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The devil is an optimist

if he thinks he can make people


worse than they are.

— Karl Kraus
Credits
Authors: Kelly J Clark (The Carnival, Kallisti, Lynx, Macellarius,
Nepheshim), Christopher Falco (Dragolescu, Icarians, Morotrophians),
Chris Handforth (Azerkatil, Appendix Three), Sam Young (Agonistes
& Libitinarius, Asnâm, Baddacelli, Bohagande, Deucalion, Gorgons,
Mortifiers of the Flesh, Sotoha, Spina, Therion, Tismanu, Vedma,
Appendix One, Appendix Two)
Developer and Editor: Sam Young
Artist: Jesse Charles Cowell
Logos: White Wolf and Scott Paisley
Layout and Cover Design: Sam Young
Photos: iStock.com

Special Thanks
Megan “I Break Its Neck” Robinson, for being a changeling with
endless patience for the vampire in her life.
Kelly “Maxwell” Clark, for the Embrace, and for getting me to
rethink the scope of this project.
Chris “No, you don’t need four dispel-magic powers!” Falco, for
his minimalist design philosophy.
Chris “Dark Eras 3: None More Dark” Handforth, for making
Canada canon.
Jesse “I’ve Ruined Myself” Cowell, for a fast hand (sorry about
the wrist).
Roman “He’s Funnier Than Me” Lanzarotta, for his Bohagande
and Deucalion concepts, his incisive criticism, his friendship, and
countless hours of Vampire nerdery.
The Mountainside RPG kids, for somehow making me love these
games even more.
The Unofficial White Wolf Wiki, for documenting the deep cuts.
And whoever thought to include the bloodline index in
Bloodlines: The Chosen? To you, a thousand blessings.

© 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 Devoted


Table of Contents
Introduction 4 New Devotion 28 New Invictus Oath 52
Themes & Explanations 4 Gorgons 29 Spina 53
What’s in his Book 4 Twists of the Blood: Three Sisters 29 In the Covenants 53
Recommended Reading 5 In the Covenants 29 New Merits 53
New Merit 30 New Devotions 54
Part One: Devotion 6 New Devotions 31 Therion 56
Agonistes & Libitinarius 7 Icarians 32 Twists of the Blood:
Twists of the Blood: In the Covenants 32 Broods of Belial 56
Casualties of the Edition War 7 Constance 32 In the Covenants 56
Agonistes 7 New Devotion 33 New Merit 56
Libitinarius 8 Kallisti 34 New Devotions 57
Story Seeds 9 Twists of the Blood: Lords of Lies 34 Investments 57
Mystery of the Vigilant 9 In the Covenants 34 Tismanu 59
Coil of the Vigilant (The Agon) 9 Perfidy 35 In the Covenants 59
Sample Scales of the Vigilant New Merit 36 New Devotions 59
(Rites of the Agon) 10 New Devotions 36 Graced 60
Asnâm 11 Abandoned (Persistent) 37 Vedma 61
In the Covenants 11 Lynx 38 Twists of the Blood:
New Devotions 11 In the Covenants 38 Bewitched Shadows 61
Azerkatil 14 New Merit 38 In the Covenants 61
Twists of the Blood: Acidic Veins 14 New Devotions 39 New Merit 61
In the Covenants 14 Macellarius 41 New Devotion 62
Suikast 15 Twists of the Blood: Part Two: Desire 6
New Formulae 15 Subtle Gourmands 41
Story Seeds 15 In the Covenants 41 Dunia 64
Baddacelli 16 Carnem 42 Bloodline Origins 65
Twists of the Blood: New Merit 42 In the Covenants 65
Mimetismo as Devotions 16 New Devotions 43 Rumors 66
In the Covenants 16 Naomi Briese 66
Morotrophians 44
Mimetismo 16 New Merit 67
Twists of the Blood: Analysts 44
New Devotions 18 One Last Twist 68
In the Covenants 44
Bohagande 20 New Merits 44 Quick Conversions 69
In the Covenants 20 VII 69
Mortifiers of the Flesh 47
New Devotions 20 Carthians 70
Twists of the Blood: In the Garden 47
Cursed 21 Circle of the Crone 70
In the Covenants 47
The Carnival 22 Invictus 70
Scourge 48
In the Covenants 22 Lancea Sanctum 70
New Devotions 48
New Merit 22 Ordo Dracul 71
Nepheshim 49 Clan Books 71
New Devotions 23 Twists of the Blood: Ghouls 71
Deucalion 25 Open Altar Call 49 Night Horrors: Immortal Sinners 71
In the Covenants 25 In the Covenants 49 Requiem for Rome 72
New Merit 25 New Merits 49 Shadows of Mexico 72
New Devotions 26 Sotoha 51 Bloodlines: The Hidden 72
Story Seeds 26 In the Covenants 51 Kimiya & Ritual Sorcery 73
Dragolescu 27 Kamen 52 Motifs 73
In the Covenants 27 Sample Technique of Kamen 52 Formulae and Themes 73
New Merit 27

Table of Contents 3
Introduction
A thing is not necessarily true because a man dies for it.
Oscar Wilde, “The Portrait of Mr. W. H.”

Themes & Explanations


Politics and family stalk the same alleys of the All Night a lot of work. They also came at a time when the Requiem
Society. A bloodline is as much lineage as mafia: Crime pays, setting was still finding its feet, and part of our goal with this
but you’re in it forever. With heavier burdens come sharper book is to iron out some oddities, taking into account 16 years
tools to shape a vampire’s agenda, or to help pave the way for and two editions of content.
her covenant’s rise in the Danse Macabre. Like its companion, Bloodlines: The Resurrected, this sup-
Bloodlines: The Devoted updates 22 classic bloodlines to plement is mostly about mechanics, but we’ve included setting
Vampire: The Requiem Second Edition, placing special focus and character ideas where we can, and discuss how each of these
on the covenant books. We include conversions from other bloodlines interacts with the covenants. We also offer a few
sources as well, but the covenant bloodlines were some of the ideas on how to reincorporate outdated setting material. The
earliest written for Vampire. Many of their systems suffer from systems here won’t always line up one-to-one with the original
early edition growing pains, and while their ideas are solid, their versions of these bloodlines, but we try to honor the spirit of
mechanics can be difficult to port into the new edition without that material as much as possible.

What’s in This Book


Part One: Devotion takes up the bulk of this book, with • Macellarius (Ventrue), from Bloodlines: The Legendary
complete updates of 22 First Edition bloodlines.
• Morotrophians (Nosferatu), from Bloodlines: The Hidden
• Agonistes (Mekhet), from Bloodlines: The Chosen
• Mortifiers of the Flesh (Any), from Lancea Sanctum
• Asnâm (Daeva), from Circle of the Crone
• Nepheshim (Gangrel), from Lancea Sanctum
• Azerkatil (Nosferatu), from Ordo Dracul
• Sotoha (Ventrue), from Invictus
• Baddacelli (Nosferatu), from Bloodlines: The Chosen
• Spina (Daeva), from Invictus
• Bohagande (Gangrel), from Bloodlines: The Hidden
• Therion (Any), from Belial’s Brood
• The Carnival (Daeva), from Bloodlines: The Legendary
• Tismanu (Mekhet), from Ordo Dracul
• Deucalion (Ventrue), from Carthians
• Vedma (Gangrel), from Ordo Dracul
• Dragolescu (Ventrue), from Ordo Dracul
Part Two: Desire is made up of three appendices: a brand
• Gorgons (Ventrue), from Circle of the Crone new bloodline, a set of quick conversions, and alternate Blood
• Icarians (Ventrue), from Lancea Sanctum Sorcery systems.
• Kallisti (Daeva), from Invictus • Appendix One is a complete guide to the Dunia, scouts and
spies of the mysterious Clan Akhud.
• Libitinarius (Mekhet), from Ordo Dracul
• Appendix Two provides short updates to a selection of blood-
• Lynx (Mekhet), from Invictus lines that don’t require as much overhaul as those in Part One.

4 Bloodlines: The Devoted


Your Chronicles, Your Bloodlines
This book is meant to help you include these bloodlines in your Second Edition chronicles, whether you use its systems
to the letter, want to riff off its ideas, or are just looking for plot hooks. You might like Amphivena better as Protean
Devotions, or prefer to keep Institutionalize as a Discipline. Maybe you want to give the Carnival a Devotion chain
like the Khaibit: We say go for it! Our updates aren’t definitive, and some are more spiritual successors than literal
translations. The Quick Conversions appendix can also be helpful if you’re looking for more straightforward updates.

• Appendix Three is a guide to converting Kimiya from stories. You’ll also come across a few Story Seeds, ready-made
Dark Eras 2 (still practiced by the Azerkatil) into the plot hooks for players and Storytellers alike.
improvised magic system of Blood Sorcery: Sacraments
As in Bloodlines: The Resurrected, we include alternate
& Blasphemies.
Favored Attributes for each bloodline as an optional rule. These
Throughout this book, you’ll find Twists of the Blood, only apply at character creation and do not increase Attributes
optional systems and extra bloodlines to further enrich your further if a character joins a bloodline in play.

Recommended Reading
Night Horrors: Spilled Blood details ten new Second Edition Belial’s Brood, Carthians, Circle of the Crone, Invictus,
bloodlines, as well as lost clans and other, stranger vampires. Lancea Sanctum, and Ordo Dracul all go over the detailed
(Onyx Path Publishing) histories of their bloodlines, and provide plenty of story seeds
The Dark Eras Companion updates the Morbus to Second for political chronicles. (White Wolf)
Edition, one of the first bloodlines ever published for Vampire. Finally, Bloodlines: The Resurrected includes ten more First
Similarly, Dark Eras 2 updates the Bron from Bloodlines: The Edition updates, an appendix of short conversions, and a complete
Legendary. (Onyx Path Publishing) Kindred Necromancy system to substitute for various death-fla-
Onyx Path’s blog also includes an update of the Khaibit, and vored Disciplines. You can find even more bloodline updates in
two original Second Edition bloodlines. the Second Edition clan book series. (None More Dark)

Introduction 5
part one:
DEVOTION
Agonistes &
Libitinarius
For the original version of the Agonistes, see Bloodlines: look kindly on Dominate users who dig up other Kindred’s dirt.
The Chosen, p. 16. For a complete history of the Libitinarius, Conversely, the Morticians remain about the same as their
see Ordo Dracul, p. 155. First Edition description. They still dress up their procedures
with funerary rites and pseudo-mythological ceremonies, but
their techniques work like any Dragon’s.
Twists of the Blood: See Story Seeds for more on how to integrate the histories
of these bloodlines in your stories. However, if you prefer one
Casualties of the Edition War over the other, nothing in the following requires both to exist.

Of all the bloodlines, the Agonistes suffered the most in


the transition to the new edition. Without the Fog of Ages,
they just don’t have much reason to exist. The idea of the Fog Agonistes
hasn’t been completely excised from the setting, but it’s less a
mystical curse and more the tendency of memory to grow hazy The ones who write your epitaph.
with time. Recall isn’t perfect — it’s difficult to remember the “Slip the stake in. Easy. Remember what we taught you.”
events of a year ago, let alone a thousand. That’s a concern for Parent Clan: Mekhet
vampires, but the memory warping horror of torpor isn’t all
Nicknames: Polemicists, Witnesses
that pervasive in Vampire: The Requiem Second Edition.
Bloodline Bane (The Languorous Curse): The Agonistes are
Conversely, the Libitinarii — another group of torpor-ob-
dependent on the sleep of ages and its sublime oblivion, and
sessed Mekhet — are just as relevant tonight as they were in 2005.
they risk growing addicted to it if they aren’t properly prepared.
Their Mortualia Discipline needs an update, but a bloodline
Consider an Agoniste’s Humanity a dot lower and her Blood
that mitigates torpor is a good fit in any version of Vampire.
Potency a dot higher if she enters torpor involuntarily; this
However, unlike the Polemicists (who cameo in Shadows in the
stacks with the Mekhet bane. In addition, if a Shadow becomes
Dark: Mekhet, Ancient Mysteries, and Ancient Bloodlines),
an Agoniste before acquiring her clan curse, her bane must be
the Morticians were never heard from again after Ordo Dracul.
Holy Day (Vampire: The Requiem, p. 108). This is the same
Rather than leaving the Agonistes behind in First Edition, day of the week she entered the ritual torpor used to induct
the common thread of these bloodlines is too tempting a plot her into the bloodline.
hook to pass up. Both are Mekhet cults with an affinity for
Favored Attributes: As with parent clan
Dominate and torpor, and both have origins in the Classical
world, if in different ways. To bring these Shadows together, we Disciplines: Auspex, Celerity, Dominate, Obfuscate
provide a new take of an old concept: the Coil of Slumber. In dif- The Agonistes have learned to stave off the worst effects of
fering forms, this Coil appeared in both Ancient Mysteries and torpor. Known as the Agon (“struggle”), this ability is similar
Night Horrors: Immortal Sinners, but neither the Agonistes to the Coils of the Dragon, though the Agonistes long pre-
nor Libitinarii come up in reference to either version. date Dracula. Polemicists treat the Agon as if it were their
In Second Edition, the Agonistes are still guardians of history, primary Mystery, but they cannot learn it without a teacher.
but not because torpor affects memory. Rather, they believe If an Agoniste joins the Ordo Dracul, she can keep this cost
torpor in and of itself is the greatest threat to Kindred culture: break or pursue a new Mystery. She cannot have two primary
the vulnerability, the long absence, and even the thinning blood. Mysteries. The Agon also has rituals similar to Scales, which
These vampires act as historical repositories, traveling through Polemicists call Rites.
the Danse Macabre and recording as much data as they can In addition, Agonistes gain the Eidetic Memory Merit on
find. They ease their own torpors and those of others so they induction into the bloodline. If a character already has this
can work uninterrupted, and to lower the chance of accidents Merit, she is refunded the Experiences spent. Agonistes can
and lucky diablerists. This inquisitive nature doesn’t make also purchase Eidetic Memory (Advanced) from Beast: The
them particularly trustworthy; the All Night Society doesn’t Primordial, p. 114.

Agonistes & Libitinarius 7


Bloodline Bane (The Petrified Curse): Daytime weighs
In the Covenants heavy on Libitinarius corpses. Treat a Mortician’s Humanity
The Carthian Movement: A revolution needs someone to tell as two dots lower for the purposes of waking during the day.
its story. Firebrand Witnesses build libraries of Carthian dis- This applies to the roll to awaken as well as turns of lucidity.
course, recording the evolution of Kindred tracts, memes, and In addition, all mundane actions made during the day lose the
philosophies influenced by the Movement. Not all Carthians 10-again quality, including detachment rolls.
are content with the past as it really happened, though. With vic- Favored Attributes: Intelligence or Resolve
tory they too often rewrite their struggle to make it seem more Disciplines: Auspex, Dominate, Obfuscate, Resilience
virtuous than it really was, or less bloody, and the Agonistes
Morticians of the Ordo Dracul study the Mystery of the
aid that self-deception either by tweaking histories, or being
Vigilant. They sometimes teach this Coil to Defiant of other
selective with who they use the Agon on.
clans, but most prefer to sell their services and keep their meth-
The Circle of the Crone: Acolyte Polemicists often research ods secret. Not all Defiant Libitinarii focus on this Mystery,
the various cults the Mother’s Army grew out of, piecing but most have a passing knowledge.
together histories repressed by the Lancea et Sanctum and
Invictus. These Agonistes are more active and adventurous
than other members of the bloodline, exploring lost tombs in In the Covenants
search of slumbering ancients, or relics that might reveal Crúac The Libitinarii have a complicated relationship with the
rituals lost to time and pogroms. Ordo Dracul. Tonight most Morticians are Dragons, but the
The Invictus: The Agonistes view the Invictus as overzealous Coil of the Vigilant was developed outside the covenant’s
spooks at best and jackbooted thugs at worst. The Masquerade is auspices, and members of the bloodline who aren’t Defiant
important, but the First Estate has a tendency to stake first and bristle at the idea they owe anything to Dracula. All Libitinarii
ask questions later, which is a good way to spoil an Agoniste’s have the potential to learn the Coil of the Vigilant, but they
research. Polemicists in the Invictus try to soften their cove- must be careful how they present their powers in cities with
nant’s outlook, emphasizing the idea that accurate records aid a large Dragon presence.
the Masquerade just as well as burn notices. The Carthian Movement: Carthian elder isn’t quite a
The Lancea et Sanctum: Many Agonistes are at home in contradiction in terms, but it’s a rare combination, and the
the church, although not necessarily for religious reasons. The bloodline’s usual offerings aren’t always useful to the young
Sanctified have preserved Kindred history since the fall of the covenant. Morticians in the Revolution are most effective
Camarilla, and the Polemicists work to check their notes. Still, in times of conflict, when they can ease or end the torpors
the Spear has mixed feelings about their exacting chronicles. of Firebrands wounded in combat. In more peaceful times,
The Judges purge as many texts as they hoard, and Agoniste Carthian Libitinarii offer other covenants a chance to bring
clergy are always the first to argue against these redactions. Faith their elders out of torpor in exchange for more favorable terms
is stronger than heresy, the Witnesses argue, and if an earthly in political negotiations.
book is a danger to God’s inspired words, then the church The Circle of the Crone: Acolyte Libitinarii are almost as
cannot hope to be the moral heart of the All Night Society. common as Dragon ones, and they have the most cordial rela-
The Ordo Dracul: Due to the Agon’s similarity to the tionship with their Defiant siblings. These Kindred call their
Coils of the Dragon, the Order is… aggressively welcoming of powers Mortualia, eschewing any notion that they practice
Agonistes. The Defiant would never accuse the Agonistes of Coils of the Dragon; some of these Acolytes are even said to
anything, but they politely suggest it’s better to work together be developing blood sorcery with a similar purpose, so they can
than at cross purposes. Despite this occasional friction, the more cleanly break with the Order. Their cults venerate deities
Ordo is always accommodating of the Agonistes’ efforts, and like Dis Pater and Pluto, incorporating them into their torpor
the Coil of the Ascendant is a valuable tool for a bloodline that rituals as they recite Latin dirges and threnodies.
tends to travel. Rumor has that a few Agoniste Dragons are The Invictus: In contrast to the Carthians, the Invictus’ old
looking for lost fragments of the Rites of the Dragon, or even money puts Libitinarii in high demand. Some dynasties employ
the torpid corpse of Dracula himself. their own private Morticians, even ones from outside the First
Estate. A Libitinarius commands a high price for even the bare
minimum of work; the less time the controlling interests of the
Libitinarius Invictus stay in torpor, the better they can maintain their power.
The ones who raise you. The Lancea et Sanctum: The Spear discourages its mem-
bers from meddling in God’s curses, so few Morticians are
“As Aset remade sundered Azar, thus do I bestow rebirth upon your
Sanctified. Some bishops quietly hire Libitinarii to assure “expe-
childe. But first, the matter of the bill.”
dient” torpors, but beyond that the church views the bloodline
Parent Clan: Mekhet as far too pagan in outlook and origin. A few Morticians attend
Nicknames: Morticians, Sleepers, Libitinarii (plural) Midnight Mass, but usually as lay members of the covenant.

8 Bloodlines: The Devoted


same path, but their stated goals are very different. However,
Story Seeds while they don’t like each other all that much, conflict is
• Ordo Dracul suggests the Morticians are secretly ancient, or often more trouble than it’s worth. Or rather, it was before
that they stole their knowledge from an older group when other Kindred started making the same innovation. Jacob
Henry Weeks became a vampire. Enter the Agonistes. In Skinner of Clan Daeva claims he’s developed his own
this scenario, the Libitinarii are a schism of the Polemicists: Vigilant Coil, and he may be a threat to both bloodlines…
Weeks’ sire was a rogue elder who chose to profit off the or a kingmaker.
Agon rather than waste his talents on passive study, remak- • Once upon a midnight darkly, Morpheus, Phantasos, and
ing the bloodline with careful manipulation of his Blood Icelus were the most beloved sons of Sleep. For uncounted
Potency in torpor. He implanted his childe with the idea ages, they gifted dreams upon the world, but over time,
of joining the Ordo Dracul, knowing the Dragons would Icelus grew jealous of his brothers. The people called him
protect his line as long as they shared the Agon, rebranding Phobetor, the Frightener, as he could only take the form of
it as a Coil of the Dragon. In cities with members of both beasts in their nightmares. Paid in fear rather than honor,
bloodlines, rivalries get personal when Agonistes favor cov- Icelus began to feast on mortal dreams in vengeance, and
enants other than the Order, and Libitinarii start whisper he was eventually banished from his father’s house. Without
campaigns about stolen Coils… three Oneiroi in harmony, the remaining brothers could
• In a bit of historical synchronicity, these bloodlines discov- only tend to the dreams of the dead, Phantasos easing
ered the same effect independently (this is true whether the bleak journeys through Hades, and Morpheus recording
Libitinarii are ancient or just Classicist posers). Perhaps it’s the dreams of ghosts so they might never be forgotten —
an occult quality of Mekhet Vitae that led them down the restlessly ever after.

Mystery of the Vigilant


A more subtle foe than the sun or the Beast, torpor saps a limit of 10. She can choose to benefit from as many or as few
vampire’s potency and leaves her vulnerable to other predators additional dots as she wishes. In addition, when she feeds
— yet without it, the All Night Society would fall to cannibalism. blood to a torpid vampire, she can choose to increase his
Dragons who study the Vigilant wrest control of their corpses effective Humanity by a dot for the rest of his torpor instead
from death itself, whether to attain true immortality or to of waking him.
outlast their rivals.
Scales of the Vigilant maintain a vampire’s legacy as she Rescue from Without •••
sleeps, or dull the danger of torpor even more. All require a The Dragon realizes brief human lives have little bearing on
torpid subject, so experimentation is rarer than most Scales. her great work — only immortals can conceive of her struggles.
The Agonistes see the Agon and its Rites in much the same The vampire does not take the Languid Condition if her last
way the Morticians see their Coil, but the Polemicists’ goals Touchstone is destroyed, and she can spend a Vitae to add half
are less concerned with transcendence and more with practical her Coil dots (rounding up) to her effective Blood Potency for
applications. The Witnesses are also more likely to share their the purposes of waking other Kindred. This stacks with the
abilities with other vampires (though not by much). effect of Crossing the First Threshold. The Vitae spent is in
For space, the description of this power is presented only as a addition to the cost of waking the subject.
Coil of the Dragon, but the Agon works the same mechanically.
The Ultimate Boon ••••
Coil of the Vigilant (The Agon) A vampire’s hunger stands in the way of truth, but thinning
the blood means she must spend decades in slumber. Worse,
she risks awakening in a feeble state. At this stage of vigilance,
Crossing the First Threshold • as the Dragon enters voluntary torpor she can reflexively spend
On the first step of vigilance, the Dragon recognizes she Vitae to alter her interval of Blood Potency attrition. Each point
cannot hold fast without allies. The vampire can wake torpid spent is worth five years up or down, to a maximum of fifty
Kindred of equal Blood Potency, and they can wake her. and a minimum of five. In addition, her Vitae now increases a
torpid vampire’s effective Humanity by two dots.
Atonement with the Abyss ••
Cheating the sleep of ages isn’t the same as defeating it, Freedom to Live •••••
so the vampire’s next task must be to loosen the grip time At the height of vigilance the Dragon denies the sleep of ages
holds over her body. When she enters voluntary torpor, add altogether. If attacks fill her Health track with lethal damage,
the Dragon’s Coil dots to her effective Humanity, up to a at the end of the turn she can sacrifice a Willpower dot to

Agonistes & Libitinarius 9


remain awake for the rest of the night, no matter how much
more damage she sustains (unless she meets Final Death). By
Reminisor (Exegesis)
sunrise she must either heal or accept her slumber. If she does Prerequisite: The Ultimate Boon
succumb, treat her torpor as voluntary. Procedure: The Dragon cuts out a piece of a vampire’s brain,
inflicting a point of lethal damage. She then sews the piece into
a pocket of flesh over her own heart, or another vampire’s. The
Sample Scales of the Vigilant subject then enters voluntary torpor.
Outcome: While the subject remains in torpor, the vampire
gains access to one of her Skills and any associated Specialties.
(Rites of the Agon) By spending a Vitae, she can replace her own Skill with this one
for a scene. Once the subject wakes, the effect ends, but if he
Internuncio (Palinode) spent at least a year in torpor the Dragon’s active practice grants
Prerequisite: Crossing the First Threshold him a free dot in the Skill, or two Experiences to spend on one
Procedure: The Dragon submerges a torpid subject in enough of the same category, if he is at his Blood Potency maximum.
human blood to fill a bathtub. Once the corpse is completely A Dragon can only hold one torpid vampire’s Skill at a time.
saturated, the vampire mixes in an amount of her own Vitae
and pulls his head above the surface. Exsuscito (Syncope)
Outcome: The subject partially wakes from torpor for min- Prerequisite: Atonement with the Abyss
utes equal to Vitae spent, induced into a form of sleep paralysis. Procedure: The Dragon bores a small hole into the base of a
He can communicate, but he also can’t move or feel pain. He vampire’s spine, inflicting a point of lethal damage and mixing
is under no obligation to be truthful or answer questions, but the runoff with her own Vitae. She then fills the hole with this
his mind is lucid enough that Dominate or Lay Open the Mind paste, and the subject enters voluntary torpor.
will work on him. The subject returns to sleep at the end of
the duration, and gains the Amnesia Condition with regard Outcome: The subject subtracts Vitae spent from her effec-
to this episode. tive Blood Potency for the purposes of determining time spent
in torpor, to a minimum of 1.

10 Bloodlines: The Devoted


Asnâm
The ones you worship

For a complete history of the Asnâm, see The Lancea et Sanctum: The Idols have little interest in
Circle of the Crone, p. 165. the Sanctified (the feeling is mutual), but a few American
Parent Clan: Daeva and European Asnâm practice their own twisted form
Nicknames: Idols, Eternals, Sanam of Christianity. Taking bits and pieces of Longinian
(singular) doctrine and a heavy dose of mortal Catholicism, these
Asnâm portray themselves as the Second Coming in
Bloodline Bane (The Vainglorious
vampire form, and use their strange, intimate Devotions
Curse): An Idol sees her cultists as an exten-
to minister to their flocks.
sion of herself, mistaking their holy dread for
intimacy. If a Sanam exceptionally succeeds a The Ordo Dracul: The Dragons are a good
Social action to seduce or intimidate a mortal, fit for the Asnâm; Dracula always did approve
including with the Predatory Aura, for the rest of cheating death. Power-hungry Idols grav-
of the scene the Daeva bane applies even if she itate toward the Mystery of the Voivode,
hasn’t fed from him before. while those convinced of their own divinity
study the Ascendant. Regardless of focus,
Favored Attributes: Manipulation or Presence
a Defiant Sanam always has plenty of
Disciplines: Animalism, Majesty, Protean, Vigor bodies to test his theories.

In the Covenants New Devotions


Most Asnâm are Acolytes. Their devotion to the Crone
isn’t very strong, but the Mother’s Army comes closest to
their spiritual beliefs, so their affiliation is more for ease
Haven of Flesh
than loyalty. Idols don’t go out of their way to punish (Majesty ••, Protean •)
apostates, if they bother at all. A Sanam can hide in the bodies of
The Carthian Movement: Firebrand Idols evangelize her most favored cultists as easily as
their way into leadership positions, bringing a pagan soil, merging with their flesh as an act of
bent to Carthian ideology as they rise in the ranks, communion.
though some dispense with Revolutionary ideals if This Devotion costs 1 Experience to
and when they hit a ceiling on their power. Sincere learn.
Asnâm cultivate mortal feeding stock, either
Cost: 1 Vitae
through their traditional methods or with Soviet-
style political cults. Requirement: The subject must be the
vampire’s ghoul.
The Invictus: The Invictus boast the
most Asnâm outside the Mother’s Army. Dice Pool: None
The practical differences between Crone and Action: Instant
Establishment Idols are few, but the Acolytes at Duration: Indefinite
least pretend to believe in something. First Estate The vampire dissolves into her ghoul’s
Idols are jaded power-mongers, building cults and flesh, often while feeding or during ritual
conspiracies as it suits their interests. They often intimacy. This functions as if the vampire
invest in mortal technology, using 21st century were using Unmarked Grave (Vampire: The
tools to build massive followings over the Internet. Requiem, p. 139). The ghoul takes on no addi-

Asnâm 11
tional weight and appears normal to all mundane inspection. The
Suggested Modifiers
vampire is totally hidden and won’t even trigger Predatory Auras.
While concealed, the vampire suffers any damage the ghoul +1 The victim is within sight
takes, but mundane wounds are still downgraded, and she is — The victim is within 100 miles
only ejected from the body if she takes lethal damage. She can –1 The victim is over 100 miles away
see and hear through her ghoul if she chooses to stay conscious, –3 The victim is over 500 miles away
but suffers a –3 on Perception rolls. She must still spend a Vitae
–5 The victim is over 1000 miles away
at the beginning of each night to wake, though she can feed
from the subject at will, whether from his Vitae pool or directly
from his bloodstream (lethal damage from feeding does not Pact of Allure
eject the vampire).
As long as this Devotion lasts, the ghoul gains access to one (Animalism ••••, Majesty •)
of his regnant’s Disciplines or replaces his own rating with hers The vampire anoints a mortal worshipper with blood,
if it’s higher. He can’t draw on her Vitae pool, but she can top bestowing him with her glory and hiding her Beast in his heart.
him up when she chooses, and he doesn’t begin to age if he runs This Devotion costs 2 Experiences to learn.
out of his own Vitae. The bliss of merging with the vampire Cost: 1 Vitae
also has a slight narcotic effect, inflicting a –1 on all mundane
Requirement: The subject must be mortal, and he must
Mental and Physical Skills for the duration, but adding a 2-die
agree to the pact without supernatural coercion (mundane
bonus to Socialize.
lying is fine, though).
Dice Pool: None
The Infinite Chalice Action: Instant
(Animalism •••, Vigor •) Duration: Night
A Sanam is one with her followers. They offer their blood in The subject adds the vampire’s Animalism dots to his
sacrifice whenever she asks, even many miles away. Presence, even if this would take him over five dots. If the
This Devotion costs 2 Experiences to learn. Sanam has Striking Looks, he gains a dot of that as well. While
Cost: 1 Willpower this effect lasts, the vampire does not give off a passive Predatory
Aura, pinning it to her follower instead; other Kindred won’t
Requirement: The victim must be the vampire’s ghoul or
see her as one of their own unless she lashes out. They will,
someone she has inflicted with the Swooning Condition.
however, take a false positive off the mortal, believing him to be
Dice Pool: Strength + Occult + Animalism – Stamina a vampire unless they study him with Auspex or taste his blood.
Action: Instant
Roll Results Ralab
Dramatic Failure: Not only does the vampire fail to feed (Animalism ••, Majesty •••••, Protean •••••)
off her subject, she exhausts herself in the effort, taking the From the Arabic verb “to vanquish,” with Ralab, a Sanam can
Drained Condition for the rest of the scene. mark an infant as her avatar, a vessel whose body she usurps
Failure: The cultist’s offering is insufficient. if she meets Final Death. Some Idols use this power as an
Success: For up to a number of turns equal to successes, the insurance policy, cursing a child and then seeing to its welfare
vampire drains a point of Vitae her ghoul has stored. She can from the shadows. Others make their victims integral members
choose to keep feeding if she drains this pool, inflicting lethal of their cults, training them and turning them into ghouls to
damage for each Vitae stolen from his flesh. If the victim is preserve their physical peaks. A few use this ability as a stick
not a ghoul, she feeds directly automatically. In return, the and the Embrace as a carrot, promising freedom and power if
victim gains the Inspired Condition as he feels the touch of the avatar dedicates himself to protecting his master’s existence.
his goddess, but he can only gain this Condition from feeding This Devotion costs 5 Experiences to learn.
once per night. Cost: 1 Humanity dot
Exceptional Success: The vampire drains two Vitae a turn. Requirement: The victim must be no more than a year old.

“My flesh is your flesh: Eat of me and be whole.”


12 Bloodlines: The Devoted
Dice Pool: None
Action: Instant
Duration: Indefinite
Story Seed: Strigid Teachings
The vampire lets the child suckle a bit of her Vitae and Some Asnâm believe bloodline founder Atiqua
then activates this Devotion. The effect lasts as long as the Azad’s goddess wasn’t what he claimed. They
whisper she was one of the Owls, and taught him
child lives, and cannot be undone unless he dies (the Embrace how Strix ride their victims. What he might’ve paid
counts as death). Once the Devotion is active, the avatar takes for this knowledge is the source of much speculation,
the qualities listed below. but many Kindred have noted the way Idols steal
human bodies and watch for yellow eyes.
• He is immune to the Vinculum.
• His blood is useless to vampires, including the Sanam.
His Vitae becomes ash in their mouths, though the act
of feeding still harms him. Physical Traits remain that of the avatar. The Sanam awakens
• He gains mutual Blood Sympathy with the vampire with Vitae equal to the avatar’s unmodified Health dots.
as if they were sire and childe, and an effective dot of • The vampire’s player applies Sanctity of Merits to each of her
Blood Potency. This only applies on sympathy rolls and character’s physical Merits on a case by case basis, keeping
supernatural resistance unless he becomes a ghoul. those that make sense for the new body and liquidating those
• If he does become a ghoul, he can use Discipline effects that don’t.
ghouls normally can’t; i.e., any that involve physically • Over a week, the new body transforms to conform with the
spilling blood, but this requires him to suffer a point vampire’s age when she was Embraced, unless the avatar was a
of lethal damage per Vitae. His Blood Potency also ghoul at the time of her Final Death, in which case it retains
functions as if he were a vampire, allowing him to store its age.
up to 10 Vitae and providing him with Kindred Senses.
• The vampire loses a dot of Blood Potency in this process.
However, sunlight will hurt him similar to a vampire,
Disciplines and Devotions carry over, replacing any the victim
causing a bashing damage for every 10 minutes of direct
might have had.
exposure. This damage does not heal unless he finds
shelter or uses Vitae to repair it. • The vampire takes the Tainted Condition, with the victim’s
Integrity determining duration and penalties.
The following occurs if the vampire meets Final Death:
• Her essence escapes and kicks the avatar’s soul out of his body, • If the Sanam has more than one avatar, she takes whichever
replacing his mind as well as his Mental and Social Traits. body she anointed first.

Asnâm 13
Azerkatil
The ones who stalk you

For a complete history of the Azerkatil, see Ordo Dracul, nant following their disillusionment with the Red Sultan. The
p. 145. Sultan created the Dragonslayers to destroy monsters, a talent
Parent Clan: Nosferatu the Ahl al-Mumit were able to focus and direct. Their numbers
Nicknames: Dragonslayers, Yanicheris, Traitors (disrespectful) remain low tonight, but these Dragonslayers are among the
most dangerous in the old Ottoman territories.
Bloodline Bane (The Kin-Slayer’s Curse): Dragonslayers are
as distant from other Kindred as they are from humans. Like The Carthian Movement: A small but vocal group of
all Nosferatu, they suffer increased difficulty when relating to Dragonslayers are Carthians. They insist their bloodline has
humans, but they also suffer this curse when trying to relate always followed a variation of the Revolution’s message, one
to non-Azerkatil vampires. focused on applying humanity’s military science to the All
Night Society, rather than mortal political theories. Often these
Favored Attributes: As with parent clan
Carthians also join the Ordo Dracul, and they form the core
Disciplines: Nightmare, Obfuscate, Suikast, Vigor of a traditionalist movement within the bloodline.
The Circle of the Crone: Azerkatil lore keepers claim that
Twists of the Blood: Acidic Veins before his obsession with Dracula, the Red Sultan eradicated a
Byzantine covenant of Crúac witches from Kostantiniyye, the
The Red Sultan created the Azerkatil to hunt other
Tagma ton Xenon. Even older legends speak of a disease that
blood-drinkers, so he ensured their Vitae would be difficult
spread blood magic like a plague and summoned forth enraged
to steal. As an optional rule, Kindred and Strix can feed from
Strix. The Dragonslayers will not hesitate to destroy Acolytes
Azerkatil, but each Vitae taken inflicts one point of bashing
if doing so prevents the Owls’ resurgence.
damage on the imbiber; the vampire can choose not to inflict
this effect (or not, at Storyteller discretion). Dragonslayer Vitae The Invictus: Ottoman Kindred inherited the Invictus
might also deal damage to other supernatural creatures who use from the Byzantines. It was from the First Estate the Azerkatil
blood to sustain themselves, such as Blood Bathers. first arose, but once the Red Sultan’s folly was apparent, most
abandoned the covenant. Tonight a few remain, waiting for the
chance to strike a blow against the traitors who gave themselves
In the Covenants over to their enemies. In the meantime, they work to form a
The Azerkatil exist in a liminal space between the European modern-day Ottoman Camarilla, recruiting Kindred through-
and Islamic worlds, creating a unique relationship with cove- out Eastern Europe, North Africa, and the central Asian steppe.
nants in both spheres of influence. For more on the Islamic The Jaliniyya: The Jaliniyya are dead and gone, the Azerkatil
covenants, see Dark Eras 2, pp. 139–141. and their Discipline being their last remnant. At least, that’s
Ironically, the majority of Yanicheris belong to the covenant the story the Dragonslayers tell themselves. New rumors crop
they meant to destroy. However, Azerkatil are less concerned up of Alchemists rising from torpor each year, and whispers
than typical Dragons with overcoming the Kindred condition, suggest the Red Sultan made the Jaliniyya disappear to pro-
instead preferring to perfect their physical mastery and explore tect the bloodline’s secrets. If the Jaliniyya are returning, the
the frontiers of occult science. Many belong to multiple covenants Dragonslayers must determine if they are peers or rivals.
and act as deadly emissaries between the Defiant and their rivals. The Lancea et Sanctum: The Lance has deep roots in
Ahl al-Mumit: While the Wrathful were never populous in Anatolia, and Ottoman Kindred leaned on the covenant
the Ottoman Empire, an Azerkatil contingent joined this cove- for support. Tonight, they are curiosities of a bygone age in

“Even great warriors fall in battle.”


14 Bloodlines: The Devoted
Turkey. The Azerkatil maintain their ancient compacts with the Dragonslayer anoints a weapon with the sacrifice, granting it an
Sanctified, but the relationship becomes increasingly fraught armor-piercing quality equal to Potency. If the weapon already
each year New Rome’s legacy fades further into memory. possesses that quality, use the higher value. If the vampire
covers herself with this blood instead of a weapon, her bite is
armor-piercing, as are any other weapons her body can magically
Suikast produce that deal lethal damage. This effect lasts the night.
The Azerkatil’s mystique arises from their mastery of
Suikast, a Discipline that turns their blood into a poisonous Intikam (••••)
weapon. Suikast is a derivation of Kimiya, the Blood Sorcery Target number of successes: 8
of the Jaliniyya covenant (Dark Eras 2, p. 143). The Azerkatil
The ritualist’s blood becomes molten metal. Until the next
understand Kimiya formulae and treat Suikast dots as Kimiya
dawn, while the blush of life is active, successful close combat
dots, ignoring Status prerequisites. Azerkatil can learn new
attacks that deal lethal damage against the Dragonslayer cause
formulae from a teacher or through research, but they cannot
attackers to suffer one point of aggravated damage as her toxic
teach Kimiya to those lacking its fundamentals. If you don’t
blood spatters over them. Anyone feeding from the Dragonslayer
have access to Dark Eras 2, use Crúac to approximate Suikast.
suffers a point of aggravated damage per Vitae taken.

New Formulae Burn the Dragon’s Blood (•••••)


The Red Sultan’s acolytes developed the following Suikast Target number of successes: 9
rituals, but anyone possessing dots in Kimiya can learn them. The ritualist prepares an alchemical poison she can douse
Kindred and ghouls in with a Dexterity + Athletics – Defense
Dragon’s Own Fire (•) roll. A victim who comes into contact with this potion loses Vitae
equal to the formula’s Potency, their blood evaporating into a
Target number of successes: 5
black smoke that emits from their pores. A victim must take two
The Dragonslayer makes the blood running through her dead
Vitae to restore each one she lost, as her dead veins and organs
veins acidic and leaks out of her pores, causing her unarmed
are clogged with burnt residue. This potion lasts a week until
attacks to deal lethal damage. This effect lasts the night.
used and provides enough doses for (Blood Potency + 1) victims.

Taste of the Dragon (••)


Target number of successes: 5 Story Seeds
The ritualist mixes her blood with toxic reagents in a crucible, • Reverent words echo through the Wyrm’s Nests — a
creating a potent alchemical poison. If ingested by another super- Bride of Dracula has returned. It drives the Ordo into
natural being before sunrise, the mixture inflicts a toxin that a frenzy of activity, unseen in modern history, but for
deals lethal damage equal to the ritual’s Potency once per night the Azerkatil, these reports breed anxiety and uncer-
for (Suikast) nights. While the poison remains in the victim’s tainty. Will the Dragon’s mistress forgive their early
system, it creates a mystical bond between him and the ritualist. transgressions? And are they right to accept their sworn
This bond heightens the ritualist’s senses, and she achieves an enemy’s personal disciple as a mentor? The Dragons
exceptional success on three successes when tracking the victim. aren’t monsters, but what if this Bride has become one
after all these nights? No one is sure of the truth, so the
bloodline’s elders send forth their childer to undertake
Pasha’s Vision (••) their most ancient mission: Find Dracula’s Bride.
Target number of successes: 6
• The Yanicheris share the Red Sultan’s obsession with mil-
The Dragonslayer anoints her brow with her blood, allowing it itary science; as warfare evolved, so did their magic. They
to run into her eyes. Until dawn, the ritualist sees an aura around trained with machine guns at Gallipoli, hunted Nazis in
the eyes of everyone she meets, showing her the intents of those Istanbul, and accompanied the Turkish Brigade to Korea.
around her. Usually, the aura is clear, but it darkens to reveal the Tonight, a radical faction seeks to fuse Suikast with a
evil eyes of anyone intending to harm the ritualist or her allies. new weapon: nuclear arms. They believe blending their
blood with atomic fire is the final step in overcoming the
Kale-Kob (•••) sun’s bane, but their mainstream counterparts fear this
will infect the entire bloodline with a radioactive plague.
Target number of successes: 6 Rumors these Azerkatil are involved with a Ukrainian
Named for the legendary Ottoman “castle-smasher” can- mobster named Oleg, who knows all too much about
nons, Kale-Kob allows Azerkatil to rend fortifications. The supernatural radiation, haven’t helped matters.

Azerkatil 15
Baddacelli
The ones who whisper in your ear

For a complete history of the Baddacelli, see Bloodlines:


The Chosen, p. 26. In the Covenants
Parent Clan: Nosferatu The Carthian Movement: Baddacelli in the Movement fulfill
Nicknames: Morlocks, Mimics, Crooks an unusual niche in the All Night Society: burglars. Mimetismo
can make superb distractions, and map out seemingly impreg-
Bloodline Bane (The Chiropteran Curse): The Baddacelli are
nable targets with a few clicks of the tongue. In cities where the
blind. Some lack eyes, while others develop cataracts that blot
Movement is low on capital, Morlocks can make the difference
out light. All Morlocks suffer the persistent Blind Condition;
between survival and dissolution, all while striking a blow
in combat, this becomes Blinded (two eyes). See Chronicles of
against the rich and powerful.
Darkness, pp. 281 and 288. Baddacelli characters receive any
Beats they earn for Blind at the end of the chapter, but only if they The Circle of the Crone: Acolyte Morlocks make the Chorus
haven’t dramatically failed a Social action due to the Nosferatu into a choir, worshipping the Crone with hymns to her divine
curse. Use the resolution criterion to determine Beats, or use the vicissitudes. They’re well known for tormenting mortals with
variant rule in the God-Machine Rules Update. their songs, gaslighting victims with false hauntings and mad-
dening, untraceable sounds.
Favored Attributes: As with parent clan
The Invictus: With their talent for mimicry, Baddacelli in the
Disciplines: Mimetismo, Nightmare, Obfuscate, Vigor
First Estate rise up the ranks as harpies, warping the role into
a more traditional court jester. Some even perform as vicious
Twists of the Blood: stand-up comedians at Elysium, turning their impressions into
subtle screeds against disfavored members of the court.
Mimetismo as Devotions The Lancea et Sanctum: The Church hoards vampire his-
tory, but it doesn’t often bring it to life. Sanctified Baddacelli
If you prefer Mimetismo to be more modular and the are performers, digging up obscure Kindred dramatic or musical
Baddacelli to have a broader Discipline set, use the following works and using their talents to make them available to lay
system: congregants. Some even compose their own pieces, modern
Replace Mimetismo with Auspex. Baddacelli must purchase Everyman tales for the dead.
Certain Sounds before they can access other Mimetismo The Ordo Dracul: Many Baddacelli call the Ordo Dracul
Devotions. Individual powers are Devotions of the following home, but the roles they fill aren’t much different from other
Disciplines, with Experience costs noted: Nosferatu. Defiant Morlocks often study the Mystery of the
Ascendant, operating in daylight hours in caverns and sewers
• Certain Sounds: Auspex •, 1 Experience
that aren’t touched by the day–night cycle.
• Impersonation: Obfuscate ••••, 2 Experiences
• Cacophony: 1 Experience add-on to Impersonation
• Echolocation: Auspex •••, 2 Experiences Mimetismo
• Discord: Vigor ••••, 3 Experiences The Beast is a predator of darkness. Deep underground, it
Whether the Devotions below still apply is up to the can see without sight, and it knows how to warp sound into a
Storyteller, but they shouldn’t be hard to convert. tool of the hunt.

“Just follow my voice...”


16 Bloodlines: The Devoted
rolls that would apply to using this voice. For all intents and
Certain Sounds • purposes, this impression is perfect, but Auspex might provoke
Without eyes to see, a Morlock uses her ears. a Clash of Wills to spot deception. The effect is so total it can
Cost: None even fool voice recognition software. Switching back and forth
Dice Pool: None between the vampire’s normal voice is a reflexive action, but
Action: Instant altering the impersonation costs a Vitae.
Duration: Scene If Certain Sounds is active, the Baddacelli can throw her
While Certain Sounds is active, the voice with an instant action. This must be about the length
vampire automatically succeeds most auditory of a short sentence, and is as loud as her normal speaking
Perception rolls. If the rare instances she must voice. Throwing one’s voice with Mimetismo does not count
roll (for example, to listen in on a very dis- as breaking Obfuscate. Perception rolls to find the true
tant conversation), or in cases where source of the voice automatically fail, as this ability has
she must substitute her hearing for little to do with the actual movement of sound waves.
her sight, she does not suffer any Exceptional Success: The vampire does not need
circumstantial penalties, including to spend Vitae to change her voice.
from the Blind Condition.
The vampire also has a rough Cacophony •••
sense of the size and features of a The vampire’s talent for mimicry reaches
room, as well as the movements an inhuman degree.
of any occupants. This awareness Cost: 1 Vitae
applies to the “visible” area she Dice Pool: None
occupies, but cannot extend
Action: None
past thick walls or other heavy
barriers. She can use sound to The vampire spends a Vitae when activating
determine the Durability and Impersonation and can replicate sounds no human
Structure of objects (tapping voice could produce. This only applies to sounds
her fist, bouncing her voice, she has heard firsthand; a facsimile won’t do no
etc.), adding her Mimetismo matter how good the recording. She can shift
dots to any relevant Crafts roll. between sounds reflexively by spending Vitae, as with
Impersonation. Reverting to a human voice takes an
instant action, but it need not be her own.
Impersonation •• In addition, throwing her voice is now a reflexive
Now that she understands the action, and she can increase or decrease the volume to
nuances of sound, the vampire inhuman levels, directing it as precisely as she wishes.
learns to manipulate it. She can whisper to an ally from across a crowded room,
Cost: None (1 Vitae per voice, optional) gaslight an enemy, or reproduce the sound of a chain-
Dice Pool: Intelligence + Expression + saw directly into a victim’s eardrum, rolling Strength
Mimetismo + Expression vs. Resolve + Stamina. On a success, the
Action: Instant resulting sensory overload is enough that, for turns equal
to Blood Potency, the vampire and her allies add her
Duration: Scene
Discipline dots on any Physical rolls against the victim
Roll Results that would benefit from the distraction. Once affected, the
Dramatic Failure: The vampire’s impres- victim is immune to this distracting effect for the scene.
sion is fatally flawed and she doesn’t know it.
Failure: The vampire can’t find her Echolocation ••••
voice. The vampire develops a second sight, and perceives the
Success: The vampire can imitate world as no other Kindred can.
the voice of someone she has heard in Cost: 2 Vitae
person or make up a whole new voice Dice Pool: None
for herself. She adds her Mimetismo Action: None
dots to any Expression or Subterfuge

Baddacelli 17
The vampire extends the range and accuracy of Certain
Sounds with supernatural echolocation; some Baddacelli emit New Merit
a series of rapid clicks, while others hum creepy little melodies,
or tap their feet a certain way. She can now perceive as far Corpse Ear (•)
away as ten meters per Blood Potency dot, multiplied by her Prerequisites: Kindred, Wits •••, Acute Senses
Mimetismo rating, even through thick concrete and steel. This Effect: The Embrace silences the involuntary noises of the
extended perception ends if the vampire stops using her sonic human body, leaving your character with an uncanny ear. She
focus, although she does not need to reactivate Echolocation has absolute pitch, can discern minute variations of tone, and
if she starts up again before the end of the scene. doubles her Blood Potency bonus from Acute Senses on all
In addition, by spending a full minute concentrating, the Investigation rolls involving sound.
vampire can map out a detailed mental image of the area, Drawback: This Merit has no effect while your character
revealing secret doors, safe contents, and physical descriptions benefits from the blush of life.
of anyone present. She can even determine the Durability and Available only at character creation unless the character is Baddacelli.
Structure of objects from rooms away with Certain Sounds.
Once she creates this mental image, for the rest of the scene
she can throw her voice anywhere she can picture as long as
New Devotions
she remains in the same area. Radio Quiet
(Mimetismo ••, Obfuscate •)
Discord ••••• The vampire banishes noise from her presence. Baddacelli
At the pinnacle of Mimetismo, the vampire weaponizes sound often use this Devotion in conjunction with other Obfuscate
against her prey. powers, confusing every one of their victims’ senses.
Cost: 2 Vitae This Devotion costs 1 Experience to learn.
Dice Pool: Strength + Expression + Mimetismo – Stamina Cost: 1 Vitae, plus one per meter of silence
(highest in group) Dice Pool: Wits + Expression + Mimetismo
Action: Instant Action: Instant
Roll Results Duration: Minutes equal to successes

Dramatic Failure: The vampire ruins her own hearing, suf- Roll Results
fering Deafened (two ears) for the rest of the scene. She cannot Dramatic Failure: The vampire deprives herself of her own
use Certain Sounds to overcome this Tilt. sense of hearing for the scene, suffering the negative effects of
Failure: The vampire produces a whimper instead of a bang. this Devotion (she does not take a Condition).
Success: The vampire emits an ear-splitting shriek at a Failure: The vampire fails to quiet her surroundings.
victim. He suffers the Insensate Tilt and takes lethal damage Success: The vampire produces no sounds except those she
equal to successes, even if he’s Kindred. When Insensate chooses to make with Mimetismo, adding her dots in that
resolves, it becomes Deafened (two ears) until the damage Discipline to any Stealth rolls. By default, this Devotion only
heals. Using this effect again has no further effect on victims affects the vampire, but she can extend the cone of silence up to a
who failed to resist it. number of meters equal to additional Vitae spent. Getting caught
Exceptional Success: The vampire’s victim suffers Deafened in this zone is both discomfiting and disorienting: In combat with
for the rest of the night, even if he heals the damage. the vampire, victims suffer the vampire’s Mimetismo dots as a
If Certain Sounds is active, the vampire can extend the penalty on Defense while they remain inside it, and must succeed
blast to as many or as few individuals as she likes, but she on a Resolve + Composure roll or gain the Shaken Condition.
must also spend a Vitae for each additional victim after the Exceptional Success: The effect lasts a scene.
first. Echolocation can extend the range of this effect, and the The vampire can end this Devotion early with a reflexive action.
vampire can use Cacophony to conceal the sound, piping her
aural assault directly into the victim’s eardrums. Song of Serenity
The vampire can also target an object or barrier with Discord,
(Majesty ••, Mimetismo ••)
subtracting Durability instead of Stamina and inflicting dam-
age directly to Structure. The Morlocks have a reputation for subterranean horror,
but some know more delicate applications of Mimetismo.
With this Devotion, a vampire can sing her victim to sleep,

18 Bloodlines: The Devoted


occluding her true nature from his dreams. Song of Serenity Action: Instant
does not work on vampires, or other creatures that do not have Duration: Night
natural sleep cycles. The vampire can send and receive messages through an
This Devotion costs 2 Experiences to learn. object no greater and no smaller than Size 1. She hears any
Cost: 1 Willpower nearby sounds telepathically, and can spend a Vitae to send her
Dice Pool: Presence + Expression + Mimetismo – Composure own messages (about a turn’s length). This includes effects of
Action: Instant Mimetismo. This Devotion surpasses radio jamming equipment
and the like, and is not affected by heavy walls or insulation.
Duration: Minutes equal to successes
However, the vampire must remain within (Blood Potency)
Roll Results miles of the object, or the signal won’t reach her.
Dramatic Failure: The victim sees through the vampire’s siren
song and beholds the nightmare. He gains +3 to his Composure Ventriloquy
against the Baddacelli’s Disciplines for the rest of the night. (Mimetismo •••, Obfuscate ••••)
Failure: The song fails to soothe.
The Baddacelli can extend her mimicry to others. She must
Success: The vampire sings a soothing melody, lulling her touch the subject to use this Devotion, whether with her con-
victim into deep sleep and pleasant dreams. He won’t wake up sent or through a touch attack (Vampire: The Requiem, p. 177).
for the duration unless he suffers injury, though this does not
This Devotion costs 3 Experiences to learn.
apply to feeding as long as the vampire doesn’t take more Vitae
Cost: 2 Vitae
than Stamina. At the end of the effect, the victim awakens
refreshed, regaining a point of Willpower, even in excess of Dice Pool: Wits + Expression + Obfuscate vs. Stamina +
his permanent dots. Blood Potency (if unwilling)
Exceptional Success: The victim’s dreams are sublime, and Action: Contested; resistance is reflexive
he will not wake for a full hour/scene. Duration: Scene
The vampire can use Mimetismo to project this song from Roll Results
a distance. Dramatic Failure: The vampire distorts his own voice into
a barely coherent static. He suffers a –3 on all Social rolls that
Squawk Box involve speaking for the rest of the scene.
(Auspex •••, Mimetismo ••••) Failure: The subject can’t quite get the hang of the impression.
Success: The vampire grants the subject a different voice for
Baddacelli often spend their Requiems underground, and
the rest of the scene. Unlike applications of Mimetismo, this
with this rare Devotion they can create communication relays
voice is set until the end of the scene or the vampire uses this
without the need for radio or Wi-Fi. They can also plant bugs
Devotion again. Alternatively, the vampire can curse his victim
on their enemies, or torment unsuspecting victims without
with an inhuman voice: Whatever she tries to say comes out as
being anywhere near the scene of the crime.
a bird’s screech or the pounding of a jackhammer, or any other
This Devotion costs 3 Experiences to learn.
awful noise. Some Morlocks deprive their victims of any voice at
Cost: 1 Willpower, 1 Vitae per message all, rendering them totally mute (this counts as the Condition).
Dice Pool: None Exceptional Success: The voice lasts the rest of the night.

Story Seed: The Heist


Wanted: Baddacelli. The job? Clean out the Prince.
Vampire’s bread and butter is the crime drama genre, and there’s no purer form than the heist. The Baddacelli are
uniquely suited to this kind of story, whether as distractions, mapmakers, or safecrackers. Above we suggest thievery
is more of a Carthian pastime, but this hook doesn’t have to be Firebrand-only. Maybe the Invictus need to wipe out
the Ordo Dracul’s finances before their experiments breach the Masquerade, or perhaps the Circle of the Crone has
found out a Sanctified Bishop is hiding a relic stolen from their cult. Other bloodlines might also want to get in on
the caper: A Lynx (p. 38) would make an excellent inside man or infiltrator, and Bohagande (p. 20) are nothing if not
saboteurs. Bring on an Icarian (p. 32) to be the brains of the operation, and you’ve got yourself one hell of a team.

Baddacelli 19
Bohagande
The ones who hex you

For a complete history of the Bohagande, see Bloodlines: The Lancea et Sanctum: The Lancea et Sanctum considers
The Hidden, p. 38. its Bohagande members a bit of a get for God. Not because
Parent Clan: Gangrel the church believes the Jonahs are especially sinful (they do),
Nicknames: Jonahs, Tricksters but because the bloodline has many tools to test their flocks.
Sanctified Bohagande act as Satan to Job, visiting misfortune
Bloodline Bane (The Raven’s Curse): The Bohagande spend
and horrible disasters on mortals to prove their faiths.
their Requiems manipulating luck, but sometimes fate takes
offense. After rolling an exceptional success on a mundane The Ordo Dracul: Bohagande Dragons don’t just want
Physical or Social Skill action, the Bohagande’s player must to surpass God — they want to con Him out of His throne.
roll a die. On a 1, the vampire suffers a penalty equal to (10 – These Defiant conduct experiments in probability and fate,
Humanity) on any rolled successes. This bane can downgrade believing if they build up enough luck they can avoid the
the action to a success or a failure, or a dramatic failure if it banes of vampirism by playing the numbers. Jonahs also find
reduces the total below zero. Narratively, the vampire’s run of the Dragons attractive because they’re the covenant closest to
luck turns sour in a strange or unlikely way. understanding the true spiritual nature of the world, even if
they lack the Acolytes’ empathy for it. Defiant Tricksters are
Favored Attributes: Composure or Wits
especially fond of Wyrm’s Nests that touch what werewolves
Disciplines: Animalism, Obfuscate, Protean, Resilience call the Shadow.

In the Covenants New Merit


The Carthian Movement: Firebrand Bohagande tend to fall
into organized crime and other seedy business, rigging gambling Luck of the Draw (••)
dens and lotteries for the Movement’s seamier interests. Others
Prerequisites: Bohagande or Animalism •, Wits •••
make good money as hands off but brutal enforcers — fate is
a good leg breaker. Effect: It’s not that Bohagande are lucky, it’s that spirits like
them better than other vampires. If your character goes first in
The Circle of the Crone: Many Jonahs find their way to the a game of chance (cards, dice, coin tosses, etc.), her outcome on
Acolytes at some point in their Requiems. Their anarchistic the first round will always be better than her opponents’, even
outlook meshes well in the Mother’s Army, and their natural if her result isn’t very good. If it’s not possible to win, she ties
talent for quick, nasty curses keeps their services in demand with the best result. This only applies once per scene.
even among potent Crúac witches.
The Invictus: Like their rivals in the Carthian Movement,
Invictus Bohagande focus on cash. Some blight businesses
New Devotions
who stand in the way of their superiors, while others engage The Bohagande rewrite fates with a set of related Devotions
in karmically one-sided, predatory lending to make a name they call Sunnikuse. Jinx is the foundation of Sunnikuse, and
and a buck. Still others act as saboteurs against vampires who Bohagande characters must purchase that power before they
play loose with the Masquerade, especially in cities where the can access other effects.Other vampires cannot learn these
Invictus has less overt power. Devotions.

“The spirits already told me how this thing plays out,


but sure, I’ll take your money.”

20 Bloodlines: The Devoted


This Devotion costs 2 Experiences to learn.
Jinx
Cost: 2 Vitae
(Obfuscate ••) Requirement: The vampire must have inflicted the Cursed
The most basic curse of Sunnikuse, this Devotion blights Condition on her victim.
the vampire’s victim with a mark of ill fortune, concealing him Dice Pool: None
from spirits of good luck. The vampire must touch her victim
Action: Reflexive
to apply this curse (Vampire: The Requiem, p. 177).
For as long as the victim suffers the Cursed Condition, he
This Devotion costs 2 Experiences to learn.
loses the 10-again quality in all contested actions with the
Cost: 1 Vitae vampire, including supernatural powers.
Dice Pool: Wits + Subterfuge + Obfuscate vs. Composure
+ Blood Potency
Gift of the Crow
Action: Contested; resistance is reflexive
(Animalism ••)
Roll Results
The vampire uses her Vitae to awaken the spirit of an object,
Dramatic Failure: The spirits take offense to the vampire’s
convincing it to work with her against anyone who tries to
meddling in fate, inflicting her with the Cursed Condition.
wield it. This object must have a practical use rather than a
Failure: The vampire fails to mark her victim. decorative one.
Success: The victim takes the Cursed Condition. This Devotion costs 2 Experiences to learn.
Exceptional Success: The victim’s curse is a particularly nasty Cost: 1 Vitae, plus one per object Size
one, and the Condition lasts the night.
Dice Pool: None
Action: Instant
Evil Eye
Duration: Night
(Protean ••) If a victim with the Cursed Condition touches the tainted
The vampire transforms one of her eyes into a black void, object, he cannot spend Willpower for any reason until he tries
like a raven or a crow’s, hexing any who dare meet her gaze. to use the item for its intended purpose. When he does so, he
This Devotion costs 2 Experiences to learn. can choose to dramatically fail instead of rolling, ending the
Cost: 2 Vitae curse on both himself and the object. This also resolves Cursed
if the action was directed at the vampire.
Dice Pool: None
Simply discarding the object doesn’t end this effect. Instead,
Action: Instant
even if he resolves Cursed, the victim suffers this hex for the
Duration: Scene
rest of the night unless he recovers and uses the object.
Any victim suffering from the Cursed Condition who meets
the vampire’s gaze must spend a Willpower. If he cannot or will
not, he suffers a penalty equal to the vampire’s Protean dots on
all Physical and Social actions until he resolves the Condition.
CURSED
Covering the Evil Eye with dark glasses or an eyepatch con-
ceals its power. The vampire can only affect a victim with this A Bohagande has cursed you. Until you shed this Condition,
Devotion once per scene. luck wants nothing to do with you: You cannot exceptionally
succeed any action. Furthermore, Physical and Social Skills that
Twist of Fate would normally benefit from a dice trick (8-again, 9-again, rote,
etc.) do not have that quality. This Condition ends without
(Obfuscate ••) resolving at the end of the scene.
The Jonah conceals her victim from positive spirits and opens Resolution: Choose to fail rather than roll a relevant action
herself to them instead. The vampire must touch her victim to against the vampire who cursed you, or choose to dramatically
apply this curse (Vampire: The Requiem, p. 177). fail an action in general.

Bohagande 21
The Carnival
The ones who thrill you

For a complete history of the Carnival, see Bloodlines: The The Invictus: The Masquerade is less of a concern for
Legendary, p. 23. Invictus Carnies; their insular lifestyle creates an atmosphere
Parent Clan: Daeva of constant peer pressure on any potential troublemakers.
Nicknames: Freaks, Carnies, the Show From a business perspective, Invictus-run Carnivals tend to
be well-marketed, top-down operations with high profit mar-
Bloodline Bane (The Transient Curse): Familiarity breeds
gins. Successful Invictus Freaks sometimes declare themselves
contempt. A Freak can only remain within the boundaries of
Princes of the Road, conquering small domains and annexing
a community for nights equal to Humanity. After that, the
them into multi-town conclaves.
vampire suffers a cumulative –1 to mundane Social rolls with
mortals for each night she steps foot in the area. A commu- The Lancea et Sanctum: Sanctified Carnivals take on the
nity includes all homogeneous or incorporated areas, but not character of big tent revivals, spreading the bad news to other
sparsely populated places like forests, farmlands, or badlands. Kindred and/or punishing wicked mortals they meet along
This penalty caps at –5, but at that point normal failures on the way. A few act as missionaries, taking the Dark Father’s
affected rolls become dramatic. Once the vampire leaves, the word to vampires who’ve never even heard of the Testament.
penalty eases by a degree every (Blood Potency) nights. Mainstream Judges fear these vampires are placing the church’s
Masquerade on a knife-edge, but a few quietly funnel money
Favored Attributes: Dexterity or Presence
to their evangelical efforts.
Disciplines: Celerity, Majesty, Nightmare, Vigor
The Ordo Dracul: The Dragons’ rugged individualist
outlook means Carnival members are uncommon, but the
In the Covenants extremes Freaks take with their bodies can make them a good
fit for factions like the Impaled. However, their bane can be
The Carthian Movement: In its own way, the Carnival has an obstacle to staying near Wyrm’s Nests, so Freaks in the
egalitarian roots, so the Firebrands hold the dubious honor of Order have a reputation for researching and reclaiming mobile
having the most Carny members. Carthian Freaks spread the Nests. Rumors say that one coterie of Defiant Carnies travel
Revolution with culture jamming and satire, whether as recruit- the backroads of America with a complete (and functional)
ing tactics or class warfare against the courts they invade. A few haunted circus.
Carthian Shows operate as communes, treating their circuses
as roving domains, and some even recruit members of other
clans into these traveling Revolutions.
New Merit
The Circle of the Crone: The Mother’s Army is well-suited
to the Carnival’s outlook. Unlife on the road is one without
Undead Contortion (••)
many consequences, but when problems do crop up, solving Prerequisites: Kindred, Double Jointed
them is as easy as burning down a few havens in the name of Effect: The Embrace has grotesquely limbered your charac-
the Crone. Acolyte Carnivals are notoriously violent, even ter’s dead body. She can warp herself into shapes even a skilled
compared to the rest of the bloodline, using their front as contortionist would recoil at, and can compress her skeleton to
mundane entertainment to lure victims into their sabbaths. an almost inhuman degree. She can wriggle through any open-

“Don’t look away, ladies and gentlemen,


it’s all part of the show!”
22 Bloodlines: The Devoted
ing the size of her head with a successful Dexterity + Athletics scene, whichever comes first. The resolution of the Condition
roll, and she exceptionally succeeds with three successes on becomes “Suffer physical harm.”
Expression and Intimidation rolls to wow or disgust an Exceptional Success: While the Condition lasts, all Physical
audience with her body. Drawback: Such grotesque rolls made against the victim by people other than
athletics are useful for many things, but self-pres- the vampire gain her Majesty dots as a bonus.
ervation isn’t among them. While contorting,
your character loses her Defense. Available only
at character creation unless the character is a member
Geek Trick
of the Carnival bloodline. (Majesty •, Nightmare ••)
With this Devotion, a Freak
can perform minor tricks of gro-
New Devotions tesque spectacle without fear
of harm or frenzy. Hammer a
Gawk nail through your cheek? Easy.
Bisect your tongue with a rusty
(Majesty •, Nightmare •)
razor? Simple. Hang from the roof
First you get their atten- by the hooks laced through your skin? Relaxing.
tion; then, you get their
This Devotion costs 2 Experiences to learn,
wallet. With
or 1 Experience if the character has the Undead
this Devotion
Contortion Merit (above).
the Carnival
creates a kind Cost: 1 Vitae
of hyper focus in Dice Pool: None
its victims, to such Action: Instant
an extent that their Duration: Scene
marks can’t perceive For the rest of the scene, the vampire can
anything short of voluntarily suffer any amount of cosmetic injury
physical pain. or indignity without suffering actual, lingering
This Devotion costs damage. The source of this damage can be
1 Experience to learn. self-inflicted or from a secondary party, whether
Cost: 2 Vitae the stooge knows he’s in on the act or not. This
Dice Pool: Presence + damage must be cosmetic in nature and cannot
Expression + Majesty vs. limit functionality: A vampire with a slashed tongue
Composure + Blood Potency can still speak (albeit messily), but one with missing
Action: Contested; resistance is fingers can’t play the piano.
reflexive While active, the vampire gains 8-again on any roll
Duration: Scene to disgust, intimidate, or frighten others. This has dimin-
ishing returns, however, and only applies to the first roll
Roll Results made against a subject. At any time before the end of the
Dramatic Failure: The victim is bored scene, the Freak can make any amount of this damage simply
by the vampire’s antics and becomes vanish with an instant action. This does not end the effect.
acutely aware of his surroundings, gaining
9-again on all rolls to detect trickery or One of Us
sneak attacks.
Failure: Golf clap. (Majesty •••, Nightmare •••)
Success: The vampire wows her The Carnival is made up of runaways and outcasts, and with
victim with a terrifying, mystifying this Devotion a vampire can pull her victim into that lonely
performance! In fear and awe, he suffers world. Mortals and Kindred alike find themselves warped
the Distracted Condition while he remains physically and socially, unwelcome around anyone except
in the vampire’s presence or until the end of the their fellow untouchables.
This Devotion costs 3 Experiences to learn.

The Carnival 23
Cost: 1 Willpower
The Greatest Show
Dice Pool: Presence + Expression + Nightmare vs. Composure
+ Blood Potency (Majesty •••••, Nightmare •••)
Action: Contested; resistance is reflexive This Devotion might be the only reason the Carnival has
Duration: One night per dot of Blood Potency survived. By inflicting a hypnotic trance on her audience, a
Freak can convince victims that everything that follows is part
Roll Results of an act, no matter how grotesque or macabre.
Dramatic Failure: The vampire realizes what she really is on This Devotion costs 4 Experiences to learn.
the inside. She gains the Broken Condition and cannot use this Cost: 1 Willpower
Devotion on the victim again.
Dice Pool: Presence + Subterfuge + Majesty vs. highest
Failure: Nothing happens, but the victim may want to get Composure + Blood Potency in crowd
away from the creepy person impotently chanting, “One of
Action: Contested; resistance is reflexive
us…! One of us…!”
Duration: Hours equal to Blood Potency
Success: This vampire twists both physical and social per-
ceptions of her victim, turning him into a pariah. He suffers Roll Results
the vampire’s Nightmare dots as a penalty on all Presence and Dramatic Failure: The vampire’s artifice crumbles. The
Manipulation rolls with humans for the duration, and any entire crowd is not only unaffected, but are immune to this
failures are treated as dramatic failures. Devotion for the rest of the night.
However, alienation reinforces the bonds between the victim Failure: Nothing happens, which the vampire will likely
and his fellow outcasts. For the duration of his curse, he gains discover when the screaming starts.
the Carnival as an additional Anchor. If he defends, aids, or
Success: The vampire overwhelms her audience with oth-
otherwise puts himself at risk in their service, he refreshes a
erworldly showmanship, justifying any awful thing in the
spent Willpower. If he accepts his new role and does irreparable
Carnival’s performance as an elaborate act. All victims of
damage to his previous life, he regains all spent Willpower.
this Devotion gain the Delusional Condition for the duration
Exceptional Success: The curse takes root more deeply, and of the effect. Even after this Condition expires, they’ll ratio-
the base duration extends to a week per Blood Potency. nalize events without hard evidence to the contrary. Victims
The vampire can extend this Devotion by spending a who watch their family and friends pulled apart by frenzying
Willpower at the end of the duration, but the victim can resist Kindred assume their loved ones are in on the act, and won’t
with a successful Composure + Blood Potency roll, penalized give it a second thought until hours later, when the Carnival
by the vampire’s Nightmare dots. Alternatively, the victim can is long gone.
spend the Willpower himself, extending his time with the Exceptional Success: Victims gain the False Memories
Carnival. He is, after all, one of them now. Condition after Delusional expires.

24 Bloodlines: The Devoted


Deucalion
The ones you can’t compare
For a complete history of the Deucaliones, see Carthians, The Lancea et Sanctum: Second Estate Deucaliones eschew
p. 160. everything Spanos stands for. They believe, perhaps more than
Parent Clan: Ventrue any Sanctified, that vampires are equally damned, and use their
Nicknames: Mentors, Skinheads (disrespectful), Unflawed abilities to prove the Almighty’s curses can touch any Kindred.
(among elders) The Ordo Dracul: Mentors in the Ordo Dracul might come
Bloodline Bane (The Myopic Curse): The Deucaliones are closest to achieving their bloodline’s goal of helping the other
ever assured of their path, but their failures nag at them. Unless clans, but the methods are bloodier than those of their Carthian
she spends a Willpower to add dice to her roll, a Deucalion’s cousins: The Dragons have reams of data on bloodlines, and
Social Skills suffer a –2 modifier on mundane contested actions with the right combination of Scales the Deucaliones think
if she has no attached Touchstones. they can strip banes from the flesh. Most Deucaliones study
the Mystery of the Voivode for its utility with blood ties and
Favored Attributes: Presence or Strength
Vincula, but a few practice the heretical Mystery of Ziva — that
Disciplines: Animalism, Dominate, Resilience, Vigor it has no effect on the Ventrue curse only serves to prove their
Deucaliones take the Distinguished Palate Merit on induc- clan doesn’t have one.
tion into the bloodline. If a character already has this Merit,
she is refunded the Experience spent.
New Merit
In the Covenants Victor’s theories never took root, but some of his advice
was right for the wrong reasons, and it’s since been adapted
A s more Millennial and Gen X neonates join the into a more politically sensitive form of Kindred self-help.
Revolution, modern demographics have drowned out Victor The technique below is common to Deucaliones, but Night
Spanos’ influence within his bloodline and the Movement at Doctors of all clans with an interest in Kindred psychology
large. Most Deucaliones are still Firebrands, but in the 21st pick it up as well.
century they’ve largely eschewed Victor’s philosophy and the
Skinhead label. They still study bloodlines and help other
clans manage their curses, but for more egalitarian reasons The Spanos Method (••)
in the modern nights. Prerequisites: Deucalion or Carthian Status •, Kindred
The Circle of the Crone: Acolyte Mentors in particular find Banes Specialty in Occult or Medicine
Victor’s theories laughable, and like to emphasize their bloodline’s Effect: Your character helps Kindred self-actualize by teaching
actual strengths, focusing on the army part of the Mother’s Army. them to avoid their banes. Roll Presence + Expression to give
They use their talent with banes to test coven-mates, separating a vampire character a short pep talk. If subjects of this speech
the weak from the steadfast on behalf of the Crone. avoid the negative outcomes of their clan or bloodline banes for
The Invictus: As far as the Deucaliones are concerned, the night (falling for a victim for a Daeva, an uncontrolled frenzy
Ventrue perfection is easy to see in the auspices of the First for a Gangrel, etc.), they gain a Willpower. If your character
Estate. Invictus Mentors still hold to a few of Victor’s theories, exceptionally succeeded the roll, they gain a Beat as well.
but prefer to use Establishment methods to guide the other Drawbacks: Succeed or fail, your character cannot attempt
clans, rather than applying the Movement’s vampiric socialism. this speech more than once per night on the same vampire.
They still work to teach their Kindred to handle their banes, This Merit has no effect on Ventrue unless they are part of a
but more as a means to leverage neonates into Oaths. bloodline.

“You are nothing — but I can change that.”


Deucalion 25
Fun Horror vs. Unfun Horror
Unlike the version in Carthians, our take on the Deucaliones focuses on their desire to self-improve and help Kindred
attain perfection. They’re still paternal narcissists, but not because they think their clan is inherently superior… for the
most part. Take care bringing Deucalion characters to the table if you’re going to lean on their original background.
Vampire racism is still racism, and that might be a sensitive topic for other troupe members. Explorations of prejudice
and bigotry have their place in gothic horror, but leave them at the door if your friends aren’t up for them.

The vampire spends a Vitae to use Impurity on a mortal.


New Devotions Because humans don’t work like vampires, banes translate to
The Mentors manipulate the banes of the five clans with a humans as subconscious triggers rather than occult afflictions.
Devotion they call Impurity. Unless otherwise noted, Conditions last until they’re resolved
or end the usual way, but the trigger effect only lasts a night.
Impurity • Daeva: The victim gains the Wanton Condition if she avoids
a chance to fulfill her Vice.
(Dominate •••)
Impurity allows Deucaliones to psychologically inflict the • Gangrel: The victim gains the Bestial Condition if she loses
various clan banes on Kindred victims. A Deucalion learns a contested action.
to inflict whichever bane her master taught her (by bloodline • Mekhet: The victim gains the Delusional Condition if she
tradition, usually the Mekhet curse). Vampires are immune to encounters a folkloric bane of vampires (garlic, counting, sun-
their own clan and bloodlines banes. Learning to inflict the light, etc.) The Deucalion chooses which. This Condition is
bane of an additional clan costs an Experience, and requires not persistent, instead ending without resolving in a number
the Deucalion to drink the appropriate blood type and analyze of nights equal to Blood Potency.
it with Taste of Blood.
• Nosferatu: The victim gains the Notoriety Condition if
Deucaliones inherently know how to inflict the Ventrue he fails a Social action. He’s not actually notorious, but he
bane with this Devotion, whether they acknowledge it or not. believes his social faux pas was so great that it taints all other
This Devotion costs 2 Experiences to learn. interactions. This Condition lasts a number of nights equal
Cost: 1 Willpower to the vampire’s Blood Potency, or until the victim convinces
Requirement: The vampire must have inf licted the himself no one cares.
Mesmerized Condition on the victim. • Ventrue: The victim gains the Competitive Condition if she
Dice Pool: None wins a contested action.
Action: Instant
Duration: Night
The vampire uses Dominate to implant an additional clan
Story Seeds
bane in her victim. This scales to the subject’s current Humanity • Victor is a fool, but his childer aren’t. Most Mentors are at
rating, even if she has not gained her own clan or bloodline least two generations removed from Spanos, and they work
curse. If the Deucalion knows more banes, she can inflict them hard to escape the “Skinhead” stereotype. A few have set up
on a one-to-one basis by spending additional Willpower. If the clinics in Carthian domains, researching bloodlines and guid-
vampire is inflicting the Mekhet curse, the Deucalion’s player ing Kindred who have only just come into their true curses.
chooses a common bane to go with it. If a character gains the These Deucaliones are still Ventrue, though, so they exact a
Dependent Condition from the Wanton Curse, it lasts the night. high price: Vitae, and lots of it. Research relies on donors.
• Maybe Victor sees the current mortal political climate as his
Defect chance to build a movement. Spanos is sincere but misguided;
(Dominate •••; Special) he’s a bigot who doesn’t think he’s one, and he’s too willing to
This Devotion lets Deucaliones use a variant of Impurity compromise his vision if that grants him influence. If Spanos
on mortal victims. is having a moment, he makes a useful idiot for any Lord who
needs an easy, ugly attack on her rivals. Are the Deucaliones
This Devotion costs 2 Experiences to learn, and the vampire
willing to denounce their founder? And will Movement
must also know Impurity.
Ventrue defend their Kindred in other clans, even across
Cost: 1 Vitae political lines?
Action: Reflexive

26 Bloodlines: The Devoted


Dragolescu
The ones who eat your death
For a complete history of the Dragolescu, see Ordo Dracul, p. 150. The Circle of the Crone: The Circle is probably the most
Nicknames: Possessed, Sin-Eaters (among the ignorant) accepting of the Dragolescu outside the Order. The Acolytes
Bloodline Bane (The Beacon Curse): The Possessed are invite spirits into themselves in more visceral, bloody rituals,
marked by the vitality they steal from ghosts, making it easier but the deliberate spiritualist style of the Dragolescu has cur-
for the dead to observe and manipulate them. Dragolescu rency in many cults.
vampires limit all dice pools and Attributes to resist or The Invictus: The Invictus is especially accepting of
contest the powers of death-touched ephemeral beings by Dragolescu who can trace their lineage to “Darlington,” as
Humanity. This bane benefits Sin-Eater Haunts as well. opposed to vampires adopted into the bloodline. Elders who
Favored Attributes: Manipulation or Resolve knew Dragolescu personally claim this acceptance has some-
thing to do with his original letters, but they prefer not to
Disciplines: Animalism, Auspex, Dominate, Resilience
discuss specifics. The First Estate consults the Possessed about
ghosts in the rare events such matters come under the cove-
In the Covenants nant’s radar (usually when hauntings threaten the Masquerade),
but otherwise treat them like most other Lords.
With the growing threat of the Strix, the Dragolescu find
The Lancea et Sanctum: The Sanctified, as a rule, don’t
themselves in an awkward position. Many vampires see them
approve of the Possessed in any way, shape, or form. The
as fools, opening themselves to possession in spite of all the
Dragolescu pervert the natural order of things, opening them-
risks — but just as many view them as the only Kindred who
selves to fallen spirits and defying God’s curse to feed on the
can prevent it. The bloodline’s skill with ghosts doesn’t make
living. For that matter, their founder made no small number
them any more lethal or vulnerable to the Owls, but as whispers
of enemies in the church, and some Sanctified elders still
spread, the situation grows more dangerous.
remember his name. Nonetheless, a handful of Dragolescu
Consequently, most Possessed remain in the Ordo Dracul, call the Lancea et Sanctum home, passing off their abilities as
where their position is largely unchallenged. Dragolescu act as traditional sin-eating.
advisors on the immaterial world, and have a talent for track-
ing down Wyrm’s Nests. Rumor has it that a few have learned
to combine the Coils with Essentiaphagia, to consume other
immaterial beings.
New Merit
The Carthian Movement: For the most part, the Firebrands Ioan Dragolescu’s methods were predicated on the theory of
don’t much care about the Dragolescu and their powers. essentia, the idea that Kindred are fueled not by living energy
They’re as welcome as any Kindred, but few Carthians in mortal blood, but the essence of the soul itself. Members of
know enough about the ghosts to realize the dangerous line the Dragolescu bloodline learn to draw forth essentia with a
the Dragolescu tread. Not many Possessed end up in the technique they call Essentiaphagia, transmuting this substance
Revolution, but they’re not shunned or spurned. Carthian into a fluid known to Sin-Eaters and other deathly beings
Dragolescu have odd ideas about undead societies that include as Plasm. All Dragolescu are capable of sensing ghosts and
ghosts as well as Kindred, but they’re careful not to share these other deathly ephemeral entities, gaining the first dot of the
concepts unless prompted. following Merit on induction into the bloodline.

“Your father watches over you.


Yes, I can feel his presence even now.”

Dragolescu 27
Essentiaphagia (• to •••••) New Devotion
Prerequisite: Dragolescu
Effect: Your character can perceive, consume, and manipu- Ephemeral Integration
late Plasm, the ephemeral energy that makes up the soul itself.
(Dominate •••••, Resilience •••; Special)
Each dot of Essentiaphagia is a discrete effect.
With this Devotion a vampire can “devour” a ghost. Rather
Vitalized Senses (•): Your character can spend a Vitae to
than destroying the shade, however, the Dragolescu absorbs
perceive ghosts and other Plasmic entities (geists, Chthonians,
it, gaining access to its memories, abilities, and even a degree
Psychopomps, etc.) She can also sense Anchors and other
of its raw power. The vampire must be touching the victim to
Manifestation Conditions, which appear as a sickly yellow
perform this Devotion, but this counts if the Dracolescu stands
glow that varies based on strength. In the case of Sin-Eaters
in the same space as an entity in Twilight.
and other Bound, she perceives their geists as “overlaid” on
their host bodies, bearing that same ugly radiance. This effect This Devotion costs 4 Experiences to learn, and the vampire
lasts a scene. must have at least two dots of Essentiaphagia.
Phagia (••): Your character gains the equivalent of the Cost: 5 Vitae/Plasm and 1 Willpower
Unnatural Affinity Merit for ghosts and other beings made of Requirement: The vampire has fed on the creature with
the same ephemera (as above). She can feed on any ephemeral Essentiaphagia before.
being she can perceive by “breathing” it in, rolling Resolve Dice Pool: Manipulation + Occult + Dominate vs. Resistance
+ Occult + Blood Potency minus the entity’s Resistance + Rank
Attribute. For turns equal to successes, she drains one Vitae, Action: Contested; resistance is reflexive
inflicting lethal damage as usual. The Dragolescu must remain
Duration: Indefinite
within (Blood Potency) meters of the victim for the duration
of the feeding. Roll Results
Ephemeral Fangs (•••): Your character can steal Essence Dramatic Failure: The vampire is claimed, but retains no
with Phagia, converting it to Plasm (choose between Vitae control over the process; the ghost works entirely as if it had
and Essence before feeding). She can store Plasm up to twice possessed a corpse, although it is expelled when one of the vam-
her Essentiaphagia dots and spend it at the same rate as pire’s physical Attributes returns to normal, rather than zero.
Vitae. By default, she can only use Plasm to fuel Vitalized Failure: The process fails.
Senses, but if she learns Kindred Necromancy (Bloodlines:
Success: The vampire gains the Claimed Condition but retains
The Resurrected, p. 21) she can spend Plasm to fuel it as if
his mind, barely influenced by the ghost; at most, the wraith’s
it were blood.
memories inflict a small penalty to any action that would make
Necromantic Physiology (••••): Tapping into the essential the ghost hesitant. For example, attacking the spirit’s former lover
nature of Plasm, your character can convert it into other forms might cause the vampire to rethink his actions.
with an instant action: Two points become a Vitae, and three
For the duration, the vampire gains the ghost’s Influences
become a Willpower.
and increased Attributes, and he can continue using any
Pl a smic Gra sp (•••••): Dragolescu who ma ster Numina he’s learned on his own. He does not benefit from any
Essentiaphagia find that Plasm contains residual knowledge. supernatural Merits or Dread Powers. The vampire also takes
By spending 4 Experiences, your character can purchase a Ban and Bane, but doesn’t replace his Mask/Dirge with the
Numina that don’t rely on Manifestations, so long as any ghost ghost’s Anchors. His Plasm pool (if any) merges with that of
she’s fed from had that power; the Storyteller has final say on the entity’s Essence, raising the maximum.
appropriate choices. Roll Intelligence + Occult + Blood Potency
Both vampire and ghost can search through each other’s
to activate Numina, and spend Plasm in place of Essence. You
memories as if they were their own. Any knowledge gained
character can have Numina equal to her Merit dots, and can
this way remains if and when the two separate.
spend Experiences to replace one she no longer needs.
Exceptional Success: Any rolls to resist separation gain a
bonus equal to the vampire’s Blood Potency, and the ghost can
only attempt escape once every other night.
The ghost can attempt to separate from the vampire once
a night as its captor spends Vitae to wake, with the vampire
adding his Dominate to the resistance roll. This isn’t as scarring
as the normal separation of a Claimed entity, but the system
otherwise works the same. Alternatively, the vampire can free
the ghost at any time with an instant action.

28 Bloodlines: The Devoted


Gorgons
The ones you crawl for
For a complete history of the Gorgons, see Circle of the
Crone, p. 176.
Euryale
Parent Clan: Ventrue
Parent Clan: Ventrue
Nicknames: Vipers, the Quick
Nicknames: Medusas, Snakes, the Proud (among the Euryale
Bloodline Bane: As above.
and Stheno)
Disciplines: Animalism, Celerity, Dominate, Protean
Bloodline Bane (The Curse of Minerva): A Gorgon’s reptil-
ian nature always slithers beneath the surface. For each tier of Favored Attributes: Dexterity or Presence
Humanity a Medusa falls beneath his Humanity 7 Touchstone,
he gains a snake feature, such as yellow eyes or a forked
tongue. Features become more obvious the lower the vampire’s
Stheno
Humanity. If a Gorgon defends his Mask enough to regain all Parent Clan: Ventrue
spent Willpower, each mutation subtracts a regained point, to Nicknames: Basilisks, the Strong
a minimum return of one. If the vampire has no Touchstone at
Bloodline Bane: As above.
Humanity 7, he cannot regain Willpower from his Mask at all.
Disciplines: Animalism, Dominate, Protean, Vigor
Favored Attributes: As with parent clan
Favored Attributes: Resolve or Strength
Disciplines: Animalism, Dominate, Protean, Resilience

Twists of the Blood: Three Sisters In the Covenants


The Gorgons share history with two other Ventrue blood- The Gorgons are a pillar of the Mother’s Army. Despite
lines: The Euryale and Stheno are detailed in Circle of the the covenant’s loose structure, Medusas have a widespread
Crone, p. 177, but aside from a short sidebar, these vampires reputation for wisdom and faith. Some of this is successful
are treated as Ventrue dynasties rather than true bloodlines mythologizing (as Lords are wont to do), but their devotion to
in the mystic sense. For completeness, we offer the following the Crone is never lukewarm. Gorgons outside the Mother’s
conversion/optional system. Army often take advantage of this celebrity, whether they have
sympathy for the Acolytes or not.
Euryale and Stheno suffer the same bane as the Medusas,
and can purchase the Amphivena Merit if they have a Gorgon The Carthian Movement: Strident atheists make up the
teacher. Unlike their sister bloodline, Euryale and Stheno favor ranks of the few Gorgon Carthians. Abused or overwhelmed
the Invictus over the Acolytes, and assess Medusa candidates with the expectations of their heritage, or seeking a way to
for Oaths with tests of speed and strength. cope with their bane besides Greek mythology, these vampires
reject the Crone and work toward an All Night Society where
Circle of the Crone suggests adding only the relevant physical
gods have no say in the affairs of Kindred. Like other Ventrue,
Disciplines to the standard Ventrue powers, but we swap in
Medusa Firebrands gravitate to leadership roles, but many
Protean as well. Use whichever combination you prefer.
prefer to defend the Revolution on the frontlines, using their

“Don’t squirm, dear.


It squeezes harder if you squirm.”
Gorgons 29
Disciplines and command over snakes to fight (and terrify) In addition to individual effects, your character gains the
their enemies. 9-again quality on Animal Ken rolls with snakes, including
on Animalism.
The Invictus: Many Gorgons join their Euryale and Stheno
cousins in the Invictus, though they usually maintain their faith Drawback: While she stores familiars (see below), the cosmetic
in the Crone. A few are dual members, acting as go-betweens features of your character’s bane become more severe: slitted
for Lords in both factions. First Estate Medusas, like the eyes glow yellow, jaws unhinge while feeding, etc. She treats her
Basilisks and Vipers, build vast networks of servants and pro- Humanity as one dot lower than usual for her
curers, as their bane makes it bloodline bane.
difficult to maintain their • Snake Den (Protean 1): A Medusa
Masquerades. That said, is never without her attendants. Your
some enjoy basking in character can bring snakes into her
their body horror, rul- Unmarked Grave, paying an additional
ing through grotesque Vitae for each animal. These snakes
displays of power. reform when she re-emerges, or she can
The Lancea et Sanctum: take an instant action to release them
Gorgons in the church downplay to protect the area while she stays
their bloodline’s origin story. underground (as many or as few as
Some like to imply a connection she likes). If these are ghouls or
to the serpent of Genesis, but risen familiars, they will burrow
most avoid mythology altogether. into the grave at the end of the
Sanctified Medusas usually fall into scene, at no extra cost.
one of two camps: Those who embrace •• Serpentine Union (Protean
the snake handler stereotype, and those who 2): The Gorgon becomes one
won’t touch it with a ten foot pole. with her serpents. By spend-
ing a Willpower, your char-
The Ordo Dracul: Defiant Gorgons acter can absorb any and all
often focus their research on their snakes in her grave, gain-
connection to snakes. Some believe the ing Vitae equal to their
Beast has a primal link to all animals, Sizes regardless of Blood
and that their bloodline has awoken a Potency. She can store
fragment of it. One Medusa Dragon is a number of snakes
rumored to be experimenting on whether equal to Amphivena
this means animals can be fully Embraced. dots. While Predatory
Aspect is active, she
can spend additional Vitae equal
New Merit to an animal’s Size to birth one or
The Gorgons are more than vampires: They more stored snakes — usually from
are the childer of Medusa, and their goddess the mouth, but some Gorgons bleed
grants them a fragment of her power. Amphivena out their pets, or expel them in even
expands a vampire’s Protean and Animalism more unpleasant displays. Each birth
powers over snakes. takes an instant action. She can also
eject a stored snake from her grave.
Drawback: If your character’s Vitae
Amphivena (• to •••••) ever falls to zero, her snakes are
Prerequisites: Gorgon, Snake Specialty in Animal destroyed.
Ken, Animalism and Protean (see below)
Effect: Your character has a supernatural affinity
for snakes, expanding the utility of her Disciplines.
Each dot of Amphivena is a discrete effect, but
your character must have the prerequisite level of
Animalism or Protean.

30 Bloodlines: The Devoted


••• Serpentine Rapport (Animalism 2): The Gorgons favor
their snakes above other servants, even beyond death.
When your character absorbs a snake, she can spend a
Vitae to turn it into a ghoul or use Raise the Familiar Story Seed: The Touch of Lamia
on it; being transformed into vampire blood is death Kindred who know about more esoteric vampires
for the purposes of the latter effect. A familiar created believe there may be a connection between the
Gorgons and the snake-like Lamia (Thousand Years
this way multiplies the duration of its existence by your
of Night, p. 113). The Gorgons’ myth about being
character’s Amphivena dots, and a ghoul snake can go children of Medusa could be a veneer over a less
an additional month without Vitae. savory origin, or a self-serving legend with a grain of
•••• Hydra’s Tongues (Animalism 3): Even without her truth. It might also be that the Lamia came second,
and are progeny of very low-Humanity Gorgons. Or
pets at her side, a Gorgon can call on other serpents. perhaps all Gorgons become Lamia if they survive
The vampire does not need to roll to use Summon the long enough, but it’s unclear if the Medusas would
Hunt if she wishes to attract snakes. This works as if the see that as a curse or a blessing.
action were a normal success (use Amphivena dots to
determine distance), but she can spend a Willpower to
take the effect of an exceptional success. In addition, if
she used Raise the Familiar on a snake via Amphivena, venom, inflicting the Poisoned Tilt (moderate). This affects
she can use their sympathetic link to make the animal both mortals and Kindred. The vampire has enough venom
a vector for Summon the Hunt anywhere it crawls. for (Blood Potency) attacks in a night. Outside of combat,
••••• Body of the Gorgon (Protean 4): By making a sacrifice this poison has a Toxicity equal to the vampire’s Protean dots,
to her goddess, a Gorgon can more perfectly take her dealing damage each minute.
form. When activating Unnatural Aspect, your charac- The vampire can spend an Experience when she learns
ter can spend a Willpower to destroy one of her stored Unnatural Aspect to upgrade her venom to inflict Poisoned
snakes to activate a second feature. She can choose any (severe), even to vampires.
form she hasn’t memorized, but only once per use of
Unnatural Aspect.
Medusa’s Mien
(Dominate •)
New Devotions The vampire can refine her Dominate into a blunt animal
magnetism, gaining the legendary hypnotic gaze of snakes.
Arms of Amphisbaena This Devotion costs 1 Experiences to learn.
(Animalism ••, Protean ••; Special) Cost: 1 Willpower
The vampire transforms her fists into monstrous serpents.
Dice Pool: None
This Devotion costs 2 Experiences to learn, and the vampire
must know two dots of Amphivena. Action: Reflexive
Cost: 1 Vitae The vampire activates this Devotion after catching her
Requirement: The vampire must have a stored snake in victim’s gaze. Vampires can resist with a Resolve + Blood
her system. Potency – Dominate roll, but humans can do nothing but stare
at the Gorgon until she looks away. A vampire who failed to
Dice Pool: None resist can try again on the next turn, or regain a Willpower
Action: Instant for submitting to his new goddess, ceasing all possibility
of defiance until the Gorgon looks away. The vampire can
Duration: Scene inflict him with other Disciplines that require eye contact if
The vampire’s hands become large snake heads. These she wishes, but the victim can break free if she harms him.
count as +1L weapons, and stack with the effects of any forms In combat, the victim suffers the Insensate Tilt as long as the
she assumes with Protean. On a successful Brawl attack, the vampire holds his gaze, or until he is wounded (Chronicles
vampire can reflexively spend a Vitae to inject her victim with of Darkness, p. 286).

Gorgons 31
Icarians
The ones you can’t defeat
For a complete history of the Icarians, see Lancea Sanctum, few who would betray Longinus sometimes join the Acolytes,
p. 167. especially Circles that practice syncretism with Christianity.
Nicknames: Dynasts, the Heresy (disrespectful) They bring a rare, iron resolve to the Crone’s children, orga-
Bloodline Bane (The All or Nothing Curse): The Dynasts nizing them into a true army of the Dark Mother.
take less satisfaction from the affirmations other Kindred rely The Invictus: For political Icarians, the Invictus is bread and
on, especially when they succumb to the Beast’s depravity. If butter, and the church’s ties with the Establishment make this
an Icarian has suffered a breaking point in the chapter, for the association less of a stretch than the other covenants. Their
rest of the session he only takes half his maximum Willpower supernatural drive leads them to climb the ranks quicker than
(round up) for fully defending his Anchors or an amount equal their peers, with neonates rubbing elbows with ancillae, and
to Humanity, whichever is less. ancillae taking positions typically held by elders. The First
Favored Attributes: Composure or Resolve Estate is happy to have them in turn, assigning Dynasts to
complex projects that few Kindred have the follow-through
Disciplines: Animalism, Constance, Dominate, Resilience
to complete.
The Ordo Dracul: Like the Circle, to the Icarian mindset the
In the Covenants Ordo is made up of heretics (though the Dragons would argue
they’re more accurately described as blasphemers). Still, some
In the rare event the Lancea et Sanctum takes praxis, it’s
secular Icarians find purpose in the Order, spending decades
often an Icarian who holds the reins. The number of Dynast-
perfecting singular Coils or Scales other Kindred might have
ruled cities is small, but more and more Icarians have sought
given up on years ago. Icarians are fond of studying the Mystery
high end positions in the last decade, especially in the United
of the Wyrm, expanding their already prodigious self-control.
States. Some say it’s a cycle of their supernatural resolve, while
others believe it’s the mortal political climate making theocracy
more palatable to Kindred. Still others argue it’s the memory
of the Icarian Heresy fading, opening a door for the bloodline’s
Constance
hidden will to power to rise again. Constance is an extension of the Icarians’ notorious ambi-
tion. Their Beasts become less blatantly aggressive, taking on
However, some Icarians feel stifled by the Spear and seek out
a reserved, cunning nature even in the throes of frenzy, and in
other covenants, especially those willing to assist them in their
spite of mundane and supernatural manipulations.
more worldly ambitions.
Cost: None or 1 Vitae per active effect
The Carthian Movement: It’s rare for Icarians to put their
lot in with Carthians; the Dynasts seek to rise based on merit, Dice Pool: None
not democracy. A few do appreciate the idea of gathering the Action: None (for persistent effects) or Reflexive (for active
hearts and minds of the masses to their cause, though, and work effects)
their way into managerial positions in the covenant, sometimes Duration: Permanent (for persistent effects) or one turn (for
even as spiritual advisors. active effects)
The Circle of the Crone: Even the most liberal Dynast steers Like physical Disciplines, Constance has persistent and active
clear of the Circle — Icarians are never brought into the blood- effects. Persistent effects are always on, and have no cost. Active
line if they haven’t first accepted the Dark Father. Those rare effects are reflexive, and cost one Vitae per effect.

“We are far from finished. We have not even begun.”

32 Bloodlines: The Devoted


Persistent: Split the vampire’s dots in this Discipline between
Composure and Resolve, raising Attributes above the limits New Devotion
imposed by Blood Potency. Increased Composure adds to
Initiative. He can redistribute these dots when purchasing more The Lord Provides
levels of Constance, but they are set once he reaches five dots.
Constance also raises the vampire’s permanent Willpower, (Constance ••, Dominate •• or Majesty ••)
which can increase it above 10 dots. In addition, as long as The Icarian leads by example, sharing his supernatural
he has more Willpower points than his unmodified Resolve tenacity with his flock.
+ Composure, the vampire gains a persistent +1 on all rolls to This Devotion costs 2 Experiences to learn.
resist, withstand, contest or otherwise work against another
Cost: 1 Willpower
character’s action.
Dice Pool: Presence + Expression + Constance – number of
Active: By spending Vitae the Icarian can flood her mind
subjects to be affected
with dedication and fortitude. For each point of Vitae spent
choose one effect from the following list. A vampire may Action: Instant
spend additional Vitae to invoke multiple effects simulta- Duration: Night
neously, but no effect of Constance may be used more than Roll Results
once per turn.
Dramatic Failure: The vampire has a pang of doubt, and
• When working against a Social roll or a mind-affecting super-
natural power that is resisted, withstood, or contested by loses all benefits of Constance for the rest of the scene.
Resolve or Composure, take a number of automatic successes Failure: The vampire fails to inspire.
equal to Constance dots if the action is contested, subtract Success: The vampire augments his allies’ Composure
half the vampire’s dots (rounding up) from the offending or Resolve Attributes, distributing additional dots equal
character’s successes if it’s resisted. to his Constance rating (e.g., if he has three dots, he can
• Spend two Willpower on one action. This act of resolve is boost three subjects’ Attributes by one each). The Dominate
tiring, and the vampire can only use it a number of times version of this Devotion augments Resolve; Majesty adds
per scene equal to Constance dots. to Composure. He can choose between Attributes for each
• Make an additional roll in an extended action over the usual subject if he knows both Disciplines, but he can only boost
dice pool limit. The vampire can only use this effect on the one Attribute at a time.
same task a number of times equal to Constance. This effect Exceptional Success: The vampire inspires himself, regaining
can benefit blood sorcery rolls. the Willpower he spent on this Devotion.

Icarians 33
Kallisti
The ones who divide you

For a complete history of the Kallisti, see Invictus, p. 162. but a counter-rumor states this story comes from a jealous vam-
Parent Clan: Daeva pire spreading lies about his former thrall. In the end, these
Nicknames: Ravagers, Slaves (disrespectful) rumors serve the same purpose as the Kallisti themselves: A
distraction for bored elders. And one by one the Kallisti are
Bloodline Bane (The Loveless Curse): Kallisti Vitae does
starting to realize it.
not carry the enslaving love of other vampires. A Ravager can
never inflict a third step Vinculum on a character, no matter The Carthian Movement: There are no Kallisti in the
how much blood she feeds him. Even then, what little affec- Carthian Movement. There are no Kallisti twisting knives
tion she can get is conditional at best. If a person subject to a in Berlin’s back alleys, or trading barbs with the zaibatsu of
Kallisti’s blood bond suffers a breaking point for harming his Tokyo, or rallying unions in Mexico City. There are no Kallisti
regnant, he gains a (10 – Humanity) bonus on the subsequent impersonating Princes across the globe in a world tour of lies.
detachment roll before penalties apply. An exceptional success There are no Kallisti double agents working inside the Invictus
breaks the Vinculum. to shuttle away the childer of powerful elders. There are no
Kallisti planning something very, very big for the second coming
Favored Attributes: Manipulation or Resolve
of the Roaring 20s. Perish the thought.
Disciplines: Celerity, Majesty, Perfidy, Vigor
The Circle of the Crone: When a Kallisti joins the Mother’s
Army, it’s usually because he’s run away from an abusive
Twists of the Blood: Lords of Lies relationship with a sire or regent. In these cases, the Crone
welcomes the Ravager with open arms, providing him all the
Despite their distinctly Serpent lineage, Kallisti often
training and self-actualization he needs to become a force of
resemble the Ventrue in their outlook and goals. If you want
nature for the Dark Mother. Indeed, the cruel nature of Perfidy
to expand the Ravagers’ influence, open it up to Ventrue
mixes well with the heady draught of Crúac.
characters as well.
The Lancea et Sanctum: The Second Estate’s close ties to
Parent Clan: Daeva or Ventrue
the Invictus have led to a few public conversions over the years,
Bloodline Bane: As above usually neonate Kallisti who swear themselves to the church
Favored Attributes: As with parent clan before a Vinculum can be established. Of course, these open
Disciplines (Daeva): As above displays of piety are often lies. The Invictus rarely allow Kallisti
Disciplines (Ventrue): Animalism, Dominate, Perfidy, to escape their clutches without a full blood bond, and often
Resilience keep spies among their “allies” in the Lancea et Sanctum.
The Ordo Dracul: While few Kallisti have joined the Ordo
Dracul, those who do are a different breed. Their unique pow-
In the Covenants ers of division and control give them unprecedented access to
Although both slaves and supper, Kallisti have a long enough rare collections and restricted libraries. The inner circles of the
leash to attack the First Estate’s enemies with relative impunity. Order whisper that a pair of Kallisti have unearthed a strange,
Still, the Conspiracy wonders how loyal they really are. Rumor pulsing relic made of molten gold, buried beneath a ruin on
has it a coterie of Ravagers in New York are considering a coup, the Ionian peninsula.

“You won’t believe what he said about you.”

34 Bloodlines: The Devoted


Roll Results
Perfidy Dramatic Failure: The victim is immune to the Kallisti’s
Perfidy is the power of deceit honed to a scalpel’s blade. Perfidy for the rest of the night.
This Discipline twists love and friendship into lies, turning
Failure: The victim is not moved by the vampire’s slander.
even the most steadfast relationships into lethal liabilities.
Perfidy has been known to destabilize entire cities; it’s one Success: The vampire implants her victim with feelings
of many reasons the Kallisti are (nominally) welcome in the of hatred for a close friend or ally. He gains the Obsession
First Estate. Condition with the goal of causing harm to that individual.
This Condition lasts the night or until he resolves it.
Exceptional Success: The victim is fanatical in his hate,
Whisper Campaign • and forgets it was never his idea in the first place. He gains a
The Kallisti know the first step in a hunt is to separate the Willpower in addition to a Beat for resolving Obsession.
prey from the herd. This power propagates an unconscious This enmity can take any form, including physical aggression,
slander into the victim’s very being, eroding his charisma and rumor mongering, or even arson. If the other person is subject
turning others away from him. The world may not know what to Notoriety, Obsession instead lasts a week.
he did, but they know it was bad.
Cost: 1 Vitae Social Isolation •••
Requirement: The vampire must spread a false rumor about Humans and Kindred are social creatures. Strip their soci-
the victim, within earshot. etal comforts and watch how quickly their power erodes. The
Dice Pool: Manipulation + Socialize + Perfidy vs. Composure vampire must touch her victim to apply this curse (Vampire:
+ Blood Potency The Requiem, p. 177).
Action: Contested; resistance is reflexive Cost: 1 Vitae per Merit
Duration: Night Dice Pool: Manipulation + Subterfuge + Perfidy vs.
Composure + Blood Potency
Roll Results
Action: Contested; resistance is reflexive
Dramatic Failure: The Kallisti’s power backfires and she
inflicts the Condition on herself. Roll Results
Failure: The rumor refuses to take hold. Dramatic Failure: The vampire loses access to one of her
Success: The Kallisti inflicts a Persistent form of the Notoriety own Social Merits for the night.
Condition (Chronicles of Darkness, p. 290). The victim gains a Failure: Nothing happens.
Beat any time he revels in his reputation rather than denying it. Success: The victim gains the Abandoned Condition, losing
This ends without resolving after the duration expires. full access to one or more of his Social Merits. Note that this
Exceptional Success: The Condition lasts a week. effect only applies to Social Merits that involve relationships
(Allies, Contacts, Mentor, Retainer, Staff, etc.), not Style Merits.
People think the victim is covering up a crime or has com-
mitted a truly heinous social faux pas. Unlike the mundane Exceptional Success: The victim is truly at loose ends. As
form of Notoriety, those who encounter the victim have an long as he suffers Abandoned, he takes the vampire’s Perfidy
inherent sense of his indiscretion, believing they’ve heard the dots as a penalty on rolls to make a first impression in Social
rumor even when they haven’t. maneuvering or other similar actions.
Victims of Friend to Foe believe their enemy is behind this
turn of fortune, while victims of Whisper Campaign fear the
Friend to Foe •• witch-hunt is catching up. Those with Notoriety or Obsession
The most dangerous enemy is an ally turned traitor. This suffer this Condition for nights instead of hours.
technique lets the Kallisti pervert the feelings of friendship their
victim feels for another, sowing seeds of anger that blossom into Wild Abandon ••••
hatred. All she needs to do is whisper in his ear.
The Kallisti’s insinuations poison her victim’s heart. Those
Cost: 1 Vitae caught in her sway care nothing for their friends, and are
Dice Pool: Manipulation + Persuasion + Perfidy vs. interested only in the rush of hedonism.
Composure + Blood Potency Cost: 2 Vitae
Action: Contested; resistance is reflexive Requirement: The vampire must have inflicted Notoriety
Duration: Night or Obsession on the victim.

Kallisti 35
Dice Pool: None the Kallisti instead. For the duration of the power, the thrall
Action: Reflexive must act according to the Ravager’s whims.
The vampire spends additional Vitae to enhance the effect of Exceptional Success: The vampire gains the Connected
Whisper Campaign and Friend to Foe, twisting the victim’s per- Condition (Chronicles of Darkness, p. 288) in regard to the
ceptions of his friends, loved ones, and all his responsibilities. subject after the duration expires.
For as long as he has Notoriety or Obsession, the victim Once the duration of this effect runs out, memories of the
cannot regain Willpower from any of his Anchors. Instead, if situation fade, and all involved justify the events as if the
he harms a relationship or ignores an important obligation, vampire were never involved. Should a victim of this power
he can refresh a single Willpower, and if he irrevocably burns be under the effect of Notoriety or Obsession at the time it
his bridges, he regains all spent Willpower. Each night he has was inflicted, the base duration of this effect changes to weeks
not taken an opportunity to act on these instincts, he suffers a instead of nights.
breaking point at his current Humanity level/Integrity minus A vampire can only steal one relationship at a time, and can
the vampire’s Perfidy dots. relinquish it back to her prey by spending another Willpower.
Victims of Whisper Campaign give in to the lie, becoming
what everyone says they are, whereas subjects of Friend to Foe
put all their efforts into destroying their object of hatred. New Merit
If the victim also has the Abandoned Condition, treat his
Touchstones (if any) as if they were unattached. Mean Girl (•• or •••)
Prerequisites: Kallisti or Majesty ••, Striking Looks ••
The Borrowed Bond ••••• Effect: The Kallisti are so immaculate that their looks
The Kallisti’s skill at twisting relationships is so sublime can intimidate those beneath them, granting a degree of
she can steal them for herself or gift them to another. The protection from social intrigues. Your character can ignore
vampire must touch her victim to apply this curse (Vampire: the first successful attempt to open her Doors in a Social
The Requiem, p. 177). maneuvering action, even if the other character rolled an
Cost: 1 Willpower (and 1 Vitae, optional) exceptional success.
Dice Pool: Manipulation + Subterfuge + Perfidy vs. With the three dot version of this Merit, the other character
Composure + Blood Potency suffers the Leveraged Condition toward yours if he fails this
Action: Contested; resistance is reflexive first Social action, embarrassing himself badly.
Duration: One night per dot of Blood Potency
Roll Results New Devotions
Dramatic Failure: The vampire finds herself tangled in her
intended victim’s connections. For the rest of the night, the
Kallisti acts toward her victim as if she were subject to a third
The Broken Bond
step Vinculum. (Majesty ••••, Perfidy •••••)
Failure: Nothing happens. While the Ravagers are incapable of creating true blood
Success: The Kallisti borrows or gifts a single relationship bonds, this Devotion lets them share their misery by tearing
from her victim. For example, should the vampire’s chosen con- apart those of other Kindred.
nection be a mortal’s brother, for all intents and purposes she Kallisti cannot use this Devotion on themselves, but they
becomes that brother — the fact that she’s a woman and not the can ask other Ravagers to use it for them.
same ethnic background is beside the point. This effect twists This Devotion costs 4 Experiences to learn.
the connection so that memories fog and logical discrepancies Cost: 1 Willpower dot and 1 Vitae
are met with casual dismissal or convoluted explanations. If
Requirement: The Kallisti must feed the thrall a point of
this relationship is represented by a Merit, the vampire gains
Vitae (included in the cost; this does not create a Vinculum),
that Merit for the duration. To gift a relationship on another
and has at least equal Blood Potency to the regnant.
subject, the vampire must feed her a point of Vitae within an
hour of using this effect on a victim. The Kallisti shatters the Vinculum by investing the subject
with a bit of her own will. The subject is freed from the bond
Perhaps most dangerous, however, is if the vampire chooses
as if it had never existed, though he may be bound again in
to use this power to borrow a Vinculum. By usurping the
the future.
regent’s side of the bond, the thrall becomes equally bound to

36 Bloodlines: The Devoted


more success than the Kallisti’s Perfidy rating, or her Discipline
Friendly Fire dots are lower than it (if the effect isn’t rolled), the power back-
(Perfidy ••••) fires as if the Kallisti had used it on the victim.
The Kallisti can turn a victim into a ticking time bomb
against an unsuspecting foe. Spoiler
This Devotion costs 2 Experiences to learn.
(Majesty ••, Perfidy ••)
Cost: 2 Vitae
The Kallisti specialize in turning friends into enemies.
Requirement: The vampire inf licted the Obsession
This Devotion costs 2 Experiences to learn.
Condition on the victim.
Cost: 1 Willpower
Dice Pool: Manipulation + Subterfuge + Perfidy vs.
Composure + Blood Potency Dice Pool: Presence + Empathy + Perfidy vs. Composure +
Blood Potency
Action: Contested; resistance is reflexive
Action: Contested; resistance is reflexive
Duration: One night per dot of Blood Potency or until
triggered, whichever comes first Duration: The remainder of a Social maneuver

Roll Results Roll Results


Dramatic Failure: The Kallisti enters frenzy. Dramatic Failure: The Kallisti makes an ass of herself, suffer-
ing –5 to all Social rolls with the target of the Social maneuver
Failure: The victim refuses to let hate consume him.
for the rest of the scene.
Success: Whenever the victim next encounters the target, he
Failure: The Kallisti fails to make an impression.
immediately falls to frenzy. The Kallisti may choose whether
this is a fight or flight reflex, or leave it up to chance. If the Success: With a few choice words, the vampire intervenes in
victim is mortal or a creature that does not frenzy, he instead an active Social maneuver between two friends or allies, sub-
gains either the Bestial or Frightened Conditions. tracting up to half her Perfidy dots from the victim’s impression
level (round up) for the rest of the action. If this reduces the
Exceptional Success: The emotional stimuli is so strong that
impression to hostile, the action fails.
the Beast can seize the reins with greater ease. The victim also
gains the 9-sgain quality on all rolls to harm or escape the target. Exceptional Success: The vampire can choose to end the
Social maneuver, regardless of the new impression level.
Fuck Me? Fuck You! In quick social interactions, Spoiler applies the vampire’s
Perfidy dots as a penalty to rolls to ask favors, make requests,
(Perfidy ••••; Dominate •, Majesty •, or Night- or establish first impressions.
mare •)
Kallisti must be light on their feet, yet coiled like vipers. ABANDONED
With this Devotion, the vampire can use the twisting nature (PERSISTENT)
of Perfidy to play a game of rubber and glue with his Kindred’s
supernatural talents.
You are a pariah. For each Vitae the vampire spent, one of
This Devotion must be purchased separately for each
your Social Merits is reduced by her Perfidy dots. The Kallisti
Discipline it provides resistance to.
chooses which. Contacts give useless advice, Allies screen
This Devotion costs 2 Experiences to learn. calls, and even loyal Retainers take a night to themselves. This
Cost: 1 Willpower lasts for hours/scenes equal to the vampire’s Blood Potency.
Dice Pool: None Resolution: Lash out at someone associated with one of these
Action: Reflexive traits, sacrificing a dot (subject to Sanctity of Merits). Resolve
When another vampire attempts to subject the Kallisti to Notoriety or Obsession.
Dominate, Majesty, or Nightmare, the Ravager can use this Beat: Solve a major problem by yourself rather than relying
Devotion to turn the tables. If the assailant does not roll one on others.

Kallisti 37
The ones who ensnare you
Lynx
For a complete history of the Lynx, see Invictus, p. 165. Operator resolute, tenacious, or ambitious enough to seek initi-
Parent Clan: Mekhet ation might be exactly the kind of organizer the covenant needs.
Nicknames: Operators, Spiders, the Chained (among The Lancea et Sanctum: There are only a handful of Lynx
themselves) within the Lancea et Sanctum as of yet, and those who have
Bloodline Bane (The Disconnected Curse): An Operator’s joined fare similarly to those in the Ordo Dracul: relegated
attachment to connections is a double-edged sword. While he to study and investigation. However, an enterprising Lynx in
has an advantage when it comes to groups and networks, he Budapest has begun to study his connection to the promise that
lacks the personal ties other Kindred rely on. In addition to the binds the entire bloodline (see Story Seed: Network Daemons)
Mekhet bane, a Lynx must always have at least two attached and has come to believe that this chain may be divine in nature.
Touchstones. If not, he gains no bonus to detachment rolls. Should the secret spread, the entire bloodline may suffer the
consequences of heresy.
Favored Attributes: As with parent clan
The Ordo Dracul: The Lynx are uncannily suited to the
Disciplines: Auspex, Celerity, Majesty, Obfuscate
study of Coils, and the few members who have joined the Order
of the Dragon find themselves gaining status at a rate unheard
In the Covenants of. Their ability to find information, items, and people makes
them subject librarians and investigators par excellence, and
The Lynx were born into the Invictus, and that’s where they
the Ordo never tires of finding work for them. The Defiant
should remain — but no one bothered to tell Martin Thomas,
are particularly interested in the bloodline’s ability to augment
the bloodline’s progenitor. He’s spread his progeny across every
knowledge through networked connection, and is eager to see
facet of the All Night Society in the hope of expanding his
if the technique can be applied to something more intricate,
growing network. For now, the Lynx provide enough intelli-
like the Coils of the Dragon. If so, perhaps an ascension is
gence to mollify the Invictus, but at the rate the bloodline is
close at hand.
growing it’s only a matter of time before the elders reconsider.
The Carthian Movement: The Lynx predilection for con-
necting people, places, and events makes them a perfect fit for New Merit
the Carthian Movement. A large number of Operators have
joined the Revolution over the last decade, and have used their
abilities to arrange devastating protests, rallies, and attacks Ghost in the Machine (•••)
on Kindred and kine alike. With growing dissent around the Prerequisites: Lynx or Auspex •••, Computer ••
world, the spread of the Chained is both a welcome advantage Effect: No one understands networks like a Lynx. Ghost
and a potential liability to stability in the All Night Society. in the Machine allows your character to access any networked
The Circle of the Crone: By official estimates there are no device, from computers to cell phones to satellite uplinks, using
Lynx in the Circle of the Crone, but not for lack of trying. The the power of her mind. In an instant action, she can spend a
Mother’s Army is a conglomeration of many dissonant groups, Willpower in view of a Wi-Fi or hard-wired device (by direct
united under a roughly hewn banner, and the Lynx find such sight, not through a camera). She can then access the device’s
that structure to be akin to a perpetual migraine. The Acolytes contents and control it mentally as if she were touching it. This
would happily welcome the Lynx into their embrace, and any link lasts a scene. Ghost in the Machine cannot bypass pass-

“Oh, you know her too? Small world.”


38 Bloodlines: The Devoted
words and security measures, but your character can add her
Blood Potency as a bonus on all rolls to make use of the device.
Administrative Control
(Majesty ••)
The Lynx can modify probability networks and influence
New Devotions the infrastructure of an area.
The power of the Lynx lies in their understanding of a vast This Devotion costs 2 Experiences to learn.
chain of networks that links the entire world. The uninformed Cost: 1 Vitae to activate, plus 1 Willpower per element
believe this Web of Devotions is its own Discipline, and the
Requirement: The vampire is viewing a node.
Lynx are happy to encourage such speculation.
Dice Pool: Wits + Streetwise + Majesty
The Chain is the first step to understanding connections.
Characters must purchase this Devotion before they can access Action: Instant
other Web powers. Other Kindred cannot learn these Devotions. Duration: Scene
Roll Results
The Chain Dramatic Failure: The vampire is caught in a chaotic mess
(Auspex ••) of connections, suffering the Distracted Condition for the rest
of the scene.
The Lynx makes metaphysical connections tangible. By
Failure: Reality remains inflexible.
targeting an individual or object (what Operators call a node),
she can find hundreds or thousands of connections, and, with Success: The vampire spends a Willpower to introduce a
a little detective work, trace them. random element into the network. This must be something
that could happen by chance and be believable to an average
This Devotion costs 2 Experiences to learn.
onlooker. For example, while studying a crime scene the vam-
Cost: 2 Vitae
pire could cause a bird to suddenly distract the police, stealing
Requirement: The Lynx must observe the target node unin- a piece of evidence, or she could cause a bankteller she’s scruti-
terrupted for at least one minute. nizing to drop his pen at the moment she needs to peek at his
Dice Pool: Wits + Investigation + Auspex computer. However, she couldn’t cause the bankteller to blurt
Action: Instant out a vault combination for no reason. The Storyteller is the
Duration: Night final arbitrator of whether an element is acceptable.
If hard mechanics are needed, the vampire gains the 8-again
Roll Results quality on a relevant roll, or penalizes another character by her
Dramatic Failure: The Lynx invents a spiraling pattern of Majesty dots. If this Devotion is targeting a sapient being in the
false connections in her own mind. She gains the Confused network, they reflexively contest the vampire’s successes with
Condition. Composure + Blood Potency.
Failure: The power fails. Exceptional Success: The effect lasts an additional scene.
Success: The Lynx sees her node’s connections laid bare as
glowing lines that connect to individuals and other objects, Scan
with width and brightness relative to the strength of the con-
nection. The vampire can follow from a line with a successful (Auspex ••)
Wits + Investigation roll. By following these lines, a Lynx can Through careful study, a Lynx can pinpoint her victim’s place
uncover a person’s loved ones, hidden havens, or secret social in a network, and the true nature of his intimate connections.
connections, though without the Scan Devotion (below) she This Devotion costs 2 Experiences to learn.
won’t know what she’s looking for until she finds it. Lines
Cost: None
cannot be obstructed, though they may shift with either side
of the connection. Requirement: The vampire is viewing a node.
Exceptional Success: The effect lasts the night or until Dice Pool: Wits + Empathy + Auspex
the vampire dismisses it. She adds her Auspex dots to any Action: Instant
Investigation rolls to follow a line. Roll Results
If the Lynx uses this power to track a connection to a Dramatic Failure: The node or one of its connections learns
Obfuscated object or vampire, this provokes a Clash of Wills. a revealing fact about the Lynx. The Storyteller should pick
She can only use this Devotion on one node at a time. something relevant to the intended victim.

Lynx 39
Failure: The Lynx cannot connect to the victim’s networks. Decrease Connection: If the vampire decreases her con-
Success: Each success on the activation roll provides a simple nection to a group she’s part of, she becomes anonymous and
question of fact about the subject’s connections. Questions like, unmemorable to all her links, both positive and negative, and
“Is he married?” or “Who owns this building?” are acceptable, applies her Obfuscate dots as a penalty to all rolls to detect,
but ones like “What are his ten favorite Bible verses?” aren’t. observe, or investigate her or her actions. She can interact
The Storyteller is the final arbitrator of acceptable questions. with old friends and enemies and they’ll barely recognize her.
Exceptional Success: The vampire gains the Connected This penalty also applies to mind clouding Disciplines like
Condition in relation to the victim or one of the lines in the Dominate. Spoof Network only applies to pre-existing connec-
node (Chronicles of Darkness, p. 288). tions — a stranger would have no problem finding the vampire
or using Disciplines on her.
The vampire can use Scan to study connections she views with
the The Chain, asking identifying questions about specific lines. Use of this power may provoke a Clash of Wills with Auspex.

Spoof Network You Wouldn’t Download Kung Fu


(Auspex ••)
(Obfuscate ••)
A Lynx doesn’t have to know anything if someone else does.
With this Devotion, the Lynx can spoof her relationship to
This Devotion allows the vampire to borrow data from the
a foreign network, or diminish her profile in a familiar one.
network, augmenting her own knowledge.
This Devotion costs 2 Experiences to learn.
This Devotion costs 2 Experiences to learn.
Requirement: The vampire is viewing a node.
Cost: 1 Willpower
Cost: 1 Vitae per scene
Requirement: The vampire is viewing a node with The
Dice Pool: None Chain (this must be a human or Kindred network).
Action: Instant Dice Pool: Intelligence + Subterfuge + Auspex
Duration: Scene Action: Instant
The Lynx adjusts her place in the node’s network. While Duration: Scene
the Devotion is active, the Lynx alters her connection in one
Roll Results
of the following ways:
Dramatic Failure: The Lynx dramatically fails her next action.
Increase Connection: If the vampire increases her connec-
Failure: The Lynx fails to pull knowledge from her network.
tion, she gains a bonus to relevant Social actions equal to her
Obfuscate dots. For example, if the network is a high society Success: The vampire names a Skill then activates this
gala, she could add this bonus to Expression, Persuasion, and Devotion. Each success “copies” a temporary dot of the declared
Socialize, but not Animal Ken or Streetwise. Her impression Skill from the network, up to the limit imposed by Blood
level also goes up a step. It’s not that the vampire is suddenly Potency (cumulative with any dots she already has). Excess
popular, more that people perceive her as a generic hanger-on. successes add a temporary Specialty in this Skill; the Storyteller
They might not even really remember the encounter if she didn’t decides what it is based on the network.
make a big stir. The vampire cannot increase her connection Exceptional Success: The Skill benefits from the 9-again
in a group she’s already part of. For example, she couldn’t give quality, or 8-again if the vampire already has that effect.
herself a bonus in the general All Night Society, but she could The vampire can only have one instance of this Devotion
fake her way into drinks with the Ordo Dracul. active at a time.

Story Seed: Network Daemons


During Thomas’s study of networks, he discovered a set of connections that were more than a linear series of nodes,
but rather a kaleidoscoping mosaic of lives. The creature at the center called itself Mr. Hail, and offered to show him
the true nature of the world in an ever-expanding, heavenly mechanism… in return for a future favor. Thomas has
never shared this story, but many of his childer have seen glimpses of this mechanism in their own personal networks
and begun to surmise the truth: Thomas’s promise touches the entire bloodline, and it’s yet to be called in.

40 Bloodlines: The Devoted


Macellarius
The ones you can’t satisfy
For a complete history of the Macellarius, see Bloodlines:
The Legendary, p. 90. In the Covenants
Parent Clan: Ventrue The Carthian Movement: A handful of Macellarius
Nicknames: Gluttons, Gourmands, Cannibals (disrespect- Firebrands operate in the All Night Society, usually Invictus trai-
ful), Macellarii (plural, but only among elders) tors who hit a glass ceiling, or ones who broke the Masquerade
Bloodline Bane (The Epicurean Curse): A Macellarius is too many times with their appetites. Carthian Gluttons are
constantly tempted to consume. Unless she has fed on at least brokers and fixers, with blood or flesh as their preferred cur-
(10 – Humanity) points of Vitae over the course of a night, she rency. They follow the Movement for a price, but they’re reliable
suffers a persistent –2 on all frenzy rolls as if she were “hungry” enough in a fight that Prefects tolerate their libertine outlooks.
(Vampire: The Requiem, p. 104). In addition, failure to control The Circle of the Crone: It’s likely that Macellarius Acolytes
a frenzy directly brought on by hunger is always considered a were the ones who earned the bloodline’s “Cannibal” nick-
dramatic failure. name, and they might be the only ones who wear it with pride.
Favored Attributes: Resolve or Stamina These vampires honor the pagan nights of Rome, taking on
Disciplines: Carnem, Dominate, Resilience, Vigor symbolic roles as enormous magnae matres or avatars of Saturn,
the child-eating god of wealth and plenty.
If a Macellarius has the Giant Merit or a dot of Carnem, she
can purchase Giant (Advanced) from Beast: The Primordial The Invictus: By and large, the Gluttons are Invictus. Their
(p. 116). Use Blood Potency instead of Satiety. ties to the Camarilla make them gold star members, even if
their feeding habits press up against the Conspiracy of Silence’s
stated goals. Most stereotypes of Macellarius vampires as obese,
Twists of the Blood: Subtle Gourmands idle rich come from the First Estate — a common source of
The Macellarius are monstrous combatants, leveraging their embarrassment for Gluttons in other covenants.
First Edition weakness into a terrifying advantage (see below), The Lancea et Sanctum: Like their Kindred in the Invictus,
but this strength comes at a cost. A vampire at the height of Sanctified Gluttons claim a link to the Camarilla, calling them-
Carnem doesn’t remotely resemble a human being anymore, selves some of the first converts to the Church. Macellarius
and his personal Masquerade suffers in a world not built to Judges are often scholars, especially when it comes to the Lancea
his stature. If you want to lighten the burden on Macellarius et Sanctum’s history in Rome. They also have a reputation as
Masks, replace Vigor with Obfuscate, or Animalism if you prefer zealous censors, redacting heresies and suppressing scriptural
their original spread. You could also adjust their unique power anomalies, especially those that concern their bloodline.
slightly, instead adding only half a character’s Discipline dots The Ordo Dracul: Combined with their talent for consum-
(rounding up) to Size. ing flesh, Macellarius use the Coils to study vampiric feeding
Bloodlines: The Legendary suggests Gustus (what we limitations, to see if they can refine the Kindred palate even
call Carnem) is an illusion Macellarius use to frighten other further. The Sworn of the Axe has many Glutton members who
Kindred. If you prefer these vampires to rely on their mystique style themselves warrior-scholars, defending the Dragon and fur-
rather than be actual cannibals, give them Nightmare instead, thering his research. Atypical for the line, Defiant Macellarius
and assume they have a tradition of Embracing people of size don’t give a damn about the Camarilla, preferring to look to
dating back to their origin in the Camarilla. the future rather than the Dead Julii’s failures.

“Are you going to eat that?”


Macellarius 41
rolls to establish a grapple with the vampire, or to otherwise
Carnem move him. Furthermore, a Macellarius can hide additional Vitae
Macellarius are often rotund, but those who practice their equal to Carnem inside his bulk as a supplementary blood pool.
unique Discipline become something altogether… more. He must reach his Blood Potency limit before he can add to the
Carnem (from Latin ad carnem, “to the flesh”) bloats Carnem track, and cannot spend from it without first taking
the vampire, expanding the coiled hunger of his an instant action to transfer it into his normal pool (this is an
Beast and making him into a terrible, immovable all or nothing transfer). Other vampires cannot feed from
object. Foolish Kindred believe this corpulence is a this secret pool, and his body will not draw on it to heal
curse, but they forget an obvious truth: A well-fed during the day, but it will use it to wake from daysleep
predator is the most dangerous. if he has no Vitae otherwise.
This Discipline doesn’t Active: By spending Vitae, the
necessarily make a vam- vampire can expand his necrotic
pire “fat,” despite stereo- fat cells and accomplish hor-
types. What seems like rific feats. For each point
softness is a mixture of Vitae spent, choose
of muscle, cartilage, one effect from the fol-
adipose tissue, and lowing list. A vampire
bone unique to each may spend additional
Macellarius. Some Vitae to invoke mul-
Gluttons are inhu- tiple effects simulta-
manely obese, but neously, but no effect
many are what people of Carnem may be used
think of as giants. Each more than once per turn.
Carnem dot changes the • Use the Feed move immedi-
body in a different way, ately after initiating a bite in a
whether musculature, girth, grapple (i.e., without having to
or even height. wait a turn), adding Carnem dots
plus one to Blood Potency. See
Sometimes this expan-
Vampire: The Requiem, p.
sion of flesh is called Gustus 94, for more on feeding in a
(“taste”), at least among more grapple. The vampire can keep
conservative and euphemis- spending Vitae over consecutive
tic Gluttons, especially those turns to maintain the higher cap on
who claim a direct link to the the amount of blood he can take.
Camarilla and the Julii. • Cancel an action to move or propel
Cost: None or 1 Vitae per active him, including rolls to establish a grap-
effect ple. This does not apply if the grapple is
Dice Pool: None already in contested rounds. If a super-
natural power was part of this action, such
Action: None (for persistent effects)
as Vigor (even passively), a Clash of Wills
or Reflexive (for active effects)
takes place.
Duration: Permanent (for persistent
effects) or one turn (for active effects)
Like other physical Disciplines, Carnem New Merit
has two kinds of effects: persistent and
active. Persistent effects are always on and Eat Up (••)
have no cost. Active effects are reflexive and Prerequisites: Kindred, Size 6+
cost one Vitae per effect.
Effect: If it bleeds, a Macellarius can eat it. Your
Persistent: Add the vampire’s Discipline character can stomach and relish the meat of any
dots to his Size. This stacks with any additional creature, living or dead, without expending Vitae.
Health from Resilience or the Giant Merit. Unlike the blush of life, she never needs to vomit up
Additional points of Size act as a penalty on the remains, and for every five points of Size, she takes a single

42 Bloodlines: The Devoted


Vitae from any human flesh she consumes, regardless of Blood Cost: 1 Willpower
Potency limits. It’s unclear whether Gluttons actually digest Dice Pool: None
these meals or if the refuse congeals into their girths. To date, Action: Reflexive
no one has dared ask. Available only at character creation unless the
Used against a living victim, the vampire must initiate a
character is a Macellarius.
grapple to use this Devotion. Swallowing takes one turn per
point of Size, and can be contested each turn as usual. The
New Devotions victim delays being swallowed and controls the grapple for
a turn if he wins the contested roll, but only an exceptional
success can free him. If the Macellarius prevails, she swallows
Cauldron of Bile her meal whole. Humans and animals die instantly, and the
(Carnem ••, Vigor •••) vampire gains Vitae equal to Size, in addition to any blood
she would normally gain from feeding or the Eat Up Merit.
This wretched Devotion settles any doubt about where a
Corpses only yield Vitae equal to Size.
Macellarius’s meals go. The vampire’s gut contains a toxic brew
that can melt flesh and bone, and a Glutton with this power Used against vampires, this Devotion is less effective. The
can weaponize this stomach lining. Beast resists becoming food, and the victim adds his Blood
Potency to all rolls to escape the Glutton’s maw. If successfully
This Devotion costs 3 Experiences to learn.
consumed, he does not suffer Final Death. Rather, he takes
Cost: 1–5 Vitae one point of aggravated damage a turn, but he can continue
Requirement: The vampire has fed on flesh in the course of his attempt to escape each turn: By succeeding on an extended
the evening, whether using the blush of life or Eat Up. Strength + Brawl or Weaponry roll, with a target equal to
Dice Pool: None the Macellarius’s Stamina + Blood Potency, the vampire can
Action: Instant burst forth from the Glutton’s stomach, inflicting his Size in
The Macellarius spews a blast of horrid, acidic vomit. This aggravated damage.
substance inflicts lethal damage equal to Vitae spent (including The vampire can store Vitae earned with this Devotion
to vampires), but the vampire must spend the cost over multiple directly into her Carnem pool if she chooses.
turns if she does not have enough Blood Potency to expend it all Normally, the vampire must vomit up the remains of this
in a single action. meal, but not if she has the Eat Up Merit.
The range of this effect is up to twice the vampire’s Strength This Devotion cannot facilitate diablerie. Macellarius of
in meters. Hitting a mobile target requires a successful Dexterity Blood Potency 6 or higher can still take Vitae equal to Size
+ Athletics – Defense roll. Only one success is required; addi- from humans with this Devotion, but only via living victims.
tional successes do not inflict additional damage. However, an
exceptional success allows for particularly gruesome aim, and Slurp
might inflict Tilts or affect multiple victims in a cluster, at the
Storyteller’s discretion. If the vampire vomits on her victim within (Carnem ••, Vigor •)
arm’s reach, he does not benefit from any mundane Defense. Sometimes, you have to eat in a hurry. With this disgusting
This vomit can also inflict damage directly to an object’s Devotion, a Glutton can consume Vitae at an alarming rate.
Structure, ignoring Durability. If reduced to zero, it’s destroyed. Feeding in this manner is obviously unnatural, and incredibly
If a victim of the spew is wearing armor that absorbs any of the messy — a wise Macellarius invests in a tarp and a bib.
impact, the acid reduces its general rating on a one-to-one basis. This Devotion costs 1 Experience to learn.
A Macellarius is resistant to her own vomit, save for on a Cost: 1 Vitae
dramatic failure to attack. Dice Pool: None
Action: Reflexive
Devour Duration: Turn
(Carnem ••••, Vigor •••) The Macellarius drains additional Vitae while feeding, up
With this Devotion, the vampire’s jaws distend and stretch to an amount equal to her Carnem dots. This Devotion only
enough to swallow a dead or living creature, allowing her to applies to the Kiss, rather than feeding aggressively: The victim
take Vitae directly from the victim’s flesh. still gains the Swooning Condition — if he survives.
This Devotion costs 4 Experiences to learn, or 3 if she has The vampire can store Vitae earned with this Devotion
the Eat Up Merit. directly into her Carnem pool if she chooses.

Macellarius 43
Morotrophians
The ones who work you

For a complete history of the Morotrophians, see Bloodlines: and networking, Monks are often tasked with controlling
The Hidden, p. 68. important pieces of local territory. The bloodline’s constant
Parent Clan: Nosferatu drive to prove itself also means the Invictus’ slow advancement
Nicknames: Monks, Admins, the Management is less likely to frustrate them as it is to inspire them.
Bloodline Bane (The Cloistered Curse): A Morotrophian’s L ancea et Sanct um: Bloodline founder Ludolus
mind works best steeped in procedures, guidelines, and rules. Bischoffshausen’s religious ties haven’t completely faded, so the
Outside such structures, she has trouble operating at all. If a Sanctified have the second largest number of Morotrophian
Monk experiences a dramatic failure due to her clan bane, she members. Monks lead bureaucratic temples that sniff out dis-
gains the Confused Condition if she is currently outside the agreeable viewpoints, discerning between those who believe in
bounds of an institution (defined below). the Dark Father and those who only pay him lip service. Others
take hold of mortal churches, acting as micro-managers for God.
Favored Attributes: Composure or Manipulation
The Ordo Dracul: Defiant Morotrophians watch over potent
Disciplines: Dominate, Nightmare, Obfuscate, Vigor
Wyrm’s Nests, securing mystic resources that would be difficult
to control due to human presence. Still, the bloodline’s penchant
Twists of the Blood: Analysts for exploiting human weakness can draw some side eye from their
fellow Dragons, so they’re less likely to advance to the heights of
Some Morotrophians eschew their power hungry brethren. the Ordo so much as remain in a stable middle management.
These “Analysts” have the same bane as other Monks, but they
take Auspex instead of Dominate, and their Favored Attributes
are Composure or Intelligence. Analysts must take Examination
as their favored Aspect (see below).
New Merits
Despite being stuck within his monastery, Ludolus eventually
formed a supernatural connection with the building and its
In the Covenants inhabitants. With Institutionalize, his descendants spread their
The Carthian Movement: The ideals of the Carthians don’t grandsire’s power over systems and organizations.
mesh well with those of the Monks. Politically mobile as the For Institutionalize to apply, an organization must satisfy the
Firebrands may be, Morotrophians don’t often have the right following conditions:
mindset for (relative) progressivism in the All Night Society. • It must be in a location with discernible or commonly
Still, the rare Carthian Admin operates with the zeal of the known boundaries, and it must have mandatory atten-
converted, organizing workers and resources for the cause. dance of some kind: members of a cult, a prison popu-
The Circle of the Crone: Monks care little for static territory, lation, a hospital that requires overnight care, etc.
and their conservative mindset doesn’t mix with the mercurial
• It must include a social group or organization with
Mother’s Army. When they do join, Morotrophian Acolytes
behavioral rules. This might include an orphanage with
manage the practical aspects of their cults, acting as adminis-
a curfew, the laws of Elysium, or the separation between
trators or accountants in cities where the Crone has her claws
employees and guests at a hotel.
in mortal establishments.
The Invictus: The Invictus is the natural home of most • A group within the institution must concede some
Morotrophians. Connected as they are with technology, labor, form of control over their lives or legal rights. This

“You know the rules: No visitors after midnight.


Remove the bandages.”
44 Bloodlines: The Devoted
might include mental patients with strict treatments, or reputation might not always be true, but this Aspect rein-
designers for a tech company who must renounce any forces the viewpoint. Authority assures the vampire’s victims
copyright claims. follow the institution’s rules to the letter. To use an effect, roll
Manipulation + Authority + Blood Potency – group/location
Most buildings represented by a Merit (Safe Place, Haven,
Size (per dot rating, above). Individuals can contest effects of
etc.) or that are part of a supernatural society fall under the
this Aspect with Resolve + Blood Potency. In the case
purview of Institutionalize.
of a Clash of Wills, roll Authority + Blood Potency.
When working within such a location, Monks gain access
Ground Rules (•): Your character can prevent
to three Merits called Aspects: Authority, Examination, and
people from breaking an established rule of the
Operation. A Morotrophian gains one dot in the Merit of
institution. For instance, he can stop an orphan
her player’s choice on induction into the bloodline, which
from running away from foster care, though he can’t
she treats as her favored Aspect (this is often Authority,
compel her to go to bed unless she wants to. He also
by bloodline custom). A Monk can never have more dots
can’t cause inaction that would lead to harm. In the
in an Aspect than her favored one.
case of a location, this Aspect assures it runs
Each dot in an Aspect increases the possible properly for the rest of the scene: Machines
range of its effects, in addition to individual won’t break down, locked doors won’t fail,
powers. Treat this dot rating as the group/ and electricity remains constant. Any mun-
location’s effective Size for determining any dane attempt at sabotage suffers a penalty
dice penalties. equal to successes rolled, or provokes a Clash
• A single individual or very of Wills if it’s supernatural.
small room (a closet, for Social Censure (••): As with the previous
instance). effect, but your character can now force
•• Up to five related individu- victims to follow the rules and correct their
als of the same type (guards, behavior: A nurse avoiding a ward must
inmates, patients, etc.), or a do her rounds and treat the patients as she
single average-sized room. would any of her favorites. With a location, this
••• Up to 20 related individuals of the same effect prevents others from deviating from its
type, or up to five unrelated individuals regulations. For the rest of the scene, anyone
in the same area (a guard and the two who wants to break the rules must roll Resolve +
inmates), one large room (e.g., a waiting Blood Potency versus your character’s successes,
room, a cafeteria), or up to five related as if they were subject to Ground Rules.
rooms (prison cells, for instance). Guidelines (•••): Your character learns
•••• Up to 50 related individuals, up to to work within the spirit of the rules as he
20 unrelated individuals, a very large understands them. Subjects of the first two
room (e.g., an auditorium) or similar effects of Authority are bound only by your
sized location, or a large number of character’s interpretation of the rules, rather
related rooms (all bunks on the first than the exact letter of the law or their own
floor). definitions. The Storyteller has final say over
••••• The entirety of a building and the what does or doesn’t fall under the spirit of an
grounds surrounding it, or all of the institution’s guidelines.
people within the area. Off Limits (••••): Morotrophians not only
Unless otherwise stated, all effects that interpret the rules, they make them. Your char-
are not instantaneous last a scene. acter can enforce the first and second effects of
Authority using a rule he makes up, even if he
All Aspect effects cost Vitae equal to
doesn’t have the authority to do so. For this to
the dot level used, but the first activa-
apply, he must place this rule somewhere people
tion of an individual Aspect in a scene
can see it, whether patrons or employees who
benefits from a one point discount, to a
can enforce it. For example, he might put up
minimum of zero. Activating an effect is
a “Do Not Enter” sign on a gate or send out an
an instant action.
email with a list of banned behavior. If this rule
is removed (the sign discarded, the email deleted, etc.)
Authority (• to •••••) he must replace it. Drawback: People won’t follow rules
Prerequisite: Morotrophian contrary to the basic function of an institution. A
Effect: Authority gives the Morotrophians their hospital must treat patients, and judges must hear
reputation for running well-oiled machines. That cases. Instead, your character might make sure a

Morotrophians 45
certain class of person can’t get care, or arrange it so the judges your character can spy through the senses of a group or view
must leave at a certain time of day. through a location, but his perception has wider reach. He can
Paper Trail (•••••): The ultimate extension of a Monk’s simultaneously perceive and understand the sensory input of
Authority comes when he not only makes rules, but retroac- a number of individuals or rooms within the area equal to his
tively enforces them. When your character makes a new rule, Blood Potency.
as above, circumstances conspire such that it ends up on the
books, whether a database, official signage, or paper records. Operation (• to •••••)
Employees and regulars act as if this is normal, but supernatural
Prerequisite: Morotrophian
powers that discern memory alteration or mind control can
detect this effect, and potentially undo it with a Clash of Wills. Effect: Operation controls the day-to-day processes of an
institution, and can steal control of its inanimate components.
To use an effect, roll Stamina + Operation + Blood Potency
Examination (• to •••••) – location Size (per dot rating, above), or versus Composure
Prerequisite: Morotrophian + Blood Potency, if appropriate. In the case of a Clash of
Effect: Examination reveals secrets about locations and their Wills, roll Operation + Blood Potency. If your character
residents. To use an effect, roll Wits + Examination + Blood needs a dice pool to perform an action with the institution,
Potency – group/location Size (per dot rating, above), with roll Intelligence + Crafts.
an additional penalty equal to the highest Composure in any Levers (•): Your character can take control of a location or
affected group. In the case of a Clash of Wills, roll Examination object to perform one simple, appropriate physical task. For
+ Blood Potency. instance, he could warm up an oven, or flip a switch, or trip
Correlation (•): Your character can discern the social an alarm. If he targets an individual, he can implant an idea
dynamics of a group she observes, gaining one question about about a task that needs doing (“That IV needs changing”), but
the subjects per success. Alternatively, he can ask questions nothing enforces this suggestion.
about the location itself. These questions can only reveal Gears (••): Your character can use the previous effect to accom-
mundane information and plain facts, not the reasons behind plish a single complex task. For instance, he might set a camera
them. For example, your character might study a group of to static out when certain people enter a room, or activate an
prisoners sitting together and learn which of them is consid- industrial assembly line to build an object. Individuals subject to
ered the most dangerous, but not why. With a location, he this effect feel an urge to perform a task relating to the operation
might ask which piece of machinery breaks down most often. of the institution, and will do so as soon as they reasonably can.
Causation (••): Your character can use the previous effect Control lasts five minutes per success. Drawback: Operating the
to ask “why” questions, albeit in general terms. In the above institution requires concentration. Roll Resolve + Composure
example, he can learn the most dangerous prisoner is seen if your character wants to perform a non-reflexive task, or if she
that way because he killed a guard. Alternatively, he can use gets distracted. On a failure, this effect ends.
Correlation to ask questions about supernatural occurrences: Overtime (•••): As with the previous effect, but your char-
Whether someone is acting a certain way because of super- acter’s control lasts until the operation is complete, or thirty
natural influence, for instance, or if a certain door is letting minutes per success if an exact time is needed.
ghosts into the world. He cannot ask the reasons why, however. Multitask (••••): Your character can reflexively control
Phenomenology (•••): Your character is better able to make his institution. He can use an effect of the first three levels of
sense of supernatural information, learning the implications Operation without the need for continual concentration, and
behind phenomena and even a bit about any associated super- he can perform other mundane tasks without needing to roll.
natural societies, if they’re related to the institution. For example, Lord of the Manor (•••••): Your character makes the insti-
he could now use Causation to learn the cute nurse in PEDS is tution an extension of himself. His body goes into a torpor-like
anointing newborns for a ritual because she’s a werewolf, and that state for the duration, and he gains control of every physical
the hospital is overrun with spirits because it’s a locus. part of the institution, opening doors as easily as he moves a
Performance Review (••••): Your character moves beyond hand, or proclaiming through a loudspeaker as if it were his
questions and observes his victims remotely. He can project his mouth. His senses are limited to suitable apparatuses, such as
senses through individuals within a targeted group, or through cameras or microphones, unless he also uses Examination. He
walls and ceilings as if standing behind a glass wall. This ability can return to his body at will, ending the Aspect with a reflexive
can’t provoke a Clash of Wills to reveal supernatural deceit: action, but otherwise he has no sense of his corpse unless he
The perception is “mundane” unless the vampire also knows suffers lethal damage. Used on individuals, this effect works the
a power that reveals magical concealment, such as Auspex. same as Multitask, but your character can continually change
Panopticon (•••••): As with the previous technique, his victim’s task whenever she completes it.

46 Bloodlines: The Devoted


Mortifiers of the Flesh
The ones you suffer for
For a complete history of the Mortifiers of the Flesh, see
Lancea Sanctum, p. 170. In the Covenants
Parent Covenant: Lancea et Sanctum Most Flagellants who aren’t part of the church began their
Nicknames: Flagellants, Masochists Requiems Sanctified and become disillusioned, but a few have
sired childer into different traditions. Mortifiers of the Spear
Bloodline Bane (The Penitent Curse): Flagellants hate what
have no mercy for atheists, so waywards in other covenants must
they must do to follow God’s will. If a Mortifier drinks more
always watch their backs or hide their lineage, even if they’ve
than (Humanity) Vitae over the course of a night, he gains the
never been part of the Lancea et Sanctum.
Guilty Condition and cannot take further sustenance from
mortal vessels. This Condition lasts the rest of the night or until The Carthian Movement: The Movement provides
he flagellates himself with a successful Resolve + Weaponry roll. Flagellants a way to exact justice without dedicating them-
He must accept any damage for the rest of the scene without selves to a vampiric dogma. Firebrand Mortifiers channel
the aid of Resilience or healing. Once he has completed this their righteous anger against the corrupt rather than the
ritual, he resolves Guilty and can feed again. Guilty can be sinful, holding to a socialist brand of Christianity that rejects
ended without flagellation, but this does not grant a Beat. This the Lancea et Sanctum and its twisted gospel. Many work to
bane does not apply to blood taken from Kindred or ghouls. disrupt the church in cities where it holds a monopoly on
power among Kindred.
Favored Attributes: Dexterity or Stamina
The Circle of the Crone: Only a few Flagellants have joined
Disciplines: Parent clan plus Scourge
the Mother’s Army, but — unbound from Sanctified theology —
these vampires are some of Crone’s purest monsters. Torturers
Twists of the Blood: In the Garden and tormentors, Acolyte Mortifiers reject the Flagellant stereo-
The Gethsemani (Bloodlines: The Hidden, p. 48) are almost type, self-harming for the Crone’s glory when they take more
inverse Mortifiers. They must resist harming themselves, and blood than she deems necessary for the hunt.
Stigmatica (below) requires them to feed on suffering victims The Invictus: Vampires who take this bloodline don’t have
to gain power. Whereas the Mortifiers of the Flesh began as much of a will to power, so those who join the Invictus become
Daeva, perhaps the Ecstatics were once Nosferatu Flagellants. martinets of the Masquerade, exacting terrible punishments
Or maybe the Gethsemani aren’t a different bloodline at all,
for even minor indiscretions. At least, that’s the image they
and just what Masochist Haunts call themselves.
cultivate. These Flagellants serve the First Estate more as objects
Nicknames: Ecstatics, Communionists, Stigmatics
of fear rather than true enforcers, saving their wrath only for
Parent Clan: Nosferatu Kindred who endanger the entire All Night Society.
Bloodline Bane (The Stigmatist Curse): Gethsemani must
The Ordo Dracul: Most lapsed Flagellants become Dragons,
spend a Willpower when they rise for the night. If they cannot or
especially those who harbor resentment for the Sanctified. The
will not, stigmatic wounds erupt from their flesh. These injuries
are grotesque and hard to hide, reducing Humanity by a dot Ordo offers a chance to defy the God who cursed them, and a
for the purposes of the Nosferatu clan bane. Stigmatic wounds way to ease the constant ache of their existence. The Ascendant
are not damaging, and heal with a single Vitae in daysleep. is a popular Mystery for Mortifiers, not only as a shield against
Favored Attributes: Stamina or Strength the Almighty’s curse, but also for the brutal, visceral nature
of its Scales.
Disciplines: Nightmare, Obfuscate, Scourge, Vigor

“Love thine anguish and know thy God.”


Mortifiers of the Flesh 47
Scourge New Devotions
The Beast yearns for pain, for itself and for its prey, but only
suffering wrought by God’s own hand will satisfy it. With Divine Sacrifice
Scourge, the Flagellants channel their holy agony into judgment
on sinful victims. Some Mortifiers keep themselves in constant (Majesty •, Scourge •••)
agony to always benefit from this Discipline, while others use it Martyrdom comes easy to the Flagellants, but God’s plan
as a last resort in combat with opponents who underestimate works best with an audience.
their devotion. This Devotion costs 2 Experiences to learn.
Cost: None or 1 Vitae per active effect
Cost: None
Dice Pool: None
Requirement: The vampire suffered lethal or aggravated
Action: None (for persistent effects) or Reflexive (for active
wounds in at least one of her last three Health boxes this turn.
effects)
Dice Pool: Stamina + Intimidation + Scourge – number of
Duration: Permanent (for persistent effects) or one turn (for
active effects) subjects
Like other physical Disciplines, Scourge has persistent and Action: Reflexive
active effects. Persistent effects are always on, and have no Roll Results
cost. Active effects are reflexive, and cost one Vitae per effect.
Dramatic Failure: The vampire loses a Willpower point.
Persistent: If the vampire has damage in one or more of
her last three Health boxes, she gains a bonus on all mundane Failure: The vampire’s sacrifice is for naught.
instant and reflexive actions equal to Scourge. She also does Success: The vampire rallies her forces. If her wounds are
not take wound penalties for bashing damage, though penalties lethal, subjects each regain a Willpower. If aggravated, they
from lethal and aggravated damage still apply. In addition, once regain Willpower points equal to Scourge. The vampire must
a scene, if the vampire suffers aggravated damage in any of her activate this Devotion the same turn she takes damage, and
last three Health boxes, she regains Willpower points equal to can only use it once a scene per damage type.
her Discipline dots. The latter effect applies before Resilience
downgrading. Exceptional Success: Subjects also gain the Steadfast
Condition.
Active: By spending blood the vampire draws strength
from her pain and takes it out on reprobates. For each point
of Vitae spent choose one effect from the following list. A Stigmatica
vampire may spend additional Vitae to invoke multiple effects
simultaneously, but no effect of Scourge may be used more (Nightmare •••, Obfuscate ••, Scourge ••)
than once per turn. This Devotion deceives the vain into believing they are
• Ignore any wound penalties, Personal Tilts, or other negative Christlike, and provides the righteous a reserve of physical
modifiers due to pain for the turn and exceptionally succeed might.
affected mundane rolls with three successes instead of five. This Devotion costs 3 Experiences to learn.
Note that this does not make the vampire immune to injuries; Cost: 1 Willpower
any she takes this turn will apply the next unless she spends
Requirement: The vampire has inflicted the Delusional
Vitae to heal. This effect does not apply to Tilts like Insane
Condition on the victim, making him believe he’s Jesus or a
or Knocked Down.
Christian saint.
• Refresh a Willpower if she has lethal or aggravated damage Dice Pool: None
in any of her last three Health boxes. This act of will is tiring, Action: Reflexive
and the vampire can only use it a number of times per scene
Duration: As with The Grand Delusion
equal to half her Scourge dots, rounding up.
The vampire enhances The Grand Delusion, spending a
• After a successful Brawl attack, wrack an opponent’s body Willpower to inflict her victim with stigmata. These wounds are
with agony if the vampire has lethal or aggravated damage illusory, but they’re real enough to the stigmatic, who believes
in any of her last three Health boxes. On his next action, his body has been sanctified by God Himself. Vampires and
the victim suffers the vampire’s Discipline dots as wound ghouls who drink from the victim’s wounds gain a bonus to
penalties, in addition to any he might already have naturally. a single Physical Attribute of their choice per Vitae imbibed,
Outside of combat, a full turn of touch is enough to apply up to a limit of the vampire’s Scourge dots. Feeding inflicts
this effect. lethal damage as usual. This bonus lasts the night, and can’t
be doubled up with multiple victims of Stigmatica.

48 Bloodlines: The Devoted


Nepheshim
The ones you pray for

For a complete history of the Nepheshim, see Lancea


Sanctum, p. 154. In the Covenants
Parent Clan: Gangrel There are no Nepheshim in the other covenants. Mendicant
Nicknames: Mendicants, Travelers, the Hungry blood is tied to God’s Damned Church, so much so that the
Sanctified believe the bloodline may have been created with a
Bloodline Bane (The Itinerant Curse): The Nepheshim
powerful Theban Sorcery miracle. Should a Nepheshim aban-
must always be on the move, and the Beast will remind them
don the Dark Father’s mission, her Vitae shuns her, washing
of that fact. In addition to the Gangrel bane, after spending
away her bloodline — or so the rumors go. Some suggest the
a week in the same territory (city, town, village, etc.), if the
punishment is far less kind.
vampire experiences involuntary frenzy, he must thereafter
spend a Willpower to wake for the night in addition to Vitae. Stories sometimes surface of wandering bloodlines tied to
This cost lasts as long as he stays. If he leaves this territory, he all the covenants, but the Nepheshim don’t discuss these tales.
must stay away for a year and a day or else be afflicted again
upon his return. Furthermore, while not a mystical weakness,
Nepheshim take a vow of poverty, never possessing more than
New Merits
a dot of Resources. A Nepheshim’s faith is his greatest tool. Mendicants surrender
their fates to a higher power, allowing the will of the divine to
Favored Attributes: Resolve or Stamina
guide and protect them. The Nepheshim refer to their road as
Disciplines: Animalism, Auspex, Protean, Resilience the Nahdad (roughly, “constraint” in Arabic). Each step on this
path grants the vampire greater understanding through holy
intuition and internal strength, rather than explicit supernatural
Twists of the Blood: Open Altar Call power. Nahdad exists as three separate Merits, one of which
The Nepheshim are as much a faction as a lineage. Lancea Mendicants take a free dot of on induction into the bloodline:
Sanctum describes the bloodline as a new branch of a larger
movement, so feel free to use the Merits below as a membership Mine Opened Eyes (• to •••••)
benefit rather than an inherent bloodline perk. Alternatively, Prerequisite: Nepheshim
you could take a page from the Mortifiers of the Flesh, and
Effect: A Nepheshim’s senses awaken to the world around
allow members of any clan to join this bloodline. Use the
her. As long as she is in unfamiliar territory, she can smell Vitae
following system:
in the wilderness and intuit her path by the motion of the stars.
Parent Covenant: Lancea et Sanctum Each dot of this Merit functions as a persistent bonus to your
Bloodline Bane: As above, but the trigger is a breaking character’s Survival Skill, as well as her Blood Potency when
point rather than a frenzy. Nepheshim retain their clan banes. calculating Kindred Senses. Drawback: Nepheshim senses dull
Favored Attributes: As above in the safety of a city. This Merit only applies for a week within
Disciplines: Auspex, Protean, and two common Disciplines an urban area. After that, it temporarily degrades by a dot per
from parent clan (e.g., Celerity and Vigor for a Daeva) night until your character moves on.

“The Lord is our guide... he showed me a shortcut.


But first, there’s something I need of you.”

Nepheshim 49
Story Seed: Roadside Revivals
Nepheshim are hard to use as player characters. We’ve tried to design the bane above so not every Mendicant has
to be a traveler, but it’s tricky for them to stay put, and ultimately that’s the point. Being a indigent monk is both the
reward and the risk of building a Nepheshim.
That said, other nomadic bloodlines wander the All Night Society, so the Nepheshim need not walk alone. The Carnival
(p. 22) are a prime example, and they’re known for inducting others into their family, or at least being open to new
acts. An old-time religion preacher could be a heck of a draw. What if a coterie of Freaks and Mendicants traveled the
Chronicles of Darkness together, spreading the bad news with a showman’s flair? Their big tent revivals would be a
frenzy of a good time, and the more the sinners reject them, the more it proves they’re God’s elect. Maybe they bring
along cliquish bloodlines like the Barjot (p. 70) or the Mabry (p. 71). Between the conversions and the “conversions,”
this group might even start to think of themselves as a new covenant with the Lord.

Drawbacks: If your character spends more than a week in the


My Father’s House (• to •••••) same community, this Merit temporarily degrades by a dot per
Prerequisite: Nepheshim night until she moves on. In addition, if she uses the same Haven
Effect: Through faith, a Nepheshim can always find protec- more than once, her enemies gain a cumulative +1 on actions
tion from the sun or the knives of her enemies. Your character to locate her for each night she remains, to a maximum of +5.
has a second sense for finding shelter. Each dot of this Merit
grants her a floating dot of Haven, a bolt-hole she can hun-
ker down in while traveling through unfamiliar territories.
This Diet of Worms (• to •••••)
Roll Wits + Survival minus the dot rating of the Haven your Prerequisite: Nepheshim
character wants to find: On a success, she instinctively knows Effect: A Nepheshim’s faith fills him with more purpose than
where the Lord wants her to go, and the fastest way to get there a full belly ever could. Subtract each dot in this Merit from your
before dawn. character’s Blood Potency to determine feeding restrictions
This temporary Haven’s amenities are sparse, but it’s large (Vampire: The Requiem, p. 90). For example, a character with
enough to accommodate your character and a number of other five dots can feed on animals up to Blood Potency 8, and humans
vampires equal to its dot rating. The Haven is usually only indefinitely. Furthermore, animals always yield their Size in Vitae
attached to a one dot Safe Place (two dots on an exceptional rather than the usual capacity limitations.
success) so it also isn’t well defended, but it suits a vampire’s Drawback: Weak blood doesn’t sate the Beast. If your character
needs as if built by God Himself: All rolls affected by the Haven drinks lesser Vitae for more than (10 – Blood Potency) nights, he
Merit gain the 8-again quality. gains the Deprived Condition until he “properly” feeds.

50 Bloodlines: The Devoted


Sotoha
The ones you can’t read
For a complete history of the Sotoha, see Invictus, p. 170. The Carthian Movement: Carthian Sotoha rarely take
Parent Clan: Ventrue power for themselves, preferring to act as party or factional
Nicknames: Outsiders, Masks whips. They assure unanimous votes and a single voice to bring
to bear against the Movement’s rivals, even if their methods
Bloodline Bane (The Callous Curse): The Sotoha keep
aren’t exactly democratic. Others act as Myrmidons, banking
their true feelings under lock and key, but this restraint dulls
on their bloodline’s reputation for detachment. Sotoha prefer
their empathy. All Sotoha attach their topmost Touchstone
more “state socialist” or centrist Firebrands, whether due to
at Humanity 8 instead of 7. A Ventrue joining this bloodline
their mortal politics or because their Invictus siblings might
moves all her Touchstones up a step, and a character Embraced
take offense at true radicalism.
into it begins play with his bane. In addition, unattached
Touchstones cannot talk Sotoha down from frenzy. The Circle of the Crone: The Crone’s hedonism doesn’t
appeal to many Sotoha. The Mother’s Army is everything they
Favored Attributes: Composure or Resolve
aren’t, and only disillusioned Outsiders find much use for its
Disciplines: Dominate, Majesty, Obfuscate, Resilience philosophy. The few Acolyte Sotoha have little connection to
Sotoha gain a dot of the Closed Book Merit (Chronicles of the rest of their bloodline, if they know its traditions at all.
Darkness, p. 50) on induction into the bloodline, but only Most come from small broods who separated from the main
if they meet the prerequisites. If not, they must increase the family centuries ago. Sotoha cults are often animist, or take on
relevant Attributes. A vampire with the maximum five dots in a medieval pagan bent depending on what brand of feudalism
this Merit is refunded an Experience instead. their grandsires rejected.
The Lancea et Sanctum: Like many Invictus-aligned blood-
lines, the Sotoha have a fair number of dual members in the
In the Covenants church. Religious Sotoha attend Midnight Mass on the regu-
Sotoha are uncompromising with defectors. Those who lar, and the Spear’s philosophy of top down order and divine
betray the Invictus for other covenants can expect Requiems purpose suits the bloodline’s preference for feudal hierarchies;
spent on the run, or at the very least behind bulletproof coffins. they often demand vassals pay tithes to the church.
The Masks have a long memory, and the patience to match it. The Ordo Dracul: The Dragons have always suspected
Only Sotoha Embraced outside the bloodline’s rigid structure Kunimasa stole from them, but they don’t have any concrete
are permitted to join other covenants, and even they must pay proof — he was never a student of the Mysteries, or even a casual
homage to their Invictus cousins from time to time. member of the Order. Kamen is different enough from the Coil
In recent years, the bloodline has cast off many of the stereo- of the Wyrm that Dragons who remember the controversy have
types associated with its Japanese origin. Rumors of samurai let the matter drop… but they still watch. They watch and they
armor and formal (if not actual) suicide are exaggerated at best learn, and perhaps one day they’ll figure out just how the little
and racist at worst. While many elder Sotoha are Japanese, their liar ripped them off. Defiant Sotoha are eager to help in these
culture is feudalism, whatever form that tradition takes. What efforts if it means spiting their Invictus relatives. Freedom is
the living do is irrelevant. All that matters is who is a master the main reason Outsiders join the Dragon, and they work
and who is a servant. hard to wash away the stench of feudalism.

“I am no common liar:
I am an exceptional liar.”
Sotoha 51
ing, feeding, or fleeing (as appropriate to the situation), she
Kamen ends the effect of Masking the Beast, although she continues
The Outsiders project a coldness even other Kindred find to ride the wave.
eerie. To underpin this calm, Sotoha study a variant Coil of
the Wyrm they call Kamen (“Mask”), a practice that emphasizes The Tsunami •••••
repressing the Beast rather than outright dominance.
As with Eternal Frenzy.
Sotoha treat Kamen as if it were their primary Mystery, but
they cannot learn it without a teacher. If an Outsider joins
the Ordo Dracul, she can keep this cost break or pursue a
new Mystery. She cannot have two primary Mysteries. Defiant
Sample Technique of Kamen
Sotoha can shift their focus to the Coil of the Wyrm, but only
if they have not learned Kamen past the first dot. They cannot Tatemae
learn both. At Storyteller discretion, other Dragons can learn Prerequisite: Masking the Beast
Kamen as an alternative to the Coil of the Wyrm, but only Procedure: The Sotoha ritually burns incense and a pint of
with a Sotoha teacher. her subject’s blood over a fire, then presses a hot coal taken from
Sotoha can also learn Techniques of Kamen, procedures the flame to his chest. This inflicts a point of lethal damage to
similar to Scales of the Dragon. The aesthetics of these methods both vampires and mortals. Vampires resist frenzy, and must
are different from those of the Ordo Dracul, focusing more on begin the procedure anew if they fail. This damage cannot be
spiritual communion and self-control, but Sotoha can still buy healed or it ends the Technique.
Wyrm Scales as Techniques, even if the effect of the prerequisite Outcome: For the rest of the night the subject projects a false
Coil is different from the equivalent Kamen level. positive at any mundane attempt to read her emotion, and the
Make the following alterations to the Coil of the Wyrm: vampire’s Kamen dots act as a standing penalty to Auspex or
similar powers of supernatural empathy. She also gains a turn
Face of the Moment • of lucidity if she falls to frenzy, as if she had ridden the wave.
As with Stir the Beast.
New Invictus Oath
The Fitting Time •• The Sotoha may be the bloodline with the most Oaths circu-
A Sotoha always knows when to play her hand, even as the lating around the First Estate, and their Notaries are considered
Beast howls for blood. The vampire can delay resisting frenzy up above reproach. The following is a contract Outsiders often
to a number of turns equal to her Kamen dots, removing herself swear when visiting foreign courts, although other Invictus
from any provocation and calming down if she’s quick enough. can learn it as well.
If not, on the subsequent turn, she must spend Willpower, roll,
or succumb. If she used Face of the Moment to provoke frenzy,
the delay lasts until the end of the scene or she chooses to let
Oath of the Quiet Heart (••)
go, whichever comes first. Prerequisite: Invictus Status •
Effect: For the duration of the vassal’s stay, or however long
The Wave Is the Man ••• the agreed upon period, she pledges not to fall to uncontrolled
frenzy. Perceived as less of a threat (that is, less like an inter-
As with Leash the Beast. loping predator), her impression level is one higher than usual
with Status-bearing members of the Invictus, and she gains a
Masking the Beast •••• +3 to Socialize and Persuasion at general Elysiums. The liege
Even in the throes of frenzy, a Sotoha can conceal her is immune to these effects, and gains the 9-again quality on
nature. If the vampire successfully rides the wave, she can all Empathy and Intimidation rolls with the vassal for as long
still communicate and use Mental and Social Skills, and adds as the Oath lasts, including on Disciplines.
her Blood Potency as a bonus to all Presence and Wits rolls. Drawback: Breaking this Oath is a serious violation of trust
However, her goals must still have bestial ends. If she goes and honor. If the vassal falls to involuntary frenzy, both she
more consecutive turns than her Kamen dots without attack- and the liege lose a dot of Invictus Status, and the Oath ends.

52 Bloodlines: The Devoted


Spina
The ones you respect

For a complete history of the Spina, see Invictus, p. 173. actively seek out the impolite, looking for any excuse to test
Parent Clan: Daeva their victims. They’re especially fond of challenging outclassed
Nicknames: Knights, Barbs of the First Estate victims to duels, with the Dark Mother’s honor on the line.
Bloodline Bane (The Politesse Curse): The Spina do not The Lancea et Sanctum: Knights who prefer to focus on
suffer discourtesy, and their Beasts take a perverse pleasure fighting sin rather than discourtesy find themselves in the
in correcting it. A Knight must punish unapologetic rudeness church, often adding the term “Holy” to their Order. Most
before the end of the scene, whether it was directed at her Spina outside the First Estate turn to the Judges, but dual
or her allies. The Storyteller is the final arbiter on sufficient membership rather than outright separation is most common.
reprimands, but feeding always meets this requirement. If the Sanctified Spina spend years on religious crusades, whether
vampire lets the insult go, for the rest of the night treat her political or martial. Some even become knights-errant, pursu-
Humanity as one dot lower for determining Social penalties ing sin and vice wherever they might hide and indoctrinating
when relating to mortals. This bane is cumulative for each impudent Kindred into the Dark Father’s church.
instance of uncontested rudeness, but it only applies once in a The Ordo Dracul: The Defiant value rules only as far as they
scene if the vampire has already punished a victim. serve their interests. The Spina are nothing but, so it’s a rare fit.
Favored Attributes: As with parent clan Those few Dragon Knights prefer to join the Sworn of the Axe,
enforcing the only standards the Ordo holds sacred. They also
Disciplines: Celerity, Dominate, Majesty, Vigor
study the Coil of the Wyrm, proving their resolve with carefully
chosen mortal assholes. Rumors sometimes surface of a Spina
In the Covenants Dragon who selects test subjects with elaborate social games,
ranking them for experimentation based on their inability to
The Spina are usually Invictus, but that doesn’t mean they
behave in polite company.
don’t dabble. However, the Thorned Wreath (see below)
is overwhelmingly loyal to the Conspiracy of Silence, and
consider its special fighting arts proprietary. It would be very
rude to share them. New Merits
The Carthian Movement: Some Spina prefer to pledge their Daeva admitted into the Spina bloodline are also candidates
loyalty to freedom rather than the Establishment, punishing for its pseudo-chivalrous tradition, The Order of the Thorned
immortal tyrants and oppressors in the name of a more just All Wreath. On induction, Knights gain a dot of Status in this
Night Society — or at least one that will better serve Carthian organization if they are either members of the Invictus or owe
interests. Rumor has it that a splinter group of Knights broke an Oath to the covenant. Invictus Spina can use this Status as
away from the Thorned Wreath around the time of the Russian a prerequisite for Invictus Merits instead of Covenant Status.
Revolution, and that their childer now organize in a collective In addition, the Spina are masters of the Invictus martial art
called the Red Rose Union. known as Courtoisie, and know several variations of its practice.
The Circle of the Crone: While the Mother’s Army usually Members of the Thorned Wreath can access the maneuvers
spits on polite society among the Damned, the Knights and outlined below.
their compulsion to teach lessons fit well with the Crone’s This organization is not limited to Spina, but Kindred of
teachings on tribulation and enlightenment. Acolyte Spina other lineages experience more intense scrutiny and training.

“You shall apologize!”


Spina 53
The Power of Conversation (•••••): While the Spina take
Thorned Wreath Courtoisie (• to •••••) pride in their swordplay, their gift for invective is no less potent
Prerequisites: Composure •••, Socialize ••, Weaponry ••, in combat. Your character can go into a cutting diatribe about
Thorned Wreath Status • the opposing duelist, making an extended and reflexive
Effect: Courtoisie’s first three dots are covered Manipulation + Intimidation – Composure roll at the
in Secrets of the Covenants and are open to all end of each round she successfully wounds him. If you
members of the Invictus. The following are addi- achieve successes equal to the subject’s permanent
tional maneuvers available only to the Order Willpower dots, he suffers the Stunned Tilt (Chronicles
of the Thorned Wreath, extending the style of Darkness, p. 286) as your character serves up a ver-
to the fourth and fifth dots. Other techniques bal coup de grâce. Succeed or fail, she can only use this
are alternatives to those found in Secrets of the technique once per fight. Drawback: Spina consider
Covenants, but the first maneuver in that this technique a last resort, and more than a tad
book is mandatory. gauche. Any Knight who uses this maneuver
Fair War ning, gains the Notoriety Condition at the end of the
Fairly Given (••): It’s duel (Chronicles of Darkness, p. 290). If no one
the height of poor taste witnesses it or lives to tell about it, she takes
not to give one’s rival a fighting Embarrassing Secret instead (p. 289).
chance, even if it’s illusory. By
declaring her next action aloud,
your character can spook her New Devotions
opponent, reducing the penalty on
a specified target by her Expression,
Intimidation, or Socialize dots, which-
Barbed Rebuke
ever is highest. Reducing a penalty below (Dominate ••, Vigor ••)
zero does not provide any bonus dice to The vampire demands an apology
the action. Drawback: This declaration in response to an insult. If the victim
must come before any other actions are refuses, she can make a literally cutting
taken in the turn order. If your character remark at his expense. This Devotion is
does anything other than her declared the most notorious in the bloodline’s
intent, she loses the 10-again quality on arsenal, and it’s one of many reasons
the action. the Knights have retained their posi-
A Fitting Wager (•••): A gentlelady tion in the Invictus.
is ever assured of her combat prowess, This Devotion costs 2 Experiences to learn.
and she should be willing to put her life Cost: 2 Vitae
on the line to prove it. Your character
Requirement: The victim was unapologeti-
adds her Presence or Manipulation
cally rude to the vampire at some point in the
dots (whichever is higher) as additional
scene.
weapon damage to a successful attack
if she sacrifices Defense against her opponent Dice Pool: Presence + Intimidation + Dominate vs.
for the turn. She can still apply Defense to Composure + Blood Potency
attackers who are not part of the duel. Action: Contested; resistance is reflexive
The Penalty of Ineptitude (••••): An unfit Roll Results
opponent is nearly as bad as an ill-mannered
Dramatic Failure: The Spina suffers an epic self-own,
guest, and at times, it’s worthwhile to correct a
damaging herself instead of her victim.
rival’s incompetence. If your character’s opponent
Failure: The victim refuses to feel chastened.
fails an action directed at her, she can dress him
down with a well-timed bon mot. Make a reflexive Success: The victim suffers lethal damage equal to the
Presence + Expression – Composure roll. On a vampire’s Vigor, or less if the Spina feels merciful. This can
success, the opponent character loses a point of take the form of vomiting, nose bleeds, or even seizures.
Willpower and yours gains one back. She cannot Kindred do not downgrade this damage.
use this maneuver again if it is successful. Exceptional Success: The victim also takes the Guilty
Condition.

54 Bloodlines: The Devoted


Queensbury Rules Scalpel Tongue
(Dominate •• or Majesty ••, Vigor •; Special) (Majesty ••)
If a Spina is disarmed or otherwise deprived the use of her The Spina show no mercy at mistakes. A Knight knows
weapon in a duel, by Thorned Wreath tradition her opponent words must strike fast, hit hard, and cut to kill, and can use
must allow her to rearm. With this Devotion, she can enforce her superior wit to humiliate incompetent rivals.
that rule whether her opponent wants to play along or not. This Devotion costs 1 Experience to learn.
This Devotion costs 1 Experience to learn, and the vampire Cost: 1 Vitae
must have a dot of Courtoisie. Requirement: The victim has just failed a Social action.
Cost: 2 Vitae Dice Pool: Wits + Expression + Majesty vs. Composure +
Requirement: The vampire must be in a duel with her victim Blood Potency
under the rules of Courtoisie. Action: Contested; resistance is reflexive
Dice Pool: None Duration: Scene
Action: Reflexive
Roll Results
If the opponent does not allow the vampire to rearm, the
Spina verbally declares him to be in violation of the rules of Dramatic Failure: The vampire’s biting insult is toothless,
the duel, activating this Devotion. Until her victim allows her and she can feel the room turn on her. She takes the Shaken
to retrieve her weapon or she regains it herself, he suffers her Condition and cannot use this Devotion for the rest of the scene.
Dominate or Majesty dots as a penalty to all combat actions. If Failure: No one cares.
the victim wins the duel without allowing the vampire to access Success: The vampire makes an insult at her victim’s expense.
her weapon, he suffers a point of unavoidable lethal damage, For the rest of the scene, he suffers a penalty to all Composure
even if he is Kindred. rolls equal to the vampire’s Majesty dots, including resistance
If given the chance, the Spina must rearm or she suffers this to supernatural powers.
penalty herself. Exceptional Success: The victim is truly shook, and cannot
spend Willpower on Social actions with the vampire.

Spina 55
Therion
The ones you burn for
For the original version of the Therion, see Belial’s Brood, Most Therion outside the Brood, apart from the unbound,
p. 118. are Acolytes. The Mother’s Army is more humane in compar-
Parent Covenant: Belial’s Brood ison to the Forsworn, but the Crone has a similar, free-to-be-
Nicknames: Advocates, Luciferians a-monster philosophy. A few Advocates try to transcend their
state in the Ordo Dracul, but the Dragons’ defiance of God is
Bloodline Bane (The Gnostic Curse): The Advocates see
often too close to that of the Brood’s.
past the lie of the world and spread this truth to their childer.
When a Therion Embraces, it costs two dots of Humanity.
Favored Attributes: Composure or Manipulation New Merit
Disciplines: Animalism, Obfuscate, Vigor, and clan Discipline The Advocates drown the Man, but they know the risk of
(i.e., Auspex, Dominate, Majesty, Nightmare, or Protean) letting the Beast too close to the surface. Sometimes called the
Gift of Choronzon (a demon of dispersion, according to Aleister
Twists of the Blood: Broods of Belial Crowley), the Vaulderie lets Therion and their flocks exalt in
damnation without consequence. For a while.
Belial’s Brood in Second Edition is considerably different
from the version published in 2007. Whereas the original
Brood was a multifaction conspiracy of gnostic Satanists, Vaulderie (•• to •••••)
tonight they’re evolved draugr, Humanity 0 vampires who claw Prerequisites: Therion or Belial’s Brood Status ••, Presence
their intellect back from the Beast. Unlike the Forsworn, these •••, Occult ••, Humanity 4 or less
Worthless aren’t intended as a player character option. Effect: The Vaulderie is a blood-sharing ritual the priests of
The Therion were the Forsworn’s priest caste, and don’t Belial’s Brood use to ensure loyalty and avoid the worst effects
really fit with the new Brood. However, if you prefer the of degraded Humanity. To enact this rite, each member of the
material in Belial’s Brood, or just want to use the Therion covey spends a point of Vitae into a chalice. At least two vam-
as an unaligned, devil-worshipping bloodline, use the systems pires must participate. The priest then spends a Willpower dot
below. It’s also possible both versions exist in your chronicle, and each member drinks, gaining no sustenance. For a lunar
and the Therion call themselves Belial’s Brood in opposition month, the covey forms a bond called the Crux: All participants
to the Claimed, believing themselves to be true inheritors of gain a mutual second step Vinculum and are twice removed for
the Worthless One. the purposes of Blood Sympathy. In addition, they are immune to
other blood bonds and repress any existing ones for the duration.
Performing the Vaulderie again extends this effect for another
In the Covenants month. The Therion does not need to spend another Willpower
Therion are Brood unto Final Death. When they do join dot, but she regains it if the Crux ends. She cannot repurchase
other covenants, it’s as spies and double agents, or for personal this dot with Experiences while the Vaulderie lasts.
reasons that expire once they meet their goals. The very few In addition, at the beginning of each night the Crux exists,
Advocates who abandon the Pursuit do so at their own risk; the priest can feed packmates a Vitae each to mitigate their low
Belial’s Brood jealously guards the Vaulderie, and any vampire Humanities. He can distribute up to twice his Merit dots among
with Therion blood is certain to know its basics. his covey (including himself) toward the following benefits:

“Stop screaming.”
56 Bloodlines: The Devoted
• Gain a packmate as an additional dot of the Touchstone intruder without needing to be in their presence. If a subject is
Merit, to a limit of 5 dots (including any the vampire in Obfuscate, a Clash of Wills takes place; success does not let
already has); the vampire see the Obfuscated character, but she will be aware
• Increase a packmate’s effective Humanity for that another predator is in the vicinity.
the purposes of waking during the day, to a
maximum of 10; Mesmeric Aura
• Increase a packmate’s effective Humanity
for the purposes of sunlight damage, to a (Animalism ••••, Majesty ••)
maximum of 10. The Beast is as alluring as it is aggressive, and Belial’s
These effects last until the next sunset, and children can channel both impulses. With this Devotion,
no one member can benefit from more than five the vampire can seduce lesser Beasts as she cows them.
points at a time. If a covey has two priests, This Devotion costs 3 Experiences to learn.
they cannot double up the effects of Cost: 1 Vitae
this Merit; whoever led the first Dice Pool: None
Vaulderie provides any and all Action: Reflexive
benefits.
The vampire spends a Vitae while lashing
Drawbacks: Participants out at a vampire or mortal. If she succeeds,
in a Vaulderie are automat- the victim suffers the Charmed Condition,
ically addicted to Vitae and which cannot be resolved unless Bestial,
cannot sate their addiction on Competitive, or Wanton is resolved
each other. In addition, while the Crux is in first.
place, buying a Humanity dot costs an additional
Experience.

New Devotions Song of the Bonded


The Adversary teaches many truths, and His Blood
children are His prophets. All Kindred can
learn these Devotions, but few know them (Animalism •••)
outside the Therion bloodline. Distance is but a lie of the world, and it
cannot stand in the way when it comes to ties
Child of the Night of blood.
This Devotion costs 2 Experiences to learn.
(Animalism •••, Auspex •)
Cost: 2 Vitae
The Beast always knows when a
Dice Pool: None
predator enters her territory, and it
can show the vampire exactly where Action: Instant
her enemies hide. Duration: Scene
This Devotion costs 2 Experiences The Therion adds her Animalism dots to all
to learn. rolls to initiate or detect Blood Sympathy, and
Cost: 1 Vitae does not need to spend a Willpower to initiate
Sympathy with relatives once- or twice-removed.
Dice Pool: None
Action: Instant
Duration: Turn Investments
The vampire can sense the Belial’s Brood details a complex set of powers
presence of Kindred and other called Investments, Discipline-like effects that
creatures with similar auras the Forsworn use to torment their victims.
within a radius equal to five Rather than overhaul those mechanics
meters per Blood Potency dot from the ground up, we offer a simpler
(further multiplied by Auspex). alternative using systems already in place
She can also lash out at an for Vampire: The Requiem Second Edition. If you’re not using

Therion 57
Use Manipulation + Occult + Blood Potency for all rolled
Investments. If a power description uses Shadow Potency or
a simplified Attribute to determine a range, penalty, etc., use
Story Seed: Priests of the Worthless Blood Potency instead.
If you do want to integrate the Therion with • Forsworn cannot buy Host Powers except Hollow Bones and
Second Edition Belial’s Brood, consider the following:
Therion are among the few attempts at organization Talons of Fury. Treat these as Soma Investments.
among the Claimed. They practice Forsworn-style • The Kindred Disciplines Vitae Power allows a character to
Gnosticism and build cults to Belial, believing
themselves to be literal Devil’s Advocates. More buy unique clan Disciplines without a teacher.
subtle than other Worthless, they tempt humane • The Indomitable Vitae automatically triggers a Clash of Wills
Kindred into the Adversary’s welcoming arms. This
if a vampire or ghoul tries to use a Discipline or Devotion on
group isn’t a bloodline, but they sometimes pretend
to be in order to keep other vampires in the dark the Forsworn; she rolls (10 – Humanity) + Blood Potency. She
about the true source of their powers. can still bounce the power back as written, but only if she wins
the Clash.

Investment Type Experiences


the original Belial’s Brood, these powers might be another tool Doom Powers / Pneuma 3
of the Therion bloodline, or a gift for all vampires who serve
Shadow Powers / Soma 4
the Adversary.
Vitae Powers / Sarx 5
Some Forsworn claim Investments are blessings from Belial,
while others say they’re the purest expression of the Beast.
Whatever the truth, they are identical to the Dread Powers of Other Wages of Sin
the Strix. Members of Belial’s Brood who are part of a Crux The factions of Belial’s Brood favor certain Investments over
can purchase Investments for the costs listed below. Ignore others. A vampire gains one of the following advantages if he
Shadow Potency minimums. knows an Investment attuned to his group and has at least a
A vampire can learn a number of Investments equal to dot of Status in it. See Chapter Three of Belial’s Brood for
(10 – Humanity). Gaining a Humanity dot while she is at this more on these factions and their affinities.
maximum removes an Investment from her soul, dealing a • Pneuma: Riding the wave only requires three successes.
point of unavoidable aggravated damage. The player can spend
• Sarx: The vampire’s Blood Potency is one dot higher for the
Experiences to regain the Investment if Humanity deteriorates
purposes of determining her maximum Vitae pool, to a limit
again, or she can purchase a new power.
of Blood Potency 10.
If a vampire lets the Crux expire, or leaves her covey, she loses
• Soma: The vampire never needs to spend Willpower to make
access to her Investments until she renews her commitment to
a response to lashing out.
the Adversary.

58 Bloodlines: The Devoted


Tismanu
The ones who Could save you
For a complete history of the Tismanu, see Ordo Dracul, p. 164. The Circle of the Crone: If the Circle of the Crone has a
Parent Clan: Mekhet single Tismanu member it would be a surprise. The Mother’s
Nicknames: Shepherds, Dracula’s Abbots, Dragon Monks Army is opposed to just about everything the Shepherds stand
for, so it’s only the most iconoclastic of Dracula’s Abbots who
Bloodline Bane (The Martyr Curse): The Tismanu put
serve the Dark Mother. Still, the Tismanu are open to helping
their flocks above themselves, sometimes to the point of
individual Acolytes put tighter reins on their Beasts, and never
absurdity. If a Shepherd denies a sincere request for help from
question those with a sincere need for their services.
a mortal, for the rest of the night her Humanity is considered
one dot lower for the purpose of calculating her banes. This The Invictus: Tismanu are useful to the Invictus as Kindred
stacks with the Mekhet curse and is cumulative with each psychologists. Domains where the First Estate holds praxis have
denial. This request cannot be a trivial, but it doesn’t need a vested interest in keeping their subjects out of the Beast’s
to be life or death. In addition, Mekhet who join this blood- grasp, and the Shepherds are adept at tuning up Masquerades
line before they take their clan bane suffer the mechanical with their Devotions. Their methods are less religious than
equivalent of the Grave Dirt bane when they fall to Humanity those of Defiant Tismanu, taking a more modern self-help
6. Rather than soil, they must sleep in their Havens or with veneer rather than confession and penance.
items taken from them. The Lancea et Sanctum: With their Orthodox background,
Favored Attributes: Intelligence or Presence the Tismanu view the Judges as bizarro-Catholics at best and
heretics at worst. They do sometimes act as go-betweens for
Disciplines: Auspex, Celerity, Majesty, Resilience
the Ordo and the church, but philosophical differences make
Longinian Tismanu rare. Those who do become Sanctified
In the Covenants emphasize the need to keep the Beast in check in the Dark
Father’s service. Shepherds are more likely to participate in the
Tismanu have always had a small presence in the other
covenant’s archival efforts, rather than its militant side, though
covenants, but in the modern nights this number has swelled.
some have a talent for evangelism.
Many neonates question why their bloodline doesn’t share its
spiritual powers with other covenants, who have just as much
difficulty holding on to Humanity as Defiant vampires. The New Devotions
majority who remain loyal to the Dragon are ambivalent about
To cleanse the Ordo Dracul’s stained soul, the Shepherds
this trend. On the one hand, their bloodline has much to teach
bolster its faith with a group of Devotions they call Eupraxia.
other Kindred; on the other, they have a powerbase in the Ordo,
Other vampires cannot learn these Devotions.
and schisms might threaten it.
The Carthian Movement: The Movement has a signif-
icant share of Tismanu members, perhaps second only to
Gift of Eupraxia
the Dragons. Firebrand Shepherds are counselors to the (Resilience ••)
Revolution, absolving their comrades of sins committed for The vampire prays for God’s intercession, bolstering her
the cause. With their affinity for Resilience, many take to the allies’ deeds with faith.
frontlines in open war, acting as spiritual medics in conflicts This Devotion is free if the vampire has the prerequisite
with other vampires. Some extend this aid even to prisoners, Resilience dots.
in an effort to put weight to the Movement’s egalitarian claims.
Cost: 1 Willpower

“Even He is not infallible. I do not mean God.”


Tismanu 59
Dice Pool: None with any Willpower the subject spends from her own pool.
Action: Instant The subject can choose to parcel out phantom Willpower over
The Tismanu augments an ally’s dice pool, effectively spend- different frenzy provocations, but the effect ends at sunrise. If
ing a point of Willpower for him. This adds +3 to his next resisting frenzy is an exceptional success, the Tismanu takes
action, even on rolls that can’t be modified with Willpower back all Willpower the subject would normally regain.
(e.g., detachment). She can also add +2 to a Resistance If the subject knows Stir the Beast, she can spend one of these
Attribute for a turn. The subject can spend his own Willpower phantom Willpower to redirect an involuntary frenzy, but she
to augment the action further, but only if he could do so cannot use one to push herself into frenzy.
normally. If the action is an exceptional success, the Tismanu The vampire cannot use this Devotion on herself.
gains the Condition the subject would normally gain.
Grace of Eupraxia
Eupraxia’s Absolution (Majesty ••)
(Majesty ••) The vampire can ease the effects of wicked powers on her
The Order of the Dragon does terrible things in the name flock through the power of prayer.
of transcendence, but the Shepherds assure their siblings can’t This Devotion costs 2 Experiences to learn.
destroy themselves with debauchery. The vampire must be Cost: 2 Vitae
touching her subject to activate this Devotion.
Dice Pool: Resolve + Occult + Majesty
This Devotion costs 2 Experiences to learn.
Action: Extended; required successes equal the subject’s
Cost: 2 Vitae Composure + Blood Potency. Each roll takes one minute.
Requirement: The subject cannot have less than 5 dots of Once complete, the subject gains the Graced Condition. If the
Humanity, or 6 if he is a Ventrue. passive effect of Graced protected the subject at any point in the
Dice Pool: None night before it resolves, the Tismanu gains the Beat for resolution.
Action: Instant
Duration: Night Vision of Eupraxia
The subject gains the Tismanu as a Touchstone as if she had (Auspex ••)
an extra dot of the Touchstone Merit, and exceptionally succeeds
The vampire perceives the weakness in her Kindred’s hearts.
breaking points with three successes instead of five. However,
This Devotion costs 2 Experiences to learn.
the Tismanu gains any Willpower the subject would usually gain
for defending attachment to this connection. Cost: 1 Vitae
Dice Pool: None
Eupraxia’s Resolve Action: Instant
Duration: Scene
(Resilience ••) The vampire is aware of any breaking points that happen in
Where the Dragon teaches his followers to channel the Beast her presence for the rest of the scene; this applies to any creature
and leash it to their own ends, the Shepherds show their flock with a variable Integrity trait. If she helps the subject succeed on
how to overwhelm it. With this Devotion, the vampire and her the breaking point with words of wisdom or otherwise, she steals
pupil engage in conversation or confession, girding the subject’s his Beat. (“Breaking point” isn’t an in-character term, but nar-
soul against his own feral nature. ratively the vampire has a sense her ally is experiencing a crisis.)
This Devotion costs 2 Experiences to learn.
Cost: Willpower (variable)
GRACED
Dice Pool: Presence + Empathy + Resilience
Action: Extended; required successes equal Willpower spent Not today, Satan! A Tismanu has blessed you: Gain the
times three. Each roll takes 10 minutes. 8-again quality on any breaking points incurred due to super-
Duration: Night natural compulsion or horror. Graced ends without resolving
For the rest of the night, if the subject risks frenzy, she gains in hours equal to the vampire’s Blood Potency.
a number of “phantom” Willpower points equal to those the Resolution: Spend this Condition to automatically win a
Tismanu spent into this Devotion; she can only spend them contested action against a supernatural power or cause a resisted
toward resisting frenzy or riding the wave. This effect stacks one to fail. This does not apply to lashing out.

60 Bloodlines: The Devoted


Vedma
The ones who deceive you

For a complete history of the Vedma, see Ordo Dracul, The Carthian Movement: Vedma Firebrands often exploit
p. 169. the too-common intersection between progressive politics and
Parent Clan: Gangrel New Age woo among mortals, cultivating herds with cheap
Nicknames: Warlocks, Dracula’s Witches, Enchanters tricks and false predictions of a brighter future. That being
said, the Movement doesn’t have many Warlock members: Most
Bloodline Bane (The Bewitched Curse): The Vedma are
Vedma who would fit into their political agenda are unaligned,
careless with their magical falsehoods, and eventually, they
or live too far off the grid to care about revolutions.
become what they pretend to be. Warlocks suffer the Mekhet
clan bane in addition to the Gangrel curse. Furthermore, as The Circle of the Crone: While the Mother’s Army seems
Vedma age, their limbs wither. A Warlock gains Arm Wrack like a natural fit, they don’t take the Vedma very seriously —
(one arm) or Leg Wrack (one leg) in action scenes each time they know how the magic’s done. Acolyte Warlocks distance
Blood Potency increases. The vampire can spend a Willpower themselves from their bloodline’s typical methods out of respect
to power through for a scene, or she can rejuvenate her body for the Dark Mother, preferring to use their tricks as agents
with torpor to alleviate her Tilts permanently, but only one provocateurs against the Circle’s rivals.
that reduces Blood Potency by a dot. The player chooses the The Invictus: First Estate Warlocks are seneschals and
Tilt, which can double up as time goes on. court viziers, or take up spymaster roles Shadows usually
Favored Attributes: Composure or Manipulation fill. Zagovny also makes a surprisingly effective tool of the
Masquerade, diluting mortal ideas of magic with cold read-
Disciplines: Animalism, Auspex, Obfuscate, Protean
ing and illusions. Some Invictus Warlocks build reputations
as traveling psychics, creating cults of dupes to spread their
deceptions.
Twists of the Blood: Bewitched Shadows The Lancea et Sanctum: Sanctified Warlocks (who avoid
The Vedma are very similar to the Mekhet, and it might that nickname) use the occult to lure mortals into sin, addicting
be that they learned their tricks from the Shadows. As an them to their services then punishing them for defying God.
optional rule, Mekhet characters can join this bloodline, Some even pretend to be skeptics and debunkers, leading faith-
but only if they have a Gangrel Avus. Mekhet Vedma use the ful Christians into doubt to prove their depravity.
same systems as above, but choose Manipulation or Wits for
Favored Attributes.
New Merit
In the Covenants The Vedma are liars, leveraging their talent with Auspex and
Most Vedma are nomadic, eschewing the All Night Society to Obfuscate to dupe others into believing they’re witches out of
play at being swamp hags and wisemen. Those who lair in cities fairytales. The Warlocks call their tricks Zagovny, claiming they
are usually Dragons, and Defiant Warlocks study a wide variety command the primordial source of all Kindred Disciplines. In
of Coils, making up for their lack of true magic with Dracula’s reality, this term is as much a bloodline in-joke as an accurate
miracles. Outside the Order, a few iconoclasts manipulate their description: Zagovnij means “conspiracy” or “pernicious,”
way through the Danse Macabre in other covenants. depending on the language.

“Feed him this and he’ll be dead as the cock crows.


Bring me his tongue.”

Vedma 61
•••• Witch-Cloak (Obfuscate 4): Vedma have a reputation
Zagovny (• to •••••) for possessing a variety of magic. While that can be true,
Prerequisites: Vedma, Magic Specialty in Subterfuge, Auspex they also know how to fake it till they make it. While
and Obfuscate (see below) benefiting from the Familiar Stranger, your character
Effect: Your character knows the secrets of Zagovny, a set of can spend a Vitae to Obfuscate Discipline effects with
tricks the Vedma use to back up their mystique and boost their simple illusions. This action is reflexive and affects a turn
Disciplines. Each dot is a discrete effect, but your character must of action. For example, rather than speeding off with
have the prerequisite Auspex and Obfuscate dots. Celerity, people see her merge into a tree as she enters the
Cost: To empower her lies, your character needs to accept ritual woods; instead of Dominating a mortal to do her bidding,
offerings provided by clients or desperate supplicants. An offering people perceive the victim as drinking her blood in a rite.
must have an Availability rating equal to Zagovny dots she wants The Storyteller is the final arbiter on appropriate uses of
to access for the night. The offering can also be from a recently Witch-Cloak and if the circumstances make sense.
dead creature of commensurate Size. For example, an Availability ••••• Flight of the Warlock (Auspex 5): The height of
2 wristwatch paired with a Size 1 dead rat lets the vampire access Zagovny is the closest the Vedma get to real magic.
the first three dots of Zagovny. If the offering is human flesh or When she uses Witch’s Familiar, your character can
blood, subtract one from the necessary Availability. Your char- spend a Willpower to preserve the illusion for the rest
acter must burn this offering with a point of Vitae and ritually of the night. It can go wherever she orders it, but it
use up the ashes, as befits her magical tradition. An excessive can only Obfuscate a target once per scene.
offering (i.e., greater than the dots she wants to access) refreshes In addition, she can “possess” her familiar with
a Willpower point. Offerings must be used within a week. Twilight Projection, stepping into it and either
• Eye of Blood (Auspex 2): The first rule of cold reading retaining its shape or morphing into a copy of herself
is to always swing for the fences. If your character suc- whenever she likes. She can’t physically affect the world
cessfully uses Beast’s Hackles or Uncanny Perception, around her, but she can use Auspex and Obfuscate.
she can spend a Vitae to experience an additional vision. The usual rules of Twilight Projection apply to this
This image has nothing to do with anything — but the illusion, meaning she can fly in this form if she wishes.
Beast is a vivid storyteller. If your character describes The illusion disappears at the end of the night or when
this vision to the subject of her Auspex, she exception- your character dismisses it.
ally succeeds with three successes instead of five on any
Social rolls to cold read him for the rest of the scene,
whether to extract details about his personal life or to New Devotion
convince him she already knows something.
•• Witch’s Familiar (Obfuscate 2): Vedma mystify their vic- Masked Blood
tims with phantasms. Using Touch of Shadow, your char- (Obfuscate ••••)
acter can spend an additional Vitae to create an illusory Warlocks often hide their true lineage, and can even mas-
familiar instead of hiding something. This creature takes querade as members of other lines. Rumor has it they learned
the form of a monstrous bat, cat, wolf, or another witchy this Devotion from their fellow Dragons, the Moroi, but the
animal, no larger than Size 3. The familiar is intangible, Warlocks claim to have perfected the technique.
but it gains your character’s Obfuscate dots as a defense
against Perception, and it can be a vector for her to inflict This Devotion costs 2 Experiences to learn. If the vampire
Obfuscate effects at range. The illusion follows commands has four dots of Zagovny, it only costs 1.
telepathically or verbally, and exists for the scene or until Cost: None or 1 Vitae
it Obfuscates an object. It must remain in the same room Dice Pool: None
or within a few meters of your character. Action: Instant
••• Witch’s Gaze (Auspex 4): What’s a witch without her Duration: Scene
curses? As your character studies a person with Lay Open Kindred who taste the vampire’s blood, whether directly or
the Mind, she can spend a Vitae to spit out a “curse” related left spattered on a surface, suffer his Obfuscate dots as a penalty
to one of his deep memories (“Your deceitful heart shall on Taste of Blood rolls to analyze it. This effect is permanent
be your ruin!”) The victim believes he’s hexed, taking the on any blood he leaves behind in a location.
Shaken Condition related to a particular Skill. Unlike the
If the vampire spends a Vitae at activation, instead of a pen-
standard use of Lay Open the Mind, this Condition lasts
alty he can spoof a single quality in his blood: clan, bloodline,
a number of nights equal to Zagovny dots. The victim can
a disease, etc. For examples, see the “A Taste of Blood” sidebar
resolve it temporarily the usual way, but the Condition
in Vampire: The Requiem, p. 91. The vampire needs to have
returns at the next sundown. The vampire can “dispel”
tasted blood with the quality she is spoofing. Auspex can pro-
this curse at any time with a few magic words, but Vedma
voke a Clash of Wills against this Devotion, but the Auspex
never do so without exacting a price.
user must first suspect deception.

62 Bloodlines: The Devoted


part two:
DESIRE
Dunia
The oneS who watch you
He’s going to kill you. Not just you, but all the elements of you: taste. Drop by his office and invite him out for a drink. The
a singularity-black veil of anonymity. There are few fates the lizard shark needs a chance to collect.
brain fears more than oblivion, and the promise dripping from his knife See the survivalist. He was a sharpshooter in Desert Storm,
is meant for every person, place, and thing that makes up your life. but no one living has ever seen him armed with more than a
So fuck it, you’ll give up the bloodsucker. You’ll give up anything. bowie knife. He holds up in a cabin at the far end of town,
Something dead approaches. It could end you with a flick with strange skulls nailed up on the rafters. His family never
of its too-precise claws, but you’re just the map, and it’s all visits, despite all the faded photos. It’s best not to ask. He hikes
about the territory. The walls have eyes, it warns, but so does into the wild for weeks on end, to caves, woods, and mountain
everything else. Don’t crouch in the closet, it sees with the peaks people haven’t set foot on in hundreds of years. He never
shadows. No, not the street! It listens through the lamplights. comes back with any kills, but he always smells of forest fires.
Flee for the outlands if you like, but beware the soft patches of See the swim coach. She teaches classes all over the state,
the earth. Surely that wasn’t a face? Surely. training her students for a sport no one can quite define. They
The Akhud spend their nights plotting revenge on the vam- don’t care for the way she inspects their bodies like a lamprey
pire race, but the Dunia believe their siblings miss the forest sniffs for blood, but you can’t argue with perfection. She knows
for the trees. The Surveyors follow a unique mythology, saying when they cheat. She knows when they talk. The water’s all she
their grandsires struck a deal with the devil, a nameless creature understands anymore as she lies at the bottom of the pool for
who told them the secret of their clan’s salvation. Destroying hours on end, washing away her doubts. Tonight, she’s handing
the Kindred is one part of a greater truth: Freedom from the out a new supplement for her students. All natural. They’ll need
curse demands knowledge, both of the enemy and the world it for the main event.
as a whole. Somewhere, the answer lies — and not just figura- Let the other Akhud snap at heels. The Dunia will dig in.
tively. The Dunia search for Irem of the Pillars, the lost city of
Islamic folklore. Some believe the city contains a relic to usher
in Apocalypse on the Kindred, while others hope it’s the resting
Why you want to be us
place of the five kings, the keystone sacrifice of their clan. And Travel the world. Visit the four corners of the earth. Live
a few claim the demon lairs beneath the ruin’s broken walls, beneath the stars. See their lies. Always know the greatest
awaiting a final sacrifice. victory is the one where you hang them with their own ropes.
In the meantime, the Dunia are the scouts, spies, and secret
agents of their clan, the ones who do the grunt work before Why you should fear us
assassinations begin in full, or who stay in deep cover for years, You make the ground your grave, but we make it our skin.
watching and learning and passing on addresses. Their mastery You’re a splinter to pluck. A tick to burn. We know where all
of a technique called al-Bahth is a jagged but sharp edge to slip ticks hide, and we’ve been heating lances in the fire just for you.
through Kindred hearts, lending them a mastery of territories
even Gangrel can’t match.
See the loan shark. Schools of people are on his list, and he Why we should fear ourselves
can smell out deadbeats even after trails go long cold. Still, he To know everything is to know too much. Not secrets or
has a reputation for clemency, and alternate payment plans. lies, just the routine bullshit of it all. Petty things, import-
Maybe he just has a soft spot for sad SOBs who’ve hit rock ant things… grease smears on the bloated gray corpse of a
bottom. Lucky you. Ever seen the mayor’s uncle? The one who’s city. But the whispers say we’re so close. Well, we’ve been
“well preserved”? He’s also fond of sad SOBs like you. Just his “close” for centuries.

“Don’t hide.”
64 Bloodlines: The Devoted
Parent Clan: Akhud (Thousand Years of Night, p. 28)
Bloodline Origins Nicknames: Surveyors, Pillars, Eyes of Shaddad
• The survivors of the five cities wandered the desert, Bloodline Bane (The Curse of Ubar): The Dunia have
700 leagues in 70 nights. One group came upon a ruin, old obligations, and they must never get too comfortable in
a broken outpost of a lost empire, and beneath the their Requiems. All Surveyors have a permanent, mandatory
sand they uncovered Shaddad, the Unnamed Aspiration: Search for Irem. They can define this goal however
One. It told them destroying the Kindred would they like, but they can never ignore it. If a Dunia goes more
not be enough to atone, that the Ahranites than (10 – Blood Potency) weeks without fulfilling this
lacked a bigger piece of the puzzle, hidden Aspiration, the Akhud clan bane applies to all mortals.
somewhere in the dead heart of the dead empire. Resolving this Aspiration does not grant a Beat if the
Swearing their blood to it, the creature blessed character went too long ignoring it, but it does reset
these Akhud with its sacred geometries and this bane. Dunia characters can still only have three
dubbed them dunya, the earth, for the soil would Aspirations total, including this one.
be their salvation. Favored Attributes: As with parent clan
• The Akhud walked among the Propinqui Disciplines: Celerit y, Obfuscate,
in the early nights of the Camarilla. Many Praestantia, Protean
even gave in to the majesty of Rome,
becoming debauched, urban creatures.
They mixed their blood with Wanderers
of the Peregrine Collegia, serving the
In the Covenants
state as hounds and spies. When the Some Akhud betray their
Founders declared their clan damnatio clan, dirtying themselves in
memoriae, spurred by the lies of their Kindred politics, but the
winged masters, these few heard the Dunia are purists. They infil-
betrayal coming on the whispers of trate covenants; they hide in
cobblestones, and slipped into the them for decades and learn all
night. Back in their homeland in they can for the final blow, but
the East, they sought legends of a they never join. Not even as
holy place where their clan might they gain power and blood or
live in peace. learn faith and transcendence.
Not even as they find sympathy
• Once upon a midnight darkly, a
for the dead.
peasant took refuge in a castle keep.
However, the master of the house knew The Carthian Movement: The Dunia
the bones of his lands, and feeling this hide in the Movement by posing as refu-
violation, he demanded recompense. gees or revolutionaries on the run. The
In fear, the peasant gave up his youngest Carthians make excellent stooges, eager
daughter, the sweetest and the fairest. A as they often are to boost their numbers
cruel beast, the master accepted. If she (sometimes after the Dunia thinned
would be his bride, his lands would be hers them). Carthians are also prone to righ-
to wander… but for the gardens, where he teous anger, and Surveyors will spy on the
warned her to never tread. After a season, Revolution’s enemies if the intelligence
the girl said she would leave, for she could could lead to violence.
not be his wife if she did not know his secrets. The Circle of the Crone: Dunia
The lord showed her the magic bloom in the among the Acolytes pretend to be
garden, the source of his power and the heart Gangrel nomads, stroking the Circle’s
of his monstrous curse, wilting over centuries ego with bullshit stories about com-
in wait of true love. The girl kissed him gently, muning with spirits of the land — their
then plucked the bloom from the thorns. She stated methods are a façade, but the
crushed its last petal beneath her heel, and as insights always happen to be true.
the beast turned to dust she fed the thorns They string the Circle along for years
to the birds of the garden, so they might with accurate predictions “from the
expand her new holdings. Never again gods,” awaiting the right moment to
would she be held hostage — greedily slip in a fatal lie.
ever after.

Appendix One: Dunia 65


The Invictus: The Invictus do what the Dunia wish they for the city is a way to unbind themselves from the Curse
could on a massive scale. The covenant’s spy networks have of Five… or that they already have. One domain, of only a
lasted since the fall of Rome, so the Surveyors are careful not handful controlled by Ahranites, is experiencing an uptick
to play games the First Estate invented. Instead, Dunia play in disappearances. Even the best hidden havens have been
high risk, high reward games with the Establishment: They violated, often marked with a symbol resembling a cracked
admit what they are to ambitious nobles, offering damning pillar. Is someone framing the Surveyors, or have the Dunia
evidence on their rivals for the price of information, or a turned on their siblings? If they have, would the Akhud turn
promise to look the other way when certain Kindred disap- to the Kindred for help?
pear from the city. “First of all, the Akhud don’t exist. Second, if they did, they
The Lancea et Sanctum: The Sanctified are a priority tar- wouldn’t have bloodlines. Isn’t it more likely there’s a pack of
get for the Dunia. The church collects thousands of ancient Gangrel out there who hate the shit out of the rest of us? Hell, I’m
documents in its archives, and the Surveyors suspect at least a Gangrel, and I could tell you right now how much we detest the
one of these collections includes a key to their search. Apart rest of you bitches.”
from that, Dunia serve the Lancea et Sanctum as informants The Dunia have a kinship with the Savages. The Eyes of
on heretics and blasphemers, pushing the church’s hardliners Shaddad hunt Gangrel as much as any Kindred, but sometimes
to strike out against sins both real and imagined. they seem to have a blind spot, letting these Kindred slip
The Ordo Dracul: Of all the covenants, the Dunia have from their clutches more often than other targets. Perhaps
the hardest time infiltrating the Order. The Defiant are less any vampire with Protean can counter the effect of al-Bahth,
concerned with the gossip of other Kindred, so the Surveyors or the Gangrel are just better at keeping their heads down,
have fewer footholds to sow discontent. That said, Wyrm’s but the truth may be stranger. Some Akhud speak of an
Nests are often secrets even to other Dragons, and Dunia will elder Surveyor who was once a Savage, “converting” to the
leak their locations between rivals, fomenting academic and Ahranite cause and blood when he became a Dunia. If true,
physical conflict. the bloodline might be open to the Gangrel as well — and
their Vitae knows it.

Rumors
“The demon talks to them. I have a Dunia contact who claims it Naomi Briese
comes to her while she’s hiding in her various boltholes, tells her to “This goes deep. I’ve looked into you, so I know you’re above board,
carry out any horrible thing that piques its fancy. She says it’s a real but that’s not the same as trust. I need assurances: Drink, or I walk.”
bastard about it, too — orders her to drop everything, even projects that Naomi was a top student at the CIA’s Farm, and if she’d
took years to plan. Sounds exhausting.” lived she would’ve gone on to a distinguished career in
True enough. From time to time all Dunia get the feeling American intelligence, or some other echelon of the military
of being pushed toward something, even if they can’t put a industrial complex. That’s why her sire chose her. She was
name to it. It can be more concrete, too, like a compulsion unceremoniously Embraced the night she completed her
to steal Middle Eastern relics from a museum or a sudden training, black bagged off to the West Coast for a far more
fascination with ley lines and sacred architecture. On that intense education.
front, Akhud with any knowledge of mummies might think Naomi has never met her sire face to face (not that she can
this demon is both more and less than it seems. The lost city remember), but his proxies were effective and cruel, indoctri-
of Irem figures in both Arisen and Dunia legends, and the nating her on her clan, Irem, and the hated Kindred. Once she
bloodline’s obsession could be some Mesen-Nebu’s long con, was deemed ready, they embedded her in the city’s Invictus,
though what it has to do with the Akhud and destroying ordering her to masquerade as an abandoned Gangrel neonate.
Kindred is anyone’s guess. It may just be incidental, but one She’s been working her way up the First Estate as an enforcer
mummy with memories of the Dunia thinks the connection ever since. Her sire believes the local Mekhet Voivode is hiding
goes higher up. He claims he’s seen a creature hidden in Duat lore of the lost city, and wants her to help the Invictus under-
unlike the Judges, and that the Sekhem it feeds on is tainted mine the Dragon’s regime.
with Death. While she’s skilled in al-Bahth, Naomi prefers to call on her
“I trust them as much as I trust any vampire: Not at all. It’s a safe spy school education, along with a few tricks she picked up
bet they think the same of us. They’re the worst kind of extremists, from the Kindred. Her favorite move is to play the honeypot,
and Lord help you if you have to hear about their magic city. I won’t convincing greedy vampires she has valuable information and
be surprised the night they start hunting their own ‘Kindred.’” asking for a first step blood bond as payment, or training in
More moderate Akhud dislike the Dunia, writing them off one of their Disciplines. Usually her intelligence is real, but she
as a fundamentalist cult (which is saying something). They never lets her clients have too much all at once.
believe the Surveyors would turn on the clan if it helped Despite her work ethic, Naomi hasn’t really bought into the
their obsession, and the truly paranoid worry their search Dunia’s ideology. She wants to be a good soldier, she wants to

66 Bloodlines: The Devoted


hate the Kindred… but the Invictus offers such pleasures. She
doesn’t share the emotional connection other Akhud have with New Merit
their ancient foe, and she definitely doesn’t give a damn about From the Arabic for “searching” or “seeking,” al-Bahth pro-
Biblical apocrypha. When (not if) she jumps ship, it’ll be quiet. vides the Surveyors eyes and ears throughout the cities they
The Company taught her how to disappear from dangerous stalk, as well as the few places they call home. Originally a
situations, and she’s collected enough thralls to put in her way to comb the Empty Quarter for rumors of Irem, tonight
sire’s way or a long time. If she’s damned to spend her Requiem the Dunia are metropolitan monsters, and use this ability to
chasing ghosts, she’ll do it on her own terms. spy on Kindred or act as information brokers to other Akhud.

NAOMI Al-Bahth (• to •••••)


Prerequisites: Dunia, Investigation ••, Protean •
Naomi is an attractive twenty-something with unruly red hair. Effect: Using her affinity for Protean, a Dunia can extend her
She’s six-foot-even and did competitive weightlifting in college, so senses through the land, stealing Kindred and mortal secrets
her “I’m in charge here” presence can easily fill rooms. She has to bring her closer to the Unnamed One’s purpose.
a taste for tailored suits with lots of room to move and conceal Know the Map (•): The first step in any investigation is
weapons, as befits her cover as an Invictus leg-breaker. getting a lay of the land. If your character spends a Willpower
while resting in her Unmarked Grave, she gains insight into
Clan: Akhud, posing as Gangrel
the area (no larger than the surrounding neighborhood, give
Bloodline: Dunia or take), taking the Informed Condition. Drawback: Your
Covenant: Invictus character can’t use Know the Map more than once a week, or
Mask: Questioner in the same area within a month.
Know the Landscape (••): A Surveyor can use the local
Dirge: Spy
geography to aid in her pursuit. While she benefits from Know
Touchstone: Her current mortal boyfriend the Map, once a chapter your character can add her Merit dots
Mental Attributes: Intelligence 3, Wits 3, Resolve 2 to an action that would aid one of her Aspirations. If this is
an attack, the bonus counts as weapon damage. However,
Physical Attributes: Strength 5, Dexterity 2, Stamina 4
this action must use the environment in some way, such as an
Social Attributes: Presence 3, Manipulation 2, obstacle or a shortcut. Drawback: Disrespect the land and it
Composure 2 will punish you. A failure on this action is a dramatic failure.
Mental Skills: Academics 2, Investigation 3, Occult 1, Know the Lore (•••): A Dunia can hear the idle chatter of
Politics 1 mortals as they walk over her grave. As long as your character
Physical Skills: Athletics (Weightlifting) 4, Brawl 2, benefits from Know the Map, once a chapter you can ask the
Firearms (Glocks) 3, Larceny 2, Stealth 1, Weaponry 2 Storyteller for an urban legend or piece of gossip about the
area; it doesn’t have to be literally true, but it should lead to
Social Skills: Empathy 1, Intimidation (Don’t Try Me) 3,
more concrete intelligence. Using this information for tangible
Persuasion 2, Socialize 1, Subterfuge (Cover Stories) 3
results is the equivalent of fulfilling an Aspiration.
Merits: Al-Bahth 3, Alternate Identity 2, Contacts Know the People (••••): The Surveyor populates her map.
(Military, Police) 2, Grappling 3, Honey Trap, Invictus Instead of a general rumor, your character can use Know the
Status 2, Professional Training (Spy) 2, Resources 2, Lore to target a specific person or structure. For example, she
Striking Looks 2, Where the Bodies Are Buried could ask which bar is most frequented by Kindred, or who the
Disciplines: Auspex 1, Majesty 1, Obfuscate 3, most violent criminal in the area is. Acting on this information
Praestantia 1, Protean 2 can reveal the rating of Social Merits like Status, Resources,
Blood Potency: 2 or Allies. The vampire can also ignore one Door in any Social
maneuvering she undertakes regarding this subject.
Health: 9
Know the Beasts (•••••): With enough effort, a Surveyor
Willpower: 4 can expose the Kindred and their sins. Rather than upgrading
Humanity: 6 a roll, your character can spend Informed to track a vampire
Size: 5 who hunts the area she marked with Know the Map. Instead
of a Beat, she learns his Mask, Dirge, and one of the following:
Speed: 12
• The location of his highest-rated Haven/Safe Place.
Initiative: 5
• The full name of one of his Touchstones.
Defense: 6
Notes: Naomi’s Asset Skills are Investigation and • All of his banes.
Firearms. • The names of any mortals with a blood bond to him.

Appendix One: Dunia 67


And the Rest...
REXROTH STAWA
Parent Clan: Akhud Parent Clan: Akhud
Nickname: Diviners Nickname: Ronin
Bloodline Bane (The Fleeting Curse): The Rexroth Bloodline Bane (The Friendless Curse): The Stawa are
have too much compassion for the dead. Their clan bane more compromised by their blood ties than other Akhud.
extends to ghosts and Sin-Eaters. If a Ronin joins a coterie including any other Ahranites,
Favored Attributes: Intelligence or Wits treat her Humanity as one dot lower for the purposes
Disciplines: Auspex, Celerity, Obfuscate, Praestantia of her clan bane.
Many Rexroth know Kindred Necromancy; see Favored Attributes: As with parent clan
Bloodlines: The Resurrected. Disciplines: Obfuscate, Praestantia, Resilience, Vigor

As a Gangrel bloodline, use the following system:


One Final Twist Parent Clan: Gangrel
No Akhud? No problem. If the Ahranites aren’t part of your Bloodline Bane: As above, but ignoring the whispers of
chronicle or its setting, the Dunia work just as well as a Gangrel Shaddad reduces the Dunia’s effective Humanity by two for
bloodline. Keep their Iremite mythology, but perhaps soften determining all banes. The Curse of Ubar can reduce frenzy
their hate-on for other Kindred. They might also work as a small pools to a chance die for the purposes of the Gangrel clan curse.
antagonist covenant, with al-Bahth as a perk of membership. Favored Attributes: Composure or Wits
This could be yet another identity of VII, or even Belial’s Brood
Disciplines: Auspex, Obfuscate, Protean, Resilience (or keep
if their patron demon’s influence is a bit more direct.
Praestantia instead of adding Auspex)

68 Bloodlines: The Devoted


Quick Conversions
Must go faster.
Ian Malcolm, Jurassic Park

The following is a list of brief updates for a selection of First addition to a Vitae to wake from daysleep, suffering an unavoid-
Edition bloodlines. This appendix covers all bloodlines not able point of aggravated damage if she has no Willpower left
converted above or in Bloodlines: The Resurrected, with the to spend. House Advantage: Members of House Grigorovich
exception of material from Ancient Bloodlines (stay tuned). gain Encyclopedic Knowledge and a Specialty in Kindred for
The bloodlines listed here are those where published Occult or Politics. In addition, they gain a number of dots in
material can easily substitute the effect of First Edition-style Allies and Contacts equal to their House Status.
powers, or where only the bane needs an update. To save space, Irinavici (p. 98): Machiavellis suffer the Second Edition
if a bloodline’s unique powers included Merits, Devotions, Ventrue bane. House Advantage: Members of House Irinavici
or other effects, it’s left to the reader to determine whether gain three dots in Cacophony Savvy, ignoring the Status pre-
to replace them with published Second Edition material or requisite. In addition, they gain a number of dots in Contacts
to develop a full update. and Resources equal to their House Status.
Some of these conversions are suggestions rather than fully Marisovich (p. 101): Note an Antiquarian’s highest Mental
realized mechanics, but all effort has been made to provide a Skill. Whenever a Marisovich fails an action with this trait,
good starting point. all mundane actions are limited by her Humanity. This lasts
the rest of the scene or until she completes the original task,
whichever comes first. House Advantage: Members of House
Marisovich gain the Dream Visions Merit, a dot in Library, and
The Betrayed families are more like clans with covenant a Language. In addition, they gain a number of dots in Mentor
benefits than true bloodlines, but we include them here for and Retainer equal to their House Status.
completion. We also provide a short rundown of their unique Petrovnavich (p. 86): When relating to mortals who are not
traits, if you want to use them as your chronicle’s version of VII. under her direct power, an Anastasia’s Humanity is considered
Histories, Disciplines, and Favored Attributes can be found one dot lower for determining Social penalties. This bane
throughout Chapter Two of VII. Betrayed are considered the does not apply to other ghouls or her Touchstones. House
same clan for the effects of blood sympathy. Advantage: Members of House Petrovnovich begin play with
Alexander (p. 92): The Harridans cannot regain Willpower the Inspiring Merit, ignoring prerequisites. In addition, they
from their Masks in a chapter unless they have first defended gain a number of dots in Herd and Retainer equal to their
their Dirges. Otherwise, an Alexander must roll Humanity House Status.
after defending her Mask, gaining no Willpower on a failure. Semeonovic (p. 89): Upon reaching Humanit y 6, a
House Advantage: Members of House Alexander gain the Semeonovic gains the Plague of Purity bane (Vampire: The
Danger Sense Merit and one dot of Iron Stamina, ignoring Requiem, p. 108). This counts against the three banes a vampire
prerequisites. In addition, they gain a number of dots in Herd is allowed, so she is less able to mitigate detachment. House
and Retainer equal to their House Status. Advantage: Members of House Semeonovic gain the Anointed
Grigorovich (p. 95): If a Vagabond spends (Humanity) con- Merit and a dot of Touchstone. In addition, they gain a number
secutive nights in the same area, she must spend a Willpower in of dots in Allies and Retainer equal to their House Status.

Appendix Two: Quick Conversions 69


down) from her effective Humanity for the purposes of determin-
Betrayed Systems ing Social penalties with mortals, to a minimum of Humanity 1.
Betrayed use the same mechanics as Kindred, with some
Torpor can relieve physical manifestations of this bane. Carnon
exceptions. Replace the systems on pp. 104–110 of VII with
gain 9-again on attempts to ride the wave, but only from hunger
the following:
provocations. Favored Attributes: Composure or Strength.
• The Burning: By spending a Willpower, for the rest of
Childer of the Morrigan (p. 172): If a Morrigan loses or
the scene attempts to use Auspex on a Sevenite auto-
retreats from a physical conflict, she gains the Broken Condition.
matically fail, delivering false positives and nightmarish
visions; this even applies to the Spirit’s Touch for objects This lasts (10 – Humanity) nights unless she proves her martial
she interacts with. In addition, she can ignore supernat- skill or resolves the Condition as usual. For every other dot of
ural commands when ordered to harm or work against Blood Potency (evens), a Morrigan learns a Crúac ritual equal to
her fellow Betrayed. or lower than half her Strength (round up), even if she doesn’t
have any Crúac. The vampire can switch out a ritual earned
• The Eyes of Wrath: Barring Obfuscate use, Betrayed can
this way if she loses and regains Blood Potency later. Do not
always distinguish between Kindred and each other on
add any Discipline dots to the dice pool unless the character
sight. Conversely, Kindred do not automatically recog-
nize Sevenites as vampires, even with Auspex. Betrayed has a rating equal to the rite’s level. Otherwise, casting works
do not give off the Predatory Aura unless they choose as usual. Favored Attributes: Stamina or Strength.
to, in which case they register as normal vampires. Mara (p. 180): Mara must be submerged in natural bodies
However, they must always spend a Willpower to lash of water while feeding. Otherwise, the Vitae a Lamprey can
out at Kindred, though not each other. take on dry land per night is limited by Humanity. Any more
than that is wasted. This bane does not apply to feeding from
• The Pain of Duty: Betrayed characters can start play at
Blood Potency 2 if they also start at Humanity 5. Kindred. Favored Attributes: As with parent clan.

• Seven Sons of Vengeance: The Betrayed are haunted by


the ghosts of their wronged ancestors, and these specters Invictus
impose the Madness Condition on those they torment. Annunaku (p. 159): Upon joining the bloodline, an
The benefits of these ghosts mostly work as written, but Annunaku replaces his Humanity 6 Touchstone with some
require adjustments here and there (see VII, p. 107). aspect of his household (the land, the servants, etc.) If the
vampire experiences a breaking point outside the presence of
Carthians this Touchstone, treat all his Touchstones as attaching two dots
higher than usual. Replace Tenure with Auspex. Annunaku
Barjot (p. 156): A Barjot who spends more than (Humanity)
gain a dot of Safe Place and a dot of Haven upon entry into
hours/scenes away from her coterie or members of her covenant
the bloodline. A complete update of Tenure can be found on
takes the Deprived Condition until she returns. She does not
p. 9 of Bloodlines: The Resurrected. Favored Attributes:
gain a Beat for resolving this Condition unless she makes suf-
Resolve or Stamina.
ficient restitution to her comrades. All Jelinenes gain the Pack
Alpha Merit for free or are refunded the spent Experience. Malocusians (p. 168): The Malocusian bane works as
Favored Attributes: As with parent clan. written, but make the penalty for not spending Willpower
cumulative. Correct “Presence” to Majesty and replace Domus
Zelani (p. 166): A Zelani must roll Humanity to enter a mor-
with Obfuscate. Consider giving Malocusians an ability that
tal’s home uninvited. Failure means she cannot enter under
projects Disciplines through Safe Places; alternatively, perhaps
her own power for the scene. If she is physically forced to cross
the Spiders are the rumored Ventrue branch of the Annunaku
the threshold, she automatically falls to frenzy, fleeing at all
bloodline, and have access to their own Tenure Devotions.
costs. Zelani cannot compel invitations with mental Disciplines.
Favored Attributes: As with parent clan.
Replace Serendipity with Auspex or Praestantia (Thousand
Years of Night, p. 29). Zelani gain the Dream Visions Merit
(called “Intuition”) on induction into the bloodline. A complete
update of Serendipity can be found on p. 19 of Bloodlines:
Lancea Sanctum
The Resurrected. Favored Attributes: As with parent clan. Osites (p. 173): The Osite bane works mostly as written, but
ignore text about healing limitations. In addition, Bone Monks
cannot use the blush of life without a successful Humanity roll.
Circle of the Crone Failure means the Vitae is wasted. Replace Memento Mori with
Carnon (p. 168): Carnon mutate into satyr-like beings as they Resilience. Osites also have access to Kindred Necromancy
age. Subtract half the vampire’s Blood Potency dots (rounding (Bloodlines: The Resurrected, p. 21). They learn the following

70 Bloodlines: The Devoted


rituals at each associated dot, in addition to the usual free rites blood bond the first time they drink from another vampire.
gained for buying Blood Sorcery: Appraise the Dead, Corrosive Replace Meminisse with Dominate. The Keepers have access
Touch, Corpse Repair, Quicken Corpse, Infuse Undead. to a variant Coil of the Voivode, which they call Meminisse.
Favored Attributes: Intelligence or Stamina. They treat this as their primary Mystery. Favored Attributes:
Intelligence or Presence.
Naditu (Daeva, online only): Change the penalty for failing
Ordo Dracul to find a patron to (10 – Humanity) divided by two, rounding
Moroi (p. 159): Use the Second Edition versions of the up. Favored Attributes: Manipulation or Wits.
Gangrel and Nosferatu banes. Otherwise, the Moroi work as Norvegi (Mekhet, p. 84): The Norvegi have no fangs. They
written. Favored Attributes: Stamina or Strength. cannot inflict the Swooning Condition on feeding victims or
lick wounds shut. In addition, treat the vampire’s Touchstones
as attaching one dot higher than usual on any breaking points
Clan Books incurred for feeding. Replace Bloodworking with Protean. The
Adrestoi (Ventrue, p. 104): An Adrestoi character must effects of Bloodworking could be forms for Predatory Aspect
spend a Vitae or succeed a Humanity roll to augment mundane and Unnatural Aspect, or Devotions. Favored Attributes:
actions with Willpower. If the vampire has no Vitae or fails, Strength or Wits.
the Willpower is wasted, and he cannot spend another on the
action. Favored Attributes: As with parent clan.
Cocksomb Society (Nosferatu, p. 106): In addition to the
Ghouls
Nosferatu bane, members of the Society must roll Humanity Angustri (p. 96, sidebar): Angustri cannot Embrace outside
when they defend their Masks or Touchstones. On a failure, they their ghoul family. Roll the vampire’s new Humanity rating
gain half the usual Willpower. Favored Attributes: Composure (minus one for the Mekhet bane) after she sires an unrelated
or Presence. mortal. On a failure, her childe dies unless she spends a per-
Erzsébet (Daeva, p. 114): When one of the Withered falls manent dot of Willpower. On a dramatic failure, it becomes
to Humanity 6, she begins to age at about a quarter the rate a draugr. Favored Attributes: Intelligence or Manipulation.
of a human. Furthermore, once a chapter, if an Erzsébet
experiences a breaking point, roll her Humanity at the end
of the scene. On a failure, she ages one year during her next Night Horrors: Immortal Sinners
daysleep. Withered can revert their aging by spending an Család (p. 118): Any night a Család doesn’t rest in her haven,
equal amount of time in torpor, but they can only return she must spend additional Vitae equal to Blood Potency or
to their ages at the moment of Embrace. Favored Attributes: succeed on a Humanity roll. On a failure, or lacking enough
Composure or Manipulation. blood, she gains the Lethargic Condition. Család with Status
Hounds of Acteon (Gangrel, p. 110): When it comes to in their bloodline can learn rituals of Lithopedia. Conform
frenzies provoked by hunger, Hounds treat their Humanity as casting times with Crúac and Theban Sorcery. Rituals can be
two dots lower than usual for the purposes of the Gangrel clan converted to the new system with Blood Sorcery: Sacraments
bane. At Humanity 2 and 1, this reduces the pool to a chance & Blasphemies. Favored Attributes: Intelligence or Resolve.
die. Favored Attributes: Stamina or Wits. Empusae (p. 127): The Social penalties for low Humanity
Lygos (Nosferatu, p. 107): All actions are limited by apply to all mundane uses of an Empusa’s Animal Ken Skill.
Humanity when a Lygos is exposed to anything more luminous Unless the vampire uses Animalism, her presence repels
than moderately bright light. This even applies to rolls that don’t beasts, and they will attack her if they feel threatened. Favored
depend on sight. In combat, this instead inflicts the Blinded Attributes: Composure or Resolve.
(one eye) Tilt. Favored Attributes: As with parent clan. Eupraxus (p. 54): As an extension of her clan bane, a
Mabry (Gangrel, p. 111): If another member of the Mabry Eupraxus cannot lick wounds shut on victims she has only fed
bloodline is not within a radius of (Humanity) kilometers/miles, on once. These vampires also retain the bite marks from their
a Trapdoor Spider loses the 10-again quality on all mundane Embraces, even if they haven’t joined the bloodline yet. Favored
actions. If she has the Pack Alpha Merit, her chosen coterie Attributes: Manipulation or Presence.
applies as well. Favored Attributes: As with parent clan. Sons of Cade (p. 49): As an extension of his clan bane, if
Mnemosyne (Mekhet, p. 82): Rolls to resist Vitae addiction a Son of Cade has no attached Touchstones, all frenzy rolls
are limited by a Mnemosyne’s Humanity dots before penalties provoked by anger suffer a –2 modifier unless he spends a
apply. At Blood Potency 6, they instead take a second step Willpower. This Willpower only negates the penalty; it does

Appendix Two: Quick Conversions 71


not apply a +3 or give the vampire a turn of control. Favored Dead Wolves (p. 102): If a Dead Wolf touches silver treat
Attributes: As with parent clan. it as if she were exposed to sunlight. Replace Sublunario with
Telamones (p. 94): The Social penalties for low Humanity Auspex. Dead Wolves gain a Wolf-Blooded Tell on induction
apply to a Telmones’ mundane Stealth Skill, and therefore so into the bloodline, or retain one if they were uragarum in life.
does the Nosferatu bane, when applicable. This only apples to The Storyteller has final say on appropriate Tells. Alternatively
hiding from mortals, not Kindred or ghouls. Replace Obfuscate or in addition, a Dead Wolf gains her Blood Potency as a bonus
with Resilience if you want to reinforce this difficulty. Favored on rolls to ride the wave on the night of her Auspice (i.e., the
Attributes: Intelligence or Strength. moon’s phase on the night of her Embrace). Favored Attributes:
As with parent clan.
Malintzin (p. 101): Malintzin gain the Ventrue curse in
Requiem for Rome addition to the Daeva bane. Favored Attributes: Manipulation
Larvae (p. 228): As written, using the Second Edition or Resolve.
Gangrel bane. Favored Attributes: Stamina or Strength.
Licinii (p. 231): Use the Second Edition versions of the Julii Bloodlines: The Hidden
and Nosferatu banes. The Founders can be found in Thousand
The following update was overlooked in Appendix Two of
Years of Night, p. 30. Replace Animalism with Resilience.
Bloodlines: The Resurrected.
Favored Attributes: As with Julii.
Architects of the Monolith (p. 30): Masons with no
attached Touchstones lose the 10-again quality on Mental and
Shadows of Mexico Social Skill actions that do not help fulfill their Aspirations.
Architects of the Monolith with Kindred Status in their
Calacas (p. 99): Calacas always count as having the Open
bloodline can learn rituals of Gilded Cage. Change casting
Condition (Chronicles of Darkness, p. 134), and ghosts gain
time to conform with Crúac and Theban Sorcery in Vampire:
a (10 – Humanity) bonus on Power + Finesse rolls to use
The Requiem Second Edition; rituals can otherwise be con-
Manifestations against them. Calacas have access to Kindred
verted using Blood Sorcery: Sacraments & Blasphemies.
Necromancy (Bloodlines: The Resurrected, p. 21), and learn
A complete update of the Masons can also be found in The
the following rituals at each associated dot, in addition to the
Secret Frequency Files (p. 10), by Darker Days Publishing,
usual free rites for buying Blood Sorcery: Spiritual Sight, Soul Jar,
and an alternate version of this bloodline as a covenant can
Open Avernian Gateway, Return to the Dust, Create Avernian
be found in False Gods: Ventrue (p. 133). Favored Attributes:
Gateway. Favored Attributes: Composure or Intelligence.
As with parent clan.

72 Bloodlines: The Devoted


Kimiya &
Ritual Sorcery
She taught me the theory of magic and its practice; I took notes in writing and perfected my craft,
having committed to memory one hundred and seventy chapters of formulae…
One Thousand and One Nights

Kimiya is the Ritual Discipline of the Jaliniyya (Dark Eras producing effects that stretch possibility’s limits, inspiring and
2, p. 140). Long a broken covenant, the Azerkatil bloodline terrifying in equal measure.
still practice this form of alchemy in a variant called Suikast. Kimiya is scientific—it aims to unveil the underpinnings
When using Kimiya or Suikast with the ritual sorcery rules of the universe. Its practitioners always have explanations on
presented in Blood Sorcery: Sacraments & Blasphemies, hand for the alchemical principles fueling their rites. Kimiya
their linked themes are Creation and Transmutation. Use the formulae unlock magic by testing, uncovering, and understand-
following dice pools: ing hidden knowledge.

Improvised
or Theme Dice Pool
Formulae and Themes
Improvised Intelligence + Science + Theme For the formulae presented on p. 15 of this book and pp.
143–144 of Dark Eras 2, use the following Themes:
Creation Intelligence + Science + Creation
Destruction Wits + Occult + Destruction Formula Theme
Divination Wits + Investigation + Divination Dragon’s Own Fire Destruction •
Protection Resolve + Medicine + Protection Spider’s Hijra Creation •
Transmutation Intelligence + Academics + Pasha’s Vision Divination ••
Transmutation Sayih’s Kohl Transmutation ••

Motifs Taste of the Dragon Destruction ••,


Divination ••
Kimiya is sacrificial—bloodletting and sympathy power al-Ajsad Creation •••
its formulae. Blood, especially Kindred blood, hides occult
Kale-Kob Destruction •••
potential, and Kimiya’s rites unlock its might. After treating
Ebony Horse Transmutation ••••
the sacrificial blood, the ritualist paints it on or injects it into
the formula’s subject. Intikam Destruction ••••,
Transmutation •••
Kimiya is wondrous—it glories in the majesty of God’s cre-
ation. Its magic is awe-inspiring, bringing to mind fabulous Burn the Dragon’s Blood Destruction •••••
poetic legends and prophetic tales. Kimiya is not a subtle art, Curse of the Monkey Prince Transmutation •••••

Appendix Three: Kimiya & Ritual Sorcery 73


More from NMD

available at
www.storytellersvault.com
We plot our intrigues in the dark,
pretending the All Night Society
works as the day.

But politics are just a game


to keep the Beast in check.

Blood is devotion.

Blood holds more weight than a Prince,


or a Dragon,
or a God.

Open your veins and see.

— Chloe the Coyote, Bohagande Mystic

This book is a companion to Bloodlines: The Resurrected.


Resurrected. It includes:
• Complete Second Edition updates of 22 classic bloodlines, from
the covenant books and beyond, including the Agonistes, Azerkatil,
Dragolescu, Macellarius, Spina, and Therion
• New Disciplines, Devotions, Rituals, Merits, and a Mystery of the
Dragon: The Coil of the Vigilant
• The Dunia of Clan Akhud, first hinted at in VII
• More quick conversions of over 40 bloodlines!

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