resistance to
their Possessed hosts during the daylight hours, mind control. It also has little in the way of free
without succumbing to the need for sleep. While will. The body is animated solely by the spirit's
this ritual is active, the caster is immune to frenzy. force: there are no biological functions going on at
This ritual is exceedingly exhausting, and requires all. This ritual may be renewed prior to ending.
the expenditure of a Willpower point every 4 hours.
Spirit of Torment (Spirit)
Liquid Form (Neptune's Might) Casting Time: 1 Hour
Casting Time: 20 minutes Duration: Semi-Permanent
Duration: Concentration / Dawn- Components: V, S, M
Terminated
Components: V, S, M This ritual summons a very aggressive and nasty
spirit that can be used to torment others. The spirit
This ritual allows the Thaumaturge to transform has no physical body, but can directly attack the
him or herself into water. The caster may control soul of any creature that has one. When the ritual
the water to a limited extent -- moving along the is cast, the Thaumaturge names the intended victim.
ground at slow walking speed and flowing through The spirit will immediately seek out the victim and
pipes and other bodies of water at approximately 25 begin causing excruciating pain and suffering.
miles per hour. The caster takes up approximately
15 gallons of space. No attacks are possible while As long as this continues, the victim makes all rolls
in this form, but the caster is immune to fire and at -x, where x is half of the character's humanity
sunlight. Any impurities will be removed when the rounded up, plus 1. (Thus a character with a 7 hu-
ritual is ended. If the caster loses part of his vol- manity would suffer -5 to all rolls.) Every hour that
ume while in liquid form, he or she suffers tremen- passes causes the victim to lose either a temporary
dous damage: 1 health level of aggravated damage humanity point, or a temporary permanent Will-
for every gallon lost. If more than 10 gallons are power point. If both are reduced to zero, the vic-
lost, the ritual ends immediately and the caster tim will begin suffering health levels of damage
emerges from the ritual in torpor. If the caster from the stress: 1 point per hour. Willpower is re-
gets caught, say, in an outboard propeller, it will gained normally once the victim’s capacity returns.
disorient him for a few minutes, but the traces of Lost humanity is regained at a point per week.
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THAUMATURGY RITUALS
The major drawback to this ritual is that the spirit Stone Slumber (Terra's Power)
in question cannot keep his or her mouth shut: the Casting Time: 1 hour
victim will be able to hear the spirit mocking him Duration: Post-dawn sunset
while the torment continues, and the spirit will cer- Components: V, S, M
tainly reveal who sent him. The caster may end this
ritual at will -- though ending while the caster is The Thaumaturge smears his or her entire body
asleep during the day is not possible. with blood from a 12-hour old corpse stands com-
pletely still in an open area facing east. Watching
Ride the Lines (Technomancy) dawn break requires the expenditure of a Willpower
Casting Time: 1 hour point. When the first rays of the rising sun strike
Duration: Dawn-Terminated her, the vampire's body turns to stone and he be-
Components: V, S comes immune to all forms of physical damage,
sunlight, and most flames. The caster's mind is
The Thaumaturge who casts this ritual gains the completely inert. The only thing that can harm the
ability to spend a Willpower point to physically caster is heat enough to melt stone.
traverse power and/or communication lines, in-
cluding copper wire, fiber optics, etc. A Willpower Summon Elemental (Terra's Power)
must be spent each time the caster travels, but there Casting Time: 3 hours
is otherwise no limit to the number of times the Duration: Dawn-Terminated
caster may travel in a night when the ritual was suc- Components: V, S, M
cessfully cast. This ritual has drawbacks: the caster
suffers one extra LOW or HIGH damage if struck The Thaumaturge makes a circle of salt on stone or
with a conductive weapon (including most steels). earth, and then begins to call. At the end of the
three hour casting time, an earth elemental rises
Teletargeting (Technomancy) from the ground, appearing within the circle. The
Casting Time: 10 minutes elemental is a creature of limited intelligence, but
Duration: 1 scene will do its best to follow the caster's commands.
Components: V, S The elemental may travel through earth and stone,
has Strength 6, Stamina 6, Dexterity 2, Brawl 2,
The Thaumaturge can cast his or her rituals and use Fortitude 3, and Potence 2.
his or her thaumaturgical powers over data and
phone lines, or even through broadcast and satellite Hurricane (Weather)
signals. For instance, the caster could use Nep- Casting Time: 1 Night
tune's Might 2 to encase someone whom they were Duration: Natural
watching on a CCTV in water, or could cast a curse Components: V, S, M
over the phone. Each use of a power over distance
in this way requires the expenditure of a blood The Thaumaturge must stand on the ocean's shore
point. When combined with Technomancy Path when casting this spell. The casting takes all night.
power 5, this is a dangerous ritual. The effect is to summon a hurricane some 500
miles offshore. The hurricane will come directly
towards the casting site beginning at dawn. It will
arrive in 3 days and will then behave as naturally as
it is able to. The caster must throw a silver spoon
into the ocean
188
PART VII
Necromancy
Ordinary people seem not to realize that those who apply themselves to Philosophy are
directly and of their own accord preparing themselves for dying and death..
Necromancy is, like Thaumaturgy, more of a field Necromancy is different than the path of Spirit
of study than a specific set of powers, and it is Thaumaturgy and its accompanying rituals: it is
composed of separate Paths that practitioners may concerned solely with human (and vampire) spirits,
learn. and Necromancers are capable of much more re-
fined manipulations, with a more flexible, nuanced
There are four “paths” of Necromancy: approach.
The Sepulchre Path, dealing with knowledge With each dot of the Necromancy Discipline, Nec-
and mastery of the spirits of the departed; romancers automatically receive the corresponding
The Shroud Path, which allows Necro- level of the Sepulchre Path. (I.e., this is the “home
mancers to reach into and manipulate the path” of all Necromancers.) Other paths can be
world of the dead; developed once the Necromancer reaches Level 3
The Bone Path, which deals with corpses and Necromancy.
remains; and
The Ash Path, which deals with the powers Necromancy also has rituals which are listed after
of death and decay. the paths.
189
NECROMANCY
190
NECROMANCY
WILLPOWER
VS.
INTELLIGENCE + INTIMIDATION
●●●●● Banish
(Range) (Sight) (Gesture) (Resistance)
By expending a Willpower, the Necromancer may
banish a disembodied ghost from the mortal world
for a year and a day (366 days). A ghost may
choose to resist this effect with a contest of:
ATTACHMENT
VS.
STAMINA + SUBTERFUGE
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NECROMANCY
192
NECROMANCY
●●●● Investment
By spending a Willpower and two blood points, the
Necromancer may “prepare” an empty corpse to
receive a spirit. The spirit must be nearby and ei-
ther be willing or Wraith Bound. First, the Necro-
mancer must spend a full night preparing the
corpse with a contest of:
INTELLIGENCE + MEDICINE
VS.
AGE DIFFICULTY
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NECROMANCY
194
NECROMANCY
It infuses the Necromancer’s body with the en- realm of the dead, physically entering the Border-
ergy of the dead – a cold lifeless energy that lands. The Necromancer may travel to the River,
grants the Necromancer Advantage when soak- may cross it if able, and may continue on to the
ing fire and sun damage. Warrens or the Hells, although it is unlikely that he
It grants enhancement to the Necromancer’s or she will be met by any angels, save perhaps as a
Brawl attack damage: +1 DMT, +1 HIGH, and warning.
+1 LOW.
Leaving the land of the dead while using this power
This power makes the Necromancer appear more requires spending a Willpower point, but if the
corpse-like, and surrounds him with a chill aura. Necromancer is not in the Borderlands when this is
While this power is in effect, the Necromancer done, there is no telling where he or she will
temporarily loses all Masquerade Skill. emerge. While in the Realm of the Dead, the caster
will continue to lose blood as normal, but loses his
●●●●● Ex Nihilo or her vampiric vulnerability to the spirit world
This prized power allows the Necromancer to step equivalents of fire and sunlight.
out of the material world and completely into the
spirit world – body and all. It is an invaluable way Note that when in the realm of the Dead, a vampire
to escape the sun, in extremis. By creating a properly is surrounded by a deep black and purple aura that
sigiled circle or doorway, and spending two Will- broadcasts his or her nature to everything and eve-
power points, the caster will be able to step into the ryone. Most vampires are not welcome.
195
NECROMANCY
196
NECROMANCY
body that are not immediately healed upon rising The difficulty is determined by the length of time
will become permanent. If the Necromancer at- that the corpse has been dead, with a base difficulty
tempts to use this on another vampire, it lasts till of 8, with a +1 difficulty for each 24 hours or por-
the next sunset, and that vampire may resist, gain- tion thereof that the corpse has been deceased. If
ing Advantage, with: the deceased is a ghoul, the Necromancer gains Ad-
vantage.
SANGUINIS + HUMANITY
VS. Alternatively, the Necromancer may also use this
CHARISMA + EMPATHY power to revive a vampire from torpor. Use of this
power for this purpose requires only the expendi-
●●●●● Revivication ture of a single Willpower point, and does not re-
This power may be used in two ways. quire any blood, although it is recommended that
you have some on hand if awakening someone who
Most spectacularly, it may bring a deceased mortal might be hungry. The power succeeds automatical-
back to life. To do this, the Necromancer must ly.
touch the body, burn a Willpower point, and suc-
ceed in a contest of:
STAMINA + MEDICINE
VS.
8 +1/DAY AFTER DEATH
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NECROMANCY RITUALS
Rituals
Necromancy has its own collection of ghastly and To cast a ritual successfully, the Necromancer must
potent rituals, some of which are truly terrifying. succeed or tie on a contest of:
As with Thaumaturgy, these rituals are of two
types: “General” rituals and “Associated” rituals. INTELLIGENCE + OCCULT
VS.
General rituals may be learned by anyone based on LEVEL OF THE RITUAL +3
their Necromancy score (i.e., if you have Necro-
mancy 3, you can learn Level 3 General Rituals.) 1. Active Ritual Limit:
No Necromancer may have more active rituals than
Associated rituals require the equivalent rating to be his Wits + Necromancy rating. Rituals marked
on the associated Path, so that if you wish to learn a with a * do not count toward that limit.
Level 4 ritual associated with The Ash Path, you
must have 4 ranks in The Ash Path (which in turn
requires 4 ranks in Necromancy). There are no 2. Learning Rituals:
associated rituals to the Sepulchre Path, as that Path Necromancy rituals are learned in the same way and
is, effectively, the “General” Path. using the same system as Thaumaturgy Rituals.
198
NECROMANCY RITUALS
This simple ritual involves a bit of hallowed grave The six bones must be prepared by soaking them in
dirt, the blood of the target, and a tiny bit of sage holy water for 24 hours, then in wine for another
for burning. The Necromancer makes a paste from 24, then in oil, and finally in two points of the Nec-
the blood and dirt, and then ritually applies it to the romancer’s vitae. With each soaking, the bones will
eyelids of the target, stopping to circle the target’s assume a warmer, shinier tone, till they are like pol-
head four times with the burning sage after each ished red oak. When they are prepared, the Necro-
eye. For the rest of the night, the target gains the mancer binds them together with gut string taken
Spirit Sight power (as on Sepulchre Path). from a living victim while the ritual is cast. This
will likely require a humanity check.
* Soulblaze
After much more chanting and incantation, the
Casting Time: 30 seconds
Necromancer will have created a terrible necklace
Duration: Semi-Permanent
with a strong magic aura that can only be used by
Components: V, S
the Necromancer, and it makes him or her seem
exceptionally amiable and attractive to the spirits of
The casting of this ritual is simple: a muttered
the dead. Any spirit who is not already hostile will
phrase in Latin, and then the Necromancer licks his
be positively inclined to the Necromancer. In game
or her thumb and presses it against the forehead of
terms, the Necromancer may gain Advantage on
the target, speaking the name of the target (even a
any and all social contests with such spirits.
nickname will do). This marks the target’s soul
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NECROMANCY RITUALS
* Spirit Stone which point the knot will crumble to dust. If the
Casting Time: 3 hours knot is undone prior to this, the ritual ends.
Duration: Semi-Permanent
Components: V, S, M Breathe on the Embers (Ash)
Casting Time: 12 seconds
This ritual requires a large (2 carat) piece of either Duration: 15 minutes
Morganite or Red Beryl. (These can be quite ex- Components: V, S
pensive.) The gem must be cut in such a way that it
has a face large enough to accept etching. The By expending a Willpower point, the Necromancer
Necromancer carves the name of a spirit into the may prevent an otherwise dying mortal from actual-
gem face while in the presence of that same spirit. ly dying for up to fifteen minutes. This power can
Usually, this means that the spirit must be sum- be used multiple times in sequence. Each and every
moned and bound first – but not always. The ritual use of the power, however, causes the mortal target
takes 3 hours. At any point in the future, the Nec- to burn a Willpower as well (he or she has no
romancer may crush or shatter the stone. Doing so choice in the matter). A target with no Willpower
immediately summons the spirit in question, fully can only be sustained once. Use of this power of-
bound, with no chance of resistance or failure. ten requires a Humanity check, as it can be cruel to
This ritual is often extracted by Necromancers as a keep someone alive who would otherwise die.
price for favors done for spirits.
Skull Sentry (Bone)
Voices of the Dead Casting Time: 5 hours
Casting Time: 15 minutes Duration: Semi-Permanent
Duration: 1 week Components: V, S, M
Components: V, S, M
Using a human skull, a handful of silver coins,a
To perform this ritual, the Necromancer must ob- brass bell, and a gold chain, the Necromancer may
tain a lock of the target’s hair. The hair is tied into bind a spirit – any spirit will do and is considered to
an elaborate knot, which is then dipped into a mud be readily available – to the skull to serve as a sentry
made from hallowed grave dirt and blood (of any of sorts. The silver is melted and used to inlay sigils
type). The knot is then held in a candle flame until that must be carved into the bone. The chain is set
it begins to burn. A little more chanting, and the into the skull like a crown or circlet, but must be
target will receive the ability to hear nearby spirits anchored in with melted silver as well. The bell is
speaking, even when they are not manifesting. This placed into the skull’s mouth. The skull will ob-
can be extremely disconcerting if the target is not serve everything that its eyes could normally ob-
aware that the ritual has been cast, for there is no serve, but will also have Spirit Sight. The caster
indication of from where the voices are coming may at a later time look into the eyes of the skull
and, as a practical matter, there are almost always a for no less than five minutes, and will gain
few spirits about murmuring. Sleep becomes ex- knowledge of everything the skull has seen over the
tremely difficult. If the target reacts with fear or previous seven days and nights. The skull can also
surprise, particularly cruel or malicious spirits are be “instructed” to sound an alarm upon certain
likely to start a game with the torment. This ritual basic conditions being fulfilled; the alarm will
does not allow the target to communicate in any sound as a loud, sustained, ghostly wail. Any near-
way; it simply lets the target hear what is going on by Skull Sentries within earshot will automatically
around him. The ritual will end after one week, at pick up the wail. Any zombies who hear it will
200
NECROMANCY RITUALS
* Stabilize (Shroud)
Casting Time: 30 minutes
Duration: Dawn-Terminated
Components: V, S
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NECROMANCY RITUALS
LEVEL 2: Puppet
Casting Time: 30 minutes
Duration: Dawn-Terminated
Nightmares Components: V, S, M
Casting Time: 2 hours
Duration: Dawn-Terminated To cast this ritual, the Necromancer must prepare a
Components: V, S, M doll, marionette, mannequin, or dummy. The con-
struct must have a movable mouth, must have two
This diabolical ritual summons a spirit from the arms and two legs, and should be stuffed with
Hell of Revisited Guilt to inflict terrible nightmares crushed human bone with a mixture of lavender,
on the target. The material components are a rea- cinnamon, and wormwood. Once a proper puppet
sonably sized piece of the target’s body (a large lock is constructed, it may be reused over and over
of hair, a pile of nail clippings, or a vial of blood again. The actual casting of the ritual requires 30
will do), a goose feather, and a piece of barbed minutes and expenditure of a blood point.
wire.
Any spirit invited by the Necromancer during the
The components must each be purified in clean casting of the ritual may “possess” the puppet, ani-
saltwater for two hours. The caster then places all mating it, moving around, and speaking through its
the components in his hand and then grinds them mouth. The spirit will “see” through the puppet’s
together, mixing them with his blood and chanting eyes – though it will still have Spirit Sight.
the name of the target as his hand is torn apart by
the wire. (This inflicts two levels of damage.) The A Necromancer may use Wraith Binding
target – wherever he is – will be visited by the most (Sepulchre Path, Level 2) to bind an unwilling ghost
vivid and awful nightmares imaginable, and those to the Puppet. If so, the Necromancer gains Ad-
nightmares will focus on the target’s guilt and past vantage on any attempt by the spirit to break free
misdeeds. of the binding. The puppet will anchor spirits
while they are within it. There have been stories of
The effects are dramatic: that night’s sleep does not Necromancers who were tricked into inviting de-
allow any Willpower recovery, and instead the tar- mons into their Puppets… demons who do not
get loses a Willpower. Any and all actions are per- depart with the dawn…
formed at -1. This penalty is cumulative in mortals
if the ritual is used over sequential nights. Addi- Spirit Beacon:
tionally, mortals and vampires with a Humanity of Casting Time: 15 minutes
9 or 10 will give away Advantage on all contests. Duration: Semi-Permanent
Components: V, S, M
Use of this power requires a Degeneration Check if
the Necromancer’s Humanity is 7 or higher. This ritual requires a very specially prepared scepter
made from the following materials: the femur of a
hanged man, the skull of a priest or holy man, a
garland of nightshade, all bound together with plati-
num thread. The scepter is covered with inscrip-
tions and sigils, and then infused with no less than
12 points of the caster’s own vitae. The infusions
must occur on the night of a new moon, out of
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NECROMANCY RITUALS
doors, under the open sky where the moon is visi- Visions of Death
ble. The scepter may be re-infused at any point Casting Time: 20 minutes
(subject to the listed restrictions) before it is ex- Duration: Post-Dawn Sunset
hausted. Components: V, S, M
By spending a Willpower point and burning one of To cast this unsettling ritual, the Necromancer first
the blood points infused into the scepter, the Nec- constructs a small voodoo doll of the target, using a
romancer makes the scepter function as a beacon, lock of hair or a point of the target’s blood. To
drawing nearly every spirit either on the material cast the ritual, the Necromancer gives the doll a
plane or in the Borderlands for a ten mile radius. proper Greek funeral, with a miniature pyre and
This is usually a LOT of spirits. Most spirits will be two drops of molten gold dripped onto the doll’s
mildly annoyed, for they cannot resist this call. eyes. At the end of the ritual, the Necromancer
They are most likely to simply leave, however. speaks the target’s name and spends a blood point.
What the Necromancer wishes to do with the veri- Until the next sunset, the target will be assailed by
table parade of spirits that will be forced to attend malicious spirits who will send constant visions of
is entirely up to him. his or her own possible death.
Spirit Chime None of the visions will offer any particularly use-
Casting Time: 3 nights ful information – they will just present situations in
Duration: Semi-Permanent which the target could die. (i.e., if he were going to
Components: V, S, M his grandmother’s house, he might have a vision of
being poisoned by his grandmother, even if nothing
The caster must spend two uninterrupted nights of the sort were in the works). Most mortals will
casting this ritual – any interruption over five be effectively incapacitated by this ritual after just a
minutes in length will cause the entire ritual to fail. few short hours. Most vampires will be extremely
It requires a hollow silver tube suitable for making a agitated, and will give away Advantage on any and
wind chime. The caster spends two nights carving all frenzy checks as the Beast responds to these dis-
the chime, inlaying it with human bone, and infus- turbing visions. Additionally, a vampire suffering
ing it with a total of 8 points of vitae (4 per night). from this ritual will not gain any Willpower from
At the end of each night, the caster also spends a the day’s rest.
point of Willpower. The chime must then spend
the third night soaking in freshly spilled blood from * Set Loose the Coil: (Ash)
a sacrificed human being of great virtue, under the Casting Time: 5 minutes
light of a full moon. (Obviously, casting this ritual Duration: Instant
requires a Degeneration Check at nearly any Hu- Components: V, S
manity.)
By murmuring a few quick words of comfort and
At sunset on the fourth night, the caster will have a concern, the Necromancer may use this power to
chime that will ring any time any human spirit ap- hasten the death of a mortal who is already near to
proaches within ten feet of it. The ringing causes dying. Any mortal who would otherwise die
spirits great pain and consternation, and will cause (absent intervention) within the next week from a
any spirit within twenty feet to give away Ad- disease, condition, or injury may be targeted with
vantage on any and all contests for the next hour. this power, but only if the disease or condition is
progressive (i.e., this will not work on someone who
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NECROMANCY RITUALS
would otherwise suffer a heart attack or stroke in a hawks, squirrels, possums, and the like will re-
week’s time). The death will appear to be caused by spond, in far greater numbers. This is an extremely
whatever would have killed the mortal anyway – it disturbing ritual and a gross breach of the Masquer-
is almost entirely undetectable. Use of this power ade in most circumstances.
may require a Degeneration Check… but maybe
not. Safe Space (Shroud)
Casting Time: Variable
* Corpse Repair (Bone) Duration: Dawn-Terminated
Casting Time: One hour Components: V, S
Duration: Instant
Components: V, S, M This ritual allows the Necromancer to very quickly
ward a room against spirits. By spending a Will-
This ritual allows the Necromancer to restore a power point and tracing each and every window or
damaged corpse to pristine physical condition. It door to the room (which could take time), the cast-
will not function on a corpse that is older than two er will create a “safe space” into which spirits of the
weeks. It requires a small crystal and a branch of dead may not enter – either in the material world or
Thyme. If a zombie is made from a recent corpse, in the Borderlands… for the most part. Any spirit
and then injured, it will restore the Zombie’s health may – if given sufficient motivation – attempt to
levels. enter by contesting:
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NECROMANCY RITUALS
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NECROMANCY RITUALS
bound – he burns the skin while uttering the com- * My Servant’s Keeper
mand word for word. The command must be Casting Time: 1 hour
something that can be accomplished by the spirit Duration: Semi-Permanent
within a month (at least theoretically). The spirit Components: V, S, M
will then feel a strong compulsion to perform the
task. The spirit may resist this compulsion, with a This ritual was created to ensure that no one kills a
contest of: Necromancer's servants without his being able to
exact revenge. The Necromancer must first devour
WILLPOWER VS. 9 the eyes of a dead person and then drink from the
target and spend two Willpower. Once this is com-
Resistance must be checked every twenty-four plete, if the target is killed or mortally wounded, the
hours. Each successful resistance inflicts agonizing Necromancer will receive a vision of what the tar-
pain on the spirit, causing it to lose two temporary get sees at the moment as well as a feeling from
Cohesion. The spirit gives away Advantage on the how he died. (i.e., if the target was stabbed to death
second and any subsequent attempts to resist. If a the Necromancer would feel sharp pains akin to
spirit resists four times, it will be disrupted, and stabbing in his own body.)
banished from the material world for a year and a
day. Ritual of Fetishes
Casting Time: 2 hours
Haunt Duration: Semi-Permanent
Casting Time: 30 minutes Components: V, S, M
Duration: 28 days (1 lunar cycle)
Components: S, M This ritual requires a finger bone of a corpse. By
treating the finger bone in a variety of infusions
Using this ritual, the Necromancer may bind a (Lavender, Cardamom, Cypress, Mandrake, and
ghost to a physical location – much like with the Yew, in that order) and binding it with a willow
Anchor ritual, but in a decidedly nastier fashion. branch, the Necromancer creates a “compass” of
While the ghost will not deteriorate during this sorts which will lead to the nearest object with any
time, it will still experience the sensation of deterio- strong connection to the corpse in question (i.e.,
ration. The ghost will be in anguish, possibly furi- fetishes). The ritual will end when the Necro-
ous, and is likely to manifest in unpleasant ways. mancer is within three feet of the object and can
see it; the Necromancer will know what the object
To cast this ritual, the Necromancer secures a prop- is when he sees it. The same finger bone may not
er spirit then defines an area (usually a building), be reused.
walking its bounds, chanting and muttering. Final-
ly, the Necromancer spills a point of his blood in Terrifying Visage
the center of the area and spends a Willpower Casting Time: 5 minutes
point. The location becomes haunted. Use of this Duration: Dawn-Terminated
power requires a Degeneration Check at Humanity Components: V, S
8 or higher.
By casting this ritual, the Necromancer causes him
or herself to assume the appearance of a corpse – a
particularly chilling, decaying corpse. This has a
number of obvious benefits and drawbacks, but in
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NECROMANCY RITUALS
game terms it lowers the Necromancer’s appear- Once this shrine is assembled, the Necromancer
ance to zero, except in connection with intimida- must place three points of vitae into a silver chalice
tion and fear effects in which case the Necro- and expend two Willpower. At the completion of
mancer’s appearance is considered to be 4. The the ritual, the silver chalice will overflow with a
Necromancer also gains Advantage on all intimida- sickly green slime, and will give off foul yellow va-
tion-based rolls. pors. The slime will corrupt and destroy the alter
and everything on it (including the chalice). The
Chill the Soul (Ash) vapors will float up into the sky and will spread in
Casting Time: 45 minutes every direction, searching out the target. (For this
Duration: Dawn-Terminated reason, the ritual must be performed within ap-
Components: V, S, M proximately 50 miles of the target.) The vapors will
not stay visible, and when they find the target (they
This frightful ritual involves hanging the fresh always do) the target’s soul will be poisoned.
corpses of three mortals, cutting open their throats,
and bathing in their spilling blood. It obviously This is not a trivial problem: while poisoned, the
requires a Degeneration Check in almost every in- target may not spend Willpower for Advantage and
stance. may not regain Willpower. The target also may not
spend experience points. Mortals will be overcome
The benefit of this ritual, however, is substantial: with fatigue, with their stamina effectively reduced
the Necromancer’s body becomes filled with death to 1 for endurance purposes. Vampires will tempo-
energy – functioning as a type of conduit to the rarily gain the equivalent of the Torporous Sleep
realms of the Dead. The Necromancer’s Humanity Stigma. Use of this ritual requires a Degeneration
and Beast rating are each lowered by 1, and the Check if the caster’s humanity is over 5.
Necromancer gains Advantage on all frenzy rolls.
The Necromancer also gains Advantage on all soak Strength of Rotting Flesh (Bone)
rolls, even against fire and sunlight. Finally, be- Casting Time: 1 hour
cause the Necromancer is removed from his or her Duration: A year and a day
humanity, he or she gives away Advantage on any Components: V, S, M
contest involving Charisma or Empathy, but gains
Advantage in resisting Presence powers. This ritual, which requires expending a Willpower
point, allows a Necromancer to enhance one of his
Soulsickness (Ash) Zombie servants. The ritual requires the heart of a
Casting Time: 3 hours bull and a large (30 pound) chunk of granite. After
Duration: 28 Days bathing the Zombie in clean water and blessing him
Components: V, S, M with burning sage and cedar, the heart is smashed
over the granite in the presence of the target Zom-
To cast this ritual, the Necromancer must first bie. (Many a Necromancer’s laboratory has a gore-
build a shrine to the target. This shrine must have encrusted chunk of granite in one corner. Now
at least three fetishes (objects with a strong connec- you know why.) The Zombie immediately gains 1
tion to the target), a lock of the target’s hair, and a point of Potence and 1 point of Fortitude.
picture of the target. (A painting will do – Lasom-
bra are not immune.)
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Flesh Puppet The Necromancer must slay three young (under 12)
Casting Time: 2 hours children in a ritual, slitting their throats, cutting of
Duration: Dawn-Terminated their ears and taking out their tongues. The three
Components: V, S, M tongues are symbolic for the ritual, which allows
the Necromancer to give his blessing to up to two
To cast this ritual, the Necromancer prepares a hu- other people at the same time who will not hear the
man body (a vampire will not do) to be possessed wailing. The ritual during which he slays these three
by a particular spirit, chosen at the outset of the chidlren takes almost six hours, and requires a De-
ritual. Using this power results in an immediate generation Check for Necromancers with a Hu-
Degeneration Check, no matter the humanity. manity of 1 or higher.
The target must be carefully prepared (this usually The caster may exempt two people by placing a
requires that he or she be bound). The target is mark on their foreheads created by his own Blood
covered with a dusting of human bone, and then (usually made by opening the thumb and pressing it
has his or her mouth and anus stuffed with laven- against the person's forehead). These two will not
der, cinnamon, and wormwood. Sigils are traced be affected by the ritual unless and until the Necro-
into the skin with a point of the Necromancer’s mancer removes his permission. Most mortals will
vitae. At the end of the two hour ritual, if success- flee the building/room in terror. Vampires, mages,
ful, the spirit may easily and automatically possess particularly stout mortals, and the like may remain,
the “flesh puppet” until sunrise. The spirit may use but will be unable to do anything that requires hear-
any and all physical abilities of the body, and is re- ing or deep concentration.
stored to full Pathos. The spirit may not, however,
leave without the Necromancer’s permission.
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NECROMANCY RITUALS
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NECROMANCY RITUALS
Spectral Prison The power of this ritual is such that they cannot be
Casting Time: 4 hours bound or compelled while they are present. The
Duration: Instant spirits will know why they have been summoned –
Components: V, S, M and it is to judge the target.
This ritual allows the Necromancer to ward a room The spirits – up to seven generations of them – will
such that any spirit within its walls is trapped and judge based entirely on their own values and biases.
unable to leave. The caster must sketch wards and The Necromancer may play either prosecutor or
sigils across every wall, around every window, and defense attorney, but the target is magically bound
around every doorframe, ventilation duct, or mouse not to speak. The ultimate question – whether the
hole. The wards will be as permanent as the mate- target is a worthy descendant – is decided by vote.
rials from which they are made – some Necro- If the spirits judge the target to be unworthy, he or
mancers keep permanent chambers with silver- she is cursed: for a year and a day, the target will
inlaid sigils. The Necromancer must also spend 1-4 become sterile (whether mortal or vampire), will be
blood points infusing these wards, depending on unable to spend Willpower for Advantage, and will
the size of the room – 1 for a closet, 4 for a ball- give away Advantage on any and all social contests
room). involving Charisma or Appearance. If the spirits
judge the target to be worthy, however, the target
The ritual requires approximately 4 hours and the immediately gains a point of Willpower as his an-
sacrifice of a pet beloved by a family, after which cestors bless him.
the spirit will be unable to leave and may not mar
the wards (but may take Advantage of the environ- Gates of Hel (Ash)
ment to mar them indirectly). The spirit will be Casting Time: 1 hour
considered anchored while in the prison. Only the Duration: Semi-Permanent
Necromancer may enter or leave the chamber Components: V, S, M
while this ritual is in effect; if anyone else does, the
ritual ends. Casting this ritual requires a Degenera- This ritual requires that a Necromancer sacrifice a
tion Check for Humanity 6 or higher. human being in front of a doorway. A femur must
then be removed, and inscribed with the phrase,
Walk the Line “Abandon all hope, ye who enter here.” (The
Casting Time: One hour phrase can be in any language, and the translation
Duration: Dawn-Terminated merely needs be accurate, not perfect.) The Necro-
Components: V, S, M mancer then carves his own name and the name of
any he wishes to exempt from the ritual into the
This powerful ritual requires that the target be pre- bone as well. The femur is hung over the door, and
sent and immobilized – either voluntarily or invol- the ritual is complete.
untarily. The Necromancer prepares two long
strips of pure white cotton cloth, into which he Anyone trying to enter through the door will be
writes both mystic inscriptions and legal principles. confronted with his deepest, most powerful fears,
The Necromancer drapes one over himself, and the and will only be able to enter if he can overcome
other over the target. Then a small bowl is filled these horrors and despairs. Anyone who does not
with a bit of the target’s blood – a pint or so. The resist may not approach closer than ten feet. Any-
effect is dramatic: the target’s ancestors will begin one who resists and fails will flee in terror
to materialize, summoned from their resting places. (vampires must make a Fear Frenzy check). To
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NECROMANCY RITUALS
resist and pass the door, anyone not specifically ex- Thy Master’s Will (Bone)
empted must succeed on a contest of: Casting Time: 3 hours
Duration: A year and a day
WILLPOWER VS. 11 Components: V, S, M
The Necromancer merely wraps the strips around Pact of the Styx (Shroud)
his wrists and ankles while uttering the proper in- Casting Time: 1 hour
cantations. When the ritual is complete, the Necro- Duration: Semi-Permanent
mancer will be surrounded with an aura of death Components: V, S, M
and decay. All plants within a twenty foot radius
will shrivel and die as will small animals such as This ritual allows a Necromancer to enter into an
worms, flies, etc. Larger animals will be extremely agreement with a spirit. The terms may be of any
unsettled by the Necromancer, and will refuse to nature – but performance by each party must be
approach him unless supernaturally compelled. possible at the time that the pact is made. If the
(This ritual does not harm them, however.) Even spirit breaches the agreement, it will be disrupted
organic materials such as wood and paper will with- over and over again for a year and a day – being
er, rot, and decay. Cotton clothes will fall apart in immediately disrupted as soon as it regains form; it
less than 5 minutes. Leather goods will turn to dust will then be Banished from the material plane for
in ten to fifteen minutes. The effect of this ritual is nine years and nine days, unable to cross over,
dramatic, terrifying, and absolutely a breach of the manifest, or even be summoned. However, if the
Masquerade. Necromancer breaches the agreement, he or she
will immediately fall into torpor, and his or her soul
will find itself on the far side of the River, where an
Angel will send it to one of the nastier hells for nine
years and nine days. This will effectively remove
the character from the Chronicle for that time peri-
od, and usually requires making a new character.
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NECROMANCY RITUALS
LEVEL 5: Destruction
Casting Time: 10 minutes
Duration: Instant
Death Talisman (Variable) Components: V, S, M
Casting Time: 28 days
Duration: Permanent This powerful ritual allows the caster to simply de-
Components: V, S, M stroy a soul entirely – not send it to Hell, not ban-
ish it, not disrupt it: gone. Finito. The End. The
This powerful ritual is considered a symbol that material component is a large near-flawless dia-
defines the Necromancer, both in terms of his cho- mond (at least 4 carats, typically around $250,000-
sen path and in terms of his mastery of the art. The $600,000). The spirit must be bound, and the Nec-
ritual is simple: the caster makes a pendant of some romancer must have a fetish for the spirit. The
sort. It must be made of human bone. Then start- spirit is drawn into the diamond, and then the dia-
ing on a night of the new moon, and for twenty mond is smashed. Game over. If the diamond is
seven nights thereafter, the Necromancer sacrifices not smashed immediately (i.e., within a minute or
a new human victim in an hour-long ceremony. so) the ritual ends and the soul is freed. Use of this
These murders must be performed at the same time ritual always requires a Degeneration Check.
of night, in the same location, using all of the same
objects. Each sacrificed victim’s blood is drained Exorcism
into a large brass or copper bowl, in which the Tal- Casting Time: Variable
isman sits. A tooth is also taken from each victim Duration: Instant
to string on the chain for the Talisman. On the Components: V, S, M
28th night, the caster expends a permanent Will-
power point and four blood points. The ritual is The time needed to cast the ritual depends on the
complete. size of the area: an hour for a small room, five
hours for a medium house, a full night for a man-
The Talisman serves as a focus of the Necro- sion. The Necromancer must go from room to
mancer’s power for one specified path only. It room with a smoking brazier of cedar, sage, laven-
grants the Necromancer Advantage on every at- der, and rowan wood, letting the smoke permeate
tempt of every ritual of that path, every attempt to the room. In each room, the Necromancer must
resist the powers of that path, and every contest trace a rune on the floor in his own vitae. This vi-
necessary to employ the powers of the chosen path. tae disappears at the end of the ritual, and in any
If the Necromancer spent Willpower on powers or case it only requires 1 blood point.
rituals of the chosen path during a night, it gives
the Necromancer Advantage on the roll to recover At the end of the ritual, the Necromancer burns a
Willpower during the next day. The Talisman must Willpower point and casts the ritual. Success
be worn (though not openly) to have any effect. means that the room or building, and everything in it,
no longer functions as an anchor for any spirits that
A Necromancer may never have more than one may have been anchored there. Additionally, any
Death Talisman, and if the Talisman is destroyed, spirits present in the home are subject to an imme-
the Necromancer immediately loses three perma- diate application of the Level 5 Banish power
nent Willpower points. (contest Attachment vs. Stamina + Subterfuge).
Failure merely results in the spirit being forced to
leave the house and not return for a year and a day.
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NECROMANCY RITUALS
* Phylactery ual ends after ten minutes, or when the third ques-
Casting Time: A year and a day tion is answered. During this time, the target will
Duration: Permanent feel faint and dizzy, and will give away Advantage
Components: V, S, M on any Willpower contests. But he or she will not
be aware of the questioning.
This ritual is used to bind a soul to an object – usu-
ally the spirit’s own skull, but always something Wraithblade
similarly close to the spirit – forever. This requires Casting Time: 28 days
that the Necromancer engage in casting the ritual Duration: Semi-Permanent
for 6 hours at a stretch, once a week for 52 weeks, Components: V, S, M
burning a Willpower at each session. The soul
must be present for the ritual at each of these 52 This ritual consumes every night for an entire lunar
occasions, either bound or willing. (How the Nec- cycle. It must be completed on the night of the full
romancer accomplishes this is his business, though moon. Each night, the Necromancer must sum-
Spectral Prisons work well enough.) mon a different spirit and bind it to a melee weap-
on of the highest quality and materials. Each night
At the end of casting, the spirit is permanently the Necromancer must also let two blood points of
bound to the new phylactery, which serves to an- his or her vitae soak into the weapon, which will
chor the spirit on the material plane. This limits the take on a deep scarlet tinge. On the 28th night, the
spirit in some ways – the spirit cannot travel more Necromancer sacrifices a live warrior of considera-
than 100 yards from the phylactery and will be ut- ble talent and binds his soul to the blade as well.
terly destroyed if the phylactery is destroyed – but The Necromancer then spends a permanent Will-
also grants the spirit an immediate +2 to Willpow- power and attempts to complete the ritual. If suc-
er, Attachment, and Pathos. cessful, the resulting weapon will glow with a faint
pale light, and may be used to strike spirits in the
Shadow Speak physical realm or in the Borderlands.
Casting Time: 3 hours
Duration: 10 minutes maximum. Scythe of Hades (Ash)
Components: V, S, M Casting Time: 6 seconds
Duration: Instant
This power allows a Necromancer to speak with a Components: V, S, M
mortal’s soul… while the mortal is still alive. The ma-
terial component is a silver-backed mirror at least as This dreaded ritual is one of a Necromancer’s most
large as a human. The Necromancer must possess potent weapons. The Necromancer must prepare a
at least two objects that would be fetishes were the special scroll for the target of this ritual. The scroll
mortal to die, and must place the mirror upright must be made of paper that includes the target’s
inside a circle of crushed human bone. A baby less hair or skin. The Necromancer then writes the true
than a year in age must be killed, and his or her name of the target on the scroll in the target’s own
blood spilled over the mirror’s surface. The Necro- blood, and spends a Willpower point. This scroll
mancer then summons a shade of the mortal’s spir- will maintain its potency for a year and a day.
it, which appears in the bloody mirror. The Necro- Then, where the target and the Necromancer can
mancer may ask the spirit three questions, which see each other, the Necromancer simply reads the
the spirit must answer truthfully and completely – name from the scroll and tears it in two, burning
although wording, as always, is important. The rit- another Willpower point. If the ritual is successful-
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NECROMANCY RITUALS
ly cast, then the target’s soul will be immediately This power may not be resisted, although Fortitude
ripped out of his or her body, and the body will will prevent the damage. A vampire with the Cold
collapse. This will instantly kill mortals. For vam- stigma will suffer no damage, nor will a vampire
pires, it is a trickier situation. All the vampire has under the influence of the Chill the Soul ritual. If
to do is get back in… before falling under the Nec- the power is not used prior to sunrise, the ritual
romancer’s power. ends.
This ritual takes 6 minutes to cast, and requires a This ritual involves butchering three large, savage
small bone disc be affixed to the Necromancer’s dogs (Wolves, Mastiffs, Presa Canarios, Tosa Inus,
palm with scarlet ribbon. The caster must spend etc.) and sewing the heads of two of the dogs onto
three blood points to power this ritual. If the ritual the body of the third. The resulting chimera is then
is successful, the disc will sink into the Necro- carved with sigils and runes of warding, then in-
mancer’s palm partway, and the hand will feel fused with the most savage animal spirits the Nec-
slightly chilly. romancer can summon (summoning them is part of
the ritual, as is sorting through the summoned spir-
At any point prior to the dawn, the Necromancer its to find the really nasty ones). Each night the
may place his hand against the bare skin of a physi- Necromancer must spend no fewer than four
cal target – mortal or vampire – or simply place his points of his or her own vitae. Each head is given a
hand through a spirit target and steal up to three different collar: one of gold, one of silver, and one
Willpower points from that target (the Necro- of copper, and the beast is then animated by the
mancer may not exceed his total Willpower, and spirits. The result is a ferocious guardian who will
cannot steal points he cannot hold). The disc will be immediately hostile to anyone who does not
flare with a bitter cold, inflicting two points of have the caster’s blood (i.e., the caster, his or her
damage on the Necromancer, and three on the tar- ghouls and childer).
get if mortal, two if vampire.
The dog can both see and physically attack spirits
(and will). It will follow the commands of the Nec-
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NECROMANCY RITUALS
romancer, but those commands are limited to Portal to the Underworld (Shroud)
“Stay,” “Kill,” “Guard here,” “Heel,” and the like. Casting Time: 3 Nights
The Cerberus heals one health level per round, may Duration: Concentration
engage up to three opponents without penalty, and Components: V, S, M
has the following combat statistics:
This ritual must be cast over three nights, with the
Brawl: CBT-8 DMT-9 middle night being the night of the full moon. It
HIGH-5A LOW-2A takes 6 hours per night. The material components
Soak: 8 are rib bones from seventy-two corpses (one from
Evade: 5 each). These rib bones are laid on a floor, or fas-
Effective WP: 8 (May not spend) tened to a wall or similar surface, in a circle, square,
Health Levels: 12 (no wound penalties) or other closed shape. Each rib must be individual-
ly carved, “blessed,” and then painted with the
* Undying Servants (Bone) Necromancer’s vitae. (This requires approximately
Casting Time: One night three points per night.) The caster must spend a
Duration: Variable Willpower at the ritual’s conclusion.
Components: V, S, M
If the ritual is successful, the shape begins to bend
This ritual allows the caster to create a special Spirit and warp, and a portal to the Realm of the Dead
Stone (see Level 2 Rituals) for a living being; it is opens up. There is no telling where this portal will
usually used on the Necromancer’s ghouled retain- emerge – it could be in the Great Caves, at the Riv-
ers. The target must be present for the ritual, er, or in the Hells. (It will not be in the Heavens.)
which takes an entire night. The stone is placed There is no Shroud between the two sides of the
within the target’s breastbone, visible on his or her portal. Casting this ritual in anything other than a
bare chest. If and when the target dies, the gem Spectral Prison is highly inadvisable.
flares, the ritual ends, and the target must immedi-
ately contest: Really, casting this ritual at all is somewhat stupid
216
PART VIII
Fate points and aspects are game mechan- It is reduced by 1 for every three (3) beast
ics designed to promote role playing and to traits or inhumanities possessed.
help players envision and individualize their
characters. Fate points are intimately linked Example: You have 2 Beast Traits and 2 Inhu-
to a vampire’s humanity, and the more in- manities. This means that your total is 4, which
human a vampire is, the less his or her indi- reduces your Fate Points by 1. If you had 4 Beast
vidual personality matters. Traits and 2 Inhumanities, it would reduce your
maximum Fate Points by 2.
1. Fate Points
And under no circumstances may Fate
A. How many Fate Points do I have? Points exceed a character’s Humanity score.
Every character has a base maximum of
six (6) Fate Points, no more. This maxi- B. What are Fate points useful for?
mum, however, is reduced based on how Fate Points can be spent in two ways, both
“vampiric” the character is. Specifically: of which involve Aspects, which are ex-
plained below. The two ways are:
Reduce by 1 for each 2 points of vampiric A Fate Point can be spent to "tag" an
disciplines the character possesses over aspect, allowing your character some
rank 3. (Thaumaturgical and Necromantic leeway or flexibility in shaping the nar-
paths count as disciplines!) rative to accommodate your vision of
the character.
Example: You have Potence 5, Celerity 4, and Two (2) Fate Points can be spent in or-
Presence 3. You have three points over three (2 in der to decline a Compulsion, which is
Potence and 1 in Celerity), and your Fate Point what happens when the Gamemaster
total is thus reduced by 1. “tags” an aspect to shape the narrative
217
FATE POINTS & ASPECTS
to accommodate what you have said is Ways in which the rest of the world sees
your vision of the character. your character, insofar as this establishes
your character’s narrative externally
C. How do I get them back?
Fate points are regained at two points: B. How do I get my Aspects?
At the end of a Chapter a character is Every character is required to take at least
restored to their maximum Fate Points three (3) aspects when they are created.
At the end of each session, a character These should be discussed at length with
receives back a number of Fate Points the GM. At least one of these must be a
equal to his or her Humanity divided by Trouble aspect. A trouble aspect is an as-
4, rounded up. (So between 1 and 3) pect that is more likely than not to result in
misfortune for a character, or one which
2. Aspects signifies such misfortune. All three can be
a trouble aspect if the player wishes.
A. What is an Aspect?
An aspect is a short "catch phrase" used to Examples: Here are a few possible aspects
describe your vision for your character’s for famous characters. (Trouble aspects are
place and role in the story. It is a way of listed in italics)
getting at your character’s essential nature
as a character. It may or may not be tied to Han Solo:
your character’s internal psychology; it cer- “It’s not my fault!”
tainly doesn’t have to be. An Aspect can “I take orders from one person… me.”
your character
What your character wants to be, or Paul Atreides:
what he must be I cannot avoid my visions.
Character quotes that perfectly encapsu- I’ve been raised for this.
218
FATE POINTS & ASPECTS
story line up well – a character may "tag" Alternatively, he/she may decline the
his or her aspects by spending a Fate Point. compel. This requires the expenditure
This can have any one of three separate of two (2) Fate Points.
effects, at the player’s discretion:
Automatic Advantage on some roll Example: Paul Atreides has seen a vision of the
yet to be made. This may combine with Emperor's henchman, Count Fenring, killing his
another Advantage you have, becoming mother. This has not yet happened. Paul is in
an additional +2 plus a second die in- combat with Count Fenring, and rolls a killing
stead of the normal +1. strike against him. The GM says, "Hang on a
Re-roll any roll already made by the second... you aren't supposed to be able to avoid
player (and presumably failed). your visions. What say you just miss, and Count
Force a Declaration. A Declaration is Fenring escapes through the back door?" Paul may
an alteration of the time-space fabric of either accept this outcome and gain a Fate Point, or
the game to make for a better story, a refuse the outcome and expend two Fate Points.
way of saying “Screw it, that’s totally
cool.”
D. What is a “Compulsion”?
An aspect can be compelled by the Game
master. When this happens, the game mas-
ter announces which aspect is being com-
pelled, and why, and (perhaps most im-
portantly) what will happen in the story.
This can be an ex post decision, even inval-
idating die rolls that have already been
made. (The GM is exercising a position of
trust in such things, as he or she always is.)
219
PART IX
The realms of the dead are composed of barrier known as the Shroud that requires
four “layers,” each at a greater remove from tremendous power to pierce, although it is
the physical, mortal world (also called the weaker in some places than others and is in
material plane). a constant state of flux. When a spirit in
the Borderlands becomes visible in the
1. The Borderlands physical world, or interacts with it some-
The first of these realms is the Border- how – i.e., when it “manifests” – it is pierc-
lands – a weakly instantiated shadow-realm ing the Shroud to a greater or lesser degree.
that mirrors the physical world to a great Sometimes these intrusions are fleeting –
extent, existing as a sort of corresponding the spirit just manages to push through and
overlay. “Reality” in the borderlands is ex- move a cup on a table, perhaps. Sometimes
tremely dependent on perception and be- they are considerable. And sometimes a
lief: a building there may show up as a pal- spirit comes fully into the material world
ace to someone who thinks fondly of it, and is trapped here, unable to break back
and a cobweb-covered wreck to someone through the Shroud.
who has a different view. The Borderlands
act as a sort of filter – keeping mortal Spirits that are in the material world proper
things out of the other Realms, and keep- will almost always deteriorate quickly if
ing the denizens of the Realms out of the measures are not taken to preserve them.
mortal world. Most spirits in the Border- Occasionally, a spirit will find itself an-
lands are what people think of when they chored to something – its body, a house, a
think of “ghosts” – restless spirits that loved one, etc. – in which case the spirit
have not yet found their “final destination”. can survive much longer periods. A spirit
that is fully in the material world may mani-
The Borderlands are separated from the fest much more easily.
material world by a powerful metaphysical
220
REALMS OF THE DEAD
221
REALMS OF THE DEAD
specified hell, however, the mark fades. Heavens and the Material Plane. The indi-
And while escape is theoretically possible, vidual Hells tend to operate with almost
the path through the hells is fraught with full autonomy.
peril.
6. Liberate
Demons often trade souls based on their Most spirits of the dead are assigned either
various qualities, so there is no guarantee to a Heaven or a Hell, such that when they
that a spirit will stay in the hell in which it are banished or disrupted, they find them-
finds itself. selves returned to their assigned fate. Thus,
even if you escape, the odds are that you
5. The Iron City & The Adversary will end up back there sooner or later. Cer-
Amidst the Hells – it would be in the tain spirits, however, have either bargained
“center” if there was one – stands the Iron their way out of their assignment, been re-
City of the Fallen It is not a layer itself, warded with freedom, or through one error
but merely part of the Hells. The Lord of or another were either never marked or
this City is the Shining One, Lucifer the simply never arrived at their proper place.
Lightbringer, called Iblis Shaitan, Hades, These “free” spirits are known as Liberate,
Pluto, the Dragon, Baal, Abaddon, Satan, and they make up a large majority of spirits
and the Adversary. He is the Lord of the in the Borderlands.
Hells – but he is, truth be told, a fantasti-
cally disinterested ruler, at least most of the
time. His attention is directed towards the
222
PART X
Wraiths
“Endings are not always bad. Most times they're just beginnings in disguise.”
223
WRAITHS
224
WRAITHS
Spirits do not suffer wound penalties; ra- If a point of Pathos is lost, there is a
ther, they lose temporary points of Cohe- chance that the Spirit will gain a point of
sion (as if they were health levels). Malice. Make the same contest again (using
the original rating, not the new lower rat-
E. Cohesion: ing) and if Malice wins again, the Spirit
A spirit may fully replenish his or her Co- gains a point of Malice as well.
hesion at any time by spending a temporary
Willpower. A spirit that loses all Cohesion, G. Regaining Pathos and Willpower:
however, has been disrupted (this will hap- In the realms of the dead, Spirits regain Pa-
pen most often in the case of an over- thos primarily through interaction with
whelming attack that causes the spirit to items from the material world or their
suffer more damage than it has Cohesion – shades, although they can regain it through
otherwise the spirit will just spend a Will- great joy or suffering as well. In the materi-
power and heal). A disrupted spirit will re- al plane, a spirit recovers 1 Pathos per
form in 11 weeks, minus 1 week for each week.. Spirits may also gain Pathos by in-
level of Pathos it possesses. It will find it- teracting with mortals in a positive way;
self reforming either in the Hell or Heaven every positive, substantive interaction may
to which it has been assigned, or in the grant a full point of Pathos immediately.
Borderlands nearby where it was disrupted
if it is a Liberate. Spirits regain Willpower at the rate of 1
point every sunset when in the Borderlands
or the material plane. In the realms of the
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WRAITHS
dead, they regain Willpower at the rate of Failure results in the target’s being incapaci-
one point per week. tated for the next round of Combat (if
any), and suffering “virtual wounds” equal
H. Spectres to the spirit’s Malice rating. These wounds
Spectres are wraiths who have lost all of cannot be healed, but will disappear within
their Pathos, and have become consumed 10 minutes or so. If the target is already at
with Malice. A Spectre fuels his powers incapacitated (through regular or virtual
with Malice instead of Pathos, once again wounds) each failure burns a point of Will-
losing a permanent point (but recharging) power instead. If the resistance is success-
if his temporary malice ever reaches zero. ful, the target suffers only 1 virtual wound.
Spectres regain Malice by causing pain or
destroying/consuming other souls. If a ● Fear Projection
Spectre’s permanent Malice ever reaches (Multi) (Sight) (Emotion)
zero, it ceases to exist.
By expending a Pathos point, the spirit may
3. SPIRIT POWERS cause a target to experience debilitating
Spirits may have any number of powers fear. The target must immediately flee the
that they can employ, including several area unless he or she successfully resists
types of attack. These powers, described (vampires gain Advantage in resisting):
below, each require the spirit to expend
temporary Pathos. If a spirit’s temporary WP/2 VS. MALICE
Pathos ever reaches zero, the Spirit loses a
permanent point. Whether a spirit has a ● Psychic Assault
power is a function of the spirit’s age. De- (Sight) (Multi)
mons are entirely immune to these powers.
This potent attack can take any number of
● Pain Projection forms (a keening wail, a burst of light fo-
(Multi) (Sight) cused at the target, an image of flames,
etc.). But whatever the form, the mechan-
By expending a Pathos point, the spirit may ics of the psychic assault are the same, and
cause a target to experience excruciating are similar to the Auspex 6B power, Psy-
pain. The target of this power must imme- chic Assault. Using this power requires
diately attempt to resist with: spending two Pathos.
STAMINA + WP/2 + FORTITUDE Each assault drains Willpower from the tar-
VS.
get equal to Malice divided by 3 (rounded
MALICE up). The affected target also gives away
Advantage on every contest for the next 5
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WRAITHS
minutes as they reel and teeter from the on- If a target successfully resists, there is no
slaught. The power may be resisted with: effect. If the resist fails, the spirit gains
control of the host body until Sunrise, and
WP/2 VS. MALICE is able to use any and all physical abilities
of the body, including muscle memory (for
● Possession things like juggling and so forth). A wraith
(Touch) (Multi) (Nightly) (Dawn) that successfully possesses a living body
will immediately be restored to full Pathos
This dread power requires the expenditure as they taste the breath of life. A wraith
of one Pathos merely to attempt it; against that possesses a vampire gains only a single
an unwilling target, it requires an additional point of Pathos (which is less than it cost
one Pathos if it is successful, two if the tar- to use the power in the first place).
get is a vampire. To use this power, the
spirit simply jumps into the target and tries ● Telekinetic Assault
to take over. This is difficult: first, the spir- (Range) (Tactical)
it must succeed by winning a contest of:
By spending a Pathos, the spirit may release
GUILE VS. HUMANITY a bolt of telekinetic force at a target. An
attack with this power has the following
Then, successful, the target may resist, statistics:
gaining Advantage, with:
CBT: Attachment DMT: Malice
WILLPOWER VS. WILLPOWER High: 6 Low: 3
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WRAITHS
228
PART XI
Influence Examples
You can get more with a kind word and a gun than you can with just a kind word.
229
INFLUENCE EXAMPLES
Society Influence:
Get a party guest list 2
Access an exclusive nightclub 4
Get invited to a party 5
Get someone uninvited to a party 12
Get invited to a film premier 15
Force an A-Lister to show up 20
(or you could use Dominate!)
Get invited to the Oscars 25
Get a party of 10 invited 40
to the Oscars
Cancel the Oscars 90
230
Vampire: Degeneration
Name: Nature: DoB:
Clan: Demeanor: Embrace:
Sanguinis: Affiliation: Sire:
Attributes
Strength OOOOOOO Charisma OOOOOOO Perception OOOOOOO
Dexterity OOOOOOO Manipulation OOOOOOO Intelligence OOOOOOO
Stamina OOOOOOO Appearance OOOOOOO Wits OOOOOOO
Abilities
Acting OOOOOOO Etiquette OOOOOOO Melee OOOOOOO
Alertness OOOOOOO Expression OOOOOOO Music OOOOOOO
Animal Ken OOOOOOO Finance OOOOOOO Occult OOOOOOO
Archery OOOOOOO Firearms OOOOOOO Performance OOOOOOO
Athletics O O O O O O O Hvy. Weapons O O O O O O O Politics OOOOOOO
Brawl O O O O O O O Intimidation O O O O O O O Religion OOOOOOO
Computers OOOOOOO Investigation OOOOOOO Subterfuge OOOOOOO
Demolitions OOOOOOO Law OOOOOOO Streetwise OOOOOOO
Disguise OOOOOOO Leadership OOOOOOO Stealth OOOOOOO
Dodge OOOOOOO Linguistics OOOOOOO Survival OOOOOOO
Drive OOOOOOO Masquerade OOOOOOO Throwing OOOOOOO
Electronics OOOOOOO Mechanics OOOOOOO Torture OOOOOOO
Empathy OOOOOOO Medicine O O O O O O O Vampire Phys. O O O O O O O
_______________ O O O O O O O _______________ O O O O O O O _______________ O O O O O O O
Disciplines Backgrounds / Lores / Influences
_______________ O O O O O O O _______________ O O O O O O O _______________ O O O O O O O
_______________ O O O O O O O _______________ O O O O O O O _______________ O O O O O O O
_______________ O O O O O O O _______________ O O O O O O O _______________ O O O O O O O
_______________ O O O O O O O _______________ O O O O O O O _______________ O O O O O O O
_______________ O O O O O O O _______________ O O O O O O O _______________ O O O O O O O
_______________ O O O O O O O _______________ O O O O O O O _______________ O O O O O O O
Beast OOOOOOOOOO
Willpower OOOOOOOOOO INHUMANITIES:
FATE: OOOOOO
Combat Record Sheet
Character Name: _________________________________
Strength ____ Brawl ____ BRAWL BRAWL CBT Ties are mutual hits
Melee
_________ ________ ________ ________ ________
Dex + Melee Str + Pot + Melee + Weapon Str Mod + Pot + Weapon Str Mod + Pot + Weapon
Ranged
_________ ________ ________ ________ ________
AIM: SNAP: Dex + Firearms Firearms + Gun Gun Gun
UNHURT
(No penalty) 0 0 0 -1 -1 -1 -2 -3 -5 n/a