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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.
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.
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.