You are on page 1of 30

What's bred

in the bone
will out
in the flesh.
— Proverb
Credits
Authors: Christopher Falco (Apollinaire, Burakumin, Nahualli,
Sangiovanni, Septemi, Appendix One), Sam Young (Alucinor,
Annunaku, Galloi, Tianpàn Xiao, Zelani, Appendix Two)
Developer and Editor: Sam Young
Artists: White Wolf Art Packs
Layout and Cover Design: Sam Young
Stock Art: iStock.com and maxpixel.com
Note: Text of the Paranoid Condition is taken from Beast:
The Primordial.

Special Thanks
Misha “The Chosen” Handman, for his wonderful take on the
original Tianpàn Xiao, and for letting me kinda dunk on it.
Ariel “Stop Solving My Mysteries!” Young, actual Zelani.

© 2021 Paradox Interactive AB. All rights reserved. Vampire: The Requiem, Werewolf:
The Forsaken, Mage: The Awakening, Promethean: The Created, Changeling: The
Lost, Hunter: The Vigil, Geist: The Sin-Eaters, Mummy: The Curse, Demon: The
Descent, Beast: The Primordial, Deviant: The Renegades, Chronicles of Darkness,
Storytelling System™, Storytellers Vault™, and their respective logos, icons, and symbols
are trademarks or registered trademarks of Paradox Interactive AB. All rights reserved.
This work contains material that is the copyright of Paradox Interactive AB. Such material is used with permission under
the Community Content Agreement for the Storytellers Vault.
Check out NMD at: facebook.com/nonedarker. Visit www.storytellersvault.com for more on the Chronicles of Darkness.

2 Bloodlines: The Resurrected


bloodl i nes :
The Resurrected
Table of Contents
Introduction: Graverobbing 5 Tezcatl 14

Themes & Explanations 5 Sangiovanni 16


What This Book Is 5 Cattiveria 16
What This Book Isn’t 5 Septemi 17
How to Use This Book 5 Abjurism 17
Tianpàn Xiao 18
Bloodlines 6
Xinyao 18
Alucinor 7 Zelani 19
Insomnium 7
Serendipity 19
Annunaku 9
Appendix One: Kindred Necromancy 21
Tenure 9
Necromancy Systems 21
Apollinaire 11 Necromantic Rituals 21
The Eye of Ghede 11
Burakumin 12
Appendix Two: Quick Conversions 26
Vampire: The Requiem (1st Ed.) 26
Getsumei 12
Bloodlines: The Chosen 26
Galloi 13
Bloodlines: The Hidden 27
Taurobolium 13
Bloodlines: The Legendary 27
Nahualli 14

Table of Contents 3
introduction
Graverobbing
I shut my eyes and all the world drops dead; I lift my eyes and all is born again.
Sylvia Plath

Themes & Explanations How to Use This Book


Twists and terrors. Mutations and malevolence. Bloodlines The bulk of this supplement contains conversion systems for
are the curse of vampirism in all its gnarled glory, an element the following bloodlines:
Storytellers can call on to intrigue and frighten, and players can • Alucinor (Mekhet), originally published in Bloodlines: The
use to add mystique (and power) to their characters. Hidden
However, since Vampire: The Requiem was first published in
• Annunaku (Gangrel), originally published in Invictus
2004, the design concerns of bloodlines have changed dramati-
cally. First edition bloodlines frequently came with proprietary • Apollinaire (Ventrue), originally published in Ancient
Disciplines, ones that were less potent than the standard set Bloodlines
but more useful in specific situations. Their weaknesses also • Burakumin (Nosferatu), originally published in Vampire:
relied on now-obsolete systems like Flaws and Derangements, The Requiem First Edition
or static, arbitrary modifiers.
• Galloi (Nosferatu), originally published in Bloodlines: The
With Second Edition, more emphasis is placed on adding
Legendary
utility to existing powers with Devotions and Merits, rather
than adding new Disciplines whole cloth, and the structure of • Nahualli (Ventrue), originally published in Bloodlines: The
weaknesses has changed to that of banes, which often scale with Hidden
Humanity and other aspects of the Kindred curse.
• Sangiovanni (Mekhet), originally published in Bloodlines:
The Chosen

What This Book Is • Septemi (Daeva), originally published in Ancient Bloodlines


• Tianpàn Xiao (Daeva), originally published in Bloodlines:
What follows is a Second Edition update of ten First Edition
The Chosen
bloodlines. It’s also something of an homage to the early days
of Vampire. The choice of bloodlines converted here range • Zelani (Daeva), originally published in Carthians
from fan favorites to the whims of the authors, but they all tell Appendix One: Kindred Necromancy presents a universal
stories of the weird and wicked ways Kindred evolve. We hope system for Necromancy that can substitute for numerous First
you use them in that spirit. Edition Disciplines with deathly themes.
Appendix Two: Quick Conversions provides fast and dirty

What This Book Isn’t updates to a selection of First Edition bloodlines that don’t
require as much overhaul, but that also don’t quite fit in with
While you’ll find some snippets of flavor text and lore the new system.
here and there, this supplement isn’t a replacement for the Throughout this supplement, we include alternate Favored
published histories of these bloodlines. Some of the systems Attributes for each bloodline as an optional rule. These only
here probably (likely) contradict published story elements, but apply at character creation and do not increase Attributes fur-
nothing fundamental. ther if a character joins a bloodline in play.

Introduction 5
Bloodlines
Alucinor
The ones you dream of
For a complete history of the Alucinor, see Bloodlines: The
Hidden, p. 12.
Dreams of the Many
Parent Clan: Mekhet (Auspex ••)
Nicknames: Sandmen, Morpheans The signature ability of the Alucinor. With this Devotion, the
Bloodline Bane (The Dreamstruck Curse): Alucinor vampire becomes attuned to the white noise of the collective
have trouble distinguishing the waking and sleeping worlds. unconscious. Simply by closing her eyes, she can pluck fleeting
Like other Mekhet, they suffer the banes of vampirism more glimpses of a victim’s dreams and gain insight.
severely, but whenever a Sandman suffers or triggers her per- This Devotion costs 2 Experiences to learn.
sonal bane (garlic, holy symbols, crossroads, etc.) or a breaking Cost: None or 1 Willpower (optional)
point, the Storyteller can inject a piece of delusion into the Dice Pool: None
character’s experiences at some point later in the chapter.
This can be an overheard snatch of conversation that isn’t Action: Instant
real, or a brief glimpse of an event that may or may not have Once a night, the vampire can sift through the dreamscape
really happened. and study a sleeper within her city. If the victim is a supernat-
Favored Attributes: As with parent clan ural being with mental defenses, a Clash of Wills occurs. The
vampire learns his full name and she can ask a question about
Disciplines: Auspex, Celerity, Nightmare, Obfuscate the victim with Uncanny Perception. The Alucinor also has a
Alucinor gain the Dream Visions Merit on induction into rough idea of where her victim is resting, and if she meets him,
the bloodline. If a character already has it, the Experience spent she can immediately identify him.
is refunded instead. If the vampire spends a Willpower at activation, she gains
the Informed Condition (Chronicles of Darkness, p. 289) with
regard to the victim’s dreams and desires.
Insomnium Sifting through the dreamscape takes only a few minutes, but
The Sandmen are past masters at dream diving. With a the vampire is insensate for that time, and loses all Defense. She
suite of Devotions they call Insomnium, the Alucinor can also cannot use this Devotion on the same character ever again.
study dreams and tailor nightmares. Dreams of the Many is
the foundation of Insomnium, and Alucinor must purchase Blissful Sleep
it before accessing the rest of these abilities. Insomnium
does work on Kindred, but only if the Alucinor uses a power (Auspex ••)
during the day. The vampire ensures her victim’s sleep is incredibly restful,
In addition, Alucinor with Insomnium Devotions are Lucid opening his mind to the collective unconscious.
Dreamers per Changeling: The Lost Second Edition, but only This Devotion costs 2 Experiences to learn.
for the purposes of defending their dreams from outsiders (i.e., Cost: 1 Vitae
they may not manipulate their own dreams otherwise). Use the
Dream Form traits on p. 216 of Changeling. The Devotions Requirement: The vampire is studying the victim with
below might also allow an Alucinor to access the oneiromancy Dreams of the Many
rules in Changeling. Dice Pool: None
Action: Reflexive

“You didn’t dream me, sweetling,


I’ve always been here.”
Alucinor 7
Duration: Nights equal to Blood Potency Success: The vampire creates a dream with himself as the
The victim gains the Dream Visions Merit. He does not main subject, but the victim won’t recall it except as a hazy
need to roll to use this ability; it automatically succeeds once memory unless she encounters him in real life. If the dream was
per night. The vampire can learn the question and answer positive, she gains the Swooning Condition toward the vampire.
to this vision by studying her victim again with Dreams of If negative, she gains Scarred. As long as the Condition lasts,
the Many, or with Lay Open the Mind. If the victim hasn’t the vampire exceptionally succeeds her Auspex and Nightmare
experienced a vision already, the vampire can trigger one by rolls against the subject with three successes. If the Condition
spending a Vitae in his presence, and can ask the question expires before the vampire meets his victim, nothing happens.
on his behalf. Exceptional Success: The victim also gains the Spooked
Condition with the vampire as the object of her interest.
Chain the Enslumbered Mind
(Nightmare ••)
Travails of Morpheus
The vampire turns her victim’s anxiety dreams to sinister (Nightmare ••)
ends. The vampire implants nightmares to blackmail her sleeping
This Devotion costs 2 Experiences to learn. victims.
Cost: 2 Vitae This Devotion costs 2 Experiences to learn.
Requirement: The vampire is studying the victim with Cost: 2 Vitae
Dreams of the Many. Requirement: The vampire is studying the victim with
Dice Pool: Manipulation + Intimidation + Nightmare vs. Dreams of the Many.
Composure + Blood Potency Dice Pool: Manipulation + Empathy + Nightmare vs.
Action: Contested; resistance is reflexive Composure + Blood Potency
Action: Contested; resistance is reflexive
Roll Results
Duration: Nights equal to Blood Potency
Dramatic Failure: The vampire not only fails to alter the
victim’s dreams, she experiences hallucinations for the rest of Roll Results
the night, suffering a –3 to all Perception rolls. Dramatic Failure: The Alucinor sets off her bloodline bane.
Failure: The vampire does not alter her victim’s dreams. Failure: The vampire fails to create a nightmare.
Success: The vampire gives her victim a vivid nightmare Success: The vampire gives her victim a recurring nightmare
about a person or group of her choosing; he takes the Paranoid with hidden significance. The meaning must be simple and
Condition (below). The source of his paranoia can be anything cannot be an imperative, though it need not be true: You will
the vampire likes: a local cult, a celebrity, or even a rival in the die soon counts, but not You must kill yourself. The victim takes
All Night Society. The vampire adds her Nightmare dots to the Lethargic Condition at the beginning of each day this
any roll to use this fear against her victim, but only as long as Devotion lasts, tormented by his dream.
the Condition lasts. The solution to this fear counts as soft leverage in Social
Exceptional Success: The victim suffers the Paranoid maneuvering. If the victim accepts the vampire’s answer, he
Condition for a week per Blood Potency. gains the Leveraged Condition as Lethargic resolves, for the
Alucinor now knows his darkest dreams. Social maneuvering
Lucid Dreaming then continues as usual.
Exceptional Success: The vampire’s Impression level is one
(Nightmare ••) higher than usual.
The vampire makes herself the star of her victim’s dreams.
This Devotion costs 2 Experiences to learn.
Cost: 1 Vitae PARANOID
Requirement: The vampire is studying the victim with
Dreams of the Many. You’re certain someone or something is out to get you.
Remove one die from all Composure-based dice pools, and
Dice Pool: Manipulation + Expression + Nightmare vs.
choose one thing to fixate on as a sign of these forces (a turn
Composure + Supernatural Tolerance
of phrase, a color, a particular business or government entity,
Action: Contested; resistance is reflexive etc.) Anyone you associate with that sign is regarded as a threat.
Roll Results This Condition lasts for nights equal to the Blood Potency of
the vampire who inflicted it.
Dramatic Failure: The Alucinor sets off her bloodline bane.
Resolution: Find conclusive proof that no one is out to get you
Failure: The vampire fails to create a dream.
or expose the conspiracy.

8 Alucinor
Annunaku
The ones you can’t escape

For a complete history of the Annunaku, see Invictus, p. 159. Dice Pool: None
Parent Clan: Gangrel Action: None
Nicknames: Landlords, Barons Duration: Nights equal to Blood Potency
Bloodline Bane (The Feudal Curse): The Landlords are tied Once she rises for the evening from her grave, the vampire
to their domains and vassals. Upon joining the bloodline, an gains the benefits of this Devotion. Within a mile of her resting
Annunaku replaces his default Touchstone with some aspect place, she adds her Protean dots to any situational modifier she
of his household (the land, the servants, etc.). If the vampire might take from the surrounding environment. This can add to a
experiences a breaking point outside the presence of this bonus or offset a penalty. Even a thin patch of tall grass conceals
Touchstone, treat all his Touchstones as attaching two dots her, and a brittle piece of kindling can be a deadly weapon.
higher than usual. While she remains in the area, the vampire can spend a Vitae
Favored Attributes: Resolve or Stamina to nullify the effect of an Environmental Tilt on herself for a turn.
Disciplines: Animalism, Auspex, Protean, Resilience
Annunaku gain a dot of Safe Place and a dot of Haven upon Master of the Demesne
entry into the bloodline. If the vampire uses a Tenure Devotion
(Animalism •••••, Auspex •••)
in this Haven, the duration of its effects double, if applicable.
An Annunaku’s domain is an extension of himself. His
Disciplines hold his lands together just as his blood sustains
Tenure his corpse.
The Annunaku have developed many ways to protect their terri- This Devotion costs 4 Experiences to learn.
tory. Sometimes they present these methods as a Discipline called Cost: 3 additional Vitae when activating Lord of the Land
Tenure, but in truth their abilities are merely a group of similarly Requirement: The vampire has marked the area for the
themed Devotions. Indeed, the following list is not exhaustive. purposes of Lord of the Land
Unlike many abilities associated with bloodlines, any vampire Dice Pool: None
can learn these powers, though the Landlords take a dim view Action: None
of those who would “steal” their knowledge. However, rumor
Duration: As with Lord of the Land
has it that Annunaku in the First Estate will teach these abilities
As long as he remains within the bounds of his territory,
to promising newcomers… for a price.
the vampire can extend any of his Disciplines throughout his
household, including his mortal servants. He can use Auspex
Home Ground to spy on guests in their bedrooms, Majesty to direct their
(Protean ••, Resilience ••) attention to the décor, or Vigor when one of his bodyguards
Nothing can stop a predator if she knows the playing field. throws a punch. To do this, the vampire takes advantage of the
awareness granted by Lord of the Land. He spends a Vitae and
This Devotion costs 2 Experiences to learn.
focuses on the area or person for as long as it takes to activate
Cost: 2 Vitae the effect, depending on the action type. For Disciplines such
Requirement: The vampire has rested the previous day an as Auspex and Dominate, where eye contact and visuals are
Unmarked Grave, marked by the Vitae in the cost important, the vampire must channel the effect through a ser-

“Rent’s due.”
Annunaku 9
vant or a thematically appropriate inanimate object — a statue Requirement: The vampire has rested the previous day in
or a portrait, for example. Note that with physical Disciplines an Unmarked Grave
the vampire can only lend active effects, not passive ones. Dice Pool: Wits + Investigation + Auspex (modifiers below)
Action: Instant
Watching the Bounds Duration: Night
(Auspex •, Protean •, Resilience •) Roll Results
An Annunaku is aware of any violations of her domain or Dramatic Failure: The vampire has the wrong information,
her people. and doesn’t realize it.
This Devotion costs 2 Experiences to learn. Failure: The vampire has a vague sense of the target’s loca-
Cost: 2 Vitae (and 1 Willpower, optional) tion, but nothing useful.
Requirement: The vampire has rested the previous day in Success: The vampire focuses on a target, whether an object
an Unmarked Grave, marked by the Vitae in the cost or a person. For the rest of the night, he knows the rough
Dice Pool: None direction and location of that subject if it lies within a radius of
Action: None (Blood Potency) miles around his resting place. If the target is
subject to Obfuscate, a Clash of Wills takes place. If the vampire
Duration: Night
has studied the target with Auspex at any time within the last
Once she rises for the evening from her grave, the vampire gains week, he exceptionally succeeds on three successes instead of
the benefits of this Devotion. For the following 24 hours, any five to use this Devotion.
activation of a supernatural power within a mile of her resting Exceptional Success: The vampire knows the exact location
place immediately comes to her attention, even in daysleep. If of the subject.
the offending character is within the bounds of a Safe Place or
The vampire can only use this Devotion once a night.
Haven in this area, the vampire can spend a Willpower to lash
out at the effect in an attempt to break it (even if this normally Suggested Modifiers
wouldn’t apply), adding the highest rated component Discipline
of this Devotion as a bonus. +2 The target is well known or precisely definable,
such as “my car keys,” “a golden ring with two
Whispers of the Chamber square-cut diamonds,” “Jacob Fenster’s will,”
or “Loki”
(Auspex •••, Protean •) — The target is fairly well known or definable,
The vampire communes with the land and seeds his tendrils such as car keys, a diamond ring, a will, or a
through it. The ground tells him things as easily as a servant. Mekhet vampire
This Devotion costs 2 Experiences to learn. –2 The target is in motion
Cost: 1 Vitae
–2 The target is a vaguely defined class, such as
jewelry, documents, or a ghoul

10 Annunaku
Apollinaire
The ones who take your soul
For a complete history of the Apollinaire, see Ancient structures, among other possibilities. In turn, entities in that state
Bloodlines, p. 63. can perceive and understand the Gatekeeper as well. The magic
Parent Clan: Ventrue of Ghede allows the Apollinaire to learn Kindred Necromancy
Nickname: Gatekeepers more easily (p. 21), a practice they refer to as Vodoun. Gatekeepers
roll Presence + Persuasion + Kindred Necromancy instead of the
Bloodline Bane (The Curse of Ghede): The Eye of Ghede
usual dice pool, as they invite the loa into themselves to provide
(see below) replaces one of the Apollinaire’s eyes. In night-to-
their power rather than calling upon it directly. Apollinaire
night terms, this is mostly an annoyance: The vampire suffers a
rituals involve offerings to Ghede (or any other relevant loa who
–2 modifier on rolls where depth perception matters. However,
might respond to a vampire’s invocation), and often make use of
this sacrifice has hidden costs. If a spirit or ghost attempts
some characteristic symbol or holy relic.
to possess her, the vampire’s Resolve + Composure + Blood
Potency pool is limited by her Humanity. Gatekeepers learn the following rituals upon gaining an
appropriate rating in Necromancy, on top of the free one
Favored Attributes: As with parent clan
automatically gained for having status in their bloodline. No
Disciplines: Animalism, Dominate, Obfuscate, Resilience
additional free ritual is gained at the first dot, as they receive
the Twilight-perceiving benefits of the Eye of Ghede instead.
The Eye of Ghede • Soul Jar (••)

Upon initiation into the bloodline, the new Apollinaire • Open Avernian Gateway (•••)
receives the eye of Ghede — one of his mundane eyes is plucked • Destroy Avernian Gateway (••••)
out, and in its place a swirling, white, misty orb is formed
• Create Avernian Gateway (•••••)
from the magic of Ghede himself. With this eye in place, the
Gatekeeper can perceive the state of Twilight at any time, which On the night of Ghede’s Absence, Apollinaire gain a +3 on
includes ghosts, chthonic entities, psychopomps, and ghostly all rolls to enact Kindred Necromancy rituals.

“You don’t belong here.”

Apollinaire 11
Burakumin
The ones you despise

For a complete history of the Burakumin, see Vampire: The


Requiem First Edition, p. 238. Getsumei
Parent Clan: Nosferatu The Burakumin connection to the dead is represented by
Nickname: The Unclean their bloodline gift of Getsumei. This allows Burakumin to learn
Kindred Necromancy innately (p. 21), requiring no teacher
Bloodline Bane (The Putrescent Curse): Burakumin suffer
nor any of the listed sacrifices, though they must still use the
from necrotic energy their line has absorbed over countless
listed material focus. Their rituals tend to involve aspects of
centuries. As such, they take on the appearance of a fresh
medieval Sōtō Zen, such as circumambulation of the target, an
corpse at low Blood Potency; as this trait increases, so too
idol, funeral pyres, or oration. However, simple concentration
does the appearance of death and rot. A Burakumin treats his
and focus over a long enough period can sometimes accom-
Humanity as if it were a number of dots lower equal to half
plish what they need. The Unclean roll Composure + Occult
his Blood Potency (round up) with regards to interacting with
+ Necromancy as their dice pool for Necromancy, and upon
mortals, though Touchstones who are aware of the vampire’s
gaining a new dot, earn an additional ritual for free, on top
true nature are not affected. This works in tandem with the
of the free one automatically gained for having Status in their
usual Nosferatu bane.
bloodline. Each dot has an associated ritual.
If this penalty would take the vampire’s effective Humanity
• Corpse Preservation (•)
below zero, his appearance is so rotted and mangled that walk-
ing within sniffing distance of the mortal populace is a breach • Eyes of the Deceased (••)
of the Masquerade. In addition, he can no longer benefit from
• Flesh-Born Servitor (•••)
the aesthetic aspects of the blush of life.
Favored Attributes: Composure or Resolve • Quicken Corpse (••••)
Disciplines: Nightmare, Obfuscate, Resilience, Vigor • Infuse Undead (•••••)

“Is it really my nature you find so unclean?”

12 Burakumin
Galloi
The ones
ones you
yousomething
long for

For a complete history of the Galloi, see Bloodlines: The one-dot version, she is refunded any Experiences spent. Galloi
Legendary, p. 51. can also purchase Striking Looks (Advanced) from Beast: The
Primordial, p. 122.
Parent Clan: Nosferatu
Nicknames: Pretties, Cybelenes
Taurobolium (•••, Transmutation •••)
Bloodline Bane (The Popular Curse): The Galloi are gor-
Target Successes: 7
geous, but the price of being one of the beautiful people is steep.
Like other Nosferatu, the Pretties discomfit humans, but victims Contested: by Stamina + Blood Potency (if unwilling)
of their frightful nature react differently than they do to typical This ritual requires the subject to bathe in the Vitae of a
Haunts. Each time a Galloi dramatically fails a Social action Galloi (included in the sacrifice) along with perfumes and
with a mortal, the subject gains the Obsession Condition related oils sacred to Cybele. If successful, the subject transforms
to the vampire. This takes the form of violent fanaticism or a into an ideal version of herself, nigh inhuman in her glory.
feeling of unfair rejection. A truly inhumane Pretty can gain a She gains the two-dot version of Striking Looks if she doesn’t
cult of stalkers, worshipping and loathing her in equal measure. have it already, and exceptionally succeeds with three successes
Favored Attributes: Composure or Presence instead of five on any rolls it applies to if she does. She also
ignores the first Door in all Social maneuvering actions,
Disciplines: Majesty, Nightmare, Obfuscate, Vigor
regardless of the other person’s sexuality or taste. This effect
lasts a month.
Taurobolium However, Cybele’s favor demands constant service. Once
the effect of this ritual fades, the subject gains the Addicted
Cybele blesses the Galloi with a special blood bathing ritual,
Condition and must bathe again or face the consequences of
a Crúac rite that allows the Pretties to implant a fragment of
withdrawal. Sliding into the Deprived Condition causes her
their goddess’s divine mien into earthly forms.
natural looks to degrade: Humans seem corpse-like or sickly,
In addition, Pretties gain the Striking Looks 2 on induction while vampires become almost skeletal — and potentially a
into the bloodline. If a character already has that Merit, or the breach of the Masquerade.

‘‘The flesh isn’t weak — merely elastic.”

Galloi 13
Nahualli
The ones you can’t survive
For a complete history of the Nahualli, see Bloodlines: The
Hidden, p. 78. Aspects of Tezcatl
Parent Clan: Ventrue
Nickname: Jekylls Conciliation •
Bloodline Bane (The Tempting Curse): The Jekylls find it By suppressing the Beast’s fits, the Jekyll is better able to resist
difficult to resist the Beast’s desires due to their dual nature. the urges of other Kindred. In any scene where the vampire has
A Nahualli always suffers a persistent form of the Tempted not lashed out with her Predatory Aura, she may choose “flight”
Condition. She always has at least a –1 penalty on frenzy resis- when confronted with another vampire’s (or any other super-
tance, though the higher penalties can be reset by “resolving” natural creature’s) without suffering the related Condition or
the higher penalty. This grants a Beat, but does not remove the effect. Choosing this option entirely prevents her from lashing
Condition. Nahualli also suffer their current Tempted penalty on out for the rest of the scene.
any breaking points caused by actions taken when not in frenzy.
Favored Attributes: Resolve or Strength
Disciplines: Animalism, Auspex, Dominate, Resilience
Life’s Reflection ••
While wearing the guise of the man, the Beast learns to wait
its turn. While using the blush of life, the Nahualli suffers no
Tezcatl penalties to rolls to interact with mortals due to low Humanity,
and she conceals her Predatory Aura from other Kindred.
Nahualli philosophy is bloody and extreme. Their method- Lashing out ends both effects until she spends another Vitae
ology is unscientific and primal, but one might draw compari- to renew the blush.
sons between the development of a Nahualli’s dual aspect and
the chrysalises of the Ordo Dracul, despite having a different
means of achieving it. Focus the Aspect •••
Because of this, the Jekyll’s bloodline gift of Tezcatl behaves The Jekyll learns to focus on one aspect of her existence.
mechanically like a Mystery of the Dragon, although the means When she benefits from the blush of life, she can choose to
of developing it revolve more around rituals and balancing replace her Dirge with a Virtue that relates to her Mask for
the line’s conflicted nature rather than the more methodical the duration, gaining all the potential benefits. Doing so also
ascendance Dragons prefer. The capabilities of Tezcatl are called provides a temporary Touchstone at the Jekyll’s first open
Aspects and Rituals rather than Coils and Scales. Treat this as spot: “The Man.”
if it were the vampire’s primary Mystery. Alternatively, the vampire can choose to focus on the Beast.
The similar format does not allow members of the Ordo This lets her spend a Willpower to replace her Mask with a Vice
Dracul to purchase Tezcatl, nor Nahualli to purchase Mysteries that reflects her Dirge for the remainder of the night. Doing so
of the Dragon, unless a character is both in the bloodline and means she cannot resist frenzy, but she gains the 8-again quality
the covenant. In which case, the vampire can only have one to any roll to lash out or hunt, as well as adding half her Blood
primary Mystery, whether her bloodline’s gift or a Coil. Potency again (round up) to physical Attributes in frenzy.

“Separation is enlightenment.”

14 Nahualli
The Smoking Mirror •••• The Ritual of Flaying Men
By giving into both aspects of Kindred nature, the Jekyll Prerequisite Aspect: Life’s Reflection
learns to balance them. By spending a point of Willpower, Procedure: In the middle of the month (traditionally March,
the Nahualli can enter frenzy, as if involuntarily. This lasts but modern Kindred can perform it any time of the year), at
for the rest of the scene and cannot end prematurely. If the the beginning of the night, the ritualist captures a male victim
Beast manages to succeed at fulfilling whatever desire forms, on his own, preferably one who could be loosely be considered
it becomes sated, and the vampire is not susceptible to invol- a warrior; a police officer counts, for instance. The victim is
untary frenzy for the rest of the night, no matter how potent a then restrained and flayed alive, and the Jekyll can wear his
trigger. She can still use Coil of the Wyrm to provoke a frenzy skin for the rest of the night. If the vampire falls to frenzy at
if she wishes, however. any point during the procedure, it fails.
Outcome: Both the vampire’s Blood Potency and Humanity
Complete Separation ••••• are considered one dot higher for the purpose of any passive
Not completed by the bloodline’s founder, but one of his calculations (torpor, maximum Vitae, etc.) and dice pools. Her
childer, this Aspect provides a sort of reversal of the one before. normal ratings are used in the case of diablerie, the Embrace,
By spending a Willpower when the Jekyll is about to frenzy, and any other permanent effect. This effect lasts for 72 hours
she can put off that frenzy for a whole scene instead of one starting the night after the ritual was performed.
turn. She can spend more Willpower to keep putting off, but
if there’s less than an hour before sunrise, the Beast breaks The Great Feast Day Rite
through regardless. Prerequisite Aspect: Focus the Aspect
Procedure: The vampire forces a female captive into a stand-
ing position, holding her up as he beheads her. The body then
Sample Rituals of Tezcatl falls to the ground, and the ritualist pushes the corpse around,
The following Rituals are just samples. Jekylls may build new covering as much area as possible with blood.
Rituals similar to the process of developing Scales, although Outcome: The ritualist and up to one vampire per dot of the
they rarely use Science for research rolls. ritualist’s Blood Potency standing within the covered area fill
their Vitae pools at a speed of one point per turn. This lasts for
a number of turns equal to the ritualist’s own maximum Vitae.

Nahualli 15
Sangiovanni
The ones who Haunt you
For a complete history of the Sangiovanni, see Bloodlines:
The Hidden, p. 78.
Parent Clan: Mekhet
Nicknames: Necromancers, Necrophiles (disrespectful) Rites of Damnation
Bloodline Bane (The Uncanny Curse): Mortal and Kindred An alternate version of the Sangiovanni, using
an open ended version of Blood Sorcery, can also
alike reject the Sangiovanni due to rumors of their “focus” on be found in Blood Sorcery: Rites of Damnation,
death. While most Necromancers play this off as slander, in available on Storytellers Vault.
truth it’s a passion that grips their entire family. While not
necessarily necrophiliacs, they do tend to dote on the bodies in
their care, dressing them, grooming them, and even speaking
to them as if they were misguided children. Due to this focus they may replace Occult with Medicine for any ritual dealing
on the dead, a Sangiovanni’s Humanity is considered one dot with corpses, and may replace listed sacrifices with more sci-
lower than normal with regards to Social penalties with mortals, entific or medical equivalents where appropriate. For example,
as her obsession can be more or less “felt” by those who lack it. a vampire might replace the sacrifice of Corpse Preservation
Favored Attributes: Intelligence or Resolve with embalming fluids such as formaldehyde.
Disciplines: Auspex, Celerity, Dominate, Obfuscate In addition, Necromancers automatically learn the following
rituals upon gaining an appropriate rating in Necromancy, in
addition to the usual free ritual at those levels on top of the free
Cattiveria one automatically gained for having status in their bloodline.
The Sangiovanni practice an almost scientifically minded • Appraise the Dead (•)
form of magic called Cattiveria, combining a measure of occult
ritual with clinic appraisal and medical craft. This allows them • Eyes of the Deceased (••)
to inherently learn Kindred Necromancy (p. 21), although their • Corpse Repair (•••)
applications resemble the occult/scientific practices of the Ordo
• Quicken Corpse (••••)
Dracul more than more typical blood sorcery. Sangiovanni roll
Intelligence + Occult + Necromancy as their dice pool, though • Infuse Undead (•••••)

“Now we’ll always be together.”

16 Sangiovanni
Septemi
The ones you can’
can’t sway

For a complete history of the Septemi, see Ancient to Abjurism to the aggressor’s base dice pool. If the effect is
Bloodlines, p. 89. not rolled, then this Discipline does not protect against it. A
Parent Clan: Daeva Septemi may reflexively “drop” this protection for the sake of
Nicknames: The Passionate, Maidens, Roaches (disrespectful) friendly abilities.
Bloodline Bane (The Upright Curse): The Passionate are Active: The active effect of Abjurism works to undo super-
driven by more human qualities than most Kindred. A Septemi natural influence on the world. By spending Vitae, the vampire
retains his mortal Virtue, but instead of gaining any benefit, can activate one of the following effects; this requires an instant
he loses a number of Willpower points equal to half of (10 – action, but multiple Vitae can be spent to use more than one
Humanity), rounding up, whenever he resists opportunities to effect at once, or the same effect on multiple targets.
fulfill it, to a minimum loss of 1. • Provoke a Clash of Wills against any supernatural effect
Favored Attributes: Dexterity or Resolve within the range of her perception. On a success, the effect is
suppressed for the duration (see below). The power’s duration
Disciplines: Abjurism, Celerity, Majesty, Vigor
elapses normally while suppressed, and the effect is perma-
nently dispelled if suppression would outlast it. Otherwise,
it comes back into effect afterward, or if the victim chooses
Abjurism to simply reactivate it. Magical items lose their effects for the
The Passionate learn to channel the power of their blood not duration, but can never be entirely disenchanted without 5
only to protect themselves against supernatural powers, but dots in this Discipline.
to extend their will outward, suppressing or even dissipating • Provoke a Clash of Wills against a Manifestation Condition
existing magic. This is represented with a special Discipline or Embodiments (other than Shadow Form). The vampire
called Abjurism, which scales similarly to a Physical Discipline, must have a rating in Abjurism high enough to suppress the
but is far more mystically focused. Condition’s duration; Possessed, for instance, lasts a scene,
Cost: None, or 1 Vitae per active effect requiring two dots, whereas Resonant could be wiped away
Dice Pool: None with one dot. Synthesis cannot be undone with this ability.
Action: None (for persistent effects) or Instant (for active
effects) Discipline Dots Suppression Duration
Duration: Permanent (for persistent effects) or varied (for 1 One turn per Blood Potency
active effects, see below) 2 One scene
Like a physical Discipline, Abjurism has both a persistent 3 One chapter (or 1 day per
benefit and a set of active effects. Blood Potency)
Persistent: Abjurism adds a bonus equal to the Discipline’s
4 One story (or one month)
rating to any Resistance Attribute used to contest, resist, or
otherwise work against a supernatural power targeting the 5 Permanent
vampire. If there is no resistance, it instead adds a penalty equal

“What is beautiful is not good,


and what is hideous is not evil.”

Septemi 17
Tianpàn Xiao
The ones you feel for

For a complete history of the Tianpàn Xiao, see Bloodlines: riencing strong emotions (including those induced by Majesty
The Chosen, p. 95. and Nightmare). If she has more than 8 dots of Humanity, she
Parent Clan: Daeva doubles the bonus from that tier.
Nickname: Sirens Stoke the Flames (••): The Xiao know just how to push
Bloodline Bane (The Sensualist Curse): When the Sirens people’s buttons and trigger responses. If your character excep-
feel, they really feel. Subject to a constant whirlwind of emotions, tionally succeeds a Social roll with a person experiencing a
they find it difficult to tamp down the Beast’s desires, especially strong emotion, she can choose to provoke an outburst, based
when they meet someone special. If a Xiao suffers from Bestial, on whatever the victim is feeling at the moment. This loss of
Competitive, or Wanton, her Humanity is considered two dots control only lasts a turn, but it causes the Guilty Condition in
lower than usual for the purposes of the Daeva clan bane. If she the victim from sheer embarrassment. Only making it up the
only has two or fewer dots of Humanity, the pool is a chance die. vampire can resolve the Condition.
Favored Attributes: Manipulation or Presence Drawback: You can only use this technique on the same
victim once per week.
Disciplines: Celerity, Majesty, Nightmare, Vigor
Sympathetic Call (•••): Others are attracted to a Xiao’s
emotional intensity. If your character spends a Willpower
Xinyao in the midst a crowd, she can affect an emotional display
(an anguished sob, a heartfelt laugh, etc.) that will draw
In addition to accessing the following Merit, Tianpàn Xiao onlookers. Anyone who chooses to respond to this display
take a free dot Touchstone, as their understanding of emotions and comfort or revel with your character regains a Willpower
provides an easier rapport with humanity. This Touchstone must point, and are considered to be emotionally resonant for other
be a mortal, not an object or a place. If the vampire already has the techniques of Xinyao.
maximum five dots of this Merit, he is refunded an Experience
instead, which he may only spend on a different kind of Social Drawback: You can only use this technique once per scene.
Merit. This additional Touchstone is subject to Sanctity of Merits. Guiding the Conflagration (••••): A Xiao knows how to
play to a crowd, how to direct the ebb and flow of emotion.
If your character is addressing a small group, roll Presence +
Xinyao (• to ••••) Empathy – highest Composure. The group must consist of 5
Prerequisites: Tianpàn Xiao, Empathy ••• people or more, but no greater than roughly 10. On a success,
Effect: Your character hides her predatory nature with an all victims subtract one die from their Composure pools for
almost human command of emotions, and she can mystically the rest of the scene when interacting with your character, and
manipulate those same feelings in others. she succeeds with three successes instead of five on all Empathy
Clear the Path (•): A Xiao’s understanding of feelings is and Socialize rolls with them.
second to none among the Kindred. Your character takes no Drawback: On a failure, your character makes a fool of
Social penalty for low Humanity in actions with people expe- herself, taking the Shaken Condition.

“Let go.”

18 Tianpàn Xiao
Zelani
The ones you can’
can’t beat

For a complete history of the Zelani, see Carthians, p. 166. For the rest of the scene, the vampire adds her Auspex
Parent Clan: Daeva dots to any mundane instant or reflexive action where good
Nicknames: Devils (as in, speak of the), Gladstones timing is important. For example, making a clever remark at
the right moment would count, but not delivering a prepared
Bloodline Bane (The Threshold Curse): Lorna’s blood
statement. In combat, instead apply this bonus to the vam-
remembers the violence visited upon her family. Devils must
pire’s Initiative modifier.
roll Humanity to enter a mortal’s home uninvited; failure
means they cannot enter under their own power for the rest In addition, while Perfect Timing is active, the vampire
of the scene. If the vampire fails and is then forced to cross the can spend a Willpower to upgrade the results of any instant
threshold, she automatically falls to frenzy, fleeing at all costs or reflexive action that benefits from the above bonus by a
and demolishing anything that gets in her way. This bane does step: a dramatic failure to a failure, a failure to a success, or a
not apply to ghoul homes or spaces like apartment and hotel success to an exceptional success. This does not apply to rolls
hallways that only link individual residences. A Zelani cannot where the total number or successes matter, or to situations
compel an invitation using her mental or social Disciplines. like detachment rolls.
Favored Attributes: As with parent clan This Devotion cannot upgrade a self-inflicted dramatic failure.
Disciplines: Auspex, Celerity, Majesty, Vigor
In addition to accessing the following Devotions, all Zelani Guided Steps
gain the Intuition Merit. Mechanically, this is the equivalent
(Celerity ••)
of Mekhet Dream Visions, but rather than prophetic signs, this
gift is a flash of synchronistic insight, such as the exact right The Zelani are envied for their serendipitous social lives, but
moment to enter a room. their skill in combat leads some Kindred to believe the Devils
see things before they happen.
This Devotion costs 2 Experiences to learn.
Serendipity Cost: 1 Vitae
The Zelani don’t think of their charmed deaths as having Dice Pool: None
anything to do with magic or blood. They simply submit to the Action: Reflexive
whims of Serendipity.
Duration: Turn
The vampire can substitute her total Initiative modifier for
Perfect Timing her Defense for the rest of the turn, ignoring any reductions
(Auspex ••) from multiple attackers and benefiting from both the passive
effects of Perfect Timing and Celerity. If she spends her action
The Devils always know when to talk and when to act, and
Dodging, reducing successes on an attack below zero causes
with this Devotion, a bon mot is blood simple.
her opponent’s action to dramatically fail.
This Devotion is free if the Zelani has the prerequisite
Auspex dots.
Cost: 1 Vitae (1 Willpower, optional) Prescience
Dice Pool: None (Celerity ••)
Action: Instant With this Devotion, a Devil can foresee the results of any
Duration: Scene number of actions and reactions and plan accordingly.

“What a coincidence!”
Zelani 19
This Devotion costs 2 Experiences to learn.
Cost: None
Dice Pool: None
Action: Reflexive Alternate Serendipity
Clan Akhud stalks the night with similar powers
Once per scene, the vampire’s player can re-roll a single of foresight. If you prefer a more combat oriented
instant or reflexive action, taking the better outcome of the version of the Zelani — or a more ominous one
two results. This can be any mundane action, resistance, or — replace Auspex or Celerity with Praestantia
supernatural effect. If Perfect Timing applies, she can spend (Thousand Years of Night, p. 29). Some say Lorna
diablerized a member of this lost clan after she
a Willpower to upgrade the result of a successful second roll became a vampire, stealing their secrets for herself.
to an exceptional success. Others say the Zelani aren’t Serpents at all.
However, if the results of both rolls are failures, the action
is treated a dramatic failure, as fate laughs at the vampire’s
attempts to manipulate it. The Zelani can still upgrade that
result to a normal failure with Perfect Timing (if applicable)
and then a failure to a success using Stars in Alignment
Roll Results
(below). Dramatic Failure: The vampire overdraws at the luck bank.
Her next exceptional success this chapter becomes a dramatic
failure, which she cannot avoid with Serendipity.
Stars in Alignment Failure: The victim resists his doom.
(Majesty ••) Success: The next rolled instant or reflexive action the victim
A Zelani can steal good fortune, robbing her victims of their takes in the scene is an automatic failure. By sheer coincidence,
luck and using it for her own charming purposes. the Zelani gains the Steadfast Condition the moment this
happens. This Condition can be spent the usual way, or to call
The vampire must touch her victim to use this Devotion
on a sudden burst of player-defined good luck relevant to the
(Vampire, p. 177).
vampire’s circumstances and subject to Storyteller approval
This Devotion costs 2 Experiences to learn. (e.g., finding a piece of equipment, running into a person she
Cost: 1 Willpower was looking for, etc.). The vampire cannot use this Devotion
Dice Pool: Wits + Larceny + Majesty vs. Composure + Blood again until she resolves Steadfast, and she only gains a Beat if
Potency she uses it before the end of the scene.
Action: Contested; resistance is reflexive Exceptional Success: The victim’s action dramatically fails.

20 Zelani
appendix one
Kindred Necromancy
Though surprisingly few Kindred realize it, their unliving Dice Pool: Resolve + Occult + Kindred Necromancy; certain
nature provides them with a mystical connection to the bloodlines have different dice pools.
deceased, whether rotting corpses, other vampires, ghosts, or Cost: 1 Vitae, plus a material focus, which is kept after-
even the odd resonances of death itself. Perhaps this ignorance ward, or a sacrifice which is lost during the casting (listed
makes sense from an emotional standpoint — few vampires with each ritual).
want to surround themselves with reminders of their true state.
However, it’s just as likely due to the difficulty of learning and
using such rites, given their relative obscurity, and in compari-
son to the broader utility of rituals taught by the Acolytes and
Necromantic Rituals
Sanctified. Still, whether through a knack provided by their
bloodline, or a mortal life spent practicing lesser magics, some Appraise the Dead (•)
Kindred learn to manipulate necromantic energies. Target Successes: 2
Kindred Necromancy relies not on the power of the Beast or Material Focus: The corpse to be studied
Blood, but on the lingering death surrounding each and every
This ritual allows the vampire to study the living details of a
vampire. Necromancy is focused, demoralizing, and isolating,
corpse. She gains clinical information that a mortician might
reminding the vampire of his condition while simultaneously
find in an autopsy or from medical records, but unlike a medical
drawing on its power.
procedure, this ritual grants the information instantaneously. It
can be used on a corpse of any age, and it doesn’t require the
remains to be disturbed. For each level of Potency, the necro-
Necromancy Systems mancer gains one of the following:
• The corpse’s former name.
Any vampire can learn Necromancy so long as she meets
one of three conditions: a teacher, which limits her knowledge • The appearance of the corpse in life and the clinical
to that of her mentor; a cultural connection to some form of cause of death (for Kindred remains, this simply reads
death magic from her mortal life, in which case she can develop “Exsanguination”, regardless of Final Death).
rituals suited to that tradition; or membership in a bloodline, in • Any foreign materials in the body.
which case she may learn it as easily as if it were a clan Discipline
(although she takes no cost break). • The likely cause of any wounds, scars or disfigurements on
The deathly energy channeled by Necromancy has its down- the corpse.
sides. It reminds Kindred of their dead state every time they use • The exact date and time of death.
a ritual, causing a breaking point in vampires with Humanity
Each piece of information takes one turn to discern upon
7 or higher. In addition, this connection draws Kindred that
the ritual’s completion.
much closer to death when they are most vulnerable: Dots in
Necromancy add to a practitioner’s Blood Potency for the pur-
poses of determining time spent in torpor, to a maximum of 10. Corpse Preservation (•)
Kindred Necromancy works like any other Ritual Disciplines Target Successes: 5
except where noted. Each dot costs four Experiences and grants Sacrifice: Burning a small piece (such as the tip of a finger)
a free ritual. Additional rituals cost two Experiences each. of another corpse.
On a dramatic failure using this Discipline, necromancers suf- The vampire provides a corpse with protection from rot and
fer the Spooked Condition due to their brush with uncontrolled, general wear for one month per point of Potency. This does
otherworldly forces. On an exceptional success, they take the not provide any additional protection against environmental
Sated Condition, as the Beast is mildly quelled by the experience. hazards, physical damage, or other sources of harm beyond that

Appendix One: Kindred Necromancy 21


of degradation due to time. This ritual also has no effect the the ritual’s Potency, it is drawn into the object and trapped
undead, but it does work on corpses animated through Kindred for a number of hours equal to the vampire’s Necromancy
Necromancy and other magics if such corpses are susceptible dots. At the end of that period, the vessel loses its magic and
to rotting over time. the entity can escape. The ritual ends early if the container
is opened or broken.
Spiritual Sight (•)
Target Successes: 4 Corpse Repair (•••)
Sacrifice: A handful of grave dirt. Target Successes: 4
Upon completing this ritual, the vampire takes on the Sacrifice: A number of additional Vitae equal to half the
spiritual senses of a ghost, and can perceive entities within wounds healed (round up).
Twilight for the rest of the night. In the case of an entity With this simple ritual, the vampire can heal or repair
using a power to conceal itself, a Clash of Wills takes place; damage in undead subjects, including creatures created
this is the default assumption in the case of vampires using with Necromancy. With a corpse, one point of Structure
Twilight Projection. or Durability can be restored per point of Potency. With
animate dead (such as those created with Quicken Corpse,
below), one point of any damage can be restored per Potency.
Corrosive Touch (••) Finally, on Kindred, one point of lethal or bashing damage
Target Successes: 4 can be healed per Potency (start with the most severe). The
Sacrifice: A mildly corrosive substance. necromancer must be able to see or touch the subject for the
By casting this ritual, the necromancer can channel deathly duration of the ritual. The sight of this effect is disturbing
energy into an object, degrading its substance and weakening and obviously magical; Vitae spent turns into an odd black
it. The vampire touches the object within the next night and mist that some call it a form of ectoplasm, which oozes into
spends a turn discharging the effect, which lowers its Durability the subject’s undead flesh.
by the ritual’s Potency. In the case of armor, the general rating is
lowered by the same amount. By default, the maximum size of Flesh-Born Servitor (•••)
an object affected by this ritual is 20, but this can be increased
by 10 for every additional target success. Target Successes: 7
Material Focus: The corpse of a small animal (Size 1 to 3).
By imbuing an animal’s corpse with deathly energy, the
Eyes of the Deceased (••) vampire can animate a small servitor, capable of performing
Target Successes: 2 basic tasks at its master’s behest. This creature has the same
Sacrifice: Incense or another burnt offering. traits as a living animal, but its Dexterity and Strength are
By touching a cadaver, the necromancer can experience lowered by one, to a minimum of 1. The creature exists for
the last moments of the subject’s life. With all five senses, she one month per Potency. Servitors can follow only very simple
experiences a number of turns before the subject’s death equal commands, but do so without any hesitance, even if it means
to her Kindred Necromancy dots. She receives no additional assured destruction.
context for anything occurring beyond the subject’s perceptions. A creature animated this way cannot heal on its own, and
Feeling the death of a subject can be a jarring experience, suffers one lethal damage after a number of days equal to its
especially in the case of a painful or otherwise uncomfortable Stamina, unless it is under the effects of Corpse Preservation
death, requiring a Resolve + Composure roll. On a failure, the (see above). Casting this ritual on an already animated target
vampire suffers the Shaken Condition. heals a number of damage of any kind equal to Potency, and
resets the duration.
Soul Jar (••)
Target Successes: 5 Open Avernian Gateway (•••)
Contested: by Resistance + Rank upon use Target Successes: 5
Material Focus: A jar or other sealable container of Size 1–2. Material Focus: The Avernian Gate to be opened.
The necromancer creates a soul jar, a small container used Sacrifice: A chalice of mortal blood.
to trap ghosts and other ephemeral beings. The container lasts This ritual opens an Avernian Gateway without the proper
until used, and can be safely stored for an indefinite period key. The necromancer must be able to see the gateway, and must
of time. To use the jar, the vampire must open it in the pres- spill the sacrifice within a few feet of it. Upon completion, the
ence of a ghost in Twilight. This triggers a contested action, Underworld Gate Condition applies to the pre-existing gate-
pitting the ritualist’s Potency as effective successes against a way, and remains for a number of turns equal to the vampire’s
Resistance + Rank roll. If the entity does not meet or exceed Necromancy dots. After that time, the gateway closes once again.

22 Bloodlines: The Resurrected


make any logical leaps, such as realizing that it’s a good idea to
Create Fetter (••••) disarm his aggressor.
Target Successes: 6 + (Fetter’s rating × 3)
Contested: by Resistance + Rank, if entity unwilling
Sacrifice: An additional point of Vitae for each dot of the
Destroy Avernian Gateway (••••)
Fetter’s rating, and an iron chain. Target Successes: 5
Material Focus: An object created specifically to hold the Material Focus: The Avernian Gate to be destroyed.
entity (requiring at least 10 successes on an extended Dexterity Sacrifice: An additional point of Vitae.
+ Crafts roll). By performing this ritual within line of sight of an Avernian
This powerful ritual binds a ghost or another, similar entity Gateway, the vampire can utterly destroy it, preventing entities
within a mile of the ritualist into a Fetter, a magical item that from crossing into or out of the Underworld at that location.
allows the user to tap into the power of that being. Most ghosts Upon completion, the archway or doorway tends to symbol-
will never willingly enter one, but in some cases they may be ically collapse (which may cause its own problems), and the
convinced so long as the caster promises to perform some energy sustaining it dissipates. In the case of gateways created
difficult or indefinite task: A deceased father might allow his by another necromancer or supernatural entity, a Clash of
binding in exchange for a promise to watch over his family Wills takes place.
until the last of them die off.
Once the entity is bound, willingly or not, the ritualist can Drain Understanding (••••)
access a number of dots of its Influences (chosen upon casting)
Target Successes: 8
equal to the Fetter’s rating. To use an Influence, roll Resolve +
Composure, minus the Fetter’s rating, with successes applied Contested: by Resolve + Blood Potency
as if by that Influence. The bound entity pays any cost in Sacrifice: A dot of Humanity.
Essence. The Fetter acts as an Anchor for the purpose of This ritual steals knowledge and experience from a victim
Essence regeneration and Influence, if appropriate. Anyone at the cost of the vampire’s Humanity. The necromancer must
can use a Fetter created this way, although they must know place both hands firmly on her subject for the entire casting
what they’re using to do so. With Storyteller permission, a (likely requiring a restrained or unconscious victim). If suc-
Fetter can instead be created as a Fetish (see Werewolf: The cessful, the ritual lowers a dot in a random Skill the victim
Forsaken Second Edition), with its rating reflecting the possesses at a higher rating than the ritualist; this transfers
power it grants. that dot to the necromancer, but only as long as this wouldn’t
If the entity was unwilling, or becomes unwilling, at the raise the Skill above her Blood Potency maximum. This is an
start of every new moon it may roll its Resistance + Rank instantaneous change, and permanent. However, it can only
versus the Potency of the original ritual; if successes exceed be used once per month on any given victim.
that Potency, it shifts into Twilight, and may escape to an If the subject does not have any Skills at a higher rating than
Anchor, the Underworld, or attempt to wreak revenge on the vampire, she can steal a Specialty instead. This spell has
the necromancer. no effect if the victim also has no Specialties the caster lacks.

Death of Concept (••••) Quicken Corpse (••••)


Target Successes: 12 Target Successes: 8
Contested: by Resolve + Blood Potency Material Focus: An intact humanoid corpse.
Sacrifice: A sympathetic link to the victim, such as a bit The vampire touches a humanoid corpse and imbues it
DNA, an important possession, or a current line of sight to him. with necromantic power, animating it and creating a mind-
This powerful curse must be enacted upon a subject within less but obedient follower. This creation is effectively a “free”
3 miles of the ritualist. It destroys the concept of a single Retainer with a rating equal to the rite’s Potency, with a
“noun” within the victim’s mind, effectively making it impos- “field” mostly encompassing manual labor and basic forms
sible for him to think about, understand, or communicate of violence. Zombies do not suffer wound penalties and can-
ideas relating to it for the next month. The victim can still not heal damage naturally. Bashing, lethal and aggravated
perceive the noun, but he cannot make sense of it or register wounds are marked normally, but a zombie never suffers
it beyond immediate perception. incapacitation — it just keeps going until its last Health box
For example, if a ritualist removes the concept of “guns” is lost to aggravated damage. When a zombie’s rightmost
from her subject, that character still can see a gun and feel the Health box is marked with bashing or lethal damage, no
pain of a bullet, or even try to move out of a bullet’s way if he roll is required to remain conscious.
has some supernatural means to do so, but he can’t then put Casting this ritual on an existing zombie can heal damage
together that the gun is responsible for any injury. He can’t to its body equal to Potency. If the target corpse is already
even conceive that it may fire at him again, and likely can’t animated under another necromancer’s control, a Clash of

Appendix One: Kindred Necromancy 23


Wills takes place; if the vampire succeeds, he gains control This ritual allows the vampire who casts it to “cheat” Final
of the corpse. Death. After casting the ritual, for the rest of the night the
This ritual ends after a lunar month, or whenever the zombie necromancer can take an instant action and suffer a breaking
is destroyed from suffering aggravated damage in its rightmost point (see above) to gain the ritual’s protection for an hour.
health box. During this period, the vampire’s final Health box cannot be
filled with damage. Essentially, any damage is pushed to the
other end of the Health track (that is, it wraps around as if the
Return to the Dust (••••) vampire had one less Health box).
Target Successes: 5 At the end of the hour, if the vampire would have fallen to
Contested: by Resolve + Blood Potency (if unwilling) torpor or met Final Death, she suffers an additional breaking
Material Focus: The remains of a vampire who has met point at Humanity 5 or higher; the process of cheating death
Final Death. makes the vampire’s own loss of mortality that much more
The necromancer places the soul of a deceased vampire back obvious.
into his remains. The subject’s face reforms in the dust, and can Some vampires believe this ritual calls upon Ghede, the
hear and answer any questions posed to it. The necromancer Gatekeeper, asking for his protection. Others say it steals the
may ask one question per Potency, but can wait no more than power of a loa or one of the legendary Chthonic Gods. Still
her Necromancy dots in turns between each question, or the others think it simply cuts the Beast off from the concept of
entity vanishes. death itself.
The subject must answer all questions to the best of its
knowledge; it has no awareness of what came after its death. Infuse Undead (•••••)
Target Successes: 9
Create Avernian Gate (•••••) Sacrifice: Two additional Vitae, which must be spilled on
Target Successes: 11 the ground as part of the casting.
Sacrifice: Three additional points of Vitae, and at least a The necromancer infuses an already animated corpse
drop of mortal blood. (whether his own creation or that of another necromancer) with
Material Focus: An example of the Key, if applicable a degree of consciousness. This provides it with a basic memory
(optional). of its life, the ability to communicate, and, in some cases, a
measure of the vampire’s own power. In the case of animated
While lesser practitioners of Kindred Necromancy can open
animals and other inhuman corpses, the creature gains a degree
an existing Avernian Gateway, this ritual allows the vampire
of cleverness appropriate to its type in life, allowing for more
to create a whole new opening into the Underworld. The
complex commands.
ritual must be performed while touching the opening meant
to be formed into said gateway, and a mixture of Kindred The vampire can imbue the creature with Discipline dots
and mortal blood must be painted around the aperture. On equal to per Potency (though she must have them herself), as
completion, a new Avernian Gateway forms. If the vampire well as Vitae up to the corpse’s Resistance or Stamina. The
wishes, she may set a Key for the gateway; this must be zombie can use this blood in the same manner as a ghoul.
something she has on hand or can produce, or that fits the In all cases, even with heightened intellect the being remains
current circumstances: the time of night, a particular phrase, supernaturally loyal to its creator, though it may hesitate if an
or a type of object. If no key is prepared or presented, one order would cause it harm. Like Quicken Corpse, this ritual
will form on its own, though the ritualist will immediately can be used to wrest control of an corpse animated by another
become aware of it. necromancer.
Optionally, the new gateway can immediately gain the These changes last until the next sunrise, or until the corpse
Underworld Gate Condition, remaining open for a number is destroyed, whichever comes first.
of turns equal to the vampire’s Necromancy dots. Otherwise,
it can be opened through the usual means. Voodoo Doll (•••••)
The gateway remains for a number of months equal to
Target Successes: 15
Potency, but this can be extended by casting this ritual on the
same spot again. The vampire only needs 5 successes to extend Contested: by Stamina + Blood Potency
duration by another number of months equal to Potency. Material Focus: A representative doll created with a sym-
pathetic tie to the victim (such as an important possession
or a sample of DNA), requiring 10 successes on an extended
Cheat Final Death (•••••) Dexterity + Crafts roll.
Target Successes: 8 This well-known ritual creates a Voodoo doll — or, more
Sacrifice: One point of Willpower, and a breaking point at accurately, a Vodoun doll — connected to a named target
the caster’s current Humanity to enact the ritual’s protection. within 5 miles of the area the ritual was cast in. For the next

24 Bloodlines: The Resurrected


month, nails pushed into various parts of the doll affect the • Stomach: The victim becomes sick when trying to feed
target as follows: or eat/drink, becoming unable to do so for the duration.
• Heart: If a vampire, the victim falls to torpor. Otherwise, This also applies to methods of regaining energy by other
his effective Stamina becomes zero for the purpose of supernatural beings.
all derived traits and rolls. • Appendages: The victim suffers a penalty equal to the
• Eye: The victim suffers the Blind Condition and/or Tilt. ritual’s Potency on all actions using Physical Attributes
and Skills. Alternatively, apply the Arm or Leg Wrack
• Ear: The victim suffers the Deafened Tilt, and is other-
Tilts (one arm/leg).
wise unable to hear.
Only one effect per night can be used on a single victim,
• Mouth: The victim suffers the Mute Condition.
and each effect lasts an hour. The rite ends early if the vampire
• Head: The victim suffers a penalty equal to the ritual’s removes the pin, but she cannot place it elsewhere until the
Potency on all actions using Mental Attributes and Skills. next night.

Appendix One: Kindred Necromancy 25


appendix two
Quick Conversions
The following is a list of brief updates for a selection of First
Edition bloodlines. This appendix only covers bloodlines
published in the three dedicated “Bloodlines” books (Hidden,
Bloodlines: The Chosen
Duchagne (p. 36): The vampire cannot use the same dice pool
Legendary, and Chosen), as well as the original Vampire rule-
successively more times than half his Humanity dots, rounding
book, but you’ll notice we don’t include every lineage from those
up. If he does, he suffers a cumulative –1 modifier. This applies
supplements, with some appearing in this book’s sister volume,
to successive rolls on extended actions and violence, but not
Bloodlines: The Devoted. A few of the bloodlines below also
Disciplines or Devotions. Replace Licencieux with Dominate
receive complete updates in other None More Dark supplements.
or Nightmare, depending on how you feel these vampires
The bloodlines listed here are those where published material manipulate mortal senses. If you want a more robust effect,
can easily substitute the effect of First Edition–style powers, or Consider giving the Duchagne an inherent ability or Devotion
who have Disciplines that could be translated as Blood Sorcery. that whittles away Composure or Willpower points. Favored
To save space, if a bloodline’s unique powers included Merits Attributes: As with parent clan.
or Devotions, it’s left to the reader to determine whether to
Noctuku (p. 46): The time it takes for the vampire to hold
replace them with published Second Edition material, or to
off on eating flesh is (Humanity) weeks. Otherwise, the bane
develop a full update.
works as written. Exchange Phagia with Protean or Resilience.
Many of these conversions are suggestions rather than fully Noctuku can gain Vitae by eating flesh, doubling their effective
realized mechanics, but all effort has been made to provide a Blood Potency for the Feed move in a grapple if they spend a
good starting point. Willpower to also devour the meat. Outside of combat, they
can gain Vitae equal to the Size of the fresh flesh they con-
sume, limited by the usual Blood Potency restrictions. Favored
Vampire: The Requiem (1st Ed.) Attributes: As with parent clan.
Bruja (p. 235): Instead of a penalty, Bruja cannot spend Rötgrafen (p. 56): If a Rötgrafen character has no attached
Willpower to delay frenzy set off by hunger, although they can Touchstones, she loses the 10-again quality on all actions when
still attempt to ride the wave. Favored Attributes: As with faced with the threat of fire, except for those that involve
parent clan. fleeing. If a Sea King has no Touchstones at all, even the
sight or of flame or smell of smoke provokes frenzy; however,
Malkovians (p. 241): Malkovians permanently gain the
she can still attempt to ride the wave. Favored Attributes:
Madness Condition (Chronicles of Darkness, p. 289).
Resolve or Strength.
Alternatively, if you want a more specific form of insanity,
instead give them the Delusional Condition, but change the Taifa (p. 75): Apply the penalty for not being in the pres-
Condition’s Willpower expenditure to a Humanity roll. Favored ence of other vampires only to rolls to resist frenzy. Favored
Attributes: Manipulation or Presence. Attributes: Composure or Manipulation.
Morbus (p. 244): A Second Edition version of the Morbus California Xiao (p. 85): Mundane Empathy, Expression,
appears in the Dark Eras Companion (p. 94). If you want their and Socialize rolls are limited by the Xiao’s Humanity before
bane to conform with the Humanity-scaling design principle applying the usual penalties for interacting with mortals.
used for later Second Edition bloodlines, limit the total amount Replace Kingjan with Dominate or Nightmare; some tiers of
of Vitae a Morbus can take per night from uninfected mortals Kingjian would make good Majesty Devotions, depending
by her Humanity dots. Favored Attributes: As with parent clan. on the choice of bloodline Discipline. Favored Attributes:
Manipulation or Resolve.
Toreador (p. 246): Change the bane dice pool to Humanity
rather than Resolve + Composure; consider adding a scene-length Yagnatia (p. 105): Unless a Yagnatia receives permission and
Condition or Tilt (e.g., Obsession or Insensate) to represent the undergoes the proper rituals, it costs two dots of Humanity to
character’s rapture. Favored Attributes: As with parent clan. Embrace. Favored Attributes: As with parent clan.

26 Bloodlines: The Resurrected


Bloodlines: The Hidden Bloodlines: The Legendary
Anvari (p. 20): The Daeva bane applies the first time an Bron (p. 10): A Second Edition version of the Bron appears
Anvari drinks from a vessel unless the victim is drugged with in Dark Eras 2 (p. 117). However, if you prefer bloodlines not to
an opium-based narcotic. This does not apply to feeding from have unique Disciplines, replace Crochan with Vigor, and treat
ghouls or Kindred. Replace Nepenthe with Dominate. Consider the effects listed on p. 119 as Crúac rites only the Hedge Knights
giving the Anvari a Dominate 3 Devotion that simulates drug have access to; alternatively, just treat them as Dominate and
use in victims, inflicting an appropriate Condition or Tilt (e.g., Resilience Devotions. Favored Attributes: Presence or Stamina.
Addicted or Drugged). Favored Attributes: As with parent clan. Children of Judas (p. 38): If a Child of Judas refuses to feed
Gethsemani (p. 48): Change the dice pool to resist self-harm from a vessel experiencing her favored form of suffering, she
from Resolve + Composure to Humanity. Replace Stigmatica must resist hunger frenzy with a dice pool limited by Humanity.
with Resilience. The individual abilities of Stigmatica might fit Replace Despond with Dominate or Nightmare, depending
better as Theban Sorcery rites; see Blood Sorcery: Sacraments on how you feel these vampires should spread their miseries.
and Blasphemies for a guide to building rituals. A alternate Favored Attributes: As with parent clan.
and slightly more complete update of the Gethsemani and Gulikan (p. 64): Upon induction into this bloodline, char-
Stigmatica can be found in Bloodlines: The Devoted, p. 47. acters gain the equivalent of the Blood of the Unwilling bane
Favored Attributes: Stamina or Strength. (Vampire, p. 108). However, rather than consenting victims,
Khaibit (p. 58): As with the Morbus, the Khaibit received a Bloodhound must feed from vessels anointed with her
a Second Edition update on the Onyx Path Publishing blog favored scent. Replace Ortam with Auspex. Ortam itself can
(here). If you want their bane to conform with later Second be modified into Crúac rites or a complete Ritual Discipline;
Edition bloodlines, an Asp can resist being blinded with a see Blood Sorcery: Sacraments and Blasphemies for a guide
successful Humanity roll. Favored Attributes: Strength or Wits. to building rituals. Favored Attributes: Manipulation or Wits
Nelapsi (p. 88): Nelapsi must spend Vitae equal to 10 – Kuufukuji (p. 78): Alter the penalty to their Vitae pool to
Humanity divided by two, rounding up, to wake for the night (10 – Humanity). Replace Shihai with Animalism or Dominate,
instead of the usual amount, to a minimum of one point. If they depending on how you feel these vampires should tame the
choose not to, they gain an instance of the Tempted Condition. Beast. Protean might also make for a thematic choice. Consider
Favored Attributes: Dexterity or Stamina. giving the Kuufukuji access to their own version of Coil of the
Oberlochs (p. 96): This bloodline mostly works as written, but Wyrm, and/or unique Scales to help others control their Beasts.
if you want to scale their bane to Humanity like other bloodlines, Favored Attributes: Composure or Wits.
perhaps limit their Physical Attribute pools by Humanity after Mellisidae (p. 103): Mellisidae replace their Humanity 7
they reach infirmity. Favored Attributes: As with parent clan. Touchstone with “The Hive.” On its own, this Touchstone
Qedeshah (p. 106): A Qedeshah can only inflict the Scarred makes a poor replacement for the real human connec-
Condition when feeding from mortals unless she succeeds tions, and it only adds a die to detachment rolls. Multiple
on a Humanity roll. Replace Embrocation with Majesty. The Touchstones increase this bonus to +2 rather than +3. Keep
individual abilities of Embrocation might fit better as Crúac the bloodline’s ability to influence insects with Animalism,
rites; see Blood Sorcery: Sacraments and Blasphemies for a as well as the penalty to use it on other creatures. Favored
guide to building rituals. Consider giving the Qedeshah an Attributes: As with parent clan.
inherent ability or Merit to heal others with Vitae, whether by Players (p. 116): If a Player uses her Predatory Aura on a
feeding it to them or applying it as a balm. Favored Attributes: mortal with a higher Integrity than his Humanity, any failure
Intelligence or Presence. becomes a dramatic failure. As a result, he can no longer affect
Rakshasa (p. 116): Rakshasa gain the equivalent of the that mortal with mental or social Disciplines unless he puts
Gangrel clan bane when it comes to frenzies provoked by hun- her under a blood bond. Favored Attributes: Manipulation
ger. Favored Attributes: As with parent clan. or Wits.

Appendix Two: Quick Conversions 27


More from NMD

available at
www.storytellersvault.com
bloodl i nes :
The Resurrected
The Blood changes.
It finds new veins;
it pumps through fresh hearts.
It gets smarter.
And old blood?
It never stops learning.
This supplement includes:
• Updated mechanics for ten First Edition bloodlines
• A universal system of Kindred Necromancy
• Suggestions on converting over twenty other classic
bloodlines!

You might also like