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A L U C I N O R

Malkavian Bloodline

M
alkavians are known as Oracles and Seers, but this bloodline has a more
specific reputation; that to be able to see in dreams. Typically, these
Malkavians have banes related to difficulties in differentiating between
dreams and reality, but not exclusively.
While the Alucinor were sought out in the past, where dreams were considered
portents of fate, they are often undervalued today. Many are quick to rectify this,
stating that being able to speak with torpid elders is as valuable a skill as any.
Alucinor instead claim that we were perhaps right about dreams, and that they
contain many insights one can leverage.

● Attunement ●●● Sleepwalker ●●●●● Lucid Torpor


In daysleep, you move from While your mind sleeps during Whenever you enter torpor,
dream to dream, experiencing the day, your body can remain voluntarily or otherwise, you
visions of those around you. active, accomplishing simple may drift from dream to dream,
Since all Kindred sleep during tasks that requires little thought communicating with members
the day, this can give you the and perception. You can decide of your own coterie as long as
general vibe of the city. Every to clean your apartment, they are within the same city.
night upon waking, you get a gut prepare food for a ghoul, etc. Entering the dreams of
feeling about the hostility level Reading anything would be someone unwilling to have you
of the kindred in the area. This impossible, and any danger can there requires you to pass a
doesn’t inform you of the intent wake you as per normal. Wits + Manipulation roll against
of any individual, but you can the target’s Resolve +
tell if the city is on edge, hostile, ●●●● Elder’s Anchor Composure. You may only
calm or conflicted. enter a number of dreams equal
A torpid Alucinor lies in a to your Blood Potency per 24-
●● Dreameater location only you know, visiting hour period, and may only do
the dreams of others while in so while the target is asleep.
While feeding on a sleeping Torpor. Once per chronicle, Mental Disciplines may be used
mortal or vampire, you get a during your daysleep, you may in dreams. Note that this only
glimpse of their dreams. This request a single secret or piece works in actual torpor and not
gives you leverage, which you of information. On the regular daysleep.
can exploit to gain a +2 on an following day, the Elder
intimidation or subterfuge roll contacts you again with the
against the target. requested information, as long
as the one who holds it slept
within the same city the day or
night before.
New Powers Auspex Level Five

Assassin of Oneiros
The Alucinor have developed powers and amalgams
that iterate on their natural closeness to dreams. Required: Dreamweaver
Any kindred may learn these abilities though, and
many have claimed that the ideas of these powers The vampire has increased their mastery over
came to them in their sleep. dreams and their manipulation, to terrifying effect.

Cost: Two Rouse Checks

Auspex Level Three System: As per the Dreamweaver power, except


the dreamer does not wake up if they take
Dreamweaver Aggravated Willpower Damage. In addition, if their
Willpower track is filled with Aggravated Damage,
Amalgam: Dominate 2
the target dies of a heart attack caused by the
A vampire using this power can visit and even extreme stress caused in the dream as long as they
manipulate the dreams of sleeping individuals. are mortal. Kindred cannot be killed in this way. In
addition, this power can now be used from a city
Cost: One Rouse Check block away, as long as the user is holding a close
Dice Pool: Manipulation + Auspex vs Resolve + personal belonging of the victim.
Composure. Duration: A single scene.
System: The user must put their hand on the
forehead of a sleeping individual and close their own
eyes in order to enter the dream. Doing so also Dominate Level Four
requires the user to succeed on a Manipulation +
Unconscious Directive
Auspex vs. Resolve + Composure roll against the
victim. During the visit, the vampire is unaware of Required: Mesmerized
their surroundings in the real world. In the dream,
they can observe surroundings with Wits + Insight Commands can be given with a subconscious
(instead of the usual Awareness), and communicate trigger, to be carried out in the victim’s sleep.
with the dreamer as if they were both awake, Cost: No additional cost
although the dreamer fully believes that their dream
is real unless convinced otherwise. System: As per Submerged Directive, however the
target completes the command to the best of their
Manipulating the dream in requires a Manipulation + ability the next time they go asleep. Note that
Craft roll against the target’s Resolve + Composure, complex actions may not be possible, and that the
and the dreamer may get a bonus depending on target may not be aware of their surroundings. This
how unbelievable the change is (Storyteller’s may put the target in dangerous situations by
Discretion). Virtually anything can be changed, and instructing them to do things such as cross the
can even cause Superficial Willpower Damage by street, drive a car or go for a swim. Unless the user
hurting or scaring the sleeper. If the victim takes any owns Terminal Decree, the command itself may not
Aggravated Willpower Damage, they immediately normally be dangerous for the target if they were
wake up. Disciplines can be used in a dream at the awake (so commands like “jump off of a building” or
Storyteller’s discretion. “burn your house down on top of you” will not
Duration: A single scene. work. The command can be interrupted by waking
the victim, cancelling the power.
A N V A R I
Ventrue Bloodline

A
nvari are a bloodline of Ventrue who share the curse
of having to feed on those under the effects of
opiates or opioids. Naturally, this makes them looked
down upon by other more illustrious Ventrue and members
of high society.
The bloodline was founded by Sephar Anvari, a Persian opium
merchant turned vampire. His sire was an addict amongst his customer-
base, and that was who he turned to for blood afterwards.
While Sephar remains in Baghdad, many of his childer have spread across
the continent, and more recently, America. The ongoing opioid crisis there has
been a great if gruesome opportunity for the bloodline, although those who
profit from it are shunned by humane kindred.
Some of the victims of these Anvari have been embraced into Anvari themselves,
and instead seek to cleanse the reputation of the bloodline, while being forced to maintain the addiction that
they suffered in life.

● Fragrance of Hal Gil ●●● Crave the Caress ●●●●● Nepenthe


The smell of opiates calls to the You have a knack of using your Your blood has taken on some
Anvari, nearly as much as blood. unnatural charm to push people of the properties of the drugs
You may sense the presence of into using your drugs, even if that course through them.
opiates in the area around you, they would normally abhor the Every taste of your blood
no matter how faint the smell. notion. Alternatively, you can counts as two steps towards a
Blood Bond due to its addictive
●● Under the Influence use your influence for good,
helping people quit. Gain a +2
nature. In addition, the imbiber
starts feeling lethargic and
You gain three dots of Herd, to Manipulation rolls where you
sluggish. They must pass a
representing the regular and push people into using drugs or
Willpower test against a
loyal addicts that turn to you into quitting.
difficulty equal to 2 + half your
for their fix. Due to the drugs in
their system, their Resonance is ●●●● Resistance Blood Potency (rounded up).
On a failure, this feeling is
always Phlegmatic. The blood overwhelming. For the
You have built up a tolerance to
drunk from these victims is remainder of the scene, they
impurities in the blood. You can
tainted, and does count for must take one superficial
feed on people under the
your Bane if relevant. willpower damage in order to
effects of drugs, alcohol or any
toxin without suffering any ill take any action.
effects.
B R O N
Banu Haqim Bloodline

Judges and Magistrates from around the British Isles, this devoutly Christian
bloodline of the children of Haqim were obsessed with tales of the Holy
Grail, and its mystical properties. They are also often called the Fisher Kings.
Even before the Christian religion gave its meaning to the grail, Welsh
folklore spoke of a holy chalice or cup that could grant life to the dead.
Similar tales can be found in many other cultures; the Celts, the Greeks, etc.
The bloodline similarly predates this incarnation of the Grail, but nonetheless
converted along with their illustrious founder Bron the Blessed, over a
millennia ago. Not all of the Bron have adopted this interpretation of the
grail or their quest however.
Many of the Bron claim to have been cursed to forever wander in search of
the artifact, and often state a string of bad luck whenever one tries to claim a
stake in a particular domain. Nothing has ever verified this fact. If there is a
curse, it is as difficult to detect as the Grail itself.

● Knights-Errant ●●● Friends of Mithras Mend Amount when you heal


using a Rouse Check.
The Bron are frequently Despite not being of the same
nomadic, rarely spending more Faith, Mithras has held a ●●●●● The Holy Grail
than a decade in the same relationship with the Bron due
You inherited a mystic golden
Domain. The Haven merit and to fact both have been in the
chalice from your Sire, which
Haven-associated merits cost an British Isles for so long. Once
they claimed was the legitimate
additional exp point per level to per story, you may ask a favor
Holy Grail. While the claim is
purchase, however you are of Mithras or his cult. This can
dubious at best, its magic
guaranteed to have a two dot be anything from vouching for
properties are undeniable. The
Ally in every major city due to you with the local Camarilla, or
difficulty of every Blood Sorcery
your bloodline’s influence. even sending a couple of
ritual using the chalice as a
Acolytes to your aid. This favor
●● Fisher Kings has strings attached though, and
component has its difficulty
reduced by 1. Note that not all
you will be given a quest in
Either due to a vow or some rituals use a cup or receptacle.
exchange.
curse, many Bron are stricken The Storyteller ultimately
by Poverty. This never stops ●●●● Blessed Vitality decides if the Grail can be used.
them from accomplishing their
goals. You may not have any Some Bron have internalised
dots in Resources. However, some of the myths of the Grail,
you can always negotiate to through willpower or other
reduce the scale of a Boon you means. Count your Blood
owe from Medium to Minor. Potency as being one point
higher when determining your
New Blood Sorcery Rituals exact passage and book are not as important as
much as the ritualists’ belief in them. During the
The Fisher Kings have long been enthralled by the reading, the caster (and willing participants) must
Holy Grail’s healing properties. As a result, they have bleed into the chalice. Afterwards, the pages from
studied much occult literature on the topic, and have which the sorcerer has read are dipped into the
managed to weave some of this into some of their chalice, at which point they dissolve completely.
rituals.
System: Three Rouse checks worth of vampiric
Level Two blood must be poured into the cup, at least one of
which must come from the individual orchestrating
Vessel of Vitality
the ritual. This is on top of the Rouse check done in
Every vampire may heal themselves, but their blood order to cast the ritual successfully. An individual
does not usually heal another. This ritual who drinks the contents of the chalice completely is
circumvents that limitation. healed for a single point of Aggravated Damage or
Crippling Injury. This ritual may be conducted
Ingredients: A chalice made out of a precious
multiple times per night, however the time and vitae
metal such as gold or silver. required for multiple uses may become
Process: The caster cuts open their veins (often considerable.
imitating the stigmata of Christ) and fills the chalice
with their own vitae while singing a specific Welsh
hymn of vitality and healing. Bitter Humors

System: Depending on the size of the instrument Turning the healing properties of the grail on their
used, filling the chalice requires between one and head, this corrupted form of the Bron rituals
three Rouse checks in addition to the one made to punishes a vampire that attempts to heal
fuel the Ritual itself. Each check represents one themselves.
drink that can be taken from the cup. Any mortal or
Ingredients: A chalice made of a solid gold; blood
Kindred that drinks from the cup is healed for the
from the intended victim; aqua regia
caster’s mend amount, as determined by their
Blood Potency. Multiple drinks can be taken by the Process: The ritual must be conducted in complete
same individual on subsequent turns. Note that this silence. The caster initially fills the chalice with a
drink does count in regards to blood bonding and mixture of the victim’s blood (only a few drops are
other similar concerns. needed) and aqua regia, which will start eating away
at the chalice. Once the aqua regia has dissolved the
grail completely, the ritual is complete. The gold
Level Four must be precipitated and re-smelted in order to be
reused.
Restoration of the Maimed
System: The vitae of the victim becomes toxic,
Some wounds are nearly impossible to heal, even although they are not immediately aware. However,
for kindred. Lost limbs, burned marks, and other
whenever they try to use their blood to heal
crippling injuries usually take days to mend, but this themselves, they instead take a number of unhalved
ritual quickens up the process. Superficial Damage equal to the Mend Amount. This
Ingredients: A chalice made of solid gold; pages of happens for a number of attempts equal to the
a holy book penned in blood (animal will do) margin of success on the casting roll for this ritual,
or until the sunrise, at which point the effect ends.
Process: The caster must read passages from a
holy book related to health and prosperity. The
CHILDREN OF JUDAS
Ministry Bloodline

T
he Children of Judas, also known as the Suicide Kings (or
Queens), are a feared bloodline, and for good reason. While
most ministers are content in pushing others to transgression,
the Children push the ultimate transgression; the taking of one’s own
life.
The Suicide Kings have many motives for preaching euthanasia. Some
will claim that they merely help Kindred embrace the futility of their
eternal, unchanging existence. Others might say that it saves a mortal
from future pain in an uncaring world. A few will claim to make the world
a better place by targeting criminals and evil doers. Regardless of the spin,
outsiders aren’t buying it.
Members of the Children of Judas are usually embraced at the moment of their self-inflicted
demise. Some decide to propagate the message, others leave the Cult of their Sire and experience
a spiritual rebirth, going counter-message. Others still face the sun, finishing what they started.
As the name implies, the Children of Judas have many ties to Christian religious groups, and the Bloodline as a
while is often seen amongst the ranks of the Sabbat or the Church of Caine.

● Sense Anguish they should fail you however,


their honor and guilt may push
●●●● Nihilism
The Suicide Kings often target them to suicide as per your In order to drain others lives of
people riddled with regret, guilt teachings. This likely causes you meaning, one has to experience
and despair. Once per session, to take Stains. it on their own. Once per
you may gain a feel for the Story, you way dwell on your
room. This tells who in the area ●●● Prod Ambition regrets, turning all of your
has the most Stains, if any. It stains into the same number of
The easiest way to push
does not inform you about Aggravated Willpower Damage.
someone towards despair is to
what caused these strains, or
any regrets the person might
rid them of every ambition and
desire, and this ability the
●●●●● Drain Will
have.
Children have helps them do Every vampire drains a mortal’s
●● Devoted Disciple just that. By having a
conversation with an individual,
life essence, but you nip at their
very soul. When feeding on a
You gain three dots of Retainer, you may roll Manipulation + victim, you can choose to also
which represents an adherent Insight against their Resolve + cause a point of Aggravated
who values you above his own Insight. If you succeed, you Willpower damage per hunger
life. As a result, they are learn the target’s Desire. On a slaked. If this fills their damage
extremely reliable, and will Critical Success, you also learn meter entirely, they lose the
never turn against you even in their Ambition. will to live, falling into a major
the harshest of interrogations. If depression. While this does not
necessarily lead them to take
their own life, it removes them
from the Chronicle as they
either unable to hold a job,
decide to leave on a soul-
searching journey, or are
otherwise eliminated.
New Presence Powers the evening. They gain no benefit from their Desire
or Ambition, and any Willpower rolls are done at a
The Discipline of Presence is used to manipulate -1 penalty.
emotions, either to charm a victim or stoke their
Duration: One night.
fears. The Children of Judas have found a new use
for it; bringing despair. While they are at the origin
of these powers, members of the Bloodline who’ve
left the cult have taught it to others to exploit. Level Five

Never Ending Torment

Level One Amalgam: Oblivion 3

Self-Doubt Using this strange and terrible power, suicide itself


cannot quell the dread instilled by the vampire.
A moment’s hesitation is often enough to cause an Their victims in life must remain victims in death.
opportunity. A vampire using this power may plant
a seed of doubt into the target’s mind at an Cost: Two Rouse Checks
opportune moment. Dice Pools: None.
Cost: One rouse check System: The vampire does two Rouse Checks, and
Dice Pool: None summons the soul of a person who has taken their
life since the last sunrise. If it wasn’t already the
System: The user must engage in an opposed case, the victim becomes a Wraith, who’s Anchor is
action with the target, such as combat, an argument, the user of this power. In addition, this Wraith can
or trying to take something from them etc. Before be affected by Presence abilities from the user, but
resolving that action, the user may do a Rouse not from other vampires.
Check to use this power. This gives a -2 penalty to
their opponent for the action as they hesitate or Duration: Permanent, or until the Wraith or user
half-heartedly engage in it. is destroyed.

Duration: One action.

Level Three

Melancholy
With this power, a vampire can truly instill a target
with supernatural despair, taking away their
motivation and hope.

Cost: One Rouse check


Dice Pool: Manipulation + Presence vs. Resolve +
Composure

System: The user must converse with the victim,


and succeed at a Manipulation + Presence vs.
Resolve + Composure roll. If successful, the target
feels a sense of hopelessness for the remainder of
M O R B U S
Lasombra Bloodline

S
urvival of the fittest. This sentiment is felt by most Lasombra, but never as literally as
with the Morbus. Known as Carriers, they spawn and spread sickness and disease. In
modern nights, this is an easily identifiable threat to the Masquerade, angering the
Camarilla and Inquisition alike.

The Morbus were first documented by Kindred scholars in 430 BCE during the great plague
of Athens, their numbers spiked in the 14th Century during the black death, and has waxed
and waned with every epidemic and plague. Their founder remains unknown, but theories
abound.

Historically, they used their abilities as a test, infecting the rich and arrogant. No money or
bravado can truly save you from disease, and so their suffering and fate depended only on their
strength and resilience. While many still follow this philosophy, most are busy ensuring their own
survival with the Second Inquisition, Camarilla, and many Anarchs on their tail.

● Taste for sick diagnose the specific illness. The


difficulty for this roll depends
Resonance to Phlegmatic once
per session.
Historically, most Morbus were on how rare or obscure the
shunned and forced to feed on disease is (As determined by ●●●●● Cachexy
the sick. This birthed many of the Storyteller).
Every vampire that feeds on
their Oblivion abilities, and
influenced their hunger. Feeding ●●● Hunted Carrier infected humans can act as a
carrier for disease, but Morbus
on sick mortals slakes one
Morbus are never allowed in have perfected this ‘feature’.
additional hunger, but you also
Camarilla cities, are rarely ever When you feed on a mortal
gain the (●) Prey Exclusion:
accepted anywhere else. carrying a contagious disease,
Healthy flaw.
Thankfully, you have cobbled the sickness they have lingers in
●● Smell Disease together a fake identity and
found someone to support it.
your blood until you reach
Hunger 5. Any mortal that
The Morbus have developed a You gain two dots of Mask as drinks your blood immediately
refined sense of smell for well as a three dot Mawla that gets infected. More terrifyingly,
sickness. On a successful Wits will vouch for it in Kindred this also affects Kindred, who
+ Awareness roll, the Morbus society. However, your identity are usually immune from
can determine if an individual is can still be discovered. Gain the disease. This sickness typically
healthy or carries a disease, no Dark Secret Flaw. lasts a few days or nights and
matter how faint. The difficulty can cause penalties or damage
depends on how long it has ●●●● Latent Infection similar to drugs and poisons
been since the person was (Storyteller’s Discretion), but
Sickness lingers in your blood Kindred can end it early by
infected (3 for less than 24
for much longer than one doing 3 Rouse Checks in their
hours, 2 within 48 hours and 1
would expect, causing a shift in sleep, as if it were Aggravated
after longer than that). They
its humors. By doing a Rouse Damage.
may then make an Intelligence +
Check, you may change your
Medicine roll in order to
New Oblivion Powers Level Five

Terminal Illness
The Morbus have developed powers and amalgams
relating to disease and sickness, helping them test Required: Contaminate or Necrotic Plague
mortals or create victims to sustain themselves
upon. These are by no means exclusive to the The vampire can accelerate and amplify the disease
Bloodline, but are rare outside of it. of an individual to its inevitable end.

Cost: Two rouse checks

Level Two Dice Pool: None

Contaminate System: The vampire touches a victim of the


Contaminate or Necrotic Plague power (or other
The vampire touches an object, infecting it with a similar powers at the Storyteller’s discretion) and
hardy virus or bacteria that infects all who touch it. does two Rouse checks. The target’s disease
Thankfully, this disease is not transmissible from accelerated rapidly and passes its course within
person to person. moments. Instead of taking the damage per scene,
the damage is experienced every turn.
Cost: One Rouse Check
Duration: Until the disease ends.
Dice Pool: Intelligence + Oblivion vs. Stamina +
Medicine (+ Fortitude if any)
System: The user rolls Intelligence + Oblivion
while touching an object or surface. Until the next
sunrise, any mortal touching the infected object or
surface must roll Stamina + Medicine (+ Fortitude)
against the number of successes obtained on the
vampire’s original roll. If the human fails, they catch
the disease, which causes two points of (unhalved)
superficial damage per scene unless diagnosed and
treated. The sickness ends when the victim has
taken damage equal to twice the user’s Oblivion
rating. This power may cause stains.

Duration: Until sunrise (for the object).


N O R V E G I
Tremere Bloodline

C
lan Tremere are relatively young, but despite this, they
have still managed to spawn a small number of fledgling
bloodlines. The Norvegi are one of them. This
Scandinavian bloodline was born centuries ago, when the Clan
eventually branched out of Ceoris enough to reach the northern
part of the continent.
Weakened by their travels and their over-reliance on feeding on
the same few ghouls who guarded them by day may have
weakened the Blood, making them more ghoul-like than vampire-
like in many respects. Scholars belonging to the Norvegi instead
insist that their more humane properties are due to the fact that
their founded never properly took to vampirism back when Clan
Tremere first made the transition from mages. Regardless of the
actual reason, they are often mocked by other Kindred, most of
whom underestimate the bloodline.

● Fangless using the Blush of Life, you may


re-roll the Rouse Check and
feeding restrictions. Your Blood
Potency only returns to normal
Most Norvegi never manifest use either result. However, the once you go to rest.
fangs, although this isn’t always effects of the Blush can no
the case. Thankfully, thanks to longer be cancelled at will. ●●●●● Aptitude for
their mastery of the Blood, they Power
have developed another way to ●●● Hired Muscle
feed; through their fingertips. The Norvegi didn’t have as
In order to survive in undead many resources to dedicate to
You may feed on mortals or
society, the Norvegi have found their rituals in the early days of
kindred at will simply by
a niche, serving as muscle for their existence. They learned to
touching them, which leaves
the Tremere. Additionally, you depend on the raw applications
only mild bruises on the skin. In
gain a Medium Boon from an of their magic instead of the
addition, this may be used in
important Tremere in the city. more complex applications. You
combat just like a bite attack,
but the opponent does not gain +2 dice when using Blood
need to be grappled, and it ●●●● Blood of Sorcery powers, but increase
deals no extra damage. Impotence the difficulty by 1 for all Rituals.

●● Kinda Human Once per chronicle, you may


decrease your Blood Potency
While nowhere near as human by a single point (Minimum of
as Thin-Bloods, the Norvegi are 1). This allows you to reduce
more human than most. When your Bane Severity as well as
New Blood Sorcery Powers Level 3

Flesh Dart
Blood Sorcery is known for its rituals that grant it
an unparalleled versatility. The Norvegi however The Norvegus grows a vicious-looking spike of
haven’t had the luxury of large libraries of occult solidified blood in the palm of his hand, which he
tomes, or stockpiles of components to tap into. As can eject with lethal force.
a result, they’ve developed more immediate powers
that can be used in any situation, especially during Cost: One Rouse Check
the mercenary work many of them do. Dice Pool: Dexterity+ Blood Sorcery
System: The user shoots out a dart of frozen
Level 2 blood with a Dexterity + Blood Sorcery roll against
an opponent’s defensive dice pool. On a hit, it deals
Skewer +1 damage, which is unhalved for mortals.
The vampire can grow blades and spikes of blood Duration: One action.
from her hands and arms, which look like a weird
organic collection of stalactites and bony, serrated
knives, all melted into one mess of blades and Level 5
spikes. After the first time a Norvegus uses this
power, the skin on his hands and arms begins to Erupting Quills
show scars and welts. These cannot be healed.
The Norvega’s entire body explodes into an array
Cost: One rouse check, two points of Superficial of blades and spikes, some of which leave her body
Damage altogether, like a porcupine’s quills. The power
shreds her clothes but impales anyone and
Dice Pool: Strength + Blood Sorcery everyone around her within a range of about five
System: The user rolls Strength + Blood Potency feet.
against a difficulty of 2. Upon successful activation, Cost: Two Rouse checks, a point of Aggravated
weapons made from blood and bone pierce through Damage
the vampire’s skin in an obvious supernatural
display. These are piercing weapons (+1 damage) It Dice Pool: Strength + Blood Sorcery
also deals unhalved Superficial Damage to mortals. If
System: The user a point of Aggravated Damage as
the vampire rolled a Critical on the activation roll,
spikes explode out of their flesh. They then roll
an attack may also slake one hunger, dealing a point
Strength + Blood Sorcery as part of an attack.
of Aggravated Damage (mortal) or increasing the
Similarly, to a firearms attack, people cannot
opponents’ hunger by one (kindred).
normally dodge, however cover may apply. If the
Duration: One scene. attack hits, this deals a number of Aggravated
damage equal to the number of successes rolled to
mortals, or that number of unhalved superficial
damage to kindred.

Duration: One action.


S P I N A
Brujah Bloodline

T
he Spina were defined by their passion for defending the Camarilla, as
well as the elegance with which they did it. Looking down at the rabble
and firebrands that now compose the majority of their Clan, this
bloodline seeks to maintain the refinement of the philosopher-kings
of old, with a renewed elegance. Then the Brujah left the Camarilla.

When the Brujah were unceremoniously thrown out of the Ivory Tower,
the Spina were in a delicate position. Do they remain loyal to the
Institution they supported for centuries, or do they stand in solidarity
with their brethren in blood? The bloodline split down the middle, and
with it did their political power.

Regardless of which sect they fall into, the Spina continue to revere their
founder, Artus Le Jumel, along with his teachings. His view of Humanity
was that manners and courtesy was what truly separated man from animal,
and so one must embrace this civility with all their heart in order to keep their
Beast on a tight leash. As a result, many of the Spina abhor rudeness in any form,
and treat their manners with a level of seriousness only matched by the Tzimisces’
famous hospitality.

● Sect Loyalty ●●● Intolerant against what the Spina knows is


right. Once per story, you may
Stoicism be forgiven for a major act of
You’ve recently needed to
make a tough decision regarding Some Spina are true fanatics, indiscretion or insubordination
which Sect to follow. Your unable to tolerate rudeness and as long as you do so for one of
decision has been noticed. Gain lack of civility. There is no your Convictions. Keep in mind
two points of Status: Camarilla greater example of rudeness that forgiven does not mean
or Status: Anarch. You gain the than frenzying in public. Once forgotten.
Suspect flaw with the other per session, you may delay a
sect. Fury Frenzy by a single action. ●●●●● Regal
This could be useful to warn Composure
●● Rigid Beliefs others politely, or leave the
Devouring a hapless victim off
room before it begins. On the
You gain a +1 to all Persuasion the street or losing one’s mind
downside, large amounts of
and Leadership rolls when at the first sight of fire is not
disrespect may now trigger Fury
convincing someone to take only dangerous. More
Frenzy (Difficulty 2)
action for one of your importantly, it is incredibly
Convictions. However, if you
act against that conviction
●●●● Faux Pas rude. Spina who truly take Le
Jumel’s teaching to heart will
before the night is over, you There is a well documented rarely crack under pressure.
take an additional stain. history of Spina acting against a When rolling against Hunger or
Prince if they act dishonestly, or Terror Frenzy, reduce the
difficulty by 1 (minimum 1).
New Presence Amalgams Cost: One Rouse Check

Dice Pool: None


The Spina have often occupied the position of
Sheriff or Scourge in Camarilla cities, and that has System: In combat, as long as you engage in
often led to violence or other sticky situations. conversation with your opponent, you may
Spina have developed quirky but useful Amalgams to substitute Strength for Charisma and Dexterity for
help them maintain their poise and elegance even in Manipulation in all combat rolls.
the most stressful of situations. During the schism,
this knowledge was often shared with others as a Duration: One scene, or until either fighter stops
proof of loyalty, or as a gift to avoid being stuck on talking.
the streets.

Level Three
Level One Parley
Clarity of Intention Amalgam: Dominate 2
Amalgam: Celerity 1 Rather than engage in base combat, the vampire
The vampire announces their next action with assures that cooler heads prevail, retaining their
utmost precision, yet their opponent cannot seem dignity in the process.
to take advantage of the warning. Cost: One Rouse Check
Cost: None Dice Pool: Manipulation + Presence vs Resolve +
Dice Pool: Charisma + Presence vs Composure + Composure
Resolve System: The user spends an action trying to calm
System: The user spends a moment disclosing the people down, during which they must succeed on a
action they are planning to do on the next turn. “I Manipulation + Presence vs Resolve + Composure
will attack you with this knife” isn’t precise enough. roll. In the case of multiple opponents, use the
“I will cut you from your left shoulder to your hip” highest opposing dice pool. On a win, the combat
would be. They must then roll Manipulation + instead turns into social combat as people lose the
Presence against the opponent’s Composure + will to fight, and are mystically convinced by the
Resolve. On a win, as long as the vampire keeps vampire. Taking any further hostile action requires
true to their word, called shot penalties do not the person to take a point of Aggravated Willpower
apply for the declared attack. Damage.

Duration: One action. Duration: One Scene.

Level Two

Importance of Conversation

Amalgam: Potence 2
The vampire engages in conversation with their
opponent, making intimidation and feinting as
important as strength or grace.
Level Five

Barbed Words

Amalgam: Potence 3
At the pinnacle of their abilities, the user may inflict
actual physical harm, using nothing but their own
supernaturally empowered voice. Arguments and
debates lead to lethal blows without even needing
to stand from one’s chair.

Cost: Two Rouse Checks

Dice Pools: None

System: For the remainder of the scene, whenever


the user makes a social attack against an opponent,
they may choose to cause Health Damage instead of
Willpower Damage.

Duration: One Scene.


T H E C A R N I V A L
Toreador Bloodline

The Carnival is an oddity amongst Kindred society. They’re a brood of Toreador, yet
many of them resemble Nosferatu. They flaunt the Masquerade like none other,
yet are often welcome in the Camarilla’s Elysiums to provide
entertainment. They should have been hunted to extinction by now, and yet
they thrive unabashed and unburdened by any Inquisition, moving from
place quickly enough to avoid getting pinned down.
Originally composed of a single Coterie, members of The
Carnival have recently started splitting off and headlining their own
shows under a bunch of different names. Word in Elysium is that there
was some sort of big fight between the founders, but the details change
every time. Perhaps your Coterie is one of these groups, or perhaps you’re
a Freak that ran away from it all.

● Geek Trick count your Presence rating as


being one point higher for the
Sabbat, however you cannot
assign more than two in a single
The Carnival are known for purpose of powers that scale sect. In addition, once per
their gruesome tricks which with the rating. chronicle, you may leverage this
require them to push through popularity to be invited to
unnatural levels of punishment. ●●● Contortion Elysium (or equivalent) as an
By taking one point of entertainer.
The contortionists of the
superficial willpower damage,
you may ignore the effects of a
Carnival are capable of feats ●●●●● Rubber Skin
few mortals can achieve. You
single Crippling Injury or
can flex and bend and flex in A relative few amongst The
Impairment for a single action.
unsettling ways, allowing you to Carnival have pushed their art
Multiple injuries can be ignored
squeeze in tight spaces by to an extreme that must never
by taking more willpower
bending knees or your spine be performed for a human
damage.
backwards, dislocating joints, audience. Once per session, you
●● Perverse Attraction etc. This grants you a +2 bonus
to escaping grapples or other
may contort your body in a
fashion that’s undeniably
Troup members of The restraints. supernatural. This allows you to
Carnival often sport all kinds of squeeze into gaps under doors
deformations and caricature- ●●●● The Show and through narrow pipes, or
like features. Yet due to their to stretch across a ten-foot gap.
The Carnival is amongst the
unnatural allure, fans of the
privileged few who maintain a
show embrace these
good reputation in every Sect.
disfigurements, much to the ire
You gain five points of Status to
of the Nosferatu. You gain the
distribute amongst the
Repulsive flaw, but you may
Camarilla, Anarchs, Hecata and

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