Professional Documents
Culture Documents
— 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.
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The Forsaken, Mage: The Awakening, Promethean: The Created, Changeling: The
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Descent, Beast: The Primordial, Deviant: The Renegades, Chronicles of Darkness,
Storytelling System™, Storytellers Vault™, and their respective logos, icons, and symbols
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This work contains material that is the copyright of Paradox Interactive AB. Such material is used with permission under
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Check out NMD at: facebook.com/nonedarker. Visit www.storytellersvault.com for more on the Chronicles of Darkness.
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.”
• 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.
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.
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.
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
Azerkatil 15
Baddacelli
The ones who whisper in your ear
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,
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.
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-
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.
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.
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.
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.
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
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-
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.
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
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.
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.
“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.
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.
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.
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.
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.
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.
“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.
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
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.
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 ••
available at
www.storytellersvault.com
We plot our intrigues in the dark,
pretending the All Night Society
works as the day.
Blood is devotion.