All the bloodlines listed here are Globally approved. While we are publishing the mechanics, independent development of any of these bloodlines by a PC remains Global Approval as stated in the addendum unless otherwise stated in this document.
Please be aware that in-character knowledge of these bloodlines is subject to all the same requirements as White Wolf canon bloodlines - requiring in-character learning and relevant Occult specializations.
You think this world is safe or sane? You think that there's right or wrong, good or evil? Stop lying to yourself. Stop believing the lies. The center does not hold.
What lies beyond death has long held a fascination for mankind, from almost the birth of civilization. The question has haunted and bedeviled scholars, poets, scientists and magicians for centuries, and none have been able to come to a satisfactory answer. While the realms of ghosts and spirits offer some clues, nothing has been final or definitive.
Many have pointed to "near death experiences" as offering a solution as to what awaits the soul when the body has expired, but by and large, these memories of being brought back from "the light" are rare, occurring in only eight percent of patients who are successfully resuscitated. Most often the patient has either no memory of what has taken place, or instead recalls a great nothingness beyond words to describe.
Kindred are in an unusual position to be aware of this happening, and yet most often the phenomenon isn't even discussed. Few if any studies have been recorded among the academics and occultists of the undead, usually because vampires accept their own existences as answer enough. However, one bloodline has found itself astride this line between the known and the hidden . . . and its existence offers questions that other Kindred dare not ask, especially of themselves.
The Abyssantine are a young bloodline, having appeared only in the last two decades. It is speculated that this is because medical technology only recently advanced to the point that the return to life from death has become relatively commonplace. Even someone with little to no medical experience can bring back a person from death with knowledge of CPR, and if attended to in enough time drowning victims in freezing waters have been known to survive up to an hour after brain activity has ceased. As such, survival from death has reached the point that the brush against the realm of the undead was inevitable.
The Abyssantine are vampires who have died not merely once in the course of their embrace, but twice. When Daeva joins the lineage, they find themselves painfully destroyed, only to be subsequently restored and reanimated moments later. They return transformed, outwardly notable by their black and red eyes, but this is of less importance then their true change: the ability to percieve the heart and souls of those around them.
Claiming they have become tied that which awaits all things upon death, the Abyssantine are able to manipulate others in a strange manner. While not being able to force others to make choices, they seem to have the capacity to inspire or demoralize others based on their decisions. Curiously, they can only use this power on others; they cannot grant themselves this "inspiration," or those of others among the Bloodline. They believe they are in tune with the essence of the soul, and with concentration and the power of the blood, they are able to influence others to their benefit or their hazard.
The most extreme and disturbing question the Abyssantine raise is in regard to the very nature of the vampiric condition.
Most notable is that it is not the existence of the Abyssantine which frightens other vampires, but the questions they pose.
Daeva
None. The Abyssantine's existence is so new that other Kindred have yet to begin to register their existence. The nickname "Sirens" has begun to circulate, but has yet to catch on.
The Abyssantine are found most among the Circle of the Crone, and further their explorations of death and degeneration by way of Cruac. They do not subscribe to the Crone as divine, but as having seen beyond the lie of the real world and having done so was freed from it to embrace the truth. Few of them consider the Crone as having been an actual being, and most consider her a metaphor for the epiphany they themselves have undergone. They are very loyal to the Covenant, and quite often recruit others from its ranks to join the lineage. The Ordo Dracul and Invictus also find Abyssantine among their members. Those in the Ordo Dracul seek to study their condition, what vampires truly are and are not, and perhaps further the transformation they have already begun. Those among the Invictus seek to use the power they acquire. Few if any are found among the Carthians, though those who do follow the way of the Movement do so with much the same aim of those in the Invictus. None are found in the Lancea Sanctum; they view the entire covenant as anathema to their philosophy and views of the vampiric condition, and consider the group to be deluding itself as to what Kindred truly are to the point of blocking themselves from their own potential.
The lineage stays true to its Daeva roots and tends toward the beautiful and alluring, usually with an eye toward drawing in others. They tend to keep up with trends and fashions with an alarming zeal and an almost academic obsessiveness, studying how and why certain mindsets develop both among Kindred and mortals. They claim that the way of such things reveal clues to a society's motivations and workings, no matter how small or trivial a detail may be.
All Abyssantine gain unnatural red-and-black eyes upon embrace or joining the line from outside (see Weakness). When in mortal society they cover them via a number of means . . . dark glasses, veils, tricks of the light, and when absolutely necessary full-eye contact lenses, though the latter cannot be long maintained. While not as outright unsettling as the Nosferatu, their eyes do have the unfortunate effect of marking the Bloodline as unquestionably inhuman.
The Abyssantine tend to keep their havens in areas of the city that are considered "out of the way" and perhaps even run down, but the key focus is obscurity. While the insides of their homes may be lavish and decadent, their exteriors will often seem plain or even dreary. Some Abyssantine take this so far as to create antechambers of small, squalid apartments while hiding their true haunts beyond. While this makes hunting a touch more rigorous, most Abyssantine rarely spend much time in their havens unless entertaining or seducing.
Unlike most, the Abyssantine rarely if ever actually embrace. Rather, they choose to scout for others among the Daeva whom hold within them the potential for seduction and manipulation. They look for those who can mentor with a smile and sincerity. Daeva have refined these skills incredibly, and the Abyssantine seek such Kindred with great interest. Most often they draw in another. Usually an Abyssantine will often withhold their theories of vampiric nature until after they have swayed a Daeva to join the bloodline, however.
Joining the bloodline involves taking in the blood of their sponsor and willing the change; at this point, the Daeva in question will find themselves succumbing to a rapid death. The bodies crumble in accordance with the age of the subjugate, anywhere from a shriveled corpse to a pile of ashes. Within minutes, the body will begin to reconstitute itself from this destruction, the Kindred returning to the Requiem albeit changed by the experience. Their eyes acquire the same distinctive coloration as the rest of the line, and after sating themselves on blood (as their entire pool will have been exhausted in the transformation), they begin to adjust to their new mentality almost immediately.
When Abyssantine do embrace, they seek out those who have died but returned to life, specifically avoiding those who have had "near death experiences" or who have seen "the light" in the course of their resuscitation. The act of embrace from an Abyssantine is unique from other vampires in that the new fledgling remains dead not moments, but on average twenty four to thirty six hours before returning to the land of the living. It is during this period they acquire the same telltale black and red eyes that mark the rest of their brood, though they do not gain the benefits of the lineage until their blood potency would permit. Abyssantine who are embraced from this origin are afforded a great amount of respect in the bloodline, and are often pressed to recount their mortal experience beyond death. These are also Abyssantine who consider themselves most alien from other Kindred.
Social and Mental attributes are the most prized among the Abyssantine, both in the means of studying the nature of the vampiric condition. Either can be primary, but Social more often wins over Mental. Physical skills and attributes are not so often sought after, and more often than not "fighters" are shunned entirely; the Abyssantine prefer to leave those who would perpetuate a course of violence to their own devices. This is not to say the Abyssantine don't learn to defend themselves, but they do so in a tertiary manner, and rely on physical confrontation only when the psychological has been exhausted or when they wish to indulge in a debauchery of one kind or another. Of the Physical Attributes, Dexterity is the only one to usually feature any prominence.
Of Merits, Social are key. Haven Security may be high, but its location and prominence will be low. Usually they maintain a number of Contacts and Allies capable of getting anyone anything they want at a moment's notice. While Resources at high levels could attain the same thing, the Abyssantine prefer to work through third parties, removing their direct touch from their actions whenever possible to disguise their intent and their motives.
Celerity, Majesty, Nightmare, Resilience
In addition to the weaknesses outline below, the Abyssantine are also subject to the normal Daeva Clan Weakness.
The act of becoming an Abyssantine, by way of embrace or by being brought into the bloodline, is harrowing. For a Daeva who converts, it involves a willing death and resurrection; for humans, it involves a perilously long time hovering in the realm between life and death. Abyssantine characters created from scratch enter play one Humanity lower with no benefit gained from the loss, and Daeva converted to the line lose one Humanity automatically. Degeneneration rolls for Derangements are made accordingly. In addition, due to the nature of the line, its compulsions, and its behavior, the Abyssantine can never raise their Humanity above 7. The trauma of death is not something to be tread lightly.
The bloodline does not deal well with the hunger. When an Abyssantine falls below half their blood pool, they begin to lose their human visage. For every one point missing below half their blood pool, the Abyssantine will assume the penalties of lowered Humanity in regard to interaction with mortals. For example, an Abyssantine with a Humanity of 5 missing one point below half their blood pool will begin to appear as if they were Humanity 4. Loss of another point of blood will move them to seem as though they were Humanity 3, and so on, up to and including Humanity 0. Interactions with mortals suffer accordingly in keeping with the penalty modifiers for lower Humanity vampires (though Obfuscate 2 will hide their hideous countenance). Once the Abyssantine has fed, this problem will resolve itself, though the more blood lost beyond the Humanity 0 penalty, the more corpse-like the Abyssantine will appear. It should be noted that attempting to indulge the Cruac ritual "Flower of Demeter" will result in the Abyssantine not resuming a vestige of mortality, but will in fact spend an evening resembling a dried, dessicated body.
The Abyssantine eyes are the final detraction. Light is painful to their vision, and Abyssantine find themselves at a -1 modifier to all vision-based actions when under normal indoor lighting and -2 under bright lighting (storyteller discretion as to what constitutes "bright light," though usually fluorescent lighting, large bonfires and the like qualify). Further, the eyes are difficult to hide; Obfuscate will not cover them, and any attempt to use full-eye contact lenses will result in one lethal damage for every fifteen minutes the Kindred has them in place. Sunglasses or similar work best, and while the Abyssantine gains no special powers to see through darkness, dark lenses do not particularly hinder them (though they do draw attention to themselves by constantly wearing sunglasses after dark). Should an Abyssantine gain the power to change his form (via Protean or a similar power) or possess another creature (as via Dominate, Animalism, or something similar), the eyes (and the light sensitivity) will remain. For example, an Abyssantine in wolf form will have still have the red-and-black eyes; an Abyssantine who Possesses a human will find that the eyes of their host will take on this Weakness for the duration of the Possession, reverting to normal when the vampire has released his hold. Curiously, this even extends to Twilight Projection; the Twilight form of the vampire will retain the strange eyes. Also note that when an Abyssantine is not in his body via any of the above means or any others, the body's eyes will revert to the way they appeared before the Abyssantine was embraced or converted. When they return to their body, the Weakness regains its hold.
The progenitor of the line is said to be a detached, curious creature. According to accounts, in life he was destitute and awaiting his own self-devised death by way of drugs, drinking, and indulgence. What he was looking to escape is unknown; some say the betrayal of a lover, some say the death of his family. Regardless, his life had been such he sought nothing more than to escape it. Before his embrace, he had been the victim of a heroin overdose, yet paramedics had managed to save his life. The experience left him even more despondent . . . there was no tunnel of light, no loved ones waiting . . . nothing but a lack of being, a realm without concept or boundary, a state of being the Abyssantine progenitor has called the Isn't for the fact that there is no way to explain that which does not have any properties to describe.
He conspired to die yet again, this time choosing the long, slow, painful process of causing his body to fail beyond salvation. Not a year later he had destroyed himself, riddled his form with cancers and imbibed so much that his organs hovered on the edge of shutdown. There would be no return, no medical resurrection would be possible.
However, his sire drew him back to serve as a bridge to the twentieth century, to explain the society and its technology. It was the gravest of miscalculations; instead of rejoicing in immortality, the fledgling instead pivoted between bouts of catatonic indifference and periods of sadistic yet passionless violence and cruelty. His Daeva blood left him swinging wildly between indulgence and self-destructive acts, making him unpredictable, unstable and dangerous. At some point he either slipped his sire's grasp, or was abandoned altogether.
Beyond this details become sketchy, but somehow he managed once again to meet his demise, this time the Final Death. What should have been his end was not; he returned once again, though the means of this feat are undocumented and indeed much sought after. The most popular speculation is some manner of blood ritual gone wrong, likely a renewed attempt at a suicide that would defy the inborn instincts of the Beast to resist death by sunlight or fire. However, this third death resulted in the most dramatic metamorphosis he had yet undergone.
His eyes changed, becoming black with red irises. While still able to pass for human, his motions would occasionally betray his nature, his body reacting less like a Kindred and more like a puppet being animated by hands unseen. His personality underwent a radical shift; instead of his own destruction, he became fascinated (and perhaps driven) to explore the paths.
Through time and study, the progenitor found himself driven to learn more of himself and his nature, and discovered a means to allow others to fall and rise again, to find the same revelation he himself had uncovered. It is from here he has gone forward, finding others of like mind or origin, in order to study not only his own transformation but that of others in order to ascertain more of his own nature.
If he can be located, it's said the founder welcomes questions and conversation with his line.
The Abyssantine do not have a formal structure of command or hierarchy. Even the progenitor has been known to defer to those who have greater insight into matters that concern the bloodline. While they will abide by the various factions within their respective Covenants, the lineage usually coordinates little with each other in a formal sense. Each of them has far too many personal "projects" in terms of both Kindred and mortals. They do communicate often, however; usually this is to discuss technique and the results of their observations. Any insight one gains is expected to be shared with the others; an Abyssantine who hordes secrets from his brethren will find himself in breach of the sole rule of etiquette the lineage abides. Usually violence is a last resort for their kind, but the transgressor will discover his fellows can be incredibly hostile when it comes to being denied knowledge.
The Bloodline is also very particular about "loud" members of their line. While they will reveal clues about their nature to outsiders (in particular to the "parent" lineage of the Bloodline progenitor), blantant and outright revelation of their actual motivations and intent are inherently frowned upon. Only a perspective member of the line gains more information than most, and it is not until they have gone through their second ressurection that the true nature of the Abyssantine is discussed at length. If anything could be said to be forbidden in their ranks, it's gaining unwanted attention from other Kindred. They are encouraged to be "upstanding" members of their society, and to be considered members in good regard of their respective Covenants; if anything unsavory need be done, it should be done quietly and without fanfare. Abyssantine are not glory hounds, nor do they normally seek "credit" for their actions (unless it's to serve their overall ends). Reckless and foolish members of the line are dealt with, anywhere from a dressing down by their fellows to destruction. This last is expected to be the responsibility of the offender's sire or Avus; if the sponsor does not take up the task of reigning in a troublemaker, then the one above him is expected to do so, while also contending with the negligent teacher who did not handle his or her charge.
Research into their condition is highly encouraged, as they themselves have little certainty of their true origin. While some will grandly claim they are no longer "merely" vampires, the more educated and less arrogant will concede that this is speculation at best. They test theories often as to what has prompted their change, but all will agree that the Abyssantine have touched something beyond that which the average vampire has encountered. As a result, many will look into case studies of those who have been brought back from death, and even the mechanics of such. Some even go so far as to attempt their own experiments into this, but those that do risk eroding their Humanity at an alarming rate, and the Masquerade as well. While they feel themselves to be in some senses alien to most Kindred, they recognize the strictures of vampire society protect them as much as the others, and thus hold to them as closely as possible. They do not fear death, but the Bloodline realizes that the next Final Death may be the last, and it would halt them in their drive for knowledge.
The Abyssantine's studies can cause great strains in relation to other Kindred, and indeed few if any of the line are capable of lasting relationships beyond alliances of mutual benefit. Genuine feelings and connections to others are shunned, though still possible. An Abyssantine found to be harboring a "soft spot" for another will be jeered by his fellows, though no action is taken against them. The rest of the line understands all to well that any lasting bond to another will come crashing down sooner or later of its own accord due to the very nature of the Abyssantine.
So long as the Abyssantine is subtle and works within the bounds of a city's governance, they more often than not find themselves begrudgingly accepted. The fact that they are such a recent phenomenon has helped shield them from the attention of other curious Kindred. How long this state of affairs will last is unknown, but it is certain that a loud Abyssantine who preaches his insights to any that will listen. The bloodline chooses its new members quietly, and only after a long study of a prospective recruit; only then will the Abyssantine reveal itself to its would-be pupil. It is to be noted their questions of vampiric nature are withheld until after a potential member of the lineage has been converted.
Abyssantine are ugly things. While not strictly evil, they do perpetuate some very vicious nastiness, all in the name of their obsessive drive for knowledge.
Abyssantine characters who convert to the line will find a different challenge; the process of becoming an Abyssantine causes a radical shift in their personality, usually resulting in something much colder and much more alien in mind than the previous manner. Choosing to become an Abyssantine is not something either character or player should take lightly; they are for all intent playing another character entirely, the previous personality having been put through the trauma of death a second time, and been touched by whatever lies beyond the end of life. Abyssantine do not "revert" . . . while it is possible for them to have crisis of conscience, their drive is too strong for them to permanently resist. It is part addiction, part obsession, and part instinct for them to do such. Abyssantine characters who resist or attempt things like discovering Golconda should face appropriate Willpower penalties from the presiding Storyteller; those who persist too far against the drive of the bloodline should have their approval reviewed at the Regional level or higher.
(At present, anyone wishing to join the Bloodline will not be privy to the entire background write-up until their application is approved. Your character will not be messed around in this, i.e. forced Diablerie, blood addiction, etc, but there are some things that are to remain secret for the time being, in part due to character-driven plotlines in progress. Ther's also a secret regarding what happens to an Abyssantine upon rebirth. It presents a player with interesting and hopefully fun potential RP in unravelling just what is behind this strange new Bloodline. However, there will be something of a personality shift in playing one, so please be advised in advance. All relevant mechanics are detailed here; if your ST has questions during the approval process, please have them contact nash077@bellsouth.net.
Majesty 3, Nightmare 3
The Push permits the Abyssantine to inspire or demoralize others in such a way as to grant them insight at critical moments, give them the skill to overcome an obstacle or in fact leave them momentatily unable to cope with such thing. Members of the bloodline with this power can affect another much in the way that Willpower can grant a brief benefit, and while success is not guaranteed even when their insight works, it can be very effective.
Cost: 1 WP
Dice Pool: Manipulation + Empathy + Majesty versus Resolve + Blood Potency
Action: Instant, Contested
By focusing their sense of the soul on another being, the Abyssantine can attempt to affect the outcome of a challenge someone else is undergoing. On the next draw following the use of this power, the Abyssantine can increase or decrease the outcome of a target's draw by the level of Majesty that the Abyssantine possesses. An Abyssantine with Majesty 1 can add or subtract 1 from the draw, whereas an Abyssantine with Majesty 5 can add or subtract 5 from the draw.
The challenge to use this power is always Contested, even on a willing subject; the Abyssantine is touching something within the unconscious of their target, and even someone who is aware of what is happening cannot directly yield this part of themselves. Additionally, only one Abyssantine can use this power on a single target (no "stacking" of the power by multiple characters is allowed). If an Abyssantine unknowingly chooses a target another of his line has already used this Devotion on, then the second Abyssantine's challenge automatically fails, and the Willpower expenditure lost. Once targeted by the Abyssantine, the character in question cannot be targeted by any other member of the Bloodline for the remainder of the night; only the first Abyssantine to target him may continue to use this power on him.
In order to use this power, the Abyssantine engages in a Contested challenge with the target (see above). The very next challenge the target throws after this power is used is subjected to the Abyssantine's ability to bolster or deplete another's morale, an increase or decrease decided by the Abyssantine at the time of the initial challenge. In order to affect another outcome, the Abyssantine must engage in another Contested challenge with his target. The limits of this power are that the Abyssantine must be in line of sight of his target (no telescopes or binoculars), and that if the target leaves the Abyssantine's sight (including by means of Obfuscate and similar powers), his hold over that target is broken, and the Willpower expended wasted. Whether it succeeds or not, the target is unaware this power has been used against him.
An Abyssantine cannot use this power on themselves, nor can they use this power on another member of the bloodline; this leaves them at a loss to use their own attunement to benefit (or harm) themselves or each other.
Typically the Abyssantine use this power as a sort of "push" to influence their subjects of study. For example, an Abyssantine can give their target an vastly insightful revelation into a problem, only to make certain ideas and tasks harder to process. They can cause a performer to have a stunning moment on stage or instead cause them to fail miserably, and then be there to help sort it all out again, perhaps by convincing said character to bend their morals every so slightly, just this once...
This power does not apply to Humanity or Degeneration pulls, or other similar mechanics of conscience and character. The Abyssantine will do all they can to affect the outcome of those choices, but cannot actually touch the moral makeup of their victims.
In physical situations, an Abyssantine's use of this power is limited. While an Abyssantine can influence a combat, he cannot push the subconscious beyond certain limits. In game terms, an Abyssantine using this on an attacking character can only add enough to their draw pool to constitute a single success. If the attacker's draw pool is already high enough to rate a success on its own, then the Push has no affect. Additionally, the Push is tallied last; if another power is invoked that adds to the successes of an attacker, the Push fails. In both cases, the Willpower spent on this power is lost.
Example: John, an Abyssantine, is watching Bob (one of his "subjects") get into a scuffle. Bob tries to throw a punch to hit his opponent. Bob has a Strength + Brawl of 7, and his attacker has a defense of 4. This means that Bob must draw a 7 or higher to hit. Bob draws a 5. The Abyssantine can then influence the draw by a maximum of 2, but no higher.
If Bob had drawn a 10 and drawn a 7 on his second draw, giving him a total of 20, then John can't do anything; Bob's at 2 successes, well above the limits of what John can influence.
In terms of limiting an attacker, if the defender's defense pool is already at 15 or higher through other means, then the Abyssantine cannot reduce the attacker's pull any further. As before, any willpower spent to influence this challenge is lost.
If a draw would result in the killing of a PC or NPC without the use of the The Push, the power fails; something on an unconscious level in the victim of a moment of crisis to their survival overrides the hold an Abyssantine can have on another; further, killing is an invocation against most Morality systems on one level or another, and as such the unconscious will hesitate at the outside influence of his Devotion. For the same reasons, this limitation applies to staking as well.
This power costs 18 Experience Points.
Abyssantine PCs are unable to cross venue into Changeling: The Lost.
Approval Requirement: High Approval
They say that knowledge is power, how misguided they are. Knowledge is Protection, it is what will protect me from the nightmare of madness, and guide me in my duty. Knowledge is sacred; it must never be lost.
This ancient line is rarely seen by modern Kindred, but there remain persistent rumors that perhaps they are not as rare as some may think. Traditionally members of the bloodline have served to protect knowledge, libraries and seats of learning. It is not only their Disciplines that serve to make them excellent guards and to perceive danger, but also their deeply obsessive nature. The objects of their protection, termed their "Charge", tend to be books, manuscripts, and libraries. To a member of this bloodline nothing is more important than this duty, which can take on almost sacred intensity. Because of their obsession with protecting knowledge other Kindred call them "Librarians."
All members of the bloodline know the tale of their progenitor. It is a tale of great shame, a mark of failure, and one, which as a result drives the Acteius to never again witness or allow the destruction of knowledge. It has become their driving goal, their obsession, and in many ways also their nemesis. All Acteius seek a repository of knowledge to protect, most as a result accepting service to another Kindred as an inevitable consequence, which in turn can create a unique bond. Their obsession to protect their Charge is so strong that it can drive the Acteius to insanity and destruction, something they often strive to prevent happening through the bond of service. Both master and servant tend to know this, the master aware of just how useful and vigilant the Acteius will be, and how fragile she is if her Charge is in danger.
Most often the Acteius will end up in service to a Covenant, as a member of it, guarding an important repository of knowledge. Sometimes they remain outside of the Covenants and instead serve powerful Princes. All who accept the service of the Acteius know one thing, that service will be absolute and unwavering to the point of final death. Contrary to what some may think the Acteius can be very creative in finding ways to protect their Charge. They are masters at seeking out potential threats and ensuring such threats are dealt with. They have an ethos; Knowledge is Protection. As a result the Acteius will strive to fully understand what it is she is protecting. The Acteius will strive to watch far more than simply her Charge, may monitor the movements of others, the Danse Macabre, the politics of mortal society. No Kindred should ever forget the ability of the Nosferatu to gather knowledge, the ethos and obsessed nature of the Acteius simply takes this a step further.
To an Acteius the duty to protect their Charge is as binding as a Bond of Blood. It has that power. Those who threaten, or plan to, rarely get to speak of the consequences. To do so is to invite swift death, and like members of their parent clan the Acteius are very good indeed at finding out whom or what might be a threat. There is a saying amongst those who know of the Bloodline, "Never threaten an Acteius or what it is looking after." Some Princes have even gone as far as considering any Kindred who does such a thing upon the Sacred grounds of Elysium as reason for their destruction, such is the risk of resulting violence if no action is taken immediately.
Fear of violence is fixed deep within the psyche of the Acteius, war, conflict, explosives and fire. These are great fears. Being faced with such fears tends to bring out the beast, and to progressively leave more and more mental scars. History has taught this to the Acteius many times. It is something that most will do all they can to prevent, not out of a sense of self preservation, but that it is a threat to all they stand for. Some say there is madness in the bloodline that the very thing they strive to protect is what has brought about their downfall. Maybe this is something for philosophers to debate, for the Acteius it is too close to reality, painful to properly contemplate but essential to understand if the madness is to be avoided. To the Acteius the risk of ever growing madness is called the Curse.
Nosferatu
Librarians
The Acteius have no particular leaning towards any Covenant. All Covenants keep records and knowledge so find members of this line very useful providing they can be kept reasonably sane. The precise nature of the role may vary from Covenant to Covenant. The Lancea Sanctum might expect one to guard and protect Holy texts; the Invictus may be more concerned with maintaining proper records. The Circle of the Crone may see them as guardians of sacred knowledge, and the Ordo Dracul as librarians perhaps and an object of study, how can a Kindred be both so powerful and so fragile? Even the Carthian Movement has counted the occasional Acteius within its ranks. To most the Acteius are simply too useful not to have around and too fragile to be left outside of the support and protection of Covenants.
Most Acteius tend to gravitate within the Covenants to important seats or places of knowledge, or into the direct service of high-ranking members. In return they are often granted a great deal of protection and few Covenants are likely to admit to others they have those of this line within their number. The Covenants tend to understand the inherent weakness of this line and to do all they can to ensure the potential for madness is not brought to the fore.
Due to the risk of madness and the ever presence closeness of the beast some have sought membership of the Ordo Dracul, but to date the best that has achieved is to delay the inevitable. Perhaps there is more, perhaps it is only part of the answer to the Curse. Unaligned Acteius tend to be highly coveted for their unique abilities and devotion to duty. It is not just Covenants who would welcome one of this line, some end up in the employ and protection of powerful Princes.
The Acteius are no different physically than any other Nosferatu. They have the same horrible disfigurements and the same disturbing demeanor. They may be drawn from all walks of life and all cultures.
In most instances their haven is likely to be assigned. These tend not to be havens of their own, but those of others who seek to protect knowledge. Often these would be within important Covenant seats of learning. Those very few who are unaligned, and not in service to another, are likely to have havens near or within important places of learning, universities, major libraries etc. Proximity to what they are protecting is by far and away the most important consideration. Within the haven their only real concern is security, they may be very obsessive about security, not in a personal sense but in a desire to protect what they are looking after. Most find themselves in a good deal of comfort as well but this is simply because others have deposited their books, knowledge, tomes or whatever in such places.
The Acteius rarely embrace. To do so would create a Childe and the responsibilities of teaching would interfere with other far more important duties. When they do embrace it is likely to be at the direct request of those they are working for, or because the madness is growing within them and creating a Childe is the only way to ensure the continued protection of their Charge. Traditionally any that are embraced are likely to have served as a ghoul for many years and most Acteius have such ghouls. To them ghouls are the perfect servants to help protect their Charge and some may even come to see losing a ghoul as a direct threat.
Most, if not all, Acteius end up in the service of another Kindred, anything else is simply too dangerous. They accept that serving another Kindred is far better than risking the Masquerade by seeking to protect a mortal library. It is simply a matter of expediency to do so. In reality most when embraced are already in service to another Kindred, it is rare and dangerous for one to be created and then released to seek a Charge. Acteius have a thirst for knowledge. They take one simple view, the more they know the better they will be at protecting their Charge. Similarly the more they know about what they are protecting the better. This can be almost self-delusional, she might even try to convince herself that if she memorizes the entire content it increases its safety.
In a way it does, but this does not alleviate any potential threat. However, just like binding themselves by blood to their master, liege, mentor or whatever term they want to use, it does potentially serve to protect them from the growing threat of madness and being consumed by the beast. For many this becomes an important drive, part of protecting their Charge, for they in time come to know that if they go mad, as they surely will without a lot of help, then they will have failed.
Chosen and groomed for mental acumen, a thirst for knowledge and a willingness to serve, characters are likely to have been a ghoul for many years before the Embrace. Most will come from some sort of academic or scholastic background and have an almost obsessive thirst for knowledge. Ghouls will likely be chosen for the right abilities, good memory, self-control and devotion. They are likely to have high Mental and Physical traits, to be perceptive, aware and vigilant. Ghouls will in all probability have been deeply conditioned before the Embrace. Characters tend to be somewhat reclusive and/or to watch from the sidelines. Many also enjoy teaching others but of course are unlikely to have high social traits. Most have at least one loyal ghoul; retainers and herd are also useful if they can be obtained. They tend to be reclusive, often when seen in public their line is not revealed, it is easy enough to claim to be of the parent Clan. Favored abilities include eidetic memory, and skills like meditation and psychology are highly valued for obvious reasons. Their fear of fire would make it unlikely that an Acteius would use firearms, or learn skills that facilitate the use of explosives, incendiary devices and the like.
Nightmare, Obfuscate, Vigor, Auspex
In addition to the normal Nosferatu clan weakness, the Acteius are difficult to be around. They have exactly the same weakness as their parent clan. The 10 again rule does not apply to any roll involving Presence or Manipulation in social situations. Any 1's that come up are subtracted from the number of successes. This vulnerability does not apply to dice rolls using the intimidation skill or to the composure attribute.
In addition all Acteius are obsessed with learning and protecting knowledge and have a heightened fear of fire. Should they believe their Charge is in danger they suffer a – 2 penalty to resist frenzy as the drive to protect comes raging forth. Acteius are always at an additional –1 penalty when confronted by fire or the serious threat of fire. Additionally, all Acteius are at –1 to all tests when away from their library, due to their distracted nature.
Like their parent Clan there is little in the way of organization. Most members of this bloodline are far more concerned with duty than matters of family. Given their small numbers and inclination to remain where they are and dedicated to a task it is not uncommon for a member of the bloodline never to have even met another. Some in these modern days are in communication by other means, electronic mostly, discussions being mostly about how to avoid the terrifying fall into insanity. There may have been an organized bloodline structure in the past, but not now, it has mostly been lost. All that remains is that any who are embraced (a rare occurrence to start with) are taught the heritage as spoken by Sarah.
Covenant Archivist, Teacher, Librarian, Security Expert, Advisor. Mentor, Theologian, Scholar, Scientist, Writer, Philosopher.
The proudest of the Acteius say that the progenitor of the bloodline was a seer in Egypt, one who had access to the Royal Court of Cleopatra. Of course there is no proof whatsoever and most modern Vampires dismiss this entirely. However the legend goes that the progenitor told Cleopatra that she and Antonius would defeat Rome in a great sea battle and that she would be Queen of the known world. It is said he was in charge of the Library of Alexandria, responsible in part for its upkeep and safety. On his advice Cleopatra went to war against Rome, and at the Battle of Actium the naval forces of Egypt were destroyed. Within a year Cleopatra was dead, so too Antonius. Within that year Augustus took his full and bloody revenge on Egypt and the Roman Empire was born.
It is said that the progenitor witnessed the Roman invasion of Egypt, and most importantly witnessed the destruction of the Library of Alexandria. That through the flames he came to see the torment of the destruction of knowledge, that he saw and felt the pain of fire. It is said that he told Cleopatra that she would win through his own pride and a desire to expand the library, and that instead he brought about its destruction. It is said that the visions drove him mad, that the very gods of Egypt gave him the sight to witness in full what he had brought about.
It is believed he fled into the desert and was not seen again for over 500 years and then he appeared in Jerusalem. The tale goes that he embraced a Childe in Jerusalem and taught his Childe all he knew, told her of his pride and shame. Told her of his guilt, the story of how he brought about not just the destruction of Egypt, but also the loss of the greatest library in the known world. He told her that she and others she must create should never allow knowledge to be destroyed or lost, that it is a sacred duty, one he failed and must pay the price for. He told her he was cursed by the gods of Egypt; cursed with the ability to see what he had done. It is said that he never gave his name, that out of shame he chose to remain nameless. Sarah spoke that when he had completed his task, taught her all he knew, that he gave her his blessing and she in turn promised that the line would forever do all in its power to protect knowledge. Sarah said that the next dawn, he walked into the sun.
This is what Sarah told her Childer, it is what they in turn told theirs. It is what is told to all of the bloodline. It is their truth. The very reason for what they do. It is their story of creation, whether it is true or not, they all believe it with a passion, it is the reason for existence. It is the story of the creation of the Acteius, a name for the bloodline chosen by Sarah as a reminder of the dangers of war.
Growth: Sarah went east into the desert. She was part of the growth of Arab culture and learning before the days of Mohammed. As empires in Europe fell apart, rose, and fell again, she remained in the east. Others of the bloodline traveled in Africa and Asia. The first maps of the known Arab world were created with her knowledge and vision, the sky mapped, the mathematics of navigation created, the growth of science nurtured and protected. As Europe sank into the dark ages, the knowledge within the Arab world grew. Slowly over time, under the banners of Mohammed parts of Europe were reclaimed, the learning and knowledge ever spreading, creating the need for more of the Bloodline in Kindred courts further and further a field.
In time Europe re-emerged from darkness, the Renaissance, a vast explosion of knowledge, of learning, of new ways to think. By then Sarah was gone, but the line was growing in response to need. The great Kindred courts of the known world saw the value of the line, and of course the dangers as well. They were cherished for their ability and devotion to service, protected for their vulnerability, awed for their power.
For the Acteius their way has always been a path littered with the fallen. War is forever the greatest fear. The numbers lost to war, or even to the fear of war, growing just as fast as the expansion of known civilization. So many fell as the Great Khan spread across the known world, this was the first major disaster for the bloodline. Before that during the Crusades, the sacking of Tyre, Jerusalem and Byzantium did some damage but it was small in comparison. Later, the expulsion of the Moors and Jews from Spain, the sack of Toledo did not help, but most accept that this did in time serve to bring about far greater glories. The times when Europe plunged itself into war took a far heavier toll than small civil wars, but even those drove some to their destruction. If the fear of fire, of the loss of a single book which can be triggered by one individual and can drive an Acteius to frenzy, insanity, and even death, what then the fear of armies? But in those nights there were more decades of peace than years of war, the losses in those years were often localized and not great. The line continued to grow slowly, to seek the patronage of powerful Kindred and Covenants. The Renaissance truly was the high point, a time when the bloodline reached its peak. A time of the great Kindred courts of Europe, a time of learning, culture, peace and prosperity, a time when the Acteius thrived.
Decline: What then with the rise of Napoleon? The rise of technology and science. Explosives, firearms, cannon. This is the ultimate horror for any Acteius. Europe plunged itself into war and chaos. Armies crossed the continent. Austria, France, Spain, Portugal, Prussia, Poland, Russia, the land erupted into flame. No longer was there simply a fear of swords, of an accidental fire started by a candle, now there were cannon, explosives, guns, and the means to destroy cities in a matter of hours. No longer were havens safe, nothing was safe, a war that might a few centuries earlier have killed a few humans, left all else unharmed, now threatened all the Acteius stood for. The bloodline faced its greatest fear, magnified many times. Only in places distant from war did they survive, such was the shock of the realization of what humanity can become capable of. Some thought it could never get worse, how wrong could they be.
Twice in less than 50 years the globe descended into war. The first war was not so bad, that of course is merely relative in comparison to what was to come. It was far worse than anything that had ever come before, it left a mere handful of the Acteius unharmed in Europe and similar losses elsewhere. The machines of war, dreadnoughts, zeppelins, stood as visible reminders of the power of humanity to bring about destruction. To the fragile psyche of the Acteius it was too much to bear.
Briefly there was a recovery before once again the world plunged into war and this time the weapons were even more terrifying. Not one of the bloodline survived in Europe. Even those with Charges that were not directly hit were driven mad with fear. Simply hearing the tales of Dresden, Coventry, London, Warsaw, Leningrad, Moscow was enough to drive most Acteius over the edge, they did not need to be there, the knowledge of events drove them mad, to frenzy, to death. The air raid sirens, the sound of a bomber far overhead, they too were enough. For the Acteius fear is the mind-killer, and in those years fear is all they had. Then came Hiroshima. The news of Hiroshima was thought for some time to have eradicated the line completely, the realization that humanity was now capable of destroying not just cities, but the whole world, that humanity had mastered the power of the sun. It was too much to contemplate. Most went utterly mad, those that did not die needed to be disposed of, the damage to their minds too great.
In a few places, protected by powerful masters, and bound by blood, some survived. The precise numbers are not known, less than a dozen, maybe even half that number. With no internal structure none can be sure, and those who have been secreted away are unlikely to be spoken of. Where they were they stayed, hidden and protected. Almost certainly none returned to Europe, Europe did not get better, if anything it got worse. The world might have started to rebuild and recover but the fear remained, and for the Acteius fear is the killer. No Acteius could remain in or near a city, in a country even, which was the target of nuclear missiles. The Cold War was not a good time.
Recovery?: Only in the last three decades has there been any sign of recovery. How much of a recovery, it is difficult to say. The human weapons exist, there remain global flash points, and the great fear will not fade. Even now their position as a bloodline is in all probability precarious. It is not known how many remain, and many Kindred will never have met one of this bloodline. Those few that do remain are protected from threat and assisted to resist the ever-growing danger of madness.
Well this is what some say. Others say the bloodline is a dangerous liability and a permanent threat to the Masquerade. Then there are the tales; maybe they are true, maybe not. It is said that in Harare, a Prince forced one of the bloodline into service, and when his mind broke made to embrace a ghoul before being cast into a pit of fire. The embraced ghoul was then blood-bound to that Prince, a cycle that has since been repeated. It is said that in Detroit one of the bloodline that had gone mad was sold in chains as a gift for diablerie. It is said that in Berlin and in Nanjing members of the bloodline were executed simply for what they were, and that in Cairo, for some unknown reason one was left chained in a courtyard for the sun.
There are rumors that in the past, one by the name of Arif wrote a great treatise on how to avoid the slide into insanity. He is gone now, was last heard of almost 400 years ago in Damascus. The treatise is lost. Simply facing the truth that knowledge has been lost is very painful for the Acteius, but some strive in what time they have to find it, each hoping to be successful before the curse of the bloodline catches up with them.
The fulcrum on which the Acteius stand is their role, devotion to duty and the one they serve. They are likely to be protected by their master for very good reason, and in return they serve their task with devotion. This is not devotion to the master, but to the Charge. Those in service to a Covenant or Prince are likely to be well respected, if nothing else this serves to keep them safe from attack. The reality is also that they are immensely knowledgeable, and that is always a useful resource for others. Within covenants they may become teachers, mentors, advisors in addition to their primary role. Generally the Acteius take on the society and culture of the master, ward or whatever term they want to use. As a bloodline there is no specific culture since there are so few of them and rarely meet another.
The only internal bond they are likely to have is with a Ghoul or a Childe. This is bound into the tale of the progenitor and the story of Sarah. A ghoul is more often than not a trusted and fully indoctrinated servant. Any Childe will have been embraced for a specific reason and having been a ghoul for a long time likely to already know what is expected.
Those who are embraced are always told the story of Sarah and the progenitor. This is told from her perspective, and although the progenitor is accepted, Sarah is always considered to be the Mother of the bloodline, and her will is that which is followed. The progenitor is not reviled; he is simply seen as a tragic figure, a lesson to all of the consequences of pride and ambition. They tend to also be told the tale about Arif, and be given a cautionary warning about rumored events in Harare, Berlin, Cairo, Detroit and Nanjing.
Most understand the dangers they face in sliding into insanity, it is seen by the bloodline as a curse, a curse placed on the bloodline, on the progenitor by the Gods of Egypt. Most are, in one-way or another, seeking to understand and undo the Curse, or at the very least to control the beast within. To be free of the curse of madness is seen as the only real way to safety so many spend a great deal of time on this, looking for the Treatise of Arif, trying to understand the nature of the curse, or simply in trying to control the beast within.
Acteius are strong advocates of the Vinculum. They see it as a powerful tool and essential to their role. Naturally Ghouls will be subject to the Bond of Blood, so too would any Childe. It is not uncommon for Acteius to accept the Bond of Blood themselves from those whose property is their Charge. To an Acteius that bond may be protective and serve to help resist the emergence of the Beast and resulting madness, as such it serves to help protect the Charge. A wise Acteius balances this carefully, there are always risks in the Vinculum, and the tales of abuses committed on members of the bloodline simply serve to remind all of the risks.
Acteius are unlikely to hunt; to do so would mean leaving their Charge. Instead they are more likely to have a Ghoul bring them food. Others Librarians may be provided for by their master, this is not uncommon. They have no particular feeding preferences, beyond a desire to feed safely and quietly. Those vessels brought into an Acteius haven rarely leave; if they did leave they might leave with knowledge that would endanger the Acteius.
This bloodline is based on the contributions of Ashley Perryman.
What did you say? Two plus two equals four? Yes, yes, I suppose it does in a limited fashion. But there's so much more to the story…
Every Kindred's Requiem has its nightmarish aspects. Feeding on the blood of the living. The constant need to hide from humanity. The distrust of other vampires, even those nearest to you. The fear of the darker things that exist in the world. To exist as Kindred is to recognize in your core the darkest parts of what you are.
Of all the clans, however, the Nosferatu have perhaps the toughest Requiem. The curse of being Kindred is tangible in them, whether through some physical disfigurement or through some aspect of their personality that just seems "wrong". That tangible curse turns them into the very embodiment of the monster in the night—able to cloak themselves in a normality, able to turn their very nightmarish presence against others, but never able to extinguish their curse completely. They are forced to hide from humans and ignore the distaste other Kindred hold for them, never truly part of either but longing to join both completely or destroy them utterly.
It only makes sense, then, that so many Nosferatu join the Ordo Dracul—it gives them the promise that their curse might some day be transformed into something better. It shows them that perhaps even their very personal curse can someday become a benefit instead of a hindrance, or at the very least be hidden enough to allow them a full return to society. The best of predators or the return to normalcy; the Ordo Dracul promises both, and for Nosferatu such a promise is sweet indeed
Within the Ordo Dracul itself, experimentation is of paramount importance, for only by understanding Kindred in their entirety can the final solution be found. Recently, one Nosferatu member of the Dragons began just such an experiment—the Ambrosean Bloodline. While the true details of the bloodline and the purpose it holds as an 'experiment' remain a closely-guarded secret by the members of the bloodline (it is not even known, for instance, how many members there are), rumors have begun to form.
The rumors follow similar lines. A Nosferatu member of the Ordo Dracul known as Thaddeus Ambrose founded this bloodline recently after a strange set of events sent him on a journey of discovery. Ambrose supposedly ran into several instances where he received strange and bizarre information that he could not understand, regardless of how he tried. Stories have surfaced of strange visions, unexpected results in his Dragon experiments and even a shocking trip to Africa, where he witnessed pillars of information that simply did not translate. In desperation, the Ambrosean Founder looked for inspiration within the testament of the Ordo Dracul's leader, Dracula. Immediately afterwards, he disappeared from sight for over a month. He returned with a package that he immediately took into his study. Soon after, the Ambrosean Bloodline was formed.
What was inside the package is unknown. However, some Kindred claim to have spoken to Ambrose and heard a version of the tale. Ambrose supposedly discovered a key to "unlocking the knowledge of the universe". Through this key, Ambrose finally found a path to understanding the information that had eluded him. He was able to twist his blood into a form that expanded his ability to understand the "knowledge" he believed should be available to him. With this transformation, Ambrose learned how to "translate the messages that have always existed within the world"—to examine existence from a new perspective.
But what messages do the Ambroseans read and where do they come from? Opinions differ wildly within the bloodline already, with members spending a great deal of time in debate and argument over the matter. The founder has one belief—that the messages are like DNA, instructions for 'life' coded into the universe at creation in much the way a child has its eye color, hair color and features 'coded' into a cell from the first moment it divides. Other, less scientifically oriented Ambroseans postulate that the messages are religious in origin, created by God to keep the universe growing along certain patterns. These theories converge in the theosophical belief of Natural Philosophy, which might explain why the bloodline has named it signature Discipline after the mythological Greek God, Hermes. The bloodline is simply too new for the answers to be certain, but that does not stop the debate, nor its members from attempting to seek the truth once and for all.
More certain is the fact that the bloodline does, indeed, seem to be able to 'read' the world around them in a different way. When Ambroseans look at the world, they are able to translate what they see into mathematical values—to 'sum up' an individual item, person, place or thing into a number or symbol. An oak tree by a lake might equal '12', while the lake itself might be '27pi' or 'Gamma42' and the grass underneath the tree is 'pythagoras231'. These values—which seem nonsensical to those not of the bloodline—make absolute sense to the Ambrosean. Whether these values have any objective truth to them remains hotly debated within the bloodline; some members of the bloodline argue that the belief in the truth of the values is as important as whether or not they truly are what the Ambroseans see. Nevertheless, it is clear that the Ambroseans can use their strange perception to recognize changes in and even affect their environment.
Unfortunately, this ability seems impossible to explain or to teach to anyone who has not joined the bloodline. The values that the Ambroseans assign to things and people simply sound random (at best) or deranged (at worst), and the few controlled attempts made early on showed that other Kindred were not forgiving of being called a 'gorgonzola' or '69red'. Not that the Ambroseans wouldn't like to have their bloodline given its appropriate due; like most Ordo Dracul, Ambroseans are always looking for praise and accolades for any new step in the Great Work. In this case, however, the Ambroseans have specifically kept the bloodline's existence a secret, partly because they are not ready to publish but mostly due to something they call the "Third Experiment".
While the Ambroseans have not yet spread very far, the bloodline certainly has potential to do so. The only current limitation on the bloodline appears to be that its members are being drawn expressly and only from solid members of the Ordo Dracul. The Founder has supposedly stated that this is because understanding the data unlocked by this bloodline requires the dedicated mind and scientific framework only found amongst the Dragons. Amongst those few Ordo Dracul who have heard of the bloodline, however, other rumors say its creation was an unintended consequence of attempting to create a new series of Coils and that learning the powers of the bloodline is an experience very similar to learning a new Coil. Others whisper such rumors are nonsense, and the bloodline is Ordo Dracul only because the founder, Ambrose, is a high-ranked member of the secret Sworn societies. Whatever the truth, the bloodline remains Ordo Dracul only, and is small enough presently that the other Covenants don't appear to have heard of it. That, of course, is only a matter of time.
Nosferatu
Scribblers
As the bloodline is a new one, the few members that exist are only found within the Ordo Dracul. There are two major reasons for this, the first of which is that the Founder of the bloodline, Thaddeus Ambrose, still exists.
Ambrose, a Twilight Judge of the Dying Light, began this bloodline as a result of trying to find a way to understand information he had received. As such, he considers this bloodline all one great experiment within his personal Great Work, one that he calls the "Third Experiment". He has made it clear to those who join his bloodline that the Third Experiment is one that will remain within the Ordo Dracul, at least until he is certain it is a success.
There is a second reason, however, one that is far more practical. The rumors of the similarity between learning a Coil and learning levels of the Discipline Hermeneutica are true. Each time a member of the bloodline learns a new level of Hermeneutica, she experiences incredibly painful headaches, tremors of the body, and other physical sensations as her mind stretches to understand the new information that is suddenly accessible. Even for members of the Ordo Dracul, the experience is traumatic, similar to the chrysalis experience when learning a new Coil. When Ambrose first transformed his blood into the new bloodline, the pain was so intense it nearly knocked him into torpor.
Nosferatu who do not have the understanding and experience of learning Coils would find the experience dangerously traumatic, so much so that the current members of the bloodline are convinced it would either destroy the Nosferatu's mind entirely or simply kill them outright. To avoid this danger, bloodline members who wish to avus a new member to the bloodline make certain the fellow Dragon has learned at least one Coil before even telling them about the bloodline. The same would hopefully hold true for any Ambrosean who Embraced another Nosferatu. No human has yet to be Embraced by an Ambrosean, but given their experimental natures, it is only a matter of opportunity.
The Ambroseans, even as a new bloodline, have already started to exhibit some commonalities. The original members all had a metaphysical disfigurement instead of a physical one due to their being descended from one Kindred. Newer members of the bloodline also seem to take on a metaphysical disfigurement as well, even if that means a change to a physical disfigurement that existed previously to joining the bloodline. It appears, so far at least, that the particular curse of Ambrose's lineage has transferred along the blood as well.
Another commonality is a social quirk; Ambroseans carry something with them at all times that allows them to make notes and equations. It can be a notepad, a laptop, or even a permanent marker for the walls of Elysium; whatever the choice, Ambroseans make notations all the time. Whenever they enter a new location, or meet a new individual or creature, they scribble away feverously, writing down equations and notations to describe the experience. These equations often include the values that the Ambrosean has perceived, making the equations Ambroseans scribble ones that defy any understanding by those who are not Ambrosean. Much more than doodling, Ambroseans seem nearly driven to translate what they see onto some medium, leaving themselves with ink-stained hands or laptop keyboards that wear out after only a few months.
Moreover, Ambroseans seem fascinated by occult symbols of all types and often decorate themselves with such symbols. Some incorporate them into the design of the clothing they wear, while others simply seem to draw, paint, or stick them onto their clothes without reason. No matter the choice, the occult symbols don't make any more sense in their placement than the values do. Alchemic symbols will be surrounded by Egyptian hieroglyphs, while modern Periodic Elemental Table symbols appear to be equated with astronomical symbols.
Other than these quirks and the metaphysical strangeness, Ambroseans are less interested in how bloodline members look than in how they think.
Ambroseans favor havens near (and in some cases, inside) locations with access to large amounts of information. Whether at a university, a school, a computer company, a high school, or even a museum, Ambroseans seem to crave access to large amounts of data.
These havens become literally stuffed with sources of knowledge, including books, newspapers, computers and the like. Many havens have laboratories, with the Ambroseans spending far more money and effort on the labs than they do on the rest of the Haven. Nearly every room has a dry-erase wall or a blackboard, and these are always covered in equations. In many havens, in fact, the equations have overtaken the walls themselves, not merely the blackboards.
The members of the Ambrosean bloodline are currently chosen specifically from Nosferatu of the Ordo Dracul. That is not the sole factor, however.
Thaddeus Ambrose was Embraced by a Nosferatu known as Zivon because he was, in Zivon's eyes, the perfect scientist. The bloodline continues that tradition, looking for individuals who exhibit exceptional qualities of some kind. In the case of current Nosferatu Kindred, Ambroseans seek those who show some form of quality that the bloodline believes will help the Third Experiment. Ambroseans have, so far, been very careful to keep the bloodline's existence as quiet as possible in order to help make certain they can watch for potential new members without having to worry about those Kindred currying favor.
Ambroseans also look for humans with special qualities, recognizing it will be far easier to continue the Third Experiment properly by Embracing new Nosferatu quickly inducting them into the Ordo so they can learn Coils. CEOs of corporations have been examined for their 'ideal' leadership ability, while pimps have been watched for their 'ideal' criminal minds. The aspect of the ideal quality can be anything. The importance is how good the subject is as what she does.
Given the highly mathematical and scientific nature of an Ambrosean, high Mental Attributes are common. Also common, interestingly, are high Social Attributes, even as the Nosferatu clan has a harder time using such effectively. Ambroseans members, in general, are some of the few Nosferatu that have turned away from their brutal nature, so Physical Attributes are almost always the least developed.
The constant examination of the values Ambroseans perceive and the dedication to understanding the bloodline's powers practically require strong levels of Academics and Science, but just as necessary is knowledge of the Occult Skill. Social Skills are also extremely common, including Persuasion, Socialize and Expression. These skills help in two ways. First, Ambroseans often debate amongst themselves and appreciate those who can do so with style and a strong vocabulary. Second, the Ambroseans have a surprising ability to interact with other clans and Covenants, more so than many Nosferatu, thanks in large part to Ambrose's belief that Nosferatu are not 'lesser' Kindred.
Havens often have several dots in Location due to being near universities and the large number of available humans that exist there. Havens also often have several dots in Size, as Ambroseans need the space for their research labs and larger common areas for debates and arguments. Many Ambroseans gather up both Retainers to help them with their research and Herd to make certain they have a ready food supply should they be too busy examining something to be disturbed with the 'hassle' of feeding.
Auspex, Hermeneutica, Nightmare, Obfuscate
As members of the Nosferatu clan, Ambroseans retain their weakness. With regard to test pools based on Presence or Manipulation Attributes in social situations, the 10-again rule does not apply. This weakness does not apply to test pools that involve the Intimidation Skill, to the Composure Attribute, or to uses of Nightmare.
Moreover, Ambrosean Bloodline members all have a metaphysical aspect of their Curse. Those Embraced by an Ambrosean gain this as soon as they become Kindred. The metaphysical 'creepiness' can be the smell of formaldehyde, the lingering scent of gunpowder or anything else the player and their Storyteller decide appropriate; whatever it is, it is not an actual physical disfigurement.
If a Nosferatu with a physical disfigurement becomes an Ambrosean, it changes into a metaphysical one as the blood realigns itself. No matter what change is made, however, the transformation into an Ambrosean cannot 'disguise' a Kindred in any fashion. Even if you were covered with scars before, those who knew you will recognize you without any problem. They will simply notice that your scars are gone and you now make them uncomfortable in a different way. Any negative penalties the Nosferatu had before joining the bloodline that were based on the physical disfigurement remain, even as the body now looks normal. A Nosferatu who once had bags of flesh that covered her eyes, making her blind, now has eyes that look completely normal; the blindness caused by her Embrace remains present.
The changes wrought by joining the Ambrosean Bloodline do not end there, however. Ambroseans contend with enormous amounts of information at all times as the change to the blood opens their eyes to a new way of looking at the world. Every time an Ambrosean looks around, the items they see are immediately summed up into values. For many living creatures and transitory items, those values may change every minute—or hundreds of times a second. Ambroseans always contend with too much information, much of it useless to the immediate matter at hand and a great deal of it distracting.
Ambroseans, therefore, suffer penalties to their ability to perceive the world around them. Even in the brightest room or the calmest moment, an Ambrosean suffers a penalty to all perception-type rolls of (11 minus their current Humanity). This means that even an Ambrosean with Humanity 10 would have a -1 (11-10) to her perception rolls. As an Ambrosean's Humanity falls, the penalty grows ever harsher. This makes sense; the Ambrosean's Beast is winning against her rational, intellectual mind. As the rational mind fails, the Ambrosean's ability to translate the information streaming around her becomes more impossible and distracting. Ambroseans realize very quickly that it is in their best interest to maintain as much humanity as they can manage or the Third Experiment could end far too soon.
Note that this weakness covers all challenges involving perception, including surprise and clash-of-wills challenges when the Ambrosean is attempting to perceive something hidden. Any bonus of Auspex (or any other Discipline or power that adds a bonus to perception) should be added to the test pool before the penalty is subtracted.
Finally, the Ambrosean's unique Discipline, Hermeneutica, is a complicated power to learn. It requires three steps before an Ambrosean can learn the Discipline. First, a Scribbler must know at least one Coil of the Dragon. The Scribbler can learn the Coil before or after becoming a member of the bloodline, but she cannot learn the Discipline until she achieves this Coil.
Second, the Scribbler must learn Heightened Senses. This power is necessary to comprehend the convoluted, tiny numbers and symbols that cover the pages of Hermes' book, Rationales of Hermeneutics.
Finally, the Scribbler must learn how to understand the values that she constantly sums up. Until the Scribbler does this, the values surrounding her are very disconcerting and confusing. This step mechanically equates into learning the Devotion: Ars Mathematica (see the Devotion description for more details (Database Approval #USA-SW-LR-0707-75710).
The original members of the bloodline were part of the Los Angeles Academy of the Ordo Dracul and descended from an Ordo Nosferatu known as Zivon. This made them a Nosferatu Brood and the bloodline has grown along those lines, with members staying in contact with each other as they examine the changes the bloodline has created.
The Founder of the bloodline, Thaddeus Ambrose, has a larger goal in mind, however. He believes the bloodline to be a step in the larger goals of the Ordo Dracul. He calls the bloodline the "Third Experiment", and he plans to extend the bloodline's members across the world while keeping them in as much contact as possible. He has working theories regarding the bloodline's potential and rigorously questions its members about what they experience as their strength in the bloodline and its powers grow. He expects the members to do the same with other members and works tirelessly to maintain a database on what the bloodline has learned. Only through the Third Experiment, Ambrose reasons, can the bloodline's true potential in helping the Ordo Dracul succeed.
Master thief, best-selling theologian, dedicated teacher, famous stunt-car driver, exquisite chef, brilliant physics researcher, talented surgeon, feared gang leader
While the truth of the bloodline's development remains a question, the Ambroseans have an official version supposedly written by Ambrose himself. The document, entitled "Third Experiment: Beginning Premise", is reprinted below. Bloodline members are given this document once they join. It is considered a breach of the Third Experiment to release this information to anyone not of the bloodline.
Beginning Premise
The Ambrosean Bloodline is three things at once: the culmination of one experiment, a benchmark in the second, and the true beginning of a third. This Third Experiment is of the utmost importance to the Great Work. In order to understand how one bloodline can be so many things, it is necessary to start with a Nosferatu who is neither of the bloodline nor, to anyone's knowledge, even still alive. And yet, this Nosferatu began the events that would lead to the creation of a Bloodline in 2007.
That Nosferatu's name was Zivon.
Zivon, as an individual, does not appear to have been of much importance. Little record exists of where he lived, how long ago he was Embraced or even who made him Kindred. What is known is that he came to London as a member of the Ordo Dracul in the late 1600's. Just over a year after his name first appeared in the London Academy's rosters, he announced that he had brought to London a new Slave of the Ordo by the name of Thaddeus Ambrose. Zivon then disappears from any record until he resurfaces in Los Angeles, California, helping the Ordo Dracul in their behind-the-scenes founding of the University of Southern California in 1880. He remained in Los Angeles until 1943 when he was 'swallowed by shadows', according to reports from Kindred who witnessed the event. He has never been seen again and is believed dead.
So what influence could he have had on the Ambrosean Bloodline? The answer is found in the methodology of how he chose Childer. Zivon believed in Embracing individuals who were the 'perfect' example of some ideal. Throughout his existence, he chose several such individuals, including the perfect revolutionary, the perfect aristocrat…and the perfect scientist. The last one, of course, was Thaddeus Ambrose. Zivon believed that each Childer was an experiment in finding which type was best suited to being Kindred. Ambrose's Embrace, therefore, was the first experiment that led to the Ambrosean Bloodline. Zivon wished to see what impact someone with such a rational mind could have on the Kindred experience. Ambrose did not disappoint him.
While the date of Ambrose's Embrace remains unclear (was he a recent Kindred when he joined the Ordo in London, or had he simply been brought to the city, as Zivon maintained?), some details of Ambrose's history before London exist. Ambrose had once been a Ghoul to Zivon, whom he believed to be a simple patron in his studies of human physiology. Such studies were expressly forbidden by the major European religions, as they were believed to be blasphemy. Ambrose, a scientist long before there was such a word, had trouble finding a patron for his experiments until Zivon came along.
One evening, date unknown, Zivon gave Ambrose the choice of Embrace or death. Ambrose made his choice, only afterwards finding out why Zivon made the offer. Zivon wished to understand the true measure of the soul. Was it ineffable, a divine spark of immeasurable understanding...or was it a true piece of the human body, some combination of organs or humors or aspect of physical existence? Was it something humans have naturally or was it gifted to them by a Creator? Moreover, does a Kindred retain it or are they soulless monsters who believe they have a soul when they only remember one?
Ambrose was the most detailed, proficient experimenter Zivon had ever seen and Zivon wanted him to be the Kindred to answer that question. Ambrose agreed, and the second experiment related to the Ambrosean Bloodline began.
Zivon's second experiment began in earnest after both he and Ambrose joined the Ordo Dracul. From the late 1600's through the early 20th century, Ambrose traveled across the world, searching for an answer to the true nature of the soul. By using his skill at Obfuscate to act as courier between Domains, Ambrose was able to travel with little impediment through most cities. He spoke to occultists and rationalists, examined autopsy reports and religious doctrine, always attempting to ascertain the truth of the soul. Ambrose was more than willing to undertake this mission, thanks to his enduring belief that everything in existence could, and someday would, be explained through rational discourse and scientific explanation.
At the top of the 20th century, Ambrose traveled to Los Angeles at the request of Zivon, who wished an update. Ambrose gave him all the knowledge he had gained, which had led him to theorize that the soul, while appearing metaphysical in nature, was actually a series of equations of interaction between the physical body and the surrounding 'outside' world. Zivon was pleased with Ambrose and pronounced him a worthy answer to the first experiment. But, Zivon pointed out, Ambrose's theory was not yet fact. He wished Ambrose to continue until the theory had enough evidence to be considered proof. Ambrose planned new experiments in Los Angeles, where the Ordo had a strong Academy and there were others descended from Zivon who could help.
Then Zivon was lost to shadows. Ambrose researched the events of that night for nearly 20 years. Although he gathered a great deal of data, it refused to form itself into any answer, almost as though it required a different form of perception to understand the values of the information. Ambrose was forced to put the data away until he could find a way to translate the data into a working theory.
Ambrose rose within the Dying Light until he became the first Twilight Judge in the Western United States. He continued experiments to understand the nature of the soul, determined to finish what he had started as a testament to his Sire. As the first years of the 21st century began, Ambrose was working on a theory that the soul could be proved irrelevant to humans by safely Embracing a chimpanzee when a new series of events began to affect him.
First, he became overcome with visions, unrelenting images that overcame him at large Kindred gatherings across the United States. These images were both highly specific and heavily symbolic and Ambrose was unable to translate them into any coherent understanding. He was clear that they were far worse when he was surrounded by a great deal of supernatural power and that the images were an attempt to give him some form of information but was unable to posit any effective theory. When described how visions such as Auspex worked, Ambrose was certain these visions were different. They were attempting to tell Ambrose something. He was simply unable to equate what they were saying in any language he yet understood.
Ambrose then traveled to Africa to meet a Kindred claiming to be Alexander the Great. On that journey, he found himself standing in front of a massive set of pillars, with letters written on them that Ambrose could recognize as being a language but that he could not interpret—that no Kindred with him could interpret. Yet again, there was information in front of him but no guide for its translation.
One of his chimpanzee experiments began to communicate, using sign language that Ambrose had not taught him. Although Ambrose was able to translate the physical meaning of the signs the chimpanzee made, the chimp's true meaning remained impossible to understand. Yet again, Ambrose could sense meaning in what was being given to him but could not find any way of correlating the data into its true meaning.
Ambrose then had one final vision where he found himself standing in a small wooden house, picking up a leather-bound book. He awoke to find that he did, indeed, have a book in his hands. It was one of the books from his library—a book on Greek mythology. While having the vision, Ambrose had opened the book to the picture and description of Hermes.
Hermes is the Greek God often depicted as translator of messages from the Gods to mankind. He is also a psychopomp, a guide for souls to the Underworld. Ambrose had traveled to a place called the Underworld earlier in the year, at the urging of the visions he kept receiving. Hermes seemed to be the clue Ambrose needed, and he immediately began to search the mythology for the meaning of his visions.
It did not take long for Ambrose to exhaust any mythological possibility and he turned to searching for actual individuals named Hermes throughout existence, humans or other creatures who had taken that name for themselves. He also failed to find anything of value with those individuals.
In need of comfort, Ambrose turned to the book that he believed to have the greatest impact on the Kindred existence, the Rites of the Dragon. Dracula had listed failures as well as successes in his testament, often more failure than success in fact, and Ambrose wanted the solace of knowing that even the Founder of the Covenant had failed at some of what he had tried to accomplish.
And it was there, in the Rites of the Dragon, that Ambrose found the Hermes he was searching for, written directly in the pages of Dracula's journal.
In the tale of Anoushka's introduction to Dracula, two other hunters were also involved. First was the young brute Ivor. The second was an occult specialist from Paris, France, known as Hermes. Hermes survived meeting Dracula and returned to Paris, where he disappears from any further mention in the book.
Ambrose was certain that it was this Hermes that he sought, that Dracula Himself had left a clue for the right individuals within the Rites of the Dragon, a clue that would lead to a new tool of transcendance. Ambrose immediately began seeking out what had happened to the occultist, even going incognito to Europe several times.
Late one evening, Ambrose was tracking a small lead he had found in a rotting church book of births and deaths in a tiny village in France. As he walked, he beheld an old and decrepit ruin of a house through the fog-covered night. To Ambrose's utter shock, the misty fog swirled around the house and suddenly seemed to form an illusion. For one brief moment, the fog parted and—to Ambrose's mind—looked to be an exact echo of the doorway to the Underworld that Ambrose had stepped through in Milwaukee several months earlier. Then the fog swirled away once more. More certain than ever that he was on the right path, Ambrose entered the house, in his eyes once more walking through the "gate" to the Underworld, hoping that what Hermes had left behind would lead him through its threshold and to the other side.
Ambrose was correct. Inside the house, he found a leather-bound book that belonged to Hermes entitled Rationales of Hermeneutics. It was a book of equations such as he had never seen before that claimed to teach a new mathematics that would allow someone to translate the 'knowledge of the universe' into a form that could be understood. Ambrose returned to Los Angeles with the book and sequestered himself in his laboratory as he attempted to understand the equations found within its pages.
He succeeded, and the Ambrosean Bloodline was born. Named not for its Founder, but for the original translation of his last name—"Messengers of the Gods". Since that moment, Ambrose has been slowly adding new members to the bloodline, those who have the potential to understand its true significance. Through the Rationales of Hermeneutics and the knowledge it unlocks in a Kindred's perception, vast and heretofore unrealized potential will be found. Zivon's second experiment will continue, as the Ambroseans now have the ability to discover the truth of the soul, once and for all. And a new, Third Experiment begins, as the Ambroseans learn what the transformation of their blood can accomplish and understand how its power will help in their transcendence. How long the Third Experiment will require is not yet known, but its success is assured.
Becoming a Scribbler causes several changes in a Kindred's existence. By looking at anything for more than a minute or two, the Scribbler can see the "value" of that thing. The value is comprised of all the pieces of an item, 'summed up' by the Scribbler into a single 'elegant solution' of a specific number, symbol, word or combination. A sports car might have a value of "5.034" that is the culmination of the parts that made it, the speed it is traveling and how much air it is displacing. The asphalt beneath the car might have a value of "0betapi" that is the value of all the ingredients that went into the road as well as the oil sitting on top of it. If a Scribbler looks closer, he can figure out the value of the specific plastics in the sports car or just the oil on the road. Many Scribblers are nearly driven to do exactly that, which can be disorienting to others around them—and dangerous in the middle of a gunfight or tense political debate.
Such a view of the world can be disorienting for a Scribbler and the constant 'summing up' of the world never truly goes away. The first few days after becoming a Scribbler are almost overwhelming, in fact, as the he is constantly bombarded by values suddenly appearing in his head as he looks around. Soon, however, the Scribbler finds that he can drive, use a cellular phone or do anything else as he did before. They simply have a new perception of the world that constantly attempts to intrude. Scribblers are far more likely than most Kindred to be surprised or distracted at just the wrong moment. After all, when the value of that eighteen-wheeler that just ran the red light is more important than the fact that it is bearing down on you…that can be one unlucky Scribbler.
The change was traumatic for the Founder, Ambrose, as well. This is fortunate as the Scribblers now make certain a new member of the bloodline is placed in a quiet room for the first few days after he becomes a member. He is introduced to common items slowly so that he has a chance to allow his perceptions to shift in a controlled fashion. Once the new Scribbler can again focus, he is allowed to return to his normal life.
The change to the bloodline can also be noticeable to outsiders. While many Kindred take notes of whom they meet and what they see, Scribblers are practically obsessed with doing so. They often seek out information, entering into private conversations or following a new individual they have seen for the first time far away from the safety of Elysium. The Scribblers know this can be problematic and some of them, especially in politically dangerous situations, force themselves to act in a more normal fashion. But their fascination with anything new and different is very strong, and few Scribblers can resist making some notation or asking questions for long.
This tendency to investigate anything new can put a Scribbler into serious danger. The values an Ambrosean sees do not take into account aspects of the item or individual that the Ambrosean is unaware of when looking. A werewolf who happens upon the Ambrosean while he is feeding, for instance, will not include its supernatural nature in its value unless the Ambrosean has a power active that can recognize such a nature (such as Aura Perception), and even then only if the Ambrosean actually uses that power on the werewolf. Until he does so, the Ambrosean will only see the value of the 'pieces' that he is currently aware of—and that can create a very large surprise for a Scribbler who doesn't expect the gentleman looking at him to suddenly grow large, furry and very dangerous. Surprisingly, even with Auspex as an in-clan Discipline for the Ambroseans, many members choose to look at new individuals without any power active first before turning it on to watch the change in value. It is their hope that by seeing the variance between no power and power in a large enough sample, they will be able to understand the true difference between humans and those who are not. The data so far does not seem to show any pattern at all, but that doesn't stop some Scribblers from continuing to try.
While the bloodline is still very new, Scribblers are determined to understand this experiment in as full a fashion as they can. They have, after all, joined the bloodline with the knowledge that its Founder believes it to be an experiment relating to Dragon transcendence. If you believe the Founder, the bloodline is following a clue from Dracula Himself, so joining the bloodline means acknowledging its serious intention.
Most Scribblers don't have a problem with the Third Experiment, however, as they are members of the Ordo Dracul and understand its philosophies. Whenever two or more Scribblers get together, they will invariably find some time as soon as possible to compare notes on what they have learned. These conversations, while making absolute sense to the Scribblers, often sound like complete nonsense to other Kindred. On more than one occasion, Scribblers have been assumed to be going mad or, worse still, to be planning harm against local Kindred, merely because of their bizarre conversation.
Members sharing info is not the only way information is spread amongst the bloodline. The Academy of Los Angeles has a large computer that has a complete listing of the information the bloodline has accumulated, thanks to reports that Scribblers send to their Founder. Reports are sent every few months, sooner if something important happens. The choice of when to send information is up to the Scribbler, but Ambrose wants it to be fairly common. If three months went by without a report, even one saying nothing has been learned, other Scribblers would probably be sent to see what happened.
The bloodline has no current theories on whether Scribblers should hold Court positions, or whether they should be members of specific Sworn paths. The opposite appears to be true, in fact, as Scribblers want to see how the bloodline reacts to different situations. Scribblers are welcome to take their Requiem in whatever direction they wish to go. With the one exception that Scribblers are expected to follow any order from Ambrose that is directly related to their bloodline, of course. Only two such orders have so far been given. First, do not tell anyone about the bloodline without express permission from Ambrose. Second, do not give anyone the Beginning Premise document without express permission from Ambrose.
Auspex 1, any 1 or more Coils, member of the Ambrosean Bloodline
Ambrose first developed this Language from the knowledge in the Rationales of Hermeneutics. Through this language, an Ambrosean can comprehend the signature Discipline of the bloodline. As such, it is the prerequisite to learn Hermeneutica.
Once learned, an Ambrosean may fluently speak or write in this language which is composed entirely of summed up values and symbols. The only way to learn this language is by being taught it using the Rationales of Hermeneutics. The process takes up to three days as the Scribbler is run through mental exercises and exposed to passages of the book to understand the appropriate values and symbols. Members who wish to learn this Language must contact the Eldest of the Bloodline for teaching, as there is only one copy of the book currently known to exist.
The Ambrosean Bloodline loses the Vigor Discipline and gains Auspex due to the very specific experiences of its Founder, Thaddeus Ambrose. Ambrose is a Nosferatu who turned his back on the image of the 'physically intimidating' Nosferatu, choosing to follow the same mentally-focused, scientific nature he had when he was human. At the time he changed his blood, he had specifically chosen never to learn Vigor as he does not believe Kindred solve any problem through physical violence. The exertion of his will upon his blood echoed that determination, forever making it harder for members of his bloodline to learn the strength of Vigor.
At the same time, Ambrose had been bombarded for over a year by visions and information and desperately wanted to change his curse into a form that was capable of understanding such bombardment. While Ambrose could not understand the visions that assaulted him, those visions came through the same areas of the brain and psyche that Auspex uses for its powers. He became, essentially, a one-way channel for visions and strange information. When he changed his blood, however, those channels opened for good and became fully functional. He and his bloodline became forever opened to both external visions from the world around them and internal blood powers that can seek out such visions. Auspex became easier for them to understand.
The knowledge Ambrose unlocked through the Rationales of Hermeneutics pushed beyond even the psychic powers of Auspex, however, into a fundamentally different way of looking at the world. And with that new perception came the power of Hermeneutica.
The Ambrosean power of Hermeneutica takes its name from the classic Greek word "hermeneutics", or the translation of secret messages. The name of the book Ambrose found, written by Hermes, was named Rationales of Hermeneutics and dealt with how to 'classify' the world into numerical values and symbols. As Ambrose poured over the book and finally unlocked its contents—transforming his blood in the process—he realized the name of the book was a perfect choice for the Discipline's name.
Hermeneutica allows a Scribbler to understand the 'summed up' values the Ambrosean sees and examine the relationships between different values. Thanks to that understanding, Hermeneutica allows Ambroseans to make subtle changes to those values, from translations at the lowest levels to altering themselves and others at the highest.
But learning the Discipline is not an easy proposition. It takes three different steps to learn it (see Ars Mathematica above). Why learning the Discipline is such a complicated process remains a debate amongst Scribblers.
While each level of Hermeneutica has its own effect, the very nature of the Discipline allows a Scribbler to recognize simple relationships between different values of items and creatures. The water a tree drinks from has a numerical relationship with the water currently soaking into the ground around the tree's base. A mother has a clear relationship value with her child based on the genetics both people share. This ability to understand relationships between values is predominantly a role-playing effect.
With the first step of Hermeneutica, the Ambrosean learns to see that while written text can be in many languages, the sum of its meaning remains the same. Human languages become easily understandable, while other Vampiric languages can sometimes be cracked as well. Interestingly, this power has no effect on text written in other supernatural languages.
Cost: 1 Willpower
Test Pool: Wits + Science + Hermeneutica
Action: Instant
Roll Results
Failure: The values of written languages the Ambrosean does not know remain confusing and he is unable to translate them.
Success: For the scene, the Ambrosean can examine any non-supernatrual written language and translate it in his head to understand its meaning. If the written language is Vampiric in nature, is encoded in some fashion, or requires some test to understand (Clash of Wills, for instance, or code-breaking challenge), the Ambrosean gains a bonus on such tests equal to the successes on the draw to understand it instead.
This power does not allow an Ambrosean to write or speak the written language he is translating, only to understand its meaning. The power does not work at all on other supernatural languages (First Tongue, High Atlantean, etc.)
The Ambrosean now becomes able to listen to humans or Vampires speak a language and, within a few moments, to understand the values of the discussion. He can then understand what the others are saying, although he cannot speak their language back to them. Just as with the first power, languages of other supernatural creatures remain beyond the Ambrosean's grasp.
Cost: 1 Willpower
Test Pool: Wits + Science + Hermeneutica
Action: Instant, once the Ambrosean has listened (see below)
Roll Results
Failure: The Ambrosean finds the languages he is listening to impossible to understand.
Success: To successfully use this power, an Ambrosean must be able to listen to a language being spoken for at least a minute. Once he has done so, he can make the draw. With a success, the Ambrosean can translate the language in his head to understand its meaning. If the spoken language is Vampiric in nature, is encoded in some fashion, or requires some test to understand (Clash of Wills, for instance, or code-breaking challenge), the Ambrosean gains a bonus on such tests equal to the successes on the draw to understand it instead.
This power does not allow an Ambrosean to write or speak the spoken language he is translating, only to understand its meaning. The power does not work at all on other supernatural languages (First Tongue, High Atlantean, etc.) The power lasts for a scene once activated, with any new language the Ambrosean wishes to understand requiring another full minute of listening before he can translate it.
The Ambrosean learns how to make subtle changes to his internal sum values that allow him to expand his abilities up to the limitation of the potency of his Blood. Only mental and social capabilities can be bolstered, however--the Ambrosean Bloodline's choice to turn away from physical strength has become a value of the bloodline that cannot be overcome so easily.
Cost: 1 Vitae
Test Pool: Intelligence + Academics + Hermeneutica
Action: Instant
Roll Results
Failure: The Ambrosean's attempt to bolster his abilities fails.
Success: An Ambrosean can raise a single Mental or Social Skill up to the number of successes on the draw for a scene. (Example: With 2 successes, he could raise a Computer 0 to Computer 2 or a Empathy 2 to Empathy 3 or 4.) The chosen Skill can only be raised up to the character's Blood Potency cap, and the bonus added does not work on supernatural challenges. Only one Skill can be raised at a time; if the character wishes to change to a new Skill he must spend another Vitae and redraw, which cancels the first bonus.
With even greater understanding of the sum values of individuals, the Ambrosean can now stregthen the mental capacities of others individuals for a time. Only the mental aspect of another individual can be changed in this fashion; the sum values of physicality and social nature are more stringently rigid. Even more interestingly, an Ambrosean can only use this power on another, never on himself.
Cost: 1 Vitae
Test Pool: Intelligence + Academics + Hermeneutica
Action: Instant
Roll Results
Failure: The Ambrosean's attempt to strengthen another fails.
Success: An Ambrosean can raise a single Mental Attribute of another character up to the number of successes on the draw for a scene. (Example: With 2 successes, he could raise an Intelligence 1 to Intelligence 3 or a Wits 2 to Wits 3 or 4.) The chosen Attribute can only be raised up to the character's Blood Potency cap, and the bonus added does not work on supernatural challenges. The Ambrosean can only raise one Attribute on any specific character at a time. This power can only be used on any specific character once per scene, but an Ambrosean can use the power on several different characters at the same time. If Wits is raised, the bonus does not add to Defense but does add to perception-related draws.
At the highest level of Hermeneutica, an Ambrosean can now strengthen her internal core value against specific groups of supernatural powers, making her more resistant to that set of powers. The core value can only be strengthened against powers the Ambrosean is able to understand and only one type of power can be defended against at a time. Trying to do more than one creates numerical values that are impossible to control.
Cost: 1 Vitae
Test Pool: Intelligence + Academics + Hermeneutica
Action: Instant
Roll Results
Failure: The Ambrosean's attempt to strengthen the resistance to a set of powers fails as she incorrectly changes the core's value.
Success: If the test succeeds, the player of the Ambrosean names a specific power list (Discipline or Gift path, for example). For the remainder of the scene, the Ambrosean gains a bonus to resist that list of powers equal to the successes gained on the activation test. Only one set of powers may be targeted with this Discipline at any given time.
In order to defend against a power list, the Ambrosean must have a reason to know about the power, whether by having a power used on them or through Occult specializations and the like.
Approval Requirement: High Approval
Anubis the Dweller in the Mummy Chamber, Governor of the Divine House ... saith:- Homage to thee, thou happy one, lord! Thou seest the Utchat. Ptah-Seker hath bound thee up. Anubis hath exalted thee. Shu hath raised thee up, O Beautiful Face, thou governor of eternity. Thou hast thine eye, O scribe Nebseni, lord of fealty, and it is beautiful. Thy right eye is like the Sektet Boat, thy left eye is like the Atet Boat. Thine eyebrows are fair to see in the presence of the Company of the Gods. Thy brow is under the protection of Anubis, and thy head and face, O beautiful one, are before the holy Hawk. Thy fingers have been established by thy scribe's craft in the presence of the Lord of Khemenu, Thoth, who hath bestowed upon thee the knowledge of the speech of the holy books. Thy beard is beautiful in the sight of Ptah-Seker, and thou, O scribe Nebseni, thou lord of fealty, art beautiful before the Great Company of the Gods. The Great God looketh upon thee, and he leadeth thee along the path of happiness. Sepulchral meals are bestowed upon thee, and he overthroweth for thee thine enemies, setting them under thy feet in the presence of the Great Company of the Gods who dwell in the House of the Great Aged One which is in Anu.
-- The Speech of Anubis from the Papyrus of Nu and the Papyrus of Nebseni
Many Kindred are unaware of the Anubi, or unknowingly dismiss them as a faction of the Circle of the Crone or the Ordo Dracul. While the Anubi are not the smallest bloodline, they are also not the largest, and seem to be very inclusive as to who is adopted into the bloodline.
As with many other bloodlines, their origins are shrouded in mystery. Kindred scholars inside and outside the bloodline argue over the origins of the Anubi, but three points in history are typically held as likely starting points for consideration. The first contention places the mortal ancestors of the Anubi in the reign of the early Pharaohs of Egypt, even as far back as the First Dynasty, over 5000 years ago. Most Kindred who hear this claim, of course, dismiss it immediately as nothing more then outright falsehood as an attempt to claim some sort of status by means of the bloodline's longevity. Other Kindred scholars contend that the mortal ancestry of the Anubi lay at a far later time, around 30 B.C., when Egypt became a province controlled by Rome, which would allow Roman Kindred easier access to the area. It was around this time that certain mystery cults that venerated Egyptian gods appeared in Rome, lending some credence to this theory. The third major theory as to the origin of the Anubi place it in relatively recent history, in the Napoleonic era, when many antiquities of Egypt made their way to France, sparking a new interest in the region and culture. Anubi are likely to give all three origins as the truth, or even make up a new one, depending on the listener, if they admit to being Anubi at all.
The 'truth', though much of it has been lost to time, is that Anubi are believed to have come into being before Rome's ascendancy over Egypt, and served as dark priests of the dead and shepherds of the living throughout much of the Middle Kingdom. With Rome's arrival, and the eventual decay of the Egyptian priesthood, the Anubi numbers slowly dwindled.
The shrinking bloodline was struck a nearly fatal blow when the Lancea Sanctum drove them from the valley of Thebes. The few Anubi that remain from that time claim that the bloodline once held a blood magic similar to Theban Sorcery, but since their expulsion, have lost that gift.
Since that time, the Anubi have spread around the world, hiding themselves among other Gangrel, in search of either a way to retake their ancient stronghold, or a "New Thebes" from which to build again.
Whatever their true origin, it cannot be argued that the Anubi bloodline is centered on Egyptian mythology. The name of the bloodline comes from Anubis, the guardian of the dead in the Egyptian pantheon. A new member of the bloodline is traditionally and formally inducted into the bloodline with a ceremony that borrows heavily from the ritual of mummification. Although true mummification is not performed (normally, no organs are removed, unless the Avus is in the Circle of the Crone, and the process is done over the course of a few nights, rather then the traditional seventy), the new Anubi is wrapped in linen and rituals are invoked in the name of Anubis to ensure that the Anubi returns from the underworld.
With this touch of death comes the duty of Anubis. The Shepherds of the Dead work with ghosts, to lay them to rest, or send them beyond. Unlike other bloodlines that destroy ghosts wherever they find them, or steal the power of the restless dead, the Anubi look upon their dealings with ghosts as a duty and burden.
Although a significant number of Anubi remain in Egypt, though not in the valley of Thebes, they can still be found in any city that had a large number of Egyptian artifacts, whether in a museum or university. Several wealthy Anubi maintain large collections of such artifacts, for study, veneration, and personal power within the bloodline.
Gangrel
Guardians of the Dead (Internal), Jackals (External, derogatory)
The Anubi may be found in any of the Covenants, with the exception of the Lancea Sanctum. The Sanctified who remain aware of their existence want them eliminated because of the 'proof' they may offer as to the origins of Theban Sorcery.
In the other covenants, the Anubi may take open positions of power and authority, but rarely admit to their bloodline, because of the Sanctified position.
The Anubi who join the Circle of the Crone do so in order to add the power of Crúac to the rituals they perform, but most usually find the practices too disparate to mesh well. A few Anubi do manage a middle ground, and as the Circle of the Crone and as the Anubi have a common dislike and enemy of the Lancea Sanctum, they have been known to work together. Typically, those Anubi who venerate Nepthys or Seshat fare the best in the Circle of the Crone. Acolyte Anubi are typically the most obsessive about conflict with the Lancea Sanctum. This ultimately does little to endear them to either Covenant. A number of Anubi have been know to join the Ordo Dracul as they provide a means for the Anubi, as they put it, to "avoid the wrath of Ra". Additionally, Anubi in the Ordo Dracul are fascinated by the Dragon's concept of Wyrm Nests, and believe that the Theban Valley may be one such, but have been unable to return to verify this. A noticeable number of Anubi have joined the Invictus, as they provide a structure and hierarchy they are already familiar with, as well as a means of gathering mundane power. While the Carthian Movement does not offer a similar structure, a number of younger Anubi have joined that Covenant because it is easier for them to hide what they are among the rest of the Carthians.
While Anubi still residing in Egypt typically look and dress like natives of that country, outside of Egypt, a wide range of appearances is likely. Given that the bloodline contains a fair number of Egyptologists (both professional and amateur), any Anubi residing in the United States or Europe can and is from practically any ethnic group and social standing. When in public, the Anubi do not wear Egyptian items, preferring that their origin remain secret. Only during formal occasions do the Anubi dress in the attire of Ancient Egypt, at all other times preferring to blend in to avoid questions.
With most Anubi residing near Egyptian collections for ease of access, havens run the gamut from apartments near museums or campuses, to inside the museum or campus itself. Many wealthier Anubi tend to have several rooms in their haven decorated in antiquities and artifacts from Egypt, including mummified animals and carved figures. Certain elder members of the Anubi are reputed to have a communal haven to which they return when the ages press on them too greatly. If true, the quality of the artifacts there would likely be beyond that found in most museums.
The wealthiest of the Anubi maintain mansions that contain one or more rooms devoted to Egyptian artifacts and antiquities, as well as a meeting place for formal gatherings. Such meeting rooms are typically underground and reminiscent of buildings, catacombs, and royal chambers in Egypt, depending on the personal styling of the owner.
Those Anubi without such means either take what Havens they can acquire, typically underground if possible, and as close as possible to any collection of Egyptian artifacts. Basement apartments are preferred, as most Anubi will not stoop so far as to move into sewers or abandoned subway tunnels.
The Anubi do not regularly adopt Gangrel from outside the lineage, save in very special cases. Any such adoptions are the result of not only the Gangrel in question showing special interest in Egyptology, but also the ranking Anubi in the area giving permission, usually after ritualistically seeking insight into the matter. Practically all modern Anubi are Embraced because of their interest and devotion to Egyptian lore, mythology, and deities. In fact, many older Anubi have been known to form small mortal cults in order to have a pool of potential recruits into the Bloodline, though that practice has grown less common in the last few decades.
It would be an exceptionally rare Anubi who does not have at least some small skill in Occult, and as such, they tend to be more intellectual then other Gangrel so as to better utilize that scholarly focus. While they do not neglect the physical abilities they inherit from their Gangrel progenitors, they are much more likely to favor an even mix of Mental and Physical skills, erring toward the Mental side. As with the Gangrel, they are very honest about their strengths and weaknesses, and as such, there are both warriors and scholars in the bloodline. Social Attributes and Abilities tend to be a lesser concern.
Animalism, Protean, Resilience, Auspex
The Jackals are subject to the weakness of their parent clan. The more they feel the call of the Beast, the more bestial they become, and the more their minds become those of less principled animals. With regard to dice pools based on Intelligence and Wits Attributes, the 10-Again rule does not apply.
In addition to the standard Gangrel weakness, the Anubi are strangely vulnerable to magic. It is believed that this weakness dates to the expulsion of the bloodline from the Valley of Thebes, and prior to this event, the bloodline possessed a different weakness. In game mechanics, Anubi do may not use 10-Again on any rolls to resist magic, vampiric or otherwise.
Additionally, members of the Anubi find themselves 'cursed' with a form of wanderlust beyond that considered 'typical' for Gangrel. They rarely remain in one location for more than a few years; however, the network of connections with other Anubi allows them to 'trade off' a location with another member of the bloodline. Realistically, this may be less a curse, and more a desire to avoid the unwavering glare of the Sanctified. No Anubi may ever learn Theban Sorcery. If a character has learned Theban Sorcery and joins the Anubi bloodline, they immediately lose all their dots and rituals, and the experience points spent on it are not refunded.
Antiquities scholar, archaeologist, college professor, college student, cult member, Egyptologist, Egyptian native, mystic, seer.
While many Anubi are concerned about the origins of their bloodline, too much time has passed, and too many artifacts have been lost for them to do more than wonder. That history is lost; it only remains for the Anubi to see how they will proceed from here. When the Lancea Sanctum drove the pagan Anubi from Thebes, the remaining elders of the line decreed that the Anubi should "scatter to all the lands under Ra" so that they would not be completely destroyed, and that they should not return to Thebes until they had gained the power necessary to drive the Sanctified from the valley.
The Anubi scattered to the winds, many following the artifacts stolen from Egypt by overeager archeologists. In fact, some Kindred point to this bloodline as the source of the various "Pharaoh's Curses" that followed some of the tomb robbers; though no Anubi claims today to be the deliverer of Tutankhamun's curse.
While the Anubi could not recover the artifacts stolen from their homeland, they could continue to study them, in the hopes that some hint to their lost power may be found. In modern nights, the Anubi prefer to stay near such artifacts, in vain hopes of finding such a remnant of power. Many of the younger Anubi have begun comparing Egyptian funerary rituals to those of other cultures, especially South American, in hopes finding some hint or path to power there.
When a person is Embraced into the bloodline, or more rarely, pulled from the Gangrel clan, there is a period, usually lasting one to three years, where the prospective member, called the Bak [student] (or Bakat if female), is taught about the history of the bloodline, their duties to the gods and to the restless dead by the Seba [teacher] or Sebat. During this period, the Bak is expected to learn the rites and rituals of the Egypt priests, as well as learning both standard hieroglyphs and the coded meanings the Anubi apply.
After this period it is not uncommon for Anubi to keep in contact with each other, especially in a sire to childe relationship, the common grouping of Anubi is as a priesthood leading a mortal or (rarely) Kindred cult.
When multiple Anubi are in a domain, one holds the position of the Priest of Anubis, with the other Shepherds speaking for other Egyptian deities. In such cases, any duties a given Anubi may have are determined by the god or goddess he chooses to worship (in addition to Anubis).
What about Set?: The Anubi do not worship the god Set. This is not because of Set's reputation as a god of evil, which comes from the Hyksos dynasty's selection of Set as chief god, but because they remember the Khaibit, and leave the worship of Set to that bloodline. Common examples of gods worshiped are:
Thoth / Seshat – Followers of either of these gods tend to be scholarly, as much as that may seem contradictory for a Gangrel bloodline. While they are aware that they will produce few breakthroughs, the Chosen of Thoth or Seshat are some of the most methodical (detractors would say plodding) scholars in Kindred existence. Priests of Seshat are not uncommon in the Circle of the Crone, where they tend towards the use of anthropomancy (divination through the use of human entrails).
Amun-Re – The Anubi who choose to worship Amun-Re are considered unusual in the extreme, as sun gods and vampires rarely seem to get along. Also known as the Guardians of the Boat, the followers of Amun-Re see themselves as both defenders of their bloodline's traditions and as those fated to find an end to vampiric existence. This second viewpoint makes them more likely to join the Ordo Dracul, concentrating on the Coil of Banes, than many other Anubi.
Anhur-Horus – The 'warrior faction' of the Anubi, the Select of Anhur-Horus see themselves as the defenders of the bloodline. While they do not openly attack the bloodline's enemies, as such could easily draw the attention of the Lancea Sanctum, they are regularly masters of tactics, guerrilla warfare and misdirection. The Select are also the most likely to 'assist' ghosts by killing those who caused them to form (which occasionally leads to other ghosts, but that isn't their concern).
Aapep – The Touched of Aapep are a heretical branch of the Anubi, who worship the devourer spirit as a means of destroying the Sanctified. Because they regularly make pacts with 'demons', Belial's Brood, or, according to rumor, VII, both their bloodline brothers and other vampires regularly hunt them. It is primarily encounters with this faction of the Anubi that has caused the Lancea Sanctum's overwhelming response to this bloodline. As Shepherds of the Dead, the Anubi seek to quiet the restless dead. While they may gain power from either the dead or grateful living (or undead) for this, the Shepherds perform this task because it is their ancient duty, not for power. They are still vampires, however, so will take most gifts or payments offered.
Aapep? Amun-Re? Who are these gods?: There are a couple things to consider when giving the names of Egyptian gods. The first is that their names were written in hieroglyphs; so translating the symbols 'squiggle-fish-eye-falcon' to a name can be difficult. The Greeks and Romans were helpful in this regard, however, but differences still exist. For instance, Set can be Seth, Setesh or Sutekh. Anubis, the Greek version, is more accurately spelled Anpu, but could also be Anup, Anupu, Wip, Ienpw, Inepu, Yinepu, or Inpw.
To make this more complicated, as dynasties changed in Egypt, gods were merged, split apart, imported, raised to leadership and lowered in power. Likewise, which gods were the progenitors of the others likewise changes. Anubis was originally considered the son of Ra (or Re), but eventually became the son of Osiris (or Usiris, Aser, Ausare). As such, with a little research, nearly any god or combination of gods is available for the Anubi to worship.
This bloodline is based on the contributions of Patrick Gearman and Michael Gearman.
With Vampires, history and hallucination are often one and the same. Nevertheless, among the Circle of the Crone, one myth-cycle has repeated itself enough to garner some small degree of credence. These myths speak of an incarnation of the Dark Mother who takes the form of the spider. Known in African myth as Grandmother Spider, in south Asian myth as Lutaka-ma, and as Madre de Araña in south America, this mythical figure is said to speak occasionally to that rare vampire capable of heeding her words. Unreliable vampire memories seem to recall historical bloodlines who served this spirit, but the tales are often unclear on whether it was a Gangrel bloodline, a Nosferatu bloodline, or two remarkably similar lines from both clans worshiping the same dark spirit. The truth is unknown and probably unknowable. In these modern nights, however, there is one Nosferatu lineage in service to the Great Mother, and they all trace their service to a single Kindred known as Jasu Verma. In the 150 years since Jasu arrived on the vampiric scene, the bloodline has spread like the proverbial spider's web, finding particularly fertile soil in south America. It is from these Kindred that the bloodline has gained its better-known name.
The Garden
Like the Circle of the Crone, various Araña broods have developed an origin myth preceding the Roman Empire. The Great Mother was appearing to many Kindred in that time, and teaching many the secrets of building. The Araña tell tales of the mythical place where the Great Mother first appeared to her children and call it the Garden of Night. Each branch of the bloodline, however, has it's own idea of where the Garden may be located, and none know for sure.
According to their myths, the Araña spread from the Garden across the world, creating small broods in secret devotion to Mother Spider.
The Araña claim that the Great Mother has appeared to her children many times over the millennia, guiding them in the formation of interconnecting lineages and teaching them again the secrets of building. These selected followers became brood founders, spiritual and cultural leaders of their respective broods. While all modern broods acknowledge the role of Jasu Verma in the "resurgence" of this ancient line, most Araña see him as only the most recent manifestation of an older tradition.
Modern Nights
The Araña bloodline has very little internal organization as a whole. Instead it tends to group itself into a number of smaller broods. Each brood tends to recognize their own brood founder as a moral and political authority. So decentralized is the bloodline's structure that some speculate that the occasional brood might actually be a separate bloodline. The Spiders, however, care little.
A brood consists usually of the brood founder and at least three childer. The founder is often called the "brood mother" (or "brood father"). A founder becomes a "grandmother" when one of her childer funds their own brood, and a "great grandmother" when one of that brood's childer founds a brood. Worship of the Great Mother plays a part of varying prominence brood to brood. Most Araña do, at least, pay lip service to her, though some males find the matriarchal nature of her teachings disconcerting. There have been various examples of errant Araña joining such covenants as the Lancea Sanctum, abandoning the brood structure entirely.
The best known brood are the south American "Araña" from which many vampires take the name for the whole lineage.
Nosferatu
Spiders
The Araña figure prominently among the Circle of the Crone. In fact, Circle lore speaks of the bloodline as if it has existed, in various incarnations, for millenia.
Modern Araña descend from Jasu Verma, a Nosferatu whose first brood were chosen from south Asian stock. Subsequent broods have sprung up in many parts of the world, embracing from the local people, preferring dark complexions.
Araña often choose to live communally with their broods.
Jasu Verma claims to have "awakened" in 1858, although he was apparently embraced in the mid 1700's. His own religious paradigm appears to value 1858 over the date of his embrace, and some speculate this was the year he manifested the Araña bloodline. The last 150 years have seen him fervently spreading his bloodline to the farthest, darkest corners of the world, often leaving his descendents to their own devices and religious traditions.
Owing to their hunter nature, Araña often choose Physical Attributes and Skills above most others.
Arachnos, Nightmare, Obfuscate, Vigor
The Araña suffer a bloodline weakness identical to that of the Gangrel clan. They suffer from being feral and creepy at the same time, a blend of both clans' flaws.
Many broods establish strict internal hierarchies of dominance. Others find that they get by without an internal structure of leadership and influence.
Hoplite warrior, ancient philosopher, priestess of Kali, Spymaster
(Stoic silence.)
Araña are creepy, particularly those who have learned Arachnos. Once a character acquires Alien Mien, her manner changes markedly. The influence of her spider aspect is hard to disguise. This eerie demeanor is reflected in part by the combination of Nosferatu and Gangrel clan weaknesses, but rules mechanics alone do not go far enough. It is the responsibility of you, the player, to live the role - to make the spider in you believable.
So, imitate the actions of the spider. Spend some time watching spiders. Do research online, or visit a zoo's arachnid exhibit (there are several around the country, including one here at the Woodland Park Zoo).
You will find that spiders tend to sit unmoving for long periods, then spring into ferocious action when prey comes into their reach. You can simulate this by controlling your own movements, particularly head movement. In conversations, stare straight ahead for long periods then suddenly shift your entire body.
When you do move across the room, make all of your movements deliberate and unnatural – walk with an odd gate, or just a bit slower or faster than you normally might. Let others take notice of you changing locations, and then set up your stationary pose again.
Perhaps the creepiest effect you can master is the "random limb movement." Spiders will occasionally claw the air slowly with one arm. This can be very disconcerting if done in the midst of a conversation.
In fact, let all your arms' movements work for you dramatically. Punctuate your mood with your arms. If the conversation is getting heated raise your arms slowly as you speak, particularly when you are speaking aggressively. Remember how a spider might "rear up" and claw the air. Imagine how disconcerting it would be to see someone else doing this.
That's creepy.
Many Araña broods have developed or "rediscovered" evidence of Araña that pre-date Jasu Verma's creation of the bloodline. Jasu does not contest these myths, as he believes his goddess is eternal, and could easily have had other such devotees as himself in the distant past.
It is rumored that in ancient nights, the powers of Arachnos were not organized in a Discipline path like they are now. It is said that the individual effect were the result of a series of permanent ritual Blessings, the signature power of a tiny covenant that existed briefly after the fall of the Camarilla.
Another origin story for Arachnos suggests that it was derived from Protean, a Discipline with which it shares many similarities. Contemporary Araña do not know the truth of matter, and for the most part, do not care. To them, the Discipline is a physical expression of the arachnoid urges they begin to develop upon joining the bloodline. It allows them to hunt and feed and to otherwise experience the world in a way similar to true spiders, with which they share a kinship.
With this power, the Araña takes on the improved visual acuity possessed by many types of spiders. She can mystically perceive her surroundings as though she had a 360-degree arc of vision. The Araña can process the additional input with a normal degree of visual acuity, allowing her to react to threats and stimuli that others might miss.
Cost: —
Test Pool: This power requires no draw to activate.
Action: Reflexive. Eight Eyes lasts for the duration of the scene.
All the Araña's draws involving sight gain a +2 bonus when this power is active. This bonus cannot be combined with the bonus provided by any other supernatural source, and does not apply to draws for activating or resisting supernatural powers.
When Eight Eyes is active, it is no easier to surprise the Araña by attacking her from beside, behind, or above. Flank and rear attacks are treated as frontal attacks; they do not on their own force the vampire to make a draw to resist surprise, or penalize surprise draws because of their direction of origin.
With this power the Araña gains the ability to spin her blood into strong, utilitarian webs that are slightly tacky. She can make sturdy lines from the substance, or coat surfaces with a thin layer of it. Spinnerets' webbing is as strong as steel. It is not particularly vulnerable to fire, but sunlight will dissolve it in mere moments.
Cost: 1 or more Vitae
Test Pool: This power requires no draw to activate.
Action: Extended. Spinneret webbing lasts for the rest of the night, unless specially woven by the Araña (see below).
The Araña can generate a thin cord from her navel. It takes one action and one point of vitae to make a line roughly 50 feet in length and one centimeter thick. Each additional action and point of vitae spent making more rope increases its length by another 50 feet. As the Spinneret line is created, it is attached firmly to the Araña at her navel, though it can be severed reflexively. Aside from its Durability of 3, the line functions in all other ways as a mundane rope.
The Araña have developed other utilitarian uses for their webs. Anything completely coated in it is preserved against decay, so it is common for the Araña to cocoon her deceased victims and store them in her haven for later draining. Cobweb-like coatings can also be used on a floor or across a doorway (so their disturbance will betray the passing of intruders), or on objects (so the Araña knows when others have been handling them). These thin applications have no Durability, and can be swept aside with ease. Each point of Size of an object or area to be covered requires one point of Vitae and one action to weave.
When the Araña wants to utilize webbing in a more permanent fashion, she may spend extra effort in it's weaving. By expending a Willpower point in addition to its vitae cost, a single web woven can be made to last indefinitely. The amount of vitae needed to create such a web can be no greater than the Araña's level of the Crafts skill.
Whether it has been made permanent or not, all Araña webbing is highly susceptible to sunlight, and will dissolve into nothing after a minute of exposure.
The vampire's mouth grows quickly, sprouting the diaxial chelicerae of a spider. These additional mandibles are specially designed to firmly grasp and pierce a victim, preventing escape as the Araña devours her prey.
Cost: 1 Vitae
Test Pool: This power requires no draw to activate.
Action: Reflexive. Hunter's Maw lasts for the duration of the scene.
With Hunter's Maw active, the Araña's is better able to grab and hold her victim in place. Her Strength is considered to be one point higher for the purpose of grappling. (See the World of Darkness, p. 157 for rules on grappling.) The Araña's bite attacks still inflict lethal damage in this form.
By activating Alien Mien, the Araña makes a subtle transformation, taking on many of the physical characteristics of a spider. The vampire' features shift slightly, faint patterns of discolorations appear on her thickened skin, and her hair grows course and stiff. These effects help the Araña hunt and intimidate prey. They also allow members of the bloodline to identify one another and establish dominance.
Cost: 1 Vitae
Test Pool: This power requires no draw to activate.
Action: Instant. The effect lasts for the remainder of the scene.
The physical benefits of this transformation help the Araña hunt off the ground in both urban and wilderness environments. She becomes capable of exceptional feats of climbing, suffering no penalties for lacking tools or handholds, or for climbing sheer vertical surfaces. Her thickened skin also acts as a sort of exoskeleton, giving her a bonus armor trait of 1 against bashing attacks and falling damage.
While Alien Mien is active, the Araña suffers a penalty on draws for social interactions, except those involving intimidation. Any draw that would be affected by the Nosferatu clan weakness suffers an additional –2 penalty resulting from the Araña's vaguely inhuman appearance. If a social draw calls upon the Intimidation Skill, the modifier is a +1 bonus instead. Alien Mien does not penalize social interactions with insects, arachnids, and related creatures, or with other Araña.
Sire and childer Araña's typically share the same subtle skin patterns when this power is in effect, allowing brood members to be recognized on sight. The more childer a vampire has sired after buying this power, the more pronounced her patterning becomes. When an Araña is adopted into the bloodline rather than sired in, her Alien Mien coloration will be different than that of the Avus; it will be a pattern that she shares with any of her true blood relations that become Araña.
With this power, the vampire dissolves herself into hundreds of small spiders. The swarm allows the Araña to go places other creatures cannot, largely immune to physical damage. While this duplicates the effects of Body of Spirit in most ways, a carpet of spiders is far less subtle in appearance.
Cost: 1 Vitae
Test Pool: None. Entering or leaving Body of the Swarm requires no draw.
Action: Instant. The full change into Body of the Swarm or back again takes one action to complete. If the vampire is staked or torpored before the end of the action, the transformation fails.
Description: Once a vampire has become a swarm of spiders, it is difficult to trap her, although parts of her may still become damaged by harm inflicted to a large portion of the spiders. Destroying at least a third of the spiders inflicts two levels of the lethal damage on the vampire once it has reformed, whereas destroying at least two third of the spiders causes four levels of lethal damage.
Someone trying to contain or disrupt just a portion of a vampire's swarm cannot trap her this way. Boxing up a portion of the spiders won't cause the Araña to resume human form without an arm, for example. Body of the Swarm allows for an easy escape in almost any situation. If only one spider survives, the Araña still survives, but it may take a long time to replenish her flesh: if only very few spiders escape unharmed, the vampire reshapes in a severely crippled form, requiring extended periods of healing and rest to regrow his flesh. A swarm can be contained in a room or other large space that is airtight or very nearly airtight. Of course, the question arises of how one can lure a vampire in Body of the Swarm into an airtight room, or how one even has access to one.
Most physical attacks cause very little harm to the swarm as a whole, although a single level of damage is sufficient to squash a single spider. Only area-affect attacks like flamethrowers do enough damage to actually inflict significant harm. Animalism powers that affect only animals do not work on the Araña in this form and insecticides are useless, though fire, sunlight, and most magical sources of damage still have full effect. The Araña's transformation does not make her a spider in anything more than shape; she remains subject to the vampiric condition and as such remains affected by Disciplines. Invoking Body of Swarm doesn't interrupt the current effect of any Disciplines on the Araña, e.g. she doesn't stop being Summoned. Similarly, if the Araña is Summoned while Body of Swarm is active, she will attend the Summons in her normal form, although if she is attacked during such a Summons, she won't be forced back out of Body of Swarm for subsequent Summons that night.
Physical attacks by the swarm can cause irritation and discomfort, but cannot otherwise harm a normal target. Unlike Body of Spirit, the kindred may not use any other vampiric Disciplines while in Body of the Swarm. If the spiders of the swarm split up, the Araña's consciousness can only remain with one portion at a time. Being in many places at once does not allow her an omniscient awareness, but she can shift her perceptions from one portion to another if the portion holding her consciousness is destroyed. The swarm may not spread out to an area larger than about a city block. Any portion of the swarm that goes further ceases to be a part of the Araña and crumbles to ash. If the consciousness pays close attention to a Discipline user, she may be affected by some powers, e.g. if the Araña is looking straight at a Dominate user.
This power last until sunrise, or if the vampire dismisses it, or until she is forced into torpor. Any state that prevents the character from taking action (such as being staked) likewise prevents transformation; the vampire needs the freedom to invoke her will.
Approval Requirement: High Approval
"Yes sire."
Out of the sands and Mirages of the Middle East comes a Ventrue. He is a silent type whose only goal in unlife was the same as his only goal in mortal life, to serve: A Vizier whose name is unknown, serving his lord or Sultan over the course of uncounted lifetimes. Cast out from his home as an evil Djinn he wandered away into the west in search of someone to serve... At least that's what is speculated. The exact origins of the Beni Murrahim are unknown, but the bloodline's undying passion to serve is well documented. A bloodline of the Ventrue, this clan within a clan has grown swiftly in recent years, and always experiences tremendous growth during wartime when Princes vie for control of turbulent resources. Created some time within the distant past it is said that a young Ventrue followed his heart into the Middle East to serve the Roman Empire as best he could, perhaps following his commanding officers last living order, perhaps to escape the politics and intrigues of his (then) Covenant, perhaps... perhaps, it is really unknown. After having settled in Baghdad, the Jewel of the World, this Ventrue set about securing a place for himself in his new environment. Embracing others from the top of the social food chain he quickly established his undead family as the very best of servitors.
Always the Viziers sought out others to serve and when in that service performed to the best of their abilities. It became custom for a Prince to order the embrace of a new Vizier and gift his fellow Prince with that new, completely loyal and trustworthy, servant. Eventually, as always, there was conflict. The mainstream Ventrue clan decided that they wanted the Viziers for themselves. Loyal as always the bloodline was swayed, cajoled, and then forced to abandon any non-Ventrue masters they might have. In the end there was bloodshed, though not much as the Beni Murrahim, like any other sensible Kindred, abhor needless bloodshed.
With the rise of the Middle Eastern monotheistic religions the Beni Murrahim found yet one more being to serve, a great many becoming loyal followers of the Muslim faith and to a (much) lesser extent Christianity and Judaism. Thus it was that with the decline of the Roman Empire in the fifth century A.D. the presence of the bloodline also declined in Europe. For three hundred years almost no European Vampire saw, or even heard of a Vizier. With The Moorish invasion of Spain in the eighth century A.D. however the bloodline made a forceful reappearance in Europe.
Following on the heels of North African Moors came several Ventrue warlords, all of whom used the Beni Murrahim to devastating effect. From their newfound strongholds of Cordoba and Granada these Ventrue spread their influence and that of their most loyal retainers thru-out Spain and (slowly) into Western Europe.
With the renaissance of the 1400's however came the true revival of the Viziers. As princes from all over Europe sent emissaries and Kindred to Northern Italy they received a welcome surprise, for not one Ventrue Prince sent a delegation to Italy but that delegation returned with one of the "most famous of Ventrue bloodlines" at their beck and call. These were no mere servant boys however, only the best were chosen to be inducted into the bloodline, and they only served the best. Philosopher Generals, Primogen, Seneschal, these were the type of people chosen to be Viziers, and they served none less than the Prince himself.
Ventrue
Viziers
Of course there are no Carthians, no Beni Murrahim worth his salt would, nor even could, support anarchy in it's purest form, nor this 'democracy' that the Carthians revere. Most Viziers find solace in the Invictus, as it is the very foundation of order and leadership within Kindred society. A substantial number of Viziers also look to the Lancea Sanctum (particularly the Iblic Creed), as there is no greater being to serve than God himself.
Despite the obvious power to be found in the Circle of the Crone and the Ordo Dracul the number of Viziers that can be found in either covenant can be counted on one hand. The Covenants simply do not call to those who serve.
The oldest of the Beni Murrahim are from the Middle East and their physical visage says as much. Many Ancillae are from Spain and Italy and tend to keep the fashions of their embrace. Younger Kindred can be from anywhere as the Beni Murrahim bloodline has spread as far as their parent clan. Regardless of age the Viziers always keep a professional appearance, clean cut and sober, the better to serve their lords.
Many Beni Murrahim simply live with their masters, pooling haven points, or so close to them that they can be found in their masters chambers within minutes of being notified. They tend to have rather drab havens, not worrying too much about art or fashion, as neither will have much impact on their services. When pooling haven backgrounds the Beni Murrahim tend to spend a great deal of points on security and/or location as both are essential to the comfort and safety of their master.
Viziers do not chose who will enter their bloodline, rather, it is their master is the one who picks, and orders the embrace of, the new Beni Murrahim. Indeed some Ventrue princes go so far as to breed acceptable stock for the embrace, taking generations to accrue just the right qualities and training in a prospect.
This bloodline, though they are servants to others, are not simply butlers and Mafioso yes men, though these exist in extreme rarity, are intended to be the greatest of servant-leaders. Military generals, political advisors, senior VP's of a Fortune 500 company, these are the types chosen for the Embrace, and only after they have proven themselves worthy in their mortal positions are they even considered. Needless to say, in modern nights, greater care must be taken in these selections, to protect the Masquerade. After the Embrace the newly created Vampire is often tutored only for a few months before being sent off to serve their new masters.
As for being inducted into the bloodline it is a rare happening indeed. Many who seek acceptance into the bloodline do so for safety purposes, figuring it is better to serve in heaven than rule in hell. Those rare few who are accepted into the bloodline do so only after years, or even decades, of proven loyalty and service. Local Sheriffs, Primogen, and Seneschals are often the only ones even considered for this dubious honor.
Rare is the Ventrue who would stoop to servitude but when there is no other choice to protect oneself from political adversaries or when there is no other viable road to power one may request induction.
Though all Viziers realize the importance of social powers and skills, especially empathy, an ignorant servant is no servant at all. Thus mental attributes are often highest, with an intelligence of at least three. Since it aids in all facets of service, many Viziers develop their Investigation skills to a prodigious degree. There are as many personal bodyguards as there are politicians in the Beni Murrahim and thus physically primary characters are a commonality with emphasis on defensive martial arts. As Auspex, even at lower levels, allows a character to know what is going on about her it is often a pillar on her character sheet. Also since a true bodyguard is willing to take any hit for her master Resilience also stands as a pillar of strength on the sheet.
Auspex, Dominate, Resilience, Vigor
Suffering also from the parent clans curse, with derangements such as Dependant-Personality Disorder and Obsessive Compulsive Disorder being the most common, the Viziers also carry a curious and unique weakness inherited from the unknown founder of their bloodline. His desire to serve, and the fact that he Embraced only the best of servants, led to the bloodline developing a requirement to serve a lord. Every Vizier must declare whom they will serve; if there is no Ventrue to serve they will move on and find another. When without the clear leadership of a master the Beni Murrahim suffer a -3 penalty to all rolls. This penalty is immediate, should a Viziers master die and she know it, she immediately suffers this penalty until she is accepted as a servant to another master. (Note: No you cannot say your character serves "God" or any other amorphous being, s/he must serve an actual active, not torpid, PC or NPC.)
Since the members of the Beni Murrahim are servants, they have no real organization within their own ranks. Each strives to best serve his or her master to the best of their capabilities, and any social organization within the ranks would only serve to distract from that. This is not to say the Viziers eschew political positions, far from it. There is no better way to serve your Prince than to be his Seneschal, Sheriff or, lowliest of all, Primogen. In fact it is somewhat common practice to appoint a Vizier to the position of Primogen, just to keep them close and in the thick of things where their talents can best be utilized. On occasion local Beni Murrahim meet in a sort of gentleman's club to "take a night off." They smoke cigars, chat quietly and indulge in secret pleasures, earning bragging rights as to who is the best servant.
Primogen, Loyal Toady, Apprentice, PR Agent, Bodyguard, Religious Sycophant, Military Advisor.
A square Muslim art frame, in the center of which is the Roman numeral II.
This bloodline is based on the contributions of Dustin Gridley.
You claim the beast has led you to your damnation? Look behind you on your path, and you will see only your footprints. It is your own flaws that have led you to failure.
Transcendence. Enlightenment. Golconda. These exalted states of being all have one thing in common: Perfection. They each laud the pursuit of something, until it is mastered in its most ideal form. Coils, Buddhism, Humanity. By perfecting each of these, the seeker reaches a higher plane of being. But reaching perfection in anything is a challenge. Thus, did Jeddak realize that perfection itself was a worthy goal. If one reaches a state where they are better able to perfect themselves, then that is a stepping stone to greater things. Turning his long research into the blood from smaller pursuits, he has distilled the essence of perfection into his being. This new state is reflected in the bloodline he created: the Bodhisattva. Now that pure perfection flows through his veins, he will explore it to the fullest. Perhaps others who also seek perfection will want to join his line. Those who prove themselves worthy will gain the gift of his blood.
Gangrel
The Perfect Ones, Untouchables, Enlightened
Most Bodhisattva gravitate towards either the Ordo Dracul or the Invictus. The former lauds scholarship and promotes self-growth, while the latter tend to expect their members to eliminate their weaknesses. There are few that join the Carthian Movement, as purely temporal power is worthless to most Bodhisattva. The Lancea Sanctum and the Crone are held in equally low regard. The Sanctum because of their intolerance of other religions and their certainty about the origins and purpose of Kindred. The Crone are held in low regard for what is seen as pointlessly bloody traditions and bestial rituals.
As the Bodhisattva are a very modern bloodline, founded in the United States, there is no typical physical appearance. However, their general disdain for worldly possessions, and love of solitude lend themselves to a less than vogue wardrobe. Many travel as nomads, and as such wear whatever helps them fit in. Those few who have not yet divested themselves of worldly goods usually lead quiet Requiems with few frills.
Most Bodhisattva are nomads and as such have no haven. Those few that do settle down usually end up in remote places like mountains and deep forests. Often, abandoned temples and holy sites become their resting place. The occasional recent initiate may found a temple and keep part as a haven, but the ease with which Protean provides a place to sleep, most find it preferable to rest somewhere new every night.
Bodhisattva come from all walks of the Requiem, but all have one thing in common: the desire to reach Perfection. Those that prove themselves dedicated to such a goal are rewarded with initiation. However, as so many Gangrel revel in their imperfection, it is truly only the elite that are inducted. The Perfectionists rarely Embrace, as killing carries with it one of the heaviest karmic debts that can be acquired. It has happened on occasion though, as someone with a heavy karmic debt is discovered, who truly wishes to reduce it. They can be given a chance to work at it for hundreds of years instead of the short span of a human lifetime. In such rare circumstances, the Bodhisattva willingly takes on the consequences of his act, in order to aid another. The road is never easy to walk.
Members of this bloodline can be found with any trait category as Primary, but most focus more on the Resistance traits over the Power and Finesse traits. Combined with Resilience and the combat avoidance of Protean, this makes Bodhisattva difficult to kill.
Obfuscate, Perfectus, Protean, Resilience
The mind can have dramatic effects upon your life and the outcome of your endeavors. A mind that is focused on being perfect can be greatly distracted by extreme failure. As such, any Bodhisattva who draws a 1 in a challenge they initiate, even if it is re-drawn, loses the 10-Again ability on all draws for the rest of the scene. This is in addition to the normal Gangrel Weakness.
The Bodhisattva have very little in the way of organization. They usually meet in small groups, once a year or so. As the bloodline is not very populous this doesn't cause much of a problem. In the meantime they use modern means of communication to keep in touch.
Guru on the Mountain, Street Preacher of Humanity, Drunken Master, Dedicated Monk, Zen Philosopher
As this bloodline is being created in play, there is no history yet, other than that of the founder.
Note: Because of the Gangrel clan weakness, none of the Perfectus powers below qualify for 10-again, thus limiting their maximum possible successes. Some imperfections can't be so easily overcome...
The first step to Perfection is being able to identify imperfections. The user of this power is able to recognize when the full potential of someone is not being met. By focusing their senses, the user can determine the source of that failure.
Cost: 1 Vitae
Action: Reflexive
Draw: Intelligence + Investigation + Perfectus - Subject's Resolve
Success: The user observes the target failing (gaining zero successes) on some action, and activates this power in the same turn. This may be used outside of initiative order. The user then learns the amount and source of and and all penalties to the failed draw. The Storyteller may opt to give the user additional information on other 'imperfections' the target has.
The flaws inherent in all material objects become obvious to the Bodhisattva. By taking advantage of these flaws, the transience of all material things is rendered clear.
Cost: 1 Vitae
Action: Reflexive
Draw: Wits + Crafts + Perfectus
Success: For the remainder of the scene, when attempting to damage the object, the user of this power may ignore the object's Durability. This power may not work against objects with supernaturally enhanced Durability, at Storyteller discretion.
Knowing their own flaws, Bodhisattva almost immediately notice when something alters their potential. In such cases, they may use this ability to lessen the power of detrimental effects. The goal is to eventually overcome all flaws, and become perfect in all ways. This power is one step in that process.
Cost: 1 Vitae
Action: Reflexive
Draw: Intelligence + Academics + Perfectus
Success: When activating this power, the user chooses one specific penalty the current draw. That penalty is reduced to zero for this action. For example, if a Mage had a magical effect going that made it hard to see her, thus providing cover for a -2 to Firearms attacks, and also had armor on that gave a -3, the user of this power could cancel one penalty or the other, but not both. If a detrimental effect the user is suffering from does not give a draw penalty, the Storyteller may allow this power to reduce the effects of it, with respect to the successes gained on the activation draw.
Trained to spot the flaws in others, the Bodhisattva may do them the favor of pointing one out. Or they may decide to use this power to teach them the ultimate price of being so imperfect.
Cost: 1 Vitae
Action: Reflexive, Contested
Draw: Wits + Investigation + Perfectus vs Subject's Resolve + BP
Success: For successes turns, the target loses 8-, 9-, and 10-again. They also gain 2-again, which means they fail on a draw of a 2, just as if they drew a 1. The target blames this reduced performance on their own weaknesses and imperfections.
By knowing their own flaws, and how to overcome them, the Bodhisattva can now use Perfectus to go far beyond what the ordinary or imperfect can achieve.
Cost: 1 Willpower
Action: Instant
Draw: Intelligence + Academics + Perfectus
Success: Upon activating this power, the user names an Attribute, and gains a number of 'Perfectus Cards' equal to 1 + the successes drawn. These Cards last as long as the power is in effect, and are lost at the end of a scene or when the user willingly ends the power, whichever occurs first. Once per draw that is based upon the named Attribute, after drawing and looking at the first card, a user may use a Perfectus Card and draw again, taking the better of the two draws. You may not use a Perfectus Card on a draw you may already redraw (eg. with Gunslinger), nor may you use a Perfectus Card on a draw to activate a Perfectus power. This power may be used on others, but the recipient must use the Perfectus Cards on every qualifying draw, until they are gone, subject to the same limitations as above. When using the Perfectus Card, the recipient has a feeling of performing far beyond their usual level of ability, to the point of approaching Perfection.
Dutch colonial possessions, with the Dutch East India Company possessions marked in a paler green, surrounding the Indian Ocean plus Saint Helena in the mid-Atlantic.Without much research this family immediately and openly demonstrates a Dutch heritage. Claiming rise during the 17th century, they made their mark and endured the Danse through the success of the Dutch East India Trading Company. The government of the Netherlands granted the company a 21-year monopoly to carry out colonial activities in Asia and it became the first multinational corporation in the world and the first company to issue stock. Sea travel was dangerous and unpredictable. The temperament of the sea was too unpredictable for many a cautious kindred and that is where this Bloodline's founder made his in. Promising returns, maintaining early forms of insurance, and exploiting the powers of blood, he made himself invaluable for the time. Unpredictable waters, corrupt customs officials, and piracy became a risk he would assume on behalf of the client.
The Dutch East India Trading Company remained an important trading concern for almost two centuries through cunning and ruthlessness, paying an 18% annual dividend for almost 200 years until it became bankrupt and was formally dissolved in 1800 due to infighting and outside competition. In its 200 years, House Vereenigde van der Winst rode its success quietly into the night, but maintained its existence through ultra-strict embrace and obsessive investing. Though difficult to find, their harsh self-rule ensures binding deals and successful transactions. Many times through the centuries their skills and ethic to profit would be relied upon by those who could afford their steep percentages.
Though small and insular The Brokers thrive on connections, serving as undead intermediaries, facilitators, and transporters. In earning their nickname, they ensure their utility to the larger Danse and often survive by means of their neutrality and strict personal rule. Those who can't trust one another might find a Broker to come to an arrangement, for the livelihood of their Bloodline rests upon their reputation and that is further defined by their ever-predictable loyalty to profit.
Even with their openly draconian self-interest, Broker presence is welcomed in most cities. Some find their honesty and predictability refreshing, if somewhat unfeeling. Tending to be paragons of kindred society, Brokers regulate themselves so tightly that should there be some sort of problem, a quick note to their family will spur swift internal action. A Broker lowering the value of the family stock is quickly and efficiently replaced. They euphemistically call this process shrinkage and it has only been necessitated twice in the Brokers' history. Fortunately it tends to have a bolstering effect on the bloodline's credibility due to such professionalism.
The Brokers can be found among all of the Covenants, but the first meeting would have any onlooker question their loyalty to it. The mission of the Bloodline stems primarily from the objectives of the family and exist on the basis of their internal traditions. Philosophical affiliations are secondary to the bottom line and a Broker would rather just supply everyone in a conflict. The Brokers seek profit and interest above all else. They see no need to disguise this neutrality and in fact advertise it to secure business.
Brokers most easily fit into the Invictus due to their conservatism and traditionalism, but due to their open selfishness, can have difficulty gaining much Covenant power. A few have tapped into the Carthian Movement to enjoy their social networks, but their nuevo politics and revolutions are of no interest to the Brokers. Some brazen enough to believe they can even arrange deals with gods have found home within the Lancea Sanctum or Circle of the Crone. Though other members of the Lancea Sanctum might frown upon bargain offerings to their god, the Crone find it quite natural. Many Brokers are completely comfortable amongst the Unaligned where they can position themselves between everyone.
Every Broker is Dutch, or so it appears. The history of the line suggests that embraces were selected from the same mortal family as the founder, but their secretive nature makes current tradition unclear and questions impolite. Though no one has ever reported seeing a Broker embraced, they are all similar in appearance, giving credence to the mortal family rumor. Every Broker has straight blonde hair, which they wear long according to tradition.
The Brokers favor security, secrecy, and mobility in their havens. As such many hold multiple small havens or use their influence to temporarily secure different locations depending on the use. Dependent on age or perhaps as a nod to their Dutch East India heritage, some keep boats of various size for daysleep. They tend to feel more at home near the vastness of open water.
House Vereenigde van der Winst chooses childer infrequently and after obsessive review. Statistics and market share determine the currently unrepresented aptitude and possible overlap of another Broker. Every member must pass stringent review and only when needed are the best of the best selected for embrace. Loyalty to the family and its ideals are paramount and each embrace understands that their continued existence is based on a formula describing their utility to the family.
Most Brokers favor mental attributes. Perception and a quick mind help them seize opportunities, outwit competitors, and enter untapped markets. While some might call it "exploitation," they do not hide their opportunism. Social attributes may be secondary but some still favor the physical attributes to ensure that their packages and contracts reach their destinations. Though they rarely employ physical means (and doing so would signify something going terribly wrong in their plans), Brokers pride themselves on their toughness at the bargaining table as well as away from it.
In addition to the normal Ventrue flaw (which the Brokers seem to esteem rather than disdain, commonly in the form of Obsessive-Compulsions, Fixations, Narcissism, and Suspicion) the Brokers are fundamentally tied to the notion of opportunism.
The meticulous profiteering that saw this Bloodline's founder through the centuries became a defining characteristic in those who joined him. All Brokers suffer from the Vice of Greed whether or not they take it as their core Vice without any additional benefit. In addition, Brokers suffer a compulsion toward indulgence of Greed similar to the Daeva clan flaw. Because profit is so encoded among the Brokers, passing an opportunity to indulge in their Greed causes them to lose 2 willpower traits as they chastize themselves over the failure.
Of the Line of Lysander pedigree, House Vereenigde van der Winst is a very proud Ventrue family. They share the traditional esteem of Ventrue heritage and keep close track of lineages. Harkening back to their heyday under the still ruling Dutch House of Orange, they remain proudly Dutch and claim such blood. The Brokers view modern Ventrue disinterested in lineage as lost (or worse, bastard) riffraff descended of noble blood and uphold the canon Ventrue blood snobbery and proclivity of blood records.
It is rare to see a Broker take a city position and none have ever been known as Princes. Part of their fortune is sought through mobility and party neutrality and they prize these over any temporal titles.
Who is related to whom is important to The Brokers, whose power is built on the undead alliances and bargains of the night. The good name of a sire is important to continuing relations and future business contracts. A bad name carries greater risk fees.
Among their own, any hierarchal organization may be difficult to observe due to their unified purpose of profit. Necessary positions of negotiators, accountants, analysts, and carriers network to create the success of the whole and each expert enjoys supremacy in their field. The head of the family, however, defines the current style of The Brokers, and he has never been disobeyed. That would be inefficient. When they are together they tend to speak in coded short hand and seem more interested in speedily relaying updates than socializing with one another, though they do seem to take small pleasure in one-upmanship. Onlookers may be put off by their occasion to communicate with one another silently like ants before moving on to seek more customers.
Banker, smuggler, accountant, insurance adjustor, transaction lawyer, venture capitalist, stock analyst, mediator, math savant, exotic fence, lobbyist.
There is a 17.6% chance you will be walking into an ambush. The total duration of your trip will reduce your monthly productivity by 25%. Add the 3% chance of unforeseen disaster (which we define as an Act of God or other supernatural, or general impediment such as a delayed flight) and you can see how inefficient it would be to make such a delivery yourself. I can insure performance for a 20% fee and you can eliminate the possibility of treachery.
The signature discipline of the Brokers was developed around utility. Necessity is said to be the mother of invention, and the utility meant survival in a ruthless, inhospitable, and dominated Old World. Commerce is based on business: control and facilitation. What it lacks in versatility it makes up for in precision. The Brokers prefer their controlled settings and observable plans. They are specialists determined not only to survive, but to profit. From this basis of control, all Commerce powers may be ended by their caster as a reflexive action.
The most basic principle in accumulating profit is tracking it. With this power the Brokers are able to quickly make transactions and ensure deals are being honored without the need for complex machinery, technology, or trust. They may choose any item they wish to count but simply get a number result from the use of this power. They may count how many twenty dollar bills are in a briefcase or how many shipping boxes are on a ship just by touching it. The specification made at casting must be a physical characteristic (not "How many paintings in this room can I afford?") but can be as minute as "the number of uneven pinstripes on my suit" or as general as "pieces of fruit within this orchard" but the result is always simply a number to the nearest tenth. No other information is provided.
Cost: -
Test Pool: -
Action: Instant
Roleplaying: The initiating vampire must touch whatever container/area has the items she wishes to count.
Success: The Broker can instantly count the number of anything in the container/area they are touching with up to a range of ten yards per dot in Commerce the Broker possesses. Sentient creatures cannot be targeted.
With this power, a Broker can seal a container and cause it to escape notice. The container seems like it naturally belongs. Unusual crates are overlooked, ledgers seem to blend into an office mess, and pockets look like seams. The attentions of fully supernatural creatures are no so easily clouded, however, and can locate Smuggled containers normally. If discovered, opening the container requires force and obvious damage is inevitable. The container gains as many levels of Durability as successes used to invoke Smuggle. Anyone possessing the Commerce Discipline is completely immune to this power's effects, though they still require one round per success achieved in activation to will their own Smuggled container open.
Cost: -
Test Pool: Wits + Larceny + Commerce
Action: Instant
Roleplaying: The initiating vampire touches the targeted item.
Failure: Nothing happens.
Success: As above. This power lasts a number of weeks equal to the successes rolled to invoke Smuggle. A vampire cannot Smuggle more items than twice her rating in Commerce or larger than a container crate (semi trailer).
Vampires are deceitful creatures by nature and relations amongst them can be strained. How can business be transacted when there is so little trust? The Brokers developed this power to cement dealings with the power of blood and secure not only transactions but their personal invaluability as brokers. When the Brokers seal an agreement, it is almost impossible to renege due to the incredible loyalty they allow the parties to bind to the deal. Often Brokers use this power to enforce their own deals, but by using this power twice (once for each party) during another person's agreement, she may apply it to both so long as they are still in agreement when the Discipline is cast, gaining the power to make sure they can enforce it.
Cost: 1 Blood
Test Pool: Intelligence + Expression + Commerce vs. BP + Resolve (if resisted)
Action: Contested, Resistance is Reflexive
Roleplaying: This power must be invoked over a handshake, signature, or overt gesture that a deal is being made by both parties.
Failure: The Vitae is wasted.
Success: The target gains a sense of importance in completing the terms of the deal to its fullest once the parties invest blood in the deal. The party targeted with this power may spend one blood during the action to receive 2 bonus traits in all challenges against the other party for the purposes of encouraging them to honor the deal. If neither party to the deal is the caster, the caster gains bonus traits equal to the total bonus to both sides to use against either side for the purposes of encouraging them to honor the deal. All blood spent on this power must be done in the same round.
Upon completion of the terms of the agreement made when this power was invoked, it ends. A target wishing to throw off the bonds of this power prematurely may test once per month by declaring their intention to any party, spending a Willpower trait, and rolling their BP + Resolve in an attempt to beat the number of successes gained when this Discipline was invoked. If successful, all the effects end for all parties and all parties know who willed it away.
Developed in response to personal vendettas clogging the veins of commerce, this power gives a Broker the opportunity to converse with an otherwise implacable client without their hindering passions. Used to circumvent deal-breaking disaster and profit-damaging warfare, a few moments of frozen tempers can avert mistaken disaster, though parties intent on disaster are simply delayed. By psychically penetrating their targets, those who are targeted by the Broker using Irrelevance are stripped of their personal motivation to get involved in any conflict for the scene. Simply disinterested, the target may move about as they wish but cannot initiate any challenges. Any offensive action against those placated with this power immediately breaks the power's effect over them for the round and does not rob the target of their initiative that round, possibly allowing them to act before the offence lands. A Broker may only target one person with this power at a time.
Cost: 1 Blood
Test Pool: Wits + Persuasion + Commerce vs. Resolve + BP
Action: Contested, Resistance is Reflexive
Roleplaying: This power requires the Broker make obvious and open gestures like a referee. Targets may behave listless or robotic and their change in behavior may be obvious to those who know them.
Failure: The Vitae is wasted.
Success: For the rest of the scene while the Broker is in their presence, the target may not initiate any challenges. Those effected must be able to hear her voice or see the Broker and know immediately that they are under her effect, though for the duration of the effect, can't seem to care.
This power doesn't prevent the target from using powers or acting, just from issuing challenges unless they are targeted with an offensive action.
Someone under this power could still, for instance, activate Sovereignty, activate any level of Protean, activate Heightened Senses, Vigor, Celerity, or Resilience, make a phone call, turn on a light switch, etc. so long as their action does not require a pull and is not inconsistent with the spirit of this power's effect of disinterest in conflict.
The Brokers excel in making deals that will turn profit by squeezing the most opportune markets with precise timing. With this power, they ensure such a target and edge advantage in the market by carefully weaving subtle psychic cues. After briefly studying an individual or object for weakness and strength, the Broker can supernaturally illuminate its flaws and exaggerate its shortcomings or blend those same into benefits. The target simply becomes slightly more inept or gains a certain grace. For the rest of the scene, that person or object suffers from the exaggeration of their weaknesses or an increase in quality for everything they do. A Broker may only sprinkle this effect over up to one target per their rating in Commerce and each target may only be effected by that Broker's casting of this power once. A re-casting overwrites the previous modifier with the new one.
Cost: 1 Blood
Test Pool: Intelligence + Investigation + Commerce vs. highest target's BP + Resolve or Size rating for objects
Action: Contested, Resistance is Reflexive
Roleplaying: This power requires line of sight.
Failure: The Vitae is wasted.
Success: The targets, up to the number of dots the caster has in Commerce, are tainted as described above. Each target gets +1 or -1 to their pulls for the scene, determined by the Broker at casting. If the target is an object, it appears as minus or plus 1 to successes in creation (if applicable, like art) and anyone using the object receives the +1 or -1 in the use of that object (such as a gun).
Approval Requirement: High Approval
"I had as lief not be as live to be In awe of such a thing as I myself."
- Cassius, Julius Caesar, I, ii by William Shakespeare
Bloodlines are proud collections of Kindred bound together by powerful blood and ideals. Drawn together by a philosophy or their desires or simply by blood, members of bloodlines usually treat one another well. This is not the case with the Cassian offshoot of the Ventrue.
Founded in America in the late 18th century, the Cassians have changed from a cohesive group of political operatives to a family of distrust and deceit. The very nature of the members is what has split them apart. Alliances are shaky in the Danse Macabre. For a bloodline to be so actively joined together striving for common goals is rare, and the Cassians are a stark example of why this is so.
Throughout the 19th and 20th centuries the bloodline has been engaged in a shadowy war against itself. Sires turn against their Childer, coteries collapse, and the future of the bloodline itself is uncertain. Each member uses their skills and gifts to further their own goals, always at the expense of other members. In recent years the infighting as grown so bad, most Cassians do not acknowledge their bloodline at all. Those Kindred that have heard of it believe the Cassians to be just another lineage lost to the ages. Some Ventrue do realize it is a separate bloodline, but are ignorant to most of its history. Even among the Cassians themselves, much has been lost and their true history is. A select few Elders know the true history of their bloodline, and they are loath to share it with upstart Ancillae and Neonates.
Hatred and distrust fracture the bloodline, even tonight. This is fortunate for Kindred society. If the Cassians could return to their roots and work together towards a common goal, the results would be both swift and frightening.
Ventrue
Partisans
Politics and scheming is central to who the Cassians are, so it is unsurprising that the majority of the bloodline belongs to the Invictus. The First Estate welcomes members into their ranks. A Partisan's abilities alone make her a formidable component for the plans of the Unconquered. The combination of potent political talents and the gifts of their bloodline allow many Cassians to rise through the ranks of the Invictus with little difficulty.
Newer members have not been joining the First Estate, however. Young Cassians find the ideals and politics of the Carthian Movement more to their liking than the old views and feudal system favored by the Invictus. Some join for personal freedom, some for their progressive ideals, and yet still others join the Carthians seeing a vast field of untouched potential they can shape and mold as they see fit.
The most political of the covenants are not the only ones the Carthians join. While the politics of the Lancea Sanctum are more straightforward, members who faith is strong find solace in the Second Estate. The Ordo Dracul plays host to a handful of Partisans as well. Their political goals and personal advancement usually fit hand in hand, and so members are well suited to accept the philosophies of the Dragons. There are few, if any, Cassians in the Circle of the Crones.
Cassians dress well; their bearing is classic Ventrue. Power suits, long flowing dresses and conservative looks are popular amongst members, though some newer Partisans dress more in accordance with modern business casual standards. Some members dress in the manner of college dissidents, their extreme liberal views being more important than their appearance.
It is the rare Cassian elder that shuns modern garb for the attire of courts long past. While late 18th century clothing is out of style even for the eldest of the Partisans, a scant few favor late 19th and early 20th century looks, eras dominated by classic American statesmen.
Like their parent clan, Cassian havens are symbols of their power and influence. Penthouses, mansions and sprawling estates are very common homes for members. They take great care to secure their havens against their enemies, even at the expense of a convenient location. Typically, Cassians have their havens outside of major cities, in tiny neighborhoods.
While they respect the tradition of offering a safe haven to other Ventrue, the tradition does not include their fellow Partisans. In the past, other members welcomed each other warmly into their homes. When the bloodline fractured politically, for their safety, they began to refuse each other the traditional hospitality out of fear for their unlives. While members are proud of their lineage, they do not flaunt their association with the bloodline. This makes any request by a Ventrue for a safe haven a tricky situation for Cassians tonight.
Politicians, corrupt and otherwise, are the preferred stock from which Partisans choose their childer. Chosen for their abilities to manipulate and exploit, new Partisans quickly immerse themselves in Kindred politics, setting up their own plans and establishing long-term goals. A very few are chosen to be used as pawns in the schemes of their Sires. These pawns quickly learn the ways of court, or they suffer decades, if not centuries, of being nothing more than a lackey. Many Sires are pleased when their childer are able to escape their plans, but this pleasure quickly passes as the Elder Partisan now as a new, young rival, one who may know more than the Elder wishes.
As masters of political arenas and exploiters of other Kindred, Partisans tend toward high Social and Mental traits. Presence, Manipulation, Wits and Composure are usually above average, allowing the Cassians to control the flow of a conversation. It is the rare Partisan that has high Strength, as they often manipulate others into doing their dirty work. Since they make enemies as often as they make allies, members tend to have decent Dexterity and Stamina, to help survive more physical interactions. Social skills are the bread and butter of the Partisans. Empathy, Persuasion and Intimidation form the basis of their court tactics. A solid understanding of Politics greatly helps them size up the local scene, allowing them to choose their targets carefully. While members do not place large stock in Physical Skills, many Cassians are proficient in Stealth, which they use for inconspicuous exits from dangerous situations.
Partisans tend to have multiple levels of Allies, Contacts, Resources and Status. Without these their nightly attempts to manipulate and control the courts of the Kindred would be far more difficult. Secure Havens are prized; safeguards against the foes they tend to accumulate.
Animalism, Dominate, Majesty, Resilience
In addition to the normal Ventrue clan weakness the Cassians are very manipulative and prone to losing their humanity in their drive to control the night. They retain the Ventrue clan weakness, suffering -2 penalty to Humanity rolls to avoid acquiring derangements after failing a degeneration roll.
With their social skills and powers of exploitation, the Partisans have become loath to lower themselves to do 'menial' labor. They rely on others to get their hands dirty, while they reap the rewards. With regards to dice pools based on Strength or Dexterity in physical situations, the 10-again rule does not apply. Additionally, any 1s that come up on a roll are subtracted from successes. (This latter part of the weakness does not affect dramatic-failure rules.) This weakness does not apply to dice pools involving the Stealth skill or Initiative, or the Stamina Attribute.
In the early days of the bloodline, the Cassians were quite organized. Pooling their resources and working towards common goals, they held great sway and steered the politics of their contemporaries. This did not last long however. Individual members began to push their own goals and desires, often conflicting with their fellow Partisans. In a few short decades, most members actively opposed their cousins, and the Cassian bloodline became a hotbed of internal politics. Such activities slowed, or completely stopped, their dominance of the courts.
In modern nights the Cassians, while proud of their abilities and their heritage, tend to target fellow members seeing them as threats to their plans. Two or more Cassians in one city typically devote most of their resources to undermining each other. Once one has achieved dominance over his fellow Partisans, they return their attention back to their goals, always keeping an eye on their defeated, but still dangerous, cousins.
Corporate lobbyist, local glad-hander, cynical political operative, corrupt union official, idealistic trust fund brat, bootlicking sycophant, revolutionary firebrand, elder statesman, liberal agitator, political apologist, conservative zealot, media propagandist
Creighton Woodsworth-Booker was already a Ventrue and member of the Invictus when he left England in 1703 for the American colonies. After nearly a century serving his Invictus lords in London, Creighton felt the need for change, and the lands of America were ripe for the taking. He landed in Boston in late 1703 and soon integrated into the local Kindred society.
Within a matter of months, he controlled a number of money lending and banking establishments through well conditioned retainers. Creighton, his base of power now established and his haven secure, fully entered the politics of his fellow Kindred. Always a passionate debater and political philosopher, the mindset of colonial America proved a fertile ground for his discussions and ideas. Out from under the thumb of his Invictus lords, especially his sire, Creighton left the First Estate and joined the area's growing Carthian Movement. Creighton rose higher in the Boston courts with the last of his ties to the Old World cut. His own agenda took precedence now and the anger of the Invictus grew; not only had one of their own left the First Estate, they left for the Carthian Movement, and Creighton undermined their plans for the region.
Creighton threw his support behind the colonists when they cried for independence. He was very sympathetic to their cause after throwing off his own masters. He did not become personally involved in the conflict; the Ventrue used his influence and resources instead. He smuggled supplies and information to the mortal populace. One night, personally overseeing a smuggled shipment of meat and tea, Creighton found his Requiem changing.
The entire shipment had been set up to draw Creighton out and assassinate him. His Sire had not been pleased to hear of her childe's treachery; she had taken it quite personally. She arranged for the supply ship to arrive and she arranged for the assassin onboard it. Caught unaware, Creighton very nearly met his Final Death. Only the quick intervention of his loyal retainers spared his life. Distracted by the mortals, the assassin reacted too slowly to the recovered Creighton's sword and paid the ultimate price. The strain of nearly dying, killing his would-be assassin, and the dawning realization that his sire was behind it all slowly took its toll on Creighton. He found himself falling to the curse of his Ventrue blood; his mind shattered. Creighton withdrew from the politics he loved so dearly, retreating into the arms of his second passion, his library. He found solace in his books and plays, but in they end the words on the pages merely helped shape his dementia, not stave it off.
Creighton had a deep love for the works of Shakespeare, and during this troubled time he read the bard's plays incessantly. By the time he was finished, he saw himself as Cassius, the famed Roman who helped orchestrate the assassination of Julius Caesar. He was tired of the tyranny of the Invictus. He had left to join the Carthians. He was trying to give power back to the people. Like Cassius wanted to. Reading the story of Cassius, his mind rationalized the events of the previous months. Wounds knitted together and gaps filled. A fortnight later, wholly supplanted by his dementia, the Kindred that emerged from seclusion was no longer Creighton Woodsworth-Booker. Only Cassius remained.
Choosing revolutionaries who were politically minded, but wished to stay behind the scenes, Cassius soon had half a dozen childer. They worked with him to strengthen the Carthian Movement in the area, as well as the ward off the attacks of the Invictus and further the cause of the American Revolution. Cassius's dementia drove him, his followers unaware of the vast changes that had occurred to his psyche; his fervor and passion mesmerized them. Combining their talents they held great sway in the politics of Kindred and Kine. Under Cassius's leadership, they thrived.
Then the war ended. The colonies won their independence. Cassius was pleased, but the years, and changes that had occurred, weighed heavily on him. He gathered his childer and announced to them he would soon take the Sleep of Ages. He left it to them to continue his work. It was his biggest mistake.
Without their Sire to lead them, the childer turned away from their cohesive goals and furthered their own initiatives and schemes. The newly freed colonies held more potential then ever and the temptation to mold the growing nation to fit their own view proved too much for the young Kindred. Within decades they had turned from a strong coterie upholding the ideals of the Carthian Movement, to a fractious brood that had jumped sides to whatever covenant was most convenient for the individual. By the end of the 18th century the Cassians spread out, leaving Boston for other domains. The weakest of their number fled first; the strongest stayed trying to claim Boston as their own. Wherever Cassians found fellow members conflict erupted. Smear campaigns, backstabbing politics, and even guerilla attacks were common occurrences between Partisans. Easily distracted by their rivals, few were able to further their own designs. Tonight, Cassians actively seek domains devoid of Partisans. Without the threat of their most dangerous rivals, the members are free to immerse themselves in local, even regional, politics, gaining notoriety and power.
Politics and intrigue will a Partisan's nights. Whether they are seeing to their own plans or ruining the plans of their rivals, every night holds opportunity for those that wish to seize it. They attend every court they can reasonably make, often traveling far outside of their domain to see to the farthest-reaching branches of their designs.
When not actively scheming, Partisans enjoy the nightlife of the mortal world. Many own nightclubs and restaurants and frequent such places, enjoying the trappings of a life that is not truly theirs. Members attend plays, art exhibits and other such high society functions as well. While some do enjoy the culture they expose themselves to, each and every one looks at social occasions as a way of increasing their status and power. A new ally or contact gained at such an event is one more they have and one less their rivals do. Cassians not only use such events to pass the time and create new alliances, but also as a place to hunt. Occasionally the Partisan will host the gala herself, creating a Herd for her needs. It is the rare Partisan that ventures out into the city streets to hunt. Few enjoy just 'slumming', but it does happen from time to time, whether the member does so out of necessity or for a change of pace.
Each member also heavily involves themselves in the politics of the city. Rigging elections, leaking scandalous information to the press, and general muckraking allow Partisans to create a cityscape more to their liking. Often, this gives members quite some latitude when dealing with potential Masquerade breaches. Applying funds, calling in favors, and sometimes just a simple phone call can help alleviate a potentially messy situation. The Kindred courts look favorably on such gracious acts, while the Partisan gains more influence and normally a large debt on the part of the offender.
Few Cassians hold Praxis. The posts of Seneschal, Master of Elysium, and Harpy are often enough to make members content. Preferring to be kingmakers than king, Partisans are able to shift politics in directions they wish while not making themselves the largest target for potential rivals. As long as the political scene remains stable enough to offer safety and pliable enough to work with, members rarely feel the need to take matters into their own hands.
In courts they rely on their Social skills most often, resorting only to the Disciplines of Dominate and Majesty when absolutely needed. Partisans do not like showing their hand, and overt use of their powers marks them as something other than a typical Ventrue. Not only does cause others to be more wary in their presence, but alerting a fellow member of their existence is always a concern.
This bloodline is based on the contributions of Chris Burns.
Daeva are renowned for their dichotomy of passion and callousness. This passion can be decadent, lustful, hateful, or a number of other ways. The callousness contrasts it in the same ways. Also, the Daeva are known for their interactions with the mortal world. Like candles to proverbial flame. More often than not, their passions and callousness end up moving the mortals around them, sometime for the better, usually for the worse. Often, the perception of this passion is far different than the actual eccentricity. Some Daeva choose to internalize their passions, to strive for internal goals with an alarming ferocity that could shame even the most megalomaniacal mortals.
One such Kindred, Alessandro Calogera, now called Christian Anderson, carries with him a passion for self-perfection. To him, the Kindred condition is but a vehicle for personal excellence and education. The body is a canvas with which a sufficient artist can render the most perfect painting in time. Eternity is the only correct time with which one can truly get things right. Time is a tool used to experience everything, and to understand everything.
During the 17th century in Florence, Calogera quickly began focusing himself towards a twisted form of enlightenment. Catholic upbringing and a dominant, cruel sire led him to the belief that punishment must be what erases sin. For Kindred, punishment quickly becomes rote, and that should never be. He surmised that if one can expect the results of the punishment, one can prepare for it. That belittles the agony, and belittles the absolution. Punishment was a vehicle for perfection, how could one take it lightly? It most certainly could not be boring.
That was the beginning of the Passion. The Callousness was soon to come, however. Travel and time changed his world perspective. He could fight for perfection and a sort of moral high ground all he wanted, but the world pulled at him, stained his soul, made him a darker creature no matter what he tried. Science came shortly thereafter. Science could not completely explain Kindred, but neither could spirituality. There had to be a middle ground. It was then that he discovered the philosophy of Auctoritas Principis.
Auctoritas Principis
During the renaissance, Leonardo daVinci became renowned for his inventions and his art. Often overlooked is his teaching method. He often took a number of students who wished to paint as he painted. He would watch them, watch their hands, watch their brushes. The moment there was a mistake, he would step in, painting a large red X over the piece. At that point, he would offer the student another canvas. One should never paint over their flaws. One should never sweep sins under the rug. This is the foundation of the Castigatore philosophy, the Auctoritas Principis, or "Supreme Moral Authority."
Through experimentation, examination, and study Christian discovered his breakthrough. Kindred were of a dual existence, spirit and flesh together. Humans, as often believed by many cultures, were two beings, a body and a soul. The two were separable, often at the point of death or through various practices. Kindred do not share this. At the time of the Embrace, the spirit is immediately fused to the body of the vampire. That simple fact led to the next breakthrough in Christian's philosophy; that spiritual degeneration is actually a stain on the soul. Since Kindred bodies are tied to their souls, they suffer physically visible effects from these spiritual stains, these "losses of Humanity."
But if the Kindred body is tied to the soul, when a Kindred body suffers destruction and regrows, does it not also regenerate the soul? This required testing. Christian moved on to Embrace a number of childer specifically to experiment on this phenomena. As they broke laws, moral codes, and other standards, he watched as they degenerated. He then began to destroy parts of their bodies, forcing regeneration. He tried removing limbs before sins were committed, then forcing regeneration. He learned through this study that the sin actively infects the soul, so in order for the canvas to truly be made anew, the spiritual stains must be destroyed and not allowed to spread.
As a side effect, he learned how to heighten degeneration in the Kindred soul, and to manipulate these spiritual stains in other, often more dramatic ways. When a vampire knows just what will happen after a given sin, the variables can be twisted in order to change the effects of Degeneration on others.
This philosophy became the foundation for his students, and his life's goal. Ultimately, the Auctoritas Principis means becoming a judge of what is and is not right in the world. This is not to be taken lightly. If this responsibility is abused or taken for granted, other members of the bloodline are likely to turn judgment on the abuser.
The Road
Over the years, many found the wisdom in his teachings, in this sick road to perfection. His family, and other Kindred soon followed suit. As the philosophy was practiced and perfection, it wasn't long before it began becoming a property of his potent blood. His drive, his determination and passion became a conduit to force the elder to mutate. Knowledge of this great truth carried with it a certain responsibility. Monsters could effectively walk around unpunished? That is impossible. This truth was a great blessing, it afforded his family the ability to do whatever it takes to serve the greater good. When one stops a mass murderer, many lives are protected. Why should somebody be punished for noble causes? Auctoritas Principis was not something to be abused, or taken for granted. Supreme moral authority is a heavy burden to carry. It's one only for those ready and capable of carrying it.
Daeva. The Daeva perfectly embody the passion that is required to visit untold harm to the body in order to perfect oneself. Most recruits are pulled from the ranks of Christian's family, Casillero del Calogera.
Evolutionaries, or Princeps.
Christian's personal philosophies and responsibilities fall in line with the Anti-Obstructionist Army of the Carthian Movement. He feels that Humanity should not be raped by Kindred existence. So he removes those barriers, those hurdles, those obstructions. Those Kindred who abuse mortals, and who fall short on the karmic scales are his enemies, the skills of his blood allow him to do this for the world. This bloodline could find members in every covenant, however. Currently, Christian has childer that are of every covenant and unbound, all of which are taught from a very young age to work for the greater good. The nature of the bloodline though is very internal, and vocal members will soon find their words falling on deaf ears in the callous, inhuman Kindred society. The philosophy of self-perfection tends to breed leaders and revolutionaries very well. Each of the more spiritual covenants has a good reason to be at ends with the Castigatore, but membership is not directly contrary.
The Ordo Dracul share similar thoughts of advancement and evolution. However, Humanity is rarely their goal and it often falls by the wayside during their macabre rites. Such a thing may be more in line with their obscure Ladder Sworn than anything. The Circle of the Crone most certainly believe that advancement requires trial and tribulation. The bloodline's doctrine is wholly an internal spiritual focus, so those of any political bent could find the bloodline appealing. However, the Acolytes often eschew Humanity, which puts them at odds sometimes with the bloodline's ideal. The Invictus are right in line with the bloodline's doctrine of self-empowerment.
The Lance would most certainly consider the Castigatore philosophy to be wholly wrong, as it completely removes God from the equation of morality Well-hidden, the self-destruction of the Princep may very well look like devout practice of Lance dogma. To an outsider, they may seem similar to the Mortifiers of the Flesh. While the path is similar, the goal is different. The Mortifiers focus on the pain for religious reasons. The Castigatore see self-destruction in a largely academic light. It's a means to an end, not a spiritual endeavor. Sin is just a stain to rid oneself of while following a path very much ingrained in earthly existence.
As a rule of thumb, bloodline members are typically rather wealthy. This has little to do with the bloodline ideals, and certainly a vagabond could embrace the ideals of perfection through suffering. Often, the personal advancement and self-gratification caused by practice of the bloodline's doctrine causes a heightened sense of self-worth, so most refuse to surround themselves by anything but the most elegant trappings. However, poor ascetics are not unheard of.
Most members of the line are riddled with scars, mostly as reminders of past lessons. Fortunately, Kindred choose to scar. The scars most choose to keep are those easily hidden and those that are particularly important to their paths.
Masters of Castigation are often of very high Humanity scores.
Most of Christian's disciples are well-traveled, but keep a number of havens in various locations. The more wealthy tend to have more lavish havens, but the majority devote at least some space to training of future initiates. These training areas can run the gamut from expansive libraries to BDSM-styled dungeons.
Even though it is hardly doctrine, Haven of Soil is often considered a valuable power for Castigatore to learn if living a nomadic lifestyle.
Most recruits to the bloodline were chosen for their particular strengths of will and desires to succeed. Many had some form of mania in their lives, something that showed to their recruiter that they could very well focus on one thing with exclusion to outside concerns. Initiates that were not Embraced into the line typically join because of a desire to internalize their success and advancement, to realize personal achievement and evolution as a method for growth and power in their social organizations. Some simply grow disenfranchised with covenant affairs, and find value in self.
Christian's specific House is chosen for their dedication to the Greater Good. This can be in very vague ways, sometimes the childe doesn't evenunderstand their place in that model.
Amongst the Evolutionaries, magnetism and personal charisma are of the utmost. The line lends itself to Kindred who are very strong-willed and who are experts in at least one field. Confidence comes from success, after all. And it takes a completely unique form of confidence to believe perfection can be achieved. Social merits are most commonly favored by bloodline members, but most members are rather well-rounded Kindred with a variety of strengths.
Presence, presence, presence. Subtlety has its place, but being overwhelming and righteous has a more frequent one.
Skills are key, being that knowledge should always be gained through the punishments dealt to one's self. Punishment without learning is wasted effort.
In order to enter play as a member of the bloodline, at least one dot of Blood Potency must be purchased.
Celerity, Majesty, Vigor, Castigation
In addition to the Daeva's traditional weakness, when an opportunity to fulfill inner goals is not accepted, the Castigatore loses confidence and drive. When a member of the line is presented with a situation where their Virtue can be fulfilled, the Evolutionary must do so. If they do not, all their temporary Willpower points are lost. These Willpower points can only be regained through successful enactment of Virtue. This weakness will not penalize the Kindred for not doing something clearly suicidal.
There is no formal organization of the bloodline. Sometimes, two can be found together in a teacher-student relationship or when comparing notes.
There is an obvious sense of camaraderie and respect between members, as they alone know the suffering that other members endure in order to keep pure and righteous.
Every year, the bloodline's members hold a sort of private party. During this meeting, notes are exchanged, ideas for particularly effective but relatively safe punishments are shared, and often there are very lavish displays of the bloodline's more gruesome practices.
Libertine, Cult Leader, Sage, Firebrand, Corporate Executive, Hermit, Guilt-Wracked Nun.
The signature Discipline of the Castigatore is called Castigation. It is based upon the principals of Christian's Auctoritas Principis philosophy. Unlike other Kindred Disciplines, many of the negative effects are more efficient if used on the Castigatore herself. If a power can be used on another subject, typically effects are more dramatic on the willing.
Sin, in reference to Castigation, means any act that would cause or has caused a Degeneration draw. This means that if a Kindred is too low in Humanity to risk Degeneration, the act is no longer considered sin. From the Auctoritas Principis theory, this would mean that the Kindred is far too stained for such a minor sin to be discriminated by the Castigatore.
Due to the specifics of the Auctoritas Principis theory, this Discipline only has effect on Kindred. If a power is attempted on anything but Kindred, there is no effect. However, the requirements of the given powers may require actions that may force the practicing Castigatore to make Degeneration draws for the harm done to the subject. Also, due to the strict adherence to the Auctoritas Principis, a Castigatore cannot utilize a Castigation power without having a requisite level of Humanity. The amount of Humanity in question is equal to three plus the level of the power being used.
It must be noted, many of these powers require physical harm to be visited upon the subject. If the subject is willing and understanding of the power's nature, the Castigatore is not required to make Degeneration draws for the harm caused. If the subject is coerced in any way, unwilling, or misled about the nature of the power, Degeneration draws may be required per MET: Requiem, depending on the Humanity of the vampire.
As well, if the Castigatore knowingly uses the powers of Castigation in order to assist another in condoning a heinous act (an act that would result in a Degeneration draw from the subject even if the Castigatore had not used the power,) the Castigatore must also test for Degeneration. This test is not dependent on the Humanity of the Castigatore, and it thrown as if the Castigatore herself committed the sin.
It must be noted that injuring another is considered a sin for Humanity 8 vampires. Injury is defined as "to impair meaning harm or damage to something." This applies to physical injury or mental injury.
The first skill a Castigatore learns is the ability to see sin as it flows through other Kindred and themselves. This is an absolutely essential aspect of Castigation. Sin, to the vampire, looks something like an oil stain about the body of those viewed.
Use of this power requires the Castigatore to have at least a Humanity 4. Any attempt from a vampire Humanity 3 or lower fails instantly, and the Willpower is still spent.
Cost: 1 Willpower
Test Pool: Wits+Empathy+Castigation vs. subject's Resolve + Blood Potency
Action: Instant
Draw Results
Failure: Failure indicates that the Castigatore does not activate the power. At least one hour must pass before the power is attempted again, and the Willpower is lost.
Success: Success indicates that the Castigatore has heightened sensitivity to the ebbs and flows of sin in those Kindred around her until dawn. With one full turn of observation, the Castigatore can determine the level of Humanity of other Kindred. This is judged by a few simple strata: If the subject is higher Humanity than the Castigatore, if it is equal to the Castigatore, if it is 1-3 points lower than the Castigatore, if it is 4-6 points lower than the Castigatore, or if it is 7-9 points lower than the Castigatore. The user is told which of those criteria apply. The Castigatore must be able to see the target in order to see sin, but illusions that make vampires change appearance (such as Familiar Stranger) do not hide their sins. If any vampire commits a sin worthy of a Degeneration draw, the Castigatore can see the stain attempt to take hold, and knows if it the Degeneration draw was successful.
Next is the first practice that Christian developed after realizing the truth of Auctoritas Principis. Destruction of the body prevents the spread of sinful stains. If the Castigatore knows she is going into a situation where sin is likely necessary, part of the body can be destroyed beforehand in order to lessen the spread of those stains. The actual destruction can be done through a number of methods, with or without tools. However, the methods used cause Aggravated wounds due to the knowledge of the Castigatore.
This power can be used on willing subjects at the cost of one Willpower point on part of the Castigatore. If used on an unwilling subject, it is considered a Humanity 3 sin in addition to the Willpower cost. It can only be successfully used on a restrained subject if unwilling. If for some reason the Aggravated Wound is healed before the next Degeneration draw the subject makes, the power has no effect. The power lasts as long as the wound remains.
Use of this power requires the Castigatore to have at least a Humanity 5. Any attempt from a vampire Humanity 4 or lower fails instantly, and the cost is still spent.
Cost: None on self, one Willpower on another.
Test Pool: Intelligence+Medicine+Castigation
Action: Instant. Although the test is Instant, the power takes at least five minutes of concentration and effort in order to best remove flesh. In that regards, it is completely useless in a combat situation.
Draw Results
Failure: The power has no effect. The subject takes one aggravated wound as the Castigatore removes flesh with no purpose.
Success: The test succeeds. The subject takes one aggravated wound. The next time the subject makes a Degeneration draw that night, one card is added to the throw. Alternatively, if the Castigatore chooses, the subject may be forced to remove one card from the draw. The chosen effect must be picked at the time of the "surgery." This effect cannot remove the final pull from a PC's degeneration test, resulting in a Chance Draw.
The sensitivity of the Castigatore increases with this level of skill. At this point, the ability to discern more intricate details about the individual is possible. After activating Seeing the Sin, the Castigatore can hone her senses towards an individual to reveal Virtue, Vice, and Derangements. This information is particularly useful when coupled with the later power, Cleanliness As Godliness. If used on oneself, the power gives an intuitive knowledge of these things.
Use of this power requires the Castigatore to have at least a Humanity 6. Any attempt from a vampire Humanity 5 or lower fails instantly and the vitae is still spent.
Cost: 1 Vitae
Test Pool: Wits+Empathy+Castigation vs. the subject's Resolve+Blood Potency
Action: Instant
Draw Results
Failure: The Castigatore cannot see the intricacies of the subject's soul. That subject is immune to this power until his or her Humanity score changes.
Success: The Castigatore achieves at least one success on the test. For each success, the subject's Virtue, Vice, or any Derangements are revealed to the Castigatore. This power can only be used on a given subject once per night.
At this level of power, the Castigatore can manipulate the spiritual fortitude of a subject she has successfully viewed with Knowing the Inner Demons. After the appraisal is made, the Castigatore makes the decision to strengthen the soul against the stains of sin, or to weaken its immunities. In order to strengthen the soul, the subject must be willing or restrained as very specific damage must be visited upon the Kindred form. To weaken it, the Castigatore need only touch the subject and spend the requisite Willpower. The force of the ascetic soul attacks the subject like an auto-immune virus.
Use of this power requires the Castigatore to have at least a Humanity 7. Any attempt from a vampire Humanity 6 or lower fails instantly and the Willpower point is still spent.
Cost: 1 Willpower
Test Pool: Intelligence+Occult+Castigation versus willing subjects, unwilling subjects Contest with Resolve+Humanity
Action: Instant if willing, Contested if unwilling.
Draw Results
Failure: Failure, or if the victim achieves successes equaling or exceeding the Castigatore mean that the subject is not affected by the power. The Willpower cost is still spent. The subject becomes immune to this power for the rest of the night.
Success: If the Castigatore achieves more successes than the victim, or in the case of an unwilling subject if the user succeeds, the power takes effect. To strengthen the subject, the Castigatore causes one Aggravated wound per success achieved.
The power works as follows:
This power is the ultimate pinnacle of Auctoritas Principis. It exemplifies the dedication to moral perfection the Castigatore espouse. The vampire causes untold of harm to herself; fasting and risking life and limb in order to make a more perfect canvas for the art of the soul. First, the vampire must be starved to the point of risking frenzy. Then, the body is destroyed almost entirely while the vampire steels herself against the world around her. The harm caused by this discipline can be done in any number of ways, from acupuncture, branding, fire walking, or even the infamous Sioux Greeting the Sun ritual. No matter what the method, the damage caused by this ritual is converted to aggravated.
In order for the power to take effect, the harm must be caused while the vampire is starved. The subject can have no more vitae in her system than her current Humanity. As the damage is caused, the vampire must make a frenzy test, with 5 successes required. The test is at a -1 if the vampire is at 4 or fewer vitae, and at -2 on the test if at 1 or 0 vitae. If the subject fails in the frenzy test, the damage is done, the Willpower is spent, but the power offers no benefit and cannot be attempted again for one full month.
The damage done with the power must leave the Kindred with no more Health boxes than her unmodified Stamina.
Use of this power requires the Castigatore to have at least a Humanity 8. Any attempt from a vampire Humanity 7 or lower fails instantly, and the relevant cost is still spent. However, due to the advanced knowledge of this power, Kindred can now use Castigation to affect anything with a Morality system, not just vampires.
Cost: 1 Willpower point. This power can only be used once per night.
Test Pool: Intelligence+Medicine+Castigation.
Action: Instant. However, the wounds caused take at least a full hour to inflict, as they are very specific in methodology.
Draw Results
Failure: The power fails. The Castigatore loses one Humanity point from the hubris of their action. This power does not work again for a period of one month.
Success: If the Castigatore succeeds in the power's activation, successes are calculated and noted on the character sheet for the night. At any time a sin is committed and perceived by the Castigatore that night, the vampire can choose to heighten or hinder the moral degradation. The Castigatore "spends" one or more of the successes on the initial test. Each thusly spent success raises or lowers the number of dice on the degeneration test in question by one pull, to an absolute limit of five pulls, or a single pull. This power cannot bring a PC's Degeneration draw down to a Chance Draw. Alternatively, one of the successes can be spent to make ones cancel out successes on a degeneration draw. In order for this effect to occur, the Castigatore makes a reflexive Intelligence+Empathy+Castigation, contested reflexively with the subject's Composure+Blood Potency.
This power can be used to alter the Castigatore's own Humanity draws without making the second test. However, if after this power is used, the subject loses a Humanity dot on the affected pull, the test for Derangement is considered an automatic failure due to the sheer stress levied against the soul.
"Do you want me to tell you what the weather will be like on the night that you die? That isn't how this works. I have told you what I see, and explained those parts of it that suggest specific meaning. The rest is between you and your destiny."
Mysterious, aloof, distant -- all of these adjectives and more apply to this small, mostly unknown bloodline. They are creatures who exist in both the world of flesh and a realm above, behind, and beyond it. ...or so they say. Some of their fellow Kindred respect them as peerless sources of insight, and are only too happy to pay for their services with Boons, lavish gifts, or other patronage. Others fear or revile them as snake-eyed charlatans with a penchant for unearthing things better left buried. Most merely scoff at the idea that these would-be sages have achieved a higher order of perception.
A Greek historian in the 1st century BCE recorded the most well-known tale of the foundation of the Oracle at Delphi: a goat herder noticed that one of his goats had begun acting strangely after falling into a crack in the earth on the slopes of Mount Parnassus. Upon entering the cave himself, the young man was filled with the power of the divine and blessed with the ability to see into the past and future. The head of the Delphi Bloodline (the "Pater Theopropos," who prefers not to share his true name, and goes by "Papa Theo" for the sake of ease) claims that he is that goat-herder, and that his Embrace over one thousand years before the birth of Christ only strengthened his gift. Several scholars of Kindred history maintain that his claim is ludicrous, and declare that he is actually a pretender, a huckster from a far later period with delusions of grandeur. There is, of course, no compelling evidence for or against either story, anymore than there is evidence that his children have the gift of prophecy at all. As with all matters of faith, however, "evidence" only means anything to skeptics. To those who believe, the truth is self-evident.
There are as many types of Prophet as there are oracular devices, from Gypsy rovers with their Tarot decks, palms, and crystal balls, to fur-clad hags with their bags of runes carved into human finger bones, to shamanic spiritualists and their ecstatic trances. The line even contains one tweed-clad scholar of literature whose gift manifests through stichomancy with the complete works of Shakespeare. Most Prophets favor at least one such device, which colors the way they perceive their gift and experience their Requiem.
The one thing that binds them all together is a belief in "The Aether." That, they say, is the birthplace of epiphany and the home of Fate and Genius. It is a realm of collective knowledge that lies both within and beyond the existence we know. It is a plane of pure thought composed of every idea that has, will, or might come from or into the minds of men. They believe that each and every thinking creature both contributes to and taps into it merely by existing, and they dedicate themselves to developing the ability to access it consciously and put the insights they experience there to good use.
Mekhet
"Prophets" to those who respect them; "Fortune Tellers" or worse to those who don't.
Most Delphi choose not to align themselves with a particular Covenant. Some don't want the demands of institutionalized politics and social convention to divert them from their higher purpose. Some value the patronage their abilities bring them, and don't wish to limit their selection of potential clients by choosing a side. Others simply don't see the value in limiting the exploration of their Requiems to a certain path.
However, some do seek that structure to help them retain focus and keep their minds from drifting too far into the Aether. Of these, most choose the Circle of the Crone and pay heed to Gaia, as they claim the worshippers at Parnassus did before Phoebus Apollo came into the picture. Others are drawn to the Ordo Dracul's dedication to personal transcendence, though they generally find it difficult to reconcile the Dragons' fundamental mythos with their own progenitor's tales. At least one Prophet has embraced a monotheistic explanation for their insight by seeking a place among the Sanctified, but much like the prophets of old, their "gift" has been questioned far more than accepted. None of the Delphi have formally aligned themselves with the Carthians or the Invictus as yet, though some have developed close relationships with patrons from those ranks.
The distraction of living in multiple worlds often leads to visible eccentricity. Eventually, most Delphi give up on fashion entirely and adopt either simple robes or a relaxed, airy style from the time of their Embrace. Most Delphi consider hygiene to be absolutely vital, and even begin their more significant forays into the Aether with ritual bathing, though one or two line members follow an ecstatic shaman tradition and adorn their flesh in elaborate mud and pigment designs to ground their bodies to the earth while their minds roam free.
On occasion, some members have lost their focus to the Aether so completely that they began to view the material world as less real than their own expanded consciousness, and took to wandering about in nothing more than the tattered remains of the last outfit they put on. The other members of the line invariably take it upon themselves to care for their lost brother or sister until the press of farsightedness fades.
Of particular note is the fact that Prophets' eyes take on the aspect of a snake when they use their power, and some of those who have achieved the highest level of the Discipline find their eyes permanently changed. They claim this goes back to the pythons revered at Parnassus as guardians of Gaia, the largest and most powerful of which Apollo is said to have slain when he assumed control over the Oracle there.
Haven preferences are as varied as the Delphi themselves. Some prefer darkened, cavelike lairs with minimal stimuli to distract them from their exploration of the Aether, while others prefer opulent estates or the open glory of nature.
The only true requirements to join the Bloodline are a dedication to the search for truth and a willingness to accept whatever perspectives on truth the Aether chooses to reveal. Beyond that, there is no formal initiation or requirement for membership. However, Delphi tend to be extremely selective about siring or being an Avus to new members, and the Pater Theopropos' opinion is always solicited and respected. In the end, however, such decisions are left for the individual to make after extensive consultation with the Aether, and the rest of the line rarely questions another's choice.
Delphi are known for their Wits, particularly when it comes to discerning patterns in the apparent chaos of the Aether, but their capacity to apply those insights Intelligently varies. Their determination to remain continuously open to revelations from the Aether tends to result in a low Resolve and Composure. The breakdown between Social and Physical attributes also varies with the individual, but it is a VERY rare Prophet who is good on the offensive side of a fight. They rely mostly on Mental and Social abilities, and what Physical Skills they might have had prior to their Embrace tend to deteriorate afterward.
Auspex, Augury, Celerity, Obfuscate
The Bloodline derives from Mekhet stock, so Delphi suffer an additional point of aggravated damage from sunlight and fire. The transformation their eyes undergo when they are in contact with the Aether can also lead to all manner of negative reactions from their fellow Kindred, and unless they exercise great care it can even breach the Masquerade.
Additionally, the strain of maintaining focus on at least three different layers of reality (physical, Auspex, and Augury) leaves them perpetually distracted. They may never possess the Meditative Mind Merit, and they gain an additional -1 on any draw penalty based on environmental factors.
Above and beyond that pervasive condition, the Delphi often find their minds so overwhelmed by the sublimity of the Aether that their ability to focus on the "real" is impaired. They call this state Ekstasis, and while it rarely renders them completely useless, it never fails to leave them noticeably distracted even in mild cases. In mechanical terms, Ekstasis threatens any time a prophet fails on the draw to use an active Augury power, or a Storyteller feels it appropriate for a prophet to be overwhelmed. It manifests as a penalty to all active draws (including further uses of Augury) for the remainder of the scene, but does not affect the prophet's resistance rolls. A given Ekstasis penalty is equal to the Prophet's total levels of Augury minus the number of successes on a Resolve+Composure draw, with a minimum of 1. If the situation calls for it, subsequent Ekstasis checks may increase this penalty cumulatively. At no point may anyone suffering from Ekstasis have a penalty greater than their permanent Willpower, as that is incapacitating enough. Players are encouraged to role-play a level of disconnection commensurate with this penalty, and may even choose to forego the resistance draw and succumb completely to an Ekstasis penalty at their level of Augury for the sake of role-play.
Finally, the visions Delphi experience are almost always intense and deeply personal, and often profoundly disturbing, and this takes a toll. They may risk a Degeneration check any time their use of Augury or Auspex makes them a psychic witness to a violation of the Hierarchy of Sins. Of course, as they did not actually commit the sins they witness in this manner, the threshold for the check is always at least one level higher than the sin itself would be. Storytellers are encouraged to use their discretion in this, because while it is most definitely a weakness, it is not intended to make the character unplayable.
Male Delphi identify themselves as members of the line by placing the title "Theopropos" after their names, and females do the same with "Pythia." The Pater Theopropos is the undisputed principal when he is present, though he works very hard not to step on his beloved brothers' and sisters' toes. The rest generally consider themselves peers rather than forming a hierarchy, though those with lesser prowess in Augury and/or proximity to the Pater Theopropos by blood and age tend to defer to those with more in social situations, both of which they can sense through Blood Sympathy. Additionally, those who visit a Domain with an established Prophet usually defer to him or her out of respect, and should the Aether mark one of them as a focal point for the web of Fate in a given time and place, everything else goes right out the window.
The word "Discipline" is perhaps misapplied to this power, which the Delphi prefer to call a gift. To use it is to plunge one's consciousness into the Aether, to open oneself to the weave of Fate, and to gratefully accept whatever insights one might be allowed to glean from what one sees.
When this Discipline is in active use, the Prophet's eyes take on the aspect of a snake. They claim this goes back to the pythons revered at Parnassus as guardians of Gaia, the largest and most powerful of which Apollo is said to have slain when he assumed control over the Oracle there.
Potential Augury modifiers include +2 if the subject of the power is also Delphi, +1 to +3 for spending time to role-play using an Oracular Device, +1 to +3 if the Prophet has a particularly significant object or piece of information that would help him to zero his Aetheric explorations in on a particular target, various environmental penalties, etc. A particularly urgent message/vision may also carry intrinsic bonuses or penalties, at ST discretion.
Any time a Prophet fails on the draw to use an active Augury power (noted in each power's description), he succumbs to Ekstasis, a penalty to all draws (including Augury) for the remainder of the scene that is equal to the Prophet's total levels of Augury minus the number of successes on a Resolve+Composure draw, with a minimum of 1 and a maximum of the Prophet's permanent Willpower.
If the situation calls for it, subsequent Ekstasis checks may increase this penalty cumulatively. Players are encouraged to role-play a level of disconnection commensurate with this penalty, and may even choose to forego the resistance draw and succumb completely to an Ekstasis penalty at their level of Augury for the sake of role-play.
Please note that this power is intended to advance plot and role-play, NOT give Delphi a "know what's going on free" card. STs are by no means required to provide a vision if, for whatever reason, they judge that it would not advance plot and role-play at a particular point in time. The Aether is simply incomprehensible. In that event, the Delphi is still subject to Ekstasis if he fails the activation test, but the attempt did not otherwise cost anything. STs may also, if they choose, make the draw for the Delphi's player, and provide only the IC results (or lack thereof) while keeping the mechanical details to themselves.
Storytellers may narrate the results of a successful draw however they like, and visions and prophecies can fall anywhere on the scale from specific to vague, elaborate to sketchy, vivid to hazy, etc. Transparent results like, "That man will die in a fiery car crash at 12:45am on Wednesday," are the LAST thing one should expect to get from the Aether, though Storytellers may certainly choose to go that route if it suits their stylistic purposes. Further, any player who would respond to a nebulous vision or prophecy by requesting a second test to figure out what it means has no business playing a Delphi in the first place. Storytellers are encouraged to borrow liberally from any and all stylistic resources for extra-sensory perception available in TV, movies, and literature, such as Tangina Barrons' imprecise perceptions in "Poltergeist," the murder-sensing trio of psychics in "Minority Report," Johnny Smith's psychometric visions in "The Dead Zone," and Cordelia's precognizant warnings in "Angel."
It should finally be noted that prophecy in LARP must be handled very carefully. Storytellers should consider what clues a divination might reveal to help keep the scenario moving along without short-circuiting plot or laying bare PC-generated intrigues. Visions, etc., should rarely if ever explain why something is important, only that it is important, and Storytellers should direct the diviner to look in the right place, rather than simply supplying answers.
At this level of Augury, the Delphi has only just learned how to open himself to the Aether, and has minimal control over the results. He is little more than a conduit for visions from beyond. Any Storyteller for a given scene/game who wishes to disseminate a plot hook, reveal information about a scene or character, or just put a vision into play to clarify or confuse things may approach the player with a "message from the Aether," which the Prophet is compelled to deliver. Storytellers are encouraged to use this device as much or as little as they like.
COST: None
DICE POOL: Resolve + Composure + Augury to control delivery.
ACTION: The draw is Reflexive, though the player can forego it.
DRAW RESULTS: On a failed draw, the Prophet must immediately relay the "message" in whatever form and fashion the Storyteller dictates (usually loud intonation), or the Storyteller may take over the character for a few moments and deliver the "message" personally. In either case, the Prophet will have no memory of having been overwhelmed by the Aether. On a successful draw the Prophet does remember, and each Success beyond the first allows the Prophet to restrain himself for one minute of role play or one turn of combat, or gives him a measure of control over the tone, volume, tact, etc. So, for example, a Prophet who wishes to wait until the intended recipient of the "message" finishes his sentence before interrupting him politely to whisper it in his ear would generally require three Successes, and he will remember having done it.
Having finally become more accustomed to communing with the Aether, the Delphi can temporarily anchor a portion of his Anima (essential spirit or "soul") there, allowing him to keep some of his attention focused on what goes on there even as "real" events transpire. This has two effects. (1) The Prophet can sense disturbances in the Aether that indicate the presence of entities on non-physical planes, including but not limited to ghosts, Twilight spirits, angels, demons, projected Kindred, etc. This power does not allow the Prophet to identify their specific location or nature as he might with Auspex, much less communicate with them, but he can sense that "something is here." (2) If and only if the Storyteller wants such a location revealed for plot purposes, the Prophet can sense pitches and swells in the Aether that indicate a spiritually-significant locale nearby, including but not limited to ley line Nexuses, Wyrm Nests, wrathly haunts, etc., and possibly even divine his way to their focal point, though the overwhelming power of such places almost invariably results in Ekstasis.
COST: 1 Willpower per scene.
DICE POOL: (1) Wits + Empathy + Augury minus the subject's Resolve if the entity is undisguised, or Wits + Investigation + Augury opposed by an appropriate Clash of Wills derivative if a concealing power is in use. (2) ST discretion (usually Wits + Occult + Augury) to sense a nearby location.
ACTION: Instant to activate; draws are Reflexive and occasionally contested.
DRAW RESULTS: Failing on any draw for this power places the Prophet in Ekastasis. (1) Each success beyond the first allows the Prophet to perceive an additional entity, usually in descending order by relative power. (2) Each success beyond the first gives the Prophet a bonus on the inevitable Ekstasis draw from interacting with such intense flows of Aetheric power, though as with any instance of Ekstasis, the penalty cannot be completely eliminated.
At this point in the Delphi's exploration, he has learned to relate some of the more common patterns in the Aether to their less visible counterparts in the physical world, and apply that knowledge to protect himself.
COST: 1 Blood
DICE POOL: Intelligence + Occult + Augury
ACTION: Instant
DRAW RESULTS: On a failure, the power has no effect, and the Prophet succumbs to Ekstasis. If successful, the number of Successes becomes a bonus to the Prophet's (a) Initiative and (b) draws to avoid surprise. This bonus lasts for the duration of the scene and may not exceed the Prophet's total level of Augury. This power may only be used once per scene.
The Delphi has reached a point where he can proactively open himself to visions from the Aether about a particular circumstance and gain general answers in the form of abstract and (mis)interpretable symbolic images about the major players involved, the most likely outcome, or whether a proposed course of action is a "good" or "bad" idea. Such visions only apply if the action is to be undertaken in the immediate future, which normally means that it applies to the night on which the power is applied. In the exceedingly rare event that the vision returns a brief portion of a future scene that actually transpires later in the game session, and the Delphi is involved in that scene, he automatically regains the first three Willpower points he spends in that scene on dice pools that do not result in a successful draw. This power may only be used to "read" another PC's "future" if that character's player consents. Finally, this power can be very taxing, and may therefore only be used once per night.
COST: 1 Blood
DICE POOL: Intelligence + Investigation + Augury
ACTION: Instant
DRAW RESULTS: On a failure, the power has no effect, and the Prophet succumbs to Ekstasis. The number of successes on the activation roll determines the clarity and usefulness of the vision imparted. One success generally gains only one or two meaningful, but abstract symbols indicating major factions involved in the situation, while with five or more successes the vision may include hazy, but possibly recognizable figures playing out a short scene that might come to pass if nothing occurs to significantly change the flow of events.
DESCRIPTION: It is easier for the gift of prophecy to touch those actively open to it, but throughout history the Aether has broken through to even the most closed of minds. In this ultimate expression of a Delphi's understanding of the Aether's turbulent eddies and currents, the Prophet may now assert his will so that the Aether reaches out to a nearby target of his choice. While this power is most often used to train prospective Delphi and share differing perspectives at family gatherings, it can also be used against aggressors, whose minds are unaccustomed to being plunged into the sublime maelstrom of all that which was, is, or might yet be.
COST: 1 Blood for willing targets and mundanes; 1 Blood and 1 Willpower for unwilling supernatural targets.
DICE POOL: Intelligence + Occult + Augury [vs. Resolve + Blood Potency (if resisting)
ACTION: Instant
DRAW RESULTS:
"'Til death do us part' is inadequate. Our bond is forever. Can you even comprehend the level of commitment eternity is?"
A new and relatively rare bloodline, the Deux Mains are nearly unheard of. Most Kindred Courts have never heard of the Sevite, and if the nickname Voodoo Kings or Queens is used, most simply assume they belong to the sub faction of Crones known as the Voodouisant. The Deux Mains generally try to keep knowledge of their existence to within Crone circles, as they don't wish to give the Lancea any more reason to hunt them down. Most don't take kindly to dealings with pagan spirits. Those that 'desecrate' marriage by joining in union with such creatures, and seek to attain spirit or godling status for themselves are generally hated even more. With that said, most courts deal with a Sevite the same way they deal with Crones, thinking merely that this vampire has a mildly different take on their Covenant.
The name Deux Mains come from the phrase in Creole: "sevi a deux mains", meaning "to serve with both hands". It's a cultural reference to the practice of left handed voodoo (black magic) and right handed voodoo (white magic). The most powerful sorcerers were said to practice magic with both hands. Although in modern voodoun, it means the sorcerer is a Bokor, one who also practices black magic. The practice of both white and black magic in voodoun was much more common in recent history, though most modern Orthodox Voodoun take a vow to practice only white magic.
The Voodouisant faction of Crones from which the Sevite springs practices many unique rituals, which it teaches only to members of the faction. Occasionally, one of these rituals is leaked and becomes much more well known, such as Cheval. Cheval comes from the French and Creole word meaning 'Horse', which is what a person being possessed by a Loa is called.
While all Voodouisant deal with the Loa, the Deux Mains deal most closely with a specific Loa, their Met Tet. A Met Tet is the personal guardian of a Sevite, the 'guardian who sits on their head'- their guardian angel. Met Tet of Deux Mains are, more specifically, their spouse, having undergone the Maryaj-Loa.
During the Maryaj-Loa, a sacred ritual all Deux Mains have undergone, the soon-to-be Sevite undergoes a full Catholic wedding with minor voodoun overtones, uniting the Kindred and the chosen Loa in holy matrimony.
The Sevite may follow and deal with many Loa, as the tradition of voodoun and the Voodouisant, but the Met Tet is their sacred companion. To the Sevite, it is much like going to a marketplace: You can bargain and deal with many individuals, but you only ever sleep with your spouse- it's that personal of a relationship. It's a bonding on a spiritual level- the Maryaj-Loa changes the Vampires' very blood.
Mekhet. The Deux Mains tie is not solely through lineage and blood, however. Due to the spiritual marriage involved, at Blood Potency 4, a vampire of any clan may join with the approval of a line member and their performance of the Maryaj-loa.
Sevite (seh'vi'TEH) or Voodoo Kings/Queens
Almost Deux Mains are members of the Circle of the Crone, and most originated in the sub-faction of Crones called the Voodouisant, practitioners of voodoun. There are a few Deux Mains scattered among the other covenants, but all maintain extremely close ties to the Crone. Those that don't start off as Acolytes soon join anyway as they cannot truly take advantage of their newfound bond without knowledge of blood magic. Many revere one of the feminine Loa as an aspect of the Crone (often Maman Brijit, a patron of black magic and the dead), though this does not have to be their Met Tet.
Most Deux Mains come from Caucasian, African, Creole, or Amer-Indian stock due to the lines close tie to mortals connected to the voodoo religion. Because of Voodoo's strong presence in the Caribbean islands and the American south, especially New Orleans, most Sevite bear the physical characteristics of those ethnicities. A Sevite's garb, like their Havens, usually has strong tendencies towards their Met Tet's inclinations. A Sevite of Carrefour will often carry small trinkets or charms, wear reds and blacks, and maintain a clean, if mysterious, appearance. A Sevite of Ayida-Wedo will generally wear brightly colored clothing, lots of jewelry, and flowing loose clothes. A companion of Baron Criminel will generally wear dark and compact clothing with lots of pockets, good for hiding small items and slipping into secret places.
Haven "living spaces" are as unique to each individual Deux Mains as a home is to a mortal being. There are general guidelines, however, as each member of the bloodline's style is usually indicative of their partner. A Sevite of Gran Bwa, the Loa of forests and growing things, will generally like shades of green and brown, have many potted plants, wood carved objects, and other natural items decorating their havens. Likewise, a Sevite of Agwe', the Loa of waters and King of the Ocean, will decorate their haven in blues and whites, sea shells, fish tanks, and other aquatic or marine themes.
There are two things all Deux Mains havens have in common, however. The first is a consecrated temple to the Loa, a hounfor. This generally consists of a peristil, an open sided and roofed courtyard adjacent to the main room where open rituals are held; and the bagi, smaller rooms inside the hounfor dedicated to particular Loa that contain altars, symbols, and offerings to that particular Loa. The second is a private altar, usually in the Sevite's sleeping quarters, consecrated to their Met Tet.
While not all Deux Mains were priests, the one thing every Deux Mains have in common is the voodoun religion. Whether they followed it in life or converted after death, no Loa will marry a non-believer. To play a Deux Mains properly, one needs to understand a little about the voodou religion. Despite the name, The Complete Idiot's Guide to Voodoo is an excellent handbook style resource for the religion, and searching for Voodoo on Google will bring up many resources for the religion and common personalities of the Loa. Additionally, Voodou is an adaptive religion. It contains bits and pieces from religions from all over the world. Aspects of Catholicism, Spiritism, Native American religions, and many African religions can be found to have influenced it's development.
In regards to marriage in voodoun: the Loa are distinctly male or female, and voodoun is a mostly heterosexual religion. A Loa won't marry an individual of the same sex as it (with the distinct exception of Erzulie Danto, special patron of lesbians). A Deux Mains can have only one Met Tet, and are expected to be faithful and monogamous. The Loa, however, can marry as many Sevite as it wishes (ie- two Vampires may share the same Met Tet, but a vampire may only have one Met Tet).
A Loa proposes in many ways, depending on it's individual personality. If it's vindictive or angry, it will inflict curses on the prospective spouse until they see a Houngan (voodoo priest) or Mambo (voodoo priestess) about their predicament. The Houngan will tell them of the Loa's desires. Sometimes the Loa comes to them in dreams, or possesses someone during a ritual and proposes there. The Kindred sided proposal is much more straight forward. The Kindred interested in proposing puts on an expensive ritual and has the Houngan call forth the requested Loa. The Kindred proposes, and the loa answers.
Character Creation for a new Deux Mains is dependant on the Met Tet they follow. Erzulie Freda, Loa of Love, will generally be drawn to those with good social attributes and skills. Simbi, Loa white magician and patron of fresh waters and electricity, will likely be drawn to those with high mental attributes and skills. Each loa is unique, and what attracts them to particular Kindred is varied.
Those of the Deux Mains retain the Disciplines of their original clan as well as gaining the discipline of Animalism. The Sevite also gain access to several Devotions, referred to as La Sevis (lah seh'VEES). In some rare instances, a Sevite whose original clan already had Animalism instead gains Auspex.
In addition to their original clans' weakness, the Deux Mains gains some of the spiritual limits of their Met Tet partner. Specifically, the pain salt inflicts on the Loa is conferred onto the vampire partner. Just as a Loa is repulsed by salt in it's food offerings, and an angry Loa can be sent off by warding the area with salt, the same holds true for the Deux Mains. A Deux Mains cannot enter a room or area warded by salt (though they can leave it, and usually do as fast as they can). A member of the bloodline in an area warded by salt, or accosted by an abjuration using salt (yelling "Back beast!" and throwing salt at the individual will do it) suffers a penalty on all tests of -3 while in the area or against the abjuring individual. This manifests as feelings of pain and intense nausea. Because this weakness is directly tied to the Sevite's connection to their Met Tet, no Deux Mains ever uses it against each other, or has ever used it in such a manner. To do so would also be incredibly insulting to their Met Tet, who might decide to revoke any favor given to such an uncouth unfaithful bastard. To them, it is akin to torture.
The Deux Mains bloodline weakness is also a closely guarded secret, as the Deux Mains are very protective of both their spouse and their line. Detailed knowledge of the Deux Main bloodline weakness requires a character to be a member of the bloodline or possess an occult specialization.
The Deux Mains is a very new and a very small bloodline, though they're gaining members quickly. Thus, they all know each other, and generally are very tight knit. Despite the many different Loa they follow, and the variance of their Met Tet, they view themselves as family, and are very protective of each other. The Deux Mains follow a system of respect based on who initiated whom, similar to a spiritual parent. The one who initiated the Sevite is seen as their father or mother, and the one who initiated their father or mother is seen as a grandparent, as well as the ones the Sevite initiates themselves are viewed as their children. This is an unspoken but understood code of behavior, carried over from the fostering system of voodoun priesthood initiation. Also carried over from the fostering system of training a new initiate for a year and a day before they are considered eligible for the Maryaj-lwa. This period of time is called engajment , and is both to ensure that the loa and kindred are right for each other, as well as ensure the prospective Deux Mains has the proper training to handle both the loa and Kindred politics and interactions. The Deux Mains do not suffer fools.
People Smuggler (Agwe'), Occult Librarian (Danbala), Feminist Activist (Ezili Danto), High Class Playboy (Ezili Freda), Coroner (Baron Samedi), Crone Gardener (Gran Bwa), Guardian of the Family (Ogou), Black Magician (Carrefour), Computer Whiz (Simbi).
Very little is known about the history of the founders of this line beyond their involvement in it's creation- and they like the mystery. The first, married Carrefour (the Petro aspect of Legba, Grand Master of Black Magic and night creatures) while mortal. The other, male, founder is companion with Erzulie Freda (Loa of Love, including vengeance), married after his embrace. Bloodline legend holds that each founder was unable to complete the transition to a full bloodline on their own, but somehow were able to complete it together. This is attributed to the most powerful magics being both white and black, so both houngan and bokor were needed to work such a magic with the loa. This unity is supposed to be the source of the Deux Mains name.
The story goes something like this:
Many Voodouisant attended the joint Reaffirming of Vows announced by the pair on the fourteenth of February (Valentines' Day- chosen for obvious reasons), and acted as witnesses and participants in the ritual. However, the possession of several audience members by the Loa signified something a little unusual. When it came time for the Met Tet partners to recite their half of the vows, the founders spoke in voices opposite in sex to their own, and in a deep hissing language no one in the audience could decipher. Many members of the audience also swore that huge translucent images of the Met Tet partners were overlaid onto the vampires reciting the vows. This is, of course, unsubstantiated.
Now, however, some are able to marry others to their own Met Tet, and the line grows.
The Voodouisant
The society of the Deux Mains is strongly connected with the sub-faction of the Circle of the Crone known as the Voodouisant. Integrating the culture of Haiti and New Orleans, and the American Southwest; the Voodouisant share lore, tales, art, and magic from their mortal beliefs, spreading and adopting whatever aspects and new loa suits their fancy or their needs. The faction only teaches it's special Cruac rituals to other members of the Voodouisant, as other Crones do not take adequate care of the loa. This sub-faction formed and organized with the disappearance and apparent death of Baron Cimitiere. Strangely, the formidable houngan's death seems to be the necessary catalyst to start the sub-faction creeping it's way towards status as a new covenant. While the Voodouisant are made up primarily of practitioners of Haitian and New Orleans voodoun, practitioners of Hoodoo, Comdomble, Spiritism, Obeah, Shango, Umbanda (Macumba), and Lukumi (Santeria) are also found within it's ranks.
Houngan, Mambo, and Bokor
While not a true split in the line, the Deux Mains have an affinity for either white or black magic, depending on who they 'spiritually' descent from. Those who practice primarily defensive and warding magics are known as Mambo (female) and Houngan (male). These Deux Mains are usually descended from those married into the line by the male founder. Those who practice primarily cursing and damaging magics are called Bokor. They are usually married into the line by those descended from one of the founders. The astute will notice those terms used frequently, referring to several different things. This actually helps the Deux Mains hide among the Crones. When one speaks to the Crone in general, a Sevite will use bokor to mean one who practices voodoun black magic. When used among solely Deux Mains, it means one traces their patronage back to one founder. The same is true for houngan and mambo; being used to refer to a voodoun white magician in public, and meaning one traces their lineage back to the male founder among the Deux Mains.
There are many rumors floating around those who know of the Deux Mains about the end goal of the founders and the loa. Some say there's a secret of La Sevis that is taught after many faithful years of service that allows the Kindred to transcend it's earthly form and join it's Loa spouse permanently. Others say that simple age will turn a Duex Mains into a more spiritual creature. Detractors whisper that the bloodline is simply a clever cover for a cult of demon-worshippers and their patrons. These are all just rumors, though…right?
The Maryaj-Loa
The Maryaj-Loa is perhaps one of the most spectacular points of a Deux Mains' existence. It is many things: an intensely personal ritual, a public marriage, an initiation into the bloodline, the beginning of a long and rewarding relationship, and a catalyst for the mystical change of blood necessary to join a bloodline.
It is performed almost exactly as a full Catholic wedding, though the Kindred spouse must pay for the entire wedding themselves. The area intended for the marriage is cleansed ritually and decorated in a manner mostly resembles a catholic churches' decorations, with the notable exception of the images of the saints. Voodoo flags bearing the vevers of the Loa corresponding to the Saint are hung under or over the traditional images about the church. The ceremony is also performed mostly in creole. Trusted friends and many Deux Mains attend the ceremony, some travelling from afar to witness the moment another vampire joins the ranks of the family. The Loa spouse possesses one of the attendees during the ceremony, and takes their place at the head of the church. The most respected member of the line present has the honor of handing off the Kindred spouse in place of mortal parents. At the final moment of "I do", the new member feels their tie complete with their spouse, and the are now officially a member of the line. Following the ceremony is a traditional reception, welcoming the new member into the family and providing refreshments to the attendees and gifts to the new initiate. All in all, it is one of the most memorable and festive nights for new Deux Mains. Some hardly dare believe the older ones in their assurances that it only gets better from there.
The Loa
The Loa themselves elude direct classification. They share some aspects with ghosts, some with spirits, and some abilities uniquely their own. In some ways, they compare best to the catholic notion of angels and demons, though voodoun has no such dualistic belief in good and evil. For simplicities sake, loa should use the spirit rules from Werewolf: the Forsaken and Mage: the Awakening. They have access to appropriate ghostly and spirit numen, and their bans usually have something in relation to salt or their related fields. A Guide to Loa and their Mechanics can be found at the end of this document.
In voodoun, the loa are entities, created by the one great god who made everything, to watch over earth and all the aspects of it. The one god is a rather distant and unknowable creature who has better things to do than directly interfere in human lives. He is above the worship or direct interaction that the loa enjoy.
For further information regarding the Deux Main bloodline, please contact Gillian Twining (US2002022904) at gillian.twining@gmail.com.
Most vampires interact with one another, and keep their motivations secret. Then there are those, that have delved so deep into secrecy, that they have embraced it at their very core. These kindred move through the Danse Macabre largely unnoticed, under assumed names, with their true motivations deeply hidden. Those who have tried to investigate the nature of the Eidolon bloodline have found it to be like peeling an onion, and rarely make it past the first few layers. These Nosferatu do not welcome others looking in upon them, and do their best to evade the interest of others.
The bloodline began in ages past, when an occult scholar delved too deeply into unknown knowledge. He became so engrossed that he faded from existence. Centuries later he reappeared, changed. Only those of his brood truly noticed him as he glided through the night, past the ignorant masses. His story was astonishing to them, and they desired the abilities he possessed. He taught them his ways, and moved forward with his goals, like a phantom.
The eventual fate of the founder is not known. What is known is that his childer picked up the mantle when he disappeared. After that, the leadership position was passed down from one to another annually. This remained the same for centuries until one night, none of the phantoms appeared at the caucus. They were gone.
Most recently, the bloodline resurfaced, when an ancilla was looking through a cavern in Western Alaska. He found writings, and a strange place of power. With his own knowledge of the Occult, he was able to puzzle some of the things out. After becoming lost in the mystical tomes, he found himself changed. When he emerged from the cave, he was more than when he went in. He was Eidolon.
Since that night, he has searched out the members of his own brood, and tried to bring them into the bloodline, much as the original founder.
Phantoms
The Eidolon come from all covenants, but there are more Invictus that any other. They are often deeply entrenched in covenants for their own purposes, and tend move along when that is finished.
Like most Nosferatu, they tend toward functional clothing rather than fashion. They prefer to blend in with the group they are with, and can be found dressed in a multitude of styles for that reason.
Most prefer underground structures; bunkers, tunnels, bomb shelters. They do not share communal havens with those not of their line, for fear of being discovered for who they real are.
Most members of the line are sired in for specific talents that will aid the bloodline as a whole. Some are Avused in to fill critical roles, but this is rare. It is not common that someone will be invited to join the line simply out of friendship. The Eidolon believe that they should be specialists in specific tasks that will aid the bloodline, and clan as a whole.
Mental or Physical tend to be primary. Most tend to fall into the category of a planner, or a soldier. Stealth, Investigation, and Subterfuge are key skills for the Eidolon. Most of the martially inclined tend toward methods of fighting that takes advantage of the Vigor of the Nosferatu.
Nightmare, Obfuscate, Sophism, and Vigor
The Eidolon fade into obscurity very easily. Often times their deeds go unnoticed and unremembered. Because of that, they may not purchase more than a 3 status in any organization, aside from Clan Nosferatu. They may not purchase status in any mortal organization, and are limited to level 3 in allies or contacts. This flaw is in addition to the Nosferatu Clan flaw.
The bloodline is often divided into cells that operate fairly independently, but they still remain in contact with the others. There is always a leader of the bloodline, which is determined annually by caucus. The location of the caucus changes each year. It allows for the introduction of new members, and old members to visit one another.
Military Officer, Occult Researcher, Government Spy, Terrorist, Hitman, Thief, Ninja, and Pirate.
By refining the art and science of deception, and combining it with an unknown mystical power, the original Eidolon created Sophism. Practicing this art is the reason that the Eidolon fade into obscurity and find it difficult to maintain contact with mortals. While it's powers are static in their effect, they are derived from an arcane source. This can be seen in the aura of the user when they activate any of the powers as crackling motes of energy. These motes appear when their creature type or presence of magic is looked for.
Basic understanding of the concepts of deception and chaos are at the root of Sophism. Intense study is required before beginning down the path of of the Eidolon. Once the beginning is found, a certain base understanding is gained, that aids in the uses of those concepts.
Cost: 1 vitae
Pool: -
Action: Reflexive
Failure: -
Success: The Eidolon gains mastery over mundane uses of the Stealth, Subterfuge, and Larceny abilities. They may subtract their dots in Sophism from any penalty to the mundane use of those skills. Activation of this power works for a single skill challenge.
With this ability the Phantom has learned to instill the chaotic energies that they manipulate into his fingertips, and transfer it to a vessel. Most of the Eidolon find this ability useful in covering up their misdeeds. It has the function of baffling investigators, and foiling attempts at discerning the true aura of the target of the power.
Cost: 1 Willpower
Pool: Wits + Subterfuge + Sophism
Action: Instant
Failure: There is no effect, and the willpower spent to activate this power is lost.
Success: The Eidolon touches a target, and covers it with a swirling chaotic mask. Any attempts to investigate, divine, or read the target in a mundane or mystical way, are penalized by the Eidolon's dots in Sophism. This ability lasts for for the rest of the night. Note: This mechanic never applies to Clash of Wills.
By extending his senses, the Eilodon can reverse the stealthy powers of Sophism, causing a blinding, distinctively colored flash. The flash originates at the point of the target and is visible to anyone present. This flash is disorienting and confusing to the victim, and hinders their actions.
Cost: 1 vitae
Pool: Int + Occult + Sophism vs Resolve + BP
Action: Instant
The Eilodon targets one opponent. Each success gained in the use of this power imposes a -1 penalty to all actions for the scene, to a maximum of -5.
This ability was named for its obvious visual effect. The user becomes less distinct, and somewhat ghostlike. When others look closely at the Faded individual, they see patterns, numbers, symbols, and others swirling icons. This effect makes others feel uncomfortable, and makes them desire to look away. It is rumored that the founder of the bloodline used this ability so masterfully, that he left this world completely.
Cost: 1 vitae
Pool: Intelligence + Stealth + Sophism vs. Resolve + BP
Action: Instant
While Fade Away is active, any draw made to perceive the Eidolon automatically fails on the draw of a 1 or a 2, unless more successes are garnered on their Resolve + BP check than in the activation of the power. In addition witness penalties for activating obfuscate powers are reduced by one for each dot of Sophism that the Eidolon possesses, regardless of the outcome of the contested test. Fade Away lasts until the end of the scene, and is visually obvious when in use.
This is the power for which the bloodline gains its moniker. On lookers have been known to give different explanations after witnessing this alarming transformation. With this ability, the Eidolon becomes an dream like mirage, that is nearly transparent. Each Eidolon looks different from the rest, but they all disturb on lookers and baffle would be assailants.
Cost: 1 vitae
Pool: -
Action: Instant
Success: Upon activating this power, the user completely transforms their body into an intangible wraith like substance. This will remain active until dawn, or taking an instant action to change back. They become immune to physical attacks, and attacks with physical delivery methods. They may not attack anyone else physically, as they are intangible. Mystical attacks work as normal, so long as they do not require touch. While under the effect of Phantoms Mantle, movement is normal, but may not be augmented supernaturally. The form glides along solid surfaces. Flying is not permitted, nor is going through solid objects. The Phantom may slip through very tight areas, unless they are air tight. Fire and sunlight are especially damaging to the Phantom, and cause one additional level of damage, from any source regardless if delivery method. It should be noted that while using Phantoms Mantle, the Eidolon has no discernible anatomy, so powers cannot be used that require such. (Ex: Dominate may not be used by, or on the Eidolon.) While in the Phantom's Mantle, speech is not permitted. Future rulings on the nature of intangibility will apply to this power. Use of this power prevents the user from making attacks on other beings that cause damage. This should be adjudicated by the storyteller.
Gangrel
Guardians
"I don't care what you believe...just believe."
Mordechai, the founder of the Griffins, joined the Circle of the Crone in the early 20th Century. Others of his childer found that the Lancea Sanctum fit their beliefs better, still others the Ordo Dracul. None of the five Covenants would actively hurt a Griffin's way of life (although joining the Circle of the Crone offers additional challenges), but the three more "spiritual" ones seem to be more fitting.
While the original Griffins are descended from Russia and Eastern Europe, the physical appearance of a Griffin is far secondary to what they look like on the inside. Griffins usually tend to favor loose or utilitarian attire, since theirs is a life of action. Some Griffins have taken to wearing jewelry of the faith, belief, or religion they descend from, but this is by no means absolute.
Griffins' hair tends to darkens with age, even if they were brought into the Danse Macabre with a fairer complexion. The older a member of this bloodline gets, the darker their hair grows. Mordechai, the founder, has hair as black as pitch.
Griffins tend to favor multiple small havens that are both beneath notice and easily defensible. Since they are of Gangrel descent, virtually any patch of ground can be made "home" for a night or two, but having their own places to stay is important to safety and security.
Griffins don't automatically become one with the bloodline upon their embrace. Isolation, meditation, contemplation, and survival in harsh environments are imposed once the prospective Griffin is identified. The Griffin's Sire, or Mordechai himself, might come and pose challenges for the prospective child of the blood. Every Griffin, once their bloodline is fully realized and active, must swear one of the bloodline's two Oaths, the Oath of Purpose.
Griffins have two Oaths that they share as a bloodline, the Oath of Purpose and the Oath of Service. No cost is required to take either Oath, but willing violation of either will cost the character a point of temporary willpower. The Oath of Purpose is sworn upon joining the bloodline, but the Oath of Service is personal to each Griffin, and most usually have one such Oath sworn at any given time.
"This dark night I do swear to protect that which matters most. I will put myself to the hazard, I will risk all that I am and all that I may ever be to safeguard those in this world with vision, purpose, and compassion. Until the sun's warmth accepts me or until the moon heralds me into the eternal night, so shall I remain constant in this as is the North Star."
"I do solemnly swear, as the Griffin to Alexander, to protect thee (recipient's name). As the wings of the Griffin beat true I shall follow thee (length of time of service). And as the claws of the Griffin are strong, I shall protect thee (conditions and terms of service)."
Griffins, as guardians of their fellow Kindred or of mortals, obviously tend to focus on Physical Attributes first and foremost. Being defenders, they tend to specialize in their Resistance Attributes Mentally, Physically, and Socially. The bloodline's discipline, however, makes "offensive" combat not as useful per se as defense and protection. Socially, Griffins tend to be more straight-forward, and favor Presence over Manipulation. They tend to favor skills that aid them in detecting threats, and in protecting their charges, such as Investigation, Brawl, and Athletics. Griffins also tend to study motives (Empathy, Subterfuge), since they tend to not accept commissions from those who are lacking in humanity. Many Griffins learn Fighting Styles, and should select other Merits that aid them in saving lives.
Humanity is the most important statistic on a Griffin's character sheet. It affects the Griffin's ability to perform their bloodline's unique discipline, as well as how powerful those powers are. It also will affect who they work to protect. No Griffin may enter the bloodline with a Humanity rating less than 6.
Animalism, Protean, Resilience, Matana
In addition to the standard Gangrel Clan Weakness, Griffins are forced to pay a hefty price for their power. If a Griffin's Humanity ever falls to 4, they lose access to all Level 5 Disciplines, even their unique bloodline discipline. If it falls to 3, they also lose access to their Level 4 powers. This continues on if the Griffin's Humanity continues to drop.
In addition to this, Griffins regain no Willpower for acting out their Vice.
The "Looking Glass Self" world of Status isn't as important to Griffins as it is to most other Kindred. Griffins value Boons, and accept them in exchange for their services. Griffins are often loners, but when not on a commission, a common bloodline practice, will sometimes gather in numbers to show solidarity, and to help their brethren stay mentally, physically, and emotionally strong.
In an emergency, the Griffins can be called together to deal with a common foe that is to powerful to be handled alone.
Ex-Military/Police, Bouncer, Nomad, Hunter, Social Worker, Lone Wolf, Hound.
"A man's heart may well long for victory more rather than for peace. I better understand the aspiring spirit than the politic brain. Once, on me too, smiled such fortune as is now yours. Nonetheless if in prosperity the Gods also gave us wisdom, we should consider not only what has happened in the past but what might happen in the future. To ignore all else, I, alone, am sufficient warning of what Fate may bring."
- Hannibal
Matana, Hebrew for "The Gift", is a power developed in the late 19th Century by Mordechai Griffinov. It is a power devised solely for the protection of others. This discipline can only be used on Kindred or Ghouls who the Griffin has tasted the blood of at least once.
All the powers of Matana require expenditures from the Griffin loaning their various disciplines, but require no activation draw. The subject must within the line of sight of the Griffin for this discipline to work properly upon them. Using Matana is an Instant Action.
Each level of Matana, 1 through 5, allows the Griffin to "bestow" one of their in-bloodline disciplines (Animalism, Protean, Resilience - not Matana) to their target. Level 1 Matana allows for Level 1 powers only, Level 2 Matana allows for Level 2 powers, and so on up to Level 5. In the case of Resilience, the Level of Matana used indicates how many dots of Resilience the target receives for the duration of the power up to the Griffin's current level.
While a power is "loaned out" through the use of Matana, the Griffin may not activate that same power (or bestow it to more than one target at a time). In the case of Resilience, the Griffin loses access to as many levels of Resilience as it used with Matana to bestow upon another.
Only one power may be "bestowed" per each use of Matana, and a Griffin may only use Matana on a target once per scene. All Levels of Matana require the Griffin to expend 1 Vitae to use. Levels 3, 4, and 5 of Matana also require the expenditure of a Temporary point of Willpower.
Matana's duration is calculated directly from the Griffin's Humanity rating. In non-combat situations, powers "gained" through Matana remain available for 1 minute per level of Humanity the Griffin has. In combat situations, the powers remain available for 1 combat round/turn per level of Humanity. Targets of Matana who gain these powers instinctively know how to use them, but do not retain this as conscious knowledge (i.e., they cannot use this as justification to purchase those powers out of clan). The recipient of the power uses their own pools for activating the disciplines they are lent.
Should the beneficiary of the Matana Discipline do anything that would require a Humanity Check while that use of Matana is still active (of a level equal to or lower than that of the Griffin ally), the Griffin who used Matana on that target must also make a Humanity Check (albiet with a +1 bonus).
"The pale, weak Krysjaan god and the pathetic words of his 'Damned' prophet are a blasphemy in the sight of the true gods. In time, we will destroy those who have usurped the old ways."
Myth and legend often have their roots in fact, and this is no less true of the Frost Giants of Norse legend. For those who know what to look for, the many names of the Frost Giants hold clues to their true nature. Their names in Old Norse mean "man-eater" and "those with the blood-thirst," and their place in the tales of the Æsir has been corrupted both deliberately and by time. Once proud servants of the gods and staunch supporters of the Camarilla, the Jötunn (singular: Jötun) have long fought to challenge the false teachings of lesser vampires about their origins and nature.
Ancient myths speak of the Frost Giants as bringers of chaos, dishonorable creatures who were constantly challenging the gods and that would finally fight on the side of destruction and entropy when Ragnarok came. Those myths originated with Norse and Germanic Gangrel who found the Jötunn to be powerful rivals and adversaries, and were further twisted as the Lancea Sanctum found power in the North and chose to vilify the Frost Giants as demons and evil spirits.
In fact, the Jötunn were a powerful force for order and conquest on the forefront of the expansion of the Roman Empire. The mission of the Jötunn lent itself well to the slander brought against them by Norse vampires. They were described as tricksters, enemies of the gods, and violent trolls that would kill those who got in their way. This portrayal discouraged the jarls from speaking to them and encouraged a tenacious fight when the Jötunn would leave behind diplomacy in favor of the sword.
To combat this, they traveled further into the realms of the Norse to find those who had not yet heard the lies spread about them. Upon arriving in the far reaches of the frozen North, they began to become accustomed to the land. They learned to exist in the frozen wastes and, over the centuries, formed a bloodline that was uniquely suited to their new environment. Nearly all converted to local religions and began to worship the Norse gods, Odin being chief amongst them, though some few Jötunn remained true to the pagan gods of Rome. They settled, hoping to slowly build influence with local petty kings and gradually guide the North under the hand of the Empire. In time, they found themselves cut off from their peers and allies in Rome, and ultimately fought the Empire as it found itself giving way to Christianity.
The split of the Camarilla into the Invictus and the Lancea Sanctum was a terrible blow to the Jötunn, who had always viewed the unification of the continent under the banner of the Roman Empire as a divinely inspired duty. After it was plain to them that the Empire had fallen to the Christian god, they battled the expansion and were content with the stagnation of the Empire until the new Holy Roman Empire began spreading its influence via bribery or assassination. By 1,000 CE, most pagans of the North had converted or were persecuted, and the Jötunn slowly began their withdrawal.
Over the course of the next two centuries, nearly every Elder of the bloodline and most of their broods entered torpor. The few that remained awake spent their time guarding over their torpored Elders or infiltrating Christian groups and knighthoods in an effort to slow their spread or introduce pagan influence. The Teutonic Knights, for instance, were home to a handful of Frost Giants over the centuries and was a secretly used by the line to preserve pagan artifacts and symbols. The cross pattée of the knighthood, later incorporated into a German Iron Cross medal, was actually a Gebo rune, signifying that the Teutonic Knights were a safe haven for the Jötunn.
Meanwhile, the Elders of the line slept, hoping to wait out the years and return when the time was right to rise again and battle the Sanctified and their dogma. Waking every few centuries, the Frost Giants have spent only brief periods awake and found nothing to fight for… until now. The youngest of their lines have heard the muttered rumors of a new Camarilla, and so they wake the Eldest of their lines in the hopes of delivering good news. As the clan slowly rises from their long slumbers, it remains to be seen whether they will begin a new war against the god of Longinus, or whether they will instead choose to be Eclipsed again, and wait for a new night to fall.
Nosferatu
Frost Giants
The vast majority of Jötunn are nominal members of the Circle of the Crone, though most of those have a significant distaste for the female-centric aspects of the covenant. Instead, they profess a worship of all the ancient Norse gods and venerate the male figures more readily. Most do not advance far in the hierarchy of the Circle, though the few females in the bloodline sometimes find themselves in positions of leadership within the covenant.
Some others are members of the Invictus, as the Jötunn remember the nights of old when the Camarilla ruled nearly all of Europe and the Roman Empire was still mostly pagan and heathen. Those that call themselves members of the First Estate long for the time when the Camarilla will be reborn and the Sanctified who split it in twain are hunted and destroyed.
Of those who do not choose the Circle or the Invictus, most are unaligned, though a few more modern members have joined the Ordo Dracul or the Carthian Movement. Without exception, there are no frost giants to be found amongst the Lancea Sanctum, as they view the covenant with hatred and disdain.
The Jötunn are extraordinarily tall, each approaching 8 feet in height. Mortals chosen to join the line are carefully selected for this trait, though the intrinsic nature of the blood can literally reshape another vampire to a suitable height. A Kindred that is being Avused into the line that does not have the Giant Merit may, upon tasting the vitae of a Jötun, expend a second dot of Willpower (in addition to the dot expended to join the line) to force his body to grow to a new, towering height. The new Jötun must expend 8xp and gains the Giant Merit.
This does not, however, prevent individual Jötunn from Embracing unworthy mortals. Should a member of this line Embrace a mortal of normal height, it's highly likely that the tribe will hunt down the offending childe and destroy it, along with the errant fool who thought to impugn the bloodline's name and reputation. The Jötunn are fiercely protective of their image.
Due to their bloodline's weakness, they have a slightly bluish tinge to their skin tone. Most are of Nordic or Germanic ancestry, with hair ranging from light brown to blonde to red. Their style of dress can be both ancient or contemporary, depending on the individual. Most prefer a simple style of dress that's conducive to quick movement, hunting, and combat. Many have adopted the "Metal" style, with chains, iron crosses, dark clothing, and metal band shirts. This style gives the Jötunn a comfortably fierce look while maintaining the Masquerade.
Very few Frost Giants find themselves needing havens due to their frequent use of Haven of Soil, a power some learn by trade with the Gangrel and that some forcibly take through Diablerie. Those that do have havens often lead a Spartan existence, with little more in their homes than is necessary for their night-to-night survival. Weapons, armor, and a place to hide their valuables is all that most need. It's not uncommon for a Jötun's haven to have only a bed, desk, and safe.
Many Jötunn were Embraced over a thousand years ago, when heathenism in Northern Europe still flourished. More modern Jötunn have been brought into the line from various backgrounds, but almost all can trace their ancestry to one of the many Anglo-Saxon or Norse tribes or the peoples of Northern Russia.
Most Frost Giants were warriors of one kind or another as mortals, though some few were craftsmen, animal trainers, or skalds. A skilled craftsman is considered a blessing to the line, as they are often employed in creating armor or weapons using the powers of Fimbulvetr.
As a line of warriors and artisans, the Jötunn almost inevitably choose Physical Attributes and Skills as their primary area of development. Strong social ties and tribal bonds encourage Social Attributes as well, and those who excel in Social areas are often the skalds and storytellers of the bloodline. While not stupid by any means, the Jötun rarely need to hone their mental acumen, and many are uneducated or anachronistic. Most Jötunn, however, are good with their hands, and Crafts of many kinds come easily to them.
Most Jötunn are very adaptable, however, and may have a high Wits or Resolve as a result, reflecting a natural cunning or wisdom. Those who are well-traveled may have stronger Mental Skills, but most have only a smattering of them, and generally focus on Crafts, Occult, or other immediately useful skills. Older Jötunn, those who participated in the diplomatic talks with the jarls of the North, may have some skill in Persuasion or Empathy.
Fimbulvetr, Nightmare, Vigor, Resilience
The Frost Giants are a hardy breed, but their time in the frozen North has caused physiological changes that are readily apparent. All of the Jötunn are incredibly tall, most approaching 8' in height. Jötun characters are required to buy the Merit: Giant at creation. Characters joining the bloodline must have the Giant Merit or gain it as described above. In addition, the flaw of their clan invariably is that of a bluish tint of the skin that is easily noticeable, and a Jötun who has manifested even the first power of Fimbulvetr is constantly accompanied by a chill aura.
The Frost Giants detest their portrayal as enemies of the gods and agents of chaos, and being accused of such or overhearing stories referring to these portrayals requires them to make an immediate test for Frenzy at a –2 penalty. This includes any references to a Jötun as causing chaos, tearing down the system, breaking the law, etc. Once in Frenzy, it is extraordinarily difficult for them to regain control of themselves, and a Willpower must be spent before another Resolve + Composure draw is made to pull themselves out of one.
The Jötunn are a tribal bloodline, with a few small families that change or grow as new members are Embraced or leave to establish their own families. Most families are led by a Jarl, who is typically the eldest of the group and the sire or grandsire of most members of the family. Particularly large families, those with more than 8 or so members, might have various duties assigned to individuals, such as skald, huskarl, etc. Most, however, do not need such designations to successfully hunt and forage as a group.
The ancient Jötunn found themselves facing a fierce climate and dangerous terrain. To adapt, they had to learn to harness the power of the winterlands of the North and use it to their advantage. The Fimbulvetr is the culmination of a thousand years of evolution and adaptation by the Jötun.
Jötun can literally see changes in ambient temperature and track their prey via heat signatures. Upon concentrating for a brief moment, their sight slips into the infrared spectrum and allows them to plainly see heat signatures. Humans and other animals show up as brightly colored red and yellow figures. Kindred are difficult to see with the Wolf's Eyes, unless they have recently fed or have expended Vitae for the blush of life. Otherwise, they usually appear as only slightly warmer than ambient room temperature, usually as a dark figure.
Cost: 1 Vitae
Test Pool: Wits + Survival + Fimbulvetr
Action: Reflexive
The Wolf's Eyes allows the user to almost immediately see hidden, living creatures in outdoor environments, especially at night. A bonus equal to the user's level of Fimbulvetr is added to tests to spot living creatures in the user's vicinity. The same bonus is also added to tracking tests as long as the living creature has passed through the area in the last 15 minutes. This bonus does not add to Clash of Wills tests against Obfuscate or similar supernatural powers.
While some detail is lost in using the Wolf's Eyes, it is impossible for the user to mistake, for instance, a fireplace for a child, or a hot stovepipe for a human adult. Rather, minor detail such as facial features are difficult to make out, though the user would still be able to make note of height, hair length, build, and other general details.
Blind characters use this power differently, "sensing" heat rather than seeing it. While they can determine distance and a general size of the heat sources, they cannot determine whom a particular heat source is or otherwise identify individuals by it. It is otherwise identical to the power as described above.
Sometimes warfare must be fought in a manner that takes the enemy's tools from him. The Jötunn developed this power to do just that. By focusing their powers of cold and ice, a Frost Giant can blow upon an item and cause it to become brittle and easily damaged. Weapons, armor and other items might shatter at a single blow, becoming nearly useless. Small fires, too, might also be extinguised by the breath of a Jötun.
Cost: 1 Vitae
Test Pool: Stamina + Athletics + Fimbulvetr – Defense (see below)
Action: Instant
Draw Failure: No successes are achieved. No change occurs to the item targeted.
Draw Success: The Jötun focuses his breath on an item within five steps of him, and the air becomes frigid and bitter around him and the object targeted. For each success drawn, the item's durability is reduced by 1. This power only affects inert objects or plants. Animals, mortals, vampires, or other supernatural creatures are unaffected.
A Jötun can also extinguish a fire within range of this power by making a successful draw with successes, penalized by the size of the fire, that equal or exceed the size of the fire. A successful test that does not exceed the size of the fire instead drops the fire's size by 1 for each success.
An attempt to use this power upon a worn or held item is penalized by the owner's Defense (unless the owner chooses not to defend against the power). Armor does not add to the Defense penalty for this draw, though Celerity or other powers might. This power does not work on Frostcrafted items.
Feedings can sometimes be few and far between for the Jötunn, and frequently those feedings led to ill-timed deaths. The frost giants quickly learned to cover their inadvertent murders by making the deaths appear to be due to weather. Over time, they have further refined this power to help incapacitate their victims and to slow rival vampires in the hunt for prey.
Cost: 1 Vitae
Test Pool: Strength + Athletics + Fimbulvetr - Stamina
Action: Instant
Draw Failure: The draw is tied or no successes are achieved. The power fails and the Vitae expended is lost.
Draw Success: If used against an unsuspecting target via consensual touching (a hug, handshake, kiss, etc.) no grapple is required. If used in combat, however, the target of this power must first be grappled and the grapple must be maintained until the Glacial Touch is activated. The character inflicts Lethal damage to a grappled, living creatures equal to successes drawn. Against undead creatures such as vampires and revenants, this power does no damage. Instead, speed and initiative are penalized equal to the amount of successes drawn for the remainder of the scene (to a minimum of 1). Vampires may remove these penalties by expending Vitae on a one-for-one basis.
Multiple uses of this power against an undead target do not stack. The highest successes drawn are used instead. Multiple uses of this power against living creatures for the use of dealing damage, however, are acceptable. Other members of the Jötun bloodline are immune to this power.
Freezing the moisture in the air around them, the frost giants are capable of sculpting exquisite masterpieces of durable ice. Everything from small tools to furniture to weapons can be created with this power. While most Jötunn do not use this power frivolously, a good feeding and high spirits might encourage a frost giant to craft any number of items in a single night.
Cost: 1 Vitae (see below)
Test Pool: Dexterity + Crafts + Fimbulvetr
Action: Extended. The number of successes required are equal to the size of the item being created, which must be stated before the draw. Smaller items with higher successes denote more intricate detail and finer quality. For instance, a sword created with Frostcraft and 3 successes would be plain and functional, whereas one created with 10 successes would be ornate and beautiful as well as functional.
Objects greater than Size 1 require extra Vitae. Each subsequent increase in size requires the Jötun to expend another Vitae. This expenditure can be made on subsequent rounds if the Blood Potency of the user is not high enough to create it in a single round. Items larger than Size 7 are impossible to create with a single use of Frostcraft. However, a Jötun could conceivably create larger items by melding together smaller pieces. Melding two pieces of Frostcraft together requires a single success on a Dexterity + Crafts + Fimbulvetr draw and the expenditure of one Vitae.
Draw Failure: Not enough successes are achieved to create the item. No successes means that the power fails entirely. One or more successes, but less than the required successes, means that the power fails and a brittle piece of ice only vaguely resembling the intended item is left behind. This ice melts quickly and is generally useless (except, perhaps, to cool one's drink). Vitae is consumed as normal.
Draw Success: The Jötun creates a single item made of durable ice (Durability 4). This item remains for a number of nights equal to the Jötun's blood potency unless exposed in some manner to sunlight. At dawn following the last night or upon exposure to sunlight it becomes brittle and melts completely within a number of rounds equal to its size. If the Jötun wishes the item to remain permanently, he must expend a Willpower dot at any time during the process of crafting the item. Such permanent frostcrafted objects must still remain out of sunlight or they will melt as quickly as the more temporary objects. Permanent Frostcrafted items that are somehow broken or shattered can be repaired with a successful Dexterity + Crafts + Fimbulvetr draw and the expenditure of a Willpower point.
The items created with Frostcraft may not have more than a few moving parts (such as hinges, a swivel, etc.) and must be fashionable from metal, stone, or other solid substances. Complex mechanisms are completely impossible, and the test draw is penalized by 1 for each moving part the Frostcrafted item has. Chairs, doors, goblets, swords, and the like are all examples of items that can be created with Frostcraft, but the Storyteller is the final arbiter of what can or cannot be created with this power.
Frostcrafted items may be clear or have a milky white color to them, or a mixture of both, depending on the preference of the user. Only sunlight or extreme heat, akin to that of a forge (1500 C), may melt the items. The water that remains after a frostcrafted item melts is pure water with no extraordinary distinction except, perhaps, that it has no mineral content or pollution to it.
Calling upon the ancient gods of the North, the Jötunn can bring down a fierce storm of winds, ice, and hail. These relentless tempests can hinder their enemies, causing them to fail even the most basic of tasks due to the fury of the storm.
Cost: 1 Willpower
Test Pool: Stamina + Survival + Fimbulvetr
Action: Instant
Draw Failure: No successes are achieved on the draw. The Willpower expended for the power is lost.
Draw Success: A tremendous storm of ice, sleet, and hail whips down upon the user and extends out to 5 steps per success on the draw in every direction. The storm lasts for a number of turns equal to successes drawn on the activation test. Use of this power indoors invokes a -5 penalty to the draw due to the difficulty of controlling and focusing elemental powers in such places.
Every creature in the area of the tempest, except for those of the Jötunn bloodline, receives a -5 penalty to all physical tests for the duration of the power. Further, any tests requiring concentration might also receive penalties at the discretion of the Storyteller. Characters within the storm, except Jötunn, must make a reflexive Dexterity + Athletics test to avoid falling prone if attempting to move more than their Acting Speed. Anyone making a ranged attack from outside the storm that targets someone within the area, or on the opposite side, of the Tempest receives a -5 penalty due to the heavy snow and sleet that swirls throughout the area.
Multiple uses of this power do not stack. Only the use of the power with the most successes is applied. When the power ends, other uses of Tempest of Ice that remain active are still applied.
Once the storm fades, the ice and hail begin to melt almost immediately, leaving surfaces and creatures in the area wet. In cold climates, the traces of the storm remain intact until sunrise.
(Translated from the Old Norse)
North we came
Bid by the keepers of order
By the Empire
To bring order to the Northmen
In the lands of ocean and ice
We found honor
We found courage
And we found a homeland
With the jarls we did speak
Bringing our vows of service
Of peace and prosperity
In a hope of expanding the Empire
But our enemies did cry out against us
Against our message of peace through order
They sought to slander us
And many challenges were made
But the lands of the North were alien to us
Hostile, and filled with treachery
We did not know the ways
We did not know the customs
And so we failed
And in our failure we were shamed
And so we traveled North again
To revel in our failure and shame
And we secluded ourselves, and we learned the customs
And we learned the ways, and the culture
We knew the people and the land
Over the centuries, we adapted
We found our strength in the wintry land
In the frost and glaciers
In the customs of the people
But most importantly, in the gods
We devoted ourselves to the gods
To the purpose put forth to us by them
And we renewed our mission
Of order and Empire
"Demons" we were called
And worse, for we were strong
And we were feared
So the lies grew as our shadow did
And we fought the slander
With word and deed
But the damage was done, and our reputation was hindered
So that the kine fled us as we approached
Our intentions peaceful
We had to show our purpose
And prove our faith and mission
Though rarely were we allowed
Some few kings gave us peace
Fewer still gave us allegiance
And those often were killed
By secret murder and foul intent
The word reached our ears
Of discord in the Empire
Of the fall of the [Camarilla]
Of the fate of the gods
Opposed we were by once our brethren
By those who had sworn oaths
By the followers of the spear
And their mortal minions
Fought bravely we did
In the land of ocean and ice
Rallying the peoples
Against the encroaching Empire that was not our Empire
And our elders saw the fated blow
And though we fought
We were destined to fail
And destined to fall
And the eldest of us
Bolthorn was his name
Bid us make our retreat
And we sought the shelters of ice
Far to the North we fell
To slumber for many years
As the age of our people passed
And the age of the Empire passed
To await the night
That we would seek our stature again
And face those who defiled
Our once proud Empire
Sherman Tanks
Rare is hardly the word for this Very new Bloodline. As far as bloodlines go this one is not only unique but unheard of. The founder of this line is not ONE but TWO Identical Twin Gangrel from the early 1900's. The exact time of their embrace is not discussed as it has so little bearing on their attitudes. In order to become part of this line a set of TWINS must already exist OR Twins must be embraced by either one or both of the Twins (moments apart from each other).
There is no restriction on sex, the Twins can be a mix but identical twins are favored. Players planning to join this bloodline should be prepared to LINK their Twin characters as closely as possible. There is NO sibling rivalry. This is a TWINS concept ONLY. In case of the death of a TWIN the remaining Twin can seek out a replacement from a current Gangrel PC….
This Twins concept works for those wishing to become defenders of a coven, defenders of a coterie, or even if they are Nomadic they can sell their sword by a temporary OATH of protection. There is no restrictions on where the new additions go however if the twins separate permanently they will be unable to use the Higher levels of their bloodline discipline as it is somehow harmonically linked to their being twins. Thus if ones dies the powers will slowly fail until a replacement Twin is created of found among the Gangrel blood. (failure of certain levels over time will be at the discretion of the presiding ST)
Gangrel
"If its up for 4 hours someones going to the hospital"
(this has been overheard when referring to either Progenetors Favored Weapon... the Sledgehammer)(sledgehammers names are Viagra and Cielis)
This bloodline is not limited to a particular coven, however rarely will one be found among the Crones or the Unaligned. This is mainly because the bloodline itself is a nurturing one conceived out of protection of its own as well as any they swear loyalty to. Many of this line tend to gravitate to the Ordo-Dracul. While the Ordo-Dracul is comprised primarily of scholars this Gangrel bloodline understands the great need of devoted and loyal guardians of the precious and mystical items of the coven. Its founders are well respected within the Ordo-Dracul. The Founders do not make demands of their Childers or the bloodline.
Members of this bloodline tend to appear ready for an assault at any given time. The founders of this Bloodline can be seen wearing tactical gear and BDU's as seems appropriate for a Tactical SWAT team or military tactical team. Members of this line are ONLY made up of TWINS. Although not necessarily identical, the founders have a soft place for such. (Any type of TWIN will work, although mortal twins are not necessary since embrace within moments from one or both of the originating TWINS will suffice. Essentially this creates a new set of TWINS.
Being Gangrel they take haven where their gifts of protean allow. However as the basis of this line is founded on protecting, many of this line can be found resting near the central location of their coven of choice.
Kindred chosen to be a part of this bloodline will be chosen due to their martial skills as well as their devotion to others. Kindred of this bloodline live by the old adage, "MY WORD IS MY BOND". There is no dividing factor of good and evil among this bloodline so much as there are factors of acceptable and unacceptable behavior, dependent upon ones choice of Coven.
Martial skills are preferred. Strong emphasis is placed on characters to be as closely designed as possible for this character concept (stats and abilities). (Allowances for mild deviations from their counterpart are permitted at creation but heavy differences are frowned upon)
Stamina or Composure
Animalism, Resilience, Protean, Equilibrium Duo
Weakness: Continue on with the Gangrel weakness (no re-rolls on 10's for mental challenges except perception based challenges, which would still apply for this bloodline) this Bloodline is so connected that an additional weakness during combat has arisen.
When in Physical Combat not only are Aces a failure but also 2's due to the potential for distraction concerning thier other twin.
There is no hierarchy to this bloodline. However all member are scrutinized for their ability to uphold their oaths. Those who do not make the best attempt at upholding their oaths may be subject to final death. Caution is given to what oaths are sworn and how they are worded.
Body Guards, Police officers, Military positions of all levels, Wise Guys, Gang Member Heavies, Bouncers, Survivalists.
Key note and restriction:
Should one twin or the other die or be torpored, the remaining twin cannot learn any more levels of the bloodline discipline, Equilibrium Duo, until the other twin is removed from torpor or a suitable replacement is found.
(minimum of one year Hard RP and an obvious connection between the two characters growing)
This power allows for the twins to ride the senses of their Twin, allowing for sight, sound, touch, taste and smell through their mystical Twins bond.
By expending vitae the twin focuses on the other twins' senses. This causes no damage if the other twin is being attacked however the resonance of the pain can be felt through the link.
(While riding a Sense of your twin you become penalised on the same sense you yourself posess. Ex: while seeing through your twins eyes your actual vision would be penalized heavily to notice someting ordinary, However obvious things such as someone standing in front of you would NOT be penalised. each instance would be taken on a case by case situation as per ST discretion.
Cost: 1 vitae
Action: instant
Dice pool: none
Cost: 1 temporary Will
Action: Instant
Dice Pool: Resolve + Empathy + Equilibrium Duo
With a successful activation of this power the Twin can gain a number of additional Resolve equal to his twins base Resolve. This lasts for a number of rounds equal to successes gained on the activation roll. These Resolve points can be used when pooling for tests.
This Power DOES NOT add to the permanent or temporary will point pool of a character and may not be stacked. At the end of the rounds equal to successes this power may be tested for again with a negative 1 penalty (this penalty is cumulative for the scene only)
(This power when active adds the resolve gained by successes to the twin activating it, to be used as defense against powers as well as resisting powers. When this power is used the twin who has lost the resolve would therefore lose use of the willpower he/she originally had access to, recalculating their will at the current time of use. IF that twin only has one willpower remaining this power can not be used as removing any resolve would remove the last willpower.)(The twins' power is taking the resolve from their other HALF. Limited to successes and remaining willpower. NO CHARACTER can be brought below 1 dot of Resolve, AND they can not be deprived of all their will power.)
This expenditure can bring Resolve over the normal cap related to Blood Potency.
Cost: 1 Temporary Will
Action: Instant
Dice Pool: Composure + Empathy + Equilibrium Duo
With a successful activation of this power the Twin can gain a number of additional Composure equal to his twins base composure. This lasts for a number of rounds equal to successes gained on the activation roll. These composure points can be used when pooling for tests.
This Power DOES NOT add to the permanent or temporary will power pool of a character and may not be stacked. At the end of the rounds equal to successes this power may be tested for again with a negative 1 penalty (this penalty is cumulative for the scene only)
(This power when active adds the composure gained by successes to the twin activating it, to be used as defense against powers as well as resisting powers. The difference from this and the previous level of Equilibrium Duo is that with the loss of composure not only does the will power become affected but also the Initiative of the character. As one lowers that characters composure it allows the other twin to act faster under initiative but again is restricted by remaining Willpower. NO CHARACTER can be brought below 1 dot of Composure, AND they can not be deprived of all their will power.)
This expenditure can bring Composure over the normal cap related to Blood Potency.
Cost: None. This power is always active when the twins are together.
Because of their connection, the twins have learned to interpret and rely upon one another's reactions. When both twins are called upon to draw Initiative or to draw to resist Surprise, both may make use of the higher draw between their two.
Cost - 1 Willpower
Test Pool - None
Action - Instant
This power allows the twins to share the same space at the same time. The effect is similar to that of Haven of Soil in that the activating twin seems to meld into the other one. Either twin with this power can choose to spend 1 willpower to merge with the other to become one entity for the scene. The twin can also choose to end the power and leave his sibling anytime before the scene is over.
This gives no bonuses to attributes, skills, or disciplines. Likewise, attributes, skills, and disciplines can not be shared (ie: a twin with resilience can not use it to lower the other twins agg damage to lethal) nor do merits stack. It does, however, allow the twins to divide up any damage that they may encur while in the merged state however they wish amongst themselves.
Example: The twins are going into a warehouse but are afraid it may be an ambush. To make it easier to avoid detection and to increase their likelihood of surving they merge before they enter. As they open the door, a kindred on the other side shoots them with a shotgun. He does 5 bashing damage but the twins, being merged, choose to divide the damage between themselves. The stronger twin chooses to take the odd point of damage so that, when they divide later, one twin has 2 bashing and the other has 3.
The eldest of kindred tell stories of the hunters whose sole focus of their requiem is the hunt for prey. They tell of the horrors of blood addiction and warn that if one isn't careful it's madness will consume one's very soul just as it has done to those of this ancient bloodline. Most stories of the line are clouded by the dense fog of the ages. Each telling of the history of the bloodline speaks of the decimation that it left in it's wake. Of villages being consumed and left bare of human and vampire alike. Of cities being found with out a single vampiric inhabitant after the hunt has passed through it's borders. The inhabitants having either fled or being left with out a drop of vitae within their veins in the throws of violent frenzies or left in the deepest of torpor.
Most believe these myths to be just stories of legend that have no basis in reality. Torpor dreams run rampant and stories which are so far beyond the capabilities of a group of vampires let alone a single one that they are not worth recounting. Those few who know the truth are usually the very descendants of this ancient bloodline in the modern nights. For they know the stories their sires told them of their sire's sire and his sire before him. Of these beasts that hunt their own line. How they will track them to the ends of the earth to reclaim their blood. How the κυνήγι are still out there waiting for their blood to thicken once more to the point where they will feast upon kindred vitae and when that night comes no one will be safe from those who hunt.
Those of the bloodline who speak of it's history tell of an ancient kindred who survived for eon upon eon until his blood had become so thick that only the vitae of vampires would sustain him. How his thirst forced him to hunt those who had once been if not his friends at least his companions in the requiem. How he could not control the strength of his hunger and how he had consumed their final drop of vitae. The savage moved on and on through out the known world seeking the blood to sustain him. Finding it harder and harder to stay awake as the source for the only food he could find became more difficult to locate until eventually he latched onto a way of finding those he could track. His own line would act as beacons. He developed a strength of blood that allowed him to sense them. To see through their eyes and find them. Some speak of the taste of their family or the ties of blood but the members of this bloodline know they are tied far more tightly to their descendants and ancestors than others. They know they must make more of their kind if they hope to survive for when the time that the ancients are hungry once more there must be vitae for them feed upon.
Gangrel
The Hunt
Though this ancient bloodline can be found in almost all covenants they have historically had strongest ties with the Circle of the Crone. The Hunt tends to be more bestial than many vampires and as such the circle tends to be more accepting of their outlook and practices. It is rare for a member of the line to take a prominent position within the covenant because the visibility often leads to their downfall as the strength of their blood progresses.
The Invictus house a few of the most ancient of this bloodline. Not acknowledged as a bloodline of prominence within the covenant they are mostly some of the more obscure. Seldom becoming truly influential due to their brutish tendencies and lack of the true social veneer of a refined Alder let alone the younger members inability to climb the social ladders for the same reasons.
The Lancea Sanctum contains a few of this bloodline primarily among it's younger members. This is thought to be an effort by the eldest to impress upon the young that actually killing someone you hunt becomes problematic when one is seeking to keep the herd as strong as possible. The Lancea for their part have been willing to accept the bloodline in so long as it keeps itself to the lowest rungs of the covenants power structure.
The Ordo Dracul once expressed a great interest in this bloodline and it's possibilities but soon decided that rather than being a source to move past the curse it is in fact a personification of the curse itself. Those few members of the bloodline who are involved with the Ordo at this point are regarded more as a curiosity and with pity than just about anything else.
The Carthians as of yet have no known members of this bloodline. This is perhaps due to the bloodlines ancient origins and attachment to the social and political structures which support the power of the eldests. Though in many ways this bloodline embodies exactly what many of the Carthians fear the most.
The Hunt is best described as utilitarian in their appearance. Taught from an early age that the boogie man of vampiric society is literally out to hunt you down and drink you dry they tend to be be practical and prepared in their attire. Never sure when the next shadow is going to be the monster there to eat you. The bloodline has traveled through out the Mediterranean, Northern Africa, Arabia, and South East Asia and it's members reflect a large number of cultures and origins.
The line tends to one extreme or the other in Havens. Either estates that are wrought with traps and security to extremes that would make other kindred seem positively lax in their security measures to little more than a convenient bit of earth. This largely depends on the nature of the individual and their opinion about when and where the threat will come from. They all know the threat comes it's just a matter of when and where it will appear.
While the cultures vary from end of the world to the other the personality type of the members of this bloodline are almost always those who's origins rest within the focus of the hunt itself. Believing strongly that embracing those who are weak prey does nothing to strengthen the line's blood they seek those who will like themselves live within the hunt itself. Hunters, soldiers, explorers and those with a taste for living on the edges of civilization make up the vast majority of this line.
While a hunter must be strong, fast, and stout it is truly the hunter than can use his mind and all of the abilities to become a master of his prey that is valuable. Skills are valued over raw talent as they express a desire to learn rather than a dependence on one's natural gifts. While all skills are seen as valuable tools in the hunt those who possess a degree of stealth, some aptitude at survival and a focus on being aware of their surroundings are often chosen over others.
Obfuscate, Protean, Resilience, Oeuttipua
Beyond the Gangrel weakness shared by all members of the κυνήγι they also bear the curse of an insatiable hunger which drives them to hunt. This hunger is a constant reminder of their focus on the hunt. For to ignore that starvation is around every corner is to ignore the lessons of the bloodline itself. The hunger makes it so that once a κυνήγι has begun to feed upon a vessel or source of vitae they may not stop regardless of external stimuli until the vessel no longer contains vitae or they are completely sated. Further this gnawing hunger causes their tests to resist frenzy when hungry or starving to be more difficult (increase the negative modifier for each condition by 2)
The κυνήγι's believe their founder to be Orion though his own spotty memory makes this at best a guess. The starvation that Orion faced at the end of the first millennia drove him to force the transformation on his blood and caused his hunger to grow even more vicious than it had been making starvation even more of a threat than before.
Only after Orion realized that the sleep of torpor and diluted his blood did he begin to understand that the constant hunger was not the product of malnourishment but a curse that would follow him for the rest of his requiem. He began to fear and loath the idea that he would be subjected to feeling of near starvation always hovering on the edge of frenzy.
Orion realized that his only hope was to remain sated on as much blood as possible something that would drive him to a desperate attempt to populate the kindred world with as many childer as he could create. This drive to create more of his kind spread the seeds of the bloodline through out the Mediterranean and followed him east across the black sea and eventually into south east Asia where he made his home in the deep jungles for much of the last half of the second millinia.
His brood has become so prevalent that they have spread across the world though few have realized the potential of their sire or grandsire's or even great grandsire's bloodline a few pockets of it's manifestation have developed. It doesn't take long for them to begin to seek out the origins of their line and the very nature of the lines powers draw them to one and other like moths to the flame.
Society and Culture
The κυνήγι usually have one of two reactions to the realization of their bloodline. The first and more common reaction is to flee as far as they can from other kindred fearing for their own sanity as their minds become crowded with confusing thoughts. Hunger run rampant in them and their beast is barely in check meanwhile far flung ancestors and descendants begin to invade their thoughts and actions. Insanity is often quickly on the heals of the realization of the bloodline's potential. They run to the most remote corners of the continent to hide from the reality that crashes down on their minds. A few others loose themselves in the minds and motivations of their line becoming sycophants and loosing their own sense of identity in a sort of continuous group think available to their senses.
Both results are far from inspiring others to join in the mentality of this group. Those few who find a way to be strong enough to resist the thoughts and feelings of their family and maintain a sense of self though become truly legendary members of their line. Able to spy on the inner most secrets of their extended families and influence them from afar
By increasing the sensitivity of their blood sympathy they can locate those they share blood ties with more exactly over larger areas.
Cost: 1 Blood
Dice Pool: Manipulation + Investigation + Oeuttipua
Action: Instant and lasting one scene or hour.
Failure: Nothing happens
Success: Each success doubles the range of at which blood sympathy applies for the user.
In order to track and find vitae the κυνήγι have learned to follow the ties of blood down generational paths that are beyond the sensations of most kindred.
Cost: 1 Blood
Dice Pool: Presence + Occult + Oeuttipua
Action: Instant for activation the duration is one scene or hour
Failure: No effect
Success: The κυνήγι can use blood ties one additional generation for each success scored on the test. Correspondingly all individuals subject to the power may also use the advantages of blood ties on the individual enacting the power.
One Success = Three Generations in either Sire or Childer's directions
Two Successes = Four Generations
and so on and so forth.
As the power of Oeuttipua grows so too does the predatory aspects of the κυνήγι. Eventually the beast within the κυνήγι becomes ensensed to the point that it can cause the reactions of predator's taint regardless of the number of times it has encountered another beast before.
No individual may be subjected to this power more than once per scene or hour.
Cost: 1 Blood
Dice Pool: Presence + Intimidation + Oeuttipua
Action: Instant
Failure: Nothing happens
Success: If the subject of the power is a vampire, both the user of the power and the subject immediately enter frenzy challenges as if in a predator's taint scenario. They need to achieve as many successes as the user achieved on the power's activation to avoid frenzy. This test is performed as per a normal frenzy challenge with the successes being gained from an extended test.
Once the κυνήγι has progressed to this level of the power the sensitivity and accuracy of their blood sympathy is greatly increased. Allowing truly powerful members of the line to sense the exact actions of their descendants.
Cost: 1 Willpower
Dice Pool: Wits + Occult + Oeuttipua
Action: Instant for activation and the duration is one scene or hour or until such a time as the user releases their connection to the other vampire.
Failure: Nothing Happens
Success: The vampire can focus on any individual for which they have blood ties and who is within the range they can sense those ties experiencing their senses. While riding this individual's sense through the ties of blood they must not take any other action including defending their selves or the power immediately ends.
As the hunger of the beast grows so to does the beast within the κυνήγι much to their dismay. Causing them both benefit and problem as their blood reacts more like that of a predator of great age.
Cost: 1 Vitae per success scored on activation + 1 Willpower
Dice Pool: Manipulation + Survival + Oeuttipua
Action: A number of rounds equal to successes achieved on the activation roll. No action other than defending oneself may be taken while the power is activated.
Failure: The character immediately enters a hunger frenzy*.
Success: Over the course of several rounds the vampire struggles with the beast eventually releasing it's hunger and power. For each success scored the individual increases their blood potency by one. The power lasts for one scene or hour and for the duration of that scene they are subject to all the benefits and drawbacks of the increased blood potency. Further should the number of successes added to the original blood potency result in a number greater than ten they stay at blood potency ten but immediately enter a hunger frenzy for which there is no available sustenance which will suffice*.
Taxing the Beast in this manner leaves it fatigued. For the remainder of the night the user finds it harder to draw upon the strength of their Beasts. For every success accumulated on the activation, they have an effective reduction in their Blood Potency for the purposes of vitae expenditure, to a minimum effect effective BP of 1. Additionally, if a draw for Predator's Taint is required the user always counts as being the inferior predator to those that perceive them.
At the end of the power's use all vitae that their system can no longer contain is forcefully regurgitated making it inert and useless.
This power may not be stacked with other blood potency increasing abilities such as but not limited to Invictus Oaths.
* - Neither of these frenzies or effects is avoidable by uses of powers upon one's self, such as but not limited to Coil of Blood, Coil of the Beast or Animalism 5(which does not impact Hunger Frenzy anyway)
Special Note: While vampires who are blood potency seven and above do not suffer from blood addiction, feeding from other vampires -- even while BP 7 or higher -- will leave one with a preference for vitae even when it is not the only viable sustenance. Vampires who have fed from other vampires -- even under the effects of BP-enhancing powers -- must keep track of their Vitae Addiction as per the rules in MET Requiem.
The Luminarian bloodline is a very old one, as old as many bloodlines whose beginnings have been long forgotten. Despite their small size, or perhaps because of it, the origin story of the Luminarians has been well preserved through the centuries.
The Elect began as a coterie of pious vampires that formed during the Fourth Crusade. Their actual founder, Aleron, was an English nobleman whose true name has been lost in the darkness of the past. Aleron's band of Daeva had been seeking absolution for their damned state, and left the fighting at Zara after Pope Innocent threatened to excommunicate the crusaders for attacking a Christian city. By chance or by the guidance of a higher power, the roving band came upon a trove of writings that led to an extended quest covering the width and breadth of the old Roman Empire. The result of their quest was the unearthing the secrets of wielding light in the service of God, a critical ingredient for the creation of the Luminarians bloodline.
The fate of the bloodline waxed and waned over the centuries, but after the Renaissance, the Elect found it more difficult to convince mortals and Kindred of their divinity. The world had modernized, and reason and science had begun to trump faith and religion. Many Luminarians found themselves decried as charlatans. On top of this, growing conflicts with enemies around the Mediterranean eventually forced the bloodline into migration. Those who survived after the sixteenth century began the laborious process of moving their holdings and influence into the New World. Contemporary Luminarians reside almost exclusively on the West Coast of North America.
Upon joining the bloodline, Luminarians begin to suffer dreams that plague their sleep, and sometimes even their waking hours. These dreams command the Elect to act in a myriad of different, seemingly unrelated ways, and can result in a schizophrenic metamorphosis of personality. Luminarian doctrine teaches that the dreams are sent by a host of heavenly beings, and that each bloodline member's duty is to focus on a single angel whose aspect they will serve on Earth.
Some Luminarians maintain an agnostic stance, and find their focus in more mundane pursuits, such as particular arts, sciences, and philosophies. The majority of the Elect tolerate these "lost" bloodline members, considering them to be misguided souls who will eventually "come around" to a more devout viewpoint.
A group called the Fallen represents a rare, third philosophical division found among the bloodline. These Luminarians have fallen to the madness of the blood or have chosen malignant entities as their spiritual foci. Over the last few centuries, small groups of these bloodline members have struggled against their peers, seeking to destroy them or tempt them toward evil pursuits.
Daeva
The Elect
Most Luminarians see themselves as having a special role within the Lancea Sanctum, whose ideologies closely match their own. While some orthodox Sanctified dismiss the beliefs of the bloodline as apocryphal, others merely consider their assumed tasks to fall within the role God intended for vampires. Agnostic Luminarians usually eschew the Sacred Lance; finding homes in other covenants or remaining among the unaligned.
Devout Luminarians tend to disdain the Carthians for their impious devotion to modern and scientific ideals, the Invictus for their obsession with temporal wealth and power, the Ordo Dracul for their preoccupation with the self, and the Circle of the Crone for their worship of "profane" gods. Though an occasional devout member of the bloodline can be found among these other covenants, it is usually only the agnostic Luminarians that join their ranks.
Fallen Luminarians make archetypical members of Belial's Brood, though player characters of the bloodline are not intended for this role.
The original Light Wielders, the older Luminarians, hail from western and southern Europe and tend to have tanned complexions with dark hair. A few elders show northern European features, pail hair and eyes with fair skin; and a few hail from dusky Moorish stock. More contemporary Luminarians display a wider variety of ethnicity. Perhaps the one trait common to the bloodline is their pleasing appearance, a fixation the Luminarians maintains from their parent clan.
Because of their bloodline weakness and overall interest in divinity, Luminarians somewhat predictably tend to favor places of religious significance. Secret chambers in mausoleums, church cellars, or atop a mosque's minaret will draw members of this bloodline. The interior of a Luminarian's haven reflects the personality and focus of its resident.
Most Luminarians take the Tradition of Progeny very seriously, and prefer not to Embrace prospective members into the bloodline. Instead they select and adopt preexisting Daeva who seem to have been "called" to service; those who display hints of a longing they cannot explain or satisfy. Typical adoptees and childer have religious backgrounds, though this matters far less than the prospective bloodline member's capacity for faith. The oldest Luminarians hail from Europe, the Middle East, and surrounding environs, from locations across the ancient Roman Empire.
Luminarians rely heavily upon social qualities to pursue their "divine" agendas. Since appearance is important in their selection, most Luminarians have a high rating in Presence. Mental and Physical Attributes are equally secondary; the Elect are often called upon to display both strength of will and strength of arms.
Social Skills tend to be primary for the bloodline, but a particular focus might require the use of scholarship (mental Skills) and/or martial ability (physical Skills). Social Merits are recommended, particularly those that foster an inspiring appearance.
Auspex, Luminescence, Majesty, Celerity
The Luminarians suffer from the weakness of their parent clan, the Daeva. (They lose two points of Willpower each time they ignore an opportunity to pursue their chosen vice.) The Luminarians suffer from a dual-faceted bloodline weakness in addition to this.
The first part of the additional weakness stems from the visions the bloodline members must endure. The meditations needed to focus the Luminarian's psyche and tune out the many disparate messages they receive creates a delicate balancing act, with harsh penalties for any psychological failing. When a Luminarian loses a degeneration draw, she suffers a -2 penalty on the resulting Humanity check to avoid acquiring a Derangement.
The second facet of the weakness is that a Luminarian must rest in a meditative state to sleep peacefully through the daylight hours. If the vampire is wounded, this feat becomes more difficult, and additional meditative appurtenances become necessary to avoid waking with a sense of confusion and irritability. In the case of aggravated wounds, this is particularly true, and the Luminarian must rest in a specially prepared environment in order to achieve the depth of sleep necessary to heal. For most Luminarians, this means that healing aggravated damage requires rest on "holy ground," an environment deeply related to the her personal focus.
The location must be significant to the Luminarian's beliefs, such as a cemetery, the grounds of a mosque, a roadside shrine, or something else of that nature. Only a handful of locations with sufficient importance to a particular Luminarian should exist within a single city. Furthermore, the area where the vampire lays must be prepared as a meditation room, meaning many Luminarians decorate their havens as shrines, with burnt incense, banks of candles, and assorted religious iconography. Agnostic Luminarians must surround themselves with the trappings of their personal focus, whatever that might be.
The cost and time requirements necessary to heal an aggravated wound do not change (five Vitae and two days' rest).
Members of the bloodline do not hold to an internal hierarchy. It was resolved at the first Luminarian Council that each of the Elect be allowed to follow their own personal, spiritual focus, with the assumption that God alone would judge the righteousness of their course.
The Luminarians gather once per decade to discuss matters of importance to the whole bloodline, and renew their ties to one another. Even the agnostics are accorded an equal say at these councils.
Mathematician, miracle debunker, missionary, musician, religious scholar, spiritual advisor to the prince, vigilante
The character will become a part of the Luminarian Warrior Cast Bloodline and the in-clan disciplines will change from Majesty, Vigor, and Celerity to Majesty, Auspex, Luminescence, and Celerity.
Luminescence is a Discipline specific to the Luminarian bloodline. It functions by creating, controlling, and condensing light. It is also linked to and can in some ways affect the psyche, particularly as it relates to morality and the connection between Man and Beast. According to legend, the ability to manipulate light was one of the seven precious gifts enjoyed by Adam before the Fall of Man. The power was to be granted to man again in the Messianic time, though agents of Heaven wield it without restriction.
Despite what skeptics may say regarding the divine connection of the Luminarians, the Discipline of Luminescence is inexorably linked to the user's sense of morality and faith. A character's Humanity rating represents the maximum number of successes that she may achieve with any use of a Luminescence power, regardless of the draw results.
The Fallen Luminarians, those who have selected malignant beings and philosophies to focus themselves upon, have developed a twisted version of Luminescence. The light they produce bears a sickly red coloration that makes all but the most evil of creatures feel ill in its presence. Powers that alter the user's appearance or the appearance of their Luminescence effects will consistently produce images sufficiently perverse and cruel to make the heartiest of souls shudder. The Fallen do not suffer from the normal Humanity restriction when using their version of Luminescence.
A Luminarian may dismiss her own Luminescence effects with a Reflexive action at any time, unless she has somehow lost her ability to act during that turn.
The first step in mastering Luminescence is learning to use to control one's perceptions. The Luminarian who has mastered Eyes of Menitreus has learned to moderate the level of light her eyes take in, filtering excess amounts of illumination to avoid being blinded by floodlights and other sources of glare.
Cost: 1 Vitae
Test Pool: This power requires no draw to activate.
Action: Reflexive. This power can be activated in time to respond to sudden exposure to bright light. The effect lasts for the remainder of the scene.
A vampire who has mastered the Eyes of Menitreus can take in a limited amount of normal light and filter out the rest. She is not blinded by excessive lights or glare, and suffers no penalties to her actions while exposed to such illumination. The power also grants a +1 bonus on draws to resist Rötschreck when the source is a light (flashbulb, sunlight, etc), though this bonus does not apply when the source of the check is an actual fire.
Luminescence is a Discipline concerned with a little more than the manipulation of mundane light. When in a well-lit area, a vampire using Eyes of Menitreus gains one additional minor power: She can see invisible, incorporeal entities such as unmanifested ghosts and spirits, but not vampires in the astral plane. Absent a physical form to mask their presence, the Luminarian can easily spot these creatures' psyches under the right conditions.
Eyes of Menitreus was named after the sixteenth century Manichaen teacher who was rumored to bear the curse of ever-glowing eyes. If the Luminarian is in a well-lit area when this power is in effect, her eyes reflect levels of ambient light, appearing to glow. Sunglasses might disguise this effect, but only in the case of a casual observer.
At this level of mastery, the Luminarian has learned to gather and condense light into simple, hand-sized objects of varying utility. These yellow-white objects generate a small amount of illumination; just enough to read by while holding them.
Cost: 1 Vitae
Test Pool: Manipulation + Crafts + Luminescence
Action: Instant. A Radiant Device endures for the remainder of the scene.
Draw Results
Failure: No device is generated by the vampire's attempt.
Success: The Luminarian creates a single, utilitarian object of Size 3 or smaller. The device must be something fashionable from a piece of metal or two (Durability 3), and may not have more than a few moving parts. A wrench or a mace would be fine, but a rope or pistol would not. The Storyteller has the final call on what can be created with this power; these objects never possess the ability to inflict supernatural damage on any creature.
If activation of Radiant Device fails to generate success equal to or greater than the bonus a mundane version of the item would convey, the power fails. For example, two successes would be needed to create a rapier or a grappling hook, both of which give a bonus of two on draws with their use.
If the Luminarian desires to maintain a created object for longer than a scene, she may reflexively spend an additional Vitae just before the object would vanish in order to keep it for the length of another scene. Despite continued expenditures, a Radiant Device will not last beyond sunrise.
The Elect is wreathed in a brilliant aura, bathing the surrounding environs in golden light and completely eliminating all traces of shadow. The Splendorous Aura is a dramatic display of luminescence, usually reserved for expressing the vampire's displeasure.
Cost: 1 Vitae
Test Pool: Presence + Expression + Luminescence
Action: Instant. Splendorous Aura lasts for the remainder of the scene.
Draw Results
Failure: The Splendorous Aura fails to appear and the light in the area remains unchanged.
Success: A golden aura radiates from the Elect, shedding light in a radius two yards wide per success drawn, and eliminating all darkness penalties therein. The light created is as bright as sunlight, though it is mild and does not burn vampires or evoke Rötschreck.
Creatures suffering from severe moral degeneration (Morality 3 or lower) feel uncomfortable, pained even, while within the light; all affected and suffer a -1 penalty to all draws in the presence of the Splendorous Aura, although they do not have to test for frenzy. Those affected suffer a -1 penalty to all test pools while within the radius of the Luminarian's Splendorous Aura.
If Splendorous Aura is activated in an area of magical darkness, or an area of magical darkness is created around the vampire, compare the number of successes generated with both powers, and the effect with the greater number of successes cancels the other. (The most recently created power loses ties in this comparison.) If the darkness-creating power did not require a draw to activate, the Storyteller on the scene will assign a number of successes to it (usually equal to the power's level) for the purpose of interacting with Splendorous Aura.
| Suggested Modifier | Situation |
|---|---|
| +2 | Poorly lit room |
| +1 | Twilight or well-lit city street |
| +0 | Moonlight or poorly lit city street |
| -1 | Starlight equivalent |
| -3 | Complete darkness |
The Luminarian gains the ability to shape and condense light into a solid, yellow-white wall. The Plane of Light generates a small amount of illumination, just enough to read by when standing next to it.
Cost: 1 Vitae and 1 WP
Test Pool: Manipulation + Crafts + Luminescence
Action: Instant. The wall lasts until the end of the scene or until it is breached.
Draw Results
Failure: The Plane of Light fails to appear.
Success: The Luminarian creates an immobile, vertical wall of light within two paces per success drawn when invoking the power. The supernatural construct is five paces in both height and width (Size 6), and has a Durability equal to the number of successes drawn (maximum of 4).
The wall can be created to fit a smaller area than its full size allows, perhaps blocking a doorway or a narrow hall. It cannot be created to occupy an area that the Luminarian could not normally see, so the wall may not extend into the earth or through opaque barriers. A member of the Elect may only have one Plane of Light in existence at a time and multiple Planes of Light cannot be stacked to make thicker barriers or double walls, for instance. Similarly, a Plane of Light cannot be placed over a hole, only to then be removed while somebody stands on it, and Planes of Light cannot be combined to make a prison on all sides.
MET Considerations: The Luminarian player may find it helpful to keep with her a brightly colored cord of the appropriate length to lay out on the ground as a physical representation for this power. It is hard for other players to imagine the dimensions of the obstacle without this. A Narrator may rule that this power fails if such a prop is not provided.
In a dramatic display, the Luminarian manifests a countenance that strikes fear into the hearts of the just and the wicked alike. Her size seems to increase with the force of her presence, and even her clothing appears to convert into glorious raiment.
Cost: 1 Vitae
Test Pool: Presence + Intimidation + Luminescence
Action: Instant. Celestial Countenance is invoked for the scene.
Draw Results
Failure: The Celestial Countenance does not manifest.
Success: For the remainder of the scene, those viewing the Luminarian are struck by the magnificence of her enhanced appearance, and will think twice about defying her will. As a result of this momentary hesitation, any effect specifically targeting the vampire with Celestial Countenance (be it a supernatural power or a mundane attack), suffers from the Ace-Two rule.
The Ace-Two rule means you fail on an Ace as usual. If you draw a two then you draw again. If the second draw is 1-5 then you fail. The second draw is *only* to "confirm the failure, if you draw a 6-10 then the initial pull of 2 is used for determining successes.. Any effect that would remove the aggressor's normal chance to automatically fail by drawing an ace simply brings the chance of automatic failure back to normal.
The vampire's clothing and personal effects in this form take on whatever appearance she desires, based on what she feels will be most impressive to those around her. The attire can range from simple robes to elaborate ancient armor. Other visual effects can be added to enhance ordinary accoutrements; a spear might appear to have a flowing banner trailing from it, or a sword might appear to be engulfed in flames. The Luminarian can even manifest a set of non-functional wings, the badge of divine office, to round out the look. All these little touches have no game effects except to look impressive - an illusory suit of armor grants no additional protection to the vampire, and flames around a pre-existing sword do not modify its damage or evoke Rötschreck. The vampire's particularly impressive countenance does grant her a +1 bonus to her social draws for the duration.
The Elect's transformation even alters her aura, such that anyone using Aura Perception nearby will automatically perceive the affected vampire to be wreathed in golden flames. This change can be seen regardless of what the Auspex user was looking for, and requires no additional successes.
NB: The Lysanderean bloodline is a "dead" bloodline, and therefore requires BP6 and a Global approval to "re-discover".
Land is the only thing in the world that amounts to anything,
for 'Tis the only thing in this world that lasts, 'Tis the only thing worth working for,
worth fighting for -- worth dying for.
- Margaret Mitchell
Like the withering of leaves on a tree as summer passes into autumn, empires, societies, and even bloodlines, gradually grow old, wither and fall into decline with the passing of time. Some, however, instead of being trapped in a perpetual winter of death and stasis, wait on patiently until spring, when they shall rise forth and blossom anew. The Lysandereans are the archetypical example of a bloodline, once thought lost to the sands of time, that is experiencing a second coming, a new spring.
Not much is categorically or widely known about the Lysanderean line, although speculation and rumor are no short supply between those that have come across the seed of knowledge of their continued existence. Whether Lysander himself, a rather well known and well respected Ventrue member of the Invictus, was the first of the line, or merely only one in a long line of predecessors, no-one can tell for sure, not in these modern nights.
Literally rooted in their being, like their Ventrue cousins, is the ability to control. Whereas their parent clan had cultivated the mastery over mind, body and beast, the Lysandereans saw there was a new horizon, a land as yet unclaimed. With purpose and determination they strode forth towards it claimed with their very blood the only thing left to conquer and make their own: the environment surrounding him, the very ground on which they stood.
Ventrue
Shepherds, Cain's Flock, Farmers.
Because of the ability to deal with the land and plants so intimately, the Lysanderean are more often found within the Circle of the Crone. Membership amongst the Ordo Dracul is not unheard of as well. They can be found in the political covenants less often than the religious members within the Circle or the Ordo. But, there are no members of the Lancea that are Shepherds. Colin Lancing (the current head of the bloodline in the modern nights) and his hatred of the Sanctum influence all of his lineage and those who have chosen to walk his path of mastery of the land. No Ventrue is admitted into the Lysanderean if they have anything more than a passing apathy of the teachings of Longinus. Anyone more invested than that is refused membership outright. Those directly descended from Colin Lancing who favored the Lancea did not have long Requiems once that information came to his knowledge.
To the naked eye, the Lysanderean come in all shapes and sizes. There is nothing specific that identifies them as members of this bloodline. Their breeding comes to bear when their Auras are viewed. A Shepherd's aura roots into the earth at their feet and resembles a tree more than something human shaped. Through this spiritual connection to the land, anyone knowledgeable in the basics of Auspex will be able to identify a member of this bloodline.
While each individual member of the line is prone to their own idiosyncrasies, the one thing that is guaranteed about their homes is ample amounts of land outside of them. Lysanderean havens are prone to gardens, farmland, parks, preserves and the like surrounding them. As they are connected to the land itself, care of the land is of the utmost importance.
Those directly descended for Lancing come from all sorts of backgrounds. Most have at least a little inclination to be gardeners or meddle around with the genetics of those around them be it plants, animals or, people (as Lysander once did). For the potential Lysanderean who doesn't trace their lineage through Colin Lancing, those from agrarian backgrounds are most common but, those who are land worshipers or students of the occult are viable as well. But, one core concept runs true with all potential members of the Lysanderean: control. This need for control manifests itself in a variety of ways but, the need to have control of others (or one's self) is the main requirement for becoming a Shepherd. The rest is just gravy.
Mental Attributes are the most important, followed by Social. Knowledge of the land, (e.g. farming, science, animals, etc.) and matters of the occult are important as well. And while the Shepherd is willing to get their hands dirty in the care of their land, they have servants who are there to defend it. Contacts, Direction Sense, Holistic Awareness, Resources, Retainers, and Staff are common Merits.
Animalism, Dominate, Erus Patria, Resilience
In addition to the mental instability of their parent Ventrue vitae, the Lysanderean are truly connected to the land. This shows in two ways. Firstly, the Shepherd is attached to their land literally. Each one has a "home territory" that has an area equal to one-mile square per dot of Blood Potency. This land must be selected when the Kindred joins the Bloodline and can only be changed with great effort. 100 x Blood Potency worth of Vitae have to be bled, by the Shepherd, into the new plot of land. Afterwards, a permanent Willpower is spent and the new connection is formed, with the old one being severed. With the exception of tremendously large parks, this land cannot be within an urban setting. The selected patch of land must be either parkland, agrarian or, virgin wild lands. Regardless if the Lysanderean never purchases any levels of Erus Patria, they will still have their "home territory" that they are attatched to.
If any part of the "home territory" suffers one of the following, the Lysanderean suffers a related weakness until the land can be fixed:
Secondly, their Aura extends to the ground and roots into the earth like a tree. In addition, the "home territory" section of land also has the same Aura as the Shepherd.
Above Clan and Covenant, the Lysanderean are a family. With Colin Lancing being the oldest and the one responsible for the rebirth of the bloodline, he is more of a Father watching over his childer. Colin believes in leading them down the path of personal honor and proper education, instilling in his childer the ideals of free choice. This is often seen by the diversity of covenants that his childer have joined.
Plantation Owner, Scientist, Park Ranger, New Age Pagan, Neo-Feudal Landlord, Occultist
Lysander was known widely for his love of the finer things of life, his money, political and otherwise temporal power, as well as his sexual debaucheries. During his life, Lysander made many associates and allies, as well as bringing into the darkness of his curse, several childer. Lysander was perhaps most well known for his creation and cultivation of the Crassus ghoul family. Lysander would give his acquaintances a chance to choose a ghoul from this blood. It is said that all the Regnants of the Crassus were and are Invictus, we are certain that in the modern nights of our requiem that some Daeva, and even some Nosferatu and even Mekhet have now taken some Crassus ghouls.
Given this portrait of the man, and his lust for power, none question he was a member of the line, but theories are abound as to why he created (or became part of) it. The lust for power and control is an obvious one, especially for a Ventrue, who already had attained mastery over mind, body and beast, his immediate environment was the next natural progression. However, like the creation of the Crassus, was it designed as a toy, or a serious endeavor for which he could expand the clan's dominion over the world? Given that the line seemed to vanish into oblivion with his decline, there is definitely evidence to suggest it was the chance discovery of someone merely flirting with possibilities of grander means of control. But then, if he was but the first spark, cut short before he could set alight to more of those around him and share his knowledge, that too points in the other direction.
It is assumed that with the death of Lysander in the first millennium, only one of his newly formed line was still in existence: Alder Lord Gabriel Evans, Librettist of the Unconquered. Whether or not this is fact, no-one can tell, for with the passing of Lysander, so too passed away the true knowledge of the formation of the bloodline. Only what takes place after this event is known to have merit and confirmation.
Amongst other things, Evans was a member of high standing within the Invictus, just as his sire had been. Gabriel's main passion in his damned unlife was horse racing. He was addicted to the thrill of being the center of attention among the high society when his horses would win. Gabriel, being a shallow man that feed from the attention of others, had to have someone he could count on to help take care of his horses as they feared him, and would be spooked easily when he entered the stables. One night at his racetrack he came across a young stable hand name Colin Lancing. He proved to be a natural with the horses, and had no problems claming them, and caring for them. It was, Gabriel assumed, almost as if he knew how to communicate with them. Gabriel wasted no time with Colin; he embraced him that very night after the race. As the young Colin began to adjust to his new life, he began the education of become an Invictus. Gabriel and Colin didn't get along well as their wills clashed many times over the next few years, as Colin grew into becoming his own person. Around 1851 Gabriel grew tired of living in the wild "swamps" of Florida as he called them, and when Colin refused to leave with him, Gabriel released him just three years after his embrace and told him that when he had had more time to "slum it" he would come back for Colin.
Being alone with his sire, Colin knew that he must act fast to secure his place in kindred society, or be washed out as a neonate that will never amount to anything in the eyes of those that could be his allies. As such, Colin joined the Invictus and became a major political player in central Florida. Feeling the pull of something lost within his blood, he began working the fields of his tobacco farms, finding a connection forming between him, and the land that became his haven.
The Lysanderean, by joining the bloodline, has forged a connection with the land that is their home. But, nothing comes for free. In order to reap the rewards of mastery of the land, the Shephard must invest into the land itself. Once they are truly committed to this plot of land, their control can become complete. Difficulties do arise when a Lysanderean is invading the established Domain of another.
System: This power has to be used initially when the Lysanderean joins the bloodline, whenever their Blood Potency increases or decreases and, when the Lysanderean relocates their home territory. Before a draw is even made, 5 dots of Domain based Merits must be invested into the Domain that is to be attuned to. For a selection of Merits, use the table on "Defining a Demesne" from the Invictus book. Once that is complete, spend 1 (temporary) Willpower point and draw Manipulation + Occult + Erus Patria. If there is already another Prince/Regent for that Domain in question, the draw becomes contested against their Composure + Blood Potency.
Failure: The land does not become attuned.
Success: The land does become attuned to the Lysandrean.
Modifiers:
| +2 | The Lysanderean themselves is Prince/Regent of the Domain in question |
| +2 | The Lysanderean has a blood tie to the Prince/Regent of the Domain in question |
| +1 | per each 3 dots of Domain based Merits MORE than the present Prince/Regent of the Domain in question |
| -1 | per each 3 dots of Domain based Merits LESS than the present Prince/Regent of the Domain in question |
The Domain attuned is equal to the Blood Potency of the Shephard in square miles, arranged at their whim (traditionally covering their home territory). Once set, it cannot change until the power is used again. While within the attuned Domain, the Lysanderean gains a +1 circimstance bonus to all draws involving that attuned land, except those dealing with Erus Patria, Cruac and Thebian Sorcery. The Shephard must be performing an action that directly involves the land (ie. hiding behind a tree, examining the soil, etc) in order to qualify for this circumstance bonus.
Just as the body knows when it is being touched by an outside object, the Lysanderean now knows when his domain's borders have violated and where the breach occured, regardless of the distance he is from his home territory.
System: Have Conscreate the Earth active. When someone not commonly cleared to be within the desmense breaks the boundaries of the area proscribed by Consecrate the Earth, the Lysanderean makes a draw of Wits + Occult + Erus Patria. If the interloper is using a concealment power, clash of wills is used as normal with the Erus Patria draw replacing the Auspex draw.
Failure: The Lysanderean is unaware of anyone having entered their demense.
Success: The Lysanderean knows that someone unwelcome has entered their demense and they are aware of the entry point.
| +2 | Interloper heavily disturbed the enviroment of the domain, upon entry. (ie knocking down a tree, plowing through a field of crops) |
| +2 | Interloper has a Blood Tie to the Lysanderean. |
| +1 | Interloper moderately disturbed the enviroment of the domain, upon entry. (ie breaking some branches, breaking a few crops) |
| +1 | Interloper violated the domain touching the ground or water. |
| +0 | Interloper lightly disturbed the enviorment of the domain, upon entry. (ie stepping on grass, bending crops) |
| +0 | Interloper violated the domain flying. |
This power only functions for entry on the physical plane. Therefore someone entering in Twilight Protection would be able to enter undetected. As well, this power only detects intelligent being. However, someone subsumed into an animal would qualify.
By this time, the Shepherd has gain a level of control over the plants within his attuned space that he can stimulate growth of vegetation within that imbued area by sacrificing some of his vampiric form.
System: Have Consecrate the Earth active and spend 2 Vitae. In exchange for suffering a certain number of aggravated health levels of damage, plants will grow faster than their normal speed of growth. Resilience cannot be used to reduce the severity of these wounds. The type of plant affected has a base level of damage and the time in which said plants grow is a multiplier for the damage. The only requirement is that the plants cannot be created from nothing, i.e. they already have to be present or be available seeds. Only one type of plant can be selected per use of this Erus Patria and the amount of plants affected in an additional amount of Vitae that must be bled over the affected plants. How the plants grow cannot be controlled, only the fact that they grow.
This damage to the Lysanderean is internal and not visibly apparent. It manifests itself as the Shepherd being very tired and drained.
Plants: (per increment of increase in Size)
| Weeds/Non-vine Flowers: | 1 Aggravated Damage |
| Vines/Field Crops: | 2 Aggravated Damage |
| Bushes/Hedges: | 3 Aggravated Damage |
| Trees: | 4 Aggravated Damage |
| 1 patch/plant: | +0 Vitae |
| Haven: Size level: | +1 Vitae x value |
| Half mile x half-mile square: | +8 Vitae |
| 24 hours: | x1 |
| 8 hours: | x2 |
| 4 hours: | x3 |
| 2 hours: | x4 |
| 1 hour: | x5 |
| 30 minutes: | x6 |
| 15 minutes: | x7 |
| 5 minutes: | x8 |
At this level of skill, the Lysanderean has gained enough connection to the attuned land that, with but some minor effort, he can call the land to defend himself thru the means that it naturally has at its disposal. Trees swing their branches down to waylay travelers. Grasses bend and weave with each other to become slippery smooth under foot. Bushes release thistles into the air. Vines entangle themselves around anything that moves. Only Shepherds, the invoking one or any other, can pass thru the chaos incarnate relatively unscathed.
System: Have Consecrate the Earth active and spend 1 Vitae. Manipulation + Occult + Erus Patria. For every success earned, all creatures within the entirety of the attuned space (or a smaller, more defined area within the attuned space) suffer a circumstance penalty equal to the successes on any physical action or action that requires concentration for the rest of the scene. All other actions suffer a circumstance penalty equal to half of the successes earned, rounded up. For each dot of Erus Patria someone who isn't the invoking Shepherd has, reduced the number of the circumstance penalty by one. The invoking Shepherd is unaffected by this power.
Being inanimate objects, plants do not normally have the ability to unplant themselves and move to a new location. With this power, the Shepherd temporarily grants them that luxury. Only simple movement is possible at this stage, allowing the plants to uproot themselves, walking on those roots, to replant itself wherever the Lysanderean wishes them to do so.
System: Have Consecrate the Earth active and spend 1 Vitae and 1 Willpower. Presence + Occult + Erus Patria. Each success allows the plants within the attuned area to be able to uproot itself for 5 rounds, replanting itself once the time is up. The plants relocate themselves at the complete control of the invoking Shepherd. They cannot attack or defend themselves but, they can be maneuvered to become cover. All plants have a base Speed of 2 with the following bonuses, based on the Size of the plant: 11 - the plant's Size, minimum of 1.
Dominate 2, Erus Patria 5
Once active, this Shepherd can call upon the plants on the land to move quickly for a moment to provide additional cover for them in the middle of battle.
System: Have Consecrate the Earth active, be within the attuned lands and, spend 1 Willpower. Presence + Intimidation + Erus Patria. Each success provides a –2 circumstance penalty, for the rest of the scene, to anyone attempting to strike the Lysanderean, in both close and ranged combat, as plants jump and move in front of the attacks, taking the damage. Since this happens in this Shepherd's "home territory," they risk taking the appropriate penalties for the extent of damage dealt to the land.
There must be folliage large enough to block the incoming attacks available. Once that supply has been exhausted, the devotion immediately ends. Also, this devotion cannot be used in conjuction with any other supernatural powers that augment Defense or give penalties to those attacking the Lysanderean (eg. Celerity, Erus Patria 4, etc.).
Cost: 21 XP
Auspex 2, Erus Patria 2
As the Lysanderean becomes more knowledgeable of the supernatural aspects of his land, he is able extend his senses to feel those aspects within his Domain. With a little effort, the Shephard can find any place of power, and the paths between them within his Domain.
System: Have Consecrate the Earth active and spend 1 Vitae. Draw Wits + Occult + Erus Patria. Each success finds the location a place of power (nexus, locus, hallow) or a ley line within the attuned space. Without the proper knowledge, the Lyanderean will not know what they have exactly found. The Shephard must have appropriate Occult Specialties, or at least an Occult Skill of 3, to understand what they have found.
Once a place of power or ley line is found via this devotion, its location can be recalled by the Lysanderean with a successful Intelligence + Wits + Erus Patria draw (unless they also have either the Eidetic Memory or Mind of the Devouring Worm Merits, in which they automatically remember without needing a draw). Maps detailed from this devotion give a +5 equipment bonus. Other ley line and places of power maps and notes will give a much smaller equipment bonus.
Note for the ST's: The effectiveness of this devotion is at the complete control of the appropriate ST staff for the Venue.
Cost: 12 XP
Approval Requirement: High Approval
Honor is like an island, rugged and without a beach; once we have left it, we can never return
– Nicholas Boileau
History is written by the winners. One victim of this fact is the Huns. Forever tarred with the brush of being a race of peoples that raped and pillaged their way forever westward across Asia, eventually reaching Eastern Europe, they are remembered as little more than a group of savages.
Wrong. The Huns where one of the most efficiently organized military bodies of the old world, able to move with lightning fast readiness and proficient in many forms of weaponry. They were not one whole nation of peoples, but a blanket term that covered many tribes. One such tribe was the Matasuntha. They came into existence fairly late into the golden age of Hun activity in Eastern Europe, but have since definitively made their mark on Kindred politics in that area.
Embraced from the ranks of the Huns, and subsequently from military bodies across the years and countries of Eastern Europe they are still as highly organized as they were on the night of their creation and are growing from strength to strength. They offer a simple service in these vicious nights: bodyguard protection for Gangrel princes. Driven by honor, they are some of the most noble and just Kindred that walk the modern nights, and equally as deadly.
From a castle retreat, Castle Adler, deep in the mountains, they often train perpetually, ready for the night when they are called upon to defend the honor and safety of a prince they are sworn to protect. God help anyone that gets in their way…
Gangrel
Birds of Prey
The fundamental driving force for the Matasuntha is clan. They protect Gangrel princes. Politics is of no issue to them. They don't care if a Prince is Crone, Invictus, Sanctum, or any other covenant – blood is the beginning, it is the end, it is everything. For this simple reason, since the bloodline is one massively organized fighting force, they remain completely neutral of politics and are all unaligned, with absolutely no exceptions. Anyone that even considers delving into politics has no place in the bloodline and would never have been offered membership in the first place.
There is, however, a story that is passed throughout the ranks of the Matasuntha of a Hawk who turned to join the Invictus. He joined the covenant and it was at least a decade, quite possibly longer, when another member found out about this. Since the Matasuntha act as lone bodyguards for a Prince and he had been serving in what would become Eastern Germany for sometime, he had had no contact with his superiors for sometime. When the truth of his allegiances had been found out, the Order of the Vulture (see below) was dispatched and dealt with him.
His ashes were scattered on the wind from the highest tower of Castle Adler and his name was forever struck from records to serve as a warning to others who might decide to challenge their impartiality. This does raise questions amongst the younger members though. Was the story real? Are there others who are currently hiding political allegiances in the bloodline, hiding from the eyes of the Falcon himself?
The Matasuntha often favors simplistic clothes. Nothing extravagant, nothing brightly colored. They value practicality above all else. Like most Kindred in the modern nights, they have a fondness for black, which serves two purposes. One, they blend in the natural vampiric surroundings, and two, it makes them harder to spot in the darkness of the mountain nights. This is far from a uniform, since that would give away the element of surprise they have when stepping forward to defend their client. The large part of the Kindred population (i.e. outside the Gangrel clan) doesn't even know they exist, which is one of their key strengths.
Just like their appearance, practicality is the key word for the bloodline. If anything, their havens couldn't really be described as a living space of any form, but more like a form of gymnasium. Many members of the bloodline don't even have havens, they simply meld into the fields and stone at night and practice their killing arts in the woods by the light of the moon. Those that do have either the money to invest in a haven, or a suitable building before the cold touch of the embrace favor places in the less populated areas of towns. Basements that would make ideal venues for a fight club are the most typical. No wallpaper, no creature comforts. Merely a place to train and hide from the sun until darkness falls across the land once more each night. As such they need not be particularly grand on the Size front, or Location, but Security is one thing they take very seriously. No-one catches a Matasuntha unaware, especially not in their own haven, so they have the place sealed up tighter than Fort Knox, with multiple layers of warning systems to alert them of a potential intruder, as well as traps to ensnare and kill such unwelcome guests.
As previously mentioned, the Matasuntha only embrace those from a highly trained military background. Ex-special forces for the Eastern European countries, former members of secret police bodies (including the infamous Stasi during the Cold War) all came under their field of interest and were cultivated as potential recruits. Only the best of them made it through – those that didn't make the grade were either turned away or died in the process of evaluation. There can be no weakness in the team and those who fall short don't get to be a part of it. Upon occasion they have also turned to the world of organized crime for their new members, targeting hit men and professional heavies, but (somewhat unsurprisingly) when they have identified these people through investigation of past military activity and found this as the profession the ex-serviceperson went into.
While originally 'confined' to Eastern Europe, with the fall of the Soviet bloc, younger members of the bloodline have slowly expanded into other regions; however they remain rare in most locations.
It goes without saying, but the physical attributes and skills are favored amongst the bloodline, particular dexterity, followed by strength and stamina on an equal footing. This is to reflect the lightning fast reaction time and mobility of the Huns from which they are derived. Kill the opposition before they can land a blow on the target, etc. Mental attributes come second, followed by Social. No need to make any speeches when pulling a knife across someone's throat.
Members of the bloodline also are highly recommended to take at least the first level of Animalism and purchase a retainer, since they make excellent companions and scouts when keeping an eye on targets, etc. Hawks and wolves are amongst the most popular choices of animal and they are often ghouled to enhance their effectiveness and capabilities. Likewise, they are normally named in a very spiritual fashion and become a totem of sorts to a group of the Matasuntha in any one city at one time. Animal Ken is also highly recommended to supplement and aid in their relationship with the retainer. It is also mandatory that members take at the very least one Weapon Proficiency. Hand-to-hand and long-range weapons are both acceptable since the bloodline also trains highly proficient marksmen in keeping with the Hun Bow that was developed long ago in their mortal past.
Animalism, Celerity, Protean, Resilience.
In addition to the flaw of their parent clan, the Matasuntha also suffer from two particular disadvantages. Firstly, given their clan's affinity with nature and tendency to use animals as companions/resources, they highly dislike feeding from animals. Matasuntha have to make succeed in a Resolve + Composure test to feed from animals. Should they fail this test, they lose a Willpower point to represent the struggle. Additionally, succeed or fail, they are filled with such revulsion that they are down –1 in all challenges for the rest of the scene.
Even if they see someone feeding from an animal, they must make this Resolve + Composure test. If they succeed, they are revolted but remain calm. If they fail, they must undergo a frenzy check (Difficulty of 2 successes), to which the second of their disadvantages applies; Birds of Prey suffer a two-point penalty on all frenzy checks. Additionally, the call of the wild and hunt that pounds in the heart of every Gangrel is stronger in the Matasuntha. Being master predators, they find it difficult to restrain themselves from taking part only in hunts on people that threaten the Princes they are sworn to protect. This held in rage and bloodlust has to blow off sometime, and it does so in those moments when the Matasuntha are close to frenzy. This is the price they pay for their code of honor.
The rank and structure of the bloodline is of a very much a militaristic basis. However, they have cast aside such terms as Private and Colonel in favor of more naturalistic titles. The lowest rank, similar to a Private in the regular army, is that of Owl. These are new recruits who are still progressing in training and yet to score their first kill in the line of duty. They move in packs of three, and indeed this is the only time outside of a training environment that members of the bloodline act in groups, period. Most of their time is spent training in Castle Eagle to refine the arts of killing and combat perfection. The next step up is the Hawks (akin to a Sergeant). These are warriors who have proven themselves in the heat of combat with a foe and have earned the right to stand beside a Prince as their bodyguards. There is only ever one bodyguard assigned to a single Prince at one time. Since this is the most populous area of the Matasuntha, there is going to be a disparity between their numbers and the numbers of Princes they currently protect. This is becoming an ever-increasing issue as the bloodline continues to expand. Those who are not engaged in active duty often spend their time in perpetual practice or helping to train the Owls. A few select others act as messengers communicating news very infrequently to members scattered across Eastern Europe.
Above the Hawks are perched the Vultures, the right hand of the Eagles. The Vultures are the internal police as such of the Matasuntha. They remove unwanted problems and see to it that Eagle policy and orders are maintained. These are feared throughout the bloodline (even by the Eagles themselves to a certain degree) for their borderline humanity. Treated like old dynamite they are handled with care and only ever brought out to deal with a problem when absolutely necessary. However, when they are brought out, they deal with the situation like no others could do. They might well be some of the most dangerous, vicious and bloodthirsty Kindred the walk the shadows in these nights.
At the head of the bloodline, in Castle Adler, sit the Council of Eagles. These individuals are well known throughout the clan in Eastern Europe and are the direct point of call for those Princes that wish to employ the services of a Hawk. One member always has a deciding vote in the case of ties and they handle issues in a semi-democratic way amongst themselves. They negotiate payment, the length of contracted service for a Hawk, locations where they will be based, etc. and generally command the operations of the bloodline across Eastern Europe. They are the greatest tactical minds in the Matasuntha, which leaves them envied by some as despised by others as being nothing more than old warriors who have lost the taste for the kill in the modern nights. An opinion such as the latter couldn't be further from the truth.
Ex-military, mercenaries, professional fighters, hit men, street fighters.
The roots of the Matasuntha lay in the Golden Age of the Hun reign. Golmet wasn't a particularly revered warrior amongst his tribe, but he had a deep-seated sense of honor and was a master falconer. When he gave his word, he would rather die than break it. One such oath he swore to the leader of his tribe is that he would escort their emissary to meet with the head of another nearby tribe to discuss various matters of trade and co-coordinated efforts in the conquest of the immediate Western lands.
Escorting the emissary proved to necessitate a nighttime journey to ensure an arrival at the allotted time. Passing through a narrow mountain pass, they were ambushed by four men on horseback and one archer above them, out of sight. Standing at the front of the party after the scouts fell without much resistance, Golmet held off the four members of the opposition whilst he let loose his trusted falcon to deal with the archer. A few moments later, the arrows stopped falling and were replaced by the one eyed corpse of their caster, the falcon still pecking at the fresh open socket.
Being only one man, and outnumbered four to one, the best that the noble warrior could do was to fend off the four for as long as he possibly could. Exhaustion took its toll and in a moment of weakness, a split second before his blade could parry, he was mortally wounded. In a last, desperate, furious rage, knowing all was lost; he flew himself at the four and killed two. Kneeling on the ground, his vision failing him, the third man brought up his blade to sever the Hun's head from his body, only to be stopped by the fourth. In the moments before Golmet finally blacked out, he remembered them carrying him down the pass to the sound of one final swift thrust behind him.
Several nights later, only barely holding onto life in the attacker's camp, he learned they had executed the emissary from the forth man. He tried to lunge himself onto a sword in response, claiming his honor and sacred trust had been broken. The forth man took the blade away from him like taking candy from a baby, the noble warriors strength had deteriorated so vastly. It was in this time they finally began to talk with words and not actions.
The forth man, and leader, of the group introduced himself as Mankor. He explained that he had been looking for a man such as him for a long while now and that Golmet was a very rare breed indeed. Each of the other members of the small tribe had been nothing in comparison to the strength and courage he had displayed that night on the mountain pass. He couldn't let such talent, such devotion and courage go to waste. The Gangrel embraced him.
Mankor explained that Golmet had been misled. He was following a false leader, a mortal leader. There were others out there that fed on the mortals, just as Mankor had planned to do on the group making their way through the pass, with the help of his retainers. These held the true power in the world and with Golmet's help, the two of them could bring honor and meaning to this world. Indoctrinated fairly painlessly into the ways of vampiric society, the two of them moved back into the Hun lands where they prospected for members to join them, and thus the bloodline was formed.
In the mountains of Eastern Europe some fifty years later, as the pair swelled to double figures, the party came across a deserted castle – its former occupants having been 'removed' by the Huns on their advance further westward. They claimed the castle as their own and christened it after the giant stone statue of an Eagle that sat over the main portcullis – Castle Adler, German for Eagle.
From here, in the seclusion of the mountains, with no human inhabitants for tens of miles, they became at one with natural, using it as a friend, ally and weapon. They trained themselves to become the best warriors Europe had ever seen in the vampiric world and then set about searching the countryside for Princes of their blood that needed their help. The rest is history. News of their existence spread like wildfire amongst the clan in Eastern Europe and their services were as equally sought after then as they are now. Ready to move with supernatural swiftness, they can deploy themselves to come to the aid of a Prince in no time at all. There is little sign they are about to change their ways, and since it is such a winning formula, no one can blame them either.
Life begins in the bloodline from the moment they are chosen to become members. Background investigation takes place in a city where a Hawk has been positioned to serve in, wherein they check the potential for the qualities they seek (in particular, their sense for maintaining a neutrality, etc.). They approach the candidate head on and give them little choice other than to accept the embrace or the cold touch of death. Many accept the former and become Owls.
Training takes many years (decades is not an exceptionally large figure to use in the grand scale of things) in Castle Alder. In this time, they have to pass through several rites of passage, from the likes of coming to find the weapon they are most adept at using, finding their animal companion for life in the wilderness in the mountain range and finally being able to claim first blood on an enemy – targets identified by Hawks as potential threats to a Prince that can be used as prey for the Owls.
After this, service to a Prince and constant training become their way of life – a life that rapidly becomes solitary outside of their relationship with their animal companions. Advancement to the ranks of the Vultures and the Eagles themselves is a very rare occurrence, since it only happens with the death of one of their members. The last reported ascension of a Hawk to a Vulture (the last recent ascension of any kind for a Hawk) was over 250 years ago.
For the Matasuntha, the duty of protecting a Prince is its own reward. However, the Eagles deem that the Prince keeps a standard payment. This generally takes the form a large personal hunting ground that no other Kindred may enter and a haven located within said area. From here, the Hawk looks for potential new recruits in the city they are based within and the cycle of induction begins once more, meaning the bloodline is one of the largest and steadily growing in the modern nights. Just how many of them there are though, no one knows, and the Matasuntha certainly are not saying a word on the matter. Other than the initial rites that an Owl takes part in, society and culture become almost obsolete terms to describe their existence. Honor and devotion to the cause they have surrendered themselves wholeheartedly into performing takes over and eventually consumes them. It is a small price to pay, in their eyes, for a sacred duty that they believe none other are better equipped to perform, and will go on performing it, they believe until the end of the very world itself.
This bloodline is based on the contributions of Christopher Grice and Matthew Sanderson.
Approval Requirement: High Approval
"The more connections that can be made in the brain, the more integrated the experience is within memory."
– Don Campbell
"Personality is built on the sum of one's memories, for without them we are like a ship lost at sea without a compass, having no idea where we are going or from where we once came." So wrote the founder of the bloodline named after the Greek Goddess of memory and mother of the Muses. Despite their name, the Mnemosyne emerged into the vampiric scene relatively recently, born out of a combination of drug experiments, science and the occult. Its small numbers are dedicated to the preservation of memory and feelings amongst themselves, through which they seek to unlock the doors of their minds to establish a most powerful resource: the hive mind.
They have drawn upon the symbolism of the zodiac, these young Kindred have each taken the name of a sign and have come to, in one way or another, personify that chosen symbol. Their reasoning behind this is that the zodiac represents a complete cycle that encompasses the human subconscious. The stars dictate a person's fate and their personality. By walking the path following these lines of fate and predetermination they hope to make the opening of the gateways into the vaults of the mind all that more easier. Only they though know how far they have walked down this path.
Working together as a mental gestalt, they have already made their mark on politics of the undead in a large way. Their powers of invading peoples minds with the subject being almost totally unaware had led them to become some of the most potent and reputable interrogators, spies and general Devil's Advocates throughout the world. With only thirteen in existence, their services are highly sought, and they don't come cheaply either, for their payment doesn't just come in commodities like wealth or riches… but in memories themselves.
Mekhet
Zodiacs
Zodiacs are very much wild cards when it comes to political leanings. Whilst their individual personalities do a lot of the choosing, their outlook as a whole would seem to suggest that they gravitate more towards the likes of the Ordo Dracul and the Invictus rather than any others. The studies and experimentation they perform are very much in line with the former, and their support to and maintaining of the status quo, the second. Their structure, however (see below) also implies they would be quite at home amongst the Carthian Movement. Despite all this, it does not stop any member from making their own decision based on their own personal beliefs.
Varying wildly from member to member, there is little that could compare one to another. One might be found wearing their hippie remnants of the sixties, and others still found dressed in sharp business suits, others in lab coats, etc. There is no such thing as a stereotype when you are trying to form a metaphorical representation of the entire human psyche.
Having come from a scholarly background, the members of the bloodline have very well stocked, but not necessarily well-organized havens. Equipment and textbooks can be littered everywhere to being meticulously catalogued depending upon the member. They are, as a rule of thumb, generally close to a library or other place of learning, so they can utilize this as a potential resource in the course of their studies, etc.
To date, none of the original thirteen members of the bloodline have met the end of their requiem. However, if any ever where to, they would immediately have to fill their ranks to ensure their experiment continues. They would look for people with backgrounds similar to their own. Someone highly educated and intelligent with an active interest in the occult, but coming from a scientific perspective; someone willing to push the boundaries of experimentation in order to get results; someone willing to pay a great personal cost to get what they want. Unsurprisingly enough then that they base themselves fairly close to places of learning so they are always keeping an eye on potential new recruits should one of their members ever fall in the course of their joint Requiem.
Mental attributes are highly prized, as are skills in occult and various sciences (most notably parapsychology). Social skills come next down the line of preference. Physical prowess generally comes in last place of concern. These are occult scholars and scientists more adept to fighting with their minds and words than with weapons and fists. Regarding disciplines, Auspex and Dominate are their top priorities, since they are the vehicles that make the process of memory transference possible. It is important to know that the merit 'Eidetic Memory' is mandatory for members of the Mnemosyne.
Auspex, Celerity, Dominate, Obfuscate
Having the ability to effectively experience the lifetime's worth of memories from another Kindred, they have grown a taste for this that could well be called an addiction. They have become very passionate about this subject as they are continually wishing to experience new feelings and seeing history from numerous different stances. This has led to many calling them Daeva trapped in Mekhet bodies.
If presented with the opportunity to experience new sensations or gather new information, they must take that opportunity immediately, or lose two Willpower points per incident. In the case of dangerous sensations, such as skydiving or stock car racing, they may take the proper precautions before engaging in the activity. This weakness does not apply to blatantly lethal situations.
Additionally, if given the opportunity to telepathically examine a subject, they must spend a Willpower point to stop.
Democracy and free will play a large part in the Organization of the bloodline (if organization is the correct word to use). They each took/were given a name according to a symbol of the zodiac upon their embrace and this dictates the path that they are to take in their Requiem. Since then, they walk their own paths, have scattered across the globe (although they meet regularly, see below) and have little by way of a command structure. They keep in regular contact via telepathic links so each one knows what each other one is doing over the course of the nights, but other than that, they are self supporting, individual Kindred making their way through each night as it comes.
University students, occult scholars, hippies, drug users, New-Age believers, book worms, academics, teachers, lecturers, etc.
In the summer of 1965 at the Anomalistic Psychology Research Unit at Goldsmiths College (part of the University of London), Catherine DeLacey stood up in the lecture theatre and recited her essay entitled 'Memory, the Mind and Psychic Phenomena', from which the quote mentioned above is taken. Her sire to be, sat in the audience knew then that he had found a companion in the Requiem. Her argument was that psychic phenomena were simply a way of utilising the human subconscious. By following patterns in behaviour, they could bend the fabric of reality around them and open their minds to this subconscious in order to shape it as they wished. The key to recognising these patterns was a highly detailed and precise memory. The essay was well written, but not very well critically acclaimed.
Catherine was not alone in her studies into psychic paranormal activity. Her class contained thirteen people, and they were a very close-knit community that partook in many experiments to achieve scientific recognition. Influenced in part by the hippie movement, and others by cult fiction such as the works of H.P. Lovecraft, they began to move their experiments into the realm of drug use – in particular, hallucinogens. During this time, they reported slight evidence of telekinetic tendencies and shared thoughts. However, after an initial few successes, they were quite rapidly heading nowhere.
Enter Robert Stone, Mekhet and occult scholar. DeLacey doesn't speak of him much these nights, and he doesn't feature much, if at all, in the night to night running of the bloodline, and since all the information we have on him comes from her, we can't be sure if what follows is indeed correct or not. The reason for her silence is unknown but has left a lot of speculation amongst the Mnemosyne. Stone claimed to be an associate, if not a direct member of a group known as the Agoniste, a group dedicated to uncovering the hidden origins of vampiric society. He offered her the embrace when he told her that they shared a similar interest: the preservation of memory. She accepted after experiencing his powers at first hand.
After this, she dropped off the academic radar, much to the surprise of her friends, but then re-emerged at the beginning of 1966 when she began the process of embracing the rest of her college classmates. Fate had it that there was a pair of twin sisters in the group that made the naming of the groups members, at the suggestion of Stone as symbols of the zodiac (one for each symbol and two, obviously, for Gemini). To further increase the bonds with their allocated symbols, Catherine embraced them all on the nights in the center of their celestial time-scales. Stone furthermore suggested another name for the circle of friends, but this is where he vanishes from all accounts, and that page in Catherine's memory has been dyed blacker than the darkness night to prevent its reading. Anyone delving to such a depth finds a different interpretation each time. Putting the pieces together of each recorded and potentially false memories, the general assumption has been reached that Stone informed DeLacey that the circle she had created was now a part of the Agoniste and they would work exclusively for them from now on. She refused this and after a battle of wills, Stone walked away for good, disowning the whole group as an abomination. Catherine then christened the group as the Mnemosyne and they set about their experiments.
They found through a devotion comprising of Dominate and Auspex they could freely walk around in the minds of each other, and share any and all information they wanted. Further to this, they discovered their blood relation enhanced this capability. It was easier to perform among themselves rather than with anyone outside of the circle. They read the minds of all the lecturers at the university and then made them forget the whole experience, gaining lifetimes of research and knowledge about the world of darkness that surrounded them.
Eventually their experiments brought them back to drugs and they found the ultimate way to open their minds to one and other. They perform this ritual they have created once each year on New Years Eve when they meet in a city of their choice. Each member brings a mortal of the same star sign they have been associated with to the gathering, conditioned as to become pliable. They then fill the individual as full as they can with LSD, taking them as close to an overdose as possible without actually doing so, and then feed on the individual. They take all they can before the body would die. Once this is done, they are ready to link minds. Riding the wave of power of the hallucinogen, they flow between minds, passing on all their memories and experiences in a split second. They have been trying to discover what it is that guides this wave, whether it is part of their own minds or the beast within them that allows this to work. All they know for the moment – or at least all they are willing to inform people of – is that it works. This Ritual of Replication means that each member of the bloodline is informed of everything the others have been doing over the past year, and also the memories they have fed upon from other Kindred and mortals alike.
Having unlocked this great vault of the mind to which they thought would be the secret to accessing the universal subconscious in its entirety and bathing in the accumulated knowledge of every mortal and vampire in the world tonight, they found only another one lurking in the darkness beyond it. This being that the ritual would only work for the thirteen of them.
They tried with various numbers of the circle and various numbers of other groups from the outside, both mortal and Kindred (the former obviously having their memories wiped afterwards) but they could never achieve the same results. Thus, since the early 1990's, when they reached a conclusion that they must spread their net wider to search for other ways to enhance their goals at finding the key to the hive mind.
So, they have spread out across the globe where they have hired their adept skills in Auspex and Dominate to Princes who wish to extract the truth from members of their court they believe are lying to them. This has brought them much honor and prestige, particularly in the United States and the Old World were the vast majority of their numbers are to be found. They are called upon as impartial observers and reconcilers in disputes. The charge for their service is simple: the chance to wander through the minds of those they get to serve. Of course, they make a deal that they will tell no one else any secrets that they might inadvertently find and as such strike the experience from their own memories – or so they did to begin with and now merely convince the parties in question by use of Dominate and implanted memories. To such a degree has their lust for knowledge and experience tainted their initial purpose.
In the modern night, they continue their researches, but prefer to randomly drink from the vast fountain of memories that dwells within the minds of the Kindred they meet. A spring they find more addictive than any vampiric vitae could ever be as far as they are concerned.
Life within the bloodline is not standard from one member to the next. Currently, only about 70% of them partake in services described above relating to impartial advisors and Devil's Advocates. Those 30% remaining on their own in solitary study into the ways of the occult and ritualistic practices, are highly sought after though in the cities where they are known to take up residence to do the same as the bloodline relations.
The Mnemosyne, unsurprisingly given their description above, often find a home within the Daeva community in any city and regularly partake in many night-to-night activities with them. This has been known to distance themselves somewhat from the rest of the clan in general in several cities, but this really isn't an issue for the Mnemosyne – they couldn't care less what the rest of the Mekhet think of them for the most part. In that way, they are very self-centered individuals, caring more about the furthering of their own goals than their standing in relation to the rest of vampiric society as a whole.
Aside from the formal meeting once a year on New Years Eve, they do meet occasionally in London, in their old haunt at the University, with which they keep close links. It is here that they always have their eye on half a dozen new potential replacements to step into a gap if one should ever arise. It was rumored that one time when a member of the bloodline fell into a temporary torpor, many others in the circle also did as a direct result, even before their time. This suggests another subconscious link between the thirteen of them that they are yet to explain – and could prove a damaging flaw if ever found out and exploited in the correct way.
As yet though, with even the Mnemosyne in the dark as to everyone else as to what this could be, they are counting their blessings and hoping that it remains something that others will not be able to capitalize upon. Until then, they continue as they always have done, sailing upon the ocean of memories under the light of the moon looking for that goal which is always just over the horizon.
This bloodline is based on the contributions of Christopher Grice and Matthew Sanderson.
Oracles
Older Moirai are often unaligned, preferring freedom to the dubious security of joining those whose slew their ancestors. Less traditional Moirai join modern covenants but even the youngest members place a greater importance on the Moirai than membership in any Covenant.
Some Moirai dress as if hearkening back to the robes and cowls of an elder age, while others prefer to retain the garb of their breathing days. A few dress in a way which will be fashionable...some day. All of them share a strange habit of staring off into space, as if gazing raptly at the future.
If you had foreseen your own death, and it had nothing to do with your haven, would you care greatly where you laid your head? Despite this, Moirai tend to have havens that support their reserved demeanor and withdrawn state. Caves are traditional, as they call to mind the locations in which many Moirai once lived before the Blinding, but as long as it keeps the sun off, most Moirai are content.
The ability to see the future makes it harder for Moirai to sire progeny; who could bring herself to embrace a mortal when the knowledge of that childer's fate was written upon his brow for the Moirai to read? Still, the Moirai must be repopulated in these latter nights, and when choosing childer most Moirai look for strength of will, loyalty to family and ideals and the ability to resist the ideologies of others. The exception to this is that the Three sometimes decree that a particular mortal must be embraced, and a given member of the Blood receives visions showing her whom to embrace. While rare, no few future Moirai are begotten in such a way. Regardless of preference, every Moirai bows her head to the will of the Inevitable.
Mental attributes are almost always primary for Moirai, as the strength of mind required to pierce the veil of time and yet retain one's sanity culls the weak-minded. Either Social and Physical attributes can be secondary, depending on the walk of life from which the new Moirai came, but the solitary existence preferred by most members often renders Social attributes less important for their nightly unlife.
Daeva, Gangrel, Mekhet, Nosferatu, and Ventrue may all join the Moirai bloodline.
It is Top approval to be avused into the Moirai bloodline.
There are so few modern Moirai that as yet they have essentially no internal structure to speak of save for their general acknowledgment of the Three. To give them a sense of unity, characters converted to the Moirai gain a Blood Tie to the bloodline founder, replacing that of their sire and functioning in all ways as if all those converted by him were now their siblings.
The Moirai bloodline have Chronalaius, Obfuscate, Resilience, and Auspex as in clan disciplines.
Moirai suffer from constant distraction, forced to see the passage of Time in all its stages. They see the threads of the future as they are woven together in the present and then fixed forever in the past, and can become so preoccupied with the process that they tend to ignore the social niceties of what is transpiring around them. Moirai suffer a -2 penalty to draws involving the use of any Social skill. Further, Moirai lose all ties of Blood Sympathy to their original Sire, gaining it to their Avus instead (in the case of embraced Moirai, their Sire is their Avus); and up the chain to the Founder.
Mortals embraced by a Moirai automatically become members of the bloodline at Blood Potency 1, gaining Chronalaius, Obfuscate, Resilience, and Auspex as in-clan disciplines. For creation purposes, they are created as the same clan as their sire's clan of embrace, and use the Favored Attribute of their sire's parent clan for creation purposes, though their blood tastes like the altered blood of the Moirai. These PCs may not purchase Chronolaius until they reach Blood Potency 2. An embraced Moirai begins play with the Moirai bloodline weaknesses only.
As of this time, the Futureperfect plotkit is closed, and Moirai must be Avused as per any other bloodline. After learning the first dot of Chronalaius, a newly converted Moirai overcomes his original clan weakness, adopting the Moirai drawbacks instead. Moirai blood does not taste of any clan, but rather, tastes unique to their bloodline, as though they were an individual clan.
Following ICC 2007, the Moirai are mechanically a Bloodline, but they have a strong history as a Clan. Because of this, anyone researching the nature of the Moirai will determine that the Moirai are a Clan unless they score five or more successes. If five successes are scored, the results will still lean towards the Moirai being a clan but the researcher will to see hints that they are degenerating into a bloodline.
When using Chronalaius the character's eyes momentarily change color (appearing metallic).
Tuning her senses to the fourth dimension, the Moirai gains a perfect awareness of time. Her perception cuts through the veil that time lays over others' minds, allowing her near-perfect recall of anything she has experienced. The power to avoid this Kindred affliction has allowed the Moirai to build vast libraries of knowledge over time, sufficient to arouse the envy of any Mekhet or Dragon.
Cost: --
Action: --
Draw: This power requires no draw. It is always active.
Once Temporal Sight is learned, the vampire gains the effects of the Eidetic Memory Merit. If she already possesses the Eidetic Memory, her draws to use it gain a further +2 bonus. Temporal Sight doesn't make the character immune to powers that actively cause the target to forget (like Forgetful Mind). This power further renders the Moirai personally immune to the Fog of Ages.
Additionally, the Moirai becomes acutely aware of the passage of time and any nearby changes to the time-stream. She always knows exactly what time it is, can measure the passage of time as accurately as a stopwatch, and gains the ability to recognize when other powers are being used to affect the normal flow of time within her presence and generally what those powers are doing. This includes such effects as a mage's use of the Time Arcanum or another Moirai's activation of Chronalaius.
This power allows the user to tap the un-aging, timeless quality of her vampiric blood and view a creature or object's history with startling accuracy.
Cost: 1 Vitae
Action: Contested; resistance is reflexive
Draw: Intelligence + Academics + Chronalaius versus Resolve + Blood Potency
The Moirai can come to understand the history of a specific creature or object. This power requires the vampire to remain in the presence of the subject for a several minutes before engaging the test. (Objects and willing participants do not draw for resistance.) During that time, the Moirai experiences a vision of the history from the subject's own perspective.
This power can reach back to the birth or creation of the target but provides only a rough and general sense of the target's history. This power is not Spirit's Touch, and specifically does not provide the detailed descriptions of a single incident which that power does. This power reveals the general scope of history of a person, item or location instead.
When used on a location, this power might reveal any historical situations that have occurred there at any point in time, 'Here is where Abraham Lincoln was shot,' with a general vision of the shooting that provides no details as to who did it. When used on an object, it places that object in a historical context, 'This is Miyamoto Musashi's sword,' and possibly a vision of the sword in that era without providing specifics on the item's powers or abilities. When used on a character, this power might reveal that she was embraced by a dark-skinned man, but it would not reveal the man's name or even his specific appearance (he would be blurred, unrecognizable) unless the Chronolaius user or the target is already familiar with that person and expected to see them in this position. By using this power you might see the target reading a book, but you would not be able to copy the exact text of the book. This power may not reveal information lost to the subject due to the Fog of Ages, but may pierce Dominate with an appropriate test. For willing subjects (specifically individuals, not objects or locations) attempting to have the Moirai home in on a narrowly defined historical memory (no more than a scene), the blurry quality of the above uses of The Past is alleviated.
These visions are specifically designed to be useful to the character, enhance story and develop character background, but should not give a complete and perfect understanding of the history of a character unless it enhances story. The Storyteller may adjust the clarity of the visions up or down as appropriate for story, but remember that this power is designed to be wide in scope, encompassing a large span of time, and not purely revelatory to an individual event as per Spirit's Touch.
This power unfolds the workings of the present time for the Moirai to view, allowing her startling insight into the actions and motivations of those around her.
Cost: 1 Vitae
Action: Instant
Draw: Intelligence + Investigation + Chronalaius
When activated, The Present gives the Moirai insight into events happening around her for the rest of the scene. The vampire can sense what those around her are about to do and say a split second ahead of time. She is almost able to finish peoples' sentences for them. When this power is active, the Moirai adds the successes drawn to her Initiative and to any draw to avoid being surprised. The Present cannot be invoked more than once per scene; you may not spend more Vitae to try to draw a better result for the power within the same scene.
This power reveals the future to its user. Because of it, some Kindred still to this day maintain that the Moirai were true prophets.
Cost: 1 Vitae
Action: Reflexive
Draw: Wits + Occult + Chronalaius
Though The Future is very powerful, the Moirai has little control over the visions it brings. Any time a Storyteller wishes to disseminate a plot hook, reveal information about a scene or character, or just put a vision into play to clarify or confuse things, he or she may approach the Moirai character with a vision. This use of The Future has no cost. Storytellers are encouraged to use it as a dramatic device as much or as little as they like.
The vampire can also choose to proactively seek out a vision about a particular person or object. In this case, the user may retest any failed roll against the target. This aspect of The Future may not be used more than once per scene per success garnered on the activation roll for this power.
The Moirai has learned to travel the paths of time, stepping outside the bounds of linear time for a heartbeat. This power may be responsible for the stories that elders tell of the Moirai having foreseen and avoided their demise so long ago. The Moirai disappears from her current location, retreating into her personal timeline and traversing it backwards to find a safe exit from the situation.
Cost: 1 Willpower
Action: Instant
Draw: Intelligence + Occult + Chronalaius
Once successfully activated, the Moirai may choose any single location that she has personally visited within the last hour. She vanishes from her current location, even if grappled or otherwise restrained, and instantly appears at the chosen location on her Initiative in the same round in which she activated this power. The Moirai must choose the location at which she wishes to reappear when she makes the draw; no foreknowledge of what is presently occurring at that location is granted by this power. Outside the Hourglass does not allow the Moirai to enter a haven in which he has no experience point investment, nor does it allow the Moirai to enter any other 'personally attuned space' (such as a Crone Temple or the like).
"The Host of the Taxiarch"
"O Prince of the heavenly host, by the power of God, thrust into hell Satan and all the evil spirits who prowl about the world seeking the ruin of souls. Amen."
-- Pope Leo XIII, Prayer to St. Michael
Kindred squabble like so many serpents in a Byzantine nest, politics abound and opinions that drive wedges between those who share the common trait of damnation. There is redemption for us, if we serve our purpose, we live to fight off the darkness, and the agents of Satan and his court.
We live dual lives, one in service to our covenants yes. We are still kindred, but a second to the holy father in service to him and as his greatest predators in existence it is our divine duty to act as his hand amongst the armies of the devil and purge their taint from this dark and forsaken place. In this we are the sons and daughters of the Divine host, their names we take in honor of the battle against the Nemesis and our bodies and souls we sacrifice so that theirs may not be forgotten. They live again through us. For we are the Nephilim.
Believed to be of divine and mortal blood, the Nephilim work towards enforcing God's will. They accept, much as the Lancea, that all kindred are damned by God, however unlike the Sanctified the Nephilim believe that their damnation is merely a test from god, just as he tested Abraham and so they seek to be paragons of virtue, so that one day their father might welcome them back. It is customary for the Nephilim to take on the namesake of one of the Heavenly or sometimes fallen Host. This is done in an elaborate ritual called the "Pledge to Uriel". Here the initiate is expected to recite their name and the station of which the angel is held and how he will strive to honor them so that he might be deemed worthy of Uriel's plea to God. It is a sacred ritual, which binds the soul of the Nephilim to the spirit of the Angel whose name is taken. From that point forward as the Nephilim progresses her soul begins to take on proponents of the Fallen host or of god's own divine choir. In either case from that point forward the kindred is referred to by his "Ascended" name when dealing with other Nephilim and often times changes his name for all purposes.
Many of the Nephilim, after the "Pledge to Uriel", believe that they are hosts to the Fallen Angelic choirs and thus, by power of the blood,Bound to heavens laws. These laws are known as the "Code of Heaven".
Mehket
Fallen Ones, Redeemers, The Ascended
Unaligned.
The Nephilim come from a predominantly Akkadian stock and thus tend to look the part. There dress however is usually very eccentric and eye-catching when in Kindred company, but subdued and non-descript when out at night.
The Nephilim Haven, almost exclusively, in churches.
The Nephilim Embrace or avus only those that Petition to be so. They do however actively recruit, as they believe that kindred are confused on their purpose.
The Nephilim tend to favor social and Mental disciplines over Physical however they do keep retinues of combatants for when such things are necessary. It is uncommon for members of the Nephilim to not speak multiple languages as well, Akkadian being one of the most common.
Auspex, Obfuscate, Animalism, Divinos.
In addition to the standard Mehket flaw, something the Nephilim say is punishment for the fall, the Nephilim are bound to follow the "Code of Heaven". This code is inherited from their progenitor and enforced through the blood in their veins, the code operates side by side with the Vampires Humanity, adding sins to the hierarchy. Failure to follow the code results in frenzy, a loss of humanity, and eventually Wassail. Any Nephilim that fall to Wassail are recorded in the "Book of the Fallen". Kept by the progenitor, the book records the exploits of the Nephilim, the Ascended names of those who have fallen to Wassail are never used again unless the would-be Nephilim completes the "Redemption of the Fallen". A grueling ordeal that none are known to have passed.
The Nephilim, not just as a bloodline but as a brotherhood, organize themselves as the angels in heaven. That being said there are only a few choirs that the Nephilim believe they are suited for:
Cherubim: The Cherubim are the lore-keepers of the Nephilim. They record and monitor all actions of notable kindred and record it for use by the others. They are the researchers, lore-seekers, and religious academics. The Nephilim depend on them for their knowledge.
Powers: Warriors. They are the guardians against evil and the enforcers of the Code, should any of the Nephilim fall to Wassail or be found to be working against it the Powers are sent to solve the problem. They are humane killers and only act against sinners, but still they aim to personify God's unknowable Wrath.
Archangels: Charged with bringing the faith to the deluded masses of the Requiem. They are often found as political advisors and social monitors in the courts of the Kindred. They are the most likely to be aligned to a Covenant and the most visible of all the Nephilim.
Dominions: The title given to the leaders of the Bloodline. They serve to bring purpose to the Nephilim and lead them on God's path.
The Nephilim are all very devout Christians, for lack of a better word. They feed selectively, avoiding the clergy and innocents, they fast on Fridays and they hold mass on Sundays at midnight. They observe all Judeo-Christian Holidays as well as two other days unique to the Nephilim, and there sordid history.
The Nephilim keep a very detailed account of their own History, tainted by bias it might be, However none can dispute the thoroughness of the documents kept. Once written the documents are sealed and never edited so as to avoid any taint by the fog of ages. This historical document is referred to as the "Book of Deeds". It is rarely shown to anyone outside of the Nephilim, and for good reason, as the things it contains within would shock many "proper" kindred. Below are some excerpts of some of the key moments listed in the "Book of Deeds" translated into English, the original is written in Ancient Akkadian.
"The First of the Nephilim"
"Enoch is thorough in detailing the time leading up to the fall of Azazel's angels, and of our instruction to the mortals in the ways of Astrology, Divination, War, and other forbidden knowledge. Enoch is negligent however in documenting the first of our kind to walk the Earth, and so it is that I will do so here so that our creation will forever be known.
His name was Semyaza, in honor of the leader of the fallen Angels, He was born to a Mortal woman of little consequence but exceeding beauty and his father was Amoniel, the very Angel that the Lancea Sanctum would later learn their Dark Miracles from. When Semyaza was born his mother died a horrific and screaming death, a fate unfortunately not all together uncommon for our mothers. He was a giant even as a child, 19 inches in length, golden blonde hair and piercing blue eyes that revealed in them the divinity of his father, Amoniel was proud of his offspring.
As might be expected he grew quickly, learning to speak and walk within 7 months and grasping skills meant for a toddler within the next 7. Amoniel beamed as his child grew and learned, he felt as God must've, watching his creation grew. He taught Semyaza all the knowledge of the heavens, and by the time he reached the age of 7 he was more learned than men twice his age. A better figure of a man you could not ask for, intelligent, strong, charismatic, attractive, and confident, Semyaza was also something that was more important to Amoniel than all those things. Humble. He knew his place was not to rule mankind, but to guide them, to teach them the things they needed to be successful as a race, not in defiance of God as Enoch would have you believe but to assist God's self-proclaimed, Greatest Creation. Semyaza was a good and faithful man. This would not always be so however.
Semyaza would go many ages advising good kings of many nations, the history makers, the civilized, and the just. One day, yes that's right, we were once able to walk in the daylight, Semyaza's gaze would fall on a young man who's name History will remember as 'Alexander Severus'. Semyaza would take him under his wing, and tutor him in many things, the young Alexander took to it all readily, moral and just he proved a good student. Semyaza beamed, it was youth and innocence but it seemed more. He would see him to the head of the Roman Empire as another of Semyaza's successful pupils. It would seem however that the fates had something else in store for young Alexander Severus. Like Semyaza's other students, Alexander's interest never waned from the just and noble and he became fixated on it, for Years Semyaza would guide this, nurture the personality, try to "Mold" Alexander further, He would continue to inspire and lead bringing great things to Rome, disregarding the decadence of the station of emperor but forgetting all the teachings of War that Semyaza gave to him and disregarding his advice on the sometimes brutal necessity for war. Senyaza stood back proudly, but concerned, for he knew the blood thirst of Rome well. He watched and waited, hoping his pupil would see the need for all his teachings, and see the moral necessity for War. Time and time again he would appear to Alexander, and time and time again he would be rejected. The pupil would not fight.
So it was that Semyaza worked with the soldiers of Rome to make Alexander see the need for them. This was not however without cost.It was all for naught however, as Alexander his most righteous and just pupil fell to a military Coups. The failure tormented Semyaza, as that is what he viewed Severus as, a personal failure, a waste of potential, and thus began the downward spiral of self destruction. Semyaza, a once faithful servant of God, began to descend into sin and debauchery committing vile acts of evil, corrupting the mortals he once watched over and creating a cult for himself. This time it was Amoniel who watched in despair, his once perfect creation now the very depiction of his own fall. Amoniel watched, until he could no longer stand to witness the atrocity that Semyaza had become, and then he came to his Childe and said unto him "Semyaza, you have fallen from the path you were set upon, your chance to for redemption granted to you as Birthright from your mortal Mother is now wasted, you have turned from God spiritually and so to shall you physically" and so it was that Amoniel cursed Semyaza to walk the Earth, forever in the Dark as his shell would not tolerate the glory of God's light. Semyaza became a vampire.
However, Amoniel spoke also of redemption to his Childe after the curse was laid "There will comebirthright, as only God himself may remove that from you forever look to it that you model yourself in his image that he might see fit to redeem you and your line and grant you the redemption that others are denied. Go in his Glory Semyaza" and with that Amoniel, bitter with rage and hatred for the humans that had tempted his Childe away from God's light, left Semyaza. I ask you is it any wonder that he is responsible for the revelation of the Dark Miracles of the Sanctified, used to terrify and torment those that wounded him so deeply.
-Penned by Uriel Sanguarius
"The Genocide of the Nephilim"
And in those days the Nephilim were plentiful, a race and creed onto their own with mortal families and their divine leaders, ruling from the shadows. However the original sin of our Angelic fathers would forever stain our souls as a reminder of what happens when you cross his Almighty. So it was that the faithful of foreign lands would come to see our destruction, not just the original Nephilim, but all of our kind. The called for a cleansing of the sin that was our existence. We sent emissaries to these faithful men of god but they sent their bodies back to us, beaten and murdered, we sent clergy to them in hopes they could make them see reason but these too were sent back, the words Heretic burned into their skull, these were trying times but there is no room for needless murder of your fellow or lesser man, six times we sent messengers and each time they were murdered. Finally on the seventh and final attempt, we sent one of our own, an Archangel to bring the word directly and show them our divine role and with the murder of him we were left with no choice but war, and war it was my friends. Unrecorded, and done in the shadows and under the all concealing moon, but there was war. It was during this time that most of our line was wiped from the earth in our sleep our mortal family brutally murdered and raped. These were not the chosen people that they claimed to be, these were not agents of the Almighty but something other, something darker motivated these sinners.
It was during this time that the "Powers" were formed, to bring faith by sword where corruption had spread so thick that even the word of God could not reach them. Semyaza himself would lead the Powers against these agents of evil, known to us later to be servants of Belias. While they succeeded in nearly destroying us, we were in the end victorious, although Semyaza was driven into Purgatory(Torpor) during the battle. A younger Nephilim, trained by Semyaza himself, would take on the Ascended name of Azariel, and assume control of the Powers. Long may he walk the earth until kingdom come. Amen.
-Penned by Uriel Sanguarius
"The Fall of Masteema"
As Rome begins its decent into darkness the Holy Crusades escalate. Faithful wage war against the faithful and the Nephilim are forced into action. The destruction of so many pious men poisons the flock and feeds corruption to humanity. In the year of our lord 363, Azariel is ordered by Uriel Sanguarius to investigate the source of this corruption as the Dominions suspect the work of Belial.
Azariel, along with a coterie of his best Powers head east, far east, past the holy city of Jerusalem, it takes them several years but by the year of our Lord 370 Azariel is heard from again and his news is bleak. A powerful and ancient vampire named Enkahas, presumably of Gangrel decent, had raised an unholy army of vampiric and mortal demon worshippers. As suspected they sang the praise of Belias, the second to fall from Heaven. There army swept westward and would in time reach the relative safety of Roma.
Upon hearing of this news the Cherubim discussed and debated what was to be done, they poured over all our ancient texts and holy scriptures for answers, finally in a vision from Amoniel himself our path was revealed to us. We were to rally behind the forces of Roma, support the Camarilla against this threat, and guide them as we had guided so many others. We refined the Camarilla's knowledge of war even further than Semyaza had done for Julius Caesar, we acted as informants in the night and we counseled the mortal rulers away from corruption, for a time at least.
For a time things seemed to go well, as if the Camarilla and Roma herself might survive. However ours are not immune to the impetuousness of youth. One of the Powers that Azariel took with him, a recent ascension named Masteema, was unsatisfied with our role as advisors, the horrors she witnessed Enkahas (Later revieled to be a fake) performing with her own eyes was too great and she longed to destroy that great demon. This passion consumed her. She made deals without concern for the ramifications; she sold Christians to the emperor in exchange for legions, and turned down the path of the Fallen. When Azariel was informed of her misdeeds he intervened but the young Power would not hear reason and off she marched to confront Enkahas, Nephilim elders be damned. She would never return from that fight, though the Cherubim would record that she fell to her inner demons in the final fight, before being smote by the Ancient Enkahas when Masteema's own heavenly gifts failed her.
- Penned by Raphael Domingo
"The Fall of Azazel"
The first of the Nephilim to fall, Azazel's story is exceptionally important to us. His sacrifice and then failure are an example to us all of the dangers of hubris. Before we can talk about his fall however we must talk of his great work, 'Constantine I', the first Christian emperor of Rome, and the stories tell us that it was Azazel who influenced the good emperor. Indirectly, more Archangel then the Power he truly was. However it was not until Constantine's "Battle of the Milvian Bridge" that he would see the light of God and as Azazel would ensure, quite literally.
History will record that Constantine sees the "Sign of the Christians" three times in the sky the night before the battle and the words "In this Conquer". While we take no credit for the miracle, and a miracle it was, it was Azazel would sway one of the Christian scribes there to speak to Constantine, to have him use the image of the Lord, the Labarum, on their shields. A clever ploy, as Azazel had ensured that Constantine was more than able at the arts of war before hand, the victory on that bridge would convert Constantine overnight. However the conversion was deceitful and the code punished him for this victory, for the ends do not justify the means, when those means defy the very code of Heaven itself.
Azazel would be given a chance at redemption however and would work to guide Constantine throughout his reign as emperor. Azazel would never recover from that deceit however, and would provide counsel to Constantine in his darkest hours that would lead the notoriously short tempered emperor down the path of murder, not just of his fellow man but his own Son and Wife. These final two failures proved too much for Azazel, the Power who would be an Archangel, and he would leave Constantinople and Rome entirely to "Return to his role as God's divine soldier" However his eroded morality perverts his sense of righteousness with pride and zealotry. The Cherubim lose track of him after this, he is potted occasionally rallying the Christian masses to rebel against the remnants of Pagan Rome, and is found finally by his Fellow Powers, after wassail had taken, he rests in torpor, forever stricken by name in the "Book of the Fallen". May he find redemption before the time of Judgment and be forgiven in the eyes of our lord. By the hosts of heaven he rests, till Kingdom come.
-Penned by Harahel Valentinian
The Nephilim are more than just a bloodline, they consist of more than just those descended from the divine. They are a brotherhood, a society of individuals that work collectively to guide the Kindred to their true destinies so that when Judgment comes the fallen will be spared and welcomed back into the warm Embrace of Uriel. The structure for this was devised long ago, in the earliest nights of the Roman Empire, after the fall of the Nephilim from Grace and their damnation as vampires. It was Semyaza who first organized the Nephilim into the order they are now, and he modeled them after the choirs of Heaven itself. Only suiting for those descended from the Sons of God. There are four major divisions within the Nephilim, each of which serves a purpose, each of which is valued as much as the others, and each sect believes that all the roles are essential to their success and survival.
Throughout the history of the Nephilim leaders have arisen within the ranks, and the predominant ones are mentioned here, the ones labeled as the "founders" as it was. These individuals brought focus to the ranks that Semyaza envisioned and understanding their purpose is crucial to understanding the Nephilim.
The Dominions
The first to gain independent leadership outside of Semyaza himself were the Dominions. Tasked with leading the Nephilim on their nightly struggles against the Adversary and the corrupt Kindred Nation. Of all the Orders of Nephilim, the Dominion meet most regularly to discuss the details of the "Code of Heaven", threats to the divine plan, and direction for the Nephilim. The Dominions, while natural leaders to be sure, very rarely involve themselves in the political machinations of Kindred courts, they leave that to the Archangels, they focus instead on Nephilim specific problems and organizing the rest of the orders to a unified purpose.
The Dominions came to their purpose under the leadership of a kindred named in the "Book of Deeds" as Gabriel. The gender of the individual is debatable but common Nephilim belief is that this Kindred was female in her days as a mere human. Notable only for its rarity, Female Nephilim are usually looked at as poor choices for the orders as the Angels themselves are depicted exclusively as male. In modern nights this is less troublesome as the Dominions have decreed that upon damnation you are genderless, and the mien you are granted from your mortal days is but a tool to be used in furthering the Divine Plan, back then however, her ascent was controversial.Brought into the Nephilim by Semyaza himself she started her journey humbly and under scorn of the rest of The Nephilim she worked for every ounce of respect she got. She is credited with defining the "Code of Heaven" as a written document and it's not uncommon for her name to be invoked by elders of the Nephilim in modern nights when lecturing younger members (eg. "Gabriel did not mean for you to use the code as an excuse for murder!")
The identities of the Dominions are kept secret from all those outside the Nephilim and it's not uncommon for younger members of the Nephilim to not know who the "Dominions" are either. The Dominions all possess a scepter or a sword with a globe of light fastened to the Pommel, if a sword, or the head, if a scepter.
The Cherubim
The Cherubim, while not as predominant as the other orders, are the most knowledgeable of the orders. They are the scholars, historians and lore keepers of the Nephilim. They were the second to find Leadership independent from Semyaza under a man who took the ascended name "Uriel Sanguarius" a Christian scholar to the court of Constantine in his mortal days, Uriel was brought into the fold as an old man, some say that Uriel was the mortal scholar that Azazel would use to sway Constantine but no records exist to confirm (Or deny) this claim. What is known is that Uriel would be responsible for recording the largest quantity of the Nephilims history, including the creation of the Bloodline itself.
The Cherubim are often found buried in books, in the basements of old churches however you don't gain the insight they have by being sequestered away in studies for millennium. As a result, of all the orders of the Nephilim it's the Cherubim that you can guarantee will be at a gather, a war, a memorial, or any events of consequence. You might not know they're present, you might not ever see them in fact, but rest assured that they are there.
The Cherubim are all marked with either a brand or tattoo of eight conjoined wings covered with eyes, this tattoo is commonly found on their back or on their wrists, or sometimes both. It's also rather common for the Cherubim to be seen with notebooks and various writing implements, with notes scribbled in languages indecipherable. Well. As common as it is to see them at all in any case.
The Powers:
The last of the orders to be released from Semyaza's personal oversight before his fall into Purgatory. The Powers are, for lack of a better explanation, the military wing of the Nephilim. That being said they are more accurately described as "Warrior Scholars" as they are as able bodied in debates as they are on the field of battle. The most zealous of the Orders, The Powers are regarded as faithful to a fault however and often times too quick to anger. It is from this caste that all the Fallen have come and as such they are watched carefully.
The First to bring leadership to The Powers was Azariel, his ascent was drastic, quick, but immediately respected. It happened on the fields of battle against what we now recognize as Belials' Brood. Semyaza, after fighting, for what seemed like hours, was finally brought low and forced into purgatory. It was at this time that Azariel, student of Semyaza, wept and when he recovered he wrought death and destruction unlike any had ever seen. It's said that his sorrow over the loss of Semyaza was so great that the host themselves possessed not only him, but the entirety of the Nephilim on the field that night. From that moment forward he and he alone, would lead "The Powers". Sometime during the Gulf war he disappeared from sight and the Cherubim haven't been able to track him down, however it is believed he is still alive.
The Powers gather rarely, and often train alone, it is only when the Dominions declare a threat to the Divine plan that they gather. They spend equal time training in the heavenly arts of war and studying the gospels. They are minimalists and usually are found in monk-esque havens. Since the attempted Genocide of The Nephilim Powers have taken it upon themselves to protect the rest of the Order more directly. Thus, in Modern nights, it is unusual to find one that Havens alone as they are often in the company of the Cherubim, or more often an Archangel.
The Powers, as a honor to their first heavenly battle as Nephilim alongside Constantine, often wear the Labarum upon their clothes. In modern nights they often times have it on the back of a jacket, or as a belt buckle. Those who are old enough to remember, or can claim a lineage from one of the Powers present at Constantine's side will sometimes wear "The Labarum of Constantine" instead. While it's believed that "The Powers" of heaven defend with sword and shield, those of the Nephilim have taken to fighting with chains to represent their binding to earth. When one of the Powers falls in battle their chain is symbolically broken to represent their return to God's side.
The Archangels:
While The Powers were the last of the orders to be released from Semyaza's oversight before his fall, the Archangels did not see organization until sometime later, sometime after 987 CE. The first recorded exploits of the Archangels was during the revolt of Byzantine against Basil II. According to the "Book of Deeds" a member of the Archangels who took the ascended name Mikhail (In modern nights called Michael). He is credited with advising Vladimir I during this time , Vladimir I send troops to support Basil II and converts to Christianity in exchange for a marital tie. As a result, the revolt is put down, and Vladimir I Christianizes Kievan Rus. How much truth is in this story, we don't know, however we do know that for reasons that seem inexplicable Vladimir I does convert Kievan Rus to Orthodox Christianity, and is later canonized as St. Vladimir. From this time forward, the Archangels have been lead by Michael on their divine quest. Some may focus on mortal conversion to Christianity while others focus on Kindred, but all of the Archangels are open about their beliefs and highly visible members of the Nephilim. They advise the powerful, monitor the courts and play the political games of Kindred to see as many damned saved on the Day of Reckoning.
It's not at all uncommon for the Archangels of the Nephilim to be openly assisting mortal Clergy in their sermons. As with the rest of the orders they are often found inhabiting old churches where they feel most at home, and in modern nights are often accompanied by one of The Powers. While not prone to gathering with other Archangels they do keep in contact via various mediums. In Kindred courts they are the ones most openly proselytizing the faith and often waging debates with the local members of the sanctified. They are religious scholars, but they focus on conversion more than the academic benefits of such Knowledge.
The appearances of Archangels are as varied as the individual members but are almost always eye-catching. Much like the powers, Chain symbolism is often embedded in their dress as are wings but how this manifests in any single Archangel's dress is as unique as the individual.
The Others:
While not officially a covenant, the Nephilim collectively hold certain opinions of the other clans and covenants, these opinions are not universal but are placed here to serve as a perspective. Trying to view the world through an Angel's eyes can be…interesting, and thus warrants a bit of exploration.
Lancea Sanctum:
The Lancea are a diverse and structured covenant and thus cannot be adequately generalized as is. However, their formation of varying creeds allows us to look at those and make certain observations.
Monachal Creed:
So close, yet so far. The Monachal creed maintains that we, as kindred, are agents of God's will. Yes, very good, we're with them. However they go onto preach that for our sins we are damned to Hell, and that it is this damnation which gives us purpose. Not so. Though we are damned we can find redemption through the laws of Heaven passed down to us from the angels themselves. While the moderates of the Monachal creed are usually reasonable and worth debating with, it is the hardliners that present the issue and sadly there are many of these.
Westminster Creed:
A by-product of the modernization of the kine faith. There openness is a welcome breath of fresh air however their faith, and I mean real faith…in God, is often suspect. They often represent the corruption of the church that was so prevalent in the past and are far too concerned with gaining power for its own sake. As a rule, they are nice enough, but are deceitful as the adversary. There is a saying amongst us "As the winds blow, so goes the Westminster creed"
Tollison Creed:
An interesting phenomenon, they have ideals that are admirable. Strict adherence to the commandments, piety, an admonishment of the grandeur so iconic in the Lancea. Moreover they believe that angels were sent, by God, to lead the kindred, a fact I cannot argue with. That being said, they tend to create more fanatics than any other creed and are rarely good in debate. Gentle nudging and an education could make the Tollison a worthwhile branch of the Lancea.
Circle of the Crone:
The Circle should be pitied but not hated. They are wrong, and their existence is a failure of ours to not adequately educate the masses, they are wrong, absolutely wrong no doubt and will inevitably be judged wanting when kingdom comes, and for this they have our pity. They do however see the evils of the sanctified, and perhaps if we can draw parallels they can be saved.
The Ordo Dracul:
The order should've stayed hidden; it was pure and would have eventually discovered that the path to transcendence is, as we say, through the laws of Heaven. However now that they are 'Out' they are clouded with politics and the dirtiness of the requiem. Resources better spent on research are diverted to stopping rivalries and debating whether or not the Ordo should go back to the old ways. A sad waste. Still, it is amongst their ranks that we find the most worthwhile research partners.
The Invictus:
Power for its own sake is hardly a noble cause nor worthy of our patronage. However, the Invictus bring stability and with a moral compass at their side they can be strong leaders who guide a city with grace, respect, and love. Respect them, respect their traditions, earn their trust and make them see the light of God's Will.
The Carthian Movement:
Just as power for its own sake is not a worthy cause, neither is change for its own sake. However, what we propose is change, and thus they can be tentative allies in our path to divinity. When things get heated with the Lancea, the Carthians can be counted on as allies though their methods are very…questionable.
Belials Brood:
Heretics and agents of the adversary. They are responsible for our near annihilation and would have all of kindred kind bow in service to Belias. It is the duty of the Powers to seek out and destroy these creatures wherever they may be found. Oppose them on every front. There must be no rest for the wicked.
VII:
Very little has been recorded by The Cherubim in regards to VII, all that is known is that oppose our gathering. Is this because they oppose our role as divine agents? Because they fear the influence that kindred may assert over the kine? We don't know. More research is required.
Obfuscate, Auspex, Animalism, Divinos
In addition to the standard Mehket flaw, something the Nephilim say is punishment for the fall, the Nephilim are bound to follow the "Code of Heaven". This code is inherited from their progenitor and enforced through the blood in their veins. The Code operates side-by-side with the vampire's humanity, adding sins to the hierarchy. Failure to follow the Code results in frenzy, a loss of humanity, and, eventually, Wassail. Any Nephilim that fall to Wassail are recorded in the "Book of the Fallen", kept by progenitor. The names of the Ascended who have fallen to Wassail are never used again unless the would-be Nephilim completes the "Redemption of the Fallen", a grueling ordeal that none are known to have passed.Finally, as the discipline is thought to come from heaven it leaves little room for devotion to other causes. The Practical downside to this is that if a member of the Bloodline should ever join a canonical covenant all the powers fail to work and no XP is refunded.Likewise, the bloodline does not manifest in those with true status in another covenant.
The Code of Heaven:
The Code of Heaven is the ancient laws that the Nephilim are bound by blood to follow, codified by scholars for reference. All members must know it instinctually. It operates side-by-side with the Nephilim's humanity and a violation of either morality index is a violation of both. In some cases, the chart may contradict, but the Code always comes first. For example, if speaking out against corruption results in hurting someone's feelings, no sin has occurred.
The hierarchy of sins under the Code of Heaven is as follows. Any normal sin for a vampire still applies to the Nephilim.
| 10 | Breaking any of the Ten Commandments Selfish Thoughts |
| 9 | Failing to speak out against corruption and sin Minor selfish acts |
| 8 | Acting out of Pride, Avarice, Gluttony or some other sinful impulse Injury to another (accidental or not) |
| 7 | Theft, robbery, willful vandalism Causing harm to a pious or virtuous person |
| 6 | Causing harm to a pious or virtuous person Grand Theft |
| 5 | Feeding from an Innocent without permission Intentional mass property damage |
| 4 | Impassioned Crime Blasphemous, heretical act |
| 3 | Allowing a crime or major sin to go unpunished Planned Crime |
| 2 | Casual/Callous Crime Murder of innocents |
| 1 | Aiding Belial's Brood or other agent of evil Utter perversion, heinous acts |
Should the Nephilim ever fall below Humanity 7, Divinos fails to work until they have redeemed themselves (return to Humanity 7). There are, at current, no known Nephilim at Humanity 10. Thus, it is believed that when and if a Nephilim reaches such a state that they go into Purgatory to await judgment on the Day of Reckoning. Should a Nephilim ever fall so far that they are lost to Wassail, their ascended name is recorded in the "Book of the Fallen", along with their history as Nephilim and documentation on their fall to the Beast. There are only three such names on record to date. Azazel, Asmodeus, and Masteema. The scholars have taken note that all three who have fallen to Wassail have taken the names of Fallen Angels, and important ones at that. Thus, when a new Nephilim takes the "Pledge to Uriel" and assumes a similar name, they are watched with great interest for signs of this behavior. Skeptics are quick to point out that those three were also Powers all, and as such were more exposed to violations than others.
The Truth? Who knows, really. It is still hotly debated amongst the Nephilim and likely will be for some time…
While the Nephilim would never admit to Divinos being a discipline in the traditional sense, they do concede that it is easiest to understand by thinking in those terms. For the Ascended, however, Divinos is a birthright, the divine manifestation of their angelic nature.
Divinos is used sparingly tonight, not only because angelic sightings in modern nights raise more eyebrows now, but also because God watches for abuses of what are essentially stolen gifts from Heaven. When such abuses occur, the individual in violation must make penance lest His wrath be incurred.
Mechanically, any use of the power that the ST deems to not be in pursuit of the Code of Heaven imposes a penalty equal to the level of discipline used on all rolls for the rest of the night, after the current scene is concluded.
Divinos was first demonstrated by Semyaza, but was mastered by the Power Azariel during the Genocide of the Nephilim. It is believed that when Semyaza sacrificed himself to Purgatory, in order to defend the Nephilim, that God deemed the Nephilim worthy of the work they had taken on and allowed the powers to manifest to aid them in their great work.
For greatest effect, the user of Divinos must be speaking with righteous vigor, be it a sermon on the unending mercy of the Almighty or a lecture on the evils of a particularly vile prince, Divinos is much more effective when practiced during holy performances.
Should the Nephilim fall below Humanity 7, the powers fail to work until they recover.
Usually, Kindred aren't affected by the presence of Holy objects like crosses and churches and the like. However, the Nephilim are possessed of a truly divine spark that radiates from them so powerfully that any Kindred of Humanity less than the Nephilim can't help but be overwhelmed.
Cost: 1wp/scene
Dice Pool: Manipulation + Occult + Divinos vs. Composure + BP
Action: Instant
Success: All actions taken by any kindred of a lower Humanity than the Nephilim suffer a -2 while in his presence.
As beings of angelic descent the blood that courses through their veins is blessed with the essence of the divine. As such any that would feed off the Nephilim or worse, commit the basest sin of Amaranth, find that they are punished for their transgression, as the blood burns through their vile damned bodies.
Cost: 1vitae/scene
Dice Pool: None
Action: Reflexive
Success: A vampire feeding from the Nephilim takes one point of bashing damage for every point of blood taken. The feeding vampire gains no sustenance.
Although pained by the same curse as the Mehket, the Nephilim still remember what it was to walk in the sun, to feel and see everything in his creation by light of day. While seeing the sun is something that will never happen again for the Nephilim, not until Judgment day at least, they can summon the likes of it to remind Kindred of the peace and warmth that they are deprived of by their damnation. When active the area that the Nephilim is in radiates as if lit by the heavens above.
Cost: 1 wp
Dice Pool: Presence + Socialize + Divinos vs. Highest Composure + Humanity in the room
Action: Instant
Roll Results:
Failure: The user does not achieve a single success. The light is not summoned and the room remains as is.
Success: The user achieves at least one success. The room is filled with a light akin to high noon on a clear day that seems to emanate from the heavens. The light dispels any mystical darkness, imposes a penalty on Obfuscate rolls equal to successes. Additionally anyone attempting to take a violent action in the area must spend a WP per turn that they act, and an additionaly WP must be spent if attempting to Kill or Diablerize someone. This power lasts for the scene or for a month if a permanent WP dot is invested in it.Any newcomers to the room get to draw their Composure + Humanity to see whether or not they fall under the effects of the room.This power can only be used on sacred ground.
When the Nephilim sent their seventh messenger to attempt to sway the murderers and sinners from their path it was in this form that they came to them. A commanding presence and thunderous voice, the Archangels use this only when pushed to make a point. Their eyes glow golden, and their usually dark hair glistens as if metallic, when combined with Holy Aura there is little doubt left that they are in fact descended from angels. Woe is the doubter who pushes one of the Nephilim past this point.
Cost: 3 vitae + 1wp
Dice Pool: Divinos + Presence + Humanity
Action: Instant
Roll Results:
Failure: The user does not achieve a single success, the attempt is still considered to be punishable by God however.
Success: The user achieves at least one success. For the duration of the scene the user is considered to have a bonus to their natural presence, a bonus to all social rolls and a bonus to resistances equal to successes. These bonuses cannot exceed one quarter of the humanity ra