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Chapter of

the Book

Powerslaves: A Tome
of Sorcery
LEGAL AND CREDITS
CHRIS JONES
WRITTEN A N D E D I T E D BY:
ART DIRECTOR: CHRIS JONES
GRAPHIC DESIGN AND L AYOUT: CHRIS JONES

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1
Sorcery, Thaumaturgy, Blood Magic, W itchcraft,
Dur-an-ki, Quietus, Akhu, Koldunism,
W ill-working, Magic

- I ntr oduction - L evel 3


- A Magical Myster y Tour - L evel 5
- T haumaturgy and the T remere - Certàmen
- Dur-an-ki, Quietus and the Banu Haqim - K oldunic Sor cer y
- Koldunism and the Old Clan - K oldunic Rites
- Akhu and T he Ministry - T he Way of Earth
- H ouses of the Unholy - T he Way of Wind
- House T remere - T he Way of Water
- House Carna - T he Way of Fire
- House I psissimus - T he Way of Spirit
- House Goratrix - Akhu: Sor cer y Within the Nest of Viper s
- Take the Power Back: Accessibility and Sor cer y - L evel 1
- T he Many Paths of Blood Sor cer y - L evel 2
- Path of Conjuring - L evel 3
- Path of Curses - Path of Corruption
- Path of Elemental Mastery - Mer its and Flaws
- Path of the Fathers Vengeance - A Selection of Sor cer er s
- Path of the L evinbolt - George J. Williams
- Gift of Morpheus - Jonah Sanford
- Movement of the Mind - Jørn
- Ogham - Maeve Delaney
- Sielanic Sorcery - Francoise Gianni
- Path of Technomancy - L or esheets
- T haumaturgical Countermagic - Koldunic Sorcerer
- Weather Control - House I psissimus
- Assor ted Rituals - T he Book of Going Forth by Night
- L evel 1 - Scions of the Amr
- L evel 2
- Who are the many sorcerer s?
I ntr oduction - Sorcer y - how to stop it taking over your
game
- Updating the many paths of Sorcer y
Thaumatur gy, Sorcer y, Blood magic, Koldunism -
- More sorcerous Rituals
whatever your prefered ter m, it?s fair to say that
- The Ways of Koldunism
magic has played a long and impor tant role in the
- The ar t of Setite Sorcer y
World of Darkness. While occasionally it veered
- Dark Sorcer y
too close to making Blood Magic a catch all
- Example SPCs for your Chronicle
replacement for the other disciplines, or for
- Loresheets
making magicians the Swiss Ar my knife of the
coter ie, it still offered a lot of interesting options
Do all these Paths and Rituals need to exist?
and some phenomenal visions. With the 5th
Probably not. Should they all exist in the World of
edition making Blood Sorcer y a much leaner and
Darkness at the same time? Maybe, maybe not,
r itualistic set of power s, I?ve attempted to br ing
however there are plenty of groups that enjoy the
over a number of the older options in a way I
sorcerous aspects of this game, and ultimately it all
believe is consistent with the design philosophy.
comes down to inspir ation and what you can pull
This is in no way a complete compendium of what
into your games. Each and ever yone of these r ituals
existed, nor is it a tr ue attempt to br ing back
can be used in any manner of circumstances, and
paths, however hopefully some of these options
not just by player char acter s - Stor yteller char acter s
will add a little inspir ation to your games and
are just as likely to come across these r ituals and
expand how you see the new Blood mages in the
the stor y implications with each of these could
World of Darkness. In this document I will cover :
ser ve to cover any number of stor ies.
Thaumatur gy may be seen by some as attempting to
A Magical Myster y Tour
usur p the power that other s have wielded for
The gifts of Caine are many and impressive and the millennia, but this is a complaint the Tremere are
12 disciplines cover a massive r ange of nightly used to and the type of adver sar ial position they
situations to assist the vampires with their nightly thr ive against. With Car na and her group of rebels
hunt. There will always be those for whom that attempting to expand the discipline and see how
power just isn?t enough, for those that feel the need much fur ther sorcer y can be pushed, now may
to delve into the other myr iad possibilities of the really be the time for the Tremere to again make
blood. These are the Sorcerer s. real advances in the field of magic.

There are conflicting legends of the beginnings of Dur - an- ki, Quietus and the Banu
sorcer y among the Kindred. For those invested in Haqim
the Caine myth, Lilith is often held up as an
There are few that doubt that the oldest blood
example- not only did she help educate Caine in
mages in existence hail from the Banu Haqim, or
the mer its of his blood and kickstar t the discover y
that they have many potent sorcerer s within their
of Disciplines, she was also a master sorcerer
r anks. In the moder n age however, plenty outside
her self. Other vampires point to the legends of the
the clan perhaps don?t have a full appreciation of
Banu Haqim as the or iginal magic weaver s of all
their ar ts and exactly how potent and adaptable they
the Clans, while the Setites would swear that it was
were. When most of the stor ies they were told were
their God that fir st wielded that power and had
of bloodthir sty diabler ists, it perhaps became too
that legacy stolen. Str angely, the Old Clan r arely
easy to see their Blood Sorcer y as just another
make the case for their owner ship of Sorcer y, but
application of the blood in the same vein as other
their pr actice of Koldunism is as old as the land
disciplines. The fact that a great many in the Banu
they descend from.
Haqim were happy to let other s leave with that
impression is quite telling as to how the clan
Thaumatur gy and the Tr emer e perceived outsider s as well - that they can?t always
be tr usted to know ever ything.
Ar guably the most well known (or infamous) out of
all the Sorcerer s, the Tremere seemingly came out
of nowhere and succeeded against all the odds - to Banu Haqim sorcer y focuses on a number of
use a more moder n ter m, they ver y much cor nered pr inciples, with different sorcerer s approaching
the market and removed all their competition. with different mindsets - even within the Clan it has
There are a great many reasons why this happened a number of different names, with Quietus being
as it did, but one of the contr ibuting factor s is most perhaps the most well known, but Dur- an- ki being
likely due to the style of their sorcer y and the older and more tr aditional. There is often a focus on
flexibility of the Her metic techniques used as the dr ugs, hallucinogens or other wise tr ying to shift the
underlying philosophy. Other s might ar gue that natur al per spectives of the mind, with feeding on
the Tremere were late to the game, that many of the blood of those under the influence of specific
their r ituals had existed for centur ies or even that dr ugs often seen as a gateway to higher
there were other more power ful blood sorcerer s in under standings. Other s feel that r ather than gazing
existence. However you?d likely find your self with a inwards, that they stand to gain more from looking
ver y poor ar gument were you to suggest that the to the heavens. These vampires have a deep
Tremere hadn?t adapted their style with under standing of their places within creation, and
phenomenal speed and reliability, or that they see the star s and planets as having a divine
hadn?t done that in the face of great adver sity. significance to their magic. Other s within the clan
have a ver y different goal in mind when they look the Koldun once more - the elemental spir its of the
to the heavens, and instead rely on pacts with the land were once again called upon with the blood of
old gods. Whether these recipients of wor ship tr uly vampires.
are gods, or something ver y different is a much
debated subject, but the results they achieve
Akhu and the Ministr y
speaks for themselves.
When other vampires gather and tell stor ies of how
the Banu Haqim were the fir st to pr actice Blood
Sorcer y, it?s possible that later on they may find
themselves approached by a Setite to be educated as
to one of the real and hidden tr uths of the world. It
was Set in all his divine glor y that was the fir st to
tur n his blood to the sorcerous ar ts. Coming as he
Koldunism and the Old Clan did from a divine lineage, Set was no str anger to
magic, and it was common among his family. It was
It can be easy to for get it sometimes, but more so this magic that led to the fir st resur rection of Set as
than their fiendish reputation would lead you to well as that of his brother Osir is. It was also because
believe, fir st and foremost the Old Clan are of Set wielding this magic that directly led to the
scholar s. This inquisitive and exper imental streak creation of the other clan founder s, and by
is a thread that binds ever y member of the clan extension the entire r ace of vampires. So say the
together, and more than any discipline could ever Setites, and if you accept the divinity of Set then you
do, really defines the core of the clan. It is this must also accept that Set and his childer were the
quest for deeper under standing that sowed the fir st and greatest vampire sorcerer s ever to exist.
fir st seed of what would become Koldunic Sorcer y. Magic may not always be the focus of the aver age
By stretching out their bodies and minds and follower, but it is still one of the greatest of Sets
attempting to attune it to the lands they hold so legacies to his follower s and a tr ibute to his divinity.
dear, the Old Clan discovered something? else. Ever y spell cast is calling upon a little bit of his
The combination of sleeping in the spir itually r ich godliness, and br inging the follower just a little
soil and bloody exper imentation eventually closer to their god.
collided into a somewhat unique for m of Blood
Sorcer y.
Both the Church or Set and the Ministr y are avid
pr actitioner s of sorcer y due to this connection to
Koldunism never went away, but it cer tainly had a their god. It is not uncommon to find those fur ther
per iod of obscur ity. The rebellion of the clan?s along the Hour s to have picked up some
younger member s dur ing the Anarch Revolt and r udimentar y under standing of Blood Sorcer y, but
their subsequent rejection of their elder s?legacy with the greatest of secrets reser ved for those who
meant that for many centur ies it was just the have tr uly shown their devotion to Set. The shar ing
member s of the Or adea league and their childer of knowledge is gener ally done within individual
that kept up the pr actice. Over time, that same blood cults or sire and childe relationships,
inquisitive nature that inspired the fir st Kolduns therefore the texts available to lear n from tend to be
drew the young of the clan to rediscover their roots siloed and even specialised within these smaller
and br ing back this ancient pr actice. From the groups. Due to the religious nature of the clan,
wilds of the Car pathian homelands to the concrete r ituals are often given great impor tance and dressed
jungles of Los Angeles, from high tech Tokyo to the up in all manner of tr appings appropr iate to the
favelas of São Paulo, the night listens to the call of par ticular faith espoused by that Minister. While
you probably don?t need to attend that many after all, isn?t that what the Pyr amid is all about?
different Setite r ituals to see a snake or Egyptian House Tremere intends to r ise above all the recent
iconogr aphy used, the vast major ity will instead changes, pick the elements that work, and destroy
lean towards more moder n and less obvious ways those that have
to dress up these events. Ministr y magic tends ser ved their
toward styles that elevate their follower s or show pur pose. As they
the divine her itage of the caster - r aw displays of have always done,
power are fine, but when you wield the tools of the they will pr une
gods, some respect should be shown. any weakness
from
their
Houses of the Unholy r anks.

Until recently. The Tremere were considered a


monolith. Those outside saw them working with
almost per fect unity, and when splinter groups did
pop up in the Anarchs or the Sabbat, they were
quickly and r uthlessly dealt with. The clan doesn?t
even have any known bloodlines that other s might
point at as a sign of var iation. No, to those outside,
the Tremere seemingly oper ated like a machine -
all working together towards a common goal.

House Tremere
Despite r umour s to the contr ar y, the Pyr amid is as
strong as ever. Vienna may have fallen, but the clan House Car na
was always more than just its Pr ime Chantr y -
The rebels of House Car na seek to refor m the
indeed it?s for reasons like this that the clan had
Tremere from within. While they have slaved away
the pyr amid str ucture. By ensur ing they had strong
for year s under the yoke of the shared blood bond
foundations, the clan can and will weather any
all Tremere felt, now they pur sue freedom to tr y
stor m. It also wouldn?t be the fir st time that house
things their own way. This somewhat liber al attitude
Tremere moved its base of oper ations - for many
leads many to wrongly paint the Car na as par t of the
year s the Pr ime Chantr y was located in the for tress
Anarchs, however this is ver y much not the case and
at Ceor is before they upgr aded their base of
almost all of Car na?s devotees are loyal to the Ivor y
oper ations to For tschr itt. The only result of this
Tower - they just seek a way to redefine their
recent trouble is that the clan is ready for another
position within it on their own ter ms.
upgr ade.

Many within the Pyr amid underestimate the broad


The Pyr amid has thr ived because of its str ucture.
appeal of Car na?s rebellion. Many see the house as
Ever ything has its place and ever y member of the
made up of militant feminists or pagans and
clan ser ves to make the Pyr amid stronger. Whether
witches. While it?s tr ue that this contingent exists,
they realise it or not, these other so called Houses
they would be shocked to find out exactly how many
still ser ve the Pyr amid. They may think they?re
other member s of the clan are sick to the eye teeth
working towards their own goals, but ultimately
with how they?ve been treated and wish to vent their
they will end up strengthening Clan Tremere - and
fr ustr ation. A per fect example is the small but under another would br ing are unconscionable -
r ising faction of technomancer s that had their while they may have fr iends, allies and even
research r idiculed and quashed by their Regents, research par tner s, for them to tr uly rely on another
and have now made the wholesale move to Car na?s would be like giving up.
side. With the Camar illa?s concer n regarding the The typical Ipsissimus is dr iven, obsessive and
use of technology, these Tremere feel they have a follows their own mor al code. It?s not always the
way to police this and find out exactly how much case that they?re willing to break any law or taboo to
the SI tr uly know about the Kindred, while proving achieve their ends, but to an outsider it may
the value of Car na?s innovative approach. cer tainly appear that way. There are of cour se a few
that suppor t the Anarch agenda, but more often
than not, those are the ones with an axe to gr ind
and a specific issue to confront- typically with
the Pyr amid itself r ather than the Camar illa.

House Ippsissimus
To call those Tremere in House
Ipsissimus a tr ue House is a bit
misleading, however those Tremere
that have decamped to the Anarchs Most Anarch Ipsissimus would prefer to be left
have one underlying feature in common: a lust for alone by their clan and the Camar illa; for them,
per sonal power through sorcer y. This need is what per fecting their ar t free from the pr ying eyes of
typically dr ives them away from House Tremere or other s and with no one to tell them what to do are
Car na, but it is also what stops them from unifying the main appeal of going Anarch.
and becoming a tr ue house. For the Ipsissimus, to
submit to the limitations that ser ving with or
House Gor atr ix Take the Power Back:
Ver y little is known about the bur geoning House
Accessibility and Sor cer y
Gor atr ix outside of the elder s of clan Tremere and
even to them their goals and even number s are When looking over all the many examples of sorcer y
shrouded in myster y. Like House Tremere they are in the World of Darkness, it would be easy to think
or ganised and follow a str ict str ucture, like House that magic was ever ywhere and accessible to all.
Car na they seek freedom from those ancient You?d be for given for consider ing that any Tremere
power s that would control them, and like House in their chantr y could find any of these pr actices or
Ipsissimus they are willing to push through r ituals in dusty tomes, or that the Banu Haqim with
boundar ies - sometimes painfully - to achieve all those many centur ies of exper ience could just
their goals. choose to mimic the r arefied pr actices of
Koldunism. The reality is that even among those
that make this the focus of their unlife, most of
The name Gor atr ix is familiar to any student of the
these methods remain hidden and restr icted. Even
Tremere. A favoured student of Tremere in life, it
though the blood has the capability to twist itself to
was Gor atr ix that was behind many of the events
any of these var iants, the methodology and
that shaped the clan - including being the one that
str ucture behind it often feels too alien to them -
allegedly created the potion that tur ned them to
like a br ain sur geon switching to homeopathy to
vampir ism in the fir st place. Gor atr ix is also known
find a cure.
to have fled to the Sabbat in the 1700?s, and then
per ished with the rest of the Tremere antitribu at
the tur n of the millennium. Whether this is tr uly The most impor tant point to consider is the
Gor atr ix retur ned, an imposter capitalising on his availability of this knowledge - plenty of these
name or something else even more sinister, the examples are only wr itten down in a single place, if
only tr uly known fact is that the elder s of the clan indeed it even exists at all outside of the mind of its
respect the power that this House possesses. creator s at all. The image of a secretive and
par anoid mage hoarding all their knowledge to
themselves is not only common but tr ue in many
cases - once a secret gets out it loses all the power it
once held, and those that pr actice sorcer y are
nothing if not power hungr y. Don?t expect all but the
most well infor med and non judgemental vampire
to have even heard a r umour about most of these
power s, let alone know how they could lear n them.
Gaining access to any of these could easily for m a
major stor y arc and ver y likely come at a significant
cost to the budding sorcerer. A mawla can be a good
place to star t, but it?s unlikely that they are the be all
and end all as far as tuition goes.

There are some pr actices here that are aligned with


cer tain clans, groups or cults. In many cases these
are even more jealously guarded, with some
considered a divine blessing, and other s so
seemingly tied to cer tain sects that many wouldn?t
touch them even if they could - the social stigma not as well known for it as their latter day peer s
would just be too much. Outside of the clans that would come to be, the Banu Haqim were no less
for mally pr actice sorcer y, it?s unlikely that many creative and prodigious with their magics, and the
vampires will have access or even under standing of histor ies of the Cainite r ace are marked by some of
magic. It?s common knowledge that the Tremere the legendar y sorcer ies they per for med - without
are warlocks without peer, but the problem is often their acts of sorcer y the path taken by kindred
that the pro Tremere propaganda machine has would be different indeed. .
done too good a job - many vampires have
for gotten that other groups filled this niche for
The Tremere have prospered as well as they have
centur ies before any of the Tremere were even
for many reasons, but a significant contr ibutor to
bor n. This is changing with the Banu Haqim
their success is the or ganisation and efficiency they
spreading themselves out, but progress is slow.
apply when it comes to cataloguing and detailing
their sorcerous achievements. Many in the clan have
In shor t, while there's no mechanical reason why histor ically approached Thaumaturgy in a ver y
almost all of these options can?t be lear nt by any diligent and methodical manner, each advancement
Sorcerer, you should absolutely feel free to restr ict is codified, logged and tested - the only thing that
access to any of this without a ver y good stor y separ ates it from the moder n scientific process is
reason. the lack of peer review - although this is likely due
to the jealous and backstabbing nature of the clan
r ather than their lack of scientific pr inciples.
Perhaps with Car na?s rebellion, things will change,
but for now the way things were is the way things
are.

It?s not unusual for a tr uly creative sorcerer to


Blood Sor cer y Paths follow their own interests and peculiar ities, with
many spending centur ies following a cer tain line of
From the earliest days of the vampire r ace, the ver y
research to explore ever y possible avenue or build
fir st blood sorcerer s star ted to push the
upon pr inciples they?ve already explored. Another
boundar ies of what their blood could achieve, and
common occur rence is for someone high up within
by going fur ther and fur ther, eventually star ted to
their clan to come across a niche that needs filling
define the fundamentals of this ar t for the fir st
and tasking multiple acolytes to explore options -
time. Rather than limit themselves to the
each of them coming up with a different var iation
regimented disciplines that were common to the
on that theme. Because of this many r ituals have
bur geoning Clans, the vampires that would
grown around a common theme or need, and even
become known as the Banu Haqim for ged their
when two r ituals have been developed by different
own path. By twisting the blood to their will and by
Kindred, it may be that the two r ituals get grouped
combining it with esoter ic substances and
together later on by an over enthusiastic libr ar ian.
ingredients with a sympathetic resonance, they
When this happens, these focused areas typically get
found themselves able to achieve great and
refer red to as Paths, with some having enough
hither to unpar alleled results. There were many
popular ity or infamy to be recognised by other
things that cowed and unner ved their
ter ms - such as the Church of Caine?s br utal Lure of
contempor ar ies, but such is the way of magic - it
Flames. Included below are a few of the more
defies explanation and expands the boundar ies of
notable var iations that have been developed over
what many would think possible. While perhaps
the year s. While there are some that are more
common among cer tain groups, a good percentage is purely for how sorcerer s have or ganised and
are r are and even restr icted in some way by the logically sor ted them, not a restr iction in how they
elder s of the groups. . can be acquired. As with the lear ning of any r itual,
char acter s need to have access to an instr uctor, and
it?s entirely possible that even with these grouped
A great many of these paths have a histor ical
sets of r ituals, that all the var iants do not exist in
precedent and have been adapted (or in some cases
the same place at the same time.
stolen wholesale) from other sorcerer s. Many of the
below use the naming conventions the Tremere
have given them, but plenty of Banu Haqim Finally, many of these paths and options might
under stand the fundamentals of the Gift of seem ver y much against the themes of vampires in
Mor pheus and likely were the fir st pr actitioner s of gener al, and to a degree it?s impossible to avoid the
the Path of the Father s Vengeance. Even the most feeling of high magic with cer tain paths - the same
generous Koldun would never agree that the goes with anything related to Fire - there are games
Tremere or iginated control over the Weather? where it just doesn?t fit in or where it changes the
tone too much. What is presented here is meant as
an update on previous lore and an inspir ation, not
While the below are for matted and grouped
necessar ily a list of ever ything that could possibly be
together under the banner ter m of ?Paths?, they are
attained. In these situations it?s highly
in fact just Rituals and all use the standard r itual
recommended that what is available or even exists
activation rolls and processes. Individual sorcerer s
in univer se is highly cur ated, and that whatever
can lear n these in any order and do not need to
options exist fit your game.
have lower level r ituals to progress. The ter m ?Path?
Path of Conjur ing ver y small - roughly the size of an aver age
suitcase - but many are nonetheless or nate
The Path of Conjur ing goes by many names, as it is
and intr icate. Once sealed shut, any attempt
an ancient path that has existed far longer than
to open them or obser ve their inner
many existing blood sorcerer s can remember. By
workings resets the r itual process.
using specially constr ucted summoning chamber s,
- System: The process is followed and the
the sorcerer may pull items from the ether and
objects are placed into the chamber. When
seemingly get whatever their hear t desires. These
the sorcerer wishes to conjure up one of the
chamber s var y in for m a great deal and are highly
objects, only then do they make the r itual
influenced by the style of magic the caster follows -
roll and rouse check. A success ensures the
a well known Koldun uses the ear th itself as their
object appear s within the receptacle of
summoning chamber, bur ying things beneath the
choice - as long as one of the dimensions
land before digging them up in a gr im ceremony,
would allow it to be removed from the
there are plenty of chamber s that are reminiscent
pocket, then it can be claimed (for example a
of the sor t of contr aption Dr Fr ankenstein would
sword could come from a pur se as the
have used, while some of the moder n
handle is not too wide to come from the
Technomancer s have elabor ate, computer dr iven
opening - even though the length would
setups that wouldn't look out of place in a science
nor mally stop it from fitting). If the chamber
fiction film. Known as Conjurer s by their peer s, the
is ever opened, all r itual effects are lost until
cost and toll on the pr actitioner can be great, but
repeated again. The conjurer may store as
the results are spectacular.
many objects in the chamber at one time as
their r ating in Blood Sorcer y
Level 2
Pr estidigitation Level 3
The image of a magician pulling a r abbit from a Exchange with the Gods
hat, or always having the r ight card in their sealed
For those conjurer s that have studied the pr inciples
wallet is a quaint, if endur ing image. This r itual
of the path and it?s evolution, they now find
allows the sorcerer to prepare items in advance so
themselves capable of more than just cheap tr icks.
that they might later retr ieve them with little more
This r itual allows the conjurer to summon for th any
than a thought.
inanimate item or object they can conceive of.
- Ingr edients: A summoning chamber, an However as is tr ue with the nor mal laws of physics,
empty pocket, sleeve, pur se or similar. something can not come from nothing. Cer tain
- Pr ocess: The conjurer spends time cleaning items are outside of the realm of this power -
each object, ensur ing they are utterly Radioactive mater ials, items reliant on complex
pr istine. Once prepared, they anoint it with computing components or biological reactions all
tr ace amounts of their Vitae and place it fail to mater ialise in the fashion requested.
carefully in the chamber. This process has Ever ything must be paid for with a sacr ifice as
to be repeated for each object that is to be objects summoned must be exchanged for
stored, however each individual something of equal value or impor tance - the more
prepar ation counts as a separ ate r itual one tr ies to cheat the forces of creation, the more
casting for the pur poses of time. This is unstable the results can be. Many of the more
often the fir st exper ience the sorcerer will philosophically minded sorcerer s that study this
have with the unique summoning chamber s path wonder what becomes of the or iginal
so pr ized by this path. At this stage, they are sacr ifice?
- Ingr edients: A specially prepared of the sacr ifice directly influences the
summoning chamber, an item to exchange, results. Stor yteller s should consider
hydrogen gas, a spark. increasing or decreasing the difficulty by
- Pr ocess: The sorcerer prepares the anything between - 2 to +2 depending on the
summoning chamber and ensures it is quality and similar ity of the sacr ifice to the
utterly pr istine. The chamber itself var ies desired object, bear ing in mind that cer tain
from sorcerer to sorcerer in ter ms of its positive qualities may counter act cer tain
design, size and the mater ials it is built negative ones, and vice ver sa. The following
from. Some chamber s are giant br ass char t offer s some example options for
spheres with accur ate mappings of the modifier s.
cosmos orbiting around them, other s look
like windowless hyperbar ic chamber s, and
other s resemble nothing more than a steel
box. The only commonality is that once
sealed they are air and light tight and with
no way of obser ving the inner workings of
the contr aption. The item being exchanged
is placed inside, and the chamber is filled
with Hydrogen gas - the fir st element
present at the dawn of creation. Finally, the
spark is introduced, consuming the
hydrogen and revealing the conjur ation.
- System: The chamber is prepared and
activated by introducing the hydrogen and
setting it off with a spark. At this point the
caster makes the r itual roll, and on a
success the conjured item appear s in the
smoke of the chamber. A Messy Cr itical on Level 4
the roll, means the object is conjured, but
that it will also only tempor ar ily remain on Life fr om Life
this plane - it will only exist for one hour By leaning into the earlier pr inciples of this path,
per success rolled. A Cr itical Success the conjurer is now capable of br inging for th life
creates a super ior ver sion of the desired from their chamber s. Conjurer s use this to create
object - typically this means it adds +1 to tempor ar y ser vants, ?upgr ade?or create freakish
any attempt to use it, but stor yteller s may hybr ids from their existing retainer s or even create
decide on more suitable options depending doppelganger s to aid in their schemes. This can be a
on the object. This super ior ity comes at a gr im and messy process, and at this point the
pr ice - any Messy Cr itical or Bestial Failure question of what happens to the or iginal donation
rolled when using it will destroy the can begin to weigh heavily on the soul of the
conjur ation as well as any other conjurer.
complications that would nor mally come
- Ingr edients: A specially prepared
from that result. There is however, more to
summoning chamber, a living subject to
a conjur ation than a simple roll. The
exchange, amniotic fluid, an electr ical
conjur ation becomes harder and harder
cur rent.
without a suitable exchange and the quality
- Pr ocess: As with the earlier r ituals in the
Path of Conjur ing, this r itual requires a agreed between Player and Stor yteller. A
summoning chamber, this one specially standard success will result in the creation
prepared for summoning a living for m. slowly becoming sick and dying unless
With the exception of it being filled with exper ience points are invested to retain
fluid r ather than gas, the chamber s are them as a background, they were an
other wise ver y similar - but each must be exchange of an existing advantage or the
unique. The subject is placed in the stor yteller deems it unnecessar y - for
chamber (often under sedation, although example when the new being is not used as
their mental condition isn?t impor tant to an advantage. Created follower s are sentient
the result of the r itual) and this is then and will star t off loyal to their creator - treat
flooded with the amniotic fluid, before them as if they had a level 3 blood bond that
having the electr ical cur rent passed decays at a r ate of one level per day. As with
through it. The chamber is then opened and Exchange with the Gods, the quality of the
the new life is bir thed into the world. offer ing directly affects the difficulty of the
- System: The r itual follows a ver y similar conjur ing: the difficulty may increase or
path to Exchange with the Gods (although it decrease by anything between - 2 to +2
does not require knowledge of that r itual to depending on the quality and similar ity of
lear n this one) and requires a separ ate the sacr ifice to the desired object, bear ing in
summoning chamber. The amniotic fluids mind that cer tain positive qualities may
and the subject need not be of the same counter act cer tain negative ones.
species as the desired result, although this
does help. A successful activation bir ths the
live subject in the condition dictated by the
conjurer, and as before, the difficulty is
modified as per the below table. Messy
Cr iticals on the activation roll bir th strong
but twisted ver sions of what was supposed
to be summoned. This might not manifest
physically, or indeed str aight away, but it
will eventually sur face. A cr itical success
creates a per fect specimen - this might
manifest as higher attr ibutes, specialties,
mer its or something more applicable that is

Path of Cur ses


An ancient path that tends to go in and out of
fashion, most credit the creation of these r ituals
to the Banu Haqim. In more restr icted circles,
some Noddist scholar s point out that the Baali
are often credited with issuing the fir st and most
endur ing of the blood cur ses. The Setites
whisper a different stor y - what if both of those
or igins are tr ue?
Students looking to find out more about the increases by +2 dice. As mor tals do not
secrets of this path often find a sur pr ising have a hunger pool, this cur se replicates
dear th of infor mation on the subject. the results of it as bad luck and
Consider ing some of the famous applications of circumstance plague their actions - if the
this r itual throughout histor y, one would expect roll would be a Cr itical or Failure then the
volumes of detail and even smaller, more result is the same as if it were Messy or
tar geted ver sions of these gr and r ituals. As it is, Bestial.
students find themselves with access to just a
few scr aps, enough to tease them as to what it
could be, but not enough to really build upon. Level 2
Bad Penny
It has never been wise to cross a vampire, but for
those on the receiving end of this cur se, the
anger that the kindred feels for them is reflected
back at them from ever y passerby. They find
themselves treated aggressively by ever yone they
meet and unable to say the r ight thing in even
the most simple of situations.

- Ingr edients: A penny stolen from one that


tr uly needs it, a high denomination
banknote
- Pr ocess: The mor tal tar get must be
present when the r itual is cast, but need
not be aware of it. The vampire sets fire to
the banknote and holds the coin over the
Level 1
flames. The penny is then placed
Evil Eye somewhere on the victim's body.
- System: The fire from the bank note only
This r itual causes a quick flash of bad luck to
bur ns for a shor t while and is small
overcome a tar get.
enough to not provoke a Frenzy check.
- Ingr edients: Chalk Once cast, the r itual affects the mor tal by
- Pr ocess: The sorcerer dr aws a chalk giving - 1 success to ever y Char isma based
outline of an eye on their hand and then roll for the rest of the night. On a Cr itical
touches thier palm to the tar get - leaving Success, ever y failure is treated as a Total
a chalk tr ace of the patter n on them. Failure.
Within a few moments a stroke of bad
luck will befall them.
- System: On a successful r itual activation, Level 4
the victims Hunger Dice pool increases
Cur sed Fate
by +1 for a single roll within the next
scene that is dictated by the caster - on a This r itual causes a mor tal tar get to exper ience a
cr itical win the hunger pool instead hor r ific and tr aumatic accident. While the
sorcerer can't know what or when the accident (Difficulty 3) when the r itual is cast. A
will happen, the result is all but guar anteed. success gives them a small window in
which to avoid their fate - gener ally with
- Ingr edients: A photo of the tar get, blood
a dodge roll, although the Stor yteller may
from the tar get, a blade used in a suicide,
decide another pool is more appropr iate.
- Pr ocess: The sorcerer coats the blade in
the victim's blood and then proceeds to
deface the picture - the eyes are gouged
out, the throat is slit, the body is stabbed Elemental Master y
and other marks are made upon the There are many r ituals and pr actices that are
image. Once the photo is utterly grouped together under the aegis of Elemental
destroyed, the r itual commences its Master y, but often only a key subset of r ituals are
countdown. considered the most impor tant to becoming a
- System: On a successful r itual casting, a master of this Path. Only the Koldun seem to
ticking clock star ts for the mor tal victim. avoid this path wholesale, perhaps because of
Within 24 hour s of the Ritual?s casting, the way they feel about the super ior capabilities
the tar get will somehow acquire a of Koldunism. Indeed, many of these r ites could
Cr ippling Injur y. How this injur y is be seen as attempts to recreate what the Old
gained and what for m it takes is up to Clan have achieved, or perhaps even an
fate (and the Stor yteller) to decide. The imper fect lear ning of their ways. It?s diver sions
number of successes rolled on the r itual like this that really dr ive home how despite each
casting are halved and then added to the sorcerer having the same potential to lear n these
result of the single dice roll and the total r ituals and effects, that the jealous nature of
compared to the below injur y char t. magic leads to the hoarding of resources.
Unless a Cr itical Success is rolled on the
casting, the tar get may exper ience a
slight premonition of their fate. The Level 1
victim can make a Wits + Occult roll Eyes of the Sea
The vampire can stare into a body of water and
exper ience what it has seen. Whilst these visions
are clear, it doesn't extend the senses beyond
sight, nor allow the per spective to move beyond
the body of water.

- Ingr edients: A living eyeless sea creature,


a body of water
- Pr ocess: The creature is held down and
immer sed in the water while incantations
are said by the caster. At the culmination
of the r itual the creature is cr ushed and
any fluids that come out - along with
tr aces of the water - are ingested by the
vampire.
- System: A success on the activation roll
Level 3
allows the sorcerer to see events from
the point of view of the body of water. Animate the Unmoving
This is roughly an hour 's wor th of visions
This r itual allows a single object to gain mobility
from any point in the last 24 hour s, while
and an echo of life. The object is not sentient, but
a cr itical win extends this up to a week.
obeys its master whatever the cost to its for m.
They may only witness events that
Chair s tear themselves apar t to better gr apple an
happen when the sun is set in either
opponent, statues shed their forever poses and
case.
r ugs wr ithe and flail to tr ip unwar y opponents.

- Ingr edients: The object being animated,


gold dust, hear t of small mammal
- Pr ocess: The hear t is gilded in gold dust
and then cr ushed against the object the
caster wishes to enchant.
- System: A success on the r itual br ings the
Level 2 object to life for a scene. It has no real
Elemental Str ength consciousness so is unaffected by any
social or mental power s, however it obeys
By looking to the Her metic qualities of the four
the commands of the sorcerer with no
classic elements, the sorcerer is able to dr aw
regard for its safety. The animated object
something of their essence into themselves and
has a physical pool equal to the caster s
absorb their qualities - both good and bad.
r ating in Blood Sorcer y, with a cr itical win
- Ingr edients: Natur al sponge, one of either - adding + 2 to the dice pool. The object
Soil (Ear th), wind (Air), charcoal (Fire), pur ified deals super ficial damage unless it?s
water (Water), natur al for m would be other wise
- Pr ocess: The sponge is fir st soaked in the considered lethal. Animated objects still
vitae and then bur ied or exposed to the element can only move within the limits of their
that the sorcerer wishes to emulate. The blood for m, so cannot float, fly or other wise
is then squeezed from the sponge into their balance themselves in ways that would
mouth. seem impossible.

- System: On a successful r itual activation, the


caster gains the below modifier s to dice pools Level 4
for the cor responding element. This lasts a full
night and cannot be ended early. Elemental Chains
This r itual makes the r aw elements attempt to
restr ain the enemies of the sorcerer. The most
Earth: +1 Strength, - 1 Intelligence
common element used is water, but loose ear th
Air: +1 Wits, - 1 Composure and even wood can be bent to the caster s' will

Fire: +1 Resolve, - 1 Charisma. with just as much ease.

Water: +1 Dexterity, - 1 Manipulation - Ingr edients: Water, wood or ear th,


threads of a rope that has restr ained a
mor tal against their will, deadly member s of the clan. The secular nature of the
nightshade. early Camar illa also set the scene for what was
- Pr ocess: The sorcerer mixes the threads deemed acceptable and at that point,
and nightshade with their Vitae and punishments were less creative. With the recent
mutter s an incantation. When this is change in the Camar illa?s attitude to religion, the
complete, the bloody concoction is inclusion of the Banu Haqim and the tightening
mixed or spread over or into the mater ial of the tr aditions, the need to mete out divine
they wish to enchant. punishments has seen a resur gence, Caine?s
- System: The enchantment takes hold in retr ibution r ings out once more.
the mater ial upon the r itual's success.
Once enchanted it remains dor mant
until it touches any sentient being other Level 2
than the caster - at which point it Baby Teeth
spr ings to action and attempts to
This r itual prevents a vampire from extending
restr ain its tar get in any way possible.
their fangs, causing difficulties with feeding and
The mater ial used will twist, tur n,
any attacks they might choose to make.
stretch and climb up the tar get but is
only mobile when in contact with anyone - Ingr edients: A baby?s tooth, fresh mor tal
but the caster. The restr aints have a dice blood.
pool of 6 to be used for gr appling - Pr ocess: The tooth is soaked in blood,
pur poses only, but each tur n they where it takes on a reddish hue and
maintain the gr apple, they increase their magical proper ties.
pool by +1, to a maximum of a dice pool - System: The r itual roll is made, and then
of 10. The mater ial retains the enhanced the tooth takes within it the nullifying
qualities for an hour but can be extended qualities required to stop the use of
by ?feeding?it another rouse checks Vampire fangs. Any vampire with the
wor th of the caster ?s Vitae. tooth on their per son (including the
sorcerer before they pass it off) gains the
equivalent of the Thin Blood flaw ?Baby
Teeth?and is unable to grow their fangs
Path of the Father 's Vengeance
for any pur poses. This lasts for the rest of
Most students of Noddist histor y would the night, or until they remove the tooth
probably agree that the earliest pr actitioner s of from their per son.
this path were the Banu Haqim, positioned as
they are as the judges of the vampire r ace. They
car r ied this path over to the Sabbat, and Feast of Ashes
eventually House Gor atr ix picked up enough of Typically used a punishment, the use of this
the basics to put the penalties into effect. r itual forces a vampire to feed upon ashes to
The Path of the Father ?s Vengeance also became feed their unholy hunger.
known to a few member s of Clan Tremere, but - Ingr edients: The tongue of a vampire,
gener ally saw ver y little uptake - the focus on mor tal flesh, a br azier
the mythical Caine and the nature of the cur ses - Pr ocess: The tongue and the flesh are
didn't sit well with the scientifically minded
rousing themselves. This r itual imposes this
effect on a vampire, regardless of the time of day.

- Ingr edients: A mor tal that has been fed


upon by the tar get or one of their Ghouls,
Stimulants, a ver y br ight source of light
- Pr ocess: The mor tal or ghoul is pumped
full of the stimulant of choice ensur ing
that despite their level of tiredness,
they?re unable to fall asleep. Typically
they?re restr ained, however this isn?t
necessar y for the success of the Ritual,
and many sorcerer s go one step for ward
and use clamps to force the victims eyes
open for the dur ation. The br ight light is
then shone directly in their face which
needless to say, eventually causes them
great discomfor t and pain. The tar get
vampire feels the effects at the r itual
culmination, however the victim must
often be kept in this sor r y state for a great
bur ned upon the br azier until they are
while longer than the casting.
ashes. The tongue can come from any
- System: Once the r itual is activated, the
kindred, but is usually from the victim or
sorcerer makes their roll and rouses their
the sorcerer themselves.
blood. On a success the tar geted vampire
- System: The vampire rolls to activate the
suddenly feels incredibly tired and
r itual and feeds the tar get the ashes. For
exhausted. As with the standard r ules for
the rest of the week, they gain no
oper ating in daylight, they can make a
sustenance from blood and must instead
Humanity roll (Difficulty 3) to remain
feed upon cold ashes. They must
awake - a win per mits an additional
consume huge volumes of ash to satiate a
scene. A cr itical win lets them stay awake
level of hunger, with each hunger level
for as long as needed. If the sorcerer
requir ing a solid two hour s of eating to
rolled a cr itical success on their r itual
fulfil. The ashes cannot reduce their
casting roll, the tar get vampire falls into
hunger level below their Blood Potency
an immediate slumber. They can still be
minimum.
awakened as per the standard daylight
waking r ules - Awakening dur ing the day
Level 3 requires a Humanity roll at a Difficulty
depending on the level of cr isis. A fire or
Weight of the Sun
other life- threatening situation is
When the Sun is in the sky, vampires become Difficulty 3; an ur gent message or
liter ally dead to the world and barely able to decision is Difficulty 4; an inconvenience
function even when they can manage the feat of to deal with is Difficulty 5 or higher. In all
situations, the vampire affected can only potency for one night, while if contained
have a maximum dice pool equal to their within a living subject it remains fresh for
Humanity r ating. The effects of this a week. Any vampire that consumes the
r itual last until the mor tal or ghoul blood is hit by the full effects of the r itual
victim falls asleep, ceases to be fully in and the tar get vampire assumes
the spotlight or when the sun gets close something close to what would be their
to the hor izon - this ensures the tar get tr ue age - this tempor ar ily gives them the
has at least 20 minutes to reach safety Ugly or Repulsive flaw (depending on
before the sun fully r ises. their tr ue age - gener ally ever ything over
100 should be considered Repulsive). As
this is a mystical cur se, even attempts to
The Wither ing of Ages get around this by using methods such as
This punishing r ite causes a vampire to Mask of a Thousand Faces or cer tain
tempor ar ily assume their tr ue age. While they Protean power s will still be subject to this
remain just as physically capable as usual, the restr iction. The only way to tempor ar ily
psychological impact this has can be circumvent this is a tempor ar y act of
devastating to the wrong vampire, tied as they force from the victim - They can make a
are to never changing and being creatures of rouse check and roll Composure + Blood
stasis. Unsur pr isingly, this has little impact on Potency (Difficulty 3) to tempor ar ily ?fix?
the Nosfer atu. the cur se for a scene. This r itual lasts for
a week once tr iggered.
- Ingr edients: Ashes from a dead vampire,
the nose and ear of a fledgling vampire, a
mor tal over 50 year s old.
Level 5
- Pr ocess: The ashes and vampir ic body
par ts are ground into a paste. This paste Quenching the Lambent Flame
is then fed to the mor tal whereupon
This fear some punishment is not meted out
their blood takes on the qualities of the
lightly and is often considered the ultimate
cur se. The sorcerer can then choose to
punishment for any ser ial diabler ist that would
extr act this blood into a vial, or leave it in
ser ve a better example by being left alive. With
place to be consumed by their tar get.
the Banu Haqim?s recent entr y to the Camar illa,
Leaving the blood in the mor tal has no ill
this r itual has seen an uptake in usage, and it?s
effects, although Sense the Unseen may
said that the Anarch Agatha Starek is considered
reveal slight tr aces of magic about them.
the number one tar get for this r ite. This r itual
- System: A successful activation on the
per manently str ips away gener ation and Blood
r itual cur ses the blood - this can be in a
Potency, leaving the victim with the power of a
vial, or still within the living mor tal to be
fledgling.
consumed fresh - the vial retains its
- Ingr edients: A black Basalt slab, 13
assistants, a bur nt child, a mor tal victim
- Pr ocess: The victim is restr ained on the
slab by the 13 assistants - although they
can be staked as well, many sorcerer s feel
this is bad luck to do so, The child?s body Tremere lean on their old Her metic pr inciples to
is presented as a judge of the r itual and tar get and direct this ener gy. While this path is
given a pr ime location over seeing the more common among elder sorcerer s, there are
r itual. When a litany of the victims sins adherents in many schools of study. Some
has been read aloud, the throat of the vampires consider this an offshoot of the Path of
vampire is slit open and the mor tal Elemental Master y, but in essence, the
proceeds to symbolically diabler ise the distinction means ver y little.
vampire. When they have dr ained all the
Many of these r ituals call for sanguine resonant
Vitae, the mor tal is murdered where they
blood to be used as an ingredient- for the
stand - the stolen blood falling to the
pur poses of this r ite, the freshness of the blood
floor, wasted.
is less impor tant- while the resonance is lost as
- System: The sorcerer activates the r itual
far as a vampire is concer ned after 15 minutes,
as nor mal, and assuming they succeed
the r itual is capable of activating on tr ace
on the over all r itual roll, the victim may
elements. As long as it was har vested within the
then make a Resolve + Blood Potency
hour, it will suffice.
roll. If they score more successes than
the caster, then they fully resist the
r itual, however for any point of mar gin Level 1
the caster wins by, the victim drops one
Lodestone
level of Gener ation down to a minimum
of 13th. Blood Potency drops in line with This r itual tur ns the sorcerer into an unliving
the gener ational limits, however if the magnetic field detector, capable of tr acing
caster still has mar gin left when they circuits to their source, detecting where a weak
reach the 13th gener ation, they may point may be and even being able to sense the
continue to attack Blood Potency until magnetic field of the planet to deter mine the
they r un out of mar gin or it reaches a direction of the poles.
score of 1. This change is per manent and - Ingr edients: A chunk of Iron, sanguine
does not alter any of the other effects of resonant blood
diabler ie, nor does the victim need to be - Pr ocess: The iron is coated in the blood
a diabler ist for this to be effective. The while being passed from hand to hand
ingredients alone are often enough to and tur ned over and over. From that point
cause stains. onwards, they can use their palms to
detect these cur rents.
- System: A successful r itual activation
Path of the Levinbolt allows the caster to detect and follow
Vampires and electr icity might not seem an electr ical cur rents as well as gauge their
obvious pair ing on fir st impressions, however relative strength and distance from the
magic has often sought to control the forces of caster. A stor yteller may request an
nature and har ness them for their own use, and Resolve + Investigation roll if the cur rents
vampir ic sorcerer s are no different. The Banu are sufficiently weak or hidden behind
Haqim and the Koldun use their connection to mater ials meant to obscure their signal.
spir its as the lever age they need, while the In addition when this r itual is activated
they can always detect which direction is visible tr ace. Only metal objects can be
Nor th. This r itual lasts one scene. protected with this r itual.
- System: Like with a ward, the Ritual roll is
only made when any living creature
Illuminate
touches the object. On a success, the
This r itual allows the sorcerer to mystically victim suffer s an electr ic shock and must
create light. Now that torches are make a Stamina + Composure roll
commonplace, its use has deter ior ated (difficulty 3) or be par alysed for the rest of
dr amatically, but there are still some that value the scene. A cr itical win allows the spark
it?s use. to arc to a second victim within close
- Ingr edients: A lightbulb or cr ystal, a distance. Once tr iggered, the object loses
drop of sanguine resonant blood its char ge and needs a new application of
- Pr ocess: The caster closes their eyes to the r itual to function again. The effect
symbolically shut out any light and dips only functions when actively touched -
the cr ystal or lightbulb into a mixture of forced contact will not cause it to tr igger.
the resonant blood and their Vitae. At Sense the Unseen (Auspex 1) can detect
the culmination the object this effect with a contest of
begins to glow. Intelligence + Auspex vs the
- System: Success on the caster ?s Intelligence + Blood
r itual causes the item to Sorcer y.
light up, giving off enough
light to illuminate a
medium sized room. This Level 3
light lasts a scene.
Electr o- Magnet
This r itual allows for the
Level 2 caster to make a victim the tar get
of bolts of electr icity and lightning.
Taser
When activated, electr icity arcs from power
This r itual has a number of similar ities with the outlets, electr ical objects, wires, cables and even
wards that are common among Blood calls down lightning directly from the sky. While
Sorcerer s, but is more shor t lived and less electr icity doesn?t gener ally affect Kindred, this
lethal. It gives out a shor t, shar p shock to any can devastate groups of mor tals.
that would touch the protected object, and
- Ingr edients: Char ged magnet, electr icity,
leaves them for the vampire to find later.
sanguine resonant blood
- Ingr edients: Iron filings, sanguine - Pr ocess: The magnet is placed in a pool of
resonant blood, metal object to apply the blood while the electr ical cur rent is r un
mixture to through it. When the magnet has
- Pr ocess: The iron filings are mixed with absorbed the blood, the r itual is complete.
the blood and Vitae, and then applied to The magnet becomes a char red and
the tar get object. Once applied, the melted lump of iron when the r itual has
mixture can be cleaned off leaving no fully r un its cour se.
- System: The r itual is enacted, after
Level 4
which the magnet maintains its ?char ge?
for the oddly specific next 1.21 hour s. Ride the Lightning
The magnet must then be placed on the Often refer red to as Mercur y?s Path by older
tar get (which may require a Dexter ity + pr actitioner s of the ar ts, this r itual allows the
Athletics or Stealth roll), at which point sorcerer to tr anspor t themselves from location to
the activation roll is made - once location by disappear ing and reappear ing in a
activated the location of the magnet is flash of lighting.
ir relevant and they can still be str uck if
- Ingr edients: A power cable or lightning
they dispose of it. For the rest of the
rod, sanguine resonant blood
scene, the Sorcerer can call upon bolts
- Pr ocess: The electr ical conduit is coated in
of electr icity to str ike the tar get with a
the blood while they focus on their
Wits + Science roll. This can be dodged
destination. At the culmination they bite
as nor mal and is treated as a
down or other wise electrocute
Firear ms attack. If the
themselves and vanish in a flash of
attack hits, the mor tal
light and sparks. A bolt of lightning
must succeed in a
or arc of power from an outlet
Stamina + Composure
marks their ar r ival.
roll (difficulty 3) or be
- System: The sorcerer
par alysed for the rest
makes the casting roll and on a
of the scene, as well
success they may
as taking mar gin in
instantaneously tr avel to any
super ficial damage.
location they know of or can see
While the r itual can
live (including over camer a or
only affect one tar get
other mediums). The maximum
per tur n, once the
distance they can tr avel is
fir st tar get is
anywhere within a 10 mile
par alysed the vampire
r adius, although each success
can cause electr icity
over the initial difficulty doubles
to arc from their
that distance. Only what they can car r y
pr imar y tar get to other mor tal
in their pockets can be taken with
tar gets with the same roll, but
them. When they ar r ive and leave, massive
with - 1 to their dice pool. When this
amounts of electr icity is disper sed, which
happens, the pr imar y tar get absorbs all
shor ts out electronic devices within the
the super ficial damage. Technology that
same room and stuns mor tals for 3 tur ns.
can be shor t circuited is typically
destroyed when it comes into contact
with this amount of electr icity.
Vampires are unaffected, although it Gift of Mor pheus
can of cour se destroy any technology As creatures of the night, vampires spend much of
they have on them. their unlives around sleeping mor tals. The Path of
Mor pheus is the sorcerer 's attempt to capitalise
on this vast untapped resource. The Vampire as a
recur r ing figure in the dreams of their victims
Level 3
is common, and that is reflected by how each
type of sorcerer has adapted this path to their Haunted Dr eams
own skills. This was never a common path, but The Vampire can enter the dreams of their
it is widespread among the groups of sorcer y tar get, liter ally haunting their dreams. While
styles. dreams can be unreliable as a method of
unr aveling secrets, they can offer enough insight
As with the path of the Levinbolt, many of these to shine a light on what makes a per son tick. As
r ituals call for blood of a set resonance to be with all dreams, both the tar get and the caster
used as an ingredient- for the pur poses of this fail to recall the dreams in per fect detail, but a
r ite, the freshness of the blood is less linger ing feeling remains. Some vampires have
impor tant- while the resonance is lost as far as enough strength of will to even steer the dreams
a vampire is concer ned after 15 minutes, the into memor able events, and ter r ifying
r itual is capable of activating on tr ace elements. nightmares.
As long as it was har vested within the hour, it - Ingr edients: An object belonging to the
will suffice. tar get, phlegmatic resonant blood
- Pr ocess: The object is submer ged in a
mixture of the phlegmatic blood and
Level 1 Vitae. Clutching the object to their chest,
Into the Ar ms of Sleep the vampire then lays down as if to go to
sleep.
This r itual causes a mor tal to fall into a deep
- System: The tar get needs to be asleep for
sleep from which they will str uggle to be
this r itual to work. The caster makes the
awoken from.
r itual roll and on a success, gains a bonus
- Ingr edients: A dreamcatcher, phlegmatic success to any single Insight roll of their
resonant blood choice against the tar get. On a cr itical
- Pr ocess: The dreamcatcher is soaked in win, the tar get subconsciously
the blood and then displayed in the same remember s the vampire and is
room as the mor tal being tar geted. The predisposed to treat them in a cer tain
vampire then obser ves the victim until manner. In this instance, they also gain a
they fall asleep. bonus success to any single Per suasion or
- System: The vampire must be able to see Intimidation roll - this is not tr ue
the tar get as the r itual is per for med. The recognition, just a subtle tr ick of the
sorcerer then makes the r itual roll and mind. This can be used against vampires,
the tar get mor tal falls into a deep however it does require the sorcerer to be
slumber as if dr ugged. They can be awake dur ing the day and subject to any
awakened, but will str uggle to remain restr ictions this places upon them.
conscious for any reasonable amount of
time - a Stamina + Resolve roll (difficulty
3) is required to stay awake for more than Level 4
a scene. They will awaken other wise as
Dr eam Feeder
nor mal in the mor ning.
The vampire may feed from a tar get via their
dreams, dr awing out their essence and filling
their dreams with tr aumatic visions of the
vampire.

- Ingr edients: A set of clothing the tar get


has slept in, a bed, phlegmatic resonant
blood
- Pr ocess: The vampire lays the sleepwear
out on a bed and dr ips the blood over it.
Once the blood is disper sed, the vampire
lays upon it and enter s a tr ance
- System: The tar get needs to be asleep for
this r itual to work. A success on the
r itual roll reduces the hunger dice rolled
by 2 for the rest of the night - the actual
hunger doesn?t change so they still have
the same chance to Frenzy and available
blood to rouse. A cr itical success reduces
the actual hunger by 1 as well, as if they
had fed directly. The tar get suffer s the Level 1
full effects of being fed upon and the The Mobile Home
nightmares will cause them to vaguely
The sorcerer enchants their own haven to br ing
remember the vampire - they gain +2
aspects of it to life. Door s open by themselves,
dice to all Intimidation checks, but also
books float into the owner s hands when needed
suffer - 2 dice to any attempts to
and objects are always where they need to be.
positively influence them.
- Ingr edients: An object from each room in
the house, a feather for each object.
Movement of the Mind - Pr ocess: Each feather is soaked in vitae
Another of the classic paths pr acticed by and br ushed across each of the objects.
sorcerer s of all str ipes, the path commonly The feather s are then bur nt, with the
known as Movement of the Mind is a staple smoke left to filter through the house.
among many that would bend the blood to their - System: On a success, this r itual animates
will. It is so well liked often because of the many of the possessions in the haven of
theatr icality it presents, for the ability to amaze the sorcerer for the next month. While
outsider s with over t demonstr ations of power. this is mostly cosmetic, it does add a
When their ver y homes and sur roundings obey bonus die to any attempt to awaken
them without even so much as a word, people dur ing the day, as the house war ns them
take note and star t to wonder how else the of impending danger and attempts to stir
sorcerer might be able to help them. These them. Creative Player s and Stor yteller s
seemingly small beginnings can end up having can likely come up with other situations
an influence all of their own. where this could be a benefit.
into the skin of the vampire.
Level 3
- System: The r itual can be cast up to an
The Living For tr ess hour before it is needed but can
This r itual is an extension of The Mobile Home, thereafter be activated with a thought.
and builds upon the same pr inciples - although The r itual activation roll is only made at
the sorcerer does not need to know that r itual this point, and if the roll is successful
to lear n this one. The effect of this r itual is to ever yone within 5 metres/yards must
tur n their haven into a living weapon, with make a Wits + Athletics roll (Difficulty 4).
objects flying off the wall to repel intr uder s and Those that fail are thrown far away from
slow any progress they might make. the caster, breaking any engaged combat
and inflicting +2 levels of super ficial
- Ingr edients: An object from each room
damage. Anyone that fails the roll also
in the house, mor tal blood
loses two dice from their following action
- Pr ocess: The vampire spills mor tal blood
as they attempt to r ight themselves, and
on each of the objects before violently
anyone gr appling the vampire has the
destroying them in tur n.
clinch broken. This includes allies,
- System: On a successful activation roll,
however they gain an automatic +2
the vampire may make a free attack
successes to the roll if they were
against any intr uder to their haven. This
expecting it.
has a dice pool equal to the vampires
r ating in Blood Sorcer y and deals
super ficial damage. While the vampire Ogham
does not need to be awake or even
Before the for mation of the Camar illa or the
present for these attacks to occur, the
Sabbat, there existed a small bloodline of
intr uder does need to have bad
vampires called the Lhiannan. These mystics
intentions - a visitor or guest will never
consisted of dr uids and witches, and each
be tar geted. The sorcerer can call off the
pr acticed a unique type of Blood Sorcer y that
attacks at any time, but must be aware of
tied them to the land and the old places of
them to do so. The effects of this r itual
power. When the last of the Lhiannan died in the
last a full month.
Middle Ages, the few kindred that remembered
the bloodline thought these magics lost forever,
Level 4 however a coven of self proclaimed witches that
have followed the lead of Car na have discovered
Repulsion these old ways and have just star ted to build
When cor nered, attacker s find themselves flung upon what they?ve lear nt. Named after the fir st
away from the vampire by an ir resistible force. scr ipt used in ancient Ireland, Ogham bases
itself on these ancient celtic pr actices.
- Ingr edients: Olive Oil, water, a spoon
made from rowan wood.
- Pr ocess: The oil and water are put into a
Level 2
bowl and stir red with the wooden spoon.
Against all logic, the two substances mix Cr imson Woad
together. This mixture is then massaged This r itual allows the witch to emulate the
forebearer s of this path and utilise the they cross changes from night to night. This
markings that were sacred to them. By r itual allows a witch to follow Ley Lines to these
inscr ibing r unes and markings upon spir itually r ich places in order to tap into their
themselves, they ensure that when their Beast power and boost the effects of their other
takes over, that their fur y lends its consider able magics.
power to their attacks.
- Ingr edients: A divining rod, cr ystal or
- Ingr edients: Dye from a Woad plant, other ar tifact that is used to sense the
blood that was once choler ic lines of power, a live animal
- Pr ocess: The Woad dye is mixed with the - Pr ocess: The sorcerer uses their
blood and then applied as markings to divination method of choice to follow
the body. The markings these hidden lines of power to a
are extensive and will nexus point. Once they reach this
always at least par tially point they per for m the r itual
cover the face, making proper and sacr ifice the live
this not especially subtle animal, spilling its blood over
for those that know what both their hands and the ground.
to look for. Thankfully, This blood is incor por ated into
this is a ver y small group the subsequent r itual they
of people. per for m.
- System: On a successful - System: Once the caster
casting, the war paint has followed the Ley Line to its
remains usable until it is source and followed the process,
either activated, cleaned the r itual roll can be made. A
off or the sun r ises. The success adds +1 dice to any
fir st time the caster subsequent Ritual that is
enter s Fur y Frenzy while immediately per for med in this
marked with the paint, location, while a Cr itical Success
they must roll to activate adds +2 die as they tap into the
the Ritual (the Rouse power of the location. Regardless
check is made when the of the result in the initial casting,
woad is applied). A success gr ants them attempts to tap into this power without
an additional +1 damage to all hand to using this r itual fir st will result in failure
hand attacks. Note, this does not include as the lines fluctuate and move.
attacks made with Fangs.

Level 4
Level 3 Mhallacht of the Cyoer aeth
Follow the Ley Line By slowly and painfully car ving words of hatred
There are many places of power in the ear th for and suffer ing into the flesh of a mor tal victim,
the one that knows where to look. These lines the witch calls down a cur se upon a vampire that
are constantly moving and the points at which witnesses these wounds.
- Ingr edients: A ceremonial dagger that damage inflicted by the caster - these
has only ever tasted mor tal blood, salt, ser ve no other pur pose than to make
tiny amount of Vitae from the tar get them hungr ier. Each additional level of
vampire. damage beyond the fir st adds 5 minutes to
- Pr ocess: The caster spends time car ving the casting time. Only one cur se can be
wounds and markings into the flesh of active at any one time, and the mor tal
the mor tal and r ubbing a mixture of the needs to still be alive for the words to
salt and Vitae into each of the wounds. have any effect. Needless to say, the often
These wounds can be anywhere on the excessive amount tor ture is a likely source
body, but are often prominent enough of stains.
that they can be easily seen, or hidden
enough that an embedded command is
used to reveal them at just the r ight Sielanic Sorcer y
moment. The par ticular s of this path were thought to have
- System: The car ving of the r unes and died out many centur ies ago with the pogrom of
markings into the mor tal victim inflicts the Telyavelic bloodline of the Tremere. Only a
at least one level of Aggr avated Damage handful of kindred in the clan had even a small
(see below), but also activates the r itual - chance to lear n its secrets - Tremere and his
however in the same manner as a ward, or iginal council of Seven were the only other
the r itual casting roll is only made when vampires known to have any memor y of it. With
the scr ipt is seen by the tar get vampire. the recent ascendancy of House Gor atr ix, a
On a success, the vampire tar get gains a bastardised and br utal ver sion of these old spells
level of Hunger. If the r itual activation is is making a comeback, the pagan ways of its core
a Cr itical Success, the victim will also being modified and moder nised to reflect the
have to make a number of rouse checks outlook of the House.
equal to the amount of aggr avated
Level 2 Way thr ough the Stone

Consecr ate the Foundation Stone Another r itual that House Gor atr ix has updated
based upon old Telyavelic pr inciples. The earlier
When House Tremere was still a cabal of mor tal
incar nation of this power tr ansfor med the
mages, it was tr aditional to consecr ate a new
sorcerer into stone, however even then there
Chantr y with a bodily sacr ifice from one of the
were whisper s of times where the r itual went
founding mages, and it is said that Gor atr ix
wrong, leaving a not insignificant amount of
himself was responsible for the founding of the
Telyavelic statues that per sist to this day. This
fir st Pr ime Chantr y of Ceor is. The Telyavelics
new var iation is sometimes refer red to as
combined this pr actice with an ability to
Shawshanking by the younger member s of the
communicate with the stones of the ear th and
House as it allows them to somewhat bond with
an intense connection to their havens.
stone as they pass through these bar r ier s to
- Ingr edients: Body par t of the caster them.
(tr aditionally this was the genitals), Stone
- Ingr edients: A 3 inch stone Spike,
used in the constr uction of the Haven,
Hammer
small fire
- Pr ocess: The caster pour s their vitae
- Pr ocess: A small fire is lit and the
slowly over the stone spike until it has
foundation stone is placed upon it. The
absorbed it all. When this is complete, the
caster then mutilates themselves by
caster proceeds to hammer the spike into
chopping off a par t of their bodies.
their chest, as if dr iving a stake through
Throughout histor y this was typically the
their own hear t.
genitals, but hands or feet have also been
- System: On a r itual success, the caster is
used as a replacement. The severed
able to pass through stone, br ick and
appendage is then placed on the fire
cement walls (as well as other similar
where the caster can perceive images
mater ials at the Stor yteller 's discretion),
from within the smoke.
however walls that are reinforced with
- System: If the sorcerer moves into a new
steel or the like still present a bar r ier to
haven, then this r itual must be cast on
the caster. Passing through stone is
the ver y fir st night they move in to fir st
simple, however it is a slow process and
bond themselves to the foundations of
counts as a minor action for the pur poses
the building. When the r itual is recast
of dice pool impact. The effects of this
within the Haven, a success allows the
Ritual last for one scene and can be used
caster to be able to witness any event
at will dur ing this time, although it will
that occur red within its walls dur ing the
stop the moment the spike is removed
last 24 hour s as if they were standing
from their body. Retur ning to the mater ial
there - Obfuscate will only be pierced if
while inside solid matter can result in
the vampire can succeed at a standard
anything from destr uction to
Sense the Unseen roll. Only one haven
entombment to minor inconvenience; the
may be consecr ated at any time and this
Stor yteller decides the precise outcome.
will only work in a haven with advantage
dots invested.
Level 3
Ser vants of the Black Gr ove

This or iginal pur pose of this r itual as conceived does not have to be restr ained, but no one
by the Telyavelic, was to allow the sorcerer to has so far volunteered for this painful and
mer ge their body with the trees and forests hor r ifying r itual. The r itual star ts with a
around them, protecting them from danger.
solemn chant and a slow dir ge. At the
The Cainites of House Gor atr ix have
culmination of this chant, the mor tal is
repur posed it as a way to both punish mor tals
that have offended them, but also protect stabbed in the gut with the br anch, which
themselves from danger. The fir st known use of takes root within them and star ts the slow
this r itual was in the Sabbat stronghold of change to their bodies. They are rooted to
Montreal and the or iginal black grove was the spot where they stand and become
situated there. This tur ns a mor tal into a bound to their tor mentor.
twisted and gnarled tree, but one with a vestige
- System: On a success, the caster manages
of sentience and utterly dedicated to the safety
of the one responsible for its tor tured for m. to change the tar get mor tal into a tree
along with all their car r ied belongings.
- Ingr edients: A br anch from any Black
This happens wherever they stand,
Grove tree, a mor tal victim
however the mor tal must be present when
- Pr ocess: The mor tal victim of this r itual
the r itual is cast. Once cast, the r itual is
per manent and they are
indistinguishable from a real tree,
however if the caster is ever threatened
while in the presence of the trees, they
will actively attempt to defend them by
gr appling at any and all enemies. The
trees have a dice pool of 4 and can only
gr apple.

Path of Technomancy
This path was the biggest new development in
Blood Sorcer y for centur ies, and yet until ver y
recently it was barely known outside of a core
group of pr actitioner s. When the Tremere
apprentice Masika St John developed this path
and presented it to her Regent, she expected it
to make waves due to what it could br ing to the
clan. Instead of being feted for her creation, she
found her self relegated to another chantr y and
given a not so subtle request to abandon this
path. The technophobic elder s of the clan
str uck her idea down before it could even take
root or be fully explored. For year s she toiled
thanklessly on menial tasks in one of the
smaller New York chantr ies, bitter at the hand
that had been dealt to her by incompetent and
jealous super ior s within the Pyr amid. When
Car na launched her rebellion and reached out
with a message of inclusion, exper imentation
and freedom from the constr aints of the
Pyr amid, Masika and a number of her allies
jumped at the chance. Now the Technomancer s
are free to pr actice their unique talents, and
look to br ing their findings to the Inner Circle
of the Camar illa as soon as they have per fected
the ar t. If the mor tals are going to use
technology against the Kindred, they reason a
reliable and untr aceable way to defend
themselves can only be a benefit?
Level 1
ipconfig

One of the fir st things any budding Each Technom ancer carri es a uni que
Technomancer lear ns is how they can devi ce w i th them at all ti m es, referred
under stand any given device - what good is to as the CDD (Custom Di agnosti c
controlling them if you can?t use them Devi ce). These electroni c devi ces
per fectly? This r itual allows a caster to gain skill allow the sorcerers to i nterface w i th
in any device as they intuitively under stand the technology they?re targeti ng and
exactly how to get the best from it. focus thei r energi es. These devi ces
are alw ays uni que and m ust be
- Ingr edients: Custom diagnostic device,
constructed by the Technom ancer
Headphones
them selves. Each devi ce vari es
- Pr ocess: The Technomancer spends a
greatly i n form - from adapted phones,
shor t while in concentr ation while using
tablets, tri corder-esque devi ces,
their CDD. The headphones help them
raspberry pi s, and even steam punk
focus, with some using them to restr ict
style goggles. Thei r only com m onali ty
noise from the outside world, and other s
i s that they are all sm all enough to be
swear ing they can hear instr uctions over
handheld, and that w i thout thei r CDD,
the static. Regardless, these devices do
the Technom ancer i s lost w i thout a
not act as any more of a distr action than
w ay to practi ce thei r art. Creati ng the
nor mal.
CDD i sn?t a ri tual, but takes at least a
- System: A success on the r itual roll
ni ght of soli d constructi on and
gr ants an automatic success on any
requi res a roll of Resolve + Technology
subsequent Technology roll against the
(Di ffi culty 4) to construct correctly.
device analysed, while a Cr itical Win
gr ants an additional bonus dice as well.

Level 2 Button and the device is cleared.


for mat c - System: On a success, the sorcerer can
More so now than ever, the ability to remove all er ase all data from any device they can
data from a device is cr itical. This r itual allows physically touch. A Cr itical Success on the
the Technomancer to flawlessly remove ever y roll allows them to be selective with what
scr ap of data from any device they can data is er ased - of cour se they can still
physically touch. choose to er ase the whole device. Once
the data is er ased it cannot be recovered
- Ingr edients: Custom diagnostic device,
by any means - although it does not er ase
Big Red Button
exter nal backups, it will er ase snapshots
- Pr ocess: The Technomancer must
if it is a vir tual device. As long as they
maintain physical contact with their
maintain physical contact with the device
CCD and the device to be er ased until
at all times, they can still car r y out other
the r itual has been completed, when the
actions, however they suffer a - 2 dice
time has passed, they press the Big Red
penalty due to the distr action.
the ways and means this is achieved by the
Technomancer s goes far beyond anything that
Level 3 could be dreamed up by mor tals. With just a
Blue Scr een steady gaze, the sorcerer can take control of an
Technology is present in almost ever y cor ner of electronic device and even wor m their way
life and unlife, and even the technophobic across networks if there is connectivity. While
Camar illa can?t escape their increasing reliance their minds can?t hope to process events at the
on it. This r itual causes a piece of moder n same speed as a computer does, they find that
technology to fail. Utterly and forever. Anything their thoughts ensure these devices do all the
with circuitr y involved is a fair tar get for the hard work for them and obey any whim they
Technomancer, which in this day and age gives might have. As with earlier r ituals, anything with
them a wide canvas to work with. a circuit board allows them entr y - many
Technomancer s are greatly looking for ward to
- Ingr edients: Custom diagnostic device,
self dr iving car s becoming more and more
functioning electronic device
mainstream?
- Pr ocess: The Technomancer must be in
close proximity to the device and be able - Ingr edients: Custom diagnostic device,
to see it, although this need not be Wifi router
directly and live video feed will suffice. - Pr ocess: The Technomancer must fir st
As they look at the tar get device they spend 10 minutes appr aising their tar get
scan it with their CDD and then proceed device with their CCD - under standing all
to take apar t the other functioning of its ins and outs, secur ity back door s
device they have, before reassembling it. and unique tr aits. This requires
All this done without taking their gaze unfettered visual access to the device they
off the tar get device. Once it is wish to control. When they have finished
assembled, the other device stops scoping the device, they place their hands
working. The functioning device is also on the router and enter a tr ance whilst
r uined in the process. they remotely pilot the device. Once they
- System: The r itual roll and rouse check break the tr ance and end that control,
is made as usual, and on a success the they find the circuits of the router are
tar get device stops working completely. completely bur nt out.
It can only be repaired with a total - System: On a successful r itual roll, the
replacement of any and all circuitr y in vampire can access and control any
the device. This r itual will work on any machine they can see, or that has a direct,
bit of technology that contains a circuit cabled connection to a device they can
board or microchip. Any par ts of the see. Standard secur ity procedures mean
device that are not reliant on this ver y little and only an air- gapped
technology will still function as nor mal. environment and no visual access is
enough to keep a Technomancer out.
Once on the machine, Resolve +
Level 4 Technology rolls are required to affect the
r dp device, however rdp satisfies earlier path
requirements for physical touch and
Remote access to machines is nothing new, but
visibility. A Cr itical Success on the Level 1
activation roll gr ants a bonus dice for all
Thaumatur gical For ensics
technology rolls while networked with
the device. Visual access must be The fir st step in counter ing magic is
maintained at all times, although a live under standing what has been used and what it
sur veillance feed is sufficient. If the does. This r itual allows the sorcerer to identify if
visual connection is over sur veillance magic has been used, and what its effect is.
feed, or the tar get device is only - Ingr edients: Forensic detection
accessible via a cabled connection to a equipment such as a magnifying glass,
device they can see, then increase the microscope or finger pr inting dust.
casting difficulty by +1 for each of these - Pr ocess: The sorcerer spends time
par ameter s. investigating the area using their forensic
mater ial of choice, but requires utter
silence and concentr ation.
Thaumatur gical Counter magic
- System: A success on the r itual casting
Believed by the Tremere to be a unique talent roll reveals the name and effects of the
that is only wielded by the most tr usted Sorcer y power, r itual or ceremony that
ser vants of the Council of Seven, instead has been used dur ing the cour se of that
var iations on this have been known to select evening, or the night immediately
blood sorcerer s of many types for many preceding it. Scor ing a cr itical success
centur ies. What is tr ue however is that the extends this window to a week. If the
Tremere have weaponised its use, and in the r itual used has not yet been tr iggered
early days of the clan, it allowed them to disr upt
and discredit the actions of many r ival
sorcerer s, thus giving a somewhat false
impression that the Tremere were the only truly
capable Blood Sorcerer s available to help.

In the moder n age, the Tremere clan heavily


regulates its teachings, and many believe that
the r ituals have been constr ucted in a way that
keeps the sorcerer dependent upon the
pyr amid. Sorcerer s from other methodologies
hint that they can achieve the same results in a
similar way, but few have ever been able to have
a long enough conver sation to ascer tain what
differences they might make. One thing is for
sure no matter what str ipe of magic they
pr actice; any sorcerer with the ability to fox the
power s of their peer s guards their secrets ver y
closely.
(such as a ward) or has a long ter m or Level 4
per manent effect, then the time per iod
Counter magic
in which it was cast counts as that night,
but the r itual will allow them to pinpoint One of the r arest and most restr icted r ituals
when it was or iginally cast as well. In within the ar senal of the Tremere, this capability
game ter ms this qualifies as sufficient is known only to the most tr usted ser vants of the
knowledge to satisfy the bonus die in Pyr amid. When this r itual is in effect, sorcerous
Nullify. power s and r ites have a habit of just failing when
tar geted at the r itual caster.

Nullify - Ingr edients: A gold r ing that has been


wor n for a week by a vampire with higher
Whilst seemingly easy to lear n, this r itual can be
Blood Potency, a candle made in the
sur pr isingly difficult to master. This allows the
Vienna chantr y.
caster to remove an existing enchantment
- Pr ocess: The r ing is placed upon the
placed by a r itual.
finger of the vampire, and then passed
- Ingr edients: Hydrochlor ic acid, lavender back and for th directly over the flame of
petals the candle. This prompts a fear frenzy
- Pr ocess: The vampire dissolved the check (difficult 2) due to the proximity of
petals and their vitae in the acid. This the flame and the increasing heat of the
mixture is then applied to the area r ing.
believed to be subjected to blood sorcer y. - System: A success on the r itual activation
Note: the acid is neutr alised for more roll star ts the counter magic - the effects
standard effects. of which last for the rest of the night or
- System: While the difficulty for the r itual rest of the week on a cr itical success. A
remains the same, the likelihood of Bestial Failure destroys the r ing before it
success scales against the level of the can be used, while a messy cr itical at least
r itual being nullified. If the caster knows allows it to be used before it melts away to
the r itual being nullified, or has gained nothing. When the r ing is wor n, the caster
super natur al under standing of it gains +2 dice to resist any Blood Sorcer y
beforehand (see Thaumatur gical power s or r itual effects if they offer a
Forensics), then they gain a bonus die in resistance roll (in addition to those
the casting. The caster must roll mar gin nor mally provided by Blood Potency), if
successes equal to the level of the r itual they do not, it adds +1 to the difficulty of
being nullified. any Sorcer y power or Ritual directly
tar geted at them. Indirect or area effects
such as Weather or Creatio Ignis are
Example: To nullify a level 1 ritual requires 4
unaffected, as are effects which gr ant a
successes (Normal difficulty of the ritual level +2,
bonus to the usage of an enchanted item
with one extra need as its a level 1 ritual being
that is used against them, such as the
countered), whereas to counter a level 5 ritual
bonus dice gr anted by One with the Blade.
would require 8 successes.
This also cover s beneficial power s and
r ituals, although they can take the r ing off
for the dur ation of the benefit at the cover - this can create or disper se cloud
expense of no counter magical protection or fog. Fog cover can aid in hiding and
- cr ucially the effects only work when obscur ing view by providing par tial cover,
the r ing is wor n on the r ing finger of and on a Cr itical Success can even
either hand. obscure sunlight enough to reduce the
r ate of damage to ever y other tur n or less.

Weather Control
The path of Weather Control was one of the Level 5
earliest developed by the Tremere when they Par tum Tempestus
fir st tr anslated their magics into Blood Sorcer y,
This r itual har nesses the power of the stor m and
however these abilities had existed within the
oper ates in the same manner as the Koldunic
other schools of sorcer y for a long time as well -
r itual ?Lightning Crashes?. Koldun tend to get
The Setites wor shipping the God of Stor ms
quite salty when other sorcerer s use a r ite that
were not going to miss out on the oppor tunity
they see as mor ally their s.
to summon his namesake to impress the
cultists, the Banu Haqim appreciated the ar t of
a good distr action, and the Koldun, well the
Koldun laugh at what they see as a weak and
Assor ted Rituals
limited inter pretation of their br and of
sorcer y...
Level 1

Level 2 A Rush of Blood


Imper ium Nubibus This r itual can be a r isky prospect to use, but has
This simple r itual allows the caster to control saved many a vampire from killing a mor tal due
the local cloud cover. From summoning thick to overbear ing hunger. This r itual creates the
clouds that obscure the sun, pulling down a fog feeling of satiety within the vampire and soothes
to cover their tr acks or even ensur ing a clear the savage beast.
night sky for maximum visibility, the sorcerer - Ingr edients: The tooth of a predator y
can change it according to their whims and animal that star ved to death.
needs. - Pr ocess: The sorcerer uses the fang to
- Ingr edients: Pan of water, open flame, create two puncture marks somewhere on
- Pr ocess: The sorcerer takes the pan of their body representing the same marks
water and puts it over the open flame. they leave on mor tals when feeding.
When it boils, they waft the plumes of - System: The caster must be at Hunger 4 to
steam over their face and inhale a lar ge benefit from this r itual - if it is per for med
dr aught of it. While they hold their face at lower levels of hunger, they still get the
over the boiling water, they can summon pleasur able feelings, but none of the other
and control the clouds benefits. On a successful casting the
- System: A success on the r itual roll caster automatically passes their next
allows the caster to control local cloud Hunger Frenzy check. This r itual lasts
until either they next taste blood of any hear t. As the spike punctures and er upts
kind or the sun r ises. from the back of the vampire, other
embedded objects within the vampire are
also dr awn out as if an invisible bar r ier
Reset the Flesh
had passed through them taking
For many vampires, the static nature of their ever ything not of the vampire with it -
bodies is just a fact of unlife, with the only time this includes any and all foreign mater ial
change ever really impacts them being when in their body regardless of whether it was
their bodies sustain enough damage to not be acquired before or after the embr ace -
able to regener ate the flesh in time, which can this includes tattoos, piercings and
lead to bullets, detr itus or other r andom anything lodged within the body. This is
fr agments of objects getting lodged within them often a painful and tr aumatic exper ience,
when they are bur ied too deep to be removed by and may require helper s to hold the
their bodies natur al healing process. This r itual tar get down, or even to dr ive the spike
allows the caster to rest their bodies, fir st by through their chest. When the spike
cleansing their flesh of any impur ities, and then reaches the halfway mark, all
making any necessar y changes. contaminants will be pur ged and they can
- Ingr edients: 13 shar p stones, shar pened then work on rebuilding their new for m.
iron spike Until the spike is fully passed through
- Pr ocess: The sorcerer sur rounds them, any sur gical procedures, piercings,
themselves or their willing tar get in a tattoos, br anding or similar will become
circle of shar pened stones, while the iron par t of the body's genetic memor y.
spike is slowly forced through their - System: Once the process has been
followed, the caster makes a r itual roll. r itual?s casting then they can benefit
On a success all substances foreign to from its use. Once so enchanted, the
the body of the vampire (including dir t, Mir ror reflects the tr ue for m of any
alcohol, dr ugs and poison, but not any Mage, Fae or Were- beast that is
implications of the blood bond) are reflected in it, as well as revealing
forcibly and painfully removed from the vampires that have taken on animal
body. Before the r itual is completed, the for ms via Protean. It does not break
subject may choose to have invisibility, illusions or reveal the
modifications made - any cosmetic presence of magic, nor will it uncover
changes made will now become per manent changes such as those
per manent and the vampire will now achieved via Profane Hieros Gamos or
r ise this way after a day's rest. Note, this what the Old Clan refer to as
only cover s changes that can be made ?Vicissitude?, but it will flawlessly reveal
with standard mor tal processes. the tr ue for m of any tempor ar ily altered
Haircuts, br ands and tattoos will remain, creature. Whether the caster recognises
whereas sur ger y will heal without any what it sees is a different matter
scar s. entirely.

Pavis of Foul Pr esence


Level 3 Presence is one of the most subtle
disciplines in any vampire?s ar senal, and
Mir r or of Second Sight it is said that this r itual was fir st created
by a Tremere that was jealous of the
There are far str anger creatures in the night
effor tless way his Ventr ue compatr iots
than just vampires, and enough of them know
rolled it out time and time again, as well
how to hide themselves and blend in with the
as suspicious as to what they may have
kine. This r itual enchants a mir ror that will
done under its effects. The tr uth of this
reveal them for what they are.
stor y is unknown, but the fr uits of it are
- Ingr edients: A Mir ror, the blood of a not. The Tremere claim that no one
shapeshifter, fae or mage, a paintbr ush outside of their clan knows of even the
- Pr ocess: The Mir ror is rested in the existence of this r itual, and were clans
bloody mix while incantations are such as the Ventr ue to find out about it,
recited over it. While they do this, the as well as the sheer amount of broken
sorcerer uses the br ush to paint images mir ror s that were removed from
onto the mir ror of str ange and mystical Tremere chantr ies, that there would
creatures. need to be some ver y ser ious questions
- System: The mir ror takes on asked. This r itual not only aids with the
super natur al qualities on a successful resistance of Presence, but in cer tain
roll. These qualities per sist for a week on cases for its effects to be rever sed on its owner.
a standard success or are per manent on
- Ingr edients: A mir ror, The Blood of a
a Cr itical. Typically only the caster can
vampire that possesses Presence, a length
use this mir ror for it?s tr ue pur pose, but
of blue cord
if another vampire donated blood at the
- Pr ocess: The Tremere coats the mir ror in
the discipline infused blood, all the while additional Rouse check?s wor th of the
star ing into it and complimenting caster s Vitae, enough odds and ends to fill
themselves in the most glowing ter ms the bowl
possible. As the r itual completes, the - Pr ocess: The casting circle can be up to 6
caster breaks the mir ror and ties the meter s/yards in diameter and is inscr ibed
silken cord around one of the shards. using a vial of Mercur y. Once this is
This necklace is then placed around their complete, the objects are emptied into the
neck, although it needn?t be visible to the bowl - these can be anything, but it is this
outside world. ?junk?that is used to build the fr ame of
- System: On a success, the caster can add the bloody ser vant. Some sorcerer s are
+1 dice to resist any Presence Power at quite par ticular in how they want these
Level 4 or below, this is increased to +2 assistants to appear, and may even reuse
dice if theitual succeeds with a Cr itical components over and over again as they
Success. If the caster ?s resistance roll feel the creature gains more and more
beats the Presence user by a mar gin per sonality each time it is summoned.
equal to the level of the power being Vitae is then poured freely into the bowl
used, then the effect is rever sed against and the words of summoning spoken
the vampire that activated it. This r itual aloud - when complete, the creature r ises
lasts until the caster fails to resist an up from the bowl leaving no tr ace of
application of Presence or until the blood where it spr ings from or where it
sunr ise after it is enacted. walks. When the spell reaches its
conclusion, it retur ns to the bowl and the
blood used to hold it together tur ns to
Sanguine Assistant
dust.
Good help is so hard to find, so when the going - System: Once the rouse?s wor thy of Vitae
gets tough, the resourceful sorcerer tur ns to and the objects are emptied into the bowl,
themselves to get the job done. By using a the sorcerer makes the casting roll and
mixture of their Vitae and whatever else the makes a second Rouse check. If the
sorcerer happens to have lying around - tins, activation roll is successful the Sanguine
electronics, pens, paper s, candles, rocks, gems assistant spr ings to life. It has Physical
and cabling - they can for ge a bloody ser vant, and Social dice pools of one, however is
created purely from their blood and the scr ap resistant to all for,a of mental control and
around them. This ser vant is entirely loyal to has per fect balance and dexter ity when it
the caster and excels at menial tasks and comes to assisting r ituals - it will never
assisting with other r ituals. Cer tain sorcerer s spill, drop or other wise r uin a r itual due
can grow unner vingly attached to these to its physical shor tcomings shor t of
ser vants - often speaking to these bloody outside influence. It has mental pools
monstrosities with str angely affectionate ter ms equal to the caster and can use these to
- and often re- use the same objects in the assist in the casting of any r itual known to
creation in order to conjure for th the same the caster. When assisting with a r itual,
assistant. the assistant rolls Intelligence + Occult
- Ingr edients: Casting circle dr awn out (Difficulty equal to the Ritual level being
with Mercur y, lar ge olive wood bowl, an cast +2). A success lower s the difficulty for
the caster by one, while a Cr itical lower s clear of any impur ities. All par ticipating
it by two. Sanguine assistants do not par ties (including Mor tals) must then
have Hunger pools. This assistant can bleed out a Rouse Check?s wor th of blood
only exist within the casting circle and is into the chalice - regardless of how much
unable to cross its boundar ies, blood is put into the chalice, it will never
cr umbling to a pile of its composite over flow. Each par ty then joins hands
pieces are forced out, it will also expire around the chalice and the sorcerer
moments after the following sunr ise intones the secret that must be kept.
unless it is refreshed with another Rouse Ever yone present must then agree to the
check?s wor th of Vitae from the caster. It ter ms and be made aware of their fate
is unable to speak, but can wr ite in a should they break the pact. Once the final
r udimentar y way (it?s for m is not built member has agreed, the blood in the
for gr aceful handwr iting). chalice catches alight, bur ning with a
pur ple flame and leaving no tr ace of the
blood it once contained. Once the r itual is
Level 5 cast, it can only be broken when the
sur viving par ty meets as one and
Chalice of Accor d for mally agrees to rescind
For many vampires, the oath, or the caster
their greatest fear is dies.
the betr ayal of a - System: The
secret. This r itual Rouse check is made
creates an r itually dur ing the initial
enforced agreement casting, however the
between those roll for success comes
par ties that agree to later. All par ties that
submit to it, punishable donated blood to the r itual
with a ter r ible, agonising - including the caster - are
death should they break this bound to keep the secrets
swor n oath. THe caster uttered dur ing the casting.
suffer s the same fate as any While they may freely discuss
other that joins in with this the secret between the
r itual, giving many people an other s that shared in the
illusion of secur ity. r itual, if they ever share it
outside of the circle, the
- Ingr edients: A golden
effects of the r itual come
chalice, a rouse
cr ashing down on them. If
checks wor th of blood
the secret is told to an
from all par ties in the
outsider, the Ritual casting
agreement
roll is made - if the r itual is a
- Pr ocess: The golden
success then the oath
chalice is cleaned and
breaker rolls to resist with
polished to ensure it is
Composure + Occult
(Vampires with For titude may resist with all light sources for the next full month.
Composure + For titude.) Each point of Each night the caster must spend at least
mar gin on the sorcerer 's side causes one an hour with their hands immer sed in the
point of Aggr avated damage, with any bloody mixture while they recite an
affected Mor tal that takes any damage incantation over and over. The caster
suffer ing a hor r ific and painful death. must keep the talisman immer sed in their
Vampire victims add 1 Hunger per point Vitae, however must also feed it with a
of damage inflicted as their blood sample of the 4 resonances - once per
catches fire and bur ns with a familiar week a new resonance r ich blood must be
pur ple flame. Once a member has fed to the talisman, and it must be fresh.
broken the oath once, they are free from Once the month has finished and the new
the r itual and no longer covered by it - moon has r isen again, the r itual is
however they may not know this. complete and the sorcerer has their
talisman.
- System: Unlike most r ituals, the process
Enchanted Talisman
to imbue the talisman is lengthy and
The image of a wizard with their staff is as old expensive. This r itual takes a full month
as the tales of wizards themselves. In ever y of prepar ation and work r ather than the
culture, there are ver sions of this stor y, and standard casting time. At weekly inter vals,
different sorcerer s have used different ar tefacts a different humour of fresh mor tal blood
as methods to focus their magic, each must be fed to the talisman by the
appropr iate to their field of study and per sonal sorcerer - Sanguine, Choler ic, Phlegmatic
taste. This r itual allows the sorcerer to create and Melancholy. This is in addition to
an enchanted item of their own in order to lend requir ing an additional 4 Rouse check?s
greater strength to all their magics. In some wor th of Vitae to be spent over the cour se
ways it is the culmination of ever ything they?ve of this per iod at a r ate of no less than one
lear nt, and the ultimate act of hubr is as they per week. Finally , the caster must make
invest an item with so much of themselves. the final Rouse check that goes with the
- Ingr edients: Vitae, fresh resonant, casting roll.
mor tal blood (one sample of each main - Upon a successful Ritual casting
resonance), the object to be made into the caster gains a number of
the talisman, light- proof room, benefits and dr awbacks - each of
leak- proof receptacle as big as the the benefits only apply when the
talisman. Sorcerer has the talisman in their
- Pr ocess: This process begins long before hands, whereas the dr awbacks
the casting as the sorcerer selects what occur when it is handled and used
they will choose to use for their talisman. as a focal point by another.
This can be many things, however must - When in possession of their
be a r igid object close to 2 foot/60 cms in Talisman, the following benefits
length. Once selected, the r itual begins apply:
in ear nest at the next new moon. The - When tar geted by another
talisman- to- be is immer sed in a pool of vampire?s Blood Sorcer y Power or
the sorcerer 's blood and kept away from Ritual, the sorcerer gains +1
resistance die if it offer s a of another individual, it gives that
resistance pool. individual +2 additional dice to roll
- The vampire receives +1 die when when using any for m of magic -
activating Blood Sorcer y Power s. Power or Ritual - against the
- Any Wards known by the caster talisman?s owner.
are considered active on the - Each sorcerer must create their
talisman. own talisman on their own, and
- The sorcerer is always aware of may only have one at any one time.
the location of their talisman and
can sense it?s rough location with
a successful Wits + Occult roll
(Difficulty 3). Similarly, by using
the sympathetic magical qualities
of the enchanted object, any other
sorcerer in possession of the
Talisman can locate its owner by
using it as a r itual component and
rolling Wits + Blood Sorcer y
(Difficulty 3). In both situations,
the searching char acter can
pinpoint their tar get down to a
roughly 20 square metre/yard
area.
- If a talisman is in the possession
tr adition that has stuck with them throughout
Cer tàmen thick and thin. When a Tremere feels they have
something to prove, a gr udge to settle or a title
Level 4 to fight for when they?ve been unfairly held back,
The Wizards?duel is a mainstay within magical they may request that an elder of the Clan
cultures for good reason, it allows a method for over sees this ancient r itual. Among the Clan,
each sorcerer to settle their disputes in a Cer tàmen is the ultimate in Ritual combat,
for malised manner, as well as show off their
magical prowess. The pr actice of settling The use of protective casting circles is used to
differences in this way is a holdover from the amplify and extend the natur al capabilities of the
days in which Clan Tremere tr ansitioned from combatants, as well as ensure a slightly more
being a house of mor tal mages and it is level playing field. This is as much a test of the
sorcerer ?s knowledge and skill as it is their contained within a lar ger protective
ability to fight or r aw power, however while circle.
standing within these r itual circles, the two - Pr ocess: The sorcerer spends the
sorcerer s feel magic cour sing through their r itual casting time inscr ibing the
veins like never before, as if the power in their circles to the meticulous
Vitae has become fully tangible. The effects of specifications required for this
the r itual do not end there either ; When the r itual. Once they are complete, the
r ituals activate, the results are far more duel itself can continue when each
spectacular than nor mal, with results of the fighting par ties are ready.
manifesting visually for all to see and lear n While the combatants themselves
from. Visions of mythical creatures, str ange may define cer tain r ules and
glowing symbols in the air, pillar s of flame or guidelines that all should adhere
ghostly ar mies have all been witnessed in these to, only the caster can end the
duels. Even the most simple of r ituals offer s up r itual due to a breach of protocol..
a feast for the senses, and a wise sorcerer will - System: The r itual has a number of r ules
capitalise on what they can obser ve. Knowledge and effects, all of which are enforced by
is power, and when wizards duel, those with a the magic inherent in this r itual. Both
tr ue under standing of the forces wielded contender s must accept the r ules of
against them can use that knowledge to counter Cer tàmen willingly for the r itual to be
any attack levelled against them. effective, however once the r itual has
commenced in proper, they cannot
change their minds. If they leave the
In most wizard duels, each par ty agrees to a set
casting circle, the r itual ends, however
of r ules that all should adhere to in order to be
they cannot accidentally leave - only by
considered the winner. Common r ules are that
choice or force. The caster can also
any vampire that enter s frenzy for feits the duel,
choose to end the r itual at any time they
or that the combat is lost when one par ty enter s
wish. The casting circles can be used once
Tor por. It is exceedingly r are for these matches
at any time on the same night they were
to be fought to the death, but not unheard of.
dr awn out, but only become active when
- Ingr edients: Two casting circles dr awn both par ties agree.
in chalk, each 2 paces wide - these are - All Discipline power s - including
tr aditional Blood Sorcer y - are separ ated, distance and touch
unavailable to the vampire while requirements are no longer
inside the casting circles, required.
although all other vampir ic - Each r itual can only be used once,
benefits such as Blood Sur ges are although its effects may last for the
still maintained. Blood Potency entirety of the challenge. The r itual
among contestants becomes the is rolled independently as a single
same for the dur ation of the r itual action r ather than a contested roll
- it is equal to either the highest and each contender rolls
or lowest potency of the vampires simultaneously. The difficulty can
involved and the caster has final var y from what it would nor mally
say. be (see below) as the r itual takes a
- At the star t of each round of shor t while to build itself up and
Cer tàmen, the two combatants the effects of it become visible
get to activate a Blood Sorcer y before the tr ue power is unleashed.
Ritual. The impor tant difference - These visuals make the opposing
is that while within the circles of r ituals easier to recognise for what
power, the r ituals have no they are. Opponents can make a
meaningful casting time so Wits + Occult roll (difficulty 3) to
activate in the same tur n they are identify and counter the r itual
cast (in the same way as being used against them. They
Discipline Power s do) and also receive a bonus die if they already
require only a single r itual know the r itual themselves. Each
ingredient to use as a focal point. point of mar gin over the base
This component is lar gely difficulty adds 1 to the difficulty of
symbolic, but where the casting the opposing r itual. The
ingredient becomes enchanted in Ritual activation test is only rolled
some way before becoming once the check to identify has been
usable, it is necessar y for success. made as this can contr ibute to the
As the contender s are physically difficulty.
takes the inherent power of vampir ic vitae and
Koldunic Sor cer y exter nalises that in a pr acticed and predictable
effect. While the methods used to instr uct new
When the Gangrel depar ted the Camar illa, it
conver ts differ greatly from the coldly logical
was with tales of sleeping Antediluvians
methods of Her metic Thaumatur gy, they both
dwelling within the land, eldr itch creatures
tap into the same vein of power. The difference
reaching out their consciousnesses and seeking
is that where other Blood Sorcerer s lean on the
to subsume the minds of vampires seeking
sympathetic bond between themselves and their
sanctuar y within the soil. Kolduns over the
own blood, the Koldun offer their blood to the
world heard these stor ies and quietly smiled to
spir its of the land in retur n for control.
themselves - it seemed that after thousands of
year s of bonding with the ear th, the Gangrel
had finally discovered something the Tzimisce It is possible for any vampire to lear n Koldunism
had known for longer than any unliving given the r ight set of circumstances. Like all
creature could remember. Yes, the things that vampir ic power s, all that it needs is the r ight
dwelled within the land had voices, but these catalyst to awaken it. Kolduns find that spark
voices were not those of the founder s! These within the ear th as they meld with the soil, not
whisper s came from spir its, elementals and only do they gain shelter, they also put
other other entities that defied definition. themselves in close proximity to the spir its that
Cer tainly, they could be intimidating and even are bound to it. Not always, but sometimes these
lethal to the unprepared, but to those willing to spir its whisper in the ear s of these sleeper s.
listen to them, to heed their call and follow They share secrets and ur ge the vampires to help
their example, they could be the key to free them. Something about the blood of the Old
unlocking secrets of the blood that other s could Clan is highly attuned to this, and if and when
only dream of. There are many that wonder why they star t to lear n the wonder s of Blood Sorcer y,
the Tzimisce are so linked to their home soil. something within them often just clicks, but
What is it about the land that means so much to despite this proclivity, Koldunism isn?t restr icted
them and why do they feel the need to rest to the Tzimisce, and nor are the Tzimisce
within it? Whilst these whisper s only happen restr icted to Koldunism.
behind closed door s, none that wonder this
have voiced their concer n to a Koldun?

The scholarly elder s of the Old Clan have always


been open to exper imentation, often pushing
the boundar ies of their bodies and blood to
their limits. As these vampires slept within the
ear th, the spir its that were bound within it
whispered their secrets. In exchange for power
over the elements, the Kolduns would in tur n
help free these spir its from their pr isons.

Like all types of a Blood Sorcer y, Koldunism


New Power s the point of hear ing distinct voices with secrets
layered within their words. Wise Koldun are

Blood Sor cer y aware that these spir its are not always
benevolent and that the advice can be?
Char acter istics misleading. Once they?ve heard the voices, it?s a
Koldunism functions identically to standard simple step to add their own voice to the
Blood Sorcer y, with the Power s and Rituals whisper s, the spir its of the air car r ying its
being interchangeable assuming you can find message to its intended destination.
the r ight teacher. The only difference is the set - Cost: Free
of power s listed below are Amalgams that - Dice Pools: Composure + Blood Sorcer y
require a cer tain mutation in the blood to - System: When looking to communicate
manifest. Not all Koldun choose to lear n these with a distant tar get, the vampire needs
power s, and often will mix these up with more only whisper what they wish to say. The
tr aditional approaches when they can find a Koldun can automatically tr ansmit a
teacher. message to anyone that has tasted their
Note: If you?d prefer to not gate these behind an blood, and assuming the tar get answer s
Amalgam, then it doesn?t break the Power s, the Koldun can hear any replies. If they
however the intended feel here is a closeness to wish to communicate with someone
the land kick star ting this process, and by without that blood tie, then they must
dr awing on an aspect that is so tied to the either have sight of them, or know exactly
Tzimisce. where they are. The voices are always
heard as whisper, so loud noises can and
- Type: Sorcer y
will drown them out. This also does not
- Masquer ade Thr eat: Low- High. negate the need for eye contact if
- Blood Resonance: Sanguine. attempting to use Dominate. If looking to
hear the spir its on the wind, they roll
Composure + Blood Sorcer y - success on
Level 1 the roll allows a bonus dice to a
Whisper s on the Wind subsequent Occult roll, while a cr itical
- Amalgam: Protean 3 gr ants two dice. A Messy Cr itical or a
- Pr er equisite: Ear th Meld Bestial failure result on the initiation roll
taints the subsequent Occult roll as the
When they unlock the magic inherent in their
voices give misleading whisper s. .
blood, the fir st thing a Koldun realises is that
- Dur ation: Passive or one roll.
the voices that they?d fir st heard within the
ear th are in fact present ever ywhere - only
they?d not been listening hard enough. Level 2
Wherever they go they now hear whisper s on Awaken the Spir its
the wind of spir its that also call this plane
- Amalgam: Protean 3
home. Most of the time the voices are no more
- Pr er equisite: Ear th Meld
than a gentle mur mur, but when focused upon a
distinct patter n emer ges, and occasionally they By spilling their precious vitae and spr aying it
can even make out a little more from them, to around themselves as a libation, the Koldun
summons the spir its that sur round them to r ise spir its - attacking and moving small
up in anger and attack their enemies. The distances are the extent of this power.
ground splits open to swallow them up, r ailings Objects can and will break themselves
flail and entwine, cables snake out and ensnare, with this power, but cannot exceed the
statues come to a semblance of life and objects limits of their physical for ms. Where
move in ways their mater ials should not allow. there are not breakages, the objects rever t
However the spir its decide to behave, this is a back to their nor mal shape (but not
disconcer ting sight and almost impossible to necessar ily location) when this power
pass off as anything less than super natur al. finishes.
- Dur ation: One Scene
- Cost: One Rouse check
- Dice Pools: Char isma + Blood Sorcer y
- System: If the Koldun has been in a Level 3
haven where they have dots invested,
Call the Rain
then they can automatically add their
Blood Sorcer y r ating to any Awaken rolls - Amalgam: Protean 3
while resting there. To summon the - Pr er equisite: Ear th Meld
spir its and br ing the land to life, the user Vampires have long been connected to the forces
makes a Rouse check and then spills of nature, with many stor ies linking them to the
blood all around themselves. Objects weather. This power might be the source of
made of predominantly natur al mater ials those stor ies. Whether it is concealing fog, heavy
and the land itself will then come to life r ains, howling winds or even just a cloudless
and attack the enemies of the Koldun. night, the power to change the natur al
The r ange in which the elementals environment on a whim is a tempting one. The
spread their control is equal to twice the Elementals of water guide the way to
r ating in the user s Blood Sorcer y in manipulating the ver y weather itself and the
yards/meter s. Spr aying the blood and Kolduns' connection to the elemental spir its has
summoning the spir its takes one full now gr aduated to the point that they can
tur n of concentr ation and whilst they are beseech them to gener ate wide r anging effects
?alive?, the Koldun can take no other outside of the body of the vampire themselves.
action - if they do the elementals cease Different Koldun use different methods to call
to act until concentr ation is reinforced. upon the spir its - ever ything from solemn
The vampire can use these objects to chanting to a full on dance has been obser ved as
gr apple and attack a tar get, or split their each Koldun br ings a little of themselves to the
dice pool in order to engage multiple process, and r ather than spilling their blood on
opponents. (see Vampire: The the ground like earlier Power s, the vampire
Masquer ade p. 125). The attacks use the typically spr ays it into the air as a fine mist or
vampire?s Char isma + Blood Sorcer y to lacer ates themselves to let the blood dr ip
gr apple or attack, dealing Super ficial upwards to the sky. With this stolen power, the
damage. This can be used for basic elementals become willing to do the bidding of
actions (such as clear ing a way of the Koldun for a shor t while.
obstacles or opening door s) but anything
- Cost: One Rouse check
advanced is beyond the capacity of the
- Dice Pools: Composure + Blood Sorcer y
- System: Following a Rouse Check, the proper ty damage, Decrease in
Koldun spends a full tur n in hunting pools as prey hide from
concentr ation before immediately the stor m.
changing the weather to one of their - Dur ation: One Scene
choice. Only the wind and r ain can be
influenced, however this cover s many
weather types - fog, clear skies, r ain,
Level 4
stor ms and all manner of winds are all Body of the Ear th
well within the pur view of this power. - Amalgam: Protean 3
This results as - 2 dice to the appropr iate - Pr er equisite: Ear th Meld
pool for ever yone in the area but the
When a vampire melds with the ear th, it is
caster and their allies. This can of cour se
liter ally mer ged with the soil. Here the vampire
have effects not directly related to dice
rever ses the exper ience of being within the
when used creatively, however some
bosom of the ear th, and instead makes the land a
suggestions are included below.
par t of themselves. By implor ing the sacred
- Clear skies: Can remove lighting
spir its of the land to aid them, they become one
penalties when outside or clear
with the ver y land they stand upon. While this
clouds dur ing day time
power is active, the flesh of the vampire takes on
- Fog or Heavy Cloud: Dice
the appear ance of the local ter r ain, often bear ing
penalties to perception checks
the marks of ear th and stone: a cr agged mess of
and halved damage from sunlight
the elements. This appear ance is subtle enough
- Heavy Wind and Rain: Dice
to be missed by those not paying attention, but is
penalties to Dexter ity dice pools
ver y much a masquer ade breach when obser ved
and mandator y Athletics checks
directly.
for those in precar ious positions
- Heavy stor ms: Widespread - Cost: One Rouse check
- Dice Pools: Stamina + Blood Sorcer y that cannot manifest are suitably power ful whilst
- System: A success on the activation roll being easier to control. When they appear,
gr ants the sorcerer additional dots in temper atures spike dr amatically; wood war ps
Stamina equal to half their Blood Sorcer y and singe, paper s curl and bur n, pipes bur st,
r ating, rounded up. These of cour se add water valves explode from pressure and even the
to the maximum Health levels the air becomes too hot to breath. What this ability
vampire possesses - any damage lacks in finesse, it more than makes up for in
inflicted dur ing the use of this power destr uctive capabilities.
falls into these boxes initially, with
- Cost: One Rouse check
aggr avated damage filling them fir st.
- Dice Pools: Manipulation + Blood Sorcer y
When the power finished these boxes
Vs Stamina + Sur vival
disappear, taking that damage with
- System: The Koldun must be able to see
them. In addition they can ear th meld at
with their own eyes and with clar ity the
will with no Rouse check while this
area they wish to effect and while this
power is active. This meld is tempor ar y
power is active they can take no other
with it only lasting a maximum of two
action. Once the rouse check is paid the
tur ns unless a fur ther Rouse check is
vampire can dr amatically increase the
made. Whilst melded they can move
temper ature in the area of focus for as
freely within the ear th and emer ge at any
long as they maintain this control. Whilst
point within their nor mal movement
the rouse check allows the effects to last
r ange. Nor mal conditions for melding
all scene, the Koldun must roll each tur n
still apply with regard to mater ials..
to maintain the temper ature - living and
- Dur ation: One scene
unliving creatures can resist the roll, but
mar gin is applied as unhalved super ficial
Level 5 damage to all in a 10 square metre/yard
area which cannot be moved once
Heat Haze
initiated, only called off. This also affects
- Amalgam: Protean 3 mater ials in the area, and given time they
- Pr er equisite: Ear th Meld can and will combust. This last effect is
The fire elementals are notor iously difficult to ver y much dependent on the scenar io so
command in addition to being highly volatile. is left up to stor yteller discretion.
Those that attempt to har ness them too early - Dur ation: One scene
usually find themselves overcome and bur nt
beyond recognition , but those with patience
and a great level of master y find that they are
able to reign them in somewhat. The r isks are Koldunic Rites
great, but the rewards are exceedingly potent
for those with a strong will. Like all sorcerer s, the Koldun are able to take the
pr inciples of their blood magic and apply it in
ways that create other effects. Unlike power s,
Through bitter exper ience, the Koldun have
these are not spontaneous and require
realised that conjur ing the fire spir its directly is
additional ingredients to enhance the qualities of
just too dangerous, but the minor elementals
the blood. Koldun often group these r ites the land, and eventually ever ything will retur n
together with other similar concepts. They refer their essence to the soil and disper se their
to these groupings as Ways, and while it?s not ener gies to sustain yet more life. Even the
uncommon for individual Koldun to focus on a par asitic vampires star ted off existence in this
specific Way and attempt to master it, it is not a way and all blood they consume still contains
requirement. this essence. This r itual allows the Koldun to
dr aw that healing ener gy from the ear th and
tempor ar ily inter r upt the natur al cycle.
These Rituals are r are and mostly unheard of
outside of the Koldunic community. The Ways - Ingr edients: A fresh plot of fer tile land that has
are as much a method of conjur ing spir its as been growing Rosemar y.
they are a magical effect and great respect is - Pr ocess: After a shor t ceremony blessing the
given to the master s of each. These are often land and calling to the spir its of Mother Ear th for
passed along bloodlines, or taught by spir it their assistance, the caster must dig a hole big
mentor s. As with all r ituals, all that is needed to enough to house the body and as deep as the
lear n it is the r ight teacher, but many from roots of the Rosemar y. The Vitae is spilled in the
outside the r anks of the Koldun find that the fresh gr ave and then the tar get is bur ied. There
different mindset required here is r ather off is no physical r isk of suffocation for mor tals -
putting so instead repur pose it to fit in their the land provides. They must remain under the
own par adigm. Sorcerer s of other castes may ear th until the following sunset.
decide to alter the methods or ingredients used
- System: The Koldun makes a rouse check and
while keeping the same effects if they attempt
bleeds onto the land. They then proceed to have
to lear n them. In all ways, these Koldunic r ites
either themselves or another tar get bur ied.
follow nor mal Ritual r ules.
Mor tals will gener ally need to roll Resolve +
Composure to keep calm, and even some
Way of Ear th vampires may find their beasts r ise up with the
stor yteller 's discretion. The Koldun can add their
Often the fir st Way lear ned by an aspir ing Blood Sorcer y r ating to any medicine rolls to
Koldun due to their initial and inherent heal mor tals, and while bur ied their healing r ate
connection to the ear th. This Way focuses ver y is doubled - ghouls gain this benefit on top of
much on the physical and is often subject to a their nor mal boost. If the caster bur ies
more r igid methodology and lear ning process themselves, they can also double their r ate of
compared to the other Ways. The spir its of the healing of aggr avated damage - each level healed
land answer to the voice of the Koldun as they in daysleep heals another for free.
master the ver y soil they walk upon, and it?s not
uncommon for those on this way to tr y and
make themselves as endur ing as the land. Level 3
The Hungr y Ear th

Level 2 Since the earliest days of humankind, the


tr adition of bur ying the dead has existed as a
Pulse of the Land
sacred and revered act. The Old Clan see this
All living things dr aw sustenance from the ear th behaviour reflected in themselves and their
in one shape or for m. Ever ything spr ings from
common pr actice of sleeping with the soil of - Ingr edients: Rubble that has killed a mor tal
their homeland. Unlike the mor tals however, a dur ing an Ear thquake, enough Tr ansylvanian
vampire will r ise from this gr ave soil to bur y the r ubble

- Ingr edients: Gr ave soil from a recent bur ial, a - Pr ocess: The r ubble is bur ied within the soil
wreath of flower s from a gr ave. and the Koldun then proceeds to dance
themselves into a tr ance state while calling out
- Pr ocess: The flower s are left to soak in Vitae
to Kupala while bleeding freely from self
for 6 minutes, and then the remaking blood is
inflicted wounds over the bur ial mound. When
poured over the gr ave dir t. A single flower is
they?ve finished they cr umble into an exhausted
then removed from the wreath and bur ied
heap before the ear th beneath them star ts to
within the soil. Finally the flower s are either
shake. The exhaustion suffered is akin to a
laid at the door way or another appropr iate
conscious tor por that lasts until they have fully
location of the proposed tar get. When the
rested for the day, so most Koldun have ser vants
victim next passes over bare ear th, they find
on hand to remove them and keep them safe.
themselves being swallowed by it, quickly
The r ubble is swallowed up by the ear th, never to
bur ied alive. This might appear as a sinkhole,
be seen again.
quicksand or a crevice suddenly opening up for
a moment before closing up again. - System: The Koldun makes a rouse check and
rolls for success on the r itual. Once the r itual is
- System: The caster rolls the r itual roll only
complete, an ear thquake slowly builds up in a 5
when the victim stands on ear th. The tar get
mile r adius centred on the spot that the r itual
gets to make a Composure + Athletics roll at a
was per for med and will commence within half
difficulty equal to the amount of successes
an hour of the r itual's completion. Ever y building
rolled on the casting, a failure indicating they
in the area sustains damage equal to the mar gin,
are swallowed up by the ear th. This is a ver y
with an aver age house having the equivalent of
r apid process but not so quick that ver y close
three health levels, and a heavy duty building
bystander s might not be able to assist, but they
having five for the pur poses of this power.
r un the r isk of being taken down as well.
Consider ing the potential for collater al damage,
Stor yteller s are encour aged to consider Stains.
Level 5
Awaken Kupala

The demon Kupala resides under neath the


Way of Wind
ancestr al homelands of the Tzimisce, and some The spir its of the air and wind are some of the
even whisper that it's the voice that the Koldun most common, and for the major ity of Koldun
hear when they fir st enter the ear th. Whether or cer tainly the most noisy. They constantly move
not it is Kupala that reaches out to them and and chatter, br inging a ner vous ener gy to
inspires their magics, it is cer tainly a focus for a ever ything they touch. Students of the wind
great many of the effects they use, and in often embody this nature and are just as quick
par ticular those associated with the ear th. By witted and mercur ial and the air spir its they
implor ing it to r ise up, they can call for th the ser ve.
wr ath of the land and r ain devastation down on
all.
Level 1
Winter ?s Br eath tar get must make a Stamina + Resolve roll at a
difficulty of 3. Mor tals can only remain awake on
The winter has always been a source of fear for
a cr itical win, with even a win sending them to
mor tals, but nothing but an inconvenience to
sleep and giving a minus 2 dice to any attempt to
Caine?s children. By calling on the spir its of
awaken. Vampires do not fall asleep dur ing the
winter, the Koldun reminds mor tals what
night, but suffer a minus 2 dice on all attempts to
awaits them and chills them to the bone.
awaken dur ing daysleep the following day.
- Ingr edients: A shard of purest ice

- Pr ocess: The Koldun calls out to the many


spir its of winter and dr ives the shard into their
Level 4
palm. The damage caused is inconsequential Ride the Tempest
and is healed dur ing the r itual. For the rest of The ar r ival of a monster preceded by the
that night, mor tals that attack them feel the shutter s being loudly blown open by a strong
cold gr ip of death about them wind is an endur ing one, and is quite possibly
- System: The ice is dr iven in the palm and then inspired by this r itual. The vampire proves that
a rouse check is made. This heals the damage none can escape or hide from them, and that
made dur ing the r itual but nothing else. For the with nothing more than a breeze to her ald their
rest of the night, any mor tal that wishes to ar r ival, they can be anywhere.
attack them must succeed on a Stamina + - Ingr edients: A weather vane, a high up,
Composure roll at a difficulty equal to the outdoor space, a second rouse check
mar gin on the activation roll. If they fail they
- Pr ocess: By exposing themselves to the
won?t attack, but will defend as nor mal.
elements, the Koldun calls out to the spir its of
the stor m and makes a number of cuts on their
Level 3 body. As the wind speed increases, the blood is
flung around by the small vor texes that are
Restful br eeze
star ting to for m. At the culmination of the r itual,
The Koldun brews a special tea made from pure
the wind for ms a small tor nado filled with blood
water, Vitae and Lavender that ensures a tar get
before disper sing. This strong wind then tr avels
is rendered sleepy, lethar gic and potentially
quickly along the air cur rents to its final
almost comatose for the rest of the night.
destination where the vampire is left, windswept
- Ingr edients: Lavender grown with Vitae, a and bloody. Neither the weather vane nor any
cauldron used for no other pur pose but this other object bigger than a pocket are tr anspor ted
r itual, spr ing water with them.

- Pr ocess: Using a cauldron that has never been - System: The vampire must star t the r itual in a
used for anything else, a Lavender tea is brewed location that is open to the elements and is at
and poured. The Koldun then beseeches the least sever al stor ies above ground level. Rooftops
spir its of the wester n winds to car r y the sleep and hills are common spots in which to per for m
inducing steam to its tar get. As long as the wind this. Sever al cuts are made on the body so that
can reach the victim before the tea cools, they the blood may dr ip freely and a rouse check is
fall into a deep slumber. made. On a successful roll the vampire may
tr avel to any location they know of or can picture
- System: One a successful r itual activation the
within a hundred mile r adius - each success over
the initial difficulty double that distance.
Under standing of the location due to a mapIs
sufficient, but without detailed knowledge the
vampire might not end up in the exact spot they
wished to, although they are never deposited
somewhere immediately unsafe. The location
must also be accessible to a strong wind, but a
single, simple door or window may be blown
open for entr y.

Level 5
Lightning Cr ashes

The ultimate use of the way of air allows the


Koldun to call for th a magnificent stor m, but also
to summon deadly lightning to smite their
enemies. The stor m is exceptional, with strong
winds lashing at ever ything and the r ain falling
on the just and unjust alike. While the stor m is
reasonably consistent, many note that it also
follows the mood of the caster, with it becoming
par ticularly violent as the caster gets more
aggressive, and any that attack the caster that
night find themselves in for a nasty shock...

- Ingr edients: Creature killed by electr icity, iron


rods, an item that has been str uck by lightning

- Pr ocess: The Koldun entwines the dead


creature around the object and sticks the iron
rods into its flesh, all the while per for ming an
elabor ate ser ies of movements and gestures to
the sky. Once complete the stor m will quickly
for m above them and proceed to behave as a
nor mal stor m for the rest of the night, unless the
Kodun is attacked.

- System: The r itual roll is made and shor tly


after a stor m will for m. This stor m cover s a
roughly 20 square mile/kilometer area and will
batter anything in its path. The real power from
this comes into effect if and when the Koldun is
attacked or other wise makes physical contact
with anyone while the stor m is in effect. The
vampire may call down lightning str ikes equal
to half the success rolled in the activation roll to
anyone they touch. The str ike occur s the tur n
after and deals unhalved super ficial equal to the
activation successes to anyone it str ikes.
Impor tantly, lightning never str ikes a tar get
twice.

Way of Water
Water is ever changing and shifting, it erodes
and reshapes ever ything it comes into contact
with, often leaving the signs of its passing as it
moves on. Koldun that follow the Way of Water
take inspir ation from these qualities and find
that subtle and slow manipulation of a subject
leads to great things.

Level 1
Mir age

Many have claimed to have seen things that do


not exist while at sea, and the reflective sur faces
of any body of water can be deceiving. The
Koldun uses the capr icious nature of the water
spir its to conjure a single, visual illusion. This
illusion is other wise flawless to look at, but is
confined to the body of water it spr ang from.

- Ingr edients: A body of water, a mir rored


sur face

- Pr ocess: The Koldun spends the casting time


touching the water and star ing into the
reflective sur face until the caster sees a
glimpse of the spir it world reflected back at
them. When the r itual is complete, the mir ror is
smeared with vitae and then submer ged in the
water before the illusion comes to life.

- System: The vampire spends 5 minutes in


contemplation, looking into the mir ror and
touching the water that will house the illusion.
A success on the r itual roll allows an illusion to Walk on Water
appear on the water. This illusion can be In what can appear as totally mir aculous, the
anything the caster can conceive, but only Koldun can walk directly across the sur face of
affects the visual senses - it can also be pierced any body of water. A thick mist r ises and tr avels
with Sense the Unseen as usual. This illusion with them, obscur ing their footsteps as they
cannot exceed the size of the water it is on, nor pass.
be bigger than 10 square meter s/yards. The
- Ingr edients: Bare feet, a puddle of blood from a
illusion lasts until sunr ise or until dispelled.
freshly drowned creature

- Pr ocess: The blood is spilled on the ground and


Level 2 the caster removes any items from their feet.
Water y Gr ave The Koldun then stands in the pool of blood and
slowly washes their feet with it. As the r itual
This r itual allows the Koldun to meld their body
progresses a mist r ises from the fresh blood that
with a body of water lar ge enough to fully
proceeds to follow them as they walk across the
submer ge themselves in. While resting this
water..
way, they are incor poreal, with only a faint
outline visible, and immune to damage from - System: Following the successful r itual
sunlight. activation, the vampire can move at walking pace
across any body of water. Only extremely heavy
- Ingr edients: Weighted chains, enough water
waves will make tr avel impossible, with nor mal
to be fully submer ged in, the blood of a vampire
conditions not impacting them. The r itual lasts
with Ear th Meld
for one hour per mar gin of success rolled over
- Pr ocess: The Koldun slowly winds the chains
the difficulty.
around their body while communing with the
spir its of the sea, and consumes the Protean
enr iched blood (unless they already possess it
natur ally). When finished, they allow
Way of Fir e
themselves to sink to the bottom of the water at The hardest and most dangerous of the Ways to
which point they fade from view, leaving only a master, the resolve needed to keep tr ying with
slight tr ace of themselves visible and a pile of this element often sets the master s apar t from
chains on the seafloor. their peer s, often being dr iven and possessed of
- System: Once they are fully bound in chains, an iron will. The results of this way are r arely
the vampire makes the r itual roll and rouse subtle, and pr actitioner s realise that cer tain
check. Success allows them to mer ge fully with bar r ier s need to be cr ashed through whatever
the water as per the r ules for Ear th meld. the cost.
Sunlight will not hur t them and only the most
significant disturbance of the water will awaken
them - a boat passing is fine, fishing with
Level 1
dynamite less so. A successful Wits + Awareness Bur n out the Fear
roll at difficulty 5 is required to notice detect Before a Koldun begins to consider any bar gains
them, or Sense the Unseen at difficulty 3. with the elementals of fire, they must fir st
master their deep seated fear of it. By
challenging this fear directly, the vampire can even a shor t while will find themselves on the
tempor ar ily strengthen their will against the wrong end of a bur n, so the Koldun created this
flame. r itual to create an ointment that helps heal
wounds caused by flames.
- Ingr edients: A Candle, small amount of
flammable liquid - Ingr edients: Clay that has been untouched by
the hands of mankind
- Pr ocess: The vampire coats their thumb and
forefinger in the flammable liquid, and then - Pr ocess: The clay is mixed together with the
snuffs out the candle with their finger tips. Vitae of the Koldun and then applied to the
wounds. Only after the r itual has r un its cour se
- System: After succeeding on the Ritual roll,
can it be washed off.
the char acter gains +2 dice on all rolls related to
resisting Fear Frenzy, with a cr itical win - System: Success on the r itual roll creates
meaning they do not need to make ter ror frenzy enough ointment for one dose, whereas a cr itical
rolls at all. This r itual lasts until the end of the win makes enough of the potion for a second
scene. batch. Each dose of the ointment conver ts a
single aggr avated damage inflicted by fire into
super ficial damage. This super ficial damage can
Level 2 then be healed nor mally, but not on the same
Soothing Balm night the ointment was applied. Only the Koldun
When you play with fire, you will get bur nt! can use this balm and the potion loses its
Anyone that deals with the spir its of fire for potency at sunr ise.
Level 4 break through to this higher under standing, they
find themselves at the star t of the path to
Br eath of the Dr agon
omniscience.
There are many stor ies linking the Tzimisce
and Dr agons, some reaching far back into the
earliest days of the clan. This r itual allows them Level 2
to emulate their most famous ability - that of Eyes of the Voivode
breathing fire. Many ser vants of the Old Clan have found that
- Ingr edients: A lizard head, lamp oil wherever they go and whatever they do, they feel
their master is always watching them. This r itual
- Pr ocess: The lizard head and the lamp oil are
allows the Koldun to spread their senses out
ground into a fine paste and then applied to the
across their domain and lear n it?s secrets
face like war paint.
- Ingr edients: A map of the vampires?domain,
- System: Following a successful Ritual roll and
Beeswax candle
rouse check, the char acter exper iences a feeling
akin to hear tbur n. Until the end of the night, - Pr ocess: The lights are dimmed and the candle
the vampire can activate this fier y breath with a is placed in the direct center of the map before
Rouse check. Once star ted, it lasts until the end being lit. The Koldun stares into the flame until
of the scene. If ended prematurely or the the light is bur ned into their eyes.
dur ation finishes it cannot be reactivated - System: On a successful r itual activation roll,
without per for ming the r itual again. The flames the Koldun can add one to the r ating of either
inflict two Aggr avated Health damage per tur n their Lien or Por tillion r ating - they can choose
and require a Composure + Athletics roll to hit each time they cast the r itual. A cr itical success
and have an approximate r ange of 5 gr ants two to the r ating. This expanded
yards/metres. The flames can and will ignite under standing only applies to their own domain
their tar gets and sur roundings potentially and lasts until the following sunr ise.
leading to fur ther fire damage. These flames
inflict no damage to the Koldun and require no
frenzy test while being breathed out, but suffer Sap the Spir it

the same r isks and dr awbacks as any other Within their havens, the Tzimisce are
vampire once the flames have caught the undisputed lords of all, their presence felt
environment alight. ever ywhere and ever ything existing only to ser ve
the Vampire. This r itual keeps their ser vants
meek, and the Voivode strong - just as things
Way of Spir it should be.

- Ingr edients: A por tr ait of the vampire with


The r arest of the Ways, the Koldun that
their Vitae mixed into the paint.
discover s the deeper secrets of the elementals
comes to realise that there is a lar ger force that - Pr ocess: The Koldun spends the r itual time
br ings ever ything together, and that the touching up the por tr ait with tr aces of their
vampire's own spir it can be added to this force. Vitae. The por tr ait is then hung in a centr al spot
A great wisdom and intellect is usually required in the haven for all to see - and for it to see all.
to reach this realisation, but when they do - System: On a successful Ritual roll, all mor tal
or kindred blood bound to the Koldun recover - Ingr edients: A blood bound ghoul, the vocal
one less Willpower than usual (for SPCs, this cords of Raven or Crow
should be reflected as them always missing one
- Pr ocess: The Ghoul and the Domitor lock eyes
super ficial Willpower from their pool). The
for the dur ation of the r itual. At the culmination,
Koldun recover s a point of super ficial
the ghoul swallows the vocal cords and dr inks a
Willpower when they rest for the day. This r itual
rouse check of vitae directly from the Koldun.
lasts a single night and day, however the
por tr ait can be reused. - System: On a successful activation roll, the
ghoul can use any Dominate power possessed by
their domitor once, with a cr itical gr anting a
Level 3 second use. The domitor pays any blood cost,
His Master 's Voice and also rolls their own dice pool for the
dominate attempt - for all intents and pur poses
Many ghouls claim to speak with the author ity
the Koldun is the one Dominating the tar get,
of their master s, but few speak with the full
even if they?re not physically there. This effect is
power and backing of them. The blood that
available until the end of the night, but can be
connects Thr all and Domitor together also joins
extended as long as they continue to consume
their spir its together, allowing the Koldun to
blood from their domitor each night.
project the full force of their vampir ic voice
through their ghoul.
Level 1
Akhu - Sor cer y Within
Ushabti
the Nest of Viper s The Ushabti star t off existence as simple statues
and sculptures that are given a spark of life via
Sorcer y within the Ministr y is often heavily
this r itual. These creations have negligible
r itualised with even the smallest occasion often
intelligence and can only per for m simple, single
marked by a r ite to celebr ate it. In addition to
or repetitive tasks. When not moving or exposed
the for malised r ituals, there are additional
to direct sunlight, they appear as statues.
ceremonies and sacr aments that each cult
obser ves, and it?s not uncommon for these to be - Ingr edients: A handmade model of a human
added on to the sorcerous r ituals - while their being that was made by the caster (with at least 3
magic need not take any longer than with any successes on the Cr afts roll when created),
other techniques, it ver y often does. In other human blood, sweat and tear s
ways, Setite magic shares a common thread - Pr ocess: The ointment is gently applied to
with the Banu Haqim, perhaps because of their points of the body with Egyptian funer ar y
shared histor y and ter r itor y. Ever the significance, all the while the caster utter s
oppor tunists, the clever Minister s have been incantations. Once complete, the statues
acquir ing obscure texts wherever possible and shudder to a semblance of life. Regardless of the
from any source. These are often tr aded for mater ial they?re made from, they all gain roughly
favour s, but not before the clan has lear nt all it the same dur ability and flexibility. These
can from them. A number of r ituals pr acticed mindless automatons can follow basic order s
by the other groups also exist within the vaults from the caster, but anything more complex than
of the Ministr y, and while they cer tainly don?t these simple commands is met with inaction.
have the same breadth as the sorcerer s that They are typically used for keeping an area clean,
have the quality endemic to their blood, the tr anspor ting mater ials or ver y repetitive and
oppor tunity exists for those willing to pay the monotonous tasks. The action requested can be
pr ice and achieve the r ight level of changed at any time
enlightenment and freedom.
- System: The r itual is cast and on a success the
Ushabti is animated. A Total or Bestial Failure

Ushabti Ser vitor

Standar d Dice Pools: Physical 2, Social 0, Mental 0

Secondar y Attr ibutes: Health 4, Willpower 0

Exceptional Dice Pools: Stealth 4

Special: Ushabti take Super ficial and Aggr avated damage in the same way as vampires. Direct
sunlight makes them retur n to their or iginal, lifeless state until darkness comes again, however they
can other wise oper ate fine dur ing daylight hour s. They cannot heal or mend damage and must be
thoroughly destroyed to be stopped. They cannot be mentally dominated or influenced as they have
no mind to control. They react to no one and nothing but their creator.
r uins the model sufficiently that it cannot be Ser pentine Sense
used again in another attempt. The Ushabti will
More so than any other vampire, the Setites have
continue to move until the task set is complete
always been creatures of the darkness. By
whereupon it becomes totally stationar y,
looking to the ser pents the elder s of the clan so
looking like a statue to any mundane
greatly revere, the children of Set can sense their
obser vation. - Sense the Unseen reveals tr aces
of magical ener gy to them. Once activated they
will sur vive indefinitely, are unable to attack or
defend themselves and will only stop their task
with complete destr uction. A sorcerer can
maintain a number of Ushabti equal to their
r ating in Blood Sorcer y.

Level 2
The Reptile?s Tail

Just as the reptile can regrow lost limbs, this


r itual can bestow this phenomenal power of
healing upon a loyal ghoul, with this allowing
them to recover from almost any injur y. Where
the wounds heal, a telltale defor mity is always
left behind on the new flesh- this might be a
patch of scales, tufts of hair or other faint
animalistic tr aits.

- Ingr edients: The tails?s of 13 lizards, bandages


that are soaked in the blood of a vampire that
knows Protean

- Pr ocess: The lizard tails are bound to the


injur y with the bandages. The names of gods,
saints or other holy figures associated with
healing are called upon for their blessing.

- System: On a success the r itual heals any one


significant injur y the ghoul possesses
regardless of its age or condition. This includes
regrowing lost limbs, repair ing blindness or
restor ing the mobility of the disabled. If this
wound is fresh then a single aggr avated damage
is repaired with this process, however it?s
pr imar y use is to heal damage that would
other wise be unrepair able to a mor tal. Note,
this only works on ghouls.
way through the darkness with nothing more - System: A success on the r itual roll means that
than a flick of their tongue. This does not some tr agedy will befall the building within the
involve sight at all, but an ability to inter pret the next lunar phase. This might be as simple as the
vibr ations in the air. building becoming unsafe and par tially
collapsing, a health scare or public body
- Ingr edients: The tongue of a reptile, a room
inter vention and all the way up to a death on the
with no light
premises requir ing it to be shut down dur ing the
- Pr ocess: The Sorcerer begins by sealing
investigation. This typically results in the
themselves in the darkness,and then offer s up
building being closed for about a week (although
pr ayer s to the dead God Set, asking for his
lar ger buildings might just have an area closed
guidance. At the culmination, they swallow the
off, or be able to afford speedy renovations). This
Reptile?s tongue.
damage is not anything per manent, but it could
- System: Upon a successful r itual check, the impact its reputation. On a cr itical win the
vampire gains a limited ability to sense their damage done to the building is substantially
way in the darkness. This isn?t sight, but a case more severe and may require smaller buildings
of sensing their way through vibr ations - being condemned or lar ger buildings to be
despite some implications or affectations by cleared out totally dur ing the repair s.
cer tain or thodox Setites, they don?t need to use
their tongue to activate this ability. This reduces
Apep's Tr ansfor mation
any dice pool penalties due to darkness by two
and lasts for one night. This r itual allows a pr actitioner to bestow their
shapeshifting abilities on a loyal ghoul, offer ing a
one way tr ip to becoming an animal. Most
Level 3 or thodox member s of the Church of Set choose
Hands of the Divine snakes, Jackals or other animals connected with
the stor y of Set, whereas member s of the
By using the laws of sympathetic magic to dr aw
Ministr y have used birds, hounds or other
on the bonds between things, the Sorcerer can
beasts. While the r itual itself is fairly quick, most
use a model of a building to inflict damage upon
sorcerer s make this as par t of a much longer
from a distance.
ceremony with much pomp, circumstance, and
- Ingr edients: A replica of the building being heavy emphasis on the necessar y sacr ifice to Set
tar geted that was handmade by the caster (with or other figureheads. While the sacr ifice need
at least 3 successes on the Cr afts roll when not be willing, the blood bond required tends to
created), tr ace elements of the building in make any resistance nothing but a for mality.
question (i.e. br ick dust, a splinter of wood)
- Ingr edients: A Ghoul that is blood bound to the
- Pr ocess: The Sorcerer fir st ensures the caster, vitae of a vampire that possesses Protean,
elements of the building are combined with the the freshly peeled skin of an animal (typically a
replica somehow, and then proceeds to paint snake)
the object with their Vitae. Dur ing this time
- Pr ocess: The ghoul is laid down on a flat, clean
they quote religious texts related to destr uction
sur face while incantations and pr aise of the
or apocalypse, before destroying the replica at
ghouls actions are said aloud. Half way through
the culmination of the r itual.
the r itual, the animal skin is dr aped over the
ghoul and the vitae is poured over them, must be invested as nor mal (assuming they
causing the victim to wr ithe in pain as the aren?t already), if not, the ghoul dies as their
tr ansfor mation takes place. mind rejects the new body and it tear s itself
apar t in a fit of madness.
- System: On a success, the ghoul is fully
tr ansfor med into the animal that?s skin was
used. The tr ansfor mation is per fect and ever y Medjay
test would show them altered down to the DNA
The Medjay were par t of the elite royal guards of
level. The ghoul takes on attr ibutes equal to the
the Egyptian Phar aohs, tasked with r aiding and
animal in question, however retains full
defending their char ges. In a manner similar to
cognisance and memor y of their human life,
the creation of the Ushabti, the sorcerer can
and as such is able to follow complex
create fighting guards from specially prepared
commands and repor t back detail that an
statues.
animal would be incapable of. Due to the blood
link the two share, the sorcerer is able to - Ingr edients: A handmade model of a human
under stand the animal with no other power being that was made by the caster (with at least 3
needed, and of cour se the ghoul under stands successes on the Cr afts roll when created),
any language they did while a mor tal. They are human blood, sweat and tear s, a sacr ificial blade
still a blood bound ghoul in all other ways and - Pr ocess: The ointment is applied aggressively
the process cannot be rever sed. If this creature to points of the body with significance in
is to be kept as a retainer, the exper ience points Egyptian funer ar y r ites, all the while speaking
the incantations. Finally the r itual is concluded The Path of Cor r uption
with the sacr ificial dagger being stabbed into
Level 2
the place where the hear t would be (this is not
impacted by the mater ial used in constr uction). All Hope is Gone
Once complete, the statues shudder to a Failure is the greatest of teacher s, and without
semblance of life and regardless of the mater ial the will to succeed these lessons are all but
they?re made from, will all gain roughly the guar anteed. This causes the tar get to slowly lose
same dur ability and flexibility. These mindless their will to live, becoming disinterested and
automatons can follow moder ately complex depressed as they see all they want fall to the
order s and extended actions but will str uggle wayside.
with any task that isn?t violent or related to
- Ingr edients: A noose made of hemp, an object
guarding an area. Unlike the passive Ushabti,
belonging to the tar get
the Medjay will attack anyone around unless
commanded to hold back by their master. - Pr ocess: The sorcerer slowly tightens the
noose around the tar get's belongings. While they
- System: The r itual is cast, and on a success
do this, they recite the names of people that have
the Medjay is animated. A Total or Bestial
failed spectacularly..
Failure r uins the model sufficiently that it
cannot be used again. The Medjay will always be - System: Upon completion of the Ritual, the
able and ready to fight for their creator, but will tar get mor tal becomes unable to reclaim
appear as a statue to any mundane obser vation willpower from any means. This effect lasts for a
when not in action - Sense the Unseen reveals week and in the r ight situation or when used for
tr aces of magical ener gy to them. Once long enough can easily result in impair ment, and
activated they will sur vive indefinitely and will a ser ious mental breakdown.
only stop their task with their complete
destr uction. A sorcerer can maintain a number
Level 3
of Medjay equal to their r ating in Blood Sorcer y,
however if they wish to keep them beyond the Raptur ous Visions
end of the stor y they must invest Exper ience Almost ever y religion has a myth about their
Points like any other Background, else they ver sion of the end times, as well as prophets
cr umble to dust. who exper ience visions of this destr uction. This

Medjay Guar d

Standar d Dice Pools: Physical 4, Social 0, Mental 0

Secondar y Attr ibutes: Health 5, Willpower 0

Exceptional Dice Pools: Melee 6; Stealth 4

Special: Medjay take Super ficial and Aggr avated damage in the same way as vampires. Direct
sunlight makes them retur n to their or iginal, lifeless state until darkness comes again, however
they can other wise oper ate fine dur ing daylight hour s. They cannot heal or mend damage and must
be thoroughly destroyed to be stopped. They cannot be mentally dominated or influenced as they
have no mind to control. Created as they are without real sensor y or gans, the Medjay can sense
their sur roundings and do not require any visibility. Medjay attack with their ceremonial dagger s
(+2 Light Piercing weapon) or their fists.
r itual makes a tar get exper ience these star ts to feel an intense dislike for the subjects
ter r ifying visions - whether fire and br imstone, represented by the items. They suffer a - 1 dice
the cold void, vile ser pents or apocalyptic penalty to all rolls when in possession of, or
floods. involving that subject, unless resisting it in any
way in which case they gain +1 to all attempts.
- Ingr edients: Apocalyptic religious texts,
On a cr itical win, these dice modifier s are
magnifying glass, something belonging to the
increased by 1. No Willpower can be spent on
tar get
rolls involving these areas unless it is to resist it
- Pr ocess: The vampire reads the appropr iate
and any roll involving the subject that fails
text through the magnifying glass while calling
automatically gives one Super ficial Willpower
out the name of their tar get. The effects of the
damage. The effects of this last a week, but have
r itual kick in once the victim fir st falls asleep
no impact on the Blood Bond
and continues to escalate, eventually bleeding
into real life hallucinations.
Rebuild the Psyche
- System: After the r itual succeeds, the tar get
star ts to receive apocalyptic dreams and Where Shatter the Chains of the Aeons works to
visions, These visions are tr aumatic and give impose bar r ier s between a subject and that
the the equivalent of a willpower impair ment which they once loved, Rebuild the Psyche
(- 2 dice to social and mental dice pools). This comes from the opposite side and creates a
lasts for one week for mor tals, and one night positive, almost euphor ic exper ience when
and one day for vampires. dealing with things the Ser pent wishes them to
focus upon

- Ingr edients: An item representative of the new


Level 4 focus, gold leaf paint
Shatter the Chains of the Aeons - Pr ocess: The caster takes the item and gilds it
One of the fir st steps necessar y to accept the with gold leaf paint, all while descr ibing the
blessings of Set is to star t the process of subject in the most glowing ter ms.
str ipping away for mer dependencies and the - System: On a success, the tar get of this r itual
power that these things hold over them. This star ts to feel an intense love for the subject
r itual causes that which once brought pleasure represented by the item. They gain a +1 dice to
and satisfaction to cause revulsion. These all rolls involving that subject, unless they are
subjects could be almost anything: dr ugs, food, resisting it in any way in which case they gain - 1
to all attempts. On a cr itical win, these dice
ar t, fr iendships, tr usted relationships, a job or
modifier s are increased by 1. Any roll involving
anything else impor tant to them.
the subject that scores a cr itical win
- Ingr edients: Up to five items that represent automatically heals one Super ficial Willpower
something of impor tance to the tar get, Donkey damage. The effects of this last a week, and are
dung cumulative with the Blood Bond

- Pr ocess: The caster takes each item in tur n


and smear s it with the dung, all while
descr ibing them in the most insulting ter ms.

- System: On a success, the tar get of this r itual


Mer its and Flaws

- In f er n al Tu t elage

This advantage gives the vampire the fir st dot of


Blood Sorcer y for free - a gift from their infer nal
master s. However each use of a Blood Sorcer y
Power hereafter car r ies a pr ice. A roll of a 1 or a
10 on the Rouse check gr ants a stain - the
infer nal tr aining has tainted your methodology.

- Tom e Of Secr et s

You have discovered an ancient Blood Sorcer y


tome that contains explicit detail about the inner
workings about one one of the Paths of sorcer y.
Not only do you not require a teacher to lear n
any of the r ituals in your selected path, but you
gain +1 dice to all r itual activation rolls for this
path as long as you have the tome with you.

- Flaw : (-) San gu in e Depen den cy


All disciplines are shaped and grow by the
unique resonances of mor tal blood and Blood
Sorcer y is no different. Your body has grown
accustomed to the r ush it gets when you
consume sanguine resonant blood, so much so
that when the last consumed blood had any
resonance but sanguine, you increase the
difficulty of all Blood Sorcer y Power rolls by 1

- Flaw : (-) San gu in ar y An im ism

You?ve become so used to decipher ing the


pushes and pulls of the blood you consume that
it now tr igger s ever y time you feed. Unless you
succeed on a Resolve + Awareness test at
Difficulty 3, you find your self over whelmed by
the flood of emotion, memor ies and resonance
in the blood - you lose 1 dice from all social and
mental pools for the rest of the night.
A Selection of Sor cer er s
The following char acter s are meant to be used
as inspir ation in any chronicle. While in some
cases cities are named, these can be swapped
out for whichever location your chronicle is
based in with ver y little upset to their backstor y.
These char acter s could just as easily be allies as
enemies, and their plots and interests span all
manner of chronicle concepts. Enjoy!

Epit aph : Lust for Glory

Qu ot e: ?Honestly, I?m sure they could do it. But


frankly, I?ll do it better?

Clan : Malkavian

M ORTAL DAYS: BORN FOR GLORY


the behaviour, and then when the money ran
George J. Williams was born the youngest out to pay them, that this treatment was
child of a minor aristocratic family in the latter character building - after all, his father was one
days of Victorian Britain. While has parents of seven boys as well and he?d turned out just
had the trappings of wealth - land, titles, a fine! The lack of any attention from his parents
large stately home for George and his six did eventually turn out to be character
older brothers to charge about in, the family building, although perhaps not in the way
were substantially poorer than someone on they?d have hoped. George grew up petty,
the outside looking in would realise, and vindictive and with a chip on his shoulder as
managed to get by with a mixture of cashing large as the debts his parents had wracked up.
in on the British class system, and handouts This freedom also meant he was able to do
from his Father ?s mainly older brothers - most more or less as he pleased with no oversight,
of which had acquired larger amounts of the and as he reached his early twenties, he finally
inheritance his parents had squandered. left the family estate and decamped to
Being the youngest child of seven boys had a London.
number of advantages and drawbacks. The capital city of England was a very different
George found himself mercilessly bullied by place than what he was expecting, and it
his older brothers, and eventually by his peers wasn?t long before he lost himself in drugs and
who picked up on that he was an easy and vice. Still, his family's political connections
thin skinned target. He was also more or less meant that one such as him would only fall
ignored by his parents, both of which felt it upwards and despite his degeneracy, he found
was better initially to let the Nannies deal with himself invited to society parties, and
eventually secret societies such as the Golden most of this time. Gone was the petty and
Dawn. London at the turn of the 1900s was vindictive nature as well as the feeling that he?d
awash with mysticism and groups searching been sold short in life. Finally he was getting
for meaning in occult texts, and when George the attention that he so craved and stretching
first read these obscure texts, he finally saw a his mind to the most obscure subjects. While
way to achieve the respect and position that he?d not been able to master any of the
he was owed and had been denied him by the Sorcery of his mentor yet, he?d come to the
misfortunes of his birth. Never a man to conclusion it was only a matter of time before
realise what he already had in life, George his third eye opened and all the hard work he?d
constantly thirsted for more, and a put in memorising volumes of rituals would
combination of luck and a natural intelligence pay off.
eventually brought him to the attention of his
Sire, a being obsessed with understanding
Unfortunately all good things come to an end,
their place in the world who recognised a
and Williams?sire finally decided to reclaim his
kindred spirit in the young occultist.
errant childe - he?d not cashed in that many
favours to lose his protégé to the Tremere
KINDRED NIGHTS: REBORN FOR after all. He called Williams back and decided

POWER to hit him with some hard truths. Treble never


intended to teach him any real Sorcery, the
The first few years of Williams?unlife were Tremere was just stringing him along and using
educational and enjoyable. His sire took him him as a glorified lab partner. Williams wasn?t
to many gatherings, both at mortal secret the only one susceptible to flattery and
societies and kindred Elysia. It was at one of adoration, and it was clear to the elder
these soirées that he would meet the vampire Malkavian that the reason the two got on so
that would set him on the course that would well was because of how similar they were in
consume him - by coming face to face with temperament. Unfortunately for his sire, the
real magic, he realised at how much his sire method in which this hard truth was delivered
had limited his potential, and this realisation was lacking a certain subtlety and charm - the
turned all his thoughts to bitterness. harshness of his words sent Williams into a
frenzy that his Sire would not survive. Despite
The Tremere James Treble was everything this outburst of anger, he realised the truth in
George wanted to be. His control over the his Sires final words, and he set out to claim
mystical arts seemed unparalleled and to the what James Treble had denied him for so long.
young and curious Malkavian, his knowledge Flushed with the blood of his Sire flowing in his
of Occult esoterica dramatically outmatched veins and with Treble blind to the threat his
his own. Despite his usual inferiority complex, acolyte presented, it was a short and brutal
somehow George managed to strike up a attack that ended with Williams claiming the
friendship with the older vampire and hearts blood of the vampire that had held him
attempted to learn his secrets. For more than back so much. Finally feeling the power he?d
a decade this dance continued, and Williams long craved blossoming in his veins, he was
personality was almost unrecognisable for able to manifest the sorcery of his mentor and
dead friend.
Quickly realising the danger he?d put himself bringing people back and upping their
in, he packed up the contents of Treble?s dependency on him.M ason ic or der s:
library and fled for the Americas. There he From his earliest days, Williams has
settled down in isolation while he practiced associated with the upper class secret
what he?d memorised, eventually emerging a societies. The prestige, secrecy and
number of years later as a competent sheer difficulty to get in have always
sorcerer and a force to be reckoned with. Now appealed to his ego, and with what he
he builds up his power base and searches for has become, he?s always found it easy to
any knowledge that can expand what he rise to the tops of these groups and
already knows. He has a voracious appetite create splinter cells of like minded
for learning and despite his short temper and individuals. While he finds himself
small mindedness is an extremely having to work around other clans that
accomplished Sorcerer. If the local Tremere might have tried to get their claws
didn?t have so much on their hands with the around such groups, he?s always
destruction of a Vienna, they might have excelled at creating his own little
decided he was worth quietly removing. As chapters.
things go, Williams plies his trade and
bargains for any advancement in his position.
DOM AIN AND HAVEN:
- Th e M ezzo For t e (Ret ain er s 2, Haven
2, Her d 2, Resou r ces 3) This Jazz club
PLOTS AND SCHEM ES: has closed down and reopened more
- Geor ge J. William s - Fir st of h is times than George can remember, with
Nam e: Williams is obsessed with his a number of them having been subject
own standing and legacy, as such he to arson attacks - although Williams will
wants to sire his own bloodline of swear blind these were the results of
sorcerers - all of them answering to jealous rivals and not attempts to
him. He sees what the Tremere have finagle the insurance money. The club
achieved and wants the same thing, serves as his base of operations and
and while he doesn?t expect to be where he will often meet kindred guests
picking up the mantle of Antediluvian in order to impress them with his
anytime soon, in his megalomania, the wealth, utter control over the staff and
thought has crossed his mind. Still, he?s easy access to his herd. The club is
not stupid, and has enough patience to indeed opulent, the staff in his thrall and
bide his time. the patrons easy pickings, but Williams
- Cu t pr ice deals: He?s got the skills to is known to make too much of a point of
outmatch the other local Sorcerers, demonstrating this.
what he doesn?t have yet is the - M ason ic Lodge of t h e Secr et M on it or
reputation. Taking a few lessons from (Allies 3, Con t act s 3, Her d 1, In f lu en ce
certain mortals he?s met over the years, 2, Resou r ces 1, Ret ain er s 3): Williams
Williams is willing to offer good rates kept up with a lot of his old friends even
on work needed, as long as it keeps over the many years and locations. The
current group he?s managed to work the blood bound mason.
his way into have fallen perfectly in line,
and the secrets and enlightenment he
WHISPERS:
offers is too tantalising to resist for
many of them. - Secr et Ipsissim u s: The local Tremere
- Par k er Est at e (Haven 3, Her d 1, are very concerned about this man
Ret ain er s 3): Williams has always been moving in on their territory. While he
used to the high life, and from that swears to be Malkavian, and certainly
perspective nothing has changed. This acts the part, he?s quiet enough about
gaudy mansion used to be owned by his heritage to make room for doubt.
one of the devotees of his secret order, Someone put up the theory he?s an
however one spell too many broke his Ipsissimus that has decided to come
mind past even the point that Williams back to the Camarilla while keeping
was willing to accept. Now he spends separate from the clan - that theory has
much of his downtime here, having since taken on a life of its own.
insinuated himself within the family - Vet er an s Day: Whether it?s Williams?
and enslaved them to his needs. typical boasting or an unlife lived to the
max, George has had a habit of being in
the wrong place at the wrong time. He
THRALLS AND TOOLS:
alleges he was in Chicago at the time of
- Alex Lam ber t (M aw la 3, Resou r ces 2): the infamous Lupine attack and then
This normally mild mannered Gangrel New York during the Sabbat war. Some
fell under Williams?sway a great many of this is certainly true, as he certainly
years back, and now acts as personal spent time in both cities, but to what
muscle to the Malkavian. Williams has extent he was involved is anyone?s
had him train himself to become a guess.
formidable fighter and to be as tough - A Lor d Am on g M en : A lot of Williams is
as nails, and now he?s rarely seen bluster and exaggeration, making him
without his shadow - the blood bond difficult to truly pin down. Still, Kindred
keeps him as loyal as can be. wonder exactly how much of what he
- Jak e II (Con t act s 2, Ret ain er s 2): Born claims is true and how much is just in
Simon O?Hare, the man now known as his head. He often has the clout to back
Jake II works as a bouncer at the Mezzo it up, and if even half of what he says is
Forte. Williams called him Jake II after true, he?s in a very favourable position
his former bouncer and ghoul. No one
asks what happened to Jake I.
M ASK AND M IEN:
- Ch ar les Par k er (Con t act s 3,
Resou r ces 4): A Freemason from his - A brute of a man, Williams?cuts an
local order, Williams took a special imposing figure and dresses and acts to
interest as he shared a surname with reinforce this image. He?s always
his sire. Now he uses Charles as a fashionable, but a few years behind
whipping boy and when alone, belittles where he should be as if playing catch
up on the trends. While he?s mostly Streetwise 3, Subterfuge (Bullshitting) 4;
quite charismatic and friendly, he finds Academics (History) 3, Awareness 3, Finance 1,
it easy to get lost in himself, and has Investigation 1, Medicine 1, Occult 4, Politics 2,
not found a situation that he can?t turn Science 1, Disciplin es: Auspex 3, Blood Sorcery
into being all about him. 4, Celerity 1, Dominate 4, Obfuscate 2, Potence
- Ever the arrogant one, he decided a 1, Presence 2
few decades back that he needed to
update his identity; George Williams
Junior was what he settled on. (Mask 1)
- Williams is well known around town,
and can be a bit of a party animal. He?s
not above using his gifts to get what he
wants or to ensure he?s the centre of
Epit aph : God?s Chosen Son
attention. In occult circles he always
takes charge and demands absolute Qu ot e: ?Don?t be so hard on yourself, this power
obedience from his acolytes. you hold within yourself deserves to be realised -
if that takes a few mortals to die so that you
might be elevated then so be it. It?s sad I know,
Sir e: William Parker
but you have so much potential that it would be a
Em br aced: 1912 (Born 1878) crime to waste?
Am bit ion : Receive the acknowledgment that I Clan : The Ministry
am owed

Con vict ion s: Never brook any disrespect; M ORTAL DAYS: THE SON AND THE
Acquire power whatever the cost
FATHER
Tou ch st on es: Jake/Simon- head barman at
By the time Jonathan was born, his Brothers
the Mezzo Forte and ghoul, Charles Parker -
and Sisters had grown up enough to see him
Freemason
as a bit of a burden and a bit immature. His
Hu m an it y: 4 parents were either working or taking a holiday
Gen er at ion: 11th in one of their country estates. All this left
young Jonathan to while away his youth with
Blood Pot en cy: 3
very little attention from his family, running
At t r ibu t es: Strength 4, Dexterity 2, Stamina 3; around and exploring his parents palatial,
Charisma 3, Manipulation 4, Composure 2; Boston estate with just himself and his books
Intelligence 4, Wits 3, Resolve 4 for company. As he got older he was sent away
Secon dar y At t r ibu t es: Health 6, Willpower 6 to the same boarding school his brothers,
father and grandfather had attended in their
Sk ills: Athletics 2, Brawl 2, Drive 1, Firearms 2,
younger days. Academically he excelled, but he
Melee 3 (Improvised weapons), Stealth 1;
made very few friends of his own age. Not that
Etiquette 2, Insight 2, Intimidation
this bothered him - he?d found something else
(Domineering) 3, Leadership (Command) 3,
at that school that made up for all that.
Performance (Jazz Piano) 1, Persuasion 4,
Having finally realised his ambition and taken a
stand for something, the choice was easy for
Jonathan. While he was effectively disowned by
his family, Jonathan knew in his heart that this
was the right thing to do - if God chose this for
him, there must be a reason and his
reconciliation with his family would surely
come soon enough - surely God would reward
those who toiled on his behalf?

Half a world away, Jonathan?s new life at the


Mission was as deeply fulfilling as he?d hoped.
The people took to Jonathan - and his God -
Jonathan had found God. easily and he became a popular figure in the
towns he supported. As well as the townsfolk,
His growing faith took up more and more of
there were two other missionaries who worked
his time. In the catholic church he found
alongside him to help enrich the lives of those
something that he?d found lacking in
they served. With Peter he found a ready
everything else in his life, While his family
friend - the older missionary had the
showed him only coldness, the church gave
experience to help him settle in, and Jonathan?s
him love and acceptance. Where school gave
easy way with people meant their message
him loneliness and academic facts,
finally started to spread. With Mary he found
Catholicism gave him stories of wonder and
something he never expected - Love. while
tales with deeper meaning. Jonathan and
relationships were generally regarded as
religion went together so well that by the time
forbidden by his church, the lack of oversight
he graduated school, he could think of
and the long days and nights meant that it
nothing better to do with his life than to join
wasn?t long before their love flourished and
the priesthood and spread the word of God.
they had a child - Jonah.
When he returned from school with this new,
Jonathan doted on his child, here was one of
burning ambition, it was only then that
God?s miracles, and that miracle had happened
Jonathan?s family finally decided to take
just for Jonathan. Once again, he felt truly
notice. Until that point that thought of it as a
blessed. The years passed and the four of
phase, perhaps even a joke - sure, as a good,
them settled in as a sort of extended family.
Bostonion family they went to church on
Times were good and he felt that he?d truly
Sunday, took communion and had their
succeeded in life. All that changed in the
children Christened, but that didn?t mean they
course of a few hours.
wanted their youngest Son throwing away his
life on others. No scion of the Sanford family The attack on the Village was bloody and swift.
should have to do that, and after all, there They swept through with guns and fire and
was still the small matter of the family those that weren?t taken were shot or burned
business and his substantial inheritance to alive in the boarded up church. Jonathan was
consider - was Jonathan ready to give all that one of the first to be taken, and he was forced
up? to watch in vain as everything he?d built was
destroyed in front of his eyes. Friends he?d held, and just like his early discoveries with the
known for years were executed, his beloved Bible, he found a fire lit inside him, a thirst to
church burned to the ground, and his family? understand the real inner workings of the
universe and the soul. He threw himself wholly
He didn?t feel the gunshots, by the time they
into the worship of the dark god Set and
came to him, Jonathan was too numb to
became a most devoted student.
notice. Left for dead he waited for the
darkness to claim him. He wondered what he His dedication earned him the embrace, and
would say to God when they soon met, and on the night that Jonathan finally died, he was
suddenly realised that there must be no God - reborn as Jonah in honour of his son. The new
no deity worth it?s name could allow the Jonah was as confident and faithful to his new
senseless slaughter that had just happened, God as Jonathan had been to his old one, and
no supreme being could reward their most for many years, he and his sire traveled around
faithful son with carnage and sorrow. the continent eating with other vampires to
bring them the message of Set, and the
KINDRED NIGHTS: THE HOLY GHOST
freedom he offered. Jonah met more and more
His sire found him that night, just barely elder vampires and found out more and more
clinging to life. Delilah has been watching of the secrets of the world, and while he didn?t
Jonathan for many years, fascinated by the realise it, he was slowly becoming more and
young Priest and the many small hypocrisies more jaded.
he ignored and covered up. When she
Everything changed for Jonah on one fateful
witnessed his abrupt turn away from the god
night. A convocation of loyal Setites had been
he?d dedicated his life to, she knew that there
called and they were due to receive a sermon
was potential in the man. Here was a
from one of the eldest of the clan - allegedly
specimen with the capacity for faith, but
one of Set's own Childer. The sermon itself was
already brought to his lowest point and ready
amazing, and perhaps it was just the residue of
to be rebuilt. And rebuild him she did.
the blood of the strong willed priest he?d fed
Delilah did not embrace him immediately, upon before the ceremony in his veins, but he
instead he joined her service as a ghoul, one found himself unmoved. Worse, he found
of her many devotees and students. With himself doubting everything he?d heard. Here
each of them, she encouraged them to in the presence of what should be a literal god,
explore their limits and will to break through. he found himself coming to the realisation that
While others fell to their own demons and Set was no god. No, he was just a vampire-
vices, Jonathan plumbed every possible depth, albeit an old and powerful one - just like the
and yet still found that these torments were rest of the room. If this creature could claim to
better than the hole in his soul left by the be a god, then so could any vampire - each of
simultaneous destruction of both his family them possessed the same potential for
and his God. Sex, drugs, servitude and greatness within them. Once again, Jonah
violence only served to rebuild him in a way found himself with his faith shattered, however
the elder Setite came to respect. During his this time he had the tools needed to rebuild
extended ghouldom, Jonathan was introduced himself.
to so,e of the many mysteries that the Setites
Over the next few months, Jonah weighed up
his new realisation. If these elder beings could retribution to be very Old Testament.
be said to be gods, then why could he not?
Surely each and every vampire must have that
spark in them somewhere? Many would fail in PLOTS AND SCHEM ES:
their divine purpose for sure, but that didn?t - Th e Ch u r ch of Jon ah: Above all, Jonah
mean it wasn?t there - it just required an wishes to establish a cult of worship
awakening. Jonah had all the tools he would with him at the centre. Ostensibly
need to realise that ambition. The Church of Catholic in outlook, Jonah has an easy
Set might be misguided in their worship, but going approach with his church and has
they knew how to foster belief and bring out taken to giving midnight mass at his
the faith in others. local church, as well as taking over the
In time he made his excuses to his sire and Alcoholics, Narcotics and Sexaholics
left the nest. He decided that it was time for Anonymous sessions that run in the
the new Jonah to break out for himself, and so adjoining church building. His
he did what anyone would do - he went back experiences while a Setite ghoul give
home. By calling in a few favours he had owed him ample stories to help him relate,
to him, Jonah managed to have himself and his honeyed words have already
transported back across the seas. Upon helped many of the attendees switch
arrival he found the local vampires fascinated one addiction for another.
by this ?exotic?new kindred. None had met an - Kill t h em w it h Kin dn ess: Jonah?s
Ashirra vampire before, and knew next to approach so far has been to help out
nothing about the Ministry. With his slick wherever he can, and ensure that those
patter, his catholic undertones and his who would accept the message have
insistence that any vampire could be heard his theories of inner divinity. Most
worshipped, he quickly found himself with a vampires would be deeply untrusting of
crowd of acolytes - in particular a local such behaviour, however Jonah is so
Tremere. The two of them shared many genuine in his desires and beliefs.
secrets and blood, and in time Jonah unlocked Indeed, so far, he?s asked for nothing,
the power in his blood to work real magic. It and the city is beginning to wonder how
was then that his time spent reading in the much they can get away with, and some
libraries of the Setites and his fascination with have even felt guilty enough to start
histories and legend paid itself off. Unknown returning favours that are not even
to him at the time, Jonah had uncovered asked for.
enough rituals in his time to elevate himself - Un leash t h eir Godlin ess: Central to
above even his new teacher. Jonah?s belief is that each vampire
carries a spark of the divine. Not every
Now Jonah seeks out a true following to
vampire is ready for this message, and
support his delusions of divinity, others will
there are some unworthy the blood
be elevated where possible, and his seemingly
they?ve been given, but to anyone ready
helpful and flattering nature has won him a
to listen, Jonah is willing to help them
few early converts, but the few that have
uncover their inner god. Of course, to
crossed him have found his style of
reach this point, they come to depend used his inheritance to ensure he has a
on Jonah as a mentor and figurehead, good spot and a nice view, but his
but such is the price of godliness. apartment itself is decorated to a very
sparse pattern. A rack of almost
DOM AIN AND HAVEN: identical outfits, shrine, religious
sculptures and bed are almost all his
- Ch u r ch of Ou r Lady of t h e Et er n al
worldly possessions. The only thing out
Ligh t (Fam e 1, Her d 2, Haven 2): The of place is a tattered photo of a woman
Catholic Church Jonathan attended in with a small boy which is kept next to his
life has now become a prime hunting shrine.
ground for him, as well as where he has
started to recruit willing mortals to his THRALLS AND TOOLS:
cause. His midnight sermons have
caused quite a stir as the charismatic - Fat h er Qu in n an d Car la Vasqu ez

young priest begins winning people (Allies 1, Her d 1, Ret ain er s 3): Father

over to his cause. Jonah loves the Quinn was the Priest at Our Lady of

feeling of his flock hanging on his every Eternal Light whereas Carla was a

word and rarely resists sermonising to church lgoer who helped out,cleaned up

his followers and helped lay out coffee for everyone.

- Addict s An on ym ou s M eet in g Space That all changed when Jonah breezed in,

(Con t act s 2, Fam e 1, Her d 2): Jonah?s and now they work as ghouled servants

primary hunting territory as well as and procurers for the vampire.

where he has begun to recruit some up - Don ald Walt er s (Ret ain er s 2): The

and comers to his real cause. Jonah doorman at Jonah?s apartment complex,

leans into his own stories of addiction Donald quickly came under his sway. An

and degradation from his decade long antisocial yet clever man, he has a way

tenure as a Setite ghoul. Of course he with numbers and is hiding from a past

leaves out some of the worse details... he?d rather not catch up with him.

- San f or d Fam ily (Allies 2, Resou r ces - Dan iel Galvest on (In f lu en ce 2): Daniel
is a local up and coming politician, and
3): When Jonathan returned as Jonah,
the sort of person willing to do anything
one of his first actions was to make
required to get where he needs to go.
contact with his estranged family. With
Jonah admires his single minded
his parents long dead, his now much
ruthlessness and drive to better himself,
older brother had taken up the reins of
as well as knowing a few skeletons in his
the family fortune. Believing that he
closet.
was indeed the son of the brother
they?d believed dead for nearly 20
years, he was given a modest WHISPERS:
inheritance and one of the family's - Th e Book of Jon ah: Jonah really is a
apartments downtown. holy man! People talk of of a book he
- Dow n t ow n Apar t m en t (Haven 2): carries with him that acts as his own
while he grew up around wealth,
personal bible, it appears to be very old,
Jonah?s tastes are rather modest. He?s
but it?s prophesies and stories are so
accurate about Jonah and the people his lies, as they hadn?t seen Jonathan for
he meets many years, and only had a few scrappy
- Ash ir r a Exch an ge St u den t : He claims photos of the young Jonah (Mask 2)
to have spent many years with the - Occasionally Jonah goes by the name of
Ashirra and only now decided to ?come Professor Jon Ford (Mask 1), an identity
home?. Is this true or is there more to he uses when researching and mixing in
it? Why would the Ashirra send one of academic circles. He took this up after
this ?Ministry? here? Is he part of an meeting with - and draining - a
exchange program sent to learn about professor of the same name on his way
the sect? Is he more than he seems? to his current city. Jonah was amused by
- M ir acle Wor k er : Some of the help the coincidence in names and stole his
Jonah has offered has been pretty identity.
impressive, and well outside the realms
of what the locals have come to expect
Sir e: Delilah
from Blood Sorcery - could it be he is
what he claims? Em br aced: 2009 (Born 1962)
- Too Helpf u l: Surely he can?t be doing Am bit ion : Be worshipped as the God I am
all this for free? What does he really
Con vict ion s: An eye for an eye, There is no
want and why does he insist other
God but me
vampires are creatures of divinity? Will
he really keep all those secrets and Tou ch st on es: Daniel Galveston - local

cover up all those buried bodies? It politician, Adam Sanford - older brother

seems to good to be true. Hu m an it y: 6

Gen er at ion : 12th


M ASK AND M IEN: Blood Pot en cy: 2
- Jonah is an attractive if innocent At t r ibu t es: Strength 1, Dexterity 2, Stamina 2;
looking man of average height. He has Charisma 4, Manipulation 3, Composure 3;
a slim frame with barely an ounce of fat Intelligence 3, Wits 3, Resolve 3
on his bones, but nonetheless knows
Secon dar y At t r ibu t es: Health 7, Willpower 9
how to make an entrance and be
noticed. He dresses simply - often all in Sk ills: Athletics 1, Brawl 1, Drive 1, Firearms 1,
black, and when the situation demands Stealth 1; Etiquette 2 (The Faithful), Insight
it, he even wears his priestly collar. He (Empathy) 3, Intimidation 2, Leadership 2,
is polite to a fault and always appears Performance 3 (Crowds), Persuasion 3
genuine in his concern and wish to help (Genuine), Streetwise 2, Subterfuge
out. (Convincing Lies) 3; Academics (Ancient
- The name of Jonah Sanford is a mask in History) 2, Awareness 2, Occult 3, Politics 2
itself, the real Jonathan should be in his Disciplin es: Blood Sorcery 3, Dominate 2,
60s by now, but his dead son would be Fortitude 1, Obfuscate 2, Presence 3, Protean 3
a similar age to how Jonah appears
now. Even his family have bought into
see and hear the spirits of the forest and took
to extending his worship to these ethereal
Epit aph : Everything for his Family creatures. It started small, but his small
Qu ot e: ?As it was, so shall it always be? ceremonies, offerings and sacrifices always got
him what he asked for - first it was a beautiful
Clan : Old Clan
wife and then healthy children - when his wife
got sick during a pregnancy, he went to the
M ORTAL DAYS: A FAM ILY M AN forests and bade the spirits help him as they
always had. Many times over the intervening
JJørn was born in what was once a small
years, a potential crisis would threaten what he
village outside of Bergen in Norway. While he
had built, and each time he would return and
struggles to recall much of his life, he still
seek power from the spirits of the land in order
remembers the faces of his family and to this
to save his family. Eventually the sacrifices
day, when he closes his eyes for the day, the
were not sufficient, so he made a promise to
last thought on his mind before his body dies
the voices. In return for the safety and
is their smiling faces. It kills him that he can?t
prosperity of his own family, he would offer up
remember any more than that, but were he to
all those not of his blood in return. The voice
know the truth, it would most likely break the
that answered him back from the darkness
elder vampire.
agreed to those terms.
Jørn spent his whole life in and around his
And finally, on the night of his 70th birthday,
village. These lands were his whole life, and as
the spirits demanded their payment. The
his family grew, they became the lands of his
creature that carried out their bidding let him
descendants as well. He fathered many
have his fun, it let him look upon the faces of
children, and in time, they bore him
his many family members one last time. And
grandchildren, further connecting him to the
then he felt the cold grasp of death as the cost
world. Among the villagers, many would talk
finally became due. That night, the village
in glowing terms about the strength and
population was removed of all but his blood.
vitality of his bloodline - at a time when life
was short and mortality was high, Jørn and his
family consistently prospered, and in time he
KINDRED NIGHTS: AT ANY COST
became the oldest man in the village. On his
70th birthday, the whole village came The next night Jørn awakened in a cavern,
together to celebrate the life of a man who his body wracked by a dull pain and the
had shaped the course of their growing scent of blood in his nostrils. In the
township and whose blood was now darkness he could see two glowing points
intermingled into almost every family there. of light, and as they got closer he realised
What no one in the town realised about Jørn they were the eyes of the creature that had
was that he was not what he appeared to be come for him. The Creature introduced
and had been living a lie his entire adult life. himself as Anders, and went on to explain
As a young man he worshipped the gods and
how they had watched what Jørn had
felt at peace when out among the land like
achieved in his village and had been
many of his kin, but unlike the rest, he could
network of mortals that were strong,
capable and ultimately loyal to the man
that had guided them to prosperity.
Between his family, his allies and his own
formidable power, he?d managed to secure
half the city under his own banner. His
sacrifice all those years ago had proved to
have been a worthwhile one and the
Tzimisce looked to be unstoppable.

That is until everything changed.


Christianity had existed in Bergen for many
pleased. Like Jørn, they too served the years, but suddenly it seemed as if
land, and had observed how Jørn had everyone had moved on without him
shepherded his people to prosperity and overnight. While once his beliefs in the old
ensured only a few families were not tied gods had put his people at the forefront of
to him by blood - thus extending his society, now they found themselves shut
protection to them. He?d watched in out and scorned. His influence shrunk
amazement as the village had gone from from night to night until the once powerful
strength to strength and all under the Tzimisce found himself and his family on
watchful eye of Jørn and his dedication to the brink of destruction and obsolescence.
the old ways. He?d decided that in the Once again Jørn found himself scared and
older man he?d found a kindred spirit. pushed to the brink - as before he used his
Jørn took well to his new condition, and formidable skills to beseech the spirits of
learnt how to truly awaken the spirits of the land to come to his aid - exactly what
the land from his sire. While he?d had to he?d done all those many years ago, but
leave his mortal family behind due to the with so much more at stake. The deal was
carnage perpetrated by his sire, he could the same as before, in return for the safety
still keep a watchful eye on them, and as and prosperity of his people, he would
the decades passed, he managed to offer all not of his blood as sacrifice. To an
insinuate himself back amongst his outsider, the price might have seemed
younger grandchildren and resume his steep, but to Jørn it made perfect sense.
position as head of the family. Those that perished would go on to meet

Decades turned to centuries, and Jørn had the gods in the halls of Valhalla and it

become an elder in his own right. By now would be a good and honourable death -

his talents with sorcery had developed to more than most could ask for.

the point that many local vampires looked His mind made up, Jørn put his plan into
to him as a sort of spiritual mentor. His action. All those that had pledged
focus on his family had resulted in a themselves to his banner, and all that
carried his blood in their veins were called and their presence brought him a great
upon. While his family had multiplied deal of comfort in the early days. In time
considerably within the walls of Bergen, he began to adjust and slowly he came to
he still had enough wit about him to understand this new world enough to
recognise when blood called to blood. break out a bit on his own. What?s more he
Each and every one was called to his side, found his kin still lived and thrived in
and the group made plans to survive the Bergen - as well as even further afield.
coming carnage. Despite everything he?d lost, his family still

But even the best laid plans can fall to lived - although they?d fallen far from the

hubris and for Jørn, that was assuming path he?d set before them, as well as

every member of his family was as loyal to forgetting the old gods and the ways of the

him as he was to them; it was assuming land and the spirits.

that blood would triumph over their Now Jørn spends his time finding each of
beliefs. The rest of the cities Cainites fell the many bloodlines of his family, reaching
upon the group of mortals, and while the out to see if they?re worth saving and
survivors fled into the night they attacked whether they still carry his spark within
Jørn in his own home. Even as potent as them. As he?d never completed his bargain
he was, eventually he fell to their swords, with the spirits the deal he?d made was still
narrowly avoiding final death by sinking in play. And while the sacrifice was now
beneath the soil. The cainites of Bergen bigger, he knew in his unbeating heart that
sealed up the earth in his dockyard haven, a sacrifice as big as the city of Bergen
ensuring he had no way to arise when his would grant him the power to reshape
torpor ended, thus ending his reign. anything he desired.

And so it remained for centuries; trapped The spirits would honour him as they had
beneath the soil in a sleep that seemingly once done, and his land would return to
never ended, Jørn waited until he could the way it should be. Once again Jørn and
rise again. That time came in the late his kin would rule the night.
1990?s during a renovation of the old town
of Bergen. His resulting frenzy killed the
attendant digging crew and unleashed
PLOTS AND SCHEM ES:
him into a strange and unknown world. - Follow Th e Fam ily Tr ee: One of his first
Everything was changed and even the acts once he?d adjusted was to track
people spoke differently. Gone was down his family within Bergen. He was
pleased to find out that enough still
everything he?d ever known, and instead it
lived and that his blood could still feel
was replaced with? this. The one thing
their presence. While they had fallen far
that hadn?t changed however were the
from the true ways that they had
voices of the spirits - he could still hear
maintained during Jørn's time, it didn?t
them on the wind and within the earth,
take the charismatic vampire long to maintains a haven in the basement of
convince them what he could offer in one of these historic dock buildings, as it
return for their service. Now he reaches makes him feel close to his heritage.
further afield, and has even taken to - Opu s XVI Hot el (Haven 3, Her d 2,
travelling abroad where he can search Ret ain er s 3): Staffed by Martin, one of
for any that share his blood. His his Kin, the Opus XVI hotel serves as a
considerable magics mean that he can base of operations for Jørn and he has
avoid society and travel with his own managed to bring many of the
wind at his back, so to speak. employees under his sway
- Kill t h e Nosf er at u : Jørn?s memory is
THRALLS AND TOOLS:
sketchy at best and he tends to
remember images and feelings more - M ar t in Dah l (Con t act s 3, Ret ain er s 2):
than the actual events. Still, he trusts The first of his kin located was Martin
himself despite that handicap and Dahl, and now this seemingly mild
plows on with his plan regardless. One mannered hotel manager serves his
detail he?s sure is right is that of the relative faithfully, and his attitude
Nosferatu. He knows without a doubt reflects that of Jørn.
that they played a part in his downfall - Ext en ded Fam ily (Allies 4, Con t act s 3,
the first time, and he?s not willing to risk Resou r ces 4): Jørn has traveled far and
defeat a second time. He?s even sure wide and brought many of his blood
that one of the surviving elders of the under his wing, and now they serve as
clan was there that night - although his eyes and ears into the world.
they haven?t seemed to recognise Jørn. WHISPERS:
- St r en gt h en t h e Lan d: Since his
- Delicat e Palat e: Jørn has made himself
resurrection, Jørn has found it harder
known to the local court, and while he
to work his magic, as the spirits seem
keeps to himself, it?s been noted he?s
sluggish and withdrawn. He knows the
often bargained for Vitae when dealing
potential is still there, he just needs to
with his fellow kindred. His taste in
find the best way to tap into the source.
mortals seems positively Ventrue like in
The land and terrain has changed so
its specificity.
much since he last gazed upon it,
- Ser van t of t h e Old Gods: Not much has
making him unable to locate his
been made of his history, and Jørn
previous places of power. He would
certainly hasn?t volunteered any more
give a lot to trace them and bring
than necessary, however the cities
virtuality back to his domain.
inhabitants have noted his antiquated
ways and his observance of the Old
DOM AIN AND HAVEN: Gods. While many ignore these
- Br yggen (Haven 1): At the height of his peculiarities, some in the city find him
power, Jørn controlled much of the city, fascinating and seek his wisdom on
but his influence was strongest in the what can be gained from these old
area now known as the Bryggen. He ways.
- Car bon Foot pr in t : Since awakening, Con vict ion s: Domain must be respected
Jørn has taken to traveling extensively, above all else
and it?s not unlike him to leave town for
Tou ch st on es: Martin Dahl - Hotel Manager
a week or two at a time. Few know
Hu m an it y: 4
where he?s going, but the otherwise
territorial vampire has racked up a lot Gen er at ion : 7th
of travel time. Blood Pot en cy: 5
M ASK AND M IEN: At t r ibu t es: Strength 4, Dexterity 2, Stamina 4;
- Jørn could pass as a favourite Charisma 5, Manipulation 4, Composure 3;
grandfather, and when blushed with Intelligence 4, Wits 4, Resolve 5
life is jovial, vibrant and almost kindly Secon dar y At t r ibu t es: Health 7, Willpower 8
looking. On the rare occasion when he
Sk ills: Athletics 2, Brawl 2, Craft 3, Larceny 1,
hasn?t roused his blood, he appears
Melee 4, Stealth 2, Survival 4; Animal Ken 4,
pallid, bloodshot and on death?s
Etiquette 4, Insight (Empathy) 5, Intimidation
doorstep. In person he is loud and
(Menacing) 3, Leadership (Inspirational ) 5,
personable, always ready with a
Performance 3, Persuasion 3, Streetwise 1
handshake or clap on the back. He
(Rumours), Subterfuge 4; Academics (Nordic
wears his heart on his sleeve, and while
Epics) 1, Awareness 3, Medicine (Traditional) 1,
capable of great subtlety, often
Occult 4, Politics 2Disciplin es: Animalism 4,
chooses honesty if his rage is too deep.
Auspex 3, Blood Sorcery 5, Dominate 4,
- Jørn is a people person, and can?t help
Presence 3, Protean 5
but attract groups into his orbit. It
doesn?t take long for these groups to
expand and become loyal, and it?s only
his habit of needing to be amongst his
Epit aph : Method in her madness
people and his hands on attitude that
Qu ot e: ?What do you mean you didn't hear that?
slows his inevitable expansion.
you need to open yourself up more?
Strangely, while he will use the blood
bond, it?s only for when loyalty needs to Clan : Tremere
be enforced, not earned.
- Jørn has no mask, he?s too old M ORTAL DAYS: LIFE IN OLD HAVANA
fashioned to see the need for one.
Born in Havana to former slaves, Maeve had a
Instead he stays below the radar and
tough but happy enough childhood. Her family
relies on his people to keep him secure.
were loving and the community they were a
So far it is a strategy that has paid off.
part of was tight knit, their shared poverty and
circumstances binding them closer than blood.
Sir e: Anders She grew up with this extended family of
Aunts, Uncles and Cousins all working together
Em br aced: 821 (Born 751)
and supporting each other through the
Am bit ion : Unleash the spirits of the land to hardships, and every single member of the
secure my legacy. community needed to pull together to make
worked to care for the less fortunate in her
community. Life was unfair and brutal, and
there were always a few either born into frailty
or that couldn?t cope with the hardships.
Despite the strength of the community, this
fringe group got ignored and shunned. Some
had succumbed to madness, others struggled
to make their own way and others felt
themselves possessed by demons. The way in
which most everyone ignored this group or
among the wealthy elite of the island,
considered them beneath their notice
saddened Maeve, and she did what little was in
her power to help them out and ease their
suffering.

It was among this community that Maeve met


both her sire and her end. Calbularshi had
come to Cuba in pursuit of an occult tome, and
had been left angry after being outbid by a
sure everyone got by. local Setite. In his bitterness he?d decided that
slaking his hunger would take the edge off of
As Maeve got older, more responsibility was
things, and had come to the slums in order to
placed on her shoulders and as well as her
find someone no one would miss. He?d have
chores and caring for her younger siblings,
likely been successful had Maeve not already
she found herself becoming an important
been there as well, and unwilling to let the
asset to the local holy men and women as
foreigner attack her friends. Dominating the
they practiced Santeria.
aggressive young woman into subservience, he
In time, Maeve carved herself out a niche was surprised to find her not only throw off his
within the religion and prospered. Always control, but also barring his passage to his
blessed with a keen mind, she understood a intended victim. Whichever way he turned, he
lot of the practices intuitively, and her gift for found himself unable to advance on the
performance endured her ceremonies were mortals, and his attempts to control the
always some of the best to entertain her woman continued to fail. Growing tired of the
community and keep them enthralled. What?s struggle, the vampire decided to call upon his
more, her curses and blessings had a high sorcery to end this - if he could not go to the
rate of success, meaning she always benefited blood, then the blood would come to him, if
from a steady stream of devotees, desperate this woman continued to defy him, then she
for her assistance. For a short while, life was must be the first to suffer. Her last agonising
good for Maeve and she was happy with her moments of life were spent watching her
life and her faith - the Ocha had watched over vessels burst open and her blood flowing
her. through the air to the strange man.
As well as a Santerian priestess, she also
KINDRED NIGHTS: DEATH IN NEW step forward she took however, Calbularshi

ORLEANS would push her back two. The elder Tremere


became jealous of the speed at which she
In this blood, Calbulasrshi tasted something, learnt and still held resentment from their
stronger than the normal Humors he could initial meeting. He knew he was on thin ice
detect in a mortal's blood, this blood tasted of with his clan due to fully bonding her, and he
magic and power. Deciding this must be what knew that there was only so long he could
held him back, and that perhaps the woman keep her as a fledgling before needing to
might hold some potential, he embraced here release her. He decided drastic action was
where she lay. Not willing to risk a repeat of needed to correct his obvious mistake - his first
her insubordination, he drove a slither of action was to turn one of her own tricks back
wood between her ribs and took her against her, or rather try to. He warded the
immobile body to his waiting ship. chantry with protections that would bar her
The resulting journey was particularly painful entry, however in his haste he made the ward
for Maeve, it only was she utterly unabated to too strong - now all women were denied entry.
move or convey her emotions and fears, she It didn?t take Maeve long to figure out what had
had all of that on top of adjusting to whatever been done and what had gone wrong- when
it was she?d been transformed into, unholy Calbularshi eventually surfaced, in a rare
pain from a splintered built of wood moment of defiance she made it clear she
embedded in her chest, and the most would be taking this up with his seniors in the
inhuman hunger she?d ever experienced. Each pyramid, as well as informing them of his
night, her captor would talk to her, explaining illegal bond. In a panic, he wiped these events
little by little what she now was, feeding in from her mind so he could start again - but
front of her and finally allowing her a few went perhaps a little too far. Ow faced with a
drops of blood from his wrist. The torment blank slate, he arranged to have Maeve
was almost enough to drive her crazy, but shipped out for the town by a contact of his.
finally after what felt like an eternity, the ship He didn't know or care where she went or what
docked in New Orleans. happened to her next, as long as she was gone
and out of his hair.
As Calbularshi?s fledgling, Maeve found herself
with little to no voice and a forced blood bond Maeve of course survived this, albeit not quite
that left her with barely any opportunity to as the Maeve she would have remembered.
think for herself. While he would roll her out Huge chunks of her life were gone but her
to court as his pet project, she found herself skills remained, and this led to decades of
unable to be herself or make any connection confusion as to her identity and what she was.
with the kindred of New Orleans, whenever Eventually she fell in with a coterie and made
she would try and reach out, her sire would some friends among them. One of them - a
haul her back in and set her to some menial Malkavian - tried to help her out by exploring
task. these wide gaps, and against all the odds
managed to crack something open. It wasn?t
Maeve took to her studies well, and even
perfect and there were still sections missing,
managed to create a few minor rituals as her
but the real Maeve started to creep back
understanding of sorcery deepened. For every
through the holes. clan, she?s heard of what Carna has
done for the outsiders. She longs for a
With the door opened to her, she asked
community again, and thinks that House
around about what had befallen her old
Carna might allow her to flourish - as
tormenter. Hearing that the Tremere from her
well as helping her merge her
chantry had either all died or been called
knowledge of Caribbean mysticism and
away from the city meant she had little risk of
Thaumaturgy.
being recognised and called out. She took the
decision to return and find the old Chantry,
much of what was there was hers, and as a DOM AIN AND HAVEN:
Tremere this was her legacy. Still fearing what
- Algier s Apar t m en t (Haven 2,
others might have heard about her, she
Ret ain er s 1, Resou r ces 1): It?s not
decided to take on a new identity to draw
much, but it?s out of the way and it?s
away any attention from her former life. Now
secure. Maeve moved in here shortly
she masquerades as a Malkavian- just like in
after her arrival in town, and ensures no
life she finds many give the insane a wide
one sees her coming or going, and even
berth and ask fewer questions. She. It tracked
goes so far as take convoluted routes on
down the old chantry yet, and she?s no idea if
her return home each day.
Calbularshi?s ward still stands, but there must
- Gr ave of M ar ie Laveau , St Lou is
be significant riches to be had if she can
Cem et er y: In a trance, Maeve once
locate and enter this abandoned Chantry.
found herself at the grave of New
Orleans' most famous Voodoo priestess.
PLOTS AND SCHEM ES: Now she returns whenever she can in an
attempt to unravel what it must mean.
- Fin d t h e Ch an t r y: Calbularshi?s mind
tricks mean that despite her supposed
familiarity, the location of the Chantry THRALLS AND TOOLS:
is lost to her, and with all the local
- Car m elit a Ju ar ez (Allies 2, Con t act s 2):
Tremere beckoned or lost to infighting,
Carmelita reminds Maeve a lot of
there is no one left to help her locate it.
herself, and both exude a tough exterior
She knows it contains a wealth of
hiding a more spiritual centre. Carmelita
information, it?s just about locating it.
spent a number of years in prison,
- M ain t ain t h e M ask : Everyone ignores
however she confided in Maeve that she
the insane, and so it?s been this way for
was set up to take the fall for someone
Maeve. There was a brief moment
else. The time inside made her get back
when she felt the Lunatics might be on
in touch with her roots, and now she
to her, but then nothing happened.
runs one of the local temples.
Now she keeps up the pretence in
- M ar sh a Klien (Con t act s 2): An old
order to get closer to her goal.
person in a young woman?s body,
- Car n a?s Rebellion : Maeve has been
Marsha effortlessly manipulates her
out of the loop for a while now, but
marks, and uses others' opinions of her
even with her ambivalence towards the
mental well-being against them. Maeve
has grown rather attached to the grifter - Maeve is short and slight of stature.
and watches out for her whenever she She?s pretty, but doesn?t tend to
can - many of her victims are those that emphasise any of this, instead dressing
have tried to take advantage of Marsha. to mislead and put others off the scent.
She?s built a few eccentricities into her
personality to try and complete her
WHISPERS:
mask, and pretends to be a fortune
- Depu t y M aeve: The Malkavian has teller when it suits her. Her long hair is
been seen getting very friendly with the weaved into thick dreadlocks - a habit
Sheriff, and has apparently helped she started in the 60s.
solve some long standing mysteries
and crimes. How long before this
Sir e: Antonio Calbullarshi
relationship becomes official?
- Lon g Lost Sist er : None of the local Em br aced: 1870 (Born 1839)
Hecata know of her, but for a Am bit ion : Reclaim that which was denied to
Malkavian she seems awfully spiritual, me
and her midnight trips to Laveau?s
Con vict ion s: Answer every slight; Never let
grave have not gone unnoticed. One of
them see you coming
the family swore they saw her with
ceremonial ingredients at one point as Tou ch st on es: Carmelita Juarez - Ex Con and
well. Santeria Priestess; Marsha Klien - Homeless
- On e of Us: The Malkavians have fully con artist.
embraced Maeve as one of their own, Hu m an it y: 6
and they intend to ensure her story is
Gen er at ion : 8th
the true story - indeed if she chooses to
be with the lunatics, she must be mad! Blood Pot en cy: 3

At t r ibu t es: Strength 2, Dexterity 2, Stamina 2;


Charisma 2, Manipulation 4, Composure 4;
M ASK AND M IEN:
Intelligence 3, Wits 3, Resolve 4
- Maeve poses as a member of Clan
Secon dar y At t r ibu t es: Health 5, Willpower 8
Malkavian and has so far gotten away
with it. Whether the local Lunatics are Sk ills: Athletics 1, Drive 2, Firearms 1, Larceny
aware and prefer to stay silent on the 3, Stealth 3; Animal Ken 2, Etiquette 2, Insight
matter, or if perhaps the ruse has even (Suspicions) 3, Intimidation (Off putting) 2,
fooled them is unknown, however she?s Performance 3, Persuasion (Genuine) 3,
found that people tend to overlook and Streetwise 3, Subterfuge (Hidden Agendas) 4;
underestimate her in this guise as well Academics 3, Awareness 3, Investigation
as mistaking her true intentions. Her (Mysteries) 4, Occult (Carribean Religions) 4,
friend posed as her sire giving her Politics 2, Science 2, Technology 1Disciplin es:
enough of a history to pass the cursory Auspex 3, Blood Sorcery 4, Dominate 3,
check?s run on her. Interestingly she?s Fortitude 3, Obfuscate 2, Oblivion 2
not changed her name.
Epit aph : The Napoleon of Crime Forensics

Qu ot e: ?You do realise that window was broken


from the inside right??

Clan : Banu Haqim

M ORTAL DAYS: UNRAVELING THE


M YSTERY
Everyone born in Corsica has their own
Napoleon story, and Françoise was no
different. While no relation to the islands
most famous son, a great grandparent many findings and observations. Unable to crack it,

times removed had served alongside the she put them aside and researched her long

Emperor and had remained loyal all the way dead relative in other ways. As well as a

to the bitter end. This relative was one of the growing sense of pride in what had been

few supporters that had accompanied accomplished and her family's place in history,

Napoleon to his final place of exile on the she came to the conclusion that whatever had

small Atlantic island of St Helens, as well as killed Napoleon had also killed her relation.

being one of his confidents in his final days. Her young age stopped any serious progress,
The mystery of Napoleon's sudden death but it lit a spark within her that never went
captured the imagination of many away. She became consumed by these
investigators, but none more so than the unsolved mysteries and the science behind
distant relative He filled journal after journal unravelling them, eventually turning this
with encoded detail of his theories and obsession into a career as a forensic scientist.
suspicions- however the key to this code was
She flourished in this position and in time had
lost when he died a few short years later.
enough clout to petition for the exhumation of
Nearly 200 years after pen was put to paper, her distant relative?s grave - her persistence at
Françoise discovered these diaries in the attic his journals and newfound skill put her in a
of her parents house. In a box full of prime position to solve a centuries old mystery
heirlooms that had been passed down from and discover if they were both poisoned -
generation to generation, these journals Françoise would never got to answer that
detailed all of the exploits and battles, all the burning question...
strategy and notes from during these
KINDRED NIGHTS: CLIM BING TO THE
important events and a front row seat to one
of history's most successful military generals.
TOP
She devoured the books as quickly as the As well as her mortal superiors, it turned out
fragile text would allow, but it was only when something else had been following her swiftly
she got to the last few that she encountered rising star. Wanting to expand upon what the
the code that had been used to obscure his Banu Haqim could offer the Camarilla, the
elders of the Banu Haqim had tasked certain same process when it was absolutely
of the younger members to reach out and necessary. Villon was keen to move swiftly and
broaden the base - this is where Françoise decisively, and when the young Banu Haqim
factored in. While en route to the Parisian was presented and offered up as the solution
cemetery where the relation was interred, her to this problem, he decided to take a chance
sire to-be picked her up. Shamra gave her the on the neonate - on the proviso that she was
illusion of choice, but it needn't have shadowed by the visiting Archon Vidal
mattered - as soon as Françoise caught wind Jarbeaux.
of the mysteries surrounding the stranger,
Françoise attended each of the crime scenes
she was hooked - her damnation was a
and perused the remaining evidence. In doing
foregone conclusion.
so she quickly ascertained that these breaches
As with her mortal studies, Françoise excelled were committed on purpose - there were just
at what her sire taught her, and quickly came too many consistencies between the events
to understand the ways in which the blood and situations that could have been avoided
could be manipulated, as well as having an with next to no effort. In the space of two
almost intuitive grasp of how to use the nights, she managed to not only collect a
unique flavours in mortal blood to keep significant amount of evidence that had been
herself at her peak. Hunting came easily to missed by the sheriff and their crew, but also
her- her understanding of how a crime scene put a name to the offender - and all without
worked meant she knew exactly how to cover even needing to use her vampiric gifts.
her tracks, but also the weak points that could
As he witnessed the process, Jarbeaux realised
be exploited in her favour.
that there were things even his team would
It wasn?t long before her sire felt it have missed, and that they?d grown
appropriate to introduce her formally to the dangerously behind the times and reliant on
Parisian courts - not only had she surpassed mortals to do this part of the work for them.
any expectations her clan had of her, but an Once the perpetrator had been shown the sun
opportunity had presented itself where and Villon had lavished her and her sire with
Françoise?s unique talents could be brought to praise, Jarbeaux quietly spirited her away from
bear immediately. the city for a meeting with the Justicar he
served. In Françoise he saw great potential and
London had not long been purged, and
a shot in the arm the team needed as they
understandably the courts of every Camarilla
faced more and more modern and human
city were on edge, but few as much as Paris -
threats. Jarbeaux successfully argued that with
the proximity to the city and the speed in
the SI now a real and credible threat to the
which one could travel back and forth put
Camarilla, they needed someone who spoke
them as a logical next step. During all this
the same language and knew how they worked
tumult, the city found themselves with a serial
- the Banu Haqim had already proved herself
masquerade breather on their hands - so far
only a few short years into unlife.
it was. O thing so serious that it couldn?t be
covered up, but every time the city squashed Finding herself released into Kindred society,
a rumour, they risked exposing themselves, or praised by the parisian courts and finally
making it more difficult for them to repeat the promoted to the first ever Archon of the Banu
Haqim within the space of little over a week, enough abuses of power and atrocities
she found herself taken aback by the speed of to know that without law, the kindred
the whole event. Thankfully her sire was there will run amok - and so far she doesn?t
to guide her, and shortly she found herself in feel the Camarilla goes far enough. With
front of both Al-Ashrad and Tegyrius where a Banu Haqim Justicar, this wrong could
both pledged to throw whatever support was be righted, and they could start to steer
needed behind her. Her success was of the sect to greatness. Until this has
paramount importance to the clan and its happened, the Camarilla will always be
new and still tenuous place in the Camarilla. not as good as it could be, and why
When she left for her first assignment, it was accept mediocrity?
with the support of two of the most ancient - Case of t h e Week : Jarbeaux has called
creatures in the world. for her and said her plane ticket is
waiting for her - what needs fixing this
Her clan needn't have worried, for Françoise
week?
took to her role exactly as everyone had
- Tak e t h e Bait ?: A month ago a package
hoped, and it wasn?t long before she?d
arrived at her secure home in Paris, and
managed to set the SI back a number of steps,
in this box was evidence that damned
and there are a few cities that owe their
one of Tegyrius?most vocal opponents-
unloved to her and her eye for detail.
a Tremere Prince with a fair amount of
Now, Françoise travels from domain to
political sway. Françoise has
domain as she is needed. She doesn?t have
investigated it as thoroughly as she can
the same name recognition as some of her
and found it to be false, however other
other Archon peers, but within the Banu
than presumably the sender themselves
Haqim she is held up as a perfect example of
and the Tremere, she can only see one
what they could be and what they bring to the
other Kindred that could disprove the
sect. So much so in fact that her success has
incendiary claims made against the
allowed for a number of other Banu Haqim to
detractor. The question is who sent it,
be elevated to the position of Archon, making
and should she act on it?
them the foremost judges among the judges.
Tegyrius himself has tasked her with laying
the path for a full on Justicar for the clan, one DOM AIN AND HAVEN:
in which they can group the clan together into
- La Déf en se Apar t m en t , Par is (Haven
the most productive and successful cell the
2): The only place she truly feels at
Ivory Tower has ever known.
home, this small apartment may not
look like much, but it is full of memories
from her Corsican home - a place she
PLOTS AND SCHEM ES:
knows she can never return too due to
- Elevat e t h e Clan : Françoise believes the target she has painted on her back.
wholeheartedly in the vision of the clan - Can n ar egio Apar t m en t , Ven ice:
and that that race of Kindred need (Haven 2, Her d 2): Like all the Archons
someone above them to judge them and Justicars, Françoise maintains a
and keep them in line. She?s witnessed
haven in Venice that is supplied and given her first team to lead, and she has
maintained by the Giovanni family. ensured she?s been kept around ever
While she?s not there often, all her team since. Dedicated and thorough, the
are called back here a few times a year research assistant reminds her a lot of
for debriefing and updates. herself.
- Var iou s Apar t m en t s an d Hot els, - M an on For t u n e: By sheer
Wor ldw ide (Haven 2): For a lot of the circumstance, Françoise found herself
time, Françoise lives from a suitcase, running into the compassionate lawyer
her job taking her from one side of the at airports, hotels and courts all over the
planet to another. Still, the Camarilla world. While it took a few years to really
have a good network organised, and it?s get the relationship going, they now
only ever the best laid on for her - a make sure that whenever they?re
recent stay in Chicago saw her with a passing close to each other, that they
suite at the prestigious Diamond Yama make time for each other. Manon
hotel. Regardless of where she ends believes François works in a similar line
up, the Sect provides. of work to herself - albeit more on the
gathering of evidence side - and the two
male a sweet couple. François has
THRALLS AND TOOLS: ensured this relationship is off the radar
of all of her work colleagues as she?s
- ?Back u p? (Allies 5, Con t act s 3,
unsure of how they?d react, however
Resou r ces 5): Archons rarely work
Jarbeaux has been aware of it since
alone, but even when not working
almost the first meeting.
directly with other Kindred, a
contingent of mortals often accompany
them - jokingly referred to as ?Backup?.
WHISPERS:
They cover a variety of utilities and
often change each assignment, - Sh e?s M ak in g u s Look Bad: Most of the
although Françoise has managed to Archons and Justicars have been at this
keep a core group that stay with her for decades, if not centuries, and then
- Th e Am r an d t h e Vizier (M aw la 5). : suddenly this newcomer is brought in
Both Al-Ashrad and Tegryrius have with just a few short years of unlife to
taken a personal interest in Françoise her name, and goes on to solve
and it?s rare that a week goes by everything that is put to her. They can?t
without some form of contact between have this continue as people above are
at least two of them. While the advice starting to ask how come the rest of the
has gradually reduced over time, they force isn?t acting as efficiently-
still keep a close eye on her, as their something must be done for the greater
success is tied to hers. good.
- Jacqu elin e Br illan t (Ret ain er s 2): - A Disgr ace t o t h e Blood: The name
Jacqueline was one of the first mortals Françoise Gianni isn?t just famous
assigned to Françoise when she was among the Camaarilla, even in the
fortress of Alamut, her name has come on the events rather than in pleasing
up, however in significantly less glowing those she meets has rubbed a few
terms. This woman represents the people up the wrong way.
worst of the schismatics and should be
made an example of before too many
Sir e: Shamra Nasri
others get ideas above their station.
She has been judged unworthy of the Em br aced: 2009 (Born 1984)
blood. Am bit ion : Pave the way for the first Justicar of
- Th e Lover of Tegyr iu s: The young the Banu Haqim
Archon can often be seen meeting with
Con vict ion s: Never concede an inch, A
the erstwhile Mr Victoria Ash in
mystery deserves to be unpicked
between her assignments - could it be
the two of them have struck up a Tou ch st on es: Manon Fortune - Human rights
relationship that is a little more than lawyer; Jacqueline Brillant - Research assistant
?professional?? Hu m an it y: 6

Gen er at ion : 13th

M ASK AND M IEN: Blood Pot en cy: 1

- Françoise dresses for business and is At t r ibu t es: Strength 2, Dexterity 2, Stamina 2;
always smart if uninspiringly attired. Charisma 2, Manipulation 3, Composure 4;
She typically wears her glasses even if Intelligence 5, Wits 3, Resolve 4
they?re more of an affectation these Secon dar y At t r ibu t es: Health 5, Willpower 8
days, and is somewhat of a fidget, often
Sk ills: Athletics 2, Drive 1, Firearms 1, Larceny
seen chewing a pen or flicking through
2, Stealth 1;Etiquette 2, Insight (Motives) 3,
her notes.
Intimidation (Interrogation) 2, Leadership
- Françoise has been assigned a number
(Delegation, Strategy) 3, Persuasion 1,
of Masks and perks in order to allow
Streetwise 2, Subterfuge 2; Academics
her to carry out her duties, even going
(Napoleon) 3, Awareness 4, Finance 2,
so far as to have a number of Zeroed
Investigation (Forensics) 5, Medicine 3, Occult
identities that she can call upon. Her
3, Politics 3, Science 4, Technology 3
knowledge of a great many languages
has allowed her to travel far and wide Disciplin es: Animalism 1, Auspex 2, Blood
and fit in quickly, however her thick Sorcery 3, Celerity 2, Dominate 1, Obfuscate 1
French accent is unmistakable in any
situation no matter how good her
vocabulary may be.
- Françoise is a serious, studious and
driven woman, and her demeanour
reflects that. While not exactly cold, she
is more interested in getting the facts
than making new friends, and her focus
LORESHEET

KOL DUNI C SORCERER


T he art of Koldunism is something bloody,
naturalistic and most of all rare, with the majority
of its practitioners being elders. This means that a
lot of its ways feel decidedly ancient and pagan, but
on top of that, due to the influence of its most populous
adherents - The Old Clan - it bears more than a few tics
and traits that have been absorbed from they?re shaping
of it. Of course, it is most common among the vampires
of the Old Clan, but it?s practice has spread to other clans
as well, a common factor often involving Tzimisce blood
or ties to the Carpathian region.
The Koldun are a secretive and isolated lot, and while
sire and childe relationships exist, and bands have
Koldun have grouped together in the past, it is common
to see a Koldun forging their own path and heeding the
voices of the spirits over all others.
While it?s not unheard of for the Fiends of the Sabbat to
have developed Koldunism, the Tzimisce that self
identify as Old Clan are more likely to follow its ways -
the deep respect for tradition and the land often reed a
different mentality. Koldun see their art as a way to
better themselves, a way to shape the world to their
image using just their will and raw power to do so.

- No Place like Home: While not --- Master of the Way: While ----- Superior Sorcery: It?s not
all Koldun are Tzimisce, all Koldunic Sorcery uses the same that other methods of Sorcery
Koldun share a deep connection principles as other blood magic in are weak per se, but that
to the land they call home, and order to extend its influence into spiritual pacts and general
territoriality becomes second the world, the strains it creates energy involved just serve to
nature to them. As they settle and the ways the Elementals make Koldunism? better. So
themselves in an area and start bond themselves to the sorcerers say the Koldun at least, and
to hear the unique voices of the can occasionally have a more while most would put this down
local spirits, the need for stability robust effect. In any scene where to the arrogance of the Old Clan,
takes them. The Koldun gains a you have used a Koldunic Power those that have been on the
dot in the Haven Background or Ritual contained within the receiving end sometimes wonder
and can choose a free Haven Ways, you gain a bonus die to if there is any truth to that brag,
merit to go along with it any pools that use your attribute perhaps it is stronger, perhaps
of choice. This is decided by the the entities they ally with have
player when they choose this lent a modicum of their own
-- Master of the House: What is merit and is typically aligned to power to the Koldun, perhaps
a haven without a dedicated the Way they wish to master - they?re just lucky. Those that do
servant to attend to it? Through although not restricted by that. speculate try to do it out of
the discovery of an obscure Players may choose one of the earshot of the sorcerer - just in
Koldunic enchantment, the following: Air: Charisma, Earth: case. You receive +1 die to any
vampire has called into being a Stamina, Fire: Resolve, Spirit: Koldunic Blood Sorcery Power
spirit of the hearth. This spirit Intelligence, Water: Manipulation roll as well as to your pools
looks and appears as a standard when casting a Ritual that is
---- Daemon Teacher: During
mortal to normal eyes, but is tied listed as one of the Koldunic
one your many rests beneath the
to any haven and it?s attendant Ways. In addition, you can reroll
earth you found a spirit among
lands that are possessed by the a failed Rouse check when
the voices that had a particular
vampire, and it can travel freely casting one of this type of Ritual.
affinity for you. Having welcomed
and instantly between each of Standard Blood Sorcery Powers
this spirit into your corpse, you?ve
them. This Spirit acts as a three and Rituals do not receive either
gained a preternatural
dot retainer but is restricted to bonus and are rolled as normal.
understanding of the way magic
Haven grounds. twists your blood. You gain Blood
Sorcery as a fourth in clan
discipline.
LORESHEET

HOUSE I PSI SSI MUS


T
hose that outright reject the safety and order of the
Pyramid, and even rebel against the idea of Carna?s
rebellion are a strange lot indeed. To the other
Houses of the clan, this isolation might seem
appealing at certain moments, but where is the structure
and purpose?So many of the clan are embraced with
such a closed minded attitude or groomed to feel that
way that they fail to see what it is that drives the
Ipsissimus and makes them go their own way, which is
ironic considering the spirit that drives each of this
House is the same attitude that drove Tremere and his
original canal of mages to seek immortality in the first
place.
Ipsissimus are often selfish beings first and foremost, for
many of them, they come both first and second in any
situation, and anything that doesn?t serve their
advancement is often left by the wayside. This means
that they are far more open to taking risks that the
average Tremere as the bigger the stake, the bigger the
reward in their eyes, sometimes these gamblers pay off,
and sometimes the sunrise is just a little brighter, but the
average Ipsissimus would have it no other way - they
want immortality and power on their own terms, or not
at all.

- Cult of Personality: It?s not called you back. You were one of the their reputation. So far the Pyramid
unheard of for an Ipsissimus to have rare ones, against all the odds you hasn?t taken direct action, but it?s
a touch of ego about themselves. somehow overcame that bond and well known they don?t like to have
It?s common even, for them to have left the Pyramid behind before their secrets leaked outside of the
a carefully cultivated group of Vienna was destroyed and the bond clan.
mortals dedicated to the vampire shattered. As well as being
something of a legend to your ----- Breakthrough: A great many
and hanging onto their every word of the Ipsissimus left the Pyramid
or discovery. This merit shows that Anarch kin (House Ipsissimus Status
+1), you can also reduce the due to their research being ignored
dedication and gives the character or mocked by their clan. Why stick
two dots in Herd, however you do effective bond strength on any blood
bond you suffer under by your Bane around only to be ridiculed or given
need to be the recognised ring menial tasks that are beneath you?
leader of this group. Severity rating - it seems that
Tremere blood has always had the Greatness surely awaits those
-- Anarcholytes: High Clan? low potential to rebel against the bond. willing to put themselves out there!
Clan? Who cares when you?re Well, now your gamble has started
Anarch! While you don?t want to
---- The Great Beast: Power is like to pay off and the fruits of your
share your juiciest secrets, you see any other drug, and once tasted it labours are close to harvest. What?s
no real harm in sharing a bit of what can be hard to give up. Not only more, you?ve shown the basics of
you know, especially if they might have you shared your sorcerous what you?ve built to some powerful
offer some magical defense if it secrets with some Anarchs, but they people who see the same potential
comes to it. You?ve recruited some like it, are good at it, and are willing in the project as you do! You?ve
young Anarch students and shared to fight for the right to keep learning created something new and potent,
a bit of Blood sorcery with them. In more. What loyalty you can?t it could be a new path, Ritual or
return you?ve gained a huge amount manifest with a bond, has come to sorcery Power, it could be research
of respect from your peers and have pass anyway, and you now find about the vampiric condition or even
four dots to split between Status, yourself with access to a few kindred something that gives much greater
Resources and Mawla, however that are willing (some would say leverage to your cause and has a
you?ve gained a one dot adversary more than willing) to get into a fight huge potential for political fallout.
in the form of a Tremere loyalist, for you. Treat these acolytes as a Whatever it is, when it gets out
angry that you?ve leaked property of three-dot Mawla group with access there with your name on, the
the Clan. to sorcery. In addition, once per Pyramid will almost certainly take
story, due to somewhat expert some revenge - rather that than lose
--- Early Reject: For a long time, assistance or preparation, you gain out on what should by all rights
the idea of a Tremere Anarch was a one automatic success on any belong to them. Until it?s finished
bit of a joke - no one left the single ritual casting you make. This and public, you have the effect of
Pyramid and the Pyramid never left small cell is known both in and out of Mawla at five dots, although this
you. No matter how far you ran, the the Anarchs and your name is group expects results for their
blood of the Council of Seven still inextricably tied to the group and investment in you.
LORESHEET

T HE BOOK OF GOI NG
FORT H BY NI GHT
A s with everything in the Clan of Faith , their
version of sorcery is more akin to a religion than
magic, and were it not for the end results, many
would be forgiven for thinking they?d just
witnessed a celebration of dark faith rather than a
magical process. Still, the practice of sorcery within
the Setites has existed for longer than any can
remember, and while they may be less infamous for it
than the others, their masters are no less proficient.
Sorcery is given a great deal of respect by Set?s faithful
servants, as it is often seen as a mark from the God
himself. Those that practice the art of Akhu often hold
positions of leadership and authority, while others
watch for the sidelines, content to influence from the
shadows.
With the recent broadening of their base and
evolution into the Ministry, Akhu has undergone a
sort of metamorphosis - gone are the stereotypical
snakes and Egyptian motifs, and instead iconography
from dozens of different faiths has flooded the rites.
What was always there still persists, but now it?s shape
has changed to encompass the many different ways
that one could choose to worship Set.

- Forbidden Secrets: There are and Mawla, however this means they can only be blood
many secrets that are relationship is all about give and bound to one with Ministry blood,
considered lost to time, however take - they will come to you with and while they don?t need to be
the Ministry have long collected problems and questions as well. ghouled to live forever, they will
and documented this knowledge continue to age if they are not
--- Lesser Bane Mummy: The
- who knows when it could fed vampire blood - however a
Orthodox Church of Set refers to
become useful to someone! freshly fed soldier will slowly
their more advanced servants as
You?ve spent time with one of the return to the age at which the
Bane mummies, but within the
masters or else had the ceremony was performed.
more eclectic Ministry a number
opportunity to briefly peruse the of other names are passed ---- Form of Apep: The ability to
libraries that the clan maintain, around depending on their change their form is nothing new
and even that small glimpse has individual faith. Regardless of to the Ministry, but to distend and
enhanced your understanding of what term you use or what twist their own shape beyond
the mysteries of the world. You beliefs you ascribe to, you?re the natural limits is rare indeed.
gain two specialties of your lucky recipient of one or more of You?ve internalised the stories of
choice in the Occult skill. these special kinds of servant - Apep the Devourer and can
-- Friend of a Friend: The courtesy of a traveling member of assume the mantle of this
Ministry has a reputation as a your clan and a favour called in. mythical serpent. For some, they
clan in the know; when you You have 3 dots to spread mutate into a scaled and
absolutely, positively need to find among Retainers, however these deformed humanoid, others
something out - and find it quick mortals have all received a appear as a human with the tail
- no other clan has access to the specific treatment and are now? of a snake, some go so far as to
same network of contacts and something else. As well as being transform into a giant and
secrets as the Ministry do. unfailingly loyal, these things are terrifying serpent, while the
Between you and a few select especially hard to kill. Short of larger Ministry often eschew
clan mates that you ?trust?, total obliteration, they will not die anything related to snakes and
you?ve built up a respectable of natural causes and will heal take the form of of the legendary
volume of contacts and and recover from any amount of Set Beast or other awe inspiring
knowledgeable friends that can damage - although they still scar creatures endemic to their faith.
get hold of artifacts and answer as normal, meaning some of the
This ability can be used once per
questions on a variety of older ones still in service are
story, with the change taking a
obscure subjects. You gain 3 decidedly difficult to look at. A
full turn to complete. Characters
dots to split between Contacts quirk of their creation ritual
add a dice to any physical dice
LORESHEET

pools and their increased ----- Isis Reborn: Isis was the and Blood Sorcery comes
flexibility means they can sister of great Set and the especially easy to you; treat it as
squeeze through any gap that creator of the spell of life. if it were a fourth clan discipline.
their head can fit through. The Ministry history talks of her as In addition, the ability to perform
creature?s form has a giant, one of the greatest sorcerers that magic with ease is looked upon
distended maw that allows the ever lived, and while she sided as a blessing from Set - This
creature to make bite attacks with the wrong brother, there was gives you +2 dots in either Clan
without the standard attack no denying her blood born talent. Status or Mawla, but only as
penalty, but that also gives them Her sorcerous skills were never long as you serve the interests
the opportunity to swallow a underestimated by Set and she of the clan.
victim whole. On any turn after remained a formidable, if
making a successful grapple or ultimately ineffective foe. Her
bite attack against a mortal blood also flows in the veins of
target, the creature can swallow each and every descendant of
and consume their target as their Set, so occasionally a touch of
action if they win that turn?s her brilliance manifests within
contest. them. You are one such vampire
LORESHEET

SCI ON OF T HE AMR
W
hen Ur-Shulgi awakened and the Clan of the
Hunt fractured, one of the first to leave Alamut
and be declared as a schismatic was the
legendary sorcerer Al-Ashrad. Once the Amr of
the clan, he was the foremost sorcerer in a clan known
for their expertise with this art. He was the vampire that
set in motion the transition of the clan from maligned
independent, to pillar of the Ivory Tower. He was the
childe of Ur-Shulgi, and his betrayal sent a shockwave
through the clan from which it may never recover.
Many of those that followed him were those that had
always echoed his footprints. Those that considered
themselves students of his political machinations and
magical focus were those among the first to join him and
the Camarilla. These self styled Viziers and Sorcerers
may share the same blood as those that choose to remain,
but their outlook couldn?t be more different from their
zealous brethren in these wild times.

- The Odense Pact: Whether meeting - this can be informative many of them older than
you assisted one of your clan at and enlightening, however his recorded history. When
this historic meeting, or you were time is short and his patience Al-Ashrad led his contingent of
very close to someone who was shorter, meaning any potential schismatics away from
there, your closeness to this questions must be to the point Ur-Shulgi, plenty of these relics
landmark event gives you a and of value to the clan. came away with them. Against
special insight to the inner all the odds, you have ended up
--- Seventh Son of a Seventh
workings of your clan. Once per with one in your possession -
Son: Some Sorcerers are
story, you can ask the Storyteller that of a bottled up spirit.
trained, others are born to
for one piece of information Whatever this thing was once, it
greatness; you were one of the
regarding the activities and is either unwilling or unable to
lucky ones that are both.
recent history of the Banu Haqim tell you and it?s mind is quite
Something about you called out
and get a direct answer. addled from centuries of
to your sire, marking you as a
imprisonment, however despite
-- Descendant of Al-Ashrad: target for the embrace. You were
this treatment it remains loyal to
Despite the huge gulf in years not alone in this and found out
it?s true master: Ur-Shulgi. This
and generation, the sorcerer the Banu Haqim makes a habit of
entity acts as a five-dot Ally (four
Al-Ashrad manages to keep tabs tracking down those with a
dots in Effectiveness, one dot in
on many of his descendants. As natural aptitude for magic.
Reliability), with the write ups for
one of the foremost sorcerers Because of this, it costs you half
either a spectre or fae being a
the Banu Haqim have ever the usual experience to learn
good inspiration for stats.
produced, he enjoys seeing Rituals, however this natural
Despite this, it is decidedly not
which of them carry his spark - talent marks you out as a
one of the restless dead, and
and ensuring they do him proud. sorcerer - your aura radiates with
Oblivion has no more power
In between his dealings with the magical energy, thus making it
over it than it does any other
Camarilla?s inner council and easier for to read - for each
creature. As long as the Djinn
ensuring his Sire?s purge of the attempt to use Scry the Soul
believes you are in line with
Banu Haqim is unsuccessful, he against you, subtract dice equal
Alamut, it will serve you faithfully,
still manages to find time for to your Bane Severity from your
it will however seek to return
those that show promise by resistance pool.
itself and you to it?s masters
communicating via a sorcerous ---- Djinn in a Bottle: Within the whenever it can, as well as
ritual. He is able to contact and fortress of Alamut are any question your motives should it
show his spirit for a short number of enchanted artifacts, have reason to doubt you.
LORESHEET

----- Diamond Eye: One of the of the ritual that was performed, those in the know. The eye is
more notable traits of Al-Ashrad you certainly benefit from it. One warded to both ghouls and
is the missing eye that?s been of your eyes is now permanently kindred to discourage any
replaced with a large gemstone. a gemstone that grants you the attempt to remove it (uses the
For years the purpose of this abilities of Sense the Unseen as characters Ritual pool for
was left only hinted at, but since if you had Auspex ---, as well as activation) and if the gem is lost,
the schism and the un-civil war the ability to pierce both normal all benefits disappear until you
with Alamut began, the Amr and and supernatural darkness - can convince an elder of the clan
his advisors made the decision however these benefits only to repeat the process - a
that protecting their own was extend to your eyesight. While potentially tricky prospect for one
worth the sharing of this long the gem isn?t a masquerade so careless...
held secret. You are one of the breach as such, it is quite clearly
beneficiaries of this process, and valuable and could attract the
while you don?t know the details wrong attention, as well as mark
you out as a Banu Haqim to
A complete guide
for sorcerers of
all kinds
This book contains:
 A look at the many undead sorcerers
 A discussion on sorcery in game
 A comprehensive update of the many
sorcerous paths
 Rules for Koldunism, Setite Sorcery, and
infernal magic
 Example SPCs for your chronicle
 Loresheets for all types of sorcerers

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