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Dark ages

Outremer (v20)
Players Guide
Version 1.0.1

Table of Contents
Chapter One: Setting Salubri 11 Material 14
Information 4 Toreador 11 Options 15
What is Outremer? 4 Tzimisce 11 Blood Sorcerers 15
The Latin Kingdom of Jerusalem Ventrue 11 Tremere Thaumaturges 15
5 Low Clans 12 Assamite Sorcerers 15
Jerusalem – The Holy City 5 Assamite 12 Setite Sorcerers 15
The Latin Kingdom of Acre 6 Followers of Set 12 Necromancers 15
Acre 6 Gangrel 12 Cappadocians 15
Tyre 7 Malkavian 12 Giovani 15
The Principality of Antioch- Nosferatu 12 Lamia 15
Tripoli 8 Ravnos 12 Nagaraja 15
Antioch 8 Tremere 13 Merits and Flaws 15
Tripoli 8 Bloodlines 13 Specializations and Fields of
Cyprus 9 Baali 13 Expertise 16
Timeline 10 Giovani 13 Backgrounds 16
The Diet of Olives 10 Lamiae 13 Allies 16
Clans 11 Nagaraja 13 Alternate Identity 16
High Clans 11 Artifact 17
Chapter Two: Character
Brujah 11 Creation 14 Contacts 17
Cappadocian 11 Domain 17
Prelude 14
Lasombra 11 Influence 17
Marshal Training 17 Vegetarian Vampires 24 The Path of Skulls 31
Mentor 17 Vitae 25 The Vitreous Path 31
Retainers 17 The Blood Oath 25 Necromancy Rituals 32
Animal Retainers 17 Ghouls 25 Thaumaturgy 32
Status 18 Torpor 26 Thaumaturgy Rituals 32
Willpower 18 Amaranth (Diablerie) 26 Akhu 32
Languages 18 Combat 26 The Revelations of Duat 32
Religion 19 Maneuvers 26 The Revelations of Eden 32
Christianity 19 Damage 26 Dur‘An‘Ki 32
Catholic 19 Soak 26 Awakening of the Steel 33
Greek Orthodox 19 Unique Forms 26 Combo Disciplines 33
Oriental Christianity Disciplines 27 Occult Knowledge 33
(Armenian, Syrian and Auspex 27 Miscellaneous Rules 34
Georgian Churches) 19 Animalism 27 Downtimes 34
Nestorian Christianity 20 Celerity 27 Using Backgrounds 35
Islam 20 Daimonion 28 Raising Backgrounds 35
Sunni 20 Dominate 28 Favors 35
Shia 20 Obfuscate 28 Trivial Favor 35
Sufi 20 Obtenebration 28 Minor Favor 35
Kharijite 20 Presence 28 Major Favor 35
Other 20 Protean 29 Blood Favor 36
Jewish Rabbinites 20 Quietus 29 Death Favor 36
Jewish Karaites 20 Serpentis 29 Travel 36
True Faith 21 Valeren 29 Travel Method 36
Submission 21 Watcher 29 Appendix One: Equipment
Chapter Three: House Vicissitude 29 38
rules and clarifications Blood Sorcery 29 Armor 38
22 Abyss Mysticism 30 Purchasing Armor 38
Experience Points 22 Necromancy 30 Helmets 38
Spending 22 The Bone Path 30 Purchasing a Helm 38
Gaining Merits and Removing The Centaph Path 30 Shields 38
Flaws 22 The Corpse in the Monster Purchasing a Shield 39
Willpower 23 Path 31 Weapons 39
Failing a Road 23 The Graves Decay 31 Purchasing Weapons 39
Dice and Difficulties 23 The Haunting Path 31 Crafting 39
Blood 24 The Sepulchre Path 31
The Ash Path 31 Appendix Two: Changes
Getting it 24 40
Human Bodies 24 The Twilight garden path 31
Update 1.0.1—29/8/21 40

This document is a compilation of house rules and setting information compiled for use on the DAV20 Server
Dark Ages: Outremer. Many of the house rules originate or take inspiration from Oregon by Night, Louisiana by
Night, Belgrade by Night and others.

The rules presented in this document are still in flux. Any rules which get openly abused or don’t work out may be
subject to change.
Chapter One:
surface of Palestine has grown spotty with various
encampments, fortresses, even full-scale towns – all
evidence of the determination of the Christian cause.

Setting After the Crusade’s initial successes here, Frankish nobles


established landed domains within areas won from the

Information
Muslims. Over the next century, the largest of these areas
– places such as Acre and Jerusalem – even grew to
become fully functioning feudal bureaucracies of their
own. These areas in particular became Christianity’s
What is fortresses on the front lines of the struggle to regain the
Holy Land, known as “Outremer” to the Frankish
Outremer? settlers. As such, they have been a draw to the undead
Children of Caine since their establishment

I n the time since the establishment of the first After the failure of the Fifth Crusade in 1218,
Crusader Kingdoms in Palestine, the conquering however, wherein the Christians attacked the world
Franks have referred to the entirety of the Holy Land as symbol of Muslim wealth and power, Egypt herself, a
“Outremer.” The word itself has its origins in French, shaky truce was established between Islam and
indicating a perimeter area and roughly translating to a Christianity – one that crossed the veil of life and death.
catch-all phrase meaning “beyond the sea.” The term Christian Ventrue lords and their Frankish vassals in the
eventually falls out of usage following the collapse of the West needed enough time to gather together another,
Latin Kingdoms in 1291. more organized (and feasible) crusade, and a truce with
In the time since the First Crusade in 1099, wherein the embittered Assamites and their Muslim charge was
the crusaders “liberated” Jerusalem from Saracens, the the only means by which this could be accomplished.
Earlier, the Followers of Set had nearly been successful in
their attempt to use the tide of the Crusades against their
enemies in Egypt. Meanwhile, the Assamites grew doubly
enraged at the duplicity of the ignorant Franks, whom
they wrongly believed would have been smart enough to
avoid any dealings with the Serpents.
This truce lasted just long enough for the new Holy
Roman Emperor, Frederick II, to enter the picture with
an agenda of his own. He foresaw a unified, Christian
Outremer under the banner of his own empire, and he
began an organized campaign effort to squeeze oaths of
fealty and vassalage from the various land-holding
Frankish barons. He granted numerous fiefs in Outremer
to German barons and sought to increase the power of
the Teutonic Knights, who were exempted from taxation
in 1226 and upon whom the emperor recently gifted the
former royal palace on the Street of the Armenians in
Jerusalem. German Ventrue and Roman Lasombra
quietly encouraged these “diplomatic” efforts, while
Genoese, Venetian and Pisan interests chafed at the
emperor’s self-important designs. Still, many of
Outremer’s Cainites had grown weary of feuding, having
numerous losses due to vicious in-fighting and the overall
fractionating of the Christian cause, and the were thirsty
for the unity and leadership that Frederick and his plan
represented. Therefore, many of Outremer’s Christian

What is Outremer?

4
Cainites came together in their support of the Emperor the new Christian kingdom, and many new Christians
Frederick at the time, contingent to his following through soon immigrated to the area, providing the kingdom with
on all the promises he had made during the long a diverse population of Greek Orthodox, Syrian,
campaign. Armenian, Georgian, Jacobite and Nestorian Christians.
With the recent return of Jerusalem to Christian Many of these immigrant workers chose to live inside the
hands, however, the bitter feuding has returned to safety of the walled city, but with the expansion of the
Outremer. Many in the Frankish nobility resented kingdom during subsequent Crusades, many seized the
Emperor Frederick’s casual assumption of the crown of opportunity to take land in the surrounding areas as well.
Jerusalem after negotiating the return of the Holy City. With the arrival of Salah ad-Din, however, the
Upon the death of his wife, Frederick was no longer king Christian hold on Jerusalem came to an end, and
by virtue of being married to a queen, but simply the Jerusalem finally returned to Muslim hands in 1187. For
guardian of the infant king, Conrad. As was their right, 40 years Christians chafed at the loss of their capital and
the barons would have been entitled to refuse him home until finally, in 1228, Emperor Frederick II
regency if they desired – had they been asked one way or negotiated for the kingdom’s return. According to the
the other. And two of the most powerful barons of terms of his treaty with Sultan al-Kamil, Jerusalem,
Outremer, Behemond of Antioch and John of Ibelin, Bethlehem and Nazareth were to be restored to the
acknowledged no overlord – least of all Emperor Christians, along with a narrow strip of land – known as
Frederick II. the “Oultrejourdain” – connecting the kingdom to the
sea at Jaffa. This land included towns such as Toron and
This disunity has echoed in the affairs of the undead.
Montfort, as well as all the previously Muslim-held areas
While officially cut off from Rome since his
around Sidon.
excommunication, Frederick’s campaign posed much less
of a theat to the power base of Outremer’s Cainites. But Jerusalem – The Holy City
with the emperor’s recent reconciliation with the Pope
through the Treaty of San Germano, he now has the full
support of Rome once again, making him a true threat to
Outremer’s overall sense of independence. In the wake of
this reapproachment, many Cainites have begun to
scramble for whatever they can take from one another,
leaving Outremer of 1230 a land of swirling questions…
and opportunities.
In broad strokes, the land of Outremer is composed
of four main domains, and nearly all vampiric and mortal
residents of each must pay at least a nominal fealty to
their respective overlords. In the east lies the Kingdom of
Jerusalem, which includes both the city itself as well as
surrounding territories. To the north, the principality of
Antioch-Tripoli comprises those two neighboring city-
states. The southern Kingdom of Acre encompasses the Many in Jerusalem believed that the First Crusade
coastal cities of Acre, Tyre, Beirut and Sidon, and sitting would never survive the transition from dream into
aloof to the west of the mainland, the Mediterranean reality. They, too, had heard the rumors drifting in from
island of Cyprus the West, but by and large chose to disregard them as
papal grandstanding, In the months leading up to the
The Latin Kingdom of First Crusade, however, when the truth of their fate
became suddenly and unmistakably apparent, the citizens
Jerusalem of Jerusalem – both Cainite and kine – fell into a terrible
In the early days of Outremer, the Kingdom of panic. Some among the undead knew of the bloodshed
Jerusalem was the blanket term for the Christian holdings to come and sought to warn their fellows. Others played
in the Holy Land. After the city itself fell in 1099, the politics, parlaying favors with Christian authorities in
Catholic patriarchy assisted in encouraging the growth of exchange for amnesty during and after the siege.

What is Outremer?

5
In July of 1099, after finally breaching the city walls, thenceforth the new capital of the Latin Kingdom of
the knights of the Cross stormed through the city like a Jerusalem.
devil wind, laying waste to all in sight. The crusaders The kingdom itself comprises only a narrow strip of
slaughtered without selection or mercy, staking their land between the River Jordan and the Sea of Galilee,
claims to any home they so desired simply by murdering bordered by the Mediterranean Sea in the west.
its previous owner and placing their personal shields Theoretically, it includes the city of Tyre and all the
upon the door. Some 70.000 men, women and children smaller villages in between, but the recent skirmishes
were put to the sword in the first week alone. have reduced this claim to mere nominal status. In the
During this time, nearly all of the remaining Cainites year 1230, the kingdom truly consists of only the city
in Jerusalem succumbed to a massive blood-borne frenzy. itself and the island kingdom of Cyprus, where John of
They went mad, clawing and tearing with wild abandon Ibelin is also regent.
until nothing remained of their victim and then moving
Acre
on to a new target, letting the precious blood slip away
into the streets. Even peaceful Cainites were seen
ravaging one another. Brother set upon brother, and no
single family or clan seemed immune. Cainites even
forgot to flee to their havens as dawn approached, and
many met grisly, shrieking ends at sunrise. The waking
nightmare that was Jerusalem at this time became known
as the Weeks of Blood. After the terror subsided,
Cainites slowly began to return to Jerusalem alongside
the gradual influx of mortals. While the city rebuilt,
several prominent Cainites rose to positions of influence
within the city.
With the return of Jerusalem to Christian control, a
new political figurehead for the undead has stepped
forward. His name is Lucius Trebius Rufus, a Ventrue of
significant ties to the Military Orders, particularly the
Knights Hospitaler. As a mortal, Rufus hailed from
southern Italy’s minor aristocracy, but he did not find his
true calling until arriving in the Holy City as one of the
undead. Throughout his time in residence, he has
worked to keep the city safe and sanctified at all costs, as Acre is often considered by many to be the jewel of
was instrumental in the return of the Church of Holy Outremer, outshining even the glory of old Jerusalem
Sepulchre to the Greek Orthodox Church in 1187. The herself. Ever since the Christian re-conquest of Acre in
coronation of Rufus as the Prince of Jerusalem took part 1191, pilgrims from all over have come to view Acre as
in 1229. Outremer’s true bastion of Christianity, and for good
reason. With its broad thoroughfares, secure towers and
The Latin Kingdom of bustling harbor, the city has much to offer those who
seek some much-needed respite in a harsh and foreign
Acre land.
The Second Kingdom of Jerusalem, as it is known, Nevertheless, Acre is a cosmopolitan medieval center,
emerged after the Holy City fell to Salah ad-Din’s army with separate districts for each of its distinguished trading
following the disastrous battle at Hattin in 1187. The houses, including the Genoese, the Pisians and the
Latin kingdom had lost not only its capital city, as part of Venetians. Under a standing agreement with the King of
the ransom paid for King Guy de Lusignan, the port of Jerusalem, each of these groups is allowed to govern its
Ascalon as well. In response, Guy immediately broke his quarter under its own consuls. This is not problematic in
word to Salah ad-Din regarding future military action, and of itself, but the groups are also permitted to police
moving south to Acre and laying siege to it in 1188. After their own, using a watch made up of men of their own
nearly three years, Acre fell to the Christians, becoming choosing. This arrangement has led to some serious in-

What is Outremer?

6
fightings among the trading houses, each of whom
Tyre
believes the other to be abusing their “police” for their
own purposes.
Before the recent return of Jerusalem to Christian
hands, Acre was also home to many of Christianity’s
military orders. Two in particular, the Knights of Saint
Thomas of Acre and the Teutonic Knights, had their
beginnings here, in fact, and the two most distinguished
of the military orders – the Templars and the Knights
Hospitaler – moved their bases of operations to Acre
after the Holy City fell to Islam. This is as much a bane as
it is a boon, however, as special consideration from Rome
have essentially freed these orders to do as they please. So
much free will in one city is never good for general
stability or for the rule of law.
To the undead, Acre has long been synonymous with
pain and revulsion. The very faith that drew so many
pious mortals to the safety of her mighty walls forbade
Cainites from venturing into Acre. This presence of the
divine – known to the undead as simply “the Aura” –
extended as far as the harbor, forcing most Cainites
traveling by boat to land 15 miles further south, at Haifa.
For centuries, any vampire who came near the city would
suffer a must excruciating pain, and even death, if she As one of Outremer’s largest port cities, Tyre is a
drew too near. Even particularly amoral or powerful cosmopolitan center of trade and commerce in the East.
ghouls felt the aura’s oppressive heat upon their souls. It is the wellspring of two of Outremer’s most important
Yet everything changed suddenly on a warm, summer native products – sugar and a fabric known as “zendado.”
night in the year 1212, and Acre hasn’t been the same Almost all the sugar consumed in Europe at this time
since. comes from Outremer, and from Tyre in particular. The
Acre’s Cainite population has been governed for rivalry here between Venice and Genoa (and to a lesser
many years now by a Ravnos named Etienne de Faubergé. extent, Pisa) is at its fiercest, with each house constantly
Before the disappearance of the Aura, however, de angling for an edge of the other. Venetian interests are
Faubergé was a prince without a real domain, as even he overseen by the meticulous personage of one Fiorello
could not enter the city unharmed. Among his enemies, Giovanni, a calculating taskmaster of a Cainite and, if the
he was coldly referred to as the “Prince of Dirt.” He held rumors are correct, one of Augustus Giovanni’s personal
court within a large caravansary on the sandy plain protegés. Despite Fiorello;s grim determination, however,
outside the city. When the Diet of Olives was called, truly the biggest supporter of this intense feud between
Etienne went in person, and was the first to sign the Tyrian trade houses is and has always been the city’s
agreement. With the guaranteed support of Outremer’s secret masters.
most powerful Cainites, the Ravnos now feels secure The city’s current Cainite leadership, a Lasombra
enough to rule Acre alone. named Nicolao is the head of a long chain of command
beginning and ending with Tyrian sea-captains. An entire
fleet of vessels rests at Nicolao’s disposal, many of which
are helmed by his own childer or by those who are fully
indoctrinated into his service. Few of the corsairs at his
command realize that Nicolao himself might be a vassal
to another, and that is just how the Lasombra likes it.

What is Outremer?

7
The Principality of Antioch
Antioch-Tripoli What is now the principality of Antioch is one of the
most famous sites in all Palestine. Located about 20 miles
To be precise, only Antioch is the actual principality, inland from the third largest city in the Roman Empire
while neighboring Tripoli is a county. The entire region, during the time of Jesus Christ. Antioch is the ancient
which includes various smaller coastal cities such as site of Saint Paul’s first sermon, and according to the
Lattakieh and Marqab, is the province of Behemond of Bible, the first place in history where people who
Antioch – a stubborn ruler with very clear-cut (and followed Christ’s teachings became known as Christians.
insular) notions of land, leadership and the entitlement The Antioch of the 12th century is a far different place
of both. Geographically speaking, the unified title than its Biblical predecessor, but it is arguably no less
“Antioch-Tripoli” is somewhat misleading. Tripoli is just important to the Holy Land. Its fertile plain provides a
as far removed from its sister-city to the north as she is constant source of nourishment to the citizens of
from Acre, further south. Nevertheless, the political fates Outremer. Indeed, were it not for the Oulterjourdain,
of the two have been linked for decades now, and they Antioch would be the sole provider of many of the
will remain so right up until the fall of the entire Latin kingdom’s needs. Surrounding the city itself is a beautiful
kingdom. patchwork of orchards and vegetable gardens, and the
In the year 1230, the principality finds itself politically olive-groves dotting the hillsides are as familiar to the eye
cut off from the rest of Outremer. This is due in no small as they are pleasing. Although it is not seaside itself,
part to its leader’s outright refusal to capitulate to Antioch is also an important port-city for Outremer, as
Emperor Frederick’s decrees. Bohemond of Antioch the rich merchants of Aleppo use Saint Symeon for their
believes that he can maintain his power base through trade – a port accessible only by through Antioch.
careful negotiation with his neighbors, the Seljuk Turks, Zakariah, Childe of Ahmed ibn Zayyat of Clan Assamite
the Armenians and the powerful Knights Templar, to officially reigns as the city’s Prince, but many of the
whom he has worked to ingratiate himself for many years. Elders know that he might not be the true power behind
It is a dangerous game Bohemond plays, and one that the throne...
could ultimately leave him and his territory teetering on
the edge in ruin. Tripoli

Located roughly between Antioch and Acre is the


coastal city of Tripoli. In 1230, Tripoli is still an
important port city, serving both in-country interests and
those abroad. It has been the primary port of Homs for
some time by this point. Theoretically, Tripoli is
governed by a count of its own (being a county), but it is
often politically overshadowed by its sister-city to the

What is Outremer?

8
north. This paradigm shifted most dramatically in 1220, from north to south and nearly 150 from east to west. It
when then Count of Tripoli – one Bohemond IV – has miles of sandy shoreline in addition to its
recaptured Antioch for himself, leaving its former ruler breathtaking mountain ranges, and it is a highly
Prince Raymond-Roupen to die in captivity in Tarsus. defensible place on the who, with only a handful of
Bohemond’s accession sparked much debate among the reliable ports at which to dock larger vessels. For decades
nobles of Outremer, and his subsequent dealings have now – ever since the crusaders first arrived here – the
jeopardized all those within his domain. Nonetheless, he island has been used as a staging ground for those who
is a savvy statesman, and Tripoli countinues to thrive would take up the Cross, a safe haven and meeting
under his governance (even though he has retired to take ground for the soldiers of Christ. As a result, Cyprus is a
up residence in Antioch). literal island amid a sea of conflict, the one place in all
Ever since the fall of Tripoli to the Christians – ever Outremer where Christians are not beset on all sides by
since the county became an official part of the Latin their enemies.
kingdom in the Holy Land – Tripoli’s undead have Nonetheless, it is reason rather than religion that
answered to an Assamite named Ahmend ibn Zayyat. governs the Cainites of Cyprus. For over 100 years, the
Although raised a Muslim and Embraced by a Muslim island has been the private sanctuary of a Brujah named
Assamite, ibn Zayyat went through an experience that Nehemiah, who retired to the island to complete the
altered the course of his unlife while he was still a studies of ancient text he acquired from a clanmate.
neonate. He claims to have received a divine revelation Nehemieah has come to govern everything in his unlife
which instructed him on the path of true righteousness, through reason alone. Therefore, when other Cainites
and he has been committed to following the path ever began to arrive on Cyprus, he saw no reason to forbid
since. Many among his own clan consider him a traitor to them to stay, as long as the upheld the laws of the island
the cause, as he is a devout and vocal proponent of and the Old Ways.
Christ’s divinity, but ibn Zayyat himself shows no The biggest of Nehemiah’s problems has arisen from
sectarian favoritism, a fact that has earned him many a group known as the Order of Cyprus. In and of itself,
allies among Outremer’s religiously minded Cainites. the order is just another Christian military order of the
Although ibn Zayyat will not relate the circumstances or sort Nehemiah has been contending for decades. The fact
details of his revelation to any Cainite, the power his that its activities conceal those of a cabal of Tremere is
conviction is apparent to any and all who stand in his what’s causing the problem, though. Originally, the
presence. Under his aegis, the Faithful Cainites of Tremere arrived surreptitiously, using the order as a base
Antioch-Tripoli have found guidance in those dark times. from which to launch investigations. However, they
Ahmed ibn Zayyat was one of the most active participants continued to reside on the island, still using the order as
in the Diet of Olives and fiercely supports its resolutions. cover, and still flaunting Nehemiah’s law. For now, he
simply waits, watching the Tremere for signs of change
Cyprus one way or the other.
In less than a year, Cyprus erupts into a full-scale civil
war. After Emperor Frederick II demands help from the
Papacy in solving succession issues in Outremer, an army
arrives in Cyprus led by Richard Filangieri, an Italian
naval marshal. In 1232, at the Battle of Agridi,
Filangieri’s men are finally routed by John of Ibelin,
securing prosperity and independence for Cyprus.
Nehemiah watches these and more events unfold with
detached interest. Although he is presented with
numerous opportunities during these coming conflicts,
he does not act against those who question his authority
on the island. Instead, in the decades and centuries to
Geographically speaking, Cyprus is far and away the come, all types of Cainites, counts and crusaders will
largest of the Crusader Kingdoms. It is the third largest come and go in Cyprus. Through it all, Nehemiah
island of the Mediterranean, stretching over 60 miles remains.

What is Outremer?

9
Timeline no word had been sent to Tyre in the first place. (The
Salubri never did reveal to the others why Tyre had been

T
passed over).
he year is 1230. The Sixth Crusade has happened. In a large villa on a hill at the foot of the mount (the
The Christian Crusaders are struggling on all former location of the Tremere chantry in fact), the
frontiers. Jerusalem is in the hands of the Crusaders, Cainites and their entourages assembled. For three
under Holy Roman Emperor Frederick’s infant son, King nights, all in attendance were the guests of the Salubri
Conrad IV Hohenstaufen. who fully guaranteed both comfort and security. A large,
quiet and hooded individual tended to any and all needs
The Diet of Olives during the meeting, moving deftly between the crowded
In December of 1228, after the last Muslim ruler had assembly and just as quickly fading from view once more.
fled Jerusalem, a convocation of Cainites met on the When it was all over, the Cainite lords of the greatest
Mount of Olives outside the Holy City. Its inceptor, a cities of Outremer had signed a pact that they agreed
Muslim warrior Salubri named Qawiyya el-Ghaduba, had would last for a minimum of 10 years – the length of the
a vision for Outremer – one she wanted to share with the truce between Emperor Frederick and Sultan al-Kamil.
leading Cainites of the area – and the time was right for The terms were simple and threefold:
its implementation.

F
The Salubri warrior had appeared in Jerusalem a mere
irst, mutual non-aggression was to be observed
handful of years earlier, but with her came righteous
between all the Cainites involved (and their
retribution. She met with an aged Salubri healer named
vassals and lieges) for the duration of the treaty.
Nahum ben Enosh – a childe of Saulot himself – and
with his aid, contrived to rid the Holy Land of the foul
presence of those who would flaunt the will of God. The
Tremere of Jerusalem, who had been steadily growing in
power and influence up until then, knew nothing of this S econd, all parties involved would endeavor to
share any and all information pertaining to the
pact and were caught completely unaware when the two Baali and/or those who would come to the Holy
Salubri finally took up arms. All the resident Cainites of Land to plunder its faith or treasures, lending
the Jerusalem Chantry simply disappeared one night, support to actions against said individuals where
their ghouls and mortal servitors mysterically freed from possible.
any obligations (blood-borne or otherwise) they may have
had to Clan Tremere. Only a single Gargoyle servant, a

F
beautiful creature named Rusticus was spared. inally, no Cainite lord involved would agree to
To everyone's surprise but her own, every Cainite lord grant the hospitality of his or her domain to any
who had been issued an invitation did indeed respond to transgressors of the above rules. (The Salubri
the Salubri's call. From Acre came the Ravnos prince eventually managed to convince all in attendance the
himself, Etienne de Fauberge, a devout Christian who Tremere almost always fell into this category.)
seemed to immediately grasp the meaning and intent of
the Diet. From Antioch came Zakariah, vassal and child
of Ahmed ibn Zayyat, the Assamite Prince of Tripoli. The Diet was a great success, Everyone present had
Rafqa, the Brujah Prince of Beirut, arrived in person. not only signed, but also seemed willing to trust that the
The Salubri were honored by the presence of their others involved would adhere to the treaty's terms, in
compatriot from Jerusalem, an elder Malkavian named both letter and in spirit. The only exception was in the
Shahnazar who had risen to considerable influence in the representative from Cyprus, who had been instructed not
Holy City since it returned to Muslim hands in 1187. to make any concessions or sign any treaties on behalf of
And from far-off Cyprus arrived an unnamed ghoul in his Cainite liege. The ghoul merely took note of the
service to Nehemiah – a silent witness to the proceedings. Diet's conclusions and quietly departed, having uttered
Of all of Outremer's influential domains, only the court no more than a handful of words during the entirety of
at Tyre – that of the Lasombra Prince Nicolao – did not the convocation.
have a representative at the Diet, and this only because

Timeline

10
Clans the remnants of the Clan.
Notable Members:
• Lioness of Jerusalem, Architect of the Diet of
Olives
High Clans
Healer
Brujah Limit: Some
Warrior
The philosopher-kings of Outremer are numerous,
usually filling the boots of knights, scholars, mercenaries Limit: Some
and politicians. They come from minor aristocracy, are Watcher
well educated, usually with some status to back them up Limit: 1
and hold significant sway over mortals. Towards what
goal they operate is hard to determine, since each Zealot Toreador
has an ambition of their own, but one thing is certain –
Builders, artisans, lovers (and preservers) of the
whatever they seek, you can be sure that they are pursuing
exquisite – the Toreador in Outremer struggle with the
it with burning passion.
current political and religious upheavals which endanger
Notable Members:
so much historic beauty. They still seek to build further
• Prince Rafqa of Beirut
for the glory of God (and in some cases, themselves), but
Limit: None times and circumstances don’t always permit such
Cappadocian noteworthy endeavors. At least there’s always politics for
some members of the clan to fall back on. And in
Where but Outremer could so much religious lore Outremer, politics can definitely be an art form all their
exist? The Cappadocian who strives to know more, own.
understand more, incorperate more ancient wisdom, Limit: None
must study in the Holy Land.
Limit: None Tzimisce
Lasombra The venerable Tzimisce seem somewhat out of place
in Outremer. With most of the Clan fighting wars in
The Lasombra Clan has influenced or controlled their homeland, very few would show interest beyond the
Outremer’s religious patriarchy through influential borders of their domains. This specifically applies to
pilgrims and advisors for hundreds of years, though the Kolduns and those of the Old Clan who are, safe to say,
instability of the region has made maintaining this unheard of in the Holy Land. If a stray Fiend has found
control into a frustrating chore. their way to Outremer, they would have done so as spies
Notable Members: for their Elders, and other Clans are unaware of their
• Prince Nicolao of Tyre presence. It’s safer for all concerned that way.
Limit: None Limit: Some
Salubri Ventrue
The few Salubri of the region, still thoroughly shaken The Ventrue are biding their time and gathering
and disoriented in the wake of Saulot’s destruction, flock resources. They wait for the next great Crusade, and
to the area in search of safe haven. Elusive and fearful, intend to be in the position to benefit. For now, they
they are turning to their own more and more when they know that their rivals have the upper hand within the
seek allies, for they can trust no others. Notes left in region, and as such avoid open confrontation.
obscure places, written in the ancient language are all well
and good – but real contact with others, others like Notable Members:
yourself, becomes increasingly important as the Salubri • Prince Lucius Trebius Rufus of Jerusalem
become more isolated and cautious. Jerusalem, always a Limit: None
nexus of intrigue, draws Salubri as the area is under the
Diet of Olives, and has become somewhat of a shelter for

Clans

11
Low Clans
Assamite
The Assamites are by far the most powerful Low Clan
of the region, and one of the most numerous, although
they are split along religious lines. To say Assamites got
their hands full would be an understatement. With
majority of the Clan in the Ashirra their efforts are being
split between opposing the Cainite Crusaders, battling
the infernalists, and aiding their brethren in Egypt
against the Setites.
Notable Members:
• Prince Ahmed Ibn Zayyat of Tripoli
• Prince Zakariah of Antioch
Vizier
Limit: None
Warrior
Limit: None
Sorcerer
Limit: 1
Followers of Set
anywhere else in particular – beyond whatever personal
The Setites of the region find all religions except their voices drive them individually. Terror and treachery
own anathema, but cannot resist the temptation of entice; torment and temptation thrill.
seducing throngs of pilgrims new to these lands. They Limit: None
have to stay cautious though, as revealing their true
nature might result in their swift demise. Nosferatu
Limit: None Nosferatu in the Outremer region are in a particularly
Warrior fortunate position. The leper colonies they prefer are
everywhere, yet avoided by Cainite and mortal alike. They
Limit: Some
can gather information from the region’s population and
Gangrel from the thousands of religious pilgrims who travel the
roads, yet never have to worry about their own havens
The Gangrel currently in Outremer are about as being intruded upon. Cainites of other Clans are willing
individualistic as one might expect. The battles of those to trade information for information, though, and thus
who truly care about the region are not their battles; the the Nosferatu reach extends far and wide.
causes of the Cainites who war here are not their causes.
Their services may be hired, but they are no more than Limit: None
mercenaries in the conflicts that steadily erupt. Needless Ravnos
to say, they prefer it that way.
Limit: None The Bashrite Ravnos have led and bled the trade city
of Damascus nearby for over 500 years – a position of
Malkavian power understood, if not respected by all Outremers
The Malkavians of Outremer, as elsewhere, have no Cainites. Except the very new or the very naïve. Surviving
coherent organization. Madness tends to be solitary; this and thriving through the cycles of empires, both East and
is a good thing. Malkavans in and around Outremer West, the Bashrites believe that the downfalls of the great
probably have no particular reason for being there – or civilizations and the presence of holy armies mark the

Clans

12
coming of a dark chaos. Their most ardent members seek being a Baali is a downward spiral into damnation.
to destroy all that is holy, battle against the Methuselahs Limit: 3
and prophesy the imminent rise of the Antediluvians
from their age-long slumber. The rest are simply in it for Giovani
the profit, to a greater or lesser extent. Even though still small in number, Giovani have
Because the Bashrites have a higher calling, the found their way to the land of Outremer, due to the vast
generally care little for the petty infighting of the mortals presence of the Venetian merchants. The land offers a lot
during the Crusades. Each side requires supplies, and of trading and business opportunities, and ancient texts
provisions to feed armies are difficult – and expensive – and relics are aplenty. A perfect place for the Young Ones
enough to obtain that the merchants of Damascus have to amass wealth, power and knowledge, much to the
considerable leverage. The Ravnos take advantage of opposition of the Diet of Olives, because, at the end of
Arab, Jew and Christian equally, with two exceptions: the day, the real Clan Weakness of the Giovani is greed.
They are vitally interested in holy relics, and work to Limit: Some
undermine the activities of the crusader Cainites who
seek to disrupt the Bashrite prophesies. Lamiae
In a time when the future of faith is at stake, The Gorgons are as elusive as they are few in number.
desperate Cainites deign to make pacts with even the Although a wondering duelist-scholar might be found in
Ravnos, trading bargains and favors in efforts to the Holy Land, they never stay for long in one place,
reestablish their power within the region. always returning to their flock with the newly accrued
Notable Members: knowledge. Lamia are feared as much as they are hated.
• Prince Etienne De Fauberge of Acre Those who know of their existence also know of their
Limit: None martial prowess and powerful Necromancy. They
venerate Lillith as a Godess, which is a breach of the First
Tremere Tradition of Caine, making them heretics of the kindred
The presence of the Tremere in Outremer is pretty society, and one of the reasons why they align with others
much non-existant since the fall of the Jerusalem who are rejected, such as the Baali. They share as much
Chantry. The Diet of Olives making them extremely hatred as any other Cainite for the Setites, followers of
unwelcome, to the point of being openly hunted, though the false God.
they have not given up on acquiring their own power in Limit: 1
the Holy Land, infiltrating the Order of Cyprus and are
Nagaraja
currently engaged in secret discussions with a faction of
Egyptian Setites who they believe may be able to help One of the eldest bloodlines, the Flesh-Eaters remain
them establish a foothold either in Outremer, or at least the undisputed masters of necromancy in the lands east
northern Africa. To date, these discussions have not of the Indus, using this unique advantage to bargain with
progressed particularly far. other clans. They have long struggled to carve a place
Limit: 1 amongst hoary ancients, even as their curse and insular
nature alienates them from higher societies. Even the few
Bloodlines who do not guard the First Necropolis keep the secrets of
the bloodline, remaining survivors first and foremost.
Baali Cosmopolitan in their dealings but zealous in outlook,
the Flesh-Eaters walk the newly-reformed Silk Road,
The notorious infernalists since the days of the
sending neonates to seek allies, resources and the lore of
Second City, Baali have a large presence in the Outremer,
Nod while their elders scrutinize Enoch’s secrets.
despite it being the land of the Holy. Rumored to have
Nagaraja treat with the clans as clients and seek out the
multiple strongholds in the area, the number of Baali
myriad experiences of the living world, if only to fully
nearly matches those of the Major Clans. With the Diet
grasp the twisting cycle of life and death — and under-
of Olives in effect, and infighting of the Baali factions,
stand the strange nights in which they find themselves.
their position has become rather unsecured. If being a
Vampire is a tale of the struggle of the accursed, than Limit: 1

Clans

13
Chapter Two:
Reader to edit the sheet, to minimize the chance that you
will need to recreate it from a clean copy.
Additionally, use the Google spreadsheet, a.k.a.

Character Character Tracker provided in the #🧻resources🧻


channel for your character log (essentially, a mirror of

Creation
your character sheet’s contents that provides a more
detailed and trackable breakdown of how your character
was built and where XP is spent). Open the Google
Sheets link, make a copy and edit the gray cells only.
Submit a link to your Tracker along with your
Character_Sheet.pdf
Before submitting the character sheet and tracker to a
storyteller or a narrator, please rename both of them with
your character’s name at the start of the (or in
replacement of the original) filename for ease of filing.

Material

For system and mechanics:


• Vampire 20th Anniversary: Dark Ages
• Vampire 20th Anniversary: Companion
Prelude • Vampire 20th Anniversary: Tome of Secrets

B efore putting your character down to a sheet, please


contact a storyteller or a narrator with your
(Some additions from Vampire: the Masquerade 20th
Anniversary, Lore of the Clans, The Black Hand: A
character’s broad concept (Clan, history, personality) and Guide to Tal’Mahe’Ra and other supplement books are
any oddities such as rare Merits or Flaws. This will save possible, at Storyteller discretion.)
you the time of creating something that may not be
allowed or isn't available at the given moment. It will also For lore:
allow the staff to assist you in making the most efficient • Dark Ages: Europe p. 173 – 188 (Outremer section)
build to fit the concept. • Jerusalem by Night (Majority, but not everything)
Use the four-page Character_Sheet.pdf provided in
the #🧻resources🧻 channel. The sheet has shown Suggestions:
massive incompatibilities with any web browser- • Knights of the Black Cross (for Cainite Crusaders)
based .pdf viewer, and several desktop .pdf viewers as • The Veil of Night (for Ashirra)
well, resulting in a partially-erased or otherwise corrupted
document. Use only either Acrobat Reader or Foxit

Prelude

14
Options Tremere Thaumaturges
What you may play is generalized to the Clans listed Thaumaturges always start on one of the Lesser Paths
on Vampire 20th Anniversary: Dark Ages p. 42-67, and, (Vampire 20th Anniversary: Dark Ages p. 297-299) and
in rare cases, Bloodlines. Certain options may become may learn as many Lesser Paths as they want to any level.
unavailable depending on player population or the
ongoing plots in the story. Assamite Sorcerers
Please refer to the Clans Section11 to see available Dur’An’Ki starting Paths are Creatio Ignis (The
options. Creation of Fire) and Iter Pernix (The Swift Journey).

No fresh character may be older than 100 cumulative


Setite Sorcerers
years. The Akhu starting Path is Potestas Tempestatum
(Power Over Storms)
Base distribution:
Attributes
Abilities
(7/5/3)
(13/9/5, max 3 at this stage)
Necromancers
Disciplines (4)
Backgrounds (5) Cappadocians
Virtues (7)
Freebies (15) Mortiis starting Paths are The Corpse in the Monster
Merits and Flaws (7 points of Flaws maximum) or The Path of Grave’s Decay. Secondary Paths may
include any of the Giovani Paths. Any other Necromancy
Freebie points (15)
Paths require a Mentor.
Freebie Costs: Giovani
Attribute (5 per dot)
Ability (2 per dot) Starting Paths are Ash Path, The Bone Path or the
Discipline (7 per dot max 4 at this stage) Sepulchre Path.
Background (1 per dot)
Virtue (2 per dot; does not raise Road or Lamia
Willpower) Starting Path is The Path of the Twilight Garden.
Road (2 per dot)
Willpower (1 per dot) Nagaraja
Via the initial dot allocations and freebie points, you may Starting Path is Vitreous Path.
not end the character creation process with more than 4
dots in any Discipline. Merits and
Blood Sorcerers Flaws
To learn the first level of any Greater Path, the
Sorcerer must master one of the Lesser Paths to a level 5. T •
he following Vampire 20th Anniversary: Dark Ages
Merits and Flaws are explicitly prohibited:
Child
All Blood Sorcery Traditions get one Level 1 Ritual
for free upon taking the first dot in their Primary Path. • Clan Apostate
Necromancy Paths and Abyss Mysticism are excluded • Common Sense
from this rule and require each ritual to be bought. • Oracular Ability
• Spirit Mentor
• Settlement

Merits and Flaws

15
• The Company of Saints and Heroes • Flawed Reality (Ravnos only)
• Vassal • Oathbreaker (Ravnos only)
• Blasphemous Pact • Indelible (1pt only)
• Profane Trappings • Impressive Restraint (Self-Control Virtue only)
• Unholy Stain • Master of the Masquerade (Road of Humanity only)
The Merit Demonic Patron is restricted to Baali only • Slowed Degeneration (Road of Humanity only)
at creation. Taking this Merit is the only way to get a • Arcane Curse (Tremere only)
Mentor that can teach Dark Thaumaturgy, and the Allies • Mage Blood (Tremere only)
provided by the Merit have been replaced with Contacts, • Thaumaturgically Inept (Tremere only)
representing the Demons knowledge. • Bioluminescence (Tzimisce only)
• Pain Tolerance (Tzimisce only)
The following Merits and Flaws from Vampire: the • Haven Affinity (Tzimisce only)
Masquerade 20th Anniversary are allowed: • Unblinking (Tzimisce only)
• Bruiser • Privacy Obsession (Tzimisce only)
• Tic/Twitch • Uncommon Vitae Preference (Ventrue only)
• Vulnerability to Silver
• Lazy
• Permanent Fangs Specializations
• Shy
• Phobia and Fields of
• Clan Friendship
• Sleeping with the Enemy Expertise
• Clan Enmity
• True Faith
T he following Abilities require a Field of Expertise at
the first dot: Commerce, Crafts, Performance,
Academics, and Theology.
The following Merits and Flaws from Lore of the
Abilities gain specialization as usual, when the 4th dot
Clans are allowed:
is purchased for it, and additional specialization for each
• Addictive Blood (Setite only)
dot beyond 4th. With 5 dots in a single trait, additional
• Hive-Minded
specializations can be purchased in play with XP.
• Totemic Change
• Member of the Pack
• Call of the Sea (Lasombra only) Backgrounds
• Secret Stash (Lasombra only)
• Instrument of God (Lasombra only)
• Insubordinate A ll Backgrounds are capped at 5 dots at creation
unless noted otherwise.
Backgrounds may not be purchased with XP during
• Distracting Aura (Malkavian only)
• Stigmata creation. Some Backgrounds may be purchased and
• Foul Blood (Nosferatu only) raised in-play with Downtime actions and XP
• Lizard Limbs (Nosferatu only) expenditure, combined.
• Long Fingers (Nosferatu only)
• Monstrous Maw (Nosferatu only) Allies
• Piscine (Nosferatu only) Allies Background will not be used in this chronicle.
• Sleep Unseen (Nosferatu only)
• Tough Hide (Nosferatu only) Alternate Identity
• Rugged Bad Looks (Nosferatu only)
• Stench (Nosferatu only) A character must have at least 1 dot in this
• Anosmia (Nosferatu only) Background to nurture a pseudonym, alias etc. and the
• Antitoxin Blood (Ravnos only) evidence to support this fake identity.
• Heart of Needles (Ravnos only)

Backgrounds

16
Artifact available Special Maneuvers are listed in the Vampire
20th Anniversary: Dark Ages Tome of Secrets p. 85-87.
This Background is not purchasable at character
creation or in-play. It can only be awarded by the Mentor
Storyteller.
Dots in Mentor Background represent not the overall
Contacts power of the Mentor, but rather how much they are
willing to aid the protége. This means that a character
Contacts represent mortal NPCs of lesser importance, may still have a powerful Mentor even at one dot of the
possessing information in a single Field of Expertise and Background, but cannot expect to be aided much.
Location, which must be selected at the moment of Mentor is only willing to teach their in-Clan Disciplines,
taking the dots in this Background. They will provide and only up to the level of the dots invested in the
relevant information when required, but will be stationed Background. Mentor will not willingly share their unique
at a single location, and by no means accompany the Clan or Bloodline Disciplines without a good reason. (ex.
character. Additionally, a player may roll their Contacts Vicissitude, Valeren etc.) A character may have multiple
(difficulty 7) to find minor contacts in other Fields of lesser-value Mentors, but the Background still caps at 5
Expertise. dots.

Domain Retainers
The following Flaws prevent Characters from taking Retainer NPCs have drastically reduced stats for ease
dots in Domain Background: Nameless, Outsider. and balance of play. Note that this is narrativist, not
simulational; that is, their stats represent how much they
A starting character can have up to 3 dots maximum will do for you in specific more than they represent their
in any category of Domain Background. All available total capabilities in the abstract. This Background caps at
categories of the Domain Background, and their Generational Maximum.
mechanics can be found in the Vampire 20th Points Attributes Abilities Other
Anniversary: Dark Ages Companion p. 108-109. 1 Base 2 2 at 2 Willpower 3
With 1 at 3 and 2 at 3 All Virtues 2
The first dot taken in Domain Background must be 2 Base 2 4 at 2 Willpower 5
allocated into Domain (Size) category. With 2 at 3 and 2 at 3 All Virtues 3
3 As Per Ghouls and Revenants Pg. 116
Influence
Influence represents character’s general sway over Full-sheet Retainers (3+ dots) are still fully-statted per
mortals. The name alone carries weight and is used as a the base point allocation, but have no freebie points or
tool to swing decisions to character’s advantage. Merits or Backgrounds, and are limited to their dot rating
Influence dots may be added to the Contacts dice for any Attribute or Ability (ex. a 3-dot Retainer can have
pools to find minor contacts in other Fields of Expertise. a maximum of 3 dots in any given Attribute or Ability).
See the Ghouls and Revenants p. 116 for the process.
Points Description
1 Some sway over mortals in a single district Players may spend XP on full-sheet Retainers.
2 Some sway over mortals in a single city Animal Retainers
3 Some sway over mortals in a small region
Each individual animal Retainer will use the stats
4 Some sway over mortals in a whole kingdom from Vampire 20th Anniversary: Dark Ages p. 396-399,
5 Some sway over mortals in the region and for the simplicity of play will be the only animals
of Outremer available as Retainers (no Giraffes 😔). As it states in
Ghouls and Revenants p. 170, Should a vampire simply
Marshal Training let the animal feed on vampiric blood, the maximum
Mechanics for this Background, as well as the Blood Pools are halved to reflect the fact that its blood

Backgrounds

17
has not been drained. This rule applies (halved Blood Status
Pools are rounded down to a minimum of 1). Due to a
significant difference in stats, different animals will Status Background is limited to max 2 dots at
require a different amount of dots invested in the creation.
Background before they can be acquired as Retainers,
listed below: Every Kindred which was Released and Accounted
Animal Retainer Background Cost for, by their Sire should have Status 1.
Alligator or Crocodile 3
Large Primates
Bat (singular)
3
1
Willpower
Bear 3 Willpower can only be increased up to 8 at character
Lion or Tiger 3 creation. Additional increase can only be done in-play
Leopard, Jaguar, Panther 2 with XP expenditure
or Cougar
Small Bird 1
Large Bird 2
Camel 3
Lynx 2
Domesticated Cat 1
Small Dog 1
Medium Dog 2
Small Horse 2
Large Horse 3
Small Pig 1
Large Pig/Boar 2
Rat (singular) 1
Constrictor Snake (singular) 1
Poisonous Snake (singular) 1
Spider (singular) 1
Wolf 2

Additionally, instead of ghouling individual animals,


characters may choose to ghoul swarms or packs of
animals. Swarms and packs have their own mechanics
and stats listed in Vampire 20th Anniversary: Dark Ages
Languages
p. 399. Due to a significant difference in stats, different
Illiteracy is the default in Outremer. Characters must
swarms and packs will require a different amount of dots
take Literacy (1pt. Merit) if they wish to read and write.
invested in the Background before they can be acquired
Taking Multi-Lingual (2pt. Merit) gives the character
as Retainers, listed below:
languages equal to character’s Intelligence dots in
Swarm Retainer Background Cost addition to their native and Latin.
Small Bugs 1 Additionally, all characters possess the Lingua Franca
Large Bugs 2 (1pt. Merit) for free, to have the ability to speak the
Flying Bugs 2 “common tongue” of Outremer consisting of frequently
Birds (Small only) or Bats 4 used words and phrases of all common languages. The
Rats 3 base for Lingua Franca is Old French.
Feral Cats 4
Wild Dogs or Wolves 5 Most common languages in the area of Outremer are:

Languages

18
Language Areas of use Orthodox Christians, culminating in mutual
Latin Universal language of scholars and priests excommunications in 1054. Of course, minor theological
Arabic Jerusalem, Sidon and Mamluk Sultanate variations had occurred previously and further
French Mainly Acre segmentation continued to occur. Again, the descriptions
that follow are generalizations.
Hebrew Jewish communities of Jerusalem
Greek Antioch and Cyprus Catholic
Armenian Jerusalem and Antioch & Cillicia
The largest of the Christian sects, the Latin Catholics
Italian Crusader cities, mainly Acre, Tripoli & claim to be the “pure” Church. They are fierce warriors,
Beirut and tolerate no dissension from the teachings of the
Church’s Patriarch of Rome. When they got to
Religion Jerusalem, they took possession of all of the Christian
shrines that had been built by other Christian sects,
including wrestling possession of the Church of the Holy
Sepulcher from the Greek Orthodox.
Greek Orthodox
The Eastern Orthodox, or Greek, Church separated
from the Latin Church in 1054. Its followers believe that
the third segment of the Holy Trinity, the Holy Spirit,
emanates solely from God, not from God and Jesus.
Moreover, they use leavening when they bake their
communion bread.
Greek Orthodox are tolerant of other religious beliefs,
and known for being relatively even-handed. Salah ad-
Din entrusted the Church of Holy Sepulcher to their care
after taking Jerusalem back from the crusaders.
Oriental Christianity (Armenian,
Syrian and Georgian Churches)
The Armenian Christians came to Jerusalem in 1030.
They’ve been slowly expanding ever since, and have
become a sizable community with a separate quarter in
the city. They maintain their own traditions and their

R eligion is a fundamental aspect of the Outremer


region and the Dark Ages in general. Every person
believes in a higher power of some sort, and it’s the
own language, and not accept converts. The Armenians
believe that Jesus is wholly divine, with no humanity to
his characteristics. They celebrate festivals out of sync
friction between these beliefs that cause the intolerance with other Christian groups, including the celebration of
and conflict. Every character must select a Religion they Lent at Jesus’ birth. They reportedly have an
follow at creation. These Religions are exclusively irreconcilable hatred of the Greeks.
mundane faiths which are commonly, but not exclusively The Syrians are similar to the Greeks in their worship
Abrahamic Religions. Majority of Cainites are Noddists and religious traditions, but maintain a separate culture
who respect the Covenant, but other contrary beliefs because of language differences. It is said that they pay
exist. The most common mundane Religions in tribute to other groups in order to be left alone.
Outremer are: The Georgians are also similar to the Greeks, but they
venerate St. George in addition to standard Greek
Christianity practices.
The first great schism had been building between the
Latin, or Roman Catholic, Christians and the Eastern

Religion

19
Nestorian Christianity miracles and healings when one does so in the name of
Allah.
One of the first groups to splinter off of the main
body of Christinity become known as the Nestorians. Kharijite
Nestorius taught that Joshua had two natures, human
Never a huge force in Islam, the Kharijites are still a
and divine, and that Mary had been mother to the
factor in 1197. They believe, as do the Jewish Karaites,
human Jesus. In 431 AD, this was sufficient to cause the
that the religious structure has put laws between humans
Latin Church to condemn this group, causing them to
and Allah. They militantly follow the teachings of the
break away from the established Church.
Qu’ran, and just as the Karaite reject the authority of the
The Nestorians were banished from Jerusalem along
Mishnah and Talmund, the Kharajites reject the
with other small Christin groups when the crusaders took
authority of the Sunna and sharia.
Jerusalem. Nestorians are fairly tolerant of other
monotheistic traditions, neither do they persecute people
who profess faiths other than their own.
Other
Islam Jewish Rabbinites
The Rabbinites follow traditional rabbinic law,
Again, the descriptions that follow are generalizations;
including Torah, Talmund and Mishnah. To the majority
variations occur within each subsect. The Shia in
of Jew, the Rabbinites are correct and recognizably
particular, are known for being extremely factionalized
observant in their practices. Every year during Sukkott,
within their subsect.
however, the Rabbinite Gaon would make sure to bring
Sunni the Torah scrolls with him and, during the festivals,
would ritually excommunicate the Karaites camped on
Sunni Muslims form the majority of Islam and follow
the opposite hills. The Karaites, as might be expected,
the teachings of the Qu’ran, the sharia, and the Sunna.
reciprocated by excommunicating the Rabbinites every
The community itself is important to Sunnis, and there is
year. When the Muslims took Jerusalem back from the
a strong tendency to try to reach agreement by consensus
Christians, they instead that these reciprocal, ritual
rather than legal rulings.
excommunications be stopped. Under Islamic laws, both
Sunni do not credit their religious leaders with any
groups had equal rights and equal access to Jewish holy
special wisdom; rather, they believe that any pious
sites in the city. Tensions still run high, however, with the
Muslim is qualified to be a leader. Sunni tend to be
Rabbinnites claiming that the Karaites deframe the
egalitarian and tolerant of other religious ideas.
Jewish Covenant with Yahweh, and the Karaites claiming
Shia that the Rabbinites place the laws between humans and
the Covenants.
Shia Muslims differ with the Sunni on several levels.
The most divisive theological issue is over the importance Jewish Karaites
of the Sunna; Shia do not feel compelled to follow all of
Their name derived from the word from “scripture,”
the habits of the Prophet (peace be upon him) who was,
the Karaites split from the traditional forms of Judaism a
after all, only a human and therefore fallible.
little over 300 years ago, in 880 AD. Anan ben David
Shia, however, tend to be more rigid in their
immigrated to Jerusalem from Khursan, and found strict
interpretation of the Qu’ran. The imbue their religious
rule of the Jerusalem rabbis oppressive and narrow.
beliefs with sacred wisdom, and tend to be a bit fanatical
While the Karaites follow the Torah, al-Qumusi and his
in their devotion.
followers reject the authority of the Talmund, including
Sufi the food restrictions and the laws regarding purity. They
devoutly follow the written text of the Torah, but the
Not a truly separate belief system of Islam, “Sufi” is a
Talmud is, in their opinion, simply oral law accreted by
general term for a Muslim mystic. Sufism doesn’t follow
humans onto the divine teachings. To escape the wrath of
any particular tradition or denomination. Sufi walk a fine
the rabbis, the Karaites live outside of the city walls,
line between worship and being accused of pretending to
having built their quarters on the east slopes.
be divine; one ought not to take credit for performing

Religion

20
True Faith tracker to the Staff member you had initially discussed
your character concept with; each file renamed with or to
To have True Faith the player will need to buy a your character’s name as mentioned above. They will
modified version of the merit: review it and inform you of any issues.
Once your character is approved, write a brief bio
True Faith (7pt. Merit) containing any publicly available information about your
character and post it, alongside a portrait, to the #🧛
The character has a deep-seated faith in and love
characters🧛
for God, or whatever name they choose to call the
Almighty. The character begins the game with one
The portrait cannot be of a real person other than you.
point of True Faith (Vampire 20th Anniversary:
You may use:
Dark Ages p. 392-394); this Trait adds one dot to the
• artbreeder.com
characters Willpower, and they may spend a will
• thispersondoesnotexist.com
power to cancel successes of a supernatural attacks
against them, equal to their True Faith. The • picrew.me
character must have a Road rating of 9 or higher on or any of a host of other similar services to obtain art;
an appropriate road to choose this Merit, and if they if you are using a real person’s visage as the base for
lose even a single point, all their True Faith points services like these, ensure it is in the public domain.
are lost and may be regained only when the lost Road Alternately, you may produce your own original works.
is recovered. Individuals with True Faith are capable
of performing magical acts akin to miracles, but the After your first ever character has been approved, you
exact nature of those acts are up to the Storyteller. receive 50XP. This is a one-time bonus, you do not
receive it for subsequent characters; additionally, it is
applied after character creation is finished and thus
Submission cannot be applied to XP expenditures delineated in the
part of Character Creation that addresses XP carried

W
forwards from previous sheets as applied to character
hen your character is complete, submit both your
creation.
Character_Sheet.pdf and the share link to your

Submission

21
Spending
Chapter Three: Trait Cost

House rules and New Ability*


New Discipline
3
10

clarifications New Path


(Necromancy or Thaumaturgy)
Secondary Path
7

Current rating x4
(Necromancy or Thaumaturgy)
Experience Blood Sorcery Ritual Rating x2
(Necromancy or Thaumaturgy)
Points Abyss Mysticism Ritual Rating x3
Attribute Current rating x4
Experience is distributed weekly as follows: Ability Current rating x2
Award Prerequisite Clan Discipline Current rating x5
1 XP For having an approved character. Other Discipline Current rating x7
1 XP For participating in Unguided RP. Virtue Current rating x2
1 XP For participating in at least one player-organized Road Virtues Current rating x2
event (if any). Willpower Current rating
Additional XP may be distributed based on organized
Road Current rating x2
Voice/Text Game Sessions. Additional XP may also be
*Abilities which require Field of Expertise at the 1 st
rewarded to quality writers.
dot may be re-purchased with another Field of Expertise,
and stand as separate Abilities.
XP may be spent at any time you are not in a scene;
mark down the expenditure on your tracker and add the
Once the 5th dot in an Attribute or Ability has been
purchased dots to their appropriate location in your sheet
reached, additional Specializations can be purchased with
and tracker.
XP at the cost of (2 x current number of Specializations)
XP. Storyteller or narrator still holds the right to demand
If you retire your character, 75% of the XP on your
justification or deny these purchases.
sheet, rounded up, carries forwards to your next
character. Retired characters may never return to play, Gaining Merits and
but if they are sufficiently setting-important, may be
converted into NPCs at the storyteller’s exclusive Removing Flaws
privilege.
With storyteller approval, Flaws may be bought off for
Players have a grace period of 14 days for players to
(2 × current rating) XP. This does not apply to every Flaw.
try out their character, and if it doesn’t work, they can
A reason must be provided.
retire without a penalty.
The following Merits may be purchased with
storyteller or narrator approval, for (2 × current rating)
If your character dies, 90% of the XP on your sheet,
XP and fulfillment of their minimum requirements
rounded up, carries forwards to your next character.
(listed in parenthesis).
This penalty may be waived, and full XP may be
returned, if storyteller or narrator determines the cause of Merits Requirements
death to be sufficiently dramatic, or narratively satisfying. Ambidextrous Dexterity 4
Bioluminescence* Vicissitude
The following XP expenditures are available when Bruiser Intimidate 3
carrying over XP from a prior character: Academics 1
~ Characters made with XP may add 0-3 years to their Celestial Attunement (FoE: Astronomy)
age as a vampire per 1 XP on their starting sheet. This age Heart of Needles Chimerstry 3
has no mechanical benefits or penalties.

Experience Points

22
Merits Requirements always remove this penalty.
Impressive Restraint Self Control 4 • At Road Rating 1, everyone will blatantly
Inoffensive to Animals Animal Ken 2 recognize the character for a Beast they are.
Literacy Mortals will flee or attack, depending on their
Long Fingers* Vicissitude Willpower, Virtues and circumstances of the
scene. Character’s unaltered appearance is
Master of the Masquerade Road of Humanity
considered a clear breach of the Silence of the
Monstrous Maw* Vicissitude
Blood at this point, making them a threat to all
Pain Tolerance* Vicissitude kindred.
Piscine* Vicissitude • Moments of Truth mechanics are exclusive to
Sleep Unseen Obfuscate 3 the Dark Ages Roads system, and are very
Sturdy* Vicissitude situational. Consult the Storyteller to use them.
Tough Hide* Vicissitude They can be found in Vampire 20th
*These Merits can only be given by Vicissitude and Anniversary: Dark Ages p. 115
come with the Monstrous Flaw, dropping your
Appearance to 0 if it wasn’t already. (Vampire 20th
Anniversary: Dark Ages p. 421)
Dice and
Difficulties
Willpower
E xpended dots of temporary Willpower recover at a
rate of 2 points per week. Every Saturday when the
R oad pools are capped at 10 dice. Aggravated Damage
pools are capped at 10, Lethal Damage at 15 dice
and Bashing damage, as well as all other dice pools are
Weekly XP reward is posted, Willpower points will also not capped. Automatic successes gained by spending
be recovered. This makes Willpower a valuable resource blood to activate Potence bypass this cap for damage
for a character that should only be used in crucial pools.
situations.
If you reach zero temporary Willpower, your dice Difficulties are always between 2 and 10. Any
pools are halved for all non-reflexive rolls, stacking with difficulties that would fall under 2 will automatically be
wound penalties to a minimum of 1 die in any pool. rolled at difficulty 2. Any difficulty that would exceed 10
You may not spend more than one Willpower per will still be rolled at difficulty 10, but every number that
combat round on an extra success on an action. exceeds the difficulty will instead subtract the number of
Unless specifically mentioned in a power’s text, successes from the achieved total. The player must always
powers that require Willpower to be spent for their roll to account for 1’s and Exploding 10’s due to
activation cannot also have Willpower spent to gain an Specialties.
automatic success on their activation roll.

Failing a Road
• At Road Rating 2, character gains the effects of
the Eerie Presence Flaw until they improve their
Road rating. They will have trouble interacting
with mortals without disguise. Additionally,
Hunters and Werewolves will instantly recognize
what they are. Using mundane methods of
disguise will remove the effects of this penalty,
and lasts the until the disguise is ruined, or
cover blown. The roll for a mundane disguise is
Manipulation + Subterfuge (difficulty 6).
Supernatural disguise and appropriate Merits

Dice and Difficulties

23
Blood Devil) can remove the Aura modifier.

• Domain (Size) and Fame Backgrounds reduce


the difficulty of hunting rolls by -1 for each dot
of the Background.
• Herd Background increases the hunting dice
pool by +1 for each dot of the Background.

The difficulty of hunting rolls by region is as follows,


per Vampire: The Masquerade 20th anniversary p. 259-
260:
Hunting Grounds Base Difficulty
Slums/ the Circus: 4
Lower Class Neighborhood: 5
Market District: 6
Suburb: 7
Heavily patrolled area: 8
Once per calendar day, you may make a hunting roll
in the #🩸hunting🩸 channel. This roll should include a
full breakdown of its difficulty (any applicable modifiers
listed above, applied to the chosen region), what dice
pool is being used etc. Your successes on this roll are the
number of blood points you receive.
Human Bodies
The sensory ecstasy of the Kiss, combined with the
blood loss from feeding, leaves mortals in a brief, mild
fugue. They will remember something, but nothing
distinct (except the effects such as the Giovani Curse).
• Nagaraja bite can not perform the Kiss.
Getting it Per Vampire 20th anniversary: Dark Ages p. 341,
mortals regain one blood point a day.
The hunting system is subject to the following
cumulative modifiers: Blood Taken Result
1 Will leave them light headed until they
• +2 difficulty if your unaltered appearance is eat and rest.
considered a breach of the Silence of the Blood. 2 Will leave them woozy and slightly low
(Clan Nosferatu Curse, Nagaraja Curse, some for a few days.
Merits and Flaws etc.) 3 Will most likely cause them to pass out
• +(Variable) difficulty if you have any Flaw that and feel drained for a week.
would ward mortals away from you, as specified 4 Will harm them to the extent of needing
by the Flaw (Touch of Frost, Eerie Presence, several days of medical care.
etc.) 5+ Will almost certainly kill them without
• +2 difficulty if you have the Clan Ventrue Curse immediate transfusion
or Giovani Curse.
Vegetarian Vampires
Difficulty is also modified by characters Aura
modifier. It is no secret that some Vampires often feed on
blood of the animals, mainly those of Clans Gangrel and
Supernatural disguise and some Merits can remove Nosferatu. Some even feed on Animals exclusively. They
the first two modifiers, and Obfuscate 6 (Mask of the

Blood

24
are known as Farmers in the society, a derogatory term, vitae after 12 hours, and is spoiled in all ways after 24
which makes these individuals frowned upon, and hours. Freezing or boiling Vitae destroys all its
shunned by the others, as it is seen a sign of weakness supernatural qualities.
and shame for a kindred. Stereotypes aside, food is still
food, and a character may choose to feed on animals if The Blood Oath
they want (unless they have feeding restrictions which
prevent such). Beginning or advancing a Blood Oath requires
The rolls for hunting animals MUST be either ingestion of a full point of vitae, per Ghouls & Revenants
Dexterity/Manipulation + Animal Ken, for luring the p. 36. Bonds are no longer maintained by proximity or
animals in urban areas, or Wits + Survival for trapping or interaction alone, more vitae must be provided.
stalking them in the wild. The difficulty for these rolls is
variable, consult the storyteller. At a third-level bond, attempting to do any of the
Blood from animals is less nutritious, not less following things to your regnant requires a successful
voluminous it’s all about the quintessence. Animal blood Willpower roll as per Dark Ages Vampire: 20th
is also less appetizing: Vampire: The Masquerade 20th anniversary p. 342—343: disobeying them, physically
anniversary p. 132 states that “vampires find the blood of resisting them, scheming against them, damaging their
animals flat, tasteless, and lacking in nutritional value; property, relationships, or interests, divulging their
[...] in fact, it heightens [their] desire for ‘real food”’. secrets, or attempting to directly harm them.
Blood pools of various animals listed in the table in
Vampire 20th anniversary: Dark Ages p. 341. Ghouls
Vitae
One blood point of vitae is approximately a mouthful
of fluid.
The first time in a scene that a given vampire’s vitae is
tasted directly from the source (ex. from an opened vein),
the drinking party must make a Self-Control / Instinct
roll at difficulty 6 to resist a terrible thirst incited by its
intoxicating, addictive taste. Success on this roll allows
the drinking character to consume as much or as little as
they desire, failure causes them to consume a full blood
point’s worth, and a botch causes them to drink until
they are sated (this cannot cause accidental Amaranth).
Effects such as the Foul Blood Merit override the prior

G
mechanics in their entirety, and the Addictive Blood
houls maximum blood pool is 10 with 2 of those
Merit increases the Self-Control / Instinct roll’s difficulty
points being Vitae. Ghouls do not inherit Clan
to 8.
weaknesses from their regnant (i.e. they are all treated as
The taste of vitae cannot ever be disguised or altered,
having the Blood Flaw Immunity Merit from Ghouls &
but beyond its baseline, varies from kindred to kindred
Revenants p. 137)
based on diet due to the emotional resonance and health
You may ghoul animals without Animal Ken or
of their prey. A vampire, ghoul, or previously exposed
Animalism Discipline, but their effectiveness as thralls is
mortal may detect vitae by taking a moment to smell it
significantly reduced as you don’t possess any way of
with a Perception + Alertness roll (difficulty 6). Mixing
communicating or training them. They will be your
with other sorts of potable liquids preserves Vitae’s ability
harmless pets at best (approaching them in the first place
to ghoul and bond but removes its ability to confer the
will prove to be a significant obstacle without Inoffensive
Becoming.
to Animals Merit). Once an animal is ghouled, its
Vitae sitting in the open loses its ability to ghoul in 3
instinctive aversion to vampires is gone, and any vampire
hours, its ability to bond and attune to Disciplines in 6
(not just the original domitor) can maintain its
hours, is useless for Blood Sorcery that requires a target’s
ghouldom, though Animalism is still necessary to

Ghouls

25
command and Animal Ken is still necessary to train Pull Punches: When you wish to do less damage than
ghouled animals. you rolled, you may subtract as much damage as you want
from the hit, to a minimum of 1 damage still inflicted
Torpor (this does not allow damage to be shifted between type,
i.e. aggravated damage cannot be “pulled” to lethal).

A
Characters in frenzy cannot pull punches. Automatic
torpid vampire donated at least one blood point by
successes on damage rolls from activated Potence cannot
another vampire of three or more Generations
be affected by this mechanic and will always do full
below them automatically awakens (with a new Blood
damage. This mechanic cannot be applied to Ranged
Oath, should it be applicable).
attacks.
A vampire who falls to torpor as a result of damage
can only awaken by spending a blood point and making
the Awakening roll (Road rating difficulty 8). Only one Cover: Taking cover is now a full action that will, in
roll per night may be attempted this way. A vampire most cases require no roll, unless the storyteller requires
without any blood in their bodies cannot make the roll one, due to circumstances of combat.
until fed at least one blood point. Feeding a torpid
vampire a point of Vitae will cause them to awake with a
Damage
level-one Blood Oath to every kindred who’s Vitae • Explosions use the Fire & Burns table on
they’ve been fed. A kindred who awakens with Vampire 20th anniversary: Dark Ages p. 356.
insufficient blood in their system must make a Hunger • Aggravated damage may be healed with the
Frenzy check roll. mechanics on Vampire 20th anniversary: Dark
Ages p. 345. Strenuous activity during the night
A vampire in voluntary torpor may choose to wake up prevents healing aggravated damage that night.
dusk at any day after the first spent in torpor, and may • If multiple types of damage are applied at the
wake immediately by spending a point of Willpower if same time and the character is able to soak all
they sense blood or danger in their vicinity. three of them, the soak roll is applied first to
Aggravated, then to Lethal, then to Bashing,
Amaranth otherwise, first to Lethal, then to Bashing.

(Diablerie) Soak
Fire and sunlight can be soaked with Fortitude, but
I n addition to the Diablerie rules from Vampire 20th
anniversary: Dark Ages p. 354-356 we will be using the
Diablerie rules from The Black Hand: A Guide to the
not with automatic successes.

Tal’Mahe’Ra pg. 180. Unique Forms


Combat A character may assume only one of these “Major”
forms at a time:
Discipline and level Name of form
Maneuvers Obenebration 5 Tenebrous Avatar
Protean 4 Shape of the Beast
Clinch & Hold: Breaking Clinches & Holds through Protean 5 Lurking Mist
additional actions with Celerity (or similar) abilities is Protean 6 Ephemeral Slumber
cumulative with the intended action and will count as an Protean 6 Loki's Get
Extended Action towards breaking the said grab action. Protean 7 Shape of the Beast's Wrath
All the successes from these actions are cumulative until Protean 7 Spectral Body
the grab is broken. The holder may also spend their
Serpentis 4 Typhonic Avatar
Celerity (or similar) action for the purpose of resisting the
breaking of grabs. Serpentis 7 Form of the Storm
Serpentis 9 Godhead

Combat

26
Spiritus 5 The Wild Beast Auspex
Vicissitude 4 Awaken the Zulo Shape
Vicissitude 6 Chiropteran Marauder Auspex 1 (Heightened Senses) does not decrease the
Vicissitude 9 The Last Dracul difficulty of other Auspex powers.
A character cannot wear any armor while in these
forms. Auspex 2 (Read the Soul) can only be used on beings,
not objects, therefore cannot detect any sort of Blood
Sorcery, Hedge Magic, or Mortal Sorcery, operating on
Disciplines objects or areas. Any dots in this discipline that exceed
the level of this power can be used as difficulty reduction
• When first learning an out-of-Clan Discipline, modifiers down to a minimum of diff 4 (ex. Auspex 5 is -
you must receive instruction and purchase the 3 diff on Aura Perception rolls.)
first dot in that discipline at the same time,
within the same night you drunk a point of Auspex 3 (Spirit‘s Touch) The following difficulties
Vitae from someone with the Discipline. While shall be used for this power:
subsequent advancements do not require Difficulty Time you wish to read back to
further vitae to be drunk (per Vampire: The Diff 4 Up to a week
Masquerade p. 128), XP must still be spent at
Diff 5 Up to a month
the same time instruction is provided.
Diff 6 Up to three months
Advancing out-of-Clan Disciplines requires an
instructor for every level, except Potence, Diff 7 Up to a year
Celerity, and Fortitude, which only require Diff 8 Up to a decade
instruction for the first dot. Diff 9 Up to two centuries
• All discipline powers with listed duration may Diff 10 Everything beyond
be canceled at any point prior to the end of Objects do not contain information about events they
their duration. weren’t used for or during. Only very scant visual
• Discipline effects that add dice to pools (chiefly information is gained, enough for a positive ID on the
Potence to Strength, Celerity to Dexterity, and person using the object, and the person or thing the
Fortitude to Stamina) also add their ratings as object is being used on. To read impressions from
“phantom” dot modifiers to appropriate Traits’ previous owners adds +2 Difficulty for each previous
raw ratings when applicable (ex. for the purposes owner before the most recent.
of calculating movement speed, use Dexterity +
Celerity, for the purposes of calculating lifting Auspex 5 (Psychic Projection) Only the Projector
or throwing capacity, use Strength + Potence). may see the entire length of their own cord. All others
These benefits are only gained when the who are able to interact with the projector can see the
Disciplines aren’t being actively used, just as the short lengths extending from projectors and their bodies
Disciplines only contribute to pools when not and may attack it.
activated. Ambiguity in a destination will generally lead to a
• All Mind and Emotional Control Disciplines known entrance to the location.
(including Presence, Dominate, and all similar
effects) have a subtle effect upon activation. Animalism
(Presence can still be resisted as normal.)
Animalism 4 (Subsume the Spirit) If you are killed
• All Discipline powers and Rituals that remove
dots permanently, or for a period longer than a while possessing an animal, the torpor your fall into lasts
year automatically have their duration reduced for a whole day until you would rise again.
to one year of real time, upon which the dot is
returned. (The exception to this rule is The
Revelations of Eden Path, which has it’s
Celerity
duration reduced further. Listed below in the Using Celerity allows you to reflexively spend one
Setite Sorcery section) point of blood to ignore difficulty penalties for multiple

Disciplines

27
actions up to your Celerity dots for the turn. For commands into a single power use and force the target to
example, a character with Celerity 3 makes three actions perform them each, subsequently. Every additional
before suffering +1 difficulty for multiple actions. This directive will require an override of the previous one,
does not mitigate the dice pool reduction, however. Only using the mechanics listed in the system.
a number of these additional actions equal to half your
Celerity (round up) may be attack actions. See Vampire Dominate 4 (Conditioning) only breaks down the
20th Anniversary: Dark Ages p. 322 for rules on multiple target’s will, making the further usage of Dominate
actions as they differ greatly from V20 modern. There are powers by the same user easier to take effect, and nothing
additional ways of using Celerity as noted on Vampire else. It will by no means implement the use of lesser
20th Anniversary: Dark Ages p. 202. Dominate powers on the same target without rolling for
the use of intended power.

Daimonion Obfuscate
Daimonion 4 (Psychomachia) does not bring any This Discipline is a trick of the mind and covers all
Derangements the target has to the fore. Instead, it pits senses.
the target against an apparition of targets lowest Virtue,
devised by the Storyteller. Obfuscate 2 (Unseen Presence) Even when seen or
unseen, a secondary use of this power allows a vampire to
Daimonion 5 (Condemnation) requires the target to conceal small items already on their person, or, with a
be within casters field of vision and earshot to be used. successful Manipulation + Subterfuge from 5 to 9 (based
Only one effect can be cast on the target at the same on the amount of observation) they can grasp and
time. Any subsequent application overrides the previous, conceal an easily moved item.
even if done by a different caster. To fit the scope of the
chronicle, the durations of this power have been Obfuscate 5 (Cloak the Gathering) The range for
significantly reduced: targeting individuals with this power is the same 5 meters
Successes 0 per dot of Wits + Stealth that governs the range of
3 0 Obfuscate’s mental occlusion.
4 five months
5+ 0
Obtenebration
All Obtenebration powers last until the end of the
Dominate scene, but can be canceled earlier by the user. Falling
Dominate 1 (Command) The target of this power is unconscious or to torpor cancels the active powers. Some
obligated to perform the command issued immediately Rituals can also force the powers to cancel. Attacks from
on a successful roll. No matter how the command is Obtenebration count as such for breaking Obfuscate and
issued the target must perform the valid action that was similar.
commanded without delay. Whatever else was said by the Obtenebration 3 (Arms of Ahriman) Recasting the
user may be considered by the target, but not obeyed power spawns a new set of Arms with fresh stats to
without question. However, the target may still be replace the previous ones, with all the previous Arms
inclined to do exactly as told, depending on the disappearing.
individual.
Presence
Dominate 2 (Mesmerize) as it states in the fluff text Presence 5 (Majesty) cannot be resisted via the
in Vampire: the Masquerade 20th anniversary p. 152 “A general Presence resistance mechanics, and can only be
subject can have only one suggestion implanted at any time.” resisted via the mechanics listed inside Majesty itself. A
This suggestion can be a simple sentence or a complex character physically attacked by someone with Majesty
one, but cannot be a chain of complex commands that activated becomes immune to it’s effects for the rest of
requires alteration the subject’s consciousness over a long the scene.
period of time. The user cannot chain multiple complex

Disciplines

28
Protean (difficulty 6), and inflicts unsoakable aggravated damage
(1 point for a 1-point Merit/Flaw, 2 points for a 2- or 3-
Protean 4 (Shape of the Beast) On learning this point Merit/Flaw, 3 points for a 4+ point Merit/Flaw).
power, a character may select any appropriately-sized fight Success on the Courage roll allows the recipient to
and flight form (as though they were a Gangrel) the spend XP on the Merit or Flaw as normal. (Gaining
mechanical benefits applied to the wolf and bat forms Merits or removing Flaws with this method must be
remain applied irrespective of the flavor choice. These approved by the Storyteller)
selections are permanent unless the character has the
Totemic Charge merit. In essence, the rules on Lore of Vicissitude 3 (Rend the Osseous Frame)The user of
the Clans p. 91 for form selection apply to all characters. this power can be a “subject” of the modifications. Each
When in any Flight or War form that has teeth, you still modification requires a full action, and the target suffers
have access to your Vampire Fangs and you cause The a 5 – (number of successes scored on the activation roll)
Kiss when you bite. In Flight form you may only drink 1 levels of Lethal damage (to a minimum of 1) which they
Blood Point per combat turns. Fight Forms may drink 3 can soak as normally (Armor does not apply to the soak).
per combat turn, as per standard rules. The user will clearly be a breach of the Silence of the
Protean 5 (Lurking Mist) Can last until the character Blood while having modifications active.
sleeps, but can be canceled earlier by the user. Falling
unconscious or to torpor cancels the power. Some Rituals Vicissitude 4 (Awaken the Zulo Shape) Lasts until
can also cancel the power prematurely, and Protean 6 sunrise, but can be canceled earlier by the user. Falling
(Ephemeral Slumber) can extend it during the characters unconscious or to torpor cancels the power. Some Rituals
sleep. can also cancel the power prematurely. The Attribute
bonuses both exceed Generational limit and stack with
Quietus Blood Buffing. All Physical traits are still capped at 10 for
all kindred. All unarmed damage while in this form is
Poisonous blood still retains the supernatural Lethal.
properties of Vitae, and therefore poison is rendered
inert after 24 hours of leaving the kindreds body unless
preserved by sorcery. Blood Sorcery
Serpentis
All Serpentis powers last until the end of the scene,
but can be canceled earlier by the user. They can be used
while other Serpentis powers are active. Falling
unconscious or to torpor cancels the active powers. Some
Rituals can also force the powers to cancel.

Valeren
Watcher
Watcher Valeren 1 (Sense Cycle) is replaced with
Warrior Valeren 1 (Sense Death) because of the powers
complicated mechanics.

Vicissitude
Vicissitude can add some Merits 22 and remove

A
Physical Flaws, requiring at least Vicissutide 3 (Rend the
Osseous Frame) or greater. Application of Vicissitude in ll rituals from all traditions that lack explicit casting
this manner requires the recipient make a Courage roll times now take 5 minutes per level to cast, as

Blood Sorcery

29
generalized from the rules for Thaumatugy rituals on
Vampire 20th Anniversary: Dark Ages p. 302. Calling the Hungry Shade (Vampire 20th
Anniversary: Dark Ages p. 272): The casting time for this
Botching a roll to activate a power or ritual incurs the Ritual is 3 hours. Shades remain until destroyed, they
following cumulative penalties: cannot be controlled. Shades possess all Social and
Botch Amount Penalty Mental Attributes of 0, which makes them only effective
1 Lose 2 blood points in combat or intimidation. They cannot speak,
2 Lose 2 temporary Willpower, investigate, craft etc. They do not possess any knowledge.
3 Take 3 lethal They are a manifestation of the Abyss in a humanoid
(May not use Armour to soak) form, and cannot be disguised via mundane methods or
4 Lose 1 permanent Willpower wear clothing. They can be armed only with Melee
weapons. They can only assume the Physical Disciplines
of the caster. They can be harmed with all forms of
Only one difficulty reduction mechanic may apply to
damage, but take double damage from fire or sunlight.
casting Path Dots of Blood Sorcery. If more mechanics
All damage that Shade inflicts with Brawl is considered
are operating than allowed, the Player may choose one.
Lethal.
Before taking any secondary paths consult a
The Background Oubliette is not planed for use in
Storyteller.
this chronicle.
Abyss Mysticism Necromancy
Abyss Mysticism requires minimum Occult 3, and no
Sequela mechanics are not in play due to the
ritual the character buys may exceed either their complexity of book keeping (Vampire 20th Anniversary:
Obtenebration or Occult rating. Dark Ages: Tome of Secrets p. 52)
The Path of Woe is not available. For any available
If the character does not have an Occult Specialty in
Paths, see below.
Abyss Mysticism the difficulty for all related rituals is
increased by 1.
The Bone Path
Abyss Elemental (Vampire 20th Anniversary: Dark
The Bone Path 2 (Awaken the Homuncular
Ages p. 271-272): The casting time for this Ritual is 5
Servant) The maximum number of Homonculae the user
minutes. Only one Elemental can be summoned at a
can animate with this power cannot exceed their
time. Elemental is used for scouting and spying purposes,
Necromancy rating.
and therefore cannot be used for combat. Otherwise uses
the same stats as Talon of the Abyss. It only possesses
The Bone Path 3 (Shambling Hordes) The
Obtenebration 1 as its Discipline. Elemental is immune
maximum number of corpses (Zombies) the user can
to Clinch, Hold, Tackle and similar combat maneuvers
animate with this power cannot exceed their Necromancy
due to it’s tiny size, but can be targeted with Brawl, Melee
rating.
and Ranged attacks at +2 difficulty. It’s unable to
communicate with anyone other than its caster. The Centaph Path
The Cenotaph Path 4 (Death Knell) Instead of
Talon of the Abyss (Vampire 20th Anniversary: Dark
always sensing when someone dies, the user may choose
Ages p. 272): The casting time for this Ritual is 5
to roll as per normal to get a sense of the most recent
minutes. Only one Talon can be summoned at a time. It
passing that resulted in a wraith’s appearance and be
only possesses Obtenebration 1 as its Discipline. Talon is
driven towards it. Any subsequent uses of the power in
immune to Clinch, Hold, Tackle and similar combat
the same week automatically raise the base difficulty of
maneuvers due to it’s tiny size, but can be targeted with
the power by +1, although the storyteller or narrator may
Brawl, Melee and Ranged attacks at +2 difficulty. All
additionally raise the difficulty of the roll due to
damage that Talon inflicts is considered Lethal.
disturbances in the Shroud or other factors.

Blood Sorcery

30
The Corpse in the Monster Path
The Sepulchre Path 2 (Summon Soul) A target
The Corpse in the Monster 2 (Algor Mortis) can be
summoned with this power will always appear in a form
used to resist emotional manipulation Discipline powers.
of a Recently Deceased wraith (Vampire: the Masquerade
The Graves Decay p. 385), unless the roll is botched. If a roll is botched, the
target appears as a Spectre (Vampire: the Masquerade p.
The Grave’s Decay 2 (Rigor Mortis) is rolled at a 385) and is always hostile to the user that summoned it.
difficulty of 7.
The Sepulchre Path 3 (Compel Soul) The user must
The Haunting Path
immediately issue tasks or ask questions, as per successes
This path requires a mentor found in-game. achieved on the roll, and cannot delay them for later.
Upon successfully Compelling the wraith, Necromancer
The Haunting Path 2 (Summon Wisp) The Wisp loses all control over the wraith, and cannot re-summon
under Necromancer’s control can only move inside the it, or change the Compel orders or questions. The wraith
Necromancer’s field of vision. If the user breaks the field cannot be ordered to become a protector or a slave to any
of vision, the Wisp remains static until it is dispelled or person or guard a specific location or an item. Upon
the field of vision re-established. The Wisp lasts until answering the questions or completing the tasks or the
sunrise, but can be dispelled earlier by the user. The duration of the power expiring, the wraith disappears
Wisp has no substance, and therefore cannot harm into the Shroud and is unlikely to ever return, even if
anyone in any way, and is immune to all damage, summoned, although rare exceptions can be made for
Disciplines, Rituals etc. powerful or plot-related wraiths.

The Haunting Path 3 (Harrowing) The effects of this The Sepulchre Path 4 (Haunting) After successful
power can be prolonged for the number of nights equal use of this power, additional Necromancy powers can be
to the successes scored on the activation roll. used on the same wraith as normal. The wraith becomes
imprisoned in a location or an item, but can be further
The Haunting Path 4 (Phantasms) This power can manipulated with other powers such as Compel Soul etc.
only be targeted at another character, The target gains the
The Ash Path
flaw “Haunted” (Dark Ages Vampire p. 427) for the rest
of the night. The user may direct their successes to The Ash Path 1 (Shroudsight) Activating this power
increase the intensity of the flaw by invoking the more is considered a Reflexive action for the purposes of
powerful wraiths, or summon additional wraiths, combat.
essentially stacking the same flaw on the victim for every
success scored on the activation roll. Recently Deceased
The Twilight garden path
wraith costs 1 success, Spectre wraith costs 2 successes, This path requires a mentor found in-game.
Old Soul costs 3 successes. This power lasts until sunrise,
but can be canceled earlier by the user. The Path of Skulls
This path requires a mentor found in-game.
The Haunting Path 5 (Spectral Menacing) The
wraiths summoned with this power are Spectres The Vitreous Path
(Vampire: the Masquerade p. 385) and the number of This path requires a mentor found in-game.
wraiths that will plague the target is equal to the user’s
Necromancy rating. If not prematurely canceled the The Vitreous Path 2 (Aura of Decay) The power
power will cause a permanent Derangement to the victim starts damaging the items affected immediately, rendering
when the power diminishes naturally. them harder to use with each blood expended. Every item
The Sepulchre Path in the radius of the power suffers a +1 difficulty increase
to use for each BP invested in the power, decaying them
The Sepulchre Path 1 (Peering across the Shroud) to complete uselessness after the period of time listed in
Activating this power is considered a Reflexive action for the Dark Ages Vampire p. 291. The user is still limited to
the purposes of combat. his Generational maximum expenditure for using this

Blood Sorcery

31
power. increase to frenzy from this power lasts until sunrise.
Necromancy Rituals
Thaumaturgy Rituals
If a Ritual specifies a Clan in its text, a character will
need to find a Mentor of that clan learn it from, or Wards cannot be bypassed through planar travel,
someone else who knows it. transformation, teleportation, possession or other such
methods. You must defeat the mechanics mentioned in
Chill of Oblivion Ritual cannot extinguish the ward to travel past it, no matter the situation. If you
supernatural attacks manifesting as flame, but can any fire fail to defeat the mechanics, you can’t go past it or
created by magical means. interact with the warded objects until you do. This also
applies to any powers originating from a being denied
Dead Man’s Hand Ritual will cause the subject to entry.
make Courage rolls (diff 6) for each level of damage taken
after Injured, as they consciously witness their body Dedicate the Haven (Level 5) is required for more
rotting and getting infested with maggots. Failing this roll than one Haven Ritual to be cast upon your haven.
sends them into a panicked frenzy from the
decomposition. A kindred who falls to torpor after 12 Akhu
hours of Incapacitation due to effects of this ritual cannot
Also known as Setite Sorcery, initiating their powers
awaken with blood expenditure and must be fed blood
is identical to that of Thaumaturgy (see Vampire 20th
from an outside source to awaken.(They will still spend
one blood per night, even in torpor until completely Anniversary: Dark Ages p. 297) except that in the place
exsanguinated) of Occult, use Theology
A Practitioner of Akhu may use any of the Paths from
Thaumaturgy with approval of a Storyteller.
Additional Rituals
The Following are Akhu exclusive Greater Paths:
• Haunting Breeze (Rites of Blood p.93)
The Revelations of Duat
This ritual does not affect the caster.
• Word of Insight (Rites of Blood p.93) The Revelations of Duat. With the level 3 (Pharaoh’s
Sentry) and level 4 (Imbue with the Grace of Anubis) of
Thaumaturgy this power, the sorcerer can a quantity summon up to
there casters rating in sentries in total, even if combining
The Lesser Paths of Thaumaturgy are:
the levels of the power. With the level 5 (The Sorcery of
• Creatio Ignis (The Creation of Fire) Life) of this power, the sorcerer can summon only one
• Iter Pernix (The Swift Journey) bane-mummy, and it prevents them from summoning any
• Potestas Motus (The Power of Motion) lesser sentries in addition.
• Potestas Tempestatus (Power Over Storms)

The Greater Paths of Thaumaturgy are: The Revelations of Eden


• Potestas Elementorum (The Power of the The Revelations of Eden Sorcery Path’s permanent
Elements) effects now last two Real Time weeks and the
• Iter Pernix (The Swift Journey) Rating/Permanent Dot then returns.
• Potestas Motus (The Power of Motion)
• Potestas Tempestatus (Power Over Storms) Dur‘An‘Ki
Iter Pernix (The Swift Journey) Initiating their powers is identical to that of
Each success on this roll adds an automatic success on Thaumaturgy (see Vampire 20th Anniversary: Dark Ages
a Traveling roll (where applicable). p. 297)
A Practitioner of Dur‘An‘Ki may use any of the Paths
Potestas Vitae (The Power of Lifeblood) from Thaumaturgy with approval of a Storyteller.
The Keepers way is not an allowed path.
Potestas Vitae 2 (Blood Awakening) The difficulty

Blood Sorcery

32
The Following is and allowed Dur An Ki exclusive Name Page Restriction
Greater Paths: Under the Skin 204 Toreador
Awakening of the Steel Blood Sight 220 Tremere
Chain of Slavery 220
The mechanics of this Path can be found on Chaining the Beast 241 Tzimisce
Vampire: the Masquerade p. 440.
Ears of the Bat 241 Tzimisce
Soul Decoration 242
Combo Disciplines The False Drink 242 Tzimisce
Divine Aura 262 Ventrue
Before purchasing Combo Disciplines seek Storyteller Impeccable Manners 263 Ventrue
approval. Some can be quite situational and may not
Rescue Beacon 263 Ventrue
come up in play, so be warned.
Retaliatory Terror* 263 Ventrue
The Following Combo Disciplines from Lore of the
Clans are allowed: Telepathic Command 263 Ventrue
Name Page Restriction *Retaliatory Terror activation is optional.
Eyes of Blades 29
The Following Combo Disciplines from Lore of the
Shadow Feint 30 Assamite
Bloodlines are allowed:
Command the Weary Beast 49 Brujah
Name Page Restriction
Iron Heart 49 Brujah
Command The Swarm* 16 Baali
Leaps and Bounds 49
Soul Separation** 70 Nagaraja
Scourge of Alecto 50 Brujah
Unseen Spirit 71 Nagaraja
True Love’s Face 69 Setite
Old Friend 100 True Brujah
King of Beasts 90
Jackhammer Punch 100 True Brujah
See the Reflected Form 90 Gangrel
Shatterproof 90 Gangrel *Command the Swarm allows the use of Daimoinon
Spirit Tacking 90 Gangrel 1 (Sense the Sin) through the swarm, and nothing else.
Empower Minion 125 Lasombra The max range is 75km.
Mind Strike 125 Lasombra **Soul Separation 2-successes effect applies the 1-
Shadow Mark 125 Lasombra success effect in addition to it’s effect listed in the table.
Shroud of Absence 125 Lasombra This Combo Discipline only works on the living.
Do as I Say, Not as I Say 144 Malkavian
Malkav’s Pavlovian Response
Screams Made Real
145 Malkavian
145 Malkavian
Occult
Ze Monkey’s Paw
Forbidden Zone
145 Malkavian
164 Nosferatu
Knowledge
Haunted Place
I know
164 Nosferatu
165 O ccult is specialized at 4th dot, and these
specializations represent the sum total of knowledge
outside the general kindred lore provided by it.
Power Animal 165 Nosferatu
Wolf in Sheep’s Clothing 165 Nosferatu (Additional Specializations can be purchased with XP)
The following is meant as a guide, not a hard and fast
Carriage Horses 183 Ravnos
rule, your characters may have blind-spots in their lore,
Eventide Strength 183 Ravnos
and should.
Waking Dream 184 Ravnos
Doubletalk 203 Toreador
Haunting Seduction 203 Toreador
Scalpel Tounge 204 Toreador
Soul Painting 204 Toreador

Occult Knowledge

33
Occult Description
0 Understanding of the basic necessity (blood)
Miscellaneous
The banes (fire, sunlight, and stake)
The Traditions Rules
The High and Low Clans of the region
• During frenzy, the only active Disciplines you
The Properties of Vitae
may use are Potence, Celerity, and Fortitude,
1 Knowledge of the nine original Disciplines gifted
and outside of those Disciplines, blood may only
to Caine (Animalism, Auspex, Celerity,
be spent to heal or increase physical Attributes.
Dominate, Fortitude, Obfuscate, Potence,
• “The Sus” mechanic: At any point during a
Presence, Protean)
dialogue in a scene, a player may call for the
Character has heard fables of other supernatural
opposed roll, if they consider that their
creatures local to the region, but nothing of their
character is doubting what they are being told.
lore.
They roll a Perception + Empathy vs the target’s
2 With an Intelligence+Occult roll (diff 7) you can
Manipulation + Subterfuge (difficulty equal to
identify the weakness of a Clan.
the opposing dice pool) On a tie, the target is
Understanding of the rarer Clan disciplines
considered a defender and wins the opposed
(Chimerstry, Dementation, Obtenebration,
roll. If the target wins, the character doesn’t
Protean, Quietus, Serpentis, and Vicissitude)
doubt what they’re being told. If the character
A nuanced understanding of the Generation
wins they are provided an insight whether the
and diablerie.
information they’ve been given is the truth or
Has heard of the fabled land of Nod and vague,
not. This, however doesn’t provide them the
nameless rumors of the concept of Gehenna.
information of what the actual truth is, only
A rough knowledge of major events in Cainite
that the statement was a lie. This mechanic may
history.
be invoked without the supervision of the staff
3 Knowledge of the several of the legends of the by the players.
First Days of Gehenna. • Traps are set with the following system: first, roll
Knowledge of the existence of the Antediluvians Dexterity + Subterfuge to set and conceal it;
as figures past mythic archetypes. when sprung, damage is determined by the trap
A basic, non-practical understanding of Blood type: weapons use their base damage, pits and
Sorcery traditions. drops cause falling damage, spring loaded
May know some legends about transcending the systems do damage equal to your successes on an
Curse of Caine. Intelligence + Survival roll.
4 Basic knowledge of some of the more public • Maximum blood absorption rate is 5 per turn.
bloodlines. Vampire can only drink 3 Blood Points per
Can name many Antediluvians and many of the turn.
major Methuselah. • Vampires without the Indelible Merit return as
5 May have heard rumors of the diablerie of the closely to the state in which they were Embraced
Antediluvian [Brujah]. as possible. If the change causes no appreciable
May have heard rumors about the important lost damage (ex. shaving, cutting one’s hair, piercing
cities. a body part, getting a tattoo) the vampire’s body
May have heard of the location of the historical eliminates the change during the day.
Baali strongholds.
There are many knowledges even beyond the scope of
Occult 5, some of which can be covered with appropriate
Specializations, and some are beyond the grasp of Downtimes
kindred who aren’t low enough Generation to learn
them. A downtime action can be carried out once a week
with Saturday being the reset day for consistency.
Downtime actions cannot be stored.

Downtimes

34
Using Backgrounds Trivial Favor
Players may choose to make use of the Background A Trivial Favor is a simple favor owed for receiving a
dots as part of their weekly downtime actions. These can minor service, political consideration, or forgiving a faux
be achieved in numerous ways, by making a simple dice pas. This type of favor should be freely offered and
roll. Players should contact the storyteller with their accepted, much like a business card. Payment of a Trivial
intents and be assigned dice pools to roll. Favor should involve simple one-time favors or services
Some examples of using downtime actions with that take no more than a single game session or a night to
Backgrounds are: complete. Example scenarios involving Trivial Favor
include:
• Getting information from Contacts
• Making a formal social introduction to an
• Buying things important Kindred.
• Crafting • Covering a potentially embarrassing social faux
• Research pas.
• Supporting a political or social agenda that does
Raising Backgrounds not undermine your own position.
• Assisting with a task for the evening, such as
A downtime can be used to increase a background by working security for a salon.
a single point. This process will require expenditure of • Leveraging one of your disciplines to aid your
experience. creditor’s cause.
The cost to raise a background will be as follows:
Trait Cost Minor Favor
New Background 3 A minor favor represents a favor that requires a
Raise Existing Background Current rating x3 significant amount of time or effort, but is ultimately low-
These are restricted by standard generational risk.
maximums, and any other rules under the Backgrounds 16 Payment of a Minor Favor should involve simple one-
section. time favors or services that take no more than a month to
Status and Generation may not be acquired by this complete. Example scenarios involving Minor Favor
system. include:
• Leveraging backgrounds and influences on
Favors someone’s behalf.
• Revealing crucial information.
Trivial and minor boons combine, at a three-to-one • Disposing of a threat without risking life or
ratio, into a boon of the next category. blood.
• Teaching low levels of common disciplines.
Record your favors owed in the #📋favors📋 channel
with the following formatting: Major Favor
A Major Favor represents a large debt that requires a
• [MY CHARACTER] is owed [NUMBER]
good deal of time or resources to pay, and may involve
[TYPE] favors(s) by [CHARACTER]
risking your personal political or social capital. Payment
• The [TYPE] favor(s) owed by [CHARACTER]
of a Major Favor should involve one-time favors or
was transferred to [CHARACTER]
services that take no more than three months to
complete. Example scenarios involving Major Favor
Fulfilled or otherwise negated favors can be simply
include:
crossed out or deleted.
• Leveraging your backgrounds and influences to
someone else’s agenda.
• Teaching advanced levels of a common
discipline or low levels of an uncommon

Favors

35
discipline. enemy at significant risk to your own life.
• Revealing a major secret that is potentially very


damaging.
Purchasing a major business, building, or land.
Travel
• Aligning yourself with a political or social The Holy land is a vast place and travel takes time,
agenda that potentially harms your own position but the focus of this game isn’t planned to be travel a to
with your Clan and allies, such as supporting try for some of both the following system is to be
someone’s bid for Praxis. implemented. This mechanic could and is likely to be
subject to change.
Blood Favor
A Blood Favor is a sacred debt that can only be repaid Travel Method
by shedding blood on behalf of the creditor. The debtor
will betray allies, ruin their own reputation, or place Travel
herself in a potentially life-threatening situation in order Method Dice Pool 0
to further the agenda of the creditor, thus the name Foot Dexterity + (Celerity) -2 Blood/Travel
“Blood Favor”. Example scenarios involving Blood Favor Plus either Athletics Roll
include: or Survival
• Coming to another ones aid and suffering
Mounted The Mounts Dexterity + -1 Blood/Travel
grievous injury.
Athletics Roll
• Betraying Clan secrets or teaching proprietary
and the Riders Ride Needs Mount
Disciplines, knowing that you will be labeled a
traitor. Caravan Wits + Either Resources Allows group
• Assisting in a Praxis seizure via force, and killing or Commerce travel
allies to see it done. + Servants
• Holding off a fearsome enemy so that the
Ship Charisma + Commerce Allows group
creditor can flee.
travel
• Murdering a rival or an enemy knowing that you
Allows Travel by
might be hunted if you are caught.
Sea
Death Favor Requires
Resources 3+
A Death Favor is a rare boon that should only be
given in circumstances when a kindred saves another
kindred from an external threat that will destroy the life Successes Result
of the debtor. A powerful kindred cannot simply threaten
8+ Instant travel without cost
a weak enemy and claim a Death Favor for not destroying
her. Many kindred consider owing a Death Favor as 5+ Instant travel
equivalent to being an unreleased Childe. To owe a
4 Takes 6 Hours
Death Favor is to surrender all of your own will until
your Final Death would repay your debt to them. 3 Takes 12 Hours
Example scenarios involving Death Favor include: 2 Takes 18 hours
• Protecting a fugitive (who might even be an
Infernalist or broke the Diet of Olives) on 1 Takes 24 hours
behalf of your creditor. Fail Re-roll in 24 hours at -1 cumulative
• Protecting your creditor from the Prince’s justice difficulty
to the bitter end.
• Hiding a terrible crime, such as diablerie or Botch Consult ST, likely random encounter.
infernalism.
• Saving the life of another vampire from an
Multiple travel rolls may be required to reach a

Travel

36
destination if your journey isn’t very lucky, for each day made, and journeys must be restarted, after waiting a day.
you end up needing to roll, the difficulty for travel is
decreased by 1.
By Land
Jer Acr Tyr Sid Bei Tri Ant
Jerusalem 6 7 8 9 12 14
Acre 6 6 7 8 11 13
Tyre 7 6 6 7 10 12
Sidon 8 7 6 6 9 11
Beirut 9 8 7 6 8 11
Tripoli 12 11 10 9 8 10
Antioch 14 13 12 11 11 10

By Sea
Fam Acr Tyr Sid Bei Tri
Famagusta 8 7 7 6 6
Acre 8 5 6 7 9
Tyre 7 5 5 7 8
Sidon 7 6 5 6 8
Beirut 6 7 7 6 7
Tripoli 6 9 8 8 7
Difficulties greater than 10 are capped as 10 for
rolling purposes, with any value past 10 being added to
the roll as automatic 1s. This makes long journeys very
hard and to be avoided, but can be attempted. With each
day’s attempt making the journey easier.
The following is an example roll with these extra
penalties applied.
/m 14 10 -4 Caravans #Jerusalem to Antioch,
(method), (list players traveling with)
During this time you can only RP in #🐎on-the-
road🐎 channels. Characters cannot hunt hunt during
Travel, only before or after their journey.

A character may at any point enter #🍻the-


crossroads🍻for a scene, regardless of their current
location. This opens an opportunity for players to always
have a scene when they are available, and not be locked
by the Travel system or other circumstances.
In addition to this, a character may at any point
return to their haven, regardless of their current location.
This action, however, cancels any traveling rolls they

Travel

37
Appendix One:
minimum of 1).

Helmets
Equipment For details on these types of helmets see Vampire
This Appendix is not to give extensive rules for each 20th Anniversary: Dark Ages Companion p. 126
weapon or type of armor, but more a place to calculate Class/ Perception
how the characters purchase things and give a quick Description Rating Penalty
reference guide of where to look. Simple items like
clothing will be costed by how much the characters are Arming Cap 1 0
willing to spend, rather than having a fixed price. Arming Cap and Iron Cap 2 1
Arming Cap and Mail Coif
Armor Arming Cap Mail Coif, Iron Cap 3 1
Open Face Helm, Arming Cap

A rmor is not really a subtle thing in the dark ages, and


should form part of characters description upon
entering a scene, unless they have a supernatural method
Arming Cap Mail Coif, open 4
Helm
2

Great Helm, Arming Cap


to conceal such.
For details on these types of armor see Vampire 20th Great Helm, Arming Cap, Mail 5 3
Anniversary: Dark Ages Companion p. 124-125 but we Coif
are not using separate limb values.
Great Helm 6 3
Class/ Dexterity
Description Rating Penalty Purchasing a Helm
Gambeson 1 0
Although head protection is made of layers of armor,
Cuirboilli, 2 1 a character buys a set of armor consisting of all the layers
Armoured Surcoat for simplicity, and cannot later split them. Or put
Gambeson w/ Cuirboilli or 3 1 simpler, a character buys a class of armor and can
Armoured Surcoat represent it however they wish, but it will always be that
class.
Gambeson w/ Mail 4 2 • Purchasing helmets requires Resources
Gambeson w/ Mail and Surcoat, 5 3 Background dots equal to (Armor class) -1
Gambeson w/ Brigandine,
Coat of Plates or Lamellar Shields
S
Purchasing Armor hields come in three classes. The table below shows
some of their statistics. Please refer to Vampire 20th
Although armor is made of layers of armor, a Anniversary: Dark Ages Companion p. 126 for more
character buys a set of armor consisting of all the layers information, as they can be used as weapons.
for simplicity, and cannot later split them. Or put
Minimum Parry Attackers
simpler, a character buys a class of armor and can
Type Strength Difficulty Penalty
represent it however they wish, but it will always be that
Buckler 1 4 0
class.
• Purchasing armor requires Resources Pavis 3 7 +1
Background dots equal to (Armor class) -1 Standard 2 6 +1
• This takes (Dexterity Penalty) in downtime Shield
actions, reduced by 1 for each dot in Resources
Background beyond the initial cost (to a

Shields

38
Purchasing a Shield Resource
Description Min Statistics Location
• Purchasing shields requires Resources Poleax 3 122
Background dots equal to (Min Strength) -1 Staff 2 122
Staff Sling 1 123
Weapons Purchasing Weapons
W e are using the revised weapon statistics from the
Vampire 20th Anniversary: Dark
Companion, not the Vampire 20th Anniversary: Dark
Ages
• As part of a purchase action, the character may
acquire up to their Resources Background dots
in combined item levels from this section, as a
Ages core book.
singular downtime action.
Resource
• Resource 0 items can be acquired easily, and do
Description Min Statistics Location
not require an action.
Crossbow 2 123
Heavy Crossbow 3 123
Bow (Compound or 2 123 Crafting
Self)
Sling
Rock
0
0
123
123
A ll things that can be bought can be crafted, to craft
an Item a character must achieve successes totaling 5
times items resource minimum/cost to a minimum of 5
Dart 0 123 successes. This is part of an extended action and can be
Hurlbat 1 123 rolled once per day. While making this roll, player needs
Throwing Ax 1 Melee: 121 to keep track of total successes and how many rolls have
Thrown: 123 been made.
Battle-Ax 2 121 • The dice pool is Dexterity + Craft (Appropriate
Two-Handed 3 121 Spec) difficulty 7
Battle-Ax • The player may make one craft roll per day.
Pick Ax 2 121 • Hand of the Master Artisan allows a number of
Club 0 121 rolls equal to the characters celerity at the cost
Flail 1 121 of one blood point, or until creating the item is
Mace 1 121 finished, which ever comes first.
Warhammer 2 121 • Fails do no decrease successes, but do increase
the total number of rolls made.
Knife 0 Melee: 121
• Botches indicate the need to start over.
Thrown: 123
Once the character has finished such an item, their
Dagger 1 Melee: 121
total successes divided by the number rolls made
Thrown: 123
(rounded down) becomes the items quality.
Falchion 2 121
Quality Result
Knights Sword 3 121
5+ Superior, consult ST
Long Sword 4 121
2-4 Average, as standard entry
Saif 3 121
1 Poor, +1 diff to use.
Javelin 1 Melee: 122 Some example superior stats may be:
Thrown: 123 • Shatterproof – Resist one break effect ever.
Lance 2 122 • Lightweight – reduce penalty/requirement to
Spear 1 Melee: 122 use.
Thrown: 123 • Keen – +1 Armor Piercing
Glaive 1 122 These are just preliminary examples. Whatever is
Maul 3 122 implemented may be different as it shouldn’t be game
Peasant Flail 1 122 breaking.

Crafting

39
Appendix Two:
Changes
Update 1.0.1—29/8/21
• Spelling corrections – General.
• Blood Sorcery - Clarification of free rituals, or
not.15
• Noted source for domain rules.17
• Added Marshal Training section to
backgrounds, and where to find further
information.17
• Swarms updated.18
• Added willpower Cap at creation. 18
• Added rule on Unique transformation forms26
• Presence 5 (Majesty) Clarification added.28
• Vicissitude 3 (Rend the Osseous Frame)
Clarification added.29
• Removed a duplicate combo discipline from
being available33

Appendix Two: Changes

40

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