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Vampire Cortex Conversion

Unofficial Rules to Play Vampire: The Masquerade using Cortex Prime


Vampire Cortex Prime Conversion V.2.1
-One for your supernatural past or origins.
What is this? Examples: Embraced for Love, Surrounded by
A bare-bones conversion of a long-storied RPG Enemies, Defected Shovelhead, Aristocrat Turned
setting to Cortex Prime, but with some of my own Revolutionary, Preservation of an Artist.
changes. In addition, some adapted tools for group -One for personality or motivation.
city creation, faction creation, and bloodline Example: Revenge At All Costs, I Will Be
generation will be added eventually. Human Again, Cynical Idealist, Secret Romantic,
Defender of the Weak, Batshit Crazy Like a Fox.
What is this not?
This doesn’t have full setting detail, and would Step 2: Assign Methods
work best either with an existing setting or the Pick one of the following arrays and assign one
willingness to create your own. There are some of the ratings to each Method as desired.:
small tools to help. No Weakness: d8, d8, d8, d6, d6
Second Best: d10, d8, d6, d6, d6
Added Dangerously Overspecialized: d12, d8, d6, d6, d4
-Added Haven and Domain customization and
Allure - Influence over others, especially through
Resource Mods v.2.1
charm, sensuality, and sex appeal.
-Added factions. Main content complete v.2
Cunning - Noticing critical details and avoiding
-Minor corrections and changes v.1.9.1
being deceived. Also used to deceive others.
-Added power and ratings drop downs for
Grace - Moving with speed and precision, on
character sheet, fixed cover image v.1.9
both large and small scales.
-Added cover art from V:T M Revised because I
Instinct - Your emotions running wild, forcing
like it. v.1.8
your urges upon the world. Use it to inspire fear and
-Character sheet available here v.1.7
tear foes to shreds as well as changing the world
-Completed power tag list, made some language
with high emotion.
consistent v.1.6
Resolve - Resisting that which seeks to unduly
-Round Robin City Generation v.1.5
influence body or mind. Directly dominating or
-Formatting changes and started on power tag
commanding obedience in others. Also taking
list v.1.4
action which requires absolute focus.
-Clanless and Duskborn. v.1.3
-Guidelines for Creating Bloodlines v.1.2
-Initial guide with 13 Bloodlines. v.1 Step 3: Assign Skills
15 points to step up skills, which are the ones
To be added if time permits: listed in the main Cortex Prime handbook.
As a general guide, 9 points represent what you
-Other character types.
learned from your Mortal Life and 6 represent what
-Example characters and new bloodlines.
you’ve learned since becoming a Vampire.
-Example of play.

Step 1: Choose Distinctions Step 4: Powers


All Vampires possess a Disciplines of the Blood
-One for your mortal life.
power set, although the players should feel free to
Examples: White Collar Working Mom, Petty
rename it. They have a Bloodline which lists
Criminal, Successful Venture Capitalist, Ghoul
available powers and sFX. Take three of these power
Family Protegé, Ancient Mercenary, Old Noble
traits, and two of the sFX.
Blood.
Option: At the GM’s option only two powers and Mod: Vampire Murder Rules
one sFX must come from the default list and the
sFX: Draining the Soul: A vampire who drains
other power and sFX may come from any list.
another vampire completely gains something of
their soul. The target must be helpless and this
Step 5: Assign Specialties, Signature process takes an uninterrupted scene. As the drinker
Assets, and additional Powers drains the very last of their enemy’s blood, they
You have five points to spend on this stage: enter a contest. If the drinker wins they may step up
- 1 point to buy a d6 Signature Asset a trait that their enemy possesses OR take one that
- 1 point to step up a Signature Asset. they don’t have at the lowest level possible. They
- 1 point to buy a Specialty at d6. They may not may do this once per step of their effect die (d4: 1
be raised. trait, d6: 2, d8: 3, d10: 4, and d12: 5). If the target
- 2 points to step up a Power or get an additional wins, then the enemy gets nothing but they still die.
Power from any list. If the target wins with a heroic victory, then their
- 2 points for a new sFX. body dies, but their soul takes over the drinker’s
In this setting, Signature Assets represent body. The mind and soul of the drinker in this case is
factional alliances, retainers, allies, blood cultists, effectively permanently destroyed. In any case this is
equipment, havens, illicit influence in mortal a terrible sin and you gain a permanent d8 Stained
institutions and virtually anything outside of your Soul complication. This complication is stepped up
character that is still somehow intrinsically tied to each time you commit this sin, and can only be
them. Signature Assets representing individuals can removed by truly selfless acts of sacrifice that cost
represent mortals or animals that you have fed your your character dearly.
blood to, giving them a boost of power, making
them addicted to your blood, and creating a kind of Universal Vampire Limits
absolute love for you.
Limit: Blood Frenzy: If taken out by a
Specialties are d6 only.
hunger-related complication, instead of being
removed from the scene, the character gains 1 PP
Step 7: Assign Bloodline Limit(s) and goes into Frenzy. Frenzied characters must
Choose and record at least one limit from your acquire the first and easiest supply of blood that
bloodline. they are aware of, and do not care about inflicting
harm on others, even their allies or loved ones. After
All Vampires have the following sFX and Limits: feeding step Hunger complication down to d8 OR
remove complication entirely if you kill a human or
Universal Vampire sFX sapient creature by drinking their blood. Shut down
sFX: Blood Healing: Spend 1 PP or gain a d8 all Vampiric Powers (except for Strength, Durability,
Hunger complication or step an existing one up to Reflexes, and Speed) until your character feeds.
immediately step back all physical injury Limit: Stake to the Heart: When you receive a
complications unless caused by fire, sunlight, or holy complication related to being Staked (or other
damage. The same also happens at the end of a immobilizing weakness), gain 1 PP and take
scene. All physical injury not caused by those three character out of the scene. Recover by having stake
sources (or stakes through the heart) are completely removed. If taken out by Stake complication being
cleared at sundown. pushed over d12 then no PP is received.
sFX: Blood Thirst: Either step up a power for a Limit: Cleansing Light: When you receive a
single test or contest OR gain 1 PP to add a Hunger complication related to fire or sacred abilities, step it
complication at d8 OR step up an existing one. This up to receive 1 PP. When you are exposed to sunlight,
complication can only be stepped down by hunting gain or step up a d8 On Fire complication and receive
and/or feeding (test as normal). 1 PP. Remove it by getting out of sunlight. Damage
from sunlight, fire, and holy sources steps down
once per day at sundown but can not be recovered in relate or meaningfully interact with humans or
any other way without Stamina powers and/or sFX. animals aside from intimidation or fear.
If you use these rules with a “typical” table, you
Mod: Simpler Weakness Limit can expect a lot of characters to hover at the d6 or d8
level.
Vampires have weaknesses determined by your
setting, sometimes taking damage from special
d4 - Same as d6
sources or being immobilized by a stake through the
d6 - Torture or serious assault for expediency.
heart or even having to count seeds. This Limit
d8 - Killing for the sake of expediency.
represents all of this at once, and your table can
d10 - Murder or other serious crimes for
define these traits as you wish.
gratification.
Limit: Vampiric Weaknesses: Take 1 PP and add a
d12 - Mass murder of innocents.
d8 or step up any complications caused by or related
to a vampire’s weaknesses or requiring blood to
function. Alternatively, take 2 PP and declare Mod: Humanity and Paths as Limits
yourself to be removed from the scene, effectively A main and honest objection to the Paths were
taken out (this represents more severe weaknesses they were less restrictive paths of “alternative
such as being paralyzed by a stake to the heart). morality” and more an excuse to do whatever you
wanted with your character with “restrictions” that
Mod: Blood Feeding Anemia Limit were things that you didn’t want to do anyway.
Cortex presents a simple option for encouraging
Limit: Weakened Constitution: A human who has
roleplaying to the detriment of the character (but
been fed on has an Anemic complication at d8 OR
not to the detriment of fun): Limits.
steps up an existing one. This complication steps
This limit could be taken to represent a vampire
down once daily at sundown and can only otherwise
who is trying to hang on to their humanity:
be removed with medical treatment. A mortal
Limit: Humane: When you show mercy to an
player gains a PP as well.
opponent who could later cause you trouble, show
kindness to your own detriment, or otherwise act in
Mod: Morality (Inhumanity) a humane fashion when being cruel or ruthless
Morality is a key part of many roleplaying would be advantageous, gain a PP.
settings involving vampires, but sometimes they can Alternatively, you could create similar ones for
be restrictive enough that the setting themselves other paths:
has to write rules so that “monstrous” vampires can Limit: Path of Power: When you struggle or betray
exist. That is why this is not a default rule. allies for a position of leadership or simply increased
Morality is best represented by persistent power and it would almost certainly lead to
complications. When you commit an act that you retribution, alienate allies, or cause other problems,
think your character would consider to be immoral, then gain a PP.
even if they would not feel that their character
would be guilty about it, pick up a d6 Inhuman
Mod: Blood Die (Generation and
complication or step up an existing one. This
complication should count against positive social Potency)
interactions with humanity or tests where empathy Your blood die is never rolled in a pool. It
is important. represents the power of your blood. In some games
As the complication gets higher, it should it might go up with age naturally (and naturally step
require more flagrant sins to raise it. If your down when a vampire sleeps for long periods), in
character has been “taken out” they are fully others it might require advancements or growth,
inhuman, and depending on your table, they might and in others it might be static and unchanging
be unplayable, or they might simply be unable to without drinking the soul of another vampire (see
Optional Vampire Murder Rules above), in which it is Hunting Grounds - This aspect can be added to a
one of the traits that can be stepped up. roll when hunting to reduce or remove a
Essentially it acts as a limiter on the power of a hunger-related complication. Sites with lots of
character. The default starting rating is d8. No power humans and limited chance of being caught (such as
can be higher than that. Weaker or newborn nightclub districts or tightly packed slums), have a
vampires (and all Duskborn) are d6, Elders are d10, high Hunting die, while an industrial park with no
and the truly ancient are d12. You may not have a night activity might have no Hunting die at all.
power trait rated higher than your Blood Die. Lastly Influence - Influence represents using your
the steps of the Blood Die might be used to domain. This depends highly on the domain itself. If
determine how many sFX you could have, although someone has a domain of all the museums in the
this isn’t recommended. city, then Influence could be used to host parties or
provide secure vaults (i.e. for art storage). If the
domain represents influence over the City Council,
Mod: Haven and Domain Dice then it might be used to get laws passed or blocked,
Havens ( a vampire’s home and sleeping location or to gather blackmail on local politicians. Influence
during the day) and Domains (areas of a given city, may not exist for a domain which cannot be utilized
either regional or institutional, that a vampire actively.
controls), although represented with a single Entrenchment - How tightly you control over your
Signature Asset die, each themselves cover several domain, and how hard it would be for others to
aspects. The Haven die represents Security, Secrecy, infiltrate or take it over. Locations where you are
and Size. The Domain represents Hunting Grounds, popular or institutions that you have infiltrated at
Influence, and Entrenchment. every level have a high Entrenchment. If your hold
For the purposes of this mod, each Haven or on your domain is tenuous at best, you may have no
Domain die can be split into three dice of the same entrenchment at all.
size, each representing one of those aspects. Each
die can be stepped up if another is stepped down. If
a die is stepped below d6, then that trait vanishes, Mod: Resources
and that aspect effectively does not exist for that Although the default is to use Signature Assets
particular Domain or Haven. to represent background associations, contacts,
Haven Aspect Definitions organizational influence, funds, and herds, it may be
Secrecy - How hard it is to find a haven. Sites in preferable to use Resources instead. While this does
remote locations or with hidden entrances have add a bit of complexity, it also better represents the
high secrecy. Mansions in the rich part of town may expendable nature of such traits, and the need for
have none. them to “recover” after being utilized (representing
Security - How hard it is to break into or recruiting, dividend accrual, or similar processes).
otherwise infiltrate the haven. Havens with strong There is no reason while fairly static assets like
strategic locations, alarms, and guards have high Havens couldn’t use Signature Asset rules alongside
security. An old, rickety house in the woods might elastic ones like Investment Funds, for example. If
not have any. you decide to use resources then characters can
Size - How large, but also how comfortable and directly utilize rules from page 72 of Cortex Prime to
luxurious a haven is. This is useful for roleplaying purchase them (1 pt for a new resource at 2d6, 1 pt to
purposes, but also may come into play with raise a resource from d6 to d8, and one to add 1 die
impressing others or hosting a party. A penthouse to an existing resource). Going higher than the
apartment that takes the top three floors of a normal resource limits should probably be
skyscraper might have a high size, but a bolthole in a allowable, at least using growth. Don’t forget to pick
section of abandoned subway tunnel might have two tags for each resource.
none.
Domain Aspect Definitions
Bloodlines
Scholarly Rebels:
Bloodline Powers Quick,
Each bloodline has access to several powers/sFX Charismatic, and
that they can take at character creation, typically Strong
based on the themes of that vampiric family. In Powers: Enhanced
some settings, each bloodline has access to three Strength d8,
“disciplines” or keywords of powers. This gives a Enhanced Reflexes
good range of abilities so long as they stick close to d8, Speed d6,
the core idea of the bloodline. Emotional Influence
Each player may choose three powers from the d6.
available traits, two sFX, and gets at least one limit sFX: Deadly Grip: Add a d6 and step up any
from their abilities, and might be able to have more. complications you create with Strength related to
They may trade in one Power to step up another or grappling, pinning, or crushing something.
for another sFX. sFX: Unleashed Might: Step up or double Strength
Option: One power trait and one sFX may be for one roll. If the roll fails, gain a “Collateral
from any list. Damage” complication equal in size to your power
When advancing later they select from this same die.
set. If trained by others they can select powers from sFX: Rouse the Rabble: Spend 1 PP to use
other Bloodlines, although this can have social Emotional Influence to create a d8 Angry Mob asset
consequences. in any crowd of mortals.
sFX: Eternal Rebellion: Spend 1 PP to re-roll any
Bloodline Details dice on a test or contest to resist mental or
Setting details can be found in various White emotional influence or to break it on others.
Wolf products, which I recommend strongly. When sFX: Time’s Lie: Spend 1 PP to use Speed or
conflicts or alternatives existed I added options or Enhanced Reflexes to perform a common action that
just did my own thing. I even added a little smidge would not ordinarily require a test in only a fraction
from CoD/nWoD (no one freak out: it’s totally of the time.
ignorable and I want nothing to do with edition sFX: Once Were Scholars: When researching
wars). One of the things I love about Cortex Prime is ancient supernatural or vampiric lore, step up or
how a small trait can blend with the narrative fiction double Know. Pay 1 PP to do both.
to become something else. I therefore kept a lot of Take one or more of the following:
this simple. Limit: Uncontrollable Rage: Take 1 PP when you
Please note WW has never been overly behave in a dangerous, reckless or offensive fashion
concerned with balance and neither have I. Nor do I due to anger.
particularly care the order in which disciplines (or Limit: Known Dissident: Take 1 PP when the
powers/sFX) are taken. Authorities single you out for harassment and gain a
d8 Persecuted Rebel complication.
Recommended Signature Assets: Criminal and
Radical Contacts, Libraries, Anarch Status,
Weapons, Havens or Meeting Places.
Sensual Artists: Resolute
Insightful, Quick, Aristocracy:
and Charismatic Tough,
Powers: Enhanced Charismatic, and
Senses d8, Aura Sight Commanding
d6 (allows you to see
Powers: Mind
moods and general
Control d6,
nature of creatures),
Emotional Influence
Telepathy d6,
d6, Enhanced Durability d8, Enhanced Stamina d8,
Enhanced Reflexes d8, Speed d6, Emotional
Iron Will (Mental Resistance) d6
Influence d6.
sFX: Strong Constitution: You may recover
sFX: What the Eye Beholds: Spend a PP to
damage from fire, sunlight, and sacred sources with
immediately detect all hidden creatures and objects
Blood Healing.
in the scene, including those using powers to
sFX: Skin of Marble: Spend 1 PP to ignore any
obscure their presence.
complications from small arms, archaic and natural
sFX: Already Gone: Spend a PP to arrive or depart
weapons (including those from supernatural
a scene immediately with Speed.
creatures)..
sFX: Muse’s Seduction: When using Emotional
sFX: I Am The Law!: Your mind-controlled allies
Influence to create assets related to inspiration or
and lackeys cover for you. Spend a PP when taking a
complications related to desire, add a d6 and step up
criminal action to prevent your crimes from being
your effect die.
reported or punished. This only applies to mortal
sFX: Adoration of the Masses: When in the
crimes.
presence of a group of mortals, pay 1 PP to create a
sFX: Instant Pawn: Spend a PP when you can
d8 Adoring Groupies asset.
communicate with your underlings OR you are in an
sFX: War is an Art: Spend a PP to step up or
area with lots of humans to create a d8 “Dominated
double Enhanced Reflexes in any test or contest
Thrall” asset for the scene.
representing combat or dueling. Do both if you are
sFX: How Dare You!: Spend 1 PP to re-roll your
wielding a finesse weapons such as rapiers, or a
dice in a test or contest in which you are attacked or
ranged weapon.
insulted in a social setting.
Take one or more of the following:
Take one or more of the following:
Limit: Beauty’s Distraction: Gain a PP whenever
Limit: Rarefied Tastes: Pick a favored prey
you are distracted by beauty to the point where you
(women, virgins, the rich, etc). Take 1 PP whenever
fail to notice something important or act in an
you are unable to feed because your chosen prey is
imprudent fashion OR give yourself a d8 Focused
unavailable.
Elsewhere complication for the scene.
Limit: It Isn’t Arrogance If I’m Your Better: Gain 1 PP
Limit: Pain Is Its Own Reward: Gain a PP when you
when your attitude of superiority, arrogance, or
behave in a needlessly sadistic fashion to your own
condescension causes you or your allies problems.
detriment.
Recommended Signature Assets: Wealth,
Recommended Signature Assets: Wealth,
Property, Expensive and Secure Havens, Bound
Luxurious Havens, Circle Status, Bound Artists, Art
Retainers, Circle Status.
Galleries, Night Clubs, Herds of Willing Mortals,
Secret Dens of Sadism.
Limit: Unwholesome Thoughts: Take 1 PP when
Enlightened you cannot tell reality from the visions and voices
Madmen: that accost you, giving you a d8 Hallucinations
complication. Test or reach a transition scene to
Deranged, remove it.
Insightful, and Recommended Signature Assets: Asylum
Mysterious Havens, Strange Collections, Bound “Mad’ Seers,
Powers: Madness Madness Network Connection, Serial Killer Friends,
Control (Mind Circle Status, Anything that the other bloodlines
Control) d6, would not expect you to have.
Enhanced Senses d8,
Mystic Sense d6,
Telepathy d6,
Invisibility d6,
Psychic Disguise
(Shapeshifting - No
Physical Change) d6
sFX: Demented Power:
When you use Mind
Control to create
complications related to insanity, delusions, or
hallucinations, add a d6 and step up your effect die.
sFX: Madness Network: You have a nearly
subconscious connection to a strange network of
thoughts which manifests as whispers in your mind.
Sometimes the whispers tell you the truth. Pay 1 PP
and the GM will tell you something that is true that
you could not have known otherwise. It may not be
welcome news.
sFX: Dangerous Thoughts: When others try
(successfully or otherwise) to influence your mind,
emotions, or read your thoughts with powers, pay 1
PP to give them a d8 Shared Madness complication.
sFX: Haunting Grounds: Pay 1 PP to create a d8
Maddening Visions asset/complication and apply it
to a location so that it affects all of those present,
especially when they sleep. It lasts until you use this
ability again or someone tests to remove it.
sFX: Shared Invisibility: Pay 1 PP to share your
Invisibility power with all nearby allies for the scene.
If even one person acts in a way that draws
attention, the power fails to work for anyone.
Take one or more of the following:
Limit: The Definition of Insanity: You have a
magically potent mental illness. When you act on it
and it causes you embarrassment, danger, or other
trouble, take 1 PP.
Limit: Hated Warlocks: Gain 1 PP when you
experience exceptional difficulties due to the
reputation of your Bloodline. Gain a d8 Distrusted
Witch complication for the scene if appropriate.
Hermetic Blood Limit: Just a Brick in the Pyramid: Gain 1 PP when
Sorcerers: Magickal, one of your Elders gives you an troublesome yet
Controlling, and irresistible order using your blood to mystically
Insightful compel you. Gain a d8 Blood Geas complication that
Powers: Blood Sorcery stays until your duty is fulfilled.
d6, Mind Control d6, Recommended Signature Assets: Wealth,
Enhanced Senses d8, Mutually Inhabited Chantry Havens, Occult
Mystic Sense d6, Libraries, Blood Collection, Homunculus or Gargoyle
Telepathy d6 Servants, Skilled Mortal Thaumaturges. Circle
Additional Powers: Elemental Control (Fire, status.
Weather, etc) or Blasts might make sense as
advancements and expansions to Blood Sorcery.
Please note that in the past Blood Sorcery has been
used by many bloodlines and factions, and I have
not added it to all of them here.
sFX: A Taste of Vitae: When using Blood Sorcery to
create assets related to information garnered from
the blood of others (such as their nature or status)
OR to use in future blood magic against a target, add
a d6 and step up the effect die.
sFX: Warding Ritual: Pay 1 PP to create a d8
Warding asset at a particular location. You may ward
against a specific type of creature or enemy. This
asset resists any attempt by the targets to find or
penetrate the area, and acts as a complication
against them if they enter. It lasts until the next
sundown.
sFX: Unlimited Power: Shut down one power to
step up or double Blood Sorcery for the remainder of
the scene. Shut down two to do both. Recover during
a transition scene.
sFX: Memory Edit: When you are creating
complications related to removing or changing
memories with Mind Control and/or Telepathy, add
a d6 and step up your effect die.
sFX: Deflect Wooden Doom: Spend 1 PP to ignore
any complication related to being staked (which
destroys the stake).
sFX: Crimson Mist: When successfully creating a
Hunger or Anemia-related complication using
Blood Sorcery, you may steal the blood, stepping
back your own Hunger complication.
Take one or both of the following:
Panicked Mortals complication. Recover it by testing
to cover up the situation.
Cruel Ancient Potential Advancements: Improve existing
Nobility: powers, add Flight d6

Fleshcrafting, sFX: Mortal Improvement: Use Transmutation to


give a willing or helpless mortal a d8 asset relating
Insightful, Bestial to a useful or dangerous body modification (such as
Powers: Fleshcraft bone spikes, a maw full of needle-sharp teeth, or
Self (Shapeshifting) skin-wings) in exchange for a d8 Monstrous
d6, Fleshcraft Others Appearance complication. The asset only lasts while
(Transmutation the complication does (but does not expire
Modifying Flesh and naturally). Can only be healed via mystical powers or
Bone Only) d6, Body of Blood ( Insubstantial) d6, sFX.
Animal Control d6, Enhanced Senses d8, Mystic sFX: Dire Servant: Gain a d8 Missing Body Part
Sense d6, Telepathy d6 complication to create a d8 Animated Body Part
Alternative: Replace Shapeshifting, asset. Recover the complication by shutting down
Transmutation, and Insubstantial powers as choices the asset.
with Mind Control d6, and Elemental Control (pick Take one or more of the following:
fire, earth, water, or air, earth is favored) d6 Limit: A Reminder of Home: If you do not sleep
sFX: Flesh Like Water, Bone Like Clay: When using with two handfuls of earth from a place important to
Transmutation to create complications related to you as a mortal, gain a d8 Weakened complication
mutations or deformations, add a d6 to your dice or step an existing one up. If you are taken out by
pool and step up the effect die. this you don’t wake up until someone supplies your
sFX: Uninvited Guests: Whenever someone enters sleeping form with the required earth. This
your home (defined as a building or location where complication can only be removed by meeting the
you sleep) without your express invitation, gain a d8 requirement for one night.
Cursed asset to use against them in any conflicts or Limit: How Insulting!: Gain 1 PP when you
to add to their test difficulties. This asset remains as overreact to relatively minor provocations or
long as they do. offenses, causing yourself or your allies grief.
sFX: The Great Beast: Pay 1 PP and gain a Hunger Recommended Signature Assets: Wealth, Run
d8 complication (or step an existing one up) in order Down but Magnificent Havens, Altered Servants,
to use Shapeshifting to change into a Degenerate Servitor Families, Forbidden or Sacred
mutually-exclusive war-form. Shut down Disciplines Pagan Lore. Crusade Status.
of the Blood and switch to Monstrous Thing. Shut this
power set down to recover Disciplines of the Blood.
This alternate power set can be advanced but only
by improving existing powers and adding ones in
the “potential advancements” section.
Monstrous Thing Power Set
Enhanced Strength d8, Enhanced Durability d8
sFX: Vicious Claws: When attacking with a
War-Form power, add a d6 to your dice pool for an
attack and step down highest die in pool by one.
Step up the effect die.
Limit: Monstrous: Whenever your true form is
witnessed by humans, gain a PP and take a d8
Recommended Signature Assets: Secret
Havens, Assassins, Locations of Abyssal Power,
Masters of Bound Shadow Demons, Church Contacts or
Darkness: Influence. Circle or Crusade Status.

Controlling,
Strong, and
Shadowy
Powers: Shadow
Control d6, Shadow
Tentacles (Stretching) d6, Shadow Form
(Insubstantial) d6, Mind Control d6, Enhanced
Strength d8
sFX: Crushing Darkness: When you use Shadow
Tentacles or Enhanced Strength to create
complications related to grappling, gripping, or
crushing OR when you use Shadow Control to inflict
complications related to blinding or blocking light,
then roll an additional d6 and step up the effect die.
sFX: Summon Shade: Spend 1 PP to use Shadow
Control to gain a d8 Shadow Demon asset that lasts
until sunrise. It has its own goals separate from
yours.
sFX: All According to Plan: Pay 1 PP to state that in
the past you planned for this to happen and gain a
d8 Well Prepared asset. Be sure to explain to the
table what it represents.
sFX: The Art of the Backstab: When you betray
someone, step up or double a single die in your pool
or pay 1 PP to do both.
sFX: Drawing From The Void: Step up or double
Shadow Control for a scene and take d8 Shadow
Demon complication, which the GM may attach to
you, the scene, or an ally. It goes away when dealt
with or when it has accomplished its goals.
Take one or more of the following:
Limit: No Reflection: You cast no reflection and
only show up dimly in pictures and images. When
this obviously supernatural trait causes you trouble,
take a d8 Suspicious Mortals complication and gain 1
PP. Convince the witnesses that they saw nothing or
escape to a transition scene to remove it.
Limit: Caught in Your Own Web: Gain 1 PP
whenever you make things worse for yourself via
cold betrayal, pointless deception, or paranoid
secrecy.
Recommended Signature Assets: Animal
Bestial Companions, Rural Havens, Hunting Grounds,
Shapeshifters: Werewolf Contacts, Anarch Status.

Tough, Bestial, and


Shapeshifting
Powers: Claws d8,
Animal Forms and
Features
(Shapeshifting) d8,
Mist Form (Intangibility) d8, Enhanced Stamina d8,
Enhanced Durability D8, Animal Control d6
Alternative: Remove Animal Control, Enhanced
Stamina, and Enhanced Durability and add
Enhanced Reflexes d8, Speed d6, Invisibility d6, and
Psychic Disguise (Shapeshifting - No Physical
Change) d6
sFX: The Beast Untamed: You may use Animal
Control to give mortals and other sapient beings
complications related to bestial urges, such as
fight-or-flight response, strong lusts, and frenzied
anger. When you do, add a d6 and step up the effect
die.
sFX: Wild Friends: You may spend 1 PP to gain a
d8 Animal Companion aspect. The animal must be
native to the area, and it may be one that is already
familiar with you.
sFX: Quick Hunt: Spend 1 PP to eliminate hunger
complication during a transition scene if access to
animals or humans is possible.
sFX: Mothers Embrace: Spend 1 PP to meld with
the earth and sleep safely for the day.
sFX: Berserker: Step up or double Claws (or Fight)
for one roll. If you are outnumbered, do both. If the
roll fails, you gain a complication equal in size to the
die you used.
Take one or more of the following:
Limit: Savage: Gain 1 PP when your animalistic,
uncivilized, or naive behavior gets you into trouble.
Limit: Changing Masks: As you age and frenzy,
you pick up more and more physical and mental
characteristics of animals (although they also might
disappear over time), which some find unnerving.
Whenever an animalistic feature causes you
problems in mortal or “polite” vampire society, take
a d8 Bestial Affect complication in exchange for 1 PP.
Recover it normally or when the scene ends.
Sanguine
Assassins:
Mysterious,
Sorcerous, and
Quick
Powers: Spit
Corrosive Blood d6,
Invisibility d6,
Psychic Disguise
(Shapeshifting - No Physical Change) d6, Enhanced
Reflexes d8, Speed d6, Blood Sorcery d6
sFX: The Poisoned Blade: When using Blood
Sorcery to create complications or assets related to
poison or poisoning, add a d6 and step up the effect
die.
sFX: The Patience of Killers: Pay 1 PP to already be
at a scene waiting in a superior ambush position.
sFX: Quietus: Pay 1 PP to create a d8 Utter Silence
asset/complication on an area equal in size to a large
room. No noise may be made or heard there until
the end of the scene.
sFX: The Unseen Hand: When you strike from
Ambush step up or double either Fight, Shoot, or
Enhanced Reflexes.
sFX: Fast Drinker: As part of a contest in which
you take out an enemy by drinking their blood, you
may fully drain them, removing your hunger and
possibly gaining other benefits from vampiric and
other creatures. This can trigger Draining the Soul.
Take one or more of the following:
Limit: Uncontrollable Hunger: Gain 1 PP whenever
your intense appetite for the blood of vampires
causes you to act in a dangerous or troublesome
fashion.
Limit: Cursed Diet: You are part of a bloodline
that was cursed to never be able to drink vampiric
blood. You gain no sustenance from it and it causes
painful burns as if it were acid.
Recommended Signature Assets: Mercenary or
Military Contacts, Trademark Weapon, Wealth,
Bound Advisors, Extensive Intelligence Dossiers,
Circle Status.
Limit: Monstrous: Whenever your true form is
Monstrous witnessed by humans, gain a PP and take a d8
Horrors: Strong, Panicked Mortals complication. Recover it by testing
to cover up the situation.
Mysterious, Bestial, Limit: Unsettling Presence: Something about you
(or sometimes upsets everyone you meet. Some horrors are
Dreadful) infested by insects, others have gaping wounds,
Powers: Animal some even have an uncontrollable aura of fear that
Control d6, Enhanced surrounds them. When this causes you social
Strength d8, problems, take 1 PP and gain a d8 Horrifying
Invisibility d6, complication for the scene.
Psychic Disguise Recommended Signature Assets: Sewer
(Shapeshifting - No Havens, Spy Networks, Secure Internet Access,
Physical Change) d6 Bound Swarms or Vermin, Secret Lover, Circle Status.
Alternative: Replace Animal Control with Fear
Control (Emotional Influence but Fear Only) d6
sFX: Every Rat a Spy: Pay 1 PP to create a d8 Sewer
Creature asset when you have access to any place
urban vermin might congregate.
sFX: Boltholes and Stashes: Pay 1 PP to create a d8
Invisible Passage or d8 Concealed Stash asset
representing mystically hidden items. Only those
with Enhanced Senses or those who know
specifically where the door or items are can find
them. This asset lasts until removed or the sFX is
used again.
sFX: Disappearing Act: Pay 1 PP to escape a scene
with invisibility, or to state that you followed one of
your allies there while invisible.
sFX: All The Worms of The Earth: When someone
inflicts a complication on you relating to physical
injury using a melee attack, pay 1 PP to immediately
give them a d10 Ravaging Vermin complication as
insects, worms, or other creatures of your choice
pour out of your wounds and attack them.
sFX: The Fear: When you use Fear Control to
create terror-related complications, add a d6 and
step up your effect die.
sFX: Spreading Terror: When you attempt to
spread fear amongst a mob or group of individuals
using Fear Control, for each additional target past
the first, add a d6 and keep an additional effect die.
sFX: Shattered Like A Mirror: Pay 1 PP to destroy
an inanimate object up to the size of a car with your
Strength. This can be done as a part of a separate
test/contest, and effectively takes only seconds.
Take one or both of the following:
sFX: An Offer You Don’t Refuse: When you
persuade someone when acting on the family’s
Necromantic behalf, step up or double your Influence die. Pay 1 PP
Degenerates: to do both.
Take one or more of the following:
Strong, Deathly, Limit: Kiss of Pain: Most vampire bites are
and Controlling pleasurable, but yours causes intense pain. When
(Also includes other you either cannot convince someone to allow you to
necromantic feed on them OR this creates a problem with
someone you have fed upon, take 1 PP. In the latter
bloodlines & brand
case add a d8 Agonized Mortal complication.
new ones) Limit: Family Matters: When your family decides
Powers: Necromancy d6, Death Sense d6, that you’ve let them down, shut down all of your
Enhanced Strength d8, Mind Control d6 Signature Assets and gain a PP (only if you actually
Alternative: Remove Enhanced Strength and/or have any significant Signature Assets). Get them
Mind Control. For each one removed, make one of back when you are back in their good graces.
the following options available: Limit: Deathly Visage: Your body is either
● (Enhanced Senses d8) corpse-like or actually rotting. Whenever your true
● (Enhanced Stamina d8, Enhanced Durability form is witnessed by humans, gain a PP and take a
d8) d8 Panicked Mortals complication. Recover it by
● (Invisibility d6, Psychic Disguise testing to cover up the situation.
(Shapeshifting - No Physical Change) d6) Limit: It’s Only Cannibalism if We’re Equals: You
sFX: Call the Dead: Pay 1 PP to summon a d8 must actually consume flesh to gain sustenance,
Helpful Wraith asset or Bound Specter complication hopefully from the recently dead. Take 1 PP when
(for the location). This lasts until the end of the you need to feed but cannot find corpses or when
scene. your diet is found out and causes revulsion or horror
sFX: The Dance of the Dead: Pay 1 PP or create a d8 in others.
Hungry complication (or step an existing one up) to Recommended Signature Assets: Wealth,
create an Animated Corpse mob of one to five d6, Property, Crypt Havens, “Close” Family Members,
depending on the number of corpses you have Mortuary or Morgue facilities, Bound Wraith
available. They also have the following traits: Servants.
Starving d8, Shambling d4, and Stupid d4. They last
until you use this power again, but can only follow
the simplest of orders.
sFX: Spirit Command: When you use Necromancy
to create complications related to attaching spirits
to others or exorcising them add a d6 and step up
your effect die.
sFX: Sustenance From Spirit: You may feed on
ghosts and wraiths as if they were mortals, taking
their essence as if it were blood or flesh. You may
also treat spirits as if they were physical, such as
trying to grip them with Enhanced Strength.
sFX: Keep it In the Family: Gain a d8 Capable
Relative asset but you or an ally takes a d8
complication related to your past with them. Do this
at most once per scene.
Serpentine Wandering
Cultists: Tricksters:
Mysterious, Illusory, Tough, and
Charismatic, and Bestial
Ophidian (Shifting) Powers: Illusions
Powers: Venomous (Sorcery but only for
Bite d6, Serpent creating sensory
Forms and Features impressions and
Shifting hallucinations) d6 ,
(Shapeshifting) d6, Psychic Disguise (Shapeshifting Enhanced Stamina d8, Enhanced Durability d8,
- No Physical Change) d6, Emotional Influence d6, Animal Control d6
Invisibility d6 sFX: Fool’s Strike: When you are taken out by a
sFX: Cobra’s Arsenal: When using Shapeshifting physical complication from combat, pay 1 PP to
to create assets related to the physical reveal that the enemy was striking a realistic illusion
characteristics of serpents, add a d6 and step up the and escape the scene. Step the complication down
effect die. to d8.
sFX: Hypnotic Gaze: Pay 1 PP to hold another’s sFX: Nothing is True: When creating
gaze. As long as you don’t move, act, or break eye complications related to realistic illusions, add a d6
contact they are frozen as well. No test is required. and step up your effect die. “They’re illusions,
sFX: Apep’s Coils: When creating complications Michael!”
related to constriction or grappling, add a d6 and sFX: Behold the Beautiful Lie: When using illusions
step up the effect die. If you are in the physical form to go after multiple targets, for each additional
of a serpent, add a d8 instead. target past the first, add a d6 and keep an additional
sFX: Cult of the Serpent: Pay 1 PP to gain a d8 effect die.
Fanatical Believer asset until the end of the scene. sFX: Horrifying Lie: Take a d8 Distracted
sFX: Adder’s Scales: Pay 1 PP to grow scales in complication to give someone a d8 Trapped In False
response to a single attack or contest. Ignore any Reality complication. When one is removed the
complications related to injury from small arms, other is as well. If Trapped in False Reality is stepped
melee weapons or venom, unless the damage is up beyond d12, the mind of the target is lost forever
caused by explosions or similarly catastrophic and the Distracted complication goes away.
sources. sFX: The Way of Paradox: When you give advice to
Take one or more of the following: an ally about their proper place in the world or how
Limit: Wrath of Ra: Gain one PP when you step up it might conflict with their nature, pay 1 PP and give
any complication you receive due to sun or bright them a d8 Strange Inspiration asset.
light. Take one or more of the following:
Limit: The Nature of a Serpent: Whenever Limit: The Path of Doing What I Want: You have a
someone refuses to deal with you because of your vice buried within your blood. When you indulge
bloodline’s (well-deserved) reputation, take 1 PP that vice instead of dealing with something
and gain a d8 Untrustworthy Snake complication for important or make poor decisions because of it, gain
the scene. a PP.
Recommended Signature Assets: Wealth, Limit: Unease: Something about you upsets
Temple Havens, Mortal Cult, Blackmail Files, Anarch everyone you meet, especially mortals, making
Status. them suspect something of your true nature. When
this causes you social problems, take 1 PP and gain a
d8 Unsettling complication for the scene.
Recommended Signature Assets: Nomadic transgressive and repugnant actions for an entire
Havens, Criminal Contacts, Fake Identities, scene.
Recommended Signature Assets: Secret
Infernal Havens, Infernalist Cells, Degenerate Cults, Gate
Corrupters: Locations, Cover Identities, Crusade Status.

Mysterious,
Charismatic, and
Daemonic
Powers: Dark
Thaumaturgy
(Sorcery for
summoning and
cursing only) d6, Throw Balefire d6, Sin Sense d6,
Invisibility d6, Psychic Disguise (Shapeshifting - No
Physical Change) d6, Emotional Influence d6
sFX: Hell’s Flame is Hotter: Pay 1 PP to ignore
complications from fire or heat.
sFX: Shaitan’s Blessing: When using Dark Sorcery
to inflict complications related to curses or hexes,
add a d6 and step up your effect die.
sFX: Nergal’s Children: Spend a PP to vomit up a
swarm of malformed biting and stinging insects.
This is a 3d6 Mob with the Diseased d6, Fragile d4,
and Stinging d8 traits.
sFX: The Greatest Trick The Devil Ever Pulled: Pay 1
PP to re-roll when you are trying to convince others
that you belong to a different bloodline or that your
bloodline of infernalists is just a myth.
sFX: The Best of Gifts: Spend 1 PP to create a
situation that tempts a character in the scene. You
pick the character but the temptation will be
selected by the GM. This won’t force the character to
indulge, but whatever it is will be tailored to their
moral weaknesses and Limits.
Take one or more of the following:
Limit: Faith is Pain: When you take a
complication related to holy faith or sacred power,
step it up for 1 PP. Alternatively, when exposed to
holy sites or objects that do not cause problems for
other vampires, take a d8 Unholy Fear complication
that lasts until the source of the fear is no longer in
your presence.
Limit: Required Obeisance: When you
intentionally decide to abstain from sin or convince
someone to do the same, shut down Disciplines of
the Blood. Recover it by indulging in morally
Clanless
Diverse
Powers: Clanless
have no
discernable
bloodline for one
of many reasons,
typically due to a
“failed” or
unusual embrace.
This means that they should pick three power tags
from the Bloodline Creation Rules (below). They can
pick from those powers as normal.
For sFX, Clanless can choose any two from any
other bloodlines, including the one below which is
specific to them.
sFX: Not Worth the Trouble: Spend 1 PP to leave a
difficult situation or cause an enemy to target
someone else for the moment as you are beneath
their contempt.
All Clanless have the following limit.
Limit: Second Class Citizens: When your low status
amongst other vampires creates complications for
you, gain 1 PP.
Recommended Signature Assets: A Long
Abandoned Elder’s Haven, Hunting Rights, Anarch
Status, A Lover in the Circle.
Limit: Bottom of the Barrel: When your low status
amongst other vampires creates complications or
Duskborn danger for you, gain 1 PP.
Alchemical and sFX & Limit: Mixtures of the Blood: Blood
Alchemy is similar to Blood Sorcery but it is time
Unalive consuming, requiring at least a transition scene to
Powers: “brew”, as well as access to tools (which might
Duskborn have include the Duskborn’s own body, a mortal, or a
extremely weak more traditional alchemical setup), and rare
blood and thus ingredients (ask your GM). The advantage is that
start with only with the expenditure of a PP, you can provide these
two powers: potions to other vampires who then gain access to
Blood Mimic d6 (they can mimic other vampire the effect for a scene when they quaff them. Blood
powers by drinking the blood of vampires that Alchemy might also create its own unique effects or
possess them or other blood with a similar mimic those of other vampires. All blood alchemy
“resonance”) and Blood Alchemy d6. All duskborn requires blood so it always either creates a d8
possess the “Mixtures of the Blood” sFX and Limit Hunger complication or steps an existing one up.
(basically a combined set of rules for Blood Recommended Signature Assets: A Safe Place
Alchemy). They may never gain or possess any other to Sleep, Free Hunting Territory, Anarch Buddy, A
abilities without a change to their blood (see Patron in the Circle.
below). They may only choose their two sFX from
the following and Not Worth the Trouble under
Clanless.
If you ever drink the soul of another vampire,
you gain their clan as well, replacing all current
powers and sFX with new ones.
sFX: Not Quite Dead: Sometimes thin blood is an
advantage. You don’t always suffer from a vampire’s
weaknesses. When you are exposed to a limit that
would cause you harm (like sunlight), shut down
Disciplines of the Blood to prevent it. Recover
Disciplines of the Blood when you are no longer
exposed to the vulnerability.
sFX: Enemy of my Enemy: Duskborn are often the
targets of purges by those in power, which makes
them useful to others as pawns. Spend a PP to gain a
d8 Unexpected Ally asset which lasts until your
usefulness is at an end.
sFX: Almost Alive: You can spend a PP to appear
to be alive in every way for a scene, including
possessing a heartbeat and being able to conceive.
Limit: Weak Lineage: Some common things that
other vampires do (like bonding mortals or creating
other vampires) just fail for you from time to time.
At your discretion you may also have other “defects”
like small fangs. When you are affected by
something like this, gain 1 PP.
Bloodline Creation Rules 14. 3-2: Edwardian Era (1900 to 1929 CE. WWI and
Roaring 20s)
15. 3-3: Depression (1929 to 1939 CE)
Follow the steps below to quickly create your
16. 3-4: WW2 and Global Cold War (1946 to 1991
own bloodline. The GM may ask you some or all of
CE)
the questions below as well.
17. 3-5: Post-Modern (1991 to 1999 CE)
18. 3-6: Newborn (~2000 CE and later)
1.) Choose or roll for your Bloodline’s
Age and Region of Origin.
Age Region
How old is your Bloodline (assuming it is known Your world may require that all vampires arouse
with any certainty)? For some tables all vampires from one region. In that case you could use this to
may share a common origin story in which case this determine any areas of specific influence or
step can be skipped. traditional association. Pick or roll. 1d20 to use the
entire table. Use alternative rolls to narrow down
Choose or roll 1d3 then 1d6 to use the entire areas: 1d4+2 for Africa, 1d2+6 for India, 1d4+8 for
table, 1d4+3 for ancient, 1d6+6 for old, or 1d6+12 for Europe, 1d4+12 for Asia, 1d3+17 for Americas.
recent.
1. Unknown, Other, or Somewhere Else
2. Middle-East
1. 1-1: Unknown - A total mystery 3. North Africa
2. 1-2: Unknown - Multiple competing 4. Western Africa
legends/histories - Roll 2 or 3 Times and Ignore 5. Eastern Africa
Future Unknown or Multiple Results. 6. Sub-saharan Africa
3. 1-3: Multiple Bloodlines Became One - Roll 2 or 7. Northern Indian Subcontinent
3 Times and Ignore future Unknown or 8. Southern Indian Subcontinent
Multiple Results. 9. Western Europe
4. 1-4: Prehistoric Era (Earlier than ~3000 BCE) 10. Eastern Europe
5. 1-5: Ancient Era (~3000 BCE to ~500 BCE. 11. Northern Europe
Bronze or Iron Age. Egyptians and old Near 12. Mediterranean Europe
Eastern empires. Shang Dynasty China) 13. Central Asia
6. 1-6: Age of Antiquity (~500 BCE to ~0 CE. 14. China
Republican Rome, Classical Greece and 15. Southeast Asia
Contemporary Civilizations.) 16. Asia Minor
7. 2-1: Late Antiquity (~0 CE to ~500 CE. Imperial 17. Australia or Pacific Islands
Rome.) 18. North America
8. 2-2: Early Middle Ages (~500 CE to ~1000 CE. 19. Central America
After fall of Roman Empire. Originally called 20. South America
“Dark Ages”. Viking raids and expansions.)
9. 2-3: High Middle Ages (~1000 CE to ~1250 CE.
Battle of Hastings.)
10. 2-4: Late Middle Ages (~1250 CE to ~1500 CE. 2.) What role or theme has your
The Black Death) Bloodline traditionally played throughout
11. 2-5: Early Modern Era (~1500 CE to ~1750 CE.
its history?
Imperialist Colonization.)
Pick one to three Theme Tags using the list
12. 2-6: Revolutions and Industrialization (~1750
below or creating your own, that evoke that theme.
CE to ~1850 CE. Haitian Revolution)
13. 3-1: Victorian Era (~1850 to ~1900 CE)
Alternatively roll up to three random tags and 3.) Pick or roll for three power tags.
determine the overall theme from that. These should fit their theme or history or simply
Roll 1d6 twice to determine each tag. how you imagine them. Roll 1d3 then 1d5 to
determine each power tag. Suggested power traits
1. 1-1: Aberrant Practices and sFX that would be available are in parenthesis.
2. 1-2: Advisers, Viziers, or Lieutenants Use the example Bloodlines for further sFX ideas.
3. 1-3: Artists
4. 1-4: Assassins 1. 1-1: Shifting - Changing yourself to meet your
5. 1-5: Breath Stealers - You cannot feed on blood needs. Taking on forms and abilities not your
directly but must steal the breath of others. own. (Shapeshift d6, Claws or other natural
This follows all standard rules for feeding but weapons d8, sFX: Constructs (but for shifting
appears to be a long, drawn out kiss. Feeding assets))
in this fashion will never wake up mortals. 2. 1-2: Bestial - Powers over animals and beasts,
6. 1-6: Corrupters literally and metaphorically. (Animal Control
7. 2-1: Death Worship or Mastery d6, sFX: 1 pp to summon a d8 animal, sFX:
8. 2-2: Decadent Hedonists Afflict to give humans bestial personality
9. 2-3: Deceivers traits)
10. 2-4: Degenerate or Fallen Nobility 3. 1-3: Controlling - Breaking others to your will.
11. 2-5: Flesh Eaters (Mind Control d6, sFX: Afflict, sFX: 1 PP for
12. 2-6: Humble and Repentant immediate control)
13. 3-1: Inhuman Cruelty 4. 1-4: Dreadful - Fear is strength. (Fear Control
14. 3-2: Insane d6, sFX: Area Effect fear, Afflict with terror, or
15. 3-3: Mercenaries, Soldiers, or Warriors even causing heart attacks in mortals)
16. 3-4: Merchants 5. 1-5: Enduring - Weathering damage and
17. 3-5: Monstrous surviving that which would kill lesser
18. 3-6: Night Terrors monsters. (Enhanced Stamina d8, Enhanced
19. 4-1: Occult Lore-Keepers Durability d8)
20. 4-2: Oppressed 6. 2-1: Insightful - Sensory and psychic abilities.
21. 4-3: Oracles (Enhanced Senses d8, Telepathy d6, and often
22. 4-4: Performers a “thematic” sense at d6, such as Mystic Sense,
23. 4-5: Puppet Masters Death Sense, etc.)
24. 4-6: Rebels 7. 2-2: Deranged - Control and manipulation of
25. 5-1: Religious insanity. (Mind Control d6, sFX: Afflict with
26. 5-2: Scholars insanity or madness, other sFX related to
27. 5-3: Secretive spreading insanity or defending with it)
28. 5-4: Spies and Informants 8. 2-3: Mysterious - Invisibility and concealment.
29. 5-5: Tricksters (Invisibility d6, Shapeshifting (Psychic
30. 5-6: Undead Nobility Disguises only, no physical changes), sFX:
31. 6-1: Underclass related to concealing objects and locations,
32. 6-2: Unfathomable shared invisibility, or already being at a scene)
33. 6-3: Unnatural 9. 2-4: Deathly - Occult powers over death and
34. 6-4: Young Turks the dead. (Necromancy d6 (As Sorcery but only
35. 6-5: Wanderers or Survivors for death related assets and complications),
36. 6-6: Lawkeepers or Judges sFX: create mobs of undead, summon ghosts,
create hauntings)
10. 2-5: Quick - Moving with impossible grace and
speed. (Enhanced Reflexes d8, Speed d6, sFX:
avoiding injury, beings somewhere quickly, others. Use the limits in the example bloodlines or
performing tasks inhumanly quickly, localized customize the generic limits below to your tastes:
time control) -Whenever a Limit prevents you from taking a
11. 3-1: Charismatic - Influencing the emotions beneficial course of action OR your character makes
and desires of others. Supernatural charisma. a decision that makes things more difficult for them
(Emotional Control d6, sFX: assets related to then gain a PP.
moods, creating artificial love, making it -Give the character a d8 complication related to
difficult for others to attempt to harm you) the limit and gain a PP.
12. 3-2: Shadowy - The night is your playground -Gain a PP and shut down Disciplines of the
and the shadows themselves obey your will. Blood until the Limit is dealt with.
(Shadow Control d6, Stretching d6 (Tentacles -Step up complications from specific sources and
of Darkness), Insubstantial d6 (Shadow Form), gain a PP.
sFX: Shadow Constructs, Multipower using Therefore, the more commonly your weakness
Stretching with Enhanced traits) causes you trouble, the more PP you will gain. Most
13. 3-3: Sorcerous - Blood magic and rituals. of the below are NOT mitigatable via vampiric or
(Blood Sorcery d6, sFX to represent various other powers. It is literally “in the blood” and a part
rituals, blood theft, changing your own blood) of you. If your weakness is a requirement and you
14. 3-4: Strong - Supernatural physical prowess. cannot meet it, expect things to get bad quickly.
(Enhanced Strength d8, sFX: destroying Alternatively, determine the weakness randomly
objects or obstacles, intimidation, Afflict with by rolling 1d4 then 1d6.
grappling complications)
15. 3-5: Fleshcrafting - Shaping the physical form
of yourself and others to twisted and unnatural 1. 1-1: Casts no reflection.
purposes. (Shapeshifting d6, Transmutation 2. 1-2: Lacks a shadow or shadow moves on its
d6 (organic tissue only), Insubstantial d6 own.
(blood form), sFX: Afflict with modifications, 3. 1-3: Can only consume blood of a specific
quickly creating body weaponry, permanently source.
change servants, full transformations with 4. 1-4: Has a monstrous, deathlike, or otherwise
mutually exclusive power sets) inhuman appearance.
5. 1-5: Has or gains animalistic characteristics
4.) Choose Bloodline sFx. under specific circumstances, such as cat’s
Use the existing bloodline sFX as well as power eyes, serpent’s scales, or thick fur.
sFX and the default sFX from Cortex Prime as a 6. 1-6: Permanent delusion or other mental
guide to rules. Think on both their theme as well as illness.
power tags. What kind of tricks might they use? How 7. 2-1: Hair-trigger temper that sends you into
might they apply their powers differently from dangerous rages much more quickly than
other bloodlines? What secret knowledge or other monsters. Resisting provocation frenzies
understanding might they possess? is harder. A 10+ counts as a 7-9. You may always
Pick or Create at least two sFX (enough for your choose to roll a 6- to mark XP.
own character) but feel free to expand that to five or 8. 2-2: Blood shackled to your elders.
more (for future choices and NPC abilities). 9. 2-3: Cannot create blood shackles.
10. 2-4: Cannot drink vampire blood without
5.) Pick a Bloodline Limit that fits their suffering weakness damage.
11. 2-5: Easily addicted to vampire blood.
theme. 12. 2-6: Distracted by beauty…or horror.
Several are listed below but feel free to come up 13. 3-1: Utterly and unnaturally drawn to their
with one. They are not perfectly balanced, nor are Vice.
they intended to be. Some are clearly worse than
14. 3-2: Must sleep with earth from their burial What kind of people do they tend to turn into
site. vampires?
15. 3-3: Your bite causes only pain, and your prey Are there any commonly taken, modified, or
remembers that you bit them. restricted powers within their Power tags? This is a
16. 3-4: The sun (or another weakness) causes good way to give flavor to a Bloodline.
extra or double damage. Is your Bloodline the “flip side” or a subgroup of
17. 3-5: You gain an additional weakness such as another Bloodline? If so, what is your relationship to
silver or cold iron. the original Bloodline? Are you enemies? Allies?
18. 3-6: You have a compulsion to specific, Does one of you have a servile relationship to the
potentially bothersome behavior (such as a other?
kind of criminal act or propensity to rebel even
when you don’t want to).
19. 4-1: You feel emotions to a much reduced
degree, which gives you limited empathy with
others.
20. 4-2: Must consume human flesh instead of
blood.
21. 4-3: Cannot cross running water
22. 4-4: Cannot enter home without invitation
23. 4-5: Holy objects and sites are a weakness to
you. You fear them and if directly applied to
you they will cause damage.
24. 4-6: You have an unnatural presence which
spooks animals and causes people to shun you.
Alternatively plants wither and die around
you.

6.) Pick a name for your Bloodline.


It may not be the name that they were always
known as but it is their “common” name for the
current nights.
Ask the table to pick a derogatory nickname for
your Bloodline. This is how outsiders often refer to
them.

7.) Optional/GM Questions


Does your Bloodline have a legendary founder or
internal myth as to its creation? Is the figure known
in history? In the legend was your founder made into
a Vampire by another Vampire, or a curse, or did
they change themselves somehow?
Does your bloodline have any traditional
enemies, vampiric or otherwise?
Why do others hate or distrust them?
What about allies?
What are they known for?
What is the source of their power?
Round Robin City Generation

This system is roughly based on other Cortex and


Indie RPGs and is intended to quickly and easily
create your city as a table. The GM can either act as
an impartial guide for this process or participate in it
as a “player”.

Step 1) The River and the Coast


-Starting with the person on the GM’s left, go
around the table and place points on the map (no
more than 4-5), running roughly through the center.
Connect them on a freehand curve. At least one end
should leave the map (both should if this city is
landlocked). This is the RIVER. Name it.
-Starting with the person on the GM’s right, go
around the table again and this time place points
roughly perpendicular to the line of the RIVER.
Make sure they roughly cross with the end of the
RIVER that is on the map. This is the COAST. Is it the
coast of a Lake or Ocean? This step is not required for
inland cities.

Step 2) Places of Importance


-Go around the table starting with the
youngest character. Have each person pick a location
from the list below or invent one of their own. They
place it, name it (if needed) and say one thing about
it.
-Do this until the map starts to look a little
cluttered. You want to leave plenty of space for
future modifications. 10-15 locations is plenty.
-Some locations have notes as to where they
should be placed. They are largely suggestions but
it won’t make sense to have a pier in the middle of a
landlocked area. Unless, of course, its on a lake in
the middle of the city.

Step 3) Delineate Neighborhoods


-Go around the table starting with the most
stylish or sensual Character. Each person should
draw roughly straight lines around 3-4 locations
(using previously drawn lines as borders. This is a
NEIGHBORHOOD. Name it and tell us one thing
about it.
Step 4) Choose Vampiric Locations. •Museum (Art, History, Natural History, or
-Go around the table starting with the oldest Other)
character. Have each person pick a place on the map. •Necromantic Location of Power
This location is important to vampiric Society. What •Occult Library
is significant about it? (Meeting locations, Ruler’s •Opera or Playhouse
Court, Place of Danger or Haunting, Lair of •Outdoor Upscale Mall
Lycanthropes, etc) •Outer Dimensional Sciences Center
•Park
Step 5) Character History •Pharmaceutical Lab
•Pier - Seaside amusement and activity
-Go around the table starting with the
•Police HQ
Character with the hardest past. Have each person
•Port - Large Ship Entry/Leaving
pick one location and explain why it is important to
•Public Housing
them specifically. Describe what took place there.
•Research Hospital
•Resort - Upscale
Step 6) Havens •Rich Enclave
-Go around the table starting with the most •Ritual Chamber
frightening character. Have each character pick a •Secret Data Warehouse
neighborhood and/or location where they sleep in •Secret Society HQ
or near. •Skyscraper(s) - Business District
•Skyscraper(s) - Mixed
Locations List Residential/Business/Entertainment
•Stadium
•Abandoned Housing Complex •University
•Antinomian Temple •Upscale Apartment Complex
•Battle Site •Warehouse of Failed Experiments
•Black Ops Training Center •Zoo
•Black Research Facility
•Cathedral or Large Site of Worship
•Cemetery (Well Kept or Abandoned and
Spooky)
•Church or other Place of Worship
•City Hall
•Covert Bioweapons Lab
•Docks - Working. Shipbuilding and/or Fishing
•Elementary School
•Energy Weapons Lab
•Gentrified Middle Class Housing and Shops
•High School
•High Tech Lab
•Historical Landmark
•Hospital
•Illegal Animal Testing Center
•Indoor Megamall
•Main Fire Station
•Microfacturing / 3D Industrial Printing Facility
•Military Weapons Factory
Power Tags List
Below is an expanded list of the Power Tags,
including the powers that come with it, their
starting ratings, and suggested sFX (often in generic
forms and titles rather than those listed with the
bloodlines above). These powers and sFX are
intended to be taken by characters with the
appropriate power tags as well as to be modified
your used in your own creations.
Alchemical (Duskborn Only)
Available Powers: Blood Alchemy d6 , Blood
Mimic d6 (see Duskborn Bloodline for more details).
All characters with the Alchemical tag must also
possess Mixtures of the Blood.
sFX & Limit: Mixtures of the Blood: Blood
Alchemy is similar to Blood Sorcery but it is time
consuming, requiring at least a transition scene to
“brew”, as well as access to tools (which might
include the Duskborn’s own body, a mortal, or a
more traditional alchemical setup), and rare
ingredients (ask your GM). The advantage is that
with the expenditure of a PP, you can provide these
potions to other vampires who then gain access to
the effect for a scene when they quaff them. Blood
Alchemy might also create its own unique effects or
mimic those of other vampires. All blood alchemy
requires blood so it always either creates a d8
Hunger complication or steps an existing one up.
Bestial
Available Powers: Animal Control d6
sFX: All The Worms of The Earth: When someone
inflicts a complication on you relating to physical
injury using a melee attack, pay 1 PP to immediately
give them a d10 Ravaging Vermin complication as
insects, worms, or other creatures of your choice
pour out of your wounds and attack them.
sFX: The Beast Untamed: You may use Animal
Control to give mortals and other sapient beings
complications related to bestial urges, such as
fight-or-flight response, strong lusts, and frenzied
anger. When you do, add a d6 and step up the effect
die.
sFX: Berserker: Step up or double Claws (or Fight)
for one roll. If you are outnumbered, do both. If the
roll fails, you gain a complication equal in size to the
die you used.
reported or punished. This only applies to mortal
crimes.
sFX: Borrowed Eyes: Pay 1 PP to use the senses of sFX: Instant Pawn: Spend a PP when you are in
an Animal that you can detect. an area with lots of humans to create a d8
sFX: Every Rat a Spy: Pay 1 PP to create a d8 Sewer “Dominated Thrall” asset for the scene.
Creature asset when you have access to any place sFX: Memory Edit: When you are creating
urban vermin might congregate. complications related to removing or changing
sFX: Quick Hunt: Spend 1 PP to eliminate hunger memories with Mind Control add a d6 and step up
complication during a transition scene if access to your effect die.
animals is possible. sFX: Possession: Spend 1 PP and gain a d8 Split
sFX: Wild Friends: You may spend 1 PP to gain a Attention complication to take over the body of
d8 Animal Companion aspect. The animal must be another person, who may resist. If you succeed the
native to the area, and it may be one that is already mortal is locked away within their own minds and
familiar with you. may or may not remember what you do while you
Charismatic are in control (your choice). The complication
Available Powers: Emotional Influence d6. recovers when you stop possessing the other
sFX: Entrancement: Pay 1 PP to hold another’s person.
attention. As long as you don’t move, act, or break Daemonic
eye contact they are frozen as well. No test is Available Powers: Dark Thaumaturgy (Sorcery
required. for summoning and cursing only) d6, Throw Balefire
sFX: Gather the Herd: Spend 1 PP to use d6, Sin Sense d6.
Emotional Influence to attract and command a d8 sFX: The Best of Gifts: Spend 1 PP to create a
asset representing a small group of mortals for a situation that tempts a character in the scene. You
scene. Name this asset appropriately when you take pick the character but the temptation will be
this sFX). selected by the GM. This won’t force the character to
sFX: Majestic Presence: Spend 1 PP to re-roll your indulge, but whatever it is will be tailored to their
dice in a test or contest in which you are attacked or moral weaknesses and Limits.
insulted in a social setting. sFX: Hell’s Flame is Hotter: Pay 1 PP to ignore
sFX: Practiced Manipulation: When using complications from fire or heat.
Emotional Influence to create assets or sFX: Nergal’s Children: Spend a PP to vomit up a
complications related to a particular emotion or set swarm of malformed biting and stinging insects.
of closely related emotions (chosen when you take This is a 3d6 Mob with the Diseased d6, Fragile d4,
this sFX, add a d6 and step up your effect die. and Stinging d8 traits.
sFX: Summoning: Spend 1 PP to entice a mortal sFX: Shaitan’s Blessing: When using Dark Sorcery
that you know to travel to your location as quickly as to inflict complications related to curses or hexes,
possible, although they will stop to meet needs like add a d6 and step up your effect die.
food or rest. Supernatural creatures can be Deathly
summoned but they can enter a contest to resist. Available Powers: Death Sense d6, Necromancy
Controlling d6
Available Powers: Mind Control d6. sFX: Call the Dead: Pay 1 PP to summon a d8
sFX: Harmful Imperative: When using Mind Helpful Wraith asset or Bound Specter complication
Control to inflict complications related to (for the location). This lasts until the end of the
self-destruction or violence against others, add a d6 scene.
and step up your effect die.. sFX: The Dance of the Dead: Pay 1 PP or create a d8
sFX: I Am The Law!: Your mind-controlled allies Hungry complication (or step an existing one up) to
and lackeys cover for you. Spend a PP when taking a create an Animated Corpse mob of one to five d6,
criminal action to prevent your crimes from being depending on the number of corpses you have
available. They also have the following traits: sFX: Scared to Death: Pay 1 PP to give a mortal a
Starving d8, Shambling d4, and Stupid d4. They last d8 Heart Attack complication. Without medical
until you use this power again, but can only follow treatment, this complication will automatically step
the simplest of orders. up and kill them.
sFX: Spirit Command: When you use Necromancy Enduring
to create complications related to attaching spirits Available Powers: Enhanced Durability d8,
to others or exorcising them add a d6 and step up Enhanced Stamina d8, (Type) Resistance d6
your effect die. sFX: Regeneration: When you use Blood Healing
sFX: Sustenance From Spirit: You may feed on you can spend a PP AND gain a d8 Hunger
ghosts and wraiths as if they were mortals, taking complication (or step one up). If you do so, you can
their essence as if it were blood or flesh. You may clear ALL complications related to physical injury
also treat spirits as if they were physical, such as except those caused by fire, sunlight, holy sources,
trying to grip them with Enhanced Strength. or a stake through the heart.
Deranged sFX: Skin of Marble: Spend 1 PP to ignore any
Available Powers: Madness Control (Mind complications from small arms, archaic and natural
Control) d6 weapons (including those from supernatural
sFX: Dangerous Thoughts: When others try creatures).
(successfully or otherwise) to influence your mind, sFX: Strong Constitution: You may recover
emotions, or read your thoughts with powers, pay 1 damage from fire, sunlight, and sacred sources with
PP to give them a d8 Shared Madness complication. Blood Healing.
sFX: Demented Power: When you use Mind Fleshcrafting
Control to create complications related to insanity, Available Powers: Body of Blood (IInsubstantial)
delusions, or hallucinations, add a d6 and step up d6, Fleshcraft Self (Shapeshifting) d6, Fleshcraft
your effect die. Others (Transmutation Modifying Flesh and Bone
sFX: Haunting Grounds: Pay 1 PP to create a d8 only) d6
Maddening Visions asset/complication and apply it sFX: Dire Servant: Gain a d8 Missing Body Part
to a location so that it affects all of those present, complication to create a d8 Animated Body Part
especially when they sleep. It lasts until you use this asset. Recover the complication by shutting down
ability again or someone tests to remove it. the asset.
sFX: Madness Network: You have a nearly sFX: Flesh Like Water, Bone Like Clay: When using
subconscious connection to a strange network of Transmutation to create complications related to
thoughts which manifests as whispers in your mind. mutations or deformations, add a d6 to your dice
Sometimes the whispers tell you the truth. Pay 1 PP pool and step up the effect die.
and the GM will tell you something that is true that sFX: The Great Beast: Pay 1 PP and gain a Hunger
you could not have known otherwise. It may not be d8 complication (or step an existing one up) in order
welcome news. to use Shapeshifting to change into a
Dreadful mutually-exclusive war-form. Shut down Disciplines
Available Powers: Fear Control (Emotional of the Blood and switch to Monstrous Thing. Shut this
Influence for fear only) d6 power set down to recover Disciplines of the Blood.
sFX: The Fear: When you use Fear Control to This alternate power set can be advanced but only
create terror-related complications, add a d6 and by improving existing powers and adding ones in
step up your effect die. the “potential advancements” section.
sFX: Spreading Terror: When you attempt to Monstrous Thing Power Set
spread fear amongst a mob or group of individuals Enhanced Strength d8, Enhanced Durability d8
using Fear Control, for each additional target past sFX: Vicious Claws: When attacking with a
the first, add a d6 and keep an additional effect die. War-Form power, add a d6 to your dice pool for an
attack and step down highest die in pool. Step up yourself to use later. This item is a d8 asset or has an
the effect die. obvious use.
Limit: Monstrous: Whenever your true form is sFX: I Just Know: You have the uncanny power of
witnessed by humans, gain a PP and take a d8 sudden revelation. Pay 1 PP and the GM will tell you
Panicked Mortals complication. Recover it by testing something that is true that you could not have
to cover up the situation. known otherwise.
Potential Advancements: Improve existing sFX: Precognitive Warning: Pay 1 PP to reroll all
powers, add Flight d6 dice on a defense against an attack or a roll to notice
sFX: Mortal Improvement: Use Transmutation to an ambush, trap, or surprise..
give a willing or helpless mortal a d8 asset relating sFX: Touching History: Pay 1 PP to witness some of
to a useful or dangerous body modification (such as the history of the item you are holding. Recent or
bone spikes, a maw full of needle-sharp teeth, or emotional events are more likely to be shown.
skin-wings) in exchange for a d8 Monstrous Seeing something specific may require a test.
Appearance complication. The asset only lasts while sFX: What the Eye Beholds: Spend a PP to
the complication does (but does not expire immediately detect all hidden creatures and objects
naturally). Can only be healed via mystical powers or in the scene, including those using powers to
sFX. obscure their presence.
Illusory Mysterious
Available Powers: Illusions (Sorcery but only for Available Powers: Invisibility d6, Psychic
creating sensory impressions and hallucinations) d6 Disguise (Shapeshifting - No Physical Change) d6
sFX: Behold the Beautiful Lie: When using illusions sFX: Boltholes and Stashes: Pay 1 PP to create a d8
to go after multiple targets, for each additional Invisible Passage or d8 Concealed Stash asset
target past the first, add a d6 and keep an additional representing mystically hidden items. Only those
effect die. with Enhanced Senses or those who know
sFX: Fool’s Strike: When you are taken out by a specifically where the door or items are can find
physical complication from combat, pay 1 PP to them. This asset lasts until removed or the sFX is
reveal that the enemy was striking a realistic illusion used again.
and escape the scene. Step the complication down sFX: Disappearing Act: Pay 1 PP to escape a scene
to d8. with invisibility, or to state that you followed one of
sFX: Horrifying Lie: Take a d8 Distracted your allies there while invisible.
complication to give someone a d8 Trapped In False sFX: The Patience of Killers: Pay 1 PP to already be
Reality complication. When one is removed the at a scene waiting in a superior ambush position.
other is as well. If Trapped in False Reality is stepped sFX: Quietus: Pay 1 PP to create a d8 Utter Silence
up beyond d12, the mind of the target is lost forever asset/complication on an area equal in size to a large
and the Distracted complication goes away. room. No noise may be made or heard there until
sFX: Nothing is True: When creating the end of the scene.
complications related to realistic illusions, add a d6 sFX: Shared Invisibility: Pay 1 PP to share your
and step up your effect die. Invisibility power with all nearby allies for the scene.
Insightful If even one person acts in a way that draws
attention, the power fails to work for anyone.
Available Powers: Aura Sense d6, Death Sense
d6, Enhanced Senses d8, Mystic Sense d6, (Other) Ophidian
Sense d6, Telepathy d6. (an adaptation of Shifting, see below)
sFX: Clairvoyance : Pay 1 PP to project your senses Quick
for one scene anywhere in your immediate area Available Powers: Enhanced Reflexes d8, Speed
(large building or city block).. d6
sFX: Foresight: Pay 1 PP to declare that you had a sFX: Already Gone: Spend a PP to arrive or depart
vision about this event and left an item here for a scene immediately with Speed.
sFX: Blink: Instantly cover the distance between d6 and step up the effect die. If you are in the
you and a target or place that you can see so long as physical form of that creature, add a d8 instead.
you could reach it (eventually) through normal sFX: Mother’s Embrace: Spend 1 PP to meld with
running. the earth and sleep safely for the day.
sFX: Sudden Strike: When you strike from sFX: Natural Armor: Pay 1 PP to grow thick skin,
Ambush step up or double either Fight, Shoot, or plates, scales, or other protective flesh in response to
Enhanced Reflexes. a single attack or contest. Ignore any complications
sFX: Time’s Lie: Spend 1 PP to use Speed or related to injury from small arms, melee or natural
Enhanced Reflexes to perform a common action that weapons unless the damage is caused by explosions
would not ordinarily require a test in only a fraction or similarly catastrophic sources.
of the time. sFX: Vermin Form: Pay 1 pp to turn into a swarm of
sFX: War is an Art: Spend a PP to step up or rats, flies, or other vermin and either escape a scene
double Enhanced Reflexes in any test or contest or go somewhere that they could reach.
representing combat or dueling. Do both if you are sFX: Wandering Heart: Pay 1 pp to ignore or
wielding a finesse-weapon such as a rapier, or a remove a Staked Complication as your heart is not
ranged weapon. where they expected (or moves out of the way).
Shadowy Sorcerous
Available Powers: Shadow Control d6, Shadow Available Powers: Blood Sorcery d6, Blast d6 -
Tentacles (Stretching) d6, Shadow Form (Lightning, Fire, Poisonous Blood or Other), Mystic
(Insubstantial) d6 Sense d6, Elemental Control d6 - (Fire, Weather,
sFX: Crushing Darkness: When you use Shadow Plant, Technology, Water or Other)
Tentacles to create complications related to sFX: Crimson Mist: When successfully creating a
grappling, gripping, or crushing OR when you use Hunger or Anemia-related complication using
Shadow Control to inflict complications related to Blood Sorcery, you may steal the blood, stepping
blinding or blocking light, then roll an additional d6 back your own Hunger complication.
and step up the effect die. sFX: Deflect Wooden Doom: Spend 1 PP to ignore
sFX: Drawing From The Void: Step up or double any complication related to being staked (which
Shadow Control for a scene and take a d8 Shadow destroys the stake).
Demon complication, which the GM may attach to sFX: The Poisoned Blade: When using Blood
you, the scene, or an ally. It goes away when dealt Sorcery to create complications or assets related to
with or when it has accomplished its goals. poison or poisoning, add a d6 and step up the effect
sFX: Summon Shade: Spend 1 PP to use Shadow die.
Control to gain a d8 Shadow Demon asset that lasts sFX: A Taste of Vitae: When using Blood Sorcery to
until sunrise. It has its own goals separate from create assets related to information garnered from
yours. the blood of others (such as their nature or status)
Shifting OR to use in future blood magic against a target, add
Available Powers: Claws d8, Mist Form a d6 and step up the effect die.
(Intangibility) d8, Animal Shifting (Shapeshifting) sFX: Unlimited Power: Shut down one power to
d8. step up or double Blood Sorcery for the remainder of
sFX: Animal’s Arsenal: When using Shapeshifting the scene. Shut down two to do both. Recover during
to create assets related to the physical a transition scene.
characteristics of a particular kind of animal (chosen sFX: Warding Ritual: Pay 1 PP to create a d8
when this sFX is taken), add a d6 and step up the Warding asset at a particular location. You may ward
effect die. against a specific type of creature or enemy. This
sFX: Beast’s Punishment: When creating asset resists any attempt by the targets to find or
complications related to an animal’s abilities penetrate the area, and acts as a complication
(constriction, envenomation, webbing, etc), add a
against them if they enter. It lasts until the next
sundown.
Strong
Available Powers: Enhanced Strength d8
sFX: Deadly Grip: Add a d6 and step up any
complications you create with Strength related to
grappling, pinning, or crushing something.
sFX: Shattered Like A Mirror: Pay 1 PP to destroy
an inanimate object up to the size of a car with your
Strength. This can be done as a part of a separate
test/contest, and effectively takes only seconds.
sFX: Unleashed Might: Step up or double Strength
for one roll. If the roll fails, gain a “Collateral
Damage” complication equal in size to your power
die.
Faction Creation Guidelines d12 - The group is directly operated by ancient
vampires.
These guidelines use the rules in the Cortex Prime
rulebook. 4) Traits
Choose between two and five traits which
1) Determine Scale emphasize specific strengths of the group and areas of
expertise. Pay attention to the ways that they have
Most supernatural factions will have a d8 scale die.
succeeded and failed in the past. Assign a die type
Lacking a scale die would indicate a extremely small (10
based roughly on skills for PCs.
or fewer members) faction or secret society. Having
larger/more than one scale die would indicate extreme
power and control (i.e. groups like the Technocracy in 5) sFX
Mage). Choose at least two sFX that represent the “tricks”
and special resources that the group can reliably call
2) Choose Three Distinctions upon. While these tend to be separate from the
distinctions you have chosen, they should sensibly
Good distinctions for factions describe Ideology,
relate to them. When in doubt, use the basic sFX
Methods, Purpose, Secrets, and History.
structure or the sample “power” sFX abilities from the
Cortex Prime rulebook (or the ones listed below).
3) Determine Base Trait and Number/Size
of Dice 6) Limit
The base trait name should line up with the general The faction may have one or more limits based on
population of the faction or org as well as the ideology, current events, or history, although this is not
distinctions you have just chosen. as important as it is for PCs. Pay attention to how and
why this group fails to achieve its ends because this
The number of dice roughly indicates the size and often indicates a good limit.
“sprawl” of the faction and its influence.
3 - Relatively small in terms of membership and/or
spread. Generally only powerful in one region or across
many regions but limited power anywhere.
4 - Moderate numbers across multiple regions or
total control of a single one. Powerful in specific hubs
only.
5 - Large membership with established power
centers all over the world.

The die type indicates the commitment and power of


individual members.
d6 - The average member is a “normal” vampire of
limited age and experience, and/or the membership is
balkanized or contains multiple competing ideologies.
d8 - The average member has influence over one or
more areas of vampiric societies and ties to others. Also
represents the strength of ideological conformity.
d10 - The average member is elder or has significant
resources OR the group is ideologically pure OR has
forced/mystical bonding rites.
Limit: The Second Inquisition: The Circle constantly
The Inner Circle operates with a d10 Hunted by the World’s
(Scale d8) Governments complication. This can be reduced or
eliminated, but it would be the focus of a massive
Distinctions:
infiltration and assassination campaign.
● Purpose: To Alternative Limit: Calcified Thinking: If the Second
keep safe the secret Inquisition and/or Gehenna War do not exist in your
of vampirism and setting, then truly ancient beings rule the Circle. Gain 1
protect the ancient PP and have any action that requires change or
system of elder rule. adaptation be prevented by opposition from the Elders.
● History:
Alliance of
like-minded
bloodlines. The
membership
changes but the core
is always the same.
● Secret
(obsolete; replaced
by the one below):
We know the truth of the antediluvians, and
we must not share it.
● Resolution: We survived the First Inquisition,
and we will survive the Second.

Traits:
Only the Best Undead d8 d8 d8 d8 d8 (formerly d10s
before the Gehenna War “distracted” the eldest
amongst them)
Protecting Secrets d10
Pulling Strings d10
Blood Magic d8
Weaving a Web of Lies d10 (formerly d8 but the
defection of a group of master manipulators raised it to
d10)
Ancient Soldiers d8 (formerly d10 but the loss of two
bloodlines of combatants took it down to d6. Gaining a
new bloodline of legendary warriors increased it back
up to d8)
sFX: The Masquerade Comes First: Pay 1 PP to prevent
or ignore any complication related to a breach of the
masquerade, even one committed by a different
organization.
sFX: Unmatched Blood Sorcery: Not one but two
bloodlines in the Circle utilize blood magic, and do it
well. Pay 1 PP to re-roll any dice in an action that
includes Blood Magic.
Anarch Revolt
(Scale d8)
Distinctions:

● Purpose: To
defend the freedom
of the individual
bloodsucker.
● Alternative
Purpose: To establish
a new collectivist
order of equality
amongst vampires.
● Methods:
Strength through
diversity of both
ideals and methods.
● History: Neither the spineless bootlickers nor
the brainwashed monsters have been able to
wipe us out no matter how hard they try. Fuck
‘em.

Traits:
Free Kindred d6 d6 d6 d6
Resisting Authority d10
United Front d6
Opportunistic Diplomacy d8
Experienced Guerrilla Fighters d8
Spiritual Unity d8 (from the new allegiance of a
religious group of vampires)
sFX: Surprise, Motherfucker: Pay 1 PP to step up or
double Resisting Authority when another faction
attacks them.
sFX: Modern Minds: Pay 1 PP to gain a d8 Grassroots
Movement asset.
sFX: Why did it have to be snakes?: Serpents are a
symbol of wisdom in many cultures. Pay 1 PP to ignore a
complication related to morale or gain an asset related
to foresight.
Limit: As Many Opinions as Members: Gain 1 PP to have
an action subtly altered by the coterie(s) assigned to the
task. It will still generally perform the same goal, but
the details and end goals might be altered.
connections of greater size than d6, and they never last
The Night for more than one roll.

Crusade (scale
d8)
Distinctions:

● Purpose: To
exterminate the
ancient vampires
that would feast on
all of us.
● Alternative
Purpose: To wipe-out
infernalism and
alternative vampire
religions to Cainite
Monotheism.
● Ideology:
We are monsters, not humans.
● Secret: Infiltrated by all kinds of horror and
manipulated by the very forces we preach
against.

Traits:
Blood-Soaked Fanatics d10 d10 d10
Infiltration d8
Murder d10
Making Friends d4
Solidarity Through Shared Blood d12
sFX: Hahaha What Infernalists?: Spend a PP to gain a
d8 Dark Thaumaturgists Asset.
sFX: Shovelhead Tactics: Step up and double a
Blood-Soaked Fanatics die for a roll involving overt
violence. After that roll, remove the die. Recover the die
by re-recruiting up to full strength.
Limit: The Gehenna War: If playing in modern day,
always has a d10 “Our Best Are Away On Crusade”
Complication which cannot be removed, or stepped
down until the Gehenna War ends. If stepped up
beyond d12, then the Night Crusade loses a die
permanently and then regains the complication at d10.
Limit: Pawns of the Black Hand: Automatically fail an
action due to the machinations of the Black Hand
and/or gain a d8 Black Hand Interference complication.
Gain a PP.
Limits: Monstrous Ideology: The Night Crusade
cannot have any assets that represent mortal
Alternate Tags - Bespoke All characters with the Alchemical tag must also
take Mixtures of the Blood.
Vampire Disciplines sFX & Limit: Mixtures of the Blood: Blood
Cortex Prime’s Powers system is adaptable to Alchemy is similar to Blood Sorcery but it is time
many situations and settings but for some groups consuming, requiring at least a transition scene to
may be overly complex or sprawling. In this “brew”, as well as access to tools (which might
alternative, each keyword is a single trait - a Power, include the Duskborn’s own body, a mortal, or a
with a guide to what each die type increase allows more traditional alchemical setup), and rare
you to do. SFX are unlocked normally, by both ingredients (ask your GM). The advantage is that
experience and at character creation. The keywords with the expenditure of a PP, you can provide these
themselves remain the same. potions to other vampires who then gain access to
Starting characters still have a single “Disciplines the effect for a scene when they quaff them. Blood
of the Blood” powerset and can decide how to Alchemy might also create its own unique effects or
assign their dice from one of the following mimic those of other vampires. All blood alchemy
distribution options. requires blood so it always either creates a d8
● Three powers at d6. Hunger complication or steps an existing one up.
● One power at d8 and one at d6. Bestial
● One power at d10. Trait Guide: Animal Control d6
These can be increased in every way powers can, sFX: All The Worms of The Earth: When someone
including using points from Step 5. inflicts a complication on you relating to physical
A starting character can only choose powers injury using a melee attack, pay 1 PP to immediately
from their bloodline’s keywords. As an option, the give them a d10 Ravaging Vermin complication as
storyteller may allow starting characters to have one insects, worms, or other creatures of your choice
ability and/or sFX from a different keyword at pour out of your wounds and attack them.
character creation or allow them to be purchased sFX: The Beast Untamed: You may use Animal
with the points in step five. Control to give mortals and other sapient beings
Alchemical (Duskborn Only) complications related to bestial urges, such as
Discipline Name: Blood Alchemy fight-or-flight response, strong lusts, and frenzied
Trait Guide: Blood Alchemy is primarily used to anger. When you do, add a d6 and step up the effect
create assets related to blood alchemy, similar to die.
Sorcerous. While adaptable and transferable (to an sFX: Berserker: Step up or double Claws (or Fight)
extent), the assets tend to be temporary (lasting one for one roll. If you are outnumbered, do both. If the
scene) or flaky (complications from hitches typically roll fails, you gain a complication equal in size to the
relate to backfires, effects being too weak or die you used.
powerful, or even affecting the wrong target. sFX: Borrowed Eyes: Pay 1 PP to use the senses of
Alchemy can also be used to mimic other powers, an Animal that you can detect.
although this is weaker than using other abilities sFX: Every Rat a Spy: Pay 1 PP to create a d8 Sewer
● Novice (d6) - Telekinesis, or gender change. Creature asset when you have access to any place
Takes one scene (or one hour) to create. urban vermin might congregate.
● Adept (d8) - Creating a suffocating mist, sFX: Quick Hunt: Spend 1 PP to eliminate hunger
purifying blood that has putrefied or been complication during a transition scene if access to
adulterated in some way. Takes one night to animals is possible.
distill. sFX: Wild Friends: You may spend 1 PP to gain a
● Master (d10) - Flight or other major physical d8 Animal Companion aspect. The animal must be
effects.Takes three nights to distill. native to the area, and it may be one that is already
● Grand Master (d12) - Wake a vampire from familiar with you.
sleep. Takes one month to distill.

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