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Vampire:

Degeneration

A Custom Ruleset
For
Vampire: The Masquerade

By

Dr. Michael E. Lopez

With special thanks to:


Albert Kirby
&
Rick Arthur
Table of Contents

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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15. Freebie Points ........................................................................................... 26


16. Archetypes ................................................................................................. 27

PART II: Combat............................................................................................... 31


1. Overview ..................................................................................................... 31
2. The Combat Round ................................................................................... 31
Blood Expenditures ............................................................................ 32
Declaration of Actions ...................................................................... 32
Unopposed Actions ............................................................................ 33
Combat Contests ................................................................................. 33
Damage Contests ................................................................................ 33
Apply Wound Penalties ...................................................................... 33
Power Use/Activation ........................................................................ 33
Blood Expenditures ............................................................................ 33
3. Calculating Combat Statistics ................................................................... 34
Blood Figuring CBT and DMT ........................................................ 34
HIGH and LOW damage totals ....................................................... 35
Special Rules for Firearms ................................................................. 37
Combat Contests ................................................................................. 33
Damage Contests ................................................................................ 33
4. Resolving Combat Contests ..................................................................... 38
5. Resolving Damage Contests ..................................................................... 40
6. Damage, Wound Penalties, and Death.................................................... 41
7. Combat Disciplines .................................................................................... 42
8. Multiple Opponents ................................................................................... 42
9. Grappling ..................................................................................................... 43
10. Biting in Combat ...................................................................................... 44
11. Hitting Them When They’re Down...................................................... 45
12. Healing ....................................................................................................... 45
13. Action Priority and Change .................................................................... 46

PART III: Degeneration .................................................................................. 47


1. Overview ..................................................................................................... 47

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Table of Contents

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

PART IV: Game Systems ................................................................................ 66


1. Status and Social Contests ........................................................................ 66
2. Willpower ..................................................................................................... 68
3. Blood Bonds ............................................................................................... 68
4. Ghouls .......................................................................................................... 70
5. Out-of-Clan Disciplines ............................................................................ 72
6. Creation Rites.............................................................................................. 73
7. Diablerie ....................................................................................................... 75
8. Torpor and Revival ..................................................................................... 76
9. Masquerade Skill ......................................................................................... 78
10. Daylight Operations................................................................................. 80
11. Sheer Strength ........................................................................................... 81
12. Influences .................................................................................................. 82
13. Retainers .................................................................................................... 84
14. Hunting ...................................................................................................... 86
Hunt Methods ..................................................................................... 86

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Table of Contents

Calculating Your Hunt Totals............................................................ 87


Calculating Hunt Difficulty ............................................................... 89
Hunting Botches ................................................................................. 89
A Killing Mood ................................................................................... 91
Herd....................................................................................................... 91
Territory Type Descriptions .............................................................. 91
15. Lores ........................................................................................................... 93

PART V: Disciplines ......................................................................................... 97


1. Power Modifiers ......................................................................................... 97
2. Alternate Power Advancement .............................................................. 100
ANIMALISM .................................................................................................101
AUSPEX ........................................................................................................ 104
CELERITY ................................................................................................... 107
CHIMERSTRY ............................................................................................. 109
DEMENTATION ........................................................................................ 111
DOMINATE .................................................................................................112
FORTITUDE ................................................................................................115
METAMORPH .............................................................................................115
OBFUSCATE ................................................................................................117
OBSIDIA ....................................................................................................... 120
OBTENEBRATION ...................................................................................121
POTENCE .................................................................................................... 123
PRESENCE .................................................................................................. 123
PROTEAN .................................................................................................... 126
SERPENTIS ................................................................................................. 129
VICISSITUDE ..............................................................................................131
ATAVISM ...................................................................................................... 133

PART VI: Thaumaturgy ................................................................................ 134


ALCHEMY ................................................................................................... 135
BIOTHAUMATURGY............................................................................... 137
COUNTERMAGIC .................................................................................... 139

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THE FOCUSED MIND ............................................................................ 140


THE HEARTH PATH ................................................................................141
LURE OF FLAMES .................................................................................... 142
THE MUTED PATH.................................................................................. 143
NEPTUNE’S MIGHT ................................................................................ 145
PATH OF ATHENA .................................................................................. 146
PATH OF BLOOD ..................................................................................... 147
PATH OF CONJURING ........................................................................... 148
PATH OF CORRUPTION ........................................................................ 149
SPIRIT THAUMATURGY .........................................................................151
TECHNOMANCY ..................................................................................... 152
TERRA’S POWER ....................................................................................... 153
WEATHER CONTROL ............................................................................ 154
Rituals ............................................................................................................. 156
Level 1 ................................................................................................. 157
Level 2 ................................................................................................. 164
Level 3 ..................................................................................................171
Level 4 ................................................................................................. 178
Level 5 ................................................................................................. 184

PART VII: Necromancy ................................................................................ 189


THE SEPULCHRE PATH ........................................................................ 190
THE BONE PATH ..................................................................................... 192
THE SHROUD PATH ............................................................................... 194
THE ASH PATH ......................................................................................... 196
Rituals ............................................................................................................. 198
Level 1 ................................................................................................. 199
Level 2 ................................................................................................. 202
Level 3 ................................................................................................. 205
Level 4 ................................................................................................. 209
Level 5 ................................................................................................. 213

PART VIII: Fate Points and Aspects......................................................... 217

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Table of Contents

1. Fate Points ................................................................................................. 217


2. Aspects ....................................................................................................... 218

PART IX: Realms of the Dead .................................................................... 220

PART X: Wraiths .............................................................................................. 223


1. Spirit Attributes ........................................................................................ 223
2. Spirit Game Systems ................................................................................ 223
3. Spirit Powers ............................................................................................. 226
4. Sample Wraiths ......................................................................................... 228

PART XI: Influence Examples ................................................................... 229

Sample Character Sheet ................................................................................. 231


Combat Record Sheet .................................................................................. 232

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INTROIT

INTROIT
A beginning is a delicate time.

1. WHAT IS THIS BOOK?  New abilities, disciplines, and back-


This book is an adaptation of White Wolf ’s grounds.
Vampire: The Masquerade Role-Playing
Game. It is a streamlined, high action rules 3. WHAT’S INSIDE?
set developed as an expanded, dice-based  Part I deals with character generation.
version of rules found on the Los Angeles:  Part II deals with the new Combat rules.
Out of Control MUSH, which were based on  Part III explains new Humanity and De-
the Sanguinis Nobilis MUSH rules, which generation rules.
were in turn loosely based on the Mind's  Part IV explains other revised Game
Eye Theatre rules. It is assumed readers will Systems.
have some basic familiarity with the White  Part V presents the adapted disciplines,
Wolf Storyteller system. No time is taken and introduces new disciplines.
to explain terms such as Attributes, Freebie  Part VI deals with Thaumaturgical paths
Points, Generation, or anything else. Play- and rituals.
ers who do not have this knowledge should  Part VII deals with Necromantic paths
consult their Gamemaster. and rituals.
 Part VIII introduces a Fate Point/
2. WHAT IS DIFFERENT? Aspects system based on the Fantastic
Some highlights: Adventures in Tabletop Entertainment
 Disciplines are generally more effective.; (FATE) and FUDGE rules.
many powers do not require any roll.  Part IX briefly examines the realms of
 Play is mostly accomplished with 2d6. the dead and cosmology.
 Combat is faster-paced, slightly less le-  Part X presents rules for governing
thal, and has clearer winners and losers. Ghosts and Wraiths.
 All clans have four in-clan disciplines.  Part XI provides Influence Cost exam-
ples.

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.

1. CONTESTS It can be impossible to win a contest: if


The basic mechanic in these Rules is the Max rolled a 4, his total would be 9 and it
Contest: a challenge between two separate would be impossible for John to successful-
values (“Contest Values” or “Values”). ly resist — without some type of bonus.
One will usually belong to a player charac-
ter, and the second may belong to another 2. ADVANTAGE
player, an NPC, or it may be a static These rules also include something called
“Difficulty.” Advantage. Imagine that John had been
Conditioned (a Dominate power) by Astrid,
Contests are intended to quickly resolve an NPC elder. That power works to pre-
game issues. Imagine Max the Ventrue is vent further meddling, and it gives John a
attempting to Dominate John the bartend- little extra edge — an "Advantage" - on his
er. John’s Willpower is 4, and he resists roll to resist Max.
Dominate with half of that. Max’s Domi-
nate Value is 5 (Manipulation + Intimida- When a character has Advantage, instead
tion). Their Values are 5 and 2. Each side of rolling 1D6, he rolls 2d6, selecting only
rolls 1D6 and adds it to their Value. The the higher of the two dice, and then adds
highest total wins. That’s all there is to it. that number plus one to his Value.
And both sides get to roll something.
Advantage can only ever be possessed by
What happened to dice pools? one character in a contest. If there is a rea-
The standard V:tM rules aggregated attributes son for John to have Advantage, and also a
and abilities to form “dice pools” — the higher
your stats, the more dice you got. This system
reason for Max to have Advantage, then
still uses those same numbers in many cases as they cancel out. If Max has four reasons
Contest Values— but the number is added to the and John only has one, Max still only gets a
one die roll the player makes in the contest. single Advantage.

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.

A. Automatic Success In such a contest, ties should almost always


If a character has any ranks in the relevant count as successes.
Ability for a task, however, the Gamemas-
ter should give serious thought to whether
a contest is even warranted at all. TABLE 1: “Unopposed” Difficulties

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

C. What that Means TABLE 2: Dice Mathematics


The descriptions on Table 1 are a little
opaque, and every GM will likely develop Differential With
their own sense of where difficulties (PC skill Winning Advantage
should lie. There are no hard and fast minus diffi- Ties (Winning
rules. But here are some guidelines: culty) Ties)
+5 100% 100%
 You want to shoot a bullseye on a target
at 15 yards with a pistol? Not terribly +4 97.22% 100%
hard to do if you’ve fired a gun before.
+3 91.66% 99.54%
Difficulty 4.
+2 83.33% 97.68%
 Free climb a slightly irregular brick wall?
Probably difficulty 4 or 5 — 6 if it’s +1 72.22% 93.52%
particularly bare — with checks every
0 58.33% 86.11%
twenty feet or so.
-1 41.66% 74.55%
 Reconstruct a traffic accident based
solely on skid marks or track an un- -2 27.77% 57.88%
wounded deer through a forest? Diffi- -3 16.66% 41.67%
culty 6 or 7.
-4 8.33% 26.86%
 Take an icy mountain road turn at 45
miles an hour, drifting to avoid the -5 2.77% 14.36%
edge? Difficulty 8 (9 if you’re in a
Camry). -6 0% 5.1%

 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 .

1. OVERVIEW Nosferatu may not put any of these 15


The character generation process has not points into Appearance (their appearance is
changed much under this rules set. Players locked at 1 forever).
still pick attributes, abilities, disciplines,
backgrounds, and set Willpower and Hu- 3. ABILITIES
manity. Players still spend freebie points, Like attributes, points are assigned to abili-
and can take flaws to gain more freebie ties without reference to the distinctions
points. However, there have been a num- between talents, skills, and knowledges.
ber of new abilities introduced, and several Players receive thirty (30) dots to place
limiting distinctions have been discarded in wherever they will; Nosferatu may not pur-
favor of greater flexibility. Virtues are no chase Masquerade skill during character
longer used, and instead there is a direct generation (not even with Freebies).
competition between a character’s Humani-
ty and his or her Beast, which is represent- There are many more abilities available in
ed by a separate stat. the custom ruleset than in standard Vam-
pire. Lores are no longer considered Abili-
ties — they are their own separate category
2. ATTRIBUTES of statistic. A complete list of abilities is
The nine basic attributes are unchanged. A shown on the following page.
major change to how attributes are assigned
is that players need not set priority for A. Arts & Sciences
Physical, Mental, and Social Attributes. Players may take any number of “Arts &
Every attribute still starts at 1. Each player Sciences” abilities if they wish their char-
starts with fifteen (15) ranks (or “dots”) to acters to have exceptional talents in those
put into attributes however they choose. areas. These can be nearly anything the
player wishes: Sculpture, Painting, Singing,

5
CHARACTER GENERATION

ACTING ETIQUETTE MELEE


ALERTNESS EXPRESSION MUSIC
ANIMAL KEN FINANCE OCCULT
ARCHERY FIREARMS PERFORMANCE
ATHLETICS HVY. WEAPONS POLITICS
BRAWL INTIMIDATION RELIGION
COMPUTERS INVESTIGATION SUBTERFUGE
DEMOLITIONS LAW STREETWISE
DISGUISE LEADERSHIP STEALTH
DODGE LINGUISTICS SURVIVAL
DRIVE MASQUERADE THROWING
ELECTRONICS MECHANICS TORTURE
EMPATHY MEDICINE VAMP. PHYS.

Mathematics, Physics, Chemistry, Art His- 5. BACKGROUNDS


tory, Poetry, Psychology, Architecture, His- Players start with six (6) dots to distribute
tory… nearly anything that you’ve ever to backgrounds. The available back-
heard of as a Department in a university. grounds have changed somewhat, and there
is not only a more robust influence system
Just remember that Arts & Sciences abili- in place, but also a number of new back-
ties represent clinical and/or technical grounds — some of which represent spe-
skills: having many dots in Sculpture means cializations within certain disciplines.
that your Sculptures are realistic and well-
made. It does not mean that you’ve cap- A complete list of backgrounds is shown
tured anything particular deep in your art on the next page.
(that realm belongs to Expression). Like-
wise, having 5 ranks in Singing is likely less A. General Backgrounds
useful than having 4 ranks coupled with 4 Most of these should be familiar to Vam-
ranks of Performance. pire players. Some of them function a little
differently under these Rules (e.g., Herd,
Retainers) but these are explained else-
4. DISCIPLINES where in the text. Only Identities and Li-
Disciplines are essentially unchanged. Each
brary are new.
player starts with 3 ranks in his or her clan
disciplines, distributed however the player
IDENTITIES
chooses. The “clan” disciplines, though,
Identities are additional mortal identities
have changed. Read on…
your character has established. These have

6
CHARACTER GENERATION

GENERAL STATUS Financial


Fame Anarch Rep Legal
Herd Clan Prestige (by Media
Identities clan) Medical
Library Status Military
Mentor Sabbat Esteem Occult
Resources Police
Retainers INFLUENCES Political
Academic Society
DISCIPLINE- Artistic Street
RELATED Church Transportation
Affinities Civil Union
Maskings Criminal
Rituals Education

 Each usable rank gives a +1 to a charac-


everything an identity requires: birth certifi- ter’s Occult ability when performing re-
cate, SSN, driver’s license, passport, credit search.
rating, perhaps even separate assets, lines  Each usable rank of 3 or higher grants a
of credit, or a social media presence. Eve- +1 to Mage Lore, Arcanum Lore, and
ry rank taken grants an additional identity. Inquisition Lore when performing re-
search on discrete topics.
LIBRARY  Each usable rank of 4 or higher grants a
Library represents a character’s personal +1 to Vampire Lore, Demon Lore, and
occult library. This may have been inherit- Faerie Lore when performing research
ed, gathered, stolen… whatever the source, on discrete topics.
it is invaluable when investigating or re-  A Library is very useful when research-
searching occult history, demonology, mys- ing rituals, and adds directly to the con-
tical properties, legends, and the like. A test.
character may not take full Advantage of a
Library with a rating higher than his or her B. Discipline-Related Backgrounds
Intelligence + Investigation (i.e., if your In- Three of the backgrounds are tied to spe-
telligence + Investigation is 3, then a rank 5 cific disciplines. They are Affinities
library is only as useful to you as a rank 3 (Animalism), Maskings (Obfuscate), and
library). The benefits of a Library can be Rituals (Thaumaturgy and Necromancy).
substantial:

7
CHARACTER GENERATION

AFFINITIES ●●●: 14 levels


Affinities is only available to vampires with ● ● ● ● : 19 levels
the discipline of Animalism. Each rank of ● ● ● ● ● : 26 levels
Affinities allows a vampire to select a spe-
cies (not a genus) for which he or she has a C. Using Influences
special affinity. The vampire receives Ad- Influences are examined in greater detail in
vantage for all social or supernatural inter- Part IV. For now, players should know that
actions with members of the chosen spe- influences can be used in two ways: First,
cies. influence rating can be added directly to his
or her contest value when making a roll
MASKINGS where the influence may be relevant (i.e.,
Maskings is only available to characters using Manipulation + Acting to convince a
with the Mask of a Thousand Faces. bureaucrat to perform some action or an-
(Obfuscate 3A) Each rank in Maskings al- other).
lows the character to have a practiced and
perfected identity; no roll or contest is ever Alternately, as explained below, Influence
needed to use one of one's Masking identi- generates "Influence Pool" over time,
ties, and the character receives Advantage which can be saved and then spent to cause
on any non-supernatural attempts to dis- relevant things to happen when the players
cover the deception. Maskings may be and/or Gamemaster do not feel like
fashioned on actual people, or may be roleplaying out every encounter.
made up. Maskings may be purchased after
character generation with experience
points. 6. Lores
Under these customized rules, Lores are a
RITUALS separate category of their own. The enter-
Rituals is only available to character with prising GM is encouraged to create lists of
Thaumaturgy or Necromancy. It gives ad- “secrets” given only to those with adequate
ditional starting rituals, and may not be Lore. Characters receive three (3) dots to
purchased after character generation. The place into their “home lores,” which consist
rituals selected may be of any level that the of (1) Vampire Lore, (2) the relevant sect
character may use. Normal ritual limits ap- lore (i.e., Camarilla, Anarch, Sabbat), and (3)
ply. The starting number of levels (not the the relevant clan lore. With freebies and
number of rituals) that may be selected in experience points, a character may purchase
this way are: other lores. The full list of available lores
will vary from Chronicle to Chronicle, but
●: 5 levels will usually include:
●●: 6 levels

8
CHARACTER GENERATION

 Vampire Lore represent a strongly conflicted character


 Anarch Lore with a deep moral fiber and a short fuse.
 Camarilla Lore By contrast, a character with a low Beast
 Sabbat Lore and a low humanity might not be very mor-
 Clan Lores (by clan) al, but the evils they do are because of their
 Mage Lore own soul, not because the Beast makes
 Faerie Lore them do it. Remember, the Beast is not
 Demon Lore evil — not in the way that we think about
 Wraith Lore evil as something that festers within a mor-
 Arcanum Lore al agent, though it is a far cry from being
 Inquisition Lore any sort of good. It is ferocious. It is in-
 Domain Lore (by domain) stinctive. It is inhuman. It is something
that has been thrust upon the vampire — a
7. Willpower different sort of tragedy. (Though there
Almost all characters start with a Willpower are those who claim that a vampire’s Beast
of three (3). This may be increased is perhaps not so “foreign” at all, and that
through the use of freebie points or such talk is just another way for vampires
through experience points. Note that Bru- to avoid taking responsibilities for their ac-
jah vampires start with one additional Will- tions.)
power.
A character’s Beast rating starts at three (3).
(Certain NPC clans such as the Followers
8. Humanity of Set and the Cappadocians begin play
Almost all characters start with an initial with a Beast of two (2).) More rules ex-
Humanity of seven (7). Malkavian Vam- plaining how the Beast statistic works are
pires begin with a Humanity of six (6). It presented in Part III, below.
can be increased through freebies or expe-
rience, and it can fall quickly if a player is
not careful. 10. Beast Traits
Beast Traits are new type of characteristic
that works in tandem with Beast Rating.
9. Beast They are something like certain types of
Beast is a new statistic designed especially “Flaws” under the traditional rules. Beast
for this rules set. It represents the strength Traits signify the specific manner in which
of the vampiric Beast within the character. the Beast has gained a strong foothold over
Beast is not diametrically opposed to Hu- a particular vampire. When a character
manity as in the standard rules: characters gains a Beast Trait, he gains an additional
may have both a very high Beast and a very “trigger” that may allow the Beast to take
high humanity, for instance. This would over.

9
CHARACTER GENERATION

Table 3—Beast Traits

RAGE TRAITS HUNGER TRAITS FEAR TRAITS


Subhuman Monstrous Subhuman Monstrous Subhuman Monstrous
Crimson Rage Alpha Blood Blood Smell Bane Coward
Embarrassed Bullied Blood Rush Desire Beta Fire
Frustrated Failure Cauchemar Diablerie Bound Passive
Humiliated Furious Fetish Glutton Crowded Religion
Isolation Inviolate Impatient Insatiable Pain Skittish
Item Pride Instinctive More Phobia Timid
Primal Violent Predator Reluctance
Territorial Lust Shame
Touchy Starved Submission
Unfettered Sympathy Sunlight
Vigilante Trapper
vampires feel towards human morality as
Beast traits come in three varieties: Rage, their humanity disintegrates. Inhumanities
Hunger, and Fear. These represent the and the inhumanity that they represent a
three types of Frenzy that can afflict a different type of conflict than Beast Traits;
vampire. Beast Traits are also divided into they are intended to portray a vampire’s ac-
“Subhuman” Beast Traits and “Monstrous” tual, personal evil as a moral agent. from
Beast Traits, with the Monstrous ones pre- the Beast, and represent actual evil.
senting broader, more frequent opportuni-
ties for the Beast to take control. Inhumanities come in two degrees – Sub-
human Inhumanities, and Monstrous Inhu-
A full listing of Beast Traits is set forth on manities. The primary difference between
Table 3, above. Each individual beast trait Monstrous and Subhuman Inhumanities is
is described in Part III. the experience point cost for removing
them. Inhumanities “encourage” certain
11. Inhumanities bad behaviors by removing the in-game
Inhumanities represent the other side of a penalty associated with misdeeds and mal-
vampire’s moral struggles. They are traits feasance: when a character commits an im-
that signify the growing callousness that moral act that is covered by one of his In-

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

would otherwise conflict with a Stigma, thematic and game-system-level changes to


the Stigma takes priority. A listing of the various vampire clans. The seven Cam-
Stigmata is set forth in Table 5, above. arilla clans are detailed on the following
pages. Brief descriptions of the others fol-
13. Clans low.
As in the standard rules, every vampire
must select a “clan.” There have been both

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

combat. The young generally look up to Vulnerability to Silver Stigmata.


the elders, and in return the elders often
look out for the younger members, doing Clan Disciplines:
what they can to smooth things over with  Animalism
the elders of other clans if and when the  Fortitude
youngsters get out of line – which they of-  Obsidia
ten do, being so independent-minded.  Protean

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.

They are the darkest of the clans, more apt Disadvantages:


to sink into evil and depravity than other  Malkavian Humanity begins at 6.
vampires. As a clan, they are removed, de-  They begin the game with a Mon-
tached, and unstable. True, these go hand strous Inhumanity trait.
in hand with insanity, but the Malkavians
prefer to embrace those who are “broken” Clan Disciplines:
in some important respect – whether from
 Auspex
insanity, trauma, disease, or some other
 Dementation (Malkavian only)
cause.
 Dominate

Despite certain façades, Malkavians are not  Obfuscate


cute, and they are not funny. Not really.
They are tragic and disarming, mysterious
and wise. And they can be terrifying.

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,

Because of this, they often to live on the Advantages:


outskirts of society, as outcasts or the  Nosferatu begin play with two free
homeless. Indeed, some few even live in
ranks in their home lores.
the sewers.
 Buying off Beast ranks and Inhu-

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.

Most Caitiff, if they were candid, would


likely confess that an Embrace that doesn’t Disadvantages:
work is worse than none at all. Caitiff are  Caitiff may not begin play with Age,
stuck in their condition — imperfectly True Childe, or Status.
transformed. Some say that this lets them  No discipline may start higher than
understand the vampiric condition in a way 2 dots or ever exceed 3 dots.
that full-bloods cannot.  Caitiff do not gain Sanguinis.

The Caitiff would just say it sucks.


Clan Disciplines:
 None

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

even heard of these reclusive creatures. once per scene.


Some sources have claimed that the entire  Asuras start with five dots in disci-
clan is part and parcel of a great Death plines (nothing higher than 3).
Cult, driven by religious imperatives.
Disadvantages:
What is known for certain by those who  Asuras start with both the Carni-
know they exist is that the Asuras are dan- vore and Aura of Evil stigmata.
gerous, and different — inhuman, but not in  Asuras cannot take Influence in
the way of the Sabbat. They are not evil or
character generation.
decadent or cold or dead; rather, they are
savage and otherworldly, supernatural pred-
ators whose lost humanity seems but an Clan Disciplines:
afterthought, not a tragedy.  Chimerstry
 Fortitude
 Metamorph
 Obfuscate

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+

age and Sanguinis at the time of the Em-


14. SANGUINIS brace be established.
Sanguinis is a statistic that replaces Genera-
tion — it is something like “Potency” from Vampires may also increase their Sanguinis
Vampire: The Requiem, but it works a little by taking Age (see below), subject to Ga-
differently. memaster Approval.
A vampire’s Sanguinis goes up as he or she The powers, abilities, and approximate age-
gets older (or as he or she commits Diable- ranges for the various levels of Sanguinis
rie). Most vampires start at Sanguinis 1, are listed above on Table 6. Note that the
but “True Childer” — vampires who are “Trait Cap” is only the limit for permanent
part of a special process of Embracing — scores; it does not affect the limit for en-
start off with a Sanguinis one less than hancing physical attributes with vitae
their Sire’s current Sanguinis. A vampire (which limit is set at twice the relevant per-
may, with Gamemaster approval, use his or manent statistic).
her Freebie points to start play as a True
Childe. This will require that the sire’s own

25
CHARACTER GENERATION

Table 7—Freebie Points


Item Freebie Point Cost Notes
Attributes 5 per dot GM approval for attributes at 5
Abilities 2 per dot GM approval for abilities at 4 or 5
Backgrounds 2 per dot
This is a change from standard rules; GM approval
Disciplines 6 per dot
for out-of-clan disciplines
Willpower 3 per dot GM approval for 6+
Lores 1 per dot GM approval for Lore of other clans
Age 5 GM approval; Chronicle dependent
True Childe 12 GM approval
Beast 3 Buys “off ” one rank of Beast
Humanity 2 per dot
+1 Beast +2 Freebies No limit
-1 Humanity +2 Freebies No limit
Stigma +3 Freebies Assigned randomly by GM; may only take once
Player may choose subject to GM approval; may
Inhumanity +2 Freebies
only take once

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

16. ARCHETYPES Note, however, that to the extent there was


As in the standard rules, all characters a previously available archetype under the
should be given a Nature (their true per- standard rules that is no longer available, it
sonality archetype) and a Demeanor (the has likely been assimilated into one of the
way that their personality is projected to archetypes below.
and/or interpreted by others). A charac-
ter’s nature and demeanor need not be dif- ARCHETYPES:
ferent from each other — some people are
just who they seem to be. Architect: You desire to leave a legacy,
whether tangible or intangible. This need
A. Effect of Demeanors: not involve recognition (although it can): it
Demeanors are primarily an aid for devel- is enough that you have brought something
oping a character concept — they have lit- that has lasting significance, value and/or
tle effect on game play. The GM may, at effect.
his discretion, award experience points for
particularly good portrayals of a demeanor. Autist: You seek to conceal yourself from
others, hiding your true nature and living
B. Effect of Natures: inside of your carefully guarded shell.
Natures are also an aid for role-play, but Genuine human connection terrifies or re-
they also serve an important in-game func- pels you, and revealing the 'real' you could
tion. When a character performs a signifi- among the worst things that could ever
cant act that aligns with his or her nature, happen.
he or she will typically (at the GM’s discre-
tion) receive an immediate point of Will- Autocrat: You seek to be in control of sit-
power, up to his or her maximum total. uations, recognized as the decision-making
The GM may also award experience points authority. This does not mean that you are
for particularly good role-playing insofar as a tyrant, or one in the making (although it
a character’s Nature is portrayed as some- does not preclude this either). You simply
thing separate from his or her Demeanor. enjoy – indeed, require the assurance of
knowing that yours is the last word.
C. Available Archetypes:
Below is a non-exhaustive list of available Benefactor: While you don’t necessarily
archetypes that may be selected for Natures always have a bounty of riches, your life
and Demeanors. Players are encouraged to finds meaning in providing for others when
develop their own to the extent that a you can. You enjoy the position of sharing
strong character concept does not fit into what you have with those who have less, of
one of these existing archetypes. being a patron or savior.

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

flict. You find satisfaction in resolving


things justly and efficiently, and others of-
ten rely on your wisdom.

Loner: You have your own path and no


desire to share it with anyone else. You do
not seek out the company of others,
though you can tolerate it. You enjoy the
freedom of not being responsible for or to
anyone else, and being able to address
problems on your own terms.

Loyalist: Friends, family, co-workers…


they probably all consider themselves lucky
to have you, for you are unfailing in your
loyalty to those who are close to you or
who deserve it. The Loyalist doesn’t care if
his friend is wrong: you stick by your
friends, and you dance with who brung ya.
and may even want to be something else.
Manipulator: Some manipulate people to But this is what you are.
accomplish goals – but for you, manipulat-
ing people is the goal. You take pride and Pedagogue: You are a teacher, one who
comfort in understanding people and being helps others to stand on their own and ex-
able to maneuver them around for your perience new horizons. Your lessons may
own designs – or sometimes just to see if not always be pleasant, but you find fulfill-
you’re right about how they will react. Ma- ment in knowing that you have done what
nipulators need not be evil: many therapists you can to help someone meet the chal-
and psychologists are Manipulators. lenges that they may yet come to face.
Masochist: You find pleasure in suffering Penitent: You are filled with guilt –
– your suffering. You seek to take on pains whether for specific acts, or just the course
and trials – whether out of a twisted sense of your life, which you don’t see as worthy.
of martyrdom or simply because you like it. You attempt to make yourself better, to
atone for your failings.
Monster: You are a depraved, horrible
creature who revels in pain, misery, and Praise-Seeker: You’re a people-pleaser
evil. You may recognize it, may regret it, and seek external validation. Nothing fills

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

A. Blood Expenditures Note that characters declaring use of a dis-


The first thing that happens in a combat cipline (such as Dominate or Presence) may
round is that characters have the option to not do anything except evade during the
spend blood to do things such as increase round, although they may do that without
physical statistics or heal wounds. penalty.

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

C. Unopposed Actions of the Combat Contest also wins his Dam-


Once everyone knows what they are doing, age Contest against the loser’s SOAK, then
characters making unopposed non-combat the winner will inflict HIGH damage on
actions may take those actions. The GM the loser. If he or she ties or loses the
should ensure that these actions can be per- Damage Contest, LOW damage is inflict-
formed within the 10 seconds of the com- ed. Note that Fortitude is subtracted from
bat round. The GM will be called upon to all non-aggravated damage inflicted.
exercise judgment in many cases.
F. Apply Wound Penalties
D. Combat Contests Characters who have suffered damage now
The next thing that happens is that charac- remind themselves that their wound penal-
ters who are in combat with each other (i.e., ties now apply, and will affect all actions for
where at least one character has declared an the rest of the round.
attack of some kind against the other)
make their combat contests. G. Power Use/Activation
Discipline use generally happens at the end
Every attack a character can perform will of the round. As a general rule, unless a
have a Combat Value, abbreviated as discipline has either the Combat or Tacti-
“CBT”. Characters will also have other cal modifier, it will take effect during this
combat values, such as their EVADE and step of the combat round. The exact
ESCAPE ratings. These combat values are method in which various Disciplines func-
added to the contest roll, and the higher tion in Combat is discussed in greater detail
roll wins the combat round. (The outcome in Part V, below.
of ties depends on the specific situation;
see below.) If a character wishes to use a discipline
(or similar power) during this step, he
E. Damage Contests or she can do nothing but Evade —
If someone who was attacking was the without penalty — during the earlier
winner of a Combat Contest, then a sec- part of the round.
ond contest is made to determine damage.
Every attack a character can perform will Wound penalties will apply to power use if
have a Damage Value, abbreviated as the character is damaged earlier in the
“DMT”. This value is contested (with a round.
die roll) against the losing character’s SOAK
total. H. Blood Expenditures
If the Character has not already exhausted
Every attack also has a HIGH damage to- his per-round limit, he or she may spend
tal and a LOW damage total. If the winner blood to heal or increase statistics.

33
COMBAT

3. CALCULATING COMBAT provide either fixed numeric values, or will


provide the relevant statistics to calculate
STATISTICS the combat and damage values. The most
When figuring out a character’s combat sta- common values that a character will have to
tistics, remember that each type of attack has calculate are set forth below in Table 9.
its own set of numbers: its own CBT,
DMT, and HIGH and LOW damage. Brawl CBT/DMT Example: If Joe the
Brujah had Strength 3, Dexterity 2, Brawl
A. Figuring CBT and DMT 3, and Potence 2, then his Brawl CBT
Determining these values for the most would be 5 (Dexterity 2 plus Brawl 3),
common form of attacks (brawl, melee, while his Brawl DMT would be 8 (Strength
etc.) is usually simply a matter of adding 3, Brawl 3, and Potence 2). DMT values
together certain statistics and writing down can get quite large when vampires have Po-
the total. tence; vampires with Potence not only do
more damage on a hit, but they are more
Most Tactical disciplines (i.e., disciplines likely to inflict HIGH damage as well.
that have their own combat values) will
Table 9—Combat Values
Combat Value (CBT) Damage Value (DMT)
Brawl DEX + BRAWL STR + POTENCE + BRAWL
STR + POTENCE + BRAWL
Melee DEX + MELEE
+WEAPON
STRENGTH + POTENCE + BRAWL
Claws DEX + BRAWL
+2
Guns DEX + FIREARMS + GUN MOD. FIREARMS + GUN MOD.
STR + POTENCE +ARCHERY +
Bows DEX + ARCHERY + BOW MOD.
BOW MOD. (May be capped)
STR + POTENCE + THROWING +
Thrown DEX + THROWING
WEAPON MOD.
Grapple STR + POTENCE + BRAWL n/a
EVADE DEX + DODGE n/a
ESCAPE WITS + DODGE + DEX –3 n/a
SOAK n/a STAMINA + FORTITUDE + DODGE
Fire/Sun n/a FORTITUDE + DODGE

34
COMBAT

Strength gives him or her a pair of num-


B. HIGH and LOW damage totals bers (the “Strength Modifiers”) that serve
Every form of attack will also have two as the starting point for these calculations.
damage totals — HIGH for when the at- The larger is called the “HIGH” modifier,
tack wins the damage contest, and LOW and the smaller is called the “LOW” modi-
value for when the losing character’s Soak fier.
wins or ties. Like CBT and DMT, these
values are figured separately for each attack. The HIGH and LOW damage modifiers
for a particular character’s strength are dis-
Strength-Based Attacks: Many attacks played on Table 10, below.
(e.g., Brawl, Melee, and Thrown Weapons)
base their damage primarily on the at- Additionally, for every dot of Potence that
tacker’s Strength. Every character’s a vampire possesses, his or her HIGH and
Table 10—Strength Modifiers
STR HIGH LOW STR HIGH LOW
1 +1 0 6 +3 +1
2 +1 0 7 +4 +2
3 +2 0 8 +4 +2
4 +2 +1 9 +5 +2
5 +3 +1 10 +5 +3

35
COMBAT

LOW damage values are increased by 1. (A (Strength 3, Melee 2, Potence 2, and +3


point of Potence is worth far more than a from the weapon).
point of Strength!)
Ranged Weapons: Weapons such as bows
Thrown and melee weapons also will pro- and firearms almost always have their dam-
vide additional bonuses to HIGH and age determined by the weapon themselves.
LOW damage totals based on the weapon’s (See Table 12 on the next page.)
statistics. (See Table 11 below.)
Disciplines: Tactical disciplines (with
Melee CBT/DMT Example: If Joe the their own CBT and DMT) will have their
Brujah (Strength 3, Dexterity 2 and Po- own HIGH and LOW damage totals as
tence 2) also had Melee 2, then his CBT well. Please refer to the individual disci-
using a Medium melee weapon such as a pline for more details.
Broadsword would be 4 (Dexterity 2 plus
Melee 2), and his DMT would be 10
Table 11—Melee & Thrown Weapons

Weapon Type CBT DMT HI LO Special


Brass Knuckles Brawl +1 +1 0
Damage cap: 4High, 3
Tiny: Scalpel, Kitchen Knife Melee +1 0 0
Low; Usable in grapple
Damage cap: 6 High, 4
Small: Combat Knife Melee +1 +1 0
Low; Usable in grapple
Light: Rapier, Shortsword Melee +1 +2 +1 +1
Medium: Broadsword, Spear Melee +3 +2 +1
Requires 2 hands or
Great: 2H sword, Battle Axe Melee -1 +4 +3 +2
Str+Pot > 5
Rifle Butt Melee -1 +1 +1 0 Lets you hang on to it.
Heart Strike: -2 add’; CBT,
Stake Melee -1 +1 +1 0
requires 4dmg
Improvised Chair Melee -2 +2 +1 0
Improvised Street Sign Melee -2 +3 +2 +1 Needs Strength+Potence 6
Throwing Knife Thrown +1
Throwing Axe Thrown +1 +1 +1
Thrown Spear Thrown -1 +2 +2 +1

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

ble arc of fire (~90o) at –2CBT (the 4. RESOLVING COMBAT


shooter only rolls once).
CONTESTS
 “Stream”: The clip is emptied at a sin- In terms of dice rolling, a combat contest
gle target: +1 CBT, +2 DMT, and an +1 is no different than any other contest: roll
to both HIGH and LOW damage. and add the relevant total. However, there
are different sorts of attacks and actions
Ammo: GMs should discourage different available (e.g., Brawl, Melee, Ranged, Evade)
types of ammunition. If allowed, variant and they each have their benefits and draw-
ammo should be statted to be special purpose backs when it comes to interacting with the
ammo rather than simply “better”. High others. Think about the old adage: “Never
explosive rounds, for example, may inflict a bring a knife to a gun fight.” Each combi-
point or two of aggravated damage, but nation is handled in its own manner with its
could also have both a –1CBT penalty, and own particular rules. Those rules are sum-
do two or three points less regular damage. marized on Table 13, below, and examined
in detail on the next page.
Table 13—Combat Contests
ONE PARTY AND THE OTHER
SPECIAL RESOLUTIONS
IS USING…. IS USING….
BRAWL BRAWL CBT Ties are mutual hits
BRAWL EVADE Tie goes to the evader
Melee combatant gains Advantage; ties go to
BRAWL MELEE
melee combatant.
MELEE MELEE Ties are mutual misses
MELEE EVADE Ties are considered melee hits
RANGED EVADE (AT RANGE) Ties are considered misses
Ties are considered hits; shooter may claim
RANGED “CLOSING” EVADE Advantage on both CBT and DMT; next
round of combat is at close range.
Close combatant gains Advantage vs. long
RANGED BRAWL/MELEE
guns and wins ties; gun DMT/damage is +1
Both sides separately contest Firearms vs
RANGED RANGED
Evade; ties are considered misses.
Only usable after successful evade; attacker
BRAWL/MELEE ESCAPE
gains Advantage; ties yield an escape.

38
COMBAT

A. Brawl v. Brawl: F. Ranged Combat v. Evade (at Range):


Where two combatants are determined to “At range” simply means “out of reach”
punch or kick each other into oblivion, for brawl or melee purposes. Evading a
they contest their Brawl CBTs. Ties are ranged attack absolutely requires that the per-
considered mutual hits when brawling: son evading at least attempt to find cover.
both characters will resolve their damage If the person evading has no potential cov-
against the other (simultaneously). er, he or she has two choices: throw them-
selves to the ground (which has its own set
B. Brawl v. Evade: of problems) or the shooter gains Ad-
When one party is attempting to brawl and vantage. However, it is at least a little diffi-
the other is simply attempting to avoid get- cult to hit a moving target, so ties are con-
ting hit, the players contest Brawl and sidered successful evades.
Evade. Ties are considered a successful
evade and no damage is resolved. G. Ranged Combat v. “Closing Evade”:
There’s one other option for the person be-
C. Brawl v. Melee: ing shot at while at range: charge the bas-
As one might suspect, the relevant contest tard who is shooting at you. This is dan-
here is Melee v. Brawl. Bringing a knife to gerous: the shooter gains Advantage on
a fistfight, though, gives a number of Ad- both CBT and DMT, and now ties are con-
vantages. The Melee combatant gains Ad- sidered hits. The good news: if you sur-
vantage on this test, and also wins ties. vive such a charge, the next round of com-
bat will be at close range.
D. Melee v. Melee:
The scales are more even when both com- H. Ranged Combat v. Ranged Combat:
batants are wielding deadly melee weapons. When two characters just stand and shoot
Weapons can be used defensively, and com- at each other, someone is going to get hurt.
batants also tend to be a bit more careful, The person left standing in such encoun-
so ties are considered mutual misses ters is generally the quickest and best shot.
when weapons are in play. Therefore, both ranged combatants contest
the CBT of their respective ranged weap-
E. Melee v. Evade: ons. The loser gets shot and damage is re-
It’s a little harder to dodge a sword blade solved as normal. If there is a tie, both
than a fist, so when one person is attacking combatants missed. The combatant with
with a melee weapon while the other is the best cover may claim Advantage.
simply evading, ties count as hits.
I. Ranged Combat v. Close Combat:
It is possible to engage in brawl or melee
combat with someone who is trying to

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

Table 14—Health Levels


6. DAMAGE, WOUND PEN- MORTALS
ALTIES, AND DEATH
The damage contest determines whether a LEVEL PENALTY MOVE
character suffers HIGH or LOW damage
UNHARMED Default
— the number of Health Levels that the
character loses. (Vampires are more dura- BRUISED No penalty Normal
ble than Mortals, and have a much larger
number of Health Levels. ) Health levels, HURT -1 Normal
along with the wound penalties associated
INJURED -1 80%
with each, are listed in Table 14, right. Al-
so listed are approximate movement penal- WOUNDED -2 50%
ties that the GM may choose to apply to
characters who have suffered damage. MAULED -3 25%

A. Types of Damage: CRIPPLED -5 10%


There are two types of damage: Aggravat- INCAPACITATED n/a none
ed and Normal. In terms of health levels
and wound penalties, there is no difference VAMPIRES
between the two. The only difference is in
how they heal. LEVEL PENALTY MOVE
UNHARMED Default
Aggravated damage is usually denoted by
an “A.” So an attack that did HIGH of 3A, RUFFLED No penalty Normal
and LOW of 1A, would inflict either three
points or one point of aggravated damage. SHAKEN No penalty Normal
BRUISED No penalty Normal
While in combat, normal damage is always
healed before any aggravated damage that BATTERED -1 Normal
was taken. This is covered in more detail
below, under Healing. HURT -1 80%
INJURED -1 50%
B. Incapacity:
When a vampire is reduced to WOUNDED -2 35%
"INCAPACITATED" through wounds, he
or she may not do anything further that MAULED -3 20%
round. He or she will collapse from the
CRIPPLED -5 10%
damage.
INCAPACITATED n/a none

41
COMBAT

If the character is a vampire, the next round D. Tactical Powers:


cannot be spent doing anything except Some powers, identified with the Tactical
healing. This is not to say that he must power modifier, may be listed with Combat
heal, only that this is all he can do that statistics (i.e., with their own CBT and
round. After that round, if he is still alive, DMT totals). Such powers are used just
he may rise or frenzy or do whatever else like any other attack.
he wants, subject to the limits of his
wounds and wound penalties. E. Other Powers:
All other power uses occur at the end of
If the character is a mortal, he or she is in- the round by default. If a character wishes
capable of action when incapacitated, and to use a power, he or she must do nothing
must succeed on the following contest every but Evade that round, though he or she
minute (6 rounds) to avoid dying: may do that without any penalty. Wound
penalties will apply to power use if the
STAMINA + WILLPOWER V. 7 character is damaged earlier in the round.

7. COMBAT DISCIPLINES F. Fair Escape:


The exact method in which various Disci- Certain powers allow Fair Escape. If the
plines function in Combat is discussed in power user successfully evades during the
greater detail in Part V, below. The follow- combat round, activating this power ends
ing is only a brief summary. combat —period. Pursuit of the escaping
character may allowed by the GM on a case
A. Potence: by case basis, if practical.
Potence figures directly into Combat values
as already discussed. It generally means 8. MULTIPLE OPPONENTS
more damage. Lots more damage. When faced with more than one opponent
in combat, a character has 3 options, with
B. Celerity: normal Advantage rules applying in all cas-
A character with Celerity may have special es (Celerity, etc.):
powers in combat, but will also be able to
spend blood in order to claim Advantage “Dance Like a Butterfly”: The character
on either CBT, DMT, or maybe both. simply Evades against all opponents. The
character gives away Advantage on all
C. Fortitude: EVADE contests, but is able to use his or
As discussed above, Fortitude is added to her full EVADE rating.
SOAK totals, and is also subtracted from
ALL non-aggravated damage that the vam- “Sting Like a Bee”: Attack one opponent.
pire suffers. It is a powerful discipline. At full CBT Any evades against other op-

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:

9. GRAPPLING  Only small weapons (e.g., knives) and


Grappling is combat at extremely close brawl attacks may be made in a grapple.
quarters where at least one of the combat-  No Evades or Escapes can be made in a
ants has actually grabbed hold of the other grapple.
and is attempting to maintain physical con-  Soak values never include Dodge while
trol of the fight. Grappling is the best way in a grapple
to accomplish the ubiquitous “I stop him  While in the grapple, the character who
from doing that,” action that shows up in won the last Grapple Check between
role playing games with such alarming fre- the characters (i.e., the character “in
quency. control”) receives Advantage on both
CBT and DMT for that round, and re-
Once the combatants have entered a grap- ceives Advantage on the next grapple
ple, an additional step is added to the com- check.
bat round: a “Grapple Check” is made at  All damage inflicted in a grapple is (net)
the beginning of every combat round to reduced by one.
determine the state of the grapple — either
one character is in control, the other is in C. Ending a Grapple:
control, or neither is in control. This con- A grapple will continue until one character
test is made using the combatants Grapple breaks it, or both characters release. To
CBT. break a grapple, a character must declare
his or her intention prior to the Grapple
A. Entering a Grapple: Check, and then win the Grapple Check at
If both combatants agree to enter a grap- the beginning of the round. (If the charac-
ple, a grapple will begin automatically and ter lost the Grapple Check last round, he or

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.

10. BITING IN COMBAT Vampires feed at the rate of 2 blood points


Normally, when a vampire feeds from a per round. This can be increased in two
victim, it inflicts one level of damage that it ways:
easily healed by licking the wound. Howev-  When making the Feeding Attack, the

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

uses Brawl CBT. higher, the vampire may take an extra


blood point per round.
The vampire can make two types of bite
attacks: (1) a Feeding Attack, or (2) a Fang A vampire who is being fed from in com-
Attack. Each of these has a different ef- bat must immediately make a Rage Frenzy
fect. check. The Beast does not like this at all.

A. Feeding Attack: B. Fang Attack:


To make a feeding attack, a vampire first A vampire can also just use his or her fangs
wins his CBT contest while in a grapple, to tear at her opponent’s flesh. While nor-
and then inflicts 1 level of aggravated dam- mally a vampire’s bite does 1 level of aggra-
age on the target. This will end combat vated damage, this can be increased by
with most mortals, as they slip into the ec- gnawing and ripping at the target. A fang
stasy of the Kiss. (Vampires with the Vi- attack inflicts the following aggravated
cious Predator Stigma, of course, do not damage:
have this Advantage.) Making a feeding at-
tack on a vampire, however, is exceptionally DMT: Strength+Potence+1
difficult. They tend not to sit there and let HIGH: (Potence+2)A
you drain them without a fight. LOW: (Potence+1)A

If a vampire successfully makes a Feeding The damage is soaked using Fortitude


Attack on another vampire, he or she may only.

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

Hell is empty and all the devils are here.

1. OVERVIEW ances, this game has a system called Beast


Vampires face nightly the temptations of Traits.
hunger, the yawning chasms of their un-
controllable rage, and the quiet, guilty re- The Beast wars against a vampire’s humani-
monstrations of their conscience for the ty, but that humanity itself slips into dark-
deeds that their nature forces upon them. ness as well as vampires age, as they watch
people die, as they lose track of their vic-
This has adapted a number of different tims, and as the realities of their world
systems in order to reflect the many, tex- press them into darker and darker conspira-
tured ways in which a vampire can fall to cies. Most vampires seek to save their Hu-
the Beast. manity, to stay in control, by rationalizing
their behavior. To account for this, the
The first, and most obvious, is Frenzy: the game has a system called Inhumanities.
Beast can seize control if you lead it into Inhumanities are the poisonous cure — the
temptation. You will do terrible things if way that vampires keep themselves in the
the Beast takes hold. It would be different driver’s seat… by becoming as terrible as
if it were just some outside force — but it’s the Beast itself.
not. It’s within you. A part of you.
Finally, there is a new system called Stig-
Because it is a part of you, each vampire’s mata. Stigmata are the supernatural weak-
Beast is somewhat different. Some vam- nesses and characteristics of vampires —
pires have raging, terrible Beasts who surge characteristics that grow over time. Some
forth at the slightest provocations. Others are inconvenient, others are debilitating.
have cautious, even skittish Beasts that flee They seemingly strike at random, and they
from any threat. To account for these vari- are absolutely permanent.

47
DEGENERATION

2. FRENZY Hunger Frenzy at the sight or smell of


blood. If a character is at one blood or
A. Types of Frenzy: less, he or she must check for Hunger
When the Beast takes control, it follows Frenzy every hour. The effect of hunger
animal instincts. Everything is reduced to frenzy is that the character feeds without
three overriding impulses: fight, flee, feed. regard to the consequences. If the charac-
There are thus three different types of ter is prevented from feeding, he or she
frenzy, each associated with one of these must check for rage frenzy against the
impulses. source of his or her confinement.

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…

Voluntary Frenzy: Characters may also D. Ending Frenzy:


voluntarily enter frenzy (this includes Frenzies may end when the character is in
choosing not to resist a triggered frenzy). no further danger (fear), when there are no
No roll is necessary to enter voluntarily further threats of any kind (rage), or when
frenzy, however, a character who does so the character reaches full blood pool
must immediately perform a contest to see if (hunger). The character simply spends a
he or she has strengthened the Beast. The Willpower point and leaves Frenzy.
character must contest:
Absent the spending of a Willpower point,
HUMANITY VS. BEAST the character will leave Frenzy 5 minutes
after the relevant condition is achieved — 5
The character’s Beast rating gains Ad- minutes for each rank of Beast that he or
vantage on this roll — voluntarily indulging she possesses, that is. A character may also
the Beast comes at a cost. If the Beast spend a Willpower to leave frenzy if there
wins, the character gains an additional is sufficient other reason, such as a friend
rank of Beast. The character will also attempting to talk them down.
gain a Beast Trait (see below).
3. BEAST TRAITS
C. Advantages of Frenzy: The legends say that every vampire eventu-
The Beast is, in some ways, stronger than ally succumbs to the Beast. But some suc-
the mortal flesh it dominates. There are cumb more quickly than others. The sys-
three distinct “benefits” to Frenzy: tem of Beast Traits is designed to simulate
and account for that difference. Every
 A character in frenzy is immune to time a character gains a rank of Beast,
Dominate and Presence he or she receives a Beast Trait of the
 A character in frenzy does not suffer same type (Rage, Fear, Hunger) as the
any wound penalties at all. frenzy which generated the acquisition of
 While in a state of Frenzy, a character the Beast Point.
may reroll a number of combat or phys-

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.

Isolation (Subhuman) MONSTROUS:


You rage-frenzy when someone attempts to leave
Alpha (Monstrous)
you alone in your haven, or if you awake alone.
You rage-frenzy whenever someone expresses any
doubts about your abilities or questions your judg-
Item (Subhuman) ment, whether in public or private.
You rage-frenzy when you encounter a certain
item (e.g., stake, firearm, bible - work with the Ga-
Bullied (Monstrous)
memaster to select something not too specific).
You rage-frenzy whenever you lose a contest in-
volving social attributes, or realize you have been
Primal (Subhuman) outdone in any social affair. This could be some-
You rage frenzy whenever you are in a physically thing as simple as another vampire showing up to
violent confrontation without a weapon in hand. If the ball in the same dress you are wearing, or
you don't have a weapon and it looks like a fight, someone snubbing you in order to talk to another.
it's all nails, fists, and teeth. Note that being dis-

51
DEGENERATION

Failure (Monstrous) Cauchemar (Subhuman)


You rage-frenzy whenever you realize that you You hunger frenzy whenever you espy a sleeping
have failed doing anything, whether the failure is a mortal.
result of a dice contest or roleplaying.
Fetish (Subhuman)
Furious (Monstrous) You hunger-frenzy when you encounter a particu-
You rage-frenzy whenever someone crosses you in lar type of vessel - prostitutes, police, ladies in red
any way. 'Crossing' you would include someone dresses - make the choice and note it on your
cutting you off on the freeway, getting that last sheet. Picking overly common criteria such as
piece of cake you wanted before you got it, or any- "female" or "human" is strongly cautioned against.
thing more severe than that.
Impatient (Subhuman)
Inviolate (Monstrous) If you have not fed for 24 hours or more, you
You rage-frenzy whenever someone physically hunger frenzy at the sight of any mortal or animal
touches you or anything you are wearing or carry- from whom you could feed.
ing without your consent, no matter how well-
intentioned or slight the contact. Instinctive Predator (Subhuman)
You hunger frenzy whenever you are alone with a
Pride (Monstrous) mortal from whom you are able to feed.
You rage-frenzy whenever anyone speaks to you in
a disrespectful way – whether they are yelling, criti- Lust (Subhuman)
cizing in a non-respectful way, or insulting you. You hunger-frenzy when you encounter a willing
mortal victim – and all they have to be willing to
Violent (Monstrous) do is let your teeth bite their neck (or whatever).
You rage-frenzy whenever you witness violence, It is not necessary that they know you are feeding
regardless of its target, intent, or intensity. A from them. Don Juans beware, you will almost
friendly punch in the shoulder between comrades assuredly have to face this trait in the course of
could lead to your tearing them both apart. (This your hunting.
does not occur if you yourself are inflicting vio-
lence, unless the target fights back.) Starved (Subhuman)
You hunger-frenzy when below half of your blood
HUNGER BEAST TRAITS: capacity. You must face this trait either the first
time you drop below the halfway mark dur-
SUBHUMAN: ing a scene, or upon waking if you went to sleep
Blood (Subhuman) hungry or dropped below half during the daylight
You hunger-frenzy when you encounter spilled hours (due to wound healing, etc.).
blood or open wounds. This does not apply when
you are feeding. Sympathy (Subhuman)
You hunger-frenzy whenever you see another
Blood Rush (Subhuman) vampire feeding on anything or anyone. If you are
You hunger-frenzy when you spend more than unable to drink from the vessel, you will attempt
1/2 your blood capacity in a single scene. to feed from the feeding vampire.

52
DEGENERATION

Trapper (Subhuman) More (Monstrous)


You hunger frenzy whenever you encounter a You hunger-frenzy whenever you obtain an object
mortal or vampire who is bound. You need only of your desire. Note that unlike the Desire trait
check once per individual per binding (i.e., a suc- (and all other hunger-frenzies), this can include
cessful resisting of frenzy lasts for more than one inanimate objects, which you will mindlessly at-
night vis a vis a particular bound individual). tempt to rend and ingest, possibly injuring yourself
to the point of incapacitation in the process. Note
MONSTROUS: that the Selective Feeder Stigma only applies to
Blood Smell (Monstrous) drinking blood, so is of no help if you frenzy upon
You can smell the blood in other people, vam- that priceless Van Gogh you just acquired.
pires, etc. You will hunger-frenzy in 'crowds',
which could be as simple as five people on an ele- FEAR BEAST TRAITS:
vator with you, and certainly includes the average
cocktail party. SUBHUMAN:
Bane (Subhuman)
Desire (Monstrous) You fear-frenzy when you encounter a certain item
You hunger-frenzy whenever you encounter an (e.g., brandished weapons, bible, wine - pick one
object of your desire. This is limited to suitable and record it, although overly common items are
vessels (humans, animals, vampires), but unlike the not recommended).
Fetish trait (see above) can vary based on your
'tastes' of the moment, and can include people rep-
Beta (Subhuman)
resentative of your desires. You want a nice car
You fear-frenzy when you are physically threat-
and spot the driver of that BMW? Check for fren-
ened by another.
zy. You're on the hunt and spy out an intended
victim that catches your fancy? Check for frenzy.
You want higher status or standing, and encounter Bound (Subhuman)
a vampire with such? Check for frenzy. Desire is a You fear-frenzy when you leave your home territo-
sociopathic 'I want' reflex, coupled with insatiable ry. This territory must be defined when you re-
hunger. It's very, very bad. ceive this flaw, must be contiguous, and can be
absolutely no larger than a princely Domain in size
(i.e. no defining this as 'Greater Los Angeles').
Diablerie (Monstrous)
You hunger-frenzy when you encounter an inca-
pacitated vampire, and you will commit diablerie. Crowded (Subhuman)
You fear frenzy whenever you are threatened in
any way by a group of people greater than the
Glutton (Monstrous)
group to which you currently belong.
You hunger frenzy whenever you attempt to stop
feeding from a vessel before they are drained.
Pain (Subhuman)
You fear-frenzy when you take health levels of
Insatiable (Monstrous)
damage, whether normal or aggravated. You may
You hunger-frenzy whenever you taste blood. This
not heal the damage until you come out of frenzy.
flaw is extremely nasty.

53
DEGENERATION

video images of the sun itself (though not movies


of mere daylight). Note that this means being
abroad during twilight hours will necessitate a
check, although the moon will not.

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.

Sunlight (Subhuman) Timid (Monstrous)


You fear-frenzy when encountering even the You fear-frenzy whenever you feel threatened at
slightest amount of sunlight, including movie or all by anything.

54
DEGENERATION

4. OF HUMANITY . . . AND Table 15—Hierarchy of Sins


INHUMANITY
As discussed elsewhere in this book, a char- Hum. Sin
acter’s Humanity is a statistic that
measures how much of a vampire’s (or, 1 Depraved, sadistic torture.
frankly, a mortal’s) reasoning, “moral” self
remains. A character with a high Humanity 2 Murder, Slavery
has a deep sense of self, a great capacity for
3 Aggravated violence, mayhem, for-
sympathy, and a profound sense of respon-
cible rape
sibility for his or her actions. He or she
sees himself as a part of a larger communi- 4 Robbery, extortion
ty, as someone sitting inside a web of rela-
tionships and obligations with other peo- 5 Life-ruining theft or fraud, reckless
ple. As Humanity fades, a person’s world or negligent killing
becomes smaller, circumscribed more and 6 Grand theft, social cruelty & humili-
more by their own whims and desires. ation; serious violence
Other people become tools, sources of sa-
distic amusement, or food. 7 Generic bullying and intimidation;
minor theft; minor battery, vandal-
A. Degeneration Checks: ism
A character with a high humanity risks los- 8 Lies, cheating, betrayals of friends
ing his or her humanity if he or she engag-
es in immoral acts. The Hierarchy of Sins 9 Minor theft in extremis; ignoring
from the standard rules can be used with cries of suffering
the these custom rules, or the GM can feel 10 White lies with semi-selfish motives
free to substitute his own sense of well-
thought-out morality. (Off-the-cuff im- When a character performs an act equal to
provisation is discouraged.) An example of or less than his or her humanity, he or she
the Hierarchy of Sins is set forth to the risks losing humanity and weakening his or
right, in Table 15. Note that this hierarchy her defenses against the Beast. When such
focuses exclusively on acts, not on motiva- a thing happens, the following MUST oc-
tions: to the extent that a character is able cur:
to rationalize their actions without feeling
guilty, they are displaying an inhumanity. In FIRST: Check the character's list of Inhu-
this sense, Inhumanities aren’t “evil” — manity Traits. If the wrongdoing is cov-
they’re just a coping mechanism. But when ered by one of the Inhumanity traits, there
you get too good at coping…. is no effect. Proceed no further. For ex-

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

SUBHUMAN Any actions that further this agenda are not


considered to be wrongdoing. (This Inhu-
INHUMANITIES: manity Trait must be strongly grounded in
the character concept/background.)
Authoritarian: Wrongdoing has no mean-
ing to you if your actions are performed to Follower: Your morality is defined by your
preserve order – the lawless must be made peers. You will accept and participate in any
to understand, or must be eliminated. action supported by a majority of members
of any coterie to which you belong. Such
Believer: Wrongdoing has no meaning to conduct is not wrongful to you.
you so long as you are convinced that your
God would approve of your conduct. (This Furtive: You only feel guilt if you get
Trait must involve a religious belief system caught: you feel nothing so long as no one
rooted in the characters background.) — no one at all — knows that you have
committed the deed in question.
Bestial: You bear no moral consequence
for any wrongdoing you commit while you Honorable: You have a simple, strict per-
are in frenzy. sonal code of honor. Actions in accord
with this code are not considered to be
Callous: Accidents happen. People break. wrongdoing. (This Inhumanity Trait can
The world goes on. You are not responsi- only be taken in character generation.)
ble for the accidental consequences of your
actions -- only intended or clearly foreseen Iconoclastic: You do what you need to do
consequences. If you are speeding and a to resist or otherwise undermine those who
mortal steps in front of your car... oops. assert authority over you. So long as your
actions serve either of these purposes, such
Consensual: You can engage in any act actions are not considered wrongful.
against a person(s) so long as the person(s),
or someone you recognize with authority Immortal: Wrongdoing has no meaning to
over them, consents to your act. you when the alternative is your imminent
destruction. You can and will do anything
Destructive: You feel no remorse whatso- necessary for you to survive in those cir-
ever for destroying tangible things – wheth- cumstances.
er works of art, antiques, a child’s toy…
people need to get over it already. Smash- Larcenous: The physical property rights
ing things is fun. It’s just stuff. of others have no meaning for you, and
you do not consider it wrong to convert
Driven: You have a clear purpose or goal things to your own use.
that drives you through the endless nights.

57
DEGENERATION

Lawyer: Your ethics are for sale. Wrongdo-


ing has no meaning so long as someone Reciprocity: If someone commits an act
compensates you -well- for what you do. against you, a like or less severe act in re-
sponse is not wrongful.
Pedagogue: Any action is acceptable as
long as it serves to educate the subject to MONSTROUS
some degree in a direct fashion and does
not result in their death. The axiom 'live
INHUMANITIES:
and learn' is your guiding principle.
Agency: You can commit any wrongdoing
Predator: Anything you need to do to eat whatsoever, so long as it is committed
is fine. through your employees, retainers, ghouls,
agents, or other representatives, and not by
Rancher: Humans are a food source and a you personally.
commodity. You neither inflict unnecessary
suffering nor waste your commodity, but Capricious: You are prone to actions that
you will slaughter them as needed. They provide you no identifiable benefit or that
serve your needs, but you bear them no create more trouble than benefit for you.
malice. Such actions are not considered wrongdo-
ing for you.

58
DEGENERATION

Covetous: You covet material and intangi-


ble things that do not belong to you. No Removed: You plot and scheme from be-
action is wrongful to you so long as it is hind the scenes. Others do your bidding
committed in an effort to acquire some- outside of your presence, and you may lay
thing you covet. traps (both real and metaphorical) for those
you would see brought low. You can cause
Dishonest: You are a deceiver and dishon- any wrongful act so long as you do not wit-
orable. You can do anything so long as it is ness its execution or immediate aftermath.
predicated upon active deception and lies.
Sadistic: You will not pass up an oppor-
Homicidal: Death is your answer to most tunity to get away with inflicting suffering
of life’s problems. Whether directly or indi- or pain upon someone else. Actions in pur-
rectly, you can kill anything or anyone for suit of inflicting such pain or suffering are
any reason without moral consequence. not wrongdoing for you.

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

5. STIGMATA tend not to discuss these matters, and they


Stigmata is the name given to a wide universally (and justifiably) fear that they
range of supernatural weaknesses to which could be exploited by their enemies.
vampires can succumb over time, as a result
of their blood, or as a result of embracing For the most part, “clan” Stigmata are
their vampiric nature. Stigmata range from properly recognized as such — ibut such
the traditional (an aversion to crosses) to matters are primarily the concern of vam-
the obscure (a fascination with counting piric scholars and philosophers.
grains of rice) to the bizarre and repellent
(a need to eat flesh rather than just drink B. Acquiring Stigmata:
blood). As discussed above, when a player is gain-
ing an Inhumanity or a Beast Trait, he or
Stigmata are very powerful: they always she may choose to accept a random Stigma
prevail over other rules, and they are per- in order to be able to choose a particular In-
manent. They cannot be overruled or humanity or Beast Trait. This choice must
counteracted in any way. be made before knowing which trait will be
assigned.
Like Beast Traits and Inhumanities, they
come in two categories, divided by degree Stigmata can also be gained simply by living
of inconvenience: Hindering Stigmata are a very long time as a vampire: every 100
the more numerous, and range from the years a vampire is active (i.e., not in torpor),
inconvenient to traits posing a moderate he or she should contest, the following
threat to one’s well-being. Crippling Stigma- gaining Advantage:
ta will radically change the way a vampire
approaches his or her existence: they re- HUMANITY
shape behavior and just as often as not lead VS.
to destruction within a few years at most. #/INHUMANITIES+#/BEAST TRAITS

A. Stigma and Role-Playing If the Humanity loses, the vampire gains a


Vampires of the Camarilla tend to be Stigma. The first or second stigma should
ashamed of their Stigmata. Rationaliza- usually be a Hindering Stigma. After that,
tions and explanations for Stigmata vary it is a matter of GM discretion.
tremendously, with some vampires seeing
them as a sort of scientific “proof ” of a A list of Stigmata is available on Table 5 in
vampire’s monstrous nature, others looking Character Generation, above. Full explana-
at them as a curse from God, and still oth- tions for each Stigma are available on the
ers believing that they are a karmic balance following pages.
for “stolen” time. In every case, vampires

60
DEGENERATION

HINDERING STIGMATA: Eerie Presence: Mortals are instinctively


uneasy around you as your predatorial na-
Aura Of Evil: Priests, rabbis, imams, gyp- ture activates their instinctive flight or fight
sy fortune tellers, and devout mortals know response. You are at -1 total rating in all so-
instinctively that there is something horri- cial interactions with mortals.
bly wrong, even unholy, about you, and re-
act accordingly. Light Sensitivity: For you, even a room
full of candles can feel like the noonday
Blood Breath: Your breath smells of sun. If you are in a brightly lit area (a
dried blood and death, and cannot be cov- sports stadium, most classrooms and offic-
ered up. es, a busy downtown street with bright
signs, a safely designed truck stop...) you
Coffin: You must sleep your days either in give away Advantage on all contests. Any
a graveyard or tomb or – failing that – ei- sort of bright light will be extremely un-
ther in a coffin or casket. Failure to do this comfortable, and approaching the source
has two effects: you do not recover Will- of a bright light requires the expenditure
power from your sleep, and you burn an of a Willpower point. You may alleviate
additional point of blood each day. this somewhat by wearing sunglasses —
but only enough to tolerate something like
Cold: Your touch is just above freezing on the typical theatre lobby.
direct contact. Air within one or two feet
of you is noticeably chilled: moisture con- Millet: You are unable to pass a bowl, pot,
denses on glass and mortal breath is visible. or similar open-top container of rice or un-
This can make the Masquerade difficult cooked grain without stopping to count
without dramatic precautions. each individual grain. Tearing yourself away
from this task and turning back requires the
Earthbound: You must sleep in contact expenditure of a Willpower point, but you
with at least a coffin's worth of soil from will be unable to pass the container until
your mortal “homeland” (not necessarily you have completed counting.
place of birth). Failure to do so causes you
to give away Advantage on all contests after Nature Bane: Plants wither, become sick-
one night, and to suffer a (cumulative) -1 ly, and perhaps die when you touch them.
penalty to all contests on the six subse- Animals find your presence disturbing,
quent nights. After seven nights of depriva- avoiding you or attacking you in a greater
tion, you will enter involuntary torpor than usual manner for a vampire. You lose
when you sleep. One night’s rest in contact all ranks in Animal Ken, and purchasing
with your native soil will remove all penal- any subsequent ranks is triple cost.
ties, but will not end torpor.

61
DEGENERATION

No Reflection: No one (except perhaps only be used to simulate biologic functions,


Minor Gods) can see your reflection in not to eliminate your pallor.
mirrors, water, or shiny surfaces, though
you will still be picked up by photography Permanent Fangs: You have lost the abil-
and video even if those devices use a mir- ity to retract your fangs. When you smile,
ror. Although if someone were to attempt your vampiric nature is plain for everyone
to look into that mirror, they would not see to see.
your image there.) Photos, film, or video
of you will capture your image in a mirror. Permission: You must acquire permission
The image is still in the mirror – it’s just from a permanent resident or long-term
that people can’t see it. Note that this stig- guest (someone who has been in residence
ma makes it impossible to use the Thauma- for over two weeks) before entering their
turgy Ritual Mirror Walk. home for the first time. Any sort of writ-
ten invitation from a resident will count as
Pallor: You resemble a corpse much more permission. Note that the definition of
than is usual in a vampire, including visible "home" is somewhat subjective; a peculiarly
veins and a sickly pallor. All skill at Mas- bloodless corporate executive's home may
querade is lost, and purchasing any further actually be his office (though his wife's
skill in Masquerade is triple cost, and can home may be the house).

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.)

63
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 –

64
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

B. Ignoring Status: EXAMPLE: Clarissa is attempting to in-


A party who is losing Advantage because timidate Demeter into leaving an art gal-
of an inferior status may choose to ignore lery where the two have come into con-
the relevant status backgrounds, effectively flict. Their backgrounds are listed below.
cancelling the other character's Advantage.
The effect of this is to simply remove sta- Clarissa may claim Advantage for her Sta-
tus from the equation entirely: the person tus and for her Brujah Prestige. Demeter
ignoring status is ignoring all relevant status may claim Advantage for her Anarch Rep-
backgrounds and cancelling out the overall utation. Other statuses are not shared and
Advantage that results. do not matter. Thus, Clarissa has social
Advantage on her Intimidation contest.
Ignoring status has a steep cost: if a status
is ignored in such a way that others with a However, Demeter may choose to nullify
vested interest will find out (i.e., it is done that Advantage by ignoring Clarissa’s back-
in public, in front of witnesses, or the ig- grounds — both her Status and her Brujah
nored character decides to socially retaliate Prestige. If this is done in such a way that
within a reasonable time) then the character word gets around (most likely by Clarissa
ignoring each relevant background must roll telling everyone), then Demeter must roll
1D6 and subtract one. If the result is equal 1D6-1 for each statistic.
to or less than the difference between the
two characters' relevant status background, For Status, the difference is two (4-2) so
then the ignoring character immediately Demeter must roll 4+ or lose a dot of Sta-
loses one rank of the applicable Status tus. As to her Brujah Prestige, the differ-
background. ence is only 1, so Demeter need only roll a
3 or higher. to avoid losing a dot.

Status BG Clarissa Demeter

Status 4 2

Brujah Prestige 2 1

Anarch Reputation 2 4

Toreador Prestige 4 0

Gangrel Prestige 0 2

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GAME SYSTEMS

2. WILLPOWER C. Recovering Willpower:


Willpower represents a character’s determi- When a vampire spends temporary Will-
nation, psychic integrity, and force of per- power, it comes back slowly, over time.
sonality. It measures the ability to resist ex-
ternal influences as well as the ability to Every evening, provided the vampire has
push one’s self up to and even past normal had a chance to rest during the day, he or
limits. It is a dynamic statistic: it can be she contests his or her Current Willpower
gained and lost temporarily, and it can also vs. 3. If "3" wins or ties, no Willpower is
be gained or lost on a permanent basis. regained, otherwise 1 point is regained.
Thus, if you bring yourself down to 1 or 2
Spending permanent Willpower is a rare Willpower, it may be some time before you
thing – usually involved only in certain start feeling like yourself again. At the end
magical rituals or in making “True Childer.” of a major storyline, the GM may simply
Temporary Willpower is spent and re- allow all characters to recover their Will-
stored much more frequently. power. Characters may also be given Will-
power for accomplishing goals that are very
A. Spending Willpower: personal to the character, or for taking sig-
A character may spend one (and only one) nificant actions that are in accord with the
Willpower to gain Advantage on nearly any character’s Nature.
contest (i.e., unless the contest specifically
prohibits it). If a character loses a permanent point of
Willpower for one reason or another, he or
B. MULTI-Willpower: she can typically gain it back only by spend-
Many disciplines allow the victim to expend ing experience points.
multiple Willpower points to resist a power.
These disciplines have the (MULTI) power 3. BLOOD BONDS
modifier. Vampiric vitae has many potent properties,
though few are as feared as the Blood
When this option is available, a vampire Bond, also known as the Blood Oath, the
does not spend Willpower to gain Ad- Communion, Coniuctio Sanguinis or the Koi-
vantage, but may instead spend one Will- nonia, among other names. Consuming a
power to gain a +3 bonus to resisting the vampire’s blood in a deliberate fashion
power. A second point may be spent to forms a mystic connection — a supernatu-
gain an additional +2 (total of +5), with as ral affection and loyalty that can either rein-
many subsequent Willpower as they wish, force existing affinities, or impose a resent-
gaining +1 per point spent. Note that the filled but undeniable subservience.
total spent must be declared before rolling.

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GAME SYSTEMS

A. Forming a Blood Bond is taken against the recipient’s will, no bond


Blood bonds are very special, sacred things will be formed.
– they are not something that happens
through happenstance or lightly. The fol- B. Effects of Blood Bonds
lowing rules apply to the formation of The effect of blood bonds depends on the
blood bonds: number of times that the recipient has con-
sumed the donor’s blood previously within
 Forming a blood bond requires three the relevant time period.
separate drinks on three separate nights
within a certain period of time. (Check First Drink: The recipient will feel a
your Vampire Lore sheets for more in- strong connection to the donor, an appreci-
formation.) ation and understanding of whatever it is
 Both the donor and the recipient must that the recipient thinks the donor is. This
be physically present, and the blood is sufficient to give the donor Advantage
must come either directly from the do- on social contests to persuade, impress,
nor, or be consumed within a few charm, or intimidate. This effect will last
minutes of being poured in a glass or one moon (28 days) in mortals, and a year
somesuch. (Note that blood preserved and a day in vampires.
by Thaumaturgy will not work this way.)
 Both parties must be consciously con- Second Drink: The recipient will start to
senting to the act of drinking. Because feel “tied” to the donor. This is not neces-
the Blood Bond is a mystic bonding be- sarily love, or even a positive feeling – more
tween two conscious spirits, it cannot be an acknowledgement that their fates are
established if either party is not aware tied together. The recipient will be very
of his or her actions. disinclined to act against the donor in any
active way. The donor will continue to gain
Thus, waking someone from torpor does Advantage on relevant social contests, and
not serve to make a blood bond, nor does will also receive Advantage on the use of
being drunk from while in frenzy. This any “mental” powers (Dementation, Domi-
does not mean that the recipient must nate, Auspex, etc.) against the recipient.
know he or she is potentially being bound, The recipient must spend a Willpower to
only that the drinking of the donor’s blood act against the interests of the donor, and
itself must be a conscious act. Note that only if the Gamemaster determines that
the key word here is “conscious” – not the situation warrants such an extraordi-
“freely willing.” nary betrayal. This effect will last 6 months
For reasons no one understands, the blood in mortals and a year and a day in vampires.
for a blood bond must be freely given. If it

69
GAME SYSTEMS

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

70
GAME SYSTEMS

reputedly ghouls belonging to ancient


vampires who are older than most
Princes, and who have all the vitality of
their younger days and more besides.

 A ghoul may use the vitae in its system


to heal itself at an astonishingly effec-
tive rate – two health levels per blood
point.

 Ghouls may use vitae to raise their


physical attributes just like vampires, but
never beyond five dots (and still not
more than double the original statistic).
hunger frenzy – but there’s nothing to be
 Feeding revitalizes a ghoul – giving gained and the taste is unpleasant.
them the greatest high possible. When
a ghoul has fed on fresh vampiric vitae Ghouls burn the vampiric vitae in their sys-
for the first time each night, the ghoul tem at the rate of one point per moon (28
in question heals three health levels im- days); in fact, it happens on the full moon.
mediately (if injured) and gains a free A ghoul with no vampiric vitae in his or her
“virtual” dot in all physical attributes for system at dawn after the full moon will be-
the next hour. (These virtual dots go come a normal mortal again. The ghoul
away if the ghoul uses vitae to raise the will lose all Potence (or Fortitude) that may
statistic.) have been gained; this loss is permanent.
Additionally, the ghoul will, within ten
 Ghouls may learn the discipline of Po- minutes or so, immediately and rapidly
tence. (In addition, Gangrel Ghouls begin returning to his or her natural age.
may learn Fortitude.) This does not re- This effect is both horrific and fatal to
quire a teacher; it requires only experi- ghouls who have already lived past their
ence points. normal mortal lifespan.

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

71
GAME SYSTEMS

5. OUT-OF-CLAN donor’s in-clan disciplines without the need


to drink any additional blood.
DISCIPLINES
Learning the disciplines of another clan is B. Teachers:
usually a daunting task. A vampire's four In order to learn a non-clan discipline, a
clan disciplines are inherited in their blood, vampire must also have a willing teacher.
and many vampires only have those pow- The teacher (very often the donor of the
ers. However, vampires can (and do) fre- vitae discussed above) must possess the dis-
quently learn non-clan disciplines. The cipline in question, with the following re-
most common way to do this is through quirements:
Diablerie. (see below) But a vampire can be
“taught” disciplines as well. This process  If the student is learning the first rank
has a number of requirements. of a discipline, the teacher must possess
the discipline at Rank 3 or higher.
A. Blood:  If the student is learning any additional
In order to learn a non-clan discipline, a ranks of the discipline, the teacher
vampire must consume a point of vitae needs only possess the discipline at a
from a vampire who has the discipline “in rank higher than that sought to be
their blood.” In game terms, this means learned.
one of two things:
With the exception of Celerity, Potence,
 A vampire for whom the discipline in and Fortitude, a teacher is needed for each
question is an “in clan” discipline and separate rank of the non-clan discipline,
who has that discipline at a rank of and the student may only learn the particu-
three (3) or higher.; OR lar powers that the teacher possesses.
 A vampire who possesses the discipline (Thus if the teacher has Presence 4b but
in question at a rank of five (5) or high- not 4a, then the student may not learn 4a.)
er, even if not a clan discipline.
A teacher is only necessary for learning the
This vitae must be consumed each time first rank of Celerity, Potence, and Forti-
the vampire learns a non-clan discipline: tude. After that, the vampire may develop
learning three ranks of a non-clan disci- the discipline without a teacher.
pline requires three points of vitae.
Note that a teacher must also pay experi-
An exception to this is the Blood Bond: a ence points equivalent to one third
recipient who has partaken of a donor’s (rounded up) of the amount spent by the
blood three times and formed the strongest student in learning the non-clan discipline.
of attachments may learn any of his or her

72
GAME SYSTEMS

6. CREATION RITES  If the potential childe knows what is


Vampires can create other vampires – but it happening, he or she can help or hinder
is no easy feat. It requires knowledge, pow- the process. Cooperation grants an ad-
er, effort, and luck. The basics are simple: ditional 5%, while resistance subtracts
drain a mortal to the point of death, and 5%.
before the mortal expires, feed him or her a  If the childe is suffering from severe
generous helping of your own blood. With wounds (other than from blood loss),
luck, the process takes about 15 minutes, the process is more difficult and there is
but many would-be vampires perish, unable a –10% penalty.
to survive the strain of the transformation.  A skilled sire with both Vampire Physi-
ology and Vampire Lore may increase
There are two types of fledgling vampires: the odds substantially. If both stats are
regular childer, and “true childer.” Making at 2 or higher, there is a +5% chance of
a true childe is far more difficult and ex- success. If both are at 4 or higher, the
hausting, but your new childe begins unlife bonus is +10%.
far more powerful and capable. The vari-  Having recently made childer, however,
ous requirements, effects, and chances of reduces the potency of the sire’s vitae.
success for each type of embrace are set Each child successfully made in the pre-
out on Table 17 on the next page. vious 50 years reduces the chance of
success by 10%.
A. Regular Embraces:
Creating a normal childe requires draining If successful, the resulting childe will start
the childe of his or her blood, and then their existence with a Sanguinis of 1 and
giving him or her three points of the sire’s one dot in a a single in-clan discipline.
own vitae. The sire must have either Vam-
pire Physiology at 1, or Vampire Lore at 2, B. True Childer:
and must also spend two temporary Will- As set forth in the table, making a True
power. The base chance of success is only Childe is a far more costly process, but with
15%. But this can be raised in a number of a far greater chance of success. The most
ways: significant differences are:
 Creating a True Childe costs two per-

 +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.

73
GAME SYSTEMS

Table 17—Creation Rites

Normal Childe True Childe


REQUIREMENTS
Blood Points Spent: 3 blood points 8 blood points
Vampire Physiology 1 OR Vampire Physiology 2 AND
Knowledge Possessed:
Vampire Lore 2 Vampire Lore 3

Willpower Spent: Two temporary points. Two permanent points.


Sire Sanguinis Needed: 1 3
SUCCESS FACTORS

Base Chance 15% 35%

Bonus per level of Sire’s Sanguinis over +5% +5%

Bonus per additional permanent Will- +5% +15%

Childe is aware of what is happening +5% +0%

Childe is aware of what is happening -5%% -15%

Childe is severely wounded (other than -10% -10%

Sire has both Vampire Physiology and +5% n/a

… at 4 or higher +10% +5%


… at 5 or higher +10% +10%

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)

74
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.

A. Committing Diablerie:  The diablerist may thereafter buy ranks


Committing diablerie requires either Vam- in your victim’s clan disciplines as if they
pire Physiology or Vampire Lore at rank 2 – were his own in-clan disciplines.
otherwise you simply don’t understand how  If the Diablerist’s permanent Willpower
it’s done. To commit diablerie, you must is lower than that of his victim, the dia-
drain the victim vampire completely… and blerist immediately gains a permanent
then keep drinking. You will, given a little point of Willpower.
time (1 round per Sanguinis of the victim)
consume their very essence. To successfully C. Drawbacks of Diablerie:
diablerize, a vampire must succeed on a Nothing so powerful comes without a price.
contest of: There are a number of penalties associated
with being a Diablerist.
WILLPOWER VS. VICTIM’S SANGUINIS - 2
 A diablerist immediately gains a Stigma
B. Benefits of Diablerie: upon completing the deed.
The benefits of Diablerie are considerable:  The diablerist’s aura becomes “stained”
— those with Auspex 2A or a compara-
 The diablerist gains 1/2 of the differ- ble power will see dark veins coursing
ence (rounded down, minimum of 1) about the diablerist, marking him for his
between his current Sanguinis and that crime. These veins remain for five years
of his victim. Thus, if the diablerist is per level of the Victim’s Sanguinis.
Sanguinis 2, and the victim Sanguinis 6,  There are rumors that particularly pow-
the diablerist would gain two Sanguinis. erful vampires can survive being dia-
 The diablerist may immediately gain one blerized… that they live on within their
dot in a discipline (if any) that he or she hosts.
already possesses, which the victim pos-
sessed at a greater rank.

75
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.

A. Voluntary Torpor: B. Involuntary Torpor:


“Voluntary” torpor occurs either by choice Involuntary torpor occurs in any of the fol-
or by courtesy when a vampire falls asleep lowing situations:
for the day with no vitae in his or her sys-
tem at all. (The latter is rare: vampires with  The vampire suffers damage beyond in-
no blood generally frenzy.) Truly voluntary capacitated with no blood to lose; or

76
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-

77
GAME SYSTEMS

9. MASQUERADE SKILL Note that a number of vampires – especial-


The Masquerade Ability represents a vam- ly older Gangrel, Malkavians, and Ventrue
pire’s skill at using his or her vitae and con- – consider use of the Masquerade skill to
trol of his or her body to simulate being a be somewhat distasteful, though it is no
living being. As a general rule, Vampires doubt useful for maintaining The Masquer-
without the requisite skill cannot do these ade.
things convincingly, especially in the case
of elders who may have forgotten what it ● The Pale Copy
was like to be alive. Below are definitions The vampire can maintain a human body
of what can be accomplished with various temperature in desired parts of the body by
ranks of the Masquerade ability. forcing vitae through her body - this costs a
Blood point and will typically cause the
Use of this power is typically automatic; an skin around the particular area to appear
astute observer with appropriate abilities, flushed. This effect will last for no more
however, may have suspicions that require a than 5 minutes.
relevant contest. While aura reading is still
the simplest and surest way of spotting an- The vampire can also simulate breathing in
other vampire (for those with Auspex), an such a way as to not attract attention,
some who is aware that vampires exist and though it is not an unconscious action at
who wishes to try to spot whether some- this level. With the expenditure of a Will-
one is merely masquerading as a human power, the vampire may consume small
may do so by making a contest of: amounts of normal food or drink without
immediately vomiting it back up, and hold
PERCEPTION + VAMPIRE LORE it down for up to an hour.
VS.
MANIPULATION + MASQUERADE A vampire at this level will typically remem-
ber to do things like blink, fidget, swallow,
If the observer has a higher Vampire Physi- etc. – but it will appear somewhat artificial
ology rating than his or her Vampire Lore, and forced and if agitated or distracted, the
he or she may use that ability instead. vampire may forget.

A vampire is normally incapable of using ●● Impressionist


the techniques from a level of Masquerade At this more advanced stage of control, the
that exceeds his or her own. It is possible, vampire can create a realistic pulse in spe-
however, to spend a Willpower point, and cific areas of the body when required (i.e.,
where appropriate, a Blood Point, to gain a wrist, throat, etc.). Body temperature can
level of Masquerade for a single scene. be maintained over all extremities without

78
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.

A. Remaining Awake: Table 18—Daylight Waking


A vampire may remain awake for 5 minutes
at a time if either (1) he or she is in imme- Level Stimulus
diate danger, especially from sunlight, and
spends a temporary Willpower point, or (2) 2 The vampire is physically harmed
if he or she succeeds on a simple contest or roughly handled
of: 3 A light touch to the vampire di-
rectly, or someone speaking the
HUMANITY VS. 4 vampire’s name in his or her im-
mediate presence – even if not ad-
Vampires in frenzy receive Advantage on dressed to the vampire.
this roll. Vampires with the Torporous
4 A loud, close stimulus such as an
Sleep stigma may only stay awake by spend-
alarm, a door to the vampire’s
ing a Willpower when in immediate danger.
room being forced, etc.
B. Waking Up: 5 A soft but close stimulus, such
Once asleep, waking up requires a stimulus opening the vampire’s coffin,
of some sort – the greater or closer the pointing a flashlight onto the vam-
stimulus the easier it is for the vampire to pire’s face, or talking while in the
awaken. Each new “level” of stimulus that same room as the vampire.
a vampire experiences allows a vampire a 6 Someone entering the same room
separate attempt to wake. as the vampire; a loud crash in the
next room.
To awaken, the vampire may make a con-
test of: 8 Distant or muffled noises, such as
someone entering the vampire’s
HUMANITY VS. STIMULUS RATING haven but not necessarily the same
room.

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GAME SYSTEMS

11. SHEER STRENGTH


As discussed in the Prologue, certain ac-  Characters automatically succeed on an-
tions that do not involve other characters ything two or more difficulties below
still have difficulties. It would be impracti- their Strength+ Potence.
cal to set out a chart for every type of ac-
tion, but one thing that comes up with reg-  Characters give away Advantage when
ularity is applying brute force: whether to attempting anything two or more diffi-
lift something, break something, bend culties above their Strength+Potence
something, or simply jump over something.
 Characters with Potence gain Advantage
Table 19, below, sets out the basic difficul- on all these contests.
ties for a number of different strength-
based actions. (Use Strength + Potence.)
The following rules also apply:

Table 19—Feats of Strength


Jump**
Lift and Carry* Break Through/
Diff. (Distance/ Bend/Break
(w/purchase) Open
Height)
1 25-40 lbs. 3’ / 1’ Hvy. gauge screen Coke can
2 41-140 lbs. 5’ / 2’ Lt. interior door Steel Fork
3 141-220 lbs. 7’ / 3’ Plexiglass Wall Broom handle
4 221-350 lbs. 9’ / 4’ Windshield Light twine
5 351-550 lbs. 11’ / 5’ Interior Drywall Rope
6 551-800 lbs. 14’ / 7’ Wooden wall 4’x4’
7 801-1100 lbs. 17’ / 9’ Hvy. wood door Pure Silk Rope
8 1101-1400 lbs. 21’ / 11’ Plaster Wall Chain Link
9 1401-1800 lbs. 25’ / 14’ Corrugated Alum. Handcuffs
10 1801-2500 lbs. 28’ / 16’ Metal Fire Door 3’ Lead Pipe
11 2501-3500 lbs. 36’ / 20’ Safe Door Hvy. Steel Chain
12 3501-5000 lbs. 44’ / 24’ Concrete Wall Street sign pole
13 5001-7500 lbs. 52’ / 33’ Bank Vault Door Telephone Pole

* If merely trying to lift (not carry), lower difficulty by one.


** With a running start, add Athletics to this total and gain Advantage.

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GAME SYSTEMS

10. INFLUENCES B. Overview of Off-Screen Influence:


The various Influence backgrounds — Po- Players may also use their Influences to ac-
litical, Police, Society, etc. — are in some complish “off-screen” effects — effects
sense what separates the true rulers of the that occur in downtime, or while the char-
Undead from the mere pawns. Vampires acter is busy chasing down the Sabbat pack
with extensive influence in the mortal that has infiltrated the city. These rules
world are able to bring that influence to were designed to allow that to happen in a
bear in a number of ways, some of which predictable framework that realistically sim-
can easily prove fatal to their adversaries. ulates influence use and heavily rewards in-
vesting in additional dots past the first.
Under these Rules, Influences can be used
in two ways. The first should be used when Anything that a player might wish to ac-
role-playing the use of influence; the sec- complish will have an Influence Cost as-
ond should be used for situations where sociated with it. An extensive list of costs
the influence use occurs over a period of for various types of actions are set out in
time, or “off screen.” Part VIII. This number will typically be
between two (2) and two hundred (200) —
A. Role-Playing Influence: although world-shattering influence use
The easiest way to use a particular type of might cost as much as three hundred.
Influence is to simply add your influence
rating directly it to a relevant contest value. To accomplish the task, the character mere-
ly needs to spend the requisite number of
For example, if you are trying to talk your Influence Points. As soon as the points
way into Police Headquarters in order to are spent, the action takes place.
steal evidence of a Masquerade violation,
you might normally use Manipulation + So, for example, if a player wanted to use
Acting. But if you had three dots of Po- his Academic Influence in order to dis-
lice Influence as well, you could name-- solve a Department at a local university, he
drop, reference particular procedures or would likely have to spend approximately
rules, and otherwise take Advantage of the 80 Influence Points. Assuming no one
fact that you are intimately familiar with the tried to stop him, as soon as he had spent
goings-on of the department. You would 80 points, the department would be dis-
gain three additional dots to your roll, alt- solved.
hough using your influence in this way may
shift the relevant statistic to Intimidation. Of course, things aren’t always that easy.
The rest of this section deals with the com-
plications and systems for accomplishing
these feats of influence.

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GAME SYSTEMS

C. Gaining Influence Points: Table 20—Influence Pool


A character gains Influence Points for his
or her Influence Pool on a regular basis, Rank Max Pool Replenish
up to a maximum that is determined by his
or her Influence Rating. The rate of re- ● 10 2 / week
plenishment and the maximum pool size
are set out below on Table 20, right. ●● 15 3 / week

D. Spending Influence Points: ●●● 20 5 / week


If a particular action costs fewer points
than a character possesses, the character ●●●● 30 7 / week
may simply spend the points, and the ac-
tion will take place after a reasonable ●●●●● 50 10 / week
amount of time. (This is a matter of GM
discretion.) ●●●●●● 65 15 / week

If an action costs more than the character


●●●●●●● 80 21 / week
currently has, then the action will have to
be accomplished over time. The player E. Counter-Influence:
should spend any remaining influence pool, If you use influence to do something that
and then make up the difference on a someone who has the same influence does
weekly basis as his or her pool replenishes. not like, there is a chance that they will no-
tice and react. The percentage chance to
EXAMPLE: Diego attempts to use his be noticed is equal to the number of total
Criminal Influence (Rank 3) to find a fugi- points expended on the action (including
tive who escaped from the police. That not yet spent) times the difference between
action costs 25 Influence Points, but Die- the relative influences (minimum of 1).
go only has 18 available at the moment.
Diego spends the 18 points he has, and Thus, if Alexis Mourning tries a 12 point
needs to generate 7 more to complete the Society action with her 2 dots of Social In-
action. The next time his pool replenish- fluence, and Harrison Mayfair would object
es, he gains 5 additional points, which he with his 6 dots, his chance of noticing this
immediately spends. Then the next week, is 4x12, or 48%. If he notices, he can
he gains another 5 points, and he immedi- spend points on a 1:1 basis to cancel her
ately spends two of them, completing the expenditures. Player characters may, from
action. He is left with an Influence Pool time to time, be asked to make influence
of three (3). The GM tells him that he’s “perception checks.” Such checks may al-
located the fugitive... low them to discover what NPCs are up to.

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GAME SYSTEMS

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

84
GAME SYSTEMS

1. Basic Retainer Package: 1 RP 8. Specialty Package: 3 RP


You now have 1 additional retainer. Your  Pick two related non-combat abilities (i.e.,
new retainer has a 18 dots in attributes to- Drive/Mechanics, Empathy/Animal
tal (they do not get the free initial dot). Ken, Occult/Linguistics, Computer/
 Only two attributes can be at 3; Finance, Law/Finance, etc.) and give the
 No attribute can be over 3. retainer two dots in each of them.
 This package may not raise an ability
Select any five abilities and put one dot in above 4.
each of those five abilities. Then select one
ability with no dots and put two dots in it. 9. Specialization: 2/4/6/8 RP
 Add a 4th or 5th dot to a non-combat
2. Attribute Package: 3/5/7 RP ability.
 Add 2 dots in attributes;
 No attribute can be set over 4 with this. 10. Ghoul Package: Free!
 Add a dot of Potence (and Fortitude if
3. Gifted Retainer: 4/5/7 RP Gangrel);
 Add a single dot to an attribute; that at-  Prepare to have to feed your retainer on
tribute may be set up to 4. a regular basis.

4. Combat Package: 3/5/7 RP 11. Experienced Ghoul: 6 RP


 Add 2 dots in combat skills;  Requires Ghoul Package
 No ability may be set over 3  +1 Vampire Lore
 You may spend 12 xp on the ghoul
5. Gifted Combatant: 4/7/12 RP
 Give your retainer a 4th dot in any one 12. Treasured Servant: 16 RP
combat skill;  Requires: Experienced Ghoul Package
 Requires that the ability be already at 3.  +1 Potence (and +1 Fortitude if Gan-
grel)
6. Supreme Combatant: 12 RP  +1 Vampire Lore
 Give your retainer a 5th dot in a combat  The ghoul will have Status equal to your
skill; status minus two
 Requires that the ability be already at 4.  You may spend 15 xp on the ghoul.
 Your ghoul receives 1/2 as much XP as
7. General Abilities: 2/4/6/8 RP you do during the course of play.
 Add 4 dots in non-combat abilities  Your ghoul will have a personality and
 No ability may be set over 3. must be RPed; he or she may be a pain
in the ass sometimes.

85
GAME SYSTEMS

14. HUNTING something that has profound statistical ef-


There are ways in which these Rules are fects.
more complex than the standard rules: hunt-
ing is one of those ways. There is a lot of A. Hunt Methods:
calculation that goes in on the “front end” There are three methods: PREY, DON
of gameplay, with the goal of making for a JUAN, and ANIMAL. Each has its bene-
nuanced and realistic hunting experience fits and drawbacks, some of which are
while reducing hunting down to a single summarized in Table 22, below.
roll. The basic mechanism is simple: to
hunt, the character makes a contest of: The table shows (1) the humanity rank at
which a Degeneration Check needs to be
HUNT TOTAL VS. HUNT DIFFICULTY made for using that Hunt Method; (2) the
amount of time spent hunting that is repre-
A character has three separate Hunt Totals sented by each roll; (3) the total yield in
– one for each of three methods. The To- blood points for each successful contest;
tals are calculated in advance based on and (4) a range for determining whether a
traits. Hunt Difficulty is determined by ex- hunt has gone horribly awry if the charac-
ternal factors: the time of night and the ter loses a hunt roll (known as a “Botched
type of environment. Hunt”).

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

Table 22—Hunt Methods


PREY DON JUAN ANIMAL
Degeneration
Check 7 or higher 8 or higher none
@Humanity
Time per Roll 1 hour 2 hours 1 hour
Yield (blood
3 (3 per hour) 4 (2 per hour) 1 (1 per hour)
points)
Failure Botch
Range 4-6 4-5 4
(Roll 4D6 after fail)

86
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.

87
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

88
GAME SYSTEMS

at GM's discretion. Also, Nosferatu em-


ploying the Don Juan Method only suffer a Thus, each of these two factors yields, de-
total of -4 for their three clan stigmata, not pending on the method employed, a value
-6. between “Very Easy” and “Very Hard.”

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.

 On Table 25, on the next page, all time D. Hunting Botches:


periods are rated between “Very Easy” Sometimes routine activities go tremen-
and “Very Hard”, depending on the dously awry. And sometimes a simple
method being employed. thing like bringing a mortal back to your
apartment for a little feeding ends up with
 On Table 26, also on the next page, three buildings on fire, five dead cops, and
each territory type is similarly rated three dozen naked screaming mortals run-
against each method. ning through the streets covered in blood,
Table 24—Overall Hunt Difficulty
VALUE Very Easy Easy Medium Hard Very Hard
Very Easy 2 3 5 7 9
Easy 3 4 6 8 10
Medium 5 6 7 9 11
Hard 7 8 9 10 12
Very Hard 9 10 11 12 14
Additional Factors Modifier Special Notes
Regular Hunting Ground -1 Character’s regular hunting grounds
Unfamiliar Ground +1 Any unfamiliar or unusual hunting area
Irregular Method +1 Players must select one method as primary
“Low Profile” +1 Reduces chance of being noticed by others
Heedless Predator -2 Roll a botch at –3 even if successful

89
GAME SYSTEMS

Table 25—Hunt Time Values


START TIME PREY DON JUAN ANIMAL
Early Evening
Hard Easy Medium
Sunset - 9pm
Nighttime
Easy Easy Medium
9pm - Midnight
Closing Time
Very Easy Medium Easy
Midnight - 2am
Dead of Night
Medium Hard Easy
2am-4am
Earliest Morning
Very Hard Very Hard Medium
4am-Dawn

Table 26—Hunt Territory Values

TERRITORY TYPE PREY DON JUAN ANIMAL


Apartments Hard Very Hard Hard
Beaches Medium Hard Easy
Business Hard Very Hard Very Hard
Cultivated Parks Easy Very Hard Hard
Colleges Medium Easy Hard
Industrial Easy Very Hard Medium
Commercial Medium Medium Very Hard
Poor Commercial Easy Hard Hard
Racks Medium Very Easy Very Hard
High End Retail Easy Medium Hard
Sewers Hard Very Hard Medium
Slums Easy Hard Medium
Society Very Hard Medium Very Hard
Suburb Residential Hard Very Hard Medium
Uncultivated Parks Medium Very Hard Very Easy
Vagrant Space Very Easy Very Hard Medium
Rich Residential Very Hard Very Hard Medium
Wetlands Very Hard Very Hard Easy

90
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

 Racks: Collections of Night- premieres – usually with lots of


clubs, Late-Night entertainment targets and opportunity, but a lot
complexes (e.g., LA Live, The of observation and security.
Grove, The Block, Santa Monica  Suburb Residential: Tract
Promenade, Old Town Pasadena, homes with light to moderate
Beach Boardwalks, Sunset or commercial development.
Santa Monica in WeHo etc.)  Uncultivated Parks: Large
 High-End Retail: Large well- open parks or wilderness areas
maintained shopping complexes with wildlife, little lighting
with restaurants, some hotels, (Griffith, Canyon parks, Angeles
Malls (Fashion Island, Westwood National Forest, Hahn Rec area)
Promenade, etc.).  Vagrant Space: Skid Row, Civic
 Sewers: Sewers and drainage Centers (at night), Under Free-
ditches ways/interchanges, Subways, etc.
 Slums: Lower-class apartment  Rich Residential: Neigh-
residential complexes, blighted borhoods with better houses,
commercial districts, really dan- larger lots, gates, security patrols,
gerous parks etc.
 Society: Museums, concert halls,  Wetlands: Open wetlands
theatres, exclusive parties, movie (Bolsa Chica, Playa del Rey, etc.)

92
GAME SYSTEMS

15. LORES  The teacher must possess the rank of


Lores can be one of the most exciting and Lore sought by the player.
interesting parts of a game if the Ga-  Instruction can only take you up to 4
memaster is willing to put enough work in- dots in a Lore.
to them. Different ranks of Lores can  The student must spend at least two
mean more than just having a larger num- weeks per dot in “off screen” time
ber added to your contest to see if you working with the instructor.
know anything about the mysterious vam-  Lores are cheaper when they are
pire who just showed up: they can unlock “shared” — that is, when the Lore in
in-character actions and provide thick, use- question is a “home” lore for both stu-
ful context for roleplaying as well. dent and teacher.

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

B. Investigation: There are, however, several restrictions on


Sometimes the best way to learn something this method of acquiring Lores:
is to go out and find it. Hit the pavement,  The character may not obtain a Lore
and look for the information in the world higher than rank 3, and may not obtain
around you. Unfortunately, you have to be the first dot in any Lore with this meth-
able to start somewhere, so this method is od. This method is only useful for
only useful for learning additional ranks of getting ranks 2 and 3.
Lores that the player already possesses.  The character rmay not obtain a Lore
higher than his or her Investigation skill.
These inquiries can take a variety of forms,  Only one Lore may be investigated at a
including careful interviews, forensic analy- time.
sis, archaeological digs, and clandestine ob-
servation. This sort of prying is not always C. Research:
well received, and the player and storyteller Research is solitary and academic. A great
should discuss ways in which the investiga- deal of knowledge is available to those who
tion might go wrong and the possible con- put in the time and effort to study in occult
sequences of drawing the attention of se- libraries, search public records, and collect
cretive supernatural beings. newspaper clippings. It is more time con-
suming and far less efficient to cut through
An investigation takes several months of unfounded speculation and extraneous in-
intense inquiry. The exact time should be formation without a guide, however.
no less than two months for each dot in the
relevant Lore that the character will have at Acquiring lores by research is easier for
the end of the process. This investigation lower level lores, where what is sought is a
should take up all of the character’s “off broad base of common knowledge. It
screen” time. takes much, much longer for the higher lev-
els, where a player seeks to know just not
The player and the storyteller should dis- the broad strokes of things, but their finer,
cuss the exact nature of the investigation, myriad details.
what skills might be useful or required to
see it to completion, and possible compli- The largest obstacle is finding an appropri-
cations that might cause the investigation ate library: you can spend years in a public
to fail. library without finding but a dozen scraps
of true information about vampires. The
The chief benefit of this method is that Library background does not help with
experience point costs are entirely this: that library belongs to the character,
waived, and no one owes anyone any who presumably already knows at least most
boons. what it contains.

94
GAME SYSTEMS

Private libraries, certain university libraries, D. Tomes:


and a few museums have the appropriate Most books on the occult contain only
materials. What is sought is not simple in- scattered bits of lore, often buried among a
formation, but expertise — to simulate the large number of half-truths and outright
experience of decades. falsehoods. A few venerable books, howev-
er, such as the fabled Book of Nod, are
The requirements for researching a new brimming with occult secrets. These leg-
rank of a Lore are: endary tomes are highly sought after, nearly
 Time spent per Table 28, below. impossible to find, and richly repay careful
 Access to an appropriate library. study. If a character can acquire a copy of
 Dedication of all “down time” to the such a tome, he can acquire a single dot in
research. one or more Lores at a rapid pace. It gen-
 Depending on the Lore in question, the erally takes between one week and one
player may need to speak/read certain month to read and digest a tome and gain
languages. its benefits.

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).

The GM might also decide that the infor-


Table 28—Lores by Research mation in some tomes is too twisted or
damning to be digested without conse-
Level Time New XP Cost
quence. Such tomes might require the ex-
● 3 Months Free penditure of Willpower to study, or, in par-
ticularly extreme cases, lead to humanity or
●● 6 Months Free beast checks. Of course, tomes with such
extreme effects are likely to be especially
●●● 1 Year 1 enlightening, but characters will likely be
unaware of such dangers until it's too late.
●●●● 2 Years 2
Some sample tomes are listed on the next
page.

95
GAME SYSTEMS

Fragments of the Book of Nod The New Geometry


Rumored to have been written by the very of the Celestial Spheres
first Vampire (perhaps Caine?), the Book of The author of this difficult text is un-
Nod has not been seen whole in millennia. known; it was published under the name
Fragments, though, have survived and of a famous author (Archimedes), but few
been copied into dozens of obscure lan- believe it to be his. It is an exposition of a
guages. The statistics below are for the bizarre non-Euclidean geometry which the
Arsaces Fragment. author claims describes the true geometry
of the distant heavens. It is heavy with oc-
Language: Ancient Hebrew cult references and discussions of obscure
Requisites: Religion 3, Linguistics 2 occult traditions.
Lores: Vampire, Malkavian
Max Dots: 4 Vampire, 5 Malkavian Language: Ancient Greek
Drawbacks: This text will cause night- Requisites: Occult 2, Intelligence 4
mares for a month; the reader will give Lores: Mage Lore, Arcanum Lore
away Advantage on rolls to recover Will- Maximum Dots: Mage 4, Arcanum 3
power during that time. Drawbacks: None

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.

Language: Arabic Language: Latin Language: Greek


Req: Occult 3 Req: Occult 3 Req: Occult 3
Lore: Wraith, Demon Lore: Wraith, Demon Lore: Wraith, Demon
Max Dots: 5 Max Dots: 3 Max Dots: 4

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.

96
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.

97
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

Animalism 0: If Song of Serenity is used within 1 minute (or the


All vampires with any skill in the Animalism disci- next round, if in combat) against the target, the
pline gain four separate benefits: power user gains Advantage.
 Advantage on all contests involving Animal
Ken (except for Animalism rolls); The Target may resist this power with:
 The vampire will always know when another
vampire is on the edge of frenzy; HUMANITY/2
 Due to their inherent connection to the Beast, VS.
the vampire ties are considered successes when ANIMALISM + ANIMAL KEN
resisting frenzy; and
 Animals will not normally bother the vampire ●● (2A) The Beckoning
(or even enter his or her haven) while the vam-
pire is asleep. The user of this power can summon a single spe-
cies of animal. Roughly half the animals of that spe-
● (1A) Whispers of the Beast cies within a two mile radius will respond; each ani-
mal must travel at its own speed. When the animals
(Eye Contact) (Concentration)
are present, the power user may silently communi-
cate with that group of animals, and may attempt to
The user of this power can communicate with a
persuade the group to do a favor or service by
single animal. They must look into the animal's
means of a social test. This method of communica-
eyes, and then communication will be achieved si-
tion is much less precise than Whispers of the
lently on a mental level. The communication is lim-
Beast, and groups of animals have their own social
ited to what the animal could communicate to an-
structures, so the group will resist using the stats of
other of its species. The power user may also be
the strongest of them, and will usually gain Ad-
able to persuade the animal to do them a favour -
vantage on the social test.
this will be determined by a social test.

● (1B) Knowing the Beast ● (2B) Heart of the Hunter


(Range) (Nightly) (Subtle) (Concentration)
By closing its eyes and concentrating, the power
The user of this power is capable of gleaning cer-
user may detect the presence of any predators –
tain information about the Beast, if any, within a
including vampires and particularly predatory hu-
vampire. Available information includes the fol-
mans – within approximately 500 yards. The vam-
lowing:
pire will know the general direction of each preda-
 The total number of Beast Points possessed by
tor, as well as the strength of its Beast. No other
the target;
activity is possible while using this power. This
 If the target has any Beast Traits and how
power will register concealed vampires with Obfus-
many;
cate but will not reveal their location in any way.
 If the target is in Frenzy, and if so, what kind;
 When the target’s last Frenzy was.

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:

102
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

Auspex 0: by blood. Doing this requires at least three minutes


of uninterrupted observation (this can be while in
(Combat)
conversation with the single target but should not
involve anyone else). The user can then detect:
Characters with Auspex may add their Auspex rat-
 Whether or not the other vampire is the same
ing to their “initiative” scores.
clan as the user and approximate remove
 If the vampire's sire was from the same clan as
● (1A) Heightened Senses the power user if the target is a Caitiff
 By viewing two vampires of the same clan as
The user of this power may enhance any one of the user, she can determine if the two share the
their senses at any one time. For example, they may same bloodline and their approximate relation-
see in near darkness, read handwriting by touch ship
alone, listen to nearby whispered conversations, etc.
By spending a Willpower point, they may heighten ●● (2C) Knowing One's Own
all of their senses. The power user is very suscepti-
ble to bright lights, foul smells, loud noises, etc - (Distance) (Obfuscate)
when this power is used.
The power user spends 1 Willpower and will in-
stantly know the location of a vampire he or she
● (1B) Second Sense created. For one additional Willpower, he or she
may know the location of a grandchilde, and so on
The power user may add his or her Auspex rating down the line. The power user will not have a
to any rolls the Gamemaster requires for ambushes, street address, or even the name of a town, but his
hidden objects, etc. This power does not function or her sense of the target will grow more precise
if the character is actively looking for something. the closer he or she gets.

●● (2A) Aura Perception ●●● (3A) Spirit's Touch


(Touch)
This power user may see auras. This power auto-
matically works. This allows detection of vampires,
The user of this power may, by picking up an ob-
supernaturally active mortals, and a wide variety of
ject, gain impressions and images from it. This
other conditions as well as someone’s predominant
power is resolved with a contest of:
emotional state.
PERCEPTION + EMPATHY
●● (2B) Blood Sympathy VS.
(Range) (Sight) (Subtle) OBJECT STRENGTH

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

WP/2 VS. INTELLIGENCE + SUBTERFUGE ●●●●●● (6B) Psychic Assault


(Sight)
●●●●● (5A) Psychic Projection
The user may focus his or her will in a devastating
The user of this power may, by spending a Will- assault, rendering opponents helpless, even cataton-
power point, separate from their body and travel in ic. The first successful use causes the target to lose
spirit form. The spirit form is normally only visible Advantage on all rolls or contests for 5 minutes.

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

Every rank of Celerity gives a different power, and ● Flash


in addition any character with Celerity may use Ce-
(Combat)
lerity 0 ("Combat Celerity"). If Celerity powers are
used in a non-combat situation, other persons in
The user of this power can react with superhuman-
the scene with equal or greater celerity than the
ly fast reflexes. This allows them to react to any
power user can activate it and intercept their
physical action they can see, as that action occurs.
'unopposed' actions.
For example, as an opponent draws a weapon, they
can draw one of their own. As an object is dropped
Although it is noted for each power, players are
on them, they can dodge it. As someone appears
reminded that every use of celerity requires the ex-
from Obfuscate in their peripheral vision, they can
penditure of a blood point.
respond as if they'd seen it coming. This power
would not, however, allow a reaction if someone
Celerity 0: "Combat Celerity" appears from Obfuscate using a higher level of ce-
(Combat) lerity than the power user, or if the power user is
caught completely unawares (such as a bullet to the
By spending a blood point the user of this power back of the head with a sniper rifle).
can act with superhuman speed for a single combat
turn, taking Advantage of an opponent’s compara- Use of this power also allows the power user to aim
tive sluggishness. This is more than just fast reflex- a firearm (and receive aiming bonuses) in effectively
es; it is blurred strikes and near-instantaneous zero time for the cost of a Blood Point, provided
evades. they are not engaged in hand-to-hand combat.

In hand-to-hand combat (Brawl or Melee), or when ●● Dead Time


evading, the user gains Advantage on CBT or DMT
(Fair Escape)
if they have one more level of active Celerity than
their opponent. If they have 2 or more levels, they
By expending a blood point, the user of this power
gain Advantage on both. Combat Celerity does not
moves so fast that most others simply cannot react.
affect ranged combat unless the power user is evad-
While moving this fast they may only make very
ing.
simple actions - such as running in a straight line,
drawing a weapon, opening an unlocked door, or
In multi-person combat, the power user may split
moving an object that no one is holding.
their active levels of Celerity between opponents,
compare the number allocated to each one with
For the power user, the world appears to stop.
that opponents Celerity; then treat as above. Note
They may take simple actions for (subjectively) 6
that separate blood points must be spent to activate
seconds. For everyone else, no time seems to pass.
Combat Celerity and another Celerity power.
Those without either Auspex or active Celerity will
be unable to see the power user - they are invisible
while in Dead Time. Those with Auspex will see a
brief blur

107
DISCIPLINES

●●● Blur ●●●●● Abattoir


(Combat) (Combat)
When using Combat Celerity, the power user may The possessor of this fearsome power has the abil-
move so fast that they appear to blur. This gives ity to become a whirlwind of death and destruction
them Advantage on Soak, as well as the other Ad- in close combat. This power offers two distinct
vantages given by Combat Celerity, for no addition- benefits:
al blood cost, though the initial point for Combat
Celerity must still be spent. First, levels of Combat Celerity need not be split
between opponents.
●●●● Foresight
Second, if a blood point is expended to activate
(Combat)
Combat Celerity, the power user may engage --
without any penalty -- as many opponents as he or
The power user has developed their reflexes to
she has levels of Celerity. A vampire with Celerity 5
such an extent that it almost seems that they can
may thus engage five opponents at full CBT. Addi-
see a few seconds into the future. This allows them
tional opponents beyond the number of celerity
to react to any physical action they can sense in any
levels incur penalties per the normal rules.
way (including with Auspex 'Danger Sense'), before
that action completes. For example, as an oppo-
Levels of Celerity used to add additional opponents
nent draws a weapon, they can activate Dead Time,
are subtracted from the power user’s Celerity total
sprint across to them, and grapple them before the
for purposes of Combat Celerity, but the remaining
gun leaves the holster. They can dodge a dropped
levels may be used against each opponent. (I.e., if a
object before it begins to fall. If attacked from total
character with Celerity 5 used this power to add
surprise, they may react as if they had a few seconds
three additional opponents, 2 levels of Combat ce-
warning. This aspect of the power does not require
lerity would apply to each.)
blood expenditure.

If the power is activated in combat (by burning a ●●●●●● Blink


blood point), the power user may wait to hear what (Fair Escape)
any character who does not have Foresight is do-
ing, before deciding his or her own actions. (This This power is essentially identical to Dead Time,
takes priority over Auspex 5B’s similar power.) Ad- but the power user moves so quickly, that he or she
ditionally, if the power user does nothing but has twenty seconds of subjective time available to
Evade, this power grants an additional claim to Ad- perform actions.
vantage on all Evade rolls, and relieves the power
user of the necessity to seek cover while evading A lot can happen in twenty seconds, change a vam-
ranged attacks. (You are so fast you can dodge bul- pires’ life…
lets.)

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

When the trigger is realized, the target will "slip"


into the dream, though he or she will appear to oth-
ers to be awake and responding to things that aren't
real. The dream can last no longer than 20 minutes,
and anyone attempting to "wake" the target allows
another chance to resist.

 Sample event trigger: After your next meeting


with the Sheriff
 Sample time: Next Tuesday at sunset

The target may resist with a contest of:

WILLPOWER VS. WITS+EMPATHY

The power user gains Advantage if expanding on or


exploiting known concerns, hopes, loves, fears, etc.
of the target.

●●●● (4A) Sensory Deprivation


(Sight)
By expending a Blood Point, the user of this power
may remove any one of the target's senses. For ex-
ample, they may make the target blind, deaf, or in-
sensitive. The power user may use this power mul-
tiple times at once if he or she can spend more than
one Blood Point. This power lasts for one hour.

The appropriate skill for disbelief of this power is


Medicine.

●●●● (4B) False Splendour ●●●●● Permanancy


(Mental) (Concentration)
By expending a temporary Willpower point, the
By expending a blood point, the user of this power vampire may make any Chimerstry 1, 2, or 4B
may throw a room-sized illusion up over a location. illusion permanent -- meaning it will not require
The illusion will move, and will appear in all five concentration. This power lasts for 1 year, or
senses. It must be loosely based on what is actually until otherwise dispelled.
present: i.e., the walls can be made to look different,
but cannot be made into thin air, and a giant bed
can be created, but there must at least be a bundle
of newspapers of roughly the same size at its core.
Umbrella stands can become ferns, etc.

110
DISCIPLINES

● Passion unrelated events. If the power user is attempting to


divine someone's nature, the target may resist with:
(Range) (Emotion) (Resistance) (Multi)
MANIPULATION + SUBTERFUGE
The user of this power enhances or diminishes the
VS.
target's emotional state. The power user selects
PERCEPTION + EMPATHY.
which he is attempting to do. The power user may
not select any particular emotion: he or she must
The power user has Advantage. Other uses of this
work with whatever emotions the target is feeling.
power should be worked out by the GM and the
Thus, minor irritation can be enhanced into rage,
player. This power may take several hours to work.
and mad passionate love can be dulled into mild
affection. This power may be resisted:
●●●● Voice of Madness
HUMANITY + BEAST VS. WILLPOWER (Multi) (Audible) (Resistance) (Dawn)
NOTE: The power user uses the target’s own Hu- The user of this power expends a Willpower to
manity+Beast; the target uses his own Willpower. speak a word, perhaps a phrase, to a target and
drive him or her mad. This affects the power user
●● Subliminal Discontent as well, though he or she gains Advantage in resist-
ing. This power doubles the target's Beast, and
(Multi) (Touch) (Resistance)
enhances his or her nature to a grotesque carica-
ture. The target may resist with:
The user of this power may taint the target's sanity,
brushing a light coat of madness across the canvas
WP/2 VS. MANIPULATION + SUBTERFUGE
of the target's soul. The target will begin to see,
hear, smell, and feel things that aren't really there.
Some of the visions may be extremely disturbing, ●●●●● Total Insanity
but they will vanish as soon as they are noticed. (Touch) (Multi) (Resistance)
The precise effects of this power are left to the
GM. The target may resist with The user of this power may, with but a touch and
the expenditure of a Willpower point, drive the tar-
WP/2 VS. MANIPULATION + SUBTERFUGE get to the lunatic fringes of insanity. The target
gains five derangements (GM discretion) and loses
●●● Eyes of Chaos a point of permanent Willpower. This power may
be resisted by the target, once per night, with the
The user of this power may see patterns in everyday following:
life, in a person's soul, or in the stream of events
around him or her. The vampire with this power WP/2 VS. MANIPULATION + INTIMIDATION
may determine a person's true nature, may solve an
extremely difficult puzzle based on available clues, Ties result in the infliction of two derangements.
or may divine hidden intentions behind seemingly Vampires gain Advantage when resisting.

111
DISCIPLINES

● Command ●●● Forgetful Mind


(Sanguinis) (Range) (Multi) (Conscious) (Sanguinis) (Eye Contact) (Multi) (Resistance)
(Resistance) (Eye Contact) (Audible)
The user of this power may add, alter or remove
The power user stresses one word in the next sen- memories concerning a single event from your
tence they say (or simply issues an imperative, one- mind. The extent of the information is limited to a
word command). You must obey that one word as maximum of 15 minutes of memory. The power
a command. The compulsion remains in effect until user may change an additional 15 minutes for each
completed, with a maximum of one scene. One Willpower point expended. Though eye contact
round after full completion of the compulsion, an need only be a moment, this power takes at least 3
additional resistance check may be made once per minutes to work, and the power-user must describe
round to then counter the command if the com- precisely the memory changes or removal. This
mand could be interpreted as lasting for a period of power may be resisted with a contest of:
time (e.g., "Sit"). This power may be resisted with:
WP/2 VS. WITS + SUBTERFUGE
WP/2 VS. MANIPULATION + INTIMIDATION
●●●● (4A) Conditioning
●● Mesmerism (Sanguinis) (Eye Contact) (Multi) (Resistance)
(Sanguinis) (Range) (Multi) (Conscious)
(Resistance) (Eye Contact) (Audible) The user of this power may render the target more
susceptible to their mind-control powers in future.
The user of this power can give you a command This power takes 30 minutes of eye contact to work
which you must obey. This command cannot alter and lasts 2 weeks on vampires, 1 month on ghouls,
who you are, but it can compel you to do or not do and 2 months on mortals. It has three distinct ef-
something. The command may include contingen- fects:
cies or conditions (e.g. an event that triggers the (1) The power user receives Advantage on
compulsion), however the compulsion once in- all subsequent Dominate attempts, in-
voked can last no longer than a number of days cluding Conditioning;
equal to the user's Dominate squared. (commands (2) The target gains Advantage vs. subse-
from someone with Dominate 3 will last 9 days). quent Dominate attempts by anyone
Within this period, you must continue to obey this else; and
command until you have fully completed it, or until (3) The target receives a bonus of +2 to
it is no longer possible to obey it due to reasons resist contradictory commands from
you cannot control (i.e., you cannot engineer such a other power users and must resist.
situation). It cannot alter or remove memories.
This power may be resisted with a contest of: This power may be resisted with a contest of:

WP/2 VS. MANIPULATION + LEADERSHIP WP/2 VS. CHARISMA + LEADERSHIP

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

●●●●● (5A) Possession


(Sanguinis) (Eye Contact) (Multi) (Resistance)
The user of this power may possess the target, in-
serting his consciousness into the target's body
while his own body falls inert. The possessor must
expend a Willpower if the victim is resisting, and
must expend an additional Willpower point every

113
DISCIPLINES

●●●●●● (6A) Silent Dominion ●●●●●●● Mind Block


(Sanguinis) (Range) (Resistance) (Visual) (Sanguinis) (Eye Contact)
(Gesture)
The user of this power may lock another's will
This power allows the user to use Command the against subversion and dominate attempts. This
Wearied Mind with but a gesture, and without process requires that the target drink at least one
speaking. The command must be something that point of the power user's vitae, and takes at least
can be communicated with a gesture, such as two hours to complete.
"stop" (hold a hand out upright), "come" (gesturing
inwards), "sit" (pointing down), "speak" (rolling of Once the process is finished, the target is effectively
the wrist), "silence" (the 'zip it' motion), etc. immune to dominate unless the new power user is
of a higher Sanguinis than this power user. (In
●●●●●● (6B) Soul Rider which case the target receives Advantage in resist-
ing subsequent attempts).
(Sanguinis) (Eye Contact)
Once broken, this power fails entirely. This power
This power allows the power user to construct a may be circumscribed by the power user to particu-
second identity within the target. The initial use of lar acts, revelation of particular topics, or any other
this power requires at least three hours of mental reasonable limitation. This power may not be used
surgey; it cannot be resisted but it cannot be used on an unwilling target.
on a target who is in a position to resist. The sec-
ond identity has the following characteristics:
 Its Willpower is equal to the power user's base
Willpower minus 2;
 If the power user possesses the Conditioning or
Mind Block powers, it is Conditioned or Mind
Blocked, permanently;
 It possesses Intelligence, Wits, Manipulation,
and Charisma of 2.

All other statistics are the same as the host body.


The implant can be dominated separately from the
host's own personality. The implant can only con-
trol the host body under the following conditions:
(1) If necessary to carry out a Dominate command;
or
(2) If the host body is about to work some grave
harm against the power user.

To take control, the implanted identity contests its


Willpower against the Host's Willpower. If it wins,
it has control of the body. The Host may make
another attempt to resume the control once every
10 minutes.

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.

● Gender Modulus ●●● Shapechange


(Fair Escape)
The power user may fully concentrate in meditation
for one full minute without distraction and com- This power grants the user the ability to transform
pletely alter their gender: male to female, female to themselves into one animal, chosen at the time this
male. The user will have a consistent appearance in power is gained. The animal has a distinctive ap-
either identity and look like a fraternal twin of the pearance, and the species must be chosen but once
other. The change requires expenditure of 1 vitae. for the character. No special powers other than
Its effect is physical and permanent until the power those the creature would mundanely have are grant-
is employed again. ed. Only physical powers may be used in conjunc-
tion with this power (Fortitude, Potence, Celerity,
●● Deity's Wrath etc.)
(Visual) (Range) (Nightly)
The transformation includes clothing, takes one full
The user of this power extends an image to a single action and requires one vitae point. Additional
recipient. It is a mental image so all others present forms may be taken through the Maskings back-
will see nothing. It requires no gesture or sound, ground. Fair Escape is allowed if appropriate to
only expenditure of 1 vitae. The user will appear a the form (bird, house cat, etc.)
terrifying manifestation, with the head of a beast, a
brilliant glow and many arms. The target must leave ●●●● Doppleganger
the area in a state of fear, and will be very uncom- (Range) (Sight) (Personal)
fortable if forced to approach the power user again
this night. He or she is likely, if religious at all, to The user of this power slowly takes on aspects and
believe that he or she just saw a demon or a God of likeness of the target through careful and up-close
some sort. The target may resist this power by a personal study. This requires being in close proxim-
contest of: ity and being passingly familiar with the subject.
The study requires they observe a variety of actions
WILLPOWER such as speaking, mannerisms, how they move and
VS. walk, etc. The power user's own likeness and seem-
CHARISMA + INTIMIDATION ing and mannerisms will incrementally match those

115
DISCIPLINES

of the target until near perfect mimicry is possible, ●●●●● Raksasha


given a single contiguous block of study time:
The vampire may transform into a terrible, power-
Minutes / Resemblance ful tusked monstrosity, with four arms and massive
5 / Body Shape taloned feet and hands. Certain practitioners may
10 / Facial Appearance have the head of a tiger, or a panther, but most will
20 / General vocal tone + physical mannerisms have a demonic visage. This transformation re-
40 / Facial expressions quires burning a Willpower and three blood points,
80 / Perfect replication including vocal inflections but confers a number of benefits and drawbacks:
It does not afford the ability to speak other lan-  The vampire gains 2 dots of Fortitude and 2
guages but an accent can be copied. This is not Ob- dots of Potence.
fuscate but a shaping of the body and vocal chords  The vampire gains Advantage on resisting any
- therefore it is not subject to Auspex in the con- magical attack or effect.
ventional way. Only one form can be "held" by the  The vampire can do aggravated damage in
power user at a time. The target will have disturbing Brawl combat (+2, per Wolf Claws)
visions when sleeping - that they themselves have a  The vampire may engage up to three opponents
predator's head (e.g. Tiger) and have devoured peo- in melee or brawl combat without penalty.
ple alive - whenever the power user has been acting  The vampire gives away Advantage on Rage
as them on a given night. However, the link be- Frenzy rolls, but gains Advantage on Fear Fren-
tween the visions and the use of the power will not zy rolls.
necessarily be obvious in-character. Note that  The vampire cannot change back, but rather
study via high quality video or one-way mirror is continues in this form until Dawn, at which
possible but will increase the time needed for study point he or she becomes a near-unbreakable
(depending on the quality of access, by 2-10 times.) statue. At sunset the next night, he or she may
choose to transform back into their normal self.

116
DISCIPLINES

● Cloak of Shadows  You may spend a Willpower point to adopt a


disguise with an appearance greater than 2 for
(Auspex) (Mental)
the duration of a scene;
 Finally, you may, for the duration of a scene,
The user of this power may become invisible pro-
attempt to impersonate a particular individual.
vided they do not move. To assume this invisibility
Regardless of their appearance rating, this re-
they must be at least partly hidden, by an object or
quires a Willpower point and a successful con-
a shadow, and must not be observed at the time
test of:
they become invisible.
WITS + ACTING
●● Unseen Presence VS.
(Auspex) (Attention) (Mental) TARGET'S APPEARANCE + 2

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;

117
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.

This power can also be used while invisible, to take


an action that would normally attract someone's ●●●●●● (6A) Soul Mask
attention. It nullifies the Attention modifier on oth- (Auspex)
er Obfuscate power cards, unless this power is re-
sisted. Attempting to harm another present will still The user of this power may mask the true appear-
make the power user appear, and these attempts ance of their aura. They may have one 'instinctive'
will not be forgotten. This power may be resisted disguise, which they can assume and maintain auto-
with: matically when conscious. Other disguises can be
adopted temporarily at the cost of a Willpower
WITS + ALERTNESS point.
VS.
MANIPULATION + STEALTH

118
DISCIPLINES

●●●●●● (6B) Hidden Mind


(Auspex)
The user of this power can hide their thoughts
from Telepathy of any form, and even present false
surface thoughts to be read.

●●●●●● (6C) Obscure


(Auspex)
While under the influence of any other Obfuscate
power, the user of this power is immune to at-
tempts to ascertain his location or intentions
through mystical scrying or divination.

●●●●●●● (7A) Veiled Projection


(Auspex)
The user of this power is able to mask his or her
Psychic/Astral/Spiritual Projections as set forth in
Mask of a Thousand Faces (●●●).

●●●●●●● (7B) The Great Disappearing Act


The user of this power may burn five Willpower
points and cause all written, photographic, electron-
ic, or video records of him, his existence, or his ac-
tivities to simply up and vanish. The power user
will be weak and acting at -3 to all activities for the
rest of the night, and will slip into torpor at dawn.

Anyone attempting to remember any facts about


the power user during the next year must first suc-
ceed on a contest of:

Intelligence + WP/2 + Auspex


vs.
10

The difficulty drops by one during each successive


year.

119
DISCIPLINES

● The Limitless Drop ●●●● The Yogi’s Blessing


(Combat)
The vampire with this power may fall (or jump)
from any height without injury, landing on the By expending 2 blood points, the power user’s
ground as if he or she had just stepped off a high joints and bones become incredibly flexible, allow-
curb. This power will not function if the power ing the power user to turn his head 180 degrees,
user is bound, unconscious, or otherwise unable to fold his arms behind him, hyperextend his joints, or
land on his or her feet. even do the “Exorcist” walk. This condition lasts
for the rest of the scene. In addition to being terri-
●● Grim Jaws fying to mortals, this power allows the power user
to escape from most (but not all) bonds and re-
This power gives the character the power to bite straints, slip through bars, and grants specific bo-
through anything they can get between their teeth - nuses when activated in Combat. The vampire
steel chains, bones, etc. In combat, they inflict an gains Advantage on all soak rolls versus brawl dam-
absolute minimum of one level of damage with a age (including Grapple), and also gains Advantage
bite, after Fortitude or any other modifier. They against blunt trauma inflicted by baseball bats, etc.
will chew through anything (that they can get their The vampire gains both a +1 CBT and Advantage
mouth around) eventually, although it may take when in a grapple (but not to initiate one).
some time.
●●●●● Set Free the Bonds of Earth
●●● Wall Walking
By expending a blood point, the user of this power
The user of this power can walk/crawl on any sur- may either float up or down very slowly, or hover
face that would hold them as if the surface were the in place. Flight is not possible, but while this pow-
floor. (e.g. wood/stone, but not water/paper). In er is in effect, the vampire may move as if walking
essence, the user's personal 'gravity' is oriented to- under lower gravity, jumping or pushing off surfac-
ward the surface. Objects let go from the user's es. He or she may carry as much with him or her as
touch return to normal gravity. This power re- he or she would normally be able to lift on the
quires the expenditure of a blood point, and lasts ground. This power lasts for once scene.
for one scene.
●●●●●● Aerial Predator
By expending three blood points, the vampire with
this power may fly, at speeds up to 25 miles per
hour. This will be increased slightly (~45 miles per
hour) when diving. The Lasombra and Gangrel
clans prize this power greatly, and it can be consid-
ered a mark of prestige to possess it.

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

●●●●● Shadow Step


● The power user may ignore the first two points
(Distance) (Fair Escape)
of damage from every attack that involves only ki-
netic force (i.e., Brawl, most melee weapons, normal
The user of this power may step into any available
bullets).
shadow with the expenditure of a Willpower point.
The power user may then step out of any shadow
● The power user gains 6 tentacles instead of 4.
in any location known to the power user. No spe-
cial knowledge is gained of what lies on the other
side of the shadow, and the power user must know ●●●●●● (6B) Shadow Servant
where he or she is going prior to stepping into the
abyss. By spending five (5) blood points a Willpower
point, the power user may call a dark creature from
If the location proves to be unavailable (i.e. there the abyss to do his bidding. The creature must
are no shadows to step out of) the power user may emerge from darkness, and will obey the power-
change the destination with the expenditure of an- user’s commands for the rest of the night. The
other Willpower point. If the power user is caught servant may slip through narrow cracks and be-
in the abyss with no Willpower, he or she is forever neath doors, but it is not insubstantial; it is consid-
lost to shadow. The power user may not bring oth- ered to have a Stealth + Dexterity of 10 for sneak-
ers with him or her, although items up to the size ing purposes as long as there is some darkness in
of a rifle may be transported, as may clothing. which to hide. It does not suffer wound penalties
and is destroyed when it takes 8 levels of damage.
●●●●●● (6A) Shadow Demon It may not be grappled, and gains Advantage on all
soak contests against brawl, melee, and firearms
(Combat) (Fair Escape – but why would you?) attacks. It is very intelligent, however, and may
communicate with the power user telepathically
This power is a more potent version of the Black when within a line of sight. Shadow Servants are
Metamorphosis power. By burning three blood used most frequently as guards, scouts, and spies,
points, the power user gains all of the benefits of though they are autonomous demons and can be
the Black Metamorphosis, with the following bo- subverted It has the following combat statistics:
nuses:
Brawl: CBT-6 DMT-7
● The power user is surrounded with a double-size HIGH-3 LOW-2
Shroud of Night (1 large room such as a ware- Soak: 6
house, or up to 80 feet in diameter) Willpower: 7

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.

● Fascination ●● (2B) Across a Crowded Room


(Visual) (Multi) (Emotion) (Range) (Presence) (Visual) (Multi) (Emotion) (Range) (Nightly)
When the user employs this power, everyone in This power allows a vampire to focus his Presence
the immediate area becomes strongly attracted to at a single mortal within his physical sight. This
them. They want to listen to the power user, watch power has two effects: it causes the target to be-
them, be near them. Any hostility they feel to- come Fascinated with the vampire, as if he were
wards the power user has gone. The power is bro- employing Presence 1 – but only at the target. Sec-
ken if the power user attacks anyone or is obvious- ond, it will cause the target to approach the vam-
ly insulting. It has no effect on someone already pire, and perhaps even initiate a conversation.
in combat with tor anyone intent on entering com- This will not necessarily happen immediately but it
bat with him If this power is resisted, it may not will almost always happen if the target is able. The
be used again on the same target during the same vampire’s attention in the target is obvious when
scene. Victims may resist by a contest of: this power is being used. This power may be re-
sisted by a contest of:
WP/2 VS. CHARISMA + PERFORMANCE
WP/2 VS. APPEARANCE + PERFORMANCE
●● (2A) Dread Gaze
(Visual) (Multi) (Emotion) (Range) (Presence) ●●● (3A) Entrancement
(Visual) (Multi) (Emotion) (Presence)
The user of this power is projecting fear and terror
at a single target. The target must leave the area in The target becomes is entranced, even obsessed
a state of fear, and will be very uncomfortable if with the user of this power for the rest of the
forced to approach them again this night. If this night. The target will want to look good in their
power is resisted, it may not be used again on the eyes and will do almost anything to please them. If
same target during the same scene. This power the power user attacks or directly threatens the tar-
may be resisted by a contest of: get, then this power is broken. This power has no
effect on those already in combat with the power
WP/2 VS. CHARISMA + INTIMIDATION user, but may be used on those who merely intend

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.

 Despair (give up on hope) ●●●●● (5A) Majesty


 Desire (drive want/emotion to action) (Presence) (Visual) (Multi) (Emotion)
 Delight (Euphoria / elation)
 Anger (Undirected; not frenzy) The user of this power radiates an aura of power
 Drain (Emotional emptiness) and indomitability as long as they take no offensive
 Disgust (Sense of loathing and dislike) action against anyone present. Those present will
 Courage (Bolsters confidence and di- feel no emotions towards the power user other than
minishes fear/inhibition) awe and respect, to the extent of being almost over-
whelmed by those emotions. Anyone wishing to
If this power is resisted, it may not be used again make any offensive action against the user -- or
on the same target during the same scene. This even be openly disrespectful -- must first resist this
power may be resisted with: power for each such action taken, on a test of:
WP/2 VS. MANIPULATION + EMPATHY WP/2 VS. CHARISMA + INTIMIDATION

●●●● (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

●●●●● (5B) Cloak of Wrath ●●●●●● (6B) Love


(Presence) (Visual) (Multi) (Emotion) (Presence) (Visual) (Multi)
The user of this power wraps himself in a nearly The user of this power becomes incredibly im-
irresistible aura of anger, might, and terror. All in- portant to you, someone you are in love with,
telligent creatures (mortals, vampires, birds, dogs, someone you'd be willing to risk your life for.
etc.) in the vicinity must either flee in terror or cow- You'd do nothing to offend them and anything to
er in fear so long as the power user remains in the please. You are in effect, blood-bound to them un-
area -- they are unable to effectively defend them- til you leave their presence. The victim may tempo-
selves, speak, or perform any actions that require rarily (1 round) resist this power on a contest of:
reasoning other than flee. Victims of this power will
not willingly approach the power user for the rest WP/2 VS. CHARISMA+EMPATHY
of the night. This power may be resisted with a
contest of:

WP/2 VS. CHARISMA + INTIMIDATION

Those who resist may act normally, but will give


away Advantage on the first round if attempting to
attack the target. This power cannot be directed at
individual targets.

●●●●●● (6A) Domain


(Presence) (Multi) (Domain)
Any person within a mile radius of the established
seat of the power user's domain will feel an oppres-
sive atmosphere of authority which makes them
fearful of violating the rules of etiquette in the do-
main. It conveys no understanding of what the
rules are, although if they encounter the power user
they will see them as a figure of authority with the
right to establish the rules of conduct. A person
who doesn't know the rules of conduct will be fear-
ful of violating what they consider to be polite and
courteous behavior. Anyone wishing to violate the
perceived rules of conduct, must first resist this
power on a test of:

WP/2 VS. CHARISMA+LEADERSHIP

If the resistance test is failed, the user will go to ab-


surd lengths to make amends for the violation

125
DISCIPLINES

● Gleam of the Red Eyes ●●● (3B) Osmosis


(Combat)
The user of this power may see perfectly in total
darkness. When the power is in use, their eyes glow The user of this prized power may feed on blood
red. It takes 10 seconds to activate this power. by absorbing it through his or her skin. Any ex-
posed skin will work, but the power works best
●● (2A) Wolf Claws through the hands. Feeding takes place at between
(Combat) (Tactical) 1-4 points per round, at the Gamemaster’s discre-
tion. The power user simply touches a quantity of
By spending a blood point, the power user may spilled blood and adds it to her blood pool. This
grow a wicked inch-long talon on the end of each will not clean a stained surface. Blood bonds may
finger. These claws do aggravated damage as ex- not be formed through this power. When in direct,
plained in the combat section of the rules. They stable skin-to-skin contact, the power user may
give +2DMT and +1 HIGH damage to brawl at- “feed” at 1 point per round. When in control of a
tacks. grapple against an opponent with exposed skin, the
power user may feed 1 point per round from the
other character in the grapple.
●● (2B) Feral Tracking
This power, once gained, is always active. The us- ●●●● Shadow of the Beast
er of this power may identify someone by scent if (Fair Escape – Bat only)
he or she has smelled them before. Obfuscate will The user of this power may turn into an animal -
still mask and cloud such detection, but the user typically a wolf and/or a bat. The user's simple
can sniff an item and identify the same scent on clothing and concealable items will shift with them.
another. It will also facilitate tracking of the individ- The user maintains all mental faculties but cannot
ual -- with an accuracy equivalent to a bloodhound. speak. The transformation requires three rounds
and costs 1 blood point.
●●● (3A) Earth Meld When in the form of a wolf, a vampire may make a
(Fair Escape) Bite Attack as a Brawl Attack outside of grapple,
using the following statistics:
The user of this power may expend one Blood
Point and fade into the earth, provided they are CBT: Dex + Brawl
standing on natural earth. If in combat, they may DMT: Str + Potence + Brawl +3
relent on the current test (allowing the opponent to HIGH: 3A (+Potence)
win the current CBT test), and vanish into the earth LOW: 2A (+Potence)
after that action is resolved. If they are being grap-
pled, the earth's pull gives the power user an effec-
tive 3 dots of Potence for breaking the grapple, at
which point the power user sinks into the earth.

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.

●●●●●● (6A) Flesh of Marble ●●●●●● (6C) Blissful Slumber


The power user’s skin becomes nearly unbreakable The user of this power may sleep the day away in
(though still flexible enough for movement). By Mist Form (Protean 5). He or she will rematerialize
expending 3 blood points, the power user gains Ad- at sunset. During this time, the power user will not
vantage against all forms of bashing or penetrating be harmed by fire or sunlight; indeed, he or she is
attack, including sword cuts, bullets, and claws. effectively immune to any and all damage. Activat-
Damage suffered from such sources is also reduced ing this power costs 2 blood points.

127
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

● Eyes of the Serpent ●●● (3B) Serpent’s Kiss


(Range) (Eye Contact) (Combat) (Tactical)
The power user is able to hypnotize with his glance. By spending a blood point, the power user is able
When this power is activated, the power user's eyes to unhinge his or her jaw and extend his or her
become gold with large black irises, similar to a fangs to more than double their size. This allows
snake's. Any mortal meeting the power user's gaze the power user to fit their mouth around much
becomes entranced, and cannot move so long as larger objects (volleyballs are not out of the ques-
eye contact is maintained. Vampires may resist this tion) and increases the damage done by bite attacks.
power, gaining Advantage, with: When this power is active, the DMT for the vam-
pire’s bite is increased by 2, and the HIGH and
WITS + WILLPOWER LOW damage values are each increased by 1.
VS.
CHARISMA + ANIMAL KEN ●●●● Venom
(Combat)
●● Tongue of the Asp
(Combat) (Tactical) With the expenditure of a blood point, the user's
fangs (or tongue) excretes a venom which is in-
The user of this power can transform his or her stantly fatal to mortals and which can send other
tongue into a long, forked snake tongue, up to 18 vampires into torpor. The toxin will remain potent
inches long. The tongue can be used to feed, and it for 10 minutes after this power is activated, or for
allows the vampire to make a feeding attack outside one successful attack, whichever comes first. The
of grapple, as a regular brawl attack inflicting 1 level power user must make a successful bite attack.
of aggravated damage and stealing a blood points. Mortals die instantly. Vampires are put into torpor.
This venom may be resisted by a vampire using:
●●● (3A) Skin of the Adder
STAMINA + FORTITUDE + SURVIVAL
The user of this power transforms his or her skin VS.
into a mottled, scaly hide. This power requires the WILLPOWER + MEDICINE
expenditure of both a blood point and a Willpower
point. This power takes 2 rounds to activate, dur- If the resist is successful, the vampire only suffers a
ing which time the power user cannot do anything -2 penalty to all actions for the rest of the night.
else, and lasts one scene. The power user gains Ad-
vantage on all Soak contests except those versus
fire, sunlight, or magical energies, and gains two
"virtual" dots of Fortitude.

129
DISCIPLINES

●●●●● (5A) Heart of Darkness ●●●●●● (6A) Subversion


(Touch) (Subtle) (Emotion) (Nightly)
This power allows the user to remove his heart, or
the heart of another. This process takes a whole With but a gentle touch and the expenditure of a
night. The heartless vampire cannot be staked, and Willpower point, the power user shatters bonds of
may ignore the first time any Beast Trait is triggered loyalty and affection the target feels towards anyone
on any night. However, if the heart is found and other than the power user. This does engender af-
destroyed, the heartless vampire suffers a horrible, fection for the power-user, it merely wipes away
unavoidable death. This power only works on the relationships that might interfere with his or her
power user. The Setite's empathy is reduced to ze- designs. This power lasts one moon (28 days). The
ro while this power is in effect. target will likely remember that he or she felt some-
thing in the past, but will not feel it at all in the pre-
●●●●● (5B) Dark Obsession sent. The target may spend one Willpower to
(Audible) (Multi) (Subtle) “resist” this and feel something of their former
feelings for five minutes per level of Humanity.
This power is activated simply by having a conver-
sation with the target and spending a Willpower ●●●●●● (6B) Form of Apophis
point. It requires at least a few minutes talking with (Combat) (Dawn) (Fair Escape)
the target, discussing the merits of a substance,
condition, or experience which might cause the tar- The power user spends a Willpower point to trans-
get pleasure, whether a drug, money, sex or ro- form themselves into a dark, shadowy cobra with
mance, driving fast, a video game… anything that faintly glowing golden eyes. The cobra is jet black,
might be considered a vice when taken to extremes. approximately eighteen feet in length, and weighs
The target may resist this power with: approximately 225 pounds. The transformation is
dramatic: the snake emerges from the power user’s
WP/2 VS. CHARISMA + EXPRESSION mouth in a burst of shadow, essentially turning the
power user inside-out. Mortals witnessing the dis-
Failure means that the target becomes completely play will flee in terror. The serpent may speak, and
obsessed with the subject for the next moon (28 may use any disciplines that could reasonably be
days). If the target does not experience the subject used. While in this form the power user gains the
at least once in a given day, he or she cannot recov- following benefits:
er Willpower and gives away Advantage on any-
thing requiring concentration, judgment, or critical  Use of Serpent’s Kiss (●●●), and Venom
thinking for next day. If this deprivation lasts three (●●●●) at will without spending blood.
consecutive days, the target loses a Willpower; if it  Advantage on uses of Eyes of the Serpent (●)
lasts six, the target loses another Willpower. If it is  Advantage on all stealth rolls.
sustained for a week, however, the target may make  Advantage on all Grapple rolls.
a contest to escape the obsession:  +2 to all Physical Attributes
 The power user may use Stamina to soak Fire
HUMANITY VS. 6 and Sun damage.

130
DISCIPLINES

● Adjustment This power cannot be used quickly, and requires


either that the target be either willing or restrained.
The possessor of this power may make alterations Use of this power requires a blood point, and an
to his or her own physical appearance, including additional blood point must be spent to use this
height, build, voice, and coloration. These changes power against a vampire. Physical attributes cannot
can be quite drastic, but do have some limitations: be raised with this power, though Strength and
Dexterity can easily be lowered. An increase of ap-
 No more than 1 foot of height may be gained pearance requires the expenditure of one perma-
or lost nent Willpower point and appearance cannot be
 Total mass cannot be changed increased more than the power user’s relevant Art
 Physical attributes may not be altered with this skill (usually sculpture) -- decreases are free and
power easy.
 Appearance may be changed by 1 with the ex-
penditure of a permanent Willpower point. Vampires subject to this power will uncontrollably
revert to their "normal" appearance slowly over
Alterations must be made with the hands by actu- three nights, burning an additional three blood
ally rearranging the flesh and drawing out changes. points each of the nights as their body forces itself
The power user forever ceases to have a "true" to heal.
physical appearance once this power is used -- his
or her body will heal nightly to reflect the most re- ●●● Changeling
cent changes. Use of this power requires the ex-
penditure of a blood point, and takes from 15 The possessor of this power has gained total con-
minutes (for simple adjustments) up to a full night trol over his or her flesh, and may use the Adjust-
(for total body changes). Imitation of another re- ment power at will, without the need to shape flesh
quires spending a temporary Willpower point cou- with the hands. These changes occur quickly: minor
pled with extensive study of the subject, and does changes (eye color, etc.) occur instantaneously,
not normally change the Appearance attribute. while total body transformations may take up to
five minutes. All non-time limitations set forth in
●● Body Crafts the description of Adjustment apply.

The possessor of this power may make substantial


changes to another creature, living or undead -- it
cannot be used on the power user. These changes
can be drastic, and are often used to create fear-
some, hideous ghoul servants. There is practically
no limit to the changes that can be made, as mass
can be altered through the incorporation of addi-
tional biomatter from other targets.

131
DISCIPLINES

●●●● Corporal Deployment


The possessor of this dread power may transform
his or her body into an armoured array of deadly
weapons, including claws, spikes, tentacles, bone-
axes, and bludgeons. The user of this power may, at
his or her option, choose to transform into a large,
carapaced demon-form, or any other shape he or
she chooses. The form must be kept for the dura-
tion of the power use, and cannot be changed. Use
of this power requires expenditure of three blood
points, and does not take effect until the third point
is spent. This power has the following effects:

 Temporary and Maximum Strength are raised


by three
 Temporary and Maximum Dexterity and Stami-
na are each raised by one.
 The power user may ignore the first point of
damage from any attacks except fire and sun-
light.
 The power user may engage one additional op-
ponent in brawl or melee combat without pen-
alty, incurring penalties for three or more oppo-
nents as if he or she were fighting one fewer
opponents.
 The power user's Brawl attacks are considered A vampire with this power who is reduced to ashes,
to be either Melee or Brawl attacks -- whichever however, is considered to be in torpor, and will re-
is more Advantageous to the power user. constitute itself when exposed to at least three
(Though the dice pools/Contest Values remain blood points' worth of vitae. The power user will
based on Brawl.) reform in torpor, and must be awakened normally.

Destruction by fire or sunlight cannot be reversed


●●●●● Reformation with this power. There must be some material left
from which to reconstitute, however: dissolution in
The possessor of this power has gained such con- acid will require a great feat of chemistry to distill
trol over his or her flesh that true immortality is the power user.
almost in reach. The power user may recover from
nearly any injury: severed limbs can be reattached If only there were vampires who knew Alchemy….
with the expenditure of a blood point, and even the
head can be regrown with the expenditure of four
blood points. The power user will not be destroyed
from aggravated damage alone, but will dissolve
into ash as most vampires do.

132
DISCIPLINES

This is a not a “discipline”, but a set of powers pos- ●●●● Wolfman


sessed by werewolves. Older vampires will have The werewolf changes into a classic “wolf man” –
more dots. Unless specified, these powers are only mostly human in shape and form, but covered with
(and always) active during the full moon, as well as fur, with a distorted, fanged face — only mistaken
on the nights before and after. (Some older were- for human from a distance or in the dark. This
wolves may be able to activate these powers at will.) power replaces Savage Spirit with the following:
 Wound penalties are reduced by 3
● The Savage Spirit  Advantage is gained on fear-related checks
The werewolf’s form will take on a slightly savage  The raising of the three physical attributes may
aspect – crouching, narrowed eyes, etc. The draw- now be done twice.
back of this “power” is that the werewolf while this  The werewolf gains +2 on any Alertness checks
power is active, the werewolf suffers -2 on all at- concerning possible dangers
tempts to resist its own version of Rage Frenzies.  Fangs allow a bite attack in a grapple
He or she gains a number of benefits:  The werewolf must make Rage Frenzy checks
 Wound penalties are reduced by 2. as if he or she were vampire
 Advantage is gained on fear-related checks
 1 blood point may be spent to raise Strength, ●●●●● The Moon Warrior
Dexterity, and Stamina by 1 each for the rest of The werewolf transforms into a terrifying bipedal
the scene, though this can only be done once. canine form, gaining some 250% in mass, and
 The werewolf gains +2 on any Alertness checks growing thick, flowing fur. There is no mistaking
concerning possible dangers this for a human, as he or she frenzies at every per-
ceived threat. However, the following benefits are
●● Hunter’s Resilience added to the Wolfman form powers:
When this power is active, the werewolf’s flesh re-  Strength, Stamina, and Dexterity are automati-
generates normal wounds at an astonishing rate, cally increased by three
healing 1 health level every 5 minutes, unless the  The werewolf may cancel an opponent’s Com-
wound is “aggravated.” Werewolves typically only bat Celerity (up to rank 3).
take aggravated damage from silver and the teeth/  Hunters Resilience heals 1 level per round.
claws of other supernaturals.  The werewolf is immune to Dominate
 The werewolf projects an aura of terror caus-
●●● Wolf ’s Claws ingmortals (not vampires) to flee in fear unless
The werewolf begins to change with the moon: they succeed on a contest of:
brows and body hair thicken, shoulders broaden
some, and hands and feet grow larger. The fingers WP/2 VS. 6
become tipped with razor sharp claws — use the
same statistics as the Protean Power, Wolf’s Claws. ●●●●●● Harnessed Transformation
The werewolf can activate the Wolf Man/Moon
Warrior forms at will, without suffering frenzy ef-
fects. He or she may also transform into a large
wolf.

133
PART VI

Thaumaturgy
No matter how subtle the wizard,
a knife between the shoulder blades will cramp his style.

Thaumaturgy is a tremendously versatile B. The Paths


“discipline,” large enough to take up over half of Below is a list of all the available Thaumaturgical
this book. It’s versatility is primarily due to the Paths. They are each described in detail on the
fact that it is not really a discipline at all so much following pages.
as a broad field of study.
1. Alchemy
The various Thaumaturgical paths are each the 2. Biothaumaturgy
result of painstaking research and development — 3. Countermagic
each is practically a discipline unto itself. It is 4. The Focused Mind
powerful, and it is also almost exclusively the 5. The Hearth Path
realm of House and Clan Tremere, who have 6. Lure of Flames
fused the power of vitae with the knowledge of 7. The Muted Path
magic in a way that the world had never seen be- 8. Neptune’s Might
fore. 9. Path of Athena
10. Path of Blood
A. Home Paths: 11. Path of Conjuring
Every character who wishes to learn Thaumaturgy 12. Path of Corruption
must learn a “home path.” This is selected at the 13. Spirit Thaumaturgy
beginning of Character Generation and will al- 14. Technomancy
most always be the Path of Blood. 15. Terra’s Power
16. Weather Control
The home path, for all intents and purposes, is the
character’s Thaumaturgy discipline. Each “dot” in
Thaumaturgy that the caster gains raises their
home path by 1 as well. Other paths must be de-
veloped separately, and can be developed simulta-
neously, but they can never exceed the Thaumatur-
gy rating of the caster (i.e., the Thaumaturge’s rat-
ing in his or her home path).

134
THAUMATURGY

This path is practiced primarily by elder Tremere. ● Refine


It is popular with the Traditionalists, and generally The Thaumaturge may refine a small amount (max.
ignored by the younger vampires. This path abso- of 1 pound) of a substance. With a successful con-
lutely requires a laboratory, stocked with a number test of:
of highly specialized and rare substances and chem- ALCHEMY + WITS VS. 3 / 5
icals (many of which are or can be created through
the rituals of the path). This takes 1 hour, and it can be used in either one
of two ways:
 Simple: Impurities are removed and gross
compounds are separated. (E.g., separating salt
Laboratories: from water in saltwater.) The difficulty is 3.
The difficulty of Alchemy contests depends in  Elemental: Materials are broken down into
great part on the quality of the laboratory. Labora- their constitutive elements (i.e., water into hy-
tories are rated between one and five dots: drogen and oxygen). The difficulty is 5.

● Poor: The bare minimum needed for Alchemical ●● Mutable States


workings. -1 to contests, and disAdvantage. Cost:
The Thaumaturge transmutes up to one mol of a
Approximately $15,000.
material from one state (gas, liquid, solid) to anoth-
er without changing temperature. This takes 1 hour
●● Mediocre: A few esoteric items, and perhaps a
and can only be used on a relatively pure substance
few ritually created items. DisAdvantage on con-
– suspensions/solutions will not transform. The
tests. Cost: Approximately $75,000.
Thaumaturge contests :
●●● Average: A well-equipped laboratory with an
ALCHEMY + INTELLIGENCE VS. DIFFICULTY
extensive reagent collection. Most ritually created
items can be found here. No modifiers. Cost: Ap-
Success transforms for 366 days, a tie for 24 hours,
proximately $350,000.
and a failure for 6 hours. Difficulties are below.
 Gas to Solid / Solid to Gas: 6
●●●● Impressive: A fully-stocked laboratory with
 Either state is a liquid: 5
essentially nothing missing. All but the rarest of
 Element/diatomic: -1
ritually created items are present. Advantage on all
 Simple compound: +0
contests. At least 4 ranks of the Alchemy Path are
 Complex compound: +1
needed to take Advantage of such a lab. Cost: Ap-
 Stable: +1
proximately $1,800,000.
 Substance is Quintessence: +5

●●●●● State of the Art: Nothing is missing from


A complex compound has 7+ atoms, or is an alloy
such a facility, and all materials are of the highest
with 4+ metals. A Stable substance would be a no-
possible quality. Alchemists receive +1 and Ad-
ble gas, diamond, platinum, silver, gold, etc.
vantage on all contests. At least 5 ranks of Alche-
my are needed to use such a lab to its full effect.

135
THAUMATURGY

●●● Cold Forging ●●●●● Transmutation


Using this process, the Thaumaturge may combine The Thaumaturge may transmute one element into
liquid elements together into a solution and cast another. This power requires sustained work over
them into a solid, composite form of any shape de- several nights and only works on pure elements; it
sired. No form or mold need be used (although it may not be used to produce compounds.
can be). The liquid will defy gravity, and can be
shaped with tools or by hand as needed. Material created by this power can only be shaped
using Cold Forging. (Thus, any product must be
The resulting composite is absolutely uniform, with turned into a liquid through the Mutable States
perfect distribution. With the proper recipes, some power before shaping.) Attempts to shape or use
truly amazing metals can be crafted. the substance otherwise will result in immediate
reversion to the original element. Thaumaturges
Cold Forging is useful, but its true value is in work- practicing this prized power have a saying, a quote
ing Transmuted elements. (See Transmutation, from Baruch Spinoza: "All things excellent are as
right.) difficult as they are rare." This principle holds true:
to use this power, a Thaumaturge contests:
●●●● Quintessence
The Thaumaturge may combine air, water, earth, INTELLIGENCE + ALCHEMY VS. DIFFICULTY
and fire in a mixture and transform it into Quintes-
sence — an Alchemist’s most prized element. The difficulty of creating an element is in part de-
termined by how rare the desired product is. Con-
Quintessence is an colorless, odorless, weightless sult the following table for difficulties:
vapor. It is essentially useless for anything except
Alchemy, though if it ever was found in public its 6: Abundant: H, He, O, C (as coal),
presence would baffle the scientific community and Ne, Fe, N, Ma, S, Si, K
could constitute a breach of the Masquerade, even-
tually. 7: Common: Ti, Ni, Ar, Cl, Al,, Ca,
Zn, Cu, C (as graphite), Mg
The required reagents for this power are a small pail
of earth, a small pail of water, an extremely hot, 8: Uncommon: Li, As, Sn, Xe, Ba,
clean flame (Oxygen or Methane works best), and Pb, Ag
air (which can be taken from the air around the
power user). The power requires a full night to use 10: Rare: W, Se, Hg, Au, Be
— the time of production is the major limiting fac-
tor — and produces approximately a tablespoon of 11: Ultrarare: U, Ra, Br, synthetic ele
quintessence. That tablespoon may be used to fuel ments, C (as diamonds)
Alchemical rituals, or to improve the powers on
this path. The Thaumaturge may contest once per night. 3
successful contests are required for a solid mass
A dose of quintessence can be used to gain Ad- about the size of an iPhone, 12 fl. oz. of liquid
vantage on any Alchemy contest. It may alterna- (Bromine and Mercury only), or approximately 4
tively make any alchemical ritual automatically suc- liters of gas at 1 atmosphere. Ties have no effect,
ceed. but lost contests start the count over.

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):

(1) Species BIOTHAUMATURGY + RELEVANT STAT


(2) Age VS.
(3) Sex TOTAL # OF HEALTH LEVELS X 2.
(4) Presence of a particular drug (including
vampiric vitae in ghouls) Success means that all levels are healed; a tie heals
(5) Last meal (major components) two levels, and failure is just that.
(6) Sanguinis (vampires only)
(7) Clan (vampires only)
(8) Diablerie history (vampires only)
(9) Magic using ability

This power requires a full night to perform. The


Thaumaturge makes a contest of::

BIOTHAUMATURGY + WITS
VS.
4+ # OF INFOBITS DESIRED.

Success indicates that all infobits are discovered. A


Tie means that 1 is discovered. The sample is de-
stroyed in the process, although the clever Bio-
Thaumaturge will divide a larger sample into small-
er pieces in order to make multiple attempts.

137
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.

138
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.

●●● Power of the Single Mind ●●●●● Perfect Clarity


This power is one of the most prized powers a
(Mental) (Subtle) (Range) (Combat) Thaumaturge can possess, though it is also ex-
By expending a blood point, the caster may cause tremely difficult to master and extremely taxing. Its
him or herself or another target to enter a state of use requires the expenditure of two Willpower
extreme mental focus, pursuing a single task and points. The caster enters a deep contemplative
their mind ignoring much of what goes on around trance, effectively accelerating his or her mind at
them. The subject may resist with: the same time that it becomes completely calm,
centered, and stabled. This power lasts for one sce-
WILLPOWER VS. WITS + PATH RATING ne. The caster becomes immune to frenzy, Domi-
nate, and Presence, and gains Advantage on any
The effect lasts for one scene, the task is complet- and all contests.
ed, or until the subject is forced to do something
else (the caster may choose to end it at will if he is
the target).

140
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

Other vampires fear the Tremere for many reasons,


but no reason is perhaps so primal as their ability to
wield flames against their enemies.

● 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.

The GM and the player are encouraged to discuss


the parameters of this power, and the GM is gently
reminded that it is supposed to be an impressive line
of blood sorcery.

● 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.

This power automatically succeeds, but if used


against another magus using the Lure of Flames
path, the affected magus may resist with:

STAMINA + LURE OF FLAMES


VS.
STAMINA + MUTED PATH.

A tie means that this power works and the flame is


put out.

143
THAUMATURGY

●● Mute ●●●● Extinguish


(Sight) (Combat) (Concentration) (Sight) (Combat) (Concentration)
This power functions identically to the Snuff Pow- This power functions identically to the Snuff, Mute,
er, but it may affect flames as large as a campfire, or and Quench powers, but may affect flames the size
electric sources as intense as a car's headlights and of an entire house fire, and may darken all connect-
running lights. ed electric lights in a city block.

●●● Quench ●●●●● Blackout


(Sight) (Combat) (Concentration) (Sight) (Combat) (Concentration)
This power functions identically to the Snuff and At this level, the Thaumaturge may perform one of
Mute powers, but may affect flames as large as a the most valuable magical acts a vampire can have:
bonfire, may smother incendiary or flash grenades, he or she may blot out the sun. The area of affect
and can put out electric lights equivalent to a is limited to approximately 100 yard radius, give or
searchlight or all the lights in a small or medium- take. Sunlight in the area will be dampened consid-
sized house. erably -- the area will appear as if at twilight. All
vampires in the area of effect gain Advantage when
At this level, the Thaumaturge may also instinctive- soaking sunlight, and take one less damage from
ly spend a blood point — subject to the per round sunlight after Soak. Alternatively, this power may
limit — to reduce fire damage by one point. (But be used to counteract Lure of Flames 5.
not sunlight.)

144
THAUMATURGY

● Read the Ripples has an extremely dramatic effect: water/blood rush-


es out of the victim's pores, eyes, and orifices and
(Touch)
then disappears. The caster chooses how much
By spending a blood point, the Thaumaturge may
fluid he or she is going to attempt to destroy
peer into a standing body of water (including foun-
(x=number of wounds or points). The power is
tains) and see what transpired in the immediate vi-
automatically contested, with a tie indicating that
cinity up to ten years past. This takes several
half of the targeted amount of fluid (rounded up) is
minutes, and may not be done in combat, If seeking
destroyed:
a particular target, the Thaumaturge must contest:
WILLPOWER + OCCULT + PATH – X
PERCEPTION + OCCULT + AUSPEX
VS.
VS.
STAMINA + FORTITUDE + SURVIVAL.
4 + (OBFUSCATE X 2)

●● Poseidon's Prison ●●●● Channel Barrier


(Range) (Tactical) (Touch) (Dawn)
Be expending three blood points, the Thaumaturge
By spending a Blood Point, the user summons a
may make a body of running water up to the size of
shell of water to surround a subject, binding a vam-
a large stream impassable to any supernatural crea-
pire or suffocating a mortal. The power requires at
ture. Although failure results in a fear frenzy check,
least two cubic yards of fluid nearby. The victim
by spending a Willpower, a supernatural creature
cannot breathe, but is protected by the water
may attempt to cross by contesting:
(equivalent to Fortitude 1).
STRENGTH + POTENCE VS. 10.
CBT: DEXTERITY + SURVIVAL.

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

145
THAUMATURGY

● Battle Sense ●●●● Aegis


(Combat) (Combat) (Gesture)
The Thaumaturge may spend a blood point to re- When wielding a melee weapon in his or her prima-
ceive the blessing of the Goddess of War and Wis- ry hand, the Thaumaturge may expend a blood
dom, increasing his or her reaction time and ability point to fend off Melee and Brawl attacks with his
to discern opponent’s intentions. In game terms, or her free off hand, merely making a pushing or
the Thaumaturge gains +3 Initiative Rating for the warding gesture to stop the attack and stagger the
rest of the scene and also gains Advantage on one opponent. In game terms, the attacker gains the
Evade roll per round. following bonuses against the attack:
 +2 Soak
●● Combat Analysis  HIGH damage is treated as LOW damage.
 LOW damage is ignored.
(Combat) (Sight)
The Thaumaturge must study a target combatant
who is in Brawl or Melee combat for two full
rounds before activating this power. (The Caster ●●●●● Battlefield Wisdom
may or may not be fighting at the time.) Then, by (Combat)
spending a Willpower, the caster will gain Ad- By expending a Willpower, the Thaumaturge may
vantage on any and all physical combat contests place his mind in direct contact with all sentient
against the target for the rest of the scene. combatants (mortals, vampires, mages, ghouls,
werewolves, faeries) in the immediate vicinity. Use
●●● Parthenos of this power will replace active Battle Sense (●).
This has five major effects:
(Touch) (Multi)
By touching a target (the “Parthenos”) and expend-
 The caster becomes more vulnerable to Mental
ing a Willpower, the Thaumaturge may mark the
and Emotion disciplines powers that are used
target as inviolate — one who cannot be assaulted
against him or her, giving away Advantage.
or desecrated. Anyone wishing to attack the target
 The caster and all his or her allies each gains a
for the rest of the scene must first succeed on a
+2 to their Initiative Ratings.
contest of:
 The caster gains Advantage on all Evade rolls,
and does not give away Advantage on any Evade
WILLPOWER + SANGUINIS
rolls as a result of Multiple Opponents (but still
VS.
gives away Advantage on attacks as required).
TARGET HUMANITY + CASTER PATH RATING
 The caster gains three ranks of “virtual” Auspex
for the purpose of seeing through Obfuscate
Success means that the attacker (and only the at-
effects.
tacker) may attack the Parthenos for the rest of the
 The caster may spend Willpower to give any of
scene.
his or her allies Advantage.
This power is instantly dispelled if the target makes
an overtly hostile gesture or attack.

146
THAUMATURGY

● A Taste of Vitae ●●●● Theft of Vitae


(Touch) (Range) (Gesture) (Tactical)
By touching or tasting even a tiny drop of blood for The user of this power may steal blood up to twice
5 minutes, the user of this power can discern the his or her current per-turn Sanguinis limit from a
following: species and sex of the target, the state of target into their own blood pool. This counts as a
health at the time the blood was lost (and whether Ranged attack (Tactical) that automatically hits.
he or she died as a result), and the approximate Once stolen, the blood is considered theirs, not the
time since the blood was spilt. target’s. If blood is taken from a vampire, the tar-
get will be aware they have lost vitae. If from a
For vitae, the clan, approximate Sanguinis, and mortal, they will feel only agonizing pain. (The
rough age can be determined as well. Sanguinis will power causes one damage for each point taken, but
not be expressed as a number; the GM should give a transfusion will heal them.) The theft is not obvi-
an accurate, non-numeric description (i.e., ous to witnesses. The target may resist with
"Stronger than your sire").
WP/2 VS. WITS + MEDICINE.
●● Blood Mastery
(Combat) (Distance) ●●●●● Cauldron of Blood
The user of this power may use a target's blood (Touch) (Tactical)
against him. This power requires that the Thauma- By expending a Willpower and placing a hand firm-
turge possess a point of the target's blood. The ly on the target, the power user literally boils the
caster may automatically succeed in any contest target's blood inside their body, destroying it and
with the target. This burns the blood. causing incredible damage. Steam erupts from the
target's skin, which may melt or blister.
●●● Blood of Potency
This power raises the user's Sanguinis by 1-3 levels, This power will kill mortals and ghouls instantly,
to a maximum of 7. It requires 1 full round of un- though ghouls with Fortitude may lose blood
interrupted action and spending 1 Willpower. The points equal to their Fortitude before dying, though
cast must also burn 1 blood for each level he seeks if they survive at all they will be Incapacitated..
to gain. This power lasts for 3 hours or sunrise,
whichever comes first. Multiple uses are not cumu- The caster boils two points by default, causing two
lative, though the power may be used more than damage, but may boil an additional blood point
once per night to gain a greater effect. An increase (causing 1 damage) for every additional blood point
of 1 is always successful, and 1 level will be gained he or she expends at the time the power is used (up
no matter what. The Thaumaturge may seek a to his or her Sanguinis limit). This damage cannot
greater increase (2-3 levels) by contesting: be soaked.

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.

147
THAUMATURGY

● Palm ●●●● Long Fingers


(Touch) (Combat) (Range) (Combat)
By expending a blood point, the Thaumaturge may The Thaumaturge has advanced his conjuring skill
cause any object no larger than a small book, a to be able to teleport small objects into his hand at
small pistol, or a can of soda to immediately vanish a distance, even out of the hands of another with-
from his or her hand. The object still exists, but is out regard to Strength.
transported to a pocket of extradimensional space
that is created upon using this power. Effectively, he can use the Palm power at range,
and at the same time, use the Presto power to cause
The object will reappear within 10 seconds, but if the object to appear in his hand. Using this power
the Thaumaturge has a path rating of two or more, requires the expenditure of a Willpower. This pow-
he or she may spend a blood point, causing the ob- er may be used, without regard for distance or
ject to stay disappeared until brought back with the range, on any item that the Thaumaturge has im-
Presto power. The power cannot be used on living printed with his Sigil (Hearth Path ritual) by ex-
material, and cannot be used on material that is pending a blood point instead of a Willpower.
physically connected to anything else. A caster can-
not “store” more items in this space than his Path ●●●●● Escape
of Conjuring rating.
(Fair Escape)
The Thaumaturge has mastered the Path of Conjur-
●● Presto ing and may perform the Vanish power on himself
(Combat) and any objects he or she is carrying. Using this
By burning a blood point, the Thaumaturge can power requires the expenditure of a Willpower
immediately bring back into one of his hands any point.
object that was subjected to his Palm or Vanish
powers. The player must declare at the time he or she van-
ishes how long he or she will remain in the extradi-
●●● Vanish mensional space. At the end of the expired time,
he or she appears in his or her original position. If
(Touch) (Combat)
the original position is occupied by another object,
This power functions exactly as Palm, save that the
the caster is unable to leave, but will appear the in-
object may be up to the size of a sword, rifle, or fire
stant the space is unoccupied. While in the extradi-
extinguisher, and use of this power requires a Will-
mensional space, the caster effectively ceases to ex-
power point (no matter how long the item is Van-
ist, but will continue to lose blood with each Dawn.
ished).
The Thaumaturge loses a blood point when he or
she reappears. If the Thaumaturge loses all of his
or her blood while in the space, he or she reappears
in torpor.

148
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:

HUMANITY VS. WILLPOWER + EMPATHY.

●● 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

149
THAUMATURGY

●●● Soul Turning ●●●●● Addiction


(Personal) (Range) (Subtle) (Multi) (Dawn) The Thaumaturge may make some of his or her
This power allows the Thaumaturge to expend a vitae incredibly addictive, though it will not form
blood point to change a character's Demeanor to Blood Bonds in this form, The power must be used
one of his or her own choosing. This does not at the time the vitae leaves the caster's body, but
change the target’s Nature — only how they act. may not be used in combat. When the target drinks
The target will not realize that they have changed, it, if he or she is not addicted, he or she becomes
and will continue to think of themselves in terms of addicted unless he or she resists with:
their original Demeanor, rationalizing any action as
necessary. The target may resist this power when it WP/2 VS. CASTER'S CHARISMA + OCCULT
is used with a contest of:
An addict who goes more than three nights without
WP/2 VS. MANIPULATION + EMPATHY the potion gives away Advantage on all contests
until he or she partakes. The addiction may be bro-
●●●● Accursed Form ken by refusing the potion on three separate, con-
secutive instances, or by going without for one full
(Touch) (Multi) month. When the addict is presented with an op-
With a touch, the Thaumaturge warps the target's portunity to partake, he or she may resist with:
appearance, reducing it by that Caster’s path rating.
The effect may vary: they may become misshapen WP/2
and diseased-looking, they may adopt a Nosferatu- VS.
like mien, or their features may just distort and CASTER'S WP + (# OF DRINKS TAKEN, MAX 3)
wrinkle. This power may not be used in combat.
The target may resist this power with a contest of: The MULTI modifier applies to this second con-
test only. The target may gain Advantage is some-
WP/2 VS. INTELLIGENCE + MEDICINE thing egregious is being demanded by the Thauma-
turge.

150
THAUMATURGY

This is the path dealing with the control and manip-


ulation of various Spirits. It is a practical, thauma-
turgical take on the various studies that are Necro-
mancy, and has been spearheaded by a young Re-
gent in Los Angeles named Augustin Malecourt,
though many of the more sophisticated develop-
ments have built upon his work in Vienna.

● 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.

WP/2 VS. MANIPULATION + EMPATHY ●●●●● Spirit Walk


By expending a Willpower point, the Thaumaturge
●●● Melding may separate from his or her body and enter the
The caster may meld a spirit with his own, granting Spirit World. The body is left behind until they
him an additional two Willpower points that may return. The travelling Thaumaturge is considered a
be used at any time prior to sunrise. The character spirit while this power is in effect. The caster may
becomes more insulated against the Beast, but risks not spy on the physical world from the spirit world:
his or her humanity. The caster will gain Ad- this power is intended to allow the Thaumaturge to
vantage on frenzy rolls, but give away Advantage find and identify even more powerful spirits. The
on humanity checks. This power requires the ex- caster's body remains inert and the caster will be
penditure of 3 blood points, and is considered an unaware of anything that transpires around or to it.
extremely evil thing to do: check Humanity if hu-
manity is 6 or higher. The spirit will almost always
resist with:

WP/2 VS. CASTER'S WILLPOWER.

151
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.

152
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

●●● Uncertain Footing 4 Small house 9


(Concentration)
This power allows the Thaumaturge to expend a 5 Large building 11
blood point to make stone and earthen surfaces
more treacherous for his opponents. This power
lasts for 1 round, but the caster may prolong the ●●●●● Stoneskin
effect by burning a blood each round. The area of By expending a Willpower point and two blood
effect is approximately 100 yard radius, but stops at points, the Thaumaturge may infuse his or her skin
the limit of available earthen surfaces. All creatures with the essence of rock and earth. For the remain-
except those in flight and the caster give away Ad- der of the scene, the Thaumaturge can be consid-
vantage on physical contests so long as they remain ered to have 3 levels of Fortitude for the purposes
in the area. of Soaking and preventing damage. The caster los-
es 1 point of Dexterity while this power is in effect.
●●●● Crumbling
(Touch)
The caster may cause an object made of stone or
earth to crumble to dust. The power may affect
any sized object, but must expend 1-5 Blood
Points, depending on the size of the object on Ta-

153
THAUMATURGY

● Weather Sense ●●● Local Control


By spending one blood point, the Thaumaturge can (Gesture) (Concentration) (Sight)
sense weather patterns and tell with precision what By spending a Blood Point, caster may quickly
the weather will be like in the next 5 days. He or cause dramatic weather effects within a local area
she may also determine if weather is naturally oc- (200-yard radius) for one scene. These effects may
curring or not. The GM should work with the include, but are not necessarily limited to:
player to determine if or how he or she can deter-
mine the source of any tampering with the weather.  Instant Fog: Within one minute, impenetrable
fog fills the area, limiting sight to one foot, five
●● Atmospheric Anomaly feet for bright lights.
(Gesture) (Concentration) (Sight)
By spending one Blood Point, the user of this pow-  Cloud Bank: Clouds gather within 1 minute,
er may affect minor changes in the weather for a subject to the caster's continuing control (i.e., if
local area roughly 100 yards in diameter for one the caster concentrates, he can cause breaks in
scene. Use of this power requires a full minute, dur- the clouds at will, or can adjust their rough
ing which time the caster may not take any other shape).
actions. Possible alterations include:
 Downpour: From a clouded sky, the caster
 Fog Bank: Fog gathers within 5 minutes, cut- may call a torrential rain that starts out as a
ting visibility to 5 feet, and halving Sun damage. drizzle but builds in intensity over 1 minute.
Visibility is reduced, and any fire-based contests
 Cloud Cover: Clouds gather within 5 minutes, give away Advantage. This will extinguish build-
blotting out all starlight, moonlight, and quar- ing fires and wildfires within 5-60 minutes, de-
tering all damage from sunlight. pending on the size of the blaze.

 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

●●●● Weather Control ●●●●● Weather Mastery


(Gesture) (Concentration) (Sight) (Gesture) (Concentration) (Sight)
By spending one Blood Point, the Thaumaturge By spending one Blood point, the caster may con-
may alter the weather on a city wide basis for one trol weather with extreme precision and may cause
evening. Effects include rain, thunderstorms, city- highly anomalous, acute local effects. These effects
wide fog, temperature changes of up to 10 degrees include, but are not limited to:
past typical highs and lows, minor hail in the win-  Lightning Bolts: Lightning can be called down
ter, Santa Ana Winds, etc. from a cloudy sky, to target any target within
range.
Using this power requires at least ten minutes of  Gusts: The caster can, with a gesture, attack
concentration. The caster may continue to alter the his foes with tremendous gusts of hurricane
weather state as long as he or she maintains con- force winds.
centration, but if he or she stops, whatever weather  Wind Walls: The caster may create a wall of
effect is currently in place will continue until sun- dense churning air to defend himself.
rise. 
The GM should work out the details of these pow-
ers with the player. Typically, this power cannot be
used if engaged in any sort of melee combat.

155
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:

INTELLIGENCE + OCCULT + LIBRARY


VS.
(LEVEL OF THE RITUAL X 5)

156
THAUMATURGY RITUALS

LEVEL 1: persuasion attempt with manipulation + animal


ken) nor does it allow the caster to communicate
with any animal other than a familiar he has sum-
Blood Rush moned himself.
Casting Time: 1 minute
Duration: Instant Deflection of Wooden Doom
Components: S, M Casting Time: 5 minutes
Duration: Post-Dawn Sunset
The Thaumaturge scratches the skin of his hand Components: V, S
with the talon or tooth of a predatory animal and
murmurs a brief incantation. He or she experiences This ritual causes attempts to stake the vampire
the sensation of feeding. This can be used for through the heart to fail, as the wooden implement
pleasure, or, more usefully, to stave off the effects rots immediately to dust on contact. It will operate
of hunger frenzy for 1 hour. It does not give any even while the vampire is in torpor or asleep, alt-
Advantage of hunger frenzy rolls that are required hough its protection will terminate at sunset on the
before casting. day after its casting.

*Communicate with the Undead Sire Encrypted Scroll


Casting Time: 5 minutes Casting Time: 5-7 minutes per page, de-
Duration: Concentration pending on writing speed
Components: V, S Duration: Semi-Permanent
Components: V, S, M
This ritual allows the initiation of two-way mind-to-
mind communication on a verbal level with anyone The Thaumaturge may write out any amount of
whose vitae you have drunk (i.e., who you are at material -- usually a letter or research summary -- in
least 1 step bonded to). It works over any distance, his or her own blood. (1 point allows up to 3 pages
and is usually used by a vampire to speak with his of writing.) He or she then sprinkles sand across
or her sire, but this need not always be the case. the page and whispers the names of those whom he
Note that verbal communication in this context or she wishes to receive the writing. The message
does refer to oral means, not merely mental. Both will appear as indecipherable gibberish to anyone
parties must speak out loud (at least the volume of save those named (including the Thaumaturge!).
an audible whisper to be "heard". This ritual is easily counteracted by disciplines and
other supernatural means, but the encryption will
Communicate with Familiar be impervious to mundane decryption, no matter
Casting Time: 5 minutes how powerful the computer or experienced the
Duration: Dawn-Terminated reader. Any number of pages may be created in a
Components: V, S single casting of this ritual, though each casting
counts separately against the active ritual total.
This ritual allows the caster to communicate com-
plex commands to an animal familiar and to receive
general empathic impressions in reply (acceptance,
eagerness, fear, denial etc) for one night. It does not
allow the caster to command the Familiar to do an-
ything it does not wish to (Though it may allow a

157
THAUMATURGY RITUALS

* End of the Immortal * Expedient Paperwork


Casting Time: 5 minutes Casting Time: 1 minute
Duration: Instant Duration: Semi-Permanent
Components: V, S, M Components: V, S

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.

158
THAUMATURGY RITUALS

* Purity of Flesh on arriving in a new city is considered a shocking


Casting Time: 1 hour breach of clan etiquette.
Duration: Instant
Components: V, S, M * Sense Magic
Casting Time: 5 minutes
This ritual requires that the caster inscribe a circle Duration: Scene
on the floor in chalk and set out the appropriate Components: V
glyphs and symbols. The caster then places him or
herself within the circle and begins incanting the The Thaumaturge may detect the use of Thauma-
ritual. Nothing occurs for the first half hour, but turgy, Necromancy, Koldunic Sorcery, or any other
over the course of the second half hour, the caster's type of applied magic (not the use of disciplines).
body is slowly purged of all non-living impurities, This includes the powers of the mortal mage tradi-
including pollutants, bullets, most poisons, and tions. It will detect both the active use within ap-
drugs. It will not remove living pollutants (viruses, proximately 30 feet, as well as the presence of
bacteria, etc.) nor magical contaminants such as standing enchantments. It reveals nothing of the
Shaft of Belated Quiescence, though it will remove source or nature of the enchantmentts.
wood fragments.
Wake with Evening's Freshness
Rebirth of Mortal Vanity Casting Time: 5 minutes
Casting Time: 5 minutes Duration: Post-Dawn Sunset
Duration: Semi-Permanent Components: V, S, M
Components: V, S
This ritual requires the expenditure of a blood
This ritual allows the caster to grow their hair, nails, point, which is destroyed in the casting. The caster
etc., to a length the caster wills. These will remain at must cover his or her face with runes of blood,
the length they are grown to, even through sleep, which then flare with light and vanish without
until and unless the ritual is performed again, or the trace. The vampire must retire to rest within 5
caster voluntarily cancels the ritual, at which point it minutes of this ritual's being completed. The Thau-
will become a Dawn-Terminated effect. maturge will wake immediately if in any danger
while asleep, and will suffer no waking penalties at
* Rite of Introduction all for 5 minutes. Someone entering the vampire's
Casting Time: 1 minute haven with ill-intent will usually be enough to trig-
Duration: Concentration ger this ritual.
Components: S
Brand of the Paramour (Blood)
This ritual sends a telepathic message to the Regent Casting Time: 2 hours
of a local Chantry, and then to the other members Duration: Semi-Permanent
of that Chantry in descending rank order. It will Components: V, S, M
allow a very brief conversation with each member
of that particular Chantry (no more than twenty This ritual requires that the caster enchant one
words each), if they wish it. None of those contact- blood point from each of two mortal twins (the
ed need reply. This is often one of the very first mortals must be twins of each other). Both the
rituals any Tremere learns, and failure to cast it up- Thaumaturge and one of his ghouls each drink 1
point of the blood. Thereafter, the Thaumaturge

159
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

or no questions. If names are provided, they WILLPOWER VS. 10


will be confirmed or denied. Each question in Passing the doorway is even more difficult, and re-
this manner must be asked separately. quires a separate contest of:
 Any non-clan disciplines possessed by the sub-
ject. These can be asked for specifically, for a WILLPOWER VS. 11
yes or no answer, or generally, in which case
only the number will be given. Failure of either roll means that the target is strick-
 The strength of the subject's Beast (given as a en with Fear and may fear-frenzy if appropriate. A
total of Beast + Number of Beast Traits) tie means there is no effect, but the target must
 The subject's most recent consumption of vam- burn Willpower point to attempt again (at a lower
piric vitae, which includes the Clan and a rough Willpower now!). If the symbol is located and de-
idea of the blood's strength (Sanguinis). If a stroyed by someone, the ritual ends immediately.
name is included in the question, it will be con-
firmed or denied that the subject ever drank Haven's Shelter (Hearth)
from that individual. The Thaumaturge may Casting Time: 5 minutes
ask about a name and a specific time period as Duration: Post-Dawn Sunset
well. Components: V
 Any foreign substances in the blood: this is lim-
ited to non-biological contaminants such as This ritual enchants the vampire's haven so that
drugs, and the answers will be phrased in mysti- supernatural creatures such as vampires, demons,
cal/alchemical forms (cocaine would make and ghosts must have the caster's permission to
blood appear to be 'agitated' and choleric). enter. Failure to obtain that permission means that
 If the subject had active Thaumaturgy, its pres- the uninvited guest gives away Advantage on all
ence may be questioned. Individual paths or contests while within the haven.
rituals may be questioned for yes or no answers
(this of course will be limited by the Caster's * Perfect Recall (Focused Mind)
knowledge). Casting Time: 5 minutes
 Any Thaumaturgical rituals or other mystical Duration: Instant
contaminants, including spirit possession, af- Components: V, S, M
fecting the subject. The presence of any con-
taminants and details on individual contami- By meditating, chanting, and inscribing a glyph on
nants are separate questions. his or her forehead made of the ash of a freshly
burned book, the Thaumaturge may bring forth his
Crimson Sentinel (Hearth) memories of any one particular incident he or she
Casting Time: 5 minutes has experienced. He or she can notice tiny details
Duration: Semi-Permanent that escaped notice, note reflections in windows
Components: V, S, M that were missed, etc. The player may ask any
questions of the GM regarding his or her memory,
This ritual requires that the Thaumaturge possess a though the GM need not volunteer any infor-
blood point from the target and use it to create a mation. This ritual may be performed on another,
ward against a specific individual, marked on a but the target must succeed in a contest of:
doorway or other entrance. It may be concealed.
To approach the door, the target must contest: WILLPOWER VS. 4

161
THAUMATURGY RITUALS

Defense of the Sacred Haven (Muted) Summon Guardian Spirit (Spirit)


Casting Time: 10 minutes Casting Time: 10 minutes
Duration: Post-Dawn Sunset / Semi- Duration: Post-Dawn Sunset
Permanent Components: V, S, M
Components: V, S, M
By sacrificing some semi-intelligent animal (a
This ritual requires the expenditure of a blood mouse or sparrow will do but an earthworm will
point. By marking the windows of a single building not), the caster may bind its spirit to him or her un-
(up to the size of a small house) with his or her til the next sunset. The spirit functions as a sort of
blood with glyphs that disappear upon completion guardian for the caster, and has the following ef-
of the casting, the Thaumaturge causes the win- fects:
dows to block out sunlight. The windows will ap-  The caster has a 50% chance to avoid being
pear normal from the outside (although dark if surprised by attacks from behind.
there is no light within) but will not allow any sun-  The caster will be awakened if in immediate dan-
light at all to pass. ger while asleep.
 The caster will know if a nearby vampire is on
The world as viewed from inside appears as if it the edge of Rage frenzy, though no information
were night -- darker, usually, as people will not have as to why will be available.
lights on. This ritual may be made semi-permanent
by putting a container of the caster's vitae some- * Analyze Technology (Technomancy)
where within the affected area. As long as it re- Casting Time: Variable
mains within the area, the ritual will stay in place. Duration: Instant
Almost all Tremere Chantries have this ritual cast Components: V, S
on them by someone who knows the Muted Path.
This ritual requires the expenditure of a blood
Serenading the Kami (Spirit) point, and may take anywhere from 5 minutes to 6
Casting Time: 30 minutes hours to cast. It allows the Thaumaturge to under-
Duration: Dawn-Terminated / Transi- stand the workings and nature of any technological
ent device. Extremely simple functions will come
Components: V, S, M quickly -- the Thaumaturge will know how to turn
something on within 5 minutes. The basic nature
Through invocations and the burning of rare in- and purpose will come within 5 minutes to 1 hour,
cense, the Thaumaturge gains the temporary sup- depending on the complexity and novelty of the
port of the Kami, a type of spirit found in all things. device (though the caster may lack sufficient
After casting (but before sunrise) the caster may call knowledge to understand what the purpose of the
upon the Kami to aid him or her in any one physi- device means). More complex workings and re-
cal action (though the action may be extended). pair/diagnostic information take longer.
The caster gains both Advantage on the physical
action and an additional +1 to his or her relevant
total.

162
THAUMATURGY RITUALS

* Reconstitute Ash (Technomancy)


Casting Time: 2 Nights
Duration: Instant
Components: V, S, M

This ritual requires a laboratory with various acids,


a centrifuge, a convection oven, some sort of refrig-
erator, and some common reagents. The Thauma-
turge may treat the ash from a vampire corpse (at
least 2 cups) and reconstitute it as a sample of the
subject's vitae. One night is needed for prepara-
tion, and one night for development of the sample.

* Song of Earth's Passing (Terra)


Casting Time: 5 minutes, variable
Duration: Instant
Components: S

By pressing his or hear ear to the earth, the caster


may hear the echoes of those who have passed the
location before him. For every 5 minutes, the
Thaumaturge will gain information about the next
most recent passersby. The information will in-
clude how long has elapsed since they passed, and
the approximate number. Some differentiation will
be possible (i.e., telling a group of 5 that is moving
together from a man being pursued by 4 others).

163
THAUMATURGY RITUALS

LEVEL 2: (either at dawn or at the caster's discretion), the


eyes of the bird must be put out, or the caster will
suffer blindness for 1 week.
Bind the Accusing Tongue
Casting Time: 20 minutes Illuminate the Trail of Prey
Duration: Dawn-Terminated Casting Time: 10 minutes
Components: V, S, M Duration: Dawn-Terminated
Components: V, S, M
This ritual prevents the target of the enchantment
from speaking (or writing) ill of the caster in any The Thaumaturge takes an object belonging to the
way. No resistance is possible, so tremendous rhe- target (a lock of hair, a piece of clothing, or some
torical gains can be made in public; however, to other somewhat personal possession) and burns it
enact the ritual the caster must possess a lock of the while chanting and making mystic gestures. At the
target's hair, which crumbles to dust upon its cast- conclusion of the ritual, he or she may rub the ash-
ing. There is no range limitation to this ritual. es on either his or her own eyes, or the eyes of oth-
ers (or both). Only those present for the casting
Devil's Touch may be affected. Any persons affected by this ritual
Casting Time: 5 minutes will see the "footprints" of the target of the ritual
Duration: Dawn-Terminated glowing on the ground. The brilliance of the glow
Components: V, S is indicative of how long it has been since their
passing. Only trails from that evening will show
This ritual curses a mortal (it is ineffective on vam- up.
pires). The mortal must be present when the ritual
is cast, and the Thaumaturge must touch the mor- * Nectar of the Bitter Rose
tal. For the remainder of the evening, all who inter- Casting Time: 3 hours
act with the target will treat him as the most despic- Duration: Instant
able, loathesome individual imaginable. All who Components: V, S, M
deal with him will do whatever is within their pow-
er (within the constraints of their own natures) to This ritual is a dark secret to those who know it, for
make him or her miserable. Even bums will spit on there is a standing order from Vienna that orders
the target. both the destruction of any written copies of the
ritual and the Final Death of any who know it. It is
Eyes of the Night Hawk said that the clan's Founder himself developed the
Casting Time: 30 minutes ritual.
Duration: Dawn-Terminated
Components: V, S, M The ritual requires a number of ingredients: the pet-
als of twelve roses, each rose cut from a living stem
This ritual requires a predatory bird that must be during a different new moon; powdered Night-
present for the casting. The caster annoints the shade gathered at the height of the Summer Sol-
bird's eyes with a drop of his or her own blood, and stice; silk from a ghouled spider; vinegar made from
for the rest of the night may see through the bird's wine that was pressed on All-Hallow's Eve; the af-
eyes. The caster may control where the bird goes terbirth of a woman who died in childbirth; a pow-
but may not make it take any other action (picking dered opal worth at least $8000; and the ashes or
things up, attacking, etc.). Before termination powdered bones of both a male and a female virgin

164
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:

This ritual creates a draught from the life-essence WILLPOWER/2


of a vampire, who must be restrained throughout VS.
the whole three-hour process. If the ritual is suc- MANIPULATION + ANIMAL KEN.
cessful, the victim is utterly destroyed, exactly as if
they had been diablerized. Up to five Diabolists * Sanguineous Phial
may share the draught, each gaining the effects of Casting Time: 15 minutes
diablerie against the victim. Duration: Semi-Permanent
Components: V, S, M
Phantom Ecstasy
Casting Time: 1 hour The Thaumaturge may enchant an earthenware jar
Duration: Semi-Permanent to preserve a point of vitae or blood within it; this
Components: V, S, M ritual requires that the caster expend a blood point.
Note that this ritual does not compress the blood,
This ritual is an improved version of the Blood therefore the jars should be able to hold at least 1
Rush ritual, and requires an hour to cast. It will pint of volume. The ritual must be cast as the blood
prevent the caster from entering a hunger frenzy is placed in the jar. The jar, sealed with beeswax
once. The Thaumaturge must prepare a fang or tal- mixed with the caster's own blood, will prevent the
on from a predatory animal, inscribed with glyphs, blood within - even vampire blood - from spoiling:
and carry it on his or her person. The first time the the blood will be as fresh when removed from the
caster is forced to check for hunger frenzy, the fang jar as it was when it was placed in the jar. Breaking
disintegrates and the caster is filled with the sensa- the seal or jar ends the ritual for the particular sam-
tion of feeding. Frenzy is automatically resisted. ple it contains, though the ritual can be
Thaumaturges with hunger-related Beast Traits are "recast" (with the expenditure of a new blood point
known to have necklaces of several enchanted to refresh the wax) to allow samples to be swapped
fangs on their person. out, added, or discarded as needed.

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.

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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

169
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

The Thaumaturge casts this ritual by drawing a cir-


cle on the ground no more than two and a half feet

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THAUMATURGY RITUALS

LEVEL 3: Bone of Lies


Casting Time: 2 hours
Duration: Semi-Permanent
* Bonding the Mundane Familiar Components: V, S, M
Casting Time: 1 Night
Duration: Semi-Permanent This ritual enchants a mortal thigh bone, which
Components: V, S, M must be both at least 200 years old and never previ-
ously exposed to vampiric blood. The bone is in-
Casting this spell is a major undertaking, and most fused with up to 10 Blood Points of the caster's
Thaumaturges are not willing to take the risks in- vitae during the casting. If a lie is spoken in the im-
herent in having an animal familiar. The Thauma- mediate presence of the bone (10' radius with no
turge spends an entire night casting this ritual. The obstructions), it will consume one of these blood
material component is the desired familiar, and a points and darken in color. The speaker must know
plentiful supply of its favourite food. Over the they are speaking falsely or consciously tell an un-
course of the night, the caster burns 5 blood points, truth. (Ground truth is not ascertained). When no
infusing the food with the eldritch power of his blood remains in the bone it is completely black-
blood. At dawn, the caster goes to sleep and must ened and the ritual ends.
release the animal -- which can be no larger than a
medium dog. The caster then rolls to see if the fa- Illusion of Perfection
miliar comes back. If it does, the familiar becomes Casting Time: 30 minutes
attached to the caster, and the following occur: Duration: Dawn-Terminated
Components: V, S, M
 The caster may spend 1 "free" Willpower per
night, but only when touching the familiar. This ritual allows the caster to don a plain white
 The caster gains a +1 on ritual checks, provided mask, and look like an ordinary, nondescript person
his familiar is in the immediate vicinity. in their late 20s. They blend easily in crowds, and
 The caster may, by concentrating for 5 minutes, no one will be able to remember the caster being
see, hear, smell and taste what the familiar does. present specifically ("Well there was this guy... and
 The familiar gains a Willpower equal to one less this other guy...."). Auspex (at any level) can see
than the caster's, and 1 point of intelligence. through the disguise, and the illusion is shattered if
 The caster gains the ability to have 4 additional the caster speaks or attracts attention to themselves
active rituals. in any way whatsoever.

But the spell is not without its drawbacks: Nightshade's Touch


Casting Time: 30 minutes
 The caster loses (temporarily) a permanent Duration: Dawn-Terminated
point of Willpower if the familiar is further than Components: V, S, M
5 miles away.
 The caster immediately enters torpor and loses The caster must cover his or her entire body (save
two permanent points of Willpowerif the famil- eyeballs) with the dust of burned nightshade. This
iar is killed. requires a great deal of the plant. At the conclusion
of the ritual, he or she burns a blood point, which
If the familiar is ever ghouled, the ritual is immedi- seeps through the skin and absorbs the ash. The
ately dispelled. caster immediately suffers 4 health levels of dam-

171
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.

STAMINA + FORTITUDE Rutor's Hand


VS. Casting Time: 2 Nights
MANIPULATION + MEDICINE Duration: Semi-Permanent
Components: V, S, M
Success means that the target is rendered incapaci-
tated. A tie means they are rendered comatose. This grisly ritual requires that the Thaumaturge cut
Failure results in immediate death. A vampire may off his own hand and gouge out one of his eyes.
resist the same way, but success means that there is This requires the expenditure of two Willpower
no effect. A tie causes a a -2 to all contests for 1 points and inflicts two aggravated wounds on the
hour, and failure means that the target suffers a -4 vampire. The preparations for the cutting and the
on all contests for the rest of the night. severance itself takes one night. The second night
is spent constructing the hand: the caster places his
One Mind of the Covens eye on the hand and fastens it on with a silver
Casting Time: 30 minutes chain. The hand is then marinated for several
Duration: Concentration hours in a briny mixture of salt, vinegar, at least
Components: V, S four dozen crushed spiders, three points of the
caster's vitae, and vomit from a sea cucumber while
This ritual sets up a multi-way telepathic conversa- the Thaumaturge chants. At last the hand is re-
tion between all those who perform it at the same moved, ritually dried, the cloth burned, and the
time. It is used by Tremere Regents to communi- hand is dipped into water where it must be shocked
cate with both their counterparts elsewhere and by an electric eel. The hand will then come to life.
their superiors. It is never taught to anyone of a
lower rank than Regent. The ritual must be simulta- The hand is considered an unintelligent servitor: it
neously cast by all who wish to participate. Every- will obey any commands, though it may get fidgety
one involved in a casting of this must agree as they and move around a little. At any time, the caster
cast the ritual on one caster as the Maior denominator may take control of the hand directly, putting his
nominis, or the ritual fails. The Maior denominator consciousness in it and seeing through its eye.
nominis has the power to "boot" anyone.
The hand may grasp very small objects and move,
Pavis of Foul Presence or it may move at approximately 6 miles an hour.
Casting Time: 30 minutes The hand requires a point of blood -- any blood --
Duration: Dawn-Terminated each night or it falls apart into a nasty slime. The
Components: V, S, M hand may, if it can catch the victim unawares, at-
tempt to strangle, though it isn't particularly good at
This ritual prepares a blue silk ribbon, which the it. It can do combat fairly evenly with small mam-
caster wears around his or her neck (although it mals such as cats. It's primary purpose is as an ex-
may be concealed beneath clothing). The ritual pro- tended viewing device for the caster.

172
THAUMATURGY RITUALS

Sense The Source Sleeping Powder


Casting Time: 5 minutes Casting Time: 30 minutes
Duration: Dawn-Terminated Duration: Semi-Permanent
Components: V, S Components: V, S, M

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!).

This ritual turns an ordinary stake of rowan wood Spider's Promenade


into a particularly nasty weapon. The stake must be Casting Time: 10 minutes
soaked with three points of the caster's vitae, in- Duration: 1 scene
scribed with sigils and glyphs, and blackened in an Components: V, S, M
oak fire. If any damage is scored against an oppo-
nent, the tip of the stake will break off and begin The Thaumaturge smashes a spider across his or
working its way to the heart. Mortals and ghouls her forehead, and then swallows the paste. For the
will suffer two unpreventable damage per day for remainder of the scene, the Thaumaturge may
three days, at which time the tip will pierce the climb walls or even ceilings. He or she cannot
heart and kill the mortal. Vampires do not suffer move terribly quickly, and Celerity may not increase
any damage, and will likely not even notice anything movement rate across these surfaces. This is ex-
more than an occasional itch until the third day tremely unnerving to mortals.
when they will become paralyzed. The tip will react
quite negatively to attempts to remove it, and it will A Thousand Tongues
increase its pace and burrow away from any sensed Casting Time: 30 minutes
intrusions. Duration: Dawn-Terminated
Components: V, S, M
Removal of the tip requires that the surgeon con-
test Dexterity + Medicine vs. 11. Repeated at- The Thaumaturge gains the ability to understand
tempts may be made, but each attempt inflicts one (but not speak!) any language. The material com-
level of damage. ponent for this is a copper chain that must be
bathed in a point of the caster's blood and worn
about his or her neck. If the chain is removed be-
fore dawn, the ritual ends.

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THAUMATURGY RITUALS

* Veneficus Certamen cation of pressure. This makes it difficult to carry.


Casting Time: 1 hour The blade is extremely fragile, and not suitable for
Duration: Dawn-Terminated combat use. It will dissolve instantly in fire or sun-
Components: V, S, M light. There are only 11 known to be in existence.

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

175
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

Ward vs. Spirit (Spirit) Telecommuting (Technomancy)


Casting Time: Variable; 30 minutes mini- Casting Time: 30 minutes
mum. Duration: 10 minutes
Duration: Semi-Permanent Components: V, S
Components: V, S, M
The Thaumaturge may commandeer any television
This ritual wards an object or a circle against Spirits that he or she has touched in the last five days, pro-
(See Wards, supra). The casting requires a blood vided that it is either equipped with an antenna or is
point of the caster’s vitae, and takes at least 30 hooked up to cable or satellite. The caster may
minutes, though it may take longer (up to several view through the television screen, and may exer-
nights) if the ward is being marked in a difficult way cise total control over what is seen on the screen --
(i.e., carved into stone and inlaid in silver). whether he chooses to allow broadcast or digital
signals, or generate his own programming.
Hard Drive (Technomancy)
Casting Time: 5 minutes
Duration: Dawn-Terminated
Components: V, S

The Thaumaturge may turn a portion of his or her


brain into a virtual hard drive. To download data,
the user merely touches the computer in question.
His brain will show up as an authorized system
drive to which files may be copied. (10 TB maxi-
mum)

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.

The caster may carry 2 TB without penalty, but in-


curs a -1 die penalty to any Intelligence pools for
each full 2TB after the first 2. This data is not sub-
ject to electric disruption, but may be destroyed if
the caster suffers severe head trauma.

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THAUMATURGY RITUALS

LEVEL 4: out whatever task the caster demands of it; the


beast is effectively blood bound -- though being
ghouled destroys the ritual. Communication with
the beast is only possible through Animalism or
Fist of Judgment
while it is within the caster's skin. The caster may
Casting Time: 30 minutes
accept the animal back into his skin with the ex-
Duration: Semi-Permanent
penditure of another blood point. If the caster ex-
Components: V, S, M
pends a (temporary) Willpower point when he or
she releases the creature, the creature gains the abil-
The ritual will only affect a target who has flagrantly
ity to slide onto two-dimensional objects as if it
broken an agreement -- written or oral -- with the
were a tattoo or a painting at will. While the animal
caster. The caster carves the name of the subject
is resident in the caster's skin, it will occasionally
into a smooth riverstone that fits into his hand, and
move about, sliding this way and that on his skin,
infuses the stone with a point of his vitae. The
looking out at those to whom the caster is speaking,
caster may then hold the stone in his hand when in
etc.
combat with the target, gaining effective Potence 5
on brawling attacks against the target. The ritual
ends when the caster wills it, when the stone is The Lost Limb
damaged or defaced in any way, or when the sub- Casting Time: 1 hour
ject is killed or destroyed. Duration: 1 cycle of the moon (4
weeks)
Components: V, S, M
The Living Mark
Casting Time: 3 hours
This ritual is most often used as a punishment
Duration: Semi-Permanent
against clan members who have committed some
Components: V, S, M
venal slight. When this ritual is cast on the stump
of an amputated limb, and the stump is smeared
The caster of this ritual performs a sacrifice of an
with a mixture of the ashes of the amputated part
animal to start the ritual. Once the animal dies, the
and quicklime, the limb cannot be grown back for
caster only has three hours to complete the ritual.
nearly a month. This is occasionally used on the
Any interruption means that the ritual fails. Once
tongue of someone who reveals lesser clan secrets.
the animal is dead, the caster makes an ink from the
blood of the animal, his own blood, and a number
of other materials including iodine, graphite, and * Mirror Walk
some food that the animal in question commonly Casting Time: 10 minutes
eats. He then gives himself a tattoo of the animal Duration: Instant
in question. (A caster with any rating in art suc- Components: V, S, M
ceeds automatically. Other casters must contest
DEXTERITY VS. 1.) At the end of the ritual, the The caster performs this ritual by enchanting a large
caster expends a permanent Willpower to finalize mirror. The caster inscribes the mirror with a point
the ritual and the tattoo erupts in color and move- of his own blood, and then swallows at least a fluid
ment as the animal's spirit is trapped in the tattoo. ounce of mercury to activate the ritual. The caster
may then walk into the mirror (if he fits), and then
Thereafter, with the expenditure of a single blood walk out of any mirror that he or she is familiar
point, the caster may "release" the tattoo; the ani- with (even by hearsay). The caster must hold the
mal will erupt from his or her skin and will carry image of the destination mirror in his or her head

178
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).

DEXTERITY+MEDICINE VS. 8 * Impervious Vessel (Alchemy)


Casting Time: 1 week
The Splinter servant may sustain up to 5 levels of Duration: Semi-Permanent
damage, but cannot open doors or windows, etc. It Components: V, S, M
remains active for ten rounds, then falls to pieces.
It has the following combat statistics: This ritual requires a week to cast. The material
components are: Clay, Powdered Iron, Powdered
CBT: 8 DMT: 8 Tortoise Shell, all of the blood from a freshly killed
High: 8 (+ Paralysis) Low: 3 Armadillo, a handful of broken glass, Casting this
Soak: 6 ritual requires a blood point be spent each night for
7 nights, and a Willpower point be spent on the
Stone of the True Form first and seventh nights. When the ritual is com-
Casting Time: 3 hours plete, the caster will have constructed an earthen-
Duration: Semi-Permanent ware jar that can hold any substance, no matter
Components: V, S, M how hot, acidic, corrosive, or elusive. The contain-
er is still earthenware, though, and may shatter. It
This ritual requires that the caster possess a black can be cut with a Subtle Knife. A caster may only
pearl, a fluid ounce of mercury, and a rough-cut have 1 Impervious Vessel for each level of Alche-
diamond. Over the course of the ritual, the pearl my he or she possesses, unless one breaks.

179
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-

180
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.

181
THAUMATURGY RITUALS

Haunting (Spirit) or she is considered a spirit for purposes of any


Casting Time: 3 hours powers that affect spirits. At dawn, or when the
Duration: Semi-Permanent caster wishes, the ritual ends and the caster's body
Components: V, S, M reverts to its solid, material form. While in wraith-
form, the caster may burn a Willpower point to ex-
The caster of this ritual must possess a lock of hair ert some limited effects in the physical world such
from the intended victim, and must tie the hair as manifesting, or moving a small object.
around a small doll made to represent the victim.
The caster then engages in an extensive three hour Invisible Link (Technomancy)
summoning of a host of minor spirits, all the while Casting Time: 1 week per adapter
speaking the victim's name over and over again. At Duration: Semi-Permanent
the conclusion of the ritual, the caster expends two Components: V, S, M
Willpower points and the minor spirits are released
and fly forth to find the victim with unerring accu- This ritual involves the construction of a network
racy. They will pester, annoy, and haunt the victim adapter that is then enchanted, warded, and ensor-
ceaselessly -- he or she will feel like her life is celled. The Thaumaturge may construct as many
haunted (and he or she will be right). Voices, mis- adapters as he or she wishes, but they all must be
placed objects, creaking doors, ghostly faces visible done simultaneously. This ritual may be interrupt-
in reflections... the spirits will be quite eager to ed for up to a week without spoilation. The Thau-
drive the victim to die (or beg the Thaumaturge for maturge must expend a blood point every night
forgiveness and relief) so that they may be released. that he or she works on the ritual (though this bur-
The ritual ends when the Thaumaturge removes the den can be shared among multiple casters if they
hair from the doll, when the victim dies, or when are working together). At the end of the ritual, a
the victim manages to banish all the spirits. Willpower point must be expended for each adapt-
er, to infuse the magical glyphs and begin the actual
Wraithform (Spirit) magical effect.
Casting Time: 1 hour
Duration: Dawn-Terminated The effect of these adapters is to create a wireless
Components: V, S, M datalink that transmits instantaneously and without
any electromagnetic signal: it is truly "action at a
The Thaumaturge must remove one of his or her distance". The connection is equivalent a major
own ribs for this ritual. Doing so inflicts two levels fiber optic cable – measured in gigabytes per sec-
of damage if carefully and surgically done, four if ond The casting of this ritual is of the greatest im-
done haphazardly. The rib must be ground to pow- port, for the ritual itself includes the recitation and
der in advance of casting this ritual. Using the incantation of a series of 2,001 alchemical symbols.
powder and two points of his own vitae to make a
paste, the Thaumaturge inscribes his or her body That series is the encryption key for all of the
with sigils and glyphs. At the conclusion of the rit- adapters in the network. If someone were to rec-
ual, the caster becomes a wraith-like creature, ord or overhear the casting, they could
though the caster is still primarily anchored in the (theoretically) create their own adapters which
material plane. would instantly join the network.

The caster is immune to damage while in the


wraithform, and may pass through any barrier. He

182
THAUMATURGY RITUALS

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.

The Thaumaturge must cast this ritual under an


open sky, for a minimum of two hours per night.
The caster may continue this ritual as long as he or
she wishes, provided that no more than 22 hours
pass between the end of one casting session and the
beginning of another. The caster must carve out a
circle with appropriate glyphs and sigils (the caster
could sketch the circle, but given the nature of the
ritual such a circle would be easily destroyed), and
must place within the circle a shark's jaw.

While the ritual is in effect, the region in which the


ritual is taking place (approximately 100 mile radius)
will experience non-stop rain. It will not storm, but
it will be heavy rain -- 3-6 inches a day. The ritual

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THAUMATURGY RITUALS

LEVEL 5: Mirror of the True Form


Casting Time: 1 Night (does not include
frame construction)
Court of Truth Duration: Semi-Permanent
Casting Time: 1 Hour Components: V, S, M
Duration: Dawn-Terminated
Components: V, S, M This ritual enchants a mirror to reveal the true form
of anything that the caster sees reflected in it. Only
This ritual enchants an entire room, compelling all two people can see what is revealed in the mirror:
within to speak the complete and blatant truth. The the caster, and the creature whose true form is be-
caster places a rib bone from an honest man or ing revealed. To cast this ritual, the Thaumaturge
woman at each and every entrance to the room, must expend five blood points, and must place the
including windows and vents. Each rib must be mirror in a wooden frame made of poplar. The
treated with two points of the caster's vitae, and frame must be carefully enruned and inlaid with
cannot be used in rituals again. silver. The mirror itself must be treated with an
enchanted mixture of mercury, the liquefied eye of
To omit a relevant truth, the subject must success- a hedgehog, the powdered skin of a chameleon,
fully contest his Willpower against 11. heather, and hemlock.
Silence is possible, but the effort required cannot
go unnoticed and all within the room will be able to Painted Shelter
tell the speaker is withholding information and Casting Time: 1 Night
fighting the ritual. The Tremere occasionally enact Duration: Semi-Permanent
this ritual for Princes, but the debt incurred to the Components: V, S, M
clan and the resentment such a heavy-handed tactic
breeds make it a questionable tool of Praxis. Using this ritual, the Thaumaturge creates a place
for him to hide in extremis. The material component
The Curse Belated is a realistic-looking painting of a landscape or a
Casting Time: 1 Night building or a cityscape. There cannot be any identi-
Duration: Special fiable figures in the painting or the ritual will fail.
Components: V, S, M When the ritual is complete, after one night and the
expenditure of a Willpower point, the caster may
This ritual is reserved for the most valued of speak a phrase while standing in front of the paint-
ghouls. The caster spends an entire evening casting ing and be transported into the scene. The caster
this ritual, during which time the caster sacrifices 1 will appear visually in the painting, looking perfectly
permanent blood point, which remains with the in place in terms of the style of the painter and the
ghoul until death. This cannot be used for any pur- lighting, etc. The caster cannot emerge on his own:
pose and does not count towards a ghoul's blood someone else must speak the phrase to let him out.
limit. If the ghoul is killed, after 15 minutes have Anyone who knows the pass phrase (or speaks it by
passed, the ghoul will become a vampire as if the accident) will be taken into the painting... but it's
caster had embraced him or her. At this point, the rare for someone to say something that convoluted
caster gets his blood point back (the capacity, not in Latin by accident.
the blood itself). This ritual may not be broken
save by the death of the ghoul or by countermagic.

184
THAUMATURGY RITUALS

Paper Flesh If the ritual is successfully concluded, the Thauma-


Casting Time: 30 minutes turge gains his Talisman. While in possession of
Duration: Dawn-Terminated his Talisman, the caster:
Components: V, S, M
 Gains Advantage on all ritual castings
This dreadful ritual makes the target's skin brittle  May keep an additional 2 active rituals
and weak: humors rise to the surface and flesh  Gains +2 to any contests involved in casting his
tightens around the bones. The victim is left a dry, or her home path powers. This will be less help
fragile husk. The ritual itself is simple: the caster to some paths than others, but applies to CBT
writes the True Name of the victim on a piece of values as well.
paper, using the caster's vitae. The piece of paper is
then burned in a candle after a great deal of chant- If someone else possesses the caster's Talisman,
ing and waving of hands, and the caster burns two that someone else may gain +2 Contest Value on
blood points and a point of Willpower. any casting or ritual directed at the Thaumaturge. A
Thaumaturge may never have more than 1 Talis-
The effect of this ritual is immediate and cannot be man. This ritual can only be ended by the destruc-
resisted: the target's stamina is reduced to 1, and he tion of the Talisman.
or she may not spend blood to increase it. The tar-
get takes double damage from fire. If the target has Validus Certamen
Fortitude, it is reduced to half of its value (round Casting Time: 1 hour
down) for the duration of the ritual. This ritual's Duration: Dawn-Terminated
effect is immediately obvious and quite uncomfort- Components: V, S, M
able. There is no range limitation on this ritual.
The caster may take a blood point from two magi
Talisman and prepare two circles for a major Certamen duel.
Casting Time: 6 hours per night (28 nights, If the duel is carried out according to ritual, all
see below) damage inflicted will be healed upon termination.
Duration: Semi-Permanent While under the i this ritual, the combatants cannot
Components: V, S, M frenzy. Any Willpower spent during this ritual by
the combatants is gained back immediately upon
This casting of this ritual is required for admission the end of this ritual.
into the ranks of elder sorcerers. The Thauma-
turge must select an object -- and great social status Philosopher's Stone (Alchemy)
or opprobrium may be attached to a particularly Casting Time: 1 week
excellent or pitiful choice. The caster burns a Will- Duration: Semi-Permanent
power point. Until the ritual is completed, no fur- Components: V, S, M
ther Willpower can be recovered by the Thauma-
turge. (At all!) That object is then enchanted each This prized ritual is the fabled Philosopher's Stone
and every night for a full cycle of the moon: this of legend – a tool that reduces the difficulty of any
ritual must be successfully cast 28 times in succes- transmutation by 1. If a small handful of the ele-
sion. Any failure means that the object is destroyed ment being created was included in the casting, the
and the ritual must begin anew. stone reduces the difficulty by 2 instead. This ritual
requires a full week, and casting checks must be
made each night. The stone will fit neatly into the

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.

186
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.

187
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

The Sepulchre Path


● Spirit Sight ●●● Summon the Soul
(Subtle) (Distance) (Gesture) (Dawn) (Resistance)
The Necromancer may shift his sight to see into the By expending a blood point, the Necromancer can
Borderlands. This allows him to see irregularities or force the attendance of a deceased person’s ghost,
spiritual phenomena nearby (such as attenuations bringing it into the Borderlands and forcing it to
or weak points in the Shroud), as well as any disem- manifest in the Necromancer’s location.
bodied or deceased spirit – manifested or not –
within his visual range. The Necromancer must know the spirit’s name and
possess an object with some sort of connection to
Shifting into Spirit Sense is instantaneous, but shift- that person (it need not be a fetish). This ritual will
ing out takes 18 seconds (3 rounds). While using not force the ghost to speak, although most will
Spirit Sight, the Necromancer gives away Ad- want to know why they are being bothered. Most
vantage in physical combat due to the distractions ghosts will try to resist this power; if so, the caster
and uncertainties in the Borderlands. If the Necro- should contest:
mancer possesses Auspex, it functions with respect
to the spirits the Necromancer can see. MANIPULATION + OCCULT
VS.
●● Wraith Binding GUILE
(Concentration) (Dawn) (Range) (Sight)
The Necromancer receives Advantage if he has an
By expending a blood point, the Necromancer may
object that was particularly dear to the ghost ( a fet-
bind a spirit in either the Borderlands or the materi-
ish), or if the summoning is taking place in a loca-
al plane such that the spirit may not leave the im-
tion that was important to the ghost. If the ghost
mediate area and may not attack the Necromancer
was pulled from the Glorious Heavens or the Hells,
or anyone in his immediate vicinity. This also pre-
it will return there at Dawn.
serves the spirit from deterioration due to being in
the material world.
●●●● Inquisition of the Dead
The spirit may attempt to break free only once, (Range) (Visual) (Sight) (Audible) (Nightly)
though if it was summoned with Summon the Soul By expending a Willpower point, the Necromancer
(below) the Necromancer gains Advantage. To can bind a ghost that is in his immediate presence
break free, the spirit must contest: and manifested (as in Wraith Binding, above), forc-
ing it to answer any number of questions. This is
GUILE extremely uncomfortable for the ghost in question,
VS. and will likely cause the ghost to be hostile. The
WITS + NECROMANCY ghost cannot, however, attack the Necromancer or
do much other than answer questions.

190
NECROMANCY

The ghost may resist the imposition of this power


once when it is first used, with:

WILLPOWER
VS.
INTELLIGENCE + INTIMIDATION

Success indicates that the Ghost need not answer


the questions and may attack the caster. A tie indi-
cates that the Ghost need not answer the questions,
but may not attack the caster.

Failure indicates that the ghost must answer, and


answer truthfully – but it need not be the “whole”
truth and the questions should be worded very
carefully.

Use of this power calls for a Degeneration Check if


the Necromancer’s Humanity is above 8.

●●●●● 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

If the ghost is bound with Wraith Binding, the


Necromancer gains Advantage. The exact effect is
different depending on whether the ghost attempts
to resist or not.
If the Ghost came from the Glorious Heavens or
If this power is not resisted, the ghost is banished was assigned to one of the Hells, he will return
and may not cross through the Shroud or manifest there when this power is used.
in the material world in any way for the year and a
day, but may still be summoned by external forces. Use of this power calls for a Degeneration Check if
However, if the ghost attempts to resist and fails, the Necromancer’s humanity is above 7.
the ghosts form will be disrupted in addition to being
banished.

191
NECROMANCY

The Bone Path


Many of the powers on this Path are easier to use ●● Eyes of the Dead
with more recent corpses. When a power calls for
(Nightly)
an Age Difficulty, consult Table 30, below. Note
By expending a blood point, the Necromancer may
that success is automatic for corpses 2 weeks old
peer directly into the eyes of the corpse and, with a
or less.
few minutes’ concentration, “see” how the corpse
Table 30—Age Difficulties (Bone Path) died. The Necromancer must contest:

Diff. Age PERCEPTION + NECROMANCY


VS.
n/a 14 days or less
AGE DIFFICULTY
2 Up to 3 months
A full account of events that the dead person would
4 Up to 2 years have considered relevant to his or her death can be
5 Up to 50 years viewed from a first-person perspective, though no
information the dead person did not possess.
6 Up to 100 years When looking into the eyes of a vampire’s corpse,
7 Up to 300 years the body is ‘dated’ from the time of embrace, and
the Necromancer gives away Advantage.
9 Up to 750 years
10 Over 750 years ●●● Animation
(Range)
The Necromancer may burn two blood points to
● Shell Preservation animate a corpse for twenty-eight (28) days, captur-
The Necromancer may, by burning a blood point ing echoes of the former spirit. (This requires a
and running his hands gently over a corpse, prevent Degeneration Check at Humanity 6 or higher.) To
any further decomposition or rotting in the corpse: use this power, the Necromancer must contest:
it will be perfectly preserved, without the need for
refrigeration. STAMINA + LEADERSHIP
VS.
This power can be used on as many corpses as the AGE DIFFICULTY
Necromancer wishes, for one blood point per
corpse. The effect lasts 28 days. By burning a The corpse will not have higher cognitive func-
Willpower, the Necromancer may make his use of tions, and will wander aimlessly, groaning to itself.
this power last one year and one day (for as many It will respond to commands issued by the Necro-
corpses as are treated — only one Willpower point mancer in a language it spoke in life. It is only ca-
need be spent). Note that this power halts decay pable of very basic tasks: stay here, silence, carry
for purposes of determining Age Difficulty. this, fetch that, guard this, etc. It has limited com-
bat statistics, but has as many health levels as a
vampire, and suffers no wound penalties.

192
NECROMANCY

Brawl: CBT-3 DMT-4


HIGH-2 LOW-0
Grapple: CBT-4
Soak: 5
Evade: 1
Effective WP: (May not spend) 10

●●●● 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

Then, if the spirit is resisting, the spirit may contest


the investment with:

GUILE VS. NECROMANCER’S WILLPOWER

If the investment is successful, then the spirit ani-


mates the body, gaining full use of its physical and
sensory abilities (i.e., physical attributes, appearance,
and perception). All other attributes, as well as all
Abilities, are the Spirit’s. The spirit is considered
anchored. This power requires a Degeneration
Check at Humanity 6 or higher. As with Animation, the contest is:

●●●●● Shambling Hordes STAMINA + LEADERSHIP


VS.
(Range) (Dawn)
AGE DIFFICULTY
This is an improved version of Animation (●●●).
For three blood and one Willpower, a number of
The Shambling Hordes are more mobile and pow-
corpses up to the Caster’s Charisma + Occult
erful than normal zombies:
may be animated. Corpses 14 days old or less will
Brawl: CBT-4 DMT-6
be automatically animated. If there are older corps-
HIGH-3 LOW-1
es present that the caster wishes to animate, he
Grapple: CBT-4
should make one contest vs. the corpses’ age diffi-
Soak: 6
culties; any corpse against which he is successful
Evade: 2
may be selected to rise.
Effective WP: (May not spend) 10

193
NECROMANCY

The Shroud Path


● Shroud Sense power works automatically on non-supernatural
(Subtle) mortals. When used on mages, vampires, or the
like, it requires a contest of:
This power places the Necromancer directly in
touch with the Borderlands, weakening the Shroud
PERCEPTION + MEDICINE VS. 6
in his or her vicinity. In addition to gaining the
benefits of Spirit Sight (Sepulchre Path), the Necro-
mancer may sense whether nearby creatures in the ●●● Shadow Tongues
mortal world are at the edge of death (~15 mins.). (Audible) (Visual)
The Necromancer may speak to any spirit as if the
He or she may also sense the presence (or recent Necromancer were speaking that spirit’s native lan-
presence) of nearby spirits (within 200 yards or so). guage. Both parties still speak (or in the case of a
The approximate age, power, and predominant spirit, appear to speak) their normal native tongues;
emotional mood can be determined with a success- but by putting the caster’s mind in touch with the
ful contest of: spirit realm, this power acts as a peculiarly effective
translator – conveying mood, connotation, idioms,
PERCEPTION + EMPATHY VS. 4 etc. While this power is active, the caster may speak
to any number of spirits, each with separate native
As with Spirit Sense, use of this power is instanta- languages. The caster will understand what each
neous, but reversion requires approximately 18 sec- spirit says, but this power will not allow the spirits
onds (3 rounds). While using Shroud Sense, the to communicate with each other in the same way.
Necromancer gives away Advantage on all contests
involving physical action or perception. ●●●● Shroud Dancing
(Dawn)
●● Death’s Herald The Necromancer with this power has become so
(Touch) attuned to the realm of the dead that he or she can
By expending a blood point and touching a crea- balance his or her physical form between this world
ture with a soul or spirit while concentrating for and the Borderlands by spending a Willpower
approximately 30 seconds, the Necromancer may point. This condition lasts for the rest of the night,
assess the strength of the binding between the crea- and has a number of effects.
ture and its spirit – in particular, he or she may tell  It allows the Necromancer to physically interact
whether the creature is in imminent danger of with spirits, and vice versa: including combat,
death, and if so, what the cause of the danger is, grappling, touch activated powers, etc.
and approximately how long the creature has left to  It allows interaction with objects of the spirit
live if nothing is done. This will detect diseases, world; the Necromancer may bring them back
injuries, magical afflictions, curses, and other con- and forth across the Shroud. (This can be a
ditions of the target itself that threaten death within particularly effective way to hide something in
approximately two weeks – but it will not in any the short term – although leaving a physical
way detect external threats (e.g., it will not detect a object in the spirit realm for any substantial
team of assassins on the way into the city). The length of time will almost certainly destroy it.)

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.

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NECROMANCY

The Ash Path


● Ashes to Ashes who has mind to endure such a power may attempt
With the expenditure of a blood point, the Necro- to survive the process by contesting:
mancer may cause a dead body (not a vampire) that
is not animated or enchanted in any way to rapidly STAMINA
decompose and turn to dust. This is extremely use- VS.
ful in covering up hunting accidents. The power NEW AGE DIVIDED BY 10
works on any sort of body – fresh, decomposed, or
skeletal. The caster can stop the process at any The new age should be rounded up.
point.
When used against a vampire, this power inflicts
tremendous damage, but damage that is easily
●● Rictus Mask healed as the Vampire target spends his or her
(Touch) (Dawn) (MULTI) blood to restore his or her youth. If the Necro-
By expending a blood point and touching a mortal mancer successfully touches a vampire with in com-
or vampire, the Necromancer may cause the target bat using this power, the following damage is in-
to assume the appearance of a moderately aged flicted, as the vampire’s flesh begins to wither and
corpse. Skin tightens and dries, cartilage crumples, die in the area around the touch:
gums recede, nails grow and yellow.
DMT: 8 (no Dodge on Soak)
This hideous power will lower the target’s appear- HIGH: 8 LOW: 4
ance by 4 points (minimum 0) and is quite painful
for mortals, who operate at -2 to all contests while
under the influence of this power. Vampires may
●●●● The False Death
resist its effects with: (Touch) (Sanguinis)
The Necromancer with this power may – temporar-
WP/2 ily – reverse the curse of vampirism and set loose
VS. the soul of a vampire, leaving a merely dead body
INTELLIGENCE + VAMPIRE PHYSIOLOGY behind. The soul is stuck in the Borderlands and
will be forbidden passage across the River; if and
when the vampire returns to its body, it will have
●●● Dust to Dust no memory of its time in the Borderlands
(Touch) (Tactical) (Dawn) (although other creatures may remember it…).
With this fearsome power, the Necromancer lets
loose death energy channeled from beyond the This power requires expending two Willpower
shroud into the target, corrupting their flesh and points. If the Necromancer uses it on himself, suc-
quite possibly killing them. cess is automatic and the Necromancer decides
how many sunsets will pass before he returns,
The power requires expenditure of two blood burning 1 blood per sunset. (So burning 5 blood
points and a touch. Mortal targets are aged sixty- will mean that on the fifth sunset, he will rise.) The
four years in a matter of seconds; this kills most Necromancer has no control of his body whatsoev-
adults, from the strain if nothing else. A mortal er while this time passes, and any injuries to his

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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.

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NECROMANCY RITUALS

LEVEL 1: with a single, stylized letter or symbol signifying the


Necromancer, usually the first letter of the Necro-
mancer’s name. This mark is visible to spirits, and
Antipathy to anyone using shroud sight or similar powers,
Casting Time: 15 minutes who will see it as a flaring, yellow-green brand
Duration: Dawn-Terminated across the target’s soul’s forehead. Wraiths familiar
Components: V, S, M with the Necromancer’s symbol will recognize it
immediately. This power can be used on a wraith,
By making a small cross of rowan branches tied but it requires the expenditure of a blood point.
with red thread which is kept on his or her person,
and swallowing a pinch of salt, the Necromancer Spirit Charm
makes themselves distasteful and bothersome to Casting Time: 4 hours (plus 96 hours of
spirits. Spirits will generally avoid him, preferring prep)
to retreat than remain in his presence. This power Duration: Semi-Permanent
does not have any combat effects, and a spirit that Components: V, S, M
is forced into combat will fight as normal. The rit-
ual ends at dawn, or when the cross is separated This ritual requires six very specific types of bone –
from the Necromancer. It may be re-used. finger bones from (1) an infant who died within a
month of childbirth; (2) a murderer executed for
his crimes; (3)(4) a married couple who died with-
Eyes of the Shroud out children; (5) a priest, rabbi, imam, monk, or
Casting Time: 5 minutes other holy person; and (6) a warrior of great virtue
Duration: Dawn-Terminated (this last can be interpreted with some degree of
Components: V, S, M breadth).

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

begin wailing as well. The wailing lasts for two


minutes. The ritual is permanent, but can be ended
by destroying the skull or removing the gold chain
or the bell. The confined spirit is considered an-
chored while the ritual is anchored.

Smoking Mirror (Shroud)


Casting Time: 1 hour
Duration: Dawn-Terminated
Components: V, S, M

By burning a great deal of very expensive incense


on a platinum-backed mirror in a bone frame
etched with appropriate sigils. The Necromancer
causes the mirror to function as a window into the
Borderlands for the rest of the evening. The view
through the mirror will seem partially obscured
with wisps of smoke, and wisps of vapor will con-
tinue to come out of the mirror until the ritual is
terminated. Nothing other than this smoke may
pass through in either direction, however.

* Stabilize (Shroud)
Casting Time: 30 minutes
Duration: Dawn-Terminated
Components: V, S

This ritual allows the Necromancer to “settle” the


Shroud in a discrete area – usually a room, but in
no case larger than a small house. This ritual re-
quires the expenditure of a Willpower point. This
smooths over the Shroud, strengthening weak spots
and removing irregularities. Because so many nec-
romantic powers rely on exploiting minor weak-
nesses and irregularities, any attempt to pierce the
Shroud in any way that would normally require a
contest will give away Advantage. Furthermore,
Spirits in the Borderlands will generally be unable
to manifest within the stabilized area, receiving an
effective -1 Attachment and giving away Ad-
vantage.

201
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

202
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

203
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:

Nature’s Remains (Bone) GUILE VS. 12


Casting Time: 12 minutes
Duration: Dawn-Terminated Casting this ritual takes approximately 3 minutes
Components: V, S, M for an average room. It will take considerably long-
er for extremely large rooms or rooms with a lot of
By casting fresh (killed within 1 hour) animal blood windows.
and salt to the cardinal directions, the Necromancer
sends a call echoing through the Shroud for nearly
a mile in every direction. Any and all animal corps-
es in the area – and there are always more than peo-
ple think – will immediately become animated by
the random animal spirits begin to stumble in the
direction of the Necromancer (or more precisely,
the location from where he cast the ritual).

The caster may exercise a crude sort of control over


these, ordering them to head in a direction, to at-
tack a target, or swarm a building. These creatures
will have negligible combat statistics, but their sheer
numbers present a threat even to vampires. The
exact number and type of creatures will depend on
the location. In a dense city, dogs, cats, pigeons,
and rats are the most likely to respond – usually
between four and five dozen. In the canyons, deer,

204
NECROMANCY RITUALS

LEVEL 3: Discorporeal Claw


Casting Time: 5 Nights
Duration: Semi-Permanent (11 charg-
Anchor: es)
Casting Time: 1 hour Components: V, S, M
Duration: Semi-Permanent
Components: V, S, M This ritual requires the severed hand from the rea-
sonably recent corpse of a very bad person – Hu-
This ritual requires a spirit as the subject, and an manity 3 or less. (A vampire will not do.) The
object with some connection to the spirit (it need Necromancer spends 5 nights in sequence – at least
not be a fetish, but if it is the Necromancer gains five hours per night – rendering the hand and pol-
Advantage on casting the ritual). Most spirits will ishing the bones. On the fourth and fifth nights,
welcome this ritual being used on them, and some the Necromancer creates a candle out of the ren-
will even trade favors for it. The Necromancer, in dered flesh and fat, tallow, and gravemoss. The
a short one-hour ritual that involves burning in- candle is decorated with the bones, which are
cense and the sacrifice of a small animal, may bind placed as if the hand is holding the candle. The
the spirit to the object such that the spirit is able to Necromancer must use a point of his own vitae in
exist on the material plane without deterioration. the fashioning each of the five nights. On the last
night, the Necromancer spends a Willpower and
The only restriction is that the spirit must return to casts the ritual. If successful, the Necromancer
the object at least once every twenty-eight days, and must make a Degeneration Check if his or her Hu-
remain near it for twenty-four hours, or the con- manity is over 5.
nection will be broken. Spirits gain emotional pow-
er from being on the material plane, interacting To use the candle, light it (the candle glows with a
with mortals, so they tend to like being here. The sickly green flame), hold it in one hand, and press
ritual can also be ended by destroying the object. the other hand against a wall or door while mur-
muring the name of the hand’s deceased owner –
Deathsight Curse whose spirit is bound in the candle. The wall/door
Casting Time: 30 seconds will become intangible as the candle’s flame flares
Duration: Post-Dawn Sunset out. The intangibility is roughly the size of a per-
Components: V, S, M son, and lasts exactly 121 seconds. With each use,
the candle becomes slimmer, and the hand grasps
The material component for this ritual is a large tighter. After 11 uses, the bones shatter and the
portion of crushed Nightshade powder. The caster ritual ends. When it ends, the captive spirit is dis-
merely speaks the name of the target and blows this rupted and banished for a year and a day.
powder in the target’s face. Until the next sunset,
the target will see every living creature (plants in- Geas
cluded) as dying and deteriorating. This is not an Casting Time: 5 minutes
illusion – merely a supra-heightened awareness of Duration: 28 days or until completion
everyone’s mortality. This will drive many mortals Components: V, S, M
mad. Note that vampires do not appear to be dying
– and thus stand out to a target of this ritual. The Necromancer writes a command – a task – on
a piece of cured human skin, using his vitae. Then,
in the presence of the target spirit – who must be

205
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

206
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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* Passage to Death (Shroud)


Casting Time: 5 minutes
Duration: Instant
Components: V, S, M

When this ritual is cast on a mortal body within


twenty-four hours of his or her death, the spirit will
be unerringly guided to the River, and the Ferryman
will transport them across. The ritual requires two
gold coins which must be placed over the eyes of
the corpse. (Though they can be removed after it is
finished.) Necromancers use this power primarily
to keep certain souls out of the hands of other Nec-
romancers.

* Shroud Disturbance (Shroud)


Casting Time: 20 minutes
Duration: Dawn-Terminated
Components: V, S, M

This is the opposite of the Stabilization ritual: it


destabilizes and weakens the Shroud in an area.
The material component is a block of cedar, which
is burned during the casting. The result is that any
attempt to summon any sort of spirit will gain Ad-
vantage, and any spirit in the area attempting to
manifest may do so with Advantage, gaining 1 ef-
fective level of Attachment.

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NECROMANCY RITUALS

LEVEL 4: ence, maybe to the point of becoming catatonic.


Necromancers often kill their used flesh puppets to
prevent Masquerade breaches.
Cadaver’s Touch
Casting Time: 2 minutes Halls of the Damned
Duration: Special Casting Time: 6 Hours
Components: V, S Duration: One year and one day
Components: V, S, M
By chanting and drawing symbols in the air, then
laying a hand flat against the target’s chest, the Nec- The Necromancer who invokes this terrifying ritual
romancer may curse the target with the appearance will effectively make it impossible to speak in his
of a rotting cadaver. The target’s appearance will haven without his permission. The ritual summons
drop to zero, and they will give away Advantage on an unearthly wailing and screaming which assaults
any contest involving dexterity or fine motor skills. the hearing like a blizzard rends trees apart – it is, in
If the target is mortal, this ritual ends when the fact, the sounds of the most awful of the Hells –
mortal is exposed to sunlight. If the target is a Hells such as the Hell of Eye-Gouging, the Hell of
vampire, the ritual ends at Dawn. Tongue-Lashing, and the Hell of Molten Posts.

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.

At dawn, the spirit will be forced out. The target is


likely to be extremely traumatized by this experi-

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NECROMANCY RITUALS

* In Memoriam the area. The Necromancer must use a point of his


Casting Time: 7 hours own blood to paint sigils on his body.
Duration: Semi-Permanent
Components: V, S, M What makes this ritual so dangerous is that it works
no matter what. The ritual roll is to see if the ritual
This ritual allows the Necromancer to build a actually ends like it is supposed to. Regardless,
shrine to a spirit. The shrine must include three the caster and the wraith will see each other’s most
items from any of the following categories, at a poignant and emotionally charged memories, and
minimum: (a) a fetish for the spirit; (b) a piece of will be able to engage in a deep, substantive com-
the spirit’s mortal body (a whole bone, not one munication at incredible, near-instantaneous speed.
bone split into three pieces); (c) an established An- Attempting to hide information from the other par-
chor for the spirit. The shrine should have candles ty requires one of the following two contests
and gifts (incense, rum, silver coins, jewelry, and so (depending on whether it is the vampire or the spir-
forth are traditional favorites). At the end of the it):
ritual, which involves a great deal of meditation and MANIPULATION + SUBTERFUGE
chanting, the Shrine is activated. VS.
PATHOS
Any Spirit who is within a mile of his or her shrine
gains the following benefits: or

 Pathos restores at 1 point per hour GUILE


 The spirit does not suffer material degeneration VS.
 The spirit gains +2 on all Manifestation checks PERCEPTION + EMPATHY
 The spirit gains Advantage on all rolls
If the ritual fails, the spirit may inhabit the Necro-
It should go without saying that building a Shrine mancer for as long as it wishes, taking full Ad-
to a spirit is likely to ingratiate the Necromancer to vantage of any and all abilities, knowledges, or any
the spirit, and encourage it to “stick around.” The other sort of skill. Each sunset, the Necromancer
Necromancer may deactivate the Shrine at any may attempt to seize control again by making a
time. A Necromancer may not have more than 1 contest of:
active Shrine at a time.
GUILE
Melding the Vessel VS.
Casting Time: 20 minutes PERCEPTION + EMPATHY
Duration: Dawn-Terminated (maybe)
Components: V, S, M Necromancers who use this power very often de-
stroy the spirit afterwards. Can’t have someone
Using this perilous ritual, the Necromancer allows a running around with that kind of knowledge….
willing spirit to meld with his own soul, taking a
spirit in and sharing emotions and experiences in an
extraordinarily intimate way. This ritual requires a
fetish (an object with a strong connection to the
spirit) for the spirit to be so invited, and also re-
quires the burning of sage and rosemary to cleanse

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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

211
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

Mouldering Presence (Ash) This ritual requires several components: mercury,


Casting Time: 20 minutes three silver bells, several branches of rowan wood,
Duration: Dawn-Terminated a live parrot, and the brain from a fresh corpse.
Components: V, S, M The parrot is sacrificed in a fire of rowan wood, the
ashes are used to coat the brain, which is also in-
To cast this ritual, the Necromancer must take four jected with mercury. This process takes approxi-
long, thin strips of cloth from a used burial shroud; mately 3 hours, at which time the zombie is bathed
this usually requires digging one up. The Necro- in clean water, and blessed with burning sage and
mancer then prepares a generous poultice of grave cedar. Then the brain is smashed against a large
earth, Nightshade, Mandrake, Oleander, and Hem- chunk of granite in the presence of the Zombie.
lock, mixed with two points of his or her own vitae. The Zombie will immediately become more re-
The strips must then be covered with the poultice sponsive and capable of more initiative. It will be
and allowed to sit – completely undisturbed and in able to manage very rudimentary speech (“Yes,”
the dark – for no less than a week. After that time “No,” “Now,” “Give,” etc.), will be able to follow
– and for any time until they disintegrate (usually a more complex commands, and can differentiate
year or two), the strips can be used to cast the ritu- colors, identify shapes, distinguish between 1, 2, 3,
al. and more than 3, etc.

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.

213
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-

214
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.

Soul Drain (Ash) Cerberus (Bone)


Casting Time: 6 minutes Casting Time: 3 Nights
Duration: Dawn-Terminated / Instant Duration: Semi-Permanent
Components: V, S, M Components: V, S, M

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-

215
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

STAMINA + FORTITUDE + SURVIVAL


VS.
5

The target receives Advantage if he or she is a


ghoul. If the contest fails, there is no effect. If it is
successful, then the target immediately (as in the next
combat round) rises as a Zombie animated by his
or her own soul. The “new” servant receives a -1
to Dexterity and Charisma, but also no longer suf-
fers from wound penalties and will not bleed to
death, etc. This effect will last a year and a day, giv-
ing the Necromancer some time to decide what to
do with his faithful servant.

216
PART VIII

Fate Points and Aspects


For whatever reasons, Ray, call it… fate, call it luck, call it karma…
I believe that everything happens for a reason. I believe that we were destined
to get thrown out of this dump.

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.”

relate to any number of things:  Loveable scoundrel.

 How your character typically approach- Gregory House:


es problems or situations  “No one stays with me.”

 Your character’s primary motivations  “Everybody lies.”

 Things that regularly seem to happen to  Ask forgiveness, not permission.

your character
 What your character wants to be, or Paul Atreides:
what he must be  I cannot avoid my visions.

 Social relations  They think I’m the Messiah.

 Character quotes that perfectly encapsu-  I’ve been raised for this.

late something about the character


 Strong, pervasive attitudes that your C. What is involved in “tagging” an As-
character has pect?
 Situations with particular emotional or When it seems appropriate in the game –
historical significance when an Aspect’s narrative force and the

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.”

Example: Your character has "Speak of the


devil" as an aspect. Two other characters are talk-
ing about you. You might tag the aspect and ask
the GM for a declaration that you happen to walk
in the room, even if you weren't actually at the
building.

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.)

The player then has two options:


 First, he or she may accept the compel
and gain a Fate Point,

219
PART IX

Realms of the Dead


The soul takes nothing with her to the next world but her education and her culture.
At the beginning of the journey to the next world, one's education and culture can
either provide the greatest assistance, or else act as the greatest burden,
to the person who has just died.

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

2. The River thine warren, and there are many larger


At various places in the Borderlands, one caverns in which various supernatural hor-
can find a gate, doorway, hole, or winding rors, creatures, and entities make their
path that will allow one to pass through to homes. But a dead spirit cannot go wrong
the shores of the Great River of Souls, continuing down… always down. Eventu-
which the Greeks called Styx. Here, the ally, the spirits will arrive at the Gate to the
ferrymen – there are legions of them, each Hells.
with their own vessel, stretch of river, tem-
perament and price – await the spirits of Creatures other than spirits of the Dead
the dead or other passengers. The River’s destined for one of the Hells will find it
waters have extremely potent and extremely extremely difficult to navigate these warrens,
unpredictable magical properties. Beyond and are likely to spend the rest of their bru-
the River, every spirit is supposed to be met tally short lives wandering in the dark.
by an angel, who either takes the spirit up
to the Glorious Heavens or places a mark 4. The Hells
upon the spirit indicating the hell to which There are supposed to be 1,001 hells –
it is consigned, leaving them to wander and though perhaps there are an infinite num-
find their way into the Great Caves. These ber. In any case, there are many: some of
marks take the form of a Geas, such that torment, and some of pleasure, some emp-
the spirit will lack the motivation to do ty and dark, some simply strange. The
much else than travel to where the mark roads and passages and rivers that join
takes him or her. them are not fixed in any stable arrange-
ment – the topography of the Hells is high-
The waters of the River are feared by spir- ly fluid and unpredictable. The Hells are
its, for the waters will wipe a spirit’s past “ruled” by Demons of all varieties. They
clean, causing it to be as the spirit was come in many temperaments and powers,
when it was new, before it was placed into a and some hells are strictly ruled by one De-
body. Such spirits are very weak, and very mon, while others are places of great con-
tasty to the darker denizens of these flict and chaos, while in others the demons
realms… have concerns other than the spirits that
dwell within.
3. The Great Caves
For spirits not taken up to the Glorious It is here in the Hells that the marks given
Heavens, there are numerous cavern en- by the angels on the shore of the River
trances that can be found all along the far come into play and have power, for De-
bank of the River. These caves lead down mons have no power whatsoever over a
for a great, but ultimately subjective dis- marked soul unless the soul is marked for
tance. They form a great twisting labyrin- their hell. Once the spirit arrives at the

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.”

This section presents a simple-to-use but A. Age and Power


detailed system for such things. If the GM As spirits age, their Pathos and Attachment
wishes, he or she can have more textured generally drop, while Malice, Guile, and Co-
rules governing the strength of spirits, their hesion go up. Older, more powerful spirits
abilities, powers, and weaknesses. are likely to have a greater variety of pow-
ers that they can call upon as well. Some
1. SPIRIT ATTRIBUTES of these are covered in Section 2, below. A
A spirit is presumed to have six relevant spirit’s manner of death substantially af-
attributes, each rated on a scale of 1-10: fects their statistics, especially Malice, Pa-
thos, and Attachment.
 Willpower: The strength of a wraith’s
will to live and resist influences; 2. SPIRIT GAME SYSTEMS
 Pathos: A spirit’s humanity and emo-
tional strength; A. Manifestation
 Malice: A spirit’s rage and hatred, and Spirits in the Borderlands (and, usually, in
thus its combat effectiveness; the Material Plane as well) are invisible and
 Attachment: The ability to influence/ undetectable by normal mortal means un-
interact with the material world; less they Manifest – which is a fancy way of
 Guile: Craftiness and subtlety, includ- saying that the spirit makes itself known or
ing the ability to cross the Shroud; and attempts to interact with the physical world
 Cohesion: Resilience and ability to in some way. Manifesting lasts for an entire
maintain form under stress. scene, and typically requires a spirit to
spend one Pathos and make a contest:

ATTACHMENT VS. DIFFICULTY

223
WRAITHS

The difficulty depends on the degree of B. Spirits in the Material Plane


interaction that the spirit would like to Spirits that are actually in the material
have. A spirit may attempt to manifest as plane, rather than in the Borderlands, gain
many times as it wishes: success means that Advantage on all Manifestation tests, and
the spirit can manifest at the chosen level, also gain an effective +1 to their attach-
or any level below that, for approximately 5 ment score. However, such spirits also lose
minutes. If the spirit fails, however, it fails 1 point of Cohesion every two hours un-
completely: it does not get “partial success” less they are bound, anchored, or in some
and it gives away Advantage on any subse- other way stabilized.
quent attempts to manifest until the next
sunset. The difficulties are set forth on Ta- C. Fetishes and Anchors
ble 31, below. Spirits can have special relationships to cer-
tain objects, location, and people. Objects
Table 31—Manifestation Difficulties that were important to the spirit in its mor-
tal life – personal possessions, pictures,
Diff. Age
gravestones, etc. – are called fetishes and
1 Make a soft sound/cause a light breeze they have a strong link to the spirit. A
Necromancer can (and is often required to)
Make a moveable object tremble or sway, use fetishes to exercise control over a spirit.
2
make a light flicker
Move a small object slowly (Ouija board,
3
etc.) or flip a switch
An anchor is a thing, place, or person that
Move a medium object slowly (chair, etc.),
allows the spirit to rest on the material
4 plane. Anchors can be imposed externally
shut a door
Slam a door, throw a light object across a through powers or rituals, or they can de-
5 velop spontaneously either at the time of a
room, break a window
Fine motor control: write in a steamy mir- spirit’s death, or through the course of a
6
ror, use a pencil, etc. spirit’s long-term exposure to a potential
7
Speak in a normal voice, appear as a vague, anchor. Many times, the anchor will be a
distorted image fetish, especially when the anchor develops
Short out an electrical device, hurl a small spontaneously when the spirit’s mortal
8
object with great force body dies.
Appear as a clear, spectral image, make a
9
psychic assault
D. Spirits in Physical Combat
Boil water, move large objects, cause a bolt
10
to snap Spirits normally cannot engage in physical
Make a room go nuts: objects flying every- combat – they are “out of phase” with the
11 material world, and physical attacks
where, light a fire
Manifest physically to engage in physical (including fire and the like) will simply pass
12
combat through them. However, certain powers

224
WRAITHS

allow vampires and/or mortals to physically F. Losing Cohesion and Degeneration:


interact with spirits, and very powerful spir- Spirits that lose their Cohesion also risk
its can manifest in such a way that they can coming back colder and “more dead” than
– for very short periods – physically attack before. When a spirit is disrupted, it must
a material target. To do this, a spirit must contest:
contest In those cases, a spirit’s relevant
Brawl combat scores are: PERMANENT PATHOS RATING
VS.
CBT: Attachment MALICE
DMT: Malice
HIGH: WP/2 (rnd up) If the Pathos succeeds, there is no effect.
LOW: WP/3 (rnd down) If the Malice succeeds, then the Spirit loses
Dodge: Guile a permanent point of Pathos. Willpower
Soak: Cohesion may not be spent on this roll.

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

225
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

226
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

227
WRAITHS

4. SAMPLE WRAITHS Lola the Murdered Whore


15 years dead, murdered for $15 in an alley.
Willpower: 5 Pathos: 9
The following are a few sample wraiths that Malice: 6 Guile: 5
could be encountered by a Necromancer: Attachment: 7 Cohesion: 5
Joe the Plumber Amat-Neru, High Priest of Egypt
40 years dead, died of a heart attack fat and 4000 years dead, entombed alive.
happy. Willpower: 8 Pathos: 3
Willpower: 3 Pathos: 8 Malice: 9 Guile: 8
Malice: 4 Guile: 3 Attachment: 3 Cohesion: 8
Attachment: 6 Cohesion: 4

Father Raphael de Villalobos


220 years dead, died of old age.
Willpower: 7 Pathos: 7
Malice: 3 Guile: 4
Attachment: 5 Cohesion: 6

Sandra the Grieving Widow


100 years dead, threw herself of a bridge in
grief.
Willpower: 4 Pathos: 9
Malice: 6 Guile: 4
Attachment: 7 Cohesion: 5

Sir Guillame the Knight


640 years dead, died in battle.
Willpower: 6 Pathos: 6
Malice: 5 Guile: 5
Attachment: 5 Cohesion: 8

Brian the Orphaned Child


300 years dead, starved alone and cold at
age 12.
Willpower: 4 Pathos: 7
Malice: 5 Guile: 7
Attachment: 6 Cohesion: 6

228
PART XI

Influence Examples
You can get more with a kind word and a gun than you can with just a kind word.

The following are just examples of what Financial Influence:


some different types of Influence might be  Cancel a valid trade 5
used for, and how much it would cost to  Put a hold on someone's account 8
accomplish such things “off screen.”  Get in on an IPO 10
 Temporarily inflate a stock price 25
Academic Influence:  Call an institutional loan due early 35
 Get confidential records: 5  Change the Fed Rate 50
 Change a transcript: 8  Crash the Peso: 60
 Get a student expelled: 25  Crash the Dollar 110
 Get a tenured Professor Fired: 50  Keep the IMF from saving Greece 160
 Replace the University President: 65
 Dissolve a Department: 80 Military Influence:
 Remove a University's accreditation 110  Access a base: 5
 Obtain small arms: 10
Criminal Influence:  Arrange military air transport 20
 Find a fence: 2 (useful!)
 Arrange a drug purchase: 5  Obtain heavy armaments 45
 Find a contract killer: 15  Task a Satellite and obtain pictures 45
 Find a fugitive in hiding: 25  Obtain operational records: 60
 Arrange a hit on someone: 35  Order a commando strike: 85
 Elevate a mafia don: 50  Order an airstrike: 100
 Obtain a month of "protection" 60  Order a nuclear strike: 300
(at 6 dots, this can be perpetual)
 Stop a racially charged gang war 80

229
INFLUENCE EXAMPLES

Occult Influence: Union Influence:


 Find a rare herb shop 3  Get local membership rosters 2
 Schedule a talk at an occult shop 6  Get an apprentice thrown out 3
 Locate the head of a local coven 12  Obtain local records 3
 Get a witch shunned 30  Get a journeyman thrown out 10
 Discover the owner of a grimoire 30  Cause the blue flu in a workplace 15
 Find a real mage 35  Arrange some thugs for something 25
 Locate the head of a real coven 40 semi-union related
 Reschedule the Samhain: 70  Citywide Blue Flu 30
 Redirect Political Funds 35
Political Influence:  Cause a local strike 50
 Get 10 minutes with the mayor 4  Arrange some thugs for something 70
 Get the city council to pass a bill 10-40 totally irrelevant
(depending on the bill)  Steal all political funds 80
 Get a well-qualified candidate 28  Cause a city-wide series of strikes 120
appointed to a position
 Assign a closed-bid contract 35
 Get a congressional earmark 40
 Get the state legislature to hold 45
a hearing on something
 Kill the Red Line 50
 Appoint a Supreme Ct. Justice 130

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

Humanity OOOOOOOOOO BEAST TRAITS:

Beast OOOOOOOOOO
Willpower OOOOOOOOOO INHUMANITIES:

Blood pool OOOOOOOOOO


___ / rnd OOOOOOOOOO STIGMATA:

FATE: OOOOOO
Combat Record Sheet
Character Name: _________________________________
Strength ____ Brawl ____ BRAWL BRAWL CBT Ties are mutual hits

Dexterity ____ Melee ____


BRAWL EVADE Tie goes to the evader

BRAWL MELEE Melee combatant gains Advantage; ties go to melee combatant.


Stamina ____ Firearms ____
MELEE MELEE Ties are mutual misses
Archery ____
MELEE EVADE Ties are considered melee hits
Potence ____ Dodge ____ EVADE (AT
RANGED Ties are considered misses
Fortitude ____ Throwing ____
RANGE)
“CLOSING” Ties are considered hits; shooter may claim Advantage on both
RANGED
EVADE CBT and DMT; next round of combat is at close range.
Evade Escape RANGED
BRAWL/ Close combatant gains Advantage vs. long guns and wins ties; gun
MELEE DMT/damage is +1
Both sides separately contest Firearms vs Evade; ties are consid-
RANGED RANGED
ered misses.
BRAWL/ Only usable after successful evade; attacker gains Advantage; ties
ESCAPE
MELEE yield an escape.
Dex + Dodge Dex + Dodge +Wits Successful Grapple attack to start (give away Advantage). Grapple
Minus 3 check every round. Only small weapons; no evades/escapes; Con-
GRAPPLE GRAPPLE
fined Soak only; last to win Grapple check is “in control” and gains
Adv on CBT/DMT/Grapple Checks; all damage at -1 (net)

CBT DMT HIGH LOW


Brawl ________ ________ ________ ________
Dex + Brawl Str + Pot + Brawl Str Mod + Pot Str Mod + Pot
* Claws +2 +1, Aggravated Aggravated
* Fang (Grapple only) +1 Potence only +2 Potence Only +1

Melee
_________ ________ ________ ________ ________
Dex + Melee Str + Pot + Melee + Weapon Str Mod + Pot + Weapon Str Mod + Pot + Weapon

_________ ________ ________ ________ ________


Dex + Melee Str + Pot + Melee + Weapon Str Mod + Pot + Weapon Str Mod + Pot + Weapon

Ranged
_________ ________ ________ ________ ________
AIM: SNAP: Dex + Firearms Firearms + Gun Gun Gun

_________ ________ ________ ________ ________


AIM: SNAP: Dex + Firearms Firearms + Gun Gun Gun

UNHURT
(No penalty) 0 0 0 -1 -1 -1 -2 -3 -5 n/a

Soak Confined Fire/Sun STR HIGH LOW STR HIGH LOW


1 +1 0 6 +3 +1
2 +1 0 7 +4 +2
3 +2 0 8 +4 +2
Stam. + Dodge + Fort. Stam. + Fort. Fort. + Dodge 4 +2 +1 9 +5 +2
(No Dodge) (No Stamina) 5 +3 +1 10 +5 +3

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