Professional Documents
Culture Documents
With thanks:
Elmer G
Alratan
Table of Contents
Introduction
Predator Types
Systems Adjustments
New Systems
Bloodline Loresheets
Index
Introduction
What is this book?
As of this writing, it has been just under four years since the release of Vampire: The
Masquerade 5th Edition. The overall system is great, and the setting is, of course, the main
reason we fans love to play it. But the details still leave a few things to be desired.
That’s where this book comes in. In these pages you will find a collection of adjustments
and optional rules, most of which have been rigorously tested in multiple chronicles to enhance
an already solid playing experience. Wherever possible, we try to explain the logic of the
inclusion of the change or addition, and we hope that you will find them useful in your
chronicles.
Consider this book less like a single unit and more like a menu at a restaurant - pick and choose
whichever rules suit your specific chronicle, and feel free to build off of the ideas laid out on
these pages to make your own unique set of rules. Ultimately the goal is to tell a fulfilling and
fun group narrative set in the World of Darkness, so if any of this helps accomplish that goal, it
was worth it. Enjoy!
1- Predator Types
Predator Type as Preference
Predator Types (PTs) are one of the more interesting additions in V5 and lead to a new focus on
the act of feeding itself, but many players feel constrained by the specifics of their PT. The
corebook actually states explicitly that PTs do not constrain a character’s methods of feeding,
and rather reflect what they prefer or do out of reflex or habit (VtM Corebook pg 175), and it
specifically states that you can feed in other ways as needed. Only the Blood Leech, Farmer,
and Consensualist truly exclude you from feeding in other ways (via the Prey Exclusion flaw). In
terms of session to session gameplay, the benefit you derive from the PT comes not from the
act of feeding, but from the Discipline dot and the other Merits, though these are tempered by
further Flaws, usually.
This is enough flavor for many players, but some STs may want to further incentivize that
particular method of feeding. When a player character feeds in a way that satisfies their PT, they
heal a point of Superficial Willpower damage as if they had achieved a Desire. This gives
players more reason to think about their Predator Type, but it also provides another avenue for
Willpower regeneration which means players may be more likely to play more aggressively (and
carelessly) with their Willpower. This Willpower healing can only occur once per session to avoid
being abused (just like a Desire), and the character must also slake at least one point of Hunger
to gain the benefit - feeding solely to heal Willpower should not be allowed. Blood Leeches and
Consensualists must fulfill the limitations of their PT in order to feed at all, and as such, the first
feed of the night is the one which will derive the benefit of Willpower generation, even if the
vampire has no Willpower Damage that needs to be healed.
Reaper
You feed from the elderly or infirm, "culling the herd," as it were. Due to their frail nature, your
victims rarely survive the feeding process, and this has driven your Beast to become spoiled
with satiety. These mortals don't have long to live, after all, so what's the loss of a few meager
weeks, months, or years with poor quality of life?
- Add a specialty: Awareness (Illness) or Medicine (Diagnosis)
- Gain one dot of Auspex or Oblivion
- Lose one dot of Humanity
- Gain the Feeding Flaw: (•) Ravenous Frenzy (see Chapter 6)
- Gain the Mythic Merit: (••) Unholy Will (Forbidden Religions, pg 86)
- Spread three dots between medical or law enforcement Allies, Contacts, or Influence
Default Pool: Resolve + Medicine or Composure + Subterfuge
The Mark
You make yourself out to be innocent and vulnerable, luring in other predators so you can turn
the tables on them and feed. Wandering in a bad neighborhood alone at night can be a bad
idea, even more so when you linger near dark alleys or in secluded parks. But is it dangerous
for you… or them?
- Add a specialty: Subterfuge (Vulnerability) or Awareness (Ambushes)
- Gain one dot of Auspex or Presence
- Gain the Advantage: (••) Mask
- Gain the Flaw: (•) Enemy - The authorities in the area have gotten reports from witnesses or
surviving victims, connecting you to the location of recent attacks.
Default Pool: Composure + Brawl or Resolve + Subterfuge
This spread maintains the relative availability of each Discipline, while allowing more flexibility
for players. This also makes the PT experience system presented earlier in this chapter far more
robust.
2- The Road to Damnation: Humanity and Degeneration
A Primer
Before making changes to the Humanity system, we should first take a step back and examine
the system as it currently operates. The use of the term “Humanity” has muddied the waters,
particularly for veteran players, and can sometimes diminish the clarity of the true flexibility of
the system. The most important point is that Humanity has nothing to do with morality or ethics.
This is a stark departure from previous editions, and it also follows that in the mechanics of this
edition there is no such thing as objective morality or right and wrong. The rules no longer
enforce specific definitions of right and wrong, so set all thoughts of that aside.
What is Humanity?
A better term for Humanity would be "Self Image" or "Identity," because it ultimately represents
how much of the character, as a person, is left. Humanity stands in opposition to the Beast - a
vampire who falls to Humanity 0 is overtaken by their Beast and left a mindless wight, no better
than a predatory animal. Within every vampire there are two consciousnesses. One is the
Beast, an instinct-driven predator which always hungers and cares for nothing except satisfying
that hunger. The other is the vampire's human mind, their psyche, all the things that made them
a person - what they believed in, who was important to them, and so on. In that regard one can
almost consider them akin to the archaic Freudian concepts of the Id and the Superego. Those
with high Humanity have a strong sense of self and know who they are, while those with low
humanity are progressively eroded by the hunger of the Beast.
One way to visualize this is to think of Humanity as a pie chart rather than a linear
numerical tracker:
The pie is a character's personality, literally the pieces of who they are. As they acquire Stains
and then drop in Humanity, the Beast devours more and more of the pie. Eventually there won't
be any left, and the Beast wins - the character is gone, swallowed up by their own Beast. A
wight.
[Pie chart showing Humanity 4 with a beast chomping up the missing pieces]
To have Conviction
The word "Conviction" is defined as a firmly held belief, so we can see why they protect a
character's Humanity. Strongly held beliefs anchor a character’s identity, reinforcing their resolve
to fight against the Beast. These Convictions don't have to be ethical or moral. They can just as
easily be callow, selfish, and destructive. All that matters is that they are what the character truly
believes in. Convictions could be religious, they could represent one of the many Paths of
Enlightenment from older editions, or they could just be simple, hard lessons that the vampire
learned in their mortal life or unlife.
Touchstones, then, are the physical embodiment of those Convictions. Each Conviction
a character holds dear is somehow tied to a matching Touchstone, who might uphold the
conviction itself, or serve as an object lesson in why it must be upheld. This urge to connect to a
living, breathing person to reaffirm a character’s own beliefs is the natural way to reject the
undead Beast that seethes behind their eyeballs and demands a tithe of blood.
Chronicle Tenets are not what your players would like to never see happen in the chronicle
(commonly referred to as Lines and Veils).
Tenets are instead the subjective morality of the chronicle. Tenets do not need to define good vs
evil or even touch upon what we would consider traditionally ethical topics. What they do need
to do is present scenarios in which it is made very clear that to act in opposition to them will
cause a vampire to be stained, for they have stepped outside the framework of acceptable
behavior for that specific chronicle.
Tenets are meant to come up in play, and be broken on occasion. Those choices are
meant to be a source of tension and drama which drives the narrative, potentially leading to the
loss of a character’s Humanity as the Beast chips away at who they are. They are not meant to
be “invisible walls” via which the Storyteller can punish or sanction player characters for
stepping outside of the narrative. Instead they should set the general tone of what the whole
table would like to happen, in terms of the coterie’s general behavior throughout the chronicle.
The meat of a chronicle is often the question of whether this is viable or not.
Tenets such as “Thou shalt not kill, save in self defense” therefore carry with them the
implication that the coterie will be in a lot of situations where they will hold the life of someone in
their hands. These Tenets cue the players in to the types of dramatic choices they will have to
make, which is why it is often a great idea to let the players choose the Chronicle Tenets for
their chronicle together during Session Zero, rather than the Storyteller simply choosing ones
they find appropriate.
The Storyteller can also choose to limit character improvement to these periods of
downtime and wrap these advances into the downtime narrative. As a Storyteller it then
becomes easier to plan the next story around the coterie’s capabilities, as they won’t suddenly
change over the course of the story itself.
Haven Merits
Many modern Kindred, especially Ravnos, would benefit from a mobile Haven. Perhaps it's an
RV or a converted bus, or maybe it's a trailer that can be hitched to the back of a truck.
Regardless, there are currently no mechanics to reflect a mobile Haven. One option is to
expand the benefits of Location (VtM Corebook, pg 189) to represent the Haven itself being
Mobile. This would only apply to one- or two-dot Havens, and the Storyteller has final say on
what other Merits can be applied to a mobile Haven.
In the same way, the Laboratory Merit can be used to represent a Workshop, where
vehicles can be repaired or items crafted via the Crafts skill. Alternatively, Workshop can be its
own Merit giving those benefits in a similar manner.
Staking
The existing staking rules make it inordinately difficult to actually stake anyone in combat, and
it's always easier to simply beat your opponent into torpor through raw damage. It also very
nearly requires an attacker using Prowess, while few Fortitude powers do anything to protect
you. To solve this dilemma, staking can instead be implemented as a regular Melee Called Shot
with -2 successes as per the Called Shot rules (VtM Corebook pg 302-303), which must inflict at
least two points of damage to the target’s health track after all damage reduction is applied
(including Toughness and halving superficial). The damage modifier of a stake can vary with the
quality of its construction:
Improvised -1
Standard 0
Reinforced +1
An Improvised stake would be something like a broken pool cue or chair leg, a Standard stake
would be a sharpened piece of wood made specifically for the purpose of staking, and a
Reinforced stake would be something built of higher quality, perhaps with a metal shaft
inside—something the Second Inquisition might utilize.
With this change, Potence and Fortitude can both affect the chance of success when
staking, but are not required, and do not guarantee success. As a one handed weapon, a Stake
could theoretically also be wielded with Dexterity if it is contextually appropriate, for example if
the attacker attempts to simulate the opening cutscene of the Bloodlines PC game and throw
the stake at their target. Whether or not Dexterity can be used as the base attribute for the
staking attack is, of course, always up to the Storyteller’s discretion.
Blood Bonds
In V5, the strength of a blood bond is a tracked stat that can rise and fall depending how often
the thrall feeds from their regnant. While the maximum Bond Strength is 6, the bond itself is
completed at Bond Strength 3, with the would-be thrall able to have “incomplete bonds” to
multiple kindred before one of them reaches that level. The bond does not truly break, however,
until Bond Strength completely reaches zero. This unfortunately eliminates any chance of a
waning bond being usurped by another kindred - they have to wait months until the bond fades
entirely on its own.
A simple solution is to adjust the rules such that if Bond Strength falls below 3 at any
point, the bond is no longer “complete”. Another would-be regnant can then attempt to exert
control and begin a new bond. The growing bond to a new kindred does nothing to actively
dilute the bond to the previous one until it reaches Bond Strength 3, at which point it is
“complete” and replaces the original bond entirely. If the original regnant refreshes their bond to
the thrall and restores the Bond Strength to 3, any headway the other kindred had gained is
similarly immediately purged.
== Sidebar ==
The Relativity of Time
What is a Time Unit? It depends on the current story at hand. Perhaps the players are preparing
for an important Elysium and don't want to show up hungry - they've got a couple of hours, but
do not want to be late. In this instance, a good “default” Time Unit length of fifteen minutes
works well, with each fifteen minute interval getting a Hunting Roll.
Perhaps instead the characters are trying to escape from a Second Inquisition facility… now
every second counts, and 15 minutes is an unlifetime. A more appropriate duration for a Time
Unit in that scenario might be 30 seconds or a minute, which reinforces to the players the frantic
nature of this particular hunt. In this way, Hunting as an extended action using Time Units can
be tailored easily to whatever situation arises in your chronicle.
== End Sidebar ==
4- New Systems
This chapter provides new rules and systems which have no precedent in the existing official
text.
Discipline Reawakening
By default, the game has no system to allow kindred to alter the Discipline powers they’ve
learned. In this edition, Disciplines do not need to be taught: the potential just needs to be
awakened in the Blood. It makes sense, then, that this potential could be “reawakened”, shifting
one power to another.
Reawakening follows a few universal rules:
- Only one power per Discipline can be reawakened per story or period of downtime
- If reawakening causes a prerequisite to no longer be met, the dependent powers cannot
be used until they are reawakened as well
- Kindred cannot reawaken powers whose level is higher than their Blood Potency, unless
they have direct access to more potent vitae to use
The third feature is possibly the most important, as it has led to two different forms of
reawakening - the first relies on Resonances from mortal victims, the other on vitae from
another Kindred.
To use mortal resonances, the kindred must drink and absorb a matching Resonance for
in-clan Disciplines or a matching Dyscrasia for out-of-clan Disciplines, and the level of discipline
they can reawaken is limited to their own Blood Potency. For example, a Blood Potency 2
Gangrel can reawaken Eyes of the Beast (Protean 1) or Feral Weapons (Protean 2) with an
Animal Resonance, but not Earth Meld (Protean 3). Caitiff treat all disciplines as out-of-clan for
this purpose.
To use vitae, the Kindred must feed directly from another Kindred who possesses the
Discipline at the appropriate level, though they do not need to possess the specific power in
question. In this case, the “donor’s” Blood Potency dictates what level of Discipline power can
be reawakened.
Either way, the Kindred must focus on the new Discipline power before they retire for the
daysleep, burning away any Resonance or Dyscrasia to help recombine their vitae. When they
awaken the next evening, all powers of that Discipline will be unusable for the entire night, as
the blood shifts and adapts to its new pattern. Upon rising the next night, the reawakened power
and the rest of the Discipline will be available once more for the kindred to call on as needed.
This system can be used to reawaken any discipline except Blood Sorcery, which
depends on teaching rather than resonance—though at the Storyteller’s discretion, the Tremere
and Haqimites may have come up with strange vitae-based techniques to get around this
limitation. Similarly, it cannot replace rituals, ceremonies, or formulae, which are learned
techniques rather than aspects of the Blood itself.
We can rebuild it… we have the Resources
Resources is one of the most powerful backgrounds in the game… the Ventrue actually are
correct, money generally is power. A starting character with five dots in Resources is
inordinately more powerful than one with only one or two, as the vague description in the
Corebook implies that those five dots are equivalent to the character essentially being a
billionaire, with easy access to private jets, a hired security force, a fleet of armored vehicles,
and more.
One solution to this is to cap the level of Resources allowed at character creation, but
this feels like an artificial method of tying the players’ hands on the matter. A better option is to
instead divide the background into two halves: Cash and Investments. We recommend listing
them as separate Backgrounds for easy notation, or you can list them as Resources (Cash) and
Resources (Investments), if you prefer.
Cash
Cash refers not only to the actual cash a character has on hand, but any other liquid assets they
may possess. This should be capped at two to three dots at the start of the game, generally
speaking, as even a billionaire is unable to sling around millions of dollars on a whim - modern
financial systems and the difficulty of handling physical assets makes it foolish or impossible to
do so. In play, Cash can be actively spent during a story, much like Willpower. It can be used to
accomplish tasks, but can also be bartered via roleplay to act as temporary dots in other
Backgrounds, such as Contacts or Allies.
For example, your character needs to bribe a specific NPC to accomplish a task. You
would mark off one dot of your Cash, to represent your current on-hand cash being slightly
depleted. This dot is now unusable for the remainder of the Story. As long as your employment,
business interests, or Investments are in good standing at the end of a story, you automatically
replenish an amount of Cash equal to your rating in Finance or Investments (whichever is lower,
minimum of 1) in the downtime between stories. If you need to replenish further funds, you’ll
need to Generate Funds (see below). If you possess Cash without any Investments at all, it is
assumed you have some sort of job or source of active income which needs to be actively
maintained, either through Retainers or doing the work yourself.
Investments
Investments are where the rest of a character’s wealth lies. These assets are tied up in things
like the stock market, business investments, loans to others, and so on. These are inaccessible
in the short-term and cannot be used in real-time during a session or story. Generally speaking,
a character has free access to their Investments during downtime between stories, and a single
dot of Investments can be Cashed Out and permanently converted into a single dot of Cash
during this time.
Generating Funds
A character can also choose to take their chances and liquidate some Investments during active
play. This requires a Manipulation + Finance roll against a difficulty of the number of dots of
Investments being Cashed Out + 3, which may be adjusted up or down at the Storyteller’s
discretion.
On a success, the Investments are Cashed Out and will be available in two nights.
On a critical, the player can choose to have the funds available immediately within a few
hours or wait two nights to instead double the return on their investment and gain two dots for
every one liquidated (though the additional dots are temporary and will be lost at the end of the
story unless purchased with experience).
On a failure, the Investments become tied up in red tape or otherwise inaccessible, and
the character must wait until the end of the story to sort out their finances and recover their
assets: they are effectively inaccessible for the remainder of the story.
On a Bestial failure, the stock crashes, an underling steals the funds, or some other
terrible mishap occurs - the funds are lost AND Frozen - the player must undertake a Project to
recover them.
The final recourse during active play is an age old one - taking out a loan. Banks and
other legitimate financial institutions are rarely open at night to approve loans, so the source of
this loan will often be risky. Perhaps it's a mortal loan shark attached to organized crime, or
perhaps one of the primogen or the Seneschal offers money lending services. Regardless of the
form this loan takes, there will be a very short repayment period on it - generally one story, and
there will be interest owed. Storytellers are welcome to turn this loan and its repayment into a
story arc of its own, if they like. Kindred lenders generally do not care about money as their
currency is boons, and thus a major boon may be what's expected in return. A lender may also
demand some sort of collateral, be it a prized possession, a Retainer, or even a Touchstone.
The Embrace
While the Corebook explains how a vampire is created, there are no specific mechanics for the
Embrace itself. While leaving it solely to narrativeis fine, some tables may wish to start a
chronicle with the player characters as mortals, with their Embrace being part of the narrative, or
perhaps a player character may be driven to Embrace a childe as part of their story. That is what
these rules are for.
After the prospective sire has drained the childe, they feed the fresh corpse some of their
vitae. As the childe is soon to be a vampire, the sire does not Rouse, their Hunger instead
immediately increases by one (at minimum) which is transferred to the childe. The childe,
meanwhile, begins at Hunger 5 and this first taste of vitae lowers their Hunger to 4. Any
aggravated health damage the childe sustained secondary to being drained of blood (as per
VtM Corebook, pg 212) is automatically healed as part of the Embrace process. As this is the
childe's first awakening of the night, they must Rouse the blood for the very first time, which
could very well raise their Hunger back to 5 and is the reason many freshly-Embraced fledglings
awaken in frenzy. The sire can choose to Embrace the childe with more than a single point of
Hunger to help them keep control on awakening, but this of course comes at the cost of Hunger
to the sire. The sire automatically sustains two Stains to their Humanity for sharing their unlife
with another (VtM Corebook, pg 240).
When the childe becomes a vampire, they automatically add two dots in one of their clan
Disciplines and a single dot in another. They do not choose a Predator Type at the time of
Embrace; this must be learned through trial and error, as they determine the best type of
feeding method for them. By standard Mortal creation rules (V5 Companion, pg 46) a mortal
takes seven Merits and two Flaws at character creation, just like a vampire. This precludes them
from taking any vampire specific Merits or Flaws at the time of their Embrace, unless the
character has experience to spend. This can be altered using the alternate mortal creation rules
(see sidebar).
If a table would like to inject a bit of chance into the process and have it be based on
some actual skill checks, they can also require the sire roll a Resolve + Blood Potency test
against a Difficulty of 3 immediately after they have fed their vitae to the prospective childe’s
drained corpse (when their Hunger is at its highest).
On a win, the Embrace is successful and the childe is turned into a vampire. If even a
single Hunger die came up a 1 or a 10, the childe is a Caitiff and did not inherit their clan.
On a failure, the Embrace fails and you now have a corpse.
As a rule, childer embraced by a vampire of the 13th generation or higher will always be
Thinbloods. Any Caitiff that chooses to embrace will, similarly, always create another Caitiff.
== Sidebar ==
Something Less but So Much More
In the official rules (V5 Companion, pg 44-46), mortal characters are created using the same
attribute and skill distributions as kindred. We present here an alternate system to make the
Embrace a little more thematic and impactful. While it is true that many people in real life would
have what is considered a below average rating in a given attribute (“one dot” in the game’s
system), most people are generally average, perhaps with a few things they’re better at. A
common trope in vampire fiction is that the embraced person becomes almost supernaturally
evoked in some specific facet of what they were, but also loses something in the process,
something more than their pulse and lively skin tone. This theme can be easily mirrored in the
Embrace by instead creating mortals using the following attribute spread:
The Mortal also takes only five Merits and no Flaws at creation, with two dots of Merits or two of
Flaws held in reserve until the Embrace.
At the time of the embrace, they will choose one of their three-dot attributes to be raised
to four dots by the vampiric state, something that may represent their clan or their Beast, but not
necessarily. At the same time, one of their two-dot attributes will wither and be drained, as the
spark of life took a little something more with it - this attribute will lower to one, in some ways the
character is somehow less than they once were, despite their new gifts.
Finally, the player can spend the last two dots of Merits and two of Flaws to assign
themselves supernatural or mythical flaws specific to the life of a vampire, such as Bloodhound,
a Prey Exclusion, a Folkloric Block, etc. The rest of the process follows the usual steps, and the
character is now ready to enter the eternal night, something less than what they once were, but
also so much more.
== End Sidebar ==
5- The Jaws of Oblivion
In the Darkness… in the Blackness…
Oblivion is a unique Discipline in that it was introduced well after 5th Edition was first rolled out.
Introduced in Chicago by Night and Cults of the Blood Gods, it is special in that it is a Discipline
that can be naturally learned like any other (unlike Blood Sorcery), but it also has accessory
Ceremonies which require ingredients and are not limited to five power slots (very much like
Blood Sorcery). It was clearly envisioned in a way to not simply be "Sorcery but with
Necromancy" in the method by which Ceremonies stem off of specific powers and thus not just
any user of Oblivion can, with enough time and experience, learn every Ceremony. Partly this
was clearly a design conceit to help prevent the Lasombra from suddenly becoming expert
necromancers, but more importantly it was to also drive home that not even a necromancer will
necessarily have access to all ceremonies, they must pick and choose which are important to
them.
An unfortunate consequence of this design is that many of the ceremonies are ultimately
contingent on a small handful of powers, and thus certain powers become the clear choice, or
else the player will be permanently locked out of ever learning those ceremonies. Another
limitation is that many of the powers that tie in to certain ceremonies have very little to do with
that ceremony and it is unclear why you would need it in the first place - apart from mechanical
balance. For example, the Host Spirit ceremony requires Aura of Decay, despite that power
having nothing to do with spirits. Next, many of the necromantic powers of Oblivion are simply
not very effective, have cumbersome rules, or most importantly only work on mortals, making
their utility exceedingly niche. Finally and most importantly, because the ceremonies each rely
on a specific power, the web of prerequisites becomes extremely complex, to the point of
needing a spreadsheet to keep track of them.
Rather than simply open up Oblivion to allow anyone to learn any ceremony, the goal
should be to retain the spirit of the original design while also streamlining it for better usability.
The system laid out below assumes you are using the other Oblivion powers and
ceremonies in this chapter, starting on page XX, and incorporates them directly into the setup. A
version of the tables with only the official powers and ceremonies is available in Appendix II
(page XX). When reading through this Chapter, bear in mind that the system is generally
designed to be used as a whole, with the modified powers toward the end of the chapter slotting
into the modified Ceremony system. Many tables may wish to ignore the new system and
instead add the new powers and ceremonies to their chronicle, and the entries have been
written to account for this, as well - the powers and ceremonies’ entries are all written to comply
with the standard Oblivion system, and a less modified variation of the system’s tables are
presented in Appendix II (page XX) if your chronicle wishes to use a “lite” version of the system.
== Sidebar ==
What's in a Name?
The discipline of Oblivion is a combination of several different disciplines from previous editions,
including Obtenebration, Thanatosis, Mortis, and most notably, Necromancy. Necromancy, like
Thaumaturgy, had many subdivisions and minor paths, each implemented as its own
independent set of Discipline powers: some dealt with disease, others with spirits, and still
others with fate and curses. Our intent here is not to bring back these Paths. While the system
presented here is somewhat reminiscent of the paths of older editions, we suggest tables
instead focus on them as cultic mysteries that one must be initiated into, like the Mysteries of
Shalim from Cults of the Blood Gods.
== End Sidebar ==
The Mystery of Corpseweaving revolves around disease, decay, and the manipulation of
dead tissue itself. Its Core Ceremony relies on an understanding of the matter which makes up
all biological things, the processes of life and death, and how these distinctions can be briefly
overcome. From these humble beginnings, the necromancer can then learn to channel longer
lasting life into the dead flesh, or manipulate those same energies to wither away the living. This
Mystery is especially common among the Samedi and those who approach the study of Oblivion
from a medical or scientific perspective.
Corpseweaving
Prerequisite
Power Core Dependant Ceremonies Level
(Choose One) Ceremony (Learn any at equivalent Oblivion level)
Skuld Fulfilled* 5
* Presented in section XX.
The Mystery of Shroudwalking focuses on the veil between worlds, attuning the necromancer’s
mind to the world of the dead and the moment of passage from life to death. In time, the
vampire comes to understand the nature of the Shroud and can shape it to their will to repel
spirits or mend tears, even learning to rend their way through it and enter the Shadowlands.
This Mystery is especially common among academically-inclined necromancers and those with
a more spiritual approach to their craft.
Shroudwalking
Prerequisite
Power Core Dependant Ceremonies Level
(Choose One) Ceremony (Learn any at equivalent Oblivion level)
Fortezza Sindonica 3
Clotho’s Last
Vigil* Harrowhaunt 3
Where the
Shroud Knit the Veil 3
Thins*
Shadow Split the Shroud 4
Perspective
Ex Nihilo 5
The Mystery of Spiritworking is focused on the manipulation of spirits, wraiths, and fetters. From
these basics, the necromancer can then learn to reach across the veil and manipulate ghosts in
various ways; this is the infamous technique that the Giovanni families first brought to the
Hecata, and the one that established them as the foremost necromancers among the dead.
Spiritweaving
Prerequisite
Power Core Dependant Ceremonies Level
(Choose One) Ceremony (Learn any at equivalent Oblivion level)
Nekyia* 2
Oblivion’s
Gaze* Host Spirit 3
Summon
Spirit Bind the Spirit 4
One other mystical tradition is more common among the Lasombra than the Hecata. Commonly
referred to as “Abyss Mysticism”, devotees of Shalim find truth in the all-consuming void and the
eternal darkness beyond the world. The first step into the Mystery is to acknowledge Shalim’s
nature and accept it into the vampire’s soul, eternally connecting them to the Abyss - and
through it to their brethren.
Shalimite Mysticism
Prerequisite
Power Core Dependant Ceremonies Level
(Choose One) Ceremony (Learn any at equivalent Oblivion level)
Finally, not all of Oblivion draws on these core techniques. The powers of Oblivion are many
and varied, and over the centuries some necromancers have come up with unique practices
and special techniques that have never been incorporated into the Mysteries. These
ceremonies include The Knowing Stone (page XX), Blinding the Alloy Eye (page XX), and
Shade Gremlins (page XX). These can be learned by finding a willing teacher, nothing more.
Ashes to Ashes is a useful level 1 power, but only dissolving corpses is quite narrow in scope.
This change helps add a layer of investigative value to the vampire with Oblivion, as well as
assisting the Flesh Eaters and other organovores in their day to day feeding.
Oblivion currently has an odd division between “Necromancy” and “Obtenebration” powers, with
a lot less overlap and mixing of themes than other Disciplines. There are two separate
eye-based powers at level one, for example, one of which is designed for characters without
Auspex, the other of which only allows you to see fetters that are in the immediate area and
nothing else. One option to patch over the split is to merge these two powers together. This
helps make them more competitive with Shadow Cloak and results in a power that appeals to
necromancers and shadowcrafters alike.
Ceremonies that require either Oblivion Sight or The Binding Fetter as prerequisites can
use this power instead.
Fatal Precognition has always filled a strange role. It doesn’t do anything that regular
Precognition can’t technically do, and rarely comes up in play for most people. Rather than
revise the power, we have chosen to change gears entirely and make the amalgam instead
reveal more about a corpse, including Kindred. Like with Oblivion’s Gaze, this revised power
replaces Fatal Precognition for the purpose of ceremony prerequisites.
Passion Feast can sometimes be a useful power, but at the same time it is merely a temporary
salve for Hunger while competing with one of the most important necromancy powers, Aura of
Decay. Rather than adjust the ceremony prerequisites, our goal is instead to give Passion Feast
more general utility both in the living world and the Shadowlands.
Aura of Decay is extremely powerful, but at the same time inordinately niche in its usage. The
narrow scope of what it can affect severely limits its usefulness, as the vampire has to be
present and the power itself only lasts a scene. This is unfortunate when compared to the other
level 3 powers available to the Necromancer, and it’s doubly an issue when we consider that it is
the required power to learn multiple ceremonies. One solution is to instead mirror Touch of
Oblivion, affecting inanimate rather than animate matter.
The aura can then become a ceremony, mirroring folk legends of witchcraft and curses.
Skuld Fulfilled similarly has always felt more like a ceremony than a power, mirroring the effect
of many mythical and folk curses in its weaving and methods. As a level 5 power it is also
exceptionally limited in scope. Converting it into a ceremony which requires material from the
target in question brings it back in line with traditional folktales from a myriad of European,
African, and Asian traditions, and allows it to be expanded to not only affect mortals, but also
kindred and other supernatural entities. This utility is tempered by the need to collect a personal
item or part of the victim’s body.
Any ceremonies depending on Skuld Fulfilled should instead have Withering Spirit as their
prerequisite power.
== Sidebar ==
How much damage was that?
Storytellers should not be expected to track every single Aggravated wound every SPC has
sustained in the last lunar month, on the off chance that a player may wish to use Skuld Fulfilled
on one of them. Instead, they can roll ten dice or less, depending on the type of SPC: a neonate
scrapper type may roll all ten while an elder socialite might roll only two or three. The number of
successes gives the amount of Aggravated damage that was sustained in the last lunar month.
== End Sidebar ==
Oblivion, Expanded
This section focuses on the expansion of Oblivion with a focus on the novel system for Oblivion
presented earlier in the chapter. Despite that, many of the powers and ceremonies listed in this
section can easily be adapted into a chronicle which is using the default rules for Oblivion
ceremonies, and tables should feel free to mix and match whatever they like to create a version
of Oblivion that is enjoyable for everyone playing.
One of the most important necromancy powers in this edition is Where the Shroud Thins, which
unlocks the vast majority of Necromancy themed ceremonies in the game. This is unfortunate
as it ties the players’ hands on what power to pick at their second level of Oblivion, and while
the power itself has extremely important utility, it does nothing but facilitate the usage of other
powers and ceremonies. We instead implement it as a level 2 ceremony which teaches the
vampire the first and most basic steps of interacting with the Shroud.
If Ligare Mortuos seems too brutal or your table would like to retain Compel Spirit as a discrete
ceremony, another power can take its place as the “signature amalgam” of the Hecata. One of
the most common tropes in necromancy is that of a spirit companion, something V5 does not
offer. The level 4 ceremony, Bind the Spirit, allows a necromancer to bind a spirit to a fetter or
person, but this is mainly an offensive style of ceremony used to haunt an enemy, and not really
suited to binding a spirit to one’s own character. Instead, we suggest a new power, Unliving
Anchor, which allows the vampire to bind a spirit to them and use that spirit with the related
Spirit ceremonies more easily. The choice to make it a power was inspired by the inclusion of
Bond Famulus in Animalism - this fills a similar role but in a very different direction and allows
for a supernatural retainer with unique powers.
Both this power and Ligare Mortuos can be used together at your table if desired, but
unless the chronicle is a dedicated Hecata one or there are multiple Hecata in the coterie we
recommend choosing whichever suits your table best.
Despite ostensibly being the source of the Lasombra Bane, Oblivion lacks any actual powers or
ceremonies which affect technology other than the very-circumstantial Blinding the Alloy Eye.
Rather than devote an entire power to this, we propose a new Ceremony.
ANIMALISM
Bond famulus fills an interesting role in the Animalism toolkit, however it has the unfortunate
limitation of ultimately doing nothing on its own, as it relies on its benefits to Feral Whispers and
Subsume the Spirit to truly be useful. The addition of a telepathic rapport with your famulus
when in physical contact and a small bump in the animal’s intelligence level to represent that it
truly is more than your average ghoul animal and helps improve the power overall.
Animal Dominion is a thematically evocative and classical vampire power, exerting the vampire’s
will over all manner of beasts. By the default rules, it costs two Rouse checks and does not
actually summon animals to the character, only act on those already present. The assumption is
that the character will use Feral Whispers to draw animals to them first (which is another Rouse
check) or that the area will already have a large number of animals present to be controlled.
This is fine in practice, however as a level 5 power one would expect it to be a bit more powerful
when faced with two or possibly three Rouse checks just to achieve the desired effect. It is far
more costly than many other powers which are far more mechanically effective, and so a simple
solution is to lower the Rouse cost to a single Rouse check.
AUSPEX
Premonition is a power that simultaneously can be extremely valuable but also extremely limited
in usage, depending primarily on whether or not the Storyteller makes use of it by giving its
user(s) regular "sixth sense" or "danger sense" style intuitions about hidden clues or impending
danger. This variability can unfortunately make it pretty limited in use, and so a simple solution
is to add an optional passive bonus to it.
DOMINATE
Submerged Directive is one of the more useful passive powers, however its description limits it
to only working with Mesmerize. Interestingly, it does require Mesmerize as a prerequisite and
therefore could be uselessly taken by mistake, but more importantly most of the other Dominate
powers have clear and useful ways of being deployed via a submerged directive, but that option
isn’t allowed. For example, cloud memory or forgetful mind could be easily submerged to force
the victim to forget the last few minutes or specific information when triggered, or a simple
Compelled action could be taken when triggered. Expanding Submerged Directive to allow other
powers to be submerged provides much more flexibility for the Dominate user.
FORTITUDE
Obdurate is a power that was added in the Winter’s Teeth comic book series that allows a
vampire gifted in both Fortitude and Potence to essentially make themselves impervious to
physical impacts, stopping cars in their tracks or falling from great heights without an issue… the
only problem is that, as written, it’s a worse version of Toughness with higher requirements. It
mitigates the same amount of damage as Toughness and simply adds the narrative edge of you
stopping a car, though if a car is going fast enough, it could still knock you into torpor even as
you stop it in its tracks. The entry also had some errors in grammar and conflicting dice pools
listed, below is a corrected and improved version.
OBFUSCATE
Obfuscate is available to a variety of clans and offers a great deal of flexibility in how it can be
used. One of the major issues with the current base system is that Cloak of Shadows is
generally purchased solely to later allow a player to purchase Vanish, since it is functionally
inferior to Unseen Passage in every way save the Rouse check. This sort of "ability tax" is
unfulfilling and generally avoided in V5, so improving the existing power to give it added utility is
a simple step to make it more desirable while still keeping its functionality for ghouls unchanged,
as they cannot Rouse the blood.
Conceal is an Auspex amalgam despite there being no clear connection to the senses or
gathering information. Malkavians already have access to the most amalgams of any clan, and
nothing about Conceal is particularly specific to their clan - if anything, it seems like a power
that's exceedingly fitting for a Nosferatu or Ravnos. An argument can be made that the Auspex
is needed to see the concealed structure/object, but Obfuscate clouds others' minds, not your
own - you should have no issue seeing something you concealed yourself.
OBLIVION
For all adjustments, refer to Chapter 5
POTENCE
Uncanny Grip has always existed in a rather pointless position, as a simple level 1 Blood
Sorcery ritual accomplishes the same thing with fewer restrictions and does not leave traces
behind. The power has been expanded slightly to provide a more combat oriented option, while
maintaining the spirit of the original design.
PRESENCE
As it stands, Awe is in an awkward position amongst the Presence powers due to it being a level
1 power (and therefore free) and simultaneously being one of the most powerful and vaguely
worded powers in the Presence list. By default it allows you to apply your Presence rating (plus
Discipline Power Bonus) to all Persuasion, Performance, and Charisma rolls, the last being
possibly the most overpowered aspect of it as Charisma covers a wide net and can be
substituted in for Manipulation in many social settings, depending on the style of the Social
action. The bigger issue is that it overlaps the usage of Entrancement, a level 3 power, to a
large degree, and functionally makes Entrancement far less valuable as a power. Moreover, the
power is meant to embody an aura of impressiveness yet does not give any implicit benefit to
Leadership, which is more appropriate than a Persuasion boost.
The simple solution is to remove the convoluted detection and countering rolls, and instead
make it function as an aura which provides a flat benefit at all times, whenever the kindred calls
on it. It also gains some utility in group combat situations, and leaves room for the much more
powerful Entrancement to truly shine as a Level 3 power. It no longer can be countered except
via the opponent simply rolling well or having mental resistance powers such as Unswayable
Mind.
Awe (Presence ⬤)
The vampire's Blood attracts the eye of everyone around. Anyone in the presence of the
vampire finds their attention inexplicably drawn to them, no matter the circumstances, as if they
were illuminated by a hidden spotlight.
■ Cost: Free
■ System: Add two dice to all Leadership and Performance rolls, as well as any other Skill rolls
to draw or maintain people's attention (such as creating a distraction to keep attention off other
coterie-mates). In combat, this power tends to draw enemies' focus and fire, leading to the
Presence-user being attacked first.
■ Duration: One scene or until intentionally ended
In a similar vein, Daunt is adjusted to instead work as an aura as well, giving a flat bonus that is
much more difficult to resist in combat and thus is far more useful.
Daunt (Presence ⬤)
Instead of attracting people, the vampire uses Presence to repel. With this power the user
appears threatening and exudes an aura of hostility and menace.
■ Cost: Free
■ System: Add two dice to all Intimidation rolls or other Skill rolls relying on fear and negative
force of personality (such as scaring off an animal). Additionally, anyone attempting to engage
the user in combat must win a Resolve + Composure roll at a Difficulty equal to the user’s
Presence rating. This effect does not work if there are no other serious threats, or if the vampire
engages an enemy directly—force of numbers and self-preservation instincts can outweigh
even the most terrifying of miens.
■ Duration: One scene, or until intentionally ended
Lingering Kiss has already had a revision in the official errata in the Companion. This was
mainly done to provide some extra benefit to the Kiss such that it would be more enticing to
take. Unfortunately, it also necessitated a gameplay conceit of being disallowed on a character
with the Unbondable merit. It did not mention any specific stipulations for a Tremere or
Thinblood victim, which could also impact its gameplay, but more importantly it was narrow in
focus with a Social Attribute buff which lasted only one night, which is a pretty limited benefit
given the drawbacks.
It has been adjusted to allow for more varied use, hinging on the vampire’s own magnetism and
radiance of personality to drive the target to gain the benefit, which the vampire is now in control
of. This allows for the power to be very useful against both your enemies and allies, with the
double edged sword that no advantage comes without a price, both to the vampire and the
victim. The power can be taken by anyone now, but regardless of the Merit or victim bane
combination there is always an implicit risk of the blood bond - this is by design. The penalty
incurred by withdrawal is substantial, but the risk undertaken to apply the Kiss in the first place
should never be mitigated. This is also why being Blood Bound partially disables the effects of
the power, the vampire needs to weigh their options and be careful when using it, lest they end
up on the losing side of the Kiss.
An alternative “twist” to the power is also provided, for tables to decide which they prefer.
PROTEAN
Shifting into animal forms, most popularly a wolf or bat, is a classic vampire trope—but the
powers devoted to it leave something to be desired. Compared to the alternatives, they’re
woefully underpowered and limited, and thus we offer this alternative, which not only improves
upon both powers but also shifts their intent to keep both of them distinct and viable throughout
a chronicle.
SORCERY
The Winter’s Teeth comic series added one of the more visually evocative and creative powers
to Blood Sorcery, Shape the Sanguine Sacrament. The power is primarily for writing messages
or creating images as written, however in the comic book’s panels it is often presented as a
weapon or in a threatening manner. This slight adjustment to its mechanics allows it to be
combined with other Blood Sorcery powers to creative effect, though it is extremely ostentatious
and would immediately break the Masquerade.
Some might argue that there are many aspects of Blood Sorcery which could use some
tweaking and revision, but the most universally outstanding are the two poison powers in the
Corebook. It is an odd choice that two powers that traditionally were a part of Quietus in
previous editions and often paired with small, one handed weapons would rely on Strength for
their effects. Physical Strength seems out of place as the basis for a Sorcery power, and so a
much more reasonable alternative is given below, changing the poisons to be powered by the
caster’s force of will rather than how much weight they can lift.
ANIMALISM
Fifth Edition’s Disciplines are generally laid out in such a way as to give each clan at least one
amalgam power that acts as classic signature power for their archetype. In the case of the
Nosferatu, Unliving Hive (Animalism + Obfuscate) is that power, however the Ravnos are able to
use it as well. The level 5 power, Animal Dominion, allows any Animalism user to force any
animals in the vicinity to do the user’s bidding, however the rules are exceptionally vague and it
requires the use of Feral Whispers or something similar to draw the animals to you in the first
place. Stemming from the Nosferatu’s archetypal aesthetic of preferring vermin and scavengers
as their bestial allies, this power accentuates this relationship into something more stylistic.
CELERITY
The Banu Haqim are the one clan who still do not have any clan specific amalgams, out of all
the 13 (14 if you include Salubri) clans. This is unfortunate as their particular Discipline spread
is completely unique - they are the only clan which combines Celerity, Obfuscate, and Blood
Sorcery in any capacity, and thus they are fertile ground for some very unique amalgams.
FORTITUDE
Apart from the suggestions in chapter 2, Fortitude and Obfuscate is a combination that has no
amalgam featured in any of the official material. The power below offers up an interesting and
stylish option for Caitiff (or possibly Ravnos, if the Chapter 2 adjustment is made) to employ.
OBFUSCATE
Obfuscate is further expanded with a few amalgams to accentuate certain clan combinations
and add more alternatives at the first level. Note that despite Flashing Daggers having a Rouse
Check at level 1, due to the Blood Potency 1 benefit of free Rouse rerolls for Level 1 powers,
this would apply making this power have a relatively low chance of raising Hunger.
Doublespeak (Obfuscate ⬤)
■ Amalgam: Presence 1
Many vampires have mastered the art of masking their true intent with an auditory illusion,
speaking one thing but a select few hearing something else entirely. A threat can be veiled
behind public pleasantries, a secret missive concealed as a greeting, or an order to strike
hidden in casual small talk.
■ Cost: Free
■ Dice Pools: Composure + Obfuscate
■ System: When speaking, the Kindred may select a number of listeners equal to their
Presence rating who will hear an alternate message rather than what is truly said. The veiled
statement must be brief and sync up with what the Kindred is truly saying in both length and
cadence; a Resolve + Obfuscate roll at Difficulty 3 is required to formulate the two statements.
Should the roll fail, it is the equivalent of drawing attention to the user, as per Obfuscate rules. A
listener using supernatural means of detection, for example Sense the Unseen, can attempt to
pierce the illusion as per the general rules.
■ Duration: One Round.
The Banu Haqim are the only clan that combines Obfuscate and Celerity, and that combination
provides for an extremely useful amalgam that is fitting for a clan of warriors who count some of
the most effective kindred assassins in the world amongst their number. Any vampire skilled in
Celerity and Obfuscate could easily learn this ability, of course.
OBLIVION
Refer to Chapter 5 for more details on the new powers of Oblivion available.
8- New Compulsions and Flaws
Basic Compulsion
The fifth edition corebook has several basic compulsions which are a lot of fun to see unfold in
an adventure. Here is another one that can apply to any vampire, based on the Ghoul
compulsion from the Companion.
Daredevil
Self-preservation is overrated, and the vampire feels compelled to take every chance to
experience life at its fullest and take every risk, regardless of the consequences. The vampire
suffers a two dice penalty to all actions until they either partake of a new and risky experience or
the scene ends. This Compulsion won’t compel them to undertake suicidal actions, though they
may not always be able to accurately predict the consequences.
Clan Compulsions
Clan compulsions are interesting and fun, but often don’t fit within the context of a scene, while
the universal Compulsions may not be as interesting. These new Clan Compulsions are
generally meant to be an adjunct to the existing ones, providing an alternative option when
contextually appropriate in your game. If your table wishes to replace one or all of the
Compulsions entirely, that’s also entirely viable, of course.
Brujah: Elucidation
Exposing power structures and corruption drives the vampire to bring the secret web of intrigue
and control to light, most likely to later be destroyed.
The vampire pushes to expose the invisible chains of intrigue and power and rallying
others to aid them, with any action unrelated to either task receiving a two-dice penalty. The
Compulsion relents when the vampire learns of a new player or connection in the power
structures of the region or they convince an ally to assist them and take on this investigation by
changing their Desire.
Gangrel: Territoriality
One of the most primitive of drives, the vampire perceives the given area as their territory, and
aggressively acts to defend that territory and prove their claim to any they see as a threat.
The vampire marks the current area as their territory and will aggressively defend this
claim to drive away all trespassers. All other actions which do not subdue or drive off intruder(s)
suffer a two-dice penalty. This Compulsion ends when the Gangrel can no longer perceive any
threats in their territory.
Hecata: Apathy
Utterly detached from the emotionality of the living, the vampire sinks into an apathetic, lifeless
hole, dragging others down with them.
Sucking the lively energy from the room, the vampire is compelled to denigrate all
passion in others, suffering a two-dice penalty on all actions not used to apply cold, unfeeling
logic to bring others down and cause them to feel just as numb as the vampire. The Compulsion
ends when a target either abandons their Desire or becomes so disheartened that the
remainder of their evening is ruined.
Lasombra: Treachery
Looking out for number one is always the first priority, and the vampire will step on anyone in
their way in order to ensure that.
Anyone who trusts the vampire should worry, as the vampire turns on them in some
fashion, besmirching their good name, making them look bad in front of someone important, or
outright throwing them into danger if not delivering the strike personally. All actions unrelated to
pushing this unfortunately trusting person down are met with a two-dice penalty. The
Compulsion persists until the act of betrayal is completed, regardless of how long the
repercussions take to occur. The vampire does not necessarily need to even benefit from this
betrayal, their victim must simply suffer.
Ministry: Temptation
Unable to shake the need to lure another into their machinations, the vampire tempts and
seduces them into acting in the vampire’s interests rather than their own.
Always focused and never capricious in its seductions, this Compulsion is directed at a
specific target present when it occurs, driving the vampire to lure them into acting in the
interests of the vampire’s Desire or Ambition when they normally would not otherwise. Until they
make a meaningful effort towards the vampire’s goals, the vampire suffers a two-dice penalty to
all rolls unrelated to this temptation.
Nosferatu: Defacement
“I am not the ugly one, they are,” is the overriding thought in the vampire’s mind as they are
driven to bring others low, defacing things they cherish, exposing their inner ugliness, or outright
destroying their beauty.
The vampire goes out of their way to destroy or deface a thing of beauty that is important
to someone - this drive is not wild and indiscriminate, however, and is generally focused on a
specific target within the vampire’s line of sight when the Compulsion comes on. The
Compulsion ends when the vampire successfully defaces the target in some manner, suffering a
two-dice penalty to all rolls unrelated to this task in the interim.
Ravnos: Trickery
“The greatest trick the devil ever pulled was making people believe he didn’t exist.” Like
infamous crime lords, the vampire pulls the wool over the eyes of others, taking advantage of
them for personal gain.
Duplicity becomes the name of the game, as the vampire strives to fool another into
indirectly performing a favor for them or perhaps giving them something unintentionally. The
vampire cannot use mental Disciplines such as Dominate in the pursuit of this goal, the victim
must be acting of their own accord, albeit unintentionally in the vampire’s favor. The Compulsion
ends when the vampire benefits from the actions of someone they have conned, suffering a
two-dice penalty on all actions unrelated to furthering this goal in the meantime.
Salubri: Consequentialism
The ends justify the means to the vampire, who will commit even the most heinous or terrible
acts, sacrificing innocents and loved ones alike, to see a task they feel is good and justified
come to fruition.
The vampire chooses a specific, possibly beneficent goal when the Compulsion
manifests and becomes utterly willing to sacrifice friends and allies or break Chronicle Tenets to
achieve it. Collateral damage does not factor into the equation for the vampire as all tasks
unrelated to achieving this goal are met with a two-dice penalty. The Compulsion ends when the
vampire has either achieved their goal or has suffered a Stain.
Toreador: Creation
Seized by an urge to create something of beauty, the vampire must forego all other distractions
to see their vision realized, be it in a painting, a song, a dance, or any other form of creative
expression.
Until the vampire successfully creates their work of beauty or expression, they can think
of nothing else, suffering a two-dice penalty on all rolls unrelated to seeing the art realized. The
work requires an extended action to complete, and the Compulsion will not pass until the work is
completed and displayed, though it need not be loved or even appreciated as art.
Tremere: Competition
Kindred life is very much a game of chess or poker, but the commonality is that it is always a
game, and games have winners. The vampire strives to be that winner, rising head and
shoulders above the rest to stand out.
The competitive edge in the vampire comes to the fore, pushing them to identify at least
one rival and strive to outshine them, regardless of the task at hand. The vampire takes a
two-dice penalty on any action not directly competing with someone in the scene. The
Compulsion breaks when the vampire outperforms their rival in two successive tasks or the
scene ends.
Tzimisce: Fortification
To have what you do not is one thing, it is another thing to have something and defend it
ardently from all perceived threats.
The vampire is unable to focus on tasks unrelated to defending or retaining control of
their possessions, be they objects or people, even if they are not actually under direct threat.
Any actions not taken in aggressive defense of your possessions is met with a three-dice
penalty, and the Compulsion relinquishes its grip at the end of the scene.
Ventrue: Implacability
Others’ wills and bodies are broken when faced with the vampire, forced to admit defeat in the
face of an unvanquishable foe. They do not bend around the threat, the threat breaks against
them.
The air of indestructibility of both mind and body are paramount as the vampire is
compelled to stand their ground, making a showing of how others’ words and blows are
meaningless and nonthreatening to them. Any rolls not involving Stamina, Composure, or
Resolve take a two-dice penalty and in combat the vampire eschews all rolls to dodge or
socially sidestep an attack in favor of meeting the threat head on and attacking or taking
damage in stride. The Compulsion breaks when one of your opposition gives up, is defeated, or
the scene ends.
FLAWS
Feeding
These new feeding flaws are meant to add some more nuance to the feeding difficulties that can
face a vampire on the streets of your chronicle.
⬤ Hirudinated Tongue - You are unable to lick your bite wounds closed like most kindred,
leaving obvious signs of your feeding.
⬤ Ravenous Frenzy - When you hunger frenzy, you do not automatically get the chance to stop
at Hunger 1. You must instead continue drinking to Hunger 0.
One of the most gifted mortal mages of his time, Al-Ashrad was so powerful that he regularly
graced Haqim’s (yes, that one) company, serving as one of his closest advisors for over a
century while retaining his mortality. This could not last forever, of course, and he ultimately was
embraced by one of Haqim’s childer, the infamous blood sorcerer Ur-Shulgi. Al-Ashrad has now
cemented his position within the clan over the millennia and served as the Amr of Alamut since
before the first Crusades.
More recently, Al-Ashrad and his childer have spent hundreds of years working to break the
Tremere Blood Curse. None of these experiments bore fruit, until Ur-Shulgi arose from torpor in
the late 1990s and overcharged the ritual with a mass sacrifice of the Banu who opposed them.
Al-Ashrad himself is now on the run from his Sire, drawing on his vast collection of relics, occult
texts, apocryphal histories, and reputation as a fair and wise leader. Above all else, Al-Ashrad
has always sought knowledge, and his childer have generally been selected for the same. Now
his own childe, Amaravati, has taken his place at Ur-Shulgi’s side, and the childer of Al-Ashrad
are found the world over, wherever knowledge is waiting to be discovered.
⬤ Map the Skies: As long as you can see the night sky, you can pinpoint your exact location to
within a few meters. You Rouse the blood and smear vitae over your eyes while viewing the
stars, rolling Intelligence + Blood Sorcery against a Difficulty of 2. The stars do not need to
necessarily be visible to the naked eye, as in a city with excess ambient light, but if they are not
visible the difficulty is increased by 1.
⬤ ⬤ Al Hafeez: Through long study of the occult, you have developed a preternatural sense
for magical wards and protections. You gain the Magical Wards specialty in Awareness, and
once per story you can Rouse the blood and douse a ward, using your Resolve + Blood Sorcery
vs the original Sorcery roll. On a win, the ward will not respond to you or your actions for one
scene.
⬤ ⬤ ⬤ Cradlesong: You’re able to discern the supernatural pacts that cling to others. Once
per story you may Rouse the blood and look upon a target to see any spiritual or supernatural
ties which bind the target to another, including Blood Bonds. These ties stream out from the
target’s body, theoretically pointing to their source no matter how far away they are, though if
that source is not nearby they may be impossible to locate before the visions fade. Ties to
demonic or infernal entities glow a fiery orange, spiritual ties to wraiths or other denizens of the
Abyss and Shadowlands are a greasy black ichor, and blood bonds appear as a streaming arc
of blood which slowly drips on the ground — possibly provoking a hunger frenzy. Looking upon
these unseen connections can draw the gaze of those who know what to look for - your scrying
can be detected by Sense the Unseen and similar powers (rolling Wits + Auspex or equivalent
against a Difficulty of 3).
⬤ ⬤ ⬤ ⬤ Blood Monomacy: Like your forebearer, you are gifted in the art of blood-magic
duelling. When facing another Blood Sorcerer in single combat, you automatically receive two
bonus dice to resist and deflect all forms of Blood Sorcery, including Rituals. This skill has been
noted by your peers, giving you one dot of Infamy among other sorcerers.
⬤ ⬤ ⬤ ⬤ ⬤ Antiquary of Alamut: You have been entrusted with one of the many magical
relics in Al-Ashrad’s keeping. The details of this artifact should be worked out with your
Storyteller, and once per story you can wield its awesome might in the service of your cause.
The details and limitations should be well described prior to its usage in your chronicle; some
suggestions can be found in Appendix I (page XX). Unfortunately, your possession of this rare
gift has drawn the eye of Ur-Shulgi and his Loyalists, and you also gain a two-dot Adversary in
the form of a Web of Knives assassin who has been dispatched to recover the artifact by any
means necessary.
DESCENDANT OF DRACULA
(BLOODLINE; Tzimisce Characters Only)
Vlad III Tepes was infamous in life as a butcher and impaler of his many enemies, and as
kindred even doubly so, spitting on the Masquerade and avoiding the Camarilla's wrath to this
day, an almost mythical being to many. Like many of his Tzimisce brethren, he was reclusive
and territorial even during his centuries of open activity, with a deep spiritual connection to the
very earth of his homeland, a trait he passed on to his childer.
The Kolduns of the Eastern Steppe and their childer, Dracula foremost amongst them,
prioritized the manipulation of nature spirits and the land they are tied to, many even shunning
the use of Vicissitude as the crude art of fiends. Dracula himself was a known and rather open
practitioner of the fleshcrafting arts, however, and his descendants are instead generally chosen
for having the true heart of his namesake - the dragon, an insatiable desire to claim what is
theirs by right and take what they want by whatever means necessary. This deep rooted
connection to their possessions and domain has unlocked many of the same Koldunic abilities
in his childer, regardless of where they choose to roost.
⬤ Undying Loyalty: The flesh of your animal companions is disposable, but you refuse to let
their soul rest. After an animal you’ve ghouled has died, the next time you ghoul an animal of
the same species you can replace their spirit with that of your lost companion. This removes the
need to spend time bonding to and training an animal.
⬤ ⬤ Amicable Lord: You do not let your blood’s territorial nature breed paranoia. While
establishing your territory, you and other Tzimisce came to an understanding to respect each
other’s domains, at least on the surface. Gain two dots to spend in Haven, and you gain a
two-die bonus to all Social rolls when dealing with other Tzimisce at any clan gathering or in a
Tzimisce domain or haven.
⬤ ⬤ ⬤ Immortalized in Stone: You can retain a single Conviction by turning the corpse of its
representative Touchstone to stone, their statue continuing the role they had in life. To perform
the Koldunic ritual, a stone must be smeared with vitae and placed deep in the back of the
corpse’s throat. The Koldun then draws earth spirits to the stone with a rhythmic chant while
meditating over the body and gradually adjusting its position as it slowly petrifies over the
course of the night, its position becoming permanent when the Koldun arises the next evening.
The ritual can be used on other bodies, as well, to keep them as trophies, however anyone
inspecting these statues via supernatural means will discern their true nature immediately.
Damage or destruction of the Touchstone is literal in the case of the statue, and will cause
stains accordingly. After the statue is destroyed, you lose the Conviction it represents.
⬤ ⬤ ⬤ ⬤ Legacy of The Dragon: Your ancestry is well known across the city, and like
Dracula, you hold both fame and infamy. Gain six dots to spread between local Status and
Fame within kindred society, however you also must take two dots of Adversary, representing a
small group of jealous sectmates or Tzimisce who are outraged by your ancestor’s many sins
against the Masquerade and have taken an interest in you, by proxy.
⬤ ⬤ ⬤ ⬤ ⬤ The World is Your Hoard: The world belongs to you, and no one will doubt it.
When suffering a Compulsion it is always your Clan Compulsion, though you receive a two-die
bonus to direct actions taken to obtain that which you are obsessed with possessing.
Additionally, once a week you may draw power from the spirits of the land to turn your Clan
Curse to your benefit, converting one point of Aggravated Willpower damage into Superficial
Willpower damage when you awaken from your daysleep surrounded by your charge.
DESCENDANT OF PHAEDYME
(BLOODLINE; Ravnos Characters Only)
In life, Phaedyme served in the armies of Alexander the Great, masquerading as a male soldier
in his phalanx. She marched east with the young Macedonian king’s armies, making it all the
way to India before falling in battle and being saved from death by one of the Ravnos
antedeluvian’s own childer. The Old Lady of the Ravnos was impressed and intrigued by this
female soldier, holding her own in what was truly a man’s world, and she foresaw great things of
her childe.
How right the Black Mother was, as Phaedyme returned to Europe and spent the next several
centuries nurturing concepts like chivalry and martial honor. So great was her influence that all
of her followers came to be called Phaedymites, known the world over as trusted messengers.
They also often served as heralds of Cainite Princes, welcomed in any court and with a
reputation for keeping their word and acting fairly and justly, their exploits the stuff of legends of
gallant and honorbound knights. While Phaedyme seems to have disappeared from the public
eye after the Week of Nightmares, her childer continue her legacy the world over.
⬤ Trusted Messenger: The reputation of your lineage assists you as a known courier within a
Kindred sect. Gain two dots of Status in that sect, however you will often be expected to render
services for the power players, with your continued position being contingent on your discretion
and guarantee of delivery.
⬤ ⬤ Oathsworn: You have taken an oath which serves to help ground you and reinforce your
rational mind, giving you an additional Conviction which is not tied to a Touchstone. Should you
ever violate this Conviction, you gain double the stains you normally would, and if you fail your
Remorse roll the Conviction is lost and you must discuss with the Storyteller how to replace it
(likely via a Project).
⬤ ⬤ ⬤ On my Honor: Stories of your honorable ways have spread far and wide, giving you
three dots of Fame (Honorable). Once per story, this Fame may be staked in any one
Persuasion or Leadership roll to add three dice to your pool. At the Storyteller’s discretion,
should you be disingenuous in your words or fail to deliver on your guarantees, the Fame
immediately converts into Infamy (Dishonorable), with a long road ahead of you to redeem your
reputation.
⬤ ⬤ ⬤ ⬤ Path of Chivalry: You have designated one of your Touchstones as your charge,
swearing yourself to their protection whether they're aware of it or not. You gain two bonus dice
on all actions while acting in defense of your charge, including combat rolls. Should you fail in
your duties as a protector, you double the number of stains earned for the injury or death of your
Touchstone. The only way to discharge your duty is for your Touchstone to die, at which point a
new Touchstone must be designated as your Charge.
⬤ ⬤ ⬤ ⬤ ⬤ Mommy’s Home: Phaedyme is notorious for how vehemently she defends her
childer when they were in danger. You may well find this out first hand - once per chronicle, you
can call on the fates to answer your call for help, and your methuselah forebear will come to
your aid…or avenge you after the fact. Discuss with the Storyteller what form this help might
take, though your character may have no idea of Phaedyme's intentions or that she intervened
at all. As a methuselah of great power, the form this help takes should be spectacular,
potentially able to shift the narrative of a chronicle.
SERPENTS OF THE LIGHT
(BLOODLINE; Ministry Characters Only)
Also known as the Cobras, the Serpents of the Light are believed to hail from Hispaniola,
though in truth they can trace their lineage back to the Followers of Set of Western Africa. The
first Cobras came to the West Indies as liberators, finding a family and powerbase amongst the
liberated slaves, and over time they incorporated this “No Masters” mindset into their unlives.
The supposed Antediluvians, including their own forefather Set, are considered the worst
masters of all, and as a result the Church of Set has branded the Cobras traitors to the faith.
The Sabbat embodied similar ideals of toppling regimes and freedom from Elders, and for a
time the two groups were synonymous - if you met a Cobra, you were more than likely going to
meet their Pack, violently, shortly thereafter.
With the collapse of the Sabbat, most Serpents now tend to find a local Princedom or Barony
and slither their way in, drawing kine to follow them through vices and pleasure, slowly
undermining the local rulers by extracting boons from their underlings and draining away their
power bases. The truth can be whatever the Cobras want it to be, and they are masters of
projecting a public image they wish others to see. One thing is certain: unlike many of their
Samedi brethren, the Serpents embrace life above all else and spend much of their unlife
among the mortals, living as they do.
⬤ Scent of the Beast: You are able to emit the pheromones of a certain class of beast
(mammals, birds, etc), with most Serpents having an affinity for reptiles. Add one die to any
Animal Ken rolls with that particular type of animal to represent these pheromones. This die can
stack on top of a Specialty for a total bonus of two dice.
⬤ ⬤ Touch of Life: Like many of your brethren, you are in tune with the beat of mortal life and
no longer need to Rouse the Blood for the Blush of Life.
⬤ ⬤ ⬤ Orisha's Fortune: Once per session you are able to bend the winds of favor to your
will, allowing you to spend willpower a second time on a single roll.
⬤ ⬤ ⬤ ⬤ Bondage Breaker: Half Sabbat ritual, half ancient sorcery, you’ve developed a
method of diluting and breaking the Blood Bonds of other Kindred. Rouse three times into a
silver vessel, stirring the vitae with the shinbone of mortal who had been kept captive while
burning a personal item of both the regnant and their bondslave into the vessel. Then drink the
vitae from the vessel to empower your vitae—this vitae does not satisfy your Hunger, and will
only remain potent for the remainder of the night. The bondslave must willingly feed directly
from your vein for the bond to be weakened; if they do, it is as if they’d gone three months
without tasting their regnant’s vitae. This modified vitae serves only to break bonds, not to form
them.
⬤ ⬤ ⬤ ⬤ ⬤ Packmaster: Though you’re no longer Sabbat yourself, you maintain ties to your
old Pack, and they to you. You gain the equivalent of five dots in Mawla to represent the 3-4
kindred who called you their Packmate, who will die for you and assist you in any way possible,
but would expect the same from you. Once per story you may call on the Pack to directly and
openly intervene in your cause, fighting on your behalf just like the old days. Because of your
time with the Sabbat, you must spread two dots between Adversary, Infamy (Sabbat), or
Enemies to represent all the bridges you burned along the way.
Appendix I
The Relics of Al-Ashrad
The following are some of the powerful relics that the Banu Haqim sorcerer, Al-Ashrad, has
acquired over his many centuries of unlife.
Tegyrian Blade
While he is best known for his diplomatic work as Vizier, the great Haqimite Tegyrius had been a
general under Alexander the Great during his mortal life, and he never forgot his martial roots.
Throughout his unlife he has forged many weapons to help him overcome the permanent limp
he acquired as a mortal. A Tegyrian Blade is a specially-crafted sword or dagger that answers to
a child of Haqim's will. When it is coated in Haqimite vitae, the blade can be animated to soar
through the air and attack of its own accord, acting as a ranged weapon for the scene. When
attacking with such a blade, the Banu Haqim must focus their attention on the attack and can
only take minor actions, rolling their Resolve + Occult as their attack roll. The Blade can also be
used as a standard melee weapon, and it can be coated in Sorcerous poisons to spectacular
effect.
Tariq’s Bane
Tariq the Silent is one of the most notorious diablerists in the clan’s history, and after the
Tremere enacted the Blood Curse against the clan, he vowed to destroy every Tremere he
found. A fifth generation methuselah of unimaginable power, he was extremely successful in his
crusade, so much so that a group of Tremere managed to capture him and permanently
increase his generation to thirteenth. Thinking this would be a death sentence, they released
him and assumed that he would swiftly meet his end, but to their chagrin (and purportedly,
demise) he not only survived but murdered his way through the ranks of the Black Hand to
become one of its commanders. While the experimental ritual used on Tariq has been lost, at
some point in the course of his research Al-Ashrad managed to distill a measure of the serum
from Tariq’s vitae. When introduced into a kindred body, either via ingestion or through a cut, the
serum assaults their vitae, severing much of the connection to their power - this effectively
raises the vampire’s Generation to thirteenth and lowers their Blood Potency to 1 for the
remainder of the night. The victim can attempt a Stamina + Resolve roll against a Difficulty of 5
to resist the poison for the scene; on a critical win they purge the poison from their system
entirely.
Fate of Antara
Antara ibn Shaddad is a powerful Banu Haqim known primarily for one thing - he was the
source of the Tremere Blood Curse inflicted on the clan during the Convention of Thorns.
Having led the life of a warrior and becoming disillusioned with the shadow wars of the Kindred,
he willingly submitted himself to the ritual in the hopes that it would broker peace and foster
compromise among his undead brethren. While Al-Ashrad wasn’t able to generate a cure from
Antara’s vitae, he was able to mimic the effects of the curse itself. You possess the prototype of
this theory, a small and simple goblet which, when filled with vitae, renders the imbibing kindred
completely unable to feed on other vampires for the remainder of the story: each point of
Hunger slaked from a vampire immediately inflicts one point of aggravated damage. There is no
roll to resist this curse (though Fortitude can reduce the damage as usual), and the target does
not need to drink the blood willingly, but it must come directly from the cup.
Appendix II
Reference Tables
Slum neighborhood, Skid Row, public housing projects or banlieues, the Rack, 4-6
an area with ample isolated targets
Level 3 - Shambling Hordes - Fortezza Sindonica - Host Spirit - Name of the Father
- Harrowhaunt
Corpseweaving
Prerequisite
Power Core Dependant Ceremonies Level
(Choose One) Ceremony (Learn any at equivalent Oblivion level)
Shroudwalking
Prerequisite
Power Core Dependant Ceremonies Level
(Choose One) Ceremony (Learn any at equivalent Oblivion level)
Spiritweaving
Prerequisite
Power Core Dependant Ceremonies Level
(Choose One) Ceremony (Learn any at equivalent Oblivion level)
Compel Spirit 2
Binding Fetter
Host Spirit 3
Summon
Spirit Bind the Spirit 4
Passion Feast
Death Rattle 4
Here are some examples from legacy Paths. For more information on the paths, feel free to
check them out on the White Wolf Wiki.