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VTR 2e - False Gods Ventrue
VTR 2e - False Gods Ventrue
Special Thanks
Chris “The Doctor Is In” Handley, for beating us to the punch
on the Architects of the Monolith, and inspiring me to take ours
in a different direction.
Irva “Röck Döts” Seavers, for double-checking White Wolf’s
German.
Neil “Morituri te salutant!” Barney, for historical and linguistic
consultation.
Our noble test readers: Grace Eccleston, Jen Peters, and Christine
Rattray
The team behind Lords Over the Damned: Ventrue, for spinning
pretty little lies and kickstarting a new era of Vampire.
© 2021 Paradox Interactive AB. All rights reserved. Vampire: The Requiem, Werewolf:
The Forsaken, Mage: The Awakening, Promethean: The Created, Changeling: The
Lost, Hunter: The Vigil, Geist: The Sin-Eaters, Mummy: The Curse, Demon: The
Descent, Beast: The Primordial, Deviant: The Renegades, Chronicles of Darkness,
Storytelling System™, and Storytellers Vault™ are trademarks and/or registered
trademarks of Paradox Interactive AB. All rights reserved.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction
and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Check out NMD at: facebook.com/nonedarker. Visit www.storytellersvault.com for more on the Chronicles of Darkness.
Table of Contents 3
Tuning Out: Bystanders 84 Crassus 124
Tuning In: Infection 84 Where we came from 124
Storytelling Malkavia 85 Who we are tonight 125
The Tiers 85 Three Caesars 125
The Cure 88 DeRose 127
Malkavia and Mental Illness 88 Where we came from 127
Affliction Is (Not) Consistent 89 Who we are tonight 127
The Fools’ Journey: Four Afflicted 89 Three Flowers 128
The Empress: Nadia Lambert 90
Omokage 130
The Hanged Man: Tapper 91
Where we came from 130
The Tower: Lucky Lenny 93
Who we are tonight 130
The World: Widelene Santil 94
Three Stewards 131
Malkovians 96
Bloodline Origins 97 The Architects of the Monolith 133
The Knights of the Moon 97 Sample Mason: Vikki Valente 136
Bloodline Gift: Apophenia 98 Gilded Cage 136
Twists of the Blood: Malkavia Classic 98 Gilded Cage Invocations 137
Inspirational Media 98 New Merits 139
The Legio Noctis 140
Where Is My Mind? (Part IV) 100 Sample Soldier: Luna Ruiz 143
CLOTs 144
Sample CLOTs 144
Chapter Three: Crown Jewels 105 The Faithful 147
Lordly Treasures 105 Background 147
Archetypes 105 Rumors 148
Devotions 106 Argos 148
Merits 111 Systems 149
Heavy Lies the Crown: The Aloof Curse 115 Dread Powers 150
How to Lose Friends and Alienate People 115 Mnemovores 151
Failing Upwards: Playing the Bane 116 Background 151
Common Banes 116 Rumors 152
Jonah Griffin 152
Where Is My Mind? (Part V) 118 Systems 153
Chapter Four: Friends & Other Rivals 123 Where Is My Mind? (Epilogue) 156
Where Is My Mind? 7
“You seem unsure. Doubting, Thomas?”
“No. I’m… confused, is all. Where am I? How did I…”
The bishop reached his strong, calloused hands behind his head and unbuckled the straps of
the mask, revealing a broad face with gleaming eyes and a sharp goatee. Solomon Birch was a
handsome man, but something in the curve of his lips or the crook of his eyebrows turned his
features predatory. With reverence, the bishop laid the mask down upon his altar and reached
into the sacristy, from which he traded his blood-soaked towel for a heavy black robe. He wrapped
it around his waist and tied it with the sleeves, like a samurai relaxing between massacres. As he
did, Thomas eyed the horrible scars criss-crossing the man’s back. They looked like they’d been
painful — and deliberate. The sight raised his Beast’s hackles.
“You remember nothing?” Birch said, leaning against the altar like a professor waiting for his
class to answer a softball question.
“I remember you were missing.”
“I was, for quite some time. Torpor. An attack by the devout followers of my former nemesis,
Sylvia Raines. That was shortly after you joined the faith, I believe.”
Thomas sat up straighter and glanced back at the exit. “I didn’t have anything to do with that.”
Birch raised an eyebrow. A look of performative realization crossed his face. “No. No, of course
not. Coincidence. I remember how you were when you came to us. Damaged, abused. On the edge
of losing yourself. There are moments of darkness even the most gifted infiltrator can’t falsify. That,
and you were very adamant about not abandoning your ‘comrades’ in the Carthian Movement. We
never gave you enough latitude to betray us.”
The bishop stepped back and spread his arms wide, showing off the church. Electric candle flames
licked at the darkness, but the room was as chill as a morgue. “As for where: If it isn’t obvious,
you’re in the Church of the Dark Prophet.”
“It looks different. I didn’t recognize it with all the… candles?”
Birch grinned. “Heatless. Riskless. I even use rechargeable batteries to lower my carbon footprint
when possible. Have to plan for the future. The wax is real, so the look holds up.”
“You really redecorated.”
“Oh, no, Mr. Delmar, this isn’t the same church. That site was sadly destroyed after my
resurrection… along with a false prophet. We moved to this location about three years ago.”
Thomas’s still heart throbbed once in his chest. Years? No. It was impossible. He remembered
just receiving dark communion from one of the deacons before they…
He coughed, clearing his throat. “What year is it?”
“2021.” Birch’s eyes were locked with his. They bored into his soul in search of a reaction. Thomas
didn’t disappoint. He dropped his head into his hands and rubbed his face hard, as if he could
scrub away the truth.
“It can’t be that long. Six years?”
“It is what it is. Do you know why you’re here, Mr. Delmar?” When Thomas shook his head,
still drowning in disbelief, Birch continued. “This isn’t the first time we’ve had this conversation.
You came to us during a dark night of the soul. You wanted help, and so the Church was happy
to provide it.”
Where Is My Mind? 9
Introduction
It was pride that changed angels into devils.
Augustine of Hippo
The Ventrue are untouchable. narratives. Using others only gets easier with practice, but power
That vampires still exist in the world tonight is due to the is neither easily won nor painlessly kept. It’s dangerous at the
Lords. That’s what they’d have you believe, at any rate, but it’s top — fraught and self-destructive — but for the Lords? It’s worth
a boast they bear no shame in making. Look into their eyes and every drop of blood.
know their truth: They are old money maintaining the manse
on the moonlit hill, the new-world nouveau riche rewriting laws
to suit their schemes, and the hard yet sparkling smile that Mood: Corruption
cannot be denied. Smiles of velvet coax you in as dagger eyes watch throughout
Lords of the Dead, Lords over the Damned — no matter how the crowd. It’s a dance you know well. The ballroom’s heady
decrepit their kingdoms, the Ventrue rule from on high. They with well-practiced laughter, elegant crystal stained with
decide what you should say, do, think, and even be… not that sanguine vintages. You’ll have the melancholic priest, on tap,
you’ll ever know it. That’s how good they are. Power is a font to eyes fluttering. Is that God he’s calling for? He’s in luck, because
be cultured and curated over long centuries, and the Ventrue you’re here, ready to receive his confessions. What a pretty
are nothing if not thorough. After all, they have a legacy to thing, the way he trembles as you fill your glass from his wrist.
uphold: Control. You think it might be useful to have a man of the cloth at your
False Gods is the definitive sourcebook for all things Ventrue disposal. It’s tempting — but, perhaps… expected. Waves of
in Vampire: The Requiem Second Edition. In addition to new knowing snickers break on a shore of anticipation. The others
Lord fiction, systems, and bloodlines, it includes a complete are watching you, as if they can read your thoughts. Well, that
update of the mechanics in their original sourcebook, Lords won’t do. You let your glass shatter on the marble floor, sinking
Over the Damned. your fangs deep in the priest’s throat. Broken prayers bubble
This book is the third in a series that began with Strange into the shocked silence, and you drink deep until the last Hail
Shades: Mekhet and continued with Better Feared: Nosfer- Mary gutters out. Blood spatters your formal wear as you sweep
atu. It isn’t trying to be Clanbook: Ventrue Revised, but them all with a shameless smile. You stand taller than before:
you could call it an homage. It’s also a chance to reexamine Divine. Invincible. Ventrue.
Ventrue material from other first edition sources, some of
which hasn’t been heard from since the very first years of the
Danse Macabre. Past Masters
It’s dangerous to peek behind the curtain, but if your will The Ventrue have always been autocrats, but whereas in
is strong enough, you might just have what it takes to become Vampire: The Masquerade they were magnetic leaders hungry
one of the Ventrue. for adulation, in Vampire: The Requiem they drop the
pretense of noblesse oblige. The Blue Bloods know what’s best
for their Kindred; the Lords release the hounds if you look at
Theme: Power them funny. Indeed, the change from Presence to Animalism
Power takes many forms. A school board deciding what can expanded the clan’s sphere of influence over both Men and
and can’t be taught. A politician presenting self-serving bills Beasts, more recalling the vampiric nobles of Gothic fiction —
to the House. A judge setting a dangerous new precedent. But as well as the not-so-subtle link between parasitic ruling classes
true power is being able to write the story, erasing all competing and actual parasites.
Introduction 11
However, while Ventrue in the Chronicles of Darkness differed from their previous incarnation, they still had room to grow.
With Lords Over the Damned, the clan’s power grabs became far more complex, and maybe just a little weirder. Through a
tapestry of pretty lies and false memories, the Lords made themselves out as bulwarks against rising tides of chaos like the Strix,
all the while drowning in the seductive delusions of Malkavia.
Perhaps most significantly, Vampire: The Requiem Second Edition ended the clan’s link to mental illness. Now as Lords
grow in age and power, they lose the things that ground them to Humanity. Alone at the top, they become increasingly isolated
in both feeling and ideal, until no one’s left to watch them fall.
Introduction 13
Part Two: First Confession
Where should I start?
Tell me about the night you killed Maxwell Clarke.
It’s kind of hazy. And don’t you know it all by now anyway? What good will it do?
Minds are complex. It’s not about what I know, but what you remember. Do your best. Give me all
of the details, as if I don’t know anything about the Kindred of the city. It’ll help your memory. Start at
the beginning. What do you remember?
I remember… the SUV. It reeked of bad skunk weed. The smell hung off the ghoul behind the wheel
like an aura, and I was glad I didn’t have to breathe. We had an old mix CD in the stereo that was playing
“Regulate” by Warren G and Nate Dogg. The ghoul’s name was Marvin Van Pelt. He’d tried to rebrand
himself as MVP, but you don’t get to name yourself on the street. Or anywhere. He was from Cicero, a
short kid with a huge head, so we called him Marvin the Martian. He hated it, but that only made it stick.
He was bobbing that giant goddamn head in time to the bass and tried to act like he understood the song,
even though I was pretty sure it was older than he was. Probably never listened to anything harder than
Jay-Z. Anyway, he was our getaway once things got heavy.
Martian turned up the track loud enough that the bass pounded through the seats and shook the windows.
A huge, knotted hand reached over from the passenger seat and turned it down to a dull roar.
“I was just getting into it,” Martian protested.
A grunt from the guy in the passenger seat was enough to shut him up. Romeo Capretti was a thick-
necked Italian in a double-breasted black suit. His dirty blond crewcut was spiked up with a sweet-smelling
pomade that made his hair scrape the roof as he moved. Romeo had been a professional legbreaker in life,
and he looked it. His wide square of a face was flat from years of taking hits to a once-proud Roman nose.
He’d kept the job up after the Embrace and was one of Walt Barowsky’s best bullyboys. A Gangrel and a
certified boogeyman, but I was happy to have him with us. We needed every advantage.
“Easy to hear us coming if you’re shaking the windows. Music down,” Romeo said. He didn’t take his
eyes off the building ahead of us: the Palmer House Hilton, Prince Maxwell’s personal meeting space. It
towered over us like a beacon, its awning all glitter and gold, like a Hollywood marquee beneath twenty-
one floors of looming red brick.
Martian may have been a kid, but he was blessed when it came to parking spaces. The fact that he was able
to find us one with a vantage point in downtown Chicago was a goddamn miracle. Sorry if that’s blasphemy.
Quite the contrary. It may indeed qualify as a miracle.
I felt a nudge from my left. The butt of a huge gun prodded my ribs. It was connected to the hand of
my best friend, Dave Hooper. Hoops. He earned that name playing streetball back in the 80s and was the
fastest motherfucker you’ve ever seen. As a Shadow, he was even faster. I once saw him win a one-on-five
game without using his super speed. He could have played alongside Jordan and Pippin if he hadn’t spent
his life selling ice and running from the cops. He was a tall, lean guy with a Fresh Prince flattop he normally
shaved down, only to have it grow back every day when he went to sleep. He hadn’t shaved it tonight, which
meant he had something more important on his mind.
Like killing a king.
I took the machine pistol and rolled it over in my hands. “You don’t think this is overkill?”
“Can’t be too safe. I’d rather bring a TEC-9 than a nine mil. Output is key. Don’t worry: I made sure it
don’t pull. I know you like to shoot gangsta.”
I grinned. “I shoot like a thug. Like I come from the streets.” I didn’t.
Where Is My Mind? 15
We merged into traffic, pulling a wide circle down one-way streets at the center of the Loop, and eventually
found our way under the rusted red rails of the L. We cruised down the block, caught up in the crawl of
traffic, which was still steady even in the middle of the night.
“That the guy?” Martian asked, gesturing at a pair walking down the street.
“That’s him,” Romeo rumbled.
Maxwell Clarke wore his hair long, which always surprised me. He was a well-built man, a bit shorter
than six feet, but he parted a crowd like he was twice that height, and he wore a flowing longcoat to match.
Between that, the hair, and the goatee, he’d always reminded me of Eddie Murphy from Vampire in Brooklyn.
Brooklyn.
I haven’t seen it.
The main vampire’s name is Maximillian, if I remember right.
Interesting.
Maxwell was walking with Carmelita Rodan, a former ballerina. Robert Darcy Embraced her back in the
2000s after he’d stopped an assassination attempt on the Prince. Is Darcy still herald?
Darcy is still herald.
Some things never change, I guess. Carmelita had a Castilian complexion that’d paled in the Embrace,
and was dressed in high-end fashion I couldn’t even begin to recognize. The soles of her shoes flashed blood
red as she walked, and her ass was poured into a pair of jeans my mom probably could’ve paid her rent with.
Romeo leaned across to Martian’s ear. “Drive slow. Get caught in traffic.”
“I know. I won’t lose them”
“No,” said Romeo. “Lose them if you have to. If they don’t see us, we can find them again. But if they
do, we’re fucked. And if we’re fucked, you’re dead. I’ll do you myself.”
Martian nodded and tried to act cool, but I could see his left knee bounce. His eyes shone in the half-
light of the cab.
We trailed them for what seemed like hours. Watching. Waiting. Sometimes we’d lose them, other times
they’d surprise us by crossing a street right in front of us. We were sure we were made once, but a car alarm
pulled their attention long enough for Martian to get into a turn lane. Our tinted windows did the rest.
Eventually, we trailed them across the bridges to outside the Loop. They stopped at a nightclub, the words
Century emblazoned above the brick entryway in blue neon. I’d been to the club before. It was a bland,
seedy pit that was a barely passable front for a blood doll mall.
It’s called Station now. Much nicer.
Good to know.
They walked in like they owned the place. It was a Sunday, and from the outside, the place looked deader
than me. The bouncer pulled the velvet rope across the door, standing like a fleshy wall against the few
potentials who wanted in, and waved them away. People began to trickle out of the club. At this point, it
was just after 2 AM, and the place was apparently closing early.
Martian drove through the intersection and started for the curb, but Romeo was already out of the car
before he could pull over. I leapt out after him and tried to catch up, but he was a freight train. As he
approached, the bouncer raised his hands and said, “Hey buddy, we’re closed—”
Romeo didn’t even look at him. He just put his palm on the man’s face and pushed. The bouncer stumbled
backward, hitting the wall behind him with a crunch. Powdered brick fell onto his unconscious form.
“What happened to subtle?” I hissed.
“He’ll live. That’s subtle enough.”
Where Is My Mind? 17
chapter one
Dead Dynasties
We were born to rule. In death, we claim that birthright. We are the gentle voice, the iron fist,
and the undeniable edict. We are the Ventrue, and in our Vitae flows the divine right of kings.
Here are eight heirs to swear your fealty:
The wolf, the puppeteer, the technophile, the swarm, the recluse, the anarchist, the scientist, the storm.
Some are ancient god-kings, their terrible reigns chronicled in history and legend.
Some are newly crowned, their thrones slick with the blood of the conquered.
All are Lords — so bend the knee, and know your place.
Bloodline Origins
• Adrestos may have been the first of his line, but
he wouldn’t be the man he is tonight were it not for
Mistress Avarice. She catered to his needs when he
was still living, one of her many clients among the
justice and political systems. You might say Ava (to
her clients) taught him everything he knows about
the freedom of submission, the worth of pain, and
the strength in self-mastery. Without these tenets,
the Adrestoi would never have come to glittering
light. Unsurprisingly, she was the first he Embraced.
Nothing could have been more natural, and her
transformation into the First Lady of the Adrestoi
was swift and total. The original Unchained pack
masters were all childer to Adrestos and Avarice,
their golden pater and mater. Tonight, Avarice
runs her vast pack in Brooklyn, leaving Adrestos
to run his own in Detroit. She can take on any
form, they say, become whatever you most desire. All it costs is everything you
are, but you’ll never regret it.
• Matthias the Golden, all smiling and shining on the late-night TV screen,
promised life everlasting, an unending state of bliss on your money back.
Some say he was the first mask of Paul Gordan, while others whisper
he was Paul’s sire, or even the miracle childe of both Adrestos and
Mistress Avarice. Whoever he was, he offered to wash away the sins
of his Children of Gold — and perhaps he even did. Each initiate disap-
Bloodline Origins
• Ambrosios Keravnos was well-named and well-blessed. A Greek sailor in life, he made
his fortune at first smuggling, then building up a fleet of merchant ships. A bad year
of thunderstorms at sea brought him close to ruin, and so he accepted a trade with a
Ventrue prince, a man of wealth and taste in the worlds of both Kindred and kine.
Ambrosios proved himself and was Embraced, existing as one of the dead another
six decades and adding to his fortunes as he modernized his business holdings.
However, a freak summer thunderstorm redirected the path of his fate. Some
say Ambrosios survived a lightning strike; detractors say he was zapped by his
short-wave radio while calling a mayday. He survived, more vital and resilient
than ever, and with a new spark in his blood. Now his childer occupy every
corner of the world, and he still sends them out like merchant ships of old
to build his fortune further.
• Edison made his fortune on the electric light, and it was a Lord in his
employ who made the discovery that would form a new offshoot of the
Ventrue line. It started one stormy night, as things of forbidden power
so often do, with an unholy blending of science and occult, a planetary
alignment, and the unspeakable names of forgotten gods. Lightning
struck the Lord to mark the ritual’s completion, and he was plunged into
a deep, smothering slumber. There he dreamt of wires and watts, and a
world reborn in the beating of machine hearts. The years crawled by
outside his torpor, and the forgotten gods wove his dreams into reality.
None can say what they demanded in exchange, but he awoke to a
world of autonomous marvels, and the power to take dominion over
them. However, in the spaces between these wonders, a charred
thing began to stalk him like a shadow. Here was a new face for
the Devil to wear, a demon to challenge the Jovians’ ascent as
gods of the machine.
In the Covenants
The Carthian Movement: The Rotgrafen joke it was the The Lancea et Sanctum: Sanctified Rotgrafen is almost a
Carthians who joined them. Long before Contre les vampires contradiction in terms. It’s said Sigrún’s torpor followed a battle
patriarcals upended the All Night Society, the Rotgrafen had with Sanctified witchfinders, and no love’s been lost ever since.
figured out the whole equality-among-Kindred angle, but Maybe a handful of Sea Kings have found their way to the
they just called it a þing instead of democracy. Still, the rise Dark Father over the last thousand years, but their names are
of the Carthian Movement refined the bloodline’s ideology lost to the flames. Ventrue deemed worthy of Rotgrafen blood
along a more culturally neutral line (at least in the West), and aren’t likely to have any Road to Damascus moments about the
many Rotgrafen took up E. B. Carth’s cause with the point Lancea et Sanctum and its self-loathing theology, but Christian
of a cutlass. Tonight, most Sea Kings are Firebrands, though Rotgrafen are relatively common. A few Latin American
they still maintain their faith in Sigrún and her god. They fleets follow liberation theology and other brands of religious
view Carthian liberty more as a means to an end, a way of anarchism, recasting their pagan past as a parable with Loki
preparing the Kindred for Loki’s future. More secular Rotgrafen bowdlerized as an angel and Ragnarök as the Great Tribulation.
Firebrands pay lip service to that theology, viewing Ragnarök A handful even practice Theban Sorcery, “reclaimed” from the
in revolutionary terms or as a metaphor for Carthian utopia. heretical fangs of the Sanctified.
The Circle of the Crone: The Mother’s Army drew members The Ordo Dracul: Rotgrafen in the Ordo Dracul are strange
from many Rotgrafen cults when it emerged in the 19th ducks. While the bloodline isn’t really known for its scientific
century, and they’ve had a close relationship with the Sea curiosity, it shares many of the covenant’s views on liberty,
Kings ever since. However, Carthians form the bloodline’s and the Coils of the Ascendant and Wyrm are attractive tools
political core, so most religious Rotgrafen are just “lay” for a gang of Kindred pirates. Most Rotgrafen among the
Acolytes; priests and blood sorcerers are special roles reserved Dragons are coast guards for the Sworn of the Axe, assigned
for only the most devout of Sigrún’s children, and for many to defending remote research stations in derelict oil rigs and
Rotgrafen, the Circle of the Crone is just something you do Arctic hideaways. A few Sea Kings venerate Dracula as another
on Yule. Those who dedicate themselves to the Dark Mother herald of Loki, viewing the Coils as their god’s promethean gift
view her as another guise of Loki, whose gender in Norse to vampires in defiance of the Æsir and their curses.
sagas was far from fixed. They emphasize the trickster and
shapeshifting elements of his myths, deceiving their Kindred
as a form of “evangelical” worship. Rumors
The Invictus: A surprising number of Fire Lords join the
“Rotgrafen talk a big game, but it’s just that — talk. Shapeshifting
First Estate. In the end, Rotgrafen are still Ventrue, and being a
vampire pirates aren’t exactly Masquerade-friendly. Maybe they were
pirate doesn’t always mean you share the plunder. Invictus Sea
a big deal a long time ago, but now they’re just coasting on rep.”
Kings build pirate kingdoms among Kindred thieves, enriching
themselves with loot and maintaining the Masquerade with The Rotgrafen run vast protection rackets across the globe,
threats of vicious reprisal. Maybe the pirates who stole your haul and in some ways their modern successes come as much from
did turn into sharks when your men fell overboard, but maybe repute as spilt blood. But they still spill a lot of blood. The opinion
you should shut the fuck up about it. The sharks know where above is more to do with Sea Kings being selective about their
you live. They’re fair dealers, though — a First Estate Rotgrafen targets, and the habit of rich (white) vampires not looking beyond
won’t screw you as long as you don’t screw her. Just don’t make their own domains. Rotgrafen conduct more traditional piracy
the mistake of owning anything she wants. in the Global South, where they can field landing parties and
Bloodline Origins
• Japan’s isolation crumbled when Matthew Perry ordered his iron
ships into Edo Bay in 1853. Though his fleet departed before any
real damage could be done, his promise to a return the following
year sent shockwaves through the Japanese All Night Society, who
had spent two centuries containing contact from Dutch and Jesuit
vampires. When Perry returned six months earlier than expected,
the Midnight Shogunate panicked and, fearing an invasion of
foreign monsters with hungry mouths and grasping hands,
made a terrible bargain. The Kindred turned to the so-called
chivalrous organizations of the ninkyodantai, known in the
west as the yakuza, and offered certain members a deal:
Eternal life in exchange for protection from the shadows.
They never expected the Warumono would find the
darkness so comfortable.
• The end of the turbulent Sengoku Era brought peace
to the empire, but also a great number of ronin. Many
of these disenfranchised warriors became roaming
vagabonds who formed garish mercenary gangs called
Kabukimono. It was such a gang that made the mistake
of awakening an ancient and noble Ventrue from his
slumber with a raucous drinking party one night. The
elder Lord saw the strange dress and crass demeanor of the former
samurai and flew into a wild rage. They fought from dusk till dawn,
and to the vampire’s surprise, the men’s numbers and fraternal bond
proved a match to his dead might. As the sun rose, the elder was so
touched by their display of courage that he called off the fight. He
bade the warriors follow him into his lair, an ancient cave rumored
to cage a demon, where gave them a new life under a new master,
etching their pledge into their skins. The men who emerged were no
longer samurai, but the walkers of the Extreme Path.
• Once upon a midnight darkly, a wealthy man named Sentaro was afraid to
die. His name meant “millionaire,” and he had earned his name and wealth
through gambling, killing, and other unscrupulous means. Yet for all his
wealth, he could not buy more life. He scoured the land for a way to extend
his life, and eventually arrived at a shrine of Jofuku, who was worshiped as
the god of hermits in the south. Sentaro prayed for seven days and seven
nights, and on the final night, Jofuku arrived and heard his prayer. However,
Jofuku knew Sentaro was a wealthy man who had only ever known comfort.
He asked if Sentaro was strong enough to forsake the delight of food, the
warmth of the sun in leisure, the joy of expensive wine, and the touch of
another. Thinking he’d won, Sentaro swore he could live as a hermit.
“We shall see,” said Jofuku, and then he took Sentaro to the land
of unending life, where the food tastes of ash and the drink
does not quench and all is blood. And there Sentaro remains
to this day — impatiently ever after.
Where Is My Mind? 69
eyes looking up at him, the flesh aging as Final Death took him. A scream of rage. Romeo’s. And
something else.
“Eyes. I remember eyes.”
“Go on.”
“Golden eyes. Flashing in the dark. That’s it.”
“Thomas, I can’t help you without—”
Birch was interrupted by someone clearing their throat at the front of the chapel. A beautiful
woman stood at the entrance. She looked to be in her late twenties, her hair in an odd, jagged pixie
cut. Her outfit was an expensive and meticulously-curated blend of neo-gothic high fashion, from
the shoulders of her tailored satin overcoat to the heels of her black leather boots. The Kindred of
Chicago could say what they would, but Persephone Moore knew how to make an entrance.
“Ah!” the bishop said, his tone a touch too chipper. “Just in time.”
“I felt your call.” Persephone stepped into the room. “I couldn’t get away from Elysium. The
Prince was—”
She froze as Thomas looked up at her.
“Linda?” Thomas said. He shook his head. No. Her name was: “Persephone?”
“You’re awake.”
Then it was Birch’s turn to interrupt. “Yes, Mr. Delmar is awake. Awake and having trouble
with his memories. I was hoping you could help me. Help him. Your command over the mind’s
complexities far surpasses my own these nights.”
“I… yes, of course.” She made her way up the aisle and looked down into Thomas’s eyes. Internally,
he shrank from her. Persephone Moore was the Prince’s childe — the Embrace that broke his own
rule and began his path to tyranny. There wasn’t a single vampire in Chicago he wanted to tell
this story to less than her.
She stared at him, the dazzling intelligence in her eyes flashing in the false candlelight. “Where
do we begin?”
“He was telling me about the night Maxwell went missing and his own involvement. There
appears to be some kind of resistance. I was hoping you could turn the screws a bit better than I.”
Persephone made a sour look but didn’t break eye contact with Thomas. Then, another emotion
flickered across her face, but he couldn’t place it. Her dark, painted lips parted, and she spoke with
a voice that echoed in his veins. “Tell
“Tell me what happened to Maxwell Clarke.”
Clarke.”
“He died,” Thomas said. Her will was analgesic in his head, pushing the pain aside so the words
could flow out. “I killed him.”
The stillness that followed was broken by the sudden staccato rhythm of dripping fluid. Thomas
looked down to see his nose pouring old, clotted blood onto his shirt. Persephone’s compulsion
retreated and the pain returned in force. It felt like someone was expanding a vice inside his skull.
He could hear bone crunching and moist flesh squelching inside of him. The blood continued to
dribble.
“I feel wrong,” Thomas said in a shaky voice. “What’s happening?”
Persephone and Birch looked at each other in alarm; as they did, something wordless passed
between them.
Where Is My Mind? 71
chapter two
The Malkavia Chronicle
Reality denied comes back to haunt.
Philip K. Dick, Flow My Tears, the Policeman Said
What is Malkavia?
That question haunts the Lords. That one can ask it at all puts lie to their nobility, and it’s a mystery that’s stalked their
Requiems for as long as they’ve grasped at the reins of power. Too often dismissed as Clan Ventrue’s poor relations, or just
plague rats to be purged, the Malkavians are far more dangerous (and cogent) than anyone knows.
Within this chapter, you’ll find the secrets of the Affliction laid bare — even the ones that contradict the others — along with
multiple options for bringing the M into your chronicles, from full-blown epidemics to a shunned bloodline of prophets, as well
as sample Afflicted ready to plug into your chronicles.
Case Studies
In a surprise to no one, the history of Malkavia is obscure. Vampires
aren’t exactly reliable record keepers, even when they don’t have agendas,
and cataloging a disease that toys with cause and effect is a special kind of
hell. From what can be gleaned out of the few unambiguous chronicles,
the Affliction is at least as old as the Camarilla. Classical sources paint
an incomplete but tantalizing picture, that of exposure to the blood of
gods, or a curse laid down for the Lords’ hubris. Mythology is a weed that
tangles around Malkavia, but cutting out the truth often means getting
caught in the vines.
Old Glories
Malkavians have always been perceived as mentally ill, but the
M wasn’t always a stigma or a death sentence. Once, the Afflicted
were respected soothsayers in the courts of the Damned, or
even worshiped as divine beings. Many filled advisory roles
similar to court fools, speaking truth to power without fear of
consequence. The idea of a “brave political jester” was almost
certainly apocryphal among mortals, but sometimes the traditions
of the dead filter into human history. A few Malkavians were
venerated in mystery cults as avatars of divinities like Mithras,
Apollo, Huitzilopochtli, and other sun gods (for reasons Kindred
anthropologists have yet to untangle). Some were priests who
took vows of poverty to work among the destitute, their mental
infirmities the price they paid to bear such grace. Malkavia was
just another facet of Damnation — or at least Ventrue Damnation
— and while the Afflicted were often feared and misunderstood,
they weren’t the boogeymen they are tonight.
Malkavia was a blessing from God in Medieval Europe, especially
where the Sanctified held sway. Early Christians put the idea of mental
illness into two categories: divine and profane. Malkavians were
saints who represented the former to counter the latter. More
than a few Afflicted mendicants made their Requiems traveling
across the continent spreading the word of Longinus… and
their Affliction. But this was seen as a boon rather than
a bane, at least until half the Lords in town were so-
blessed. In East Africa, they were called laibon, similar
A Word of Explanation
Before we get into Malkavia’s mechanics, it might be a good time to unpack the reasons behind some of our design
choices. Indeed, if you’re a longtime Vampire fan, you may be wondering what’s up. Even if you’re new to the game,
you likely came here with a few assumptions about the word “Malkavian.” In Lords Over the Damned: Ventrue,
Malkavia really was a viral form of insanity. It granted Kindred a special Discipline called Dementation, which provided
prophetic insights and allowed the Afflicted to share their shattered insights with the world. So, why the change?
For one, the Revised Storytelling System did away with Derangements. While appropriate to a classical interpretation
of gothic horror, these flaws weren’t accurate to real-life mental disorders. Not to say that verisimilitude is a major
concern in a fantasy setting about blood-drinking corpses, but it’s difficult to justify presenting mental illness — something
that deeply affects real people — as just another game trait. Even a supernatural one. This isn’t to repudiate previous
works or wag our fingers; we wouldn’t include Malkavia in this book if we didn’t find it compelling. However, we were
more interested in finding new ways to explore its themes. This version of the M also lets us more cleanly separate
Requiem Malkavians from their counterparts in Vampire: The Masquerade.
From a mechanical point of view, the original Malkavia didn’t need much updating. Several Conditions can stand
in for Derangements, and the effects of Dementation are easily replicated with Auspex, Nightmare, and the Dream
Visions Merit. Indeed, careful readers may note that many of the updates to Nightmare were inspired by the
Ventrue clan book’s version of Dementation. Disciplines in the current edition are also more streamlined than their
predecessors. Trying to meld together both the oracular and “madness” effects of Dementation into a Discipline
didn’t fit with the way modern powers work, which tend to follow the Unix philosophy: Do one thing and do it
well. That said, see p. 96 if you want a few more straightforward takes on the Affliction.
Our concept isn’t the only way to update Malkavia, but it’s the one we felt we could do justice and have the most
fun with. The authors of this chapter wanted to be true to the setting material in Lords Over the Damned, but
also decouple Malkavia from dated literary tropes. The in-character fiction in Lords still works well as an outsider
view (perhaps even an unreliable insider view), and the perception of Malkavians as mentally ill remains. Personal
horror often comes from stigma, and if that’s a theme you’re comfortable touching on, Malkavia is an excellent
way to explore it.
Storytelling Malkavia
Whether it’s a looming threat or a full-blown epidemic, the For each tier, we also provide a few mechanical Twists to tailor
M injects surreal terrors into Vampire chronicles, from gothic the Affliction better into these levels of play. These systems
personal tragedies to cosmic horror stories. This section offers are entirely optional, and might even change over the course
advice on telling Malkavia-focused chronicles, including themes, of the chronicle — never assume what Malkavia will do next.
story seeds, and the possibility of a cure.
Tier One: Index Case
The Tiers Malkavia is an urban legend, or so rare that most Kindred
think it’s passed out of the world. It’s something vampires say
Tiers are tools to help define the scope, themes, and moods you’ll pick up if you bite the wrong person — the unclean and
of a story. In the case of Malkavia, they represent the scope the druggies and the whores. Maybe it’s a morality tale Lords use
and relative virulence of the disease. In some chronicles, the to warn their childer to not be such evil bastards, or else they’ll
M is rare and moves slowly, while in others it represents an lose their minds. Accusations of infection flit about Elysium in
existential threat to all Kindred in the domain. euphemisms and passive-aggressive tones, but never sincerely.
If you’re familiar with other Chronicles of Darkness games, Suggesting a rival has the M is just another move in the Danse
you’ll have some idea of how tiers work, and how they set different Macabre, or a self-serving warning at best. It’s always possible
expectations and boundaries. Tiers were first introduced in someone really does have it, but Malkavia never even needs to
Hunter: The Vigil, but the concept isn’t unique to that game. make an appearance in a tier-one chronicle. Just the threat is
Setting a chronicle at a certain tier gives players an idea of what enough to keep the Damned in paranoid frenzies. Vampires
they’re in for, but it’s also possible for a chronicle to begin at love witch hunts, and the Affliction provides a perfect witch.
one tier and slide up or down into another; Malkavia offers an In the rare cases where someone does become infected,
excellent tool to expand (or contract) the scale of your plots. it’s a lonely existence. Vampires in tier one know little about
Story Seeds
• The Baroness is a patron of the player characters. She’s always been fair with them,
but lately, she’s been handing our increasingly bizarre tasks as Malkavia takes hold
of her Requiem. Despite the lack of rhyme or reason, these random jobs have
all (somehow) led to increasing power for the Baroness. When one of her rivals
approaches the characters looking for information on her newfound insights, how
will they respond?
• Nadia is desperate to keep her condition secret, and has begun to eliminate
everyone who witnessed the attack on her salon with brutal efficiency. When
one of the coterie’s allies suddenly goes missing, the investigation leads back to
the Baroness, but instead of violence, Nadia offers the characters a deal: Help
her finish her murderous list, and they can have all of the resources and holdings
of those they eliminate. It’s a tempting offer, but Nadia can’t possibly be trusted.
Can she?
• A rival of Nadia’s has discovered her Affliction, but they need the coterie’s help
to prove it. Any accusation coming from the rival, even with evidence, will be
suspect due to their shared history with the Baroness. If the characters are the
ones to level the charges, however, they’ll carry more weight. Nadia is a fearsome
adversary, but the rival promises they’ll protect the coterie from her reprisals.
Besides, they’d be doing the right thing by exposing a Malkavian before she has
a chance to spread her disease.
Tapper
Clan: Ventrue
Covenant: Circle of the Crone
Mask: Idealist
Dirge: Cult Leader
Touchstone: A bizarre document Tapper calls the Map of Walls.
He carries the only hard copy with him at all times.
Mental Attributes: Intelligence 4, Wits 2, Resolve 5
Physical Attributes: Strength 2, Dexterity 2, Stamina 3
Social Attributes: Presence 4, Manipulation 2, Composure 1
Mental Skills: Academics (Theology) 3, Crafts 2, Investigation
3, Occult (Spirits) 4
Physical Skills: Athletics 2, Brawl 2, Stealth 1, Survival (Urban) 3
Social Skills: Animal Ken 2, Empathy 1, Expression (Oratory) 3,
Intimidation (Rants) 4, Socialize 1, Streetwise 2
Merits: Acute Senses, Circle of the Crone Status 2, Danger Sense,
Direction Sense, Indomitable, Iron Stamina 3, Unbridled Chaos 3,
Viral Mythology
Disciplines: Auspex 1, Crúac 3, Dominate 5, Nightmare 1, Protean 1,
Resilience 4
Devotions: Foul Grave
Rituals: Cheval, Deflection of Wooden Doom, Donning the Beast’s
Flesh, Pool of Forbidden Truths, Touch of the Morrigan
Blood Potency: 3
Health: 12
Willpower: 6
Widelene Santil
Clan: Mekhet
Bloodline: Mnemosyne
Covenant: Ordo Dracul
Mask: Competitor
Dirge: Scholar
Touchstone: Her little sister, Tamara. Widelene went
to school in the hopes of supporting her, and still tries to do
so as much as she can.
Mental Attributes: Intelligence 3, Wits 3, Resolve 3
Physical Attributes: Strength 3, Dexterity 2, Stamina 2
Social Attributes: Presence 3, Manipulation 2,
Composure 3
Mental Skills: Academics 2, Investigation 3, Medicine
3, Occult (Crypto-Pathogens) 2, Science (Biology) 3
Physical Skills: Athletics 1, Brawl (Self-Defense) 2,
Larceny 1, Stealth 1
Social Skills: Empathy 2, Expression 2, Persuasion 2,
Socialize 1, Streetwise (Spotting Trouble) 2, Subterfuge 1
Merits: Acute Senses, Library (Science) 2, Safe Place
1, Languages (English, Spanish), Ordo Dracul Status 1,
Striking Looks 2, Trained Observer 1
Disciplines: Auspex 3, Celerity 2, Coil of the Voivode
2, Dominate 1, Obfuscate 1
Devotions: Claritudo, Memoria Sanguinis
Blood Potency: 2
Health: 7
Willpower: 6
Humanity: 6
Size: 5
Speed: 10
Initiative: 5
Defense: 3 (Active Defense 5)
Notes: Widelene’s Chronic Malkavia progression is
0, but that’s making her bold with her new abilities. Her
Mekhet bane is Plague of Purity.
Inspirational Media
The Malkavian archetype (at least as we conceive it) doesn’t strange, vivid imagery of her visions should inspire Storytellers
show up much in vampire stories. However the idea of scorned and players alike.
prophets revealing the truth and destroying themselves in the Akira, directed by Katsuhiro Otomo: While the aesthetics
process goes as far back as the written word. The following are post-apocalyptic cyberpunk rather than supernatural
are books, films, and other pop culture to help inspire your gothic horror, the Malkavian Requiem is on full display in
Afflicted chronicles. this animated nightmare. Tetsuo’s powers literally consume
Agamemnon, by Aeschylus: No discussion of the Malkavians him, morphing from psychokinesis to a reality-cracking
is complete without Cassandra. Mythology is contradictory conflagration. His lust for power and subsequent fall resembles
about the crime that warranted her curse, to speak the future yet any Ventrue who thinks he can use the M for his own ends.
always be disbelieved, but it made for great drama. Cassandra’s Catch-22, by Joseph Heller: It’s not vampire media, or even
breakdown scene is one by which others must be judged, and the supernatural, but this classic satire helps highlight many of the
The Ventrue want it all. It’s not enough to be good or even great; the Lords need to be best, and they’ll do whatever it takes
to get to the top. Ventrue will exploit anything that gives them an edge, then discard it the precise moment its usefulness comes
to an end. The other clans don’t understand that, while they were busy deciding which piece to play with, the Ventrue went
ahead and bought the whole board. That’s why they win.
This chapter ensures the Ventrue have all the best toys, with new Archetypes, Devotions, and Merits that Lords can use
to stay one step ahead of the game. It also includes a discussion of their clan bane, and how the Aloof Curse has a far deeper
influence on Ventrue Requiems than it may first appear.
Lordly Treasures
Power might corrupt, but it’s a hell of a way to go. Below you’ll Single Willpower: Manipulate or misdirect someone for the
find special Devotions and Merits for your Ventrue characters, sake of your schemes.
as well as new Archetypes to define their Masks and Dirges. All Willpower: Advance your plans at the expense of
Not all of these systems are exclusive to the Ventrue, but at someone who trusts you.
minimum, they’re Lord-focused.
Miser
Archetypes A miser’s wealth (whether that’s riches or something less
The Ventrue are all about control, and control over the self tangible) is the bar by which he sets himself above his peers,
is paramount. By holding themselves to rigid standards, Lords and he’s loath to diminish it in any way. The difference between
propagate an aura of invincibility, that to even look for their misers and the merely frugal is what they’re willing to endure
weaknesses is to waste your time. It’s a lie, of course, but one in order to preserve what’s rightfully theirs.
backed up by a gaze that can make you forget about any cracks Single Willpower: Refuse to diminish your resources, even
in the armor. when doing so would solve a problem.
How others perceive the Ventrue is vital, and it causes many All Willpower: Suffer great hardship or personal danger by
Lords to prioritize their Masks over their Dirges, sacrificing who refusing to part with your wealth.
they really are to strengthen the implacable façade. Reputation
is everything, after all.
Plutocrat
While the following Archetypes are available to characters of
A plutocrat knows money is power, and anyone who thinks
any clan, they’re most often found among the Ventrue.
differently is either a fool or poor. The accumulation of cold,
hard cash is everything, and while Plutocrats are content to
Mastermind spend money to make money, profit is the bottom line.
A mastermind sits at the center of a carefully constructed web Single Willpower: Hurt or cheat someone purely to increase
of influence, maneuvering people like men on a chessboard. your own wealth.
She’s willing to sacrifice others for the sake of her plans, but All Willpower: Betray a trusted friend or sacrifice a useful
if they could only see the whole picture, they’d agree it was all ally for the money.
worth it.
Rumor of Dread
(Dominate •••, Nightmare •)
Sometimes it’s better to destroy an
enemy with an idea than a sword.
This Devotion lets Lords seed doubts
about their foes without ever leaving
their thrones.
This Devotion costs 2 Experiences
to learn.
Cost: 2 Vitae
Dice Pool: Manipulation + Intim-
idation + Dominate vs. Composure
+ Blood Potency
Action: Contested; resistance
is reflexive
Duration: Night
Roll Results
Success: The victim becomes
a viral rumor mill. Anyone who
encounters him experiences
an effect similar to Dread
***
It hurts. Drinking him hurts. Like nothing I’ve ever felt in my life. It hurts like I’m being burned
alive from the inside, and then I drop his body into the dust and it’s like my soul explodes. It hurts
so damn much. Like a heroin high or an orgasm or a gunshot wound or the first time I realized I
was going to die someday. It’s eating me alive. How has he done this so many times?
And then what happened?
Someone’s talking, but not to me. My eyes are open and everything is tinged with red and I
see his corpse and it’s rotting away to ash. But it’s not the only one. Next to him is an old, rotted
body. Oh God. It’s Hoops! Someone’s torn Hooper’s throat out. Someone’s talking and I think it’s
Romeo, but he’s behind me and my body is fighting me. It doesn’t want to let me move and I can’t
make it. I’m panicking. I can’t make out what he’s saying.
No. You’re right there. You hear the words. Calm down. Listen. What did he say?
He… he says: “This will be much more interesting.”
And then he leaves. He fucking leaves me there! He’s moving quick and my legs aren’t working.
I try to turn but my legs give out so all I can do is look back at him. He’s moving away and all I
can see in the darkness is Romeo’s back. He hears me fall and turns back to smile at me and — oh
fuck — his eyes are glowing yellow!
He laughs and vanishes into the maze of tunnels.
Authority breeds contempt. Everyone thinks they can do a better job than the guy in charge. The Lords understand this
truth better than most, encountering it on a near-nightly basis, and their backs itch for the knives just waiting to be run through
their dead hearts. Other Kindred resent the Ventrue for their power and success, but often having more just means having
more to lose. So, what does worry the Lords over the Damned? Who makes the All Night Society’s rich and powerful daysleep
with one eye open?
Let’s find out.
This chapter contains a roster of antagonists and allies to seed into your chronicles, beginning with three ghoul families,
followed by two new covenants, and introducing a pair of more disconcerting entities inspired by the Night Horrors series. All
claim scraps of Clan Ventrue’s blood-soaked authority, but they’re more than capable of casting down the so-called Lords — or
anyone else they encounter.
Ghoul Families
• The Crassus might be all cash and no class, but they sure do have a lot of cash. Thieves of fate descending from ancient Rome,
these self-named Caesars keep their wealth by ensuring that every time they lose, someone else loses harder.
• The DeRoses are a franchise of high-class adult entertainers who know family is everything, and that it has nothing to do
with blood. They might peddle in flesh, but their true trade is in the secrets their clients whisper between embraces.
• Perfect servants from an ancient tradition seeking worthy masters — that’s what the Omokage want you to think they are.
Always hustling, these con artists make suckers out of young Lords with more money than good sense.
Covenants
• The All Night Society is broken, but the Architects of the Monolith are here to affect repairs. Civil engineers, bureaucrats,
and data analysts, the Masons pursue their vision of a perfect, mechanistic society with a secular zeal.
• The Legio Noctis is rebuilding the Camarilla one bullet at a time. Since the fall of Rome, the Kindred have become selfish
and secluded, and only by accepting the Last Legion’s guidance will they be restored to former glories.
Horrors
• The Faithful are the product of generations of selective canine breeding, mixed with an unhealthy dose of Vitae. They want
to be good dogs, but they just get so hungry…
• The Mnemovores are right… they’re just… sorry, what were we talking about?
with his phone. Occasionally, nameless, humorless people Drawback: Sometimes, fate fights back. At the beginning
in suits drop by to shake his hand, make small talk, ask him of each chapter, the Storyteller rolls a die for a Crassus
pointless questions, then leave. Not the brightest bulb, Trent character in secret. If the result is 2 to 10, nothing happens.
thought it was some new corporate feng shui thing, but ever On a 1, things get interesting. Before the end of the session,
since he found the odd radio receivers behind a false panel in a strange quirk of fate will disrupt the Caesar’s day, often
his desk, he’s wondered what the Vogel campaign might really complicating an important task. This event should be strange,
be up to. Or be. inexplicable, and dramatic: Maybe she succeeds too well,
Nicknames: Caesars, American Caesars, Coolers attracting unwanted attention, or maybe a failure causes a
Touchstone: For all their vaunted loyalty to the Ventrue, the domino effect and leads to fatal consequences. In addition, if
Crassus would roast every last Lord if they could scrape a few a Crassus works against a Ventrue’s interests at some point in
bucks off the char. Greed is the most human thing about them, the session, even unknowingly, roll another die and subtract
and as such, they treat their family fortune as their Touchstone. half of that result (rounding up) from the outcome of the first
roll if the first result wasn’t a 1.
Benefit: The Crassus are richer than Croesus, but not out
of any business sense. They strip the luck from their rivals’ Stereotypes:
souls and know just enough to spend it in all the right places. • Daeva: They don’t “need” luck.
At character creation, Coolers gain the Thief of Fate Merit • Gangrel: It’s nice to meet Kindred who do away with all the
(Chronicles of Darkness, p. 60). Ventrue Kindred are immune hoity toity horseshit. Too bad they live in horseshit.
to this effect, as is any vampire with whom a Crassus ghoul • Mekhet: Don’t. Touch.
shares a third-stage blood bond. Other family members are
• Nosferatu: How do you take from someone who’s got
also immune. In addition, Caesars may purchase Dynasty
nothing?
Membership within their local branch, substituting their
family Status for Clan Status. • Ventrue: Yes, sir. No, sir. Another, sir.
Three Stewards
Sying Lau of Crane is losing patience. She came out of her House ready to cook books
and fake smiles, but no one taught her how to deal with a complete fucking idiot. She
doesn’t know if it’s because she’s a woman, or if he’s just thick, but Mr. Yamada’s favorite
pastime seems to be ignoring her advice, and then getting pissy when shit goes sideways.
The only thing preventing her placement from being a complete disaster is that she’s has
found a work-around: Yamada’s sympathetic childe, Hoshi, who serves as a filter for her
advice to her twit boss. Of course, now that Hoshi is taking credit for Sying’s words,
Yamada complains that his “elite” ghoul is useless, which isn’t good for the Omokage’s
reputation. Sying is doing her best to save her regnant from himself, but she’s starting
to wonder if maybe it’s time his childe inherited the family business.
No terms. No quarter.
140 False Gods: Ventrue
of their regime-change tally. If you know where to look,
You want to join the Legio Noctis because and you need to be rid of the upper echelons (or just the
You were made for war. You crave loyalty no matter weird shit), the Legion is ready, armed with centuries
the cost. You need something worth fighting for of war profiteering. They’ve invested in weapons
— worth dying for again. You want to punish. technology, purchased politicians, brokered arms
You want to recreate yourself. You know deals, and made a buck off conflicts ranging from
the Camarilla had it all figured out. You the American Revolution to the Cold War. When
think you’re strong. in doubt, always bet on red.
Officially, they’re apolitical, and they’ll lend
The big picture their might to any Kindred who can pay their
Once, there was a nation of the dead that price. Their forces have backed militant col-
stretched the length and breadth of the lectivists, suppressed revolutions for absolute
Roman Empire, a secret underbelly of monarchs, spread vampiric perversions of
pallid gods that glutted themselves on neo-liberal democracy, and propped up
stolen blood as mirror to the imperial pagan theocrats whose sole ethos is watch-
debauchery above. They called ing their enemies burn in pleasing ways.
themselves the Camarilla, and the Ideology has little to do with their work.
underworld belonged to them. Its Whatever else a Soldier might believe, the
secret network stretched from Legion demands dedication to its own
the shores of the British Isles philosophy above all others: Victory and
to the halls of Byzantium and Death. The one should sacrifice for all; the
the tip of Africa at the Strait war never ends.
of Gibraltar. And when it fell, But that’s the thing, isn’t it? It’s all well
it took with it a depth of power and and good to be perpetually at war, but what’s
influence the Kindred would never know the victory condition? The Legio Noctis has
again. The Danse Macabre was theirs, and an answer — change. And once that change
it was paid for in the bloody works of their comes, the Legion can usher in utopia.
Legion of the Dead. Every puppet prince they place, every
The Camarilla may be gone, but few know coalition government they build, every
its army carries on. At least, its ideals do. The “new” political movement they usher
original Legion devolved into an organized into power is another tick on their
crime syndicate, raiding medieval domains timeline. The true goal is to become
on the principle of pay or die. The All Night obsolete. The Last Legion.
Society didn’t tolerate that for long, and by Under the lens of a bellicose
the 1100s this holdout had seemingly met its yet big tent philosophy, the
Final Death. However, as time passed, the idea All Night Society is fractured,
of the Camarilla and its Legion became a useful narrow-minded, and impotent,
bit of affectation, one many Ventrue became forced to hide from humanity
fond of donning to advance their agendas. Call because they’re too selfish to
upon the Camarilla as you behead a debtor. work as one. The modern world is
Invoke the Dead Julii as you suck the life a miracle of connection and commu-
from your rival. Gain legitimacy with a Latin nication, yet most Kindred are afraid
rank. Perhaps you gather your fellow Lords in to ever leave their tiny domains. They’re
gleaming uniforms to perform your “ancient” given eternity and spend it trapped in city-
military duties. Maybe you start to think those shaped tombs. The Legio Noctis wants to fix
Romans had the right idea. that. Behind its secretive veil of blood money,
The Legio Noctis is an organization of Kindred it works to build a New Camarilla, a global
mercenaries and black ops specialists. They would Kindred empire forged by the might of the first’s
say they’re merely Soldiers, but they work more self-appointed heirs.
like surgeons to remove threats both external and
internal. It’s their duty to protect, whether that Where we came from
means icing werewolves or committing regicide.
We call him the Nameless Soldier. Oh, we
The Army of Night deploys globally, funded by
have dozens of epithets and titles for him,
their work as operators and professional ratfuckers
but none have ever been confirmed. The
to the All Night Society. The CIA can only dream
most popular story says he was a Ventrue
You can run, but you can’t hide. By covering an area in a highly Roll Results
visible material, the team can locate targets hiding in plain sight. Success: For turns equal to successes, team members apply
Prerequisite: Auspex •• their full Firearms pools to the target regardless of Celerity dots.
Primary Actor: Wits + Occult vs. highest Obfuscate + Blood Exceptional Success: Firearms attacks against the target take
Potency in a group a +2 modifier for the CLOT’s duration.
Secondary Actors: Intelligence + Stealth Failure: And… she’s gone.
Requirement: The team takes five minutes to spread around Dramatic Failure: The target is much faster than expected.
a substance like talcum powder, flour, or paint. She applies the Stunned Tilt to a team member of her choice.
Roll Results
WAKE THE DEAD Success: The target must emerge from his hiding place and
suffers the primary actor’s Animalism dots as a penalty to
Not even the cold embrace of the grave can protect a target Initiative.
from the team. Exceptional Success: The victim gains the Knocked Down
Prerequisite: Animalism •• Tilt for the first turn after he emerges.
Primary Actor: Wits + Survival vs. Protean + Blood Potency Failure: That sure is a chemical spill.
Secondary Actors: Resolve + Science Dramatic Failure: The site becomes so polluted that further
Requirement: Once a vampire using Unmarked Grave attempts to use the tactic or unearth the target through
(Vampire, p. 139) has been located, the team spreads caustic physical means automatically fail. He’s coming out when
chemicals on the ground above him. he’s ready.
but is in actuality nearly eighty due to Emilia’s care. He’s become New Tricks
desperately attached to Addison Stone, the eight-year-old
daughter of his newly acquired cover family. This will soon be a Faithful gain the following inherent abilities:
problem, as one of her parents serves the Invictus Kindred who • Animalism Immunity: Faithful are immune to Animalism
commanded the assault on Emilia’s house, and may become commands and compulsions, though a vampire can use
the target of violence. Pity the poor bastard who tries to enter Feral Whispers to communicate with one without human
that house with ill intent. language. Hellhounds understand when Kindred attempt to
use this Discipline and can play along.
Virtue: Methodical
• Blood Lust: Faithful can feed on vampires via the Assault,
Vice: Cruel
and can choose to spend Vitae in place of Willpower for
Mental Attributes: Intelligence 3, Wits 4, Resolve 4 Dread Powers.
Physical Attributes: Strength 4, Dexterity 3, Stamina 3 • Prey Drive: Each Faithful has a drive to harm a certain kind
Social Attributes: Presence 4, Manipulation 3, of vampire, such as a clan, a covenant, or even a particular
Composure 3 coterie. All Faithful start play with the Hunter’s Senses Dread
Mental Skills: Investigation 2, Medicine 1, Occult 1, Power (Chronicles of Darkness, p. 145), attuned to a specific
Politics 1 group of Kindred or related entities. If a Hellhound kills a
vampire of this type, it gains a Dread Power or a dot in a
Physical Skills: Athletics (Running) 4, Brawl 4 Physical Discipline.
(Grappling), Stealth 3, Survival (Tracking) 2
• Rending Teeth: A Hellhound’s bite deals lethal damage to
Social Skills: Animal Ken 4, Empathy 3, Intimidation 4,
Persuasion 2, Subterfuge 3 Kindred.
Merits: Acute Senses 1, Fleet of Foot 3, Indomitable, • Universal Language: The Faithful can understand the local
Parkour 3, Trained Observer 3, True Friend human language. As they age, some gain the ability to talk.
Blood Potency: 0 • Unnatural Lifespan: The taint of Kindred Vitae has gifted
the Faithful with prolonged lives. The average Hellhound
Willpower: 7
ages half as fast as a normal dog, or not at all if they consume
Size: 4 Vitae once per month.