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